Mostly stationary, calls in a teleporting bomb to hurt out-of-view players
Armed with a powerful single-shot or burst-fire precision rifle (for Elites) which temporarily reduces Healing on hits
Uses a red targeting laser to indicate line of sight and to call in precision airstrikes
Often defended by stun mines, which stun the player temporarily and removes shields for a long duration
Executioner Glider
Armed with a laser shotgun
No dash, but very fast movement
High health
A Rank 3 Elite 'Executioner' will spawn if the 'Escape in time' timer reaches 0
A pair may be summoned when the terror level is raised or as Headhunters (in Zone 4)
Explodes on death
Frontline Medic
Behaves nearly identically to the Breach Ceta
Has a drone that heals nearby enemies
60 armor (75 with Deflect on)
Hovertank 808
Launches powerful guided and dumbfire missile volleys
Appears near the end of the Server Hack boss fight or in the Military Bay
Explodes on death
Chrono Trooper
Summoned by SPDR Alarms
Also frequently appears from Zone 2 and onwards as a standard enemy
Can teleport and self-heal
Armed with a powerful fusion weapon that destroys shields
Rank 2 and 3 Elites teleport more frequently and have noticeably higher fire rate
Gun Drone
Fragile, low threat, armed with inaccurate automatic weaponry
When low on health, charges in close in an attempt to harm players with its death explosion
Explodes on death
Missile Drone
Launches a pair of missiles, or more at higher veterancies
When low on health, charges in close in an attempt to harm players with its death explosion
Explodes on death
OM6 Overseer
Roaming mini-tanks armed with powerful, slow-firing energy cannons; fires six energy shots
Explodes on death
Rocket Prism
Launches rocket volleys that track the player
Rockets are easy to dodge due to slow speed and very slow turning
Explodes on death
SPDR Alarm
Begins a random countdown/up overhead when spotting a player, then flees at high speed
If the timer reaches 0, the SPDR disappears and is replaced by a Chrono Trooper
Most projectiles will pierce through them completely
Stinger Glider
Rapid movement and accurate, rapid-fire fusion blasters
Periodically activates a shield to become invulnerable for a few seconds if reduced below certain health %
Also fires a taser (similar to Guardian's Auto-Taser) that stuns for a long duration on shield activations
20 armor (35 with Deflect on)
Explodes on death
A pair may be summoned when the terror level is raised or as Headhunters
Tracked Flame Unit
Slow movement speed
Fires long trailing fire streams that inflict burning on the player, dealing damage to health directly
Explodes on death
Structures
Image
Name
Behavior
Notes
Nano-Healing Station
Dispatches drones to heal nearby units
Higher-rank variants send more drones and thus heal faster
Mortar Turret
Fires mortar shells over very long range without regard for cover as long as it is aware of the player's presence.
Elite variants can fire multiple shots in rapid succession between reloads
The Mortar Turret doesn't understand the meaning of 'danger close'. Clever players can use its shells to kill other enemies, the turret itself, or to break crates.
Attacks the player directly upon being alerted; ignores player-spawned turrets and allies
Drone Turret
Only able to attack moving player.
Sends three (or four for Rank 3 Elites) circular UAVs to orbit the player and emit lasers
Deploys a Missile Drone when health reaches a certain threshold (~50%) (Rank 3 Elites deploy 2 Missile Drones)
12.7mm Turret
Powerful sniper-cannon that fires ricocheting projectiles; slow to aim, projects a distinctive red beam
Deploys a Gun Drone when health reaches a certain threshold (~50%) (Rank 3 Elites deploy 2 Gun Drones)
Elite versions fire in bursts, but have no deviation between shots (unlike Elite snipers)
FLAR Turret
Launches a large salvo of missiles after a short targeting period
Missiles become homing at any Elite rank, and more accurate at higher ranks
Most projectiles will pierce through them completely
Will stop moving and flash/beep before detonating
Explodes on death
Shield-Gen Drone
Produces an aura that grants a regenerating shield to nearby enemies
Fires plasma projectiles
When low on health, charges in close in an attempt to harm players with its death explosion
Explodes on death
Medi Ball
Dispatches drones to heal nearby enemies
Fires plasma projectiles
Explodes on death
Room Clearing Unit
Fires high amounts of low-range shotgun pellets
Slow to move and even slower to turn
Somewhat high health
35 armor (50 with Deflect on)
Explodes on death
Assault Prism
Sprays high-damage lasers in all directions when attacking
Walking liabilities; prone to causing friendly fire
Railgun Glider
Slow move speed
Powerful burst-fire railgun attack with aiming markers
Structure
Structures
Image
Name
Behavior
Notes
Spider Deployment Truck
Stationary and unarmed, poses no particular threat by itself
Continuously spawns SPDR Explo once attacked
Spawns a pair of Assault Prisms once destroyed and can drop random pickups
Vierling HMG Turret
Incredibly high damage machinegun turret, acquires targets quickly but can barely turn once it has begun firing.
Can kill unarmored players with full health and shields in moments due to low overall damage per projectile, which does not trigger defensive modules that have high damage requirements such as I-Frame.
Alarm Pole
Passive/indestructible, cannot be destroyed, can be activated by players
Enemies will move to interact with it; immediately summons more enemies on first use and alerts the entire level to your location
This section contains only enemies that are new to this zone; the zone itself contains many of the enemies from Zone 1 as well.
Certain enemies within this zone, particularly those with yellow or gold colour schemes, will be red in their elite forms, making it easier to tell them apart.