A variety of enemies exist in PAYDAY: The Heist. Those armed with only pistols are low threats, and encountered at the beginning of heists and in between assaults. Armored enemies with various weapons such as assault rifles, shotguns, and machine pistols are generally encountered later in heists. Most special enemies are significant threats who are capable of quickly downing a lone crew member, or even multiple. (Cloakers and Bulldozers especially) All enemies can and will (if by chance, enemies will never target civilians) shoot through civilians or each other without harming them.
Security guard |
Cop |
FBI |
Gangster |
Blue SWAT |
Heavy SWAT |
Murkywater |
Security guard[]
Security Guard | |
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Statistics | |
Health | 14 (Easy)16 (Normal) 20 (Hard) 30 (Overkill) 40 (Overkill 145+) |
Headshot Multiplier | x3 (Easy)x2 (Normal) x2 (Hard) x3 (Overkill) x3.1 (Overkill 145+) |
Movement Speed | Overkill and below100 (Walking) 300 (Running) Overkill 145+ 105 (Walking) 345 (Running) |
The Security Guard is the weakest enemy, usually armed only with a Crosskill .45 pistol. He has the lowest accuracy, lowest firepower and lowest endurance of all the enemies. Security guards appear in First World Bank as the bank guards, Green Bridge as the prison transport drivers, Slaughterhouse as the armored vehicle drivers and in No Mercy as the ICU guards.
In Diamond Heist, each security guard carries a Compact-5 and wears a red shirt for higher-risk patrols. This variant also appears in No Mercy as the guard who is sent to check on the malfunctioning cameras, and must be silently eliminated before he can set off any alarms. Security guards with red shirts will not surrender as easily as regular security guards.
When near a (once a guard has yelled for him to stop) passive player, the security guard can cuff them, preventing them from moving or attacking for up to 60 seconds. Within that time, a crewmate may uncuff the player; if the 60 seconds pass first, then the cuffed player may uncuff themselves by pressing the interact button. The process of uncuffing only takes about a second. There is virtually no cooldown for this ability, so a single security guard can cuff several players in quick succession, which can quickly lead to a failed heist if he happens to cuff every player.
Despite not technically being law enforcers, security guards are treated as such for the game's challenges. As the weakest enemy, the security guard is a primary target for players who wish to progress in the "Saving bullets" and "Owning the law" challenges.
Cop[]
Cop | |
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Statistics | |
Health | 14 (Easy)16 (Normal) 20 (Hard) 30 (Overkill) 40 (Overkill 145+) |
Headshot Multiplier | x3 (Easy)x2 (Normal) x2 (Hard) x3 (Overkill) x3.1 (Overkill 145+) |
Movement Speed | Overkill and below175 (Walking) 300 (Running) Overkill 145+ 183 (Walking) 345 (Running) |
The Cop, also known as the Police Officer, is armed with a Crosskill .45 pistol or Reinbeck shotgun. In each heist, he is encountered between the beginning of the heist and the end of the first assault. Typically their firepower is weak when alone, but their Reinbeck can quickly deplete all of the players armor on higher difficulties, allowing himself and other enemies to whittle player's health down quickly.
FBI[]
FBI Agent | |
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Statistics | |
Health | 21 (Easy)24 (Normal) 30 (Hard) 45 (Overkill) 60 (Overkill 145+) |
Headshot Multiplier | x3 (Easy)x2 (Normal) x2 (Hard) x3 (Overkill) x3.1 (Overkill 145+) |
Movement Speed | Overkill and below100 (Walking) 350 (Running) Overkill 145+ 105 (Walking) 402 (Running) |
The Federal Bureau of Investigation agent is essentially a Blue SWAT armed with a Crosskill .45 pistol or B9-S, even having the same movement and health despite apparently being unarmoured. He is sent out as a part of a "hostage rescue team" between each assault wave, but ironically he can easily be taken hostage because of his low endurance. Despite being somewhat weak and only appearing in low numbers, FBI agents can be somewhat of a nuisance to players between assaults, though they are only armed with handguns, they are extremely accurate even when firing upon players from a distance.
Trivia[]
- It is possible that the FBI enemies in the game are based on the FBI Hostage Rescue Team (HRT), which is a large SWAT team able to deploy anywhere within the United States of America within four hours, and specializes in helicopter entries. While at the beginning of the HRT's days they used handguns, modern teams use modified versions of typical SWAT load-outs.
Gangster[]
The gangster is armed with a Mark 11. They're found in the beginning stages of Panic Room and Undercover. Gangsters do not count as cops, and can't be taken hostage, however Chavez can be taken hostage as he is a civilian.
Gangsters tend to deal very high damage due to their weapons having a monstrous fire rate, even at longer ranges they can still put accurate and rapid fire on heisters, meaning players should be very cautious of them at all times. They are not targeted by and cannot be harmed by law enforcement units on the scene and vice versa.
The Gangster has 20 base health, 14 on Easy, 16 on Normal, 30 on Overkill and 40 on Overkill 145+.
The Gangster has a base headshot multiplier of 2, with a headshot multiplier 3 on Easy and Overkill and 3.1 on Overkill 145+.
Blue SWAT[]
Blue SWAT | |
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Statistics | |
Health | 21 (Easy)24 (Normal) 30 (Hard) 45 (Overkill) 60 (Overkill 145+) |
Headshot Multiplier | x3 (Easy)x2 (Normal) x2 (Hard) x3 (Overkill) x3.1 (Overkill 145+) |
Movement Speed | Overkill and below100 (Walking) 350 (Running) Overkill 145+ 105 (Walking) 402 (Running) |
The Blue SWAT is armed with an AMCAR-4 assault rifle, Compact-5 submachine gun, or a Reinbeck shotgun. They are present around the first assault to the end of the heist, and is the most common enemy on Normal difficulty. On higher difficulties, they are usually only seen around the start of a heist. They tend to quickly deplete armor and health with their weapons, forcing players to take cover to avoid going down.
Heavy SWAT[]
Heavy SWAT | |
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Statistics | |
Health | 49 (Easy)56 (Normal) 70 (Hard) 105 (Overkill) 140 (Overkill 145+) |
Headshot Multiplier | x2.25 (Easy)x1.5 (Normal) x1.5 (Hard) x2.25 (Overkill) x2.325 (Overkill 145+) |
Movement Speed | Overkill and below100 (Walking) 350 (Running) Overkill 145+ 105 (Walking) 402 (Running) |
The Heavy SWAT is a heavily armored unit armed with an AMCAR-4 assault rifle or Reinbeck shotgun. He appears from the first assault to the end of the heist, and spawns more frequently on higher difficulty levels. On Hard difficulty and above, he is the most common enemy the player will face. Because of his relatively large health pool (over double a normal SWAT member's,) targeting the Heavy SWAT's head can be a good way to take him out if you can hit it. When killed by a headshot, his visor will shatter and create a distinct sound, which can be used to players advantage to confirm kills.
Players can earn the achievement "Intimidating" by forcing a Heavy SWAT to cuff himself.
Note that even though he is bulkier and more armoured, he is just as fast as his lighter counterpart.
Murkywater[]
The Murkywater combatant, also known as the "Murky", is armed with an AMCAR-4 assault rifle and is only fought in the early stages of the Slaughterhouse heist. They bear a resemblance to the Heavy SWAT units (the armor of Murkies is basically recolored Heavy SWAT armor, sans the helmet/visor) but have better accuracy and reaction time. However, if you hit their unarmored heads it can do the same damage to them as hitting a more lightly armored enemy, such as a Security Guard or a Gangster.
Murkywater Units have a base health of 80, 56 on Easy, 64 on Normal, 120 on Overkill and 160 on Overkill 145+.
Murkywater Units have a base headshot multiplier of 5, with a headshot multiplier of 7.5 on Easy and Overkill and 7.75 on Overkill 145+.
Achievements[]
Intimidating Get a Heavy SWAT to give up. |
Civil disobedience Defeat 100 law enforcers in a single heist. |
Quick draw In PANIC ROOM, kill all armed thugs in and around the apartment building within 60 seconds of you and your crew drawing your weapons. To complete this challenge, you will have to have played the heist from the start. |
Hot lava Don’t let any law enforcers reach the graffiti on the center of the roof in PANIC ROOM from the SECURE THE ROOF objective until the ESCAPE objective on hard or OVERKILL difficulty. To complete this challenge, you will have to have played the heist from the start. |
Federal crime Defeat 25 FBI agents in a row. |
Bomb man In DIAMOND HEIST, defeat all twelve Patrol Guards using only trip mines. To complete this challenge, you will have to have played the heist from the start. |
Video[]
Heists | Release: First World Bank • Heat Street • Panic Room • Green Bridge • Diamond Heist • Slaughterhouse DLC: Counterfeit • Undercover • No Mercy |
Weapons | Primary: AMCAR-4 • Reinbeck • M308 • Brenner 21 • AK Secondary: Mark 11 • Locomotive 12G • Compact-5 • GL40 Pistols: B9-S • Crosskill .45 • Bronco .44 • STRYK |
Deployables | Ammo bag • Doctor bag • Trip mine • Sentry gun |
Enemies | Regular: Security guard • Cop • FBI • Gangster • Blue SWAT • Heavy SWAT • Murkywater Special: Bulldozer • Cloaker • Shield • Sniper • Taser |
Characters | Dallas • Hoxton • Wolf • Chains • Bain • Minor characters |
Gameplay | Assault Waves • Civilians • Crew AI • Drills • Environmental hazards • Police Custody • Reputation • Risk Level (Overkill 145+) • Shout • Stealth • Upgrades |
Miscellaneous | Achievements • Challenges • Companies (GenSec • Murkywater) • DLC • FBI • Gangs & Mafias • Graphic options • Masks • Overkill Software • Steam Trading Cards • Timeline • Update history |