Skip to content

Enemy Database

Dragynrain edited this page Nov 13, 2025 · 1 revision

Enemy Database

Complete reference for all enemy types in Rogue Signal Protocol.

Overview

There are 8 unique enemy types with different behaviors, stats, and threat levels.

Enemy Types

Static Enemies

Stationary enemies that guard fixed positions.

Scanner (S)

Stats:

  • CPU: 35
  • Vision: 5 tiles
  • Damage: 0
  • Movement: STATIC

Stationary surveillance node with enhanced detection arrays. Cannot attack but sees farther than most security programs. Tactical Notes:

  • Cannot attack but alerts nearby enemies
  • Extended vision range makes them dangerous sentries
  • Eliminate early if stealth approach required

Firewall (F)

Stats:

  • CPU: 80
  • Vision: 3 tiles
  • Damage: 5
  • Movement: STATIC

Heavily fortified security barrier process. Extremely resilient but slow to respond to threats. Tactical Notes:

  • Extremely high CPU makes them hard to kill
  • Often blocks critical paths
  • Consider avoiding rather than fighting

Mobile Enemies

Enemies that patrol or pursue actively.

Patrol (P)

Stats:

  • CPU: 40
  • Vision: 4 tiles
  • Damage: 10
  • Movement: PATROL

Automated security routine that follows predetermined routes. Equipped with basic defensive protocols. Tactical Notes:

  • Shows next 3 planned moves - highly predictable
  • Easy to avoid with proper timing
  • Alerts other enemies when detecting player

Bot (B)

Stats:

  • CPU: 25
  • Vision: 3 tiles
  • Damage: 8
  • Movement: RANDOM

Autonomous cleaning script with pattern recognition. Wanders unpredictably while scanning for anomalies. Tactical Notes:

  • Unpredictable movement makes them dangerous
  • Lower stats compensate for chaos factor
  • Can accidentally discover you in blind spots

Hunter (H)

Stats:

  • CPU: 50
  • Vision: 6 tiles
  • Damage: 15
  • Movement: RANDOM

Elite security algorithm with advanced threat detection and powerful attack protocols. Highly dangerous. Tactical Notes:

  • Highest vision range of standard enemies
  • Very dangerous in combat (15 damage)
  • Avoid or ambush from blind spots

Virus (V)

Stats:

  • CPU: 35
  • Vision: 4 tiles
  • Damage: 0
  • Movement: VIRUS

Hostile malware that corrupts on contact. Doesn't deal direct damage but infects systems with degrading code. Tactical Notes:

  • No direct damage but inflicts virus status
  • Virus deals 3 CPU per turn for 3-10 turns
  • Use Antivirus exploit to cure infection

Inhibitor (I)

Stats:

  • CPU: 30
  • Vision: 4 tiles
  • Damage: 0
  • Movement: RANDOM

Traffic control daemon that throttles unauthorized processes. Slows your execution speed without causing damage. Tactical Notes:

  • Slows your movement on contact
  • No damage but tactical nuisance
  • Use Antivirus exploit to remove slow effect

Boss Enemy

Special enemy that only appears under specific conditions.

Admin Avatar (A)

Stats:

  • CPU: 250
  • Vision: 8 tiles
  • Damage: 45
  • Damage Resistance: 50% (min 5)
  • Movement: ADMIN

System administrator's digital enforcer. Heavily armed, relentless, and commands root-level privileges.

Spawn Conditions:

  • Appears on Military Backbone (Level 3) at high trace levels
  • Can spawn when trace reaches critical thresholds

Tactical Notes:

  • EXTREMELY DANGEROUS - avoid if possible
  • 50% damage resistance makes it very tanky
  • 45 damage can kill you in 3 hits
  • Best strategy: Keep trace low to prevent spawning
  • If spawned: Use System Hop to escape, avoid direct combat

Stats Comparison

Enemy Symbol CPU Vision Damage Movement
Bot B 25 3 8 Random
Inhibitor I 30 4 0 Random
Scanner S 35 5 0 Static
Virus V 35 4 0 Virus
Patrol P 40 4 10 Patrol
Hunter H 50 6 15 Random
Firewall F 80 3 5 Static
Admin Avatar A 250 8 45 Admin

Movement Behaviors

STATIC

Remains in one position. Does not move unless pushed by game mechanics.

PATROL

Follows predetermined routes. Shows next 3 planned moves for player prediction.

RANDOM

Moves unpredictably. Can change direction at any moment.

VIRUS

Special movement pattern for Virus enemies. Wanders while seeking targets.

ADMIN

Advanced AI behavior. Relentlessly pursues player with optimal pathfinding.

Detection & Alert System

All enemies have three awareness states:

Unaware (Yellow)

  • Default state
  • Following normal behavior pattern
  • Has not detected player

Alert (Orange)

  • Investigating suspicious activity
  • Lasts 1 turn only
  • Can escalate to hostile if player seen again

Hostile (Red)

  • Actively pursuing player
  • Alerts nearby enemies within 8 tile radius
  • Uses optimal pathfinding to chase

Tips & Strategies

  1. Know your enemy: Study movement patterns and vision ranges
  2. Use blind spots: Hide in monitoring dead zones to avoid detection
  3. Watch the queue: Enemy movement predictions show 3 moves ahead
  4. Ambush bonus: Attacking from blind spots grants +10 damage
  5. Avoid Admin Avatar: Keep trace low to prevent spawning
  6. Status effects matter: Carry Antivirus for virus/slow effects
  7. Target priority: Eliminate Scanners first, avoid Firewalls
  8. Stealth over combat: Killing alerts nearby enemies

Clone this wiki locally