This is the list of Enemies in PAYDAY 2, along with detailed descriptions. A table containing all head shot multipliers and health values for these enemies can be found at the bottom of the page.

My Notes: GenSec makes a lot of money providing private security, but they ain’t spending it on these guys. They’re nothing more than drivers and baggage handlers armed with a pistol and dressed in t-shirts. They might deter bag-snatchers but they ain’t gonna do squat in a real fight. And those goddamn red berets make an inviting target for a heister.

GenSec is the biggest private security company in the world, and these red-bereted officers fill the ranks of their footsoldiers. They wear very light armor, and are most often armed with Chimanos, though a few supporting units may carry Compact-5s.

My Notes: About the greatest threat they pose to the clowns is raising the alarm when they see them, ‘cos they ain’t worth wet paper in a fight. Not that that stops them trying. A lot of these guys are ex-MPD. Maybe pensioned off after being injured in the line of duty, or just gave up their badge hoping for an easier, less dangerous life.

Unarmored and very lightly armed, usually with nothing more than a Chimano, Security Guards still pose a significant threat due to their pagers. With the press of a button, a vigilant Security Guard can raise the alarm, which will bring better suited reinforcements.

My Notes: MPD rank-and-file. And a light breakfast for the bad guys. These units are poorly armed and armored. They might be the first responders, but being the first response doesn't mean being the best response. I can't fault their spirit. But they need to learn when to hold back, and let the heavier teams get on the scene, 'cos these guys are getting turned into ground chuck.

Generally, they might be lightly armed and lack armor, but our regulars shouldn’t be underestimated. They are almost always first on the scene, and fight hard to protect their city. Their kit is variable. Most carry the standard issue Chimano, but some will also pack the Reinfeld, the Compact-5 or even a Bronco.

Rarely, Bronco .44-wielding Metropolitan Police officers may appear during assault waves on higher difficulties. They should be considered high priority targets as they can deal a lot of damage very quickly. They can easily be identified by their hats (similar to the officer pictured) and the distinctive report of their revolvers.

It is worth noting that due to the structure of assault sequencing, aggressively eliminating a significant quantity of first-responder police officers can greatly accelerate the arrival of the first assault wave. Players should exercise caution and, if possible, prolong a 'standoff' state as this will buy them (or their drills) more time to work in relative safety.

Note that in heists like the Jewelry Store , Mallcrasher , Ukrainian Job and GO Bank , Metropolitan Police officers can occasionally spawn outside of the main objective. One or two of them will be a normal uniform cop, while the other one will be wearing a Kevlar vest. Two of the warehouse guards on Day 2 of Election Day (assuming the correct van was tagged or the entire database was retrieved on Day 1) will be Metropolitan Police as well. They function just like the guards when they see a criminal; the only main difference is that when they're killed, no pagers will need to be answered.

On lower difficulty levels, street cops appear throughout the first assault wave, but are rarely present afterwards. On Overkill difficulty, they do not appear at all aside from the one or two pairs who arrive in police cars on certain heists; the Hostage Rescue Team usually arrives first, 10–20 seconds after the alarm is triggered.

Also known as the police officer or street cop, these police officers use either the Chimano 88 pistol, Bronco .44 revolver (as of Update #13 ), Reinfeld 880 shotgun, or Compact-5 submachine gun. For melee they use a police baton. They tend to arrive at the heist location about 20 to 30 seconds after an alarm is raised, and are the first responders. Like Security Guards, they have 40 HP regardless of difficulty.

The Security Guard is the weakest enemy in game with only 40 HP on all difficulties, armed with various small arms and a side-handled baton for melee. These guards also have the ability to handcuff a heister for 60 seconds if they are close enough without getting aggressive (which, for a player who isn't cautious, can cause an embarrassing failure if all heisters in game are cuffed) and in quick succession.

After the Metropolitan Police, SWAT Teams are the second line of law enforcers the crew will encounter once the situation goes south. SWAT units are comprised of two variants, the normal Blue SWAT and the tougher Yellow SWAT.

My Notes: Made up of men who’ve put in at least two years with the regulars, and had training with better armor and assault rifles. This means they can soak more damage and pack a harder punch. They’re tough but...we lose way too many to bad decisions at a command level. Our loss rate on these guys is unacceptable - maybe look at further upgrades to weapons and armor.

These guys are the second tier in our SWAT forces. They’re all time-served veterans, enjoying better training with better armor and assault rifles.

My Notes: Yeah, they're well equipped and we've plenty of 'em, but what they're lacking is leadership - need better command. Decent team-players, for sure, but they're tactically inflexible. Their doctrine is aimed at swarming bunkered-down criminals, but that fast 'shock-and-awe' crap is suicide in the face of an experienced crew.

Once the regular cops have determined that the situation is volatile enough to require specialist weapons and training, they call the SWAT, and these boys in blue are the first guys on the scene. Well-equipped with Compact-5’s or Reinfelds, they are fast and work well in groups. Bringing their firepower to bear very quickly often shuts down criminals fast.

Yellow SWAT units stop spawning under normal conditions once playing on Very Hard or Overkill, though they can appear in certain scripted events..

The Yellow SWAT carry the CAR-4 rifle in addition to the same gear as the Blue SWAT, but have considerably more health and durability than their counterparts. Yellow SWAT tend to appear as either a unique enemy alongside the Blue SWAT or as the replacement of the Blue SWAT on Hard difficulty (Risk level I). The arrival of Yellow SWAT can make for an unpleasant surprise on any difficulty, especially as they receive a significant firepower boost on higher difficulties.

The Blue SWAT are armed with a Compact-5 or Reinfeld 880 , they will start to appear just prior to the start of the first assault wave and tend to remain the most common enemy throughout the heist on Normal difficulty (Risk Level 0). On higher levels they disappear earlier on. The Blue SWAT represent the first real challenge to the heisters as they employ the use of more advanced tactics such as taking cover and giving suppressing fire. They can use smoke grenades or flashbangs to cover their advance.

FBI Agents and Hostage Rescue Teams typically appear in between assault waves to attempt to rescue any hostages in the area. Unlike the first game, the FBI in PAYDAY 2 have a far greater presence in game during the later stages because of the game taking place in Washington D.C. bringing in heavier units that surpass standard SWAT units.

FBI Description Enemy Type FBI Agent Statistics Health 80 (Normal)

80 (Hard)

160 (Very Hard)

240 (Overkill)

480 (Mayhem/Death Wish/Death Sentence) Headshot Multiplier 2 (Normal)

2 (Hard)

4 (Very Hard)

6 (Overkill)

4 (Mayhem)

3 (Death Wish/Death Sentence) Other Internal name fbi v · d · e Field Agent Edit "All agents have to have a first field day, and these guys have bad enough luck to have to spend it with you. Don't group these guys together with regular cops though, because these guys are specialists." —Bain's Description of the FBI Agent Variant The least dangerous of the three are armed with the Chimano 88 pistol and have the same health as a Blue SWAT. They can be recognized easily due to their blue coat and cap, the coat bearing 'FBI' across the back in yellow lettering. They disappear later on during easy heists while not making an appearance at all on Overkill and above outside of certain prescripted scenarios (such as Day 2 of Firestarter). They are also the rarest of the three. Veteran Agent Edit "These guys have seen some action - they're prepared, even though they aren't part of assault teams. They're just veterans and you aren't the first criminal they've shot to death." —Bain's Description of the FBI Veteran Variant The third type is an African-American variant in a white shirt and light tactical harness, wielding the CAR-4 rifle. Beware of this variant because they deal extremely high damage despite their relatively low health and they can quickly bring down a player due to their assault rifle's high RoF. Fortunately, their accuracy at range is fairly limited, and they have the same health as the least dangerous variant of FBI Agent. Same as the Hostage Rescue Team, they spawn only in rare scripted sequences after Update #109.1. Office Agent Edit A fourth type was added in Hoxton Breakout, and appear at the start of both days. In Day 1, they can be seen at the start of the heist after the C4 blows up the courthouse wall, knocking them unconscious. In Day 2, they occupy the Washington FBI Headquarters, and only have their side-arms to defend themselves, the men being armed with the Chimano 88 and the women with Bronco .44 revolvers. Despite this, care should be taken when dealing with them. They appear in large numbers and can easily down a heister with their suppressive fire. They also appear in Undercover, as part of the team attempting to arrest the Taxman.

Hostage Rescue Team

Description Enemy Type Hostage Extraction Unit Statistics Health 80 (Normal)

80 (Hard)

160 (Very Hard)

240 (Overkill)

480 (Mayhem/Death Wish/Death Sentence) Headshot Multiplier 2 (Normal)

2 (Hard)

4 (Very Hard)

6 (Overkill)

4 (Mayhem)

3 (Death Wish/Death Sentence) Other Internal name swat v · d · e "Some agents don't come to the party to talk. These agents expected a fight, and dressed for one. Don't expect them to talk; they've already picked violence as their course of action." —Bain's Description of the FBI Hostage Rescue Team Variant The second type of Rescue Units are armed with Compact-5 SMGs and have the same health as a Blue SWAT. They can be identified by their balaclavas and ballistic vests. They deal significantly more damage than Blue SWAT units, surpassing even that of the Heavy Response Units and Maximum Force Responders, and will also deploy alongside special units on higher difficulties if hostages are present. That, coupled with their tendency to swarm in large groups makes them especially dangerous and should be taken out quickly and carefully, and possibly converted if the opportunity exists. Since Update #109.1, they only appear in rare scripted sequences.

Heavy Response Unit

Description Enemy Type Heavy Tactical Responders Statistics Health 80 (Normal)

80 (Hard)

160 (Very Hard)

240 (Overkill)

480 (Mayhem/Death Wish/Death Sentence) Headshot Multiplier 2 (Normal)

2 (Hard)

4 (Very Hard)

6 (Overkill)

4 (Mayhem)

3 (Death Wish/Death Sentence) Other Internal name fbi_swat v · d · e "These guys are the FBI's special ops. They're trained to take control over hostile situations, they execute a ruthless shoot-to-kill policy and they are faster than their heavily armed colleagues." —Bain's description Armed with the CAR-4 and the Reinfeld 880, the FBI Heavy Response Units are far deadlier than the standard SWAT units. They are also colloquially referred to as "Greens" due to their signature green-and-white uniforms. They can be recognized by the dark green and black uniform, compared to the SWAT's dark blue. HRUs armed with Reinfelds wear night vision goggles attached to their helmets and have shell racks on their armor. HRUs armed with CAR-4's are depicted in the above picture. In certain heists it is possible for a Heavy Response Unit to deploy tear gas into a building's ventilation system. Once they have done this, visible green clouds of gas will appear, standing in that area will rapidly damage the player. It is possible to quickly run through the cloud, but the player will take significant amounts of damage, so the gas blocks off the area for practical purposes. This can be prevented on any Bank Heist by listening for Bain's verbal warning that a helicopter is landing on the roof, and killing them before they deploy the gas into a ventilation shaft. These enemies are among the standard enemy spawns on Hard difficulty level upwards, but can rarely appear in Normal heists as part of scripted sequences. They can also rarely appear on Normal and Hard difficulty in every heist that is contracted by Hector.

Maximum Force Responder

Description Enemy Type Armored Strike Force Statistics Health 160 (Normal)

160 (Hard)

320 (Very Hard)

480 (Overkill)

960 (Mayhem/Death Wish/Death Sentence) Headshot Multiplier 2 (Normal)

2 (Hard)

4 (Very Hard)

6 (Overkill)

4 (Mayhem)

3 (Death Wish/Death Sentence) Other Internal name fbi_heavy_swat v · d · e "These trained 'professionals' are the only ones coming close to matching the bulldozer but with one difference. They come in packs. They've trained for everything and are a force to be reckoned with." —Bain's description The Maximum Force Responder is the second most powerful non-special police unit, equipped with completely bulletproof armor plating covering their frontal body, protecting them from small arms fire taken on all parts of their body except for the head, neck, back, and legs. Due to their armour colouration, they are commonly referred to colloquially as "Tans" or "Browns" by the playerbase. They are notable for being far more aggressive and harder to kill than any other non-special Police Unit; they will often ignore moving to cover and push aggressively towards the players. Their heavy armour can catch unaware players by surprise. These units will only spawn on Very Hard and above (mixed with the significantly less durable HRU units), or spawn in pre-scripted circumstances that will come with a verbal warning from Bain. A notable instance of the latter would be the last day of Rats - there is almost always one Maximum Force Responder near the head of the convoy regardless of difficulty. Due to their tactic of pushing forward quickly and the relative difficulty of suppressing them, it is advised to move around the stage if possible to avoid too many of them crowding into a small area. It is a good idea to treat Maximum Force Responders as lesser Bulldozers, and as such the most effective strategy is to aim for their heads with a powerful single shot weapon, such as a M308, Bronco .44, or Deagle. It may take several headshots, but the increased power and accuracy of single-shot weapons means that less ammo will be used than if a fully automatic weapon was used. It is recommended to use a scope to assist in scoring headshots, because unlike lesser units that will still receive damage from chest hits, shots against a Maximum Force Responder's torso are completely wasted. Shotguns are also highly effective against them at close range, as shots to the head with even one pellet will cause full headshot damage to them. A Mastermind with the Joker skill can persuade a Maximum Force Responder officer to fight against his allies. It is recommended to hit him with a melee attack or suppress him with concentrated fire before attempting to dominate him to avoid repeatedly taking return fire from him during failed conversion attempts. Another method is to shoot his legs, as he will likely survive the attacks. If he is successfully converted, he becomes a powerful ally, as the majority of gunfire from his former allies will hit his bulletproof torso instead of his vulnerable head, though enough stray shots will still eventually kill him. He makes a good "meat shield" for this reason. It is also good to note that, while the Maximum Force Responder unit is considered to be the toughest non-special unit in the game, he deals less damage than the HRU. In Bank Heist, one Heavy SWAT unit will come with the two HRUs in the helicopter and he can also deploy tear gas in the bank's ventilation system as with the HRUs. It is advised to kill the MFR first as they try to deploy gas sooner than the HRUs do, as well as having more health and protection. As of Update #109, a Gensec Elite model for the MFR was released. This model can be seen in use on Mayhem and Death Wish difficulties, the original still appearing on Very Hard, Overkill and various scripted spawns. Sniper Rifles and shotguns equipped with Flechette shells or AP Slugs are capable of piercing the Maximum Force Responder's body armor and thus damaging and killing him with body shots. This will take considerably more shots than if a heister shoots at the head, however; the damage is greatly reduced without the headshot bonus. Flamethrowers and shotguns equipped with Dragon's Breath shells are capable of igniting Maximum Force Responders through their body armor, making them potent tools for killing the units without headshots. Explosives are also very effective, likely killing them outright unless they are too far from the blast, or if the player is using the Arbiter, which will instead take two to three hits on Mayhem and above.

The Safehouse Security Guard is an unique variant of SWAT officers which appears only in the Hoxton Revenge heist. They patrol the FBI safehouse as substitutes for the common security guard, and will be among the first responders should the heist go loud. Like most security guards, they are equipped with Chimano 88 pistols which they will employ against the Payday gang. Safehouse Guards have pagers which need to be answered should the officer be killed or dominated during stealth.

Female cop Description Enemy Type Office Agent Statistics Health 40 (Normal)

40 (Hard)

40 (Very Hard)

40 (Overkill)

40 (Mayhem/Death Wish/Death Sentence) Headshot Multiplier 2 (Normal)

2 (Hard)

2 (Very Hard)

2 (Overkill)

2 (Mayhem)

2 (Death Wish/Death Sentence) Other Internal name cop_female v · d · e The Female FBI Agents are practically reskins of the Metropolitan Police, having a flat 40 health across all difficulties, and being equipped with powerful Bronco .44 revolvers.

Hostage Rescue Teams:

We see zip-tied civilians increasingly being used as hostages, and these officers are trained with the goal of going in and getting them out. They range from fresh Federal field officers, packing standard sidearms, to highly experienced veterans with Car-4 rifles. My Notes: We see the bad guys increasingly using civilians as bartering chips, and it works. When the news cameras are rolling, ain’t no way we’re going to risk civilian lives. But we try and get ‘em out, and that’s what these guys do. Heavy Response Unit:

These men are the elites within the SWAT teams. Each man has served in the regular SWAT for many years, giving them a lot of experience, and are handpicked to serve in the ‘Greens’. These teams are tough, work well together and hit hard, armed with Car-4s and Reinfelds. My Notes: I’ve heard these men referred to as the ‘Greens’. It comes from their uniforms, rather than their experience, because these guys have been around a long time. Almost all have ten-years or more, which earns them my respect. They’re likely to become the spine of my force. They’re pretty well protected, and pack a decent punch. Maximum Force Responder:

The Maximum Force Responder is the toughest SWAT team that can be deployed. They wear the strongest armor, offering almost complete protection to the front and sides. They are also highly experienced, and well trained with assault rifles, such as the Car-4. My Notes: These guys are the toughest team elements I can throw into a situation. They’re heavily armored - the best we can afford - and I hear there’s a rolling sweepstake to see who can dig the most slugs out of those tan vests after an operation. I think with a little creativity with purchase req’s and a review of admission protocols, I can get more of these guys on the street.