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Enemy intelligence

Enemy field guide: the campaign roster

Recognize which enemy families enter each sector, compare baseline game configuration and learn what to watch for when new attacks appear.

Data provenance: This reference is based on enemy definitions included in the supplied SHOTS FIRED browser JavaScript. Hull, speed and projectile damage are base configuration numbers. They are not guaranteed live values after mission scaling, player upgrades or other modifiers.

Know the enemy before the next wave

Recognizing an attack family helps you choose between chasing, repositioning and holding a firing angle. The table lists the nine campaign enemy identifiers used by the opening seven missions and the generated mission pools. Other enemy definitions exist in the game bundle; this list is deliberately scoped to that campaign roster.

EnemyFirst eligibleAI behaviorBase hullBase speedAttack family
SCARAB
scarab
Training, Level 1hunter249.2single
GLINT
glint
Training, Level 1sniper187.2lance
OBELISK
obelisk
Level 2orbit346spread
MIRAGE
mirage
Level 2rusher2816.4burst
FACET DRONE
facet
Level 3sniper10810.6split
WATCHER
watcher
Level 4heavy3126beamlet
DUELIST
duelist
Level 5blink12816.8burst
REEF RAY
reefRay
Level 6sweeper20828.4triple
URCHIN NODE
urchin
Level 6orbit39616.1nova

Encounter notes, enemy by enemy

SCARAB · hunter

A moving hunter; watch its direct single projectile and avoid holding one position.

Baseline configuration: 24 hull, movement speed 9.2, single attack family and 9 configured projectile damage. First eligible: Training, Level 1.

GLINT · sniper

A longer-range sniper archetype; avoid lining up in a predictable path.

Baseline configuration: 18 hull, movement speed 7.2, lance attack family and 11 configured projectile damage. First eligible: Training, Level 1.

OBELISK · orbit

An orbiting spread-fire enemy; keep space to read the shot pattern.

Baseline configuration: 34 hull, movement speed 6, spread attack family and 10 configured projectile damage. First eligible: Level 2.

MIRAGE · rusher

A fast rushing enemy; reacquire it quickly after it changes position.

Baseline configuration: 28 hull, movement speed 16.4, burst attack family and 9 configured projectile damage. First eligible: Level 2.

FACET DRONE · sniper

A tougher sniper unit whose attack is configured as split fire.

Baseline configuration: 108 hull, movement speed 10.6, split attack family and 12 configured projectile damage. First eligible: Level 3.

WATCHER · heavy

A high-hull heavy target; avoid staying exposed just to finish it quickly.

Baseline configuration: 312 hull, movement speed 6, beamlet attack family and 13 configured projectile damage. First eligible: Level 4.

DUELIST · blink

Blink-oriented behavior and burst fire; track after repositioning.

Baseline configuration: 128 hull, movement speed 16.8, burst attack family and 11 configured projectile damage. First eligible: Level 5.

REEF RAY · sweeper

High configured movement speed and triple fire; change direction frequently.

Baseline configuration: 208 hull, movement speed 28.4, triple attack family and 12 configured projectile damage. First eligible: Level 6.

URCHIN NODE · orbit

Very high base hull and a nova attack family; leave room to evade.

Baseline configuration: 396 hull, movement speed 16.1, nova attack family and 12 configured projectile damage. First eligible: Level 6.

Example: choosing between two targets

Suppose a glint is lining up a longer-range shot while a mirage is rushing closer. The configuration gives them different behaviors, so staying glued to either one can be risky. Break the approach angle, see which enemy presents the immediate firing lane, then return fire when the reticle is steady. That is a tactical suggestion, not a claim that the game uses a fixed target-priority rule.

How enemy pools change

Level 1 starts with scarab and glint. Level 2 expands to obelisk and mirage. Facet, watcher, duelist, reefRay and urchin are introduced in the level 3–6 pools. After level 8, the later-mission generator gradually increases the count of eligible types from this list. Consult the mission atlas for the exact configured pool for your level.

Practice safely: Your attack options remain the primary cannon and the plasma system; the numbers above describe enemies, not weapons you must buy. For aiming practice separate from a game run, use the free 30-second tracking drill.