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1Click [[Characters/Payday2 here]] to go back to the main ''VideoGame/Payday2'' character page.
2
3[[foldercontrol]]
4!Law Enforcement & Other enemies
5
6[[folder:Metropolitan PD]]
7[[quoteright:273:https://static.tvtropes.org/pmwiki/pub/images/pswat.jpg]]
8
9The Washington Police Department, who are the most common enemy the PAYDAY Gang will face. They are there to protect and serve the public, with the priority to detain the threat and rescue the hostages. It begins with patrol officers who was unfortunate enough to be on duty to respond to the call, before the SWAT units are called in after recognizing the threat. Although dependent on the heist, SWAT can be called in immediately. They are normally faced on easier difficulties, and do not show up as often in harder levels. The SWAT team appear to be responsible for the SWAT Turrets.
10
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12
13* GlassCannon: Almost every member in the Metropolitan can deal a reasonable amount of damage to put players into cover for a short time - especially those spawning in with [[RevolversAreJustBetter Bronco .44's.]]
14* HeroAntagonist: They were simply doing their jobs of protecting the peace after all.
15* {{Mooks}}: The regular street cops, who are normally the first to respond. However, they can be deadly if players simply aren't paying attention.
16** EliteMooks: The SWAT team, who put up an even greater fight.
17[[/folder]]
18
19[[folder:FBI]]
20[[quoteright:215:https://static.tvtropes.org/pmwiki/pub/images/pheavyresponse.jpg]]
21
22When the MPD SWAT team just cannot get the job done, the next one up the food chain is the strike team from Federal Bureau of [[FictionalCounterpart Intervention]]. While you do see some FBI agents in the area on lighter difficulties, they start getting more involved from Very Hard and onward.
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25
26* GlassCannon: Hostage Rescue Team members are very lightly armoured and go down in a few hits with anything, even most melee weapons, but they carry CAR-4s and [=MP5s/MPXes=] and are extremely accurate with them, dealing the highest amount of damage per second of any non-special in the game. Only auto-shotgun Bulldozers and LMG-toting Skulldozers can take a heister down faster. Further, they come in pretty big groups, and are rather aggressive.
27* GovernmentAgencyOfFiction: Interestingly, on Hoxton Breakout Day 2, the FBI emblem in the hall of the FBI building shows that the agency's name is Federal Bureau of '''Intervention''', though some other screens still show the name as Federal Bureau of Investigation (it has since been progressively updated to Federal Bureau of Intervention over time to cover all screen and markings). That might explain the abundance of lethal force that the agency is able to dish out at moment's notice.
28* HeroAntagonist: Just like the police, their motivations are mostly altruistic.
29* HorribleJudgeOfCharacter: If a player takes the time to review the evidence in the Hoxton Revenge heist, they'll find that the FBI considers Vlad a productive member of society and completely innocent. Made even more egregious with the heist that came out immediately after that, where Vlad contracts you to steal [[spoiler:NUCLEAR WARHEADS!]]
30** In the same heist, they apparently hired the Murkywater Mercenaries, despite the fact that they are no different than the PAYDAY Gang due to also being thieves. In fact, they are arguably worse, given the implication that they may have been providing US troops overseas with drugs.
31* {{Mooks}}: Field agents and hostage rescue agents who tend to appear in all difficulties. Their primary goal is to rescue any hostages the PAYDAY Gang has tied up. Otherwise, they're not too deadly.
32** EliteMooks: The Heavy Response team, who wear gray and green armor and put up even more of a fight compared to the MPD.
33** HeavilyArmoredMook: The Maximum Force Responders. heavy bodyarmour that covers their upper body front, that proves immune to any small arms fire that strikes it. Their damage is somewhat lower, but their high HP and functional immunity to bodyshots makes them much more resilient than their comrades. Thankfully, head shots, and back shots still work.
34* NiceJobBreakingItHero: Willing to cut their rat a deal to give the PAYDAY Gang for a reduced sentence had instead caused their own informants to be assassinated, [[spoiler:who are the Mendozas, Hector's rival gang]], their own strong arm on the rat to be weakened, and all came to a head with a raid at their headquarters.
35* AnOfferYouCantRefuse: The director of the FBI was interrogating [[spoiler:the rat Hector]] about capturing the PAYDAY Gang once and for all. This is subverted as [[spoiler:the rat Hector]] manages to spin this to work for [[spoiler:his agenda, namely having the Mendozas wiped out and moving his product]]. The director is understandably not amused.
36* ARoundOfDrinksForTheHouse: A possible quote has one exclaim that if they can take them down, he'll bring in the drinks.
37-->''"If any of you can take these guys down, I'm buyin'!"''
38* ShootTheShaggyDog: They were building a case against the PAYDAY Gang thanks to their rat, as well as being able to capture the original Hoxton. But once Hoxton Breakout occurs, needless to say, they got desperate. Then in Hoxton Revenge, they not only lose a good chunk of evidence (if not all of it), but [[spoiler:their rat gets murdered by the gang]].
39[[/folder]]
40
41[[folder:GenSec]]
42[[quoteright:272:https://static.tvtropes.org/pmwiki/pub/images/gensecelite.png]]
43
44The fictional security company that has security systems and guards in place in many heists where stealth is an option. With every heist, they step up their security measures, may it be more guards than possible to get by, extra security measures, or simply making some vaults impossible to penetrate (but still have a weakness somewhere). They appear to be responsible for most of the law enforcement specialists you see on the field, especially bulldozers. On Mayhem, they provide equipment and training to SWAT officers, make them the deadliest of all the mooks available, and even provide better armor and weapons. For good measure, they even upgrade their bulldozer with even heavier armor, and an LMG.
45
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47
48* BadCopIncompetentCop: If things go rough against a criminal raid, send a [[WeHaveReserves hundred more security officers]] just to arrest '''four''' bad guys and not sending [[MilitariesAreUseless the actual military]][[note]]This is justified since The Posse Comitatus Act of 1878 means that the US Military isn't allowed to go after the four heisters[[/note]] or strategically placed ([[AcceptableBreaksFromReality which would be an unfair game]]) SWAT teams.
49* DirtyCop: Despite their reputation as [[MeaningfulName General Security]], this company supports Murkywater (hence their security cameras on Murkywater sites and guards dispatched as backup), a backwater mercenary company dedicated in countless offscreen murders and looting. Although, this relationship apparently remained secret to the public.
50* HeroAntagonist: Zig-zagged. Most of the lower-level staffers are just guys trying to do their jobs and protect their charges, but upper management is implied to be totally corrupt.
51* LeaningOnTheFourthWall: The Titan devices say it all.
52--> '''Titan Safe''': [[TakeThat Suck it]]!
53* MadeOfIndestructium: Both Titan Safes and Cameras are virtually indestructible with conventional means, the safes are still drillable while the cameras can be temporarily disabled (granted if the player have the Nimble skill, that is). Everything else would simply be useless to deal with them.
54--> '''Titan Camera''': [[ImmuneToBullets Bulletproof]]. [[NighInvulnerability Grenade-proof]]. [[MadeOfIndestructium Saw-proof]]. [[NoSell Shockproof]].
55** Taken to the next level with the Falcoginis in Car Shop, where said cars are painted with a special explosive-proof paint by [=GenSec=] that are not only immune to grenades, but can ''reflect rockets''.
56* MegaCorp: [=GenSec=] seems to be involved in every industry, ranging from home security and private contracting to producing car paint and owning stadiums. By the time PAYDAY Gang arrives to D.C., they practically have a monopoly on security services in the area and only other security contractor seen is their ally, Murkywater.
57* {{Mooks}}: Their green suit security guards.
58** EliteMook: [=GenSec=] City SWAT Team (wearing Digital Camouflage) and its essential Skulldozer units.
59* NoCelebritiesWereHarmed: They seem to be heavily inspired by the real life [=G4S=] security services company.
60* RedshirtArmy: The common guards are the weakest enemies in the game, with the one crewing the transport trucks having actual red shirts.
61* SerialEscalation:
62** [[HarderThanHard Being a difficulty escalation all by itself]], applying Mayhem/Death Wish to the game will not only make loud games harder, but also in stealth gameplay. Turning any vital (enemy) part in the game to Titan hardware.
63** For every new heist that is possible to do in stealth, they always upgrade their security measures. By Hoxton's Revenge, they made it possible for [=ECMs=] to make it more difficult to get into the safe room!
64** Playing on Normal/Hard difficulties have you going up against the local Washington PD and its SWAT teams. Anything higher and [=GenSec=] Response Teams start replacing Washington PD units. Go into Mayhem, and it's almost exclusively [=GenSec=] Elite units.
65* TemptingFate: The CEO of the company during the Alesso Heist brags that their vaults are so secure that it is impossible to break into them. Naturally, Bain and his crew proves them wrong.
66* ThereIsNoKillLikeOverkill: {{Pun}} aside, Elite [=GenSec=] squads are heavily armed, protected and determined to put down any criminal activity they would face, meaning that they'll use much more aggressive tactics, even when those tactics get at least two of their teammates per squad killed, in order to get the job done.
67[[/folder]]
68
69[[folder:Murkywater Mercenaries]]
70[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/remake_shark_logo.png]]
71
72A PMC organization who claim to specialize in security. However, Bain recognizes them as being thieves and looters who will shamelessly steal anything of value while over seas. They appear to be as deadly as the FBI response teams. Originally only available in the Shadow Raid (where plan B isn't an option), they eventually show up in Hoxton Revenge, Meltdown, Birth of Sky, and Beneath the Mountain. They are also the primary enemies faced in Beneath the Mountain, Henry's Rock[[note]] originally, this was not the case, but Update 195 changed the enemy factions of both Beneath the Mountain and Henry's Rock, with their FBI Files entries receiving [[{{Retcon}} Retcons]] as a result.[[/note]], Hell's Island (where they were formally introduced as a full-on enemy faction), The White House, and Border Crossing/Crystals.
73
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75
76* AllYourBaseAreBelongToUs: The Beneath the Mountain heist plays this mostly straight, with Vernon Locke providing equipment and information for the crew to break into a UsefulNotes/ColdWar era bunker under a mountain and steal Murkywater's most valuable loot from the vaults.
77* AncientConspiracy: They appear to be involved in the Kataru's shenanigans. It is not clear if they simply intended to lock up the items related to the Kataru at Henry's Rock or are actually on their side. [[spoiler:However, since Kento and The Dentist are undeniably working for them, this further complicates things.]]
78* BlackSite: Currently, there are three known black sites owned by the Murkywater: The Black Ridge facility in Beneath the Mountain, the titular facility in Henry's Rock, and a prison facility in Hell's Island.
79* TheDreaded: Bain refuses to let the gang fight them in Shadow Raid. He has eased up on this in Meltdown.[[labelnote:*]]The mercenaries are extremely deadly with high power and almost perfect precision, making them more dangerous than the typical SWAT units. Since the gang during Shadow Raid are encouraged to dress light and bring small guns for stealth, it is understandable why Bain may not want the crew to engage the mercenaries directly in that heist.[[/labelnote]]
80* EnemyMine: Likely the reason why they agreed to assist the FBI. As Meltdown confirmed, most (if not all) of their loot was stolen, including the armor, justifying why they'd want to have a go at the PAYDAY Gang. However, the FBI Files record of Meltdown suggests that they are not being very forthcoming with exactly what was stolen, [[spoiler:[[NukeEm for obvi]][[NuclearWeaponsTaboo ous reasons]].]]
81* EpisodeOnAPlane: Birth of Sky starts this way, with the crew stealing pallets full of the mercenaries' payroll.
82* TheGuardsMustBeCrazy: Before being seized by the FBI, the Spring Break 2018 event revealed [[spoiler:Meltdown]] to be a case of this to the police, as skepticguy_96 was able to deduce correctly what was in the warehouse while the FBI were left completely stumped.
83* LaserGuidedKarma: [[spoiler:One of the stories on the news ticker during the True Ending states that Murkywater has filed for bankruptcy.]]
84* MeaningfulName: In-game, Murkywater mercenaries are referred to as "Murkies" as a shortening of their company name, but it also resembles the shorter term for mercenaries, "merc".
85* MirroringFactions: Bain mentions how they are just as bad as they are; probably worse, as Bain is audibly worried that they may have been giving drugs to US troops who are at war overseas.
86* NoCelebritiesWereHarmed: They are based after real-life PMC Blackwater (now known as Academi).
87* ObviouslyEvil: A mercenary team who apparently uses the ThreateningShark from Jaws as a motif.
88* PrivateMilitaryContractors: Naturally for mercenaries. It is not unlikely for the FBI to hire them for protection services for the Hoxton Revenge heist.
89* ThisMeansWar: [[spoiler:Locke]] notes that come the Henry's Rock heist, the PAYDAY Gang are effectively declaring open war on Murkywater.
90[[/folder]]
91
92[[folder:Overkill MC]]
93An American motorcycle gang that is known to be very dangerous, and the most organized of the gangs the PAYDAY Gang can face off with, the cartels not withstanding. They are encountered on Big Oil day 1, and the Biker Heists. They were hired by the Elephant (having been an affiliated member in the past) to acquire intel on the scientist's loft to capture the fusion engine prototype, but had since went rogue, forcing the Elephant to hire the PAYDAY Gang to finish the job. In the Biker Heists, they have their hands on a special government weapon that is worth a lot on the black market.
94
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96
97* BossInMookClothing: The high ranking member at the end of day two of the Biker Heist, who is immune to flinching, wields a KSP machine gun, and is wearing an ICTV. She can take a lot of damage, and will deny players the objective until she is defeated.
98* CrazyPrepared: In Big Oil day 1, they have land mines in the grassy areas, cameras all over the house, store some of the important intel in the safes (and on higher difficulties, they invest in the Titan safes and cameras), electrified fences, and will destroy the intel they gathered once opposition makes itself known.
99* DarkActionGirl: Some of the members are female and will fight back. Their highest ranking member, encountered on Day 2 of The Biker Heist happens to be a woman.
100* EvilVersusEvil: On the receiving end of this in day two of the Biker Heist, where [=GenSec=] elites can be seen executing them even after they surrendered.
101* PoliticallyIncorrectVillain: While their dialogue doesn't seem to suggest it, the amount of Confederate flags they have in their bases indicates the group has some white supremacist leanings.
102* TooDumbToLive: During the introduction to the Biker Heists, as the gang is about to rescue Rust's friend, one of the MC members decide to rub it in their faces that they are going to kill him... but stand around long enough to allow the gang to put on their masks and kill him.
103[[/folder]]
104
105[[folder:Grigori Beria AKA "The Commissar"]]
106[[quoteright:151:https://static.tvtropes.org/pmwiki/pub/images/commisar.PNG]]
107[[caption-width-right:151:''You can't has Commissar!'']]
108
109The boss of the Russian mafia, otherwise known as the Commissar, is known to be quite wealthy and influential. Quite influential to the point where he has the district attorney under his hands. In order for the Dentist to help arrange for Hoxton's breakout, the Commissar had to be taken out. He also has enough influence to put the police on his side, AND summon a gunship[[labelnote:*]]actually a civilian helicopter outfitted with missile pods and a cannon, which was never used[[/labelnote]] to his aid!
110
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112
113* BossInMookClothing: He is basically a recolored Russian gangster with the same amount of health and firepower as a bulldozer.
114* CutHisHeartOutWithASpoon: He is very fond of giving the crew very childish threats during day 1 of the Hotline Miami heist, such as "feeding their bones to his dog".
115* DefiantToTheEnd: While he is ready to run away and let lives of officers and his men fall to the PAYDAY Gang, he is willing to bust out an LMG when push comes to shove.
116* EvilCounterpart: He is compared to Bain in which he likes to have control over a situation, has a loyal gang to his side, and also moves products (legal and illegal) for his own financial enterprise. Unlike Bain, he is more than willing to kill and torture whoever he wants to further his goals (including strapping a man with explosives), and he is able to get the police on his side.
117* FamousNamedForeigner: His real name is a mix of Grigori Rasputin and [[https://en.wikipedia.org/wiki/Lavrentiy_Beria Lavrentiy Beria]]. [[MeaningfulName Fitting]], as he is quite influential, sadistic and very hard to kill.
118* MadeOfIron: He has the same amount of health as a Bulldozer! Thankfully, he can be knocked around.
119* RussianReversal: Pulls off quite a humorous one during his [[CutHisHeartOutWithASpoon not so threatening threats.]]
120--> '''Commissar''': You think I'm asshole, eh? Well in Russia, asshole fucks YOU!
121* SmallNameBigEgo: True, he had the District Attorney in his pocket, but his statement of having cops on his payroll rings kind of hollow when the cops sent to arrest the PAYDAY Gang also fire at him.
122* SmugSnake: Once he's cornered in his penthouse vault, he's most definitely not above taunting the clowns, saying [[ArsonMurderAndJaywalking he has cops on his payroll, that he will live, and that he's enjoying a martini.]]
123* VillainousBreakdown: Hearing his [[PsychopathicManchild childish]] [[CutHisHeartOutWithASpoon threats]] is half the fun of Day 1 of the Hotline Miami job.
124[[/folder]]
125
126[[folder:Solomon Garrett]]
127The head of the newly created task force specifically created to take out the PAYDAY gang. Commissioner Garrett originally worked with the Boston Police Department and his aggressive leadership helped bring down both the Irish and Italian mobs and earned him the nickname [[RedBaron "Old Thunderguts"]]. Now he has set his sights on Bain and his gang and is determined to bring them down.
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131* BatmanGrabsAGun: Normally dedicated to by-the-books policing (as seen when he expresses dismay towards the ZEAL team barging into DC on short notice and is further reinforced by the existence of Z-Snipers) and stays away from any morally gray choices (the RedShirt nature of just about every single enemy in the game notwithstanding.) When the mysterious syndicate known as the Kataru makes itself known to him, [[spoiler:he teams up with them, knowing full well that they wouldn't be treating the recently captured Bain humanely while he's their hostage. Garrett also arrested The Elephant after obtaining a warrant using evidence that he knew was forged by the Kataru, under the guise of knocking out one of Crime.Net's biggest assets.]]
132** Literally the case if [[spoiler:you break stealth and he spots you in the Breakin' Feds heist.]]
133* CantKillYouStillNeedYou: [[spoiler:The PAYDAY Gang has a prime opportunity to kill him during the Breakin' Feds heist. Unfortunately, since the upcoming meeting between Garrett and the Kataru is their best chance to rescue Bain and find clues towards the location of Baldwin's Lament, Locke makes it clear to the gang that they are not to kill him under any circumstances. If Garrett is killed, it's a NonStandardGameOver.]]
134* KnightOfCerebus: FBI-Files Trailer implies that he is going to be the greatest threat that the gang has faced thus far.
135* RedBaron: Earned the name "Old Thunderguts" for his days in the Boston Police Department for his aggressive leadership.
136* SpellMyNameWithAnS: It's Garrett, not Garret.
137* SympatheticInspectorAntagonist: He's simply trying to bring back law and order into a WretchedHive of a city that the PAYDAY Gang helped to bring down with their heists.
138* TheyChangedItNowItSucks: InUniverse. Peeking into Garrett's FBI emails in the outbox shows him getting annoyed by the FBI's IT department changing the date format on the computers to match the format used by European agents because he feels the change would confuse his agents. When the tech person replies back by saying that Interpol agents use the format and believes that format is superior, Garrett loses his cool.
139-->'''Garrett:''' Listen here son, you get that date format changed, or I will personally change you. Get this done, and done now.
140* ThisMeansWar: After seeing just how crappy Washington D.C. had become in the span of two years thanks to Bain pulling the strings, Garrett swears war upon him and vows that he will destroy Bain's criminal syndicate.
141* ThrowTheDogABone: [[spoiler:After everything he's endured, he is awarded with the Public Safety Officer Medal of Valour in the True Ending for his role in the fight against the PAYDAY Gang and [[EarnYourHappyEnding becomes a national hero]].]]
142* UnwantedAssistance: He has this attitude towards the DHS.
143[[/folder]]
144
145[[folder:Russian Reapers]]
146A Russian mercenary group hired by Akan to defend the hidden laboratory in Russia, and to safeguard the test subjects inside. They are exclusive to Boiling Point, a Heist added as part of the [[Film/HardcoreHenry Hardcore Henry heists]]. They behave much the same as the enemies the PAYDAY Gang faced before, except they are more resilient and hit even harder.
147
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149
150* BilingualBonus: All of them speak Russian, with only small amounts of English.
151* BreakingTheFourthWall: The Russian Cloaker keeps his US counterparts' penchant for doing this to the player when he downs you.
152* ColorCodedForYourConvenience: The color of their outfits indicate their level of difficulty and to indicate which of the common enemies they are mimicking:
153## Blue = WPD enemies.
154## Yellow = HRU units.
155## Red = Shields.
156## Tan = [=MFR=]s.
157## Digital Camo = [=GenSec=] and ZEAL units.
158* EvenEvilHasStandards: It is uncertain if they truly are evil or are simply fighting the PAYDAY Gang as part of their jobs, but like the police, they also try to ensure the safety of the lab personnel and fellow mercenaries who had been taken hostage.
159* EvilCounterpart: Of all the police forces you've faced before, except ''harder''. Even the specialists have Russian counterparts. In comparison to their American counterparts, the Russian Reapers are notably [[BloodKnight more eager to shoot to kill]] and otherwise just fight the PAYDAY Gang:
160-->'''Russian Reaper:''' These bastards want a war! [[PrecisionFStrike We will give them a real motherfucking war!]]\
161'''Russian Reaper:''' [[LeaveNoSurvivors Leave no living soul! Kill them all!]]\
162'''Russian Reaper:''' Let them bathe in their own blood!
163* TheFaceless: They all wear masks, be it balaclavas, hockey masks, or helmets.
164* HiredGun: Being mercenaries and all. They are under very strict orders to kill the crew and protect the test subjects. One of their lines makes it ''very'' clear that they are terrified of failing Akan.
165[[/folder]]
166
167[[folder:Los Federales]]
168The Mexican federal police, tasked with keeping the powerful South American drug cartels at bay. As such, the government has staffed them with veteran officers equipped with modern, state-of-the-art equipment in a effort to mirror their US counterparts. They are currently exclusive to the San Martín Bank and Breakfast in Tijuana heists.
169
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171
172* BilingualBonus: They speak entirely in Spanish.
173* BreakingTheFourthWall: As is tradition, this police force's Cloaker also has a penchant for breaking the fourth wall, and insults you directly.
174* ExclusiveEnemyEquipment: ''Inverted.'' The Federales Weapon Pack supposedly contains full-auto handguns used by the titular unit, but their tougher Shields use the same [=CMPs=] as their FBI counterparts.
175* TheFaceless: They all wear masks to varying degrees to hide their faces.
176* GoodCounterpart:
177** To the Reapers faced in Boiling Point. Both of them entirely replace US SWAT in heists that take place overseas, and speak in the native country's language, difference being the Federales are still actual officers, focused on keeping the peace, while the Reapers are ruthless mercenaries that couldn't care less about 'collateral damage' unless they were told to. Curiously, they both seem to share the same Bulldozer model and voice actor.
178** Inverted with the Medic, as he's generally a DeadpanSnarker and is very naiive in the US. Here, he just sounds really annoyed. Played straight with, of all units, ''the Taser unit'', who sounds quite reserved here, and speaks professionally in his dialogue, hardly insulting the crew. Doesn't apply to the others units, however, as they are just as bloodthirsty as their US counterparts.
179[[/folder]]
180
181[[folder:NecroCloaker]]
182-->[[AC:COME, LITTLE MICE! CAT WANTS TO PLAY!]]
183
184A malevolent entity who appears in the three Halloween event jobs, the [=NecroCloaker=] takes the appearance of a gigantic Cloaker, and rules the realm of nightmares that the PAYDAY Gang find themselves in around UsefulNotes/AllHallowsEve.
185
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187
188* AdaptationalVillainy: He becomes even more [[BloodKnight bloodthirsty]] and [[KillerCop sadistic]] while serving as the [[EvilVersusEvil main antagonist]] of "Prison Nightmare" heist, even putting [[AxCrazy Wolf]] and [[VideoGame/HotlineMiami Jacket]] to shame. He is willing to unleash [[{{Pun}} police brutality]] towards the PAYDAY Gang and making them suffer without any mercy.
189* AttackOfTheFiftyFootWhatever: Cloakers are [[RabidCop bad]]. Giant Cloakers are [[FromNobodyToNightmare worse]].
190* {{Expy}}: Of [[Franchise/ANightmareOnElmStreet Freddy Krueger]] with a touch of [[Film/ManiacCop Matt Cordell]] and [[VideoGame/TeamFortress2 Merasmus]].
191* EvilCounterpart: Of the Cloaker. Well, evil''er''.
192* EvilSoundsDeep: The voice filter on this particular Cloaker is deepened to the point of sounding absolutely demonic.
193* EvilVersusEvil: True, [[TheCaper the PAYDAY Gang]] are [[VillainProtagonist criminals]], but the [=NecroCloaker=] is [[EvilerThanThou absolutely even worse]]. He's just like if you mix the Cloaker with Cthulhu!
194* AGodAmI: Of course.
195* MaybeMagicMaybeMundane: [[spoiler:It is never made clear if the [=NecroCloaker=] is just a nightmare the gang has as a collective group, or if something more sinister is invading their dreams while [[AFormYouAreComfortableWith posing as a Cloaker.]]]]
196* TheSociopath: Well, duh. The original Cloaker is a sadistic bastard after all...
197* VillainousBreakdown: When you start winning, the [=NecroCloaker=] goes from smug, to seething.
198-->'''[[AC:[[BigWhat WHAT?!]] [[BigNo NO!]] [[SoreLoser DAMN YOU!]]]]'''\
199'''[[AC:STOP STEALING MY THINGS!]]'''\
200'''[[AC:SURROUND THEM! KILL THEM!!]]'''
201* WheelOfDecisions: In the Prison Nightmare job, this is the main gimmick. Spin the wheel, and last for 60 seconds, along with whatever punishment the wheel lands on.
202** HereWeGoAgain: If it lands on Spin, the wheel just spins again.
203--->'''[[AC:KEEP ON SPINNING!]] ''[[AC:KEEP ON SPINNING!]]'''''
204** InstantWinCondition: If it lands on Key, the [=NecroCloaker=] curses your luck, and you get the key without any trouble. [[RandomNumberGod Good luck ever seeing]] [[TheComputerIsACheatingBastard this one, though.]]
205--->'''''[[AC:DAMMIT!!]]'' [[AC:SHOWS YOU CAN'T TRUST MACHINERY!]]'''
206** KillItWithFire: If it lands on Flames, the he ignites part of the arena in [[TechnicolorFire green flames]], doing damage to heisters.
207--->'''[[AC:HOTFOOT, HAHAHA!]]'''
208** MookMaker: If it lands on Dozer or Sniper, he simply generates the respective special mook.
209--->'''[[AC:LET ME PULL SOME RABBITS OUT OF MY HAT!]]'''
210** SmokeOut: If it lands on Smoke, he tosses a smoke grenade at the arena, covering it in dense smoke, hindering the players' view.
211--->'''[[AC:DON'T LOOK SO MISTY-EYED!]]'''
212** ThisIsADrill: If it lands on Drills, it's not an automatic open safe. The [=NecroCloaker=] slams a pair of drills into the arena, doing massive damage to anyone unlucky enough to be near them, and shaking the arena violently.
213--->'''[[AC:THINK OF ME AS YOUR DRILL SERGEANT!]]'''
214** UnpredictableResults: If it lands on ???, to quote Bain, be ready for anything, [[OhCrap as the [=NecroCloaker=] will perform a completely random attack!]]
215--->'''[[AC:OHH, YOU'RE GONNA LIKE THIS ONE...]]'''
216[[/folder]]
217
218[[folder:ZEAL Team]]
219With crime rates high in Washington, and the WPD's continued inability to apprehend the PAYDAY Gang, the Department of Homeland Surveillance decides to become more involved in the clown case, despite Commissioner Garrett's disapproval. They respond to the PAYDAY Gang by presenting the ZEAL Team, presenting a military-grade arsenal and even deadlier troops for the clowns to contend with. They only appear on the ''Death Sentence'' difficulty when the job goes loud.
220
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222
223* {{Expy}}: Their speech lines use a different radio filter, making them sound very much like the law enforcement from ''VideoGame/PAYDAYTheHeist''.
224* FunWithAcronyms: The name ZEAL stands for "Force '''Z''' '''E'''lite '''A'''ssault '''L'''egion".
225* HarderThanHard: They are even more difficult than the [=GenSec=] elites, and they even bring Medic Dozers and Minigun Dozers to the fight.
226* HeroAntagonist: Like most of the other enemies, they are there to stop the PAYDAY Gang from completing their jobs. They are also in Washington to bring order back to the city, stepping in after local law enforcement is overwhelmed by the clowns and all the other crime taking place.
227* JackOfAllStats: Compared to the other law enforcement (specially in lower difficulties), in which they are just mere {{Glass Cannon}}s, the ZEAL Team units have a well-rounded amount of health, giving them an advantage to survive from getting shot by the PAYDAY Gang, albeit capable of dealing very high damage [[labelnote:*]]The Heavy ZEAL units deal 225 damage per shot, with no damage falloff[[/labelnote]]. They are essentially a ''tankier'' Bronco Cop.
228* MadeOfIron: They are the last in the mook food chain for a reason. Their body armor is lined with vivinite, a supposedly unbreachable alloy developed by [=GenSec=].
229* SerialEscalation: If you had a tough time with the [=GenSec=] Elites on ''Death Wish'', well, let's just say you really do have a death wish for taking these people on.
230* ThereIsNoKillLikeOverkill: They fight very hard like the [=GenSec=] elites.
231[[/folder]]
232
233[[folder:Ernesto Sosa]]
234A kingpin of the Sosa Cartel that runs operations in Miami, Florida. He appears to be a descendant of Alejandro Sosa from ''Scarface'', who was responsible for the assassination of Tony Montana, and had since taken over his mansion. The Butcher was expanding her operation in weapon laundering in Miami, Florida, but was intercepted by Sosa's cartel, who murdered her crew, pillaged the merchandise and burned the boats, then sent photos of the damage to her as a warning. In response, the Butcher hires the PAYDAY Gang to have Ernesto assassinated.
235
236Similar to Tony Montana, Ernesto appears to be very paranoid, hiring internal security forces, locking up his mansion tight with security doors, and even has Tony's own security camera system as operational as they once were.
237
238----
239
240* BerserkButton: He becomes angry when the gang destroy his paintings and cars.
241* CrazyPrepared: In the Scarface Mansion heist, Sosa has guards around the mansion, elite guards with pagers in the heart of it, cameras everywhere, shutters that have to be hacked to get in, is very strict on who gets to see him, has a voice-activated security lock, ceiling-mounted turrets, and even explosive charges in case someone is about to storm his door.
242* DefiantToTheEnd: Would rather send his own security team, and call the police to take the gang out for him. Once his options get cut off, he will pick up a gun and fight back.
243* MadeOfIron: Much like Grigori, he can take a lot of abuse before expiring. Unless you can sneak into his office that is.
244* ProperlyParanoid: Much like Tony Montana from ''Scarface'', he has eyes everywhere on his mansion, as well as pagers on his trusted security forces. He's also a shut-in, only allowing people he trusts to see him. Given that the PAYDAY Gang's job is to assassinate him...
245* VillainousBreakdown: When the job goes loud, he goes through this.
246** LastVillainStand: Concluding to him and his security forces coming after the clowns.
247[[/folder]]
248
249[[folder:Matt Roscoe]]
250A former driver for the gang from the first game. After the events of the first game, he was incarcerated in prison, and was set free and subsequently got into some dirty dealings with a [[Characters/PAYDAY2SpoilerCharacters mysterious and unknown organization]], who are out to destroy the PAYDAY Gang. Since he hates the PAYDAY Gang as much as whoever his employers are, Matt accepted. Soon after, Vernon Locke gets involved with information regarding the PAYDAY Gang, which leads the gang to find Matt Roscoe. He re-appears in the remake of "Heat Street", with similar motifs of crossing the gang.
251
252----
253
254* AloneWithThePsycho: After completing Heat Street, he will appear in the Safehouse... residing in Jacket's room with handcuffs permanently on.
255* CantKillYouStillNeedYou: It's probably accurate to say the gang were just about to kill him, until he revealed about his knowledge of Jiro's son.
256* ChaseScene: You have to chase Matt on foot while he drives off in his van. ''Again.''
257* ChronicBackstabbingDisorder: Even when he gets out of prison, he ''still'' betrays the gang (the ''exact same way'' he betrayed them last time).
258* ComeWithMeIfYouWantToLive: After being caught, he has no choice but to follow orders from the PAYDAY Gang.
259* DejaVu: You have to catch Matt again for the second time ''in the exact same way'' as in the first Heat Street. Bain will comment on this. The game also makes it clear that the remake of "Heat Street" in ''PAYDAY 2'' is separate from the ''PAYDAY: The Heist'' one.
260* KnowWhenToFoldEm: He did manage to avoid death at the gang's hands by being willing to provide information on Jiro's son, Kento.
261* LaserGuidedKarma: Like the first game, betraying or trying to destroy the gang has resulted in him speeding away, only to slam his vehicle at a lot, slowly suffocates nearly to death by the flaming fumes from gasoline being ablaze in a sealed vehicle, narrowly avoids getting shot up while limping as the gang detains him, and is thrown into Jacket's room in the safe house ([[FridgeHorror God knows what goes on in there]]).
262** In the Christmas soundtrack, Hoxton mentioned that the prison guards allowed him to beat up Matt multiple times.
263* RegretfulTraitor: Like in the first game, once you catch up with Matt, he regrets crossing paths with them for a second time.
264* RebelliousRebel: Likely the reason why he thinks he can get away from the Gang again.
265[[/folder]]
266
267[[folder:Buluc]]
268The head of the Coyopa Cartel, who has a long-standing rivalry with Vlad. The primary target of [[ExactlyWhatItSaysOnTheTin Buluc's Mansion.]]
269
270----
271* DirtyCoward: For all his sadism and threats, when you actually reach his office, he just stands there begging you to leave. Even in loud mode, he doesn't fire the pistol he holds at you.
272* FauxAffablyEvil: He's rather soft-spoken even when the heist goes loud, [[DownplayedTrope though this mask collapses quickly under fire]]. He also makes it quite clear that given the chance he kills anyone, [[WouldHurtAChild even children.]]
273* HoistByHisOwnPetard: Buluc owns a shark that he keeps in a tank under his patio, presumably as a threat to others and to show how powerful he is. The player can find a button to free the shark, and if they wait after knocking him off his balcony, the shark will eat him.
274* ItsAllAboutMe: There's the aforementioned naming himself after a war god, then there's the fact that he always wears a specially made mask in the vein of the Mayans.
275* LightIsNotGood: His suit is almost all white, but make no mistake, Buluc believes himself a god, even to the point of naming himself after a Mayan war god.
276* ZeroEffortBoss: Once you enter his office, one hit from anything will send him over the railing of his balcony into the sea, leaving you free to shoot him or let his shark to the work.
277** Hell, you don't even necessarily need to do anything once he falls. Give him enough time, and he'll just drown on his own.

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