Follow TV Tropes

Following

Characters / PAYDAY 2 Law Enforcement And Other Enemies

Go To

    open/close all folders 

Law Enforcement & Other enemies

    Metropolitan PD 
https://static.tvtropes.org/pmwiki/pub/images/pswat.jpg

The 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.


Advertisement:

    FBI 
https://static.tvtropes.org/pmwiki/pub/images/pheavyresponse.jpg

When 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 Intervention. While you do see some FBI agents in the area on lighter difficulties, they start getting more involved from Very Hard and onward.


  • An Offer You Can't Refuse: The director of the FBI was interrogating Hector about capturing the Payday gang once and for all. This is subverted as Hector manages to spin this to work for his agenda, namely having the Mendozas wiped off and moving his product. The director is understandably not amused.
  • Glass Cannon: Hostage Rescue Team members are unarmored and go down in a few hits with anything, even most melee weapons, but they carry military assault weapons 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.
  • Government Agency of Fiction: 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.
  • Hero Antagonist: Just like the police, their motivates are mostly altruistic.
  • Horrible Judge of Character: 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 NUCLEAR WARHEADS!
    • 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.
  • 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.
    • Elite Mooks: The Heavy Response team, who wear gray and green armor and put up even more of a fight compared to the MPD.
    • Heavily Armored Mook: The Maximum Force Responders. They wear medium to heavy armor that is able to withstand a lot of firepower, and helmets normally resistant to gunfire. They tend to be the strongest of all the mooks too. Thankfully, head shots, and back shots still work.
  • Nice Job Breaking It, Hero!: 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, 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.
  • A Round of Drinks for the House: A possible quote has one exclaim that if they can take them down, he'll bring in the drinks.
    "If any of you can take these guys down, I'm buyin'!"
  • Shoot the Shaggy Dog: 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 their rat gets murdered by the gang.

    Gen Sec 
https://static.tvtropes.org/pmwiki/pub/images/gensecelite.png

The 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.


  • Bad Cop/Incompetent Cop: If things go rough against a criminal raid, send a hundred more security officers just to arrest four bad guys and not sending the actual military or strategically placed (which would be an unfair game) SWAT teams.
  • Dirty Cop: Despite their reputation as General Security, this company supports Murkywater (hence security cameras and guards dispatched), a backwater mercenary company dedicated in countless offscreen murders and looting. Although, this relationship apparently remained secret to the public.
  • Hero Antagonist: 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.
  • Leaning on the Fourth Wall: The Titan devices say it all.
    Titan Safe: Suck it!
  • Made of Indestructium: 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.
    • 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.
  • Mega-Corp: 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.
  • Mooks: Their green suit security guards.
    • Elite Mook: GenSec City SWAT Team (wearing Digital Camouflage) and its essential Skulldozer units.
  • No Celebrities Were Harmed: They seem to be heavily inspired by the real life G4S security services company.
  • Redshirt Army: The common guards are the weakest enemies in the game, with the one crewing the transport trucks having actual red shirts.
  • Serial Escalation:
    • 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.
    • For every new heist that is possible to do in stealth, they always upgrade their security measures. By Hoxton Revenge, they made it possible for ECMs to make it more difficult to get into the safe room!
    • 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.
  • Tempting Fate: 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.
  • There Is No Kill Like Overkill: 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.

    Murkywater Mercenaries 
https://static.tvtropes.org/pmwiki/pub/images/remake_shark_logo.png
A 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 Henry's Rocknote , Hell's Island and The White House.


  • All Your Base Are Belong to Us: The Beneath the Mountain heist plays this mostly straight, with Vernon Locke providing equipment and information for the crew to break into a Cold War era bunker under a mountain and steal Murkywater's most valuable loot from the vaults.
  • Ancient Conspiracy: 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. However, since Kento and The Dentist are undeniably working for them, this further complicates things.
  • Black Site: 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.
  • The Dreaded: Bain refuses to let the gang fight them in Shadow Raid. He has eased up on this in Meltdown.
  • Enemy Mine: 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 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, for obvious reasons.
  • Episode on a Plane: Birth of Sky starts this way, with the crew stealing pallets full of the mercenaries' payroll.
  • Laser-Guided Karma: One of the stories on the news ticker during the True Ending states that Murkywater has filed for bankruptcy.
  • Meaningful Name: 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".
  • No Celebrities Were Harmed: They are based after real-life PMC Blackwater (now known as Academi).
  • Not So Different: 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.
  • Private Military Contractors: Naturally for mercenaries. It is not unlikely for the FBI to hire them for protection services for the Hoxton Revenge heist.
  • The Guards Must Be Crazy: Before being seized by the FBI, the Spring Break 2018 event revealed 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.
  • This Means War!: Locke notes that come the Henry's Rock heist, the PAYDAY gang are effectively declaring open war on Murkywater.

    Overkill MC 
An American motorcycle gang that is known to be very dangerous, and the most organized of the gangs the Payday crew 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.


  • Boss in Mook Clothing: 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.
  • Crazy-Prepared: 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 would invest in the Titan safes and cameras), electrified fences, and will destroy the intel they gathered once opposition makes itself known.
  • Dark Action Girl: 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.
  • Kick the Son of a Bitch: 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.
  • Kill 'Em All: The Elephant implies that the Biker Heist would be the last they would see of them, and would coldly inform the gang that they owe him. They're only seen once afterwards in the Border Crossing heist, managing a clubhouse on the Mexican border, in the employ of the cartel, meaning that since the Biker Heist, they've been knocked down the food chain quite a fair amount.
  • Too Dumb to Live: 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.

    Grigori Beria AKA "The Commissar" 
https://static.tvtropes.org/pmwiki/pub/images/commisar.PNG
You can't has Commissar!

The 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 to his aid!

  • Boss in Mook Clothing: He is basically a recolored Russian gangster with the same amount of health and firepower as a bulldozer.
  • Cut His Heart Out with a Spoon: 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".
  • Defiant to the End: 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.
  • Evil Counterpart: 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.
  • Famous-Named Foreigner: His real name is a mix of Grigori Rasputin and Lavrentiy Beria. Fitting, as he is quite influential, sadistic and very hard to kill.
  • Made of Iron: He has the same amount of health as a Bulldozer! Thankfully, he can be knocked around.
  • Russian Reversal: Pulls off quite a humorous one during his not so threatening threats.
    Commissar: You think I'm asshole, eh? Well in Russia, asshole fucks YOU!
  • Small Name, Big Ego: 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.
  • Smug Snake: Once he's cornered in his penthouse vault, he's most definitely not above taunting the clowns, saying he has cops on his payroll, that he will live, and that he's enjoying a martini.
  • Villainous Breakdown: Hearing his childish threats is half the fun of Day 1 of the Hotline Miami job.
Advertisement:

    Solomon Garrett 
The 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 "Old Thunderguts". Now he has set his sights on Bain and his gang and is determined to bring them down.


  • Batman Grabs a Gun: 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 Red Shirt nature of just about every single enemy in the game notwithstanding.) When the mysterious syndicate known as the Kataru makes itself known to him, 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.
    • Literally the case if you break stealth and he spots you in the Breakin' Feds heist.
  • Can't Kill You, Still Need You: 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 Non-Standard Game Over.
  • Guttural Growler: Has a snarl like quality in his voice, which also goes with his no-nonsense attitude due to his line of work.
  • Knight of Cerebus: FBI-Files Trailer implies that he is going to be the greatest threat that the gang has faced thus far.
  • Red Baron: Earned the name "Old Thunderguts" for his days in the Boston Police Department for his agressive leadership.
  • Spell My Name with an "S": It's Garrett, not Garret.
  • Sympathetic Inspector Antagonist: He's simply trying to bring back law and order into a Wretched Hive of a city that the Payday gang helped to bring down with their heists.
  • They Changed It, Now It Sucks!: In-Universe. 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.
    Garrett: Listen here son, you get that date format changed, or I will personally change you. Get this done, and done now.
  • This Means War!: 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.
  • Throw the Dog a Bone: 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 becomes a national hero.
  • Unwanted Assistance: He has this attitude towards the DHS.

    Russian Reapers 
A Russian mercenary group hired by Akan to defend the hidden laboratory in Russia, exclusive to one of the two Hardcore Henry heists, Boiling Point. They behave much the same as the enemies the Payday crew faced before, except they are more resilient and hit even harder.


    Necro Cloaker 
COME, LITTLE MICE! CAT WANTS TO PLAY!

A 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 All Hallows' Eve.


    ZEAL Team 
With 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.


  • Expy: Their speech lines use a radio filter, making them sound very much like the law enforcement from PAYDAY The Heist.
  • Harder Than Hard: They are even more difficult than the GenSec elites, and they even bring Medic Dozers and Minigun Dozers to the fight.
  • Hero Antagonist: Like most of the other enemies, they are there to stop the PAYDAY gang from completing their jobs.
  • Jack-of-All-Stats: Compared to the other law enforcement (specially in lower difficulties), in which they are just mere Glass Cannons, 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 . They are essentially a tankier Bronco Cop.
  • Made of Iron: 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.
  • Serial Escalation: 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.
  • There Is No Kill Like Overkill: They fight very hard like the GenSec elites.

    Ernesto Sosa 
A 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.

Similar 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.


  • Berserk Button: He becomes angry when the gang destroy his paintings and cars.
  • Crazy-Prepared: 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, very strict on who gets to see him, has a voice-activated security lock, ceiling-mounted turrets, and even explosive chargese in case someone is about to storm his door.
  • Defiant to the End: 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.
  • Made of Iron: Much like Grigori, he can take a lot of abuse before expiring. Unless you can sneak into his office that is.
  • Properly Paranoid: 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...
  • Villainous Breakdown: When the job goes loud, he goes through this.
Advertisement:

    Matt Roscoe 
A 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 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.


  • Alone with the Psycho: After completing Heat Street, he will appear in Jacket's room in cuffs.
  • Can't Kill You, Still Need You: It's probably accurate to say the gang were just about to kill him, until he revealed about his knowledge of Jiro's son.
  • Chronic Backstabbing Disorder: Even when he gets out of prison, he still betrays the gang.
  • Chase Scene: You have to chase Matt on foot while he drives off in his van. Again.
  • Come with Me If You Want to Live: After being caught, he has no choice but to follow orders from the PAYDAY Gang.
  • Déjà Vu: 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.
  • Know When to Fold 'Em: He did manage to avoid death at the gang's hands by being willing to provide information on Jiro's son, Kento.
  • Laser-Guided Karma: 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 (who knows what goes on in there).
    • In the Christmas soundtrack, Hoxton mentioned that the prison guards allowed him to beat up Matt multiple times.
  • Regretful Traitor: Like in the first game, once you catch up with Matt, he regrets crossing paths with them for a second time.
  • Rebellious Rebel: Likely the reason why he thinks he can get away from the Gang again.
Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report