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Overview > Human
Solo NPCs & The Human Threat

In solo games of RUSS, enemies are run by simple AI logic that mimics battlefield instincts. No game master needed. Each model activates on its turn, reacts to sound, line of sight, and mission objectives, and behaves according to its personality profile.

These Solo NPCs are the backbone of solo play. Whether you're fighting off a bug horde or sneaking past a zombie mob, they all operate off the same clean structure:
  • Activate one at a time
  • Prioritize visible targets
  • Move toward objectives or threats
  • Follow a behavior profile: Aggressive, Cautious, or Defensive
It’s quick, consistent, and scales to any enemy type. But when you’re dealing with other humans, that’s where things get personal.
What Makes Human NPCs Special?

Human enemies aren’t mindless. They’re not swarming beasts or exploding space insects. They’re people who are armed, aware, and just as tactically capable as your squad.

That’s what makes them dangerous.

They Use Cover

Most Human NPCs seek cover before they engage. An Aggressive one might charge forward, but a Cautious model will duck into cover and fire from safety. They don't just run straight at you—they think.

This means you can't rely on easy shots or baiting them into the open. They’ll take the shot when it favors them, and wait when it doesn’t.

They React to What You Do

Human enemies respond to noise, just like zombies and aliens, but they also react to line of sight, weapon type, and battlefield positioning. That sniper in the watchtower? He won’t move until he’s flushed. The patrol near the objective? They might split to flank you once you're spotted.

They’re not full AI chess players, but they simulate basic tactics well enough to keep you on edge.

They Bring Guns, Just Like You

Most enemy types have a limited threat profile. Zombies melee, aliens stab or spit. But Human NPCs have gear. They use ranged attacks. They throw grenades. Sometimes they even have armor.

This leads to actual gunfights. Back-and-forth exchanges where movement, elevation, and line of sight matter. A human enemy might have the same Ranged stat as you, or better.

It’s a mirror match. Treat them like you’d treat your own squad if you were playing PvP.

They Vary by Type

Not all Human NPCs are built the same. You might be facing:
  • Rival scavengers with improvised gear and shaky aim
  • Private security squads with clean tactics and coordinated fire
  • Cultists or warband raiders who don’t care if they die, as long as they take you with them
These groups use the same stat blocks, but can be flavored in wildly different ways. The rules support generic human enemies, but you can customize them easily with traits, different gear, and altered behavior profiles.

They Can Act Smart (Within Limits)

While zombies chase sound and aliens rush objectives, human NPCs make judgment calls based on their profile. A Defensive unit might hold a chokepoint. A Cautious one might fall back. An Aggressive squad might split up and try to flush you from cover.

This makes mission design more tactical. You have to plan your route, your noise level, your exposure. Human enemies reward patient, clever play, but also punish mistakes quickly.