F.E.A.R./Characters

The Characters from the First Encounter Assault Recon games and the tropes they exemplify. Playable Characters and Major Antagonists will also have their names properly listed under their respective factions (USM, Armacham, or Independent).

The Point Man
"He's too fast! We can't stop him!"
 * AFGNCAAP: For most of the first game. Averted in the third.
 * Badass: The Replica are all Heavily Armed Super Soldiers; he kills five-hundred of them in a single day. Of course, the rampage he goes on in F.E.A.R. 3 makes this look like an opening act by comparison.
 * Badass Beard: As of F.E.A.R. 3, being a Rogue Agent and all.
 * Bullet Time: Everything appears to go this way when the Point Man triggers his Reflex/Slo-Mo powers, though in reality its the fact that he is moving superhumanly fast. This appears to be a particular manifestation of his psychic abilities.
 * Cain and Abel: It's not precisely clear which brother fills which role, but the dynamic between him and  definitely fits this. In the intro to the third game, the moment he realizes , he kills the body he's controlling.
 * Death Glare: An epic one.
 * Everyone Calls Him "Barkeep": No one ever refers to him by his real name, even in the third game when the Phase Commanders are issuing orders to kill both him and Jin.
 * Freudian Excuse:
 * Heroic Mime: It is strongly implied he actually is a mute; he never speaks a single word in any of the games.
 * Implacable Man: Really, the entirety of FEAR 3. The game could be described as a long string of apocalyptic disasters combined with continuous heavy assault by an army of clones, robots, and helicopters, as well as Mind Screw psychic monster phenomena on a scale that can only be rated as "demonic", all completely and utterly failing to stop the Point Man. All the areas you play through are pretty much getting torn down around you.
 * Kubrick Stare: Of the "I-want-to-skullfuck-you-to-death" kind. It's his default mode.
 * Lightning Bruiser -- Just ask any freaked-out Replica when he goes Slow-Mo.


 * Made of Iron -- He gets thrown out of a three-story building from an explosion set off by Alma and doesn't suffer lethal injuries at all. And later, he survives a nuclear blast at point-blank that leaves a mile-wide crater and flash-fries people miles away into ash. F.E.A.R.: Extraction Point has a tunnel bomb flinging him several dozens of feet in the air before he crash lands on a roof on a nearby parking garage. F.E.A.R. 3 involves him surviving a helicopter crash, getting launched a few hundred feet by a blast from Fettel, the crashing of a high-altitude transportation pod, and an entire prison collapsing around him.
 * Man Child: Not explicit, but he was apparently put into stasis as an adolescent before being memory wiped, surgically modified, and trained years later. It manifests through his single-minded determination to kill everything in his way and his lack of speech and/or opinion.
 * Nice Job Breaking It, Hero: Blowing up the Origin Facility did nothing but
 * No Name Given -- Which is why Everyone Calls Him "Point Man".
 * One-Man Army -- Lampshaded by Spencer Jankowski.
 * Player Character -- Well, of F.E.A.R. and F.E.A.R.: Extraction Point, anyway.
 * Protagonist Without a Past: Lampshaded by Paxton Fettel. F.3.A.R. goes into some detail about the actual past, or at least some of the highlights of it.
 * Required Secondary Powers: In the third game he takes part in a psychic battle, so he would appear to have some psychic capabilities similar to Beckett and Keegan (as implied by his reflexes). However, it is later noted that his potential as a psychic is extremely low, below normal, as opposed to Beckett and Keegan who are both powerful psychics.
 * The Reveal:
 * The Hero
 * Super Speed: When his slo-mo powers are triggered, he moves with blurring speed from the perspective of ordinary humans.
 * The Unfavorite: While growing up,
 * When He Smiles: In his ending for F.E.A.R. 3.

The Sergeant
The unknown hero of Perseus Mandate, the point man of the Second F.E.A.R. Team. Little is known about him, other than the fact that he's a Sergeant...
 * Bullet Time -- Just like the Point Man.
 * Expy -- Of the Point Man, hence his abilities and overall personality.
 * Identical Stranger -- Reminds Paxton Fettel of the Point Man. Boy, can't Fettel ever be wrong about that.
 * Inexplicably Identical Individuals -- No, Timegate and Vivendi never explained his resemblance to Point Man.
 * Heroic Mime
 * Made of Iron -- What Point Man could do, he probably did as good. Although, this time, the Alma meetup was in an office building and he endured nuclear devastation by making it underground.
 * Lightning Bruiser -- Even Nightcrawlers find his abilities intimidating.
 * No Name Given -- Same as the Point Man, which is why Everyone Calls Him "Sergeant".
 * One-Man Army -- While his body count isn't at par with Point Man's, he has definitely gone through much more hell for every encounter. Compound that by the fact that he has been racking more paranormal kills in one Interval than Point Man has fought in the entire F.E.A.R. campaign, Extraction Point included.
 * Player Character -- In F.E.A.R.: Perseus Mandate, this guy is you.
 * Protagonist Without a Past -- Lampshaded again by Paxton Fettel.

Sergeant Michael Beckett
The Player Character of Project Origin, Becket is a highly gifted soldier with latent psychic abilities, which are brought to the forefront by Project Harbinger. He is a member of a special delta unit known as "Dark Signal," which

"Will someone just fucking shoot him already?"
 * Badass Normal: At the beginning of the game, he has no superhuman abilities beyond latent psychic abilities that manifest in hallucinations of Alma. An Armacham evaluation indicate sthat he has exceptional physical ability but lackluster academics.
 * Badass Abnormal: Rapidly becomes one after some improvised surgery that.
 * Bullet Time: Justified after he gets the Harbinger Treatment by Dr. York, requested by Genevieve Aristide.
 * Cool Shades: Which justify the heads-up display.
 * : When
 * Heroic Mime: In Project Origin. In F.E.A.R. 3, he is now voiced.
 * Heroic Willpower: He is the only person who is able to
 * Lightning Bruiser
 * Made of Iron
 * One-Man Army
 * One-Man Army


 * : The bad thing is... he's on
 * Sanity Slippage: A combination of Alma's Mind Rape powers,, and being held captive by Armacham for nine months while being continuously tested and experimented on has driven him gradually insane.
 * Which also leads to his next screaming line after one of the third game's interval ending cutscenes...

Foxtrot 813
A Replica that eventually goes rogue at the when Paxton Fettel instructed him to go on a mission to free the latter from imprisonment.


 * Bullet Time: Thanks to Paxton Fettel.
 * Lightning Bruiser
 * Made of Iron
 * One-Man Army
 * Player Character: The only time you assume control of a Replica.

Alma
"Kill them. Kill them all"

One of the primary characters in the series, around whom nearly everything revolves, Alma is an extremely powerful psychic (as in reality bending and world-ending power) who was connected to an Armacham project known as "Origin" to create psychic supersoldiers. She is also, and. She was, and later was   After an incident known as a "Synchronicity Event" wherein she   she was   However, Alma's hatred, psychic abilities, and desire to be

The first game's plot involves Alma engaging another Synchronicity Event with  and her subsequent attempts to both escape and get her revenge. In the second game, she is loose and  In the third game,


 * Anti-Villain
 * Captain Ersatz: Her child form is one of these for Samara Morgan/Yamamura Sadako.
 * Creepy Child
 * Determinator: Alma is so determined and absolutely angry that she
 * Locked up in a stasis tank since she was eight, held in for six days without life support before her body finally succumbed, but even then, no death, psychic attacks or even  will stop her revenge on Armacham and the world.
 * Big Bad:Was thought be for the entire series but is
 * is actually a Bigger Bad
 * Expy: She's essentially a long-lost sister of Samara, as mentioned above, though she manages to be an original character in her own right.
 * Fan Disservice/
 * Ms/Fanservice
 * Full-Frontal Assault
 * Ironic Nursery Tune: Her music box.
 * Meaningful Name: It means "soul" in several Romance languages.
 * Also a part of a popular phrase do denote ones university, also used in the middle ages to denote Virgin Mary, "Alma Mater" which is Latin for "nourishing mother".
 * This meaning is mostly lost for hungarian players, as 'Alma' means apple in hungarian.
 * It can also mean "gentle" in Latin, making it a case of Fluffy the Terrible.
 * Mind Over Matter: Quite adapted at that too, she once tossed a truck onto a hapless character with ease.
 * Mind Rape
 * Mook Maker: In-story example. Her loose psychic energy and convoluted mind create creatures hell-bent on destruction and mayhem. They initially only appear during paranormal occurrances, but after her father released her, they simply appear. Interestingly, it's not clear if she directly controls the actions of her apparitions.
 * F.E.A.R 3 provides evidence that she doesn't, in the form of The Creep: The psychic remnant of
 * The Ophelia: Alma appears to have many Ophelia-esque aspects, particularly in Project Origin. She is shown singing in several hallucinations, and in the prequel videos she dances around a doctor who she's been gleefully mindraping. Water shows up often in her hallucinations, which makes sense, as, like Ophelia, she drowned to death (in her case, in amniotic fluid). And her hair in her "child" form tends to be wild and frazzled.
 * Orcus on His Throne: In F.E.A.R. 3, Alma is not the active nemesis she was in the first two games, though for good reason, considering she is . That said, her effects on the environment are still intensively felt, from mad cultists to reality-warping effects to creating entities like the Creep, even if she is not actively fighting the players.
 * Our Ghosts Are Different: Aside from the usual trait of teleporation and ignoring rules of physics, she is perfectly capable of mind-raping people into obedience, stripping them down to skeletons in seconds, creating numerous psychic abominations and paranormal entities with her mind,
 * Personal Space Invader: Towards Beckett in the second game. There's a reason for this.
 * Psychopathic Manchild: Past experience of childhood abuse to a powerful psychic with the body of a grown-up woman and the mind of an eight-years is the main cause of the calamities happening throughout the series.
 * And arugably the main reason for the ordeal Beckett has to go through, which ends with
 * "She's a woman now, and she doesn't even realise it."
 * Reality Warper: Is psychic.
 * Red Eyes, Take Warning: Child Alma's eyes are dull red in the second game.
 * Roaring Rampage of Revenge: An entire city (and its outlying suburbs) annihilated, most of its inhabitants vaporised and those who survived turned into slaves to her mind as a result. And she still isn't satisfied.
 * Sealed Evil in a Can: Sealed in a telesthetic suppression field and left for dead in an abandoned underground facility for decades. Granted that it didn't really stop her, but once she was released, ho boy the real apocalypse starts now...
 * Stalker with a Crush: (In Project Origin towards ).
 * More appropriately, Stalker with a Test Tube.
 * Stringy-Haired Ghost Girl
 * Tragic Monster: Obvious, given her backstory.
 * The Unfettered: Although Alma's more concerned with short-term planning (kill captors, covet Beckett, ), she takes what she wants, whether people want her to or not.
 * Unstoppable Rage: Which is the whole reason behind the plot of the entire series.
 * Woobie, Destroyer of Worlds: Having been driven insane by your own psychic powers as a child, experimented on and locked up since you were eight years old, medicated into a coma and locked away in a shield vault for most of your life, forcibly impregnated and then having both of your children taken away, then killed once the project was terminated, all by your own father can turn someone into this.
 * Yandere (disambiguation): Dear Lord.
 * Woobie, Destroyer of Worlds: Having been driven insane by your own psychic powers as a child, experimented on and locked up since you were eight years old, medicated into a coma and locked away in a shield vault for most of your life, forcibly impregnated and then having both of your children taken away, then killed once the project was terminated, all by your own father can turn someone into this.
 * Yandere (disambiguation): Dear Lord.

Paxton Fettel
"Some secrets can be buried deeper than others, but I know where to dig..."

The prototype commander of the Replica soldiers. Primary antagonist of the first F.E.A.R. game and the first expansion. Makes a comeback in the DLC F.E.A.R. 2: Reborn and becomes a playable character in F.E.A.R. 3.


 * Axe Crazy: Though quite calm and collected, Fettel expresses an appreciation of the cultists' handiwork and violent tendencies, and enjoys killing.
 * Audio Erotica: Many consider his voice to be so.
 * Brainwashed and Crazy: He eventually regains his own mind.
 * Demonic Possession: One of Fettel's primary means of attack involves grabbing enemy troops and taking control of their bodies.
 * Big Bad: is the true main antagonist of the entire series.
 * The Dragon: To Alma.
 * The Starscream
 * Faux Affably Evil: In F.E.A.R. 3, with a dash of Deadpan Snarker.
 * Full-Name Basis: His first and surname are both pretty distinctive on their own, but you'll see him referred to in full as "Paxton Fettel" as often as not. Likely because it just rolls off the tongue.
 * Evil Laugh: When possessing bodies.
 * I'm a Humanitarian -- Subverted. Less about nutrition than it is about consuming memories.
 * Kick the Dog: When he and the Point Man reach Beckett,
 * Not So Different: Fettel ultimately becomes much like Harlan Wade, whom he utterly despises.
 * Oedipus Complex: Hates his father, and
 * Over the Shoulder Murder Shot - with the cannibal imagery.
 * Squishy Wizard: Is notably more fragile than the Point Man, and lacks his slo-mo abilities, making him far more vulnerable to gunfire.
 * Tyke Bomb: Raised by Armacham from birth as a psychic commander.
 * Woobie, Destroyer of Worlds: He had an incredibly shitty life as a child, so when he finally gets loose, gets killed, and comes back, he's rather pissed and perfectly willing to destroy the world.

The Creep
"Just as easily as I CREATED YOU, so too can I DESTROY YOU!"

A monstrous, humanlike creature that appears in F.E.A.R. 3, actively hostile to ATC, the Point Man, and Paxton Fettel, who repeatedly attacks and attempts to sabotage the latter's efforts to reach Alma. Appears to actually be


 * The Dreaded: Alma is afraid of it. Alma.
 * Humanoid Abomination
 * Interface Screw: Damage inflicted by the Creep doesn't regen until either the Creep is driven off or the player gets out of the area it is lurking in. In addition, the players is warned that the Creep is about to attack when black spiderweb patterns appear around the edges of the screen. He's also invisible.
 * Surprisingly-Sudden Death: It's first actual appearance involves it slaughtering five ATC troops with about as much effort as crushing ants.
 * Villainous Breakdown: During the final confrontation with it, the Creep goes on a series of massive, enormously loud rants as it flails away at the Point Man and Fettel.
 * Villainous Breakdown: During the final confrontation with it, the Creep goes on a series of massive, enormously loud rants as it flails away at the Point Man and Fettel.

Harlan Wade
"It is the way of men to create monsters....and the way of monsters to destroy their creators."

"Harlan Wade: "It is in the nature of man to make monsters. And it is the nature of monsters, to destroy their makers.""
 * Abusive Parents: Hoo boy. And it doesn't just extend to, either. Both   got a lot of it too when they were children. One of the  's flashbacks depicts Harlan putting him in a training ring as an eleven-year old against a fully-grown Armacham soldier, and when he inevitably lost, Harlan flies into a rage and beats him with a metal bucket so hard that he gets thrown into a concrete pillar.
 * The Atoner: Harlan is the ringleader of a group that represents about half of the original Project Origin staff, whom believe that any attempt to reopen the Vault and restart Project Origin would be a very bad idea. Not that Genevieve Aristede bothered to listen.
 * In Project Origin, one of Harlan's flashbacks involves him standing next to, with his voice speaking in the background, saying   From his tone, it sounds like he is quite horrified at the prospect. His later appearances, particularly the brothers' flashbacks to how he treated them during the years when Project Origin was active, show that he had hardened quite a bit.
 * Big Bad: He is a monster far worse than Alma. Hell, he made her that way.
 * Cluster F-Bomb: Harlan's phone messages are never friendly. In what may be the key summation of the series, he describes what will occur as the "assfuck of the century."
 * Particularly notable in the ones addressed to Genevieve.
 * Hoist by His Own Petard


 * Our Ghosts Are Different: Harlan

Genevieve Aristide
"Without Alma I have no leverage. Without leverage, I have no future!"

CEO of Armacham Technology Corporation, and one of the heads of Project Origin. Attempted to restart the project, at which point everything went horribly wrong.
 * Big Bad: Shaping up to be a worse monster than even Alma herself.
 * Corrupt Corporate Executive: And how.
 * Evil Plan:
 * The Faceless: Though she appears in person in F.E.A.R. 2, she was only heard through phone messages in the first game.
 * Lack of Empathy: Either she doesn't understand Alma or doesn't care, but she seems to have no grasp of the tragedy at hand, thinking only of ways to "reclaim" Alma and "re-purpose" her for her own ends.
 * I Did What I Had to Do: Practically her Catch Phrase. We ain't buying it.
 * Only in It For the Money: Reading her e-mails and notes indicates that her chief concern appears to be keeping her job and recouping financial losses.
 * Rich Bitch: You just wanna strangle her.

Colonel Richard Vanek
"I want nothing left to link us to Alma or Origin or any of the insanity."

Head of ATC's special operations and cleanup team. One of the main villains.
 * Cluster F-Bomb: Every other word out of his mouth seems to be a curse word.
 * Even Evil Has Standards: Vanek vocally disapproves of his employers' various ethically unjustifiable genetics programs.
 * Famous Last Words: FUCKFUCKBITCHFUCKSHITFUCKFUCKFUCK
 * Large Ham: Vanek is loud.
 * No Indoor Voice: Really loud.
 * The Toblerone: No, seriously. He is really friggin' loud.

Commissioner Rodney "Rowdy" Betters

 * Linked-List Clue Methodology: Betters pieces together the truth behind Project Origin as you progress. If you don't guess before he does, he often provides The Reveal if not As You Know.
 * Voice with an Internet Connection: F.E.A.R's field coordinator. He appears in person at the very beginning of the game, drives you to Auburn and is not seen in person hence.

F.E.A.R. Point Man
"See Player Characters"

Lieutenant Spencer "Spen" Jankowski
"Military clones? This is why no one takes us seriously."

The First F.E.A.R. team's former point man, until the Point Man came along. A seasoned veteran, his job, like Point Man's, is to scour the Armacham Technology Corporation for Paxton Fettel. His life is cut short when he, along with a few Delta Force escorts went missing.
 * Eye Scream -- You should see what his face looks like when he's dead. Empty sockets are where his eyes used to be.
 * Never Found the Body: Despite his ghostly subsequent apperances, Jankowski's actual corpse is never seen. Word of God is you were originally meant to find it, but that it was decided it was scarier this way. Oddly, F.E.A.R. command continues to pick up his signal, though it appears and disappears at random in wildly varying locations.
 * What Happened To The Lieutenant? -- His fate is to eventually be killed in action and his eyes gouged out, but the killer, whether it be Alma, Paxton Fettel or any of their Replica goons is left unanswered.

Technical Officer Jin Sun Kwon

 * Camera Fiend: As the team's analyst and forensics expert, Jin is never seen without her camera.
 * Friendly Sniper: She was originally meant to be this, but it was found that the tight quarters of most of the game's battles precluded a sniper ally. This can still be seen in her gloves with the alternately-colored trigger fingers. She was thence downgraded to The Medic.
 * Killed Off for Real: Late in F.E.A.R.: Extraction Point, though the events of the first game's expansions were Retconned into discontinuity. She appears in F.3.A.R.
 * The Medic: Though she spends some time playing medic for others, including the Point Man after the warehouse explosion, he doesn't really need her help. He has a stack of medkits anyway.
 * Voice with an Internet Connection: Apart from Rowdy Betters, Jin is the biggest user of the radio.

F.E.A.R Sergeant
"See Player Characters"

Lieutenant Steve Chen
The Second F.E.A.R. Team's lancer, if anything. He seems to be the member with an expertise in handling just about any problem the Second Team gets across, be it combat, forensics or wiretapping.

According to him, he's a father of two children and has taken them along with him on a tour around Fairport's Old Underground Metro Area in the summer before the events of F.E.A.R.: Perseus Mandate. It seems that being enlisted in F.E.A.R. wasn't quite the job he had in mind, judging from how he often complains about being underpaid for all the menial tasks he has been given, which sometimes puts him in Snark to Snark Combat with the F.E.A.R. Coordinator, Rowdy Betters. And don't get him started on the Amarillo incident: shooting the capture target was apparently an accident.


 * Deadpan Snarker -- Despite the seriousness of the task, Chen still has the time to make sarcastic comments about how disproportionate his paycheck is to his work.
 * Plucky Comic Relief -- His "pathetic paycheck" aside, he requests Betters to lag a rescue operation, claims his Noodle Incident was a mere slip-of-the-hand and tells the Sergeant to "try not to get blown out of any more windows".
 * We Hardly Knew Ye -- Poor Chen. He only manages to stay alive for four Intervals, with some decently friendly ice-breaking moments before he gets killed by one of Alma's Scarecrows.

Lt. Douglas Holiday

 * Badass Normal: Holiday is the only Delta Force operative who doesn't get his ass handed to him over the course of the game. In the Xbox360 port, he gets his own playable level wherein he of course lacks the Point Man's killer reflexes, but mows down whole squads of Replicas anyway.
 * Bald Black Leader Guy: Sans the bald part.
 * Black Dude Dies First: Averted!  Which isn't canon anyway.
 * Stuff Blowing Up: Holiday uses demolition charges to clear the way, and also defuses the bomb strapped to Aldus Bishop.
 * Stuff Blowing Up: Holiday uses demolition charges to clear the way, and also defuses the bomb strapped to Aldus Bishop.

Sergeant Michael Becket
"See Player Characters"

First Lieutenant Keira Stokes
Dark Signal's communications officer, Lt. Stokes is the only female member of the squad. Despite being a commissioned officer, she lets Staff Sergeant Griffin command the unit in combat, as she is primarily a communications specialist.


 * Action Girl: Despite weighing about half as much as the rest of the squad, she holds her own in combat quite well, and fights alongside Beckett off and on throughout the game.
 * Badass Normal: Holds up pretty well against all the other supernatural monsters despite not possessing any psychic powers . Ironically, her lack of any superhuman abilities may have kept her alive longer than anyone else.
 * Bare Your Midriff: Her armor actually covers about as much area as the kit the rest of dark Signal wears, but her shirt underneath is just a bit too short.
 * Genre Savvy: Adapts to the shift from "special operations extraction" to "supernatural end-of-the-world horror" with remarkable speed. At the end of the game, she even openly worries that Alma will use the "turns your worst fears against you" trick.
 * Good-Looking Privates: She's not as conventionally pretty as many examples of this, but she's still attractive.
 * Hey, It's That Voice!: She shares a voice actress with Zoey...hell, she even looks like Zoey!
 * The Ladette
 * You Are in Command Now: Takes over after.

Sergeant First Class Harold Keegan
Member of Dark Signal who seems to be having odd health issues during the mission, which only gets worse when he gets shot early on and subsequently starts suffering abrupt migraines. . Midway through the game,


 * Bullet Time: During the final battle,  The only way to
 * : After being
 * Fighting From the Inside: "Beckett....HELP ME!"
 * Mercy Kill: At the end,
 * Mind Rape: What Alma does to him is horrific.
 * Mind Rape: What Alma does to him is horrific.

First Sergeant Cedric Griffin
The leader of the Dark Signal Team. Survived the Fairport explosion and tried to link up with the rest of the team. He gets

Sergeant Manuel Morales
Morales is the APC driver for the Dark Signal Team... taking the crew where they need to go in case they need to link up.


 * What Happened to the Mouse?: The last time Becket sees him alive is before he enters the  Sure, he's

Armacham Technology Corporation
A major defense contractor for the United States military, Armacham develops extremely high-tech weapons in a variety of fields, including aerospace, robotics, and the emerging field of psychic warfare. ATC also maintains and operates a large PMC force and conventional military, and was responsible for a lot of construction in the city of Fairport. However, the truth is that Armacham's military and economic power is surprisingly vast, with an enormously powerful military force, highly-advanced technology, and extensive holdings across the world, making them a classic Cyberpunk-esque Mega Corp.


 * Corrupt Corporate Executive: Quite a few of ATC's higher-ups are such.
 * Fiction 500
 * Mega Corp
 * NGO Superpower: They have enough manpower and influence to effectively own significant sections of an unspecified Latin American country.
 * Playing with Syringes: Everything relating to their psychic warfare division.
 * School for Scheming: Wade Elementary
 * Sigil Spam: ATC puts their logo on everything, even the uniforms of their black ops troops.
 * Super Soldier: Projects Origin, Harbinger, and Perseus.

Harlan Wade
"See Major Antagonists"

Genevieve Aristide
"See Major Antagonists"

Colonel Richard Vanek
"See Major Antagonists"

The Replica
Cloned super soldiers created by Armacham Technology Corporation as part of Project Perseus, intended to be controlled by a psychic commander. Naturally, It Got Worse once Paxton Fettel went crazy.
 * Cloning Blues -- Notably averted. Though the Replica clearly have their own emotions and independent thought processes, they are dependent wholly on their psychic commanders for objectives and orders, and otherwise aren't affected by the angst of being clones whose sole purpose is to die.
 * Of note is that at one point in Reborn, a Replica begins to question orders, by asking about their deployment and requesting a higher clearance level. His commander requests permission to summarily execute said Replica, and receives it. In the few seconds it takes for this to happen, the Replica about to be executed doesn't move or twitch or do anything to protect himself. Like everything else that the Replica do, he just sits there and waits to be shot in the head.
 * Determinator -- The Replica will do whatever it takes to stop you, including following near-suicidal orders and tactics.
 * Faceless Goons -- Justified.
 * Heavily Armored Mook -- Those that wear or ride suits of armor. See Mini-Mecha and Powered Armor below.
 * Mini-Mecha -- The REV armored units. They are called "powered armor" but the larger ones are really bipedal tanks.
 * Oh Crap -- They often freak out if you take down many of their squad or dodge their advances with Slow-Mo.
 * Super Soldier -- Every single damn one of 'em.
 * Powered Armor -- Thesmall REV units (REV-6 and REV-12) Heavy Armor and Heavy Riot Armor soldiers.

ATC Security/Black Ops
Armacham's immensely powerful military division, divided into different groups. ATC Security handles day-to-day physical security and initial response, and form the primary ATC enemy in the first game and its expansions. Security is characterized by their light civilian armor, sunglasses, and caps. Black Ops, which handles dangerous covert and cleanup operations, forms the ATC enemy in the second game and its expansions, and are characterized by heavier full-body armor and a high-tech, cyberpunk aesthetic to their gear. In the third game ATC has deployed conventional military forces which have occupied the city of Fairport and are conducting a general purge of the civlian populace, now driven insane by Alma. These mercenaries are characterized by modern military-style armor and equipment and balaclavas.


 * Cool Shades: ATC Security all wear these. The Black Ops troops wear glowing blue ones as well.
 * Elite Mooks: Each group has a particular type; Security has heavily-armored guards in riot gear (only seen in Perseus Mandate). Black Ops has elite troops clad in heavier armor and facemasks. The conventional ATC troops use Replica soldiers and Phase troops as their elites.
 * Enemy Mine: Sort of. In the first two games, they were actively fighting against the Replica, but by the third game the Replica have been brought back under control and fight alongside the normal human ATC troops.
 * Faceless Goons: Many ATC troops have visible faces, but the more elite soldiers wear facemasks and goggles, and all of the ATC troops in the third game wear face-concealing balaclavas.
 * Mecha-Mooks: The mech support units that show up in F.3.A.R.
 * Mook Maker: Phase Casters and Phase Commanders
 * Private Military Contractors
 * Punch Clock Villain: In the first game the ATC Security units are mostly just armed security guards following orders to "repel all outsiders" and are generally in over their heads (though they do carry out several assassinations of people who know too much under Aristide's orders). The second and third games, not so much.
 * We Have Reserves: The Phase Commanders have no compunctions with sacrificng their troops to achieve an objective - especially if that objective is killing the Point Man.

Alma
"See Major Antagonists"

Paxton Fetell
"See Major Antagonists"

Foxtrot 813
"See Player Characters"

The Creep
"See Major Antagonists"

Nightcrawlers
Senator David Hoyle wanted to a little shoplifting for Armacham's data and DNA samples of Paxton Fettel and Alma, so he gets these men and ex-NSA operative Gavin Morrison to do the work. A combination of brains and brawn, these guys outclass everyone in a straight fight, including the Super Soldier Replicas. A radio debriefing from Captain Raynes indicates that the whereabouts of the Nightcrawlers, "a permanent free-standing army", is a closely-guarded secret. The Nightcrawlers communicate in a very dull, calm, collected tone, which suggests that they're seasoned professionals who don't let certain emotions to get in the way of their job. Some of them seem to have superhuman reflexes that rival the Point Man's and the Sergeant's.

If you observe their combat patterns carefully, the Nightcrawlers can be distinctly divided into two classes: the lower echelon, the regulars, and the upper echelon, the elites.

"Nightcrawler elite: We've lost six men to the creatures in the shadows. Avoid the dark, if you can."

"Nightcrawler elite: Sir, Paxton Fettel has entered the area. Nightcrawler commander: Ignore him. Get the vault open. Nightcrawler elite: But... Nightcrawler commander: I said, "Ignore him!""
 * That quote, by the way, is dictated in a heavily bored voice with absolutely no emphasis.
 * Their commander is the ultimate king of this trope.


 * Danger Deadpan -- All of them. Unlike the Replica, whose Oh Crap moments are all over the place, the Nightcrawlers have plenty of Casual Danger Dialog. The upper echelons of the Nightcrawler group ramp this up twofold; the calm demeanor breaks only at the presence of Alma or Fettel.
 * Private Military Contractor -- Hired by Senator Hoyle.
 * Weapon of Choice -- At least as a mainstay firearm, theirs is the Vector Engineering Systems V7 Advanced Rifle. The higherups also have a tendency to mix various class of BFGs with the V7.

Nightcrawler regulars
The lesser class. Much like Replica regulars, but with twice the badassery. They don't have supernatural abilities like their elite brethren do, but because of their unparalleled durability and overwhelming numbers, they can pose a serious threat. They have a particular liking towards using VES Advanced Rifles, VK-12 Shotguns and other small arms of similar caliber, usually leaving the serious firepower to their elite cousins.


 * Faceless Goons -- Just like the Replicas, the Nightcrawler regulars wear what looks like Gas Masks.
 * Elite Mooks -- They can't be called super soldier clones like the Replicas because there's no explicit statement about it, so this is the best you can make of them.
 * Expy -- Of the Replicas, except smarter and tougher. The lighter regular is a few Hit Points stronger than its Replica counterpart.

Nightcrawler elites
The greater class. When you think of Nightcrawlers with BFGs and fast feet, you think of these guys. They're generally spread thin but when you encounter one, you had best take plenty of cover and firepower while you still have some.


 * Badass Boast -- To complement their Trash Talk, which includes Precision F Strikes and Pussy Cats. And they will walk the talk, too, by doing the Wall Jump maneuver written below.
 * Boss in Mook Clothing -- Four of them at once is like going head-on with the commander.
 * No Sell -- Your Bullet Time Super Speed doesn't make life any easier for you when the Nightcrawler elites use their version of it.
 * Final Boss -- The Nightcrawler commander himself.
 * Superpowered Mooks -- They are a step up of the regulars, after all.
 * Super Speed -- Presented in the form of a short, split-second Flash Step instead of a ten-second Bullet Time.
 * Wall Jump -- Like Replica Assassins, they have a habit of latching to a wall to quickly escape enemy crosshairs aimed at head height which they'll sometimes follow up with a pair of hand grenades.