Desperados 3 GDD
Entity Stats

Desperados 3
- Status
- Released
- Year
- 2020
- Genre
- Strategy
- Platforms
- Windows, macOS, Linux
Desperados III uses mostly qualitative, role-driven stats rather than exposed RPG numbers: each squad member is defined by relative movement speed, traversal access, health/resource limits, takedown speed, weapon range/noise, and body-handling capacity, while enemies are differentiated by perception, alarm behavior, ranged capability, disguise/lure resistance, and special durability such as Long Coat stun/damage rules. Exact HP, damage, cooldown, range, and detection timings are not fully exposed in sources and should be treated as implementation tuning unless verified in-game.
Entity Stats Summary
Desperados III does not present characters as RPG stat sheets with fully exposed numeric damage, range, cooldown, and enemy HP values. The practical stealth-tactics stat model is based on relative speed, traversal access, action timing, health/resource limits, noise profile, target validity, body handling, and enemy resistance more than public-facing numbers.
Playable Squad Stats
| Character | Tactical Role | Health / Durability | Movement & Traversal | Body Handling | Key Combat / Utility Stats |
|---|---|---|---|---|---|
| John Cooper | Balanced infiltrator, fast melee killer, versatile route solver | 2 HP is documented for firefight survivability; exact damage thresholds are not exposed | Second-fastest runner; can climb ivies/ropes and swim | Carries 1 body standing; less safe in dark cone areas than crouched carriers | Fastest melee takedown; thrown knife is medium/long-range, fairly quiet, recoverable; dual pistols can shoot two targets in Showdown; coin distracts briefly and is weaker on Ponchos |
| Doc McCoy | Precision support, sniper, lockpicker, healer, control setup | Exact HP is not exposed; poor direct-combat profile | Slowest running and melee; cannot climb ivies/ropes or swim; ladder-only special traversal | Carries/drags bodies crouched and slowly, useful inside weaker cone zones | Longest-range firearm with minimal noise; finite ammo except mission-scripted objective bullets; bag lures/blinds only some enemies; gas vial is scarce and can sleep most enemies or stun Long Coats; bandage healing is unlimited with cooldown and can heal 2 HP |
| Hector Mendoza | Heavy remover, Long Coat counter, body-control specialist | Exact HP is not exposed; high combat confidence from role | Slow; cannot climb ivies/ropes or swim; ladder-only special traversal | Carries 2 bodies standing at normal speed; can throw bodies | Very fast lethal and non-lethal takedowns; can directly take down Long Coats; Bianca trap kills normal enemies and stuns/resists Long Coats depending on context; whistle lures many guards but not Ponchos/Long Coats; shotgun fires a noisy cone that kills most enemies and stuns Long Coats |
| Kate O’Hara | Social infiltration, disguise, lure/distraction specialist | Exact HP is not exposed; not framed as direct fighter | Second-slowest running; cannot climb ivies/ropes or swim; ladder-only special traversal | Carries/drags bodies crouched; cannot tie enemies | Disguise works against standard enemies but fails against Long Coats and dogs; lacks lethal takedown; perfume blinds; social interactions can distract/lure eligible targets |
| Isabelle Moreau | Fast mobile controller, linked-target specialist, occult support | Uses health as a resource for mind control; exact HP is not exposed | Fastest movement across walking/running/crouching; can climb ivies/ropes and swim | Carries 1 body standing | No firearm; lethal melee about 3.6s and non-lethal melee about 3.0s; Connect links living targets so effects transfer; Long Coats take damage/stun instead of instant linked death; Mind Control costs health and has target restrictions; cat distraction and healing provide support |
Player-Facing Stat Axes
| Stat Axis | Gameplay Meaning | Exposed / Tuned Values |
|---|---|---|
| Health | Determines how much combat exposure a squad member can survive before failure or incapacitation | Cooper has 2 HP; McCoy healing can restore 2 HP; other exact HP values are not exposed |
| Movement speed | Controls whether a route beats vision-cone detection timing | Relative ranking: Isabelle fastest, Cooper second, Kate behind, McCoy and Hector slow |
| Traversal access | Determines which authored routes are valid for a character | Cooper and Isabelle can use broad traversal including climb/rope/ivy/swim; Kate, McCoy, and Hector are primarily ladder/ground-route users |
| Takedown speed | Determines witness risk and Showdown timing | Cooper and Hector are fast; McCoy is slowest; Isabelle has known slow-ish timings; Kate lacks lethal takedown |
| Range | Determines safe engagement distance and route alternatives | McCoy has highest weapon range; Cooper knife is medium/long-range; Hector shotgun is cone-based; exact unit distances are not exposed |
| Noise | Determines investigation/alarm risk from tools and weapons | Shotgun and loud firearms are high-risk; McCoy gun is minimal-noise; knife is fairly quiet; exact radii are not exposed |
| Resource count | Limits repeated use of high-impact tools | Firearm ammo, McCoy gas vials, recoverable tools, health-cost Mind Control, and cooldown healing are documented; exact per-mission counts vary by mission |
| Body capacity | Determines cleanup speed and route safety | Hector: 2 bodies standing/normal speed; Cooper and Isabelle: 1 body standing; McCoy and Kate: crouched slow body movement |
Enemy Archetype Stats
| Entity Type | Combat / Perception Profile | Resistances & Special Rules | Gameplay Meaning |
|---|---|---|---|
| Gunman / Standard Guard | Uses normal vision-cone detection, investigation, alarm, and likely ranged attacks | Generally affected by standard lures, takedowns, traps, gas, distractions, and disguise rules unless alerted or mission-modified | Baseline stealth puzzle unit; validates most player tools |
| Thug | Melee attacker with no ranged weapon | Still participates in vision/investigation/alarm logic | Less dangerous at range but still blocks routes and can raise alarms |
| Poncho | Alert-capable enemy with partial resistance to lures and some distractions | Cooper coin has reduced duration; McCoy bag does not lure movement; Hector whistle does not lure; track-following is excluded in one context; can still respond to tied allies/body situations depending on context | Forces alternate routes, synchronized actions, or different tools rather than relying on simple lure loops |
| Long Coat | Heavy enemy / durability gate; can shoot; not handled by many standard tools | Resists or modifies many effects: Kate disguise fails; McCoy bag does not lure movement; gas and shotgun can stun; Hector can take down directly; linked lethal effects deal damage/stun rather than instant death | Acts as a specialist-check enemy that requires Hector, setup, stun chains, accidents, or coordinated solutions |
| Dog | Detection counter and animal unit | Sees through Kate disguise; McCoy bag can lure; dog bite can kill normal enemies and stun Long Coats | Protects social-infiltration routes and creates alternate detection pressure |
| Civilian | Non-combat or low-combat NPC that can escalate by screaming | Can be affected by some lures; screams can draw enemies within radius including resistant archetypes | Raises stealth stakes without being a standard combat target |
Item, Weapon, and Ability Stat Notes
| Item / Ability | Owner | Primary Stat Function | Resource Model | Important Counters / Limits |
|---|---|---|---|---|
| Coin | Cooper | Short distraction / facing control | Reusable or cooldown-like; exact timing is not exposed | Reduced duration on Ponchos; not enough time for every kill-and-cleanup sequence |
| Thrown Knife | Cooper | Quiet ranged lethal takedown | Recoverable tool; cooldown begins after throw | Must be retrieved; dying/animation time can expose the target |
| Dual Pistols | Cooper | Two-target ranged Showdown burst | Finite ammo | Noisy/ranged consequences still apply |
| Scoped Colt | McCoy | Highest-range precision shot | Finite ammo; mission objective shots may grant an extra bullet | Minimal noise does not prevent body/witness consequences |
| Doctor’s Bag | McCoy | Visual lure and blind trap | Recoverable; only one active bag implied | Lures Gunmen, dogs, and civilians; Ponchos/Long Coats only briefly distracted and do not move to it |
| Gas Vial | McCoy | Non-lethal crowd control | Scarce, often one per mission; restock crates rare | Long Coats are stunned rather than slept/removed |
| Bandages | McCoy | Healing support | Unlimited with cooldown | Heals HP but does not clear alarms, ammo use, or positional risk |
| Bianca Trap | Hector | Trap kill / disable | Reusable after retrieval implied; exact reset timing is not exposed | Long Coats are not handled like standard enemies; trap visibility/resistance differs by archetype |
| Whistle | Hector | Audible lure | Reusable/cooldown-like; exact timing is not exposed | Does not lure Ponchos or Long Coats |
| Shotgun | Hector | Loud cone attack | Finite ammo | Kills most enemies in cone, stuns Long Coats, creates major noise risk |
| Disguise | Kate | Social stealth and route bypass | State-based; exact duration is not exposed | Fails against dogs and Long Coats; suspicious actions can break safety |
| Perfume | Kate | Blind / cone-narrowing control | Limited or cooldown-based | Target validity and enemy type restrictions apply |
| Connect | Isabelle | Link two living targets so effects transfer | Dart/ability resource limits vary by context | Long Coats take damage/stun instead of instant linked death; linked interactions can create complex edge cases |
| Mind Control | Isabelle | Temporary enemy control | Costs Isabelle health; exact cost/duration varies by context | Isabelle becomes vulnerable/stationary during control; resistant targets may require setup |
| Stella / Cat | Isabelle | Distraction | Reusable/cooldown-like; exact timing is not exposed | Enemy eligibility and radius restrictions apply |
| Isabelle Heal | Isabelle | Fast support healing with lower recovery than McCoy | Cooldown-like; exact HP restored is not exposed | Does not replace McCoy’s stronger healing amount |
Body and Object States
| Entity State | Stat-Relevant Properties | Consequences |
|---|---|---|
| Alive / unaware | Has active vision, hearing, patrol, and response rules | Can be distracted, bypassed, neutralized, or alarmed according to archetype |
| Suspicious / investigating | Temporarily changes route/facing and attention priority | Can open timing windows but may escalate if evidence is found |
| Alerted / alarmed | Calls or participates in broader response and reinforcements | Often makes direct combat costly and can invalidate stealth/badge goals |
| Corpse | Visible physical object with body-discovery rules | Can trigger investigation/alarm; accident corpses may avoid immediate alarm when found if player remains unseen |
| Unconscious | Non-lethal neutralized body | Remains unresolved until tied, hidden, moved, or otherwise secured |
| Tied | Secured but still visible if left in patrol coverage | Can lure rescuers; alarm can occur if successfully untied depending on context |
| Carried / dragged | Moves with character-dependent speed/posture | Changes actor exposure, path timing, and valid actions |
| Concealed | Hidden in foliage/container/valid mission hide spot | Generally safe from normal patrol discovery if fully inside valid concealment |