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Desperados 3 GDD

Entity Stats

Desperados 3 cover

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.

9 min read

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