Every Day We Fight enemy behavior checks
Every Day We Fight: avoid an unexpected Enforcer retaliation
The enemy reference says killing Rifters near an Enforcer triggers its retaliation Reflex, labelled Vengence there. When feasible, address the Enforcer or move vulnerable Thorns behind real cover before taking that nearby kill. Elite Enforcers also have an armor-break rush condition, so plan the follow-up before stripping more plates.
Killing the easiest enemy first can change what the Enforcer is allowed to do. Check the heavy unit before setting off a nearby kill or breaking another piece of its armor.
On this page
Separate the two dangerous events
| Event | Reference warning | Planning response |
|---|---|---|
| A nearby Rifter is killed | Enforcer retaliation Reflex can trigger | Check the heavy's position and protect exposed Thorns first. |
| An Elite Enforcer loses enough armor | It can gain AP and rush the nearest Thorn | Have a follow-up or a safer nearby position before triggering it. |
| You shoot an already exposed body region | That can damage HP rather than the remaining plate | Use the armor targeting guide if stripping is the intended job. |
Choose the kill order deliberately
- Locate the Enforcer and distinguish an Elite label or shield from ordinary heavy armor.
- Before killing another Rifter nearby, inspect which Thorns could be exposed to retaliation.
- If the Enforcer itself can be removed safely, consider that target first; otherwise reposition vulnerable Thorns or use a different achievable action.
- When attacking an Elite's armor, reserve a plan for a possible advance rather than spending all actions on isolated plate damage.
- Watch the actual reaction, movement and remaining unit states before continuing the sequence.
Keep unknown thresholds out of the plan
The reference's Elite armor threshold wording is not clear enough to publish as one universal percentage. This page therefore warns about the event without assigning a specific count of plates, exact radius, AP multiplier or guaranteed turn lock.
Target priority here is a tactical inference from the documented trigger. It is not a tested one-turn solution for every encounter, and it does not mean that any available shot on the Enforcer is automatically safe.
If it does not work
- A nearby kill triggers return fire: recheck the Enforcer instead of assuming only the defeated unit mattered.
- An Elite suddenly closes distance: consider whether your armor-breaking action triggered its rush.
- You cannot establish a safe kill order: choose cover and an achievable objective action rather than relying on an invented immunity window.
- Do not treat the reference's ambiguous threshold as a confirmed current percentage.
How to tell it worked
The chosen kill or armor-break sequence is resolved with the Enforcer's actual retaliation or rush state checked, and the squad still has a viable next action.
Sources & version
Steam / Windows PC. Published Codex/reference entries checked 2 November 2026; exact capture build/date is not declared. These are source-bounded checks, not a personal 1.0 test or a guarantee for every later build.
- IndieTome — Enemies & bosses — Complete relevant enemy entries checked 2 November 2026. Exact capture build/date not declared; no numerical elite threshold inferred.
- IndieTome — Combat tactics — Relevant complete action, status and fire-mode entries checked 2 November 2026. Exact capture build/date not declared; no personal playtest.
- IndieTome — Getting started — Complete discoveries, skills, reticle, cover and stash entries checked 2 November 2026. Exact capture build/date not declared.
Source check: 2026-11-02. See our source and version policy.