The A.G.R. is an Autonomous Ground Robot that appears in Call of Duty: Black Ops II and Call of Duty: Heroes. A.G.R.s have a similar appearance to the Assault Drones in Call of Duty: Modern Warfare 3.
Call of Duty: Black Ops II
The A.G.R. appears in campaign as the A.S.D. (Automated Sentry Drone). They appear in the levels "Celerium", "Karma", "Achilles' Veil", and "Judgement Day", as well as on every Strike Force mission, with the exception of "Second Chance". In all the main campaign appearances, both friendly and enemy drones are found, while in the Strike Force levels only "Shipwreck" and "I.E.D." have friendly drones. "Shipwreck" has enemy drones in addition to the friendly ones.
Several A.S.D.s can be accessed if the player has the perk Access Kit. In "Celerium", before the player rescues Erik Breighner, there is the A.S.D. J-5. Protecting J-5 from destruction will result in the completion of a challenge. In "Karma", the A.S.D. Buster can be accessed before opening the door with Salazar. Protecting Buster in this level will also result in the completion of a challenge. In "Achilles' Veil", the player will complete a challenge if they destroy four A.S.D.s while they are disabled from an EMP Grenade. In "Judgement Day", the player has access to another A.S.D., and will complete another challenge if they protect it as well.
In the "Strikeforce Tutorial", an A.S.D. practice target is dropped from a VTOL, and the player must destroy it. It will not harm the player though, unless they get caught in the radius of the A.S.D. exploding. In "FOB Spectre", a challenge requires the player to destroy three A.S.D.s using only Sentry Guns. In "Shipwreck", the A.S.D. appears as an asset to the player. There are two challenges pertaining to the A.S.D., where the player must run over twenty enemies with the A.S.D., and destroy three A.S.D.s while controlling a CLAW unit. In "I.E.D.", the player has friendly A.S.D.s, and the player must run over ten enemies while controlling an A.S.D. to complete a challenge. There is another challenge where the player must destroy tanks using only A.S.D.s. The A.S.D.s in this level are noticeably faster than any of their other appearances in the game. Last, in "Dispatch", there are two challenges pertaining to the A.S.D.. The first requires the player to destroy six A.S.D.s while they are disabled, and the other requires the player to destroy two A.S.D.s with one explosion.
When an A.S.D. is destroyed, it will start spinning in all directions and start to anonymously chase the nearest enemy. It can be avoided by stepping out of the way. However, the explosion is highly lethal, which can result in severe damage or death.
The A.G.R. is dropped in via an MQ Drone, and bursts out of its box when it lands on the ground.
The A.G.R. will roam slowly and aimlessly around the map on its own, and has two weapons: a machine gun with infinite ammo, and a semi-automatic rocket launcher that can launch two rockets in quick succession before needing to be reloaded. The A.G.R. moves around the map on a set of treads, and its upper body is completely independent from the threads, allowing the A.G.R. a great deal of mobility. However, the A.G.R. can sometimes have difficulty maneuvering through tight spaces, and it especially has trouble going up inclines, as it will go up inclines very slowly.
The player is capable of taking control of the A.G.R. using the reload button/key. When in manual control, the user fires the machine gun using the primary fire button, and fires the rocket(s) using the aim down sight button. The rockets will reload on their own without any user input, and the user can see the rockets visually loaded when they are ready to be fired.
When in manual control, the movement controls are used to position the direction of the treads, and then the A.G.R. will travel in that direction. The directional controls used to move the player's vision are used to move the upper part of the A.G.R.'s body. It can be awkward to efficiently move the A.G.R. in manual control, but players can get more accustomed to its feel with practice. The A.G.R. can also fall off of ledges with manual control. This can sometimes be used to pilot the A.G.R. in an efficient manner, but such opportunities to make use of that are few and far between, plus it opens up the potential for the A.G.R. to fall out of bounds and get destroyed. Under manual control, the user needs to be very careful when going up inclines, as improper approach to the incline can cause the A.G.R. to completely fail to go up the incline, and even fall back down when trying to climb it. Often times, if possible, the A.G.R. will be able to efficiently go up these inclines with a prepared, running start.
In manual control, hostiles will be indicated with a red overlay. Hostiles with Cold-Blooded as a perk will not have the red overlay.
Although players can easily let the A.G.R. work on its own and continue playing as usual, manually controlling the A.G.R. will lead to the best usage of the A.G.R., since the AI on the A.G.R. will cause it to roam rather aimlessly across the map, whereas manually controlling the A.G.R. will tend to provide more opportunities for kills since the player can guide the A.G.R. more efficiently towards enemy territory.
Despite being a ground-based scorestreak, lock-on Rocket Launchers can lock onto the A.G.R. and fire. The A.G.R. doesn't have flares to avoid its damage, but it will have enough health to survive a direct hit from a rocket. This will leave the A.G.R. much more susceptible to getting destroyed afterwards. In a similar manner, a single Black Hat will merely damage the A.G.R. instead of destroy it, and a single EMP Grenade will temporarily stun it while dealing severe damage. All of the aforementioned methods can be used two times to take down the A.G.R. standalone. EMP Systems will also destroy the A.G.R. outright.
The A.G.R. has a fairly long operating time, with users being able to use the A.G.R. for well over a minute before it self-destructs.
Appearances and Challenges
- "Celerium" (both friendly and enemy)-
- Protect ASD resource from destruction.
- "Karma" (both friendly and enemy)-
- Protect ASD resource from destruction.
- "Achilles' Veil" (both friendly and enemy)-
- Destroy enemy ASD (x4) while disabled.
- "Judgement Day" (both friendly and enemy)-
- Protect A.G.R from destruction
- Strikeforce Tutorial (enemy)
- FOB Spectre (enemy)
- Eliminate enemy A.S.D. (x3) using only sentry turrets.
- Shipwreck (both friendly and enemy)
- Destroy enemy A.S.D. (x3) as a CLAW.
- Run over enemy personnel (x20) with A.S.D..
- I.E.D. (friendly)
- Run over enemy personnel (x10) as A.S.D..
- Use only A.S.D.s to destroy tanks.
- Dispatch (enemy)
- Destroy enemy A.S.D. (x6) while disabled.
- Destroy multiple A.S.D. (x2) with one explosion.
Call of Duty: Heroes
The A.G.R. reappears in Call of Duty: Heroes. In order to be trained, it requires a Level 2 Machine Compound. They are among the slowest units in the game, but in great numbers can be effective in taking out defensive structures before destroying the remainder of the base. Players must be careful as they can easily succumb to hangar deployed air units and mines scattered around bases, or be destroyed by concentrated fire when clumped too close together. Using Soap or Harper's Care Package Skill can prolong their destruction and allow them to move deeper into bases and destroy more turrets.
Call of Duty: Black Ops II
- In Theater mode, the A.G.R, along with the VTOL Warship and Dragonfire, will have their timers resume as normal when gameplay is paused.
- The crate the A.G.R. comes in reads:
SANTA MONICA, CA
READ OPERATOR'S MANUAL
- In multiplayer, crushing an enemy with the A.G.R. box is considered as a Care Package kill.
Call of Duty: Black Ops 4
- In Arsenal, multiple A.G.R.s can be seen in advertisements in the facility.