“Field Notes: The Super Mutant Strain”

 Got it—here’s a tight, plug-and-play roster of Super Mutant variants (balanced for a Fallout-style sandbox). Each entry includes Role, Visual, Behaviors/Abilities, Weaknesses, Loot, and Where They Spawn. Use them as encounter “lego bricks” to mix into patrols, camps, dungeons, and world events.

Core Tanks & Frontliners

  1. Albino “Sun-Scorched”
    Role: Elite tank/disruptor • Visual: Pale, cracked skin, light-sensitive visor.
    Behaviors/Abilities: Slow push with door-sized riot plate; brief “flare rage” buff when blinded; throws flashbone grenades.
    Weaknesses: Flash/rad meds reduce rage; visor shots stagger.
    Loot: Polished albino plates, flashbone dust.
    Spawns: Salt flats, overexposed rooftops, crater rims.

  2. Carapace Juggernaut
    Role: Ultra-tank • Visual: Scrap-chitin armor riveted to shoulders/torso.
    Behaviors/Abilities: Shield wall advance; body-check to break cover; ignores light calibers from front.
    Weaknesses: Unarmored hamstrings/low back; explosives flip him.
    Loot: Chitin plates, reinforced straps.
    Spawns: Quarries, overpass barricades.

  3. Rebar Titan (Behemoth Class)
    Role: Boss siege tank • Visual: Rebar cage exoskeleton, dangling rebar clubs.
    Behaviors/Abilities: Ground slam shockwave; picks up cars as moving cover; uproots guardrails as javelins.
    Weaknesses: Rebar joints spark under sustained fire; cryo slows slam.
    Loot: Rebar skeleton, titan sinew.
    Spawns: Industrial yards, collapsed stadiums.

  4. Bone-Plated Mauler
    Role: Close-quarters bruiser • Visual: Bone slabs stitched to fists/forearms.
    Behaviors/Abilities: Combo rush; guard-break hooks; “blood ward” minor DR after kills.
    Weaknesses: Stumbles on leg shots; hates fire.
    Loot: Mauler knuckle plates.
    Spawns: Tunnels, meat pits, slaughter camps.

Skirmishers & Flankers

  1. Nightkin Remnant
    Role: Stealth flanker • Visual: Burnt-out Stealth-Boy harness scars.
    Behaviors/Abilities: Short-burst cloaks; decoy rocks; backstab multipliers.
    Weaknesses: EM pulses reveal; poor in open sun.
    Loot: Scrapped stealth coils.
    Spawns: Shadowed canyons, derelict labs.

  2. Hookrunner
    Role: Grapple skirmisher • Visual: Climbing hooks, coil of line.
    Behaviors/Abilities: Lines over cover, yanks players out; vertical flanks.
    Weaknesses: Shoots line = self-stagger; hates shotguns.
    Loot: Grapple head, braided cable.
    Spawns: Ravines, scaffolds, ship hulls.

  3. Chain Warden
    Role: Area denial • Visual: Heavy chain belts, spiked mancatcher.
    Behaviors/Abilities: Sweeping chain arcs; pin & pull; creates “no-go” lanes.
    Weaknesses: Gets kited; stagger on parry.
    Loot: Hardened links.
    Spawns: Checkpoints, choke corridors.

  4. Berserker Howler
    Role: Aggro diverter • Visual: Scarred throat vents, bone horn.
    Behaviors/Abilities: War-howl taunt that buffs allies; frenzied rush.
    Weaknesses: Silence (pulse/stun) cancels howl; fragile ribs.
    Loot: Resonant horn.
    Spawns: Warbands, ritual rings.

Ranged & Controllers

  1. Acid Spitter
    Role: Corrosive artillery • Visual: Swollen glands, stained jaw.
    Behaviors/Abilities: Arc lob spit that corrodes armor/cover; puddles linger.
    Weaknesses: Cold solidifies spit; respirator filters reduce DOT.
    Loot: Acid sacs.
    Spawns: Chem dumps, biolabs.

  2. Blacklung Smoker
    Role: Vision control • Visual: Soot mask, tar canisters.
    Behaviors/Abilities: Smoke blooms; blind push with club; cough clouds debuff ADS.
    Weaknesses: Wind/exhaust fans; incendiary pops cloud.
    Loot: Filter mesh, tar can.
    Spawns: Foundries, subways.

  3. Scrapbow Sniper
    Role: Precision pick • Visual: Arm-mounted bow, rebar bolts.
    Behaviors/Abilities: Pinning shots; marks targets for pack.
    Weaknesses: Flanks crumble nest; flashbangs.
    Loot: Rebar bolts, bow limbs.
    Spawns: Billboards, cranes.

  4. Thunder-Tosser
    Role: Grenadier • Visual: Bandoliers of pipe “thunder eggs.”
    Behaviors/Abilities: Stagger-heavy throws; timed salvos herd the player.
    Weaknesses: Shoot the egg mid-arc; wets himself in rain (misfires).
    Loot: Primers, fuses.
    Spawns: Overpasses, canyon lips.

Support, “Casters,” & Leaders

  1. Bone-Caller Shaman
    Role: Buffer/debuffer • Visual: Fetish totems, vertebrae staff.
    Behaviors/Abilities: Totems: War (+melee), Rot (DoT zone), Ward (DR aura).
    Weaknesses: Totems are destructible; interrupts cancel chants.
    Loot: Totem cores.
    Spawns: Ritual pits, grave fields.

  2. Rad-Priest of the Bloom
    Role: Healer/rad buffer • Visual: Glow fungus crown.
    Behaviors/Abilities: Pulses small heals; builds “glow” stacks that explode on death.
    Weaknesses: Anti-rad chems weaken pulses; snipe first.
    Loot: Spore salves.
    Spawns: Irradiated chapels, reactors.

  3. Handler & Hounds
    Role: Summoner/control • Visual: Whistle, chain leashes; mutant hounds.
    Behaviors/Abilities: Sics packs; marks targets; revives one hound once.
    Weaknesses: Kill handler = hound panic; loud.
    Loot: Hound tags, train sticks.
    Spawns: Road patrols, kennels.

  4. Ironmonger Engineer
    Role: Field support/tech • Visual: Arc welder, toolpack.
    Behaviors/Abilities: Deploys scrap turrets/shields; repairs doors/cover.
    Weaknesses: Long setup; EMP shreds kit.
    Loot: Servo cores, turret plates.
    Spawns: Workyards, depots.

Environmental/Elemental Mutates

  1. Mireborn Brute
    Role: Swamp brawler • Visual: Leech-veined muscles, wet moss.
    Behaviors/Abilities: Mire charge; mud toss blinds; resists bullets when soaked.
    Weaknesses: Fire dries/hardens skin; sound lures.
    Loot: Mire gel.
    Spawns: Bogs, flooded culverts.

  2. Frostbit Enforcer
    Role: Cryo breaker • Visual: Frost-cracked dermis, coolant rig.
    Behaviors/Abilities: Freezing breath cone; brittle-shatter melee.
    Weaknesses: Heat weapons; brittle when overheated.
    Loot: Coolant canisters.
    Spawns: Freezers, mountain labs.

  3. Ember-Marked Ravager
    Role: Fire striker • Visual: Charred tattoos, oil vials.
    Behaviors/Abilities: Ignites ground trails; fire-frenzy bonus.
    Weaknesses: Cryo/foam kills the frenzy.
    Loot: Ignition gels.
    Spawns: Refineries, camp pyres.

  4. Dust-Skin Stalker
    Role: Desert camo scout • Visual: Powdered dermis, sand cloak.
    Behaviors/Abilities: Sand throw blinds; buries to ambush.
    Weaknesses: Rain reveals tracks; water jets.
    Loot: Silicate powder.
    Spawns: Dunes, quarry rims.

Oddities & Boss-Adjacent

  1. Hemogoblin
    Role: Lifesteal brawler • Visual: Vein-bulged arms, siphon needles.
    Behaviors/Abilities: Leech strike heals; “blood boil” when near death.
    Weaknesses: Bleed resist; limb cripples stop siphon.
    Loot: Siphon kit.
    Spawns: Field hospitals, clinic ruins.

  2. Choir of the Pit (Tri-Unit)
    Role: Mini-boss trio • Visual: Three mutants with tuned howlers.
    Behaviors/Abilities: Overlapping sonic cones (stagger, fear, armor-crack).
    Weaknesses: Break the triangle; ear-protection consumable.
    Loot: Resonance shards.
    Spawns: Amphitheaters, culverts.

  3. Relic Knight
    Role: Elite duelist • Visual: Ancient power-armor bits lashed on.
    Behaviors/Abilities: Parry windows; disciplined footwork; rallies lesser mutants.
    Weaknesses: Magnetic pulses stall plates; backshots.
    Loot: Armor shards, knight crest.
    Spawns: War memorials, bunkers.

  4. Wasteland Apothegm (Mythic Roll)
    Role: Wildcard boss seed • Visual: Mutation glyphs burned into skin.
    Behaviors/Abilities: Randomly adopts two other variant kits per phase.
    Weaknesses: Phase break = brief vulnerability.
    Loot: Glyph core (craft affixes).
    Spawns: Story events, late-game lairs.


Encounter Packs (drop-in compositions)

  • Bridge Siege (Tier 2): Carapace Juggernaut + Chain Warden + Thunder-Tosser + 2 Scrapbow Snipers.

  • Swamp Hunt (Tier 2): Mireborn Brute + Handler & 3 Hounds + Bone-Caller Shaman.

  • Smoke & Steel (Tier 3): Blacklung Smoker + Ironmonger Engineer + Nightkin flanker + Albino pusher.

  • Cathedral of Glow (Tier 3 Boss): Rad-Priest + Bone-Caller + Choir of the Pit, adds Glow exploders every 30s.

  • Skyline Ambush (Tier 2): Hookrunner x2 + Scrapbow Sniper x2 + Howler.

Progression & Rarity Knobs

  • Tiering: T1 common (Hookrunner, Spitter), T2 elite (Albino, Chain Warden), T3 boss-adjacent (Rebar Titan, Relic Knight).

  • Seasonal Mutations: Rotate elemental skins (Ember-Marked → Ashen; Frostbit → Permafrost).

  • Regional Weighting: Deserts (Dust-Skin, Albino), Mire (Mireborn, Blacklung), Snow (Frostbit).

Counterplay & Systems Hooks

  • New Consumables: Ear-Plugs (howl resist), Foam Canister (kills fire trails), Rad-Buffer (weakens Rad-Priest pulses).

  • Settlement Defenses: Fan Turrets disperse smoke; EMP Mines punish Engineers/Nightkin.

  • Faction Crossovers: Doomsday-Bot wranglers appear with Ironmongers (ties to your robot thread).

  • Trophy Crafting: Variant drops unlock armor mods (e.g., Carapace Plate → frontal DR mod; Resonance Shard → anti-howl charm).

Lightweight Data Template (for your design sheets)

{
  "id": "albino_sun_scorched",
  "role": "tank_disruptor",
  "tier": 2,
  "biomes": ["crater_rims","salt_flats"],
  "visual": "pale cracked skin, light visor, riot plate",
  "abilities": [
    {"name":"flare_rage","type":"self_buff","trigger":"blinded","value":"+20% DR, +15% speed, 6s"},
    {"name":"flashbone_grenade","type":"aoe_blind","radius":6}
  ],
  "weaknesses": ["visor_shots_stagger","anti_flash_chems_reduce_rage"],
  "loot": ["albino_plate","flashbone_dust"]
}


New Heavies, Siege & Frontliners

  1. Phalanx Shieldbearer
    Role: Mobile cover/tank • Visual: Scrap tower-shield + shoulder wedge.
    Behaviors/Abilities: Interlocks shields with nearby mutants; “brace” nullifies stagger; slow lane-push.
    Weaknesses: Flank/legs; shock rounds disrupt brace.
    Loot: Phalanx plate, hinge pins.
    Spawns: Overpass tolls, bunker entries.

  2. Mortarback Artillerist
    Role: Indirect-fire siege • Visual: Back-mounted pipe mortar, spotter goggles.
    Behaviors/Abilities: Lobs airburst cans; paints targets with flare; minimum range dead zone.
    Weaknesses: Rush inside dead zone; EMP jams primer.
    Loot: Fuse kits, flare paint.
    Spawns: Cliff ledges, silo roofs.

  3. Quakepounder
    Role: Area breaker • Visual: Pile-driver gauntlets.
    Behaviors/Abilities: Ground thumps create cone knockdowns; collapses weak cover.
    Weaknesses: Charging window is loud/long; limb cripples stop thumps.
    Loot: Driver rods, shock collars.
    Spawns: Construction pits, quarries.

  4. Frost Brand Hammerer
    Role: Cryo bruiser • Visual: Coolant-wrapped sledge, frosted breath.
    Behaviors/Abilities: Heavy hits inflict slow stacks; shatter bonus on frozen targets.
    Weaknesses: Fire/heat purges slow; overheats in sunlight.
    Loot: Cryo canisters, chilled resin.
    Spawns: Ice houses, freezer depots.

  5. Wrecker Ball-Monk
    Role: Structure demo • Visual: Chain-slung wrecking ball.
    Behaviors/Abilities: Wide arcs that delete barricades; “momentum” increases damage per swing.
    Weaknesses: Hooks on terrain; traps the chain.
    Loot: Chain lengths, ballast core.
    Spawns: Rail yards, collapsed blocks.

Trappers, Skulks & Ambushers

  1. Netcaster Trapper
    Role: Disable/capture • Visual: Weighted scrap-nets, reel rig.
    Behaviors/Abilities: Fires nets to pin; traps doorframes; drags victims from cover.
    Weaknesses: Blade/cutting counters; reel shot = self-stagger.
    Loot: Net weights, reel springs.
    Spawns: Alleys, catwalks.

  2. Leaper Skulk
    Role: Vertical flanker • Visual: Spring-braced greaves, chalked palms.
    Behaviors/Abilities: Rooftop pounces; vault-kicks that disarm.
    Weaknesses: Midair shots; slippery floors.
    Loot: Greave springs, grip chalk.
    Spawns: Billboards, atriums.

  3. Roof Gargoyle
    Role: Perch ambusher • Visual: Tar-matte skin, rebar claws.
    Behaviors/Abilities: Hangs motionless; drop-staggers; retreats across cables.
    Weaknesses: Searchlights; noise sensors.
    Loot: Tar mats, roof nails.
    Spawns: Churches, theaters, freeway signs.

  4. Burrow-Tusk
    Role: Pop-up disruptor • Visual: Bone tusk helm, forearm diggers.
    Behaviors/Abilities: Short burrow dash; erupts to toss dirt-blind; tunnel-only escapes.
    Weaknesses: Vibration mines; waterlogged soil.
    Loot: Digger plates, nose tusks.
    Spawns: Dry riverbeds, landfill hills.

Ranged Specialists & Controllers

  1. Harpoon Skewer
    Role: Anti-armor marksman • Visual: Pneumatic harpoon, cable spool.
    Behaviors/Abilities: Pins targets to walls; reel yank staggers.
    Weaknesses: Spool cut = self-stagger; slow reload.
    Loot: Harpoon heads, pressure valves.
    Spawns: Piers, dam walls.

  2. Shardstormer
    Role: Glass/ceramic shrapnel caster • Visual: Ceramic bracers, brittle satchels.
    Behaviors/Abilities: Fans of cutting shards; lingers as bleed zones.
    Weaknesses: Armor glass shields; foam neutralizes.
    Loot: Tempered shard packs.
    Spawns: Malls, office towers.

  3. Ironbellows Pusher
    Role: Lane control • Visual: Hand-crank bellows cannon.
    Behaviors/Abilities: Air-blast cones that shove; snuffs smokes/fires; interrupts casts.
    Weaknesses: Wind-up time; jams in rain.
    Loot: Bellows skins, valve rings.
    Spawns: Foundries, tunnel mouths.

  4. Tar-Slinger
    Role: Denial/ignite setup • Visual: Pitch vats, ladle cannon.
    Behaviors/Abilities: Tar puddles slow; can self-ignite to create fire walls.
    Weaknesses: Cryo/foam hardens tar; water spreads but weakens.
    Loot: Pitch jars, fire wicks.
    Spawns: Refineries, shipyards.

  5. Coil-Lasher
    Role: Melee controller • Visual: Electrified cable whip.
    Behaviors/Abilities: Short cones of chain-lightning; disarms on charged lashes.
    Weaknesses: Rubber soles/insulators; EMP backfires.
    Loot: Capacitor beads, cable whips.
    Spawns: Power stations, tram tunnels.

  6. Puppeteer Sporesage
    Role: Panic/debuff • Visual: Spore hood, gland beads.
    Behaviors/Abilities: Pheromone cone causes fear/confusion; “puppet” weak creatures briefly.
    Weaknesses: Filters; high wind disperses.
    Loot: Spore sachets.
    Spawns: Fungal vaults, humid tunnels.

Mounted, Leaders & Support

  1. Rad-Stag Cavalier
    Role: Shock cavalry • Visual: Mutant atop armoured stag.
    Behaviors/Abilities: Trample line; lance knocks from mounts; stag roars panic wildlife.
    Weaknesses: Mount first; caltrops/snare lines.
    Loot: Antler plates, saddle straps.
    Spawns: Forest roads, ranch ruins.

  2. Scrounger Standard-Bearer
    Role: Aura leader • Visual: Scrap banner of trophies.
    Behaviors/Abilities: Plants banner: ally regen + resolve; rally horn.
    Weaknesses: Kill banner to break aura; hates fire.
    Loot: Banner cloth, rally horn.
    Spawns: Camps, parade grounds.

  3. Scrap Surgeon
    Role: Field medic • Visual: Bone saw, stim gourds.
    Behaviors/Abilities: Tourniquet heals; revives once with penalty; shielded while operating.
    Weaknesses: Staggers cancel surgery; shock pierces shield.
    Loot: Coagulant kits, clamp sets.
    Spawns: Clinic ruins, triage tents.

  4. Sapper Saboteur
    Role: Trap-layer • Visual: Satchel rack, knee pads.
    Behaviors/Abilities: Plants mines, tripwires, decoy bombs; remote detonates.
    Weaknesses: Spotter goggles reveal wires; EMP bricks remotes.
    Loot: Detonators, blasting caps.
    Spawns: Bridges, vault corridors.

Oddities & Elemental Twists

  1. Smelter Foundryman
    Role: Molten striker • Visual: Slag bucket, heat mask.
    Behaviors/Abilities: Throws slag globs; “overheat” aura damages nearby.
    Weaknesses: Water bursts crack-cool them; cryo shatters slag.
    Loot: Heat masks, slag nuggets.
    Spawns: Steel mills, boiler rooms.

  2. Crystal-Bloom Colossus
    Role: Brittle tank • Visual: Rad-crystal growths over body.
    Behaviors/Abilities: Reflects small-arms at odd angles; crystal shards on slam.
    Weaknesses: Sonic/crushers break crystal; then soft.
    Loot: Rad shards (craft affix).
    Spawns: Glow caverns, reactor leaks.

  3. Oil-Lamp Lurker
    Role: Darkness hunter • Visual: Hooded, oil jars.
    Behaviors/Abilities: Snuffs lights; sees in dark; oil slicks ignite later.
    Weaknesses: Flash/strobes; daylight weakens.
    Loot: Lamp cores, wick rope.
    Spawns: Sewers, blackout blocks.

  4. Bonecart War Drummer
    Role: Buffer/tempo • Visual: Ribcage drum on cart.
    Behaviors/Abilities: Drum beats grant cadence buffs (speed/DR/reload) by rhythm.
    Weaknesses: Silence/stun; cart breaks on rough terrain.
    Loot: Drum skins, beat sticks.
    Spawns: Processions, siege lines.

  5. Thunderfist Bruiser
    Role: Stagger melee • Visual: Jury-rigged powerfists.
    Behaviors/Abilities: Charged jabs cause micro-stuns; guard breaks on combo 3.
    Weaknesses: Overcharge backlash; wet surfaces ground him.
    Loot: Power cells, piston heads.
    Spawns: Substations, mech shops.

  6. Glass-Eyed Oracle
    Role: Scout/controller • Visual: Polished glass lens visor.
    Behaviors/Abilities: Marks targets through smoke; calls volleys; brief future-sense dodge.
    Weaknesses: Flash blinds; melee interrupts callouts.
    Loot: Oracle lens, signal whistle.
    Spawns: Towers, relay rooftops.

  7. Bramblehide Forager
    Role: Bleed tank • Visual: Thorn mats woven into skin.
    Behaviors/Abilities: Melee attackers take bleed; throws thorn clusters.
    Weaknesses: Fire/foam kills thorns; blunt ignores bleed.
    Loot: Thorn mats, resin twine.
    Spawns: Overgrown suburbs, arboretums.

  8. Mire-Tender Leechlord
    Role: Drain support • Visual: Leech gourds, wet wraps.
    Behaviors/Abilities: Plant leech pods that siphon HP to allies; puddle heals.
    Weaknesses: Salt, fire; pods are destructible.
    Loot: Leech vats, saline pouches.
    Spawns: Swamps, culverts.

  9. Scrap Bowler
    Role: Rolling disruptor • Visual: Curved plate “shield,” low stance.
    Behaviors/Abilities: Armadillo roll through lines; pops up with stun slam.
    Weaknesses: Caltraps/rough terrain; sonic disorients mid-roll.
    Loot: Curved plates, grease pots.
    Spawns: Parking decks, factory floors.

  10. Gutter Siren
    Role: Sonic debuffer • Visual: Chest-horn implant.
    Behaviors/Abilities: Narrow cone shriek that ruins ADS/aim sway; stacks with smoke.
    Weaknesses: Ear-plugs; line-of-sight needed.
    Loot: Voice reeds, horn clamp.
    Spawns: Storm drains, theater pits.

  11. Rust Priest Anointer
    Role: Corrosion support • Visual: Rust slurry vials.
    Behaviors/Abilities: “Anoints” ally weapons for armor shred; corrodes player guns over time.
    Weaknesses: Alkali wash negates; kill vials to splash self.
    Loot: Rust slurry, neutralizer salts.
    Spawns: Ship graveyards, scrapyards.


Fresh Encounter Packs (drop-in)

  • Overpass Turtle (Tier 2): Phalanx Shieldbearer ×2 + Netcaster + Shardstormer + Surgeon (rear).

  • Cold Iron Breach (Tier 3): Frost Brand Hammerer + Quakepounder + Ironbellows + Harpoon Skewer (high).

  • Blackout Hunt (Tier 2): Oil-Lamp Lurker + Roof Gargoyle ×2 + Leaper Skulk + Siren.

Mutator Affixes (apply to any variant)

  • Voltaic: Adds chain-lightning on hit; weak to insulators.

  • Jugger: +Front DR, −turn rate; back hits sting.

  • Irradiant: Rad aura pulse; anti-rad chems dampen.

  • Calcified: Extra armor, but brittle to sonic.

  • Berserk: +Speed/+Damage under 30% HP; easy to kite.


Awesome—here’s a focused expansion pack just for Behemoths and Suiciders. Each entry is ready to drop into your spawn tables with predictable telegraphs, counters, and tuning knobs.


Behemoth Variants (Boss / Mini-Boss)

Format: Role • Visual • Signature Moves • Telegraphs • Weaknesses/Counterplay • Loot • Spawns/Biomes

1) Scrap-Crane Behemoth (Siege Controller)

  • Visual: Shoulder-mounted crane boom; dangling engine block as a flail.

  • Moves:
    Boom Sweep: 200° crowd clear; breaks low cover.
    Engine Toss: Arced boulder-class projectile; leaves hazard crater.
    Hook Snatch: Short-range grab pulls targets from rooftops.

  • Telegraphs: Boom motor whine, ground chalk mark before Engine Toss.

  • Weaknesses: Shoot the winch or cable to disable Hook Snatch for 20s; EMP stalls boom.

  • Loot: Winch motor, hardened chain, engine core (craft: “Crane Riposte” melee mod).

  • Spawns: Shipyards, rail depots, construction sites.

2) Ballast-Girded Colossus (Ultra Tank)

  • Visual: Torso wrapped in concrete ballast cages.

  • Moves:
    Slam Quake: Cone knockdown; double damage to barricades.
    Ballast Break: Sheds a cage to gain temporary DR and speed.

  • Telegraphs: Raises both arms, concrete cracks ±1s before slam.

  • Weaknesses: Ballistics do little frontally; explosive splash fractures ballast faster; leg shots slow.

  • Loot: Rebar cage, ballast chunks (craft: “Rebar Kettle Shield”).

  • Spawns: Overpasses, collapsed stadiums.

3) Cryo-Core Juggernaut (Elemental Breaker)

  • Visual: Chest cooler with leaking coolant coils; frosted jaw.

  • Moves:
    Freeze Breath Cone: Applies stacking slow → freeze at 3 stacks.
    Shatter Pound: Bonus vs. frozen/fragile targets.

  • Telegraphs: Frost plume widens before cone; coil hiss on cooldown reset.

  • Weaknesses: Fire/heat strips stacks; vent shots overheat core → stun.

  • Loot: Coolant canisters, cryo gaskets (craft: “Thermal Baffle” chest mod).

  • Spawns: Mountain labs, freezer warehouses.

4) Ember-Forge Behemoth (Fire Striker)

  • Visual: Kiln mask, oil vials clipped to belt.

  • Moves:
    Ignite Trail: Flaming path + panic effect on wildlife.
    Cinder Hurl: Molotov-like arcs that spread on wood floors.

  • Telegraphs: Sloshing oil sound; mask glow rises to orange.

  • Weaknesses: Foam/cryo extinguishes and cancels frenzy window; water dilutes but spreads lightly.

  • Loot: Ignition gel, kiln mask (craft: “Ashstep Boots” fire resist).

  • Spawns: Refineries, burned town centers.

5) Railspike Titan (Anti-Armor)

  • Visual: Pneumatic driver on arm; bandolier of rail spikes.

  • Moves:
    Spiker: High-pen single shot that pins to walls.
    Rail Storm: Close burst of spikes; massive stagger up close.

  • Telegraphs: Driver pistons pump twice; forearm lamp turns red.

  • Weaknesses: Long reload window; magnet pulse jams driver; flank to back plates (low DR).

  • Loot: Spike rack, driver piston (craft: “Pinning Harpoon” mod).

  • Spawns: Train yards, tunnels.

6) Rad-Thorn Behemoth (Bleed/Control)

  • Visual: Thorn lattices grafted to skin; glowing pustules.

  • Moves:
    Thorn Barrage: Cone of needles causing bleed + mild rad.
    Briar Wall: Temporary hedge that blocks lanes for 10s.

  • Telegraphs: Shoulder hitch three times; pustules pulse green.

  • Weaknesses: Fire clears hedges; blunt negates bleed return damage.

  • Loot: Resin twine, rad-thorns (craft: “Briar Net” throwable).

  • Spawns: Arboretums, overgrown suburbs.

7) Storm-Anchor Behemoth (Kinetic Pusher)

  • Visual: Twin turbine fans on back; anchor chains around wrists.

  • Moves:
    Gale Push: Wide air cone that shoves players off ledges.
    Chain Drag: 10m pull; interrupts casts.

  • Telegraphs: Turbines spool; dust kicks forward.

  • Weaknesses: Rain jams turbines; shooting intake causes self-stagger.

  • Loot: Turbine fins, anchor chain (craft: “Windbreak Mantle” knockback resist).

  • Spawns: Bridge heads, cliff roads, rooftops.

8) Grave-Titan Porter (Summoner/Support)

  • Visual: Bone totem rack; stitched mouths.

  • Moves:
    Totem Plant: DR aura to allies; on break, pulse fear.
    Corpse Hurl: Throws corpses that spawn 1–2 lesser mutants if not burned.

  • Telegraphs: Low hum, totem glow climbs; winds up a body overhead.

  • Weaknesses: Snipe totems; burn corpses to deny adds; silence cancels hum.

  • Loot: Totem cores, sinew cord (craft: “Wardbreaker Rounds” bonus vs. aura’d enemies).

  • Spawns: Gravefields, ritual pits.


Suicider Variants (Exploder Class)

All Suiciders use loud audio stingers + arm-raising posture as universal telegraphs. Add a 1.0–1.5s “primed” fuse grace window for fair counterplay unless noted.

1) Chain-Bundle Suicider (Cluster)

  • Visual: Six pipe bombs chained around torso.

  • Payload: On detonation, throws 4–6 smaller charges outward (mini blasts).

  • Twist: Can be shot mid-sprint to trigger a weaker premature “scatter pop.”

  • Counters: Leg-cripple; shoot center chain to disarm half the charges.

  • Loot: Primers, chain links.

  • Spawns: Overpasses, convoy ambushes.

2) Tar-Bomb Suicider (Lingering Field)

  • Visual: Tar barrel backpack with fuse.

  • Payload: Sticky fire pool; ignites delayed if barrel is punctured early.

  • Twist: Allies (Ember types) can ignite the tar field for synergy.

  • Counters: Foam/cold locks barrel (no ignite).

  • Loot: Pitch jars, wick rope.

  • Spawns: Refineries, docks.

3) Cryo-Shatter Suicider (Freeze → Shatter)

  • Visual: Frost-coated canister harness.

  • Payload: First pulse freezes; micro-shards shatter cover and glass.

  • Twist: Behemoth Cryo synergy increases freeze radius by +20%.

  • Counters: Heat weapons purge freeze stacks; shoot valve to vent safely.

  • Loot: Coolant valves, frost mesh.

  • Spawns: Freezer depots, mountain tunnels.

4) Rad-Bloom Suicider (Radiant Pollen)

  • Visual: Fungal bulb tanks with green glow.

  • Payload: Rad cloud + spore fear ticks; lingers indoors.

  • Twist: Rad-Priest death pulse can prematurely trigger them.

  • Counters: Gas masks/filters, fans/airflow.

  • Loot: Spore sachets, rad gel.

  • Spawns: Fungal vaults, sewer hubs.

5) Sonic-Burst Suicider (Armor-Crack)

  • Visual: Chest drum with tuned plates.

  • Payload: Sonic cone (short range) that cracks armor and cancels casts.

  • Twist: Triples effectiveness in tight corridors.

  • Counters: Ear-plugs, open ground; shoot dampeners on hips.

  • Loot: Resonance reeds, dampener bolts.

  • Spawns: Subway tunnels, ducts.

6) Magnetron Suicider (Gear Breaker)

  • Visual: Magnet coil backpack, scrap swirling around.

  • Payload: EMP+mag burst disables scopes, turrets, and drones; yanks metal traps.

  • Twist: Pulls thrown grenades midflight toward itself before detonation.

  • Counters: Ceramic/polymer gear; non-metal projectiles.

  • Loot: Coil core, ferrite beads.

  • Spawns: Power stations, tech yards.

7) Decoy-Drone Suicider (Chaser)

  • Visual: Wrist guiding a buzzing scrap drone; small canister belt.

  • Payload: If killed early, drone continues chase and explodes on contact (smaller blast).

  • Twist: Line-of-sight loss makes drone hover and ping location.

  • Counters: Shoot drone first; EMP darts; duck indoors (drone hesitates at doors).

  • Loot: Micro-fans, proximity fuses.

  • Spawns: Rooftops, courtyards.

8) Glass-Storm Suicider (Bleed Cloud)

  • Visual: Ceramic/glass satchels bound to ribs.

  • Payload: Non-fire explosion → high-velocity glass storm (bleed + vision ripple).

  • Twist: Strong vs. unarmored; weak vs. full face protection.

  • Counters: Faceplates/visors, foam curtains.

  • Loot: Tempered shard packs.

  • Spawns: Malls, office towers.


Tuning Starting Points (drop these into data tables)

Behemoths (baseline = 1.0 equals your current Behemoth)

Variant HPx Move m/s Front DR Back DR RES (Ball/Energy/Expl/Rad) Stagger Thresh
Scrap-Crane 1.10 4.2 0.30 0.10 0.2 /0.1 /0.1 /0.0 1200
Ballast Colossus 1.35 3.6 0.45 0.15 0.3 /0.2 /0.2 /0.1 1500
Cryo-Core 1.15 4.0 0.25 0.10 0.2 /0.2 /0.1 /0.1 1200
Ember-Forge 1.10 4.4 0.20 0.10 0.1 /0.2 /0.0 /0.0 1100
Railspike 1.05 4.6 0.25 0.05 0.3 /0.0 /0.1 /0.0 1000
Rad-Thorn 1.12 4.3 0.25 0.10 0.1 /0.1 /0.0 /0.3 1100
Storm-Anchor 1.08 4.8 0.20 0.08 0.1 /0.1 /0.0 /0.0 1000
Grave-Titan 1.20 4.0 0.30 0.10 0.2 /0.1 /0.0 /0.2 1300

Suiciders (use your standard Suicider as 1.0 payload/radius)

Variant HPx Sprint m/s Blast Radius Payload Mult Secondary Effect
Chain-Bundle 0.9 6.4 1.0× 0.9× 4–6 mini charges
Tar-Bomb 1.0 6.0 0.9× 1.0× 12s fire pool
Cryo-Shatter 0.95 6.2 0.9× 0.8× Freeze → shatter
Rad-Bloom 1.0 6.0 1.0× 0.7× 10s rad cloud
Sonic-Burst 0.85 6.8 0.8× 0.6× Armor crack, interrupt
Magnetron 1.05 5.8 0.9× 0.7× EMP/gear yank
Decoy-Drone 0.9 6.6 0.9× 0.7× Drone chase on death
Glass-Storm 0.9 6.6 0.9× 0.8× High bleed

Encounter Blueprints (plug-and-play)

  • “Bridge Doomline” (Tier 3): Storm-Anchor Behemoth (center lane) + Phalanx/Shieldbearer patrols (from previous pack) + 2 Chain-Bundle Suiciders spawning from side catwalks every 30s. Counter: fan turrets push Suiciders off; EMP mines for Shieldbearers.

  • “Cold Crash Lab” (Tier 3): Cryo-Core Behemoth + 2 Cryo-Shatter Suiciders + Ironmonger Engineer. The Engineer drops shield nodes that stop freeze stacks—players must choose: kill Engineer or avoid perma-freeze.

  • “Glow Procession” (Boss Adjacent): Grave-Titan Porter + Rad-Bloom Suiciders walking in pairs; Bone-Caller Shaman behind a Ward totem. Players need gas masks/vents or the arena fills with rads.


Fairness & Anti-Frustration Rules

  • Suicider Grace Window: 1.0–1.5s audible “prime” tick before blast.

  • Chain Reactions: Limit to 2 hops max across Suiciders to avoid wipe cascades.

  • Behemoth Friendly Fire: Large projectiles (Engine Toss, Rail Storm) can stagger allies—gives tactical baiting options.

  • Objective Safety: Suicider AI deprioritizes running directly into unbreakable quest NPCs; prefers players/defense structures.


Systems Hooks & Crafting

  • New Consumables:
    Foam Canister (kills fire/tar trails)
    Thermal Pack (removes 2 freeze stacks on use)
    Alkali Wash (prevents corrosion/rad for 15s)

  • Turret/Trap Counters:
    Mag-Insulated Turret Kit (resists Magnetron yank)
    Blast Baffles for settlement walls (−25% Suicider splash)


Minimal JSON Schemas (ready for your data defs)

Behemoth

{
  "id": "cryo_core_behemoth",
  "class": "behemoth",
  "tier": 3,
  "biomes": ["freezer_depots","mountain_labs"],
  "stats": { "hp_mult": 1.15, "move_speed": 4.0, "front_dr": 0.25, "back_dr": 0.10,
             "res": {"ballistic":0.2,"energy":0.2,"explosive":0.1,"rad":0.1},
             "stagger_threshold": 1200 },
  "moves": [
    {"name":"freeze_breath","type":"cone","angle":50,"range":14,"stacks":"slow","max_stacks":3},
    {"name":"shatter_pound","type":"aoe","radius":6,"bonus_vs":"frozen"}
  ],
  "telegraphs": ["coil_hiss","jaw_frost_plume"],
  "weaknesses": ["heat_weapons_purge","vent_shot_overheat_stun"],
  "loot": ["coolant_canister","cryo_gasket"]
}

Suicider

{
  "id": "chain_bundle_suicider",
  "class": "suicider",
  "tier": 2,
  "ai": {"sprint_speed": 6.4, "targeting": "nearest_player", "grace_window_s": 1.2},
  "payload": {"type":"cluster","primary_mult":0.9,"radius_mult":1.0,
              "child_bombs": {"count_min":4,"count_max":6,"radius_mult":0.4,"damage_mult":0.35}},
  "counters": ["leg_cripple","shoot_center_chain_to_disarm"],
  "loot": ["primer","chain_link"],
  "spawns": ["overpass_ambush","convoy_raids"]
}


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