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
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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. -
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. -
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. -
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
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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. -
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. -
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. -
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
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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. -
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. -
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. -
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
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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. -
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. -
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. -
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
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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. -
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. -
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. -
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
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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. -
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. -
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. -
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)
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Bridge Siege (Tier 2): Carapace Juggernaut + Chain Warden + Thunder-Tosser + 2 Scrapbow Snipers.
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Swamp Hunt (Tier 2): Mireborn Brute + Handler & 3 Hounds + Bone-Caller Shaman.
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Smoke & Steel (Tier 3): Blacklung Smoker + Ironmonger Engineer + Nightkin flanker + Albino pusher.
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Cathedral of Glow (Tier 3 Boss): Rad-Priest + Bone-Caller + Choir of the Pit, adds Glow exploders every 30s.
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Skyline Ambush (Tier 2): Hookrunner x2 + Scrapbow Sniper x2 + Howler.
Progression & Rarity Knobs
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Tiering: T1 common (Hookrunner, Spitter), T2 elite (Albino, Chain Warden), T3 boss-adjacent (Rebar Titan, Relic Knight).
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Seasonal Mutations: Rotate elemental skins (Ember-Marked → Ashen; Frostbit → Permafrost).
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Regional Weighting: Deserts (Dust-Skin, Albino), Mire (Mireborn, Blacklung), Snow (Frostbit).
Counterplay & Systems Hooks
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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
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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. -
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. -
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. -
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. -
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
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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. -
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. -
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. -
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
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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. -
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. -
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. -
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. -
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. -
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
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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. -
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. -
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. -
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
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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. -
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. -
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. -
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. -
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. -
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. -
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. -
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. -
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. -
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. -
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)
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Overpass Turtle (Tier 2): Phalanx Shieldbearer ×2 + Netcaster + Shardstormer + Surgeon (rear).
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Cold Iron Breach (Tier 3): Frost Brand Hammerer + Quakepounder + Ironbellows + Harpoon Skewer (high).
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Blackout Hunt (Tier 2): Oil-Lamp Lurker + Roof Gargoyle ×2 + Leaper Skulk + Siren.
Mutator Affixes (apply to any variant)
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Voltaic: Adds chain-lightning on hit; weak to insulators.
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Jugger: +Front DR, −turn rate; back hits sting.
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Irradiant: Rad aura pulse; anti-rad chems dampen.
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Calcified: Extra armor, but brittle to sonic.
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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)
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Visual: Shoulder-mounted crane boom; dangling engine block as a flail.
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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.
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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).
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Spawns: Shipyards, rail depots, construction sites.
2) Ballast-Girded Colossus (Ultra Tank)
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Visual: Torso wrapped in concrete ballast cages.
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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.
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Weaknesses: Ballistics do little frontally; explosive splash fractures ballast faster; leg shots slow.
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Loot: Rebar cage, ballast chunks (craft: “Rebar Kettle Shield”).
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Spawns: Overpasses, collapsed stadiums.
3) Cryo-Core Juggernaut (Elemental Breaker)
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Visual: Chest cooler with leaking coolant coils; frosted jaw.
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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.
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Weaknesses: Fire/heat strips stacks; vent shots overheat core → stun.
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Loot: Coolant canisters, cryo gaskets (craft: “Thermal Baffle” chest mod).
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Spawns: Mountain labs, freezer warehouses.
4) Ember-Forge Behemoth (Fire Striker)
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Visual: Kiln mask, oil vials clipped to belt.
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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.
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Weaknesses: Foam/cryo extinguishes and cancels frenzy window; water dilutes but spreads lightly.
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Loot: Ignition gel, kiln mask (craft: “Ashstep Boots” fire resist).
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Spawns: Refineries, burned town centers.
5) Railspike Titan (Anti-Armor)
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Visual: Pneumatic driver on arm; bandolier of rail spikes.
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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.
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Weaknesses: Long reload window; magnet pulse jams driver; flank to back plates (low DR).
-
Loot: Spike rack, driver piston (craft: “Pinning Harpoon” mod).
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Spawns: Train yards, tunnels.
6) Rad-Thorn Behemoth (Bleed/Control)
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Visual: Thorn lattices grafted to skin; glowing pustules.
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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.
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Weaknesses: Fire clears hedges; blunt negates bleed return damage.
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Loot: Resin twine, rad-thorns (craft: “Briar Net” throwable).
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Spawns: Arboretums, overgrown suburbs.
7) Storm-Anchor Behemoth (Kinetic Pusher)
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Visual: Twin turbine fans on back; anchor chains around wrists.
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Moves:
• Gale Push: Wide air cone that shoves players off ledges.
• Chain Drag: 10m pull; interrupts casts. -
Telegraphs: Turbines spool; dust kicks forward.
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Weaknesses: Rain jams turbines; shooting intake causes self-stagger.
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Loot: Turbine fins, anchor chain (craft: “Windbreak Mantle” knockback resist).
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Spawns: Bridge heads, cliff roads, rooftops.
8) Grave-Titan Porter (Summoner/Support)
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Visual: Bone totem rack; stitched mouths.
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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.
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Weaknesses: Snipe totems; burn corpses to deny adds; silence cancels hum.
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Loot: Totem cores, sinew cord (craft: “Wardbreaker Rounds” bonus vs. aura’d enemies).
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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)
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Visual: Six pipe bombs chained around torso.
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Payload: On detonation, throws 4–6 smaller charges outward (mini blasts).
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Twist: Can be shot mid-sprint to trigger a weaker premature “scatter pop.”
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Counters: Leg-cripple; shoot center chain to disarm half the charges.
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Loot: Primers, chain links.
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Spawns: Overpasses, convoy ambushes.
2) Tar-Bomb Suicider (Lingering Field)
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Visual: Tar barrel backpack with fuse.
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Payload: Sticky fire pool; ignites delayed if barrel is punctured early.
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Twist: Allies (Ember types) can ignite the tar field for synergy.
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Counters: Foam/cold locks barrel (no ignite).
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Loot: Pitch jars, wick rope.
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Spawns: Refineries, docks.
3) Cryo-Shatter Suicider (Freeze → Shatter)
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Visual: Frost-coated canister harness.
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Payload: First pulse freezes; micro-shards shatter cover and glass.
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Twist: Behemoth Cryo synergy increases freeze radius by +20%.
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Counters: Heat weapons purge freeze stacks; shoot valve to vent safely.
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Loot: Coolant valves, frost mesh.
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Spawns: Freezer depots, mountain tunnels.
4) Rad-Bloom Suicider (Radiant Pollen)
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Visual: Fungal bulb tanks with green glow.
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Payload: Rad cloud + spore fear ticks; lingers indoors.
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Twist: Rad-Priest death pulse can prematurely trigger them.
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Counters: Gas masks/filters, fans/airflow.
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Loot: Spore sachets, rad gel.
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Spawns: Fungal vaults, sewer hubs.
5) Sonic-Burst Suicider (Armor-Crack)
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Visual: Chest drum with tuned plates.
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Payload: Sonic cone (short range) that cracks armor and cancels casts.
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Twist: Triples effectiveness in tight corridors.
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Counters: Ear-plugs, open ground; shoot dampeners on hips.
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Loot: Resonance reeds, dampener bolts.
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Spawns: Subway tunnels, ducts.
6) Magnetron Suicider (Gear Breaker)
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Visual: Magnet coil backpack, scrap swirling around.
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Payload: EMP+mag burst disables scopes, turrets, and drones; yanks metal traps.
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Twist: Pulls thrown grenades midflight toward itself before detonation.
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Counters: Ceramic/polymer gear; non-metal projectiles.
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Loot: Coil core, ferrite beads.
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Spawns: Power stations, tech yards.
7) Decoy-Drone Suicider (Chaser)
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Visual: Wrist guiding a buzzing scrap drone; small canister belt.
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Payload: If killed early, drone continues chase and explodes on contact (smaller blast).
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Twist: Line-of-sight loss makes drone hover and ping location.
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Counters: Shoot drone first; EMP darts; duck indoors (drone hesitates at doors).
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Loot: Micro-fans, proximity fuses.
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Spawns: Rooftops, courtyards.
8) Glass-Storm Suicider (Bleed Cloud)
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Visual: Ceramic/glass satchels bound to ribs.
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Payload: Non-fire explosion → high-velocity glass storm (bleed + vision ripple).
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Twist: Strong vs. unarmored; weak vs. full face protection.
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Counters: Faceplates/visors, foam curtains.
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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
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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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