Post by sgtshivers on Nov 6, 2020 16:22:55 GMT -7
Here is a bundle of enemies I've put together for the campaigns I've run using TRA, hopefully they will be useful to other people too!
HAZARDS
These guys are less enemies and more generic obstacles for the players to avoid or destroy.
GUN TURRET
Gun turrets are basic guns mounted on moving platforms.
Size: Small, Structure: 30, Core 25
Combat: Ranged 80, Dodge/Deflect 0
Fighting Style: none
Abilities: Speed 30
Armor: 0
Weapons:
- Vulcan (Power Level 2, Range 20 yards, Neutral Element, Rapid Attack 2)
RAILGUN TURRET
These turrets are a little weaker than most but they pack a punch!
Size: Small, Structure: 20, Core 25
Combat: Ranged 80, Dodge/Deflect 0
Fighting Style: none
Abilities: Speed 30
Armor: 0
Weapons:
- Railgun (Power Level 4, Range 20 yards, Metal Element, Charge)
These turrets are a little weaker than most but they pack a punch!
Size: Small, Structure: 20, Core 25
Combat: Ranged 80, Dodge/Deflect 0
Fighting Style: none
Abilities: Speed 30
Armor: 0
Weapons:
- Railgun (Power Level 4, Range 20 yards, Metal Element, Charge)
MISSILE POD
Missile pods are turrets that track targets and fire barrages of missiles.
Size: Small, Structure: 30, Core 25
Combat: Ranged 80, Dodge/Deflect 0
Fighting Style: none
Abilities: Speed 30
Armor: 10 Structure
Weapons:
- Homing Missile (Power Level 4, Range 10 yards, Explosive Element, Homing 4, Blowback 5)
Missile pods are turrets that track targets and fire barrages of missiles.
Size: Small, Structure: 30, Core 25
Combat: Ranged 80, Dodge/Deflect 0
Fighting Style: none
Abilities: Speed 30
Armor: 10 Structure
Weapons:
- Homing Missile (Power Level 4, Range 10 yards, Explosive Element, Homing 4, Blowback 5)
SPINNING BLADE
Spinning blades pop out from walls and floors. They are usually placed with the intention of butchering whatever has the misfortune of being hit.
Size: Small, Structure: 30, Core 25
Combat: Melee 99, Dodge/Deflect 0
Fighting Style: none
Abilities: Speed 30
Armor: 0
Weapons:
- Blades (Power Level 3, Range 3 yards, Metal Element, Shred 5)
Spinning blades pop out from walls and floors. They are usually placed with the intention of butchering whatever has the misfortune of being hit.
Size: Small, Structure: 30, Core 25
Combat: Melee 99, Dodge/Deflect 0
Fighting Style: none
Abilities: Speed 30
Armor: 0
Weapons:
- Blades (Power Level 3, Range 3 yards, Metal Element, Shred 5)
INFANTRY
Run of the mill enemies. Good for use as henchmen or generic guards.
Run of the mill enemies. Good for use as henchmen or generic guards.
GRUNT ROBOT
Standard Grunts use basic blasters and know most of the basics of combat.
Size: Medium, Structure: 50, Core 25
Combat: Ranged 66, Melee 50, Dodge/Deflect 40
Fighting Style: none
Abilities: Speed 30
Armor: 0
Weapons:
- Basic Blaster (Power Level 2, Range 20 yards, Neutral Element, Rapid Attack 2)
Standard Grunts use basic blasters and know most of the basics of combat.
Size: Medium, Structure: 50, Core 25
Combat: Ranged 66, Melee 50, Dodge/Deflect 40
Fighting Style: none
Abilities: Speed 30
Armor: 0
Weapons:
- Basic Blaster (Power Level 2, Range 20 yards, Neutral Element, Rapid Attack 2)
BRUTE ROBOT
Tough guys of all shapes and sizes. Some have metal pipes, others are big enough to deal damage with their bare hands.
Size: Medium, Structure: 50, Core 25
Combat: Melee 35, Deflect 20
Fighting Style: none
Abilities: Speed 5
Weapons:
- Melee (Power Level 2)
Tough guys of all shapes and sizes. Some have metal pipes, others are big enough to deal damage with their bare hands.
Size: Medium, Structure: 50, Core 25
Combat: Melee 35, Deflect 20
Fighting Style: none
Abilities: Speed 5
Weapons:
- Melee (Power Level 2)
ICE SNIPER
In some regions, using Ice as a weapon can be highly effective. Ice Snipers use cryo-technology to hold their targets in place before finishing them off.
Size: Medium, Structure: 50, Core 25
Combat: Ranged 66, Melee 10, Dodge/Deflect 20
Fighting Style: Marksman, Fires Twice
Abilities: Speed 30
Armor: Ice Level 3
Weapons:
- Ice Rifle (Power Level 3, Range 20 yards, Ice Element)
- Ice Grenade (Power Level 1, Range 3 yards, Blast, Ice Element)
In some regions, using Ice as a weapon can be highly effective. Ice Snipers use cryo-technology to hold their targets in place before finishing them off.
Size: Medium, Structure: 50, Core 25
Combat: Ranged 66, Melee 10, Dodge/Deflect 20
Fighting Style: Marksman, Fires Twice
Abilities: Speed 30
Armor: Ice Level 3
Weapons:
- Ice Rifle (Power Level 3, Range 20 yards, Ice Element)
- Ice Grenade (Power Level 1, Range 3 yards, Blast, Ice Element)
RIOT TROOPER
Riot Troopers are deployed to urban areas for crowd control. While mostly non-lethal, they are prepared to kill in more dangerous circumstances.
Size: Medium, Structure: 50, Core 25
Combat: Ranged 66, Melee 60, Dodge/Deflect 40
Fighting Style: Berserker, retaliates when hit
Abilities: Speed 30
Armor: Structure Armour 10
Weapons:
- Riot Blaster (Power Level 2, Range 20 yards, Magnetic Element, Blowback 5)
Riot Troopers are deployed to urban areas for crowd control. While mostly non-lethal, they are prepared to kill in more dangerous circumstances.
Size: Medium, Structure: 50, Core 25
Combat: Ranged 66, Melee 60, Dodge/Deflect 40
Fighting Style: Berserker, retaliates when hit
Abilities: Speed 30
Armor: Structure Armour 10
Weapons:
- Riot Blaster (Power Level 2, Range 20 yards, Magnetic Element, Blowback 5)
STEALTH TROOPER
Sometimes, a more subtle soldier is required. Stealth Troopers attack from the shadows, aiming to quietly neutralize targets.
Size: Medium, Structure: 30, Core 25
Combat: Ranged 66, Melee 80, Dodge/Deflect 40
Fighting Style: none
Abilities: Speed 30, Stealth 80
Armor: Structure Armour 10
Weapons:
- Buster Rifle (Power Level 2, Range 20 yards, Neutral Element, Rapid Attack 2)
- Beam Knife (Power Level 2, Range 1 yards, Fire Element, EMP)
Sometimes, a more subtle soldier is required. Stealth Troopers attack from the shadows, aiming to quietly neutralize targets.
Size: Medium, Structure: 30, Core 25
Combat: Ranged 66, Melee 80, Dodge/Deflect 40
Fighting Style: none
Abilities: Speed 30, Stealth 80
Armor: Structure Armour 10
Weapons:
- Buster Rifle (Power Level 2, Range 20 yards, Neutral Element, Rapid Attack 2)
- Beam Knife (Power Level 2, Range 1 yards, Fire Element, EMP)
SPARK BLADER
These robots attack using electrified blades.
Size: Medium, Structure: 70, Core 25
Combat: Melee 50, Dodge/Deflect 20
Fighting Style: Defender
Abilities: Speed 20
Armor: 0
Weapons:
- Spark Sabre (Power Level 2, Range 20 yards, Electricty Element, Rapid Attack 1)
Size: Medium, Structure: 70, Core 25
Combat: Melee 50, Dodge/Deflect 20
Fighting Style: Defender
Abilities: Speed 20
Armor: 0
Weapons:
- Spark Sabre (Power Level 2, Range 20 yards, Electricty Element, Rapid Attack 1)
CANNONEER
The massive howitzers strapped to these robots make them a threat at long distance.
Size: Medium, Structure: 20, Core 25
Combat: Ranged 66, Melee 50, Dodge/Deflect 40
Fighting Style: Behemoth
Abilities: Speed 0
Armor: 5
Weapons:
- Howitzer (Power Level 3, Range 20 yards, Neutral Element, Takes 1 turn before firing)
Size: Medium, Structure: 20, Core 25
Combat: Ranged 66, Melee 50, Dodge/Deflect 40
Fighting Style: Behemoth
Abilities: Speed 0
Armor: 5
Weapons:
- Howitzer (Power Level 3, Range 20 yards, Neutral Element, Takes 1 turn before firing)
IRON PALM
Blunt force is the weapon of choice for these deadly machines.
Size: Medium, Structure: 75, Core 25
Combat: Unarmed 60, Deflect 20
Fighting Style: Behemoth
Abilities: Speed 0
Armor: 0
Weapons:
- Powerfist (Power Level 3, Range 5 yards, Metal Element, Charge)
Size: Medium, Structure: 75, Core 25
Combat: Unarmed 60, Deflect 20
Fighting Style: Behemoth
Abilities: Speed 0
Armor: 0
Weapons:
- Powerfist (Power Level 3, Range 5 yards, Metal Element, Charge)
HEAT LASHER
Watch out for the super-heated whips these stealthy enemies use.
Size: Medium, Structure: 50, Core 25
Combat: Melee 65, Dodge/Deflect 20
Fighting Style: Marksman
Abilities: Speed 14
Upgrades: Cloak
Armor: 0
Weapons:
- Heat Whip (Power Level 2, Range 10 yards, Fire Element, Homing Lvl. 2, Armor-piercing 3)
Size: Medium, Structure: 50, Core 25
Combat: Melee 65, Dodge/Deflect 20
Fighting Style: Marksman
Abilities: Speed 14
Upgrades: Cloak
Armor: 0
Weapons:
- Heat Whip (Power Level 2, Range 10 yards, Fire Element, Homing Lvl. 2, Armor-piercing 3)
FROST SLASHER
Frost Slashers use frozen claws as their weapon.
Size: Medium, Structure: 40, Core 25
Combat: Melee 50, Dodge/Deflect 20
Fighting Style: Heavy Hitter, 1d5 damage added to incoming and outgoing attacks
Abilities: Speed 0
Armor: 5
Weapons:
- Ice Claw (Power Level 1, Range 1 yard, Ice Element, Shred 3)
Size: Medium, Structure: 40, Core 25
Combat: Melee 50, Dodge/Deflect 20
Fighting Style: Heavy Hitter, 1d5 damage added to incoming and outgoing attacks
Abilities: Speed 0
Armor: 5
Weapons:
- Ice Claw (Power Level 1, Range 1 yard, Ice Element, Shred 3)
GALEFORCE ACE
Built for death from above, the Galeforce Ace is dangerous to fight in open outdoor areas.
Size: Medium, Structure: 75, Core 25
Combat: Ranged 50, Dodge 40
Fighting Style: Berserker - Second Combat Action
Abilities: Speed 50
Upgrades: Unlimited Flight
Armor: 0
Weapons:
- Mosquito Missile Pod (Power Level 1, Range 35 yards, Explosive Element, Rapid Attack 3)
Size: Medium, Structure: 75, Core 25
Combat: Ranged 50, Dodge 40
Fighting Style: Berserker - Second Combat Action
Abilities: Speed 50
Upgrades: Unlimited Flight
Armor: 0
Weapons:
- Mosquito Missile Pod (Power Level 1, Range 35 yards, Explosive Element, Rapid Attack 3)
EXTERMINATION UNIT
Equipped with an array of deadly weaponry, these machines are built for war.
Size: Large, Structure: 100, Core 50
Combat: Ranged 50, Melee 0, Deflect 40
Fighting Style: Berserker
Abilities: Speed 10
Armor: Structure Armor 4
Upgrades: Reinforced Frame 5, Anchored 5
Weapons:
- Homing Laser (Power Level 4, Range 10 yards, Explosive Element, Homing 4, Blowback 5)
- Vulcan Cannon (Power Level 3, Range 20 yards, Neutral Element, Rapid Attack 3)
- Core Beam (Power Level 5, Range 25 yards, Fire Element, Charge 2)
Size: Large, Structure: 100, Core 50
Combat: Ranged 50, Melee 0, Deflect 40
Fighting Style: Berserker
Abilities: Speed 10
Armor: Structure Armor 4
Upgrades: Reinforced Frame 5, Anchored 5
Weapons:
- Homing Laser (Power Level 4, Range 10 yards, Explosive Element, Homing 4, Blowback 5)
- Vulcan Cannon (Power Level 3, Range 20 yards, Neutral Element, Rapid Attack 3)
- Core Beam (Power Level 5, Range 25 yards, Fire Element, Charge 2)