[1.12.x] Enemy Stats & Mechanics
Glossary (Part I)
- General Info
- Breed Tags: Used to internally classify enemies for things like proc checks, buff and debuff application, etc.
- Boss: An internal flag (is_boss) to mark enemies as bosses which is relevant for certain checks.
- Detection Radius: The radius in which enemies check for potential player targets if they do not have a player target yet.
- Slot Type: The type of slot an enemy occupies around a player unit when the enemy is in melee combat. A player unit can have up to 9 normal slots attached to it, up to 8 medium slots, and up to 5 large slots. The effective maximum amount of occupied slots can vary depending on certain factors during gameplay (large slots taking priority over medium slots over normal slots, overlapping slots getting disabled, navmesh limitations because of map geometry, etc).
- Explosion Power Multiplier: Modifies the power level of explosions which affects the damage they deal to the enemy. Only applies to explosions with damage type grenade_frag: Arbitrator's Remote Detonation (explosion part), Arbites Grenade; Hive Scum's Boom Bringer, Booby Trap; Ogryn's Bombs Away! (cluster grenades), Frag Bomb, and grenades from Grenadier Gauntlet and Rumbler; Veteran's Shredder Frag Grenade.
- Mutator Variant: Some enemies have variants that are spawned exclusively by specific difficulty mutators. Usually, these variants have the same behavior and identical base settings but are slightly altered in regard to health, hit mass, size, appearance, and the like.
- Health Percent Damage Cap: Limits the max amount of damage taken per hit to a certain percentage of the enemy's maximum health.
- Breed Tags: Used to internally classify enemies for things like proc checks, buff and debuff application, etc.
- Armor & Hit Zones
- Base Armor Type: Used to calculate the stagger strength of attacks against the enemy as well as the damage dealt to the enemy by DoTs and Arbitrator's Cyber-Mastiff.
- Hit Zone Armor Type: If a hit zone has a hitzone_armor_override specified, then the enemy's base armor type is overridden for attacks against this hit zone and damage is calculated accordingly.
- Hit Zone Damage Multiplier: Hit zones can have a hitzone_damage_multiplier specified which modifies the damage dealt to the enemy when the respective hit zone is attacked. These damage multipliers can be set per attack type (melee, ranged, explosion). Certain weapon attacks are set up to ignore any applicable hit zone damage multipliers: Elektrokinetic Staff (chain lightning), Phosphor Blast Pistol, Psyker's Smite, Skitarius' arc lightning; certain other attacks ignore hit zone damage multipliers only for enemies with breed tags horde, roamer, elite, and special: Boltguns, Bolt Pistols, Grenadier Gauntlet (grenade projectile), Plasma Guns, Voidstrike Staff (charged ball projectile).
- Center Mass Hit Zone: Used to calculate damage dealt to the enemy by explosions and by chain lightning (e.g. Psyker's Smite, Elektrokinetic Staff; Skitarius' arc lightning).
- Weakspot Hit Zone: Used to calculate weakspot damage dealt to the enemy and to proc on weakspot events.
- Base Armor Type: Used to calculate the stagger strength of attacks against the enemy as well as the damage dealt to the enemy by DoTs and Arbitrator's Cyber-Mastiff.
- Attack Overview
- Damage (Health): The four values listed correspond to difficulties Uprising | Malice | Heresy | Damnation/Auric, with the last value for Damnation/Auric in bold.
- Damage (Toughness): Listed as a multiplier that modifies an attack's base damage when dealing damage to toughness. If an attack 'ignores toughness', its damage bypasses toughness entirely and is dealt to health directly.
- Corruption Ratio: Specifies the portion of health damage taken that is dealt as corruption damage.
- Block Cost: The base flat amount of stamina it costs to block the attack. If an attack is 'Unblockable', the weapon used to block is required to have the block_unblockable property (either innately or provided by a buff from talents or blessings), otherwise the attack cannot be blocked, drains all stamina, and hits the player. In case of ranged attacks, the weapon used to block also requires the property to block ranged attacks (either innately or provided by a buff from talents or blessings).
- Toughness Damage Behavior
- Standard Melee: Damage dealt to health is reduced based on the current percentage of remaining toughness. So with 100% remaining toughness, no health damage is taken; with 75% remaining toughness, health damage taken is reduced by 75%; with, say, 17% remaining toughness, health damage taken is reduced by 17%; and with 0% remaining toughness, health damage is taken in full.
- Standard Ranged / Regular Spillover: Damage is absorbed by toughness as long as the player has sufficient toughness. If the attack depletes toughness without having dealt its full base damage in the process, any remaining damage will spill over to health.
- Melee Spillover: If the attack depletes toughness without having dealt its full base damage in the process, the remaining damage will spill over to health. Unlike 'Standard Melee', attacks with 'Melee Spillover' will always deal at least 25% of their damage to health. This effect is accomplished through a toughness_factor which accounts for the flat amount of total toughness a player has. For example, if an attack that deals 300 damage depletes the toughness of a Player A who is at 100% toughness and has 130 flat toughness total, this player will take 300-(130×0.75)=202.5 health damage; whereas a Player B who is at 100% toughness and has 150 flat toughness will take 300-(150×0.75)=187.5 health damage. Also note that the toughness_factor scales linearly with the current percentage of remaining toughness (from 0.75 down to 0). So if the same attack hits Player A who is at 40% remaining toughness (i.e. 52 of 130 toughness remaining), it will deal 300-(52×0.3)=284.4 health damage; whereas against Player B who is at 40% remaining toughness (i.e. 60 of 150 toughness remaining), the attack will deal 300-(60×0.3)=282 health damage.
- Full Spillover: If the attack depletes toughness, its damage is dealt in full to health as if the player did not have any toughness.
- Standard Melee: Damage dealt to health is reduced based on the current percentage of remaining toughness. So with 100% remaining toughness, no health damage is taken; with 75% remaining toughness, health damage taken is reduced by 75%; with, say, 17% remaining toughness, health damage taken is reduced by 17%; and with 0% remaining toughness, health damage is taken in full.
- Damage (Health): The four values listed correspond to difficulties Uprising | Malice | Heresy | Damnation/Auric, with the last value for Damnation/Auric in bold.
Glossary (Part II)
- Attack Overview (continued)
- Melee Attack Types
- Regular Attack: The simplest enemy melee attack type. It targets a single player and cannot hit multiple players. It is more or less a distance check executed once per swing: It has a certain reach specified as well as a certain cone. As long as the player target is within reach, within the cone's angle, and within a certain vertical height, the attack will hit when the hit check is made. Against a dodging player, the reach is reduced and the cone's angle is tightened when the hit check is made.
- Sweep Attack: A more elaborate enemy melee attack type. It targets a single player and can hit multiple players during one swing. Over the full time of the swing's duration, it checks each frame for valid player hits in, usually, spheres with a certain radius and processes potential player hits separately from each other. Against a dodging player who was acquired as a potential target inside a sphere, the effective reach is reduced when the hit check is made.
- Broadphase Attack: A simple AoE melee attack. It targets a single player and can hit multiple players if they are inside its area of effect. It checks for valid player hits in a sphere with a certain radius but, unlike 'Sweep Attack', it executes its check only once instead of checking for valid player hits each frame over the full time of its duration. Against a dodging player who was acquired as a potential target inside the sphere, the effective reach is reduced when the hit check is made.
- OOBB Attack: The most elaborate enemy melee attack type. It can target different players and switch between them (only if it has a multi_target_config), and can hit multiple players if they end up in its swing volume. It executes its hit check once per swing. Attacks of this type have a discretely shaped volume (oriented bounding box), defined by width, forward range, and height, that is rotated with the attacking unit. Against a dodging player, the dimensions of the swing volume are reduced. However, in order to successfully dodge an 'OOBB Attack', a player is required to not only enter is_dodging state in time but also create spatial separation. A dodge succeeds only if the target ends up physically outside the swing volume when the hit check is made. Therefore, these attacks cannot be dodged 'on the spot'.
- Regular Attack: The simplest enemy melee attack type. It targets a single player and cannot hit multiple players. It is more or less a distance check executed once per swing: It has a certain reach specified as well as a certain cone. As long as the player target is within reach, within the cone's angle, and within a certain vertical height, the attack will hit when the hit check is made. Against a dodging player, the reach is reduced and the cone's angle is tightened when the hit check is made.
- Friendly Fire: Some enemy attacks deal friendly fire and can damage other enemies.
- Melee Friendly Fire: For most melee attacks, the base amount of friendly fire damage dealt is the same as when dealt to players. However, the actual damage dealt depends on the target's base armor type: Unarmoured, Unyielding, Infested, Void Shield take full damage, Flak and Maniac take 50% reduced damage, and Carapace takes no damage. Daemonhost deals 150 melee friendly fire damage against all enemies (except for Bulwark); Beast of Nurgle deals 0.2 melee friendly fire damage against all enemies.
- Ranged Friendly Fire: Most ranged attacks deal friendly fire damage only when hitting a weakspot with the base amount of friendly fire damage being 1 per hit. Sniper's shot deals 1225 ranged friendly fire damage; this base amount is affected by applicable hit zone damage multipliers and falloff, and can damage Captains/Twins only without void shield; deals no damage against Bulwark, Crusher. Plasma Gunner's shot deals 522.5 ranged friendly fire; this base amount is affected by applicable hit zone damage multipliers and falloff, and can damage Captains/Twins only without void shield; deals no damage against Bulwark.
- Melee Friendly Fire: For most melee attacks, the base amount of friendly fire damage dealt is the same as when dealt to players. However, the actual damage dealt depends on the target's base armor type: Unarmoured, Unyielding, Infested, Void Shield take full damage, Flak and Maniac take 50% reduced damage, and Carapace takes no damage. Daemonhost deals 150 melee friendly fire damage against all enemies (except for Bulwark); Beast of Nurgle deals 0.2 melee friendly fire damage against all enemies.
- Melee Attack Types
- Combat Ranges
- There are three different combat ranges enemies can be in: far, close, melee. These ranges are mostly relevant for enemies that can engage in both melee and ranged combat or that can be suppressed: Combat ranges determine behavioral factors (e.g. swapping between melee and ranged weapon) and also affect variables of the enemy's suppression config.
- Suppression
- Suppression Max Amount: The maximum amount of suppression that can be dealt to an enemy.
- Suppression Threshold: Once this value is surpassed, the enemy is suppressed. When the current amount of suppression on the enemy falls below this threshold, the enemy recovers from being suppressed.
- Suppression Decay: After a randomly chosen delay, the current amount of suppression on an enemy will start to decay by a specific amount at a specific rate.
- Suppression Immunity: This is the duration an enemy is immune to suppression after having recovered from being suppressed.
- Suppression Max Amount: The maximum amount of suppression that can be dealt to an enemy.
- Stagger
- Stagger Reduction: Used during stagger calculation to reduce an attack's effective stagger strength. Each enemy has a default stagger_reduction but this can be overridden if the enemy does an action that has a stagger reduction override specified.
- Stagger Resistance: Used during stagger calculation as a divisor. Generally, if the value is 1, it can be disregarded. If the value is below 1, it will increase an attack's effective stagger strength when determining the type of stagger the target will be put into; if the value is above 1, it will decrease an attack's effective stagger strength during this step.
- Stagger Category: Each attack has a stagger_category specified in its damage profile which determines the possible types of stagger the attack can cause. For example, the stagger category "melee" allows the attack to put an enemy into stagger types light, medium, and heavy but not into stagger types explosion, light_ranged or killshot.
- Stagger Type: There are different types of stagger an enemy can be put into (only the 'main' ones are listed in the tables). Depending on the stagger type, the corresponding stagger animations and settings like stagger duration and stagger immune time are determined. An enemy's effective hit mass also changes based on the stagger type: Roughly, 10% reduced hit mass while in light stagger, 25% reduced while in medium stagger, and 50% reduced while in heavy stagger.
- Stagger Threshold: The stagger threshold is a value that has to be surpassed by an attack's effective stagger strength in order to determine (1) if the attack in question can stagger the target in the first place and, if it does, (2) into which stagger type the attack will put the target.
- Stagger Duration: This is the base duration of the stagger animation which can be modified by other factors.
- Stagger Immune Time: This is the duration an enemy is immune to staggers of the same stagger type after being successfully staggered. For example, an enemy put into light stagger will be immune to another light stagger for the specified duration but not against a stronger stagger type like medium.
- Reverse Stagger Count: While an enemy is staggered, every successive staggering hit increases the current stagger_count on the staggered enemy. Usually, this stagger count increases an attack's effective stagger strength against an already staggered target. However, if an enemy has this setting, the opposite applies: Against an already staggered enemy, successive hits will get less effective in stagger strength.
- Accumulative Stagger Multiplier: If an enemy does not ignore this mechanic entirely, an attack's effective stagger strength can be increased by successive hits against the target within specific time windows in order to accumulate enough stagger strength to eventually stagger the target. This multiplier reduces the effectiveness of the so-called stagger_strength_pool.
- Stagger Reduction: Used during stagger calculation to reduce an attack's effective stagger strength. Each enemy has a default stagger_reduction but this can be overridden if the enemy does an action that has a stagger reduction override specified.
Horde – Groaner
melee
(1 to 6)
(7 to 10)
(11 to 16)
(17 to 19)
(20)
(21 to 24)
(25 to 34)
(35 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
Switch to Far: ≥ 32m
(randomly chosen)
(randomly chosen)
20 vs stagger_category "killshot"
60 vs stagger_category "killshot"
Horde – Armored Groaner (Moebian 21st)
melee
(1 to 6)
(7 to 10)
(11 to 16)
(17 to 19)
(20)
(21 to 24)
(25 to 34)
(35 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
Switch to Far: ≥ 32m
(randomly chosen)
(randomly chosen)
20 vs stagger_category "killshot"
60 vs stagger_category "killshot"
Horde – Poxwalker
melee
(1 to 6)
(7 to 10)
(11 to 16)
(17 to 19)
(20)
(21 to 24)
(25 to 34)
(35 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
Corruption Ratio: 25%
• Regular Attack
20 vs stagger_category "killshot"
60 vs stagger_category "killshot"
Horde – Poxwalker (lesser mutated)
melee
(1 to 6)
(7 to 10)
(11 to 16)
(17 to 19)
(20)
(21 to 24)
(25 to 34)
(35 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
Corruption Ratio: 35%
• Regular Attack
20 vs stagger_category "killshot"
60 vs stagger_category "killshot"
Horde – Poxwalker (mutated)
melee
(1 to 6)
(7 to 10)
(11 to 16)
(17 to 19)
(20)
(21 to 24)
(25 to 34)
(35 to 40)
torso
center_mass
tentacle
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
Corruption Ratio: 50%
• Regular Attack
20 vs stagger_category "killshot"
60 vs stagger_category "killshot"
Dreg Bruiser
roamer
(1 to 10)
(11 to 20)
(21 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
20 vs stagger_category "killshot"
60 vs stagger_category "killshot"
Dreg Gunner
far
(melee combat only)
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
(Health)
(Toughness)
to 4.0625 | 4.875 | 6.5 | 8.125
• Falloff starts at 30m, reducing damage by up to 50% at 60m
(in cover)
to 6.09375 | 7.3125 | 9.75 | 12.1875
• Falloff starts at 30m, reducing damage by up to 50% at 60m
(randomly chosen)
(default)
1°
(in cover)
distance
Switch to Melee: ≤ 3m
Switch to Far: ≥ 17m
Switch to Far: ≥ 12m
locked_in_melee_distance
Switch to Melee: ≤ 3m
Switch to Far: -
Switch to Far: -
target_weapon_type_distance
Switch to Melee:
melee weapon: ≤ 3m
ranged weapon: ≤ 2m
melee weapon: ≤ 3m
ranged weapon: ≤ 2m
Switch to Far: -
melee weapon: ≥ 3.5m
ranged weapon: ≥ 3.5m
Switch to Far: -
(randomly chosen)
(randomly chosen)
0 vs other attacks
60 vs stagger_category "killshot"
(in cover)
60 vs stagger_category "killshot"
Dreg Rager
melee
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
melee_attack
• Regular Attack
combo_attack
• Regular Attack
20 vs stagger_category "killshot"
50 vs other
Dreg Shotgunner
close
(melee combat only)
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
(Health)
(Toughness)
to 2.1 | 2.52 | 3.36 | 4.2 per pellet
• 10 pellets per shot
• Falloff starts at 8m, reducing damage by up to 60% at 23m
• Ignores toughness broken grace, see 'Player Buffs' section for details
(randomly chosen)
distance
Switch to Melee: ≤ 5m
Switch to Far: ≥ 28m
Switch to Far: ≥ 28m
locked_in_melee_distance
Switch to Melee: ≤ 7m
Switch to Far: -
Switch to Far: -
target_weapon_type_distance
Switch to Melee:
melee weapon: ≤ 6m
ranged weapon: ≤ 4m
melee weapon: ≤ 6m
ranged weapon: ≤ 4m
Switch to Far: -
melee weapon: ≥ 6m
ranged weapon: ≥ 1m
Switch to Far: -
5 vs other attacks
Dreg Stalker
far
roamer
(melee combat only)
(1 to 10)
(11 to 20)
(21 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
(Health)
(Toughness)
to 2.5 | 3 | 4 | 5
• Falloff starts at 15m, reducing damage by up to 60% at 30m
(randomly chosen)
(randomly chosen)
(default)
4 to 7
(in cover)
distance
Switch to Melee: ≤ 4.5m
Switch to Far: ≥ 11m
Switch to Far: ≥ 20m
locked_in_melee_distance
Switch to Melee: ≤ 7m
Switch to Far: -
Switch to Far: -
target_weapon_type_distance
Switch to Melee:
melee weapon: ≤ 6m
ranged weapon: ≤ 5m
melee weapon: ≤ 6m
ranged weapon: ≤ 5m
Switch to Far: -
melee weapon: ≥ 8m
ranged weapon: ≥ 6m
Switch to Far: -
(randomly chosen)
(randomly chosen)
20 vs stagger_category "killshot"
(in cover)
Dreg Vanguard
roamer
(1 to 10)
(11 to 20)
(21 to 40)
shield
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
5 vs other attacks
20 vs stagger_category "killshot"
60 vs stagger_category "killshot"
max_damage_percentage
(125 per hit)
(Havoc 1 to 10)
(175 per hit)
(Havoc 11 to 20)
(225 per hit)
(Havoc 21 to 40)
(275 per hit)
Bombs Away!
Boom Bringer
Grenadier Gauntlet
MK XII: heavy attacks, activated attacks
Mk XV: heavy attacks, push-attack, activated attacks
Scab Bruiser
roamer
(1 to 10)
(11 to 20)
(21 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
20 vs stagger_category "killshot"
60 vs stagger_category "killshot"
Scab Gunner
far
(melee combat only)
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
Kick
• Regular Attack
(Health)
(Toughness)
to 4.0625 | 4.875 | 6.5 | 8.125
• Falloff starts at 35m, reducing damage by up to 50% at 70m
(in cover)
to 6.09375 | 7.3125 | 9.75 | 12.1875
• Falloff starts at 35m, reducing damage by up to 50% at 70m
(randomly chosen)
(default)
0.5°
(in cover)
distance
Switch to Melee: ≤ 3m
Switch to Far: ≥ 17m
Switch to Far: ≥ 12m
locked_in_melee_distance
Switch to Melee: ≤ 3m
Switch to Far: -
Switch to Far: -
target_weapon_type_distance
Switch to Melee:
melee weapon: ≤ 3m
ranged weapon: ≤ 2m
melee weapon: ≤ 3m
ranged weapon: ≤ 2m
Switch to Far: -
melee weapon: ≥ 3.5m
ranged weapon: ≥ 3.5m
Switch to Far: -
(randomly chosen)
(randomly chosen)
0 vs other attacks
60 vs stagger_category "killshot"
Scab Mauler
melee
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
• Regular Attack
• Unblockable
10 vs other attacks
30 vs stagger_category "melee"
60 vs stagger_category "killshot"
30 vs stagger_category "melee"
60 vs stagger_category "killshot"
Scab Plasma Gunner
far
(melee combat only)
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
melee_attack
• Regular Attack
moving_melee_attack
• Regular Attack
(Health)
(Toughness)
to 24.7 | 29.64 | 39.52 | 49.4
• Falloff starts at 18m, reducing damage by up to 60% at 36m
• Applies a toughness replenishment debuff, see 'Player Debuffs' section for details
• Ignores toughness broken grace, see 'Player Buffs' section for details
• Friendly Fire
(randomly chosen)
distance
Switch to Melee: ≤ 2m
Switch to Far: ≥ 28m
Switch to Far: ≥ 28m
locked_in_melee_distance
Switch to Melee: ≤ 4m
Switch to Far: -
Switch to Far: -
target_weapon_type_distance
Switch to Melee:
melee weapon: ≤ 4m
ranged weapon: ≤ 1m
melee weapon: ≤ 6m
ranged weapon: ≤ 1m
Switch to Far: -
melee weapon: ≥ 6m
ranged weapon: ≥ 1m
Switch to Far: -
10 vs other attacks
20 vs stagger_category "killshot"
Scab Radio Operator
far
(melee combat only)
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
Kick
• Regular Attack
(Health)
(Toughness)
to 4.0625 | 4.875 | 6.5 | 8.125
• Falloff starts at 35m, reducing damage by up to 50% at 70m
(in cover)
to 6.09375 | 7.3125 | 9.75 | 12.1875
• Falloff starts at 35m, reducing damage by up to 50% at 70m
(randomly chosen)
(default)
0.5°
(in cover)
distance
Switch to Melee: ≤ 3m
Switch to Far: ≥ 17m
Switch to Far: ≥ 12m
locked_in_melee_distance
Switch to Melee: ≤ 3m
Switch to Far: -
Switch to Far: -
target_weapon_type_distance
Switch to Melee:
melee weapon: ≤ 3m
ranged weapon: ≤ 2m
melee weapon: ≤ 3m
ranged weapon: ≤ 2m
Switch to Far: -
melee weapon: ≥ 3.5m
ranged weapon: ≥ 3.5m
Switch to Far: -
(randomly chosen)
(randomly chosen)
0 vs other attacks
60 vs stagger_category "killshot"
When one of the initial summons is killed, Radio Operator will continue to refill the roster by randomly picking one reinforcement until he is killed.
Scab Rager
melee
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
melee_attack
• Regular Attack
combo_attack
• Regular Attack
20 vs stagger_category "killshot"
50 vs other
Scab Shooter
roamer
(melee combat only)
(1 to 10)
(11 to 20)
(21 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
(Health)
(Toughness)
to 6.6 | 7.92 | 10.56 | 13.2
• Falloff starts at 15m, reducing damage by up to 60% at 30m
(randomly chosen)
(randomly chosen)
(default)
2 to 4
(in cover)
(randomly chosen)
distance
Switch to Melee: ≤ 4.5m
Switch to Far: ≥ 11m
Switch to Far: ≥ 20m
locked_in_melee_distance
Switch to Melee: ≤ 12m
Switch to Far: -
Switch to Far: -
target_weapon_type_distance
Switch to Melee:
melee weapon: ≤ 4m
ranged weapon: ≤ 2m
melee weapon: ≤ 4m
ranged weapon: ≤ 2m
Switch to Far: -
melee weapon: ≥ 9m
ranged weapon: ≥ 3m
Switch to Far: -
(randomly chosen)
(randomly chosen)
Scab Shotgunner
close
(melee combat only)
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
melee_attack
• Regular Attack
moving_melee_attack
• Regular Attack
(Health)
(Toughness)
to 2.1 | 2.52 | 3.36 | 4.2 per pellet
• 10 pellets per shot
• Falloff starts at 8m, reducing damage by up to 60% at 23m
• Ignores toughness broken grace, see 'Player Buffs' section for details
(randomly chosen)
distance
Switch to Melee: ≤ 2m
Switch to Far: ≥ 28m
Switch to Far: ≥ 28m
locked_in_melee_distance
Switch to Melee: ≤ 4m
Switch to Far: -
Switch to Far: -
target_weapon_type_distance
Switch to Melee:
melee weapon: ≤ 4m
ranged weapon: ≤ 1m
melee weapon: ≤ 6m
ranged weapon: ≤ 1m
Switch to Far: -
melee weapon: ≥ 6m
ranged weapon: ≥ 1m
Switch to Far: -
5 vs other attacks
20 vs stagger_category "killshot"
Scab Stalker
roamer
(melee combat only)
(1 to 10)
(11 to 20)
(21 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
melee_attack
• Regular Attack
moving_melee_attack
• Regular Attack
(Health)
(Toughness)
to 2.8125 | 3.375 | 4.5 | 5.625
• Falloff starts at 7m, reducing damage by up to 50% at 14m
(randomly chosen)
distance
Switch to Melee: ≤ 3m
Switch to Far: ≥ 35m
Switch to Far: ≥ 15m
locked_in_melee_distance
Switch to Melee: ≤ 8m
Switch to Far: -
Switch to Far: -
target_weapon_type_distance
Switch to Melee:
melee weapon: ≤ 4.5m
ranged weapon: ≤ 4m
melee weapon: ≤ 5.5m
ranged weapon: ≤ 4m
Switch to Far: -
melee weapon: ≥ 10m
ranged weapon: ≥ 6m
Switch to Far: -
(randomly chosen)
(randomly chosen)
20 vs stagger_category "killshot"
Scab Vanguard
roamer
(1 to 10)
(11 to 20)
(21 to 40)
shield
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
5 vs other attacks
20 vs stagger_category "killshot"
60 vs stagger_category "killshot"
max_damage_percentage
(200 per hit)
(Havoc 1 to 10)
(250 per hit)
(Havoc 11 to 20)
(300 per hit)
(Havoc 21 to 40)
(350 per hit)
Bombs Away!
Boom Bringer
Grenadier Gauntlet
MK XII: heavy attacks, activated attacks
Mk XV: heavy attacks, push-attack, activated attacks
Ogryn – Bulwark
melee
ogryn
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
shield
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Sweep Attack
• Unblockable
• Ignores Dodge
5 vs other attacks
-30 vs stagger_category "uppercut"
-20 vs stagger_category "stab"
Ogryn – Crusher
melee
ogryn
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
• OOBB Attack
• Unblockable
• Friendly Fire
Pommel Hit
Kick
• Regular Attack
50 vs stagger_category "melee"
60 vs stagger_category "melee"
50 vs stagger_category "melee"
60 vs stagger_category "melee"
Kick
50 vs stagger_category "melee"
Ogryn – Reaper
far
ogryn
(melee combat only)
(1 to 4)
(5 to 10)
(11 to 17)
(18 to 20)
(21 to 22)
(23 to 28)
(29 to 38)
(39 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
right_shoulderguard
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
Slap
Kick
• Regular Attack
(Health)
(Toughness)
to 16 | 19.2 | 25.6 | 32
• Falloff starts at 30m, reducing damage by up to 20% at 60m
(randomly chosen)
(randomly chosen)
(randomly chosen)
3 vs other attacks
50 vs stagger_category "killshot"
10 vs stagger_category "melee"
Special – Scab Bomber
scrambler
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
to 19.5 | 29.25 | 39 | 48.75 per tick
• Ticks every 0.35s
• Increases damage over the first 17 ticks[i.imgur.com]
• Applies debuffs to players, see 'Player Debuffs' section for details
0 vs other attacks
Special – Dreg Tox Bomber
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
Corruption Ratio: 80%
• Ticks every 0.75s
• Applies debuffs to players, see 'Player Debuffs' section for details
• Applies buffs to enemies, see 'Pox Gas (Enemy Buff)' for details
0 vs other attacks
Special – Scab Flamer
scrambler
'Inferno' (Havoc environmental condition)
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
backpack
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
backpack (ranged attacks only)
(Health)
(Toughness)
• Regular Attack
• Standard Ranged
• Unblockable
• Applies 'Flamethrower DoT'
• Duration: 1s
to 24.375 | 29.25 | 34.125 | 39 per tick
• Duration: 11s
• Ticks every 0.35s
• Increases damage over the first 17 ticks[i.imgur.com]
• Applies debuffs to players, see 'Player Debuffs' section for details
45 | 45 | 45 | 45 (max radius)
• Ignores Stun Immunity
• Catapults
(Interrupted)
• Ignores Stun Immunity
• Catapults
• Duration: 8s (default), 2s (interrupted)
• Ticks every 0.5s
• Applies debuffs to players, see 'Player Debuffs' section for details
0 vs other attacks
20 vs stagger_category "killshot"
Once stage 4 is reached, the tank will explode on its own after 5s (or whenever the Flamer is killed). Depending on the stage during which the Flamer dies different explosions are created:
- Between stage 1 and 3: 'Interrupted' explosion with smaller ground fire and short duration
- During stage 4: 'Default' explosion with bigger ground fire and long duration
Special – Scab Flamer (mutator)
scrambler
mutator
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
• Standard Ranged
• Unblockable
• Applies 'Flamethrower DoT'
• Duration: 1s
to 24.375 | 29.25 | 34.125 | 39 per tick
• Duration: 11s
• Ticks every 0.35s
• Increases damage over the first 17 ticks[i.imgur.com]
• Applies debuffs to players, see 'Player Debuffs' section for details
0 vs other attacks
20 vs stagger_category "killshot"
Special – Dreg Tox Flamer
scrambler
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
backpack
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
backpack (ranged attacks only)
(Health)
(Toughness)
• Regular Attack
• Standard Ranged
• Unblockable
• Applies 'Flamethrower DoT'
• Duration: 1s
to 24.375 | 29.25 | 34.125 | 39 per tick
• Duration: 11s
• Ticks every 0.35s
• Increases damage over the first 17 ticks[i.imgur.com]
• Applies debuffs to players, see 'Player Debuffs' section for details
45 | 45 | 45 | 45 (max radius)
• Ignores Stun Immunity
• Catapults
(Interrupted)
• Ignores Stun Immunity
• Catapults
to 24.375 | 29.25 | 34.125 | 39 per tick
• Duration: 8s (default), 2s (interrupted)
• Ticks every 0.35s
• Increases damage over the first 17 ticks[i.imgur.com]
• Applies debuffs to players, see 'Player Debuffs' section for details
0 vs other attacks
20 vs stagger_category "killshot"
Once stage 4 is reached, the tank will explode on its own after 5s (or whenever the Flamer is killed). Depending on the stage during which the Flamer dies different explosions are created:
- Between stage 1 and 3: 'Interrupted' explosion with smaller ground fire and short duration (currently bugged: the ground fire particle effect lasts for 8s still but the actual time the fire deals damage is 2s)
- During stage 4: 'Default' explosion with bigger ground fire and long duration
Special – Mutant
disabler
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• 3 hits (human), 4 hits (ogryn)
Special – Poxburster
scrambler
bomber
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
Corruption Ratio:
50% (epicenter)
35% (max radius)
• Radius: 6m (max), 3m (epicenter)
• Ignores Stun Immunity
• Catapults
1 vs other attacks
-200 vs stagger_category "melee"
Special – Pox Hound
disabler
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
Corruption Ratio: 100%
Corruption Ratio: 98%
-200 vs stagger_category "melee"
-30 vs stagger_category "melee"
Special – Armoured Pox Hound
disabler
(20m, while following Pack Master)
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
hound_tail
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
Corruption Ratio: 100%
Corruption Ratio: 98%
-200 vs stagger_category "melee"
-30 vs stagger_category "melee"
Special – Sniper
sniper
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• Regular Attack
to 30.625 | 35 | 52.5 | 61.25
• Falloff starts at 60m, reducing damage by up to 50% at 80m
• Unblockable
• Friendly Fire
Special – Trapper
disabler
(1 to 4)
(5 to 10)
(11 to 18)
(19 to 20)
(21 to 24)
(25)
(26 to 37)
(38 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
to 12.5 | 15 | 17.5 | 17.5 per tick
Corruption Ratio: 90%
• Increases by 1.25 | 1.875 | 2.5 | 2.5 damage per tick
0 vs other attacks
Monster – Beast of Nurgle
(1 to 5)
(6 to 10)
(11 to 15)
(16 to 20)
(21 to 22)
(23 to 26)
(27 to 36)
(37 to 40)
tongue
weakspot
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_tail
lower_tail
weakspot
(Health)
(Toughness)
Paw (right)
• Broadphase Attack
• Unblockable
• Catapults
• Friendly Fire
• Broadphase Attack
• Unblockable
• Catapults
• Friendly Fire
• OOBB Attack
• Unblockable
• Catapults
• Friendly Fire
Tail Whip (right)
• OOBB Attack
• Unblockable
• Ignores Dodge
• Catapults
• Friendly Fire
Corruption Ratio: 100%
• Creates Nurgle Slime on the ground and applies a debuff, see 'Player Debuffs' section for details
Corruption Ratio: 100%
damage per character health point
to 0.04 | 0.045 | 0.045 | 0.045
damage per character health point
Corruption Ratio: 100%
• Increases by 0.001 damage per character health point per second
• Reaches cap after 30s
• Spits out player once 35% | 50% | 65% | 75% of max health is corrupted
Corruption Ratio:
50% (epicenter)
35% (max radius)
• Ignores Stun Immunity
• Catapults
100 vs other attacks
20 vs stagger_category "killshot"
(Havoc 1 to 10)
(Havoc 11 to 20)
(Havoc 21 to 40)
(Havoc 1 to 10)
(Havoc 11 to 20)
(Havoc 21 to 40)
Monster – Chaos Spawn
(1 to 5)
(6 to 10)
(11 to 15)
(16 to 20)
(21 to 22)
(23 to 26)
(27 to 36)
(37 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
claw_attack
• OOBB Attack
• Friendly Fire
• Sweep Attack
• Friendly Fire
• Sweep Attack
• Friendly Fire
Corruption Ratio: 100%
• Sweep Attack
-20 vs stagger_category "melee"
100 vs stagger_category "explosion"
(Havoc 1 to 10)
(Havoc 11 to 20)
(Havoc 21 to 40)
Monster – Daemonhost
witch
(1 to 5)
(6 to 10)
(11 to 15)
(16 to 20)
(21 to 22)
(23 to 26)
(27 to 36)
(37 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
melee_attack
• Sweep Attack
• Friendly Fire
combo_attack
• OOBB Attack
• Sweep Attack
Corruption Ratio: 100%
• Ticks every second
• Stops when 25% (Uprising) or 45% (higher difficulties) of health is corrupted
- Start Lifting: 0.66s after teleport, picks up the player
- Lifting Up: lifts up and holds the player steady; the duration of this phase scales per difficulty: 5s (Uprising, Malice), 3s (Heresy), 2s (Damnation/Auric)
- Lifting Higher: then continously lifts up the player even higher for 2.76s
- Executing: instantly kills the player
Monster – Daemonhost (cont.)
Once it has built up enough anger from a source to reach a threshold (while accounting for anger decay), it switches anger stages. This then may alter the amount of anger built up by applicable anger ticks of that source. There are four sources of anger: (1) distance to the closest player, (2) flashlight exposure, (3) suppression, and (4) damage taken. These four sources simultaneously contribute to building anger.
At first, the Daemonhost is in its passive stage (lying on the ground). Taking a single instance of anger by any source or having its health reduced below 100% makes it switch to the agitated stage (floating with active green-ish lighting).
distance_flat
sprint_flat_bonus
distance_tick
(randomly chosen)
Every instance of 1 suppression on the Daemonhost is converted to 6 immediate anger which caps out at 40 immediate anger. Additionally, dealing enough suppression in total so that the Daemonhost surpasses its suppression threshold of 40 builds up 100 immediate anger.
- If switched because of distance, closest player unit
- If switched because of flashlight, closest flashing player unit
- If switched because of suppression, last suppressing unit
- If switched because of damage, last damaging unit
- If there is not a valid target for any of those reasons, it selects the closest player
Monster – Plague Ogryn
(1 to 5)
(6 to 10)
(11 to 15)
(16 to 20)
(21 to 22)
(23 to 26)
(27 to 36)
(37 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
melee_slam
Corruption Ratio: 20%
• OOBB Attack
• Unblockable
• Friendly Fire
combo_attack
Corruption Ratio: 40%
• Sweep Attack
catapult_attack
• OOBB Attack
• Ignores Dodge
• Catapults
plague_stomp
• Broadphase Attack
• Unblockable
• Ignores Stun Immunity
• Catapults
• Ignores Stun Immunity
• Catapults
100 vs stagger_category "explosion"
100 vs stagger_category "explosion"
100 vs stagger_category "explosion"
Monster/Ogryn – Pack Master
ogryn
monster
(1 to 5)
(6 to 10)
(11 to 15)
(16 to 20)
(21 to 22)
(23 to 26)
(27 to 36)
(37 to 40)
torso
center_mass
canister
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
canister
(Health)
(Toughness)
• OOBB Attack
• Ignores Stun Immunity
• Always applies a debuff, see 'Player Debuffs' section for details
• Friendly Fire
• OOBB Attack
• Ignores Stun Immunity
• Catapults
• Always applies a debuff, see 'Player Debuffs' section for details
• Friendly Fire
moving_melee_attack_cleave
• OOBB Attack
• Ignores Stun Immunity
• Always applies a debuff, see 'Player Debuffs' section for details
• Friendly Fire
far_moving_attack
• OOBB Attack
• Ignores Stun Immunity
• Always applies a debuff, see 'Player Debuffs' section for details
• Friendly Fire
50 vs stagger_category "melee"
50 vs stagger_category "melee"
60 vs stagger_category "melee"
60 vs stagger_category "melee"
Armoured Pox Hound
1 to 2
(Havoc 1 to 10)
Armoured Pox Hound
1 to 2
(Havoc 11 to 20)
Armoured Pox Hound
2 to 4
(Havoc 21 to 30)
Armoured Pox Hound
3 to 5
(Havoc 31 to 40)
Armoured Pox Hound
3 to 6
When all of the summons have died, Pack Master will resummon a new group.
Captain – Dreg Captain
(1 to 10)
(11 to 20)
(21 to 40)
head
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
powermaul_melee_attack
• Regular Attack
powermaul_ground_slam
• OOBB Attack
• Unblockable
• Catapults
powermaul_melee_cleave
• OOBB Attack
• Unblockable
powermaul_moving_melee_cleave
• OOBB Attack
• Unblockable
• Friendly Fire
• OOBB Attack
• Ignores Dodge
• Regular Attack
• Ignores Dodge
(Health)
(Toughness)
• Catapults
(Health)
(Toughness)
to 1.575 | 1.89 | 2.52 | 3.15 per pellet
• 12 pellets per shot
• Falloff starts at 15m, reducing damage by up to 60% at 30m
(randomly chosen)
distance
locked_in_melee_distance
target_weapon_type_distance
melee weapon: ≤ 6m
ranged weapon: ≤ 2m
melee weapon: ≥ 10m
ranged weapon: ≥ 7m
20 vs stagger_category "melee"
20 vs stagger_category "melee"
Captain – Dreg Captain (cont.)
max_hit_percent
(650 per hit)
(Havoc 1 to 10)
(595 per hit)
(Havoc 11 to 20)
(770 per hit)
(Havoc 21 to 40)
(810 per hit)
(after depletion)
(6s after last hit)
regenerate_full_delay
max_health_loss_percent
(≥ 6300 damage taken)
(Havoc 1 to 10)
(≥ 7840 damage taken)
(Havoc 11 to 20)
(≥ 10000 damage taken)
(Havoc 21 to 40)
(≥ 10000 damage taken)
When the shield is depleted, a non-damaging explosion with an 8m radius is created that pushes back players, interrupts alt fire, ignores stun immunity, and cancels sticky attacks (e.g. revved up attacks from chain weapons) that stuck to the shield.
Captain – Scab Captain
(1 to 10)
(11 to 20)
(21 to 40)
head
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
power_sword_moving_melee_attack
• OOBB Attack
power_sword_melee_combo_attack
• OOBB Attack; targets multiple players
power_sword_melee_sweep
• Sweep Attack
• Unblockable
• Friendly Fire
• Sweep Attack
powermaul_melee_attack
• Regular Attack
powermaul_ground_slam
• OOBB Attack
• Unblockable
• Catapults
powermaul_melee_cleave
• OOBB Attack
• Unblockable
powermaul_moving_melee_cleave
• OOBB Attack
• Unblockable
• Friendly Fire
• OOBB Attack
• Ignores Dodge
• Ignores Dodge
(Health)
(Toughness)
• Catapults
(Health)
(Toughness)
to 10.5 | 12.6 | 16.8 | 21
• Can target multiple targets
• Falloff starts at 15m, reducing damage by up to 60% at 30m
to 2.45 | 2.94 | 3.92 | 4.9 per pellet
• 12 pellets per shot
• Falloff starts at 15m, reducing damage by up to 60% at 30m
(randomly chosen)
(default)
8
(volley)
distance
locked_in_melee_distance
target_weapon_type_distance
melee weapon: ≤ 6m
ranged weapon: ≤ 2m
melee weapon: ≥ 10m
ranged weapon: ≥ 7m
20 vs stagger_category "melee"
20 vs stagger_category "melee"
Captain – Scab Captain (cont.)
max_hit_percent
(650 per hit)
(Havoc 1 to 10)
(595 per hit)
(Havoc 11 to 20)
(770 per hit)
(Havoc 21 to 40)
(810 per hit)
(after depletion)
(6s after last hit)
regenerate_full_delay
max_health_loss_percent
(≥ 7200 damage taken)
(Havoc 1 to 10)
(≥ 8960 damage taken)
(Havoc 11 to 20)
(≥ 10000 damage taken)
(Havoc 21 to 40)
(≥ 10000 damage taken)
When the shield is depleted, a non-damaging explosion with an 8m radius is created that pushes back players, interrupts alt fire, ignores stun immunity, and cancels sticky attacks (e.g. revved up attacks from chain weapons) that stuck to the shield.
Captain – Rinda Karnak / Female Twin
(1 to 10)
(11 to 20)
(21 to 40)
head
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
power_sword_melee_combo_attack
• OOBB Attack; targets multiple players
power_sword_melee_sweep
power_sword_moving_melee_sweep
• Sweep Attack
• Friendly Fire
• OOBB Attack
• Ignores Dodge
• Ignores Dodge
max_hit_percent
(3000 per hit)
(Havoc 1 to 10)
(4000 per hit)
(Havoc 11 to 20)
(5000 per hit)
(Havoc 21 to 40)
(6000 per hit)
(after depletion)
regenerate_full_delay
max_health_loss_percent
(Havoc 1 to 10)
(Havoc 11 to 20)
(Havoc 21 to 40)
When the shield is depleted, a non-damaging explosion with an 8m radius is created that pushes back players, interrupts alt fire, ignores stun immunity, and cancels sticky attacks (e.g. revved up attacks from chain weapons) that stuck to the shield.
Captain – Rodin Karnak / Male Twin
(1 to 10)
(11 to 20)
(21 to 40)
head
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
(Health)
(Toughness)
• OOBB Attack
• Ignores Dodge
(Health)
(Toughness)
Corruption Ratio: 100%
• Arming Time: 3s
• Fuse Time: 1s
• Proximity Radius: 3m
• Explosion Radius: 3m
• Regular Spillover
• Catapults
(Health)
(Toughness)
to 10.5 | 12.6 | 16.8 | 21
• Falloff starts at 15m, reducing damage by up to 60% at 30m
(randomly chosen)
max_hit_percent
(3000 per hit)
(Havoc 1 to 10)
(4000 per hit)
(Havoc 11 to 20)
(5000 per hit)
(Havoc 21 to 40)
(6000 per hit)
(after depletion)
regenerate_full_delay
max_health_loss_percent
(Havoc 1 to 10)
(Havoc 11 to 20)
(Havoc 21 to 40)
When the shield is depleted, a non-damaging explosion with an 8m radius is created that pushes back players, interrupts alt fire, ignores stun immunity, and cancels sticky attacks (e.g. revved up attacks from chain weapons) that stuck to the shield.
Misc – Ritualist
(1 to 10)
(11 to 20)
(21 to 40)
torso
center_mass
upper_left_arm
lower_left_arm
upper_right_arm
lower_right_arm
upper_left_leg
lower_left_leg
upper_right_leg
lower_right_leg
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