Enemy ideas 2.0 New enemy type the Flesh

Hi this is just me revamping some ideas from a older post i made in 2014

i will probably add more to this. feel free to suggest things to add to the currently exist ideas .
i like constructive comments please give reason to why or why not you like


artificial soldier:Highly trained artificially made clone soldiers with advance military weapons. A secret military experiment that went rouge and was shut down. They are immune to the zombie infection due to there genetic make up. however they are all aggressive due to the nature of the genetic mutation. they are activated by an event that you can accidentally trigger inside any military lab. the conditions are you remote activate them through a computer, or triggering a silent alarm. or you accidentally wake one up when rummaging through its gear when its in sleep mode. Once this happens they will become a uncommon enemy out side the labs that work in groups. there is never a singular one alone unless its a scout but they are never to far from the group.


Basic Trooper these enemies act similar to agressive npc however they will use advance tactics, such as flushing you out of hiding with grenades they are all equipped with Night vision and thermal optics as well as a gasmask. each one has a radio transmitter implanted in there head allowing them to communicate withe each other. they have medium armor, and are equipped with ATAAR and HAS-Dargoon.

Engineers. this enemy focus’s on back line support setting up mines and sentery guns to attack you. they are all armed with HAS-Dargoon and are very lightly armored.

Recon. These ones usually work in groups of four or a singular one. However if they are alerted to you they will Call for Reinforcements. Before attacking the player. If the player has a Radio they can hear them calling for it. if your lucky or smart there transmissions will be blocked if your both in a highly radioactive zone. they are usualy armed with HVHR,AT-HP, combat knife, and a few grenade, and a flare gun. they are more lightly armored then the normal. Soldiers, allowing them to cover ground more quickly however this makes them easier to kill.

Elite Trooper. these ones while having lighter armor move much faster. are usually armed with EM blade , ATAAR and AT-HP.
they are usualy called in by recon or if your in prolonged combat with a group. they are enhanced reflects like the enforcers but lack Bionics. however they are equipped with a minor clocking that keeps them from being seen unless they are close to you.

Armored Tropper: These Soldiers are heavy armored and posses Cybernetic implants. these are there shock troopers. They are used as a surprise tactic and as the vanguard. they have cybernetic implants increasing there strength. they are usually armored with Heavy Riot shields, ATAHMG and a HMG-Lancer. While slower due to the heavy weapons and armor they can bull rush you and smash into walls. However most the time they are stationary when fighting and will not take cover like the rest of the soldiers.

Bionic Enforcer: they are similar to there special forces. each one can come equipped with a random Cybernetic weapon implant. they have lighter armor then most but faster reflexes allowing them to dodge bullets or melee attacks. they are however a rare enemy and you most likely wont encounter one unless you bump into a main unit. they are armed with. VMR or ATAAR and a EM blade.


ATAAR (AI Targeting Assisted Assault Rifle): the main weapon most of them have, while it has no single fire mod only burst or full it’s high accuracy due to the Ai interface makes it a powerful weapon. its vary versatile in its ammo however it needs to be charge for the Ai interface to work. it also can work similar to a corner gun and fire around corners. but it can’t have any underslung weapons. the ai also has recoil compensation and a silencer option

alternate version ATAHMG a heavy mechine gun version

AT-HP (Advance Tracker Heavy Pistol):This is unique to the Recon it uses normal Pistol Round or a custom Dart with a tracker embedded in it. if you are hit with one any artificial solider can find you unless you remove it. if you get this gun you can also use it to lure Artifical soldiers into picking a fight with a particular nasty enemy. or if you take the dart out you can use it to set a trap for them. however if the target dies with the tracker in them or is removed improperly it usually break. you can also destroy the dart by going into a high radioactive zone.

HVHR (High velocity heavy rifle): it is very heavy it fires a round at high speeds almost impossible to miss with it. It uses special military grade ammo that are armor piercing its a nice way of saying a guy armored with this can turn your armored car into something that looks like a chew toy. It is a semi auto Rifle however, the gun has very heavy recoil and while the artifical soldiers posses Inhanced strength you most likely dont unless you went through the same genetic mutations they did.

VMR( Versatile Magnetic Repeater): a Rifle that fires metallic projectiles From metal nail to its official ammo a serrated heated blade. it is a semi auto-to burst rifle that fires as fast as you can pull the trigger. with a coolant coil to prevent the weapon form over heating. it can also use the same Darts that the AT-HP uses. using a magnetic rail to launch projectiles at high speeds. the velocity allows the projectile to get through rather thick walls or armor.

EM blade usually only carried by the Bonic Enforcers or elite troopers.these blades are double edged with a electric rod going down the middle channeling a current through the blade. getting hit by it will cause loss of Body control, usually resulting in you dropping your weapon.

HMG-Lancer: a heavy machine Gun using Large iron heated Rivets and 50 caliber explosive rounds. this weapon has a high recoil so unless you are as strong as the Armored Trooper using this weapon is not advised.
HAS-Dargoon: a heavy Assult shotgun. it uses semi auto and burst fire rounds. it can be armed with Incendiary Rounds armor piercing and slug rounds. as well as its own Electric Rounds.


The Flesh a class of mutants that look like lumps of human flesh with no skin and bones poking out randomly. they are mostly all nocturnal. they are mostly active in radioactive zones and Labs. but can still be seen in forest or cities. (mostly because they roam) all Flesh can regenerate while alive. however they cannot be infected by zombies or fungus there exact origin is unknown its is theorized they came from a space born mutations

Flesh Clots: a blobish mutant that runes on four legs the front legs are two bone like spikes the back legs are fleshy stumps it moves by quickly hopping around. its main body is rather potato like with bone like fragments protruding at random sections. they are normaly cowardly are will run from you. they are also not very edible. however if a stronger flesh mutant is nearby they will team up with it to attack you. they are active at all times.

Flesh mites: tiny flesh like mutants that swarm over your body biting you till your dead. they resemble slug lick blobs of flesh with teeth on there under side and spiky backs

Flesh Hunter: a humanoid mutant with extremely arms and long claws short stubby feet and multiple eyes, and have bone like spikes poking out at random intervals though out its body. they are primarily nocturnal they attack with swipes of there claws, as well as being apple or spit out a long thorny tongue they can use to pull things towards them. there claws can cause extreme bleeding. they can cover great distances with a leaping bound. and can dodge you strikes and bullets.

Flesh Butchers: a large bulky mutant. In shape it is mostly humanoid however it has a large torso and a tiny head.Bone like ribs are encasing its chest its arms have not hands but two bone like cleavers it is very slow but hard to kill due to a enhanced regeneration. during the day it rather dim witted but strong its movements are jerky and slow and will take a round about way to attack you. i.e rather then move around a table it will take the time to break through it before moving to you. or move in a direction you were standing in previously for a few seconds before turning in the direction you ran. but if you get hit by its cleavers it can almost instantly kill you. in combat if your facing its “back” it will say the “butcher is turning towards you”. and before it attacks it will say “butcher is rasing it arm”. giving you time to move away from it before it attacks. however at night it is much more nimble and quick thinking making it a much more dangerous enemy. its attack become faster. and its movements more unpredictable.

Flesh Berserk: a six legged mutant very large and can crawl around very quickly. it has armor plated bones all across its back and born like horns near the front of its body. under it is one giant mouth. it attacks by charging you in a line moving to one side you can avoid it and it will smash into a wall or stop at a distance. its movements are very erratic. and it will rip anything in its way apart. if it manages to hit you in one of its charges. you will be knocked over and it will star tearing at you. it has less regeneration then other Flesh. it will some times throw bone thorns at you from its back.

Flesh Fiend: a Mutant with a skill like head. Very long sharp teeth its jaw has to unhinge to use them. similar to the hunter it has sharp clawed hands however once killed its head will detached and crawl across the ground and attack you.

Flesh Horror: a more uncommon flesh it looks like a human torso made out of countless human faces with eyeless sockets and gaping mouths. one arm is much longer then the other and rather then having a hand it has a large bone spike bulb it uses as a club. similar to the hunter it jumps around the field to cover distances. if it sees you it will let out a scream that startles or alerts anything nearby its scream can also damage you physically and mentally.

Flesh Haunt: one of the worst flesh you can encounter. with its upper body looks like a anorexic humanoid torso its heart is exposed to the air. its head is similar to a skull but without eyes. its arms are a multitude of long tendrils of flesh with bone spikes sticking out randomly its feet are two long tentacles that dont seem to have any bones on them. they float off the ground making them immune to any mines or pit based traps. when attacks they seem to phase in and out however this is mostly a form of clocking. they attack by lashing out with there tendrils. and can some times snare you and start squeezing you to death. there attacks are a hit and run they will attack you then float away to attack you from a different direction.

Radioactive Flesh Clot: has much more regeneration then a normal Clot and being to close can expose you to more radiation and they are allays aggressive.
Venom Flesh Mites: same as mite but inject Venom into you.
Mite Flesh butcher a special butcher that when killed explodes expelling mites in all directions.
EMP Flesh Hunts: similar to Flesh Haunts but there tendrils channel electric current through its body and can arc electricity at long range. as well as emiting a pulse.
Radioactive Flesh Horror: it emits a radioactive field. and has more regeration then a normal Horror.
Inferno Flesh Berserk: while this one does not regenerate when it charges it leaves a trail of Radioactive fire behind it. and attacking it with melee will burn you. lucky this one is a very rare encounter

older ideas with
no changes made yet---------------------------------------------------------
proto mass Zero: a living liquid metal blob while they might seem similar to slame and other such enemies they are constructed from nanomechines they will attack with metallic blades from there bodies found in labs, while they deal moderate damage they are quite weak and easy to destroy also weak to electricity and high frequency sound. however if two of them bump into each other they will merge regaining any lost hp and if to many of them merge prepare for a fight.

mass Zero: tacking on a semi humanoid appearance while lacking legs it will attack very rapidly and deal high damaging cutting and piercing damage after tacking a lot of damage it will split into 5 or 10 proto mass zeros that will try to reform if they manage to it will get all its hp back. they have other weakness besides electricity and high frequency sound vaporizing them something with a large amount of heat will kill it instantly with no chance to reform this can’t be done with fire. in fact fire makes it more of a problem because it will now do burning damage to you as well. other than that running is an option because it dies in sunlight and while its attacks are fast its movement is slow you can also kill it by submerging it in deep water.

Visk: a insect like monster that live in nest in sandy environments. there nests are called visk spires. they are identifiable by there yellow armored skin and green eyes. with the exeption of the larva Visk are large most the time bigger than you ( i am aware that these probably can’t get implemented till the z level is fixed)

Visk larva: they do nothing other than be very noisy but they are mildly eclectically so don’t step on them if killed it will alert more aggressive Visks

Visk worker: they never leave the spire instead they dig into the depths for clay and other materials to add to the spire. they have no tolerance to sunlight because of this. they have an electric blue lamp tail that glows in the dark while its a valuable energy and light source it is vary hard to obtain not due to there combat powers however because they will ignore you completely eve if attack but if ones is not careful where they aim i.e if the electric blue lump is punctured it will detonate with voltage that has a large amount of amp, stunning you plus leaving a unique pheromone on you. it is as big as a wild boar. and there all millions of them in the lower parts of the spire

Visk warrior: they have a heavily armored shell protecting them (non armor piercing rounds will not penetrate the shell), that can curl up into a ball and roll faster than your average car and can break them easily to. there armor can be used to create some good flexible plus durable armor if you can kill it that is. unlike the workers these don’t stay in the spine but are active nocturnal hunters that will bring back food for the nest. while rolling they are noisy you can hear them before you see them. mines can flip them over while in mid roll leaving them helpless for a while and less armored. like all Visk its electrical and immune to attacks of that nature, its under side is full of blue glowing cells that give off a small amount of energy. after its roll it attacks with blunt claws at its front slow but can easily break a bone. they are as big as your average grizzly bear.

Visk Sentry: unlike most Visk this one is diurnal though it does not stay from the nest but stand guard during the day at all sentences it is not to be mistaken with the Visk gaurdian, they are once again electrical and have blue energy cell on its under side and are the same size as the warrior but its stands upright on four directly under the torso legs like and instead of armor like the warriors it has spines. its front claws that are similar to a mantis. under no circumstances attack it with electricity as the spines will conduct them giving it a electrical shield making it more of a problem. if you kill it in a explosive manner there is a chance that some of its spines will get stuck in you (they are not poisonous but still does not change the fact that you have a good sized spike going through your arm).

Visk Guardian: it is bigger than a warrior and sentry it stays inside the spire at all times paroling the nest for intruders it has no legs but two front has armored spines they don’t move in groups and there are very few of them but are one of the most dangerous Visks it has much larger energy cells in its body under its exoskeleton it will some times let out a shock wave paralyzing things like the sentry is has mantis claws. its spines are always electrical melee is not recommend on them.

Visk Mother: the big one the boss of the spire as long as its alive visk will continue to spawn from the larva it however is Highly armored it has the largest energy cell in its body much like the visk Guardian it is Worm like with no legs with two massive mantis claws and spines. it is able to unleash a directed electrical blast from its mouth it will charge it for 2 turns before firing. unless your properly equipped this attack you will want to avoid because it will almost always kill you.

other possible versions
Visk shocker: only flight capable visk that attacks with electrical shocks from a distance

Visk blot: mutated worker visk that explodes