The year is 2030, two years after the events of Outpost Defenders 2 that brought down Clark Johnson and his second-in-command, Elias Mercer for good. In 2028, the Outpost Defenders, a group of American soldiers, spend months tracking Clark's location, eventually cornering him in a hotel in Dubai. Fighting through the 60-foot tall MXR-100 Eradicator and killing Mercer, Clark was eliminated, which put an end to the Cordis Die War. Things were calm, until 2030, when the Outpost Defenders' next mission began.
First thing's first: Describe the gameplay.
Health and damage: Every entity in the game has health. As they take damage, their health decreases. When their health reaches zero, they die, unless they're a player, in which case they're simply KO'd. Certain items can revive KO'd players. Every player can perform a default attack, which deal more damage if it's more creative. Leveling the team up grants the ability to increase maximum health and default attack damage. All player attacks have a 5% chance of landing a critical hit that deals double damage.
KO'd: KO'd players can't attack, guard anything, open containers, buy items, or interact with the environment in any way. They can, however, give their items to other players and utilize certain perks.
XP, leveling up, and perks: Every team member shares the same XP bar. The team gains XP from performing significant actions, such as killing enemies, completing waves, finishing missions, or completing Operations or achievements. The maximum level is 50. Every other level adds two perks to the perk pool, which provide various bonuses. It is possible to obtain every perk.
Money, the shop, and items: Players share the same money balance. Money is earned from completing waves, Operations, and achievements. Certain perks add other means of earning money. Players can research items for the shop, where players spend money. Items can improve combat capabilities or provide defensive or supportive benefits. Players have an item carrying limit of 5, and the money caps off at $50,000. An item's damage is calculated as its damage + 50% of the team's minimum attack (example: An item deals 20 damage and the team has 10 minimum attack. The item will deal 25 damage.)
Waves, missions, acts, and ranks: Every mission is comprised of multiple waves. Waves are cleared by killing every enemy in the wave. Completing every wave in a mission completes said mission. Acts are comprised of a varying number of missions, and also contain side missions which aren't necessary to progress the plot. Every mission, the team is assigned a rank based on how well they performed in the mission. The lowest rank obtainable is F, which provides no bonus. The highest is M, which gives the largest money and XP bonus.
Returning players: Players from the previous Outpost Defenders games will be granted a different name color. Players who were present at the end of Outpost Defenders 2 receive a gold name, while players from the original (Defending the Outposts) are given a diamond name. Additionally, the players who had Pokèmon in OD2 (TT2000, Stickcrafter, and fseftr) will keep their 'Mons in this game.
Damage distribution: Players can divide the damage of their attacks equally among multiple enemies, including every one in the wave. This can make getting double, triple, and multi-kills easier.
The data bank: The data bank is new to Outpost Defenders III. It allows the team to store information on enemies by using a Data Card on them. Data Cards have a limited chance of success that is dependent on how much health the enemy has. The percentage of health the enemy is missing is equal to the chance of success (example: An enemy has 25/50 health. A Data Card will have a 50% chance of success. If it gets knocked down to 5/50, the Card will succeed 90% of the time.)
Data bank:
Minecraft mobs:
Zombie
The basic, easy to kill enemy that prowls around everywhere. They are very weak and easy to defeat, and usually only become a threat in large numbers. When alone, it is almost impossible to be overwhelmed by a zombie, but they can become dangerous in large squads.
Level 1: 10 health, 5 damage, +5 XP
Level 2: 15 health, 10 damage, +10 XP
Level 3: 25 health, 20 damage, +15 XP
Elite level 1: 30 health, 20 damage, +20 XP
Elite level 2: 35 health, 25 damage, +25 XP
Master: 50 health, 30 damage, +30 XP
Skeleton
Though weak in the health numbers, skeletons pack a punch. Their long-range bows give them an edge over the berserker attack style of the zombie. They can be easily beaten, but can easily put a dent in your health levels. Level 1: 8 health, 10 damage, +10 XP
Level 2: 10 health, 15 damage, +15 XP
Level 3: 20 health, 20 damage, +20 XP
Elite level 1: 30 health, 25 damage, +30 XP
Elite level 2: 40 health, 30 damage, +40 XP
Master: 45 health, 35 damage, +50 XP
Creeper
A strange creature with an explosive nature. They detonate themselves, ending their own lives, but deal very high amounts of damage. Somewhat uncommon, but very dangerous nonetheless. Due to their ability to effortlessly kill numerous entities, they should be targeted first.
Level 1: 10 health, 25 damage, +10 XP
Level 2: 15 health, 40 damage, +15 XP
Level 3: 20 health, 50 damage, +25 XP
Elite level 1: 25 health, 60 damage, +35 XP
Elite level 2: 30 health, 65 damage, +40 XP
Master: 30 health, 75 damage, +60 XP
Spider
These speedy, lithe arachnids don't have much health, but their small frame and high speed allow them to outmaneuver you and evade your attacks. When an attack does hit, however, it will drop their health rapidly.
Level 1: 5 health, 10 damage, +10 XP
Level 2: 12 health, 15 damage, +15 XP
Level 3: 15 health, 20 damage, +20 XP
Elite level 1: 25 health, 20 damage, +25 XP
Elite level 2: 30 health, 25 damage, +30 XP
Master: 40 health, 30 damage, +45 XP
Cave Spider
A venomous variant of the Spider, Cave Spiders poison their targets when they bite into them. They are much smaller and faster than regular Spiders, but much weaker. However, they deal more damage when they attack.
Level 1: 3 health, 15 damage, +15 XP
Level 2: 10 health, 20 damage, +20 XP
Level 3: 12 health, 25 damage, +25 XP
Elite level 1: 20 health, 30 damage, +35 XP
Elite level 2: 30 health, 35 damage, +50 XP
Master: 35 health, 40 damage, +60 XP
Enderman
Tall and thin, Endermen are dangerous and frightening entities. They are capable of teleportation, which enables them to dodge some attacks. Additionally, they can dismantle your cover and easily destroy it. They are also fairly difficult to kill, so it is recommended to go all out on them.
Level 1: 25 health, 10 damage, +15 XP
Level 2: 30 health, 20 damage, +25 XP
Level 3: 40 health, 35 damage, +40 XP
Elite level 1: 50 health, 40 damage, +50 XP
Elite level 2: 75 health, 45 damage, +65 XP
Master: 80 health, 50 damage, +75 XP
Ghast
A large, flying, jellyfish-like creature, Ghasts hover around the battlefield, peppering anything they see as an enemy with explosive fireballs. Due to their aerial nature, they are hard to hit. Their explosive fireballs can ignite and detonate nearby explosives, as well as heavily damage whatever they happen to hit.
Level 1: 30 health, 20 damage, +20 XP
Level 2: 40 health, 30 damage, +35 XP
Level 3: 50 health, 45 damage, +40 XP
Elite level 1: 65 health, 50 damage, +65 XP
Elite level 2: 75 health, 60 damage, +75 XP
Master: 100 health, 75 damage, +100 XP
Blaze
Despite being a mere column of smoke suspending some golden rods, these creatures are very powerful. They pepper the battlefield with bursts of fireballs, while being immune to fire themselves. Upon death, they fire their rods in multiple directions, damaging anything they hit.
Level 1: 20 health, 10 damage, +25 XP
Level 2: 40 health, 20 damage, +30 XP
Level 3: 50 health, 30 damage, +45 XP
Elite level 1: 75 health, 30 damage, +50 XP
Elite level 2: 80 health, 35 damage, +75 XP
Master: 100 health, 40 damage, +80 XP
Slime
A rare breed of Minecraft mob, this enemy is simply a cube of slime. Though they deal little damage, they split into multiple Slimes when they die, each mini-Slime weaker than the original. Be careful about engaging them instantly. What was once one enemy can easily become three.
Level 1: 10 health, 10 damage, +20 XP
Level 2: 20 health, 10 damage, +30 XP
Level 3: 30 health, 20 damage, +40 XP
Elite level 1: 40 health, 20 damage, +50 XP
Elite level 2: 50 health, 20 damage, +60 XP
Master: 60 health, 30 damage, +70 XP
Wither Skeleton
A different kind of skeleton. This breed can cause its targets to wither, initiating a constant health drain with little signs of injury. They are mysterious creatures, so little is known about them.
Level 1: 30 health, 10 damage, +25 XP
Level 2: 45 health, 20 damage, +40 XP
Level 3: 60 health, 25 damage, +65 XP
Elite level 1: 75 health, 30 damage, +75 XP
Elite level 2: 100 health, 30 damage, +100 XP
Master: 120 health, 35 damage, +120 XP
BATTALION BOSS: Ender Dragon
Colossal, intimidating, and aggressive, the Ender Dragon is seen as the leader of the Endermen. Boasting a large pair of wings and strong shadow-black scales, the Ender Dragon is very difficult to hit and kill. In addition to its toughness, it's also very powerful, capable of effortlessly killing many entities.
1,200 health
Standard attack: 50 damage
Claw Swipe: 20 damage + severe bleeding
Roar: 10 damage + minor blindness
Void Kick: Instant kill, cannot be used on players
Ender Plague: After 3 turns, reduce target to 1 health
Ender Acid: 15 damage + corrosion
Call of Duty zombies:
Standard zombie
The very common enemy that prowls the zombie-infested cities. Simple and easy to kill, they aren't too difficult to overwhelm. In large numbers, however, they can easily become a threat.
Level 1: 25 health, 15 damage, +20 XP
Level 2: 40 health, 25 damage, +35 XP
Level 3: 50 health, 30 damage, +40 XP
Elite level 1: 65 health, 35 damage, +50 XP
Elite level 2: 80 health, 45 damage, +65 XP
Master: 100 health, 50 damage, +75 XP
Gas Zombie
A thin, creepy zombie, Gas Zombies crawl around the map, spewing poisonous gases around the battlefield. They boast little resemblance to a human, due to their strange, angler fish-like mouth. When killed, they release a cloud of toxic gas.
Level 1: 30 health, 20 damage, +25 XP
Level 2: 45 health, 25 damage, +40 XP
Level 3: 50 health, 25 damage, +50 XP
Elite level 1: 75 health, 35 damage, +75 XP
Elite level 2: 100 health, 40 damage, +80 XP
Master: 120 health, 50 damage, +100 XP
Phaser Zombie
A rare variant of the Gas Zombies. Phaser Zombies are extremely similar to Gas Zombies in that they spray toxins around the area at a rapid rate, but the Phaser Zombies are also capable of teleportation, which is used to dodge attacks. Aside from their teleportation, they are no different than Gas Zombies.
Level 1: 30 health, 20 damage, +30 XP
Level 2: 45 health, 25 damage, +45 XP
Level 3: 50 health, 25 damage, +65 XP
Elite level 1: 75 health, 35 damage, +75 XP
Elite level 2: 100 health, 40 damage, +100 XP
Master: 120 health, 50 damage, +120 XP
Hellhound
A very vicious, aggressive type of zombie, Hellhounds don't attack random enemies; they pick a single target and relentlessly attack. Often appearing in packs, Hellhounds are very formidable opponents. In addition to their claw attacks and biting, they can detonate themselves.
Level 1: 45 health, 25/50 damage, +30 XP
Level 2: 65 health, 35/75 damage, +45 XP
Level 3: 75 health, 40/85 damage, +50 XP
Elite level 1: 100 health, 50/100 damage, +75 XP
Elite level 2: 125 health, 60/120 damage, +80 XP
Master: 150 health, 75/150 damage, +100 XP
Napalm zombie
Appearing simply as a normal zombie on fire, Napalm Zombies are very dangerous. They are capable of igniting their targets, and when killed, they sometimes violently explode, capable of heavily injuring anything. Additionally, their explosions light survivors on fire.
Level 1: 30 health, 20/50 damage, +50 XP
Level 2: 45 health, 25/65 damage, +75 XP
Level 3: 50 health, 35/75 damage, +100 XP
Elite level 1: 75 health, 40/100 damage, +120 XP
Elite level 2: 100 health, 50/120 damage, +150 XP
Master: 150 health, 75/150 damage, +200 XP
Brutus
Although rare, Brutus' are very powerful and can easily destroy anything in sight. They posess very high amounts of health and are very powerful, making for a very dangerous enemy. If their helmets are shot off, they become more vulnerable, but will begin blinding the team with smoke grenades in addition to attacking.
Level 1: 100 health, 45 damage, +50 XP
Level 2: 150 health, 65 damage, +75 XP
Level 3: 200 health, 75 damage, +120 XP
Elite level 1: 250 health, 100 damage, +150 XP
Elite level 2: 300 health, 120 damage, +200 XP
Master: 350 health, 150 damage, +250 XP
Pentagon thief
The Pentagon Thief is a unique form of zombie. Rather than attacking with brute force, they are incapable of injuring anything. Instead, they have another trick up their sleeves; they hinder their targets by stealing their items and rapidly disappearing. If killed before they disappear or before stealing anything at all, they may drop something very helpful.
Level 1: 75 health, 0 damage, +40 XP
Level 2: 100 health, 0 damage, +50 XP
Level 3: 120 health, 0 damage, +75 XP
Elite level 1: 150 health, 0 damage, +100 XP
Elite level 2: 200 health, 0 damage, +120 XP
Master: 250 health, 0 damage, +150 XP
Shrieker zombie
Shrieker Zombies can easily become a threat, even when alone. To attack, they let out an ear-piercing scream, dealing minor damage and blinding their target. With blindness heavily impacting one's performance, they are very dangerous and should not be ignored. Fortunately, they are rather easy to kill.
Level 1: 15 health, 10 damage, +20 XP
Level 2 25 health, 15 damage, +30 XP
Level 3: 30 health, 20 damage, +45 XP
Elite level 1: 45 health, 25 damage, +50 XP
Elite level 2: 50 health, 35 damage, +75 XP
Master: 75 health, 40 damage, +80 XP
Denizen
Denizens are weak, but very, very annoying. Rather than attack themselves, they mount onto a target and force them to attack their own allies, then dismount. They are easy to kill, but can easily decimate the entire team by forcing them to turn their guns on each other.
Level 1: 10 health, 0 damage, +15 XP
Level 2: 15 health, 0 damage, +20 XP
Level 3: 25 health, 0 damage, +35 XP
Elite level 1: 30 health, 0 damage, +40 XP
Elite level 2: 35 health, 0 damage, +50 XP
Master: 40 health, 0 damage, +60 XP
BATTALION BOSS: Panzer Soldat
The Panzer Soldat is a very powerful, intimidating creature. Sealed in a large, armored suit, it has a very high damage threshold. It attacks with the flamethrower built into its right arm, along with the claw on its left arm, which is capable of temporarily incapacitating a target.
800 health + 500 armor
Standard attack: 50 damage
Flamethrower: 20 damage + severe burning
Claw Grapple: 25 damage + stunning
Claw Cutter: 30 damage + bleeding
Team Fortress 2 mercenaries:
Soldier
Wielding a powerful rocket launcher, Soldiers are able to take significant amounts of damage before being killed. They are very hard-hitting and can blast themselves into the air, at the expense of a small amount of their health.
Level 1: 100 health, 50 damage, +50 XP
Level 2: 150 health, 65 damage, +75 XP
Level 3: 200 health, 80 damage, +100 XP
Elite level 1: 225 health, 100 damage, +120 XP
Elite level 2: 250 health, 120 damage, +150 XP
Master: 300 health, 150 damage, +200 XP
Pyro
The Pyro is a mysterious masked arsonist that seems to find a sadistic enjoyment in burning people alive. Some say the Pyro has no idea they're causing suffering. Others say they simply don't like people. Either way, many believe they have unknown mental issues.
Level 1: 80 health, 35 damage, +50 XP
Level 2: 100 health, 40 damage, +75 XP
Level 3: 175 health, 50 damage, +80 XP
Elite level 1: 200 health, 65 damage, +100 XP
Elite level 2: 200 health, 75 damage, +125 XP
Master: 250 health, 80 damage, +150 XP
Heavy
The true strength of a Heavy is not in their speed, or even their damage, but in their colossal health numbers. They are immensely powerful juggernauts, and have rather deadly miniguns. Additionally, Medics are most likely to heal Heavies, and thus, Heavies are nearly invincible unless they are hailed with concentrated fire.
Level 1: 150 health, 30 damage, +80 XP
Level 2: 200 health, 40 damage, +100 XP
Level 3: 300 health, 50 damage, +120 XP
Elite level 1: 350 health, 65 damage, +150 XP
Elite level 2: 400 health, 75 damage, +200 XP
Master: 450 health, 100 damage, +250 XP
Sniper
Snipers have minimal health, but are absolutely devastating. Thanks to their potential to instantly kill a target, or at least severely damage them, they are very, very dangerous. In addition to their very high killing potential, they are terrifyingly accurate.
Level 1: 60 health, 75 damage, +80 XP
Level 2: 100 health, 100 damage, +100 XP
Level 3: 125 health, 120 damage, +120 XP
Elite level 1: 150 health, 150 damage, +150 XP
Elite level 2: 175 health, 200 damage, +250 XP
Master: 200 health, 200 damage, +300 XP
Scout
Rather weak, but very fast, a Scout is not very resistant to damage, but can easily evade your attacks. Additionally, Scouts' weapons are very powerful and can easily defeat their targets. Perhaps their greatest strength is their ability to launch themselves into the air nearly effortlessly.
Level 1: 60 health, 45 damage, +40 XP
Level 2: 100 health, 65 damage, +50 XP
Level 3: 125 health, 75 damage, +75 XP
Elite level 1: 150 health, 80 damage, +100 XP
Elite level 2: 200 health, 100 damage, +120 XP
Master: 250 health, 120 damage, +150 XP
Medic
Fast, but weak, a Medic's only job is to keep their allies alive. They will only resort to combat if their allies have all been killed. However, their healing capabilities are nearly unmatched by anyone. Due to their ability to prevent the death of their allies, they should be targeted first.
Level 1: 65 health, 10 damage, +50 XP
Level 2: 100 health, 15 damage, +75 XP
Level 3: 150 health, 25 damage, +100 XP
Elite level 1: 175 health, 30 damage, +120 XP
Elite level 2: 200 health, 40 damage, +150 XP
Master: 200 health, 50 damage, +175 XP
Demoman
The result of a combination of alcohol and access to explosives, the Demoman is a very dangerous enemy. They are masters of crowd control, and as such can easily kill anyone that stands in their way.
Level 1: 80 health, 60 damage, +75 XP
Level 2: 100 health, 75 damage, +100 XP
Level 3: 175 health, 100 damage, +120 XP
Elite level 1: 200 health, 120 damage, +150 XP
Elite level 2: 200 health, 150 damage, +200 XP
Master: 250 health, 175 damage, +250 XP
Spy
The Spy's greatest strength is their ability to enter the battlefield nearly undetected. When they are exposed, they are easy to kill. But when invisible, they have the potential to perform a very deadly backstab which is capable of nearly killing anything.
Level 1: 50 health, 25/60 damage, +80 XP
Level 2: 100 health, 30/75 damage, +100 XP
Level 3: 125 health, 40/100 damage, +120 XP
Elite level 1: 150 health, 50/120 damage, +150 XP
Elite level 2: 175 health, 60/150 damage, +200 XP
Master: 200 health, 65/200 damage, +250 XP
Engineer
Engineers rarely attack themselves. Instead, they prefer to build automated sentry guns to fire at their enemies for them. They are also capable of building dispensers to heal their allies, and teleporters to allow their allies to dodge various attacks.
Level 1: 80 health, 10 damage, +100 XP
Level 2: 100 health, 15 damage, +120 XP
Level 3: 125 health, 25 damage, +150 XP
Elite level 1: 150 health, 30 damage, +175 XP
Elite level 2: 200 health, 40 damage, +200 XP
Master: 250 health, 50 damage, +250 XP
BATTALION BOSS: The Blightcaller
The Blightcaller appears to have seized control of the TF2 mercenaries. He is an extremely dangerous entity, capable of spreading deadly diseases. In addition to this, he is capable of conjuring flames to destroy his opponents.
1,500 health
Standard attack: 50 damage
Diseased Touch: No direct damage, but infects target with a disease that slowly kills them.
Teleport: Changes Blightcaller's location
Fire Blast: 75 damage + burning 3
Paralyze: Paralyzes target, rendering them helpless temporarily
BioShock enemies:
Nitro splicer
Though they are rare, when a Nitro Splicer appears, they are truly deadly enemies. Their only method of attack is to throw either a grenade, or a Molotov cocktail. Additionally, they have significant health, and are not to be taken lightly.
Level 1: 80 health, 50 damage, +50 XP
Level 2: 120 health, 80 damage, +75 XP
Level 3: 150 health, 100 damage, +100 XP
Elite level 1: 200 health, 80 damage, +120 XP
Elite level 2: 250 health, 100 damage, +150 XP
Master: 250 health, 120 damage, +175 XP
Leadhead splicer
The leadhead splicer makes up a large amount of the splicer population. Wielding either a pistol or submachine gun, they relentlessly hunt their targets in an effort to empty their magazines into something. They aren't too tough, and are easily taken out.
Level 1: 50 health, 35 damage, +30 XP
Level 2: 75 health, 45 damage, +50 XP
Level 3: 100 health, 50 damage, +60 XP
Elite level 1: 125 health, 65 damage, +75 XP
Elite level 2: 150 health, 100 damage, +80 XP
Master: 200 health, 120 damage, +100 XP
Bouncer
Bouncers are a type of "Big Daddy." They are the assigned guardians of "Little Sisters," young girls that were mentally conditioned to harvest a substance known as ADAM. Bouncers attack with the drill mounted to their arms, which can easily tear through anything organic. However, they only attack when attacked. If ignored, they are docile.
Level 1: 125 health, 50 damage, +150 XP
Level 2: 150 health, 65 damage, +200 XP
Level 3: 200 health, 75 damage, +250 XP
Elite level 1: 250 health, 80 damage, +300 XP
Elite level 2: 300 health, 100 damage, +325 XP
Master: 350 health, 125 damage, +350 XP
Brute splicer
Brutes can be easily summed up as large and powerful. They attack by charging into their opponents and brutalizing them with a hail of punches. However, they are not very intelligent, and can be easily outsmarted.
Level 1: 75 health, 45 damage, +65 XP
Level 2: 100 health, 65 damage, +80 XP
Level 3: 125 health, 70 damage, +100 XP
Elite level 1: 150 health, 85 damage, +125 XP
Elite level 2: 200 health, 100 damage, +150 XP
Master: 250 health, 125 damage, +200 XP
Spider splicer
Spider splicers are named for their ability to crawl on walls and ceilings. While mounted on an elevated surface, they attack by flinging their hooks at targets. They can also attack by slicing into their targets. They appear to have lost their sanity.
Level 1: 65 health, 40 damage, +45 XP
Level 2: 80 health, 50 damage, +65 XP
Level 3: 100 health, 65 damage, +80 XP
Elite level 1: 120 health, 75 damage, +100 XP
Elite level 2: 150 health, 80 damage, +120 XP
Master: 200 health, 100 damage, +150 XP
Little sister
The little sister is simply a little girl who was essentially hypnotized to gather "ADAM" from corpses. They are immune to damage and incapable of dealing damage, but they are very valuable. They yield XP when rescued, but cannot be saved until their Big Daddy protector is killed.
Level 1: Infinite health, 0 damage, +150 XP
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Items tab:
Flare
Simple thrown light source. Very bright glow.
Distracts enemies for 1 turn.
Turkey
Part of a traditional Thanksgiving meal.
Can either blind an enemy for 1 turn or be used as a healing item which restores 50% max HP.
Live Turkey
Make sure it's dead before you cook and eat it.
Distracts all enemies for 1 turn.
Tranquilizer Dart
Potent sedative in dart form. Fired by blowing into a small tube.
Deals 2 damage and tranquilizes enemy. Never misses.
Aerial Assault Drone
A small drone armed with a small machine gun and side-mounted rocket launcher. Fitted with AI, but can be manually controlled.
Machine gun deals 10 damage. Rocket launcher deals 12 damage and reloads every three shots. 40 HP and 20 armor.
Gold Star
A shiny gold plated star that showcases a very special accomplishment.
Deals 10 damage to all enemies and has a 60% chance to cause bleeding to each of them.
XIX - The Sun
May the light heal and enlighten you.
Deals 10 damage to all enemies, restores 10 health to all players, and reveals the enemies in the next wave for the rest of the mission.
Snowball
A cold ball formed from snow.
Deals 10 damage and freezes enemies. Prevents dodgers and teleporters from evading attacks.
Present
A gift from Santa. What could be in it?
Gives any shop item for free. The given item doesn't consume an inventory slot.
Christmas Tree
A large decorated pine tree, adorned with brilliant red and green lights.
Instantly kills any non-boss enemy.
Silver Star
A shiny silver plated star that showcases a special accomplishment. It strangely lacks the prestigious feeling of the gold star...
Identical function to the Gold Star.
Rage Shot
A syringe containing some sort of glowing red liquid.
Deals 1 damage to user, then fills rage and grants 1 additional rage attack.
Supply Drop
An orange and black crate likely containing a pair of ugly-looking boots.
Gives three random shop items.
Akimbo Flamethrowers
Two flamethrowers attached to the same fuel tank.
Deals 15 damage to two enemies and has a 40% chance to burn each of them.
Razor Launcher
A rifle that launches razor blades at a high velocity.
Deals 10 damage and has a 40% chance to cause bleeding.
Poison Bomb
A canister filled with a mysterious poisonous gas.
Deals 10 damage + poison 2 to primary target, along with 5 damage + poison 1 to nearby targets
Portable Ion Cannon
High-powered laser cannon equipped with a fusion reactor core.
Deals 30 damage + vaporization to three targets, with a 50% chance to cause severe vaporization.
Valentine's Day Card
A card given to others to express your affection towards them.
Turns enemies friendly for 3 turns.
Box of Chocolates
A large heart-shaped box containing various types of chocolate candies.
Restores 25 health and applies a sugar rush.
Seeker Drone
A small, AI controlled aerial drone equipped with an advanced targeting system.
Deals 10 damage and has perfect accuracy.
Vortex Grenade
A metal canister containing a small black hole generator.
Deals 15 damage to 3 enemies and traps them in a vortex.
III - The Empress
May your rage bring power.
Increases min and max attack damage by 5 and gives the Dodger 1 tag for the duration of the wave.
XXI - The World
Open your eyes and see.
Reveals the enemies in the next wave for the rest of the mission.
XIII - Death
Lay waste to all that oppose you.
Deals 40 damage to all enemies.
XV - The Devil
Revel in the power of darkness.
Increases min and max attack by 6 for the current wave.
Regeneration Field
A small metal cube that deploys a green rejuvenating field.
Heals up to find entities in a line for 10% of their max HP simultaneously for 4 turns.
Necronomicon
An ancient book inked in human blood and bound in flesh. It resonates with power.
Deals 40 damage to all enemies and has a 30% chance to inflict withering 2 on each of them.
Crossbow
Exactly what it says on the tin, loaded with explosive bolts.
Deals 35 damage, then explodes at the end of the turn, dealing 50 damage as well as 30 damage to nearby enemies. However, only has 30% accuracy.
Firework
A launched rocket that explodes into a display of bright, pretty lights.
Deals 10 damage and inflicts burning 3.
American Flag
The symbol of the United States, and a symbol of patriotism.
Prevents all enemies from attacking for a turn. Can only be used once per wave.
Purple Paint
A can of purple paint that somehow makes guns do their job better.
Multiplies item damage by 1.2 and gives it an additional use.
Nightstalker's Bow
Draw from the void. Light the way.
Deals 20 damage and generates a void anchor on the target that reduces the evasion and damage output of nearby enemies, and the enemies above and below the nearby enemies.
Sack of Coins
It's just a sack of coins. Totally not capable of summoning an ultra-powerful version of one of the personifications of the seven deadly sins. Right?
Summons Ultra Greed.
Armor of Thorns
Armor of Kirk, knight of thorns and member of the Darkwraiths. A thick patch of thorns covers its surface.
When worn, all attacks taken will deal a flat 30 damage to the attacker.
Enemy tags tab:
Dodger Dodgers have a chance to evade attacks. 1: 15% chance 2: 25% chance 3: 35% chance
Poisonous
Poisonous enemies poison their target.
1: 2 damage per post, 5 damage per turn/fifth post for 3 turns
2: 2 damage per post, 5 damage per turn/fifth post for 5 turns
3: 5 damage per post, 10 damage per turn/fifth post for 3 turns
4: 10 damage per post, 15 damage per turn/fifth post for 4 turns
5: 15 damage per post, 20 damage per turn/fifth post for 5 turns
Kamikaze
Kamikazes detonate themselves to deal damage.
1: 2 turn priming time
2: 1 turn priming time
Teleporter
Teleporters have a chance of dodging attacks and retaliating with an attack of their own.
1: 20% chance, 20 damage
2: 25% chance, 30 damage
3: 35% chance, 45 damage
Aerial
Aerial enemies have a higher chance to dodge attacks than Dodgers.
1: 20% chance
2: 35% chance
3: 40% chance
Final Strike
Final Strike enemies launch a counter attack after their death, unless killed with a max damage attack.
1: 15 damage to 1-2 players
2: 25 damage to 1-3 players
3: 40 damage to 1-4 players
Splitter
Splitters generate weaker versions of themselves upon death.
1: Generates enemies with 25% of original stats
2: Generates enemies with 50% of original stats
Withering
Withering enemies cause their targets to wither, damaging them over time.
1: 10 damage per post, 15 damage per turn/fifth post for 2 turns
2: 15 damage per post, 20 damage per turn/fifth post for 3 turns
3: 20 damage per post, 25 damage per turn/fifth post for 5 turns
Toxic Bomb
Toxic Bombs generate a poisonous cloud of gas after their death, poisoning their killer.
1: Applies poison 3.
2: Applies poison 5.
Thief
Thieves steal items from their target. When killed, they drop the items with fewer uses.
1: 1 item, -1 use
2: 1 item, -2 uses
3: 2 items, -2 uses
4: 3 items, -3 uses
Burning
Burning enemies light their targets on fire.
1: 10 damage per post, 15 damage per turn/fifth post for 3 turns
2: 15 damage per post, 20 damage per turn/fifth post for 3 turns
3: 20 damage per post, 25 damage per turn/fifth post for 3 turns
4: 25 damage per post, 30 damage per turn/fifth post for 3 turns
Blinding
Blinding enemies blind their targets when hitting them.
1: -40% accuracy
2: -75% accuracy
3: -80% accuracy
Smoker
Smokers can blind their targets with smoke grenades after their armor is destroyed.
1: Blindness 1
2: Blindness 2
Controller
Controllers take control of their enemies, forcing them to do things against their will.
1: Only attacking
2: Uses shop items as well
3: Can unguard, and attack what was originally guarded
4: Can pull victim out of cover
5: Can buy items, with a $500 spending limit
Rocket Jumper
Rocket Jumpers can launch themselves into the air, making themselves aerial and damaging themselves.
1: 30 self damage, Aerial 1
2: 20 self damage, Aerial 1
3: 20 self damage, Aerial 2
4: 15 self damage, Aerial 3
Fireproof
Fireproof enemies are fire resistant.
1: -50% damage taken from fire
2: Immune to fire
Cloaker
Cloakers can turn themselves invisible for a short period of time.
1: 2 turns
2: 3 turns
3: 4 turns
Hawk-Eyed
Hawk-Eyed enemies have a chance of killing their target in one hit. Additionally, they never miss.
1: 10% chance
2: 15% chance
3: 20% chance
Healer
Healers restore health to their allies.
1: +30 health
2: +50 health
3: +75 health
4: +100 health
5: +125 health
Builder
Builders can build sentry guns to fight for them, dispensers to heal themselves and their allies, and teleporters to allow their teammates to dodge attacks.
1: Low building health, minor damage and healing
2: Low building health, moderate damage and healing
3: Moderate building health, moderate damage and healing
4: High building health, high damage and healing
Climber
Climbers latch onto various surfaces, making them harder to hit and increasing their damage.
1: 20% evasion chance, +20% damage dealt
2: 30% evasion chance, +25% damage dealt
3: 40% evasion chance, +30% damage dealt
Counter Attack
Counter Attackers retaliate with an attack after they are hit.
1: 40 damage
2: 50 damage
3: 65 damage
XP Giver
XP Givers only yield XP if their protector is killed before the wave ends.
Neutral
Neutral enemies won't attack unless they're attacked. Additionally, if they aren't attacked before the wave ends, they'll simply disappear.
Achievements: Achievements are long-term accomplishments that span the entire game. Completing them gives money and XP.
Data Module
Card Carrier
Obtain 5 Data Bank entries.
[COMPLETED!] 5/5
Reward: $500, 50 XP
Competent Carder
Obtain 15 Bank entries.
[COMPLETED!] 15/15
Reward: $1,000, 100 XP
Carding Career
Obtain 25 Data Bank entries.
[COMPLETED!] 25/25
Reward: $2,000, 200 XP
Carding Completionist
Obtain 35 Data Bank entries.
[==========] 34/35
Reward: $5,000, 500 XP
Gotta Card 'em All!
Obtain all Data Bank entries.
[==========] 34/52
Reward: $10,000, 1,000 XP
Combat
Slayer
Kill 300 enemies.
[COMPLETED!] 300/300
Reward: $1,000, 100 XP
Omnicide
Kill 500 enemies.
[COMPLETED!] 500/500
Reward: $1,500, 150 XP
Diverse Destroyer
Kill 25 different enemies.
[COMPLETED!] 25/25
Reward: $750, 75 XP
Sampling Slaughterer
Kill one of every type of enemy.
[==========] 34/43
Reward: $1,500, 150 XP
It Was Worth It
Kill 50 enemies using shop items.
[COMPLETED!] 50/50
Reward: $500, 50 XP
Kritzkrieg
Land 30 critical hits.
[COMPLETED!] 30/30
Reward: $1,000, 100 XP
Double Tap
Get 40 double kills.
[COMPLETED!] 40/40
Reward: $1,000, 100 XP
Three Birds?
Get 25 triple kills.
[COMPLETED!] 25/25
Reward: $1,200, 120 XP
Quad Feed
Get 10 multi-kills.
[COMPLETED!] 10/10
Reward: $1,500, 150 XP
Side Missions
Sidetracked
Complete 3 side missions.
[COMPLETED!] 3/3
Reward: $250, 25 XP
Mission Accomplished
Complete 5 side missions.
[COMPLETED!] 5/5
Reward: $750, 75 XP
But Thou Must
Complete 10 side missions.
[COMPLETED!] 10/10
Reward: $1,000, 100 XP
Chronic Hero Syndrome
Complete 20 side missions.
[==========] 12/20
Reward: $2,000, 200 XP
Must do Everything
Complete all side missions.
[==========] 12/24
Reward: $10,000, 1,000 XP
Intel
Informant
Collect 25% of intel in the game.
[COMPLETED!] 35/35
Reward: $250, 25 XP
Scout Leader
Collect 50% of intel in the game.
[COMPLETED!] 69/69
Reward: $500, 50 XP
Know-It-All
Collect all intel items.
[==========] 76/138
Reward: $1,000, 100 XP
Ranking
A for Awesome
Get 6 A ranks.
[COMPLETED!] 6/6
Reward: $600, 60 XP
Straight-A Student
Get at least an A rank three missions in a row.
[COMPLETED!] 3/3
Reward: $750, 75 XP
Super Star
Get 5 S ranks.
[COMPLETED!] 5/5
Reward: $750, 75 XP
The Master
Get an M rank.
[COMPLETED!] 1/1
Reward: $800, 80 XP
Shop
Shopaholic
Spend $30,000 total at the shop.
[COMPLETED!] $30,000/$30,000
Reward: $250, 25 XP
We've Got More
Spend $50,000 total at the shop.
[COMPLETED!] $50,000/$50,000
Reward: $500, 50 XP
Spend It All
Spend $100,000 total at the shop.
[COMPLETED!] $100,000/$100,000
Reward: $1,000, 100 XP
Entrepreneur
Sell $10,000 worth of items to the shop.
[COMPLETED!] $10,000/$10,000
Reward: $500, 50 XP
Maxed Out
Fully upgrade the shop and fill it to capacity.
[COMPLETED!] 30/30
Reward: $200, 20 XP
It Won't Work
Sell an item with one use left.
[COMPLETED!] 1/1
Reward: $50, 5 XP
[classified]
First Contact
Complete Operation Purple Grin.
[==========] 0/1
Reward: $0, 0 XP
See All, Know All
Complete Operation Fallen Fall.
[==========] 0/1
Reward: $0, 0 XP
Psi-what?
Complete The Overseer.
[==========]
Reward: $0, 0 XP
They Shall Not Pass
Complete Operation Ashes and Temples.
[==========] 0/1
Reward: $0, 0 XP
Enemy Unknown
Obtain all data bank entries for the aliens.
[==========] 0/9
Reward: $2,000, 200 XP
Rising Dragon
Bring Zhang on Operation Avenger.
[==========] 0/1
Reward: $500, 50 XP
Vengeance
Bring Annette and the Furies on Operation Avenger.
[==========] 0/1
Reward: $500, 50 XP
TV Tropes page: The Outpost Defenders series has its own page on TV Tropes! It can be found here. If you have an account, feel free to add more tropes to it as you see them!
Prologue
The Outpost Defenders approach their commander, McKnight.
"You wanted to see us, sir?" Bio asks.
"Yes, I did," McKnight says. "We have a research lab in New York City that designs various devices for us to use in combat. Recently, we lost contact with everyone inside. You need to go in there and see if there are any survivors and find out what happened in there."
"We'll get it done, sir," Bio assures.
Main mission 0-1: Dangerous Experiments
The team enters the building.
"Thermal readings are off the charts," Bio warns. "Stay sharp."
The Meaning of Life, the Universe, and Everything.
Location:
California
Join Date:
8/2/2011
Posts:
280
Minecraft:
abricahohoho
Member Details
I leer and ogle at the Unknown, puzzling over its lack of a Gunner in its name. The Unknown uncomfortably steps back, right into a field of unknown Unown that unknowingly un-know the Unknown's knowings.
I leer and ogle at the Unknown, puzzling over its lack of a Gunner in its name. The Unknown uncomfortably steps back, right into a field of unknown Unown that unknowingly un-know the Unknown's knowings.
Main objective: Find out what happened to the researchers.
Current objective: Locate the testing room.
Money: $500
Shop [Level 1]:
Slots filled: 0/10 Data Card [$200 | 1 use]: Records an enemy's Data Bank entry. Capacity Upgrade [$1,000 | Permanent]: Increases shop capacity to 15.
Forgotten feature: The objective tells the team what their current objective is.
Wave challenges (a feature that was accepted by the players back in Outpost Defenders 2) will be added after this prologue mission is completed.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
A familiar Nimitz-class aircraft carrier, covered in - quite literally - tons of seemingly useless junk bursts through the wall. A soldier jumps down from the deck onto the floor.
"Didja-"
He is cut off by me, armed with an LMG jumping down from the deck and onto him. As it would turn out, the "soldier" is a well-armed criminal who tried to hijack my crap carrier, and as such, must be eliminated. I proceed to unload the entirety of the ammo belt into the soldier and toss the LMG aside before turning to the team.
A modified Malaysian PT-91M Pendekar Main Battle Tank crashes through a broken down bus, creating a spectacular explosion Michael Bay style. The same tank then proceeds to run over the man that Fear just shot to death, leaving some bloodstains on the treads.
The hatch opens, and I emerge from it.
"Fire at that thing!"
Someone else in the tank fires the cannon at the Unknown, blowing it up.
I turn toward the rest of the Outpost Defenders.
"Sorry I'm late, guys. Needed to get help from my old friends the International Military Corps. I bought Rypherior with me!"
The Pokémon in question jumps out from the rear compartment of the PT-91M. "Rhy!" It greets the team.
I throw a set of blueprints at the team.
"Here, these might be useful for now..."
The blueprints:
IMC Main Combat Rifle
$100
10 uses.
5 damage per use.
Single target per use, cannot multi-hit.
Standard issue combat rifle used by International Military Corps personnel. These full-auto rifles are cheap to produce, and are effective against large numbers of infantry. Their effectiveness against vehicles have yet to be evaluated. Comes equipped with a sniper scope that is capable of night-vision or infrared.
Zantetsu-Maru
$250
5 uses
20 damage per use
Pierce enemy armor, but does not damage armor.
Made as a cheaper alternative to the Zantankuto Sword, these special katana are made lightweight for easy carrying by IMC personnel, and very effective against armored infantries. Though unlike the Zantankuto, the Zantetsu-Maru swords cannot damage armors, only whoever wearing them. The name means "Metal-cutting Pill" in Japanese.
"Sorry, guys, the Zantankuto is under maintenance, so no armor-destroying this time around..."
Rollback Post to RevisionRollBack
Ironically, I seem to have lost interest in Minecraft. So have a taste of my Heavy Machine Gun.
I run in wearing a labcoat and a fedora, holding a lunchbox and a magnifying glass, and answer the unknown question! Previous two answers were 'weak' and 'red eyes'.
If it twitches or seems to be alive still, I belly flop.
A familiar Nimitz-class aircraft carrier, covered in - quite literally - tons of seemingly useless junk bursts through the wall. A soldier jumps down from the deck onto the floor.
"Didja-"
He is cut off by me, armed with an LMG jumping down from the deck and onto him. As it would turn out, the "soldier" is a well-armed criminal who tried to hijack my crap carrier, and as such, must be eliminated. I proceed to unload the entirety of the ammo belt into the soldier and toss the LMG aside before turning to the team.
A modified Malaysian PT-91M Pendekar Main Battle Tank crashes through a broken down bus, creating a spectacular explosion Michael Bay style. The same tank then proceeds to run over the man that Fear just shot to death, leaving some bloodstains on the treads.
The hatch opens, and I emerge from it.
"Fire at that thing!"
Someone else in the tank fires the cannon at the Unknown, blowing it up.
I turn toward the rest of the Outpost Defenders.
"Sorry I'm late, guys. Needed to get help from my old friends the International Military Corps. I bought Rypherior with me!"
The Pokémon in question jumps out from the rear compartment of the PT-91M. "Rhy!" It greets the team.
I throw a set of blueprints at the team.
"Here, these might be useful for now..."
The blueprints:
IMC Main Combat Rifle
$100
10 uses.
5 damage per use.
Single target per use, cannot multi-hit.
Standard issue combat rifle used by International Military Corps personnel. These full-auto rifles are cheap to produce, and are effective against large numbers of infantry. Their effectiveness against vehicles have yet to be evaluated. Comes equipped with a sniper scope that is capable of night-vision or infrared.
Zantetsu-Maru
$250
5 uses
20 damage per use
Pierce enemy armor, but does not damage armor.
Made as a cheaper alternative to the Zantankuto Sword, these special katana are made lightweight for easy carrying by IMC personnel, and very effective against armored infantries. Though unlike the Zantankuto, the Zantetsu-Maru swords cannot damage armors, only whoever wearing them. The name means "Metal-cutting Pill" in Japanese.
"Sorry, guys, the Zantankuto is under maintenance, so no armor-destroying this time around..."
You can't get your Pokèmon back yet, but you, fseftr, and TT will receive your faithful 'Mons after this prologue mission is completed.
Both researches accepted, but the Zantetsu's damage will be nerfed to 10. Are the IMC items in any way related to the IMC faction from Titanfall?
I run in wearing a labcoat and a fedora, holding a lunchbox and a magnifying glass, and answer the unknown question! Previous two answers were 'weak' and 'red eyes'.
If it twitches or seems to be alive still, I belly flop.
Main objective: Find out what happened to the researchers.
Current objective: Locate the testing room.
Money: $700
Shop [Level 1]:
Slots filled: 2/10 Data Card [$200 | 1 use]: Records an enemy's Data Bank entry. Capacity Upgrade [$1,000 | Permanent]: Increases shop capacity to 15. IMC Main Combat Rifle [$100 | 10 uses]: Deals 5 damage. Cannot hit multiple targets. Zantetsu-Maru [$250 | 5 uses]: Deals 10 damage and pierces armor. The armor will be undamaged.
I made an error with the team's minimum attack. It's supposed to be 2. Corrected.
After the prologue, enemies will have levels. There will be normal variants (three levels), elite variants (two levels), and master variants (top notch, no levels).
Wow, in two updates we're accumulated 12 players, including me.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
The year is 2030, two years after the events of Outpost Defenders 2 that brought down Clark Johnson and his second-in-command, Elias Mercer for good. In 2028, the Outpost Defenders, a group of American soldiers, spend months tracking Clark's location, eventually cornering him in a hotel in Dubai. Fighting through the 60-foot tall MXR-100 Eradicator and killing Mercer, Clark was eliminated, which put an end to the Cordis Die War. Things were calm, until 2030, when the Outpost Defenders' next mission began.
First thing's first: Describe the gameplay.
Health and damage: Every entity in the game has health. As they take damage, their health decreases. When their health reaches zero, they die, unless they're a player, in which case they're simply KO'd. Certain items can revive KO'd players. Every player can perform a default attack, which deal more damage if it's more creative. Leveling the team up grants the ability to increase maximum health and default attack damage. All player attacks have a 5% chance of landing a critical hit that deals double damage.
KO'd: KO'd players can't attack, guard anything, open containers, buy items, or interact with the environment in any way. They can, however, give their items to other players and utilize certain perks.
XP, leveling up, and perks: Every team member shares the same XP bar. The team gains XP from performing significant actions, such as killing enemies, completing waves, finishing missions, or completing Operations or achievements. The maximum level is 50. Every other level adds two perks to the perk pool, which provide various bonuses. It is possible to obtain every perk.
Money, the shop, and items: Players share the same money balance. Money is earned from completing waves, Operations, and achievements. Certain perks add other means of earning money. Players can research items for the shop, where players spend money. Items can improve combat capabilities or provide defensive or supportive benefits. Players have an item carrying limit of 5, and the money caps off at $50,000. An item's damage is calculated as its damage + 50% of the team's minimum attack (example: An item deals 20 damage and the team has 10 minimum attack. The item will deal 25 damage.)
Waves, missions, acts, and ranks: Every mission is comprised of multiple waves. Waves are cleared by killing every enemy in the wave. Completing every wave in a mission completes said mission. Acts are comprised of a varying number of missions, and also contain side missions which aren't necessary to progress the plot. Every mission, the team is assigned a rank based on how well they performed in the mission. The lowest rank obtainable is F, which provides no bonus. The highest is M, which gives the largest money and XP bonus.
Returning players: Players from the previous Outpost Defenders games will be granted a different name color. Players who were present at the end of Outpost Defenders 2 receive a gold name, while players from the original (Defending the Outposts) are given a diamond name. Additionally, the players who had Pokèmon in OD2 (TT2000, Stickcrafter, and fseftr) will keep their 'Mons in this game.
Damage distribution: Players can divide the damage of their attacks equally among multiple enemies, including every one in the wave. This can make getting double, triple, and multi-kills easier.
The data bank: The data bank is new to Outpost Defenders III. It allows the team to store information on enemies by using a Data Card on them. Data Cards have a limited chance of success that is dependent on how much health the enemy has. The percentage of health the enemy is missing is equal to the chance of success (example: An enemy has 25/50 health. A Data Card will have a 50% chance of success. If it gets knocked down to 5/50, the Card will succeed 90% of the time.)
Data bank:
Zombie
The basic, easy to kill enemy that prowls around everywhere. They are very weak and easy to defeat, and usually only become a threat in large numbers. When alone, it is almost impossible to be overwhelmed by a zombie, but they can become dangerous in large squads.
Level 1: 10 health, 5 damage, +5 XP
Level 2: 15 health, 10 damage, +10 XP
Level 3: 25 health, 20 damage, +15 XP
Elite level 1: 30 health, 20 damage, +20 XP
Elite level 2: 35 health, 25 damage, +25 XP
Master: 50 health, 30 damage, +30 XP
Skeleton
Though weak in the health numbers, skeletons pack a punch. Their long-range bows give them an edge over the berserker attack style of the zombie. They can be easily beaten, but can easily put a dent in your health levels. Level 1: 8 health, 10 damage, +10 XP
Level 2: 10 health, 15 damage, +15 XP
Level 3: 20 health, 20 damage, +20 XP
Elite level 1: 30 health, 25 damage, +30 XP
Elite level 2: 40 health, 30 damage, +40 XP
Master: 45 health, 35 damage, +50 XP
Creeper
A strange creature with an explosive nature. They detonate themselves, ending their own lives, but deal very high amounts of damage. Somewhat uncommon, but very dangerous nonetheless. Due to their ability to effortlessly kill numerous entities, they should be targeted first.
Level 1: 10 health, 25 damage, +10 XP
Level 2: 15 health, 40 damage, +15 XP
Level 3: 20 health, 50 damage, +25 XP
Elite level 1: 25 health, 60 damage, +35 XP
Elite level 2: 30 health, 65 damage, +40 XP
Master: 30 health, 75 damage, +60 XP
Spider
These speedy, lithe arachnids don't have much health, but their small frame and high speed allow them to outmaneuver you and evade your attacks. When an attack does hit, however, it will drop their health rapidly.
Level 1: 5 health, 10 damage, +10 XP
Level 2: 12 health, 15 damage, +15 XP
Level 3: 15 health, 20 damage, +20 XP
Elite level 1: 25 health, 20 damage, +25 XP
Elite level 2: 30 health, 25 damage, +30 XP
Master: 40 health, 30 damage, +45 XP
Cave Spider
A venomous variant of the Spider, Cave Spiders poison their targets when they bite into them. They are much smaller and faster than regular Spiders, but much weaker. However, they deal more damage when they attack.
Level 1: 3 health, 15 damage, +15 XP
Level 2: 10 health, 20 damage, +20 XP
Level 3: 12 health, 25 damage, +25 XP
Elite level 1: 20 health, 30 damage, +35 XP
Elite level 2: 30 health, 35 damage, +50 XP
Master: 35 health, 40 damage, +60 XP
Enderman
Tall and thin, Endermen are dangerous and frightening entities. They are capable of teleportation, which enables them to dodge some attacks. Additionally, they can dismantle your cover and easily destroy it. They are also fairly difficult to kill, so it is recommended to go all out on them.
Level 1: 25 health, 10 damage, +15 XP
Level 2: 30 health, 20 damage, +25 XP
Level 3: 40 health, 35 damage, +40 XP
Elite level 1: 50 health, 40 damage, +50 XP
Elite level 2: 75 health, 45 damage, +65 XP
Master: 80 health, 50 damage, +75 XP
Ghast
A large, flying, jellyfish-like creature, Ghasts hover around the battlefield, peppering anything they see as an enemy with explosive fireballs. Due to their aerial nature, they are hard to hit. Their explosive fireballs can ignite and detonate nearby explosives, as well as heavily damage whatever they happen to hit.
Level 1: 30 health, 20 damage, +20 XP
Level 2: 40 health, 30 damage, +35 XP
Level 3: 50 health, 45 damage, +40 XP
Elite level 1: 65 health, 50 damage, +65 XP
Elite level 2: 75 health, 60 damage, +75 XP
Master: 100 health, 75 damage, +100 XP
Blaze
Despite being a mere column of smoke suspending some golden rods, these creatures are very powerful. They pepper the battlefield with bursts of fireballs, while being immune to fire themselves. Upon death, they fire their rods in multiple directions, damaging anything they hit.
Level 1: 20 health, 10 damage, +25 XP
Level 2: 40 health, 20 damage, +30 XP
Level 3: 50 health, 30 damage, +45 XP
Elite level 1: 75 health, 30 damage, +50 XP
Elite level 2: 80 health, 35 damage, +75 XP
Master: 100 health, 40 damage, +80 XP
Slime
A rare breed of Minecraft mob, this enemy is simply a cube of slime. Though they deal little damage, they split into multiple Slimes when they die, each mini-Slime weaker than the original. Be careful about engaging them instantly. What was once one enemy can easily become three.
Level 1: 10 health, 10 damage, +20 XP
Level 2: 20 health, 10 damage, +30 XP
Level 3: 30 health, 20 damage, +40 XP
Elite level 1: 40 health, 20 damage, +50 XP
Elite level 2: 50 health, 20 damage, +60 XP
Master: 60 health, 30 damage, +70 XP
Wither Skeleton
A different kind of skeleton. This breed can cause its targets to wither, initiating a constant health drain with little signs of injury. They are mysterious creatures, so little is known about them.
Level 1: 30 health, 10 damage, +25 XP
Level 2: 45 health, 20 damage, +40 XP
Level 3: 60 health, 25 damage, +65 XP
Elite level 1: 75 health, 30 damage, +75 XP
Elite level 2: 100 health, 30 damage, +100 XP
Master: 120 health, 35 damage, +120 XP
BATTALION BOSS: Ender Dragon
Colossal, intimidating, and aggressive, the Ender Dragon is seen as the leader of the Endermen. Boasting a large pair of wings and strong shadow-black scales, the Ender Dragon is very difficult to hit and kill. In addition to its toughness, it's also very powerful, capable of effortlessly killing many entities.
1,200 health
Standard attack: 50 damage
Claw Swipe: 20 damage + severe bleeding
Roar: 10 damage + minor blindness
Void Kick: Instant kill, cannot be used on players
Ender Plague: After 3 turns, reduce target to 1 health
Ender Acid: 15 damage + corrosion
Call of Duty zombies:
Standard zombie
The very common enemy that prowls the zombie-infested cities. Simple and easy to kill, they aren't too difficult to overwhelm. In large numbers, however, they can easily become a threat.
Level 1: 25 health, 15 damage, +20 XP
Level 2: 40 health, 25 damage, +35 XP
Level 3: 50 health, 30 damage, +40 XP
Elite level 1: 65 health, 35 damage, +50 XP
Elite level 2: 80 health, 45 damage, +65 XP
Master: 100 health, 50 damage, +75 XP
Gas Zombie
A thin, creepy zombie, Gas Zombies crawl around the map, spewing poisonous gases around the battlefield. They boast little resemblance to a human, due to their strange, angler fish-like mouth. When killed, they release a cloud of toxic gas.
Level 1: 30 health, 20 damage, +25 XP
Level 2: 45 health, 25 damage, +40 XP
Level 3: 50 health, 25 damage, +50 XP
Elite level 1: 75 health, 35 damage, +75 XP
Elite level 2: 100 health, 40 damage, +80 XP
Master: 120 health, 50 damage, +100 XP
Phaser Zombie
A rare variant of the Gas Zombies. Phaser Zombies are extremely similar to Gas Zombies in that they spray toxins around the area at a rapid rate, but the Phaser Zombies are also capable of teleportation, which is used to dodge attacks. Aside from their teleportation, they are no different than Gas Zombies.
Level 1: 30 health, 20 damage, +30 XP
Level 2: 45 health, 25 damage, +45 XP
Level 3: 50 health, 25 damage, +65 XP
Elite level 1: 75 health, 35 damage, +75 XP
Elite level 2: 100 health, 40 damage, +100 XP
Master: 120 health, 50 damage, +120 XP
Hellhound
A very vicious, aggressive type of zombie, Hellhounds don't attack random enemies; they pick a single target and relentlessly attack. Often appearing in packs, Hellhounds are very formidable opponents. In addition to their claw attacks and biting, they can detonate themselves.
Level 1: 45 health, 25/50 damage, +30 XP
Level 2: 65 health, 35/75 damage, +45 XP
Level 3: 75 health, 40/85 damage, +50 XP
Elite level 1: 100 health, 50/100 damage, +75 XP
Elite level 2: 125 health, 60/120 damage, +80 XP
Master: 150 health, 75/150 damage, +100 XP
Napalm zombie
Appearing simply as a normal zombie on fire, Napalm Zombies are very dangerous. They are capable of igniting their targets, and when killed, they sometimes violently explode, capable of heavily injuring anything. Additionally, their explosions light survivors on fire.
Level 1: 30 health, 20/50 damage, +50 XP
Level 2: 45 health, 25/65 damage, +75 XP
Level 3: 50 health, 35/75 damage, +100 XP
Elite level 1: 75 health, 40/100 damage, +120 XP
Elite level 2: 100 health, 50/120 damage, +150 XP
Master: 150 health, 75/150 damage, +200 XP
Brutus
Although rare, Brutus' are very powerful and can easily destroy anything in sight. They posess very high amounts of health and are very powerful, making for a very dangerous enemy. If their helmets are shot off, they become more vulnerable, but will begin blinding the team with smoke grenades in addition to attacking.
Level 1: 100 health, 45 damage, +50 XP
Level 2: 150 health, 65 damage, +75 XP
Level 3: 200 health, 75 damage, +120 XP
Elite level 1: 250 health, 100 damage, +150 XP
Elite level 2: 300 health, 120 damage, +200 XP
Master: 350 health, 150 damage, +250 XP
Pentagon thief
The Pentagon Thief is a unique form of zombie. Rather than attacking with brute force, they are incapable of injuring anything. Instead, they have another trick up their sleeves; they hinder their targets by stealing their items and rapidly disappearing. If killed before they disappear or before stealing anything at all, they may drop something very helpful.
Level 1: 75 health, 0 damage, +40 XP
Level 2: 100 health, 0 damage, +50 XP
Level 3: 120 health, 0 damage, +75 XP
Elite level 1: 150 health, 0 damage, +100 XP
Elite level 2: 200 health, 0 damage, +120 XP
Master: 250 health, 0 damage, +150 XP
Shrieker zombie
Shrieker Zombies can easily become a threat, even when alone. To attack, they let out an ear-piercing scream, dealing minor damage and blinding their target. With blindness heavily impacting one's performance, they are very dangerous and should not be ignored. Fortunately, they are rather easy to kill.
Level 1: 15 health, 10 damage, +20 XP
Level 2 25 health, 15 damage, +30 XP
Level 3: 30 health, 20 damage, +45 XP
Elite level 1: 45 health, 25 damage, +50 XP
Elite level 2: 50 health, 35 damage, +75 XP
Master: 75 health, 40 damage, +80 XP
Denizen
Denizens are weak, but very, very annoying. Rather than attack themselves, they mount onto a target and force them to attack their own allies, then dismount. They are easy to kill, but can easily decimate the entire team by forcing them to turn their guns on each other.
Level 1: 10 health, 0 damage, +15 XP
Level 2: 15 health, 0 damage, +20 XP
Level 3: 25 health, 0 damage, +35 XP
Elite level 1: 30 health, 0 damage, +40 XP
Elite level 2: 35 health, 0 damage, +50 XP
Master: 40 health, 0 damage, +60 XP
BATTALION BOSS: Panzer Soldat
The Panzer Soldat is a very powerful, intimidating creature. Sealed in a large, armored suit, it has a very high damage threshold. It attacks with the flamethrower built into its right arm, along with the claw on its left arm, which is capable of temporarily incapacitating a target.
800 health + 500 armor
Standard attack: 50 damage
Flamethrower: 20 damage + severe burning
Claw Grapple: 25 damage + stunning
Claw Cutter: 30 damage + bleeding
Team Fortress 2 mercenaries:
Soldier
Wielding a powerful rocket launcher, Soldiers are able to take significant amounts of damage before being killed. They are very hard-hitting and can blast themselves into the air, at the expense of a small amount of their health.
Level 1: 100 health, 50 damage, +50 XP
Level 2: 150 health, 65 damage, +75 XP
Level 3: 200 health, 80 damage, +100 XP
Elite level 1: 225 health, 100 damage, +120 XP
Elite level 2: 250 health, 120 damage, +150 XP
Master: 300 health, 150 damage, +200 XP
Pyro
The Pyro is a mysterious masked arsonist that seems to find a sadistic enjoyment in burning people alive. Some say the Pyro has no idea they're causing suffering. Others say they simply don't like people. Either way, many believe they have unknown mental issues.
Level 1: 80 health, 35 damage, +50 XP
Level 2: 100 health, 40 damage, +75 XP
Level 3: 175 health, 50 damage, +80 XP
Elite level 1: 200 health, 65 damage, +100 XP
Elite level 2: 200 health, 75 damage, +125 XP
Master: 250 health, 80 damage, +150 XP
Heavy
The true strength of a Heavy is not in their speed, or even their damage, but in their colossal health numbers. They are immensely powerful juggernauts, and have rather deadly miniguns. Additionally, Medics are most likely to heal Heavies, and thus, Heavies are nearly invincible unless they are hailed with concentrated fire.
Level 1: 150 health, 30 damage, +80 XP
Level 2: 200 health, 40 damage, +100 XP
Level 3: 300 health, 50 damage, +120 XP
Elite level 1: 350 health, 65 damage, +150 XP
Elite level 2: 400 health, 75 damage, +200 XP
Master: 450 health, 100 damage, +250 XP
Sniper
Snipers have minimal health, but are absolutely devastating. Thanks to their potential to instantly kill a target, or at least severely damage them, they are very, very dangerous. In addition to their very high killing potential, they are terrifyingly accurate.
Level 1: 60 health, 75 damage, +80 XP
Level 2: 100 health, 100 damage, +100 XP
Level 3: 125 health, 120 damage, +120 XP
Elite level 1: 150 health, 150 damage, +150 XP
Elite level 2: 175 health, 200 damage, +250 XP
Master: 200 health, 200 damage, +300 XP
Scout
Rather weak, but very fast, a Scout is not very resistant to damage, but can easily evade your attacks. Additionally, Scouts' weapons are very powerful and can easily defeat their targets. Perhaps their greatest strength is their ability to launch themselves into the air nearly effortlessly.
Level 1: 60 health, 45 damage, +40 XP
Level 2: 100 health, 65 damage, +50 XP
Level 3: 125 health, 75 damage, +75 XP
Elite level 1: 150 health, 80 damage, +100 XP
Elite level 2: 200 health, 100 damage, +120 XP
Master: 250 health, 120 damage, +150 XP
Medic
Fast, but weak, a Medic's only job is to keep their allies alive. They will only resort to combat if their allies have all been killed. However, their healing capabilities are nearly unmatched by anyone. Due to their ability to prevent the death of their allies, they should be targeted first.
Level 1: 65 health, 10 damage, +50 XP
Level 2: 100 health, 15 damage, +75 XP
Level 3: 150 health, 25 damage, +100 XP
Elite level 1: 175 health, 30 damage, +120 XP
Elite level 2: 200 health, 40 damage, +150 XP
Master: 200 health, 50 damage, +175 XP
Demoman
The result of a combination of alcohol and access to explosives, the Demoman is a very dangerous enemy. They are masters of crowd control, and as such can easily kill anyone that stands in their way.
Level 1: 80 health, 60 damage, +75 XP
Level 2: 100 health, 75 damage, +100 XP
Level 3: 175 health, 100 damage, +120 XP
Elite level 1: 200 health, 120 damage, +150 XP
Elite level 2: 200 health, 150 damage, +200 XP
Master: 250 health, 175 damage, +250 XP
Spy
The Spy's greatest strength is their ability to enter the battlefield nearly undetected. When they are exposed, they are easy to kill. But when invisible, they have the potential to perform a very deadly backstab which is capable of nearly killing anything.
Level 1: 50 health, 25/60 damage, +80 XP
Level 2: 100 health, 30/75 damage, +100 XP
Level 3: 125 health, 40/100 damage, +120 XP
Elite level 1: 150 health, 50/120 damage, +150 XP
Elite level 2: 175 health, 60/150 damage, +200 XP
Master: 200 health, 65/200 damage, +250 XP
Engineer
Engineers rarely attack themselves. Instead, they prefer to build automated sentry guns to fire at their enemies for them. They are also capable of building dispensers to heal their allies, and teleporters to allow their allies to dodge various attacks.
Level 1: 80 health, 10 damage, +100 XP
Level 2: 100 health, 15 damage, +120 XP
Level 3: 125 health, 25 damage, +150 XP
Elite level 1: 150 health, 30 damage, +175 XP
Elite level 2: 200 health, 40 damage, +200 XP
Master: 250 health, 50 damage, +250 XP
BATTALION BOSS: The Blightcaller
The Blightcaller appears to have seized control of the TF2 mercenaries. He is an extremely dangerous entity, capable of spreading deadly diseases. In addition to this, he is capable of conjuring flames to destroy his opponents.
1,500 health
Standard attack: 50 damage
Diseased Touch: No direct damage, but infects target with a disease that slowly kills them.
Teleport: Changes Blightcaller's location
Fire Blast: 75 damage + burning 3
Paralyze: Paralyzes target, rendering them helpless temporarily
BioShock enemies:
Nitro splicer
Though they are rare, when a Nitro Splicer appears, they are truly deadly enemies. Their only method of attack is to throw either a grenade, or a Molotov cocktail. Additionally, they have significant health, and are not to be taken lightly.
Level 1: 80 health, 50 damage, +50 XP
Level 2: 120 health, 80 damage, +75 XP
Level 3: 150 health, 100 damage, +100 XP
Elite level 1: 200 health, 80 damage, +120 XP
Elite level 2: 250 health, 100 damage, +150 XP
Master: 250 health, 120 damage, +175 XP
Leadhead splicer
The leadhead splicer makes up a large amount of the splicer population. Wielding either a pistol or submachine gun, they relentlessly hunt their targets in an effort to empty their magazines into something. They aren't too tough, and are easily taken out.
Level 1: 50 health, 35 damage, +30 XP
Level 2: 75 health, 45 damage, +50 XP
Level 3: 100 health, 50 damage, +60 XP
Elite level 1: 125 health, 65 damage, +75 XP
Elite level 2: 150 health, 100 damage, +80 XP
Master: 200 health, 120 damage, +100 XP
Bouncer
Bouncers are a type of "Big Daddy." They are the assigned guardians of "Little Sisters," young girls that were mentally conditioned to harvest a substance known as ADAM. Bouncers attack with the drill mounted to their arms, which can easily tear through anything organic. However, they only attack when attacked. If ignored, they are docile.
Level 1: 125 health, 50 damage, +150 XP
Level 2: 150 health, 65 damage, +200 XP
Level 3: 200 health, 75 damage, +250 XP
Elite level 1: 250 health, 80 damage, +300 XP
Elite level 2: 300 health, 100 damage, +325 XP
Master: 350 health, 125 damage, +350 XP
Brute splicer
Brutes can be easily summed up as large and powerful. They attack by charging into their opponents and brutalizing them with a hail of punches. However, they are not very intelligent, and can be easily outsmarted.
Level 1: 75 health, 45 damage, +65 XP
Level 2: 100 health, 65 damage, +80 XP
Level 3: 125 health, 70 damage, +100 XP
Elite level 1: 150 health, 85 damage, +125 XP
Elite level 2: 200 health, 100 damage, +150 XP
Master: 250 health, 125 damage, +200 XP
Spider splicer
Spider splicers are named for their ability to crawl on walls and ceilings. While mounted on an elevated surface, they attack by flinging their hooks at targets. They can also attack by slicing into their targets. They appear to have lost their sanity.
Level 1: 65 health, 40 damage, +45 XP
Level 2: 80 health, 50 damage, +65 XP
Level 3: 100 health, 65 damage, +80 XP
Elite level 1: 120 health, 75 damage, +100 XP
Elite level 2: 150 health, 80 damage, +120 XP
Master: 200 health, 100 damage, +150 XP
Little sister
The little sister is simply a little girl who was essentially hypnotized to gather "ADAM" from corpses. They are immune to damage and incapable of dealing damage, but they are very valuable. They yield XP when rescued, but cannot be saved until their Big Daddy protector is killed.
Level 1: Infinite health, 0 damage, +150 XP
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Items tab:
Flare
Simple thrown light source. Very bright glow.
Distracts enemies for 1 turn.
Turkey
Part of a traditional Thanksgiving meal.
Can either blind an enemy for 1 turn or be used as a healing item which restores 50% max HP.
Live Turkey
Make sure it's dead before you cook and eat it.
Distracts all enemies for 1 turn.
Tranquilizer Dart
Potent sedative in dart form. Fired by blowing into a small tube.
Deals 2 damage and tranquilizes enemy. Never misses.
Aerial Assault Drone
A small drone armed with a small machine gun and side-mounted rocket launcher. Fitted with AI, but can be manually controlled.
Machine gun deals 10 damage. Rocket launcher deals 12 damage and reloads every three shots. 40 HP and 20 armor.
Gold Star
A shiny gold plated star that showcases a very special accomplishment.
Deals 10 damage to all enemies and has a 60% chance to cause bleeding to each of them.
XIX - The Sun
May the light heal and enlighten you.
Deals 10 damage to all enemies, restores 10 health to all players, and reveals the enemies in the next wave for the rest of the mission.
Snowball
A cold ball formed from snow.
Deals 10 damage and freezes enemies. Prevents dodgers and teleporters from evading attacks.
Present
A gift from Santa. What could be in it?
Gives any shop item for free. The given item doesn't consume an inventory slot.
Christmas Tree
A large decorated pine tree, adorned with brilliant red and green lights.
Instantly kills any non-boss enemy.
Silver Star
A shiny silver plated star that showcases a special accomplishment. It strangely lacks the prestigious feeling of the gold star...
Identical function to the Gold Star.
Rage Shot
A syringe containing some sort of glowing red liquid.
Deals 1 damage to user, then fills rage and grants 1 additional rage attack.
Supply Drop
An orange and black crate likely containing a pair of ugly-looking boots.
Gives three random shop items.
Akimbo Flamethrowers
Two flamethrowers attached to the same fuel tank.
Deals 15 damage to two enemies and has a 40% chance to burn each of them.
Razor Launcher
A rifle that launches razor blades at a high velocity.
Deals 10 damage and has a 40% chance to cause bleeding.
Poison Bomb
A canister filled with a mysterious poisonous gas.
Deals 10 damage + poison 2 to primary target, along with 5 damage + poison 1 to nearby targets
Portable Ion Cannon
High-powered laser cannon equipped with a fusion reactor core.
Deals 30 damage + vaporization to three targets, with a 50% chance to cause severe vaporization.
Valentine's Day Card
A card given to others to express your affection towards them.
Turns enemies friendly for 3 turns.
Box of Chocolates
A large heart-shaped box containing various types of chocolate candies.
Restores 25 health and applies a sugar rush.
Seeker Drone
A small, AI controlled aerial drone equipped with an advanced targeting system.
Deals 10 damage and has perfect accuracy.
Vortex Grenade
A metal canister containing a small black hole generator.
Deals 15 damage to 3 enemies and traps them in a vortex.
III - The Empress
May your rage bring power.
Increases min and max attack damage by 5 and gives the Dodger 1 tag for the duration of the wave.
XXI - The World
Open your eyes and see.
Reveals the enemies in the next wave for the rest of the mission.
XIII - Death
Lay waste to all that oppose you.
Deals 40 damage to all enemies.
XV - The Devil
Revel in the power of darkness.
Increases min and max attack by 6 for the current wave.
Regeneration Field
A small metal cube that deploys a green rejuvenating field.
Heals up to find entities in a line for 10% of their max HP simultaneously for 4 turns.
Necronomicon
An ancient book inked in human blood and bound in flesh. It resonates with power.
Deals 40 damage to all enemies and has a 30% chance to inflict withering 2 on each of them.
Crossbow
Exactly what it says on the tin, loaded with explosive bolts.
Deals 35 damage, then explodes at the end of the turn, dealing 50 damage as well as 30 damage to nearby enemies. However, only has 30% accuracy.
Firework
A launched rocket that explodes into a display of bright, pretty lights.
Deals 10 damage and inflicts burning 3.
American Flag
The symbol of the United States, and a symbol of patriotism.
Prevents all enemies from attacking for a turn. Can only be used once per wave.
Purple Paint
A can of purple paint that somehow makes guns do their job better.
Multiplies item damage by 1.2 and gives it an additional use.
Nightstalker's Bow
Draw from the void. Light the way.
Deals 20 damage and generates a void anchor on the target that reduces the evasion and damage output of nearby enemies, and the enemies above and below the nearby enemies.
Sack of Coins
It's just a sack of coins. Totally not capable of summoning an ultra-powerful version of one of the personifications of the seven deadly sins. Right?
Summons Ultra Greed.
Armor of Thorns
Armor of Kirk, knight of thorns and member of the Darkwraiths. A thick patch of thorns covers its surface.
When worn, all attacks taken will deal a flat 30 damage to the attacker.
Enemy tags tab:
Poisonous
Poisonous enemies poison their target.
1: 2 damage per post, 5 damage per turn/fifth post for 3 turns
2: 2 damage per post, 5 damage per turn/fifth post for 5 turns
3: 5 damage per post, 10 damage per turn/fifth post for 3 turns
4: 10 damage per post, 15 damage per turn/fifth post for 4 turns
5: 15 damage per post, 20 damage per turn/fifth post for 5 turns
Kamikaze
Kamikazes detonate themselves to deal damage.
1: 2 turn priming time
2: 1 turn priming time
Teleporter
Teleporters have a chance of dodging attacks and retaliating with an attack of their own.
1: 20% chance, 20 damage
2: 25% chance, 30 damage
3: 35% chance, 45 damage
Aerial
Aerial enemies have a higher chance to dodge attacks than Dodgers.
1: 20% chance
2: 35% chance
3: 40% chance
Final Strike
Final Strike enemies launch a counter attack after their death, unless killed with a max damage attack.
1: 15 damage to 1-2 players
2: 25 damage to 1-3 players
3: 40 damage to 1-4 players
Splitter
Splitters generate weaker versions of themselves upon death.
1: Generates enemies with 25% of original stats
2: Generates enemies with 50% of original stats
Withering
Withering enemies cause their targets to wither, damaging them over time.
1: 10 damage per post, 15 damage per turn/fifth post for 2 turns
2: 15 damage per post, 20 damage per turn/fifth post for 3 turns
3: 20 damage per post, 25 damage per turn/fifth post for 5 turns
Toxic Bomb
Toxic Bombs generate a poisonous cloud of gas after their death, poisoning their killer.
1: Applies poison 3.
2: Applies poison 5.
Thief
Thieves steal items from their target. When killed, they drop the items with fewer uses.
1: 1 item, -1 use
2: 1 item, -2 uses
3: 2 items, -2 uses
4: 3 items, -3 uses
Burning
Burning enemies light their targets on fire.
1: 10 damage per post, 15 damage per turn/fifth post for 3 turns
2: 15 damage per post, 20 damage per turn/fifth post for 3 turns
3: 20 damage per post, 25 damage per turn/fifth post for 3 turns
4: 25 damage per post, 30 damage per turn/fifth post for 3 turns
Blinding
Blinding enemies blind their targets when hitting them.
1: -40% accuracy
2: -75% accuracy
3: -80% accuracy
Smoker
Smokers can blind their targets with smoke grenades after their armor is destroyed.
1: Blindness 1
2: Blindness 2
Controller
Controllers take control of their enemies, forcing them to do things against their will.
1: Only attacking
2: Uses shop items as well
3: Can unguard, and attack what was originally guarded
4: Can pull victim out of cover
5: Can buy items, with a $500 spending limit
Rocket Jumper
Rocket Jumpers can launch themselves into the air, making themselves aerial and damaging themselves.
1: 30 self damage, Aerial 1
2: 20 self damage, Aerial 1
3: 20 self damage, Aerial 2
4: 15 self damage, Aerial 3
Fireproof
Fireproof enemies are fire resistant.
1: -50% damage taken from fire
2: Immune to fire
Cloaker
Cloakers can turn themselves invisible for a short period of time.
1: 2 turns
2: 3 turns
3: 4 turns
Hawk-Eyed
Hawk-Eyed enemies have a chance of killing their target in one hit. Additionally, they never miss.
1: 10% chance
2: 15% chance
3: 20% chance
Healer
Healers restore health to their allies.
1: +30 health
2: +50 health
3: +75 health
4: +100 health
5: +125 health
Builder
Builders can build sentry guns to fight for them, dispensers to heal themselves and their allies, and teleporters to allow their teammates to dodge attacks.
1: Low building health, minor damage and healing
2: Low building health, moderate damage and healing
3: Moderate building health, moderate damage and healing
4: High building health, high damage and healing
Climber
Climbers latch onto various surfaces, making them harder to hit and increasing their damage.
1: 20% evasion chance, +20% damage dealt
2: 30% evasion chance, +25% damage dealt
3: 40% evasion chance, +30% damage dealt
Counter Attack
Counter Attackers retaliate with an attack after they are hit.
1: 40 damage
2: 50 damage
3: 65 damage
XP Giver
XP Givers only yield XP if their protector is killed before the wave ends.
Neutral
Neutral enemies won't attack unless they're attacked. Additionally, if they aren't attacked before the wave ends, they'll simply disappear.
Achievements: Achievements are long-term accomplishments that span the entire game. Completing them gives money and XP.
Data Module
Card Carrier
Obtain 5 Data Bank entries.
[COMPLETED!] 5/5
Reward: $500, 50 XP
Competent Carder
Obtain 15 Bank entries.
[COMPLETED!] 15/15
Reward: $1,000, 100 XP
Carding Career
Obtain 25 Data Bank entries.
[COMPLETED!] 25/25
Reward: $2,000, 200 XP
Carding Completionist
Obtain 35 Data Bank entries.
[==========] 34/35
Reward: $5,000, 500 XP
Gotta Card 'em All!
Obtain all Data Bank entries.
[==========] 34/52
Reward: $10,000, 1,000 XP
Combat
Slayer
Kill 300 enemies.
[COMPLETED!] 300/300
Reward: $1,000, 100 XP
Omnicide
Kill 500 enemies.
[COMPLETED!] 500/500
Reward: $1,500, 150 XP
Diverse Destroyer
Kill 25 different enemies.
[COMPLETED!] 25/25
Reward: $750, 75 XP
Sampling Slaughterer
Kill one of every type of enemy.
[==========] 34/43
Reward: $1,500, 150 XP
It Was Worth It
Kill 50 enemies using shop items.
[COMPLETED!] 50/50
Reward: $500, 50 XP
Kritzkrieg
Land 30 critical hits.
[COMPLETED!] 30/30
Reward: $1,000, 100 XP
Double Tap
Get 40 double kills.
[COMPLETED!] 40/40
Reward: $1,000, 100 XP
Three Birds?
Get 25 triple kills.
[COMPLETED!] 25/25
Reward: $1,200, 120 XP
Quad Feed
Get 10 multi-kills.
[COMPLETED!] 10/10
Reward: $1,500, 150 XP
Side Missions
Sidetracked
Complete 3 side missions.
[COMPLETED!] 3/3
Reward: $250, 25 XP
Mission Accomplished
Complete 5 side missions.
[COMPLETED!] 5/5
Reward: $750, 75 XP
But Thou Must
Complete 10 side missions.
[COMPLETED!] 10/10
Reward: $1,000, 100 XP
Chronic Hero Syndrome
Complete 20 side missions.
[==========] 12/20
Reward: $2,000, 200 XP
Must do Everything
Complete all side missions.
[==========] 12/24
Reward: $10,000, 1,000 XP
Intel
Informant
Collect 25% of intel in the game.
[COMPLETED!] 35/35
Reward: $250, 25 XP
Scout Leader
Collect 50% of intel in the game.
[COMPLETED!] 69/69
Reward: $500, 50 XP
Know-It-All
Collect all intel items.
[==========] 76/138
Reward: $1,000, 100 XP
Ranking
A for Awesome
Get 6 A ranks.
[COMPLETED!] 6/6
Reward: $600, 60 XP
Straight-A Student
Get at least an A rank three missions in a row.
[COMPLETED!] 3/3
Reward: $750, 75 XP
Super Star
Get 5 S ranks.
[COMPLETED!] 5/5
Reward: $750, 75 XP
The Master
Get an M rank.
[COMPLETED!] 1/1
Reward: $800, 80 XP
Shop
Shopaholic
Spend $30,000 total at the shop.
[COMPLETED!] $30,000/$30,000
Reward: $250, 25 XP
We've Got More
Spend $50,000 total at the shop.
[COMPLETED!] $50,000/$50,000
Reward: $500, 50 XP
Spend It All
Spend $100,000 total at the shop.
[COMPLETED!] $100,000/$100,000
Reward: $1,000, 100 XP
Entrepreneur
Sell $10,000 worth of items to the shop.
[COMPLETED!] $10,000/$10,000
Reward: $500, 50 XP
Maxed Out
Fully upgrade the shop and fill it to capacity.
[COMPLETED!] 30/30
Reward: $200, 20 XP
It Won't Work
Sell an item with one use left.
[COMPLETED!] 1/1
Reward: $50, 5 XP
[classified]
First Contact
Complete Operation Purple Grin.
[==========] 0/1
Reward: $0, 0 XP
See All, Know All
Complete Operation Fallen Fall.
[==========] 0/1
Reward: $0, 0 XP
Psi-what?
Complete The Overseer.
[==========]
Reward: $0, 0 XP
They Shall Not Pass
Complete Operation Ashes and Temples.
[==========] 0/1
Reward: $0, 0 XP
Humanity's Savior
Complete Operation Avenger.
[==========] 0/1
Reward: $0, 0 XP
New Friend
Complete Friends in Low Places.
[==========] 0/1
Reward: $0, 0 XP
Bait the Hook
Complete Confounding Light.
[=========] 0/1
Reward: $0, 0 XP
The Bigger They Are...
Complete Gangplank.
[==========] 0/1
Reward: $0, 0 XP
Operation Progeny
Complete Portent.
[==========] 0/1
Reward: $0, 0 XP
Solid Prospect
Complete Deluge.
[==========] 0/1
Reward: $0, 0 XP
Ours are the Furies
Complete Furies.
[==========] 0/1
Reward: $0, 0 XP
Zom-B-Gone
Complete Operation Sweaty Wail.
[==========] 0/1
Reward: $0, 0 XP
Enemy Unknown
Obtain all data bank entries for the aliens.
[==========] 0/9
Reward: $2,000, 200 XP
Rising Dragon
Bring Zhang on Operation Avenger.
[==========] 0/1
Reward: $500, 50 XP
Vengeance
Bring Annette and the Furies on Operation Avenger.
[==========] 0/1
Reward: $500, 50 XP
TV Tropes page: The Outpost Defenders series has its own page on TV Tropes! It can be found here. If you have an account, feel free to add more tropes to it as you see them!
Prologue
The Outpost Defenders approach their commander, McKnight.
"You wanted to see us, sir?" Bio asks.
"Yes, I did," McKnight says. "We have a research lab in New York City that designs various devices for us to use in combat. Recently, we lost contact with everyone inside. You need to go in there and see if there are any survivors and find out what happened in there."
"We'll get it done, sir," Bio assures.
Main mission 0-1: Dangerous Experiments
The team enters the building.
"Thermal readings are off the charts," Bio warns. "Stay sharp."
Suddenly, unknown entities appear.
Team XP [Level 1]:
[==========] 0/100
Max HP: 50
Attack: 3 min, 6 max
Heal: 5 min, 10 max
Players:
[1] BioShock_Rules [+| 50/50] [R| 0/15] [Items| None]
Enemies:
Unknown [10/10]
Unknown [10/10]
Allies:
None
Other:
None
Money: $500
Shop [Level 1]: Slots filled: 0/10
Data Card [$200 | 1 use]: Records an enemy's Data Bank entry.
Capacity Upgrade [$1,000 | Permanent]: Increases shop capacity to 15.
Tip: "R" is rage. When filled, attacks deal 1.5x damage temporarily.
Players can join the game at any time.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Complipedia
Check out my bad CTM map reviews here.
6 damage to unknown!
1 damage to both unknowns!
Their eyes are glowing red. As everyone knows, something has a 99% chance of being evil if its eyes are glowing red.
Unknown killed! +5 XP!
Me: I shout, "EXCELSIOR!" and cause the unknown's neck to explode, dealing 5 damage
The unknown rakes me with its claws for 5 damage
Team XP [Level 1]:
[==========] 5/100
Max HP: 50
Attack: 3 min, 6 max
Heal: 5 min, 10 max
Players:
[1] BioShock_Rules [+| 45/50] [R| 2/15] [Items| None]
[2] Ka_doink1234o0 [+| 50/50] [R| 1/15] [Items| None]
[3] Ampulugator [+| 50/50] [R| 1/15] [Items| None]
[4] TT2000 [+| 50/50] [R| 1/15] [Items| None]
Enemies:
Unknown [4/10]
Allies:
None
Other:
None
Main objective: Find out what happened to the researchers.
Current objective: Locate the testing room.
Money: $500
Shop [Level 1]:
Slots filled: 0/10
Data Card [$200 | 1 use]: Records an enemy's Data Bank entry.
Capacity Upgrade [$1,000 | Permanent]: Increases shop capacity to 15.
Forgotten feature: The objective tells the team what their current objective is.
Wave challenges (a feature that was accepted by the players back in Outpost Defenders 2) will be added after this prologue mission is completed.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
EDIT: Bio! How did you get a diamond name?!
(Yes.. that was a joke.. :P)
Keep in mind that i am quite silly quite often. If you don't like what i'm saying, please calmly point it out to me. I wish it said "Soarvivor"
Check out my bad CTM map reviews here.
Play minecraft.
NOW
"Guess who's back?"
GODDAMN IT
STUPID GENDERFLIP VIRUS
"Didja-"
He is cut off by me, armed with an LMG jumping down from the deck and onto him. As it would turn out, the "soldier" is a well-armed criminal who tried to hijack my crap carrier, and as such, must be eliminated. I proceed to unload the entirety of the ammo belt into the soldier and toss the LMG aside before turning to the team.
"Didja miss me?"
There's no kill like overkill.
The hatch opens, and I emerge from it.
"Fire at that thing!"
Someone else in the tank fires the cannon at the Unknown, blowing it up.
I turn toward the rest of the Outpost Defenders.
"Sorry I'm late, guys. Needed to get help from my old friends the International Military Corps. I bought Rypherior with me!"
The Pokémon in question jumps out from the rear compartment of the PT-91M. "Rhy!" It greets the team.
I throw a set of blueprints at the team.
"Here, these might be useful for now..."
The blueprints:
IMC Main Combat Rifle
$100
10 uses.
5 damage per use.
Single target per use, cannot multi-hit.
Standard issue combat rifle used by International Military Corps personnel. These full-auto rifles are cheap to produce, and are effective against large numbers of infantry. Their effectiveness against vehicles have yet to be evaluated. Comes equipped with a sniper scope that is capable of night-vision or infrared.
Zantetsu-Maru
$250
5 uses
20 damage per use
Pierce enemy armor, but does not damage armor.
Made as a cheaper alternative to the Zantankuto Sword, these special katana are made lightweight for easy carrying by IMC personnel, and very effective against armored infantries. Though unlike the Zantankuto, the Zantetsu-Maru swords cannot damage armors, only whoever wearing them. The name means "Metal-cutting Pill" in Japanese.
"Sorry, guys, the Zantankuto is under maintenance, so no armor-destroying this time around..."
"Unoriginal, I know, but the Nether King is here to help!"
I look at the dead bodies.
"... Oh, you already killed them...."
THE PROPHECY SEEMED FAR AWAY
BUT FINALLY WE'VE REACHED THE DAY
GIVE UP THE PAST, EMBRACE THE STRANGE
EVERYTHING YOU CARE ABOUT WILL CHANGE
When both sides are doomed, which do you choose?
DOWN HERE IT'S KILL OR BE KILLED
If it twitches or seems to be alive still, I belly flop.
Complipedia
New game = Start at level 1
Think of it as prestige mode, if you want.
Keep in mind that i am quite silly quite often. If you don't like what i'm saying, please calmly point it out to me. I wish it said "Soarvivor"
Unknown killed! +5!
bruh im 1336 hakr 213364u
All of the enemies are dead!
+5 health to me
Unfortunately, you've been gone too long to get a gold name. But welcome back anyway!
Engie!
Welcome back, kumquat that is to be feared!
Only 99% of red-eyed things are evil. You are among the 1% that's good.
You can't get your Pokèmon back yet, but you, fseftr, and TT will receive your faithful 'Mons after this prologue mission is completed.
Both researches accepted, but the Zantetsu's damage will be nerfed to 10. Are the IMC items in any way related to the IMC faction from Titanfall?
Welcome!
Welcome to the team.
The Bag of Spilling seems to affect team stats as well.
Wave cleared!
+5 health and -1 rage to all!
+$200 and 20 XP from wave completion.
"What the hell were those?" Bio mutters to himself.
"McKnight," TT says. "we just ran into some weird things with red eyes. Their skin is completely black."
"I don't like what we're dealing with here," McKnight says. "Just stay sharp and find the researchers."
The team walks through the darkened hallways and finds the testing room. More unknowns show up.
Objective completed: Locate the testing room.
Objective updated: Breach the testing room.
Team XP [Level 1]:
[==========] 30/100
Max HP: 50
Attack: 2 min, 6 max
Heal: 5 min, 10 max
Players:
[1] BioShock_Rules [+| 50/50] [R| 1/15] [Items| None]
[2] Ka_doink1234o0 [+| 50/50] [R| 0/15] [Items| None]
[3] Ampulugator [+| 50/50] [R| 0/15] [Items| None]
[4] TT2000 [+| 50/50] [R| 0/15] [Items| None]
[5] Knight3165 [+| 50/50] [R| 0/15] [Items| None]
[6] Fseftr [+| 50/50] [R| 0/15] [Items| None]
[7] RagnoRock987654321 [+| 50/50] [R| 0/15] [Items| None]
[8] Engie_ninja [+| 50/50] [R| 0/15] [Items| None]
[9] FearTheKumquat [+| 50/50] [R| 0/15] [Items| None]
[10] Stickcrafter [+| 50/50] [R| 0/15] [Items| None]
[11] ManiacMasteR [+| 50/50] [R| 0/15] [Items| None]
[12] Jmanjr98 [+| 50/50] [R| 0/15] [Items| None]
Enemies:
Unknown [10/10]
Unknown [10/10]
Unknown [10/10]
Allies:
None
Other:
None
Main objective: Find out what happened to the researchers.
Current objective: Locate the testing room.
Money: $700
Shop [Level 1]:
Slots filled: 2/10
Data Card [$200 | 1 use]: Records an enemy's Data Bank entry.
Capacity Upgrade [$1,000 | Permanent]: Increases shop capacity to 15.
IMC Main Combat Rifle [$100 | 10 uses]: Deals 5 damage. Cannot hit multiple targets.
Zantetsu-Maru [$250 | 5 uses]: Deals 10 damage and pierces armor. The armor will be undamaged.
I made an error with the team's minimum attack. It's supposed to be 2. Corrected.
After the prologue, enemies will have levels. There will be normal variants (three levels), elite variants (two levels), and master variants (top notch, no levels).
Wow, in two updates we're accumulated 12 players, including me.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Speaking of which...
Puppy Launcher
$ Up to you
5 uses
5 damage
Distracts enemy with cuteness. Or a puppy corpse.
uh...
I weaponise a shower and use it to blast steam at the unknowns.
GODDAMN IT
STUPID GENDERFLIP VIRUS
Play minecraft.
NOW
I kick an UNKNOWN in the face, knocking it into another UNKNOWN!
THE PROPHECY SEEMED FAR AWAY
BUT FINALLY WE'VE REACHED THE DAY
GIVE UP THE PAST, EMBRACE THE STRANGE
EVERYTHING YOU CARE ABOUT WILL CHANGE
When both sides are doomed, which do you choose?
DOWN HERE IT'S KILL OR BE KILLED