Core Bestiary
Brutal Campaign-Inspired AI System ★ 19 Enemies (Swarm/Elite/Boss)
Enemy Categories
Swarm (3–5 HP): Weak enemies deployed in large numbers (5–10 per mission). Simple AI. Elite (15–25 HP): 1–2 per mission. Medium complexity AI. Mini-bosses. Boss (30–60 HP): Mission capstone. Complex AI with phases. Anomalous: Reality-defying entities (see Anomalous Bestiary).
Featured Boss Enemies
(Top 3 boss encounters featured. Complete enemy tables in dropdowns.)
9. Tainted Leviathan
Phases: Phase 1 (40–25 HP) Basic attacks. Phase 2 (24–10 HP) Enraged (+2 dmg). Phase 3 (9–0 HP) Berserk + regeneration.
Abilities: Crushing Bite (5d6 + knockback), Tail Sweep (AOE), Charge (trample), Regenerate, Roar (terror).
Massive 4-hex creature. Must focus fire before reaching melee range.
11. Bonelord Karath
Phases: Phase 1 Summons undead. Phase 2 Lifesteal attacks. Phase 3 Resurrection + AOE corruption.
Abilities: Soul Harvest (lifesteal on kill), Raise Dead (summon minions), Vampiric Strike, Mass Raise Dead, Apocalyptic Harvest.
Ossuarium champion. Becomes stronger with each minion summoned.
10. Rogue Casket
Mechanics: Uses full player rules. Example baseline 30-card deck; enemy Casket decks generally mirror v2.0 player construction (10 Universal + 6 Faction Core + Equipment + 2 Tactics, totaling ~26–50 by loadout). SP economy, Component Damage, Heat management.
AI Priority: Below 10 HP → defensive. In melee → attack. 3–6 hexes → move/ranged. 7+ → sprint.
Enemy pilot fights exactly like players do. Veteran (Grit 2) with faction abilities.
Fast, weak, and deployed in groups. Best countered with AOE attacks or focused fire. Individually harmless, but dangerous in numbers.
Tactical threats with complex behavior decks. Often carry loot. Require focus fire or specific countermeasures. Mini-bosses that define encounters.
Epic encounters. Complex AI with multiple phases. Every battle is a campaign moment. Bosses carry legendary loot and define the tone of your mission.