Council/Robots
Overview
Vandal, the genius behind the Council's technology, created his first robots during the 1940's. He's been improving on them ever since.
Enemy Types
Minions
Zenith Hoverbot
The Zenith Hoverbot is one of Vandal's more ingenious inventions. Rumor has it that he was inspired by the Rikti attack drones, but there have been versions of the machines in sevice since the 1940's. Mounted with omni-directional jets and banks of armor piercing rockets, the Zenith Hoverbots are quite maneuverable and pack a deadly punch. They can make the skies a very dangerous place.
Levels: 30-54
Powers
Fly Self Fly
Hoverbots can Fly.
Robot Missile Launcher Ranged (Targeted AoE), Heavy DMG(Fire/Lethal), Foe Knockback
Hoverbots can launch small missiles at long range.
No Melee attacks No Hand to Hand
Zenith Hoverbots don’t have any Melee attacks at all
Resistance Res( S-20 L30 P30 ), Prot( Sl 100 Fr 100 )
Resistance
Zenith Mech Man
Vandal, the genius behind the Council's technology, created his first robots during the 1940's. He's been improving on them ever since. Now known as the Zenith Mech Men, these tough and deadly machines are 100 times more dangerous than their predecessors of 60 years ago. Modern Mech Men have tough, thick armor, redundant systems that resist damage, and a powerful onboard AI that makes them faster and smarter than most human soldiers.
Levels: 25-34
Powers
Cybernetic Blade Melee, Moderate DMG(Lethal)
A Cybernetic Blade is a powerful lethal attack.
Blast Ranged, Moderate DMG(Energy/Smash), Foe Knockdown
Zenith Mech's Blast sends a focused beam of energy that can knock foes back.
Resistance Res( S-20 L30 P30 ), Prot( Sl 100 Fr 100 )
Resistance
Lieutenants
Mk I Zenith Warcry
The Mk I Warcry robot has been favorably compared to a battle tank when it comes to both firepower and resilience. The big difference is that the Mk I is controlled by an ingenious artificial intelligence that can capably command troops in the field. It carries enough firepower to take out heavily armored targets, and its own armor stands up to anything less than an anti-tank weapon.
Levels: 40-54
Powers
Power Blast Ranged, Heavy DMG(Energy/Smash), Foe Knockback
Power Blast sends a focused beam of energy at a foe that can knock him back.
Missile Launch Ranged (Targeted AoE), Superior DMG(Fire/Lethal), Foe Knockback
Zenith Warcries can launch small missiles at long range.
Pummel Melee, Heavy DMG(Smash), Foe Knockback
Zenith Warcry brawling attacks.
Resistance Prot( Kb 4.0 )
Zenith Warcries are highly resistant to Knockback.
Resistance Res( S-20 L30 P30 ), Prot( Sl 100 Fr 100 )
Resistance
Bosses
Mk II Zenith Warcry
The ultimate in automated fighting systems, the Mk II Warcry robot is fearsome in combat, capable of taking on whole armored companies by itself. The robots' unerring aim and large caliber weaponry make them a threat to any hero they come across. Their enhanced AI allows them to coordinate with the Council's human troops, making them the perfect battlefield commanders.
Levels: 30-39
Powers
Power Blast Ranged, Heavy DMG(Energy/Smash), Foe Knockback
Power Blast sends a focused beam of energy at a foe that can knock him back.
Missile Launch Ranged (Targeted AoE), Superior DMG(Fire/Lethal), Foe Knockback
Zenith Warcries can launch small missiles at long range.
Pummel Melee, Heavy DMG(Smash), Foe Knockback
Zenith Warcry brawling attacks.
Resistance Prot( Kb 4.0 )
Zenith Warcries are highly resistant to Knockback.
Resistance Res( S-20 L30 P30 ), Prot( Sl 100 Fr 100 )
Resistance
Council War Walker
Vandal and his engineers from the Council spent months during the Praetorian war engineering their own War Walkers. Now, their plans have finally come to light, and the Council intends to show the world their new, overwhelming force, with their new mass-produced War Walkers.
Levels: 14-54
Powers
Particle Burst Ranged, Moderate Damage(Energy), Foe -Regeneration, -Resist(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Heavy Particle Burst Ranged (Cone), Moderate Damage(Energy), Foe -Regeneration, -Resist(All)
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Charged Shot Ranged (Targeted Area of Effect), Moderate Damage(Energy), Foe -Regeneration, -Resist(All), Knockdown
The War Walker's attacks deal energy damage and reduce their target's damage resistance and regeneration rate for a short time.
Smash Melee, Moderate Damage(Smash), Foe Knockdown, Disorient
The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes.
Pummel Melee, High Damage(Smash), Foe Knockdown, Disorient
The War Walker's fists pack a wallop. They deal smashing damage, can knockdown and disorient their foes.
Ground Slam Point Blank Area of Effect, High Damage(Smash), Foe Knockdown, Disorient
The Warwalker can slam its mighty fists into the ground causing heavy damage as well as knocking down and disorienting its targets.
Orbital Lance Lock Target of Orbital Lance
The Warwalker must lock onto a target before unleashing its mighty Orbital Lance.
Orbital Lance Power Up Target of Orbital Lance
The Warwalker must lock onto a target before unleashing its mighty Orbital Lance.
Orbital Lance Ranged (Location Area of Effect), Extreme Damage(Energy), Foe -Regeneration, -Resist(All), Knockdown
The Orbital Lance is the most powerful weapon in the Warwalker's arsenal. It is capable of obliterating most targets in a single shot. However, it is easy enough to avoid.
Nano Reconstruction Self Heal
The Warwalker can heal themselves for a substantial amount of health.
The Harder They Fall Post Death Special: Point Blank Area of Effect, Moderate Smash/Fire Damage, Foe Knockdown, Disorient
When the Warwalker is defeated they will often explode dealing moderate damage to everyone nearby.
Resistance Res( S50 L50 F20 C20 E50 N20 ), Prot( Kb 50 Rp 50 )
Resistance