Elite former commando
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Revision as of 18:09, 3 September 2025 by Omega Tyrant (Talk | contribs)
Game Data | Strategy |
Elite former commando | ||
Appearance: | h | |
Health: | 40 | |
Armor: | 2 (+2 from equipped blue armor, total 4) | |
Accuracy: | +3 melee, +8 (tristar blaster) or +13 (missile launcher, napalm launcher) ranged | |
Melee Damage: | 3d3 = 3-9 = 6 avg | |
Projectile Damage: | Attacks with an missile launcher: 6d6 = 6-36 = 21 avg; fire damage, radius 3
OR Attacks with a napalm launcher: 7d7 = 7-49 = 28 avg; fire damage, radius 2 OR Attacks with a tristar blaster: (4d5)x3 = 4-20 each = 12 avg each; plasma damage, radius 2 | |
Speed: | 100% | |
Standard Depth: | 80+ | |
Experience Value: | 608 | |
Inventory: | Missile Launcher: rocket (x20), blue armor (equipped)
Napalm Launcher: rocket (x12), blue armor (equipped) Tristar Blaster: power cell (x60), blue armor (equipped) | |
AI habits: | Uses items: | Yes |
Uses doors: | Yes | |
Attack %: | 75 | |
Special abilities: | The weapon an Elite Former Commando has is chosen randomly when it is spawned. Takes no damage from fluids. It has 20% plasma resistance from the blue armor it spawns in.
Elite formers never drop their weapon, and they leave no corpse upon death, but as long as they're not gibbed they will still drop their spare ammo, their armor, and any other items they find. | |
Ingame description: | As expected, these ex-human soldiers are the best of the best! Armored, resilient and with superior firepower! Too bad their weapons are set to self-destruct on death. | |
Comments/special: | Will run through any fluids. Avoids player as much as possible, but will use its melee attack when in range. |