PUBLIC KNOWLEDGE BASEChapter Markdown ↓

MANDRIS / DESIGN REFERENCE

Enemies and bosses

Threat roles, attack warnings, counterplay, and phase-specific behavior.

Snapshot: · Source ca26d81327a1

The game may have changed since this snapshot. Routine deployments do not update this reference.

Threat index #

Foundry machines hold Crucible Drift, hive organisms inhabit Brood Scar, and abyssal sea life hunts beneath Frostfall. Crucible Drift reuses several machine hulls under new names and attacks; each entry lists its Crucible name and behavior. Heavy specialists and boss summons have their own population and reward rules. Attack statistics are base values, not a guarantee of the live interval under every profile, difficulty, or phase.

enemy:shardback · Ground / shard fan

Bone Isopod #

Bone Isopod: Ground / shard fan. Snapshot of the game's 3D model.
Bone Isopod · model reference

A giant armoured isopod with hooked raptorial arms. The magenta vents along its back glow for 800 ms before a five-shard fan. It scuttles sideways between volleys; attack while it repositions.

Base specification

Unupgraded unit values
PropertyValue
Base health96
Collision radius1.45 m
Base speed3.8 m/s
Base firing delay2.6 s
Warning time0.8 s
Base altitude0.85 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Ice-shard fan7 / hit581 m maximum travel2.6 s base delay; 0.8 s warningNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: blackice-shardback.glb

enemy:brinejaw · Air / shield and energy siphon

Gulper #

Gulper: Air / shield and energy siphon. Snapshot of the game's 3D model.
Gulper · model reference

A pelican eel that is half mouth. The magenta organ at its jaw tip charges for 450 ms before an instant drain beam; aim locks for the final 150 ms. Each hit drains 20 shields and 24 energy without damaging hull; dodge its firing line or block with a directional shield.

Base specification

Unupgraded unit values
PropertyValue
Base health72
Collision radius1.3 m
Base speed5 m/s
Base firing delay2.2 s
Warning time0.45 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Brine laser20 shield / 24 energy; 0 hull156 m2.2 s base delay; 0.45 s warning; Instant hit; final 0.15 s aim lock

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: blackice-brinejaw.glb

enemy:glacierback · Ground / harpoon tongue

Hookmaw #

Hookmaw: Ground / harpoon tongue. Snapshot of the game's 3D model.
Hookmaw · model reference

A massive armoured stargazer fish. After a one-second windup it fires a barbed harpoon tongue straight at your committed position. A hooked pilot is slowed and reeled toward its maw; break free by dealing 80 damage to the Hookmaw (any pilot), with Burst or Spectre, or by holding out 4 seconds. Reeled into its jaws, you take a heavy bite and it stays exposed while it recovers. Siege barriers and directional shields stop the tongue.

Base specification

Unupgraded unit values
PropertyValue
Base health450
Collision radius2.8 m
Base speed3 m/s
Base firing delay2 s
Warning time1 s
Base altitude1.4 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Harpoon tongue45 bite134 m straight flight1 s windup; hook holds up to 4 s; 2.6 s recovery after a bite0; Hooked pilots are slowed to 50% and reeled in at 4 m/s; 80 damage to the Hookmaw, Burst or Spectre frees them; barriers and directional shields stop the tip

Scaling and behavior

Authored singles and later pairs; two new heavies maximum. Counts never multiply. Hull increases 40% per additional pilot. Full warning times in Arcade; ordinary approach/recovery scaling applies. 600 score and regular pickups.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: blackice-glacierback.glb

enemy:norgron-whelp · Air / Norgron summon

Maw Fry #

Maw Fry: Air / Norgron summon. Snapshot of the game's 3D model.
Maw Fry · model reference

A small anglerfish, all head and teeth, spawned only by Norgron. Shoot it during its 750 ms emergence, before it pursues pilots and bites. Surviving fry die with their parent.

Base specification

Unupgraded unit values
PropertyValue
Base health24
Collision radius0.65 m
Base speed6.5 m/s
Base firing delay1 s
Warning time0.75 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Bite6 / hit1Contact1 s per target; Boss summon

Scaling and behavior

Boss summons only: 2/3/4 per phase, +2 in co-op; caps 6 solo / 10 co-op. No wave-count multiplier. 75 score, no pickups.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: blackice-norgron-whelp.glb

enemy:norgron · Ground and air / abyssal manta wyrm

Norgron, the Drowned Maw #

Norgron, the Drowned Maw: Ground and air / abyssal manta wyrm. Snapshot of the game's 3D model.
Norgron, the Drowned Maw · model reference

A colossal armoured sea-serpent with vast manta-ray wings. On the ice it pursues pilots within its territory, sweeps magenta abyssal breath, tears open forked ruptures and rears its tail like a scorpion: the lure glows for one second, tracking you until the final 350 ms, then spits fast acid bolts (one per phase) that burst in a wide circle where you were. Every 20 seconds (sooner as it weakens) it takes to the air for 10 seconds, hunting pilots anywhere and making frost dives: after a glowing-throat windup it streaks through your committed position breathing frost ahead of itself. Airborne, it counts as an air target; break its throat during a dive windup to knock it out of the sky. Breath deals stronger damage and halves movement speed. Its six neon eyes charge an independent laser for one second, committing their aim for the final 300 ms; the beam drains shields and energy. Weak points: put 100 damage into the eyes while they charge to cancel the beam, or 140 into the glowing throat during breath windup to cancel the breath and stagger it. It spawns fry throughout the fight. Attacks intensify below 65% and 35% hull; exposed recovery wounds take 150% damage.

Base specification

Unupgraded unit values
PropertyValue
Base health3600
Collision radius4.5 m
Base speed9.1 m/s
Base firing delay1.4 s
Warning time1 s
Base altitude1.6 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Eye laser24 shields + 30 energy; no hull damage156 mIndependent: every 8 s; 1 s charge, final 300 ms aim lock0; Blocked by directional shields and Siege Barriers
Frost dive (airborne)7 / tickStream occupants12 m forward streamTakes off every 20 / 16 / 12 s by phase for 10 s; 0.8 s windup, then flies through your committed point at 18 m/s; Air target while flying; break the throat during the windup to knock it down; walls shield until overflown
Ice breath / phase 16 / tickCone occupants26 m cone0.25 s ticks over 3.6 s; 0.8 s tracking + 1 s warning; 1.1 s recovery; 50% movement slow while inside the sweeping cone
Rupture / phase 142 / hit33 m impact radius0.8 s tracking + 1 s warning; 1.1 s recoveryNot applicable
Summon whelps / phase 1Summons attackers2Around the boss7 s interval; first pack 0.5 s after arrival; Independent of attacks; solo count; co-op adds two; population caps apply
Ice breath / phase 26 / tickCone occupants26 m cone0.25 s ticks over 3.3 s; 0.8 s tracking + 1 s warning; 0.9 s recovery; 50% movement slow while inside the sweeping cone
Rupture / phase 242 / hit63 m impact radius0.8 s tracking + 1 s warning; 0.9 s recoveryNot applicable
Summon whelps / phase 2Summons attackers3Around the boss6 s interval; first pack 0.5 s after arrival; Independent of attacks; solo count; co-op adds two; population caps apply
Ice breath / phase 36 / tickCone occupants26 m cone0.25 s ticks over 3 s; 0.8 s tracking + 1 s warning; 0.75 s recovery; 50% movement slow while inside the sweeping cone
Rupture / phase 342 / hit93 m impact radius0.8 s tracking + 1 s warning; 0.75 s recoveryNot applicable
Summon whelps / phase 3Summons attackers4Around the boss5 s interval; first pack 0.5 s after arrival; Independent of attacks; solo count; co-op adds two; population caps apply

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: blackice-norgron.glb

enemy:riftcaller · Ground / sequential fissures

Sea Spider #

Sea Spider: Ground / sequential fissures. Snapshot of the game's 3D model.
Sea Spider · model reference

A tiny body slung beneath towering spindly legs. It rears up for one second, then stabs three fissures open in sequence. The final impact leaves brief chilling rime.

Base specification

Unupgraded unit values
PropertyValue
Base health90
Collision radius1.35 m
Base speed2.5 m/s
Base firing delay4.2 s
Warning time1 s
Base altitude0.85 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Sequential fissures20 / hit33 m impact radius4.2 s base delay; 1 s warning; Three targeted impacts; final impact leaves slowing frost

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: blackice-riftcaller.glb

enemy:bellwarden · Air / hunting tentacle sweep

Vampire Cloak #

Vampire Cloak: Air / hunting tentacle sweep. Snapshot of the game's 3D model.
Vampire Cloak · model reference

A vampire squid under a dark-red cloak of spined arms. It glides in on the nearest pilot, flares the cloak for one second, then spins four long glowing tentacle blades for two and a half seconds, drifting after you as it spins and alternating direction each attack. Any pilot an arm crosses takes a cut, at most twice a second; back out of its reach or slip through the gap between arms.

Base specification

Unupgraded unit values
PropertyValue
Base health160
Collision radius1.6 m
Base speed5 m/s
Base firing delay2.6 s
Warning time1 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Tentacle sweep14 / hit413 m reach1 s cloak flare, then 2.5 s spin; Hunts to 7 m of the nearest pilot and drifts after it at 2.5 m/s while spinning; arms rotate at 1.6 rad/s, alternating direction each attack; one hit per pilot every 0.5 s; Spectre is immune

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: blackice-bellwarden.glb

enemy:veilray · Air / crossing volleys

Viperfang #

Viperfang: Air / crossing volleys. Snapshot of the game's 3D model.
Viperfang · model reference

A needle-thin dragonfish with a fang cage it cannot close. The magenta launchers on its long fin filaments flare for 800 ms before two paired volleys cross at a committed aim point. Keep moving across its firing line.

Base specification

Unupgraded unit values
PropertyValue
Base health48
Collision radius1.1 m
Base speed4 m/s
Base firing delay2.8 s
Warning time0.8 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Crossing volleys8 / hit499 m maximum travel2.8 s base delay; 0.8 s warning; 0.25 s between pairsNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: blackice-veilray.glb

enemy:root-mortar · Ground / artillery

Bombardier Tick #

Bombardier Tick: Ground / artillery. Snapshot of the game's 3D model.
Bombardier Tick · model reference

An organic mortar that winds up before striking a committed position. Its impact can leave a toxic cloud; keep moving while its mouth opens and eyes glow.

Base specification

Unupgraded unit values
PropertyValue
Base health90
Collision radius1.5 m
Base speed1.7 m/s
Base firing delay3.1 s
Warning time0.9 s
Base altitude0.72 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Mortar mark22 / hit13.4 m impact radius3.1 s base delay; 0.9 s warningNot applicable
Toxic cloud4 / tickOccupants3.2 m radius1 s ticks over 4 s; Remains after the mortar impact; slows movement
Death splash4 / hit12.5 m radius250 ms rise; 600 ms total?; Green blood rises to flight height; shared 200 ms damage cooldown
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-root-mortar.glb

enemy:cyst-weaver · Air / brood support

Brood Carrier #

Brood Carrier: Air / brood support. Snapshot of the game's 3D model.
Brood Carrier · model reference

A hive carrier that pressures pilots with organic projectiles and brood hazards. Destructible brood capsules can release additional offspring.

Base specification

Unupgraded unit values
PropertyValue
Base health64
Collision radius1.3 m
Base speed2.1 m/s
Base firing delay2.4 s
Warning time0.8 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Brood capsuleSummons Needlewing offspringOne capsuleAt carrier position2.4 s base delay; 0.8 s warning; Destructible capsule; offspring have their own attack row
Death splash4 / hit12.5 m radius250 ms rise; 600 ms total?; Green blood rises to flight height; shared 200 ms damage cooldown
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-cyst-weaver.glb

enemy:brood-warden · Air / swarm protection

Brood Warden #

Brood Warden: Air / swarm protection. Snapshot of the game's 3D model.
Brood Warden · model reference

Three luminous tendrils protect nearby lesser hive creatures, reducing damage by 50%. Protection never stacks. Kill or capture the warden to break its links; its jaws warn before a defensive spine volley.

Base specification

Unupgraded unit values
PropertyValue
Base health360
Collision radius2.5 m
Base speed3.2 m/s
Base firing delay2.4 s
Warning time0.9 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Protective tendrils50% damage reduction312 m1 s activation after arrival0; Lesser hive enemies only; never stacks; breaks on death, capture or range
Defensive spines7 / hit363 m travel2.4 s tracking + 0.9 s warning + 1.2 s recovery0; 24 degree fan
Death splash4 / hit12.5 m radius250 ms rise; 600 ms total?; Green blood rises to flight height; shared 200 ms damage cooldown
Hull contact22 / hit1Contact1.2 s per targetNot applicable

Scaling and behavior

Authored singles and later pairs; two new heavies maximum. Counts never multiply. Hull increases 40% per additional pilot. Full warning times in Arcade; ordinary approach/recovery scaling applies. 600 score and regular pickups.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-brood-warden.glb

enemy:mantis-hunter · Air / hunter

Hookblade Mantis #

Hookblade Mantis: Air / hunter. Snapshot of the game's 3D model.
Hookblade Mantis · model reference

A durable hive hunter that closes on pilots and commits to threatening attacks. Read its windup and keep an escape lane available.

Base specification

Unupgraded unit values
PropertyValue
Base health110
Collision radius1.3 m
Base speed4.2 m/s
Base firing delay3.2 s
Warning time0.9 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Lunge scythes9 / hit267.5 m maximum travelOn committed lungeNot applicable
Death splash4 / hit12.5 m radius250 ms rise; 600 ms total?; Green blood rises to flight height; shared 200 ms damage cooldown
Hull contact22 / hit1Contact1.2 s per targetNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-mantis-hunter.glb

enemy:locust-swarmer · Air / collision swarm

Locust Swarmer #

Fragile hive flyers rushing from alternating edges in warned groups. Each commits to a previous pilot position; sidestep their path. Contact damages only the struck pilot. Most kills give no economic rewards.

Base specification

Unupgraded unit values
PropertyValue
Base health2
Collision radius0.55 m
Base speed8.5 m/s
Base firing delay0 s
Warning time0 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Committed rush6 / hit1Contact with one pilot1 s edge warning?; No shooting or damaging death splash; alternating entry edges

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-razorwing-locust.glb

enemy:veil-spine · Air / ranged attacker

Needlewing Wasp #

Needlewing Wasp: Air / ranged attacker. Snapshot of the game's 3D model.
Needlewing Wasp · model reference

A hive flyer that fires phase needles. These projectiles can bypass part of a pilot’s shields.

Base specification

Unupgraded unit values
PropertyValue
Base health44
Collision radius1.05 m
Base speed2.7 m/s
Base firing delay2.7 s
Warning time0.8 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Phase-needle fan8 / hit3108 m maximum travel2.7 s base delay; 0.8 s warning; 50% shield bypass
Death splash4 / hit12.5 m radius250 ms rise; 600 ms total?; Green blood rises to flight height; shared 200 ms damage cooldown
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-veil-spine.glb

enemy:brood-rammer · Air / charging attacker

Ramhorn Beetle #

Ramhorn Beetle: Air / charging attacker. Snapshot of the game's 3D model.
Ramhorn Beetle · model reference

An armored insect that warns before a committed ram. Dodge its charge and exploit the recovery opening for increased damage.

Base specification

Unupgraded unit values
PropertyValue
Base health26
Collision radius0.95 m
Base speed4.6 m/s
Base firing delay0.65 s
Warning time0 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Explosive ram26 / hit13.8 m blast radiusCommitted charge after windup; Destroys the attacker on impact
Death splash4 / hit12.5 m radius250 ms rise; 600 ms total?; Green blood rises to flight height; shared 200 ms damage cooldown

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-brood-rammer.glb

enemy:razorwing-locust · Air / fast attacker

Razorwing Locust #

Razorwing Locust: Air / fast attacker. Snapshot of the game's 3D model.
Razorwing Locust · model reference

A fast hive flyer whose attacks and chitin spines pressure open flight lanes. Keep moving as it commits to an approach.

Base specification

Unupgraded unit values
PropertyValue
Base health44
Collision radius1.1 m
Base speed4 m/s
Base firing delay1.8 s
Warning time0.8 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Chitin burst7 / hit391 m maximum travel0.12 s between shots; 1.8 s reposition + 0.8 s warning + 0.6 s recoveryNot applicable
Death splash4 / hit12.5 m radius250 ms rise; 600 ms total?; Green blood rises to flight height; shared 200 ms damage cooldown
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-razorwing-locust.glb

enemy:resinback-beetle · Ground / area denial

Resinback Beetle #

Resinback Beetle: Ground / area denial. Snapshot of the game's 3D model.
Resinback Beetle · model reference

A heavy ground insect that spreads resin. Its residue slows pilots and makes overlapping hostile attacks harder to evade.

Base specification

Unupgraded unit values
PropertyValue
Base health80
Collision radius1.4 m
Base speed2.4 m/s
Base firing delay5.5 s
Warning time1 s
Base altitude0.72 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Resin patch30% movement slow13.2 m radius5.5 s cycle; 5 s patch duration; No direct damage
Death splash4 / hit12.5 m radius250 ms rise; 600 ms total?; Green blood rises to flight height; shared 200 ms damage cooldown
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-resinback-beetle.glb

enemy:the-brost · Ground / air / boss

The Brost #

The Brost: Ground / air / boss. Snapshot of the game's 3D model.
The Brost · model reference

Brood Scar’s queen changes attacks and movement across phases, including an airborne final phase. Her raised spine crown warns of a radial volley with two rotating escape gaps. Brood spawning, resin, and sweeping projectiles reward careful positioning.

Base specification

Unupgraded unit values
PropertyValue
Base health2400
Collision radius3.7 m
Base speed4.2 m/s
Base firing delay2.2 s
Warning time0.9 s
Base altitude0.9 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Scythe fan / phase 19 / hit572 m maximum travel1.8 s base delay; 0.9 s warningNot applicable
Spore pods / phase 110 / hit354 m maximum travel1.8 s base delay; 0.9 s warningNot applicable
Scythe fan / phase 29 / hit581 m maximum travel1.45 s base delay; 0.9 s warningNot applicable
Phase needles / phase 28 / hit3121.5 m maximum travel1.45 s base delay; 0.9 s warning; 50% shield bypass
Spore pods / phase 210 / hit363 m maximum travel1.45 s base delay; 0.9 s warningNot applicable
Mortar / phase 222 / hit13.4 m impact radius1.45 s base delay; 0.9 s warningNot applicable
Dive scythes / phase 39 / hit267.5 m maximum travelOn committed diveNot applicable
Spore-pod fragments6 / hit545 m maximum travel0.9 s after pod launch; Each pod splits; leaves a toxic cloud
Toxic cloud4 / tickOccupants3.2 m radius1 s ticks over 4 s; From split spore pods and mortar marks; also slows movement
Nest reinforcementsSummons attackers2 / 3 / 3 solo; 3 / 4 / 4 co-opNest perimeterFirst 2 s; then 9 / 7 / 6 s by phase?; 700 ms emergence; 6 solo / 10 co-op offspring cap; occasional locust or mantis escort
Hull contact35 / hit1Contact1.2 s per targetNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-the-brost.glb

enemy:arc-welder · Air / paired welding arc

Arc Welder #

Arc Welder: Air / paired welding arc. Snapshot of the game's 3D model.
Arc Welder · model reference

Welding drones that fly in pairs about 8 m apart, sweeping the lane with a crackling arc between them that burns any pilot crossing it. Kill either drone to break the arc.

Base specification

Unupgraded unit values
PropertyValue
Base health40
Collision radius0.9 m
Base speed5.5 m/s
Base firing delay1.2 s
Warning time0.7 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Welding arc9 / hitPilots crossing the arc8 m between the pairLive 0.7 s after the pair settles; one hit per pilot every 0.4 s; Kill either drone to break the arc
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/foundry.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: crucible-arc-welder.glb

enemy:armored-carrier · Air / directional armor · Crucible Drift: Tug Hauler

Bulwark Carrier #

Bulwark Carrier: Air / directional armor. Snapshot of the game's 3D model.
Bulwark Carrier · model reference

A slow carrier that tracks, charges, fires a spread, then recovers. Front armor takes 25% damage; exposed rear engines take 175%. Blast direction is measured from the explosion. Crucible Drift Tug Hauler: sparks pour off its core as the scrap hopper spins up, then it flings a fan of 7 tumbling hull plates (12 damage each); shoot them down (two hits each) or slip through a gap.

Base specification

Unupgraded unit values
PropertyValue
Base health180
Collision radius2.2 m
Base speed3.2 m/s
Base firing delay3.3 s
Warning time0.9 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Charged spread9 / hit381 m maximum travel1.2 s tracking + 0.9 s charge + 1.2 s recoveryNot applicable
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-armored-carrier.glb

enemy:fuel-hauler · Air / volatile rammer

Fuel Hauler #

Fuel Hauler: Air / volatile rammer. Snapshot of the game's 3D model.
Fuel Hauler · model reference

An armoured tanker that closes in, revs for 1 s and rams through your committed position. When destroyed it detonates across 7 m, hurting nearby enemies fully and pilots partly: shoot it where it will take the others with it.

Base specification

Unupgraded unit values
PropertyValue
Base health120
Collision radius1.8 m
Base speed3.6 m/s
Base firing delay2.6 s
Warning time1 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Ram30 / hitOnce per run22.42 m run1 s windup; Detonates on death: 90 to enemies within 3 m (falling to 7 m), 40% to pilots
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/foundry.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: crucible-fuel-hauler.glb

enemy:furnace-crawler · Ground / ring of fire

Furnace Crawler #

Furnace Crawler: Ground / ring of fire. Snapshot of the game's 3D model.
Furnace Crawler · model reference

A walking smelter. Its vents glow white for 1.5 s, then it releases a ring of fire that expands to 13 m at flight height; be inside it or well outside when the front passes. Deal 40 damage while it heats and it cooks off early, blasting everything nearby.

Base specification

Unupgraded unit values
PropertyValue
Base health110
Collision radius1.5 m
Base speed1.4 m/s
Base firing delay3.8 s
Warning time1.5 s
Base altitude0.72 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Ring of fire18 / hitOnce per pilot13 m ring1.5 s heat-up; expands over 1.2 s; 40 damage during heat-up cooks it off: 50 blast to enemies, 45% to pilots
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/foundry.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: crucible-furnace-crawler.glb

enemy:turret · Ground / fixed gun · Crucible Drift: Crane Turret

Gun Turret #

Gun Turret: Ground / fixed gun. Snapshot of the game's 3D model.
Gun Turret · model reference

A scattered ground emplacement firing straight, non-homing cannon shells. Its barrel follows the firing direction; primary weapons can hit it even at close range. Crucible Drift Crane Turret: after its warning the boom swings through a 5-shell sweep across your position with fast 24 m/s shells; cross behind the sweep.

Base specification

Unupgraded unit values
PropertyValue
Base health48
Black Horizon base health26
Collision radius1.08 m
Base speed2.05 m/s
Base firing delay2.8 s
Warning time1.05 s
Base altitude0.72 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Cannon shell (non-homing)22 / hit1108 m maximum travel2.8 s base delay; 1.05 s warningNot applicable
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-turret.glb

enemy:boss · Air / boss · Crucible Drift: The Forgemaster

Machine Warden #

Machine Warden: Air / boss. Snapshot of the game's 3D model.
Machine Warden · model reference

A rechargeable shield protects its hull. Its dorsal auto turret tracks pilots and fires warned three-round bursts independently of the phase volleys. Sustained fire delays shield recovery; keep moving during the turret warning. Crucible Drift's Forgemaster has no shield. Phase 1 launches Welder Drones and sweeps a molten pour across the lane; phase 2 alternates shockwave rings with a safe gap and the molten pour; phase 3 exposes its core (1.6x damage) as it presses forward spraying a molten spiral and venting heat pulses.

Base specification

Unupgraded unit values
PropertyValue
Base health1050
Collision radius3.15 m
Base speed1.1 m/s
Base firing delay1.65 s
Warning time0.8 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Auto turret6 / hit344 m0.6 s warning; 0.16 s between shots; 2 s cooldown0; Independent tracking bursts
Rechargeable shieldAbsorbs damage1Hull protection20 shield/s after 5 s without damage0; 300 base shield; scales with co-op boss hull
Warden fan / phase 19 / hit381 m maximum travel0.87 s–1.15 s delay + 0.8 s warning; Standard profile; phase 1
Warden fan / phase 29 / hit590 m maximum travel0.77 s–1.02 s delay + 0.8 s warning; Standard profile; phase 2
Warden fan / phase 39 / hit799 m maximum travel0.67 s–0.88 s delay + 0.8 s warning; Standard profile; phase 3
Hull contact55 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-boss.glb

enemy:rocket-truck · Ground / guided missile · Crucible Drift: Slag Cannon

Rocket Truck #

Rocket Truck: Ground / guided missile. Snapshot of the game's 3D model.
Rocket Truck · model reference

A wheeled launcher that warns before firing a briefly homing missile. It locks a pilot position at the start of its warning. Crucible Drift Slag Cannon: lobs a slag shell at the locked point that airbursts into 6 fragments.

Base specification

Unupgraded unit values
PropertyValue
Base health64
Collision radius1.25 m
Base speed2.4 m/s
Base firing delay3 s
Warning time1.2 s
Base altitude0.72 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Homing rocket18 / hit163 m maximum travel3 s base delay; 1.2 s warning; Aim locks during warning
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-rocket-truck.glb

enemy:salvo-truck · Ground / missile barrage · Crucible Drift: Slag Cannon

Salvo Truck #

Salvo Truck: Ground / missile barrage. Snapshot of the game's 3D model.
Salvo Truck · model reference

A wheeled launcher that releases three fixed-aim rockets after its warning. Move out of the locked firing lane. Crucible Drift Slag Cannon: lobs three slag shells along the locked lane, each airbursting into fragments.

Base specification

Unupgraded unit values
PropertyValue
Base health64
Collision radius1.25 m
Base speed2.4 m/s
Base firing delay4 s
Warning time1.2 s
Base altitude0.72 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Rocket salvo10 / hit366 m maximum travel4 s base delay; 1.2 s warning; 0.15 s between rockets; Aim locks during warning
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-salvo-truck.glb

enemy:drone · Air / skirmisher · Crucible Drift: Welder Drone

Scout Drone #

Scout Drone: Air / skirmisher. Snapshot of the game's 3D model.
Scout Drone · model reference

A light machine scout that advances into the combat lane and fires straight toward the lower battlefield. Its shots do not track pilots. Fragile alone; overlapping groups create the threat. Crucible Drift Welder Drone: fires one rivet round straight down the lane.

Base specification

Unupgraded unit values
PropertyValue
Base health18
Collision radius0.82 m
Base speed3.565 m/s
Base firing delay2.35 s
Warning time0 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Straight round9 / hit181 m maximum travel2.35 s base delay; 0 s warning; Straight down the battlefield; no player tracking
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-scout.glb

enemy:slag-bomber · Air / strafing bomb run

Slag Bomber #

Slag Bomber: Air / strafing bomb run. Snapshot of the game's 3D model.
Slag Bomber · model reference

A furnace barge flying just above the flight lane. After a 0.9 s windup it strafes a committed line over its target, dropping 4 molten slag bombs that burst into burning clouds for 1.6 s. Leave the line before it passes.

Base specification

Unupgraded unit values
PropertyValue
Base health150
Collision radius2.1 m
Base speed4.6 m/s
Base firing delay3.6 s
Warning time0.9 s
Base altitude5.2 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Slag bomb run7 / tick4 clouds3.5 m cloud radius0.9 s windup; strafes at 13 m/s through the committed point; 0.45 s fall; Clouds burn every 0.4 s for 1.6 s
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/foundry.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: crucible-slag-bomber.glb

enemy:spark-fighter · Air / carrier-launched fighter

Spark Fighter #

Spark Fighter: Air / carrier-launched fighter. Snapshot of the game's 3D model.
Spark Fighter · model reference

A small foundry dart launched in pairs from the Foundry Carrier's bays. It swings to your flank and fires one aimed rivet round every 2.4 s; its nose glows just before each shot. Kill the carrier to stop the launches.

Base specification

Unupgraded unit values
PropertyValue
Base health30
Collision radius0.9 m
Base speed7 m/s
Base firing delay2.4 s
Warning time0 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Hull contact22 / hit1ContactOnce; attacker destroyedNot applicable

Scaling and behavior

Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply.

Source reference: src/content/foundry.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: crucible-spark-fighter.glb

enemy:torpedo-frigate · Air / interceptable torpedoes · Crucible Drift: Foundry Carrier

Torpedo Frigate #

Torpedo Frigate: Air / interceptable torpedoes. Snapshot of the game's 3D model.
Torpedo Frigate · model reference

Twin launch bays warn for 1.2 seconds before releasing two heavy torpedoes. Shoot them down harmlessly, block them, or dodge their committed course. Threatens the ark in Exodus Wake; attack during bay recovery. Crucible Drift Foundry Carrier: fires nothing itself; its bays open and launch two Spark Fighters at a time. Kill it to stop the stream.

Base specification

Unupgraded unit values
PropertyValue
Base health400
Collision radius2.6 m
Base speed3.5 m/s
Base firing delay2 s
Warning time1.2 s
Base altitude3.8 m

Attack reference

Base attacks; profile and phase rules may modify these values
AttackDamage / effectCountReachTimingEnergy / conditions
Heavy torpedoes24 pilot / 40 ark261.6 m travel; 3 m blast2 s tracking + 1.2 s warning; 0.4 s between shots; 1.5 s recovery0; 18 hull each; shootable, shield-interceptable; no homing; eight active maximum
Hull contact22 / hit1Contact1.2 s per targetNot applicable

Scaling and behavior

Authored singles and later pairs; two new heavies maximum. Counts never multiply. Hull increases 40% per additional pilot. Full warning times in Arcade; ordinary approach/recovery scaling applies. 600 score and regular pickups.

Source reference: src/content/combat.ts · src/content/devCatalog.ts · src/content/catalogComparison.ts · Runtime model: enemy-torpedo-frigate.glb