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Ω 07 — Enemies

07 — Enemies

Purpose

This document specifies the complete enemy roster for Tao Baryon v1.0. Enemies are organized into 6 behavior categories with 24 total variants spread across the campaign sectors. The hybrid formation system combines scripted set-pieces (named liturgical formations) with procedural filler waves.

For physics context of bullet types, see 02_physics_mechanics.md. For density and difficulty curves, see 03_difficulty_curve.md and 00_amendments.md.


Roster Overview

Category Variants Role
Grunts 5 Cannon fodder; formation building blocks
Strafers 4 Horizontal pressure from screen edges
Bombers 4 Slow, heavy, AoE drops
Snipers 4 Targeted ranged threats
Kamikaze 3 Direct charges at player
Elites 4 Mid-stage challenge spikes

Total: 24 enemy types


Sector Distribution

Which enemies appear in which sectors:

Sector Grunts Strafers Bombers Snipers Kamikaze Elites
1 Frontier G1, G2 S1 B1 K1
2 Long Reach G2, G3 S1, S2 B1, B2 Sn1 K1, K2 E1
3 Veil G3, G4 S2, S3 B2, B3 Sn1, Sn2 K2 E1, E2
4 Ergosphere G4, G5 S3, S4 B3, B4 Sn2, Sn3 K2, K3 E2, E3
5 Apparatus G5 S4 B4 Sn3, Sn4 K3 E3, E4

Older enemies don't disappear in higher sectors — they reappear in tougher contexts, mixed with new variants.


Universal Enemy Mechanics

Stat Schema

Every enemy has these stats:

  • HP — damage to kill
  • Speed — movement velocity
  • Damage — damage dealt to player on hit (collision or projectile)
  • Bullet type(s) — from the 9-type vocabulary
  • Fire rate — shots per second
  • Score value — base score awarded on kill
  • Credit value — credits awarded on kill
  • Drop chance — % chance of bonus drop on kill

Damage Model

Enemies take damage from primary weapon shots, special abilities, collisions (in some cases), and field effects (Anomaly Field, etc.). Some have shielding that must be depleted before HP damage applies.

Death Animations

  • Standard enemies: brief explosion + particle burst
  • Elites: extended explosion sequence (~1.5s) with debris field
  • Visible health bars only on elites and bosses

Grunts (5 variants)

The backbone of Telos forces. Move in formations, fire predictable shots, easy to kill but dangerous in numbers.

G1 — Telos Patrol Drone

First appearance: Sector 1 (Stage 1) Lore: Standard Telos scouting drones. Lightly armored, autonomous. The cadets' first enemy.

Stat Value
HP 8
Speed 0.8×
Damage on hit 8
Bullet type Pulse
Fire rate 0.5/sec
Score 50
Credits 5

Behavior: Drifts down the screen, fires single Pulse shots at player at predictable intervals.


G2 — Telos Picket

First appearance: Sector 1 (Stage 3) Lore: Slightly more advanced patrol unit. Has minor armor plating.

Stat Value
HP 14
Speed 0.7×
Damage on hit 10
Bullet type Pulse
Fire rate 0.7/sec
Score 80
Credits 8

Behavior: Holds position briefly before firing burst of 2-3 Pulse shots, then continues moving.


G3 — Telos Skirmisher

First appearance: Sector 2 (Stage 7) Lore: Light Telos combat unit. Trained in liturgical formation flying.

Stat Value
HP 22
Speed 1.0×
Damage on hit 12
Bullet type Pulse, Spread (alternates)
Fire rate 0.9/sec
Score 120
Credits 12

Behavior: Maintains formation with other Skirmishers, fires alternating Pulse and Spread.


G4 — Telos Choralite

First appearance: Sector 3 (Stage 14) Lore: Specialized formation flyer. Designed for liturgical combat patterns.

Stat Value
HP 35
Speed 1.1×
Damage on hit 15
Bullet type Wave, Spread
Fire rate 1.1/sec
Score 180
Credits 18

Behavior: Coordinates with other Choralites for liturgical formations. Will pulse together in sync with formation members.


G5 — Telos Apostle

First appearance: Sector 4 (Stage 20) Lore: Elite frontline Telos warrior. Designed for sustained engagement.

Stat Value
HP 55
Speed 0.9×
Damage on hit 18
Bullet type Mandala, Spiral
Fire rate 1.0/sec
Score 250
Credits 25

Behavior: Stationary or slow-moving. Fires complex Mandala or Spiral patterns. Threatening solo, devastating in groups.


Strafers (4 variants)

Move horizontally across the screen, firing as they pass. Force the player to track threats from screen edges.

S1 — Telos Crossing Drone

First appearance: Sector 1 (Stage 4) Lore: Basic Telos strafing unit.

Stat Value
HP 12
Speed 1.4×
Damage on hit 10
Bullet type Pulse
Fire rate 0.7/sec (only when crossing)
Score 70
Credits 7

Behavior: Enters from one screen edge, crosses horizontally, exits the other side. Fires Pulse shots downward at the player while crossing.


S2 — Telos Strafer

First appearance: Sector 2 (Stage 8) Lore: Heavier strafing unit. Designed for sustained passes.

Stat Value
HP 25
Speed 1.3×
Damage on hit 12
Bullet type Spread
Fire rate 0.9/sec
Score 130
Credits 14

Behavior: Crosses with sustained Spread fire. Can pause briefly mid-screen before continuing.


S3 — Telos Hunter-Strafer

First appearance: Sector 3 (Stage 15) Lore: Veiled designs adopted by Telos. Hunters with strafing tactics.

Stat Value
HP 40
Speed 1.5×
Damage on hit 15
Bullet type Predictive, Wave
Fire rate 1.0/sec
Score 200
Credits 22

Behavior: Adjusts horizontal speed to track player position. Fires Predictive shots at where the player will be.


S4 — Telos Veil Strafer

First appearance: Sector 4 (Stage 21) Lore: Sector 4-era Telos strafer with gravitational manipulation.

Stat Value
HP 60
Speed 1.2×
Damage on hit 20
Bullet type Lensed
Fire rate 1.1/sec
Score 300
Credits 35

Behavior: Fires Lensed bullets that curve unpredictably around invisible gravitational wells. Strafes in irregular patterns.


Bombers (4 variants)

Slow, heavy, drop AoE projectiles or large slow-moving threats. Force player movement.

B1 — Telos Drop Bomber

First appearance: Sector 1 (Stage 5) Lore: Basic bombing unit. Drops slow-moving AoE projectiles.

Stat Value
HP 28
Speed 0.5×
Damage on hit 15 (collision); 20 (AoE bomb)
Bullet type Spread (slow, downward)
Fire rate 0.4/sec
Score 150
Credits 18

Behavior: Drifts slowly downward, periodically drops 3-5 slow Spread projectiles that fan outward.


B2 — Telos Carrier Bomber

First appearance: Sector 2 (Stage 10) Lore: Heavier bomber. Drops payloads that explode into multiple smaller projectiles.

Stat Value
HP 50
Speed 0.4×
Damage on hit 18
Bullet type Cascading
Fire rate 0.3/sec
Score 250
Credits 28

Behavior: Drops single large payload that detonates into 8 Pulse projectiles spreading outward. Forces player movement.


B3 — Telos Liturgist Bomber

First appearance: Sector 3 (Stage 16) Lore: Religious-doctrinal bomber. Drops payloads in sacred-geometry patterns.

Stat Value
HP 70
Speed 0.4×
Damage on hit 20
Bullet type Mandala (large)
Fire rate 0.25/sec
Score 350
Credits 45

Behavior: Drops Mandala-pattern payloads. Slowly rotating geometric formations that expand outward.


B4 — Telos Quasar Bomber

First appearance: Sector 4 (Stage 22) Lore: End-game bomber. Drops payloads that generate gravitational lensing effects.

Stat Value
HP 100
Speed 0.35×
Damage on hit 25
Bullet type Cascading + Lensed
Fire rate 0.2/sec
Score 500
Credits 70

Behavior: Drops single massive payload that detonates into 12 Lensed projectiles curving in spiral patterns. Among the most dangerous regular enemies.


Snipers (4 variants)

Hover at top of screen, fire targeted shots at player. Force player dodging.

Sn1 — Telos Aimer

First appearance: Sector 2 (Stage 9) Lore: Telos targeting drone. Tracks player position.

Stat Value
HP 30
Speed 0.6× (lateral only)
Damage on hit 18
Bullet type Predictive
Fire rate 0.7/sec
Score 200
Credits 25

Behavior: Hovers at top of screen, moves laterally to maintain firing angle on player. Fires Predictive shots aimed at where the player will be.


Sn2 — Telos Sharpshooter

First appearance: Sector 3 (Stage 17) Lore: Improved targeting unit. Better predictive math.

Stat Value
HP 45
Speed 0.7× (lateral only)
Damage on hit 22
Bullet type Predictive (faster)
Fire rate 1.0/sec
Score 280
Credits 35

Behavior: Tracks player faster, fires Predictive shots with shorter prediction window. Harder to dodge.


Sn3 — Telos Geometer Sniper

First appearance: Sector 4 (Stage 23) Lore: Sector 4-era sniper. Uses geometric prediction patterns.

Stat Value
HP 75
Speed 0.8×
Damage on hit 28
Bullet type Mandala + Predictive
Fire rate 0.9/sec
Score 400
Credits 55

Behavior: Fires geometric prediction patterns — 3-shot fans aimed at predicted player positions. Threatens by closing off escape routes.


Sn4 — Telos Architect's Eye

First appearance: Sector 5 (Stage 25) Lore: End-game sniper. Reality-bending targeting.

Stat Value
HP 120
Speed 0.7×
Damage on hit 35
Bullet type Threading
Fire rate 0.5/sec
Score 600
Credits 90

Behavior: Fires Threading bullets — thin precise streams that resemble cosmic strings. Long-range threat with hitscan-like behavior. Must be killed before it can complete its threading pattern.


Kamikaze (3 variants)

Charge directly at player. Force evasion. Limited firing.

K1 — Telos Diver

First appearance: Sector 1 (Stage 2) Lore: Basic kamikaze drone. Aggressive but predictable.

Stat Value
HP 18
Speed 1.6× (when diving)
Damage on hit 25 (collision damage)
Bullet type None
Fire rate 0
Score 100
Credits 12

Behavior: Drifts at top of screen, then accelerates directly toward player's current position. If misses, continues off-screen.


K2 — Telos Charger

First appearance: Sector 2 (Stage 11) Lore: Heavier kamikaze. Can adjust dive mid-flight.

Stat Value
HP 30
Speed 1.4× (dive); 1.0× (cruise)
Damage on hit 30
Bullet type Pulse (limited, during dive)
Fire rate 0.3/sec
Score 180
Credits 22

Behavior: Slowly tracks player, then commits to dive. Can slightly adjust angle mid-dive. Fires occasional Pulse during dive.


K3 — Telos Devotional Strike

First appearance: Sector 4 (Stage 22) Lore: Late-game kamikaze. Telos pilots committed to sacrifice as religious act.

Stat Value
HP 55
Speed 1.8× (dive); 1.2× (cruise)
Damage on hit 40
Bullet type Cascading (on death)
Fire rate 0 (alive); 1.0/sec (death)
Score 350
Credits 45

Behavior: Tracks player aggressively, dives hard. On death (including failed dive crashing into screen edge), explodes with Cascading projectiles in all directions. Forces defensive play even after kill.


Elites (4 variants)

Unique enemies with distinctive sprites, behaviors, and visible elite indicators (halo, aura, prayer-script banner). Drop specific reward categories.

E1 — Choral Knight

First appearance: Sector 2 (Stage 12 boss vicinity) Lore: Heavy Telos warship, ornate plating, prayer-script banner. Fights in liturgical rhythm.

Stat Value
HP 250
Speed 0.7×
Damage on hit 30
Bullet type Spiral, Mandala
Fire rate Liturgical bursts (3-shot patterns every 2s)
Score 1,500
Credits 200

Drop: Always +500 credits + Pilot XP. 30% chance: 1 Veiled Token.

Behavior: Moves slowly in liturgical patterns. Fires 3-shot Spiral or Mandala bursts at predictable intervals. Telegraph: glowing prayer-script before each burst. Skilled players can interrupt bursts by dealing significant damage during telegraph.


E2 — Inquisitor Hunter

First appearance: Sector 3 (Stage 15+) Lore: Black-and-red plating, predator silhouette. Telos anti-apostate weapon platform.

Stat Value
HP 320
Speed 1.3×
Damage on hit 35
Bullet type Predictive
Fire rate 1.5/sec
Score 2,200
Credits 350

Drop: Always +800 credits + XP. 50% chance: 1 Blueprint Shard. 5% chance: 3 Blueprint Shards.

Behavior: Actively hunts player — adjusts position aggressively to maintain firing angle. Predictive shots that lead the player by full prediction. Will pursue across the screen.


E3 — Geometer

First appearance: Sector 4 (Stage 22+) Lore: Unfolding architectural ship. Sacred geometry as weaponry.

Stat Value
HP 450
Speed 0× (stationary once deployed)
Damage on hit 40
Bullet type Mandala (complex), Spiral
Fire rate 0.6/sec
Score 3,500
Credits 600

Drop: Always +1,200 credits + XP. 25% chance: 1 Module Drop.

Behavior: Arrives stationary in mid-upper screen, unfolds into a large firing platform. Fires geometric Mandala patterns — sacred geometry expanding and contracting. Stationary makes it easy to focus fire but it's heavily armored.


E4 — Architect's Witness

First appearance: Sector 5 (Stage 25+) Lore: Largest non-boss enemy. Speaks in transmissions. End-game elite.

Stat Value
HP 800 (multi-layered)
Speed 0.6×
Damage on hit 50
Bullet type All advanced types (Lensed, Cascading, Threading)
Fire rate 1.2/sec (varied patterns)
Score 6,000
Credits 1,200

Drop: Always +2,000 credits + XP. 40% chance: 2-5 Blueprint Shards. 10% chance: 3 rare Veiled Tokens.

Behavior: Multi-layered HP — destroying armor layer reveals new attack pattern. Three layers, three attack styles. Effectively a mini-boss within regular stages. Transmits dialogue when on screen.


Bullet Type Library (Reference)

For full pattern descriptions, see 02_physics_mechanics.md. Quick reference:

Bullet Type Visual Behavior
Pulse Small bright dot Straight line, moderate speed
Wave Sine-curving particle Wavy path
Spread Cluster of 3-5 dots Fans out from source
Predictive Larger dot, leading marker Aimed at predicted player position
Spiral Continuous arc Rotating spiral
Mandala Sacred-geometry formation Expanding then contracting
Cascading Triggering bullets Chain patterns
Lensed Curving around invisible wells Bends visibly mid-flight
Threading Thin streams Long, precise, cosmic-string-like

Formation System

Hybrid Approach

Stages combine scripted set-pieces (named formations) with procedural filler waves.

Liturgical Formation Library (Scripted)

These are named, recognizable Telos formations that appear in scripted moments. Players learn them, codex entries describe them.

Formation Name Composition Difficulty Sector
The Crescent 6 G2/G3 grunts in curved line Easy 1-3
The Vanguard 4 G2 + 2 S1 strafers Easy 1-2
The Final Chorus 12 G3 ships in liturgical procession Medium (boss formation) 2
The Inquisitor Cohort 1 E2 + 3 G4 escorts Medium-Hard 3
The Hammer of Voren 4 B2 bombers in cross pattern Hard 4
The Veiled Mantle 4 G4 grunts protecting 1 Sn2 Medium 3
The Architect's Witness 1 E4 + supporting elements Boss-tier 5
The Long Doubt Sparse, lonely, threatening — 1 G5 + 1 Sn4 Hard 5

Procedural Wave System

Filler waves between scripted formations are generated by a weighted-random algorithm:

example_stage_pool:
  sector: 3
  difficulty_score: 22
  enemy_weights:
    grunt_3: 30
    grunt_4: 20
    strafer_2: 15
    strafer_3: 15
    bomber_2: 10
    sniper_1: 10
  wave_size_range: [4, 8]
  spawn_pattern: "weighted_random_with_spacing"

Endless Mode Formation Use

Endless mode uses only procedural waves. No scripted formations. Algorithm scales enemy pool composition and bullet density with depth.


Enemy Reward Tuning

Credit Drop Calculation

Each enemy has a base credit value. Modifiers apply:

  • Combo multiplier: ×1 to ×10
  • Sector multiplier: Sector 5 enemies drop 1.5× more credits than equivalent Sector 1 enemies
  • Module modifiers: Coalition Reserves +20% to +40%

XP Distribution

  • Pilot XP: Awarded per enemy kill (10% of credit value)
  • Ship Mastery XP: Awarded per enemy kill to the currently flown ship (15% of credit value)

These values are stored as config files shipped with the binary (client-side only — see 00_amendments.md Amendment 7). Updates require app store releases.


Document version: 1.0 (locked) Part of: Tao Baryon GDD — Tier 2 Content Systems