Enemies

Enemy Calibration

The various enemies of the game need generic templates made up so that they can be implemented easier.

Tenth Street

SNES Version

Enemy Hit Points Attack Dfense EXP Nuyen
Hitman (Hole) 10 5 0 1 None
Hitman (Roof) 10 4 0 1 30-60
Heavy Dude 10-12 4 0 2 10-20
Mage 5-7 5 0 2 10-20
Peephole 3 3 0 1 None
Sniper 3 2 0 1 10-20
Orc 8 3 0 1 Leather Jacket
Scary Ghoul 4-40 4 0 2 None

SRR Version

Enemy Weapons Armor HTK
Hitman Sniper Light Pistol None 2
Heavy Dude Baseball Bat None 2-3
Mage Weak Magic None 1-2
Peephole Light Pistol None 1
Sniper Hitman Light Pistol Club None 1
Orc Light Pistol Leather Jacket 1-2
Scary Ghoul Claws None 1-10

Notes

  • 8XP earns 1 Karma
  • HTK stands for “Hits to Kill”
  • Ghouls get one hit tougher each reset.

Rat Shaman’s Lair

SNES Version

Enemy Hit Points Attack Dfense EXP Nuyen
Ghoul 31-41 4 0 2 None
Giant Rat (P-Bites) 15 3 1 5 None
Giant Rat (G-Bites) 15 3 1 5 None
Giant Rat (P-Shoots) 12 5 2 6 None
Giant Rat (G-Shoots) 12 5 2 6 None
Rat Shaman 70 6 4 20 3,000

SRR Version

Enemy Weapons Armor HTK
Scary Ghoul Claws None 6-8
Squatters (Meelee) Fist None 1
Spirits Magic Magic 2
Rat Shaman Magic Magic 14

Notes

  • 8XP earns 1 Karma
  • HTK stands for “Hits to Kill”
  • Ghouls get one hit tougher each reset. Notice that these ghouls are stronger than the ones on tenth street cemetary.
  • Since we have no rats the Shaman gets help from mind controlled squatters and summoned spirits.

Enemies

SNES Shadowrun ledeir ledeir