Just a quick post here to reassure everybody that this is still happening. And that a few things are different now, because of what's been revealed about Fallout 4 and due to some retcons about the settings. I only have time to change the intro right now and maybe make some minor, fast changes in the explanatory post, but I'll be adding to that post later in the week with details of what I have and have not changed and/or finally made a decision on.
Now for a quick list of enemies, a very brief description and the kinds of places they tend to be found. This is VERY much not complete, and more will be added later. I am also willing to take suggestions for creatures to add.
NPCs:
NPC enemies are rare, most NPCs being either neutral or friendly. If an NPC is attacking you, there's a good chance you did something to provoke them. NPCs are very dangerous in combat, due to their extensive use of weaponry. NPCs come in a variety of species, but humans are by far the most common. Humans have a lot of health and stamina, balanced attributes and get a power boost in combat when they or an ally is badly injured, though stamina is consumed faster in this mode. As you are a human, you also have these abilities. Found in most locations, but generally not as enemies.
Animals:
Dogs:
Dogs are common, and usually territorial but not hostile if you keep your distance. Many dogs aren't even territorial, and one of your companions is a dog. In combat, dogs are nearly worthless, even your own dog mostly acts as a distraction in a fight. Dogs have slow attacks with extremely short reach that don't do much damage, run fast but turn slowly, and with their middling health, exceptionally low stun resistance and almost complete lack of defence they are easily killed. Their advantages are their strong senses and high running speed, and nothing else. Found anywhere humans are, and everywhere they're not. Dogs use vanilla Fallout 4 dog models, with special dog models being used for special dog types.
Coyotes:
A smaller, more fragile, more cowardly version of dogs for all intents and purposes. Coyotes are never friendly, but are cowardly and more likely to run away than fight you. That said, they can fight when cornered, and like to sneak attack you when you're alone and/or asleep. Note that coyotes will never attack you while the dog is with you, even if you're asleep. For what little it's worth, they're even faster runners than dogs, and can usually outrun you with ease. Found mostly in the wilderness. Uses a shrunk and retextured dog model.
Bears:
Large, furry animals with high physical power and extreme resilience. They have DR 20 and have a lot of health, even for their size. Their attacks are relatively strong for natural weapon strikes, and they have a good stun resistance for an animal. Extremely dangerous, but thankfully they are reluctant to attack humans. Uses the yao guai model, retextured to be a more natural colour.
Pests:
Giant roaches:
The most annoying "enemies" in the game, these pests are cockroaches the size of mice. They wander randomly around for the most part, destroying food items. However, they are still counted as enemies, so as long as they're nearby they count you as being close to enemies (preventing rest, waiting and fast travel) and slowly degenerating your morale by keeping you in combat. The trauma inflicted by running out of morale just from being in combat is called "stress", and just impairs regeneration 50% for one day. They don't actually attack you, however, running away and only biting when cornered, though they can spread diseases with their bites. Usually killed in one hit, despite having a DR 5. They, of course, use the radroach model, just greatly shrunk.
Killer flies:
Flies similar in size to the giant roaches, these biting insects fly around randomly, biting the player when their back is turned and then flying off. The bites are painful and spread disease, but not especially dangerous and easily trounced by armour. They also destroy food items, and usually die in a single hit. Uses the bloatfly model, but they lack the ranged attack.
Blood suckers:
Mosquitos the size of murder flies, nasty little monsters that bite, draining health on top of the damage they deal *and* exposing you to diseases. However, they don't destroy food items like the above pests, so at least there's that. They, of course, use the blood bug model.
Giant ant:
Ants the size of the above pests, which are territorial and will bite the player if they get close. The bites are poisonous, though not deadly, and while giant ants are usually killed in a single hit they come in numbers and like to destroy food items. They are not harmless, their DR 5 affords them a tiny bit of protection and larger versions exist, including the coyote-sized ant queen, which is fairly dangerous and has a substantial DR 20. One of the game's deadliest pests, though it won't be in early versions because I need to wait until Bethesda puts giant ants in a DLC (which they probably will) or get a unique model made.
Giant spider:
A giant spider the size of a housecat, with some as large as the player character or even larger. These things are durable, with a DR 10 on the smaller ones and a DR 20 on the larger ones, the largest size having a hefty DR 40. They are also dangerous, with bites that deal substantial poison damage. However, smaller spiders generally do not attack the player, hiding in the shadows and only biting defensively when the player bumps into them. The larger spiders are more aggressive than the smaller ones. Requires a unique model, but maybe I'll luck out and Bethesda will have giant spiders.
Giant rat:
Coming in sizes ranging from that of a raccoon to that of a large dog, giant rats vary in threat level from "pest" to "regular enemy", and there is at least one giant rat miniboss the size of a bear. They are extremely tough, even the smallest having a DR 5, and have a septic bite. They also destroy food items, and are actually smart enough to steal food from the player's inventory, which they prefer to actually attacking the player. Uses the mole rat model, modified to give them fur.
Crow:
A regular, every day crow. A pest that destroys food items and steals food from the player's inventory. Usually killed in a single hit. Uses the standard crow model.
Raven:
A large, black bird, often mistaken for a very large crow. A nasty menace willing to attack the player and make off with their food, often killing small animals and quite able to ruin any farming effort of the player's by eating their smaller livestock. Shoot on sight, the little fuckers deserve it. Uses an englarged crow model.
Murder bird:
A giant raven the size of a condor. Predatory, will attack the player. Easily dispatched with a shotgun, and should be dispatched immediately when it is encountered. Also uses an enlarged crow model.
Reanimates and Undead:
Risen:
Anything that dies in-game without its torso being crippled becomes a risen. Risen are reanimated corpses, capable of sustaining any amount of damage and continuing to function as long as their torso remains intact. (Though ruining the rest of their body would making them pretty worthless.) They are immune to bleed, poison, disease, infection and radiation. They do not recover stamina (or anything else), and a loss of stamina is the only thing that damages their health, making them only function for a limited time. They aren't much of a threat most of the time despite being immune to so many things because they only have 20% of the living creature's body integrity and lack the ability to use weapons. Even so, they can consume resources, are always hostile and are much more threatening to your dog than they are to you. Found wherever there's an abundance of dead things. Uses regular enemy models.
Zombies:
Zombies are a superior reanimate created by necromancers, and you can create them yourself. As servants of necromancers, they are usually supported by a necromancer. Not inherently hostile, Zombies are much like risen, except twice as durable (40% of a living creature's integrity) and smart enough to block and crouch. Remember, like risen, they can only be defeated by crippling their torso or running them out of stamina. And unlike risen, the latter isn't a guarantee because necromancers can restore their stamina to full with a single spell (with two uses per day). Found in the lairs of necromancers, usually isolated from society. Uses regular enemy models, retextured to add a deathly pallor.
Ghouls:
An even stronger reanimate created by a vampire, and should the player become a vampire they can also create them. They are 60% of a living creature's durability and are smart enough to use melee weapons, polearms and non-explosive thrown weapons. They can restore their stamina by drinking the blood of fallen NPCs, a trait inherited from their vampiric creators. Found wherever vampires are found and people are not. Uses a regular enemy model, turned grey.
Draugr:
The strongest reanimates, which appear to be self-replicating, as they take corpses and transform them into more draugr. They have 80% normal integrity and are smart enough to use small arms, simple munitions like grenades, and some items. They aren't quite as smart as NPCs, but their resilience makes them often just as dangerous if not more. Common in crypts, cemeteries and morgues, where they are territorial rather than genuinely hostile. Uses modified models, slightly shrunken from the mummification process and turned a darker grey than other reanimates.
Vampires:
True undead, vampires are more vulnerable than reanimates, but by far more powerful. They have the mental capacity of living beings, half damage from kinetic damage (bypassed by silver), full speed, immunity to poison, infection, disease and radiation and while vulnerable to health damage and bleeding they regenerate faster than living beings, can drain enemies' health to recover their own and don't need reconstructive surgery to regenerate a crippled limb. However, sunlight burns them, they are weak to fire and both sunlight and fire rob them of their powers. They are also reviled by civilization, and the medical examiner at a city's gate will discover and turn away any vampire that attempts to enter the city. Many cities even execute vampires attempting to enter. The player can become a vampire if they should so choose, either through a quest reward or through a single-use occult spell. Usually not inherently hostile, but generally not the most social of people either. Uses default enemy models, just pale and with reflective eyes.
Nosferatu:
Stronger versions of vampires, nosferatu are not burned by the sun, though they still lose their powers. Rare and have much greater drains, have 1.2x movement speed as well as the ability to resurrect themselves if their torso is not crippled.
Death lord:
The ultimate vampires, death lords only take 1/4 damage from non-silver kinetic weapons, have 1.5x movement speed as well as the ability to resurrect themselves, and their special death form, which releases a cloud of mist around them that drains living beings without them even having to make contact and protects them from both fire and the sun.
Robots:
Security bot:
A slow, bipedal robot used for corporate security. Armed with marker guns, pepper spray and a taser. Has extremely strict rules of engagement, and is very slow to actually use any of its weapons. Even when it does, it starts at the low end with simple marker balls (paintballs with reflective paint, meant to tag people for apprehension by human security guards, causes a tiny amount of bludgeon damage and impairs stealth), only resorting to pepper spray (which impairs vision and causes minor poison damage) and the taser (knockdown and electric damage, paralysis on crit, single use). Lacks any melee weapon. With a DR 25 and an extra 25% special resistance to slash/pierce, it's not very durable for a robot. Uses a modified securitron model, *will* get tweaked later, made to look plastic.
Police bot:
A small, bipedal law enforcement robot designed to provide fire support to human officers. Armed with a rubber bullet rifle (small amounts of blunt damage), tear gas grenades (like pepper spray, but also damages action points and causes much more poison damage), a directed infrasound gun (minor blunt damage, good stun) and a taser (take a guess). Notably, it lacks any melee weapon, much like the security bot, and easily broken with a hammer. It is more heavily armoured at 50, a 25% special resistance to puncture with a 50% special resistance against slash/pierce. Uses a modified securitron model.
Kill bot:
A military robot capable of lethal force. They are not fully automated, as that would be a fucking TERRIBLE idea, and are controlled remotely by an operator somewhere in Colorado. Armed with an M249 machine gun and a 40mm grenade launcher. And it's one more robot with no melee attack, so it's one more robot you can smash with a hammer if you can somehow get close enough. And that might be your only option, since its armour gives it 100, a 25% special resistance to puncture and a 50% special resistance to slash/pierce. Uses a modified sentry bot model.
Robot tank:
The most powerful land-based robot, sent in when everything in a large area needs to be killed and the military neither needs the discretion of real troops nor is willing to risk them. It looks like a smaller version of an actual tank, and is armed with a 75mm cannon and an M240 machine gun. Still lacks a melee attack, but at this point your hammer just isn't going to do much damage and you might want to use something with some range anyway because it's a LOT faster than you. Preferably a rocket launcher, because its armour provides it an undefeatable 1000, a 50% special resistance to puncture and a 75% special resistance to slash/pierce. Or better yet, you can just sneak away and not fight something that can kill you in one shot without even hitting you. Cannot use any vanilla models, and will not be in early versions as a result.
Avenger:
If this thing is present, FIND COVER IMMEDIATELY OR YOU WILL DIE. This drone flies at high altitude, despite a short operation time and small compliment it can inflict massive amounts of damage and its presence in a fight means nobody is safe. When it arrives all friendly troops will drop everything to find cover because they're hardly safer than the dozens of civilians these strikes usually kill. You know, like you. They won't even fight back, because they'll be that focused on finding cover immediately. As it flies too high to be seen, it doesn't need a model.
Android:
Androids are civilian-model robots that appear largely identical to humans. They're a recent development, manufactured in Celestial-controlled areas and sold for uses from servants to security, but mostly for recreational purposes. Androids are imperfect, and easy to tell apart from humans when you get close. They use both a conventional computer and a magitek mind-imprint to run, and despite being capable of violence they cannot and will not kill humans. They can only use less-lethal weapons specifically designed for them, and will always stop short of killing. However, they are loyal companions, with programmable personalities, customizable faces, very durable frames and the ability to be rebuilt if destroyed. Uses regular NPC models, with an altered texture to make them more easily distinguishable from actual NPCs, as androids are *not* as advanced as Fallout 4's synths. They all inherently have a DR 25, but no special resistance. Oddly, these same characteristics are all shared with your starting dog...
Special Encounters:
Wendigo:
Wendigos are antlered humanoids. They are nocturnal like their inferior pale cousins, they kill and eat other humanoids, and should they kill another humanoid without eating them, their victim becomes another wendigo. They are antlered and covered in thin fur, move faster when you're not looking at them (might be hard to script that...) and deal surprisingly high damage with their claws. They also get a DR 10, take half damage from unnatural kinetic weapons, regenerate faster than living creatures and can resurrect themselves if their torso is intact. They also have good night vision. However, fire and sunlight both cancel their resistance to kinetic weapons and their regeneration, blind them and cut their damage in half. Wendigos are found in the wilderness at night, but aren't smart enough to open doors, so they seldom attack you in your sleep. Uses a heavily modified deathclaw model, altered to a more mammalian appearance. Antlers instead of horns, thick fur instead of scales, that kind of thing. It will, however, still move distinctly like a deathclaw, and still have the claws that make their unarmed attacks so deadly.
Pale wendigo:
The pale wendigo is a special nocturnal enemy that appears humanoid, but moves and fights almost like an animal. It regenerates faster than a normal being and is able to bring itself back to life unless its head or torso is crippled, but other than that and good night vision it lacks any special powers. It also lacks any special weaknesses other than an inability to use clothing or weapons, and is smart enough to open doors. Its frame is responsible for its inability to use weapons, but also makes it very quiet, naturally resistant to explosives and a great climber. They are stealthy predators, sneak attacking the player when they are alone or sleeping, as they aren't actually very strong. The dog is good at detecting the pale wendigos, and will bark when one is near. The pale also attacks you in your sleep, and will attack the dog instead if it is in your party. They can be found in the wilderness at night, or at the foot of your bed while you're sleeping. Have fun with that. Uses the same animations as the real wendigos, but they're smaller, weaker and lack most of the wendigo's animalistic features. However, they are smarter than the real thing and much more common, as unlike the real wendigos they can hibernate as long as they want, never die of old age and are smart enough to only eat creatures they could convert if they absolutely have to, and real wendigos simply aren't.
Celestials:
Celestial:
Celestials are the common foot soldiers in Wandel's military. They take half falling damage, half damage from unnatural kinetic weapons and non-force energy weapons, have +25 damage reduction against unnatural kinetic weapons and take half damage from non-occult magic. They can briefly engage their stronger celestial form when in danger, briefly doubling the effects of all their attributes and allowing them to levitate. In combat, celestials tend to go loud the moment the fight starts, immediately engaging their celestial form to gain the most effect, but it only lasts one minute. Uses a regular NPC model.
Divine:
Divines are the elite infantry in Wandel's military. They take half falling damage, half damage from unnatural kinetic weapons and non-force energy weapons, have +25 damage reduction against unnatural kinetic weapons and take half damage from non-occult magic. They can briefly engage their stronger divine form when in danger, briefly tripling the effects of all their attributes and allowing them to levitate. They, like celestials, like to go loud and immediately use their divine form, but it also only lasts one minute. Uses a regular NPC model.
Guardian:
Guardians are strongest members of Wandel's military below the sentinels, and as minor deities they are not to be trifled with. They take no falling damage, quarter damage from unnatural kinetic weapons and non-force energy weapons, have +50 damage reduction against unnatural kinetic weapons and take quarter damage from non-occult magic. They can briefly engage their stronger guardian form, which fully heals them, lets out an explosive shock wave, deals constant damage to anybody nearby, quadruples the effects of all their attributes, allows them to levitate and boosts their regeneration. They tend to reserve their guardian form until the last second, to get the most impact out of its ability to fully heal them. Guardian form still only lasts one minute. They generally arrive on-scene by falling right out of the sky. Uses a regular NPC model.
Sentinel:
Sentinels are the very top of Wandel's military, and are full-fledged deities. They take no falling damage, quarter damage from unnatural kinetic weapons and non-force energy weapons, have +50 damage reduction against unnatural kinetic weapons and take quarter damage from non-occult magic. They can briefly engage their stronger sentinel form, which fully heals them, lets out an explosive shock wave, deals constant damage to anybody nearby, quintuples the effects of all their attributes, allows them to levitate and boosts their regeneration. They also pull this at the last second, and as soon as they do there's little infantry can do to stop them except do their best to live through its one minute duration. They also appear on-scene by falling out of the sky. Uses a regular NPC model.
Abominations:
Regulated:
A hideous humanoid abomination, only found in and around Seattle. These lesser demons also attack the player when the player is followed by the Jersey Devil. Regulated are the weakest, least important demons. They are much like regular NPCs, except looking at them damages your morale, and when your morale runs out you take the "Lingering Nausea" trauma, which lowers your fortitude by 5 for six days. Their powers are regeneration, resurrecting themselves if their head or torso isn't crippled, radiation immunity, emitting radiation, taking half damage from non-silver kinetic weapons and non-force energy attacks and dissolving violently when they die to give chemical burns to those around them and irradiate the ground. Uses a modified super mutant model.
Imp:
Small flying abominations that support regulated. Imps usually are matched 1:1 with regulated, both when patrolling the streets of Seattle and when venturing outside on attacks. Imps come in fire, ice and lightning and have a number of daily abilities of these types and an extra 75% resistance to that energy type on top of the standard demon powers. Which are taking half-damage from non-silver kinetic weapons and non-force energy attacks, regeneration and resurrecting themselves if their head or torso isn't crippled. Fire imps can throw exploding fireballs and breathe fire, ice imps can shoot freezing bolts (faster, longer range, smoother arc, no explosion) and breath freezing vapour, lightning imps can shoot bolts of electricity or shock everything in front of them. Imps have claws, but aren't very strong. Grounding an imp by attacking its wings is usually a pre-requisite to melee, though. Will not be in early versions, since they require a unique model.
Smiler:
Smilers are large abominations that appear to be very tall, bald, fat men with wild, psychotic grins on their faces. They commit sabotage, arson, bombings and other destructive acts, and grin wildly at the horror they have instilled. As demons, they take half damage from non-silver kinetic weapons and non-force energy attacks, regenerate and can resurrect themselves if their torso isn't crippled. But smilers are especially indestructible, due to their large size, their ability to resurrect even when their head is crippled, their crippled body parts detaching when they resurrect to act separately from the body (its head even levitates), having extra armour rating and them having both double health and 1.5x body integrity. They are generally not confrontational, preferring to murder people without a fight, and will only fight when attacked. Primarily encountered in the ruins of Seattle where they reside, they venture out of it to commit acts of terror, and if you're being followed by the Jersey Devil, they may come along and set your house on fire. Uses a modified NPC model, enlarged and obese with a normal-sized head that looks entirely too small compared to its huge body.
Demon scorpion:
A demon arachnid controlled by smilers, these burrowing abominations hide underground and have a painful sting to compliment their thick exoskeletons. They also possess fire-related powers, dealing heat damage with their attacks, taking quarter damage from heat and glowing red hot. The smallest are the size of a coyote and have a DR 10, the largest are the size of a bear and have a DR 40. All of them have the standard demon powers. Uses a modified version of the glowing radscorpion model that is red instead of green.
Jersey Devil:
The Jersey Devil is a unique, high flying, nocturnal abomination that roams the skies seeking enemies of The Manager. If it seeks you out as The Manager's enemy, it more than happy to attack you in your sleep, dog or not, if you are dumb enough to sleep outdoors. The Jersey Devil regenerates, can resurrect itself if its head or torso is not crippled and takes half damage from non-silver kinetic weapons and non-force energy attacks. Hearing its cry damages your morale, and if your morale runs out you receive the "Devil's Cry" trauma, which strikes you deaf for six days. The Jersey Devil only attacks if you are sleeping outdoors, otherwise it stays in the skies and watches you silently. While it is watching you, many enemies that normally would never be encountered in the wild will find you. There is only one Jersey Devil in the game, and once permanently killed it is not replaced. Will not be in early versions, since it requires very heavy modifications to be made to the stingwing model to work.
Evil Eye:
The Evil Eye is a unique demon that flies high above Seattle, a hand with an eye in the palm. It stares down upon the ruins, shining a spotlight upon the city, illuminating you and calling demons to attack you. There is only one evil eye, and should it be permanently killed it will not be replaced. It regenerates, can resurrect itself if its body isn't crippled and takes quarter damage from all the things every other demon above has taken half damage from. You get the drill by now, I'm sure. It attacks with illusions, which can hit at any range it can see you from, from the top of The Manager's Tower. It is not active during the day, when people are allowed on the streets. Requires a unique model, will not be in early versions.
Eye of Providence:
The Eye of Providence is a demon, an eye in a triangle, that sits atop The Manager's Tower, underneath the Evil Eye. It doesn't appear to do anything, but images of it can be seen all across the world, including on money. Some of these images appear to glow slightly in the dark, and the higher your perception the brighter they glow. The All-Seeing Eye sees through all of these glowing images. If it sees you and you are the manager's enemy, it counts as if the Jersey Devil was following you, and will send the same enemies your way. Otherwise, it just observes you and will witness any crimes committed against The Manager. Has all the powers of a regular demon except it takes quarter damage instead of half, and only appears at the top of the Manager's Tower. Requires a unique model, will not be in early versions.
Black-Eye:
Two child-like abominations, a young brother and sister, occasionally visiting the player in their sleep or at their door. They appear similar to regular children, but have solid black eyes, the only physical indication of their demonic nature. They generally appear at night and wear hoods to conceal their faces. They are generally not violent, instead asking the player questions. However, being looked at by them causes morale damage, when morale runs out they inflict the "Vulnerable" trauma, which locks your trauma resistance at 0 for six days. Despite them not being hostile, they are fairly powerful in combat. They take quarter damage from non-silver kinetic weapons and non-force energy attacks, regenerate, can resurrect themselves if their head or torso isn't crippled, have bonus armour rating, move surprisingly fast and hit surprisingly hard. Thankfully, they usually respond to being attacked by knocking you down and running away. Or just running away, if they're far enough from you. Either way, there's no demon less likely to kill you than the black-eyes. Uses a lightly modified NPC model, with the eyes being the only real difference.
The Manager:
This unique demon looks completely human except for its bizarre eyes (one being identical to the Evil Eye's eye, the other like the Eye of Providence's eye), but its voice damages your morale and when your morale runs out you take the "Entranced" trauma, which locks your illusion resistance at 0 for six days. Non-violent, major character, rules over Seattle. Standard demon powers, except it takes quarter damage instead of half. Resides at the top of its tower, with the Eye of Providence and Evil Eye. Uses a modified NPC model.
Raiders:
Green raiders:
Tiny extraterrestrial raiders, a slave underclass in raider society, primarily doing maintenance work. Standing about as tall as the typical toddler and with a similarly oversized head, one might think they would be easily defeated, and one would be wrong. Green raiders wear environment suits that provide them exceptional CBRN protection, being 75% resistant to radiation and infection and both 100% poison and disease immune, and has an internal life support system to prevent them from dying unless their head or torso is crippled. The suit is not armoured and has no liner, so it provides no DR, but has a decent special resistance ranging from 5-25% against all kinetic damage types except bludgeon and 55-75% against all energy damage types, and 5-25% against chemical damage. Raiders themselves also naturally take half damage from heat, cold and electricity on top of all that, regenerate faster than other living things and green raiders have the unique advantage of good low-light vision and hearing. They carry anion micro-blasters and anion PDWs, which fire a compressed bolt of anionic plasma for both heat and electric damage, with increased effect against machinery and shields. They also carry 50cm shock spikes, which are a thrust weapon for killing robots, penetrating their exteriors (and their electric shielding) with a thrust before delivering a high voltage electric shock. Uses a miniaturized alien model.
Grey raiders:
Small extraterrestrial raiders, the primary class of raider society and the first to deploy when they need boots on the ground. Grey raiders wear a larger, lightly armoured raider protective suit that provides the same CBRN protection at first glance, but it provides a solid DR 10. Like greens, they have a solid natural resistance to heat, cold and electricity, but they lack the sensory bonus. They carry larger weapons, anion pistols and carbines, and frequently throwing anion grenades, with 100cm shock spikes. Grey raider suits can be salvaged, and adjusted to fit you. Uses a smaller alien model with grey skin.
Red raiders:
Man-sized raider super soldiers, not used in any non-military roles, and usually lead the raids that their society was named after. They wear armoured environment suits, not only providing excellent CBRN protection but also a solid DR 40. They carry anion magnums and rifles, use anion grenades and shoulder cannons, and in melee 150cm shock spikes. Uses an alien model with red skin.
Raider heavies:
Red raiders in raider power armour, the most elite raider soldiers in existence. Their power armour provides them exceptional protection, not only near-complete CBRN protection, but also DR 400, special resistance 25% against all kinetic attacks except bludgeon, special resistance 75% against all energy attacks and 25% against chemical weapons. It also has an on-board medical system that provides them a 50% resistance to bleeding and applies a variety of basic medical treatments (stimulants, analgesics, replacement plasma, that kind of thing) until it runs out of stock. It comes with an on-board energy shield that absorbs half of incoming damage and recharges over time until broken. Lastly, these heavies deploy directly from low orbit in single-use drop pods. These pods slow themselves with rockets first, then drag chutes, then break apart and deploy the parachute on the heavy's armour to guide them the rest of the way down. In-game, all you'll see is the pieces of their pod hit the ground, then them descending on a parachute that they detach a few metres above the ground. And when you see this, you should already be running the exact opposite way. Not only are raider heavies entirely too durable for you to take down, they come armed with anion power pistols and anion anti-material rifles, anion grenades and repeating anion shoulder cannons. Even when pressed into melee, they can bring to bear shock spikes two metres long.
Hollows:
Hollows are spirits whose minds have decayed. The line between a lucid spirit and a hollow is a matter for debate, but generally they are referred to as "hollows" once they lose their capacity for coherent speech. Hollows form as the result of the specific mechanics of memory transfer between lives.
Very little information can be transferred between lives, and the mind tries its hardest to compress as much as it can to get as much through as possible, but in the end it just isn't possible to transfer very much. Only the strongest and most recent memories carry over, and usually it's the strongly negative memories and the memory of death that end up being kept.
They begin to sink into deep depression, furthering this process by lingering more and more on negative memories even while they're alive, worsening them and strengthening their attachment to them. Time doesn't help either, as memories begin to blur together and the spirit loses its sense of time, forgetting how long ago and in what order their memories occurred in. This worsens with time, and soon they might believe something that happened centuries ago when they were alive just happened, or are even happening at the moment, soon reaching the point of massive, vivid flashbacks and hallucinations as they can no longer separate the past and present.
Hollows are incapable of taking care of themselves, and become increasingly incapable as time goes on. They are a danger to themselves and others, however unintentionally, and eventually seek out death in an effort to end their misery, only to come back after each suicide. Many give up at this point, and many keep going until they're too far gone to even commit suicide successfully.
They are too far gone mentally to be any threat, lashing out in fear, anger and pain rather than making a conscious effort to cause harm. They can't defend themselves effectively, and some don't even respond to threats. More coherent hollows can be spoken to, and can be helped deal with their traumas and become more lucid. If nothing else, a little kindness can at least ease their pain for a while. But for others, the only thing once can do is hope they come around, or help them further along so they won't suffer as long.
All the NPCs in Limbo are either hollowing or on their way there, save your second character if they end up there. Any enemy variety there is, and there won't be much (that's kinda the point) will just be minor variations on these same enemies.