Archdaemon
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Demonics Threat level 5 | |||||||
Archdaemon | |||||||
Basic statistics | |||||||
Disposition | Faction: Hell, Inc. | ||||||
Armor Class | A5 | ||||||
Pain Sensitivity | 60% | ||||||
Max Blood | 40 | ||||||
Agility | +0 | ||||||
Limb groups | |||||||
HEAD | Head - 20 HP | ||||||
BODY | Upper body - 80 HP Lower body - 60 HP | ||||||
LIMB | 2 arms - 40 HP 2 legs - 40 HP 2 wings - 40 HP Tail - 40 HP | ||||||
EXTREMITY | 2 hands - 30 HP 2 feet - 30 HP 2 horns - 30 HP | ||||||
WEAK POINTS | 2 eyes (Head) Crotch (Lower body) | ||||||
Secondary statistics | |||||||
Skeleton type | |||||||
Can use Weapons/LBE? | |||||||
Can use Clothing and armor? |
The archdaemon is a creature belonging to the Demonics category. They are sapient and adapted to life in the Civilized Areas, making them one of the civilized species of the Mazes.
Attacks and techniques
This creature has eight attacks: Punch, Kick, Bite, Claws, Horn attack, Fireblast, Acid ball, Hellfireblast and Hell-gating.
Punch and kick
Identical to the basic unarmed combat punch and kick. Maximum attacks per turn is determined by the Martial arts combat skill level.
Bite
Damage type | Range | MAPT | IS | LDV | Pain (C1) | Pain (C2) | Pain (A1) | Pain (A2) | Pain (A3) | Pain (A4) | Pain (A5) |
---|---|---|---|---|---|---|---|---|---|---|---|
Sharp | Melee | 1 | 9 | +2 | 60% | 54% | 48% | 39% | 30% | 15% | 3% |
- The amount of damage this attack deals is not affected by the creature's Strength.
Claws
Damage type | Range | MAPT | IS | LDV | Pain (C1) | Pain (C2) | Pain (A1) | Pain (A2) | Pain (A3) | Pain (A4) | Pain (A5) |
---|---|---|---|---|---|---|---|---|---|---|---|
Sharp | Melee | 2 | 5 | +2 | 43% | 39% | 34% | 28% | 22% | 11% | 2% |
- The amount of damage this attack deals is not affected by the creature's Strength.
Horn attack
Damage type | Range | MAPT | IS | LDV | Pain (C1) | Pain (C2) | Pain (A1) | Pain (A2) | Pain (A3) | Pain (A4) | Pain (A5) |
---|---|---|---|---|---|---|---|---|---|---|---|
Piercing | Melee | 1 | 14 | +4 | 72% | 65% | 58% | 47% | 36% | 18% | 4% |
- The amount of damage this attack deals is not affected by the creature's Strength.
Fireblast
Damage type | Range | MAPT | IS | LDV | Pain (All ACs) |
---|---|---|---|---|---|
Spec-Fire | Ranged | 1 | 18 | +4 | 45% |
- This technique is a Demonic power, which requires 2 DE to cast.
Acid ball
Damage type | Range | MAPT | IS | LDV | Pain (All ACs) |
---|---|---|---|---|---|
Special | Ranged | 1 | 9 | N | N/A |
- This technique is a Demonic power, which requires 1 DE to cast.
- Inflicts no Pain or Limb Damage.
- The purpose of this attack is to generate a chlorine gas cloud on the Side in which it lands. The attack does not need to be aimed at any particular creature, as the cloud will affect every creature on the same Side.
Hellfireblast
Damage type | Range | MAPT | IS | LDV | Pain (All ACs) |
---|---|---|---|---|---|
Spec-Fire | Ranged | 1 | 22 | +6 | 65% |
- This technique is a Demonic power, which requires 5 DE to cast.
Hell-gating
Damage type | Range | MAPT | IS | LDV | Pain (All ACs) |
---|---|---|---|---|---|
Special | Special | 1 | 0 | N | N/A |
- Inflicts no Pain or Limb Damage.
- This technique is a Demonic power which requires 10 DE to cast.
- Upon casting this technique, a portal opens on the creature's Side, which spawns 1d3 random Demonic creatures of threat levels 1 to 3 (except dark maidens). The spawned creatures are under the caster's command.
Equipment
Load-bearing equipment
- Tactical vest: OMON patrol vest
- Utility belt: Dump belt
Equipment and inventory
Archdaemons may have one of four different sets of items (roll 1d4 per archdaemons to determine):
Set 1
Equipped weapons:
- Primary 1: Battle axe - IS 18
Inventory:
- None
Set 2
Equipped weapons:
- Holster 1: Daewoo USAS-12 with 20-round drum (20 /20, 20x 12 gauge, Standard FMJ Slug) - IS 26
Inventory:
- OMON patrol vest, Ammunition 1: 2x USAS-12 10-round magazine (Each: 10 /10, 10x 12 gauge, Standard FMJ Slug)
Set 3
Equipped weapons:
- Primary 1: Heckler & Koch G3A3 (20+1 /20, 21x 7.62x51mm NATO, Standard FMJ) - IS 22
Inventory:
- OMON patrol vest, Ammunition 1: 3x G3 20-round magazine (Each: 20 /20, 20x 7.62x51mm NATO, Standard FMJ)
Set 4
Equipped weapons:
- Primary 1: ZiD PKM (100 /100, 100x 7.62x54mm R, Standard FMJ) - IS 30
Inventory:
- OMON patrol vest, General carrying: 1x PK ammo belt box, 100 rounds (100 /100, 100x 7.62x54mm R, Standard FMJ)
Other information
- Strength: 200%
- Combat skills: Expert (all combat skills)
- Non-combat skills: Unskilled (all non-combat skills)
Creature traits:
- Demonic: This creature is demonic, and therefore has access to certain Demonic powers (listed above as techniques), and the resource needed to cast them, Demonic Energy. See this page for more details.
- Cannot be butchered: On death, this creature's body quickly fades then disappears, dropping any equipment it carried (if any) and making it impossible to butcher this creature.
- Flight: This creature is capable of flying using its wings. As a free action, this creature may toggle Flight on or off once per turn. If Flight is on, this creature receives the following effects:
- Primed pressure mines will not be set off by a flying creature on the same Side.
- Primed directional mines will not be set off by a flying creature even if it enters the Protected Side from the Target Side.
- Opponents attacking a flying creature suffer from a FT malus: FT+2 with melee attacks, FT+1 with ranged attacks.
- Flying creatures cannot take cover.
- Flying creatures suffer from certain maluses: Recoil +1 and FT+1.
- If at least half of their wings is disabled, this creature is forced off Flight and can no longer toggle it back on until healed.
Overview
This article or section contains lore-related information. Though not strictly necessary for playing the game, you are encouraged to read this section if you wish to have a better understanding of the game's universe. |
Demonic creatures are employees of Hell, Inc., the Demonic faction.
Archdaemons are the evolved form of maldukes, as well as the final and most powerful form that can eventually be reached by an imp. Averaging at 7 foot 3 inches and 300 pounds, the archdaemon is the tallest demonic creature in the Mazes. The skin tones of an archdaemon are brighter and more vivid than most other demonic creatures, ranging between crimson and scarlet. Like maldukes, archdaemons are sharply-dressed and very conscious of their appearance, wearing largely the same type of outfit; a black business suit over a red office shirt (tie optional), black office pants, and black leather shoes. Some can also be seen wearing shades, usually red-tinted aviators or black round glasses.
As the strongest of demonic creatures in the Mazes, they are perhaps one of the most resilient creatures in the world. It was once estimated that an archdaemon could withstand as many as 20 direct hits of 7.62x39mm FMJ fire to the chest, and still be standing and capable of fighting. This comes with the assumption that any potential opponents will be able to land that many hits at once on them; they possess a huge pool of Demonic Energy, most start with enough DE to immediately cast Hell-gating. They are also capable of performing the unique Hellfireblast attack, an offensive Demonic power which consists of the Archdaemon spitting huge gouts of black flames, said to burn hotter and longer than even dragon fire.
Within the demonic hierarchy, they are classified as Echelon 3 or Managers, above maldukes, and incinerators. There are no other creatures of the same rank, and archdaemons answer directly to Hell's leaders, the Board of Directors. They are even more rarely seen than maldukes, and it is often said that if an archdaemon is on the field, it means Hell is about to make an important move. While not always strictly true, this is evocative of the archdaemon's great powers and responsibilities.