PRM Faction: Doom
PRM Faction: Doom
The Doom faction, based off monsters from the titular game, is a new faction added by the PRM mod. It features a whole host of new enemies, each with abilities based on the creatures from their host game. The monsters almost all have some form of ranged attack, and several can even damage a player in power armor.
Designed to provide a later game challenge, the Doom faction lacks the range and numbers of the other invaders, but makes up for it with local clusters, devastating ranged attacks, and strong physical presence. Their structures are made of strong stone, they use lava and thermal protection liberally, and they even enslave surviving humans for their own use.
The Doom faction's strengths are their overwhelming power and brutality. They are often seen fighting hordes of monsters or running around in mobile groups snuffing out all life. Their soldiers can launch fire-based projectiles at enemies, and are best fought from range. If they were to have one weakness it is vulnerability to overwhelming firepower and the inability to properly reason. The AI for the faction is somewhat sparse for a sentient race, and once you know their capabilities it is possible to exploit them just like you can the other races.
The doom faction features completely new monsters, and thus it is not possible to discuss their core game implementation.
Roster
The Doom roster is an incomplete version of Doom2's monsters. It features a few features of the modern Doom reboot, however. There are a few currently unimplemented monsters, such as pain elementals, the Arch-Demon, arch-viles, Spider Mastermind, and, of course, evil marines or NPC marines.
Evolution
Doom monsters currently do not evolve in any capacity, however this may change for the purposes of adding variety or flavor. They start out as strong as they need to be.
Monster Summeries
Doom Monsters are all more than capable of killing a new or improperly kited out survivor. It is not recommended to challange any of them until you have a solid melee weapon and armor, and even then to act with caution and avoid the larger types. In general, imps and demons can be meleed with modest skill, while anything larger requires advanced knowledge of game or combat mechanics or simple cheese or special circumstance.
Slave
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Slave | 125 | 3d4 bash, 3 cut | 60 | Competent | Low | Abysmal | Low | Guilt |
Slaves are human survivors who are in the forced employ of the demons. By providing the demons with a source of cheap amusment and labour, they are able to scratch a meager living amoungst the demons who would otherwise mutilate or eat them. They have all been branded as slaves and have had their right to speak revoked by the removal of their toungues, however they are still relatively capable of combat if pressed.
Slaves are rare spawns, mostly be resigned to the demonic compounds. They typically skirmish, and can prove quite annoying if you lack the skill to melee them to death and don't want to waste ammo.
They provide a source of guilt upon death, but may not give you a choice in the matter due to their persistant and annoying nature. They do however provide a source of human flesh.
Churle
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Churl | 115 | 3d6 bash, 9 cut | 65 | Competent | Moderate | Low | Moderate |
Churles are the humans who were enslaved an conscripted into fighting service. They fight for food, for the amusement of the demons proper, or simply because they were tortured until they broke.
Churles are a fair deal more dangerous than their modest statline implies. They hit fairly hard for a monster, and although they are beaten down and malnurished their savagry lends itself to their survival. They tend to spawn in clusters, so be aware of them, and make use of terrain or range, since they are melee fighters.
Cur
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Cur | 100 | 0 | 100 | Poor | Total | Average | Low | ||||
Sacrifice | 85 | 1d5 bash, 2 cut | 50 | Zero | Total | Average | Low | Fear |
Zombies under the doom faction are those reanimated by a process much like the creation of a zombie slave for the player. The Sacrifice is immobile and chain/impaled onto spikes, left to moan and wail in undeath, whilst the mobile cur is allowed to wonder around impotently. Both are hinted at having been hostile intruders into the demonic territory as opposed to captured for slavery.
The sacrifice is capable of paralyzing the player in place, and this effect is dependent upon an intelligence check. Don't take them lightly, and don't engage in fighting around them unless you can be sure to pass that check.
Imp
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Imp | 110 | 2d5 bash, 7 cut | 85 | Poor | Moderate | Low | Low | Moderate Fire, Low Acid | Lunge, Bite, Fireball, Leap 4 tiles | ||
Black Imp | 110 | 2d6 bash, 7 cut | 90 | Poor | Moderate | Moderate | Low | Moderate Fire, Moderate Acid | Lunge, Bite, Fireball, Leap 4 tiles |
Imps in the game are arguably the weakest demons, but are still stronger than any zombie or human within the faction. They are quite mobile, and can see for a whopping 5 tiles in the dark. You will likely not be able to outrun them once they see you, so either run to a fortification or your car. They are meleeable, and the basic imps fireball is weak enough to ignore with decent non-cloth armor.
Imps are a clear threat to early game characters who arent built for combat. Care should be taken to avoid them and their 40 tile vision radius in daytime. They often swarm together to become more bold, and will leap from target to target in small packs, leaving bodies in their wake that are fairly tempting to loot.
The largest difference between the black imp and base imp is that the black imp is more aggressive and will produce the field effect 'fire' instead of merely applying fire damage to victims. This is almost unavoidable damage, but can be mitigated with fire-immune footwear. They are also part of a sub-faction that governs their hostility. The black imps are ironically less hostile as a way to curb their fire-spreading tendencies.
Lost Soul
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Lost Soul | 200 | 1d15 bash, 2 cut | 5 | Poor | High | Below Average | Low bash, Moderate cut | Fire Immune, Low acid | Lunge, Flame Gouge | ||
Mounted Lost Soul | 200 | 0 (limited ranged attack) | 5 | Zero | High | Below Average | Moderate | Fire Immune | Flame gouge |
Lost souls are very small, very mobile, very dangerous creatures. They have the potential to do tremendous melee damage, engage in hit and run attacks, swarm together, spawn together, and have a flame attack that will pierce normal armor to set targets on fire and cause pain.
Lost souls are best shot at. Though slings and slingshots may have trouble piercing their armor, with only 5 hit points almost anything else will do, and skilled slingers might opt to use stones anyway. Lost souls will on occassion produce a spot of flame on the ground around them, lighting up the night, spreading fires, and even hurting the player. Melee is not suggested, and it is reccomended to keep a small caliber gun around just to deal with the packs of these, which can number up to 7 in extreme cases.
It is not recommended that you attempt to run them over, due to their ability to fly and the current mechanics around monsters and vehicles. They will bounce off windows and shatter them, taking no damage themselves. They will fly into cars through holes in the hull and attack you, being immune to movement costs due to terrain. Avoid them when possible, or shot them while driving away.
Mounted lost souls are not seen outside of demonic structures, and use their wicked flame attacks to greater effect if you get within range of them. NPCs are not quite smart enough to recognize the danger and may go to melee them.
Demon
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Demon | 95 | 3d8 bash, 4 cut | 140 | Poor | Moderate | Average | Low cut, Moderate bash, High stab | High fire, Low acid | Grab, Drag, Bite, Night Invisible |
Demons, or 'Pinkies' are large muscular pink-skinned monsters with massive jaws and bad temperments. They are about the only demons to lack any ranged attack. True to their lore, they are invisible in the dark, making it possible to get ambushed by them. They are a lot more like zombies in combat than not, and fill a role more like attack animals than sentient soldier.
Once you have decent armor and a decent weapon, its more a matter of having the time to kill these, managing stamina loss much like you would a zombie horde. It is recommended you melee them, since they lack ranged attacks and have significant armor and health.
The bite of the pinky is its most dangerous part, since it can do 33 damage per bite if it connects.
Revenant
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Revenant | 95 | 3d12 bash, 3 cut | 120 | Competent | High | Average | Moderate bash, High cut, Insane stab | Moderate fire, High acid | Ranged Pull, Missile Launch | ||
Revenant Rocket | 110 | 0 (Suicide Explosion) | 5 | Zero | Total | Average | Moderate | Kamikaze, Dissapear |
The revenant is the backbone of the demonic army. They posess solid melee skills, high aggression and morale, and strong armor. In addition, they launch the revenant missile, a smart, homing, independent monster that will explode on top of a target for massive damage.
Shooting the missile will cause it to die and explode for less damage, which will still hurt but far less than its intended explosion. This can damage the revenant if done quickly enough.
The best strategy for dealing with revenants is to high around cover and deal massive damage to them in melee or via range at once, before they can launch their missiles. They are somewhat limited in numbers compared to other demons, so this should be easier than not. Butchering their corpse can yield their unlaunched missiles.
It is not recommended you try to tank the revenant rocket's eplosion unless you are wearing steel plate or power armor. Revenant Rockets are effectively on a timer, and will explode automatically if they fail to do so on their own.
Hell Knight/Baron
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Hell Knight | 90 | 2d13 bash, 3 cut | 160 | Poor | Total | Average | Moderate bash, High cut | Moderate fire, Moderate acid | Smash, Grab, Plasma Blast | ||
Hell Baron | 90 | 2d14 bash, 5 cut | 200 | Poor | Total | Above Average | Moderate bash, High cut | High fire, Moderate acid | Smash, Grab, Swipe, Plasma Launch |
Hell knights and barons are distinct monsters, but are the same species. Both can spawn under normal circumstances, but the more elite nature of the barons makes them boss mosnters as well.
The hell species are the de facto 'ruler' of the demonic nation. They control the administrative and operational functions, and though there are stronger monsters they all are subservient to the hell demons.
The knight has a short ranged attack, while the baron has both longer range and a strong plasma blast. It is possible to abuse the mas range of the knights to force them to waste their time targeting you and close to kill them in close combat, but care should be taken until you are confident in your ability to read the game so well.
The best way to deal with barons is to hide and let them come to you, keeping out of melee range unless you posess the advantage. A good swipe will knock you down and leave you open to attack.
Mancubus
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Mancubus | 70 | 2d12 bash | 250 | Poor | Total | Above Average | Moderate cut, High bash, High stab | Insane fire, High acid | Smash, Flamethrower, Dual Napalm Launcher, Target Prioritization |
The fat mancubus is a massive threat to any survivor. It can create huge walls of fire, engulf pedestrian survivors in fire, and can even destroy the strongest of vehicles if they get left in the intense heat. It is the slow and independent demolitions unit of the demons.
In melee combat, it will smash the target out of range after using its flamethrower. It is recommended not to use flamable clohing when fighting the mancubus, or indeed any demon. Its twin napalm attack is innaccurate at max range, and relatively short ranged. After it fires, be aware of the attacks cooldown and plan ahead. Range if preferable, but like with other monsters the chance to stun it in melee does exist.
The mancubus does not spawn in the first days of the apocolypse. Early survivors who feel bold may opt to raid the demonic structures before these uncommon monsters start appearing.
Caccodemon
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Caccodemon | 80 | 2d15 bash, 10 cut | 140 | Competent | Below Average | Below Average | Moderate bash, High cut | Moderate fire, Insane acid | Bite, Cacco-Plasma Burst |
Caccodemons are flying, dangerous monsters. Almost unique to the demons, the caccodemon also launches electricity with its plasma, and the resulting shock can paralyze targets, making them much more dangerous than the stronger blasts of hell barons.
Caccodemons have superior night vision, meaning its advisable to keep at least 15 tiles away from them in the dark if you wish to avoid detection. They can be stationed as semi-sentient guards, and are mid-range combatants. Shoot them with rapid fire weaponry and otherwise avoid their attacks, since unlike other ranged attacks they can still hit you with the AoE of the electricity even if they miss you.
Arachnotron
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Arachnotron | 85 | 1d12 bash | 140 | Poor | Moderate | Suspect | High bash, Insane cut | Moderate fire, High acid | Burst Laser |
Arachnotrons fire long ranged lasers in burst of 4, a small deviation from their lore in which they fired rapid, long range, non-instantaneous plasma balls without ballistic skill. This is a deadly combination, making them capable of piercing basic power armor at medium range and devestating similar PA at close range. With 4 shots, they have 4 chances to critm and they are competent marksmen and rifleers.
The laser rounds are not accurate, and will likely miss or mostly miss as they or you close distance. It is not recommended you close in plain sight of them, as hey will get 3 to 5 salvos of lasers off, 12 to 20 shots.
These are perhaps the second most dangerous monsters in the doom faction, just behind the insane cyberdemon. Do not take them lightly. Should you manage to kill one it can be deconstructed several times to produce a muagenic meat and electronic parts. Sadly, no gun can be recovered due to the abuse potential that would bring.
Cyberdemon
Variant | Speed | Damage | Health | Dodge | Aggression | Morale | Physical Armor | Special Armor | Special Attacks | Angered By | Fear Of |
---|---|---|---|---|---|---|---|---|---|---|---|
Cyberdemon | 100 | 4d20 bash, 20 cut | 500 | Poor | Below Average | Insane | Insane bash, Insane cut, Hight stab | Insane acid, Insane fire | Tri-rocket Salvo, Death Explosion |
The cyberdemon, perhaps the most iconic monster from Doom. A prime example of a high health, high hp monster, this monster is instakill material to anyone given a direct hit and not in advanced power armor.
Though, that said, you can last a surprisingly long time under its fire due to its inaccuracy. Though it will do a number on the landscape and its a real dicey move, its possible to make it to cover and even run between cover while it is around.
Able to damage vehicles and even destroy armor, its weak for a rocket-firing monster. Rockets in the game can do thousands of contact damage, th rockets of the cyberdemon only do 220 base damage.
Use heavy ordinace to kill the cyberdemon, or ram it as a last ditch effort. Like all monsters, it won't shoot what it can't see, even if it knows you are there. Meleeing it is possible and documented, however its not recomended unless there are considerable buffs involved and you can semi-reliably stun it. It will explode upon death, dealing a rather uncomfortable amount of damage to those in its vacinity.
PRM Wiki Page Table
Type | --- | --- | --- | --- | --- | --- | |
---|---|---|---|---|---|---|---|
Factions | Ants | Doom | Fungus | Insects | Triffids | Wildlife and Mutants | Zombies |
Statdump | PRM Radiation | PRM the Conglomerate | Spawn Lists | Evolution/Upgrade Trees | Faction Balance | ||
Locations | Trapdoor Pits | Bumblebee Hives | Doom Structures | ||||
Items | PRM Marine Armor | Medicine | PRM: Miscellaneous Items | Recipes |