Multi-Part Enemies

The concept of multi-part enemies is built according to an idea common to both JRPGs and beat ‘em up games: a boss that appears as a single body, but with a variety of minor parts that can be targeted and damaged individually, to destroy, stun, or immobilize them for a certain amount of time.

This method offers a number of advantages:

Enemy Composition Rules

As a rule of thumb, an enemy built according to this logic includes:

Main Body. An elite or champion rank NPC that, usually, has support abilities and an action or special rule that allows it to bring the other parts back into the scene (usually when the main body enters Crisis for the first time or at a set point each round). Sometimes (but not always!), defeating the main body causes the remaining parts to immediately leave the conflict. Parts. Each section of the creature that plays a pivotal role in their tactics has a separate profile, usually of soldier rank. Some parts are built for offense (such as the head of a dragon, a robot’s ventral turret, or a manticore’s spiked tail) and others for defense (such as an energy barrier generator, a claw shielding the body, or a floating ring).

In most instances, the ideal composition is a champion rank main body which replaces a number of soldiers equal to the PCs on the scene minus 1, accompanied by two soldier rank parts. However, as usual, you shouldn’t be afraid to experiment. The following page presents some ideas to play with!