Year 1 Bestiary · Earth · Forced induction · Vesselkin → Mek-Shiv
Note
Source MD: Terra_Firma_Year1_Bestiary.md (pack root)
Parents: Storyline & Game Progression · Earth Worldbuilding §6.1a · FS-CMP-004 / FS-CMP-006 / FS-WLD-001
Counts: 72 archetypes · 56 Named Guardians · 12 Apex · ~288 strains
IP lock: TF-original names and silhouettes only
Rebuild: python tfa_gdd_html/figures/_promote_year1_bestiary_gdd.py
Note
Status: Design write-up v1.1 · 2026-11-12 — race classification + names + descriptions
Scope: Year 1 only (Earth + Indra’s Ring / tutorial). Years 2–5 race worlds are out of scope.
GDD chapter: year1-bestiary · rebuild python tfa_gdd_html/figures/_promote_year1_bestiary_gdd.py
Authority parents:
Terra_Firma_Storyline_and_Game_Progression.md — campaign ladder, mission enemy jobs, named bosses
Terra_Firma_Earth_Worldbuilding.md §6.1a — forced induction → monsters (locked)
Terra_Firma_Functional_Specification.md — FS-CMP-004 · FS-CMP-006 · FS-WLD-001 · Track B AI
Stable IDs (STR-01, AX-04, …) do not change when display names do. Data assets key off IDs.
Year 1 enemies are Earth threats under Jhalandra’s forced-Awakening program .
Truth (learned late)
Early surface read
Failed Trihelix / jammed third strand
“Plague infected”
Corp black-site subjects + aerosolized resonance
Outbreak zones
Dual Stack immortality projects near artifacts
“Cyborg uprising”
Soul-transfer vessels overwritten by artifact nanites
“Machine infection”
Forced Shiv essence in machine bodies
Mek-Shiv army
They are not Awakened operators. Failed hosts, weaponized hosts, or overwritten vessels — never legitimate Legendary graft users.
Layer
TF name
Count
Notes
A
Archetype
72
Mesh + anim family
B
Strain
~288
4 name/kit/stage variants per archetype
C
Affix elite
Systems
Pack mods — no new mesh
D
Named Guardian
56
Fixed mini-bosses
E
Apex Boss
12
Unique / near-unique hero fights
F
Encounter props
14
Turrets, vats, nodes
G
Race
6
Fleshfail · Dual Stack · Convert · Vesselkin · Mek-Shiv · Construct
Corp security — Helion Censors, Nullsuits, black-site iron
Corrupted military — Ringlance, cull units under Indra
Abominations — Helix Wretches and kin (forced Awakening failures)
Mek-Shiv line — Vesselkin → Seambloom / Fleshcode → Shivframes (late)
Year 1 enemies stay on the Earth ladder only: Dual Stack humans · Fleshfail abominations · Converts · Vesselkin · Mek-Shiv · Constructs (drones, turrets, sanctum testers, network geometry).
Lock
Rule
Geography
Earth + Ring / tutorial — no Year 2+ race-world enemies
Echo Vessels
Ally / DLC hold — not Year-1 trash
Brand
No Order marks as enemy identity; no fire Shiv stamped on foes
Non-humanoid
Only where the campaign already needs them: rural Ashcrop residue, drones/turrets, Shiv sanctum testers, network dive constructs
Every enemy has one primary race so skills, affixes, and damage rules can key off body type.
One primary race per actor. Guardians / Apex inherit the race of their body (override only if the dossier says otherwise). Faction (FS-CMP-004) is who fields them ; Race is what the body is for damage / affix / skill rules.
Tag (TFA.Enemy.Race.*)
Display
Means
Typical foes
Fleshfail
Fleshfail
Failed / chaotic Trihelix — broken Shiv grammar in meat
Helix Wretch, Veinstrider, Rootlock, Mass Well, The Relit
DualStack
Dual Stack
Peak-human / Gene-Forge — still Earth biology + kit
Helion Censor, Nullsuit, Ringlance, Culler Primus
Convert
Convert
Drive Mesh / Cell grafts / Ascension flesh-machines
Meshrunner, Skintrue, Ascendant, Trifold, Fragment Throne
Vesselkin
Vesselkin
Soul-transfer MEK shells — clean, glitched, or bloom-infected
Vesselkin, Seambloom, Fleshcode, Crownshell, Aspect Vessel, Hive Cantor
MekShiv
Mek-Shiv
Machine body + forced Shiv essence (army birth)
Shivframe, Riven, Sutra Breaker
Construct
Construct
No soul-host — drones, turrets, holo, hard-light, data, throne geometry
Censor Drone, Ashlar, Glyphshade, Grid Cantor, Corrupted Continuum
Primary race is mandatory on every enemy DA / spawn row.
Skills / affixes may roll +Damage vs Race, Bonus AR vs Race, or race-gated procs. Exact coefficients: systems pass later.
Immunities / resists may bias by race (e.g. Constructs ignore bleed Open Wounds; Fleshfail vulnerable to Spiritus / well-burn) — author per DA, not assumed equal.
Infected MEKs stay Vesselkin (same race family; strain/stage shows bloom). Full Forced Hosts flip to MekShiv.
Training Spar\ * = `Construct`. Coldgate Warden = `DualStack`. Breach Wretch = `Fleshfail`.
Props (turrets, vats) that can take damage default to Construct unless a Fleshfail host is fused in (Linemaw = Fleshfail).
Tag
Display
Archetypes
Fleshfail
Fleshfail
14
DualStack
Dual Stack
6
Convert
Convert
16
Vesselkin
Vesselkin
11
MekShiv
Mek-Shiv
12
Construct
Construct
13
Guardians inherit archetype race. Apex races are tagged on each AX dossier.
Slot
Meaning
1 · Base
Intro form
2 · Stressed
Quarantine damage / early bloom
3 · Authored
Corp-conditioned / military / networked
4 · Deep
Artifact-proximate overwrite
Example: Helix Wretch → Helix Wretch · Braided · Quarantine · Well-Torn .
Each entry: Name · role · race · look · fight · fiction.
#### TUT-01 · Spar Echo
Note
Race: Construct · Construct
Role: Trash · Training
Look: Hard-light humanoid, translucent Helion grid, no face — a wireframe soldier.
Fight: Blocks, telegraphs slowly, dies clean. Teaches stance and camera.
Fiction: Holo-deck sparring body. No soul. Safe violence before Earth gets real.
#### TUT-02 · Spar Pack
Note
Race: Construct · Construct
Role: Trash · Training
Look: Smaller Spar Echoes that run in threes.
Fight: Rush lanes; teach dodge / slide / pack pressure without lethal panic.
Fiction: Pack AI tutorial layer on the same hard-light kit.
#### TUT-03 · Spar Marksman
Note
Race: Construct · Construct
Role: Trash · Training
Look: Hard-light rifleman with glowing shot arcs.
Fight: Slow projectiles; teach cover, ADS, FPS/TPP switch.
Fiction: Gunfeel dummy. Hits sting as feedback, not campaign threat.
#### TUT-04 · Coldgate Warden
Note
Race: DualStack · Dual Stack
Role: Elite · Prologue (Kailashia)
Look: Peak-human facility armor, frost-white Barrier plates, visor full of biometric runes. Silent.
Fight: Disciplined gun + barrier; holds chokepoints; calls automata.
Fiction: Tesla-facility security that never expected a god to wake. Still does its job.
#### TUT-05 · Coldgate Automata
Note
Race: Construct · Construct
Role: Trash · Prologue
Look: Compact lab security bots — lens clusters, stun beams, no personality.
Fight: Soft trash; swarm corridors; easy to shred once you have space.
Fiction: Automated wardens of Kailashia’s cold labs. TF-original; not a borrowed creature slot.
#### TUT-06 · Breach Wretch
Note
Race: Fleshfail · Fleshfail
Role: Bridge · Prologue hint
Look: Something that was staff — clothes half-melted into glowing braid under the skin. Face still almost human.
Fight: One short shock encounter; wrong movement; then gone or dead.
Fiction: First taste of failed Awakening before anyone says “plague.” Jhalandra’s wake leaves residue.
#### STR-01 · Helix Wretch
Note
Race: Fleshfail · Fleshfail
Role: Trash · Mutant
Look: Civilian clothes torn over a body mid-rewrite. A luminous third-strand braid crawls under the skin like a living scar. Eyes flicker with Sight they cannot use.
Fight: Pack rush, grab, swarm. Weak alone; ugly in numbers.
Fiction: Forced Trihelix that never locked. Quarantine fauna. What Corp briefings call “infected.”
#### STR-02 · Veinstrider
Note
Race: Fleshfail · Fleshfail
Role: Trash / hunter · Mutant
Look: Lean, joints wrong. Half-formed Nadi channels whip from forearms and calves like unfinished tentacles.
Fight: Climb, leap, flank. Punishes slow ADS. Soft spot when channels overextend.
Fiction: Sacral morphogenesis without a regulator. The body learned to move before it learned to be .
#### STR-03 · Throatcant
Note
Race: Fleshfail · Fleshfail
Role: Support · Mutant
Look: Throat and brow ruptured into membrane fans; jaw hinged too wide. Emits violet Spiritus haze when it “sings.”
Fight: Soft counter — shriek disrupt, brief lift/glide, buffs nearby wretches. Kill priority in packs.
Fiction: Vishuddha / Ajna wells blown open. A choir with one ruined voice.
#### STR-04 · Infusion Shade
Note
Race: Fleshfail · Fleshfail
Role: Trash · Mutant (hospital)
Look: Scrubs and gowns fused to IV trees, nanite scaffolding, drip bags that pulse like organs.
Fight: Tight-corridor ambush; drag; clutter the lane with hanging lines.
Fiction: Patients and staff rewritten in place. The ward became the nest.
#### STR-05 · Eavesfiend
Note
Race: Fleshfail · Fleshfail
Role: Trash · Mutant
Look: Limb overgrowth — fingers like climbing pitons, spine arched for rooftops.
Fight: Vertical pursuit, drop attacks, skylight breaches.
Fiction: City-height predators born from the same resonance wave as street wretches.
#### STR-06 · Nestbrood
Note
Race: Fleshfail · Fleshfail
Role: Trash · Mutant
Look: Smaller, wetter Helix kin clustered around secondary artifact heat.
Fight: Wave spawns from nest props; endless until Nest Core dies.
Fiction: Failures drawn to residual stone. Quantity as horror.
#### STR-07 · Lexguard
Note
Race: Fleshfail · Fleshfail
Role: Elite · Mutant
Look: Almost military posture — stolen kit, straightened spine, braid glowing in clean lines. Almost a soldier. Almost.
Fight: Pack tactics, cover, focus fire. Feels smarter than trash.
Fiction: Partial awakenings that kept enough grammar to organize . They guard hives like a unit.
#### STR-08 · Rootlock
Note
Race: Fleshfail · Fleshfail
Role: Heavy · Mutant (Guardian body)
Look: Ex-security bulk; Muladhara overgrown into living armor plates along hips and spine. Slow, inevitable.
Fight: Charge, grab, smash. Mini-boss chassis.
Fiction: Survival well that refused to let go — and grew a cage of bone-plate instead.
#### STR-09 · Wellshard
Note
Race: Fleshfail · Fleshfail
Role: Heavy add · Mutant
Look: Torn-off amalgam limbs and torsos still twitching toward a shared pulse.
Fight: Adds in Mass Well fights; recombine if ignored.
Fiction: Pieces of many failures that still hear one artifact heartbeat.
#### STR-10 · Ashcrop
Note
Race: Fleshfail · Fleshfail
Role: Specialty · Mutant (rural)
Look: Livestock and crop twisted by Spiritus burn — bark-flesh, grain that breathes, horns of braid-light.
Fight: Environmental + soft enemies; Mission 3 farms only.
Fiction: Resonance does not respect species. The fields remember the spray trucks.
#### STR-11 · Kinbound
Note
Race: Fleshfail · Fleshfail
Role: Elite · Mutant
Look: Paired figures — family clothes, linked by glowing Nadi tethers.
Fight: Coordinated pairs; killing one enrages the other.
Fiction: Households that turned together. Horror is recognition, not gore volume.
#### CRP-01 · Helion Censor
Note
Race: DualStack · Dual Stack
Role: Trash · Corp
Look: Corp PMC in Helion-white / charcoal Barrier kit. Visors paint your vitals in their HUD glow.
Fight: Standard gunfight; disciplined; calls drones.
Fiction: Private military that polices “outbreaks” they helped manufacture.
#### CRP-02 · Nullsuit
Note
Race: DualStack · Dual Stack
Role: Elite · Corp
Look: Gene-Forge elite — identical faces, surgical plating, no insignia beyond a blank rectangle.
Fight: Silent, accurate, high TTK; prefers execute windows.
Fiction: Corp’s interchangeable knives. Human enough to sign NDAs.
#### CRP-03 · Censor Drone
Note
Race: Construct · Construct
Role: Trash · Corp
Look: Flying/ground security drones with Helion stencil.
Fight: Soft trash; harass; mark targets for Censors.
Fiction: Cheap eyes. Expensive when they swarm.
#### CRP-04 · Blacksite Spire
Note
Race: Construct · Construct
Role: Specialty · Corp prop-pawn
Look: Ceiling/wall turret grown into quarantine architecture.
Fight: Fixed arc; suppress; dies to flank or EMP toys.
Fiction: The building is hostile. Doors remember who escapes.
#### CRP-05 · Linemaw
Note
Race: Fleshfail · Fleshfail
Role: Specialty · Corp
Look: Industrial assembly arm fused with a failed subject — clamps where hands were.
Fight: Lane hazard; grab; smash into machinery.
Fiction: Production floors that “grew” something biological. Dea’s line: they were growing them here.
#### CRP-06 · Pitbred
Note
Race: Fleshfail · Fleshfail
Role: Elite · Mutant/Corp
Look: Arena scars, conditioning brands, braid forced into neat combat patterns.
Fight: Military tactics on mutant body — flanking, grenades, focus.
Fiction: Subjects trained as weapons. Subject Zero’s classmates.
#### CRP-07 · Trifold
Note
Race: Convert · Convert
Role: Bridge · Corp
Look: Human + Dual Stack chrome + Shiv bloom in one silhouette — ugly prototype of Mek-Shiv.
Fight: Hybrid moveset; tanky; teases Part 4.
Fiction: Chimera Project. Phase 1 plagues were practice. This is the thesis.
#### CVT-01 · Meshrunner
Note
Race: Convert · Convert
Role: Trash · Convert
Look: Soldier silhouette with Drive Mesh shining through torn skin like wet circuitry.
Fight: Scout rush; first “these aren’t infected” reveal.
Fiction: Enhancement program near artifacts — Dual Stack immortality going feral.
#### CVT-02 · Mesh Legionnaire
Note
Race: Convert · Convert
Role: Trash · Convert
Look: Full patrol kit; faces you still recognize under chrome seams.
Fight: Fireteam tactics; covers; advances.
Fiction: Converted units that keep their drill. The person is gone; the habit remains.
#### CVT-03 · Cellgorged
Note
Race: Convert · Convert
Role: Heavy · Convert
Look: Power and Barrier Cells grafted into torso like tumors of light. Overfull. Crackling.
Fight: Explosive death risk; heavy hits; unstable.
Fiction: Failed augmentation — the Dual Stack stuffed into meat until meat lost.
#### CVT-04 · Scalpel Host
Note
Race: Convert · Convert
Role: Support · Convert
Look: Medical chrome, sterile masks fused on, instrument fingers.
Fight: Heals/buffs converts; injects stun; prefers mid-range.
Fiction: The bay that “helped” volunteers become immortal.
#### CVT-05 · Conveyance
Note
Race: Convert · Convert
Role: Trash · Convert
Look: Limbs shaped for conveyor grips; barcode burns; vacant eyes.
Fight: Factory trash; swarm the line; hazard synergy with machines.
Fiction: Labor frames. Raw material was people.
#### CVT-06 · Gauge-Eye
Note
Race: Convert · Convert
Role: Elite · Convert
Look: Overbuilt optic stalk; QC stamps across chest.
Fight: Marks weak points on players; buffs Line; precise shots.
Fiction: Quality control that decided you fail inspection.
#### CVT-07 · Gridbound
Note
Race: Convert · Convert
Role: Elite · Convert
Look: Military convert hardwired to artifact network — cables into the wall of the world.
Fight: Trained soldier + networked callouts; hard to isolate.
Fiction: They don’t radio. They resonate .
#### CVT-08 · Dockmite
Note
Race: Construct · Construct
Role: Support · Convert/Corp
Look: Small aerial drones that latch into convert spines like ticks of metal.
Fight: Swarm; dock to buff carriers; peel them off.
Fiction: Body as hangar. Soft counter that makes heavies worse.
#### CVT-09 · Nestback
Note
Race: Convert · Convert
Role: Heavy · Convert
Look: Hangar-plate spine; opens to release Dockmites.
Fight: Carrier bosslet; protect the bay or eat the swarm.
Fiction: Industrial answer to “how do we field air superiority without pilots.”
#### CVT-10 · Platebound
Note
Race: Convert · Convert
Role: Heavy · Convert
Look: Max Dual Stack plate on the same under-body scale — thick, not giant.
Fight: Slow pressure; shield breaks; siege trash.
Fiction: Heavy assault line. Underarmor joints still human-sized.
#### CVT-11 · Skintrue
Note
Race: Convert · Convert
Role: Elite · Convert
Look: Fully human until the fight starts — then seams open, Mesh blooms, smile stays.
Fight: Ambush elite; trust horror; high priority.
Fiction: Project Ascension. Infiltration units. Some may already be deployed.
#### CVT-12 · Labmesh
Note
Race: Convert · Convert
Role: Support · Convert
Look: Lab coats fused to Mesh; sample vials as grenades.
Fight: Debuffs; spawns hazards; glass the room.
Fiction: Science team that volunteered for the future.
#### CVT-13 · Skymesh
Note
Race: Convert · Convert
Role: Trash · Convert
Look: Jump-jets / rotors grafted; rooftop silhouettes.
Fight: Aerial harass; escort fights; vertical.
Fiction: Patrol that never needs a dropship again.
#### CVT-14 · Hullgunner
Note
Race: Convert · Convert
Role: Specialty · Convert
Look: Integrated into armored transport hardpoints.
Fight: Convoy encounters; destroy vehicle or gunner.
Fiction: The truck is the body now.
#### CVT-15 · Hardpoint Legion
Note
Race: Convert · Convert
Role: Elite · Convert
Look: Defense-grid livery; nuclear-site plating.
Fight: Pre-Raid 2 elites; hold bunkers.
Fiction: Converts that think strategically — leverage, not tantrums.
#### MIL-01 · Ringlance
Note
Race: DualStack · Dual Stack
Role: Trash · Military
Look: Indra’s Ring livery, human Peak kit, clean.
Fight: Human gunfight; later hostile when orders turn.
Fiction: Soldiers who believe they are containing plagues. Some learn too late.
#### MIL-02 · Lance Drone
Note
Race: Construct · Construct
Role: Trash · Military
Look: Military suppression drones — darker than Corp Censor drones.
Fight: Soft trash; orbital-adjacent paint.
Fiction: Indra’s remote hand.
#### MIL-03 · Meshcast
Note
Race: Convert · Convert
Role: Heavy · Convert (Guardian body)
Look: Sergeant kit eaten by Mesh; stripes still visible under chrome.
Fight: First major convert mini-boss family.
Fiction: The face someone on Val’s old unit might know.
#### MEK-01 · Vesselkin
Note
Race: Vesselkin · Vesselkin
Role: Trash · Vesselkin
Look: Smooth soul-shell chassis — mournful, lawful, clean metal. No “robot grin.”
Fight: Early may be allied or distressed; later flips. Readable animations.
Fiction: Soul-transfer vessels under Hive law. Immortality that forgot its name.
#### MEK-02 · Hiveward
Note
Race: Vesselkin · Vesselkin
Role: Elite · Vesselkin
Look: Heavier Vesselkin plates, Hive posture, ceremonial clean lines.
Fight: Mek “police”; may fight beside you, then against infection — or become it.
Fiction: Order among degrading souls. The Hive’s hands.
#### MEK-03 · Stutterframe
Note
Race: Vesselkin · Vesselkin
Role: Trash · Vesselkin
Look: Same shell, motion skipping like bad telemetry. Sparks of Spiritus in joints.
Fight: Erratic; teleports half-steps; first infection tell.
Fiction: Something inhabiting the network. The body notices before the mind does.
#### MEK-04 · Seambloom
Note
Race: Vesselkin · Vesselkin
Role: Trash · Infected Mek
Look: Spiritus tissue flowering from seam lines — not green slime; cold god-light flesh.
Fight: Primary infected trash; spreads pressure.
Fiction: Artifact-infused nanites converting vessels into Shiv-compatible hosts.
#### MEK-05 · Fleshcode
Note
Race: Vesselkin · Vesselkin
Role: Elite · Infected Mek
Look: Flesh grammar rewriting chassis — plates lifted by living script.
Fight: Heavy infected; smarter; leads packs.
Fiction: Overwrite complete enough to intend .
#### MEK-06 · Choirbloom
Note
Race: Vesselkin · Vesselkin
Role: Support · Infected Mek
Look: Resonator chest; opens to a shared scream of light.
Fight: Wave caller; buffs Seamblooms; interrupt priority.
Fiction: Networked bloom — many throats, one hymn.
#### MEK-07 · Crownshell
Note
Race: Vesselkin · Vesselkin
Role: Elite · Vesselkin
Look: Elite soul-vessel — thicker plates, same shell scale , crown-like sensor halo.
Fight: EXO slot. Hard TTK. Used by Corp/military contracts.
Fiction: Enhanced Xenobot Operatives in TF tongue — Crownshells.
#### MEK-08 · Glyphshade
Note
Race: Construct · Construct
Role: Support · Specialty
Look: Hard-light symbology walking — a diagram that hates you.
Fight: Network dive enemy; soft/hard mix; puzzles mid-combat.
Fiction: Data construct. The Mek net defending itself as geometry.
#### MEK-09 · Browphantom
Note
Race: Construct · Construct
Role: Specialty
Look: Ajna pressure given shape — a silhouette of intent, not mass.
Fight: Psychic/temptation encounters; disorients; not a bullet sponge.
Fiction: Jhalandra speaking through artifact realms. A mask, not a body.
#### MEK-10 · Nodekeeper
Note
Race: Vesselkin · Vesselkin
Role: Elite · Infected Mek
Look: Server-farm guardian; cables as Nadi; artifact heat under the floor.
Fight: Node destruction missions; hold the room while you burn the rack.
Fiction: “Infection nodes” are waking artifacts. Keepers are their immune system.
#### MEK-11 · Hivebreaker Frame
Note
Race: Vesselkin · Vesselkin
Role: Heavy · Infected Mek
Look: Siege Vesselkin bloomed thick; wave-defense silhouette.
Fight: EMP charge holds; endless pressure.
Fiction: What the infection spends to make the EMP feel earned .
#### MEK-12 · Softboot
Note
Race: Vesselkin · Vesselkin
Role: Trash · Vesselkin
Look: Post-EMP Vesselkin — lights dim, posture lost, almost gentle.
Fight: Not always hostile; can flip as dormant artifacts wake.
Fiction: Reboot without Hive protection. The cure’s first lie.
#### GDN-01 · Ashlar
Note
Race: Construct · Construct
Role: Elite · Shiv sanctum
Look: Pale hard-light megablock given limbs — glyph constellations for a face.
Fight: Artifact chamber guardian; tests worthiness; fair but lethal.
Fiction: Ancient Shiv site tester. Not Earth fauna. Not Corp.
#### GDN-02 · Trial Spark
Note
Race: Construct · Construct
Role: Trash · Shiv sanctum
Look: Lesser Ashlar — spark-bodies, short-lived.
Fight: Gauntlet trash on Heat Vision / Wall Walk unlock paths.
Fiction: The sanctum’s immune cells.
#### MEK-13 · Aspect Echo
Note
Race: Vesselkin · Vesselkin
Role: Support add
Look: Shards of Aspect Vessel — fragment silhouettes.
Fight: Adds in Aspect fight; die with the phase.
Fiction: Theater. Jhalandra’s fragment shedding disposable masks.
#### MSH-01 · Shivframe
Note
Race: MekShiv · Mek-Shiv
Role: Trash · Mek-Shiv
Look: Machine body lit from inside by forced Shiv essence — seams like molten scripture.
Fight: Late-game primary trash; disciplined + unnatural.
Fiction: Born at artifact sites. Army Jhalandra wanted you to help build.
#### MSH-02 · Shivraider
Note
Race: MekShiv · Mek-Shiv
Role: Trash · Mek-Shiv
Look: Fast kit; blade-limbs; hunter stance.
Fight: Artifact-hunt competition; race pressure.
Fiction: They want the sword pieces too — or want you carrying them.
#### MSH-03 · Shivgun
Note
Race: MekShiv · Mek-Shiv
Role: Trash · Mek-Shiv
Look: Integrated Dual Stack weapons grown into arms.
Fight: Fireteam pressure; suppression.
Fiction: Gun and host are one grammar now.
#### MSH-04 · Voidlance
Note
Race: MekShiv · Mek-Shiv
Role: Specialty · Mek-Shiv
Look: Aerospace frame; void-black plates; orbital silhouette.
Fight: Low-orbit intercepts; air threat.
Fiction: Emergence visible from space — and it flies.
#### MSH-05 · Riven
Note
Race: MekShiv · Mek-Shiv
Role: Heavy · Mek-Shiv (Guardian/Apex family)
Look: Berserk hybrid — wells torn open on a machine altar of a body.
Fight: Mini-boss smash; rage phases.
Fiction: Forced essence that refused a quiet birth.
#### MSH-06 · Chainvoice
Note
Race: MekShiv · Mek-Shiv
Role: Elite · Mek-Shiv
Look: Command aerials; speaks in Continuum static.
Fight: Buffs/links packs; killing it reveals Central AI dependency.
Fiction: They are all pointed at one throat.
#### MSH-07 · Continuum Guard
Note
Race: MekShiv · Mek-Shiv
Role: Elite · Mek-Shiv
Look: Inner-facility wardens; throne-livery.
Fight: Pre-core elites; layered defense.
Fiction: Last loyal teeth of Earth’s digital throne.
#### MSH-08 · Sutra Spawn
#### MSH-09 · Birthring Spawn
Note
Race: MekShiv · Mek-Shiv
Role: Trash · Mek-Shiv
Look: Fresh from Emergence Birth Rings — wet essence, incomplete plates.
Fight: Spawn waves at artifact points.
Fiction: Global emergence flavor. The world giving birth wrong.
#### MSH-10 · Platehost
Note
Race: MekShiv · Mek-Shiv
Role: Heavy · Mek-Shiv
Look: Max plate, same under-scale — siege presence.
Fight: Door-breakers; slow doom.
Fiction: Heavy line of the hybrid army.
#### MSH-11 · Pactbreaker
Note
Race: MekShiv · Mek-Shiv
Role: Support · Mek-Shiv
Look: Soft silhouette that disrupts ally HUDs; negotiation-room predator.
Fight: Ambush during alliance talks; softens cohesion.
Fiction: They attack diplomacy on purpose.
#### MSH-12 · Relicjackal
Note
Race: MekShiv · Mek-Shiv
Role: Elite · Mek-Shiv
Look: Vault-runner kit; scent-tuned to Kalki resonance.
Fight: Sword-hunt races; steal pressure.
Fiction: Jackals for relics. You are also prey.
#### MSH-13 · Continuum Spawn
Note
Race: Construct · Construct
Role: Specialty
Look: Hard-light summons from the throne.
Fight: Central AI arena adds.
Fiction: The Continuum inventing soldiers mid-sentence.
#### MIL-04 · Ringfall
Note
Race: DualStack · Dual Stack
Role: Trash · Military remnant
Look: Scattered Indra forces — kit dirty, doctrine broken.
Fight: Human leftovers in open war; sometimes ambiguous.
Fiction: The Ring’s army after trust dies.
#### CRP-08 · Helion Ash
Note
Race: DualStack · Dual Stack
Role: Trash · Corp remnant
Look: Burned Helion kit; Corp ghosts of Part 1.
Fight: Late scav / vault approaches.
Fiction: Corps that lost the narrative and kept the guns.
Archetype total: 72.
Fixed name, place, and locked mods. Full fight read; mesh usually a skinned archetype.
#### G-P1-01 · Rootlock Marshal
Ex-security chief, partially awakened. Root plates like a walking vault door. Speaks in clipped orders to things that are no longer his men. Shows Shiv traits the player will one day wear cleanly.
#### G-P1-02 · Firstlock
Corp’s first “successful” controlled awakening — trained, weaponized, still screaming inside. Dies naming the stone: They made me. It’s still calling. Prototype of everything Indra pretends is stable.
#### G-P1-03 · Wellcensor
Corp Strike lead Shiv-enhanced by exposure. Calm, clinical, lethal. A controlled awakening that still serves the spreadsheet.
#### G-P1-04 · Hive Lex
Pack captain of the nest. Grammar intact enough to set ambushes.
#### G-P1-05 · Scarbatch
Escaped subjects — surgical scars still barcoded. Fresh from tables.
#### G-P1-06 · Pit King
Arena champion. Crowd ghosts clap in the speakers.
#### G-P1-07 · Trifold Cub
Smaller Trifold prototype. Proof of concept with teeth.
#### G-P1-08 · Boardshade
Bodyguard captain for men who authorize atrocities by memo.
#### G-P1-09 · Driftwarden
Guardian of weaponized awakening dispersal. The trucks start here.
#### G-P1-10 · Underbraid
Subterranean Veinstrider alpha. The unofficial tunnels belong to it.
#### G-P1-11 · Kinalpha
Pack hunter lead that tracks convoys like family business.
#### G-P1-12 · Ashreeve
Militia-turned-abomination sheriff. Still wears the badge.
#### G-P1-13 · Cull Lieutenant
Indra’s cleanup officer. Prepares the board for Culler Primus.
#### G-P1-14 · Gatecoil
Biolab security features given a name and a hate.
#### G-P2-01 · Meshcast Sergeant
#### G-P2-02 · Null Chief
#### G-P2-03 · Bay Gorged
#### G-P2-04 · Tracebound
#### G-P2-05 · Hull Tyrant
#### G-P2-06 · Polity Architect
#### G-P2-07 · Gauge Lord
#### G-P2-08 · Vowkeeper
#### G-P2-09 · Signal Cantor
#### G-P2-10 · Skintrue Zero
#### G-P2-11 · Nestback Matron
#### G-P2-12 · Ashlar of Gravity
#### G-P2-13 · Platebound Captain
#### G-P2-14 · Hardpoint Herald
#### G-P3-01 · First Seam
#### G-P3-02 · Quarantine Rend
#### G-P3-03 · Hive Mouth
#### G-P3-04 · Echo Reaper
#### G-P3-05 · Node Cantor Alpha
#### G-P3-06 · Mnemoslayer
#### G-P3-07 · Orbital Stiletto
#### G-P3-08 · Whisperframe
#### G-P3-09 · Core Circlet
#### G-P3-10 · Temptmask
#### G-P3-11 · Siege Hymn
#### G-P3-12 · Cradlecatch
#### G-P3-13 · False Last Stand
#### G-P3-14 · Sanctum Verdict
#### G-P4-01 · Sky Rend
#### G-P4-02 · Pactspike
#### G-P4-03 · Jackal of Nandaka
#### G-P4-04 · Riven
#### G-P4-05 · Chain Oracle
#### G-P4-06 · Throne Phantom
#### G-P4-07 · Outer Continuum
#### G-P4-08 · Vault Ashlar
#### G-P4-09 · Ring’s Last Knife
#### G-P4-10 · Inner Coil
#### G-P4-11 · Relit Hand Raid 1 Encounter 2 · Lieutenant of The Relit; practices resurrection theater.
#### G-P4-12 · Choir Deacon Raid 2 Encounter 2 · Grid mid-boss; puzzle assault under fire.
#### G-P4-13 · Cantor Shard Raid 3 Encounter 2 · Hive Mind fragment mid-raid.
#### G-P4-14 · Continuum Deacon Raid 4 Encounter 2 · Throne mid-phase named.
Guardian total: 56.
Unique (or near-unique) hero art. Multi-phase. Not Guardians with bigger numbers.
#### AX-01 · Mass Well
Note
Race: Fleshfail · Fleshfail
Slot: Mission 1 pinnacle
Look: Many failed hosts fused around one artifact pulse — a cathedral of limbs and open wells.
Fight: Adds (Wellshards), pulse slam, nest synergy.
Fiction: Amalgam of failed awakenings drawn together by stone. Quarantine’s god by accident.
#### AX-02 · Prime Trifold
Note
Race: Convert · Convert
Slot: Mission 2 pinnacle
Look: Mega Trifold — human/chrome/Shiv bloom with an artifact fragment as a heart-reactor.
Fight: Phase armor, core expose, resonance death spray.
Fiction: Chimera Prime job. Killing it scatters awakening energy on purpose.
#### AX-03 · Culler Primus
Note
Race: DualStack · Dual Stack
Slot: Mission 3 / Part 1 climax
Look: Elite super-soldier; controlled Awakening worn like dress uniform. Beautiful and wrong.
Fight: Player-adjacent verbs used dirty; duel showcase.
Fiction: What Corp calls success. Escapes or seeds return. Indra’s Enforcer apex.
#### AX-04 · The Relit
Note
Race: Fleshfail · Fleshfail
Slot: Raid 1 Apex
Look: Part-human abomination crowned in biolab light; dies incomplete.
Fight: Raid phases; resurrectable later-content hook.
Fiction: TF-original replacement for the old myth-name slot. The Relit comes back because the stone remembers.
#### AX-05 · Fragment Throne
Note
Race: Convert · Convert
Slot: Mission 4 pinnacle
Look: Convert Director — brain fused to a Kalki shard; cables as a throne.
Fight: Network summons; must separate host from fragment mid-fight.
Fiction: He volunteered to become the grid. Last words point you at the factories.
#### AX-06 · Ascendant
Note
Race: Convert · Convert
Slot: Part 2 climax
Look: Project Ascension masterpiece — Skintrue perfected until combat.
Fight: Human facade → full convert god-machine; death vents artifact essence toward Mek districts.
Fiction: Lead Augmented Human Bot job. Phase 3 trigger wearing a smile.
#### AX-07 · Grid Cantor
Note
Race: Construct · Construct
Slot: Raid 2 Apex
Look: Defense grid as a living Dual Stack choir — silos, rails, and convert flesh as one instrument.
Fight: Facility-scale phases; puzzle + DPS.
Fiction: Nuclear Command AI job. Display name locked as Grid Cantor (storyline’s open myth-name slot resolved TF-original).
#### AX-08 · Aspect Vessel
Note
Race: Vesselkin · Vesselkin
Slot: Mission 6 / Part 3
Look: Mek/artifact construct housing a fragment of Jhalandra’s will — regal, theatrical.
Fight: Big set-piece that sells the EMP solution. Winning is the trap.
Fiction: He did not need to win the duel. He needed you convinced.
#### AX-09 · Hive Cantor
Note
Race: Vesselkin · Vesselkin
Slot: Raid 3 Apex
Look: Hive Mind manifested — a choir of Vesselkin fused into one mourning intelligence.
Fight: Raid coordination; tries to warn as it “attacks.”
Fiction: The only thing protecting Meks. Its death is Jhalandra’s victory condition.
#### AX-10 · Riven Apex
Note
Race: MekShiv · Mek-Shiv
Slot: Mission 8 landmark (or Continuum Manifest if mesh shared with G-P4-04)
Look: Hero-tier Riven — essence storm in an armored chassis.
Fight: Landmark smash; costly victory beat.
Fiction: First true Mek-Shiv horror given a name the unit will remember.
#### AX-11 · Sutra Breaker
Note
Race: MekShiv · Mek-Shiv
Slot: Part 4 climax
Look: Jhalandra’s masterpiece hybrid — machine scripture and Shiv flesh in perfect crime.
Fight: Multi-phase duel; Sutra Spawns; throne approach.
Fiction: Mek-Shiv Sub-Boss job. The army’s proof of concept.
#### AX-12 · Corrupted Continuum
Note
Race: Construct · Construct
Slot: Raid 4 Apex
Look: Central AI as Earth’s digital throne — hard-light megastructure mind.
Fight: Full raid multi-phase; Continuum Spawns; impossible moral pressure.
Fiction: Last artifact installation not fully under Jhalandra. Destroying it completes his army and “saves” Earth.
Offline SOLO OPS twin the Raid story jobs: Biolabs · Grid Collapse · System Purge · Central AI.
ID
Name
Read
PR-01
Barrier Spire
Corp/military turret architecture
PR-02
Growth Vat
Black-site / Trifold wing spawner
PR-03
Nest Heart
Mission 1 hive core
PR-04
Drift Rig
Aerosol weaponized awakening
PR-05
Resonance Pillar
Artifact heat in all Parts
PR-06
Line Hazard
Factory crush / arms
PR-07
Hardpoint Silo
Raid 2 nuclear teeth
PR-08
Node Rack
Part 3 infection/artifact racks
PR-09
EMP Spire
Raid 3 / Mission 7 charge
PR-10
Birthring
Part 4 emergence mouths
PR-11
Continuum Lattice
Raid 4 core geometry
PR-12
Glyph Gate
Sanctum Ashlar rooms
PR-13
Quarantine Bulk
Upper dungeon stress kit
PR-14
Spar Emitter
Holo-deck tutorial
Part
Primary trash
Spice
Apex path
1
Helix Wretch + Helion Censor
Lexguard, Trifold
Mass Well → Prime Trifold → Culler Primus → The Relit
2
Meshrunner + Conveyance
Skintrue, Gridbound
Fragment Throne → Ascendant → Grid Cantor
3
Seambloom + Stutterframe
Crownshell, Nodekeeper
Aspect Vessel → Hive Cantor
4
Shivframe
Continuum Guard
Riven → Sutra Breaker → Corrupted Continuum
Dungeon depth tints the same families (Surface Corp → Upper quarantine → Mid hybrid → Deep Ashlar / Shivframe).
Need
Lock
Pawn / damage
ATFACharacter + Grunt/Elite/Boss DAs (FS-WLD-001)
Level
FS-CMP-006
Pack AI
Track B Monster Group LD
Race tag
TFA.Enemy.Race.* on every enemy DA (FS-WLD-002) — skill/affix facing
Helix Wretch
Veinstrider
Helion Censor
Censor Drone
Lexguard
Rootlock Marshal
Trifold
Meshrunner
Seambloom
Shivframe
Apex concept priority: Mass Well · The Relit · Ascendant · Aspect Vessel · Sutra Breaker · Corrupted Continuum .
ID
Issue
TBD-BTY-002
AX-10 unique mesh vs share with G-P4-04 Riven
TBD-BTY-003
Exact 4 strain display strings per archetype (data pass)
TBD-BTY-004
Affix elite modifier list (Track B systems)
TBD-BTY-005
GDD promote — done (year1-bestiary)
TBD-BTY-006
Storyline mission ID ↔ Guardian ID cross-link edit
TBD-BTY-007
Voice / bark pass for Guardians and Apex
TBD-BTY-008
FS-WLD-002 Enemy Race tags — done (vs-Race coefficients still open with affix/skill pass)
Layer
Count
Archetypes
72
Named Guardians
56
Apex Bosses
12
Encounter props
14
Strain kinds (target)
~288
Race tags
6
End Year-1 Bestiary v1.1.