Enemies
Below are some examples of enemies and groups of enemies that can be used in a combat scene or as a guide for building your own.
Ruffian Gang
Take a gang of ruffians as a combat encounter example.
The Shooter is the big-damage threat. The invisible condition guarantees at least one big hit. The distant condition prevents melee from getting into range. He can only attack on the GM turn, not as a consequence.
The Boss is an obvious threat. He has a rapid fire weapon (perhaps an SMG or pair of pistols) and can spread a lot of damage around. He can also bring in more thugs as a result of a consequence.
The Bruiser is there to keep the Boss alive through the Guarded condition, as well as get some of his own hits in.
The Thugs are cannon fodder and there should be many of them. They are easy to eliminate and if not dealt with can cause considerable damage every turn. They can either act on the GM turn or as a consequence, not both.
Potential GM-Turn Twists:
More thugs rush the scene. Not a twist, but a good way to keep the threat-level up and force players to choose what to do.
A pair of thugs erect a large-caliber gun that will be ready to fire on the next GM turn. It will take a concerted effort to destroy before that happens.
A derelict building crumbles to the ground dealing damage and creating obstacles that must be broken through (Vigor) or moved around (Motion).
Boss
The boss calls the shots.
Health: 15 Threat: 7
Actions (act and consequence)
2 ranged damage to 5 targets
Backup—call 2 thugs into combat as a consequence (twice)
Conditions
Guarded (Bruiser)
Bruiser
Meat shield and chief punisher.
Health: 25 Threat: 3
Actions (act and consequence)
2 melee damage to 2 targets
2 ranged damage to 1 target as a consequence (no limit)
Big Hit—5 melee damage to 1 target (single use)
Conditions
none
Thug
The common muscle of the gang.
Health: 3 Threat: 1
Actions (act or consequence)
3 melee damage to 1 target
2 ranged damage to 1 target (can be a consequence 1/turn)
Conditions
none
Shooter
One shot, one kill.
Health: 12 Threat: 6
Actions (act only)
8 ranged damage to 1 target
Conditions
Invisible
Distant