Armored Exor

“ | All IS-0184C containment sites must deploy Grade 5 impact shielding, heavy blast dampening and electrical grounding rated to 2MW, with full acoustic baffling and an approved one-way accession portal.
However, the combinations of heavy chitinous armor, bioelectrical tracking projectiles and ultrasonic vocalizations has, in practice, meant that anything less than permanent sedation of IS-018AC carries considerable risk of injury or death to assigned researchers. The subject is the most aggressive and destructive known variant of IS-0184A and IS-0184B, and provides further evidence for a growing weight of GATE research that indicates the intervention of an external agent in the evolution of this lifeform. |
” |
~ GATE Compendium |
The Armored Exor is an enemy entity found in the Hydroplant. It is the second evolved variant of the Exor.
Appearance
Armored Exors retain typical Exor body structure and colors, with further developed physical characteristics than previous specimens. They are noticably taller, have increased muscule mass, and possess a higher amount of body quills. As their name suggests, their biological armor (now a deep purple hue) has spread in plates across their arms and thighs. Their internal bioluminescence glows bright red, and is present within more areas of the body.
Behavior
Armored Exors can be found wandering at the far end of the Hydroplant, near to the bridge and within the Waterfall Apartments. It is hostile to Order soldiers, Defense Robots, the player and Deployable Objects placed by the player.
In combat, Armored Exors are constantly moving, attempting to sidestep attacks, similar to any Exor. In contrast to it's "cousin" variants, the Armored Exor is capable of using both Exor Monk teleportation and Exor "quill" range attacks at once. In addition, it can produce biological grenades.
- Attacks:
- Quill Strafe: Runs around or after targets, firing multiple quill projectiles. May inflict Bleeding. Needs to be reloaded.
- Leaping Swipe: Lunges towards targets, dealing damage in melee range. May inflict Bleeding.
- Claws: Attacks three times at melee range. May inflict Bleeding.
- Warcry: Roars, briefly impairing players' vision.
- Grenade: Expels a blob from its mouth, which is thrown. Explodes.
Combat Tips
Armored Exors are far more dangerous than Exors, with twice the durability and movement capability. While it can be defeated by either range or melee weapons, beware of it's attacks as it will easily inflict heavy damage and bleeding.
- Armored Exors will periodically need to reload their Quill Rifle, offering players a brief opening for attack or recovery.
- Armored Exors are weak against acidic and electrical-based weapons while being highly resistant to firearms.
Harvestable Drops
Item | Quantity | Chance |
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1 | 100% |
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1 | 100% |
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3-5 | 69.9% |
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0-1 | 50% |
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