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Browse/Rust/Plugins/Warstrider

Warstrider

Brad Copp★ 0.0 (0)v1.0OxideCarbon#boss#pve#event#bradley
1 / 2
A towering war machine with hydraulic legs, heavy weapons, a vulnerable rear reactor and a devastating second phase.
Description

Warstrider

A 7 m reverse-jointed war machine: a Bradley chassis and turret on hydraulic walker legs, with rocket pods, a coax gun and an armoured rear reactor. Fully procedural walking - feet plant on the real terrain, the body leans and bobs, and the turret tracks independently.

How it spawns

  • Save spawn points with /ws point add (relative to the nearest monument).
  • Enable automatic spawning for a spawn every 1 - 2 hours at a random saved point (minimum players, one alive at a time by default), announced in chat with the grid.
  • Admins can spawn it anywhere.

The fight

  • Main cannon: a 3-shot Bradley salvo with target leading - strafe after the lock-on beep.
  • Rocket barrage: 8 arcing rockets (12 in phase 2) at marked spots.
  • Coax gun, stomp, overcharge dash (smashes weak walls and deployables in its path), leap with a landing shockwave, and an expanding shockwave you can jump over.
  • Weak point: the rear reactor. It's armoured until the hatch opens while venting after big attacks, and is blown open for good in phase 2 (50% HP), when it gets faster and angrier.
  • Heavy explosive damage staggers it. Players hiding in buildings are flushed out with incendiaries and smoke, campers on high ground are dragged down, aircraft get SAM-style missiles, and distant attackers are chased with long bounds.
  • On death it collapses in chain explosions and drops a Bradley crate, an elite crate and fire.

Useful config options

  • Health (8,000), phase 2 threshold and multipliers, reactor/hatch damage multipliers.
  • Automatic spawning: on/off, interval, minimum players, max alive, announcement text.
  • Movement speeds, patrol and leash radius.
  • Every weapon: on/off, damage, range, cooldown.
  • Anti-cheese (hiding, high ground, anti-air), loot crates, health bar, map marker.

Commands (admins or warstrider.admin; /ws or /warstrider)

  • /ws spawn - spawn the hostile boss where you're looking
  • /ws remove [all] - remove the nearest (or all)
  • /ws status - health, phase and target
  • /ws point add | list | remove <n> | clear | spawn <n> | tp <n> - manage spawn points
  • Server console: warstrider.spawn <x> <z>

Compatibility: Carbon and Oxide. No plugin dependencies.

Cover artwork is illustrative; see the showcase video for in-game appearance.

Default configuration
Warstrider.json
json
1{
2 "Display name": "WARSTRIDER",
3 "Health": 8000.0,
4 "Damage taken multipliers by type (others use Default)": {
5 "Default": 0.5,
6 "Bullet": 0.65,
7 "Arrow": 0.25,
8 "Slash": 0.15,
9 "Stab": 0.15,
10 "Blunt": 0.2,
11 "Explosion": 1.0,
12 "Heat": 0.3,
13 "AntiVehicle": 1.2
14 },
15 "Armoured reactor hatch (closed) damage multiplier": 0.6,
16 "Reactor damage multiplier while hatch is open (venting)": 2.5,
17 "Reactor damage multiplier once the hatch is blown off (phase 2)": 3.0,
18 "Extra reactor multiplier while venting in phase 2": 1.3,
19 "Weak point hit radius (m)": 1.4,
20 "Phase 2 (overdrive) at health fraction": 0.5,
21 "Phase 2 speed multiplier": 1.25,
22 "Phase 2 cooldown multiplier": 0.7,
23 "Stagger: explosive damage within 3s needed": 900.0,
24 "Stagger cooldown (s)": 14.0,
25 "Damage multiplier for bullets and arrows (applied on top of the per-type multipliers)": 0.6,
26 "Regenerate health per second when idle": 25.0,
27 "Show red telegraph domes for rockets, leap, dash and shockwave": true,
28 "Server hitbox layer for rockets/explosives (Unity layer index, -1 disables)": 8,
29 "Automatic spawning": {
30 "Enabled (uses saved spawn points)": false,
31 "Seconds between spawns (min, max)": [
32 3600.0,
33 7200.0
34 ],
35 "Minimum players online": 1,
36 "Maximum alive at once": 1,
37 "Monument search radius when saving a point (m)": 350.0,
38 "Announce spawns in chat": true,
39 "Announcement ({0} = boss name, {1} = grid)": "<color=#ff5252>{0}</color> has been sighted near <color=#ffb300>{1}</color>."
40 },
41 "Movement": {
42 "Walk speed (m/s)": 3.2,
43 "Run speed (m/s)": 5.2,
44 "Acceleration (m/s²)": 2.6,
45 "Turn rate (deg/s)": 75.0,
46 "Stride length (m)": 2.9,
47 "Patrol radius (m)": 40.0,
48 "Leash radius from spawn (m)": 140.0,
49 "Use Rust navmesh when available": true
50 },
51 "Targeting": {
52 "Aggro range (m)": 110.0,
53 "Forget target after not seeing it (s)": 14.0,
54 "Minimum time on one target before switching (s)": 4.0,
55 "Score margin needed to switch target": 25.0,
56 "Threat weight (damage dealt, decays over ~3s)": 1.0,
57 "Attention spread weight (score per second a player has been ignored, max 20s)": 1.5,
58 "Max players a split attack (rockets, gun sweep, orb fan) is divided between": 3,
59 "Preferred minimum distance (m)": 16.0,
60 "Preferred maximum distance (m)": 50.0,
61 "Ignore players in safe zones": true,
62 "Turret turn rate (deg/s)": 100.0,
63 "Global delay between attacks (s)": 0.5
64 },
65 "High-ground anti-cheese": {
66 "Enabled": true,
67 "Counts as perched when standing on a structure/rock this high above terrain (m)": 3.5,
68 "Also counts players in vehicles (minicopters etc.) this high up": true,
69 "Only players who hit the boss within this many seconds (or its current target) are tracked": 10.0,
70 "Seconds perched before being hauled down (warning at half)": 5.0,
71 "Grace multiplier per repeat offence (stacks 3x, resets after 3 min)": 0.6,
72 "Damage dealt by perched players is multiplied by": 0.35,
73 "Warning time before the yank (s)": 1.4,
74 "Yank duration (s)": 0.9,
75 "Yank arc height (m)": 2.5,
76 "Landing distance in front of the boss (m)": 11.0,
77 "Landing damage": 15.0,
78 "Grace after landing before the timer can build again (s)": 3.0,
79 "Cooldown between yanks (s)": 6.0,
80 "Anger duration (s)": 20.0,
81 "Attack cooldown multiplier while angry": 0.75,
82 "Chat warnings": true,
83 "Warning text ({0} = boss name)": "<color=#ff5252>{0}</color> has spotted you on the high ground. Come down, or be dragged down.",
84 "Yank text ({0} = boss name)": "<color=#ff5252>{0}</color> has you. <color=#ffb300>Brace!</color>",
85 "Anger sound": "assets/prefabs/npc/m2bradley/effects/maincannonattack.prefab|assets/prefabs/locks/keypad/effects/lock.code.denied.prefab",
86 "Warning beep on the victim": "assets/prefabs/npc/autoturret/effects/targetacquired.prefab|assets/prefabs/locks/keypad/effects/lock.code.denied.prefab",
87 "Tether sparks": "assets/prefabs/locks/keypad/effects/lock.code.shock.prefab|assets/bundled/prefabs/fx/ricochet/ricochet3.prefab",
88 "Yank sound": "assets/bundled/prefabs/fx/impacts/physics/phys-impact-metal-hollow-hard.prefab",
89 "Landing effects": [
90 "assets/prefabs/deployable/chinooklockedcrate/effects/landing.prefab",
91 "assets/bundled/prefabs/fx/impacts/physics/phys-impact-stone-hard.prefab"
92 ]
93 },
94 "Players hiding in buildings": {
95 "Enabled": true,
96 "Seconds hidden under a roof (out of sight) before the warning": 4.0,
97 "Seconds between the warning and the yank": 3.0,
98 "Count player-built bases as hiding spots": true,
99 "Search radius for an open spot outside (m)": 22.0,
100 "Minimum landing distance from the boss (m)": 18.0,
101 "Landing damage": 5.0,
102 "Warning text ({0} = boss name)": "<color=#ff5252>{0}</color> knows where you are hiding. Come out, or be dragged out.",
103 "Yank text ({0} = boss name)": "<color=#ff5252>{0}</color> is dragging you out. <color=#ffb300>Brace!</color>"
104 },
105 "Flush hiders with incendiaries and smoke": {
106 "Enabled": true,
107 "Start throwing after a player has hidden for (s)": 2.5,
108 "Cooldown between volleys (s)": 8.0,
109 "Incendiaries per volley": 2,
110 "Smoke grenades per volley": 1,
111 "Incendiary prefab": "assets/prefabs/weapons/molotov cocktail/grenade.molotov.deployed.prefab",
112 "Smoke prefab": "assets/prefabs/tools/smoke grenade/grenade.smoke.deployed.prefab"
113 },
114 "Anti-air missiles": {
115 "Enabled": true,
116 "Counts players in vehicles this high above terrain (m)": 6.0,
117 "Counts players on foot (parachuting, flying) this high above terrain (m)": 15.0,
118 "Range (m)": 260.0,
119 "Engage any aircraft within this range even if it hasn't attacked (m)": 90.0,
120 "Lock-on warning time (s)": 1.5,
121 "Rockets per salvo": 3,
122 "Rockets per salvo in the last phase": 4,
123 "Seconds between rockets": 0.35,
124 "Cooldown between salvos (s)": 7.0,
125 "Rocket speed (m/s)": 75.0,
126 "Aim spread (m)": 2.5,
127 "Proximity fuse radius (m)": 6.0,
128 "Extra damage to the aircraft on a fuse burst": 140.0,
129 "Extra damage to a player on a fuse burst": 30.0,
130 "Rocket prefab": "assets/prefabs/npc/sam_site_turret/rocket_sam.prefab|assets/prefabs/ammo/rocket/rocket_hv.prefab",
131 "Launch sound": "assets/prefabs/npc/sam_site_turret/effects/tube_launch.prefab|assets/prefabs/npc/patrol helicopter/effects/rocket_fire.prefab",
132 "Lock-on beep": "assets/prefabs/npc/autoturret/effects/targetacquired.prefab|assets/prefabs/locks/keypad/effects/lock.code.denied.prefab",
133 "Chat warning": true,
134 "Warning text ({0} = boss name)": "<color=#ff5252>{0}</color> has a missile lock on you!"
135 },
136 "Pursuit of distant attackers": {
137 "Enabled": true,
138 "Chase attackers up to this far from spawn (m)": 300.0,
139 "A player counts as an attacker for this long after their last hit (s)": 20.0,
140 "Sprint speed multiplier when chasing a distant attacker": 1.35,
141 "Sprint when the attacker is farther than (m)": 40.0,
142 "Long bound: use when the attacker is farther than (m)": 55.0,
143 "Long bound: max distance covered per jump (m)": 45.0,
144 "Long bound: land this far short of the attacker (m)": 12.0,
145 "Long bound cooldown (s)": 10.0,
146 "Counter-fire (rockets and cannon) at attackers out to (m)": 260.0
147 },
148 "Main cannon": {
149 "Enabled": true,
150 "Projectile prefab": "assets/prefabs/npc/m2bradley/maincannonshell.prefab",
151 "Projectile speed (m/s)": 95.0,
152 "Damage multiplier": 1.0,
153 "Telegraph time (s)": 1.3,
154 "Shots per salvo": 3,
155 "Time between salvo shots (s)": 0.8,
156 "Cooldown (s)": 8.0,
157 "Range min/max (m)": [
158 10.0,
159 160.0
160 ]
161 },
162 "Rocket barrage": {
163 "Enabled": true,
164 "Projectile prefab": "assets/prefabs/npc/patrol helicopter/rocket_heli.prefab",
165 "Fallback prefab": "assets/prefabs/ammo/rocket/rocket_basic.prefab",
166 "Rockets per barrage": 8,
167 "Rockets per barrage in phase 2": 12,
168 "Time between rockets (s)": 0.2,
169 "Horizontal speed (m/s)": 34.0,
170 "Impact spread radius (m)": 7.0,
171 "Damage multiplier": 0.8,
172 "Telegraph time (s)": 1.4,
173 "Cooldown (s)": 16.0,
174 "Range min/max (m)": [
175 22.0,
176 170.0
177 ],
178 "Vent (vulnerable) time after barrage (s)": 3.5
179 },
180 "Coax machine gun": {
181 "Enabled": true,
182 "Shots per burst": 20,
183 "Time between shots (s)": 0.09,
184 "Damage per hit": 9.0,
185 "Spread (deg)": 2.2,
186 "Spin-up telegraph (s)": 0.6,
187 "Cooldown (s)": 3.5,
188 "Max range (m)": 80.0
189 },
190 "Stomp": {
191 "Enabled": true,
192 "Trigger range (m)": 9.0,
193 "Shockwave radius (m)": 8.5,
194 "Damage at centre": 45.0,
195 "Knockback force": 7.0,
196 "Knockback upward force": 3.0,
197 "Cooldown (s)": 7.0
198 },
199 "Overcharge dash": {
200 "Enabled": true,
201 "Telegraph (crouch + steam) time (s)": 1.1,
202 "Charge speed (m/s)": 13.0,
203 "Max charge distance (m)": 45.0,
204 "Range min/max to start (m)": [
205 14.0,
206 60.0
207 ],
208 "Damage to players hit": 55.0,
209 "Knockback force": 9.0,
210 "Damage to deployables/building blocks in path (0 = none)": 400.0,
211 "Highest building grade it smashes through (0 twig, 1 wood, 2 stone, 3 metal, 4 hqm)": 1,
212 "Flatten trees and cacti in its path": true,
213 "Smash loot barrels in its path": true,
214 "Vent (vulnerable) time after (s)": 2.5,
215 "Cooldown (s)": 15.0
216 },
217 "Leap": {
218 "Enabled": true,
219 "Range min/max (m)": [
220 18.0,
221 55.0
222 ],
223 "Landing shockwave radius (m)": 11.0,
224 "Landing damage at centre": 70.0,
225 "Knockback force": 10.0,
226 "Knockback upward force": 5.0,
227 "Vent (vulnerable) time after (s)": 2.5,
228 "Cooldown (s)": 20.0
229 },
230 "Expanding shockwave": {
231 "Enabled": true,
232 "Trigger when this many players are within trigger range": 2,
233 "Also trigger when a single player stays close this long (s)": 4.0,
234 "Trigger range (m)": 13.0,
235 "Charge time (s)": 1.2,
236 "Final radius (m)": 20.0,
237 "Expansion speed (m/s)": 14.0,
238 "Damage at the start (falls off with distance)": 50.0,
239 "Knockback force": 11.0,
240 "Knockback upward force": 4.0,
241 "Cooldown (s)": 12.0
242 },
243 "Loot": {
244 "Crates spawned on death": [
245 {
246 "Prefab": "assets/prefabs/npc/m2bradley/bradley_crate.prefab",
247 "Count": 1
248 },
249 {
250 "Prefab": "assets/bundled/prefabs/radtown/crate_elite.prefab",
251 "Count": 1
252 }
253 ],
254 "Fire balls spawned on death": 3,
255 "Fire ball prefab": "assets/prefabs/npc/m2bradley/oilfireball2.prefab",
256 "Announce top damage dealers": true
257 },
258 "Effects": {
259 "Footstep": "assets/bundled/prefabs/fx/impacts/physics/phys-impact-stone-hard.prefab",
260 "Footstep (metal clank)": "assets/bundled/prefabs/fx/impacts/physics/phys-impact-metal-hollow-hard.prefab",
261 "Stomp impact": [
262 "assets/prefabs/deployable/chinooklockedcrate/effects/landing.prefab",
263 "assets/bundled/prefabs/fx/building/stone_gib.prefab",
264 "assets/bundled/prefabs/fx/explosions/explosion_core_flash.prefab"
265 ],
266 "Cannon fire": "assets/prefabs/npc/m2bradley/effects/maincannonattack.prefab",
267 "Target lock beep": "assets/prefabs/locks/keypad/effects/lock.code.denied.prefab",
268 "Rocket launch": "assets/prefabs/npc/patrol helicopter/effects/rocket_fire.prefab",
269 "Gun fire (sound + flash)": "assets/prefabs/npc/m2bradley/effects/coaxmgattack.prefab",
270 "Gun impact": "assets/bundled/prefabs/fx/impacts/bullet/metal/metal1.prefab",
271 "Gun ricochet": "assets/bundled/prefabs/fx/ricochet/ricochet3.prefab",
272 "Vent steam": "assets/prefabs/weapons/flamethrower/effects/gas_release.prefab",
273 "Phase 2 armour blow-off": "assets/prefabs/npc/patrol helicopter/effects/component_destroyed.prefab",
274 "Phase 2 damaged smoke": "assets/prefabs/npc/patrol helicopter/effects/component_damged.prefab",
275 "Death small explosions": "assets/prefabs/weapons/rocketlauncher/effects/rocket_explosion.prefab",
276 "Death final explosions": [
277 "assets/prefabs/npc/m2bradley/effects/bradley_explosion.prefab",
278 "assets/prefabs/npc/patrol helicopter/effects/heli_explosion.prefab"
279 ],
280 "Telegraph dome": "assets/bundled/prefabs/modding/events/twitch/br_sphere_red.prefab",
281 "Dash footstep (heavy)": [
282 "assets/prefabs/deployable/chinooklockedcrate/effects/landing.prefab",
283 "assets/bundled/prefabs/fx/impacts/physics/phys-impact-metal-hollow-hard.prefab"
284 ],
285 "Tree / cactus smashed": "assets/bundled/prefabs/fx/impacts/blunt/wood/wood1.prefab|assets/bundled/prefabs/fx/impacts/physics/phys-impact-wood-hard.prefab|assets/bundled/prefabs/fx/impacts/physics/phys-impact-stone-hard.prefab",
286 "Shockwave slam": [
287 "assets/prefabs/weapons/satchelcharge/effects/satchel-charge-explosion.prefab",
288 "assets/prefabs/deployable/chinooklockedcrate/effects/landing.prefab",
289 "assets/bundled/prefabs/fx/explosions/explosion_core_flash.prefab"
290 ],
291 "Dash start": "assets/bundled/prefabs/fx/explosions/explosion_core_flash.prefab",
292 "Dash impact": "assets/bundled/prefabs/fx/impacts/physics/phys-impact-metal-hollow-hard.prefab",
293 "Leap launch": "assets/prefabs/deployable/chinooklockedcrate/effects/landing.prefab",
294 "Shockwave charge": "assets/prefabs/locks/keypad/effects/lock.code.shock.prefab|assets/bundled/prefabs/fx/impacts/additive/fire.prefab",
295 "Shockwave ring": "assets/prefabs/deployable/chinooklockedcrate/effects/landing.prefab",
296 "Shockwave ring (heavy)": "assets/bundled/prefabs/fx/weapons/landmine/landmine_explosion.prefab|assets/prefabs/deployable/chinooklockedcrate/effects/landing.prefab",
297 "Hit marker (sent only to the shooter)": "assets/bundled/prefabs/fx/hit_notify.prefab",
298 "Weak spot hit marker": "assets/bundled/prefabs/fx/headshot_2d.prefab|assets/bundled/prefabs/fx/headshot.prefab|assets/bundled/prefabs/fx/hit_notify.prefab",
299 "Hit marker on explosive damage too": false,
300 "Spawn": "assets/prefabs/missions/portal/proceduraldungeon/effects/appear.prefab"
301 },
302 "Health bar": {
303 "Enabled": true,
304 "Show within (m)": 140.0
305 },
306 "Map marker": {
307 "Enabled": true,
308 "Radius": 0.35,
309 "Show name and health marker (vending style)": true,
310 "Name/health marker update interval (s)": 5.0,
311 "Name shown": "Warstrider"
312 },
313 "Returning home": {
314 "Teleport home when stuck on the way back for (s, 0 disables)": 8.0,
315 "Counts as away from home beyond (m)": 40.0
316 },
317 "Performance": {
318 "Animation/network rate (Hz)": 20.0,
319 "Reduced rate beyond (m)": 150.0,
320 "Reduced rate (Hz)": 6.0,
321 "Stop sending beyond (m)": 400.0
322 }
323}
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Views12
Downloads3
Purchases0
Rating★ 0.0
Version1.0
PlatformRust
CategoryPlugins
CompatibleOxide · Carbon
Size210 KB
PublishedNov 12, 2026
UpdatedNov 12, 2026
✓ Reviewed for safety and integrity