
Warstrider
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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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DownloadViews12
Downloads3
Purchases0
Rating★ 0.0
Version1.0
PlatformRust
CategoryPlugins
CompatibleOxide · Carbon
Size210 KB
PublishedNov 12, 2026
UpdatedNov 12, 2026
✓ Reviewed for safety and integrity
