Change Log
- Standardised animation specs.
- Added health value.
An Enemy. Introduced in District 3 - The Corporation.
Overview
KSR-05, Kothar Simulant, Runner, Version 5.
Earlier versions of runners (before KDE built New Damascus) were originally designed by Trinity Sky as part of their SkyShield urban security platform to stop criminals from escaping crime scenes. It was a wonderful innovation at the time, made to keep the public safe, as they were fast, efficient, and did not get injuries like a normal human would. KDE stole their original designs to make new modified and “strengthened” versions of runners, to be strong enough to catch any simulants or humans that aim to get near the wall, and get rid of them.
Character Design Requirements
A sleek, aerodynamic black head (looks like a “Time Trial Helmet”) that has a ring of blue lights around the circumference. It’s build is extremely light, no armour is present allowing you to see the exposed hydraulics. Its legs are a pair of running blades, and on the “thigh” of one of the legs is an exhaust pipe that runs to the chassis of the machine.
Reference images
A cyclist with a Time Trial helmet
XLR8 from Ben 10
Ash from Apex Legends
Gameplay
Medium health, high speed, medium-high damage, all range limited by covers, evasive.
Health
This unit is standard so it will start with 100 HP.
Abilities
| Passive | Description |
|---|---|
| Hard to catch | On turn start, gain +X Evade Up. |
| Ability | Description | Target Type | Conditions and Details | Cooldown | Attack Type |
|---|---|---|---|---|---|
| Strike | Convert all Evade Up to Supercharge then punches the Character. (15 damage) | Line | - 1 Cell adjacent | 0 | Blunt |
| Dash | Barrel down a line, dealing 7 damage 5 times to the first thing you hit. Every cell travelled increases damage by 5. Does not instantly destroy cover. Stop moving once something is hit or end of the grid is reached. | Line | - Cardinal direction only. - The character’s movement should be so quick that it appears to be an instantaneous blink. | 1 | Slash |
| Warming Up | Heal 25 health and gain +2 Evade Up. | N/A | - Itself | 1 |
Note: An ability called “Chain Dashes” has been removed.
Animation
| Animation | Description |
|---|---|
| Idle | Runs in place like an athlete warming up for a race. |
| Anim 1 | Used for Strike. Holds fist in the air before quickly punching. |
| Anim 2 | Used for Dash/Chain Dashes. Runs in place before teleporting to the dash position, leaving a trail of character frames between the two positions. He ends in a running pose. With Chain Dashes, he holds the running pose for the small time between dashes. |
| Anim 3 | Used for Warming Up. Jumping jacks. |
SFX
Find the list of SFX here.
- Strike:
- Plays supercharge general sound.
- Slam (M) x 3 - Plays after punching.
- Dash: Woosh (L) - Plays after dashing.
- Warming Up: Plays heal and evade up sounds.
- Chain Dashes:
- Engine Revving Up - Plays when charging.
- After plays dash sound x 3.
VFX
Find the list of VFX here.
- Strike: Supercharge effects
- Dash: Dust and Shockwave x3 - Each time before moving.
- Warming Up: heal and evade effects
- Chain Dashes: Power Up and Shockwave
See all Content.


