Enemy Constellations & Composition
composition tags change more than Patrols. They can alter which group templates are admitted, which exact enemy variants resolve, and which normal enemies are replaced by specialists.
- Spawn templates
- 356 authored
- Exact variants
- 150 mapped
- Replacement rules
- 63 mapped
Roster calculator
Set the faction, difficulty, squad size, pool, and any known composition tags. The tool keeps exact broad-profile odds separate from authored template shares and deterministic replacements so the numbers are not presented as if they mean the same thing.
Eligible authored templates
Changes immediately with faction, spawn pool, difficulty, squad size, and selected composition tags. Nominal share compares the visible authored base weights; runtime context can still change the final draw.
Direct replacement effects
Deterministic replacements for the selected composition tags at this difficulty.
What the selected tags affect
Composition-tag odds
These odds depend on faction and difficulty. Click a profile to select it in the calculator above.
Composition-tag effects
The footprint below counts every authored template, concrete variant record, and direct replacement rule that references each mapped composition tag. A zero in one column does not make the tag irrelevant; it means that layer is not how that tag changes composition.
| composition tag | How it enters | Templates | Variants | Replacements |
|---|---|---|---|---|
| Hive Lord | Special / overlay | 0 | 0 | 0 |
| Bug Balanced | Broad profile | 2 | 0 | 0 |
| Bug Crawlers | Broad profile | 9 | 0 | 0 |
| Armored Brood | Broad profile | 7 | 2 | 0 |
| Predator Strain | Special / overlay | 8 | 1 | 2 |
| Rupture Strain | Special / overlay | 3 | 3 | 6 |
| Dragonroaches | Special / overlay | 3 | 1 | 1 |
| Spore Burst Strain | Special / overlay | 10 | 4 | 7 |
| Bug Fodder | Broad profile | 6 | 0 | 0 |
| Predator Strain | Broad profile | 5 | 1 | 2 |
| Acid Brood | Broad profile | 7 | 4 | 3 |
| Panzer Division | Broad profile | 7 | 0 | 0 |
| Cyborgs | Special / overlay | 13 | 5 | 4 |
| Phalanx Division | Broad profile | 8 | 3 | 0 |
| Bot Balanced | Broad profile | 0 | 0 | 0 |
| Artillery Division | Broad profile | 10 | 2 | 3 |
| Incineration Corps | Special / overlay | 8 | 4 | 17 |
| Assault Division | Broad profile | 9 | 3 | 3 |
| Jet Brigade | Special / overlay | 6 | 3 | 12 |
| Mindless Masses | Special / overlay | 61 | 7 | 2 |
| Invasion Fleet | Broad profile | 31 | 9 | 0 |
| Appropriators | Special / overlay | 39 | 10 | 1 |
| Vote Snatchers | Special / overlay | 32 | 5 | 0 |
| No rows match the current filters. | ||||
Spawn pools
| Faction | Patrol | Guard force | Encounter | Traveling | Total |
|---|---|---|---|---|---|
| Automatons | 44 | 50 | 8 | 4 | 106 |
| Illuminate | 79 | 51 | 20 | 1 | 151 |
| Terminids | 39 | 46 | 8 | 6 | 99 |
Counts are authored templates, not spawn probabilities. The calculator applies the visible faction, pool, difficulty, player-count, and composition tag gates before comparing base weights.
Specialist replacements
Filter by faction and composition tag to see exactly which player-facing enemy becomes which replacement. These are not percentage rolls: the applicable highest-priority rule wins, and a replacement can feed another eligible rule.
| Composition tag | Enemy | Replacement | Difficulty | Priority | Cost | |
|---|---|---|---|---|---|---|
| Jet Brigade | Raider | Jet Brigade Trooper | D1+ | 7 | 0.7× | |
| Jet Brigade | Marauder | Jet Brigade Trooper | D1+ | 7 | 0.6× | |
| Jet Brigade | Jet Brigade MG Raider | Jet Brigade MG Raider | D1+ | 7 | 0.7× | |
| Jet Brigade | Brawler | Assault Raider | D1+ | 7 | 0.7× | |
| Jet Brigade | Jet Brigade Commissar | Jet Brigade Commissar | D1+ | 7 | 0.7× | |
| Jet Brigade | Scout Raider | Jet Brigade Trooper | D1+ | 7 | 0.7× | |
| Incineration Corps | Incineration Corps Trooper | Incineration Corps Trooper | D1+ | 1 | 1× | |
| Incineration Corps | Incineration Corps Raider | Incineration Corps Raider | D1+ | 1 | 1× | |
| Incineration Corps | Marauder | Incineration Corps Raider | D1+ | 1 | 1× | |
| Incineration Corps | Incineration Corps MG Raider | Incineration Corps MG Raider | D1+ | 2 | 1× | |
| Incineration Corps | Rocket Raider | Incineration Corps Trooper | D1+ | 2 | 1× | |
| Incineration Corps | Incineration Corps Commissar | Incineration Corps Commissar | D1+ | 1 | 1× | |
| Incineration Corps | Brawler | Pyro Trooper | D1+ | 7 | 0.5× | |
| Incineration Corps | Incineration Corps Hulk Scorcher | Incineration Corps Hulk Scorcher | D1+ | 5 | 1× | |
| Incineration Corps | Hulk Bruiser | Hulk Firebomber | D1+ | 7 | 1× | |
| Incineration Corps | Incineration Corps Devastator | Incineration Corps Devastator | D1+ | 1 | 1× | |
| Incineration Corps | Incineration Corps Rocket Devastator | Incineration Corps Rocket Devastator | D1+ | 1 | 1× | |
| Incineration Corps | Incineration Corps Raider | Incineration Corps Raider | D1+ | 1 | 1× | |
| Incineration Corps | Incineration Corps Trooper | Incineration Corps MG Raider | D1+ | 1 | 1× | |
| Incineration Corps | Incineration Corps Trooper | Incineration Corps Trooper | D1+ | 1 | 1× | |
| Incineration Corps | Heavy Devastator | Incendiary MG Devastator | D1+ | 6 | 1× | |
| Incineration Corps | Incineration Corps Trooper | Incineration Corps Trooper | D1+ | 0 | 1× | |
| Incineration Corps | Berserker | Conflagration Devastator | D1+ | 7 | 1× | |
| Jet Brigade | Jet Brigade Devastator | Jet Brigade Devastator | D1+ | 1 | 1× | |
| Jet Brigade | Jet Brigade Hulk Scorcher | Jet Brigade Hulk Scorcher | D1+ | 7 | 1× | |
| Jet Brigade | Jet Brigade Hulk Bruiser | Jet Brigade Hulk Bruiser | D1+ | 5 | 1× | |
| Artillery Division | Annihilator Tank | War Strider | D6+ | 0 | 1× | |
| Artillery Division | Shredder Tank | War Strider | D6+ | 0 | 1× | |
| Artillery Division | Barrager Tank | War Strider | D6+ | 0 | 1× | |
| Assault Division | Annihilator Tank | War Strider | D6+ | 0 | 1× | |
| Assault Division | Shredder Tank | War Strider | D6+ | 0 | 1× | |
| Assault Division | Barrager Tank | War Strider | D6+ | 0 | 1× | |
| Jet Brigade | Annihilator Tank | War Strider | D6+ | 4 | 1× | |
| Jet Brigade | Shredder Tank | War Strider | D6+ | 4 | 1× | |
| Jet Brigade | Barrager Tank | War Strider | D6+ | 3 | 1× | |
| Cyborgs | Factory Strider | Vox Engine | D7+ | 9 | 1.2× | |
| Cyborgs | Factory Strider | Vox Engine | D7+ | 9 | 1.2× | |
| Cyborgs | Scout Strider | Agitator | D1+ | 9 | 0.8× | |
| Cyborgs | Reinforced Scout Strider | Radical | D1+ | 9 | 0.8× | |
| Acid Brood | Scavenger | Bile Spitter | D2+ | 0 | 1× | |
| Acid Brood | Scavenger | Bile Spitter | D2+ | 0 | 1× | |
| Predator Strain | Scavenger | Pouncer | D2+ | 0 | 1× | |
| Predator Strain | Scavenger | Pouncer | D2+ | 0 | 1× | |
| Acid Brood | Warrior | Bile Warrior | D3+ | 0 | 1× | |
| Spore Burst Strain | Warrior | Spore Burst Warrior | D2+ | 2 | 1× | |
| Spore Burst Strain | Warrior | Spore Burst Warrior | D2+ | 2 | 1× | |
| Spore Burst Strain | Scavenger | Spore Burst Scavenger | D2+ | 2 | 1× | |
| Spore Burst Strain | Scavenger | Spore Burst Scavenger | D2+ | 2 | 1× | |
| Spore Burst Strain | Hunter | Spore Burst Hunter | D2+ | 1 | 1× | |
| Spore Burst Strain | Hunter | Spore Burst Hunter | D2+ | 1 | 1× | |
| Predator Strain | Hunter | Predator Hunter | D2+ | 2 | 1× | |
| Predator Strain | Hunter | Predator Hunter | D2+ | 2 | 1× | |
| Rupture Strain | Charger | Rupture Charger | D6+ | 3 | 1× | |
| Rupture Strain | Charger Behemoth | Rupture Charger | D6+ | 3 | 1× | |
| Rupture Strain | Bile Spewer | Rupture Spewer | D6+ | 3 | 1× | |
| Rupture Strain | Warrior | Rupture Warrior | D6+ | 3 | 1× | |
| Rupture Strain | Warrior | Rupture Warrior | D6+ | 3 | 1× | |
| Rupture Strain | Nursing Spewer | Rupture Spewer | D6+ | 3 | 1× | |
| Dragonroaches | Bile Titan | Charger | D2+ | 0 | 1× | |
| Spore Burst Strain | Bile Titan | Bile Titan | D5+ | 1 | 1× | |
| Mindless Masses | Elevated Overseer | Crescent Overseer | D1+ | 2 | 1× | |
| Mindless Masses | Elevated Overseer | Fleshmob | D5+ | 1 | 1× | |
| Appropriators | Crescent Overseer | Elevated Overseer | D1+ | 0 | 1× |
Weights and probabilities
Broad composition tag odds are exact within the retained authored profile table. Current mission-prediction artifacts reproduce those probabilities for the combinations represented in the corpus. The retained Automaton table uses five equal options at 20% each, while the Terminid table shifts toward Acid Brood and Predator Strain on the highest difficulties.
Template base-weight shares are only a nominal comparison. Runtime population context can alter live weights after authored eligibility is established. The calculator therefore never labels that number as the final spawn chance.
Direct replacements are deterministic. Their displayed generation-point multiplier changes the resulting member's population cost; it is not a replacement probability.
Selection pipeline
- 01
Roll the broad force profile
The mission selects from faction-specific weighted composition tags. The retained profile table shifts Terminid weights on the highest difficulties while the Automaton entries stay even; current mission-prediction artifacts reproduce the represented combinations.
- 02
Add any special composition tags
Other mission systems can add tags after the broad roll, so several tags can affect one mission at the same time.
- 03
Build the requested spawn pool
Faction, difficulty, player count, composition tags, and other population context decide which authored group templates enter the live candidate tables.
- 04
Apply live template weighting
Authored base weight is adjusted by runtime context before selection. The calculator therefore labels its template percentage as a nominal share.
- 05
Resolve exact enemy variants
Each selected group can still resolve its members through difficulty- and composition tag-sensitive weighted variant choices.
- 06
Run specialist replacements
Matching replacement rules are priority ordered and deterministic. A replacement can feed another rule, for up to five passes.
Composition vs timing
The constellation system helps determine what an Encounter request can produce. It does not by itself determine when the request fires.
The Encounter timing research covers reinforcement, objective, ramp-up, and scripted-wave timing. The Patrol research covers Patrol cadence, routing, and spawn-location logic.
Calculator limits
composition tag fields are confirmed eligibility gates, but several hidden authored filters still lack a narrow player-facing interpretation. The calculator exposes the gates that are established and leaves the remaining runtime context out rather than inventing exact final probabilities.
An composition tag-specific template count is also not the complete usable pool. Untagged baseline templates can remain available beside tag-specific rows, and special mission systems can add additional composition tags after the broad force-profile choice.
Evidence status
| Finding | Evidence status |
|---|---|
| Patrols, guard forces, Encounters, and traveling groups are separate authored template pools. | Confirmed |
| Broad composition tag profiles use normalized weighted selection; retained profile weights are corroborated by current mission-prediction artifacts for represented combinations. | Confirmed |
| composition tags gate authored group templates and exact enemy variants. | Confirmed |
| Direct specialist replacements are deterministic, priority ordered, and can chain for up to five passes. | Confirmed |
| Authored template base weight is not necessarily the final live selection probability. | Confirmed |
| The narrow player-facing meaning of every hidden authored filter field is not yet fully decoded. | Unresolved |
Current-build verification
Verification How this page was rechecked
The current game data and code were rechecked against the retained constellation model. The profile weights, template and variant relationships, and direct replacement rules used by this page remain consistent with the current build.
Current mission captures independently support the represented faction, difficulty, and composition-tag combinations. Combinations not present in those captures retain their previously verified profile values rather than being presented as newly observed.
Evidence standard
How the OTL separates code confirmation, controlled live testing, and behavior that remains unresolved.
How the OTL rates evidence
The OTL rates code evidence and live-game evidence separately. A mechanic can be clear in code but still need a controlled gameplay check for hidden state, ordering, or another runtime factor.
Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.