Dead Horse Warden
A command-variant patrol machine re-plated by hand in mismatched steel, long after its makers stopped issuing orders. It has walked the same forty paces of one cave for longer than anyone living can account for. Something is bolted in behind its chest plate.
Loot 2
Each item rolls on its own every time you defeat this enemy, in the amount shown. Chances as the game publishes them.
How to fight it
Armor that resists its attack Energy
Exploit its weakness Energy
Avoid this damage type Pierce
Its best defense (AR 10) is against this type.
Suggestions computed from damage types, following the game guide: every armor and enemy has a best and a worst defense.
Best gear against it
Overall
Weapons
Rattlesnake +
12 Gauge Shell (T3)Blunt ~46.9 damage per turn · hits 97% · 18 turns to kill
Sidewinder +
0.38 Ammo Cartridge (T3)Pierce ~36.3 damage per turn · hits 97% · 23 turns to kill
Sunbreak +
Anti-Personnel Rocket (T3)Explosive ~35.2 damage per turn · hits 97% · 23 turns to kill
Armor against its attack Energy
- Head
Quantum Visor AR 8 - Chest
Quantum Suit AR 8 - Legs
Quantum Leggings AR 8
With this armor it hits 97% of the time and takes about 17.5 per turn (about 40.8 without armor): with 60 health you last about 4 turns.
Best in the free version
Weapons
Trenchsweep Shotgun +
12 Gauge Shell (T2 Upgraded)Blunt ~32.1 damage per turn · hits 94% · 25 turns to kill
Scorcher +
Anti-Personnel Rocket (T2 Upgraded)Explosive ~25.8 damage per turn · hits 94% · 31 turns to kill
Enforcer Handgun +
0.38 Ammo (T2 Upgraded)Pierce ~21.4 damage per turn · hits 94% · 38 turns to kill
Armor against its attack Energy
- Head
Flux Visor AR 5 - Chest
Flux Suit AR 5 - Legs
Flux Leggings AR 5
With this armor it hits 90% of the time and takes about 22.2 per turn (about 40.8 without armor): with 60 health you last about 3 turns.
The best you can use
Sign in and set up your character to see the best gear you can use.
Estimate with the game's fight rules: 2d10 plus accuracy against a defense of 6 plus armor modifiers; a critical hit (two tens or 10 over the defense) deals ×1.5; damage minus the armor for that damage type, at least 1 per hit; base health 60; a turn every 10 s. Natural defense, skill bonuses, range and terrain are left out.



















