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Clarifying Quake 1's Sci-fi themes.


* OutsideGenreFoe: Can be considered this, being fantastical creatures from the first Quake which contrast with the science-fiction theme of Quake II.
* PuzzleBoss: Modir is defeated in the same manner as Chthon; navigating its boss arena to descend two pillars, which generate a laser that kills the beast when activated. Unlike Chthon, Modir ''does'' take damage from normal weapons, but it has ''so much'' health that you're unlikely to have enough ammo to kill it unless you've been hoarding it. The laser also only has to be activated once.

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* OutsideGenreFoe: Can be considered this, being fantastical Lovecraftian creatures from the first Quake which contrast with the exclusively science-fiction theme of Quake II.
* PuzzleBoss: Modir is defeated in the same manner as Chthon; navigating its boss arena to descend two pillars, which generate a laser that kills the beast when activated. Unlike Chthon, Modir ''does'' take damage from normal weapons, but it has ''so much'' health that you're unlikely to have enough ammo to kill it unless you've been hoarding it. The laser also only has to be activated once.once to kill Modir, making it by far the easiest avenue to killing it.



* StylisticSuck: Disabling the enhanced models included in the 2023 remaster causes all Shamblers to use their original ''VideoGame/QuakeI'' model, which is of a markedly lower polycount compared to even ''VideoGame/QuakeII''[='=]s original models.
* StationaryBoss: Like Chthon, Modir remains stuck in a pit of magma as it takes potshots at you darting between columns in its room.
* UniqueEnemy: They're extremely rare, mostly only encountered as named bosses or in scripted events that don't last long enough to turn into a fight. Only a couple of regular Shamblers can actually be fought, one in a secret area and one during the boss fight with Modir.

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* StylisticSuck: Disabling the enhanced models included in the 2023 remaster causes all Shamblers to use their original ''VideoGame/QuakeI'' model, which is of a markedly lower polycount compared to even the original models of ''VideoGame/QuakeII''[='=]s original models.
enemies.
* StationaryBoss: Like Chthon, Modir remains stuck in a pit of magma as it takes taking electrical potshots at as you darting dart between columns in its room.
* UniqueEnemy: They're extremely rare, mostly only being almost exclusively encountered as named bosses or in scripted events that don't last long enough to turn into a fight. Only a couple of regular Shamblers can actually be fought, one in a secret area and one during the boss fight with Modir.
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* OutsideGenreFoe: Can be considered this, being fantastical creatures from the first Quake which contrast with the science-fiction theme of Quake II.
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None


[-''[[Characters/QuakeI Quake (1996)]]'' ([[Characters/QuakeRanger Ranger]]) | '''Quake II''' ([[Characters/QuakeTheStrogg The Strogg]]) | ''Characters/QuakeIIIArena'' | ''Characters/QuakeIV'' | ''Characters/QuakeChampions''-]]]]]

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[-''[[Characters/QuakeI Quake (1996)]]'' ([[Characters/QuakeRanger Ranger]]) | '''Quake II''' ([[Characters/QuakeTheStrogg The Strogg]]) | ''Characters/QuakeIIIArena'' | ''Characters/QuakeIV'' | ''Characters/QuakeChampions''-]]]]]
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Image quality upgrade


[[labelnote:Click here to see Grunt as he appears in ''Quake III Arena''.]]https://static.tvtropes.org/pmwiki/pub/images/q3a_grunt.png[[/labelnote]]]]

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[[labelnote:Click here to see Grunt as he appears in ''Quake III Arena''.]]https://static.tvtropes.org/pmwiki/pub/images/q3a_grunt.org/pmwiki/pub/images/grunt_0.png[[/labelnote]]]]
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Spelling/grammar fix(es), Image quality upgrade


Near the end of the Stroggos campaign, a group of six marines was dispatched from an orbital base to various conflict zones with the goal of seeking out Strogg Data Discs and uploading their contents. This would allow them to determine the identity of the Strogg Maker, the newest leader of the Strogg forces, with their commanding officer "The Machine" remaining behind to monitor their progress.

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Near the end of the Stroggos campaign, a group of six marines was dispatched from an orbital base to various conflict zones with the goal of seeking to seek out Strogg Data Discs and uploading upload their contents. This would allow them to determine the identity of the Strogg Maker, the newest leader of the Strogg forces, with their commanding officer "The Machine" remaining behind to monitor their progress.



* LetsSplitUpGang: The marines that protagonize ''Call of the Machine'' take a mission each, with their commander, The Machine, taking the fight to the final boss.

to:

* LetsSplitUpGang: The marines that protagonize marine protagonists of ''Call of the Machine'' take a mission each, with their commander, The Machine, taking the fight to the final boss.



[[quoteright:237:https://static.tvtropes.org/pmwiki/pub/images/q3a_bitterman.png]]
[[caption-width-right:237:Bitterman as he appears in ''VideoGame/QuakeIIIArena''.\\

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[[quoteright:237:https://static.[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/q3a_bitterman.png]]
[[caption-width-right:237:Bitterman
org/pmwiki/pub/images/bitterman.png]]
[[caption-width-right:1000:Bitterman
as he appears in ''VideoGame/QuakeIIIArena''.\\



TheProtagonist of the main game of ''VideoGame/QuakeII''. One of the few survivors of Operation: Counterstrike, Bitterman was part of the TCM fleet that launched an attack on Stroggos in order to locate and disable key structures as well as the Makron. An accidental crash with two other ships leads to him crashing on Stroggos earlier than anticipated, [[LifesavingMisfortune saving him from the wipeout his fleet was subjected to]] at the hands of the Strogg Big Gun.

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TheProtagonist of the main game of ''VideoGame/QuakeII''. One of the few survivors of Operation: Counterstrike, Bitterman was part of the TCM fleet that launched an attack on Stroggos in order to locate and disable key structures as well as the Makron. An accidental crash with two other ships leads to him crashing on Stroggos earlier than anticipated, [[LifesavingMisfortune saving him from the wipeout his fleet was subjected to]] at the hands of the Strogg Big Gun.



* AmbiguousSituation: The relationship between Shub-Niggurath and the Strogg is not fully explained: They seem to have lent a spacecraft to them in the Dimension of the Machine map Nazard Terminal. But because of the fact that the mission to eliminate the Masters, they are ambiguously identified as "Strogg-Maker" collectively. It is unknown if it is merely a pending codename similar to Shub's own "Quake", a designation given by humanity, or Shub-Niggurath and her minions aren't merely allies, but actual creators of the Strogg.

to:

* AmbiguousSituation: The relationship between Shub-Niggurath and the Strogg is not fully explained: They seem to have lent a spacecraft to them in the Dimension of the Machine map Nazard Terminal. But because of the fact that due to the mission to eliminate the Masters, they are ambiguously identified as "Strogg-Maker" collectively. It is unknown if it is merely a pending codename similar to Shub's own "Quake", a designation given by humanity, or Shub-Niggurath and her minions aren't merely allies, but actual creators of the Strogg.
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Spelling/grammar fix(es)


Character sheet for units and characters introduced in ''VideoGame/QuakeII''. The Strogg can be found [[Characters/QuakeTheStrogg in their own page]].

to:

Character sheet for units and characters introduced in ''VideoGame/QuakeII''. The Strogg can be found [[Characters/QuakeTheStrogg in on their own page]].



* UniqueEnemy: They're extremely rare, mostly only encountered as named bosses or in scripted events that don't last long enough to turn into a fight. Only a couple regular Shamblers can actually be fought, one in a secret area and one during the boss fight with Modir.

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* UniqueEnemy: They're extremely rare, mostly only encountered as named bosses or in scripted events that don't last long enough to turn into a fight. Only a couple of regular Shamblers can actually be fought, one in a secret area and one during the boss fight with Modir.
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inactive link


A coalition of Earth's forces who invaded Stroggos in retaliation after the Strogg failed to conquer Earth. ''VideoGame/EnemyTerritoryQuakeWars'', the game that details the Strogg invasion of Earth, establishes its previous name as GDF (Global Defence Force) with a specific subdivision named the SMC (Space Marine Corps). For tropes on the SMC, check [[Characters/QuakeIVSpaceMarineCorps their own page]].

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A coalition of Earth's forces who invaded Stroggos in retaliation after the Strogg failed to conquer Earth. ''VideoGame/EnemyTerritoryQuakeWars'', the game that details the Strogg invasion of Earth, establishes its previous name as GDF (Global Defence Force) with a specific subdivision named the SMC (Space Marine Corps). For tropes on the SMC, check [[Characters/QuakeIVSpaceMarineCorps their own page]].
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I don't think the trope name itself will really spoil anything to newcomers


* [[spoiler:GoMadFromTheRevelation: The Marine sent to the Darkest Depths not only fails to transmit the data disc, but loses his sanity in the process without even the dignity of a HeroicSacrifice.]]

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* [[spoiler:GoMadFromTheRevelation: GoMadFromTheRevelation: [[spoiler: The Marine sent to the Darkest Depths not only fails to transmit the data disc, but loses his sanity in the process without even the dignity of a HeroicSacrifice.]]
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None

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* UniqueEnemy: They're extremely rare, mostly only encountered as named bosses or in scripted events that don't last long enough to turn into a fight. Only a couple regular Shamblers can actually be fought, one in a secret area and one during the boss fight with Modir.
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On second reading, this example reads a lot like Speculative Troping.


* VillainTeamUp: They are implied to be the ones supplying the Strogg the hundreds of soldiers in ''Call of the Machine''. If this is the case, this could explain why the dwindling Strogg have what seems to be inumerable manpower compared to the previous ''II'' installments. If one takes into account the fact that the Strogg go into disarray because they have a kratocratic leadership system, [[{{EnemyCivilWar}}it would have made matters worse for them]]. Not to mention Stepchild's journey blowing up a lot of Stroggos surface. It seems the patronage of the Black Goat came as a blessing. This partnership seems to have been implied since ''[[Recap/QuakeEpisode6DimensionsOfTheMachine Dimensions of the Machine]]'', as the map Nazard Terminal shows a spacecraft that combines ''Quake'' and ''Quake II'' textures.
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* VillainTeamUp: They are implied to be the ones supplying the Strogg the hundreds of soldiers in the newest expansion. If this is the case, this could explain why the dwindling Strogg have what seems to be inumerable manpower compared to the previous ''II'' installments. If one takes into account the fact that the Strogg go into disarray because they have a kratocratic leadership system, [[{{EnemyCivilWar}}it would have made matters worse for them]]. Not to mention Stepchild's journey blowing up a lot of Stroggos surface. It seems the patronage of the Black Goat came as a blessing. This partnership seems to have been implied since ''[[Recap/QuakeEpisode6DimensionsOfTheMachine Dimensions of the Machine]]'', as the map Nazard Terminal shows a spacecraft that combines ''Quake'' and ''Quake II'' textures.

to:

* VillainTeamUp: They are implied to be the ones supplying the Strogg the hundreds of soldiers in ''Call of the newest expansion.Machine''. If this is the case, this could explain why the dwindling Strogg have what seems to be inumerable manpower compared to the previous ''II'' installments. If one takes into account the fact that the Strogg go into disarray because they have a kratocratic leadership system, [[{{EnemyCivilWar}}it would have made matters worse for them]]. Not to mention Stepchild's journey blowing up a lot of Stroggos surface. It seems the patronage of the Black Goat came as a blessing. This partnership seems to have been implied since ''[[Recap/QuakeEpisode6DimensionsOfTheMachine Dimensions of the Machine]]'', as the map Nazard Terminal shows a spacecraft that combines ''Quake'' and ''Quake II'' textures.
Is there an issue? Send a MessageReason:
None


* VillainTeamUp: They are implied to be the ones supplying the Strogg the hundreds of soldiers in the newest expansion. If this is the case, this could explain why the dwindling Strogg have what seems to be inumerable manpower compared to the previous ''II'' installments. If one takes into account the fact that the Strogg go into disarray because they have a kratocratic leadership system, it would have made matters worse for them It seems the patronage of the Black Goat came as a blessing. This partnership seems to have been implied since ''[[Recap/QuakeEpisode6DimensionsOfTheMachine Dimensions of the Machine]]'', as the map Nazard Terminal shows a spacecraft that combines ''Quake'' and ''Quake II'' textures.

to:

* VillainTeamUp: They are implied to be the ones supplying the Strogg the hundreds of soldiers in the newest expansion. If this is the case, this could explain why the dwindling Strogg have what seems to be inumerable manpower compared to the previous ''II'' installments. If one takes into account the fact that the Strogg go into disarray because they have a kratocratic leadership system, it [[{{EnemyCivilWar}}it would have made matters worse for them them]]. Not to mention Stepchild's journey blowing up a lot of Stroggos surface. It seems the patronage of the Black Goat came as a blessing. This partnership seems to have been implied since ''[[Recap/QuakeEpisode6DimensionsOfTheMachine Dimensions of the Machine]]'', as the map Nazard Terminal shows a spacecraft that combines ''Quake'' and ''Quake II'' textures.
Is there an issue? Send a MessageReason:
None


* DecompositeCharacter: In ''II'' Grunt was the default skin for multiplayer games and the assumed appearance for Bitterman. In ''III'', both Bitterman and Grunt were given separate character slots (with Major, also a selectable character in ''II'', being {{Gender Bende|r}}d as a female combatant), with Bitterman being given a brand new appearance.

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* DecompositeCharacter: In ''II'' Grunt was the default skin for multiplayer games and the assumed appearance for Bitterman. In ''III'', both Bitterman and Grunt were given separate character slots (with Major, also a selectable character in ''II'', being {{Gender Bende|r}}d as a female combatant), slots, with Bitterman being given a brand new appearance.

Added: 330

Changed: 17

Removed: 303

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[[quoteright:146:https://static.tvtropes.org/pmwiki/pub/images/q2_grunt.png]]
[[caption-width-right:146:Grunt, Bitterman's default look in ''Quake II''.\\
[[labelnote:Click here to see Grunt as he appears in ''Quake III Arena'']]https://static.tvtropes.org/pmwiki/pub/images/q3a_grunt.png[[/labelnote]]]]



[[caption-width-right:237:Bitterman as he appears in ''Quake III Arena'']]

to:

[[caption-width-right:237:Bitterman as he appears in ''VideoGame/QuakeIIIArena''.\\
[[labelnote:Click here to see his original look (Grunt) in ''Quake II'' as the default player character.]]https://static.tvtropes.org/pmwiki/pub/images/q2_grunt.png[[/labelnote]]\\
[[labelnote:Click here to see Grunt as he appears in
''Quake III Arena'']]Arena''.]]https://static.tvtropes.org/pmwiki/pub/images/q3a_grunt.png[[/labelnote]]]]
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None

Added DiffLines:


-> ''"This thing is definitely not from Stroggos. It may be from a past Strogg conquered planet, or it might be from another dimension entirely. We're not quite sure. (...) Specimens have been observed covered in fur that stands up when shooting lightning, but some individuals have been found to just be covered in skin and muscle."''
-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
Is there an issue? Send a MessageReason:
None


* VillainTeamUp: They are implied to be the ones supplying the Strogg the hundreds of soldiers in the newest expansion. If this is the case, this could explain why the dwindling Strogg have what seems to be inumerable manpower compared to the previous ''II'' installments. If one takes into account the fact that the Strogg go into disarray because they have a kratocratic leadership system, it would have made matters worse for them It seems the patronage of the Black Goat came as a blessing. This partnership seems to have been implied since ''[[Recap/QuakeDimensionOfTheMachine Dimension of the Machine]]'', as the map Nazard Terminal shows a spacecraft that combines ''Quake'' and ''Quake II'' textures.

to:

* VillainTeamUp: They are implied to be the ones supplying the Strogg the hundreds of soldiers in the newest expansion. If this is the case, this could explain why the dwindling Strogg have what seems to be inumerable manpower compared to the previous ''II'' installments. If one takes into account the fact that the Strogg go into disarray because they have a kratocratic leadership system, it would have made matters worse for them It seems the patronage of the Black Goat came as a blessing. This partnership seems to have been implied since ''[[Recap/QuakeDimensionOfTheMachine Dimension ''[[Recap/QuakeEpisode6DimensionsOfTheMachine Dimensions of the Machine]]'', as the map Nazard Terminal shows a spacecraft that combines ''Quake'' and ''Quake II'' textures.

Changed: 6523

Removed: 53362

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Strogg sent to their own page.


! The Strogg
[[folder:In general]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enemy_groupshot.gif]]
[[caption-width-right:200:Like [[Franchise/StarTrek the Borg]], but bloodier & more savage. And with explosions!]]
* AdaptedOut: The ''Ground Zero'' and ''The Reckoning'' enemies were left out of the PSX and [=N64=] versions.
* AliensAreBastards: Not only did they start an unprovoked war that killed millions, but they also subject any prisoners of war they get to horrific tortures, use them for inhumane experiments, and [[DeadlyEuphemism "process"]] them to make Strogg parts.
* AnatomyArsenal: Many of them had their limbs replaced with assorted weaponry. {{Arm Cannon}}s seem to be the most common, especially among [[WasOnceAMan former human]] Strogg.
* ArtificialLimbs: The Strogg fit this trope to varying extremes. Some of them possess [[AnatomyArsenal weaponry in place of limbs]], others just have mechanical body parts to replace the organic ones. The most extreme case would probably be [[spoiler:the Makron]] - the only organic part of him left is his ''brain'', and it's not even in his head.
* ArtificialStupidity: Counting only vanilla ''Quake'' up to Id's 3.21. There are source ports that fix these behaviours such as kmquake, with the obvious consequence of making the game harder than it already is.
** AI enemies run towards walls while finding a way to find you. This especially happens if you're used to taking cover behind a wall or object while they're shooting you, and it's especially grating with the Berserkers.
** Enemies running towards laser grids ignoring they exist at all.
** Enemies not being able to aim, the most jarring example being the Gunner and its grenades.
** There's an odd bug where sometimes some enemies (gladiators being one) that don't have line-of-sight to you but have body parts sticking out where you can shoot them won't react when shot as long as you stay out of their line of sight and will just stand there getting shot until you kill them (the game has no SubsystemDamage so it doesn't matter what body part you shoot.)
* ArtificialZombie: It is consistently stated that the Strogg are not only cybernetic organisms, but some of their organic components are from dead subjects. Perhaps kept alive by the machinery and nanites inside of them. To quote the Quake Wars trailer: ''"soulless fusions of decaying flesh, bones and metal, twisted and ruined by centuries of war."''
* BodyHorror: Not as prevalent as its [[VideoGame/QuakeIV sequel]], but much of the Strogg forces WasOnceAMan, and close examination shows things like the Guards having bloodied gaps beneath their masks that seem grafted to their faces, or how the human parts of some enemies are messily attached to their cybernetics.
* EnemyCivilWar: Airborne mooks shot by other airborne mooks will attack each other. Ditto for ground-based mooks. The only exceptions are that ground-based {{mooks}} will detect that you made them fight if they're attacked by air-based mooks and vice versa, and that mooks can't kill bosses.
* HiveMind: They seem to use this to some degree, although the backstory is a bit inconsistent as to how much. There are mentions of rival warlords and in-fighting, which seems to suggest that at least the higher-ranking Strogg have some degree of individuality/autonomy.
* ImplacableMan: In the [[HarderThanHard Hard+/Nightmare]] difficulty, monsters don't flinch when hit.
* MechanicalAbomination: The Strogg are soulless flesh fused with machine… a thought in itself that might just make you GoMadFromTheRevelation.
* ANaziByAnyOtherName: Extremely warlike, regard all other life as worthless inferiors, throw lots of people into {{Hellhole Prison}}s, do horrible MadScientist experiments on captives... Even the Strogg flag looks very like the Nazi flag, just with a winged skull where the swastika should be.
* RubberForeheadAliens: Besides the cybernetics, most higher-tier Strogg have alien-like ridged brows, somewhat similar to ''Series/BuffyTheVampireSlayer'' vampires.
* ScaryDogmaticAliens: They are the "Nazi" variety, as they are extremely warlike and regard all non-Strogg lifeforms as worthless inferiors fit only to be killed for Strogg parts or used in experiments.
* YouDontLookLikeYou: The entire race is composed of humans subjected to UnwillingRoboticization.
[[/folder]]

[[folder:Weapon Guards / Soldiers]]
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/q2_soldiers.png]]
[[caption-width-right:1000:'''Upper, left to right:''' Light Guard/Soldier, Shotgun Guard/Soldier, Machinegun Guard/Soldier.\\
'''Lower, left to right:''' Hyperblaster Guard/Soldier, Laser Guard/Soldier, Ripper Guard/Soldier]]

-> '''[Light Guard]:''' ''"Weakest of the three processed humans, armed solely with a simple blaster."''
-> '''[Shotgun Guard]:''' ''"These loyal troops have an automatic scatter gun prosthetic."''
-> '''[Machinegun Guard]:''' ''"Bigger, meaner, and deadlier than above…with a machine-gun for a right arm."''
-->-- '''Q2 manual'''

-> '''[Ripper Guard]:''' ''"His arm-mounted weapon has been modified to accommodate a body-shredding Ion Ripper."''
-> '''[Hyperblaster Guard]:''' ''"These troops have a modified version of the Hyper Blaster as a deadly prosthetic."''
-> '''[Laser Guard]:''' ''"Advancing Strogg technology has given these guards the ability to mount a high-powered laser on their arm."''
-->-- '''[=Q2TR=] manual'''

The most regular enemies in the game. The main game has Blaster (Light), Shotgun and Machinegun varieties. In addition, ''The Reckoning'' introduces Hyperblaster, Ripper and Laser variants.

to:

! The Strogg
[[folder:In general]]
[[quoteright:200:https://static.
Non-Strogg Enemies
[[folder: '''Spoiler character''' for ''Call of the Machine'']]
!! [[VideoGame/QuakeI Shambler]]
[[quoteright:900:https://static.
tvtropes.org/pmwiki/pub/images/enemy_groupshot.gif]]
[[caption-width-right:200:Like [[Franchise/StarTrek the Borg]], but bloodier & more savage. And with explosions!]]
* AdaptedOut: The ''Ground Zero'' and ''The Reckoning'' enemies were left out of the PSX and [=N64=] versions.
* AliensAreBastards: Not only did they start an unprovoked war that killed millions, but they also subject any prisoners of war they get to horrific tortures, use them for inhumane experiments, and [[DeadlyEuphemism "process"]] them to make Strogg parts.
* AnatomyArsenal: Many of them had their limbs replaced with assorted weaponry. {{Arm Cannon}}s seem to be the most common, especially among [[WasOnceAMan former human]] Strogg.
* ArtificialLimbs: The Strogg fit this trope to varying extremes. Some of them possess [[AnatomyArsenal weaponry in place of limbs]], others just have mechanical body parts to replace the organic ones. The most extreme case would probably be [[spoiler:the Makron]] - the only organic part of him left is his ''brain'', and it's not even in his head.
* ArtificialStupidity: Counting only vanilla ''Quake'' up to Id's 3.21. There are source ports that fix these behaviours such as kmquake, with the obvious consequence of making the game harder than it already is.
** AI enemies run towards walls while finding a way to find you. This especially happens if you're used to taking cover behind a wall or object while they're shooting you, and it's especially grating with the Berserkers.
** Enemies running towards laser grids ignoring they exist at all.
** Enemies not being able to aim, the most jarring example being the Gunner and its grenades.
** There's an odd bug where sometimes some enemies (gladiators being one) that don't have line-of-sight to you but have body parts sticking out where you can shoot them won't react when shot as long as you stay out of their line of sight and will just stand there getting shot until you kill them (the game has no SubsystemDamage so it doesn't matter what body part you shoot.)
* ArtificialZombie: It is consistently stated that the Strogg are not only cybernetic organisms, but some of their organic components are from dead subjects. Perhaps kept alive by the machinery and nanites inside of them. To quote the Quake Wars trailer: ''"soulless fusions of decaying flesh, bones and metal, twisted and ruined by centuries of war."''
* BodyHorror: Not as prevalent as its [[VideoGame/QuakeIV sequel]], but much of the Strogg forces WasOnceAMan, and close examination shows things like the Guards having bloodied gaps beneath their masks that seem grafted to their faces, or how the human parts of some enemies are messily attached to their cybernetics.
* EnemyCivilWar: Airborne mooks shot by other airborne mooks will attack each other. Ditto for ground-based mooks. The only exceptions are that ground-based {{mooks}} will detect that you made them fight if they're attacked by air-based mooks and vice versa, and that mooks can't kill bosses.
* HiveMind: They seem to use this to some degree, although the backstory is a bit inconsistent as to how much. There are mentions of rival warlords and in-fighting, which seems to suggest that at least the higher-ranking Strogg have some degree of individuality/autonomy.
* ImplacableMan: In the [[HarderThanHard Hard+/Nightmare]] difficulty, monsters don't flinch when hit.
* MechanicalAbomination: The Strogg are soulless flesh fused with machine… a thought in itself that might just make you GoMadFromTheRevelation.
* ANaziByAnyOtherName: Extremely warlike, regard all other life as worthless inferiors, throw lots of people into {{Hellhole Prison}}s, do horrible MadScientist experiments on captives... Even the Strogg flag looks very like the Nazi flag, just with a winged skull where the swastika should be.
* RubberForeheadAliens: Besides the cybernetics, most higher-tier Strogg have alien-like ridged brows, somewhat similar to ''Series/BuffyTheVampireSlayer'' vampires.
* ScaryDogmaticAliens: They are the "Nazi" variety, as they are extremely warlike and regard all non-Strogg lifeforms as worthless inferiors fit only to be killed for Strogg parts or used in experiments.
* YouDontLookLikeYou: The entire race is composed of humans subjected to UnwillingRoboticization.
[[/folder]]

[[folder:Weapon Guards / Soldiers]]
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/q2_soldiers.
org/pmwiki/pub/images/q2_shambler.png]]
[[caption-width-right:1000:'''Upper, left to right:''' Light Guard/Soldier, Shotgun Guard/Soldier, Machinegun Guard/Soldier.\\
'''Lower, left to right:''' Hyperblaster Guard/Soldier, Laser Guard/Soldier, Ripper Guard/Soldier]]

-> '''[Light Guard]:''' ''"Weakest of the three processed humans, armed solely with a simple blaster."''
-> '''[Shotgun Guard]:''' ''"These loyal troops have an automatic scatter gun prosthetic."''
-> '''[Machinegun Guard]:''' ''"Bigger, meaner, and deadlier than above…with a machine-gun for a right arm."''
-->-- '''Q2 manual'''

-> '''[Ripper Guard]:''' ''"His arm-mounted weapon has been modified to accommodate a body-shredding Ion Ripper."''
-> '''[Hyperblaster Guard]:''' ''"These troops have a modified version of the Hyper Blaster as a deadly prosthetic."''
-> '''[Laser Guard]:''' ''"Advancing Strogg technology has given these guards the ability to mount a high-powered laser on
%%[[caption-width-right:900:some caption text]]
The only returning enemy class from ''VideoGame/QuakeI'', Shamblers make
their arm."''
-->-- '''[=Q2TR=] manual'''

The most regular
presence as enemies within ''Call of the Machine'', with some even being fought as bosses:

* Modir: An ancient evil awoken by the Strogg in an ancient temple dedicated to the Great Black Goat. Fought at the end of ''[[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]]''.
* Masters of the Machine: A pair of Shamblers who command the Strogg
in the game. The main game has Blaster (Light), Shotgun and Machinegun varieties. In addition, ''The Reckoning'' introduces Hyperblaster, Ripper and Laser variants.power vacuum created following the defeat of several Strogg masterminds. Fought at the very end of ''Call of the Machine'' itself.

For tropes concerning their appearance in ''VideoGame/QuakeI'', check [[Characters/QuakeI here]].



* AdaptedOut: The Hyperblaster, Ripper and Laser guards are absent from the PSX and [=N64=] versions.
* AdaptationNameChange: Renamed to "Soldiers" in the 2023 remaster.
* ArtificialBrilliance: The 2023 remaster gave them the ability to jump over obstacles.
* EvilMinions: In the later levels, they're much less common, with higher-ranking units serving as the majority of your opposition[[note]]at least until you reach the Palace, where they start showing up in large numbers again alongside the other Strogg[[/note]]. However, the few you do encounter are generally seen operating consoles and computer terminals, with the implication being they're used for operating controls due to still having a functional hand (which many of the heavier-armed Strogg lack) and being cheap to make.
* {{Expy}}: They fulfil the standard (by now) role of the weakest enemy in an Id game being a slow, fragile, gun-toting zombie, like the Zombiemen in ''VideoGame/{{Doom}}'' and the Grunts in ''VideoGame/QuakeI''.
* TheGoomba: They're only armed with low-tier weaponry in the base game with health in the 20-40 hitpoint range, meaning even two shots from your blaster are enough to kill them.
* HellIsThatNoise: Their breathing sound, indicating their presence.
* LastBreathBullet: Downplayed. One of the Guards' death animations has them fall onto their back. They may [[DeadMansTriggerFinger sit up and fire a few shots ahead]] before going down for good.
* MyRulesAreNotYourRules:
** The Laser Guards of ''The Reckoning'' get a laser rifle. The player... [[UnusableEnemyEquipment can't]].
** The Hyperblaster and Ripper Guards can shoot their weapons in bursts. The player, only at a steady pace.
* UndergroundMonkey: All of them share the same models, with the only relevant changes being the weapon they carry, their skin and their amount of health:
** Light Guards have 20 HP and fire Blaster beams.
** Shotgun Guards have 30 HP and fire Shotgun shots.
** Machinegun Guards have 40 HP and fire Machinegun barrages.
** ''The Reckoning''[='=]s Ripper Guards have 50 HP and fire Ripper blades.
** ''The Reckoning''[='=]s Hyperblaster Guards have 60 HP and fire Hyperblaster streams.
** ''The Reckoning''[='=]s Laser Guards have 70 HP and fire continuous Laser beams.
* UnexpectedlyRealisticGameplay: ''The Reckoning''[='=]s Laser Guards' laser is {{hitscan}} rather than an EnergyWeapon, which is a lot more realistic: a real laser would travel at the speed of light and appear to hit someone instantly unless they were thousands of miles away or more.
* UnusableEnemyEquipment: While all of the other Guards' weapons can be used in the game, the Laser Guard is the only one that lacks an equivalent.
* WasOnceAMan: They were human once and have been processed into Strogg.

to:

* AdaptedOut: AmbiguousSituation: The Hyperblaster, Ripper relationship between Shub-Niggurath and Laser guards the Strogg is not fully explained: They seem to have lent a spacecraft to them in the Dimension of the Machine map Nazard Terminal. But because of the fact that the mission to eliminate the Masters, they are absent ambiguously identified as "Strogg-Maker" collectively. It is unknown if it is merely a pending codename similar to Shub's own "Quake", a designation given by humanity, or Shub-Niggurath and her minions aren't merely allies, but actual creators of the Strogg.
* DualBoss: Both of the Masters fight you at the same time, with a separate health bar for each.
* EarlyBirdCameo: Two are encountered during the first unit, ''[[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]]''.
** After the player exits "The Death Gate" via slipgate, Shambler roars can be heard emanating
from the PSX pitch-blackness.
** A Shambler hides behind a secret wall in "Give Me Back My Moon".
* EnemySummoner: The Masters will periodically summon mutants when they take enough damage.
* HijackedByGanon: The Masters are agents of the Great Black Goat, revealed to be controlling the comparatively newer
and [=N64=] versions.
seemingly unrelated Strogg.
* AdaptationNameChange: Renamed to "Soldiers" InterfaceSpoiler: They possess a profile in the 2023 remaster.
* ArtificialBrilliance: The 2023 remaster gave them the ability to jump over obstacles.
* EvilMinions: In the later levels, they're much less common, with higher-ranking units serving as the majority of your opposition[[note]]at least until you reach the Palace, where they start showing up in large numbers again alongside the other Strogg[[/note]]. However, the few you do encounter are generally seen operating consoles and computer terminals, with the implication being they're used for operating controls due to still having a functional hand (which many
Id Vault's Bestiary, despite only appearing within ''Call of the heavier-armed Strogg lack) Machine'' and with those appearances being cheap tied to make.
heavy spoilers concerning that mission pack's plot.
* {{Expy}}: They fulfil KingMook: Modir is a truly enormous Shambler.
* MeaningfulName:
** Modir's name is a middle-English form of "Mother", and it certainly looks large enough to be
the standard (by now) role mother of a Shambler.
** The Masters of The Machine, aside from
the weakest enemy more obvious example of commanding an army of cyborgs, are introduced in an Id game being a slow, fragile, gun-toting zombie, like the Zombiemen ''Machine'' Games Re''master'' of ''Quake II''.
* PuzzleBoss: Modir is defeated
in ''VideoGame/{{Doom}}'' and the Grunts same manner as Chthon; navigating its boss arena to descend two pillars, which generate a laser that kills the beast when activated. Unlike Chthon, Modir ''does'' take damage from normal weapons, but it has ''so much'' health that you're unlikely to have enough ammo to kill it unless you've been hoarding it. The laser also only has to be activated once.
* ShockAndAwe: Attacks primarily by channelling electricity between its claws to fire at you, as they did
in ''VideoGame/QuakeI''.
* TheGoomba: They're only armed with low-tier weaponry StylisticSuck: Disabling the enhanced models included in the base game with health in the 20-40 hitpoint range, meaning even two shots from your blaster are enough 2023 remaster causes all Shamblers to kill them.
* HellIsThatNoise: Their breathing sound, indicating
use their presence.
* LastBreathBullet: Downplayed. One of the Guards' death animations has them fall onto their back. They may [[DeadMansTriggerFinger sit up and fire a few shots ahead]] before going down for good.
* MyRulesAreNotYourRules:
** The Laser Guards of ''The Reckoning'' get a laser rifle. The player... [[UnusableEnemyEquipment can't]].
** The Hyperblaster and Ripper Guards can shoot their weapons in bursts. The player, only at a steady pace.
* UndergroundMonkey: All of them share the same models, with the only relevant changes being the weapon they carry, their skin and their amount of health:
** Light Guards have 20 HP and fire Blaster beams.
** Shotgun Guards have 30 HP and fire Shotgun shots.
** Machinegun Guards have 40 HP and fire Machinegun barrages.
** ''The Reckoning''[='=]s Ripper Guards have 50 HP and fire Ripper blades.
** ''The Reckoning''[='=]s Hyperblaster Guards have 60 HP and fire Hyperblaster streams.
** ''The Reckoning''[='=]s Laser Guards have 70 HP and fire continuous Laser beams.
* UnexpectedlyRealisticGameplay: ''The Reckoning''[='=]s Laser Guards' laser is {{hitscan}} rather than an EnergyWeapon,
original ''VideoGame/QuakeI'' model, which is of a lot more realistic: markedly lower polycount compared to even ''VideoGame/QuakeII''[='=]s original models.
* StationaryBoss: Like Chthon, Modir remains stuck in
a real laser pit of magma as it takes potshots at you darting between columns in its room.
* VillainTeamUp: They are implied to be the ones supplying the Strogg the hundreds of soldiers in the newest expansion. If this is the case, this could explain why the dwindling Strogg have what seems to be inumerable manpower compared to the previous ''II'' installments. If one takes into account the fact that the Strogg go into disarray because they have a kratocratic leadership system, it
would travel at have made matters worse for them It seems the speed of light and appear to hit someone instantly unless they were thousands of miles away or more.
* UnusableEnemyEquipment: While all
patronage of the other Guards' weapons can be used in the game, the Laser Guard is the only one that lacks an equivalent.
* WasOnceAMan: They were human once and
Black Goat came as a blessing. This partnership seems to have been processed into Strogg.implied since ''[[Recap/QuakeDimensionOfTheMachine Dimension of the Machine]]'', as the map Nazard Terminal shows a spacecraft that combines ''Quake'' and ''Quake II'' textures.




!! Introduced in the main game

[[folder:Barracuda Shark]]
[[quoteright:625:https://static.tvtropes.org/pmwiki/pub/images/q2_barracudashark.png]]
[[caption-width-right:625:[[VideoGame/CommanderKeen SWIM SWIM HUNGRY EVIL]]]]

-> ''"The only creatures indigenous to water on Stroggos. Their blade-like teeth and spiked tail are capable of disembowelling you."''
-->-- '''Q2 manual'''

A shark-like creature that resides in the water pools of Stroggos. They aren't dangerous on their own, but in packs, they pose a threat.
----
* AdaptedOut: Was left out of the PSX and N64 versions as well as ''Ground Zero''.
* {{Expy}}: They're the game's only aquatic enemy, they have only a weak bite attack, and they are easily dealt with on their own but frequently appear in groups, just like ''VideoGame/QuakeI''[='=]s Rotfish.
* FragileSpeedster: Quite fast on water, but a pair of shots from your regular shotgun are enough to take them down.
* MixAndMatchCritters: On Earth, a barracuda and a shark are two different animals.
* SequelNonEntity: They're absent from the entirety of ''Ground Zero'', which takes place after both the main game and ''The Reckoning''.
* ThreateningShark: A hostile aquatic shark that won't hesitate to charge at you at lightning speed and it's usually found within big water bodies. Sometimes behind walls or secret doors.
[[/folder]]

[[folder:Berserker]]
[[quoteright:304:https://static.tvtropes.org/pmwiki/pub/images/q2_berserker.png]]
[[caption-width-right:304:'''"TRESPASSER!"''']]

-> ''"He has a metal spike as one arm, a hammer as another, and moves very quickly."''
-->-- '''Q2 manual'''

A fast enemy which only attacks at close-range.
----
* ArtificialBrilliance: Not only did the 2023 remaster give them the ability to jump, but it also gave them two attacks that were previously cut: a running strike with their hammer and a GroundPound. This means they no longer need to catch you in order to attack you, as they can use the GroundPound to quickly close the gap and inflict serious damage, while the hammer strike allows them to attack while moving.
* CatchPhrase: Their alert sound, "TRESPASSER!"
* DeadlyLunge: The 2023 remaster gives them the ability to leap into the air and slam their hammer against the ground. Should the player be far enough away, they can leap across entire rooms.
* DropTheHammer: One of his melee attacks involves its left-hand hammer, which deals a lot of damage on the hardest difficulties.
* SmashMook: They rush up to you and try to pummel you with their cybernetic arms, but can't do much else.
* TookALevelInBadass: Prior to the 2023 Remaster, Berserkers were some of the easiest enemies in the game; their melee-only attacks and inability to quickly close the gap made them fairly easy to juke around, to the point that you had to ''go out of your way'' to let them hit you. With their new and resurrected abilities as highlighted above in ArtificialBrilliance, Berserkers are now considerably trickier and deadlier opponents, on par with ''VideoGame/QuakeI''[='=]s Fiends.
[[/folder]]

[[folder:Brains]]
[[quoteright:497:https://static.tvtropes.org/pmwiki/pub/images/q2_brains.png]]
%%[[caption-width-right:497:some caption text]]

-> ''"A vicious cyborg abomination with life-stealing tentacles protruding from its chest during attack."''
-->-- '''Q2 manual'''

A sturdy creature that has two hooks by hands, a small camera on his head, and a bunch of tentacles guarded behind its armor. It also carries a Power Shield.
----
* AdaptedOut:
** Was left out of the PSX and N64 versions.
** The 2023 remaster replaced them in the main game with their Beta Class variant from ''The Reckoning''.
* DeflectorShields: They have a Power Shield that significantly reduces the damage of most frontal attacks.
* TheGoomba: Likely an unintentional example. They can take a fair amount of punishment, but due to being extremely slow and having no ranged attacks they are pretty much sitting ducks. They have a power screen which increases their life expectancy somewhat, however, it only protects them from frontal attacks, meaning you can just circle-strafe to get behind them or use grenades.
* SequelNonEntity: They're replaced with the more efficient and threatening Beta Class Brains in ''The Reckoning'' and are absolutely absent in ''Ground Zero''. They also have no equivalent in ''VideoGame/QuakeIV''.
* StoneWall: Almost literally. Their speed is glacial and they're limited to melee attacks, not exactly a winning combination, but they have a frontal energy shield that lets them soak considerable damage. They are vulnerable from the sides or back but are often encountered in narrow corridors which prevents you from circle-strafing them.
[[/folder]]

[[folder:Enforcer / Infantry]]
[[quoteright:388:https://static.tvtropes.org/pmwiki/pub/images/q2_infantry.png]]
[[caption-width-right:388:The Big Baldy Bastard]]

-> ''"Strong, muscle-bound warrior who dishes out chain gun speed damage."''
-->-- '''Q2 manual'''

A strong, muscle-bound former human who dishes out chaingun damage at lightning speed.
----
* AdaptationNameChange: Renamed to "Infantry" in the 2023 remaster.
* ArtificialBrilliance: The 2023 remaster gave it the ability to jump over obstacles.
* DeadMansTriggerFinger: One of their death animations: Once the head comes off, the Enforcer may involuntarily fire a spray of bullets as he falls.
* GatlingGood: His main weapon is a wrist-mounted Chaingun.
* SignificantNameOverlap: The first ''Quake'' also had an enemy called the Enforcer; outside of their both being the second-weakest enemy in their particular game, they don't have much else in common.
* TookALevelInBadass: In the Expansion Packs, they shoot first and reload later, making them even more of a threat than before.
** The 2023 remaster gives them the ability to open fire while running, rather than having to stop first.
[[/folder]]

[[folder:Flyer]]
[[quoteright:774:https://static.tvtropes.org/pmwiki/pub/images/q2_flyer.png]]
[[caption-width-right:774:The Pack Nightmare]]

-> ''"A small two-winged monster, comprised of a controlling brain and a cyborg body that allows it to levitate."''
-->-- '''Q2 manual'''

Small drones that fire blasts at their enemies at a distance, and attack with their wings at close range.
----
* AirborneMook: One of the few.
* AttackAttackAttack: A clear distinction between the original and 2023 Remaster versions of the mook is that, while they still can attack from a distance, they now favor closing in on you in order to slash you, which they previously used as a defence mechanism.
* BrainInAJar: The manual mentions it as ''"a small two-winged monster, comprised of a controlling brain and a cyborg body that allows it to levitate"''.
* DualWielding: Each of its wings has a hyperblaster.
* GlassCannon: They can't take much damage, but their twin full-auto blasters can really drain your health if you don't take cover quickly.
* RazorWings: Equipped with a pair of these, utilised for melee attacks.
[[/folder]]

[[folder:Gladiator]]
[[quoteright:620:https://static.tvtropes.org/pmwiki/pub/images/q2_gladiator.png]]
[[caption-width-right:620:'''"In[[AccentUponTheWrongSyllable TRU]]der!"''']]

-> ''"With two massively mechanized legs and one shoulder-mounted railgun, the Gladiator is the daddy of all the adapted humanoids."''
-->-- '''Q2 manual'''

A tall Strogg with two mechanical legs and a Railgun on one hand and a clamp on the other.
----
* AIBreaker: At close range, they'll forgo their dangerous railgun and try to club you with their claw, which is easily dodged due to their slow speed.
* BladeBelowTheShoulder: Armed with a pair of bloody, sword-length blades, gruesomely embedded in their left wrist in a pincer-like configuration.
* CatchPhrase: Their [[AccentUponTheWrongSyllable oddly-pronounced]] alert sound, "InTRUder!".
* ChickenWalker: Its mechanical legs are shaped in this fashion.
* EliteMook: Sports 400 HP, their Railgun shot deals 50 HP, and they're ''everywhere'' between the Jail, Power, Hangar and City units. They're also typically surrounded by other units.
* GiantMook: [[MightyGlacier The sturdiest and slowest enemies outside of bosses, matching with their size]], next to the Tanks.
[[/folder]]

[[folder:Gunner]]
[[quoteright:409:https://static.tvtropes.org/pmwiki/pub/images/q2_gunner.png]]
%%[[caption-width-right:409:some caption text]]

-> ''"The fighting elite for the Strogg, outfitted with a powerful machine gun and an automatic grenade launcher."''
-->-- '''Q2 manual'''

A tall humanoid Strogg with a grenade launcher in one hand, and a machine gun on the other.
----
* ArtificialBrilliance: Taking a page from the ''kmquake2'' source port, in the 2023 remaster they gained the ability to jump and vertically aim their grenades. They can also stop their barrage if they lose sight of their enemies.
* EliteMook: Outright stated by the manual. They're basically tougher, deadlier Enforcers.
* MyRulesAreNotYourRules: Can shoot a barrage of six grenades. The player can only launch at a slower, steady pace.
* TheUnintelligible: When idle, they wander around mumbling the same gibberish phrase over and over again, which players often [[{{Mondegreen}} interpret]] as him saying “It’s all about the war” or “Let’s talk about the war”.
[[/folder]]

[[folder:Icarus]]
[[quoteright:544:https://static.tvtropes.org/pmwiki/pub/images/q2_icarus.png]]
[[caption-width-right:544:Unlike [[Literature/TheMetamorphoses the namesake]], the sun has no effect on this being.]]

-> ''"Relies on a huge jet packed attached to its back, with laser blasters mounted into his shoulders."''
-->-- '''Q2 manual'''

A flying Strogg with no arms. Attacks using twin shoulder-mounted blasters.
----
* AirborneMook: One of the few.
* EliteMooks: Much tougher than Fliers (with comparable health to Berserkers), and start to replace them as the primary flying enemy about halfway through the game.
[[/folder]]

[[folder:Iron Maiden]]
[[quoteright:295:https://static.tvtropes.org/pmwiki/pub/images/q2_ironmaiden.png]]
[[caption-width-right:295:[[Music/IronMaiden She's going to get you, no matter how far.]]]]

-> ''"Equally as powerful as the Gunner, this femme fatale has both an arm-mounted rocket launcher and flesh-tearing claws."''
-->-- '''Q2 manual'''

The only female Strogg among the ranks, armed with a Rocket Launcher in one hand and sharp claws in the other.
----
* AdaptationalAttractiveness: They have much more human-like faces in ''Quake II RTX'', having normal lips instead of the original's lipless teeth-filled mouth, and lacking the original's ''Series/BuffyTheVampireSlayer''-esque alien brow ridge.
* AdaptedOut: They're left out of ''Call of the Machine''.
* EliteMooks: Armed with a heavy weapon and with comparable health to the Gunner. They don't appear until more than halfway through the game.
** FakeUltimateMook: Their attacks are heavily telegraphed and their projectiles, though damaging, are also quite slow-moving. They're also easily staggered by heavy weapons and walk around instead of running. They're really only a threat in wide-open areas when also backed up by many other enemies.
* OrgasmicCombat: They do a lot of moaning and deep breathing.
* TheSmurfettePrinciple: The Iron Maiden is the only female enemy in the entire game. This remains true for both expansion packs as well, not counting ''Ground Zero''[='=]s [[FinalBoss Black Widow Guardian]].
[[/folder]]

[[folder:Medic]]
[[quoteright:715:https://static.tvtropes.org/pmwiki/pub/images/q2_medic.png]]
[[caption-width-right:715:[[Webcomic/PennyArcade This motherfucker right here!]] [[https://www.penny-arcade.com/comic/2007/09/21/the-protip Shoot him first!]]]]

-> ''"As the name suggests, this threatening organism has the ability to awaken dead Strogg from eternal sleep."''
-->-- '''Q2 manual'''

A bipedal monstrosity that attacks the player with a barrage of beams. As its name implies, it also has the ability to resurrect dead Stroggos.
----
* AdaptedOut: Was left out from the [=N64=] version.
* {{Expy}}: Of the Arch-vile from ''VideoGame/DoomII'', who is also able to revive dead monsters.
* MyRulesAreNotYourRules: Can shoot their hyperblaster beams in a steady, faster stream than the player's own Hyperblaster once the two "scout" shots are fired.
* NonIndicativeName: They act more like a sci-fi necromancer than a medic proper, since they won't bother healing their allies mid-combat until they've kicked the bucket.
* ShootTheMedicFirst: Medics can quickly resurrect fallen Strogg so long as the corpse hasn't been gibbed, meaning the player can end up wasting a lot of ammo killing repeatedly resurrected foes if they refuse to prioritise killing the Medic. The 2023 Remaster's new tutorial level even includes a demonstration of the Medic's Strogg-reviving capabilities to hammer this point home.
[[/folder]]

[[folder:Mutant]]
[[quoteright:644:https://static.tvtropes.org/pmwiki/pub/images/q2_mutant.png]]
%%[[caption-width-right:644:some caption text]]

-> ''"The Strogg refineries have spewed toxins into the ecosystem for untold decades causing this once docile creature to mutate into a fierce, fast, flesh-tearing beast."''
-->-- '''Q2 manual'''

The only organic terrestrial enemy on Stroggos, it attacks by launching itself at its enemy.
----
* AdaptedOut: Was left out of the PSX version.
* BossInMookClothing: A "Bloodthirsty Mutant" is the MidBoss of ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationLaserEyes Operation: Laser Eyes]]''.
* DeadlyLunge: They leap towards their enemies (be it the player or [[EnemyCivilWar another mook which took a shot to it]]) should they be in a long distance.
* {{Expy}}: They bear a pretty strong resemblance, in both attacks and appearance, to the Fiend from the first ''Quake''.
* GangUpOnTheHuman: Despite being indicated to be native wildlife and not part of the Strogg hivemind (lacking any cybernetics to speak of), they won't attack Strogg and are solely hostile to the player, unless monster in-fighting from stray fire occurs.
[[/folder]]

[[folder:Parasite]]
[[quoteright:853:https://static.tvtropes.org/pmwiki/pub/images/q2_parasite.png]]
[[caption-width-right:853:Making Film/{{Cujo}} look like Series/{{Lassie}} since 1997.]]

-> ''"Four-legged beast with a probe on its back. Once fired, it attaches itself and literally sucks the life from you."''
-->-- '''Q2 manual'''

A quadrupedal Strogg. Attacks by sucking out the life of its foe with a tongue-like appendage.
----
* ArtificialBrilliance: In the 2023 remaster they can now jump over obstacles and won't use their VampiricDraining if their prey is out of range, and will try to lead their shots just to be sure.
* BalanceBuff: In the original 1997 release, the Parasite's hitscan probe was restricted to short range and incapable of firing it at targets at different heights, akin to ''VideoGame/QuakeI''[='=]s Ogres. This is no longer the case as of the 2023 remaster.
* HellIsThatNoise:
** Their screeching and skittering noises, as they are always a pain in the ass.
** They make a distinctive, rhythmic foot-tapping sound with a foot before they're alerted to the player's presence.
* LeftStuckAfterAttack: The 2023 remaster adds a weakness to their draining attack. Managing to dodge the Parasite's tube near a solid surface causes it to stick to that surface, immobilising the parasite for a few seconds as it tries to pull the probe loose.
* {{Nerf}}: In the original 1997 release, the Parasite's probe was a hitscan attacking, making guaranteed to hit the player if it was given the opportunity to attack. In the 2023 remaster, it's now a speedy projectile that the player can dodge with the right timing.
* VampiricDraining: Their sole attack is launching a tongue-like probe appendage which is implied to suck your blood. Unlike most examples, doing this doesn't heal the Parasite.
[[/folder]]

[[folder:Tank and Tank Commander]]
[[quoteright:988:https://static.tvtropes.org/pmwiki/pub/images/q2_tanks.png]]
%%[[caption-width-right:988:some caption text]]

-> '''[Tank]:''' ''"Tanks have three weapons they use at random: an arm-mounted machine gun, an arm-mounted laser blaster, and a shoulder-mounted rocket launcher."''
-> '''[Tank Commander]:''' ''"These Tanks are a special class, designed to secure the Inner City from infiltrators."''
-->-- '''Q2 manual'''

Huge, slow-walking armored Strogg which can use three weapons: a laser blaster, a shoulder-mounted Rocket Launcher and a machine gun.
----
* ArtificialBrilliance:
** In ''Ground Zero'', Tank Commanders can now shoot surprise rockets without having to load.
** In the 2023 remaster, Tanks are immune to EnemyCivilWar, always focusing their fire on their target rather than their attackers, even if that attacker is another Strogg. They also mix up attacks, starting with a three-bolt barrage and immediately following that with three rockets, without waiting between shots.
* BossInMookClothing:
** They sport 750 and 1000 HP respectively, each rocket fired deals 50 damage, each blaster bolt shot deals 30 damage and even their Machinegun shots deal 20 HP (so a lot of cover is required, woe betide you if you're forced to fight one of these in a corridor without any cover), have an attack suite on par with the Makron itself, and can be found ''everywhere'' (Tanks are scattered across the different units, while Tank Commanders are ''everywhere'' in the City unit).
** There's a regular Tank sporting a Power Shield at the end of the "A Grave for Dead Gods" level of ''Call of the Machine''[='=]s [[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]].
** ''Call of the Machine'' introduces an even harder version of the Tank Commander, armed with a Power Shield and firing [[HomingProjectile homing rockets]]. One of these is even fought as a FinalBoss, at the tail end of ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'', called simply "Commander".
* FakeUltimateMook: They look like they could be a threat to the player due to being a WalkingArmory, but they're so slow and their attacks are so painfully telegraphed that it's easy to take them out unscathed.
* FinalBoss:
** In the demo version, a Tank awaits at the very end of "Installation".
** The Nintendo 64 version has two guarding the Core in the last level which TurnsRed when enough damage has been dealt to them, as part of the BossRush.
** ''Call of the Machine'' has a Tank Commander with a Power Shield and homing rockets called simply "Commander", fought at the tail end of ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]''.
* GiantMook: The sturdiest enemies outside of bosses, matching their size.
* HellIsThatNoise: Their whump-whump-whump stomping.
* MascotMook: The console versions of the game used an image of a Tank for their cover art.
* MightyGlacier: In exchange for their size, their walking speed is quite slow.
* MyRulesAreNotYourRules: Fires their Rockets in barrages of three; the player can only shoot rockets at a slower, but steadier, pace.
* TurnsRed: The enhanced Tank Commanders you face at the end of the "Command Core" level in the N64 version turn red after they take a beating, meaning that they're close to defeat and will attack even more aggressively than before.
* UndergroundMonkey: Tank Commanders have extra health and deal extra damage than their regular counterparts.
[[/folder]]

[[folder:Technician]]
[[quoteright:358:https://static.tvtropes.org/pmwiki/pub/images/q2_technician.png]]
[[caption-width-right:358:Not your regular explosive tank.]]

-> ''"An almost completely robotic brute, controlled by a brain that floats around inside its metal body in a red preserving fluid. This creature moves about by hovering on four jets that sit under its body and is equipped with three weapons: a shocking prod, a flesh-ripping claw, and a laser blaster. Use energy armor if you’ve got any."''
-->-- '''Q2 manual'''

A floating BrainInAJar. Attacks using a Hyperblaster, Utility Claw and Shock Prod.
----
* AdaptedOut: Was left out from the [=N64=] version.
* AirborneMook: One of the few comprising the Strogg's forces.
* BrainInAJar: A literal brain-in-a-jar controlling a flying-saucer-like machine.
* DoesThisRemindYouOfAnything: They look a lot like generic kitchen blenders.
* ShockStick: One of its two melee weapons.
[[/folder]]

[[folder:Super Tank]]
[[quoteright:652:https://static.tvtropes.org/pmwiki/pub/images/q2_supertank.png]]
%%[[caption-width-right:652:some caption text]]

A giant tank that guards key areas of Stroggos. Like its regular namesake, it contains a Rocket Launcher, but unlike it, it eschews the Machinegun and Blaster for a more damaging Chaingun.
----
* FinalBoss: In ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationLaserEyes Operation: Laser Eyes]]'', surrounded by three Beta Class Gladiators.
* FlunkyBoss: In the higher levels, the one guarding the Grid Control is surrounded by a bunch of Berserkers.
* HellIsThatNoise: The actual tank treads.
* PintSizedPowerhouse: [[spoiler:The secret "The Janitor" encounter in ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]'' involves an ammo pack-sized Super Tank. It hits as hard as the real deal]].
* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.
* RecurringBoss: Fought in "Grid Control" and a second one at the beginning of "Power Plant". In ''Call of the Machine'' it appears more often, being fought ''twice'' in ''[[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]]'' as "Overburden" and "The Underminer". [[spoiler:Not to mention the secret encounter with a miniature Super Tank at the tail end of ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]'' as "The Janitor"]].
* SkippableBoss: The second Super Tank you encounter in the main game is guarding a red keycard. You can run past it to grab the keycard without fighting it, or can even ignore it completely as there is a secret shortcut that lets you skip to the end of the level and skip the red keycard door entirely.
* TookALevelInBadass: In the 2023 remaster, Super Tanks gain a dual Grenade Launching attack, another cut attack that turns them into fearsome foes.
[[/folder]]

[[folder:Hornet]]
[[quoteright:926:https://static.tvtropes.org/pmwiki/pub/images/q2_hornet.png]]
%%[[caption-width-right:926:some caption text]]

A giant flying monstrosity that, like the Tank, also guards important areas. It fights using a multi-rocket launcher and a pair of chainguns.
----
* DualBoss: [[spoiler:In the Nintendo 64 version, two appear after the Tank Commanders are dealt with]].
* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.
* RecurringBoss: ''Thrice'' in the main game ("The Big Gun", "Inner Hangar" and "Comm Satellite"), once at the PSX version ("Defence Command" after [[spoiler:getting the A-M Bomb]] in the prior level), ''twice'' in the Nintendo 64 version ([[spoiler:a DualBoss encounter in "Command Core"]]), and another in ''Call of the Machine'' ("The Death Gate") as the MidBoss "Gate Warden".
* SkippableBoss: The Hornet in "Inner Hangar" doesn't need to be fought, you can just quickly flip the switches and run right past it. The one in "Comm Satellite" also technically can be skipped, but you probably want to kill it as you're likely to take a lot of damage flipping the switches to destroy the comms dish if it's still alive.
[[/folder]]

[[folder:'''Spoiler character''']]
!! The Makron
[[quoteright:569:https://static.tvtropes.org/pmwiki/pub/images/q2_makronf1jorg.png]]
[[caption-width-right:569:The Makron's Jorg suit.\\
[[labelnote:Click here to see the Makron himself.]]https://static.tvtropes.org/pmwiki/pub/images/q2_makronf2makron.png '''[[MoreDakka "Not good enough!"]]'''[[/labelnote]]]]

The FinalBoss itself. Starts the fight in its gigantic Jorg suit, armed with double Chainguns and a BFG10k. Once the suit is destroyed, the Makron fights as its regular self, retaining the BFG but replacing the dual Chainguns with a head-mounted Railgun and a Hyperblaster barrage. Fought at the "Final Showdown" level.
----
* AsskickingLeadsToLeadership: According to the Manual, the Strogg pick up the strongest of the Warlords and name it the Supreme Leader.
* AuthoritySoundsDeep: Speaks and laughs in a deep, reverberating and heavily distorted voice, befitting of the Strogg's leader.
* BalanceBuff: In the 2023 remaster, the Jorg battle suit receives a ''massive'' buff to its health to compensate for the player's ability to use Quad Damage against it. As an [[AntiFrustrationFeatures Anti-Frustration Feature]], a Quad Damage is dropped by the teleporter that leads to the final boss arena, so if you didn't save one from before you'll still have one on hand to use against the Jorg and his massive health pool.
* {{BFG}}: His head is a Railgun that works just like yours. His left arm is a literal [=BFG=].
* BrainInAJar: Practically the only visibly organic component of the Strogg leader, situated at the base of its torso. Defeating the Makron causes it to fall out with an unceremonious "plop".
* BunnyEarsLawyer: Do not let his goofy mannerisms fool you, this guy is ''dangerous''.
* CyberCyclops: PlayedWith; the barrel of its railgun "head" bears resemblance to one.
* DamageSpongeBoss: The 2023 remaster gave the Jorg a massive amount of health, as the devs expect you to kill it with Quad Damage. It is killable without Quad Damage, but you'd need several dozen rockets or railgun slugs to do the job.
* DecapitatedArmy: According to the manual, by killing him, the Strogg Warlords start to battle each other for supremacy, leaving the Stroggos not only without a leader but in a very bad situation.
* DegradedBoss: Previously the FinalBoss of the main game and ''The Reckoning'', turns into this in ''Call of the Machine'', where he's fought without him riding his Jorg suit ''twice'', and two smaller Makrons are fought after one of these encounters.
* DualBoss: At the end of ''Operation: Corpse Run'' in ''Call of the Machine'', you face him ''not'' riding his Jorg, followed by two lesser copies of it.
* FinalBoss: Of the main game, of ''The Reckoning'' and of ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]''.
* FullConversionCyborg: His only apparent organic element (outside of his presumably techno-organic Jorg) is his brain.
* InterfaceSpoiler: The id Vault has its two forms as part of the bestiary, even though they're introduced quite late in the game.
* MechanicalAbomination: This guy's technically just a brain in a giant suit of power armor, his appearance is what makes him so unsettling though. His arms are freakin' laser guns, he's BIG as HELL, and his head is a goddamn RAILGUN!!!
* MightyGlacier: He's almost as slow as a Tank, but is packing more firepower than any other enemy in the game.
* NonHumanHead: Features a mostly unassuming anthropomorphic build... except its brain sits in its torso while its "head" is a ''railgun''.
* OneWingedAngel: Inverted. His first form is a massive (approx. 30 feet tall) robot with two chainguns and a BFG. After you destroy him, this is revealed to be a HumongousMecha and his real form is only about 8 feet tall (though no less deadly).
* RecurringBoss: Appears at the end of the main game, [[Recap/QuakeIITheReckoningMoonUnit at the end]] of ''The Reckoning'' riding the Jorg mech, at the end of ''[[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]]'' without the Jorg (with two smaller, Jorgless Makrons following afterwards as the "Sons of Makron") and at the end of ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]'' as the "System Administrator".
* PostDefeatExplosionChain: After defeating the Jorg, it falls to the side as it's peppered by a bunch of small explosions. A final, larger explosion engulfs the machine, with the Makron himself leaping out unscathed to face down the player themself.
* SequentialBoss: First fought in its Jorg battle suit, then battled standalone. Both forms have 3000 HP.
** In the Jorg suit, it wields dual Chainguns and a BFG.
** As himself, he retains the BFG but adds a barrage of painful beams fired in a circle and a Railgun.
* UnusualWeaponMount: See NonHumanHead above.
[[/folder]]

!! Introduced in ''The Reckoning''

[[folder:Gekk]]
[[quoteright:708:https://static.tvtropes.org/pmwiki/pub/images/q2_gekk.png]]
%%[[caption-width-right:708:some caption text]]

-> ''"A lightning-fast amphibious creature that lives and hunts in the planet’s proto-swamps. Commonly found in packs, these creatures will hunt you down, leaping from the shadows to claw or bite."''
-->-- '''[=Q2TR=] manual'''

An organic creature, made of a certain chemical, which has the ability to explode into pieces should it be {{Cherry Tapp|ing}}ed.
----
* AlienBlood: They have ''glowing'' yellow blood and gibs.
* DeadlyLunge: They leap towards their enemies (be it the player or [[EnemyCivilWar another mook which took a shot to it]]) should they be in a long distance.
* MixAndMatchCritters: They look like a combination of a reptile and some kind of monkey or ape.
* SuperSwimmingSkills: The only terrestrial enemies capable of swimming in water; other such foes will simply walk along the bottom of water bodies.
[[/folder]]

[[folder:Fixbot/Repair Bot]]
[[quoteright:568:https://static.tvtropes.org/pmwiki/pub/images/q2_fixbot.png]]
%%[[caption-width-right:568:some caption text]]

-> ''"Better left alone, these hard-working robots can usually be found repairing doors, lights, and other types of equipment. Keep your eye on these guys – though innocent looking they also have the ability to awaken dead Strogg from eternal sleep."''
-->-- '''[=Q2TR=] manual'''

A mostly inoffensive, robotic, floating creature whose main role is the maintenance of the Strogg systems. Beware, though, if it detects ungibbed Strogg corpses, it can resurrect them.
----
* AdaptationNameChange: Renamed to "Fixbots" in the 2023 remaster.
* AdaptedOut: There are no instances of these in ''Ground Zero'' or ''Call of the Machine''.
* CanonImmigrant: The dubious canon status of ''The Reckoning'' didn't prevent these from appearing in ''VideoGame/QuakeIV''.
* TheMedic: Can bring fallen Strogg BackFromTheDead.
[[/folder]]

[[folder:Brains (Beta Class)]]
[[quoteright:497:https://static.tvtropes.org/pmwiki/pub/images/q2_brains.png]]
%%[[caption-width-right:497:some caption text]]
-> ''"When revealed, his tentacles will pull you within range of his slashing hooked arms. When out of tentacle range, lasers from his eyes will cut his prey in half."''
-->-- '''[=Q2TR=] manual'''

An improved version of the Brains enemy from the main game, this time it's armed with an attracting Hookshot and lasers.
----
* AdaptationalEarlyAppearance: They replace the regular Brains enemy in the main game in the 2023 remaster.
* ColorCodedForYourConvenience: Subverted, unlike the other Beta Classes from ''The Reckoning'', the Beta Class Brains has the same skin as its counterpart, the implication being that this isn't just a different Brains, but a Brains unit from the past that has been [[TookALevelInBadass upgraded]].
* EyeBeams: They shoot lasers from their eyes.
* TookALevelInBadass: The original Brains was very slow and had no ranged attacks, essentially making it a sitting duck. The Beta Class Brains has both EyeBeams and, even worse, a CombatTentacles attack with a ''very'' long reach (about 30 feet or so) which also pulls you towards the Brains and drains your health, meaning if you get into its range [[InstantDeathRadius it's pretty much lights out]]. Furthermore, Beta-Class Brains lack a unique appearance.
* UndergroundMonkey: Differentiates itself from the regular Brains' with the inclusion of Hookshot tentacles which attract their foes to them and laser eyes.
* YouWillNotEvadeMe: They pull the player into melee range.
[[/folder]]

[[folder:Iron Maiden (Beta Class / Heat-Seeking)]]
[[quoteright:306:https://static.tvtropes.org/pmwiki/pub/images/q2_ironmaidenheatseeking.png]]
[[caption-width-right:306:[[Music/{{ACDC}} She's a Heatseeker!]]]]

-> ''"Her arm-mounted rocket launcher has been modified with heat-seeking rockets that track their targets."''
-->-- '''[=Q2TR=] manual'''

An improved version of the Iron Maiden which shoots heat-seeking, homing rockets.
----
* AdaptedOut: Left out of ''Ground Zero'' and ''Call of the Machine''.
* AdaptationNameChange: Renamed to "Heat-Seeking Iron Maiden" in the 2023 remaster.
* MyRulesAreNotYourRules: They can fire homing rockets. The player, can't.
* UndergroundMonkey: They fire homing missiles, unlike the regular Maidens' straight missiles.
[[/folder]]

[[folder:Gladiator (Beta Class / Phalanx)]]
[[quoteright:718:https://static.tvtropes.org/pmwiki/pub/images/q2_gladiatorphalanx.png]]
%%[[caption-width-right:718:some caption text]]

-> ''"This mutant's shoulder-mounted weapon has been modified to fire Phalanx Particle Cannon rounds. He has also been fitted with protective energy armor."''
-->-- '''[=Q2TR=] manual'''

An improved version of the Gladiator with a Power Shield, an even more damaging clamp, and a Phalanx Particle Cannon instead of a Railgun.
----
* AdaptationalWimp: One of the sturdiest and most damaging enemies in the original ''The Reckoning''. In the 2023 remaster they take fewer hits and can only fire two Mag Slugs instead of three. As a result, they go down faster than before.
* AdaptationNameChange: Renamed to "Phalanx Gladiator" in the 2023 remaster.
* BossInMooksClothing: Their Power Shield effectively gives them the cumulative health of 1700 HP. Combined with their powerful Phalanx Particle Cannon, they're almost as tough and dangerous as a full-scale boss like the Super Tank or Hornet.
* DeflectorShields: They have a Power Shield which significantly increases their durability.
* MyRulesAreNotYourRules: Can fire their Phalanx Mag Slugs in steady streams of three shots. The player's Phalanx Particle Cannon can only fire two slugs per shot, at a slower pace.
* UndergroundMonkey: They fire Mag Slugs instead of regular Slugs, have a Power Shield and extra health.
[[/folder]]

[[folder:Super Tank (Beta Class / Heat-Seeking)]]
[[quoteright:740:https://static.tvtropes.org/pmwiki/pub/images/q2_supertankheatseeking.png]]
%%[[caption-width-right:740:some caption text]]

-> ''"The ultimate combination of man and machine has been enhanced with powerful energy armor."''
-->-- '''[=Q2TR=] manual'''

A highly improved version of the Super Tank, sturdier than before due to the addition of a Power Shield on top of its ludicrous HP. Still retains its attacks, though. Two are fought halfway into "Intelligence Center", one at the beginning of "Industrial Facility", and another guarding a key item on the same level.
----
* AdaptationNameChange: Renamed to "Heat-Seeking Super Tank" in the 2023 remaster.
* DamageSpongeBoss: Identical to the normal Super Tank but with more hp (about 2500) meaning you just have to strafe and shoot for a while (using a QuadDamage or Dualfire Damage powerup will help).
* DualBoss: In the "Intelligence Center" dual arena, at the same time.
* GrenadeLauncher: Contains two in the trailings, one each.
* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.
* RecurringBoss: Fought twice in "Intelligent Center", with a third one being stationed at a garage at the beginning of "Industrial Facility". ''Call of the Machine'' adds more encounters: one at the end of ''[[Recap/QuakeIICallOfTheMachineOperationLaserEyes Operation: Laser Eyes]]'' surrounded by three Beta Class Gladiators, and another in ''[[Recap/QuakeIICallOfTheMachineOperationRuinedEarth Operation: Ruined Earth]]'' following an encounter with a Carrier.
[[/folder]]

!! Introduced in ''Ground Zero''

[[folder:Stalker]]
[[quoteright:922:https://static.tvtropes.org/pmwiki/pub/images/q2_stalker.png]]
[[caption-width-right:922:Clinging to the ceiling, awaiting for attacking you.]]

-> ''"These little buggers are vicious. They can cling to ceilings, pounce down on top of you to attack, then re-attach to the ceilings to evade your retaliation."''
-->-- '''[=Q2GZ=] manual'''

An arachnid Strogg, found across most levels. Can walk either at floors and ceilings, and attack players at close range with their claws, as well as a weak green blast for ranged attacks.
----
* ArtificialBrilliance: They can dodge projectiles such as rockets by jumping from floor to ceiling or vice versa. Unlike with other Strogg, you can't compensate for this by adjusting your aim, since they're actively dodging instead of just ducking.
* PintSizedPowerhouse: They're roughly child-sized, but are as tough as EliteMooks like Gunners and Iron Maidens. This remains true even in the 2023 remastered edition of the game, helped by the {{nerf}} imposed on the Railgun, one of the main tools used to destroy them.
[[/folder]]

[[folder:Turrets]]
[[quoteright:492:https://static.tvtropes.org/pmwiki/pub/images/q2_turret.png]]
%%[[caption-width-right:492:'''Upper row:''' Inactive, Blaster turret\\
'''Lower row:''' Rocket Turret, Shotgun Turret]]

-> ''"They shoot a wide variety of weaponry, and they're deadly wherever you find them. If you can see one of these, dance!"''
-->-- '''[=Q2GZ=] manual'''
Stationary turrets, which come in Blaster, Rocket and Rail varieties. Found across most levels starting from "Eastern Warehouse".
----
* {{Nerf}}: Turrets were quite sturdy in the original ''Ground Zero'', being able to tank three rockets or two Railgun slugs while surprising players with their unannounced shots. In the 2023 remastered version, they were given a laser telegraphing both their position and whether they were targeting players, considerably reducing the surprise factor. Their damage output and durability were also hit hard, with a single rocket taking them down instantly and their hits dealing less damage.
[[/folder]]

[[folder:Daedalus]]
[[quoteright:534:https://static.tvtropes.org/pmwiki/pub/images/q2_daedalus.png]]
%%[[caption-width-right:534:some caption text]]

-> ''"This is a more powerful version of the Icarus. He shoots an upgraded Blaster from his shoulder-mounted lasers. He utilizes the Power Screen to blunt the force of your attacks."''
-->-- '''[=Q2GZ=] manual'''
An improved version of the Icarus, containing a Power Screen and extra health.
----
* ExpyCoexistence: It's not uncommon to see regular Icarus alongside these varieties.
* UndergroundMonkey: An Icarus with a Power Screen and extra health.
[[/folder]]

[[folder:Medic Commander]]
[[quoteright:881:https://static.tvtropes.org/pmwiki/pub/images/q2_mediccommander.png]]
%%[[caption-width-right:881:some caption text]]

-> ''"If re-animating dead comrades and creating new enemies were not enough, this guy also fires an upgraded Blaster. Keep your eyes peeled for the S.O.B. He's itching to kick your butt!"''
-->-- '''[=Q2GZ=] manual'''
An improved version of the Medic, in addition to its healing capabilities, can recall other units to the battlefield and fill any area with {{mook}}s.
----
* EnemySummoner: Can recall several {{mook}}s into the battlefield.
* ShootTheMedicFirst: Much like the regular medic, it can heal foes. The tutorial level in the 2023 remaster even shows you ''why''.
* UndergroundMonkey: A Medic which can heal and recall foes.
[[/folder]]

[[folder:Carrier]]
[[quoteright:917:https://static.tvtropes.org/pmwiki/pub/images/q2_carrier.png]]
[[caption-width-right:917:[[VideoGame/StarCraftI Carrier has arrived!]]]]

-> ''"They don't call this guy, the Carrier for nothing. Make sure to concentrate your fire on it first and then take care of those pesky Flyers."''
-->-- '''[=Q2GZ=] manual'''
A stronger version of the Carrier with added capabilities such as a Grenade Launcher and the ability to shoot Flyers and Homing Kamikaze Flyers. Fought at the end of the "Lower Hangars" level.
----
* CompositeCharacter: The "Garbage Carrier" in ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'' summons Stalkers instead of Flyers, making it one of the original Carrier and the Black Widow Guardian from ''Ground Zero''.
* {{Expy}}: Much like the [[Franchise/StarCraft Protoss Carrier]], they are an aerial unit whose main form of attack is summoning small Flyers and even the Kamikaze homing variety to pester players. Unlike the Carrier, they get other attack alternatives in the form of Grenade Launchers, Rocket Launchers, Railguns, and Machineguns.
* FlunkyBoss: Attacks alongside the Flyers it summons.
* MookMaker:
** Can summon Flyers at will. These Flyers come in two varieties: regular Flyers and homing kamikaze ones.
** The "Garbage Carrier" in ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'' summons Stalkers instead.
* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.
* RecurringBoss: ''Call of the Machine'' turns it into this: it's fought in ''[[Recap/QuakeIICallOfTheMachineOperationRuinedEarth Operation: Ruined Earth]]'' at the tail end of "Way of the Warrior" and [[spoiler:as a secret boss encounter in the SecretLevel "Pumping Station III" as the "Ancient Carrier"]], and in the "Junkyard" level of ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'' as the "Garbage Carrier", summoning Stalkers rather than Flyers.
[[/folder]]

[[folder:'''Spoiler character''']]
!! Black Widow Guardian
[[quoteright:371:https://static.tvtropes.org/pmwiki/pub/images/q2_blackwidowf1humanoid.png]]
[[caption-width-right:371:The Guardian's first form.\\
[[labelnote:Click here to see her second form.]]https://static.tvtropes.org/pmwiki/pub/images/q2_blackwidowf2spider.png[[/labelnote]]]]

A dual-mode boss. The first form is humanoid, and launches Railgun and Hyperblaster shots, while the second is arachnid and launches Plasma Beam shots and a Disruptor. It can also mimic their enemies' powerups and summon Stalkers.
----
* ContractualBossImmunity: In Hard and [[HarderThanHard Hard+/Nightmare]] difficulties will mimic any powerup the player uses against her. Thus, if you use Double Damage, she will also use it and double the damage of her attacks (same with Quad Damage; beware of those 4x attacks). And if you use Invulnerability, she also becomes invulnerable.
* DamageSpongeBoss: Combining both forms, sitting at 4000 health points just in the Easy mode, and at a whopping 13500 in [[HarderThanHard Hard+/Nightmare]], it's ''the'' strongest foe in all of ''Quake II'' combined.
* FlunkyBoss: Attacks alongside the Stalkers it summons.
* GiantSpider: It's a Strogg-spider hybrid, and the biggest foe of the game [[spoiler:in her second form]].
* InterfaceSpoiler: The id Vault has its two forms as part of the bestiary, even though they're introduced quite late in the game.
* MookMaker: Can summon Stalkers at will.
* SequentialBoss: Like the Makron, it has two forms: a humanoid one, and the GiantSpider. Both have different arsenals[[note]]Humanoid has a Railgun and a Hyperblaster, plus a kick to repel the player at close range; GiantSpider has a Plasma Beam and a Disruptor, plus a hookshot to catch the player at medium range[[/note]] but otherwise share the [[MookMaker Stalker summon]] and powerup mimicry in Hard and [[HarderThanHard Hard+/Nightmare]].
[[/folder]]

!! Introduced in ''Call of the Machine''

[[folder:Gunner Commander]]
[[quoteright:533:https://static.tvtropes.org/pmwiki/pub/images/q2_gunnercommander.png]]
%%[[caption-width-right:533:some caption text]]

The Elite of the Elite, Gunner Commanders are equipped with ETF Rifles and Power Shields and have more powerful melee attacks.
----
* BossInMookClothing: They are the EliteMook to the EliteMook, and are larger than normal Gunners to match.
* CallForward: Replacing their Machine Gun with the Nailgun-like ETF Rifle makes them more in line with their [[VideoGame/QuakeIV Quake 4 versions.]]
* DeflectorShields: They are equipped with Power Shields, making them even more durable against non-energy weapons.
* LastBreathBullet: Occasionally when downed they will fire off a final blast from their ETF Rifle.
[[/folder]]

[[folder: '''Spoiler character''']]
!! [[VideoGame/QuakeI Shambler]]
[[quoteright:900:https://static.tvtropes.org/pmwiki/pub/images/q2_shambler.png]]
%%[[caption-width-right:900:some caption text]]
The only returning enemy class from ''VideoGame/QuakeI'', Shamblers make their presence as enemies within ''Call of the Machine'', with some even being fought as bosses:

* Modir: An ancient evil awoken by the Strogg in an ancient temple dedicated to the Great Black Goat. Fought at the end of ''[[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]]''.
* Masters of the Machine: A pair of Shamblers who command the Strogg in the power vacuum created following the defeat of several Strogg masterminds. Fought at the very end of ''Call of the Machine'' itself.

For tropes concerning their appearance in ''VideoGame/QuakeI'', check [[Characters/QuakeI here]].
----

* AmbiguousSituation: The relationship between Shub-Niggurath and the Strogg is not fully explained: They seem to have lent a spacecraft to them in the Dimension of the Machine map Nazard Terminal. But because of the fact that the mission to eliminate the Masters, they are ambiguously identified as "Strogg-Maker" collectively. It is unknown if it is merely a pending codename similar to Shub's own "Quake", a designation given by humanity, or Shub-Niggurath and her minions aren't merely allies, but actual creators of the Strogg.
* DualBoss: Both of the Masters fight you at the same time, with a separate health bar for each.
* EarlyBirdCameo: Two are encountered during the first unit, ''[[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]]''.
** After the player exits "The Death Gate" via slipgate, Shambler roars can be heard emanating from the pitch-blackness.
** A Shambler hides behind a secret wall in "Give Me Back My Moon".
* EnemySummoner: The Masters will periodically summon mutants when they take enough damage.
* HijackedByGanon: The Masters are agents of the Great Black Goat, revealed to be controlling the comparatively newer and seemingly unrelated Strogg.
* InterfaceSpoiler: They possess a profile in the Id Vault's Bestiary, despite only appearing within ''Call of the Machine'' and with those appearances being tied to heavy spoilers concerning that mission pack's plot.
* KingMook: Modir is a truly enormous Shambler.
* MeaningfulName:
** Modir's name is a middle-English form of "Mother", and it certainly looks large enough to be the mother of a Shambler.
** The Masters of The Machine, aside from the more obvious example of commanding an army of cyborgs, are introduced in the ''Machine'' Games Re''master'' of ''Quake II''.
* PuzzleBoss: Modir is defeated in the same manner as Chthon; navigating its boss arena to descend two pillars, which generate a laser that kills the beast when activated. Unlike Chthon, Modir ''does'' take damage from normal weapons, but it has ''so much'' health that you're unlikely to have enough ammo to kill it unless you've been hoarding it. The laser also only has to be activated once.
* ShockAndAwe: Attacks primarily by channelling electricity between its claws to fire at you, as they did in ''VideoGame/QuakeI''.
* StylisticSuck: Disabling the enhanced models included in the 2023 remaster causes all Shamblers to use their original ''VideoGame/QuakeI'' model, which is of a markedly lower polycount compared to even ''VideoGame/QuakeII''[='=]s original models.
* StationaryBoss: Like Chthon, Modir remains stuck in a pit of magma as it takes potshots at you darting between columns in its room.
[[/folder]]

!! Introduced in the console versions

[[folder:Arachnid]]
[[quoteright:846:https://static.tvtropes.org/pmwiki/pub/images/q2_arachnid.png]]
[[caption-width-right:846:[[VideoGame/MortalKombatX This One will rail you to death.]]]]

A robotic Strogg with four legs carrying twin Railguns and guarding key areas of Stroggos. Introduced in the [=PlayStation=] version.
----
* TheBusCameBack: After being a PSX-exclusive mook, one appears in ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]'' as a set encounter.
* SpiderLimbs: A six-legged crawling threat. Appears quite often in the PSX version, but not so much in ''Call of the Machine'' where only one instance is fought.
[[/folder]]

[[folder:Guardian]]
[[quoteright:776:https://static.tvtropes.org/pmwiki/pub/images/q2_guardian.png]]
%%[[caption-width-right:776:some caption text]]

A titanic robotic beast who holds the Gravity Generator. Fought in the Launch Command level in the [=PlayStation=] version.
----
* MidBoss: Appears right after Stepchild destroys the Big Gun, and fights on its own.
[[/folder]]

to:

\n!! Introduced in the main game\n\n[[folder:Barracuda Shark]]\n[[quoteright:625:https://static.tvtropes.org/pmwiki/pub/images/q2_barracudashark.png]] \n[[caption-width-right:625:[[VideoGame/CommanderKeen SWIM SWIM HUNGRY EVIL]]]]\n\n-> ''"The only creatures indigenous to water on Stroggos. Their blade-like teeth and spiked tail are capable of disembowelling you."''\n-->-- '''Q2 manual'''\n\nA shark-like creature that resides in the water pools of Stroggos. They aren't dangerous on their own, but in packs, they pose a threat.\n----\n* AdaptedOut: Was left out of the PSX and N64 versions as well as ''Ground Zero''.\n* {{Expy}}: They're the game's only aquatic enemy, they have only a weak bite attack, and they are easily dealt with on their own but frequently appear in groups, just like ''VideoGame/QuakeI''[='=]s Rotfish.\n* FragileSpeedster: Quite fast on water, but a pair of shots from your regular shotgun are enough to take them down.\n* MixAndMatchCritters: On Earth, a barracuda and a shark are two different animals.\n* SequelNonEntity: They're absent from the entirety of ''Ground Zero'', which takes place after both the main game and ''The Reckoning''.\n* ThreateningShark: A hostile aquatic shark that won't hesitate to charge at you at lightning speed and it's usually found within big water bodies. Sometimes behind walls or secret doors.\n[[/folder]]\n\n[[folder:Berserker]]\n[[quoteright:304:https://static.tvtropes.org/pmwiki/pub/images/q2_berserker.png]] \n[[caption-width-right:304:'''"TRESPASSER!"''']]\n\n-> ''"He has a metal spike as one arm, a hammer as another, and moves very quickly."''\n-->-- '''Q2 manual'''\n\nA fast enemy which only attacks at close-range.\n----\n* ArtificialBrilliance: Not only did the 2023 remaster give them the ability to jump, but it also gave them two attacks that were previously cut: a running strike with their hammer and a GroundPound. This means they no longer need to catch you in order to attack you, as they can use the GroundPound to quickly close the gap and inflict serious damage, while the hammer strike allows them to attack while moving.\n* CatchPhrase: Their alert sound, "TRESPASSER!"\n* DeadlyLunge: The 2023 remaster gives them the ability to leap into the air and slam their hammer against the ground. Should the player be far enough away, they can leap across entire rooms.\n* DropTheHammer: One of his melee attacks involves its left-hand hammer, which deals a lot of damage on the hardest difficulties.\n* SmashMook: They rush up to you and try to pummel you with their cybernetic arms, but can't do much else.\n* TookALevelInBadass: Prior to the 2023 Remaster, Berserkers were some of the easiest enemies in the game; their melee-only attacks and inability to quickly close the gap made them fairly easy to juke around, to the point that you had to ''go out of your way'' to let them hit you. With their new and resurrected abilities as highlighted above in ArtificialBrilliance, Berserkers are now considerably trickier and deadlier opponents, on par with ''VideoGame/QuakeI''[='=]s Fiends.\n[[/folder]]\n\n[[folder:Brains]]\n[[quoteright:497:https://static.tvtropes.org/pmwiki/pub/images/q2_brains.png]] \n%%[[caption-width-right:497:some caption text]]\n\n-> ''"A vicious cyborg abomination with life-stealing tentacles protruding from its chest during attack."''\n-->-- '''Q2 manual'''\n\nA sturdy creature that has two hooks by hands, a small camera on his head, and a bunch of tentacles guarded behind its armor. It also carries a Power Shield.\n----\n* AdaptedOut:\n** Was left out of the PSX and N64 versions.\n** The 2023 remaster replaced them in the main game with their Beta Class variant from ''The Reckoning''.\n* DeflectorShields: They have a Power Shield that significantly reduces the damage of most frontal attacks.\n* TheGoomba: Likely an unintentional example. They can take a fair amount of punishment, but due to being extremely slow and having no ranged attacks they are pretty much sitting ducks. They have a power screen which increases their life expectancy somewhat, however, it only protects them from frontal attacks, meaning you can just circle-strafe to get behind them or use grenades.\n* SequelNonEntity: They're replaced with the more efficient and threatening Beta Class Brains in ''The Reckoning'' and are absolutely absent in ''Ground Zero''. They also have no equivalent in ''VideoGame/QuakeIV''.\n* StoneWall: Almost literally. Their speed is glacial and they're limited to melee attacks, not exactly a winning combination, but they have a frontal energy shield that lets them soak considerable damage. They are vulnerable from the sides or back but are often encountered in narrow corridors which prevents you from circle-strafing them.\n[[/folder]]\n\n[[folder:Enforcer / Infantry]]\n[[quoteright:388:https://static.tvtropes.org/pmwiki/pub/images/q2_infantry.png]] \n[[caption-width-right:388:The Big Baldy Bastard]]\n\n-> ''"Strong, muscle-bound warrior who dishes out chain gun speed damage."''\n-->-- '''Q2 manual'''\n\nA strong, muscle-bound former human who dishes out chaingun damage at lightning speed.\n----\n* AdaptationNameChange: Renamed to "Infantry" in the 2023 remaster.\n* ArtificialBrilliance: The 2023 remaster gave it the ability to jump over obstacles.\n* DeadMansTriggerFinger: One of their death animations: Once the head comes off, the Enforcer may involuntarily fire a spray of bullets as he falls.\n* GatlingGood: His main weapon is a wrist-mounted Chaingun.\n* SignificantNameOverlap: The first ''Quake'' also had an enemy called the Enforcer; outside of their both being the second-weakest enemy in their particular game, they don't have much else in common.\n* TookALevelInBadass: In the Expansion Packs, they shoot first and reload later, making them even more of a threat than before.\n** The 2023 remaster gives them the ability to open fire while running, rather than having to stop first.\n[[/folder]]\n\n[[folder:Flyer]]\n[[quoteright:774:https://static.tvtropes.org/pmwiki/pub/images/q2_flyer.png]] \n[[caption-width-right:774:The Pack Nightmare]]\n\n-> ''"A small two-winged monster, comprised of a controlling brain and a cyborg body that allows it to levitate."''\n-->-- '''Q2 manual'''\n\nSmall drones that fire blasts at their enemies at a distance, and attack with their wings at close range.\n----\n* AirborneMook: One of the few.\n* AttackAttackAttack: A clear distinction between the original and 2023 Remaster versions of the mook is that, while they still can attack from a distance, they now favor closing in on you in order to slash you, which they previously used as a defence mechanism.\n* BrainInAJar: The manual mentions it as ''"a small two-winged monster, comprised of a controlling brain and a cyborg body that allows it to levitate"''.\n* DualWielding: Each of its wings has a hyperblaster.\n* GlassCannon: They can't take much damage, but their twin full-auto blasters can really drain your health if you don't take cover quickly. \n* RazorWings: Equipped with a pair of these, utilised for melee attacks.\n[[/folder]]\n\n[[folder:Gladiator]]\n[[quoteright:620:https://static.tvtropes.org/pmwiki/pub/images/q2_gladiator.png]] \n[[caption-width-right:620:'''"In[[AccentUponTheWrongSyllable TRU]]der!"''']]\n\n-> ''"With two massively mechanized legs and one shoulder-mounted railgun, the Gladiator is the daddy of all the adapted humanoids."''\n-->-- '''Q2 manual'''\n\nA tall Strogg with two mechanical legs and a Railgun on one hand and a clamp on the other.\n----\n* AIBreaker: At close range, they'll forgo their dangerous railgun and try to club you with their claw, which is easily dodged due to their slow speed.\n* BladeBelowTheShoulder: Armed with a pair of bloody, sword-length blades, gruesomely embedded in their left wrist in a pincer-like configuration.\n* CatchPhrase: Their [[AccentUponTheWrongSyllable oddly-pronounced]] alert sound, "InTRUder!".\n* ChickenWalker: Its mechanical legs are shaped in this fashion.\n* EliteMook: Sports 400 HP, their Railgun shot deals 50 HP, and they're ''everywhere'' between the Jail, Power, Hangar and City units. They're also typically surrounded by other units.\n* GiantMook: [[MightyGlacier The sturdiest and slowest enemies outside of bosses, matching with their size]], next to the Tanks.\n[[/folder]]\n\n[[folder:Gunner]]\n[[quoteright:409:https://static.tvtropes.org/pmwiki/pub/images/q2_gunner.png]] \n%%[[caption-width-right:409:some caption text]]\n\n-> ''"The fighting elite for the Strogg, outfitted with a powerful machine gun and an automatic grenade launcher."''\n-->-- '''Q2 manual'''\n\nA tall humanoid Strogg with a grenade launcher in one hand, and a machine gun on the other.\n----\n* ArtificialBrilliance: Taking a page from the ''kmquake2'' source port, in the 2023 remaster they gained the ability to jump and vertically aim their grenades. They can also stop their barrage if they lose sight of their enemies.\n* EliteMook: Outright stated by the manual. They're basically tougher, deadlier Enforcers.\n* MyRulesAreNotYourRules: Can shoot a barrage of six grenades. The player can only launch at a slower, steady pace.\n* TheUnintelligible: When idle, they wander around mumbling the same gibberish phrase over and over again, which players often [[{{Mondegreen}} interpret]] as him saying “It’s all about the war” or “Let’s talk about the war”.\n[[/folder]]\n\n[[folder:Icarus]]\n[[quoteright:544:https://static.tvtropes.org/pmwiki/pub/images/q2_icarus.png]] \n[[caption-width-right:544:Unlike [[Literature/TheMetamorphoses the namesake]], the sun has no effect on this being.]]\n\n-> ''"Relies on a huge jet packed attached to its back, with laser blasters mounted into his shoulders."''\n-->-- '''Q2 manual'''\n\nA flying Strogg with no arms. Attacks using twin shoulder-mounted blasters.\n----\n* AirborneMook: One of the few.\n* EliteMooks: Much tougher than Fliers (with comparable health to Berserkers), and start to replace them as the primary flying enemy about halfway through the game.\n[[/folder]]\n\n[[folder:Iron Maiden]]\n[[quoteright:295:https://static.tvtropes.org/pmwiki/pub/images/q2_ironmaiden.png]] \n[[caption-width-right:295:[[Music/IronMaiden She's going to get you, no matter how far.]]]]\n\n-> ''"Equally as powerful as the Gunner, this femme fatale has both an arm-mounted rocket launcher and flesh-tearing claws."''\n-->-- '''Q2 manual'''\n\nThe only female Strogg among the ranks, armed with a Rocket Launcher in one hand and sharp claws in the other.\n----\n* AdaptationalAttractiveness: They have much more human-like faces in ''Quake II RTX'', having normal lips instead of the original's lipless teeth-filled mouth, and lacking the original's ''Series/BuffyTheVampireSlayer''-esque alien brow ridge.\n* AdaptedOut: They're left out of ''Call of the Machine''.\n* EliteMooks: Armed with a heavy weapon and with comparable health to the Gunner. They don't appear until more than halfway through the game.\n** FakeUltimateMook: Their attacks are heavily telegraphed and their projectiles, though damaging, are also quite slow-moving. They're also easily staggered by heavy weapons and walk around instead of running. They're really only a threat in wide-open areas when also backed up by many other enemies.\n* OrgasmicCombat: They do a lot of moaning and deep breathing.\n* TheSmurfettePrinciple: The Iron Maiden is the only female enemy in the entire game. This remains true for both expansion packs as well, not counting ''Ground Zero''[='=]s [[FinalBoss Black Widow Guardian]].\n[[/folder]]\n\n[[folder:Medic]]\n[[quoteright:715:https://static.tvtropes.org/pmwiki/pub/images/q2_medic.png]] \n[[caption-width-right:715:[[Webcomic/PennyArcade This motherfucker right here!]] [[https://www.penny-arcade.com/comic/2007/09/21/the-protip Shoot him first!]]]]\n\n-> ''"As the name suggests, this threatening organism has the ability to awaken dead Strogg from eternal sleep."''\n-->-- '''Q2 manual'''\n\nA bipedal monstrosity that attacks the player with a barrage of beams. As its name implies, it also has the ability to resurrect dead Stroggos.\n----\n* AdaptedOut: Was left out from the [=N64=] version.\n* {{Expy}}: Of the Arch-vile from ''VideoGame/DoomII'', who is also able to revive dead monsters.\n* MyRulesAreNotYourRules: Can shoot their hyperblaster beams in a steady, faster stream than the player's own Hyperblaster once the two "scout" shots are fired.\n* NonIndicativeName: They act more like a sci-fi necromancer than a medic proper, since they won't bother healing their allies mid-combat until they've kicked the bucket.\n* ShootTheMedicFirst: Medics can quickly resurrect fallen Strogg so long as the corpse hasn't been gibbed, meaning the player can end up wasting a lot of ammo killing repeatedly resurrected foes if they refuse to prioritise killing the Medic. The 2023 Remaster's new tutorial level even includes a demonstration of the Medic's Strogg-reviving capabilities to hammer this point home.\n[[/folder]]\n\n[[folder:Mutant]]\n[[quoteright:644:https://static.tvtropes.org/pmwiki/pub/images/q2_mutant.png]] \n%%[[caption-width-right:644:some caption text]]\n\n-> ''"The Strogg refineries have spewed toxins into the ecosystem for untold decades causing this once docile creature to mutate into a fierce, fast, flesh-tearing beast."''\n-->-- '''Q2 manual'''\n\nThe only organic terrestrial enemy on Stroggos, it attacks by launching itself at its enemy.\n----\n* AdaptedOut: Was left out of the PSX version.\n* BossInMookClothing: A "Bloodthirsty Mutant" is the MidBoss of ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationLaserEyes Operation: Laser Eyes]]''.\n* DeadlyLunge: They leap towards their enemies (be it the player or [[EnemyCivilWar another mook which took a shot to it]]) should they be in a long distance.\n* {{Expy}}: They bear a pretty strong resemblance, in both attacks and appearance, to the Fiend from the first ''Quake''.\n* GangUpOnTheHuman: Despite being indicated to be native wildlife and not part of the Strogg hivemind (lacking any cybernetics to speak of), they won't attack Strogg and are solely hostile to the player, unless monster in-fighting from stray fire occurs.\n[[/folder]]\n\n[[folder:Parasite]]\n[[quoteright:853:https://static.tvtropes.org/pmwiki/pub/images/q2_parasite.png]] \n[[caption-width-right:853:Making Film/{{Cujo}} look like Series/{{Lassie}} since 1997.]]\n\n-> ''"Four-legged beast with a probe on its back. Once fired, it attaches itself and literally sucks the life from you."''\n-->-- '''Q2 manual'''\n\nA quadrupedal Strogg. Attacks by sucking out the life of its foe with a tongue-like appendage.\n----\n* ArtificialBrilliance: In the 2023 remaster they can now jump over obstacles and won't use their VampiricDraining if their prey is out of range, and will try to lead their shots just to be sure.\n* BalanceBuff: In the original 1997 release, the Parasite's hitscan probe was restricted to short range and incapable of firing it at targets at different heights, akin to ''VideoGame/QuakeI''[='=]s Ogres. This is no longer the case as of the 2023 remaster.\n* HellIsThatNoise: \n** Their screeching and skittering noises, as they are always a pain in the ass. \n** They make a distinctive, rhythmic foot-tapping sound with a foot before they're alerted to the player's presence.\n* LeftStuckAfterAttack: The 2023 remaster adds a weakness to their draining attack. Managing to dodge the Parasite's tube near a solid surface causes it to stick to that surface, immobilising the parasite for a few seconds as it tries to pull the probe loose.\n* {{Nerf}}: In the original 1997 release, the Parasite's probe was a hitscan attacking, making guaranteed to hit the player if it was given the opportunity to attack. In the 2023 remaster, it's now a speedy projectile that the player can dodge with the right timing.\n* VampiricDraining: Their sole attack is launching a tongue-like probe appendage which is implied to suck your blood. Unlike most examples, doing this doesn't heal the Parasite.\n[[/folder]]\n\n[[folder:Tank and Tank Commander]]\n[[quoteright:988:https://static.tvtropes.org/pmwiki/pub/images/q2_tanks.png]] \n%%[[caption-width-right:988:some caption text]]\n\n-> '''[Tank]:''' ''"Tanks have three weapons they use at random: an arm-mounted machine gun, an arm-mounted laser blaster, and a shoulder-mounted rocket launcher."''\n-> '''[Tank Commander]:''' ''"These Tanks are a special class, designed to secure the Inner City from infiltrators."''\n-->-- '''Q2 manual'''\n\nHuge, slow-walking armored Strogg which can use three weapons: a laser blaster, a shoulder-mounted Rocket Launcher and a machine gun.\n----\n* ArtificialBrilliance:\n** In ''Ground Zero'', Tank Commanders can now shoot surprise rockets without having to load.\n** In the 2023 remaster, Tanks are immune to EnemyCivilWar, always focusing their fire on their target rather than their attackers, even if that attacker is another Strogg. They also mix up attacks, starting with a three-bolt barrage and immediately following that with three rockets, without waiting between shots.\n* BossInMookClothing:\n** They sport 750 and 1000 HP respectively, each rocket fired deals 50 damage, each blaster bolt shot deals 30 damage and even their Machinegun shots deal 20 HP (so a lot of cover is required, woe betide you if you're forced to fight one of these in a corridor without any cover), have an attack suite on par with the Makron itself, and can be found ''everywhere'' (Tanks are scattered across the different units, while Tank Commanders are ''everywhere'' in the City unit).\n** There's a regular Tank sporting a Power Shield at the end of the "A Grave for Dead Gods" level of ''Call of the Machine''[='=]s [[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]].\n** ''Call of the Machine'' introduces an even harder version of the Tank Commander, armed with a Power Shield and firing [[HomingProjectile homing rockets]]. One of these is even fought as a FinalBoss, at the tail end of ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'', called simply "Commander".\n* FakeUltimateMook: They look like they could be a threat to the player due to being a WalkingArmory, but they're so slow and their attacks are so painfully telegraphed that it's easy to take them out unscathed.\n* FinalBoss:\n** In the demo version, a Tank awaits at the very end of "Installation".\n** The Nintendo 64 version has two guarding the Core in the last level which TurnsRed when enough damage has been dealt to them, as part of the BossRush.\n** ''Call of the Machine'' has a Tank Commander with a Power Shield and homing rockets called simply "Commander", fought at the tail end of ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]''.\n* GiantMook: The sturdiest enemies outside of bosses, matching their size.\n* HellIsThatNoise: Their whump-whump-whump stomping.\n* MascotMook: The console versions of the game used an image of a Tank for their cover art.\n* MightyGlacier: In exchange for their size, their walking speed is quite slow.\n* MyRulesAreNotYourRules: Fires their Rockets in barrages of three; the player can only shoot rockets at a slower, but steadier, pace.\n* TurnsRed: The enhanced Tank Commanders you face at the end of the "Command Core" level in the N64 version turn red after they take a beating, meaning that they're close to defeat and will attack even more aggressively than before.\n* UndergroundMonkey: Tank Commanders have extra health and deal extra damage than their regular counterparts.\n[[/folder]]\n\n[[folder:Technician]]\n[[quoteright:358:https://static.tvtropes.org/pmwiki/pub/images/q2_technician.png]] \n[[caption-width-right:358:Not your regular explosive tank.]]\n\n-> ''"An almost completely robotic brute, controlled by a brain that floats around inside its metal body in a red preserving fluid. This creature moves about by hovering on four jets that sit under its body and is equipped with three weapons: a shocking prod, a flesh-ripping claw, and a laser blaster. Use energy armor if you’ve got any."''\n-->-- '''Q2 manual'''\n\nA floating BrainInAJar. Attacks using a Hyperblaster, Utility Claw and Shock Prod.\n----\n* AdaptedOut: Was left out from the [=N64=] version.\n* AirborneMook: One of the few comprising the Strogg's forces.\n* BrainInAJar: A literal brain-in-a-jar controlling a flying-saucer-like machine.\n* DoesThisRemindYouOfAnything: They look a lot like generic kitchen blenders.\n* ShockStick: One of its two melee weapons.\n[[/folder]]\n\n[[folder:Super Tank]]\n[[quoteright:652:https://static.tvtropes.org/pmwiki/pub/images/q2_supertank.png]] \n%%[[caption-width-right:652:some caption text]]\n\nA giant tank that guards key areas of Stroggos. Like its regular namesake, it contains a Rocket Launcher, but unlike it, it eschews the Machinegun and Blaster for a more damaging Chaingun.\n----\n* FinalBoss: In ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationLaserEyes Operation: Laser Eyes]]'', surrounded by three Beta Class Gladiators.\n* FlunkyBoss: In the higher levels, the one guarding the Grid Control is surrounded by a bunch of Berserkers.\n* HellIsThatNoise: The actual tank treads.\n* PintSizedPowerhouse: [[spoiler:The secret "The Janitor" encounter in ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]'' involves an ammo pack-sized Super Tank. It hits as hard as the real deal]].\n* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.\n* RecurringBoss: Fought in "Grid Control" and a second one at the beginning of "Power Plant". In ''Call of the Machine'' it appears more often, being fought ''twice'' in ''[[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]]'' as "Overburden" and "The Underminer". [[spoiler:Not to mention the secret encounter with a miniature Super Tank at the tail end of ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]'' as "The Janitor"]].\n* SkippableBoss: The second Super Tank you encounter in the main game is guarding a red keycard. You can run past it to grab the keycard without fighting it, or can even ignore it completely as there is a secret shortcut that lets you skip to the end of the level and skip the red keycard door entirely.\n* TookALevelInBadass: In the 2023 remaster, Super Tanks gain a dual Grenade Launching attack, another cut attack that turns them into fearsome foes.\n[[/folder]]\n\n[[folder:Hornet]]\n[[quoteright:926:https://static.tvtropes.org/pmwiki/pub/images/q2_hornet.png]] \n%%[[caption-width-right:926:some caption text]]\n\nA giant flying monstrosity that, like the Tank, also guards important areas. It fights using a multi-rocket launcher and a pair of chainguns.\n----\n* DualBoss: [[spoiler:In the Nintendo 64 version, two appear after the Tank Commanders are dealt with]].\n* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.\n* RecurringBoss: ''Thrice'' in the main game ("The Big Gun", "Inner Hangar" and "Comm Satellite"), once at the PSX version ("Defence Command" after [[spoiler:getting the A-M Bomb]] in the prior level), ''twice'' in the Nintendo 64 version ([[spoiler:a DualBoss encounter in "Command Core"]]), and another in ''Call of the Machine'' ("The Death Gate") as the MidBoss "Gate Warden".\n* SkippableBoss: The Hornet in "Inner Hangar" doesn't need to be fought, you can just quickly flip the switches and run right past it. The one in "Comm Satellite" also technically can be skipped, but you probably want to kill it as you're likely to take a lot of damage flipping the switches to destroy the comms dish if it's still alive.\n[[/folder]]\n\n[[folder:'''Spoiler character''']]\n!! The Makron\n[[quoteright:569:https://static.tvtropes.org/pmwiki/pub/images/q2_makronf1jorg.png]] \n[[caption-width-right:569:The Makron's Jorg suit.\\\n[[labelnote:Click here to see the Makron himself.]]https://static.tvtropes.org/pmwiki/pub/images/q2_makronf2makron.png '''[[MoreDakka "Not good enough!"]]'''[[/labelnote]]]]\n\nThe FinalBoss itself. Starts the fight in its gigantic Jorg suit, armed with double Chainguns and a BFG10k. Once the suit is destroyed, the Makron fights as its regular self, retaining the BFG but replacing the dual Chainguns with a head-mounted Railgun and a Hyperblaster barrage. Fought at the "Final Showdown" level.\n----\n* AsskickingLeadsToLeadership: According to the Manual, the Strogg pick up the strongest of the Warlords and name it the Supreme Leader.\n* AuthoritySoundsDeep: Speaks and laughs in a deep, reverberating and heavily distorted voice, befitting of the Strogg's leader.\n* BalanceBuff: In the 2023 remaster, the Jorg battle suit receives a ''massive'' buff to its health to compensate for the player's ability to use Quad Damage against it. As an [[AntiFrustrationFeatures Anti-Frustration Feature]], a Quad Damage is dropped by the teleporter that leads to the final boss arena, so if you didn't save one from before you'll still have one on hand to use against the Jorg and his massive health pool.\n* {{BFG}}: His head is a Railgun that works just like yours. His left arm is a literal [=BFG=].\n* BrainInAJar: Practically the only visibly organic component of the Strogg leader, situated at the base of its torso. Defeating the Makron causes it to fall out with an unceremonious "plop".\n* BunnyEarsLawyer: Do not let his goofy mannerisms fool you, this guy is ''dangerous''.\n* CyberCyclops: PlayedWith; the barrel of its railgun "head" bears resemblance to one. \n* DamageSpongeBoss: The 2023 remaster gave the Jorg a massive amount of health, as the devs expect you to kill it with Quad Damage. It is killable without Quad Damage, but you'd need several dozen rockets or railgun slugs to do the job.\n* DecapitatedArmy: According to the manual, by killing him, the Strogg Warlords start to battle each other for supremacy, leaving the Stroggos not only without a leader but in a very bad situation.\n* DegradedBoss: Previously the FinalBoss of the main game and ''The Reckoning'', turns into this in ''Call of the Machine'', where he's fought without him riding his Jorg suit ''twice'', and two smaller Makrons are fought after one of these encounters.\n* DualBoss: At the end of ''Operation: Corpse Run'' in ''Call of the Machine'', you face him ''not'' riding his Jorg, followed by two lesser copies of it.\n* FinalBoss: Of the main game, of ''The Reckoning'' and of ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]''.\n* FullConversionCyborg: His only apparent organic element (outside of his presumably techno-organic Jorg) is his brain.\n* InterfaceSpoiler: The id Vault has its two forms as part of the bestiary, even though they're introduced quite late in the game.\n* MechanicalAbomination: This guy's technically just a brain in a giant suit of power armor, his appearance is what makes him so unsettling though. His arms are freakin' laser guns, he's BIG as HELL, and his head is a goddamn RAILGUN!!!\n* MightyGlacier: He's almost as slow as a Tank, but is packing more firepower than any other enemy in the game.\n* NonHumanHead: Features a mostly unassuming anthropomorphic build... except its brain sits in its torso while its "head" is a ''railgun''.\n* OneWingedAngel: Inverted. His first form is a massive (approx. 30 feet tall) robot with two chainguns and a BFG. After you destroy him, this is revealed to be a HumongousMecha and his real form is only about 8 feet tall (though no less deadly).\n* RecurringBoss: Appears at the end of the main game, [[Recap/QuakeIITheReckoningMoonUnit at the end]] of ''The Reckoning'' riding the Jorg mech, at the end of ''[[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]]'' without the Jorg (with two smaller, Jorgless Makrons following afterwards as the "Sons of Makron") and at the end of ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]'' as the "System Administrator".\n* PostDefeatExplosionChain: After defeating the Jorg, it falls to the side as it's peppered by a bunch of small explosions. A final, larger explosion engulfs the machine, with the Makron himself leaping out unscathed to face down the player themself.\n* SequentialBoss: First fought in its Jorg battle suit, then battled standalone. Both forms have 3000 HP.\n** In the Jorg suit, it wields dual Chainguns and a BFG.\n** As himself, he retains the BFG but adds a barrage of painful beams fired in a circle and a Railgun.\n* UnusualWeaponMount: See NonHumanHead above.\n[[/folder]]\n\n!! Introduced in ''The Reckoning''\n\n[[folder:Gekk]]\n[[quoteright:708:https://static.tvtropes.org/pmwiki/pub/images/q2_gekk.png]] \n%%[[caption-width-right:708:some caption text]]\n\n-> ''"A lightning-fast amphibious creature that lives and hunts in the planet’s proto-swamps. Commonly found in packs, these creatures will hunt you down, leaping from the shadows to claw or bite."''\n-->-- '''[=Q2TR=] manual'''\n\nAn organic creature, made of a certain chemical, which has the ability to explode into pieces should it be {{Cherry Tapp|ing}}ed.\n----\n* AlienBlood: They have ''glowing'' yellow blood and gibs.\n* DeadlyLunge: They leap towards their enemies (be it the player or [[EnemyCivilWar another mook which took a shot to it]]) should they be in a long distance.\n* MixAndMatchCritters: They look like a combination of a reptile and some kind of monkey or ape.\n* SuperSwimmingSkills: The only terrestrial enemies capable of swimming in water; other such foes will simply walk along the bottom of water bodies.\n[[/folder]]\n\n[[folder:Fixbot/Repair Bot]]\n[[quoteright:568:https://static.tvtropes.org/pmwiki/pub/images/q2_fixbot.png]] \n%%[[caption-width-right:568:some caption text]]\n\n-> ''"Better left alone, these hard-working robots can usually be found repairing doors, lights, and other types of equipment. Keep your eye on these guys – though innocent looking they also have the ability to awaken dead Strogg from eternal sleep."''\n-->-- '''[=Q2TR=] manual'''\n\nA mostly inoffensive, robotic, floating creature whose main role is the maintenance of the Strogg systems. Beware, though, if it detects ungibbed Strogg corpses, it can resurrect them.\n----\n* AdaptationNameChange: Renamed to "Fixbots" in the 2023 remaster.\n* AdaptedOut: There are no instances of these in ''Ground Zero'' or ''Call of the Machine''.\n* CanonImmigrant: The dubious canon status of ''The Reckoning'' didn't prevent these from appearing in ''VideoGame/QuakeIV''.\n* TheMedic: Can bring fallen Strogg BackFromTheDead.\n[[/folder]]\n\n[[folder:Brains (Beta Class)]]\n[[quoteright:497:https://static.tvtropes.org/pmwiki/pub/images/q2_brains.png]] \n%%[[caption-width-right:497:some caption text]]\n-> ''"When revealed, his tentacles will pull you within range of his slashing hooked arms. When out of tentacle range, lasers from his eyes will cut his prey in half."''\n-->-- '''[=Q2TR=] manual'''\n\nAn improved version of the Brains enemy from the main game, this time it's armed with an attracting Hookshot and lasers.\n----\n* AdaptationalEarlyAppearance: They replace the regular Brains enemy in the main game in the 2023 remaster.\n* ColorCodedForYourConvenience: Subverted, unlike the other Beta Classes from ''The Reckoning'', the Beta Class Brains has the same skin as its counterpart, the implication being that this isn't just a different Brains, but a Brains unit from the past that has been [[TookALevelInBadass upgraded]].\n* EyeBeams: They shoot lasers from their eyes.\n* TookALevelInBadass: The original Brains was very slow and had no ranged attacks, essentially making it a sitting duck. The Beta Class Brains has both EyeBeams and, even worse, a CombatTentacles attack with a ''very'' long reach (about 30 feet or so) which also pulls you towards the Brains and drains your health, meaning if you get into its range [[InstantDeathRadius it's pretty much lights out]]. Furthermore, Beta-Class Brains lack a unique appearance.\n* UndergroundMonkey: Differentiates itself from the regular Brains' with the inclusion of Hookshot tentacles which attract their foes to them and laser eyes.\n* YouWillNotEvadeMe: They pull the player into melee range.\n[[/folder]]\n\n[[folder:Iron Maiden (Beta Class / Heat-Seeking)]]\n[[quoteright:306:https://static.tvtropes.org/pmwiki/pub/images/q2_ironmaidenheatseeking.png]] \n[[caption-width-right:306:[[Music/{{ACDC}} She's a Heatseeker!]]]]\n\n-> ''"Her arm-mounted rocket launcher has been modified with heat-seeking rockets that track their targets."''\n-->-- '''[=Q2TR=] manual'''\n\nAn improved version of the Iron Maiden which shoots heat-seeking, homing rockets.\n----\n* AdaptedOut: Left out of ''Ground Zero'' and ''Call of the Machine''.\n* AdaptationNameChange: Renamed to "Heat-Seeking Iron Maiden" in the 2023 remaster.\n* MyRulesAreNotYourRules: They can fire homing rockets. The player, can't.\n* UndergroundMonkey: They fire homing missiles, unlike the regular Maidens' straight missiles.\n[[/folder]]\n\n[[folder:Gladiator (Beta Class / Phalanx)]]\n[[quoteright:718:https://static.tvtropes.org/pmwiki/pub/images/q2_gladiatorphalanx.png]] \n%%[[caption-width-right:718:some caption text]]\n\n-> ''"This mutant's shoulder-mounted weapon has been modified to fire Phalanx Particle Cannon rounds. He has also been fitted with protective energy armor."''\n-->-- '''[=Q2TR=] manual'''\n\nAn improved version of the Gladiator with a Power Shield, an even more damaging clamp, and a Phalanx Particle Cannon instead of a Railgun.\n----\n* AdaptationalWimp: One of the sturdiest and most damaging enemies in the original ''The Reckoning''. In the 2023 remaster they take fewer hits and can only fire two Mag Slugs instead of three. As a result, they go down faster than before.\n* AdaptationNameChange: Renamed to "Phalanx Gladiator" in the 2023 remaster.\n* BossInMooksClothing: Their Power Shield effectively gives them the cumulative health of 1700 HP. Combined with their powerful Phalanx Particle Cannon, they're almost as tough and dangerous as a full-scale boss like the Super Tank or Hornet.\n* DeflectorShields: They have a Power Shield which significantly increases their durability.\n* MyRulesAreNotYourRules: Can fire their Phalanx Mag Slugs in steady streams of three shots. The player's Phalanx Particle Cannon can only fire two slugs per shot, at a slower pace.\n* UndergroundMonkey: They fire Mag Slugs instead of regular Slugs, have a Power Shield and extra health.\n[[/folder]]\n\n[[folder:Super Tank (Beta Class / Heat-Seeking)]]\n[[quoteright:740:https://static.tvtropes.org/pmwiki/pub/images/q2_supertankheatseeking.png]] \n%%[[caption-width-right:740:some caption text]]\n\n-> ''"The ultimate combination of man and machine has been enhanced with powerful energy armor."''\n-->-- '''[=Q2TR=] manual'''\n\nA highly improved version of the Super Tank, sturdier than before due to the addition of a Power Shield on top of its ludicrous HP. Still retains its attacks, though. Two are fought halfway into "Intelligence Center", one at the beginning of "Industrial Facility", and another guarding a key item on the same level.\n----\n* AdaptationNameChange: Renamed to "Heat-Seeking Super Tank" in the 2023 remaster.\n* DamageSpongeBoss: Identical to the normal Super Tank but with more hp (about 2500) meaning you just have to strafe and shoot for a while (using a QuadDamage or Dualfire Damage powerup will help).\n* DualBoss: In the "Intelligence Center" dual arena, at the same time.\n* GrenadeLauncher: Contains two in the trailings, one each.\n* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.\n* RecurringBoss: Fought twice in "Intelligent Center", with a third one being stationed at a garage at the beginning of "Industrial Facility". ''Call of the Machine'' adds more encounters: one at the end of ''[[Recap/QuakeIICallOfTheMachineOperationLaserEyes Operation: Laser Eyes]]'' surrounded by three Beta Class Gladiators, and another in ''[[Recap/QuakeIICallOfTheMachineOperationRuinedEarth Operation: Ruined Earth]]'' following an encounter with a Carrier.\n[[/folder]]\n\n!! Introduced in ''Ground Zero''\n\n[[folder:Stalker]]\n[[quoteright:922:https://static.tvtropes.org/pmwiki/pub/images/q2_stalker.png]] \n[[caption-width-right:922:Clinging to the ceiling, awaiting for attacking you.]]\n\n-> ''"These little buggers are vicious. They can cling to ceilings, pounce down on top of you to attack, then re-attach to the ceilings to evade your retaliation."''\n-->-- '''[=Q2GZ=] manual'''\n\nAn arachnid Strogg, found across most levels. Can walk either at floors and ceilings, and attack players at close range with their claws, as well as a weak green blast for ranged attacks.\n----\n* ArtificialBrilliance: They can dodge projectiles such as rockets by jumping from floor to ceiling or vice versa. Unlike with other Strogg, you can't compensate for this by adjusting your aim, since they're actively dodging instead of just ducking.\n* PintSizedPowerhouse: They're roughly child-sized, but are as tough as EliteMooks like Gunners and Iron Maidens. This remains true even in the 2023 remastered edition of the game, helped by the {{nerf}} imposed on the Railgun, one of the main tools used to destroy them.\n[[/folder]]\n\n[[folder:Turrets]]\n[[quoteright:492:https://static.tvtropes.org/pmwiki/pub/images/q2_turret.png]] \n%%[[caption-width-right:492:'''Upper row:''' Inactive, Blaster turret\\\n'''Lower row:''' Rocket Turret, Shotgun Turret]]\n\n-> ''"They shoot a wide variety of weaponry, and they're deadly wherever you find them. If you can see one of these, dance!"''\n-->-- '''[=Q2GZ=] manual'''\nStationary turrets, which come in Blaster, Rocket and Rail varieties. Found across most levels starting from "Eastern Warehouse".\n----\n* {{Nerf}}: Turrets were quite sturdy in the original ''Ground Zero'', being able to tank three rockets or two Railgun slugs while surprising players with their unannounced shots. In the 2023 remastered version, they were given a laser telegraphing both their position and whether they were targeting players, considerably reducing the surprise factor. Their damage output and durability were also hit hard, with a single rocket taking them down instantly and their hits dealing less damage.\n[[/folder]]\n\n[[folder:Daedalus]]\n[[quoteright:534:https://static.tvtropes.org/pmwiki/pub/images/q2_daedalus.png]] \n%%[[caption-width-right:534:some caption text]]\n\n-> ''"This is a more powerful version of the Icarus. He shoots an upgraded Blaster from his shoulder-mounted lasers. He utilizes the Power Screen to blunt the force of your attacks."''\n-->-- '''[=Q2GZ=] manual'''\nAn improved version of the Icarus, containing a Power Screen and extra health.\n----\n* ExpyCoexistence: It's not uncommon to see regular Icarus alongside these varieties.\n* UndergroundMonkey: An Icarus with a Power Screen and extra health.\n[[/folder]]\n\n[[folder:Medic Commander]]\n[[quoteright:881:https://static.tvtropes.org/pmwiki/pub/images/q2_mediccommander.png]] \n%%[[caption-width-right:881:some caption text]]\n\n-> ''"If re-animating dead comrades and creating new enemies were not enough, this guy also fires an upgraded Blaster. Keep your eyes peeled for the S.O.B. He's itching to kick your butt!"''\n-->-- '''[=Q2GZ=] manual'''\nAn improved version of the Medic, in addition to its healing capabilities, can recall other units to the battlefield and fill any area with {{mook}}s.\n----\n* EnemySummoner: Can recall several {{mook}}s into the battlefield.\n* ShootTheMedicFirst: Much like the regular medic, it can heal foes. The tutorial level in the 2023 remaster even shows you ''why''.\n* UndergroundMonkey: A Medic which can heal and recall foes.\n[[/folder]]\n\n[[folder:Carrier]]\n[[quoteright:917:https://static.tvtropes.org/pmwiki/pub/images/q2_carrier.png]] \n[[caption-width-right:917:[[VideoGame/StarCraftI Carrier has arrived!]]]]\n\n-> ''"They don't call this guy, the Carrier for nothing. Make sure to concentrate your fire on it first and then take care of those pesky Flyers."''\n-->-- '''[=Q2GZ=] manual'''\nA stronger version of the Carrier with added capabilities such as a Grenade Launcher and the ability to shoot Flyers and Homing Kamikaze Flyers. Fought at the end of the "Lower Hangars" level.\n----\n* CompositeCharacter: The "Garbage Carrier" in ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'' summons Stalkers instead of Flyers, making it one of the original Carrier and the Black Widow Guardian from ''Ground Zero''.\n* {{Expy}}: Much like the [[Franchise/StarCraft Protoss Carrier]], they are an aerial unit whose main form of attack is summoning small Flyers and even the Kamikaze homing variety to pester players. Unlike the Carrier, they get other attack alternatives in the form of Grenade Launchers, Rocket Launchers, Railguns, and Machineguns.\n* FlunkyBoss: Attacks alongside the Flyers it summons.\n* MookMaker:\n** Can summon Flyers at will. These Flyers come in two varieties: regular Flyers and homing kamikaze ones.\n** The "Garbage Carrier" in ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'' summons Stalkers instead.\n* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.\n* RecurringBoss: ''Call of the Machine'' turns it into this: it's fought in ''[[Recap/QuakeIICallOfTheMachineOperationRuinedEarth Operation: Ruined Earth]]'' at the tail end of "Way of the Warrior" and [[spoiler:as a secret boss encounter in the SecretLevel "Pumping Station III" as the "Ancient Carrier"]], and in the "Junkyard" level of ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'' as the "Garbage Carrier", summoning Stalkers rather than Flyers.\n[[/folder]]\n\n[[folder:'''Spoiler character''']]\n!! Black Widow Guardian\n[[quoteright:371:https://static.tvtropes.org/pmwiki/pub/images/q2_blackwidowf1humanoid.png]] \n[[caption-width-right:371:The Guardian's first form.\\\n[[labelnote:Click here to see her second form.]]https://static.tvtropes.org/pmwiki/pub/images/q2_blackwidowf2spider.png[[/labelnote]]]]\n\nA dual-mode boss. The first form is humanoid, and launches Railgun and Hyperblaster shots, while the second is arachnid and launches Plasma Beam shots and a Disruptor. It can also mimic their enemies' powerups and summon Stalkers.\n----\n* ContractualBossImmunity: In Hard and [[HarderThanHard Hard+/Nightmare]] difficulties will mimic any powerup the player uses against her. Thus, if you use Double Damage, she will also use it and double the damage of her attacks (same with Quad Damage; beware of those 4x attacks). And if you use Invulnerability, she also becomes invulnerable.\n* DamageSpongeBoss: Combining both forms, sitting at 4000 health points just in the Easy mode, and at a whopping 13500 in [[HarderThanHard Hard+/Nightmare]], it's ''the'' strongest foe in all of ''Quake II'' combined.\n* FlunkyBoss: Attacks alongside the Stalkers it summons.\n* GiantSpider: It's a Strogg-spider hybrid, and the biggest foe of the game [[spoiler:in her second form]].\n* InterfaceSpoiler: The id Vault has its two forms as part of the bestiary, even though they're introduced quite late in the game.\n* MookMaker: Can summon Stalkers at will.\n* SequentialBoss: Like the Makron, it has two forms: a humanoid one, and the GiantSpider. Both have different arsenals[[note]]Humanoid has a Railgun and a Hyperblaster, plus a kick to repel the player at close range; GiantSpider has a Plasma Beam and a Disruptor, plus a hookshot to catch the player at medium range[[/note]] but otherwise share the [[MookMaker Stalker summon]] and powerup mimicry in Hard and [[HarderThanHard Hard+/Nightmare]].\n[[/folder]]\n\n!! Introduced in ''Call of the Machine''\n\n[[folder:Gunner Commander]]\n[[quoteright:533:https://static.tvtropes.org/pmwiki/pub/images/q2_gunnercommander.png]] \n%%[[caption-width-right:533:some caption text]]\n\nThe Elite of the Elite, Gunner Commanders are equipped with ETF Rifles and Power Shields and have more powerful melee attacks.\n----\n* BossInMookClothing: They are the EliteMook to the EliteMook, and are larger than normal Gunners to match.\n* CallForward: Replacing their Machine Gun with the Nailgun-like ETF Rifle makes them more in line with their [[VideoGame/QuakeIV Quake 4 versions.]]\n* DeflectorShields: They are equipped with Power Shields, making them even more durable against non-energy weapons.\n* LastBreathBullet: Occasionally when downed they will fire off a final blast from their ETF Rifle.\n[[/folder]]\n\n[[folder: '''Spoiler character''']]\n!! [[VideoGame/QuakeI Shambler]]\n[[quoteright:900:https://static.tvtropes.org/pmwiki/pub/images/q2_shambler.png]] \n%%[[caption-width-right:900:some caption text]]\nThe only returning enemy class from ''VideoGame/QuakeI'', Shamblers make their presence as enemies within ''Call of the Machine'', with some even being fought as bosses:\n\n* Modir: An ancient evil awoken by the Strogg in an ancient temple dedicated to the Great Black Goat. Fought at the end of ''[[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]]''.\n* Masters of the Machine: A pair of Shamblers who command the Strogg in the power vacuum created following the defeat of several Strogg masterminds. Fought at the very end of ''Call of the Machine'' itself.\n\nFor tropes concerning their appearance in ''VideoGame/QuakeI'', check [[Characters/QuakeI here]].\n----\n\n* AmbiguousSituation: The relationship between Shub-Niggurath and the Strogg is not fully explained: They seem to have lent a spacecraft to them in the Dimension of the Machine map Nazard Terminal. But because of the fact that the mission to eliminate the Masters, they are ambiguously identified as "Strogg-Maker" collectively. It is unknown if it is merely a pending codename similar to Shub's own "Quake", a designation given by humanity, or Shub-Niggurath and her minions aren't merely allies, but actual creators of the Strogg. \n* DualBoss: Both of the Masters fight you at the same time, with a separate health bar for each.\n* EarlyBirdCameo: Two are encountered during the first unit, ''[[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]]''.\n** After the player exits "The Death Gate" via slipgate, Shambler roars can be heard emanating from the pitch-blackness. \n** A Shambler hides behind a secret wall in "Give Me Back My Moon".\n* EnemySummoner: The Masters will periodically summon mutants when they take enough damage.\n* HijackedByGanon: The Masters are agents of the Great Black Goat, revealed to be controlling the comparatively newer and seemingly unrelated Strogg.\n* InterfaceSpoiler: They possess a profile in the Id Vault's Bestiary, despite only appearing within ''Call of the Machine'' and with those appearances being tied to heavy spoilers concerning that mission pack's plot.\n* KingMook: Modir is a truly enormous Shambler.\n* MeaningfulName: \n** Modir's name is a middle-English form of "Mother", and it certainly looks large enough to be the mother of a Shambler.\n** The Masters of The Machine, aside from the more obvious example of commanding an army of cyborgs, are introduced in the ''Machine'' Games Re''master'' of ''Quake II''.\n* PuzzleBoss: Modir is defeated in the same manner as Chthon; navigating its boss arena to descend two pillars, which generate a laser that kills the beast when activated. Unlike Chthon, Modir ''does'' take damage from normal weapons, but it has ''so much'' health that you're unlikely to have enough ammo to kill it unless you've been hoarding it. The laser also only has to be activated once.\n* ShockAndAwe: Attacks primarily by channelling electricity between its claws to fire at you, as they did in ''VideoGame/QuakeI''.\n* StylisticSuck: Disabling the enhanced models included in the 2023 remaster causes all Shamblers to use their original ''VideoGame/QuakeI'' model, which is of a markedly lower polycount compared to even ''VideoGame/QuakeII''[='=]s original models.\n* StationaryBoss: Like Chthon, Modir remains stuck in a pit of magma as it takes potshots at you darting between columns in its room.\n[[/folder]]\n\n!! Introduced in the console versions\n\n[[folder:Arachnid]]\n[[quoteright:846:https://static.tvtropes.org/pmwiki/pub/images/q2_arachnid.png]] \n[[caption-width-right:846:[[VideoGame/MortalKombatX This One will rail you to death.]]]]\n\nA robotic Strogg with four legs carrying twin Railguns and guarding key areas of Stroggos. Introduced in the [=PlayStation=] version.\n----\n* TheBusCameBack: After being a PSX-exclusive mook, one appears in ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]'' as a set encounter.\n* SpiderLimbs: A six-legged crawling threat. Appears quite often in the PSX version, but not so much in ''Call of the Machine'' where only one instance is fought.\n[[/folder]]\n\n[[folder:Guardian]]\n[[quoteright:776:https://static.tvtropes.org/pmwiki/pub/images/q2_guardian.png]] \n%%[[caption-width-right:776:some caption text]]\n\nA titanic robotic beast who holds the Gravity Generator. Fought in the Launch Command level in the [=PlayStation=] version.\n----\n* MidBoss: Appears right after Stepchild destroys the Big Gun, and fights on its own.\n[[/folder]]----
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Character sheet for units and characters introduced in ''VideoGame/QuakeII''.

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Character sheet for units and characters introduced in ''VideoGame/QuakeII''. The Strogg can be found [[Characters/QuakeTheStrogg in their own page]].

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[-''[[Characters/QuakeI Quake (1996)]]'' ([[Characters/QuakeRanger Ranger]]) | '''Quake II''' | ''Characters/QuakeIIIArena'' | ''Characters/QuakeIV'' ([[Characters/QuakeIVSpaceMarineCorps SMC]] - [[Characters/QuakeIVTheStrogg Strogg]]) | ''Characters/QuakeChampions''-]]]]]

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[-''[[Characters/QuakeI Quake (1996)]]'' ([[Characters/QuakeRanger Ranger]]) | '''Quake II''' ([[Characters/QuakeTheStrogg The Strogg]]) | ''Characters/QuakeIIIArena'' | ''Characters/QuakeIV'' ([[Characters/QuakeIVSpaceMarineCorps SMC]] - [[Characters/QuakeIVTheStrogg Strogg]]) | ''Characters/QuakeChampions''-]]]]]
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* {{Transhuman}}: Bitterman apparently was Stroggified but he has a human personality compared to someone like Tank Jr. Implying he is a Strogg that was removed before brainwashing. To quote his character description in ''III'': "''Vile experiments transformed his flesh into something both far more and far less than human."''

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* {{Transhuman}}: Despite undergoing Stroggification, Bitterman apparently was Stroggified but he has a human still retains his original personality compared to someone like the likes of Tank Jr. Implying Jr., implying he is a Strogg that was removed before brainwashing.didn't undergo any brainwashing procedures. To quote his character description in ''III'': "''Vile experiments transformed his flesh into something both far more and far less than human."''

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* {{Transhuman}}: Bitterman apparently was Stroggified but he has a human personality compared to someone like Tank Jr. Implying he is a Strogg that was removed before brainwashing. To quote his character description in ''III'': "''Vile experiments transformed his flesh into something both far more and far less than human."''



* [[{{Transhuman}} Transhuman]]: Bitterman apparently was Stroggified but he has a human personality compared to someone like Tank Jr. Implying he is a Strogg that was removed before brainwashing. To quote his character description: "''This hero of the Strogg War may also be its most tragic victim. While a captive on Stroggos, vile experiments transformed his flesh into something both far more and far less than human."''
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* [[Transhuman]]: Bitterman apparently was Stroggified but he has a human personality compared to someone like Tank Jr. Implying he is a Strogg that was removed before brainwashing. To quote his character description: "''This hero of the Strogg War may also be its most tragic victim. While a captive on Stroggos, vile experiments transformed his flesh into something both far more and far less than human."''

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* [[Transhuman]]: [[{{Transhuman}} Transhuman]]: Bitterman apparently was Stroggified but he has a human personality compared to someone like Tank Jr. Implying he is a Strogg that was removed before brainwashing. To quote his character description: "''This hero of the Strogg War may also be its most tragic victim. While a captive on Stroggos, vile experiments transformed his flesh into something both far more and far less than human."''
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A coalition of Earth's forces who invaded Stroggos' space in retaliation after the Strogg failed to conquer Earth. ''VideoGame/EnemyTerritoryQuakeWars'', the game that details the Strogg invasion of Earth, establishes its previous name as GDF (Global Defence Force) with a specific subdivision being named SMC (Space Marine Corps). For tropes on the SMC, check [[Characters/QuakeIVSpaceMarineCorps their own page]].

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A coalition of Earth's forces who invaded Stroggos' space Stroggos in retaliation after the Strogg failed to conquer Earth. ''VideoGame/EnemyTerritoryQuakeWars'', the game that details the Strogg invasion of Earth, establishes its previous name as GDF (Global Defence Force) with a specific subdivision being named the SMC (Space Marine Corps). For tropes on the SMC, check [[Characters/QuakeIVSpaceMarineCorps their own page]].



* DropPod: Their drop-pods they use are rather unusual, instead of being literal pods that crash unto the ground or are stopped by parachutes, they are aircraft on their own right. With their occupants being able to control where they land. They also seem to only house one individual and have a bed-like cockpit.

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* DropPod: Their drop-pods they use are rather unusual, unusual; instead of being literal pods that crash unto into the ground or are stopped slow their descent by parachutes, they are aircraft on in their own right. With right, with their occupants being able to control where they land. They also seem to only house one individual and have a bed-like cockpit.



* ShouldersOfDoom: The cyborg skins display one incredibly thick pauldron. Strangely no dissimilar in shape and size to that of a Warhammer 40.000 Space Marine/Astartes.
* SmallRoleBigImpact: The "cowboy" who crashed Bitterman's pod in the intro of the main game of ''II''. By crashing Bitterman on Stroggos, the marine inadvertently saved Bitterman's life, at the cost of his own when the interplanetary defence systems wiped out the rest of the TCM forces. Weren't it for his HeroicSacrifice, Earth would have surely lost the battle against the Strogg.

to:

* ShouldersOfDoom: The cyborg skins display one incredibly thick pauldron. Strangely no dissimilar in shape and size pauldron with a striking similarity to that of a Warhammer 40.000 Space Marine/Astartes.
those on [[TabletopGame/Warhammer40000 Astartes Power Armour]].
* SmallRoleBigImpact: The "cowboy" who crashed Bitterman's pod in the intro of the main game of ''II''. By crashing knocking Bitterman on Stroggos, off-course from the designated landing zone, the marine inadvertently saved Bitterman's life, life at the cost of his own when the interplanetary defence systems wiped out the rest of the TCM forces. Weren't Were it not for his HeroicSacrifice, showboating, Earth would have surely indeed lost the battle against the Strogg.



After Bitterman's success, the TCM launched a new strike on Stroggos with the intent of locating the Moon Reactor and shutting it down. The task was given to a fleet of which Joker was one of the few survivors.

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After Bitterman's success, the TCM launched a new strike on Stroggos with the intent of locating the Moon Reactor and shutting it down. The task was given to a fleet of which Joker was one of the few only survivors.



Near the end of the Stroggos campaign, a group of six marines was dispatched from an orbital base to various conflict zones with the goal of seeking out Strogg Data Discs and uploading the contents. This would allow them to determine the identity of the Strogg Maker, the newest leader of the Strogg forces, with their commanding officer "The Machine" remaining behind to monitor their progress.

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Near the end of the Stroggos campaign, a group of six marines was dispatched from an orbital base to various conflict zones with the goal of seeking out Strogg Data Discs and uploading the their contents. This would allow them to determine the identity of the Strogg Maker, the newest leader of the Strogg forces, with their commanding officer "The Machine" remaining behind to monitor their progress.



* LifesavingMisfortune: While Bitterman is the most famous case, as his drop pod was damaged, leading him away of a EMP and an apparent embush by the Strogg, Stepchild and Joker likewise have crashed away from their teams. Nevertheless, just like him, they land on areas with no apparent hostiles ready to kill them.

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* LifesavingMisfortune: While Bitterman is the most famous case, as his drop pod was damaged, leading him away of a from an EMP and an apparent embush ambush by the Strogg, Stepchild and Joker likewise have crashed away from their teams. Nevertheless, just like him, they land on in areas with no apparent hostiles ready to kill them.



* DeepSouth: His voice on the intro has hints of an [[{{SouthernFriedPrivate}} texan accent.]] In ''III'', after dying in a lava pit he says this:

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* DeepSouth: His voice on in the intro has hints of an [[{{SouthernFriedPrivate}} texan accent.]] a [[SouthernFriedPrivate Texan accent]]. In ''III'', after dying in a lava pit he says this:



* DistinctiveAppearances: Compared to the Stroggs in Quake 2 and Quake 3's Tank Jr. Bitterman looks nothing like them: His head has been unnaturally enlarged, he has green lime like skin tone, compared to the necrotic paleness of the Strogg. He doesn't seem to have cybernetic limbs of any kind (unless they are internal or they match his organic torso) and his outfit doesn't really match the armor the Strogg usually have either, looking merely like stylized pants. His only Strogg like trait is his dreadlock like cables.

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* DistinctiveAppearances: Compared to the Stroggs Strogg in Quake 2 and Quake 3's Tank Jr. Bitterman looks nothing like them: His head has been unnaturally enlarged, enlarged and he has green lime like lime-green skin tone, compared to the necrotic paleness of the Strogg. He doesn't seem to have cybernetic limbs of any kind (unless they are internal or they match his organic torso) and his outfit doesn't really match the armor the Strogg usually have either, looking merely like stylized pants. His only Strogg like Strogg-like trait is the dreadlock-like cables embedded in his dreadlock like cables.scalp.



* LifesavingMisfortune: In the intro for the main game, his ship gets hit by another marine pod, prompting him to fall earlier to Stroggos. This turned out to be a blessing in disguise, as the rest of the marine force was wiped out by the Big Gun. Now everything's up to him. His Expansion comrades follow suit (minus the Call of the Machine soldiers, who seem to have been successfully landed their drop pods).

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* LifesavingMisfortune: In the intro for the main game, his ship gets hit by another marine pod, prompting him to fall earlier to Stroggos. This turned out to be a blessing in disguise, as the rest of the marine force was wiped out by the Big Gun. Now everything's up to him. His Expansion comrades follow suit (minus the Call of the Machine soldiers, who seem to have been successfully landed their drop pods).



* AnatomyArsenal: Many of them had their limbs replaced with assorted weaponry. {{Arm Cannon}}s seem to be the most common, especially among [[WasOnceAMan former human]] Stroggs.

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* AnatomyArsenal: Many of them had their limbs replaced with assorted weaponry. {{Arm Cannon}}s seem to be the most common, especially among [[WasOnceAMan former human]] Stroggs.Strogg.



* ArtificialZombie: It is consistently stated that the Strogg are not only cybernetic organisms, but some of their organic components are from dead subjects. Perhaps kept alive by the machinery and nanites inside of them. to Quote the Quake Wars trailer: ''"soulless fusions of decaying flesh, bones and metal, twisted and ruined by centuries of war."''

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* ArtificialZombie: It is consistently stated that the Strogg are not only cybernetic organisms, but some of their organic components are from dead subjects. Perhaps kept alive by the machinery and nanites inside of them. to Quote To quote the Quake Wars trailer: ''"soulless fusions of decaying flesh, bones and metal, twisted and ruined by centuries of war."''



* HiveMind: They seem to use this to some degree, although the backstory is a bit inconsistent as to how much. There're mentions of rival warlords and in-fighting, which seems to suggest that at least the higher-ranking Stroggs have some degree of individuality/autonomy.

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* HiveMind: They seem to use this to some degree, although the backstory is a bit inconsistent as to how much. There're There are mentions of rival warlords and in-fighting, which seems to suggest that at least the higher-ranking Stroggs Strogg have some degree of individuality/autonomy.



The FinalBoss itself. Starts the fight in its gigantic Jorg suit, which gives it double Chainguns and a BFG attack. Once the suit is done, it fights as its regular self, which retains the BFG attack but replaces the dual Chainguns with a head-mounted Railgun and a barrage of Blaster beams. Fought at the "Final Showdown" level.

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The FinalBoss itself. Starts the fight in its gigantic Jorg suit, which gives it armed with double Chainguns and a BFG attack. BFG10k. Once the suit is done, it destroyed, the Makron fights as its regular self, which retains retaining the BFG attack but replaces replacing the dual Chainguns with a head-mounted Railgun and a barrage of Blaster beams.Hyperblaster barrage. Fought at the "Final Showdown" level.



* FullConversionCyborg: His only apparent organic element (outside of his presumably organic Jorg) is his brain.

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* FullConversionCyborg: His only apparent organic element (outside of his presumably organic techno-organic Jorg) is his brain.



* MechanicalAbomination: This guy's technically just a brain in a giant suit of power armor, his appearance is what makes him so unsettling though. His arms are freakin' laser guns, he's BIG as HELL, and his head is a gosh darn RAILGUN!!!

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* MechanicalAbomination: This guy's technically just a brain in a giant suit of power armor, his appearance is what makes him so unsettling though. His arms are freakin' laser guns, he's BIG as HELL, and his head is a gosh darn goddamn RAILGUN!!!



* NonHumanHead: Features a mostly unassuming anthropomorphic build... except its brain sits on its hips while its "head" is a ''railgun''.

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* NonHumanHead: Features a mostly unassuming anthropomorphic build... except its brain sits on in its hips torso while its "head" is a ''railgun''.



* PostDefeatExplosionChain: After defeating the Jorg, it falls to the side as it's peppered by a bunch of small explosions. A final, larger explosion engulfs the machine, with the Makron himself leaping out unscathed to face down the player themselves.

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* PostDefeatExplosionChain: After defeating the Jorg, it falls to the side as it's peppered by a bunch of small explosions. A final, larger explosion engulfs the machine, with the Makron himself leaping out unscathed to face down the player themselves.themself.

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* DropPod: Their drop-pods they use are rather unusual, instead of being literal pods that crash unto the ground or are stopped by parachutes, they are aircraft on their own right. With their occupants being able to control where they land. They also seem to only house one individual and have a bed-like cockpit.



* ShouldersOfDoom: The cyborg skins display one incredibly thick pauldron. Strangely no dissimilar in shape and size to that of a Warhammer 40.000 Space Marine/Astartes.



* * LifesavingMisfortune: While Bitterman is the most famous case, as his drop pod was damaged, leading him away of a EMP and an apparent embush by the Strogg, Stepchild and Joker likewise have crashed away from their teams. Nevertheless, just like him, they land on areas with no apparent hostiles ready to kill them.

to:

* * LifesavingMisfortune: While Bitterman is the most famous case, as his drop pod was damaged, leading him away of a EMP and an apparent embush by the Strogg, Stepchild and Joker likewise have crashed away from their teams. Nevertheless, just like him, they land on areas with no apparent hostiles ready to kill them.
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* FullConversionCyborg: His only apparent organic element (outside of his presumably organic Jorg) is his brain.

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