Follow TV Tropes

Following

Context Characters / QuakeTheStrogg

Go To

1[[WMG:[[center:''VideoGame/{{Quake}}'' [[Characters/{{Quake}} Character sheets]]\
2[-''[[Characters/QuakeI Quake (1996)]]'' | ''Characters/QuakeII'' ('''The Strogg''') | ''Characters/QuakeIIIArena'' | ''Characters/QuakeIV'' | ''Characters/QuakeChampions''-]]]]]
3
4[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enemy_groupshot.gif]]
5[[caption-width-right:200:From ''VideoGame/QuakeII''. Like [[Franchise/StarTrek the Borg]], but bloodier & more savage. And with explosions!]]
6
7-> ''"The Strogg: soulless fusions of decaying flesh, bones and metal, twisted and ruined by centuries of war. They search the galaxy for the sole item their existence requires, harvesting, consuming and destroying everything in their path."''
8-->-- '''Opening of ''VideoGame/EnemyTerritoryQuakeWars'''''
9
10The main enemy faction of ''VideoGame/EnemyTerritoryQuakeWars'', ''VideoGame/QuakeII'' and ''VideoGame/QuakeIV''.
11
12Rumor has it that the {{Cyborg}} Strogg were created for a war in another part of the galaxy. If that is true, then supposedly they went rogue and became a threat to the galaxy in their own right, assimilating various species into their ranks. The Strogg allegedly wanted to conquer Earth to have a staging area to invade dozens of other civilizations, provoking humanity to strike back against their home world of Stroggos and end the Strogg menace at its source.
13
14The ''Call of the Machine'' campaign in the 2023 remastered edition of ''II'' reveals more about their origins.
15----
16[[foldercontrol]]
17
18[[folder:In general]]
19* 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.
20* AnatomyArsenal: Many of them had their limbs replaced with assorted weaponry. {{Arm Cannon}}s seem to be a favorite prosthesis of the Strogg, used for tools as well as weaponry. However, they also used hand-held weaponry, as shown with the Tactical Strogg from ''IV''.
21* ArtificialLimbs: 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]] in ''II'' - the only organic part of him left is his ''brain'', and it's not even in his head.
22* ArtificialStupidity: In ''Quake II'' 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. The 2023 remaster introduces even more changes to their behavior.
23** 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. In the 2023 remaster this is no longer the case, with all light and medium classes being able to jump over obstacles.
24** Enemies running towards laser grids ignoring they exist at all.
25** Enemies not being able to aim, the most jarring example being the Gunner and its grenades (again, another fix of the 2023 remaster).
26** 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.)
27* 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 ''Enemy Territory: Quake Wars'' trailer: ''"soulless fusions of decaying flesh, bones and metal, twisted and ruined by centuries of war."''
28* ArtisticLicenseMedicine: The Stroggification process shown in ''IV'' is so brutal to [=POWs=] that it's a wonder victims don't die from shock. This is HandWaved by the Strogg injecting steroids and nanomachines repairing the cells, and the story even acknowledges that some transfers fail, but one may wonder if sedation would save the Strogg a lot of trouble.
29* TheAssimilator: The Strogg directives make them seek out and bring new species into their fold to exploit their specialties in terms of a desired role that needs filling.
30* AsskickingLeadsToLeadership: Strogg society is a meritocratic stratocracy where the strongest ruled, with the mightiest warrior and general of their race being the 'Makron', who leads and are chosen from among ranks of lesser warlords who command lesser Strogg as well as fight among themselves for the position if the Strogg leader is killed (although occasionally a new Strogg Mekron is built from scratch).
31* BaldOfEvil: All Strogg (the humanoid ones at least), except for the Iron Maiden class in ''IV'' who appear to have implanted artificial cables for hair.
32* BodyHorror: Much of the Strogg forces [[WasOnceAMan were once humans]], and close examination shows things like the Guards in ''II'' 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.
33* BrainwashedAndCrazy: Their captures are forced to act against their will due to their neurocyte implants.
34* CyberneticsEatYourSoul: The cybernetics themselves don't eat the soul, it's the neurocyte activation (as shown in ''IV'' that the Humans need to be concerned about.
35* EmptyShell: The victims of Stroggification are forced to live, but their bodies no longer obey their will. Even past "death", cybernetics can still control and maintain the body for the Stroggs' needs.
36* EnemyCivilWar: In ''II''. 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. It is even explained in the lore, that once their current Makron is dead, they would choose a new leader via old-fashioned combat.
37* {{Expy}}: The Strogg are functionally CaptainErsatz [[Franchise/StarTrek Borg]], due to their aggressive mission to assimilate new lifeforms into their army only with a scavenged, UsedFuture design to their technology, and much more [[ColdbloodedTorture brutality]] in the assimilation process. Their assimilation process makes the Borg look humane, as they reassemble their prisoners while they're still conscious and not even tranquillized as the Borg prefers. Quake 4 in particular makes the similarities more apparent: They have {{Wetware Bod|y}}ies that override the free will of the subject, replacing it with an ambiguous collective. They create a liquid to be implied to be made from captured prisoners of war and their subjects, which Quake 4 clarifies is called "Stroyent". They use it to [[SelfHealingPhlebotinum heal]] themselves, being a loose equivalent to the regenerating nanites of the Borg.
38* FormerlySapientSpecies: One way to interpret the difference in the decor of the levels - the Makron's palace has a different aesthetic sense, with actual art - is that the Stroggs had once had more culture, an existence that wasn't entirely torturously fusing flesh and steel for conquest, and this is a vestige of it, a lingering trace of something they can no longer reach or remember.
39* HealthDamageAsymmetry: Playing on [[HarderThanHard General]], the hardest skill level in ''IV'', gives the Strogg extremely deadly attacks, similar to everyone having a QuadDamage boosting their attacks, as well as a [[MadeOfIron damage sponge-like]] defense.
40* HiveMind: They seem to use this to some degree, although the backstory of ''II'' 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.
41* HumanoidAlien: Many Strogg [[WasOnceHuman were once Human]] but some are merely human-like. The Makron, for instance, appears to be humanoid, but all that remains is their head wired into a SpiderTank. The Stream Protectors are also human-like but their jaw is very different.
42* ImplacableMan: In the [[HarderThanHard Hard+/Nightmare]] difficulty of ''II'', monsters don't flinch when hit.
43* IndustrializedEvil: The entire Strogg civilization can be summed up as one giant war machine, constantly churning out more weapons and soldiers to invade other worlds for more resources and populations to churn out weapons and soldiers in a ViciousCycle. Their homeworld, Stroggos, is a desolate wasteland from centuries of war and pollution with what parts of it which isn't covered in bunkers, weapons factories, massive fortifications and other military-industrial infrastructure being a giant Mars-like desert.
44* KineticWeaponsAreJustBetter: ZigZagged, the Strogg use conventional ballistics alongside [[EnergyWeapon energy-based weapons]]. One of their pinnacles is their Railgun technology blending powered weaponry with ballistics. It's used as a high-power sniper cannon.
45* LackOfEmpathy: No Strogg in any of the games has shown any sort of positive morality whatsoever to anything that isn't themselves. In cases where one can see hints of the personality of Strogg individuals in spin-offs like Tank Jr. from ''Quake 3: Arena'' and the Strogg from ''Quake Champions'', they have no respect for the sanctity of any non-Strogg life. As a whole, they are an expansionist empire that treats all other life like cattle and spare parts. Even fellow Strogg are spared no mercy if they fail, are lower ranks or accidentally hurt each other.
46* MeatSackRobot: The Strogg as a whole blend and alternate what constitutes their fusion between machine and biology: Some are implied to be artificial intelligences controlling unwilling human (or alien) bodies. Some others are brains or heads in fully mechanized forms. Whichever of these cases, the Strogg seem to want to keep their biological components in one way or another. ''Quake II'' Tanks have human or humanoid faces stapled in their endoskeletal skulls. Likewise, ''Quake IV'' extended this to the torso having removed skin crudely fastened to their otherwise mechanical bodies. It is fully unknown why the aliens rely on harvesting organic material to reproduce and sustain themselves, but it is one of their signature traits.
47* MechanicalAbomination: The Strogg are soulless flesh fused with machine.
48* MultipleChoicePast:
49** Discussed by two Marines aboard the Hannibal in ''IV''.
50--> '''Marine:''' I heard the Strogg attacked Earth because it's a strategic location. From our planet, they'd be able to get at dozens of other civilizations.
51--> '''Marine:''' I've also heard the Strogg are super soldiers left over from some major war in another part of our galaxy."
52--> '''Marine:''' Someone else told me the Strogg are the next step in human evolution. When you think about how much we rely on technology, maybe that's not too far from bein' right.
53** According to the intro video for ''VideoGame/EnemyTerritoryQuakeWars'', they search the galaxy for the sole item their existence requires, harvesting, consuming and destroying everything in their path.
54* 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.
55* NeglectfulPrecursors: Whoever's responsible for the Strogg program probably didn't realize their creation would go on to wreak havoc around the galaxy. Now it's up to humanity to shut them down once and for all.
56* NinjaPirateZombieRobot: Pretty much all Strogg, seeing how many of their forms consist of a lifeform with weaponry attached to it.
57%% (ZCE) * RedEyesTakeWarning: A signature attribute of the cybernetic faction.
58* RubberForeheadAliens: Besides the cybernetics, most higher-tier Strogg have alien-like ridged brows, somewhat similar to ''Series/BuffyTheVampireSlayer'' vampires.
59* 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.
60* SuperSoldier: A Marine aboard the Hannibal in ''IV'' suggests that the Strogg are rumored to be the remnants of a race of supersoldiers (whose creators mysteriously disappeared) that fought in a [[GreatOffscreenWar terrible war long ago]].
61* UsedFuture: The machine parts on the some Strogg look weather-beaten but functional. This is pronounced with the Sentries and Tacticals who have aged looks to their metal bodies; the latter was recently put into production implying salvaged parts.
62* UnwillingRoboticization: The Stroggs' main method of "recruitment" is to subject their victims to a "stroggification" process which (as seen in ''IV'') is closer to mutilation and replacement of body parts for machinery.
63* WetwareBody: It is theorized by the marines that the Neurocyte cerebral implant that brainwashes the subjects is an AI that, once activated, makes the convert loyal to the Strogg, implying that the Strogg as a whole may be merely sentient machinery controlling organic, cybernetically fused organisms. Some do fight the programming like [[spoiler:Voss]] but that seems like an exception rather than the rule. The fact that they are said repeatedly to be resurrected dead flesh may imply that even their cybernetics can "reactivate" the corpse while the Neurocyte puppets it around.
64-> '''Marine Doctor:''' All higher brain functions have atrophied, which indicates the subject was incapable of independent thought. The transceiver located at the base of the skull shows almost all action was dictated by an external source.
65-> '''Marine Technician:''' Do you have your own thoughts, or are you running purely on the AI programmed into the neurocyte?
66* YouDontLookLikeYou: The strogg enemies that appear in ''VideoGame/QuakeIV'' have noticeably different appearances compared to their ''VideoGame/QuakeII'' equivalents.
67[[/folder]]
68
69!! Enemy classes introduced in ''VideoGame/QuakeII''
70[[folder:Guards / Soldiers]]
71[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/q2_soldiers.png]]
72[[caption-width-right:1000:The different Guard/Soldier classes as seen in ''VideoGame/QuakeII''.[[note]]'''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.[[/note]]\
73[[labelnote:Click here to see the Machinegun Guard as seen in ''Quake IV''.]]https://static.tvtropes.org/pmwiki/pub/images/shot00033.jpg[[/labelnote]]]]
74
75-> '''[Light Guard]:''' ''"Weakest of the three processed humans, armed solely with a simple blaster. (...) Although their weapons may only sting, they may attack in packs or summon help from the big dogs."''
76-> '''[Shotgun Guard]:''' ''"These loyal troops have an automatic scatter gun prosthetic. (...) He goes down easy, but packs a punch."''
77-> '''[Machinegun Guard]:''' ''"Bigger, meaner, and deadlier than above... with a machine-gun for a right arm. (...) They tend to charge in droves and have a sharp eye."''
78-> '''[Ripper Guard]:''' ''"His arm-mounted weapon has been modified to accommodate a body-shredding Ion Ripper. (...) Watch for the Ripper projectiles ricocheting off of surfaces - it may miss you the first time, but find its target on the way back."''
79-> '''[Hyperblaster Guard]:''' ''"These troops have a modified version of the [=HyperBlaster=] as a deadly prosthetic. (...) Though easy to defeat, these troops' piercing blue energy rounds will make quick work of unsuspecting marines."''
80-> '''[Laser Guard]:''' ''"Advancing Strogg technology has given these guards the ability to mount a high-powered laser on their arm. (...) The Laser Guards have a keen eye and an advanced ability to track their targets. Stay clear of that laser, marine."''
81-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
82
83One of the most common enemies encountered in the campaign and usually not much to write home about. They come equipped with three possible weapons: Blaster, Machine Gun, or Shotgun, with the ''The Reckoning'' ExpansionPack for ''II'' adding Hyperblaster, Laser and Ripper variants.
84
85In ''IV'' they gain another notable trait in the electrical box and steel tubes attached to their chest that wouldn't look out of place in a hardware store. As the game progresses, the more advanced and coordinated Tactical Strogg start supplanting them partially, but the Guards still make appearances at the end game.
86----
87* AdaptationNameChange: Renamed to "Soldiers" in the 2023 remaster of ''II''.
88* AdaptedOut: The Hyperblaster, Ripper and Laser Guards are absent from the PSX and [=N64=] versions of ''II''.
89* ArmCannon: Their weapons are mounted like so.
90* ArtificialBrilliance: The 2023 remaster gave them the ability to jump over obstacles.
91* CannonFodder: They have this role, usually attacking in uncoordinated groups.
92* ColorCodedForYourConvenience: Their color determines what weapon they're equipped with.
93** In ''II'', red Guards/Soldiers have Blasters, light green Guards/Soldiers have shotguns, and dark green Guards/Soldiers have Machineguns. In addition, the guards introduced by ''The Reckoning'' usually have a black costume, with the highlights giving in which kind of weapon they use: blue for the Hyperblaster guards, green for the Ripper guards, and red for the Laser guards.
94** In ''IV'', red Guards have Machine Guns, yellowish Guards have Shotguns, and blue-gray Guards have Blasters.
95* 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.
96* {{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''.
97* 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.
98* HellIsThatNoise: Their breathing sound, indicating their presence.
99* ImperialStormtrooperMarksmanshipAcademy:
100** In ''II'', the Light, Hyperblaster and Ripper Guards have poor accuracy.
101** In ''IV'', all classes earned high grades. Even at close range, the shotgun guards may miss you completely if you get lucky.
102* 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.
103* MyRulesAreNotYourRules:
104** The Laser Guards of ''The Reckoning'' get a laser rifle. The player... [[UnusableEnemyEquipment can't]].
105** The Hyperblaster and Ripper Guards can shoot their weapons in bursts. The player, only at a steady pace.
106* 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:
107** Light Guards have 20 HP and fire Blaster beams.
108** Shotgun Guards have 30 HP and fire Shotgun shots.
109** Machinegun Guards have 40 HP and fire Machinegun barrages.
110** ''The Reckoning''[='=]s Ripper Guards have 50 HP and fire Ripper blades.
111** ''The Reckoning''[='=]s Hyperblaster Guards have 60 HP and fire Hyperblaster streams.
112** ''The Reckoning''[='=]s Laser Guards have 70 HP and fire continuous Laser beams.
113* 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.
114* 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.
115* WasOnceAMan: They were human once and have been processed into Strogg.
116[[/folder]]
117
118[[folder:Barracuda Shark]]
119[[quoteright:625:https://static.tvtropes.org/pmwiki/pub/images/q2_barracudashark.png]]
120[[caption-width-right:625:[[VideoGame/CommanderKeen SWIM SWIM HUNGRY EVIL]]]]
121
122-> ''"The only creatures indigenous to water on Stroggos. Their blade-like teeth and spiked tail are capable of disembowelling you. (...) They attack in packs, but generally go down easy. Just don't become too occupied with them that you forget to take a breath."''
123-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
124
125A 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.
126----
127* AdaptedOut: Was left out of the PSX and N64 versions as well as ''Ground Zero''.
128* {{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.
129* FragileSpeedster: Quite fast on water, but a pair of shots from your regular shotgun are enough to take them down.
130* MixAndMatchCritters: On Earth, a barracuda and a shark are two different animals.
131* SequelNonEntity: They're absent from the entirety of ''Ground Zero'', which takes place after both the main game and ''The Reckoning''.
132* 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.
133[[/folder]]
134
135[[folder:Berserker]]
136[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00038.jpg]]
137[[caption-width-right:350:The Berserker as seen in ''VideoGame/QuakeIV''.\
138[[labelnote:Click here to see the Berserker as seen in ''Quake II''.]]https://static.tvtropes.org/pmwiki/pub/images/q2_berserker.png[[/labelnote]]]]
139
140-> ''"He has a metal spike as one arm, a hammer as another, and moves very quickly. (...) This bald mutha is one deadly freak. He may hit the dirt easy, but he'll get up and is relentless in his pursuits."''
141-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
142
143A fast enemy that only attacks at close range. In the 2023 remastered edition of the game, they gained a GroundPound and a running attack.
144
145In ''IV'', they are much more dangerous than their original ''II'' counterparts, able to close distances at an alarming rate and even OneHitKill a healthy, unarmored Kane on the [[HarderThanHard highest difficulty]].
146----
147* ArtificialBrilliance: Not only did the 2023 remaster of ''II'' 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 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.
148* TheBerserker: Of course. They don't have that name for nothing.
149* CatchPhrase: Their alert sound in ''II'', "TRESPASSER!"
150* CloseRangeCombatant: They prefer to make a beeline for their enemies, usually to inflict a grievous stab wound with the stake on their arm.
151* CriticalHit: Their [[ImpaledWithExtremePrejudice spike attack]] is especially dangerous without armor on the highest difficulty level of ''IV''. A critical hit is unsurvivable without armor, while the next lower difficulty will probably leave you near death.
152* DeadlyLunge: The 2023 remaster of ''II'' 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.
153* EliteMooks: In ''IV'' and the 2023 remastered edition of ''II''. They have moderate durability but have terrifying speed that makes this durability significant. On the highest difficulty, it's imperative to dodge their swings to avoid severe/fatal injury.
154* EvilLaugh: In ''IV''. Keep your ears ready, as a soft cackle is a possible warning that one is nearby and charging for you.
155* ImpaledWithExtremePrejudice: A Berserker does this to a hapless marine in the enemy's introduction in ''IV''.
156* InstaKillMook: ''IV''[='=]s armor system gives a [[DownplayedTrope means of preventing]] a OneHitKill thankfully but with full HP but no armor, you'll likely suffer a OneHitKill. They're a greater threat before Kane's [[spoiler: Stroggification]] as you're noticeably slower and more fragile.
157* LightningBruiser: They're among the fastest {{Mooks}} in both ''II'' and ''IV'', hit extremely hard, and have respectable durability for a common mook, giving them the protection they need to get dangerously close.
158* MookDebutCutscene: Subverted in ''IV'' by using a [[UnbrokenFirstPersonPerspective first-person]] introduction. The introduction of the Berserker involves them unlocking a secured door, and then impaling a marine who is distracted from calling for Kane's attention.
159* {{Nerf}}: Their new jump attack introduced in the 2023 remaster of ''II'' was heavily complained about, due to essentially having no counterplay; it was functionally undodgeable and they could use it instantly without warning from several dozen feet away. This was nerfed in the remaster's first patch; the ground slam can now be dodged by jumping at the right moment, and the Berserkers now briefly telegraph that they're going to use it. It's now in line with the game's other enemy attacks; still a threat, but avoidable with timing and good reflexes.
160* ShockAndAwe: Unlike their ''II'' incarnations, they can channel lightning through their blade arm. They even can fire a bolt from it directly at you, but they don't often resort to this attack.
161* ShockwaveStomp:
162** In ''IV'', sometimes they'll slam their blade arm into the ground while it's charged, creating an electric shockwave.
163** In the 2023 remastered edition of ''II'', they use a DeadlyLunge to close in the gap with their enemies, pushing them away.
164* SmashMook: They rush up to you and try to pummel you with their cybernetic arms, but can't do much else. This stops being the case in ''IV'' and the 2023 remaster, where they're able to do a DeadlyLunge to push you.
165* TookALevelInBadass: In the original version of ''II'', 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. In ''IV'' they gained a plethora of new attacks and a faster speed, and in the 2023 remaster, they are now considerably trickier and deadlier opponents thanks to their recovered attacks, on par with ''VideoGame/QuakeI''[='=]s Fiends.
166[[/folder]]
167
168[[folder:Brains]]
169[[quoteright:497:https://static.tvtropes.org/pmwiki/pub/images/q2_brains.png]]
170%%[[caption-width-right:497:some caption text]]
171
172-> ''"A vicious cyborg abomination with life-stealing tentacles protruding from its chest during attack. (...) Stay out of range of his dangerous tentacle attack."''
173-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
174
175A 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.
176----
177* AdaptedOut:
178** Was left out of the PSX and N64 versions.
179** The 2023 remaster replaced them in the main game with their Beta Class variant from ''The Reckoning''.
180* DeflectorShields: They have a Power Shield that significantly reduces the damage of most frontal attacks.
181* 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.
182* NonIndicativeName: You'd think a creature called "brains" would look like, well, [[BrainMonster a giant floating/crawling brain.]] Instead, they just look like weird humanoid cyborgs with no head (other than their eyes) and a bunch of CombatTentacles.
183* SequelNonEntity: They're replaced with the more efficient and threatening Beta Class Brains in ''The Reckoning'' and are absent in ''Ground Zero''. They also have no equivalent in ''VideoGame/QuakeIV''. Even the 2023 remastered version of the game removes them entirely in the base game, replacing them with the Beta Brains from ''The Reckoning''.
184* 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.
185[[/folder]]
186
187[[folder:Enforcer/Infantry]]
188[[quoteright:388:https://static.tvtropes.org/pmwiki/pub/images/q2_infantry.png]]
189[[caption-width-right:388:The Big Baldy Bastard]]
190
191-> ''"Strong, muscle-bound warrior who dishes out chain gun speed damage. (...) These bullies have one objective in mind, marine - to fill your body with as much lead in the least amount of time. They can take a beating, and are effective at ducking your ammo. Also watch out for post-mortem spray from their chain gun caused by a spasm in that arm. Split once you see one fall to its knees."''
192-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
193
194A strong, muscle-bound former human who dishes out chaingun damage at lightning speed.
195----
196* AdaptationNameChange: Renamed to "Infantry" in the 2023 remaster.
197* ArtificialBrilliance: The 2023 remaster gave it the ability to jump over obstacles.
198* DeadMansTriggerFinger: One of their death animations: Once the head comes off, the Enforcer may involuntarily fire a spray of bullets as he falls.
199* GatlingGood: His main weapon is a wrist-mounted Chaingun.
200* LosingYourHead: In a [[DownplayedTrope downplayed]] example, they may briefly spray a burst of bullets [[BoomHeadshot after having their head blown off]] before actually dying.
201* 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.
202* TookALevelInBadass: In the Expansion Packs, they shoot first and reload later, making them even more of a threat than before.
203** The 2023 remaster gives them the ability to open fire while running, rather than having to stop first.
204[[/folder]]
205
206[[folder:Flyer]]
207[[quoteright:774:https://static.tvtropes.org/pmwiki/pub/images/q2_flyer.png]]
208[[caption-width-right:774:The Pack Nightmare]]
209
210-> ''"A small two-winged monster, comprised of a controlling brain and a cyborg body that allows it to levitate. (...) The Flyer moves fairly quickly, travels in packs, and each wing is a laser blaster."''
211-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
212
213Small drones that fire blasts at their enemies at a distance, and attack with their wings at close range.
214----
215* AirborneMook: One of the few.
216* 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 to slash you, which they previously used as a defence mechanism.
217* 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"''.
218* DualWielding: Each of its wings has a hyperblaster.
219* GlassCannon: They can't take much damage, but their twin full-auto blasters can quickly drain your health if you don't take cover quickly.
220* RazorWings: Equipped with a pair of these, utilised for melee attacks.
221[[/folder]]
222
223[[folder:Gladiator]]
224[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00046_9.jpg]]
225[[caption-width-right:350:The Gladiator as seen in ''VideoGame/QuakeIV''.\
226[[labelnote:Click here to see the Gladiator as seen in ''Quake II''.]]https://static.tvtropes.org/pmwiki/pub/images/q2_gladiator.png[[/labelnote]]]]
227
228-> ''"With two massively mechanized legs and one shoulder-mounted railgun, the Gladiator is the daddy of all the adapted humanoids. (...) Once targeted, you have less than a second to sidestep or you're toast. Also watch for his lethal left-handed clamp grip."''
229-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
230
231A tall Strogg with two mechanical legs and a Railgun on one hand and a clamp on the other. The ''The Reckoning'' ExpansionPack for II introduces a class called "Beta Class Gladiator" (renamed as "Phalanx Gladiator" in the 2023 remaster) that replaces its Railgun with a Phalanx Particle Cannon, which has its own folder.
232
233They received an overhaul in ''IV''. They still have their melee claw attack and Railgun from the regular version, but now also have a limited-angle DeflectorShield that deploys in reaction to taking hits and a powerful Blaster cannon. Notably, the Railgun can be targeted and destroyed now.
234----
235* 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.
236* ArmCannon: A subtle one in ''IV'', their blaster is integrated into their claw tool.
237* BladeBelowTheShoulder: Armed with a pair of bloody, sword-length blades, gruesomely embedded in their left wrist in a pincer-like configuration.
238* BossInMookClothing: In ''IV'', they're not to be treated as merely a more threatening mook. Their Railgun is more unpredictable, they have a new blaster attack.
239* BreakableWeapons: In ''IV'', their Railgun can be destroyed, and lightning-based attacks can destroy their shield.
240* CatchPhrase: Their [[AccentUponTheWrongSyllable oddly-pronounced]] alert sound in ''II'', "[=InTRUder!=]".
241* ChickenWalker: Its mechanical legs in both games are shaped in this fashion.
242* CriticalHit: Their Railgun and Blaster attacks in ''IV'' have a chance of dealing double their base damage as well as values in between. The Railgun is the most dangerous as a CriticalHit will leave a healthy, unarmored Kane dead on the highest difficulty, or nearly dead on the next lower difficulty.
243* DesperationAttack: Triggered only by the destruction of their Railgun in ''IV'', a Gladiator will take the offensive with their blaster and try to corner Kane. Their shield becomes more of a nuisance now as you race to take them down or make a retreat.
244* DevelopersForesight: If you blow off a dead Gladiator's Railgun in ''IV'', it will twitch like it's still alive.
245* EliteMook: In ''II'', they sport 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.
246* GiantMook: [[MightyGlacier The sturdiest and slowest enemies outside of bosses, matching with their size]], next to the Tanks.
247* HeavilyArmoredMook: In ''IV'', they're always a potent enemy on foot, but in the SMC Walker segment, they drop like flies.
248* InstaKillMook: {{Downplayed}} in ''IV'' but being hit by their Railgun is certain death if you're unarmored and they score a CriticalHit on HarderThanHard. Fortunately, a health upgrade later in the game makes survival slightly more forgiving.
249* LightningBruiser: In ''II'' they take three direct Super Shotgun shots to fall, and they run quite fast.
250* LuckilyMyShieldWillProtectMe: In ''IV'', their shield protects them from direct fire and also reflects it in the opposite direction, so watch out. The Lightning Gun can disable the shield.
251* MagneticWeapons: The first enemy encountered with a Railgun in both the base ''II'' PSX game (as it later introduced a second enemy called the Arachnid with ''twin'' Railguns) and ''Call of the Machine'', and the only non-boss class found with the weapon in both base ''II'', ''The Reckoning'', ''Ground Zero'' and ''IV''.
252* MightyGlacier: They're slower than most Strogg in ''IV'', but compensate with their shield to help extend their life beyond their regular HitPoints.Their Railgun hits like a truck and their blaster barrage can pack a wallop.
253* ShoulderCannon: Their Railgun again in all games the class appears.
254* SubsystemDamage: Shooting at the Railgun enough in ''IV'' will destroy it.
255* UnusableEnemyEquipment: A JustifiedTrope in both games, as their Railgun is an ArmCannon in ''II'' and the vehicle-mounted variety in ''IV'', lacking a physical trigger mechanism in both cases. You find a handheld equivalent later on.
256* TookALevelInBadass: Went from a mid-range mook in ''Quake II'', to a BossInMookClothing with enhanced defensive techniques and a blaster attack accompanying a more unpredictable Railgun attack.
257* TheVoiceless: In ''IV'', they no longer talk, only making mechanical growls as they take action.
258[[/folder]]
259
260[[folder:Gunner]]
261[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00040.jpg]]
262[[caption-width-right:350:The Gunner as seen in ''VideoGame/QuakeIV''.\
263[[labelnote:Click here to see the Gunner as seen in ''Quake II''.]]https://static.tvtropes.org/pmwiki/pub/images/q2_gunner.png[[/labelnote]]]]
264
265-> ''"The fighting elite for the Strogg, outfitted with a powerful machine gun and an automatic grenade launcher. (...) This cybernetic terror eats Mutants for breakfast before coming to work - on you. He does have one weakness, though. It takes a second for his hand to open up into the machine gun so take advantage of the brief delay."''
266-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
267
268Tall, humanoid Strogg with a grenade launcher in one hand, and a machine gun on the other. The 2023 remaster of ''II'' introduces a class called "Gunner Commander" that replaces its Machinegun with an ETF Rifle, which has its own folder.
269
270In ''IV'', they're more defense-oriented than their previous incarnation. Their machine gun has been replaced by a Nailgun, they prefer to hold their position and lay down suppressing fire with their Nailgun & Grenade Launcher rather than chase down their enemies. They're similar in build to the Berserker.
271----
272* AliensSpeakingEnglish: One of the few types of Strogg to use English in ''IV'', declaring "Intruder!" or "You there!".
273* ArmCannon:
274** A Machinegun in one hand and a Grenade Launcher in the other in ''II''.
275** A Nailgun in one hand and a Grenade Launcher in the other in ''IV''.
276* ArtificialBrilliance: In the 2023 remaster of ''II'' they gained the ability to jump and vertically aim their grenades. They can also stop their barrage if they lose sight of their enemies.
277* CallingYourAttacks: In ''IV'', their Grenade Launcher attack is telegraphed by them verbalizing derision (presumably) towards their target while pumping the mechanism on their launcher.
278* CombatPragmatist: Notable in ''IV'' for using suppressing fire and lobbing grenades to keep you from passing, ideally while their squad deals with you. It's befitting of their typical [[MookCommander commanding role]].
279* EliteMook: Outright stated by the manual of ''II'' as being tougher, deadlier Enforcers. The 2023 remastered edition introduced a Gunner Commander, who are outright called "The Elite of the Elite of the Elite".
280* GrenadeLauncher: Their alternate weapon to their Machinegun/Nailgun. In ''IV'', they make a [[CallingYourAttacks verbal warning]] while pumping the action on the Launcher, giving you time to take cover.
281* InterfaceScrew: Their grenades in ''IV'' disorients Kane if he's caught in the blast zone.
282* MookCommander: In ''IV'', they have medium durability (about on par with a Berserker or Iron Maiden) and are occasionally seen leading groups of Guards and Tactical Strogg.
283* MookDebutCutscene: When you first encounter the Gunner in ''IV'', he fires a grenade from his launcher.
284* MyRulesAreNotYourRules: Can shoot a barrage of six grenades. The player can only launch at a slower, steady pace.
285* NailEm: Their Nailgun in ''IV'' serves this purpose, naturally.
286* {{Nerf}}: In ''IV'', they only fire one grenade, as opposed to the burst of grenades they fired in ''II''. In exchange, the grenades now mess up your vision for a moment if you're near the blast.
287* TheUnintelligible: When idle in ''II'', they wander around mumbling the same gibberish phrase over and over again.
288* UnusableEnemyEquipment: {{Subverted}} in both games. While you may not scavenge the Gunner's grafted Grenade Launcher, it's a preview of sorts to the weapon and how it works. Lieutenant Voss in ''IV'' eventually gifts you a handheld model that's designed for two-handed use.
289[[/folder]]
290
291[[folder:Icarus]]
292[[quoteright:544:https://static.tvtropes.org/pmwiki/pub/images/q2_icarus.png]]
293[[caption-width-right:544:Unlike [[Literature/TheMetamorphoses its namesake]], the sun does not affect this being.]]
294
295-> ''"Relies on a huge jet packed attached to its back, with laser blasters mounted into his shoulders. (...) With its durable shell, swift maneuverability, and insatiable appetite for destruction, the Icarus is an aerial nightmare."''
296-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
297
298A flying Strogg with no arms. Attacks using twin shoulder-mounted blasters.
299----
300* AirborneMook: One of the few.
301* 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.
302[[/folder]]
303
304[[folder:Iron Maiden]]
305[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00124.jpg]]
306[[caption-width-right:350:The Iron Maiden as seen in ''VideoGame/QuakeIV''.\
307[[labelnote:Click here to see the Iron Maiden as seen in ''Quake II''.]]https://static.tvtropes.org/pmwiki/pub/images/q2_ironmaiden.png[[/labelnote]]]]
308
309-> ''"Equally as powerful as the Gunner, this femme fatale has both an arm-mounted rocket launcher and flesh-tearing claws. (...) The cyber-bitch from hell... not the kind of girl to take home to mom."''
310-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
311
312The only female Strogg among the ranks, armed with a Rocket Launcher in one hand and sharp claws in the other. ''The Reckoning'' introduced a "Beta Class" variant (called "Heat-Seeking Iron Maiden" in the 2023 remaster), which shoots heat-seeking missiles and has its own folder.
313
314They're the final {{Mook}} enemy introduced in ''IV'', and the last one returning from ''II''. They are enhanced over their former incarnations with the ability to fly and {{teleport|ation}} away in self-defense and return seconds later to confuse intruders. They gained a [[BrownNote scream attack]] that is mainly intended to disorient the target. They still have their Rocket Launcher, but it's triple-barreled to fire three in quick succession. The Iron Maidens are first met at the final act of the game, and are used for security in the data tower trio and Nexus Core.
315----
316* AdaptationalAttractiveness:
317** 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.
318** ''IV'' emphasizes more their feminine side over their monstruous side.
319* AdaptedOut: The ''II'' variant is left out of ''Call of the Machine'' in the 2023 remastered edition of ''II''.
320* BrownNote: In ''IV'', much like a hostile grenade blast, their scream creates a disorienting InterfaceScrew.
321* EliteMooks:
322** In general, they're armed with a heavy weapon and with comparable health stats to the Gunner. They don't appear until more than halfway through ''II''.
323** In ''IV'', they have medium durability (comparable to the Berserker) but employ ConfusionFu with their personal TeleportSpam device to disappear for a few seconds and relocate unpredictably. Adding to their threat level is their [[BrownNote disorienting shout attack]] and triple-barrel Rocket Launcher. Fortunately, they are relatively rare, except for their introduction level where they are frequent.
324* {{Expy}}: They remain "asleep" in caskets on walls in ''IV'' until awakened to kill intruders, akin to how the [[Franchise/StarTrek Borg]] respond when intruders threaten their ships. They even have a crimson eye-piece that hearkens back to Borg drones.
325* FakeUltimateMook: Their attacks in ''II'' 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.
326* IronMaiden: In ''IV'', the caskets they sleep in have similarities to these, so they aren't called Iron Maidens for nothing.
327* MookDebutCutscene: They debut in ''IV'' in the "Data Storage Security" level, right before Kane restores the power to the Data Storage Terminal. He approaches a sleeping, Stroggified female figure which then reacts and screams, causing an InterfaceScrew on Kane.
328* OrgasmicCombat: They do a lot of moaning and deep breathing in ''II''.
329* OurBansheesAreLouder: In ''IV'', their hover and teleport tech gives the feel of a ghost and their scream attack complements the motif. Additionally, they emerge from coffin-like enclosures inspired by the IronMaiden execution device.
330* PowerFloats: In ''IV'', they hover in the air rather than being ground-based like most Strogg.
331* TheSmurfettePrinciple: The Iron Maiden is the only female enemy in the entirety of ''II'' and ''IV''. This remains true for both expansion packs as well, not counting ''Ground Zero''[='=]s [[FinalBoss Black Widow Guardian]].
332* {{Teleportation}}: Their main way to prolong their life in ''IV''.
333* VaderBreath: In ''IV'', a somewhat labored exhalation sound is heard throughout the facility where they are introduced, {{Foreshadowing}} their release from their coffins.
334[[/folder]]
335
336[[folder:Medic]]
337[[quoteright:715:https://static.tvtropes.org/pmwiki/pub/images/q2_medic.png]]
338[[caption-width-right:715:[[Webcomic/PennyArcade This motherfucker right here!]] [[https://www.penny-arcade.com/comic/2007/09/21/the-protip Shoot him first!]]]]
339
340-> ''"As the name suggests, this threatening organism has the ability to awaken dead Strogg from eternal sleep. (...) When he's not healing, the Medic moves about on two hydraulic legs, and is armed with a laser blaster that shoots at hyper speeds."''
341-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
342
343A bipedal monstrosity that attacks the player with a barrage of beams. As its name implies, it also can resurrect dead Strogg.
344----
345* AdaptedOut: Was left out from the [=N64=] version.
346* AntiFrustrationFeatures: They can't resurrect other medics. They also can't resurrect anything that's been gibbed or anything that doesn't leave a corpse behind (such as all of the flying monsters.) You can use this to your advantage by gibbing any corpses around if there's a medic in the area.
347* {{Expy}}: Of the Arch-vile from ''VideoGame/DoomII'', who is also able to revive dead monsters.
348* MyRulesAreNotYourRules: Can shoot their hyperblaster beams in a steady, faster stream than the player's own Hyperblaster once the two "scout" shots are fired.
349* 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.
350* 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.
351[[/folder]]
352
353[[folder:Mutant]]
354[[quoteright:644:https://static.tvtropes.org/pmwiki/pub/images/q2_mutant.png]]
355%%[[caption-width-right:644:some caption text]]
356
357-> ''"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. (...) Run."''
358-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
359
360The only organic terrestrial enemy on Stroggos, it attacks by launching itself at its enemy.
361----
362* AdaptedOut: Was left out of the PSX version.
363* BossInMookClothing: A "Bloodthirsty Mutant" is the MidBoss of ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationLaserEyes Operation: Laser Eyes]]''.
364* 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.
365* {{Expy}}: They bear a pretty strong resemblance, in both attacks and appearance, to the Fiend from the first ''Quake''.
366* 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.
367* TragicMonster: According to [[AllThereInTheManual the manual]] they started as docile creatures, but were mutated into vicious beasts by toxic waste from the Stroggs' factories (hence their name).
368[[/folder]]
369
370[[folder:Parasite]]
371[[quoteright:853:https://static.tvtropes.org/pmwiki/pub/images/q2_parasite.png]]
372[[caption-width-right:853:Making Film/{{Cujo}} look like Series/{{Lassie}} since 1997.]]
373
374-> ''"Four-legged beast with a probe on its back. Once fired, it attaches itself and literally sucks the life from you. (...) You probably don't want to pet the Parasite."''
375-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
376
377A quadrupedal Strogg. Attacks by sucking out the life of its foe with a tongue-like appendage.
378----
379* 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.
380* 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.
381* HellIsThatNoise:
382** Their screeching and skittering noises, as they are always a pain in the ass.
383** They make a distinctive, rhythmic foot-tapping sound with a foot before they're alerted to the player's presence.
384* 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.
385* {{Nerf}}: In the original 1997 release, the Parasite's probe was a hitscan attacking, making guaranteed to hit the player if it was allowed to attack. In the 2023 remaster, it's now a speedy projectile that the player can dodge with the right timing.
386* 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.
387[[/folder]]
388
389[[folder:Tank and Tank Commander]]
390[[quoteright:988:https://static.tvtropes.org/pmwiki/pub/images/q2_tanks.png]]
391%%[[caption-width-right:988:some caption text]]
392
393-> '''[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. (...) Get in, take your shot, and get out. Repeat as often as necessary. These metallic beasts can endure massive gunfire."''
394-> '''[Tank Commander]:''' ''"These Tanks are a special class, designed to secure the Inner City from infiltrators. (...) Consider planning your means of attack beforehand, rather than running into their view with your weapons blasting."''
395-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
396
397Huge, slow-walking armored Strogg which can use three weapons: a laser blaster, a shoulder-mounted Rocket Launcher and a machine gun.
398----
399* ArtificialBrilliance:
400** In ''Ground Zero'', Tank Commanders can now shoot surprise rockets without having to load.
401** 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.
402* BossInMookClothing:
403** 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).
404** A regular Tank sporting a Power Shield is fought at the end of the "A Grave for Dead Gods" level of ''Call of the Machine''[='=]s [[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]].
405** ''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".
406* BreakoutMookCharacter: A Tank made the cut for ''VideoGame/QuakeIIIArena'' as Tank Jr., based on the game's easter egg.
407* 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.
408* FinalBoss:
409** In the demo version, a Tank awaits at the very end of "Installation".
410** 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.
411** ''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]]''.
412* GiantMook: The sturdiest enemies outside of bosses, matching their size.
413* HellIsThatNoise: Their whump-whump-whump stomping.
414* MascotMook: The console versions of the game used an image of a Tank for their cover art.
415* MightyGlacier: In exchange for their size, their walking speed is quite slow.
416* MyRulesAreNotYourRules: Fires their Rockets in barrages of three; the player can only shoot rockets at a slower, but steadier, pace.
417* 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.
418* UndergroundMonkey: Tank Commanders have extra health and deal extra damage than their regular counterparts.
419* WalkingTank: Cyborg tanks with legs instead of treads, and equipped with multiple weapon systems too.
420[[/folder]]
421
422[[folder:Technician]]
423[[quoteright:358:https://static.tvtropes.org/pmwiki/pub/images/q2_technician.png]]
424[[caption-width-right:358:Not your regular explosive tank.]]
425
426-> ''"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. (...) The TEchnician is easy to hit, but takes a lot of damage. A good slap from your super shotgun at close range will make him keep his distance."''
427-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
428
429A floating BrainInAJar. Attacks using a Hyperblaster, Utility Claw and Shock Prod.
430----
431* AdaptedOut: Was left out from the [=N64=] version.
432* AirborneMook: One of the few comprising the Strogg's forces.
433* BrainInAJar: A literal brain-in-a-jar controlling a flying-saucer-like machine.
434* DoesThisRemindYouOfAnything: They look a lot like generic kitchen blenders.
435* ShockStick: One of its two melee weapons.
436[[/folder]]
437
438[[folder:Super Tank]]
439[[quoteright:652:https://static.tvtropes.org/pmwiki/pub/images/q2_supertank.png]]
440%%[[caption-width-right:652:some caption text]]
441
442-> ''"The ultimate combination of man and machine has been enhanced with powerful energy armor. Only one thing matters when it comes to defeating this beast: firepower. You can't have too much of it."''
443-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
444
445A 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.
446----
447* FinalBoss: In ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationLaserEyes Operation: Laser Eyes]]'', surrounded by three Beta Class Gladiators.
448* FlunkyBoss: In the higher levels, the one guarding the Grid Control is surrounded by a bunch of Berserkers.
449* HellIsThatNoise: The actual tank treads.
450* 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]].
451* 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.
452* 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"]].
453* 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.
454* TookALevelInBadass: In the 2023 remaster, Super Tanks gain a dual Grenade Launching attack, another cut attack that turns them into fearsome foes.
455[[/folder]]
456
457[[folder:Hornet]]
458[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00071.jpg]]
459[[caption-width-right:350:The Hornet as seen in ''VideoGame/QuakeIV''.\
460[[labelnote:Click here to see the Hornet as seen in ''Quake II''.]]https://static.tvtropes.org/pmwiki/pub/images/q2_hornet.png[[/labelnote]]]]
461
462-> ''"The Strogg Hornets are used for strategic defense of key objectives. While they are large in size, they are also highly maneuverable, allowing them to faithfully patrol both indoor and outdoor areas. As a weapons platform, they have both a pair of Chainguns and a pair of Rocket Launchers at their disposal, giving them excelent suppression ability. (...) Watch out for their Chaingun, they are deadly accurate. Use cover judiciously, and don't corner yourself leaving you open to take a rocket to the face."''
463-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
464
465A giant flying monstrosity that, like the Tank, also guards important areas. It fights using a multi-rocket launcher and a pair of chainguns.
466
467In ''IV'', they only appear in vehicle missions and are regular {{Mooks}} that show up frequently. They lack the exposed torsos of the originals. Tank cannons and vehicle machine guns make short work of them if they connect accurately. They're equipped with rockets, gravity bombs, and machine guns.
468----
469* DegradedBoss: They're more present in ''IV'', especially in the vehicle-based levels.
470* DualBoss: [[spoiler:In the Nintendo 64 version of ''II'', two appear after the Tank Commanders are dealt with]].
471* FragileSpeedster: In ''IV'', they aren't too much of a threat to your vehicles, but can dodge machine gun fire quickly. However, they can't withstand cannons or heavy machine gun fire for very long. Albeit, the SMC Walker may have more difficulty with them due to its limited mobility and slow missiles.
472* PostDefeatExplosionChain: After its defeat in ''II'', 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.
473* RecurringBoss: ''Thrice'' in the main game of ''II'' ("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".
474* SkippableBoss:
475** In ''II'', the Hornet in "Inner Hangar" doesn't need to be fought, you can just quickly flip the switches and run right past it.
476** Also from ''II'', 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.
477[[/folder]]
478
479[[folder:'''Spoiler character''' for ''II'', ''The Reckoning'', ''Call of the Machine'' and ''IV'']]
480!! The Makron
481[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/shot00010.jpg]]
482[[caption-width-right:300: The Makron as seen in ''Quake IV''.\
483[[labelnote:Click here to see the Makron's first form as seen in ''II''.]]https://static.tvtropes.org/pmwiki/pub/images/q2_makronf1jorg.png[[/labelnote]]\
484[[labelnote:Click here to see the Makron's second form as seen in ''II''.]]https://static.tvtropes.org/pmwiki/pub/images/q2_makronf2makron.png[[/labelnote]]]]
485
486-> '''[Jorg form]:''' ''"Little is known about the Jorg, besides they appear to carry the Makron head of command. (...) They're built more tough than anything else we've seen. Unload everything you've got on it."''\
487'''[Makron form]:''' ''"Even less is known about the Makron than the Jorg. The Jorg appears to act as a vehicle for the Makron inside, but even detached from the Jorg they have even more dangerous weaponry. (...) This is who you're after. Good luck!"''
488-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
489
490The 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.
491
492In ''IV'' another Makron makes its appearance, being created/elected to take his place.
493----
494* AliensSpeakingEnglish: He enjoys talking smack to Kane in ''IV'' in his native tongue to demoralize him.
495* AppliedPhlebotinum: Its dark-matter weaponry beyond just his {{BFG}} in ''IV''. It powers his RayGun and presumably his grenades too.
496* AsskickingLeadsToLeadership: Implied. According to the manual of ''II'', the Strogg pick up the strongest of the Warlords and name it the Supreme Leader. As the ending of ''II'' states numerous Strogg vied for the position of Makron after Bitterman killed the original one, it means ''this'' guy is the one who bested the rest.
497* AuthoritySoundsDeep: Speaks and laughs in a deep, reverberating and heavily distorted voice, befitting of the Strogg's leader.
498* BackFromTheDead: Subverted in ''IV''. He was built following the original Makron's destruction.
499* 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.
500* {{BFG}}:
501** In ''II'', his head is a Railgun that works just like yours. His left arm is a literal [=BFG=].
502** In ''IV'', he has a Dark Matter Gun at his disposal.
503* BigBad: No one else fits the bill. This is, after all, the Strogg leader we're talking about.
504* BrainInAJar: Practically the only visibly organic component of the Strogg leader in ''II'', situated at the base of its torso. Defeating the Makron causes it to fall out with an unceremonious "plop".
505* BrainsAndBrawn: In ''IV'', it acts as the brawn to [[FinalBoss the Nexus]]'s brains.
506* BunnyEarsLawyer: Do not let his goofy mannerisms in ''II'', fool you, this guy is ''dangerous''.
507* CallBack: The Dark Matter Gun in ''IV'' makes the same firing sound as the BFG from previous ''Quake'' titles.
508* CombatPragmatist: He'll use dirty tricks to win in ''IV'', such as carpeting an area with dark matter grenades and using [[PinballProjectile ricochet blaster shots]] that require careful dodging. They're also not afraid to summon reinforcements to distract you. Additionally, if anyone puts up a good fight and isn't Strogg, he's willing to immobilize them and send their WorthyOpponent off to a [[UnwillingRoboticisation painful "promotion"]] to bolster the Strogg forces.
509* CompositeCharacter: In ''IV'' he has traits of both the ''II'' Makron and the Black Widow Guardian from ''Ground Zero''. The Dark Matter Gun is like the old Makron's {{BFG}}, while the SpiderTank is similar to the second phase of the Black Widow. Their Dark Matter beams and technology are also akin to the Black Widow's Plasma Beam & Disruptor respectively.
510* CyberCyclops: The barrel of its railgun "head" in ''II'' bears resemblance to one.
511* DamageSpongeBoss: The 2023 remaster of ''II'' gave the Jorg a massive amount of health, as the devs expect you to kill it with Quad Damage, to the point of giving one to the player in the previous level. It is killable without Quad Damage, but you'd need several dozen rockets or railgun slugs to do the job.
512* DecapitatedArmy: According to the manual of ''II'', 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.
513* DegradedBoss: Previously the FinalBoss of ''II'' and ''The Reckoning'', turns into this in ''Call of the Machine'', where he's fought without him riding his Jorg suit ''twice'' (once as its usual self in ''Operation: Corpse Run'' and another as "The Sysadmin" in ''Operation: Firewall''), and two smaller Makrons are fought after the encounter in ''Operation: Corpse Run''.
514* DiscOneFinalBoss: DoubleSubverted in ''IV''. First, the Makron is fought halfway through the game. Then he's finally defeated in the final stage, but this reveals the actual TrueFinalBoss, the Nexus itself.
515* DualBoss: At the end of ''Operation: Corpse Run'' in ''Call of the Machine'' in the 2023 remastered edition of ''II'', you face two lesser copies of it after you defeat the main Makron.
516* EnemySummoner: In ''IV'', unlike the Prototype Dropper or Voss, he isn't limited to summoning basic Mooks and can summon anything from a Berserker to a zombie. Fortunately, any of your SplashDamage weapons can easily destroy the teleport drops.
517* EvilIsBigger: In ''IV'', he's roughly the size of the Jorg Suit from ''II''. His complete battle body's size is about 20 feet, and second only to the Tower Guardian's stature.
518* FinalBoss: Of the main ''II'' game, of ''The Reckoning'', and of ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]''.
519* FissionMailed: In the first fight with the Makron in ''IV'', Kane must injure him long enough for him to use his tractor beam. If your health reaches zero, it's time to load a save. If done right, it appears the Makron is going to kill you with their [[GrapplingHookPistol Dark Matter beam]] but after Kane passes out for a few seconds, he is lifted up by a claw and the Makron laughs, gloating over their new capture.
520* FullConversionCyborg: In ''II', his only apparent organic element (outside of his presumably techno-organic Jorg) is his brain.
521* GrapplingHookPistol: His arm in ''IV''. He uses it on Kane.
522* HeadBlast: His second form has a railgun for a head.
523* HumanResources: He has a Human torso unit as part of his body in ''IV''.
524* InterfaceSpoiler: The id Vault in the 2023 remastered edition has its two forms as part of the bestiary, even though they're introduced quite late in the game.
525* KnightOfCerebus: ''IV'' doesn't start lighthearted to begin with, but the unexpected appearance of the New Makron during a major operation already going wrong marks the point of the story [[DarkestHour when things go south for the heroes]], and the risk of losing the war becomes very high. This also marks the point where Kane is captured and painfully Stroggified.
526* MechanicalAbomination: This guy's technically just a brain in a giant suit of power armor in ''II'', his appearance is what makes him so unsettling though. His arms are laser guns, he's quite big, and his head is a Railgun.
527* MightyGlacier: He's almost as slow as a Tank in ''II'', but is packing more firepower than any other enemy in the game.
528* NonHumanHead: Features a mostly unassuming anthropomorphic build in ''II''... except its brain sits in its torso while its "head" is a Railgun.
529* OneWingedAngel: Inverted in ''II''. 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).
530* PostDefeatExplosionChain: After defeating the Jorg in ''II'', 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.
531* RecurringBoss: Appears at the end of the main in ''II'' 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 Sysadmin".
532* SequentialBoss:
533** First fought in ''II'' in its Jorg battle suit, then battled standalone. Both forms have 3000 HP.
534*** In the Jorg suit, it wields dual Chainguns and a BFG.
535*** As himself, he retains the BFG but adds a barrage of painful beams fired in a circle and a Railgun.
536** In ''IV'', you first fight the Makron while he's on the ground. After that, he detaches his legs and becomes airborne. At this part, he is capable of healing himself by absorbing torso jars.
537* ShockwaveStomp: In ''IV''. It's heavily telegraphed and when they complete the animation, a wave of energy is sent in all directions. The best way to avoid it is a jump just before the wave hits you.
538* SlapOnTheWristNuke: Strangely, their Dark Matter Gun in ''IV'' is weaker than your model. The blackhole sphere may look intimidating but it requires a direct hit to have any effect and can be dodged with little effort from a distance.
539* SpiderTank: His first form in ''IV'' has four spider-like legs on the bottom.
540* StockSoundEffects: Many of the Makron's attacks (most notably his Dark Matter Gun) in ''IV'' make the same firing sound as the [[VideoGame/QuakeII BFG10K]] from ''II''.
541* UnusualWeaponMount: His head in ''II'' is a Railgun.
542[[/folder]]
543
544!! Introduced in ''Quake II Mission Pack: The Reckoning''
545
546[[folder:Gekk]]
547[[quoteright:708:https://static.tvtropes.org/pmwiki/pub/images/q2_gekk.png]]
548%%[[caption-width-right:708:some caption text]]
549
550-> ''"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."''
551-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
552
553An organic creature, made of a certain chemical, which can explode into pieces should it be {{Cherry Tapp|ing}}ed.
554----
555* AlienBlood: They have ''glowing'' yellow blood and gibs.
556* 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.
557* MixAndMatchCritters: They look like a combination of a reptile and some kind of monkey or ape.
558* SuperSwimmingSkills: The only terrestrial enemies capable of swimming in water; other such foes will simply walk along the bottom of water bodies.
559[[/folder]]
560
561[[folder:Fixbot/Repair Bot]]
562[[quoteright:568:https://static.tvtropes.org/pmwiki/pub/images/q2_fixbot.png]]
563%%[[caption-width-right:568:some caption text]]
564
565-> ''"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."''
566-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
567
568A 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.
569
570They return in ''IV'', being mostly inoffensive.
571----
572* AdaptationNameChange: Renamed to "Fixbots" in the 2023 remaster.
573* AdaptedOut: There are no instances of these in ''Ground Zero'' or ''Call of the Machine''.
574* CanonImmigrant: The dubious canon status of ''The Reckoning'' didn't prevent these from appearing in ''VideoGame/QuakeIV''.
575* TheMedic: Can bring fallen Strogg BackFromTheDead.
576* UniqueEnemy: They ''only'' show up in the second unit of ''The Reckoning'' and nowhere else, although they do come pack in ''VideoGame/QuakeIV''.
577[[/folder]]
578
579[[folder:Brains (Beta Class)]]
580[[quoteright:497:https://static.tvtropes.org/pmwiki/pub/images/q2_brains.png]]
581%%[[caption-width-right:497:some caption text]]
582
583-> ''"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."''
584-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
585
586An improved version of the Brains enemy from the main game, this time it's armed with an attracting Hookshot and lasers.
587----
588* AdaptationalEarlyAppearance: They replace the regular Brains enemy in the main game in the 2023 remaster.
589* 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]].
590* EyeBeams: They shoot lasers from their eyes.
591* 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.
592* UndergroundMonkey: Differentiates itself from the regular Brains' with the inclusion of Hookshot tentacles which attract their foes to them and laser eyes.
593* YouWillNotEvadeMe: They pull the player into melee range.
594[[/folder]]
595
596[[folder:Beta Class Iron Maiden/Heat-Seeking Iron Maiden]]
597[[quoteright:306:https://static.tvtropes.org/pmwiki/pub/images/q2_ironmaidenheatseeking.png]]
598[[caption-width-right:306:[[Music/{{ACDC}} She's a Heatseeker!]]]]
599
600-> ''"Her arm-mounted rocket launcher has been modified with heat-seeking rockets that track their targets. (...) This bitch is bad news. Her rockets will track your ass down, but they won't track around objects. So if she fires one off, look fast for cover."''
601-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
602
603An improved version of the Iron Maiden which shoots heat-seeking, homing rockets.
604----
605* AdaptedOut: Left out of ''Ground Zero'' and ''Call of the Machine''.
606* AdaptationNameChange: Renamed to "Heat-Seeking Iron Maiden" in the 2023 remaster.
607* MyRulesAreNotYourRules: They can fire homing rockets. The player, can't.
608* UndergroundMonkey: They fire homing missiles, unlike the regular Maidens' straight missiles.
609[[/folder]]
610
611[[folder:Beta Class Gladiator / Phalanx Gladiator]]
612[[quoteright:718:https://static.tvtropes.org/pmwiki/pub/images/q2_gladiatorphalanx.png]]
613%%[[caption-width-right:718:some caption text]]
614
615-> ''"This mutant's shoulder-mounted weapon has been modified to fire Phalanx Particle Cannon rounds. He has also been fitted with protective energy armor. (...) Persistence is the key in defeating this powerhouse. You must first deplete his energy armor, then you can move in for the kill."''
616-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
617
618An improved version of the Gladiator with a Power Shield, an even more damaging clamp, and a Phalanx Particle Cannon instead of a Railgun.
619----
620* 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.
621* AdaptationNameChange: Renamed to "Phalanx Gladiator" in the 2023 remaster.
622* 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.
623* DeflectorShields: They have a Power Shield which significantly increases their durability.
624* 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.
625* UndergroundMonkey: They fire Mag Slugs instead of regular Slugs, have a Power Shield and extra health.
626[[/folder]]
627
628[[folder:Beta Class Super Tank / Heat-Seeking Super Tank]]
629[[quoteright:740:https://static.tvtropes.org/pmwiki/pub/images/q2_supertankheatseeking.png]]
630%%[[caption-width-right:740:some caption text]]
631
632-> ''"Like the Super Tank, but even worse with the addition of heat-seeking rockets. (...) Was the regular model really not enough?"''
633-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
634
635A 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. The 2023 remastered edition gave it a new tool in the form of heat-seeking missiles.
636----
637* AdaptationNameChange: Renamed to "Heat-Seeking Super Tank" in the 2023 remaster.
638* 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).
639* DualBoss: In the "Intelligence Center" dual arena, at the same time.
640* GrenadeLauncher: Contains two in the trailings, one each.
641* HomingProjectile: The 2023 remastered edition of the game replaced its missiles with this variety.
642* 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.
643* 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.
644* TookALevelInBadass: As if the Power Shield trait wasn't enough, in the 2023 remastered edition of the game it also gained heat-seeking missiles it didn't had back in the original ''The Reckoning''.
645[[/folder]]
646
647!! Introduced in ''Quake II Mission Pack: Ground Zero''
648
649[[folder:Stalker]]
650[[quoteright:922:https://static.tvtropes.org/pmwiki/pub/images/q2_stalker.png]]
651[[caption-width-right:922:Clinging to the ceiling, awaiting for attacking you.]]
652
653-> ''"Spider-like cyborgs that skulk around in unlikely places. At a distance they fire an improved Blaster from ports on their backs. Up close, they have a lethal slash attack. (...) 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."''
654-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
655
656An 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.
657----
658* 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.
659* 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.
660[[/folder]]
661
662[[folder:Turrets]]
663[[quoteright:492:https://static.tvtropes.org/pmwiki/pub/images/q2_turret.png]]
664%%[[caption-width-right:492:'''Upper row:''' Inactive, Blaster turret\
665'''Lower row:''' Rocket Turret, Shotgun Turret]]
666
667-> ''"These rapid-fire weapons are mounted in the floors and ceilings. They activate when they sense your presence. There are three types of turrets: Blaster, Machine Gun and Rocket. (...) They shoot a wide variety of weaponry, and they're deadly wherever you find them. If you can see one of these, dance!"''
668-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
669
670Stationary turrets, which come in Blaster, Rocket and Rail varieties. Found across most levels starting from "Eastern Warehouse".
671----
672* {{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.
673[[/folder]]
674
675[[folder:Daedalus]]
676[[quoteright:534:https://static.tvtropes.org/pmwiki/pub/images/q2_daedalus.png]]
677%%[[caption-width-right:534:some caption text]]
678
679-> ''"This is a more powerful version of the Icarus. He shoots an upgraded Blaster from his shoulder-mounted lasers. He also utilizes the Power Screen to blunt the force of your attacks. (...) Basically they're a flying platform for double barrel Blasters. Their intelligence has been improved, so these birds are ready to foul you up. Watch out, they are tough!"''
680-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
681
682An improved version of the Icarus, containing a Power Screen and extra health.
683----
684* ExpyCoexistence: It's not uncommon to see regular Icarus alongside these varieties.
685* UndergroundMonkey: An Icarus with a Power Screen and extra health.
686[[/folder]]
687
688[[folder:Medic Commander]]
689[[quoteright:881:https://static.tvtropes.org/pmwiki/pub/images/q2_mediccommander.png]]
690%%[[caption-width-right:881:some caption text]]
691
692-> ''"These troops have a modified version of the [=HyperBlaster=] as a deadly prosthethic. (...) 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!"''
693-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
694
695An 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.
696----
697* EnemySummoner: Can recall several {{mook}}s into the battlefield.
698* ShootTheMedicFirst: Much like the regular medic, it can heal foes. The tutorial level in the 2023 remaster even shows you ''why''.
699* UndergroundMonkey: A Medic which can heal and recall foes.
700[[/folder]]
701
702[[folder:Carrier]]
703[[quoteright:917:https://static.tvtropes.org/pmwiki/pub/images/q2_carrier.png]]
704[[caption-width-right:917:[[VideoGame/StarCraftI Carrier has arrived!]]]]
705
706-> ''"Massive, brutish, and deadly, this particular Strogg is one to avoid at all costs. With twin chainguns, a railgun, and a grenade launcher, this flying arsenal is well-equipped to deal with Marines. As if that weren't enough, the Carrier can also teleport in Flyers for extra Marine-gibbing action. (...) 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."''
707-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
708
709A 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.
710----
711* 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''.
712* {{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.
713* FlunkyBoss: Attacks alongside the Flyers it summons.
714* MookMaker:
715** Can summon Flyers at will. These Flyers come in two varieties: regular Flyers and homing kamikaze ones.
716** The "Garbage Carrier" in ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'' summons Stalkers instead.
717* 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.
718* 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.
719[[/folder]]
720
721[[folder:'''Spoiler character''' for ''Quake II Mission Pack: Ground Zero'']]
722!! Black Widow Guardian
723[[quoteright:371:https://static.tvtropes.org/pmwiki/pub/images/q2_blackwidowf1humanoid.png]]
724[[caption-width-right:371:The Guardian's first form.\
725[[labelnote:Click here to see her second form.]]https://static.tvtropes.org/pmwiki/pub/images/q2_blackwidowf2spider.png[[/labelnote]]]]
726
727-> '''[Humanoid form]:''' ''"She appears to be high-ranking within the Strogg hierarchy, which means she has been around and has been victorious. Her experience can be seen in her armaments; she has multiple weapons at her disposal, and the ability to summon reinforcements at moment's notice. (...) This is what stands between you and the Gravity Well. You're going to have to do what no other species has done yet if you want to succeed."''\
728'''[Arachnoid form]:''' ''"This is the Black Widow's preferred mode of transport: an arachnid-shaped tank, featuring even more firepower than when she's on foot. (...) We've only received intel about the capabilities of this thing, nobody that has seen it has come out alive."''
729-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
730
731A 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.
732----
733* 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.
734* 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.
735* DeflectorShields: On Hard+/Nightmare, she's got a Power Shield on top of her already massive health pool.
736* FlunkyBoss: Attacks alongside the Stalkers it summons.
737* GiantSpider: It's a Strogg-spider hybrid, and the biggest foe of the game [[spoiler:in her second form]].
738* InterfaceSpoiler: The id Vault has its two forms as part of the bestiary, even though they're introduced quite late in the game.
739* MookMaker: Can summon Stalkers at will.
740* 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]].
741[[/folder]]
742
743!! Introduced in ''Quake II: Call of the Machine''
744
745[[folder:Gunner Commander]]
746[[quoteright:533:https://static.tvtropes.org/pmwiki/pub/images/q2_gunnercommander.png]]
747%%[[caption-width-right:533:some caption text]]
748
749-> ''"If the Gunner is the fighting elite, the Gunner Commander is the elite of the elite. The Gunner Commander is more lethal, shooting projectiles from a modified form of the ETF Rifle. The Commander is also issued with Power Armor as standard, and has multiple melee attacks. (...) The Gunner Commander may be an elite unit, but they still go down when shot like everyone else. Use energy weapons to break through the shield and then give 'em a good Super Shotgun blast."''
750-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
751
752The Elite of the Elite, Gunner Commanders are equipped with ETF Rifles and Power Shields and have more powerful melee attacks.
753----
754* BossInMookClothing: They are the EliteMook to the EliteMook, and are larger than normal Gunners to match.
755* CallForward: Replacing their Machine Gun with the Nailgun-like ETF Rifle makes them more in line with their [[VideoGame/QuakeIV Quake 4 versions.]]
756* DeflectorShields: They are equipped with Power Shields, making them even more durable against non-energy weapons.
757* LastBreathBullet: Occasionally when downed they will fire off a final blast from their ETF Rifle.
758[[/folder]]
759
760!! Introduced in the console versions of ''II''
761
762[[folder:Arachnid]]
763[[quoteright:846:https://static.tvtropes.org/pmwiki/pub/images/q2_arachnid.png]]
764[[caption-width-right:846:[[VideoGame/MortalKombatX This One will rail you to death.]]]]
765
766-> ''"The Arachnid's dual railguns are fired one after the other, right first, and are capable of outright killing an unprotected player if both shots connect. When in melee range, the Arachnid swings at the player with its arms, using the railguns as improvised clubs. (...) The Arachnid should be a high priority. The accuracy and firing speed of their railguns is dangerous."''
767-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
768
769A robotic Strogg with four legs carrying twin Railguns and guarding key areas of Stroggos. Introduced in the [=PlayStation=] version.
770----
771* TheBusCameBack: After being a PSX-exclusive mook, one appears in ''Call of the Machine''[='=]s ''[[Recap/QuakeIICallOfTheMachineOperationFirewall Operation: Firewall]]'' as a set encounter.
772* 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.
773[[/folder]]
774
775[[folder:Guardian]]
776[[quoteright:776:https://static.tvtropes.org/pmwiki/pub/images/q2_guardian.png]]
777%%[[caption-width-right:776:some caption text]]
778
779-> ''"It appears to have been constructed from a Tank Commander's torso, wired into a massive pair of mechanical legs. Two large weapon assemblies extend from its shoulders. Commonly, the Guardian launches continuous four-round bursts of hyperblaster fire in the player's direction from its right weapon mount. The Guardian will also use the laser mounted on its left shoulder against players who are a greater distance away. If the player gets too close to the Guardian it will attempt to kick or stamp them, dealing massive amounts of damage. (...) Due to the massive damage dealt by its melee attack, it is advisable to keep your distance."''
780-->-- '''Id Vault in the 2023 remastered edition of ''II'''''
781
782A titanic robotic beast who holds the Gravity Generator. Fought in the Launch Command level in the [=PlayStation=] version.
783----
784* MidBoss: Appears right after Stepchild destroys the Big Gun, and fights on its own.
785[[/folder]]
786
787!! Introduced in ''VideoGame/QuakeIV''
788[[folder:Grunts]]
789[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00027.jpg]]
790A melee enemy that is a cut below the Berserker. Their pounce attack is the greatest threat, but they also occasionally use a shoulder-mounted Gatling-like cannon.
791----
792* TheBerserker: They have a preference for melee like the greater Strogg of the same name, and use a Stroyent injection in their DesperationAttack.
793* CloseRangeCombatant: They prefer to make a run for Kane to perform a DeadlyLunge attack, rather than resort to their gatling cannon.
794* DesperationAttack: Their Stroyent injection system.
795* {{Expy}}: Especially their "faces" resemble original [[VideoGame/HalfLife1 Xen Grunts]] quite a bit.
796* GatlingGood: Their rarely-used ShoulderCannon.
797* OneSteveLimit: Averted, They're the third character in the ''Quake'' series to be named "Grunt", after an enemy in the first game and a multiplayer PC in the second & third games.
798* SuspiciouslySimilarSubstitute: The Grunt appears to be a stand-in for the ''Quake II'' Enforcer.
799[[/folder]]
800
801[[folder:Heavy Hover Tanks]]
802[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00053.jpg]]
803[[caption-width-right:350:That's one big gun.]]
804A new addition to the Tank series of Strogg. They tend to appear in vehicle levels but also show up occasionally in the final act of -the game when the player is on foot. Equipped with shoot-able homing rockets, and a form of Blaster.
805----
806* ArmCannon: Their {{BFG}}-style Rocket Launcher.
807* CompositeCharacter: They combine the durability of the Tank class with homing rockets like those used by the Heat-Seeking Iron Maiden. However, their rockets are much slower and can be shot out of the air. Be sure to keep your distance, even behind cover or when shooting them out of the air, as the SplashDamage remains a threat in both cases.
808* CriticalAnnoyance: In vehicles, their guided rockets set off a blaring alert for incoming missiles.
809* DegradedBoss: There are two versions of the [=HHT=]: One that shows up in vehicle levels, and another that appears in regular levels with reduced HitPoints.
810* {{Expy}}: Intentional or otherwise, they have a striking resemblance to the Assault Commander from VideoGame/DukeNukem right down to using a Rocket Launcher.
811* MiniBoss: They show up occasionally, and can take quite a beating. They're a bigger threat on foot due to the unavailability of RegeneratingHealth but have less health to offset the lack of vehicle firepower.
812* SplashDamage: Their rockets have this trait to a large degree, and their shockwaves can even hurt you from around cover, so find some distance.
813* UnexpectedlyRealisticGameplay: The rockets don't avert NonFatalExplosions, but even if you're behind cover, you can still be harmed by a rocket's blast wave. You'll need to back away from the protective barrier to clear the blast.
814* UnusableEnemyEquipment: A JustifiedTrope due to the sheer size of their Rocket Launcher [[note]]not to mention, most likely lacking traditional hand-held features and being fused onto the HHT[[/note]] but {{Subverted}} later in the game when you not only have your own Rocket Launcher, but a Technician even upgrades it with a laser-guided mode akin to the HHT's homing.
815[[/folder]]
816
817[[folder:Light Tanks]]
818[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/shot00091.jpg]]
819[[caption-width-right:300:About as tall as the average bear.]]
820The Light Tank is similar to the classic "Tanks" from ''Quake II'', but their mobility has been improved over the old versions. Now they can jog towards an opponent in an attempt to club them with their morning star but they're not nearly as fast as the Berserker. They possess an ArmCannon that can launch a fireball attack (like the old Tank's dumbfire rockets), act as a flamethrower, and fire drunken blaster bolts.
821----
822* ArmCannon: Their Blaster/Fireball/Flamethrower unit.
823* AxCrazy: A Guard dies when he obstructs a Tank that wants a piece of Kane.
824* BadBoss: In his MookDebutCutscene, a Guard ends up being in his way, leading to the Tank fatally clubbing the Guard as if upset over incompetence.
825* ChargedAttack: Occasionally, they may charge up their arm cannon to send a fireball at you.
826* DumbMuscle: They're relatively easy to handle for heavy-weight Strogg, even more so than the Gladiator. As long as you keep your distance, their weaponry is easy to dodge and they're comically easy to kite around with your superior running speed.
827* EvilLaugh: They have a guttural laugh when they spot Kane.
828* FakeUltimateMook: For the reasons mentioned above. They're only a real threat if they back you into a corner, which will only happen if you screw up.
829* KillItWithFire: Their close-range flamethrower.
830* MasterOfNone: They are dangerous if they back you into a corner, but otherwise don't excel at any roles in the game. The Berserk is faster and better at melee combat, the Gladiator is better at ranged combat with a Railgun and a shield for blocking return fire, and the Heavy Hover Tank has better rockets with superior splash damage and homing capability.
831* SmashMook: They tend to start charging at you.
832* StoneWall: They have high health for a non-boss enemy and are one of the few (if not only) enemies who take reduced [[BoomHeadshot headshot damage]] but their ranged weapons tend to be easy to avoid, and their melee attack is easier to outrun or dodge than a Berserker's.
833* SubsystemDamage: You can disable their blaster arm, but there's little incentive to take it out as Tanks are easy to provoke into chasing you and it's more damaging the aim for the head as you kite them and the weapon is rarely used.
834* TankGoodness: Even more pronounced than the Heavy Hover Tank due to their extensive metal cladding.
835* WalkingTank: Like the classic tanks of ''Quake II'', they are cyborg tanks with legs instead of treads.
836[[/folder]]
837
838[[folder:Scientists]]
839[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00093.jpg]]
840[[caption-width-right:350:Ready for your check-up?]]
841A Strogg that is completely exclusive to the Strogg Medical Facilities. They're optimized for research rather than combat so they're usually even easier to take down than the basic Guards. They're equipped with weak poison grenades and can use their tools as improvised melee weapons. Scientists are the first Strogg units that Kane encounters after being stroggified.
842----
843* AirborneMook: Befitting their functions, they hover in the air, letting them get around obstacles with ease and move around the Medical Facilities freely.
844* ArmorPiercingAttack: One of the advantages of their poison gas is that it bypasses your armor. It's still weak so it hardly makes a difference.
845* ColdBloodedTorture: Supposedly, they play a part in experimenting on prisoners without anesthesia. The room they're first fought in contains vivisected soldiers who died from the torture.
846* [[ImprovisedWeapon Improvised Weapons]]: They can use their tools against intruders, but they are no match for Kane whose specialty is combat.
847* {{Expy}}: They appear to be a replacement for the Brain enemy from ''VideoGame/QuakeII'', albeit airborne.
848* MadDoctor: It is implied that they participate in agonizing experiments on [[POWCamp prisoners of war]], albeit according to the will of the Strogg programming. During the stroggification process, one scientist takes the liberty of slashing [[spoiler: Kane]] [[ForTheEvulz just for the fun of it]].
849* MookDebutCutscene: Subverted. Surprisingly, this Strogg unit is seen ''before'' its debut cutscene.
850* POWCamp: Their Medical Facilities, where they help perform experiments and Stroggifications.
851* UniqueEnemy: They are only encountered in the level where they are introduced.
852[[/folder]]
853
854[[folder:Sentries]]
855[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/shot00059.jpg]]
856[[caption-width-right:300:Becoming Strogg may cost you an [[IncrediblyLamePun arm and an leg]].]]
857Another new addition to the Strogg forces. True to their name, Sentries tend to protect data installations from intruders using weapons akin to submachine guns. Their bullets don't hurt severely but their damage still adds up.
858----
859* AirborneMook: Equipped with some form of hover technology to let them freely navigate the cavernous spaces they may inhabit.
860* AnArmAndALeg: Both arms and both legs.
861* BodyHorror: Even by Strogg standards, they've been dismembered badly. There isn't much left besides their head and organs stored in a bowl of translucent fluid.
862* CompositeCharacter: They seem to be a collective stand-in for various flying enemies from previous games. Their low health & threat level calls to mind the Flyer, their shoulder-mounted guns in place of arms resemble the Icarus, & their jar of floating organs and anti-gravity method of propulsion call back to the Technician, all from ''VideoGame/QuakeII'', while their hard-strafing attack pattern is lifted directly from the Scrag of ''VideoGame/QuakeI'', which their greenish coloration and “limbless torso” shape also match up with.
863* ScratchDamage: Their weapons are weak, but they compensate with rate-of-fire somewhat.
864[[/folder]]
865
866[[folder:Stream Protectors]]
867[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/shot00068.jpg]]
868[[caption-width-right:330:Talk about "Spider-Man".]]
869Protectors of critical data streams, the Stream Protector is a new mini-boss-type Strogg. Equipped with missile and blaster-like weaponry, they seem to take design queues from the spider-like Strogg models of ''[[VideoGame/QuakeII Quake II:]] [[MissionPackSequel Ground Zero]]'', as well as the Arachnid enemy from the PSX version of ''Quake II''.
870----
871* AmbiguousGender: It's unclear what gender they once were as their cybernetics give them a skeletal appearance and they were not originally humans. The spider-like design suggests a feminine host but it's not clarified.
872* ArmCannon: As with many Strogg, they use this method to carry at least one of their weapons.
873* {{Expy}}: They're like cyborg versions of the Vagary from ''VideoGame/Doom3'', in addition to their aforementioned similarities above.
874* MacrossMissileMassacre: They fire a swarm of drunken missiles as one of their attacks.
875* MiniBoss: They show up rarely to play this role, and in locations that have ties to ''The Nexus''.
876* MoreDakka: One of their attacks is firing a ''lot'' of blaster bolts, so many that the sound goes out for a second.
877* SpiderTank: They use a set of six legs for locomotion.
878[[/folder]]
879
880[[folder:Tactical Strogg]]
881[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00078.jpg]]
882[[caption-width-right:350:A Tactical, lying in ambush with their team and holding the first obtainable Railgun.]]
883An improvement over the standard Guards, they work in squads, utilizing cover and more advanced weaponry like Hyperblasters, and Railguns. They also utilize Flyers for transport to their assignments, in certain cases.
884----
885* CallBack: The Tacticals are similar to the Cyborg skin for ''Quake II'', but reimagined with greater detail and implemented for the story campaign as a high-risk interceptor force. The Tactical Skin is also available for ''Quake IV'' deathmatch in orange as well as a black elite variant.
886* ChainsawGripBFG: Tacticals demonstrate this when equipped with the Railgun which has a chainsaw trigger. It's a bizarre example due to said weapon also being a scoped sniper rifle, but lacking a stock like one might expect. The Railgun can be "hip-fired" by Kane with perfect accuracy too.
887* DittoFighter: This is the design philosophy that the Strogg gave them. They emulate the fighting tactics of your human squads and equip themselves with human equipment, but the Strogg Railgun is also issued for devoted sharpshooters (and Kane may loot them in turn). They use the same AI and animations as your friendly marines.
888* ElitesAreMoreGlamorous: They have vivid orange armor and in the MookDebutCutscene, are shown to be capable of working in teams, unlike the typical Strogg. They're often encountered in groups led by a Gunner, and they sometimes have a heavier Strogg unit like Gladiators and/or Light Tanks as their support too.
889* EliteMooks: Tactical Strogg are stronger than the basic Guards, and possess better weaponry. They also utilize cover, unlike the former.
890* EnemyChatter: One of their weaknesses is they don't have a grasp of radio silence, which gives away ambushes.
891* EvilCounterpart: Unlike most Stroggified humans, Tacticals are the ones who closely resemble their former human selves the most. They wield external weapons, as opposed to the integrated weapons of other Strogg. Their armor is also the same as a marine's, only [[PaletteSwap orange-colored]]. [[spoiler: Given their resemblance to Kane's Post-Stroggification self and their role in combat, he gets to flip this on them by being their [[InvertedTrope Good Counterpart.]]]]
892* {{Expy}}: Functionally similar to the coordinated Z-Sec from ''VideoGame/Doom3'', only better armed and armored. They also both have a RadioVoice. They also might seem vaguely reminiscent of the Heavy Weapon Dude from ''VideoGame/{{Doom}}'': An enhanced trooper with better protection and weaponry and a vivid color scheme.
893* GlassCannon: {{Downplayed}}: They're better protected than the CannonFodder Guards, having the same HitPoints (125) as an unarmored player. (Higher difficulty settings lower your weapon damage, making this deceptive however.) A careless player will find themselves dead in seconds from the Hyperblaster or Machine Gunner Tactical, while Railgunners can maim or kill if they hit you. Yet, even on General difficulty, SplashDamage weaponry chews squads up quickly, and the Dark Matter Gun needs only one shot to turn them into [[LudicrousGibs blood vapor.]]
894* InstaKillMook: {{Downplayed}}, but Railgun snipers are still very damaging and ''will'' kill you in one hit without armor (at ''full health'') on HarderThanHard. Sufficient armor will save your life provided you have sufficient health. Being caught off-guard by a hail of Hyperblaster bolts can be just as deadly too.
895* MagneticWeapons: The Railgunners, thanks to the magnetic principle of their arms. Kane can also pick them up for his own use or to scavenge extra slugs.
896* MayTheFarceBeWithYou: They have elements of this going on, due to being like Strogg elite Stormtroopers. They've captured heroes of the [=SMC=] who were turned against their kind through electronic mind control (rather than temptation). Their arms and legs are mostly replaced with mechanical equivalents. They have a VaderBreath thanks to their RadioVoice and breathing apparatus. Coincidentally, their face mask resembles the one worn by [[VideoGame/KnightsOfTheOldRepublic Darth Malak]] which itself is like Darth Vader with his helmet removed, plus they're both bald. Kane also steals a prototype LightningGun that was being developed for Tactials but never made it into production; said lightning guns would have given Tacticals an attack that resembles Force Lightning.
897* MookDebutCutscene: They appear before their debut cutscenes, as they are shown in PeopleJars throughout the Strogg Medical Facilities, and Kane hears the Strogg announcer declaring that [[{{Foreshadowing}} "Tactical Teams" are awaiting deployment.]] The first time one is seen in action is when he bursts out of a jar and attacks Lieutenant Voss. Later on, their proper debut depicts them demonstrating their intelligence and tactics.
898* SlowLaser: If a Tactical has a Hyperblaster, as with your own, a hail of blaster bolts will visibly travel towards you giving you precious milliseconds to dodge or be killed/heavily wounded.
899[[/folder]]
900
901[[folder:Teleport Droppers]]
902[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00110.jpg]]
903[[caption-width-right:350:They have backup on speed dial.]]
904A new style of Strogg with visual similarities to the old Parasite of ''VideoGame/QuakeII'', and the ability to teleport in reinforcements like the Medic Commander of ''Quake II: Ground Zero''. However, their teleport "drops" are vulnerable to explosives which thankfully destroy said devices so they can't warp in up to ''four'' Strogg per cast.
905----
906* AchillesHeel: Their ability to summon Strogg can be intimidating, but if Kane has explosives handy (Dark Matter Gun included) and pursues the beast, they're almost helpless.
907* AllAnimalsAreDogs: Their dog-like mannerisms. However, they're cowardly for a dog-like enemy and like to let their reinforcements attack intruders.
908* EnemySummoner: They prefer to summon Strogg and flee to safety but are capable of basic melee damage. The Strogg units they summon are Guards, Grunts, and Berserkers.
909* {{Expy}}: Functionally similar to VideoGame/{{Doom3}}'s Arch-Vile. They also act like a [[{{Nerf}} nerfed]] version of the Medic Commander from ''Quake II: Ground Zero''. Their appearance is also similar to ''Doom 3's'' Pinky Demon, being a cybernetic dog-like creature.
910[[/folder]]
911
912[[folder:"Zombies"]]
913!!Slimy & Failed Transfer
914[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/shot00113.jpg]]
915[[caption-width-right:300:Slimy Transfer]]
916[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/shot00115.jpg]]
917[[caption-width-right:300:Failed Transfer]]
918When a Stroggification fails to meet the Stroggs' standards, the victim ends up in the Waste Processing Facility. They have two forms: the Slimy Transfer which uses a ZombiePukeAttack and the Failed Transfer which carries a Shotgun for guard duty and whose legs can be blown off, leading to them attacking you as a torso.
919----
920* TheBusCameBack: The grand return of zombies to the ''Quake'' series for the first time since ''VideoGame/QuakeI'', although these fellows don't throw chunks of flesh at you nor do they get back up after being shot with anything that doesn't gib them.
921* OurZombiesAreDifferent: They're Strogg with defective bodies, effectively putting the "zombie" in NinjaPirateZombieRobot.
922* HollywoodAcid: The Slimy Transfer uses a deadly acid as an attack.
923* NotUsingTheZWord: A marine does call them "zombies", but one teammate "corrects" him and establishes that they're failed Strogg transfers.
924* UniqueEnemy: They are only encountered in the "Waste Processing Facility" level. However, the Failed Transfer has a chance of being spawned by the FinalBoss.
925* ZombiePukeAttack: The Slimy variety's main attack. It can still damage you in one-second intervals for a few seconds after it hits you.
926[[/folder]]
927
928[[folder:Harvesters]]
929[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00120.jpg]]
930[[caption-width-right:350:Where's its weakpoint?]]
931One of the tallest vehicles in the game. It's unclear if this is a vehicle driven by Strogg personnel (like the Flyer), the battle body for a captured organism, or an unmanned robot. (Their organic motions suggest a captured organism.) They're equipped with nailguns, heavy missiles, and grenades. They can also use their legs to devastating effect.
932----
933* AttackItsWeakpoint: The pair of storage tanks are vulnerable and their destruction disables the Rocket Launchers, making the fight much easier.
934* HumongousMecha: One of the tallest vehicles the Strogg have to offer.
935* MookDebutCutscene: In their formal debut, they're shown impaling two hover tanks like toys, introducing the first Harvester fight. They're cosmetically present in the very first level during the cutscene of you waking up from your dropship crash, giving you a harmless preview.
936* SpiderTank: A colossal one at that.
937* SubsystemDamage: The Harvester's missile launchers and nailguns can be blown off. It's also possible to destroy one of its legs.
938[[/folder]]
939
940[[folder:Stroyent Processing Creature]]
941[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00087.jpg]]
942[[caption-width-right:350:They're not happy to see you.]]
943This creature is force-fed with raw Stroyent for digestion which makes the resource ready to use.
944----
945* FatBastard: This guy takes "morbidly obese" to a whole new level.
946* PuzzleBoss: The creature isn't fought with conventional firepower, rather, Kane over-feeds it causing its bowels to rupture open. The acid pours down and eats through the floor, opening the way to the exit.
947* HollywoodAcid: That aforementioned acid is very strong stuff. It eats through metals like [[Franchise/{{Alien}} Xenomorph]] blood.
948* InstantDeathRadius: The inner circle of the boss room exposes you to their scythes, but thankfully, you can take cover behind columns as you navigate the room.
949* ShoutOut: Their acid melting through metals like they're nothing is like what a Xenomorph can do with their blood in the ''Franchise/{{Alien}}'' series.
950[[/folder]]
951
952[[folder:'''Spoiler character''' for ''IV'']]
953!!Strogg Scott Voss
954[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quakeiv_stroggvoss.jpg]]
955
956Just moments after Matthew Kane was barely rescued from stroggification and Medic Jeremiah Anderson perished at the hands of a Strogg Scientist, Kane reunites with Lieutenant Scott Voss, who's informing him of the situation when a Tactical Strogg in a jar gets his neurocyte activated and drags Voss with him. The next time Kane encounters Voss, he's become a Strogg creature with powerful attacks.
957
958For tropes related to his human self, check [[Characters/QuakeIV Quake IV's character sheets]].
959----
960* AndIMustScream: He is fully self-aware after being Stroggified, but is unable to stop himself from attacking Kane. He spends the entire boss fight against him pleading with Kane to run.
961* AttackItsWeakPoint: His organic torso takes normal damage, while his mechanical body is armored and takes reduced damage from attacks.
962* AuthorityEqualsAsskicking: When he's captured, he's fused into a heavy-duty combat walker.
963* {{BFG}}: After being Stroggified, he becomes one of the few enemies to possess a Dark Matter Gun.
964* DeflectorShields: He has shields on top of his health, which he can recharge from the energy conduits around the room.
965* EnemySummoner: Can summon several lower Strogg classes while recharging his shield.
966* MacrossMissileMassacre: As a Strogg, he's equipped with semi-homing rockets fired in salvos.
967* TragicMonster: He gets Stroggified into a mech-like boss monster, but retains enough self-awareness to try and warn Kane before he goes berserk and attacks him.
968* WasOnceAMan: After his Stroggification, his torso is all that remains of his original body.
969[[/folder]]
970
971[[folder:Network Guardian]]
972[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shot00128.jpg]]
973[[caption-width-right:350:Big Friendly Giant? No such luck.]]
974
975The defender of the three network towers flanking the Nexus, The Network Guardian is the penultimate boss of the story that must be killed to allow Kane to open the portal into the Nexus. They have Blaster and missile weaponry and can also use their JetPack as WeaponizedExhaust.
976----
977* AttackOfThe50FootWhatever: He's over 30 feet tall and slouching. The Strogg don't seem to mind that the Guardian causes collateral damage in its attempt to stop Kane. Also, Kane is about 1/3rd the size of its leg.
978* AxCrazy: He's zealous to kill Kane, and will tear apart installations in a berserk rage just to stop him.
979* JetPack: Uses one to fly, which is also weaponized.
980* ProactiveBoss: If there's one nice thing you can say about the Guardian, it's that it's certainly committed to its job. As Kane moves through the Data Towers, he occasionally sees the Guardian wreaking havoc, but soon enough, it appears in person to attack him after he activates the Data Processing Terminal, punching the elevator he's in several times and heavily damaging it just to get at him. After that, the Guardian doggedly tries to kill Kane several times over in the following levels, culminating in a boss fight on the rooftop of the Data Networking Terminal, where the Guardian confronts him directly.
981* TheDragon: Plays the role of safeguarding the data towers and central Nexus on behalf of the Makron. [[spoiler: {{Subverted}} when it's revealed that it's the Makron is TheDragon to the Nexus core itself.]]
982* WeaponizedExhaust: Thankfully, it only does ScratchDamage.
983[[/folder]]
984
985[[folder:'''Spoiler character''' for ''IV'']]
986!!The Nexus
987[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/shot00154.jpg]]
988[[caption-width-right:300:The brains of the Strogg operation!]]
989A sight that only the Makron has ever laid eyes upon (until you showed up). The Nexus doesn't have any attacks of its own, rather its chamber has reinforcements teleport in to defend it. Not just any Strogg either, even elite Strogg have a chance of appearing which can make things hectic.
990----
991* BrainsAndBrawn: The literal brains to the Makron's Brawn.
992* BrainMonster: Not even attached to a body; it's just a giant brain on a spinal cord.
993* BrokenArmorBossBattle: It's shielded by a force field that you need to bring down to hit the brain before it regenerates.
994* DecapitatedArmy: Without them, the Strogg are left in disarray.
995* {{Expy}}:
996** Their gimmick is very similar to the [[VideoGame/DoomII Icon of Sin]] which is also a MookMaker who is defeated by shooting a brain. Both can become much harder if you stall too long due to your being whittled down by mooks.
997** They are also very akin to [[Franchise/{{Metroid}} Mother Brain]] as both are brain organisms in direct control of an alien race, and their destruction results in decisive victory over their forces.
998* FinalBoss: Just when you thought the worst was over by defeating the Makron, you get thrown a curve ball and must destroy the Nexus while under fire from reinforcements.
999* LudicrousGibs: The Nexus makes quite a bloody mess when it's finished. Kane stands not far from the brain when it explodes and appears satisfied with his work.
1000* MookMaker: The brain is completely harmless without reinforcements.
1001* RegeneratingShieldStaticHealth: The shield completely regenerates after a time delay, when a pair of repair bots appear to repair its shield generator. Its health does not.
1002[[/folder]]
1003
1004!! Strogg classes from ''VideoGame/EnemyTerritoryQuakeWars''
1005[[folder:In general]]
1006* AlwaysMale: Despite later canonical games introducing [[Characters/QuakeTheStrogg the Iron Maiden enemy class]], there are no female Strogg classes.
1007* CastFromHitPoints: They can turn health into ammo via specialized commands. This, of course, comes at the cost of them not being able to survive sustained fights.
1008* ChargedAttack: All classes have a Blaster in their arsenal. When upgraded, it can fire a charged shot.
1009%% Administrivia/ZeroContextExample * {{Cyborg}}: ''ETQW''[='=]s portrayal of the Strogg has them being shown as this.
1010* DeathFromAbove: Their air-based combat vehicle is the Hornet, a giant monstrosity with plenty of attack options.
1011* DualModeUnit: Their Desecrator Tanks have a Siege Mode that sacrifices speed for extra firepower.
1012* EmergencyWeapon: The Blaster is the only Strogg firearm that doesn't consume [[CastFromHitPoints Stroyent]].
1013* {{Flight}}: Their single-driver Icarus packs gives them the ability to hover over obstacles.
1014* OverHeating: Unlike the EDF side, the Strogg weapons have unlimited ammo, but will overheat quickly.
1015* RammingAlwaysWorks: They have a vehicle, the Hog Truck, which deals devastating damage when ramming.
1016[[/folder]]
1017
1018[[folder:Aggressor]]
1019The Strogg side equivalent to the Soldier, a heavy-weapons user. It carries the Lacerator, Hyperblaster (or Obliterator Bosonic Orb), Shrapnel Grenades and the explosive Plasma Charge. On certain Level-Ups they also gain a Lightning Pistol.
1020----
1021* AntiVehicle: Instead of the Hyperblaster, a Strogg Aggressor may carry the Obliterator Bosonic Orb, an anti-vehicle Rocket Launcher which excels on taking down EDF vehicles. Its alternate mode zooming functions allow a lock-on, and the next rocket launched follows its target.
1022* LightningGun: They have an unlockable Lightning Pistol. It consumes Stroyent unlike the Blaster, and it has a pitiful range, but it has 100% accuracy.
1023* NecessaryDrawback: EDF drivers are alerted whenever an Obliterator orb has locked onto their vehicle.
1024* SatchelCharge: They carry a Plasma Charge, which is required in order to blow up certain objectives. Upon being set up on the objective via the Arming tool, there's a 40-second delay before it blows up. It can be disabled by the EDF Engineer.
1025[[/folder]]
1026
1027[[folder:Technician]]
1028The Strogg equivalent to the EDF Medic, they carry a Nailgun or a Lacerator in battle, as well as Shrapnel Grenades. They can also heal themself as well as fellow Strogg, and supply them Stroyent, which act as both ammo and health. They can also deploy forcefield emitters and hack EDF (almost) dead warriors, turning them into mobile Strogg spawnpoints.
1029----
1030* CripplingOverspecialization: Their healing and assisting abilities come at the expense of an ''extremely'' poor loadout.
1031* HumanResources: They can hack fallen EDF soldier bodies to become host spawnpoints for their team.
1032* MagicTool: Their Revival tool allows fallen Strogg to revive, and allows the Technician to hack fallen EDF warrior corpses, turning them into mobile spawnpoints.
1033* TheMedic: It heals Strogg on the field and provides them with Stroyent, which can be used as health.
1034* NailEm: Can carry a Nailgun as an alternative to the standard-issue Lacerator.
1035* ShortRangeShotgun: Their version of the Nailgun is a short-range shotgun-type weapon, making it closer to the gun found in ''[[VideoGame/QuakeIIIArena Quake III: Team Arena]]'' than the rapid-fire version of ''VideoGame/QuakeI'' or ''VideoGame/QuakeIV''.
1036[[/folder]]
1037
1038[[folder:Constructor]]
1039The Strogg side equivalent to the EDF Engineer. They deploy turrets and carry Shrapnel Grenades and a Repair Drone. Can be loaded with Proxy Mines and a Nailgun. Their version of the Lacerator has a plasma grenade launcher on a certain level-up.
1040----
1041* AntiVehicle: They can deploy anti-vehicle turrets.
1042* CastFromHitPoints: Their GrenadeLauncher-like ability consumes Stroyent.
1043* TheEngineer: They can repair friendly vehicles, turrets and artillery guns, defuse enemy bombs and mines and construct bridges.
1044* TheFaceless: The only Strogg class whose face is entirely covered.
1045* GrenadeLauncher: They get one in a level-up, allowing them to fire their repair drones at an objective while the Constructor focuses their attention somewhere else.
1046* LandMineGoesClick: They can plant mines.
1047%% Administrivia/ZeroContextExample * MagicTool: They have these. It can even be upgraded to work remotely.
1048* TheMedic: They carry a Repair Drone with them that allows them to repair vehicles, turrets and even friendly objectives.
1049* NailEm: They can be loaded with a Nailgun.
1050* TurretMaster: They can deploy anti-vehicle and anti-personnel turrets.
1051[[/folder]]
1052
1053[[folder:Infiltrator]]
1054The Strogg side equivalent to the EDF Covert Ops. It carries a Railgun, stunning bombs Scramble Grenades, a hacking tool, and a camera drone to spy on their enemies and complete objectives at a safe distance. In addition, they can possess the body of a fallen EDF warrior for espionage and sabotage purposes. Their version of the Lacerator has an alternate mode that allows them to fire a three-shot burst.
1055
1056For the Infiltrator class as it appears in ''VideoGame/QuakeChampions'' (as Strogg & Peeker), go [[Characters/QuakeChampions here]].
1057----
1058* AscendedExtra: Just a playable class without much of a background, they become a fully-fledged playable character in ''VideoGame/QuakeChampions''.
1059* {{EMP}}: They carry Scrambler Grenades instead of their Shrapnel variety, EMP Grenades that shut down electronic-based objectives such as vehicles, turrets, radars and artillery guns.
1060* MookMascot: Appears up-front in the cover of ''ETQW''.
1061* ReviveKillsZombie: It's unwise for Strogg Infiltrators under disguise to allow EDF Medics, Field Ops and Engineers to supply them, as they'll reveal what's below the disguise.
1062* SniperRifle: They carry a Railgun into battle.
1063[[/folder]]
1064
1065[[folder:Oppressor]]
1066The Strogg side equivalent to the EDF Field Ops. It's equipped with a Lacerator and a Blaster. It can summon Rail Howitzers, Plasma Mortars, and Dark Matter Cannons and call an Orbital Strike. Like the Constructor, their version of the Lacerator has an alternate mode that allows them to fire a three-shot burst.
1067----
1068* DeathFromAbove: They can use a flare to call a satellite laser which follows a path destroying anything in it's way.
1069[[/folder]]

Top