Ashen Veil has bosses of three kinds: weather bosses that find you when the sky turns against you, contract bosses you hunt for the Shady Informant and event bosses tied to the story. Every boss has a unique mechanic and drops a better reward than regular enemies. HP and damage multipliers below are applied on top of the base values and scale up with your level and the day.
Weather bosses
The Unknown Threat
TRIGGER: RAD-STORM · LEVEL 4+ · ONCE PER DAY · HP ×5 · DAMAGE ×1.15
When a Rad-Storm is over the sector, the first time you leave camp, something in the fallout finds you wherever you were going. It cannot be avoided, so you either stand and fight or you do not leave camp. It cycles through three phases: a shrouded pulse (takes 50% less damage; the pulse ignores armor and dodge), an exposed round (takes 40% more damage) and a radiation burst (1.5× damage, reduced by a quarter if you are in cover, and your allies take 40% of it).
How to win: survive the shrouded rounds with HP and cover, burst it down on the exposed round and brace for the burst. Its hits give you radiation sickness (−30% damage), which you can cure at the Infirmary. See the weather guide.
Reward: 160 Scrip, 14 Tech Data, 12 Medicine and reputation.
Lady Midday, the Noon-Stalker
TRIGGER: HIGH HEAT · NOON OR AFTERNOON · THIRST BELOW 60% · MELEE · 15% DAMAGE REDUCTION
A pale, skeletal woman in a white shroud walks out of the heat shimmer carrying a burning thermal sickle. She finds Operators who go out thirsty at midday. Her signature attack is telegraphed: the air around the blade shimmers, and you must take cover before it lands.
How to win: a Guardian ally starts you in cover; punish her between swings. Better still, keep your thirst above 60% and she never appears.
Reward: 150 Scrip, 12 Tech Data and 10 Medicine.
Boss contracts
The Shady Informant sells boss contracts once you are high enough level. Each one is a hunt against a named target and a few escorts, with a reward in Scrip and materials. The minimum level is listed so you know when you are ready.
Collar-Master Szhaar
LEVEL 5+ · HP ×4 · DAMAGE ×1.3 · ESCORTS: 2 NEURAL THRALLS, 2 SLAVE DRIVERS
A Reptilian overseer who fits captured humans with Xal'Korr's neural collars and marches them off as mindless labor. You can assault his compound head-on, or spend 8 Tech Data to cut the comms first so his guards never arrive.
Reward: Survivors, Tech Data, 140 Scrip.
Brass Jaw Dobrowolski
LEVEL 6+ · HP ×3.5 · DAMAGE ×1.25 · ESCORTS: 4 HUMAN DESERTERS
A former colonel with a jaw of welded brass, now a warlord who controls a road, a water source and a camp of deserters. A Mercenary or someone with high reputation can negotiate instead of fighting.
Reward: Scrap, ammo, 120 Scrip and a prisoner.
The Hive-Matron (Mist-Crawl Matron)
LEVEL 6+ · HP ×4.5 · DAMAGE ×1.2 · 10% DAMAGE REDUCTION · ESCORTS: 4 MIST-CRAWL HOUNDS
Every hound in the Deadwoods answers to one hulking alpha that Xal'Korr's bio-labs left behind. Her lair is a cave of bones and pelts. Burn down the hounds with thermal weapons and focus the Matron.
Reward: Raw Meat, Cloth, Tech Data and 90 Scrip.
Utopek-7, the Water Scavenger
LEVEL 6+ · HP ×5 · DAMAGE ×1.2 · MELEE · ESCORTS: 2 DROWNED HUSKS
A webbed, pale amphibian in rusted human gear and a red miner's helmet guards a flooded bridge in the Silesian Park, and behind it, a Water Purification Pump. You can trade with it (8 Cloth and 6 Food) or kill it and claim the pump, which gives your base clean water every day.
Reward: Option A: Tech Data, Scrap, Scrip and Medicine. Option B: 130 Scrip, Raw Meat, Water and the pump.
The Silica Reaper
LEVEL 8+ · HP ×6 · DAMAGE ×1.0 · 25% DAMAGE REDUCTION
A huge Reptilian sanitation walker that has been trampling the old rail yards, spraying acid into everything that moves. It is heavily armored: nothing small has ever scratched it. Armor-piercing talents are almost mandatory.
Reward: Tech Data, 50 Scrap and 110 Scrip.
The Bone-Sower Priest
LEVEL 8+ · HP ×5 · DAMAGE ×1.3 · ESCORTS: 2 FLAME ACOLYTES
Deep in a flooded shaft, a priest of the old serpent cult scratches glyphs into bone and buries them in the walls. His acolytes guard a slab of black stone covered in sibilant script.
Reward: Tech Data, 100 Scrip and a relic.
Vanguard Captain Zhor-Kaal
LEVEL 9+ · HP ×5 · DAMAGE ×1.4 · ESCORTS: 3 VANGUARD SCOUTS
A forward patrol commander with a polished armor set and a shock pike that has not missed in a decade. The highest damage multiplier of any contract boss, so bring Armor and a medic.
Reward: Ammo, Tech Data and 180 Scrip.
Event and story bosses
The Zmora
TRIGGER: THE CAMP TERMINAL · HP ×5 · DAMAGE ×1.2 · MELEE · 10% DAMAGE REDUCTION
The Zmora Protocol is a pre-war cyber-warfare payload built to put whole garrisons to sleep and never let them wake. From the camp terminal you can trace the broadcast to a buried mesh hub under a collapsed relay station, where glassy-eyed sleepwalkers ring the room and something formless folds itself over a sleeper's chest.
Two ways in: a skilled Netrunner (6 or more points in the Netrunner tree) can jack in and sever the broadcast at the risk of backlash, or you can breach the hub and destroy it by force, fighting the Zmora and its Sleepwalkers.
Raider Warboss
LOCATION: SECTOR 7 RAIDER DEN · HP ×2 · DAMAGE ×1.2
The leader of the raiders in the Sector 7 Den. Fight through his crew and expect the highest damage of any raider you have met.
Abattoir Warden
LOCATION: THE SLAUGHTERHOUSE · WAVE 4 BOSS
The final wave of the Slaughterhouse ends with the Warden. The earlier waves bring Slave Drivers, Cleaver Guards, Butcher Elites, an Overseer and Sanitation Drones that fill the room with toxic gas. Arrive with full HP and plenty of Medicine.
Vanguard lieutenants
These four commanders run the occupation of Silesia. They are the faces of the invasion and the villains behind many of the hardest events.
High Commander Kra'Voss
VANGUARD COMMAND
The apex predator of Silesia. Encased in obsidian-plated exo-armor powered by a heavy plasma engine, Kra'Voss views humanity as 'dust-worms' to be crushed. He commands the orbital dreadnoughts and ordered the devastating surface-ignition of Sector-02.
Commander Marek, the Scale-Sworn
VANGUARD COMMAND
Once a decorated human tactical commander, Marek concluded that humanity's defeat was absolute. Trading his allegiance for cybernetic augmentations and a reptilian optic, he now commands the human collaborator garrison, running the heavy labor camps with cold logic.
Vanguard Vashak, the Sentinel
VANGUARD COMMAND
A massive, 7-foot-tall Reptilian shock infantry warlord. Covered in slate scales and pre-war tank armor, Vashak holds the Katowice Highway Viaduct choke point. He relies on raw kinetic destruction, heavy artillery and a personal plasma-shield projector.
Inquisitor Xal'Korr, the Mind-Weaver
VANGUARD COMMAND
The Vanguard's chief neural architect. Operating from a subterranean cryo-vault in Sector-03, Xal'Korr is a sadistic bio-engineer who uses psionic projections and hallucinogenic toxins to harvest memories and re-wire the minds of captured resistance scouts.
Regular enemies
The wasteland is full of things that are not bosses. This table lists the enemies you will fight most often and where they appear.
| Enemy | Where you meet it |
|---|
| Reptilian Drone | Overgrown Plaza |
| Vanguard Scout | Katowice Tunnels, roadside encounters, Kaelen's Rust Basin |
| Wasteland Raider | Ruined Outpost, Base Raids, Raider Toll Bridge, Sector 7 Den, Munitions Truck |
| Feral Timber Wolf | Tychy Logging Camp |
| Heavy Enforcer | Ruined Military Checkpoint, wave 1 |
| Security Turret | Ruined Military Checkpoint, wave 2 |
| Wasteland Scavenger | Checkpoint wave 3, roadside encounters, Smuggler's Stash, Old Grid |
| Rogue Veteran | Fallen Military Convoy, wave 1 |
| Convoy Scavenger | Fallen Military Convoy, wave 2 |
| Reptilian Scrapper | Caravan Scavenge, Reptilian Convoy guards |
| Enslaved Human | Reptilian Convoy (forced to fight, you free him) |
| Unknown Threat | Fallback name used by some random fights |
| Reptilian Slave Driver | Slaughterhouse wave 1, Collar-Master contract |
| Reptilian Cleaver Guard | Slaughterhouse wave 1 |
| Reptilian Butcher Elite | Slaughterhouse wave 2 |
| Reptilian Overseer | Slaughterhouse wave 2 |
| Reptilian Sanitation Drone | Slaughterhouse wave 3 (with toxic gas) |
| Vanguard Enforcer | Roadside encounters, Rust Basin |
| Neural Thrall | Bio-Gathering Party, Collar-Master contract |
| Mist-Crawl Hound | Mutated Pack Ambush, Metro Water Vault, Ashen Canyon, Jakub rescue, Hive-Matron |
| Human Deserter | Highway Bandits, Bunker 04, Ashen Canyon, Brass Jaw |
| Flame Acolyte | Bone-Sower contract |
| Drowned Husk | Utopek-7 contract escorts |
| Sleepwalker | Zmora hub guards |
| Vanguard Elite | Old bounty on the Quests terminal (legacy system) |
| Vanguard Heavy | Old bounty on the Quests terminal (legacy system) |