Enemy Ideas

Trying to keep things organized, I figure there should be a single master thread for this, in particular to decrease idea repetition.
Please either post new ideas for enemies here, or discuss existing ones....
Please either post new ideas for enemies here, or discuss existing ones....
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The Doppelganger
Description: A man person who has horded different weapons and such from survivors they've murdered. When they spot other survivors nearby, they imitate the armaments for one of them, to a frightening degree of accuracy.
Inspiration: Morgan from TWD, and the recurring theme in many games where you get to fight your own character (with different coloration).
Special Mechanics: (1) When spawned on map, it randomly copies the traits of your team members. Perhaps only doing half damage, to avoid OP deadly missions where your team gets one shotted by a hunter. (2) separate faction to zombies, meaning unlike in say World of Warcraft where different monsters that are natural enemies team up to fight you, zombies and other hostiles are distinct factions which will fight each other.
The Zombie Friend
Description: A person who has gone off the deep end of sanity, spending so much time with zombies that they regularly have their scent on them. They are by default treat other survivors with indifference, unless they see their friends (the zombies) attacked.
Inspiration: A merging of new survivor class ideas posted by JRDman, in addition to a 28 Days Later comic that had a crazy hunter living in London among the zombies.
Special Mechanics: (1) Blind. This enemy does not respond to survivor movements no matter how close, until alerted by them making noise (attacking zombies, or special triggers for something this idiot wants to protect). And/or (2) Grapple attack, they actually don't do damage to survivors, but attempt to pin them in place (mechanically a zero damage stun attack).
Deaf Walker
Description: Maybe they were born that way, maybe they attended too many rock concerts, or maybe something happened to them after they died... Either way this walker is hard of hearing.
Inspiration: Homer Simpson's hearing.
Special Mechanics: (1) Deaf. This walker does not respond to noises from combat, but solely to the close proximity.
Blind Walker
Description: This walker has sustained injuries to the eyes (perhaps even displaying with hollows where the eyes should be?). Sadly it does have good hearing, so once it knows you're there, it won't wonder in the wrong direction.
Inspiration: High School of The Dead.
Special Mechanics: (1) Blind. This enemy does not respond to survivor movements no matter how close, until alerted by them making noise (attacking zombies, or special triggers). (2) Decreased movement. It does not maintain the normal movement speed of other alerted zombies.
Jawless
Description: No bites, how dangerous could it be?
Inspiration: TWD. There's a reason Michonne cut the arms off, Dale died not from a bit, but from the hands.
Special Mechanics: (1) No critical hits; it can still receive them, but does not inflict them.
Crawler
Description: Where did the legs go?
Inspiration:
Special Mechanics: (1) Silent. This walker casts no shadow on the map (we've all used those to see where hidden walkers are), thus making corners less predictable. (2) Decreased movement. When not fully alerted to survivors, it cannot move.
Bloody Eyed Walker
Description: This person died of disease, and still carries it.
Inspiration: TWD.
Special Mechanics: (1) Auto Injure. If this enemy inflicts any damage at all, it causes an injury (the survivor needs downtime to heal from the sickness, or just time in quarantine). Basically bloody annoying, but a differentiation between dodging and being thick skinned.
Stitches
Description: Some maniac has stitched together multiple walkers, at least you hope they were already walkers when this was done to them...
Inspiration: Siamese twins, but able to be more common; plus Frankenstein's Monster.
Special Mechanics: While it could be just a reskin on the big walker, if it had an arm sticking out the back it could have a neat effect: (1) Rear attack. When this walker strikes in front of itself, its spare rear arm attacks anything in the grid square immediately behind itself; be it your melee team who are trying surround it, or if you're lucky another walker (I admit to being unsure if the rear attack should stun, and if it has a rear attack if it should have stun at all... Heck it could even just stun with that year attack, as it randomly grabs hold of anything back there).
Depending on if the game can handle a variety of responses, this could become a very interesting enemy. Such as if it operates on guerilla warfare of attacking then in the same round retreating; plus ideally being a special faction which zombies are hostile toward, but is not hostile toward zombies (the dog doesn't want that in its mouth).
Mechanically I totally get where you're going with this, but I see no potential to the theme of introducing wizards into TWD. TWD ≠ Plants vs Zombies.
Ranged humans make sense and I'm sure will be coming in the next challenge.
The story of TWD always say the humans are the real danger, and it's true.
They really need to make walkers that are better defended against ranged attack some how, armored walkers don't seemed to be phased by guns like they should be.
I am so sick of melee getting the shaft on everything.
When humans get into the mix, we can have all kinds of cool stuff... explosions, guns, arrows, traps, cover fire, retreating/defending, actual tactics....
having walkers do anything but be mindless melee freaks just wouldn't fit into the lore.
Through the fallout of this hallucination, I walked into darkness.
I must not surrender my god to anyone, or this body will become carrion.
One step closer to my fate. One step closer to my grave.