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first come first served, do not change Commonwealth spellings to American ones and none of this is odd


* CloseRangeCombatant: Haihead wants to get close and personal to constantly brutalize the enemy, with units that work much better at close range like the Cyclops, Megalodon and M.A.D.M.A.N.

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* CloseRangeCombatant: Haihead wants to get close and personal to constantly brutalize brutalise the enemy, with units that work much better at close range like the Cyclops, Megalodon and M.A.D.M.A.N.



* FactionCalculus: With their focus on heavy units and amazing defense, the Last Bastion is the Powerhouse sub-faction of the Foehn Revolt.

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* FactionCalculus: With their focus on heavy units and amazing defense, defence, the Last Bastion is the Powerhouse sub-faction of the Foehn Revolt.



* ActionBomb: An odd case; the Diverbee is basically a suicide drone designed to launch themselves at their targets from a distance and explode. However, they're rather pricey for a one-use unit (900 credits), and they do the most damage against vehicles. Thus they have to be used strategically, either to neutralize high-threat targets (Artillery units, ''especially'' the Magnatron, as well as psychic units. They're also great against harvesters), or to soften up groups of enemies ahead of a Haihead Strike Force.

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* ActionBomb: An odd case; the The Diverbee is basically a suicide drone designed to launch themselves at their targets (preferably high-priority vehicles like artillery and harvesters) from a distance and explode. However, they're rather pricey for a one-use unit (900 credits), and they do the most damage against vehicles. Thus they have to be used strategically, either to neutralize high-threat targets (Artillery units, ''especially'' the Magnatron, as well as psychic units. They're also great against harvesters), or to soften up groups of enemies ahead of a Haihead Strike Force. explode.
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* CoolAirship: The Coronia is a ''massive'' flying warship that doubles as The Revolt's mobile headquarters[[note]]secondary to their Home Base at Last Bastion[[/note]]. In addition to carrying enough troops, tanks, and aircraft (especially aircraft), it's also been hinted that the Ship is capable of generating a hurricane around itself for defense.

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* CoolAirship: The Coronia is a ''massive'' flying warship that doubles as The Revolt's mobile headquarters[[note]]secondary to their Home Base at Last Bastion[[/note]]. In addition to carrying enough troops, tanks, and aircraft (especially aircraft), it's also been hinted that the Ship is capable of generating a hurricane around itself for defense.defense[[labelnote:*]]Playing as Wings of Coronia in Skirmish, pay attention to the loading screen, which hints at the native territory for any subfaction. It depicts a hurricane and notably focuses on the eye..[[/labelnote]].
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General clarification on work content


* InspirationalMartyr: After Mental Omega is activated, it took the sacrifices of nearly the entire Allied & Soviet militaries (including the heroes Norio, Siegfried, Volkov and both sides' Commanding Officers) and Scorpion Cell nearly being wiped out to get them all to stop fighting each other and work together, but those same sacrifices and all parties managing to use them to pull together is what leads to the formation of the Revolt and serves as inspiration for many of their subsequent breakthroughs.

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* InspirationalMartyr: After Mental Omega is activated, it took the sacrifices of nearly the entire Allied & Soviet militaries military (including the heroes Norio, Siegfried, Volkov and both sides' Commanding Officers) and Scorpion Cell nearly being wiped out to get them all to stop fighting each other and work together, but those same sacrifices and all parties managing to use them to pull together is what leads to the formation of the Revolt and serves as inspiration for many of their subsequent breakthroughs.



* CloseRangeCombatant: Haihead wants to get close and personal to constantly brutalise the enemy, with units that work much better at close range like the Cyclops, Megalodon and M.A.D.M.A.N.

to:

* CloseRangeCombatant: Haihead wants to get close and personal to constantly brutalise brutalize the enemy, with units that work much better at close range like the Cyclops, Megalodon and M.A.D.M.A.N.



* ClosestThingWeGot: The Revolt's initial plan was to escape to space to avoid Epsilon's mind control devices. However, it failed, and settled with the farthest place on Earth from the Mental Omega Device, it becoming The Last Bastion's headquarters.
* FactionCalculus: With their focus on heavy units and amazing defence, the Last Bastion is the Powerhouse sub-faction of the Foehn Revolt.

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* ClosestThingWeGot: The Revolt's initial plan was to escape to space to avoid Epsilon's global mind control devices. control. However, it failed, the Rocket Launchpad was scuttled before they could capture it, and settled with the farthest place on Earth from the Mental Omega Device, it becoming The Last Bastion's headquarters.
* FactionCalculus: With their focus on heavy units and amazing defence, defense, the Last Bastion is the Powerhouse sub-faction of the Foehn Revolt.
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* DefectorFromDecadence: The Foehn Revolt was originally an unnamed branch of the Chinese military led by Yunru. When she discovered the existence of Epsilon and reported it to her superiors, the Chinese decided to use the opportunity to take revenge against Russia out of wounded pride instead of fully committing against their true enemy. Yunru's group decided to split from China to fend from themselves.

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* DefectorFromDecadence: The Foehn Revolt was originally an unnamed a research branch of the Chinese military led by Yunru. Yunru to develop military arsenals separate from the Soviet Union. When she discovered the existence of Epsilon horrifying experiments within Yuri's secret facility and reported it to her superiors, the Chinese PRC leadership decided to use the opportunity to take focus on revenge against Russia out of wounded pride instead of fully committing against their true enemy. Yunru's group decided enemy, ultimately led to split her defection from China to fend from themselves.when both Russia and Epsilon Army come knocking at her doorsteps.
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* SwordBeam: How they

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* SwordBeam: How they

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* {{Expy}}:
** Of the Tank Buster from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', as they're both basic anti-tank infantry units incapable of aiming at aircraft.
** They're also essentially the Sangheili from Franchise/{{Halo}} if they were human cyborgs and not aliens, as they've got digitigrade legs and a hunchback, and their weapons themselves are literally just the energy blades from Halo too, just with being able to create a sonic SwordBeam.




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* SwordBeam: How they


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* {{Expy}}: Like their Lancer counterparts, they're like the Tank Busters from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', except they're closer to said unit in nature due to their railguns being identical to the plasma cannons they wield.

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page is spoilers off


* CripplingOverspecialization: Their plasma railguns are among the most powerful anti-vehicle weapons in the game, but are quite ineffective against infantry and structures.




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* PhantasySpelling: For some reason, this unit is spelt ''Railguneer'' instead of the correct ''Railgunner''.



* CloseRangeCombatant: In exchange for being able to affect multiple structures at once, the Syncronaut's weapon must be used up close.



* SuperiorSuccessor: [[spoiler:Is supposed to be this to the Stratofortress but, for reasons unknown, the United States R&D never got to finish it. It took about the Pacific Front working on it (via by pilfering their blueprints in Canada) to be fully functional, and it showcases what would happen had the Americans managed to finish the project rather than scrap it; it boasts superior firepower compared to the Stratofortress, via from its 200m cannons, and it can obliterate any foes at a distance. With further improvements by the Revolt, it truly lives up to its name as the Stratofortress' successor.]]

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* SuperiorSuccessor: [[spoiler:Is Is supposed to be this to the Stratofortress but, for reasons unknown, the United States R&D never got to finish it. It took about the Pacific Front working on it (via by pilfering their blueprints in Canada) to be fully functional, and it showcases what would happen had the Americans managed to finish the project rather than scrap it; it boasts superior firepower compared to the Stratofortress, via from its 200m cannons, and it can obliterate any foes at a distance. With further improvements by the Revolt, it truly lives up to its name as the Stratofortress' successor.]]



* GoodPowersBadPeople: [[spoiler:An EasterEgg in ''The Remnant'' implies that Rashidi made the Bison Tank prototype, as it bears an Epsilon color scheme, and it was put into production precisely against said faction.]]

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* GoodPowersBadPeople: [[spoiler:An An EasterEgg in ''The Remnant'' The Remnant implies that Rashidi made the Bison Tank prototype, as it bears an Epsilon color scheme, and it was put into production precisely against said faction.]]



* {{Irony}}: Of the situational type. The Bison, the MBT that is built for survivability, is heavily implied [[spoiler: to be a Scorpion Cell tank, or at least was designed by Rashidi. Weirdly enough, it also makes sense. Looking though the lore, there were many examples of Epsilon vehicles that used an advanced type of synthetic material, including the Mantis Tank.]]

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* {{Irony}}: Of the situational type. The Bison, the MBT that is built for survivability, is heavily implied [[spoiler: to be a Scorpion Cell tank, or at least was designed by Rashidi. Weirdly enough, it also makes sense. Looking though the lore, there were many examples of Epsilon vehicles that used an advanced type of synthetic material, including the Mantis Tank.]]



* MechanicallyUnusualFighter: While the Boidmachine is technically a vehicle, it behaves more like a support power-providing building. Boid Blitz (the closest thing to a primary weapon that the Boidmachine has) is a support power that can only be used when the Boidmachine is immobile, must be manually aimed by the player, and has a very long range and reload time compared to a standard vehicle's weapons (meaning that the Boidmachine has no real way to defend itself).

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* MechanicallyUnusualFighter: While the The Boidmachine is technically a vehicle, cannot be ordered to fire on an individual enemy. Instead, when deployed, it behaves more like a support power-providing building. will start charging its main cannon, represented by Boid Blitz (the closest thing to a primary weapon that the Boidmachine has) is Blitz, a support power that can only be used when costs nothing and simply orders the Boidmachine is immobile, to fire at the target point (and must be manually aimed by like most other support powers). Boid Blitz can hit everywhere on the player, and map but has a very long range and reload time (6 minutes 30 seconds) compared to a standard vehicle's weapons (meaning that the Boidmachine has no real way to defend itself).



* MobileShrubbery: Phantasm can camouflage itself as a tree or rock as long as the tank is stationary.

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* MobileShrubbery: The Phantasm can camouflage itself as a tree or rock as long as the tank it is stationary.
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* BlackBox: At the climax of act 2, the Revolt comes into possession of the the Paradox Engine, the Apex of Chrono technology and probably the most powerful device ever created. Unfortunately, they have no idea how it works, and many of the ship's Time Circuits were destroyed when it crashed, thus the Revolt can't Freeze Time or Teleport like the Allies could. So far the Revolt's only success with the device was to create "The Foehn"; the Temporal Distortion that isolates Point Hope from the rest of the world.

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* BlackBox: At the climax of act 2, the Revolt comes into possession of the the Paradox Engine, the Apex of Chrono technology and probably the most powerful device ever created. Unfortunately, they have no idea how it works, works. Seigreid and many of the ship's Time Circuits his team were destroyed when it crashed, thus the Revolt can't Freeze Time or Teleport like only ones who understood the Allies could. machine, and with their deaths most of that knowledge was lost. So far the Revolt's only success with the device was to create "The Foehn"; the a Temporal Distortion that isolates "de-syncs" Point Hope from the rest of the world.world and protects them from the effects of Yuri's Tower.
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* BlackBox: At the climax of act 2, the Revolt comes into possession of the the Paradox Engine, the Apex of Chrono technology and probably the most powerful device ever created. Unfortunately, they have no idea how it works, and many of the ship's Time Circuits were destroyed when it crashed, thus the Revolt can't Freeze Time or Teleport like the Allies could. So far the Revolt's only success with the device was to create "The Foehn"; the Temporal Distortion that isolates Point Hope from the rest of the world.
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Spelling/grammar fix(es), Fixing indentation


** Lore-wise, the revolt itself is made up of survivors of various factions (American, Chinese, Euro, PF, and SC) who had to cast aside their afiilittions and equipment in order to turn the hodgepodge army seen at the end of Act 2 into a functioning military.
*** Most of the Chinese arsenal had to be tossed out or repurposed. The nuclear tech was replaced with safer Wind technology; EMP tech was combined with PF Gap tech to create Signal Jammers, and the heavy units such as the Mastodon and the Gharael were rebuilt for defensive and Siege operations.

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** Lore-wise, the revolt itself is made up of survivors of various factions (American, Chinese, Euro, PF, and SC) who had to cast aside their afiilittions affiliations and equipment in order to turn the hodgepodge army seen at the end of Act 2 into a functioning military.
*** ** Most of the Chinese arsenal had to be tossed out or repurposed. The nuclear tech was replaced with the safer Wind technology; EMP tech was combined with the PF Gap tech to create Signal Jammers, and the heavy units such as the Mastodon and the Gharael Gharial were rebuilt for defensive and Siege operations.

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* DiscardAndDraw: Nanofiber Sync grants Foehn infantry additional abilities that change their combat role in most cases, at the expense of some of their existing ones:
** Kingsframes lose their ability to garrison and attack air units.
** Railgunners lose speed, become less effective against structures and can no longer garrison.
** Duplicants can no longer infiltrate, move on water or benefit from Spinblades, as well as becoming somewhat squishier.
** Deviatresses are repurposed entirely from an anti-infantry medic and hijacker to a support unit armed with a confusion ray.
** Syncronauts turn from a long-range to a close-range unit.
** Zorbfloaters cannot create vacuum bubbles.
** Godsbanes lose some armour and the ability to fire on aircraft.

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* DiscardAndDraw: A central theme of this faction.
** The Revolt's main gimmick is the
Nanofiber Sync grants Sync, an ability that allows a commander to upgrade Foehn infantry infantry, granting them new weapons and additional abilities that change their combat role in most cases, but at the expense of some of their existing ones:
**
ones. This in turn changes their tactics, and sometimes even their combat roles.
***
Kingsframes lose their ability to garrison and attack air units.
**
units, but gain
***
Railgunners lose speed, become less effective against structures and can no longer garrison.
** *** Duplicants can no longer infiltrate, move on water or benefit from Spinblades, as well as becoming somewhat squishier.
** *** Deviatresses are repurposed entirely from an anti-infantry medic and hijacker to a support unit armed with a confusion ray.
** *** Syncronauts turn from a long-range to a close-range unit.
** *** Zorbfloaters cannot create vacuum bubbles.
** *** Godsbanes lose some armour and the ability to fire on aircraft.aircraft.
** Lore-wise, the revolt itself is made up of survivors of various factions (American, Chinese, Euro, PF, and SC) who had to cast aside their afiilittions and equipment in order to turn the hodgepodge army seen at the end of Act 2 into a functioning military.
*** Most of the Chinese arsenal had to be tossed out or repurposed. The nuclear tech was replaced with safer Wind technology; EMP tech was combined with PF Gap tech to create Signal Jammers, and the heavy units such as the Mastodon and the Gharael were rebuilt for defensive and Siege operations.
Is there an issue? Send a MessageReason:
None


* SuperiorSuccessor: Is supposed to be this to the Stratofortress but, for reasons unknown, the United States R&D never got to finish it. It took about the Pacific Front working on it (via by pilfering their blueprints in Canada) to be fully functional, and it showcases what would happen had the Americans managed to finish the project rather than scrap it; it boasts superior firepower compared to the Stratofortress, via from its 200m cannons, and it can obliterate any foes at a distance. With further improvements by the Revolt, it truly lives up to its name as the Stratofortress' successor.

to:

* SuperiorSuccessor: Is [[spoiler:Is supposed to be this to the Stratofortress but, for reasons unknown, the United States R&D never got to finish it. It took about the Pacific Front working on it (via by pilfering their blueprints in Canada) to be fully functional, and it showcases what would happen had the Americans managed to finish the project rather than scrap it; it boasts superior firepower compared to the Stratofortress, via from its 200m cannons, and it can obliterate any foes at a distance. With further improvements by the Revolt, it truly lives up to its name as the Stratofortress' successor.]]
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None

Added DiffLines:

* SuperiorSuccessor: Is supposed to be this to the Stratofortress but, for reasons unknown, the United States R&D never got to finish it. It took about the Pacific Front working on it (via by pilfering their blueprints in Canada) to be fully functional, and it showcases what would happen had the Americans managed to finish the project rather than scrap it; it boasts superior firepower compared to the Stratofortress, via from its 200m cannons, and it can obliterate any foes at a distance. With further improvements by the Revolt, it truly lives up to its name as the Stratofortress' successor.
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* ZergRush: The Clairvoyant's cheap price changes the way Foehn acquires enemy tech: by swarming enemy buildings with Clairvoyants. Enemy Foehn AI absolutely loves to send dozens of Clairvoyants towards enemy bases, which get hopelessly infiltrated if they lack dedicated anti-personnel weapons.

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* ZergRush: The Clairvoyant's cheap price changes the way Foehn acquires enemy tech: by swarming enemy buildings with Clairvoyants.Clairvoyants, often with their speed boosted from a Spinblade. Enemy Foehn AI absolutely loves to send dozens of Clairvoyants towards enemy bases, which get hopelessly infiltrated if they lack dedicated anti-personnel weapons.
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* TakingYouWithMe: Defied (sort of). Unlike Demolition Trucks or Bioticks, Diverbee's ''do not" detonate if shot down. On the Plus side, this means they can be kept around friendly units or structures without risk.

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* TakingYouWithMe: HairTriggerExplosive: Defied (sort of). Unlike Demolition Trucks or Bioticks, Diverbee's ''do not" not'' detonate if shot down. On the Plus side, this means they can be kept around friendly units or structures without risk.
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* ActionBomb: An odd case; the Diverbee is basically a suicide drone, designed to launch themselves at their targets from a distance and explode. However, they're rather pricey for a one-use unit (900 credits), and they do the most damage against vehicles. Thus they have to be used strategically, either to neutralize high-threat targets (Artillery units, ''especially'' the Magnatron, as well as psychic units. They're also great against harvesters), or to soften up groups of enemies ahead of a Haihead Strike Force.

to:

* ActionBomb: An odd case; the Diverbee is basically a suicide drone, drone designed to launch themselves at their targets from a distance and explode. However, they're rather pricey for a one-use unit (900 credits), and they do the most damage against vehicles. Thus they have to be used strategically, either to neutralize high-threat targets (Artillery units, ''especially'' the Magnatron, as well as psychic units. They're also great against harvesters), or to soften up groups of enemies ahead of a Haihead Strike Force.
Is there an issue? Send a MessageReason:
None


* ActionBomb: An odd case; the Diverbee is basically a suicide drone, designed to launch themselves at their targets from a distance and explode. However, they're rather pricey for a one-use unit, and they do the most damage against vehicles. Thus they have to be used strategically, either to neutralize high-threat targets (Artillery units, ''especially'' the Magnatron, as well as psychic units. They're also great against harvesters), or to soften up groups of enemies ahead of a Haihead Strike Force.

to:

* ActionBomb: An odd case; the Diverbee is basically a suicide drone, designed to launch themselves at their targets from a distance and explode. However, they're rather pricey for a one-use unit, unit (900 credits), and they do the most damage against vehicles. Thus they have to be used strategically, either to neutralize high-threat targets (Artillery units, ''especially'' the Magnatron, as well as psychic units. They're also great against harvesters), or to soften up groups of enemies ahead of a Haihead Strike Force.




to:

* TakingYouWithMe: Defied (sort of). Unlike Demolition Trucks or Bioticks, Diverbee's ''do not" detonate if shot down. On the Plus side, this means they can be kept around friendly units or structures without risk.
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* ActionBomb: The Diverbee's purpose is to launch themselves at their targets from a distance and explode.
* AttackDrone: They are advanced flying drones.

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* ActionBomb: The Diverbee's purpose An odd case; the Diverbee is basically a suicide drone, designed to launch themselves at their targets from a distance and explode.
explode. However, they're rather pricey for a one-use unit, and they do the most damage against vehicles. Thus they have to be used strategically, either to neutralize high-threat targets (Artillery units, ''especially'' the Magnatron, as well as psychic units. They're also great against harvesters), or to soften up groups of enemies ahead of a Haihead Strike Force.
* AttackDrone: They are advanced flying drones.
drones. From what we now know about the Fohen's origins, they were likely the successor to the Hunter-Seeker drones used by the Pacific Front.
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* KnightInShiningArmor: Their personalities, accents, and general vocabulary make them come across as this, as they'll call their enemies knaves and speak about chivalry and honor in their select lines. Bonus points for also actually wearing armor, albeit one made from a dull, non-reflective material.

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* UnfriendlyFire: Their confusion ray, similar to the Irritator's, can make enemies attack each other.

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* UnfriendlyFire: HatePlague: Their confusion ray, similar to the Irritator's, can make enemies attack each other.



!!Phantasm MLRS

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!!Phantasm MLRS!!Watercat



* MacrossMissileMassacre: It's capable of firing a barrage of missiles against both ground and air targets.
* MobileShrubbery: Phantasm can camouflage itself as a tree or rock as long as the tank is stationary.

!!Seitaad Ballista

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* MacrossMissileMassacre: It's capable of firing a barrage of missiles against both ground and air targets.
AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for land units.
* MobileShrubbery: Phantasm DefenselessTransports: The Watercat has no weapon in exchange for its speed boost.
* NoExperiencePointsForMedic: Since they are unarmed Watercats
can camouflage itself as a tree or rock as long as the tank is stationary.

!!Seitaad Ballista
never gain veterancy.

!!Swordfish



* {{EMP}}: The Seitaad combines Soviet EMP tech and Foehn's weaponised nanofiber threads.
* TheParalyzer: The Seitaad's nanofiber threads temporarily stun enemy troops.

!!Archelon

to:

* {{EMP}}: DroneDeployer: The Seitaad combines Soviet EMP tech Swordfish attacks aircraft by launching air-to-air combat drones.
* JackOfAllStats: Due to its combination of cannon, TrueSight
and Foehn's weaponised nanofiber threads.
anti-air drones, the Swordfish can deal with normal ships, submarines and aircraft alike.
* TheParalyzer: The Seitaad's nanofiber threads temporarily stun SeeTheInvisible: Swordfish can see enemy troops.

!!Archelon
submarines and other invisible units near them.

!!Whipray



* AmphibiousAutomobile: The Archelon is amphibious, like its [[UsefulNotes/StockDinosaursNonDinosaurs namesake]].
* CombatMedic: The Archelon's nanoid cannon devours enemy troops and uses the salvaged material to heal Foehn infantry.
* CripplingOverspecialization: While the Archelon slaughters infantry and is especially good against Epsilon Brute spam, it can only fire on infantry and nothing else.
* MadeOfIron: At a whopping 2000 HP and unusual resistance to tank cannons, the Archelon's purpose is to withstand as much damage as possible when its location is revealed.
* NotEnoughToBury: Any infantryman hit by the Archelon's high-tech cannon will just plainly disappear into nothing.
* StealthyColossus: The Archelon happens to be a massive tank with a Chimera Core on-board that allows it to be invisible.

!!Ramwagon

to:

* AmphibiousAutomobile: The Archelon is amphibious, like its [[UsefulNotes/StockDinosaursNonDinosaurs namesake]].
* CombatMedic: The Archelon's nanoid cannon devours enemy troops and uses the salvaged material to heal Foehn infantry.
* CripplingOverspecialization: While the Archelon slaughters infantry The Whipray is a dedicated anti-air unit and is especially good useless against Epsilon Brute spam, it anything on the ground.
* HatePlague: Whiprays have a confusion ray which
can only make enemy air units fire on infantry and nothing else.
* MadeOfIron: At a whopping 2000 HP and unusual resistance to tank cannons, the Archelon's purpose is to withstand as much damage as possible when its location is revealed.
* NotEnoughToBury: Any infantryman hit by the Archelon's high-tech cannon will just plainly disappear into nothing.
* StealthyColossus: The Archelon happens to be a massive tank with a Chimera Core on-board that allows it to be invisible.

!!Ramwagon
their own allies.

!!Angelshark



* RayGun: The Ramwagon's plasma cutters fire a continuous laser-like beam at the target, but it's technically not a laser weapon.

!!Watercat

to:

* RayGun: HatePlague: Torpedoes and mines used by Angelsharks are capable of confusing enemy naval units into attacking each other.
* TrapMaster:
The Ramwagon's plasma cutters fire Angelshark can deploy its drone in a continuous laser-like beam at mine form. The mine will remain in the target, but it's technically not area for a laser weapon.

!!Watercat
short time and apply the confusion effect to all units that come near it.

!!Leviathan Helicarrier



* AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for land units.
* DefenselessTransports: The Watercat has no weapon in exchange for its speed boost.
* NoExperiencePointsForMedic: Since they are unarmed Watercats can never gain veterancy.

!!Swordfish

to:

* AmphibiousAutomobile: Its entire purpose is CombatMedic: Their nanoids can be used to serve as an amphibious transport for land units.
repair other units with the Nanocharge support power.
* DefenselessTransports: DroneDeployer: Each Leviathan houses two attack drones under its deck, which when released will bombard enemy positions with plasma bombs.
* MightyGlacier: Leviathans hit hard and are durable, but are very sluggish due to their mass.
* SiegeEngines:
The Watercat has no weapon in exchange for Leviathan serves the same role as other capital ships due to its speed boost.
* NoExperiencePointsForMedic: Since they are unarmed Watercats can never gain veterancy.

!!Swordfish
massive range.
[[/folder]]

[[folder:Haihead Units]]
!!Neonwasp



* DroneDeployer: The Swordfish attacks aircraft by launching air-to-air combat drones.
* JackOfAllStats: Due to its combination of cannon, TrueSight and anti-air drones, the Swordfish can deal with normal ships, submarines and aircraft alike.
* SeeTheInvisible: Swordfish can see enemy submarines and other invisible units near them.

!!Whipray

to:

* DroneDeployer: AmazonBrigade: Every last Neonwasp is female.
* {{Expy}}: They're blantantly based off of the Rocket Angels from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', due to their use of flight suits and consisting entirely of women.
The Swordfish attacks aircraft by launching air-to-air combat drones.
* JackOfAllStats: Due to its combination of cannon, TrueSight and anti-air drones,
only real difference between the Swordfish can two is that the Neonwasps are anti-armour specialists who deal with normal ships, submarines less damage to infantry and aircraft alike.
* SeeTheInvisible: Swordfish can see enemy submarines and other invisible units near them.

!!Whipray
cannot attack aircraft.

!!Cyclops Walker



* CripplingOverspecialization: The Whipray is a dedicated anti-air unit and is useless against anything on the ground.
* UnfriendlyFire: Whiprays have a confusion ray which can make enemy air units fire on their own allies.

!!Angelshark

to:

* CripplingOverspecialization: CloseRangeCombatant: Zigzagged. The Whipray Cyclops has the longest range of any MBT, but it can shoot much faster at targets near it; so while it is capable of firing from longer than equivalents, it is encouraged to come close and personal.
* MiniMecha: The Cyclops
is a dedicated anti-air unit and is useless against anything on walker twice as tall as a normal tank.
* MythologyGag: It reuses
the ground.
* UnfriendlyFire: Whiprays have a confusion ray which can make enemy air units fire on their own allies.

!!Angelshark
design of the GDI Titan from [[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]].

!!Irritator



* TrapMaster: The Angelshark can deploy its drone in a mine form. The mine will remain in the area for a short time and apply the confusion effect to all units that come near it.
* UnfriendlyFire: Torpedoes and mines used by Angelsharks are capable of confusing enemy naval units into attacking each other.

!!Leviathan Helicarrier

to:

* TrapMaster: The Angelshark DamageIncreasingDebuff: When deployed, an Irritator can deploy its drone in launch a mine form. The mine flare that will remain in lower the area defence of units hit by it, making it easier for a short time other Foehn units to take them down.
* DualModeUnit: When undeployed, the Irritator can move
and apply the fire confusion effect rays to all make enemies fire on each other. When deployed, it becomes stationary and switches to using flares which make enemies take more damage.
* MarkedToDie: When deployed, the Irritator fires a flare which will make enemy
units easier to target and take more damage.
* MeaningfulName: "Irritator" isn't a name cooked up to sound cool. This was an [[https://en.wikipedia.org/wiki/Irritator actual dinosaur]] whose name (which literally means ''the irritating one'') was a reflection of the feelings of the paleontologists
that come near it.
had to put the darn thing together. While this is in line with the faction's Theme Naming, it's also a very appropriate one since Foehn's enemies are likely to feel the same amount of frustration when dealing with these things. A well placed Irritator can play havoc with formations and make them easy pickings for a Hailhead Assault. Whoever named this thing had a [[IShallTauntYou cheeky sense of humor.]]
* SupportPartyMember: Does no damage to enemy units but weakens them so that other friendly units can destroy them more easily.
* UnfriendlyFire: Torpedoes and mines used by Angelsharks are capable of confusing enemy naval units into attacking While not deployed, the Irritator can confuse enemies to attack each other.

!!Leviathan Helicarrier
other from long range.

!!Megalodon



* CombatMedic: Their nanoids can be used to repair other units with the Nanocharge support power.
* DroneDeployer: Each Leviathan houses two attack drones under its deck, which when released will bombard enemy positions with plasma bombs.
* MightyGlacier: Leviathans hit hard and are durable, but are very sluggish due to their mass.
* SiegeEngines: The Leviathan serves the same role as other capital ships due to its massive range.
[[/folder]]

[[folder:Haihead Units]]
!!Neonwasp

to:

* CombatMedic: Their nanoids can be used to repair other units with AmplifierArtifact: The Megaarena Projector, a rather costly structure deployed by the Nanocharge support power.
power Megaarena that unleashes the Megalodon AI's full potential.
* DroneDeployer: Each Leviathan houses two attack drones under AttackDrone: A tier 3 tank that's AI controlled, making it the bane of mind control units. [=PsiCorps=] in particular dread these things.
* {{BFS}}: Its weapon is a pair of energy swords matching
its deck, which when released will bombard enemy positions size.
* CloseRangeCombatant: Instead of any kind of guns, the Megalodon fights
with a plasma bombs.
* MightyGlacier: Leviathans hit
sword, and moves quite fast and hits hard and are durable, but to compensate for its nonexistent range.
* {{Expy}}: They're heavily similar to the King Oni from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', due to being HUMONGOUS mecha who
are very sluggish due to much out of place among their mass.
* SiegeEngines:
fellow armor units. The Leviathan serves most major difference between the same role as two is that the Megalodons are restricted to melee attacks only, but make up with it by dealing high damage to ALL units, and being relatively very fast compared to other capital ships due monster tanks.
* HumongousMecha: The Megalodon is a walker the size of a small building.
* InstantDeathRadius: Standing near a Megalodon with Megaarena active is a death sentence for non-hero infantry.
* KungFuProofMook: As an AI unit, the Megalodon is [[ImmuneToMindControl immune
to any of Epsilon's mind tricks]]. That includes the telekinetic trick used to control cyborgs, as the mech's size and momentum means it can more-or-less Juggernaut it's way through any sort of restraint.
* LaserBlade: The Megalodon has an apparatus in
its massive range.
[[/folder]]

[[folder:Haihead Units]]
!!Neonwasp
right hand, which lets it form a blade made of plasma.
* LightningBruiser: For the equivalent of a monster tank, the Megalodon is quite fast. It can deal really good damage to all ground targets with its energy sword, and the Megaarena Projector lets it kill any infantry unit on its path without even trying. This helps compensate the fact it is forced to get to melee range to attack.
* OneHitKill: The Megalodon's shield will instantly vaporise most enemy infantry it comes in contact with.
* ShieldBash: Shields provided by Megaarena Projector allow Megalodons to instantly vaporize most infantry units.

!!Shadray Torch Tank



* AmazonBrigade: Every last Neonwasp is female.
* {{Expy}}: They're blantantly based off of the Rocket Angels from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', due to their use of flight suits and consisting entirely of women. The only real difference between the two is that the Neonwasps are anti-armour specialists who deal less damage to infantry and cannot attack aircraft.

!!Cyclops Walker

to:

* AmazonBrigade: Every last Neonwasp is female.
* {{Expy}}: They're blantantly based off of
AntiAir: Its weapon has the Rocket Angels from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', due reach to hit aircraft, allowing the Shadray to serve as both an artillery piece and an anti-air unit.
* GlassCannon: They possess great firepower but
their armor is weak.
* LoudOfWar: The Shadray makes
use of flight suits and consisting entirely of women. sonic waves as weapons.
* OneHitPolykill:
The only real difference between the two is that the Neonwasps are anti-armour specialists who deal less Shadray's cannon deals damage to infantry everything in its way.
* SiegeEngines: The Shadray has great range
and cannot attack aircraft.

!!Cyclops Walker
devastating anti-structure power.

!!Diverbee



* CloseRangeCombatant: Zigzagged. The Cyclops has the longest range of any MBT, but it can shoot much faster at targets near it; so while it is capable of firing from longer than equivalents, it is encouraged to come close and personal.
* MiniMecha: The Cyclops is a walker twice as tall as a normal tank.
* MythologyGag: It reuses the design of the GDI Titan from [[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]].

!!Irritator

to:

* CloseRangeCombatant: Zigzagged. ActionBomb: The Cyclops has the longest range of any MBT, but it can shoot much faster Diverbee's purpose is to launch themselves at their targets near it; so while it is capable of firing from longer than equivalents, it is encouraged to come close a distance and personal.
explode.
* MiniMecha: The Cyclops is a walker twice as tall as a normal tank.
* MythologyGag: It reuses the design of the GDI Titan from [[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]].

!!Irritator
AttackDrone: They are advanced flying drones.

!!M.A.D.M.A.N.



* DamageIncreasingDebuff: When deployed, an Irritator can launch a flare that will lower the defence of units hit by it, making it easier for other Foehn units to take them down.
* DualModeUnit: When undeployed, the Irritator can move and fire confusion rays to make enemies fire on each other. When deployed, it becomes stationary and switches to using flares which make enemies take more damage.
* MarkedToDie: When deployed, the Irritator fires a flare which will make enemy units easier to target and take more damage.
* MeaningfulName: "Irritator" isn't a name cooked up to sound cool. This was an [[https://en.wikipedia.org/wiki/Irritator actual dinosaur]] whose name (which literally means ''the irritating one'') was a reflection of the feelings of the paleontologists that had to put the darn thing together. While this is in line with the faction's Theme Naming, it's also a very appropriate one since Foehn's enemies are likely to feel the same amount of frustration when dealing with these things. A well placed Irritator can play havoc with formations and make them easy pickings for a Hailhead Assault. Whoever named this thing had a [[IShallTauntYou cheeky sense of humor.]]
* SupportPartyMember: Does no damage to enemy units but weakens them so that other friendly units can destroy them more easily.
* UnfriendlyFire: While not deployed, the Irritator can confuse enemies to attack each other from long range.

!!Megalodon

to:

* DamageIncreasingDebuff: When deployed, an Irritator can launch ActionBomb: The M.A.D.M.A.N.'s sole purpose is to detonate itself, creating a flare massive shockwave. This does not kill the driver: due to a quirk in the technology, the blast is actually weakest at the ''center'', creating a sort of "eye in the storm" that will lower the defence of units hit by it, making it easier for other Foehn units to take keeps them down.
* DualModeUnit: When undeployed,
alive. Course, after the Irritator can move and fire confusion rays blast they're sitting duck for anything that survived, so it's [[VideogameCaringPotential up you to make enemies fire get them back to safety.]][[note: It's not unusual for players to have a Jackal Racer on each other. When deployed, it becomes stationary and switches to using flares which make enemies take more damage.
standby for this very purpose.]]
* MarkedToDie: When DelayedExplosion: Once deployed, the Irritator fires M.A.D.M.A.N. needs a flare which will make enemy units easier few seconds to target actually go off. If you're the enemy, throw everything you have at the M.A.D.M.A.N. to destroy it before it explodes and take more damage.
kills your Construction Yard.
* MeaningfulName: "Irritator" isn't a name cooked up DifficultButAwesome: The M.A.D.M.A.N. is big, fat, slow, needs time to sound cool. This was an [[https://en.wikipedia.org/wiki/Irritator actual dinosaur]] whose name (which literally means ''the irritating one'') was a reflection go off and does not explode if destroyed before detonation. But if it manages to successfully explode, good luck - it is capable of the feelings of the paleontologists one-shotting a '''Construction Yard''' alone.
* FunWithAcronyms: Mutually Assured Destruction Mechanized Area Nullifer.
* MightyGlacier: It's incredibly tough and it can destroy a Construction Yard
that had to put the darn thing together. While this is in line at full health with the faction's Theme Naming, explosion alone, but it's also a very appropriate slow.
* ObviousRulePatch: Version 3.3.1 made all epic units (including the M.A.D.M.A.N.) immune to the Chronosphere and, for the M.A.D.M.A.N. only, to the Iron Curtain (the others can still be covered by it), obviously to kill a cheese tactic used in team games.
* TacticalSuperweaponUnit: The M.A.D.M.A.N. is Haihead's epic unit, being limited to
one since Foehn's enemies are likely to feel the same amount of frustration when dealing with these things. A well placed Irritator can play havoc with formations per player at a time and make them easy pickings for a Hailhead Assault. Whoever named this thing had a [[IShallTauntYou cheeky sense capable of humor.]]
* SupportPartyMember: Does no damage to
decimating large swathes of an enemy units but weakens them so that other friendly units can destroy them more easily.
* UnfriendlyFire: While not deployed, the Irritator can confuse enemies
base (up to attack each other from long range.

!!Megalodon
one-shotting a full health Construction Yard) when detonated.
[[/folder]]

[[folder:Wings of Coronia Units]]
!!Zorbtrotter



* AmplifierArtifact: The Megaarena Projector, a rather costly structure deployed by the support power Megaarena that unleashes the Megalodon AI's full potential.
* AttackDrone: A tier 3 tank that's AI controlled, making it the bane of mind control units. [=PsiCorps=] in particular dread these things.
* {{BFS}}: Its weapon is a pair of energy swords matching its size.
* CloseRangeCombatant: Instead of any kind of guns, the Megalodon fights with a plasma sword, and moves quite fast and hits hard to compensate for its nonexistent range.
* {{Expy}}: They're heavily similar to the King Oni from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', due to being HUMONGOUS mecha who are very much out of place among their fellow armor units. The most major difference between the two is that the Megalodons are restricted to melee attacks only, but make up with it by dealing high damage to ALL units, and being relatively very fast compared to other monster tanks.
* HumongousMecha: The Megalodon is a walker the size of a small building.
* InstantDeathRadius: Standing near a Megalodon with Megaarena active is a death sentence for non-hero infantry.
* KungFuProofMook: As an AI unit, the Megalodon is [[ImmuneToMindControl immune to any of Epsilon's mind tricks]]. That includes the telekinetic trick used to control cyborgs, as the mech's size and momentum means it can more-or-less Juggernaut it's way through any sort of restraint.
* LaserBlade: The Megalodon has an apparatus in its right hand, which lets it form a blade made of plasma.
* LightningBruiser: For the equivalent of a monster tank, the Megalodon is quite fast. It can deal really good damage to all ground targets with its energy sword, and the Megaarena Projector lets it kill any infantry unit on its path without even trying. This helps compensate the fact it is forced to get to melee range to attack.
* OneHitKill: The Megalodon's shield will instantly vaporise most enemy infantry it comes in contact with.
* ShieldBash: Shields provided by Megaarena Projector allow Megalodons to instantly vaporize most infantry units.

!!Shadray Torch Tank

to:

* AmplifierArtifact: The Megaarena Projector, a rather costly structure deployed by the support power Megaarena that unleashes the Megalodon AI's full potential.
* AttackDrone: A tier 3 tank that's AI controlled, making it the bane of mind control units. [=PsiCorps=] in particular dread these things.
* {{BFS}}: Its weapon is a pair of energy swords matching its size.
* CloseRangeCombatant: Instead of any kind of guns, the Megalodon fights
AmbiguousSituation: They may or may not have been Epsilon psychics affilated with a plasma sword, and moves quite fast and hits hard to compensate for its nonexistent range.
the Scorpion Cell, given their description on the official site.
* {{Expy}}: They're heavily similar BlowYouAway: Zorbtrotters have taken wind manipulation techniques to the King Oni from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', due to being HUMONGOUS mecha who are very much out of place among their fellow armor units. The most major difference between the two extreme.
* HeelFaceTurn: It
is suggested that the Megalodons are restricted Zorbtrotters might have been Epsilon psychics who defected to melee attacks only, but make up with it by dealing high damage to ALL units, and being relatively very fast compared to other monster tanks.
* HumongousMecha: The Megalodon is a walker
the size of a small building.
Foehn Revolt.
* InstantDeathRadius: Standing near a Megalodon with Megaarena active is a death sentence for non-hero infantry.
* KungFuProofMook: As an AI unit, the Megalodon is [[ImmuneToMindControl immune to any of Epsilon's mind tricks]]. That includes the telekinetic trick used to
PowerFloats: Zorbtrotters control cyborgs, as the mech's size and momentum means it can more-or-less Juggernaut it's way through any sort of restraint.
* LaserBlade: The Megalodon has an apparatus in its right hand,
a sphere around them, which lets it form a blade made of plasma.
* LightningBruiser: For the equivalent of a monster tank, the Megalodon is quite fast. It can deal really good damage
allows them to all ground targets with its energy sword, and the Megaarena Projector lets it kill any infantry unit on its path without even trying. This helps compensate the fact it is forced to get to melee range to attack.
* OneHitKill: The Megalodon's shield will instantly vaporise most enemy infantry it comes in contact with.
* ShieldBash: Shields provided by Megaarena Projector allow Megalodons to instantly vaporize most infantry units.

!!Shadray Torch Tank
float over water.

!!Zorbfloater



* AntiAir: Its weapon has the reach to hit aircraft, allowing the Shadray to serve as both an artillery piece and an anti-air unit.
* GlassCannon: They possess great firepower but their armor is weak.
* LoudOfWar: The Shadray makes use of sonic waves as weapons.
* OneHitPolykill: The Shadray's cannon deals damage to everything in its way.
* SiegeEngines: The Shadray has great range and devastating anti-structure power.

!!Diverbee

to:

* AntiAir: Its weapon has the reach BlowYouAway: Zorbfloaters retain this ability from when they used to hit aircraft, allowing the Shadray be Zorbtrotters.
* HealingFactor: Whenever a Zorbfloater is under attack, his nanites will continuously try
to serve as heal him.
* NotTheIntendedUse: Their ability to make vehicles float can be used on friendly ones to move them across bodies of water.
* OneHitKill: If a Zorbfloater drops a lifted vehicle on another object,
both an artillery piece will be instantly blown up.
* PowerFloats: Zorbfloaters control a sphere around them, which allows them to float over water.
* YouWillNotEvadeMe: Zorbfloaters can lift enemy vehicles into the air
and an anti-air unit.
* GlassCannon: They possess great firepower but their armor is weak.
* LoudOfWar: The Shadray makes use of sonic waves as weapons.
* OneHitPolykill: The Shadray's cannon deals damage to everything in its way.
* SiegeEngines: The Shadray has great range and devastating anti-structure power.

!!Diverbee
drag them towards themselves before dropping them back into the ground.

!!Draco Drone Tank



* ActionBomb: The Diverbee's purpose is to launch themselves at their targets from a distance and explode.
* AttackDrone: They are advanced flying drones.

!!M.A.D.M.A.N.

to:

* ActionBomb: The Diverbee's purpose is to launch themselves at their targets from a distance and explode.
* AttackDrone: They are advanced When a Draco is destroyed, its turret drone is released as an autonomous unit.
* {{Expy}}: Its design appears to be heavily inspired by [[Anime/MobileSuitGundam Principality of Zeon]]'s Magella Attack tank, including a detachable turret.
* MechanicallyUnusualClass: The fact it releases its turret as an autonomous
flying drones.

!!M.A.D.M.A.N.
unit when destroyed makes the Draco an unconventional tank to fight against, as you need to have both an anti-ground unit and an anti-air unit to take it down entirely. It can easily create a TakingYouWithMe situation when fighting against an opposite MBT, as none of them can attack air units so the Draco turret can have the last laugh if anti-air support isn't present.
* SuperSpeed: This unit can benefit from the speed boost provided by Spinblades.

!!Roadrunner



* ActionBomb: The M.A.D.M.A.N.'s sole purpose is to detonate itself, creating a massive shockwave. This does not kill the driver: due to a quirk in the technology, the blast is actually weakest at the ''center'', creating a sort of "eye in the storm" that keeps them alive. Course, after the blast they're sitting duck for anything that survived, so it's [[VideogameCaringPotential up you to get them back to safety.]][[note: It's not unusual for players to have a Jackal Racer on standby for this very purpose.]]
* DelayedExplosion: Once deployed, the M.A.D.M.A.N. needs a few seconds to actually go off. If you're the enemy, throw everything you have at the M.A.D.M.A.N. to destroy it before it explodes and kills your Construction Yard.
* DifficultButAwesome: The M.A.D.M.A.N. is big, fat, slow, needs time to go off and does not explode if destroyed before detonation. But if it manages to successfully explode, good luck - it is capable of one-shotting a '''Construction Yard''' alone.
* FunWithAcronyms: Mutually Assured Destruction Mechanized Area Nullifer.
* MightyGlacier: It's incredibly tough and it can destroy a Construction Yard that is at full health with the explosion alone, but it's also very slow.
* ObviousRulePatch: Version 3.3.1 made all epic units (including the M.A.D.M.A.N.) immune to the Chronosphere and, for the M.A.D.M.A.N. only, to the Iron Curtain (the others can still be covered by it), obviously to kill a cheese tactic used in team games.
* TacticalSuperweaponUnit: The M.A.D.M.A.N. is Haihead's epic unit, being limited to one per player at a time and capable of decimating large swathes of an enemy base (up to one-shotting a full health Construction Yard) when detonated.
[[/folder]]

[[folder:Wings of Coronia Units]]
!!Zorbtrotter

to:

* ActionBomb: The M.A.D.M.A.N.'s sole purpose is to detonate itself, creating AlphaStrike: When a massive shockwave. This does not kill the driver: due to a quirk in the technology, the blast is actually weakest at the ''center'', creating a sort of "eye in the storm" that keeps them alive. Course, after the blast they're sitting duck for anything that survived, so it's [[VideogameCaringPotential up you to get them back to safety.]][[note: It's not unusual for players to have a Jackal Racer on standby for this very purpose.]]
* DelayedExplosion: Once deployed, the M.A.D.M.A.N. needs a few seconds to actually go off. If you're the enemy, throw everything you have at the M.A.D.M.A.N. to destroy
Roadrunner chases its target down, it before it explodes and kills your Construction Yard.
* DifficultButAwesome: The M.A.D.M.A.N. is big, fat, slow, needs time to go off and does not
will explode if destroyed before detonation. But if it manages to successfully explode, good luck - it is capable of one-shotting a '''Construction Yard''' alone.
* FunWithAcronyms: Mutually Assured Destruction Mechanized Area Nullifer.
* MightyGlacier: It's incredibly tough and it can destroy a Construction Yard that is at full health
with the tremendous power, damaging every soldier and tank nearby. The explosion alone, but it's also very slow.
* ObviousRulePatch: Version 3.3.1 made all epic units (including
will briefly disable its systems in order to recharge the M.A.D.M.A.N.) immune to weapon, making the Chronosphere and, Roadrunner immobile and completely defenceless for the M.A.D.M.A.N. only, to the Iron Curtain (the others can still be covered by it), obviously to kill a cheese tactic used in team games.
few seconds.
* TacticalSuperweaponUnit: AttackDrone: The M.A.D.M.A.N. Roadrunner is Haihead's epic unit, being limited to one per player at a time and capable of decimating large swathes of an enemy base (up to one-shotting a full health Construction Yard) when detonated.
[[/folder]]

[[folder:Wings of Coronia Units]]
!!Zorbtrotter
spherical drone.

!!Pteranodon



* AmbiguousSituation: They may or may not have been Epsilon psychics affilated with the Scorpion Cell, given their description on the official site.
* BlowYouAway: Zorbtrotters have taken wind manipulation techniques to the extreme.
* HeelFaceTurn: It is suggested that the Zorbtrotters might have been Epsilon psychics who defected to the Foehn Revolt.
* PowerFloats: Zorbtrotters control a sphere around them, which allows them to float over water.

!!Zorbfloater

to:

* AmbiguousSituation: CripplingOverspecialization: They may or may not have been Epsilon psychics affilated with the Scorpion Cell, given their description on the official site.
* BlowYouAway: Zorbtrotters have taken wind manipulation techniques to the extreme.
* HeelFaceTurn: It is suggested that the Zorbtrotters might have been Epsilon psychics who defected to the Foehn Revolt.
* PowerFloats: Zorbtrotters control a sphere around them,
are dedicated anti-tank units, which allows makes them a easy prey for stationary anti-air defenses and infantry or even specialized anti-air aerial units.
* HerdHittingAttack: Pteranodon weapon systems can damage several units at once thanks
to float over water.

!!Zorbfloater
big area of effect.
* MechanicallyUnusualClass: The Pteranodon is the Tier 3 'monster tank' of the Wings of Coronia, the equivalent of the Charon, Catastrophe or Colossus - however in the case of the Pteranodon the term 'monster tank' should be expanded to 'flying monster tank' as it is indeed the only flying equivalent of this particular technology tree slot.

!!Tarchia Cannon



* BlowYouAway: Zorbfloaters retain this ability from when they used to be Zorbtrotters.
* HealingFactor: Whenever a Zorbfloater is under attack, his nanites will continuously try to heal him.
* NotTheIntendedUse: Their ability to make vehicles float can be used on friendly ones to move them across bodies of water.
* OneHitKill: If a Zorbfloater drops a lifted vehicle on another object, both will be instantly blown up.
* PowerFloats: Zorbfloaters control a sphere around them, which allows them to float over water.
* YouWillNotEvadeMe: Zorbfloaters can lift enemy vehicles into the air and drag them towards themselves before dropping them back into the ground.

!!Draco Drone Tank

to:

* BlowYouAway: Zorbfloaters retain this ability from when they used to be Zorbtrotters.
* HealingFactor: Whenever a Zorbfloater is under attack, his nanites will continuously try to heal him.
* NotTheIntendedUse: Their ability to make vehicles float
AmphibiousAutomobile: The Tarchia hovers over ground and can be used on friendly ones to move them across bodies of water.
* OneHitKill: If a Zorbfloater drops a lifted vehicle on another object, both will be instantly blown up.
* PowerFloats: Zorbfloaters control a sphere around them, which allows them to float
travel over water.
* YouWillNotEvadeMe: Zorbfloaters can lift enemy vehicles into CripplingOverspecialization: Even moreso than other artillery units, as the air and drag them towards themselves Tarchia Cannon needs to lock down on a target before dropping them back into causing devastating damage to it, units can easily get out of the ground.

!!Draco Drone Tank
Tarchia's range before being hit, and forcing it to lock down on a target again, thus making the Tarchia Cannon terrible against anything that isn't a structure.

!!Alanqa Skystation



* AttackDrone: When a Draco is destroyed, its turret drone is released as an autonomous unit.
* {{Expy}}: Its design appears to be heavily inspired by [[Anime/MobileSuitGundam Principality of Zeon]]'s Magella Attack tank, including a detachable turret.
* MechanicallyUnusualClass: The fact it releases its turret as an autonomous flying unit when destroyed makes the Draco an unconventional tank to fight against, as you need to have both an anti-ground unit and an anti-air unit to take it down entirely. It can easily create a TakingYouWithMe situation when fighting against an opposite MBT, as none of them can attack air units so the Draco turret can have the last laugh if anti-air support isn't present.
* SuperSpeed: This unit can benefit from the speed boost provided by Spinblades.

!!Roadrunner

to:

* AttackDrone: When a Draco is destroyed, its turret drone is released as an autonomous unit.
* {{Expy}}: Its design appears to be heavily inspired by [[Anime/MobileSuitGundam Principality of Zeon]]'s Magella Attack tank, including a detachable turret.
* MechanicallyUnusualClass:
AntiAir: The fact it releases its turret as an autonomous flying unit when destroyed Alanqa's wind turbines can crush enemy aircraft with ease.
* BlowYouAway: This large craft is capable of manipulating wind, which
makes the Draco an unconventional tank to fight against, as you need to have both an anti-ground unit and an anti-air unit to take it them capable of shooting down entirely. It can easily create a TakingYouWithMe situation when fighting against an opposite MBT, as none of them can attack enemy air units so units.
* TornadoMove: Upon deploying, Alanqa creates a devastating tornado damaging everything under
the Draco turret can have the last laugh if anti-air support isn't present.
* SuperSpeed: This unit can benefit from the speed boost provided by Spinblades.

!!Roadrunner
Skystation.

!!Orcinus Waveshaper



* AlphaStrike: When a Roadrunner chases its target down, it will explode with tremendous power, damaging every soldier and tank nearby. The explosion will briefly disable its systems in order to recharge the weapon, making the Roadrunner immobile and completely defenceless for a few seconds.
* AttackDrone: The Roadrunner is a spherical drone.

!!Pteranodon

to:

* AlphaStrike: When a Roadrunner chases its target down, FriendOrFoe: The widespread application of the Orcinus Waveshaper disruptions unfortunately results in lesser accuracy in regards to telling friend from foe, causing it will explode with tremendous power, damaging every soldier to affect both friendly and tank nearby. enemy vehicles.
* NoSell:
The explosion will briefly Orcinus Waveshaper cannot be hijacked, mind-controlled, depiloted, abducted or confused.
* PowerNullifier: Its advanced ECM systems
disable vehicles' weapons in its systems in order to recharge the weapon, making the Roadrunner immobile and completely defenceless for a few seconds.
* AttackDrone: The Roadrunner is a spherical drone.

!!Pteranodon
radius.

!!Harbinger



* CripplingOverspecialization: They are dedicated anti-tank units, which makes them a easy prey for stationary anti-air defenses and infantry or even specialized anti-air aerial units.
* HerdHittingAttack: Pteranodon weapon systems can damage several units at once thanks to big area of effect.
* MechanicallyUnusualClass: The Pteranodon is the Tier 3 'monster tank' of the Wings of Coronia, the equivalent of the Charon, Catastrophe or Colossus - however in the case of the Pteranodon the term 'monster tank' should be expanded to 'flying monster tank' as it is indeed the only flying equivalent of this particular technology tree slot.

!!Tarchia Cannon

to:

* CripplingOverspecialization: They are dedicated anti-tank units, which makes them AssistCharacter: The Harbinger is not directly controllable by its commander; after being called to the battlefield via support power, it will bombard random targets within its designated area, then leaves when it runs out of ammo.
* CompositeCharacter: The Harbinger's design is lifted from the same unit in ''VideoGame/CommandAndConquerRedAlert3'', while the concept of
a easy prey for stationary powerful gunship that cannot be directly controlled and can be called via support power to bombard an area until it runs out of ammo is based on the Spectre Gunship from ''VideoGame/CommandAndConquerGenerals''.
* CoolPlane: It's more or less the American [=AC-130H=] Spectre on steroids.
* DeathFromAbove: As we can see on trailers, Harbinger is a heavy air support bombardment unit with huge cannons.
* EnergyWeapons: The Harbinger is armed with particle colliders.
* FlyingBrick: The Harbinger is far more durable than any other air unit, immune to Blasticade and can tank a lot of
anti-air defenses firepower.
* MasterOfAll: They can level enemy bases with ease
and infantry eliminate enemy units of any type, be it on the ground, water or in the sky.
* RandomNumberGod: The Harbinger is very imprecise, and will fire on any random thing within its area, from Construction Yards to cheap Conscripts and
even specialized anti-air aerial units.
* HerdHittingAttack: Pteranodon weapon systems
its own allies, meaning that building a few cheap 1x1 defences around the base can significantly reduce the damage several units at once thanks a Harbinger can deal to big area of effect.
high-priority targets.
* MechanicallyUnusualClass: TacticalSuperweaponUnit: The Pteranodon is the Tier 3 'monster tank' of Harbinger serves as the Wings of Coronia, Coronia's epic unit--a massive aircraft that can tank anti-air fire and devastate anything in a large area, but costs $3000 per sortie and has a long cooldown.
* TakingYouWithMe: The wreckage of a crashed Harbinger explodes violently when it hits
the equivalent of the Charon, Catastrophe ground, enough to destroy one last building or Colossus - however in the case of the Pteranodon the term 'monster tank' should be expanded to 'flying monster tank' as it is indeed the only flying equivalent of this particular technology tree slot.

!!Tarchia Cannon
enemy.
[[/folder]]

[[folder:Last Bastion Units]]
!!Giantsbane



* AmphibiousAutomobile: The Tarchia hovers over ground and can travel over water.
* CripplingOverspecialization: Even moreso than other artillery units, as the Tarchia Cannon needs to lock down on a target before causing devastating damage to it, units can easily get out of the Tarchia's range before being hit, and forcing it to lock down on a target again, thus making the Tarchia Cannon terrible against anything that isn't a structure.

!!Alanqa Skystation

to:

* AmphibiousAutomobile: ArmCannon: A Giantsbane's Golden Rocket Launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
* GunsAkimbo: Giantsbanes carry two massive Golden Rocket launchers on both arms.
* MacrossMissileMassacre:
The Tarchia hovers over ground and Giantsbane can travel over water.
* CripplingOverspecialization: Even moreso than other artillery units, as the Tarchia Cannon needs to lock down on
easily launch a target before causing barrage of devastating Golden Rocket launchers at both ground and air targets.
* MightyGlacier: Knightframes are already powerful versatile units, Giantsbane takes it even further by trading speed in both rate of fire and movement for more
damage to it, units can easily get out of the Tarchia's range before being hit, and forcing it to lock down on hitpoints.
* TheParalyzer: The Giantsbane has
a target again, thus making the Tarchia Cannon terrible against anything stun beam with long range, meaning that isn't a structure.

!!Alanqa Skystation
they can make heroes sitting ducks for other units.

!!Godsbane



* AntiAir: The Alanqa's wind turbines can crush enemy aircraft with ease.
* BlowYouAway: This large craft is capable of manipulating wind, which makes them capable of shooting down enemy air units.
* TornadoMove: Upon deploying, Alanqa creates a devastating tornado damaging everything under the Skystation.

!!Orcinus Waveshaper

to:

* AntiAir: The Alanqa's wind turbines can crush enemy aircraft ArmCannon: Two of the Godsbane's nanofiber launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
* GunsAkimbo: And more than that - the Godsbane is armed
with ease.
''four'' nanofiber launchers, with the additional ones being mounted on the sides of its torso.
* BlowYouAway: This large craft is MightyGlacier: While Godsbanes have slightly less health than their non-upgraded counterparts, they can deal a constant flow of damage but moves even slower.
* NoSell: Trades some of its health as Giantsbanes for complete immunity against EMP weapons.
* TheParalyzer: The Godsbane mounts experimental nanofiber launchers
capable of manipulating wind, which makes them capable of shooting down stunning enemy air units.
* TornadoMove: Upon deploying, Alanqa creates a devastating tornado damaging everything under the Skystation.

!!Orcinus Waveshaper
units.

!!Bison Combat Tank



* FriendOrFoe: The widespread application of the Orcinus Waveshaper disruptions unfortunately results in lesser accuracy in regards to telling friend from foe, causing it to affect both friendly and enemy vehicles.
* NoSell: The Orcinus Waveshaper cannot be hijacked, mind-controlled, depiloted, abducted or confused.
* PowerNullifier: Its advanced ECM systems disable vehicles' weapons in its radius.

!!Harbinger

to:

* FriendOrFoe: CripplingOverspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of [[CarFu crushing them]].
* GoodPowersBadPeople: [[spoiler:An EasterEgg in ''The Remnant'' implies that Rashidi made the Bison Tank prototype, as it bears an Epsilon color scheme, and it was put into production precisely against said faction.]]
* HealingFactor: Bisons are equipped with nanites, which allow the tank to repair itself after taking damage. This effect is tripled if the tank is not moving, encouraging Hold-the-Line tactics.
* {{Irony}}: Of the situational type.
The widespread application of Bison, the Orcinus Waveshaper disruptions unfortunately results in lesser accuracy in regards MBT that is built for survivability, is heavily implied [[spoiler: to telling friend from foe, causing be a Scorpion Cell tank, or at least was designed by Rashidi. Weirdly enough, it to affect both friendly and enemy vehicles.
* NoSell: The Orcinus Waveshaper cannot be hijacked, mind-controlled, depiloted, abducted or confused.
* PowerNullifier: Its
also makes sense. Looking though the lore, there were many examples of Epsilon vehicles that used an advanced ECM systems disable vehicles' weapons in type of synthetic material, including the Mantis Tank.]]
* MightyGlacier: The Bison is already a tough but slow tank on
its radius.

!!Harbinger
own, but they take this trope even further in that their HealingFactor is tripled if they stay still.

!!Sweeper



* AssistCharacter: The Harbinger is not directly controllable by its commander; after being called to the battlefield via support power, it will bombard random targets within its designated area, then leaves when it runs out of ammo.
* CompositeCharacter: The Harbinger's design is lifted from the same unit in ''VideoGame/CommandAndConquerRedAlert3'', while the concept of a powerful gunship that cannot be directly controlled and can be called via support power to bombard an area until it runs out of ammo is based on the Spectre Gunship from ''VideoGame/CommandAndConquerGenerals''.
* CoolPlane: It's more or less the American [=AC-130H=] Spectre on steroids.
* DeathFromAbove: As we can see on trailers, Harbinger is a heavy air support bombardment unit with huge cannons.
* EnergyWeapons: The Harbinger is armed with particle colliders.
* FlyingBrick: The Harbinger is far more durable than any other air unit, immune to Blasticade and can tank a lot of anti-air firepower.
* MasterOfAll: They can level enemy bases with ease and eliminate enemy units of any type, be it on the ground, water or in the sky.
* RandomNumberGod: The Harbinger is very imprecise, and will fire on any random thing within its area, from Construction Yards to cheap Conscripts and even its own allies, meaning that building a few cheap 1x1 defences around the base can significantly reduce the damage a Harbinger can deal to high-priority targets.
* TacticalSuperweaponUnit: The Harbinger serves as the Wings of Coronia's epic unit--a massive aircraft that can tank anti-air fire and devastate anything in a large area, but costs $3000 per sortie and has a long cooldown.
* TakingYouWithMe: The wreckage of a crashed Harbinger explodes violently when it hits the ground, enough to destroy one last building or enemy.
[[/folder]]

[[folder:Last Bastion Units]]
!!Giantsbane

to:

* AssistCharacter: The Harbinger is not directly controllable by its commander; after being called to DualModeUnit: A mobile mode where the battlefield via support power, Sweeper can do nothing but move, and an immobile mode where it will bombard random targets within its designated area, then leaves when it runs out of ammo.
* CompositeCharacter: The Harbinger's design is lifted from the same unit in ''VideoGame/CommandAndConquerRedAlert3'', while the concept of a powerful gunship that cannot be directly controlled
becomes invisible and can attack.
* InvisibilityCloak: Can cloak itself once deployed.
* ItsRainingMen: Sweepers can
be called via paradropped with the Sweeper Drop support power to bombard once an area until it runs out of ammo is based on expansion for the Spectre Gunship from ''VideoGame/CommandAndConquerGenerals''.
* CoolPlane: It's more or less the American [=AC-130H=] Spectre on steroids.
* DeathFromAbove: As we can see on trailers, Harbinger
Nanofiber Loom is a heavy air support bombardment unit with huge cannons.
built.
* EnergyWeapons: The Harbinger is armed with particle colliders.
* FlyingBrick: The Harbinger is far more durable than any other air unit, immune to Blasticade and can tank a lot
MacrossMissileMassacre: Can shoot volleys of anti-air firepower.
* MasterOfAll: They can level enemy bases with ease and eliminate enemy units of any type, be it on the ground, water or in the sky.
* RandomNumberGod: The Harbinger is very imprecise, and will fire on any random thing within
missiles without disrupting its area, from Construction Yards to cheap Conscripts and even its own allies, meaning that building a few cheap 1x1 defences around the base can significantly reduce the damage a Harbinger can deal to high-priority targets.
* TacticalSuperweaponUnit: The Harbinger serves as the Wings of Coronia's epic unit--a massive aircraft that can tank anti-air fire and devastate anything in a large area, but costs $3000 per sortie and has a long cooldown.
* TakingYouWithMe: The wreckage of a crashed Harbinger explodes violently when it hits the ground, enough to destroy one last building or enemy.
[[/folder]]

[[folder:Last Bastion Units]]
!!Giantsbane
cloak.

!!Condor



* ArmCannon: A Giantsbane's Golden Rocket Launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
* GunsAkimbo: Giantsbanes carry two massive Golden Rocket launchers on both arms.
* MacrossMissileMassacre: The Giantsbane can easily launch a barrage of devastating Golden Rocket launchers at both ground and air targets.
* MightyGlacier: Knightframes are already powerful versatile units, Giantsbane takes it even further by trading speed in both rate of fire and movement for more damage and hitpoints.
* TheParalyzer: The Giantsbane has a stun beam with long range, meaning that they can make heroes sitting ducks for other units.

!!Godsbane

to:

* ArmCannon: A Giantsbane's Golden Rocket Launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
* GunsAkimbo: Giantsbanes carry two massive Golden Rocket launchers on both arms.
* MacrossMissileMassacre: The Giantsbane can easily launch a barrage of devastating Golden Rocket launchers at both ground and air targets.
* MightyGlacier: Knightframes are already powerful versatile units, Giantsbane takes it even further by trading speed in both rate of fire and movement for more They're incredibly slow, but deal massive damage and hitpoints.
* TheParalyzer: The Giantsbane has a stun beam with long range, meaning
to anything that they can make heroes sitting ducks for other units.

!!Godsbane
isn't an infantry unit or an aircraft.

!!Mastodon



* ArmCannon: Two of the Godsbane's nanofiber launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
* GunsAkimbo: And more than that - the Godsbane is armed with ''four'' nanofiber launchers, with the additional ones being mounted on the sides of its torso.
* MightyGlacier: While Godsbanes have slightly less health than their non-upgraded counterparts, they can deal a constant flow of damage but moves even slower.
* NoSell: Trades some of its health as Giantsbanes for complete immunity against EMP weapons.
* TheParalyzer: The Godsbane mounts experimental nanofiber launchers capable of stunning enemy units.

!!Bison Combat Tank

to:

* ArmCannon: Two of CarFu: In grand C&C tradtion, the Godsbane's nanofiber launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
* GunsAkimbo: And more than
Mastadon is large enough that - the Godsbane is armed with ''four'' nanofiber launchers, it can crush other tanks beneath its treads. It's not unusual to see a Mastadon blast a group of vehicles and then plow through whatever's left.
* CombatMedic: They can repair nearby units
with the additional ones being mounted Nanocharge support power.
* EvilKnockoff: Provided that Foehn are the good guys the Mastodon counts as an [[InvertedTrope inversion]], as it's obviously based
on the sides Soviet Apocalypse tank, design and appearance-wise. The presence of a Soviet color scheme on the Mastodon prototype implies it was going to be put into production for China (and thus would have potentially be pitted against Russia's Apocalypse Tanks).
* MeaningfulName: Mastodons were ancient mammals that resemble mammoths, just like how the Mastodon has a resemblance to Mammoth Tanks.
* MythologyGag: According to its description, the Mastodon is the first Foehn vehicle to be designed. During the development of version 3.3, the Mastodon was the first Foehn vehicle to be modelled.
* StoneWall: Despite its sheer bulk and the damage that its railgun deals, its firing rate is very slow, making the Mastodon's overall damage output unimpressive for a unit
of its torso.
* MightyGlacier: While Godsbanes have slightly less health than their non-upgraded counterparts, they can deal
cost, and its slow speed means that it won't get to use its omnicrush ability that often. As a constant flow of result the Mastodon is more often used as a damage-magnet and healer (in conjunction with Nanocharge), leaving the damage but moves even slower.
* NoSell: Trades some of its health as
dealing job to Gharials, Giantsbanes for complete immunity and Godsbanes.
* WaveMotionTuningFork: Its primary weapon, the plasma railgun.
* WeaksauceWeakness: With the Mastodon being able to outlast even epic units in a 1v1 confrontation, playing fair
against it isn't a very wise idea. Instead, prey on its huge vulnerabilities to mind-control and especially EMP weapons.
* TheParalyzer: The Godsbane mounts experimental nanofiber launchers capable of stunning enemy units.

!!Bison Combat Tank
weaponry to prevent it from doing anything.

!!Gharial



* CripplingOverspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of [[CarFu crushing them]].
* GoodPowersBadPeople: [[spoiler:An EasterEgg in ''The Remnant'' implies that Rashidi made the Bison Tank prototype, as it bears an Epsilon color scheme, and it was put into production precisely against said faction.]]
* HealingFactor: Bisons are equipped with nanites, which allow the tank to repair itself after taking damage. This effect is tripled if the tank is not moving, encouraging Hold-the-Line tactics.
* {{Irony}}: Of the situational type. The Bison, the MBT that is built for survivability, is heavily implied [[spoiler: to be a Scorpion Cell tank, or at least was designed by Rashidi. Weirdly enough, it also makes sense. Looking though the lore, there were many examples of Epsilon vehicles that used an advanced type of synthetic material, including the Mantis Tank.]]
* MightyGlacier: The Bison is already a tough but slow tank on its own, but they take this trope even further in that their HealingFactor is tripled if they stay still.

!!Sweeper

to:

* CripplingOverspecialization: As a Main Battle Tank, it is only effective against vehicles, AmphibiousAutomobile: The Gharial can move on both water and nothing else. It can't take down even basic defenses like land due to its hull design.
* AwesomePersonnelCarrier: Additional space within the Gharial allows it to work as
a Pillbox without taking significant damage, transport for Foehn infantry.
* EarlyBirdCameo: A few Gharials briefly appear in the mission Heartwork, long before the emergence of the Foehn Revolt, suggesting a link between them
and dealing with infantry is ill-advised outside of [[CarFu crushing them]].
China.
* GoodPowersBadPeople: [[spoiler:An EasterEgg in ''The Remnant'' implies that Rashidi made the Bison Tank prototype, as it bears an Epsilon color scheme, and it was put into production precisely against said faction.]]
* HealingFactor: Bisons are equipped with nanites, which allow the tank to repair itself after taking damage. This effect is tripled if the tank is not moving, encouraging Hold-the-Line tactics.
* {{Irony}}: Of the situational type.
KungFuProofMook: The Bison, the MBT that is built for survivability, is heavily implied [[spoiler: to be a Scorpion Cell tank, or at least was Gharial has been designed by Rashidi. Weirdly enough, it also makes sense. Looking though with preventing the lore, there were effects of as many examples of Epsilon vehicles that used an advanced type of synthetic material, including battlefield hazards and dangerous sabotaging weapons as possible.
* NoSell: Among many others,
the Mantis Tank.]]
* MightyGlacier: The Bison
Gharial is already a tough but slow tank on its own, but they take this trope even further in that their HealingFactor is tripled if they stay still.

!!Sweeper
immune to EMP, radiation, poison, freezing, confusion and mind control.
* SplashDamage: Their weapons do area damage.

!!Boidmachine



* DualModeUnit: A mobile mode where the Sweeper can do nothing but move, and an immobile mode where it becomes invisible and can attack.
* InvisibilityCloak: Can cloak itself once deployed.
* ItsRainingMen: Sweepers can be paradropped with the Sweeper Drop support power once an expansion for the Nanofiber Loom is built.
* MacrossMissileMassacre: Can shoot volleys of missiles without disrupting its cloak.
!!Condor

to:

* DualModeUnit: A mobile The normal mode where in which the Sweeper Boidmachine can do nothing but move, and an the deployed immobile mode where form in which it becomes invisible can recharge and can attack.
fire its cannon and deploy M.A.D. Mines.
* InvisibilityCloak: Can cloak itself once deployed.
* ItsRainingMen: Sweepers can be paradropped with
MechanicallyUnusualFighter: While the Sweeper Drop Boidmachine is technically a vehicle, it behaves more like a support power-providing building. Boid Blitz (the closest thing to a primary weapon that the Boidmachine has) is a support power that can only be used when the Boidmachine is immobile, must be manually aimed by the player, and has a very long range and reload time compared to a standard vehicle's weapons (meaning that the Boidmachine has no real way to defend itself).
* MightyGlacier: The Boidmachine can only fire
once an expansion for it's been deployed and the Nanofiber Loom projectile prepared (which takes 6 minutes and a half), and if the vehicle undeploys in order to move, the weapon stops charging, but a single Boid Blitz is built.
* MacrossMissileMassacre: Can shoot volleys
capable of missiles devastating tank divisions and infantry squads, without disrupting ever letting them see the Boidmachine itself.
* TacticalSuperweaponUnit: Serving as the Last Bastion's epic unit, the Boidmachine is a piece of artillery that is limited to one per player, must be deployed to fire and takes a long time to charge
its cloak.
!!Condor
attack, but boasts an obscene range and can wipe out a tank blob with a single Boid Blitz.
[[/folder]]

[[folder:Stolen Tech Units]]
!!Phantasm MLRS



* MightyGlacier: They're incredibly slow, but deal massive damage to anything that isn't an infantry unit or an aircraft.
!!Mastodon

to:

* MightyGlacier: They're incredibly slow, but deal massive damage to anything that isn't an infantry unit MacrossMissileMassacre: It's capable of firing a barrage of missiles against both ground and air targets.
* MobileShrubbery: Phantasm can camouflage itself as a tree
or an aircraft.
!!Mastodon
rock as long as the tank is stationary.

!!Seitaad Ballista



* CarFu: In grand C&C tradtion, the Mastadon is large enough that it can crush other tanks beneath its treads. It's not unusual to see a Mastadon blast a group of vehicles and then plow through whatever's left.
* CombatMedic: They can repair nearby units with the Nanocharge support power.
* EvilKnockoff: Provided that Foehn are the good guys the Mastodon counts as an [[InvertedTrope inversion]], as it's obviously based on the Soviet Apocalypse tank, design and appearance-wise. The presence of a Soviet color scheme on the Mastodon prototype implies it was going to be put into production for China (and thus would have potentially be pitted against Russia's Apocalypse Tanks).
* MeaningfulName: Mastodons were ancient mammals that resemble mammoths, just like how the Mastodon has a resemblance to Mammoth Tanks.
* MythologyGag: According to its description, the Mastodon is the first Foehn vehicle to be designed. During the development of version 3.3, the Mastodon was the first Foehn vehicle to be modelled.
* StoneWall: Despite its sheer bulk and the damage that its railgun deals, its firing rate is very slow, making the Mastodon's overall damage output unimpressive for a unit of its cost, and its slow speed means that it won't get to use its omnicrush ability that often. As a result the Mastodon is more often used as a damage-magnet and healer (in conjunction with Nanocharge), leaving the damage dealing job to Gharials, Giantsbanes and Godsbanes.
* WaveMotionTuningFork: Its primary weapon, the plasma railgun.
* WeaksauceWeakness: With the Mastodon being able to outlast even epic units in a 1v1 confrontation, playing fair against it isn't a very wise idea. Instead, prey on its huge vulnerabilities to mind-control and especially EMP weaponry to prevent it from doing anything.

!!Gharial

to:

* CarFu: In grand C&C tradtion, the Mastadon is large enough that it can crush other tanks beneath its treads. It's not unusual to see a Mastadon blast a group of vehicles and then plow through whatever's left.
* CombatMedic: They can repair nearby units with the Nanocharge support power.
* EvilKnockoff: Provided that Foehn are the good guys the Mastodon counts as an [[InvertedTrope inversion]], as it's obviously based on the
{{EMP}}: The Seitaad combines Soviet Apocalypse tank, design EMP tech and appearance-wise. Foehn's weaponised nanofiber threads.
* TheParalyzer:
The presence of a Soviet color scheme on the Mastodon prototype implies it was going to be put into production for China (and thus would have potentially be pitted against Russia's Apocalypse Tanks).
* MeaningfulName: Mastodons were ancient mammals that resemble mammoths, just like how the Mastodon has a resemblance to Mammoth Tanks.
* MythologyGag: According to its description, the Mastodon is the first Foehn vehicle to be designed. During the development of version 3.3, the Mastodon was the first Foehn vehicle to be modelled.
* StoneWall: Despite its sheer bulk and the damage that its railgun deals, its firing rate is very slow, making the Mastodon's overall damage output unimpressive for a unit of its cost, and its slow speed means that it won't get to use its omnicrush ability that often. As a result the Mastodon is more often used as a damage-magnet and healer (in conjunction with Nanocharge), leaving the damage dealing job to Gharials, Giantsbanes and Godsbanes.
* WaveMotionTuningFork: Its primary weapon, the plasma railgun.
* WeaksauceWeakness: With the Mastodon being able to outlast even epic units in a 1v1 confrontation, playing fair against it isn't a very wise idea. Instead, prey on its huge vulnerabilities to mind-control and especially EMP weaponry to prevent it from doing anything.

!!Gharial
Seitaad's nanofiber threads temporarily stun enemy troops.

!!Archelon



* AmphibiousAutomobile: The Gharial can move on both water and land due to its hull design.
* AwesomePersonnelCarrier: Additional space within the Gharial allows it to work as a transport for Foehn infantry.
* EarlyBirdCameo: A few Gharials briefly appear in the mission Heartwork, long before the emergence of the Foehn Revolt, suggesting a link between them and China.
* KungFuProofMook: The Gharial has been designed with preventing the effects of as many battlefield hazards and dangerous sabotaging weapons as possible.
* NoSell: Among many others, the Gharial is immune to EMP, radiation, poison, freezing, confusion and mind control.
* SplashDamage: Their weapons do area damage.

!!Boidmachine

to:

* AmphibiousAutomobile: The Gharial can move on both water Archelon is amphibious, like its [[UsefulNotes/StockDinosaursNonDinosaurs namesake]].
* CombatMedic: The Archelon's nanoid cannon devours enemy troops
and land due to its hull design.
* AwesomePersonnelCarrier: Additional space within
uses the Gharial allows it salvaged material to work as a transport for heal Foehn infantry.
* EarlyBirdCameo: A few Gharials briefly appear in CripplingOverspecialization: While the mission Heartwork, long before Archelon slaughters infantry and is especially good against Epsilon Brute spam, it can only fire on infantry and nothing else.
* MadeOfIron: At a whopping 2000 HP and unusual resistance to tank cannons,
the emergence of Archelon's purpose is to withstand as much damage as possible when its location is revealed.
* NotEnoughToBury: Any infantryman hit by
the Foehn Revolt, suggesting a link between them and China.
Archelon's high-tech cannon will just plainly disappear into nothing.
* KungFuProofMook: StealthyColossus: The Gharial has been designed Archelon happens to be a massive tank with preventing the effects of as many battlefield hazards and dangerous sabotaging weapons as possible.
* NoSell: Among many others, the Gharial is immune
a Chimera Core on-board that allows it to EMP, radiation, poison, freezing, confusion and mind control.
* SplashDamage: Their weapons do area damage.

!!Boidmachine
be invisible.

!!Ramwagon



* DualModeUnit: The normal mode in which the Boidmachine can do nothing but move, and the deployed immobile form in which it can recharge and fire its cannon and deploy M.A.D. Mines.
* MechanicallyUnusualFighter: Both of the Boidmachine's attacks (Boid Blitz and deploying M.A.D. Mines) are support powers that must be manually aimed by the player.
* MightyGlacier: The Boidmachine can only fire once it's been deployed and the projectile prepared (which takes 6 minutes and a half), and if the vehicle undeploys in order to move, the weapon stops charging, but a single Boid Blitz is capable of devastating tank divisions and infantry squads, without ever letting them see the Boidmachine itself.
* TacticalSuperweaponUnit: Serving as the Last Bastion's epic unit, the Boidmachine is a piece of artillery that is limited to one per player, must be deployed to fire and takes a long time to charge its attack, but boasts an obscene range and can wipe out a tank blob with a single Boid Blitz.

to:

* DualModeUnit: RayGun: The normal mode in which the Boidmachine can do nothing but move, and the deployed immobile form in which it can recharge and Ramwagon's plasma cutters fire its cannon and deploy M.A.D. Mines.
* MechanicallyUnusualFighter: Both of
a continuous laser-like beam at the Boidmachine's attacks (Boid Blitz and deploying M.A.D. Mines) are support powers that must be manually aimed by the player.
* MightyGlacier: The Boidmachine can only fire once
target, but it's been deployed and the projectile prepared (which takes 6 minutes and technically not a half), and if the vehicle undeploys in order to move, the weapon stops charging, but a single Boid Blitz is capable of devastating tank divisions and infantry squads, without ever letting them see the Boidmachine itself.
* TacticalSuperweaponUnit: Serving as the Last Bastion's epic unit, the Boidmachine is a piece of artillery that is limited to one per player, must be deployed to fire and takes a long time to charge its attack, but boasts an obscene range and can wipe out a tank blob with a single Boid Blitz.
laser weapon.

Added: 169

Removed: 527

Is there an issue? Send a MessageReason:
having one shared ability is not sufficient to qualify and there are more specialised monster thanks than the Mastodon (look at you Pteranodon)


* CloseRangeCombatant: Instead of any kind of guns, the Megalodon fights with a plasma sword, and moves quite fast and hits hard to compensate for its nonexistent range.



* {{Expy}}: They're essentially an infantry version of the original Magnetron from the vanilla version of Yuri's Revenge, due to them having the same ability to lift enemies into the air and causing damage by dropping them onto things.



* CripplingOverspecialization: The only monster tank in the game that is underwhelming against some kind of target - in the Mastodon's case, it's infantry.[[note]]The Catastrophe Tank's weapon is also ineffective against infantry, but it can be compensated by loading infantry inside[[/note]]
Is there an issue? Send a MessageReason:
None


A subgroup of the Foehn Revolt, implied to be its main strike force.

to:

A subgroup of the Foehn Revolt, implied to be its main strike Assault force.

Added: 1520

Changed: 230

Removed: 1704

Is there an issue? Send a MessageReason:
every faction has some units named after living animals (Bulldog, Harrier, Armadillo, Mantis, Piranha etc), this is nothing special


* AnimalThemeNaming: Many of their vehicles and aircraft are named after [[UsefulNotes/PrehistoricLife extinct animals]].



* CompositeCharacter:
** Their design takes many cues from the Empire of the Rising Sun from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', due to their use of extremely advanced technology, and their lack of an actual aircraft production unit, yet still having aircraft among their arsenal of vehicles among other things, such as their units being ''extremely'' similar to the Empire's units, such as the Neonwasp and Megalodon being blantantly based off of the Rocket Angels and King Oni respectively, with the only difference between the Megalodon and the latter is that the Megalodon doesn't have eyebeams and wields a sword instead, and the Neonwasps being unable to target airborne units.
** They're based on the GDI from the [[VideoGame/CommandAndConquerTiberianSeries Tiberian Series]], to a lesser degree, due to being a global coalition formed from all countries that have similar units, such as the Cyclops and Shadray, which are quite literally the Titan Walker and Disruptor from ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]''. The Tarchia Cannon is also similar in design to the Shatterers from [[VideoGame/CommandAndConquer3TiberiumWars Kane's Wrath]], due to being a floating artillery, and the Mastodon Tank is similar in appearance, but not in weaponry to the GDI's iconic Mammoth Tank, due to it being an extremely large tank named after an extinct elephant.



* {{Expy}}:
** In terms of gameplay, they're this to the Empire of the Rising Sun from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', due to their use of extremely advanced technology, and their lack of an actual aircraft production unit, yet still having aircraft among their arsenal of vehicles among other things, such as their units being ''extremely'' similar to the Empire's units, such as the Neonwasp and Megalodon being blantantly based off of the Rocket Angels and King Oni respectively, with the only difference between the Megalodon and the latter is that the Megalodon doesn't have eyebeams and wields a sword instead, and the Neonwasps being unable to target airborne units.
** They're also this towards the GDI from the [[VideoGame/CommandAndConquerTiberianSeries Tiberian Series]], to a lesser degree, due to being a global coalition formed from all countries that have similar units, such as the Cyclops, which is quite literally the Titan Walker from ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' under a different name design wise, as well as the Shadray, based off of the Disruptor from the same game. The Tarchia Cannon is also similar in design to the Shatterers from [[VideoGame/CommandAndConquer3TiberiumWars Kane's Wrath]], due to being a floating siege unit, and the Mastodon Tank is similar in appearance, but not in weaponry to the GDI's iconic Mammoth Tank, due to it being an extremely large tank named after an extinct elephant.



* ThemeNaming: Many of their vehicles and aircraft are named after [[UsefulNotes/PrehistoricLife extinct animals]]. Many of their other units (and even one defensive building, but no infantry) are named for living animals.



* DropPod: The Coronian Knightfall support power marks a designated target for a drop pod landing operation. On a side note, this ability is very similar to the "Moon-drop" ability that the Soviets used in the finale of Act 2.

to:

* DropPod: The Coronian Knightfall support power marks a designated target for a drop pod landing operation. On a side note, this ability is very similar to the "Moon-drop" Moon Drops ability that the Soviets used in the finale of Act 2.



* NoSell: Their Repair ability makes them virtually immune to Terror Drone attacks, provided if they are mine together in packs.

to:

* NoSell: Their Repair ability to repair each other makes them virtually immune to Terror Drone attacks, provided if they are unless you choose to mine together in packs.an ore field with only one Minermite for some reason.



* CompositeCharacter: The Harbinger's design is lifted from the same unit in ''VideoGame/CommandAndConquerRedAlert3'', while the concept of a powerful gunship that cannot be directly controlled and can be called via support power to bombard an area is based on the Spectre Gunship from ''VideoGame/CommandAndConquerGenerals''.

to:

* CompositeCharacter: The Harbinger's design is lifted from the same unit in ''VideoGame/CommandAndConquerRedAlert3'', while the concept of a powerful gunship that cannot be directly controlled and can be called via support power to bombard an area until it runs out of ammo is based on the Spectre Gunship from ''VideoGame/CommandAndConquerGenerals''.



* StoneWall: Despite its sheer bulk and the damage that its railgun deals, its firing rate is very slow, making the Mastodon's overall damage output unimpressive for a unit of its cost. As a result the Mastodon is more often used as a damage-magnet and healer (in conjunction with Nanocharge), leaving the damage dealing job to Gharials, Giantsbanes and Godsbanes.

to:

* StoneWall: Despite its sheer bulk and the damage that its railgun deals, its firing rate is very slow, making the Mastodon's overall damage output unimpressive for a unit of its cost.cost, and its slow speed means that it won't get to use its omnicrush ability that often. As a result the Mastodon is more often used as a damage-magnet and healer (in conjunction with Nanocharge), leaving the damage dealing job to Gharials, Giantsbanes and Godsbanes.
Is there an issue? Send a MessageReason:
Removed the part "turns enemies into this", as it was an Orphaned Reference to the other trope.


* LootMakingAttack: The Reprocessor turns enemies into this, generating money for you when your units kill enemies.

to:

* LootMakingAttack: The Reprocessor turns enemies into this, generating generates money for you when your units kill enemies.

Added: 958

Changed: 357

Removed: 520

Is there an issue? Send a MessageReason:
this is just part of the extinct animal theme naming (in which -odon is a common suffix)


* LootMakingAttack: The Reprocessor turns enemies into this, generating money for you when your units kill enemies.



* MoneySpider: The Reprocessor turns enemies into this, generating money for you when your units kill enemies.



* ThemeNaming:
** Many of their vehicles and aircraft are named after [[UsefulNotes/PrehistoricLife extinct animals]]. Many of their other units (and even one defensive building, but no infantry) are named for living animals.
** Their "Monster Tank" units, the Pteranodon, the Megalodon, and the Mastodon all have naems ending in -don.

to:

* ThemeNaming:
**
ThemeNaming: Many of their vehicles and aircraft are named after [[UsefulNotes/PrehistoricLife extinct animals]]. Many of their other units (and even one defensive building, but no infantry) are named for living animals.
** Their "Monster Tank" units, the Pteranodon, the Megalodon, and the Mastodon all have naems ending in -don.
animals.



* CompositeCharacter: The Harbinger's design is lifted from the same unit in ''VideoGame/CommandAndConquerRedAlert3'', while the concept of a powerful gunship that cannot be directly controlled and can be called via support power to bombard an area is based on the Spectre Gunship from ''VideoGame/CommandAndConquerGenerals''.



* MythologyGag: It is based on the same unit from ''VideoGame/CommandAndConquerRedAlert3''.



* TacticalSuperweaponUnit: The Harbinger serves as the Wings of Coronia's epic unit--a massive aircraft that can tank anti-air fire and devastate anything in a large area, but costs $3000 per sortie and has a long cooldown.



* DualModeUnit: The normal mode in which the Boidmachine can do nothing but move, and the deployed immobile form in which it can recharge and fire its cannon.
* MechanicallyUnusualClass: Its attack while deployed is actually a support power.

to:

* DualModeUnit: The normal mode in which the Boidmachine can do nothing but move, and the deployed immobile form in which it can recharge and fire its cannon.
cannon and deploy M.A.D. Mines.
* MechanicallyUnusualClass: Its attack while deployed is actually a MechanicallyUnusualFighter: Both of the Boidmachine's attacks (Boid Blitz and deploying M.A.D. Mines) are support power.powers that must be manually aimed by the player.


Added DiffLines:

* TacticalSuperweaponUnit: Serving as the Last Bastion's epic unit, the Boidmachine is a piece of artillery that is limited to one per player, must be deployed to fire and takes a long time to charge its attack, but boasts an obscene range and can wipe out a tank blob with a single Boid Blitz.

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