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1%%
2%% IMPORTANT: To keep things tidy, any tropes regarding the Foehn leadership should be placed on this page after certain points in the storyline. For example: any entries for Yunru BEFORE "Thread of Dread" (Soviet Mission 20) should stay on the Soviet Page, while anything AFTER goes here.
3%%
4%% NOTE: this also applies for Reveals like Rashidi's alliance with Yunru (we don't learn about that until AFTER he defects). Same for flashback episodes, like the Foehn Special Operation "Time Capsule"
5%%
6%%
7%%Below is a list of BEFORE/AFTER points for each character:
8%%
9%%
10%% Yunru - "Thread of Dread"(Soviet Mission 20)
11%% Rashidi - "Obsidian Sands" (Epsilon Mission 21)
12%% Tanya - "Hamartia" (The Final Allied Mission)
13%% General Ben Carville - "Vanishing Point" (Foehn Origins Mission 05)
14%%
15%%
16[[WMG:[[center: [- ''VideoGame/MentalOmega'' '''[[Characters/MentalOmega Factions Index]]'''\
17[[Characters/MentalOmegaAllies Allied Nations]] | [[Characters/MentalOmegaSoviets Soviet Union]] | [[Characters/MentalOmegaEpsilon Epsilon Army]] | '''Foehn Revolt''' -] ]] ]]
18
19! Unmarked spoilers ahead! Administrivia/YouHaveBeenWarned!
20
21
22[[foldercontrol]]\
23
24[[quoteright:154:https://static.tvtropes.org/pmwiki/pub/images/logo_foehn.png]]
25
26A technologically advanced paramilitary organization that appears out of nowhere in the aftermath of Epsilon's emergence. After Act 2, they are the last remnants of free humanity after Epsilon's triumph over the Allies and Soviets.
27
28[[folder:General Tropes]]
29* AnimalThemeNaming: Many of their vehicles and aircraft are named after [[UsefulNotes/PrehistoricLife extinct animals]].
30* 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. Seigreid and his team were the only ones who understood the 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"; a Temporal Distortion that "de-syncs" Point Hope from the rest of the world and protects them from the effects of Yuri's Tower.
31* BlowYouAway: Wind manipulation is one of the Foehn Revolt's premier technologies.
32* BodyHorror: Some units use {{Nanomachines}} to kill infantry, then [[VampiricDraining absorb their matter in order to heal their own]].
33* BoobyTrap: Instead of gates, Foehn uses Stun Grids and Turmoil Grids, which trap enemy units that walk over them, to keep out hostiles while still allowing access to friendly units. The Last Bastion additionally has access to M.A.D. Mines, which violently explode if an enemy steps on it.
34* CompositeCharacter:
35** 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.
36** 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.
37* DefectorFromDecadence: The Foehn Revolt was originally a research branch of the Chinese military led by Yunru to develop military arsenals separate from the Soviet Union. When she discovered the horrifying experiments within Yuri's secret facility and reported it to her superiors, the PRC leadership decided to use the opportunity to focus on revenge against Russia out of wounded pride instead of fully committing against their true enemy, ultimately led to her defection from China when both Russia and Epsilon Army come knocking at her doorsteps.
38* DiscardAndDraw: A central theme of this faction.
39** The Revolt's main gimmick is the Nanofiber Sync, an ability that allows a commander to upgrade Foehn infantry, granting them new weapons and additional abilities but at the expense of some of their existing ones. This in turn changes their tactics, and sometimes even their combat roles.
40*** Kingsframes lose their ability to garrison and attack air units, but gain
41*** Railgunners lose speed, become less effective against structures and can no longer garrison.
42*** Duplicants can no longer infiltrate, move on water or benefit from Spinblades, as well as becoming somewhat squishier.
43*** Deviatresses are repurposed entirely from an anti-infantry medic and hijacker to a support unit armed with a confusion ray.
44*** Syncronauts turn from a long-range to a close-range unit.
45*** Zorbfloaters cannot create vacuum bubbles.
46*** Godsbanes lose some armour and the ability to fire on aircraft.
47** 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 affiliations and equipment in order to turn the hodgepodge army seen at the end of Act 2 into a functioning military.
48** 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 Gharial were rebuilt for defensive and Siege operations.
49* EliteArmy: The Foehn Revolt is limited in numbers. Their units are expensive and is noticeable from the very start of a battle. There will be no large armies - only specialised strike forces and important decisions to make on how to manage them.
50* EmeraldPower: Their forces shoot green projectiles and have a green tint to them.
51* FactionCalculus: Foehn is the Balanced faction, whose units combine the Soviets' raw power, Allied technical skill, and Epsilon's wacky special abilities but pay for it in very expensive costs.
52* HatePlague: Foehn's confusion ray throws enemies into a state of disarray, causing them to become uncontrollable and attack anything nearby, friend or foe.
53* HumanResources: Their nanite weapons and Reprocessor: the former eats enemy infantry to heal Foehn's, while the latter uses destroyed enemy units to generate credits for Foehn.
54* InspirationalMartyr: After Mental Omega is activated, it took the sacrifices of nearly the entire Allied & Soviet 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.
55* LootMakingAttack: The Reprocessor generates money for you when your units kill enemies.
56* LoudOfWar: Foehn has sonic-based weaponry in the form of the Lancer's Pressurizer Lance, the Jackal Racer and Shadray Sonic Tank's Sonic Wave cannons and the Sonic Emitter turret's Crystal Wave.
57* MeaningfulName:
58** Föhn (''foehn'') is a type of dry, warm, down-slope wind that occurs on the downwind side (the Lee) of a mountain range; fitting with the faction's mastery of Wind technology.
59** InUniverse, the name comes from Siegfried's "Foehn Theory", which saved the Revolt from annihilation. By overloading the Time Circuits on the Paradox Engine, the Revolt was able to create a Temporal Distortion that isolates Point Hope from the rest of the world and shields them from the effects of the Mental Omega Device.
60* MultinationalTeam: Their members come from (among other nations) the USA (SODAR Array, Leviathan Helicarrier), England (Knightframe, Phantasm), Scotland (Pteranodon), China (Draco Tank), Japan (Syncronin), Australia (Jackal Racer) and New Zealand (Irritator).
61* {{Nanomachines}}: They have access to nano-technology, which they use to construct buildings, heal their units, devour enemy infantry, [[BreadEggsBreadedEggs devour enemy infantry to heal their units]] and transform their infantry into more advanced and battle-capable variants.
62* NitroBoost: The Spinblade allows nearby units with windspin engines to move at faster speeds.
63* OneHitKill: Almost nothing is able to cross an activated Foehn Blast Trench.
64* PoweredArmor: Nearly all Foehn infantry are equipped with power suits that enhance performance and survivability, and helps them carry their {{BFG}}s.
65* RayGun: Plasma cutters used by Neutralizers and Ramwagons fire a continuous laser-like beam at the target.
66* TheRemnant: The Foehn Revolt unites the remnants of various factions previously crushed by Epsilon. Besides the Chinese and Pacific Front forces who were loyal to Yunru right from the start, there are also Americans from Point Hope base under General Carville, survivors of the Antarctic expedition led by Tanya, and surviving members of the Scorpion Cell led by Rashidi. There are also heavy implications that surviving Soviets from the Moon base eventually joined the Revolt as well, due to receiving the last orders from the Soviet General to not return to Moscow.
67* LaResistance: As their name and the MultinationalTeam suggest, they are composed of organized resistance fighters fighting against the fully grown opposition of Yuri's forces and what remains of the other two rogue factions.
68* StatusBuff: Golden Wind is a support power that gives 25% armor buff to vehicles around Spinblades.
69* SuperEmpowering: The Foehn Nanofiber Loom provides the Nanofiber Sync support power, which can transform Foehn infantry into more elite units and give them new abilities, however this ability is expensive and has a long cooldown.
70* TakeUpMySword: Though the "sword" in this case is the wreck of the enormous Paradox Engine.
71* UnfriendlyFire: Their Confusion Ray can cause enemy units to turn on each other.
72* WeatherControlMachine: The Tempest Architect, Foehn's offensive superweapon, is basically a refined version of the Allied Weather Control Device.
73[[/folder]]
74
75[[folder:Haihead]]
76A subgroup of the Foehn Revolt, implied to be its main Assault force.
77
78----
79* 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.
80* FactionCalculus: The Balanced sub-faction of Foehn, with emphasis on dealing as much damage as possible with units like the Diverbee and Irritator.
81[[/folder]]
82
83[[folder:Wings of Coronia]]
84A subgroup of the Foehn Revolt, implied to be based on a floating sky base known as the ''Coronia''.
85
86----
87* 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[[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]].
88* 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 Drops ability that the Soviets used in the finale of Act 2.
89* FactionCalculus: The Subversive sub-faction of the Foehn Revolt, with preference for airborne units and fast ground vehicles and infantry.
90[[/folder]]
91
92[[folder:The Last Bastion]]
93A subgroup of the Foehn Revolt based in Point Hope, Alaska. Implied to be the defense force of Foehn's main base of operations.
94
95----
96* ClosestThingWeGot: The Revolt's initial plan was to escape to space to avoid Epsilon's global mind control. However, 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.
97* FactionCalculus: With their focus on heavy units and amazing defence, the Last Bastion is the Powerhouse sub-faction of the Foehn Revolt.
98* MightyGlacier: Most of its unique units revolve around sitting on key positions and slowly pave their way for allies to make their move, while having additional buildings that bolster their defenses.
99[[/folder]]
100
101!Characters
102[[folder:Foehn Characters]]
103!!Foehn Council
104
105The ruling council of the Foehn Revolt consisting of the Architect, Miracle Man, General Carville and Tanya Adams. Together it represents the remnants of the various nations's militaries that make up the Foehn Revolt.
106
107----
108* CosmopolitanCouncil: We see all of them discussing the past in the framing cutscene of the Foehn special ops mission "Time Capsule" as the Architect recounts to them their first encounter with Epsilon. They're a multinational council that include members from Allied and Soviet nations, one that used to be sided with neither.
109* GenderEqualEnsemble: The council so far consists of two men and two women.
110* WalkingSpoiler: Their identities are a major spoiler for Act II.
111
112!!Yunru, aka The Architect
113-> ''"I feel the warmer winds are yet to come."''
114
115As the name implies, this individual is the mastermind behind and leader of the Foehn Revolt.
116
117----
118* BenevolentBoss: By the time she left the Soviets, Yunru had gathered a literal army of followers from the Chinese ranks. The reason? She was nice to them and actually gave a damn about their lives.
119* BigGood: As the leader of the Foehn Revolt they become the world's last hope against Epsilon [[spoiler:following the defeat of the Allies at Antarctica and the Soviets being mind controlled by the Mental Omega Device]].
120* AChildShallLeadThem: The revolt is led out by none other than Yunru, who by the end of Act 2 is still only in her late teens.
121* DefectorFromDecadence: She realizes that the Soviets and the Allies cannot stop Epsilon while they continue to fight amongst themselves so they gather as much forces from both sides as possible in order to create an organization that can defeat the Epsilon after the Allies and Soviets are destroyed.
122* FakingTheDead: Semi-successfully attempts to do it over the course of Act 2 using a MIDAS, while the Soviets fall for it, Epsilon does not.
123* ILetGwenStacyDie: Sadly, Yunru was not able to rescue her family from the Chinese.
124* InterfaceScrew: Hacks into the [[PlayerCharacter Proselyte's]] Battle Control systems in Machinehead (Epsilon 20) causing his map to re-size and disorganizing their forces long enough for the Architect to set up a new layer of defenses.
125* ItsPersonalWithTheDragon: While she's shaping up to be the [[BigGood Antithesis]] to Yuri's Epsilon as a whole, Libra (and possibly the Proselyte) has (have) a much more personal beef with her.
126* IShallTauntYou: They taunt the Proselyte after Epsilon discovers that the Architect survived the MIDAS explosion and hacked into her Battle Control systems.
127* ScienceHero: A former scientist working for the Soviets.
128* WalkingSpoiler: Her identity is a major spoiler for the Foehn Revolt's backstory, as well as many of the events in middle and late Act 2.
129* XanatosGambit: When their proto-Foehn force in China is discovered they lure the encroaching Soviet and Epsilon forces into their compound so that they can detonate a MIDAS and wipe them out, tricking them into thinking that they died as well. Later, they keep outsmarting the [[PlayerCharacter Proselyte]] and countering all of their moves to capture them, and even though the Proselyte manages to use Libra to destroy the Centurion Siege Crawler, the Architect still manages to escape by exploiting the Proselyte's over-reliance on Libra by hacking her RestrainingBolt, knocking her out and getting away because Libra was sent in alone.
130
131!!Rashidi, aka the Miracle Man
132-> ''"It was my failure to see through Yuri's lies that caused this."''
133
134After witnessing the hopelessness of fighting against the Allied Paradox Engine, and the impossibility to control Libra, Rashidi and the rest of Scorpion Cell defected from the Epsilon and formed an alliance with the Revolt. See Characters/MentalOmegaEpsilon for more information.
135
136!!Tanya Addams
137-> ''"'Time will tell.' That's what Siegfried always used to say."''
138
139
140!!General Ben Carville
141-> ''"We've all been played for fools. It's no time to bicker about it."''\
142''"Now, y'all have a job to do, so git to it!"''
143
144!!VOLKNET
145-> ''"Establishing Battlefield Control. Standby."''
146
147An experimental artificial intelligence network created by the Architect [[spoiler:(Yunru)]] to lead the fledgling Foehn Revolt army. They are composed of various self-aware "subroutines" each tasked with different parts of the Foehn army.
148
149----
150* BenevolentAI: Their first act upon activating is to immediately move to protect the Architect from the Epsilon and Chinese army.
151* {{Expy}}: Of LEGION from ''[[VideoGame/CommandAndConquerTiberiumWars Kane's Wrath]]''. Both are AIs created by the leader of their respective factions (Kane for LEGION and the Architect for VOLKNET), which serves as both Tactical AI and EVA equivalent for Nod and the Foehn Revolt respectively and finally, they are both the PlayerCharacter of their campaign.
152* HiveMind: They are a gestalt network of AI subroutines, one of them is Uragan, the hero of Last Bastion.
153* MissionControl: They are simultaneously the Foehn Commander equivalent and EVA equivalent.
154* TheNicknamer: For security reasons (and to avoid spoilers in campaign briefings) VOLKNET rarely uses a person's given/current name and instead designates them with a {{CodeName}}.
155* PlayerCharacter: Of the Foehn Origins Campaign.
156
157!!Fin and Alize
158-> ''"Our bond is unbreakable."''
159-> ''"Together, we are strong."''
160
161A pair of siblings barely surviving in this setting's chaotic world. They were found by a Foehn scouting party on the verge of death and were brought back to the Foehn Bastion base in Alaska. Being grateful for being rescued they agreed to join the Revolt as two of Haihead's most powerful and most driven soldiers, fighting inseparably on the battlefield.
162
163----
164* ActionGirl: Epsilon armor better beware Alize's blast rifle.
165* BackToBackBadasses: They almost never fight separately and they're at their best when they're together.
166* CripplingOverspecialization: Fin can annihilate whole groups of infantry easily, while almost no grounded vehicles can take more than two hits from Alize's blast rifle. However, they cannot target anything else (meaning the Fin-Alize pair cannot damage structures or air units).
167* DisasterScavengers: Used to be this before they were found by the Foehn Revolt.
168* HealingFactor: Both siblings gain a rather ridiculous amount of healing if they stay near each other.
169* HugeGuyTinyGirl: A familial variant, the brother, Fin, is positively huge, towering over the average infantry, while the sister, Alize, has a more regular stature by comparison.
170* {{Irony}}: The big, massive, Fin is the anti-infantry specialist, while the more petite and regular sized Alize is the one who specializes in getting rid of armor units.
171* ImmuneToMindControl: Resistant, at least.
172* OneHitKill: Fin and Alize's auto-sniper rifle and blast rifle respectively can one-shot most infantry and vehicles respectively. Alize in particular can one-shot several tier 3 tanks including a Mastermind.
173* OneHitPolykill: Speaking of one-shotting things, Alize's blast rifle shots can also kill any vehicle in their path, mostly to compensate for her very slow rate of fire.
174* PungeonMaster: The two are definitely aware of their [[PunnyName Punny Names]] and on occasion will drop some puns themselves.
175--> '''Fin:''' This is the ''fin''ale.
176--> '''Alize:''' Blast rifle, initi''alize''!
177* PunnyName: 'Finalize'.
178* SiblingTeam: On the battlefield, the two siblings are inseparably fighting side by side. As long as they are close, they will heal each other and be able to withstand more damage.
179
180!!Eureka
181-> ''"Let's do something fun!"''
182
183The heroine of Wings of Coronia, Eureka's past is a mystery but in the present she is more than capable of eliminating any ground threat in Coronia's way with a powered exoskeleton equipped with a devastating Plasma Wave weapon.
184
185----
186* ActionGirl: Foehn's resident CuteBruiser, FieryRedhead.
187* BadassAdorable: An adorable kid-friendly hero that destroys entire tank columns with her Plasma Wave weapon.
188* ChargedAttack: The Plasma Wave takes a fair bit of charging time before it actually goes off.
189* FieryRedhead: She is very eager to kick ass and according to her unit cameo she's a redhead.
190* GoodCounterpart: She appears to be a more neatly fit Libra donning a heavier nanotech kit and much more heroic.
191* HitAndRunTactics: A single plasma wave unleashed by Eureka can deal tremendous damage, and she can move as soon as the attack starts charging and it will still kick off (unlike how many inexperienced players think). However, the long cooldown and capability of friendly fire of this attack makes Eureka more effective in hit-and-run than in direct fights.
192* KidAppealCharacter: Her appearance and character is most likely for the appeal as a superheroic figure than an actual gritty combatant than the likes of the everyday hero, Tanya.
193* MightyGlacier: Eureka is quite durable for a hero unit, and deals devastating SplashDamage. However, she's very slow... unless there's a nearby Spinblades, which turns her into a LightningBruiser.
194* MysteriousPast: Eureka appeared out of nowhere, and within a few short days of combat she has established her position on the battlefield.
195* NonStandardCharacterDesign: She's the '''''ONLY''''' infantry unit in the Foehn Revolt to not wear a helmet. Whether this is significant to her character or not remains to be seen.
196* OneHitPolykill: Her Plasma Wave is specialized at causing destruction to a lot of targets at the same time.
197* PersonOfMassDestruction: Her Plasma Wave is devastating to all ground units and its wide area of effect can make it very effective against groups of tanks and infantry.
198* PrettyInMink: Appears to be wearing a brighter shade of gray like Libra's in her cameo.
199* SciFiBobHaircut: Sports one in her unit cameo.
200
201!!Uragan
202-> ''"THE UNJUST WILL NOT WIN!"''
203
204Uragan is a young sub-routine of the VOLKNET AI that runs most of Last Bastion's intelligence and security systems.
205
206----
207* FlyingBrick: Emphasis on "[[MightyGlacier brick]]". Unlike most air units, he's very tough and powerful, but he's also very slow.
208* MightyGlacier: For a flying unit, Uragan's speed is nothing to write home about, but he is extremely beefy.
209* SuperSoldier: Uragan's entire body has been designed with the sole purpose of generating multiple powerful projectiles without much delay.
210[[/folder]]
211!Units
212[[folder:Foehn Units]]
213!!Knightframe
214----
215* AntiAir: The Knightframe is both the basic anti-infantry soldier as well as the anti-aircraft weapon of the Foehn Revolt.
216* EarlyBirdCameo: Knightframes appear as part of the Chinese army in the mission Heartwork (then known as Heavy Troopers), long before the emergence of the Foehn Revolt, suggesting a link between them and China. Properly-designed Knightframes wouldn't show up until Vanishing Point (Foehn 5).
217* LogicalWeakness: Knightframes are soldiers wearing heavily outfitted exosuits, in comparison to other starter infantry wearing typical armor. Technically being composed metal and flesh per unit, Knightframes are also vulnerable to tank shells as if they were vehicles.
218* 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.
219* MightyGlacier: While they are moving at the same pace as with the other starter infantry, Knightframes do splash damage, attack air units and hold out much longer than the already versatile Epsilon Initiates.
220* PoweredArmor: The large exoskeleton worn by Knightframes enhances performance and survivability in battle and also helps carry their large next-gen machine guns. The size of the exoskeleton makes it impossible for normal-sized vehicles to crush them.
221* StartingUnits: A Foehn player starts with some Knightframes if starting units are available.
222
223!!Kingsframe
224----
225* {{BFG}}: The Kingsframe wields an imploder cannon which deals great damage to enemy structure and infantry in a small radius.
226* PoweredArmor: They retain the Knightframe's exoskeleton.
227* SiegeEngines: Kingsframes are effective against buildings, and in enough numbers will level any base quickly and with little resistance.
228
229!!Lancer
230----
231* ArtificialLimbs: Lancers use cybernetically augmented legs to outrun most infantry and keep up with vehicles.
232* {{Cyborg}}: Lancers have decided to go one step further than Knightframes and become one with the machine to further enhance their combat abilities.
233* EarlyBirdCameo: The first Lancer briefly appears in the mission Heartwork as a Chinese cyborg that you must destroy at all costs.
234* {{Expy}}:
235** Of the Tank Buster from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', as they're both basic anti-tank infantry units incapable of aiming at aircraft.
236** 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.
237* LightningBruiser: The Lancers' short range sonic weapons, high durability and fast speed result in a force to be reckoned with or even outright avoided when anti-infantry weapons are scarce.
238
239!!Railguneer
240----
241* CripplingOverspecialization: Their plasma railguns are among the most powerful anti-vehicle weapons in the game, but are quite ineffective against infantry and structures.
242* {{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.
243* MagneticWeapons: It's in their name, they wield railguns.
244* MightyGlacier: They wield a heavy railgun and are even more durable than Lancers, but have to trade speed for them.
245* PhantasySpelling: For some reason, this unit is spelt ''Railguneer'' instead of the correct ''Railgunner''.
246
247!!Huntress
248----
249* AmazonBrigade: [[ActionGirl Huntresses]] can group into one.
250* BanditMook: The Huntress can use her nanoids to take out the pilots of enemy tanks at close ranges and take control of that vehicle. Once a hijacked vehicle is destroyed, there's a high chance she'll survive and be able to steal another vehicle.
251* CombatMedic: The advanced suits worn by Foehn soldiers are compatible with the nanoids released by the Huntress. After 'consuming' an object, these nanoids will be able to heal Foehn infantry nearby for a short while.
252* LifeDrain: Once an enemy infantry is eliminated by the Huntress' nanoids, a temporary nanocloud is created in which all Foehn troops will be healed with the salvaged materials.
253* SeeTheInvisible: Huntresses can detect stealthed units in big radius around them.
254* SnipingTheCockpit: Huntresses can release the nanites into an enemy non-robotic vehicle at close ranges, killing its occupants, allowing the Huntress to take control of the vehicle.
255
256!!Deviatress
257----
258* AlwaysAccurateAttack: The Deviatress' emitter does not have a spread similar to the Irritator, she can only target one object at a time but compensates for it with an accuracy so good she's able to affect flying units.
259* AmazonBrigade: As they are upgraded from Huntresses, all Deviatresses are female.
260* HatePlague: Their confusion ray, similar to the Irritator's, can make enemies attack each other.
261
262!!Clairvoyant
263----
264* MechaMooks: Clairvoyants are AI-controlled.
265* MechanicallyUnusualClass: Unlike other infiltrators, the Clairvoyant does not disguise, however it is much cheaper, has a different armor type (making it more durable against standard anti-personnel weaponry), and has the ability to traverse through water. With the use of Spinblades its speed can be vastly boosted, which is useful especially during the infiltration attempts. Most importantly, they are immune to dog bites and mind control, requiring other means of defense to prevent infiltrations.
266* NonCombatEXP: Infiltrating an enemy Barracks or War Factory allows any units produced from your equivalent production structure to start off with one level of veterancy. However, it is quite difficult and it only works once per building.
267* TheParalyzer: They have a short range immobiliser which will stun enemy spies and keep them in place for as long as a Clairvoyant keeps firing at it.
268* SeeTheInvisible: The Clairvoyant is able to detect stealthed and disguised enemy units in the vicinity.
269* SpyBot: They are robots that serve the role of infiltrators.
270* StarfishRobots: They resemble floating discs more than humans.
271* SuperSpeed: This unit can be affected by speed boost from Spinblades.
272* SupportPartyMember: Clairvoyants can't attack, but they can provide support by stunning any enemy unit they come across - even those that are invisible or disguised - and can't break out from the stun lock until the Clairvoyant dies or decides to stop stunning.
273* ZergRush: The Clairvoyant's cheap price changes the way Foehn acquires enemy tech: by swarming enemy buildings with 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.
274
275!!Duplicant
276----
277* GreyGoo: The Clairvoyant AI is completely repurposed after the Nanofiber Sync to control nanoids in its body in a similar way the Huntress controls hers to disintegrate the enemy infantry. However, instead of reusing the acquired materials to heal friendly troops, the Duplicant will try to use all of them to create additional copies of itself.
278* MechaMooks: Duplicants are AI-controlled.
279* SeeTheInvisible: The Duplicant is able to detect disguised enemy units in the vicinity.
280* SelfDuplication: When a Duplicant kills an enemy soldier, it will create an additional copy of itself.
281
282!!Syncronin
283----
284* DamageIncreasingDebuff: The Syncronin's weapon weakens the cohesion of enemy buildings, causing them to take 20% more damage. This can stack up to 5 times.
285
286!!Syncronaut
287----
288* CloseRangeCombatant: In exchange for being able to affect multiple structures at once, the Syncronaut's weapon must be used up close.
289* DamageIncreasingDebuff: Once transformed by the Nanofiber Sync, the Syncronin's weapon only changes in their targeting and still serves the same role of weakening enemy buildings.
290* InvisibilityFlicker: The Syncronauts do not reveal themselves even when deploying their bond breakers, however their weapon emits a strong signal that's easy to pick up on as soon as the attack begins.
291
292!!Minermite
293----
294* FragileSpeedster: They carry the least amount of ore per shift, has no independent utility to protect itself and has least amount of hitpoints, but they ensure a constant flow of resources by being the fastest miners in Mental Omega. Said speed can be increased even further with a Spinblade present in their mining path.
295* MookMedic: Like Soviet Repair Drones, Minermites can repair friendly vehicles. They can even repair other vehicles without interrupting their mining activities.
296* NoSell: Their ability to repair each other makes them virtually immune to Terror Drone attacks, unless you choose to mine an ore field with only one Minermite for some reason.
297* WorkerUnit: Serves to gather credits for Foehn.
298
299!!Teratorn
300----
301* AntiAir: The main tier 1 anti-air vehicle for Foehn.
302* AttackDrone: Teratorns are AI-controlled.
303* CripplingOverspecialization: Teratorn can fire only at air targets.
304* {{Expy}}: Of the Black Hand's Mantis Drone from ''[[VideoGame/CommandAndConquerTiberiumWars Kane's Wrath]]'', both being lightly-armoured, dedicated anti-air robots armed with missiles, and sharing the same voice set.
305
306!!Jackal Racer
307----
308* AwesomePersonnelCarrier: Jackals can carry an infantry unit which is able to shoot from inside.
309* EarlyBirdCameo: A bunch of inactive prototype Jackals appear in the Pacific Front base in the Epsilon mission Think Different, suggesting a link between Kanegawa Industries and the Foehn Revolt.
310* FragileSpeedster: Very fast but very fragile.
311
312!!SODAR Array
313----
314* DualModeUnit: The SODAR Array only works when deployed into an immobile mode.
315* MookCommander: When deployed, a SODAR Array will boost the firepower of nearby units armed with Golden Rockets (Shrike Nest, Giantsbane, Teratorn, Sweeper, Whipray) by 15%.
316* SeeTheInvisible: SODAR Arrays work as mobile sentry posts, able to detect invisible units when deployed.
317
318!!Buzzard
319----
320* TrapMaster: The Buzzard can drop traps to damage enemy ground units.
321
322!!Raccoon and Hovracoon
323----
324* AmphibiousAutomobile: The Hovracoon hovers over ground and can travel over water.
325* MythologyGag: The Raccoon's predecessor, the Infector Tank which appears in the Foehn Origins campaign, is named after a Soviet unit that once existed in 2.0.
326* PowerNullifier: It can shut down enemy weapons, structures and prevent support powers from being used near it.
327* SupportPartyMember: It can't attack. Its capabilities in battle are restricted to disarming enemy units or preventing enemy support powers to be used around it.
328
329!!Quetzal
330----
331* DroneDeployer: The Quetzal doesn't attack and serves as an anchor for its three drones.
332* KillSat: Quetzal drones serve to mark the coordinates for orbital strikes.
333
334!!Watercat
335----
336* AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for land units.
337* DefenselessTransports: The Watercat has no weapon in exchange for its speed boost.
338* NoExperiencePointsForMedic: Since they are unarmed Watercats can never gain veterancy.
339
340!!Swordfish
341----
342* DroneDeployer: The Swordfish attacks aircraft by launching air-to-air combat drones.
343* JackOfAllStats: Due to its combination of cannon, TrueSight and anti-air drones, the Swordfish can deal with normal ships, submarines and aircraft alike.
344* SeeTheInvisible: Swordfish can see enemy submarines and other invisible units near them.
345
346!!Whipray
347----
348* CripplingOverspecialization: The Whipray is a dedicated anti-air unit and is useless against anything on the ground.
349* HatePlague: Whiprays have a confusion ray which can make enemy air units fire on their own allies.
350
351!!Angelshark
352----
353* HatePlague: Torpedoes and mines used by Angelsharks are capable of confusing enemy naval units into attacking each other.
354* 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.
355
356!!Leviathan Helicarrier
357----
358* CombatMedic: Their nanoids can be used to repair other units with the Nanocharge support power.
359* DroneDeployer: Each Leviathan houses two attack drones under its deck, which when released will bombard enemy positions with plasma bombs.
360* MightyGlacier: Leviathans hit hard and are durable, but are very sluggish due to their mass.
361* SiegeEngines: The Leviathan serves the same role as other capital ships due to its massive range.
362[[/folder]]
363
364[[folder:Haihead Units]]
365!!Neonwasp
366----
367* AmazonBrigade: Every last Neonwasp is female.
368* {{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.
369
370!!Cyclops Walker
371----
372* 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.
373* MiniMecha: The Cyclops is a walker twice as tall as a normal tank.
374* MythologyGag: It reuses the design of the GDI Titan from [[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]].
375
376!!Irritator
377----
378* 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.
379* 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.
380* MarkedToDie: When deployed, the Irritator fires a flare which will make enemy units easier to target and take more damage.
381* 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.]]
382* SupportPartyMember: Does no damage to enemy units but weakens them so that other friendly units can destroy them more easily.
383* UnfriendlyFire: While not deployed, the Irritator can confuse enemies to attack each other from long range.
384
385!!Megalodon
386----
387* AmplifierArtifact: The Megaarena Projector, a rather costly structure deployed by the support power Megaarena that unleashes the Megalodon AI's full potential.
388* AttackDrone: A tier 3 tank that's AI controlled, making it the bane of mind control units. [=PsiCorps=] in particular dread these things.
389* {{BFS}}: Its weapon is a pair of energy swords matching its size.
390* 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.
391* {{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.
392* HumongousMecha: The Megalodon is a walker the size of a small building.
393* InstantDeathRadius: Standing near a Megalodon with Megaarena active is a death sentence for non-hero infantry.
394* 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.
395* LaserBlade: The Megalodon has an apparatus in its right hand, which lets it form a blade made of plasma.
396* 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.
397* OneHitKill: The Megalodon's shield will instantly vaporise most enemy infantry it comes in contact with.
398* ShieldBash: Shields provided by Megaarena Projector allow Megalodons to instantly vaporize most infantry units.
399
400!!Shadray Torch Tank
401----
402* AntiAir: Its weapon has the reach to hit aircraft, allowing the Shadray to serve as both an artillery piece and an anti-air unit.
403* GlassCannon: They possess great firepower but their armor is weak.
404* LoudOfWar: The Shadray makes use of sonic waves as weapons.
405* OneHitPolykill: The Shadray's cannon deals damage to everything in its way.
406* SiegeEngines: The Shadray has great range and devastating anti-structure power.
407
408!!Diverbee
409----
410* ActionBomb: The Diverbee is a suicide drone designed to launch themselves at their targets (preferably high-priority vehicles like artillery and harvesters) from a distance and explode.
411* AttackDrone: They are advanced flying 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.
412* HairTriggerExplosive: 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.
413!!M.A.D.M.A.N.
414----
415* 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.]]
416* 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.
417* 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.
418* FunWithAcronyms: Mutually Assured Destruction Mechanized Area Nullifer.
419* 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.
420* 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.
421* 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.
422[[/folder]]
423
424[[folder:Wings of Coronia Units]]
425!!Zorbtrotter
426----
427* AmbiguousSituation: They may or may not have been Epsilon psychics affilated with the Scorpion Cell, given their description on the official site.
428* BlowYouAway: Zorbtrotters have taken wind manipulation techniques to the extreme.
429* HeelFaceTurn: It is suggested that the Zorbtrotters might have been Epsilon psychics who defected to the Foehn Revolt.
430* PowerFloats: Zorbtrotters control a sphere around them, which allows them to float over water.
431
432!!Zorbfloater
433----
434* BlowYouAway: Zorbfloaters retain this ability from when they used to be Zorbtrotters.
435* HealingFactor: Whenever a Zorbfloater is under attack, his nanites will continuously try to heal him.
436* NotTheIntendedUse: Their ability to make vehicles float can be used on friendly ones to move them across bodies of water.
437* OneHitKill: If a Zorbfloater drops a lifted vehicle on another object, both will be instantly blown up.
438* PowerFloats: Zorbfloaters control a sphere around them, which allows them to float over water.
439* YouWillNotEvadeMe: Zorbfloaters can lift enemy vehicles into the air and drag them towards themselves before dropping them back into the ground.
440
441!!Draco Drone Tank
442----
443* AttackDrone: When a Draco is destroyed, its turret drone is released as an autonomous unit.
444* {{Expy}}: Its design appears to be heavily inspired by [[Anime/MobileSuitGundam Principality of Zeon]]'s Magella Attack tank, including a detachable turret.
445* 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.
446* SuperSpeed: This unit can benefit from the speed boost provided by Spinblades.
447
448!!Roadrunner
449----
450* 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.
451* AttackDrone: The Roadrunner is a spherical drone.
452
453!!Pteranodon
454----
455* 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.
456* HerdHittingAttack: Pteranodon weapon systems can damage several units at once thanks to big area of effect.
457* 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.
458
459!!Tarchia Cannon
460----
461* AmphibiousAutomobile: The Tarchia hovers over ground and can travel over water.
462* 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.
463
464!!Alanqa Skystation
465----
466* AntiAir: The Alanqa's wind turbines can crush enemy aircraft with ease.
467* BlowYouAway: This large craft is capable of manipulating wind, which makes them capable of shooting down enemy air units.
468* TornadoMove: Upon deploying, Alanqa creates a devastating tornado damaging everything under the Skystation.
469
470!!Orcinus Waveshaper
471----
472* 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.
473* NoSell: The Orcinus Waveshaper cannot be hijacked, mind-controlled, depiloted, abducted or confused.
474* PowerNullifier: Its advanced ECM systems disable vehicles' weapons in its radius.
475
476!!Harbinger
477----
478* 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.
479* 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''.
480* CoolPlane: It's more or less the American [=AC-130H=] Spectre on steroids.
481* DeathFromAbove: As we can see on trailers, Harbinger is a heavy air support bombardment unit with huge cannons.
482* EnergyWeapons: The Harbinger is armed with particle colliders.
483* FlyingBrick: The Harbinger is far more durable than any other air unit, immune to Blasticade and can tank a lot of anti-air firepower.
484* 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.
485* 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.
486* 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.
487* 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.
488* TakingYouWithMe: The wreckage of a crashed Harbinger explodes violently when it hits the ground, enough to destroy one last building or enemy.
489[[/folder]]
490
491[[folder:Last Bastion Units]]
492!!Giantsbane
493----
494* ArmCannon: A Giantsbane's Golden Rocket Launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
495* GunsAkimbo: Giantsbanes carry two massive Golden Rocket launchers on both arms.
496* MacrossMissileMassacre: The Giantsbane can easily launch a barrage of devastating Golden Rocket launchers at both ground and air targets.
497* 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.
498* TheParalyzer: The Giantsbane has a stun beam with long range, meaning that they can make heroes sitting ducks for other units.
499
500!!Godsbane
501----
502* 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.
503* 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.
504* MightyGlacier: While Godsbanes have slightly less health than their non-upgraded counterparts, they can deal a constant flow of damage but moves even slower.
505* NoSell: Trades some of its health as Giantsbanes for complete immunity against EMP weapons.
506* TheParalyzer: The Godsbane mounts experimental nanofiber launchers capable of stunning enemy units.
507
508!!Bison Combat Tank
509----
510* 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]].
511* GoodPowersBadPeople: 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.
512* 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.
513* {{Irony}}: Of the situational type. The Bison, the MBT that is built for survivability, is heavily implied 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.
514* 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.
515
516!!Sweeper
517----
518* DualModeUnit: A mobile mode where the Sweeper can do nothing but move, and an immobile mode where it becomes invisible and can attack.
519* InvisibilityCloak: Can cloak itself once deployed.
520* ItsRainingMen: Sweepers can be paradropped with the Sweeper Drop support power once an expansion for the Nanofiber Loom is built.
521* MacrossMissileMassacre: Can shoot volleys of missiles without disrupting its cloak.
522
523!!Condor
524----
525* MightyGlacier: They're incredibly slow, but deal massive damage to anything that isn't an infantry unit or an aircraft.
526
527!!Mastodon
528----
529* 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.
530* CombatMedic: They can repair nearby units with the Nanocharge support power.
531* 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).
532* MeaningfulName: Mastodons were ancient mammals that resemble mammoths, just like how the Mastodon has a resemblance to Mammoth Tanks.
533* 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.
534* 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.
535* WaveMotionTuningFork: Its primary weapon, the plasma railgun.
536* 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.
537
538!!Gharial
539----
540* AmphibiousAutomobile: The Gharial can move on both water and land due to its hull design.
541* AwesomePersonnelCarrier: Additional space within the Gharial allows it to work as a transport for Foehn infantry.
542* 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.
543* KungFuProofMook: The Gharial has been designed with preventing the effects of as many battlefield hazards and dangerous sabotaging weapons as possible.
544* NoSell: Among many others, the Gharial is immune to EMP, radiation, poison, freezing, confusion and mind control.
545* SplashDamage: Their weapons do area damage.
546
547!!Boidmachine
548----
549* 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.
550* MechanicallyUnusualFighter: The Boidmachine cannot be ordered to fire on an individual enemy. Instead, when deployed, it will start charging its main cannon, represented by Boid Blitz, a support power that costs nothing and simply orders the Boidmachine to fire at the target point (and must be manually aimed like most other support powers). Boid Blitz can hit everywhere on the map but has a very long reload time (6 minutes 30 seconds) compared to a standard vehicle's weapons (meaning that the Boidmachine has no real way to defend itself).
551* 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.
552* 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.
553[[/folder]]
554
555[[folder:Stolen Tech Units]]
556!!Phantasm MLRS
557----
558* MacrossMissileMassacre: It's capable of firing a barrage of missiles against both ground and air targets.
559* MobileShrubbery: The Phantasm can camouflage itself as a tree or rock as long as it is stationary.
560
561!!Seitaad Ballista
562----
563* {{EMP}}: The Seitaad combines Soviet EMP tech and Foehn's weaponised nanofiber threads.
564* TheParalyzer: The Seitaad's nanofiber threads temporarily stun enemy troops.
565
566!!Archelon
567----
568* AmphibiousAutomobile: The Archelon is amphibious, like its [[UsefulNotes/StockDinosaursNonDinosaurs namesake]].
569* CombatMedic: The Archelon's nanoid cannon devours enemy troops and uses the salvaged material to heal Foehn infantry.
570* CripplingOverspecialization: While the Archelon slaughters infantry and is especially good against Epsilon Brute spam, it can only fire on infantry and nothing else.
571* 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.
572* NotEnoughToBury: Any infantryman hit by the Archelon's high-tech cannon will just plainly disappear into nothing.
573* StealthyColossus: The Archelon happens to be a massive tank with a Chimera Core on-board that allows it to be invisible.
574
575!!Ramwagon
576----
577* RayGun: The Ramwagon's plasma cutters fire a continuous laser-like beam at the target, but it's technically not a laser weapon.
578[[/folder]]

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