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A 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.

    General Tropes 
  • Animal Theme Naming: Many of their vehicles and aircraft are named after extinct animals.
  • Black Box: 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.
  • Blow You Away: Wind manipulation is one of the Foehn Revolt's premier technologies.
  • Body Horror: Some units use Nanomachines to kill infantry, then absorb their matter in order to heal their own.
  • Booby Trap: 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.
  • Composite Character:
    • Their design takes many cues from the Empire of the Rising Sun from 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 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 Tiberian Sun. The Tarchia Cannon is also similar in design to the Shatterers from 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.
  • Defector from Decadence: 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.
  • Discard and Draw: A central theme of this faction.
    • 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.
      • Kingsframes lose their ability to garrison and attack air 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.
    • 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.
    • 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.
  • Elite Army: 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.
  • Emerald Power: Their forces shoot green projectiles and have a green tint to them.
  • Faction Calculus: 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.
  • Hate Plague: Foehn's confusion ray throws enemies into a state of disarray, causing them to become uncontrollable and attack anything nearby, friend or foe.
  • Human Resources: 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.
  • Inspirational Martyr: 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.
  • Loot-Making Attack: The Reprocessor generates money for you when your units kill enemies.
  • Loud of War: 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.
  • Meaningful Name:
    • 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.
    • In-Universe, 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.
  • Multinational Team: 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).
  • Nanomachines: They have access to nano-technology, which they use to construct buildings, heal their units, devour enemy infantry, devour enemy infantry to heal their units and transform their infantry into more advanced and battle-capable variants.
  • Nitro Boost: The Spinblade allows nearby units with windspin engines to move at faster speeds.
  • One-Hit Kill: Almost nothing is able to cross an activated Foehn Blast Trench.
  • Powered Armor: Nearly all Foehn infantry are equipped with power suits that enhance performance and survivability, and helps them carry their BFGs.
  • Ray Gun: Plasma cutters used by Neutralizers and Ramwagons fire a continuous laser-like beam at the target.
  • The Remnant: 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.
  • La Résistance: As their name and the Multinational Team 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.
  • Status Buff: Golden Wind is a support power that gives 25% armor buff to vehicles around Spinblades.
  • Super-Empowering: 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.
  • Take Up My Sword: Though the "sword" in this case is the wreck of the enormous Paradox Engine.
  • Unfriendly Fire: Their Confusion Ray can cause enemy units to turn on each other.
  • Weather-Control Machine: The Tempest Architect, Foehn's offensive superweapon, is basically a refined version of the Allied Weather Control Device.

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


  • Close-Range Combatant: 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.
  • Faction Calculus: The Balanced sub-faction of Foehn, with emphasis on dealing as much damage as possible with units like the Diverbee and Irritator.

    Wings of Coronia 
A subgroup of the Foehn Revolt, implied to be based on a floating sky base known as the Coronia.


  • Cool Airship: The Coronia is a massive flying warship that doubles as The Revolt's mobile headquartersnote . 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*.
  • Drop Pod: 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.
  • Faction Calculus: The Subversive sub-faction of the Foehn Revolt, with preference for airborne units and fast ground vehicles and infantry.

    The Last Bastion 
A subgroup of the Foehn Revolt based in Point Hope, Alaska. Implied to be the defense force of Foehn's main base of operations.


  • Closest Thing We Got: 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.
  • Faction Calculus: With their focus on heavy units and amazing defense, the Last Bastion is the Powerhouse sub-faction of the Foehn Revolt.
  • Mighty Glacier: 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.

Characters

    Foehn Characters 

Foehn Council

The 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.


  • Cosmopolitan Council: 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.
  • Gender-Equal Ensemble: The council so far consists of two men and two women.
  • Walking Spoiler: Their identities are a major spoiler for Act II.

Yunru, aka The Architect

"I feel the warmer winds are yet to come."

As the name implies, this individual is the mastermind behind and leader of the Foehn Revolt.


  • Benevolent Boss: 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.
  • Big Good: As the leader of the Foehn Revolt they become the world's last hope against Epsilon following the defeat of the Allies at Antarctica and the Soviets being mind controlled by the Mental Omega Device.
  • A Child Shall Lead Them: The revolt is led out by none other than Yunru, who by the end of Act 2 is still only in her late teens.
  • Defector from Decadence: 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.
  • Faking the Dead: Semi-successfully attempts to do it over the course of Act 2 using a MIDAS, while the Soviets fall for it, Epsilon does not.
  • I Let Gwen Stacy Die: Sadly, Yunru was not able to rescue her family from the Chinese.
  • Interface Screw: Hacks into the 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.
  • It's Personal with the Dragon: While she's shaping up to be the Antithesis to Yuri's Epsilon as a whole, Libra (and possibly the Proselyte) has (have) a much more personal beef with her.
  • I Shall Taunt You: They taunt the Proselyte after Epsilon discovers that the Architect survived the MIDAS explosion and hacked into her Battle Control systems.
  • Science Hero: A former scientist working for the Soviets.
  • Walking Spoiler: 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.
  • Xanatos Gambit: 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 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 Restraining Bolt, knocking her out and getting away because Libra was sent in alone.

Rashidi, aka the Miracle Man

"It was my failure to see through Yuri's lies that caused this."

After 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 Mental Omega Epsilon for more information.

Tanya Addams

"'Time will tell.' That's what Siegfried always used to say."

General Ben Carville

"We've all been played for fools. It's no time to bicker about it."
"Now, y'all have a job to do, so git to it!"

VOLKNET

"Establishing Battlefield Control. Standby."

An experimental artificial intelligence network created by the Architect (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.


  • Benevolent A.I.: Their first act upon activating is to immediately move to protect the Architect from the Epsilon and Chinese army.
  • Expy: Of LEGION from Kane's Wrath. Both are A.I.s 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 Player Character of their campaign.
  • Hive Mind: They are a gestalt network of AI subroutines, one of them is Uragan, the hero of Last Bastion.
  • Mission Control: They are simultaneously the Foehn Commander equivalent and EVA equivalent.
  • The Nicknamer: 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.
  • Player Character: Of the Foehn Origins Campaign.

Fin and Alize

"Our bond is unbreakable."
"Together, we are strong."

A 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.


  • Action Girl: Epsilon armor better beware Alize's blast rifle.
  • Back-to-Back Badasses: They almost never fight separately and they're at their best when they're together.
  • Crippling Overspecialization: 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).
  • Disaster Scavengers: Used to be this before they were found by the Foehn Revolt.
  • Healing Factor: Both siblings gain a rather ridiculous amount of healing if they stay near each other.
  • Huge Guy, Tiny Girl: 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.
  • 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.
  • Immune to Mind Control: Resistant, at least.
  • One-Hit Kill: 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.
  • One-Hit Polykill: 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.
  • Pungeon Master: The two are definitely aware of their Punny Names and on occasion will drop some puns themselves.
    Fin: This is the finale.
    Alize: Blast rifle, initialize!
  • Punny Name: 'Finalize'.
  • Sibling Team: 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.

Eureka

"Let's do something fun!"

The 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.


  • Action Girl: Foehn's resident Cute Bruiser, Fiery Redhead.
  • Badass Adorable: An adorable kid-friendly hero that destroys entire tank columns with her Plasma Wave weapon.
  • Charged Attack: The Plasma Wave takes a fair bit of charging time before it actually goes off.
  • Fiery Redhead: She is very eager to kick ass and according to her unit cameo she's a redhead.
  • Good Counterpart: She appears to be a more neatly fit Libra donning a heavier nanotech kit and much more heroic.
  • Hit-and-Run Tactics: 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.
  • Kid-Appeal Character: 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.
  • Mighty Glacier: Eureka is quite durable for a hero unit, and deals devastating Splash Damage. However, she's very slow... unless there's a nearby Spinblades, which turns her into a Lightning Bruiser.
  • Mysterious Past: Eureka appeared out of nowhere, and within a few short days of combat she has established her position on the battlefield.
  • Non-Standard Character Design: 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.
  • One-Hit Polykill: Her Plasma Wave is specialized at causing destruction to a lot of targets at the same time.
  • Person of Mass Destruction: 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.
  • Pretty in Mink: Appears to be wearing a brighter shade of gray like Libra's in her cameo.
  • Sci-Fi Bob Haircut: Sports one in her unit cameo.

Uragan

"THE UNJUST WILL NOT WIN!"

Uragan is a young sub-routine of the VOLKNET AI that runs most of Last Bastion's intelligence and security systems.


  • Flying Brick: Emphasis on "brick". Unlike most air units, he's very tough and powerful, but he's also very slow.
  • Mighty Glacier: For a flying unit, Uragan's speed is nothing to write home about, but he is extremely beefy.
  • Super-Soldier: Uragan's entire body has been designed with the sole purpose of generating multiple powerful projectiles without much delay.

Units

    Foehn Units 

Knightframe


  • Anti-Air: The Knightframe is both the basic anti-infantry soldier as well as the anti-aircraft weapon of the Foehn Revolt.
  • Early-Bird Cameo: 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).
  • Logical Weakness: 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.
  • Knight in Shining Armor: 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.
  • Mighty Glacier: 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.
  • Powered Armor: 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.
  • Starting Units: A Foehn player starts with some Knightframes if starting units are available.

Kingsframe


  • BFG: The Kingsframe wields an imploder cannon which deals great damage to enemy structure and infantry in a small radius.
  • Powered Armor: They retain the Knightframe's exoskeleton.
  • Siege Engines: Kingsframes are effective against buildings, and in enough numbers will level any base quickly and with little resistance.

Lancer


  • Artificial Limbs: Lancers use cybernetically augmented legs to outrun most infantry and keep up with vehicles.
  • Cyborg: Lancers have decided to go one step further than Knightframes and become one with the machine to further enhance their combat abilities.
  • Early-Bird Cameo: The first Lancer briefly appears in the mission Heartwork as a Chinese cyborg that you must destroy at all costs.
  • Expy:
    • Of the Tank Buster from Red Alert 3, as they're both basic anti-tank infantry units incapable of aiming at aircraft.
    • They're also essentially the Sangheili from 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 Sword Beam.
  • Lightning Bruiser: 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.

Railguneer


  • Crippling Overspecialization: Their plasma railguns are among the most powerful anti-vehicle weapons in the game, but are quite ineffective against infantry and structures.
  • Expy: Like their Lancer counterparts, they're like the Tank Busters from Red Alert 3, except they're closer to said unit in nature due to their railguns being identical to the plasma cannons they wield.
  • Magnetic Weapons: It's in their name, they wield railguns.
  • Mighty Glacier: They wield a heavy railgun and are even more durable than Lancers, but have to trade speed for them.
  • Phantasy Spelling: For some reason, this unit is spelt Railguneer instead of the correct Railgunner.

Huntress


  • Amazon Brigade: Huntresses can group into one.
  • Bandit Mook: 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.
  • Combat Medic: 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.
  • Life Drain: 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.
  • See the Invisible: Huntresses can detect stealthed units in big radius around them.
  • Sniping the Cockpit: 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.

Deviatress


  • Always Accurate Attack: 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.
  • Amazon Brigade: As they are upgraded from Huntresses, all Deviatresses are female.
  • Hate Plague: Their confusion ray, similar to the Irritator's, can make enemies attack each other.

Clairvoyant


  • Mecha-Mooks: Clairvoyants are AI-controlled.
  • Mechanically Unusual Class: 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.
  • Non-Combat EXP: 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.
  • The Paralyzer: 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.
  • See the Invisible: The Clairvoyant is able to detect stealthed and disguised enemy units in the vicinity.
  • Spy Bot: They are robots that serve the role of infiltrators.
  • Starfish Robots: They resemble floating discs more than humans.
  • Super-Speed: This unit can be affected by speed boost from Spinblades.
  • Support Party Member: 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.
  • Zerg Rush: 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.

Duplicant


  • Grey Goo: 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.
  • Mecha-Mooks: Duplicants are AI-controlled.
  • See the Invisible: The Duplicant is able to detect disguised enemy units in the vicinity.
  • Self-Duplication: When a Duplicant kills an enemy soldier, it will create an additional copy of itself.

Syncronin


  • Damage-Increasing Debuff: The Syncronin's weapon weakens the cohesion of enemy buildings, causing them to take 20% more damage. This can stack up to 5 times.

Syncronaut


  • Close-Range Combatant: In exchange for being able to affect multiple structures at once, the Syncronaut's weapon must be used up close.
  • Damage-Increasing Debuff: 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.
  • Invisibility Flicker: 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.

Minermite


  • Fragile Speedster: 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.
  • Mook Medic: Like Soviet Repair Drones, Minermites can repair friendly vehicles. They can even repair other vehicles without interrupting their mining activities.
  • No-Sell: 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.
  • Worker Unit: Serves to gather credits for Foehn.

Teratorn


  • Anti-Air: The main tier 1 anti-air vehicle for Foehn.
  • Attack Drone: Teratorns are AI-controlled.
  • Crippling Overspecialization: Teratorn can fire only at air targets.
  • Expy: Of the Black Hand's Mantis Drone from Kane's Wrath, both being lightly-armoured, dedicated anti-air robots armed with missiles, and sharing the same voice set.

Jackal Racer


  • Awesome Personnel Carrier: Jackals can carry an infantry unit which is able to shoot from inside.
  • Early-Bird Cameo: 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.
  • Fragile Speedster: Very fast but very fragile.

SODAR Array


  • Dual Mode Unit: The SODAR Array only works when deployed into an immobile mode.
  • Mook Commander: When deployed, a SODAR Array will boost the firepower of nearby units armed with Golden Rockets (Shrike Nest, Giantsbane, Teratorn, Sweeper, Whipray) by 15%.
  • See the Invisible: SODAR Arrays work as mobile sentry posts, able to detect invisible units when deployed.

Buzzard


  • Trap Master: The Buzzard can drop traps to damage enemy ground units.

Raccoon and Hovracoon


  • Amphibious Automobile: The Hovracoon hovers over ground and can travel over water.
  • Mythology Gag: 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.
  • Power Nullifier: It can shut down enemy weapons, structures and prevent support powers from being used near it.
  • Support Party Member: It can't attack. Its capabilities in battle are restricted to disarming enemy units or preventing enemy support powers to be used around it.

Quetzal


  • Drone Deployer: The Quetzal doesn't attack and serves as an anchor for its three drones.
  • Kill Sat: Quetzal drones serve to mark the coordinates for orbital strikes.

Watercat


Swordfish


  • Drone Deployer: The Swordfish attacks aircraft by launching air-to-air combat drones.
  • Jack of All Stats: Due to its combination of cannon, True Sight and anti-air drones, the Swordfish can deal with normal ships, submarines and aircraft alike.
  • See the Invisible: Swordfish can see enemy submarines and other invisible units near them.

Whipray


  • Crippling Overspecialization: The Whipray is a dedicated anti-air unit and is useless against anything on the ground.
  • Hate Plague: Whiprays have a confusion ray which can make enemy air units fire on their own allies.

Angelshark


  • Hate Plague: Torpedoes and mines used by Angelsharks are capable of confusing enemy naval units into attacking each other.
  • Trap Master: 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.

Leviathan Helicarrier


  • Combat Medic: Their nanoids can be used to repair other units with the Nanocharge support power.
  • Drone Deployer: Each Leviathan houses two attack drones under its deck, which when released will bombard enemy positions with plasma bombs.
  • Mighty Glacier: Leviathans hit hard and are durable, but are very sluggish due to their mass.
  • Siege Engines: The Leviathan serves the same role as other capital ships due to its massive range.

    Haihead Units 

Neonwasp


  • Amazon Brigade: Every last Neonwasp is female.
  • Expy: They're blantantly based off of the Rocket Angels from 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


  • Close-Range Combatant: 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.
  • Mini-Mecha: The Cyclops is a walker twice as tall as a normal tank.
  • Mythology Gag: It reuses the design of the GDI Titan from Tiberian Sun.

Irritator


  • Damage-Increasing Debuff: 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.
  • Dual Mode Unit: 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.
  • Marked to Die: When deployed, the Irritator fires a flare which will make enemy units easier to target and take more damage.
  • Meaningful Name: "Irritator" isn't a name cooked up to sound cool. This was an 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 cheeky sense of humor.
  • Support Party Member: Does no damage to enemy units but weakens them so that other friendly units can destroy them more easily.
  • Unfriendly Fire: While not deployed, the Irritator can confuse enemies to attack each other from long range.

Megalodon


  • Amplifier Artifact: The Megaarena Projector, a rather costly structure deployed by the support power Megaarena that unleashes the Megalodon AI's full potential.
  • Attack Drone: 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.
  • Close-Range Combatant: 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 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.
  • Humongous Mecha: The Megalodon is a walker the size of a small building.
  • "Instant Death" Radius: Standing near a Megalodon with Megaarena active is a death sentence for non-hero infantry.
  • Kung Fu-Proof Mook: As an AI unit, the Megalodon is 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.
  • Laser Blade: The Megalodon has an apparatus in its right hand, which lets it form a blade made of plasma.
  • Lightning Bruiser: 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.
  • One-Hit Kill: The Megalodon's shield will instantly vaporise most enemy infantry it comes in contact with.
  • Shield Bash: Shields provided by Megaarena Projector allow Megalodons to instantly vaporize most infantry units.

Shadray Torch Tank


  • Anti-Air: Its weapon has the reach to hit aircraft, allowing the Shadray to serve as both an artillery piece and an anti-air unit.
  • Glass Cannon: They possess great firepower but their armor is weak.
  • Loud of War: The Shadray makes use of sonic waves as weapons.
  • One-Hit Polykill: The Shadray's cannon deals damage to everything in its way.
  • Siege Engines: The Shadray has great range and devastating anti-structure power.

Diverbee


  • Action Bomb: 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.
  • Attack Drone: 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.
  • Hair-Trigger Explosive: 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.

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


  • Action Bomb: 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 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.]]
  • Delayed Explosion: 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.
  • Difficult, but Awesome: 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.
  • Fun with Acronyms: Mutually Assured Destruction Mechanized Area Nullifer.
  • Mighty Glacier: 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.
  • Obvious Rule Patch: 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.
  • Tactical Superweapon Unit: 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.

    Wings of Coronia Units 

Zorbtrotter


  • Ambiguous Situation: They may or may not have been Epsilon psychics affilated with the Scorpion Cell, given their description on the official site.
  • Blow You Away: Zorbtrotters have taken wind manipulation techniques to the extreme.
  • Heel–Face Turn: It is suggested that the Zorbtrotters might have been Epsilon psychics who defected to the Foehn Revolt.
  • Power Floats: Zorbtrotters control a sphere around them, which allows them to float over water.

Zorbfloater


  • Blow You Away: Zorbfloaters retain this ability from when they used to be Zorbtrotters.
  • Healing Factor: Whenever a Zorbfloater is under attack, his nanites will continuously try to heal him.
  • Not the Intended Use: Their ability to make vehicles float can be used on friendly ones to move them across bodies of water.
  • One-Hit Kill: If a Zorbfloater drops a lifted vehicle on another object, both will be instantly blown up.
  • Power Floats: Zorbfloaters control a sphere around them, which allows them to float over water.
  • You Will Not Evade Me: Zorbfloaters can lift enemy vehicles into the air and drag them towards themselves before dropping them back into the ground.

Draco Drone Tank


  • Attack Drone: When a Draco is destroyed, its turret drone is released as an autonomous unit.
  • Expy: Its design appears to be heavily inspired by Principality of Zeon's Magella Attack tank, including a detachable turret.
  • Mechanically Unusual Class: 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 Taking You with Me 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.
  • Super-Speed: This unit can benefit from the speed boost provided by Spinblades.

Roadrunner


  • Alpha Strike: 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.
  • Attack Drone: The Roadrunner is a spherical drone.

Pteranodon


  • Crippling Overspecialization: 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.
  • Herd-Hitting Attack: Pteranodon weapon systems can damage several units at once thanks to big area of effect.
  • Mechanically Unusual Class: 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


  • Amphibious Automobile: The Tarchia hovers over ground and can travel over water.
  • Crippling Overspecialization: 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


  • Anti-Air: The Alanqa's wind turbines can crush enemy aircraft with ease.
  • Blow You Away: This large craft is capable of manipulating wind, which makes them capable of shooting down enemy air units.
  • Tornado Move: Upon deploying, Alanqa creates a devastating tornado damaging everything under the Skystation.

Orcinus Waveshaper


  • Friend or Foe?: 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.
  • No-Sell: The Orcinus Waveshaper cannot be hijacked, mind-controlled, depiloted, abducted or confused.
  • Power Nullifier: Its advanced ECM systems disable vehicles' weapons in its radius.

Harbinger


  • Assist Character: 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.
  • Composite Character: The Harbinger's design is lifted from the same unit in Command & Conquer: Red Alert 3, 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 Command & Conquer: Generals.
  • Cool Plane: It's more or less the American AC-130H Spectre on steroids.
  • Death from Above: As we can see on trailers, Harbinger is a heavy air support bombardment unit with huge cannons.
  • Energy Weapons: The Harbinger is armed with particle colliders.
  • Flying Brick: The Harbinger is far more durable than any other air unit, immune to Blasticade and can tank a lot of anti-air firepower.
  • Master of All: They can level enemy bases with ease and eliminate enemy units of any type, be it on the ground, water or in the sky.
  • Random Number God: 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.
  • Superior Successor: 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.
  • Tactical Superweapon Unit: 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.
  • Taking You with Me: The wreckage of a crashed Harbinger explodes violently when it hits the ground, enough to destroy one last building or enemy.

    Last Bastion Units 

Giantsbane


  • Arm Cannon: A Giantsbane's Golden Rocket Launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
  • Guns Akimbo: Giantsbanes carry two massive Golden Rocket launchers on both arms.
  • Macross Missile Massacre: The Giantsbane can easily launch a barrage of devastating Golden Rocket launchers at both ground and air targets.
  • Mighty Glacier: 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.
  • The Paralyzer: The Giantsbane has a stun beam with long range, meaning that they can make heroes sitting ducks for other units.

Godsbane


  • Arm Cannon: Two of the Godsbane's nanofiber launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
  • Guns Akimbo: And more than that - the Godsbane is armed with four nanofiber launchers, with the additional ones being mounted on the sides of its torso.
  • Mighty Glacier: While Godsbanes have slightly less health than their non-upgraded counterparts, they can deal a constant flow of damage but moves even slower.
  • No-Sell: Trades some of its health as Giantsbanes for complete immunity against EMP weapons.
  • The Paralyzer: The Godsbane mounts experimental nanofiber launchers capable of stunning enemy units.

Bison Combat Tank


  • Crippling Overspecialization: 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 crushing them.
  • Good Powers, Bad People: An Easter Egg 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.
  • Healing Factor: 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 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.
  • Mighty Glacier: The Bison is already a tough but slow tank on its own, but they take this trope even further in that their Healing Factor is tripled if they stay still.

Sweeper


  • Dual Mode Unit: A mobile mode where the Sweeper can do nothing but move, and an immobile mode where it becomes invisible and can attack.
  • Invisibility Cloak: Can cloak itself once deployed.
  • It's Raining Men: Sweepers can be paradropped with the Sweeper Drop support power once an expansion for the Nanofiber Loom is built.
  • Macross Missile Massacre: Can shoot volleys of missiles without disrupting its cloak.

Condor


  • Mighty Glacier: They're incredibly slow, but deal massive damage to anything that isn't an infantry unit or an aircraft.

Mastodon


  • Car Fu: 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.
  • Combat Medic: They can repair nearby units with the Nanocharge support power.
  • Evil Knockoff: Provided that Foehn are the good guys the Mastodon counts as an 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).
  • Meaningful Name: Mastodons were ancient mammals that resemble mammoths, just like how the Mastodon has a resemblance to Mammoth Tanks.
  • Mythology Gag: 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.
  • Stone Wall: 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.
  • Wave-Motion Tuning Fork: Its primary weapon, the plasma railgun.
  • Weaksauce Weakness: 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


  • Amphibious Automobile: The Gharial can move on both water and land due to its hull design.
  • Awesome Personnel Carrier: Additional space within the Gharial allows it to work as a transport for Foehn infantry.
  • Early-Bird Cameo: A few Gharials briefly appear in the mission Heartwork, long before the emergence of the Foehn Revolt, suggesting a link between them and China.
  • Kung Fu-Proof Mook: The Gharial has been designed with preventing the effects of as many battlefield hazards and dangerous sabotaging weapons as possible.
  • No-Sell: Among many others, the Gharial is immune to EMP, radiation, poison, freezing, confusion and mind control.
  • Splash Damage: Their weapons do area damage.

Boidmachine


  • Dual Mode Unit: 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.
  • Mechanically Unusual Fighter: 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).
  • Mighty Glacier: 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.
  • Tactical Superweapon Unit: 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.

    Stolen Tech Units 

Phantasm MLRS


  • Macross Missile Massacre: It's capable of firing a barrage of missiles against both ground and air targets.
  • Mobile Shrubbery: The Phantasm can camouflage itself as a tree or rock as long as it is stationary.

Seitaad Ballista


  • EMP: The Seitaad combines Soviet EMP tech and Foehn's weaponised nanofiber threads.
  • The Paralyzer: The Seitaad's nanofiber threads temporarily stun enemy troops.

Archelon


  • Amphibious Automobile: The Archelon is amphibious, like its namesake.
  • Combat Medic: The Archelon's nanoid cannon devours enemy troops and uses the salvaged material to heal Foehn infantry.
  • Crippling Overspecialization: While the Archelon slaughters infantry and is especially good against Epsilon Brute spam, it can only fire on infantry and nothing else.
  • Made of Iron: 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.
  • Not Enough to Bury: Any infantryman hit by the Archelon's high-tech cannon will just plainly disappear into nothing.
  • Stealthy Colossus: The Archelon happens to be a massive tank with a Chimera Core on-board that allows it to be invisible.

Ramwagon


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

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