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In each timeline, Jessica Kern maintains an adoptive family of 20. In one of those timelines, Camila Vera was one of her daughters. Working as a scout in areas where R.S.T. tested terraforming weapons, she developed an innate sense of danger, able to detect when a quake or a sinkhole was about to appear. This elevated awareness transitioned well into mech combat against the Vek, letting her outmaneuver their webs and operate in low-visibility conditions. Her upbringing as a daughter of Kern, as well as an employee of R.S.T. gave her a no-nonsense personality, treating the Vek invasion as a war.
to:
In each her origin timeline, Jessica Kern maintains an adoptive family of 20. In one of those timelines, Camila Vera was one of her daughters.Jessica Kern's twenty adopted children. Working as a scout in areas where R.S.T. tested terraforming weapons, she developed an innate sense of danger, able to detect when a quake or a sinkhole was about to appear. This elevated awareness transitioned well into mech combat against the Vek, letting her outmaneuver their webs and operate in low-visibility conditions. Her upbringing as a daughter of Kern, as well as an employee of R.S.T. gave her a no-nonsense personality, treating the Vek invasion as a war.
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* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her. [[AllThereInTheManual In Camila's backstory]], it's even mentioned that she adopted ''twenty'' kids in one timeline.
to:
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her. [[AllThereInTheManual In Camila's backstory]], it's even mentioned that she has adopted ''twenty'' kids in one timeline.
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* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
to:
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
**her. [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- In Camila's backstory]], it's even mentioned that she apparently adopted ''twenty'' kids.kids in one timeline.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
**
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[[folder:Bombermechs]]
!!Bombermechs
''With a small army of remote explosives and flexible weapons, the tactical options are endless.''
'''Mechs:''' [[SpiderTank Pierce Mech]] (Brute), [[SpiderTank Bombling Mech]] (Ranged), [[SpiderTank Exchange Mech]] (Science)
!!Bombermechs
''With a small army of remote explosives and flexible weapons, the tactical options are endless.''
'''Mechs:''' [[SpiderTank Pierce Mech]] (Brute), [[SpiderTank Bombling Mech]] (Ranged), [[SpiderTank Exchange Mech]] (Science)
to:
!!Bombermechs
''With
!!The Secret Squad
''Humanity's last hope are a
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their default loadouts.
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
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* ACommanderIsYou: A toolbox faction, offering little in the way of an overarching gameplan and more a series of versatile weapons that require synergy to come together outside their specific niches. For instance, Bombling Mechs Walking Bombs deal low damage and can cause a lot of collateral harm on tighter maps, but they are also instrumental in allowing Pierce Mech to apply its cannon on open maps and allows you to tailor Exchange Mech’s teleports to go where you want them.
* ActionBomb: The Bombling Mech can produce an unlimited amount of these.
* ArmorPiercingAttack: The Pierce Mech’s AP gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
* DifficultButAwesome: Each mech can be quite awkward to use on their own. The Pierce Mech and Exchange Mech each require quite specific enemy positioning, whereas the Bombling mech lacks the damage and positioning tools typical of other ranged mechs. However, comboing them all together can result in some devistatingly effective turns with each covering for the others weaknesses.
* ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with Silica).
* SwapTeleportation: The role of the Exchange Mech. Unlike the Swap Mech of the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
* TeleporterAccident: The Exchange Mech can be upgraded to hurt any hostile entities that it teleports. Inverted in that you can make it heal your allies as well.
* ActionBomb: The Bombling Mech can produce an unlimited amount of these.
* ArmorPiercingAttack: The Pierce Mech’s AP gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
* DifficultButAwesome: Each mech can be quite awkward to use on their own. The Pierce Mech and Exchange Mech each require quite specific enemy positioning, whereas the Bombling mech lacks the damage and positioning tools typical of other ranged mechs. However, comboing them all together can result in some devistatingly effective turns with each covering for the others weaknesses.
* ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with Silica).
* SwapTeleportation: The role of the Exchange Mech. Unlike the Swap Mech of the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
* TeleporterAccident: The Exchange Mech can be upgraded to hurt any hostile entities that it teleports. Inverted in that you can make it heal your allies as well.
to:
* AreaOfEffect: When upgraded, Taaxetizl and Xakran's attacks have the ability to target multiple tiles in a row. Since Xakran's lobbed explosive goo also pushes, this gives it one of the largest push radiuses in the game when fully upgraded, outdone only by the Hermes Engines, a rush attack which doesn't deal damage.
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou:A toolbox faction, offering little in the way of an overarching gameplan and more a series of versatile weapons that require synergy Another Generalist Faction to come together outside their specific niches. For instance, Bombling Mechs Walking Bombs deal low cap things off. All three units can both damage and can cause a lot of collateral harm on tighter maps, but they are also instrumental in allowing Pierce Mech to apply its cannon on open maps push enemies, and allows you to tailor Exchange Mech’s teleports to go where you want them.
* ActionBomb: The Bombling Mech can produce an unlimited amount of these.
* ArmorPiercingAttack: The Pierce Mech’s AP gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
* DifficultButAwesome: Each mech can be quite awkward to use on their own. The Pierce MechTechno-Hornet and Exchange Mech each require quite specific enemy positioning, whereas the Bombling mech lacks the damage and positioning tools typical of other ranged mechs. However, comboing them all together can result in some devistatingly effective turns with each covering for the others weaknesses.
* ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with Silica).
* SwapTeleportation: The role of the Exchange Mech. Unlike the Swap Mech of the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
* TeleporterAccident: The Exchange MechTechno-Scarab can be upgraded to hurt hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus anyhostile entities bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the ones they start with. If a Vek is disabled, itteleports. Inverted loses 25 XP but still returns in that the next battle.
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you canmake it heal your allies as well. fully upgrade their starting weapons.
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou:
* ActionBomb: The Bombling Mech can produce an unlimited amount of these.
* ArmorPiercingAttack: The Pierce Mech’s AP gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
* DifficultButAwesome: Each mech can be quite awkward to use on their own. The Pierce Mech
* ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with Silica).
* SwapTeleportation: The role of the Exchange Mech. Unlike the Swap Mech of the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
* TeleporterAccident: The Exchange Mech
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the ones they start with. If a Vek is disabled, it
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can
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[[folder:Arachnophiles]]
!!Arachnophiles
''Research has shown that the remains of defeated Vek can be used to power smaller, but no less deadly Mechs.''
'''Mechs:''' [[TankGoodness Bulk Mech]] (Brute), [[SpiderTank Arachnoid Mech]] (Ranged), [[FutureCopter Slide Mech]] (Science)
!!Arachnophiles
''Research has shown that the remains of defeated Vek can be used to power smaller, but no less deadly Mechs.''
'''Mechs:''' [[TankGoodness Bulk Mech]] (Brute), [[SpiderTank Arachnoid Mech]] (Ranged), [[FutureCopter Slide Mech]] (Science)
to:
!!Arachnophiles
''Research has shown that
[[folder:Bombermechs]]
!!Bombermechs
''With a small army of remote explosives and flexible weapons, the
'''Mechs:'''
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* MookMaker: A rare heroic example. The Arachnoid Mech's weapon can make friendly spider robots when killing Vek.
* PinballProjectile: The Bulk Mech's Ricochet Rocket will bounce off its target at a 90-degree angle.
* SpiderTank: Of all the Mechs with spider legs in ''Into The Breach'', the Arachnoid Mech deserves special mention for looking like a [[FourLeggedInsect (6-legged)]] spider, making smaller spider tanks, and [[MeaningfulName being called the Arachnoid Mech]].
* PinballProjectile: The Bulk Mech's Ricochet Rocket will bounce off its target at a 90-degree angle.
* SpiderTank: Of all the Mechs with spider legs in ''Into The Breach'', the Arachnoid Mech deserves special mention for looking like a [[FourLeggedInsect (6-legged)]] spider, making smaller spider tanks, and [[MeaningfulName being called the Arachnoid Mech]].
to:
* MookMaker: ACommanderIsYou: A rare heroic example. toolbox faction, offering little in the way of an overarching gameplan and more a series of versatile weapons that require synergy to come together outside their specific niches. For instance, Bombling Mechs Walking Bombs deal low damage and can cause a lot of collateral harm on tighter maps, but they are also instrumental in allowing Pierce Mech to apply its cannon on open maps and allows you to tailor Exchange Mech’s teleports to go where you want them.
* ActionBomb: TheArachnoid Mech's weapon Bombling Mech can produce an unlimited amount of these.
* ArmorPiercingAttack: The Pierce Mech’s AP gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
* DifficultButAwesome: Each mech can be quite awkward to use on their own. The Pierce Mech and Exchange Mech each require quite specific enemy positioning, whereas the Bombling mech lacks the damage and positioning tools typical of other ranged mechs. However, comboing them all together can result in some devistatingly effective turns with each covering for the others weaknesses.
* ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with Silica).
* SwapTeleportation: The role of the Exchange Mech. Unlike the Swap Mech of the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
* TeleporterAccident: The Exchange Mech can be upgraded to hurt any hostile entities that it teleports. Inverted in that you can makefriendly spider robots when killing Vek.
* PinballProjectile: The Bulk Mech's Ricochet Rocket will bounce off its target at a 90-degree angle.
* SpiderTank: Of all the Mechs with spider legs in ''Into The Breach'', the Arachnoid Mech deserves special mention for looking like a [[FourLeggedInsect (6-legged)]] spider, making smaller spider tanks, and [[MeaningfulName being called the Arachnoid Mech]].it heal your allies as well.
* ActionBomb: The
* ArmorPiercingAttack: The Pierce Mech’s AP gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
* DifficultButAwesome: Each mech can be quite awkward to use on their own. The Pierce Mech and Exchange Mech each require quite specific enemy positioning, whereas the Bombling mech lacks the damage and positioning tools typical of other ranged mechs. However, comboing them all together can result in some devistatingly effective turns with each covering for the others weaknesses.
* ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with Silica).
* SwapTeleportation: The role of the Exchange Mech. Unlike the Swap Mech of the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
* TeleporterAccident: The Exchange Mech can be upgraded to hurt any hostile entities that it teleports. Inverted in that you can make
* PinballProjectile: The Bulk Mech's Ricochet Rocket will bounce off its target at a 90-degree angle.
* SpiderTank: Of all the Mechs with spider legs in ''Into The Breach'', the Arachnoid Mech deserves special mention for looking like a [[FourLeggedInsect (6-legged)]] spider, making smaller spider tanks, and [[MeaningfulName being called the Arachnoid Mech]].
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[[folder:Mist Eaters]]
!!Mist Eaters
''Airborne particles provide the material necessary for nano-bots to repair these Mechs.''
'''Mechs:''' [[CoolPlane Thruster Mech]] (Brute), [[SpiderTank Smog Mech]] (Ranged), Control Mech (Science)
!!Mist Eaters
''Airborne particles provide the material necessary for nano-bots to repair these Mechs.''
'''Mechs:''' [[CoolPlane Thruster Mech]] (Brute), [[SpiderTank Smog Mech]] (Ranged), Control Mech (Science)
to:
!!Mist Eaters
''Airborne particles provide
!!Arachnophiles
''Research has shown that the
'''Mechs:'''
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* GeoEffects: The Smog Mech allows the Mist Eaters to absorb smoke to heal themselves.
* WeaponizedExhaust: The Thruster Mech's Reverse Thrusters damage the target and launch the Mech backwards.
* WeaponizedExhaust: The Thruster Mech's Reverse Thrusters damage the target and launch the Mech backwards.
to:
* GeoEffects: MookMaker: A rare heroic example. The Smog Mech allows the Mist Eaters to absorb smoke to heal themselves.
* WeaponizedExhaust: The ThrusterArachnoid Mech's Reverse Thrusters damage the weapon can make friendly spider robots when killing Vek.
* PinballProjectile: The Bulk Mech's Ricochet Rocket will bounce off its targetand launch at a 90-degree angle.
* SpiderTank: Of all the Mechs with spider legs in ''Into The Breach'', the Arachnoid Mechbackwards.deserves special mention for looking like a [[FourLeggedInsect (6-legged)]] spider, making smaller spider tanks, and [[MeaningfulName being called the Arachnoid Mech]].
* WeaponizedExhaust: The Thruster
* PinballProjectile: The Bulk Mech's Ricochet Rocket will bounce off its target
* SpiderTank: Of all the Mechs with spider legs in ''Into The Breach'', the Arachnoid Mech
[[folder:Mist Eaters]]
!!Mist Eaters
''Airborne particles provide the material necessary for nano-bots to repair these Mechs.''
'''Mechs:''' [[CoolPlane Thruster Mech]] (Brute), [[SpiderTank Smog Mech]] (Ranged), Control Mech (Science)
----
* GeoEffects: The Smog Mech allows the Mist Eaters to absorb smoke to heal themselves.
* WeaponizedExhaust: The Thruster Mech's Reverse Thrusters damage the target and launch the Mech backwards.
[[/folder]]
!!Mist Eaters
''Airborne particles provide the material necessary for nano-bots to repair these Mechs.''
'''Mechs:''' [[CoolPlane Thruster Mech]] (Brute), [[SpiderTank Smog Mech]] (Ranged), Control Mech (Science)
----
* GeoEffects: The Smog Mech allows the Mist Eaters to absorb smoke to heal themselves.
* WeaponizedExhaust: The Thruster Mech's Reverse Thrusters damage the target and launch the Mech backwards.
[[/folder]]
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[[folder:Secret Squad (Spoilers)]]
!!The Secret Squad
''Humanity's last hope are a blend of Machine and Vek created to defend Earth.''
Each of the three has the same special ability and the same class (Cyborg):
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their default loadouts.
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
!!The Secret Squad
''Humanity's last hope are a blend of Machine and Vek created to defend Earth.''
Each of the three has the same special ability and the same class (Cyborg):
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their default loadouts.
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
to:
!!The Secret Squad
''Humanity's
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are the Vek's breeding ground. Wipe them out here, we save the world."''
-->'''-- Ralph Karlsson'''
Four corporations safeguard and govern the last
Each
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
Changed line(s) 890,911 (click to see context) from:
* AreaOfEffect: When upgraded, Taaxetizl and Xakran's attacks have the ability to target multiple tiles in a row. Since Xakran's lobbed explosive goo also pushes, this gives it one of the largest push radiuses in the game when fully upgraded, outdone only by the Hermes Engines, a rush attack which doesn't deal damage.
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and push enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the ones they start with. If a Vek is disabled, it loses 25 XP but still returns in the next battle.
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and push enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the ones they start with. If a Vek is disabled, it loses 25 XP but still returns in the next battle.
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
to:
* AreaOfEffect: When upgraded, Taaxetizl BenevolentBoss: All of them care about their people and Xakran's attacks have put profit aside in favor of doing whatever must be done to win the ability to target multiple tiles in a row. Since Xakran's lobbed explosive goo also pushes, this gives it one of war against the largest push radiuses in the game when fully upgraded, outdone only by the Hermes Engines, a rush attack which doesn't deal damage.
* BigCreepyCrawlies: Like allVek.
*BraggingRightsReward: Technically they are playable, EscortMission: Protecting the trains on each island, the various Old Earth war machines on Archive, and the attacking robots on Pinnacle. Frequently a OneHitPointWonder. The train has 2 HP, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and push enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from beingis disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to after the maximum first hit, turning it into a ProtectionMission instead.
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and genuinely heroic. They're the last enclaves of75, it's considerably less of a humanity, and while they operate on corporate lines, their bottom line is saving the world and preserve what little is left, not concern than losing a pilot about any future profit.
** R.S.T. CEO Jessica Kern used to be an absolutely ruthless businesswoman, andhaving not above employing corporate espionage to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other thanstay ahead -- see Abe Isamu's backstory for details -- but the ones they start with. If a Vek is disabled, it loses 25 XP but still returns in the next battle.
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicatewar with the Secret Squad.
Vek has changed her priorities, as well as making her methods seem that much more reasonable when used against the Vek.
*WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their starting weapons.island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear the name of their patron corporation, and are ruled by their [=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.
* BigCreepyCrawlies: Like all
*
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and push enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and genuinely heroic. They're the last enclaves of
** R.S.T. CEO Jessica Kern used to be an absolutely ruthless businesswoman, and
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate
*
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear the name of their patron corporation, and are ruled by their [=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.
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!Corporate Islands
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are the Vek's breeding ground. Wipe them out here, we save the world."''
-->'''-- Ralph Karlsson'''
Four corporations safeguard and govern the last survivors of humanity against the seemingly unstoppable forces of the Vek. The following tropes apply to all four corporations:
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are the Vek's breeding ground. Wipe them out here, we save the world."''
-->'''-- Ralph Karlsson'''
Four corporations safeguard and govern the last survivors of humanity against the seemingly unstoppable forces of the Vek. The following tropes apply to all four corporations:
to:
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the
-->'''--
Four corporations safeguard
Archive, Inc. rules over an island designed to look like Earth as it once was, temperate and
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* BenevolentBoss: All of them care about their people and have put profit aside in favor of doing whatever must be done to win the war against the Vek.
* EscortMission: Protecting the trains on each island, the various Old Earth war machines on Archive, and the attacking robots on Pinnacle. Frequently a OneHitPointWonder. The train has 2 HP, but is disabled after the first hit, turning it into a ProtectionMission instead.
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and genuinely heroic. They're the last enclaves of humanity, and while they operate on corporate lines, their bottom line is saving the world and preserve what little is left, not concern about any future profit.
** R.S.T. CEO Jessica Kern used to be an absolutely ruthless businesswoman, and not above employing corporate espionage to stay ahead -- see Abe Isamu's backstory for details -- but the war with the Vek has changed her priorities, as well as making her methods seem that much more reasonable when used against the Vek.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear the name of their patron corporation, and are ruled by their [=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.
[[/folder]]
[[folder:Archive, Inc.]]
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the rocket launched! Er, well, I mean, I was SURE it would, but Old Earth relics can be, um, unreliable sometimes."''
-->'''-- Archive, Inc. CEO Dewey Alms'''
Archive, Inc. rules over an island designed to look like Earth as it once was, temperate and scenic. They also maintain a number of examples of Old Earth technology.
----
* EscortMission: Protecting the trains on each island, the various Old Earth war machines on Archive, and the attacking robots on Pinnacle. Frequently a OneHitPointWonder. The train has 2 HP, but is disabled after the first hit, turning it into a ProtectionMission instead.
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and genuinely heroic. They're the last enclaves of humanity, and while they operate on corporate lines, their bottom line is saving the world and preserve what little is left, not concern about any future profit.
** R.S.T. CEO Jessica Kern used to be an absolutely ruthless businesswoman, and not above employing corporate espionage to stay ahead -- see Abe Isamu's backstory for details -- but the war with the Vek has changed her priorities, as well as making her methods seem that much more reasonable when used against the Vek.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear the name of their patron corporation, and are ruled by their [=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.
[[/folder]]
[[folder:Archive, Inc.]]
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the rocket launched! Er, well, I mean, I was SURE it would, but Old Earth relics can be, um, unreliable sometimes."''
-->'''-- Archive, Inc. CEO Dewey Alms'''
Archive, Inc. rules over an island designed to look like Earth as it once was, temperate and scenic. They also maintain a number of examples of Old Earth technology.
----
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* DifficultButAwesome: Each mech can be quite awkward to use on their own. The Pierce Mech and Exchange Mech each require quite specific enemy positioning, whereas the Bombling mech lacks the damage and positioning tools of other ranged mechs. However, comboing them all together can result in some devistatingly effective turns with each covering for the others weaknesses.
to:
* DifficultButAwesome: Each mech can be quite awkward to use on their own. The Pierce Mech and Exchange Mech each require quite specific enemy positioning, whereas the Bombling mech lacks the damage and positioning tools typical of other ranged mechs. However, comboing them all together can result in some devistatingly effective turns with each covering for the others weaknesses.
Added DiffLines:
* MagikarpPower: The Heat Sinkers’ weapons become extremely powerful once fully upgraded, covering huge areas in fire and hitting multiple targets with boosted AoE. The problem is getting to that point first with the squads lackluster base range and damage values.
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!!!Introduced in ''Advanced Edition'':
[[folder:Kai Miller]]
!!Kai Miller
%%[[quoteright:130:TBD]]
->''"A reason for living is also an excellent reason for dying."''
'''Origin:''' Unknown\\
'''Special Ability:''' Arrogant Boost (+1 damage if at full health, -1 Move if not)
::
Kai is no stranger to time travel; when talking with her fellow pilots, she makes references to events and actions from past timelines. This experience has only served to make her distant from the battlefield, causing her to respond to her comrades' successes with apathy, arrogance, and sarcasm.
[[folder:Kai Miller]]
!!Kai Miller
%%[[quoteright:130:TBD]]
->''"A reason for living is also an excellent reason for dying."''
'''Origin:''' Unknown\\
'''Special Ability:''' Arrogant Boost (+1 damage if at full health, -1 Move if not)
::
Kai is no stranger to time travel; when talking with her fellow pilots, she makes references to events and actions from past timelines. This experience has only served to make her distant from the battlefield, causing her to respond to her comrades' successes with apathy, arrogance, and sarcasm.
to:
[[folder:Kai Miller]]
!!Kai Miller
%%[[quoteright:130:TBD]]
->''"A reason for living is also an excellent reason for dying."''
'''Origin:''' Unknown\\
'''Special Ability:''' Arrogant Boost (+1 damage if at full health, -1 Move if not)
::
Kai is no stranger
!!Secret Pilots
!!!In General
The following tropes apply to
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* DeadpanSnarker: She has a sarcastic quip for just about every situation.
* MadLibsCatchphrase: She uses the word "Repetition" in a very repetitive way. "Repetition is X." "Repetition is Y."
* NonconformistDyedHair: Her purple mohawk is a match for her personality being quite different from anyone else's. While some of the other pilots have been at this a while (like Ralph Karlsson) or are a bit arrogant (like Henry Kwan or Archimedes), none of them are quite so ''cold'' about it.
* SeenItAll: Many of her comments imply that she's fought in so many timelines that it has drained any enthusiasm she once possessed.
[[/folder]]
[[folder:Rosie Rivets]]
!!Rosie Rivets
%%[[quoteright:130:TBD]]
->''"The pan is hot, and this sausage is jumping in!"''
'''Origin:''' Archive \\
'''Special Ability:''' Reassuring Hand (after moving, repairs adjacent mechs)
* MadLibsCatchphrase: She uses the word "Repetition" in a very repetitive way. "Repetition is X." "Repetition is Y."
* NonconformistDyedHair: Her purple mohawk is a match for her personality being quite different from anyone else's. While some of the other pilots have been at this a while (like Ralph Karlsson) or are a bit arrogant (like Henry Kwan or Archimedes), none of them are quite so ''cold'' about it.
* SeenItAll: Many of her comments imply that she's fought in so many timelines that it has drained any enthusiasm she once possessed.
[[/folder]]
[[folder:Rosie Rivets]]
!!Rosie Rivets
%%[[quoteright:130:TBD]]
->''"The pan is hot, and this sausage is jumping in!"''
'''Origin:''' Archive \\
'''Special Ability:''' Reassuring Hand (after moving, repairs adjacent mechs)
to:
* DeadpanSnarker: She has TheCameo: All three are members of alien races from Subset Games' previous title, ''VideoGame/{{FTL}}''.
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneath asarcastic quip for mountain or visibly glowing under a patch of ice. The following turn, an escape pod will fall -- just about every situation.
* MadLibsCatchphrase: She useslike a time pod, you much protect that pod until the word "Repetition" in end of the level. And if you uncover the beacon but don't pick it up, or pick it up just before ending the level so that the pod doesn't have time to fall, it doesn't count.]]
* HumanoidAliens: To avery repetitive way. "Repetition is X." "Repetition is Y."
greater or lesser degree.
*NonconformistDyedHair: Her purple mohawk is SecretCharacter: Only hinted at by the presence of the "Distant Friends" achievement.
* StarfishLanguage: Each of the aliens use amatch for her personality being quite different from anyone else's. While some of the other pilots have been at this a while (like Ralph Karlsson) or are a bit arrogant (like Henry Kwan or Archimedes), none of them are quite so ''cold'' about it.
* SeenItAll: Many of her comments imply that she's foughtlanguage, with Kazaaak speaking in so many timelines that it has drained any enthusiasm she once possessed.
[[/folder]]
[[folder:Rosie Rivets]]
!!Rosie Rivets
%%[[quoteright:130:TBD]]
->''"The pan is hot,clicks, Ariadne using grinding and this sausage is jumping in!"''
'''Origin:''' Archive \\
Mafan speaking in dots, asterisks and lines.
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
'''Special Ability:'''Reassuring Hand (after moving, repairs adjacent mechs)Mantis (a 2-damage melee attack (which also pushes) which replaces Repair)
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneath a
* MadLibsCatchphrase: She uses
* HumanoidAliens: To a
*
* StarfishLanguage: Each of the aliens use a
* SeenItAll: Many of her comments imply that she's fought
[[/folder]]
[[folder:Rosie Rivets]]
!!Rosie Rivets
%%[[quoteright:130:TBD]]
->''"The pan is hot,
'''Origin:''' Archive \\
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
'''Special Ability:'''
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A cheerful spirit, Rosie used to be a mechanic for Archive's old bomber planes before the Vek attacked. Now in her role as a pilot, she always looks on the bright side of life, complimenting her teammates' successes and encouraging them to prevail through their failures.
to:
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* ShoutOut: Her name is similar to [[UsefulNotes/HomeFrontUSA Rosie the Riveter's]].
[[/folder]]
[[folder:Morgan Lejeune]]
!!Morgan Lejeune
%%[[quoteright:130:TBD]]
->''"Hope that isn't another me in the Pod. I don't think I could handle myself."''
'''Origin:''' Detritus\\
'''Special Ability:''' Field Research (after killing a Vek, deals +1 damage on the next attack)
[[/folder]]
[[folder:Morgan Lejeune]]
!!Morgan Lejeune
%%[[quoteright:130:TBD]]
->''"Hope that isn't another me in the Pod. I don't think I could handle myself."''
'''Origin:''' Detritus\\
'''Special Ability:''' Field Research (after killing a Vek, deals +1 damage on the next attack)
to:
* ShoutOut: Her name is similar AbsurdlySharpClaws: So sharp they somehow grant a melee attack to [[UsefulNotes/HomeFrontUSA Rosie a mech hundreds of times his size.
* AttackAttackAttack: Gives up theRiveter's]].
[[/folder]]
[[folder:Morgan Lejeune]]
!!Morgan Lejeune
%%[[quoteright:130:TBD]]
->''"Hopeability to repair his mech in favor of his claw attack. Seemingly a small difference, but it can have a major impact on how he plays.
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage he can take, alongside making him more vulnerable to status effects. However, the attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained to be one of the few mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack thatisn't another me in deals 2 points of damage and pushes the Pod. I target -- sacrificing defensive versatility for additional offense. This can be very useful for artillery or science mechs that don't think I could handle myself."''
'''Origin:''' Detritus\\
fare well in close combat. (Or in the case of most science mechs, don't have any offensive capability whatsoever.)
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
'''Special Ability:'''Field Research (after killing a Vek, deals +1 damage on the next attack)Rockman (+3 HP and immune to fire)
* AttackAttackAttack: Gives up the
[[/folder]]
[[folder:Morgan Lejeune]]
!!Morgan Lejeune
%%[[quoteright:130:TBD]]
->''"Hope
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage he can take, alongside making him more vulnerable to status effects. However, the attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained to be one of the few mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack that
'''Origin:''' Detritus\\
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
'''Special Ability:'''
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An ex-disposal unit worker, Morgan is a scientist eager to study the Vek by observing them in combat and collecting samples of their corpses. He wears a gas mask over his face for unknown reasons, though he occasionally makes reference to an accident involving A.C.I.D.
to:
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* BunnyEarsLawyer: While a competent scientist, he has some very odd quirks, such as riding the Detritus conveyor belts after-hours for fun.
[[/folder]]
[[folder:Adam]]
!!Adam
%%[[quoteright:130:TBD]]
->''"As Father Time's chosen one, I shall save this timeline!"''
'''Origin:''' Unknown\\
'''Special Ability:''' Chosen One (after Resetting Turn, gains Shield and +2 Move)
[[/folder]]
[[folder:Adam]]
!!Adam
%%[[quoteright:130:TBD]]
->''"As Father Time's chosen one, I shall save this timeline!"''
'''Origin:''' Unknown\\
'''Special Ability:''' Chosen One (after Resetting Turn, gains Shield and +2 Move)
to:
* BunnyEarsLawyer: While a competent scientist, he has some very odd quirks, such as riding ArrangedMarriage: Was escaping one of these when she picked up the Detritus conveyor belts after-hours for fun.
[[/folder]]
[[folder:Adam]]
!!Adam
%%[[quoteright:130:TBD]]
->''"As Father Time's chosen one, I shallbeacon that led her to Earth.
* ContinuityNod: Her backstory refers to a sidequest in ''FTL'' where you are given the option to escort her to her groom or savethis timeline!"''
'''Origin:''' Unknown\\
her from her marriage at the last minute.
* ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, on top of any piloting or mech reactor boosts. This means she can max out at 10 HP with the right mech (11 with the Networked Armor passive) , in a game where most units start with 2 or 3 HP.
* RockMonster: From a race of alien rockpeople.
* RunawayBride: She ended up on Earth while on the run from an unwanted marriage to a Basilisk chief.
* SiliconBasedLife: Rockmen, being primarily made up of stone.
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
'''Special Ability:'''Chosen One (after Resetting Turn, Zoltan (+1 Reactor Core; reduces Mech HP to 1, but gains Shield and +2 Move)a shield every turn)
[[/folder]]
[[folder:Adam]]
!!Adam
%%[[quoteright:130:TBD]]
->''"As Father Time's chosen one, I shall
* ContinuityNod: Her backstory refers to a sidequest in ''FTL'' where you are given the option to escort her to her groom or save
'''Origin:''' Unknown\\
* ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, on top of any piloting or mech reactor boosts. This means she can max out at 10 HP with the right mech (11 with the Networked Armor passive) , in a game where most units start with 2 or 3 HP.
* RockMonster: From a race of alien rockpeople.
* RunawayBride: She ended up on Earth while on the run from an unwanted marriage to a Basilisk chief.
* SiliconBasedLife: Rockmen, being primarily made up of stone.
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
'''Special Ability:'''
Changed line(s) 534 (click to see context) from:
Little is known about Adam other than that he is a prideful pilot with little regard for his teammates or the citizens he is meant to save. Between his boasts, however, are references to him being the "chosen one", picked by "Father Time" to save humanity from the Vek. As delusional as these claims are, the strange boons he receives after a localised breach occurs bring a grain of truth to his story.
to:
Changed line(s) 536,540 (click to see context) from:
* TheChosenOne: Adam thinks himself to be "Father Time's" chosen one, destined to defeat the Vek and save humanity.
* {{Cloudcuckoolander}}: He is obsessed with spouting his status as the "chosen one", and how "Father Time" gives him gifts to succeed.
* ItsAllAboutMe: Adam cares little for the accomplishments of other pilots, using all of his time to boast about how great he is.
* MeaningfulName: Adam is named after the first man created by God, and believes himself to be a scion of "Father Time".
* SealedGoodInACan: Implied. Whenever Adam is frozen, he will occasionally say that he has suffered far worse imprisonment before.
* {{Cloudcuckoolander}}: He is obsessed with spouting his status as the "chosen one", and how "Father Time" gives him gifts to succeed.
* ItsAllAboutMe: Adam cares little for the accomplishments of other pilots, using all of his time to boast about how great he is.
* MeaningfulName: Adam is named after the first man created by God, and believes himself to be a scion of "Father Time".
* SealedGoodInACan: Implied. Whenever Adam is frozen, he will occasionally say that he has suffered far worse imprisonment before.
to:
* TheChosenOne: Adam thinks himself to be "Father Time's" chosen one, destined to defeat AscendToAHigherPlaneOfExistence: The Zoltan as a species believe they're on the Vek and save humanity.
* {{Cloudcuckoolander}}: He is obsessed with spouting his status as the "chosen one", and how "Father Time" gives him gifts to succeed.
* ItsAllAboutMe: Adam cares little for the accomplishmentsverge of other pilots, using all of his time to boast about how great he is.
* MeaningfulName: Adam is named after the first man created by God, andthis. Mafan believes himself the Breach itself may be a path toward this ascension.
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shield at the start of each round.
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you need to be on guard for any potential chain reactions.
* NoSell: Gains ascion free shield at the start of "Father Time".
* SealedGoodInACan: Implied. Whenever Adameach turn. Since shields negate any amount of damage, this can make him remarkably durable, despite his lack of HP. He's also immune to fire and freezing while the shield is frozen, up, making him very strong in the Ice Mech (which normally freezes itself with its weapon).
* OneHitPointWonder: Reduces the HP of any mech hewill occasionally say that he has suffered far worse imprisonment before.pilots to 1, regardless of what it was before.
* PowerGlows: Has a unique green shield bubble, as opposed to the transparent blue shield of most other characters.
* {{Cloudcuckoolander}}: He is obsessed with spouting his status as the "chosen one", and how "Father Time" gives him gifts to succeed.
* ItsAllAboutMe: Adam cares little for the accomplishments
* MeaningfulName: Adam is named after the first man created by God, and
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shield at the start of each round.
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you need to be on guard for any potential chain reactions.
* NoSell: Gains a
* SealedGoodInACan: Implied. Whenever Adam
* OneHitPointWonder: Reduces the HP of any mech he
* PowerGlows: Has a unique green shield bubble, as opposed to the transparent blue shield of most other characters.
Changed line(s) 543,546 (click to see context) from:
[[folder:Secret Pilots (Spoilers)]]
!!Secret Pilots
!!!In General
The following tropes apply to all three secret pilots:
!!Secret Pilots
!!!In General
The following tropes apply to all three secret pilots:
to:
!!Secret Pilots
!!!In General
The following tropes apply
[[folder:Kai Miller]]
!!Kai Miller
%%[[quoteright:130:TBD]]
->''"A reason for living is also an excellent reason for dying."''
'''Origin:''' Unknown\\
'''Special Ability:''' Arrogant Boost (+1 damage if at full health, -1 Move if not)
::
Kai is no stranger to
Changed line(s) 548,557 (click to see context) from:
* TheCameo: All three are members of alien races from Subset Games' previous title, ''VideoGame/{{FTL}}''.
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneath a mountain or visibly glowing under a patch of ice. The following turn, an escape pod will fall -- just like a time pod, you much protect that pod until the end of the level. And if you uncover the beacon but don't pick it up, or pick it up just before ending the level so that the pod doesn't have time to fall, it doesn't count.]]
* HumanoidAliens: To a greater or lesser degree.
* SecretCharacter: Only hinted at by the presence of the "Distant Friends" achievement.
* StarfishLanguage: Each of the aliens use a different language, with Kazaaak speaking in clicks, Ariadne using grinding and Mafan speaking in dots, asterisks and lines.
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
'''Special Ability:''' Mantis (a 2-damage melee attack (which also pushes) which replaces Repair)
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneath a mountain or visibly glowing under a patch of ice. The following turn, an escape pod will fall -- just like a time pod, you much protect that pod until the end of the level. And if you uncover the beacon but don't pick it up, or pick it up just before ending the level so that the pod doesn't have time to fall, it doesn't count.]]
* HumanoidAliens: To a greater or lesser degree.
* SecretCharacter: Only hinted at by the presence of the "Distant Friends" achievement.
* StarfishLanguage: Each of the aliens use a different language, with Kazaaak speaking in clicks, Ariadne using grinding and Mafan speaking in dots, asterisks and lines.
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
'''Special Ability:''' Mantis (a 2-damage melee attack (which also pushes) which replaces Repair)
to:
* TheCameo: All three are members of alien races from Subset Games' previous title, ''VideoGame/{{FTL}}''.
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneathDeadpanSnarker: She has a mountain or visibly glowing under a patch of ice. The following turn, an escape pod will fall -- sarcastic quip for just like a time pod, you much protect that pod until about every situation.
* MadLibsCatchphrase: She uses theend of the level. And if you uncover the beacon but don't pick it up, or pick it up just before ending the level so that the pod doesn't have time to fall, it doesn't count.]]
word "Repetition" in a very repetitive way. "Repetition is X." "Repetition is Y."
*HumanoidAliens: To NonconformistDyedHair: Her purple mohawk is a greater or lesser degree.
* SecretCharacter: Only hinted at by the presence of the "Distant Friends" achievement.
* StarfishLanguage: Each of the aliens use amatch for her personality being quite different language, with Kazaaak speaking from anyone else's. While some of the other pilots have been at this a while (like Ralph Karlsson) or are a bit arrogant (like Henry Kwan or Archimedes), none of them are quite so ''cold'' about it.
* SeenItAll: Many of her comments imply that she's fought inclicks, Ariadne using grinding so many timelines that it has drained any enthusiasm she once possessed.
[[/folder]]
[[folder:Rosie Rivets]]
!!Rosie Rivets
%%[[quoteright:130:TBD]]
->''"The pan is hot, andMafan speaking in dots, asterisks and lines.
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
this sausage is jumping in!"''
'''Origin:''' Archive \\
'''Special Ability:'''Mantis (a 2-damage melee attack (which also pushes) which replaces Repair)Reassuring Hand (after moving, repairs adjacent mechs)
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneath
* MadLibsCatchphrase: She uses the
*
* SecretCharacter: Only hinted at by the presence of the "Distant Friends" achievement.
* StarfishLanguage: Each of the aliens use a
* SeenItAll: Many of her comments imply that she's fought in
[[/folder]]
[[folder:Rosie Rivets]]
!!Rosie Rivets
%%[[quoteright:130:TBD]]
->''"The pan is hot, and
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
'''Origin:''' Archive \\
'''Special Ability:'''
Changed line(s) 559 (click to see context) from:
The Mantis are a race of space-faring warlike mantids, taking great pleasure in hunting down alien prey. Even among the vicious Mantis race, however, Kazaaakpleth is feared for his willingness to hunt his own kind. While he claims it's just for the bounty money, and for the greater good, he secretly covets the experience of killing his own kind. After a fight that ended poorly, he fled towards Earth, detecting a beacon from the corporate islands. When he landed, he found himself in paradise: a world teeming with hostile insects, alongside the tools to let him slaughter them. He's happy to help humanity deal with their Vek problem, though he would take the opportunity to leave Earth if he could.
to:
Changed line(s) 561,577 (click to see context) from:
* AbsurdlySharpClaws: So sharp they somehow grant a melee attack to a mech hundreds of times his size.
* AttackAttackAttack: Gives up the ability to repair his mech in favor of his claw attack. Seemingly a small difference, but it can have a major impact on how he plays.
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage he can take, alongside making him more vulnerable to status effects. However, the attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained to be one of the few mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack that deals 2 points of damage and pushes the target -- sacrificing defensive versatility for additional offense. This can be very useful for artillery or science mechs that don't fare well in close combat. (Or in the case of most science mechs, don't have any offensive capability whatsoever.)
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
'''Special Ability:''' Rockman (+3 HP and immune to fire)
* AttackAttackAttack: Gives up the ability to repair his mech in favor of his claw attack. Seemingly a small difference, but it can have a major impact on how he plays.
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage he can take, alongside making him more vulnerable to status effects. However, the attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained to be one of the few mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack that deals 2 points of damage and pushes the target -- sacrificing defensive versatility for additional offense. This can be very useful for artillery or science mechs that don't fare well in close combat. (Or in the case of most science mechs, don't have any offensive capability whatsoever.)
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
'''Special Ability:''' Rockman (+3 HP and immune to fire)
to:
* AbsurdlySharpClaws: So sharp they somehow grant a melee attack ShoutOut: Her name is similar to a mech hundreds of times his size.
* AttackAttackAttack: Gives up[[UsefulNotes/HomeFrontUSA Rosie the ability to repair his mech in favor of his claw attack. Seemingly a small difference, but it can have a major impact on how he plays.
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage he can take, alongside making him more vulnerable to status effects. However, the attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained to be one of the few mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attackRiveter's]].
[[/folder]]
[[folder:Morgan Lejeune]]
!!Morgan Lejeune
%%[[quoteright:130:TBD]]
->''"Hope thatdeals 2 points of damage and pushes isn't another me in the target -- sacrificing defensive versatility for additional offense. This can be very useful for artillery or science mechs that Pod. I don't fare well in close combat. (Or in the case of most science mechs, don't have any offensive capability whatsoever.)
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
think I could handle myself."''
'''Origin:''' Detritus\\
'''Special Ability:'''Rockman (+3 HP and immune to fire)Field Research (after killing a Vek, deals +1 damage on the next attack)
* AttackAttackAttack: Gives up
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage he can take, alongside making him more vulnerable to status effects. However, the attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained to be one of the few mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack
[[/folder]]
[[folder:Morgan Lejeune]]
!!Morgan Lejeune
%%[[quoteright:130:TBD]]
->''"Hope that
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
'''Origin:''' Detritus\\
'''Special Ability:'''
Changed line(s) 579 (click to see context) from:
The Rockmen are a race of humanoids made of rock. Their space-borne society is highly dogmatic and religious, with criminals being cast out into uninhabited space. Ariadne was a member of the Rockmen who was arranged to be married to a chieftain before she broke the law and fled in a spaceship, following a beacon to Earth. The new society she finds herself in makes her uncomfortable, however, and so she looks towards time travel technology as a way to erase her crimes and enable her to return home.
to:
Changed line(s) 581,592 (click to see context) from:
* ArrangedMarriage: Was escaping one of these when she picked up the beacon that led her to Earth.
* ContinuityNod: Her backstory refers to a sidequest in ''FTL'' where you are given the option to escort her to her groom or save her from her marriage at the last minute.
* ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, on top of any piloting or mech reactor boosts. This means she can max out at 10 HP with the right mech (11 with the Networked Armor passive) , in a game where most units start with 2 or 3 HP.
* RockMonster: From a race of alien rockpeople.
* RunawayBride: She ended up on Earth while on the run from an unwanted marriage to a Basilisk chief.
* SiliconBasedLife: Rockmen, being primarily made up of stone.
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
'''Special Ability:''' Zoltan (+1 Reactor Core; reduces Mech HP to 1, but gains a shield every turn)
* ContinuityNod: Her backstory refers to a sidequest in ''FTL'' where you are given the option to escort her to her groom or save her from her marriage at the last minute.
* ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, on top of any piloting or mech reactor boosts. This means she can max out at 10 HP with the right mech (11 with the Networked Armor passive) , in a game where most units start with 2 or 3 HP.
* RockMonster: From a race of alien rockpeople.
* RunawayBride: She ended up on Earth while on the run from an unwanted marriage to a Basilisk chief.
* SiliconBasedLife: Rockmen, being primarily made up of stone.
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
'''Special Ability:''' Zoltan (+1 Reactor Core; reduces Mech HP to 1, but gains a shield every turn)
to:
* ArrangedMarriage: Was escaping one of these when she picked up BunnyEarsLawyer: While a competent scientist, he has some very odd quirks, such as riding the beacon that led her to Earth.
* ContinuityNod: Her backstory refers to a sidequest in ''FTL'' where you are given the option to escort her to her groom orDetritus conveyor belts after-hours for fun.
[[/folder]]
[[folder:Adam]]
!!Adam
%%[[quoteright:130:TBD]]
->''"As Father Time's chosen one, I shall saveher from her marriage at the last minute.
* ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, on top of any piloting or mech reactor boosts. This means she can max out at 10 HP with the right mech (11 with the Networked Armor passive) , in a game where most units start with 2 or 3 HP.
* RockMonster: From a race of alien rockpeople.
* RunawayBride: She ended up on Earth while on the run from an unwanted marriage to a Basilisk chief.
* SiliconBasedLife: Rockmen, being primarily made up of stone.
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
this timeline!"''
'''Origin:''' Unknown\\
'''Special Ability:'''Zoltan (+1 Reactor Core; reduces Mech HP to 1, but Chosen One (after Resetting Turn, gains a shield every turn)Shield and +2 Move)
* ContinuityNod: Her backstory refers to a sidequest in ''FTL'' where you are given the option to escort her to her groom or
[[/folder]]
[[folder:Adam]]
!!Adam
%%[[quoteright:130:TBD]]
->''"As Father Time's chosen one, I shall save
* ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, on top of any piloting or mech reactor boosts. This means she can max out at 10 HP with the right mech (11 with the Networked Armor passive) , in a game where most units start with 2 or 3 HP.
* RockMonster: From a race of alien rockpeople.
* RunawayBride: She ended up on Earth while on the run from an unwanted marriage to a Basilisk chief.
* SiliconBasedLife: Rockmen, being primarily made up of stone.
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
'''Origin:''' Unknown\\
'''Special Ability:'''
Changed line(s) 594 (click to see context) from:
The Zoltan are a species of wise, tactful, energy beings. Mafan is a member of the species who picked up a beacon from Earth and travelled there. It believes that the temporal loop caused by the war against the Vek to be a method of enlightenment, reliving and reflecting on the same events over and over again.
to:
Changed line(s) 596,602 (click to see context) from:
* AscendToAHigherPlaneOfExistence: The Zoltan as a species believe they're on the verge of this. Mafan believes the Breach itself may be a path toward this ascension.
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shield at the start of each round.
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you need to be on guard for any potential chain reactions.
* NoSell: Gains a free shield at the start of each turn. Since shields negate any amount of damage, this can make him remarkably durable, despite his lack of HP. He's also immune to fire and freezing while the shield is up, making him very strong in the Ice Mech (which normally freezes itself with its weapon).
* OneHitPointWonder: Reduces the HP of any mech he pilots to 1, regardless of what it was before.
* PowerGlows: Has a unique green shield bubble, as opposed to the transparent blue shield of most other characters.
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shield at the start of each round.
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you need to be on guard for any potential chain reactions.
* NoSell: Gains a free shield at the start of each turn. Since shields negate any amount of damage, this can make him remarkably durable, despite his lack of HP. He's also immune to fire and freezing while the shield is up, making him very strong in the Ice Mech (which normally freezes itself with its weapon).
* OneHitPointWonder: Reduces the HP of any mech he pilots to 1, regardless of what it was before.
* PowerGlows: Has a unique green shield bubble, as opposed to the transparent blue shield of most other characters.
to:
* AscendToAHigherPlaneOfExistence: The Zoltan as a species believe they're on TheChosenOne: Adam thinks himself to be "Father Time's" chosen one, destined to defeat the verge Vek and save humanity.
* {{Cloudcuckoolander}}: He is obsessed with spouting his status as the "chosen one", and how "Father Time" gives him gifts to succeed.
* ItsAllAboutMe: Adam cares little for the accomplishments ofthis. Mafan other pilots, using all of his time to boast about how great he is.
* MeaningfulName: Adam is named after the first man created by God, and believesthe Breach itself may be a path toward this ascension.
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shield at the start of each round.
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you needhimself to be on guard for any potential chain reactions.
* NoSell: Gainsa free shield at the start scion of each turn. Since shields negate any amount of damage, this can make him remarkably durable, despite his lack of HP. He's also immune to fire and freezing while the shield "Father Time".
* SealedGoodInACan: Implied. Whenever Adam isup, making him very strong in the Ice Mech (which normally freezes itself with its weapon).
* OneHitPointWonder: Reduces the HP of any mechfrozen, he pilots to 1, regardless of what it was before.
* PowerGlows: Has a unique green shield bubble, as opposed to the transparent blue shield of most other characters.will occasionally say that he has suffered far worse imprisonment before.
* {{Cloudcuckoolander}}: He is obsessed with spouting his status as the "chosen one", and how "Father Time" gives him gifts to succeed.
* ItsAllAboutMe: Adam cares little for the accomplishments of
* MeaningfulName: Adam is named after the first man created by God, and believes
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shield at the start of each round.
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you need
* NoSell: Gains
* SealedGoodInACan: Implied. Whenever Adam is
* OneHitPointWonder: Reduces the HP of any mech
* PowerGlows: Has a unique green shield bubble, as opposed to the transparent blue shield of most other characters.
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!!!Introduced in ''Advanced Edition'':
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'''Origin:''' Archive \\
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One of the new pilots in Advanced Edition.
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* MeaningfulName: To [[UsefulNotes/HomeFrontUSA Rosie the Riveter]].
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* MeaningfulName: To ShoutOut: Her name is similar to [[UsefulNotes/HomeFrontUSA Rosie the Riveter]].Riveter's]].
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* MeaningfulName: Adam is named after the first man created by God, and believes himself to be a scion of "Father Time".
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Little is known about Adam other than that he is a prideful pilot with little regard for his teammates or the citizens he is meant to save. Between his boasts, however, are references to him being the "chosen one", picked by "Father Time" to save humanity from the Vek. As delusional as these claims are, the strange boons he receives after a localised breach takes place brings a grain of truth to his story.
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Little is known about Adam other than that he is a prideful pilot with little regard for his teammates or the citizens he is meant to save. Between his boasts, however, are references to him being the "chosen one", picked by "Father Time" to save humanity from the Vek. As delusional as these claims are, the strange boons he receives after a localised breach takes place brings occurs bring a grain of truth to his story.
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* {{Cloudcuckoolander}}: He is obsessed with spouting his status as the "chosen one", and how "Father Time" gives him gifts to succeed.
* ItsAllAboutMe: Adam cares little for the accomplishments of other pilots, using all of his time to boast about how great he is.
* SealedGoodInACan: Implied. Whenever Adam is frozen, he will occasionally say that he has suffered far worse imprisonment before.
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Kai is no stranger to time travel; when talking with her fellow pilots, she makes references to events and actions from past timelines. This experience has only served to make her distant from the battlefield, causing her to respond to her comrades' successes with apathy and arrogance.
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Kai is no stranger to time travel; when talking with her fellow pilots, she makes references to events and actions from past timelines. This experience has only served to make her distant from the battlefield, causing her to respond to her comrades' successes with apathy apathy, arrogance, and arrogance.sarcasm.
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'''Special Ability:''' Chosen One (After Resetting Turn, gains Shield and +2 Move)
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'''Special Ability:''' Chosen One (After (after Resetting Turn, gains Shield and +2 Move)
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One of the new pilots in Advanced Edition.
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'''Special Ability:''' Reassuring Hand (After moving, repairs adjacent mechs)
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'''Special Ability:''' Reassuring Hand (After (after moving, repairs adjacent mechs)
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'''Special Ability:''' Field Research (After killing his first Vek per mission, +1 damage until end of mission)
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'''Special Ability:''' Field Research (After (after killing his first Vek per mission, a Vek, deals +1 damage until end of mission)on the next attack)
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A quirky Detritus scientist.
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'''Origin:''' Unknown
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'''Origin:''' UnknownUnknown\\
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The Mantis are a race of space-faring warlike mantids, taking great pleasure in hunting down alien prey. Even among the vicious Mantis race, however, Kazaaakpleth is feared for his willingness to hunt his own kind. While he claims it's just for the bounty money, and to take down evil-doers, he secretly covets the experience of killing another insect. After a fight that ended poorly, he fled towards Earth, detecting a beacon from the corporate islands. When he landed, he found himself in paradise: a world teeming with hostile insects, alongside the tools to let him slaughter them. He's happy to help humanity deal with their Vek problem, though he would take the opportunity to leave Earth if he could.
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The Mantis are a race of space-faring warlike mantids, taking great pleasure in hunting down alien prey. Even among the vicious Mantis race, however, Kazaaakpleth is feared for his willingness to hunt his own kind. While he claims it's just for the bounty money, and to take down evil-doers, for the greater good, he secretly covets the experience of killing another insect.his own kind. After a fight that ended poorly, he fled towards Earth, detecting a beacon from the corporate islands. When he landed, he found himself in paradise: a world teeming with hostile insects, alongside the tools to let him slaughter them. He's happy to help humanity deal with their Vek problem, though he would take the opportunity to leave Earth if he could.
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A young woman with an arrogant and somewhat pessimistic attitude.
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* AirborneMook: Hornets and Psions are flying enemies, allowing them to move over any terrain tile. This also means you can't off them by pushing them into water, lava, A.C.I.D., or chasms, unlike most other non-leader Vek. Advanced Edition adds Mosquitoes and Moths to the list.
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* AirborneMook: Hornets and Psions are flying enemies, allowing them to move over any terrain tile. This also means you can't instantly off them by pushing them into water, lava, A.C.I.D., or chasms, unlike most other non-leader Vek. Advanced Edition adds Mosquitoes and Moths to the list.
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* AreaOfEffect: Crabs, Centipedes, and Blobbers all have ranged/projectile attacks which also hit adjacent squares. Diggers and Scorpion Leaders can hit all adjacent squares in melee. Burrowers will attack the square in front of them as well as those to the left/right side of it. In the Advanced Edition, Gastropod Leaders ignite all adjacent tiles when attacking.
* AsteroidsMonster: Each time a Large or Medium Goo is killed, it splits into two smaller goos.
* AsteroidsMonster: Each time a Large or Medium Goo is killed, it splits into two smaller goos.
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* AreaOfEffect: Crabs, Centipedes, and Blobbers all have ranged/projectile attacks which also hit adjacent squares. Diggers and Scorpion Leaders can hit all adjacent squares in melee. Burrowers will attack the square in front of them as well as those to the left/right side of it. In the Advanced Edition, Gastropod Leaders ignite all adjacent tiles when attacking.
attacking, and Starfish attack all adjacent diagonal tiles (with the Leader Starfish also pushing orthagonal tiles).
* AsteroidsMonster: Each time a Large or Medium Goo is killed, it splits into two smallergoos.Goos.
* AsteroidsMonster: Each time a Large or Medium Goo is killed, it splits into two smaller
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* BlobMonster: The Goo ([[AsteroidsMonster Large, Medium, and Small]]), one of the potential Vek leaders. Rather than merely dealing a set amount of damage to a building, each goo can move straight into its square, destroying it completely.
* BossBattle: The final level of each island has a Vek leader appear and head straight for the island's Corporate HQ. Bosses vary from heavily upgraded versions of regular Vek, to a city-sized BlobMonster and a rogue Pinnacle robot which has somehow gained control over the Vek.
* BossBattle: The final level of each island has a Vek leader appear and head straight for the island's Corporate HQ. Bosses vary from heavily upgraded versions of regular Vek, to a city-sized BlobMonster and a rogue Pinnacle robot which has somehow gained control over the Vek.
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* BlobMonster: The Goo ([[AsteroidsMonster Large, Medium, and Small]]), one of the potential Vek leaders. Rather than merely dealing a set amount of damage to a building, building or Mech, each goo Goo can move straight into its square, destroying it completely.
* BossBattle: The final level of each island has a Vek leader appear and head straight for the island's Corporate HQ. Bossesvary from are most often heavily upgraded versions of regular Vek, to but may instead be a city-sized BlobMonster and or a rogue Pinnacle robot which has somehow gained control over the Vek.
* BossBattle: The final level of each island has a Vek leader appear and head straight for the island's Corporate HQ. Bosses
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* CowardlyMooks: Burrowers will immediately cancel their attack and retreat back into the ground if they take any damage, preventing them from further harm. They only pop back up on the following turn.
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* CowardlyMooks: Burrowers will immediately cancel their attack and retreat back into the ground if they take any damage, preventing protecting them from further harm. They only pop back up on the following turn.
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* DegradedBoss: During the Final Battle, one Leader Vek appears in the second phase of the mission, with another appears in the first on Hard. Both are optional targets, and will be [[OneHitKill One-Hit Killed]] by hazards.
* DevelopersForesight: Normally, remaining Vek will retreat into the ground when the player completes the level. However, if the level ends with [[AirborneMook Hornets or Psions]] above a tile that would be lethal for grounded Vek to stand on, they will instead fly upwards offscreen.
* DishingOutDirt: Diggers are pillbug-like Vek which start each turn by creating a ring of boulders to protect them, then attacking all adjacent squares. This makes them that much more difficult to root out when they sidle up against a grid building.
* DevelopersForesight: Normally, remaining Vek will retreat into the ground when the player completes the level. However, if the level ends with [[AirborneMook Hornets or Psions]] above a tile that would be lethal for grounded Vek to stand on, they will instead fly upwards offscreen.
* DishingOutDirt: Diggers are pillbug-like Vek which start each turn by creating a ring of boulders to protect them, then attacking all adjacent squares. This makes them that much more difficult to root out when they sidle up against a grid building.
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* DegradedBoss: During the Final Battle, one Leader Vek always appears in the second phase of the mission, with another appears appearing in the first phase on Hard. Both are optional targets, targets and will be [[OneHitKill One-Hit Killed]] by the various hazards.
* DevelopersForesight: Normally, remaining Vek will retreat into the ground when the player completes the level. However, if the level ends with [[AirborneMookHornets or Psions]] flying Vek]] hovering above a tile that would be lethal for grounded Vek to stand on, they will instead fly upwards offscreen.
*DishingOutDirt: DishingOutDirt:
** Diggers are pillbug-like Vek which start each turn by creating a ring of boulders to protect them, then attacking all adjacent squares. This makes them that much more difficult to root out when they sidle up against a gridbuilding.building.
** The Tumblebugs in Advanced Edition only summon one boulder when attacking, but their boulders explode when destroyed, making them exceptionally difficult to remove without causing collateral damage.
* DevelopersForesight: Normally, remaining Vek will retreat into the ground when the player completes the level. However, if the level ends with [[AirborneMook
*
** Diggers are pillbug-like Vek which start each turn by creating a ring of boulders to protect them, then attacking all adjacent squares. This makes them that much more difficult to root out when they sidle up against a grid
** The Tumblebugs in Advanced Edition only summon one boulder when attacking, but their boulders explode when destroyed, making them exceptionally difficult to remove without causing collateral damage.
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** Each island will have one kind of Psion and, after the first island, one or two special mid-tier Vek which can appear in both varieties, and are more dangerous even in their basic forms than standard Vek. These include beetles, centipedes, diggers, spiders, burrowers, and the projectile-launching crabs and blobbers.
** Tyrant Psions are only found in the final area of the game, the Volcanic Lair. Their ability is definitely a threat, as they cause 1 damage to all player-allied units at the end of a turn.
* FlunkyBoss: All boss fights have the usual stream of Vek incoming, but the Spider Leader takes it further by being able to spawn 2-3 spider eggs at a go.
** Tyrant Psions are only found in the final area of the game, the Volcanic Lair. Their ability is definitely a threat, as they cause 1 damage to all player-allied units at the end of a turn.
* FlunkyBoss: All boss fights have the usual stream of Vek incoming, but the Spider Leader takes it further by being able to spawn 2-3 spider eggs at a go.
to:
** Each island will have one kind of Psion and, after the first island, one or two special mid-tier Vek which can appear in both varieties, and are more dangerous even in their basic forms than standard Vek. These include beetles, centipedes, diggers, spiders, burrowers, Beetles, Centipedes, Diggers, Spiders, Burrowers, and the projectile-launching crabs Crabs and blobbers.
Blobbers. Advanced Edition adds Starfish, Plasmodias, and Tumblebugs to the list.
** Tyrant Psions are only found in the final area of the game, the Volcanic Lair. Their ability is definitely a threat, as they cause 1 damage to all player-allied units at the end ofa each turn.
* FlunkyBoss: All boss fights have the usual stream of Vek incoming, but the Spider Leader takes itfurther the furthest by being able to spawn 2-3 spider eggs at a go.every single turn.
** Tyrant Psions are only found in the final area of the game, the Volcanic Lair. Their ability is definitely a threat, as they cause 1 damage to all player-allied units at the end of
* FlunkyBoss: All boss fights have the usual stream of Vek incoming, but the Spider Leader takes it
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** Basic Leapers combine this with GlassCannon. They have only [[OneHitPointWonder 1 HP]], but their hop is basically the equivalent of the Flying trait while they're moving, allowing them to ignore blocking terrain. They also hit for 3 damage in a game where no mech's base HP is higher than 3.
to:
** Basic Leapers combine this with GlassCannon. They have only [[OneHitPointWonder 1 HP]], but their hop is basically the equivalent of the Flying trait while they're moving, allowing them to ignore blocking terrain.terrain or units. They also hit for 3 damage in a game where no mech's base HP is higher than 3.
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* GiantSquid: The battle sprite for the blobber seems to suggest they're some sort of nautilus-like creature.
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* GiantSquid: The battle sprite for the blobber Blobber seems to suggest they're some sort of nautilus-like creature.
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* InASingleBound: Vek Leapers and Spiders move by jumping, letting them cross obstacles, but leaving them vulnerable to water and pits.
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* InASingleBound: Vek Leapers and Spiders move by jumping, letting them cross obstacles, obstacles but leaving them vulnerable to water and pits.
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* {{Kaiju}}: The Vek are enormous insects. The biggest of them have the Massive trait, which means they're as big as your mechs -- the size of skyscrapers.
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* {{Kaiju}}: The Vek are enormous insects. The biggest of them have the Massive trait, which means they're as big as your mechs -- i.e. the size of skyscrapers.
** Advanced Edition adds Moths, which fight similarly to Scarabs, but can fly and move themselves backwards with each attack.
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* MightyGlacier: Centipedes only move 2 squares per round, to make up for their powerful acid spit. If you've ever seen a centipede move in real life, you're probably grateful for the inaccuracy.
* MookCommander: All Psions except Tyrant Psions provide a StatusBuff to all other Vek, as long as they're on the battlefield.
* MookCommander: All Psions except Tyrant Psions provide a StatusBuff to all other Vek, as long as they're on the battlefield.
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* MightyGlacier: Centipedes only move 2 squares per round, round to make up for their powerful acid spit. If you've ever seen a centipede move in real life, you're probably grateful for the inaccuracy.
* MookCommander: All Psions exceptTyrant Psions Psion Tyrants provide a StatusBuff to all other Vek, as long as they're on the battlefield.
* MookCommander: All Psions except
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** Spiders do nothing but launch sticky eggs which eventually hatch into (relatively) tiny spiderlings.
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** Spiders do nothing but launch sticky eggs which eventually hatch into (relatively) tiny spiderlings.Spiderlings.
** The Arachnid Psions added in Advanced Edition cause every other Vek to leave behind a Spiderling egg when killed.
* MothMenace: Advanced Edition adds Vek Moths, which fly, launch arcing projectiles like Scarabs, and move themselves backwards when attacking.
* NonIndicativeName: Advanced Edition's Mosquito Vek don't look much like winged insects, or even like larval mosquitoes. They more resemble floating squid (a comparison aided by the fact that they engulf their targets in blinding smoke), or perhaps ticks.
* MothMenace: Advanced Edition adds Vek Moths, which fly, launch arcing projectiles like Scarabs, and move themselves backwards when attacking.
* NonIndicativeName: Advanced Edition's Mosquito Vek don't look much like winged insects, or even like larval mosquitoes. They more resemble floating squid (a comparison aided by the fact that they engulf their targets in blinding smoke), or perhaps ticks.
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** The 1 HP blobs fired by blobbers can take out all adjacent squares and potentially end a run in one fell swoop if not destroyed.
* PaletteSwap: Alpha Vek are [[PurpleIsPowerful purple]]; Vek Leaders are pink; and the Volatile Vek from some missions is yellow. A.C.I.D variants are green, and each flavor of Psion's nodules are a different color.
* ProjectileWebbing: Several breeds of Vek spray their targets with immobilizing webs at close range, including creatures whose normal-sized counterparts do not produce silk at all, like Vek [[ScaryScorpions scorpions]] and the [[SlayingMantis mantis-like leapers]]. Vek spiders, meanwhile, launch blobs of webbing across the map, which not only hatch into spiderlings after one round, but also web up all adjacent enemies until they do.
* PaletteSwap: Alpha Vek are [[PurpleIsPowerful purple]]; Vek Leaders are pink; and the Volatile Vek from some missions is yellow. A.C.I.D variants are green, and each flavor of Psion's nodules are a different color.
* ProjectileWebbing: Several breeds of Vek spray their targets with immobilizing webs at close range, including creatures whose normal-sized counterparts do not produce silk at all, like Vek [[ScaryScorpions scorpions]] and the [[SlayingMantis mantis-like leapers]]. Vek spiders, meanwhile, launch blobs of webbing across the map, which not only hatch into spiderlings after one round, but also web up all adjacent enemies until they do.
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** The 1 HP blobs fired by blobbers Blobbers can take out damage all adjacent squares and potentially end a run in one fell swoop if not destroyed.
* PaletteSwap: Alpha Vek are [[PurpleIsPowerful purple]]; Vek Leaders arepink; [[PsychoPink pink]]; and the Volatile Vek from found in some missions is yellow.a yellow Scorpion. A.C.I.D variants are green, and each flavor of Psion's nodules are a different color.
* ProjectileWebbing: Several breeds of Vek spray their targets with immobilizing webs at close range, including creatures whose normal-sized counterparts do not produce silk at all, like Vek [[ScaryScorpionsscorpions]] Scorpions]] and the [[SlayingMantis mantis-like leapers]]. Leapers]]. Vek spiders, Spiders, meanwhile, launch blobs of webbing across the map, which not only hatch into spiderlings Spiderlings after one round, but also web up all adjacent enemies until they do.
* PaletteSwap: Alpha Vek are [[PurpleIsPowerful purple]]; Vek Leaders are
* ProjectileWebbing: Several breeds of Vek spray their targets with immobilizing webs at close range, including creatures whose normal-sized counterparts do not produce silk at all, like Vek [[ScaryScorpions
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* RequiredSecondaryPowers: Averted. Centipedes are not immune to the own A.C.I.D. vomit they spew out, and Beetle Leaders are not immune to their trails of fire.
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* RequiredSecondaryPowers: Averted. Centipedes are not immune to the own A.C.I.D. vomit they spew out, and Beetle Leaders are not immune to their trails of fire.
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* ScarabPower: Scarabs are relatively weak Vek who toss globs of unidentified matter across the map and are easily avoided simply by moving the scarab or targeted unit out of the way.
* ScaryScorpions: Scorpions are somewhat slow, and don't do much damage. However, if they target one of your mechs, they freeze it in place with webbing, preventing it from moving unless the webbing is broken, often taking away one mech's ability to protect grid buildings that turn.
* ScaryScorpions: Scorpions are somewhat slow, and don't do much damage. However, if they target one of your mechs, they freeze it in place with webbing, preventing it from moving unless the webbing is broken, often taking away one mech's ability to protect grid buildings that turn.
to:
* ScarabPower: Scarabs are relatively weak Vek who toss globs of unidentified matter across the map and are easily avoided simply by moving the scarab Scarab or targeted unit out of the way.
* ScaryScorpions: Scorpions are somewhatslow, slow and don't do much damage. However, if they target one of your mechs, they freeze it in place with webbing, preventing it from moving unless the webbing is broken, often taking away one mech's ability to protect grid buildings that turn.
* ScaryScorpions: Scorpions are somewhat
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* ShootTheMedicFirst: Psions tend to be a priority enemy as they have low health and no attack, but buff all the other Vek on the screen making them harder or more dangerous to defeat.
* SlayingMantis: Leapers are giant in size and able to kill most units in a single hit. As an added bonus, somebody gave them the ability to shoot webs. Have fun.
* SpiderSwarm: Spiders as a unit do nothing but launch eggs, which web all adjacent targets before hatching into independent spiderlings after one round. Add to that the Spider Leader launching two (sometimes ''three'') eggs per round and starting with two eggs already on the map and you have a recipe for this trope.
* StatusBuff: The various Psions can only move around the map and cannot take any actions, but other than the Tyrant Psion they provide various passive bonuses to other Vek: Soldier Psions provide 1 bonus HP, Blood Psions let all other Vek regenerate 1 HP per round, Shell Psions grants other Vek the [[NoSell Armored]] trait, and Blast Psions make [[ActionBomb Vek explode violently upon death]]. The [[KingMook Psion Abomination]] provides the bonuses of the Soldier, Blood and Blast Psions.
* SlayingMantis: Leapers are giant in size and able to kill most units in a single hit. As an added bonus, somebody gave them the ability to shoot webs. Have fun.
* SpiderSwarm: Spiders as a unit do nothing but launch eggs, which web all adjacent targets before hatching into independent spiderlings after one round. Add to that the Spider Leader launching two (sometimes ''three'') eggs per round and starting with two eggs already on the map and you have a recipe for this trope.
* StatusBuff: The various Psions can only move around the map and cannot take any actions, but other than the Tyrant Psion they provide various passive bonuses to other Vek: Soldier Psions provide 1 bonus HP, Blood Psions let all other Vek regenerate 1 HP per round, Shell Psions grants other Vek the [[NoSell Armored]] trait, and Blast Psions make [[ActionBomb Vek explode violently upon death]]. The [[KingMook Psion Abomination]] provides the bonuses of the Soldier, Blood and Blast Psions.
to:
* ShootTheMedicFirst: Psions tend to be a priority enemy as they have low health and no attack, but buff all the other Vek on the screen screen, making them harder or more dangerous to defeat.
* SlayingMantis: Leapers aregiant in size building-sized like the rest of the Vek and are able to kill most units in a single hit. As an added bonus, somebody gave them the ability to [[AllWebbedUp shoot webs.webs]]. Have fun.
* SpiderSwarm: Spiders as a unit do nothing but launch eggs, which web all adjacent targets before hatching into independentspiderlings Spiderlings after one round. Add to that the Spider Leader launching two (sometimes ''three'') eggs per round and starting with two eggs already on the map and you have a recipe for this trope.
*StatusBuff: StatusBuff:
** The various Psions can only move around the map and cannot take any actions, but other than the Tyrant Psion they provide various passive bonuses to other Vek: Soldier Psions provide 1 bonus HP, Blood Psions let all other Vek regenerate 1 HP per round, Shell Psions grants other Vek the [[NoSell Armored]] trait, and Blast Psions make [[ActionBomb Vek explode violently upon death]]. The [[KingMook Psion Abomination]] provides the bonuses of the Soldier, Blood and BlastPsions.Psions.
** Advanced Edition adds Arachnid Psions that [[MookMaker cause dead Vek to leave Spiderling eggs behind]], Smoldering Psions that make other Vek immune to fire (and ignite the ground beneath them when they die), and Raging Psions that grant all other Vek a damage boost.
* SlayingMantis: Leapers are
* SpiderSwarm: Spiders as a unit do nothing but launch eggs, which web all adjacent targets before hatching into independent
*
** The various Psions can only move around the map and cannot take any actions, but other than the Tyrant Psion they provide various passive bonuses to other Vek: Soldier Psions provide 1 bonus HP, Blood Psions let all other Vek regenerate 1 HP per round, Shell Psions grants other Vek the [[NoSell Armored]] trait, and Blast Psions make [[ActionBomb Vek explode violently upon death]]. The [[KingMook Psion Abomination]] provides the bonuses of the Soldier, Blood and Blast
** Advanced Edition adds Arachnid Psions that [[MookMaker cause dead Vek to leave Spiderling eggs behind]], Smoldering Psions that make other Vek immune to fire (and ignite the ground beneath them when they die), and Raging Psions that grant all other Vek a damage boost.
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* SupportPartyMember: Almost all Psions have no combat capability whatsoever, but their mere presence will give a StatusBuff to all Vek on the battlefield. The one exception is the Psion Tyrant, whose support ability deals 1 damage to all mechs at the end of a turn.
* TheSwarm: Their numbers are seemingly limitless.
* TheSwarm: Their numbers are seemingly limitless.
to:
* SupportPartyMember: Almost all Psions have no combat capability whatsoever, but their mere presence will give a StatusBuff to all Vek on the battlefield. The one exception is the Psion Tyrant, whose support ability deals 1 damage to all mechs of your units at the end of a each turn.
* TheSwarm:Their Vek numbers are seemingly limitless.
* TheSwarm:
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* WeaponizedOffspring: Spiderlings hatch after one round and attack independently. They don't do much damage individually -- the problem is the way they scatter themselves around the map if you don't keep them under control and finish off the mama spider.
to:
* WeaponizedOffspring: Spiderlings hatch after one round and attack independently. They don't do much damage individually -- the problem is the way they scatter themselves around the map if you don't keep them under control and finish off the mama spider.Spider.
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* ZergRush: Zigzagged on higher difficulties. While Vek wil still stumble into mines, they're smart enough to avoid placing themselves in clusters or lines if they can avoid it. Ranged units will stay near the bottom of the map when they can help it, with melee units blocking chokepoints even if it means not attacking. They're still unable to prevent themselves from attacking each other if moved out of position, but the positions they do take up will make that more difficult than it might otherwise be.
to:
* ZergRush: Zigzagged on higher difficulties. While Vek wil wil. still stumble into mines, they're smart enough to avoid placing themselves in clusters or lines if they can avoid it. Ranged units will stay near the bottom of the map when they can help it, with melee units blocking chokepoints even if it means not attacking. They're still unable to prevent themselves from attacking each other if moved out of position, but the positions they do take up will make that more difficult than it might otherwise be.
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* AcePilot: Each pilot is capable of severely enhancing their Mech's performance, letting them go toe-to-toe with the overwhelming Vek numbers.
* GadgeteerGenius: Bethany, Harold, and Lily, most prominently, but all of the pilots do have to maintain and repair their own Mechs, and the level up skills could be interpreted as them tinkering with them to make them run that much better, as well as shoring up the Grid during downtime.
* GadgeteerGenius: Bethany, Harold, and Lily, most prominently, but all of the pilots do have to maintain and repair their own Mechs, and the level up skills could be interpreted as them tinkering with them to make them run that much better, as well as shoring up the Grid during downtime.
to:
* AcePilot: Each pilot is capable of severely greatly enhancing their Mech's performance, letting them go toe-to-toe with the overwhelming Vek numbers.
* GadgeteerGenius: Bethany, Harold, and Lily, most prominently, but allof the pilots do have to maintain and repair their own Mechs, and the level up skills could be interpreted as them tinkering with them to make them run that much better, as well as shoring up the Grid during downtime.
* GadgeteerGenius: Bethany, Harold, and Lily, most prominently, but all
Added DiffLines:
** Advanced Edition adds 10 new pilot abilities:
*** +2 Mech HP and +1 Movement Speed
*** +2 Movement Speed and +1 Damage during the first turn
*** +2 Movement Speed and +1 Damage during the last turn
*** +2 Movement Speed when not at full HP
*** +1 Movement Speed per Vek killed in the current mission
*** Immunity to Fire and A.C.I.D.
*** Regain 1 HP at the start of each round
*** Can use weapons with limited uses one additional time.
*** Will not die if their Mech is destroyed
*** +4 Reputation when reassigned to an island after completing it.
*** +2 Mech HP and +1 Movement Speed
*** +2 Movement Speed and +1 Damage during the first turn
*** +2 Movement Speed and +1 Damage during the last turn
*** +2 Movement Speed when not at full HP
*** +1 Movement Speed per Vek killed in the current mission
*** Immunity to Fire and A.C.I.D.
*** Regain 1 HP at the start of each round
*** Can use weapons with limited uses one additional time.
*** Will not die if their Mech is destroyed
*** +4 Reputation when reassigned to an island after completing it.
Is there an issue? Send a MessageReason:
Per Administrivia.How To Write An Example, tropeslashing is prohibited. The Vek are also not using pistols.
Changed line(s) 107 (click to see context) from:
* YouWillNotEvadeMe[=/=]GrapplingHookPistol: Gastropods' attacks yank their targets to them. If their target is a piece of solid terrain like a mountain or building, they will instead yank themselves to their target.
to:
* YouWillNotEvadeMe[=/=]GrapplingHookPistol: YouWillNotEvadeMe: Gastropods' attacks yank their targets to them. If their target is a piece of solid terrain like a mountain or building, they will instead yank themselves to their target.
Is there an issue? Send a MessageReason:
None
Changed line(s) 17 (click to see context) from:
* AcidAttack: Centipedes attack with acid vomit that splashes acid onto adjacent tiles upon hitting.
to:
* AcidAttack: Centipedes attack with acid A.C.I.D. vomit that splashes acid A.C.I.D. onto adjacent tiles upon hitting.
Changed line(s) 19 (click to see context) from:
* AirborneMook: Hornets and Psions are flying enemies, allowing them to move over any terrain tile. This also means you can't off them by pushing them into water, lava, A.C.I.D. Tiles or chasms, unlike most other non-leader Vek.
to:
* AirborneMook: Hornets and Psions are flying enemies, allowing them to move over any terrain tile. This also means you can't off them by pushing them into water, lava, A.C.I.D. Tiles , or chasms, unlike most other non-leader Vek.Vek. Advanced Edition adds Mosquitoes and Moths to the list.
Changed line(s) 24 (click to see context) from:
* AreaOfEffect: Crabs, Centipedes, and Blobbers all have ranged/projectile attacks which also hit adjacent squares. Diggers and Scorpion Leaders can hit all adjacent squares in melee. Burrowers will attack the square in front of them as well as those to the left/right side of it.
to:
* AreaOfEffect: Crabs, Centipedes, and Blobbers all have ranged/projectile attacks which also hit adjacent squares. Diggers and Scorpion Leaders can hit all adjacent squares in melee. Burrowers will attack the square in front of them as well as those to the left/right side of it. In the Advanced Edition, Gastropod Leaders ignite all adjacent tiles when attacking.
Changed line(s) 26 (click to see context) from:
* AttackOfTheFiftyFootWhatever: Regular Vek are already big enough to take chunks out of buildings, but the Vek Leaders gain the Massive trait, meaning they're even larger, with more HP and -- significantly -- the ability to walk through water without drowning.
to:
* AttackOfTheFiftyFootWhatever: Regular Vek are already big enough to take chunks out of buildings, but the Vek Leaders gain the Massive trait, meaning they're even larger, with larger. This gives them more HP HP, stronger attacks, and -- significantly -- the ability to walk move through water liquids without drowning.
Added DiffLines:
* YouWillNotEvadeMe[=/=]GrapplingHookPistol: Gastropods' attacks yank their targets to them. If their target is a piece of solid terrain like a mountain or building, they will instead yank themselves to their target.
Is there an issue? Send a MessageReason:
Preliminary listings for the new squads
Changed line(s) 813,821 (click to see context) from:
[[folder:Secret Squad (Spoilers)]]
!!The Secret Squad
''Humanity's last hope are a blend of Machine and Vek created to defend Earth.''
Each of the three has the same special ability and the same class (Cyborg):
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their default loadouts.
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
!!The Secret Squad
''Humanity's last hope are a blend of Machine and Vek created to defend Earth.''
Each of the three has the same special ability and the same class (Cyborg):
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their default loadouts.
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
to:
!!The Secret Squad
''Humanity's last hope are a blend
!!Arachnophiles
''Research has shown that the remains of
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their default loadouts.
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
Changed line(s) 823,844 (click to see context) from:
* AreaOfEffect: When upgraded, Taaxetizl and Xakran's attacks have the ability to target multiple tiles in a row. Since Xakran's lobbed explosive goo also pushes, this gives it one of the largest push radiuses in the game when fully upgraded, outdone only by the Hermes Engines, a rush attack which doesn't deal damage.
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and push enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the ones they start with. If a Vek is disabled, it loses 25 XP but still returns in the next battle.
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and push enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the ones they start with. If a Vek is disabled, it loses 25 XP but still returns in the next battle.
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
to:
* AreaOfEffect: When upgraded, Taaxetizl and Xakran's attacks have the ability to target multiple tiles in a row. Since Xakran's lobbed explosive goo also pushes, this gives it one of the largest push radiuses in the game when fully upgraded, outdone only by the Hermes Engines, a rush attack which doesn't deal damage.
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and push enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the ones they start with. If a Vek is disabled, it loses 25 XP but still returns in the next battle.
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than ChargeMookMaker: A rare heroic example. The Arachnoid Mech's charge, but doesn't damage Kxlatl, and weapon can be upgraded to leave smoke behind your starting tile.
make friendly spider robots when killing Vek.
*SecretCharacter: Only unlockable after PinballProjectile: The Bulk Mech's Ricochet Rocket will bounce off its target at a 90-degree angle.
* SpiderTank: Of allother squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unitMechs with only 2 base HP, who focuses on [=AoE=] damage spider legs in ''Into The Breach'', the Arachnoid Mech deserves special mention for looking like a [[FourLeggedInsect (6-legged)]] spider, making smaller spider tanks, and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite[[MeaningfulName being grounded Vek, Kxlatl and Xakran don't die if they enter called the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.Arachnoid Mech]].
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and push enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the ones they start with. If a Vek is disabled, it loses 25 XP but still returns in the next battle.
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge
*
* SpiderTank: Of all
* SquishyWizard: Xakran is a ranged unit
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
Changed line(s) 847,855 (click to see context) from:
!Corporate Islands
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are the Vek's breeding ground. Wipe them out here, we save the world."''
-->'''-- Ralph Karlsson'''
Four corporations safeguard and govern the last survivors of humanity against the seemingly unstoppable forces of the Vek. The following tropes apply to all four corporations:
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are the Vek's breeding ground. Wipe them out here, we save the world."''
-->'''-- Ralph Karlsson'''
Four corporations safeguard and govern the last survivors of humanity against the seemingly unstoppable forces of the Vek. The following tropes apply to all four corporations:
to:
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are
!!Mist Eaters
''Airborne particles provide the
-->'''-- Ralph Karlsson'''
Four corporations safeguard and govern the last survivors of humanity against the seemingly unstoppable forces of the Vek. The following tropes apply
'''Mechs:''' [[CoolPlane Thruster Mech]] (Brute), [[SpiderTank Smog Mech]] (Ranged), Control Mech (Science)
Changed line(s) 857,863 (click to see context) from:
* BenevolentBoss: All of them care about their people and have put profit aside in favor of doing whatever must be done to win the war against the Vek.
* EscortMission: Protecting the trains on each island, the various Old Earth war machines on Archive, and the attacking robots on Pinnacle. Frequently a OneHitPointWonder. The train has 2 HP, but is disabled after the first hit, turning it into a ProtectionMission instead.
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and genuinely heroic. They're the last enclaves of humanity, and while they operate on corporate lines, their bottom line is saving the world and preserve what little is left, not concern about any future profit.
** R.S.T. CEO Jessica Kern used to be an absolutely ruthless businesswoman, and not above employing corporate espionage to stay ahead -- see Abe Isamu's backstory for details -- but the war with the Vek has changed her priorities, as well as making her methods seem that much more reasonable when used against the Vek.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear the name of their patron corporation, and are ruled by their [=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.
* EscortMission: Protecting the trains on each island, the various Old Earth war machines on Archive, and the attacking robots on Pinnacle. Frequently a OneHitPointWonder. The train has 2 HP, but is disabled after the first hit, turning it into a ProtectionMission instead.
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and genuinely heroic. They're the last enclaves of humanity, and while they operate on corporate lines, their bottom line is saving the world and preserve what little is left, not concern about any future profit.
** R.S.T. CEO Jessica Kern used to be an absolutely ruthless businesswoman, and not above employing corporate espionage to stay ahead -- see Abe Isamu's backstory for details -- but the war with the Vek has changed her priorities, as well as making her methods seem that much more reasonable when used against the Vek.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear the name of their patron corporation, and are ruled by their [=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.
to:
* BenevolentBoss: All of them care about their people GeoEffects: The Smog Mech allows the Mist Eaters to absorb smoke to heal themselves.
* WeaponizedExhaust: The Thruster Mech's Reverse Thrusters damage the target andhave put profit aside in favor of doing whatever must be done to win launch the war against the Vek.
* EscortMission: Protecting the trains on each island, the various Old Earth war machines on Archive, and the attacking robots on Pinnacle. Frequently a OneHitPointWonder. The train has 2 HP, but is disabled after the first hit, turning it into a ProtectionMission instead.
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and genuinely heroic. They're the last enclaves of humanity, and while they operate on corporate lines, their bottom line is saving the world and preserve what little is left, not concern about any future profit.
** R.S.T. CEO Jessica Kern used to be an absolutely ruthless businesswoman, and not above employing corporate espionage to stay ahead -- see Abe Isamu's backstory for details -- but the war with the Vek has changed her priorities, as well as making her methods seem that much more reasonable when used against the Vek.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear the name of their patron corporation, and are ruled by their [=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.Mech backwards.
* WeaponizedExhaust: The Thruster Mech's Reverse Thrusters damage the target and
* EscortMission: Protecting the trains on each island, the various Old Earth war machines on Archive, and the attacking robots on Pinnacle. Frequently a OneHitPointWonder. The train has 2 HP, but is disabled after the first hit, turning it into a ProtectionMission instead.
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and genuinely heroic. They're the last enclaves of humanity, and while they operate on corporate lines, their bottom line is saving the world and preserve what little is left, not concern about any future profit.
** R.S.T. CEO Jessica Kern used to be an absolutely ruthless businesswoman, and not above employing corporate espionage to stay ahead -- see Abe Isamu's backstory for details -- but the war with the Vek has changed her priorities, as well as making her methods seem that much more reasonable when used against the Vek.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear the name of their patron corporation, and are ruled by their [=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.
Changed line(s) 866,872 (click to see context) from:
[[folder:Archive, Inc.]]
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the rocket launched! Er, well, I mean, I was SURE it would, but Old Earth relics can be, um, unreliable sometimes."''
-->'''-- Archive, Inc. CEO Dewey Alms'''
Archive, Inc. rules over an island designed to look like Earth as it once was, temperate and scenic. They also maintain a number of examples of Old Earth technology.
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the rocket launched! Er, well, I mean, I was SURE it would, but Old Earth relics can be, um, unreliable sometimes."''
-->'''-- Archive, Inc. CEO Dewey Alms'''
Archive, Inc. rules over an island designed to look like Earth as it once was, temperate and scenic. They also maintain a number of examples of Old Earth technology.
to:
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the rocket launched! Er, well, I mean, I was SURE it would, but Old Earth relics can be, um, unreliable sometimes."''
-->'''-- Archive, Inc. CEO Dewey Alms'''
Archive, Inc. rules over an island designed
!!Heat Sinkers
''Advancements in heat transferal technology allow these Mechs to
'''Mechs:''' [[HumongousMecha Dispersal Mech]] (Prime), [[SpiderTank Quick-Fire Mech]] (Brute), Napalm Mech (Science)
Changed line(s) 874,888 (click to see context) from:
* {{Arcadia}}: {{Downplayed}}, but Archive's lack of advanced technology, green forests, and unspoiled waters stand out compared to the other islands, basically because Archive's island is apparently like a national park where parts are intentionally left undeveloped.
* AwesomeAnachronisticApparel: By the standards of the futuristic setting, the fact that Dewey Alms wears a 20th century suit and works in a wood-paneled office full of dead-tree books certainly stands out.
* BornInTheWrongCentury: CEO Dewey Alms calls himself a relic, but doesn't look ''that'' old. Still, he certainly can't be faulted for being a [[AscendedFan fan]] of what Archive does, given the state of the rest of the world.
* BreakOutTheMuseumPiece: In different missions Archive fields antique fighter jets, old tanks, and missile artillery to support the player. It's all surprisingly effective.
* BunnyEarsLawyer: A whole corporation built on preserving history seems a bit strange, compared to the the primary industries of the other islands. All you can really say is that Archive seems like a pleasant, possibly even somewhat dull place to live and work. When you reach the other islands, you can see what an achievement that is.
* CoolTrain: An old diesel locomotive. Well, Dewey thinks it's cool, alright? And he calls it [[ICallItVera Horace]].
* FamilyBusiness: Dewey frequently mentions his grandfather when speaking of his duty to history and Old Earth.
* FanOfThePast: It's the future and unbelievable technologies might exist, but Archive does everything they can to turn their island into a living museum of the past. Given that the whole of humanity has been reduced to living under constant attack by the Vek, it's hard to blame them.
* GiantWallOfWateryDoom: The Tidal Wave hazard turns any tile it hits into water, including reducing ''mountains'' to rubble. Luckily Archive's buildings are built to take it.
* GreenHillZone: Archive, Inc. is a museum island that recreates Earth as it was before the oceans rose. It's full of forests and grassland, as opposed to the desert, tundra, and industrial wasteland of the other islands. On your first run, it's the first island you visit.
* LandMineGoesClick: Overlaps with IncrediblyObviousBomb -- the mines are gigantic and highly visible even if they didn't also feature flashing red lights. The Vek still don't seem to notice them, however, nor do they seem to be able to avoid the blast zone when Archive launches a satellite.
* LethalJokeCharacter: Their ancient tech is unreliable and none of them are really trained in how to use it -- their air strikes are a menace, and everyone seems to know it. Yet they're also seemingly the safest island, and for every danger they pose to the unwary Mech pilot, double that for the Vek. It's remarkable how much help those old bombers, tanks, and artillery pieces can be.
* MakingASplash: Has more water, fresh and salt, than any other island. Bursting dams and incoming tidal waves can make a mess of earthbound Vek.
* RagnarokProofing: While they can't stand up to direct Vek attack, Archive's buildings have stood for centuries and can take hits from tidal waves that submerge whole mountains.
* YeGoodeOldeDays: A whole island dedicated to preserving their memory.
* AwesomeAnachronisticApparel: By the standards of the futuristic setting, the fact that Dewey Alms wears a 20th century suit and works in a wood-paneled office full of dead-tree books certainly stands out.
* BornInTheWrongCentury: CEO Dewey Alms calls himself a relic, but doesn't look ''that'' old. Still, he certainly can't be faulted for being a [[AscendedFan fan]] of what Archive does, given the state of the rest of the world.
* BreakOutTheMuseumPiece: In different missions Archive fields antique fighter jets, old tanks, and missile artillery to support the player. It's all surprisingly effective.
* BunnyEarsLawyer: A whole corporation built on preserving history seems a bit strange, compared to the the primary industries of the other islands. All you can really say is that Archive seems like a pleasant, possibly even somewhat dull place to live and work. When you reach the other islands, you can see what an achievement that is.
* CoolTrain: An old diesel locomotive. Well, Dewey thinks it's cool, alright? And he calls it [[ICallItVera Horace]].
* FamilyBusiness: Dewey frequently mentions his grandfather when speaking of his duty to history and Old Earth.
* FanOfThePast: It's the future and unbelievable technologies might exist, but Archive does everything they can to turn their island into a living museum of the past. Given that the whole of humanity has been reduced to living under constant attack by the Vek, it's hard to blame them.
* GiantWallOfWateryDoom: The Tidal Wave hazard turns any tile it hits into water, including reducing ''mountains'' to rubble. Luckily Archive's buildings are built to take it.
* GreenHillZone: Archive, Inc. is a museum island that recreates Earth as it was before the oceans rose. It's full of forests and grassland, as opposed to the desert, tundra, and industrial wasteland of the other islands. On your first run, it's the first island you visit.
* LandMineGoesClick: Overlaps with IncrediblyObviousBomb -- the mines are gigantic and highly visible even if they didn't also feature flashing red lights. The Vek still don't seem to notice them, however, nor do they seem to be able to avoid the blast zone when Archive launches a satellite.
* LethalJokeCharacter: Their ancient tech is unreliable and none of them are really trained in how to use it -- their air strikes are a menace, and everyone seems to know it. Yet they're also seemingly the safest island, and for every danger they pose to the unwary Mech pilot, double that for the Vek. It's remarkable how much help those old bombers, tanks, and artillery pieces can be.
* MakingASplash: Has more water, fresh and salt, than any other island. Bursting dams and incoming tidal waves can make a mess of earthbound Vek.
* RagnarokProofing: While they can't stand up to direct Vek attack, Archive's buildings have stood for centuries and can take hits from tidal waves that submerge whole mountains.
* YeGoodeOldeDays: A whole island dedicated to preserving their memory.
to:
* {{Arcadia}}: {{Downplayed}}, but Archive's lack of advanced technology, green forests, and unspoiled waters stand out compared to FeedItWithFire: The Heat Sinkers' reason d'etre. The Napalm Mech's Heat Engines give them the other islands, basically because Archive's island is apparently like a national park where parts are intentionally left undeveloped.
* AwesomeAnachronisticApparel: Byability to absorb fires to increase the standards damage of the futuristic setting, the fact that Dewey Alms wears a 20th century suit and works in a wood-paneled office full of dead-tree books certainly stands out.
* BornInTheWrongCentury: CEO Dewey Alms calls himself a relic, but doesn't look ''that'' old. Still, he certainly can't be faulted for being a [[AscendedFan fan]] of what Archive does, given the state of the rest of the world.
* BreakOutTheMuseumPiece: In different missions Archive fields antique fighter jets, old tanks, and missile artillery to support the player. It's all surprisingly effective.
* BunnyEarsLawyer: A whole corporation built on preserving history seems a bit strange, compared to the the primary industries of the other islands. All you can really say is that Archive seems like a pleasant, possibly even somewhat dull place to live and work. When you reach the other islands, you can see what an achievement that is.
* CoolTrain: An old diesel locomotive. Well, Dewey thinks it's cool, alright? And he calls it [[ICallItVera Horace]].
* FamilyBusiness: Dewey frequently mentions his grandfather when speaking of his duty to history and Old Earth.
* FanOfThePast: It's the future and unbelievable technologies might exist, but Archive does everything they can to turntheir island into a living museum of the past. Given that the whole of humanity has been reduced to living under constant attack by the Vek, it's hard to blame them.
* GiantWallOfWateryDoom: The Tidal Wave hazard turns any tile it hits into water, including reducing ''mountains'' to rubble. Luckily Archive's buildings are built to take it.
* GreenHillZone: Archive, Inc. is a museum island that recreates Earth as it was before the oceans rose. It's full of forests and grassland, as opposed to the desert, tundra, and industrial wasteland of the other islands. On your first run, it's the first island you visit.
* LandMineGoesClick: Overlaps with IncrediblyObviousBomb -- the mines are gigantic and highly visible even if they didn't also feature flashing red lights. The Vek still don't seem to notice them, however, nor do they seem to be able to avoid the blast zone when Archive launches a satellite.
* LethalJokeCharacter: Their ancient tech is unreliable and none of them are really trained in how to use it -- their air strikes are a menace, and everyone seems to know it. Yet they're also seemingly the safest island, and for every danger they pose to the unwary Mech pilot, double that for the Vek. It's remarkable how much help those old bombers, tanks, and artillery pieces can be.
* MakingASplash: Has more water, fresh and salt, than any other island. Bursting dams and incoming tidal waves can make a mess of earthbound Vek.
* RagnarokProofing: While they can't stand up to direct Vek attack, Archive's buildings have stood for centuries and can take hits from tidal waves that submerge whole mountains.
* YeGoodeOldeDays: A whole island dedicated to preserving their memory.next attack.
* AwesomeAnachronisticApparel: By
* BornInTheWrongCentury: CEO Dewey Alms calls himself a relic, but doesn't look ''that'' old. Still, he certainly can't be faulted for being a [[AscendedFan fan]] of what Archive does, given the state of the rest of the world.
* BreakOutTheMuseumPiece: In different missions Archive fields antique fighter jets, old tanks, and missile artillery to support the player. It's all surprisingly effective.
* BunnyEarsLawyer: A whole corporation built on preserving history seems a bit strange, compared to the the primary industries of the other islands. All you can really say is that Archive seems like a pleasant, possibly even somewhat dull place to live and work. When you reach the other islands, you can see what an achievement that is.
* CoolTrain: An old diesel locomotive. Well, Dewey thinks it's cool, alright? And he calls it [[ICallItVera Horace]].
* FamilyBusiness: Dewey frequently mentions his grandfather when speaking of his duty to history and Old Earth.
* FanOfThePast: It's the future and unbelievable technologies might exist, but Archive does everything they can to turn
* GiantWallOfWateryDoom: The Tidal Wave hazard turns any tile it hits into water, including reducing ''mountains'' to rubble. Luckily Archive's buildings are built to take it.
* GreenHillZone: Archive, Inc. is a museum island that recreates Earth as it was before the oceans rose. It's full of forests and grassland, as opposed to the desert, tundra, and industrial wasteland of the other islands. On your first run, it's the first island you visit.
* LandMineGoesClick: Overlaps with IncrediblyObviousBomb -- the mines are gigantic and highly visible even if they didn't also feature flashing red lights. The Vek still don't seem to notice them, however, nor do they seem to be able to avoid the blast zone when Archive launches a satellite.
* LethalJokeCharacter: Their ancient tech is unreliable and none of them are really trained in how to use it -- their air strikes are a menace, and everyone seems to know it. Yet they're also seemingly the safest island, and for every danger they pose to the unwary Mech pilot, double that for the Vek. It's remarkable how much help those old bombers, tanks, and artillery pieces can be.
* MakingASplash: Has more water, fresh and salt, than any other island. Bursting dams and incoming tidal waves can make a mess of earthbound Vek.
* RagnarokProofing: While they can't stand up to direct Vek attack, Archive's buildings have stood for centuries and can take hits from tidal waves that submerge whole mountains.
* YeGoodeOldeDays: A whole island dedicated to preserving their memory.
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[[folder:R.S.T. Corporation]]
!!R.S.T. Corporation
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/20180302222529_1.jpg]]
->''"My advisors insist that we're losing the fight. They also insist I trust you. And since those cowards rarely insist I do anything, I'm giving you a chance to prove yourselves."''
-->'''-- R.S.T. CEO Jessica Kern'''
R.S.T. rules a desert island ravaged by their use of terraforming techologies against the Vek. Their island is constantly at risk from extreme storm conditions.
!!R.S.T. Corporation
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/20180302222529_1.jpg]]
->''"My advisors insist that we're losing the fight. They also insist I trust you. And since those cowards rarely insist I do anything, I'm giving you a chance to prove yourselves."''
-->'''-- R.S.T. CEO Jessica Kern'''
R.S.T. rules a desert island ravaged by their use of terraforming techologies against the Vek. Their island is constantly at risk from extreme storm conditions.
to:
!!R.S.T. Corporation
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/20180302222529_1.jpg]]
->''"My advisors insist that we're losing
!!Cataclysm
''Armed with RST Earth Shattering technology, these mechs can turn the
-->'''-- R.S.T. CEO Jessica Kern'''
R.S.T. rules a desert island ravaged by their use of terraforming techologies
'''Mechs:''' [[HumongousMecha Pitcher Mech]] (Prime), [[SpiderTank Triptych Mech]] (Brute), [[HoverTank Drill]] [[DrillTank Mech]] (Science)
Changed line(s) 899,920 (click to see context) from:
* BigGood: CEO Jessica Kern is the MissionControl for the [[FinalBoss Volcano Hive assault]], and R.S.T. provides the [[MacGuffin Renfield bomb]] needed to stand a chance of destroying the Volcanic Hive.
* BottomlessPits: A combination of the constant terraforming and the Vek's tunneling has opened a great many of these across the island. The Cataclysm mission hazard involves half the map falling into an enormous sinkhole, a product of runaway terraforming, at a rate of one row per round.
* CatchPhrase: Any time a grid building is destroyed, or an objective is failed:
-->'''Kern:''' ...Careless.
* DeadlyDustStorm: R.S.T.'s desert tiles turn into smoke/dust clouds when attacked. Hindering giant Mechs and Vek as much as they do, one can only imagine what they'd do at a human-sized scale.
* DishingOutDirt: Their specialty is terraforming, which they can do on the fly: leveling mountains, filling in chasms, and turning any terrain into barren desert over the course of a single round.
* GoingDownWithTheShip: When the grid goes offline...
-->'''Kern:''' It is over. Escape if you can... I will die here, with my people.
* GoodIsNotNice: Jessica Kern is an unyielding, suspicious, hypercritical MoralPragmatist and PerpetualFrowner, but she's willing to do anything to stop the Vek, and won't run or shirk her responsibilities to the very last.
* HostileTerraforming: Able and willing to turn what few patches of greenery remain on their island into desert and demolish entire mountain ranges if it means [[IDidWhatIHadToDo one less foothold for the Vek.]]
* HostileWeather: Lightning strikes will kill any unit they hit.
* IDidWhatIHadToDo: The corporation as a whole has a reputation for this, with CEO Kern and Abe Isamu being prominent cases.
* IronLady: The supremely self-assured Kern is the oldest CEO: tough, sharp-tongued, and generally dismissive of the player from the time they arrive.
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
* NoPlansNoPrototypeNoBackup: Averted. If the Renfield Bomb is destroyed in the last mission, Kern reveals that R.S.T. did the smart thing and built a large supply of backups, though it adds more turns to the countdown due to needing more time to arm the new bombs.
* ProtectionMission: In addition to the usual types, R.S.T. has an Earth Mover, which will fill in a large BottomlessPit over the course of a mission, and a Terraformer, which is used to destroy the surviving greenery on R.S.T. as well as killing any surviving Vek.
** You may also need to protect two prototype Renfield Bombs, a CallForward to the final mission, where you'll need to protect the real thing until it detonates, blowing the Vek's Volcanic Hive sky-high. The protoypes have only 1 HP each -- the real bomb has 4.
* ShiftingSandLand: The island is mostly sand, bare rock, huge dunes, plunging canyons, and mountains.
* ShockAndAwe: Not only does their island have unusually powerful lightning storms stirred up by their constant terraforming, but the mechs in R.S.T. squads are also usually armed with lightning weapons.
* {{Terraforming}}: The corporation's business is the wholesale re-landscaping of what little remaining land mass exists on Earth.
* BottomlessPits: A combination of the constant terraforming and the Vek's tunneling has opened a great many of these across the island. The Cataclysm mission hazard involves half the map falling into an enormous sinkhole, a product of runaway terraforming, at a rate of one row per round.
* CatchPhrase: Any time a grid building is destroyed, or an objective is failed:
-->'''Kern:''' ...Careless.
* DeadlyDustStorm: R.S.T.'s desert tiles turn into smoke/dust clouds when attacked. Hindering giant Mechs and Vek as much as they do, one can only imagine what they'd do at a human-sized scale.
* DishingOutDirt: Their specialty is terraforming, which they can do on the fly: leveling mountains, filling in chasms, and turning any terrain into barren desert over the course of a single round.
* GoingDownWithTheShip: When the grid goes offline...
-->'''Kern:''' It is over. Escape if you can... I will die here, with my people.
* GoodIsNotNice: Jessica Kern is an unyielding, suspicious, hypercritical MoralPragmatist and PerpetualFrowner, but she's willing to do anything to stop the Vek, and won't run or shirk her responsibilities to the very last.
* HostileTerraforming: Able and willing to turn what few patches of greenery remain on their island into desert and demolish entire mountain ranges if it means [[IDidWhatIHadToDo one less foothold for the Vek.]]
* HostileWeather: Lightning strikes will kill any unit they hit.
* IDidWhatIHadToDo: The corporation as a whole has a reputation for this, with CEO Kern and Abe Isamu being prominent cases.
* IronLady: The supremely self-assured Kern is the oldest CEO: tough, sharp-tongued, and generally dismissive of the player from the time they arrive.
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
* NoPlansNoPrototypeNoBackup: Averted. If the Renfield Bomb is destroyed in the last mission, Kern reveals that R.S.T. did the smart thing and built a large supply of backups, though it adds more turns to the countdown due to needing more time to arm the new bombs.
* ProtectionMission: In addition to the usual types, R.S.T. has an Earth Mover, which will fill in a large BottomlessPit over the course of a mission, and a Terraformer, which is used to destroy the surviving greenery on R.S.T. as well as killing any surviving Vek.
** You may also need to protect two prototype Renfield Bombs, a CallForward to the final mission, where you'll need to protect the real thing until it detonates, blowing the Vek's Volcanic Hive sky-high. The protoypes have only 1 HP each -- the real bomb has 4.
* ShiftingSandLand: The island is mostly sand, bare rock, huge dunes, plunging canyons, and mountains.
* ShockAndAwe: Not only does their island have unusually powerful lightning storms stirred up by their constant terraforming, but the mechs in R.S.T. squads are also usually armed with lightning weapons.
* {{Terraforming}}: The corporation's business is the wholesale re-landscaping of what little remaining land mass exists on Earth.
to:
* BigGood: CEO Jessica Kern is MacrossMissileMassacre: The Triptych Mech's Tri-Rocket fires, well, [[ExactlyWhatItSaysOnTheTin three rockets]].
* ThisIsADrill: The Drill Mech's Seismic Capacitor will crack theMissionControl for the [[FinalBoss Volcano Hive assault]], and R.S.T. provides the [[MacGuffin Renfield bomb]] needed to stand a chance of destroying the Volcanic Hive.
* BottomlessPits: A combination of the constant terraforming and the Vek's tunneling has opened a great many of these across the island. The Cataclysm mission hazard involves half the map falling into an enormous sinkhole, a product of runaway terraforming, at a rate of one row per round.
* CatchPhrase: Any time a grid building is destroyed, or an objective is failed:
-->'''Kern:''' ...Careless.
* DeadlyDustStorm: R.S.T.'s desert tiles turn into smoke/dust cloudsground around its target when attacked. Hindering giant Mechs and Vek as much as they do, one can only imagine what they'd do at dealing a human-sized scale.
* DishingOutDirt: Their specialty is terraforming, which they can do on the fly: leveling mountains, filling in chasms, and turning any terrain into barren desert over the course of a single round.
* GoingDownWithTheShip: When the grid goes offline...
-->'''Kern:''' It is over. Escape if you can... I will die here, with my people.
* GoodIsNotNice: Jessica Kern is an unyielding, suspicious, hypercritical MoralPragmatist and PerpetualFrowner, but she's willing to do anything to stop the Vek, and won't run or shirk her responsibilities to the very last.
* HostileTerraforming: Able and willing to turn what few patches of greenery remain on their island into desert and demolish entire mountain ranges if it means [[IDidWhatIHadToDo one less foothold for the Vek.]]
* HostileWeather: Lightning strikes will kill any unit they hit.
* IDidWhatIHadToDo: The corporation as a whole has a reputation for this, with CEO Kern and Abe Isamu being prominent cases.
* IronLady: The supremely self-assured Kern is the oldest CEO: tough, sharp-tongued, and generally dismissive of the player from the time they arrive.
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
* NoPlansNoPrototypeNoBackup: Averted. If the Renfield Bomb is destroyed in the last mission, Kern reveals that R.S.T. did the smart thing and built a large supply of backups, though it adds more turns to the countdown due to needing more time to arm the new bombs.
* ProtectionMission: In addition to the usual types, R.S.T. has an Earth Mover, which will fill in a large BottomlessPit over the course of a mission, and a Terraformer, which is used to destroy the surviving greenery on R.S.T. as well askilling any surviving Vek.
** You may also need to protect two prototype Renfield Bombs, a CallForward toblow. If its target survives, it will instead reverse the final mission, where you'll need to protect the real thing until it detonates, blowing the Vek's Volcanic Hive sky-high. The protoypes have only 1 HP each -- the real bomb has 4.
* ShiftingSandLand: The island is mostly sand, bare rock, huge dunes, plunging canyons, and mountains.
* ShockAndAwe: Not only doesdirection of their island have unusually powerful lightning storms stirred up by their constant terraforming, but the mechs in R.S.T. squads are also usually armed with lightning weapons.
* {{Terraforming}}: The corporation's business is the wholesale re-landscaping of what little remaining land mass exists on Earth.attack.
* ThisIsADrill: The Drill Mech's Seismic Capacitor will crack the
* BottomlessPits: A combination of the constant terraforming and the Vek's tunneling has opened a great many of these across the island. The Cataclysm mission hazard involves half the map falling into an enormous sinkhole, a product of runaway terraforming, at a rate of one row per round.
* CatchPhrase: Any time a grid building is destroyed, or an objective is failed:
-->'''Kern:''' ...Careless.
* DeadlyDustStorm: R.S.T.'s desert tiles turn into smoke/dust clouds
* DishingOutDirt: Their specialty is terraforming, which they can do on the fly: leveling mountains, filling in chasms, and turning any terrain into barren desert over the course of a single round.
* GoingDownWithTheShip: When the grid goes offline...
-->'''Kern:''' It is over. Escape if you can... I will die here, with my people.
* GoodIsNotNice: Jessica Kern is an unyielding, suspicious, hypercritical MoralPragmatist and PerpetualFrowner, but she's willing to do anything to stop the Vek, and won't run or shirk her responsibilities to the very last.
* HostileTerraforming: Able and willing to turn what few patches of greenery remain on their island into desert and demolish entire mountain ranges if it means [[IDidWhatIHadToDo one less foothold for the Vek.]]
* HostileWeather: Lightning strikes will kill any unit they hit.
* IDidWhatIHadToDo: The corporation as a whole has a reputation for this, with CEO Kern and Abe Isamu being prominent cases.
* IronLady: The supremely self-assured Kern is the oldest CEO: tough, sharp-tongued, and generally dismissive of the player from the time they arrive.
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
* NoPlansNoPrototypeNoBackup: Averted. If the Renfield Bomb is destroyed in the last mission, Kern reveals that R.S.T. did the smart thing and built a large supply of backups, though it adds more turns to the countdown due to needing more time to arm the new bombs.
* ProtectionMission: In addition to the usual types, R.S.T. has an Earth Mover, which will fill in a large BottomlessPit over the course of a mission, and a Terraformer, which is used to destroy the surviving greenery on R.S.T. as well as
** You may also need to protect two prototype Renfield Bombs, a CallForward to
* ShiftingSandLand: The island is mostly sand, bare rock, huge dunes, plunging canyons, and mountains.
* ShockAndAwe: Not only does
* {{Terraforming}}: The corporation's business is the wholesale re-landscaping of what little remaining land mass exists on Earth.
Changed line(s) 923,929 (click to see context) from:
[[folder:Pinnacle Robotics]]
!!Pinnacle Robotics
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinnacle.jpg]]
->''"I hope you can respect both forms of life on this island, organic and mechanical."''
-->'''-- Pinnacle CEO Zenith'''
Pinnacle Robotics fights both against the Vek and rogue robots of their own design on an icy island. Their CEO is Zenith, herself an advanced artificial intelligence.
!!Pinnacle Robotics
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinnacle.jpg]]
->''"I hope you can respect both forms of life on this island, organic and mechanical."''
-->'''-- Pinnacle CEO Zenith'''
Pinnacle Robotics fights both against the Vek and rogue robots of their own design on an icy island. Their CEO is Zenith, herself an advanced artificial intelligence.
to:
!!Pinnacle Robotics
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinnacle.jpg]]
->''"I
!!The Secret Squad
''Humanity's last hope
-->'''-- Pinnacle CEO Zenith'''
Pinnacle Robotics fights both against
Each of the
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
Changed line(s) 931,955 (click to see context) from:
* AllLovingHero: Believes that humans and sentient machines are equally important, and that the Vek are a threat to all life.
* AndroidsArePeopleToo: Zenith hopes you accept this, and several Pinnacle objectives are about sparing and/or defending sentient machines who've gone rogue. Most humans from Pinnacle feel the same way, and the generic pilot from Pinnacle is an AI.
-->'''Zenith:''' These machines are not currently themselves. Look past their malfunctioning aggression, and see them as living beings.
* ArtificialIntelligence: Zenith isn't just the CEO of Pinnacle, she's also a product, being an AI herself.
* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. One possible boss for their island is also a rogue robot that's managed to control some of the Vek. Pinnacle CEO Zenith comments that if they could figure out how it did it they could finish the war tomorrow. Averted in the case of Zenith, who's an AI herself, but no less determined to save humanity, and other life, from the Vek.
* BarrierWarrior: Shield technology was developed here first, before it spread to the rest of the islands. Both Zenith Guard and the Frozen Titans make use of it, as does the Bot Leader.
* FreezeRay: Some Pinnacle missions have you assisted by Pinnacle tanks with freeze cannons.
* GlassCannon: All Sentient Weapons have immensely powerful attacks, but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).
* GrewBeyondTheirProgramming:
-->'''Zenith:''' My creator did not seek to teach me 'vengeance'... but she did not have to see the horror of the Vek.
* {{Hologram}}: Zenith's avatar is a light blue hologram.
* HologramProjectionImperfection: Zenith's holographic avatar lacks a lower half and is even more pixelated than the rest of the art style, represented by monochrome hatching rather than multiple shades of blue.
* HostileWeather: The Ice Storm hazard freezes all units and structures in a 3x3 grid.
* InnocentlyInsensitive: Zenith mostly avoids falling into the smugness of fellow AI Archimedes, but she does occasionally say things which might seem a little... condescending. She presumably means it kindly:
-->'''Zenith:''' ''[a pilot levels up]'' Humans gain knowledge more slowly than machines, but it is worthy of celebration when you do!
* NorthIsColdSouthIsHot: Subverted. Pinnacle is north of the searing desert of R.S.T., but south of the temperate Archive. All four islands are stated to have artificial climates.
* LandMineGoesClick: Much the same as Archive's mines, except Pinnacles are being actively laid by malfunctioning robot mine layers and freeze the target rather than destroying them.
* OneHitPointWonder: Pinnacle's various berserk robots. This can be a problem when your mission is to try and protect them.
* PrescienceByAnalysis: Zenith again:
-->'''Zenith:''' Excellent news: my prognosticator sub-process has dramatically increased the odds of our survival based on your victory.
* SlippySlideyIceWorld: Snowy plains, frozen rivers, and buildings and enemies encased in ice. Zenith mentions the low temperatures are a deliberate choice so as to improve the synthetic residents' processing efficiency.
* ThemeNaming: The company's name is Pinnacle, and the CEO's name is Zenith. Zenith also lends her name to the Zenith Guard Mech squad.
* TurnedAgainstTheirMasters: The robots on Pinnacle have gone berserk, some blindly pursuing their programmed functions, some mindlessly attacking -- although given their armament, one might amount to the same thing as the other.
* WeatherControlMachine: Zenith mentions that they keep the weather cold to help with hardware overheating problems.
* WhatMeasureIsANonHuman: CEO Zenith is an AI herself, but assures you that she cares for her mechanical and organic employees equally. She will sometimes request you to capture rogue robots instead of killing them, and considers killing them unethical.
* AndroidsArePeopleToo: Zenith hopes you accept this, and several Pinnacle objectives are about sparing and/or defending sentient machines who've gone rogue. Most humans from Pinnacle feel the same way, and the generic pilot from Pinnacle is an AI.
-->'''Zenith:''' These machines are not currently themselves. Look past their malfunctioning aggression, and see them as living beings.
* ArtificialIntelligence: Zenith isn't just the CEO of Pinnacle, she's also a product, being an AI herself.
* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. One possible boss for their island is also a rogue robot that's managed to control some of the Vek. Pinnacle CEO Zenith comments that if they could figure out how it did it they could finish the war tomorrow. Averted in the case of Zenith, who's an AI herself, but no less determined to save humanity, and other life, from the Vek.
* BarrierWarrior: Shield technology was developed here first, before it spread to the rest of the islands. Both Zenith Guard and the Frozen Titans make use of it, as does the Bot Leader.
* FreezeRay: Some Pinnacle missions have you assisted by Pinnacle tanks with freeze cannons.
* GlassCannon: All Sentient Weapons have immensely powerful attacks, but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).
* GrewBeyondTheirProgramming:
-->'''Zenith:''' My creator did not seek to teach me 'vengeance'... but she did not have to see the horror of the Vek.
* {{Hologram}}: Zenith's avatar is a light blue hologram.
* HologramProjectionImperfection: Zenith's holographic avatar lacks a lower half and is even more pixelated than the rest of the art style, represented by monochrome hatching rather than multiple shades of blue.
* HostileWeather: The Ice Storm hazard freezes all units and structures in a 3x3 grid.
* InnocentlyInsensitive: Zenith mostly avoids falling into the smugness of fellow AI Archimedes, but she does occasionally say things which might seem a little... condescending. She presumably means it kindly:
-->'''Zenith:''' ''[a pilot levels up]'' Humans gain knowledge more slowly than machines, but it is worthy of celebration when you do!
* NorthIsColdSouthIsHot: Subverted. Pinnacle is north of the searing desert of R.S.T., but south of the temperate Archive. All four islands are stated to have artificial climates.
* LandMineGoesClick: Much the same as Archive's mines, except Pinnacles are being actively laid by malfunctioning robot mine layers and freeze the target rather than destroying them.
* OneHitPointWonder: Pinnacle's various berserk robots. This can be a problem when your mission is to try and protect them.
* PrescienceByAnalysis: Zenith again:
-->'''Zenith:''' Excellent news: my prognosticator sub-process has dramatically increased the odds of our survival based on your victory.
* SlippySlideyIceWorld: Snowy plains, frozen rivers, and buildings and enemies encased in ice. Zenith mentions the low temperatures are a deliberate choice so as to improve the synthetic residents' processing efficiency.
* ThemeNaming: The company's name is Pinnacle, and the CEO's name is Zenith. Zenith also lends her name to the Zenith Guard Mech squad.
* TurnedAgainstTheirMasters: The robots on Pinnacle have gone berserk, some blindly pursuing their programmed functions, some mindlessly attacking -- although given their armament, one might amount to the same thing as the other.
* WeatherControlMachine: Zenith mentions that they keep the weather cold to help with hardware overheating problems.
* WhatMeasureIsANonHuman: CEO Zenith is an AI herself, but assures you that she cares for her mechanical and organic employees equally. She will sometimes request you to capture rogue robots instead of killing them, and considers killing them unethical.
to:
* AllLovingHero: Believes that humans AreaOfEffect: When upgraded, Taaxetizl and sentient machines are equally important, and that Xakran's attacks have the Vek are a threat ability to all life.
* AndroidsArePeopleToo: Zenith hopes you accept this, and several Pinnacle objectives are about sparing and/or defending sentient machines who've gone rogue. Most humans from Pinnacle feel the same way, and the generic pilot from Pinnacle is an AI.
-->'''Zenith:''' These machines are not currently themselves. Look past their malfunctioning aggression, and see them as living beings.
* ArtificialIntelligence: Zenith isn't just the CEO of Pinnacle, she'starget multiple tiles in a row. Since Xakran's lobbed explosive goo also a product, being an AI herself.
* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. One possible boss for their island is also a rogue robot that's managed to control somepushes, this gives it one of the Vek. Pinnacle CEO Zenith comments that if they could figure out how it did it they could finish the war tomorrow. Averted largest push radiuses in the case of Zenith, who's an AI herself, but no less determined to save humanity, and other life, from game when fully upgraded, outdone only by the Hermes Engines, a rush attack which doesn't deal damage.
* BigCreepyCrawlies: Like all Vek.
*BarrierWarrior: Shield technology was developed here first, before it spread to BraggingRightsReward: Technically they are playable, but the rest of only way to unlock them requires fulfilling basically every achievement in the islands. Both Zenith Guard game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage andthe Frozen Titans make use of it, as does the Bot Leader.
* FreezeRay: Some Pinnacle missionspush enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have you assisted by Pinnacle tanks with freeze cannons.
* GlassCannon: All Sentient Weapons have immensely powerfulquite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks,but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).
* GrewBeyondTheirProgramming:
-->'''Zenith:''' My creator did not seek to teach me 'vengeance'... but she did not have to see the horror of the Vek.
* {{Hologram}}: Zenith's avatar is a light blue hologram.
* HologramProjectionImperfection: Zenith's holographic avatar lacks a lower halfand is even more pixelated than the rest of the art style, represented by monochrome hatching rather than deal heavy damage to multiple shades squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed ofblue.
* HostileWeather: The Ice Storm hazard freezes all units4 and structures 2 HP. When fully upgraded, he can attack up to 3 tiles in a 3x3 grid.
line for 3 damage.
*InnocentlyInsensitive: Zenith mostly avoids {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, fallinginto the smugness of fellow AI Archimedes, but she does occasionally say things which might seem a little... condescending. She presumably means it kindly:
-->'''Zenith:''' ''[a pilot levels up]'' Humans gain knowledge more slowly than machines, but it is worthy of celebration when you do!
* NorthIsColdSouthIsHot: Subverted. Pinnacle is north of the searing desert of R.S.T., but south of the temperate Archive. All four islands are stated to haveback on an artificial climates.
pilot.
*LandMineGoesClick: Much the same as Archive's mines, except Pinnacles MechanicallyUnusualClass: Vek are being actively laid by malfunctioning robot mine layers and freeze the target rather than destroying them.
* OneHitPointWonder: Pinnacle's various berserk robots. This can be a problem when your mission is to try and protect them.
* PrescienceByAnalysis: Zenith again:
-->'''Zenith:''' Excellent news: my prognosticator sub-process has dramatically increased the odds of our survival based on your victory.
* SlippySlideyIceWorld: Snowy plains, frozen rivers, and buildings and enemies encased in ice. Zenith mentions the low temperatures are a deliberate choice so as to improve the synthetic residents' processing efficiency.
* ThemeNaming: The company's name is Pinnacle, and the CEO's name is Zenith. Zenith also lends her name to the Zenith Guard Mech squad.
* TurnedAgainstTheirMasters: The robots on Pinnacle have gone berserk, some blindly pursuingeffectively their programmed functions, some mindlessly attacking -- although given their armament, one might amount own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the same thing as the other.
* WeatherControlMachine: Zenith mentions thatones they keep start with. If a Vek is disabled, it loses 25 XP but still returns in the weather cold next battle.
* MonsterAllies: Tamed Vek, fighting tohelp with hardware overheating problems.
* WhatMeasureIsANonHuman: CEO Zenith is an AI herself, but assures you that she cares for her mechanical and organic employees equally. She will sometimes request you to capture rogue robotssave humanity instead of killing them, and considers killing destroy it.
* TheQuietOne: None of themunethical.exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
* AndroidsArePeopleToo: Zenith hopes you accept this, and several Pinnacle objectives are about sparing and/or defending sentient machines who've gone rogue. Most humans from Pinnacle feel the same way, and the generic pilot from Pinnacle is an AI.
-->'''Zenith:''' These machines are not currently themselves. Look past their malfunctioning aggression, and see them as living beings.
* ArtificialIntelligence: Zenith isn't just the CEO of Pinnacle, she's
* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. One possible boss for their island is also a rogue robot that's managed to control some
* BigCreepyCrawlies: Like all Vek.
*
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and
* FreezeRay: Some Pinnacle missions
* GlassCannon: All Sentient Weapons have immensely powerful
%%** Can quickly whittle down enemies through combined attacks,
* GrewBeyondTheirProgramming:
-->'''Zenith:''' My creator did not seek to teach me 'vengeance'... but she did not have to see the horror of the Vek.
* {{Hologram}}: Zenith's avatar is a light blue hologram.
* HologramProjectionImperfection: Zenith's holographic avatar lacks a lower half
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of
* HostileWeather: The Ice Storm hazard freezes all units
*
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling
-->'''Zenith:''' ''[a pilot levels up]'' Humans gain knowledge more slowly than machines, but it is worthy of celebration when you do!
* NorthIsColdSouthIsHot: Subverted. Pinnacle is north of the searing desert of R.S.T., but south of the temperate Archive. All four islands are stated to have
*
* OneHitPointWonder: Pinnacle's various berserk robots. This can be a problem when your mission is to try and protect them.
* PrescienceByAnalysis: Zenith again:
-->'''Zenith:''' Excellent news: my prognosticator sub-process has dramatically increased the odds of our survival based on your victory.
* SlippySlideyIceWorld: Snowy plains, frozen rivers, and buildings and enemies encased in ice. Zenith mentions the low temperatures are a deliberate choice so as to improve the synthetic residents' processing efficiency.
* ThemeNaming: The company's name is Pinnacle, and the CEO's name is Zenith. Zenith also lends her name to the Zenith Guard Mech squad.
* TurnedAgainstTheirMasters: The robots on Pinnacle have gone berserk, some blindly pursuing
* WeatherControlMachine: Zenith mentions that
* MonsterAllies: Tamed Vek, fighting to
* WhatMeasureIsANonHuman: CEO Zenith is an AI herself, but assures you that she cares for her mechanical and organic employees equally. She will sometimes request you to capture rogue robots
* TheQuietOne: None of them
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
Changed line(s) 958,984 (click to see context) from:
[[folder:Detritus Disposal]]
!!Detritus Disposal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/detritus.png]]
->''"If not for the Vek at our door, Officer, I'd offer you a job -- Detritus' benefits plan is unmatched."''
-->'''-- Detritus CEO Vikram Singh'''
Detritus Disposal is a waste processing and recycling corporation, and as a result, their island is ash-grey and covered in rivers of corrosive acid.
-----
* BeamSpam: The Zenith Guard squad is said to use their beam technology, and that squad has both a TractorBeam unit as well as a ridiculously powerful damage beam unit (balanced by its equally ridiculous potential for friendly fire).
* BenevolentBoss: CEO Vikram Singh is seemingly very hands-on when it comes to the safety and happiness of Detritus personnel, based on his dialogue.
* ByTheBookCop: Safety and efficiency are Vikram Singh's watchwords, a trait he seems to pass along [[AFatherToHisMen to his employees]]. Fortunately he also knows when to bend the rules:
-->'''Singh:''' While teleporting biomatter is prohibited by the Corporate Accords, I can make an exception for you -- and the Vek.
* DarkIsNotEvil: They have the gloomiest island and specialize in use of A.C.I.D and poison in their mechs. Their CEO is also a BenevolentBoss and it treats his workers like family.
* DeathNotification: When civilian buildings are destroyed in Detritus, Vikram says he'll inform the family himself. Generic Detritus pilots will actually say the same thing on other islands.
* DownInTheDumps: Their island to a tee.
* EverythingIsAnIPodInTheFuture: Vikram's office has this aesthetic, right down to his laptop being a very clear faux [[IPhony MacBook]]. The rest of the island...[[{{Mordor}} not so much]].
* AFatherToHisMen: The generic Detritus pilots mention Vikram in random dialogue quite a bit, and some of their comments echo things he says to you. Funnily enough, Singh seems to be the youngest CEO, with frequent mention of his predecessor in dev comments.
* HollywoodAcid: Called "A.C.I.D", puddles of it cause units that stop their movement in it to take additional damage. Just as green, flowing, and glowing as you'd expect. It's apparently comprised of nanites.
* InconvenientlyPlacedConveyorBelt: A feature/hazard of some Detritus maps, marked by handy arrows and activating automatically on the environment phase.
* {{Mordor}}: You could make a case for R.S.T. as well, but Detritus has the color palette of [[Film/TheLordOfTheRingsTheReturnOfTheKing Minas Morgul]] and is the last island you unlock. Subverted, however, in that Detritus is apparently a great company to work for, and produces considerable loyalty in its employees.
* ProtectionMission: A helpful case with the Disposal Unit, which has 2 HP and launches volleys of A.C.I.D. which can reduce mountain ranges to rubble, along with killing off any Vek who happen to get in the way.
* RammingAlwaysWorks: Zenith Guard features a (presumably) Detritus tank that initially can only attack by ramming, but does a fair amount of damage to its target (and a bit to itself).
* {{Slogan}}:
-->'''Singh:''' To quote our corporate motto, 'Detritus is at your disposal'.
* SwapTeleportation: Teleport pads on Detritus's company island will swap two targets occupying connected pads, which are indicated by having the same color. Teleported targets also maintain orientation.
* TeleporterAccident: Mostly averted -- objects on opposite pads will swap places, no {{Telefrag}}ging here -- but as Archimedes mentions offhandedly:
-->'''Archimedes:''' These last-gen teleporters have been known to cause occasional [[Film/TheFly DNA damage]].
!!Detritus Disposal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/detritus.png]]
->''"If not for the Vek at our door, Officer, I'd offer you a job -- Detritus' benefits plan is unmatched."''
-->'''-- Detritus CEO Vikram Singh'''
Detritus Disposal is a waste processing and recycling corporation, and as a result, their island is ash-grey and covered in rivers of corrosive acid.
-----
* BeamSpam: The Zenith Guard squad is said to use their beam technology, and that squad has both a TractorBeam unit as well as a ridiculously powerful damage beam unit (balanced by its equally ridiculous potential for friendly fire).
* BenevolentBoss: CEO Vikram Singh is seemingly very hands-on when it comes to the safety and happiness of Detritus personnel, based on his dialogue.
* ByTheBookCop: Safety and efficiency are Vikram Singh's watchwords, a trait he seems to pass along [[AFatherToHisMen to his employees]]. Fortunately he also knows when to bend the rules:
-->'''Singh:''' While teleporting biomatter is prohibited by the Corporate Accords, I can make an exception for you -- and the Vek.
* DarkIsNotEvil: They have the gloomiest island and specialize in use of A.C.I.D and poison in their mechs. Their CEO is also a BenevolentBoss and it treats his workers like family.
* DeathNotification: When civilian buildings are destroyed in Detritus, Vikram says he'll inform the family himself. Generic Detritus pilots will actually say the same thing on other islands.
* DownInTheDumps: Their island to a tee.
* EverythingIsAnIPodInTheFuture: Vikram's office has this aesthetic, right down to his laptop being a very clear faux [[IPhony MacBook]]. The rest of the island...[[{{Mordor}} not so much]].
* AFatherToHisMen: The generic Detritus pilots mention Vikram in random dialogue quite a bit, and some of their comments echo things he says to you. Funnily enough, Singh seems to be the youngest CEO, with frequent mention of his predecessor in dev comments.
* HollywoodAcid: Called "A.C.I.D", puddles of it cause units that stop their movement in it to take additional damage. Just as green, flowing, and glowing as you'd expect. It's apparently comprised of nanites.
* InconvenientlyPlacedConveyorBelt: A feature/hazard of some Detritus maps, marked by handy arrows and activating automatically on the environment phase.
* {{Mordor}}: You could make a case for R.S.T. as well, but Detritus has the color palette of [[Film/TheLordOfTheRingsTheReturnOfTheKing Minas Morgul]] and is the last island you unlock. Subverted, however, in that Detritus is apparently a great company to work for, and produces considerable loyalty in its employees.
* ProtectionMission: A helpful case with the Disposal Unit, which has 2 HP and launches volleys of A.C.I.D. which can reduce mountain ranges to rubble, along with killing off any Vek who happen to get in the way.
* RammingAlwaysWorks: Zenith Guard features a (presumably) Detritus tank that initially can only attack by ramming, but does a fair amount of damage to its target (and a bit to itself).
* {{Slogan}}:
-->'''Singh:''' To quote our corporate motto, 'Detritus is at your disposal'.
* SwapTeleportation: Teleport pads on Detritus's company island will swap two targets occupying connected pads, which are indicated by having the same color. Teleported targets also maintain orientation.
* TeleporterAccident: Mostly averted -- objects on opposite pads will swap places, no {{Telefrag}}ging here -- but as Archimedes mentions offhandedly:
-->'''Archimedes:''' These last-gen teleporters have been known to cause occasional [[Film/TheFly DNA damage]].
to:
!!Detritus Disposal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/detritus.png]]
->''"If not for
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are the
-->'''--
Detritus Disposal is a waste processing
Four corporations safeguard and
-----
* BeamSpam:
----
* BenevolentBoss:
* ByTheBookCop: Safety and efficiency are Vikram Singh's watchwords, a trait he seems to pass along [[AFatherToHisMen to his employees]]. Fortunately he also knows when to bend the rules:
-->'''Singh:''' While teleporting biomatter is prohibited by the Corporate Accords, I can make an exception for you -- and
*
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and
* DeathNotification: When civilian buildings are destroyed in Detritus, Vikram says he'll inform the family himself. Generic Detritus pilots will actually say the same thing on other islands.
* DownInTheDumps: Their island to a tee.
* EverythingIsAnIPodInTheFuture: Vikram's office has this aesthetic, right down to his laptop being a very clear faux [[IPhony MacBook]]. The rest of the island...[[{{Mordor}}
* AFatherToHisMen: The generic Detritus pilots mention Vikram in random dialogue quite a bit, and some of their comments echo things he says to you. Funnily enough, Singh seems to be the youngest CEO, with frequent mention of his predecessor in dev comments.
* HollywoodAcid: Called "A.C.I.D", puddles of it cause units that stop their movement in it to take additional damage. Just as green, flowing, and glowing as you'd expect. It's apparently comprised of nanites.
* InconvenientlyPlacedConveyorBelt: A feature/hazard of some Detritus maps, marked by handy arrows and activating automatically on the environment phase.
* {{Mordor}}: You could make a case for
** R.S.T.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is
* OneNationUnderCopyright: A benevolent example, a
* ProtectionMission: A
* RammingAlwaysWorks: Zenith Guard features a (presumably) Detritus tank that initially can only attack by ramming, but does a fair amount of damage to its target (and a bit to itself).
* {{Slogan}}:
-->'''Singh:''' To quote our corporate motto, 'Detritus is at your disposal'.
* SwapTeleportation: Teleport pads on Detritus's company island will swap two targets occupying connected pads,
* TeleporterAccident: Mostly averted -- objects on opposite pads
-->'''Archimedes:''' These last-gen teleporters
Added DiffLines:
[[folder:Archive, Inc.]]
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the rocket launched! Er, well, I mean, I was SURE it would, but Old Earth relics can be, um, unreliable sometimes."''
-->'''-- Archive, Inc. CEO Dewey Alms'''
Archive, Inc. rules over an island designed to look like Earth as it once was, temperate and scenic. They also maintain a number of examples of Old Earth technology.
----
* {{Arcadia}}: {{Downplayed}}, but Archive's lack of advanced technology, green forests, and unspoiled waters stand out compared to the other islands, basically because Archive's island is apparently like a national park where parts are intentionally left undeveloped.
* AwesomeAnachronisticApparel: By the standards of the futuristic setting, the fact that Dewey Alms wears a 20th century suit and works in a wood-paneled office full of dead-tree books certainly stands out.
* BornInTheWrongCentury: CEO Dewey Alms calls himself a relic, but doesn't look ''that'' old. Still, he certainly can't be faulted for being a [[AscendedFan fan]] of what Archive does, given the state of the rest of the world.
* BreakOutTheMuseumPiece: In different missions Archive fields antique fighter jets, old tanks, and missile artillery to support the player. It's all surprisingly effective.
* BunnyEarsLawyer: A whole corporation built on preserving history seems a bit strange, compared to the the primary industries of the other islands. All you can really say is that Archive seems like a pleasant, possibly even somewhat dull place to live and work. When you reach the other islands, you can see what an achievement that is.
* CoolTrain: An old diesel locomotive. Well, Dewey thinks it's cool, alright? And he calls it [[ICallItVera Horace]].
* FamilyBusiness: Dewey frequently mentions his grandfather when speaking of his duty to history and Old Earth.
* FanOfThePast: It's the future and unbelievable technologies might exist, but Archive does everything they can to turn their island into a living museum of the past. Given that the whole of humanity has been reduced to living under constant attack by the Vek, it's hard to blame them.
* GiantWallOfWateryDoom: The Tidal Wave hazard turns any tile it hits into water, including reducing ''mountains'' to rubble. Luckily Archive's buildings are built to take it.
* GreenHillZone: Archive, Inc. is a museum island that recreates Earth as it was before the oceans rose. It's full of forests and grassland, as opposed to the desert, tundra, and industrial wasteland of the other islands. On your first run, it's the first island you visit.
* LandMineGoesClick: Overlaps with IncrediblyObviousBomb -- the mines are gigantic and highly visible even if they didn't also feature flashing red lights. The Vek still don't seem to notice them, however, nor do they seem to be able to avoid the blast zone when Archive launches a satellite.
* LethalJokeCharacter: Their ancient tech is unreliable and none of them are really trained in how to use it -- their air strikes are a menace, and everyone seems to know it. Yet they're also seemingly the safest island, and for every danger they pose to the unwary Mech pilot, double that for the Vek. It's remarkable how much help those old bombers, tanks, and artillery pieces can be.
* MakingASplash: Has more water, fresh and salt, than any other island. Bursting dams and incoming tidal waves can make a mess of earthbound Vek.
* RagnarokProofing: While they can't stand up to direct Vek attack, Archive's buildings have stood for centuries and can take hits from tidal waves that submerge whole mountains.
* YeGoodeOldeDays: A whole island dedicated to preserving their memory.
[[/folder]]
[[folder:R.S.T. Corporation]]
!!R.S.T. Corporation
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/20180302222529_1.jpg]]
->''"My advisors insist that we're losing the fight. They also insist I trust you. And since those cowards rarely insist I do anything, I'm giving you a chance to prove yourselves."''
-->'''-- R.S.T. CEO Jessica Kern'''
R.S.T. rules a desert island ravaged by their use of terraforming techologies against the Vek. Their island is constantly at risk from extreme storm conditions.
----
* BigGood: CEO Jessica Kern is the MissionControl for the [[FinalBoss Volcano Hive assault]], and R.S.T. provides the [[MacGuffin Renfield bomb]] needed to stand a chance of destroying the Volcanic Hive.
* BottomlessPits: A combination of the constant terraforming and the Vek's tunneling has opened a great many of these across the island. The Cataclysm mission hazard involves half the map falling into an enormous sinkhole, a product of runaway terraforming, at a rate of one row per round.
* CatchPhrase: Any time a grid building is destroyed, or an objective is failed:
-->'''Kern:''' ...Careless.
* DeadlyDustStorm: R.S.T.'s desert tiles turn into smoke/dust clouds when attacked. Hindering giant Mechs and Vek as much as they do, one can only imagine what they'd do at a human-sized scale.
* DishingOutDirt: Their specialty is terraforming, which they can do on the fly: leveling mountains, filling in chasms, and turning any terrain into barren desert over the course of a single round.
* GoingDownWithTheShip: When the grid goes offline...
-->'''Kern:''' It is over. Escape if you can... I will die here, with my people.
* GoodIsNotNice: Jessica Kern is an unyielding, suspicious, hypercritical MoralPragmatist and PerpetualFrowner, but she's willing to do anything to stop the Vek, and won't run or shirk her responsibilities to the very last.
* HostileTerraforming: Able and willing to turn what few patches of greenery remain on their island into desert and demolish entire mountain ranges if it means [[IDidWhatIHadToDo one less foothold for the Vek.]]
* HostileWeather: Lightning strikes will kill any unit they hit.
* IDidWhatIHadToDo: The corporation as a whole has a reputation for this, with CEO Kern and Abe Isamu being prominent cases.
* IronLady: The supremely self-assured Kern is the oldest CEO: tough, sharp-tongued, and generally dismissive of the player from the time they arrive.
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
* NoPlansNoPrototypeNoBackup: Averted. If the Renfield Bomb is destroyed in the last mission, Kern reveals that R.S.T. did the smart thing and built a large supply of backups, though it adds more turns to the countdown due to needing more time to arm the new bombs.
* ProtectionMission: In addition to the usual types, R.S.T. has an Earth Mover, which will fill in a large BottomlessPit over the course of a mission, and a Terraformer, which is used to destroy the surviving greenery on R.S.T. as well as killing any surviving Vek.
** You may also need to protect two prototype Renfield Bombs, a CallForward to the final mission, where you'll need to protect the real thing until it detonates, blowing the Vek's Volcanic Hive sky-high. The protoypes have only 1 HP each -- the real bomb has 4.
* ShiftingSandLand: The island is mostly sand, bare rock, huge dunes, plunging canyons, and mountains.
* ShockAndAwe: Not only does their island have unusually powerful lightning storms stirred up by their constant terraforming, but the mechs in R.S.T. squads are also usually armed with lightning weapons.
* {{Terraforming}}: The corporation's business is the wholesale re-landscaping of what little remaining land mass exists on Earth.
[[/folder]]
[[folder:Pinnacle Robotics]]
!!Pinnacle Robotics
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinnacle.jpg]]
->''"I hope you can respect both forms of life on this island, organic and mechanical."''
-->'''-- Pinnacle CEO Zenith'''
Pinnacle Robotics fights both against the Vek and rogue robots of their own design on an icy island. Their CEO is Zenith, herself an advanced artificial intelligence.
----
* AllLovingHero: Believes that humans and sentient machines are equally important, and that the Vek are a threat to all life.
* AndroidsArePeopleToo: Zenith hopes you accept this, and several Pinnacle objectives are about sparing and/or defending sentient machines who've gone rogue. Most humans from Pinnacle feel the same way, and the generic pilot from Pinnacle is an AI.
-->'''Zenith:''' These machines are not currently themselves. Look past their malfunctioning aggression, and see them as living beings.
* ArtificialIntelligence: Zenith isn't just the CEO of Pinnacle, she's also a product, being an AI herself.
* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. One possible boss for their island is also a rogue robot that's managed to control some of the Vek. Pinnacle CEO Zenith comments that if they could figure out how it did it they could finish the war tomorrow. Averted in the case of Zenith, who's an AI herself, but no less determined to save humanity, and other life, from the Vek.
* BarrierWarrior: Shield technology was developed here first, before it spread to the rest of the islands. Both Zenith Guard and the Frozen Titans make use of it, as does the Bot Leader.
* FreezeRay: Some Pinnacle missions have you assisted by Pinnacle tanks with freeze cannons.
* GlassCannon: All Sentient Weapons have immensely powerful attacks, but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).
* GrewBeyondTheirProgramming:
-->'''Zenith:''' My creator did not seek to teach me 'vengeance'... but she did not have to see the horror of the Vek.
* {{Hologram}}: Zenith's avatar is a light blue hologram.
* HologramProjectionImperfection: Zenith's holographic avatar lacks a lower half and is even more pixelated than the rest of the art style, represented by monochrome hatching rather than multiple shades of blue.
* HostileWeather: The Ice Storm hazard freezes all units and structures in a 3x3 grid.
* InnocentlyInsensitive: Zenith mostly avoids falling into the smugness of fellow AI Archimedes, but she does occasionally say things which might seem a little... condescending. She presumably means it kindly:
-->'''Zenith:''' ''[a pilot levels up]'' Humans gain knowledge more slowly than machines, but it is worthy of celebration when you do!
* NorthIsColdSouthIsHot: Subverted. Pinnacle is north of the searing desert of R.S.T., but south of the temperate Archive. All four islands are stated to have artificial climates.
* LandMineGoesClick: Much the same as Archive's mines, except Pinnacles are being actively laid by malfunctioning robot mine layers and freeze the target rather than destroying them.
* OneHitPointWonder: Pinnacle's various berserk robots. This can be a problem when your mission is to try and protect them.
* PrescienceByAnalysis: Zenith again:
-->'''Zenith:''' Excellent news: my prognosticator sub-process has dramatically increased the odds of our survival based on your victory.
* SlippySlideyIceWorld: Snowy plains, frozen rivers, and buildings and enemies encased in ice. Zenith mentions the low temperatures are a deliberate choice so as to improve the synthetic residents' processing efficiency.
* ThemeNaming: The company's name is Pinnacle, and the CEO's name is Zenith. Zenith also lends her name to the Zenith Guard Mech squad.
* TurnedAgainstTheirMasters: The robots on Pinnacle have gone berserk, some blindly pursuing their programmed functions, some mindlessly attacking -- although given their armament, one might amount to the same thing as the other.
* WeatherControlMachine: Zenith mentions that they keep the weather cold to help with hardware overheating problems.
* WhatMeasureIsANonHuman: CEO Zenith is an AI herself, but assures you that she cares for her mechanical and organic employees equally. She will sometimes request you to capture rogue robots instead of killing them, and considers killing them unethical.
[[/folder]]
[[folder:Detritus Disposal]]
!!Detritus Disposal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/detritus.png]]
->''"If not for the Vek at our door, Officer, I'd offer you a job -- Detritus' benefits plan is unmatched."''
-->'''-- Detritus CEO Vikram Singh'''
Detritus Disposal is a waste processing and recycling corporation, and as a result, their island is ash-grey and covered in rivers of corrosive acid.
-----
* BeamSpam: The Zenith Guard squad is said to use their beam technology, and that squad has both a TractorBeam unit as well as a ridiculously powerful damage beam unit (balanced by its equally ridiculous potential for friendly fire).
* BenevolentBoss: CEO Vikram Singh is seemingly very hands-on when it comes to the safety and happiness of Detritus personnel, based on his dialogue.
* ByTheBookCop: Safety and efficiency are Vikram Singh's watchwords, a trait he seems to pass along [[AFatherToHisMen to his employees]]. Fortunately he also knows when to bend the rules:
-->'''Singh:''' While teleporting biomatter is prohibited by the Corporate Accords, I can make an exception for you -- and the Vek.
* DarkIsNotEvil: They have the gloomiest island and specialize in use of A.C.I.D and poison in their mechs. Their CEO is also a BenevolentBoss and it treats his workers like family.
* DeathNotification: When civilian buildings are destroyed in Detritus, Vikram says he'll inform the family himself. Generic Detritus pilots will actually say the same thing on other islands.
* DownInTheDumps: Their island to a tee.
* EverythingIsAnIPodInTheFuture: Vikram's office has this aesthetic, right down to his laptop being a very clear faux [[IPhony MacBook]]. The rest of the island...[[{{Mordor}} not so much]].
* AFatherToHisMen: The generic Detritus pilots mention Vikram in random dialogue quite a bit, and some of their comments echo things he says to you. Funnily enough, Singh seems to be the youngest CEO, with frequent mention of his predecessor in dev comments.
* HollywoodAcid: Called "A.C.I.D", puddles of it cause units that stop their movement in it to take additional damage. Just as green, flowing, and glowing as you'd expect. It's apparently comprised of nanites.
* InconvenientlyPlacedConveyorBelt: A feature/hazard of some Detritus maps, marked by handy arrows and activating automatically on the environment phase.
* {{Mordor}}: You could make a case for R.S.T. as well, but Detritus has the color palette of [[Film/TheLordOfTheRingsTheReturnOfTheKing Minas Morgul]] and is the last island you unlock. Subverted, however, in that Detritus is apparently a great company to work for, and produces considerable loyalty in its employees.
* ProtectionMission: A helpful case with the Disposal Unit, which has 2 HP and launches volleys of A.C.I.D. which can reduce mountain ranges to rubble, along with killing off any Vek who happen to get in the way.
* RammingAlwaysWorks: Zenith Guard features a (presumably) Detritus tank that initially can only attack by ramming, but does a fair amount of damage to its target (and a bit to itself).
* {{Slogan}}:
-->'''Singh:''' To quote our corporate motto, 'Detritus is at your disposal'.
* SwapTeleportation: Teleport pads on Detritus's company island will swap two targets occupying connected pads, which are indicated by having the same color. Teleported targets also maintain orientation.
* TeleporterAccident: Mostly averted -- objects on opposite pads will swap places, no {{Telefrag}}ging here -- but as Archimedes mentions offhandedly:
-->'''Archimedes:''' These last-gen teleporters have been known to cause occasional [[Film/TheFly DNA damage]].
[[/folder]]
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* ACommanderIsYou: A toolbox faction, offering little in the way of an overarching gameplan and more a series of versatile weapons that require synergy to come together outside their specific niches. For instance, Bombling Mechs Walking Bombs deal low damage and can cause a lot of collateral damage on tighter maps, but they are also instrumental in allowing Pierce Mech to apply its cannon on open maps and allows you to tailor Exchange Mech’s teleports to go where you want them.
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* ACommanderIsYou: A toolbox faction, offering little in the way of an overarching gameplan and more a series of versatile weapons that require synergy to come together outside their specific niches. For instance, Bombling Mechs Walking Bombs deal low damage and can cause a lot of collateral damage harm on tighter maps, but they are also instrumental in allowing Pierce Mech to apply its cannon on open maps and allows you to tailor Exchange Mech’s teleports to go where you want them.
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* ArmorPiercingAttack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
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* ArmorPiercingAttack: The Pierce Mech’s AP gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.side.
*DifficultButAwesome: Each mech can be quite awkward to use on their own. The Pierce Mech and Exchange Mech each require quite specific enemy positioning, whereas the Bombling mech lacks the damage and positioning tools of other ranged mechs. However, comboing them all together can result in some devistatingly effective turns with each covering for the others weaknesses.
*DifficultButAwesome: Each mech can be quite awkward to use on their own. The Pierce Mech and Exchange Mech each require quite specific enemy positioning, whereas the Bombling mech lacks the damage and positioning tools of other ranged mechs. However, comboing them all together can result in some devistatingly effective turns with each covering for the others weaknesses.
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A young woman with an arrogant attitude.
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A young woman with an arrogant and somewhat pessimistic attitude.
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* NonconformistDyedHair: Her purple mowhawk is a match for her personality being quite different from anyone else's. While some of the other pilots have been at this a while (like Ralph Karlsson) or are a bit arrogant (like Henry Kwan or Archimedes), none of them are quite so ''cold'' about it.
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* MadLibsCatchphrase: She uses the word "Repetition" in a very repetitive way. "Repetition is X." "Repetition is Y."
* NonconformistDyedHair: Her purplemowhawk mohawk is a match for her personality being quite different from anyone else's. While some of the other pilots have been at this a while (like Ralph Karlsson) or are a bit arrogant (like Henry Kwan or Archimedes), none of them are quite so ''cold'' about it.
* NonconformistDyedHair: Her purple
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* TropeName:
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* TropeName:MeaningfulName: To [[UsefulNotes/HomeFrontUSA Rosie the Riveter]].
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One of the new pilots in Advanced Edition.
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[[folder:Secret Pilots (Spoilers)]]
!!Secret Pilots
!!!In General
The following tropes apply to all three secret pilots:
!!Secret Pilots
!!!In General
The following tropes apply to all three secret pilots:
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!!Secret Pilots
!!!In General
The following tropes apply to all three secret pilots:
!!Kai Miller
%%[[quoteright:130:TBD]]
%%->''"Quote goes here."''
%%'''Origin:''' \\
'''Special Ability:''' Arrogant Boost (+1 damage if at full health, -1 Move if not)
::
A young woman with an arrogant attitude.
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* TheCameo: All three are members of alien races from Subset Games' previous title, ''VideoGame/{{FTL}}''.
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneath a mountain or visibly glowing under a patch of ice. The following turn, an escape pod will fall -- just like a time pod, you much protect that pod until the end of the level. And if you uncover the beacon but don't pick it up, or pick it up just before ending the level so that the pod doesn't have time to fall, it doesn't count.]]
* HumanoidAliens: To a greater or lesser degree.
* SecretCharacter: Only hinted at by the presence of the "Distant Friends" achievement.
* StarfishLanguage: Each of the aliens use a different language, with Kazaaak speaking in clicks, Ariadne using grinding and Mafan speaking in dots, asterisks and lines.
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
'''Special Ability:''' Mantis (a 2-damage melee attack (which also pushes) which replaces Repair)
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneath a mountain or visibly glowing under a patch of ice. The following turn, an escape pod will fall -- just like a time pod, you much protect that pod until the end of the level. And if you uncover the beacon but don't pick it up, or pick it up just before ending the level so that the pod doesn't have time to fall, it doesn't count.]]
* HumanoidAliens: To a greater or lesser degree.
* SecretCharacter: Only hinted at by the presence of the "Distant Friends" achievement.
* StarfishLanguage: Each of the aliens use a different language, with Kazaaak speaking in clicks, Ariadne using grinding and Mafan speaking in dots, asterisks and lines.
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
'''Special Ability:''' Mantis (a 2-damage melee attack (which also pushes) which replaces Repair)
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* TheCameo: All three are members of alien races from Subset Games' previous title, ''VideoGame/{{FTL}}''.
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneathDeadpanSnarker: She has a mountain or visibly glowing under a patch of ice. The following turn, an escape pod will fall -- sarcastic quip for just like about every situation.
* NonconformistDyedHair: Her purple mowhawk is atime pod, you much protect that pod until the end of the level. And if you uncover the beacon but don't pick it up, or pick it up just before ending the level so that the pod doesn't have time to fall, it doesn't count.]]
* HumanoidAliens: To a greater or lesser degree.
* SecretCharacter: Only hinted at by the presence of the "Distant Friends" achievement.
* StarfishLanguage: Each of the aliens use amatch for her personality being quite different language, with Kazaaak speaking from anyone else's. While some of the other pilots have been at this a while (like Ralph Karlsson) or are a bit arrogant (like Henry Kwan or Archimedes), none of them are quite so ''cold'' about it.
* SeenItAll: Many of her comments imply that she's fought inclicks, Ariadne using grinding and Mafan speaking in dots, asterisks and lines.
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
so many timelines that it has drained any enthusiasm she once possessed.
[[/folder]]
[[folder:Rosie Rivets]]
!!Rosie Rivets
%%[[quoteright:130:TBD]]
%%->''"Quote goes here."''
%%'''Origin:''' \\
'''Special Ability:'''Mantis (a 2-damage melee attack (which also pushes) which replaces Repair)Reassuring Hand (After moving, repairs adjacent mechs)
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneath
* NonconformistDyedHair: Her purple mowhawk is a
* HumanoidAliens: To a greater or lesser degree.
* SecretCharacter: Only hinted at by the presence of the "Distant Friends" achievement.
* StarfishLanguage: Each of the aliens use a
* SeenItAll: Many of her comments imply that she's fought in
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
[[/folder]]
[[folder:Rosie Rivets]]
!!Rosie Rivets
%%[[quoteright:130:TBD]]
%%->''"Quote goes here."''
%%'''Origin:''' \\
'''Special Ability:'''
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The Mantis are a race of space-faring warlike mantids, taking great pleasure in hunting down alien prey. Even among the vicious Mantis race, however, Kazaaakpleth is feared for his willingness to hunt his own kind. While he claims it's just for the bounty money, and to take down evil-doers, he secretly covets the experience of killing another insect. After a fight that ended poorly, he fled towards Earth, detecting a beacon from the corporate islands. When he landed, he found himself in paradise: a world teeming with hostile insects, alongside the tools to let him slaughter them. He's happy to help humanity deal with their Vek problem, though he would take the opportunity to leave Earth if he could.
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* AbsurdlySharpClaws: So sharp they somehow grant a melee attack to a mech hundreds of times his size.
* AttackAttackAttack: Gives up the ability to repair his mech in favor of his claw attack. Seemingly a small difference, but it can have a major impact on how he plays.
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage he can take, alongside making him more vulnerable to status effects. However, the attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained to be one of the few mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack that deals 2 points of damage and pushes the target -- sacrificing defensive versatility for additional offense. This can be very useful for artillery or science mechs that don't fare well in close combat. (Or in the case of most science mechs, don't have any offensive capability whatsoever.)
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
'''Special Ability:''' Rockman (+3 HP and immune to fire)
* AttackAttackAttack: Gives up the ability to repair his mech in favor of his claw attack. Seemingly a small difference, but it can have a major impact on how he plays.
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage he can take, alongside making him more vulnerable to status effects. However, the attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained to be one of the few mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack that deals 2 points of damage and pushes the target -- sacrificing defensive versatility for additional offense. This can be very useful for artillery or science mechs that don't fare well in close combat. (Or in the case of most science mechs, don't have any offensive capability whatsoever.)
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
'''Special Ability:''' Rockman (+3 HP and immune to fire)
to:
* AbsurdlySharpClaws: So sharp they somehow grant a melee attack to a mech hundreds of times his size.
* AttackAttackAttack: Gives up the ability to repair his mech in favor of his claw attack. Seemingly a small difference, but it can have a major impact on how he plays.
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage he can take, alongside making him more vulnerable to status effects. However, the attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained to be one of the few mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack that deals 2 points of damage and pushes the target -- sacrificing defensive versatility for additional offense. This can be very useful for artillery or science mechs that don't fare well in close combat. (Or in the case of most science mechs, don't have any offensive capability whatsoever.)
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
TropeName:
[[/folder]]
[[folder:Morgan Lejeune]]
!!Morgan Lejeune
%%[[quoteright:130:TBD]]
%%->''"Quote goes here."''
%%'''Origin:''' \\
'''Special Ability:'''Rockman (+3 HP and immune to fire)Field Research (After killing his first Vek per mission, +1 damage until end of mission)
* AttackAttackAttack: Gives up the ability to repair his mech in favor of his claw attack. Seemingly a small difference, but it can have a major impact on how he plays.
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage he can take, alongside making him more vulnerable to status effects. However, the attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained to be one of the few mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack that deals 2 points of damage and pushes the target -- sacrificing defensive versatility for additional offense. This can be very useful for artillery or science mechs that don't fare well in close combat. (Or in the case of most science mechs, don't have any offensive capability whatsoever.)
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
[[/folder]]
[[folder:Morgan Lejeune]]
!!Morgan Lejeune
%%[[quoteright:130:TBD]]
%%->''"Quote goes here."''
%%'''Origin:''' \\
'''Special Ability:'''
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The Rockmen are a race of humanoids made of rock. Their space-borne society is highly dogmatic and religious, with criminals being cast out into uninhabited space. Ariadne was a member of the Rockmen who was arranged to be married to a chieftain before she broke the law and fled in a spaceship, following a beacon to Earth. The new society she finds herself in makes her uncomfortable, however, and so she looks towards time travel technology as a way to erase her crimes and enable her to return home.
to:
Changed line(s) 500,511 (click to see context) from:
* ArrangedMarriage: Was escaping one of these when she picked up the beacon that led her to Earth.
* ContinuityNod: Her backstory refers to a sidequest in ''FTL'' where you are given the option to escort her to her groom or save her from her marriage at the last minute.
* ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, on top of any piloting or mech reactor boosts. This means she can max out at 10 HP with the right mech (11 with the Networked Armor passive) , in a game where most units start with 2 or 3 HP.
* RockMonster: From a race of alien rockpeople.
* RunawayBride: She ended up on Earth while on the run from an unwanted marriage to a Basilisk chief.
* SiliconBasedLife: Rockmen, being primarily made up of stone.
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
'''Special Ability:''' Zoltan (+1 Reactor Core; reduces Mech HP to 1, but gains a shield every turn)
* ContinuityNod: Her backstory refers to a sidequest in ''FTL'' where you are given the option to escort her to her groom or save her from her marriage at the last minute.
* ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, on top of any piloting or mech reactor boosts. This means she can max out at 10 HP with the right mech (11 with the Networked Armor passive) , in a game where most units start with 2 or 3 HP.
* RockMonster: From a race of alien rockpeople.
* RunawayBride: She ended up on Earth while on the run from an unwanted marriage to a Basilisk chief.
* SiliconBasedLife: Rockmen, being primarily made up of stone.
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
'''Special Ability:''' Zoltan (+1 Reactor Core; reduces Mech HP to 1, but gains a shield every turn)
to:
* ContinuityNod: Her backstory refers to a sidequest in ''FTL'' where you are given the option to escort her to her groom or save her from her marriage at the last minute.
* ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, on top of any piloting or mech reactor boosts. This means she can max out at 10 HP with the right mech (11 with the Networked Armor passive) , in a game where most units start with 2 or 3 HP.
* RockMonster: From a race of alien rockpeople.
* RunawayBride: She ended up on Earth while on the run from an unwanted marriage to a Basilisk chief.
* SiliconBasedLife: Rockmen, being primarily made up of stone.
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
[[/folder]]
[[folder:Adam]]
!!Adam
%%[[quoteright:130:TBD]]
%%->''"Quote goes here."''
%%'''Origin:''' \\
'''Special Ability:'''
Changed line(s) 513 (click to see context) from:
The Zoltan are a species of wise, tactful, energy beings. Mafan is a member of the species who picked up a beacon from Earth and travelled there. It believes that the temporal loop caused by the war against the Vek to be a method of enlightenment, reliving and reflecting on the same events over and over again.
to:
Changed line(s) 515,521 (click to see context) from:
* AscendToAHigherPlaneOfExistence: The Zoltan as a species believe they're on the verge of this. Mafan believes the Breach itself may be a path toward this ascension.
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shield at the start of each round.
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you need to be on guard for any potential chain reactions.
* NoSell: Gains a free shield at the start of each turn. Since shields negate any amount of damage, this can make him remarkably durable, despite his lack of HP. He's also immune to fire and freezing while the shield is up, making him very strong in the Ice Mech (which normally freezes itself with its weapon).
* OneHitPointWonder: Reduces the HP of any mech he pilots to 1, regardless of what it was before.
* PowerGlows: Has a unique green shield bubble, as opposed to the transparent blue shield of most other characters.
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shield at the start of each round.
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you need to be on guard for any potential chain reactions.
* NoSell: Gains a free shield at the start of each turn. Since shields negate any amount of damage, this can make him remarkably durable, despite his lack of HP. He's also immune to fire and freezing while the shield is up, making him very strong in the Ice Mech (which normally freezes itself with its weapon).
* OneHitPointWonder: Reduces the HP of any mech he pilots to 1, regardless of what it was before.
* PowerGlows: Has a unique green shield bubble, as opposed to the transparent blue shield of most other characters.
to:
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shield at the start of each round.
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you need to be on guard for any potential chain reactions.
* NoSell: Gains a free shield at the start of each turn. Since shields negate any amount of damage, this can make him remarkably durable, despite his lack of HP. He's also immune to fire and freezing while the shield is up, making him very strong in the Ice Mech (which normally freezes itself with its weapon).
* OneHitPointWonder: Reduces the HP of any mech he pilots to 1, regardless of what it was before.
* PowerGlows: Has a unique green shield bubble, as opposed to the transparent blue shield of most other characters.
Changed line(s) 524,527 (click to see context) from:
!Mech Squads
[[folder:Squads]]
!!Squads
[[folder:Squads]]
!!Squads
to:
[[folder:Squads]]
!!Squads
!!Secret Pilots
Changed line(s) 529,532 (click to see context) from:
->''"Hang in there, little Artillery Mech, I'll fix you all up when we get back to the Carrier..."''
-->'''-- Lily Reed'''
The following tropes apply to multiple squads:
-->'''-- Lily Reed'''
The following tropes apply to multiple squads:
to:
-->'''-- Lily Reed'''
Changed line(s) 534,567 (click to see context) from:
* ActionBomb: The Self-Destruct weapon kills the user and all Vek adjacent to them.
* AreaOfEffect: Various Ranged-class mortar attacks, which affect squares in various directions around the target zone. A few Mechs have [=AoE=] effects which center on themselves and affect adjacent squares.
* CastFromHitpoints: Ramming Engines (default on the Charge Mech), Hydraulic Legs (default on the Leap Mech), Unstable Cannon (default on the Unstable Mech), Vortex Fist, and Burning Mortar all do damage to the user.
* {{Cephalothorax}}: Most Primes are roughly humanoid, but with a large glowing eye in their chest or abdomen rather than a distinct head region.
* ChickenWalker: The Primes for Zenith Guard and the Hazardous Mechs have backwards knee joints.
* CloseRangeCombatant: Prime weapons tend to work best up close. The map-crossing Burst Beam loses a point of damage for each tile it travels.
* ACommanderIsYou: Not that you can play as the Vek, but humanity as a whole are the Elitist Faction to the Vek's Spammer Faction, with a triplet of mechs facing off against the swarms of Vek.
* CoolPlane: Only one proper plane Mech, the Rusting Hulks' Jet Mech.
* CyberCyclops: All the Primes other than Laser Mech, plus the Swap Mech have a single, highlighted eye. The Pulse Mech and Charge Mech have {{One Way Visor}}s instead.
* FragileSpeedster: Flying mechs have much greater maneuverability even when they don't have higher speed, but none of them has more than 2 starting HP.
* FriendlyFireproof: Many [=AoE=] weapons can be upgraded to negate the damage they would deal to structures and/or allies.
* GlassCannon: Ranged Mechs tend to fall under this. Many of them start with only 2 HP, and ranged weapons are frequently expensive to upgrade, so you might find you have better things to spend your power on than HP. The best armor is to keep out of range, of course.
* HoverTank: The Ice Mech is both a hover tank and a spider tank. The Nano tech is mostly just three A.C.I.D. reservoir tanks in the back and a huge nozzle in the front.
* HumongousMecha: The giant fighting robots, tanks, and jets built to take on the similarly giant insectoid Vek are all referred to as mechs, but only the Prime mechs are roughly humanoid.
* JackOfAllStats: Prime Mechs are generally designed to perform best at close range -- the more targets the better. They have a good mix of damage, durability, movement, and light control abilities.
** Straight-ahead projectile weapons can cross the whole map, only stopping when they hit something, but they actually work just as well up close.
* LongRangeFighter: Ranged Mechs, naturally. Lobbed artillery projectiles can arc over buildings, but require the mech to maintain a distance of at least one square between them and their target, however, meaning they can't fight back if cornered or webbed.
* PaletteSwap: Before starting a run, you have the option of switching the colors of your mechs to the paint job of any other squad you've unlocked.
* SpiderTank: Ranged Mechs, as well as the Pulse and Gravity Mechs, are all 4-legged walkers.
* SquishyWizard: Most Science-class Mechs are weak on both defense and offense, but have unique abilities to manipulate the battlefield.
* StoneWall: Brutes and Primes tend to focus on durability if they're not set up for damage.
* SupportPartyMember: Various Mechs which can't deal damage by themselves, along with whichever mech in a squad gets to hold onto the squad's passive ability, if any.
** More specifically, Science-Class mechs. They are focused more on manipulating the positioning of units, such as shoving vek away from buildings or breaking your other mechs free from webbing, or providing passive effects and debuffs on vek.
* TankGoodness: Some of your building-sized Brute Mechs are just giant tanks, with equally giant cannons to go with it. You can even unlock the ability to launch mini tanks as support units off of some mechs.
* UtilityPartyMember: Science-Class Mechs fill this role. Their weapons are unable to damage enemies, but they usually compensate with adeptness in another area, such as flight, or a passive effect that aids the squad's strategy.
[[/folder]]
[[folder:Rift Walkers]]
!!Rift Walkers
''These were the very first Mechs to fight against the Vek. They are efficient and reliable.''
The first and only squad unlocked at the start of a new game profile.
'''Mechs:''' [[HumongousMecha Combat Mech]] (Prime), [[TankGoodness Cannon Mech]] (Brute), [[SpiderTank Artillery Mech]] (Ranged)
* AreaOfEffect: Various Ranged-class mortar attacks, which affect squares in various directions around the target zone. A few Mechs have [=AoE=] effects which center on themselves and affect adjacent squares.
* CastFromHitpoints: Ramming Engines (default on the Charge Mech), Hydraulic Legs (default on the Leap Mech), Unstable Cannon (default on the Unstable Mech), Vortex Fist, and Burning Mortar all do damage to the user.
* {{Cephalothorax}}: Most Primes are roughly humanoid, but with a large glowing eye in their chest or abdomen rather than a distinct head region.
* ChickenWalker: The Primes for Zenith Guard and the Hazardous Mechs have backwards knee joints.
* CloseRangeCombatant: Prime weapons tend to work best up close. The map-crossing Burst Beam loses a point of damage for each tile it travels.
* ACommanderIsYou: Not that you can play as the Vek, but humanity as a whole are the Elitist Faction to the Vek's Spammer Faction, with a triplet of mechs facing off against the swarms of Vek.
* CoolPlane: Only one proper plane Mech, the Rusting Hulks' Jet Mech.
* CyberCyclops: All the Primes other than Laser Mech, plus the Swap Mech have a single, highlighted eye. The Pulse Mech and Charge Mech have {{One Way Visor}}s instead.
* FragileSpeedster: Flying mechs have much greater maneuverability even when they don't have higher speed, but none of them has more than 2 starting HP.
* FriendlyFireproof: Many [=AoE=] weapons can be upgraded to negate the damage they would deal to structures and/or allies.
* GlassCannon: Ranged Mechs tend to fall under this. Many of them start with only 2 HP, and ranged weapons are frequently expensive to upgrade, so you might find you have better things to spend your power on than HP. The best armor is to keep out of range, of course.
* HoverTank: The Ice Mech is both a hover tank and a spider tank. The Nano tech is mostly just three A.C.I.D. reservoir tanks in the back and a huge nozzle in the front.
* HumongousMecha: The giant fighting robots, tanks, and jets built to take on the similarly giant insectoid Vek are all referred to as mechs, but only the Prime mechs are roughly humanoid.
* JackOfAllStats: Prime Mechs are generally designed to perform best at close range -- the more targets the better. They have a good mix of damage, durability, movement, and light control abilities.
** Straight-ahead projectile weapons can cross the whole map, only stopping when they hit something, but they actually work just as well up close.
* LongRangeFighter: Ranged Mechs, naturally. Lobbed artillery projectiles can arc over buildings, but require the mech to maintain a distance of at least one square between them and their target, however, meaning they can't fight back if cornered or webbed.
* PaletteSwap: Before starting a run, you have the option of switching the colors of your mechs to the paint job of any other squad you've unlocked.
* SpiderTank: Ranged Mechs, as well as the Pulse and Gravity Mechs, are all 4-legged walkers.
* SquishyWizard: Most Science-class Mechs are weak on both defense and offense, but have unique abilities to manipulate the battlefield.
* StoneWall: Brutes and Primes tend to focus on durability if they're not set up for damage.
* SupportPartyMember: Various Mechs which can't deal damage by themselves, along with whichever mech in a squad gets to hold onto the squad's passive ability, if any.
** More specifically, Science-Class mechs. They are focused more on manipulating the positioning of units, such as shoving vek away from buildings or breaking your other mechs free from webbing, or providing passive effects and debuffs on vek.
* TankGoodness: Some of your building-sized Brute Mechs are just giant tanks, with equally giant cannons to go with it. You can even unlock the ability to launch mini tanks as support units off of some mechs.
* UtilityPartyMember: Science-Class Mechs fill this role. Their weapons are unable to damage enemies, but they usually compensate with adeptness in another area, such as flight, or a passive effect that aids the squad's strategy.
[[/folder]]
[[folder:Rift Walkers]]
!!Rift Walkers
''These were the very first Mechs to fight against the Vek. They are efficient and reliable.''
The first and only squad unlocked at the start of a new game profile.
'''Mechs:''' [[HumongousMecha Combat Mech]] (Prime), [[TankGoodness Cannon Mech]] (Brute), [[SpiderTank Artillery Mech]] (Ranged)
to:
* ActionBomb: The Self-Destruct weapon kills the user and all Vek adjacent to them.
* AreaOfEffect: Various Ranged-class mortar attacks, which affect squares in various directions around the target zone. A few Mechs have [=AoE=] effects which center on themselves and affect adjacent squares.
* CastFromHitpoints: Ramming Engines (default on the Charge Mech), Hydraulic Legs (default on the Leap Mech), Unstable Cannon (default on the Unstable Mech), Vortex Fist, and Burning Mortar all do damage to the user.
* {{Cephalothorax}}: Most PrimesTheCameo: All three are roughly humanoid, but with members of alien races from Subset Games' previous title, ''VideoGame/{{FTL}}''.
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneath alarge mountain or visibly glowing eye in their chest or abdomen rather than under a distinct head region.
* ChickenWalker:patch of ice. The Primes for Zenith Guard and the Hazardous Mechs have backwards knee joints.
* CloseRangeCombatant: Prime weapons tend to work best up close. The map-crossing Burst Beam losesfollowing turn, an escape pod will fall -- just like a point of damage for each tile it travels.
* ACommanderIsYou: Nottime pod, you much protect that pod until the end of the level. And if you can play as uncover the Vek, beacon but humanity as a whole are the Elitist Faction to the Vek's Spammer Faction, with a triplet of mechs facing off against the swarms of Vek.
* CoolPlane: Only one proper plane Mech, the Rusting Hulks' Jet Mech.
* CyberCyclops: All the Primes other than Laser Mech, plus the Swap Mech have a single, highlighted eye. The Pulse Mech and Charge Mech have {{One Way Visor}}s instead.
* FragileSpeedster: Flying mechs have much greater maneuverability even when theydon't pick it up, or pick it up just before ending the level so that the pod doesn't have higher speed, but none of them has more than 2 starting HP.
* FriendlyFireproof: Many [=AoE=] weapons can be upgradedtime to negate fall, it doesn't count.]]
* HumanoidAliens: To a greater or lesser degree.
* SecretCharacter: Only hinted at by thedamage they would deal to structures and/or allies.
* GlassCannon: Ranged Mechs tend to fall under this. Manypresence of them start the "Distant Friends" achievement.
* StarfishLanguage: Each of the aliens use a different language, withonly 2 HP, Kazaaak speaking in clicks, Ariadne using grinding and ranged weapons Mafan speaking in dots, asterisks and lines.
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
'''Special Ability:''' Mantis (a 2-damage melee attack (which also pushes) which replaces Repair)
::
The Mantis arefrequently expensive to upgrade, so you might find you have better things to spend your power on than HP. The best armor is to keep out a race of range, of course.
* HoverTank: The Ice Mech is both a hover tank and a spider tank. The Nano tech is mostly just three A.C.I.D. reservoir tanksspace-faring warlike mantids, taking great pleasure in hunting down alien prey. Even among the back and a huge nozzle in the front.
* HumongousMecha: The giant fighting robots, tanks, and jets built to take on the similarly giant insectoid Vek are all referred to as mechs, but only the Prime mechs are roughly humanoid.
* JackOfAllStats: Prime Mechs are generally designed to perform best at close range -- the more targets the better. They have a good mix of damage, durability, movement, and light control abilities.
** Straight-ahead projectile weapons can cross the whole map, only stopping when they hit something, but they actually work just as well up close.
* LongRangeFighter: Ranged Mechs, naturally. Lobbed artillery projectiles can arc over buildings, but require the mech to maintain a distance of at least one square between them and their target,vicious Mantis race, however, meaning they can't fight back if cornered or webbed.
* PaletteSwap: Before starting a run, you have the option of switching the colors of your mechs to the paint job of any other squad you've unlocked.
* SpiderTank: Ranged Mechs, as well as the Pulse and Gravity Mechs, are all 4-legged walkers.
* SquishyWizard: Most Science-class Mechs are weak on both defense and offense, but have unique abilities to manipulate the battlefield.
* StoneWall: Brutes and Primes tend to focus on durability if they're not set upKazaaakpleth is feared for damage.
* SupportPartyMember: Various Mechs which can't deal damage by themselves, along with whichever mech in a squad getshis willingness to hold onto the squad's passive ability, if any.
** More specifically, Science-Class mechs. They are focused more on manipulating the positioning of units, such as shoving vek away from buildings or breaking your other mechs free from webbing, or providing passive effects and debuffs on vek.
* TankGoodness: Some of your building-sized Brute Mechs arehunt his own kind. While he claims it's just giant tanks, with equally giant cannons to go with it. You can even unlock for the ability bounty money, and to launch mini tanks as support units off take down evil-doers, he secretly covets the experience of some mechs.
* UtilityPartyMember: Science-Class Mechs fill this role. Their weapons are unable to damage enemies, but they usually compensate with adeptness inkilling another area, such as flight, or insect. After a passive effect that aids the squad's strategy.
[[/folder]]
[[folder:Rift Walkers]]
!!Rift Walkers
''These were the very first Mechs tofight against that ended poorly, he fled towards Earth, detecting a beacon from the Vek. They are efficient and reliable.''
The first and only squad unlocked atcorporate islands. When he landed, he found himself in paradise: a world teeming with hostile insects, alongside the start of a new game profile.
'''Mechs:''' [[HumongousMecha Combat Mech]] (Prime), [[TankGoodness Cannon Mech]] (Brute), [[SpiderTank Artillery Mech]] (Ranged)tools to let him slaughter them. He's happy to help humanity deal with their Vek problem, though he would take the opportunity to leave Earth if he could.
* AreaOfEffect: Various Ranged-class mortar attacks, which affect squares in various directions around the target zone. A few Mechs have [=AoE=] effects which center on themselves and affect adjacent squares.
* CastFromHitpoints: Ramming Engines (default on the Charge Mech), Hydraulic Legs (default on the Leap Mech), Unstable Cannon (default on the Unstable Mech), Vortex Fist, and Burning Mortar all do damage to the user.
* {{Cephalothorax}}: Most Primes
* GuideDangIt: To unlock them, you must [[spoiler:find one of their beacons, usually buried underneath a
* ChickenWalker:
* CloseRangeCombatant: Prime weapons tend to work best up close. The map-crossing Burst Beam loses
* ACommanderIsYou: Not
* CoolPlane: Only one proper plane Mech, the Rusting Hulks' Jet Mech.
* CyberCyclops: All the Primes other than Laser Mech, plus the Swap Mech have a single, highlighted eye. The Pulse Mech and Charge Mech have {{One Way Visor}}s instead.
* FragileSpeedster: Flying mechs have much greater maneuverability even when they
* FriendlyFireproof: Many [=AoE=] weapons can be upgraded
* HumanoidAliens: To a greater or lesser degree.
* SecretCharacter: Only hinted at by the
* GlassCannon: Ranged Mechs tend to fall under this. Many
* StarfishLanguage: Each of the aliens use a different language, with
!!Kazaaakpleth
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_kazaaakpleth.png]]
'''Special Ability:''' Mantis (a 2-damage melee attack (which also pushes) which replaces Repair)
::
The Mantis are
* HoverTank: The Ice Mech is both a hover tank and a spider tank. The Nano tech is mostly just three A.C.I.D. reservoir tanks
* HumongousMecha: The giant fighting robots, tanks, and jets built to take on the similarly giant insectoid Vek are all referred to as mechs, but only the Prime mechs are roughly humanoid.
* JackOfAllStats: Prime Mechs are generally designed to perform best at close range -- the more targets the better. They have a good mix of damage, durability, movement, and light control abilities.
** Straight-ahead projectile weapons can cross the whole map, only stopping when they hit something, but they actually work just as well up close.
* LongRangeFighter: Ranged Mechs, naturally. Lobbed artillery projectiles can arc over buildings, but require the mech to maintain a distance of at least one square between them and their target,
* PaletteSwap: Before starting a run, you have the option of switching the colors of your mechs to the paint job of any other squad you've unlocked.
* SpiderTank: Ranged Mechs, as well as the Pulse and Gravity Mechs, are all 4-legged walkers.
* SquishyWizard: Most Science-class Mechs are weak on both defense and offense, but have unique abilities to manipulate the battlefield.
* StoneWall: Brutes and Primes tend to focus on durability if they're not set up
* SupportPartyMember: Various Mechs which can't deal damage by themselves, along with whichever mech in a squad gets
** More specifically, Science-Class mechs. They are focused more on manipulating the positioning of units, such as shoving vek away from buildings or breaking your other mechs free from webbing, or providing passive effects and debuffs on vek.
* TankGoodness: Some of your building-sized Brute Mechs are
* UtilityPartyMember: Science-Class Mechs fill this role. Their weapons are unable to damage enemies, but they usually compensate with adeptness in
[[/folder]]
[[folder:Rift Walkers]]
!!Rift Walkers
''These were the very first Mechs to
The first and only squad unlocked at
'''Mechs:''' [[HumongousMecha Combat Mech]] (Prime), [[TankGoodness Cannon Mech]] (Brute), [[SpiderTank Artillery Mech]] (Ranged)
Changed line(s) 569,581 (click to see context) from:
* BoringButPractical: No gimmicks -- just a solid squad.
* ACommanderIsYou: The Generalist Faction, with a straightforward mix of abilities and no real weaknesses. In particular, all three Mechs can both deal damage and push enemies, which doesn't sound like much, but adds up to some round-by-round versatility that more specialized Mechs don't have.
* DashAttack: An upgraded Titan Fist allows the Combat Mech to dash across the map before punching their target.
* KineticWeaponsAreJustBetter: Whether they're tank and artillery shells or giant robot fists.
* LightningBruiser: The [[DashAttack Dash]] upgrade turns the Combat Mech into this.
* MegatonPunch: The Titan Fist could just as easily be called this, as one of the few 4 damage attacks in the game (when fully upgraded) which also knocks its target into the next tile back.
[[/folder]]
[[folder:Rusting Hulks]]
!!Rusting Hulks:
''R.S.T. weather manipulators allow these Mechs to take advantage of smoke storms everywhere.''
'''Mechs:''' [[CoolPlane Jet Mech]] (Brute), [[SpiderTank Rocket Mech]] (Ranged), [[SpiderTank Pulse Mech]] (Science)
* ACommanderIsYou: The Generalist Faction, with a straightforward mix of abilities and no real weaknesses. In particular, all three Mechs can both deal damage and push enemies, which doesn't sound like much, but adds up to some round-by-round versatility that more specialized Mechs don't have.
* DashAttack: An upgraded Titan Fist allows the Combat Mech to dash across the map before punching their target.
* KineticWeaponsAreJustBetter: Whether they're tank and artillery shells or giant robot fists.
* LightningBruiser: The [[DashAttack Dash]] upgrade turns the Combat Mech into this.
* MegatonPunch: The Titan Fist could just as easily be called this, as one of the few 4 damage attacks in the game (when fully upgraded) which also knocks its target into the next tile back.
[[/folder]]
[[folder:Rusting Hulks]]
!!Rusting Hulks:
''R.S.T. weather manipulators allow these Mechs to take advantage of smoke storms everywhere.''
'''Mechs:''' [[CoolPlane Jet Mech]] (Brute), [[SpiderTank Rocket Mech]] (Ranged), [[SpiderTank Pulse Mech]] (Science)
to:
* BoringButPractical: No gimmicks -- just AbsurdlySharpClaws: So sharp they somehow grant a solid squad.
* ACommanderIsYou: The Generalist Faction, withmelee attack to a straightforward mix mech hundreds of abilities times his size.
* AttackAttackAttack: Gives up the ability to repair his mech in favor of his claw attack. Seemingly a small difference, but it can have a major impact on how he plays.
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt andno real weaknesses. In particular, all three Mechs can both deal is particularly fond of killing other Mantis.
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damageand push enemies, which doesn't sound like much, but adds up to some round-by-round versatility that he can take, alongside making him more specialized Mechs don't have.
* DashAttack: An upgraded Titan Fist allowsvulnerable to status effects. However, the Combat Mech attack he gains in compensation hits hard.
* HunterOfHisOwnKind: He's explained todash across the map before punching their target.
* KineticWeaponsAreJustBetter: Whether they're tank and artillery shells or giant robot fists.
* LightningBruiser: The [[DashAttack Dash]] upgrade turns the Combat Mech into this.
* MegatonPunch: The Titan Fist could just as easilybe called this, as one of the few 4 mantises who hunt their own kind. While he says it's for a noble cause, he secretly just enjoys the act. Since there are no other Mantis about, however, he makes do with killing Vek, since they're roughly the same.
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack that deals 2 points of damageattacks and pushes the target -- sacrificing defensive versatility for additional offense. This can be very useful for artillery or science mechs that don't fare well in close combat. (Or in the game (when fully upgraded) which also knocks its target case of most science mechs, don't have any offensive capability whatsoever.)
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
'''Special Ability:''' Rockman (+3 HP and immune to fire)
::
The Rockmen are a race of humanoids made of rock. Their space-borne society is highly dogmatic and religious, with criminals being cast out into uninhabited space. Ariadne was a member of thenext tile back.
[[/folder]]
[[folder:Rusting Hulks]]
!!Rusting Hulks:
''R.S.T. weather manipulators allow these MechsRockmen who was arranged to take advantage of smoke storms everywhere.''
'''Mechs:''' [[CoolPlane Jet Mech]] (Brute), [[SpiderTank Rocket Mech]] (Ranged), [[SpiderTank Pulse Mech]] (Science)be married to a chieftain before she broke the law and fled in a spaceship, following a beacon to Earth. The new society she finds herself in makes her uncomfortable, however, and so she looks towards time travel technology as a way to erase her crimes and enable her to return home.
* ACommanderIsYou: The Generalist Faction, with
* AttackAttackAttack: Gives up the ability to repair his mech in favor of his claw attack. Seemingly a small difference, but it can have a major impact on how he plays.
* BigCreepyCrawlies: Roughly human-sized.
* BloodKnight: Enjoys the thrill of the hunt and
* BountyHunter: His profession before touching down on Earth.
* GlassCannon: His lack of repair ability reduces the amount of damage
* DashAttack: An upgraded Titan Fist allows
* HunterOfHisOwnKind: He's explained to
* KineticWeaponsAreJustBetter: Whether they're tank and artillery shells or giant robot fists.
* LightningBruiser: The [[DashAttack Dash]] upgrade turns the Combat Mech into this.
* MegatonPunch: The Titan Fist could just as easily
* InsectoidAliens: From a species of alien mantids.
* IntelligentGerbil: The Mantis are simply very large, intelligent preying mantis aliens.
* MechanicallyUnusualClass: Replaces the ability to repair his mech, which every other mech has, with a melee attack that deals 2 points of damage
* SlayingMantis: Kazaaakpleth is a human-sized mantis who is highly adept at combat, trading in the ability to heal for an extra attack.
* ThirdPersonPerson: Although his speech is untranslated, some of his vocal barks include his own name, mostly after killing a Vek.
!!Ariadne
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_ariadne.png]]
'''Special Ability:''' Rockman (+3 HP and immune to fire)
::
The Rockmen are a race of humanoids made of rock. Their space-borne society is highly dogmatic and religious, with criminals being cast out into uninhabited space. Ariadne was a member of the
[[/folder]]
[[folder:Rusting Hulks]]
!!Rusting Hulks:
''R.S.T. weather manipulators allow these Mechs
'''Mechs:''' [[CoolPlane Jet Mech]] (Brute), [[SpiderTank Rocket Mech]] (Ranged), [[SpiderTank Pulse Mech]] (Science)
Changed line(s) 583,603 (click to see context) from:
* ACommanderIsYou: A combination of Guerilla and Ranger Factions. Speed, smoke, and the Pulse Mech's ability to push all adjacent units all work to prevent enemies from ever landing an attack.
* ConfusionFu: The squad relies on smoke attacks and pushing enemies out of position while wearing them down from round to round. There's a reason the "Perfect Battle" achievement, awarded for finishing a battle without taking any Mech and Building damage, is on the Rusting Hulks' short list.
* CoolPlane: A building-sized jet, with the highest base speed in the game, which can mount the various Brute-class tank cannons.
* CripplingOverspecialization: As a defensive squad, they start light on direct offense and can have a hard time taking down enemies with a large amount of HP. Since smoke prevents mechs from attacking or repairing as well, this can leave them without a place to attack and no way to save themselves on the off chance they get cornered.
* DamageOverTime: The squad's Storm Generator means that Vek in smoke tiles not only have their attacks canceled, but they also take lightning damage round after round.
* DeathFromAbove: A combination of Jet Mech's bombing runs and Rocket Mech's air strikes.
* FragileSpeedster: The Jet Mech has a base speed of 4, as fast as any Mech in the game, plus Aerial Bombs which allow it to leapfrog over other units, escaping webs and canceling attacks. Its HP starts at only 2.
* GeoEffects: Smoke tiles prevent units from acting, and in the the Rusting Hulks' case, also deal DamageOverTime.
* HitAndRunTactics: Jet Mech's specialty, and, by default, its only means of attack.
* MechanicallyUnusualClass: A fragile, speedy Brute, a durable, frontline Science-class Mech, and a Ranged with a useful close range effect. This makes for some interesting permutations with their standard class weapons.
* OneWayVisor: Pulse Mech has a [[Franchise/{{Metroid}} Samus]]-esque green visor.
* ShockAndAwe: Rocket Mech's Storm Generator passive deals electrical damage to enemies caught in your smoke clouds.
* SmokeBombs: Aerial Bombs deal damage as well, but their main function is to kick up thick clouds of electrified smoke. Rocket Mech's rocket leaves a carpet of smoke behind the mech, enough to do a NASA shuttle launch proud.
* StoneWall: The only base squad without a Prime, the Hulks have the next best thing: the Pulse Mech. Its starting weapon, Repulse, doesn't deal any damage by itself, but it knocks back all adjacent enemies. Its first upgrade grants the Pulse Mech a shield, making the Mech very effective at guarding chokepoints. When fully upgraded, it shields friendly adjacent units and buildings as well, severely hampering the Vek's ability to damage anything if they can even manage to get a shot in through all the smoke.
[[/folder]]
[[folder:Zenith Guard]]
!!Zenith Guard
''Detritus' Beam technology and Pinnacle's Shield technology create a powerful combination.''
'''Mechs:''' [[ChickenWalker Laser Mech]] (Prime), [[TankGoodness Charge Mech]] (Brute), [[SpheroidDropShip Defense Mech]] (Science)
* ConfusionFu: The squad relies on smoke attacks and pushing enemies out of position while wearing them down from round to round. There's a reason the "Perfect Battle" achievement, awarded for finishing a battle without taking any Mech and Building damage, is on the Rusting Hulks' short list.
* CoolPlane: A building-sized jet, with the highest base speed in the game, which can mount the various Brute-class tank cannons.
* CripplingOverspecialization: As a defensive squad, they start light on direct offense and can have a hard time taking down enemies with a large amount of HP. Since smoke prevents mechs from attacking or repairing as well, this can leave them without a place to attack and no way to save themselves on the off chance they get cornered.
* DamageOverTime: The squad's Storm Generator means that Vek in smoke tiles not only have their attacks canceled, but they also take lightning damage round after round.
* DeathFromAbove: A combination of Jet Mech's bombing runs and Rocket Mech's air strikes.
* FragileSpeedster: The Jet Mech has a base speed of 4, as fast as any Mech in the game, plus Aerial Bombs which allow it to leapfrog over other units, escaping webs and canceling attacks. Its HP starts at only 2.
* GeoEffects: Smoke tiles prevent units from acting, and in the the Rusting Hulks' case, also deal DamageOverTime.
* HitAndRunTactics: Jet Mech's specialty, and, by default, its only means of attack.
* MechanicallyUnusualClass: A fragile, speedy Brute, a durable, frontline Science-class Mech, and a Ranged with a useful close range effect. This makes for some interesting permutations with their standard class weapons.
* OneWayVisor: Pulse Mech has a [[Franchise/{{Metroid}} Samus]]-esque green visor.
* ShockAndAwe: Rocket Mech's Storm Generator passive deals electrical damage to enemies caught in your smoke clouds.
* SmokeBombs: Aerial Bombs deal damage as well, but their main function is to kick up thick clouds of electrified smoke. Rocket Mech's rocket leaves a carpet of smoke behind the mech, enough to do a NASA shuttle launch proud.
* StoneWall: The only base squad without a Prime, the Hulks have the next best thing: the Pulse Mech. Its starting weapon, Repulse, doesn't deal any damage by itself, but it knocks back all adjacent enemies. Its first upgrade grants the Pulse Mech a shield, making the Mech very effective at guarding chokepoints. When fully upgraded, it shields friendly adjacent units and buildings as well, severely hampering the Vek's ability to damage anything if they can even manage to get a shot in through all the smoke.
[[/folder]]
[[folder:Zenith Guard]]
!!Zenith Guard
''Detritus' Beam technology and Pinnacle's Shield technology create a powerful combination.''
'''Mechs:''' [[ChickenWalker Laser Mech]] (Prime), [[TankGoodness Charge Mech]] (Brute), [[SpheroidDropShip Defense Mech]] (Science)
to:
* ACommanderIsYou: A combination ArrangedMarriage: Was escaping one of Guerilla and Ranger Factions. Speed, smoke, and these when she picked up the Pulse Mech's ability beacon that led her to push all adjacent units all work Earth.
* ContinuityNod: Her backstory refers toprevent enemies a sidequest in ''FTL'' where you are given the option to escort her to her groom or save her from ever landing an attack.
her marriage at the last minute.
*ConfusionFu: The squad relies ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, onsmoke attacks and pushing enemies top of any piloting or mech reactor boosts. This means she can max out of position while wearing them down from round to round. There's a reason the "Perfect Battle" achievement, awarded for finishing a battle without taking any Mech and Building damage, is on the Rusting Hulks' short list.
* CoolPlane: A building-sized jet,at 10 HP with the highest base speed in right mech (11 with the game, which can mount the various Brute-class tank cannons.
* CripplingOverspecialization: AsNetworked Armor passive) , in a defensive squad, they game where most units start light on direct offense and can have a hard time taking down enemies with 2 or 3 HP.
* RockMonster: From alarge amount race of HP. Since smoke prevents mechs from attacking or repairing as well, this can leave them without a place to attack and no way to save themselves alien rockpeople.
* RunawayBride: She ended up on Earth while on theoff chance they get cornered.
run from an unwanted marriage to a Basilisk chief.
*DamageOverTime: SiliconBasedLife: Rockmen, being primarily made up of stone.
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
'''Special Ability:''' Zoltan (+1 Reactor Core; reduces Mech HP to 1, but gains a shield every turn)
::
Thesquad's Storm Generator means Zoltan are a species of wise, tactful, energy beings. Mafan is a member of the species who picked up a beacon from Earth and travelled there. It believes that the temporal loop caused by the war against the Vek in smoke tiles not only have their attacks canceled, but they also take lightning damage round after round.
* DeathFromAbove: A combinationto be a method of Jet Mech's bombing runs enlightenment, reliving and Rocket Mech's air strikes.
* FragileSpeedster: The Jet Mech has a base speed of 4, as fast as any Mech inreflecting on the game, plus Aerial Bombs which allow it to leapfrog same events over other units, escaping webs and canceling attacks. Its HP starts at only 2.
* GeoEffects: Smoke tiles prevent units from acting, and in the the Rusting Hulks' case, also deal DamageOverTime.
* HitAndRunTactics: Jet Mech's specialty, and, by default, its only means of attack.
* MechanicallyUnusualClass: A fragile, speedy Brute, a durable, frontline Science-class Mech, and a Ranged with a useful close range effect. This makes for some interesting permutations with their standard class weapons.
* OneWayVisor: Pulse Mech has a [[Franchise/{{Metroid}} Samus]]-esque green visor.
* ShockAndAwe: Rocket Mech's Storm Generator passive deals electrical damage to enemies caught in your smoke clouds.
* SmokeBombs: Aerial Bombs deal damage as well, but their main function is to kick up thick clouds of electrified smoke. Rocket Mech's rocket leaves a carpet of smoke behind the mech, enough to do a NASA shuttle launch proud.
* StoneWall: The only base squad without a Prime, the Hulks have the next best thing: the Pulse Mech. Its starting weapon, Repulse, doesn't deal any damage by itself, but it knocks back all adjacent enemies. Its first upgrade grants the Pulse Mech a shield, making the Mech very effective at guarding chokepoints. When fully upgraded, it shields friendly adjacent units and buildings as well, severely hampering the Vek's ability to damage anything if they can even manage to get a shot in through all the smoke.
[[/folder]]
[[folder:Zenith Guard]]
!!Zenith Guard
''Detritus' Beam technology and Pinnacle's Shield technology create a powerful combination.''
'''Mechs:''' [[ChickenWalker Laser Mech]] (Prime), [[TankGoodness Charge Mech]] (Brute), [[SpheroidDropShip Defense Mech]] (Science)over again.
* ContinuityNod: Her backstory refers to
*
* MadeOfIron: Made of living rock, actually, but the result's the same. She grants +3 HP to any mech she pilots, on
* CoolPlane: A building-sized jet,
* CripplingOverspecialization: As
* RockMonster: From a
* RunawayBride: She ended up on Earth while on the
*
!!Mafan
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/itb_mafan.png]]
'''Special Ability:''' Zoltan (+1 Reactor Core; reduces Mech HP to 1, but gains a shield every turn)
::
The
* DeathFromAbove: A combination
* FragileSpeedster: The Jet Mech has a base speed of 4, as fast as any Mech in
* GeoEffects: Smoke tiles prevent units from acting, and in the the Rusting Hulks' case, also deal DamageOverTime.
* HitAndRunTactics: Jet Mech's specialty, and, by default, its only means of attack.
* MechanicallyUnusualClass: A fragile, speedy Brute, a durable, frontline Science-class Mech, and a Ranged with a useful close range effect. This makes for some interesting permutations with their standard class weapons.
* OneWayVisor: Pulse Mech has a [[Franchise/{{Metroid}} Samus]]-esque green visor.
* ShockAndAwe: Rocket Mech's Storm Generator passive deals electrical damage to enemies caught in your smoke clouds.
* SmokeBombs: Aerial Bombs deal damage as well, but their main function is to kick up thick clouds of electrified smoke. Rocket Mech's rocket leaves a carpet of smoke behind the mech, enough to do a NASA shuttle launch proud.
* StoneWall: The only base squad without a Prime, the Hulks have the next best thing: the Pulse Mech. Its starting weapon, Repulse, doesn't deal any damage by itself, but it knocks back all adjacent enemies. Its first upgrade grants the Pulse Mech a shield, making the Mech very effective at guarding chokepoints. When fully upgraded, it shields friendly adjacent units and buildings as well, severely hampering the Vek's ability to damage anything if they can even manage to get a shot in through all the smoke.
[[/folder]]
[[folder:Zenith Guard]]
!!Zenith Guard
''Detritus' Beam technology and Pinnacle's Shield technology create a powerful combination.''
'''Mechs:''' [[ChickenWalker Laser Mech]] (Prime), [[TankGoodness Charge Mech]] (Brute), [[SpheroidDropShip Defense Mech]] (Science)
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* BarrierWarrior: The Defense Mech's Shield Projector allows it to lob shield bubbles across the map, protecting buildings and allies, up to a 5-tile cross when fully upgraded.
* ChickenWalker: Laser Mech closely resembles [[VideoGame/MetalGearSolid Metal Gear REX]].
* ACommanderIsYou: The Brute Faction, with the single biggest gun in the game and a tank that specializes in crashing straight into things.
* EnergyWeapon: Just the one, but it's more than enough.
* FriendlyFireproof: Burst Beam can be upgraded to ignore allies, but not buildings.
* LightningBruiser: As long as there's a straight line between you and your target. Zenith Guard can run into trouble on uneven terrain, when the enemy or the grid is scattered.
* OneWayVisor: Charge Mech has a bright red one.
* ShoutOut: In addition to the Laser Mech's resemblance to Metal Gear REX, there's these two achievements:
** [[Franchise/MortalKombat "Get Over Here!"]][[note]]Requires the Defense Mech's Attraction Pulse, [[JokingMode even though Blitzkrieg's Hook Mech is black and yellow and has a grappling hook.]][[/note]] (Kill an enemy by pulling it into yourself.)
** [[Film/BladeRunner "Glittering C-Beam."]] (Kill 4 enemies with a single laser.)
* SplashDamage: The Burst Beam starts out with 3 or 4 points of damage but loses a point of damage for every tile it travels through.
* SupportPartyMember: The Defense Mech starts with both slots filled, and like many Science Mechs, has no actual damage capability -- other than pulling its target directly into its fragile 2 HP pod.
* TractorBeam: Defense Mech again. A projectile weapon which pulls enemy targets 1 tile. Handy for pulling Vek into [[SuperDrowningSkills water]].
* WaveMotionGun: Laser Mech's namesake Burst Beam. It crosses the map in a straight line until it hits a structure, passing through units without stopping. It deals massive damage up close but tails off for each tile it passes through.
* WaveMotionTuningFork: The Laser Mech's side-mounted main gun is a huge two-pronged beam weapon.
* ChickenWalker: Laser Mech closely resembles [[VideoGame/MetalGearSolid Metal Gear REX]].
* ACommanderIsYou: The Brute Faction, with the single biggest gun in the game and a tank that specializes in crashing straight into things.
* EnergyWeapon: Just the one, but it's more than enough.
* FriendlyFireproof: Burst Beam can be upgraded to ignore allies, but not buildings.
* LightningBruiser: As long as there's a straight line between you and your target. Zenith Guard can run into trouble on uneven terrain, when the enemy or the grid is scattered.
* OneWayVisor: Charge Mech has a bright red one.
* ShoutOut: In addition to the Laser Mech's resemblance to Metal Gear REX, there's these two achievements:
** [[Franchise/MortalKombat "Get Over Here!"]][[note]]Requires the Defense Mech's Attraction Pulse, [[JokingMode even though Blitzkrieg's Hook Mech is black and yellow and has a grappling hook.]][[/note]] (Kill an enemy by pulling it into yourself.)
** [[Film/BladeRunner "Glittering C-Beam."]] (Kill 4 enemies with a single laser.)
* SplashDamage: The Burst Beam starts out with 3 or 4 points of damage but loses a point of damage for every tile it travels through.
* SupportPartyMember: The Defense Mech starts with both slots filled, and like many Science Mechs, has no actual damage capability -- other than pulling its target directly into its fragile 2 HP pod.
* TractorBeam: Defense Mech again. A projectile weapon which pulls enemy targets 1 tile. Handy for pulling Vek into [[SuperDrowningSkills water]].
* WaveMotionGun: Laser Mech's namesake Burst Beam. It crosses the map in a straight line until it hits a structure, passing through units without stopping. It deals massive damage up close but tails off for each tile it passes through.
* WaveMotionTuningFork: The Laser Mech's side-mounted main gun is a huge two-pronged beam weapon.
to:
* BarrierWarrior: AscendToAHigherPlaneOfExistence: The Defense Mech's Shield Projector allows it to lob Zoltan as a species believe they're on the verge of this. Mafan believes the Breach itself may be a path toward this ascension.
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shieldbubbles across at the map, protecting buildings start of each round.
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you need to be on guard for any potential chain reactions.
* NoSell: Gains a free shield at the start of each turn. Since shields negate any amount of damage, this can make him remarkably durable, despite his lack of HP. He's also immune to fire andallies, up to a 5-tile cross when fully upgraded.
* ChickenWalker: Laser Mech closely resembles [[VideoGame/MetalGearSolid Metal Gear REX]].
* ACommanderIsYou: The Brute Faction, withfreezing while the single biggest gun shield is up, making him very strong in the game and a tank that specializes in crashing straight into things.
* EnergyWeapon: Just the one, but it's more than enough.
* FriendlyFireproof: Burst Beam can be upgraded to ignore allies, but not buildings.
* LightningBruiser: As long as there's a straight line between you and your target. Zenith Guard can run into trouble on uneven terrain, when the enemy or the grid is scattered.
* OneWayVisor: ChargeIce Mech has (which normally freezes itself with its weapon).
* OneHitPointWonder: Reduces the HP of any mech he pilots to 1, regardless of what it was before.
* PowerGlows: Has abright red one.
* ShoutOut: In additionunique green shield bubble, as opposed to the Laser Mech's resemblance to Metal Gear REX, there's these two achievements:
** [[Franchise/MortalKombat "Get Over Here!"]][[note]]Requires the Defense Mech's Attraction Pulse, [[JokingMode even though Blitzkrieg's Hook Mech is black and yellow and has a grappling hook.]][[/note]] (Kill an enemy by pulling it into yourself.)
** [[Film/BladeRunner "Glittering C-Beam."]] (Kill 4 enemies with a single laser.)
* SplashDamage: The Burst Beam starts out with 3 or 4 pointstransparent blue shield of damage but loses a point of damage for every tile it travels through.
* SupportPartyMember: The Defense Mech starts with both slots filled, and like many Science Mechs, has no actual damage capability --most other than pulling its target directly into its fragile 2 HP pod.
* TractorBeam: Defense Mech again. A projectile weapon which pulls enemy targets 1 tile. Handy for pulling Vek into [[SuperDrowningSkills water]].
* WaveMotionGun: Laser Mech's namesake Burst Beam. It crosses the map in a straight line until it hits a structure, passing through units without stopping. It deals massive damage up close but tails off for each tile it passes through.
* WaveMotionTuningFork: The Laser Mech's side-mounted main gun is a huge two-pronged beam weapon.characters.
* EnergyBeing: From a race of energy beings.
* ForceField: He can extend a force field around his mech, granting him a free shield
* MechanicallyUnusualClass: Having only 1 HP, but gaining a free shield at the start of each round, means you have to play Mafan quite differently from any other character -- he can take any amount of damage, but only once per turn, which means you need to be on guard for any potential chain reactions.
* NoSell: Gains a free shield at the start of each turn. Since shields negate any amount of damage, this can make him remarkably durable, despite his lack of HP. He's also immune to fire and
* ChickenWalker: Laser Mech closely resembles [[VideoGame/MetalGearSolid Metal Gear REX]].
* ACommanderIsYou: The Brute Faction, with
* EnergyWeapon: Just the one, but it's more than enough.
* FriendlyFireproof: Burst Beam can be upgraded to ignore allies, but not buildings.
* LightningBruiser: As long as there's a straight line between you and your target. Zenith Guard can run into trouble on uneven terrain, when the enemy or the grid is scattered.
* OneWayVisor: Charge
* OneHitPointWonder: Reduces the HP of any mech he pilots to 1, regardless of what it was before.
* PowerGlows: Has a
* ShoutOut: In addition
** [[Franchise/MortalKombat "Get Over Here!"]][[note]]Requires the Defense Mech's Attraction Pulse, [[JokingMode even though Blitzkrieg's Hook Mech is black and yellow and has a grappling hook.]][[/note]] (Kill an enemy by pulling it into yourself.)
** [[Film/BladeRunner "Glittering C-Beam."]] (Kill 4 enemies with a single laser.)
* SplashDamage: The Burst Beam starts out with 3 or 4 points
* SupportPartyMember: The Defense Mech starts with both slots filled, and like many Science Mechs, has no actual damage capability --
* TractorBeam: Defense Mech again. A projectile weapon which pulls enemy targets 1 tile. Handy for pulling Vek into [[SuperDrowningSkills water]].
* WaveMotionGun: Laser Mech's namesake Burst Beam. It crosses the map in a straight line until it hits a structure, passing through units without stopping. It deals massive damage up close but tails off for each tile it passes through.
* WaveMotionTuningFork: The Laser Mech's side-mounted main gun is a huge two-pronged beam weapon.
Changed line(s) 622,626 (click to see context) from:
[[folder:Blitzkrieg]]
!!Blitzkrieg
''R.S.T. designed this squad around the mass destruction capabilities of harnessed lightning.''
'''Mechs:''' [[HumongousMecha Lightning Mech]] (Prime), [[TankGoodness Hook Mech]] (Brute), [[SpiderTank Boulder Mech]] (Ranged)
!!Blitzkrieg
''R.S.T. designed this squad around the mass destruction capabilities of harnessed lightning.''
'''Mechs:''' [[HumongousMecha Lightning Mech]] (Prime), [[TankGoodness Hook Mech]] (Brute), [[SpiderTank Boulder Mech]] (Ranged)
to:
!!Blitzkrieg
''R.S.T. designed this squad around
[[folder:Squads]]
!!Squads
!!!In General
->''"Hang in there, little Artillery Mech, I'll fix you all up when we get back to the
'''Mechs:''' [[HumongousMecha Lightning Mech]] (Prime), [[TankGoodness Hook Mech]] (Brute), [[SpiderTank Boulder Mech]] (Ranged)
-->'''-- Lily Reed'''
The following tropes apply to multiple squads:
Changed line(s) 628,640 (click to see context) from:
* ChainLightning: The core mechanic of the squad is the Electric Whip, which deals damage to an initial target, then chains to each adjacent target, and so on and so on. It can be upgraded to deal more damage and chain through buildings (without damaging them). Used effectively, it can devastate Vek ranks, cleaning out any or all weaker Vek in a single turn.
* ACommanderIsYou: The Unit Specialist Faction. You can use Boulder Mech to deal damage, but where this squad really shines is setting up massive chains to take full advantage of Electric Whip's ability to hit multiple targets.
* CripplingOverspecialization: Even more than most squads, Blitzkrieg is built around their Prime mech's gimmick. Their relative lack of single-target damage also needs to be overcome.
** Chain lightning can be... problematic when it comes to defense missions, since Electric Whip will damage anything that has HP.
** Grappling Hook pulls enemies into range, but with no way of dealing direct damage itself.
** Rock Accelerator's persistent boulder has a great many uses, but makes Boulder Mech even more dependent on positioning than other Ranged Mechs.
* FriendlyFireproof: Electric Whip can be upgraded to chain through buildings while dealing no damage to them.
* GratuitousForeignLanguage: Blitzkrieg is German for "Lightning War", the Nazis' military doctrine of breaking through enemy defenses using a fast attack by a concentrated force of armored, mechanized forces as the tip of the spear. Sound familiar? It's also the name of one of Blitzkrieg Squad's achievements, awarded for beating the first two Corporate Islands in under 30 minutes.
* LightningLash: The Lightning Mech has electrified whips at the end of its arms.
* RockBeatsLaser: The Boulder Mech launches rocks, which deal more damage than many conventional weapons, have a unique ability to push targets on either side of it but not in front of it, and if they don't hit anything, leave a 1 HP boulder which can block attacks and emerging Vek -- as well as creating another target for Electric Whip to chain through.
* ShockAndAwe: The squad specialises in using ChainLightning to eliminate swarms of enemies in a single swoop.
* SpiderTank: Boulder Mech, looking a little like a [[VideoGame/{{Starcraft}} Protoss dragoon]].
* YouWillNotEvadeMe: Hook Mech comes equipped with a Grappling Hook which it can use to pull enemies adjacent to itself. What makes this particularly useful is that Hook Mech is Armored, so it can sit in the middle of Lightning Mech's chains while shrugging off a portion of that damage.
* ACommanderIsYou: The Unit Specialist Faction. You can use Boulder Mech to deal damage, but where this squad really shines is setting up massive chains to take full advantage of Electric Whip's ability to hit multiple targets.
* CripplingOverspecialization: Even more than most squads, Blitzkrieg is built around their Prime mech's gimmick. Their relative lack of single-target damage also needs to be overcome.
** Chain lightning can be... problematic when it comes to defense missions, since Electric Whip will damage anything that has HP.
** Grappling Hook pulls enemies into range, but with no way of dealing direct damage itself.
** Rock Accelerator's persistent boulder has a great many uses, but makes Boulder Mech even more dependent on positioning than other Ranged Mechs.
* FriendlyFireproof: Electric Whip can be upgraded to chain through buildings while dealing no damage to them.
* GratuitousForeignLanguage: Blitzkrieg is German for "Lightning War", the Nazis' military doctrine of breaking through enemy defenses using a fast attack by a concentrated force of armored, mechanized forces as the tip of the spear. Sound familiar? It's also the name of one of Blitzkrieg Squad's achievements, awarded for beating the first two Corporate Islands in under 30 minutes.
* LightningLash: The Lightning Mech has electrified whips at the end of its arms.
* RockBeatsLaser: The Boulder Mech launches rocks, which deal more damage than many conventional weapons, have a unique ability to push targets on either side of it but not in front of it, and if they don't hit anything, leave a 1 HP boulder which can block attacks and emerging Vek -- as well as creating another target for Electric Whip to chain through.
* ShockAndAwe: The squad specialises in using ChainLightning to eliminate swarms of enemies in a single swoop.
* SpiderTank: Boulder Mech, looking a little like a [[VideoGame/{{Starcraft}} Protoss dragoon]].
* YouWillNotEvadeMe: Hook Mech comes equipped with a Grappling Hook which it can use to pull enemies adjacent to itself. What makes this particularly useful is that Hook Mech is Armored, so it can sit in the middle of Lightning Mech's chains while shrugging off a portion of that damage.
to:
* ChainLightning: ActionBomb: The core mechanic of Self-Destruct weapon kills the squad is the Electric Whip, user and all Vek adjacent to them.
* AreaOfEffect: Various Ranged-class mortar attacks, whichdeals affect squares in various directions around the target zone. A few Mechs have [=AoE=] effects which center on themselves and affect adjacent squares.
* CastFromHitpoints: Ramming Engines (default on the Charge Mech), Hydraulic Legs (default on the Leap Mech), Unstable Cannon (default on the Unstable Mech), Vortex Fist, and Burning Mortar all do damage toan initial target, then chains to each adjacent target, the user.
* {{Cephalothorax}}: Most Primes are roughly humanoid, but with a large glowing eye in their chest or abdomen rather than a distinct head region.
* ChickenWalker: The Primes for Zenith Guard andso on and so on. It can be upgraded the Hazardous Mechs have backwards knee joints.
* CloseRangeCombatant: Prime weapons tend todeal more work best up close. The map-crossing Burst Beam loses a point of damage and chain through buildings (without damaging them). Used effectively, for each tile it can devastate Vek ranks, cleaning out any or all weaker Vek in a single turn.
travels.
* ACommanderIsYou:The Unit Specialist Faction. You Not that you can use Boulder play as the Vek, but humanity as a whole are the Elitist Faction to the Vek's Spammer Faction, with a triplet of mechs facing off against the swarms of Vek.
* CoolPlane: Only one proper plane Mech, the Rusting Hulks' Jet Mech.
* CyberCyclops: All the Primes other than Laser Mech, plus the Swap Mechto deal damage, have a single, highlighted eye. The Pulse Mech and Charge Mech have {{One Way Visor}}s instead.
* FragileSpeedster: Flying mechs have much greater maneuverability even when they don't have higher speed, butwhere this squad really shines is setting up massive chains to take full advantage none of Electric Whip's ability to hit multiple targets.
* CripplingOverspecialization: Eventhem has more than most squads, Blitzkrieg is built around their Prime mech's gimmick. Their relative lack of single-target damage also needs to be overcome.
** Chain lightning can be... problematic when it comes to defense missions, since Electric Whip will damage anything that has2 starting HP.
** Grappling Hook pulls enemies into range, but with no way of dealing direct damage itself.
** Rock Accelerator's persistent boulder has a great many uses, but makes Boulder Mech even more dependent on positioning than other Ranged Mechs.
* FriendlyFireproof: Electric Whip Many [=AoE=] weapons can be upgraded to chain through buildings while dealing no negate the damage they would deal to them.
structures and/or allies.
*GratuitousForeignLanguage: Blitzkrieg is German for "Lightning War", the Nazis' military doctrine of breaking through enemy defenses using a fast attack by a concentrated force of armored, mechanized forces as the tip of the spear. Sound familiar? It's also the name of one of Blitzkrieg Squad's achievements, awarded for beating the first two Corporate Islands in GlassCannon: Ranged Mechs tend to fall under 30 minutes.
* LightningLash:this. Many of them start with only 2 HP, and ranged weapons are frequently expensive to upgrade, so you might find you have better things to spend your power on than HP. The Lightning best armor is to keep out of range, of course.
* HoverTank: The Ice Mechhas electrified whips at is both a hover tank and a spider tank. The Nano tech is mostly just three A.C.I.D. reservoir tanks in the end of its arms.
back and a huge nozzle in the front.
*RockBeatsLaser: HumongousMecha: The Boulder Mech launches rocks, which deal giant fighting robots, tanks, and jets built to take on the similarly giant insectoid Vek are all referred to as mechs, but only the Prime mechs are roughly humanoid.
* JackOfAllStats: Prime Mechs are generally designed to perform best at close range -- the moredamage than many conventional weapons, have a unique ability to push targets on either side the better. They have a good mix of it but not in front of it, damage, durability, movement, and if light control abilities.
** Straight-ahead projectile weapons can cross the whole map, only stopping when theydon't hit anything, leave a 1 HP boulder which can block attacks and emerging Vek -- something, but they actually work just as well as creating another target for Electric Whip up close.
* LongRangeFighter: Ranged Mechs, naturally. Lobbed artillery projectiles can arc over buildings, but require the mech tochain through.
maintain a distance of at least one square between them and their target, however, meaning they can't fight back if cornered or webbed.
*ShockAndAwe: The PaletteSwap: Before starting a run, you have the option of switching the colors of your mechs to the paint job of any other squad specialises in using ChainLightning to eliminate swarms of enemies in a single swoop.
you've unlocked.
* SpiderTank:Boulder Mech, looking a little like a [[VideoGame/{{Starcraft}} Protoss dragoon]].
Ranged Mechs, as well as the Pulse and Gravity Mechs, are all 4-legged walkers.
*YouWillNotEvadeMe: Hook Mech comes equipped with a Grappling Hook SquishyWizard: Most Science-class Mechs are weak on both defense and offense, but have unique abilities to manipulate the battlefield.
* StoneWall: Brutes and Primes tend to focus on durability if they're not set up for damage.
* SupportPartyMember: Various Mechs whichit can't deal damage by themselves, along with whichever mech in a squad gets to hold onto the squad's passive ability, if any.
** More specifically, Science-Class mechs. They are focused more on manipulating the positioning of units, such as shoving vek away from buildings or breaking your other mechs free from webbing, or providing passive effects and debuffs on vek.
* TankGoodness: Some of your building-sized Brute Mechs are just giant tanks, with equally giant cannons to go with it. You canuse even unlock the ability to pull enemies adjacent to itself. What makes launch mini tanks as support units off of some mechs.
* UtilityPartyMember: Science-Class Mechs fill thisparticularly useful is role. Their weapons are unable to damage enemies, but they usually compensate with adeptness in another area, such as flight, or a passive effect that Hook Mech is Armored, so it can sit in aids the middle of Lightning Mech's chains while shrugging off a portion of that damage.squad's strategy.
* AreaOfEffect: Various Ranged-class mortar attacks, which
* CastFromHitpoints: Ramming Engines (default on the Charge Mech), Hydraulic Legs (default on the Leap Mech), Unstable Cannon (default on the Unstable Mech), Vortex Fist, and Burning Mortar all do damage to
* {{Cephalothorax}}: Most Primes are roughly humanoid, but with a large glowing eye in their chest or abdomen rather than a distinct head region.
* ChickenWalker: The Primes for Zenith Guard and
* CloseRangeCombatant: Prime weapons tend to
* ACommanderIsYou:
* CoolPlane: Only one proper plane Mech, the Rusting Hulks' Jet Mech.
* CyberCyclops: All the Primes other than Laser Mech, plus the Swap Mech
* FragileSpeedster: Flying mechs have much greater maneuverability even when they don't have higher speed, but
* CripplingOverspecialization: Even
** Chain lightning can be... problematic when it comes to defense missions, since Electric Whip will damage anything that has
** Rock Accelerator's persistent boulder has a great many uses, but makes Boulder Mech even more dependent on positioning than other Ranged Mechs.
*
* LightningLash:
* HoverTank: The Ice Mech
*
* JackOfAllStats: Prime Mechs are generally designed to perform best at close range -- the more
** Straight-ahead projectile weapons can cross the whole map, only stopping when they
* LongRangeFighter: Ranged Mechs, naturally. Lobbed artillery projectiles can arc over buildings, but require the mech to
*
* SpiderTank:
*
* StoneWall: Brutes and Primes tend to focus on durability if they're not set up for damage.
* SupportPartyMember: Various Mechs which
** More specifically, Science-Class mechs. They are focused more on manipulating the positioning of units, such as shoving vek away from buildings or breaking your other mechs free from webbing, or providing passive effects and debuffs on vek.
* TankGoodness: Some of your building-sized Brute Mechs are just giant tanks, with equally giant cannons to go with it. You can
* UtilityPartyMember: Science-Class Mechs fill this
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[[folder:Steel Judoka]]
!!Steel Judoka
''These Mechs specialize in positional manipulation to turn the Vek against each other.''
'''Mechs:''' [[HumongousMecha Judo Mech]] (Prime), [[SpiderTank Siege Mech]] (Ranged), [[SpiderTank Gravity Mech]] (Science)
!!Steel Judoka
''These Mechs specialize in positional manipulation to turn the Vek against each other.''
'''Mechs:''' [[HumongousMecha Judo Mech]] (Prime), [[SpiderTank Siege Mech]] (Ranged), [[SpiderTank Gravity Mech]] (Science)
to:
!!Steel Judoka
!!Rift Walkers
''These were the very first Mechs
The first and only squad unlocked at the start of a new game profile.
'''Mechs:''' [[HumongousMecha
Changed line(s) 649,662 (click to see context) from:
* ACommanderIsYou: A Unit Specialist/Gimmick Faction, requiring a good grasp of the various enemy units, since the Mechs' abilities are primarily defensive in nature and highly positional when it comes to both the Vek and the Mechs themselves. The squad relies on ForcedFriendlyFire between the Vek to deal most of their damage for them.
* BarefistedMonk: Judo Mech is the HumongousMecha equivalent of this.
* CripplingOverspecialization: You really need to be able to line up the Vek with each other. If you can't funnel them together, you're going to have some trouble dealing enough damage to take them down.
* ForcedFriendlyFire: Explicitly a part of the intended strategy for the squad, per the in-game description.
* FriendlyFireProof: The Siege Mech's Cluster Artillery deals no damage to the targeted tile, damaging and pushing all adjacent tiles. It can be upgraded to make grid buildings completely immune. In addition, as usual, Armored works just as well against Mech weapons as it does against the Vek.
* GrappleMove: [[UsefulNotes/{{Judo}} Judo Mech]] is [[ExactlyWhatItSaysOnTheTin a mech that does Judo]]. It manages this through the use of its starting weapon, Vice Fist, which tosses a Vek to the square behind the Judo Mech, dealing a single point of damage when it lands.
* GravityMaster: Gravity Mech, as the name implies, uses this as its starting weapon, the Grav Well. It's a tad underwhelming, between the name and the Mech's downright ominous appearance: a bubble that can be launched across the map, but only tugs the target a single square and can't be upgraded. Fittingly for a gravity-themed unit, and moreso than most launcher characters, the Gravity Mech can benefit from being near the center of most maps.
* LightningBruiser: No {{Mighty Glacier}}s here. Judo Mech is tied with Jet Mech for the highest base speed in the game. It can't necessarily deal much damage itself with its base weapon, but there's nothing stopping you from upgrading it -- or giving it the various other Prime weapons, provided you can get your hands on them.
* LongRangeFighter: The only squad with two launcher mechs. As such, neither the Siege Mech nor the Gravity Mech can attack adjacent squares. Averted with [[CloseRangeCombatant Judo Mech]], of course.
* MadeOfIron: Judo Mech starts with the Armored trait, making an entirely valid strategy out of tossing a Vek over your shoulder and then simply letting it hit you, since you can completely negate the damage of any basic Vek.
* OppositesAttract: Siege Mech pushes the Vek out, but Gravity Mech keeps pulling them back in.
* {{Pheromones}}: The Gravity Mech's Vek Hormones passive incites Vek aggression, causing them to deal increased damage to other Vek, although still they won't target each other without a push in the right direction.
* RecursiveAmmo: Siege Mech's Cluster Artillery. It deals no damage to the tile it lands on, but the bomblets damage and push all adjacent squares.
* StoneWall: The Judoka's ''raison d'etre'', as the most purely defensive squad. True to trope, they don't have much in the way of direct damage.
* BarefistedMonk: Judo Mech is the HumongousMecha equivalent of this.
* CripplingOverspecialization: You really need to be able to line up the Vek with each other. If you can't funnel them together, you're going to have some trouble dealing enough damage to take them down.
* ForcedFriendlyFire: Explicitly a part of the intended strategy for the squad, per the in-game description.
* FriendlyFireProof: The Siege Mech's Cluster Artillery deals no damage to the targeted tile, damaging and pushing all adjacent tiles. It can be upgraded to make grid buildings completely immune. In addition, as usual, Armored works just as well against Mech weapons as it does against the Vek.
* GrappleMove: [[UsefulNotes/{{Judo}} Judo Mech]] is [[ExactlyWhatItSaysOnTheTin a mech that does Judo]]. It manages this through the use of its starting weapon, Vice Fist, which tosses a Vek to the square behind the Judo Mech, dealing a single point of damage when it lands.
* GravityMaster: Gravity Mech, as the name implies, uses this as its starting weapon, the Grav Well. It's a tad underwhelming, between the name and the Mech's downright ominous appearance: a bubble that can be launched across the map, but only tugs the target a single square and can't be upgraded. Fittingly for a gravity-themed unit, and moreso than most launcher characters, the Gravity Mech can benefit from being near the center of most maps.
* LightningBruiser: No {{Mighty Glacier}}s here. Judo Mech is tied with Jet Mech for the highest base speed in the game. It can't necessarily deal much damage itself with its base weapon, but there's nothing stopping you from upgrading it -- or giving it the various other Prime weapons, provided you can get your hands on them.
* LongRangeFighter: The only squad with two launcher mechs. As such, neither the Siege Mech nor the Gravity Mech can attack adjacent squares. Averted with [[CloseRangeCombatant Judo Mech]], of course.
* MadeOfIron: Judo Mech starts with the Armored trait, making an entirely valid strategy out of tossing a Vek over your shoulder and then simply letting it hit you, since you can completely negate the damage of any basic Vek.
* OppositesAttract: Siege Mech pushes the Vek out, but Gravity Mech keeps pulling them back in.
* {{Pheromones}}: The Gravity Mech's Vek Hormones passive incites Vek aggression, causing them to deal increased damage to other Vek, although still they won't target each other without a push in the right direction.
* RecursiveAmmo: Siege Mech's Cluster Artillery. It deals no damage to the tile it lands on, but the bomblets damage and push all adjacent squares.
* StoneWall: The Judoka's ''raison d'etre'', as the most purely defensive squad. True to trope, they don't have much in the way of direct damage.
to:
* BoringButPractical: No gimmicks -- just a solid squad.
* ACommanderIsYou:A Unit Specialist/Gimmick The Generalist Faction, requiring with a good grasp straightforward mix of the various enemy units, since the Mechs' abilities are primarily defensive in nature and highly positional when it comes to both the Vek and the no real weaknesses. In particular, all three Mechs themselves. The squad relies on ForcedFriendlyFire between the Vek to can both deal most of their damage for them.
* BarefistedMonk: Judo Mech is the HumongousMecha equivalent of this.
* CripplingOverspecialization: You really needand push enemies, which doesn't sound like much, but adds up to be able to line up the Vek with each other. If you can't funnel them together, you're going to have some trouble dealing enough damage to take them down.
round-by-round versatility that more specialized Mechs don't have.
*ForcedFriendlyFire: Explicitly a part of the intended strategy for the squad, per the in-game description.
* FriendlyFireProof: The Siege Mech's Cluster Artillery deals no damage to the targeted tile, damaging and pushing all adjacent tiles. It can beDashAttack: An upgraded to make grid buildings completely immune. In addition, as usual, Armored works just as well against Titan Fist allows the Combat Mech weapons as it does against the Vek.
* GrappleMove: [[UsefulNotes/{{Judo}} Judo Mech]] is [[ExactlyWhatItSaysOnTheTin a mech that does Judo]]. It manages this through the use of its starting weapon, Vice Fist, which tosses a Vekto the square behind the Judo Mech, dealing a single point of damage when it lands.
* GravityMaster: Gravity Mech, as the name implies, uses this as its starting weapon, the Grav Well. It's a tad underwhelming, between the name and the Mech's downright ominous appearance: a bubble that can be launcheddash across the map, but only tugs the target a single square map before punching their target.
* KineticWeaponsAreJustBetter: Whether they're tank andcan't be upgraded. Fittingly for a gravity-themed unit, and moreso than most launcher characters, the Gravity Mech can benefit from being near the center of most maps.
artillery shells or giant robot fists.
* LightningBruiser:No {{Mighty Glacier}}s here. Judo The [[DashAttack Dash]] upgrade turns the Combat Mech is tied with Jet Mech for into this.
* MegatonPunch: The Titan Fist could just as easily be called this, as one of thehighest base speed few 4 damage attacks in the game. It can't necessarily deal much damage itself with game (when fully upgraded) which also knocks its base weapon, but there's nothing stopping you from upgrading it -- or giving it the various other Prime weapons, provided you can get your hands on them.
* LongRangeFighter: The only squad with two launcher mechs. As such, neither the Siege Mech nor the Gravity Mech can attack adjacent squares. Averted with [[CloseRangeCombatant Judo Mech]], of course.
* MadeOfIron: Judo Mech starts with the Armored trait, making an entirely valid strategy out of tossing a Vek over your shoulder and then simply letting it hit you, since you can completely negate the damage of any basic Vek.
* OppositesAttract: Siege Mech pushes the Vek out, but Gravity Mech keeps pulling them back in.
* {{Pheromones}}: The Gravity Mech's Vek Hormones passive incites Vek aggression, causing them to deal increased damage to other Vek, although still they won'ttarget each other without a push in into the right direction.
* RecursiveAmmo: Siege Mech's Cluster Artillery. It deals no damage to thenext tile it lands on, but the bomblets damage and push all adjacent squares.
* StoneWall: The Judoka's ''raison d'etre'', as the most purely defensive squad. True to trope, they don't have much in the way of direct damage.back.
* ACommanderIsYou:
* BarefistedMonk: Judo Mech is the HumongousMecha equivalent of this.
* CripplingOverspecialization: You really need
*
* FriendlyFireProof: The Siege Mech's Cluster Artillery deals no damage to the targeted tile, damaging and pushing all adjacent tiles. It can be
* GrappleMove: [[UsefulNotes/{{Judo}} Judo Mech]] is [[ExactlyWhatItSaysOnTheTin a mech that does Judo]]. It manages this through the use of its starting weapon, Vice Fist, which tosses a Vek
* GravityMaster: Gravity Mech, as the name implies, uses this as its starting weapon, the Grav Well. It's a tad underwhelming, between the name and the Mech's downright ominous appearance: a bubble that can be launched
* KineticWeaponsAreJustBetter: Whether they're tank and
* LightningBruiser:
* MegatonPunch: The Titan Fist could just as easily be called this, as one of the
* LongRangeFighter: The only squad with two launcher mechs. As such, neither the Siege Mech nor the Gravity Mech can attack adjacent squares. Averted with [[CloseRangeCombatant Judo Mech]], of course.
* MadeOfIron: Judo Mech starts with the Armored trait, making an entirely valid strategy out of tossing a Vek over your shoulder and then simply letting it hit you, since you can completely negate the damage of any basic Vek.
* OppositesAttract: Siege Mech pushes the Vek out, but Gravity Mech keeps pulling them back in.
* {{Pheromones}}: The Gravity Mech's Vek Hormones passive incites Vek aggression, causing them to deal increased damage to other Vek, although still they won't
* RecursiveAmmo: Siege Mech's Cluster Artillery. It deals no damage to the
* StoneWall: The Judoka's ''raison d'etre'', as the most purely defensive squad. True to trope, they don't have much in the way of direct damage.
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[[folder:Flame Behemoths]]
!!Flame Behemoths
''Invincible to flames, these Mechs aim to burn any threat to ashes.''
'''Mechs:''' [[HumongousMecha Flame Mech]] (Prime), [[SpiderTank Meteor Mech]] (Ranged), Swap Mech (Science)
!!Flame Behemoths
''Invincible to flames, these Mechs aim to burn any threat to ashes.''
'''Mechs:''' [[HumongousMecha Flame Mech]] (Prime), [[SpiderTank Meteor Mech]] (Ranged), Swap Mech (Science)
to:
!!Flame Behemoths
''Invincible to flames,
!!Rusting Hulks:
''R.S.T. weather manipulators allow these Mechs
'''Mechs:'''
Changed line(s) 671,686 (click to see context) from:
* ACommanderIsYou: The Technical Faction. In another game, the fire-based team might be the most aggressive and straightforward, but in a game where your primary objective is defending buildings, the Flame Behemoths tend to reward careful play, steadily whittling down units with DamageOverTime, funneling enemies along paths that haven't been set on fire. Since Vek will also avoid being set on fire if they can, the squad is also very effective at area denial.
* BattleAmongstTheFlames: Most battles involving these will end up with lots of the tiles on fire. The Flame Behemoths are immune to the flames thanks to Flame Shielding, the Vek are not.
* CripplingOverspecialization: They're slow to set up and lacking in direct and single-target damage, to the point where they can seem fairly underwhelming until you get a handle on how to play them.
* DamageOverTime: They rely on it more heavily than any other faction, since the squad's only direct damage ability only deals damage to targets that are already on fire. Once they build up momentum, however, most Vek will be set on fire as soon as they emerge, meaning most minor Vek can be ignored the turn after they appear.
* DifficultButAwesome: Watching a whole map full of Vek wither away from burning damage and blocking emerging Vek without even having to lay a finger on them. Those are good rounds.
* ElementalRockPaperScissors: Fire attacks will automatically break ice tiles, dropping the Vek above [[SuperDrowningSkills straight into the water]].
* FirebreathingWeapon: The Flame Mech's Flamethrower fires a video game-style gout of flame.
* FlamethrowerBackfire: Averted, but the Meteor Mech's Vulcan Artillery can be upgraded to set fire to the tile directly behind it, giving it a melee attack of sorts.
* FriendlyFireproof: Fortunately grid buildings don't take damage from fire, which means the Behemoths can shoot straight through them without fear of collateral damage. Sadly this is not the case for some of the other friendly units you're meant to be defending during missions.
* GeoEffects: Tiles set on fire remain on fire for the rest of the match, unless hit with another Geo Effect, like ice or A.C.I.D. Control of this is the Flame Behemoths' primary advantage.
* ImmuneToFire: The Flame Behemoths come with Flame Shielding to protect them from the fire that they liberally make use of.
* KillItWithFire: Their specialty. Something of a subversion, however, as rather than putting down single targets relatively quickly, the Flame Behemoths focus on a slow burn that takes down multiple targets in later rounds.
* LongRangeFighter: All three units start with what are technically ranged weapons, even if the range on Flame Mech and Swap Mech is very short. The upgrades for both their base weapons simply extend their range by 1 tile per upgrade. It adds up.
* RequiredSecondaryPowers: Flame Shielding gives the whole squad immunity to fire, meaning they can walk over burning tiles with impunity.
* SwapTeleportation: Swap Mech's Teleporter allows it to trade places with a single unit. Despite its relatively short range, it's one of the more versatile position-affecting weapons, and pays dividends when more powerful Vek start showing up in larger numbers.
* VideoGameFlamethrowersSuck: It's one of the trickier weapons to use well, requiring an additional step before it can deal direct damage. If you're patient, however, once the whole map is burning, you'll be spoiled for choice when it comes to targets.
* BattleAmongstTheFlames: Most battles involving these will end up with lots of the tiles on fire. The Flame Behemoths are immune to the flames thanks to Flame Shielding, the Vek are not.
* CripplingOverspecialization: They're slow to set up and lacking in direct and single-target damage, to the point where they can seem fairly underwhelming until you get a handle on how to play them.
* DamageOverTime: They rely on it more heavily than any other faction, since the squad's only direct damage ability only deals damage to targets that are already on fire. Once they build up momentum, however, most Vek will be set on fire as soon as they emerge, meaning most minor Vek can be ignored the turn after they appear.
* DifficultButAwesome: Watching a whole map full of Vek wither away from burning damage and blocking emerging Vek without even having to lay a finger on them. Those are good rounds.
* ElementalRockPaperScissors: Fire attacks will automatically break ice tiles, dropping the Vek above [[SuperDrowningSkills straight into the water]].
* FirebreathingWeapon: The Flame Mech's Flamethrower fires a video game-style gout of flame.
* FlamethrowerBackfire: Averted, but the Meteor Mech's Vulcan Artillery can be upgraded to set fire to the tile directly behind it, giving it a melee attack of sorts.
* FriendlyFireproof: Fortunately grid buildings don't take damage from fire, which means the Behemoths can shoot straight through them without fear of collateral damage. Sadly this is not the case for some of the other friendly units you're meant to be defending during missions.
* GeoEffects: Tiles set on fire remain on fire for the rest of the match, unless hit with another Geo Effect, like ice or A.C.I.D. Control of this is the Flame Behemoths' primary advantage.
* ImmuneToFire: The Flame Behemoths come with Flame Shielding to protect them from the fire that they liberally make use of.
* KillItWithFire: Their specialty. Something of a subversion, however, as rather than putting down single targets relatively quickly, the Flame Behemoths focus on a slow burn that takes down multiple targets in later rounds.
* LongRangeFighter: All three units start with what are technically ranged weapons, even if the range on Flame Mech and Swap Mech is very short. The upgrades for both their base weapons simply extend their range by 1 tile per upgrade. It adds up.
* RequiredSecondaryPowers: Flame Shielding gives the whole squad immunity to fire, meaning they can walk over burning tiles with impunity.
* SwapTeleportation: Swap Mech's Teleporter allows it to trade places with a single unit. Despite its relatively short range, it's one of the more versatile position-affecting weapons, and pays dividends when more powerful Vek start showing up in larger numbers.
* VideoGameFlamethrowersSuck: It's one of the trickier weapons to use well, requiring an additional step before it can deal direct damage. If you're patient, however, once the whole map is burning, you'll be spoiled for choice when it comes to targets.
to:
* ACommanderIsYou: The Technical Faction. In another game, A combination of Guerilla and Ranger Factions. Speed, smoke, and the fire-based team might be the most aggressive and straightforward, but in a game where your primary objective is defending buildings, the Flame Behemoths tend Pulse Mech's ability to reward careful play, steadily whittling down push all adjacent units with DamageOverTime, funneling all work to prevent enemies along paths that haven't been set on fire. Since Vek will also avoid being set on fire if they can, the from ever landing an attack.
* ConfusionFu: The squad relies on smoke attacks and pushing enemies out of position while wearing them down from round to round. There's a reason the "Perfect Battle" achievement, awarded for finishing a battle without taking any Mech and Building damage, isalso very effective at area denial.
on the Rusting Hulks' short list.
*BattleAmongstTheFlames: Most battles involving these will end up CoolPlane: A building-sized jet, with lots of the tiles on fire. The Flame Behemoths are immune to highest base speed in the flames thanks to Flame Shielding, game, which can mount the Vek are not.
various Brute-class tank cannons.
* CripplingOverspecialization:They're slow to set up and lacking in As a defensive squad, they start light on direct offense and single-target damage, can have a hard time taking down enemies with a large amount of HP. Since smoke prevents mechs from attacking or repairing as well, this can leave them without a place to attack and no way to save themselves on the point where off chance they can seem fairly underwhelming until you get a handle on how to play them.
cornered.
* DamageOverTime:They rely on it more heavily than any other faction, since the The squad's Storm Generator means that Vek in smoke tiles not only direct damage ability only deals damage to targets that are already on fire. Once they build up momentum, however, most Vek will be set on fire as soon as they emerge, meaning most minor Vek can be ignored the turn after they appear.
* DifficultButAwesome: Watching a whole map full of Vek wither away from burning damage and blocking emerging Vek without even having to lay a finger on them. Those are good rounds.
* ElementalRockPaperScissors: Firehave their attacks will automatically break ice tiles, dropping the Vek above [[SuperDrowningSkills straight into the water]].
canceled, but they also take lightning damage round after round.
*FirebreathingWeapon: The Flame DeathFromAbove: A combination of Jet Mech's Flamethrower fires a video game-style gout of flame.
* FlamethrowerBackfire: Averted, but the Meteorbombing runs and Rocket Mech's Vulcan Artillery can be upgraded to set fire to air strikes.
* FragileSpeedster: The Jet Mech has a base speed of 4, as fast as any Mech in thetile directly behind it, giving it a melee attack of sorts.
* FriendlyFireproof: Fortunately grid buildings don't take damage from fire,game, plus Aerial Bombs which means the Behemoths can shoot straight through them without fear of collateral damage. Sadly this is not the case for some of the allow it to leapfrog over other friendly units you're meant to be defending during missions.
units, escaping webs and canceling attacks. Its HP starts at only 2.
* GeoEffects:Tiles set on fire remain on fire for the rest of the match, unless hit with another Geo Effect, like ice or A.C.I.D. Control of this is the Flame Behemoths' primary advantage.
* ImmuneToFire: The Flame Behemoths come with Flame Shielding to protect them from the fire that they liberally make use of.
* KillItWithFire: Their specialty. Something of a subversion, however, as rather than putting down single targets relatively quickly, the Flame Behemoths focus on a slow burn that takes down multiple targets in later rounds.
* LongRangeFighter: All threeSmoke tiles prevent units start with what are technically ranged weapons, even if from acting, and in the range on Flame Mech and Swap Mech is very short. The upgrades for both their base weapons simply extend their range by 1 tile per upgrade. It adds up.
* RequiredSecondaryPowers: Flame Shielding givesthe whole squad immunity to fire, meaning they can walk over burning tiles with impunity.
Rusting Hulks' case, also deal DamageOverTime.
*SwapTeleportation: Swap HitAndRunTactics: Jet Mech's Teleporter allows it to trade places specialty, and, by default, its only means of attack.
* MechanicallyUnusualClass: A fragile, speedy Brute, a durable, frontline Science-class Mech, and a Ranged with asingle unit. Despite its relatively short range, it's one of the more versatile position-affecting weapons, and pays dividends when more powerful Vek start showing up useful close range effect. This makes for some interesting permutations with their standard class weapons.
* OneWayVisor: Pulse Mech has a [[Franchise/{{Metroid}} Samus]]-esque green visor.
* ShockAndAwe: Rocket Mech's Storm Generator passive deals electrical damage to enemies caught inlarger numbers.
your smoke clouds.
*VideoGameFlamethrowersSuck: It's one of the trickier weapons to use SmokeBombs: Aerial Bombs deal damage as well, requiring an additional step before it can but their main function is to kick up thick clouds of electrified smoke. Rocket Mech's rocket leaves a carpet of smoke behind the mech, enough to do a NASA shuttle launch proud.
* StoneWall: The only base squad without a Prime, the Hulks have the next best thing: the Pulse Mech. Its starting weapon, Repulse, doesn't dealdirect damage. If you're patient, however, once any damage by itself, but it knocks back all adjacent enemies. Its first upgrade grants the whole map is burning, you'll be spoiled for choice when Pulse Mech a shield, making the Mech very effective at guarding chokepoints. When fully upgraded, it comes shields friendly adjacent units and buildings as well, severely hampering the Vek's ability to targets.damage anything if they can even manage to get a shot in through all the smoke.
* ConfusionFu: The squad relies on smoke attacks and pushing enemies out of position while wearing them down from round to round. There's a reason the "Perfect Battle" achievement, awarded for finishing a battle without taking any Mech and Building damage, is
*
* CripplingOverspecialization:
* DamageOverTime:
* DifficultButAwesome: Watching a whole map full of Vek wither away from burning damage and blocking emerging Vek without even having to lay a finger on them. Those are good rounds.
* ElementalRockPaperScissors: Fire
*
* FlamethrowerBackfire: Averted, but the Meteor
* FragileSpeedster: The Jet Mech has a base speed of 4, as fast as any Mech in the
* FriendlyFireproof: Fortunately grid buildings don't take damage from fire,
* GeoEffects:
* ImmuneToFire: The Flame Behemoths come with Flame Shielding to protect them from the fire that they liberally make use of.
* KillItWithFire: Their specialty. Something of a subversion, however, as rather than putting down single targets relatively quickly, the Flame Behemoths focus on a slow burn that takes down multiple targets in later rounds.
* LongRangeFighter: All three
* RequiredSecondaryPowers: Flame Shielding gives
*
* MechanicallyUnusualClass: A fragile, speedy Brute, a durable, frontline Science-class Mech, and a Ranged with a
* OneWayVisor: Pulse Mech has a [[Franchise/{{Metroid}} Samus]]-esque green visor.
* ShockAndAwe: Rocket Mech's Storm Generator passive deals electrical damage to enemies caught in
*
* StoneWall: The only base squad without a Prime, the Hulks have the next best thing: the Pulse Mech. Its starting weapon, Repulse, doesn't deal
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[[folder:Frozen Titans]]
!!Frozen Titans
''These Titans rely on the Cryo Launcher, a powerful weapon that takes an experienced Pilot to master.''
'''Mechs:''' [[HumongousMecha Aegis Mech]] (Prime), [[TankGoodness Mirror Mech]] (Brute), [[HoverTank Ice Mech]] (Science)
!!Frozen Titans
''These Titans rely on the Cryo Launcher, a powerful weapon that takes an experienced Pilot to master.''
'''Mechs:''' [[HumongousMecha Aegis Mech]] (Prime), [[TankGoodness Mirror Mech]] (Brute), [[HoverTank Ice Mech]] (Science)
to:
!!Frozen Titans
''These Titans rely on the Cryo Launcher,
!!Zenith Guard
''Detritus' Beam technology and Pinnacle's Shield technology create a powerful
'''Mechs:'''
Changed line(s) 695,718 (click to see context) from:
* BarrierWarrior: The Aegis Mech gains the ability to shield itself every time it attacks when upgraded, but the real standout is Ice Mech's ability to freeze itself and any other unit, structure, or water/A.C.I.D. tile each round.
* ACommanderIsYou: The Technical/Gimmick Faction, each mech having a weapon with a slightly unusual mechanic. They specialize in locking down enemies and preventing damage through timely deployment of shields and barriers.
* CripplingOverspecialization: The Titans are all about keeping tight control of the map and have the versaility to do it, but they also have to juggle a lot of variables at once. If they lose control and start getting overwhelmed, they're not great at getting that control back.
** As the in-game description mentions, the Cryo-Launcher is extremely versatile, protecting units or structures, locking down Vek, blocking emergence points without taking damage, etc. -- but prioritizing your targets and getting the right order of operations down will make or break the squad.
** The Mirror Mech's double guns double the damage you can do per round and are relatively cheap to upgrade, but do present a fair-sized risk of collateral damage. If you can't hit Vek with both shots, this can be blocked by the other mechs in the squad or by freezing buildings.
** While it's great when you can make use of all three, the Aegis Mech often has to choose between its solid damage output, Spartan Shield's unique ability to flip enemy attack direction, and its durability.
** The Titans are very good at preventing Vek reaching the surface at all, but rely on their defensive abilities too much and you can start to lag behind in terms of experience. Frozen Vek can't attack, but also aren't worth any XP.
* ElementalRockPaperScissors: Cryo-Launcher can be used to put out fires and freeze water tiles, but freezing is negated by lava tiles. Since Ice Mech is a Flying mech, this can be used to your advantage in the Volcanic Hive, freezing your targets while remaining mobile yourself.
* GeoEffects: Water and A.C.I.D. tiles can be made walkable. Frozen units block all non-flying units, including allies.
* GlacierWaif: The Ice Mech has only 2 HP, but is one of the most durable mechs in the game, thanks to its default loadout of the Cryo-Launcher, which freezes both the mech's target and the mech itself, encasing both in solid ice. This might sound like a liability, but in practice can be used as a powerful makeshift shield, guarding both the Ice Mech and a building, or taking an enemy out of the fight entirely, since Vek can't break out of the ice without another Vek attacking them.
** Doubly the case if the Ice Mech in question is piloted by [[{{Pun}} Bethany Jones]], since her shield means she can fire the Cryo-Launcher without freezing herself.
* AHeadAtEachEnd: The Mirror Mech's Janus Cannon is basically two huge cannons facing in opposite directions mounted on a set of treads. It can, and indeed, ''must'' fire both guns at once whenever it attacks.
* HubcapHovercraft: The Ice Mech has SpiderTank legs like all Ranged mechs, which it folds up around its body at all times, since it also starts with the [[HoverTank Flying]] trait.
* AnIcePerson: An ice-themed squad, as the name suggests, with a pale blue color scheme and a glass/mirror theme. The Cryo-Launcher can freeze units and structures, which acts as a shield but prevents actions and can only be removed by damage or repairing.
* Instant180DegreeTurn: The Aegis Mech's Spartan Shield has the unique ability to reverse the direction of Vek attacks.
* LightningBruiser: Like its fellow defensive Prime Judo Mech, Aegis Mech has a base speed of 4. It tends to be used for running from one threat to another rather than charging toward the front lines, however.
* LuckilyMyShieldWillProtectMe: The Aegis Mech's enormous metal shield is visible in its sprite.
* MightyGlacier: Generally averted for the individual mechs, but the squad as a whole is better at taking out single targets and guarding chokepoints than they are at taking out large numbers of enemies at once. Their strategy tends to be slow and steady.
** Ice Mech can completely neutralize a powerful Vek one turn, but may need to spend a turn frozen or repairing if they aren't able to line themselves up with an attacking Vek or Mirror Mech's blowback.
* MoreDakka: The Mirror Mech's double guns can deal heavy damage and are relatively cheap to upgrade.
* NoSell: Masters of this, between Aegis Mech's ability to flip enemy attacks and Ice Mech's ability to encase targets in ice, locking enemies down and protecting friendlies from damage.
* ShieldBash: The Aegis Mech's Spartan Shield weapon deals a solid 2 points of damage and flips the target's attack direction, an ability unique to it. When upgraded, it also provides a single-use energy shield.
* StoneWall: The last of the three defensive squads, focusing on avoiding enemy damage altogether, freezing dangerous targets and blocking surfacing Vek. They have reasonably good damage output as well, but can be stretched thin if too many enemies end up on the field at once.
* ThemeNaming: The squad is armed with a [[UsefulNotes/AncientGreece Spartan]] Shield, the [[ReligiousAndMythologicalThemeNaming Janus]] Cannon, and their signature [[GratuitousGreek Cryo]]-Launcher.
* ACommanderIsYou: The Technical/Gimmick Faction, each mech having a weapon with a slightly unusual mechanic. They specialize in locking down enemies and preventing damage through timely deployment of shields and barriers.
* CripplingOverspecialization: The Titans are all about keeping tight control of the map and have the versaility to do it, but they also have to juggle a lot of variables at once. If they lose control and start getting overwhelmed, they're not great at getting that control back.
** As the in-game description mentions, the Cryo-Launcher is extremely versatile, protecting units or structures, locking down Vek, blocking emergence points without taking damage, etc. -- but prioritizing your targets and getting the right order of operations down will make or break the squad.
** The Mirror Mech's double guns double the damage you can do per round and are relatively cheap to upgrade, but do present a fair-sized risk of collateral damage. If you can't hit Vek with both shots, this can be blocked by the other mechs in the squad or by freezing buildings.
** While it's great when you can make use of all three, the Aegis Mech often has to choose between its solid damage output, Spartan Shield's unique ability to flip enemy attack direction, and its durability.
** The Titans are very good at preventing Vek reaching the surface at all, but rely on their defensive abilities too much and you can start to lag behind in terms of experience. Frozen Vek can't attack, but also aren't worth any XP.
* ElementalRockPaperScissors: Cryo-Launcher can be used to put out fires and freeze water tiles, but freezing is negated by lava tiles. Since Ice Mech is a Flying mech, this can be used to your advantage in the Volcanic Hive, freezing your targets while remaining mobile yourself.
* GeoEffects: Water and A.C.I.D. tiles can be made walkable. Frozen units block all non-flying units, including allies.
* GlacierWaif: The Ice Mech has only 2 HP, but is one of the most durable mechs in the game, thanks to its default loadout of the Cryo-Launcher, which freezes both the mech's target and the mech itself, encasing both in solid ice. This might sound like a liability, but in practice can be used as a powerful makeshift shield, guarding both the Ice Mech and a building, or taking an enemy out of the fight entirely, since Vek can't break out of the ice without another Vek attacking them.
** Doubly the case if the Ice Mech in question is piloted by [[{{Pun}} Bethany Jones]], since her shield means she can fire the Cryo-Launcher without freezing herself.
* AHeadAtEachEnd: The Mirror Mech's Janus Cannon is basically two huge cannons facing in opposite directions mounted on a set of treads. It can, and indeed, ''must'' fire both guns at once whenever it attacks.
* HubcapHovercraft: The Ice Mech has SpiderTank legs like all Ranged mechs, which it folds up around its body at all times, since it also starts with the [[HoverTank Flying]] trait.
* AnIcePerson: An ice-themed squad, as the name suggests, with a pale blue color scheme and a glass/mirror theme. The Cryo-Launcher can freeze units and structures, which acts as a shield but prevents actions and can only be removed by damage or repairing.
* Instant180DegreeTurn: The Aegis Mech's Spartan Shield has the unique ability to reverse the direction of Vek attacks.
* LightningBruiser: Like its fellow defensive Prime Judo Mech, Aegis Mech has a base speed of 4. It tends to be used for running from one threat to another rather than charging toward the front lines, however.
* LuckilyMyShieldWillProtectMe: The Aegis Mech's enormous metal shield is visible in its sprite.
* MightyGlacier: Generally averted for the individual mechs, but the squad as a whole is better at taking out single targets and guarding chokepoints than they are at taking out large numbers of enemies at once. Their strategy tends to be slow and steady.
** Ice Mech can completely neutralize a powerful Vek one turn, but may need to spend a turn frozen or repairing if they aren't able to line themselves up with an attacking Vek or Mirror Mech's blowback.
* MoreDakka: The Mirror Mech's double guns can deal heavy damage and are relatively cheap to upgrade.
* NoSell: Masters of this, between Aegis Mech's ability to flip enemy attacks and Ice Mech's ability to encase targets in ice, locking enemies down and protecting friendlies from damage.
* ShieldBash: The Aegis Mech's Spartan Shield weapon deals a solid 2 points of damage and flips the target's attack direction, an ability unique to it. When upgraded, it also provides a single-use energy shield.
* StoneWall: The last of the three defensive squads, focusing on avoiding enemy damage altogether, freezing dangerous targets and blocking surfacing Vek. They have reasonably good damage output as well, but can be stretched thin if too many enemies end up on the field at once.
* ThemeNaming: The squad is armed with a [[UsefulNotes/AncientGreece Spartan]] Shield, the [[ReligiousAndMythologicalThemeNaming Janus]] Cannon, and their signature [[GratuitousGreek Cryo]]-Launcher.
to:
* BarrierWarrior: The Aegis Mech gains the ability to shield itself every time it attacks when upgraded, but the real standout is Ice Defense Mech's ability Shield Projector allows it to freeze itself lob shield bubbles across the map, protecting buildings and any other unit, structure, or water/A.C.I.D. tile each round.
allies, up to a 5-tile cross when fully upgraded.
* ChickenWalker: Laser Mech closely resembles [[VideoGame/MetalGearSolid Metal Gear REX]].
* ACommanderIsYou: TheTechnical/Gimmick Brute Faction, each mech having a weapon with a slightly unusual mechanic. They specialize the single biggest gun in locking down enemies the game and preventing damage through timely deployment of shields and barriers.
* CripplingOverspecialization: The Titans are all about keeping tight control of the map and have the versaility to do it, but they also have to jugglea lot of variables at once. If they lose control and start getting overwhelmed, they're not great at getting tank that control back.
** Asspecializes in crashing straight into things.
* EnergyWeapon: Just thein-game description mentions, the Cryo-Launcher is extremely versatile, protecting units or structures, locking down Vek, blocking emergence points without taking damage, etc. -- one, but prioritizing your targets and getting the right order of operations down will make or break the squad.
** The Mirror Mech's double guns double the damage you can do per round and are relatively cheap to upgrade, but do present a fair-sized risk of collateral damage. If you can't hit Vek with both shots, thisit's more than enough.
* FriendlyFireproof: Burst Beam can beblocked by the other mechs in the squad or by freezing upgraded to ignore allies, but not buildings.
** While it's great when you can make use of all three, the Aegis Mech often has to choose between its solid damage output, Spartan Shield's unique ability to flip enemy attack direction, and its durability.
** The Titans are very good at preventing Vek reaching the surface at all, but rely on their defensive abilities too much and you can start to lag behind in terms of experience. Frozen Vek can't attack, but also aren't worth any XP.
* ElementalRockPaperScissors: Cryo-Launcher can be used to put out fires and freeze water tiles, but freezing is negated by lava tiles. Since Ice Mech is a Flying mech, this can be used to your advantage in the Volcanic Hive, freezing your targets while remaining mobile yourself.
* GeoEffects: Water and A.C.I.D. tiles can be made walkable. Frozen units block all non-flying units, including allies.
* GlacierWaif: The Ice Mech has only 2 HP, but is one of the most durable mechs in the game, thanks to its default loadout of the Cryo-Launcher, which freezes both the mech's target and the mech itself, encasing both in solid ice. This might sound like a liability, but in practice can be used as a powerful makeshift shield, guarding both the Ice Mech and a building, or taking an enemy out of the fight entirely, since Vek can't break out of the ice without another Vek attacking them.
** Doubly the case if the Ice Mech in question is piloted by [[{{Pun}} Bethany Jones]], since her shield means she can fire the Cryo-Launcher without freezing herself.
* AHeadAtEachEnd: The Mirror Mech's Janus Cannon is basically two huge cannons facing in opposite directions mounted on a set of treads. It can, and indeed, ''must'' fire both guns at once whenever it attacks.
* HubcapHovercraft: The Ice Mech has SpiderTank legs like all Ranged mechs, which it folds up around its body at all times, since it also starts with the [[HoverTank Flying]] trait.
* AnIcePerson: An ice-themed squad, as the name suggests, with a pale blue color scheme and a glass/mirror theme. The Cryo-Launcher can freeze units and structures, which acts as a shield but prevents actions and can only be removed by damage or repairing.
* Instant180DegreeTurn: The Aegis Mech's Spartan Shield has the unique ability to reverse the direction of Vek attacks.
* LightningBruiser: Like its fellow defensive Prime Judo Mech, Aegis As long as there's a straight line between you and your target. Zenith Guard can run into trouble on uneven terrain, when the enemy or the grid is scattered.
* OneWayVisor: Charge Mech has abase speed of 4. It tends bright red one.
* ShoutOut: In addition tobe used for running from one threat to another rather than charging toward the front lines, however.
* LuckilyMyShieldWillProtectMe: The AegisLaser Mech's enormous metal shield is visible in its sprite.
* MightyGlacier: Generally averted forresemblance to Metal Gear REX, there's these two achievements:
** [[Franchise/MortalKombat "Get Over Here!"]][[note]]Requires theindividual mechs, but the squad as a whole is better at taking out single targets and guarding chokepoints than they are at taking out large numbers of enemies at once. Their strategy tends to be slow and steady.
** Ice Mech can completely neutralize a powerful Vek one turn, but may need to spend a turn frozen or repairing if they aren't able to line themselves up with an attacking Vek or MirrorDefense Mech's blowback.
* MoreDakka: The Mirror Mech's double guns can deal heavy damageAttraction Pulse, [[JokingMode even though Blitzkrieg's Hook Mech is black and are relatively cheap to upgrade.
* NoSell: Masters of this, between Aegis Mech's ability to flipyellow and has a grappling hook.]][[/note]] (Kill an enemy attacks and Ice Mech's ability to encase targets in ice, locking by pulling it into yourself.)
** [[Film/BladeRunner "Glittering C-Beam."]] (Kill 4 enemiesdown and protecting friendlies from damage.
with a single laser.)
*ShieldBash: SplashDamage: The Aegis Mech's Spartan Shield weapon deals a solid 2 Burst Beam starts out with 3 or 4 points of damage and flips the target's attack direction, an ability unique to it. When upgraded, it also provides but loses a single-use energy shield.
* StoneWall: The lastpoint of the three defensive squads, focusing on avoiding enemy damage altogether, freezing dangerous for every tile it travels through.
* SupportPartyMember: The Defense Mech starts with both slots filled, and like many Science Mechs, has no actual damage capability -- other than pulling its target directly into its fragile 2 HP pod.
* TractorBeam: Defense Mech again. A projectile weapon which pulls enemy targetsand blocking surfacing Vek. They have reasonably good 1 tile. Handy for pulling Vek into [[SuperDrowningSkills water]].
* WaveMotionGun: Laser Mech's namesake Burst Beam. It crosses the map in a straight line until it hits a structure, passing through units without stopping. It deals massive damageoutput as well, up close but can be stretched thin if too many enemies end up on the field at once.
tails off for each tile it passes through.
*ThemeNaming: WaveMotionTuningFork: The squad Laser Mech's side-mounted main gun is armed with a [[UsefulNotes/AncientGreece Spartan]] Shield, the [[ReligiousAndMythologicalThemeNaming Janus]] Cannon, and their signature [[GratuitousGreek Cryo]]-Launcher.huge two-pronged beam weapon.
* ChickenWalker: Laser Mech closely resembles [[VideoGame/MetalGearSolid Metal Gear REX]].
* ACommanderIsYou: The
* CripplingOverspecialization: The Titans are all about keeping tight control of the map and have the versaility to do it, but they also have to juggle
** As
* EnergyWeapon: Just the
** The Mirror Mech's double guns double the damage you can do per round and are relatively cheap to upgrade, but do present a fair-sized risk of collateral damage. If you can't hit Vek with both shots, this
* FriendlyFireproof: Burst Beam can be
** The Titans are very good at preventing Vek reaching the surface at all, but rely on their defensive abilities too much and you can start to lag behind in terms of experience. Frozen Vek can't attack, but also aren't worth any XP.
* ElementalRockPaperScissors: Cryo-Launcher can be used to put out fires and freeze water tiles, but freezing is negated by lava tiles. Since Ice Mech is a Flying mech, this can be used to your advantage in the Volcanic Hive, freezing your targets while remaining mobile yourself.
* GeoEffects: Water and A.C.I.D. tiles can be made walkable. Frozen units block all non-flying units, including allies.
* GlacierWaif: The Ice Mech has only 2 HP, but is one of the most durable mechs in the game, thanks to its default loadout of the Cryo-Launcher, which freezes both the mech's target and the mech itself, encasing both in solid ice. This might sound like a liability, but in practice can be used as a powerful makeshift shield, guarding both the Ice Mech and a building, or taking an enemy out of the fight entirely, since Vek can't break out of the ice without another Vek attacking them.
** Doubly the case if the Ice Mech in question is piloted by [[{{Pun}} Bethany Jones]], since her shield means she can fire the Cryo-Launcher without freezing herself.
* AHeadAtEachEnd: The Mirror Mech's Janus Cannon is basically two huge cannons facing in opposite directions mounted on a set of treads. It can, and indeed, ''must'' fire both guns at once whenever it attacks.
* HubcapHovercraft: The Ice Mech has SpiderTank legs like all Ranged mechs, which it folds up around its body at all times, since it also starts with the [[HoverTank Flying]] trait.
* AnIcePerson: An ice-themed squad, as the name suggests, with a pale blue color scheme and a glass/mirror theme. The Cryo-Launcher can freeze units and structures, which acts as a shield but prevents actions and can only be removed by damage or repairing.
* Instant180DegreeTurn: The Aegis Mech's Spartan Shield has the unique ability to reverse the direction of Vek attacks.
* OneWayVisor: Charge Mech has a
* ShoutOut: In addition to
* LuckilyMyShieldWillProtectMe: The Aegis
* MightyGlacier: Generally averted for
** [[Franchise/MortalKombat "Get Over Here!"]][[note]]Requires the
** Ice Mech can completely neutralize a powerful Vek one turn, but may need to spend a turn frozen or repairing if they aren't able to line themselves up with an attacking Vek or Mirror
* MoreDakka: The Mirror Mech's double guns can deal heavy damage
* NoSell: Masters of this, between Aegis Mech's ability to flip
** [[Film/BladeRunner "Glittering C-Beam."]] (Kill 4 enemies
*
* StoneWall: The last
* SupportPartyMember: The Defense Mech starts with both slots filled, and like many Science Mechs, has no actual damage capability -- other than pulling its target directly into its fragile 2 HP pod.
* TractorBeam: Defense Mech again. A projectile weapon which pulls enemy targets
* WaveMotionGun: Laser Mech's namesake Burst Beam. It crosses the map in a straight line until it hits a structure, passing through units without stopping. It deals massive damage
*
Changed line(s) 721,725 (click to see context) from:
[[folder:Hazardous Mechs]]
!!Hazardous Mechs
''These Mechs have spectacular damage output but rely on nanobots feeding off dead Vek to say alive.''
'''Mechs:''' [[ChickenWalker Leap Mech]] (Prime), [[TankGoodness Unstable Mech]] (Brute), [[HoverTank Nano Mech]] (Science)
!!Hazardous Mechs
''These Mechs have spectacular damage output but rely on nanobots feeding off dead Vek to say alive.''
'''Mechs:''' [[ChickenWalker Leap Mech]] (Prime), [[TankGoodness Unstable Mech]] (Brute), [[HoverTank Nano Mech]] (Science)
to:
!!Hazardous Mechs
''These Mechs have spectacular damage output but rely on nanobots feeding off dead Vek to say alive.
!!Blitzkrieg
''R.S.T. designed this squad around the mass destruction capabilities of harnessed lightning.''
'''Mechs:'''
Changed line(s) 727,740 (click to see context) from:
* AttackAttackAttack: Because attacking will hurt you, but actually finishing enemies off will also heal you.
* ACommanderIsYou: The Ranger Faction, with their considerable advantages in speed and range, and -- technically -- Technical, since they rely heavily on A.C.I.D. as a debuff, with the added wrinkle of healing from every kill. In practice, they tend to be fairly straightforward, tactically: a high-damage, high-speed, high-risk high-reward squad, which tends to swing quickly from victory to the edge of defeat and back again.
* CastFromHitPoints: Several of their weapons will deal damage to themselves, in exchange for high damage to enemies.
* CripplingOverspecialization: That moment when you realize that you can set up a killzone where you can take out half a dozen Vek with a single use of Hydraulic Legs -- but it's going to get your Unstable Mech killed during the Vek's action phase to position them just right.
* DamageIncreasingDebuff: A.C.I.D. doubles all weapon damage dealt to the target. The Hazardous Mechs are not immune to this effect themselves, and this includes the damage their weapons deal to themselves when they attack. Each unit killed while inflicted with A.C.I.D. leaves an A.C.I.D. spill on the tile where they dropped, quickly covering the map in green puddles.
* DeathOrGloryAttack: The intended strategy for the squad is an ongoing series of these. It's entirely possible for an attack to take the Mech to 0 HP, simultaneously kill multiple Vek, and bring you back up to full health all in the same action. This can be deeply cathartic.
** The squad also generally doesn't have the health to block many emerging Vek, but this can actually work out in their favor if they can use the Vek's numbers to set up Vek traffic jams and kill them by bumping them into each other from all sides.
* FragileSpeedster: Both the fastest and most fragile squad in the game, with two units with base speed 4, two units that damage themselves when they attack, and a map that will typically be covered in [[DamageIncreasingDebuff A.C.I.D.]] before the end of the mission.
* HollywoodAcid: Detritus's own patented A.C.I.D., although it's actually said to be composed of nanites -- still green and able to eat through just about anything, though. [[NotTheIntendedUse It's supposed to be used for disposing of waste material.]]
* InASingleBound: At first it looks like the Hazardous Mechs don't have a ranged launcher Mech -- which is fine, two straight-ahead projectile attacks still isn't bad -- but then you realize Leap Mech is both the launcher ''and'' the projectile, pushing and damaging all adjacent squares at its impact point while being able to reach almost any square on the map.
* LifeDrain: Viscera Nanobots, a starting weapon on the Nano Mech, heals Mechs whenever they deal a killing blow.
* {{Nanomachines}}: The squad makes substantial use of these, both to damage enemies and to repair themselves. Both are supplied by the aptly named [[ExactlyWhatItSaysOnTheTin Nano Mech]].
* RegeneratingHealth: Of the restore-health-upon-making-a-kill variety. The Nano Mech's Viscera Nanobots passive causes the Hazardous Mechs to regain health upon a direct kill -- this includes Vek that are pushed into each other or are drowned or pushed into pits, but not Vek that take damage from burning or blocking emerging Vek.
* SelfDestructiveCharge: Leap Mech and Unstable Mech (per the name) have attacks so powerful that they risk shaking the Mechs to pieces every time they use them.
* ACommanderIsYou: The Ranger Faction, with their considerable advantages in speed and range, and -- technically -- Technical, since they rely heavily on A.C.I.D. as a debuff, with the added wrinkle of healing from every kill. In practice, they tend to be fairly straightforward, tactically: a high-damage, high-speed, high-risk high-reward squad, which tends to swing quickly from victory to the edge of defeat and back again.
* CastFromHitPoints: Several of their weapons will deal damage to themselves, in exchange for high damage to enemies.
* CripplingOverspecialization: That moment when you realize that you can set up a killzone where you can take out half a dozen Vek with a single use of Hydraulic Legs -- but it's going to get your Unstable Mech killed during the Vek's action phase to position them just right.
* DamageIncreasingDebuff: A.C.I.D. doubles all weapon damage dealt to the target. The Hazardous Mechs are not immune to this effect themselves, and this includes the damage their weapons deal to themselves when they attack. Each unit killed while inflicted with A.C.I.D. leaves an A.C.I.D. spill on the tile where they dropped, quickly covering the map in green puddles.
* DeathOrGloryAttack: The intended strategy for the squad is an ongoing series of these. It's entirely possible for an attack to take the Mech to 0 HP, simultaneously kill multiple Vek, and bring you back up to full health all in the same action. This can be deeply cathartic.
** The squad also generally doesn't have the health to block many emerging Vek, but this can actually work out in their favor if they can use the Vek's numbers to set up Vek traffic jams and kill them by bumping them into each other from all sides.
* FragileSpeedster: Both the fastest and most fragile squad in the game, with two units with base speed 4, two units that damage themselves when they attack, and a map that will typically be covered in [[DamageIncreasingDebuff A.C.I.D.]] before the end of the mission.
* HollywoodAcid: Detritus's own patented A.C.I.D., although it's actually said to be composed of nanites -- still green and able to eat through just about anything, though. [[NotTheIntendedUse It's supposed to be used for disposing of waste material.]]
* InASingleBound: At first it looks like the Hazardous Mechs don't have a ranged launcher Mech -- which is fine, two straight-ahead projectile attacks still isn't bad -- but then you realize Leap Mech is both the launcher ''and'' the projectile, pushing and damaging all adjacent squares at its impact point while being able to reach almost any square on the map.
* LifeDrain: Viscera Nanobots, a starting weapon on the Nano Mech, heals Mechs whenever they deal a killing blow.
* {{Nanomachines}}: The squad makes substantial use of these, both to damage enemies and to repair themselves. Both are supplied by the aptly named [[ExactlyWhatItSaysOnTheTin Nano Mech]].
* RegeneratingHealth: Of the restore-health-upon-making-a-kill variety. The Nano Mech's Viscera Nanobots passive causes the Hazardous Mechs to regain health upon a direct kill -- this includes Vek that are pushed into each other or are drowned or pushed into pits, but not Vek that take damage from burning or blocking emerging Vek.
* SelfDestructiveCharge: Leap Mech and Unstable Mech (per the name) have attacks so powerful that they risk shaking the Mechs to pieces every time they use them.
to:
* AttackAttackAttack: Because attacking will hurt you, but actually finishing enemies off will also heal you.
ChainLightning: The core mechanic of the squad is the Electric Whip, which deals damage to an initial target, then chains to each adjacent target, and so on and so on. It can be upgraded to deal more damage and chain through buildings (without damaging them). Used effectively, it can devastate Vek ranks, cleaning out any or all weaker Vek in a single turn.
* ACommanderIsYou: TheRanger Faction, with their considerable advantages in speed and range, and -- technically -- Technical, since they rely heavily on A.C.I.D. as a debuff, with the added wrinkle of healing from every kill. In practice, they tend Unit Specialist Faction. You can use Boulder Mech to be fairly straightforward, tactically: a high-damage, high-speed, high-risk high-reward squad, which tends to swing quickly from victory to the edge of defeat and back again.
* CastFromHitPoints: Several of their weapons willdeal damage damage, but where this squad really shines is setting up massive chains to themselves, in exchange for high damage take full advantage of Electric Whip's ability to enemies.
hit multiple targets.
* CripplingOverspecialization:That moment when you realize that you can set up a killzone where you can take out half a dozen Vek with a single use Even more than most squads, Blitzkrieg is built around their Prime mech's gimmick. Their relative lack of Hydraulic Legs -- but it's going to get your Unstable Mech killed during the Vek's action phase to position them just right.
* DamageIncreasingDebuff: A.C.I.D. doubles all weaponsingle-target damage dealt also needs to the target. The Hazardous Mechs are not immune be overcome.
** Chain lightning can be... problematic when it comes tothis effect themselves, and this includes the defense missions, since Electric Whip will damage their weapons deal anything that has HP.
** Grappling Hook pulls enemies into range, but with no way of dealing direct damage itself.
** Rock Accelerator's persistent boulder has a great many uses, but makes Boulder Mech even more dependent on positioning than other Ranged Mechs.
* FriendlyFireproof: Electric Whip can be upgraded tothemselves when they attack. Each unit killed chain through buildings while inflicted with A.C.I.D. leaves an A.C.I.D. spill on dealing no damage to them.
* GratuitousForeignLanguage: Blitzkrieg is German for "Lightning War", thetile where they dropped, quickly covering Nazis' military doctrine of breaking through enemy defenses using a fast attack by a concentrated force of armored, mechanized forces as the map in green puddles.
* DeathOrGloryAttack: The intended strategy fortip of the squad is an ongoing series of these. spear. Sound familiar? It's entirely possible also the name of one of Blitzkrieg Squad's achievements, awarded for an attack to take beating the first two Corporate Islands in under 30 minutes.
* LightningLash: The Lightning Mechto 0 HP, simultaneously kill multiple Vek, and bring you back up to full health all in the same action. This can be deeply cathartic.
** The squad also generally doesn't have the health to block many emerging Vek, but this can actually work out in their favor if they can use the Vek's numbers to set up Vek traffic jams and kill them by bumping them into each other from all sides.
* FragileSpeedster: Both the fastest and most fragile squad in the game, with two units with base speed 4, two units that damage themselves when they attack, and a map that will typically be covered in [[DamageIncreasingDebuff A.C.I.D.]] beforehas electrified whips at the end of the mission.
its arms.
*HollywoodAcid: Detritus's own patented A.C.I.D., although it's actually said RockBeatsLaser: The Boulder Mech launches rocks, which deal more damage than many conventional weapons, have a unique ability to be composed push targets on either side of nanites -- still green it but not in front of it, and able to eat through just about anything, though. [[NotTheIntendedUse It's supposed to be used for disposing of waste material.]]
* InASingleBound: At first it looks like the Hazardous Mechsif they don't have hit anything, leave a ranged launcher Mech -- 1 HP boulder which is fine, two straight-ahead projectile can block attacks still isn't bad -- but then you realize Leap Mech is both the launcher ''and'' the projectile, pushing and damaging all adjacent squares at its impact point while being able emerging Vek -- as well as creating another target for Electric Whip to reach almost any square on the map.
chain through.
*LifeDrain: Viscera Nanobots, a starting weapon on the Nano Mech, heals Mechs whenever they deal a killing blow.
* {{Nanomachines}}:ShockAndAwe: The squad makes substantial use specialises in using ChainLightning to eliminate swarms of these, both to damage enemies and in a single swoop.
* SpiderTank: Boulder Mech, looking a little like a [[VideoGame/{{Starcraft}} Protoss dragoon]].
* YouWillNotEvadeMe: Hook Mech comes equipped with a Grappling Hook which it can use torepair themselves. Both are supplied by pull enemies adjacent to itself. What makes this particularly useful is that Hook Mech is Armored, so it can sit in the aptly named [[ExactlyWhatItSaysOnTheTin Nano Mech]].
* RegeneratingHealth: Of the restore-health-upon-making-a-kill variety. The Nanomiddle of Lightning Mech's Viscera Nanobots passive causes the Hazardous Mechs to regain health upon chains while shrugging off a direct kill -- this includes Vek portion of that are pushed into each other or are drowned or pushed into pits, but not Vek that take damage from burning or blocking emerging Vek.
* SelfDestructiveCharge: Leap Mech and Unstable Mech (per the name) have attacks so powerful that they risk shaking the Mechs to pieces every time they use them.damage.
* ACommanderIsYou: The
* CastFromHitPoints: Several of their weapons will
* CripplingOverspecialization:
* DamageIncreasingDebuff: A.C.I.D. doubles all weapon
** Chain lightning can be... problematic when it comes to
** Grappling Hook pulls enemies into range, but with no way of dealing direct damage itself.
** Rock Accelerator's persistent boulder has a great many uses, but makes Boulder Mech even more dependent on positioning than other Ranged Mechs.
* FriendlyFireproof: Electric Whip can be upgraded to
* GratuitousForeignLanguage: Blitzkrieg is German for "Lightning War", the
* DeathOrGloryAttack: The intended strategy for
* LightningLash: The Lightning Mech
** The squad also generally doesn't have the health to block many emerging Vek, but this can actually work out in their favor if they can use the Vek's numbers to set up Vek traffic jams and kill them by bumping them into each other from all sides.
* FragileSpeedster: Both the fastest and most fragile squad in the game, with two units with base speed 4, two units that damage themselves when they attack, and a map that will typically be covered in [[DamageIncreasingDebuff A.C.I.D.]] before
*
* InASingleBound: At first it looks like the Hazardous Mechs
*
* {{Nanomachines}}:
* SpiderTank: Boulder Mech, looking a little like a [[VideoGame/{{Starcraft}} Protoss dragoon]].
* YouWillNotEvadeMe: Hook Mech comes equipped with a Grappling Hook which it can use to
* RegeneratingHealth: Of the restore-health-upon-making-a-kill variety. The Nano
* SelfDestructiveCharge: Leap Mech and Unstable Mech (per the name) have attacks so powerful that they risk shaking the Mechs to pieces every time they use them.
Changed line(s) 743,747 (click to see context) from:
[[folder:Bombermechs]]
!!Bombermechs
''With a small army of remote explosives and flexible weapons, the tactical options are endless.''
'''Mechs:''' [[SpiderTank Pierce Mech]] (Brute), [[SpiderTank Bombling Mech]] (Ranged), [[SpiderTank Exchange Mech]] (Science)
!!Bombermechs
''With a small army of remote explosives and flexible weapons, the tactical options are endless.''
'''Mechs:''' [[SpiderTank Pierce Mech]] (Brute), [[SpiderTank Bombling Mech]] (Ranged), [[SpiderTank Exchange Mech]] (Science)
to:
!!Bombermechs
''With a small army of remote explosives and flexible weapons,
!!Steel Judoka
''These Mechs specialize in positional manipulation to turn the
'''Mechs:''' [[HumongousMecha Judo Mech]] (Prime), [[SpiderTank
Changed line(s) 749,754 (click to see context) from:
* ACommanderIsYou: A toolbox faction, offering little in the way of an overarching gameplan and more a series of versatile weapons that require synergy to come together outside their specific niches. For instance, Bombling Mechs Walking Bombs deal low damage and can cause a lot of collateral damage on tighter maps, but they are also instrumental in allowing Pierce Mech to apply its cannon on open maps and allows you to tailor Exchange Mech’s teleports to go where you want them.
* ActionBomb: The Bombling Mech can produce an unlimited amount of these.
* ArmorPiercingAttack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
* ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with Silica).
* SwapTeleportation: The role of the Exchange Mech. Unlike the Swap Mech of the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
* TeleporterAccident: The Exchange Mech can be upgraded to hurt any hostile entities that it teleports. Inverted in that you can make it heal your allies as well.
* ActionBomb: The Bombling Mech can produce an unlimited amount of these.
* ArmorPiercingAttack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
* ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with Silica).
* SwapTeleportation: The role of the Exchange Mech. Unlike the Swap Mech of the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
* TeleporterAccident: The Exchange Mech can be upgraded to hurt any hostile entities that it teleports. Inverted in that you can make it heal your allies as well.
to:
* ACommanderIsYou: A toolbox faction, offering little in Unit Specialist/Gimmick Faction, requiring a good grasp of the way of an overarching gameplan various enemy units, since the Mechs' abilities are primarily defensive in nature and more a series highly positional when it comes to both the Vek and the Mechs themselves. The squad relies on ForcedFriendlyFire between the Vek to deal most of versatile weapons that require synergy to come together outside their specific niches. For instance, Bombling Mechs Walking Bombs deal low damage and can cause a lot of collateral damage on tighter maps, but they are also instrumental in allowing Pierce Mech to apply its cannon on open maps and allows you to tailor Exchange Mech’s teleports to go where you want for them.
*ActionBomb: The Bombling BarefistedMonk: Judo Mech can produce an unlimited amount of these.
* ArmorPiercingAttack: The Pierce Mech’s gun, as its name suggests, pierces straight throughis the first thing it hits (be it building, enemy, ally or terrain) HumongousMecha equivalent of this.
* CripplingOverspecialization: You really need todeal be able to line up the Vek with each other. If you can't funnel them together, you're going to have some trouble dealing enough damage to whatever is on the other side.
take them down.
*ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs ForcedFriendlyFire: Explicitly a turn (or four with Silica).
* SwapTeleportation: The rolepart of the Exchange Mech. Unlike intended strategy for the Swap Mech of squad, per the Flame Behemoths, in-game description.
* FriendlyFireProof: The Siege Mech's Cluster Artillery deals no damage to theexchange mech swaps the places of other things, targeted tile, damaging and cannot teleport itself.
* TeleporterAccident: The Exchange Mechpushing all adjacent tiles. It can be upgraded to hurt any hostile entities make grid buildings completely immune. In addition, as usual, Armored works just as well against Mech weapons as it does against the Vek.
* GrappleMove: [[UsefulNotes/{{Judo}} Judo Mech]] is [[ExactlyWhatItSaysOnTheTin a mech that does Judo]]. It manages this through the use of its starting weapon, Vice Fist, which tosses a Vek to the square behind the Judo Mech, dealing a single point of damage when itteleports. Inverted in lands.
* GravityMaster: Gravity Mech, as the name implies, uses this as its starting weapon, the Grav Well. It's a tad underwhelming, between the name and the Mech's downright ominous appearance: a bubble that can be launched across the map, but only tugs the target a single square and can't be upgraded. Fittingly for a gravity-themed unit, and moreso than most launcher characters, the Gravity Mech can benefit from being near the center of most maps.
* LightningBruiser: No {{Mighty Glacier}}s here. Judo Mech is tied with Jet Mech for the highest base speed in the game. It can't necessarily deal much damage itself with its base weapon, but there's nothing stopping you from upgrading it -- or giving it the various other Prime weapons, provided you canmake it heal get your allies hands on them.
* LongRangeFighter: The only squad with two launcher mechs. As such, neither the Siege Mech nor the Gravity Mech can attack adjacent squares. Averted with [[CloseRangeCombatant Judo Mech]], of course.
* MadeOfIron: Judo Mech starts with the Armored trait, making an entirely valid strategy out of tossing a Vek over your shoulder and then simply letting it hit you, since you can completely negate the damage of any basic Vek.
* OppositesAttract: Siege Mech pushes the Vek out, but Gravity Mech keeps pulling them back in.
* {{Pheromones}}: The Gravity Mech's Vek Hormones passive incites Vek aggression, causing them to deal increased damage to other Vek, although still they won't target each other without a push in the right direction.
* RecursiveAmmo: Siege Mech's Cluster Artillery. It deals no damage to the tile it lands on, but the bomblets damage and push all adjacent squares.
* StoneWall: The Judoka's ''raison d'etre'', aswell. the most purely defensive squad. True to trope, they don't have much in the way of direct damage.
*
* ArmorPiercingAttack: The Pierce Mech’s gun, as its name suggests, pierces straight through
* CripplingOverspecialization: You really need to
*
* SwapTeleportation: The role
* FriendlyFireProof: The Siege Mech's Cluster Artillery deals no damage to the
* TeleporterAccident: The Exchange Mech
* GrappleMove: [[UsefulNotes/{{Judo}} Judo Mech]] is [[ExactlyWhatItSaysOnTheTin a mech that does Judo]]. It manages this through the use of its starting weapon, Vice Fist, which tosses a Vek to the square behind the Judo Mech, dealing a single point of damage when it
* GravityMaster: Gravity Mech, as the name implies, uses this as its starting weapon, the Grav Well. It's a tad underwhelming, between the name and the Mech's downright ominous appearance: a bubble that can be launched across the map, but only tugs the target a single square and can't be upgraded. Fittingly for a gravity-themed unit, and moreso than most launcher characters, the Gravity Mech can benefit from being near the center of most maps.
* LightningBruiser: No {{Mighty Glacier}}s here. Judo Mech is tied with Jet Mech for the highest base speed in the game. It can't necessarily deal much damage itself with its base weapon, but there's nothing stopping you from upgrading it -- or giving it the various other Prime weapons, provided you can
* LongRangeFighter: The only squad with two launcher mechs. As such, neither the Siege Mech nor the Gravity Mech can attack adjacent squares. Averted with [[CloseRangeCombatant Judo Mech]], of course.
* MadeOfIron: Judo Mech starts with the Armored trait, making an entirely valid strategy out of tossing a Vek over your shoulder and then simply letting it hit you, since you can completely negate the damage of any basic Vek.
* OppositesAttract: Siege Mech pushes the Vek out, but Gravity Mech keeps pulling them back in.
* {{Pheromones}}: The Gravity Mech's Vek Hormones passive incites Vek aggression, causing them to deal increased damage to other Vek, although still they won't target each other without a push in the right direction.
* RecursiveAmmo: Siege Mech's Cluster Artillery. It deals no damage to the tile it lands on, but the bomblets damage and push all adjacent squares.
* StoneWall: The Judoka's ''raison d'etre'', as
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[[folder:Secret Squad (Spoilers)]]
!!The Secret Squad
''Humanity's last hope are a blend of Machine and Vek created to defend Earth.''
Each of the three has the same special ability and the same class (Cyborg):
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their default loadouts.
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
!!The Secret Squad
''Humanity's last hope are a blend of Machine and Vek created to defend Earth.''
Each of the three has the same special ability and the same class (Cyborg):
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their default loadouts.
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
to:
!!The Secret Squad
''Humanity's last hope are a blend of Machine and Vek created
!!Flame Behemoths
''Invincible to
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their default loadouts.
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
Changed line(s) 767,788 (click to see context) from:
* AreaOfEffect: When upgraded, Taaxetizl and Xakran's attacks have the ability to target multiple tiles in a row. Since Xakran's lobbed explosive goo also pushes, this gives it one of the largest push radiuses in the game when fully upgraded, outdone only by the Hermes Engines, a rush attack which doesn't deal damage.
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and push enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the ones they start with. If a Vek is disabled, it loses 25 XP but still returns in the next battle.
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and push enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have quite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling back on an artificial pilot.
* MechanicallyUnusualClass: Vek are effectively their own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the ones they start with. If a Vek is disabled, it loses 25 XP but still returns in the next battle.
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
to:
* BigCreepyCrawlies: Like all Vek.
* BraggingRightsReward: Technically they are playable, but the only way to unlock them requires fulfilling basically every achievement in the game, with all the runs that entails.
* BattleAmongstTheFlames: Most battles involving these will end up with lots of the tiles on fire. The Flame Behemoths are immune to the flames thanks to Flame Shielding, the Vek are not.
* CripplingOverspecialization: They're slow to set up and lacking in direct and single-target damage, to the point where they can
* DamageOverTime: They rely on it more heavily than any other faction, since the squad's only direct damage ability only deals damage to targets that are already on fire. Once they build up momentum, however, most Vek will be set on fire as soon as they emerge, meaning most minor Vek can be ignored the turn after they appear.
* DifficultButAwesome: Watching a whole map full of Vek wither away from burning damage and
%%** Can quickly whittle down enemies through combined attacks, and deal heavy damage to multiple squares when upgraded completely.
* {{Cyborg}}:
* FragileSpeedster: Taaxetizl has a base speed of 4 and 2 HP. When fully upgraded, he can attack up to 3 tiles in a line for 3 damage.
* {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and
*
* MonsterAllies: Tamed Vek, fighting to save humanity instead of destroy it.
* TheQuietOne: None of them exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike
*
* FlamethrowerBackfire: Averted, but the
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as
*
* GeoEffects: Tiles set on fire remain on fire for the rest of the match, unless hit with another Geo Effect, like ice or A.C.I.D. Control of this is the Flame Behemoths' primary advantage.
* ImmuneToFire: The Flame Behemoths come with Flame Shielding to protect them from the fire that they liberally make use of.
* KillItWithFire: Their specialty. Something of a subversion, however, as rather than putting down single targets relatively quickly, the Flame Behemoths focus on a slow burn that takes down multiple targets in later rounds.
* LongRangeFighter: All three units start with what are technically ranged weapons, even if the range on Flame Mech and
* RequiredSecondaryPowers: Flame Shielding gives the whole squad immunity to fire, meaning they can walk over burning tiles with impunity.
* SwapTeleportation: Swap Mech's Teleporter allows it to trade places with a single unit. Despite its relatively short range, it's one of the more versatile position-affecting weapons, and pays dividends when more powerful Vek start showing up in larger numbers.
* VideoGameFlamethrowersSuck: It's one of the trickier weapons to use well, requiring an additional step before it can deal direct damage. If you're patient, however, once the whole map is burning, you'll be spoiled for choice when it comes to targets.
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!Corporate Islands
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are the Vek's breeding ground. Wipe them out here, we save the world."''
-->'''-- Ralph Karlsson'''
Four corporations safeguard and govern the last survivors of humanity against the seemingly unstoppable forces of the Vek. The following tropes apply to all four corporations:
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are the Vek's breeding ground. Wipe them out here, we save the world."''
-->'''-- Ralph Karlsson'''
Four corporations safeguard and govern the last survivors of humanity against the seemingly unstoppable forces of the Vek. The following tropes apply to all four corporations:
to:
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are
!!Frozen Titans
''These Titans rely on the
-->'''-- Ralph Karlsson'''
Four corporations safeguard and govern the last survivors of humanity against the seemingly unstoppable forces of the Vek. The following tropes apply
'''Mechs:''' [[HumongousMecha Aegis Mech]] (Prime), [[TankGoodness Mirror Mech]] (Brute), [[HoverTank Ice Mech]] (Science)
Changed line(s) 801,807 (click to see context) from:
* BenevolentBoss: All of them care about their people and have put profit aside in favor of doing whatever must be done to win the war against the Vek.
* EscortMission: Protecting the trains on each island, the various Old Earth war machines on Archive, and the attacking robots on Pinnacle. Frequently a OneHitPointWonder. The train has 2 HP, but is disabled after the first hit, turning it into a ProtectionMission instead.
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and genuinely heroic. They're the last enclaves of humanity, and while they operate on corporate lines, their bottom line is saving the world and preserve what little is left, not concern about any future profit.
** R.S.T. CEO Jessica Kern used to be an absolutely ruthless businesswoman, and not above employing corporate espionage to stay ahead -- see Abe Isamu's backstory for details -- but the war with the Vek has changed her priorities, as well as making her methods seem that much more reasonable when used against the Vek.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear the name of their patron corporation, and are ruled by their [=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.
* EscortMission: Protecting the trains on each island, the various Old Earth war machines on Archive, and the attacking robots on Pinnacle. Frequently a OneHitPointWonder. The train has 2 HP, but is disabled after the first hit, turning it into a ProtectionMission instead.
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and genuinely heroic. They're the last enclaves of humanity, and while they operate on corporate lines, their bottom line is saving the world and preserve what little is left, not concern about any future profit.
** R.S.T. CEO Jessica Kern used to be an absolutely ruthless businesswoman, and not above employing corporate espionage to stay ahead -- see Abe Isamu's backstory for details -- but the war with the Vek has changed her priorities, as well as making her methods seem that much more reasonable when used against the Vek.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear the name of their patron corporation, and are ruled by their [=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.
to:
* BenevolentBoss: All BarrierWarrior: The Aegis Mech gains the ability to shield itself every time it attacks when upgraded, but the real standout is Ice Mech's ability to freeze itself and any other unit, structure, or water/A.C.I.D. tile each round.
* ACommanderIsYou: The Technical/Gimmick Faction, each mech having a weapon with a slightly unusual mechanic. They specialize in locking down enemies and preventing damage through timely deployment ofthem care shields and barriers.
* CripplingOverspecialization: The Titans are all abouttheir people keeping tight control of the map and have the versaility to do it, but they also have to juggle a lot of variables at once. If they lose control and start getting overwhelmed, they're not great at getting that control back.
** As the in-game description mentions, the Cryo-Launcher is extremely versatile, protecting units or structures, locking down Vek, blocking emergence points without taking damage, etc. -- but prioritizing your targets and getting the right order of operations down will make or break the squad.
** The Mirror Mech's double guns double the damage you can do per round and are relatively cheap to upgrade, but do present a fair-sized risk of collateral damage. If you can't hit Vek with both shots, this can be blocked by the other mechs in the squad or by freezing buildings.
** While it's great when you can make use of all three, the Aegis Mech often has to choose between its solid damage output, Spartan Shield's unique ability to flip enemy attack direction, and its durability.
** The Titans are very good at preventing Vek reaching the surface at all, but rely on their defensive abilities too much and you can start to lag behind in terms of experience. Frozen Vek can't attack, but also aren't worth any XP.
* ElementalRockPaperScissors: Cryo-Launcher can be used to putprofit aside out fires and freeze water tiles, but freezing is negated by lava tiles. Since Ice Mech is a Flying mech, this can be used to your advantage in favor of doing whatever must be done to win the war against the Vek.
Volcanic Hive, freezing your targets while remaining mobile yourself.
*EscortMission: Protecting the trains on each island, the various Old Earth war machines on Archive, GeoEffects: Water and the attacking robots on Pinnacle. Frequently a OneHitPointWonder. A.C.I.D. tiles can be made walkable. Frozen units block all non-flying units, including allies.
* GlacierWaif: Thetrain Ice Mech has only 2 HP, but is disabled after one of the first hit, turning it into a ProtectionMission instead.
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentionedmost durable mechs in the game, thanks to its default loadout of the Cryo-Launcher, which freezes both the mech's target and genuinely heroic. They're the last enclaves of humanity, and while they operate on corporate lines, their bottom line is saving the world and preserve what little is left, not concern about any future profit.
** R.S.T. CEO Jessica Kernmech itself, encasing both in solid ice. This might sound like a liability, but in practice can be used to be an absolutely ruthless businesswoman, as a powerful makeshift shield, guarding both the Ice Mech and not above employing corporate espionage to stay ahead -- see Abe Isamu's backstory for details -- but a building, or taking an enemy out of the war fight entirely, since Vek can't break out of the ice without another Vek attacking them.
** Doubly the case if the Ice Mech in question is piloted by [[{{Pun}} Bethany Jones]], since her shield means she can fire the Cryo-Launcher without freezing herself.
* AHeadAtEachEnd: The Mirror Mech's Janus Cannon is basically two huge cannons facing in opposite directions mounted on a set of treads. It can, and indeed, ''must'' fire both guns at once whenever it attacks.
* HubcapHovercraft: The Ice Mech has SpiderTank legs like all Ranged mechs, which it folds up around its body at all times, since it also starts with theVek has changed her priorities, [[HoverTank Flying]] trait.
* AnIcePerson: An ice-themed squad, aswell as making her methods seem that much more reasonable when used against the Vek.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bearthe name suggests, with a pale blue color scheme and a glass/mirror theme. The Cryo-Launcher can freeze units and structures, which acts as a shield but prevents actions and can only be removed by damage or repairing.
* Instant180DegreeTurn: The Aegis Mech's Spartan Shield has the unique ability to reverse the direction oftheir patron corporation, Vek attacks.
* LightningBruiser: Like its fellow defensive Prime Judo Mech, Aegis Mech has a base speed of 4. It tends to be used for running from one threat to another rather than charging toward the front lines, however.
* LuckilyMyShieldWillProtectMe: The Aegis Mech's enormous metal shield is visible in its sprite.
* MightyGlacier: Generally averted for the individual mechs, but the squad as a whole is better at taking out single targets and guarding chokepoints than they are at taking out large numbers of enemies at once. Their strategy tends to be slow and steady.
** Ice Mech can completely neutralize a powerful Vek one turn, but may need to spend a turn frozen or repairing if they aren't able to line themselves up with an attacking Vek or Mirror Mech's blowback.
* MoreDakka: The Mirror Mech's double guns can deal heavy damage and areruled by relatively cheap to upgrade.
* NoSell: Masters of this, between Aegis Mech's ability to flip enemy attacks and Ice Mech's ability to encase targets in ice, locking enemies down and protecting friendlies from damage.
* ShieldBash: The Aegis Mech's Spartan Shield weapon deals a solid 2 points of damage and flips the target's attack direction, an ability unique to it. When upgraded, it also provides a single-use energy shield.
* StoneWall: The last of the three defensive squads, focusing on avoiding enemy damage altogether, freezing dangerous targets and blocking surfacing Vek. They have reasonably good damage output as well, but can be stretched thin if too many enemies end up on the field at once.
* ThemeNaming: The squad is armed with a [[UsefulNotes/AncientGreece Spartan]] Shield, the [[ReligiousAndMythologicalThemeNaming Janus]] Cannon, and their[=CEOs=].
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.signature [[GratuitousGreek Cryo]]-Launcher.
* ACommanderIsYou: The Technical/Gimmick Faction, each mech having a weapon with a slightly unusual mechanic. They specialize in locking down enemies and preventing damage through timely deployment of
* CripplingOverspecialization: The Titans are all about
** As the in-game description mentions, the Cryo-Launcher is extremely versatile, protecting units or structures, locking down Vek, blocking emergence points without taking damage, etc. -- but prioritizing your targets and getting the right order of operations down will make or break the squad.
** The Mirror Mech's double guns double the damage you can do per round and are relatively cheap to upgrade, but do present a fair-sized risk of collateral damage. If you can't hit Vek with both shots, this can be blocked by the other mechs in the squad or by freezing buildings.
** While it's great when you can make use of all three, the Aegis Mech often has to choose between its solid damage output, Spartan Shield's unique ability to flip enemy attack direction, and its durability.
** The Titans are very good at preventing Vek reaching the surface at all, but rely on their defensive abilities too much and you can start to lag behind in terms of experience. Frozen Vek can't attack, but also aren't worth any XP.
* ElementalRockPaperScissors: Cryo-Launcher can be used to put
*
* GlacierWaif: The
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned
** R.S.T. CEO Jessica Kern
** Doubly the case if the Ice Mech in question is piloted by [[{{Pun}} Bethany Jones]], since her shield means she can fire the Cryo-Launcher without freezing herself.
* AHeadAtEachEnd: The Mirror Mech's Janus Cannon is basically two huge cannons facing in opposite directions mounted on a set of treads. It can, and indeed, ''must'' fire both guns at once whenever it attacks.
* HubcapHovercraft: The Ice Mech has SpiderTank legs like all Ranged mechs, which it folds up around its body at all times, since it also starts with the
* AnIcePerson: An ice-themed squad, as
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is also this during the endgame attack on the Volcanic Hive.
* OneNationUnderCopyright: A benevolent example, a fairly superficial distinction between forms of government, under the circumstances. All other governments have passed away with the rest of Old Earth. The islands each bear
* Instant180DegreeTurn: The Aegis Mech's Spartan Shield has the unique ability to reverse the direction of
* LightningBruiser: Like its fellow defensive Prime Judo Mech, Aegis Mech has a base speed of 4. It tends to be used for running from one threat to another rather than charging toward the front lines, however.
* LuckilyMyShieldWillProtectMe: The Aegis Mech's enormous metal shield is visible in its sprite.
* MightyGlacier: Generally averted for the individual mechs, but the squad as a whole is better at taking out single targets and guarding chokepoints than they are at taking out large numbers of enemies at once. Their strategy tends to be slow and steady.
** Ice Mech can completely neutralize a powerful Vek one turn, but may need to spend a turn frozen or repairing if they aren't able to line themselves up with an attacking Vek or Mirror Mech's blowback.
* MoreDakka: The Mirror Mech's double guns can deal heavy damage and are
* NoSell: Masters of this, between Aegis Mech's ability to flip enemy attacks and Ice Mech's ability to encase targets in ice, locking enemies down and protecting friendlies from damage.
* ShieldBash: The Aegis Mech's Spartan Shield weapon deals a solid 2 points of damage and flips the target's attack direction, an ability unique to it. When upgraded, it also provides a single-use energy shield.
* StoneWall: The last of the three defensive squads, focusing on avoiding enemy damage altogether, freezing dangerous targets and blocking surfacing Vek. They have reasonably good damage output as well, but can be stretched thin if too many enemies end up on the field at once.
* ThemeNaming: The squad is armed with a [[UsefulNotes/AncientGreece Spartan]] Shield, the [[ReligiousAndMythologicalThemeNaming Janus]] Cannon, and their
* ProtectionMission: A common side objective is to protect the various special grid buildings, most of which are [[OneHitPointWonder One Hit-Point Wonders]], though the various functional buildings will usually have 2.
Changed line(s) 810,816 (click to see context) from:
[[folder:Archive, Inc.]]
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the rocket launched! Er, well, I mean, I was SURE it would, but Old Earth relics can be, um, unreliable sometimes."''
-->'''-- Archive, Inc. CEO Dewey Alms'''
Archive, Inc. rules over an island designed to look like Earth as it once was, temperate and scenic. They also maintain a number of examples of Old Earth technology.
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the rocket launched! Er, well, I mean, I was SURE it would, but Old Earth relics can be, um, unreliable sometimes."''
-->'''-- Archive, Inc. CEO Dewey Alms'''
Archive, Inc. rules over an island designed to look like Earth as it once was, temperate and scenic. They also maintain a number of examples of Old Earth technology.
to:
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the rocket launched! Er, well, I mean, I was SURE it would,
!!Hazardous Mechs
''These Mechs have spectacular damage output but
-->'''-- Archive, Inc. CEO Dewey Alms'''
Archive, Inc. rules over an island designed
'''Mechs:''' [[ChickenWalker Leap Mech]] (Prime), [[TankGoodness Unstable Mech]] (Brute), [[HoverTank Nano Mech]] (Science)
Changed line(s) 818,832 (click to see context) from:
* {{Arcadia}}: {{Downplayed}}, but Archive's lack of advanced technology, green forests, and unspoiled waters stand out compared to the other islands, basically because Archive's island is apparently like a national park where parts are intentionally left undeveloped.
* AwesomeAnachronisticApparel: By the standards of the futuristic setting, the fact that Dewey Alms wears a 20th century suit and works in a wood-paneled office full of dead-tree books certainly stands out.
* BornInTheWrongCentury: CEO Dewey Alms calls himself a relic, but doesn't look ''that'' old. Still, he certainly can't be faulted for being a [[AscendedFan fan]] of what Archive does, given the state of the rest of the world.
* BreakOutTheMuseumPiece: In different missions Archive fields antique fighter jets, old tanks, and missile artillery to support the player. It's all surprisingly effective.
* BunnyEarsLawyer: A whole corporation built on preserving history seems a bit strange, compared to the the primary industries of the other islands. All you can really say is that Archive seems like a pleasant, possibly even somewhat dull place to live and work. When you reach the other islands, you can see what an achievement that is.
* CoolTrain: An old diesel locomotive. Well, Dewey thinks it's cool, alright? And he calls it [[ICallItVera Horace]].
* FamilyBusiness: Dewey frequently mentions his grandfather when speaking of his duty to history and Old Earth.
* FanOfThePast: It's the future and unbelievable technologies might exist, but Archive does everything they can to turn their island into a living museum of the past. Given that the whole of humanity has been reduced to living under constant attack by the Vek, it's hard to blame them.
* GiantWallOfWateryDoom: The Tidal Wave hazard turns any tile it hits into water, including reducing ''mountains'' to rubble. Luckily Archive's buildings are built to take it.
* GreenHillZone: Archive, Inc. is a museum island that recreates Earth as it was before the oceans rose. It's full of forests and grassland, as opposed to the desert, tundra, and industrial wasteland of the other islands. On your first run, it's the first island you visit.
* LandMineGoesClick: Overlaps with IncrediblyObviousBomb -- the mines are gigantic and highly visible even if they didn't also feature flashing red lights. The Vek still don't seem to notice them, however, nor do they seem to be able to avoid the blast zone when Archive launches a satellite.
* LethalJokeCharacter: Their ancient tech is unreliable and none of them are really trained in how to use it -- their air strikes are a menace, and everyone seems to know it. Yet they're also seemingly the safest island, and for every danger they pose to the unwary Mech pilot, double that for the Vek. It's remarkable how much help those old bombers, tanks, and artillery pieces can be.
* MakingASplash: Has more water, fresh and salt, than any other island. Bursting dams and incoming tidal waves can make a mess of earthbound Vek.
* RagnarokProofing: While they can't stand up to direct Vek attack, Archive's buildings have stood for centuries and can take hits from tidal waves that submerge whole mountains.
* YeGoodeOldeDays: A whole island dedicated to preserving their memory.
* AwesomeAnachronisticApparel: By the standards of the futuristic setting, the fact that Dewey Alms wears a 20th century suit and works in a wood-paneled office full of dead-tree books certainly stands out.
* BornInTheWrongCentury: CEO Dewey Alms calls himself a relic, but doesn't look ''that'' old. Still, he certainly can't be faulted for being a [[AscendedFan fan]] of what Archive does, given the state of the rest of the world.
* BreakOutTheMuseumPiece: In different missions Archive fields antique fighter jets, old tanks, and missile artillery to support the player. It's all surprisingly effective.
* BunnyEarsLawyer: A whole corporation built on preserving history seems a bit strange, compared to the the primary industries of the other islands. All you can really say is that Archive seems like a pleasant, possibly even somewhat dull place to live and work. When you reach the other islands, you can see what an achievement that is.
* CoolTrain: An old diesel locomotive. Well, Dewey thinks it's cool, alright? And he calls it [[ICallItVera Horace]].
* FamilyBusiness: Dewey frequently mentions his grandfather when speaking of his duty to history and Old Earth.
* FanOfThePast: It's the future and unbelievable technologies might exist, but Archive does everything they can to turn their island into a living museum of the past. Given that the whole of humanity has been reduced to living under constant attack by the Vek, it's hard to blame them.
* GiantWallOfWateryDoom: The Tidal Wave hazard turns any tile it hits into water, including reducing ''mountains'' to rubble. Luckily Archive's buildings are built to take it.
* GreenHillZone: Archive, Inc. is a museum island that recreates Earth as it was before the oceans rose. It's full of forests and grassland, as opposed to the desert, tundra, and industrial wasteland of the other islands. On your first run, it's the first island you visit.
* LandMineGoesClick: Overlaps with IncrediblyObviousBomb -- the mines are gigantic and highly visible even if they didn't also feature flashing red lights. The Vek still don't seem to notice them, however, nor do they seem to be able to avoid the blast zone when Archive launches a satellite.
* LethalJokeCharacter: Their ancient tech is unreliable and none of them are really trained in how to use it -- their air strikes are a menace, and everyone seems to know it. Yet they're also seemingly the safest island, and for every danger they pose to the unwary Mech pilot, double that for the Vek. It's remarkable how much help those old bombers, tanks, and artillery pieces can be.
* MakingASplash: Has more water, fresh and salt, than any other island. Bursting dams and incoming tidal waves can make a mess of earthbound Vek.
* RagnarokProofing: While they can't stand up to direct Vek attack, Archive's buildings have stood for centuries and can take hits from tidal waves that submerge whole mountains.
* YeGoodeOldeDays: A whole island dedicated to preserving their memory.
to:
* {{Arcadia}}: {{Downplayed}}, AttackAttackAttack: Because attacking will hurt you, but Archive's lack of advanced technology, green forests, actually finishing enemies off will also heal you.
* ACommanderIsYou: The Ranger Faction, with their considerable advantages in speed andunspoiled waters stand out compared range, and -- technically -- Technical, since they rely heavily on A.C.I.D. as a debuff, with the added wrinkle of healing from every kill. In practice, they tend to be fairly straightforward, tactically: a high-damage, high-speed, high-risk high-reward squad, which tends to swing quickly from victory to the other islands, basically because Archive's island is apparently like edge of defeat and back again.
* CastFromHitPoints: Several of their weapons will deal damage to themselves, in exchange for high damage to enemies.
* CripplingOverspecialization: That moment when you realize that you can set up anational park killzone where parts you can take out half a dozen Vek with a single use of Hydraulic Legs -- but it's going to get your Unstable Mech killed during the Vek's action phase to position them just right.
* DamageIncreasingDebuff: A.C.I.D. doubles all weapon damage dealt to the target. The Hazardous Mechs areintentionally left undeveloped.
* AwesomeAnachronisticApparel: Bynot immune to this effect themselves, and this includes the standards of damage their weapons deal to themselves when they attack. Each unit killed while inflicted with A.C.I.D. leaves an A.C.I.D. spill on the futuristic setting, tile where they dropped, quickly covering the fact that Dewey Alms wears a 20th century suit map in green puddles.
* DeathOrGloryAttack: The intended strategy for the squad is an ongoing series of these. It's entirely possible for an attack to take the Mech to 0 HP, simultaneously kill multiple Vek, andworks in a wood-paneled office bring you back up to full of dead-tree books certainly stands out.
* BornInTheWrongCentury: CEO Dewey Alms calls himself a relic, buthealth all in the same action. This can be deeply cathartic.
** The squad also generally doesn'tlook ''that'' old. Still, he certainly can't be faulted for being a [[AscendedFan fan]] of what Archive does, given have the state of the rest of the world.
* BreakOutTheMuseumPiece: In different missions Archive fields antique fighter jets, old tanks, and missile artilleryhealth to support the player. It's all surprisingly effective.
* BunnyEarsLawyer: A whole corporation built on preserving history seems a bit strange, compared to the the primary industries of the other islands. All youblock many emerging Vek, but this can really say is that Archive seems like a pleasant, possibly even somewhat dull place to live and work. When you reach the other islands, you can see what an achievement that is.
* CoolTrain: An old diesel locomotive. Well, Dewey thinks it's cool, alright? And he calls it [[ICallItVera Horace]].
* FamilyBusiness: Dewey frequently mentions his grandfather when speaking of his duty to history and Old Earth.
* FanOfThePast: It's the future and unbelievable technologies might exist, but Archive does everythingactually work out in their favor if they can use the Vek's numbers to turn their island set up Vek traffic jams and kill them by bumping them into a living museum of each other from all sides.
* FragileSpeedster: Both thepast. Given fastest and most fragile squad in the game, with two units with base speed 4, two units that the whole of humanity has been reduced to living under constant attack by the Vek, it's hard to blame them.
* GiantWallOfWateryDoom: The Tidal Wave hazard turns any tile it hits into water, including reducing ''mountains'' to rubble. Luckily Archive's buildings are built to take it.
* GreenHillZone: Archive, Inc. isdamage themselves when they attack, and a museum island map that recreates Earth as it was will typically be covered in [[DamageIncreasingDebuff A.C.I.D.]] before the oceans rose. end of the mission.
* HollywoodAcid: Detritus's own patented A.C.I.D., although it's actually said to be composed of nanites -- still green and able to eat through just about anything, though. [[NotTheIntendedUse It'sfull supposed to be used for disposing of forests and grassland, as opposed to the desert, tundra, and industrial wasteland of the other islands. On your waste material.]]
* InASingleBound: At firstrun, it's it looks like the first island you visit.
* LandMineGoesClick: Overlaps with IncrediblyObviousBomb -- the mines are gigantic and highly visible even if they didn't also feature flashing red lights. The Vek stillHazardous Mechs don't seem to notice them, however, nor do they seem to be have a ranged launcher Mech -- which is fine, two straight-ahead projectile attacks still isn't bad -- but then you realize Leap Mech is both the launcher ''and'' the projectile, pushing and damaging all adjacent squares at its impact point while being able to avoid reach almost any square on the blast zone when Archive launches map.
* LifeDrain: Viscera Nanobots, asatellite.
* LethalJokeCharacter: Their ancient tech is unreliable and none of them are really trained in how to use it -- their air strikes are a menace, and everyone seems to know it. Yet they're also seeminglystarting weapon on the safest island, and for every danger Nano Mech, heals Mechs whenever they pose deal a killing blow.
* {{Nanomachines}}: The squad makes substantial use of these, both to damage enemies and to repair themselves. Both are supplied by theunwary aptly named [[ExactlyWhatItSaysOnTheTin Nano Mech]].
* RegeneratingHealth: Of the restore-health-upon-making-a-kill variety. The Nano Mech's Viscera Nanobots passive causes the Hazardous Mechs to regain health upon a direct kill -- this includes Vek that are pushed into each other or are drowned or pushed into pits, but not Vek that take damage from burning or blocking emerging Vek.
* SelfDestructiveCharge: Leap Mechpilot, double and Unstable Mech (per the name) have attacks so powerful that for they risk shaking the Vek. It's remarkable how much help those old bombers, tanks, and artillery Mechs to pieces can be.
* MakingASplash: Has more water, fresh and salt, than any other island. Bursting dams and incoming tidal waves can make a mess of earthbound Vek.
* RagnarokProofing: Whileevery time they can't stand up to direct Vek attack, Archive's buildings have stood for centuries and can take hits from tidal waves that submerge whole mountains.
* YeGoodeOldeDays: A whole island dedicated to preserving their memory.use them.
* ACommanderIsYou: The Ranger Faction, with their considerable advantages in speed and
* CastFromHitPoints: Several of their weapons will deal damage to themselves, in exchange for high damage to enemies.
* CripplingOverspecialization: That moment when you realize that you can set up a
* DamageIncreasingDebuff: A.C.I.D. doubles all weapon damage dealt to the target. The Hazardous Mechs are
* AwesomeAnachronisticApparel: By
* DeathOrGloryAttack: The intended strategy for the squad is an ongoing series of these. It's entirely possible for an attack to take the Mech to 0 HP, simultaneously kill multiple Vek, and
* BornInTheWrongCentury: CEO Dewey Alms calls himself a relic, but
** The squad also generally doesn't
* BreakOutTheMuseumPiece: In different missions Archive fields antique fighter jets, old tanks, and missile artillery
* BunnyEarsLawyer: A whole corporation built on preserving history seems a bit strange, compared to the the primary industries of the other islands. All you
* CoolTrain: An old diesel locomotive. Well, Dewey thinks it's cool, alright? And he calls it [[ICallItVera Horace]].
* FamilyBusiness: Dewey frequently mentions his grandfather when speaking of his duty to history and Old Earth.
* FanOfThePast: It's the future and unbelievable technologies might exist, but Archive does everything
* FragileSpeedster: Both the
* GiantWallOfWateryDoom: The Tidal Wave hazard turns any tile it hits into water, including reducing ''mountains'' to rubble. Luckily Archive's buildings are built to take it.
* GreenHillZone: Archive, Inc. is
* HollywoodAcid: Detritus's own patented A.C.I.D., although it's actually said to be composed of nanites -- still green and able to eat through just about anything, though. [[NotTheIntendedUse It's
* InASingleBound: At first
* LandMineGoesClick: Overlaps with IncrediblyObviousBomb -- the mines are gigantic and highly visible even if they didn't also feature flashing red lights. The Vek still
* LifeDrain: Viscera Nanobots, a
* LethalJokeCharacter: Their ancient tech is unreliable and none of them are really trained in how to use it -- their air strikes are a menace, and everyone seems to know it. Yet they're also seemingly
* {{Nanomachines}}: The squad makes substantial use of these, both to damage enemies and to repair themselves. Both are supplied by the
* RegeneratingHealth: Of the restore-health-upon-making-a-kill variety. The Nano Mech's Viscera Nanobots passive causes the Hazardous Mechs to regain health upon a direct kill -- this includes Vek that are pushed into each other or are drowned or pushed into pits, but not Vek that take damage from burning or blocking emerging Vek.
* SelfDestructiveCharge: Leap Mech
* MakingASplash: Has more water, fresh and salt, than any other island. Bursting dams and incoming tidal waves can make a mess of earthbound Vek.
* RagnarokProofing: While
* YeGoodeOldeDays: A whole island dedicated to preserving their memory.
Changed line(s) 835,841 (click to see context) from:
[[folder:R.S.T. Corporation]]
!!R.S.T. Corporation
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/20180302222529_1.jpg]]
->''"My advisors insist that we're losing the fight. They also insist I trust you. And since those cowards rarely insist I do anything, I'm giving you a chance to prove yourselves."''
-->'''-- R.S.T. CEO Jessica Kern'''
R.S.T. rules a desert island ravaged by their use of terraforming techologies against the Vek. Their island is constantly at risk from extreme storm conditions.
!!R.S.T. Corporation
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/20180302222529_1.jpg]]
->''"My advisors insist that we're losing the fight. They also insist I trust you. And since those cowards rarely insist I do anything, I'm giving you a chance to prove yourselves."''
-->'''-- R.S.T. CEO Jessica Kern'''
R.S.T. rules a desert island ravaged by their use of terraforming techologies against the Vek. Their island is constantly at risk from extreme storm conditions.
to:
!!R.S.T. Corporation
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/20180302222529_1.jpg]]
->''"My advisors insist that we're losing
!!Bombermechs
''With a small army of remote explosives and flexible weapons, the
-->'''-- R.S.T. CEO Jessica Kern'''
R.S.T. rules a desert island ravaged by their use of terraforming techologies against the Vek. Their island is constantly at risk from extreme storm conditions.
'''Mechs:''' [[SpiderTank Pierce Mech]] (Brute), [[SpiderTank Bombling Mech]] (Ranged), [[SpiderTank Exchange Mech]] (Science)
Changed line(s) 843,864 (click to see context) from:
* BigGood: CEO Jessica Kern is the MissionControl for the [[FinalBoss Volcano Hive assault]], and R.S.T. provides the [[MacGuffin Renfield bomb]] needed to stand a chance of destroying the Volcanic Hive.
* BottomlessPits: A combination of the constant terraforming and the Vek's tunneling has opened a great many of these across the island. The Cataclysm mission hazard involves half the map falling into an enormous sinkhole, a product of runaway terraforming, at a rate of one row per round.
* CatchPhrase: Any time a grid building is destroyed, or an objective is failed:
-->'''Kern:''' ...Careless.
* DeadlyDustStorm: R.S.T.'s desert tiles turn into smoke/dust clouds when attacked. Hindering giant Mechs and Vek as much as they do, one can only imagine what they'd do at a human-sized scale.
* DishingOutDirt: Their specialty is terraforming, which they can do on the fly: leveling mountains, filling in chasms, and turning any terrain into barren desert over the course of a single round.
* GoingDownWithTheShip: When the grid goes offline...
-->'''Kern:''' It is over. Escape if you can... I will die here, with my people.
* GoodIsNotNice: Jessica Kern is an unyielding, suspicious, hypercritical MoralPragmatist and PerpetualFrowner, but she's willing to do anything to stop the Vek, and won't run or shirk her responsibilities to the very last.
* HostileTerraforming: Able and willing to turn what few patches of greenery remain on their island into desert and demolish entire mountain ranges if it means [[IDidWhatIHadToDo one less foothold for the Vek.]]
* HostileWeather: Lightning strikes will kill any unit they hit.
* IDidWhatIHadToDo: The corporation as a whole has a reputation for this, with CEO Kern and Abe Isamu being prominent cases.
* IronLady: The supremely self-assured Kern is the oldest CEO: tough, sharp-tongued, and generally dismissive of the player from the time they arrive.
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
* NoPlansNoPrototypeNoBackup: Averted. If the Renfield Bomb is destroyed in the last mission, Kern reveals that R.S.T. did the smart thing and built a large supply of backups, though it adds more turns to the countdown due to needing more time to arm the new bombs.
* ProtectionMission: In addition to the usual types, R.S.T. has an Earth Mover, which will fill in a large BottomlessPit over the course of a mission, and a Terraformer, which is used to destroy the surviving greenery on R.S.T. as well as killing any surviving Vek.
** You may also need to protect two prototype Renfield Bombs, a CallForward to the final mission, where you'll need to protect the real thing until it detonates, blowing the Vek's Volcanic Hive sky-high. The protoypes have only 1 HP each -- the real bomb has 4.
* ShiftingSandLand: The island is mostly sand, bare rock, huge dunes, plunging canyons, and mountains.
* ShockAndAwe: Not only does their island have unusually powerful lightning storms stirred up by their constant terraforming, but the mechs in R.S.T. squads are also usually armed with lightning weapons.
* {{Terraforming}}: The corporation's business is the wholesale re-landscaping of what little remaining land mass exists on Earth.
* BottomlessPits: A combination of the constant terraforming and the Vek's tunneling has opened a great many of these across the island. The Cataclysm mission hazard involves half the map falling into an enormous sinkhole, a product of runaway terraforming, at a rate of one row per round.
* CatchPhrase: Any time a grid building is destroyed, or an objective is failed:
-->'''Kern:''' ...Careless.
* DeadlyDustStorm: R.S.T.'s desert tiles turn into smoke/dust clouds when attacked. Hindering giant Mechs and Vek as much as they do, one can only imagine what they'd do at a human-sized scale.
* DishingOutDirt: Their specialty is terraforming, which they can do on the fly: leveling mountains, filling in chasms, and turning any terrain into barren desert over the course of a single round.
* GoingDownWithTheShip: When the grid goes offline...
-->'''Kern:''' It is over. Escape if you can... I will die here, with my people.
* GoodIsNotNice: Jessica Kern is an unyielding, suspicious, hypercritical MoralPragmatist and PerpetualFrowner, but she's willing to do anything to stop the Vek, and won't run or shirk her responsibilities to the very last.
* HostileTerraforming: Able and willing to turn what few patches of greenery remain on their island into desert and demolish entire mountain ranges if it means [[IDidWhatIHadToDo one less foothold for the Vek.]]
* HostileWeather: Lightning strikes will kill any unit they hit.
* IDidWhatIHadToDo: The corporation as a whole has a reputation for this, with CEO Kern and Abe Isamu being prominent cases.
* IronLady: The supremely self-assured Kern is the oldest CEO: tough, sharp-tongued, and generally dismissive of the player from the time they arrive.
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
* NoPlansNoPrototypeNoBackup: Averted. If the Renfield Bomb is destroyed in the last mission, Kern reveals that R.S.T. did the smart thing and built a large supply of backups, though it adds more turns to the countdown due to needing more time to arm the new bombs.
* ProtectionMission: In addition to the usual types, R.S.T. has an Earth Mover, which will fill in a large BottomlessPit over the course of a mission, and a Terraformer, which is used to destroy the surviving greenery on R.S.T. as well as killing any surviving Vek.
** You may also need to protect two prototype Renfield Bombs, a CallForward to the final mission, where you'll need to protect the real thing until it detonates, blowing the Vek's Volcanic Hive sky-high. The protoypes have only 1 HP each -- the real bomb has 4.
* ShiftingSandLand: The island is mostly sand, bare rock, huge dunes, plunging canyons, and mountains.
* ShockAndAwe: Not only does their island have unusually powerful lightning storms stirred up by their constant terraforming, but the mechs in R.S.T. squads are also usually armed with lightning weapons.
* {{Terraforming}}: The corporation's business is the wholesale re-landscaping of what little remaining land mass exists on Earth.
to:
* BigGood: CEO Jessica Kern is the MissionControl for the [[FinalBoss Volcano Hive assault]], and R.S.T. provides the [[MacGuffin Renfield bomb]] needed to stand a chance of destroying the Volcanic Hive.
* BottomlessPits:ACommanderIsYou: A combination of the constant terraforming and the Vek's tunneling has opened a great many of these across the island. The Cataclysm mission hazard involves half the map falling into an enormous sinkhole, a product of runaway terraforming, at a rate of one row per round.
* CatchPhrase: Any time a grid building is destroyed, or an objective is failed:
-->'''Kern:''' ...Careless.
* DeadlyDustStorm: R.S.T.'s desert tiles turn into smoke/dust clouds when attacked. Hindering giant Mechs and Vek as much as they do, one can only imagine what they'd do at a human-sized scale.
* DishingOutDirt: Their specialty is terraforming, which they can do on the fly: leveling mountains, filling in chasms, and turning any terrain into barren desert over the course of a single round.
* GoingDownWithTheShip: When the grid goes offline...
-->'''Kern:''' It is over. Escape if you can... I will die here, with my people.
* GoodIsNotNice: Jessica Kern is an unyielding, suspicious, hypercritical MoralPragmatist and PerpetualFrowner, but she's willing to do anything to stop the Vek, and won't run or shirk her responsibilities to the very last.
* HostileTerraforming: Able and willing to turn what few patches of greenery remain on their island into desert and demolish entire mountain ranges if it means [[IDidWhatIHadToDo one less foothold for the Vek.]]
* HostileWeather: Lightning strikes will kill any unit they hit.
* IDidWhatIHadToDo: The corporation as a whole has a reputation for this, with CEO Kern and Abe Isamu being prominent cases.
* IronLady: The supremely self-assured Kern is the oldest CEO: tough, sharp-tongued, and generally dismissive of the player from the time they arrive.
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
* NoPlansNoPrototypeNoBackup: Averted. If the Renfield Bomb is destroyedtoolbox faction, offering little in the last mission, Kern reveals way of an overarching gameplan and more a series of versatile weapons that R.S.T. did the smart thing and built a large supply of backups, though it adds more turns require synergy to the countdown due to needing more time to arm the new bombs.
* ProtectionMission: In addition to the usual types, R.S.T. has an Earth Mover, which will fill in a large BottomlessPit over the course of a mission, and a Terraformer, which is used to destroy the surviving greenery on R.S.T. as well as killing any surviving Vek.
** You may also need to protect two prototype Renfield Bombs, a CallForward to the final mission, where you'll need to protect the real thing until it detonates, blowing the Vek's Volcanic Hive sky-high. The protoypes have only 1 HP each -- the real bomb has 4.
* ShiftingSandLand: The island is mostly sand, bare rock, huge dunes, plunging canyons, and mountains.
* ShockAndAwe: Not only doescome together outside their island have unusually powerful lightning storms stirred up by their constant terraforming, specific niches. For instance, Bombling Mechs Walking Bombs deal low damage and can cause a lot of collateral damage on tighter maps, but the mechs in R.S.T. squads they are also usually armed instrumental in allowing Pierce Mech to apply its cannon on open maps and allows you to tailor Exchange Mech’s teleports to go where you want them.
* ActionBomb: The Bombling Mech can produce an unlimited amount of these.
* ArmorPiercingAttack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
* ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four withlightning weapons.
Silica).
*{{Terraforming}}: SwapTeleportation: The corporation's business is role of the wholesale re-landscaping Exchange Mech. Unlike the Swap Mech of what little remaining land mass exists on Earth.the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
* TeleporterAccident: The Exchange Mech can be upgraded to hurt any hostile entities that it teleports. Inverted in that you can make it heal your allies as well.
* BottomlessPits:
* CatchPhrase: Any time a grid building is destroyed, or an objective is failed:
-->'''Kern:''' ...Careless.
* DeadlyDustStorm: R.S.T.'s desert tiles turn into smoke/dust clouds when attacked. Hindering giant Mechs and Vek as much as they do, one can only imagine what they'd do at a human-sized scale.
* DishingOutDirt: Their specialty is terraforming, which they can do on the fly: leveling mountains, filling in chasms, and turning any terrain into barren desert over the course of a single round.
* GoingDownWithTheShip: When the grid goes offline...
-->'''Kern:''' It is over. Escape if you can... I will die here, with my people.
* GoodIsNotNice: Jessica Kern is an unyielding, suspicious, hypercritical MoralPragmatist and PerpetualFrowner, but she's willing to do anything to stop the Vek, and won't run or shirk her responsibilities to the very last.
* HostileTerraforming: Able and willing to turn what few patches of greenery remain on their island into desert and demolish entire mountain ranges if it means [[IDidWhatIHadToDo one less foothold for the Vek.]]
* HostileWeather: Lightning strikes will kill any unit they hit.
* IDidWhatIHadToDo: The corporation as a whole has a reputation for this, with CEO Kern and Abe Isamu being prominent cases.
* IronLady: The supremely self-assured Kern is the oldest CEO: tough, sharp-tongued, and generally dismissive of the player from the time they arrive.
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
* NoPlansNoPrototypeNoBackup: Averted. If the Renfield Bomb is destroyed
* ProtectionMission: In addition to the usual types, R.S.T. has an Earth Mover, which will fill in a large BottomlessPit over the course of a mission, and a Terraformer, which is used to destroy the surviving greenery on R.S.T. as well as killing any surviving Vek.
** You may also need to protect two prototype Renfield Bombs, a CallForward to the final mission, where you'll need to protect the real thing until it detonates, blowing the Vek's Volcanic Hive sky-high. The protoypes have only 1 HP each -- the real bomb has 4.
* ShiftingSandLand: The island is mostly sand, bare rock, huge dunes, plunging canyons, and mountains.
* ShockAndAwe: Not only does
* ActionBomb: The Bombling Mech can produce an unlimited amount of these.
* ArmorPiercingAttack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
* ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with
*
* TeleporterAccident: The Exchange Mech can be upgraded to hurt any hostile entities that it teleports. Inverted in that you can make it heal your allies as well.
Changed line(s) 867,873 (click to see context) from:
[[folder:Pinnacle Robotics]]
!!Pinnacle Robotics
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinnacle.jpg]]
->''"I hope you can respect both forms of life on this island, organic and mechanical."''
-->'''-- Pinnacle CEO Zenith'''
Pinnacle Robotics fights both against the Vek and rogue robots of their own design on an icy island. Their CEO is Zenith, herself an advanced artificial intelligence.
!!Pinnacle Robotics
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinnacle.jpg]]
->''"I hope you can respect both forms of life on this island, organic and mechanical."''
-->'''-- Pinnacle CEO Zenith'''
Pinnacle Robotics fights both against the Vek and rogue robots of their own design on an icy island. Their CEO is Zenith, herself an advanced artificial intelligence.
to:
!!Pinnacle Robotics
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinnacle.jpg]]
->''"I
!!The Secret Squad
''Humanity's last hope
-->'''-- Pinnacle CEO Zenith'''
Pinnacle Robotics fights both against
Each of the
'''Special Ability: "Vek"''' Normal Pilots cannot be equipped. Loses 25 XP when the unit is disabled. In addition, cyborg units must spend one additional reactor core to equip any weapons other than their
'''"Mechs":''' Kxlatl ([[ToughBeetles Techno-Beetle]]), Taaxetizl ([[WickedWasps Techno-Hornet]]), and Xakran ([[ScarabPower Techno-Scarab]])
Changed line(s) 875,899 (click to see context) from:
* AllLovingHero: Believes that humans and sentient machines are equally important, and that the Vek are a threat to all life.
* AndroidsArePeopleToo: Zenith hopes you accept this, and several Pinnacle objectives are about sparing and/or defending sentient machines who've gone rogue. Most humans from Pinnacle feel the same way, and the generic pilot from Pinnacle is an AI.
-->'''Zenith:''' These machines are not currently themselves. Look past their malfunctioning aggression, and see them as living beings.
* ArtificialIntelligence: Zenith isn't just the CEO of Pinnacle, she's also a product, being an AI herself.
* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. One possible boss for their island is also a rogue robot that's managed to control some of the Vek. Pinnacle CEO Zenith comments that if they could figure out how it did it they could finish the war tomorrow. Averted in the case of Zenith, who's an AI herself, but no less determined to save humanity, and other life, from the Vek.
* BarrierWarrior: Shield technology was developed here first, before it spread to the rest of the islands. Both Zenith Guard and the Frozen Titans make use of it, as does the Bot Leader.
* FreezeRay: Some Pinnacle missions have you assisted by Pinnacle tanks with freeze cannons.
* GlassCannon: All Sentient Weapons have immensely powerful attacks, but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).
* GrewBeyondTheirProgramming:
-->'''Zenith:''' My creator did not seek to teach me 'vengeance'... but she did not have to see the horror of the Vek.
* {{Hologram}}: Zenith's avatar is a light blue hologram.
* HologramProjectionImperfection: Zenith's holographic avatar lacks a lower half and is even more pixelated than the rest of the art style, represented by monochrome hatching rather than multiple shades of blue.
* HostileWeather: The Ice Storm hazard freezes all units and structures in a 3x3 grid.
* InnocentlyInsensitive: Zenith mostly avoids falling into the smugness of fellow AI Archimedes, but she does occasionally say things which might seem a little... condescending. She presumably means it kindly:
-->'''Zenith:''' ''[a pilot levels up]'' Humans gain knowledge more slowly than machines, but it is worthy of celebration when you do!
* NorthIsColdSouthIsHot: Subverted. Pinnacle is north of the searing desert of R.S.T., but south of the temperate Archive. All four islands are stated to have artificial climates.
* LandMineGoesClick: Much the same as Archive's mines, except Pinnacles are being actively laid by malfunctioning robot mine layers and freeze the target rather than destroying them.
* OneHitPointWonder: Pinnacle's various berserk robots. This can be a problem when your mission is to try and protect them.
* PrescienceByAnalysis: Zenith again:
-->'''Zenith:''' Excellent news: my prognosticator sub-process has dramatically increased the odds of our survival based on your victory.
* SlippySlideyIceWorld: Snowy plains, frozen rivers, and buildings and enemies encased in ice. Zenith mentions the low temperatures are a deliberate choice so as to improve the synthetic residents' processing efficiency.
* ThemeNaming: The company's name is Pinnacle, and the CEO's name is Zenith. Zenith also lends her name to the Zenith Guard Mech squad.
* TurnedAgainstTheirMasters: The robots on Pinnacle have gone berserk, some blindly pursuing their programmed functions, some mindlessly attacking -- although given their armament, one might amount to the same thing as the other.
* WeatherControlMachine: Zenith mentions that they keep the weather cold to help with hardware overheating problems.
* WhatMeasureIsANonHuman: CEO Zenith is an AI herself, but assures you that she cares for her mechanical and organic employees equally. She will sometimes request you to capture rogue robots instead of killing them, and considers killing them unethical.
* AndroidsArePeopleToo: Zenith hopes you accept this, and several Pinnacle objectives are about sparing and/or defending sentient machines who've gone rogue. Most humans from Pinnacle feel the same way, and the generic pilot from Pinnacle is an AI.
-->'''Zenith:''' These machines are not currently themselves. Look past their malfunctioning aggression, and see them as living beings.
* ArtificialIntelligence: Zenith isn't just the CEO of Pinnacle, she's also a product, being an AI herself.
* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. One possible boss for their island is also a rogue robot that's managed to control some of the Vek. Pinnacle CEO Zenith comments that if they could figure out how it did it they could finish the war tomorrow. Averted in the case of Zenith, who's an AI herself, but no less determined to save humanity, and other life, from the Vek.
* BarrierWarrior: Shield technology was developed here first, before it spread to the rest of the islands. Both Zenith Guard and the Frozen Titans make use of it, as does the Bot Leader.
* FreezeRay: Some Pinnacle missions have you assisted by Pinnacle tanks with freeze cannons.
* GlassCannon: All Sentient Weapons have immensely powerful attacks, but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).
* GrewBeyondTheirProgramming:
-->'''Zenith:''' My creator did not seek to teach me 'vengeance'... but she did not have to see the horror of the Vek.
* {{Hologram}}: Zenith's avatar is a light blue hologram.
* HologramProjectionImperfection: Zenith's holographic avatar lacks a lower half and is even more pixelated than the rest of the art style, represented by monochrome hatching rather than multiple shades of blue.
* HostileWeather: The Ice Storm hazard freezes all units and structures in a 3x3 grid.
* InnocentlyInsensitive: Zenith mostly avoids falling into the smugness of fellow AI Archimedes, but she does occasionally say things which might seem a little... condescending. She presumably means it kindly:
-->'''Zenith:''' ''[a pilot levels up]'' Humans gain knowledge more slowly than machines, but it is worthy of celebration when you do!
* NorthIsColdSouthIsHot: Subverted. Pinnacle is north of the searing desert of R.S.T., but south of the temperate Archive. All four islands are stated to have artificial climates.
* LandMineGoesClick: Much the same as Archive's mines, except Pinnacles are being actively laid by malfunctioning robot mine layers and freeze the target rather than destroying them.
* OneHitPointWonder: Pinnacle's various berserk robots. This can be a problem when your mission is to try and protect them.
* PrescienceByAnalysis: Zenith again:
-->'''Zenith:''' Excellent news: my prognosticator sub-process has dramatically increased the odds of our survival based on your victory.
* SlippySlideyIceWorld: Snowy plains, frozen rivers, and buildings and enemies encased in ice. Zenith mentions the low temperatures are a deliberate choice so as to improve the synthetic residents' processing efficiency.
* ThemeNaming: The company's name is Pinnacle, and the CEO's name is Zenith. Zenith also lends her name to the Zenith Guard Mech squad.
* TurnedAgainstTheirMasters: The robots on Pinnacle have gone berserk, some blindly pursuing their programmed functions, some mindlessly attacking -- although given their armament, one might amount to the same thing as the other.
* WeatherControlMachine: Zenith mentions that they keep the weather cold to help with hardware overheating problems.
* WhatMeasureIsANonHuman: CEO Zenith is an AI herself, but assures you that she cares for her mechanical and organic employees equally. She will sometimes request you to capture rogue robots instead of killing them, and considers killing them unethical.
to:
* AllLovingHero: Believes that humans AreaOfEffect: When upgraded, Taaxetizl and sentient machines are equally important, and that Xakran's attacks have the Vek are a threat ability to all life.
* AndroidsArePeopleToo: Zenith hopes you accept this, and several Pinnacle objectives are about sparing and/or defending sentient machines who've gone rogue. Most humans from Pinnacle feel the same way, and the generic pilot from Pinnacle is an AI.
-->'''Zenith:''' These machines are not currently themselves. Look past their malfunctioning aggression, and see them as living beings.
* ArtificialIntelligence: Zenith isn't just the CEO of Pinnacle, she'starget multiple tiles in a row. Since Xakran's lobbed explosive goo also a product, being an AI herself.
* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. One possible boss for their island is also a rogue robot that's managed to control somepushes, this gives it one of the Vek. Pinnacle CEO Zenith comments that if they could figure out how it did it they could finish the war tomorrow. Averted largest push radiuses in the case of Zenith, who's an AI herself, but no less determined to save humanity, and other life, from game when fully upgraded, outdone only by the Hermes Engines, a rush attack which doesn't deal damage.
* BigCreepyCrawlies: Like all Vek.
*BarrierWarrior: Shield technology was developed here first, before it spread to BraggingRightsReward: Technically they are playable, but the rest of only way to unlock them requires fulfilling basically every achievement in the islands. Both Zenith Guard game, with all the runs that entails.
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage andthe Frozen Titans make use of it, as does the Bot Leader.
* FreezeRay: Some Pinnacle missionspush enemies, and Techno-Hornet and Techno-Scarab can be upgraded to hit multiple squares for heavy damage. They don't have you assisted by Pinnacle tanks with freeze cannons.
* GlassCannon: All Sentient Weapons have immensely powerfulquite as much staying power as the Rift Walkers, but deal more damage when upgraded.
%%** Can quickly whittle down enemies through combined attacks,but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).
* GrewBeyondTheirProgramming:
-->'''Zenith:''' My creator did not seek to teach me 'vengeance'... but she did not have to see the horror of the Vek.
* {{Hologram}}: Zenith's avatar is a light blue hologram.
* HologramProjectionImperfection: Zenith's holographic avatar lacks a lower halfand is even more pixelated than the rest of the art style, represented by monochrome hatching rather than deal heavy damage to multiple shades squares when upgraded completely.
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed ofblue.
* HostileWeather: The Ice Storm hazard freezes all units4 and structures 2 HP. When fully upgraded, he can attack up to 3 tiles in a 3x3 grid.
line for 3 damage.
*InnocentlyInsensitive: Zenith mostly avoids {{Kaiju}}: Like all Vek.
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, fallinginto the smugness of fellow AI Archimedes, but she does occasionally say things which might seem a little... condescending. She presumably means it kindly:
-->'''Zenith:''' ''[a pilot levels up]'' Humans gain knowledge more slowly than machines, but it is worthy of celebration when you do!
* NorthIsColdSouthIsHot: Subverted. Pinnacle is north of the searing desert of R.S.T., but south of the temperate Archive. All four islands are stated to haveback on an artificial climates.
pilot.
*LandMineGoesClick: Much the same as Archive's mines, except Pinnacles MechanicallyUnusualClass: Vek are being actively laid by malfunctioning robot mine layers and freeze the target rather than destroying them.
* OneHitPointWonder: Pinnacle's various berserk robots. This can be a problem when your mission is to try and protect them.
* PrescienceByAnalysis: Zenith again:
-->'''Zenith:''' Excellent news: my prognosticator sub-process has dramatically increased the odds of our survival based on your victory.
* SlippySlideyIceWorld: Snowy plains, frozen rivers, and buildings and enemies encased in ice. Zenith mentions the low temperatures are a deliberate choice so as to improve the synthetic residents' processing efficiency.
* ThemeNaming: The company's name is Pinnacle, and the CEO's name is Zenith. Zenith also lends her name to the Zenith Guard Mech squad.
* TurnedAgainstTheirMasters: The robots on Pinnacle have gone berserk, some blindly pursuingeffectively their programmed functions, some mindlessly attacking -- although given their armament, one might amount own pilots, gaining XP and abilities over time. They require an additional reactor core to enable any weapon other than the same thing as the other.
* WeatherControlMachine: Zenith mentions thatones they keep start with. If a Vek is disabled, it loses 25 XP but still returns in the weather cold next battle.
* MonsterAllies: Tamed Vek, fighting tohelp with hardware overheating problems.
* WhatMeasureIsANonHuman: CEO Zenith is an AI herself, but assures you that she cares for her mechanical and organic employees equally. She will sometimes request you to capture rogue robotssave humanity instead of killing them, and considers killing destroy it.
* TheQuietOne: None of themunethical.exactly have much in the way of dialogue.
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
* AndroidsArePeopleToo: Zenith hopes you accept this, and several Pinnacle objectives are about sparing and/or defending sentient machines who've gone rogue. Most humans from Pinnacle feel the same way, and the generic pilot from Pinnacle is an AI.
-->'''Zenith:''' These machines are not currently themselves. Look past their malfunctioning aggression, and see them as living beings.
* ArtificialIntelligence: Zenith isn't just the CEO of Pinnacle, she's
* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. One possible boss for their island is also a rogue robot that's managed to control some
* BigCreepyCrawlies: Like all Vek.
*
* ACommanderIsYou: Another Generalist Faction to cap things off. All three units can both damage and
* FreezeRay: Some Pinnacle missions
* GlassCannon: All Sentient Weapons have immensely powerful
%%** Can quickly whittle down enemies through combined attacks,
* GrewBeyondTheirProgramming:
-->'''Zenith:''' My creator did not seek to teach me 'vengeance'... but she did not have to see the horror of the Vek.
* {{Hologram}}: Zenith's avatar is a light blue hologram.
* HologramProjectionImperfection: Zenith's holographic avatar lacks a lower half
* {{Cyborg}}: Vek with mech parts implanted to bring them under human control.
* FragileSpeedster: Taaxetizl has a base speed of
* HostileWeather: The Ice Storm hazard freezes all units
*
* MagikarpPower:
** They don't deal much damage when first starting out, but get them to full level and they can deal 3 damage to multiple squares per round, plus any bump damage they rack up along the way.
** Their shared "pilot" ability means that they have less to fear from being disabled than a human pilot. 25 XP is still a fair amount, but especially as you get closer to the maximum of 75, it's considerably less of a concern than losing a pilot and having to start over from square one, or worse, falling
-->'''Zenith:''' ''[a pilot levels up]'' Humans gain knowledge more slowly than machines, but it is worthy of celebration when you do!
* NorthIsColdSouthIsHot: Subverted. Pinnacle is north of the searing desert of R.S.T., but south of the temperate Archive. All four islands are stated to have
*
* OneHitPointWonder: Pinnacle's various berserk robots. This can be a problem when your mission is to try and protect them.
* PrescienceByAnalysis: Zenith again:
-->'''Zenith:''' Excellent news: my prognosticator sub-process has dramatically increased the odds of our survival based on your victory.
* SlippySlideyIceWorld: Snowy plains, frozen rivers, and buildings and enemies encased in ice. Zenith mentions the low temperatures are a deliberate choice so as to improve the synthetic residents' processing efficiency.
* ThemeNaming: The company's name is Pinnacle, and the CEO's name is Zenith. Zenith also lends her name to the Zenith Guard Mech squad.
* TurnedAgainstTheirMasters: The robots on Pinnacle have gone berserk, some blindly pursuing
* WeatherControlMachine: Zenith mentions that
* MonsterAllies: Tamed Vek, fighting to
* WhatMeasureIsANonHuman: CEO Zenith is an AI herself, but assures you that she cares for her mechanical and organic employees equally. She will sometimes request you to capture rogue robots
* TheQuietOne: None of them
* RammingAlwaysWorks: Kxlatl, as one of the Vek's stag beetles, has a charge attack. Ramming Speed is weaker than Charge Mech's charge, but doesn't damage Kxlatl, and can be upgraded to leave smoke behind your starting tile.
* SecretCharacter: Only unlockable after all other squads are unlocked and all achievements are completed. Most other squads cost between 3 and 6 coins, earned by unlocking achievements; the Secret Squad costs ''25''.
* SquishyWizard: Xakran is a ranged unit with only 2 base HP, who focuses on [=AoE=] damage and pushing enemies.
* StrongAndSkilled: When fully upgraded, they can deal 3 damage to multiple tiles per round while retaining an extensive ability to push enemies.
* SuperNotDrowningSkills: Despite being grounded Vek, Kxlatl and Xakran don't die if they enter the water unlike [[SuperDrowningSkills their enemy counterparts]].
* TokenHeroicOrc: The only heroic Vek in the entire game. Justified, as their cyborg implants bring them under human control.
* TheUnpronounceable: Their names are vaguely Aztec-sounding consonant mashups. That they have names at all begs a few questions as to what degree the Time Travelers have been able to communicate with the Secret Squad.
* WeakButSkilled: They start out only being able to deal 1 damage each, but have good map coverage and control effects. Graduate to StrongAndSkilled if you can fully upgrade their starting weapons.
Changed line(s) 902,928 (click to see context) from:
[[folder:Detritus Disposal]]
!!Detritus Disposal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/detritus.png]]
->''"If not for the Vek at our door, Officer, I'd offer you a job -- Detritus' benefits plan is unmatched."''
-->'''-- Detritus CEO Vikram Singh'''
Detritus Disposal is a waste processing and recycling corporation, and as a result, their island is ash-grey and covered in rivers of corrosive acid.
-----
* BeamSpam: The Zenith Guard squad is said to use their beam technology, and that squad has both a TractorBeam unit as well as a ridiculously powerful damage beam unit (balanced by its equally ridiculous potential for friendly fire).
* BenevolentBoss: CEO Vikram Singh is seemingly very hands-on when it comes to the safety and happiness of Detritus personnel, based on his dialogue.
* ByTheBookCop: Safety and efficiency are Vikram Singh's watchwords, a trait he seems to pass along [[AFatherToHisMen to his employees]]. Fortunately he also knows when to bend the rules:
-->'''Singh:''' While teleporting biomatter is prohibited by the Corporate Accords, I can make an exception for you -- and the Vek.
* DarkIsNotEvil: They have the gloomiest island and specialize in use of A.C.I.D and poison in their mechs. Their CEO is also a BenevolentBoss and it treats his workers like family.
* DeathNotification: When civilian buildings are destroyed in Detritus, Vikram says he'll inform the family himself. Generic Detritus pilots will actually say the same thing on other islands.
* DownInTheDumps: Their island to a tee.
* EverythingIsAnIPodInTheFuture: Vikram's office has this aesthetic, right down to his laptop being a very clear faux [[IPhony MacBook]]. The rest of the island...[[{{Mordor}} not so much]].
* AFatherToHisMen: The generic Detritus pilots mention Vikram in random dialogue quite a bit, and some of their comments echo things he says to you. Funnily enough, Singh seems to be the youngest CEO, with frequent mention of his predecessor in dev comments.
* HollywoodAcid: Called "A.C.I.D", puddles of it cause units that stop their movement in it to take additional damage. Just as green, flowing, and glowing as you'd expect. It's apparently comprised of nanites.
* InconvenientlyPlacedConveyorBelt: A feature/hazard of some Detritus maps, marked by handy arrows and activating automatically on the environment phase.
* {{Mordor}}: You could make a case for R.S.T. as well, but Detritus has the color palette of [[Film/TheLordOfTheRingsTheReturnOfTheKing Minas Morgul]] and is the last island you unlock. Subverted, however, in that Detritus is apparently a great company to work for, and produces considerable loyalty in its employees.
* ProtectionMission: A helpful case with the Disposal Unit, which has 2 HP and launches volleys of A.C.I.D. which can reduce mountain ranges to rubble, along with killing off any Vek who happen to get in the way.
* RammingAlwaysWorks: Zenith Guard features a (presumably) Detritus tank that initially can only attack by ramming, but does a fair amount of damage to its target (and a bit to itself).
* {{Slogan}}:
-->'''Singh:''' To quote our corporate motto, 'Detritus is at your disposal'.
* SwapTeleportation: Teleport pads on Detritus's company island will swap two targets occupying connected pads, which are indicated by having the same color. Teleported targets also maintain orientation.
* TeleporterAccident: Mostly averted -- objects on opposite pads will swap places, no {{Telefrag}}ging here -- but as Archimedes mentions offhandedly:
-->'''Archimedes:''' These last-gen teleporters have been known to cause occasional [[Film/TheFly DNA damage]].
!!Detritus Disposal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/detritus.png]]
->''"If not for the Vek at our door, Officer, I'd offer you a job -- Detritus' benefits plan is unmatched."''
-->'''-- Detritus CEO Vikram Singh'''
Detritus Disposal is a waste processing and recycling corporation, and as a result, their island is ash-grey and covered in rivers of corrosive acid.
-----
* BeamSpam: The Zenith Guard squad is said to use their beam technology, and that squad has both a TractorBeam unit as well as a ridiculously powerful damage beam unit (balanced by its equally ridiculous potential for friendly fire).
* BenevolentBoss: CEO Vikram Singh is seemingly very hands-on when it comes to the safety and happiness of Detritus personnel, based on his dialogue.
* ByTheBookCop: Safety and efficiency are Vikram Singh's watchwords, a trait he seems to pass along [[AFatherToHisMen to his employees]]. Fortunately he also knows when to bend the rules:
-->'''Singh:''' While teleporting biomatter is prohibited by the Corporate Accords, I can make an exception for you -- and the Vek.
* DarkIsNotEvil: They have the gloomiest island and specialize in use of A.C.I.D and poison in their mechs. Their CEO is also a BenevolentBoss and it treats his workers like family.
* DeathNotification: When civilian buildings are destroyed in Detritus, Vikram says he'll inform the family himself. Generic Detritus pilots will actually say the same thing on other islands.
* DownInTheDumps: Their island to a tee.
* EverythingIsAnIPodInTheFuture: Vikram's office has this aesthetic, right down to his laptop being a very clear faux [[IPhony MacBook]]. The rest of the island...[[{{Mordor}} not so much]].
* AFatherToHisMen: The generic Detritus pilots mention Vikram in random dialogue quite a bit, and some of their comments echo things he says to you. Funnily enough, Singh seems to be the youngest CEO, with frequent mention of his predecessor in dev comments.
* HollywoodAcid: Called "A.C.I.D", puddles of it cause units that stop their movement in it to take additional damage. Just as green, flowing, and glowing as you'd expect. It's apparently comprised of nanites.
* InconvenientlyPlacedConveyorBelt: A feature/hazard of some Detritus maps, marked by handy arrows and activating automatically on the environment phase.
* {{Mordor}}: You could make a case for R.S.T. as well, but Detritus has the color palette of [[Film/TheLordOfTheRingsTheReturnOfTheKing Minas Morgul]] and is the last island you unlock. Subverted, however, in that Detritus is apparently a great company to work for, and produces considerable loyalty in its employees.
* ProtectionMission: A helpful case with the Disposal Unit, which has 2 HP and launches volleys of A.C.I.D. which can reduce mountain ranges to rubble, along with killing off any Vek who happen to get in the way.
* RammingAlwaysWorks: Zenith Guard features a (presumably) Detritus tank that initially can only attack by ramming, but does a fair amount of damage to its target (and a bit to itself).
* {{Slogan}}:
-->'''Singh:''' To quote our corporate motto, 'Detritus is at your disposal'.
* SwapTeleportation: Teleport pads on Detritus's company island will swap two targets occupying connected pads, which are indicated by having the same color. Teleported targets also maintain orientation.
* TeleporterAccident: Mostly averted -- objects on opposite pads will swap places, no {{Telefrag}}ging here -- but as Archimedes mentions offhandedly:
-->'''Archimedes:''' These last-gen teleporters have been known to cause occasional [[Film/TheFly DNA damage]].
to:
!!Detritus Disposal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/detritus.png]]
->''"If not for
[[folder:Corporations]]
!!Corporations
!!!In General
->''"These corporate islands are the
-->'''--
Detritus Disposal is a waste processing
Four corporations safeguard and
-----
* BeamSpam:
----
* BenevolentBoss:
* ByTheBookCop: Safety and efficiency are Vikram Singh's watchwords, a trait he seems to pass along [[AFatherToHisMen to his employees]]. Fortunately he also knows when to bend the rules:
-->'''Singh:''' While teleporting biomatter is prohibited by the Corporate Accords, I can make an exception for you -- and
*
* HonestCorporateExecutive: The [=CEOs=] all seem well-intentioned and
* DeathNotification: When civilian buildings are destroyed in Detritus, Vikram says he'll inform the family himself. Generic Detritus pilots will actually say the same thing on other islands.
* DownInTheDumps: Their island to a tee.
* EverythingIsAnIPodInTheFuture: Vikram's office has this aesthetic, right down to his laptop being a very clear faux [[IPhony MacBook]]. The rest of the island...[[{{Mordor}}
* AFatherToHisMen: The generic Detritus pilots mention Vikram in random dialogue quite a bit, and some of their comments echo things he says to you. Funnily enough, Singh seems to be the youngest CEO, with frequent mention of his predecessor in dev comments.
* HollywoodAcid: Called "A.C.I.D", puddles of it cause units that stop their movement in it to take additional damage. Just as green, flowing, and glowing as you'd expect. It's apparently comprised of nanites.
* InconvenientlyPlacedConveyorBelt: A feature/hazard of some Detritus maps, marked by handy arrows and activating automatically on the environment phase.
* {{Mordor}}: You could make a case for
** R.S.T.
* MissionControl: Each CEO serves as [[VoiceWithAnInternetConnection this]] for their island. Jessica Kern is
* OneNationUnderCopyright: A benevolent example, a
* ProtectionMission: A
* RammingAlwaysWorks: Zenith Guard features a (presumably) Detritus tank that initially can only attack by ramming, but does a fair amount of damage to its target (and a bit to itself).
* {{Slogan}}:
-->'''Singh:''' To quote our corporate motto, 'Detritus is at your disposal'.
* SwapTeleportation: Teleport pads on Detritus's company island will swap two targets occupying connected pads,
* TeleporterAccident: Mostly averted -- objects on opposite pads
-->'''Archimedes:''' These last-gen teleporters
Added DiffLines:
[[folder:Archive, Inc.]]
!!Archive, Inc.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/archive.jpg]]
->''"I can't believe it, the rocket launched! Er, well, I mean, I was SURE it would, but Old Earth relics can be, um, unreliable sometimes."''
-->'''-- Archive, Inc. CEO Dewey Alms'''
Archive, Inc. rules over an island designed to look like Earth as it once was, temperate and scenic. They also maintain a number of examples of Old Earth technology.
----
* {{Arcadia}}: {{Downplayed}}, but Archive's lack of advanced technology, green forests, and unspoiled waters stand out compared to the other islands, basically because Archive's island is apparently like a national park where parts are intentionally left undeveloped.
* AwesomeAnachronisticApparel: By the standards of the futuristic setting, the fact that Dewey Alms wears a 20th century suit and works in a wood-paneled office full of dead-tree books certainly stands out.
* BornInTheWrongCentury: CEO Dewey Alms calls himself a relic, but doesn't look ''that'' old. Still, he certainly can't be faulted for being a [[AscendedFan fan]] of what Archive does, given the state of the rest of the world.
* BreakOutTheMuseumPiece: In different missions Archive fields antique fighter jets, old tanks, and missile artillery to support the player. It's all surprisingly effective.
* BunnyEarsLawyer: A whole corporation built on preserving history seems a bit strange, compared to the the primary industries of the other islands. All you can really say is that Archive seems like a pleasant, possibly even somewhat dull place to live and work. When you reach the other islands, you can see what an achievement that is.
* CoolTrain: An old diesel locomotive. Well, Dewey thinks it's cool, alright? And he calls it [[ICallItVera Horace]].
* FamilyBusiness: Dewey frequently mentions his grandfather when speaking of his duty to history and Old Earth.
* FanOfThePast: It's the future and unbelievable technologies might exist, but Archive does everything they can to turn their island into a living museum of the past. Given that the whole of humanity has been reduced to living under constant attack by the Vek, it's hard to blame them.
* GiantWallOfWateryDoom: The Tidal Wave hazard turns any tile it hits into water, including reducing ''mountains'' to rubble. Luckily Archive's buildings are built to take it.
* GreenHillZone: Archive, Inc. is a museum island that recreates Earth as it was before the oceans rose. It's full of forests and grassland, as opposed to the desert, tundra, and industrial wasteland of the other islands. On your first run, it's the first island you visit.
* LandMineGoesClick: Overlaps with IncrediblyObviousBomb -- the mines are gigantic and highly visible even if they didn't also feature flashing red lights. The Vek still don't seem to notice them, however, nor do they seem to be able to avoid the blast zone when Archive launches a satellite.
* LethalJokeCharacter: Their ancient tech is unreliable and none of them are really trained in how to use it -- their air strikes are a menace, and everyone seems to know it. Yet they're also seemingly the safest island, and for every danger they pose to the unwary Mech pilot, double that for the Vek. It's remarkable how much help those old bombers, tanks, and artillery pieces can be.
* MakingASplash: Has more water, fresh and salt, than any other island. Bursting dams and incoming tidal waves can make a mess of earthbound Vek.
* RagnarokProofing: While they can't stand up to direct Vek attack, Archive's buildings have stood for centuries and can take hits from tidal waves that submerge whole mountains.
* YeGoodeOldeDays: A whole island dedicated to preserving their memory.
[[/folder]]
[[folder:R.S.T. Corporation]]
!!R.S.T. Corporation
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/20180302222529_1.jpg]]
->''"My advisors insist that we're losing the fight. They also insist I trust you. And since those cowards rarely insist I do anything, I'm giving you a chance to prove yourselves."''
-->'''-- R.S.T. CEO Jessica Kern'''
R.S.T. rules a desert island ravaged by their use of terraforming techologies against the Vek. Their island is constantly at risk from extreme storm conditions.
----
* BigGood: CEO Jessica Kern is the MissionControl for the [[FinalBoss Volcano Hive assault]], and R.S.T. provides the [[MacGuffin Renfield bomb]] needed to stand a chance of destroying the Volcanic Hive.
* BottomlessPits: A combination of the constant terraforming and the Vek's tunneling has opened a great many of these across the island. The Cataclysm mission hazard involves half the map falling into an enormous sinkhole, a product of runaway terraforming, at a rate of one row per round.
* CatchPhrase: Any time a grid building is destroyed, or an objective is failed:
-->'''Kern:''' ...Careless.
* DeadlyDustStorm: R.S.T.'s desert tiles turn into smoke/dust clouds when attacked. Hindering giant Mechs and Vek as much as they do, one can only imagine what they'd do at a human-sized scale.
* DishingOutDirt: Their specialty is terraforming, which they can do on the fly: leveling mountains, filling in chasms, and turning any terrain into barren desert over the course of a single round.
* GoingDownWithTheShip: When the grid goes offline...
-->'''Kern:''' It is over. Escape if you can... I will die here, with my people.
* GoodIsNotNice: Jessica Kern is an unyielding, suspicious, hypercritical MoralPragmatist and PerpetualFrowner, but she's willing to do anything to stop the Vek, and won't run or shirk her responsibilities to the very last.
* HostileTerraforming: Able and willing to turn what few patches of greenery remain on their island into desert and demolish entire mountain ranges if it means [[IDidWhatIHadToDo one less foothold for the Vek.]]
* HostileWeather: Lightning strikes will kill any unit they hit.
* IDidWhatIHadToDo: The corporation as a whole has a reputation for this, with CEO Kern and Abe Isamu being prominent cases.
* IronLady: The supremely self-assured Kern is the oldest CEO: tough, sharp-tongued, and generally dismissive of the player from the time they arrive.
* JerkWithAHeartOfGold: CEO Kern openly doubts you're from the future and strongly criticizes you for any failed objectives. She still helps you without prior promises, and later proves key to defeating the Vek even if you haven't saved her island that playthrough, praising you (albeit grudgingly) if you impress her.
** She won't make light of deaths, including your pilots -- she'll berate them while they're alive, but swear to avenge them if they die. Part of the reason she's so hard on you is because the stakes are humanity's very survival -- ''you'' might be able to time travel away, but the rest of them can't.
** [[AllThereInTheManual Further evidence]] of these tendencies can be read in Camila Vera's backstory -- she apparently adopted ''twenty'' kids.
* NoPlansNoPrototypeNoBackup: Averted. If the Renfield Bomb is destroyed in the last mission, Kern reveals that R.S.T. did the smart thing and built a large supply of backups, though it adds more turns to the countdown due to needing more time to arm the new bombs.
* ProtectionMission: In addition to the usual types, R.S.T. has an Earth Mover, which will fill in a large BottomlessPit over the course of a mission, and a Terraformer, which is used to destroy the surviving greenery on R.S.T. as well as killing any surviving Vek.
** You may also need to protect two prototype Renfield Bombs, a CallForward to the final mission, where you'll need to protect the real thing until it detonates, blowing the Vek's Volcanic Hive sky-high. The protoypes have only 1 HP each -- the real bomb has 4.
* ShiftingSandLand: The island is mostly sand, bare rock, huge dunes, plunging canyons, and mountains.
* ShockAndAwe: Not only does their island have unusually powerful lightning storms stirred up by their constant terraforming, but the mechs in R.S.T. squads are also usually armed with lightning weapons.
* {{Terraforming}}: The corporation's business is the wholesale re-landscaping of what little remaining land mass exists on Earth.
[[/folder]]
[[folder:Pinnacle Robotics]]
!!Pinnacle Robotics
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinnacle.jpg]]
->''"I hope you can respect both forms of life on this island, organic and mechanical."''
-->'''-- Pinnacle CEO Zenith'''
Pinnacle Robotics fights both against the Vek and rogue robots of their own design on an icy island. Their CEO is Zenith, herself an advanced artificial intelligence.
----
* AllLovingHero: Believes that humans and sentient machines are equally important, and that the Vek are a threat to all life.
* AndroidsArePeopleToo: Zenith hopes you accept this, and several Pinnacle objectives are about sparing and/or defending sentient machines who've gone rogue. Most humans from Pinnacle feel the same way, and the generic pilot from Pinnacle is an AI.
-->'''Zenith:''' These machines are not currently themselves. Look past their malfunctioning aggression, and see them as living beings.
* ArtificialIntelligence: Zenith isn't just the CEO of Pinnacle, she's also a product, being an AI herself.
* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. One possible boss for their island is also a rogue robot that's managed to control some of the Vek. Pinnacle CEO Zenith comments that if they could figure out how it did it they could finish the war tomorrow. Averted in the case of Zenith, who's an AI herself, but no less determined to save humanity, and other life, from the Vek.
* BarrierWarrior: Shield technology was developed here first, before it spread to the rest of the islands. Both Zenith Guard and the Frozen Titans make use of it, as does the Bot Leader.
* FreezeRay: Some Pinnacle missions have you assisted by Pinnacle tanks with freeze cannons.
* GlassCannon: All Sentient Weapons have immensely powerful attacks, but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).
* GrewBeyondTheirProgramming:
-->'''Zenith:''' My creator did not seek to teach me 'vengeance'... but she did not have to see the horror of the Vek.
* {{Hologram}}: Zenith's avatar is a light blue hologram.
* HologramProjectionImperfection: Zenith's holographic avatar lacks a lower half and is even more pixelated than the rest of the art style, represented by monochrome hatching rather than multiple shades of blue.
* HostileWeather: The Ice Storm hazard freezes all units and structures in a 3x3 grid.
* InnocentlyInsensitive: Zenith mostly avoids falling into the smugness of fellow AI Archimedes, but she does occasionally say things which might seem a little... condescending. She presumably means it kindly:
-->'''Zenith:''' ''[a pilot levels up]'' Humans gain knowledge more slowly than machines, but it is worthy of celebration when you do!
* NorthIsColdSouthIsHot: Subverted. Pinnacle is north of the searing desert of R.S.T., but south of the temperate Archive. All four islands are stated to have artificial climates.
* LandMineGoesClick: Much the same as Archive's mines, except Pinnacles are being actively laid by malfunctioning robot mine layers and freeze the target rather than destroying them.
* OneHitPointWonder: Pinnacle's various berserk robots. This can be a problem when your mission is to try and protect them.
* PrescienceByAnalysis: Zenith again:
-->'''Zenith:''' Excellent news: my prognosticator sub-process has dramatically increased the odds of our survival based on your victory.
* SlippySlideyIceWorld: Snowy plains, frozen rivers, and buildings and enemies encased in ice. Zenith mentions the low temperatures are a deliberate choice so as to improve the synthetic residents' processing efficiency.
* ThemeNaming: The company's name is Pinnacle, and the CEO's name is Zenith. Zenith also lends her name to the Zenith Guard Mech squad.
* TurnedAgainstTheirMasters: The robots on Pinnacle have gone berserk, some blindly pursuing their programmed functions, some mindlessly attacking -- although given their armament, one might amount to the same thing as the other.
* WeatherControlMachine: Zenith mentions that they keep the weather cold to help with hardware overheating problems.
* WhatMeasureIsANonHuman: CEO Zenith is an AI herself, but assures you that she cares for her mechanical and organic employees equally. She will sometimes request you to capture rogue robots instead of killing them, and considers killing them unethical.
[[/folder]]
[[folder:Detritus Disposal]]
!!Detritus Disposal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/detritus.png]]
->''"If not for the Vek at our door, Officer, I'd offer you a job -- Detritus' benefits plan is unmatched."''
-->'''-- Detritus CEO Vikram Singh'''
Detritus Disposal is a waste processing and recycling corporation, and as a result, their island is ash-grey and covered in rivers of corrosive acid.
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* BeamSpam: The Zenith Guard squad is said to use their beam technology, and that squad has both a TractorBeam unit as well as a ridiculously powerful damage beam unit (balanced by its equally ridiculous potential for friendly fire).
* BenevolentBoss: CEO Vikram Singh is seemingly very hands-on when it comes to the safety and happiness of Detritus personnel, based on his dialogue.
* ByTheBookCop: Safety and efficiency are Vikram Singh's watchwords, a trait he seems to pass along [[AFatherToHisMen to his employees]]. Fortunately he also knows when to bend the rules:
-->'''Singh:''' While teleporting biomatter is prohibited by the Corporate Accords, I can make an exception for you -- and the Vek.
* DarkIsNotEvil: They have the gloomiest island and specialize in use of A.C.I.D and poison in their mechs. Their CEO is also a BenevolentBoss and it treats his workers like family.
* DeathNotification: When civilian buildings are destroyed in Detritus, Vikram says he'll inform the family himself. Generic Detritus pilots will actually say the same thing on other islands.
* DownInTheDumps: Their island to a tee.
* EverythingIsAnIPodInTheFuture: Vikram's office has this aesthetic, right down to his laptop being a very clear faux [[IPhony MacBook]]. The rest of the island...[[{{Mordor}} not so much]].
* AFatherToHisMen: The generic Detritus pilots mention Vikram in random dialogue quite a bit, and some of their comments echo things he says to you. Funnily enough, Singh seems to be the youngest CEO, with frequent mention of his predecessor in dev comments.
* HollywoodAcid: Called "A.C.I.D", puddles of it cause units that stop their movement in it to take additional damage. Just as green, flowing, and glowing as you'd expect. It's apparently comprised of nanites.
* InconvenientlyPlacedConveyorBelt: A feature/hazard of some Detritus maps, marked by handy arrows and activating automatically on the environment phase.
* {{Mordor}}: You could make a case for R.S.T. as well, but Detritus has the color palette of [[Film/TheLordOfTheRingsTheReturnOfTheKing Minas Morgul]] and is the last island you unlock. Subverted, however, in that Detritus is apparently a great company to work for, and produces considerable loyalty in its employees.
* ProtectionMission: A helpful case with the Disposal Unit, which has 2 HP and launches volleys of A.C.I.D. which can reduce mountain ranges to rubble, along with killing off any Vek who happen to get in the way.
* RammingAlwaysWorks: Zenith Guard features a (presumably) Detritus tank that initially can only attack by ramming, but does a fair amount of damage to its target (and a bit to itself).
* {{Slogan}}:
-->'''Singh:''' To quote our corporate motto, 'Detritus is at your disposal'.
* SwapTeleportation: Teleport pads on Detritus's company island will swap two targets occupying connected pads, which are indicated by having the same color. Teleported targets also maintain orientation.
* TeleporterAccident: Mostly averted -- objects on opposite pads will swap places, no {{Telefrag}}ging here -- but as Archimedes mentions offhandedly:
-->'''Archimedes:''' These last-gen teleporters have been known to cause occasional [[Film/TheFly DNA damage]].
[[/folder]]
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* ArmorPiercing Attack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
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* ArmorPiercing Attack: ArmorPiercingAttack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
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* Armor-Piercing Attack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
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* Armor-Piercing ArmorPiercing Attack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
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[[folder:Bombermechs]]
!!Bombermechs
''With a small army of remote explosives and flexible weapons, the tactical options are endless.''
'''Mechs:''' [[SpiderTank Pierce Mech]] (Brute), [[SpiderTank Bombling Mech]] (Ranged), [[SpiderTank Exchange Mech]] (Science)
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*ACommanderIsYou: A toolbox faction, offering little in the way of an overarching gameplan and more a series of versatile weapons that require synergy to come together outside their specific niches. For instance, Bombling Mechs Walking Bombs deal low damage and can cause a lot of collateral damage on tighter maps, but they are also instrumental in allowing Pierce Mech to apply its cannon on open maps and allows you to tailor Exchange Mech’s teleports to go where you want them.
* ActionBomb: The Bombling Mech can produce an unlimited amount of these.
*Armor-Piercing Attack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
*ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with Silica).
*SwapTeleportation: The role of the Exchange Mech. Unlike the Swap Mech of the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
*TeleporterAccident: The Exchange Mech can be upgraded to hurt any hostile entities that it teleports. Inverted in that you can make it heal your allies as well.
!!Bombermechs
''With a small army of remote explosives and flexible weapons, the tactical options are endless.''
'''Mechs:''' [[SpiderTank Pierce Mech]] (Brute), [[SpiderTank Bombling Mech]] (Ranged), [[SpiderTank Exchange Mech]] (Science)
----
*ACommanderIsYou: A toolbox faction, offering little in the way of an overarching gameplan and more a series of versatile weapons that require synergy to come together outside their specific niches. For instance, Bombling Mechs Walking Bombs deal low damage and can cause a lot of collateral damage on tighter maps, but they are also instrumental in allowing Pierce Mech to apply its cannon on open maps and allows you to tailor Exchange Mech’s teleports to go where you want them.
* ActionBomb: The Bombling Mech can produce an unlimited amount of these.
*Armor-Piercing Attack: The Pierce Mech’s gun, as its name suggests, pierces straight through the first thing it hits (be it building, enemy, ally or terrain) to deal damage to whatever is on the other side.
*ThrowDownTheBomblet: The Bombling Mech has shades of this, especially after it’s upgraded to throw out two Walking Bombs a turn (or four with Silica).
*SwapTeleportation: The role of the Exchange Mech. Unlike the Swap Mech of the Flame Behemoths, the exchange mech swaps the places of other things, and cannot teleport itself.
*TeleporterAccident: The Exchange Mech can be upgraded to hurt any hostile entities that it teleports. Inverted in that you can make it heal your allies as well.
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* GradualGrinder: Of the DeathOfAThousandCuts variety. The squad is best at dealing light damage to multiple targets across the map.
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* GradualGrinder: A [=DoT=]-heavy team with a lack of direct damage capability, but one whose slow burn can kill multiple Vek per round by the later turns of the match.
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* StarfishLanguage: Each of the aliens use a different language, with Kazaaak speaking in clicks, Ariadne using grinding and Mafan speaking in colons and slashes.
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* StarfishLanguage: Each of the aliens use a different language, with Kazaaak speaking in clicks, Ariadne using grinding and Mafan speaking in colons dots, asterisks and slashes.
lines.
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* StarfishLanguage: Each of the aliens use a different language, with Kazaaak speaking in clicks, Ariadne using grinding and Mafan speaking in colons and slashes.
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* SlayingMantis: The Mantis in general, natch. Kazaaakpleth is even an unusually vicious representative of his people.
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* SlayingMantis: The Mantis in general, natch. Kazaaakpleth is even a human-sized mantis who is highly adept at combat, trading in the ability to heal for an unusually vicious representative of his people.extra attack.
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None of the weapon descriptions of the weapons Vek use mention claws.
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* AbsurdlySharpClaws: Leapers get the most damaging attacks in the game, their claws able to kill even strong early-game mechs in a single blow.
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* AmbiguousSituation: The origins of the Vek are never revealed, leaving it ambiguous as to whether they're mutated Earth insects, InsectoidAliens, {{Ultraterrestrial}}s, or something else.
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* BugWar: Humanity is locked in a war for its very survival with the enormous insect-like Vek.
* CombatTentacles: The second part of the Volcanic Hive battle has an environmental hazard where tentacles come up from the ground and take the land and whatever else is on top of it.
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* DegradedBoss: In the Volcanic Lair, the second map will have one Leader-class Vek, with another spawning on the first map on Hard mode. It's purely optional to kill them, however.
* DelayedReaction: A key part of the strategy in dealing with the Vek: they telegraph their attacks at the start of the round, and are seemingly unable to change course even as their circumstances change: they'll attack whatever's in front of them, even if they're pushed or teleported or if another Vek moves into their path.
* DelayedReaction: A key part of the strategy in dealing with the Vek: they telegraph their attacks at the start of the round, and are seemingly unable to change course even as their circumstances change: they'll attack whatever's in front of them, even if they're pushed or teleported or if another Vek moves into their path.
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* DegradedBoss: In During the Volcanic Lair, Final Battle, one Leader Vek appears in the second map will have one Leader-class Vek, phase of the mission, with another spawning on appears in the first map on Hard mode. It's purely Hard. Both are optional to kill them, however.
* DelayedReaction: A key part of the strategy in dealing with the Vek: they telegraph their attacks at the start of the round,targets, and are seemingly unable to change course even as their circumstances change: they'll attack whatever's in front of them, even if they're pushed or teleported or if another Vek moves into their path.will be [[OneHitKill One-Hit Killed]] by hazards.
* DelayedReaction: A key part of the strategy in dealing with the Vek: they telegraph their attacks at the start of the round,
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** To a lesser extent, each island will have one kind of Psion and one or two special mid-tier Vek which can appear in both varieties, and are more dangerous even in their basic forms than standard Vek. These include beetles, centipedes, diggers, spiders, burrowers, and the projectile-launching crabs and blobbers.
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** To a lesser extent, each Each island will have one kind of Psion and and, after the first island, one or two special mid-tier Vek which can appear in both varieties, and are more dangerous even in their basic forms than standard Vek. These include beetles, centipedes, diggers, spiders, burrowers, and the projectile-launching crabs and blobbers.
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* EscortMission: An odd case with the Volatile Vek, which is still hostile, but if it's killed will render an entire area uninhabitable. Fortunately it has a robust 4 HP and only deals 1 point of damage. Unfortunately it can be a nuisance by webbing up your mechs.
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* EscortMission: An odd case with FlunkyBoss: All boss fights have the Volatile Vek, which is still hostile, usual stream of Vek incoming, but if it's killed will render an entire area uninhabitable. Fortunately the Spider Leader takes it has a robust 4 HP and only deals 1 point of damage. Unfortunately it can be a nuisance further by webbing up your mechs.being able to spawn 2-3 spider eggs at a go.
* InASingleBound: Vek Leapers and Spiders move by jumping, letting them cross obstacles, but leaving them vulnerable to water and pits.
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* LethalLavaLand: The Volcanic Hive, their final refuge and largest lair, has spots of lava dotted around it, setting alight any units that don't immediately drown in it.
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* LethalLavaLand: The Volcanic Hive, their final refuge LawOfChromaticSuperiority: Regular Vek are tan, Alpha Vek are purple, and largest lair, has spots of lava dotted around it, setting alight any units that don't immediately drown in it.Vek Leaders are pink.
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* RammingAlwaysWorks: Beetles resemble stag beetles, and attack by charging across the map and crashing into things. The Beetle Leader leaves a trail of [[BurningRubber burning tiles]] in its wake. One of the easiest ways to deal with basic and Alpha beetles is to [[BullfightBoss bait them into charging into water tiles]], which kills them instantly, but like all Vek leaders, the Beetle Leader is big enough to avoid drowning. It can still push other Vek to their deaths, of course.
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* RammingAlwaysWorks: Beetles resemble stag beetles, and attack by charging across the map and crashing into things. PsychoPink: The Beetle Leader leaves a trail of [[BurningRubber burning tiles]] most powerful Vek are coloured in its wake. One of the easiest ways to deal bright pink with basic and yellow highlights.
* PurpleIsPowerful: The purple Alphabeetles is to [[BullfightBoss bait them into charging into water tiles]], which kills them instantly, but like all Vek leaders, the Beetle Leader is big enough to avoid drowning. It can still push other Vek to are far more powerful than their deaths, of course.standard counterparts.
* PurpleIsPowerful: The purple Alpha
* UndergroundMonkey: Alpha Vek are regular Vek, but with extra damage and health.
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* FeaturelessProtagonist: The player takes on the role of the ill-defined "commander" the pilots take their orders from, but by design will come to identify more with the pilots your squad picks up.
* ImprobablePilotingSkills: Each of the time travellers are able to greatly increase the proficiency of their Mechs just by hopping into them, with gains such as starting with a shield, being able to operate through webbing and smoke and having the ability to fly above the ground. The level up bonuses also improve Mech performance in improbable ways, with pilots being able to grant +2 health, +1 tile of movement or +1 reactor core to their Mechs.
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** [[MadeOfIron +2 Mech HP]]
** [[ImprobablePilotingSkills +1 Mech Movement Speed]]
** [[SkillScoresAndPerks +1 Mech Power Reactor]]
** [[StatusBuff +3% Grid Defense]]
** [[ImprobablePilotingSkills +1 Mech Movement Speed]]
** [[SkillScoresAndPerks +1 Mech Power Reactor]]
** [[StatusBuff +3% Grid Defense]]
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** [[MadeOfIron +2 Mech HP]]
HP
**[[ImprobablePilotingSkills +1 Mech Movement Speed]]
Speed
**[[SkillScoresAndPerks +1 Mech Power Reactor]]
Reactor
**[[StatusBuff +3% Grid Defense]]Defense
* MechanicallyUnusualClass: The AI pilot abilities are stronger than their human counterparts, but each of them have an additional reactor cost to activate.
**
**
**
* MechanicallyUnusualClass: The AI pilot abilities are stronger than their human counterparts, but each of them have an additional reactor cost to activate.
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* SkillScoresAndPerks: Reactor cores serve as perk points, being required to activate mech weapons and their upgrades. They're part of the game's loot system, and can be found in time pods, chosen as rewards for completing all optional objectives on an island, or purchased using Reputation after saving an island.
* ImmuneToFire: Like all rockmen, she's immune to fire, as is her mech.
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* NoSell: Like all rockmen, she's immune to fire, as is her mech.
* ActionBomb: The Self-Destruct weapon kills the user and all Vek adjacent to them.
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* CastFromHitPoints: Many Brute weapons deal damage to the mech in exchange for hitting that much harder.
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* CastFromHitPoints: Many Brute weapons deal CastFromHitpoints: Ramming Engines (default on the Charge Mech), Hydraulic Legs (default on the Leap Mech), Unstable Cannon (default on the Unstable Mech), Vortex Fist, and Burning Mortar all do damage to the mech in exchange for hitting that much harder.user.
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* ChickenWalker: The Primes for Zenith Guard and the Hazardous Mechs.
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* ChickenWalker: The Primes for Zenith Guard and the Hazardous Mechs.Mechs have backwards knee joints.
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* ACommanderIsYou: Not that you can play as the Vek, but humanity as a whole are the Elitist Faction to the Vek's Spammer Faction, by necessity.
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* ACommanderIsYou: Not that you can play as the Vek, but humanity as a whole are the Elitist Faction to the Vek's Spammer Faction, by necessity.with a triplet of mechs facing off against the swarms of Vek.
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* CyberCyclops: All the Primes other than Laser Mech, plus Swap Mech as well. The Pulse Mech and Charge Mech have {{One Way Visor}}s instead.
* DeflectorShields: Supplied by Pinnacle and granted by various Mech abilities, able to absorb a single hit before shutting down.
* DeflectorShields: Supplied by Pinnacle and granted by various Mech abilities, able to absorb a single hit before shutting down.
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* CyberCyclops: All the Primes other than Laser Mech, plus the Swap Mech as well. have a single, highlighted eye. The Pulse Mech and Charge Mech have {{One Way Visor}}s instead.
* DeflectorShields: Supplied by Pinnacle and granted by various Mech abilities, able to absorb a single hit before shutting down.instead.
* DeflectorShields: Supplied by Pinnacle and granted by various Mech abilities, able to absorb a single hit before shutting down.
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* SpiderTank: The various mortar-lobbing Ranged mechs.
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* SpiderTank: The various mortar-lobbing Ranged mechs.Mechs, as well as the Pulse and Gravity Mechs, are all 4-legged walkers.
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* TankGoodness: Every Brute-class Mech bar one, which is a CoolPlane instead.
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* TankGoodness: Every Brute-class Mech bar one, which is Some of your building-sized Brute Mechs are just giant tanks, with equally giant cannons to go with it. You can even unlock the ability to launch mini tanks as support units off of some mechs.
* UtilityPartyMember: Science-Class Mechs fill this role. Their weapons are unable to damage enemies, but they usually compensate with adeptness in another area, such as flight, or aCoolPlane instead.passive effect that aids the squad's strategy.
* UtilityPartyMember: Science-Class Mechs fill this role. Their weapons are unable to damage enemies, but they usually compensate with adeptness in another area, such as flight, or a
* BarrierWarrior: The Defense Mech's Shield Projector allows it to lob shield bubbles across the map, protecting buildings and allies, up to a 5-tile cross when fully upgraded.
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* DeflectorShields: The Defense Mech's Shield Projector allows it to lob shield bubbles across the map, protecting buildings and allies, up to a 5-tile cross when fully upgraded.
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* RammingAlwaysWorks: The Charge Mech's Ramming Engines allow it to cross the whole map in one go, slamming into its target, pushing it, and damaging them both.
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* LightningLash: Lightning Mech has electrified whips at the end of its arms.
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* LightningLash: The Lightning Mech has electrified whips at the end of its arms.
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* ShockAndAwe: Right in the name of the squad and the squad's Prime. R.S.T. is fond of this, as the Rusting Hulks also show.
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* ShockAndAwe: Right in the name of the The squad and the squad's Prime. R.S.T. is fond specialises in using ChainLightning to eliminate swarms of this, as the Rusting Hulks also show.enemies in a single swoop.
* ImmuneToFire: The Flame Behemoths come with Flame Shielding to protect them from the fire that they liberally make use of.
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* DeflectorShields: The Aegis Mech, per the name, starts out with a physical, metal shield, and gains the ability to throw up one of Pinnacle's energy shields each time it attacks.
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* InASingleBound: At first it looks like the [=HMs=] don't have a ranged launcher Mech -- which is fine, two straight-ahead projectile attacks still isn't bad -- but then you realize Leap Mech is both the launcher ''and'' the projectile, pushing and damaging all adjacent squares at its impact point while being able to reach almost any square on the map.
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* InASingleBound: At first it looks like the [=HMs=] Hazardous Mechs don't have a ranged launcher Mech -- which is fine, two straight-ahead projectile attacks still isn't bad -- but then you realize Leap Mech is both the launcher ''and'' the projectile, pushing and damaging all adjacent squares at its impact point while being able to reach almost any square on the map.map.
* LifeDrain: Viscera Nanobots, a starting weapon on the Nano Mech, heals Mechs whenever they deal a killing blow.
* LifeDrain: Viscera Nanobots, a starting weapon on the Nano Mech, heals Mechs whenever they deal a killing blow.
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* GreenHillZone: The first island you're required to save, and full of verdant parkland as opposed to the desert, tundra, and industrial wasteland of the other islands.
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* GreenHillZone: The first Archive, Inc. is a museum island you're required to save, and that recreates Earth as it was before the oceans rose. It's full of verdant parkland forests and grassland, as opposed to the desert, tundra, and industrial wasteland of the other islands.islands. On your first run, it's the first island you visit.
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* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. [[spoiler: One possible boss for their island is also a rogue robot that's managed to control some of the Vek. Pinnacle CEO Zenith comments that if they could figure out how it did it they could finish the war tomorrow.]] Averted in the case of Zenith, who's an AI herself, but no less determined to save humanity, and other life, from the Vek.
* DeflectorShields: Shield technology was developed here first (Bethany Jones was one of the project leads), before it spread to the rest of the islands. Both Zenith Guard and the Frozen Titans make use of it, as does (unfortunately) the Bot Leader boss.
* FreezeRay: Some of their squad's weapons are ice-based and in some missions you may be assisted by Pinnacle tanks with freeze beams.
* DeflectorShields: Shield technology was developed here first (Bethany Jones was one of the project leads), before it spread to the rest of the islands. Both Zenith Guard and the Frozen Titans make use of it, as does (unfortunately) the Bot Leader boss.
* FreezeRay: Some of their squad's weapons are ice-based and in some missions you may be assisted by Pinnacle tanks with freeze beams.
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* AIIsACrapshoot: Many rogue war robots are loose on Pinnacle's island. [[spoiler: One possible boss for their island is also a rogue robot that's managed to control some of the Vek. Pinnacle CEO Zenith comments that if they could figure out how it did it they could finish the war tomorrow.]] Averted in the case of Zenith, who's an AI herself, but no less determined to save humanity, and other life, from the Vek.
*DeflectorShields: BarrierWarrior: Shield technology was developed here first (Bethany Jones was one of the project leads), first, before it spread to the rest of the islands. Both Zenith Guard and the Frozen Titans make use of it, as does (unfortunately) the Bot Leader boss.
Leader.
* FreezeRay: Someof their squad's weapons are ice-based and in some Pinnacle missions have you may be assisted by Pinnacle tanks with freeze beams.cannons.
* GlassCannon: All Sentient Weapons have immensely powerful attacks, but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).
*
* FreezeRay: Some
* GlassCannon: All Sentient Weapons have immensely powerful attacks, but they only have one hitpoint ([[ContractualBossImmunity except for the Bot Leader]]).
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** This is also implied to have happened in the backstory, with the end result being that Sentient robots were given equal rights as humans.
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...but he isn't protected from the actual insta-kills, though (lightning strikes, the ACID launcher, getting run over by a train).
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* OneHitKill: Actively [[DefiedTrope defies]] being on the receiving end of this. Since his shield regenerates each turn, two consecutive attacks within the same turn are ''always'' required for his mech to be destroyed.
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* OneHitKill: Actively [[DefiedTrope defies]] being on the receiving end of this. Since his shield regenerates each turn, two consecutive attacks within the same turn are ''always'' required for his mech to be destroyed.