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    Iron Marines Army Units 

In General

  • Auto-Revive: The "Mutagenesis" upgrade in the Tech Tree gives a chance for a killed Army unit to instantly come back to life at full HP, so long as there's another unit remaining.
  • Heroic Resolve: The "Last Man Standing" Tech Tree upgrade makes the last remaining army unit in a squad become invulnerable to damage for a short while.
  • Quantity Versus Quality: Compared to the Empyrean and Mech units, most of the Army units aren't too durable or as damaging, but you can field three at a time.
  • Space Marine: Pretty much all of them, especially the Rangers.

Ranger

Alien creatures, hostile environments, uncertain conditions… nothing troubles a ranger squad. They will hold their ground and make bullet fly until victory or death.
Abilities: Grenade, Hoorah

  • Battlecry: Hoorah causes them to do this, increasing their armor by up to 30% for 5 seconds.
  • Boring, but Practical: They're the most basic troop, but can hold the line pretty well thanks to getting higher amounts of armor, having Hoorah to improve their armor further, and do not suffer extra damage from melee enemies.
  • Damager, Healer, Tank: Tank.
  • Firing in the Air a Lot: Their animation when they use Hoorah.
  • Never Bring a Gun to a Knife Fight: Averted. They're one of the very few ranged units who do not take extra damage from melee attacks.
  • Splash Damage: Grenade allows them to hit enemies in an area.
  • Status Buff: Their Hoorah ability allows them to grant extra armor on themselves and any nearby units.
  • Throw Down the Bomblet: Grenade allows them to throw a grenade that deals big damage in an area and ignores barriers.

Sniper

Top-of-the-line precision rifles in the hands of the best sharpshooters on Earth. Snipers can take down any threat even before they know it to be a threat.
Abilities: APDS Bullets, Lethal Weapon

  • Armor-Piercing Attack: With APDS Bullets, their attack will penetrate enemies' armor by a certain amount. At max level of the upgrade, it pierces all armor.
  • Crippling Overspecialization: They're quite good at taking down singular, huge targets with huge armor, but are easily swarmed and gutted by melee units that attack in a Zerg Rush. Furthermore, their attack deals very little damage against and cannot instakill structures.
  • Damager, Healer, Tank: Damager.
  • Glass Cannon: Has no armor and low HP, but they can deal massive damage or even One-Hit Kill an enemy from afar.
  • Guys Smash, Girls Shoot: While all three Army units are ranged fighters, the snipers are by far the longest-ranged units and are female.
  • One-Hit Kill: Lethal Weapon gives them a chance to instantly kill any non-boss, non-structure unit they hit. This is signaled by a red instead of blue crosshair and laser sight appearing on the enemy.
  • Sniper Rifle: Their weapon of choice.

Engineer

Few have the nerve to wield an unstable plasma gun. Fewer have what it takes to calmly walk into enemy territory punching holes in fortified structures.
Abilities: Disabling Bomb, Nano Repair

  • Anti-Structure: They use a plasma ray that increases in damage the longer it's held, but only against structures. Disabling Bomb allows them to throw a sabotage grenade that prevents structures from functioning, making them easier to take down.
  • Damager, Healer, Tank: Damager, against structures.
  • The Engineer: Like their name suggests, they have the capability to repair your own turrets via Nano Repair, although that capability needs to be purchased first.
  • Pinball Projectile: With the Phase Modulation upgrade on the tech tree, their attack against regular enemies bounces from enemy to enemy, dealing damage to groups of them.
  • You Have Researched Breathing: Despite being Engineers, they do not start out with the capability to repair towers. This needs to be purchased via Nano Repair.

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    Iron Marines Empyrean Units 

In General

  • Auto-Revive: The "Mutagenesis" upgrade in the Tech Tree gives a chance for a killed Empyrean unit to instantly come back to life at full HP, so long as there's another unit remaining.
  • Death-Activated Superpower: The "Transcendence" upgrade in the Tech Tree give them this. When the last Empyrean in a squad dies, their invulnerable spirit keeps fighting for a short time, dealing a powerful area damage attack.
  • Psychic Powers: They're psionic aliens who use their powers in different ways. Guardians form an energy sword with it, Diplomats cast shields and stun enemies with it, and Channelers focus a gravity-warping beam with it.
  • Quantity Versus Quality: Compared to the Army units, most of the Empyreans have more health and damage per second, but you can only have two in a squad as compared to three in a squad for Army units.
  • Superior Species: Empyreans are more durable than humans in terms of HPnote  and have psychic powers to boot. However, they're offset by only allowing two in a team as compared to three army units in a team.
  • Telepathic Spacemen: They're aliens with Psychic Powers which are used in various ways.

Guardian

Skilled alien warriors with deadly psychic swords. Extraordinary swiftness and battle prowess turns them into an unbelievable whirlwind of doom.
Abilities: Daring Dash, Celerity

  • Close-Range Combatant: The only unit of yours that is fully-melee without any ranged abilities. Daring Dash allows them to close the distance while Celerity allows them to teleport to enemies. However, without a ranged attack they are next-to-useless against Airborne Mooks.
  • Crippling Overspecialization: Being fully-melee units, they are adept at utterly destroying grounded foes and even structures but are completely useless against anything that flies.
  • Damager, Healer, Tank: A cross between Damager and Tank.
  • Flash Step: Daring Dash allows them to perform a swift movement to close the distance towards a ranged enemy.
  • Laser Blade: Their weapons are energy blades formed from psionic energy.
  • Lightning Bruiser: They're relatively fast, deal incredible damage against enemies in short order (especially ranged ones), and have a surprising amount of health. They however lack armor and cannot do anything against Airborne Mooks.
  • Never Bring a Gun to a Knife Fight: Being melee units, they deal extra damage to ranged enemies.
  • Speed Blitz: Celerity allows them to perform a series of strikes against enemies in a very short time.

Diplomat

Diplomats project strong psychic shields over allies and cast energy bolts that briefly stun enemies. They can't prevent war, but they can certainly save the lives of their allies.
Abilities: Absolute Defense, Tulpa Sentry

  • Damager, Healer, Tank: Healer.
  • Deflector Shields: They cast psychic shields on allies, which allows them to absorb a huge amount of damage before breaking. Absolute Defense makes them last even longer.
  • Homing Projectile: Their energy balls that stun enemies are homing.
  • Support Party Member: Their initial attacks do not damage enemies much, however they're vital to keeping your squad alive by giving them Deflector Shields and stunning enemies. They do get a slightly better offensive role once they get Tulpa Sentry.
  • Tulpa: Tulpa Sentry allows them to create crystalline thoughtform turrets that fire at enemies. They're rather flimsy but are spawned quickly, and more importantly they can also draw fire away from allies.
  • Weak Turret Gun: The Tulpa Sentries they can spawn are rather fragile and disposable but they can attack enemies, are spawned quickly, and more importantly draw fire from allies.
  • White Magician Girl: They're kind-natured female diplomats who lack offensive capability but have extremely effective support-oriented Psychic Powers.

Channeler

Channelers lock and incremental psychic beam on an enemy until it's dead. They can turn into an energy sphere to travel very fast. Truly, they are unquestioned masters of the mind.
Abilities: Mass Effect, Gravitational Singularity

  • Ball of Light Transformation: When moving, they turn into a sphere of energy to travel very quickly.
  • Crippling Overspecialization: Their attack is much weaker against structures, and starts out initially weak. Therefore, they're not suited against Zerg Rush or structures, but they do excel at taking down larger, tankier foes.
  • Damager, Healer, Tank: Damager.
  • Fragile Speedster: They are one of the fastest units in the game as they use a Ball of Light Transformation to travel. However, they have no armor and their health is low.
  • Gathering Steam: Their attack initially deals low damage, but increases the longer it locks onto an enemy. With Gravitational Singularity, they also get a One-Hit Kill chance that increases over time.
  • Gravity Master: Their abilities unlocked are based on gravity, such as Mass Effect (which slows an enemy they target) and Gravitational Singularity (which gives an increasing chance to crush an enemy into a singularity for a One-Hit Kill).
  • No Body Left Behind: Any enemy killed by Gravitational Singularity leaves no trace of themselves behind as they get crushed into nothingness by a miniature gravitational singularity.
  • One-Hit Kill: Gravitational Singularity gives them an increasing chance to instantly kill a non-boss enemy as they focus their beam on it.
  • Power Floats: They're constantly floating over the ground thanks to their psionic mastery over gravity.
  • Squishy Wizard: As masters of the mind they have access to powerful psionic gravity-warping beams and can use a Ball of Light Transformation to travel quickly, but they are fragile with low HP and no armor.
  • Standard Status Effects: Mass Effect allows them to slow down enemies they target with their beams.

    Iron Marines Mech Units 

In General

  • Armored Coffins: If they lose all HP, the pilot is destroyed with them. Subverted once you get the "Ejectable Pilot" upgrade, which allows them to eject their pilot as a rather weak and squishy unit. However, if the pilot is kept alive long enough, they're be able to recall a full-HP mech again.
  • Death Is Cheap: Once you get the "Ejectable Pilot" Tech Tree upgrade, their destruction will eject the pilot. If the pilot survives a set period of time, they'll resummon the mech at full HP.
  • Mighty Glacier: They're all very damaging but all of them move extremely slowly.
  • Mini-Mecha: All of them aren't quite Humongous Mecha, but can still take a good beating from the enemies and sport at least 30% armor.
  • Quantity Versus Quality: They're tough, durable, and can dish out a lot of damage, but you can only have one in a squad, meaning that you lose the squad if the mech (and the pilot, if you have Ejectable Pilot) is destroyed.

Flamewalker

A heavy armored mecha sending bursts of raging flames. Their fearless pilots break enemy lines in a cloud of fiery smoke.
Abilities: Photonic Oscillator, Handroid

  • Action Bomb: Their Handroid is a remote drone that scuttles up to the enemy and explodes.
  • Armor-Piercing Attack: The fire damage from its flamethrower pierces any armor that an enemy may have.
  • Crippling Overspecialization: While Flamewalkers excel against grounded foes, their flamethrower and Handroid cannot affect flying enemies, while their Photonic Oscillator is unable to deal damage to them although it can stun them.
  • Damage Over Time: Enemies caught in the flamethrower or the flames left on the ground will start burning and take damage over time until it's put out.
  • Damager, Healer, Tank: Damager, against grouped units.
  • Fire-Breathing Weapon: Their weapon of choice is a flamethrower that sets enemies and the ground on fire.
  • Herd-Hitting Attack: Not only does their flamethrower deal damage to enemies in an area, it also sets the ground on fire which will set fire to enemies that walk onto it.
  • Shout-Out: The Handroid is detatched from one of their hands and is a remotely-controlled dome-shaped drone that will relentlessly seek its target and explode. Just like Sheer Heart Attack.
  • Trick Bomb: Photonic Oscillator allows them to fire a stun grenade that stuns enemies in a sizeable radius.

Shellstorm

No aerial enemy can break our perimeter if a Shellstorm is on duty. From the rear of the battlefront, Shellstorm missile barrages can take down even the clouds in the sky.
Abilities: Toxic Barrel, Shockbot

  • Anti-Air: They fire a barrage of missiles at enemies and will prioritize aerial units first. Since missiles are exceptionally effective against Airborne Mooks, this makes the Shellstorm an ideal choice against them.
  • Attack Drone: Shockbot allows them to deploy up to two of these which can attack ground and air enemies for pretty good damage.
  • Damage Over Time: Toxic Barrel allows them to drop a canister of toxic waste that deals armor-piercing damage over time to enemies standing on it.
  • Damager, Healer, Tank: Damager, especially against airborne units.
  • Guys Smash, Girls Shoot: They're the only mech unit with a female pilot and they have the longest range of the three compared to the close-range Brawler and the mid-range Flamewalker.
  • Macross Missile Massacre: Their main form of attack is to fire a whole slew of homing missiles at enemies.

Brawler

The heavyweight of all mecha squads, commanded by the bravest of pilots. They stand unflinching in the thick of the battle, crushing down the strongest enemies.
Abilities: Defense Drones, Harvester

  • Attack Drone: Defense Drones allows them to deploy two of these which can attack ground and air enemies alike, and more importantly tank damage for the Brawler.
  • Boring, but Practical: Unlike several other flashier units such as Guardians, Channelers, Flamewalkers and Shellstorms, all Brawlers do is punch hard at a slow rate and soak up damage with high armor and giant health. However, they're extremely good at tanking damage, especially against non-armor piercing attacks. Even the Giant Mook enemies will take quite a long while to whittle a single Brawler's health down.
  • Close-Range Combatant: Downplayed, their main attack is melee but the Defense Drones upgrade allows them to spawn drones that fly around, tank damage, and attack enemies including flying ones from a short range.
  • Damager, Healer, Tank: Tank.
  • Money Multiplier: Harvester allows them to obtain a small amount of etherwatts over time when idle.
  • Never Bring a Gun to a Knife Fight: They deal extra damage to ranged enemies thanks to being a melee unit. That said, they're not an ideal choice against ranged units since they're very slow to close the distance.
  • Stone Wall: While they do heavy damage per hit, they're still less powerful overall than Guardians when it comes to dealing melee damage since Brawlers have a slow attack speed. However, Brawlers have the most health and armor of all your troops and heroes bar none which allows them to hold the line for a good amount of time.
  • Super Toughness: They're extremely durable thanks to heavy armor and a lot of HP. To wit, they're the only allied unit in the entire game that can survive the Suppressor's sniper shot, which is otherwise a One-Hit Kill on pretty much anything else.

    Iron Marines Other Units 

Dropgun

High caliber ammo, remotely controlled, and built to resist terminal velocity. Dropguns are a wonder of modern engineering.
Abilities: Terminal Velocity, Robotics, Bombgun

  • Action Bomb: The Bombgun upgrade makes it explode into a cluster of explosives when destroyed or when its timer runs out, dealing huge damage to enemies around it.
  • Composite Character: Of both Rain of Fire and Reinforcements from Ironhide Studios' other series Kingdom Rush. Like Rain of Fire, it deals damage in an area when deployed, and like Reinforcements, it acts as a reinforcement unit that deals damage to enemies within range.
  • Cute Machines: Has a rather simplistic and round design compared to most of the other machines in the game. With Robotics, it gains four stubby legs that only serves to make it more adorable.
  • Do Not Run with a Gun: Averted. Once it gets the Robotics upgrade, it becomes capable of moving around while firing at enemies.
  • Dynamic Entry: When deployed, it will crash into the terrain at high speeds, damaging enemies in the vicinity. Terminal Velocity increases the damage it deals while landing.
  • More Dakka: Its weapon is a rapid-fire machine gun that deals a good amount of damage.
  • Sentry Gun: Its main function is to act as a rapid-fire gun that targets enemies within a good range.
  • Spider Tank: Once it gets the Robotics upgrade, it becomes able to walk around as a controllable unit.

Minigun Tower

Powerful defensive platform that can turn the tide of a battle. It fires a frightening hail of high caliber rounds that can hold back legions of enemies.
Abilities: Overhaul, Vulcan Barrage

  • Damager, Healer, Tank: Tank.
  • Heal Thyself: Overhaul makes it spawn a repair drone that will heal the tower's health over time.
  • More Dakka: Its basic attack is a fast-firing minigun. Vulcan Barrage makes it fire even faster for more damage, while also slowing down enemies affected.
  • Standard Status Effects: Vulcan Barrage slows down enemies that it affects.
  • Stone Wall: It's the least damaging of the three towers and lacks range, but it has the most health and Overhaul allows it to heal itself for better tanking capability.
  • Taking You with Me: The "Hardwired to Self-destruct" upgrade on the Tech Tree makes it explode on death.

Rocket Battery

Long-range-rocket launch platform equipped with the best targeting systems. Very effective against powerful airborne enemies.
Abilities: Cluster Rocket, Napalm Payload

Laser Tower

State-of-the-art technology discovered while investigating Peripheroid weaponry. Its delicate components do not resist much damage, but its lens emits a powerful laser arc that melts, cuts, and slices enemies in a single pass.
Abilities: Triple Lens, Death Ray

    Iron Marines Playable Heroes 

Taggins

https://static.tvtropes.org/pmwiki/pub/images/taggins.png
"Move out, marines!"

A space marine who follows in his predecessor's footsteps.

Active Abillities: Personal Shield, Uranium Ammo
Passive Ability: Superior Defense

  • An Adventurer Is You: A mix between The Nuker and The Mitigation Tank.
  • Damager, Healer, Tank: A mixture between Damager and Tank.
  • Deflector Shields: Personal Shield grants him an energy barrier that makes him invulnerable. On the silver tier upgrade, it can also reflect melee damage.
  • Depleted Phlebotinum Shells: Uranium Ammo allows him to use uranium shells to deal even heavier temporary burst damage.
  • Heal Thyself: The gold tier upgrade for Personal Shield allows him to heal after the shield duration is over.
  • Rugged Scar: He sports one over his right eye.

Kara

https://static.tvtropes.org/pmwiki/pub/images/kara_1.png
"Rock and roll!"

A mining technician who outfitted her power suit with missile launchers.

Active Abillities: Gyro-Barrage, Jury-Rigged Missiles
Passive Ability: Physical Fitness

Paragon

https://static.tvtropes.org/pmwiki/pub/images/paragon.png
"Are you talking to us?"

A being made of many souls.

Active Abillities: Spirit Wrath, Energy Flux
Passive Ability: Paradox

  • An Adventurer Is You: He is a Jack of all Trades that combines The Area Of Effect Blademaster, The Mezzer (with Spirit Wrath), The Regenerator + The Buffer + The Healer (with a fully-upgraded Energy Flux).
  • BFS: His Weapon of Choice.
  • Close-Range Combatant: Attacks foes with his huge sword, capable of dealing an Area of Effect attack and even hits flying enemies.
  • Combat Medic: Is pretty effective in a fight thanks to his Area of Effect ability, and his Energy Flux heals nearby allies on gold tier, while Paradox on silver tier will also help them heal faster.
  • Damager, Healer, Tank: All three at the same time, since he is capable of hitting groups of enemies, and Energy Flux allows him and his allies to tank and heal at the same time.
  • Energy Absorption: Energy Flux converts all incoming damage received by Paragon (and with the gold tier flux, nearby allies) into healing.
  • Healing Shiv: When Energy Flux is active, all attacks aimed at him (and his allies if at Gold tier) will cause healing instead.
  • Many Spirits Inside of One: Thanks to being made of several souls converged into one, he's effectively this, and can even send them out to attack and stun enemies with Spirit Wrath.
  • Voice of the Legion: Courtesy of actually being many spirits merged into one being.

Fate

https://static.tvtropes.org/pmwiki/pub/images/fate_7.png
"At your service...for a price."

A bounty hunter with mysterious origins.

Active Abillities: Chameleon Suit, Demolition Expert
Passive Ability: Black Market Access

  • Ambiguously Human: In-universe, she's believed to be human despite never showing her face, if what Nexus says is to be believed. Considering that she's actually a Raad after all...
  • An Adventurer Is You: She is The Nuker.
  • Arm Cannon: Her Weapon of Choice.
  • Bounty Hunter
  • Damager, Healer, Tank: Damager.
  • Deadly Gas: The silver tier upgrade for Demolition Expert gives her remote bomb the ability to generate a toxic cloud.
  • Defector from Decadence: If playing with her during the battle against Nexus, he will reveal that Fate is actually a Raad who left and joined the humans as a mercenary, as part of what she calls a "personal matter."
  • Delayed Explosion: After Fate uses Demolition Expert, it needs a few seconds to be able to be detonated.
  • Energy Beings: Considering she's a Raad, she's a being made entirely of plasma kept in an advanced containment suit.
  • Half-Human Hybrid: Her bio on Ironhide's website and her showcase video description suggests that she's not entirely human. If you look carefully, you can see her eyes behind her visor, and they're irisless, supporting this claim. The Borealis update reveals she's actually a Raad (or at least part Raad) who left them and joined the humans.
  • Invisibility Cloak: Her Chameleon Suit ability makes her temporarily invisible to mooks.
  • Laser Sight: She shares this with the sniper units.
  • Long-Range Fighter: Her playstyle is based around the sniper's. The silver tier upgrade for Black Market Access increases her area of vision, while the gold tier upgrade for Chameleon Suit doubles her attack range during cloaking.
  • Monochromatic Eyes: Her eyes behind her visor lack irises. This is a trait of the Raad, of which she is one.
  • Mysterious Past: Her bio says that her past is a mystery. The Borealis update and the battle with Nexus sheds some light on this - she's a Raad who left and became a mercenary.
  • Nuke 'em: Using Demolition Expert, she can deploy a remote controlled nuke that deals insane damage to structures, enemies and even bosses. This goes hand-in-hand with her Invisibility Cloak, allowing her to get into enemy territory to set the nuke before blowing them all up.
  • One-Hit Kill: The silver tier upgrade for Chameleon Suit gives her a chance to instantly kill an enemy.

Ajax (and Mac)

https://static.tvtropes.org/pmwiki/pub/images/ajax_9.png
"Damn straight."

A last gen mech that can't be piloted because nobody is compatible with its AI. That is, until a janitor fell into the cockpit and gets a 100% match with it.

Note that Ajax is the mech itself. The pilot is named Mac.

Active Abillities: Shock Cannon, Moulinex
Passive Ability: Prototype Gear

  • Almighty Janitor: Literally. In the bio on Ironhide's website and the showcase video description, Mac used to be a janitor until he Fell Into The Cockpit and the Ajax's AI found him to be a perfect match. Even Nexus is baffled by this, especially since Ajax was made from Raad technology.
  • An Adventurer Is You: He is The Scrapper and The Regneration Tank.
  • Blade Below the Shoulder: It has a huge blade attached on the back of its right arm.
  • Close-Range Combatant: It's a melee unit, and both its attacks and skills are close proximity attacks. That said, it's relatively fast, powerful, and durable, and his silver and gold tier upgrades for Prototype Gear help it survive even better.
  • Damager, Healer, Tank: A mixture between Damager and Tank, being durable, strong, having healing capability.
  • Falling into the Cockpit: Its backstory shows that a janitor fell into its cockpit and was perfectly compatible.
  • Gradual Grinder: The silver tier upgrade for Moulinex makes enemies bleed and lose health gradually.
  • Grand Theft Prototype: The dialogue with Nexus reveals that Ajax is made out of Raad technology. More specifically, it was reverse-engineered from a Raad Warcruiser.
  • Healing Factor: Both the silver and gold tier upgrades for Prototype Gear revolve around this. The silver tier upgrade allows it to heal slowly but constantly, and the gold tier upgrade recovers its health whenever any of its powers are activated.
  • Lightning Bruiser: Like the mech units, it's strong and durable. Unlike the other mechs, it's also fast thanks to its jet boosters.
  • Mini-Mecha: Like the other mechs, it's based on one.
  • Shockwave Stomp: Shock Cannon allows it to use its cannon to smash the ground, stunning enemies in an area around it.
  • Spin Attack: Moulinex turns it into a whirling storm of slashes for a short while, dealing damage while allowing it to be on the move.
  • Super Prototype: Is considered to be one among the mech units. This is because it was made from Raad technology.

Darwin

https://static.tvtropes.org/pmwiki/pub/images/darwin_7.png
"All checked, it's a go."

A smart, talking ape.

Active Abillities: Rocket Jump, Brutal Visage
Passive Ability: Bright Eyes Lineage

  • An Adventurer Is You: He is The Scrapper, The Debuffer and with Brutal Visage upgraded, The Buffer.
  • Damager, Healer, Tank: A cross between Damager and Tank thanks to having strong attack and an attack-debuffing ability.
  • Edible Ammunition: His attack against aerial foes has him throw bananas at them. They actually hurt a pretty good bit for bananas.
  • Funny Animal: Not only he can talk, but he is also working as a space marine.
  • Jet Pack: He wears one as part of his long range movement and special ability.
  • Killer Gorilla: A huge talking gorilla with a rocket pack, and is a very powerful fighter in his own.
  • Shockwave Stomp: The silver tier upgrade for Rocket Jump allows him to slam the ground when falling, stunning enemies.
  • Shout-Out: Is pretty much designed after Winston from Overwatch. He even sports a jetpack slam attack and a gorilla rage like ability.
  • Standard Status Effects: Brutal Visage allows him to lower enemy attack around him.
  • Status Buff: The gold tier upgrade for Brutal Visage gives nearby allies extra damage.
  • Weaponized Exhaust: Rocket Jump causes his rocket pack to fire out huge exhaust flames that torch enemies he flies over.

Guiying

https://static.tvtropes.org/pmwiki/pub/images/guiying.png
"My blade is yours."

A space warrior hailing from the east who wields the mysterious artifact called the Cosmic Eye on her armor.

Active Abilities: Stellar Dragon, Confusion
Passive Ability: Cosmic Artifact

Roy

https://static.tvtropes.org/pmwiki/pub/images/roy_49.png
*Gunshot* "Watch it!"

A gun-toting, dual-wielding space marshal with a dark past.

Active Abilities: Bashing Shots, Firewater
Passive Ability: Gunfight Master

  • An Adventurer Is You: He is The Gunner, The Dodge Tank and The DoT Master.
  • Anti-Armor: The Silver Upgrade for Bashing Shots allows his bashing shots to permanently reduce enemy armor by 2 each time they hit.
  • Damager, Healer, Tank: Damager.
  • Dark and Troubled Past: During the fight with Nexus, it's revealed that Roy has harmed several planets in his marshal career in the past, and that they now have a bounty on his head.
  • Do Not Run with a Gun: Subverted, his Gun Fu allows him to fire while on the move. His Silver Upgrade for Gunfight Master allows him to shoot faster when on the move.
  • Gun Fu: A master practitioner of this trope. It allows him to fire and even dodge roll when moving, averting Do Not Run with a Gun. His Gold Upgrade for Gunfight Master is even called this trope and it allows him to dodge roll more often.
  • Knock Back: Bashing Shots allows his shots to deal higher damage and knock back enemies for a period of time.
  • Molotov Cocktail: Firewater is essentially this. Roy throws a lighted alcoholic drink that sets fire to an area to deal Damage Over Time and burn any enemies who get caught in it.
  • Unnecessary Combat Roll: Subverted, his dodge roll allows him to evade attacks.

Sha'tra

https://static.tvtropes.org/pmwiki/pub/images/shatra.png
"Anytime."

An alien who travels between worlds to find the final challenge.

Active Abillities: Abduction, Purification Protocol
Passive Ability: Linirea's Gem

  • Alien Abduction: His, well, Abduction. The game even pokes fun at this by asking what you would call an alien abducting another alien.
  • An Adventurer Is You: He is The Nuker.
  • Attack Drone: Purification Protocol allows him to summon drones to attack the area around him.
  • Badass Cape: He wears one.
  • Blade Below the Shoulder: His Weapon of Choice, the Vibro Blades.
  • Collector of the Strange: He collects a "prize" from every planet he's been to. This includes the corrupted Tear of Elynie from Kingdom Rush Frontiers.
  • Continuity Nod: It's heavily implied that Linrea's Gem is the corrupted Tear of Elynie from the Kingdom Rush series. After Malagar died and dropped it, it was taken by an unknown alien who may have been Sha'tra himself. This is later revealed to have been true, as of a post on the IronHide Games Extras section which ties in his involvement in KRF and Iron Marines.
  • Damager, Healer, Tank: Damager.
  • Deadly Disc: Aside from melee attacks, he can also launch an energy disc that can bounce between enemies.
  • It's Personal: He has a grudge against the Raad for destroying his home planet and all of his people, leading to him battling them several times. He also has one to Nexus when it came to his brother supposedly betraying his people to the Raad.
  • Last of His Kind: The dialogue with Nexus reveals that Sha'tra is the last of his kind, his brother betraying his homeworld to the Raad that destroyed it. Nexus however, was lying, and that his brother is still alive.
  • Late to the Tragedy: He and his brother were out on a hunting trip while their planet was swiftly invaded and destroyed by the Raad.
  • Life Drain: His energy disc can sap enemy life thanks to the gold tier upgrade for Linirea's Gem.
  • Money Multiplier: Enemies killed by Abduction with the gold upgrade generate extra bounty.
  • Offscreen Moment of Awesome: He is said to have travelled to dozens of worlds, fought in hundreds of battles and defeated thousands of enemies in order to get to the supposed "Final Challenge" and get the Stelar Blades.
  • One-Hit Kill: His Abduction ability does this to an enemy, instantly killing them.
  • Pinball Projectile: Sha'tra's energy glaives can bounce from enemy to enemy.
  • Proud Warrior Race Guy: He and his race in general, are trying to search for and complete "the Final Challenge", which will grant the one who does so the "mythical Stelar Blades".
  • Reality Warper: The Stelar Blades that he's searching for are said to be these. He wants to use them in order to bring his planet and his people back into existence.
  • Taking You with Me: When he dies, he explodes, damaging enemies.
  • The Unintelligible: Like in Kingdom Rush Frontiers, he speaks in anagrams of various Ironhide devs. Subverted if you tap his portrait multiple times in succession during a mission to "annoy" him. He is capable of speaking English, but he just loves speaking in anagram.

Dr. Graaff

https://static.tvtropes.org/pmwiki/pub/images/graaff.png
"Systems online."

A robot with two personalities.

Active Abillities: Split Personality, High Voltage Accelerators
Passive Ability: Multitronic Synapsis

  • A.I. Is a Crapshoot: While his Assist Mode personality is friendly, his Assault Mode personality is not. The latter caused him to off his own creators, if Nexus' words are to be believed.
  • An Adventurer Is You: In Assault Mode, he is The Nuker and The Meat Shield. In Assist Mode, he is The Meat Shield, The Regenerator, The Healer Classic. In both modes, he has the capabilities of The Nuker via High Voltage Accelerators.
  • Attack Drone: His playstyle is centered around these, being able to attack or heal for him depending on his mode. With High Voltage Accelerators, they can also be sacrificed to deal massive damage by crashing an enemy.
  • Combat Medic: In Assist Mode, his drones heal him and his allies at a pretty fast rate, but his attack turns into a very weak shot. However, he's still able to send his drones to crash enemies for massive damage.
  • Crush. Kill. Destroy!: When in Assault Mode, his personality changes into that of a Killer Robot.
  • Damager, Healer, Tank: He is a Damager/Tank hybrid in Assault Mode. In Assist Mode, he is all three at once since his drones will heal him and his allies, but he can still crash them into enemies for massive damage.
  • Drone Deployer: His main ability allows him to deploy up to 4 (5 if you max out Split Personality) drones which either attack enemies or heal allies depending on his mode. The gold upgrade for High Voltage Accelerators makes him able to deploy two at one go.
  • Dual Mode Unit: He can switch between assault and assist modes which cause his drones to, respectively, attack enemies and heal allies.
  • Hand Blast: His attack method in Assault mode.
  • Killer Robot: His personality in Assault mode.
  • Mechanically Unusual Fighter: He's a rather unique hero in that his active abilities aren't so much abilities as they're basically toggles with no cooldown. Split Personality switches between Assist and Assault modes, while High Voltage Accelerators sends one of his drones crashing to an enemy. Both skills have no cooldown between activation and the latter is only limited by the drone respawn time.
  • Mighty Glacier: His regular attack power is extremely high in Assault mode, being able to destroy enemy structures and high HP mooks in very few shots, and that's not counting his Attack Drones. However, he's the slowest Hero Unit in the game and said regular attack has a slow interval between shots.
  • Nice Guy: When in Assist mode, his personality changes to a friendly one.
  • Readings Are Off the Scale: Before fighting Nexus, his analysis mentions that his foe's readings are beyond parameters.
    "Strength analysis of incoming entity exceeding parameters. Overwriting protocols to compensate."
  • Split Personality: His active ability Split Personality is exactly this, and he can switch between personality modes at will. Assault mode turns him into a Crush. Kill. Destroy! mode that causes him and his drones to deal heavy damage, while Assist Mode turns him into a Nice Guy where his drones heal his allies.
  • Stone Wall: In Assist mode, his drones heal him and his allies quickly, but his regular attack changes to a very weak shot. That said, he's still able to crash his drones for huge damage. He's still as slow in this mode, however.
  • Turned Against Their Masters: During the battle against Nexus, it's revealed that Graaff's bad personality caused him to kill his own creators.
  • TV Head Robot: His apparent "face" is the monitor on the body, which also shows which personality mode he's currently using.

Trabuco

https://static.tvtropes.org/pmwiki/pub/images/trabuco.png
"Always bet on blue."

A space orc who's a member of the Forlorn Troopers.

Active Abilities: Magnum .88 Duple, Etherium Digestion
Passive Ability: Resilience

  • Achilles' Heel: While he is excellent at dealing with weak rushes, strong but uncommon enemies, and even structures, there is one enemy that he fares badly against — Raad Portals. As they take 20 individual hits to be destroyed instead of having health, his rather slow attack rate becomes a liability against them.
  • An Adventurer Is You: He is The Nuker, The Mitigation Tank and The Regenerator.
  • Armor-Piercing Attack: The rifle mode of his Magnum .88 Duple shoots a very powerful laser, and being a laser it pierces all armor.
  • Circling Birdies: If he manages to survive a lethal hit, he'll become dizzy for a short while and have stars around his head.
  • Crippling Overspecialization: Averted. His gun's two modes make him equally as effective against swarms as he is effective against larger foes, and he can swap modes on the fly. He does however have problems against Raad Portals since they require a certain amount of hits to go down, and his attack rate is on the slower side.
  • Damager, Healer, Tank: Damager/Tank hybrid.
  • Dual Mode Unit: Like Dr. Graaff, he can switch between modes, this time involving his gun. In shotgun mode, his attack has a shorter range but hits a cluster of enemies for decently high damage. In rifle mode, he fires a longer-ranged laser that hits only one target but deals insane armor-piercing damage.
  • Eat Dirt, Cheap: Etherium Digestion involves him eating an Etherium crystal to heal himself.
  • Heal Thyself: Etherium Digestion allows him to heal himself by eating some Etherium.
  • Herd-Hitting Attack: The shotgun mode of Magnum .88 Duple hits an area of enemies with a powerful blast.
  • Lightning Bruiser: He moves pretty fast like most other heroes, can tank even giant mooks thanks to high HP, good armor and Resilience while healing up with Etherium Digestion, and the attack damage from his Magnum .88 Duple is very high in both modes and it has a decent fire rate for an extremely strong weapon.
  • Mechanically Unusual Fighter: Just like Dr. Graaff, he can switch his gun's attack mode between shotgun and laser blast with Magnum .88 Duple.
  • Never Bring a Gun to a Knife Fight: Averted if he has the Silver Upgrade for Resilience, which makes him no longer take extra damage from melee attacks despite being a ranged unit.
  • No-Sell:
    • His Gold Upgrade for Resilience gives him a chance to outright ignore damage he would have received.
    • He also has the innate ability to have a chance to avoid a lethal hit, instead turning dizzy for a short while without losing health. This even works against instant-death things such as the Fell Tyrant's Etherium Blast or traps such as the compactors in Ascandaar.
  • Our Orcs Are Different: He's basically a space orc who's extremely tough, can eat Etherium to heal himself, and has blue skin. His race also managed to defeat the Raad which attacked Stall-1 before, although Nexus claims that they only barely won against a Raad scouting party.
  • Super Spit: The gold tier upgrade for Etherium Digestion allows him to spit out the Etherium he just digested for an explosive attack.
  • Swiss Army Gun: His gun can switch between a shotgun and a laser blast.
  • When All You Have Is a Hammer...: Unlike many other Heroes, he doesn't have a proper offensive active ability (since it's taken up by the ability to swap gun modes). He goes by with just the regular attacks of his Magnum .88 Duple gun, both of which are insanely powerful in either mode.

Sparas (and his companions)

https://static.tvtropes.org/pmwiki/pub/images/sparas.png
"I am that one."

A pathfinder from Falx-3 who has trained alien beasts under his command.

Active Abilities: Change Companion, Call Battlesheep
Passive Ability: Enhanced Reload Systems

  • Arm Cannon: He uses one to fire at his enemies, and upgrading Enhanced Reload Systems allows him to stun enemies and permanently lower their attack damage every fourth shot.
  • An Adventurer Is You: He is primarily The Beastmaster with a bit of The Mezzer and The Debuffer if Enhanced Reload Systems is upgraded.
  • The Beastmaster: As a pathfinder, he's managed to tame three alien beasts to fight for him — Tarrat, Notadog, and the Battlesheep. In-game, he always has an extra unit with him in the form of either Tarrat or Notadog, and his Call Battlesheep ability summons the Battlesheep.
  • Canine Companion: Despite acting and looking like a ferocious dog, Notadog is... well, not a dog, but an alien that behaves like one.
  • Damager, Healer, Tank: Damager.
  • Handicapped Badass: Appears to have lost an eye and an arm. He lost his eye in a Raad attack on his homeworld.
  • Killer Rabbit:
    • Tarrat looks like a chubby rat-like alien and even makes cute squeaky noises. It also launches painful splash damage projectiles at enemies from afar.
    • Sheep from Falx-3 are apex predators on the top of the food chain, and Sparas' Call Battlesheep has him summon it. It tears apart enemies with a Speed Blitz and stuns those who manage to survive.
  • Last Ditch Move: The Gold Upgrade for Call Battlesheep makes Sparas summon the battlesheep for one last attack when he's killed. Considering how dangerous the Battlesheep is, it's also a Taking You with Me.
  • Mechanically Unusual Fighter: Unlike Mark X, whose Daredevil Crew is a temporary unit, Sparas' companion in Tarrat/Notadog is a permanent one and this essentially makes him two characters in one. Furthermore, his first skill Change Companion swaps said companion to Notadog/Tarrat and has little to no cooldown.
  • The Paralyzer: The Silver Tier upgrade for Enhanced Reload Systems allows his every fourth shot to stun the enemy by trapping them within a net.
  • Punny Name: Tarrat is a rat-like creature that lobs splash projectiles from afar like a turret. Notadog is a dog-like alien that... is not a dog. Battlesheep is obviously named after a battleship.
  • Shock and Awe: The Battlesheep's attack has it Speed Blitz from enemy to enemy causing a lightning trail, also stunning said enemies.
  • Stealth Pun: The Battlesheep is charged with electricity. In other words, it's an electric sheep.
  • Standard Status Effects: Enhanced Reload Systems makes his attacks stun enemies per fourth shot at the Silver Upgrade, and the Gold Upgrade also makes him debuff the enemy's attack by half.

Mark X

https://static.tvtropes.org/pmwiki/pub/images/mark_x.png
"Drive on!"

A huge tank and its crew.

Active Abillities: Daredevil Crew, Deadly Cloud
Passive Ability: War Machine

  • An Adventurer Is You: He is a Jack of All Trades that combines The Meat Shield, The Gunner, The Debuffer, The DoT Master and The Minion Master.
  • Anti-Armor: At the gold tier upgrade, War Machine allows it to permanently reduce enemy armor each time it hits them.
  • Band of Brothers: The commando crew are very closely knit to the point where the leader promises to keep them all alive.
  • Base on Wheels: The commando crew within Mark X treat the tank like their own home. Nexus mocks them over it.
  • Damage-Increasing Debuff: The Gold Upgrade for Deadly Cloud reduces the defence of enemies trapped in it. The Gold Upgrade for War Machine permanently reduces enemy armor.
  • Damage Over Time: Any enemy standing within Deadly Cloud will receive damage over time, and one or more debuffs depending on its level.
  • Damager, Healer, Tank: Damager/Tank hybrid, having high HP and attacking power. Daredevil Crew deals good damage while taking away some of the heat, while Deadly Cloud deals damage and debuffs the attack of enemies affected at higher upgrades.
  • Deadly Gas: Its Deadly Cloud ability causes it to release this behind it, dealing heavy damage over time in an area. Upgrading it allows it to debuff the attack and defense of enemies affected by it, making them easier pickings.
  • Do Not Run with a Gun: Averted. It can fire both of its guns while moving.
  • Lightning Bruiser: It's fast, packs a punch, and can tank hits like... a tank.
  • The Minion Master: Daredevil Crew allows it to release its commando crew as support, who can deal very heavy damage and even act as their own controllable unit.
  • Shout-Out: To the eponymous Metal Slug, having a somewhat similar design with an oversized tank head.
  • Tank Goodness: It's a giant tank hero and one heck of a Lightning Bruiser.
  • Try Not to Die: Before fighting Nexus, the commando leader promises to keep all of them alive and means it. Nexus mocks that for being the most empty promise he's ever heard.

Blue Dragon

https://static.tvtropes.org/pmwiki/pub/images/blue_dragon_8.png
"To the danger zone!"

An Ace Pilot of the Iron Marines.

Active Abillities: Ultrablast, Techbot Copilot
Passive Ability: Iron Eagle

  • Ace Pilot: According to her bio, she's the most capable and awesome fighter pilot of the Federation.
  • An Adventurer Is You: She is The Nuker, The Gunner and a mix between The Meat Shield and The Regenerator.
  • Anti-Air: Like other missiles in the game, her homing missiles deal extra damage to Airborne Mooks. Her Gold Upgrade for Iron Eagle makes her homing missile deal even more damage to flying foes.
  • Anti-Structure: Her Silver Upgrade for Iron Eagle makes her machine guns deal extra damage to structures.
  • Code Name: Blue Dragon is her codename, her real name is unknown.
  • Cool Starship: Her spacecraft is this, capable of firing machine guns, homing missiles, and a very powerful Death Ray.
  • Damager, Healer, Tank: Damager/Tank hybrid, although she can only tank ranged enemies.
  • Death Ray: Her Ultrablast is this, dealing incredible damage when fired (especially at full charge) and even has a chance of a One-Hit Kill.
  • Do Not Run with a Gun: Averted. Her spaceship can fire its guns and missiles while moving.
  • Escape Pod: Her (actually her starship's) death animation has her eject out of the starship as it crashes. The Gold Upgrade for Techbot Copilot causes her escape pack to fire out a Macross Missile Massacre as she flies away.
  • Flight: Currently the only hero in the game who can constantly fly around. This allows her to fly over small gaps in the terrain or up/down elevation, and it also makes her immune to most melee attackers.
  • Heal Thyself: Techbot Copilot allows her to send out a small drone that heals her for a good amount of health.
  • Lightning Bruiser: Her ship is incredibly powerful especially with Ultrablast, is the fastest hero in the game thanks to its flight mobility, and has a good bit of health that can be easily replenished by her Techbot.
  • One-Hit Kill: The silver upgrade for Ultrablast allows her Ultrablast to have a chance of instantly killing the target it hits, not that most targets would survive it.
  • Status Buff: The silver upgrade for Techbot Copilot allows her techbot to increase her armor temporarily.

    Iron Marines Allies 

Empyrean Ambassadress

The Ambassadress of the Empyreans whose ship crash-landed in the middle of Fell-infested territory on Sagan-1.
  • Damager, Healer, Tank: She is both a Healer and a Tank via her Deflector Shields.
  • Deflector Shields: She's capable of casting this on herself to prevent her from taking damage. A godsend since she needs to be protected at all costs.
  • Distressed Damsel: She's trapped in the middle of Fell-infested territory and you have to save her.
  • Escort Mission: You need to locate her and guide her towards the ship. Unfortunately, she moves very slowly and the enemy attack is relentless.
  • Telepathic Spacemen: Like the other Empyreans, she has psionic powers. She uses them to place Deflector Shields on herself.

The Last Ascendii

One of the last few remaining Ascendii after the rest were transformed into Peripheroids by Mr Rob070.
  • Curb-Stomp Battle: Doesn't even put up a fight against Mr Rob070 before the megalomaniacal AI crashes two Centinels into him, obliterating him.
  • Last of His Kind: He's supposedly the final Ascendii, until it's revealed that there's one more in the final few Special Ops missions on Ascendaar.
  • Mechanical Lifeforms: The Ascendii are sentient machines until most of them were turned into Peripheroids by Mr Rob070.
  • There Is Another: The final two Special Ops missions on Ascendaar reveal that there's another remaining Ascendii.

Ga'r King

King of the Ga'r on Borealis.


  • An Adventurer Is You: He is primarily The Blademaster and The Meat Shield, with The Nuker and The Regenerator thrown in (via his ranged attack and eating meat).
  • Armor-Piercing Attack: His battlehammer pierces any armor regardless of what the enemy has.
  • Authority Equals Asskicking: He's the king of the Ga'r and is capable of killing the Raads within two attacks, be it his giant battlehammer or by throwing chunks of ice at them. He's also more durable than any of the playable units bar the Brawler.
  • Bigfoot, Sasquatch and Yeti: The king of the Ga'r, a yeti-like race who lives on Borealis.
  • Damager, Healer, Tank: He is both a Damager and a Tank.
  • Drop the Hammer: His preferred weapon of choice is a giant battlehammer, which he uses to squash Raad and Fenrir alike.
  • Escort Mission: You need to escort him into the Fenga'r fortress so that he can blow a giant war horn. Thankfully, he is perfectly capable of fighting back and can even heal himself.
  • Heal Thyself: Is capable of healing a good amount of HP by eating a huge chunk of meat if he's injured. This helps immensely for his survival.
  • Mighty Glacier: He moves slowly and doesn't attack at a fast rate, but his battlehammer can smash Ion Troopers and Pyron Guards in merely two hits, and the ice chunks he throws destroy Raad Carriers within two attacks too.
  • Rock Beats Laser: He's more than capable of destroying the sufficiently advanced Raad with just a battlehammer and by throwing very painful chunks of ice. Defensively, he can take several attacks from them and heal up the damage by simply eating a huge chunk of meat.
  • Super Toughness: Despite being made of flesh and fur, he's tougher than all your units and heroes bar the Brawler which only has slightly more HP.
  • Your Size May Vary: During the mission to escort him, he towers over even the mechs. In the ending comic for Borealis, he's only slightly bigger than the humans.

Tortugon

The Iron Marines' interdimensional tanks and the only hope against Nexus.


  • An Adventurer Is You: It is The Meat Shield, although you really don't want it to be doing that.
  • Animal Mecha: Tortoise-like mechas that are durable but ridiculously slow.
  • Damager, Healer, Tank: Tank, but you don't want it in that role.
  • Escort Mission: You need to direct each of them into the Hyper-Portal when Nexus is temporarily defeated. Before that, you need to make sure they avoid getting destroyed by several of Nexus' attacks. Unfortunately, while they're somewhat durable and have a gun for self-defence, they're excruciatingly slow as a Poor Pace Escortee, and if any are destroyed the mission ends in defeat.
  • Heroic Sacrifice: Any Tortugon that enters a portal is presumably destroyed along with the portal.
  • <Hero> Must Survive: If any of the Tortugones is destroyed, the mission ends in defeat.
  • Offscreen Moment of Awesome: We don't know what exactly happens once they enter a Raad Hyper-Portal, but we do know that the aftermath causes said portal to explode.
  • Rule of Three: You have three Tortugons and you need to guide one of them into the Hyper-Portal each phase.
  • Spider Tank: They're essentially four legged tortoise-like tanks.
  • Stone Wall: They have a great amount of health beset with terrible speed. While each Tortugon is capable of attacking, the damage they deal is so-so.
  • Sturdy and Steady Turtles: The good news is that these tortoise mechs have a giant amount of health. The bad news is that they're all slower than molasses.
  • Teleport Interdiction: They destroy any Raad Hyper-Portal they go into, rendering it useless. The only problem is that there are three Hyper-Portals, but thankfully you have three Tortugons.

Fenrir Pack

A few packs of tamed Fenrir that the Ga'r managed to befriend in the mission "White Fangs"


  • Authority Equals Asskicking: The Fenrir Alphas don't flee if set on fire and have far more health and attack power than the rest of the pack. That said, you should still keep them away from fights.
  • Escort Mission: You need to escort three packs to safety, and can only afford to lose 7 of them. Each pack consists of around 8 Fenrir and an Alpha Fenrir. They'll take the shortest route to the exit, but Raad Portals will keep appearing to hamper you. Unfortunately, being beasts and all, they'll happily engage any Raad that appear from the portals, and aside from the Alpha they aren't very durable at all. Prevention is better than cure, and it's thus essential to take out the portals before any Raad spawn.
  • Noble Wolf: These Fenrir and their Alphas are allied with the Ga'r and the Iron Marines and will only attack the Raad.
  • Stealth Expert: The Alpha Fenrir is capable of stealth as well as being able to deal a Sneak Attack if it's stealthed. It also prevents them from being attacked by Raad.
  • Zerg Rush: Their main advantage over the Raad is their melee capability and huge numbers. Unfortunately, Tachyon Elites do have the capability of killing them fast thanks to a damaging ricocheting Pinball Projectile.

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    Iron Marines Enemies 

The Fell

Organic aliens that invaded Sagan-1. These consist of Fellplague, Vilerunner, Fellswarm, Spitterbug, Fellwing, Etherleech, Hammergrub, Mindbane, Direbomber, Blightmother and Grimcrusher.


  • Airborne Mook: Fellwings, Etherleeches and Blightmothers are flying enemies and are extra-weak to missiles.
  • Anti-Structure: The Hammergrubs' attack deals exceptional damage to structures, but can only target structures. They move past your troops while dealing Collision Damage to them instead.
  • Bandit Mook: Etherleeches do not attack troops, but what they do is stun your towers and steal Etherium from your bases.
  • Big Creepy-Crawlies: Several of them appear to be bug-like aliens, such as the Fellswarm, Spitterbug, Fellwing, Blightmother, and Hammergrub.
  • Collision Damage: The Hammergrub will deal weak but constant damage to troops it is in contact with, simulating running them over.
  • The Goomba: Vilerunners are the weakest enemies in the game with low HP, no range, and relatively low damage. They aren't even too much of a threat even in swarms.
  • Long-Range Fighter: Fellplague, Spitterbugs, Fellwings, Etherleeches, Direbombers and Blightmothers are ranged enemies and the non-flying ones take extra damage from melee attacks.
  • Physical, Mystical, Technological: The "Physical" of the three main villain factions, being organic aliens that rely on Natural Weapons and Organic Technology.
  • Wall Master: Grimcrushers appear to be harmless rocks until troops approach them or if an Event Flag is triggered, after which they get up and attack.
  • Was Once a Man: Mindbanes are humans that have been converted into mutated monstrosities via an Etherium-induced process.
  • Zerg Rush: One strategy of these guys is to send huge amounts of weak units to overwhelm your troops. Thankfully, Ranger Grenades, Flamewalkers (and Shellstorms for the Fellwings) can take care of this.

The Peripheroids

Mechanical robots native to Ascendaar. These consist of Jackbot, Nortron, System Monitor, Oculus, Taskmaster, Inductor, Surge Protector, Spammer and Suppressor.


  • Achilles' Heel: Taskmasters are considered as structures, meaning that snipers deal very low damage to them and most instakill effects do nothing to them. However, being a structure in turn makes them vulnerable to Anti-Structure weapons used by Engineers as well as the structural sabotage grenades they use.
  • Airborne Mook: Oculi and Spammers are flying enemies and are extra-weak to missiles.
  • Deflector Shields: Surge Protectors can put up a very durable but temporary one on itself as well as nearby Jackbots.
  • Frickin' Laser Beams: Jackbots and Oculi fire these out at your troops, piercing armor.
  • Enemy Summoner: The Taskmaster can spawn Oculi swarms as well as attack nearby troops with an area electrical shock.
  • Glass Cannon: Suppressors have low HP and no armor, but their sniper shot will One-Hit Kill anything of yours that isn't a Brawler.
  • Giant Mook: Nortrons, Taskmasters, and Surge Protectors have a lot of health and can deal good damage or spawn enemies.
  • Mecha-Mooks: All of them are robotic in nature and serve as the enemies in Ascendaar.
  • Mook Maker: Spammers do not attack but can and will spawn Inductors when they detect your troops.
  • Mook Medic: The System Monitor can heal Jackbots and also repair destroyed assembly centers, making them an irritating foe to face.
  • Physical, Mystical, Technological: The "Technological" of the three main villain factions, being Mecha-Mooks that rely on lasers, missiles and electricity to attack.
  • Shout-Out: Nortrons are named after Norton Antivirus, part of their Flavor Text even shows this.
    "For a Nortron we are threats to the system. A virus to be eliminated."
  • Spin Attack: Nortrons attack by spinning around, damaging all troops near them with their fists.
  • Theme Naming: They're all named after computer- and electronics- based terminology.
  • Zerg Rush: Basic Jackbot and Oculi strategy is to appear or be spawned in numbers.

The Raad

Plasma-based beings from another dimension that have invaded Borealis. These consist of Ion Trooper, Pyron Guard, Geon Enforcer, Tachyon Elite, Raad Portal, Raad Carrier, Ionic Carrier, Pyre Carrier, Grav Carrier, and Quantum Carrier.


  • Airborne Mook: Raad Carriers are flying vehicles and all of them take extra damage from missiles.
  • Armored Coffins: Subverted. Destroying a Raad Carrier will drop the Raad pilot unharmed, though they'll still have whatever HP before entering the carrier.
  • Close-Range Combatant: The Geon Enforcers are the only melee Raad units.
  • Death-Activated Superpower: The Raads' main gimmick is that they all have a special ability activated on death. Ion Troopers explode into energy that gives Regenerating Health to nearby Raad, Pyron Guards explode into flames for heavy damage and burning, Geon Enforcers explode into a gravity well that sucks in units before detonating, and Tachyon Elites drop a Raad Portal upon death.
  • Deflector Shields: Ion Troopers will put up one when their health gets low, protecting them from a good bit of damage.
  • Elemental Powers: The four basic troops utilize four different elemental abilities:
  • Energy Beings: They're beings made of plasma that require a containment suit in order to survive. Destroying said suits by defeating them yields explosive results.
  • Mook Maker: Raad Portals will spawn Raad if not destroyed in time before they activate.
  • Mook Mobile: Raad Carriers are the Raad's combat vehicle of choice, and use the Elemental Powers of whatever Raad boards it. Defeating these will drop their pilots.
  • Physical, Mystical, Technological: The "Mystical" of the three main villain factions, being Energy Beings that utilize various Elemental Powers derived from the plasma they're made of.
  • Pinball Projectile: Tachyon Elites can fire a projectile that ricochets off your troops to the next one.

The Fenrir

Wolf-like aliens native to Borealis. These consist of Fenrir and Alpha Fenrir.


  • Close-Range Combatant: Both Fenrirs and their Alphas lack ranged attacks, instead dealing high amounts of damage in close-quarters.
  • King Mook: Alpha Fenrirs are much tougher than the regular ones, deal a lot more damage, have a stealth ability, and will also prevent nearby Fenrir from running amok if they're set on fire.
  • Savage Wolves: Wolf-like aliens that travel in packs and are hostile to both the Iron Marines and Raad alike.
  • Stealthy Mook: Alpha Fenrirs have the ability to blend in with the snow thanks to fur that mimics the environment. In-game, this prevents it from being attacked by units until it either engages combat, or is targeted by the player. Furthermore, its attack deals devastating damage while it's cloaked.
  • Zerg Rush: Basic Fenrir strategy is to send a huge pack of regular Fenrir, usually accompanied by an Alpha Fenrir.
  • Weak to Fire: Fenrir have a huge fear of fire and will run around haphazardly if they're set on fire. However, they lose this fear if accompanied by an Alpha.

    Iron Marines Antagonists 

Fell Bishop

Bulky and powerful, this unique creature is an army on its own. Razor talons, long range projectiles, really fast and incredibly tough. Definitely not a foe to trifle with.
Threat: Very High

The miniboss fought at the end of mission 7, and is also encountered in the Special Ops mission "A New Despair" and "The Colour out of Space".


  • Armor-Piercing Attack: Both its claw and Super Spit attack pierce all armor.
  • Damage-Sponge Boss: Has a gigantic amount of health that needs to be whittled down by several units.
  • Degraded Boss: In "The Colour Out of Space", you have to fight three of them as separate minibosses.
  • Lightning Bruiser: It's fast, extremely durable, and also extremely painful.
  • Recurring Boss: You have to fight more Bishops in the Spec Ops missions "A New Despair" and "The Colour Out of Space", and in both missions you lack towers to fight it off. Fortunately, the Empyreans you free on the way can make it far more manageable.
  • Super Spit: Its most dangerous attack has it spit an acidic glob that deals incredible armor-piercing Splash Damage to your troops and even hero units. To top it off, said attack has a pretty good range too.
  • Time-Limit Boss: In the Special Ops mission "A New Despair", you have 2 minutes to beat it once its cocoon is broken. Fortunately, you should have recruited a lot of Guardians during the mission and the game helpfully provides you with two Diplomats right after it breaks out.
  • Timed Mission: In its debut mission Cocoon, you have 15 minutes to break the Fell Bishop's cocoon before you fail the mission.
  • Wake-Up Call Boss: It's the first boss-level enemy in the game and it's fast, durable, and extremely painful. To make things worse, there's also several flunkies assaulting your bases from all directions. You'll need very careful planning and good team composition in order to defeat it.
  • Wolfpack Boss: In "The Colour out of Space", it's highly recommended to destroy the three cocoons and the Fell Bishops within. Neglect to do so and you'll be in for an extremely nasty surprise at the end, since all three cocoons will hatch one by one when the Tyrant cocoon falls under attack.

Fell Tyrant

This colossal creature is the undisputed Fell ruler. Unmatched regeneration and the ability to launch explosive eggs makes it almost a hopeless challenge. Its unique ability to obliterate an entire base with a single etherium Mega-Blast is just another brick in the wall.
Threat: Extreme

Leader of the Fell aliens.


  • Arc Villain: Of Sagan-1. Defeating him completes the planet and defeats the Fell menace or so you think.
  • Damage-Sponge Boss: Both the Tyrant itself as well as its cocoon are capable of withstanding an insane amount of damage.
  • Charged Attack: Using the Etherium crystals around it, it charges up for a few seconds, after which it uses a "Mega-Blast" that's so powerful it destroys bases, towers, troops and heroes in one hit.
  • Healing Factor: Can heal off most of its lost health very easily and quickly whenever it goes underground. In fact, the first two phases of the fight demonstrate how potent it is, with the end of the second phase allowing it to regenerate up to half its health! Fortunately, it's also susceptible to overtaxing, and the final part of the final phase no longer regenerates health anymore.
  • Large and in Charge: Is the biggest Fell alien out there and appropriately enough their leader.
  • One-Hit Kill: The "Mega-Blast" attack it uses instantly destroys your troops, your Hero Unit, your turrets and even your bases in one fell swoop. Fortunately, it has to charge up, giving you ample time to dismiss your units and retract your Hero.
  • Physical, Mystical, Technological: The "Physical" of the three villains, being a creature that uses bio-organic abilities like spawning of brood and regeneration.
  • Spikes of Villainy: Is covered all over in several spiny bone-like protrusions, and it's the main villain of Sagan-1.
  • Stationary Boss: Doesn't move much from its position, although it is capable of hiding underground to avoid damage while regenerating. The Tyrant's Cocoon is a straighter example, which doesn't move nor attack at all but Fell aliens will constantly assault you as it takes damage.
  • Time-Limit Boss: Once its health gets extremely low in the third phase, it'll begin charging up its Mega-Blast. You will need to pile on the damage very quickly before it uses that to destroy your main base and make you fail the mission.
  • Weaponized Offspring: When underground, it attacks by launching Fell eggs into the air which drop down as high damage area hitting projectiles that spawn mooks on landing.

Mr: Rob070

Built by the Ascendii to guide them to true enlightenment, Rob070 has turned into a megalomaniacal and deranged artificial intelligence. Ultra tough plates protect its neutronic brain and hide an unknown ultimate weapon.
Threat: Extreme

Leader of the Peripheroids.


  • A.I. Is a Crapshoot: Was built by the Ascendii to guide them to enlightenment, and instead turned into a deranged and megalomaniacal AI.
  • Arc Villain: Of Ascendaar. Defeating him frees the prisoners that he and his Peripheroids have captured.
  • Cyber Cyclops: As with the other Peripheroids, he has a single eye... until it's revealed that he has another in the middle of his forehead in his final phase.
  • Deus Est Machina: Its original purpose was to be a robotic God to guide the Ascendii to enlightenment. Instead, it became evil, and began turning the Ascendii into Peripheroids.
  • Large and in Charge: Is the biggest Peripheroid out there and appropriately enough their leader.
  • My Brain Is Big: Despite being a robot and not actually having an organic brain, he's designed to have a huge neutronic brain that takes up most of his head.
  • Physical, Mystical, Technological: The "Technological" of the three villains, being an evil AI robot with tech-based laser weaponry and attack drones.
  • Red and Black and Evil All Over: His color scheme is mainly red and dark colours, and he's the Big Bad of the second planet and the leader of the Peripheroids.
  • Stationary Boss: Doesn't even move at all in his first two phases, which makes him quite vulnerable to Channelers since they can lock-on and quickly increase their damage against him.
  • Third Eye: Well, second eye, but once he reaches his third phase it's revealed that he's got another eye in the middle of his forehead. And this one uses a very deadly chasing laser attack.
  • Wave Motion Gun: Has a Third Eye that can fire a huge tracking laser attack. Once his third phase loses enough health, he'll be able to fire two at one go to chase two different areas.
  • We Can Rebuild Him: In the bonus mission "Rise of the Machine", it's revealed that the Peripheroid Overseers are planning to rebuild him in a top-secret factory.

Peripheroid Overseer

The ace up Rob070's sleeve, Overseers are formidable Peripheroid's champions. Barrages of deadly missiles, strong armor and even stronger melee skills make it an army on their own. Smart enough to retreat if it is at a disadvantage, Overseers are a tactician's nightmare.
Threat: Very High

The miniboss fought at the end of the Special Ops mission "Metal Gear" and encountered twice in "Rise of the Machine".


  • Achilles' Heel:
    • It will take off into the air every now and then, which makes it much more vulnerable to Anti-Air attacks such as Shellstorm missiles.
    • Unlike the Fell Bishop whose attacks pierced all armor, none of the Overseer's attacks pierce armor. This makes Brawlers capable of shrugging off the entire Macross Missile Massacre and its melee attacks.
  • Airborne Mook: It's capable of taking to the air to evade ground-based attacks. This prevents you from attacking it reliably with Guardians, but it also makes it vulnerable to Anti-Air units like Shellstorms.
  • Asteroids Monster: When it's destroyed, it splits into a number of Inductors.
  • Bonus Boss: They're only encountered in two bonus missions that are unlocked after Mr Rob070 is defeated.
  • Choice of Two Weapons: It will only use its melee claw attack when grounded, and will only use its Macross Missile Massacre when airborne, meaning that you're spared from seeing both attacks at the same time.
  • Damage-Sponge Boss: Just like the Fell Bishop, it has a massive ton of health that needs to be whittled down.
  • Degraded Boss: It's first encountered as the final enemy of "Metal Gear". The following mission "Rise of the Machine" has you fight them as Mini Bosses twice in the mission.
  • Extra Eyes: Unlike the other Peripheroids which are Cyber Cyclopses, the Overseer has multiple eyes like a spider.
  • Foil: To the Fell Bishop. Both of them are miniboss-level enemies, but while the Fell Bishops lack armor while using Armor Piercing Attacks and employ an Attack! Attack! Attack! strategy, the Overseers have armor but lack armor-piercing attacks and Know When to Fold 'Em when the going gets rough.
  • "Get Back Here!" Boss: Every time it takes to the air, it'll attempt to fly away from your troops and use its Macross Missile Massacre.
  • Heavily Armored Mook: Being a Peripheroid, it has naturally high amounts of armor.
  • Know When to Fold 'Em: Unlike the Fell Bishop, the Overseer will actually attempt to fly away and retreat if it is taking too much damage.
  • Large and in Charge: They're the second-largest Peripheroid type behind Mr Rob070 and are leading the other Peripheroids in rebuilding him.
  • Lightning Bruiser: The Peripheroid equivalent to the Fell Bishop, it flies fast, is extremely durable, and its missile storm attack is especially powerful.
  • Macross Missile Massacre: When airborne, it'll fire an ungodly powerful missile storm at your troops.
  • One-Man Army: It's described to be one in its Flavor Text.
  • Spider Tank: Appears to be a huge mechanical spider-like mecha. Think a giant mechanical Headcrab and you've got the idea.
  • Tactical Withdrawal: If it takes too much damage at one go, it'll take off into the air and attempt to retreat for a short period while spamming missiles.

Nexus

https://static.tvtropes.org/pmwiki/pub/images/nexus_8.png

The energy of a single elemental particle makes each Raad a daunting enemy. Nexus is so vastly powerful that he controls all four energies of lesser Raad. Nexus concentrates energy in his hands for a few seconds before launching a devastating manifestation of elemental mastery. Disrupting this ability is crucial.
Threat: Extreme

Leader of the Raad.


  • All Your Powers Combined: Weaker Raad can only use one of four Elemental Powers based on Plasma. He is capable of using all four.
  • Always a Bigger Fish: If playing as Kara, he reveals that he and the Raad are this to the Fell including the Fell Bishop and Fell Tyrant. The Fell that attacked Sagan-1 were fleeing from the Raad.
  • Always Accurate Attack: In the final phase, he gains the ability to do a Life Drain on all your units on the battlefield regardless of where they are. This essentially puts your Tortugon on a timer.
  • Attack Its Weak Point: When he raises his hand to cast an elemental attack, shooting it enough will not only disrupt the attack but also deal up to a third of his health.
  • Big Bad: Appears to be this compared to the other two Arc Villains, being much more developed in character and motive. Not only was he behind the Fell invasion of Sagan-1, he also knows a lot more about the good guys and their pasts, and finally survives his encounter with the Iron Marines and is planning a revenge attack.
  • Break Them by Talking: He taunts the heroes about their past failures, seemingly trying to break them. Whether he's successful or not is up to imagination, although we do know that he failed to do so with Sha'tra, since Sha'tra could see through his lies.
  • Death from Above: When he turns blue, he'll cast a rain of meteors that deal instant kill damage and leave behind obstacles. When he turns orange, he'll drop fireballs that leave damaging patches of flames behind. Both times come with a warning crosshair.
  • Death Is Cheap: Killing him only makes him retreat into a portal for a short while and he'll come back out good as new. And in The Stinger he appears to be alive after his defeat, albeit heavily wounded.
  • Developers' Foresight: Depending on the Hero you use to fight him, not only will the Hero themselves have unique dialogue, but Nexus will have unique taunts and lines for each phase that shed light on the heroes' pasts and the lore behind the series as a whole.
    • If playing with Taggins, Nexus will belittle Taggins as being only fit to die like his predecessors.
    • If playing with Kara, he recognises her as the "young hero of Sagan-1", and reveals that the reason the Fell attacked Sagan-1 was because they were fleeing from the Raad. He even mocks her over her motivation to join the Marines: Her sister was killed during the attack.
    • If playing with Paragon, he reveals his intentions to capture and use Paragon's gestalt nature and spiritual energy to form his own army of Paragons. Paragon himself reveals that the Raad's arrival was foretold in a prophecy by the Empyreans, as the "time of the Fading Suns."
    • If playing with Fate, Nexus reveals that Fate is herself a Raad, who fled and defected to aid the humans as part of a "personal matter". Nexus, having once fought alongside her, feels quite betrayed by this.
    • If playing with Ajax, Nexus will point out that Ajax is made out of stolen Raad technology, and he's baffled as to how Mac, a simple janitor, can synchronize with the AI.
    • If playing with Darwin, Nexus mostly mocks him about the fact that, for all humanity's years of technological advancement, the best Darwin can come up with is throwing bananas and brute force, and even wonders if he'll start throwing barrels next. He does note that the modifications done to Darwin have made him more dangerous and advanced than his creators realise.
    • If playing with Guiying, Nexus will be absolutely terrified of her, or more specifically, the alien artifact embedded in her armor, known as the "Cosmic Eye".
    • If playing with Roy, Nexus will mock him for being a hypocrite for having ruined the planets he had pacified in his marshal career.
    • If playing with Sha'tra, Nexus will reveal that Sha'tra's brother betrayed his own race, leaving Sha'tra the Last of His Kind. Sha'tra however, knows for a fact that he's lying.
    • If playing with Dr. Graaff, Nexus will comment on Graaff being an AI experiment that killed his own creators thanks to his Killer Robot split personality.
    • If playing with Trabuco, Trabuco will mention that the Raad were defeated by his race on Stall-1, only for Nexus to mention that they were almost wiped out by a simple Raad scouting party. He then taunts Trabuco to see if he's strong enough.
    • If playing with Sparas, Nexus will reveal that he lost his eye because of a Raad invasion in his home world. He then mocks Sparas for having pets to hide the shame of failing to save the people of his home world, including his relatives.
    • If playing with Mark X, Nexus mocks the commando crew's promise to keep themselves alive, before mocking them for using the tank as a home. He does show amazement towards their team coordination, however.
    • If playing with Blue Dragon, Nexus will be impressed with her ace pilot combat skills, comment that he's destroyed other Ace Pilots like her before, and also reveal that "Blue Dragon" is a title that others have claimed before.
  • Dirty Coward: Considered to be one by Sha'tra, since he got away before he could be killed.
  • The Dreaded: If playing with Fate, who once fought with Nexus, she will warn the other Marines based on personal experience that he is a foe unlike anything they have ever faced before.
  • Energy Beings: Like the other Raads, he's made of plasma.
  • Escort Mission: Combined with Protection Mission. You need to protect a very slow turtle robot from being destroyed while attacking Nexus so he retreats into his portal, and once that happens you need to get the turtle robot into the portal to destroy it.
  • Evil Sorcerer: Essentially the sci-fi version of one. He uses the elemental energy that Raad are made of to cast elemental attacks, and his motive is to invade the galaxy for Raad conquest.
  • Fog Feet: Appears to lack any legs when fought, thanks to being an Energy Being. He does have legs in The Stinger, however.
  • Galactic Conqueror: He's destroyed many other planets in the past before.
  • Hand Blast: Charges up energy in his hand before unleashing a powerful elemental attack. If that hand is shot enough, it gets disrupted and he loses a huge chunk of health.
  • Horrifying the Horror: He and the Raad are the reason why the Fell attacked Sagan-1. They were fleeing from the Raad. Ironically, Nexus himself is on the receiving end of this trope if facing Guiying, being terrified by the Cosmic Eye artifact on her armor.
  • Kick the Dog:
    • If you're playing as Kara and get to his final phase, he mocks her over her sister's death caused by a Fell attack on the colony. An attack that the he and the Raad were behind.
    • If you're playing as Sparas, he mocks Sparas for having pets to hide the shame of failing to save the people of his homeworld from the Raad. Including his relatives.
  • Knock Back: Targets one of your units with a weak gravity blast that pushes them away from him.
  • Large and in Charge: Subverted — in the battle you face him in, he's clearly massive. In The Stinger after the credits, his actual form is shown to be about the size of a human.
  • Liar Revealed: Sha'tra knows for a fact that he's lying, even before he would have said something regarding his brother betraying his planet to the Raad, since the two were on a hunting trip together, and that the Raad destroyed his planet with incredible speed.
  • Life Drain: When he turns his color red, he begins draining health from all your units on the field while regenerating himself.
  • The Man Behind the Man: If you're playing as Kara, he's reveals that he's the reason why the Fell attacked Sagan-1. They were running away from the Raad.
  • Mr. Exposition: He explains a good bit of the backstory plot of each of the heroes via his taunts.
  • The Omniscient: Possibly, since he knows everything about all the Hero Units' pasts despite having never met several of them.
  • One-Hit Kill: Getting directly hit by his meteor rain attack is an instant kill. Woe betide you if you can't move your Tortugon out of the way in time.
  • Painfully Slow Projectile: If he uses a purple elemental attack without being interrupted, he'll fire out a Spread Shot of purple energy balls that travel very slowly... but do continuous, painful damage as long as you're in contact with them. Especially bad news for the Tortugon, who's slow as molasses.
  • Physical, Mystical, Technological: The "Mystical" of the three villains, being an Energy Being who uses Sufficiently Advanced Technology and a wide array of Elemental Powers to attack you.
  • Portal Cut: This is how he is beaten — by destroying the final portal he retreats into, it explodes when he tries to get out and destroys his body.
  • Puzzle Boss: Killing him only makes him retreat into his portal and pop back out good as new. In order to beat him, you need to send a Tortugon unit into the portal to overload it, then repeat this two more times.
  • Squishy Wizard: He has several powerful abilities that hit wide areas and make the fight hell for the player, but also has the lowest health of all bosses including the Fell Bishop. Not like the weakness is a problem for him since he easily retreats into an energy portal and comes back out good as new.
  • Tin Tyrant: Thanks to needing to wear a metallic containment suit, he certainly gives this vibe. Especially notable in The Stinger where his human-sized self wears armor grafted onto him.
  • We Used to Be Friends: If playing with Fate, a defected Raad, Nexus will recognize her as a former ally, and get pissed about her betrayal, despite all they had gone through together.
  • Worthy Opponent: Against many heroes, he admits that the player hero is a worthy foe if you manage to get him to his final phase.
  • You Have Got to Be Kidding Me!: When facing Ajax, he's baffled by how its pilot Mac used to be a janitor.
    "You were a janitor before connecting with it? ...you must be joking."
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