recursal/Fanatic-Fandom huggingface dataset:
System Monitor

Monitors search the area for destroyed Assembly Centers to make them operational again.

Their long-range explosive missiles can decimate a squad from afar, while repairing a group of fighting Jackbots.

System Monitors left unchecked can continuously wreak havoc on your units and defenses. This is mainly due to their annoying ability to fix assembly centers. However, they are not very durable.

**Special:** Heals up to 3500 HP of allies (Area 125, Cooldown 10). Doesn't approach after having attacked its target. Repairs destroyed Assembly Centers (Peripheroid spawners).

## Strategy

* A dropgun upgraded with max landing damage can pick off a System Monitor easily. Additionally, a dropgun with explosive death damage can destroy assembly centers that may have been repaired.
* A squad of rangers take care of a System Monitor without many problems.
* Similarly, a squad of engineers can destroy a System Monitor and surrounding enemies, along with an Assembly Center.
* Snipers can kill System Monitors with careful micro management, otherwise, System Monitors can kill them with missiles from far away.
* All mechs, even Shellstorms can deal with System Monitors somewhat effectively.
Distress Call

Distress Call is the second level in Iron Marines, and the second one on the planet Sagan-1. It is the level after the tutorial.

**Briefing:** "The invading alien forces, the Fell, attacked the Central ComSat before we could transmit a warning message to Earth.

A strike team must be sent to secure our interstellar comms until we can contact our planet. We will need reinforcements to defend Sagan-1."

**Mission Objective:** Recover and protect our Central Comsat installation.

## Level

This level is the first one in the game where the player must decide what to do, as the game will not guide the player. The level opens with a cutscene showing the ComSat and East Refinery being destroyed by fellplague. The player starts with only a hero on the west side of the level, and must navigate the hero through the path to destroy the fell spawner.

After the spawner is destroyed, an Etherium Refinery is built and the player can recruit two unit groups. Snipers are the second army units introduced in this level. The player must defeat the approaching fell while making their way to the Comsat in the South. Once the player has reached the Comsat, they must destroy the fell spawner and capture the deposit to rebuild the Etherium Refinery that was destroyed earlier.

A command point is summoned next to the Comsat once the base is captured. The Comsat becomes operational and starts to beam a distress call towards Earth. To buy enough time for the Comsat to transmit the message, the player must defend for one minute against waves of vilerunner and fellplague that approach from the East and West.

After one minute, the Comsat's message is transmitted and many dropguns are summoned around the base to kill the remaining fell.
Sha'tra

## **Sha'tra** the Skyhunter

   Sha`Tra comes from a race of warriors from a destroyed world, a race of hunters almost extinct,

He has traveled dozens of worlds, fighting in hundreds of battles and defeating thousands of enemies. Now his hunter instinct has brought him to us. Sha`tra has some tricks under his alien sleeve. He can call his probe ship to abduct an enemy, and in the process deal double damage and win a few credits. He also has the power of summoning a fighter squadron (or even special fighters) that will obliterate anyone near him. It is rumored he posses a mysterious gem that allows him to increase his health and reduces his recovery time so he can return to battle faster.

## Description

Sha'tra is a paid hero. He originally appeared in Kingdom Rush Frontiers, another game from Ironhide Games Studio. He is an alien that seems to be based on both the protoss from the Starcraft franchise and the predator from the Predator franchise. He looks like the former and uses energy weapons similar to their's, but has a lot of predator gear and seems to have a similar lifestyle to them (hunting lesser beings as a way of life), and also has an outburst in which he nearly tells the player he is a predator. He seems to have been given the role of connecting the two Ironhide continuities, as he has taken the main kingdom rush MacGuffin, the tear of Elynie, into the midst of the planetary wars the iron marines are fighting and is even using it in battle.

## Strategy

 **PURIFICATION PROTOCOL**: Summons a fighter squadron to swipe and clear the area surrounding Sha'tra. They don't come in peace.
 **LINIREA'S GEM:** Sha'tra takes souvenirs from every world he visits, like this myterious red gem that increases his health and death explosion.

## Quotes

* Enik maa'daa soee. (Upon selection)
* Any time... (Chosen on the hero select menu and selected during combat)
* What the shell are you? (using Abduction)
* I didn't join your cause to stay here doing nothing. I am a pre.. hunter.
* I miss my time in Lineria.
* Edih'nori. (Upon deployment)
* Nayy.
* Of course I speak your tongue, I just love anagrams.
* Leo'han.
* Aypairam. Osir Edith.
* Ack en'la.
* Anilorac.
* Aiyunita.
* Ayfoss.
* Shot happens... (using Purification Protocol)
* Adda'matei.
Quantum carrier

A vessel of utter destruction manned by a Tachyon Elite. It launches a sphere of concentrated energy to a target, dealing constant damage at everything crossing its path.

After the sphere reaches the target, it then explodes dealing massive damage around it. You better get out of the way.

Quantum carriers are vessels piloted by a tachyon elite. They slowly charge up a purple plasma ball that deals massive damage, capable of killing nearly every unit in the game. They are an extremely high priority, and left unattended even one can wipe out an entire squad.

Doesn't approach after having attacked it's target. Ejects tachyon elite on death.

Launches a sphere that slowly moves dealing damage to all enemies in the area. Near its target it stops and explodes for 3000 damage in an area of 50 (Structures receive only 25% of the damage).

## Strategy

* Shellstorms are an outwardly great option. They can quickly dispatch quantum carriers and their missiles will lock onto tachyon elites even as they teleport away. Supporting units can also help with this task.
* Brawlers and flamewalkers are nigh useless against quantum carriers, as they are unable to offload good damage before it releases it's attack.
* Diplomats can repeatedly interrupt the charge up of quantum carriers, leaving them effectively immobile. Their shields can provide strong temporary protection, but will not last long against the plasma balls.
* Snipers are a viable option if kept very far away from quantum carriers. Although their shot time is faster than a carrier's charge time, they are the most fragile units and will be easily killed.
* Engineers use their plasma ray against aerial enemies, so they can take down quantum carriers faster than shellstorms. Their high armor also allows them to survive a couple of hits against a tachyon elite.
Jackbot

## Description

These little robots are all over Ascendaar; meddling or storming us with their lasers. Their attack speed is boosted when other Jackbots are nearby.

Other Peripheroids can improve them, turning a nuisance into a formidable opponent.
They have noticeably more health than the weaker enemies on Sagan-1.

**Special:** Shoot faster when other jackbots are within 50 radius (2 jackbots shoots 2 lasers, 4 jackbots shoots 3 lasers on each attack)

## Strategy

* Jackbots are formidable opponents because they tend to come in groups. For this reason, flamewalkers are excellent at dealing with them, scorching mass amounts of them.
* Despite their lasers piercing 100% of allied unit's armor, Brawlers are good options against small numbers of them. Against larger numbers however, they will be overwhelmed.
* Rangers and Snipers will be easily overwhelmed. However, Ranger's grenades will deal sufficient area damage against groups of Jackbots.
* Guardians will shred Jackbots, and combined with Celerity they can wipe out entire hordes of them.
* Channelers are surprisingly good choices against Jackbots. Behind durable units they can dispatch Jackbots one by one.
Pyron Carrier

Pyron Carrier is an enemy in Iron Marines Invasion. They are part of the **Raads** faction.

## Description

*Carriers controlled by Pyron Raads. Capable of firing blazing plasma to their enemies at a very short range and setting them on fire, causing his target to take continuous damage. The pilot is ejected when the Carrier is destroyed.*

## Strategy

Affected enemies recieve constant damage for a few seconds.

Ejects pilot when destroyed.
Apocrita

**Apocrita** is an unit in Iron Marines Invasion. They are part of the **Commandos** squad.

## Description

*Equipped with long ranged rocket launchers, Apocritas are experts at taking down aerial enemies.*

*They use barriers and other obstacles to their advantage to launch missiles without fear of retaliation.*

## Strategy

Extra dmg against aerial enemies.

Attacks over barriers and obstacles.
Dark herald

Dark Herald is an enemy in Iron Marines Invasion.

He is the leader of the **Dark Empyreans** faction.

## Description

*The leader of the Dark Empyreans. After betraying his own planet and race by revealing its location and disabling its defenses so the Raad could destroy it, he was granted untold power by the ruler of the Void.*

*The Herald's plan was to throw the Empyrean race into massive psychic shock and lead them to accept the power of the Void.*

*He believes the dark powers from the Void will lead to the true evolution of the Empyrean race, allowing them to conquer the galaxy.*

## Strategy

In the first phase the boss can only teleport in one of the 2 randomly chosen positions and shoot 3 bolts of energy. In the second phase he gets an ability to summon 3-4 shades to aid him in combat and in the third phase he gets an ability to summon crystal spikes that instantly kill your squads, without affecting heroes in any way

When it's destroyed, the mission is won.
Gale

**Gale** is an unit in Iron Marines Invasion. They are part of the **Mechas** squad.

## Description

*Fast aerial mechas, built with powerful anti-vehicle cannons on each arm. Gales are great for engaging enemy vehicles, especially ground ones. They use their flight view and take control of heights, making Gales great both at scouting and besieging the enemy.*
Mortar Team

video File:Placeholder
The Mortar Team is a special weapon. They cost 500 each to buy. Only one can be deployed at a time.

## Description

*Deploy a team of bombing experts! Their long ranged shots can go over barriers.*

*This extra Squad does not count towards your Command Points total.*

*Big guns, great aim and barely sane. A perfect team!*

## Quotes

* "MOOOOORTAR COMBAAAAAAAAAAAAAAAAAAAT!!!!!!!!!" (When deployed)

* "MOVE, MOVE, MOVE!!!!"

* "\*raspberry\* Sorry, it's too heavy. (nervous laugh)

* "R-R-R-R-ROGER, so-far!!"

* "Okie Dokie."

* "I like to move it move it."

* "Watch Out!" (When killed)
Korathros

**Korathros** is an unit in Iron Marines Invasion. They are part of the **Cathros** squad.

## Description

*Agile feline warriors who specialize in destroying groups of weak enemies using their claws to deal area damage in front of them. The ability to recover life with each hit to their enemies makes them very dangerous in the front line.*

*Their agility is such that they can even attack aerial enemies.*

## Strategy

It heals with every attack it makes.

Extra dmg against aerial enemies.
Yga'r Icethrower

*The Yga'r have developed amazing ice carbines used primarily to repel dangerous beasts while collecting spores. They now use them to defend their people from total annihilaton.*

* *Stun attack*
* *Patrols around the Warhall*
* *Recruited in the Ga'r Warhall*

*\*The spore must flow!\**

Yga'r Icethrowers are Ga'r units that can be recruited through the Warhall. They are unlocked in the first stage of Borealis, Ice Breaker. Recruiting an icethrower costs 50 etherwatts, recruiting a second costs 100, and recruiting a third costs 150. The second and third are available through the Scalable Systems tech upgrade. They are fragile ranged attackers with a long ranged icy attack. They have a slow attack rate, attacking once every 2 seconds. However, their ice carbines have the innate ability of freezing enemies for 1 second.

## Strategy

* Yga'r Icethrowers are expensive, which is why, similar to Fenga'r Warriors, they should not be recruited unless the player has a surplus amount of etherwatts. However, once recruited they are somewhat effective against disrupting the Raad's attacks. Their freeze ability allows them to disrupt the charge of Quantum Carriers and Pyre Carriers.
* However, most of the times these enemies will come closer to the Yga'r which is how they are prone to being attacked. The Yga'r themselves cannot move far from the Warhall they were recruited in. This makes them fairly limited in mobility.
* Yga'r are also good when used in conjunction with Channelers. Their freeze attack keeps Channelers safe from harm while their psionic beam gains traction.
Alpha Fenrir

The meanest Fenrir in the pack. With fur that can mimic the environment, the Alpha is almost invisible until it engages in combat.

Alphas usually have a vicious bite, but when invisible they become a death sentence.

Alpha Fenrir is surprisingly resilient and relentless enemies that are a threat more than a nuisance. They have the same health as a Shellstorm, at a whopping 3000.

**Special:** 150% extra damage vs ranged enemies.

**Special:** Concealing Fur (Alphas become invisible to allies and towers until they engage in combat).

**Special:** Ferocious Bite (x4 damage when invisible)

## Strategy

* Alpha Fenrir are mostly invisible and therefore not directly targetable by towers and units. However, if area damage is unleashed and they are caught in the radius they will still take damage. Dropguns can be used for this purpose.
* In packs, alphas gain immunity to fleeing when lit on fire. It seems counterintuitive to use flamewalkers against them as they will be the almost always be the last survivors of the pack. However, flamewalkers are still viable, albeit not as great.
* Brawlers, with their high concentrated attacks will deal with alphas quite nicely. However, make sure to get rid of most or all regular fenrir otherwise they will be overwhelmed.
* Guardians are also great for the same reasons as brawlers. They can be paired with diplomats to stun alphas, which also momentarily prevents them from going invisible.
* Alpha Fenrir follow the same mechanics are regular Fenrir, they will attack Raad that are closer. As such, you can utilize them to wreak havoc on Raad enemies.

## Trivia

* Alpha Fenrir may be seen as similar to the alphas of wolf packs in real life. However, this is a common misconception, wolf packs in real life do not actually have alpha leaders. Alphas are actually just parents or breeders of young wolf pups, and not dominant figures in a pack.
* Fenrir are based off of Norse Mythology. In the Norse myth, Fenrir is a giant, monstrous wolf that is a Jötunn. The Fenrir in Iron Marines are much smaller than Fenrir in the myth.
Levels

This page contains a list of levels in Iron Marines and Iron Marines Invasion.

### Ascendaar

Ascendaar is the second planet in Iron Marines. It has 6 missions and 8 spec ops missions.
 10
 11
 12
 13
 14

### Borealis

Boreallis is the third and final planet in Iron Marines. It has 7 missions and 5 Spec Ops missions.
 16
 17
As expected, this legendary horn is at the very center of the main fortress.
 18
 19
A strange device is making the mountains tremble and break in huge pieces of ice that roll down falling onto our army. We must climb the peak and destroy the device.
 20
 21
Ion Carrier

Iron Carriers are **Raad** enemies both in Iron Marines and Iron Marines Invasion.

## Iron Marines

   A Carrier boarded by an Ion Trooper is charged with great electric power. The Ionic Carrier attacks charging an intense polarized beam. This attack can be interrupted if the Carrier is damaged while charging.

Ion carriers can be considered the aerial equivalents of ion troopers. Their attacks deal a very high damage capable of killing most units within a couple of hits.

**Special:** The charge of the attack can be interrupted if the ion carrier is damaged. Ejects ion trooper on death.

### Strategy

* Since they are aerial enemies, the best option would be Shellstorms as they deal x5 damage to aerial enemies.
* Engineers are another good choice, as they will use their plasma rays on ion carriers.
* Diplomat's can protect units while interrupting the charge process with their stun attack.
* Channelers will deal minimal damage as they do not use their psychic rays. Therefore they are not recommended.

## Iron Marines Invasion

*Carriers controlled by Ion Raads that are able to shoot powerful attacks at a long distance. While charging the attack, it becomes unstable and can be disrupted if attacked. Their pilots are ejected if the Carrier is destroyed.*

### Strategy

Extra dmg against structures.

Ejects its pilot when destroyed.
Etherleech

## Description

    Bizarre parasite native to Sagan-1, able of drain etherwatts from our refineries.

Fires energy balls to disable Towers before syphoning everything, even Marine's vibrator batteries.

Etherleeches are dark purple and green that resemble winged bugs. They are not directly dangerous to units but are detrimental to a commander's defenses, as they are capable of leeching Etherwatts from Etherium Refineries.

**Special** Ether Syphon: Attack structures stealing 40 Etherwatts from the player reserve. (Range 160, Cooldown 5 seconds)

## Strategy

* Shellstorms are primarily excellent against them, as they deal 5x more damage to aerial enemies.
* Snipers can deal massive damage against these enemies, and are able to two shot them as a group.
* The Rocket Tower is another decent option. One Rocket Tower is usually not enough to stop an Etherleech before it siphons Etherwatts, but two Rocket Towers are a reliable way to clear through them.
* Diplomats will interrupt an Etherleech's siphon ray if their stun orbs are timed correctly. However, this is not very reliable. Although their Tulpa Sentries will not distract Etherleeches because they exclusively target towers and refineries, Diplomats can be used to stall Etherleeches and let other support units/towers kill them.

## Trivia

* Etherleeches bear a resemblance to Moths. Moths are attracted to light as Etherleeches are attracted to Etherwatts. Furthermore, their wings and body structures are alike.
* When an Etherleech siphons Etherwatts it does so from the entire Etherwatt reserve, which implies that the refineries are somehow connected with eachother through the transfer of Etherwatts.
Grav carrier

The gravitational mastery of a Geon Enforcer transforms a simple carrier into a formidable war machine.

Grav Carriers launch bolts that create small long-lasting gravity storms.

They really rock!

Grav carriers launch incredibly strong projectiles at units capable of killing even strong ones easily. Their attacks deal AoE damage and they leave a field of gravity that deals damage over time.

**Special** Rockstorm: Each attack creates an area of DoT (Area 30, duration 5 seconds, damage 225 per second). Ejects geon enforcer on death.

## Strategy

* Since grav carriers are aerial enemies, they can be handled very easily by a Shellstorm that specializes in taking aerial enemies down.
* Two army units are nigh-useless against grav carriers. Rangers and snipers will be killed easily. Engineers however, will use their plasma ray to take down grav carriers which makes them a good choice.
* There are not many other great options, as brawlers and guardians specialize in melee combat and channelers will use their orb attack rather than their beam.
Refinery

Etherium refineries, or just refineries, are large structures that pump etherium ore from deposits in the ground. That etherium is then processed and refined into etherwatts, a potent energy source which is highly desired across the galaxy. Refineries can only be built on deposits of etherium. At least one unit must stand in the radius of an etherium deposit for 5 seconds to build a refinery.

Etherium deposits are sometimes occupied by enemies, who have their own bases situated on top. These must be destroyed before a refinery can be built. Towers can only be built near refineries, as they supply energy to the towers. If a refinery is destroyed, all associated towers are also destroyed. Thus, defending a refinery from enemy attacks is crucial.

Building refineries is the primary way to progress through the game. Without them, units cannot be recruited, and towers cannot be built. The planet Sagan-1 has many mining colonies because of the vast amount of etherium it contains. The planet is under the jurisdiction of the Federation, which highly desires etherwatts because of the amount of energy they contain.

## Trivia

* Etherium does not seem to be based off of any existing element in real life. However, the prefix "ether" refers to an organic compound that is part of the chemical makeup of many industrial liquids.
* Despite never being explained in depth, etherium is highly sought after all across the galaxy. It is unknown where else it may be found, or what its other uses may be.
Alolan Vulpix/Ninetales

Alolan Vulpix and Ninetales are variations of the original Vulpix and Ninetales. There is in fact a misprint on Alolan Vulpix: it should say NO. 037A instead of NO. 038A.

## Cards

Alolan Vulpix has the Snow Warning ability, which simply adds the Fake-mon TCG equivalent of the Hail weather effect! It does 10 damage to all Active Pokémon not Ice-type. Every turn. After the opponent has ended their turn. However, this may NOT stack. Pokémon with the Snow Warning ability will always do this, and if multiple Snow Warning Pokémon are out, it still only does 10 damage. It also has the moves of Frost Breath, which is 10 damage but a 25% chance of Frozen (by the way, all flip effects use tails instead of heads because obvious). Ice Fang is 20 damage plus a 50% chance of 20 more damage. Alolan Vulpix is weak to Fire x2, and has no Resistance. Alolan Vulpix does a maximum of 40 damage due to Ice Fang.

Alolan Ninetales has the Memorization ability, which simply means Alolan Ninetales may also make use of Frost Breath, Ice Fang, and most importantly, Memorization also means Alolan Ninetales has Snow Warning as well! Alolan Ninetales also has Icy Shield, which is 50 damage, but you may make it do nothing and give Alolan Ninetales a Defense Up level! And it also gets *another* Defense Up level if it didn't have Defense Up at the beginning of the turn! Then there's Crystal Storm. You flip 5 coins. It either does 30x damage to the opponent's Active, or it does 20 damage to the number of heads plus 1. Simply meaning if you get 5 heads, you may target 6 Pokémon, and no matter what you may do 20 damage to any 1 Pokémon. However, it's 30 damage times the number of TAILS for the first effect, or 20 damage to Pokémon equal to HEADS +1. And you get to decide which one you get! Alolan Ninetales is weak to Steel x2 (instead of Fire) and resistant to Fire -40. I thought Fairy-type was resistant to Fire, so I gave it a resistance to Fire even though a dual type Ice/Fairy would be WEAK TO FIRE. :( The maximum damage Alolan Ninetales can do is 150 because of Crystal Storm, one of my favorite moves in the Fake-mon TCG. Hail all damages except the ice types bot. Air rock.cloud nine.ice body.snow cloak.overcoat.magic guard Krogre Groupon rayquaza.altaria.golduck.clefable such
Ultra

**Ultra** is a free hero in Iron Marines Invasion. Versatile elite marine, she fights with a shotgun firing faster than usual. With her great strategic domain, she coordinates and encourages allied troops.

## Description

*Agile and versatile, this Elite Marine charges into battle with her rapid-firing shotgun. With her great strategic mastery and leadership she can coordinate allied troops to achieve victory in the most desperate battles. Ultra is the most decorated soldier of the Federation's first Iron Marine regiment. At the beginning of the galactic expansion she decided to put herself in voluntary cryogenics to be awakened when she is really needed.*

## Strategy

 **EVERY SOLDIER IS A HERO:** A mighty warcry makes her nearby allies invulnerable for the duration.
 **BRAVO TEAM:** Soldiers trained personally by Ultra, ready to be sent to the middle of any conflict.
Nemesis

Nemesis is an enemy in Iron Marines Invasion. They are part of the **Dark Empyreans** faction.

## Description

*Former Empyrean Guardians corrupted by the Void. Their tainted energy swords deals huge amounts of damage. Their ability to create an impenetrable shield for a few seconds paired with their high health and armor make them a formidable threat.*

## Strategy

Temporarily protects itself with an impenetrable barrier made of Void energy.

Does not attack aerial enemies.
Stormtoad

**Stormtoad** is an unit in Iron Marines Invasion. They are part of the **Frognauts** squad.

## Description

*Carrying a heavy assault rifle and heavy armor, Stormtoads are always in the first line of combat.*

*Since they regenerate health quickly, they tend to attack in waves, entering and exiting combat to heal their wounds.*

## Quotes

- Frognaut, at your services. (Squad selection screen)

- Let's get croakin'. (Selected the mission Squad)

- Finally, some actions! (Squad Deployed)

- I'll frogged my gills. (moving)

- Say no more. (Moving)

- uhh Roger. (Moving)

- Move it, Let's go! (Moving)

- ...had any task? (Moving)

- *Toad's out.* (Squad dissolved)
Spitterbug

These slow maggot-looking creatures attack by spitting at its target causing severe damage from a great distance.

They smell awful on the inside too.

The Spitterbug has high HP for a ranged enemy but has quite a low amount of damage. However they have a high rate of fire, partially ignore armor and usually appear in groups of 3 or more, making them a dangerous foe.

## Strategies

* Spitterbugs ignore armor, but not by a large margin, which means that mechs are still viable and generally effective against them.
* Rangers can survive against them to an extent, but since Spitterbugs outrange them, they will not be able to compete as well and will usually be picked off from far away. They can be moved in to combat these creatures, but the player should be careful as they usually lurk near more enemies.
* Snipers have an Achilles' heel against these enemies. Despite rivaling their range they possess little health and can be easily killed by Spitterbugs before they are able to deal sufficient damage. Therefore, it is recommended to keep Snipers at the base or behind many durable units.
Bomberfrog

**Bomberfrog** is an unit in Iron Marines Invasion. They are part of the **Frognauts** squad.

## Description

*These Frognauts ride a large, loyal, and high-health salamandrid as their vehicle.*

*In combat, they feed their mount with anti-structure explosives. The salamandrid spits them out in balls of snot that stick the bombs to enemies in the area, exploding a few seconds later.*

## Strategy

Extra dmg against structures.

Does not attack aerial enemies.
Void Specter

Void Specter is an enemy in Iron Marines Invasion. They are part of the **Dark Empyreans** faction.

## Description

*Insidious denizens of the void. They launch their energy-filled eyeballs to their enemy causing damage to it. Even more damage if their enemy is aerial. When it dies the void makes it explode sending several projectiles to enemies around it. This state can be avoided by avoided by attacking it before it explodes.*

## Strategy

Extra dmg against aerial enemies.

Explodes when killed, launching several projectiles at enemies.
Geon enforcer

Dangerous enemy that controls gravitational forces to enhance its combat abilities. When injured it covers itself with hard rocks gaining high armor and greater damage.
A Geon's death creates a vortex that reels in and damages all units around it.

Geon enforcers are among the tankiest and strongest units in the game. Boasting the same amount of health as a flamewalker and much more armor in their rock form, killing them is not an easy task.

 Rock
Same death effect as normal phase.

\*It will transfer back to normal phase when its HP regens to 90%+ in rock phase.

## Strategy

* Snipers are one of the best units at dealing with them. With their tech "Lethal Weapons" they have a good chance to instant kill these behemoths, and with their tech "APDS Bullets" they can ignore the armor of geon enforcers. If they are not kept at a safe distance however, they can be killed in one hit by enforcers.
* Channelers do not pierce all their armor. But when their beam has time enough to gain traction, it can either deal massive damage or instant kill them.
* Brawlers, shellstorms, and even flamewalkers are ineffective at dealing damage to geon enforcers. Therefore they should not be utilized against them.
* Guardians can pierce some of their armor and withdraw good damage. Diplomats can provide essential protection to units, their shields at max damage are capable of tanking two hits from a geon enforcer.
Fellwing

Some Fell seem to evolve into winged worms, spitting corrosive slime as a ranged attack.

A nasty, ugly, and very deadly combination.

Fellwing are small, flying Fell. They do not deal extraordinary damage, but in groups, they can kill many of your units. They can easily destroy melee units, due to the fact that they can fly and outrange them. They are not a significant threat and can be handled very easily later in the levels.

## Strategies

* Brawlers, Guardians, and Flamewalkers are unable to target Fellwing. This makes shellstorms and rangers essential for defending against them.
* Snipers are not very effective against fellwing due to their low rate of fire and individual unit targeting. Therefore, it is recommended to avoid using them against fellwing.
* Rocket Towers are very good against fellwing because of their high damage and AoE attack. This is especially useful because fellwing tend to bunch up in groups.
* Engineers that have the tech "Ricochet" unlocked can wipe out clusters of them easily, because their attacks repeatedly bounce between multiple fellwing and deal damage to most in a single hit.
Quantum Invoker

Quantum Invoker is an enemy in Iron Marines Invasion. They are part of the **Raads** faction.

## Description

*Quantum Invokers are vessels of Tachyon particles, mainly sent to scour enemy territory spewing Tachyon manifests to attack for them.*

*When killed they enter into a temporary self regrating state where they come back to life unless they are targeted to be killed in said state.*
Kosmos

**Kosmos** is a premium hero in Iron Marines Invasion. A powerful elder dragon that was saved from death by the Federation. Weaponized with missiles and using his powerful fire breath, Kosmos can burn any enemy he faces to cinders.

## Description

*An elder dragon found by the Federation adrift in space and on the verge of death. Due to the severity of his injuries, the doctors had to give him cybernetic implants to keep him alive.*

*With his new cybernetic weaponry and control over fire and stars, Kosmos is one of the most powerful beings in this galaxy. In gratitude for his rescue, Kosmos now joins the Federation in their fight to maintain order in the galaxy.*

## Strategy

 **DRACONIC BARRAGE:** Releases a barrage of missiles from his cybernetic implants, which can target enemies and allies. Enemies are damaged, and allies receive an aura that deals damage over time around them.
 **BIOENGINEERS:** Expert technician squads that are in charge of the functionality of Kosmos bionics parts. They possess high-tech equipment to heal Kosmos or deal damage to the enemy.
Tachyon elite

The embodiment of relativity, these powerful Raad have mastered space-folding travel and quantum mechanics. They jump short distances when attacked or even to reach their destination faster.

You don't know what true frustration is until you have tried to kill an Elite.

Tachyon elites are one of the most difficult enemies to kill in the entire series, capable of unleashing damage and warping away from the face of danger in the blink of an eye.

**Special:** Ricochet attack (2 jumps granted + chance to get more [75%, 50% ,30%, 20%] dealing normal attack damage. Special: Teleport, when attacked or every 4 secs it jumps to a random point (range 250). On death, a raad portal is summoned that summons a small raad pack.

## Strategy

* Tachyon elites are incredibly frustrating to deal with. Guardians are one of the few amazing units capable of dispatching them quickly. Upgraded with the "Celerity" tech, they can quickly dash to where tachyon elites teleport to deal damage.
* Channellers will use their ray beam against tachyon elites. However, tachyon elites will break the traction of the beam every 4 seconds, which makes them less viable. Their instant kill may kick in however.
* Rangers, Engineers, and Snipers will be shredded without the help of a Diplomat. When protected however, rangers can deal high damage and engineers can quickly destroy the raad portals they summon. Snipers are not recommended because they take too long to charge their attacks.
* Mechas are not as good to begin with. However, if a Shellstorm is used it will lock onto tachyon elites even when they teleport, which results in heat-seeking missiles that target them wherever they go on the screen.

## Trivia

* Tachyons are theoretical particles that always travel faster than light, which is why according to the theory of relativity, tachyons do not exist. Tachyon elites have a nod to relativity in their description.
Brawler

```
DESCRIPTION

```

*It's show time!*

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.

* Melee combat
* Superior armor and health
* Targets only ground enemies

**Special:** 25% extra damage vs ranged enemies

```
STRATEGY

```

* The Brawler is the ultimate tanking unit, as its high armor and health let it absorb even the highest damage attacks. Position the Brawler in front of the other units so it can shield them from harm.
* Due to the Brawler being a melee unit, melee enemies will prioritize attacking it. This makes the Brawler especially good at protecting other units from melee enemies as they'll attack it without fail.
* As a melee unit, the Brawler also takes no additional damage from melee enemies but can inflict additional damage of its own on ranged enemies.
* The Brawler's melee attack is slow but devastating. This makes it good for grappling with tougher enemies.
* The Brawler can soak up ranged attacks, but can rarely retaliate due to its low range. Either support the Brawler with ranged units or send it into melee range.
* As a melee unit, the Brawler also cannot target aerial units. Support it with ranged units.
* Once unlocked, Defense Drones will improve the Brawler's capabilities for crowd control, ranged enemies, and aerial enemies, especially aerial enemies. Defense Drones have a fast cool down, so the ability is near-constant.
* Harvester is another useful upgrade; once unlocked as the Brawler extracts Etherwatt while idle, increasing the speed at which new units can be purchased.

```
UPGRADES

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Defense Drones (Cooldown = Very Fast, Tier 10)

* The Brawlers launch a group of aerial robots that orbit and defend them. (350 Techpoints)
* Increases Brawlers' drones' damage. (700)

Harvester (Passive, Tier 12)

* Idle Brawlers can extract small amounts of Etherwatts from the ground. (200 Techpoints)
* Increases extraction speed of idle Brawlers. (400)
* Further increases idle Brawlers' extraction speed. (600)

```
QUOTES

```

- *Want some? (when deployed)*

*- Gather 'round.* (often when extracting etherium)

*- Roll with punch! (or "forward punch) (Defense Drones)*

- *Rammin'!*

*- In fighting!*

*- Bob and weave!* (Or perhaps *"bobbin weave"*)

*- Aye.*

- *Uh huh.*

*- Blow by blow!*
Darwin

## Description

Darwin is a gorilla that was trained to be the first astronaut sent into deep space with Etherium-based technology.

Due to unfortunate circumstances, he crashed and used his artificially enhanced intelligence to build a personal propellant with some spare parts and the turbine of the ship.

He can overcharge his turbine and fly, roasting all enemies around him. He infuses the enemy hearts with fear every time he pounds his chest, a primitive but effective move, lowering their attack power. From his long line of smart ancestors, he inherited the ability to move fast and can be back in battle faster than other heroes.

## Strategy

 **BRUTAL VISAGE:** Darwin pounds his chest, lowering the attack values of nearby enemies. Primitive, yet effective, nevertheless.
 **BRIGHT EYES LINEAGE:** Darwin comes from a long line of the smartest apes on the planet. (Despite the description not stating this, upgrading this passive increases Darwin's health.)

```
QUOTES

```

* I'm very ape. And very nice. Huhu. (tapping in hero menu)
* Project it's a go. (Choosing in hero menu)
* Darwin has landed.
* It's not rocket science.
* Humans see. Humans do...
* Give me fuel. Give me fire!
* Let's go APE! Huhu.
* Annnnd lift off! (Using Rocket Jump)
* KOOOOOOOOOONNG! (Using Brutal Visage)

## Trivia

* Darwin may be inspired by the hero Winston from Overwatch.
* "I'm very ape. And very nice. Huhu." originates from the song "Very Ape" by Nirvana.
* "Darwin has landed" is a lingo off of the words "The Beagle has landed.", spoken by the famous explorer and scientist Charles Darwin when his ship, The Beagle, docked onto land.
* "It's not rocket science" is a famous phrase used to say that something is not complicated. In this case, it is a nod to his failed mission to deep space.
* "Give me fuel. Give me fire!" comes from the song "Fuel" by Metallica. The DWAARP tower from the Kingdom Rush series has the same line in one of it's ability descriptions.
* "Let's go APE! Huhu" is a reference to the movie "Animal Kingdom: Let's Go Ape".
* "Annnnd lift off!" is a very common expression used when an aerial vehicle or construct takes flight.
* "KOOOOOOOOOONNG!" is a reference to the massive gorilla King Kong, shown in numerous films. This is a nod to how Darwin himself is a modified gorilla.
Pyron guard

Infused with deadly fire particles, they are the long range support of the Raad's invasion army.

Pyrons launch blazing plasma as incendiary mortar bombs.

It's raining fire!

Pyron guards are more of an annoyance rather than a threat. They have the same health as ion troopers but no additional durability.

**Special:** Special ignite (Area 50, penetration 100 [fire damage].100 damage total, duration 3 seconds). On Death: Explosion 300 - 500 damage, area 100, pierce 100 + ignite. Can pilot idle carriers.

## Strategy

* Pyron guards can be handled easily with a dropgun. Additionally if the dropgun has destruction damage it can wipe out hordes of pyron guards.
* Guardians will also take care of them quite easily. Their fast speed allows them to escape the death of a pyron guard as well.
* With flamewalkers you can essentially fight fire with fire. Brawlers can also stand up to them, due to their high health.
* Although snipers outrange pyron guards, they can die very easily if hit.
* Pyron guards do not bypass diplomat's shields (as shields count as health rather than armor). This makes them good damage sponges.

## Trivia

* The word "pyro" has greek origins and translates to "fire" or "heat". This would explain why pyron guards are seemingly composed of fire and attack with fire too.
* Excluding pyre carriers as they are controlled by pyron guards, flamewalkers and pyron guards are the only two characters in the game that use fire.
Crawler

## Description

Crawlers are very powerful, slow moving robots summoned by Rob070 in his second phase. Crawlers cannot be blocked in any way. Two crawlers are summoned at a time by Rob070, and they will each launch three bombs towards units/buildings closest to them.

These bombs do not deal much damage, but Crawlers will repeat this process every few seconds.

Crawlers will slowly advance towards the tower spots of refineries. Once they reach a tower spot (They will automatically destroy any present towers) they will plant themselves into the holder, permanently preventing any towers from being built.

## Strategy

* Channelers are already excellent on this boss fight, and they can withdraw much damage to crawlers while also possibly instant killing them.
* Snipers with the "Lethal Weapons" tech can also instant kill them.
* Mechs and most other units will not deal sufficient damage quick enough. Therefore, it is advised to not use them.
Force powers

All available force powers.

## Basic powers

Force push creates a directed shockwave.

Force choke/grip allows user to grip objects and grip the throat of

   other living beings.

Force Sprint gives a boost in metabolism giving a quick dash then allowing the user to run faster.

Force sense allows the user to sense certain objects or people.

Force jump allows the user enhanced jump.

Mind trick allows the user to manipulate weak minded or confused individuals or even whole groups if trained to.

Force reflect allows the user to reflect other force powers and force flung objects.

## Learnable powers

Force lightning allows the user to direct electricity from their fingertips.

Saber throw allows the user to use the force to throw their saber.

Force repulse allows the user to emit a short burst of kinetic energy within a short distance.

Force empathy allows the user to sense a subjects emotions.

Force travel allows the user to travel to other planets but only if they meditate and hold the destination in their mind.

Force stun (or force stasis) lets the user knock out/stun users instead of kill or physically harm the target.

Revitalize allows the user to heal exhausted and wounded others.

Force regrowth allows the user to control plants, and make plants grow faster, sometimes a group of users can bring life back to an entire planet.

Force tame allows the user to tame animals through the force.

Force telepathy allows force users to communicate

   through the force.

Force absorb allows the user to absorb energy like a blaster shot or even lightsabers.

Force stealth allows the user to not be detected among other force users.

Battle meditation allows the user to boost allies morale and strength while simultaneously weakening the enemy.

Droid disable allows the user to disable droids for a short period of time.

Force ghost allows the user to remain as a ghost after death (Jedi and grey Jedi only)

Force imbue allows the user to imbue their soul into a place or object (Sith and grey Jedi only).

Sith Pyrokenisis allows the user to shoot a jet of fire from their hands.

Sith cryokenisis allows the user to shoot ice from their hands to freeze the target.

Force Healing allows the user to heal themselves, and others.

Drain knowledge allows the user to reach into anothers mind and see/know anything they do (only Sith or grey Jedi can take by force, however people can willingly let a Jedi search their mind.

Force Projection allows the user to project themselves elsewhere, but they must remain focused.

Force Drain allows a user to drain strength from other force users but with the side affect of becoming addicted and if gone without draining someones force power for too long.

Sever Force lets the user cut someones connection to the force for an extended period of time.

Cleanse Mind allows the user to erase bad memories from another being.
Domitor

Domitor is an enemy in Iron Marines Invasion. They are part of the **Dark Empyreans** faction.

## Description

*Dark Empyreans with a better understanding of the Void energy. He can channel the souls of the fallen and combine them with the Void, generating Shades that he will use to destroy his enemies.*

## Strategy

Attacks launching orbs that summon enemy Shades.
Roy

Roy is a gunslinger who has been in many battles and countless duels. Sometimes as a space sheriff and sometimes as a gun for hire. He is no oxygen thief, he may be short on words but fast with guns.

   Roy fires hollow point rounds that deal extra damage and push enemies back. He likes to light up the battlefield by throwing his exploding firewater flask to roast all the opponents in an area.

Dodging attacks and firing while walking are two of his many talents.

## Strategy

 **FIREWATER:** You can make a drink or blow something up with it. Very handy when removing alien blood from your coat.
 **GUNFIGHT MASTER**: After that much shooting, Roy has learned how to get some extra range and a couple of neat tricks.

## Quotes:

* You need a gunslinger? (When selected in the hero menu)
* (Gunshot) Watch it! (When chosen as a hero)
* Fun right? (When selected in game)
* \*Whistle\* (When deployed)
* No arguing with that. (When moved)
* I like those odds. (When moved)
* Yep, got it. (When moved)
* Trail is hot. (When moved)
* Loaded. (When moved)
* Tough ain't enough. (When moved)
* Let's cut for \_\_\_. (When moved)
* Relax, ev'body. (When moved)
* Round em' up. (When moved with units)
* Follow the trail. (When moved with units)
* Keep it together. (When moved with units)
* Aim with the heart. (When moved with units)
* Get off my lawn! (When "Bashing Shots" is used)
* Catch! (When "Firewater" is used)
* Justice ain't gonna dispense itself. (When waiting to be deployed)
* I ain't gettin' any younger! (When waiting to be deployed)
* Never cross a gunslinger. (When tapped repeatedly)
* This planet ain't big enough. (When tapped repeatedly)
* Gone, with the wind. (When killed)

## Trivia

* Roy's whistle is the same whistle from the movie "The Good, The Bad, and The Ugly".
* "Get off my lawn!" is the same quote spoken by the Orc Shaman from Kingdom Rush Vengeance.
* "Gone, with the wind." is another quote present in the Kingdom Rush series, spoken by the Archmage in Kingdom Rush Frontiers. It is also a reference to a very popular 1900's movie of the same name.
* "Justice ain't gonna dispense itself." is the quote McCree from Overwatch said when selected, he's also a gunslinger.
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.*

* Spawns Inductors on death
* Ranged and Melee combat

Threat: VERY HIGH

Overseers are very strong, sentient flying robots that are only encountered on Ascendaar. They are the most powerful non-boss enemies in the game, and are classified as a mini-boss meaning they cannot be instant-killed.

**Missile Barrage:** An overseer will take flight, and launch 2 heat seeking missiles from the left and right side of it's body. These missiles will never miss, and target the units furthest away from the Overseer.

**Swipe Attack:** Overseers have an area melee attack, making them capable of hitting multiple units at a time. They attack by lifting their two front legs up and slamming them down.

**Retreat:** If an Overseer takes too much damage, it will retreat back to get out of range.

## Strategy

* Use brawlers to absorb the meatshield for other units. Their health pool is enormous, allowing them to stand up to Overseers for a long time. Support brawlers with ranged units such as Rangers and Shellstorms.
* Snipers and Channelers are not effective against Overseers. Since their health is low, the player will tend to put them far away from an Overseer, which will cause the Overseer's missiles to lock on and shred them. Putting them close will not work either, as an Overseer's area attack will decimate them. Furthermore, their IK techs are useless, as Overseers cannot be IK'd.
* Guardian spam will work good, and will work even better in conjunction with Brawlers and other units. However, guardians have no armor, meaning they will come out of the fight very damaged. Retreat them back to heal if this happens, but be wary of the missiles of an Overseer.
* Diplomats are a godsend in a fight against an Overseer. Their stun orbs can disrupt the missile barrage, and their shield ability is crucial to keep your units alive. Two sets of diplomats are highly recommended when fighting against Overseers.