recursal/Fanatic-Fandom huggingface dataset:
Raad Carrier

*Raad can board these vehicles, charging them with their own energy particles. Destroy empty carriers to prevent nearby enemies form becoming mighty aerial units.*

Raad Carriers are spherical metal constructs that Raad can merge with to become more powerful. They are inactive until a Raad merges with them, and they cannot attack or move on their own.

Raad carriers can be created by Gyrodromes, which are only found near Raad bases. However, in some Spec-Ops missions Raad Carriers can be stationed in an empty area. If a Gyrodrome is destroyed, the Raad base will repair it and it will continue creating Raad Carriers.

## Strategy

* Raad Carries by themselves pose no threat. They also have relatively low health, allowing them to be picked off easily by units like Guardians and Rangers.
* They function as structures, meaning that Channelers will use their orb attack instead of their beam. This makes them an inferior choice to eliminate many Raad Carriers.
* Prevent Raad Units from getting anywhere close to Raad Carriers. If a Carrier is in sight, they will rush to merge with it, creating a much more powerful enemy.
* Gyrodromes will be repaired by a Raad base if they are destroyed. Therefore, it is essential to aim to destroy the base instead of the Gyrodrome.
Blue Dragon

## Description

Blue Dragon is the perfect combination of Steel nerves, sharp reflexes, and a focused mind; she is the most impressive and capable fighter pilot of the entire Federation. Her top-of-the-line starfighter is equipped with heavy machine guns, deadly missiles and the most devastating energy weapon of the entire fleet that can fire blasts of energy to vaporize foes. She is assisted by the brave techbot, T-2, which is capable of making repairs, restoring the ship's health even during flight.

## Strategy

 **TECHBOT COPILOT:** The most advanced starfighter's assistance, T-2 is capable of making repairs restoring the ship's health even on flight. Sadly, it does not carry holograms.
 **IRON EAGLE:** Advanced metallurgical modifications and engineering analysis after each combat grants Blue Dragon greater armor and combat capability. It grants a huge mechanical bill too.

## Quotes

* Ready for take-off. (When viewed in hero selection screen)
* To the danger zone! (When selected in hero selection screen)
* Blue Dragon, standing by. (When tapping her portrait)
* All set to jet! (When deployed)
* Sky's clear! (When moving alone)
* Nice and easy! (When moving alone)
* Engines roaring! (When moving alone)
* Green on the board! (When moving alone)
* Top speed ahead! (When moving alone)
* Afterburner for maximum power! (When moving alone)
* Full throttle! (When moving alone)
* Seeking bogeys. (When moving alone)
* Bang-jao! (Ultra Blast)
* Blast it! (Ultra Blast)
* Got-cha! (Ultra Blast)
* V formation. (When moving with other units)
* Fasten your seat belts! (When moving with other units)
* Let's go'in, men! (When moving with other units)
* I feel the need! (When being tapped repeatedly and rapidly)
* The need for speed! (When being tapped repeatedly and rapidly)
* Get me out of here, T-2! (When taken down)

## Trivia

* When Blue Dragon is on deploy mode for too long, she will say "The clock's ticking commander!". This is the same voice line said by Kara. This could be an audio file bug in the game.
Mindbane

**Mindbanes** are formidable enemies encountered in Sagan-1.

## Description

The foul mutation from Fell experimentation with etherium on humans. They dash to their victims, and unleash a deadly etherium energy shockwave. With their human nature erased, Mindbanes are like the walking dead.

Although Mindbanes can come out of spawn points, they are usually found in cocoons, that once popped, either reveal a friendly unit (scientist or worker) or a Mindbane.

As for their appearance, Mindbanes look very similar to humans, but with green eyes. Upon their death, these enemies drop the chunk of etherium in their head.

When it comes to combat, Mindbanes have low health and are relatively easy to kill. That said, they also have a powerful area-damage attack that could potentially kill units. They walk slowly, but have a *dash* ability that works similarly to a Guardian's Celerity ability, and is used to close the distance between them and the player's units.

**Special:** Dash (cooldown 5 seconds, range 400) super fast ground speed burst.

## Strategy

* Guardians are excellent options against them. if their Celerity ability is upgraded, they can usually kill these creatures before they are able to unload a shockwave.
* Flamewalkers are a good choice as they are immune to the area damage and they can clear many groups of these enemies.
Nortron

If a robot could have a bad temper, that's a Nortron. Hard plates, heavy fists, and a powerful whirlwind attack. It's the full embodiment of access control.

For a Nortron we are threats to the system. A virus to be eliminated.

**Special:** 50% extra damage vs ranged enemies. Special Triple Nelson: Spins 3 times dealing 500 damage to all enemies in area 35.

## Strategy

* Nortrons are the first strong enemies encountered on Ascendaar. Their resilience comes from their high armor and very high health. Channelers with their instant kill tech can easily get rid of them or deal insanely high damage while piercing through most of their armor.
* Snipers are one of the best options for dealing with Nortrons. Their tech "APD5 Bullets" will allow them to pierce through all armor and they have a chance to instantly kill Nortrons from far away.
* One pair of Guardians is enough to take down a Nortron.
* Rangers and Engineers are not recommended as their attacks will not go through a Nortron's armor. Furthermore, a Nortron can easily take them out with it's spin attack.
Sphere

## Description

Spheres are summoned by Rob070 during his first and second phases. They will hover around Rob070 and rotate. They shoot lasers that do very little damage. Rob070 can have a maximum of four spheres active at a time.

Once spheres are depleted, they will be launched in a kamikaze attack towards the nearest units dealing massive damage. This attack is enough to instantly kill most units.

## Strategy

* Paragon's Energy Flux ability is enough to protect units against the sphere launch attack.
* Similarly, diplomats can effectively shield your units from harm.
* Spheres can be targeted when they are flying. However, it is unwise to target them because of their high health and minimal payoff once they are destroyed.
* Channelers can be used to kite spheres' kamikaze attacks, due to their fast speed.
Infused crystal

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

## Description

*This living crystal is created by a special Dark Empyrean infusion ritual, where one of them puts its essence into a vehicle of great destructive power. It slashes with its claws, which is extremely effective against buildings. They can also blast energy projectiles from the top of the crystal possessed by the Empyrean soul.*
Outlaw

Outlaw is an enemy in Iron Marines Invasion. They are part of the **Crimson Vulture** faction.

## Description

*Leaders amongst other Crimson Vultures, coordinating groups that joined their criminal organization.Gangalorians are skilled tacticians. Their blasters have the capacity to pierce medium amounts of armor, while their orders inspire their nearby allies fight more effectively.*

## Strategy

Increases nearby allies' damage every few seconds.
Hammergrub

## Description

Massive, slow, armored creature that focuses solely on breaching structures with its mighty tongue.

Units in its path will be ignored and trampled, like a bug.

Hammergrubs are large, insectlike Fell. They are some of the first enemies in the game to have high armor. They will ignore troops but attack towers.

However, any units standing in a Hammergrub's path will be damaged over time, so it is best to steer them clear of a Hammergrub's path.

## Strategies

* Snipers with the tech "APD5 Bullets" can deal massive damage to these enemies, as their high armor will be ignored.
* Additionally, Snipers with the "Lethal Weapons" tech have a chance to instant kill these behemoths. Combined with "APD5 Bullets" they can cripple these creatures if they are not instant killed.
* Flamewalkers are a viable choice, as their attacks ignore armor. However, their DPS is not great, so they are generally outperformed by other units.
* Guardians are good options (Available on levels after Search and Rescue) as their psychic blades will melt through half of enemy armor. This innate trait, combined with their fast attack speed, gives them a great advantage against Hammergrubs.
* Diplomats with the "Tulpa Sentry" tech can distract Hammergrubs, as Tulpa Sentries are classified as structures and Hammergrubs only target structures.
Bengalat

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

## Description

*Mid-range units that use energized shurikens to attack enemies. Bengalats are so precise that they can aim directly at each enemy's weak points. Not even the greatest armor can fully protect an enemy from a Bengalat's attack.*

*They are masters of espionage and infiltration. When the situation gets too dangerous, Bengalats camouflage in order to become invisible to enemies.*

*They train by fighting their most dreaded enemy...laser pointers.*

## Strategy

Becomes invisible if damaged while having less than half health.
Copter Mobster

Copter Mobster is an enemy in Iron Marines Invasion. They are part of the **Crimson Vulture** faction.

## Description

*These former Vulture Copter mobsters are aerial units carrying a grenade launcher with a projectile that can severely damage ground vehicles. They cannot attack aerial threats, but their speed and ability to quickly get in and out of combat makes them great allies.*

## Strategy

Extra damage against vehicles.

Does not attack aerial enemies.
Iron Marines Wikia

Welcome to the **Iron Marines wiki**
We are currently editing over 200 articles, **you can help.**
Please make sure to read our wiki's policies before editing this wiki.

Recent Changes • Site Map • New Pages

Iron Marines is a real-time, dynamic and deep strategy game that will transport you to amazing and unknown planets. Immersive, engaging gameplay, ridiculously appealing art, and a touch of silly humor. Brave soldiers, mighty mechas and powerful aliens await your command to face the greatest challenges. This is the wikia for said game!
Nanitaar

**Nanitaar** is an unit in Iron Marines Invasion. They are part of the **Ascendii** squad.

## Description

*A peculiar Ascendii that seeks the coexistence among all thinking beings. His main function is to maintain the well-being of all his allies. His regenerative core can heal all wounds and repair all malfunctions to allies around him.*
Munsai

**Munisai** is a free hero in Iron Marines Invasion. Self-exiled Empyrean warrior called by Sophos to join the Federation and use his unique psychic abilities to save the galaxy.

## Description

*A self-exiled Empyrean Warrior walking the Path of Ether. Now, Elder Sophos has beseeched him to join the Federation and turn their people away from the Void. He wields a psychic-edged blade to fight nearby enemies and uses his sharp-edged hat to deal with them at a distance.*

*With an unparalleled psychic ability to detect enemies, and the power to summon the ghosts from past Empyrean warriors, there is no threat he fears but the darkness within.*

## Strategy

 **NITOJUTSU MASTER:** Munisai psychically spins his hat around himself, dealing damage to enemies around him. He also increases his speed and unsheathes his sword, significantly increasing his damage.
 **JIKEN:** Summons the spirits of 47 Ancient Empyrean Warriors to fight with him.
First Contact

"First Contact" is the first level in Iron Marines, and the first level on the planet Sagan-1. It is the introduction to the Fell race, who have fled from the Raad and attacked the Etherium mines of the Federation.

**Briefing:** "Our colony on Sagan-1 has been invaded by unknown alien lifeforms. As the only Iron Marine forces in the area, we must assist the colonists and retrieve the Etherium deposits.

These mineral supplies are vital for Earth's survival."

**Objective:** "Defeat all enemies in the area."

## Level

Since this level is the first one in the game, it is more of a tutorial. The player starts with one Etherium Refinery, and is instructed by the game to recruit a squad of Rangers. The player must then move the rangers to the north west side of the refinery to protect against attacks.

After the first enemies are defeated, a command point appears and the player moves to capture it and recruit another squad of rangers. The north east side of the refinery shows rubble being blown up, and the player must rally their squads through the pathway to find Taggins, the first hero.

After defeating the fell that appear through the tunnels, the player continues along south to capture an Etherium Deposit, where a second refinery is built. Enemies then appear from both sides and the player must prevent the refinery from being destroyed.
Grimcrusher

## Description

   Ferocious, and able to withstand most attacks due to their great armor and health. They mimic rock formations to stay hidden until a victim is within reach.

Sagan-1, Marines have learned to mistrust even pet rock collections.

Grimcrushers are hulking, powerful enemies that rely on their heavy armor to survive.They have a slow speed, and can stay hidden as rocks to wait for the perfect moment to strike.

**Special:** 50% extra damage against ranged enemies.

## Strategy

* The heavy armor of Grimcrushers keeps them safe from most attacks which is a major nuisance. Snipers with the tech "APDS Bullets" can completely ignore their heavy armor and easily kill them.
* Additionally, Snipers with the "Lethal Weapons" tech have a chance to instantly kill Grimcrushers.
* Flamewalkers' attacks ignore armor which also makes them a suitable candidate against Grimcrushers.
* Guardians will make quick work of Grimcrushers with their psychic blades.
Shellstorm

```
DESCRIPTION

```

*Let's clear the air.*

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.

* Deals area damage
* Attacks over barriers.
* Prioritizes aerial enemies.

**Special:** Deals 5x damage to aerial enemies.

```
STRATEGY

```

* The Shellstorm is unrivaled in combating aerial enemies, capable of dealing with both lone, tough aerial enemies and hordes of weaker aerial enemies. It is also decent at ground bombardment.
* The Shellstorm prioritizes aerial enemies, and will only target ground enemies if no aerial enemies are in its long range. Try to give them some ground targeting backup.
* The Shellstorm has a slow rate of fire, but makes up for this by firing four rockets at a time. If an enemy is destroyed before all of the rockets are used, the remaining rockets will target a different enemy.
* The Shellstorm isn't as good against ground targets, as its rockets will only score indirect hits on ground enemies. That said, it has the second longest range and can fire over barriers, so it's a good option for lack of a better one.
* Shockbots greatly improve the Shellstorm's capability against ground targets, especially since they let the Shellstorm focus on the air while still dealing with ground enemies.
* The Shellstorm's high health and medium armor means it can tank when needed, but its low damage output isn't optimal for killing off the enemies being tanked.
* Hazardous Waste is very helpful for this, as the waste ignores armor and affects a small area for a period of time, dealing substantial damage to tough enemies and hordes alike. However, the slow cooldown means it's best used as a back up ability.
* The Shellstorm has low speed like the other mechas, but due to its long range it doesn't have to worry as much about re-positioning.

```
UPGRADES

```

Hazardous Waste (Tier 4, Cool down = Slow)

* Shellstorms throw a toxic barrel that explodes, leaving a pool of damaging waste. (200 Tech Points)
* Shellstorms double total damage dealt by toxic barrels. (400)
* Shellstorms triple total damage dealt by toxic barrels. (600)

Shockbot (Tier 9, Cool down = Regular)

* Shellstorm releases a patrol drone that attacks enemies nearby. (350 Tech Points)
* Doubles electric damage dealt by Shockbots. (700)

```
QUOTES

```

*- Mooving on.*

*- Stationing.*

*- Positioning.*

*- It's a go!*

-*Shoot and scoot.*

*- Recycle this!* (when using Hazardous Waste)

*- Shockbots enabled!* (when using Shockbots)

- *Coverin' ground.*

```
Trivia

```

* The Shellstorm's pilot seems to be Scottish, based on their accent.
Sorceress

**Sorceress** is an unit in Iron Marines Invasion. They are part of the **Fellhood** squad.

## Description

*Highly intelligent Fell, able to combine their own energy with Etherium in their bone staffs to create a powerful destructive beam. The longer a Sorceress maintains the beam, the more damage it does.*

*Additionally, Sorceresses have evolved an elastic carapace, allowing them to move faster than other Fell.*

## Strategy

Damage increases the longer the attack targets the same enemy.
Mauler

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

## Description

*Maulers are vehicles that use a powerful demolition maul able to deal huge damage to structures.*

*Their highly reinforced armor allows them to deal with swarms of enemies smashing them with their area attack.*

## Quote

You need some toys... (Squad selection screen)

Engines ready. (Selected as the mission Squad)

It's HAMMER time! ("Squad" Deployed)

The hammer is moving. (Moving)

Said and done. (Moving)

Oh yeah! (Moving)

Going in. (Moving)

Sure thing (Moving)

Back to the the H.A.M.M.E.R. ("Squad" Dissolved)

## Strategy

Extra dmg against structures.

Does not attack aerial enemies.
Guardian

```
DESCRIPTION

```

*Strike at the heart.*

Skilled alien warriors with deadly psychic swords. Extraordinary swiftness and battle prowess turns them into an unbelievable whirlwind of doom.

* Melee combat
* Targets only ground enemies
* Fast attack speed

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

```
STRATEGY

```

* Guardians are masters of melee. They have high damage and a fast attack speed, and will slash and stab their way through tougher enemies and hordes of enemies alike.
* Guardians possess average speed, allowing them to cover ground quickly. This coupled with their high damage output makes them excellent offensive units.
* As melee units, Guardians do not take extra damage from melee attacks, and are also prioritized by melee enemies. This makes Guardians excellent escorts for ranged units.
* Guardians are excellent at crowd control due to their fast attack speed. Advance into the horde and they'll clear out the area
* Guardians are also good at damaging tougher enemies, even armored ones, because of their high, armor-piercing attack and fast attack speed.
* That said, Guardians have decent health, but no armor, and as a result can die quickly. Be ready to pull them back or send in sturdier units such as Mechs to reinforce them.
* Guardians are vulnerable to ranged attack as melee units and area damage as Empyreans. Either advance and destroy the enemies or retreat behind cover. Guardians do extra damage to ranged units, so make use of it.
* Daring Dash and Celerity are both useful upgrades for dealing with ranged enemies, as both move the Guardians from range into melee distance nearly instantly.
* Dash only works in the Guardians' range, but deals additional damage and has a fast cooldown.
* Celerity can move Guardians to melee range against enemies inside medium range, and with 4 to 6 attacks, can deal damage to multiple targets. However the cooldown is a bit slow.
* Guardians cannot attack aerial enemies, and thus should be supported by aerial targeting units. Surprisingly, Guardians are devastating to structures.
* Guardians can reflect lasers fired by Jackbots so use them to your advantage when facing a horde of them.

```
UPGRADES

```

Daring Dash (Tier 7, Cooldown = Very Fast)

* Guardians can move toward enemies at lightning speed, striking them with extra damage. (150 Techpoints)
* Increases Guardians' dash extra damage. (300)
* Further increases Guardians' dash extra damage. (600)

Celerity (Tier 11, Cooldown = Fast)

* Guardians perform a swift succession of leaps, attacking several nearby enemies. (200 Techpoints)
* Guardians can perform an extra leap attack. (400)
* Guardians can now perform a total of 6 leap attacks. (600)

```
QUOTES

```

*- Our trails begin. (when deployed)*

*- Honor to serve.*

*- It's agreed.*

*- Enud.*

*- Noitaz ilivic.*

*- It will be.*

*- Trela der.*
Taggins

## Description

*Taggins is a battle-hardened Captain, equipped with an amazing shield that makes him immune to damage, and loaded with powerful Uranium ammunition.*

*We’ve heard that his suit is able to improve and enhance his defense, even making him capable of dodging attacks.*

**Taggins** is the beginner hero that is introduced at the very start of the game.

He is similar to Rangers in terms of playstyle. Taggins' first ability gives him an impenetrable shield for a few seconds. The duration of the shield is increased the more it is upgraded. The player can tell how long until the shield disappears by looking at the ability icon.

Taggins second ability makes his attack become very powerful for a few seconds. He will shoot orange colored bullets at enemies when this ability is active. Similar to Taggins' shield ability, the player can tell how long until his uranium ammo runs out by looking at the ability icon.

## Quotes

* "Ready for action." (When tapped in the hero room)
* "Move out Marines!" (When selected as a hero)
* "Got it." (When moved)
* "Loud and clear." (When moved)
* "Solid copy." (When moved)
* "Chaaarge!" (When moved)
* "Pushing." (When moved)
* "10-4, commander!" (When moved)
* "On my way." (When moved)
* "Right foot forward!" (When moved with units)
* "Go go go!" (When moved with units)
* "Move out Marines!" (When moved with units)
* "Shields up!" (When Personal Shield is used)
* "Time for an extra punch!" (When Uranium Ammo is used)
* "Mediiic!" (When Taggins dies)
* "Commander." (When his icon is tapped in-game)
* "Tap me again, I dare you, I double dare you!" (When his icon is tapped repeatedly in-game)
* "Is this according to plan?" (When his icon is tapped repeatedly in-game)
* "Wake up commander." (When waiting to be deployed)
* "Come on, deploy me!" (When waiting to be deployed)

## Trivia

* The **"Tap me again, I dare you I double dare you!"** quote is a reference to Jule's "Say what again" quote from *Tarantino's* 1994 flick, *Pulp Fiction*.
* 10-4 is ten signal used by law enforcement radio transmissions to signify acknowledgement of a message.
* Solid copy is military code for fully understanding an order.
Quantum Carrier

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

## Description

*A carrier controlled by Quantum Raad that can channel a powerful attack.*

*t can also launch a quantum torpedo at its enemies, which creates a large field of damaging quantum particles.*

## Strategy

Launches a quantum torpedo, which leaves a damaging area on the ground for a few seconds.

Ejects pilot when destroyed.
Fellswarn

## description

The fellswarm is a weak enemy that can only attack units or heroes. (Each fellswarms has 3 creatures. Strangely, they act like a single entity: they don't die one-at-a-time, rather, they all die at once. There is also no guarantee that one will actually be hit by an attack, but the fellswarm will still be damaged regardless.)
Frank Rabe

"*Honey, I think you're getting a little irrelevant.*"
—Frank Rabe to Diane Rabe[src]

**Frank Rabe** is a character on NBC's *Grimm*. He débuts, with his only appearance, in the second episode of the first season. He is portrayed by guest star Currie Graham.

## History

### Meeting the Grimm

He lives in a house on two hundred wooded acres with his wife, Diane, and son, Barry. When Nick Burkhardt and Hank Griffin were questioning the family, based on a statement from Gilda Darner that her friend Rocky had been captured by someone in the house, his son Barry woged, and he realized that Nick was a Grimm. He did not know that his wife was encouraging their son to honor his ancestors by engaging in rituals that involved hunting humans while in bear form.  He helped Nick Burkhardt track down his son and save the lives of the human prey. Frank's son was unharmed and taken into custody by Nick and Hank. His wife Diane, however, fell into a trap constructed to kill the humans and was badly hurt, though not fatally.
Guiying

Guiying is a mystic warrior of the Order of the Star Dragon; she trained all her life to become the "Bearer of the Dragon Armor". This alien artifact channels the energy of a cosmic entity of incredible power, the Stellar Dragon, which materializes into a great protective dragon that stuns and deals damage to the enemy. With the aid of this artifact, she can create a replica of herself that watches her, and confuses the attackers, producing area damage in the process. Every time she activates these powers she recovers some health and can become ultra-resistant.

## Strategy

 **CONFUSION**: Warrior monks train years to learn how to outwit incoming attacks. Guiying perfected the technique using the alien artifact to create a replica of herself.
 **COSMIC ARTIFACT**: This ancient relic has turned out to be an alien item of unknown origin. The cosmic energy it harness gives Guiying superb health and lots of press attention.

## Quotes

* "I hear the call." (When selected)
* "Stellar dragon!"
* "My path is clear."
* "Fast, as lightning!"
* "Fearless like fire."
* "A wise choice."
* "Yes grasshopper."
* "Steady, like the mountain"
* "In unity, we prevail!"
* "Stay close warriors!"
* "We fight as one!"
* "My blade is yours."
* "The snake shouldn't poke the mongoose." (When tapped multiple times)
* "The sun has set." (On death)
* " \*Sigh\* you lack discipline" (When tapped multiple times)
* "A dull blade knows no victory!" (When deployed"
* "Delaying me brings no honor."
* "The dragon lives!"
* "The dragon stands ready!"
* "Flow, like water"
* "Swift, like the wind!"
* "Join me brave ones!"
* "Chase two rabbits, catch none!"
* "Stellar dragon, awake!" (When stellar dragon ability is used)
* "Heigh!"

## Trivia

* Guiying shares a quote with Alleria Swiftwind, a character in Kingdom Rush. The shared quote is: "Swift, like the wind!"
Suppressor

The mechanical equivalent of our snipers. Once they lock in place, their aim never fails to deliver a near-deadly projectile to its target.

New mission: learn how to outsmart a bullet.

Suppressor have a deadly, armor-piercing attack that will terminate nearly every unit in the game. Only the mighty brawler will survive a shot.

**Special:** Aiming Time: 7 seconds. Must charge again if original target moves out of range, behind cover or is killed.

## Strategy

* Suppressors possess and incredibly powerful attack that can be fired from far away. Snipers are outranged by them, but if moved in close they are able finish them off.
* Since they outrange so many units, they are difficult to effectively counter. A dropgun with max landing damage can solo one.
* Another recommended is to pick up your hero and drop it close to a suppressor. Most will be able to handle them.
* Try to move your units behind cover, which will disrupt the charge shot.
* Channelers transform into energy balls when moved, therefore suppressors are unable to target them in this state. They can be brought close to suppressors to finish them off.
Rocket

Long-range-rocket launch platform equipped with the best targeting systems.

Very effective against powerful airborne enemies.

The rocket tower has the highest range of any tower in the series, capable of hitting enemies from the same distance as snipers. With the "Radar Station" upgrade their attack range is further boosted, providing unparalleled scouting information.

## Upgrades

The Rocket Tower has 2 upgrades, with both upgrades modifying their missile damage or attack output.

### Cluster Rocket

"Fires a special rocket that blankets a small area with stun bombs"

This upgrade launches a rocket that will release many smaller bombs in a circle on contact with an enemy.

Cost: 50, 100, 150 etherwatts

### Napalm Payload

"Launches a heavy incendiary bomb that sets the ground on fire"

Napalm payload will set a small radius of the ground on fire. This will damage enemies, but not allied units.

Cost: 80, 120, 160
Spammer

Annoying aerial Inductor carriers. Since their hulls are not very resistant, they retreat when damaged to release Inductors from a distance.

Their coming is death from above, confirmed.

Spammers are one of the most problematic enemies in the series. They can flee to heal up, and continually spawn inductors.

Special: Attacks spawning shockers (3 per attack, max alive 6, shockers TTL 10 secs).

## Strategy

* Spammer's need to be destroyed quickly, otherwise they will retreat and heal. Snipers with "Lethal Weapons" can quickly instant kill them.
* Channelers can lock onto them with their ray, but it is likely to be interrupted when Spammers retreat. However, their instant kill might destroy them before they fly away.
* Shellstorms are great at killing spammers. Their aerial missiles deal extra damage and follow spammers when they retreat.
Ion Trooper

The Ion Trooper is an enemy both in Iron Marines and Iron Marines Invasion.
Ion Troopers are incredibly charged with electricity they use to zap their enemies.

## Iron Marines

*Ion troopers are strong Raad soldiers that are difficult to get rid of. They already high health combined with their abilities make them extremely durable, and even after death they help their allies survive.*

**Special:** On Death: Heals up to 1000 HP of nearby allies. Special Shield (When it is at half health, it casts a shield with 1500 life). Can pilot idle carriers

### Strategy

* Ion troopers are enemies much stronger than those encountered before. Their ability gives them a whopping 2500 health. Brawlers are excellent at taking them down, able to annihilate them in three hits.
* Guardians can tear ion troopers to pieces in a matter of seconds. Their fast attack and high damage allows them to kill ion troopers before they are able to activate their shields.
* Ion troopers can be considered as variant diplomats, having a weak attack but able to stay alive extensively. They are often taken down individually and not in groups. As such, channellers with their heavy attacks can deal with them nicely.
* Despite flamewalkers ignoring their shields, they have too little damage to be effective.

## Iron Marines Invasion

*Tough vanguard Raads able to push the frontlines for their allies. They blast their enemies with electric rays that are especially harmful to structures. ¡Ion Troopers are not to take lightly as they can even heal a nearby ally when they die.*

### Strategy

Extra dmg against structures.

Heald nearby allies when killed.

## Trivia

* An ion is a type of atom that is not electrically neutral, because it either has more electrons than protons, or fewer electrons than protons. The former is called an anion, while the latter is called a cation. Ion troopers might use this atomic property to shoot powerful blasts from their guns.
Danse Macabre

**"Danse Macabre"** is the fifth episode of Season 1 of NBC's *Grimm*. It was written by David Greenwalt & Jim Kouf and directed by David Solomon. It is the fifth episode of the series overall, and premiered on December 8, 2011.

## Synopsis

Nick (David Giuntoli) and Hank's (Russell Hornsby) investigation of a dead high school teacher leads them to the school's outcast, Roddy. Nick realizes that there's more to Roddy than meets the eye, and enlists Monroe's (Silas Weir Mitchell) help to get through to the troubled teenager before he exacts revenge on the students who wronged him. Meanwhile, Nick learns that his presence is beginning to affect the creature world. Bitsie Tulloch, Sasha Roiz and Reggie Lee also star.

## Cast

* Russell Hornsby as Hank Griffin
* Bitsie Tulloch as Juliette Silverton
* Silas Weir Mitchell as Monroe
* Sasha Roiz as Sean Renard
* Reggie Lee as Drew Wu

Guest Starring* Claire Coffee as Adalind Schade
* Nick Thurston as Roddy Geiger
* Sharon Sachs as Harper
* Judith Hoag as Mrs. Jessup
* Amelia Rose Blair as Sarah Jennings
* Danny Belrose as Sammy
* Will Cuddy as Carter Brimley
* Aaron Landon as Trey Harrison
* Chase Offerle as Marvin
* Ted deChatelet as Paul Lawson
* Shelley B. Shelley as Grace Kaplan
* Russell Hodgkinson as Ephram Geiger
* Gregory Miller as Lawrence Brimley

## Trivia

### Title

* The episode's title comes from Camille Saint-Saëns piece of music by the same name. It is also played by the musicians in the story.
* The basis for this episode and the opening quote come from "Pied Piper of Hamelin."

## References

1. ↑ http://tvbythenumbers.zap2it.com/2011/12/09/thursday-final-ratings-no-adjustment-for-community-bones-or-any-thursday-original-2/113274/
2. ↑ http://www.thefutoncritic.com/listings/20111123nbc02/
Kara

## Description

   *Kara is a hero that excels at shooting down airborne enemies. She was a brilliant mining Engineer on Sagan-1´s colony when it was invaded by the Fell, so she used her knowledge and skills to customize her suit with missile cannons to fight back. She can spin around to attack nearby foes and send her hand made missiles to attack over barriers to make those creatures meet their end.*

*Her work with heavy ordnance has improved her attack range, and she will jump back to battle, even after being defeated, faster than most heroes.*

*With their powers and your cunning leadership, the alien scum won’t stand a chance against us!*

Kara is the second free hero in the game. She is a long range glass cannon, possessing an area attack. Her first ability unloads a cluster of bombs around her. It increases in damage and gains two special abilities when it is leveled up.

## Strategy

   Kara is a female hero that can target both air and ground enemies.

She has two specials attack which can be upgraded as she gains more and more experience and upgrade points.

The first ability is Gyro Barrage, which deals area damage to all enemies around Kara. If used at the right moment, it can cause massive damage to all enemies around her, ignoring armor.

The second ability is Jury-Rigged Missiles, which significantly increases Kara's attack range and attack speed for a short duration. This ability allows her to deal good damage to enemies or structures far away.

## Quotes

* *(shy cough)* You know I'm ready, right? (hero choose screen)

* Rock and roll! (when deployed)
* Move it or lose it.
* Get away from me you #&@%?$ ! (when activating Gyro-Barrage)
* You point, we shoot.
* You know what, I #&@%?$ ! (when activating Gyro-Barrage)
* Orders? (icon tapped)
* Contact!!! (when activating Jury-Rigged Missile)
* Patch me up!! (Upon death)
* The clock's ticking Commander! (deciding where to deploy her)
* Stop that! (annoyed)
* Music? Heavy metal! (annoyed)

## Trivia

* The **"Get away from me you #&@%?$ !"** quote is a reference to Ripley's "Get away from her, you bitch" quote from *Cameron.'s* 1986 flick, *Aliens*.
Sparas

## Description

Sparas is an old explorer of unknown worlds that survived the harshest environments and interacted with the most strange alien living forms. He has tamed a few alien beasts to become his faithful companions and aid him in battle.

He can either summon Tarrat, able to launch attacks from a great distance or Notadog, a ferocious biter. Sparras is so fearless he tamed a feared sheep from Falx-3, that can damage and stun enemies mercilessly.
He has personally overhauled his energy- net-cannon to fire all kind of special projectiles.

Ele é um viajante do tempo espaço, ninguém sabe o motivo dele ter viajado tanto para esse época, só sabem que ele é um dos fundadores da federação.

## Strategy

 **CALL BATTLESHEEP**:The very top of the food chain, sheeps from Falx-3 are feared across the galaxy. How Sparas managed to train one of these beasts is his second most valued secret.
 **ENHANCED RELOAD SYSTEMS:** Sparas carefully adjusts and improves his weapon to shoot with greater speed. It also allows him to feed it with special ammunition for special occasions!

Quotes:

. The hunt is still on (Pre selection)

. Im that one (When Selected)

. But of course

. Naturally

. We can crack it

. Really?..

. Im on it

. Lets move

. Right

. Never surrender

. Blast them Tarrat! (when switching to Tarrat)

. Notodog Fast (when switching to Notodog)

. Shocking, Positively Shocking (Using Call Battlesheep)

. Are you sure you're ready for this? (When annoyed)

. I want a shower, shave, the feel of a suit (When annoyed)
Sphynx-o

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

## Description

*These felines are known for their high intelligence, which is reflected in the technology they use*

*Their feline vehicle is equipped with long-range weapons capable of dealing with groups of ground enemies and with projectiles capable of high damage to structures*

*Each Sphynx-o spends a lot of time customizing their vehicle to ensure perfect comfort, including special food and leisure toys.*

## Strategy

Attacks deal damate to all enemies in an area.

Extra dmg against structures.
Fell Tyrant

The Fell Tyrant is the first boss in Iron Marines. It can be found in the eighth and final mission of Sagan-1: War of Attrition. A chrysalis belonging to a partially-grown Fell Tyrant can be found in the The Color Out of Space, the final Spec Ops mission of Sagan-1.

## Description

The Fell Tyrant is arguably the biggest enemy in the whole game. It deals damage using his giant paws, and it can also shoot projectiles from his back when it hides under the ground. When hidden in its hole, it will regenerate health on the "yellow" portion of the Tyrant's health bar and cannot take any damage.

After all Refineries are restored by the player, the Fell Tyrant will pop out of some Etherium Crystals. He will do so every time.

After coming out of his hole for the third time, he will destroy the Refinery in front of him, including the towers and units next to it, by spitting a giant green Etherium blast. He will do so thrice, the third being the final, as you would have lost. The first two assaults are unavoidable.

In The Color Out of Space Spec Ops, a Fell Tyrant's chrysalis must be destroyed as the final objective. The Tyrant is automatically killed upon destroying the chrysalis, so there is no need to fight it in this mission.

## Strategy

* The Fell Tyrant cannot be damaged by Bouncers, making him harder to kill.
* The destination of the projectiles it shoots out of his back will show on your map, so you can move your units, which the Tyrant will specifically target.
* It is preferable to use Rocket towers against the Tyrant in order to deal the highest amount of damage possible. As you will have a lot of Etherwatts at the end of the stage, you will find it easy to buy a lot of them.
* Use Brawlers and Guardians against him, as the former take little damage but deal a lot while the latter are fast enough to move away from the attacks and deal a lot of damage too.
* Engineers use their incremental ray against him, so they can be cheap and reliable.
* When the Tyrant takes damage, part of his lost health will be yellow. Each time the Tyrant goes back to his hole, he regenerates all of the yellow health, which can be dangerous as it is already difficult to lower it.

## Trivia

* On the map of Sagan-1, after defeating the Tyrant for the first time, a huge skeleton belonging to it will appear right next to the mission.

## Appearances

* War of Attrition
* The Colour Out of Space (in chrysalis)
G.A.R.F.I.E.L.D.

**G.A.R.F.I.E.L.D.** is the Monster created in Exploring Skyrim with Garfield.

Originally being named "Cyber-Garfield", G.A.R.F.I.E.L.D. is a Monster with one goal, delete/consume all Lasagna images on the internet.

He arguably has the strongest punch of any Monster besides The Final Pam, being able to punch someone so hard that someone else just dies.
Ranger

Rangers are units in Iron Marines and Iron Marines Invasion.

## Iron Marines

*Alien creatures, hostile environments, uncertain conditions... nothing troubles a Ranger squad. They will hold their ground and make bullets fly until victory or death.*

* Light armor
* Medium damage
* Fast fire rate

### Strategy

* Rangers are the most versatile unit on the field. Their main job is crowd control, but they also do a good job at scouting, tanking, and supporting. If in doubt, go with Rangers.
* Rangers can tear through small groups of enemies easily, and their light armor allows them to hold their ground for extended periods of time. Though they can still be overwhelmed by bigger groups of enemies, as they don't have area damage other than their grenades, and which have limited AoE.
* "Tactical Gear" gives Rangers an AoE grenade attack, improving their crowd control. "Tactical Gear" also gives Rangers more armor so they can stay in fight longer.
* Rangers are a good vanguard due to their unique blend of average speed and durability. They can advance or retreat quickly, and they are able to survive most sudden encounters.
* Rangers are decent at tanking. If the Rangers are threatened, retreat them and let others cover. Rangers can still provide support.
* "Hoorah!!" increases the tanking, and supporting capabilities of the Rangers as it temporarily increases armor for them and nearby allies.
* Rangers can target both aerial and ground enemies. With their medium range, they're able to shoot most enemies. However, they can still be outranged. Either let them get close or reinforce them with long-range units.
* Rangers are not the best for destroying structures. They can help fend off distracting enemies, while Engineers lay waste to the structures.
* Unlike other army units, they don't receive the 25% extra damage from melee enemies, making Rangers stronger against them.

### Upgrades

Hoorah (Tier 2, Cool down = Regular)

* Temporarily increases armor for the themselves and every nearby ally by 10%. (150 Techpoints)
* Temporarily increases armor for the themselves and every nearby ally by 20%. (300)
* Temporarily increases armor for the themselves and every nearby ally by 30%. (600)

Tactical Gear (Tier 5, Cool down = Regular)

* Rangers gain extra armor and are equipped with grenades. (200 Techpoints)
* Double extra armor and grenade damage. (400)
* Triples extra armor and grenade damage. (600)

### Quotes

*- Fire at will! (When* deployed*)*

*- Without a doubt.*

*- Very well.*

*- Granted.*

*- Formation!*

*- To the front!*

*- Marching.*

*- Double-time!*

*- Grenaaade! (tossing grenade)*

*- Hooorah! (when using Hooorah)*

*- Dismissed! (when dissolved)*

## Iron Marines Invasion

*Rangers are the first line of defense to protect the Federation, trained to face any danger and any enemy.*

*Their fast assault rifles, medium armor, and speed allow them to execute versatile combat maneuvers.*

### Strategy

Quickly captures Etherium reserves and pickups.
Renegade

Renegade is an enemy in Iron Marines Invasion. They are part of the **Crimson Vulture** faction.

## Description

*Deserting Rangers who left the Federation motivated by greed or despair. The shame of their former comrades, they not only broke their oaths, but also sold Federation secrets and tactics to the criminals they now serve.*

## Strategy

Quickly captures Etherium reserves and pickups.
Surge Protector

Surge protectors are huge, powerful and mean. They engage launching strong plasma grenades and projecting strong shields over nearby Jackbots and themselves.

Strike it true, and strike it hard.

Surge Protectors are massive robotic enemies that can clear entire squadrons alone. Their shield cast ability is a much stronger version of a Diplomat's shield.

**Special:** x2.5 Damage against Structures. Cast Shield (Health 1000, Cooldown 7 seconds, Duration 5 seconds, Max Units 4). Doesn't approach after having attacked its target.

## Strategy

* Instant kills are strongly recommended against these enemies, as most other attacks will do a little more than a scratch to them. Snipers with the tech "APD5 Bullets" and "Lethal Weapons" will wreak havoc upon them, given that they are kept at a safe distance.
* Channelers are another fantastic option. With the "Gravitational Singularity" tech they have a solid instant kill chance.
* Brawlers can go toe to toe with Surge Protectors and stall while other units withdraw damage.
* Diplomats can shield allied units from their plasma grenade attack.

## Trivia

* A surge protector is a device commonly found in many electrical appliances. It prevents spikes in electricity from frying something, and diverts the flow of excess electricity elsewhere.
Sarah Jennings

**Sarah Jennings** is a character on NBC's *Grimm*. She débuts, with her only appearance, in the fifth episode of the first season. She is portrayed by guest star Amelia Rose Blair.

## History

### Student

She was the ex-girlfriend of Roddy Geiger, a violin prodigy who was an outcast at their wealthy school because of his more humble means. She stopped seeing him because of her parents' objection but still had feelings for him. The two were members of a quartet, with Trey Harrison and Marvin. Trey and Marvin conspired with Carter Brimley to cause Roddy to be suspended from school, allowing Carter to replace Roddy in the quartet. Sarah was not involved in the plot but naively accepted the boys' explanation of events. Sarah attended a rave that Roddy Geiger held for the members of the string quartet to force a confession that they, and not Roddy, had murdered their music teacher. When the rats attacked Sarah, Roddy stopped playing, and that caused the rats to disperse. Nick Burkhardt then removed the remaining rats off of her. She asked Hank and Nick to tell Roddy that she was sorry, but Hank told her that she should do that herself.
Bubblewog

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

## Description

*Bubblewogs launch protective bubbles that shield their allies until destroyed. If there are no allies around to protect, they change to offensive bubbles, which deal low damage but knock back enemies.*

## Strategy

Gives nearby allies protective shields.

Each attack knocks back enemies.
Towers

Towers are a fundamental part of Iron Marines. They can be built in tower holders near refineries. Refineries usually have two or three tower holders, but in rare cases they can have up to five. Towers have the important job of protecting the refineries from enemies. If a refinery is destroyed, then all towers associated with that refinery will also be destroyed as their energy supply is cut off.

## Iron Marines

There are three main towers in Iron Marines, all with a different purpose. The Minigun tower is the first tower, and is unlocked in "Retaliation". The Rocket Platform is the second tower, and is unlocked in "Search And Rescue". The Laser tower is the third tower, and is unlocked in "Factory Strike".

Along with these buildable towers, there is one special tower: The Ga'r Warhall. These can be found across Borealis, and is first introduced in the level "Ice Breaker".

## Iron Marines Invasion

 The Federation's operations headquarters on the battlefield, key to coordinating war efforts in the area. It has a reinforced structure and a turret with a twin machine gun.