recursal/Fanatic-Fandom huggingface dataset:
Sniper

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DESCRIPTION

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*"One shot, one kill."*

Top of the line precision rifles in the hands of the best sharpshooters on Earth. Snipers can take down any threat even before they know it to be a threat.

* Very long range
* No armor
* High damage

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STRATEGY

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* Snipers excel at one shotting weak enemies and damaging tougher enemies with their high damage and the longest range in game.
* This is further augmented by their two upgrades; APDS Bullets, which lets Snipers ignore Light/Medium/Heavy armor, and Lethal Weapon, which gives Snipers a chance of an instakill.
* Snipers also excel at defending a position, as they can often hit enemies before they can even reach the Snipers, and every shot by a Sniper hurts.
* They do just as well against aerial enemies as ground enemies, and are great for shoring up a Refinery's aerial defenses.
* Due to their low rate of fire, Snipers can only weaken, not destroy, incoming hordes. Snipers also struggle against structures.
* Snipers are easily killed due to their low health and lack of armor, especially by area and melee attacks. Always keep them protected.
* To protect Snipers, place them behind tougher Units such as Rangers or Mechs. If defending a Refinery, Snipers can also be placed behind a Tower.
* While Snipers are quite fast, they're not meant for the front lines. When on the move keep them in the back. Use their speed to retreat from enemy fire, not advance into it.

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UPGRADES

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APDS Bullets (Tier 4, Passive)

* Sniper attacks ignore light armor. (150 Tech Points)
* Sniper attacks ignore medium armor. (300)
* Sniper attack ignore heavy armor. (600)

Lethal Weapon (Tier 7, Passive)

* Each Sniper attack has a small chance of an instakill. (450 Techpoints)
* Maximizes Sniper's instakill chance. (900)

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QUOTES

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*- Lock and load.*

*- Understood.*

*- Five by five.*

*- Without fail.*

*- Yes.*

*- Positive.*

*- Proceeding.*

*- Right away.*

*- Target locked. (Lethal Weapon)*
Discharger

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

## Description

*Executioners empowered with the energy of Vibranite. This mineral gives them the ability to paralyze their enemies with their area attacks but also makes them unstable so they tend to explode quickly when attacked.*

## Strategy

Each attack stuns enemies in an area.

Explodes when killed, damaging enemies in an area.
Vilerunner

**Vilerunners**are the second enemies encountered in Sagan-1 and are the weakest enemy in the game.

## Description

Normally attacking in packs, these vicious speedsters will cut down anything in their path.

They are almost cute, but you better keep an eye on their oversized sharp claws.

Vilerunners are the weakest enemies in the game and are easily dealt with by almost anything. They lack armor and have extremely low health, but have good speed and appear in numbers.

## Strategy

* Most units should have no trouble with these, although they can do a bit of damage in large numbers if they manage to make it into melee. Flamewalkers that sport an AoE attack can burn through hordes of them.
* If large groups of them manage to make it close to fragile units, such as Snipers, Rangers , and Diplomats, they can quickly dispatch them. To prevent this, place your fragile units behind durable units and heroes to absorb the incoming damage.
* Minigun towers can get rid of them easily if shielded and upgraded with Vulcan Barrage.

## Appearances

Stages

* First Contact
* Distress Call
* Retaliation
* Unto the Breach
* Search and Rescue
* Diplomatic Affair
* Cocoon
* War of Attrition
Sentinel

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

## Description

*Sentinels carry a highly advanced railgun on their shoulders that deals serious area damage to their enemies at a long range.*

*They move slower than other Mechas. due to the heavy structure required to carry their large weapon.*
Kendra

**Kendra** is a premium hero in Iron Marines Invasion. A thrill-seeking, fearless Bounty Hunter who wears power armor, Kendra joins the Federation because there is no greater challenge than fighting for the underdogs.

## Description

*Thrill-seeker, Life-gambling, Bounty Hunter. Kendra is known by many titles. She uses a Power armor with an Arm cannon that switches cores to adapt to any and all situations. Her top of the line ship has weaponry capable of disintegrating any enemies and can travel the galaxy at ludicrous speeds, mostly to escape when the biggest bounty is on her head.*

## Strategy

 **FLAME CORE:** Activates an unstable core that shoots fire projectiles. When the time is up, it releases a fire burst around Kendra incinerating all enemies in an area.
 **DISINTEGRATION BEAMS:** Summons Kendra's ship, which arrives at warp speed with its high-tech cannons. The ship fires several bolts that turn enemies within range to ash. It's no surprise that the ship is known as Blaze.
Void sovereign

**Void Sovereign** is the third boss in Iron Marines Invasion. It can be found in level 25, **"The thing at the doorstep"**.

## Description

*Ruler of the unknown depths of the Void, a dimension of concentrated negative energy. It uses the Void to travel through dimensions. It came to this galaxy when the Dark Herald sought untold power and made mutual contact, and will use him until his purpose is fulfilled.*

*It uses its eyes to shield the Herald or attack its enemies with a variety of effects. Each eye has a different ability. It is said that prior to being summoned to this galaxy, it almost laid waste to another world filled with Heroes and Legends, until they banded together against it and defeated it.*
Trabuco

Trabuco is a Forlorn Trooper from Stall-One and is one of the most hardened races of the galaxy. A war veteran with hundreds of battles.

He's inseparable companion is his Magnum .88 Duple that allows him to change his shot type between area effect shotgun or armor piercing laser blaster. He Likes to snack on Etherium to gain a regeneration factor, an achievement that only a handful of aliens in the galaxy can claim as their own. Since he comes from a long lineage of warriors, he has trained himself and won't receive as much damage from the melee enemies compared to his other ranged counterparts

## Description

Trabuco is a hero that has a lot of survivability on the battlefield making him excellent at stalling several enemies if deem necessary. his first skill is **Magnum .88 Duple**which allow him to change his shot type between area effect shotgun or armor piercing laser. Further upgrade allow him to shoot farther (**Muzzle Booster**) and extra damage for each shot (**Homemade Ammo**) making him one of the hero that capable of anticipating any kind of enemies. He is extremely tough with his second skill (**Etherium Digestion**) where he eats some Etherium to gain regeneration factor and with his (**Soylent Green**) and (**Gargle Blaster**) will make him nigh invincible on middle of small crowd. On max level, Trabuco won't receive extra damage from melee enemies compared to his other ranged counterpart thanks to his (**Clash Royale**) upgrade and he won't receive some damage with his (**Tough as Nails**) upgrade on his (**Resilience**) upgrade line.

 RESILIENCE: Trabuco is a Forlorn tropper, one of the most battle hardened race of the galaxy. Considered a solid rock even among them, he has a chance to resist a deadly attack.

## Quotes

* Something to shoot at (Upon selection)
* Always bet on blue! (When selected)
* I'm the guy with the gun (Upon deployment)
* What up, chief? (selected during combat)
* Expendables, move it! (When moved with other units)
* Rise to the challenge! (When moved with other units)
* LET'S SHOCK AND AWE! (When moved with other units)
* Bring down the thunder! (When moved with other units)
* Do ya feel lucky, punk? (When his icon is tapped repeatedly in-game)
* This is an .88 Magnum, the most powerful gun in the galaxy. (When his icon is tapped repeatedly in-game)
* Pain train incomin'.
* Ooh yeah!
* Let me at 'em.
* Do ya have a target?
* Hey, you. I'm no tourist.
* Watch this.
* Witness!
* Let me at 'em.
* Crunchy, tasty. (When eating Etherium)
* Say hello to my little friend! (Switching to his laser)
* This is my boomstick! (Switching to his shotgun)
* Thought you need me, Fightin? (when not deployed for too long)
* Really testin' my patient, chief. (when not deployed for too long)
Halford

**Halford** is a free hero in Iron Marines Invasion. Combining martial arts with firearms, he uses each shot as part of a precise sequence to eliminate his enemy.

## Description

*When the situation goes beyond what a soldier can do, an agent is dispatched.And if that fails, there is only one option left: Halford. Combining martial arts with firearms, Halford uses each shot as part of a precise sequence to eliminate his enemy. Agents retire after 10 missions, but Halford has already exceeded 100... no one dares to press the issue though.*

## Strategy

 **HOLOCONE:** Using alien stealth technology, Halford creates an image of himself so real that enemies attack it. It even allows two simultaneous rendezvous!
 **SUPPRESSIVE FUMES:** A container is launched onto the battlefield, dispersing gases that slowly consume enemies in range.
Gauntlet

**Gauntlet** is a premium hero in Iron Marines Invasion. Elite combat mecha powered by an overloaded electric motor that fights at short range with its heavy arms and shooting electricity.

## Description

*Gauntlet is the first of its kind of combat mecha. To test its unique construction, an experimental electric motor was used to power it. This unstable engine powered Gauntlet's new abilities, such as hurling lightning bolts at his enemies and increasing his movement speed.*

## Quotes

Wanna know my power level? (Heroes selection screen)

**IT'S OVER NINE THOOOOUUSAAAAND!!!!!!!** (selected as the mission hero)

Who want some!? (Hero deployed)

The buzzer is ready. (Selected)

Energized... (Selected)

Have gone! (Moving)

Charging... (Moving)

A~haha~ don't like them! (Moving)

Back reactor comin through! (Moving)

Bring'em down! (Move as a group)

We got green light. (Move as a group)

Search and Destroy! (Move as a group)

Stinger hive, Ready! (Stinger hive ability)

I need to recharged... (Hero recalled)

\*Static\* Blown up \*static\* Fuze (death)

## Strategy

 **OVERCHARGE:** His overloaded electric engine goes into overdrive causing Gauntlets body to be covered in electricity that constantly seeks enemies to shock. This overload allows Gauntlet to move faster. Shocking!
 **STINGER HIVE:** Deploys a stationary structure along with 3 drones called Stingers that shoot electric rays to nearby enemies.
Laser

State-of-the-art technology discovered while investigating Peripheroid weaponry.

Its delicate components do not resist much damage, but its lens emits a powerful laser arc that melts, cuts, and slices enemies in a single pass.

Laser towers have the highest DPS and regular damage of any tower in the game. This comes with the tradeoff that they are significantly less durable than the other towers. Laser towers are useful on some Peripheroid and Borealis levels, but are otherwise usually replaced with minigun towers.

## Upgrades

The laser tower has two upgrades, both of which modify its attacks. It has the first tower instant kill in the game, along with one of three instant kills in the entire game.

### Triple Lens

"Cuts ground enemies with a triple laser ray."

Triple lens uses a special three laser attack configured in a peace symbol. This attack is very useful for dealing with groups of strong enemies or hordes of weak enemies.

Cost: 40, 80, 120 etherwatts.

### Death Ray

"Unleashes a mighty beam to instakill a single enemy."

Death ray is a useful and expensive, albeit expensive upgrade. It is not too reliable so the player should not count on it being used.

Cost: 60, 120, 180 etherwatts
Vor

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

## Description

*Vicious members of the Crimson Vultures strong enough to push away their enemies with a swing of their power clubs. Their main objective is to maintain Vulture control over the areas to which they are sent by imposing fear on prisoners and civilian populations.*

## Strategy

Extra dmg against structures.

Does not attack aerial enemies.
Volatile Spore

*This alien lichen produces super-energetic spores that explode when attacked. This powerful blast damages EVERYTHING in its range.*

Volatile spores are explosive plants found on Borealis. They are a threat to both enemies and allied units. Volatile spores will automatically explode if damaged even the slightest bit. When a spore explodes, it tends to blow up other nearby spores in a chain reaction, as the spores grow in lines. Spores cannot be fully destroyed, as they will puff up again after a few seconds, starting the cycle again.

The player should try to avoid spores when possible, because even if they are not directly targeted, area damage can trigger them and deal massive damage to units. However, in levels such as "From Beyond The Stars", spores are very difficult to avoid. Therefore, if the commander must guide units through a spore field, they should try not to engage enemies with an area attack until the leave the spore field.

Spores can also be used offensively, albeit this is rather rare in real-time gameplay. Ranged units are adept at doing this, as they can safely trigger spores from a distance and deal heavy damage to enemies walking through.

## Trivia

* Volatile spores may be inspired from volatile spores in the game World Of Warcraft, which also explode and deal heavy damage.
Mobster

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

## Description

*The Crimson Vultures' lowest rank, equipped with long range grenade launchers that allows them to fire over barriers and obstacles. Their projectiles can severely damage ground vehicles. They attack in large numbers using barriers to weaken enemies as their very low life makes them very weak vanguard units.*

## Strategy

Extra damage against vehicles.

Does not attack aerial enemies.
Oculi

## Description

These small aerial sensors are capable of puncturing intruders with their lasers.

When one encounters a Peripheroids broken hull, it merges with it creating a new Jackbot.

When a Taskmaster is present they can easily swarm you, so engineers are recommended to destroy the taskmaster, while also using their ricochet attack to kill multiple Oculi at once.

Oculi are similar in health to Fellswarm, but they are individual entities and can fly, which also makes it similar to Fellwing.

Specs:

**Special:** Flees if attacked.

## Strategy

* Oculi are similar to glass-cannon enemies. They are fragile but unleash powerful attacks. As such, most units are able to take them down easily. Shellstorms with their area attack and added damage against aerial enemies are the best choice to handle them.
* Snipers are one of the few units that cannot handle Oculi, because their rate of fire is too low. Rangers however, will handle Oculi fine.
* Engineers with the ricochet tech unlocked are excellent at taking down Oculi. Additionally, Oculi are frequently spawned by a Taskmaster, which engineers can use their plasma ray on.
* A brawler's drones can compete with Oculi while the brawler is fighting ground enemies.

## Trivia

* They are spawned by the Taskmaster, making it the Peripheroid equivalent of the Blightmother.
Monarch

**Monarch** is an unit in Iron Marines Invasion. They are part of the **Daikaijjus** squad.

## Description

*A heavily armored vehicle that concentrates Etherium energy into a beam to attack ground enemies. Unique weapon stabilization systems allow it to attack while moving, razing everything in its path.*

## Quotes

READY TO UNLEASHES HAVOC! (squad selection screen)

Ready for battle! (selected as the mission squad)

The King is here! ("Squad" deployed)

Making my way. (moving)

Breaking through! (moving)

Nuclear! (moving)

A path of destruction. (moving)

Titan corp, moving. (moving)

Jaeger, falling back. ("Squad" Dissolved)

## Strategy

Deals extra damage against structures.

Does not attack aerial enemies.
Jetpack rebel

**Jackshooter** is an unit in Iron Marines Invasion. They are part of the **Scounderels** squad.

## 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 dmg against vehicles.

Does not attack aerial units.
Direbomber

Using a specially bred worm-cannon, this huge Fell launches dangerous organic projectiles from a great distance.

A good reason for any Marine not to leave their helmet behind.

Direbombers are a quite common enemy encountered in Sagan-1. They shoot green goop from their "Specially bred worm-cannon" from 3/4 the range of a sniper, dealing splash damage. Moreover, the goop leaves a small green pool on the ground, which damages units that are standing on it.

S**pecial:** Lobbed projectiles, they can shoot long ranged AoE projectiles above obstacles.

## Strategy

* Direbombers are able to tear through snipers and other very fragile units. This makes them more of a nuisance rather than a serious threat. Flamewalkers are a good way to deal with them, as they will not take much damage from their attacks.
* Similarly, Brawlers are a decent option against them. Their high armor makes them ideal for soaking up damage and they can withdraw a lot of damage.
* Guardians with the tech "Celerity" can shred them to pieces while avoiding their splash damage that lingers on.
* Diplomats are not good for killing Direbombers but they can shield other units, especially fragile ones, from taking too much damage.
Flamewalker

## Description

*Light my fire.*

A heavy armored mecha sending bursts of raging flames. Their fearless pilots break enemy lines in a cloud of fiery smoke.

* Sets enemies on fire.
* Deals damage over time.
* Targets only ground enemies.

**Special:** Single target + Ignite floor (radius 50) for 4,5 seconds. Enemies in area are set on fire for 2 seconds taking 45 damage per second.

## Strategy

* The Flamewalker is an absolute beast in ground based crowd control. It does this by fast, decent damage bursts of flame to a small area, The flames also set enemies on fire, dealing more damage over time.
* The Flamewalker is good at tanking due to its high health, and can quickly lay the heat on tougher enemies due to its fire damage ignoring armor,
* Unlike the other melee mecha, the Brawler, the Flamewalker has low armor, so keep an eye on it when its tanking against tougher enemies.
* Photonic Oscillator improves the Flamewalker's tanking ability by stunning enemies, temporarily halting incoming damage, but shouldn't be relied upon due to its slow cool down.
* In addition to crowd control and armored enemies, the Flamewalker is also really good at wasting structures due to its continuous rate of fire and additional flame damage.
* The Flamewalker is at a disadvantage to long ranged enemies due to its average ranged weapon and slow speed. Either close the distance or support it with longer ranged units.
* Handroid, while best at assisting crowd control, can be used to target longer ranged enemies since it has a fairly long range.
* The Flamewalker is vulnerable to aerial enemies, as its flamethrower and both of its abilities only target the ground. Send aerial targeting units to back up Flamewalkers or switch them to Shellstorms if necessary.

## Techs

Photonic Oscillator (Tier 3, Cool down = Slow)

* Allows Flamewalkers to throw stun grenades. (150 Tech Points)
* Doubles stun duration of Flamewalkers' grenades. (300)
* Triples stun duration of Flamewalkers' grenades. (600)

Handroid (Tier 9, Cool down = Fast)

* Flamewalker hand becomes an enemy seeking explosive drone. (150 Techpoints)
* Increases drone's explosive damage by 25%. (300)
* Increases drone's explosive damage by 50%. (600)

## Quotes

*- Torch and scorch!*

*- Hit the gas!*

*- Flame on!*

*-Yup!*

*-Sure!*

*- Pedal to the medal!*

*- Fire in the hole!* (when using Photonic Oscillator)

*- Burning!*

*- Bewaare the thinng!* (When using Handroid)
Wikia talk:Portal de la comunidad

¡Esta es la **página de discusión general** del wiki! Los fundadores del wiki deberían dejar aquí un mensaje de bienvenida y alentar a los nuevos editores y visitantes a participar en el wiki. Utilizad esta página para dejar avisos sobre novedades o las últimas noticias referentes al wiki, también podéis usar el **foro** para comunicaros con los usuarios.
Scorchwing

**Scorchwing** is an unit in Iron Marines Invasion. They are part of the **Daikaijjus** squad.

## Description

*A flying vehicle equipped with twin plasma cannons that it uses to attack enemies. Its core burns so hotly that its excess energy is dispersed around it in a cone of plasma, damaging nearby enemies.*

## Strategy

Deals damage to all enemies around him.

Extra dmg against aerial enemies.
Taskmaster

These heavy structures are capable of producing a steady torrent of Oculi, as they slowly move across the battlefield.

A single Taskmaster can turn a junkyard into an army of brand new Jackbots.

The taskmaster is an enemy on Ascendaar. It produces Oculi and is rendered by the game as a structure. Therefore, it acts as a moving structure.

**Special:** Spawns Oculi (Max oculi alive at a time is 4. Delay between spawns: 0.4 seconds, Range 250). Doesn't approach after having attacked its target, instead is stays back and produces more oculi.

## Strategy

* Engineers excel at taking care of taskmasters, since they use their plasma rays against them. Furthermore, engineers with the "Phase Modulation" tech have an advantage against the oculi spawned, as their attacks will ricochet and damage them.
* Channelers are ineffective as they will use their orb attack rather than their ray attack.
* Snipers are not recommended as their attacks will deal 10% of damage to taskmasters.
* Similarly, taskmasters are not classified as aerial enemies, and therefore Shellstorms are of little use against them.
* Except for heroes, taskmasters are immune to unit instant kills.
Fellswarm

## Description

The first stage in the complex life cycle of the Fell. These tiny larvae roam in groups looking for something to dissolve and eat.

Fellswarm are always hungry and seem to have acquired a taste for marines' legs.

Fellswarm are small enemies that pose almost no threat as they cannot attack towers or refineries. They have low health and only pose a threat if they outnumber a ranger or sniper, otherwise they can be taken care of easily. They move quickly, and snipers are useless against them, since they will focus fire the first Fellswarm and get overwhelmed by the rest.

Although they look like three separate entities, they are actually a single enemy.

**Special:** Each creep in the swarm attacks for the indicated damage with a variable cooldown.

## Strategies

* Fast-firing units, such as rangers and engineers can go through scores of them, since despite looking like multiple enemies, three Fellswarm are targeted under a single hitbox.
* Units with an AoE attack such as Flamewalkers can take care of them with no problems, as these enemies always come in many groups.
* Fellswarm will easily overwhelm Snipers if they get too close. Therefore, snipers should be kept far away from hordes of fellswarm and let other units with higher rate of fire deal with them.
Retaliation

Retaliation is the third level in Iron Marines, and the third level on the planet Sagan-1.

**Briefing:** Our sensors have located a Fell cluster close to our position. We suspect that a main spawner may be there multiplying our enemies' numbers.

A defensible outpost has been established to launch operations against the target. It's payback time.

**Mission Objective:** Locate and destroy the enemy's main refinery in the area.

## Level

The level starts off with the player being instructed to build a minigun tower. The minigun then defends against the small enemy force approaching it. After all the enemies are cleared, the player gains access to their hero, and can proceed up the level. Directly above the refinery is a fell base and a command point, which the player can capture with their hero and dropguns.

After capturing it, the player can continue to proceed. Right above the fell base that the player encountered, there is another fell base, which can also be captured. The player must continue to defend against waves of fell that come from the main fell base's spawners.

The final fell base lies at the very top of the level. Worm cannons and spawners are present, which will periodically spawn units. Once the player captured this base, the level is completed. If the player's main refinery is destroyed (the one at the very bottom), the level is lost.

## Strategy

In this level, the first mecha unit is introduced: The flamewalker. The flamewalker possesses a fire AoE attack that excels are clearing weak hordes of fell. It is highly recommended. However, the player must use it carefully as it is very expensive. It can be destroyed by ranged attacks over a long period of time.

Other units, such as snipers and rangers are also present. Snipers are not recommended on this level due to the sheer amount of enemies that can overwhelm them. Rangers are a good choice, but must be supported and mobilized well.

The main threat on this level are the Spitterbugs. Their range nearly rivals that of snipers, and they are surprisingly durable. They will continue to spawn from the fell spawners. The player should try to drop his hero and a dropgun on spawners to destroy them, as spawners cannot be rebuilt. This permanently alleviates pressure for the rest of the level. However, it is likely that the hero will die in the process, but this is not usually a problem because the refineries are adept at defending themselves.
Sean Renard

**Sean Renard**, born as Prince Sean, is a character on NBC's *Grimm*. He débuts in the first episode of the first season. He is portrayed by starring cast member Sasha Roiz.

## History

**This article or section needs more history!**You can help out the **Grimm NBC Wikia** by updating or adding to the history of this subject.
Ajax

**Ajax** is a paid hero that can damage ground enemies.

## Description

Ajax is a Mecha armored power suit piloted by the reckless pilot Mac, a wild and daring former troublemaker that proved his merit with extraordinary battle accomplishments.

He can shake the ground and stun enemies. His punches deal great damage, and when he spins he can destroy nearly any foe he encounters.

Not only can he deal loads of damage, but he can also heal himself thanks to his incredible suits abilities. Poucos sabem seu segredo mas apenas ele pode pilotar sua nave, já que ele está 100% ligado a ela.

## Strategy

 **MOULINEX**: Ajax turns into a hovering spinning disc, slicing and dicing even when he's on the move!
 **PROTOTYPE GEAR:** Unpronounceable alloys give Ajax additional capacity to withstand damage.

## Quotes

* Commander, I'm rusting up!
* Damn straight!

* Roger... so far.
* Keep up boys, girls and \*cough\* aliens..
* Hihihi, I'm flying.
* Yippee ki-yay.
* Let's do this!
* Shokin'!
* Let's get dangerous!

## Trivia

* The quote **"**Yippee ki-yay**"** is a reference to *Die Hard*. It is also the same quote used by the 500MM Big Bertha in the first Kingdom Rush game.
* The quote **"**Let's get dangerous**"** is a reference to *Darkwing Duck*.
* When Ajax is used on "From Beyond The Stars", Nexus mentions that his armor is actually stolen Raad tech.
Tentacle

## Description

   Tentacle Monsters are spawned in the Ascendaar level "Ghost In The Shell". They only appear through the green waste, and depending on where the player's units are in the level.

Their attacks are shot from the tips of their tails, and deal area damage that slowly damages allies and enemies over time. They are not a serious threat and can be handled if units are moved carefully.

Large numbers of Tentacle Monsters will spawn at the final leg of the level when freeing the Ascendii and when crossing the final two bridges.

After freeing the Ascendii, multiple tentacles will spawn during the cutscene, but the Ascendii annihilates them with its powers before they are able to attack.

Special: Attacks allies and enemies. Emerges from the water and submerges if it has taken enough damage. Attacks leave a green goo that slows by 25 for 5 seconds.

## Strategy

* Tentacle monsters can be handled by nearly every unit. Shellstorms will deal massive damage to them because they are counted as aerial units by the game.
* Brawlers are less effective because they cannot hit tentacle monsters directly. Their drones will not deal sufficient damage either.
* Snipers will be killed easily if they are struck with an attack from the monster. However, they do outrange them, so carefully positioned snipers will function fine.
* Rangers have enough DPS to take them out.
* They are hostile towards Peripheroids as well and will attack them. This means a patient player can let them and the Peripheroids kill each other at no risk to their own troops.
Unto The Breach

Unto The Breach is the fourth level in Iron Marines, and the fourth one on the planet Sagan-1.

**Briefing:** "The Fell breached our outer defenses and disabled our Plasma Cannon. Scouts report that a massive enemy force is rushing to that location right now.

We must restore the cannon's batteries to repel the enemy attack, or everything we've worked for will be lost."

**Mission Objective:** Restore power to our Plasma Cannon.

## Level

This level is different from previous levels, because instead of playing offensively, the player must play defensively. There are four etherium refineries in this level. The three farthest from the Plasma Cannon can be destroyed, but if the refinery adjacent to the Plasma Cannon is destroyed the level is failed. The player must capture the three refineries, one in the top, one in the middle, one in the bottom, and defend them until the time runs out.

Waves of enemies will keep coming from the far right side of the map, and from spawners scattered in random places. The player should aim to capture one etherium refinery at a time, and to station units such as snipers there to defend.

After all refineries are captured, a timer will appear and start ticking down. The player must defend all the refineries until the batteries for the Plasma Cannon are recharged. After the timer has finished, the level shows a cutscene where a massive fell force is destroyed by several blasts from the cannon, and the player has won.

## Strategy

Shellstorms are introduced in this level. They are the second mecha units. The player should focus on getting the shield upgrade for refineries as fast as possible. It is also advised to station troops behind towers so they can assist in chipping away at units. The refinery in the bottom row of the map should be captured last, as it is the most difficult due to the abundance of spawners surrounding it. The player can split up units and micro their hero to assist in areas that are being overwhelmed. In this way, all refineries will be kept intact.
Aart Ruin

Aart Ruin is the second boss in Iron Marines Invasion. It can be found in level 21, "Terminus".

## Description

*The undisputed leader of the Crimson Vultures, the most wanted criminal in the known worlds.Aart Ruin drives a giant mobile drill modified with various rocket launchers both explosive and incendiary. Beware, he will stop at nothing to seize the Federation Council and establish a military empire!*
Gangalorian

Gangalorian 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.
Jackshooter

**Jackshooter** is an unit in Iron Marines Invasion. They are part of the **Scounderels** squad.

## Description

*What the Jackshooters lack in physical strength they compensate in going in large numbers. They tend to stick together through thick and thin armed with shotguns to wipe any enemy threat and anyone that look at them funny.*
Knight

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

## Description

*Without fear or hesitation, the Fell Knights advance upon their foes to engage in close combat, wreaking havoc with their spikes and mighty arms.*

*The chitin in their carapace is as hard as the reinforced steel of interstellar ships, resisting the most from enemy damage.*
Charger Veteran

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

## Description

*These Raads are masters of fire and are stronger and deadlier than the common Pyron Charger. They can boost their speed when injured to dash to their enemies.*

## Strategy

Does not attack aerial enemies.

Explodes when killed, damaging enemies in an area.
Inductor

Sneaky, electric scouts that crawl underground looking for threats. Once one finds a target, it jumps out of the ground unleashing electric waves around it.

It is able to overload a broken Peripheroid hull turning it into a ticking time-bomb.

Inductors are annoying robots that stay hidden underground, waiting to strike. They are also spawned by Spammers

**Special:** Underground (emerges to attack). Charges dead Peripheroids into time bombs (750 damage, Area 50, TTL 20 seconds)

## Strategy

* Inductors are relatively weak and can be handled by most units. Their special ability is similar to Fate's bomb. A squad of rangers is sufficient enough to take down many of them.
* Channelers and snipers are not suitable candidates to take down many of them, as they both have a low rate of fire. Channelers however, can handle low amounts of them.
* Engineers with ricochet are able to handle them fine.
* Flamewalkers and brawlers cannot target them, therefore they are not recommended. Brawler's drones can somewhat compete with inductors.

## Trivia

* An inductor is a device that stores and conducts electrical energy, while controlling the flow of current in a circuit. Inductors here unleash electrical energy instead.
Ga'r Warhall

*Ga'r units can be trained to patrol the Warhall area, respawning after a few seconds if they are killed. Although the Ga'r do not have much use for Etherium, they still expect a small amount of Etherwatts willing to fight. A true mystery.*

* *Allied structure*
* *Fallen Ga'r units respawn*

*\*They should be called Ga'rrisons\**

The Ga'r Warhall is a building found across Borealis. The player can recruit Yga'r Icethrowers and Fenga'r Warriors from here, for 50 and 60 etherwatts respectively. A Warhall is usually found destroyed and must first be built for 100 etherwatts before any units can be recruited. When built, Warhalls can be attacked and destroyed by enemies again if sufficient damage is dealt. Any recruited units will also disappear if the Warhall they came from is destroyed.

## Strategy

* Most of the time, Warhalls are not a good option due to their high cost. They are rarely found built, so the player usually has to spend 100 etherwatts initially, and extra for units. The building can also be destroyed relatively easily.
* However, if a player has extra etherwatts or needs some stun/blocking power at a specific location, they should buy one of each unit. With upgrades, multiple Yga'r Icethrowers can chain stun an enemy, keeping it locked in place for a long time, and multiple Fenga'r Warriors can swipe at enemies with their maces
* A Warhall and it's units are comparable to a refinery and it's towers. Letting a Warhall be destroyed is very similar to letting a refinery be destroyed, the units and towers will disappear as a result. Therefore, if the player does decide to invest in one, they should be careful that it enemies do not destroy it.

## Trivia

* The side note in the info card is a pun on the word "Ga'r". Since a garrison is a fortified area where troops are stationed and it starts with the word "Gar", the note explains how it should be called a "Ga'rrison" and not a Ga'r Warhall.
Armor

## Properties

Armor is a property of certain entities is iron marines that makes them resistant to most types of damage. Certain entities have different levels of armor and armor-piercing, which allows them to ignore some (or all) of their target's armor. As a rule of thumb, fire damage and lasers ignore armor altogether.

## Levels of armor

### No armor (0%)

An entity with no armor receives full damage from all sources.

### Low armor (1% - 25%)

Makes an entity slightly tougher, but it can be defeated easily as if it had no armor at all.

Examples of entities with low armor: Rangers, Fellplague, Jackbot

### Medium armor (26% - 50%)

Makes an entity noticeably tougher against non-piercing attacks. Armor-piercing units such as Snipers, Guardians or Channellers are therefore recommended.

Examples of entities with medium armor: Engineers, Flamewalker, Shellstorm, Grimcrusher

### High armor (50%+)

Makes an entity very tough against non-piercing attacks. Armor-piercing units such as Snipers, Guardians or Channellers are almost a necessity.

Examples of entities with high armor: Brawler, Hammergrub, Taskmaster, Geon enforcer (rock mode)
Strix

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

## Description

*Fast and nimble Dark Empyreans with Void-sharpened blades. Due to their weak bodies, they teleport out of danger in an instant when damaged. Despite their fragility, they are deadly assassins.*

## Strategy

Charges an attack that deals constant damage to its target over time.
Ga'r King

The Ga'r King is a level specific unit present in "Game Of Horns". He is the leader of the Ga'r race, and a very powerful asset to your team. Similar to the Ambassadress, he must be protected at all costs because he needs to blow the horn in the center of the Ice Fortress to awaken the other Ga'r.

## Abilities

The Ga'r King possesses three abilities.

**Basic Attack**: The Ga'r King swings his giant hammer at enemies that come too close. This attack deals area damage.

**Ice Attack**: The Ga'r King plucks a piece of ice from the ground and lobs it at an enemy far away. The cooldown of this ability is 10 seconds.

**Snack**: The Ga'r King takes out a piece of meat and eats it, throwing the bone away. This ability only triggers once the king falls under a certain amount of health.

## Strategy

* The Ga'r King himself is very durable, and can withstand a lot of damage. However, he is not invincible. Against many Pyron Guards or Tachyon Elites he will go down very fast.
* His ranged ice attack deals a good amount of damage. Position him so that he takes out high priority targets out from afar, while the rest of your squad moves in to clear any other enemies out.
* The snack ability is more of an indicator than something that should be utilized. It only triggers if the Ga'r King falls under a certain amount of health, therefore the player should move him out of danger before he is damaged even more
* The Ga'r King can be mobilized into a player's forces. The player should not treat him like the fragile Ambassadress, as he can be effectively and safely utilized in combat.
* Once you reach the end, convert any army units you have into engineers. They will quickly destroy the ice blockades. Once most are destroyed, send the Ga'r King in and let him destroy the rest. The level ends once he reaches the Horn of Blasting.
Fellplague

**Fellplague** are the first enemies encountered in Sagan-1 and are among the weakest.

## Description

Low-rank Fell soldiers that normally attack in large numbers.

Fellplague are some of the weakest enemies in the game and are easily dealt with by almost anything. They sport light armor and have a medium range of attack.

They can be found in caves as well as spawn from Fell eggs. They are often the forward troops of a Fell assault, and can serve to protect more powerful enemies like Spitterbugs and Direbombers from harm.

## Strategy

* In small numbers they can be dealt with by anything, but in larger hordes they can be a major annoyance, capable of overwhelming any unit lacking an area attack, and even harassing your towers.
* Dropguns are the prime candidates for dealing with Fellplague. With their landing damage maxed out, they can wipe out tons of fellplague instantly.
* The Flamewalker is the most effective unit against Fellplague, as it's area attack allows it to burn most of them into a crisp.

## Appearances

### Stages:

* First Contact
* Distress Call
* Retaliation
* Unto the Breach
* Search and Rescue
* Diplomatic Affair
* Cocoon
* War of Attrition

### Spec Ops:

* Uninvited Guests
* Emergency Frequency
* Into Darkness
* Darkest Hour
* A new Despair
* In Brightest Day
Engineer

```
DESCRIPTION

```

*Suit up, marine!*

Few have the nerve to wield an unstable plasma gun. Fewer have what it takes to calmly walk into enemy territory punching holes into fortified structures.

* Heavy armor
* Ricocheting shot attack
* Incremental ray damage

```
STRATEGY

```

* Engineers are experts at laying waste to enemy structures and low level crowd control.
* Nano Repair allows Engineers to repair structures, a very useful ability for keeping Towers online. Nano Repair also lets Engineers repair Diplomats' Tulpa Sentries.
* If destroying structures, Engineers will stream their plasma rays into the structure until it's wasted, ignoring all other enemies. Their armor lets them ignore some of the damage, but it's still best if they're protected by other units.
* If attacking enemies, Engineers use plasma bolts that have a chance of ricocheting. The rate of fire is slow and range is medium, so they're not optimal for dealing with even small sized crowds.
* Phase Modulation improves the ricochet chance, making Engineers decent at crowd control. Phase Modulation also grants Engineers structure disabling grenade, especially useful for troublesome structures (Taskmasters, enemy bases, enemy unit spawning structures(excluding active Peripheroids' production towers Ra'ad portals), enemy base defenses and Ra'ad carriers.)
* Like all army units, Engineers are vulnerable to area and melee damage, though less so than either Rangers or Snipers due to their heavy armor.

```
UPGRADES

```

Phase Modulation (Tier 8, Cool down = fast)

* Engineers can throw disabling bombs at structures and plasma bolts have more ricocheting chance. (200 Tech Points)
* Increases disable duration and ricocheting chance. (400)
* Further increases disable duration and ricocheting chance. (600)

Nano Repair (Tier 12, Passive)

* Engineers are now able to repair damaged structures. (350 Tech Points)
* Increases Engineers repair speed by 25%. (700)

```
Disabling bomb effects

```

* If thrown towards a Taskmaster, its will stop spawning Oculi, cannot use its weapon, and it cannot move.
* If thrown towards an enemy base, it will stop producing etherium, preventing units from spawning from nearby spawning structures (all types of enemy bases), prevents it from shooting at friendly units (Peripheroid base) and prevents fallen Gyro domes from being rebuilt (Ra'ad base)
* If thrown towards an enemy unit spawning structure (fell egg, assembly centers, and Gyro domes), they will stop healing damaged units or producing new units. It does not cancel the Gyro domes' invulnerability passive ability (when attacked, the Gyro dome will project a green shield around itself for a few moments)
* If thrown towards an enemy base defense, it will be temporarily disabled.
* If thrown towars a Ra'ad carrier, units cannot board it.

```
QUOTES

```

*- Chaarged up!*

*- Nuuclear.*

*- Aalrigh’!*

*- Atomic!*

*- (sheepishly) Yeah, okay.*

*- Oouh-kay!*

*- Blastin’!*

*- Energizin'!*

*- (excitedly) Ooh! Total protonic reversal! (Phase Modulation)*

*- Good as new, comin’ up! (Nano Repair)*
Scytheer

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

## Description

*Lightly built Ascendii with scythes in his arms, that he uses to fight his enemies dealing quick damage at melee.*

*They can quickly move through the battlefield allowing them to dash against an enemy within range. When they take damage, they start to spin dealing damage to all enemies around.*

## Quotes

What is our directive? (Squad selection screen)

Victory increased by fifty percent! (Selected as the mission squad)

Sharp and ready! (Squad deployed)

Calculating navmesh. (Moving)

Taking a shortcut. (Moving)

Cut to the chase. (Moving)

Living on the edge. (Moving)

By any means (Moving)

Updating purpose (Squad dissolved)

## Strategy

Spins after being injured, dealing damage to nearby enemies.

Does not attack aerial enemies.
Shade

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

## Description

*The corrupted life essence of a dead Dark Empyrean that keeps fighting to obtain its revenge. Summoned from their Command Center or by other means, these spirits of vengeance attack in melee with their claws and can usually be found in large numbers. They may not have a very large life span, but they will use all of it to fight.*

## Strategy

Lives for a few seconds and then disappears.
Frostbite

**Frostbite** is an unit in Iron Marines Invasion. They are part of the **Daikaijjus** squad.

## Description

*Flying vehicle with large cryo-generators that it uses to generate a devastating freezing attack that slows enemies, and sometimes even freezes them.*

## Strategy

Each attack slows enemies.

Each attack has a chance to slow enemies.
Void Wraith

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

## Description

*Dreadful creatures from the depths of the Void. They adapt to attack any victim regardless if its walking or flying. It will adapt its shape to reach it and kill it with sharp claws or a ferocious bite.*

## Strategy

Able to switch between walking and flying.
Bomett

**Bomett** is a premium hero in Iron Marines Invasion. An explosives expert with a wide variety of bombs each with different effects that help him adapt to the worst situations.

## Description

*An alien of unknown provenance, an explosives expert with a quirky humor about things that detonate. He wears a belt with grenades for every occasion and on his back he carries a device that allows him to set traps for his enemies. Perhaps he is not very discreet, but there is usually no one left to raise the alarm.*

## Strategy

 **GROUND SENTRY:** Plants the device in his back into the ground. When the device detects an enemy, launches a bomb in the air that explodes in the area.
 **BOUNCING BOMBS:** Throw a bomb that bounces 3 times, on each bounce it explodes generating a larger damage area than the previous one.
Typhoon

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

## Description

*Powerful stolen Gales and reprogrammed to be piloted by renegades of the Federation. The destructive power of the Typhoons against other vehicles is almost equal to that of the Gales themselves, although they are generally less effective than their Federation counterparts.*