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  • Demonic Spiders:
    • M-1000 Death Dealers, found in the mission "Downfall of Krauss", are nasty pieces of work. For starters, they have a high damage output numbering in the triple digits (134). Okay, so you just stay out of range, right? Nope, because they have a whopping 826 range- for comparison, that's almost twice as much as most ranged weapons. Even with its slow firing speed, it can wipe out your robots pretty quickly. Okay okay, clearly it must be a Glass Cannon then, right? Hahaha, no. Thanks to the exclusive Krauss Artillery Core it has, it clocks in at 550 hit points- which is almost as much as a tank robot at this point. Oh, and did I mention it has Auto-Repair II, which means it heals back 10 hit points per second? The only two saving graces it has is that Anti-Ranged parts (like the Shield Generator) are much more viable thanks to there being only ranged robots in the mission, and it only appears in this mission. But otherwise it's a very powerful robot who can eat up your robot army and spit the scrap back out as more of 'em.
    • Meganaughts, found in the missions "Fight for Millie" to "Final Battle" are almost like the big melee sisters to the previously-mentioned Death Dealers. Bad news, they have an insanely high damage output at 229. At medium attack speed. And they have Armor Breaker. So yeah, anything that gets within close range of this thing ain't gonna last long. Worse news, it's pretty resilient; even ignoring the Armor I (20% to No-Sell attacks) and Resilience II (Ranged attacks deal -40% less damage) abilities it has, it's got 800 hit points, which is probably much more than anything you'll have at the time. The good news? It's fairly slow, which gives your ranged units a chance to whale on it. It's also expensive at 450 scrap, so you won't be seeing it a ton. But when you do, you'd best get your ranged units ready, else it'll tear a chunk out of your army and possibly you.
  • Goddamned Bats:
    • M-600 Shield Tanks, found in missions "Attack on MSU" to "Going After Krauss" are some of the few enemies to use the Shield Generator, which gives it a 50% chance to No-Sell ranged attacks. That's also not taking into account their Armor II and Block I abilities, which make attacks even less likely to land. They're no slouch in the hit points department either at 670 hit points... but they don't have much offense to compliment their rigid defense, which makes their threat level low. Nonetheless, they can extreme annoyances to deal with purely because of their layers of No-Selling. They can easily become Demonic Spiders if they're spammed en masse or supported by ranged units, however.
    • Ultranaughts, found in the mission "Final Battle", are similar to the Meganaughts except even tougher at an unthinkable 1200 hit points. So why are they down here? Well, while initially they seem tougher than their smaller Meganaught sisters, they lack the Resilence II and Armor I abilities that the latter has, which makes them extremely vulnerable to ranged harassment. Their lowered speed doesn't help matters. They're also highly expensive at 540 scrap- even compared to the other legendary-equipped robots, that's costly. On top of that, the player at this point has access to some of the Legendary parts, which can increase their damage output massively. Overall, despite being on paper more threatening to the Meganaughts, they end up just being moderately dangerous... but they can still cause you problems if they catch you off-guard.
  • Game-Breaker: In the Talos Expansion, the game gives you 5 free, new parts at the start... 1 of which are rare, 4 of which are legendary. Using these you can easily wipe through a grand majority of the missions, which are built for much weaker weaponry. As such, it's a common Self-Imposed Challenge to ignore them.
  • Magnificent Bastard: Johann Krauss is secretly The Dragon to Mobius, the one responsible for the robot malfunctions. After being put in charge of the task force investigating them and recruiting the player, Krauss sends them on a wild goose chase against Stanton and OmniCorp using fake traces, keeping them away from the real threat. After they finish off OmniCorp, Krauss disappears, but not before sending the task force robots rogue and kidnapping Millie to slow down the player further. When finally cornered, Krauss keeps his affable tone towards the player from before, telling them that he respects the player’s abilities but that they’re too late to stop the “final rise” from happening. Although ultimately defeated by the player, Krauss’ machinations allow Mobius enough time to send his computer virus to robots around the world, causing them to shut down and the global economy to crash.
  • Sequel Difficulty Drop: The Talos Expansion, a (now free) add-on to the base game. Even disregarding the free 5 parts it gives you, the Talos Missions are much easier than the Story Missions thanks to the better parts you unlock along the way, (for a particularly egregious example, the first Talos Mission unlocks 2 legendary parts upon completion) and is mostly set against the Talosian Templars, are portrayed as far more advanced than your mostly earth-tech robots, but don't really deliver, being largely overloaded with Stone Wall mechs that get easily torn apart by more aggressive enemies with Focus Fire or Armor Piercing.

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