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Knowledge is to be shared.
- A Clairvoyant getting useful information from enemy labs
Clrvicon
The Clairvoyant is a small drone (technically classified as infantry) used by the Foehn as their infiltration unit. Unlike the other factions' counterparts, however, they cannot disguise as enemy infantry, but makes up for it by being even cheaper, amphibious and able to move even faster with the support of Spinblades.

Clairvoyants are also useful as detectors, as they can see cloaked units and notice disguised enemies. To help them in catching the latter, they are armed with a stun beam that can immobilize infantry, allowing Foehn troops to deal with them.

Clairvoyants can be transformed into Duplicants through a Nanofiber Sync.

Official description

The Clairvoyant is an oddball among the infiltrators, it is neither a soldier nor a spy, but a weirdly shaped drone that can benefit from the use of Spinblade with a tiny windflow drive it has mounted on its back and can traverse water zones freely. Unlike all the other of infiltrators, it cannot disguise, but its price and early availability during the battle make it ideal for a direct infiltration rush attempt with many Clairvoyants involved, as the chance is high that at least one of them will reach the target, unless the destinated building is walled or hidden behind a gate.

This little drone has another trick up its sleeve: it can use a short ranged stun gun to immobilize most enemy infantry near it and will also automatically use its weapon against disguised enemy infantry once it detects them. Additionally, it is able to detect stealth units like the Epsilon's Shadow Tanks and has the ability to destroy bridges, allowing them to limit an enemy's movement on the battlefield.[1]

Overview

Clairvoyants are still regarded as infantry, despite being non-humanoid in appearance.

As with other espionage units, the Clairvoyant can infiltrate an enemy building, but the effects will vary depending on the building:

Assessment

+
  • Can infiltrate enemy buildings to give an advantage over the enemy.
  • A successful infiltration into the enemy's tech lab can unlock stolen tech units, and potentially change the game's outcome.
  • Cheaper ($300) and tougher than Spies, Saboteurs and Infiltrators.
  • Amphibious.
  • Can detect disguised, cloaked and submerged enemies.
  • Fast movement speed when boosted by Spinblades.
  • Can stun infantry including disguised ones.
  • Immune to Dogs and Spooks.
  • Immune to mind control, poison and radiation and windflow.

  • Unarmed.
  • Cannot disguise.
  • Short stun range.
  • Vulnerable to EMP and magnetic weapons.
  • Weak against anti-infantry fire.

Quotes

Unlike other drones and like the Duplicant, the Clairvoyant speaks through a synthesized voice and is voiced by De'Lante Capers (previously credited as Rhys_Dallows).

When selected

  • Infiltration unit.
  • Clairvoyant.
  • I see you sitting there.
  • ESP module loaded.
  • Operational.
  • Knowing is half the battle.

When ordered to move

  • I knew you'd say that!
  • Analyzing points of insertion.
  • Rotors engaged.
  • Sentry mode on.
  • Steady.
  • Remote viewing active.

When ordered to infiltrate structures

  • Infiltration algorithims running.
  • Searching for keyword: Classified.
  • Knowledge is to be shared.
  • Connection secured.
  • Preparing for data transmission.

When ordered to immobilize infantry

  • This one's future is set.
  • All yours.
  • A nuisance.
  • Keep no witnesses.
  • Disabling.

​When under fire

  • Malfunctioning!
  • Unexpected error!
  • Failure!

Changelog

  • Version 3.3.3 
    • Buff: Can target bridges to blow them up, similar to Epsilon's Infiltrator.
    • Buff: Weapon range increased from 4 to 4.5.
    • Buff: Takes 1 slot in transports again (nerf reverted from 3.3.2). Thus, IFV combo can be created.
    • Nerf: Price increased from $300 to $350.
    • Nerf: No longer receives range bonus to 6 when inside open topped transports (e.g. Jackal Racer).
  • Version 3.3.2 
    • Nerf: Hit points reduced from 225 to 210.
    • Nerf: Takes 2 slots in transports instead of 1.
    • Nerf: Requires one of the three Expansions instead of Cyberkernel. (Tier requirement from Tier 2 to Tier 3)
  • Version 3.3.1 
    • Nerf: Hit points reduced from 250 to 225.
  • Version 3.3.0 Added.


Trivia

  • Although Clairvoyants are immune to genetic manipulation weapons, Rahn's 'Terranova' beam is an exception.

See also

External links

  1. Foehn Infantry page on the official Mental Omega website