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See anything?
—A Buzzard looking for prey
The Buzzard is an attack gunship used by the Foehn Revolt.

Official description

The Buzzard exists to support the Foehn troops and tanks from above with its double set of powerful dual Very Heavy Machine Gun. It has two of these for dealing with enemy troops and light vehicles on the ground and two for eliminating the flying threats.

While the idea behind the Buzzard is straightforward, its importance in the Foehn army is unquestionable, especially in the strike forces of Haihead and the Last Bastion. Even though Foehn specializes in unique flying weapon designs, most of those have been assigned to the Wings of Coronia as they complement the nature of its main base, allowing it to perform devastating raids from the sky almost anywhere in the world.

The Buzzard however, is a simple but effective design which greatly works as a support to both frail but powerful attackers of Haihead and slow but well-equipped war machines of the Last Bastion. Additionally, the Buzzard can create a stun field on the ground, which will temporarily trap any infantry which come into contact with them.[1]



A Buzzard deploying portable stun grids

Buzzards act as the primary light anti-infantry and anti-aircraft support unit for all subfactions of the Foehn Revolt. They are responsible for providing their ground forces with much-needed air cover from threats that the Jackal Racer might not be suited to retaliate against safely, such as an inbound airstrike or encroaching Epsilon Adepts. They are available early on in the battle after the establishment of a Cloud Piercer and are important units to each Foehn subfaction in their own way: Haihead's premier anti-air unit (the Shadray) is slow to respond against air incursions, Last Bastion lacks air power and speed for their specialized armored divisions, and Wings of Coronia's expensive flying machines, while destructive against vehicles and aircraft alike, are ineffective against infantry.

Buzzards also serve another role as an area-denial unit with their airdropped stun grids. Upon deployment, it will immobilize infantry that attempt to pass through the trapped area. While the stunned infantry will recover after a short period of time, a Foehn commander can easily exploit this by peppering an infantry battalion in a vital chokepoint for other Buzzards and other Foehn forces to finish the immobilized infantry off.

These gunships are still relatively expensive and quite fragile for their cost, so direct engagements with enemy units with anti-air capabilities is highly not recommended. They are also unable to threaten anything beyond infantry and light vehicles with their VHMGs, as they cannot deal major damage to heavier targets unless attacking in large squadrons.


  • Able to attack both ground and air units.
  • Good against infantry and air units.
  • Decent armor.
  • Mobile and can fire on the move.
  • Weapon deals splash damage.
  • Good at harassing infantry.
  • Can self-repair.
  • Can create stun grids that immobilize enemy infantry.
  • Not very durable.
  • Vulnerable to anti-aircraft fire.
  • Quite expensive.
  • Not very effective against armored vehicles and base defenses.
  • Stun grids last for a short duration.

Behind the scenes


A Buzzard deploying spikes in a chokepoint prior to version 3.3.3.

  • Prior to 3.3.3 the Buzzard releases spike traps that damages enemy ground units passing through them when deployed.


External links


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