The Haihead forces need additional versatility to be able to fight in the most demanding of environments, which results in them having to adapt to all types of terrain whenever possible. Relying heavily on the advanced signal interference technologies, Haihead's strike teams quickly found the standard Raccoon difficult to utilize and underperforming in regions filled with isles, swamps and other obstacles.
To enhance their active support capabilities, they have prepared a new variant of the unit, customized for all-terrain operations. This heavily modified version, codenamed Hovracoon, has acquired the capability to cross rivers and other difficult areas, and even the compatibility with Spinblades for speed boosts, while retaining all the functions and features of a standard Raccoon.
Like the Raccoon, the Hovracoon also gives a Foehn commander an option to break stalemates by using a special weapon jammer that prevents most enemy units and defenses from attacking. It allows other offensive units to avoid unnecessary casualties, especially in the case of Haihead’s fragile assault units. The characteristics of hover moving and being able to be boosted by Spinblade enable Hovracoon to be used more flexibly on the battlefield, being able to support the other taskforces more quickly.
Though it's a bit more durable than Raccoon, the Foehn commander still needs to note that it should't stay alone, as it is still vulnerable to more than one base defense. In addition, it has a bad tendency to attack the unit that is closest to it, meaning that multiple Hovracoons might target the same vehicle, when realistically they could switch to the immediate biggest threat, such as a tank or other anti-vehicle unit that isn’t jammed. This makes them very micromanagement-intensive and hard to use reliably.
Hovracoon has an ability to prohibit signal of enemy non-recon support powers and superweapons, just like the Signal Inhibitor, but with a smaller radius. If Foehn players want to deploy a more complete signal inhibiting network in the base, adjusting the positions of Hovracoons and Signal Inhibitors appropriately could be a good idea. However, this also means that players may face a more aggressive frontal attack.
Hovracoons controlled by the AI have the following attack patterns:
- 1x targeting vehicles
- This task force may be accompanied by 1 additional Hovracoon
- 1x targeting vehicles, accompanied by 3 Megalodons
- 1x targeting base defenses, accompanied by 2 Shadrays
- 1x following friendlies
- 1x guarding Windtrap, Foehn Ore Refineries and Foehn War Factories
- This task force may be accompanied by 1 additional Hovracoon that will guard Foehn Barracks, Foehn Ore Refineries and Foehn War Factories
- 2x targeting anything, accompanied with 2 Jackal Racers
- 2x targeting base defenses
- This task force may be accompanied by 2 additional Hovracoons
- 2x targeting Plasmerizer, Nuclear Reactors and base defenses, accompanied by 6 Lancers
- 2x targeting vehicles, accompanied by 6 Lancers
- 1x guarding friendly base, accompanied by 3 Knightframes and 2 Teratorns
- 2x targeting structures, accompanied by 3 Shadrays and 2 Megalodons
- 2x targeting vehicles, accompanied by 3 Cyclops Walkers and 4 Lancers
- The Hovracoon was originally called the Hovercoon during development.