C.A.R., B.O.A.T., R.O.C.K.E.T., and P.L.A.N.E.

C.A.R., B.O.A.T., R.O.C.K.E.T., and P.L.A.N.E. are semi-blimps that appear on round 120. Only one appears, depending on what track you're on. C.A.R. appears on tracks where the Bloons go over land, B.O.A.T. appears on tracks where they travel by water, R.O.C.K.E.T. appears where they travel in Space and Warped Spacetime, and P.L.A.N.E. goes on other tracks.

C.A.R.
The C.A.R., or Ceasing Airship of Rocks, is a semi-blimp filled with rocks. It travels at the speed of a Z.O.M.G. However, the rocks inside it act like armor, giving it 30,000 HP as well as an AD of 15 and a PD of 5. It also has some dangerous abilities:

Rock Throw: Throws 3-7 rocks at a random tower. These rocks do 2-5 HP damage each, and if at least 5 hit, the tower gets trapped in the rocks for 3 seconds, so it can't attack. For each 3 rocks that hit a trapped tower, they get trapped for an additional second. When this is used, C.A.R. loses 1 AD. This can't be used if C.A.R. has no AD left.

Vroom!: Sacrifices 5 AD to permanently travel 1 and 1/3x as fast. This can't be used if C.A.R. has 4 or less AD left.

Flank Collapse: Sacrifices 5 AD to launch 20-50 pebbles at a randomtower. They do 1-3 HP Damage each. If at least 20 hit a tower, it gets trapped. (See Rock Throw) Then, for each 10 pebbles that hit a trapped tower, they get trapped for an additional second. This can't be used if C.A.R. has 4 or less AD left.

Final Burst: When it dies, releases 10xAD+50 rocks in a Blade Maelstrom manner. They do 7-13 damage each to anything they hit. They also have a 1 in 5 chance to release a Lead Bloon and a 1 in 10 chance to release a BUDDER Bloon whenever they touch the track.

C.A.R. Trivia

 * C.A.R. has the same AD and PD as a level I Shield Generator.
 * It also is the first conception with AD to lose AD using its attacks.
 * Obvious reference in Final Burst is obvious!

More coming to BCoW soon!