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Thread: Kane's Wrath Special Units Highlight

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    Default Kane's Wrath Special Units Highlight

    The Zocom Zone Raider

    As members of the elite ZOCOM division of GDI, the ZOCOM Zone Raiders are often deployed into the devastated and highly toxic Red Zone areas. As such, the Zone Raider is equipped to handle any threat or obstacle on the battlefield – be it enemy combatant, virulent tiberium spread, or simply a pathway blocked by the destruction. Zone Raiders are armed with rocket-propelled sonic grenades to clear out encroaching tiberium, and shoulder-mounted missile launchers to deal with potential threats from above.

    Cost: $1300
    Build Time: 13 seconds
    Built From: Barracks
    Prerequisites: Technology Center

    Special Abilities:

    Call for Transport: As with the other GDI infantry, if the Zone Raider squad finds itself in need of rapid air transport to or from a combat zone, a transport craft can be called in.

    Jump Jets: The Zone Raiders utilize the same Jump Jet technology as the GDI Commando and Zone Troopers to quickly traverse through the wreckage wrought by the spread of the deadly crystal.

    Upgrades Available:

    Scanner Packs: The Zone Raiders have adapted the GDI Zone Trooper’s Scanner Pack technology for Red Zone use, allowing them to locate stealthy enemy combatants hiding in the devastation. Available at Command Post.

    Power Packs: Zone Raider squads can be outfitted with Power Packs similar to those used by the GDI Zone Trooper. Power Packs increase squad durability and heal the squad over time. Available at Armory.

    Gameplay Notes:

    -Zone Raiders can utilize both Jump Jets and Call for Transport to transport themselves across the battlefield, escape from incoming enemy forces, or quickly maneuver sonic destruction through an enemy base

    -Zone Raiders, spending much of their time in Red Zones, are necessarily immune to damage taken from proximity to tiberium crystals

    -The considerable flexibility of the Zone Raider is further augmented by Scanner Packs and Power Packs, making the Raider the ultimate mobile, stealth-detecting, auto-healing, multipurpose warrior

    -Both Power Packs and Scanner Packs can be obtained before tier 3, allowing a Player to produce fully-upgraded Raiders as soon as they are available

    -Sonic Grenades do not track units and can thus be avoided by quick maneuvers. A skilled player may do more damage to a group of enemy units by tracking the in-flight time of the weapon and force-firing slightly ahead of the enemy convoy

    -The area-of-effect power of sonic weaponry makes the Zone Raider especially devastating to large groups of low-tier units and closely-packed structures

    -The recent explosion of Sonic Technology use in the ZOCOM division of GDI has forced GDI to adapt more appropriately to using sonic weaponry in battle. As a result, the Zone Raider Sonic Grenades have been modified to prevent damage to friendly forces.

    -Zone Raider Drop Pods can be used by ZOCOM to relocate three squads of veteran Zone Raiders to key combat zones or into the enemy’s harvesting operations

    -A squad of Hammerheads garrisoned with Zone Raiders can rain down area-effect devastation from high above the battlefield and fire rockets at incoming anti-air aircraft, but is a significant economic loss if destroyed

    -Due to their area-of-effect nature, Zone Raider Sonic Grenades are not as effective against high durability units, such as the Black Hand or Mammoth Tank
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    The Scrin Mechapede

    The Mechapede arrives on the battlefield as a head unit that can expand to meet the current needs of the Player by allowing up to eight segments to be added. Segments can be added at any time, though there is a delay after segment creation before additional, similar segments can be added.

    Segments:

    Head segment: the head segment comes equipped with a weapon similar to the Scrin Disintegrator to cut through armored foes.

    Shard segment: shard segments fire a concentrated stream of tiberium shards that decimate enemy infantry units

    Toxin segment: toxin segments utilize the corrosive concoction of the Scrin Corrupter to literally melt structures and heal Scrin units

    Disc segment: the disc segment utilizes the high-energy discs of the Scrin Plasma Missile Battery to heavily damage any air units that cross the Mechapede

    Disintegrator segment: the disintegrator segment fires a harsh cutting laser to eviscerate enemy vehicle units


    Combat Chain Role:

    the Mechapede is available to all Scrin factions at tier 3 as the ultimate "jack of all trades, master of none." On a cost-equivalent basis, a fully-constructed Mechapede will not have the sheer power of a squad of fully-upgraded units of the same damage type (Tripods, Corrupters, etc.). The true strength of the Mechapede comes with the ability to instantly counter units on the battlefield and recover from segment damage during combat. The Mechapede is faster than many units, including the Scrin Seeker, and can be deployed to combat areas in a matter of moments, constructing segments along the way.


    Advanced Gameplay Notes:

    A toxin/disc Mechapede is good at both anti-air as well as creating a “healing field” for ground units using its toxin segments.

    Selectively targeting the head segment of the Mechapede will destroy the unit when the head segment is destroyed. Attacking body segments will allow these segments to be rebuilt by the opposing player!

    The Mechapede cannot reverse move, but can fire from any direction. A skilled player will navigate their Mechapede around the slower enemy units while only allowing their foes to attack the rear segments.

    The Mechapede can use its own toxin segments to heal itself.

    Mechapede Disintegrator segments have a much longer range than Disintegrator units.

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    Tiberium Trooper - Marked of Kane

    The Marked of Kane Tiberium Trooper is a deadly realization of Kane’s dream: the perfect melding of liquefied tiberium technology and cybernetic modification. The result? A cybernetically-enhanced version of the Black Hand augmented with high-pressure liquid tiberium dispersion tanks capable of virtually melting enemy units and structures.


    Cost: $900
    Build Time: 9 seconds
    Built From: Barracks
    Prerequisites: Operations Center

    Special Abilities:
    Covered in Goo: When the Tiberium Trooper attacks an enemy unit, the movement speed of the enemy unit is slowed for as long as the unit continues to be bathed by the corrosive substance. This is a passive ability.

    Cybernetic Legs: The Tiberium Trooper can be further enhanced with the addition of Cybernetic Legs, significantly increasing the speed of the Trooper Squad. Available at Secret Shrine.

    The Marked of Kane Tiberium Trooper is available only to the Marked of Kane subfaction at tier 2. The Tiberium Trooper replaces the Black Hand unit for the Marked of Kane, devastating enemy infantry and structures with a concentrated stream of liquid death.
    -The passive effect of the Tiberium Trooper’s main weapon can slow down enemy units, allowing a skilled MoK player to utilize complimentary unit powers, such as EMP, to effectively corral and disable enemy armor divisions

    -The Tiberium Trooper clears garrisoned structures

    -After receiving the Cybernetic Legs upgrade, the Tiberium Trooper becomes significantly faster than a Black Hand squad, and can even keep pace with most enemy vehicles

    -Tiberium Troopers gain increased range when garrisoned and retain their unit-slowing abilities, making a regiment of Tiberium Trooper-filled Reckoners a speedy means of dispersing clouds of the deadly concoction.
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    Confessor Cabal - The Black Hand

    While the Nod Confessor has been an increasingly common sight on the battlefield since the Second Tiberium War, it was not until the establishment of Brother Marcion’s post-Slavik Black Hand that these armored priests were considered effective combatants in their own right. Seeking to bolster his own standing as a 'pure' religious figure, untainted by the purported heresy of his predecessor, Marcion took the radical step of replacing his standard Nod Militant advance guard with regiments of combat ready Confessors, armed, as always, with machine guns and psychotropic hallucinogenic grenades, all the better to spread his word...and put his enemies to the sword..
    Cost: $300
    Build Time: 3 seconds
    Built From: Barracks
    Prerequisites:None

    Special Abilities:

    Hallucinogenic Grenades: Like the Nod Confessor, the Confessor Cabal can throw Hallucinogenic Grenades, preying upon the nightmares of their enemies and causing enemy infantry to turn on one another. For the Cabal, this is a selectable ability. In addition, since each Cabal member throws a Hallucinogenic Grenade, this ability covers a much larger radius than the single grenade thrown by a Confessor-upgraded Militant Squad.

    Word of Marcion: The Confessor Cabal embodies the living Word of Marcion, inspiring nearby units into a frenzy of religious zealotry. Infantry within proximity of the Cabal fire more quickly, take less damage, and are more resistant to suppression.



    Upgrades Available:

    Black Disciples: As the right hand of Marcion, the Black Hand are truly feared even within the ranks of Marcion’s forces. A single Black Hand squad member is often added to many infantry squads to keep order and retain the message of the Word. The Black Disciple adds additional melee presence with his powerful flamethrower and increases the total hit points of the Cabal. Available at the Secret Shrine.

    Purifying Flame: As the fervor of Marcion’s troops hit a fever pitch, the impassioned Black Hand scientists sought a way to bring the white-hot fanaticism to the battlefield in a very real and visible manner. Using a proprietary tiberium-carbon blend, the flame weapons of Black Hand units can achieve a massive increase in temperature on combustion, significantly increasing the damage done. The resulting flame can burn through both units and structures in a flash of spectacular blue.

    Charged Particle Beam: As his voice on the battlefield, Marcion sought to bring the Prophecy of Tiberium even to the lowest of his soldiers. Confessor Cabals can be augmented with the Prophet’s Crystal to fire a beam of ionic tiberium, a highly-reactive charged species that can rip through enemy flesh and light armor. Available at the Tech Lab.

    Combat Chain Role:

    The Confessor Cabal replaces the militant squad for the Black Hand subfaction at tier 1. As a basic infantry unit, the Cabal can stand toe-to-toe with any other faction’s tier 1 infantry squads, becoming more effective with strategic use of the Hallucinogenic Grenade and numerous upgrades. When the Cabal is combined with other Black Hand infantry, a Black Hand marching force truly becomes a sight feared by enemy commanders.
    -The Confessor Cabal increases the rate of fire and armor of nearby infantry and decreases their ability to be suppressed, making Cabals an excellent addition to any infantry regiment, and a powerful combination with Rocket Squad micromanagement early on

    -The Black Disciple upgrade adds a Black Hand unit to the squad, significantly increasing the total hit points of the squad and adding additional anti-infantry and anti-structure capabilities. In addition, any enemy armor commanders attempting to roll over the Cabal are quickly met with a wall of fire.

    -Black Disciples upgraded with Purifying Flame can do some serious damage

    -As a selectable ability, skilled players will find that Hallucinogenic Grenades can be used to incredible effectiveness in the early game and against infantry-heavy enemy commanders in any battle

    -The Charged Particle Beam upgrade significantly increases the effectiveness of the Confessor Cabal against infantry, but also increases damage done to armor and structures, making the Cabal a powerful late-game, multi-purpose unit

    -When fully upgraded, a Cabal can both take and dish out a significant amount of damage, making late-game infantry mixing a favorite tactic of many Black Hand commanders

    -Individual members of the Cabal have relatively low hit points, making the Cabal vulnerable to area-of-effect weaponry

    -Unlike Nod infantry, the Black Hand Confessor Cabal does not receive a speed upgrade, allowing an enemy commander to utilize a combination of hit-and-run tactics and crushing to thin the ranks of the Black Hand infantry
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    The Redeemer - New Nod Epic Unit

    After the first defeat at the hands of the Mammoth Armed Reclamation Vehicle, the Brotherhood came to the conclusion that the reclamation of the Red Zones for Nod would require nothing less than a comparable equivalent in form and function. A covert operation into ZOCOM tiberium reduction operations allowed the Brotherhood to corner the mighty MARV and raid the MARV production plant. With the engineering plans in hand, the stage was set for Nod to counter the GDI threat with their own massive, armored behemoth.

    The Nod Avatar, already a powerful force on the battlefield and highly customizable, was the ideal choice for mounting Nod’s newfound weapon advancements. The base Avatar design was augmented with additional armor, quadrapedal movement for enhanced stability, an obelisk-derived tri-part laser, and dual shoulder-mounted weapon customization slots. The gargantuan war machine emerged from the Engineering Facility in a blast of superheated steam, dwarfing even the mighty Avatar in size and power.

    Redemption would come to the masses on this day.

    Cost: $5000
    Build Time: 50 seconds
    Built From: Redeemer Engineering Facility
    Prerequisites: Tech Lab
    Special Notes:The Redeemer is a Unique unit, only one Redeemer can be deployed at a time, and the Redeemer will announce its arrival on the battlefield to all Players!

    Rage Generator: Emulating Kane’s presence on the battlefield, the Redeemer utilizes subliminal brainwave modification to ignite feelings of fear and anger, turning enemy forces against one another. Unlike the effects of a Hallucinogenic Grenade, the Rage Generator operates at a powerful resonant frequency that can penetrate vehicle armor and drive vehicle pilots mad, even at a significant distance

    Redeem Unit: Nod infantry can sacrifice their weaponry to add a permanent shoulder-mounted weapon to the Redeemer. Two shoulder slots are available for modification. The weapon mounted depends on the type of infantry utilized:

    Militant Rifle Squad/Confessor Cabal/Awakened: anti-infantry machinegun
    Militant Rocket Squad: anti-air/vehicle rockets
    Saboteur: persistent healing, addition of a second saboteur will heal twice as fast
    Tiberium Trooper: anti-infantry/structure liquid tiberium, slows vehicles
    Black Hand: anti-infantry/structure flamethrower
    Chain Role:
    The Redeemer is available to all Nod subfactions at tier 3 when a Redeemer Engineering Facility is constructed. As a unique, top-tier, heavy armored unit, the Redeemer can both take and deal out significantly more damage than any other unit in the Nod arsenal. In addition, due to its gargantuan size, the Redeemer can crush even the mighty Mammoth Tank with a single, powerful step. The main weapon of the Redeemer, a custom laser triad, can penetrate the heaviest of armor and cut infantry squads to ribbons. Dual mounting slots allow a battlefield commander to customize the Redeemer to better deal with the situation at hand. Whether marching into combat or surrounded by foes and nearly expired, the Redeemer can active the Rage Generator to incredible effect, throwing nearby enemy infantry and vehicles into an adrenaline-fueled frenzy.
    Advanced Gameplay Notes:
    -The Redeemer has a high amount of hit points and can take a lot of damage, but only one can be created at a time, and at significant expense, making it worthwhile to keep alive. If playing as Nod or Marked of Kane, Cloaking Field can help keep your Redeemer from meeting an early end at the hands of a pack of Predator Tanks.

    -Like any tier 3 heavy vehicle, the Redeemer is vulnerable to air units and infantry massing. Garrisoning of anti-infantry units or rocket squads can help mitigate these weaknesses.

    -The Redeemer cannot be destroyed by Commando anti-walker abilities, and can crush any Commando

    -Outfitting the Redeemer with two Black Hand flamethrowers produces a powerful, base-destroying juggernaut

    -The Rage Generator ability will not affect units that are already target-locked. Units will continue berserking their current targets until destroyed, then move on to nearby allies and enemies alike. If the Redeemer is the only unit left, surrounded by enemies, use Rage Generator to turn the entire enemy army against one another long after the Redeemer has fallen.

    -The range of the Rage Generator is enormous. A skilled player will scout his opponent’s assault and turn the opposing front line against their allies before they can even get a shot off.
    Advanced Gameplay Notes:

    -The Redeemer has a high amount of hit points and can take a lot of damage, but only one can be created at a time, and at significant expense, making it worthwhile to keep alive. If playing as Nod or Marked of Kane, Cloaking Field can help keep your Redeemer from meeting an early end at the hands of a pack of Predator Tanks.

    -Like any tier 3 heavy vehicle, the Redeemer is vulnerable to air units and infantry massing. Garrisoning of anti-infantry units or rocket squads can help mitigate these weaknesses.

    -The Redeemer cannot be destroyed by Commando anti-walker abilities, and can crush any Commando

    -Outfitting the Redeemer with two Black Hand flamethrowers produces a powerful, base-destroying juggernaut

    -The Rage Generator ability will not affect units that are already target-locked. Units will continue berserking their current targets until destroyed, then move on to nearby allies and enemies alike. If the Redeemer is the only unit left, surrounded by enemies, use Rage Generator to turn the entire enemy army against one another long after the Redeemer has fallen.

    -The range of the Rage Generator is enormous. A skilled player will scout his opponent’s assault and turn the opposing front line against their allies before they can even get a shot off
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    khaise re bhai... eita ki unit!

  7. #7
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    what !!!!!!!!!

    ami CNC te dhuke obakzzzzzzz....nice posts

    dekhi koekdin shomoy hate niye porbo.

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    The Specter - New Nod Tier 3 Unit

    Re-emerging as an eminent world power in the years following the Second Tiberium War would not be easy for the Brotherhood. GDI forces spanned the globe, thoroughly entrenched and intent on reducing the spread of Tiberium. Where GDI bases did not exist, heavily armored Steel Talon vehicle convoys patrolled for signs of Brotherhood activity. The Brotherhood would need a means to strike from the shadows, to deftly loosen the iron grip of GDI, and punish the Initiative for their lack of foresight.
    Enter the Specter. Based around mid-20th century guerrilla warfare tactics, the Specter Mobile Stealth Artillery Tank is capable of silent translocation, rapid deployment, and massive destruction. Combined with Nod Shadow Teams utilizing Beacon technology, the Specter can deliver a powerful, area-of-effect payload across a vast range with pinpoint accuracy.

    Cost: $1200
    Build Time: 20 seconds
    Built From: War Factory
    Prerequisites: Tech Lab

    Bombard Deployed Beacon: Realizing the need to pinpoint key GDI structures within heavily-fortified areas of GDI influence, Nod tacticians developed the Artillery Beacon to augment the Specter’s already impressive range. The Specter can bombard a target from miles away when a stealthed Artillery Beacon is placed by a Nod Shadow Team, allowing the Brotherhood to strike at GDI from safe within the shadows.

    Call for Transport: As with many other Nod vehicles, the Specter can Call for Transport, allowing it to move quickly across otherwise impassible terrain or relocate to key bombardment areas.

    The Specter is available to all Nod subfactions at tier 3 and serves multiple purposes for the Brotherhood. When used alone, the Specter can quietly relocate to the outskirts of the enemy base, dispatch key structures, and escape undetected. When combined with Shadow Teams, Specters can bombard enemy vehicle convoys and fortifications from safely within the Nod base. Specters provide excellent offensive power against masses of low-durability units due to their large area of effect, allowing a skilled Nod commander to quickly decimate a large enemy force intently focusing on larger, more durable units.
    -Specters do a significant amount of area-of-effect damage and can be used to devastate masses of low-tier enemy units if protected adequately.
    -The Specter is stealthed until firing, but takes a significant amount of time to deploy and has a large firing arc. Make sure your specters are in position, and hopefully out of sight, before firing!
    -Specters are fast and quiet, but have low health, protect them well! The Black Hand specter lacks stealth, making them especially vulnerable.
    -The Specter can crush infantry, eliminating one source of potential stealth detection during hit-and-run missions.
    -A skilled player can use well-placed Specters and scouting to rout the opposing advance or retreat. With Specters in position, force-fire a column of death and make the enemy take a new path.
    -A few specters transported onto a ledge can be incredibly irritating to the opponent, especially against the Scrin, who lack low-level stealth-detecting air units capable of dispatching the threat.
    -With a stealthed Artillery Beacon, the Specter can rain down death upon the enemy forces from long-range. Dropped from an in-flight Nod Shadow Team, Artillery Beacons produce a significant area of assault for the Specter and can be placed away from the intended targets to avoid detection.
    -The Specter has a minimum firing range. Get close to the Specter with high-speed vehicles to negate their destructive power.

    -The Orca, with powerful missiles and stealth-detecting abilities, is a natural counter to the Specter

    -The Specter makes an excellent combination with the new Redemption power. Utilize the friendly-fire AOE of the Specter to transform your early-game militant squads into a column of powerful cyborgs. Once the enemy vehicle column has been disabled by the Awakened EMP blasts, finish them off with more Specter fire.
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  9. #9

    Default Kane's Wrath Special Units Highlight

    Command & Conquer 3: Kane's Wrath - Nod Subfactions
    Command & Conquer 3 Tiberium Wars marked the return of a long-lived and well-liked series that helped put the harvest-construct-conquer gameplay of real-time strategy games on the map. The game was popular and successful, and brought a new focus on the series' storyline, which pitted the "good guy" Global Defense Initiative against the "bad guy" Brotherhood of Nod in a futuristic conflict on Earth over the precious, and highly toxic, alien substance known as Tiberium--all of this right before an alien invasion. The game is set to expand later this year with Kane's Wrath, which will introduce new units and subfactions into an already fast-paced game of build-grow-and-conquer. This time around, we have new intel to share on the subfactions of the Brotherhood of Nod.
    The Brotherhood of Nod is about to get much bigger, and much meaner.
    Black Hand
    The Black Hand was originally founded as a kind of religious police that enforced the teachings of the Brotherhood's charismatic leader, Kane. However, the cult has since grown to become a powerful and influential religious group that, until recently, had operated mostly in secret.
    This changed after the second Tiberium War, when Kane disappeared. A high-ranking member of the Black Hand, Anton Slavik, rose to power within the Brotherhood, but jealousy among the fanatical faction led to his assassination at the hands of a Black Hand preacher named Brother Marcion, who, with other members of the faction, were later banished to the Australian outback in the ensuing turmoil. Now, Marcion has returned to the Brotherhood and seeks to gain dominance as the one true representative of the Black Hand, a splintered subfaction whose several small groups claim to be the true followers.
    The Black Hand's combat style is aggressive and focused on flame attacks that "purify" its enemies. However, unlike other Nod armies, the Black Hand prefers to not use stealth units because of the faction's religious beliefs, and instead relies mostly on visible human infantry troops and the flamethrowing Purifier combat mech.
    The two new subfactions will add interesting new options to Nod's usual guerilla tactics.
    Marked of Kane
    The Marked of Kane are the result of a highly secret set of experiments that Kane himself authorized. The project, located in the Tiberium wastelands of Central Asia and the Russian Steppes, proceeded in secret for many years in hidden underground bunkers. The objective: to create an army of soldiers that would unquestionably obey every order from Kane without the inconveniences of morals, emotions, or fear.

    The development of these cybernetic warriors would have caused great dissension within the Brotherhood, so their development was kept secret, and did not meet with much success, though their development finally neared completion at the end of the second Tiberium War. However, because of the results of that conflict, the Marked were never fully completed or activated--until now.
    The Marked subfaction uses both focused Tiberium- and EMP-based attacks, as well as overwhelming brute force in battle. The Marked's basic infantry is nearly as strong as most factions' elite foot soldiers.Command & Conquer 3: Kane's Wrath is the expansion to Command & Conquer 3 and the latest game in the famed real-time strategy series. The Command & Conquer series helped cement many of the conventions found in the genre. In the game, your units gather the alien mineral Tiberium, which is used to help construct buildings and defenses, along with a wide array of military units. Kane's Wrath, which is due out next year, will feature a load of new live-action cutscenes, with such actors as Species' Natasha Henstridge and Alias' Carl Lumbly. It will also feature a new twist: The three factions from Command & Conquer 3--the Global Defense Initiative (GDI), the Brotherhood of Nod, and the alien Scrin--will each get two subfactions. We've got the details on the two GDI subfactions below.

    Command & Conquer 3: Kane's Wrath – GDI Subfactions
    GDI Subfactions

    Steel Talons
    The end of the Second Tiberium War saw the Brotherhood of Nod seemingly implode. With victory at hand, the GDI began to turn to peacetime tasks, the most pressing of which was battling the Tiberium contamination on the planet.
    The Steel Talons is the name given to an experimental technology battalion formed in the wake of the Second Tiberium War. Founded by General Joshua "Mitch" Mitchell, the Steel Talons specialize in unconventional operations. The unit is designated an experimental one because it's something of a test bed for the latest and greatest military technologies. It is also designated as such because of Mitchell's demand that some of the peace dividend realized with the end of the war be directed toward maintaining the GDI's technological edge. After all, Mitchell argued, as long as Tiberium contamination remained on the planet, large amounts of the population would remain dispirited and provide ready recruits for any successor to Nod.
    Mitchell is something of a maverick and a risk taker in that he places a lot of faith in technology, even unproven technology. At the same time, he also believes in the superiority of advanced firepower. If the Steel Talons find themselves in a situation, Mitchell wants to make sure they can blast their way out of it. The Steel Talons proved themselves in the small skirmishes that followed the Second Tiberium War.


    ZOCOM is composed of battle-hardened veterans.
    ZOCOM
    With the Second Tiberium War over, the GDI tasked the military's Zone Operations Command, or ZOCOM, with the goal of reducing and eliminating the Tiberium contamination of the planet. ZOCOM's mission was to "invade" areas of high Tiberium infestation and commence reclamation operations. In addition, ZOCOM had to defend such operations against terrorist and mutant attacks.
    Due to the nature of the assignment and the dangers of being exposed to Tiberium for prolonged periods of time, ZOCOM is filled with some of the most capable, battle-hardened veterans in the GDI. Command of ZOCOM was given to C. Elena Renteria, one of the first women to rise to the rank of general in the GDI. Though Mexican by birth, she grew up in the Tiberium wastes of Africa, following her scientist parents around.
    ZOCOM forces are clad in Tiberium-resistant battle armor that makes them very difficult to take down in battle. They also use experimental sonic weaponry that packs a powerful punch, which makes ZOCOM an incredibly durable and rugged force on the battlefield.

  10. #10

    Default new Unit for Nod

    The Awakened

    The Awakened are an army of synthetic soldiers fashioned from corpses and devoid of emotion or free will to ensure full obedience to Kane. These fearsome soldiers were developed in a hidden laboratory in Central Asia. On the battlefield, they each wield an arm-mounted direct-fire weapon, as well as a powerful EMP emitter, which makes them well-suited to ground skirmishes against both enemy foot soldiers and enemy vehicles. These unfeeling warriors possess the toughest armor of any first-tier infantry unit.

    The Enlightened

    The Enlightened are even more twisted than the Awakened. The last vestiges of humanity have been stripped away from these cybernetic creatures to make them even more powerful in battle. The Enlightened carry upgradeable particle-beam weapons that can melt vehicle armor, as well as EMP blasters that can stop enemy vehicles cold. These fearsome antivehicle troopers can also be upgraded to march even more quickly so that they can better catch up with nimbler scout vehicles.


    The versatile Nod Specter tank serves double duty as a stealth unit and as long-range artillery.

    Specter

    The Specter is an artillery tank that was developed in the second Tiberium War as both a stealth vehicle and a long-range firing unit. The Specter is extremely useful for hit-and-run tactics, given that it possesses the longest firing range of any unit in the game when combined with the targeting-beacon ability of the Shadow Team unit. The Specter's ordnance has a somewhat lengthy flight time, but they can be used to lay down predictive fire on key areas to close in on enemy units you've herded into position.

    Confessor Cabal

    The Nod Confessor Cabal are the armored priests of the Black Hand subfaction. These powerful foot soldiers replace the Militant Rifleman unit as the backbone of the Black Hand's infantry. Their very presence on the battlefield radiates a morale bonus that causes nearby friendly infantry to fire faster and take less damage from enemy attacks. These soldiers also carry heavy-duty machine guns, which can be upgraded to charged particle beams, as well as psychotropic grenades whose mind-altering effects can cause enemy troops to turn on each other.


    The Nod Reckoner is a personnel carrier that acts as a forward bunker.

    Reckoner

    The Reckoner acts as an armored personnel carrier to bring the fanatical foot soldiers of Nod from point A to point B. However, this vehicle can, at any time, be deployed as a stationary bunker to provide extra protection, and will do so automatically if it sustains too much damage. In the meantime, loading up the vehicle with varying types of Nod infantry can make the Reckoner a very versatile attack unit, and lining up Reckoners back at your headquarters will net you a set of readily deployable defensive bunkers.

    Tiberium Trooper

    The Tiberium trooper is the result of research from Dr. Giraud, the GDI scientist who had "defected" to Nod. This unit belongs to the Marked of Kane subfaction and provides powerful ground support by spraying toxic liquid Tiberium, which can not only be used to spray ran ks of enemy infantry like a flamethrower, but can also flush enemy foot soldiers out of garrisoned structures or slow down enemy vehicles. The Tiberium troopers can also be enhanced with a speed upgrade that lets them close distance with their enemies more quickly.


    Things are going to get hot when Kane's Wrath is released later this month.

    Purifier

    The Purifier is basically the Black Hand subfaction's primitive predecessor of the Nod Avatar warmech. As such, it can't equip itself with additional weapons or technology from friendly vehicles, though it does have a shoulder-mounted flamethrower along with its Obelisk laser. When upgraded, the flamethrower can actually melt enemy armor. This powerful, top-level vehicle also grants a morale bonus to any friendly units in the area.

    Mantis

    The Mantis is essentially the Black Hand subfaction's answer to air attacks--to which it became increasingly vulnerable after abandoning the use of the Nod stealth tank for being against the subfaction's religious beliefs. (Though to be safe, this unit is also equipped with stealth-detection abilities.) The Mantis bears a silo of surface-to-air (SAM) missiles that will prove very effective against low-level flying units, and these can be upgraded to more-powerful Tiberium Core Missiles.
    -
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    The Eradicator - The Scrin Epic Unit!

    Rumors generally spread like a fire – a brief flare-up, followed by a smoldering cooldown, until the remaining ashes are finally dispersed by the winds of time. Why, then, were these stories of a gargantuan, six-legged monstrosity wandering the wastelands of the yellow and red zones continuing to pour in? GDI Central Command was worried.
    It wasn’t merely the fact that these ghost stories, which had started with some poorly-illuminated images of a large, lumbering mass, simply would not die down. What truly bothered GDI command was the increasing graphic detail of the information received. Disturbing accounts of enormous, armored talons capable of crushing a Mammoth Tank with a single, penetrating blow, or ripping an Avatar limb-from-limb, were tempered with even more unbelievable tales of the beast dismantling its victims in a grotesque recycling system, then vanishing from sight without a trace.
    When reports came in indicating the presence of an adaptive combat system similar to the MARV, Central Command demanded action. No longer at a technical combat advantage, GDI would need to learn everything possible concerning this new potential threat before encountering it on the battlefield.

    Cost: $5000
    Build Time: 50 seconds
    Built From: Warp Chasm
    Prerequisites: Technology Assembler
    Special Notes: The Hexapod is a Unique unit, only one Hexapod can be deployed at a time, and it will announce its arrival on the battlefield to all Players.

    Teleport Eradictor: When the Hexapod assimilates a Prodigy or Mastermind, it gains the Teleport ability. Similar to the Shock Trooper Blink Packs, the Teleport ability allows the Hexapod to travel instantly from one location to another with a moderate range.
    Lifeform Recycling System: When an enemy unit or structure is destroyed within range of the Hexapod, the Hexapod can dismantle the organic and inorganic matter and recycle the base components, providing an instant gain in resources for the Scrin commander. This is a passive ability.
    Assimilate Unit: Utilizing the Lifeform Recycling System in a slightly different manner, the Hexapod can directly assimilate certain Scrin infantry units, melding new weaponry and abilities onto the insectoid walker. Three slots, positioned on the powerful locomotor struts of the Hexapod, are available for customization. The weapon or ability gained depends on the Scrin infantry unit that was dismantled:
    Disintegrator: powerful anti-vehicle cutting laser
    Assimilator: persistent healing, addition of a second and third Assimilator will heal the unit more rapidly
    Shock Trooper: anti-vehicle/anti-air disc launcher
    Ravager: anti-infantry/anti-vehicle Tiberium shard launcher
    Prodigy/Mastermind: Teleport Eradicator ability.

    The Eradicator Hexapod is available to all Scrin subfactions at tier 3 when a Warp Chasm is constructed. Similar to the Redeemer, the Hexapod can both deal and absorb a significant amount of damage. The main weapon of the Hexapod is a powerful disc launcher, much like the weapon employed by the Devastator Warship, with a large, line-based area of effect. Three assimilation slots allow additional customization and destructive power. A fully-upgraded Hexapod is often seen leading the Scrin attack force into combat, recycling the scattered enemy troops to provide additional resources for the Foreman.

    The Hexapod’s powerful disc launcher can do significant damage to all types of units – infantry and vehicles alike – along a line in front of the unit, but is not very precise. With a long range, this weapon is best utilized against large groups of low-tier enemy units.
    The range of the Lifeform Recycling System is smaller than the range of the Hexapod’s weapon. To ensure maximum recycling, ensure that the Hexapod is close to the enemy troops.
    The disintegrator assimilation provides the most powerful anti-vehicle weapon for the Hexapod, but has the shortest range.
    The Hexapod has a high amount of hit points, which can be further augmented by the addition of up to three Assimilator healing pods.
    A skilled Scrin Foreman can use the Phase Field power to incredible effect with the Hexapod. Use Phase Field on a charging Hexapod and crush the opposing tanks while taking minimal damage, or use Phase Field and Repair Drones on a damaged Hexapod in the middle of combat to continue obtaining funds from Lifeform Recycling while healing any damage being taken.
    A Hexapod being healed by a steady stream of Corrupters can be very difficult to bring down
    The Hexapod cannot be destroyed by Commando anti-walker abilities, and can crush any Commando
    Much like the Devastator Warship, the Hexapod is powerful against low-durability units, but lacks the pinpoint destruction capabilities necessary to effectively deal with high-durability units like the Avatar and Tripod, and must assimilate Shock Troopers to deal with aerial threats.
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    Traveler-59
    The spacefaring faction of the Scrin. Speed, infiltration, mind control, plenty of sneaky tactics are used by this side.

    Infantry:
    Ravager - A more elite infantry, this shoots shards of Tiberium at ground units. It is very effective against everything. Four in a squad, for 1000 credits. They are less effective against infantry because they fire all their weapons at one from the squad killing it with no problem. If they split up their shots, they'd take out squads very fast. Good damage against vehicles too.
    --Tiberium Agitation - A short range power that does a bit of damage to Tiberium based units and structures, including Harvesters, Refineries. Not that much damage; about enough to take out a harvester in 3-5 hits.

    Cultists - A mind control infantry squad. A mix of a human and a parasitic Scrin creature. For 900, you get 5. They can take over most any ground unit, probably excluding heroes and epic units. They are defenseless otherwise, so you'd better keep them safe when you have borrowed their unit Take them out with air units or a larger infantry rush. Good in the later game when you have some large enemy tanks to mind control.

    Prodigy - Replaces the Mastermind. This is a nicely upgraded Mastermind. It costs the same, fulfills the same general purpose, but it has a few very nice enhancements. In addition to having the Manipulator Device and
    --Name Unknown - A small area of effect mind control takes control of everything that it could regularly capture in that area!
    --Blink Packs - Teleports the Prodigy about 1.2 screens across the map. Handy for getting in the back of the enemy base.

    Vehicles:
    Eradicator - The Scrin epic unit. A huge six-legged spider like unit. Right now it shoots a weapon similar to the Devestator in range and damage, but that will probably be changed. It is capable of carrying four infantry on it, which are sacrificed to provide the Eradicator with their weapons. That means it's customizable to whatever you are facing. You can only have one of these units, and it also has the power to get cash back from the units it destroys. So run it into battle and watch your money soar!

    Buildings:
    Warp Chasm - The structure which builds the Eradicator in addition to the other vehicles that a Warp Sphere would. There is a one-build limit on this.

    Upgrades:
    Traveller Engines - Increases speed for Planetary Assault Carrier and Devestator Warship. Research at Tech Assembler.
    Shard Launchers - Increases Damage and switches to Tiberium type weapons for the Seeker, Photon Cannon and Plasma Disk Launcher. Research at Tech Assembler.

    Support Powers:
    Overlord's Wrath - $4000 - Two small tiberium meteors hit the target and then a GIGANTIC meteor decimates the land there. You have little warning to move your units out of the way, and it is an awesome amount of damage.

    Infestation - $1100 - Place on a Tiberium Field center to damage all enemy units which enter the entire field. In the alpha, it did tremendous damage, making a field almost unharvestable.

    Temporal Wormhole - $1200 - A large area of effect slows down and slows the rate of fire of all units inside. It is about 2x the radius of the Stasis Shield. While the tooltip said it affected only enemy units, it affected both friendly and enemy.


    Does not have:
    -Shields
    -Devourer Tanks

    Rumors:
    A speed upgrade which affects all ground units and infantry.
    The Eradicator had a disabled 'Teleport Eradicator' button, so whether that will be implemented or not we don't know.

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    Scrin Subfactions
    Reaper-17
    It's a given that the Scrin are a violent race. However, inside the Scrin there exists a more violent caste known as the Cult of the Reaper. This cult acts as sort of the lethal enforcers of the Scrin, eliminating anyone who stands in the way of progress. The cult takes its mission seriously and wraps its ideology in religious tones as it exterminates whole worlds. However, inside the Cult of the Reaper there's a sect that's even more aggressive. This is the 17th sect, otherwise known as Reaper-17.
    Reaper-17 is known for excessive tiberium infusion, which might explain why the sect is so violent and cruel. In fact, it's almost on the point of insane; the sect members practice self-mutilation. Between that and the tiberium, their bodies have mutated. Reaper-17 is for all purposes an outcast sect in Scrin society. The sect members are specialists in ground warfare. In fact, they do not practice traditional Scrin doctrine, such as mind control or aerial combat. They rely on tiberium-based conversion beams and shard weapons. The signature unit of Reaper-17 is the Reaper Tripod, a walker that eclipses the familiar Scrin Annihilator.
    Traveler-59
    Every society needs its spies, its infiltrators, its saboteurs. Scrin society gets these services from Traveler, a sect that specializes in skullduggery and stealth. Whereas Scrin units like to knock on an opponent's door with lots of firepower, Traveler forces instead prefer to teleport deep into hostile territory and deploy their Prodigy units, which are tiberium-mutated mind-control specialists. With these, Traveler can subvert an enemy population to the Scrin side.
    Traveler-59 is the newest Traveler sect, and as such it has not proven itself in battle. It possesses the latest version of mind control: Prodigy offspring that are capable of being implanted directly into someone's mind. Traveler-59 relies more on subtlety than brute force. Its units will tap their teleportation and mind-control powers to infiltrate enemy lines and lure enemy forces into traps where they can be subverted and enslaved. With those forces until Scrin control, Traveler-59 can then attack the enemy. However, their rapid movement and teleportation ability comes at a price. Traveler-59 units lack the bulky force-field generators that protect conventional Scrin forces.
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    Reaper Tripod
    The Reaper tripod is an extremely mutated version of the standard Scrin assault pod. This mutation is a result of Reaper-17's dangerous and excessive Tiberium consumption. The tripod is equipped with the powerful conversion beam, a weapon that can shred opponents. And the bad news keeps on coming if you're facing the tripod in battle because an upgrade allows the conversion beam to fire for long stretches. As such, this towering war machine is a formidable unit in battle.

    Shard Walker
    Like a number of Reaper units, the shard walker is a mutated version of an existing Scrin unit; in this case, the gun walker. Transformed by Tiberium infusions, the shard walker is much faster and tougher than a gun walker, packing a bigger punch. In fact, it hurls pure Tiberium at devastating speeds. This makes the shard walker an ideal unit to deal with enemy infantry, as well as aircraft. There are a couple of upgrades that give the shard walker an even more powerful weapon, as well as tougher protective force fields.

    Prodigy
    One of Traveler-59's tactics is to enlist the enemy's forces to its own side thanks to mind control. This means that a single Traveler unit can recruit an army instantly. That unit is the prodigy, another genetic mutant, but one blessed with the power to not only take over the minds of its foes, but also teleport around the battlefield. That's a potent combination because the prodigy can jump around the map, seize control of enemy regiments, and raise havoc in the rear areas of an opponent. The downside is that controlling the prodigy in battle will require a lot of micromanagement.
    Cultist
    Another mind-control unit at Traveler-59's disposal is the cultist, which has limited mind-control abilities but is more of a frontline fighter. The cultist is a human abductee who is transformed by the implantation of the insectlike spawn of a prodigy into the brain. Each cultist can mind control a single squad at a time. Its captives can also surround and accompany it in battle. Aside from their mind-control abilities, the cultists are unarmed. They can be upgraded to increase their movement speed, which helps them close the gap with an enemy squad and subvert it
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    The GDI Shatterer & ZOCOM Zone Shatterer!
    With the implosion of Nod following the Second Tiberium War, Tiberium reduction efforts became the central focus of the Global Defense Initiative worldwide. Previous abatement efforts were more intently focused on slowing the spread of Tiberium into key high-population areas through the use of sonic fencing and the Sonic Emitter. Regaining ground in infested areas, however, would require a fully mobile solution capable of rendering the land habitable by human populations once again. The GDI Shatterer, developed by mounting sonic resonance technology on an all-terrain HoverTech platform, allowed GDI reclamation efforts to begin penetrating the vast fields of Tiberium covering the planet.
    A second version of the Shatterer, designated the Zone Shatterer, was designed for Red Zone deployment with ZOCOM Tiberium-reduction squadrons. By drawing upon reserve power, the Zone Shatterer is capable of delivering an additional wave of resonance destruction, allowing ZOCOM squadrons to more effectively clear out the larger Tiberium crystal structures present in most Red Zones.
    Following the unexpected assault of Washington D.C. by Nod forces, the Shatterer was repurposed for military use. Waves of sonic destruction proved exceptionally effective against the masses of uprising Nod militants and waves of Tiberium-infused alien invaders. Though lightly armored and no faster than a Predator Tank, the Shatterer proved an invaluable ally both on and off the battlefield.
    Cost: $1400
    Build Time: 14 seconds
    Built From: War Factory
    Prerequisites: Command Post

    Call for Transport: Tiberium spread in many Red Zone areas has rendered the land inhospitable and, in many cases, impassible. To better facilitate deployment to key Red Zone locations, the Shatterer can call in aerial support for rapid relocation.
    Overload Beam: The ZOCOM Zone Shatterer can fire a second, powerful sonic wave at any time by drawing upon reserve power. This ability drains all available batteries, leaving the Shatterer disabled for a few seconds as internal systems recharge.
    Combat Chain Role:
    The Shatterer is available to core GDI at tier 2, with ZOCOM receiving the Zone Shatterer variant. The Steel Talons do not receive the Shatterer. Utilizing the same line-based area-effect damage as the Sonic Emitter, the Shatterer is especially effective against masses of low-durability enemy forces. As fast as a Predator Tank, the Shatterer can maneuver into firing position quickly, creating maximum devastation with a powerful sonic blast that literally cuts a line through the enemy forces. The Shatterer was not directly designed for combat, however, and thus suffers from slow acquisition time and rate of fire, as well as having limited armor. Protection with high durability units, and proper unit micromanagement, are the keys to unlocking the true destructive potential of the Shatterer.

    Shatterers are exceptionally useful against medium- to low-speed vehicles and infantry, but must be mixed with higher-durability units to truly become effective due to limited durability and range.

    The Zone Shatterer Overload Beam provides an effective 200% increase in firing rate on a very short timescale. A skilled player will utilize the burst potential of the unit to quickly decimate masses of enemy forces while providing cover for each disabled Shatterer by rotating Overload timers.
    The Shatterer can crush infantry, as per a tier 1 tank unit.
    Unlike the Sonic Emitter, the Shatterer has no minimum range.
    The Shatterer cannot fire while moving. Disabling the enemy forces with EMP or drawing them into a force-fired sonic wave are instrumental in inflicting maximum damage.
    The acquisition, rotation, and refire rates of the Shatterer make it less effective against fast-moving targets such as the Pitbull or Attack Bike if micromanaged correctly. A skilled player can combat these units by force-firing a wall of sonic death ahead of the path of the unit.
    Shatterers are not very effective against high-durability units like the Mammoth Tank and Avatar, and have no answer to aircraft fire.
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    Introduction to Traveler-59!

    Throughout the eons, intergalactic Ichor mining operations have encountered a wide variety of hostile environments and species. In order to effectively deal with potential conflicts that may arise from infestation of a host planet, some Scrin subsects were evolved into specialized anti-population roles. The Reaper sect, known throughout the galaxy for unspeakable acts of violence and cruelty, relies on Tiberium-augmented weaponry and brute force to pacify the populations of new host planets. In contrast, the Traveler sect takes a much more insidious approach.

    The Traveler sect prefers to incorporate themselves, manipulating the simple minds of the planet’s denizens to destabilize civilizations from within. To do so, the Traveler sect has focused on amplifying the latent mind-control powers of the Mastermind through genetic modification and selective breeding.

    Traveler-59 is the most recent cell raised to full active duty, and has yet to be verified as combat-ready on the battlefield. Recently attached to the Scrin mining fleet on the far side of Pluto, the cell has activated far-reaching scanning technology to locate its first host planet. In addition, the cell has been outfitted with a new, more efficient form of enslavement - twisted offspring of the Prodigy capable of being implanted directly into the cerebral cortex of an abducted life form. The victims gain limited mind control abilities...at the cost of complete subservience.

    The Prodigy!
    The exact process by which the Prodigy was spawned is largely unknown, even amongst many Scrin sects. Most hypotheses involve a mixture of inbreeding, genetic manipulation, and dark experiments. The results, however, are undeniable. A single Prodigy, blink-teleported onto a host planet, is often all that is necessary to bring the population under Scrin control within a matter of days.

    The powers possessed by the Prodigy are similar to those of the Mastermind, augmented for planet-wide subversion and twisted to meet the needs of the Traveler. The Prodigy will blink-teleport silently into a populace, then utilize enhanced mental faculties to command entire regiments of host creatures into an unexpected mutiny. Once the infighting has begun, the Prodigy can then teleport in reinforcements to solidify control of the planet.

    Cost: $2500
    Build Time: 25 seconds
    Built From: Portal
    Prerequisites: Statis Chamber, Technology Assembler

    Special Abilities:

    Teleport Units: Similar to the Mastermind, the Prodigy can teleport friendly units to an area near its current location.

    Teleport: Much like Shock Trooper Blink Pack technology, the Prodigy can teleport itself a moderate distance across the battlefield.

    Mind Control: The Prodigy utilizes mental manipulation powers to take control of a single unit or structure. This ability does not work on epic units.

    Area Mind Control: Augmented cortical structures allow the Prodigy to take control of an entire group of enemy units. This ability cannot be used on structures, air units, or epic units.

    Combat Chain Role:

    The Prodigy is available exclusively to the Traveler sect at tier 3 when a Stasis Chamber is also present. The Prodigy takes the place of the Mastermind for this subfaction. The Prodigy is the ultimate evolution of the Mastermind, capable of rapid transport and subversion. The Teleport powers of the Prodigy allow it to quickly relocate to an enemy position, call in reinforcements, or escape from combat. The considerably enhanced mental powers of the Prodigy will make it the first target of many GDI and Nod commanders. Capable of commandeering enemy structures with Mind Control, then turning the defending forces against one another with Area Mind Control, the Prodigy is a truly feared opponent on the battlefield. Though the Prodigy has no direct weapon of its own, the considerable powers housed within the grotesque, bulbous form are more than capable of destroying entire armies.

    Advanced Gameplay Notes:

    The Prodigy is an incredibly powerful unit if micromanaged correctly, but will also be the focus of enemy commanders. Always hotkey your Prodigy!

    The Prodigy’s Teleport ability extends past its own sight range. Give the Prodigy a scout to maximize retreat potential.

    Area Mind Control does not affect air units, but Mind Control does! One Venom or Stormrider might be enough cover fire to allow a quick escape.

    The Prodigy can teleport epic units. Use Teleport and Teleport Units to bring a Eradicator into the back of the opponents’ base, then Mind Control and Area Mind Control the defending forces!

    If a Prodigy is garrisoned within an Eradicator, the Eradicator will gain the ability to teleport itself. Once garrisoned into an Eradicator, another Prodigy can be created.

    Area Mind Control and Mind Control can be used simultaneously, and the cooldowns begin while the controlled units are still alive. Rotate Mind Controls to obtain a constant stream of your opponents’ units.

    The Temporal Wormhole power, available exclusively to Traveler-59, significantly slows unit speed and rate of fire. In combination with the Prodigy, this can produce the perfect Area Mind Control opportunity, or help the Prodigy survive a particularly harrowing escape.

    In 2v2 games, dual Prodigies can take control of a significant number of enemy forces if micromanaged well.
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    Wink

    The Cultist!
    The process of indoctrinating new members into the Cult of the Traveler is a complicated procedure. First, the thin, organic layer surrounding the cortex must be removed. This may cause the victim some level of distress, and additional cortical manipulators should be present to pacify the creature. The hardened outer shell is then cracked upon natural fissure lines and removed. A single spawn from the Prodigy, once ripe for host assimilation, will automatically seek out and implant itself in key emotional and logistical centers of the exposed cortex.

    If the process is successful, the symbiote will awaken with highly amplified abilities. Even this early in the life cycle of the progeny, latent mental manipulation powers quickly manifest, augmented by the cortical components of the host creature. The symbiote, now fully under Scrin control, can then be tasked with population control.

    Cost: $1000
    Build Time: 10 seconds
    Built From: Portal
    Prerequisites: Nerve Center, Statis Chamber

    Special Abilities:

    Mind Control:Amplification allows the Cultist squad to penetrate the minds of most infantry and vehicles, but is too limited to take command of structures or air units.
    Upgrades Available:

    Advanced Articulators:Cultists can be outfitted with Advanced Articulators, significantly increasing their speed. Available at: Stasis Chamber.

    Combat Chain Role:

    The Cultist is available to the Traveler-59 subfaction at tier 2 when a stasis chamber is present. The Cultist fits a new, heavily micromanagement-intensive slot in the Scrin combat chain. Capable of directly countering any ground-based unit in the game, the Cultist can be used to counter tactics ranging from low-level tank spam to high-end mixed armies. Even against low-level infantry, Cultists can be highly effective in the hands of a skilled player. The Cultist has no direct combat weapon, however, and is highly vulnerable when left out in the field. Utilize cross-faction combat abilities to inflict maximum damage and help keep the Cultists alive!

    Advanced Gameplay Notes:

    The cooldown on Mind Control is quite short, and begins immediately after the skill is used. Skilled players can utilize multiple Cultists to always have a timer up, or rotate quickly when the commandeered unit is getting low on hit points.

    Even with Advanced Articulators, Cultists are still slower than most vehicles on the battlefield. Careful control of Cultists is necessary for maximum effectiveness.

    The Cultist is a 5-member horde and can take a moderate amount of damage, even from Snipers, before falling. Cultists are highly vulnerable to crushing and area-of-effect damage.

    Cultists cost less than a single enemy harvester. Use Cultists to disrupt enemy harvesting operations and steal their Tiberium!

    When facing a GDI opponent, Mind Control a few Rifleman Squads and Dig In. The Cultists can then use the bunkers as protection!

    Opponents playing as Black Hand will often put a Purifier in the midst of an infantry mass to provide melee cover and a radial buff. Mind control the Purifier and watch the infantry get roasted!

    In 2v2 games, pair up with a Nod or GDI partner. Hammerheads and Reckoners make excellent methods of quickly transporting Cultists across the battlefield.
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    The GDI Hammerhead!

    Modeled after transport helicopters of the 20th century, the GDI Hammerhead was designed for long-range assault and infantry support. The large central compartment of the Hammerhead can house a full infantry regiment, with enough internal maneuverability to allow the unit to fire safely at external threats. For the case of unarmed passengers, the Hammerhead utilizes twin Vulcan Cannons to clear the landing space of potential adversaries. Significant additional storage space has been allotted to fuel and ammunition, allowing the Hammerhead to remain in action for days at a time without the need to refuel or rearm.

    The high level of customizability of the Hammerhead proved to be an invaluable ally to GDI Commanders on the battlefield, allowing for rapid transport of troops into key combat situations, and beating a hasty retreat when met with overwhelming odds.

    Cost: $1500
    Build Time: 15 seconds
    Built From: Airfield
    Prerequisites: None

    Special Abilities:

    AP Ammo: Hammerhead Vulcan Cannons can be outfitted with armor-piercing rounds to provide better air-to-ground cover fire. Increases damage. Available at: Command Post.

    Ceramic Armor: Realizing the inherent danger of troop transport into Red Zones, the ZOCOM subfaction of GDI has developed a proprietary ceramic compound that, when bonded to a heavy metal backing material, provides a significant increase in damage absorption for all ZOCOM aircraft. Available at: Airfield.

    Combat Chain Role:

    The Hammerhead is available to all GDI factions at tier 2 when an Airfield is constructed. With a large internal carrying capacity, the Hammerhead does not require an Airfield landing pad to rearm or refuel. The Vulcan Cannons mounted on either side of the main compartment provide excellent cover fire against opposing infantry, but is less effective against armored targets. The Hammerhead provides GDI commanders with a highly-customizable battlefield solution that can adapt to nearly any combat situation, as well as a means of forcing the opposing commander to focus on specifically air-based anti-air units.

    Advanced Gameplay Notes:

    The GDI Airfield now has a rally point! Hammerheads will immediately begin heading to the rally point location while descending from high altitude upon arrival.

    Because the Vulcan Cannon can only fire at ground-based targets, the Hammerhead is vulnerable to air-to-air fire without a Missile Squad or Zone Raider to provide defense.

    The Hammerhead is as fast as the GDI Orca, providing a rapid alternative to the GDI APC for transporting troops across the battlefield.

    A single Grenadier-Hammerhead combo is all that is required to quickly de-garrison structures around the map.

    Take the GDI Engineer rush to the next level! Use Hammerheads to destroy the buzzers pouring from a defending buzzer hive while your Engineer captures key enemy structures, or to quickly scout for holes in the opponent’s defense.

    Ceramic AP Hammerheads (ZOCOM only), especially with a squad of Zone Raiders housed within, can both take and dish out some serious damage. Both upgrades can be researched at tier 2.

    Units gain the garrison-based range increase when housed within the Hammerhead, making the Hammerhead an excellent hit-and-run unit. The Hammerhead-Zone Trooper or Hammerhead-Sniper combo makes for an especially powerful offense.

    As with the GDI APC, units inside of the Hammerhead will be lost when the Hammerhead goes down. Unload units before losing your Hammerheads for maximum efficiency.

    Hammerheads do not load/unload units immediately – they must descend to ground level first. Initial experiments involving jump-jetting infantry into the Hammerhead’s cargo compartment met with unfortunate results.

    Also, don't forget that Kane's Wrath offers up a whole new layer of garrisoning strategy by combining certain units to unleash different types of attacks on your opponents. Did you know you can garrison Nod or Scrin infantry in a Hammerhead for some pretty cool combo-attacks?
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    mia bohut gobesona koera faliso..........

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    The GDI Epic Unit - The MARV!
    The Mammoth Armored Reclamation Vehicle, or MARV, was crafted by GDI Engineers to complement ZOCOM Red Zone anti-Tiberium operations. Significant advances in Tiberium harvesting and refinement have allowed GDI to house a full Tiberium processing plant within the enormous, armored behemoth. Using a frontally-mounted scanning and collection system, the MARV can gather, process, and convert terrestrial Tiberium to usable resources in a matter of minutes.

    Potential threats, originating from Nod-based operations or any number of separatist splinter or mutant factions, forced GDI to add significant armaments to the MARV before Red Zone deployment. In addition to the massive size and high-durability armor afforded to the MARV, a tri-barreled sonic cannon was added to provide offensive power to the MARV design. Firing a large area-of-effect sonic shell, the MARV’s massive cannon is equally as effective against unexpected uprisings as it is at breaking down massive Tiberium deposits for reclamation. In addition, four garrison slots can accommodate a variety of GDI infantry, allowing the MARV to meet any potential threat on the battlefield.
    Cost: $5000
    Build Time: 50 seconds
    Built From: Reclamator Huub
    Prerequisites: Tech Center
    Special Notes: The MARV is a Unique unit, only one MARV can be deployed at a time and it will announce its arrival on the battlefield to all Players
    Special Abilities:

    Reclamation: The MARV utilizes an advanced reclamation processing unit to clear Tiberium and render the land habitable again for human populations. Significant engineering improvements in Tiberium harvesting and storage allow the MARV to clear and refine the Tiberium in a single, almost instantaneous process. Despite the challenge of housing both refinement and collection functions in a single unit housing, the MARV is able to obtain the full resource value of each crystal harvested.
    Upgrades Available:

    Garrison Infantry: The MARV can welcome up to four infantry units to join the MARV team. Infantry assigned to MARV duty are made a permanent part of MARV operations, taking up position in one of four heavily-armored garrison slots. The weapon or function assigned to the slot depends on the unit garrisoned:

    Riflemen Squad: anti-infantry machinegun
    Missile Squad: anti-vehicle/anti-air rockets
    Engineer/Combat Engineer: persistent healing, addition of a second, third, and fourth Engineer will heal the unit more rapidly
    Grenadier Squad: anti-structure, garrison-clearing grenade launcher
    Sniper Team: anti-infantry sniper rifle
    Zone Trooper: anti-vehicle railguns
    Zone Raider: anti-mass sonic grenades
    Combat Chain Role:

    The MARV is available to all GDI subfactions at tier 3 when a Reclamator Hub is constructed. Like the Hexapod and Redeemer, the MARV can both deal and absorb a significant amount of damage. The main weapon of the MARV is a powerful tri-barreled sonic cannon, capable of damaging all units in a large, circular blast radius. Four available garrison slots allow for the most customization of all of the epic units. The MARV is equally as capable of blazing a trail through a line of enemy units at the head of a pack of Mammoth Tanks as it is singlehandedly harvesting an enemy commander’s expansion Tiberium and destroying their refinement operations.
    Advanced Gameplay Notes:

    The MARV’s main weapon does maximum damage at the point of impact and tapers off in a radius, making the MARV a powerful weapon against both low-durability masses of units and single, high-durability armored foes.

    The Reclamation ability of the MARV makes it an excellent complement to any assault on the opposing base. Roll into the enemy Tiberium patch and begin harvesting at the start of the attack to do maximum damage to the opposing economy!

    The MARV is highly customizable! Utilize the four hardpoints to add garrison-clearing, healing, sniper, and anti-air powers, all to the same MARV!

    A few snipers garrisoned in a MARV makes for a very powerful counter to infantry. This combination is not available to the Steel Talon subfaction.

    A MARV garrisoned with two Engineers and two Zone Troopers can be a very difficult opponent to deal with if no air support is available. Base GDI only.

    The Zone Raider adds significant additional area-effect damage potential for the MARV. Available to the ZOCOM subfaction only.

    Repair APCs (Steel Talon only) and the Rig can provide significant healing to the MARV in addition to any garrisoned Engineers, while hiding behind the MARV’s massive bulk.

    The MARV cannot be destroyed by Commando anti-walker abilities, and can crush any Commando

    The MARV is the most durable of all of the epic units, but also the slowest.
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    Hunt for Tiberium.... dont get infected by it.. its the Healer

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