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Thread: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

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    Default Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    GDI



    Orca Mk. V
    • Designation: SA-1
    • Affiliation: GDI
    • Role: Multifunction VTOL Combat Aircraft
    • Introduced: 2064
    • Class: Support
    • Armament: "Comet" Multi-Purpose Missiles
    • Type: Medium Aircraft
    • Speed: Medium

    Background
    "It ain't the Hunters or Talons that tell ya' you finally done gone and pissed off GDI right good. Nah, that'd be when they send in the Orcas. Man, those flying f**kers'll root you out no matter how well you think you hid" - Unidentified Nod Insurgent, 2066

    A mainstay on the GDI frontlines since the inception of the First Tiberium War, few would argue that the iconic Orca VTOL has undergone much in the way of evolution over the ensuing years. Yes, there have been minor upgrades to the airframe, armaments and targeting AI over the years, but at its core each "next-generation" Orca rolled off the GDI production line has never been too far removed from its hit-and-run focused, air-to-ground rocket volley oriented predecessors; GDI's tightly knit corps of airmen wouldn't have it any other way.
    In the aftermath of the Third Tiberium War, however, there were many within the civilian GDI Council who came to see the Orca as an outmoded relic, the aircraft's popularity amongst the ranks more a byproduct of misplaced nostalgia than anything related to its ever more questionable battlefield effectiveness. Even as the military remained loyal to the Orca, they found it increasingly difficult to argue the point, given the aircraft's less than stellar performance when compared to its ever evolving Nod counterpoint, the Venom.
    Overriding the wishes of their military leadership, the GDI Council instigated the "Orca Innovation Project", a secretive, civilian-led effort to "re-invent" the Orca for the modern battlefield. Several years - and an uncountable number of credits - later, the end result was finally unveiled to a decidedly nonplussed public. The Orca Mk. IV was barely recognizable as a GDI combat vehicle, let alone one that came from such a storied lineage; a massive, ugly, heavily armored flying vehicle packed with unnecessary features, significant ease-of-use missteps and an overall sense of unfocused design. The military, needless to say, was far from pleased, their dissatisfaction growing more pronounced with each costly mechanical breakdown and failed combat exercise.
    In the end, the Generals made their position clear - the Mk. IV simply didn't work, and they weren't going to use it.
    The repercussions were, needless to say, significant; the Orca Mk. IV was scrapped, at great cost, its progenitors removed from office and GDI Military R&D were tasked with rapidly developing a suitable replacement, to be dubbed the Orca Mk. V. Unsurprisingly, the "next-generation Orca" revealed the following year was an aircraft designed with a significantly more conservative bent, one that proudly displayed its storied lineage in terms of both form and function. Extensive testing of the failed Mk. IV resulted in data useful to the carefully measured enhancement of proven, existing systems. The addition of more powerful dorsal-mounted engines for increased range-of-operation, and wing-mounted boosters for improved VTOL capabilities and power, afford a huskier appearance than previous generations. Armor-plated rocket pods near the nose of the aircraft, and a frame strong enough to carry the added weight, result in the reclassification of the Orca from a light scout aircraft, to a medium attack aircraft.
    After a series of successful combat tests, the Mk. V entered active duty in 2064. The military was appeased, the GDI Council suitably chastened and the Orca resumed its rightful place on the frontlines of battle.


    Battlefield Specifications
    A Classic Revised
    At first glance, the Orca Mk. V is extraordinarily similar to its predecessors - a sleek, flexible VTOL aircraft that combines the maneuverability and reinforced armor of its larger cousin, the Hammerhead, with the rapid battlefield traversal abilities of a more traditional fixed wing aircraft. Under the hood, however, the upgrades have been significant; notably, improved handling and an upgraded vector thrust VTOL system that allows the Orca to move in reverse, albeit at a slightly slower rate than its forward momentum.
    Flexibility Doctrine
    The most significant upgrades to the Orca have been to its armaments systems - while it still utilizes its traditional rocket barrage, the Mk. V is significantly more flexible in how it uses them. Firstly, in a move many would say is a deliberate riposte to those who would claim the Nod Venom a superior craft, the Orca's upgraded targeting AI is now capable of engaging in air-to-air combat. Since an air-ground oriented rocket loadout is not the most efficient means of resolving a dogfight, the Mk. V is equipped with new multi-purpose "Comet" missiles, specifically designed to destroy other aircraft, but fully capable of devastating volleys against ground targets.
    First Impressions are Everything
    The second major modification to the Orca's armament system is the addition of a "staged" firing mechanic; upon engaging an enemy, the Orca will launch its entire load of rockets at a chosen target. However, the auto-loader which transfers additional ammunition from the storage bay in the hull, to the rocket-pods on the wings, is a slow and complex mechanism, so rockets are fired individually after the first salvo is expended. Pilots are trained to pull back to a safe distance until their rocket pods are fully replenished, but many experienced rocket-jockeys will stay in range to finish off a crippled target before disengaging.








    So we hope to see GDI harv killer orca in a new Mood..


    ---------- Post added at 01:15 ---------- Previous post was at 01:08 ----------


    GDI


    CRAWLER
    • Designation: MCV Mk VII
    • Affiliation: GDI
    • Role: Mobile Construction Vehicle
    • Introduced: 2073
    • Class: Offense, Defense, Support
    • Armament: Varies
    • Type: Crawler
    • Speed: Varies

    Background
    The Mobile Construction Vehicle has been the linchpin of the GDI military forces for eighty years. Its unprecedented mobility and versatility has enabled GDI commanders to quickly combat any threat around the globe. Although the MCV has evolved over the decades, its primary role, namely the rapid projection of force anywhere in the world, has remained constant. The new MCV Mk. VII is the latest incarnation of the time-tested Mobile Construction Vehicle, developed specifically in response to the TCN Conflict.
    Since the beginning of the Tiberium Control Network construction effort in 2062, GDI forces have been stretched thin attempting to defend the global Tiberium Control Network from Nod Separatist attacks. When the Anti-Kane Separatists banded toegether in 2070, they executed a series of worldwide hit and run attacks against TCN construction sites that stalled the TCN effort and left the GDI military in disarray. GDI commanders realized that they could not defend the TCN and, at the same time, pursue and destroy the Separatist forces. As a result, GDI began an overhaul of the military and its arsenal, centering it on the concept of defending the global TCN.
    When the GDI military was formally restructured into Offense, Defense, and Support branches, GDI also unveiled the new MCV Mk. VII, designed from the ground up to defend the TCN. Affectionately known as "the Crawler" among military personnel, the new MCV is far more mobile, versatile, and powerful than any other MCV in history. A Crawler is capable of manufacturing every unit and structure in the GDI arsenal, without the need to create an entire base dedicated to that purpose. The Crawler is also able to pack up and build while moving, although it must still unpack in order to deploy the units and structures.
    Less than a year after its introduction, GDI used the new Crawler MCV to crush the Nod Separatists, force their leaders into hiding, and bring about the end of the TCN Conflict at the end of the year 2073. Today, GDI Crawlers continue to protect the construction effort and are the first, and sometimes only, line of defense for the far-flung Tiberium Control Network.


    Battlefield Specifications
    With the GDI military restructured into Offense, Defense, and Support branches, each branch has demanded an MCV optimized for its particular role. Regardless of their individual differences, all Crawlers are deployed to the field by new atmospheric deployment drop pods. This allows a Crawler to reach the hot zone within minutes of trouble, and some commanders are bold enough to deploy their Crawler directly onto Nod forces, crushing them in the process. Crawlers also act as repair bays, and an unpacked Crawler will repair any units and structures within the immediate vicinity.
    All base model Crawlers come with limited construction loadouts and no weaponry, but they can be easily upgraded over the course of an engagement.

    Offense Crawler
    A massive four-legged walker, the Offense Crawler is able to traverse a variety of rugged terrain, and is designed to pursue, engage, and eliminate Nod Separatist forces. Its primary role is to act as a mobile projection of force anywhere on the battlefield, and is frequently deployed for a variety of missions including escort, search and destroy, and base assault. The Offense Crawler can be upgraded to construct additional units, including the Mammoth Mk. IVs and the mighty Mastodon walker, and can also be outfitted with additional engines, armor, and weaponry to personally lead the charge into battle.

    Defense Crawler
    The direct descendent of the traditional MCV, the Defense Crawler is the only Crawler capable of building structures. By trading mobility for construction equipment, the Crawler can quickly and efficiently create a gauntlet of defensive emplacements to protect the Tiberium Control Network. The Defense Crawler itself can be upgraded into a mobile fortress with increased repair rates, defensive shields, and powerful artillery cannons, as well as call upon Zone infantry, men and women in armored power suits, to engage enemy forces outside the defensive perimeter. The most powerful Defense Crawlers can also construct artillery units such as the Juggernaut and, in particularly fierce engagements, can call upon the legendary Ion Cannon to obliterate their foes.

    Support Crawler
    Essentially a flying aircraft carrier, the Support Crawler is the fastest and most mobile of all the Crawlers in the GDI arsenal. The Crawler is capable of deploying fighters, bombers, gunships, and, when fully upgraded, capital ships from its extensive launch bays, although it must land to open its launch doors. In addition to the GDI air force, Support captains can also command a variety of utility craft that can repair, wage electronic warfare, or even enhance allied weaponry. In sustained combat theaters, experienced captains can upgrade their Support Crawler with better thrusters for increased mobility and missile systems for defense, and are frequently granted access to new and experimental technologies to support their allies.








    LoL... Now Tiberian(m) MCVs can Fight.. They r no more vulnerable.

    ---------- Post added at 01:19 ---------- Previous post was at 01:15 ----------



    GDI


    MASTODON

    • Designation: AW-12
    • Affiliation: GDI
    • Role: All-Terrain Base Assault
    • Introduced: 2069
    • Class: Offense
    • Armament: Chin-Mounted Artillery Battery, Dual Missile Launchers, "Depth Charge" Emergency Ejection System (Upgrade)
    • Type: Heavy Quadruped Walker
    • Speed: Slow

    Background
    During the Second Tiberium War, the Mammoth Mk. II stood as the most dominant force on the battlefield, capable of laying waste to any and all Nod opposition with its chin-mounted auto-cannon, multiple anti-aircraft missile launchers, and state-of-the-art experimental railguns. The Mk. II's dominance came at a price, however, as the vehicle's development and production costs were notoriously high. Field tests conducted at the height of the Second Tiberium War showed that, although effective, the Mk. II was a highly unreliable beast, requiring extended maintenance on a regular basis, and as such worked best with an escort force. After the war, GDI High Command ceased production of the walker, claiming that with Kane dead and Nod all but destroyed, the "absurd" amount of money spent on weapons development would instead be redirected to Tiberium containment programs.
    Following the global devastation of the Third Tiberium War, pro-military elements on the GDI Council repeatedly argued that had the Mk. II been kept in service, GDI would have seen more success at repelling the Scrin invasion. These so-called "hawks" believed that preparation for the inevitable Scrin invasion should be GDI's foremost concern, but although attempts were made to revive the Mk. II, most military funding had already been redirected to Tiberium containment and would eventually be funneled into the Tiberium Control Network.
    Several years later, with the TCN construction effort well underway, the hawks finally got their way, with the GDI Council signing off on a significantly increased military budget. However, as the military solidified their plans, it became apparent that there was a sharp divide between those who wished to develop a next generation Mammoth Tank in the traditional form, similar to the Mk. I or III, versus those who favored something in the vein of the Mk. II. This debate became so heated as to nearly bring several generals to blows, forcing the GDI Council to ultimately intervene. In order to satisfy both parties - and believing that all options should be considered in the face of superior Scrin technology - the Council decided to pursue both options concurrently.
    GDI combined the Mk. II walker technology with innovations Kane had garnered from the Tacitus, and formally introduced the next generation assault walker, the Mastodon, in 2069. When the first Mastodon rolled out of the renovated San Pedro war factory, Col. Nick "Havoc" Parker, retired war hero, was said to have remarked "Bureaucratic doves, 'bout damn time!"



    Battlefield Specifications

    The Mk. II Reborn
    The Mastodon walker is the reincarnation of the mighty Mammoth Mk. II from the Second Tiberium War. Thanks to redesigns of the original Mk. II and advancements in technology, the Mastodon is substantially less expensive to build and maintain than its predecessor, allowing it to be deployed in groups. These groups, affectionately known as "herds", have been deployed to the front to fight Gideon and his Separatist forces. Mastodons are the ultimate ground weapon in the GDI arsenal, and to reflect their status and power, each individual Mastodon is named after a great conqueror in history.

    Armed to the Tusk
    Unlike many of GDI's recent units, the Mastodon is not designed to defend the TCN, but to destroy any and all opposition to GDI.
    The Chin-Mounted Artillery Battery is the Mastodon's primary weapon; when fired, the battery launches four artillery shells along its line of attack, decimating not only the intended target but all enemy units in the line of fire. The Mastodon also has two missile launchers, dorsally mounted, to protect it from air attacks. Although the Mastodon intentionally dropped the expensive railguns of the Mk. II in favor of the cheaper artillery battery, military commanders believe the ability to deploy multiple Mastodons, thanks to reduced production costs, is worth the tradeoff.

    Up Close and Personal
    Mastodons are frequently deployed in groups to provide overlapping fields of fire, as the artillery battery can only attack targets in its forward arc. Despite this precaution, some Mastodons become isolated from friendly forces and are susceptible to speedy enemy units that move in close to capitalize on the Mastodon's limited firing arc. GDI engineers have analyzed the problem and have recently begun outfitting Mastodons with the "Depth Charge" Emergency Ejection System to allow the Mastodon to handle these situations. When activated, the system ejects several stored explosive shells from the Mastodon's flanks; these "depth charges" are powerful enough to deal massive damage to any enemy units in close proximity, but the flechette shrapnel is light enough to bounce off the heavy armor of the Mastodon's own legs. The system has proven to be highly effective in increasing survivability, but most Mastodons will require retrofitting as only the newest models comes standard with the feature.

    The Harder They Fall...
    The Mammoth Mk. II boasted an experimental self-repair system to help keep the monumental walker in working shape. Recently, GDI engineers revamped this old concept and adopted the Nod-derived nanotech repair module to create the Mastodon's Backup Systems. The backup module will activate upon catastrophic system failure and will begin to slowly repair the disabled Mastodon; given enough time to rewire and repair the failed systems, the Mastodon husk can be brought back online without assistance from an engineer.







    wow... remember old days in new style..??!! It will roCK
    Last edited by CHR.Satiator; December 5th, 2009 at 15:28.

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    I am speechless =)

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    Never liked CNC, but this one looks good

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    I always loved tiberium!! eibar wcg te thaktei hobe

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    Game ta dekha jacche chorom hobe.....ishh but red alert 2 er moto chorom strategy game jiboneo dekhinai.Aita kemon hobe dekhajak

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    This game seems to require even more micro than other CnC games. I read more at Gamespot and I think it'll ROCK!!

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    suru hoise abar sattar mia er new CNC Spaming. jotoi spam koro kono laav nai. BD people kokhonoi sirious way te CnC khelbe na. ar Tiberium to ekdome sojjo kore na. so tumi abar britha chesta korteso. ei khane time waste na kore CnC KW er Gamereplays master of faction online tournament er practice koro. tumi onek din scrin nia khalo nai. so scrin nie practice koro. ajaira spaming bondho koro. BG te ei post lage na . ha ha ha ha ha ....
    Last edited by CHR.Satiator; November 21st, 2009 at 03:41.

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    Default Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    GDI


    Sandstorm MLRS

    • Designation: AHV-8 (Assault Hover Vehicle)
    • Affiliation: GDI
    • Role: Anti-Air
    • Introduced: 2066
    • Class: Offense
    • Armament: Multi-launch Rocket Pods, "Missile Storm" Loadout (Upgrade)
    • Type: Medium Hover Vehicle
    • Speed: Medium


    Background


    A common complaint amongst the veterans of the Second Tiberium War on active duty during the Third was the lack of a fast-moving, hard-hitting patrol vehicle - such as the MLRS Mk.II hovertank - within the GDI arsenal. While groups such as the Steel Talons group were capable of crushing any Nod battalion foolish enough to hold their ground, the Brotherhood's disparate and highly mobile "hit & run" strike cells consistently eluded GDI's reach. It was the inception of the Tiberium Control Network that changed GDI Strategic Command views on battlefield mobility, resulting in the reinstatement of the MLRS program and the resultant creation of the GDI Sandstorm MLRS.
    Now fully deployed across all GDI frontlines, the Sandstorm has gained a reputation as one of the most flexible weapons platform on the modern battlefield. Armed with the most advanced multi-launch rocket system, originally developed during the Second Tiberium War, the Sandstorm is designed to find and eliminate Nod aircraft, frequently escorting other GDI units throughout the combat zone. The vehicle is equipped with the latest in anti-gravity hover technology, giving the Sandstorm more mobility than most GDI assault vehicles, especially vital when hunting Nod's bolstered airforce.
    "If it's on terra firma, the Steel Talons can crush it like a soda can. It's when you kick a beehive full of Nod flyers that you' start wishing there was a bunch of Sandstorms in your loadout." - Major Albert W. Eckhart, Steel Talons 151st Special Armor Brigade
    Initially devised as a light anti-air escort, the Sandstorm's design was born from a desire for high mobility and light armor, with the assumption that heavier Titans and Hunters would fulfill the front-line armor role. Over time, an increasing number of GDI frontline commanders began utilizing patrols consisting entirely of Sandstorms to pursue Nod elements in remote regions and over uneven terrain. Even unsupported, these early Sandstorms proved very effective at knocking out both aircraft and isolated stealth tank platoons; however, it was common for the hovercraft to sustain heavy damage during each engagement. The decision was made by Steel Talon high command to sacrifice a certain amount of speed in favor of improved armor. Today, the AHv-8 variant primarily used by GDI Offense commanders boasts a balanced mix of armor, firepower and mobility unmatched by anything in Nod's known arsenal.


    Battlefield Specifications


    A Versatile Foe

    Equipped with powerful hovertech, reinforced ablative armor plating, and turret-mounted, computer-controlled twin rocket pods, the Sandstorm can fulfill a variety of roles in any battle scenario, from anti-air support to front-line engagement. The weapons system can be upgraded on-the-fly via equipment crates located in the field, allowing Sandstorm crews to effectively double the missile payload for a significant jump in lethality.
    Shoot and Scoot
    The ability to fire a salvo of deadly rockets and escape before the target can retaliate comes down to more than just speed. Much like the lighter Talon, the Sandstorm can use its high-technology hover engines to move up and down the vertical surfaces of cliff faces, making pursuit impossible for most Nod ground vehicles.
    Calm Before The Storm
    Switching to the newly developed "Missile Storm" loadout is a favorite tactic of many a Commander against pesky swarms of roaming Cobra attack aircraft. The rocket pods load smaller "Storm" missiles into the launchers and fires them at a much faster rate, sacrificing accuracy in the process. Although the inaccuracy makes the loadout ineffective against a single target, the amount of destruction unleashed by multiple overlapping shockwaves and explosions in a small area have proved devastating against tightly packed groups of enemies, especially aircraft.






    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    NOD


    Salamander

    Designation: SG-11 (Support Gunship)
    Affiliation: Nod
    Role: Air Superiority
    Introduced: 2075
    Class: Support
    Armament: Four "Darter" Missile Turrets, Purifier Incendiary Delivery System
    Type: Heavy Aircraft
    Speed: Medium-Slow

    Background

    Kane's tenuous alliance with GDI during the period of TCN construction marked an era of relative peace for both factions. While certain Nod splinter elements continued a campaign of violence throughout the civilized world, the majority of Nod's true followers complied with Kane's call for peace. Knowing that "idle hands are the devil's playground," Kane ordered his most ambitious generals to work with his devious cadre of scientists to prepare the next generation of weapons. This program, known as Project Omega, resulted in the most technologically stunning creations ever fielded by man, the Salamander among them.
    Project Omega's Chief Engineer, Abbot John W.E. Vladislav, was one of the key minds behind the Tiberium Contol Network's design. His reverse-engineering of the chemical processes used in the creation of many Scrin materials and power sources represented a quantum leap in military weapon evolution. Nod weapons would be tougher, lighter, and faster, yet their modular construction allowed them to be created quickly, and at low cost. Advanced hardware like the Salamander was created and tested in massive, secret, underground facilities, and kept hidden away until a time when Kane would call upon them to serve the Brotherhood.
    The Salamander, in particular, is Nod's answer to GDI's long-standing era of air superiority. Part strategic bomber, part gunship, the Salamander can fly over great distances at altitudes bordering on the edge of space. Once it arrives in the combat zone it is able to establish air superiority with a suite of missile launchers, even as it moves into position over vulnerable ground-based installations. Its ability to unleash flaming terror on structures, combined with its dominant anti-air weaponry, present forward base commanders with a threat right out of their own nightmares.


    Battlefield Specifications


    Heavyweight Airpower
    The SG-11 Salamander is operated by a Captain in command of six crewmen and four cyborg missile-turret gunners. It is coated in heat-resistant ceramic armor that affords it excellent protection from both high-altitude atmospheric effects, and the blowback from its potent Purification Incendiary Delivery System. Beneath the armored heat scales lies a mesh of ultra-strong fibers wrapped around a rigid frame, both derived from materials reverse-engineered from Scrin war machines.
    Ready for a Fight
    For decades, Nod has relied upon stealth and speed to hit GDI installations without fear of reprisal. As pitched battles increased, so did GDI defenses, and so the element of surprise failed to suffice. The Salamander was developed with survivability in mind. Serving more as a flying naval vessel than a bomber, the Salamander is bristling with missile turrets, one at each corner, providing full 360 degree air-defense capability with "Darter" air-to-air missiles. These missiles can also be used to suppress ground targets as the Salamander shifts into position.
    Purge The Tanks!
    The Black Hand is legendary for their relentless annihilation of anything in their path by way of their horrifying flamethrowers. This reputation has proven valuable to Kane over the years, and combined with the sheer destructive power of liquid-Tiberium infernos, has given birth to the Salamander's Purifier Incendiary Delivery System,. When the Salamander is in position over a target, a large array of compressed liquid Tiberium tanks housed in the center of the aircraft is extended and fires a localized plasma stream directly beneath it, continuously expelling hot plasma into the surrounding area. The physical effect is obvious: total incineration of any units and structures in the affected area. The psychological effect on enemy troops has proven significant, and so Salamander Captains now employ the term "Purge the Tanks!" as an invigorating call to attack.
    The Sky's The Limit
    The success of the Salamander, in combining Scrin elements with the concepts of Nod's top scientists, has opened the door to a world of possibilities for advanced air and space weapon platforms. With GDI continuing to restructure their military forces and organization, Nod has a chance to strike out and compete for the first time on all fronts, from the subterranean depths of the Nod tunnel networks, to high Earth orbit, and perhaps beyond. The sky, it seems, is no longer the limit.








    Like this new armored Air Craft of NOD... Gonna Crash U All

    ---------- Post added at 20:33 ---------- Previous post was at 20:13 ----------

    NOD


    Flame Tank


    • Designation: AT-6 (Assault Tank)
    • Affiliation: Nod
    • Role: Short-Range Base Assault
    • Introduced: 2066
    • Class: Offense
    • Armament: "Devil's Breath" Twin Flamethrowers
    • Type: Medium Vehicle
    • Speed: Medium


    Background


    "The construction site was shut down for the night, but we heard rumbling. We thought maybe Jenkins was doing some late night maintenance, but then everything just... everything.... We were surrounded by fire, swirling around us, incinerating the equipment, burning people alive, engulfing the entire camp, and in the center of it was this black monster, this devil belching inferno everywhere... I was sure I was in hell." - Henry Liu, TCN Construction Worker, Sole Survivor
    GDI has always had reservations about the questionable and "inhumane" use of flamethrowers in combat, but the Brotherhood of Nod has held no such compunctions. The "Devil's Tongue" Flame Tank is rightfully feared for its ability to immolate entire infantry divisions and raze complete structures in a matter of seconds. GDI's inability to provide cost-effective infantry protection against flame weapons has made the vehicle a key weapon in Nod's arsenal for nearly a century, and, despite some minor tweaks, the Flame Tank has remained largely unchanged throughout.
    In 2064, the balance of power shifted with the introduction of GDI's new line of Zone Armor, providing excellent flame protection, among other things, and economical enough to be standard issue for every GDI soldier. This posed a problem for the Separatist forces, which relied on the TWIII Flame Tank for its "shock and awe" campaign against the Tiberium Control Network. With the older model increasingly ineffective against Zone Infantry and easily destroyed by opposing GDI tanks, the Separatists began modifying the Flame Tank to handle these new developments; they reworked the chemical cocktail used in the flamethrower to support anti-structural attacks and added additional armor plating for better survivability.
    These Separatist Flame Tanks blazed a path of destruction through the yellow zones, razing TCN construction sites until their rampage was finally checked by GDI's hastily assembled Hunter Tank. Kane's commanders, who had advised that the Flame Tank's time had passed and advocated its decommission, were embarrassed by the successful revitalization of the vehicle by the Separatists, and were ordered to design a new Flame Tank based on the Separatist model.
    Introduced in 2066, Nod's new Flame Tank follows closely in the steps of its Separatist brother, equipped with more powerful, albeit slower firing, flamethrowers, and carrying more armor than its previous three incarnations combined. Although its official role is to "defend" the TCN, Nod Flame Tanks were designed with a single purpose in mind - to find enemy bases and raze them to the ground.


    Battlefield Specifications

    Up In Flames
    With the modifications to the fuel cocktail, Flame Tanks are now far more effective at destroying structures than ever before, making them the bane of many Defense commanders. Though the progress of technology has made flame weaponry less effective against other targets, Flame Tanks are still capable of dealing significant damage over a wide area and can cause trouble for packs of units, especially infantry.
    Burn! BURN!!!
    Every burst from the Flame Tank not only burns the targets caught in the flames, but also sets them on fire, dealing continuous damage until the flames die out. Furthermore, the flamethrowers are powerful enough to leave the surrounding area ablaze, and any units traveling through are guaranteed to sustain some damage. Hardy Nod commanders can continue firing into a scorched area, eventually turning the flames into a firestorm capable of incinerating any infantry or vehicles that remain in range.
    Trail of Flame
    The decision to sacrifice some of the Flame Tank's speed for additional armor was met with resistance by many tank commanders. The ability to withstand more punishment was welcome, but they argued that the necessity of reaching a target quickly was more important, given the vehicle's primary armament was a short-range flamethrower. When the design was not changed, engineers modified the new vehicles by adding a useful, but highly dangerous connection between the flamethrower fuel tanks and the engines; at a flick of a switch, the tank driver could use flamethrower fuel instead, gaining a tremendous burst of speed at the expense of leaking ignited fuel in its wake. In order to prevent an internal explosion, the speed boost can only be used for several seconds before the vehicle automatically switches back to standard fuel.
    Takin' You With Me
    To the amusement of many Flame Tank commanders, most civilians believe the Flame Tank to be a highly dangerous walking bomb, ready to explode when a stray bullet hits the fuel reservoir. This is a common myth, as Flame Tank fuel is designed to not be combustible from stray gunshots or explosions, and the tanks themselves are well protected from accidental ignition, despite their prominent location. That being said, if a Flame Tank is destroyed, the resulting explosion is all but guaranteed to detonate the reservoir of fuel, making for a very bad day for anyone in the vicinity.







    Burst Them in Flames.....
    Last edited by CHR.Satiator; December 5th, 2009 at 20:18.

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    Simply Amazing..........................eager to waiting to play.

    Designed by Eaglewatch1337
    See, Which Game I'm Playing & to be Played

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    NOD nie good micro kora jabe. scrop er range dekhso sattar mia....

  12. #12

    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    joss hobe game ta asha kori...

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    Quote Originally Posted by Black Neon View Post
    suru hoise abar sattar mia er new CNC Spaming. jotoi spam koro kono laav nai. BD people kokhonoi sirious way te CnC khelbe na. ar Tiberium to ekdome sojjo kore na. so tumi abar britha chesta korteso. ei khane time waste na kore CnC KW er Gamereplays master of faction online tournament er practice koro. tumi onek din scrin nia khalo nai. so scrin nie practice koro. ajaira spaming bondho koro. BG te ei post lage na . ha ha ha ha ha ....
    I don't agree at all...we do care and played CnC,onek players ase age akta tourney koren dekhben players diye vore gese.Tourneys are the prime reason why CSS players are increasing so much anyway its up to you guys coz apnader akta cafe thakteo tourney na korle amra ki korbo ??btw don't get pissed at me but um just saying the truth CnC eer fan bohut ase but tourney nai so players der oo khobor nai

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    After buying my new pc I will play this game like old days

  15. #15
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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    amar o onek kisu bolte issa kortese eikhane... but if i speak up here... every1 xcept CHRs r gonna pissed up. so lets not spoil this thread. but akta kotha na bollei na.. tourny korar attempt neoa hoyese koyek bar... and we ve seen the response... that was too bad to tell here. whatever... i dont (we all dont) care acctually wheather some1 plays this game or not.. and i m posting the Details about this game because it helps me to study the units and factions on the Upcoming game. not for influencing any 1.

    if there r players.. i promise there will be a KW tourny in CHR game zone. and hope if it takes place.. it will b the farewell tourny of KW. oh.. and the reason i m talking about KW cuz upcoming TT is more like KW... and offcourse more different. practising KW should help us in TT. i ll open a tourny thread on Competetive thread. interested ones respond pls. if there is enough players i promise we ll have a tourny.

    thanx

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Re: Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    GDI


    Hunter

    • Designation: AT-22(Assault Tank)
    • Affiliation: GDI
    • Role: Main Battle Tank
    • Introduced: 2066
    • Class: Offense
    • Armament: 150mm Ionized Railgun
    • Type: Medium Vehicle
    • Speed: Medium


    Background
    During the early years of the Tiberium Control Network's development, militias composed of anti-Kane Nod Seperatists repeatedly attempted to disrupt the construction effort. Though GDI's frontline Predator Tank was capable of repelling these initial incursions, Nod Separatists quickly turned to hit and run tactics, exploiting the Predator's slow movement speed. In response, GDI commanders began to use modified APCs to engage these faster marauders, and Predator/APC combined arms patrols were able to keep the Separatists at bay for a time.
    The Separatists were not done yet, deploying an upgraded Flame Tank designed to take advantage of a gaping hole they had identified in GDI's defenses. Capable of shrugging off APC rounds due to its thicker armor and possessing an upgraded engine allowing it to outrun the aging Predator, this revised Flame Tank allowed Separatist forces to strike quickly and boldly at several TCN sites, completely razing them to the ground. Over a dozen TCN sites were lost in the ensuing works, before the Seperatist rampage was finally brought to a halt at the Battle of Waukesha.
    The Waukesha garrison, commanded by Captain Leon Kamperov, was tasked with protecting TCN Node #30, TCN Node #24, and the civilian settlement at Waukesha. One fateful morning, the garrison's EVA detected a high concentration of Separatist forces in the area, more than enough to assault any and all of the three locations nearby. Fully aware that his Predators would be too slow to protect all three, Kamperov made an extraordinarily risky gamble.
    Using the nearby Waukesha war factory, the garrison's engineers stripped down the APCs and reinforced them with armor plating taken from the Predator Tanks; afterward, each Predator was partially disassembled and the turret attached to the roof of an APC. Kamparov, a former engineer, hoped the resulting jury-rigged vehicle would combine the speed of the APC with the firepower of the Predator, allowing his troops to intercept and engage the Separatist forces before they could reach the TCN sites.
    The gamble paid off - the raiders were caught off guard and several Flame Tanks were quickly disabled by the opening salvo. During the firefight, the more impulsive Nod vehicles made a dash for the TCN nodes, but were intercepted by the makeshift tanks and easily destroyed. After the dust cleared, the remaining Separatist forces were in full retreat, and, although most of the cobbled together vehicles were destroyed, no civilian casualties were reported and both TCN nodes remained untouched.
    For his impressive victory, Kamperov was promoted to Major and commissioned to lead the design of the next generation GDI battle tank. Kamperov's design was designated AT-22 Hunter, and in time became GDI's primary battle tank; built on a next generation APC-style reinforced chassis with a 150mm railgun, the Hunter combines the speed and maneuverability of a wheeled vehicle with the power and armor of a tank. Whereas its predecessors sacrificed speed for armor, the Hunter favors the opposite, emphasizing interception and pursuit and ideally suited to defending the far-flung Tiberium Control Network.


    Battlefield Specifications


    Armored Chassis
    The Hunter is an evolution of the APC chassis from the Third Tiberium War. Although the APC chassis was not originally crafted to withstand direct cannon fire, significant modifications which combine a new generation armored hull with an upgraded version of the APC powertrain allow the Hunter to maintain an acceptable armor rating while retaining its speed advantage. Despite these improvements, the Hunter can't quite match the armor of other tanks, forcing it to rely on its speed when engaged in heavy combat.
    8-Wheel Drive
    Being built upon an APC framework gives the Hunter more speed than any previous GDI battle tank. Using wheels in place of treads has enabled Hunters to react to situations quickly and prevent insurgents from disrupting the TCN. Their respectable top speed allows Hunters to chase down all but the fastest enemy units and destroy them.
    Dawn Of A New Age
    The Hunter has the distinction of being the first GDI vehicle equipped with both a Tiberium Core Generator and Ionized Weaponry. The generator is an efficient and relatively cheap energy source created as a byproduct of the TCN and is used primarily to power the cutting-edge ionizer array. In layman's terms, the ionizer installed in the railgun adds high energy particles to the projectile shortly before launch, substantially increasing the projectile's destructive potential. This cloud of highly charged particles ionizes with the surrounding air as it travels, giving the characteristic blue glow now common among all GDI weaponry in the TCN era.
    Combat Acclimation
    Usually the first line of defense for the TCN, the AT-22 Hunter, with its unique combination of speed and firepower, is the vehicle of choice for patrol and interception missions in dangerous territory. Tasked not only with defending the TCN, but pursuing and destroying those that threaten it, Hunters are exposed to more combat situations in one week than other troops experience in months. This familiarity with danger and combat has made Hunter crews more experienced than their brothers in arms, and they are much quicker learners on the field of battle.








    Hunter Tank ready to roll

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    GDI

    Titan
    • Designation: AW-T2 (Assault Walker)
    • Affiliation: GDI
    • Role: Crawler Killer
    • Introduced: 2030
    • Class: Offense
    • Armament: L91 Pierce Laser Cannon
    • Type: Medium Bipedal Walker
    • Speed: Medium


    Background

    The Tiberium Wars have spanned decades, with constant advances in military science spurred on by each faction's urge to prevail over a bitter enemy. Combat has ranged over every imaginable terrain and every corner of the planet. Such sweeping conflict has given rise to multitude of specialized combat teams, with GDI's Steel Talons ranking amongst the most decorated. The Steel Talons specialize in heavy armor, bringing the fight directly to the enemy wherever they can be found. Their straightforward methods require that they employ the most resilient weapon platforms, heavily armored vehicles with powerful guns.
    To this end, in the years before the Third Tiberium War, the Steel Talons began development on the second generation Titan walker. The plans called for top-tier robotic technology, diamond-hard battle armor, and legs able to traverse jungle, marsh and rocky terrain more easily than conventional tracked vehicles. The result was the Titan Mk. II, which saw years of service at the hands of the Steel Talons before being pulled out of service in favor of the less expensive Predator Tank.
    Hundreds of Titans were relegated to "mothball status," sitting in GDI armory warehouses, diminishing into disrepair. Some were even converted into heavy industrial equipment, outfitted with shovels or cranes to aid in the construction of the Blue Zones. But the grizzled veterans of the Steel Talons still had many fond memories of the Titan Mk. II as a faithful war machine. For years they petitioned to bring the reserves of the Titan back into service, to no avail. It was the development of the Crawler which ultimately tipped the scales in their favor with the bean-counters at GDI High Command HQ. GDI needed to deploy powerful laser-weapons to cut through the heavy armor of the Nod Crawlers, and it had to happen fast, so the Titans were pulled out of storage and retrofitted with a number of upgrades which could be easily mounted on the heavy internal frame. The Titan was back in action.
    Since that time, the Titan has shown new life as a front-line armored walker. They are typically deployed to attack Nod crawlers with armor-piercing lasers, but they fare well in any combat scenario, even knocking out Nod's heavier air targets, such as the Basilisk and the Gorgon. It has at last earned its place beside the Mammoth Tank in the distinguished war records of GDI.



    Battlefield Specifications

    The Eagle's Claw
    Early in the 21st century the Titan was developed as an alternative to GDI's main battle tank. No expense was spared, as cutting edge technology combined locomotive designs, first tested in the Wolverine power-suit, with a skeletal frame forged from the world's strongest materials. The result was a powerful, yet expensive, armored walker. Many of the first Steel Talons' commanders were former "Titan Jockeys," so it was only natural that they would initiate development on the Titan Mk. II when the time came.
    Walking Tall
    The Titan utilizes a complex array of alloy spars, high-tech servos and fibrous tendons which allow high-speed locomotion upon two armored legs. The materials required to build this system are expensive, but the Titan is able to move fast enough to keep pace with most tracked vehicles in battlefield conditions. The legs are able to balance the crew compartment and power plant while also bearing the weight of over 20 tons of advanced battle armor. The elevated turret affords better command-seating, granting the gunner a clear shot regardless of impeding terrain. This is especially important when the Titan is hunting high-value targets, such as roving Nod Crawlers.
    History of Violence
    Upon first deployment the Titan Mk.II was equipped with an anti-tank cannon, much like its predecessor. The Titan saw no action in the Third Tiberium War, but was eventually called back into service as a heavy weapons platform. GDI Engineers discovered that the robust internal frame was not only well-suited to carrying a heavy laser, but could also readily sustain a variety of other enhancements. Over time, variations of the Titan Mk.II became outfitted with increased charge capacitors for the main laser, higher quality beam emitters for improved engagement range and updated power-train components for heightened speed. Recent models even boast a second heavy laser, sealing the Titan's fate as one of the most versatile weapon platforms in history.






    wow look at the new titan.. O_O

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    GDI


    Refractor
    • Designation: AT-414 (Assault Tank)
    • Affiliation: GDI
    • Role: Anti-Heavy
    • Introduced: 2073
    • Class: Offense
    • Armament: Heavy Ion Beam
    • Type: Heavy Tank
    • Speed: Medium-Slow


    Background

    If there is one defining characteristic that distinguishes the battlefields of the previous Tiberium Wars from the war zones of today, it is the ubiquitous presence of beam weapons. Kane altered the field of battle forever when he unleashed his terrifying Obelisk of Light in the first conflicts between Nod and GDI, but it took decades to develop power supplies strong enough to sustain heavy beam weapons on mobile platforms. Beam weapons are especially effective at penetrating thick armor, making them strategically crucial in a combat environment full of heavy, slow, thick-skinned crawlers.
    GDI Central Command was forced to develop entire strategies around the Crawler once it took the field. Despite its thick armor, it is a slow moving, large target for Nod's hit and run strike teams. Escorts became crucial, protecting the Crawler as though it was a naval flag ship. Mammoth tanks provided excellent fire support, but remained vulnerable to the same laser weapons which already were so well suited to piercing the Crawler’s skin. The Refractor was developed to create a shield specifically tuned to counteracting the penetrating qualities of heavy laser weapons. The new design replaced the Mammoth’s signature dual-cannon with a thick laser-resistant shield and a heavy ion cannon style laser of its own. For the first time, GDI was able to field a heavy vehicle that could assault the iconic Obelisk of Light without incurring severe damage. The Refractor’s first trial by fire was and immediate success.
    Several Orcas were brought down during a severe dust storm during an assault on a Nod position at the Battle of Gerlach Flats, where the prototype Refractors were initially fielded. The pilots were stranded in zero visibility as the sand began to bury them within range of a line of Obelisks of Light. They were doomed to be buried alive if the storm persisted, or fried by the dreaded laser-towers if the storm abated and revealed their position. Quick thinking GDI commanders deployed four Refractors to create a wall, shielding the half-buried Orcas from the Obelisks while Engineers extracted the pilots. The winds died down before the Engineers had finished their work, revealing the position of the GDI extraction team. The Obelisks opened fire, but the Refractor’s laser-reflecting shields bounced the beams directly back at their sources. Before long the Obelisks were destroyed, and the Refractors seized the moment. They dropped their front shields and rushed ahead, blasting away at the Nod installation with intense beam fire. The tide was turned, and the pilots safely evacuated.
    Since then Refractors have become standard issue for any assault on an entrenched Nod position. They can be seen alongside Mammoth and Mastodon attack elements, as well as in defense of front-line crawlers. Attempts have been made to apply the technology to smaller vehicles, but the weight of the shields has so far precluded any successful efforts. For now, the Refractor plays a unique role in the GDI arsenal.

    Battlefield Specifications
    Beamed Down
    The heart of every battle force is the Crawler, and the most dangerous threat to a Crawler is the armor-piercing beam weapon, also known as an ion beam or laser. The Refractor is equipped with a single high-yield ion beam capable of disintegrating large targets. In most cases Refractors are deployed to knock out unreinforced structures, such as bunkers or Obelisks, as well as hostile Crawlers. Some Nod Crawlers are outfitted with laser weapons of their own, so the Refractor is the ideal choice for direct action, approaching with reflective shields before finishing off the target with concentrated ion beams. Refractors can also serve an anti-air role against roving Nod Basilisks, deflecting incoming fire while answering in kind.
    Shields Up
    The Refractor’s iconic reflective shield is a marvel of engineering. It is constructed with several layers of material, each serving a different defensive application. The outermost layer is a crystal-lattice sustained by an electromagnetic field. Solid weapons may pass through the crystal layer, which is then immediately reconstructed by the energy field, as though a pebble had just passed through water. This allows the reflective portion of the shield to remain effective even after repeated projectile impacts. Next is a honey-comb alloy heavy armor built to resist kinetic force and heat-based weaponry. Most conventional weapons simply bounce off this ultra-hard layer of armor. The final layer in the shield plate is an 18-inch thick metal composite which absorbs any remaining incoming fire. This layer is extremely heavy, so the Refractor is built upon a Mammoth chassis to support the weight.
    Mirror Coat
    Nod’s scientists never rest, so GDI must constantly improve its combat hardware. The shield plate of the Refractor can be outfitted with Mirror Coating, an electromagnetic field that acts like a layer of plasma, magnetically fused to the crystal layer of the shield. The coating requires immense power, so additional capacitors are supplied to allow for a temporary effect which allows the Refractor to deflect all incoming fire for a short period of time, whereupon the batteries must recharge. In this state the electromagnetic field can be manipulated by a targeting computer to split incoming laser fire and reflect back at multiple hostile targets. When the Mirror Coat is active a single Refractor can stand against many aggressors with little to no damage to itself.









    what a mirror!!

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    NOD

    Obelisk of Light

    Designation: DS-7 (Defense Structure)
    Affiliation: Nod
    Role: Heavy Base Defense
    Introduced: 2074
    Class: Defense
    Armament: "Anubis" Class VII Military Laser (100kW)
    Type: Reinforced Structure
    Speed: N/A


    Background

    The Obelisk of Light has long been the Brotherhood's foremost symbol of "Peace Through Power." Standing at an imposing twenty meters tall and tipped with a red focusing crystal, the black monolith exists to protect Nod installations from ground assault. The Obelisk has been continuously upgraded over its long and distinguished history, culminating in the TW3-era "Isis" iteration, powerful enough to cut through Mammoth Tanks while also demonstrating the flexibility required to sweep across waves of infantry. Combined with its ability to link with Nod Beam Cannons for extended range and firepower, the "Isis" Obelisk was the most deadly defensive structure of the Third Tiberium War.
    Despite its overwhelming firepower, the Obelisk has always suffered from a key weakness - an inability to fire at airborne targets. Interference with targeting sensors, difficulties with the refraction arrays and problematic atmospheric conditions have made the powerful laser unwieldy against aircraft, causing it to diffract harmlessly into the atmosphere. Although attempts have been made over the past several decades to correct the problems, many scientists conclude it is impossible without decreasing the power of the beam significantly.
    This weakness to aircraft led to the phasing out of Obelisks in the late 2060's with the rise of more advanced stratospheric transports and capital ships. While Obelisks could crush any ground offensive and Venoms could safeguard them from Orcas and Firehawks, new capital ships such as the Kodiak-class cruiser could avoid the deadly laser of the Obelisk and bombard the structure from the sky. As the separatist attacks on the TCN intensified in 2070, Nod commanders, both Separatist and Loyalist, began to replace their Obelisks with the cheaper and more versatile Flame Column, and the Obelisk appeared to be headed for the scrapheap... until a Nod operative by the name of Henry Liu discovered a 40 year old GDI secret.
    Liu had been posing as a TCN construction worker for nearly a decade, gathering intel on both his GDI employers and the Separatists who had nearly killed him in a raid years before. In 2072, he was tasked with repairing a remote GDI storage facility that had taken damage from a Separatist attack. After some investigation, Liu discovered the storage facility was actually the home of Echo, a secret GDI research project attempting to duplicate and improve upon Nod's weaponry. Their primary object of study was a 40 year old artifact taken from Central Africa - a functional Obelisk of Darkness.
    This relic of the Second Tiberium War was the only known Obelisk that could accurately target and destroy enemy aircraft, and the Inner Council knew that this technology must be reacquired by the Brotherhood. Fully aware that any sort of attack would break his alliance with GDI, Kane personally dispatched a lone agent, codenamed White Lady, to infiltrate the facility, retrieve all data on the project, and stop GDI without casting suspicion on Kane. Shortly thereafter, GDI reported that one of its facilities had been overrun by Separatist forces and destroyed. Strangely, no distress calls were ever received from the installation and, even more bizarre, no bodies were found amongst the wreckage. GDI had dispatched several nearby recon teams to locate the Separatists responsible, but none were found in the area.
    Two years later, Nod announced a breakthrough, the new "Anubis" Class VII laser, fully capable of firing skyward against heavy capital ships. With its greatest weakness a thing of the past, the "Anubis" Obelisk achieved what its ancestors could not - complete battlefield supremacy over land and sky.

    Battlefield Specifications
    Learned Its Lesson
    The Obelisk of Light is no longer an easy target for enemy aircraft; with its improved surface-to-air capabilities, the Obelisk can now defend itself from a variety of sky borne threats, from bombers to VTOL aircraft. Additionally the new "Anubis" laser is easily the most powerful beam weapon in Nod's arsenal, specifically designed to punch through the heavy armor of capital ships, tanks, and Crawlers. This power comes at a price however, as the ability to sweep across infantry has been lost with the redesigned targeting system and laser mounting.
    A Whole New Way To Amplify
    The Obelisk's newfound surface-to-air capability is not the only improvement over the previous model. Borrowing technology from the Beam Cannon, the new Obelisk is equipped with a secondary array that can fire at nearby Obelisks, increasing their range and firepower. Unlike the Beam Cannon, this secondary array is completely independent and does not hinder the Obelisk's main weapon, which can continue to fire normally. This makes a defensive network of Obelisks a field of death for any foolhardy enough to attack.
    Overwhelm This
    The Anubis laser is extremely powerful, but has a relatively slow rate of fire, leaving the monolith vulnerable to large masses of smaller units. Though most Obelisks are protected by infantry or other defensive structures, the introduction of Crawlers and mobile warfare has led to some Obelisks being deployed in fewer numbers or without support. To afford these Obelisks some protection from enemy swarms, Nod commanders can replace the standard focusing crystal with a specially crafted prism crystal that allows the laser to "prism" upon contact and strike other nearby enemy troops. The crystal is not standard issue however; the new crystal draws quite a bit more power than normal and the upgrade itself takes some time to complete.










    Obilisk of light.. deadly and deadly... after all deadly
    Last edited by CHR.Satiator; February 1st, 2010 at 00:39.

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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    Default Command & Conquer 4: Tiberian Twilight Unit Spot Lights

    NOD

    Stealth Tank

    • Designation: AT-5 (Assault Tank)
    • Affiliation: Nod
    • Role: Guerilla Warfare, Anti-Air
    • Introduced: 2077
    • Class: Offense
    • Armament: 2-3 Rapid Fire Missile Launchers
    • Type: Medium Tank
    • Speed: Medium-Fast

    Background

    The various incarnations of the Nod Stealth Tank, from Ezekiel's Wheel onwards, have been key elements of Kane's war machine since the first skirmishes between Nod and GDI at the turn of the century. While the development of the previous three generations is now well document, there are scant details regarding the origin of the vehicle's highly advanced 4th generation Stealth Tank. Rumors abound however, nearly all of them centering on a series of events in the remote Siberian Wastelands.
    The barren tundra that was to become TCN Node #51 was the site of several mysterious occurrences long before construction formally began in 2072. In 2071, a GDI convoy carrying construction materials disappeared en route, and the Orca recon patrol dispatched to find it was lost in a heavy snowstorm. Fearing that the violent weather had jeopardized the construction effort, a GDI ground team was hastily assembled and sent to the convoy's last known position. On approach, the team reported no sign of the vehicles, but the transmission was abruptly cut off. The team was never heard from again. Another rescue was attempted, this time with a Mammoth Tank at the forefront, but eerily, this group also disappeared.
    The disappearances unnerved the nearby GDI garrison, with many troops refusing to accept patrol duties that would bring them within the vicinity of TCN Node #51. Those that did sometimes reported seeing the outline of a woman in the distance, walking calmly in the raging snowstorm, leading to stories of a "White Lady" which haunted the surround area. The GDI base commander, needing to begin construction but unwilling to risk losing more troops, requested a Nod recon detachment to ascertain the fate of the missing personnel.
    Several days after the recon team was dispatched, three of the team's fifteen members returned to base, accompanied by an unidentified young woman. At this point, all official records are sealed by direct order of Kane himself, leaving only a handful of witnesses to detail what happened next. The witnesses agree that the woman identified herself to the base commander as Alyssa, and stated that she had a gift for Kane. Immediately thereafter, the witnesses reported that a vehicle un-stealthed behind her, revealing a completely new, highly-advanced, Stealth Tank.
    This Stealth Tank was sleeker than the 3rd generation model, painted snowstorm white and heavily armed and armored. One witness claims to have heard the vehicle's creator take sole responsibility for the destruction of the GDI convoys and patrols with this single vehicle. After an initial inspection, the vehicle was immediately transported to an undisclosed location, presumably to join Project Omega as the prototype for the next-generation of Stealth Tanks. Although unconfirmed, some reports indicate that the Stealth Tank was returned to its original owner several years later after extensive study.
    Details regarding the enigmatic Alyssa remain scarce, leading to rampant speculation amongst the world's conspiracy theorists. One believes that she was in command of a Nod installation at TCN Site #51, one of the "Vaults" of Kane that housed Nod's secret projects. Another proposes she is a Human-Scrin hybrid, born from Nod's twisted experiments in the frozen wastes of Siberia, and incorporated advanced Scrin technology into her vehicle. The most popular theory suggests she is a descendant of Anton Slavik, raised in the shadows to one day become Kane's most brilliant general. Theories abound, but the White Lady remains a mystery, one to which only Kane himself holds the key.

    Battlefield Specifications

    Agile, Mobile, Hostile
    The White Lady's custom vehicle is the template for Nod's recently introduced 4th generation Stealth Tank, and for good reason; it is an improvement in every regard over the previous generation. Whereas the loss of a single wheel would have disabled a 3rd generation Stealth Tank, this new incarnation returns to the four tread design to focus on reliability and maneuverability, especially in harsh climates like snow and desert. The fourth tread also allows for more weight to be carried, allowing the use of the heavier, reinforced sloped armor for superior protection. In the weapons department, the Stealth Tank is configured to fire all loaded rockets in rapid succession for a very powerful volley against either air or ground targets. The system can take several seconds to fully reload, but the pilot can fire the rockets individually as they are loaded if immediate firepower is required.
    Can't Hit What You Can't See
    The new stealth generator is a vast improvement over its predecessor, capable of making the Stealth Tank completely invisible to the naked eye. Although the vehicle is still revealed when firing, the optical camouflage remains partially active, confusing enemy targeting equipment and causing most return fire to miss the Stealth Tank completely. Combined with reinforced armor, this feature improves the vehicle's survivability and allows it to participate in heavier engagements. As the cloaked vehicle is currently detectable only by experimental sensor suites, the Stealth Tank continues to be a vital, flexible component in the Brotherhood's war machine.
    An Army of Ghosts
    Despite the extensive time spent analyzing Alyssa's Stealth Tank, Nod scientists are still unable to fully reproduce the rumored stealth bubble technology it possesses. Though stealth bubbles have been utilized in the past, namely for Disruption Towers and Cloaking Fields, each had their drawbacks - Disruption Towers were stationary and could not stealth themselves, while the Cloaking Field was highly inefficient and had adverse effects on infantry. Alyssa's stealth generator overcomes all of these drawbacks: it can stealth others in addition to itself, can cloak infantry without harming them, imparts the same targeting scrambler effect to all friendly units under the bubble, and most importantly, it is mobile. Once Nod unlocks the technology behind this marvel of engineering, Stealth Tanks can theoretically render the entire Nod army invisible on the move - a chilling thought for any that dare risk Kane's wrath.






    New stealth tank ready for combat

    Hunt for Tiberium.... dont get infected by it.. its the Healer

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