Command & Conquer 3: Kane's Wrath/New units

It has new and old units but some old units like Orca Gunships are upgraded with sonic grenades.

GDI
The GDI is a powerful faction in the CNC Universe

Hammerhead copters

 * Cost: $1500
 * Build Time: 15 seconds
 * Built From: Airfield
 * Prerequisites: None
 * Weapon Vulcan Cannon
 * Armour ???
 * Speed Fast

This is one awesome helicopter that is going to rock!

Additional Notes

A curious element of the GDI air arsenal, the Hammerhead is a conventional helicopter. This is perhaps an extreme example of GDI's trend of returning to old, but extremely reliable technology following the Second Tiberium War.

The Hammerhead was equipped with two intermeshing rotors, giving it immense lift and high stability, rocket pods, as well as twin automatic cannons that could plough through enemy infantry. In addition, the unit has the capacity to carry a single infantry squad inside, which allows the squad to attack from the Hammerhead. This allows infantry to attack from the air with their weaponry. Intel suggest that transporting a missile squad adds an anti-air role to the Hammerhead.

Recent intel suggests that the Hammerhead cooperates well with Orca Gunships when used together.

Special

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.

More Info

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.

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?

Shatterers



 * Weaponry Sonic cannon
 * Armour Light
 * Faction GDI
 * Cost 1400

This unit is powerful against ground foes.

Additional Notes With the massive development of harmonic resonance technology and creating sonic emitters, GDI has also took to miniaturize the technology and mount it on a vehicle. The resulting weapon was the Shatterer, a HoverTech Sonic Assault Hovercraft.

Following the Firestorm Crisis and infighting in Nod, GDI shifted its attention towards tiberium reduction. Since reclaiming Red Zones required a mobile vehicle, GDI developed the Shatterer. A hover chassis was used to allow for all-terrain travel, necessary in the rough terrain of the red zones. It allowed GDI to begin its reclamation projects. However, it was only used by civilians, as the military was undergoing a change combat doctrine. This trend was reflected by the Steel Talons, who did not use the unit.

It was until the Third Tiberium War that GDI reconsidered its stance on technology. After the attack on Washington, D.C., the Shatterers were converted for military applications.

Essentially, it is a hover tank with a massive sonic cannon. It is lightly armored, due to the exposed wiring and power systems of the cannon, but much like the stationary sonic emitters, it is capable of plowing through numerous other units. It's speed matched that of a Predator, and was able to crush infantry. Also, the sonic cannon was not only effective, but also had no minimum range.

However, the sonic emission is relatively slow compared to other weapons. This makes the Shatter more useful against slow moving units or stationary targets, like buildings. Heavier units are able to withstand the sonic blast. This, and alongside it's heavy bulk, makes the hovertank vulnerable to fast units, including aircraft. Also, the unit was unable to fire while moving and had no weapons against aerial units.

Counters

It has a strong cannon that rocks against every enemy but Avatars and Mammoth Tanks can survive its blast. Also it hates things that fly or things that drive fast to dodge it.

Expect the vehicle cannot fire and move at the same time.

Slingshots
An effective anti-air platform, the Slingshot was a tank using the hover technology of the Second Tiberium War prior to its recalling and decommissioning. In fact, the Slingshot was the last surviving unit from this previous research. Unlike older units, the Sligshot's hover chassis was less susceptible to ion storms, making the unit more reliable. With its use of HoverTech the Slingshot had light armor, but was fast and highly manoeuvrable.

The vehicle carried four high caliber cannons mounted to the sides of its turret, and was capable of shredding through enemy aircraft with ease. Slingshot ammunition could be upgraded with tungsten shells, making the Slingshot the most powerful anti-air unit fielded.

Although excellent for anti-air defense, intel files suggest the Slingshot's light armor and weaponry made the unit vulnerable to infantry and other vehicles.

Zone Raider troopers
Zone Raiders are an elite GDI infantry class, utilizing a heavily modified variant of the standard zone troopers armor. Zone Raiders are equipped with dual, shoulder mounted, anti-air rocket pods, and a specialized cannon, designed to fire rocket-propelled sonic grenades. These shells are a unique ordnance that releases a massive burst of sonic energy upon impact. As such, these grenades are useful for removing Tiberium, which allows them to participate in reclamation projects.
 * Cost: $1300
 * Build Time: 13 seconds
 * Built From: Barracks
 * Prerequisites: Technology Center

Zone Raiders, with their area of effect Sonic shells, excel at eliminating large groups of enemy infantry, and enjoy the same level of protection from Tiberium and enemy tanks, as the standard Zone Trooper. Thanks to their anti-air rockets, Zone Raiders are also extremely effective against enemy aircraft. However, also like the Zone Trooper, the Zone Raider is especially vulnerable against anti-infantry specialists, such as the Nod Shadow Team, Black Hand, and Scrin Buzzers.

Zone Trooper power armor was designed with flexibility and survivability. It was designed to be independent, able to deal with any type of enemy. Unlike the bulky Trooper armor, the Raider's armor is slimmer, with smaller shoulder pads, scaled down arm armor, and body armor that hugs the body. Jump jets have also been integrated, necessary to travel through the vast ruin of the Red Zones. Armour can be upgraded with scanner packs, helpful for detecting ambushes, and power packs. In addition, they are able to call for transport when needed. Drop pods can deploy Zone Raider veterans from orbit.

Zone Raiders are deployed under GDIUP Zone Operations Command, and have been in service for an unknown period of time. Originally, the Raiders were developed with the idea of working with Zone Troopers. However, their role changed from anti-air to scouting, replacing Zone Troopers forces in ZOCOM. Interestingly, Zone Raider forces only consists of women. ZOCOM's R&D developed their power armor with a "bikini style" chest plating with this in mind.

Behemoth
The Behemoth, as used by the Steel Talons brigade, is the precusor to the Mk. III Juggernaut. The design was developed in response to the weakness of the Juggernaut's performance against infantry. As many failed reconnaissance missions had shown, the walker was all too susceptible to close-range infantry attacks.

To counter this flaw, the Behemoth design incorporates a loading bay that can carry an infantry squad. This allows the infantry to attack from the Walker, and allowing the unit to be more versatile in combat.

MARV

 * Weapons ????
 * Armour thick for an epic unit
 * Speed ????
 * Cost ????

The MARV is a powerful Epic unit that cause devastation in their Wake.

Additional Notes

The Mammoth Armed Reclamation Vehicle is a extremely powerful GDI combat vehicle. It is approximately 3 times the size of the Mammoth Tank utilized in the Third Tiberium War. It has three railgun turrets mounted onto its chassis and can carry up to 4 infantry squads inside, similar to the Scrin Eradicator. It also has the ability to harvest Tiberium instantly, but this act diminishes the value of the harvested Tiberium when used in succession. The MARV will repair itself when garrisoned with Engineer. Although The MARV is an Epic Unit it does gain Veterancy.

Nod
This faction is the enemy of GDI and is religious. They are very annoying and also are quite fast. The worship Kane 25 hours a day forever. They seek Tiberium and expect Tiberium to help them live forever.

Specter
With new reports appearing about the Brotherhood of Nod, data about the Specter has become available. This vehicle is the Brotherhood's new unit, an advanced stealth artillery supplementing the beam cannons.
 * Cost: $1200
 * Build Time: 20 seconds
 * Built From: War Factory
 * Prerequisites: Tech Lab

While information remains sketchy currently, it is known that Nod Shadows can interface with these artillery units and deploy an artillery beacon to accurately guide their fire, much like GDI sniper teams and Juggernauts. In addition, Specters have top of the line optic camouflage technology, making them extremely difficult to single out.

New intel suggest that the Specter may be utilized by the Marked of Kane, based on their combat doctrine. However, this has yet to be confirmed.

Reckoner
A newly discovered element of the Nod armed forces, the Reckoner is a heavy transportation unit, much like the GDI APC. However, unlike it's counterpart, it's half-tracked, more heavily armored and is capable of permanently deploying into a frontline battle bunker.

However, it cannot be undeployed, so the decision to deploy must be considered beforehand. Prior to deployment, the two infantry squads within cannot fire their weapons, and the Reckoner is defenseless (with the exception of optional dozer blades). Once deployed, however, the Reckoner unpacks into a bunker, gaining enough space for a third squad to occupy it, and all three squads can fire out of its hull. Its weakness includes enemy Mammoth Tanks which the APC hates so badly.

Tiberium Troopers

 * Cost: $900
 * Build Time: 9 seconds
 * Built From: Barracks
 * Prerequisites: Operations Center
 * Speed ????
 * Armour ????
 * Weapon Tiberium Gun

These troopers wield Tiberium Weapons instead of flamethrowers.

Additional Notes

Recent intelligence footage has confirmed the existence of the Marked of Kane-exclusive units in the Nod army: the Tiberium Troopers. These units are the result of research from Dr. Giraud, who defected from GDI. Wearing what appears to be powered armor similar to the Black Hand, these infantry are not equipped with flame weaponry, but instead, use an advanced version of the chemical sprayer, and require an operations center to be set up before deploying.

The mixture sprayed from their tank can melt anything and has the passive effect of slowing down anything it touches. In this vein, they appear to be a throwback to the chem warriors of the First Tiberium War. Within the Marked of Kane, they replace the Black Hand soldiers in their combat roles. It have been confirmed that these troopers have undergone significant (in comparison with the rest of the Brotherhood) Tiberium and cybernetic enhancement, and can be futher upgraded with cybernetic legs, significantly increasing their speed.

Counters

Possibly Aircraft due to its weapon is good for ground units.

Enlightened
Recent intelligence footage has confirmed the existence of the Marked of Kane-exclusive Enlightened Cyborg. Acting as the subfaction's elite infantry, the Enlightened are armed with particle beams capable of cutting through vehicles and an EMP attack with a far wider range than their Awakened counterparts. Their armor are also much more resilient than the one carried by the Awakened - but this comes at a price - the cost of their deployment are almost four times as expensive as the price of one Awakened cyborg squad.

Database operatives will continue to study the new information.

Awakened
With the recent acquisition of new intel concerning the period between 2030 and 2047, data about new infantry units of the Brotherhood has surfaced. The Awakened is a heavily armed and armored cyborg, a remnant of CABAL's forces, reactivated to serve Kane. Awakened are armed with an EMP cannon implanted in its right arm, a heavy machine gun grafted onto its left (which can be upgraded to a particle beam), a rebreather unit and numerous other augmentations. The Awakened appear to have undergone significant modifications, based on the disparity between original Nod Cyborg and the Awakened's appearances, which appears closer to the Cyborg reaper.

The EVA Database operatives continue to analyze the available data.

Redeemer Walkers

 * Cost: $5000
 * Build Time: 50 seconds
 * Built From: Redeemer Engineering Facility
 * Prerequisites: Tech Lab

This unit is a giant terror walker that hates everything it sees. It hates GDI tanks, it hates the Orca Gunship, it hates the MARV and it hates its expensive price.

Additional Notes

Recent intel has confirmed the existence of an "Epic Unit" of the Brotherhood of Nod. This "Redeemer" is a massive mechanized walker, similar in design to the Avatar Warmech, though it is significantly more heavily armed and armored, as well as being quadrupedal, adding stability. It is armed with obelisk-based tri-part lasers, which are able to cut through the heaviest of armour. The Redeemer also serves as a symbol for the Brotherhood, whose power is the representation of Kane's own presence.

After their defeat from their first encounter with a MARV, Nod realized they could loose control in the red zones. They needed a unit to counteract GDI's new weapon. Using covert forces, Nod succeeded in raiding a ZOCOM MARV production center. Using GDI's construction plans and the Avatar's basic design, Nod developed its own Epic unit.

The Redeemer can bolster its already formidable laser cannon, like the Avatar. However, unlike its predecessor, which destroyed Nod vehicles for added firepower, infantry sacrifice their weapons to the Redeemer, possibly going with the Avatar to operate the weapons. These upgrades depend on the units Redeemed:


 * Militants, Awakened and Confessor Cabal: Anti-infantry machineguns.
 * Militant rocket squad: Anti-armor and anti-aircraft missiles.
 * Black Hand: Anti-infantry/anti-structure flamethrower
 * Tiberium trooper:Anti-infantry/anti-structure tiberium sprayer
 * Saboteur: an automatic repair module. An additional Saboteur will double the healing rate.

Another weapon is the glowing device on the Redeemer's back, the Rage Generator, which is able to drive enemy units into a frenzy, causing them to ignore Nod units and attack one another. It has been confirmed that the Redeemer can crush Mammoth 27 tanks and other Heavier units by simply walking over it, thanks to his size. It's armour and bulk prevents its legs from being destroyed by Commandos, who could be easily crushed.

However, the production of such a device is resource-intensive; its size is roughly twice that of a standard Avatar. In addition, it requires its own production facility, the Engineering Facility to create. The expense and technical expertise required for the walker's construction is so great that a commander is allowed to have only one Redeemer under his or her command at a time.

Counters

Unknown.

Mantis
The Mantis is a support tank available to the Black Hand designed for anti-air defense. This vehicle replaces the Stealth Tank, due to the organization's beliefs against stealth. From recent intel, the unit is armed with surface-to-air missiles, and equipped with stealth detecting sensors. The unit can be upgraded with tiberium core missiles.

Confessor Cabal

 * Cost: $300
 * Build Time: 3 seconds
 * Built From: Barracks
 * Prerequisites:None
 * Speed ????
 * Armour ????
 * Weapon Machine Guns and grenades that cause friends to turn on each other

This trooper wears capes and carries machine guns.

Additional Notes

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..

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.

Counters

Same as regular Nod Militants. Anti Infantry is your defense against these troopers.

Scrin
The Scrin are aliens and got formidable weapons that rivals GDI's.

Cultist

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

This unit is a weird freak the Scrin uses.

Additional Notes

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.

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 for no reason 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 for no reason and begins immediately after the skill is used for no reason at all. 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 for no reason. 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 for no reason.

Cultists cost less than a single enemy harvester for no reason. 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.

Prodigy

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

This unit is another psychic unit that the Scrin uses.

Additional Notes

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.

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 for no reason.

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 for no reason or it hates aircraft.

Combat Role

The Prodigy is available exclusively to the Traveler sect at tier 3 for no reason 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 for no reason! 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.

Counters

Unknown.

Archon
Newly released intelligence files have revealed the existence of a new Scrin infantry unit. The Archons are a elite soldiers of the Scrin race that are more humanoid in appearance and serve as heavy infantry in combat scenario's.

These Scrin warriors were deployed in more serious engagements. In order to better survive combat scenarios, the Archons were equipped with personal shields.

Database operators continue to study the Archon for new information.

Reaper Tripod
The Scrin sect Reaper-17 uses its own advanced Tripod variant called the Reaper Tripod. This unit is a mutation of the Annihilator, a result of the Reaper's excessive Tiberium infusions. The Reaper Tripod eclipses the normal Annihilator due to its ability to absorb Tiberium to enhance its conversion beams, similar to the Devourer Tank.This weapon can be upgraded to have longer firing times.

Mechapede

 * Cost ????
 * Armour ????
 * Weapon ????
 * Speed ????

This unit is a strong vehicle that is warped by the Scrin.

Additional Notes

The Mechapede is a walker unit that is utilized by the Scrin invaders, determined to be an advanced customizable biotank by InOps. The Mechapede closely resembles a Terran millipede or centipede, though it is exponentially larger. It speed is faster then even a Seeker, and can fire in any direction. However, it can not move in reverse.

The Mechapede's "head" is the only part constructed at first; it has a weapon similar to the Scrin Disintegrators. Eight additional segments, of four varying types, can be added. Shard segments are powerful against enemy infantry, disk segments can strike down enemy aircraft,the Tiberium segment has a similar weapon to the Corrupter, and a Disintegrator segment. These segments allow the mechapede to be a versatile support unit. Like the Corruptor, its Tiberium toxin can not only heal other Scrin, but also heal itself.

Destruction of the Mechapede body segments will not destroy the unit, as it can then rebuild more segments. The only way to totally destroy the unit is by targeting the head segment.

Counters

Flank it or Attack the head.

Ravager

 * Cost: $1200
 * Build Time: 12 seconds
 * Built From: Portal
 * Prerequisites: Nerve Center, Stasis Chamber

The Ravager is an elite assault infantry used by the Scrin. The creature is a quadrupedal biomechanical construct, that literally has green Tiberium crystals growing on it. It has been reporter to be one of fastest units that have been recently introduced. The Ravager attacks by flinging Tiberium shards at its target in a manner similar to Canus tiberias. It is also purported to have the ability to detonate tiberium via a reaction similar to the one Nod's Catalyst missile weapon uses.

Ravager units of Reaper-17 can be upgraded with better weaponry. Traveler-59 is able to upgrade their Ravager's with advanced articulators, increasing its speed to the point it can outrun vehicles.

Shard Walker
The Shard Walker is a variant of the Gun Walker available to Reaper-17. It is a mutation of the Gun Walker caused by excessive Tiberium infusion. As a result of this mutation, this Walker is faster and stronger. In lieu of a energy weapon, the Shard Walker fires Tiberium shards at high speeds. These shards are stronger than the energy weapon, and the weapon itself is capable of being upgraded to Blue shards. It can also make use of energy shields to increase its durability.

Eradicator Hexapod

 * 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

Powerful Scrin Epic Unit

Additional Notes

The Eradicator Hexapod is an extremely powerful Scrin mechanized walker, resembling a six-legged spider.

Existence of this unit was first revealed from fuzzy images of a large mass. Soon began rumors of a giant, six-legged monster traveling the the red and yellow zones. While some thought these rumors would soon dissipate, GDI Central Command began to worry when reports of this creature increased. More disturbing and detailed accounts included the easy destruction of a Mammoth Tank and an Avatar, and taking apart its victims piece by piece and recycling them. GDI investigated, and soon learned of the Eradicator.

The Eradicator is armed with weaponry similar to the Devastator Warship, and also equipped with an Lifeform Recycling System. This gruesome ability allows the unit to dismantle parts from the vehicles and buildings it destroys, resulting in a steady supply of resources. As a whole, the Eradicator is heavily armed and armoured, and with the right units supporting it, difficult to defeat. Even Commandos can not damage it's legs, and would be crushed if attempting to attack it.

However, without appropriate upgrades, the walker is incapable of protecting itself from air attacks. Worse, its main weapon's lack of precision makes it less effective against heavy assault units. Due to the large amount of resources required to construct one of these vehicles, only one can be deployed at a time.The sheer size and power of the unit means that it requires its own specialist structure in order to be brought onto the battlefield: a Warp Chasm.

Assimilate unit upgrades The Lifeform Recycling System can be upgraded to allow the Eradicator to assimilate up to three Scrin infantry units. These units provide the unit with a number of new weapons. Like the GDI APC or the Nod Reckoner, these units can not leave once melded. New capabilities also depend on the type of unit absorbed:


 * Disintegrators: adds a powerful anti-vehicle beam weapon.
 * Assimilator:adds a self repairing module.
 * Shock Troopers: adds anti-vehicle and anti-aircraft weaponry.
 * Ravager: adds shard launcher.
 * Mastermind/Prodigy: Allows the Teleport Eradictor capability, allowing it to travel instantly from one point to another.

Counters Aircraft unless upgraded. Also destroy the Warp Chasm before one is deployed.