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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

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.

Shatterers

File:Shatterer.jpg
Shatterers are armed with Sonic cannons

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. 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. 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. This, and alongside it's heavy bulk, makes the hovertank vulnerable to fast units, including aircraft.

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

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


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

Special Abilities:

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

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

Upgrades Available:

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

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

Combat Chain Role:

The ZOCOM Zone Raider is available to ZOCOM squadrons at tier 3 and replaces the Zone Trooper for this faction. To be an ideal candidate for Red Zone deployment, and the corresponding risk of being cut off from reinforcements, the Zone Raider was designed by GDI Engineers with the ability to respond to any and all opposition singlehandedly. A regiment of Zone Raiders can decimate enemy infantry, vehicles, and structures in a hail of area-effect sonic fire, and respond to air threats with a target-locked missile barrage.

Advanced Gameplay Notes:

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

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

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

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

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

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

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

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

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

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


MARV

File:CnCTS MARV.jpg

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.

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.

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

Recent intelligence footage has confirmed the existence of the Marked of Kane-exclusive units in the Nod army: the Tiberium Troopers. Wearing what appears to be powered armor similar to the Black Hand, these infantry are not equipped with flame weaponry, but instead, use advanced version of the chemical sprayer. 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 is possible, though not confirmed, that they have undergone Tiberium enhancement themselves.

Special Abilities:

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

Upgrades Available:

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

Combat Chain Role:

The Marked of Kane Tiberium Trooper is available only to the Marked of Kane subfaction at tier 2. The Tiberium Trooper replaces the Black Hand unit for the Marked of Kane, devastating enemy infantry and structures with a concentrated stream of liquid death.

Advanced Gameplay Notes: -The passive effect of the Tiberium Trooper’s main weapon can slow down enemy units, allowing a skilled MoK player to utilize complimentary unit powers, such as EMP, to effectively corral and disable enemy armor divisions

-The Tiberium Trooper clears garrisoned structures

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

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

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 Special Notes:The Redeemer is a Unique unit, only one Redeemer can be deployed at a time, and the Redeemer will announce its arrival on the battlefield to all Players!

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

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

Redemption would come to the masses on this day.

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

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

Militant Rifle Squad/Confessor Cabal/Awakened: anti-infantry machinegun Militant Rocket Squad: anti-air/vehicle rockets Saboteur: persistent healing, addition of a second saboteur will heal twice as fast Tiberium Trooper: anti-infantry/structure liquid tiberium, slows vehicles Black Hand: anti-infantry/structure flamethrower

The Redeemer is available to all Nod subfactions at tier 3 when a Redeemer Engineering Facility is constructed. As a unique, top-tier, heavy armored unit, the Redeemer can both take and deal out significantly more damage than any other unit in the Nod arsenal. In addition, due to its gargantuan size, the Redeemer can crush even the mighty Mammoth Tank with a single, powerful step. The main weapon of the Redeemer, a custom laser triad, can penetrate the heaviest of armor and cut infantry squads to ribbons. Dual mounting slots allow a battlefield commander to customize the Redeemer to better deal with the situation at hand. Whether marching into combat or surrounded by foes and nearly expired, the Redeemer can active the Rage Generator to incredible effect, throwing nearby enemy infantry and vehicles into an adrenaline-fueled frenzy.

Expect the Worst

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

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

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

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

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

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

Nod Missile Tank

An as of yet unknown variation of a tank available to the Nod Black Hand. It can only fire at air units, just like the GDI Slingshot. This vehicle replaces the Stealth Tank for the Black Hand.

Confessor Cabal

  • Cost: $300
  • Build Time: 3 seconds
  • Built From: Barracks
  • Prerequisites:None

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.

Combat Chain Role:

The Confessor Cabal replaces the militant squad for the Black Hand subfaction at tier 1. As a basic infantry unit, the Cabal can stand toe-to-toe with any other faction’s tier 1 infantry squads, becoming more effective with strategic use of the Hallucinogenic Grenade and numerous upgrades. When the Cabal is combined with other Black Hand infantry, a Black Hand marching force truly becomes a sight feared by enemy commanders.

Advanced Gameplay Notes:

-The Confessor Cabal increases the rate of fire and armor of nearby infantry and decreases their ability to be suppressed, making Cabals an excellent addition to any infantry regiment, and a powerful combination with Rocket Squad micromanagement early on

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

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

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

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

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

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

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

Scrin

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

Cultist

Recent intel has revealed the existence of a new infantry unit known as the Cultist. Intelligence suggests that the cultists are actually a fusion of two organisms; a captured human and a Prodigy parasite fused to their nervous system.

These units are unarmed. However, they have the same mind control abilities as the Mastermind, able to take control of ground units and buildings. Unlike the Scrin Commando-analog, Cultists could be built in multiple numbers. However, Cultists are unable to use their mental control abilities on air units.

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

The Scrin Mechapede

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

Segments:

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

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

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

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

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


Combat Chain Role:

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


Advanced Gameplay Notes:

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

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

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

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

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

Ravager

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. It can also make use of energy shields to increase its durability.

Eradicator

The Eradicator Hexapod is a high powered Scrin mechanized walker. It resembles a six-legged spider. It makes use of a weapon highly similar to the Seeker's weapon. It can transport 4 Scrin infantry squads, but they can't leave after entering unlike the GDI APC or the Nod Reckoner. It can salvage parts from the vehicles and buildings it destroys, resulting in a steady cash flow based on the sold materials. Due to the large amount of resources required to construct one of these vehicles, only one can be deployed at a time. The infantry that are put inside give the Eradicator certain abilities. One particulary deadly use of that ability is to garrison a Mastermind, thus allowing the radicator to teleport anywhere on the battlefield.