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* AwesomeButImpractical: It can OneHitKill on any unit or structure in one attack - not even the Mammoth Mk. II or the cyborg commando can survive. However, the droid does not reveal new territory and most of the other times they'll go after a random soldier off in the corner of the map.

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* AwesomeButImpractical: It can OneHitKill on any unit or structure in one attack - not even the Mammoth Mk. II or the cyborg commando can survive. However, the droid does not reveal new territory and most of the other times they'll go after a random soldier off in the corner of the map. It also has a 12 minute cooldown, so you can't exactly spam them.
* LightningBruiser: It has a surprisingly high amount of hit points, more so than GDI's Titan. It also moves ''absurdly'' fast, meaning that barring a defense setup designed specifically to eliminate it, the Hunter Seeker Droid WILL reach its target.
* MultiplayerOnlyItem: Well, unit technically but the Hunter-Seeker is only usable in skirmish mode.
* OneHitKill: It deals a ridiculous 11,000 damage to whatever it attaches itself to which can kill anything in the game straight up. For comparison, the Core Defender, the FinalBoss of the game which is meant to be a HopelessBossFight in the first place, has 10,000 hit points.



* FragileSpeedster: They move at a fast clip, but can't take much damage. Even GDI Riflemen or Nod Militant squads can deal alarming damage to seekers if left unchecked.



* CastFromMoney: Using an allied refinery to charge the Devourer Tank's cannon costs 100 credits.



* AwesomeButImpractical: Tends to have this rap in the C&C3 community. Very Expensive ($3000), slow, requires Tier 4 to build (while most heavy-duty units only need Tier 3), and it's fighter ships it launches can be neutralized by a competent anti-air effort. The Devastator Warship ($2400) is often a better choice overall, as it requires 1-less tier of technology, and it is a helpful artillery ship, but lacks anti-air offense.

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* AwesomeButImpractical: Tends to have this rap in the C&C3 community. Very Expensive ($3000), slow, requires Tier 4 to build (while most heavy-duty units only need Tier 3), and it's fighter ships it launches can be neutralized by a competent anti-air effort. The Devastator Warship ($2400) is often a better choice overall, as it requires 1-less tier of technology, and it is a helpful artillery ship, but lacks anti-air offense. ''Kane's Wrath'' Also adds units designed specifically to counter air threats, that being the GDI Slingshot (which has extreme maneuverability and instantly hitting quad cannons.) and the Black Hand Mantis (that can spam absurd amounts of missiles at airborn targets.)

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* AwesomeButImpractical: The Signature Generators upgrade. In theory, creating an instant pop up army on the map is useful for misinformation and misdirection. In practice, human players take a literal half second to click on the map and see that the massive death blob is really just a few venoms, while AI players don't even care. At least it only costs a super measly 100 credits to research.



* BoringButPractical: Costing just 900 credits, and equipped with a basic machine gun, the Venom is an exceptional scout and anti infantry/aircraft option that can be obtained early on. Unlike the GDI Orca, the Venom does not need to return to an Air Tower to rearm or take up a slot in the Air Tower. This means it's possible to amass a fleet of them with the only restriction being your credit bank.



* FragileSpeedster: The Venom is fast, and being an air unit, are capable of moving anywhere unhindered. That speed comes at the price of being very frail. Being in range of a single Guardian APC for a couple of seconds is enough to send them crashing to the ground.



* DangerDeadpan: Their response to being shot out of the sky? A simple "Whoops."







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* SupportPartyMember: Unlike the GDI or Nod Commandoes, Masterminds (outside of a single campaign mission) do not have any weapons and cannot directly harm any opponents. In exchange they get the ability to mind control a single unit or building from a respectable distance, and can teleport allies a moderate distance. This gives the mastermind extremely potent utility, but it should never be left alone as it is vulnerable to a ZergRush of basic infantry.




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* SupportPartyMember: Just like the Mastermind, it cannot directly harm enemy units. In addition to the Mastermind's abilities, it can teleport itself, and can temporarily mind control a whole group of units.

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* CripplingOverspecialization: They are able to instantly kill other infantry, but are utterly useless against everything else.

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* CripplingOverspecialization: They are able to instantly kill other infantry, but are utterly useless against everything else. Fortunately, they can "combine" with many vehicles to cover ''their'' weakness to infantry.



* GlassCannon: Can instantly kill infantry but take a hit or two and they disappear.

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* GlassCannon: Can instantly kill infantry but take a hit or two and they disappear.will kill them.



* HypnoticCreature: Mastermind are capable of mind controlling enemy units and building.

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* {{Expy}}: Of Yuri Prime, due to being a commando who can mind control units ''and'' structures. The Prodigy shares these traits and more so this applies them too.
* HypnoticCreature: Mastermind are capable of mind controlling enemy units and building.buildings.



* MassTeleportation: Can teleport small groups of friendly units across chasms or into enemy bases but not itseft. This ability is apparently unhindered by the size of the unit being transported (even epic units can be transported this way). If the Prodigy can go into an Eradicator Hexapod, it grants the Eradicator's ability to teleport.

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* MassTeleportation: Can teleport small groups of friendly units across chasms or into enemy bases but not itseft.itself. This ability is apparently unhindered by the size of the unit being transported (even epic units can be transported this way). If the Prodigy can go into an Eradicator Hexapod, it grants the Eradicator's ability to teleport.

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not a subversion, Land Mine Goes Click and Video Game Flamethrowers Suck do not apply to every single land mine or flamethrower, anti-air vehicles are not tanks, and Always Lawful Good and Always Chaotic Evil only apply to species


'''Trained at''' Weapons Factory/Airstrip/War Factory: ]

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'''Trained at''' Weapons Factory/Airstrip/War Factory: Factory/Gravity Stabilizer: ]



* BaseOnWheels: Basically a vehicle that can build other buildings.

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* BaseOnWheels: Basically The MCV is a vehicle (or in case of the Scrin Drone Ship, aircraft) that can build other buildings.



* StartingUnits: Everyone starts with an MCV except in baseless modes, they are necessary to facilitate base construction. In the first game, it could only be built in the last missions (or in multiplayer, with the tech level set to the highest value) and required the most advanced structures of the game to be built. Later Tiberium games lowered the requirement, such as only requiring a repair depot, and by ''Tiberium Wars'', a new MCV can be built from the start.

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* StartingUnits: Everyone starts with an MCV except in baseless modes, they are necessary to facilitate base construction. In the first game, it could only be built in the last missions (or in multiplayer, with the tech level set to the highest value) and required the most advanced structures of the game to be built. Later Tiberium games lowered the requirement, such as only requiring a repair depot, and by ''Tiberium Wars'', a new MCV can be built from the start.with only a War Factory.







* AwesomeButImpractical: Subverted. The rule of Mobile X doesn't apply, simply because there is no stationary version of it to begin with, and its unique function is very useful. Technically, despite the name, it is largely stationary. To go Mobile it has to turn off the Sensor Array - and you are bound to have a couple of them on your base, being stationary forever.

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\n* AwesomeButImpractical: Subverted. The rule of Mobile X doesn't apply, simply because there is no stationary version of it to begin with, and its unique function is very useful. Technically, despite the name, it is largely stationary. To go Mobile it has to turn off the Sensor Array - and you are bound to have a couple of them on your base, being stationary forever.----







* ActionBomb: When one grenadier dies, he explodes and may injure other soldiers in his squad. It wasn't as bad as the Flamethrowers, but a group of injured Grenadiers could all die if a single one did.

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\n* ActionBomb: When one grenadier dies, he explodes and may injure other soldiers in his squad. It wasn't as bad as the Flamethrowers, but a group of injured Grenadiers could all die if a single one did.----



* DefeatEqualsExplosion: When one grenadier dies, he explodes and may injure other soldiers in his squad. It wasn't as bad as the Flamethrowers, but a group of injured Grenadiers could all die if a single one did.




* AlwaysLawfulGood: It's one of three units out of the many that appeared in Red Alert 1 and Tiberian Dawn, but wouldn't be swapped between the Allies-GDI and Soviets-Nod switch, the other being the APC and Flamethrower Infantry.

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\n* AlwaysLawfulGood: It's one of three units out of the many that appeared in Red Alert 1 and Tiberian Dawn, but wouldn't be swapped between the Allies-GDI and Soviets-Nod switch, the other being the APC and Flamethrower Infantry.----



!!![=Disc thrower=]

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!!![=Disc thrower=]!!!Disc Thrower




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!!![=Disruptor=]

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!!![=Disruptor=]!!!Disruptor




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* AbnormalAmmo: Grenadiers throw oval-shaped grenades which can lock onto and guide themselves to far-away targets, particularly ones holed up in abandoned buildings - one Grenadier getting close enough is all you need to clear the entire building and place your own soldiers in it.

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\n* AbnormalAmmo: Grenadiers throw oval-shaped grenades which can lock onto and guide themselves to far-away targets, particularly ones holed up in abandoned buildings - one Grenadier getting close enough is all you need to clear the entire building and place your own soldiers in it.----



* PluckyComicRelief: They stand out among the units in the grim-and-serious setting of the Tiberium universe through their many goofy lines.

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* PluckyComicRelief: They stand out among the units in the grim-and-serious setting of the Tiberium universe through their many goofy lines.
* ThrowDownTheBomblet: Grenadiers throw oval-shaped grenades which can lock onto and guide themselves to far-away targets, particularly ones holed up in abandoned buildings - one Grenadier getting close enough is all you need to clear the entire building and place your own soldiers in it.



* OneHitKill: They can do this to all infantry (even heavily armored ones like Zone Troopers, Shock Troopers and Enlightened) except commandos.

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* OneHitKill: GlassCannon: Instantly kill any infantry-regardless of armor type, but can be overwhelmed by masses of low tier infantry-especially militant squads (given the comparatively slow rate of fire).
* InvisibilityCloak:
They can do this to all infantry (even heavily armored ones like Zone Troopers, Shock Troopers and Enlightened) except commandos.are invisible when not moving.



* LongRangeFighter: Sniper team can shoot from very far, but they risks getting overwhelmed by mass infantry spam because of their weapons slow rate of fire.
* GlassCannon: Instantly kill any infantry-regardless of armor type, but can be overwhelmed by masses of low tier infantry-especially militant squads (given the comparatively slow rate of fire).
* InvisibilityCloak: They are stealthed when not moving, presumably being camouflaged rather than using a stealth generator as they lack the fancy stealth sound and visual effect.

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* LongRangeFighter: Sniper team teams can shoot from very far, but they risks risk getting overwhelmed by mass infantry spam because of their weapons slow rate of fire.
* GlassCannon: Instantly kill any infantry-regardless of armor type, but can be overwhelmed by masses of low tier infantry-especially militant squads (given the comparatively slow rate of fire).
* InvisibilityCloak:
OneHitKill: They are stealthed when not moving, presumably being camouflaged rather than using a stealth generator as they lack the fancy stealth sound can do this to all infantry (even heavily armored ones like Zone Troopers, Shock Troopers and visual effect.Enlightened) except commandos.



* LandMineGoesClick: Capable of laying mines to deter or destroy approaching enemies.

!!![=Mobile Repair Transport=]

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* LandMineGoesClick: TrapMaster: Capable of laying mines to deter or destroy approaching enemies.

!!![=Mobile !!!Mobile Repair Transport=]Transport



* LandMineGoesClick: Capable of laying mines to deter or destroy approaching enemies.




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* TrapMaster: Capable of laying mines to deter or destroy approaching enemies.




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* HoverTank: Oddly enough, unlike Hover MLRS in ''Tiberian Sun'', it's can't traverse through water.




* AlwaysChaoticEvil: It's one of three units out of the many that appeared in Red Alert 1 and Tiberian Dawn, but wouldn't be swapped between the Allies-GDI and Soviets-Nod switch, the other being the Medium Tank and APC.

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\n* AlwaysChaoticEvil: It's one of three units out of the many that appeared in Red Alert 1 and Tiberian Dawn, but wouldn't be swapped between the Allies-GDI and Soviets-Nod switch, the other being the Medium Tank and APC.----



* MookCommander: "Confessor" in ''Tiberium Wars'' are upgraded for Nod's Militant squads who will improve the combat power of not only the squad's members, but all nearby units.

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* MookCommander: "Confessor" in ''Tiberium Wars'' are upgraded for Nod's Militant squads who will Confessors improve the combat power of not only the squad's members, but all nearby units.



* KillItWithFire: Their primary weapon is a powerful flamethrower that are good against infantry and structures, but do little damage against most vehicles such as heavy tanks, so the best method of countering them is to use any vehicle with anti-infantry capacity. Furthermore, they are capable of instantly clearing garrisoned buildings. Their flamethrowers are quite effective against light vehicles if under prolonged fire though. With the Purifying Flame upgrade, however, light vehicles and even tanks are at grave risk.

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* KillItWithFire: FireBreathingWeapon: Their primary weapon is a powerful flamethrower that are good against infantry and structures, but do little damage against most vehicles such as heavy tanks, so the best method of countering them is to use any vehicle with anti-infantry capacity. Furthermore, they are capable of instantly clearing garrisoned buildings. Their flamethrowers are quite effective against light vehicles if under prolonged fire though. With the Purifying Flame upgrade, however, light vehicles and even tanks are at grave risk.



* VideogameFlamethrowersSuck: As part of Crippling Overspecialization they can't attack air units but they are capable of instantly clearing garrisoned buildings. Their flamethrowers are quite effective against light vehicles if under prolonged fire though. Completely averted with the Purifying Flame upgrade, however, light vehicles and even tanks are at grave risk.

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* VideogameFlamethrowersSuck: As part of Crippling Overspecialization they can't attack air units but they are capable of instantly clearing garrisoned buildings. Their flamethrowers are quite effective against light vehicles if under prolonged fire though. Completely averted with the Purifying Flame upgrade, however, light vehicles and even tanks are at grave risk.



* VideoGameFlamethrowersSuck: [[AvertedTrope Haha, nope.]] The fact that their flamethrower can fire while walking makes them immune to Commando's attempt to attach C4 to them. And once they get the ''Purifying Flame'' upgrade, their short range is offset by the fact that they become InstantDeathRadius incarnate, capable of taking down Mammoth Tanks within moments.

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* VideoGameFlamethrowersSuck: [[AvertedTrope Haha, nope.]] The fact that their flamethrower can fire while walking makes them immune to Commando's attempt to attach C4 to them. And once they get the ''Purifying Flame'' upgrade, their short range is offset by the fact that they become InstantDeathRadius incarnate, capable of taking down Mammoth Tanks within moments.



* AwesomeButImpractical: Can destroy and entire base in a single shot, but it takes 5,000 credits to deploy, has low armour, and moves very slowly. A common get-around tactic for this is to send the Scrin commando unit into an enemy base, find a building that gives the space to drop the building that calls the Mothership, then force-fire the Mothership's main gun on the building. Though the player loses a structure, the enemy base becomes rubble within seconds. And when we say the enemy base becomes rubble within seconds, [[https://youtu.be/GDXM6LEuvQ0?t=991 we mean it.]]

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* AwesomeButImpractical: Can destroy and entire base in a single shot, but it takes 5,000 credits to deploy, has low armour, and moves very slowly. A common get-around tactic for this is to send the Scrin commando unit Mastermind into an enemy base, find a building that gives the space to drop the building that calls the Mothership, a Signal Transmitter, then force-fire summon the Mothership's main gun on Mothership and order it to shoot the building.Signal Transmitter. Though the player loses a structure, the enemy base becomes rubble within seconds. And when we say the enemy base becomes rubble within seconds, [[https://youtu.be/GDXM6LEuvQ0?t=991 we mean it.]]




!!![=Drone Ship=]
[floatboxright:
'''Type''': Spacecraft\\
'''Role''': Base Deployment\\
'''Weapons''': None\\
'''Trained at''': Gravity Stabilizer]
The Drone Ship acts as the Scrin's Mobile Construction Vehicle. It deploys into the Drone platform, allowing its owner to build structures. It is also the first aerial MCV seen in the series. Despite being airborne, it still manages to find very rugged terrain difficult to cross.

* BaseOnWheels: Basically a aircraft that can build other Scrin buildings.
* MobileFactory: Their purpose is to build other Scrin structures.
* StartingUnits: Everyone Scrin player starts with an Drone Ship, they are necessary to facilitate base construction
* WorkerUnit: It is needed to build Scrin structures and losing the Drone Ship without being able to replace it usually means losing the game.

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Fun With Acronyms doesn't apply to every single abbreviated term (only when the acronym spells something significant) and Fluffy The Terrible only applies to cute names


!!![=MCV=]

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!!![=MCV=]!!!MCV




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* FunWithAcronyms: '''M'''obile '''C'''onstruction '''V'''ehicle.



* SpiderTank: Nod [=MCV=]s in ''Tiberium Wars'' use complex insect-like legs to move.



* WalkingTank[=/=]SpiderTank: Nod [=MCV=]s in ''Tiberium Wars'' use complex insect-like legs to move.



!!![=Humvee=]

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!!![=Humvee=]!!!Humvee




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* FunWithAcronyms: '''H'''igh '''M'''obility '''Mu'''ltipurpose '''W'''heeled '''V'''ehicle.

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* FunWithAcronyms: '''H'''igh '''M'''obility '''Mu'''ltipurpose '''W'''heeled '''V'''ehicle.



!!![=Amphibious APC=]

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!!![=Amphibious APC=]!!!Amphibious APC




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* FunWithAcronyms: Amphibious '''A'''rmored '''P'''ersonnel '''C'''arrier.

!!![=Wolverine Mk. I=]

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* FunWithAcronyms: Amphibious '''A'''rmored '''P'''ersonnel '''C'''arrier.

!!![=Wolverine

!!!Wolverine
Mk. I=]I




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!!![=Hover MLRS=]

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!!![=Hover MLRS=]!!!Hover MLRS




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* FunWithAcronyms: Hover '''M'''ultiple '''L'''aunch '''R'''ocket '''S'''ystem.



!!![=Mobile EMP=]

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!!![=Mobile EMP=]!!!Mobile EMP




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* {{EMP}}: The EMP shockwave create by the tank hits everything in its (rather short) radius, whether friend or foe. Additionally, it can disable base defenses such as Obelisks of Light, provided it can get within range. Also of note is that while the Mobile EMP is not affected by its own EMP discharge, it can be disabled if caught in the blast of another Mobile EMP or that of an EMP cannon.
* FunWithAcronyms: Mobile '''E'''lectro-magnetic '''P'''ulse '''C'''annon.

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* {{EMP}}: The Mobile EMP shockwave create by the tank hits everything in its (rather short) radius, whether friend or foe. Additionally, it can disable base defenses such as Obelisks of Light, disables all nearby vehicles and defensive structures, provided it can get within range. Also of note is that while the Mobile EMP is not affected by its own EMP discharge, it can be disabled if caught in the blast of another Mobile EMP or that of an EMP cannon.
* FunWithAcronyms: Mobile '''E'''lectro-magnetic '''P'''ulse '''C'''annon.




* AwesomePersonnelCarrier: Mobile Repair Transport is a powerful asset, able to repair other vehicles on the move, while the infantry carried inside provides direct fire support. The MRT makes it possible for the Steel Talons vehicles to stay in a combat zone and take more fire than what most vehicles can sustain before either being destroyed or returning to base for repairs, allowing commanders to become more aggressive with their vehicles.
* FunWithAcronyms: '''M'''obile '''R'''epair '''T'''ransport.

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\n----
* AwesomePersonnelCarrier: Mobile Repair Transport is a powerful asset, able to repair other vehicles on the move, while the infantry carried inside provides direct fire support. The MRT makes it possible for the Steel Talons vehicles to stay in a combat zone and take more fire than what most vehicles can sustain before either being destroyed or returning to base for repairs, allowing commanders to become more aggressive with their vehicles. \n* FunWithAcronyms: '''M'''obile '''R'''epair '''T'''ransport.




* FunWithAcronyms: '''R'''apid '''D'''eployment '''G'''round '''C'''ontrol '''V'''ehicle.

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\n* FunWithAcronyms: '''R'''apid '''D'''eployment '''G'''round '''C'''ontrol '''V'''ehicle.----




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* FluffyTheTerrible: An absolutely colossal tank of unparalleled size that's capable of crushing tanks that crush smaller tanks... Named Marv. Subverted in that it's just an acronym.
* FunWithAcronyms: '''M'''ammoth '''A'''rmed '''R'''eclamation '''V'''ehicle



* WorkerUnit: Basically a really angry harvester bigger than a War Factory. [[BanditMook That prefers to harvest the other guy's field right in his face]].

!!![=A-15 Orca Gunship=]

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* WorkerUnit: Basically a really angry harvester bigger than a War Factory. The MARV comes with an onboard refinery that harvests and processes any Tiberium it drives over, allowing GDI commanders to [[BanditMook That prefers to harvest the other guy's field right in his face]].

!!![=A-15 !!!A-15 Orca Gunship=]Gunship




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* FunWithAcronyms: '''L'''ight '''P'''atrol '''V'''ehicle.

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* FunWithAcronyms: '''L'''ight '''P'''atrol '''V'''ehicle.




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* FunWithAcronyms: '''S'''urface-to-'''S'''urface '''M'''issile Launcher.



* FunWithAcronyms: Subterranean '''A'''rmored '''P'''ersonnel '''C'''arrier.



* MeaningfulName: It's name is a play off the Hand of Nod, although the Fist constructs vehicles rather than infantry. Also, since Vehicles are relatively stronger then Infantry, it could relate to the Fist (a punch) being stronger then the hand (a slap).

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* MeaningfulName: It's The name ''Fist of Nod'' is a play off on the Hand of Nod, although the Fist constructs vehicles rather than infantry. Also, since Vehicles Since vehicles are relatively stronger then Infantry, infantry, it could relate to the Fist (a punch) being stronger then the hand (a slap).



!!![=Saboteur=]

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!!![=Saboteur=]!!!Saboteur



* ArtificialLimbs: The Marked of Kane sub-faction saboteurs can be enhanced with Cybernetic legs that make them faster, and thusly more capable of achieving their goals.

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* ArtificialLimbs: The Marked of Kane sub-faction saboteurs Kane's Saboteurs can be enhanced with Cybernetic cybernetic legs that make them faster, and thusly more capable of achieving their goals.faster.



* HealThyself: All Scrin units slowly regenerate heals in Tiberium fields and effective radius of Corruptors. Their aircraft, in other hand, heals in Ion storms
* TheUnintelligible: With the exception of Cultist, all Scrin units only speak in growls, snarls and grunts.

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* HealThyself: All Scrin ground and air units slowly regenerate heals in Tiberium fields and effective radius of Corruptors. Their aircraft, in other hand, heals in Ion storms
ion storms respectively.
* TheUnintelligible: With the exception of Cultist, all All Scrin units except Cultists only speak in growls, snarls and grunts.




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* AcidAttack: When crushed, they expel an extremely caustic acid that inflicts damage to vehicle that run them over. Only Scorpion tanks and Reckoner [=APCs=] upgraded with Dozer Blades are resistant to this.



* HollywoodAcid: When crush, they expel an extremely caustic acid that inflicts damage to vehicle that run them over. Only Scorpion tanks and Reckoner APCs upgraded with Dozer Blades renders death damage ineffective.

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* HollywoodAcid: When crush, they expel an extremely caustic acid that inflicts damage to vehicle that run them over. Only Scorpion tanks and Reckoner APCs upgraded with Dozer Blades renders death damage ineffective.
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The devourer tank is armed with a proton laser cannon which is effective against infantry and vehicles. The tank can consume Tiberium to super charge its cannon to power up the main cannon for a certain number of shots.

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The devourer tank Devourer Tank is armed with a proton laser cannon which is effective against infantry and vehicles. The tank can consume Tiberium to super charge its cannon to power up the main cannon for a certain number of shots.



* {{Expy}}: Very similar in profile to the German Tank Destroyer in ''VideoGame/CommandAndConquerRedAlert2'' with a fixed-turret but useful against a much wider varety of units than the former.
* FixedForwardFacingWeapon: Unlike other Scrin armour, the Devourer appears designed after human heavy tanks, albeit without a turret (although it is capable of omnidirectional movement, making the entire vehicle a turret in a sense), but with higher range and speed.

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* {{Expy}}: Very similar in profile to the German Tank Destroyer in ''VideoGame/CommandAndConquerRedAlert2'' with a fixed-turret but more useful against a much wider varety variety of units than targets and capable of moving backwards and sideways while firing on the former.
move.
* FixedForwardFacingWeapon: Unlike other Scrin armour, the Devourer appears to be designed after turret-less human heavy tanks, albeit without a turret (although tank destroyers or assault guns. However, it is capable of omnidirectional movement, making omni-directional movement and firing on the entire move, so it is not actually a turret-less vehicle, but rather, the ''entire vehicle a turret in a sense), but with higher range and speed.itself'' is the turret.
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* AirborneArtillery: Devastator Warships are long-ranged artillery ships that fire lethal volleys of "Zeus" plasma discs that can easily rain destruction on the most fortified bases.



* SiegeEngines: An airborne variation, Devastator Warships are long-ranged artillery ships that fire lethal volleys of "Zeus" plasma discs that can easily rain destruction on the most fortified bases.

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* SiegeEngines: An airborne variation, Devastator Warships are long-ranged artillery ships that fire lethal volleys of "Zeus" plasma discs that can easily rain destruction on the most fortified bases.



* {{Expy}}: Of the Alien Warships from Film/IndependenceDay.

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* {{Expy}}: Of the Alien Warships City Destroyers from Film/IndependenceDay.

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* BombDisposal: In ''Renegade'', Engineers's Repair Guns can also disarm enemy C4 and beacons by draining their health bar (nothing else can damage these things).

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* TheArtifact: GDI engineers in ''Tiberium Wars'' still wear hard hats and harnesses over their protective suits.
* BombDisposal: In ''Renegade'', Engineers's the Engineers' Repair Guns can also disarm enemy C4 and beacons by draining their health bar (nothing else can damage these things).



* GasMaskMooks:: Nod engineers in ''Renegade'' and GDI engineers in ''Tiberium Wars''.

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* GasMaskMooks:: GasMaskMooks: Nod engineers in ''Renegade'' and GDI engineers in ''Tiberium Wars''.



** In some ''Tiberian Dawn'' mission, Engineer can be used to capture empty Chinook helicopters.
** In ''Tiberium Wars'', Engineers can climb inside down walker units husk, instantly repair the damage, and pilot the vehicle.

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** In some ''Tiberian Dawn'' mission, Engineer missions, Engineers can be used to capture empty Chinook helicopters.
** In ''Tiberium Wars'', Engineers can climb inside down downed walker units husk, husks, instantly repair the damage, and pilot the vehicle.



* WalkingTank[=/=]SpiderTank: Nod MCV in Tiberium War use complex insect-like legs to move.

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* WalkingTank[=/=]SpiderTank: Nod MCV [=MCV=]s in Tiberium War ''Tiberium Wars'' use complex insect-like legs to move.



** Subverted with three variants of Harvesters used by GDI and their divisions in ''Tiberium Wars'' since their either have weapons or gunports. Played straight with Harvesters used by Nod and Scrin.

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** Subverted with the three variants of Harvesters used by GDI and their divisions in ''Tiberium Wars'' since their they either have weapons or gunports. Played straight with Harvesters used by Nod and Scrin.



* FutureCopter: Thhis transport aircraft has the critical job of rescuing or delivering units to any destination on the battlefield. Using a large grappling device, the Carry-All is capable of picking up any vehicle found on the battlefield.

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* FutureCopter: Thhis This transport aircraft has the critical job of rescuing or delivering units to any destination on the battlefield. Using a large grappling device, the Carry-All is capable of picking up any vehicle found on the battlefield.



** They also bear a reassemblance with Warhammer's 40k SpaceMarines, as they both are highly mobile elite infantry forces equipped with fully sealed power armour. Space marines are also known to use advanced weapons and drop pod assaults.

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** They also bear a reassemblance resemblance with Warhammer's 40k SpaceMarines, as they both are highly mobile elite infantry forces equipped with fully sealed power armour. Space marines are also known to use advanced weapons and drop pod assaults.



* {{Jetpack}}: Zone Raiderss sport a powerful jump jets that allow them to cover impassible terrain.

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* {{Jetpack}}: Zone Raiderss Raiders sport a powerful jump jets that allow them to cover impassible terrain.



* CripplingOverspecialization: While has devastating air-to-ground capability, it's lacks the equipment neceassary to engage airborne targets, and so is a preverbial sitting duck when other aircraft are present.

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* CripplingOverspecialization: While has devastating air-to-ground capability, it's lacks the equipment neceassary necessary to engage airborne targets, and so is a preverbial proverbial sitting duck when other aircraft are present.
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dewicking Badass Baritone


* BadassBaritone: They have a deep, booming, majestic voice that makes everything they say sound awesome.
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Bare Your Midriff is now a disambig


* BareYourMidriff: Hard to tell given the view from far away, Awakened armor seem to be issued with an abdominal cutout in the sidebar icon and concept art.
Tabs MOD

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dewicking disambiguated trope


* FakeBalance: Avatars were originally balanced at about 3000 credits a pop, a reasonable price considering just how durable the things are compared to Nod's otherwise relatively weak forces and place in the FactionCalculus. This was reduced to ''2200'' and both their Health ''and'' Damage were buffed by 25% on top of that, making Avatars obscenely cost-effective, being superior to both GDI's Mammoth and Scrin's Annihilator.



* FakeBalance: They have the same mind control ability as the Masterminds and Prodigies, but they're relatively cheap, on the middle place in the technology tree, and can be mass produced, not to mention they have great speed, decent health, and are capable of healing in Tiberium like the other Scrin units.
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-->''Mammoth advancing.''

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-->''Mammoth advancing.''
-->''Armor Superiority!''

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Dewicking per TRS


* CoolGuns/MachineGuns: GDI Harvesters in ''Tiberium Wars'' have a light machine gun above the driver's cab to ward off enemy forces.



* CoolGuns/RocketsMissilesAndGrenadeLaunchers: Rocket harvesters are easily recognized by their rocket turret mounted above the driver's cab.



* CoolGuns/AssaultRifles: Each of the Minigunner is equipped with an 5.56mm type assault rifles.



* CoolGuns/RocketsMissilesAndGrenadeLaunchers: The sidebar icon in-game depicts Rocket soldier armed with M72 LAW.

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* CoolGuns/RocketsMissilesAndGrenadeLaunchers: The sidebar icon in-game depicts Rocket soldier armed with M72 LAW.



%%* CoolGuns/MachineGuns
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* {{Expy}}: Of the Psi-Corp Troopers/Yuri Clones from ''[[VideoGameCommandAndConquerRedAlert2 Red Alert 2 & Yuri's Revenge]]'', having the mind control abilities they have but lacking the anti-infantry psychic wave.

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* {{Expy}}: Of the Psi-Corp Troopers/Yuri Clones from ''[[VideoGameCommandAndConquerRedAlert2 ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2 & Yuri's Revenge]]'', having the mind control abilities they have but lacking the anti-infantry psychic wave.
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* {{Expy}}: Of Yuri Clones from ''VideoGame/CommandAndConquerRedAlert3'', having the mind control but lacking the anti-infantry deploy ability.

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* {{Expy}}: Of Yuri the Psi-Corp Troopers/Yuri Clones from ''VideoGame/CommandAndConquerRedAlert3'', ''[[VideoGameCommandAndConquerRedAlert2 Red Alert 2 & Yuri's Revenge]]'', having the mind control abilities they have but lacking the anti-infantry deploy ability.psychic wave.

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Wrong trope. Disruptor's effect is purely visual. Kind of a bug.


%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.



%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
%%
%%



* RealityWarper: Its transparent beams distort not only what you see through them, but also even the unit's hitbox and life bar, which is very disturbing the first time you see it.

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* RealityWarper: InterfaceScrew: Its transparent beams distort not only what you see through them, but also even the unit's hitbox and life bar, which is very disturbing the first time you see it.
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* FiringOneHanded: While looking them closly when they are attacking, they seem to use one hand only to fire their rifles, unless they are in a crouching position near a structure, in which case they will hold their rifles with both hands.

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* FiringOneHanded: While looking them closly closely when they are attacking, they seem to use one hand only to fire their rifles, unless they are in a crouching position near a structure, structure in which case they will hold their rifles with both hands.
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* MindControl: Able to steal enemy units until the squad is killed. Valid targets are more restricted compared with the Mastermind or Prodigy.

to:

* MindControl: Able to steal command enemy units until the squad is killed. Valid targets are more restricted compared with the Mastermind or Prodigy.
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Added DiffLines:

* {{Expy}}: Of Yuri Clones from ''VideoGame/CommandAndConquerRedAlert3'', having the mind control but lacking the anti-infantry deploy ability.


Added DiffLines:

* MindControl: Able to steal enemy units until the squad is killed. Valid targets are more restricted compared with the Mastermind or Prodigy.

Added: 14

Changed: 158

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!!![=Sniper team=]

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\n!!![=Sniper team=]* PluckyComicRelief: They stand out among the units in the grim-and-serious setting of the Tiberium universe through their many goofy lines.

!!!Sniper Team

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* {{Expy}}: It's basically the Battle Fortress from ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', given that it's a leviathan of a tank that multiple infantry are able to garrison themselves in to configure the MARV for any situation possible, whether it be for fighting against an army of infantry, aircraft, and lesser armor units, with Sniper Teams and Missile Squads or demolishing just about everything in it's path with four Zone Troopers all at once. The only differences between the two is that the MARV is MUCH MUCH stronger and durable than the Battle Fortress and the way infantry garrison themselves in it is more in line with a permanent version of the [=IFVs=], rather than Battle Fortress being a mobile garrisonable structure that comes equipped with anti-air missiles.

to:

* {{Expy}}: It's basically the Battle Fortress from ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', given that it's a leviathan of a tank that multiple infantry are able to garrison themselves in to configure the MARV for any situation possible, whether it be for fighting against an army of infantry, aircraft, and lesser armor units, with Sniper Teams and Missile Squads or demolishing just about everything in it's path with four Zone Troopers all at once. The only differences between the two is that the MARV is MUCH MUCH stronger and durable than the Battle Fortress and the way infantry garrison themselves in it is more in line with a permanent version of the [=IFVs=], rather than Battle Fortress essentially being a mobile garrisonable structure that comes equipped with anti-air missiles.



* PowerEchoes: Their voices have a resonating effect.




to:

----
* AwesomeButImpractical: It's arguably the least useful out of all the Epic Units for a variety of factors, as it can only have a measly two infantry squads garrison it, which give it a non-existent amount of flexibility in comparison to the MARV and the Eradicator Hexapod, and it's status as a GlassCannon means it won't last that very long against swarms of units, with the best option to counteract this is to have two Saboteurs garrison it to give it regenerative abilities due to the Nod having no options for reparing their units aside from bringing it back to base, this also sacrifices valuable slots that could've been used for other infantry to make it so that it doesn't have to rely on it's laser cannon, which is only capable of hitting one target at a time and has nothing like MARV's splash damage or the Eradicator Hexapod's multiple plasma discs, making it measly in comparison.




to:

----



* {{Irony}}: It adopted the Orca Carryall's design in ''Tiberian Sun''.

to:

* {{Irony}}: It The Nod adopted the Orca Carryall's design in of the Orca Carryall from ''Tiberian Sun''.
Sun'', which belonged to their sworn enemies the GDI.
* PunchClockVillain: They don't have any lines that indicate even a shred of malevolence and mostly have dialogue related to their function as a transport unit.
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* MasterOfAll: Thanks to the it being garrisonable by four different infantry units, it can be be configured for just about any situation on top of having an absurd amount of health, dealing heavy damage, and the ability to drain enemy resources.

to:

* MasterOfAll: Thanks to the it being garrisonable by four different infantry units, it can be be configured for just about any situation on top of having an absurd amount of health, dealing heavy damage, and being able to harvest Tiberium, which aside from providing a major boost to the ability GDI's economy, can be used to drain enemy sabotage enemies by draining their would-be resources.
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* JackOfAllStats: In comparison to the MARV, which is a MasterOfAll thank's to it's versatility, and the Redeemer, which is a GlassCannon, the Eradicator Hexapod is in the middle-ground, having a decent amount of health, but nowhere near the amount that the MARV has, and their disks are more damaging than the MARV's main cannon, but not as much as the Redemeer's lasers. It's real specialty is that it surpasses even the MARV in versatility, thanks to the wide variety of abilities it can obtain, the most shining of which is the teleportation it gets from assimilating a Mastermind/Prodigy, which gives it the ability to teleport. This, alongside having a Shock Trooper and a Ravager assimilated as well, will make it effective against every type of unit in the game, as they have an anti-infantry and anti-armor shard launcher from the Ravager, and an anti-armor and anti-aircraft plasma disc launcher from a Shock Trooper, making it not only capable of handling infantry, armor units, and aircraft all at once, but also capable of teleporting short distances. They also don't even need to take in Assimilators either, as having a squadron of Corrupters to heal it nearby will beat the purpose of the healing that the Assimilators provide due to them being able to heal the Eradicator at a much faster rate and it also being able to stack.

to:

* JackOfAllStats: In comparison to the MARV, which is a MasterOfAll thank's to it's versatility, and the Redeemer, which is a GlassCannon, the Eradicator Hexapod is in the middle-ground, having a decent amount of health, but nowhere near the amount that the MARV has, and their disks are more damaging than the MARV's main cannon, but not as much as the Redemeer's lasers. It's real specialty is that it surpasses even the MARV in versatility, thanks to the wide variety of abilities it can obtain, the most shining of which is the teleportation it gets obtain from assimilating a the Scrin infantry, the most prestigious of which is the one it gets from the Mastermind/Prodigy, which gives it the ability to teleport.teleport short distances. This, alongside having a Shock Trooper and a Ravager assimilated as well, will make it effective against every type of unit in the game, as they have an anti-infantry and anti-armor shard launcher from the Ravager, and an anti-armor and anti-aircraft plasma disc launcher from a Shock Trooper, making it not only capable of handling infantry, armor units, and aircraft all at once, but also capable of teleporting short distances. They also don't even need to take in Assimilators either, as having a squadron of Corrupters to heal it nearby will beat the purpose of the healing that the Assimilators provide due to them being able to heal the Eradicator at a much faster rate and it also being able to stack.
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* {{Expy}} It's basically the Battle Fortress from ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', given that it's a leviathan of a tank that multiple infantry are able to garrison themselves in to configure the MARV for any situation possible, whether it be for fighting against an army of infantry, aircraft, and lesser armor units, with Sniper Teams and Missile Squads or demolishing just about everything in it's path with four Zone Troopers all at once. The only differences between the two is that the MARV is MUCH MUCH stronger and durable than the Battle Fortress and the way infantry garrison themselves in it is more in line with a permanent version of the [=IFVs=], rather than Battle Fortress being a mobile garrisonable structure that comes equipped with anti-air missiles.

to:

* {{Expy}} {{Expy}}: It's basically the Battle Fortress from ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', given that it's a leviathan of a tank that multiple infantry are able to garrison themselves in to configure the MARV for any situation possible, whether it be for fighting against an army of infantry, aircraft, and lesser armor units, with Sniper Teams and Missile Squads or demolishing just about everything in it's path with four Zone Troopers all at once. The only differences between the two is that the MARV is MUCH MUCH stronger and durable than the Battle Fortress and the way infantry garrison themselves in it is more in line with a permanent version of the [=IFVs=], rather than Battle Fortress being a mobile garrisonable structure that comes equipped with anti-air missiles.
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None


* JackOfAllStats: In comparison to the MARV, which is a MasterOfAll thank's to it's versatility, and the Redeemer, which is a GlassCannon, the Eradicator Hexapod is in the middle-ground, having a decent amount of health, but nowhere near the amount that the MARV has, and their disks are more damaging than the MARV's main cannon, but not as much as the Redemeer's lasers. It's real specialty is that it surpasses even the MARV in versatility, thanks to the wide variety of abilities it can obtain, the most shining of which is the teleportation it gets from assimilating a Mastermind/Prodigy, which gives it the ability to teleport. This, alongside having a Shock Trooper and a Ravager assimilated as well, will make it effective against every type of unit in the game, as they have an anti-infantry and anti-armor shard launcher from the Ravager, and an anti-armor and anti-aircraft plasma disc launcher from a Shock Trooper, making it not only capable of handling infantry, armor units, and aircraft all at once, but also capable of teleporting.

to:

* JackOfAllStats: In comparison to the MARV, which is a MasterOfAll thank's to it's versatility, and the Redeemer, which is a GlassCannon, the Eradicator Hexapod is in the middle-ground, having a decent amount of health, but nowhere near the amount that the MARV has, and their disks are more damaging than the MARV's main cannon, but not as much as the Redemeer's lasers. It's real specialty is that it surpasses even the MARV in versatility, thanks to the wide variety of abilities it can obtain, the most shining of which is the teleportation it gets from assimilating a Mastermind/Prodigy, which gives it the ability to teleport. This, alongside having a Shock Trooper and a Ravager assimilated as well, will make it effective against every type of unit in the game, as they have an anti-infantry and anti-armor shard launcher from the Ravager, and an anti-armor and anti-aircraft plasma disc launcher from a Shock Trooper, making it not only capable of handling infantry, armor units, and aircraft all at once, but also capable of teleporting.teleporting short distances. They also don't even need to take in Assimilators either, as having a squadron of Corrupters to heal it nearby will beat the purpose of the healing that the Assimilators provide due to them being able to heal the Eradicator at a much faster rate and it also being able to stack.

Added: 1542

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* BadassBaritone: They have a deep, booming, majestic voice that makes everything they say sound awesome.



%%* {{Expy}} It's basically the Battle Fortress from ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', but upsized to all hell and back.%%This needs to expand on their similarities more to prevent this from being a zero-context example.

to:

%%* * {{Expy}} It's basically the Battle Fortress from ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', but upsized given that it's a leviathan of a tank that multiple infantry are able to garrison themselves in to configure the MARV for any situation possible, whether it be for fighting against an army of infantry, aircraft, and lesser armor units, with Sniper Teams and Missile Squads or demolishing just about everything in it's path with four Zone Troopers all hell at once. The only differences between the two is that the MARV is MUCH MUCH stronger and back.%%This needs to expand on their similarities durable than the Battle Fortress and the way infantry garrison themselves in it is more to prevent this from in line with a permanent version of the [=IFVs=], rather than Battle Fortress being a zero-context example.mobile garrisonable structure that comes equipped with anti-air missiles.



* AwesomeButImpractical: Technically infantry (so anti-tank doesn't work) but has tank armor (making infantry guns useless), can regen in tiberium, and blows everything up with the same efficiency as the Mammoth MK 2, as well as being pretty fast on both recharging shots AND running. The Drawback? He has no AA weapons. A few orca bomb runs and it's scrapped.

to:

* AwesomeButImpractical: Technically infantry (so anti-tank doesn't work) but has tank armor (making infantry guns useless), can regen in tiberium, Tiberium fields, and blows everything up with the same efficiency as the Mammoth MK 2, as well as being pretty fast on both recharging shots AND running. The Drawback? He has no AA weapons. A few orca bomb Orca Bomb runs and it's scrapped.


Added DiffLines:

* MachineMonotone: They speak in a stilted airy voice.


Added DiffLines:

* GlassCannon: At least relatively speaking. It deals a MASSIVE amount of damage with each blast of it's lasers, not to mention it has the fastest fire rate, but it has the least health out of all the three Epic units and the lowest amount of Garrison slots at a pitiful 2, in comparison to the MARV's 4 and the Eradicator Hexapod's 3.


Added DiffLines:

* JackOfAllStats: In comparison to the MARV, which is a MasterOfAll thank's to it's versatility, and the Redeemer, which is a GlassCannon, the Eradicator Hexapod is in the middle-ground, having a decent amount of health, but nowhere near the amount that the MARV has, and their disks are more damaging than the MARV's main cannon, but not as much as the Redemeer's lasers. It's real specialty is that it surpasses even the MARV in versatility, thanks to the wide variety of abilities it can obtain, the most shining of which is the teleportation it gets from assimilating a Mastermind/Prodigy, which gives it the ability to teleport. This, alongside having a Shock Trooper and a Ravager assimilated as well, will make it effective against every type of unit in the game, as they have an anti-infantry and anti-armor shard launcher from the Ravager, and an anti-armor and anti-aircraft plasma disc launcher from a Shock Trooper, making it not only capable of handling infantry, armor units, and aircraft all at once, but also capable of teleporting.

Added: 349

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* ContinuityNod: Shares quotes from the Commandos from the original Command & Conquer, such as: "Got a present for ya!" and "Real tough guy!".

to:

* ContinuityNod: Shares quotes from the Commandos from the original Command & Conquer, ''Tiberian Dawn'', such as: "Got a present for ya!" and "Real tough guy!".


Added DiffLines:

* ImprovisedWeapon: Downplayed. While the Disruptor in ''Tiberian Sun'' proved the value of sonic waves as weapons, the Shatterer wasn't originally designed for frontline use, instead primarily aimed at destroying large Tiberium crystals. The outbreak of war, and subsequent invasion by the Scrin, however, forced GDI to put them into direct combat.
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* MildlyMilitary: Their overall design, especially in ''Tiberium Wars''.

to:

* MildlyMilitary: Their overall design, especially in ''Tiberium Wars''.when it comes to their non-active idle animations.



* RecklessGunUsage: Sometimes while idling, they look straight down the barrel of their rifle, and another where they use it as a baseball bat with the handguard being the handle, a reflection of their poor training.

to:

* RecklessGunUsage: Sometimes while idling, they look straight down the barrel of their rifle, and another where they use it as a to play baseball bat with the rock being the ball, and the rifle being the bat (with the handguard being the handle, serving as its handle), a reflection of their poor training.
Is there an issue? Send a MessageReason:
Swinging a shotgun or assault rifle as a baseball bat is considered Reckless Gun Usage.


* RecklessGunUsage: Sometimes while idling, they look straight down the barrel of their rifle, a reflection of their poor training.

to:

* RecklessGunUsage: Sometimes while idling, they look straight down the barrel of their rifle, and another where they use it as a baseball bat with the handguard being the handle, a reflection of their poor training.

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