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* CarFu: Encouraged with the Dozer Blades upgrade. The increased armor, ability to crush heavy infantry and Disintegrators without triggering their death explosion, and fast move speed makes them good candidates to bulldoze over squads of infantry.




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* GlassCannon: They hit pretty hard against vehicles, but they won't survive long against anti infantry gunfire.
* ZergRush: They come in groups of five, cost only 300 credits, and train in just three seconds. It's pretty easy to amass a giant wave of them to rush the enemy quickly.




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* LightningBruiser: They move quite fast, but Traveler 59 Ravagers can be upgraded to move at almost double speed, while Reaper 17 ravegers can be upgraded to do just under double damage. Their relatively high resistance to traditional anti infantry weapons and bonus damage against vehicles lets them take on enemy forces, chase them down as they retreat, or pull back and heal in tiberium fields before coming back for round 2.



* AttackItsWeakpoint: In order to completely kill a Mechapede, its head segment must be destroyed. Killing a body segment will destroy all segments connected after said segment, but the Mechapede can still fight.
* BoomHeadshot: Vulnerable to the receiving end of this. If a Mechapede's head segment is destroyed, the entire vehicle/creature is destroyed.



* SegmentedSerpent: It's customisable and quite useful since all of its pieces are armed.

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* SegmentedSerpent: It's customisable customizable and quite useful since all of its pieces are armed.
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* ConsummateProfessional: Their voice lines sound more like a typical GDI unit. They're straight to the point, and outside of their (justifiable) panic at crashing, they maintain a calm and stable voice.
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* SiegeEngines: The SSM is the most longest-ranged unit, able to fire on the enemy from a great distance. Its napalm rounds are useful at cracking through tough base defenses without any worry of retaliation.

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** On a side note: The UsefulNotes/SegaSaturn port of ''Tiberian Dawn'' features a cheat code that grants players a full tech tree. In addition to the amusing effect of using powerful weapons in early missions, the full tech tree code also allows construction of SSM Launchers for both Nod ''and'' GDI.
* SiegeEngines: The SSM is the most longest-ranged unit, able to fire on the enemy from a great distance. Its napalm rounds are useful at cracking through tough base defenses without any worry of retaliation. \n It's also the ''only'' land unit that is capable of out-ranging Nod's Obelisk of Light.



Their main weapon is a long-range sniper rifle capable of firing specially designed rounds that are filled with a psychotropic agent, rendering the victim open to suggestion. However, the chemicals used also gave the victime acute blood poisoning, so they would eventually die after being shot.

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Their main weapon is a long-range sniper rifle capable of firing specially designed rounds that are filled with a psychotropic agent, rendering the victim open to suggestion. However, the chemicals used also gave the victime victim acute blood poisoning, so they would eventually die after being shot.
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* FriendlyFire: Ghost Stalker's railgun has as much likelihood to kill any friendly or mission-critical units that get between him and his intended target. Having Ghost Stalker take the lead so no friendlies get in front of him is highly recommended.
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Spelling/grammar fix(es)


* DisneyOwnsThisTrope: In the 2020 remaster, the Hunvee was renamed "Light Scout" to (possibly) avoid any legal issues over the Humvee name owned by [[https://en.wikipedia.org/wiki/AM_General AM General]]. Though there are some mods that restore its original name.

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* DisneyOwnsThisTrope: In the 2020 remaster, the Hunvee Humvee was renamed "Light Scout" to (possibly) avoid any legal issues over the Humvee name owned by [[https://en.wikipedia.org/wiki/AM_General AM General]]. Though there are some mods that restore its original name.

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!!!Humvee

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!!!Humvee!!!Humvee/Light Scout


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* DisneyOwnsThisTrope: In the 2020 remaster, the Hunvee was renamed "Light Scout" to (possibly) avoid any legal issues over the Humvee name owned by [[https://en.wikipedia.org/wiki/AM_General AM General]]. Though there are some mods that restore its original name.
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* OneHitKill: [[PlayingWithATrope Played with.]] Engineers are similar to the Commando in a sense that both units can instantly "neutralize" an enemy building as opposed to using conventional units to beat it down. But while Commandos destory buildings upon reaching them, Engineers keep the structure intact and [[EnemyExchangeProgram convert it to your side]] when they enter it.


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** In ''Tiberan Dawn'' and ''Tiberian Sun'', an enemy Harvester can be captured along with a Refinery if the Harvester is attached to the Refinery and dropping off its payload at the moment of capture. In fact, this is actually how you have to progress in certain missions that require you to take control of enemy bases.

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Adding and polishing


* TheArtifact: GDI engineers in ''Tiberium Wars'' still wear hard hats and harnesses over their protective suits, which are mentioned [[AllThereInTheManual in the lore]] as being something of a long-standing rule by that point.

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* TheArtifact: GDI engineers in ''Tiberium Wars'' still wear hard hats and harnesses over their protective suits, which are mentioned [[AllThereInTheManual in the lore]] as being something more out of a tradition and long-standing rule by that point.regulation than actual necessity.



* HandCannon: Combat engineers of GDI subfaction Steel Talons is armed with one. They can be used for killing other engineers and for some reason can actually shoot at aircraft.

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* HandCannon: Downplayed. The Steel Talons' Combat engineers of GDI subfaction Steel Talons is Engineers are armed with one. They can be used one that's useful for killing other engineers and for some reason can actually shoot at aircraft.aircraft. It's less effective, however, at deterring other infantry units.



This lightest GDI vehicle is good for fast strikes and recon. GDI tacticians recommend using the Humm-Vee until you are qualified to produce heavier vehicles. Whilst performing well against infantry and other light vehicles such as the Nod Buggy, the Humvee's armour is insufficient to withstand prolonged attack from heavy weapons such as tank shells or rockets. This limits the overall combat effectiveness of the Humvee and limits its role to that of a scout or infantry support unit.

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This lightest GDI vehicle is good for fast strikes and recon. GDI tacticians recommend using the Humm-Vee Humvee until you are qualified to produce heavier vehicles. Whilst performing well against infantry and other light vehicles such as the Nod Buggy, the Humvee's armour is insufficient to withstand prolonged attack from heavy weapons such as tank shells or rockets. This limits the overall combat effectiveness of the Humvee and limits its role to that of a scout or infantry support unit.



* BoringButPractical: While not as distinct or memorable as the Mammoth Mk.Is, GDI Medium Tanks remain a reliable workhorse unit due to to their durability, firepower and relatively cheap production cost.



* MacrossMissileMassacre: It's twin rockets.

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* MacrossMissileMassacre: It's Its twin rockets.rockets are capable of targeting both ground and air targets.



* {{Jetpack}}: They have one so they can fly around.
* TrueSight: In Firestorm, Jump jet infantry is equipped with sensors to detect cloaked units.

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* {{Jetpack}}: They have one so they can fly around.
for flying about, complete with an integrated chaingun cannon for extra firepower.
* TrueSight: In Firestorm, ''Firestorm'', Jump jet infantry is are equipped with sensors to detect cloaked units.



* BoringYetPractical: 2 Riflemen and a foxhole cost the same as a guard tower, and don't cost power, they can easily mow down waves of infantry and it only costs 100$ to replace them if the riflemen survive, each one can even become ''more'' dangerous thanks to veterancy. The only downsides are a lack of stealth detection and susceptibility to anti-garrison units and abilities. This is exacerbated by the fact that the Guard Tower is infamously ineffective against swarms of infantry due to it's delay between each target.
* ConsumnnateProfessional: Especially compared to Nod militia troops, GDI Riflemen are decidedly professional and disciplined to a fault.

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* BoringYetPractical: 2 Riflemen squads and a foxhole cost the same as a guard tower, and don't cost power, they can easily mow down waves of infantry and it only costs 100$ to replace them if the riflemen survive, each one can even become ''more'' dangerous thanks to veterancy. The only downsides are a lack of stealth detection and susceptibility to anti-garrison units and abilities. This is exacerbated by the fact that the Guard Tower is infamously ineffective against swarms of infantry due to it's delay between each target.
* ConsumnnateProfessional: Especially compared to Nod militia troops, GDI Riflemen are decidedly professional and disciplined to a fault.fault, as well as capable of taking out most Nod infantry in any one-on-one firefight.




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* GlassCannon: While individually vulnerable, they're nonetheless potent threats to vehicles and aircraft especially when deployed in sizable numbers.



* CripplingOverSpecialization: Very good for getting rid of anti-tank infantry, but are useless against vehicles and structures.

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* CripplingOverSpecialization: CripplingOverspecialization: Very good for getting rid of anti-tank infantry, but are useless against vehicles and structures.



* ElitesAreMoreGlamorous: Zone Troopers are described as comprising some of GDI's finest and often deployed in hostile environments, be it Red Zones or a heavily contested battlefield.



* PoweredArmor: Made from the same composite used in the Mammoth Mark.III armor, is allows Zone Trooper to take minimal damage from a tank's Cannon-type damage, while dealing back the maximum damage with their own Cannon-type.

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* LogicalWeakness: Their railguns' relatively slow rate of fire can make Zone Troopers momentarily vulnerable to enemy infantry, especially if outgunned.
* PoweredArmor: Made from the same composite alloys used in the Mammoth Mark.III armor, is allows Zone Trooper to Troopers can shrug off small-arms fire and take minimal damage from a tank's Cannon-type damage, while dealing back the maximum damage with their own Cannon-type.



* DepletedPhlebotinumShells: Stealth tank in ''Tiberium Wars'' can be upgrade with Tiberium core missiles, with greatly increasing its penetrating power.

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* DepletedPhlebotinumShells: The Stealth tank Tank in ''Tiberium Wars'' can be upgrade upgraded with Tiberium core missiles, with greatly increasing its penetrating power.



* GatlingGood: The Apache uses a powerful chaingun as a primary weapon, and is highly effective against infantry or light vehicles, however its effectivness is limited against armour and buildings.

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* GatlingGood: The Apache uses a powerful chaingun as a primary weapon, and is highly effective against infantry or light vehicles, however its effectivness effectiveness is limited against armour and buildings.



Nod's harvester for collect the vein appendeges of a Veinhole. It works the same as a harvester does, just that it takes veins and not tiberium.

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Nod's harvester for collect the vein appendeges appendages of a Veinhole. It works the same as a harvester does, just that it takes veins and not tiberium.



* EliteMooks: The Confessors are better than all other factions starting infantry with the possible exception being the Awakened. They can be further upgraded with the Black Disciple, who also benefits from the purifying flame upgrade. In addition, the particle beam rifles the Confessors can be upgraded with can make short work of enemy infantry. To top it off, they are reasonably cheap. With all upgrades bought, they are perhaps the most versatile basic infantry unit; they are excellent against enemy infantry, can be good against structures with the Black Disciples upgrade, and can do more respectable levels of damage to vehicles than most equivalent units. Additionally, infantry of the player that controls them gain defense and firepower bonuses from standing near them, although this bonus does not stack. Particle beams make them so lethal that they can beat Zone Troopers (which cost three times as much as they do) squad-for-squad.

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* EliteMooks: The Confessors are better than all other factions factions' starting infantry with the possible exception being the Awakened. They can be further upgraded with the Black Disciple, who also benefits from the purifying flame upgrade. In addition, the particle beam rifles the Confessors can be upgraded with can make short work of enemy infantry. To top it off, they are reasonably cheap. With all upgrades bought, they are perhaps the most versatile basic infantry unit; they are excellent against enemy infantry, can be good against structures with the Black Disciples upgrade, and can do more respectable levels of damage to vehicles than most equivalent units. Additionally, infantry of the player that controls them gain defense and firepower bonuses from standing near them, although this bonus does not stack. Particle beams make them so lethal that they can beat Zone Troopers (which cost three times as much as they do) squad-for-squad.



* EliteMooks: Awakened are the product of years of cybernetics research by the Brotherhood. Gathered from the ranks of the fallen and equipped with upgraded armor, machine guns, and EMP launchers, a full Awakened squad is the strongest basic infantry unit. Utterly devoted to Kane,, the Awakened are capable servants for the Marked of Kane.

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* EliteMooks: Awakened are the product of years of cybernetics research by the Brotherhood. Gathered from the ranks of the fallen and equipped with upgraded armor, machine guns, and EMP launchers, a full Awakened squad is the strongest basic infantry unit. Utterly devoted to Kane,, Kane, the Awakened are capable servants for the Marked of Kane.



* ArmyOfThievesAndWhores: Like normal Militants, they are drawn from the socially collapsed Yellow Zones' destitute and miserable populations, and only given minimal training and equipment to serve as Nod's frontline troops.

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* ArmyOfThievesAndWhores: Like Similarly to normal Militants, they are drawn from the socially collapsed Yellow Zones' destitute and miserable populations, albeit chosen for their prior military and only given minimal training and equipment to serve as Nod's frontline troops.partisan experience, making more competent.


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* NoSell: Thanks to their PoweredArmor, Black Hand units can go through Tiberium fields unharmed and can shrug off small-arms fire with ease.
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Of the Epic units, its triple laser has the best damage output and rate of fire, coupled with it having the best forward armor, makes it the best in one-on-one engagements, infantry garrisons not withstanding. It has however also the most vulnerable to getting swamped by large groups of units since its has the least health of the three, can only fire at one target at time with no splash damage, and weaker side and read armor.

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Of the Epic units, its triple laser has the best damage output and rate of fire, coupled with it having the best forward armor, makes it the best in one-on-one engagements, infantry garrisons not withstanding. It has is however also the most vulnerable to getting swamped by large groups of units since its has the least health of the three, can only fire at one target at time with no splash damage, and weaker side and read rear armor.
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They are armed with a anti-infantry "web" that acts as a net and traps infantry, leaving them helpless. To deal with webbed infantry or vehicles, the cyborg reaper has 4 missiles that launch with some hitting random targets.

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They are armed with a an anti-infantry "web" that acts as a net and traps infantry, leaving them helpless. To deal with webbed infantry or vehicles, the cyborg reaper has 4 missiles that launch with some hitting random targets.

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'''Trained at''' Barracks/Hand of Nod: ]

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'''Trained at''' at''': Barracks/Hand of Nod: Nod ]



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

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



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

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



[[/folder]]

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[[/folder]]

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[[/folder]]
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* {{Bowdlerise}}: The German version of the game changes them from suicide bombers to explosives experts who simply drop an explosive before disappearing in a puff of smoke. Their unit profile is also changed to visibly carrying the explosive instead of having it strapped onto their body.


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* AntiStructure: They can function as a weaker Commando by planting explosive charges on enemy buildings. Do note that they have a fairly lengthy cooldown of 30 seconds, and multiple Shadow teams will be needed to destroy a building in one go.
* CripplingOverspecialization: They excel at killing other infantry in seconds. Even Zone Troopers and Shock Troopers will die in mere milliseconds. Against anything else, you'd probably deal more damage with even Militant Squads.


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* EvilLaugh: Lets out a subdued but malevolent chuckle when ordered to take over a building.

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* ArmyOfThievesAndWhores: Militants are recruited by the thousands from the desperate and angry populations of the war-torn Yellow Zones, who deeply resent GDI for perceived abandonment in favor of focusing on the pristine Blue Zones, and are hastily-trained, minimally equipped and filled with Nod propaganda to serve as zealous low-tech guerrilla troops.



* ArmyOfThievesAndWhores: Like normal Militants, they are drawn from the socially collapsed Yellow Zones' destitute and miserable populations, and only given minimal training and equipment to serve as Nod's frontline troops.



* EliteMooks: Compared to regular Militants. Rocket Squads are selected from Militants with combat experience or training, given actual uniforms, and more standardized weapons.

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* EliteMooks: Compared to regular Militants. FromCamouflageToCriminal: Rocket Squads Militants are selected from Militants those Yellow Zone denizens with combat experience military or training, partisan experience, and are given both some semblance of an actual uniforms, uniform and more standardized weapons.

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* TheArtifact: GDI engineers in ''Tiberium Wars'' still wear hard hats and harnesses over their protective suits, whicha are mentioned [[AllThereInTheManual in the lore]] as being something of a long-standing rule by that point.

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* TheArtifact: GDI engineers in ''Tiberium Wars'' still wear hard hats and harnesses over their protective suits, whicha which are mentioned [[AllThereInTheManual in the lore]] as being something of a long-standing rule by that point.



* TheEngineer: Engineers can repair bridges and your buildings, capture enemy buildings.

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* TheEngineer: Engineers can repair bridges and your buildings, as well as capture enemy buildings.



** In ''Tiberium Wars'', engineers can likewise seize control of downed heavy mech units like Juggernauts, Avatars, and Annihilator Tripods.



* AntiAir[=/=]AntiVehicle: Rocket harvesters of GDI subfaction ZOCOM carry a high-impact rocket laucher fend off looters. These harvesters deal more damage to vehicles, but less to infantry. Including the natural lock-on of rockets, they can also attack aircraft as well.

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* AntiAir[=/=]AntiVehicle: Rocket harvesters of GDI subfaction ZOCOM carry a high-impact rocket laucher launcher fend off looters. These harvesters deal more damage to vehicles, but less to infantry. Including the natural lock-on of rockets, they can also attack aircraft as well.

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not the meaning of Pineapple Surprise or One Hit Polykill


!!![=Minigunner=]

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!!![=Minigunner=]!!!Minigunner



* TrueSight: Deploy mobile sensor array can detect stealthed and subterranean units in big radius around them.

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* TrueSight: Deploy mobile sensor array Mobile Sensor Arrays can detect stealthed and subterranean units in big radius around them.



* OneHitPolykill: They were effective at eliminating infantry quickly, as the grenade could sometimes eliminate enemy infantry in a single hit.
* PineappleSurprise: Grenadier explode when killed, likely killing other nearby infantry. They can also explode in a chain reaction from other exploding grenadier.



* ActionBomb: Interestingly, the Disc Throwers in the vanilla game do not cause an explosion upon death like Grenadier in ''Tiberian Dawn'' and ''Red Alert'', but Westwood added it back in for the ''Firestorm'' expansion pack, meaning GDI players once again had to be careful how they used these units.




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* DefeatEqualsExplosion: While Disc Throwers in the vanilla game do not explode upon death like Grenadier in ''Tiberian Dawn'' and ''Red Alert'', they do in the ''Firestorm'' expansion pack, meaning GDI players once again have to be careful when using these units.



* TheEngineer: Saboteurs can repair bridges and your buildings, capture enemy buildings.

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* TheEngineer: Saboteurs can repair bridges and your buildings, capture enemy buildings.
buildings, and commandeer destroyed walkers.



!!![=Devastator Warship=]

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!!![=Devastator Warship=]!!!Devastator Warship



!!![=Mothership=]

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!!![=Mothership=]!!!Mothership

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harvesters are not transports


* 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 with only a War Factory.

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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 or Drone Ship can be built with only a War Factory.Factory or Gravity Stabilizer.



* DefenselessTransports
** Harvesters in ''Tiberian Dawn'' and ''Tiberian Sun'' are completely defenseless, but can withstand a lot of damage and safely return to base even under fire.
** Subverted with the three variants of Harvesters used by GDI and their divisions in ''Tiberium Wars'' since they either have weapons or gunports. Played straight with Harvesters used by Nod and Scrin.



* AntiAir[=/=]AntiVehicle: Their role is to pull double duty as anti-air and anti-vehicle units with their rocket launchers.

!!![=Commando=]

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* AntiAir[=/=]AntiVehicle: AntiAir: Their role is to pull double duty as anti-air and anti-vehicle units with their rocket launchers.
* AntiVehicle:
Their role is to pull double duty as anti-air and anti-vehicle units with their rocket launchers.

!!![=Commando=]!!!Commando



!!![=Chinook=]

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!!![=Chinook=]!!!Chinook



!!![=Mammoth Mk.I=]

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!!![=Mammoth !!!Mammoth Mk.I=]I



* RegeneratingHealth: Mammoth Tanks self-repair slowly, up to 50% health.



* RegeneratingHealth: Mammoth Tanks self-repair slowly, up to 50% health.

!!![=ORCA Assault Craft=]

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* RegeneratingHealth: Mammoth Tanks self-repair slowly, up to 50% health.

!!![=ORCA

!!!ORCA
Assault Craft=]Craft



* 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.

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* AwesomePersonnelCarrier: The Mobile Repair Transport is a powerful asset, able to can repair other vehicles on the move, while the infantry carried inside provides provide direct fire support. The MRT makes it possible for the Steel Talons Talon 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.






'''Trained at''': ]

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'''Trained at''': ]Signal Transmitter]




* 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 Mastermind into an enemy base, find a building that gives the space to drop a Signal Transmitter, then summon the Mothership and order it to shoot the 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.]]

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\n----
* AwesomeButImpractical: Can destroy and an 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 Mastermind into an enemy base, find a building that gives the space to drop a Signal Transmitter, then summon the Mothership and order it to shoot the 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.]]


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* CloseRangeCombatant: The Mothership's cannon is pointed directly downwards and can only hit a target directly underneath its core.

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* TheArtifact: GDI engineers in ''Tiberium Wars'' still wear hard hats and harnesses over their protective suits.

to:

* TheArtifact: GDI engineers in ''Tiberium Wars'' still wear hard hats and harnesses over their protective suits.suits, whicha are mentioned [[AllThereInTheManual in the lore]] as being something of a long-standing rule by that point.



* InvisibilityCloak: Nod Harvesters in ''Tiberium Wars'' are equip with portable stealth generator, make its stealthed when not unloading. Black Hand's Harvesters however don't have it.

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* InvisibilityCloak: Nod Harvesters in ''Tiberium Wars'' are equip equipped with portable stealth generator, make its stealthed when not unloading. Black Hand's Harvesters however don't have it.



* AntiAir:: Can engaging a limited number of enemy aircraft with it dorsal [=SAM=] launchers placed in independently traversing turrets.

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* AntiAir:: AntiAir: Can engaging a limited number of enemy aircraft with it dorsal [=SAM=] launchers placed in independently traversing turrets.



* ConsumnnateProfessional: Especially compared to Nod militia troops, GDI Riflemen are decidedly professional and disciplined to a fault.



* AbnormalAmmo: The grenades used by Grenadiers utilize an improved version of the old disc technology, with built-in AI navigation systems and minijets to extend range and accuracy.



** In general, the Grenade Squad has some rather goofy lines and a surfer dude-like voice to go with it. A good line in particular when ordered to clear a garrisoned building:

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** In general, the Grenade Grenadier Squad has some rather goofy lines and a surfer dude-like voice to go with it. A good line in particular when ordered to clear a garrisoned building:
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* {{Expy}}: They're very comparable to the [[Franchise/StarCraft Protoss Carrier]], as a flying Fortress that uses drone ships to attack instead of direct weaponry, and having a decent siege range.

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* {{Expy}}: They're very comparable to the [[Franchise/StarCraft Protoss Carrier]], as a flying Fortress that uses drone ships to attack instead of direct weaponry, and having a decent siege range. Like the Protoss Carriers needing a Fleet Beacon structure to be summoned, The PAC requires a Signal Transmitter structure.

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Rather then have medics as the GDI does, Nod have chosen a different path, they augment human anatomy. The Cyborg is a fusion of man and machine that makes a truly deadly unit. The Cyborg is equipped with a powerful machine gun that is easily capable of cutting great swathes through enemy infantry forces. Even when blown in half (as they do when low on health), the Cyborg will continue to fight to the end.

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Rather then than have medics as the GDI does, Nod have chosen a different path, they augment human anatomy. The Cyborg is a fusion of man and machine that makes a truly deadly unit. The Cyborg is equipped with a powerful machine gun that is easily capable of cutting great swathes through enemy infantry forces. Even when blown in half (as they do when low on health), the Cyborg will continue to fight to the end.



* {{Cyborg}}: [[ExactlyWhatItSaysOnTheTin Well]], duh.

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* {{Cyborg}}: [[ExactlyWhatItSaysOnTheTin Well]], duh.Cybernetic constructs made of part man and machine.



* HealThyself: Cyborg can heal themselves when standing on a tiberium.

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* HealThyself: Cyborg They can heal themselves when standing on a tiberium.



* RoboSpeak
** "Scan initiated!"
** "Target acquired"
* SelfDestructiveCharge: When lost it leg.
* YouCallThatAWound: They can have their legs blasted off and still function properly. They can even be regen back to full health in tiberium, though losing their legs does slow them down.

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* RoboSpeak
**
RoboSpeak: They speak in a monotonic voice, that accentuates their lack of personality.
-->
"Scan initiated!"
**
initiated!"\\
"Target acquired"
* SelfDestructiveCharge: When lost it leg.
* YouCallThatAWound: They can have their legs blasted off and still function properly. They can even be regen back healed to full health by staying in tiberium, though losing their legs does slow tiberium patches, however the damage will stay permanent and it reduces them down.
to a crawl.



* BadassBoast:
** "I can smell their fear!"
** "They will know fear!"

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* BadassBoast:
**
BadassBoast: They have two if ordered to attack.
-->
"I can smell their fear!"
**
fear!"\\
"They will know fear!"



* {{Cyborg}}: In case the name didn't make it clear they are commando version of the relugar Cyborg.

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* {{Cyborg}}: In case the name didn't make it clear they are commando version of the relugar Cyborg.Just like their counterparts.



* YouCallThatAWound: Share with normal Cyborg.
* SelfDestructiveCharge: Also share with normal Cyborg.

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* YouCallThatAWound: Share Shared with normal Cyborg.
* SelfDestructiveCharge: Also share with normal Cyborg.
the standard cyborgs.
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* HumongousMecha[=/=]SpiderTank: Granted, it's missing a pair of legs, but still it's gigantic freakin' bug.
* 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 from assimilating the Scrin infantry, the most prestigious of which is the one it gets from the Mastermind/Prodigy, which gives it the ability to 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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* HumongousMecha[=/=]SpiderTank: Granted, it's missing a pair of legs, but still it's still a gigantic freakin' bug.
* JackOfAllStats: In comparison to the MARV, which is a MasterOfAll thank's thanks to it's its 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 Its real specialty is that it surpasses even the MARV in versatility, thanks to the wide variety of abilities it can obtain from assimilating the Scrin infantry, the most prestigious of which is the one it gets from the Mastermind/Prodigy, which gives it the ability to 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}}: Of the Terrorist unit used by the GLA in VideoGame/CommandAndConquerGenerals.

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* {{Expy}}: Of the Terrorist unit used by the GLA in VideoGame/CommandAndConquerGenerals.VideoGame/CommandAndConquerGenerals, due to being a suicide-bombing unit whose lines revolve around how they're ready to FaceDeathWithDignity, and more than willing to sacrifice themselves for their respective causes.
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* {{Expy}}: Of the Terrorist unit used by the GLA in VideoGame/CommandAndConquerGenerals.
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* HitAndRunTactics: They function best for this, thanks to their GlassCannon characteristics, especially in ''Tiberium Wars''. Once a ''Tiberium Wars'' Stealth Tank reaches Heroic rank, it is very dangerous, able to tank a surprising amount of damage, automatically heal back to full health reasonably fast, and deliver a rapid, deadly barrage of enhanced crimson rockets.
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* {{Expy}}: They're very comparable to the [[Franchise/StarCraft Protoss Carrier]], as a flying Fortress that uses Drone ships to attack instead of direct weaponry, and having a decent siege range.

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* {{Expy}}: They're very comparable to the [[Franchise/StarCraft Protoss Carrier]], as a flying Fortress that uses Drone drone ships to attack instead of direct weaponry, and having a decent siege range.
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* {{Expy}}: They're very comparable to the [[Franchise/StarCraft Protoss Carrier]], as a flying Fortress that uses Drone ships to attack instead of direct weaponry, and having a decent siege range.

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* ArtificialStupidity: Mobile Repair Vehicles have an annoying habit of automatically trying to follow any unit that has even just a sliver of damage in an attempt to repair it (even if the unit really doesn't need it badly enough). [=MRVs=] have a particularly bad habit of chasing after Tiberium Harvesters. This means that the [=MRV=] might find itself following the Harvester into dangerous territory where it can be easily killed (i.e. Tiberium veins, Tiberium-mutated lifeforms, or an enemy base).



* {{Expy}}: Tiberium Troopers are a direct successor to the Nod Chemical Warriors from ''Tiberian Dawn''. Also, they have a lot in common with the Dr. Thrax's Toxin Rebel unit from the ''Zero Hour'' expansion of ''Command & Conquer: Generals''.

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* {{Expy}}: Tiberium Troopers are a direct successor to the Nod Chemical Warriors from ''Tiberian Dawn''. Also, they have a lot in common with the Dr. Thrax's Toxin Rebel unit from the ''Zero Hour'' expansion of ''Command & Conquer: Generals''.
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* {{Expy}}: Tiberium Troopers are a direct successor to the Nod Chemical Warriors from ''Tiberian Dawn''. Also, they have a lot in common with the Dr. Thrax's Toxin Rebel unit from the ''Zero Hour'' expansion of ''Command & Conquer: Generals''.
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GDI airborne infantry, they are equipped with a back-mounted jetpack unit and integrated chaingun cannon, with are effective against any ground unit or structure that cannot defend itself against aerial threats. Rockets and SAMs will quickly kill them, however.

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GDI airborne infantry, they are equipped with a back-mounted jetpack unit and integrated chaingun cannon, with are effective against any ground unit or structure that cannot defend itself against aerial threats. Rockets and SAMs [=SAMs=] will quickly kill them, however.



The Orca Fighter is the basic GDI air assault craft. Rockets and SAMs easily destroy them, but they are fast and powerful, especially when used in teams. Their speed is their greatest asset. It is armed with 10 hellfire missiles that are effective against vehicles and structures.

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The Orca Fighter is the basic GDI air assault craft. Rockets and SAMs [=SAMs=] easily destroy them, but they are fast and powerful, especially when used in teams. Their speed is their greatest asset. It is armed with 10 hellfire missiles that are effective against vehicles and structures.
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* TripodTerror: While less durable than the Mammoth Tank and Avatar, it outguns them since it has multiple cannons (a Mammoth Tank will still beat it due to its armor).

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* TripodTerror: While less durable than the Mammoth Tank and Avatar, it outguns them since it has multiple cannons (a Mammoth Tank will still beat it due to its armor).
armor unless the Tripod is micromanaged to get close and use its EMP).
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* DoNotRunWithAGun: Averted, the Devourer is fully capable of turning to shoot at enemies not in front of it while continuing to move in the direction it is ordered to go to.

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