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2%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
3%%
4This page is a listing of units from the VideoGame/CommandAndConquerTiberianSeries.
5%% Tiberian Twilght units missing.
6----
7!Unit
8
9[[foldercontrol]]
10
11[[folder:Shared Units]]
12!!All Games
13!!![=Engineer=]
14[floatboxright:
15'''Type''': Infantry\
16'''Role''': Base Capture & Repair\
17'''Weapons''': None\
18'''Trained at''': Barracks/Hand of Nod ]
19
20Although (usually) unarmed, Engineers are important assets on the battlefield since they can capture enemy and tech structures and instantly repair one's own.
21
22* AllYourBaseAreBelongToUs: An engineer raid in any of the games can easily see half your enemy's base fall to you in one fell swoop.
23* 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 more out of tradition and long-standing regulation than actual necessity.
24* BombDisposal: In ''Renegade'', the Engineers' Repair Guns can also disarm enemy C4 and beacons by draining their health bar (nothing else can damage these things).
25* CombatMedic: In ''Renegade'', they can heal troop as well as repair vehicles and are often brought along for the steady HP restoration in-combat.
26* DemolitionsExpert: The official strategy guide for ''Tiberian Dawn'' explains how Engineers can capture enemy buildings so fast — they're trained ''so well'' in the use of shaped charges that they could walk straight through a bank vault without changing pace.
27* EnemyExchangeProgram: Standard for VideoGame/CommandAndConquer games, Engineers can capture enemy buildings and partially or fully make use of the enemy arsenal.
28* TheEngineer: Engineers can repair bridges and your buildings, as well as capture enemy buildings.
29** In ''Tiberian Sun'', the engineer became the linchpin of the cheapest tactic in the game. In what essentially becomes a great all-or-nothing game of chicken, if one puts 100% of their resources into making engineers and storms the other base before they have enough time to prepare defenses, it is possible to convert the entire enemy base to your own, thus winning instantly and within minutes of starting. Conventional attacks in this early-game phase do not work at all due to buildings having sufficient hitpoints. On the flip side, this can be countered by pouring all your resources into defense, which leaves a deficiency in technology...
30** In ''Renegade's'' multiplayer, Engineers are indispensable: they can help defend and maintain the base, repair vehicles, and are an essential component in any APC raid on an enemy base. Just try playing a game without making use of them at all.
31** In ''Tiberium Wars'', engineers can likewise seize control of downed heavy mech units like Juggernauts, Avatars, and Annihilator Tripods.
32* GasMaskMooks: Nod engineers in ''Renegade'' and GDI engineers in ''Tiberium Wars''.
33* GrandTheftPrototype: In ''Tiberium Wars'', Engineer-type units can reactivate fallen walker units (Juggernaut Artillery, Avatar walker, Annihilator Tripod) to fight for their side.
34* HandCannon: Downplayed. The Steel Talons' Combat Engineers are armed with one that's useful for killing other engineers and for some reason can actually shoot at aircraft. It's less effective, however, at deterring other infantry units.
35* HealingShiv[=/=]MagicTool: In ''Renegade'', Engineers have Repair Guns - which are equally effective at healing personnel, vehicles, and buildings.
36* TheMedic: Engineers in ''Renegade'' carry repair guns and work as maintenance and repair technicians and occaisonally as medics.
37* MookMedic: In ''Renegade'', Engineers can heal personnel and repair both vehicles and buildings
38* NonActionGuy: Usually unarmed and weak armor.
39* NoRecycling: Subverted in ''Tiberium Wars'', when you can send your engineers to capture and reactivate fallen Annihilator Tripods, Juggernauts, or Avatars.
40* 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.
41* ShootTheMedicFirst: In ''Renegade'' multi-player, enemy engineers can be a serious pain in the ass, especially if you're Nod. Given enough of them, a tank can be repaired more than you can damage it.
42* SupportPartyMember: Though an Engineer has many uses, he is (usually) unarmed.
43* VehicularTurnabout:
44** In some ''Tiberian Dawn'' missions, Engineers can be used to capture empty Chinook helicopters.
45** 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.
46** In ''Tiberium Wars'', Engineers can climb inside downed walker units husks, instantly repair the damage, and pilot the vehicle.
47* WalkingTechfix: Engineers can generally repair buildings to full health instantly.
48** ''[[VideoGame/CommandAndConquerRenegade Renegade]]'' gives the Engineers [[MagicTool heal guns that fix buildings, vehicles]], and [[HealingShiv people]].
49** In ''[[VideoGame/CommandAndConquerTiberiumWars Tiberium Wars]]'', engineers can also restore incapacitated husks to full effectiveness instantly.
50
51!!!MCV
52[floatboxright:
53'''Type''': Vehicle\
54'''Role''': Base Deployment\
55'''Weapons''': None\
56'''Trained at''': Weapons Factory/Airstrip/War Factory/Gravity Stabilizer ]
57
58Heavily armored, slow moving and defenseless, these large vehicles are the foundation of field bases and are used as mobile construction yards.
59----
60* BaseOnWheels: The MCV is a vehicle (or in case of the Scrin Drone Ship, aircraft) that can build other buildings.
61* MobileFactory: The MCV's purpose is to build other structures.
62* 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 or Gravity Stabilizer.
63* SpiderTank: Nod [=MCV=]s in ''Tiberium Wars'' use complex insect-like legs to move.
64* StoneWall: The MCV has great survivability, no weapons and no way to harm enemies except crushing infantry.
65* WorkerUnit: It is needed to build structures and losing the MCV without being able to replace it usually means losing the game.
66
67!!![=Harvester=]
68[floatboxright:
69'''Type''': Vehicle\
70'''Role''': Resource Gathering\
71'''Weapons''': None\
72'''Trained at''': Weapons Factory/Airstrip/War Factory ]
73
74Harvesters are large, heavily armored vehicles designed with large storage space for Tiberium collection. However, they are slow and (usually)unarmed.
75
76* AntiAir[=/=]AntiVehicle: Rocket harvesters of GDI subfaction ZOCOM carry a high-impact rocket 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.
77* AwesomePersonnelCarrier: Heavy harvester of GDI subfaction Steel Talons has one distinct advantage, when compared to their GDI and ZOCOM counterparts, was their garrison ability, allowing the owner to immediately change the defense of their harvesters by garrisoning various infantry, allowing adaptive protection.
78* AttentionDeficitOohShiny: In ''Tiberium Wars'', GDI Harvesters, although equipped with machine guns, will abandon all offensive commands when faced with even a small deposit of shiny Tiberium crystals.
79* BerserkButton: In ''Tiberian Dawn'', if you so much as lay a finger on the AI's resource harvesters, you'll find yourself at the receiving end of a massive all-out attack by the computer's forces. The AI doesn't mind if you kill its harvesters with air or naval units, or landmines though.
80* CarFu: One tactic to use if your harvester is under attack and retreat is impossible is to run your harvesters into the enemy infantry. Because of it's respectable speed and heavy armor, they can take down a number of enemy infantry before exploding. The computer will in fact use this tactic if it's harvesters are under attack from infantry, hence it's generally not a good idea to attack one until you have armored vehicles.
81* DefeatEqualsExplosion: In ''Tiberian Sun'', Harvesters carrying blue Tiberium explode upon destruction, dealing significant damage to anything close by. They're not true ActionBomb types as the blast is merely a side-effect of the blue Tiberium being highly volatile.
82* InvisibilityCloak: Nod Harvesters in ''Tiberium Wars'' are equipped with portable stealth generator, make its stealthed when not unloading. Black Hand's Harvesters however don't have it.
83* SomeKindOfForceField: Harvesters of Scrin subfaction Reaper-17 are equipped with a Tripod's energy field generator. Unlike most shielded units, the Shielded Harvesters' energy generators are installed by default, without any need to upgrade it.
84* RegeneratingHealth:
85** Harvesters in ''Tiberian Dawn'' self-repair slowly, up to 50% health.
86** As Scrin units can heal themselves in tiberium field, while Scrin harvesters are gathering tiberium, they can repair automatically making them last longer than other harvesters.
87* StoneWall: In the first two games, Harvesters are unarmed but capable of taking a beating before going down.
88* WorkerUnit: Harvest tiberium and deliver them to refineries for procession into money in order to facilitate the player's economy.
89
90!!Tiberian Dawn
91!!!Minigunner
92[floatboxright:
93'''Type''': Infantry\
94'''Role''': Ground Combat\
95'''Weapons''': GAU-3 Eliminator/M-16\
96'''Trained at''': Barracks/Hand of Nod ]
97
98The minigunners are armed with a 5.56mm minigun that is effective against infantry and when in groups, can quickly destroy lightly armored vehicles, but are not effective against armor or buildings.
99
100* AKA47: Nod minigunners are stated to be armed with M16s and M4s. Meanwhile, GDI minigunners are given Calico rifles referred to as "GAU-3 Eliminators". ''VideoGame/CommandAndConquerRenegade'' replaced these with, of all things, a renamed [[Film/{{Aliens}} M41A pulse rifle]].
101* CannonFodder: Minigunners are soldiers forming the majority of both the Brotherhood's and GDI's infantry corps.
102* MoreDakka: These light infantry serve as a means of fighting off other infantry with bullets.
103* ZergRush: Minigunner are pretty much designed for this tactic; Whilst weak individually, when used in groups they can pose a threat to other infantry (especially Rocket Soldiers) and some light vehicles.
104
105!!![=Rocket soldier=]
106[floatboxright:
107'''Type''': Infantry\
108'''Role''': Anti Armor/Anti Air\
109'''Weapons''': TOW Rockets\
110'''Trained at''': Barracks/Hand of Nod]
111
112The rocket soldiers have less armor than other infantry, but their anti-tank weapon and range make them useful. A few of them can take out tanks very fast and are good against air units.
113
114* AntiAir: Their role is to pull double duty as anti-air and anti-vehicle units with their rocket launchers.
115* AntiVehicle: Their role is to pull double duty as anti-air and anti-vehicle units with their rocket launchers.
116
117!!!Commando
118[floatboxright:
119'''Type''': Infantry\
120'''Role''': Special Forces\
121'''Weapons''': RMG-870 & C4 charges\
122'''Trained at''': Barracks/Hand of Nod]
123
124-->''Time to rock-'n-roll!''
125
126The Commando is a special unit that is only available on special missions or in multiplayer. He carries C4 charges to destroy buildings and a sniper rifle to combat infantry. Although effective against infantry, he is near useless against vehicles. Only one Commando unit can be active at once in most cases.
127
128* BadassBoast:
129** "That was left-handed!"
130** "I gotta present for ya!"
131* {{BFG}}: He fires a silenced .50 caliber Assault Rifle. [[BadassBoast Left handed]].
132* BondOneLiner: "That was left-handed!" "KEEP 'EM COMING!" "Real tough guy!" And, of course, "Gotta present for ya!"
133* CripplingOverspecialization: A Commando can cut through swathes of infantry and demolish structures, but are helpless if faced with a guy in a dune buggy or Humvee.
134* LuckBasedMission: The first Commando-centric mission. Unlike later games, the Commando fires rather slowly, don't regenerate health and is kinda fragile. Also, buildings destroyed by C4 still have a chance to produce wounded infantry just as if they were destroyed normally, resulting in the ''very'' likely scenario of your Commando losing half his health before he gets off the first island.
135* IAmNotLeftHanded: But the commandos shoot with that arm anyway, being badass and all.
136* OneHitKill: Commando can one-shot enemy infantry unit and use C4 charges to blow up buildings in one hit.
137* OneManArmy: He is basically "Macho Man" Wrestling/RandySavage with a headband and high-powered rifle that can leave a trail of demolished buildings and slaughtered infantry in his wake... and [[IAmNotLeftHanded that's just left-handed]]. [[CripplingOverspecialization Just don't ask him to deal with vehicles]].
138* ShotgunsAreJustBetter: The sidebar icon in-game and manual depicts Commando armed with Benelli [=M3Super90=] semi-auto shotguns.
139* SniperRifle: In-game the Commando use "Raptor" .50 cal assault rifle/sniper rifle hybrids, deadly over long ranges and outfitted with integral suppressors.
140
141!!!Chinook
142[floatboxright:
143'''Type''': Aircraft\
144'''Role''': Aerial Transport\
145'''Weapons''': None\
146'''Trained at''': N/A]
147
148Used to transport troops, this is a valuable piece of equipment for rapid deployment. This may be the only means by which you can get troops behind enemy lines.
149
150* AwesomePersonnelCarrier: The Chinook can carry up to 5 infantry to travel directly over any terrain and undetectable by enemy radar until landing.
151* DefenselessTransports: The Chinook serves as a dedicated transport and has no weapon.
152
153!!Tiberian Sun
154!!![=Light infantry=]
155[floatboxright:
156'''Type''': Infantry\
157'''Role''': Ground Combat\
158'''Weapons''':Mk II Pulse Rifle\
159'''Trained at''': Barracks/Hand of Nod]
160
161Light infantry are the cheapest units in the game and are armed with M-16 Mk. II rifles that are used primarily against other infantry, although they can take out light armor. GDI infantry is at an advantage, as they have Combat Medics to assist them on the battlefield, whereas the Brotherhood soldiers have to fend for themselves and persevere.
162
163* AKA47: Light infantry on both sides were armed with an "M16 Mk. II Pulse Rifle" - one GDI variant of which was, in some cutscenes, represented by [=M41A=] props from Film/AlienS (the more common one was the similar M590 assault rifle originally created out of a Mini-14 for ''Series/SpaceAboveAndBeyond'').
164* CannonFodder: Light infantry are the generic infantry unit in the game used mainly for scouting and anti-scout purposes for both Nod and GDI.
165* CutscenePowerToTheMax: In one of the early GDI cutscenes in ''Tiberian Sun'', a single GDI light infantry blows up two cyborgs with a single shot each. In-game, light infantry are the least expensive and weakest units, and a cyborg can withstand multiple shots from light infantry (and it takes a lot more than one light infantry to kill a cyborg).
166* CoolHelmet: Helmet used by GDI has a large, transparent faceplate while the one Nod wear has a red colour T-shaped visor that vaguely resembles a barbute.
167* DropPod: One of the GDI Support Powers in ''Tiberian Sun'' drops a handful of veteran Light infantry on the battlefield.
168* ZergRush: Light infantry are pretty much designed for this tactic.
169
170!!![=Mobile sensor array=]
171[floatboxright:
172'''Type''': Vehicle\
173'''Role''': Advanced Warning Detection\
174'''Weapons''': None\
175'''Trained at''': War Factory]
176
177Both factions have this vehicle as means of detecting underground as well as cloaked units. The MSA also has the ability to show enemy forces or bases in the shroud for radar display within the range of its scanners.
178----
179* BoringButPractical: Their sole purpose is to detect stealth and subterranian units. But given how much Nod likes to use those units, the MSA is very handy to have around and it's a good idea to build and delploy one as soon as possible. The MSA's stealth detection also works on Nod buidings cloaked by their Stealth Generators, so it's also a good idea to bring along (and protect) them when going on assaults.
180* DualModeUnit: Mobile Sensor Arrays need to deploy into an immobile mode to work.
181* SensorSuspense: Mobile Sensor Array when deployed, could track enemies hidden by FogOfWar, as well as stealth and subterranean units. The suspense part can even come into play with subterranean units, in that you can't tell whether what is about to pop up is a Flamethrower-tank or an APC loaded up with Cyborgs intent on murder.
182* TrueSight: Deploy Mobile Sensor Arrays can detect stealthed and subterranean units in big radius around them.
183
184!!![=Limpet drone=]
185[floatboxright:
186'''Type''': Drone\
187'''Role''': Automated Reconnaissance\
188'''Weapons''': None\
189'''Trained at''': War Factory]
190
191The limpet drones hover over terrain. When they deploy, they turn on stealth and burrow mostly into the ground, becoming invisible mines. When a vehicle runs over them, they attach to the bottom of the vehicle, sharing its vision with the player who used the drone. If the vehicle is repaired, the drone is removed.
192
193* AwesomeButImpractical: In multiplayer, its fairly expensive cost ($550), high tier for a scouting unit (Radar, tier 2) and the fact it could be removed by any unit that can repair means it was all but useless unless the game was set to have fog of war (In which case it was used something like 1 in every 10 games.)
194** Even in the campaign, it's useful only in one Nod mission.
195* DualModeUnit: Limpet drone need to deploy in order attach to enemy vehicle.
196* InvisibilityCloak: When deployed Limpet drone become stealthed.
197* SpyBot: When deployed, it can attach to an enemy moving near it and spy on it.
198
199!!![=Hunter-Seeker droid=]
200[floatboxright:
201'''Type''': Drone\
202'''Role''': Automated Demolitions\
203'''Weapons''': High Explosive Charge\
204'''Trained at''': Upgrade Center/Temple of Nod]
205
206The hunter seekers are released from the Temple of Nod or the Seeker Control add-on on the Upgrade Center. When released, they randomly select an enemy or neutral unit or structure, latch on, and self-destruct. The explosion is strong enough to kill its victim and can kill multiple infantry if they are closely packed.
207
208* ActionBomb: The Hunter Seeker Droid is a lighting fast drone that randomly searches out an enemy unit or structure and latches on to it. Once attached, the Hunter Seeker Droid will self-destruct, destroying the object it has attached to as well.
209* 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.
210* 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.
211* MultiplayerOnlyItem: Well, unit technically but the Hunter-Seeker is only usable in skirmish mode.
212* 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.
213* SuicideAttack: It explodes upon contact with the target.
214
215!!Tiberian Twilight
216!!!Crawler
217----
218* BaseOnWheels: The successor to the traditional MCV, the Crawler serves as a mobile base that can train and upgrade units and construct buildings.
219* OnlyKnownByTheirNickname: The MCV Mk VII is far more often referred to by the nickname Crawler.
220[[/folder]]
221
222[[folder:GDI Units]]
223!!Tiberian Dawn
224!!![=Grenadier=]
225[floatboxright:
226'''Type''': Infantry\
227'''Role''': Base Assault\
228'''Weapons''': Grenades\
229'''Trained at''': Barracks]
230
231The grenadier is packed with grenades that are effective against infantry, structures, and light armor. The grenadier is more effective against everything compared to the minigunner, and has more range, but may miss faster targets and cause friendly fire.
232----
233* BoringButPractical: Capable of superior [=AoE=] damage against infantry than minigunners and decent damage against structures and vehicles, the Grenadier could also be built both early and cheap, allowing a GDI player to just spam them to victory. Though the minigunners were cheaper, the grenadier could hit all of them with a single grenade, allowing him to wipe out many times his own number.
234* 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.
235* GrenadeLauncher: Their weapons in ''Renegade''.
236* SplashDamage: Their grenades can damage, even kill multiple infantry at once provided they're close together.
237
238!!![=APC=]
239[floatboxright:
240'''Type''': Vehicle\
241'''Role''': Armored Transport\
242'''Weapons''': Light Machine Gun\
243'''Trained at''': Weapons Factory]
244
245The armored personnel carrier is used to transport troops under the protection of heavy steel. It is especially useful in operations utilizing commandos and engineers.
246
247* AwesomePersonnelCarrier: The APC transports and protects up to five troops heading to and from battle locations. Its heavy armor, fast speed, and long sight range make it an ideal scouting unit. It is also useful for crushing infantry.
248* StoneWall: APC has heavy armor, but only a light machine gun. Though it is meant to carry troops around the field, it is almost always used as a stone wall unit.
249* ZergRush: Some players would load up an APC with Engineers and rush it into the enemy base. Since all base-producing functions was concentrated on the Construction Yard, a good Engineer rush would cripple a player long before the real fighting started.
250
251!!!Humvee/Light Scout
252[floatboxright:
253'''Type''': Vehicle\
254'''Role''': Reconnaissance/Light Combat\
255'''Weapons''': Light Machine Gun\
256'''Trained at''': Weapons Factory]
257
258This lightest GDI vehicle is good for fast strikes and recon. GDI tacticians recommend using the 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.
259----
260* DisneyOwnsThisTrope: In the 2020 remaster, the 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.
261* FragileSpeedster: The Humvee is quick enough to out-maneuver most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
262
263!!![=Medium tank=]
264[floatboxright:
265'''Type''': Vehicle\
266'''Role''': Armored Assault\
267'''Weapons''': 120mm Cannon\
268'''Trained at''': Weapons Factory]
269
270The tank visually resembles the American M1 Abrams, features a low profile, a high power 120 mm cannon and balanced armour. Superior to almost all Nod armor, the Medium Tank is incredibly durable, fast, powerful and cost-friendly for its class, outperforming Nod's heaviest combat vehicles, the Light Tank, and the Flame Tank, in a one-on-one match.
271----
272* 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.
273* {{Carfu}}: It's able to run over Nod Attack Cycles.
274* TankGoodness: Superior to almost all Nod armor, the Medium Tank is incredibly durable, fast, powerful and cost-friendly for its class, outperforming Nod's heaviest combat vehicles, the Light Tank, and the Flame Tank, in a one-on-one match. Priced at only 800, the Medium Tank is best suited at fighting most vehicles and is still capable of maintaining its effectiveness even late into an arms-racing skirmish. All-in-all, the GDI Medium Tank is a champion of mechanized warfare (after Mammoth tank).
275
276!!![=MLRS=]
277[floatboxright:
278'''Type''': Vehicle\
279'''Role''': Long-Range Rocket Attack\
280'''Weapons''': 227mm Rockets\
281'''Trained at''': Weapons Factory]
282
283The rocket launcher is GDI's artillery unit. It fires two rockets far range that can hit both air and ground. Its rockets are effective against everything except tanks with the heaviest armor.
284
285* AntiAir: Its weapon has the reach to hit aircraft, allowing the MLRS to serve as both an artillery piece and an anti-air unit.
286* MacrossMissileMassacre: In ''Renegade'', ''Tiberian Dawn'' spinoff. Six rockets per salvo, compared to the original's two.
287* SplashDamage: The rockets has a large explosion radius, so can take out multiple infantry units.
288
289!!!Mammoth Mk.I
290[floatboxright:
291'''Type''': Vehicle\
292'''Role''': Heavy Assault\
293'''Weapons''': Twin 120mm Cannon & Mammoth Tusk Missiles\
294'''Trained at''': Weapons Factory]
295
296The strongest vehicle in the game and for GDI, the mammoth tank is armed with dual 120mm cannons. It also carries twin rockets that can be used to attack both infantry and air units. When damaged below 50% health, the mammoth tank can self-heal itself back to half health. It has lots of armor and can take lots of punishment before being destroyed.
297
298* BreakOutTheMuseumPiece: In the last GDI mission in ''Tiberian Sun'', you get the chance to use these Mammoth Tanks, which still prove useful. The Forgotten in the same game also uses them.
299* MacrossMissileMassacre: Its twin rockets are capable of targeting both ground and air targets.
300* MightyGlacier: ''The'' slowest and toughest unit in the game bar none.
301* RegeneratingHealth: Mammoth Tanks self-repair slowly, up to 50% health.
302* TankGoodness: The biggest and the slowest tank in the game, the Mammoth is nonetheless one of the most dangerous units, as it can self-heal to 50% of its health and features double barreled cannons with Mammoth tusk rockets complementing them. The rockets are incredibly effective against infantry and aircraft.
303
304!!!ORCA Assault Craft
305[floatboxright:
306'''Type''': Aircraft\
307'''Role''': Close Air Support\
308'''Weapons''': Dragon TOW Rockets\
309'''Trained at''': Helipad]
310
311This is GDI's airborne weapon platform, sports TOW missiles that will give heavier vehicles and structures something serious to think about.
312
313* CoolPlane: It was so useful and reliable that in ''Tiberian Sun'', GDI derived five different variants from it.
314* CutscenePowerToTheMax: Is shown dodging missiles in a cutscene.
315* FutureCopter: Employing a set of twin articulated jet engines as propulsion in place of the classic rotary wing, the ORCA has incredible maneuverability. In the opening cutscene for the Nod mission, ORCA Theft, Seth even addressed the Orca as a "new helicopter".
316
317!!![=A-10=]
318[floatboxright:
319'''Type''': Aircraft\
320'''Role''': Aerial Attack\
321'''Weapons''': GUA-8/A Avenger Gatling Gun & Napalm Bombs\
322'''Trained at''': N/A]
323
324These aircraft are loaded with an ingredient that has a sizzling track record as an effective antipersonnel agent. I am talking about napalm, of course. This unit is not buildable but is made available when all Nod SAM sites on the map in single player are destroyed.
325
326* AdaptationalBadass: ''[=OpenRA=]'' (an open source port for older ''Command & Conquer'' games) makes them even more potent by having them move faster to out speed retaliation, fly in formation and strafe the area with their GAU-8 tank killers before dropping their fiery payload. This makes them great for nullifying both incoming infantry platoons and armor. ''[[VideoGame/CommandAndConquerRenegade Renegade X]]'' also makes them badass as they can be called in through a target painter, three A-10s will dive bomb to strafe the target area before bombing it, one after the other.
327%%* CoolPlane
328%%* DeathFromAbove
329* GatlingGood: As with real A-10s, they are armed with the GAU-8 tank killer but they never use them outside of fan creations like ''[=OpenRA=]'' and ''Renegade X''
330* KillItWithFire: GDI armed these A-10 with napalm bombs that can blanket area targets such as troop concentrations or fortification clusters with an intense firestorm, giving Nod an ironic taste of their highly-inflammable medicine.
331
332!!![=Gunboat=]
333[floatboxright:
334'''Type''': Naval\
335'''Role''': Shore Bombardment\
336'''Weapons''': Tomahawk Missiles\
337'''Trained at''': N/A]
338
339Gunboats are not buildable and only appear in missions. They have far range missiles that are effective against all ground and air units, but very effective against aircraft, light armor, base structures, and infantry. Gunboats can only move horizontally across the screen, of course on water. They cannot be controlled except for changing targets.
340
341%%* CoolBoat
342
343!!Tiberian Sun
344!!![=Jump jet infantry=]
345[floatboxright:
346'''Type''': Infantry\
347'''Role''': Aerial Attack\
348'''Weapons''': Vulcan Cannon\
349'''Trained at''': Barracks]
350
351GDI 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.
352
353* AntiAir: They're the only airborne units in-game capable of engaging with other airborne units while in-flight.
354* {{Jetpack}}: They have one for flying about, complete with an integrated chaingun cannon for extra firepower.
355* TrueSight: In ''Firestorm'', Jump jet infantry are equipped with sensors to detect cloaked units.
356
357!!![=Medic=]
358[floatboxright:
359'''Type''': Infantry\
360'''Role''': Medical Treatment\
361'''Weapons''': None\
362'''Trained at''': Barracks]
363
364Medics possess advanced medical training in order to effectively treat their fellow soldiers. They are equipped with regular GDI combat suits with a characteristically painted helmet and a well-equipped medkit in order to treat even the most terrible wounds.
365
366Unfortunately, they are unable to defend themselves, as they are completely unarmed, and their body armor is lacking.
367
368* TheMedic: Their main purpose is to heal other infantry.
369* MookMedic: Its job is to heal allied infantry.
370* NoExperiencePointsForMedic: As they cannot kill enemies, Medics never gain veterancy.
371* SupportPartyMember: Have no means of attacking but can heal friendly infantry.
372
373!!!Disc Thrower
374[floatboxright:
375'''Type''': Infantry\
376'''Role''': Base Assault\
377'''Weapons''': Explosive Disks\
378'''Trained at''': Barracks]
379
380Disc throwers are trained light infantrymen equipped with special explosive discs, effective against both infantry and vehicles.
381----
382* AbnormalAmmo: Disc throwers throw bouncing explosive frisbees instead of normal grenades.
383* BoringButPractical: A combination of good damage against everything (unlike the Nod rocket infantry, which had a crippling weakness against infantry), low production cost, quick production time, and a GoodBadBug that allowed them to throw discs across the freaking map basically meant building an army of disc throwers was a perfectly viable strategy for most levels.
384* 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.
385
386!!![=Ghost Stalker=]
387[floatboxright:
388'''Type''': Infantry\
389'''Role''': Special Forces\
390'''Weapons''': Rail Gun & C4 charges\
391'''Trained at''': Barracks]
392
393The Ghost Stalker is a GDI-Mutant Commando that carries a railgun and C4 charges. His C4 charges can take out structures with ease while his railgun can target all but air units while shooting through them. His rate of fire is a bit slow, and he should be used with other forces, preferably in the front as he can shoot through friend or foe alike.
394
395* {{BFG}}: His railgun.
396* TheCameo: In the ''Sun'' GDI campaign, when he reports to [=McNeil=] about [[spoiler: Umagon's capture]].
397* CursedWithAwesome: His tiberium mutation will eventually kill him, but in the meantime it also means that he can shrug off the lethal amounts of radiation his railgun puts out (whether it means he's immune or simply will not suffer the negative effects before he expires is never explained), which is why he is the only one capable of wielding it. This is in addition to his healing factor that his mutation comes with.
398* 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.
399* HealThyself: Like all Forgotten, he can slowly regenerate his health by simply wading through a field of Tiberium crystals, as his mutant physiology absorbs the radiation the crystals emitted, triggering cellular regeneration that all mutants experience when in contact with tiberium.
400* HeroUnit: For GDI.
401* OneHitPolykill: His railgun penetrates through anything standing between him and the target (read: FriendlyFireproof isn't in effect here), dealing equal damage along anything in that line. Missions can often end in failure simply because a mission-critical unit got in his line of fire. Counter-wise, it's possible for his railgun to have no effect simply because the terrain is in the way.
402* OneManArmy: Can blow up buildings and take down vehicles with little effort, thanks to a railgun which is very hazardous to normal humans.
403* StuffBlowingUp: When he destroys buildings.
404
405!!!Amphibious APC
406[floatboxright:
407'''Type''': Vehicle\
408'''Role''': Armored Transport\
409'''Weapons''': None\
410'''Trained at''': War Factory]
411
412Although unarmed, the Amphibious APC could travel through water, allowing GDI to quickly move squads of 5 infantry over bodies of water to strike from unexpected angles.
413----
414* AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for infantry.
415* AwesomePersonnelCarrier: The Amphibious APC is a heavily armoured unit that can carry up to five infantry units. Capable of ferrying units over land and sea, the amphibious APC is a valuable asset to GDI’s forces.
416* DefenselessTransports: The Amphibious APC serves as a dedicated transport that can carry five infantry and has no weapon.
417
418!!!Wolverine Mk. I
419[floatboxright:
420'''Type''': Armored Infantry\
421'''Role''': Light Combat\
422'''Weapons''': Miniguns\
423'''Trained at''': War Factory]
424
425A small and fast mech, it shreds enemy infantry with dual Vulcan miniguns. When at heroic rank, it rips through armies of infantry with ease. When pitted against tanks, it is destroyed quickly.
426----
427* FragileSpeedster: As a speedy vehicle driven by a single operator, the Wolverine boasted comparatively thin armor that offered little protection against the heavy ordinance. Even the lightest combat vehicles could do sufficient damage to the Wolverine, with many larger ones having the power to destroy them effortlessly.
428* MiniMecha: They are described as "powered assault armor", but bulky as they are, fit this trope instead. Interestingly enough, they use the infantry sound clips instead of the vehicle ones. And yes, interesting size comparison, as with [[https://static.tvtropes.org/pmwiki/pub/images/GDI_size_3204.jpg this]] and [[https://static.tvtropes.org/pmwiki/pub/images/GDI_Sizes_2_3870.jpg this]] (Official Artwork folks) Wolverine is large enough to accommodate a small cockpit, but the comparison to its height is strange (bordering SuperDeformed).
429
430!!![=Titan Mk. I=]
431[floatboxright:
432'''Type''': Walker\
433'''Role''': Armored Assault\
434'''Weapons''': 120mm Cannon\
435'''Trained at''': War Factory]
436
437This medium walker packs a 120mm cannon that can outrange low-level defenses to avoid retaliation. It is heavily armored and is very effective against ground forces other than infantry.
438
439* ArmCannon: It's 120mm side-mounted cannon.
440* HumongousMecha: Standing 25 feet tall and packing a 120mm cannon, the Titan is a force to be reckoned with.
441* TrueSight:: When elite, Titan is equipped with sensors to detect cloaked units.
442* WalkingTank[=/=]ChickenWalker: For the GDI, as an all-purpose assault and defense unit. Its long range makes it an ideal unit for use in base assaults, as it can pummel defenses without fear of retaliation.
443
444!!!Hover MLRS
445[floatboxright:
446'''Type''': Vehicle\
447'''Role''': All-Terrain Attack\
448'''Weapons''': Rocket Launchers\
449'''Trained at''': War Factory]
450
451Another departure from standard tank technology, the MLRS is a hovercraft that can traverse land or water. They are best used to provide cover for other vehicles since they have a long range and a relatively weak armor structure. Yet, when grouped, they can provide an excellent diversion in battle while your other main forces move into position.
452----
453* AchillesHeel: Is often rendered useless by Ion Storms.
454* AmphibiousAutomobile: This vehicle hovers over the ground and can travel over water.
455* AntiAir: Its missile has the reach to hit aircraft, allowing the Hover MLRS to also serve as an anti-air unit.
456* MacrossMissileMassacre: It's capable of firing a barrage of missiles against both ground and air targets.
457* HomingProjectile: It's rockets can track the target for a surprisingly long range. Once softened up by these salvos, Nod aircraft can usually be finished off by lighter rocket units.
458
459!!!Disruptor
460[floatboxright:
461'''Type''': Vehicle\
462'''Role''': Base Assault\
463'''Weapons''': Harmonic Resonator\
464'''Trained at''': War Factory]
465
466A weapon of the GDI arsenal, the disrupter uses powerful harmonic resonance waves that injure or kill friend or foe alike caught in the blast. The disrupters themselves are immune to their own weapons, even if it against an enemy.
467----
468* MakeSomeNoise: The waves are actually powerful soundwaves that can shake matter apart through harmonic resonance.
469* 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.
470* OneHitPolykill: Its weapon's essentially a railgun with more sophisticated rules: the emitted sonic beam takes time to reach its target, hurts less to anything in between that's not an intended target, and hurts friends and foes alike unless it's another Disruptor. In short, it's safe to cluster Disruptors among themselves, but not with other kinds of things.
471
472!!![=Mammoth Mk. II=]
473[floatboxright:
474'''Type''': Combat Walker\
475'''Role''': Heavy Assault\
476'''Weapons''': Heavy Railguns & Anti Air Missiles\
477'''Trained at''': War Factory]
478
479Theoretically the strongest vehicle in the game and definitely the biggest of the mech units, the Mammoth Mk.II is GDI's new mammoth tank. It is armed with a side mounted rail gun that can shoot through units, killing rows of enemies, and it is also armed with dual missile launchers for anti-air. The Mammoth Mk.II is only a prototype, and still in its development stages. Because of this, only one can be deployed at a time.
480
481* AntiAir: Can engaging a limited number of enemy aircraft with its dorsal [=SAM=] launchers placed in independently traversing turrets.
482* AttackOfTheFiftyFootWhatever: In the [=FMVs=] this thing is gigantic!
483* AwesomeButImpractical: It's has a weapon that insta-gibs anything that's not a building (and gibs those in about 3 shots) and has anti-aircraft capabilities. The drawback is that it's horrendously expensive, pathetically slow, and you could only build one of it. A rush of cheap expendable troops is usually enough to destroy it, as it has quite a lengthy recharge time for its guns and it can only target one unit at a time. Granted, it can [[OneHitPolykill kill multiple units lined up together]], but that means it can kill yours too. Keeping an Orca Carryalls nearby, however, can turn the Mammoth into a rapid response super unit that becomes hard to rush. Just as long as that Carryall doesn't die.
484* {{Expy}}: Of the [[Franchise/StarWars AT-AT]]
485* FixedForwardFacingWeapon: In addition to its central machinegun turret and dorsal missile pods, Mammoth Mk also packed devastating railguns on each side, which could only be aimed vertically.
486* HumongousMecha: Probably the biggest in the series.
487* OneHitPolykill: The Mammoth Mk. II's railgun penetrates through anything standing between it and the target (read: FriendlyFireproof isn't in effect here), dealing equal damage to anything in that line.
488* RegeneratingHealth: [=Mammoth Mk. II=] self-repair slowly, up to 50% health.
489* UnitsNotToScale: In actual gameplay, it doesn't appear to be that big (though certainly the largest unit in the game), but in the two [=FMVs=] featuring it, its gigantic. It's well over a hundred feet tall, in terms of width is nearly as big as a construction yard (which is much larger then it is in gameplay).
490* WeaksauceWeakness: Vein Holes. The slow speed of the mammoth's movement plus it's low rate of fire means that a veinhole monster can obliterate a mammoth before the latter gets more than a single shot off. To top it off, the veinhole monster has high resistence to single-shot weapons, so even if the mammoth gets a shot off, it's likely only to do scratch damage.
491
492!!!Mobile EMP
493[floatboxright:
494'''Type''': Vehicle\
495'''Role''': Combat Support\
496'''Weapons''': EMP Burst\
497'''Trained at''': War Factory]
498
499A vehicle version of the EMP cannon, the Mobile EMP is able to charge up, then drive near enemy vehicles and deploy to release its charge. Its effects are shorter and smaller radius compared to the EMP cannon, but its mobility and faster recharge rate makes it a very useful vehicle in nullifying opposing armor columns.
500----
501* ChargedAttack: Need to recharge before the vehicles can use EMP on the enemy.
502* CloseRangeCombatant: [[DownplayedTrope Downplayed.]] They're not a melee unit, but their EMP blast has limited range and you have to get them kind of close to enemies to be effective.
503* {{EMP}}: The Mobile EMP 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.
504
505!!![=Juggernaut Mk. I=]
506[floatboxright:
507'''Type''': Combat Walker\
508'''Role''': Long-Range Bombardment\
509'''Weapons''': 3 120mm Cannon\
510'''Trained at''': War Factory]
511
512The Juggernaut was made in response to NOD artillery since GDI realized that they had no artillery of their own. The Juggernaut is another mech and has three cannons that fire one round each. It has a long range and is most effective against stationary targets. Like its counterpart, it must deploy to fire.
513
514* AnchoredAttackStance: The elevated position of their enormous barrels gives them amazing range, but they cannot fire on the move and need to deploy stabilizers before firing. Worth noting that they can begin walking instantaneously, retracting stabilizers as they move, it's the deploying that takes time.
515* {{BFG}}: It's three 120mm cannons.
516* BreakOutTheMuseumPiece: The Juggernaut artillery is the result of taking three cannons off old battleships — useless now that the seas are choked with Tiberium-mutated weeds — and mounting them on mech legs.
517* ChickenWalker: The Juggernaut Mk. I combined GDI naval and walker technology by fitting three large-caliber naval guns to a modified Titan Mk. I chassis.
518* GlassCannon: Though a formidable foe at long range, the Juggernaut is lightly armoured to offset the sheer weight of it's heavy cannons.
519* LongRangeFighter: They outrange most other units and base defences, but due to their minimum range they're weak in a direct fight.
520* SiegeEngines: Serves this role for the GDI due to its long range and effectiveness against structures.
521* TrueSight:: When elite, Juggernaut is equipped with sensors to detect cloaked units.
522
523!!![=Mobile war factory=]
524[floatboxright:
525'''Type''': Vehicle\
526'''Role''': Forward Unit Deployment\
527'''Weapons''': None\
528'''Trained at''': War Factory]
529
530The mobile war factory is a slightly cheaper and mobile version of the GDI War Factory. It is able to move and deploy at any designated area and work just like a GDI War Factory producing vehicles anywhere, even the frontline.
531
532* AwesomeButImpractical: If the factory in question has to be locked down to use. Often, it can't be repaired without re-converting it into a truck.
533* MobileFactory: Mobile war factory is a massive vehicle based on mobile construction, the same technology used by MCV, that could deploy into an assembly line in order to produce vehicles from.
534
535!!![=Orca Fighter=]
536[floatboxright:
537'''Type''': Aircraft\
538'''Role''': Close Air Support\
539'''Weapons''': Hellfire Missiles\
540'''Trained at''': Helipad]
541
542The 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.
543
544* CoolPlane: Fast, lightly armoured and armed with dual missile launchers, the Orca Fighter can deliver a missile barrage to any location on the battlefield within moments of receiving orders.
545* CutscenePowerToTheMax: Is shown dodging missiles in a cutscene like ORCA Assault Craft in ''Tiberian Dawn''.
546* DangerDeadpan: Rather unshakeable.
547* FutureCopter: Employing a set of twin articulated jet engines as propulsion in place of the classic rotary wing, the ORCA has incredible maneuverability.
548* MacrossMissileMassacre: It firing 10 air-to-ground missiles each.
549
550!!![=Orca Bomber=]
551[floatboxright:
552'''Type''': Aircraft\
553'''Role''': Aerial Bombardment\
554'''Weapons''': High-Yield Bombs\
555'''Trained at''': Helipad]
556
557Slower, more well armored, and higher firepower, the Orca bomber is a devastating unit. It carries two loads of 5 bomblets and flies over its target to drop high-explosive bombs.
558
559* CoolPlane: Heavier and better armoured than its fighter cousin, the Orca Bomber trades speed for firepower. Delivering a stream of highexplosive bombs in strafing runs, the Orca Bomber is ideal for softening up ground defences during the beginning of a base assault.
560* DangerDeadpan: Rather unshakeable.
561* DeathFromAbove: Orca Bomber sometimes says "death from above" when ordering it to attack something.
562* FlyingBrick: Sufficient to say they can take much, much more punishment than the average aircraft.
563* MightyGlacier: Orca Bomber are slow, extremely durable, and hit like a truck.
564
565!!![=Orca Carryall=]
566[floatboxright:
567'''Type''': Aircraft\
568'''Role''': Aerial Transport\
569'''Weapons''': None\
570'''Trained at''': Helipad]
571
572The orca carryall is a transport that carries vehicles. It is able to attach to any vehicle and carry it in the air to anywhere in the battlefield that it can land. Orca carryalls can also drop a vehicle off into the service depot before landing itself.
573
574* FutureCopter: 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.
575* PintsizedPowerhouse: Can even ferry a Mammoth Mk. II across the battlefield.
576
577!!![=Orca Dropship=]
578[floatboxright:
579'''Type''': Aircraft\
580'''Role''': Aerial Transport & Field Deployment\
581'''Weapons''': None\
582'''Trained at''': N/A]
583
584Dropships are heavy duty military freighters, capable of transporting large amounts of soldiers, mechs and other equipment long distances.
585
586* DropShip: Bonus points for having Michael Biehn star in the game as one of the main characters.
587
588!!![=Orca Transport=]
589[floatboxright:
590'''Type''': Aircraft\
591'''Role''': Aerial Transport\
592'''Weapons''': None\
593'''Trained at''': N/A]
594
595The orca transport only appears in single player, and is only used to transport troops. It can hold up to 5 infantry.
596
597* DropShip: Available only in certain solo-play missions, the Orca Transport can carry up to 5 infantry units to any location on a battle map.
598
599!!Tiberium Wars
600
601!!![=Rifleman Squad=]
602[floatboxright:
603'''Type''': Infantry\
604'''Role''': Ground Combat\
605'''Weapons''': GD-2 Rifle\
606'''Trained at''': Barracks]
607
608-->''Clear to engage.''
609
610The standard GDI infantry, they consist of 6 units per squad. Rifle squads are more effective than their Nod equivalent when fighting against infantry, but have problems when dealing with structures or vehicles.
611----
612* ArmorPiercingAttack: In Kane's Wrath, they can be upgraded with Armor Piercing ammo, increasing firepower especially against light armor.
613* 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.
614* ConsummateProfessional: Especially compared to Nod militia troops, GDI Riflemen are decidedly professional and disciplined to a fault, as well as capable of taking out most Nod infantry in any one-on-one firefight.
615* DeployableCover: They can build foxholes, which are basically GarrisonableStructures though this costs some cash and takes a while to build, and if you leave them empty, the enemy can use them too.
616
617!!![=Missile squad=]
618[floatboxright:
619'''Type''': Infantry\
620'''Role''': Anti Armor/Anti Air\
621'''Weapons''': FGM-90 Rocket Launchers\
622'''Trained at''': Barracks]
623
624-->''Launchers ready.''
625----
626Anti-vehicle and anti-air infantry units of the Global Defense Initiative, they are comprised of two rocket-equipped soldiers per squad. They're slightly more effective and move slightly faster than their Nod counterparts, though they cannot be upgraded with a confessor.
627
628* AntiAir[=/=]AntiVehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
629* GlassCannon: While individually vulnerable, they're nonetheless potent threats to vehicles and aircraft especially when deployed in sizable numbers.
630
631!!![=Grenadier Squad=]
632[floatboxright:
633'''Type''': Infantry\
634'''Role''': Base Assault/Urban Warfare\
635'''Weapons''': Smart Grenades\
636'''Trained at''': Barracks]
637-->''How's your throwing arm?''
638
639Successors to Disc Throwers in ''Tiberian Sun'', Grenadiers are comprised of four units per squad, and are armed with grenades. They're effective against infantry, vehicles and structures alike, though the grenades are relatively slow-flying and moving units can easily dodge them. When attacking a garrisoned building, the grenade is automatically guided into the windows to clear out enemy infantry.
640----
641* 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.
642* {{EMP}}: In Kane's Wrath they can be upgraded with EMP grenades, disabling nearby electronic equipment.
643* HeyCatch: Grenadier Squads use this [[{{Pun}} catchphrase]] as an occasional comic relief in an otherwise dark and edgy story.
644-->[[RuleOfFunny "Here, catch!"]]
645** In general, the 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:
646-->"Grab the plunger; we're flushin' 'em out!"
647* PluckyComicRelief: They stand out among the units in the grim-and-serious Tiberium universe through their many goofy lines.
648* 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.
649
650!!!Sniper Team
651[floatboxright:
652'''Type''': Infantry\
653'''Role''': Field Reconnaissance/Artillery Spotting\
654'''Weapons''': Sniper Rifle\
655'''Trained at''': Barracks]
656-->''Need somebody taken out?''
657
658A specialized team consisting of a sniper and a spotter. The spotter can call in precision artillery strikes from all Juggernaut units (or other artillery in singleplayer) on the map to a small target radius around him, regardless of the distance of the Juggernauts from the target area. The sniper is able to pick off enemy infantry at a long range with high efficiency. They are stealthed while not attacking or being detected and have a large sight radius.
659
660* CoolShades: Both Sniper and Spotter wear one.
661* ColdSniper: They are sane, but quite professional, putting them in this category.
662* CripplingOverspecialization: Very good for getting rid of anti-tank infantry, but are useless against vehicles and structures.
663* DevelopersForesight: If the sniper in the team is killed, the spotter has unique quotes.
664* 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).
665* InvisibilityCloak: They are invisible when not moving.
666* LaserSight: The Sniper's rifle have a laser sight mounted on top of the barrel.
667* LongRangeFighter: Sniper teams can shoot from very far, but they risk getting overwhelmed by mass infantry spam because of their slow rate of fire.
668* OneHitKill: They can do this to all infantry (even heavily armored ones like Zone Troopers, Shock Troopers and Enlightened) except commandos.
669* SniperRifle: Amusingly enough, the spotter also has a sniper rifle.
670* TrueSight: They can detect stealthed units in big radius around them.
671
672!!![=Zone Trooper=]
673[floatboxright:
674'''Type''': Infantry\
675'''Role''': Hostile Environment Combat\
676'''Weapons''': Railguns\
677'''Trained at''': Barracks]
678-->''Troopers in the field.''
679
680The elite GDI infantry, Zone Troopers are heavily armored infantry immune to the effects of Tiberium radiation. They are equipped with jump jets for short ranged all-terrain mobility, and armed with powerful rail guns that are highly effective against all ground units except advanced infantry. However, they cannot retaliate against airborne units.
681
682* {{BFG}}: A semiautomatic anti-tank railgun, that make short work of basically anything on the ground.
683* DropPod: Three squads of veteran Zone Troopers can be dropped through this way to anywhere on the map for only a few thousand credits, actually '''saving''' you a bit of cash and putting a dozen railguns into a position where they can inflict a lot of '''agony''', turning a pitched battle into a devastating curb-stomp.
684* 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.
685* {{Expy}}: Zone Troopers bear a striking resemblance to the original Mobile Infantry from Creator/RobertAHeinlein's ''Literature/StarshipTroopers''. They both wear large and bulky powered armour, both use jetpacks to perform long jumps as opposed to flying, they use extremely powerful handheld weapons, and both are deployed from orbit via a disposable transport pod.
686** They also bear a 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.
687* {{Jetpack}}: Zone Troopers sport a powerful jump jets that allow them to cover impassible terrain. Jump jets are also very effective against enemy tanks, as it allows the squad to strike them from behind where the tank has less armor. With this upgrade, Zone Troopers become very well suited to hunting down units such as Nod Harvesters and Stealth Tanks, which they can make short work of.
688* LightningBruiser: Surprisingly faster than regular infantrymen while on foot.
689* LogicalWeakness: Their railguns' relatively slow rate of fire can make Zone Troopers momentarily vulnerable to enemy infantry, especially if outgunned.
690* PoweredArmor: Made from the same composite alloys used in the Mammoth Mark.III's armor, Zone 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.
691* RegeneratingHealth: Power Packs upgrade allows Zone Troopers to passively recover health when idle. Stacks with regeneration bonus gained at Heroic status. However, power packs still do not allow them the ability to replace fallen squad members; only a Armory can replace fallen Zone Troopers.
692* TrueSight: The sensor pack upgrade increases Zone Trooper sight range and allow them to detect stealth within a short range.
693
694!!![=Zone Raider=]
695[floatboxright:
696'''Type''': Infantry\
697'''Role''': Reconnaissance/Hostile Environment Combat\
698'''Weapons''': Sonic Grenades & SAM Missiles\
699'''Trained at''': ]
700-->''We can handle it.''
701
702The Zone Raider is the ZOCOM superior version of the Zone Trooper, having several advantages over the GDI counterpart. It possesses sonic rocket-propelled grenades as its primary weapon, that inflict splash damage and are more powerful than Zone Trooper railgun rifles (though somewhat more inaccurate). It has anti-air missile launchers mounted on its shoulders, proving equal in power against aircraft as a missile squad, alleviating the Zone Troopers main weakness.
703
704* AmazonBrigade: All Zone Raiders are female. These battle-hardened women sport dual rocket launcher pauldrons to target aircraft and fire sonic grenades.
705* ChainmailBikini: Downplayed. Zone Raiders have a relatively realistic armor variant that still looks functional, but is noticeably more form-fitting than standard
706 Zone Trooper gear.
707* DistaffCounterpart: Of the Zone Trooper.
708* DropPod: Three squads of veteran Zone Raider can be dropped through this way to anywhere on the map for only a few thousand credits, actually '''saving''' you a bit of cash and putting a dozen sonic rocket-propelled grenades into a position where they can inflict a lot of '''agony''', turning a pitched battle into a devastating curb-stomp.
709* {{Jetpack}}: Zone Raiders sport a powerful jump jets that allow them to cover impassible terrain.
710* PoweredArmor: While Zone Trooper armor is bulky and boxlike, the Raider armor is significantly more form ''fitting''.
711* RegeneratingHealth: Power Packs upgrade allows Zone Raiders them to passively recover health when idle. Stacks with regeneration bonus gained at Heroic status. However, power packs still do not allow them the ability to replace fallen squad members; only a Armory can replace fallen Zone Raiders.
712* ShoulderCannon: Zone Raiders are equipped with dual shoulder-mounted anti-air rocket pods that allows them to have some defense against enemy aircraft, while Zone Troopers would be helpless against a Venom or Stormrider.
713
714!!![=GDI Commando=]
715[floatboxright:
716'''Type''': Infantry\
717'''Role''': Special Forces\
718'''Weapons''': Rail Carbine & Demolition Charges\
719'''Trained at''': Barracks]
720-->''Let's get this party started!''
721
722The GDI commando is equipped with a rapid-fire assault rifle and advanced jump jets with quite a short recharge time. Being the GDI's most advanced infantry unit, the commando is highly effective against all types of infantry and can use explosives to instantly demolish any structure. He can also use the explosives to disable walkers, and divebomb structures and walkers with his jump jets. He is weak to aircraft, having no anti-air capability.
723
724* BadassBoast:
725** "That was left-handed!"
726** "I gotta present for ya!"
727* {{BFG}}: GDI Commando fires a rapid-firing miniaturized railgun. [[BadassBoast Probably left handed]]. It's still mostly useless against vehicles, though.
728* BondOneLiner
729** "Dismissed!"
730** "He's goin' dirt-tastin'!"
731* ContinuityNod: Shares quotes from the Commandos from ''Tiberian Dawn'', such as: "Got a present for ya!" and "Real tough guy!".
732* OneHitKill: Commando can one-shot enemy infantry unit and use C4 charges to blow up buildings and walker in one hit.
733* OneManArmy: Along with the Nod Commando, the GDI commando is capable of killing entire swaths of infantry and destroying innumerable amounts of buildings and walkers if left unchecked.
734* {{Jetpack}}: Jump Pack ability enables commando to evade from threats, engage targets quickly, and jump over impassable terrain.
735* TheSpartanWay: ''Tiberium Wars'' Intel Database states that the GDI commando program has a 22% fatality rate and 97% of recruits never reach the end of training.
736
737!!![=Guardian APC=]
738[floatboxright:
739'''Type''': Vehicle\
740'''Role''': Armored Transport/Anti Air/Anti Infantry\
741'''Weapons''': Machine Guns\
742'''Trained at''': War Factory]
743-->''APC, what's the plan?''
744
745The APC is GDI's armored personnel carrier. Each APC is equipped with a machinegun that's strong against infantry and aircraft and can transport a single squad of infantry. Infantry squads that are garrisoned within the APC can still fire at enemy units outside of the APC, all while being protected by the APC's durable armor.
746
747* ArmorPiercingAttack: In Kane's Wrath, they can be upgraded with Armor Piercing ammo, increasing firepower especially against light armor.
748* AwesomePersonnelCarrier: They are some of the most versatile units in ''Tiberium Wars''. They're dirt cheap, much stronger than the other guy's equivalent units, they tear through infantry and aircraft, they can garrison in any sort of infantry and have it shoot out from the portholes and if you mass them they're a serious problem even against buildings. Add to that the ability to lay down minefields and the armor piercing ammo upgrade in Kane's Wrath, and you have one of the best units in the game.
749* TrapMaster: Capable of laying mines to deter or destroy approaching enemies.
750
751!!!Mobile Repair Transport
752[floatboxright:
753'''Type''': Vehicle\
754'''Role''': Armored Transport/Field Support\
755'''Weapons''': None\
756'''Trained at''': War Factory]
757-->''At your service, sir.''
758
759A Steel Talons exclusive APC with a repair arm instead of a machinegun. The arm does nothing, but the drone following the vehicle will repair any units in range of the MRT. Other than that, the MRT can perform any of the standard APC's other functions, including the ability to lay mines, and allowing garrisoned infantry to fire at enemies from within the MRT.
760----
761* AwesomePersonnelCarrier: The Mobile Repair Transport can repair other vehicles on the move, while the infantry carried inside provide direct fire support. The MRT makes it possible for Steel 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.
762* MookMedic: Its purpose is to repair friendly vehicles. Interestingly it is capable of repairing structures- although conversely it cannot be ordered to do so- thus it must be positioned close to the structure in question. Due to the drones not using any resources in the repairs it allows base structures to be repaired for free- albeit it is slower in comparison to the standard building repair method.
763* TrapMaster: Capable of laying mines to deter or destroy approaching enemies.
764
765!!![=Pitbull=]
766[floatboxright:
767'''Type''': Vehicle\
768'''Role''': Reconnaissance/Anti Air/Anti Infantry/Bombardment\
769'''Weapons''': Missiles & Mortar\
770'''Trained at''': War Factory]
771-->''So where's the action?''
772
773A quick scouting unit with a similar role as the Humvee and Wolverine units of ''Tiberian Dawn'' and ''Tiberian Sun'', respectively. The pitbull is an all-terrain jeep with an anti-vehicle/anti-air missile launcher. They are quick, but are lacking in armor and firepower. (Compared with Nod's Attack Bikes, Pitbulls are slower and less powerful, but better armored.)
774
775* AntiAir: It comes equipped with standard light anti-armour missiles that fairly effective at dealing with lighter enemy aircraft but are almost totally cost ineffective against units like Devastator Warships and Planetary Assault Carriers.
776* FragileSpeedster: The Pitbull is quick enough to out-maneuver most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
777* MeaningfulName: Their ability to detect stealthed enemy units is like how dogs excellent sense of smell has lead to them being used for things like detecting bombs and drugs.
778* TrueSight: Pitbulls are GDI's primary means of detecting stealthed enemy units in the field, and are an important part of any group of GDI units out in the field.
779
780!!![=Wolverine Mk. II=]
781[floatboxright:
782'''Type''': Combat Walker\
783'''Role''': Light Combat\
784'''Weapons''': 2 20mm guns\
785'''Trained at''': War Factory]
786-->''Armored and ready!''
787
788Returns to the battlefield once more for Kane's Wrath, under the exclusive service of the Steel Talons subfaction, Wolverine Mk.II is absolutely devastating towards infantry (and can also deal low-moderate damage towards vehicles and structures) with it's dual 20mm miniguns.
789
790* ArmorPiercingAttack: An AP upgraded Wolverine can take on a standard Seeker, means that AP Wolverines can be used against all of Scrin's basic units.
791* FragileSpeedster: The Wolverine is quick enough to out-maneuver most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
792* MiniMecha: There's no question whether or not it's a piloted vehicle instead of a suit of bulky power armor.
793
794!!![=MBT-6 Predator=]
795[floatboxright:
796'''Type''': Vehicle\
797'''Role''': Armored Assault\
798'''Weapons''': 150mm Cannon\
799'''Trained at''': War Factory]
800-->''Loaded and ready.''
801
802GDI's mainstay armored vehicle and a multi-purpose delivery platform. Predator tanks are armed with a single, powerful anti-vehicle and anti-structural 120mm cannon. Predators can be upgraded with railguns from the Tech Center for added firepower.
803----
804* {{BFG}}: A powerful 120mm cannon that can be replaced with a hypersonic projectile launcher, aka railgun.
805* BoringButPractical: Most of GDI goes back to simple tanks after extensive use of walkers, with the Predator being the most basic, yet useful of the bunch.
806* TankGoodness: Compared to the Nod Scorpion tank and the Scrin Seeker, the Predator has greater firepower and armor. A Predator can defeat a Scorpion tank with more than half it's health left, and is even more effective against Seekers.
807
808!!![=Titan Mk. II=]
809[floatboxright:
810'''Type''': Combat Walker\
811'''Role''': Armored Assault\
812'''Weapons''': Heavy Cannon\
813'''Trained at''': War Factory]
814-->''Ground and pound!''
815
816The Steel Talons' replacement of the Predator Tank. Though it has equal armor and firepower compared to the Predator, it has slightly longer range. The Titan can stomp over several Predators, Scorpions or Seekers before it is defeated, making it potentially the most powerful early game unit. It can also flatten Harvesters.
817
818* AdaptiveArmor: Can also be upgraded with the ability to use adaptive armor to both increase their armor and make them immune to EMP attacks, though at the cost of decreased rate of fire, but overall the armor boost is greater than the potential firepower lost, making in nearly always necessary to have it engaged during battle.
819* {{BFG}}: 155mm cannon that can be replaced with railgun.
820* WalkingTank[=/=]ChickenWalker: Replaces the Predator tank for for the Steel Talon. It improves on the Predator with its ability to crush other smaller vehicles. Additionally, Titans have thicker armor and a stronger main gun than Predators as well, but this is somewhat offset by a higher unit cost.
821
822!!![=Slingshot=]
823[floatboxright:
824'''Type''': Vehicle\
825'''Role''': All Terrain Anti Air\
826'''Weapons''': 4 30mm Cannon\
827'''Trained at''': War Factory]
828-->''Enemies inbound!''
829
830The Slingshot is a dedicated anti-air vehicle that uses quad cannons to take out enemy aircraft with devastating effectiveness. The slingshot is equipped with hover technology, which allows it move faster but at the cost of armor.
831
832* AntiAir: Armed with quad cannons, the Slingshot serves as a dedicated anti-air vehicle for the GDI and serve as complement the Pitbull, as the former was only moderately good at shooting down aircraft. Principal advantage held by the Slingshot is that it is the only mobile AA unit that instantly starts doing damage to whatever it is firing at; there is no actual time before its rounds start damaging its target. Therefore it is better at dealing with hit and run attacks than other mobile AA units since its more likely to shoot down enemy craft before they can actually fire at it. It also does damage at a constant rate, not in bursts like most other units, allowing it to continue to damage enemy aircraft as efficiently as possible as long as they stay within its range.
833* CripplingOverspecialization: Being a specialized anti-aircraft weapon, the Slingshot can only fire upon aircraft in order to ensure maximum effectiveness, however, though it was still capable of crushing infantry.
834* NotTheIntendedUse: Designed only for anti-air purposes, a Slingshot can actually eliminate large amount of enemy infantries by simply running them down, thanks to its speed and maneuverability.
835
836!!![=Shatterer=]/[=Zone Shatterer=]
837[floatboxright:
838'''Type''': Vehicle\
839'''Role''': Combat Support\
840'''Weapons''': Sonic Emitter\
841'''Trained at''': War Factory]
842-->''Resonance status green.''
843
844The Shatterer is a light armored vehicle that fires a sonic beam (that's reminiscient of the Disrupter Tanks from ''Tiberian Sun''). The Shatterer also has hover technology which makes it faster but lighter in armor. Shatterers can not fire while moving, but can inflict damage upon multiple units in a line, making the Shatterer very useful against large armies.
845
846The Zone Shatterer is ZOCOM's version of the basic Shatterer. In addition to having all of the abilities of the standard Shatterer, Zone Shatterers also have the ability Overload Beam, which fires an even more powerful sonic wave, but disables the Zone Shatterer for a few seconds.
847
848* AlphaStrike: When Zone Shatterers using Overload Beam, it's increases the power of the weapon by 200%. However, the energy required to fire the beam drained all power for 6 seconds after the shot, making the Zone Shatterers immobile and completely defenceless in that time.
849* GlassCannon: Its sonic emitter can inflict damage upon multiple enemy units, but for a unit that costs 1500/1600 credits, Shatterer and Zone Shatterer is extremely squishy.
850* HoverTank: Essentially, it was a hover tank with a smaller version of the Sonic Emitter.
851* 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.
852* MakeSomeNoise: It fired high powered sound waves at targets, and was one of the more powerful units in the game.
853* OneHitPolykill: Since it attacks with a sonic wave, It's attacks keep going right through units. This leads to it being able to destroy lots of enemies when faced with concentrations of enemies.
854
855!!![=Surveyor=]
856[floatboxright:
857'''Type''': Vehicle\
858'''Role''': Forward Base Expansion\
859'''Weapons''': None\
860'''Trained at''': War Factory]
861-->''Let's have a look around.''
862
863Like Nod's Emissaries and the Scrin's Explorers, the Surveyer can move to distant parts of the map, and deploy into an outpost to expand ground control to remote spots. Surveyors, as with all expansion vehicles, take 30 seconds to finish deploying.
864----
865* SupportPartyMember: Surveyors lack weapons, speed and armor. Therefor, it's easy prey for any enemies lurking nearby and can't be relocated once it's deployed. However, following deployment it gains the ability to detect stealthed units, provides a small area of construction space and can be repaired like any other building.
866
867!!![=Rig=]
868[floatboxright:
869'''Type''': Vehicle\
870'''Role''': Mobile Field Support\
871'''Weapons''': 2 Cannon & SAM Launchers\
872'''Trained at''': War Factory]
873-->''Rig packed up and ready.''
874
875A versatile multi-purpose platform that can be deployed on any position on the map. When deployed the Rig serves as a repair bay for GDI's vehicles that can be packed up should the Rig be needed elsewhere. A deployed Rig can also serve as a mobile defense platform, since it's armed with a couple of anti-vehicle Guardian Cannons and a surface-to-air missile battery.
876----
877* BaseOnWheels: The Rig's main role is to provide on-site repairs and defense for friendly forces. Upon deployment, the Rig would expand and deploy its three repair drones, twin Guardian Cannons and its roof-mounted SAM turret. Once deployed, the so-called 'Battle Base' would hold down a position and fend off enemy attacks.
878* {{BFG}}: 105mm cannon that can be replaced with railgun.
879* MookMedic: Rig most useful ability when deploy is to repair allied vehicles and aircraf with the three repair drones; this essentially gives the player a portable war factory without the ability to produce vehicles.
880
881!!![=Juggernaut Mk. III=]
882[floatboxright:
883'''Type''': Combat Walker\
884'''Role''': Long-Range Bombardment\
885'''Weapons''': 3 200mm Cannon\
886'''Trained at''': War Factory]
887-->''Send the barrage!''
888
889Juggernaut is a mobile artillery unit that can lay waste to infantry, vehicles, and structures from afar. An additional improvement over the Mark.II is the ability for the Juggernauts to fire at any point on the map provided that a Sniper Team is near the target and is stationary (so that the spotter can paint targets for the Juggernauts to bombard from anywhere on the map).
890
891* AnchoredAttackStance: The elevated position of their enormous barrels gives them amazing range, but they cannot fire on the move and need to deploy stabilizers before firing. Worth noting that they can begin walking instantaneously, retracting stabilizers as they move, it's the deploying that takes time.
892* {{BFG}}: Have three 200mm cannons.
893* ChickenWalker: A triple-barreled artillery walker with incredible range and firepower, Juggernauts are ideal for breaking heavily fortified bases or smashing massed formations. They can also bombard targets designated by Sniper Teams. To drive the point home even more, Juggernauts occasionally comically peck ''just like chickens''!
894* GlassCannon: Downplayed. Unlike most Artillery Units, the Mk III is decently rugged, having significantly more health than a Predator tank and just under half that of a Superheavy, offsetting the sheer expense fielding them involves.
895* LongRangeFighter: They outrange most other units and base defences and the Bombardment abilty allows them to fire at a designated location on the map that is within the line of sight of a stationary Sniper Team, but due to their minimum range they're weak in a direct fight.
896* SiegeEngines: Serves this role for the GDI due to its long range and effectiveness against structures.
897
898!!![=Juggernaut Mk. II Behemoth=]
899[floatboxright:
900'''Type''': Combat Walker\
901'''Role''': Long-Range Bombardment\
902'''Weapons''': 3 200mm Cannon\
903'''Trained at''': War Factory]
904-->''Fireworks time!''
905
906The Steel Talons' variant of the Juggernaut in Kane's Wrath. A bunker that can store a single infantry squad was jury-rigged onto their hulls to allow them to survive in close-combat situations better. In all other cases, they behave similarly to the Juggernauts, and leave a husk when destroyed.
907
908Unfortunately, unlike the Juggernaut, the Behemoth is unable to strike anywhere on the map, even with the help of an allied/acquired Sniper team.
909
910* AnchoredAttackStance: The elevated position of their enormous barrels gives them amazing range, but they cannot fire on the move and need to deploy stabilizers before firing. Worth noting that they can begin walking instantaneously, retracting stabilizers as they move, it's the deploying that takes time.
911* AwesomePersonnelCarrier: Behemoth is a combines APC with ''Heavy Artillery'' that can carry one infantry squad which are able to shoot from inside.
912* ChickenWalker: A triple-barreled artillery walker with incredible range and firepower, Behemoths are ideal for breaking heavily fortified bases or smashing massed formations.
913* MightyGlacier: Even tougher than the already decently resilient Juggernaut, the Behemoth is capable of withstanding significant return fire even after it's enemies close into range.
914* LongRangeFighter: They outrange most other units and base defences, but due to their minimum range they're weak in a direct fight.
915* SiegeEngines: Serves this role for the Steel Talon due to its long range and effectiveness against structures.
916* SuperPrototype: ''More'' accurate in short range and much less vulnerable to being picked off by an ambush. The reason ''why'' the Mk III lost the garrison pod and no other version has ever went and added one back is a mystery.
917
918!!![=Mammoth Mk. III=]
919[floatboxright:
920'''Type''': Vehicle\
921'''Role''': Heavy Assault\
922'''Weapons''': 2 150mm Cannon/Railgun & 4.75 inch Missiles\
923'''Trained at''': War Factory]
924-->''Armor Superiority!''
925
926After being absent from ''Tiberian Sun'', Mammoth Tanks return to the fray once more. These heavily armored units come equipped with dual cannons that are highly effective against vehicles and structures, as well as dual rocket pods that are equally effective against infantry and aircraft alike. Moreover, Mammoth Tanks can crush smaller vehicles, including tanks, by merely rolling over them (though it's slow speed makes it difficult to do so).
927
928* AdaptiveArmor: Additionally, the Steel Talons' version of the Mammoth Tanks can be upgraded with the adaptive armor ability, which, when activated, increases the Mammoth Tanks' armor and makes them immune to EMP attacks, but at the cost of rate of fire.
929* {{BFG}}: This tank is equipped with dual 150-mm cannons on the turret. As if that wasn't enough, it's can be upgraded with railguns for even more firepower.
930* MacrossMissileMassacre: Alongside their twin cannons, Mammoths pack the standard missile barrage to mulch aircraft.
931* MightyGlacier: Being part of Mammoth Tank heritage, that's pretty much a given. In head to head battles, it wins against the Avatar and the Annihilator Tripod.
932* SimpleYetAwesome: The Mammoth Tank was brought back into service after the Mammoth [=MK2=] (and walkers in general) proved too costly to maintain and too vulnerable to commandos destroying their legs. While it doesn't have legs, it's still devastatingly effective on the field, and a late-game upgrade can give it the rail guns its predecessor had.
933* TankGoodness: Is so overpowering that it can crush other tanks beneath its treads, and once upgraded with railguns, even waves of suicide bombers and missile infantry are mowed down without mercy. Against Nod Avatars and Scrin Annihilator Tripods, Mammoth Tank will generally emerge the victor. As such it's generally regarded as the most useful tier 3 armor unit.
934* TokenMinority: They're voiced by Creator/ScottLawrence, implying that the pilots are all black.
935
936!!![=MARV=]
937[floatboxright:
938'''Type''': Vehicle\
939'''Role''': Zone Reclamation\
940'''Weapons''': 200mm Sonic Cannon\
941'''Trained at''': Reclamator Hub]
942-->''Reclamation in progress.''
943
944The MARV is armed with a tri-barreled sonic cannon that deals splash damage over several units at a time. The MARV is also equipped with an onboard refinery and can process any Tiberium that it drives over, turning it into extra credits that can be used to finance the player's war efforts.
945
946The MARV comes with four garrison slots, which can be permanently garrisoned (meaning that the garrisoned infantry can't leave the vehicle, but rather, become a permanent part of the vehicle instead). The MARV becomes the most powerful unit on land once it is fully equipped.
947----
948* AttackItsWeakpoint: The MARV is the only epic unit that has directional armor. Hitting it in the front won't do much other than maybe scratching the paint. Hitting it in its flanks or rear however will deal noticibly more damage.
949* AwesomeButImpractical: Subverted! Yes, it's slow, lumbering and expensive, so you'll only get this out in the late-game. But it's also tough, armed to the teeth, and [[BanditMook can pay itself back while depriving the enemy of resources]] by eating ''their'' Tiberium fields.
950* AwesomePersonnelCarrier: To further increase its already immense firepower, MARV can permanently garrisoned by four infantry squads.
951* BanditMook: In a classically GDI aproach to the concept, the MARV is often used to simply barge into the enemy's expansions and snatch the entire tiberium field outside. Usually while blowing up half the expansion. [[TheJuggernaut You try to stop it]].
952* BadassBoast: They manage to make simply exclaiming "Peerless!" into this.
953* BaseOnWheels: Basically a vehicle that can eats entire Tiberium fields at a time, has enough space for a platoon of infantry to garrission inside, and is armed with ''three'' gigantic [[strike:railguns]][[DepletedPhlebotinumShells sonic shockwave shell cannons]].
954* {{BFG}}: Three 200mm sonic cannon.
955* {{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.
956* 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 GDI's economy, can be used to sabotage enemies by draining their would-be resources.
957* MightyGlacier: ''The'' slowest and toughest unit in the game bar none. And if garrisoned with Zone Troopers or Zone Raiders, it's the strongest.
958* MilitaryMashupMachine: It's ''the'' biggest tank. How big is it? It can simply roll over Mammoth Tanks, which themselves are big enough to roll over regular tanks. It's also a [[WorkerUnit Harvester]], or more accurately, an entire rolling Refinery that auto-collects any Tiberium it rolls over, and with it's extremely large hitbox, could easily eat a third of a patch simply by driving in a straight line. [[BanditMook generally it's your enemy's tiberium that gets collected this way]].
959* MobileFactory: Besides being a humongous tank that puts even the legendary Mammoth tank to shame, MARV can also instantly refine any tiberium it drives over into cash.
960* MoreDakka: Load up its garrison slots and it turns into gun battery. Armed with all Zone Troopers or Zone Raiders, even other Epic units won't last against.
961* MundaneMadeAwesome: In contrast to the Redeemer and the Eradicator Hexapod, which are a HumongousMecha, and a gigantic, six legged abominable creature, the MARV is simply a tank of brobdingnagian proportions.
962* MundaneUtility: Using the MARV, the single biggest, baddest, toughest, tank you have ''as a Harvester''. Really useful in maps with extremely large or even blue tiberium fields in the middle for all the players to fight over, a MARV can eat up half the field ''while'' fighting for it and pay itself back multiple times.
963* PowerEchoes: Their voices have a resonating effect.
964* RegeneratingHealth: When garrisoning by Engineer or Combat Engineer.
965* SplashDamage: The main sonic weapon deals heavy splash damage, making the MARV slightly more effective against groups of clustered infantry than the other epic units.
966* TankGoodness: GDI largest vehicle, the Mammoth Armed Reclamation Vehicle is a veritable army by itself. Four infantry can permanently garrison the vehicle and add their weapons to the MARV, supporting a potent triple-barreled cannon firing sonic shells. The MARV can also process Tiberium simply by driving over it, refining it instantly at a somewhat less efficient rate than normal harvesting.
967* WorkerUnit: The MARV comes with an onboard refinery that harvests and processes any Tiberium it drives over, allowing GDI commanders to [[BanditMook to harvest the other guy's field right in his face]].
968
969!!!A-15 Orca Gunship
970[floatboxright:
971'''Type''': Aircraft\
972'''Role''': Close Air Support\
973'''Weapons''': Missiles\
974'''Trained at''': Airfield]
975-->''Orca ready for liftoff.''
976
977The Orca is GDI's iconic assault aircraft, and is fast and lightly armored. Similar to its predecessors, it is armed with six anti-tank missiles and has to reload at the airfield.
978
979* CoolPlane: A swift, lightly armored VTOL attack craft, Orcas can deploy four to an Airfield to rain guided missiles down on enemy targets. Their Pulse Scan detects stealth units, while they can also be upgraded to fire stealth-detecting Sensor Pods. This makes them ideal for hunting Harvesters or other vehicles.
980* CripplingOverspecialization: While has devastating air-to-ground capability, it's lacks the equipment necessary to engage airborne targets, and so is a proverbial sitting duck when other aircraft are present.
981* FutureCopter: Orca Gunship features two ducted VTOL aerodynes. As another example of cross-polinization, the Orca Gunship also incorporated short wings with lift engines, with another set of engines optimized for horizontal thrust like in traditional fixed-wing aircraft.
982* MacrossMissileMassacre: It firing 6 air-to-ground missiles each. But since you usually have 4 of them, it ends up barraging 24 missiles on your enemies. The Kane's Wrath expansion even has a +2 missiles upgrade to these aircrafts, bringing up to 32 missiles in one quick run! Stack it up with a cheap Orca Strike Craft, and you get a full-fledged missile massacre.
983* TrueSight: Sensor Pod upgrade allows the Orca to deploy a stealth-detecting sensor pod that can be launched onto friendly or enemy vehicles and structures, or onto the ground.
984
985!!![=ZOCOM Orca=]
986[floatboxright:
987'''Type''': Aircraft\
988'''Role''': Close Air Support\
989'''Weapons''': Sonic Grenades\
990'''Trained at''': Airfield]
991-->''The skies are clear!''
992
993The ZOCOM Orca is a typical GDI Orca, only armed with sonic grenades. It is fast and lightly armored, and also has the ability to manually scan for stealth units. The ZOCOM orca is only available for the ZOCOM faction.
994
995* AreaOfEffect: Unlike Orca standard rockets, sonic grenades of ZOCOM Orca have a decent area of effect and can cause massive and sometimes lethal damage to infantry and ground vehicles.
996* CoolPlane: A swift, lightly armored VTOL attack craft, ZOCOM Orcas can deploy four to an Airfield to rain sonic grenades down on enemy targets. Their Pulse Scan detects stealth units, while they can also be upgraded to fire stealth-detecting Sensor Pods.
997* 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.
998* FutureCopter: ZOCOM Orca features two ducted VTOL aerodynes. As another example of cross-polinization, the ZOCOM Orca also incorporated short wings with lift engines, with another set of engines optimized for horizontal thrust like in traditional fixed-wing aircraft.
999* TrueSight: Sensor Pod upgrade allows ZOCOM Orca to deploy a stealth-detecting sensor pod that can be launched onto friendly or enemy vehicles and structures, or onto the ground.
1000
1001!!![=Firehawk=]
1002[floatboxright:
1003'''Type''': Aircraft\
1004'''Role''': Air Superiority/Fast Attack\
1005'''Weapons''': Air-to-Air Missiles or Bombs\
1006'''Trained at''': Airfield]
1007-->''Firehawk, docked and ready!''
1008
1009The Firehawk is heavily armored GDI aircraft with the ability to equip either four anti-air missiles or two bombs at the airfield. Its air-to-air missiles can defeat aircraft easily. It is also able to ascend into the stratosphere and reappear anywhere on the battlefield, bypassing enemy AA defenses.
1010
1011* AntiAir: It missiles are great at taking out even Scrin aircraft, second only to the Slingshot AA Platform.
1012* CoolPlane: Firehawks have the distinction of being one of the best air-to-air units in the game, since they can often destroy or damage enemy aircraft without giving them a chance to do much damage, if any, in return. In addition, the Stratofighter Boosters upgrade allows them to move anywhere on the field unharmed when activated, allowing them to either bypass enemy defenses and bomb the inside of a base, or to escape pursuing air units and appearing back at base.
1013* DualModeUnit: Firehawks can be armed with either bombs or anti-air missiles at the airbase.
1014
1015!!![=V-35 Ox=]
1016[floatboxright:
1017'''Type''': Aircraft\
1018'''Role''': Aerial Transport\
1019'''Weapons''': None\
1020'''Trained at''': N/A]
1021-->''Let's keep it safe, guys!''
1022
1023The V35 Ox is GDI's aerial transport craft, a cross between older GDI Orca Transports and Orca Carryalls seen in ''Tiberian Sun''. It renders its predecessors obsolete as it can transport both infantry and vehicles, but inherits the same lack of protection and sluggishness. It can be called in to airlift GDI units when the Airfield is constructed.
1024
1025* BoringButPractical: For a measly $200, you can transport all but the heaviest of vehicles around the map swiftly and over impassible terrain. It's pretty much a glorified airborne APC, but the mobility advantage granted is invaluble.
1026* DropShip: If an Airfield is deployed, most GDI unit can call in a V-35 for pickup for a small fee of $200.
1027
1028!!![=Hammerhead=]
1029[floatboxright:
1030'''Type''': Aircraft\
1031'''Role''': Aerial Transport/Close Air Support\
1032'''Weapons''': Vulcan Cannons\
1033'''Trained at''': Airfield]
1034-->''Hose them down.''
1035
1036The Hammerhead gunship is a helicopter armed with twin vulcan cannons and unlimited ammunition, and can take out ground infantry easily but is vulnerable to anti-air and air-to-air combat. Infantry can garrison and fire out of the Hammerhead, which can help it in air-to-air combat.
1037
1038* ArmorPiercingAttack: They can be upgraded with Armor Piercing ammo, increasing firepower especially against light armor.
1039* AwesomePersonnelCarrier: The APC of the Sky, the Hammerhead is one of the most versitile units, just like the APC. This unit it originally armed with an Anti-Infantry Vulcan/Gattling Cannon that can easily shred infantry. Also, like the Scrin Stormrider and Nod Venom, it can attack without having to go back to base and rearm and refuel. What makes it one versitile unit is that it has 1 garrisonable infantry slot. This slot also allows for infantry to fire outof it, just like the APC, and as such, this is an danger to opponents since they do not know what is inside.
1040* BottomlessMagazines: Doesn't need to land for rearming and doesn't occupy a slot in an Air Field.
1041* CripplingOverspecialization: While has devastating air-to-ground capability, it's lacks the equipment neceassary to engage air units; so to counter enemy air power, the Hammerhead would need to be loaded with a Missile squad or Zone Raiders to defend itself against airborne threats.
1042* GlassCannon: If you garrison Zone Troopers or Zone Raiders.
1043* SciFiWritersHaveNoSenseOfScale: The Hammerhead might as well be a [[BiggerOnTheInside TARDIS in the shape of a helicopter]]. According to the Intelligence Database, it can transport an entire '''regiment''' and still has enough storage capacity left to "operate in the field for days at a time without needing to either refuel or rearm".
1044** In the actual game, however, they can only carry [[GameplayAndStorySegregation a single squad of infantry]].
1045* TrueSight: Hammerhead seen guarding the GDI treasury in mission All That Glitters had two wing-mounted fog lights that acted as searchlights capable of detecting stealthed units.
1046
1047!!Tiberian Twilight
1048!!![=Commando=]
1049!!![=Talon=]
1050!!![=AT-22 Hunter=]
1051!!![=Wolf=]
1052!!![=Titan=]
1053!!![=Striker=]
1054!!![=Bulldog=]
1055!!![=Shockwave=]
1056!!![=AHV-8 Sandstorm=]
1057!!![=Mammoth Tank Mk. IV=]
1058!!![=AT-414 Refractor=]
1059!!![=AW-12 Mastodon=]
1060
1061!!![=Zone Trooper=]
1062!!![=Zone Enforcer=]
1063!!![=Zone Defender=]
1064!!![=Zone Lancer=]
1065!!![=Zone Raider=]
1066!!![=Zone Captain=]
1067!!![=Dozer=]
1068!!![=Spartan Tank=]
1069!!![=Armadillo=]
1070!!![=Rhino=]
1071!!![=Juggernaut=]
1072
1073!!![=Sheppard Tank=]
1074!!![=Conductor=]
1075!!![=Thunderhead=]
1076!!![=Orca Mk. V=]
1077!!![=Hurricane=]
1078!!![=Spanner=]
1079!!![=Paladin=]
1080!!![=Hammerhead=]
1081!!![=Firehawk=]
1082!!![=Archangel=]
1083!!![=Kodiak=]
1084
1085[[/folder]]
1086
1087[[folder:Nod Units]]
1088!!All games
1089!!![=Stealth tank=]
1090[floatboxright:
1091'''Type''': Vehicle\
1092'''Role''': Reconnaissance/Ambush Attack\
1093'''Weapons''': 2 Rocket Launchers\
1094'''Trained at''': Airstrip/War Factory]
1095-->''Stealth tank cleared for combat.''
1096
1097With its ability to remain cloaked, the stealth tank can traverse through terrain unseen until it fires its twin rockets or runs too close to enemy defenses or infantry.
1098----
1099* AntiAir: In ''Tiberian Sun'' and ''Tiberium Wars'', its missile has the reach to hit aircraft, allowing the Stealth tank to serve as an anti-air unit.
1100* CoolButInefficient: An invisible tank, which in the first two games was so weak all it was good for attacking enemy harvesters. And there's the UselessUsefulStealth where your enemy will likely notice a mobile unknown region on the map.
1101* DepletedPhlebotinumShells: The Stealth Tank in ''Tiberium Wars'' can be upgraded with Tiberium core missiles, greatly increasing its penetrating power.
1102* InvisibilityCloak: The first example in the series.
1103* GlassCannon: It's great at destroying things so long as they don't shoot back with anti-vehicle weapons.
1104* 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.
1105* MacrossMissileMassacre: The mode of attack in ''Tiberium Wars'' is as you guessed it a triple-M, a feat that its older versions could never pull off in the previous installments. To make it clear: older Stealth Tank models let two missiles off per salvo; these new toys let off at least three to four times as much. Just a few of them can tear through even Mammoth Tanks.
1106* MundaneUtility: Can be used as a sneak-attack unit...or can be just as useful accompanying traditional armies for anti-air coverage. It's given a non-stealth counterpart in the Mantis for the Black Hand subfaction just to compensate.
1107* ReligiousAndMythologicalThemeNaming:
1108** Called "Ezekiel's Wheel" in the first game. It is a reference to the wheels mentioned in Ezekiel chapter 1 in the Old Testament.
1109** The name of it's Adaptive camouflage is Lazarus shield.
1110* TookALevelInBadass: Went from a unit based on UselessUsefulStealth to Nod's best anti-air unit.
1111* UselessUsefulStealth: They are decent at scouting (as long as the gunner isn't stupid enough to shoot random enemies nearby), even against the AI. However, later games feature map obscurers. They might hide what's there, but there is the minor detail of a large (and often mobile) unknown region, which not even the computer falls for. This is remedied in ''Tiberium Wars''.
1112
1113!!Tiberian Dawn
1114!!![=Flamethrower infantry=]
1115[floatboxright:
1116'''Type''': Infantry\
1117'''Role''': Combat Support\
1118'''Weapons''': Flamethrower\
1119'''Trained at''': Hand of Nod]
1120An infantry for anti infantry at close range. He packs a flamethrower that can kill infantry in a few hits as well as damage vehicles and buildings a lot. Very strong, but short ranged. They become dangerous for each other in groups.
1121----
1122* AreaOfEffect: Their flamers cover a wide area, making it easy to eliminate entire infantry squads.
1123* CloseRangeCombatant: [[DownplayedTrope Downplayed.]] They're not a melee unit, but due to the nature of their weapons they have to get close to targets to do damage.
1124* FireBreathingWeapon: Their flamethrower.
1125* FlamethrowerBackfire: Flamethrowers explode when killed, likely killing other nearby infantry. They can also explode in a chain reaction from other exploding flamethrowers.
1126* GasMaskMooks: Flamethrower infantry in ''Renegade''.
1127* KillItWithFire: A lot of fire, as flamethrowers can make a lot of it.
1128* VideogameFlamethrowersSuck: They very good at killing infantry. Including their own, and themselves; the fire is exceptionally "friendly", the soldiers have no qualms about firing over their shorter-range friends on the front ranks, and when they die the gas tanks explode in a fireball that damages nearby units. If said nearby units happen to be other flamethrower infantrymen in less than perfect health, killing just one of them can generate a cascade effect that has the potential of wiping out the entire platoon. And they're useless against vehicles. Flamethrower tanks are usually more effective.
1129
1130!!![=Chemical warrior=]
1131[floatboxright:
1132'''Type''': Infantry\
1133'''Role''': Combat Support\
1134'''Weapons''': Chemical Sprayer\
1135'''Trained at''': Hand of Nod]
1136A unit that is like the flame thrower but packing a tiberium-based chemical sprayer. Its toxins are effective against vehicles, infantry, and also buildings.(walls too) The chem warrior is also capable of travel across tiberium without getting damaged because of his biohazard equipment.
1137----
1138* CloseRangeCombatant: [[DownplayedTrope Downplayed.]] They're not a melee unit, but due to the nature of their weapons they have to get close to targets to do damage.
1139* DeadlyGas: The chem-blast they carry produces a short-lived toxic cloud of Tiberium gas that will kill any infantry caught within its effects. These gas is also very effective against armored targets.
1140* GasMaskMooks: Chemical warrior kind of need these to protect themselves from their own weapons.
1141* HazmatSuit: In ''Renegade'', the Chemical Warrior wear suits which are highly resistant against the very weapons they wield against their opponents. Chemical Warriors get bonus points because those suits were originally meant to keep them safe while they work in lovely fields of [[ToxicPhlebotinum Toxic]] GreenRocks that the story calls "Tiberium".
1142* NoSell: Equipped with gas masks and other gear, the Chemical Warrior was the only infantry unit in the arsenals of either Nod or GDI capable of walking over Tiberium fields without fear of harm. They were, however, not protected against Tiberium spores ejected from Blossom Trees.
1143* PaletteSwap: In ''Tiberian Dawn'', the Chemical Warrior's gameplay sprite is basically just the Flamethrower infantry with their backpacks and weapons colored green instead of white. The 2020 remaster is the same except updated to show their gas masks.
1144
1145!!![=Buggy=]
1146[floatboxright:
1147'''Type''': Vehicle\
1148'''Role''': Light Combat\
1149'''Weapons''': Light Machine Gun\
1150'''Trained at''': Airstrip]
1151Lightweight and with enough armor to survive battles for short periods of time, the buggy is the Brotherhood's means of quickly deploying an anti-infantry force.
1152----
1153* CoolCar: It can take on a variety of roles and use its superior agility and impressive speed to "bug out" of difficult situations. Its tasks can include any of the following: Anti-infantry, patrol, escort, and short-range reconnaissance. Its assorted weaponry can mow down infantry with machine gun fire, and it has sufficient weight to crush unarmored infantry.
1154* FragileSpeedster: The Buggy is quick enough to out-maneuver most vehicles, even faster than Humvee, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
1155
1156!!![=Recon bike=]
1157[floatboxright:
1158'''Type''': Vehicle\
1159'''Role''': Reconnaissance\
1160'''Weapons''': TOW Missiles\
1161'''Trained at''': Airstrip]
1162Fast, lightly armored, and armed with a rocket, the recon bike is perfect recon vehicle as it is the fastest vehicle in the game, with can be used against armor as well as aircraft although it is a very fragile unit. It cannot crush enemy infantry.
1163
1164* BadassBiker[=/=]CoolBike: These are motorbikes with rocket launchers attached to them.
1165* GlassCannon: Recon Bike does a good job at moving fast and destroying vehicles and buildings with its twin Missile Launchers. The only problem is that it tends to die really quickly when it has to fight tanks.
1166
1167!!![=Light tank=]
1168[floatboxright:
1169'''Type''': Vehicle\
1170'''Role''': Armored Combat\
1171'''Weapons''': 75mm Cannon\
1172'''Trained at''': Airstrip]
1173The mainstay of the Nod force, the light tank is the Brotherhood's main battle-tank. Lighter armored and armed with only a 70mm cannon, the light tank is no match for GDI's medium or mammoth tanks unless in number.
1174
1175* TanksButNoTanks: It's based on the M2 Bradley, an American Infantry Fighting Vehicle. ''Renegade'' changed them into small (and quite low-profile) tanks.
1176* TankGoodness: This highly-mobile tread vehicle, delivers maximum weaponry and personnel destruction with minimum weight, maintenance and weaponry. Faster than any other tank on the battlefield, these units can reach a target quickly. Used in conjunction with aerial assaults, these units are very effective.
1177%%zce* ZergRush: The only way they can do in direct confrontation against GDI tanks.
1178
1179!!![=SSM launcher=]
1180[floatboxright:
1181'''Type''': Vehicle\
1182'''Role''': Long-Range Bombardment\
1183'''Weapons''': 2 "Honest John" Napalm Missiles\
1184'''Trained at''': Airstrip]
1185These mobile missile platforms fire two large missile that are devastating against armor, infantry, and structures. Its long reload time is worth the wait as it has the longest range of all the rocket using units. Available only in multiplayer games.
1186----
1187* AreaOfEffect: Against infantry, is able to kill large groups of them with one shot.
1188* FixedForwardFacingWeapon: It's essentially two big missile place on MLRS frame.
1189* KillItWithFire: The warheads that the SSM launcher fires contain large, high-explosive, semi-napalm rounds.
1190* MultiplayerOnlyItem: The SSM Launcher is probably the most elusive "regular" unit in the history of C&C. It only appears in multiplayer and, as ''Tiberian Dawn'' does not have a skirmish mode, most single-players never saw it. While The Covert Operations expansion pack features missions with Chem-Warriors and Apache helicopters, there are no missions where one starts with or can build an SSM Launcher, though the Nod AI player does regularly builds and uses them. The only single-player mission where it can be built is the fourth dinosaur campaign mission if Nod is the player's chosen side.
1191** 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.
1192* 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. It's also the ''only'' land unit that is capable of out-ranging Nod's Obelisk of Light.
1193
1194!!![=Artillery=]
1195[floatboxright:
1196'''Type''': Vehicle\
1197'''Role''': Bombardment\
1198'''Weapons''': 155mm Cannon\
1199'''Trained at''': Airstrip]
1200Nod's artillery is both slow moving and slow turning. It fires a single long range, powerful, but inaccurate shot that is effective against anything on the ground.
1201
1202* AreaOfEffect: Against infantry, is able to mortally wound, if not kill, large groups of them with one shot.
1203* {{BFG}}: A 150mm canon.
1204* FixedForwardFacingWeapon: It's essentially a big cannon on wheels.
1205* GlassCannon: Although it's armour is pathetic and very vulnerable to almost every weapon in the game, the Artillery sports a VERY powerful and long-range weapon that can outrange most enemies.
1206* SiegeEngines: The Artillery is Nod's primary long range building buster.
1207
1208!!![=Flame tank=]
1209[floatboxright:
1210'''Type''': Vehicle\
1211'''Role''': Anti-Infantry/Base Assault\
1212'''Weapons''': 2 Flame Nozzle\
1213'''Trained at''': Airstrip]
1214The Flame tank is fearsome vehicle to GDI infantry. It is slow moving and heavily armored, but fires dual blasts of flames. It can melt down infantry, light armored vehicles and buildings quickly, as well as some heavily armored vehicles.
1215
1216* CloseRangeCombatant: [[DownplayedTrope Downplayed.]] They're not a melee unit, but due to the nature of their weapons they have to get close to targets to do damage.
1217* FireBreathingWeapon: The Flame Tank carries a twin fixed flame cannons joined to two large pressurized napalm tanks on its back.
1218* FlamethrowerBackfire: Flame Tank explode in a similar fashion like Flamethrower, although the other tanks that would surround it generally will barely feel a scratch from the flames.
1219* KillItWithFire: It's in the name.
1220* ManOnFire: A Flame tank will turn an enemy soldier into a human torch in less than 1.98 seconds. And sometimes, it will ''run him over'' just to be sure. If the tank was destroyed just after shooting, the driver could manage to get out in time, but would ''still'' be killed by ''his own flame jet he fired seconds ago''. And if the tank was moving, he could also be ran over by ''the tank's exploding remains''. Sick.
1221
1222!!![=Apache=]
1223[floatboxright:
1224'''Type''': Aircraft\
1225'''Role''': Close Air Support\
1226'''Weapons''': Chaingun\
1227'''Trained at''': Helipad]
1228This attack chopper performs a vital role in giving your ground units air support. Armed with a chaingun and firing high velocity rounds, this deamon of the skies easily rips through enemy armor or infantry.
1229
1230* GatlingGood: The Apache uses a powerful chaingun as a primary weapon, and is highly effective against infantry or light vehicles, however its effectiveness is limited against armour and buildings.
1231
1232!!Tiberian Sun
1233!!![=Rocket infantry=]
1234[floatboxright:
1235'''Type''': Infantry\
1236'''Role''': Anti-Armor\
1237'''Weapons''': Rocket Launcher\
1238'''Trained at''': Hand of Nod]
1239This unit is similar to the GDI disc thrower in the sense that both play explosive roles in combat. This soldier can not only take out armored vehicles with its rockets, but can also take out aircraft, making it a versatile and useful unit. Unfortunately their weak armor will not help them last in battle.
1240
1241* AntiAir[=/=]AntiVehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
1242%%* {{BFG}}
1243
1244!!![=Elite cadre=]
1245[floatboxright:
1246'''Type''': Infantry\
1247'''Role''': Ground Combat\
1248'''Weapons''': Heavy Pulse Rifle\
1249'''Trained at''': Hand of Nod]
1250Elite Cadre was only used in the last mission to help fight CABAL, but their firepower and armor can match that of a cyborg even though they are not made of metal.
1251
1252* EliteMooks: They are members of the Black Hand of Nod that, due to their value and small numbers, were usually stationed as guards or commanders in facilities behind Nod lines.
1253* SuspiciouslySimilarSubstitute: They're basically Cyborg infantry that aren't cyborgs, as CABAL uses them as his frontline {{Mooks}}. The Cadre have the same stats.
1254
1255!!![=Toxin soldier=]
1256[floatboxright:
1257'''Type''': Infantry\
1258'''Role''': Crowd Suppression\
1259'''Weapons''': Modified Sniper Rifle\
1260'''Trained at''': N/A]
1261Their 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 victim acute blood poisoning, so they would eventually die after being shot.
1262
1263%%* PoisonedWeapons
1264%%* SniperRifle
1265
1266!!![=Mutant hijacker=]
1267[floatboxright:
1268'''Type''': Infantry\
1269'''Role''': Vehicle Commandeering\
1270'''Weapons''': None\
1271'''Trained at''': Hand of Nod]
1272The Mutant Hijacker is available in some GDI and Nod campaign missions, but is always available to Nod in Skirmish mode. This unit acts rather similarly to the engineer, except that it captures vehicles rather then structures. If the vehicle is destroyed, the Mutant Hijacker will usually escape with a little damage, and be ready to capture another vehicle.
1273
1274* BadassLongcoat: His in-game model.
1275* BanditMook: Mutant Hijacker's entire purpose is to steal enemy vehicles. Once a hijacked vehicle is destroyed, the hijacker pops out and is ready to steal another one.
1276* CrewOfOne: Has the ability to commandeer any vehicle he wishes, including Mammoth MK 2.
1277* HealThyself: Like all Forgotten, he can slowly regenerate his health by simply wading through a field of Tiberium crystals, as his mutant physiology absorbs the radiation the crystals emitted, triggering cellular regeneration that all mutants experience when in contact with tiberium.
1278* UniversalDriversLicense: Can drive anything from civilian to a military vehicles. Massive AT-AT {{Expy}} with twin railguns? No problem!
1279
1280!!![=Cyborg=]
1281[floatboxright:
1282'''Type''': Cybernetic\
1283'''Role''': Heavy Combat\
1284'''Weapons''': Vulcan 3 Cannon\
1285'''Trained at''': Hand of Nod]
1286Rather 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.
1287
1288* ArmCannon: The chainguns on their right arms.
1289* CyberneticsEatYourSoul: Most hints given about them point to their behavior being akin to that of machines that only follow orders.
1290* {{Cyborg}}: Cybernetic constructs made of part man and machine.
1291* HalfTheManHeUsedToBe: If they're damaged enough there's a chance they'll be blown in half, but the lack of legs merely slows them down.
1292* HealThyself: They can heal themselves when standing on a tiberium.
1293* MadeOfIron: A single full-health cyborg can successfully take on a group of about 6 light infantry and kill them all before succumbing.
1294* NoSell: They are immune to tiberium poison and cannot by run over by vehicles.
1295* RoboSpeak: They speak in a monotonic voice, that accentuates their lack of personality.
1296--> "Scan initiated!"\
1297"Target acquired"
1298* YouCallThatAWound: They can have their legs blasted off and still function properly. They can even be healed to full health by staying in tiberium patches, however the damage will stay permanent and it reduces them to a crawl.
1299
1300!!![=Cyborg Commando=]
1301[floatboxright:
1302'''Type''': Cybernetic\
1303'''Role''': Heavy Assault\
1304'''Weapons''': Plasma Cannon\
1305'''Trained at''': Hand Of Nod]
1306While the Cyborg are tough, the Cyborg Commando is the true elite. Capable of destroying most units in a single shot (and heavier units, like Titans in 2-3), the Cyborg Commando is one of the most deadly units in the NOD arsenal. This unit also has the benefit of healing in tiberium patches, although you are only allowed to have 1 of these units at a time.
1307
1308* ArmCannon: The plasma cannon on their right arms.
1309* AwesomeButImpractical: Technically infantry (so anti-tank doesn't work) but has tank armor (making infantry guns useless), can regen in 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 runs and it's scrapped.
1310* BadassBoast: They have two if ordered to attack.
1311--> "I can smell their fear!"\
1312"They will know fear!"
1313* {{BFG}}: That fires a big, green ball of plasma that heavily damages anything that it directly impacts and does splash damage. The game soundfiles even acknowledge that it's a BFG.
1314* CyberneticsEatYourSoul: Most hints given about them point to their behavior being akin to that of machines that only follow orders.
1315* {{Cyborg}}: Just like their counterparts.
1316* HalfTheManHeUsedToBe: If they're damaged enough there's a chance they'll be blown in half, but the lack of legs merely slows them down.
1317* HealThyself: Cyborg Commando can heal themselves when standing on a tiberium.
1318* HeroUnit: He doesn't have a name, but he otherwise fits, being extremely powerful and only one can be trained each time.
1319* MachineMonotone: They speak in a stilted airy voice.
1320* MightyGlacier: They are relatively slow, but Cyborg Commando are still a powerful threat, mowing down infantry and razing structures with little to no effort, their mechanical bodies taking more punishment than any normal soldier ever could.
1321* OneManArmy: Cyborg Commando is probably the strongest candidate for this in the [=RTSes=]: it's one of the strongest units in the game, bar none. It [[InvertedTrope inverts]] the usual CripplingOverspecialization of "commando" units by having a weapon that's good enough to destroy tanks and buildings in a couple hits (and it's a OneHitKill against infantry and light vehicles), is MadeOfIron, can regenerate by standing in Tiberium, and can fit into subterranean [=APCs=] for surprise attacks.
1322* PlasmaCannon: Cyborg Commandos were armed with a forward firing plasma cannon that packed a considerable amount of destructive force, enough to destroy Titans in three shots and only a few shots were needed to completely level a structure.
1323* YouCallThatAWound: Shared with the standard cyborgs.
1324* SuperSoldier: It's a OneManArmy that can wipe the floor with GDI's commando. The only thing equal to it is the Mammoth Mk. II (The AT-AT knockoff). Additionally, like all cyborgs from ''Tiberian Sun'', you have to take it out twice; the first time you deplete its healthbar, you'll destroy its legs. [[ImplacableMan The Cyborg Commando isn't going to let a minor thing like that stop him]].
1325
1326!!![=Subterranean APC=]
1327[floatboxright:
1328'''Type''': Vehicle\
1329'''Role''': Transport\
1330'''Weapons''': None\
1331'''Trained at''': War Factory]
1332Is unarmed but able to burrow underground and surface almost anywhere on the map. It can carry up to 5 infantry and is an ideal unit to use for sneak attacks. Like all subterranean units, it can be detected by a mobile sensor array.
1333
1334* AwesomePersonnelCarrier: Unlike GDI's amphibious APCs which can traverse over water, they can travel underground and bypass natural obstacles such as mountains and cliffs, providing better flexibility for Nod forces. Even more awesome still for being able to carry the [[SuperSoldier Cyborg Commando]], the ultimate Nod unit in the game, right into the center of an enemy base.
1335* DefenselessTransports: Subterranean APC can carry five infantry and is completely unarmed.
1336* DrillTank: Subterranean APC is equipped with a large drill on the front, allowing it to quickly tunnel into the earth and bypass enemy defenses and fortifications.
1337* LethalJokeCharacter: Players have found that because things underground can't be targetted, this thing allows you to do the whole "Engineer APC" rush much more effectively. All you need to do is find out where the enemy base is (due to the rules of subterranean travel, you cannot simply have it go to somewhere with fog of war). It doesn't help that this thing and Engineers are rather low on the tech tree, meaning that the enemy likely won't have a Mobile Sensor Array up to predict it. [[spoiler: Worse yet, the AI ''knows this tactic.'']]
1338* WeaksauceWeakness: Unfortunately, its weaksauce is the inability to burrow through concrete, meaning the enemy can rather cheaply cover his entire base with concrete slabs, preventing the APC from surfacing.
1339
1340!!![=Attack Buggy=]
1341[floatboxright:
1342'''Type''': Vehicle\
1343'''Role''': Reconnaissance/Light Combat\
1344'''Weapons''': Machine Gun\
1345'''Trained at''': War Factory]
1346The attack buggy is a small 4x4 unit, used by Nod for reconnaissance missions and against infantry. It carries a twin machine gun and is piloted by a single soldier.
1347
1348* FragileSpeedster: The Attack Buggy is quick enough to out-maneuver most vehicles, even faster than Wolverine, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
1349
1350!!![=Attack Cycle=]
1351[floatboxright:
1352'''Type''': Vehicle\
1353'''Role''': Reconnaissance\
1354'''Weapons''': Missiles\
1355'''Trained at''': War Factory]
1356It is the fastest land unit in the game and is armed with a rockets. The attack cycle has very weak armor and can even lose to a light infantry going 1 on 1, but its an ideal scout unit and works as anti-air over short ranges.
1357
1358* BadassBiker[=/=]CoolBike: These are motorbikes with rocket launchers attached to them. [[https://www.youtube.com/watch?v=Sqiuw7UxJTk Also watch this.]]
1359* FragileSpeedster: The Attack Cycle is Nod’s fastest ground unit. Unfortunately, their lack of any armour means that they are not effective in prolonged combat situations.
1360
1361!!![=Tick Tank=]
1362[floatboxright:
1363'''Type''': Vehicle\
1364'''Role''': Armored Assault/Base Defense\
1365'''Weapons''': 90mm Cannon\
1366'''Trained at''': War Factory]
1367Nod's main battle tank, replaced the light tank from the First Tiberium War, with attention paid to their armor and attack power. While it was cheap and fast, it was surprisingly overpowered by GDI Titans on one-on-one battle, but its cost gave Nod the opportunity to build more and faster.
1368
1369* DualModeUnit: Can burrow half underground and turn into an immobile turret (and undeploy into a tank again, if necessary) to increase its defenses, making it harder to kill .
1370* TankGoodness: Its burrowing ability offers the player a stand-in for laser turrets, albeit one that is not as effective against infantry, but can be more freely emplaced since it does not require adjacent base structures. When deployed, Tick tanks become highly resistant to the Disruptor's sonic beam as well as the Mammoth Mk. II's railgun, making the Tick tank an effective counter to both units.
1371
1372!!![=Weed eater=]
1373[floatboxright:
1374'''Type''': Vehicle\
1375'''Role''': Resource Gathering\
1376'''Weapons''': None\
1377'''Trained at''': War Factory]
1378Nod's harvester for collect the vein appendages of a Veinhole. It works the same as a harvester does, just that it takes veins and not tiberium.
1379
1380* WorkerUnit: Gathers vein to processing into Chemical missile payloads.
1381
1382!!![=Mobile repair vehicle=]
1383[floatboxright:
1384'''Type''': Vehicle\
1385'''Role''': Field Support\
1386'''Weapons''': None\
1387'''Trained at''': War Factory]
1388The MRV is an important unit to Nod. Because the brotherhood lacks a repair facility, it compensates by having a mobile vehicle with an extended arm to repair forces. Unlike the service depot, the MRV can repair units in the field far from your own base and without any cost. This unit has all the tools necessary to make full repairs on any vehicle, but has no weapons to defend itself.
1389
1390* 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).
1391* MechaMooks: Mobile repair vehicle are AI-controlled.
1392* MookMedic: Its purpose is to repair friendly vehicles.
1393* TheEngineer: The Mechanic type.
1394
1395!!![=Mobile Stealth Generator=]
1396[floatboxright:
1397'''Type''': Vehicle\
1398'''Role''': Field Support\
1399'''Weapons''': None\
1400'''Trained at''': War Factory]
1401A nice addition to Nod's covert forces, although a bit expensive, the Mobile Stealth generator does what its name says. While undeployed, it can travel in the field as any other vehicle. If it deploys, it creates a small cloak field able to keep you forces cloaked from enemies.
1402
1403* AwesomeButImpractical: In contrast with Mobile Gap Generator in ''Red Alert'', is quite useful, because while the range is limited, it still covers quite a bit of land, is cheaper than the stationary building, takes less space and doesn't cost any power. However, it's only somewhat practical against human players (and then, they can simply shoot the ground with force fire and a [=AoE=] effect attack, which stands a reliable chance of hitting something) as the AI has an auto-radar that reveals all of your units, even if they're cloaked.
1404* InvisibilityCloak: Mobile Stealth Generator is exactly what the name says - deployable, though smaller Stealth Generator which cloaks anything nearby with smaller radius than the "mother device" itself. Despite the fact it's weaker, it is great way to cloak further sectors of the base, captured structures or even stationed forces which are preparing for the assault.
1405
1406!!![=Mobile artillery=]
1407[floatboxright:
1408'''Type''': Vehicle\
1409'''Role''': Long-Range Bombardment\
1410'''Weapons''': 155mm Cannon\
1411'''Trained at''': War Factory]
1412Armed with 155mm gun, Nod's artillery unit is longer ranged than before, but due to the massive recoil caused by firing, it must deploy before it can fire, and remains immobile until it is undeployed again. It is accurate over long distances and can take out infantry and vehicles well before they reach the unit.
1413
1414* AnchoredAttackStance: Unable to fire while moving, they were capable of deploying to gain a, quite frankly, ridiculous range. Before nerfs to their damage this range, along with their accuracy, made them flat-out {{Game Breaker}}s.
1415* GlassCannon: Though a formidable foe at long range, the Artillery is lightly armoured due to the sheer weight of it's weapons and ammo.
1416* SiegeEngines: Can fire artillery shell at the enemy from quite a big distance.
1417
1418!!![=Devil's Tongue subterranean flame tank=]
1419[floatboxright:
1420'''Type''': Vehicle\
1421'''Role''': Combat Support\
1422'''Weapons''': Flamethrower\
1423'''Trained at''': War Factory]
1424The Devil's Tongue is fast and its twin side-mounted flamethrowers are highly effective against enemy structures and infantry. Its tunneling abilities prove to be indispensable assets to the Brotherhood's war effort, capable of ambushing enemy infantry and burning structures.
1425
1426* CloseRangeCombatant: [[DownplayedTrope Downplayed.]] They're not a melee unit, but due to the nature of their weapons they have to get close to targets to do damage.
1427* DrillTank: Devil's Tongue is equipped with piked rollers on the front, allowing it to quickly tunnel into the earth and bypass enemy defenses and fortifications.
1428* FireBreathingWeapon: The Devil's Tongue main weapon is a pair of side-mounted flamethrowers.
1429* KillItWithFire: A lot of fire, as Devil's Tongue can make a lot of it.
1430* GlassCannon: Deadly to infantry and building, but few shot of anti-tank weaponry, and it gone.
1431* NamesToRunAwayFromReallyFast: You don't want to be near something called a "Devil's Tongue".
1432* WeaksauceWeakness: Unfortunately, its weaksauce is the inability to burrow through concrete, meaning the enemy can rather cheaply cover his entire base with concrete slabs, preventing the tank from surfacing.
1433
1434!!![=Fist of Nod=]
1435[floatboxright:
1436'''Type''': Vehicle\
1437'''Role''': Forward Unit Deployment\
1438'''Weapons''': None\
1439'''Trained at''': War Factory]
1440The Fist of Nod is Nod's mobile war factory. It is built at a slightly cheaper price than an actual war factory and is able to deploy and start building vehicles anywhere.
1441
1442* AwesomeButImpractical: If the factory in question has to be locked down to use. Often, it can't be repaired without re-converting it into a truck.
1443* MeaningfulName: The name ''Fist of Nod'' is a play on the Hand of Nod, although the Fist constructs vehicles rather than infantry. Since vehicles are relatively stronger then infantry, it could relate to the Fist (a punch) being stronger then the hand (a slap).
1444* MobileFactory: Fist of Nod is a massive vehicle based on mobile construction, the same technology used by MCV, that could deploy into an assembly line in order to produce vehicles from.
1445
1446!!![=Cyborg Reaper=]
1447[floatboxright:
1448'''Type''': Cybernetic\
1449'''Role''': Base Assault/Infantry Suppression\
1450'''Weapons''': Missile Launcher & Anti-Infantry Nets\
1451'''Trained at''': War Fatory]
1452They are armed with 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.
1453
1454* AllWebbedUp: When attack infantry.
1455* ArmCannon: The cluster missile launchers on their arms.
1456* MacrossMissileMassacre: It is armed with a pair of multiple missile launchers effective against slow moving enemy vehicles and aircraft. These missile launchers fire a barrage of four missiles, which, though independently targeting and possessing reasonable firepower, have poor tracking capabilities and move relatively slowly.
1457* SkullForAHead: The Cyborg Reaper comes pretty darned close to this. It's essentially a mutated human torso mounted in a spider-like four-legged chassis and armed with missiles and a net launcher. Its head is so disfigured that it almost literally looks like a skull. [[http://vignette2.wikia.nocookie.net/cnc/images/5/5d/CNCFS_Cyborg_Reaper_Render.jpg/revision/latest?cb=20091222102624 Seen here]]
1458* SpiderLimbs: The Cyborg Reaper appears to be a cyborg torso attached to an all-terrain walker base.
1459* SpiderPeople: A cyborg with spider lower torso.
1460
1461!!![=Harpy=]
1462[floatboxright:
1463'''Type''': Aircraft\
1464'''Role''': Close Air Support\
1465'''Weapons''': Chaingun\
1466'''Trained at''': Helipad]
1467The basic air unit of the Brotherhood in ''Tiberian Sun'', the Harpy is a pretty weak unit, though useful for taking out infantry or harassing other units. Since it is also invisible on the mini-map, it's useful as a decoy or distraction.
1468
1469* GatlingGood: The Harpy 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.
1470* NamesToRunAwayFromReallyFast: The Harpy was named after horrible half woman half bird flying monster from Greek mythology which harassed its enemies from the sky- a fitting name indeed, given its ability to harassing other units.
1471
1472!!![=Banshee=]
1473[floatboxright:
1474'''Type''': Aircraft\
1475'''Role''': Aerial Attack\
1476'''Weapons''': 2 Plasma Cannon\
1477'''Trained at''': Helipad]
1478With some technology recovered from the Scrin Ship, Nod has developed the "Banshee" aircraft. It fires with twin plasma cannons and can destroy vehicles effectively.
1479
1480* CutscenePowerToTheMax: One of the Nod [=FMVs=] depict a trio of these as easily taking down a Mammoth [=MK2=] in a few shots.
1481* DangerDeadpan: Banshee pilots, who upon being shot down will uttered a deadpan "Whoops".
1482* NamesToRunAwayFromReallyFast: The Banshee was named after a female spirit from the Irish mythology, usually seen as an omen of death and a messenger from the Otherworld - a fitting name indeed, given its weapons can send screaming plasmatic death towards its target(s).
1483* OurBansheesAreLouder: Averted since the Banshee is a ground-attack aircraft (with plasma cannons).
1484* PlasmaCannon: The Banshee is an advanced fighter craft armed with rapid fire plasma cannons.
1485
1486!!Tiberium Wars
1487!!![=Militants=]
1488[floatboxright:
1489'''Type''': Infantry\
1490'''Role''': Ground Combat\
1491'''Weapons''': Assault Rifle\
1492'''Trained at''': Hand of Nod]
1493-->''Down with GDI!''
1494
1495A large squad of rifle infantry, these squads are weak despite their numbers when faced against other early rifle based infantry, but can be upgraded with Tiberium Infusion and a Confessor from the Secret Shrine which increases overall effectiveness and allows the use of hallucinogenic grenades via Confessor.
1496
1497* 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.
1498* BackFromTheDead: Using Redemption suppot power allows Nod to resurrect deceased Militants into the Awakened.
1499* BombThrowingAnarchists: Militants are yellow zone natives hopped up on Nod Propaganda and possibly Tiberium-based drugs in hoodies and jeans, spouting typical anarchist rhetoric.
1500* BreakOutTheMuseumPiece: In ''Kane's Wrath'', Militants are given old Tib-War 2 era guns and armor, because while it may not be as fancy as GDI's various types of combat armor, it's still better than the hoodies and AK's normal militia are armed with.
1501* CannonFodder: More so than GDI riflemen since unlike before they're weaker than their GDI counterparts.
1502* CoolHelmet: Militants in-game model in Kane's Wrath.
1503* DevelopersForesight: If a militant squad is reduced to the Confessor, the unit will re-use Black Hand quotes.
1504* FiringOneHanded: While looking them 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 in which case they will hold their rifles with both hands.
1505* InTheHood: Militants in-game model in ''Tiberium Wars''. ''Kanes Wrath'' gives them old Tib-War 2 era armor.
1506* MildlyMilitary: Their overall design, especially when it comes to their non-active idle animations.
1507* NoSell: Tiberium Infusion upgrade improves Militant health and makes them immune to the damage they normally get from standing in Tiberium.
1508* RecklessGunUsage: Sometimes while idling, they look straight down the barrel of their rifle, and another where they use it to play baseball with the rock being the ball, and the rifle being the bat (with the handguard serving as its handle), a reflection of their poor training.
1509* TookALevelInBadass: Confessor upgrade adds a stronger, more damaging squad member with a machine gun and Hallucination Grenades that cause enemy infantry squads hit to shoot at each other. This turns Militants into a cheap but very strong anti-infantry unit.
1510* ZergRush: While they are usually very poorly trained compared to GDI riflemen squad, they are the cheapest unit to completely arm and train in the conflict-not to mention the squad size of the unit is the largest of all infantry units in the game.
1511
1512!!![=Confessor Cabal=]
1513[floatboxright:
1514'''Type''': Infantry\
1515'''Role''': Ground Combat\
1516'''Weapons''': Mingun/Particle Beam & Hallucinogenic Grenades\
1517'''Trained at''': Hand of Nod]
1518-->''The Hand becomes the fist!''
1519
1520The confessor are infantry can be added to Militant and Militant Rocket squads via the upgrade purchased at the Secret Shrine. He is armed with a rifle and hallucinogenic grenades which can make enemy infantry attack each other, and also raises the effectiveness of the Militant and Rocket squads. In Kane's Wrath the Confessor cabals can be built by the Black Hand as their basic infantry, capable of taking on a GDI Rifle squad despite being slower.
1521
1522* BadassPreacher: These lethal infantry, while inherently slow due to their heavy armor and weaponry, are capable of mowing down most of their counterparts with ease, as well as providing important leadership to nearby infantry.
1523* 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.
1524* {{Expy}}: The Confessor is sort of a humanized version of the Yuri Chaos Drone from the ''Yuri's Revenge'' expansion of ''VideoGame/CommandAndConquerRedAlert2'' due to both units using hallucinogenics to cause enemies to get confused and attack their own allies. However, unlike the Chaos Drone's gas, the Nod Confessor's hallucinogenic grenades can't affect vehicles. However, Confessors at least have a powerful gun to take on other threats.
1525* HatePlague: Their hallucinogenic grenades, which cause any infantry caught in their area of effect (including friendlies) to attack their own allies. Unfortunately, it doesn't affect vehicles.
1526* IncendiaryExponent: When upgrade with Black Disciple.
1527* MookCommander: Confessors improve the combat power of all nearby units.
1528* ThePoliticalOfficer: Confessors serves as these for Nod. They serve both as intelligence and religious officers, guiding and educating Militants in the field. In-game, Confessors are an upgrade: they increase the Milita squad's effectiveness.
1529* WaveMotionGun: Their Particle Beam rifles when upgrade.
1530
1531!!![=Awakened=]
1532[floatboxright:
1533'''Type''': Cybernetic\
1534'''Role''': Ground Combat\
1535'''Weapons''': Chainguns & EMP\
1536'''Trained at''': Hand of Nod]
1537-->''Silent, devoted.''
1538
1539Available only for the Marked of Kane subfaction, Awakened are cyborgs that come in groups of three with welded machine guns on the left arm and an EMP cannon on their right arm. They are the most powerful basic infantry and can also take on light armor with their EMP blasters. Unlike the cyborgs from ''Tiberian Sun'', the Awakened can be crushed and are susceptible to snipers and flame weapons.
1540
1541* ArmCannon: Awakened are armed with an EMP cannon implanted in their right arm and a heavy machine gun grafted onto their left.
1542* CyberneticsEatYourSoul: Subverted. Unlike Cyborgs in ''Tiberian Sun'', they retain all of their free will. Fortunately for the Brotherhood, they are also fanatically loyal to Kane.
1543* {{Cyborg}}: Awakened is a heavily armed and armoured cyborg created to fulfill Kane's will. The Awakened are of a more advanced design than the Second Tiberium War cyborg, and serve as the basic infantry of the Marked of Kane.
1544* 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.
1545* {{EMP}}: These units can use their [=EMPs=] to disrupt enemy vehicles or structures for a short time. Awakened primarily use these to temporarily halt an armoured advance, while letting units better suited to anti-vehicle operations to destroy the immobilised vehicles. They also aren't affected by it, making them less vulnerable than their predecessors to the weapon.
1546* WaveMotionGun: If a Marked of Kane commander has access to Black Hand Charged Particle Beams, Awakened will switch to firing a green energy beam that lowers their overall damage per second, but adds 20% more range and makes them more effective against vehicles.
1547
1548!!![=Militant rocket squad=]
1549[floatboxright:
1550'''Type''': Infantry\
1551'''Role''': Anti-Air/Anti-Armor\
1552'''Weapons''': Airburst Rockets\
1553'''Trained at''': Hand of Nod]
1554-->''If it moves, kill it!''
1555
1556These two rocket soldiers are the Brotherhood's main anti-tank and anti-air infantry. As with the standard Militants, they can be upgraded with Tiberium Infusion (Nod and Marked of Kane) and a Confessor (Nod) or a Black Disciple (Black Hand). Note: Added squad members from upgrades will not attack within the same range as the rest of the squad, so if the player wishes to get the most out of the squad they must manually move them in.
1557
1558* ArmyOfThievesAndWhores: Similarly to normal Militants, they are drawn from the socially collapsed Yellow Zones' destitute and miserable populations, albeit chosen for their prior military and partisan experience, making more competent.
1559* AntiAir[=/=]AntiVehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
1560* BackFromTheDead: Using Redemption suppot power allows Nod to resurrect deceased Militants rocket squad into the Awakened.
1561* DevelopersForesight: If a militant squad is reduced to the Confessor, the unit will re-use Black Hand quotes.
1562* FromCamouflageToCriminal: Rocket Militants are selected from those Yellow Zone denizens with military or partisan experience, and are given both some semblance of an actual uniform and more standardized weapons.
1563* InTheHood: The rocket squads are easily recognizable by their red ponchos with Nod's emblem, along with red hoods and white scarfs covering their faces.
1564* NoSell: Tiberium Infusion upgrade improves Militants rocket squad health and makes them immune to the damage they normally get from standing in Tiberium.
1565* ShootEverythingThatMoves: One of the "select" quotes for Militant Rocket Squads is "If it moves, kill it!". While not an exact quote, it's still very similar.
1566
1567!!![=Fanatics=]
1568[floatboxright:
1569'''Type''': Infantry\
1570'''Role''': Suicide Attack\
1571'''Weapons''': High Explosives\
1572'''Trained at''': Hand of Nod]
1573-->''Honor and death!''
1574
1575A squad of 5 Nod suicide bombers are cheap, fast and highly efficient against structures and vehicles when used correctly. They are not particularly a problem in general since they usually fall to defenses and other anti-infantry units quite easily. Shadow Teams can more effectively do their job on structures (and without dying) so Fanatics come in more handy against Harvesters than anything else. They can be upgraded with Tiberium Infusion, increasing movement speed and negating Tiberium damage, allowing them to approach Harvesters and Refineries more easily.
1576
1577* ActionBomb / SuicideAttack: Fanatics are suicide bombers hopped up on Tiberium infusions and religious zeal.
1578* BombThrowingAnarchists: Even more so than regular Militants.
1579* {{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.
1580* {{Expy}}: Of the Terrorist unit used by the GLA in 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.
1581* FearlessFool: Cannot be suppressed by enemy fire.
1582* FriendlyFireproof: Fanatics are incapable of damaging other friendly Fanatics, so don't worry about massing them up.
1583* NoSell: Tiberium Infusion upgrade improves Fanatics health and makes them immune to the damage they normally get from standing in Tiberium.
1584* TwoFaced: Half of their face is green, which is apparently battle paint, although this does not explain the eye on the painted side of their face being solid red.
1585* ZergRush: The best way to use them is in massive groups, due to them being able to make up for their fragility and how their attack causes them to die with massive numbers.
1586
1587!!![=Enlightened=]
1588[floatboxright:
1589'''Type''': Cybernetic\
1590'''Role''': Heavy Combat\
1591'''Weapons''': Particle Beam Cannon & EMP Emitter\
1592'''Trained at''': Hand of Nod]
1593-->''Kane is the light.''
1594
1595The Enlightened are cyborgs that come in groups of three, armed with charged particle beams which can be upgraded with Supercharged particle beams and also possess an EMP blaster identical to that of the Awakened. Compared with other advanced infantry (such as Zone troopers) they have considerably less armor. The Enlightened is only available for the Marked of Kane faction.
1596
1597* ArtificialLimbs: Can be upgrade with one, increase their speech.
1598* ArmCannon: Each Enlightened is armed with a particle beam cannon mounted on their left arms, with an EMP cannon mounted on their right arms.
1599* {{Cyborg}}: Enlightened are Marked of Kane elite support cyborgs, armed with more powerful particle beam weapons.
1600* CyberCyclops: A distinctive cross-shaped eye.
1601* EliteMooks: The Enlightened are equivalent to GDI's Zone Trooper and Zone Raider, and the Scrin's Shock Trooper and Ravager, at the same price per squad and used in similar roles. They are excellent against vehicles and structures, while only the Zone Raider and Ravager are good against infantry. The Enlightened are faster, however, especially with the cybernetic legs upgrade, matching the Ravager's speed.
1602* {{EMP}}: Although Enlightened are not as powerful as Zone Troopers and Shock Troopers, they compensate with their EMP grenades which can disable vehicles and buildings for around 20 seconds.
1603* RoboSpeak: Subverted. Unlike the Awakened, they seem to have retained a very small shard of their human personality, as their voices sound more human and their quotes indicate so.
1604* SuperSoldier: They are extremely tough, [[CyberneticsEatYourSoul unflinchingly loyal cyborgs]] built [[TheUndead from corpses]]. They can paralyze vehicles with EMP guns, or just blast the hell out of them with their [[ArmCannon particle beams]]. Upgrade their cannons and give them cybernetic legs, and you have squads of [[LightningBruiser lightning bruisers]]. Due note that are still weaker than GDI's Zone Troopers, they're better used for their EMP grenades.
1605
1606!!![=Shadow Team=]
1607[floatboxright:
1608'''Type''': Infantry\
1609'''Role''': Infiltration and Demolition/Artillery Spotting\
1610'''Weapons''': Silenced Pistols & Demolition Packs\
1611'''Trained at''': ]
1612-->''In silence.''
1613
1614The Shadow Teams consist of squads of four soldiers equipped with hang-gliders and dual pistols. They are permanently stealthed both when flying or on the ground, and can decimate any infantry unit (even commandos) easily. They can also attach bombs to structures, causing heavy damage, but normally not enough to destroy the building. In Kane's Wrath the shadow team has been weakened slightly and is given an ability to deploy a stealth artillery beacon which allow the Specters to bombard the area around the beacon.
1615
1616* 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.
1617* 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.
1618* GlassCannon: Can kill most types of infantry in mere seconds, including commandos but only takes a few seconds to cut a shadow team down.
1619* InvisibilityCloak: Can cloak themself when not moving.
1620* {{McNinja}}: [[PlayingWithATrope Played with.]] They are stealth units, look like stereotypical ninjas, and even talk in soft, quiet voices like such.
1621
1622!!!Saboteur
1623[floatboxright:
1624'''Type''': Infantry\
1625'''Role''': Infiltration and Usurpation\
1626'''Weapons''': None\
1627'''Trained at''': Hand of Nod]
1628-->''The Brotherhood has entrusted me...''
1629
1630Nod's version of the standard engineer, they can capture enemy buildings and repair any damage to the player's own. Saboteurs can also be used to commandeer destroyed enemy walker units, such as the Scrin Annihilator Tripods, Nod Avatar Warmechs, or GDI Juggernaut artillery walkers.
1631
1632* ArtificialLimbs: The Marked of Kane's Saboteurs can be enhanced with cybernetic legs that make them faster.
1633* BoobyTrap: Saboteurs can Booby Trap structures, causing them to explode when an enemy attempts to capture them. Booby Traps placed on Husks, tech structures, or bridges also kill the object to which they are attached. If enemy infantry attempt to garrison a building that has a Booby Trap on it, they are instantly killed.
1634* EvilLaugh: Lets out a subdued but malevolent chuckle when ordered to take over a building.
1635* TheEngineer: Saboteurs can repair bridges and your buildings, capture enemy buildings, and commandeer destroyed walkers.
1636
1637!!![=Black Hand=]
1638[floatboxright:
1639'''Type''': Infantry\
1640'''Role''': Combat Support\
1641'''Weapons''': Flamethrower\
1642'''Trained at''': Hand of Nod]
1643-->''One mission, one purpose!''
1644
1645Advanced infantry for Nod and Black Hand, the Black Hand flamethrower infantry come in squads of 6 and are very effective against infantry, buildings, and light vehicles. They can also clear out garrisoned buildings. In Kane's Wrath, they are more powerful and more heavily armored.
1646
1647* BadassBoast: Almost everything they say.
1648** "The Black Hand has arrived!"
1649** "The Black Hand is in control!"
1650** "They cannot hide from the Black Hand!"
1651** "It is ours to take!"
1652** "We are the Chosen!"
1653** "They will fear us!"
1654* CloseRangeCombatant: [[DownplayedTrope Downplayed.]] They're not a melee unit, but due to the nature of their weapons they have to get close to targets to do damage.
1655* CoolHelmet: Black Hand wear helmets with three horizontal visors.
1656* DoomTroops: Black Hand troopers are usually wearing ornate black-and-red PoweredArmor and wielding a flamethrower.
1657* EliteMooks: These elite infantry are trained to almost superhuman levels of endurance and bear large flamethrowers into battle to strike fear into their enemies.
1658* 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.
1659* MadeOfIron: ''Ridiculously'' durable. Each Black Hand unit actually has ''twice'' the health of a Zone Trooper or Shock Trooper while costing less and coming in larger groups.
1660* NoSell: Thanks to their PoweredArmor, Black Hand units can go through Tiberium fields unharmed and can shrug off small-arms fire with ease.
1661* SplashDamage: Their flamethrowers deal splash damage - any structure or unit caught in the cone of flame will take also take damage.
1662
1663!!![=Tiberium Trooper=]
1664[floatboxright:
1665'''Type''': Infantry\
1666'''Role''': Combat Support\
1667'''Weapons''': Liquid Tiberium Sprayer\
1668'''Trained at''': Hand of Nod]
1669-->''Tiberium is our ally.''
1670
1671The Tiberium Troopers are units equiped with high-pressure liquid Tiberium dispersion tanks and cybernetic enhancements. They are only available for the Marked of Kane faction and replaced Black Hand. They also have an ability called Covered in Goo which slows down the enemy units while they are being fired upon. Compared with Black hand infantry, they are stronger against infantry but weaker against vehicles (especially compared to Black Hand with the Purifying Flame), and considerably weaker when targeting structures.
1672
1673* ArtificialLimbs: Can be upgrade with Cybernetic legs to move faster.
1674* CloseRangeCombatant: [[DownplayedTrope Downplayed.]] They're not a melee unit, but due to the nature of their weapons they have to get close to targets to do damage.
1675* {{Expy}}: Tiberium Troopers are a direct successor to the Nod Chemical Warriors from ''Tiberian Dawn''. Also, they have a lot in common with Dr. Thrax's Toxin Rebel unit from the ''Zero Hour'' expansion of ''Command & Conquer: Generals''.
1676* NoSell: Naturally, their suits also allow them to walk into Tiberium fields without taking any damage.
1677* PoisonedWeapons: Tiberium Troopers wield a toxic liquid Tiberium sprayer that is lethal to infantry and structures and slows down enemy vehicles.
1678
1679!!![=Nod Commando=]
1680[floatboxright:
1681'''Type''': Infantry\
1682'''Role''': Special Forces\
1683'''Weapons''': Laser Pistol & Demolition Packs\
1684'''Trained at''': Hand of Nod]
1685-->''Nice day for a kill.''
1686
1687Nod's most advanced infantry unit. While effective against infantry, her primary strength lies in the ability to destroy buildings and walkers with special explosives. She is also stealthed when not moving. In Kane's Wrath the Black Hand is able to build two commandos at heroic veteran status.
1688
1689* ActionGirl: Their laser pistols quickly shred squads of infantry, while their C4 charges make short work of walkers and structures, though they are suppressed for 1 second after using them. Furthermore, Commandos carry portable stealth generators that allow them to slip into enemy installations undetected to wreak havoc.
1690* AmazonBrigade: All Nod Commando are female.
1691* ArmorIsUseless: Has as much health as her GDI counterpart despite wearing less protection than standard infantry, which is to say, she's completely unarmored.
1692* BondOneLiner
1693** "So easy..."
1694* {{Expy}}: Of Tanya from VideoGame/CommandAndConquerRedAlert.
1695* EyepatchOfPower: Her sidebar icon.
1696* InvisibilityCloak: While GDI commandos have jump packs that enable them to cross impassible terrain, Nod commando's have portable stealth generators that render them invisible to the enemy while stationary. To respect the Black Hand's stance on optic camouflage, however, these commandos choose not to use their stealth generators.
1697* {{Irony}}: As mentioned before, they're highly similar to Tanya from Red Alert....only that they're affilated with the Nod, the mortal enemies of the GDI, who were the basis for the Allies in the Red Alert continuity.
1698* NonCombatEXP: To compensate for their lack of stealth technology, the Black Hand's Commando emerge on the battlefield fully promoted. Ironically, the Black Hand can field more of these lethal women than other Nod factions, with up to two available at any one time.
1699* OneWomanArmy: Along with the GDI Commando, the Nod Commando is capable of killing entire swaths of infantry and destroying innumerable amounts of buildings and walkers if left unchecked.
1700
1701!!![=Attack Bike=]
1702[floatboxright:
1703'''Type''': Vehicle\
1704'''Role''': Reconnaissance/Anti-Armor/Anti-Air\
1705'''Weapons''': Missiles\
1706'''Trained at''': War Factory]
1707-->''This bike's ready!''
1708
1709It is armed with two anti-air missile launchers equal in power to a Rocket squad and can move across terrain very rapidly. It is the fastest land unit in the game. It is typically used in the early game to destroy Harvesters and to scout.
1710
1711* AntiAir: Its missile has the reach to hit aircraft, allowing Attack bike to also serve as an anti-air unit.
1712* BadassBiker[=/=]CoolBike: These are motorbikes with rocket launchers attached to them.
1713* DepletedPhlebotinumShells: Can be upgrade with Tiberium core missiles, with greatly increasing its penetrating power.
1714* FragileSpeedster: n the game, the Attack Bike is the fastest scout vehicle available. Its speed is unmatched and its dual rocket pods are deadly against ground and air vehicles. However, the tiny vehicle has virtually no armor and its destruction is guaranteed against heavier units.
1715* GlassCannon: It can dish out a VERY surprising amount of damage, especially against aircraft, but all it takes is a single tank shot or a few missiles to send the rider flying.
1716* TrueSight: They can detect stealthed units in big radius around them.
1717
1718!!![=Raider Buggy=]
1719[floatboxright:
1720'''Type''': Vehicle\
1721'''Role''': Light Combat\
1722'''Weapons''': Light Machine Gun\
1723'''Trained at''': War Factory]
1724-->''Let's go on a raid!''
1725
1726A quick scouting unit with a similar basic function as its previous incarnations in ''Tiberian Dawn'' and ''Tiberian Sun'', the raider buggy comes equipped with a light machine gun effective against infantry. It can be upgraded to wield a laser as its weapon making it more powerful and more accurate (if you watch closely when it fires regular bullets, the gunner sometimes misses), and can additionally be outfitted with an electromagnetic pulse blast which will disable nearby enemy vehicles, but has a drawback in that the Raider itself can be affected by it.
1727
1728* AntiAir: Its missile has the reach to hit aircraft, allowing Raider buggy to take on lightly armoured aircraft.
1729* {{EMP}}: If EMP Coils have been upgraded, Raider Buggies can fire off a crippling burst of EMP that disables vehicles in the blast radius as well as the buggy itself for 10 seconds.
1730* EnergyWeapon: When upgrade with Spitfire laser capacitors.
1731* FragileSpeedster: The Raider buggy is quick enough to out-maneuver most vehicles but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
1732* TookALevelInBadass: This version of Nod's classic Buggy has anti-air and anti-stealth capabilities. Also, upgrades from the Tech Center give the Raider Buggy the ability to perform an EMP attack to disable vehicles and laser capacitors to improve its firepower. While it's still fragile, its definitely ''a lot'' more veristile and powerful compared to its first two predeccessors.
1733* TrueSight: Black Hand Raider buggies have stealth-detecting properties.
1734
1735!!![=Reckoner=]
1736[floatboxright:
1737'''Type''': Vehicle\
1738'''Role''': Armored Transport\
1739'''Weapons''': None\
1740'''Trained at''': War Factory]
1741-->''They'll have to reckon with me!''
1742
1743The Reckoner is an unarmed heavy transportation unit that can garrison 2 units inside, though they cannot fire out initially. The Reckoner can deploy into a attack bunker, which allows the infantry inside to fire out of it and gives a third infantry slot. Upon deploying the Reckoner cannot become mobile again.
1744
1745* AwesomePersonnelCarrier: Isn't powerful like GDI Guardian APC, but is nonetheless very useful for ploughing through GDI Zone Troopers and other heavy units with its Dozer Blades, since it's much faster and durable that the Scorpion Tank.
1746* {{Carfu}}: When upgrade with Dozer Blades, it will be able to clear mines and crush heavy infantry, such as Zone Troopers. It's also can permanently deploying into a frontline battle bunker, with can't be ungarrisoned, meaning that all troops inside the Reckoner will be absolutely safe from being expelled instantly by Buzzers, Grenadier Squads, Black Hands, Corrupters, Advanced Flame Tanks, or even Purifiers.
1747* DefenselessTransports: It is completely unarmed and infantry can't fire from within it, until it deploys—at which point it becomes a permanent bunker.
1748* {{Expy}}: The Reckoner is strikingly similiar in functionality to the Battle Bus from ''Zero Hour'', with the exception that the Battle Bus cannot deploy into a bunker at will.
1749
1750!!![=Scorpion Tank=]
1751[floatboxright:
1752'''Type''': Vehicle\
1753'''Role''': Armored Assault\
1754'''Weapons''': 150mm Cannon/Laser\
1755'''Trained at''': War Factory]
1756-->''Hit them hard!''
1757
1758Nod's light-to-medium tank, these vehicles can be upgraded to be mounted with a heavy laser turret, and additionally can be outfitted with a so-called 'dozer blade' which will allow it to run over heavily armored infantry such as GDI's zone troopers. This also allows it to crush hordes of Disintegrators without taking damage from explosions, and run through mine fields.
1759
1760* 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.
1761* EnergyWeapon: When upgrade with Spitfire laser capacitors.
1762* TankGoodness: This is Nod's main tank, quite fast but carries strong armour and a light cannon. With it's Laser Capacitor, the cannon is replaced with a laser turret on the back tread, rendering the original useless but with the Dozer Blade upgrade, it can push and clear mines and infantry.
1763* ZergRush: Only cost 900 credits, it easy to spam them with large numbers.
1764
1765!!![=Emissary=]
1766[floatboxright:
1767'''Type''': Vehicle\
1768'''Role''': Forward Base Expansion\
1769'''Weapons''': None\
1770'''Trained at''': War Factory]
1771-->''I am the Emissary of Kane.''
1772
1773The Nod Emissary can be move to other parts of the map, allowing for the construction of outposts and expanding the base to new areas.
1774
1775* ContinuityNod: The holographic display on Emissary top displays the scene of Kane's return from ''Tiberian Sun''.
1776* SupportPartyMember: Emissary lack weapons, speed and armor. Therefor, it's easy prey for any enemies lurking nearby and can't be relocated once it's deployed. However, following deployment it gains the ability to detect stealthed units, provides a small area of construction space and can be repaired like any other building.
1777
1778!!![=Flame Tank=]
1779[floatboxright:
1780'''Type''': Vehicle\
1781'''Role''': Base Assault\
1782'''Weapons''': Flame Nozzles\
1783'''Trained at''': War Factory]
1784-->''The flames will rise!''
1785
1786The flame tank returns to its original function as seen in ''Tiberian Dawn''. The unit will unleash a massive torrent of flame which is highly effective against infantry, as well as potent in the damaging of structures. Flame tanks are to be one of the most effective units in the game for clearing out buildings that are being garrisoned by squads of enemy infantry.
1787
1788* ActionBomb: Explodes into a fireball if destroyed, damaging anything and anyone in close proximity.
1789* BadassBoast: Usually has to do with fire and burning their enemies.
1790** "Leave them in ashes!"
1791** "Everything will burn!"
1792** "Ashes will fall!"
1793** "The fuel hungers..."
1794* CloseRangeCombatant: [[DownplayedTrope Downplayed.]] They're not a melee unit, but due to the nature of their weapons they have to get close to targets to do damage.
1795* KillItWithFire: When upgraded with Purifying flames (Black Hand) it's power is boosted to the extent that it now has greater anti-armor capabilities than a Scorpion tank, not to mention against infantry and structures. It can even be used to destroy tiberium fields that enemies may be using, depriving them of resources. Flame tanks can even be cloaked with the right support power, hidden until they suddenly pop up in the middle of the enemy base, reducing it to ashes with unparalleled speed.
1796* PyroManiac: If reselected while in the middle of salvo, their responses include "Yes... YES!" and "It's beautiful..."
1797** Let's not forget the: "PURGE THEM WITH FIRE, PURIFY THEM!!" and "UNLEASH THE GLORY OF THE FLAME" when they are told to attack an enemy.
1798* SplashDamage: Their flamethrowers deal splash damage - any structure or unit caught in the cone of flame will take also take damage.
1799
1800!!![=Beam Cannon=]
1801[floatboxright:
1802'''Type''': Vehicle\
1803'''Role''': Long-Range Bombardment\
1804'''Weapons''': Particle Beam Cannon\
1805'''Trained at''': ]
1806-->''Directing energy beam.''
1807
1808The artillery unit of the Brotherhood of Nod, beam artillery is capable of outranging static base defenses and can additionally combine with each other's firepower for increased damage output on a single target. These units can also be combined with the Venom scout aircraft and the Obelisk of Light defensive structure, which will increase both its target range and its offensive power. They have weak armor and are relatively slow-moving, making them an easy target for Orcas and other such aircraft.
1809
1810* CombinationAttack: Multiple Beam Cannons firing at the same target could combine their beams in order to produce a single beam with firepower greater than the sum of its parts. This powerful beam was especially strong against heavily armored structures and vehicles, such as Mammoth Tanks.
1811* ConsummateProfessional: Unlike most of Nod's units in ''Tiberium Wars'', who often speak with emotion, fanaticism, or cold stoicism, the drivers of Beam Cannons respond akin to GDI units.
1812* DamageOverTime: Making them are a poor choice for hit and run tactics.
1813* ReflectingLaser: Beam Cannon could extend their effective range by reflecting its laser beam off mirrors which were mounted on the underside of Venom.
1814* SiegeEngines: The Beam Cannon is a lightly armored artillery piece that provides mobile long-range firepower to the Nod.
1815
1816!!![=Specter Artillery=]
1817[floatboxright:
1818'''Type''': Vehicle\
1819'''Role''': Bombardment\
1820'''Weapons''': Artillery Cannon\
1821'''Trained at''': War Factory]
1822-->''They won't see us coming.''
1823
1824The Specter artillery is a stealth cannon artillery that remains cloaked until it fires. They can fire clear over defenses and cause massive splash damage, then disappear and retreat. By practicing this process, Specters can become extremely efficient. Some people use Specters to force attack an area outside their base, providing a deterrent and damaging all that come near. The Shadow Team can place a stealthed beacon on the map to allow the artillery to fire within the radius of the beacon.
1825
1826* AnchoredAttackStance: This is a dual-mode vehicle which is usually quite speedy and {{Invisibility Cloak}}ed. But upon wanting to fire it anchors six spider-like legs into the ground, a process that takes several seconds, loses its invisibility cloak, and only then can it fire its ''massive'' cannon.
1827* {{BFG}}: The entire chassis is built around a massive cannon, firing huge shells at obscene ranges which can decimate buildings with only a few rounds.
1828* InvisibilityCloak: This vehicle is invisible when moving or stationary. It only reveals itself while firing.
1829* LongRangeFighter: They outrange other units and base defences and the Bombardment abilty allows them to fire at a designated location on the map that is within the line of sight of a stationary Shadow Team, but due to their minimum range they're weak in a direct fight.
1830* SimpleYetAwesome: Unlike it's tecnologically advanced cousin the Beam Cannon, the Specter is a more traditional artillery cannon that fires shells for traditional bombardments. And those shells pack a hell of a punch, too.
1831* SplashDamage: Their weapon deal splash damage - any structure or unit caught in the blast radius will take also take damage.
1832* SiegeEngines: One of Nod's nastiest surprises, the Specter is a highly mobile stealth artillery platform that fires a long-range artillery shell with significant splash damage.
1833
1834!!![=Mantis=]
1835[floatboxright:
1836'''Type''': Drone\
1837'''Role''': Anti-Air\
1838'''Weapons''': SAM Missiles\
1839'''Trained at''': War Factory]
1840The Mantis is an anti-aircraft droid that is only available for the Black Hand sub-faction. It is equipped with anti-aircraft rockets, and is designed to replace the role of the Stealth tank in fighting off aircraft.
1841
1842* AntiAir: The Mantis was designed specifically for anti-air defense to fill the gap left after Black Hand rejected stealth technology, including the Stealth tank.
1843* AttackDrone: The Mantis is a anti-air droid available to the Black Hand.
1844* CripplingOverspecialization: Being a specialized anti-aircraft weapon, the Mantis can only fire upon aircraft in order to ensure maximum effectiveness, however, though it was still capable of crushing infantry.
1845* DepletedPhlebotinumShells: Can be upgrade with Tiberium core missiles, with greatly increasing its penetrating power.
1846* MechaMooks: They are AI controlled.
1847* NoSell: The Mantis, being a robotic vehicle, is immune to the Scrin's mind control technology. Strangely, it was deployed by the Black Hand despite its loathing of "soulless machines".
1848* TrueSight: They can detect stealthed units in big radius around them.
1849* TheUnintelligible: Being an entirely mechanical unit, the Mantis has no dialogue; it only acknowledges commands with electronic beeps and other such noises.
1850
1851!!![=Avatar=]
1852[floatboxright:
1853'''Type''': Combat Walker\
1854'''Role''': Heavy Assault\
1855'''Weapons''': Laser Cannon\
1856'''Trained at''': War Factory]
1857-->''To dust!''
1858
1859Nod's main battle walker. In comparison to its rivals (the GDI Mammoth tank and the Scrin Annihilator tripod), it is weak, though its laser is powerful, and has decent range. It's commandeer ability can be used on Nod Vehicles to snatch one of their features.
1860
1861* AwesomeButImpractical: Avatar's ability to absorb the powers of different Nod units by sacrificing them, which puts all your eggs in one admittedly powerful basket. You're probably better off just using the units themselves alongside the Avatar. The only really "practical" upgrade for the Avatar is cannibalizing an Attack Bike to provide your forces with a more resilient, albeit much slower detector.
1862* CombiningMecha: It would literally rip pieces off of allied vehicles to upgrade itself; in the end you could have an invisible GiantRobot with dual [[ArmCannon lasers]], with a flamethrower and stealth detectors for good measure. This is somewhat worse that it sounds, since not only do you have to sacrifice a unit for every Avatar you upgrade, it takes time and micromanagement away from a better purpose (like using your tanks AND Avatars to crush your enemies). It could be somewhat useful, however, if your opponent is also Nod, because you could make your Avatar stronger and instantly destroy their vehicles.
1863** It's strong armor does make up for the traditional NOD weakness where their tools can [[{{GlassCannon}} dish out the pain but can't take it.]] Of course multiplayer is too fast paced to ever get the upgrades done but in the campaigns you can just turtle up until you are ready to unleash the unstoppable mecha goodness.
1864* CannibalismSuperPower: It's special ability is that it can rip the weapons out of certain other Nod vehicles and use them. Normally, it's your own units, but if your opponent is playing Nod too you can use theirs.
1865* CyberCyclops: Avatar are the epitome of this concept, although some could say they have in fact seven eyes, just the other six are in the chest, yet, they have a really dark badass look and just one glowing red eye in the head.
1866* DoNotRunWithAGun: Cannot fire on the move.
1867* EnergyWeapon: That based on the Obelisk laser.
1868* HumongousMecha: So tall it's can crush most non tier 3 units.
1869* InvisibilityCloak: When upgrade with Stealth tank's Stealth generator, which provides stealth when not moving.
1870* KillItWithFire: When upgrade with Flame tank's flamethrower, somewhat eliminate the drawback of being bombed by Commandos or Anti-Armor infantry.
1871* TrueSight: When upgrade with Attack bike's stealth detector.
1872* UselessUsefulSpell: The Avatar's scavenge ability, which destroys a friendly unit to get an upgrade, too bad the upgrades are woefully underpowered (it's too slow for the passive abilities to be any use, and the weapons it can get don't do enough damage).
1873
1874!!![=Purifier=]
1875[floatboxright:
1876'''Type''': Combat Walker\
1877'''Role''': Heavy Assault\
1878'''Weapons''': Laser Cannon & Flamethrower\
1879'''Trained at''': War Factory]
1880-->''It shall rain ash!''
1881
1882The Purifier is the predecessor to the Avatar, which is available only to the Black Hand sub-faction. It comes equipped with a flamethrower and a laser cannon, but unlike the Avatar it cannot commandeer technology. However, it can be upgraded with purifying flames which allow it to raze an entire base in a few seconds, provided that it can get inside without being attacked.
1883
1884* CyberCyclops: Purifier are the epitome of this concept, although some could say they have in fact seven eyes, just the other six are in the chest, yet, they have a really dark badass look and just one glowing red eye in the head.
1885* DoNotRunWithAGun: Averted, they can fire their flames while moving.
1886* EnergyWeapon: That based on the Obelisk laser.
1887* HumongousMecha: So tall it's can crush most non tier 3 units.
1888* InstantDeathRadius: Once they get the Purifying Flame upgrade, you do '''''not''''' want to even get close to them. Even Mammoths won't last long under their flames.
1889* KillItWithFire: While its weaponry is weaker than that of the Avatar and it lacks the customization options of the newer walker, Purifiers come equipped with a shoulder-mounted flamethrower that automatically targets anything nearby.
1890* MookCommander: Purifiers provide leadership to nearby infantry, giving them a bonus of 50% rate of fire increase, 25% armor increase, and making them 50% harder to suppress.
1891* SuperPrototype: Sort of. It's not as advanced as the Avatar mech proper, but it's ''way'' better at killing anything that gets close to it.
1892
1893!!![=Redeemer=]
1894[floatboxright:
1895'''Type''': Heavy Combat Walker\
1896'''Role''': Heavy Assault\
1897'''Weapons''': Laser Cannon\
1898'''Trained at''': Redeemer Engineering Facility]
1899-->''Onward to victory!''
1900
1901The Redeemer is Nod's Epic unit which is armed with an obelisk-derived tri-part laser, and dual shoulder-mounted weapon customization slots. It's comes with two garrison slots, which can be permanently garrisoned.
1902
1903Of 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 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 rear armor.
1904----
1905* 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.
1906* AwesomePersonnelCarrier: To further increase its already immense firepower, Redeemer can permanently garrisoned by two infantry squads.
1907* BadassBoast:
1908** "The Redeemer has risen!"
1909** "I will crush them all"
1910* CyberCyclops: Redeemer are the epitome of this concept.
1911* EnergyWeapon: The Redeemer was armed with a long-range tri-part laser derived from the Obelisk of Light. The laser basically split into 3 beams that were capable of sweeping a small area to lay waste to squads of infantry, providing it a certain amount of effectiveness against infantry, although it's only marginal and since infantry spreading out can usually minimized casualties.
1912* GameplayAndStoryIntegration: The Redeemer was designed specifically as a countermeasure to the MARV. Its main gun deals the most damage of any of the Epic Units, and it has better forward armor than the MARV does. This does in fact allow it to win in a one-on-one engagement, not taking infantry garrisons into consideration.
1913* 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.
1914* HatePlague: Can cause enemy units to go into a rage; attacking anything within sight (including their allies); but only after they finish off their current target first.
1915* HumongousMecha / SpiderTank: It's basically a giant Avatar with a Cyborg Reaper's legs.
1916* KillItWithFire: When garrisoning by Black Hand, though for balancing purposes it doesn't get the Purifying Flame upgrade.
1917%%* MightyGlacier
1918* RegeneratingHealth: When garrisoning by Saboteur. This considered a more useful option for it than the other Epic units because none of the Nod factions have any other way of repairing it besides bringing it back to their base.
1919
1920!!![=Venom Patrol Craft=]
1921[floatboxright:
1922'''Type''': Aircraft\
1923'''Role''': Patrol/Close Air Support\
1924'''Weapons''': Autocannon/Laser\
1925'''Trained at''': Air Tower]
1926-->''Venom craft ready for liftoff.''
1927
1928A fast air unit with a similar basic function as its helicopter predecessor, the Harpy, the Venom scout aircraft is armed with a machine gun effective against infantry, and is able to use a mirror to increase the range of Nod's Beam Cannon artillery. It can be upgraded with a signature generator to make additional radar signatures and thus confuse the enemy to believe that he is facing dozens of Venoms. Unlike its predecessors, the Venom doesn't need to reload at the air tower.
1929
1930* AntiAir: It worth noting that the Venom is capable of engaging airborne targets, making it useful as anti-air protection for ground forces or bases, particularly when upgraded with laser capacitors (or Supercharged Particle Beams for the Marked of Kane). Since GDI aircraft are not known for their durability the Venom's lack of major power is not a problem. Scrin aircraft, however, may be more problematic, especially the Stormrider and the fighters of the Planetary Assault Carrier.
1931* 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.
1932* BottomlessMagazines: Doesn't need to land for rearming and doesn't occupy a slot in an Air Tower.
1933* 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.
1934* 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.
1935* CoolPlane: The standard Nod patrol craft, Venoms detect stealth and are equipped with an anti-infantry machine gun that can also hit aircraft. They are inexpensive and lethal to infantry, particularly when upgraded. In addition, they can work with friendly Beam Cannons to unleash devastation across the battlefield.
1936* EnergyWeapon: When upgraded with Spitfire Laser Capacitors (Nod), or Supercharged Particle Beams (Marked of Kane).
1937* 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.
1938* FutureCopter: The fighter possesses an extremely aerodynamic shape and two VTOL engines on articulated mounts on its sides; as such, it somewhat resembles the original ORCA Assault Craft fielded by GDI during the First Tiberium War.
1939* MirrorsReflectEverything: It can also providing targeting data for the Beam Cannon units operating in the field, allowing them to bounce their beams off of mirrors the Venom carries on its underside. With multiple Venoms working in tandem, a 'beam relay' can be set up that allows beam artillery units to engage targets from far beyond their sight range, though the gunships themselves are highly vulnerable.
1940* TrueSight: They can detect stealthed units in big radius around them. Unlike the A-15 Orca, the Venom's stealth detection is permanently active.
1941* ZergRush: It built rather quickly at a low cost, making massed Venoms a common sight early in a battle.
1942
1943!!![=Vertigo Bomber=]
1944[floatboxright:
1945'''Type''': Aircraft\
1946'''Role''': Aerial Attack\
1947'''Weapons''': High-Yield Bombs & Rear-Facing Guns\
1948'''Trained at''': Air Tower]
1949-->''Vertigo flight check complete.''
1950
1951The Brotherhood of Nod uses Vertigos as a more powerful version of their old Banshees. These batwing bombers are stealthed at all times, except for when dropping its single massive bomb at the enemy. Compared with the Firehawk's bombs, its do more damage to vehicles while the Firehawk's are designed to kill buildings. The craft also has a rear AA turret, enabling it to fend off attacking aircraft from its slower self. However, this AA turret is extremely weak in damage. It is also capable of using Disruption Pods, which manually used allows it to stealth any unit in the area of the pod dropped in.
1952
1953* CoolPlane: Vertigos sacrifice speed and a flexible loadout for high firepower and stealth. They are good at evading anti-air until it is too late to counter them, and can withstand a moderate amount of anti-aircraft fire, though not a lot. Their stealth makes them very good at not just harassing poorly defended base structures, but enemy units in the field that don't have much anti-air protection or stealth detection with them.
1954* DangerDeadpan: Their response to being shot out of the sky? A simple "Whoops."
1955* GlassCannon: Their bombs do a lot of damage and have a large blast radius but the Vertigo Bombers suffer from slow speed and average armor, so if they are intercepted or encounter a decent amount of anti-air fire upon detection they can be easily brought down.
1956* InvisibilityCloak: This aircraft is invisible when moving or stationary. It only reveals itself while firing. The Vertigo can also upgrade to launches a small cloaking pod onto the designated segment of the ground, or onto a unit or a structure.
1957
1958!!![=Carryall=]
1959[floatboxright:
1960'''Type''': Aircraft\
1961'''Role''': Aerial Transport\
1962'''Weapons''': None\
1963'''Trained at''': N/A]
1964-->''Carryall, got the mission.''
1965
1966An aerial VTOL transport, the Nod Carryall can be called in to airlift infantry and vehicles when the Air Tower is constructed. As its GDI counterpart, the Carryall is slow and vulnerable.
1967----
1968* BoringButPractical: For a measly $200, you can transport all but the heaviest of vehicles around the map swiftly and over impassible terrain. It's pretty much a glorified airborne APC, but the mobility advantage granted is invaluble.
1969* DropShip: If an Air Tower is deployed, most Nod unit can call in a Carryall for pickup for a small fee of $200.
1970* FutureCopter: These VTOL aircrafts are equipped with four engines on rotatable mounts, providing lift and thrust (they aren't, however, turbofan engines, making them unrelated to the ORCA aircraft technology).
1971* {{Irony}}: The Nod adopted the design of the Orca Carryall from ''Tiberian Sun'', which belonged to their sworn enemies the GDI.
1972* 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.
1973
1974!!Tiberian Twilight
1975
1976!!![=Cyborg Commando=]
1977!!![=Avenger=]
1978!!![=Attack Bike=]
1979!!![=Raider=]
1980!!![=AT-20 Scorpion Tank=]
1981!!![=Spider Tank=]
1982!!![=Mantis=]
1983!!![=AT-6 Flame Tank=]
1984!!![=AT-5 Stealth Tank=]
1985!!![=AW-30 Avatar=]
1986!!![=Widow=]
1987!!![=Specter=]
1988
1989!!![=Reaper=]
1990!!![=Enlightened=]
1991!!![=Ascended=]
1992!!![=Devout=]
1993!!![=Black Hand=]
1994!!![=High Confessor=]
1995!!![=Slave=]
1996!!![=Centurion=]
1997!!![=Reckoner=]
1998!!![=Aftershock=]
1999!!![=Underminer=]
2000
2001!!![=Hijacker=]
2002!!![=Marauder=]
2003!!![=Tyrant=]
2004!!![=Scalpel=]
2005!!![=Venom=]
2006!!![=Cobra=]
2007!!![=Vertigo=]
2008!!![=SG-11 Salamander=]
2009!!![=Basilisk=]
2010!!![=Medusa=]
2011!!![=Leviathan=]
2012
2013[[/folder]]
2014
2015[[folder:Scrin Units]]
2016!!!All units
2017* HealThyself: Scrin ground and air units slowly regenerate heals in Tiberium fields and ion storms respectively.
2018* TheUnintelligible: All Scrin units except Cultists only speak in growls, snarls and grunts.
2019
2020!!![=Buzzers=]
2021[floatboxright:
2022'''Type''': Unknown\
2023'''Role''': Anti-Infantry\
2024'''Weapons''': Razor Blades\
2025'''Trained at''': Portal or Buzzer Hive]
2026Buzzers are essentially a swarm of flying razors that can quickly shred infantry, but are ineffective against anything else (though in enormous quantities thay are eventually able to take on the most basic of armor, but prove too much of a loss and is quite time consuming). Buzzers have the ability to 'combine' with Scrin vehicles and clear enemy garrisoned structures.
2027
2028* AbsurdlySharpBlade: Rather than actual units, Buzzers is a whirlwind of razor blades that slice and shred infantry into what GDI forces call, a pile of wet flesh on the floor.
2029* BeeBeeGun: They function as anti-infantry, but instead of stinging, they '''''rip them to shreds like buzzsaws'''''.
2030* 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.
2031* {{Expy}}: Buzzers are somehwhat similar to attack dogs from the ''Red Alert'' series in the sense that both can instantly kill infantry and can only attack in melee.
2032* FusionDance: Can surround most ally vehicles (Scrin only) to provide antipersonnel defense.
2033* GlassCannon: Can instantly kill infantry but a hit or two will kill them.
2034* OneHitKill: Any infantry attacked by Buzzers is killed instantly.
2035* TheSwarm: A fying cloud of razor-sharp objects or lifeforms guided by some malevolent purpose: namely to slice through all types of infantry.
2036* ZergRush: Cost only 200 credit, it easy to mass produced them number.
2037
2038!!![=Disintegrators=]
2039[floatboxright:
2040'''Type''': Infantry\
2041'''Role''': Ground Combat\
2042'''Weapons''': Plasma Cutter\
2043'''Trained at''': Portal]
2044While Disintegrators are used mainly as antiarmor units and can deal horrific damage to their intended targets, they have similar success in the antipersonnel role. They're trained in squads of six and their weapon appears to be some kind of energy beam (claims range from plasma torch to phaser) and can quickly destroy light and medium vehicles when they concentrated their fire on a single target. They can move fairly quickly and cause damage to vehicles heavy enough to crush them.
2045----
2046* 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.
2047* AntiVehicle: The primary role of Disintegrators is as a close-range anti-armor unit for the Scrin.
2048* CripplingOverspecialization: Like the GDI Missile Squads and Nod Rocket Militants, the Scrin Disintegrators are the basic, dedicated anti-armor infantry unit. However, unlike their GDI and Nod counterparts, the Disintegrators have no anti-air capability whatsoever. Ths makes GDI Hammerheads and Nod Venoms quite effective counters to them.
2049* GlassCannon: They hit pretty hard against vehicles, but they won't survive long against anti infantry gunfire.
2050* 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.
2051
2052!!![=Assimilator=]
2053[floatboxright:
2054'''Type''': Infantry\
2055'''Role''': Infiltration and Usurpation\
2056'''Weapons''': None\
2057'''Trained at''': Portal]
2058Assimilators are the Scrin equivalent of engineers. They are stealthed when not moving. They can repair buildings, capture enemy structures, and recover walkers much like their GDI and Nod counterparts.
2059
2060* InvisibilityCloak: This unit is invisible when not moving or capturing a building.
2061* TheEngineer: Disintegrator can repair bridges and your buildings, capture enemy buildings.
2062
2063!!![=Cultist=]
2064[floatboxright:
2065'''Type''': Infantry\
2066'''Role''': Combat Support\
2067'''Weapons''': Telepathic Control\
2068'''Trained at''': Portal]
2069The Cultist are implanted human slaves unique to the Traveler-59 army, with the ability to take control over any enemy unit that isn't airborne, a Commando, or an Epic unit. Since more than one can be built, it is possible that for a well-timed ambush, the entire enemy army can be brought under your control in under a second. They're also the only Scrin unit to verbally speak.
2070
2071* BodyHorror: Cultists are the mutated result of Traveler-59 experimentation on humans. Implanted with a Traveler-59 cranial parasite, Cultists now wield formidable psychic powers in the service of Traveler's Foremen and are capable of seizing all but the most powerful units.
2072* CharmPerson: Cultist are capable of mind controlling enemy units that not epic units, aircraft, and buildings.
2073* {{Expy}}: Of the Psi-Corp Troopers/Yuri Clones from ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2 & Yuri's Revenge]]'', having the mind control abilities they have but lacking the anti-infantry psychic wave.
2074* MindControl: Able to command enemy units until the squad is killed. Valid targets are more restricted compared with the Mastermind or Prodigy.
2075* PuppeteerParasite: The Cultist are humans captured by Traveler-59 and turned into the host of a Prodigy parasite that fused to their brain.
2076
2077!!![=Shock Troopers=]
2078[floatboxright:
2079'''Type''': Infantry\
2080'''Role''': Base Assault\
2081'''Weapons''': Plasma Cannon\
2082'''Trained at''': Portal]
2083Shock troopers come in groups of three when built. Normally they fire a shockwave-like projectile that able to take on vehicles but can upgrade to fire lasma discs and therefore able to fire at aircraft.
2084
2085* AntiAir[=/=]AntiVehicle: Shock troopers are armed with a beam weapon by default, which is capable of taking on light human ground vehicles. When upgraded with plasma discs, they are even more dangerous and are able to attack aircraft.
2086* FlashStep: When using Blink Pack ability, the selected Shock Troopers teleport to the target location with a groups of them teleport together, clumping up in the process. Traveler-59 shock troopers are automatically equipped with this ability.
2087* PlasmaCannon: Plasma Disc Launchers upgrade provide Shock Troopers with additional firepower and allowing them to target aircraft.
2088* SpiderTank: Walk on four legs.
2089
2090
2091!!![=Ravager=]
2092[floatboxright:
2093'''Type''': Infantry\
2094'''Role''': Combat Support\
2095'''Weapons''': Tiberium Shards\
2096'''Trained at''': Portal]
2097Ravager fires Tiberium shards grown from it's back to attack. Due to the fact that the Ravager is generally an under-used unit because of its cheaper, generally more powerful ally the Shock Trooper, the Ravager seems to be a last resort unit in a low credit stalemate in which the player wishes to have a go at the opponent's economy. Their ability, Tiberium Agitation, makes them more than capable of doing this job since it allows it to inflict heavy damage on any Tiberium-based unit or structure, with an accurate green beam that has a similar damage as Nod's Catalyst missile, except without the catalyst effect.
2098
2099* HitAndRunTactics: The Ravager is one of the most anti-Tiberium units there are, and make good use of it. Use a small group of these, say about 5 or more, to take out a few harvesters and since these are relatively fast units, that can easily get away, recharge and then come back and cause some more havoc.
2100* 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.
2101
2102!!![=Mastermind=]
2103[floatboxright:
2104'''Type''': Infantry\
2105'''Role''': Tactical Support\
2106'''Weapons''': Telepathic Control\
2107'''Trained at''': Portal]
2108Scrin counterpart to human Commando, Mastermind has the ability to Mind control enemy units and structures as soon as it gets in range, except if they are Commandos or Epic units. However, care must be taken as the trail created by the mastermind as it keeps its connection to the captured object can be followed to the Mastermind's location.
2109
2110* {{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.
2111* HypnoticCreature: Mastermind are capable of mind controlling enemy units and buildings.
2112* 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 Mastermind can go into an Eradicator Hexapod, it grants the Eradicator's ability to teleport.
2113* 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.
2114
2115!!![=Prodigy=]
2116[floatboxright:
2117'''Type''': Infantry\
2118'''Role''': Tactical Support\
2119'''Weapons''': Advanced Manipulator\
2120'''Trained at''': Portal]
2121The Prodigy is the Traveler-59 counterpart of the Scrin Mastermind. It possesses all of the same characteristics except for a few new abilities. It can Area mind control a group of enemy units to allow the user to temporarily gain control of the captured units.
2122
2123* FlashStep: With a personal Blink pack, it can teleport anywhere in the battlefield.
2124* HypnoticCreature: Prodigy are capable of mind controlling enemy units and building. The Prodigy can also temporarily seize groups of units.
2125* MassTeleportation: Can teleport small groups of friendly units across chasms or into enemy bases but not 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.
2126* 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.
2127
2128!!![=Gun Walker=]
2129[floatboxright:
2130'''Type''': Vehicle\
2131'''Role''': Light Combat/Anti-Air\
2132'''Weapons''': Energy Gun\
2133'''Trained at''': Warp Sphere]
2134The gun walker is a vehicle armed with energy weapons which are anti-air and anti-infantry. It is the only basic anti-infantry vehicle that can crush infantry.
2135
2136* AntiAir[=/=]AntiInfantry: They carry a rapid-firing, but low-intensity energy weapon effective against infantry and aircraft.
2137* SpiderTank: Like many other Scrin units, they resemble an enormous insect and moves around on six legs.
2138
2139!!![=Shard Walker=]
2140[floatboxright:
2141'''Type''': Vehicle\
2142'''Role''': Light Combat/Anti-Air\
2143'''Weapons''': Tiberium Shards\
2144'''Trained at''': Warp Sphere]
2145The shard walker is a more powerful, slightly faster moving version of the Gun walker, that available to Reaper-17. It can also be upgraded with Blue shards to make it more powerful.
2146
2147* AntiAir[=/=]AntiInfantry: They carry a rapid-firing, but low-intensity energy weapon effective against infantry and aircraft.
2148* DoNotRunWithAGun: Cannot fire on the move.
2149* {{Mutant}}: Of the Gun Walker caused by excessive Tiberium infusion.
2150* SpiderTank: Like many other Scrin units, they resemble an enormous insect and moves around on six legs.
2151
2152!!![=Seeker=]
2153[floatboxright:
2154'''Type''': Vehicle\
2155'''Role''': Armored Combat\
2156'''Weapons''': Plasma Disks\
2157'''Trained at''': Warp Sphere]
2158The seeker is an hover tank armed with sensors to detect stealth, and plasma discs that are anti-air and anti-vehicle. The seeker cannot crush infantry, and is the weakest of its rivals.
2159
2160* AntiAir[=/=]AntiVehicle: They are armed with plasma disc launchers (slightly weaker but similar to the stationary Photon Cannon) that are effective against vehicles (in particular light vehicles) as well as aircraft, but less effective against infantry.
2161* 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.
2162* HoverTank: Essentially, it was a versatile hover tank can be used as a land scout, main battle tank, and anti-air.
2163* TrueSight: Only Scrin land unit that can detect stealthed units, and the only stealth detector available to Reaper-17.
2164
2165!!![=Devourer tank=]
2166[floatboxright:
2167'''Type''': Vehicle\
2168'''Role''': Armored Assault\
2169'''Weapons''': Proton Cannon\
2170'''Trained at''': Warp Sphere]
2171The 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.
2172
2173* CastFromMoney: Using an allied refinery to charge the Devourer Tank's cannon costs 100 credits.
2174* ChargedAttack: Devourer Tanks can charge their weapons from nearby Tiberium fields or allied Extractors/Refineries, receiving a sizable boost in firepower represented by a green beam.
2175* 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.
2176* {{Expy}}: Very similar in profile to the German Tank Destroyer in ''VideoGame/CommandAndConquerRedAlert2'' but more useful against a wider variety of targets and capable of moving backwards and sideways while firing on the move.
2177* FixedForwardFacingWeapon: Unlike other Scrin armour, the Devourer appears to be designed after turret-less human tank destroyers or assault guns. However, it is capable of omni-directional movement and firing on the move, so it is not actually a turret-less vehicle, but rather, the ''entire vehicle itself'' is the turret.
2178* HoverTank: Like Seekers, Devourers hover over the battlefield, but they are slower and more heavily armoured.
2179* TankGoodness: In terms of raw firepower the vehicle certainly stands up to Predator tanks, while consistently proving stronger than Scorpion tanks. They also have the longest range of any non-siege unit, able to fire upon human tank divisions well before they can respond, and when supercharged their range increases even further. Many Scrin Foremen exploit this advantage by firing on enemy tank divisions and moving back using their superior speed as the hostile tanks try to get within range. This tactic can destroy even Mammoth tanks and Avatar Warmechs if used properly.
2180
2181!!![=Mechapede=]
2182[floatboxright:
2183'''Type''': Vehicle\
2184'''Role''': Combat Support\
2185'''Weapons''': Tiberium Shards, Plasma Cutter, Plasma Disks\
2186'''Trained at''': Warp Sphere]
2187The mechapede is a multi-segmented unit that can be upgraded with eight segments. It starts with the head segment, which is armed with an anti-armor laser similar to the one of the Disintegrator. The mechapede can be upgraded with segments for $100, with four varying types of weapons.
2188
2189* 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.
2190* BoomHeadshot: Vulnerable to the receiving end of this. If a Mechapede's head segment is destroyed, the entire vehicle/creature is destroyed.
2191* JackOfAllStats: Can be equipped with a variety of different segments for different combat situations.
2192* SegmentedSerpent: It's customizable and quite useful since all of its pieces are armed.
2193
2194!!![=Corrupter=]
2195[floatboxright:
2196'''Type''': Vehicle\
2197'''Role''': Combat Support\
2198'''Weapons''': Liquid Tiberium Sprayer\
2199'''Trained at''': Warp Sphere]
2200The corruptor sprays a corrosive Tiberium spray to attack. This spray proves effective in healing allied Scrin units and clearing garrisoned structures. It is fairly powerful against infantry, so-so against structures and not so good against armor.
2201
2202* MookMaker: May create visceroids when it slays enemy infantry, with will attack their "parent" corrupter for a short time (causing no real harm), then come under its owner's control.
2203* MookMedic: The Corrupter is primarily useful for its spraying healing ability, which is cost-effective due to the vehicle's relatively low price.
2204
2205!!![=Explorer=]
2206[floatboxright:
2207'''Type''': Vehicle\
2208'''Role''': Forward Base Expansion\
2209'''Weapons''': None\
2210'''Trained at''': Warp Sphere]
2211Explorers are bizarre, floating Scrin support vehicles that apparently work in much the same way as human Surveyors and Emissaries in that they allow the Scrin to establish ground control at a particular location.
2212
2213* SupportPartyMember: Explorer lack weapons, speed and armor. Therefor, it's easy prey for any enemies lurking nearby and can't be relocated once it's deployed. However, following deployment it gains the ability to detect stealthed units, provides a small area of construction space and can be repaired like any other building.
2214
2215!!![=Annihilator Tripod=]
2216[floatboxright:
2217'''Type''': Combat Walker\
2218'''Role''': Heavy Assault\
2219'''Weapons''': Energy Cannon\
2220'''Trained at''': Warp Sphere]
2221The annihilator is a walker armed with three long range beam weapons on its tentacles, capable of engaging several targets at once. It is able to crush small vehicles and destroy most ground vehicles and structure. A shield upgrade is also available for this unit (not for Traveler-59).
2222
2223* {{EMP}}: It has a short range EMP blast which can shut units and buildings offline for a short time, but can be used again as soon as it wears off. For this reason, an Annihilator Tripod may single-handedly defeat an epic unit. For EMP to be used, the tripod must be close to the target, at which point the player must manually command the Tripod to attack the unit.
2224* {{Expy}}: Tripods are basically [[Literature/TheWarOfTheWorlds Martian Walking Machines.]]
2225* HumongousMecha: So tall it's can crush most non tier 3 units.
2226* 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 unless the Tripod is micromanaged to get close and use its EMP).
2227
2228!!![=Reaper Tripod=]
2229[floatboxright:
2230'''Type''': Combat Walker\
2231'''Role''': Heavy Assault\
2232'''Weapons''': Energy Cannon\
2233'''Trained at''': Warp Sphere]
2234The Reaper Tripod is the Reaper-17 version of the Annihilator Tripod. It is similar to the Annihilator except for its Conversion ability, which when in use makes it more powerful than its counterpart. It can be upgraded with Conversion reserves. Forcefields cost only 2/5 as much as Annihilator shields because it doesn't need to be applied to Devastators or Planetary Assault Carriers.
2235
2236* ChargedAttack: Can absorb Tiberium to enhance its conversion beams, similar to the Devourer Tank. This weapon can be upgraded with Conversion Reserves to accommodate more Tiberium.
2237* {{EMP}}: It has a short range EMP blast which can shut units and buildings offline for a short time, but can be used again as soon as it wears off. For this reason, an Reaper Tripod may single-handedly defeat an epic unit. For EMP to be used, the tripod must be close to the target, at which point the player must manually command the Tripod to attack the unit.
2238* HumongousMecha: So tall it's can crush most non tier 3 units.
2239* TripodTerror: An upgraded version of the already fearsome Annihilator Tripod, Reaper Tripods are even more dangerous thanks to Tiberium-charged weaponry that can even beat the Mammoth Tank.
2240
2241!!![=Eradicator Hexapod=]
2242[floatboxright:
2243'''Type''': Heavy Combat Walker\
2244'''Role''': Heavy Assault\
2245'''Weapons''': \
2246'''Trained at''': Warp Chasm]
2247The Eradicator Hexapod is the epic unit for the Scrin. It has a Lifeform Recycling System which gives the player cash if an enemy unit is destroyed within the large radius of a Hexapod. The Hexapod is capable of assimilating maximum three units.
2248
2249In terms of stats, its in the middle ground between the MARV and the Redeemer in terms of health and attack. Its plasma disks scatter about when fired causing some of the miss a target, but it allows it do more damage its multiple targets than the Redeemer. The ones that connect do more damage than the MARV's cannon, but less than the Redeemer's lasers.
2250
2251* EnergyWeapon: When assimilates a Disintegrator.
2252* FlashStep: When assimilates a Prodigy or Mastermind.
2253* HumongousMecha[=/=]SpiderTank: Granted, it's missing a pair of legs, but it's still a gigantic freakin' bug.
2254* JackOfAllStats: In comparison to the MARV, which is a MasterOfAll thanks to 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. 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.
2255* MightyGlacier: They are among the slowest units in the game, like all Epic Units are, but their weaponry will devastate all in its path. A common tactic to help them with their poor mobility is to load a Mastermind/Prodigy into the Hexapod to grand them the ability to teleport.
2256* RegeneratingHealth: When it assimilates a Assimilator.
2257* UselessUsefulSpell: The resources given by its ability don't give nearly enough to affect a Scrin player's economy, thus most players find it to be the least useful Epic unit. This is offest by the Scrins' already impressive economy boosters such as Growth Stimulators/Accelerators to boost Tiberium regeneration, and the Overlord's Wrath support power ($4000) to summon a meteor of haverstable Tiberium that even grows over time and more than recoupes your investment. This makes the extra cash from Hexapods simply a decent bonus on top of the above.
2258
2259!!![=Stormrider=]
2260[floatboxright:
2261'''Type''': Aircraft\
2262'''Role''': Air Superiority/Aerial Attack\
2263'''Weapons''': Plasma Cannon\
2264'''Trained at''': Gravity Stabilizer]
2265Stormriders are fast attack aircraft armed with a plasma gun which is effective against aircraft and vehicles. Only four Stormriders can be built per Gravity Stabilizer. The Stormriders do not need to reload ammunition like GDI and Nod's aircraft.
2266
2267* BottomlessMagazines: Stormriders only return to the Gravity Stabilizer for repairs; their energy weapon can fire indefinitely without rearming.
2268* CoolStarship: Stormriders are lethal, fast Scrin aircraft that can target both aircraft and ground units with fast-firing energy blasts. They often operate in small flocks to swarm their hapless targets. Stormriders have exceptional mobility for their health and are actually bolstered while operating in an Ion Storm.
2269* {{Expy}}: They are similar in function to the alien fighter craft in ''Film/IndependenceDay'', designed to tireless chase and harass units with their EnergyWeapons. Like in the film, their weaponry is not limited by ammo.
2270
2271!!!Devastator Warship
2272[floatboxright:
2273'''Type''': Spacecraft\
2274'''Role''': Long-Range Bombardment\
2275'''Weapons''': Plasma Disks\
2276'''Trained at''': Gravity Stabilizer]
2277The Devastator Warship is a slow airborne artillery unit that is able to fire a row of plasma discs at enemy buildings and ground units at extremely long range.
2278* 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.
2279* PlasmaCannon: Resembling a gigantic floating lobster-like lifeform, every Devastator is armed with plasma disc batteries that possess an impressively long range.
2280* MightyGlacier: It's outrange all static base-defenses, does damage to a wide area and can devastate even Epic units but their speed is too slow to effectively flee from agile anti-air platforms like Slingshots and Mantises.
2281
2282!!![=Planetary Assault Carrier=]
2283[floatboxright:
2284'''Type''': Spacecraft\
2285'''Role''': Aerial Assault\
2286'''Weapons''': None/Invader Fighters\
2287'''Trained at''': Gravity Stabilizer]
2288The Planetary Assault Carrier is an airborne aircraft carrier which is able to carry eight fighters. It is also able to generate ion storms to damage nearby vehicles and structures, while enhancing capabilities of its own fighters and other Scrin aircraft nearby.
2289
2290* AirborneAircraftCarrier: Though in its case its literally nothing more than an engine, a control system, and a long, narrow span connecting the two that is lines with dozens of drone fighters that swarm over anything they see. Powerful enough that it can challenge the other ''Tiberium Wars'' GameBreaker, the GDI Mammoth Tank.
2291** It actually has a rather good attack of its own, but most people overlook it. The thing can create an Ion Storm around it, giving it an immediate-area attack field. The storm also buffs up any other Scrin aircraft around it. The Mammoth stands no chance.
2292* AttackDrone: It's Invader fighters, with can replace free of charge if lost.
2293* 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, though it lacks anti-air. ''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.)
2294* CoolStarship: The menacing Planetary Assault Carriers are often the spearheads of a Scrin aerial assault, contributing swarms of Invader Fighters to any battle. The ability to generate Ion Storms and detect stealth units makes them even more valuable in any war fleet. Each Planetary Assault Carrier comes with 8 Invader fighters that can be deployed to destroy targets. Planetary Assault Carriers also regenerate lost fighters slowly over time.
2295* {{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.
2296* TrueSight: They can detect stealthed units in big radius around them.
2297
2298!!!Mothership
2299[floatboxright:
2300'''Type''': Spacecraft\
2301'''Role''': Heavy Aerial Assault/Command and Control\
2302'''Weapons''': Catalyst Cannon\
2303'''Trained at''': Signal Transmitter]
2304The Mothership is a slow aircraft able to fire a large Catalyst beam cannon; it can also charge all units and ground structures with explosive energy that detonates shortly afterwards--causing a devastating chain reaction that can annihilate whole bases. However, the ship is extremely slow and vulnerable to anti-air defenses. Only one Mothership can be deployed at a time.
2305----
2306* AwesomeButImpractical: Can destroy 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.]]
2307* {{BFG}}: The Catalyst Cannon, which is so devastatingly powerful, that even MARVs and Redeemers as well as the Eradicator Hexapod (which can survive hits from superweapons) cannot withstand its firepower.
2308* CloseRangeCombatant: The Mothership's cannon is pointed directly downwards and can only hit a target directly underneath its core.
2309* CoolStarship: The enormous Mothership is the largest air unit on any side and can literally obliterate any base with a single blast from its Catalyst Cannon due to the catalyst effect chaining from one structure to the next.
2310* {{Expy}}: Of the Alien City Destroyers from Film/IndependenceDay.
2311* OneHitKill: The Mothership is the only thing in the game that can one shot a full health construction yard or epic unit. Any unit that is caught in a chain reaction shockwave is guranteed to die and send out a shockwave of its own to continue the devastation.
2312* LargeAndInCharge: Is even displayed as a HUGE blip on radar, making it very noticeable.
2313* MightyGlacier: Can destroy a a large city but pitifully slow (perhaps the slowest unit in the war) that even a Mammoth Mk.III can outrun it and take it down.
2314* TheMotherShip: [[ExactlyWhatItSaysOnTheTin Well]], duh.

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