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* CivilWarcraft: In The Experiment Lab co-op mission, you're free to choose your side, so this trope will be played straight if at least a player selects Nod (the same side as the enemy). The Conversion and The Rain of Death (two of the possible final missions of the Toxic Diversion campaign) are ''highly'' downplayed examples: as a recent defector from GDI, you start in possession of two GDI Medium Tanks and a Rocket Launcher, but if you choose to join the Brotherhood (which is the only way to win the missions) they provide a Nod MCV and you'll spend most of the mission controlling a Nod force.

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* CivilWarcraft: In The Experiment Lab co-op mission, you're free to choose your side, so this trope will be played straight if at least a player selects Nod (the same side as the enemy). The Conversion and The Rain of Death (two of the possible final missions of the Toxic Diversion campaign) are ''highly'' downplayed examples: as a recent defector from GDI, you start in possession of two GDI Medium Tanks and a Rocket Launcher, but if when you choose to join the Brotherhood (which is (failing to do so will cause the only way mission to win the missions) end in defeat), they provide a Nod MCV and you'll spend most of the mission controlling a Nod force.



* StealthyColossus: The Soviet Project 941, a capital submarine that is submerged when not firing.

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* StealthyColossus: The Soviet Project 941, a capital submarine that submarine, is submerged when not firing.



* StockDinosaurs: ''T. rex'', ''Velociraptor'' (actually an ''Utahraptor''), ''Stegosaurus'' and ''Triceratops'' appear as neutral units in some maps.

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* AdaptationalExpansion: In Enhanced mode, all factions receive a few new units, including a navy for GDI and Nod (so they could fight the Allies and Soviets on equal footing in naval maps) and two new versions of Giant Ants.



* GrenadeLauncher: The Commando gains a grenade launcher when promoted to Elite rank, increasing his effectiveness against other vehicles.

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* GrenadeLauncher: GDI Grenade Launchers are equipped with grenade launchers; compared to normal Grenadiers, they have a longer range, fire faster, deal more damage (other than against infantry), but are much more expensive and require higher tech. The Commando gains a grenade launcher when promoted to Elite rank, increasing his effectiveness against other vehicles.


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* OriginalGeneration: In Enhanced mode, all factions receive a few new units, including a navy for GDI and Nod (so they could fight the Allies and Soviets on equal footing in naval maps) and two new versions of Giant Ants.
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The UI is no longer the case as of the new mission select screen. The Conversion and The Rain of Death both use a Nod UI.


* CivilWarcraft: In The Experiment Lab co-op mission, you're free to choose your side, so this trope will be played straight if at least a player selects Nod (the same side as the enemy). The Conversion (one of the possible final missions of the Toxic Diversion campaign) is technically this, as you're still technically playing as GDI (with the GDI UI) against GDI but the only GDI units at your disposal are two Medium Tanks and a Rocket Launcher, otherwise your MCV is Nod and you'll spend most of the mission controlling a Nod force.

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* CivilWarcraft: In The Experiment Lab co-op mission, you're free to choose your side, so this trope will be played straight if at least a player selects Nod (the same side as the enemy). The Conversion (one and The Rain of Death (two of the possible final missions of the Toxic Diversion campaign) is technically this, are ''highly'' downplayed examples: as you're still technically playing as a recent defector from GDI, you start in possession of two GDI (with the GDI UI) against GDI but the only GDI units at your disposal are two Medium Tanks and a Rocket Launcher, otherwise your but if you choose to join the Brotherhood (which is the only way to win the missions) they provide a Nod MCV is Nod and you'll spend most of the mission controlling a Nod force.



* MultipleEndings: The Toxic Diversion campaign has 4 different end missions (each of which corresponds to one ending) depending on what you did or did not do in the first 3 missions (namely destroying the Bio Research Lab in mission 1, choosing to save the civilians or the GDI outpost in mission 2, and fighting the civilians or not in mission 3).

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* MultipleEndings: The Toxic Diversion campaign has 4 different end missions (each of which corresponds to one ending) depending on what you did or did not do in the first 3 missions (namely destroying the Bio Research Lab in mission 1, choosing to save the civilians or the GDI outpost in mission 2, and fighting the civilians or not in mission 3).3[[note]]it is 4 different end missions as the mission 2 choice doesn't have a direct impact -- choosing to save the civilians makes the civilians in mission 3 friendly[[/note]]).

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* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Chrono Tank and Enforcer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Prototype hero in addition to gaining the Illuminator. In singleplayer missions, there are additionally the Commander (the PlayerCharacter that appears in some missions in the Toxic Diversion campaign), the Mobile HQ (which represents the PlayerCharacter of the Creeping Destruction campaign in its 7th mission), Stavros and the Queen Ant (who leads the Allied taskforce and the Giant Ants respectively in the final It Came From Red Alert! campaign).

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* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Chrono Tank and Enforcer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Prototype hero in addition to gaining the Illuminator.Prototype. In singleplayer missions, there are additionally the Commander (the PlayerCharacter that appears in some missions in the Toxic Diversion campaign), the Mobile HQ (which represents the PlayerCharacter of the Creeping Destruction campaign in its 7th mission), Stavros and the Queen Ant (who leads the Allied taskforce and the Giant Ants respectively in the final It Came From Red Alert! campaign).



* MultipleEndings: The Toxic Diversion campaign has 4 different endings depending on what you did or did not do in the first 3 missions (namely destroying the Bio Research Lab in mission 1, choosing to save the civilians or the GDI outpost in mission 2, and fighting the civilians or not in mission 3).

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* MultipleEndings: The Toxic Diversion campaign has 4 different endings end missions (each of which corresponds to one ending) depending on what you did or did not do in the first 3 missions (namely destroying the Bio Research Lab in mission 1, choosing to save the civilians or the GDI outpost in mission 2, and fighting the civilians or not in mission 3).


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* NonCombatEXP: An infantry unit that enters a Civil Tech Center (in the skirmish map Tiber) will automatically get promoted to elite.


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* TacticalSuperweaponUnit: Epic units are very powerful, cost-effective and often provide unique utilities available nowhere else, but are also extremely expensive, limited at 1 per player (with one exception), and only available at the end of the tech tree:
** GDI has the X-O Powersuit (a powerful walker that can mop up most things on land). The A-10 Warthog (heavy bombers that can easily burn down grouped units and most buildings, cannot be built at Helipads and require their own dedicated Runways) is a downplayed example, being capped at 3 instead of 1.
** Nod has the Cyborg Prototype (a super soldier effective against most ground units who can heal himself) and the Illuminator (a surprisingly fast heavy tank armed with the only plasma weaponry in the game).
** The Allies have the Enforcer (a mobile bunker carrying soldiers wielding machine guns and rocket launchers that can deploy into a fully-functional Barracks) and the Chrono Tank (a teleporting tank that can take apart nearly every other unit).
** The Soviets have Volkov (a cyborg super soldier), the MAD Tank (a vehicle that can generate earthquakes in a large area) and the Behemoth (a superheavy vehicle that can launch barrages of napalm shells). In naval maps, they also have the Project 941, a heavy submarine which can launch volleys of missiles to bombard buildings from very far away.


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* WeaponizedTeleportation: The Chrono Tank's weapon takes foes apart with rapid, intentionally botched teleportations.

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* ArbitraryHeadcountLimit: Only one Commando, one Hijacker, one Cyborg Prototype, one Chrono Tank, one Enforcer, one M.A.D. Tank, one Behemoth, one Project 941, one Harbinger, three A-10 Warthogs or runways for them, three SS-22N Nuke Launchers (unlocked by the Civil Tech Center) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore.

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* ArbitraryHeadcountLimit: Only one Commando, one Hijacker, one Cyborg Prototype, one Chrono Tank, one Enforcer, one M.A.D. Tank, one Behemoth, one Project 941, one Harbinger, Illuminator, three A-10 Warthogs or runways for them, three SS-22N Nuke Launchers (unlocked by the Civil Tech Center) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore.



* ArtEvolution: In version 1.20, the Chem Warrior and Shock Trooper were given new, heavier-looking graphics to make it clear that they are uncrushable.



* DemotedToExtra: Zigzagged with the Allied Phase Tank, also called Phase Transport. In the original game it was a campaign-exclusive unit. In earlier versions of DTA, it used to be a regular buildable unit until replaced by the Tank Destroyer, but you still get to use it in the River Raid mission, so it could be said that it was demoted to the same role that it had in original game: a special singleplayer-only unit.

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* DemotedToExtra: DemotedToExtra:
** The Nod Microwave Tank and Harbinger, though since replaced as buildable units by the Heavy Raider and Illuminator, can still be found in crates.
** The Soviet Ekranoplan Aircraft Carrier, which was replaced by the ''Lun'' Ekranoplan, has been turned into a secret unit that can be built by owning a GDI A-10 Runway in addition to a Soviet Submarine Pen and Tech Center.
**
Zigzagged with the Allied Phase Tank, also called Phase Transport. In the original game it was a campaign-exclusive unit. In earlier versions of DTA, it used to be a regular buildable unit until replaced by the Tank Destroyer, but you still get to use it in the River Raid mission, so it could be said that it was demoted to the same role that it had in original game: a special singleplayer-only unit.



* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Chrono Tank and Enforcer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Prototype hero in addition to gaining the Harbinger. In singleplayer missions, there are additionally the Commander (the PlayerCharacter that appears in some missions in the Toxic Diversion campaign), the Mobile HQ (which represents the PlayerCharacter of the Creeping Destruction campaign in its 7th mission), Stavros and the Queen Ant (who leads the Allied taskforce and the Giant Ants respectively in the final It Came From Red Alert! campaign).

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* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Chrono Tank and Enforcer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Prototype hero in addition to gaining the Harbinger.Illuminator. In singleplayer missions, there are additionally the Commander (the PlayerCharacter that appears in some missions in the Toxic Diversion campaign), the Mobile HQ (which represents the PlayerCharacter of the Creeping Destruction campaign in its 7th mission), Stavros and the Queen Ant (who leads the Allied taskforce and the Giant Ants respectively in the final It Came From Red Alert! campaign).



** The Harbinger fires a giant ball of plasma that unleashes deadly arcs of energy around it as it flies past enemies until it reaches maximum range.

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** The Harbinger Illuminator fires a giant ball of plasma that unleashes deadly arcs of energy around it as it flies past enemies and deals damage until it reaches maximum range.its target.



* YouNukeEm: All factions except GDI have access to nukes if superweapons are turned on, except in the Heart Attack skirmish map where GDI can use nukes as well from a neutral capturable Missile Silo. Soviet Demolition Trucks contain nukes, and the SS-22N Launcher unlocked by the Civilian Tech Centers fire mini-nukes.
* YouRequireMoreVespeneGas: Credits (needed to build all units and buildings) would be gold. Power is, well, power: it is produced by power plants and required by many buildings; having power demand exceed power supply would result in production speed being slowed down, most base defences malfunctioning and superweapon cooldowns being put on hold.

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* YouNukeEm: All factions except GDI The Soviets and Nod have access to nukes if superweapons are turned on, except and in the Heart Attack skirmish map where GDI and the Allies can use nukes as well from a neutral capturable Missile Silo. Soviet Demolition Trucks contain nukes, and the SS-22N Launcher unlocked by the Civilian Tech Centers fire mini-nukes.
* YouRequireMoreVespeneGas: Credits (needed to build all units and buildings) would be gold. Power is, well, power: it is produced by power plants and required by many buildings; having power demand exceed power supply would result in production speed being slowed down, most base defences malfunctioning and superweapon cooldowns being put on hold.hold.
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* PowerfulButInaccurate: Compared to the GDI Ion Cannon, the other factions' nukes affect a bigger radius, but have a delay between launch and impact that make it harder to target moving units with them.

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* PowerfulButInaccurate: Compared to the GDI Ion Cannon, Nod's and the other factions' Soviets' nukes affect a bigger radius, but have a delay between launch and impact that make it harder to target moving units with them.



* SeparateButIdentical: The three types of basic infantry (Minigunner/Rifle Infantry, Rocket Soldier, Engineer) and harvesters used by all four factions differ from each other only by the cameo, taken from the game where their faction came from, the name (in case of ''TD'' Minigunners and ''RA'' Rifle Infantry; and ''TD'' Tiberium Harvesters and ''RA'' Ore Trucks) and the voiceover, otherwise the versions used by different sides are all functionally identical. While the advanced infantry and vehicles usually avert this trope, there are still some notable examples: Allied and Nod Light Tanks, Soviet and Nod Flamethrowers and Chemical Warriors (the latter of which is only used in the campaign), GDI and Soviet Mammoth Tanks, GDI and Allied Medium Tanks (where both units look the same but are slightly different gameplay-wise), all Repair Ships (which all look differently but are identical gameplay-wise), GDI and Soviet Grenadiers, Allied and Nod Artillery and Phase Tanks, GDI and Allied [=APCs=], and all factions' Mobile Sensor Arrays and Chinook Transports (where there's no cosmetic nor functional difference at all).

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* SeparateButIdentical: The three types of basic infantry (Minigunner/Rifle Infantry, Rocket Soldier, Engineer) and Engineer), harvesters and amphibious transports used by all four factions differ from each other only by the cameo, taken from the game where their faction came from, the name (in case of ''TD'' Minigunners and ''RA'' Rifle Infantry; and Infantry, ''TD'' Tiberium Harvesters and ''RA'' Ore Trucks) Trucks, and ''TD'' Hovercraft and ''RA'' Transports) and the voiceover, voiceover; otherwise the versions used by different sides are all functionally identical. While the advanced infantry and vehicles usually avert this trope, there are still some notable examples: Allied and Nod Light Tanks, Soviet and Nod Flamethrowers and Chemical Warriors (the latter of which is only used in the campaign), GDI and Soviet Mammoth Tanks, GDI and Allied Medium Tanks (where both units look the same but are slightly different gameplay-wise), all Repair Ships (which all look differently but are identical gameplay-wise), GDI and Soviet Grenadiers, Allied and Nod Artillery and Phase Tanks, GDI and Allied [=APCs=], and all factions' Mobile Sensor Arrays and Chinook Transports (where there's no cosmetic nor functional difference at all).



* TyrannosaurusRex: Appear as neutral units in some maps.



* UnusableEnemyEquipment: Nod Flak Hovercraft, which only appear as enemies in some missions and are only controllable by the player if you get lucky from a goodie crate.

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* UnusableEnemyEquipment: Nod Flak Hovercraft, which Hovercraft only appear as enemies in some missions and are only controllable by the player if you get lucky from a goodie crate.

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* AmphibiousAutomobile: The neutral Transports and the campaign-exclusive GDI Hover MLRS and Nod Chemical Hovercraft can float over land and water alike.

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* AmphibiousAutomobile: The neutral Amphibious Transports and the campaign-exclusive GDI Hover MLRS and Nod Chemical Hovercraft can float over land and water alike.



* DemotedToExtra:
** The Transports of both ''Red Alert'' factions originated as regular buildable units, and are not properly supported by the ''Tiberian Sun'' engine. In DTA, they only appear in some maps as a 'public transport' for infantry.
** Zigzagged with the Allied Phase Tank, also called Phase Transport. In the original game it was a campaign-exclusive unit. In earlier versions of DTA, it used to be a regular buildable unit until replaced by the Tank Destroyer, but you still get to use it in the River Raid mission, so it could be said that it was demoted to the same role that it had in original game: a special singleplayer-only unit.

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* DemotedToExtra:
** The Transports of both ''Red Alert'' factions originated as regular buildable units, and are not properly supported by the ''Tiberian Sun'' engine. In DTA, they only appear in some maps as a 'public transport' for infantry.
**
DemotedToExtra: Zigzagged with the Allied Phase Tank, also called Phase Transport. In the original game it was a campaign-exclusive unit. In earlier versions of DTA, it used to be a regular buildable unit until replaced by the Tank Destroyer, but you still get to use it in the River Raid mission, so it could be said that it was demoted to the same role that it had in original game: a special singleplayer-only unit.



** The Nod Laser Corvette can deploy to increase its range, turn itself invisible and become able to detect invisible enemies but cannot move in this state. Similarly, Allied Frigates can also change into an immobile form to activate their sensor arrays.

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** The Nod Laser Corvette can deploy divert energy to increase its range, turn cloaking systems, turning itself invisible and become able to detect invisible enemies but cannot move in this state. Similarly, reducing its attack range.
**
Allied Frigates can also change into an immobile form to activate their sensor arrays.



* MookMedic: Allied Medics and Nod Mobile Repair Vehicles, which can heal infantry and repair vehicles, respectively. In Enhanced mode, all factions have access to mobile repair ships.

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* MookMedic: The sole purpose of Allied Medics is to heal infantry, while Allied Mechanics and Nod Mobile Repair Vehicles, which can heal infantry and Vehicles repair vehicles, respectively.vehicles. In Enhanced mode, all factions have access to mobile repair ships.
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* ColorCodedArmies: In the campaign, the default colours for each side are gold for GDI, blue for the Allies, red for Nod and the Soviets. In the Creeping Destruction campaign, where most missions are Soviets vs Nod, the Nod forces are coloured metallic instead of red.

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* ColorCodedArmies: In the campaign, the default colours for each side are gold for GDI, blue for the Allies, red for Nod and the Soviets. In the Creeping Destruction campaign, where most missions are Soviets vs Nod, the Nod forces are coloured metallic instead of red.red[[note]]likely inspired by the impossible-to-replicate Nod color coding in the original game's campaign, which was red ''buildings'' and white/grey ''units''[[/note]].



* CrossOver: Gameplay-wise, all factions from ''Tiberian Dawn'' and ''Red Alert'' are playable, so there could be GDI and Allies vs Nod and Soviet matches or any other possible combination.

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* CrossOver: Gameplay-wise, all factions from ''Tiberian Dawn'' and ''Red Alert'' are playable, playable[[note]]''Red Alert'' had countries acting as subfactions of the Allies and Soviets, but the only difference was minor variations in costs, armour values, etc., so their absence does not make much of a difference[[/note]], so there could be GDI and Allies vs Nod and Soviet matches or any other possible combination.
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They added a Field Mechanic in Version 1.191.


* AdaptedOut: Due to the limitations of the ''Tiberian Sun'' engine, some units from ''Red Alert'' had to be removed: the Allies lost Thieves, Field Mechanics, Radar Jammers and both types of Gap Generators, the Soviets lost Chitzkoi, the Hind and the Iron Curtain, and both factions lost the Minelayers.

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* AdaptedOut: Due to the limitations of the ''Tiberian Sun'' engine, some units from ''Red Alert'' had to be removed: the Allies lost Thieves, Field Mechanics, Radar Jammers and both types of Gap Generators, the Soviets lost Chitzkoi, the Hind and the Iron Curtain, and both factions lost the Minelayers.

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* ArbitraryHeadcountLimit: Only one Commando, one Hijacker, one Cyborg Prototype, one Tank Destroyer, one M.A.D. Tank, one Behemoth, one Project 941, one SSM Launcher, three A-10 Warthogs or runways for them, three SS-22N Nuke Launchers (unlocked by the Civil Tech Center) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.

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* ArbitraryHeadcountLimit: Only one Commando, one Hijacker, one Cyborg Prototype, one Tank Destroyer, Chrono Tank, one Enforcer, one M.A.D. Tank, one Behemoth, one Project 941, one SSM Launcher, Harbinger, three A-10 Warthogs or runways for them, three SS-22N Nuke Launchers (unlocked by the Civil Tech Center) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.lore.



* BaseOnWheels: The Enforcer is a rolling fortress holding heavy MG positions and rocket troopers inside its massive armour. When deployed, its back compartment turns into a fully functional barracks.



* DeadlyGas: Used by Nod Chemical Warriors, the campaign-exclusive Nod Chemical Hovercraft and the Experiment Lab-exclusive Chemical Mammoth Tank. In the It Came For DTA! missions, capturing an ant hive will cause the Engineer to gas it and the Giant Ants inside.

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* DeadlyDisc: GDI Disc Launchers magnetically propel explosive discs that hit the first target they reach.
* DeadlyGas: Used Toxic gases are used by Nod Chemical Warriors, the campaign-exclusive Nod Chemical Hovercraft and the Experiment Lab-exclusive Chemical Mammoth Tank. In the It Came For DTA! missions, capturing an ant hive will cause the Engineer to gas it and the Giant Ants inside.



** The Allied Chronosphere and the Transports of both ''Red Alert'' factions. Both of them used to be regular buildable units the original game, and, despite not being properly supported by the ''Tiberian Sun'' engine, survive in DTA but are no longer buildable and a lot less important: the Transports appear in some maps as a 'public transport' for infantry, and the Chronosphere only appears as an objective in some missions.

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** The Allied Chronosphere and the Transports of both ''Red Alert'' factions. Both of them used to be factions originated as regular buildable units the original game, and, despite units, and are not being properly supported by the ''Tiberian Sun'' engine, survive in DTA but are no longer buildable and a lot less important: the Transports engine. In DTA, they only appear in some maps as a 'public transport' for infantry, and the Chronosphere only appears as an objective in some missions.infantry.



* DiscardAndDraw: When a Chrono Tank enters combat mode, it becomes able to attack but permanently loses the ability to teleport and must drive like normal vehicles from that point on.



* DrillTank: Termites can tunnel underground courtesy of a front-mounted drill.



** Nod Termites and the Soviet Project 941 normally can move underground or underwater, but need to surface and deploy into a stationary mode to attack.

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** Nod Termites and the The Soviet Project 941 normally can move underground or underwater, but need needs to surface and deploy into a stationary mode to attack.



** Deploying the Allied Enforcer turns it from a moving fortress into an immobile, fully functional Barracks.



** Allied Chrono Tanks start in teleport mode when first built, in which they can teleport across the map but cannot attack until permanently changing into combat mode, after which they can attack but irreversibly lose the ability to teleport.



* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Tank Destroyer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Prototype hero. In singleplayer missions, there are additionally the Commander (the PlayerCharacter that appears in some missions in the Toxic Diversion campaign), the Mobile HQ (which represents the PlayerCharacter of the Creeping Destruction campaign in its 7th mission), Stavros and the Queen Ant (who leads the Allied taskforce and the Giant Ants respectively in the final It Came From Red Alert! campaign).

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* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Chrono Tank Destroyer, and Enforcer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Prototype hero.hero in addition to gaining the Harbinger. In singleplayer missions, there are additionally the Commander (the PlayerCharacter that appears in some missions in the Toxic Diversion campaign), the Mobile HQ (which represents the PlayerCharacter of the Creeping Destruction campaign in its 7th mission), Stavros and the Queen Ant (who leads the Allied taskforce and the Giant Ants respectively in the final It Came From Red Alert! campaign).



* MagneticWeapons: Railguns are used by the Allied Chrono Tank, the GDI X-O Powersuit, and Railgun Infantry and the Commander in the Toxic Diversion campaign. The Mammoth Tanks in the GDI co-op mission Cloaked Twilight also have railguns in place of their normal cannons.

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* MagneticWeapons: Railguns are used by the Allied Chrono Tank, the GDI X-O Powersuit, and Railgun Infantry and the Commander in the Toxic Diversion campaign. The Mammoth Tanks in the GDI co-op mission Cloaked Twilight also have railguns in place of their normal cannons.cannons.
* MercenaryUnits: Capturing a neutral Civil Tech Center in the skirmish map Tiber grants access to the special SS-22N Nuke Launcher. In Car Park, the Civil Tech Center also unlocks the Driver, which is needed to capture the numerous empty vehicles in said map.



* OneHitPolykill: The X-O Powersuit's railgun (which is also used by the Railgun Infantry and Commander in the Toxic Diversion campaign) deals damage to everything between it and its primary target.

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* OneHitPolykill: OneHitPolykill:
**
The X-O Powersuit's railgun (which is also used by the Railgun Infantry and Commander in the Toxic Diversion campaign) deals damage to everything between it and its primary target.target.
** The Harbinger fires a giant ball of plasma that unleashes deadly arcs of energy around it as it flies past enemies until it reaches maximum range.



* TheParalyzer: Microwave Tanks overload the electronics of the target vehicle or structure and anything directly adjacent to the target, rendering them completely helpless for as long as the Microwave keeps firing at it.



* SniperRifle: The Commando and Volkov use one to kill enemy infantry from afar.

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* SniperRifle: The Commando and Volkov use uses one to kill enemy infantry from afar.



* StealthyMook: Nod Stealth Tanks, Stealth [=APCs=] and Phase Tanks (which can only be seen by stealth detectors if not directly next to another enemy unit), Termites (which can burrow underground), Allied Spies (who disguise as Rifle Infantry with enemy house colours and can only be automatically detected by dogs) and all Soviet submarines (obviously).

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* StealthyMook: Nod Stealth Tanks, Stealth [=APCs=] and Phase Tanks (which can only be seen by stealth detectors if not directly next to another enemy unit), Termites (which can burrow underground), Allied Spies (who disguise as Rifle Infantry with enemy house colours and can only be automatically detected by dogs) and all Soviet submarines (obviously).



* TeleportSpam: The Allied Chrono Ranger, only available after capturing the Experiment Lab, is capable of teleporting around the map without any cooldown. Unlike the standard Chrono Tank, it does not need to lose the ability to teleport in order to attack.

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* SwirlyEnergyThingy: Since the Chronosphere logic from ''Red Alert'' is not supported by the ''Tiberian Sun'' engine, the Chronosphere has been repurposed into an offensive superweapon that creates a chrono vortex to deal gradual damage in a huge area.
* TeleportSpam: The Allied Chrono Ranger, only available after capturing the Experiment Lab, is capable of teleporting around the map without any cooldown. Unlike the standard Chrono Tank, it does not need to lose the ability to can teleport in order to attack.instantly.

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* BeefGate: In some maps, there are big resource fields guarded by very strong hostile units (like the Visceroid swarm in the huge Tiberium field in Defunct Combat Platform, or the Visceroids and Floaters guarding the blue Tiberium field in Downtown Warfare), which means that sending your harvesters in there early before you get sufficient units is a quick way to destroy your own economy as the harvesters will most likely get destroyed.

to:

* BeefGate: In some maps, there are big resource fields guarded by very strong hostile units (like the Visceroid swarm in the huge Tiberium field in Defunct Combat Platform, or the Visceroids and Floaters guarding the blue Tiberium field in Downtown Warfare), which means that sending your harvesters in there early before you get sufficient units is a quick way to destroy them (and your own economy as the harvesters will most likely get destroyed.with them).



* DroneDeployer: The Aircraft Carrier and Ekranoplan attack by sending drones to bombard enemy units from afar.

to:

* DroneDeployer: The Aircraft Carrier and Ekranoplan attack attacks by sending drones to bombard enemy units from afar.



** The GDI Aircraft Carrier can deploy, being unable to move or attack for the abilities to reload friendly aircraft and detect stealthed enemies.

to:

** The Deploying a GDI Aircraft Carrier can deploy, being unable to move or attack for turns it from a long-ranged artillery ship into what is essentially a Runway on the abilities to reload friendly water, capable of building, reloading aircraft and detect stealthed enemies.seeing invisible foes but not attacking or moving.



* GatheringSteam: An Ekranoplan starts off slow-moving but can accelerate to great speeds if given enough time, matching the speed of even Nod ships.

to:

* GatheringSteam: An A ''Lun'' Ekranoplan starts off slow-moving but can accelerate to great speeds if given enough time, matching the speed of even Nod ships.



* GlassCannon: Land artillery, Chrono Tanks, Tesla Tanks, Missile Cruisers and Missile Subs can wreck enemy units and buildings from afar but need to be protected due to their low hit points.

to:

* GlassCannon: Land artillery, artillery (except the Behemoth), Chrono Tanks, Tesla Tanks, Missile Cruisers and Missile Subs can wreck enemy units and buildings from afar but need to be protected due to their low hit points.



* HoldTheLine: In The East Asian Front, you're tasked with preventing Soviet forces from advancing south, past a designated friendly guard post.



* LimitedLoadout: All aircraft except the unarmed Transports only have a limited amount of ammunition and must reload at an airpad once it runs out.
* MacrossMissileMassacre: The Soviet Project 941 is capable of launching a barrage of missiles once deployed.

to:

* LimitedLoadout: All aircraft except the unarmed Transports only have a limited amount of ammunition and must reload at an airpad a Helipad, Runway or deployed Aircraft Carrier once it runs out.
* MacrossMissileMassacre: The Soviet ''Lun'' Ekranoplan and Project 941 is capable of attack by launching a barrage of missiles once deployed.missiles.



* RecursiveAmmo: The Sea Shadow fires a napalm missile straight up into the air which then splits and changes direction to hit the target.



* SiegeEngines: GDI Rocket Launchers, Hover MLRS, Missile Cruisers and Aircraft Carriers, Nod Artillery, Beam Cannons, SSM Launchers and Sea Shadows, Allied Artillery and Cruisers, Soviet V2 Rockets, Missile Subs and the Project 941, all of which outrange most base defences and are good against buildings.

to:

* SiegeEngines: GDI Rocket Launchers, Hover MLRS, Missile Cruisers and Aircraft Carriers, Nod Artillery, Beam Cannons, SSM Launchers and Sea Shadows, Allied Artillery and Cruisers, Soviet V2 Rockets, Missile Subs Subs, ''Lun'' Ekranoplans and the Project 941, all of which outrange most base defences and are good against buildings.



* WorkerUnit: Tiberium Harvesters and Ore Trucks, which harvest tiberium and ore and deliver them to Refineries for procession into money.

to:

* VeteranUnit: Combat units can gain experience by killing enemies and get promoted once the total cost of their kills reach three (for Veteran ranks) and six (for Elite rank) times their own.
* WorkerUnit: [=MCVs=] deploy into Construction Yards which serve to build other structures; Tiberium Harvesters and Ore Trucks, which Trucks harvest tiberium and ore and deliver them to Refineries for procession into money.

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no frivolous trivia


* GrenadeLauncher: The Commando gains a grenade launcher when promoted to Elite rank, increasing his effectiveness against other vehicles.



** The cameo icon of the Soviet Repair Ship is actually a Caspian Sea Monster while in the game is a Lun-class ekranoplan.
** Volkov's cameo icon is from an early cover of Red Alert 2 box art.
** The Behemoth Tank is referenced to the SwatKats enforcer vehicle with the same name.

to:

** The cameo icon and design of the Soviet Repair Ship is actually a are based on the Caspian Sea Monster while in and the game is a Lun-class ekranoplan.
** Volkov's cameo icon is from an early cover of Red Alert 2 box art.
''Lun''-class ekranoplan respectively.
** The Behemoth Tank Sea Shadow is referenced to the SwatKats enforcer vehicle with based on an American experimental stealth ship of the same name.
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** The Soviet Repair Ship is actually a Caspian Sea Monster ekranoplan which is also seen in the cameo icon.

to:

** The cameo icon of the Soviet Repair Ship is actually a Caspian Sea Monster ekranoplan which is also seen while in the cameo icon.game is a Lun-class ekranoplan.
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Added DiffLines:

** The Behemoth Tank is referenced to the SwatKats enforcer vehicle with the same name.
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** The Soviet Repair Ship is actually a Caspian Sea Monster eEkranoplan which is also seen in the cameo icon.

to:

** The Soviet Repair Ship is actually a Caspian Sea Monster eEkranoplan ekranoplan which is also seen in the cameo icon.
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Added DiffLines:

* ShoutOut:
** The Soviet Repair Ship is actually a Caspian Sea Monster eEkranoplan which is also seen in the cameo icon.
** Volkov's cameo icon is from an early cover of Red Alert 2 box art.

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* AdaptationNameChange: Two of the Allied ships from ''Red Alert'' have been renamed: Gunboat to Corvette and Destroyer to Frigate.



* {{Cyborg}}: Volkov, the cybernetic Hero of the Soviet Union. Another serves as Nod's HeroUnit in Enhanced mode.

to:

* {{Cyborg}}: Volkov, the cybernetic Hero of the Soviet Union. Another A Cyborg Prototype serves as Nod's HeroUnit in Enhanced mode.



** When mobile, only one of a Cruiser's three cannon batteries is operational. Deploying into the stationary combat-ready form allows the Cruiser to bring all cannon batteries to bear.



* FactionCalculus: GDI (Balanced), Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse). The Soviets and GDI are known to be powerhouse factions, but the Soviets rely more on expensive heavy vehicles than GDI does. Nod prefers to make use of stealth and speed over raw firepower or durability. The Allies are in between Nod and GDI, they start out with light units but bring more firepower to bear with their tier 3 units.

to:

* FactionCalculus: FactionCalculus:
** On land, we have:
GDI (Balanced), Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse). The Soviets and GDI are known to be powerhouse factions, but the Soviets rely more on expensive heavy vehicles than GDI does. Nod prefers to make use of stealth and speed over raw firepower or durability. The Allies are in between Nod and GDI, they start out with light units but bring more firepower to bear with their tier 3 units.units.
** On water, it is different: GDI (Powerhouse), Nod (Cannons), Allies (Balanced) and Soviets (Subversive). Most Soviet ships are submarines (as well as a rather squishy capital ship) capable of sneaking into position, and by the time they appear before the enemy, it is too late. Nod ships are the cheapest and fastest in the game, but this comes at the cost of low durability. Both GDI and the Allies fulfil the role of a powerhouse faction on water, although Allied ships are slightly cheaper and weaker.



* GatheringSteam: An Ekranoplan starts off slow-moving but can accelerate to great speeds if given enough time, matching the speed of even Nod ships.



* MobileFactory: The MCV's purpose is to build other structures.

to:

* MobileFactory: MobileFactory:
**
The MCV's purpose is to build other structures.structures.
** Deploying the Aircraft Carrier turns it into a Runway, allowing it to produce and resupply aircraft.



* SeeTheInvisible: Deployed Mobile Sensor Arrays, Laser Corvettes, Frigates and Aircraft Carriers are capable of detecting enemy invisible and subterranean units in a radius around them.

to:

* SeeTheInvisible: Deployed Mobile Sensor Arrays, Laser Corvettes, Frigates and Aircraft Carriers are capable of detecting enemy invisible and subterranean units in a radius around them. Missile Cruisers and Submarines can deploy to create a brief burst of EMP, but it lasts for such an insignificant amount of time that its only purpose is to reveal enemy invisible ships.

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* TheComputerIsACheatingBastard: The AI builds multiple of the same unit type at once if it has multiple of the same factory types, starts with more money, has cheaper units and does not respect the build limits of heroes and epic units. Since the AI is rather stupid and weak, these cheats allow it to become a bigger threat.



* FactionCalculus: GDI (Balanced), Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse).

to:

* FactionCalculus: GDI (Balanced), Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse). The Soviets and GDI are known to be powerhouse factions, but the Soviets rely more on expensive heavy vehicles than GDI does. Nod prefers to make use of stealth and speed over raw firepower or durability. The Allies are in between Nod and GDI, they start out with light units but bring more firepower to bear with their tier 3 units.



* MultipleEndings: The Toxic Diversion campaign has 4 different endings depending on what you did or did not do in the previous missions (namely destroying the Bio Research Lab in mission 1, choosing to save the civilians or the GDI outpost in mission 2, and fighting the civilians or not in mission 3).

to:

* MultipleEndings: The Toxic Diversion campaign has 4 different endings depending on what you did or did not do in the previous first 3 missions (namely destroying the Bio Research Lab in mission 1, choosing to save the civilians or the GDI outpost in mission 2, and fighting the civilians or not in mission 3).



* NotPlayingFairWithResources: The cost of all AI-controlled units is reduced to around 60%.



* TheUsualAdversaries: No one else likes Nod, and all other factions get at least 2 missions where Nod is the enemy, including a whole campaign for the Soviets. In contrast, GDI only fights the Soviets in one mission (Retribution) and the Allies in none of them.

to:

* TheUsualAdversaries: No one else likes Nod, and all other factions get at least 2 missions where Nod is the enemy, including a whole campaign for the Soviets.Soviets (who actually fight Nod more than they do their traditional nemesis, the Allies). In contrast, GDI only fights the Soviets in one mission (Retribution) and the Allies in none of them.



* YouNukeEm: All factions except GDI have access to nukes if superweapons are turned on, except in the Heart Attack skirmish map where GDI can use nukes as well from a neutral capturable Missile Silo. Soviet Demolition Trucks contain nukes, and the SS-22N Launcher unlocked by the Civilian Tech Centers fire mini-nukes.

to:

* YouNukeEm: All factions except GDI have access to nukes if superweapons are turned on, except in the Heart Attack skirmish map where GDI can use nukes as well from a neutral capturable Missile Silo. Soviet Demolition Trucks contain nukes, and the SS-22N Launcher unlocked by the Civilian Tech Centers fire mini-nukes.mini-nukes.
* YouRequireMoreVespeneGas: Credits (needed to build all units and buildings) would be gold. Power is, well, power: it is produced by power plants and required by many buildings; having power demand exceed power supply would result in production speed being slowed down, most base defences malfunctioning and superweapon cooldowns being put on hold.

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* ArbitraryHeadcountLimit: Only one Commando, one Hijacker, one Cyborg Prototype, one Tank Destroyer, one M.A.D. Tank, one Behemoth, one Project 941, one SSM Launcher, three A-10 Warthogs, three SS-22N Nuke Launchers (unlocked by the Civil Tech Center) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.

to:

* ArbitraryHeadcountLimit: Only one Commando, one Hijacker, one Cyborg Prototype, one Tank Destroyer, one M.A.D. Tank, one Behemoth, one Project 941, one SSM Launcher, three A-10 Warthogs, Warthogs or runways for them, three SS-22N Nuke Launchers (unlocked by the Civil Tech Center) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.



* BeefGate: In some maps, there are big resource fields guarded by very strong hostile units (like the Visceroid swarm in the huge Tiberium field in Defunct Combat Platform, or the Visceroids and Floaters guarding the blue Tiberium field in Downtown Warfare), which means that sending your harvesters in there early before you get sufficient units is a quick way to destroy your own economy as the harvesters will most likely get destroyed.



* GatlingGood: The X-O Powersuit uses a gatling gun to mop up infantry.



* KillItWithFire: Flamethrowers, Flame Towers and Flame Tanks use flamers; A-10 Warthogs drop firebombs; the Cyborg Prototype, Sea Shadows and Behemoths fire napalm munitions.



* TheUsualAdversaries: No one else likes Nod, and they're the faction most featured

to:

* TheUsualAdversaries: No one else likes Nod, and they're all other factions get at least 2 missions where Nod is the faction most featured enemy, including a whole campaign for the Soviets. In contrast, GDI only fights the Soviets in one mission (Retribution) and the Allies in none of them.

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* ArbitraryHeadcountLimit: Only one Commando, one Cyborg Prototype, one Tank Destroyer, one M.A.D. Tank, one Behemoth, one SSM Launcher, three A-10 Warthogs, three SS-22N Nuke Launchers (exclusive to the Tiber skirmish map) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.

to:

* ArbitraryHeadcountLimit: Only one Commando, one Hijacker, one Cyborg Prototype, one Tank Destroyer, one M.A.D. Tank, one Behemoth, one Project 941, one SSM Launcher, three A-10 Warthogs, three SS-22N Nuke Launchers (exclusive to (unlocked by the Tiber skirmish map) Civil Tech Center) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.



* CrewOfOne: After hijacking any vehicle by sneaking in and killing the crew, a Hijacker will instantly be in complete control of the hijacked vehicle. In the Car Park map (where there are a substantial number of empty vehicles and two Civil Tech Centers that unlock Drivers for you), you only need one Driver to commandeer a vehicle.



* DeathFromAbove: All sides have access to one or two types aircraft that can generally make the enemy's life a living hell if used properly.

to:

* DeathFromAbove: All sides have access to one or two types of aircraft that can generally make the enemy's life a living hell if used properly.



* DrillTank: Termites can tunnel underground courtesy of a front-mounted drill.



* ElectricJellyfish: Tiberium Floaters, which resemble jellyfish, are capable of generating a deadly electric field.



* MultipleEndings: The Toxic Diversion campaign has 4 different endings depending on what you did or did not do in the previous missions (namely destroying the Bio Research Lab in mission 1, choosing to save the civilians or the GDI outpost in mission 2, and fighting the civilians or not in mission 3).



* OneHitKill: Any infantry mauled by an Attack Dog is instantly killed. Commandos and Tanya can instantly blow up buildings with a [=C4=] charge if they can get close to plant it. The Tank Destroyer is capable of destroying most vehicles in a single shot while staying out of their firing range, except the most heavily-armoured ones.

to:

* OneHitKill: OneHitKill:
**
Any infantry mauled by an Attack Dog or crushed by a vehicle is instantly killed. killed.
** Anything caught in the path of a train locomotive will immediately become roadkill.
**
Commandos and Tanya can instantly blow up buildings with a [=C4=] charge if they can get close to plant it. it.
**
The Tank Destroyer is capable of destroying most vehicles in a single shot while staying out of their firing range, except the most heavily-armoured ones.



* RecursiveAmmo: Nod Sea Shadows fire a cluster missile that fragments into many sub-munitions over its target.



* ShockAndAwe: Tesla Ants and the Queen Ant can generate an electric current to discharge at enemies.



* SeparateButIdentical: The three types of basic infantry (Minigunner/Rifle Infantry, Rocket Soldier, Engineer) and harvesters used by all four factions differ from each other only by the cameo, taken from the game where their faction came from, the name (in case of ''TD'' Minigunners and ''RA'' Rifle Infantry; and ''TD'' Tiberium Harvesters and ''RA'' Ore Trucks) and the voiceover, otherwise the versions used by different sides are all functionally identical. While the advanced infantry and vehicles usually avert this trope, there are still some notable examples: Allied and Nod Light Tanks, Soviet and Nod Flamethrowers, GDI and Soviet Mammoth Tanks, GDI and Allied Medium Tanks (where both units look the same but are slightly different gameplay-wise), all Repair Ships (which all look differently but are identical gameplay-wise), GDI and Soviet Grenadiers, Allied and Nod Artillery, GDI and Allied [=APCs=], and all factions' Mobile Sensor Arrays and Chinook Transports (where there's no cosmetic nor functional difference at all).

to:

* SeparateButIdentical: The three types of basic infantry (Minigunner/Rifle Infantry, Rocket Soldier, Engineer) and harvesters used by all four factions differ from each other only by the cameo, taken from the game where their faction came from, the name (in case of ''TD'' Minigunners and ''RA'' Rifle Infantry; and ''TD'' Tiberium Harvesters and ''RA'' Ore Trucks) and the voiceover, otherwise the versions used by different sides are all functionally identical. While the advanced infantry and vehicles usually avert this trope, there are still some notable examples: Allied and Nod Light Tanks, Soviet and Nod Flamethrowers, Flamethrowers and Chemical Warriors (the latter of which is only used in the campaign), GDI and Soviet Mammoth Tanks, GDI and Allied Medium Tanks (where both units look the same but are slightly different gameplay-wise), all Repair Ships (which all look differently but are identical gameplay-wise), GDI and Soviet Grenadiers, Allied and Nod Artillery, Artillery and Phase Tanks, GDI and Allied [=APCs=], and all factions' Mobile Sensor Arrays and Chinook Transports (where there's no cosmetic nor functional difference at all).all).
* ShockAndAwe: Floaters, Tesla Ants and the Queen Ant can generate an electric current to discharge at enemies.



* UniversalDriversLicense: Hijackers know how to drive and command most vehicles all by themselves.



* TheUsualAdversaries: No one else likes Nod, and they're the faction most featured



* YouNukeEm: All factions except GDI have access to nukes if superweapons are turned on, except in the Heart Attack skirmish map where GDI can use nukes as well from a neutral capturable Missile Silo. Soviet Demolition Trucks contain nukes, and the SS-22N Launcher unlocked by the Civilian Tech Centers in the Tiber map fire mini-nukes.

to:

* YouNukeEm: All factions except GDI have access to nukes if superweapons are turned on, except in the Heart Attack skirmish map where GDI can use nukes as well from a neutral capturable Missile Silo. Soviet Demolition Trucks contain nukes, and the SS-22N Launcher unlocked by the Civilian Tech Centers in the Tiber map fire mini-nukes.

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** In the campaigns there are: The Breakthrough (The Toxic Diversion 2), Exterminate! (It Came From Red Alert! 3), plus the following ones in Creeping Destruction: Investigation (1), Pulverizing (3) and Flight Through the Wasteland (7).

to:

** In the campaigns there are: The Breakthrough (The Toxic Diversion 2), Down Under (Sarin Gas 2), Exterminate! (It Came From Red Alert! 3), plus the following ones in Creeping Destruction: Investigation (1), Pulverizing (3) and Flight Through the Wasteland (7).



* DemotedToExtra: The Allied Chronosphere and the Transports of both ''Red Alert'' factions. Both of them used to be regular buildable units the original game, and, despite not being properly supported by the ''Tiberian Sun'' engine, survive in DTA but are no longer buildable and a lot less important: the Transports appear in some maps as a 'public transport' for infantry, and the Chronosphere only appears as an objective in some missions.

to:

* DemotedToExtra: DemotedToExtra:
**
The Allied Chronosphere and the Transports of both ''Red Alert'' factions. Both of them used to be regular buildable units the original game, and, despite not being properly supported by the ''Tiberian Sun'' engine, survive in DTA but are no longer buildable and a lot less important: the Transports appear in some maps as a 'public transport' for infantry, and the Chronosphere only appears as an objective in some missions.missions.
** Zigzagged with the Allied Phase Tank, also called Phase Transport. In the original game it was a campaign-exclusive unit. In earlier versions of DTA, it used to be a regular buildable unit until replaced by the Tank Destroyer, but you still get to use it in the River Raid mission, so it could be said that it was demoted to the same role that it had in original game: a special singleplayer-only unit.



* DressingAsTheEnemy: Allied Spies always appear as rifle infantry wearing enemy house colours.



* EvilDetectingDog: Soviet Attack Dogs can sniff out enemy spies and slaughter them without the need of player input.



* StealthBasedMission: The first part of River Raid involves sneaking an invisible Phase Tank carrying Tanya and four Rocket Soldiers past Soviet forces to destroy their power plants.

to:

* StealthBasedMission: StealthBasedMission:
**
The first part of River Raid involves sneaking an invisible Phase Tank carrying Tanya and four Rocket Soldiers past Soviet forces to destroy their power plants.plants.
** In the second Sarin Gas mission Down Under, set in a sarin gas facility, you'll need to use spies to sneak past enemy soldiers, staying away from dogs, so they can clear the way for your other infantry (usually by remotely deactivating enemy Flame Towers or activating friendly Tesla Coils) towards their destination.



* StealthyMook: Nod Stealth Tanks, Stealth [=APCs=] and Phase Tanks (which can only be seen by stealth detectors if not directly next to another enemy unit), Termites (which can burrow underground) and all Soviet submarines (obviously).

to:

* StealthyMook: Nod Stealth Tanks, Stealth [=APCs=] and Phase Tanks (which can only be seen by stealth detectors if not directly next to another enemy unit), Termites (which can burrow underground) underground), Allied Spies (who disguise as Rifle Infantry with enemy house colours and can only be automatically detected by dogs) and all Soviet submarines (obviously).

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* ArbitraryHeadcountLimit: Only one Commando, one Cyborg Prototype, one Tank Destroyer, one M.A.D. Tank, one Behemoth, one SSM Launcher or three A-10 Warthogs can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.

to:

* ArbitraryHeadcountLimit: Only one Commando, one Cyborg Prototype, one Tank Destroyer, one M.A.D. Tank, one Behemoth, one SSM Launcher or Launcher, three A-10 Warthogs Warthogs, three SS-22N Nuke Launchers (exclusive to the Tiber skirmish map) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.



* BaselessMission: Wouldn't be an RTS without at least a few missions where you don't have control over a base.
** In the campaigns there are: The Breakthrough (The Toxic Diversion 2), Exterminate! (It Came From Red Alert! 3), plus the following ones in Creeping Destruction: Investigation (1), Pulverizing (3) and Flight Through the Wasteland (7).
** Among standalone missions, there are: Reunification and Stealthy Inhibition (single-player); Lesson in Blood, Double Team and Disguised Manipulation (2-player co-op).



* CivilWarcraft: In The Experiment Lab co-op mission, you're free to choose your side, so this trope will be played straight if at least a player selects Nod (the same side as the enemy).

to:

* CivilWarcraft: In The Experiment Lab co-op mission, you're free to choose your side, so this trope will be played straight if at least a player selects Nod (the same side as the enemy). The Conversion (one of the possible final missions of the Toxic Diversion campaign) is technically this, as you're still technically playing as GDI (with the GDI UI) against GDI but the only GDI units at your disposal are two Medium Tanks and a Rocket Launcher, otherwise your MCV is Nod and you'll spend most of the mission controlling a Nod force.



* DeadlyGas: Used by Nod Chemical Warriors and the campaign-exclusive Nod Chemical Hovercraft. In the It Came For DTA! missions, capturing an ant hive will cause the Engineer to gas it and the Giant Ants inside.

to:

* DeadlyGas: Used by Nod Chemical Warriors and Warriors, the campaign-exclusive Nod Chemical Hovercraft.Hovercraft and the Experiment Lab-exclusive Chemical Mammoth Tank. In the It Came For DTA! missions, capturing an ant hive will cause the Engineer to gas it and the Giant Ants inside.



* DiscardAndDraw: When a Chrono Tank enters combat mode, it becomes able to attack but permanently loses the ability to teleport and must drive like normal vehicles from that point on.



** Nod Termites and the Soviet Project 941 normally can move underground or underwater, but needs to surface and deploy into a stationary mode to attack.

to:

** Nod Termites and the Soviet Project 941 normally can move underground or underwater, but needs need to surface and deploy into a stationary mode to attack.



* EnemyMine: In the Toxic Diversion campaign, if you get betrayed by GDI, Nod will offer you an alliance against GDI, and you must accept in order to simply survive (if you do not, the final mission ends after 2 minutes in a defeat).



* ItOnlyWorksOnce: A Chrono Tank can only teleport once before permanently entering combat mode and losing this ability.



* MagneticWeapons: Railguns are used by the Allied Chrono Tank, the GDI X-O Powersuit, and Railgun Infantry and the Commander in the Toxic Diversion campaign.

to:

* MagneticWeapons: Railguns are used by the Allied Chrono Tank, the GDI X-O Powersuit, and Railgun Infantry and the Commander in the Toxic Diversion campaign. The Mammoth Tanks in the GDI co-op mission Cloaked Twilight also have railguns in place of their normal cannons.



* NukeEm: All factions except GDI have access to nukes if superweapons are turned on. There's a neutral capturable Missile Silo in the Heart Attack map as well.



* PoisonedWeapons: Nod Chemical Warriors are armed with poison sprayers. Nod Chemical Hovercraft and Soviet Chemical Mammoth Tanks fire shells filled with poison gas. Nod will also frequently throw chemical missiles at you in the Toxic Diversion campaign as well.



** In the final part of the first Toxic Diversion mission, Nod will launch an all out assault on your base which you must survive.

to:

** In the final part of the first Toxic Diversion mission, Nod will launch an all out assault on your base which you must survive. In one of the possible final missions of the same campaign, you'll have to aid your Nod allies in protecting the Temple of Nod for 3 hours from GDI.



* SiegeEngines: GDI Rocket Launchers, Hover MLRS, Missile Cruisers and Aircraft Carriers, Nod Artillery, SSM Launchers and Sea Shadows, Allied Artillery and Cruisers, Soviet V2 Rockets, Missile Subs and the Project 941, all of which outrange most base defences and are good against buildings.

to:

* SiegeEngines: GDI Rocket Launchers, Hover MLRS, Missile Cruisers and Aircraft Carriers, Nod Artillery, Beam Cannons, SSM Launchers and Sea Shadows, Allied Artillery and Cruisers, Soviet V2 Rockets, Missile Subs and the Project 941, all of which outrange most base defences and are good against buildings.



* TeleportSpam: The Allied Chrono Ranger, only available after capturing the Experiment Lab, is capable of teleporting around the map without any cooldown.

to:

* SuperToughness: Both cybernetic heroes are capable of taking far more punishment than normal human infantry can.
* TeleportSpam: The Allied Chrono Ranger, only available after capturing the Experiment Lab, is capable of teleporting around the map without any cooldown. Unlike the standard Chrono Tank, it does not need to lose the ability to teleport in order to attack.
* ThrowDownTheBomblet: No points for guessing the weapon used by GDI and Soviet Grenadiers.



* WorkerUnit: Tiberium Harvesters and Ore Trucks, which harvest tiberium and ore and deliver them to Refineries for procession into money.

to:

* WorkerUnit: Tiberium Harvesters and Ore Trucks, which harvest tiberium and ore and deliver them to Refineries for procession into money.money.
* YouNukeEm: All factions except GDI have access to nukes if superweapons are turned on, except in the Heart Attack skirmish map where GDI can use nukes as well from a neutral capturable Missile Silo. Soviet Demolition Trucks contain nukes, and the SS-22N Launcher unlocked by the Civilian Tech Centers in the Tiber map fire mini-nukes.

Added: 780

Changed: 623

Removed: 133

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* ArbitraryHeadcountLimit: Only one Commando, one Cyborg Prototype, one Tank Destroyer, one M.A.D. Tank one Behemoth, one SSM Launcher or three A-10 Warthogs can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.

to:

* ArbitraryHeadcountLimit: Only one Commando, one Cyborg Prototype, one Tank Destroyer, one M.A.D. Tank Tank, one Behemoth, one SSM Launcher or three A-10 Warthogs can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.



* AwesomePersonnelCarrier: Notably the Allied Phase Transport, exclusive to the River Raid mission, which is invisible, armed with missiles effective against aircraft, and can transport a single infantryman, which is designated to be Tanya in said mission.

to:

* AwesomePersonnelCarrier: Notably the Allied campaign-exclusive Phase Transport, exclusive to the River Raid mission, Tank, which is invisible, armed with missiles effective against aircraft, and can transport a single infantryman, five infantry units, one of which is designated to be Tanya in said mission.the mission River Raid where it's a controllable unit.



* BreathWeapon: Fire Ants can set enemies on fire similar to flamethrowers, due to poorly understood chemical reactions within the ant.

to:

* BoobyTrap: The Allies can plant land mines around their base to blow up unsuspecting attackers.
* BreathWeapon: Fire Ants can set enemies on and Chemical Ants spew their fire similar to flamethrowers, due to poorly understood chemical reactions within the ant.and poison from their mouths.



* DeathFromAbove:: All sides have access to one or two types aircraft that can generally make the enemy's life a living hell if used properly.

to:

* DeathFromAbove:: DeathFromAbove: All sides have access to one or two types aircraft that can generally make the enemy's life a living hell if used properly.



* FrickinLaserBeams: Nod is still a big fan of laser weapons.



* GameMod: Of ''VideoGame/CommandAndConquerTiberianSun'', though it has since become standalone after the original game became abandonware.

to:

* GameMod: Of ''VideoGame/CommandAndConquerTiberianSun'', though it has since become standalone after the original game became abandonware.freeware.



* GlassCannon: Land artillery, Tesla Tanks, Missile Cruisers and Missile Subs can wreck enemy units and buildings from afar but need to be protected due to their low hit points.

to:

* GlassCannon: Land artillery, Chrono Tanks, Tesla Tanks, Missile Cruisers and Missile Subs can wreck enemy units and buildings from afar but need to be protected due to their low hit points.



* KillSat: The GDI Ion Cannon, which is fired from a satellite in orbit.



* JetPack: GDI Jumpjet Infantry have one so they can fly around.

to:

* JetPack: JumpJetPack: The campaign-only GDI Jumpjet Railgun Infantry have one so they can fly around.float over the ground, apparently with a booster backpack.
* KillSat: The GDI Ion Cannon, which is fired from a satellite in orbit.



* MagneticWeapons: Railguns are used by the Allied Chrono Tank, the GDI X-O Powersuit, and the Commander in the Toxic Diversion campaign.

to:

* MagneticWeapons: Railguns are used by the Allied Chrono Tank, the GDI X-O Powersuit, and Railgun Infantry and the Commander in the Toxic Diversion campaign.



* OneHitPolykill: The X-O Powersuit's railgun (which is also used by the Commander in the Toxic Diversion campaign) deals damage to everything between it and its primary target.

to:

* OneHitPolykill: The X-O Powersuit's railgun (which is also used by the Railgun Infantry and Commander in the Toxic Diversion campaign) deals damage to everything between it and its primary target.



* PlayingWithFire: Fire Ants can set enemies on fire similar to flamethrowers, due to poorly understood chemical reactions within the ant.



* PowerfulButInaccurate: Compared to the GDI Ion Cannon, the other factions' nukes affect a bigger radius,

to:

* PowerfulButInaccurate: Compared to the GDI Ion Cannon, the other factions' nukes affect a bigger radius, but have a delay between launch and impact that make it harder to target moving units with them.



** In the final part of the first Toxic Diversion mission, Nod will launch an all out assault on your base which you must survive.



* RayGun: Nod is still a big fan of laser weapons. In addition, the Flak Hovercraft used by them in the Toxic Diversion campaign fire some kind of continuous blue beam.



* StealthBasedMission: The first part of River Raid involves sneaking an invisible Phase Tank carrying Tanya and four Rocket Soldiers past Soviet forces to destroy their power plants.



* StealthyMook: Nod Stealth Tanks, Stealth [=APCs=] and Allied Phase Transports (which can only be seen by stealth detectors if not directly next to another enemy unit), Termites (which can burrow underground) and all Soviet submarines (obviously).

to:

* StealthyMook: Nod Stealth Tanks, Stealth [=APCs=] and Allied Phase Transports Tanks (which can only be seen by stealth detectors if not directly next to another enemy unit), Termites (which can burrow underground) and all Soviet submarines (obviously).



* UnusableEnemyEquipment: Downplayed with Nod Chemical Hovercraft, which mostly appear as enemies in some missions and are only controllable by the player in very limited numbers in some other missions, or if you get lucky from a goodie crate.

to:

* UnusableEnemyEquipment: Downplayed with Nod Chemical Flak Hovercraft, which mostly only appear as enemies in some missions and are only controllable by the player in very limited numbers in some other missions, or if you get lucky from a goodie crate.

Added: 982

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* ActionBomb: Soviet MAD Tanks, Demolition Trucks and Sea Mines. Step 1: Get close to the enemy. Step 2: Detonate. Survival is optional.

to:

* ActionBomb: Soviet MAD M.A.D. Tanks, Demolition Trucks and Sea Mines. Step 1: Get close to the enemy. Step 2: Detonate. Survival is optional.



* ArbitraryHeadcountLimit: Only one Commando, one Cyborg Prototype, one Tank Destroyer, one Behemoth, one SSM Launcher or three A-10 Warthogs can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.

to:

* ArbitraryHeadcountLimit: Only one Commando, one Cyborg Prototype, one Tank Destroyer, one M.A.D. Tank one Behemoth, one SSM Launcher or three A-10 Warthogs can be built at a time, despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.



* AuthorityEqualsAsskicking: The Commander in the Toxic Diversion campaign is fairly durable (by infantry standards) and is equipped with a very strong railgun (the same type used by the X-O Powersuit). The Queen Ant is the most powerful Giant Ant out there.



* CivilWarcraft: In The Experiment Lab co-op mission, you're free to choose your side, so this trope will be played straight if at least a player selects Nod.

to:

* CivilWarcraft: In The Experiment Lab co-op mission, you're free to choose your side, so this trope will be played straight if at least a player selects Nod.Nod (the same side as the enemy).



* CreatorCameo: In the Deceptive Wonderland skirmish map, there's a unique tech building called Rampastring's Next-Generation Modding HQ.

to:

* CreatorCameo: In the Deceptive Wonderland skirmish map, there's a unique tech building called Rampastring's Next-Generation Modding HQ.HQ, named after a co-creator of the mod.



* DeathFromAbove:: All sides have access to one or two types aircraft that can generally make the enemy's life a living hell if used properly.



* EarthquakeMachine: When deployed, a MAD Tank unleashes an earthquake capable of devastating vehicles and structures.

to:

* EarthquakeMachine: When deployed, a MAD M.A.D. Tank unleashes an earthquake capable of devastating vehicles and structures.



* GameMod: Of ''VideoGame/CommandAndConquerTiberianSun'', though it has since become standalone after the original game became abandonware.



* GlassCannon: Land artillery, Missile Cruisers and Missile Subs can wreck enemy units and buildings from afar but need to be protected due to their low hit points.

to:

* GlassCannon: Land artillery, Tesla Tanks, Missile Cruisers and Missile Subs can wreck enemy units and buildings from afar but need to be protected due to their low hit points.



* MookMaker: The Civil Naval Yards in the skirmish map Tiber constantly spawn Civil Gunboats, hostile to all players, until destroyed. Ant nests in the 'It Came For DTA!' missions also constantly spam all kinds of Giant Ants until captured (gassed) by an Engineer.

to:

* MookMaker: The Civil Naval Yards in the skirmish map Tiber constantly spawn Civil Gunboats, hostile to all players, until destroyed. Ant nests in the 'It It Came For DTA!' DTA! missions also constantly spam all kinds of Giant Ants until captured (gassed) by an Engineer.



* PowerfulButInaccurate: Compared to the GDI Ion Cannon, the other factions' nukes affect a bigger radius,



* The GDI mission Under Siege II, as its name would indicate, is a remake of the Nod mission Under Siege from ''Tiberian Dawn''.
* The It Came From Red Alert! campaign is remade from the Giant Ant campaign of the same name in ''Red Alert: Counterstrike''.

to:

* ** The GDI mission Under Siege II, as its name would indicate, is a remake of the Nod mission Under Siege from ''Tiberian Dawn''.
* ** The It Came From Red Alert! campaign is remade from the Giant Ant campaign of the same name in ''Red Alert: Counterstrike''.



* SeeTheInvisible: Deployed Mobile Sensor Arrays, Laser Corvettes, Frigates and Aircraft Carriers are capable of detecting enemy invisible and subterranean units in a radius around them.



* SilentProtagonist: The Commander unit representing yourself in the Toxic Diversion campaign, which appears in the first two missions, is not voiced.



* TrueSight: Deployed Mobile Sensor Arrays, Laser Corvettes, Frigates and Aircraft Carriers are capable of detecting enemy invisible and subterranean units in a radius around them.

Added: 3096

Changed: 1956

Removed: 102

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* EleventhHourRanger: In the Soviet campaign Creeping Destruction, the Behemoth epic unit only joins your rank and becomes useable in the final mission Retribution.



* AwesomePersonnelCarrier: Notably the campaign-exclusive Allied Phase Transport, which is invisible, armed with missiles effective against aircraft, and can transport a single infantryman. It is designed to be used in combination with Tanya in the mission River Raid.

to:

* AwesomePersonnelCarrier: Notably the campaign-exclusive Allied Phase Transport, exclusive to the River Raid mission, which is invisible, armed with missiles effective against aircraft, and can transport a single infantryman. It infantryman, which is designed designated to be used in combination with Tanya in the mission River Raid.said mission.



* CivilWarcraft: In The Experiment Lab co-op mission, you're free to choose your side, so this trope will be played straight if at least a player selects Nod.
* ColorCodedArmies: In the campaign, the default colours for each side are gold for GDI, blue for the Allies, red for Nod and the Soviets. In the Creeping Destruction campaign, where most missions are Soviets vs Nod, the Nod forces are coloured metallic instead of red.



* EscortMission: In the 7th Creeping Destruction mission Flight Through the Wasteland, you have to escort yourself (represented by a Mobile HQ unit) through a desert controlled by Nod.



* FalseFlagOperation: The Nod co-op mission Disguised Manipulation. You're tasked with hijacking a few GDI A-10 Warthogs and using them to bomb a nearby civilian shopping centre, causing the local population to become furious towards GDI.



* FragileSpeedster: GDI Hum-Vees, Nod Buggies, Recon Bikes, Light Tanks, Stealth Tanks and Scarab Speedboats, Allied Rangers, Light Tanks and Chrono Rangers. They are designed to be fast harassers not so capable of receiving damage.

to:

* FragileSpeedster: GDI Hum-Vees, Nod Buggies, Recon Bikes, Light Tanks, Stealth Tanks and Scarab Speedboats, Allied Rangers, Light Tanks and Chrono Rangers.Rangers, and all aircraft. They are designed to be fast harassers not so capable of receiving damage.



* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Tank Destroyer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Prototype hero.

to:

* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Tank Destroyer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Prototype hero. In singleplayer missions, there are additionally the Commander (the PlayerCharacter that appears in some missions in the Toxic Diversion campaign), the Mobile HQ (which represents the PlayerCharacter of the Creeping Destruction campaign in its 7th mission), Stavros and the Queen Ant (who leads the Allied taskforce and the Giant Ants respectively in the final It Came From Red Alert! campaign).



* InsectQueen: The Queen Ant, which is found deep inside the main Giant Ant hill (which is unsurprisingly filled with her offspring), in a room full of larvae and guarded by Warrior Ants.



* KillSat: The GDI Ion Cannon, which is fired from a satellite in orbit.



* LargeAndInCharge: The Queen Ant is easily the biggest Giant Ant around.



* MagneticWeapons: Railguns are used by the Allied Chrono Tank, the GDI X-O Powersuit, and the Commander in the Toxic Diversion campaign.



* OneHitPolykill: The X-O Powersuit's railgun deals damage to everything between it and its primary target.

to:

* OneHitPolykill: The X-O Powersuit's railgun (which is also used by the Commander in the Toxic Diversion campaign) deals damage to everything between it and its primary target.



* TheParalyzer: Microwave Tanks overload the electronics of the target vehicle or structure and anything directly adjacent to the target, rendering them completely helpless for as long as the Microwave keeps firing at it.



** The 6th Creeping Destruction mission involves protecting the Forward Command Center for 70 minutes.



** The co-op mission Freezingly Desperate Grip tasks a team of three players with protecting the Chronosphere for 71 minutes.
** The 6th Creeping Destruction mission A Truly Desperate Grip involves protecting the Forward Command Center for 70 minutes.



* RemixedLevel: The 'It Came From Red Alert!' campaign is remade from the Giant Ant campaign of the same name in ''Red Alert''.
* ShockAndAwe: Tesla Ants can generate an electric current to discharge at enemies.
* SeparateButIdentical: The three types of basic infantry (Minigunner/Rifle Infantry, Rocket Soldier, Engineer) and harvesters used by all four factions differ from each other only by the cameo, taken from the game where their faction came from, the name (in case of ''TD'' Minigunners and ''RA'' Rifle Infantry; and ''TD'' Tiberium Harvesters and ''RA'' Ore Trucks) and the voiceover, otherwise the versions used by different sides are all functionally identical. While the advanced infantry and vehicles usually avert this trope, there are still some notable examples: Allied and Nod Light Tanks, Soviet and Nod Flamethrowers, GDI and Soviet Mammoth Tanks, GDI and Allied Medium Tanks (where both units look the same but are slightly different gameplay-wise), GDI and Soviet Grenadiers, Allied and Nod Artillery, GDI and Allied [=APCs=], and all factions' Mobile Sensor Arrays and Chinook Transports (where there's no cosmetic nor functional difference at all).

to:

* RemixedLevel: RemixedLevel:
*
The 'It GDI mission Under Siege II, as its name would indicate, is a remake of the Nod mission Under Siege from ''Tiberian Dawn''.
* The It
Came From Red Alert!' Alert! campaign is remade from the Giant Ant campaign of the same name in ''Red Alert''.
Alert: Counterstrike''.
* ShockAndAwe: Tesla Ants and the Queen Ant can generate an electric current to discharge at enemies.
* SeparateButIdentical: The three types of basic infantry (Minigunner/Rifle Infantry, Rocket Soldier, Engineer) and harvesters used by all four factions differ from each other only by the cameo, taken from the game where their faction came from, the name (in case of ''TD'' Minigunners and ''RA'' Rifle Infantry; and ''TD'' Tiberium Harvesters and ''RA'' Ore Trucks) and the voiceover, otherwise the versions used by different sides are all functionally identical. While the advanced infantry and vehicles usually avert this trope, there are still some notable examples: Allied and Nod Light Tanks, Soviet and Nod Flamethrowers, GDI and Soviet Mammoth Tanks, GDI and Allied Medium Tanks (where both units look the same but are slightly different gameplay-wise), all Repair Ships (which all look differently but are identical gameplay-wise), GDI and Soviet Grenadiers, Allied and Nod Artillery, GDI and Allied [=APCs=], and all factions' Mobile Sensor Arrays and Chinook Transports (where there's no cosmetic nor functional difference at all).



* StartingUnits: All players start with an MCV, but building another one will take some time.

to:

* StartingUnits: All players start with an MCV, but building another one will take some time.time; except in Survivor mode, where the MCV is replaced by a Mobile HQ that can never be replaced, and whose loss equals being eliminated from the game.

Added: 626

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* ArbitraryHeadcountLimit: Only one Tank Destroyer, one Behemoth, one SSM Launcher or three A-10 Warthogs can be built at a time, even if they can't be considered heroes at all. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.

to:

* ArbitraryHeadcountLimit: Only one Commando, one Cyborg Prototype, one Tank Destroyer, one Behemoth, one SSM Launcher or three A-10 Warthogs can be built at a time, even if they can't be considered heroes at all.despite being not one-of-a-kind in the lore. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.



* BugWar: The 'It Came For DTA!' co-op missions, which put you against the Giant Ants.

to:

* BugWar: The 'It Came From Red Alert!' campaign and 'It Came For DTA!' co-op missions, which put you against the Giant Ants.



* DefenselessTransports: Soviet Heavy [=APCs=] and Nod Stealth [=APCs=] have no weapons to defend themselves.

to:

* DefenselessTransports: Chinook Transports, Soviet Heavy [=APCs=] and Nod Stealth [=APCs=] have no weapons to defend themselves.



* HealThyself: The Cyborg Prototype and Volkov (at elite rank) can heal themselves when standing on a tiberium, ore or gem field.



* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Tank Destroyer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Commando.

to:

* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Tank Destroyer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Commando.Prototype hero.


Added DiffLines:

* LimitedLoadout: All aircraft except the unarmed Transports only have a limited amount of ammunition and must reload at an airpad once it runs out.


Added DiffLines:

* MultipleLifeBars: When a Cyborg Prototype's health bar is depleted, he's given a second chance, losing his legs but healing a small amount of HP. While the Cyborg Prototype can self heal, lost legs can never be restored.


Added DiffLines:

* RemixedLevel: The 'It Came From Red Alert!' campaign is remade from the Giant Ant campaign of the same name in ''Red Alert''.

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* ArbitraryHeadcountLimit: Only one Phase Transport, one Behemoth, one SSM Launcher or three A-10 Warthogs can be built at a time, even if they can't be considered heroes at all. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.
* AwesomePersonnelCarrier: Notably the Allied Phase Transport, which is invisible, armed with missiles effective against aircraft, and can transport a single infantryman with Tanya as a popular choice.

to:

* ArbitraryHeadcountLimit: Only one Phase Transport, Tank Destroyer, one Behemoth, one SSM Launcher or three A-10 Warthogs can be built at a time, even if they can't be considered heroes at all. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.
* ArbitraryMinimumRange: Land artillery and the Behemoth have a minimum range which means that destroying them is going to be easy if you get close enough and these vehicles have nothing defending them.
* AwesomePersonnelCarrier: Notably the campaign-exclusive Allied Phase Transport, which is invisible, armed with missiles effective against aircraft, and can transport a single infantryman infantryman. It is designed to be used in combination with Tanya as a popular choice.in the mission River Raid.



* DefogOfWar: Infiltrating an enemy radar will reveal shroud around all units and structures of the player that owns the radar you infiltrated.



* DroneDeployer: The Aircraft Carrier attacks by sending drones to bombard enemy units from afar.

to:

* DroneDeployer: The Aircraft Carrier attacks and Ekranoplan attack by sending drones to bombard enemy units from afar.



* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Commando.

to:

* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Allies have the Tank Destroyer, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Commando.



* JackOfAllStats: A Behemoth can take on just about anything (even aircraft) if handled properly.

to:

* JackOfAllStats: A Behemoth or SSM Launcher can take on just about anything (even aircraft) if handled properly.



* MookMedic: Allied Medics and Nod Mobile Repair Vehicles, which can heal infantry and repair vehicles, respectively.

to:

* MookMedic: Allied Medics and Nod Mobile Repair Vehicles, which can heal infantry and repair vehicles, respectively. In Enhanced mode, all factions have access to mobile repair ships.
* NintendoHard: You have been warned. This mod is ''difficult'' to the point that most players who played the tutorial have actually died in it; and that's before getting into the harder missions like the later part of the Creeping Destruction campaign.



* OneHitKill: Any infantry mauled by an Attack Dog is instantly killed. Commandos and Tanya can instantly blow up buildings with a [=C4=] charge if they can get close to plant it.

to:

* OneHitKill: Any infantry mauled by an Attack Dog is instantly killed. Commandos and Tanya can instantly blow up buildings with a [=C4=] charge if they can get close to plant it. The Tank Destroyer is capable of destroying most vehicles in a single shot while staying out of their firing range, except the most heavily-armoured ones.


Added DiffLines:

* OneManArmy: Volkov and the Cyborg Prototype (and to a lesser extent, Tanya and the GDI Commando) can wreak a lot of havoc when well-used and easily make up for their cost in kills.

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* AdaptedOut: Due to the limitations of the ''Tiberian Sun'' engine, some units from ''Red Alert'' had to be removed: the Allies lost Spies, Thieves, Field Mechanics, Radar Jammers and both types of Gap Generators, the Soviets lost Chitzkoi, the Hind and the Iron Curtain, and both factions lost the Minelayers.

to:

* AdaptedOut: Due to the limitations of the ''Tiberian Sun'' engine, some units from ''Red Alert'' had to be removed: the Allies lost Spies, Thieves, Field Mechanics, Radar Jammers and both types of Gap Generators, the Soviets lost Chitzkoi, the Hind and the Iron Curtain, and both factions lost the Minelayers.



* ArbitraryHeadcountLimit: Only one Phase Transport, one SSM Launcher or three A-10 Warthogs can be built at a time, even if they can't be considered heroes at all. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.

to:

* ArbitraryHeadcountLimit: Only one Phase Transport, one Behemoth, one SSM Launcher or three A-10 Warthogs can be built at a time, even if they can't be considered heroes at all. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.



* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Soviets receive the Project 941, and Nod replaces the vanilla Commando with a Cyborg Commando.

to:

* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Soviets receive the Behemoth and Project 941, and Nod replaces the vanilla Commando with a Cyborg Commando.



* JackOfAllStats: A Behemoth can take on just about anything (even aircraft) if handled properly.



* UnusableEnemyEquipment: Nod Chemical Hovercraft only appear as enemies in some missions and are never controllable by the player.

to:

* UnusableEnemyEquipment: Downplayed with Nod Chemical Hovercraft only Hovercraft, which mostly appear as enemies in some missions and are never only controllable by the player.player in very limited numbers in some other missions, or if you get lucky from a goodie crate.

Added: 770

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* ActionGirl: Tanya is still one in the game.



* BeastOfBattle: In the third Toxic Diversion mission, Nod might send some Visceroids (which are normally uncontrollable hostile wild 'animals') against you.



* CreatorCameo: In the Deceptive Wonderland skirmish map, there's a unique tech building called Rampastring's Next-Generation Modding HQ.



* DeadlyGas: Used by Nod Chemical Warriors and the campaign-exclusive Nod Chemical Hovercraft.

to:

* DeadlyGas: Used by Nod Chemical Warriors and the campaign-exclusive Nod Chemical Hovercraft. In the It Came For DTA! missions, capturing an ant hive will cause the Engineer to gas it and the Giant Ants inside.



** The GDI Aircraft Carrier can deploy to exchange its mobility for the abilities to reload friendly aircraft and detect stealthed enemies, although it can attack in both forms.

to:

** The GDI Aircraft Carrier can deploy deploy, being unable to exchange its mobility move or attack for the abilities to reload friendly aircraft and detect stealthed enemies, although it can attack in both forms.enemies.



* FragileSpeedster: GDI Hum-Vees, Nod Buggies, Recon Bikes, Light Tanks and Stealth Tanks, Allied Rangers, Light Tanks and Chrono Rangers. They are designed to be fast harassers not so capable of receiving damage.

to:

* FragileSpeedster: GDI Hum-Vees, Nod Buggies, Recon Bikes, Light Tanks, Stealth Tanks and Stealth Tanks, Scarab Speedboats, Allied Rangers, Light Tanks and Chrono Rangers. They are designed to be fast harassers not so capable of receiving damage.



* GunsAkimbo: Tanya dual wields two pistols.



* MookMaker: The Civil Naval Yards in the skirmish map Tiber constantly spawn Civil Gunboats, hostile to all players, until destroyed.

to:

* MookMaker: The Civil Naval Yards in the skirmish map Tiber constantly spawn Civil Gunboats, hostile to all players, until destroyed. Ant nests in the 'It Came For DTA!' missions also constantly spam all kinds of Giant Ants until captured (gassed) by an Engineer.



* ProtectionMission: The 6th Creeping Destruction mission involves protecting the Forward Command Center for 70 minutes.

to:

* ProtectionMission: ProtectionMission:
**
The 6th Creeping Destruction mission involves protecting the Forward Command Center for 70 minutes.minutes.
** Desperate Grip, where you have to protect your base for an hour and a half.
** Chrono Hazard, whose second part involves defending the Chronosphere while trying to defeat the enemy.
** It Came For DTA! II, where three players must defend a city against an endless swarm of Giant Ants.



* SeparateButIdentical: The three types of basic infantry (Minigunner/Rifle Infantry, Rocket Soldier, Engineer) and harvesters used by all four factions differ from each other only by the cameo, taken from the game where their faction came from, and the name (in case of ''TD'' Minigunners and ''RA'' Rifle Infantry; and ''TD'' Tiberium Harvesters and ''RA'' Ore Trucks), otherwise the versions used by different sides are all functionally identical. While the advanced infantry and vehicles usually avert this trope, there are still some notable examples: Allied and Nod Light Tanks, Soviet and Nod Flamethrowers, GDI and Soviet Mammoth Tanks (both versions look identical but have slightly different stats), GDI and Allied Medium Tanks (the only difference is that the Allied version is higher on the tech tree but cheaper), GDI and Soviet Grenadiers, Allied and Nod Artillery, GDI and Allied [=APCs=], and all factions' Mobile Sensor Arrays and Transports (where there's no cosmetic nor functional difference at all).

to:

* SeparateButIdentical: The three types of basic infantry (Minigunner/Rifle Infantry, Rocket Soldier, Engineer) and harvesters used by all four factions differ from each other only by the cameo, taken from the game where their faction came from, and the name (in case of ''TD'' Minigunners and ''RA'' Rifle Infantry; and ''TD'' Tiberium Harvesters and ''RA'' Ore Trucks), Trucks) and the voiceover, otherwise the versions used by different sides are all functionally identical. While the advanced infantry and vehicles usually avert this trope, there are still some notable examples: Allied and Nod Light Tanks, Soviet and Nod Flamethrowers, GDI and Soviet Mammoth Tanks (both versions look identical but have slightly different stats), Tanks, GDI and Allied Medium Tanks (the only difference is that (where both units look the Allied version is higher on the tech tree same but cheaper), are slightly different gameplay-wise), GDI and Soviet Grenadiers, Allied and Nod Artillery, GDI and Allied [=APCs=], and all factions' Mobile Sensor Arrays and Chinook Transports (where there's no cosmetic nor functional difference at all).



* TrueSight: Deployed Mobile Sensor Arrays and Aircraft Carriers are capable of detecting enemy invisible and subterranean units in a radius around them.

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* TrueSight: Deployed Mobile Sensor Arrays Arrays, Laser Corvettes, Frigates and Aircraft Carriers are capable of detecting enemy invisible and subterranean units in a radius around them.

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''Dawn of the Tiberium Age'' is a mod for ''VideoGame/CommandAndConquerTiberianSun'' that converts the game to a CrossOver between ''VideoGame/CommandAndConquerTiberianDawn'' and ''VideoGame/CommandAndConquerRedAlert''. The mod aims to stay as close as possible to the gameplay of the original games, with balancing fixes and gameplay improvements, while using the slightly more advanced modding and gameplay capabilities of the ''Tiberian Sun'' engine. All factions from ''Tiberian Dawn'' and ''Red Alert'' are playable, so you're able to for example have matches between Nod and Soviet or mix it up however you like.

The mod can be downloaded from its Mod DB profile [[http://www.moddb.com/mods/the-dawn-of-the-tiberium-age here]] and the official forum can be found [[http://www.ppmforums.com/index.php?f=504 here]]. Since ''Tiberian Sun'' has been released as abandonware, you don't require anything but the mod itself to be able to play: the vanilla game is not needed.

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!! This game contains examples of:

* ActionBomb: Soviet MAD Tanks, Demolition Trucks and Sea Mines. Step 1: Get close to the enemy. Step 2: Detonate. Survival is optional.
* AdaptationalExpansion: In Enhanced mode, all factions receive a few new units, including a navy for GDI and Nod (so they could fight the Allies and Soviets on equal footing in naval maps) and two new versions of Giant Ants.
* AdaptedOut: Due to the limitations of the ''Tiberian Sun'' engine, some units from ''Red Alert'' had to be removed: the Allies lost Spies, Thieves, Field Mechanics, Radar Jammers and both types of Gap Generators, the Soviets lost Chitzkoi, the Hind and the Iron Curtain, and both factions lost the Minelayers.
* AllYourBaseAreBelongToUs: An engineer raid can easily see half your enemy's base fall to you in one fell swoop.
* AmphibiousAutomobile: The neutral Transports and the campaign-exclusive GDI Hover MLRS and Nod Chemical Hovercraft can float over land and water alike.
* AngryGuardDog: Soviet Attack Dogs are able to maul infantry to death.
* ArbitraryHeadcountLimit: Only one Phase Transport, one SSM Launcher or three A-10 Warthogs can be built at a time, even if they can't be considered heroes at all. Chrono Tanks in teleport mode are also limited to one at a time, and a new Chrono Tank can only be built when there's no existing Chrono Tank still in teleport mode.
* AwesomePersonnelCarrier: Notably the Allied Phase Transport, which is invisible, armed with missiles effective against aircraft, and can transport a single infantryman with Tanya as a popular choice.
* BigCreepyCrawlies: All of the Giant Ants are as big as a light tank.
* BlobMonster: A Visceroid is essentially a single, massive cell, conducting locomotion via pseudopods.
* BonusBoss: Rampastring's Next-Generation Modding HQ in the skirmish map Deceptive Wonderland. It is guarded by four Obelisks of Brightness that act as a stronger version of the Nod Obelisk of Light that can fire on aircraft, are not outranged by artillery, and spawn an Aircraft Carrier when destroyed. Destroying all four of them will cost a fair amount of money and isn't necessary to win the game; if you do you'll be able to capture the Modding HQ which grants 13000 points of power.
* BreathWeapon: Fire Ants can set enemies on fire similar to flamethrowers, due to poorly understood chemical reactions within the ant.
* BugWar: The 'It Came For DTA!' co-op missions, which put you against the Giant Ants.
* CrossOver: Gameplay-wise, all factions from ''Tiberian Dawn'' and ''Red Alert'' are playable, so there could be GDI and Allies vs Nod and Soviet matches or any other possible combination.
* {{Cyborg}}: Volkov, the cybernetic Hero of the Soviet Union. Another serves as Nod's HeroUnit in Enhanced mode.
* DeadlyGas: Used by Nod Chemical Warriors and the campaign-exclusive Nod Chemical Hovercraft.
* DefenselessTransports: Soviet Heavy [=APCs=] and Nod Stealth [=APCs=] have no weapons to defend themselves.
* DemotedToExtra: The Allied Chronosphere and the Transports of both ''Red Alert'' factions. Both of them used to be regular buildable units the original game, and, despite not being properly supported by the ''Tiberian Sun'' engine, survive in DTA but are no longer buildable and a lot less important: the Transports appear in some maps as a 'public transport' for infantry, and the Chronosphere only appears as an objective in some missions.
* DroneDeployer: The Aircraft Carrier attacks by sending drones to bombard enemy units from afar.
* DualModeUnit:
** Mobile Sensor Arrays need to deploy into an immobile mode to work.
** Nod Termites and the Soviet Project 941 normally can move underground or underwater, but needs to surface and deploy into a stationary mode to attack.
** The GDI Aircraft Carrier can deploy to exchange its mobility for the abilities to reload friendly aircraft and detect stealthed enemies, although it can attack in both forms.
** The Nod Laser Corvette can deploy to increase its range, turn itself invisible and become able to detect invisible enemies but cannot move in this state. Similarly, Allied Frigates can also change into an immobile form to activate their sensor arrays.
** Allied Chrono Tanks start in teleport mode when first built, in which they can teleport across the map but cannot attack until permanently changing into combat mode, after which they can attack but irreversibly lose the ability to teleport.
* EarthquakeMachine: When deployed, a MAD Tank unleashes an earthquake capable of devastating vehicles and structures.
* EnemyExchangeProgram: Standard for VideoGame/CommandAndConquer games, you can use Engineers to capture enemy buildings and train their units. Nod Hijackers can do this to a lesser degree by entering and hijacking enemy vehicles.
* TheEngineer: Engineers can repair bridges, friendly buildings and capture enemy buildings.
* FactionCalculus: GDI (Balanced), Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse).
* FireBreathingWeapon: Used by Nod Flamethrowers and Flame Tanks as well as Soviet Flamethrowers and Flame Towers.
* FixedForwardFacingWeapon: Most artillery don't have a turret and must turn the whole vehicle to aim at different enemies.
* FragileSpeedster: GDI Hum-Vees, Nod Buggies, Recon Bikes, Light Tanks and Stealth Tanks, Allied Rangers, Light Tanks and Chrono Rangers. They are designed to be fast harassers not so capable of receiving damage.
* FrickinLaserBeams: Nod is still a big fan of laser weapons.
* FusionDance: Two weak and harmless baby Visceroids can merge to form a bigger and much more dangerous adult Visceroid.
* GasMaskMooks: Chemical Warriors kind of need these to protect themselves from their own weapons.
* GlassCannon: Land artillery, Missile Cruisers and Missile Subs can wreck enemy units and buildings from afar but need to be protected due to their low hit points.
* HeroMustSurvive: In missions where you feature as a controllable unit (as the Commander in the first two Toxic Diversion missions, or the Mobile HQ in the 7th Creeping Destruction mission), letting yourself get killed results in an automatic Game Over.
* HeroUnit: In classic mode, GDI and Nod have the Commando, the Allies have Tanya, and the Soviets have Volkov. In Enhanced mode, GDI receives the X-O Powersuit, the Soviets receive the Project 941, and Nod replaces the vanilla Commando with a Cyborg Commando.
* HitAndRunTactics: Many Nod units fit this role due to exceptional speed, light armour and respectable damage.
* ItOnlyWorksOnce: A Chrono Tank can only teleport once before permanently entering combat mode and losing this ability.
* JetPack: GDI Jumpjet Infantry have one so they can fly around.
* LightningGun: Soviet Tesla Coils, Shock Troopers and Tesla Tanks are capable of discharging bolts of electricity effective against all ground units.
* MacrossMissileMassacre: The Soviet Project 941 is capable of launching a barrage of missiles once deployed.
* MiniMecha: The GDI X-O Powersuit is a walker twice as tall as a human.
* MobileFactory: The MCV's purpose is to build other structures.
* MolotovTruck: Demolition Trucks, which are used by the ''Red Alert'' factions, contain ''nukes''.
* MookMaker: The Civil Naval Yards in the skirmish map Tiber constantly spawn Civil Gunboats, hostile to all players, until destroyed.
* MookMedic: Allied Medics and Nod Mobile Repair Vehicles, which can heal infantry and repair vehicles, respectively.
* NoExperiencePointsForMedic: Units only gain experience by killing enemies, so unarmed support units can never be promoted.
* NukeEm: All factions except GDI have access to nukes if superweapons are turned on. There's a neutral capturable Missile Silo in the Heart Attack map as well.
* OneHitKill: Any infantry mauled by an Attack Dog is instantly killed. Commandos and Tanya can instantly blow up buildings with a [=C4=] charge if they can get close to plant it.
* OneHitPolykill: The X-O Powersuit's railgun deals damage to everything between it and its primary target.
* PoisonousPerson: Visceroids and Chemical Ants can expel a highly concentrated stream of poisonous gas at enemies.
* ProtectionMission: The 6th Creeping Destruction mission involves protecting the Forward Command Center for 70 minutes.
* RecursiveAmmo: Nod Sea Shadows fire a cluster missile that fragments into many sub-munitions over its target.
* ShockAndAwe: Tesla Ants can generate an electric current to discharge at enemies.
* SeparateButIdentical: The three types of basic infantry (Minigunner/Rifle Infantry, Rocket Soldier, Engineer) and harvesters used by all four factions differ from each other only by the cameo, taken from the game where their faction came from, and the name (in case of ''TD'' Minigunners and ''RA'' Rifle Infantry; and ''TD'' Tiberium Harvesters and ''RA'' Ore Trucks), otherwise the versions used by different sides are all functionally identical. While the advanced infantry and vehicles usually avert this trope, there are still some notable examples: Allied and Nod Light Tanks, Soviet and Nod Flamethrowers, GDI and Soviet Mammoth Tanks (both versions look identical but have slightly different stats), GDI and Allied Medium Tanks (the only difference is that the Allied version is higher on the tech tree but cheaper), GDI and Soviet Grenadiers, Allied and Nod Artillery, GDI and Allied [=APCs=], and all factions' Mobile Sensor Arrays and Transports (where there's no cosmetic nor functional difference at all).
* SiegeEngines: GDI Rocket Launchers, Hover MLRS, Missile Cruisers and Aircraft Carriers, Nod Artillery, SSM Launchers and Sea Shadows, Allied Artillery and Cruisers, Soviet V2 Rockets, Missile Subs and the Project 941, all of which outrange most base defences and are good against buildings.
* SniperRifle: The Commando and Volkov use one to kill enemy infantry from afar.
* SpawnBroodling: A soldier that falls victim to an adult Visceroid will become a baby Visceroid.
* StartingUnits: All players start with an MCV, but building another one will take some time.
* StealthyColossus: The Soviet Project 941, a capital submarine that is submerged when not firing.
* StealthyMook: Nod Stealth Tanks, Stealth [=APCs=] and Allied Phase Transports (which can only be seen by stealth detectors if not directly next to another enemy unit), Termites (which can burrow underground) and all Soviet submarines (obviously).
* StockDinosaurs: ''T. rex'', ''Velociraptor'' (actually an ''Utahraptor''), ''Stegosaurus'' and ''Triceratops'' appear as neutral units in some maps.
* StoneWall: Harvesters are unarmed but capable of taking a beating before going down.
* TeleportSpam: The Allied Chrono Ranger, only available after capturing the Experiment Lab, is capable of teleporting around the map without any cooldown.
* TrueSight: Deployed Mobile Sensor Arrays and Aircraft Carriers are capable of detecting enemy invisible and subterranean units in a radius around them.
* TyrannosaurusRex: Appear as neutral units in some maps.
* UnusableEnemyEquipment: Nod Chemical Hovercraft only appear as enemies in some missions and are never controllable by the player.
* WorkerUnit: Tiberium Harvesters and Ore Trucks, which harvest tiberium and ore and deliver them to Refineries for procession into money.

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