 |
 |
|
 |
Please make a donation to us. People who donate $10 Dollars or more get Moderator status on all our Servers!!!
All donators get acces to our modforum, and will be listed in our Donators list, both on forum, and in the servers.
The higher your donation, the higher your status will be!
| What is Renegade Nitro mod? |
 |
 | DOWNLOAD |  |
 | Welcome to the Renegade Nitro encyclopedia!
This database has been created for you to find out everything you need/want to know about the mod. If you have any questions about the mod, which weren't answered in the encyclopedia, please feel free to ask around at the forums.
So, what is Renegade Nitro exactly? Renegade Nitro is a modification of Command & Conquer Renegade™. It sets the scene for what happened between Command & Conquer™ and Command & Conquer Tiberian Sun™, picking the story back up just after Renegade ended.
Renegade Nitro has more infantry and vehicles to choose from than normal Renegade. Also some of the buildings have changed, and new buildings were added. The gameplay remains basically the same though; destroy the enemy base. But in Renegade Nitro, there is more ways on how to do that, and on how to protect your own base.
In Renegade Nitro, we sought to find a good mix between C&C Dawn, and C&C Tiberian Sun.
Also, we have fixed some of the (in our eyes) mistakes in the original Renegade. Some examples: - All purchasable mutants are now actually tiberium prove. - The same with the Prototype Assaultsuits, which protect against tiberium as long as they have armor. - The Technicians now spawn with 6 mines and not 5, so you do not need to refil for it to have 6. - For most vehicles we used a different (sometimes a beta) model so it comes closer to C&C Dawn. There is a lot more, you will have to see for yourself.
We made many more characters, but took out a lot of the "special characters". This to get rid of the "Disney effect" which we think has turned Renegade multiplay more into a cartoon than into C&C Dawn universe in 3D. C&C Dawn had a more militaristic experience, and so did C&C Tiberian Sun, but with a scifi flavor. In Nitro, we sought to combine those two in a nice semi mix, really giving you the feeling you have landed in between the two storylines.
Renegade Nitro comes with an amazing music score. We looked for music that fits the gameplay, like it has done with all the previous C&C games.
We have chosen for music that comes closest to the Tiberian Sun style. Together, over 4 hours of Command & Conquer like music is in there!! This music will be played only in the official Nitro server, hosted by Renz0r Gaming. Go check it out, and be amazed!
We changed the Purchase Terminal (PT) Icons to something much more appealing to the eye, especially the eyes of a C&C Dawn fan. The Vehicle PT screen has as many C&C Dawn renders as we could find. When none was found/made we looked for an alternative. In the end we hope many agree with us we succeeded in giving them a C&C Dawn feel.
The infantry PT changed somewhat differently. As there are a lot more soldiers in Nitro than there were in C&C Dawn, and because there aren't many "high detail" infantry renders available, we chose to do something different. We took a different approach. The infantry icons will show you a picture of the infantry that you can purchase, but also some more information about the weapon(s) and what happens if they come into contact with Tiberium. These we call the Infantry Attributes Icons, and they are unique in C&C.
In the encyclopedia below you can read which Icon means what.
This is the Maplist:
C&C_NitroBigWalls
C&C_NitroBunkers
C&C_NitroCanyon
C&C_NitroCity
C&C_NitroComplex
C&C_NitroConcave
C&C_NitroDamm
C&C_NitroDivided
C&C_NitroFacility
C&C_NitroField
C&C_NitroForgotten_Town
C&C_NitroGlacier
C&C_NitroGobi
C&C_NitroHourglass
C&C_NitroIslands
C&C_NitroMesa
C&C_NitroMetro
C&C_NitroMines
C&C_NitroPacfic
C&C_NitroPowerglide
C&C_NitroRampage
C&C_NitroSand
C&C_NitroSiege
C&C_NitroTobruk
C&C_NitroTropics
C&C_NitroUnder
C&C_NitroUnderpass
C&C_NitroUphill
C&C_NitroVolcano
C&C_NitroWalls How to install and play Nitro you can read below.
|  |
|
| How do I install Renegade Nitro mod? |
| Installation: |
 | Installation is simple. Nitro is not a total conversion like APB and Reborn. Installation is way simpler than that. Here's how it works:
First you need to download the zip file containing the Nitro mod. Just click HERE and your download will begin. The file is called Renz0rmod.zip and is 370 MegaBytes in size. It contains 3 files: - Renz0rnitro1.1.pkg - Music.mix - Nitro_Readme.txt
Once the download is completed, you should unzip its entire content to your Renegade Data folder. For example: C:\Westwood\Renegade\Data
If you installed Renegade in a different directory the path will be different. Just make sure its in your data folder.
At this point, you are ready to play Nitro. But you will also still be able to join any other server, without them looking different.
Only if you join the official Nitro server will the modpackage take effect.
How to play Nitro you can read below.
|  |
|
| How do I play Renegade Nitro mod? |
| How to play: |
 | There are many different ways to play Renegade Nitro. I'll start with the online server. Renz0r Gaming hosts the Official Renegade Nitro server, with complete mapcycle and music. Most commonly known ways to join any online Renegade server are through XWIS (former Westwood Online or WOL) and Gamespy Arcade (GSA). You can join the Official Nitro server using these gamebrowsers. The name of the server is Renz0r.net Nitro V1.1 On XWIS you can also find it by hostname. The hostname for the Official server is Renz0r003
If you rather use an IP connect tool, like RenIP or RenConnect, you need the IP and port for the server. The IP and port are as followed: 206.212.248.98:8787
IMPORTANT: Nitro is not (yet) compatible with RenGuard. Please do not run RenGuard when playing on the Official server. You will have no trouble with RenGuard on, and Nitro sitting in your datafolder on any other server. But when you play Nitro online,
RenGuard doesn't like it, and kicks you for "Unknown Files". To disable RenGuard, please start Renegade through Game2.exe For more information about what RenGuard actually is, please read HERE
Next to online gameplay, you can also host your own LAN game, or Online game. This allows you to explore the mod at your own pace, but it will not play the Music.
|  |
|
| What is the Story behind Renegade Nitro? |
| Background: |
 |  |  |
 | Here's what happened after Havoc blew up the Temple in Mission 11 |  |
 | The first Tiberium war was called "officially over" by the United Nations after GDI officials brought out the news that the Temple of Nod was destroyed and Kane was killed. Because of this news, the money flow towards GDI got reduced significantly. GDI high command had not expected this responce to their victory. "With Nod's command center and leader out of the way, there was much less need for the development and production of new militairy hardware, if all that was left to do was mopping up the last remains of the Brotherhood of Nod" so reasoned the Staff of the United Nations. Little did they know about what was actually true.
The Ion Cannon blast that took out the Temple did not destroy it completely, as GDI, in their arrogance tried to convince the press. Word got out from GDI soldiers, who were at the scene, that the Temple had a large underground facility that remained almost completely intact. This, plus the fact that Kane's body was never found,
led to the suggestion that Kane might still be alive.
Because GDI funding got cut for a while, Nod had the chance to grow strong again. GDI urged the UN to return fundings to the old level. They had to come back on their previous statements about Kane, the Temple and the remainder and strength of Nod forces, which put GDI in a bad position. The UN refused to accept the idea that Kane could be alive, eventhough Kane sightings became more common. But eventually the UN had no choice but to open the money stream to GDI, as Nod was growing in strength and numbers. They could not afford Nod to become as powerful as they were again.
The time between the GDI funding cut and when it got restored was almost half a year. It gave Nod the opportunity to grow and rebuild their forces to some extend. Fundings were reinitialized and GDI immediately started reorganizing their forces, revising their strategies and developing new weapon systems. It seemed that the first Tiberium war was not entirely over yet. Now GDI and Nod face eachother in the last showdown, where they proved to be quite an equal match again.
|  |
|
| Building Encyclopedia |
| This section is currently under construction and will be available soon! |
| Weapon Encyclopedia |
This section is currently under construction and will be available soon!
|
| Infantry attributes |
| Tiberium Exposure: |
 | Unit dies when exposed to Tiberium. |
 | Unit heals when exposed to Tiberium. |
 | Unit is (to some extent) resistant to Tiberium exposure. Warning: No resistance against Tiberium based ammunition! |
| Weapon Types: |
 | Primary weapon fires multiple bullets when trigger is pulled. This weapon type is most effective against infantry and light armored vehicles, but may damage heavy armor too. |
 | Primary weapon fires one single bullet when trigger is pulled. This weapon type is most effective against infantry and light armored vehicles. |
 | Primary weapon fires shotgun shells. This weapon type is very effective against infantry and light armored vehicles, but has limited range. |
 | Primary weapon fires rockets. This weapon type is effective against any unit, as long as they can't outmaneuver its shots. |
 | Primary weapon fires grenades This weapon type is effective against any unit, as long as they can't outmaneuver its shots. |
 | Primary weapon fires burning fuel (weapon is a flamethrower). This weapon type is most effective against infantry and light armored vehicles, but may damage heavy armor too. |
 | Primary weapon fires a concentrated cloud of Tiberium gas. This weapon type is most effective against infantry and light armored vehicles, but may damage heavy armor too. Caution: Tiberium based ammo will heal Mutant infantry! |
 | Primary weapon fires raw tiberium particles. This weapon type is effective against any unit, as long as they can't outmaneuver its shots. Caution: Tiberium based ammo will heal Mutant infantry! |
 | Primary weapon fires a fixed ray of electric energy. This weapon type is effective against any unit. |
 | Primary weapon fires a beam of ionic particles. This weapon type is effective against any unit. |
 | Primary weapon fires an electro magnetic pulse. This weapon type is effective against any unit. |
 | Primay weapon fires laser beams This weapon type is effective against any unit. |
| Extra Information: |
 | Primary weapon is equipped with a scope with magnification ability. This can be used for precision sniping or for reconnaissance purposes. |
 | Primary weapon is a maintenance tool. It will be able to heal friendly units and buildings, and can disarm enemy C4 and super weapon beacons. |
 | This unit is equipped with additional weapons next to its primary weapons, or its primary weapon has a secondary fire modus. |
|
| GDI Infantry Encyclopedia |
| GDI Standard Infantry: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | GDI Minigunner 0 credits Pistol - Timed C4 - Steyr Aug Assault Rifle 100 hp 100 armor 3 attributes
   |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | GDI Shotgunner 0 credits Pistol - Timed C4 - Shotgun 100 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | GDI Grenadier 0 credits Pistol - Timed C4 - RG-6 Grenade Launcher 100 hp 100 armor 3 attributes
   |
 | Name: Cost: Health: Armor: Equipment: Attributes:
 | GDI Engineer 0 credits Pistol - Timed C4 - 2x Remote C4 - Maintenance Tool 100 hp 100 armor 4 attributes
    |
| Background: |
 | Near the end of the first Tiberium War, GDI was forced to change some of their strategies due to loosing a lot of men. All standard GDI soldiers got better training and/or better weaponry. The GDI Minigunner for example, was equipped with a better weapon: The Steyr Aug. This weapon allowed them to scout ahead for signs of Nod presence, without having to go out far on the battlefield, risking exposure to the ever more spreading Toxic Tiberium. The Grenadiers were armed with a new model grenade launcher. Sadly this model turned out to have the same flaws as the old model. The shotgun remained basically the same, as it proved to be a very reliable weapon. The engineers' training and equipment remained the same too.
|  |
| GDI Light Class Infantry: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Machinegun Soldier 50 credits Pistol - Timed C4 - M249 Machinegun 150 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Shotgun Soldier 50 credits Pistol - Timed C4 - Shotgun 150 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Tib. Famas Soldier 50 credits Pistol - Timed C4 - FA-MAS G1 "Tiberium" Assault Rifle 150 hp 100 armor 2 attributes
  |
| Background: |
 | Like the standard infantry, the function, equipment and hierarchy of the higher trained infantry changed too. Infantry was now categorized in the Classes: Light, Medium, Heavy and Advanced. Officers were armed with more powerful weapons and therefor moved up to a higher class of infantry. Better trained soldiers took their place on the battlefield. The first Class infantry include 3 different kinds of soldiers: The Machinegunner, the Shotgun Soldier and the Tib. Famas Soldier. New soldiers called for new arms and that's why the Chaingun got replaced by the better M249 Machinegun. Another new weapon in GDI's hand weapon arsenal was a new version of the FA-MAS G1 Assault Rifle, which was modified to shoot Tiberium based ammo.
|  |
| GDI Medium Class Infantry: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Rocket Soldier 75 credits Pistol - Timed C4 - M72A2 LAW Launcher 175 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Heavy Machinegunner 75 credits Pistol - Timed C4 - M249 Machinegun 175 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Steyr Aug Soldier 75 credits Pistol - Timed C4 - Steyr Aug Assault Rifle 200 hp 100 armor 3 attributes
   |  |
| Background: |
 | The Medium Class Infantry are stronger than the Light Class Infantry. They come into the battlefield when tactics call for support against light armor, or larger groups of infantry. This class holds a Rocket Soldier, which is now armed with a light weight, shoulder held, anti tank weapon, which was the logical replacement of the much heavier old Rocket Launcher. Although smaller and lighter, this Rocket Launcher has the same firepower as its predecessor.
|  |
| GDI Mutants: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Initiate 600 credits Pistol - Timed C4 - "Tiberium" Chemical Sprayer 150 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Acrolyte 600 credits Pistol - Timed C4 - P90 Assault Rifle 175 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Templar 600 credits Pistol - Timed C4 - FA-MAS G1 "Tiberium" Assault Rifle 200 hp 100 armor 2 attributes
  |
| Background: |
 | The Mutants were an entirely new class of infantry in GDI. During the first Tiberium War, GDI captured several Mutant Techcenters, where Nod was found creating Tiberium Mutants. The Techcenters were kept intact for the potentially important data about Tiberium they might held. But because Tiberium kept spreading fast all over the globe, and Nod was getting better at manifesting it into weapons, soon the idea was born to use Mutants in the war. Additionally General Sheppard was against the use of Mutants. Later, just before he stepped up, he revised his desicion, and Mutants have been part of GDI forces since. Especially the Initiate, who's moving speed on the battlefield is unmatched to any other soldier, proved to be a very effective Harvester destroyer. The question however is, how long mutants will remain a part of the GDI force, as the press has started to question the ethics of the use of Mutants in war.
|  |
| GDI Sniper: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Logan 500 credits Pistol - Timed C4 - Dragunov Sniper Rifle 200 hp 100 armor 3 attributes
   |
| Background: |
 | After Dead Eye was captured by a covered group within the Black Hand, GDI was shorthanded in their special task infantry. Logan applied for the position and immediately got the job. He was moved to the GDI Sniper devision of the task force, where he would snipe along side of Havoc. Logan got equiped with a new model sniper rifle: the Russian Dragunov. Logan said he would go back to recruit training once Dead Eye was freed, but the chances Dead Eye is still alive are running thinner everyday.
|  |
| GDI Heavy Class Infantry: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Rocket Officer 400 credits Pistol - Timed C4 - RLS-23 Rocket Launcher (strong) 200 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | P90 Officer 400 credits Pistol - Timed C4 - P90 Assault Rifle 200 hp 100 armor 2 attributes
  |
| Background: |
 | The first Officers that were forced to move to a different class all enlisted for Heavy Class. Patch was assigned to train and lead the Heavy Class Infantry. By an ironic twist of faith, Patch's Tiberium Flechette Rifle exploded when he was showing a GDI arms specialist that the weapon was unsafe. Patch had been saying that for a while and urged GDI high command to replace the weapon. After the accident, GDI did not waste any more time, and purchased the P90 for the heavy class. Also, a new Heavy Rocket Launcher was introduced: The RLS-23. Unlike the arms specialist, Patch survived the explosion, but suffered severe Tiberium poisoning. He will probably be hospitalized for the rest of his life.
|  |
| GDI Specialist: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Demolitian Infantry 600 credits Pistol - Timed C4 - RG-6.2a Grenade Launcher 200 hp 100 armor 3 attributes
   |
| Background: |
 | The Demolitian Infantry is the better trained and better armed version of the standard Grenadier. This was an idea of Gunner, who made it to be a Colonel. He was convinced the Grenadier had more potential. His idea was rejected twice, before fieldtests proved his point. The Demolitian Infantry was now going to be part of the GDI infantry, but with a better Grenade Launcher and more ammo. Like the standard Grenadier, the Demolitian Infantry is very effective against just about anything it can hit. Small groups of this infantry have even successfully destroyed Nod structures simply by pounding them with grenades from the outside.
|  |
| GDI Heavy Sniper: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Havoc "Standard" 1000 credits Pistol - Timed C4 - Ramjet Sniper Rifle 250 hp 100 armor 3 attributes
   |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Havoc "Spec Op" 1000 credits Pistol - Timed C4 - Ramjet Sniper Rifle 250 hp 100 armor 3 attributes
   |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Havoc "Winter Camo" 1000 credits Pistol - Timed C4 - Ramjet Sniper Rifle 250 hp 100 armor 3 attributes
   |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Havoc "Desert Camo" 1000 credits Pistol - Timed C4 - Ramjet Sniper Rifle 250 hp 100 armor 3 attributes
   |
| Background: |
 | When Havoc learned that Logan was going to be his new Teammate in the special task team, Havoc didn't need time to think and immediatelly resigned from the team. Luckily for the team, he returned after just 3 weeks. The news about Hotwire was what made Havoc come back. This was the second friend he had lost due to Nod. Havoc reasoned that he had less chance of killing the people responsible for their death in the basic support team, lugging sandbags, than he would in the special task team. Havoc's words when he reapplied "I want to kill as many of these clowns as I possibly can!" His weapon of choice was replaced by a different model which fires less costly ammunition. "Typical!" said Havoc when he was brieved about this. Eventhough this rifle and its rounds are equel in range and firepower, Havoc is convinced the previous model is superior.
|  |
| GDI Advanced Class Infantry: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Voltgun Officer 1000 credits Pistol - Timed C4 - Volt Auto Rifle 250 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Lock 1000 credits Pistol - Timed C4 - Personal Ion Cannon 250 hp 100 armor 2 attributes
  |
| Background: |
 | Only the best Officers were moved to the Advanced Class Infantry, where they would handle the latest weaponry. Sydney was part of this group for a short while, until she left to help her father, Dr. Ignatio Mobius, with perfecting and testing the Powersuit prototype. Her weapon of choice was rebuilt to perfect its firepower. Even compared to all the other new hand arms, the Personal Ion Cannon remains GDI's most powerful hand weapon. The Volt Auto Rifle was moved into a new weapon model. This new model was much more safe as the Electric current was now totally enclosed in the weapon, significantly reducing the chance of injury. Lock now also fights in this class of infantry, after the court marshals reviewed some of the desicions he made during Havoc's missions. Someone had to take the blame for the mistakes GDI made when Nod was not as dead as was presumed.
Lock was demoted after being held responsible for the destruction of a churche by a Nod Nuclear Missile and the destruction of a small island in the Pacific after a vulcanic eruption was triggered by GDI. Furious with the desicion, Lock assigned for a function on the frontline, as far away from the grip and control of GDI high command as possible.
|  |
| GDI Powersuits: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Sydney 1500 credits Pistol - Timed C4 - Personal Ion Cannon 250 hp 150 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Dr. Mobius 1500 credits Pistol - Timed C4 - Volt Auto Rifle 250 hp 150 armor 2 attributes
  |
| Background: |
 | The Prototype Assault suit that Dr. Mobius designed during the first Tiberium War was flawed. It did not provide more protection for the person inside and only provided the enemy with a bigger target to hit. The suit did not even protect against Tiberium, as it was originally designed for. Therefor GDI high command asked Dr. Mobius to finnish what he had started. For this, Dr. Mobius was assisted by his daughter Sydney. Together they managed to finnish the concept, and even perfect it. They used the original two prototypes as a platform for the new hardware and technology. The new prototypes were a significant improvement to the old ones. The armor was stronger, and they finally were Tiberium prove! But that is not all; they also successfully applied nano technology into the suits, which gives them the ability to fully regenerate their armor, after taking damage. A small flaw to the suits is that they do not provide protection against Tiberium after taking too much damage. Sydney stated this was hardly a problem.
"The soldier simply has to wait a few seconds until the nano bots in the suit's interrior have fixed the damage." Although the Powersuits proved to be very powerful and effective, they have not been put into production. The costs to produce this advanced piece of equipment are simply too high. That won't stop Dr. Mobius and Sydney from "fieldtesting" their invention, ever aiding GDI fighting Nod, relying on the protection of their Powersuits.
|  |
| GDI Technician: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | GDI Technician 350 credits Pistol - 2x Timed C4 - 2x Remote C4 - 6x Proximity Mine - Maintenance Tool (strong) 200 hp 100 armor 4 attributes
    |
| Background: |
 | Near the end of the war, Hotwire found her death as she was killed by a Stealth Black Hand. With her loss, GDI realized her importance in the field, and started to train men to take her place. A logical choice was to train Engineers, as they already had some experience with handling explosives, building maintenance and providing support to tanks. That's why the best Engineers were trained to become Technicians. They got training on how to support tanks, without being killed themselfs, how to take out enemy building by just one visit, and what the best places are to put down mines. The Technicians' equipment remain equel to that of Hotwire.
|  |
| Nod Infantry Encyclopedia |
| Nod Standard Infantry: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Nod Minigunner 0 credits Pistol - Timed C4 - FN-FAL Assault Rifle 100 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Nod Shotgunner 0 credits Pistol - Timed C4 - Shotgun 100 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Nod Flamethrower 0 credits Pistol - Timed C4 - Flamethrower 100 hp 100 armor 3 attributes
   |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Nod Engineer 0 credits Pistol - Timed C4 - 2x Remote C4 - Maintenance Tool 100 hp 100 armor 4 attributes
    |
| Background: |
 | As GDI was having financial issues and got into conflict about that with the UN, Nod had time to regroup and rebuild. With the help of a spy within GDI, Nod gained a lot of information on the plans GDI had, and what problems they were facing. With GDI off their tail for the time being, Nod could easily reestablish most of their bases in third world countries, where GDI's grip was never that strong. Those areas also had large fields with Tiberium, as the alien lifeform seemed to thrive very well in those dry and warm climates. Soon, Nod refineries were haling in and processing large quantities of Tiberium. So much, that they could not process all of it for funds. This excess tiberium was purified to liquid state and then put into barrels, which were then transported to a secret location in Egypt by the Black Hand, probably to dump it somewhere were GDI could not acquire it. This was by order of Kane, and although nobody seemed to know what happened to Kane after the Temple got destroyed,
all Kane's high officers remained loyal to his will, especially the Black Hand.
What exactly happened with that purified Tiberium was unknown for most. But what happened to the refined tiberium was clear. It was sold for cash, lots of it. Large amounts of money allowed Nod to purchase more weapons, and develop new ones. The flamethrower for example, was perfected with a new kind of fuel. They tried a fuel type that was thicker/less liquid. This allowed the weapon to spit out a large quantity of the substance at once as a secondary fire mode. Logically, the weapon would be emptied sooner this way, but it gave the flamethrower infantry the ability to take down light armor faster, and even engage tanks. Enemy infantry would almost instantly die when frontally hit with such a fireball. An example of a new purchased weapon was the introduction of the FN-FAL assault rifle for the Nod minigunners. They were slightly more powerful than the previous weapon.
|  |
| Nod Light Class Infantry: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Machinegun Soldier 50 credits Pistol - Timed C4 - M249 Machinegun 150 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Shotgun Soldier 50 credits Pistol - Timed C4 - Shotgun 150 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Chemical Warrior 50 credits Pistol - Timed C4 - "Tiberium" Chemical Sprayer 150 hp 100 armor 2 attributes
  |
| Background: |
 | While Nod was rebuilding their strength, word got out from the spy that GDI was restructuring their army and were probably be going to strike them again in the future. To prepare themselfs, Nod recruited and trained as many soldiers as possible to counter the coming GDI army. Like GDI, Nod decided to create classes in their infantry structure, and by doing so took a very similar approach to GDI's way of restructuring. This would prove to be quite an improvement for Nod on the future battlefields, as it made things easier for the battlefield commanders. Each class up could be used to accomplish a different (heavier) task. The light class infantry was composed mainly of soldiers armed with shotguns and machineguns, but also with the Chemical Warriors. These last were soldiers suited up in a tiberium protective suit, which had become hardly a luxury in the tiberium infested battlefield the planet was turning into. The suits did not yet provide protection to Tiberium based ammo types,
because those simply hit the suite too hard, and the concentration of those shots is also much higher than the concentration of toxins in the Tiberium crystals growing in the fields. The Chemical Warrior was armed with a new, experimental Chemical Sprayer. It was remarkably small and sprayed a much more concentrated cloud of Tiberium gas than the old model, and yet it still had about as much ammo. Where Kane got this technology from, is a secret, but he assured we would be seing many more Tiberium based weapons in the future.
|  |
| Nod Medium Class Infantry: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Rocket Soldier 75 credits Pistol - Timed C4 - M72A2 LAW Launcher 175 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Heavy Machinegunner 75 credits Pistol - Timed C4 - M249 Machinegun 175 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | FN-FAL Soldier 75 credits Pistol - Timed C4 - FN-FAL Assault Rifle 200 hp 100 armor 2 attributes
  |
| Background: |
 | The Medium Class Infantry included the heavier armed soldiers. They carried machineguns and rocket launchers, mostly stolen from GDI, as the spy was giving very accurate information about GDI weapon transports. GDI purchased large quantities of LAW Rocket Launchers and M249 Machineguns, and the first, barely protected convoys were no match for the Nod forces raiding them. The newly acquired weapons gave Nod a quick boost of power, but what they didn't yet realize was that it was actions like these that made the UN decide to give GDI a green light on fighting Nod, which included more fundings that were put into new weapon purchase and development.
|  |
| Nod Mutants: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Initiate 600 credits Pistol - Timed C4 - "Tiberium" Chemical Sprayer 150 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Acrolyte 600 credits Pistol - Timed C4 - P90 Assault Rifle 175 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Templar 600 credits Pistol - Timed C4 - FA-MAS G1 "Tiberium" Assault Rifle 200 hp 100 armor 2 attributes
  |
| Background: |
 | Mutants were at this point an indispensable force, and there were many experiments going on that involved Tiberium mutation. Mutants that were created from embryos grew into mindless but powerful warriors. But the mindlessness was not as much an aim of the scientists, more of a side effect. The good thing was that these kind of mutants wouldn't question orders, but the bad thing was that they were less "programmable" like the brainwashed Nod soldiers. Kane wanted smarter mutants so the project was split into two groups, each to follow a different direction to achieve this. One would try and create mutants that would be able to develop a personality, and actually be able to think. This was done by forcing mutation on fully grown people. Dr. Elena Petrova was Kane's lead expert in this project, which was put on hold for a while after the results were not very satisfying. The second project would focus on combining Tiberium mutation with Cyborg technology, but it was in an early state of development.
It looked promising on the design table, but was not yet ready to be field tested. However these projects would progress would not matter for the future of the mutants created in Project Regenesis. Nod needed men with guns on the field. Mutants were stronger and faster than normal soldiers, and they were Tiberium proof. Nod deployed them where ever they could and although mindless, Mutants were a force to be reckoned with.
|  |
| Nod Sniper: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Black Hand Sniper 500 credits Pistol - Timed C4 - Dragunov Sniper Rifle 200 hp 100 armor 3 attributes
   |
| Background: |
 | As the environment kept becoming more and more inaccessible due to heavy Tiberium growth, the battlefield commanders sought for ways to overcome it. Mutants were a logical answer, but another method was simply by taking the enemy out over a large distance, without having to put yourself in the field, risking Tiberium exposure. In other words; tactical snipers. The Black Hand already had an elite team of sniper specialists. This team was going to get reinforced. Many more soldiers were trained to become precision snipers, and they all got equipped with the Dragunov Sniper Rifle, to enlarge their chance of success.
|  |
| Nod Heavy Class Infantry: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Rocket Officer 400 credits Pistol - Timed C4 - RLS-23 Rocket Launcher (strong) 200 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Laser Chaingunner 400 credits Pistol - Timed C4 - Laser Chaingun 200 hp 100 armor 2 attributes
  |
| Background: |
 | When the situation called for a powerful striking force, the Nod Heavy Class would meet those requirements. This special force within the Black Hand was armed with heavy laser based and rocket launching weapons. The Laser Chaingun for example, was a Micro Obelisk Module with an enormously high firing speed, that already proved before to be very effective against everything within its range. The lasers could even mow down Orca Attack Craft before they could do serious damage. The RLS-23 Rocket Launcher were all stolen arms belonging to GDI. These rocket launchers would prove to be very valuable against the heavy vehicles GDI was going to throw at Nod, because without the support of these weapons, Nod tanks would not stand a chance against GDI's future armor.
|  |
| Nod Specialist: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Stealth Black Hand 600 credits Pistol - Timed C4 - Laser Rifle 200 hp 100 armor 3 attributes
   |
| Background: |
 | Stealth Technology is Nod's most important countermeasure against GDI's heavy armor, as it was the one thing GDI absolutely did not have. Stealth Black Hands had successfully destroyed GDI bases by planting Nuclear Strike Beacons without even being noticed. GDI was working hard on developing a system that could detect stealth units. The Guard Towers were already equipped with such a system, but it was too big to be put into a vehicle, and the range was also limited. It would take them until the second Tiberium war before they had something like that operational. That's why in the first Tiberium war the Stealth Black Hands ruled when it came to infiltration and elimination. But sometimes, Stealth Black Hands would find themselfs cornered, and although armed with a strong weapon, could not defend themselfs against the oponent. Therefor, their Laser Rifles were improved. A new version of the rifle was designed, one with a stronger Obelisk crystal.
The new crystal could handle more stress for a short time, without it bursting into pieces. With these crystals in place, the weapon was modified to, for a split second, enormously intensify the energy going through the crystal. This would result in the crystal shooting out a spread of strong laserbeams into the fire direction. This secondary modus did cause the weapon to be emptied within seconds, but it allowed the Stealth Black Hands to fend off more oponent infantry when cornered. This secondary modus also turned out to have a strong effect on some vehicles. But not all vehicles, and most certainly not buildings.
|  |
| Nod Heavy Sniper: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Sakura "Standard" 1000 credits Pistol - Timed C4 - Ramjet Sniper Rifle 250 hp 100 armor 3 attributes
   |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Sakura "Battle Outfit" 1000 credits Pistol - Timed C4 - Ramjet Sniper Rifle 250 hp 100 armor 3 attributes
   |
| Background: |
 | Despite her history with the Yakuza, GDI did not have any suspicion about Sakura, when she was trained to become a member of the elite "Death 6" team, and most people were surprised when she jumped sides and became a member of the Brotherhood of Nod. She nearly escaped an assassination attempt by Havoc who was after her to seek revenge, eventhough it were not his orders. Sakura may have escaped that time, but she knew Havoc was not going to stop chasing her. She needed a plan. Kane, in his infinite wisdom, devised a plan of grand deception.
Kane knew Havoc would continue to go after the captured scientists Dr. Mobius, his daughter Sydney and Dr. Elena Petrova. This gave Nod an advantage, as they could set a trap for Havoc. The best place for this was Raveshaw's mansion, with its large underground facility. The scientists were moved there and soon Havoc took the bait. Havoc planted explosives to create a distraction, but he planted so much, it would have killed everyone, including himself and the scientists.
Luckily for Nod, the whole building and its surroundings had cameras in each corner, and Sakura was able to remove some of the C4 Havoc placed.
The explosion was still big enough to give Havoc the illusion his distraction worked. He "saved" Sakura from being killed by Mendoza, and rescued Sydney; the plan worked out, but not perfectly. Raveshaw got fatally wounded due to the explosion, which angered Mendoza. He and Raveshaw were good friends. Mendoza was ordered to lay low, and not engage Havoc, but he ignored those orders and took Havoc on in a one to one fight. He payed with his life for his disobedience. Mendoza was no match for the well trained elite GDI commando.
But the plan continued. Havoc was captured shortly after the events at Raveshaw's Mansion, and put into a prison. It was Sakura who set him free. From Havoc's perspective, it was highly plausible Sakura would chose GDI over Nod now. Although not meant to, Havoc freed the Doctor from the Tech Center, and Sakura was now loyal to GDI again. All seemed to go so well for GDI. This was exactly what Kane wanted them to believe. Not only did Kane manage to get Havoc off Sakura's back, he now also had a spy who could access more GDI tactical information than most GDI officers.
Sakura delivered information about restructuring,
weapon purchases and troop location. She was partly responsible for the death of Hotwire by giving her location, and the capture and execution of Deadeye, who was shot dead by Sakura during interrogation. But after some time, the ice under her feet was getting too thin. She went back to the Brotherhood before she was sniffed out. Kane was ever more proud of her. She did a fantastic job, and helped secure the future of the Brotherhood of Nod.
|  |
| Nod Advanced Class Infantry: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Voltgun Officer 1000 credits Pistol - Timed C4 - Volt Auto Rifle 250 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Kane 1000 credits Pistol - Timed C4 - Railgun 250 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Seth 1000 credits Pistol - Timed C4 - Napalm Launcher 250 hp 100 armor 3 attributes
   |
| Background: |
 | Amongst well trained officers armed with the new model Volt Auto Rifle, this class held 2 special guests. One was Seth, who was supposedly killed at the start of the war by Kane for disobeying orders. Seth made serious plans to attack the Pentagon building in the United States of America, and it was assumed Kane had killed him upon brieving Nod's top commander about the mission. Yet, Seth is still alive today. What actually happened was something else.
Seth did plan to bring the war over to the USA, and Kane was aware of this even before the brieving. With Seth's decision to ignore orders and the lead battlefield commander about to make the same mistake, Kane was faced with a problem. He could not afford to loose two of his best high ranked officers, as the brotherhood would expect him to execute both. If he wouldn't, it would be a sign of weakness. The logical course of action would be to execute Seth, thereby punishing the disobedient man and eliminating the threat,
and with it set an example for the commander, who could then take Seth's position. The commander was up to it for sure, it was the best commander Nod had ever seen.
But Kane favored Seth very much. Too much too kill him. Seth helped him a great deal with creating the Brotherhood. Kane decided to stage Seth's death. For the commander, it seemed so real. A gunshot through the head. But Kane was back then already a master of deception, and what might have appeared as real on the commander's screen, was in fact no more than a tape playing, edited with special effects. Seth was already in prisoned by Kane.
Seth was demoted to the lowest Ranks of Nod. Those soldiers never saw a face to go with the name "Seth" so nobody recognized him. But talented as Seth was, he slowly worked his way up in the Nod hierarchy under his new alias. When the Black Hand was formed, Kane wanted to reward the Officers who came up with the concept. For a second, he was speechless to see Seth amongst this group of people.
It was obvious that something was going on, and quick enough, the commander who saw Seth's execution recognized him. To prevent loss of respect,
Kane had to explain to the commander what really happened. The commander saw Seth as a potential threat to his position as Kane's right hand. He demanded that Seth was put on the Battlefield. And so it was done. Kane however, did not want his top commanders to think of him as weak. To show he was not, Kane made an occasional trip to the battlefield, armed with a Railgun. These occasional trips led to the famous "Kane Sightings" on the GDI side.
Seth was armed with a prototype of the already enhanced flamethrower. This one was build to fire mainly fireballs, but could still fire like a normal flamethrower in secondary mode.
|  |
| Nod Super Mutants: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Mutant Petrova 1500 credits Pistol - Timed C4 - FA-MAS G1 "Tiberium" Assault Rifle 250 hp 100 armor 2 attributes
  |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Mutant Raveshaw 1500 credits Pistol - Timed C4 - Railgun 250 hp 100 armor 2 attributes
  |
| Background: |
 | Dr. Elena Petrova was in charge of Project Regenesis, which was basically an ongoing experiment with Tiberium mutation on human embryos, creating faster, stronger soldiers that not only could go into Tiberium, but also heal from it. The mutants however, turned out to be quite peculiar creatures. They seemed rather simple minded soldiers, but tests showed they had a lot of brain activity going on. Although most of them were really powerful beings, they did not seem to care for power. If anything, they did seem to care for Tiberium. Although the mindlessness of the mutants was very handy in some situations, it was also an obstical sometimes. There was a certain will of them that could not be controlled. Their inner self, their spirit, was not editable. To see if the project could bring them smarter mutants, Dr. Petrova experimented on grown humans, forcing Tiberium mutation on them. But the few tests she did were not much of a success, and soon she ran out of volunteers.
Although the power of Tiberium mutation was very appealing to her, Dr. Petrova was afraid the mutation would change her into a mindless state too, and so she was reluctant to try and force Tiberium mutation on herself, or anyone else in the higher ranks for that matter. But that was until the accident happened with Raveshaw, when the explosion of Havoc's C4 caused the ceiling of Raveshaw's complex to colapse and part of the debris landed on Raveshaw's body. His condition was very critical. The damage to his vital organs was too much for him to recover on his own, and he was not going to survive.
Not unless there was a way to repair the internal damage that is. Petrova tried her mutation forcing method one more time. This time on Raveshaw, hoping her newest technique would work the way she wanted it to work. Raveshaw survived indeed, as expected. The mutation was applied perfectly, and all that was left to do was to expose him to Tiberium so he would start healing. But that's not all. Not only did Raveshaw survive to be a mutant, he turned out to be a lot stronger than the first mutants. It didn't take Dr. Petrova long to figure this out.
Apparently the damaged organs got replaced by organs grown by Tiberium, so they contained much more of the substance. In essence, "almost" killing someone, damaging as much tissue as you can, will result in a stronger mutant. Sadly, it seemed the personality of Raveshaw was gone though. Dr. Petrova planned on revenge. Havoc needed to pay for this!
The revenge she had in mind was to corner Havoc and have him fight Mutant Raveshaw. Surely, Havoc would not stand a chance against him. As Havoc thought to have escaped from a Nod prison with the help of Sakura, he went on his way to the nearby Nod Tech Center to rescue the captured Dr. Mobius, not knowing he was actually walking into a trap. The plan didn't work out the way Petrova thought it would though, and so it was a big surprise to her when Havoc managed not only to defeat Mutant Raveshaw but also rescue the professor. Dr. Petrova was furious.
But that was until Raveshaw came by again. Havoc underestimated the regenerative ability of Raveshaw, who was after all superior to the other mutants. Raveshaw came by, and Petrova was speechless when the creature called her by her first name.
She did not understand how, and never found out why, but it seemed that after time Raveshaw's personality was coming back. After this news, many people volunteerd for this procedure and everytime she got the same successful result. Now nothing would stop her from forcing mutation on herself, and go after Havoc. And so she did. Petrova became a strong muntant, like Raveshaw. Now was the time to lure Havoc into a trap again for the last time and finally finish him off. This was easy, as Sydney was again in Nod's hands and of course Havoc took the bait.
But predictable in his motivations, not even Kane could predict Havoc's strategies and methods every time. Havoc bit the bait a way Petrova didn't expect. The temple was hit with an Ion Cannon blast, disabling most of its internal defences, and disorientating everyone inside. Petrova's plan to pin Havoc down were compromised, and she fled before she had to face him. To make sure she could successfully escape, she made sure Havoc had to choose between saving Sydney's life, or go after Petrova. Havoc did of course the first thing.
Petrova rushed to Kane and with her mutant powers helped the man escape, by carrying him and jumping up a narrow special escape tunnel in the ceiling of the underground temple complex.
Kane was saved, but so much was lost. The Temple of Nod was gone, and many mutant techcenters were captured. And above that all, the man mainly responsible for it was still alive. Raveshaw and Petrova both wanted to avenge their losses, and joined the Advanced Class to fight GDI, hoping they would one day come face to face with Havoc again. Raveshaw armed himself with a Railgun, his favorite weapon. Petrova was a little more careful. She armed herself with a weapon firing Tiberium based ammo, allowing her to heal herself if needed, and also equipped herself with a Stealh Black Hand stealth generator. She stated this was to ensure her success of killing Havoc, but in reality she was actually afraid the GDI commando would still win in a one to one fight.
|  |
| Nod Technician: |
 | Name: Cost: Equipment: Health: Armor: Attributes:
 | Nod Technician credits Pistol - 2x Timed C4 - 2x Remote C4 - 6x Proximity Mine - Maintenance Tool (strong) 200 hp 100 armor 4 attributes
    |
| Background: |
 | The Temple of Nod had an experimental AI that controlled its defences. This Computer Assisted Biological Augmented Lifeform (CABAL for short) was going to play a key role in the future of Nod according to Kane. The complex machine needed a lot of maintenance, and so Kane had many Technicians trained, to ensure the machine would not break down, cutting valuable time off its learning process. As the Temple got destroyed, and with it most of CABAL, the Technicians became obselete for the project they were trained for. Only a few Technicians knew the building plans of CABAL, and they had to rebuild it from scratch. The remaining Technicians were field trained for battle support, after Nod learned that GDI was coming for them again, bringing their heavy armor to their doors. The Technicians were indispensable in these last battles of the Tiberium war, as GDI came armed with some new weapon systems with increadably destructive power. Where ever GDI came to do damage, Nod Technicians would be there to support.
But they were also very skilled at bringing down GDI buildings by rigging them with their C4 explosives.
|  |
|
| GDI Vehicle Encyclopedia |
This section is currently under construction and will be available soon!
| GDI Wheeled Vehicles: |
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Humm-Vee 350 credits Reconnaissances 7.62MM Machinegun Medium range 150 hp 150 armor Light Armor Plating Average / Fast speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| TOW Humm-Vee 450 credits Defense / Reconnaissances 7.62MM Machinegun - 70MM Rockets Medium range (machinegun) - Short range (rockets) 150 hp 150 armor Light Armor Plating Average / Fast speed
|
| Background: |
 | information
|  |
| GDI Treaded Vehicles: |
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Armored Personal Carrier (APC) 500 credits Assault / Transport .50 Caliber Machinegun Medium range 300 hp 300 armor Medium Armor Plating Average speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| M270A Multiple Launch Rocket System (MLRS) 650 credits Artillery 227MM Rocket Barrage Very Long range 200 hp 200 armor Light Armor Plating Very Slow speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| M1A1 Abrams "Medium Tank" 800 credits Assault / Defense 120MM Cannon Medium / Long range 450 hp 450 armor Heavy Armor Plating Slow / Average speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| X66 "Mammoth Tank" 1600 credits Assault / Defense Dual 120MM Cannons - Dual Missile Racks Medium / Long range (cannons) - Short range (missiles) 800 hp 800 armor Heavy Armor Plating Slow speed
|
| Background: |
 | information
|  |
| GDI Hover Vehicles: |
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Hover Multiple Launch Rocket System (Hover MLRS) 1600 credits Assault / Artillery / Reconnaissances 227MM Rocket Barrage Very Long range 250 hp 250 armor Medium Armor Plating Very Fast speed
|
| Background: |
 | information
|  |
| GDI Flying Vehicles: |
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| CH-46 Sea Knight "Transport Helicopter" 700 credits Aerial Transport None N/A 250 hp 250 armor Light Armor Plating Averige speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Verticle Take Off and Landing "Orca Fighter" 900 credits Assault / Defense 30MM Machinegun - 70MM Rockets Medium range (machinegun) - Short range (rockets) 175 hp 175 armor Light Armor Plating Fast speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Verticle Take Off and Landing "Orca Bomber" 1800 credits Assault High Explosive Bombs N/A 225 hp 225 armor Light Armor Plating Average speed
|
| Background: |
 | information
|  |
|
| Nod Vehicle Encyclopedia |
This section is currently under construction and will be available soon!
| Nod Wheeled Vehicles: |
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Nod Buggy 300 credits Reconnaissances 7.62MM Machinegun Medium range 125 hp 125 armor Light Armor Plating Fast speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Recon bike 750 credits Assault / Reconnaissances Dual Rocket Pods Long range 125 hp 125 armor Light Armor Plating Extreme speed
|
| Background: |
 | information
|  |
| Nod Treaded Vehicles: |
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Armored Personal Carrier (APC) 500 credits Assault / Transport .50 Caliber Machinegun Medium range 300 hp 300 armor Medium Armor Plating Average speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| M110A2 "Mobile Artillery" 450 credits Artillery Ballistic Charges Very Long range 200 hp 200 armor Light Armor Plating Slow speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Devil's Tongue "Flame Tank" 800 credits Assault Twin Flame Cannons Short range 400 hp 400 armor Medium Armor Plating Average speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Nod "Light Tank" 600 credits Assault / Defense 105MM Cannon Medium / Long range 350 hp 350 armor Medium Armor Plating Average / Fast speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Ezekiel's Wheel "Stealth Tank" 900 credits Assault / Reconnaissances 70MM Rockets Medium range 350 hp 350 armor Medium Armor Plating Average speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| Surface to Surface Missile Launcher (SSM Launcher) 900 credits Artillery Honest John Missiles Very Long range 250 hp 250 armor Light Armor Plating Slow speed
|
| Background: |
 | information
|  |
| Nod Flying Vehicles: |
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| CH-46 Sea Knight "Transport Helicopter" 700 credits Aerial Transport None N/A 250 hp 250 armor Light Armor Plating Averige speed
|
 | Name: Cost: Category: Weapon: Weapon Range: Health: Armor: Armor Type: Speed Type:
| RAH-66 Comanche Gunship 1200 credits Assault / Defense XM301 20mm cannon / 70MM Rockets Medium range (machinegun) - Short range (rockets) 250 hp 250 armor Light Armor Plating Fast speed
|
| Background: |
 | information
|  |
|
| Misc Encyclopedia |
| This section is currently under construction and will be available soon! |
| Who created the Renegade Nitro mod? |
| This mod is an initiative of Renz0r.net and was created by Reaver11.
Credits will follow soon! |
|
All times are GMT +2. The time now is 07:45 PM. |
|
|
|
 |
|
| |