Hi, I'm WhiteDragon25! While I don't have the technical expertise to actually create a mod, I do have a wealth of ideas and concepts for one. You can see my mod ideas here on my profile blog, where I talk about them in detail.

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Seriously, I would like to have some reader responses to my blog posts. Yes, I know that yesterday was April Fool's Day, and no, I was not joking. Completely serious here. Post your thoughts, suggestions, questions, or comments here please.

...Why won't anyone take just a couple minutes to post a comment? :(

- WhiteDragon25

So, now that the GDI and Nod arsenals are fully revised, updated, and posted, I want to hear what you guys think. Surely out of all of you who popped by here and read what I posted here, at least one of you has something to say, right? ;)

Therefore, I ask that you post a comment or two here in the comments section: any thoughts, questions, suggestions, anything at all relating to the faction posts. If there's anything specific you want to ask about one of the factions, then post your question or comment in that faction post's comment section as well.

I hope to see some responses here! :)

- WhiteDragon25

As I promised earlier, here is the last of the updated and revised GDI faction arsenals, the baseline GDI army, the GDI Peacekeepers:

Part 1 - Infantry

Rifleman Squad - GDI's standard basic infantry. Retains same capabilities as in-game unit. Design based off of Falchion's design. Can be upgraded with Composite Armor.

Missile Squad - GDI's standard basic anti-tank/anti-air infantry. Retains same capabilities as in-game unit. Design based off of Falchion's design. Can be upgraded with Composite Armor.

Engineer - GDI's standard engineer infantry. Can capture enemy buildings and tech structures, repair friendly structures and repair civilian buildings. Can be upgraded with Composite Armor.

Sniper Team - GDI's standard advanced anti-infantry infantry. Equipped with sniper rifles, camouflage suits, and artillery target painters. Can spot targets for the Juggernaut. Can be upgraded with Composite Armor and Scanner Packs.

Grenadier Squad - GDI's standard heavy infantry. Equipped with grenade launchers. Can clear garrisoned buildings. Can be upgraded with Composite Armor.

Zone Trooper Squad - GDI's advanced heavy assault infantry. Equipped with Zone Armor and ion accelerator rifles. Immune to Tiberium. Can be upgraded with Scanner Packs and Power Packs.

Commando "Spearhead Section" - GDI Peacekeepers' most elite soldiers. Armed with a RSASS-type sniper rifle for anti-infantry, with a Metal Storm-style underbarrel grenade launcher for garrison-clearing, and a Personal Ion Cannon for anti-tank/anti-aircraft. Overall design based on both the in-game version and the early render version. GDIPK's Commando is overall geared towards operating in Blue Zones.

Part 2 - Vehicles

Pitbull ATV - GDI's standard scout basic anti-vehicle/anti-air unit. Equipped with two 2x missile racks and a sensor suite, both systems mounted on a turret. Can be upgraded with Sensor Pods and Dragon Fire Mortars. New chassis design based on this vehicle design by TugoDoomER.

Terrier ATV - GDI's standard scout and basic anti-infantry/anti-air unit. Armed with two .50-cal machine-guns mounted on a turret. Can be upgraded with Dragon Fire Mortars. Chassis design based on this vehicle design by TugoDoomER.

Predator Tank - GDI Peacekeepers' standard MBT. Armed with a 150mm tank gun. Can be upgraded with Reactive Armor and Ion Cannons. Design based on TWA's design.

Guardian APC - GDI's standard APC. Equipped with a twin automatic-shotgun turret (replacing the original twin machinegun turret) and GUARDIAN Active Protection System (similar to MEC2's TROPHY for the IDF). Can carry two infantry. Will be using Falchion's Guardian APC design (that is, when he finally gets around to finishing it...).

Harvester - GDI's standard Tiberium Harvester.

MCV - GDI's Mobile Construction Vehicle. Deploys into Construction Yard.

Ratel Munitions Carrier - GDI's universal 8-wheeled explosive ordinance carrier. Armed with a turreted 60mm automatic grenade launcher. Can clear garrisoned buildings. Can be upgraded with Dragon Fire Mortars.

Slingshot AA Hovercraft - GDI Peacekeepers' unique hover unit. Equipped with 4x 30mm autocannons. Exclusively anti-air. Design based on TWA's Centurion design from an earlier version (just add two more guns).

Bulldog Tank Destroyer - GDI Peacekeepers' dedicated tank destroyer. Equipped with a high-velocity AT gun and an RPG launcher. Based on a mix of the Bull tank C&C3 concept art (withTiberium Icestorm's version as reference) and the Falcon Hovercraft from Tiberium Essence. Can be upgraded with Shockwave EMP Grenades.

Rig/Battlebase - GDI's standard mobile defensive support platform. Rig deploys into a Battlebase, which is equipped with two Guardian Cannons, a SAM turret, a sensor suite, and repair drones. The GDI Peacekeepers' Battlebases can be upgraded with Ion Cannons.

Mammoth Tank - GDI's iconic heavy assault tank. Armed with two 150mm tank guns and two 6x 60mm missile launchers. GDI Peacekeepers' Mammoth Tanks can be upgraded with Reactive Armor and Ion Cannons.

Juggernaut Mk. III Artillery Walker - GDI Peacekeepers' heavy artillery. Armed with 3x 200mm cannons. Deploys automatically to fire and deploys faster than the Behemoth.

(Epic Unit) Mammoth Armed Reclamation Vehicle (MARV) - GDIPK's epic heavy assault tank & Tiberium harvester. I'm not sure whether to have it be exclusive to ZOCOM or have it shared with GDIPK.

[NOTE: I'm not sure whether to have the MARV be shared between both GDIPK and ZOCOM, or to give GDIPK their own Epic Unit. If the latter option, I was thinking of a design based on the Decimator Tank from Robot Storm, which also made a cameo as a crate Easter-egg in Mental Omega 2.0 (sorry about the image, it was the only good one I could find).]

Part 3 - Aircraft

Orca Assault Craft - GDI's standard VTOL combat aircraft. Equipped with minigun and six air-to-ground missiles. Also equipped with a Pulse Scanner that can detect stealthed units for a limited amount of time in a small radius. Can be upgraded with Sensor Pods and Hardpoints.

Hammerhead Gunship - GDI's standard helicopter gunship. Equipped with two 2x machinegun ball turrets. Can transport infantry. Pending a redesign so that it looks less ridiculous (I'll draw up the redesign perhaps... eventually...). Can be upgraded with AP Ammo.

Firehawk Fighter/Bomber - Firehawk Fighter/Bomber - GDI's standard fixed-wing combat aircraft. Can be armed with either four air-to-air missiles or two guided bombs. Can be upgraded with Stratofighter Boosters and Hardpoints.

[NOTE: The Hardpoints upgrade is researched at the Airfield.]

Part 4 - Primary Structures

Power Plant - Provides power. Can be upgraded with Advanced Turbines to provide more power.

Tiberium Refinery - Processes and stores Tiberium. Comes with Harvester.

Barracks - Produces and heals GDI infantry (in this case, the mainline GDIPK's infantry).

War Factory - Produces and repairs GDI vehicles (in this case, the mainline GDIPK's vehicles).

Command Post - Provides radar as well as basic Upgrades and Support Powers for GDI (in this case, for the GDI Peacekeepers).

Airfield - Produces and repairs GDI aircraft (in this case, the ZOCOM's aircraft).

Armory - GDI's infantry upgrade structure. Provides Upgrades for GDI's infantry (in this case, the mainline GDIPK's infantry). Also provides Support Powers.

Tech Center - GDI's advanced upgrade structure. Provides various advanced Upgrades and Support Powers for GDI (in this case, for the mainline GDI Peacekeepers).

Space Command Uplink - GDI's advanced tech structure. Provides Orbitally-deployed Support Powers.

Crane - Provides an additional construction queue. Unlike the Construction Yard, cannot build the Sonic Emitter, the Ion Cannon Uplink, and the Surveyor. It also cannot build more Cranes nor the Reclamation Hub.

Reclamation Hub - Constructs the MARV. Shared with ZOCOM if I go against giving GDIPK their own Epic Unit.

Part 5 - Secondary Structures

Watchtower - GDI's basic anti-infantry defense. Can be upgraded with AP Ammo.

Guardian Cannon - GDI's basic anti-vehicle defense. Can be upgraded with Railguns.

AA Battery - GDI's basic anti-air defense.

Pulse Scanner - Support structure that detects stealth in large radius and increase effectiveness and line-of-sight of nearby friendly defenses (specific details pending revision).

Sonic Emitter - GDI's advanced anti-infantry/anti-vehicle base defense. Fires a sonic blastwave that shatters all units down its direct line-of-fire. [NOTE: All Sonic-type weapons are now capable of damaging and destroying Tiberium; therefore, by extension, all Tiberium-based units recieve extra damage from Sonic-type weapons as a result. This includes all Scrin units and structures.]

Wall Hub - GDI's basic passive defense. Place Wall Hub, then extend where you want the wall to be.

Tiberium Silo - Stores excess Tiberium.

Ion Cannon Uplink - GDI's superweapon. Provides the Ion Cannon superweapon.

Surveyor - GDI's ground-control expansion unit. Deploys into Outpost.

Part 6 - Support Powers

Radar Scan - GDI's basic intelligence support power. Scans a large target area, revealing stealth and providing line-of-sight.

GDI Airborne - GDI's basic reinforcement support power. Calls in air transports to deploy 2 veteran Riflemen Squads and 2 veteran Missile Squads at target location.

Sharpshooter Team - GDI's intermediate reinforcement support power. Calls in air transports to deploy 3 veteran Sniper Teams at target location.

Bloodhound Airdrop - GDI's intermediate reinforcement support power. Deploys 2 veteran Pitbull ATVs and 2 veteran Terrier ATVs at target location.

Zone Infantry Drop Pods - GDI's advanced reinforcement support power. Deploys a Drop Pod from orbit, landing 3 veteran Zone Troopers or Zone Raiders at target location. Choice between Zone Troopers or Zone Raiders can be toggled at the Space Command Uplink; can only be done while the support power is recharging. Idea taken from TWA.

Phoenix Airstrike - GDI's basic offensive support power. Call in 3 AX-13 Phoenix aircraft to bomb a moderate area. The AX-13 is from Tiberium Apocalypse, and is basically GDI-modernized A-10 Warthog. Replaces the original Orca Strike.

Shockwave Bombardment - GDI's advanced offensive support power. Launches a missile that releases a series of cluster bomblets that damages and EMP's enemy units and structures within the target location.

Supersonic Air Attack - GDI's advanced offensive support power. Calls in 3 Supersonic Fighters to annihilate enemy aircraft with a sonic-boom shockwave in target area.

Orbital Strike - GDI's advanced offensive support power. Orbital attack satellites drop cobalt-tungsten rods from orbit at high velocity onto the target location, causing massive damage to whatever was within the area.

Part 7 - Upgrades

Armory Upgrades:

Composite Armor - Gives Rifleman Squads, Missile Squads, Grenadier Squads, and Sniper Teams an increase in armor.


Scanner Packs - Increases line-of-sight and weapon range of Sniper Teams and Zone Troopers, while also giving the ability to detect stealth.


Power Packs - Gives Zone Troopers an auto-heal ability when idle.

Command Post Upgrades:

AP Ammo - Increases damage of Watchtower, "V2 [Vehicle Pending]", and Hammerhead.

Dragon Fire Mortars - Gives Dragon Fire mortars to Pitbull ATV, Terrier ATV, and Ratel Munitions Carrier for light artillery role.

Sensor Pods - Gives Sensor Pods to Orca and Pitbull. Allows them to deploy a sensor pod at a designated location; detects stealth within a moderate radius for a limited time.

Tech Center Upgrades:

Ion Cannons - Gives Predator Tanks and Mammoth Tanks a ~35% increase in firepower and provides a 1-2 second EMP effect on enemy vehicles (numbers up for revision).


Reactive Armor - Gives Predator Tanks and Mammoth Tanks a ~40% increase in armor and hitpoints (numbers up for revision). All around improvement. Based on Tiberium Essence's upgrade.


Shockwave EMP Grenades - The grenade launchers on Ratel Munitions Carriers and Bulldog Tank Destroyers can now EMP enemy vehicles for a short period of time (concept taken from Tiberium Essence). Grenadier Squads additionally gain the option to switch to EMP grenades as well (ability taken from TWA).


Stratofighter Boosters - Gives Firehawks the ability to move quickly to any point on the battlefield.

----------------------------------------------------------------------

And that finishes off the updated and revised GDI faction arsenals, and also all the faction arsenals I have completed thus far. I'll eventually get around to the Scrin at some point, but that's down the road quite a ways.

Any thoughts, suggestions, questions, or comments are welcome. Some of the things I referenced here, such as Tiberium Essence's Falcon Hovercraft or TWA's Predator Tank design and Centurion Hovercraft, are all property of their respective owners, and no attempts to use mentioned materials will be made unless permission is given.

As I promised earlier, here is the second of the updated and revised GDI faction arsenals, the Zone Operations Command, or ZOCOM:

Part 1 - Infantry

Rifleman Squad - GDI's standard basic infantry. Retains same capabilities as in-game unit. Design based off of Falchion's design. Can be upgraded with Tiberium Field Suits.

Missile Squad - GDI's standard basic anti-tank/anti-air infantry. Retains same capabilities as in-game unit. Design based off of Falchion's design. Can be upgraded with Tiberium Field Suits.

Engineer - GDI's standard engineer infantry. Can capture enemy buildings and tech structures, repair friendly structures and repair civilian buildings. Can be upgraded with Tiberium Field Suits.

Sniper Team - GDI's standard advanced anti-infantry infantry. Equipped with sniper rifles, camouflage suits, and artillery target painters. Can be upgraded with Tiberium Field Suits and Scanner Packs. ZOCOM's Sniper Teams use Tiberium Essence's cameo and design.

Grenadier Squad - GDI's standard heavy infantry. Equipped with grenade launchers. Can clear garrisoned buildings. Can be upgraded with Tiberium Field Suits.

Zone Raider Squad - ZOCOM's advanced heavy assault infantry. Equipped with Enhanced Zone Armor, automatic sonic grenade launchers, and suit-integrated missile launchers. Immune to Tiberium. Can be upgraded with Scanner Packs and Power Packs.

Commando "Zone Valkyrie" - ZOCOM's most elite soldiers. Equipped with next-gen Zone Armor, a dual-mode OICW (a .50-cal rifle component for anti-infantry, and a Metal Storm-style stacked 30mm armor-piercing sonic grenade launcher for anti-tank), an integrated jet-pack, and C4 explosives to destroy structures. Can detect stealth.

Part 2 - Vehicles

Pitbull ATV - GDI's standard scout basic anti-vehicle/anti-air unit. Equipped with two 2x missile racks and a sensor suite, both systems mounted on a turret. Can be upgraded with Sensor Pods and Dragon Fire Mortars. New chassis design based on this vehicle design by TugoDoomER.

Terrier ATV - GDI's standard scout and basic anti-infantry/anti-air unit. Armed with two .50-cal machine-guns mounted on a turret. Can be upgraded with Dragon Fire Mortars. Chassis design based on this vehicle design by TugoDoomER.

Zone Predator Tank - ZOCOM's custom variant of the Predator Tank. Armed with a 150mm tank gun and a missile pod. Can be upgraded with Ceramic Armor and Sonic Cannons. Based on the pre-release version and the Kane's Wrath Reloaded mod's version.

Guardian APC - GDI's standard APC. Equipped with a twin automatic-shotgun turret (replacing the original twin machine-gun turret) and GUARDIAN Active Protection System (similar to MEC2's TROPHY for the IDF). Can carry two infantry. Will be using Falchion's Guardian APC design (that is, when he finally gets around to finishing it...).

Harvester - GDI's standard Tiberium Harvester.

MCV - GDI's Mobile Construction Vehicle. Deploys into Construction Yard.

Ratel Munitions Carrier - GDI's universal 8-wheeled explosive ordinance carrier. Armed with a turreted 60mm automatic grenade launcher. Can clear garrisoned buildings. Can be upgraded with Dragon Fire Mortars.

Shatterpoint Sonic Emitter Hovercraft - ZOCOM's unique hover unit. Armed with a scaled-down mobile version of the Sonic Emitter turret. Based on Falchion's design. Name changed from Shatterer (which Peptuck - of Tiberium Wars fanfic fame - pointed out was a stupid-sounding name) to the Shatterpoint.

Hunter Tank Destroyer - ZOCOM's dedicated tank destroyer. Armed with a 150mm AP Ramjet/Rocket-Assisted Gun with Sonic Crystal Warhead 'Base-Bleed' Shells. Fast and very long-ranged, but low kinetic damage. Can also fire HEAT rounds (taken from Kane's Wrath Reloaded). Based on the C&C4 vehicle of the same name.

Rig/Battlebase - GDI's standard mobile defensive support platform. Rig deploys into a Battlebase, which is equipped with two Guardian Cannons, a SAM turret, a sensor suite, and repair drones. ZOCOM's Battlebases can be upgraded with Sonic Cannons.

Mammoth Tank - GDI's iconic heavy assault tank. Armed with two 150mm tank guns and two 6x 60mm missile launchers. ZOCOM's Mammoth Tanks can be upgraded with Ceramic Armor and Sonic Cannons.

Disruptor Sonic Wave Artillery - ZOCOM's replacement for the Juggernaut. Armed with a long-range Sonic Wave Emitter. Can fire a sustained wave that can hit multiple targets in a line. Based on Tiberium Essence's design.

(Epic Unit) Mammoth Armed Reclamation Vehicle (MARV) - ZOCOM's epic heavy assault tank & Tiberium harvester. I'm not sure whether to have it be exclusive to ZOCOM or have it shared with GDIPK.

Part 3 - Aircraft

Orca Assault Craft - GDI's standard VTOL combat aircraft. Equipped with minigun and six air-to-ground missiles. Also equipped with a Pulse Scanner that can detect stealthed units for a limited amount of time in a small radius. ZOCOM's Orcas have their missiles equipped with sonic crystal warheads. Can be upgraded with Sensor Pods and Ceramic Armor.

Hammerhead Gunship - GDI's standard helicopter gunship. Equipped with two 2x machinegun ball turrets. Can transport infantry. Pending a redesign so that it looks less ridiculous (I'll draw up the redesign perhaps... eventually...). Can be upgraded with AP Ammo and Ceramic Armor.

Firehawk Fighter/Bomber - Firehawk Fighter/Bomber - GDI's standard fixed-wing combat aircraft. Can be armed with either four air-to-air missiles or two guided bombs. Can be upgraded with Stratofighter Boosters and Ceramic Armor.

Part 4 - Primary Structures

Power Plant - Provides power. Can be upgraded with Advanced Turbines to provide more power.

Tiberium Refinery - Processes and stores Tiberium. Comes with Harvester.

Barracks - Produces and heals GDI infantry (in this case, the ZOCOM's infantry).

War Factory - Produces and repairs GDI vehicles (in this case, the ZOCOM's vehicles).

Command Post - Provides radar as well as basic Upgrades and Support Powers for GDI (in this case, for the ZOCOM).

Airfield - Produces and repairs GDI aircraft (in this case, the ZOCOM's aircraft).

Armory - GDI's infantry upgrade structure. Provides Upgrades for GDI's infantry (in this case, the ZOCOM's infantry). Also provides Support Powers.

Tech Center - GDI's advanced upgrade structure. Provides various advanced Upgrades and Support Powers for GDI (in this case, for the ZOCOM).

Space Command Uplink - GDI's advanced tech structure. Provides Orbitally-deployed Support Powers.

Crane - Provides an additional construction queue. Unlike the Construction Yard, cannot build the Sonic Emitter, the Ion Cannon Uplink, and the Surveyor. It also cannot build more Cranes nor the Reclamation Hub.

Reclamation Hub - Constructs the MARV. May be shared with GDIPK if I go against giving them their own Epic Unit.

Part 5 - Secondary Structures

Watchtower - GDI's basic anti-infantry defense. Can be upgraded with AP Ammo.

Guardian Cannon - GDI's basic anti-vehicle defense. Can be upgraded with Railguns.

AA Battery - GDI's basic anti-air defense.

Pulse Scanner - Support structure that detects stealth in large radius and increase effectiveness and line-of-sight of nearby friendly defenses (specific details pending revision).

Sonic Emitter - GDI's advanced anti-infantry/anti-vehicle base defense. Fires a sonic blastwave that shatters all units down its direct line-of-fire. [NOTE: All Sonic-type weapons are now capable of damaging and destroying Tiberium; therefore, by extension, all Tiberium-based units recieve extra damage from Sonic-type weapons as a result. This includes all Scrin units and structures.]

Wall Hub - GDI's basic passive defense. Place Wall Hub, then extend where you want the wall to be.

Tiberium Silo - Stores excess Tiberium.

Ion Cannon Uplink - GDI's superweapon. Provides the Ion Cannon superweapon.

Surveyor - GDI's ground-control expansion unit. Deploys into Outpost.

Part 6 - Support Powers

Radar Scan - GDI's basic intelligence support power. Scans a large target area, revealing stealth and providing line-of-sight.

GDI Airborne - GDI's basic reinforcement support power. Calls in air transports to deploy 2 veteran Riflemen Squads and 2 veteran Missile Squads at target location.

Sharpshooter Team - GDI's intermediate reinforcement support power. Calls in air transports to deploy 3 veteran Sniper Teams at target location.

Bloodhound Airdrop - GDI's intermediate reinforcement support power. Deploys 2 veteran Pitbull ATVs and 2 veteran Terrier ATVs at target location.

Zone Infantry Drop Pods - GDI's advanced reinforcement support power. Deploys a Drop Pod from orbit, landing 3 veteran Zone Troopers or Zone Raiders at target location. Choice between Zone Troopers or Zone Raiders can be toggled at the Space Command Uplink; can only be done while the support power is recharging. Idea taken from TWA.

Phoenix Airstrike - GDI's basic offensive support power. Call in 3 AX-13 Phoenix aircraft to bomb a moderate area. The AX-13 is from Tiberium Apocalypse, and is basically GDI-modernized A-10 Warthog. Replaces the original Orca Strike.

Shockwave Bombardment - GDI's advanced offensive support power. Launches a missile that releases a series of cluster bomblets that damages and EMP's enemy units and structures within the target location.

Supersonic Air Attack - GDI's advanced offensive support power. Calls in 3 Supersonic Fighters to annihilate enemy aircraft with a sonic-boom shockwave in target area.

Orbital Strike - GDI's advanced offensive support power. Orbital attack satellites drop cobalt-tungsten rods from orbit at high velocity onto the target location, causing massive damage to whatever was within the area.

Part 7 - Upgrades

Armory Upgrades:

Tiberium Field Suits - Gives Rifleman Squads, Missile Squads, Grenadier Squads, and Sniper Teams an increase in armor, while also providing immunity to Tiberium.

Scanner Packs - Increases line-of-sight and weapon range of Sniper Teams and Zone Raiders, while also giving the ability to detect stealth.

Power Packs - Gives Zone Raiders an auto-heal ability when idle.

Command Post Upgrades:

AP Ammo - Increases damage of Watchtower, Terrier ATV, and Hammerhead.

Dragon Fire Mortars - Gives Dragon Fire mortars to Pitbull ATV, Terrier ATV, and Ratel Munitions Carrier for light artillery role.

Sensor Pods - Gives Sensor Pods to Orca and Pitbull. Allows them to deploy a sensor pod at a designated location; detects stealth within a moderate radius for a limited time.

Tech Center Upgrades:

Sonic Cannons - Gives Predator Tanks and Mammoth Tanks a ~20% increase in firepower via splash damage, and provides a damage multiplier against Tiberium and Tiberium-based units (numbers up for revision). [NOTE: the Sonic Cannons upgrade for ZOCOM's Zone Predator Tank and Mammoth Tank are cannons similar to what the MARV has.]

Ceramic Armor - Gives Predator Tanks, Mammoth Tanks, Orcas, Hammerheads, and Firehawks a ~20% increase in armor and hitpoints, and provides immunity to Ion Storms and partial immunity to Tiberium-based weaponry (numbers up for revision).

Improved Missile Engines - Increases range and speed of missiles for all missile-armed units.

Stratofighter Boosters - Gives Firehawks the ability to move quickly to any point on the battlefield.
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And that basically covers all of the updates and revisions I've made to the ZOCOM since last time. I'll finish things off with the GDI Peacekeepers (vGDI) in my next post.

Any thoughts, suggestions, questions, or comments are welcome. Some of the things I referenced here, such as Tiberian Essence's Disruptor Tank design, are all property of their respective owners, and no attempts to use mentioned materials will be made unless permission is given.

Okay, as I promised earlier, here is the first of the updated and revised GDI faction arsenals, starting out with the Steel Talons:

Part 1 - Infantry

Rifleman Squad - GDI's standard basic infantry. Retains same capabilities as in-game unit. Design based off of Falchion's design.

Missile Squad - GDI's standard basic anti-tank/anti-air infantry. Retains same capabilities as in-game unit. Design based off of Falchion's design

Combat Engineer - The Steel Talons' improved engineer infantry. Can capture enemy buildings and tech structures, repair friendly structures and repair civilian buildings. Can also detect and remove mines, and Dig In to create Engineering Foxholes. Is better armored and equipped with a powerful revolver capable of killing other engineer-type units.

Spec Ops Team - The Steel Talons' advanced recon infantry. Equipped with submachine guns, camouflage suits, stealth detection kits, artillery target painters, and demolition charges. Meant for surveillance, reconnaissance, and light sabotage. Can stealth when not moving, and also detect enemy stealth units. Can Spot Targets for the Behemoth. Can damage enemy structures with its demo charges. Provides a small range and accuracy boost to nearby Steel Talons walkers. Unit inspired by these artworks by KajiTetsushi on deviantART.

Grenadier Squad - GDI's standard heavy infantry. Equipped with grenade launchers. Can clear garrisoned buildings.

Jumpjet Trooper Squad - The Steel Talons' heavy assault infantry. Equipped with railgun-accelerated grenade launchers and "Aerial Assault Armor" (armor with jetpacks, basically). Flies instead of walks. Excels against medium armor and light infantry. Based off of Golan's JumpJet Infantry design.

Commando "Talon Raptor" - The Steel Talons' most elite soldiers. Armed with a duel-mode railgun rifle (original in-game version for anti-infantry, TWA's version for anti-tank) that can be manually toggled between them. Also equipped with jetpack system based on a mix of Golan's Jump Jet Trooper design and TWA's Jetpack Trooper bonus infantry. Overall commando design based on this Rise of Omnius concept.

Part 2 - Vehicles

Kazuar Scout Walker - The Steel Talons' basic scout unit. Design based on Twisted Insurrection's design. Weaponless (initially). Equipped with two minelayer pods and an advanced sensor suite package. Can lay mines. Can detect stealth. Can be upgraded with Sensor Pods and the Adaptive Weapons System (Details below in Part 7 - Upgrades).

Wolverine Mk. II Walker - The Steel Talons' basic anti-infantry unit. Equipped with two miniguns. Design based on Tiberium Icestorm's design. Can be upgraded with AP Ammo.

Titan Mk. II Walker - The Steel Talons' MBT (so to speak). Uses Golan's updated design. Can crush vehicles and medium tanks. Can be upgraded with Adaptive Armor and Railguns.

Mobile Repair Transport - The Steel Talons' Guardian APC variant. Replaces gun turret with a repair crane & repair drone. Can repair friendly vehicles. Will be using Falchion's Guardian APC design (that is, when he finally gets around to finishing it...).

Harvester - GDI's standard Tiberium Harvester.

MCV - GDI's Mobile Construction Vehicle. Deploys into Construction Yard.

Ratel Munitions Carrier - GDI's universal 8-wheeled explosive ordinance carrier. Armed with a turreted 60mm automatic grenade launcher. Can clear garrisoned buildings. Can be upgraded with Dragon Fire Mortars.

Tempest Hover MRLS - The Steel Talons' unique hover unit. Based on Tiberium Icestorm's design and name taken from Tiberium Essence. Equipped with two 11x missile racks. Can fire at both ground and air targets. Can be upgraded with Advanced Fire Control (taken from Tiberium Essence).

Hellhound Walker - The Steel Talons' dedicated tank destroyer walker. Inspired by the Mechwarrior 4 Mercenaries 'Mech of the same name. Equipped with 4x 30mm autocannons, 2x on each arm. Respectable anti-tank damage, range, and rate-of-fire, but nothing outstanding. Also comes with two empty weapons racks (used for the Adaptive Weapons System upgrade; see details below in Part 7 - Upgrades). Can be upgraded with the Adaptive Weapons system.

Rig/Battlebase - GDI's standard mobile defensive support platform. Rig deploys into a Battlebase, which is equipped with two Guardian Cannons, a SAM turret, a sensor suite, and repair drones. The Steel Talons' Battlebases can be upgraded with Railguns.

Mammoth Tank - GDI's iconic heavy assault tank. Armed with two 150mm tank guns and two 6x 60mm missile launchers. The Steel Talons' Mammoth Tanks can be upgraded with Adaptive Armor and Railguns.

Juggernaut Mk. II "Behemoth" Artillery Walker - The Steel Talons' heavy artillery. Armed with 3x 200mm cannons. Unlike the Juggernaut Mk. III, the Behemoth must deploy to fire. Has longer range and faster rate-of-fire than the Mk. III. Can be upgraded with Advanced Fire Control (taken from Tiberium Essence).

(Epic Unit) Mastodon - The Steel Talon's epic heavy assault walker. Based on TWA/Golan's design.

Part 3 - Aircraft

Orca Assault Craft - GDI's standard VTOL combat aircraft. Equipped with minigun and six air-to-ground missiles. Also equipped with a Pulse Scanner that can detect stealthed units for a limited amount of time in a small radius. Can be upgraded with Sensor Pods and Hardpoints.

Hammerhead Gunship - GDI's standard helicopter gunship. Equipped with two 2x machinegun ball turrets. Can transport infantry. Pending a redesign so that it looks less ridiculous (I'll draw up the redesign perhaps... eventually...). Can be upgraded with AP Ammo.

Firehawk Fighter/Bomber - GDI's standard fixed-wing combat aircraft. Can be armed with either four air-to-air missiles or two guided bombs. Can be upgraded with Stratofighter Boosters and Hardpoints.

[NOTE: The Hardpoints upgrade is researched at the Airfield.]

Part 4 - Primary Structures

Power Plant - Provides power. Can be upgraded with Advanced Turbines to provide more power.

Tiberium Refinery - Processes and stores Tiberium. Comes with Harvester.

Barracks - Produces and heals GDI infantry (in this case, the Steel Talons' infantry).

War Factory - Produces and repairs GDI vehicles (in this case, the Steel Talons' vehicles).

Command Post - Provides radar as well as basic Upgrades and Support Powers for GDI (in this case, for the Steel Talons).

Airfield - Produces and repairs GDI aircraft (in this case, the Steel Talons' aircraft).

Repair Bay - The Steel Talon's Replacement for the Armory. Repairs and provides upgrades for Steel Talon's vehicles. Also provides Support Powers.

Tech Center - GDI's advanced upgrade structure. Provides various advanced Upgrades and Support Powers for GDI (in this case, for the Steel Talons).

Space Command Uplink - GDI's advanced tech structure. Provides Orbitally-deployed Support Powers.

Crane - Provides an additional construction queue. Unlike the Construction Yard, cannot build the MAC-V, the Ion Cannon Uplink, and the Surveyor. It also cannot build more Cranes nor the Orbital Deployment Center.

Orbital Deployment Center - Constructs the Mastodon. Based on the Tiberium Essence structure of the same name and function.

Part 5 - Secondary Structures

Watchtower - GDI's basic anti-infantry defense. Can be upgraded with AP Ammo.

Guardian Cannon - GDI's basic anti-vehicle defense. Can be upgraded with Railguns.

AA Battery - GDI's basic anti-air defense.

Pulse Scanner - Support structure that detects stealth in large radius and increase effectiveness and line-of-sight of nearby friendly defenses (specific details pending revision).

MAC-V - Magnetic Accelerator Cannon Mk. V. Replaces Sonic Emitter for the Steel Talons. Based on the Halo Reach gun emplacement.

Wall Hub - GDI's basic passive defense. Place Wall Hub, then extend where you want the wall to be.

Tiberium Silo - Stores excess Tiberium.

Ion Cannon Uplink - GDI's superweapon. Provides the Ion Cannon superweapon.

Surveyor - GDI's ground-control expansion unit. Deploys into Outpost.

Part 6 - Support Powers

Radar Scan - GDI's basic intelligence support power. Scans a large target area, revealing stealth and providing line-of-sight.

Veteran Crew Training - The Steel Talons' basic force-multiplier support power. Gives one veterancy rank to a group of vehicles in a small radius. Taken from Tiberium Essence.

Railgun Accelerator - The Steel Talons' advanced force-multiplier support power. Increases the rate-of-fire of all Railgun-equipped units within affected radius, at the risk of gradual damage from overheating.

GDI Airborne - GDI's basic reinforcement support power. Calls in air transports to deploy 2 veteran Riflemen Squads and 2 veteran Missile Squads at target location.

Black Ops Insertion - The Steel Talons' intermediate reinforcement support power. Calls in air transports to deploy 3 veteran Spec Ops Teams at target location.

Bloodhound Airdrop - GDI's intermediate reinforcement support power. The Steel Talons' version deploys 2 veteran Wolverines and 2 veteran Kazuars at target location.

Zone Infantry Drop Pods - GDI's advanced reinforcement support power. Deploys a Drop Pod from orbit, landing 3 veteran Zone Troopers or Zone Raiders at target location. Choice between Zone Troopers or Zone Raiders can be toggled at the Space Command Uplink; can only be done while the support power is recharging. Idea taken from TWA.

Phoenix Airstrike - GDI's basic offensive support power. Call in 3 AX-13 Phoenix aircraft to bomb a moderate area. The AX-13 is from Tiberium Apocalypse, and is basically GDI-modernized A-10 Warthog. Replaces the original Orca Strike.

Shockwave Bombardment - GDI's advanced offensive support power. Launches a missile that releases a series of cluster bomblets that damages and EMP's enemy units and structures within the target location.

Supersonic Air Attack - GDI's advanced offensive support power. Calls in 3 Supersonic Fighters to annihilate enemy aircraft with a sonic-boom shockwave in target area.

Orbital Strike - GDI's advanced offensive support power. Orbital attack satellites drop cobalt-tungsten rods from orbit at high velocity onto the target location, causing massive damage to whatever was within the area.

Part 7 - Upgrades

Repair Bay Upgrades:

Adaptive Weapons System - Allows Kazuar and Hellhound to absorb infantry weapons. See below for full details.

[NOTE: Currently need two more upgrades to complete the Repair Bay's upgrade roster.]

Command Post Upgrades:

AP Ammo - Increases damage of Watchtower, Wolverine, and Hammerhead.

Dragon Fire Mortars - Gives Ratel Munitions Carrier automatic mortars for light artillery role.

Sensor Pods - Gives Sensor Pods to Orca and Kazuar. Allows them to deploy a sensor pod at a designated location; detects stealth within a moderate radius for a limited time.

Tech Center Upgrades:

Railguns - Gives Titans and Mammoth Tanks a ~50% increase in firepower (numbers up for revision).

Adaptive Armor - Gives Titans and Mammoth Tanks a ~30% increase in armor an hitpoints, and a further ~10% increase and immunity to EMP when system is activated (numbers up for revision).

Advanced Fire Control - Gives the Tempest Hover MRLS and Behemoth an increase in accuracy and rate-of-fire, while reducing splash damage to friendly units.

Stratofighter Boosters - Gives Firehawks the ability to move quickly to any point on the battlefield.

Details on the Adaptive Weapons System Upgrade:

Weapons given to the Kazuar:

> Rifleman Squad - light machine guns x2

> Missile Squad - 4x missile launcher pods x2

> Grenadier Squad - automatic grenade launchers x2

> Spec Ops Team/Sniper Team (if available) - long-range sniper autocannon + 'spotter' sighting pod

> Jumpjet Trooper - railgun rifles x2

> Zone Trooper (if available) - ion accelerator rifles x2

> Zone Raider (if available) - automatic sonic grenade launchers x2 + AA missile launcher pods x2

Weapons Given to the Hellhound:

> Riflemen Squad - a .50-cal 6-barrelled Gatling minigun, with armor-piercing bullets. Good for constant rate-of-fire, but short ranged. Can work as anti-infantry in a pinch, but don't expect accuracy when the weapon's calibrated for anti-tank duty.

> Missile Squad - LOSAT/KEM/CKEM missile rack. Good for volley fire, high damage, and longer range, but moderately long reload time. Useless against infantry, and cannot hit even a low-flying pigeon with any accuracy (you might get a lucky shot on an aircraft though, but don't bet on it).

> Engineer - Auto-Repair Regenerative System. No offensive capability, but allows it to repair damage when idle.

> Grenadier Squad - 40mm automatic grenade launcher. Moderate rate-of-fire with good damage, but most of said damage is explosive-splash type. Moderate range as well. (Not sure to give it anti-infantry damage as well.)

> Spec Ops Team/Sniper Team (if available) - A 20mm sniper-autocannon with advanced sensor suite. A long-ranged sniping weapon, with 3-burst fire-rate. Highly accurate, though not the highest damage. Can work as support against stealth.

> Jumpjet Trooper - A vehicle-mounted version of Golan's GDG-9 railgun-launched grenade rifle. Extreme damage and moderately long range, but long reload & short rate-of-fire as a result.

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And that basically covers all of the updates and revisions I've made to the Steel Talons since last time. I'll continue on next post with the ZOCOM, and finally after that the GDI Peacekeepers (vGDI).

Any thoughts, suggestions, questions, or comments are welcome. Some of the things I referenced here, such as Twisted Insurrection's Kazuar, are all property of their respective owners, and no attempts to use mentioned materials will be made unless permission is given.

As promised yesterday, I will now present the baseline Nod faction, the Armies of Nod:

Part 1 - Infantry

Brotherhood Watch - Nod's basic infantry. Replaces the Militants for proper professional soldiers. Based on Falchion's design. Can be upgraded with Confessors and Tiberium Infusion.

Brotherhood Guard - Nod's basic anti-tank/anti-air infantry. Replaces the Militants for proper professional soldiers. Based on Falchion's design. Can be upgraded with Confessors and Tiberium Infusion. Also, the rocket launcher's design is based on the one from TWA.

Saboteur - Nod's standard engineer infantry. Can capture enemy buildings and tech structures, repair friendly structures, repair civilian buildings, and plant Booby Traps on any neutral structure.

Shadow Team - No real changes from base game, aside from new design based on Falchion's design.

Black Hand Enforcers - Nod's advanced combat infantry. Equipped with powerful flamethrowers that can clear garrisoned buildings. Based on Falchion's design. Can be upgraded with White Phosphorus Additives.

Vanguard Elements - Inspired by the infantry in this Tiberium Alliances wallpaper. Nod's elite partisan group composed of experienced militants, insurgents, and irregulars. Equipped with light assault rifles. Gives leadership bonus to all Militants (now support power reinforcements). Can be upgraded with Spitfire Laser Capacitors (specifically, the laser rifle held by the Nod trooper in the foreground of the above link). [More changes pending.]

Commando "Shade Slayer" - The mainline Nod army's most elite soldiers. Based on KaneNash's artwork. Equipped with two laser pistols for anti-infantry and a laser rifle for anti-tank; must be toggled between them. Stealthed. Also equipped with C4 explosives to destroy buildings and walkers, and a glider pack (inspired by TWA's Nod Commando).

Part 2 - Vehicles

Attack Bike - Nod's standard scout and basic anti-tank/anti-air unit. Can be upgraded with High Explosive Warheads.

Raider Buggy - Nod's standard basic anti-infantry unit. Along with the standard EMP Coils, the mainline Nod army's Raider Buggies can be upgraded with Spitfire Laser Capacitors. Design based on TWA's design.

Scorpion Tank (Original) - The mainline Nod army's standard main battle tank. No real changes other than a redesign based on one being worked on by Falchion (if only he'll get around to finishing it...). Can be upgraded with Dozer Blades and Spitfire Laser Capacitors.

Reckoner APC - Nod's standard APC. Can deploy into a stationary bunker for garrisoning infantry. Can only carry one infantry squad.

Harvester - Nod's standard Tiberium Harvester. Stealthed.

MCV - Nod's Mobile Construction Vehicle. Deploys into Construction Yard.

Scarab Flame Tank - The mainline Nod army's standard flame tank design. Can clear garrisoned buildings. Also pending a new design (which I'll get around to drawing... eventually...). Can be upgraded with White Phosphorus Additives.

Basilisk Beam Cannon - Nod's standard medium artillery. Name and model takes after Tiberium Essence's design, but retains original in-game abilities.

Minelayer Drone - The mainline Nod army's unique robot unit. Can lay large minefields. Can also plant a Limpet Mine that can destroy light vehicles and VTOL aircraft.

Specter Artillery - Nod's advanced heavy artillery. Stealthed. Retains in-game capabilities, but will have a new redesign (which I'll draw up when I get around to it... eventually...).

Nightfall Stealth Tank - Nod's current-generation stealth tank. New design based on djizomdjinn's design. Can lay small magnetic minefields.

Avatar Warmech - Nod's heavy assault walker. General-production chassis equipped with an Obelisk Laser module on right arm. Design based on Falchion's design. Commandeering Technology ability still pending a rework.

(Epic Unit) Redeemer - Nod's epic heavy assault walker. I currently have no plans to give any of the Nod subfactions their own unique Epic Units.

Part 3 - Aircraft

Venom Patrol Craft - Nod's standard VTOL attack aircraft. Retains same capabilities as original in-game unit. The mainline Nod army's Venoms can be upgraded with Spitfire Laser Capacitors.

Vertigo Bomber - Nod's standard stealth bomber. Retains same capabilities as original in-game unit.

Part 4 - Primary Structures

Power Plant - Provides power. Can be upgraded with a Liquid Tiberium Core to provide more power.

Tiberium Refinery - Processes and stores Tiberium. Comes with Harvester.

Hand of Nod - Produces and heals Nod infantry (in this case, the mainline Armies of Nod's infantry). New Hand of Nod design based off of Twisted Insurrection's design.

War Factory - Produces and repairs Nod vehicles (in this case, the mainline Armies of Nod's vehicles).

Operations Center - Provides radar as well as basic Upgrades and Support Powers for Nod (in this case, for the mainline Armies of Nod).

Air Tower - Produces and repairs Nod aircraft (in this case, the mainline Armies of Nod's aircraft).

Shrine of Nod - Nod's infantry upgrade structure. Provides Upgrades for Nod's infantry (in this case, the mainline Armies of Nod's infantry). Also provides Support Powers.

Tech Lab - Nod's advanced upgrade structure. Provides various advanced Upgrades and Support Powers for Nod (in this case, for the mainline Armies of Nod).

Tiberium Chemical Plant - Nod's advanced tech structure. Provides Tiberium-based Support Powers.

Crane - Provides an additional construction queue. Unlike the Construction Yard, cannot build the Obelisk of Light, the Temple of Nod, and the Emissary. It also cannot build more Cranes nor the Redeemer Engineering Facility.

Redeemer Engineering Facility - Constructs the Redeemer.

Part 5 - Secondary Structures

Shredder Turret System - Nod's standard anti-infantry defense. Comes with a Hub and three Turrets.

Laser Turret System - Nod's standard anti-vehicle defense. Comes with a Hub and three Turrets.

SAM Turret System - Nod's standard anti-air defense. Comes with a Hub and three Turrets. Can be upgraded with Tiberium Core Warheads.

Voice of Kane - Support structure that gives a morale-boosting aura. Improves the combat effectiveness of surrounding friendly infantry while sending enemy infantry into suppression.

Obelisk of Light - Nod's advanced anti-infantry/anti-vehicle base defense. Can be charged by Basilisk Beam Cannons for extra range, increased damage, and faster rate-of-fire.

Wall Hub - Nod's basic passive defense. Place Wall Hub, then extend where you want the wall to be.

Disruption Tower - Nod's advanced passive defense. Creates a stealth field that cloaks all units and structures within its radius. Can now also cloak itself.

Temple of Nod - Nod's superweapon. Provides the Nuclear Missile superweapon.

Tiberium Silo - Stores excess Tiberium.

Emissary - Nod's ground-control expansion unit. Deploys into Outpost.

Part 6 - Support Powers

Network Espionage - The mainline Armies of Nod's basic intelligence support power. Hacks into enemy computer networks, revealing the location of unit production and tech structures.

Radar Jamming Missile - Nod's standard intelligence support power. Launches a missile that knocks out the enemy radar for 10 seconds.

Cloaking Field - Nod's standard intelligence support power. Stealths friendly vehicles in a moderate area.

Master Computer Countermeasures - Nod's standard advanced intelligence support power. Restores radar and EMP'd structures to operational status.

Uprising - Nod's standard basic reinforcement support power. Spawn Militant reinforcements. Militants come in three varieties: Rifle, Rocket, and Sniper. Design also based on Falchion's artwork.

Shadow Strike Team - The Armies of Nod's intermediate reinforcement support power. Calls in two veteran Shadow Teams, who fly into the battlefield via glider packs.

Mine Drop - Nod's standard intermediate reinforcement support power. Spawns an Armageddon Bomber that drops a field of landmines at the target location. The Armageddon Bomber gets a new design based off of the C&C4 Vertigo Bomber design.

Seed Tiberium - Nod's basic Tiberium-based support power. Spawns an Armageddon Bomber that drops a spray of Liquid Tiberium at the target location, which in turn spawns a small Tiberium field. The Armageddon Bomber gets a new design based off of the C&C4 Vertigo Bomber design.

Catalyst Missile - Nod's advanced Tiberium-based support power. Launches a missile that, when it contacts Tiberium or Tiberium-related units & structures, detonates the Tiberium and causes a chain-reaction, resulting in extreme damage to whatever was nearby. Now causes damage to all Scrin units and structures.

Tiberium Vapor Bomb - Nod's advanced Tiberium-based support power. Spawns an Armageddon Bomber that drops a Tiberium-based fuel-air bomb, causing devastating damage to the target area. The Armageddon Bomber gets a new design based off of the C&C4 Vertigo Bomber design.

Tiberium Vein Detonation - Nod's advanced Tiberium-based support power. Causes a target Tiberium field to violently detonate, destroying (or at least causing crippling damage) to whatever was in-or-around the Tiberium field.

Part 7 - Upgrades

Shrine of Nod Upgrades:

Confessor - Gives Brotherhood Watch and Brotherhood Guard a Confessor squad leader equipped with a rotary assault rifle.

Tiberium Infusion - Gives Brotherhood Watch and Brotherhood Guard an increase in movement speed, hitpoints, and immunity to Tiberium.

Operations Center Upgrades:

EMP Coils - Equips Raider Buggy with the ability to EMP vehicles and structures in a short radius around it.

Dozer Blades - Equips Scorpion Tank with a frontal armored plow, allowing it to pass through minefields unharmed and run over heavy infantry.

Signature Generators - Equips Venom with a holographic projector that makes enemy radar pick up multiple false radar signatures.

Tech Lab Upgrades:

White Phosphorus Additives - Gives all flamethrower weapons the ability to cause smokescreens which obscure enemy units' line-of-sight and reduce their accuracy and damage.

High Explosive Warheads - Gives Stealth Tank, Attack Bike, and SAM Turret an increase in damage.

Spitfire Laser Capacitors - Gives Vanguard Elements, Raider Buggy, Scorpion Tank, and Venom an increase in damage.

Laser Fences - Increases armor and hitpoints of all Nod structures. Taken from TWA.
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And that covers basically all of the Armies of Nod (vNod), including updates and revisions I've made to them before posting them here. The GDI factions are coming up next posts.

Any thoughts, suggestions, or comments are welcome. Some of the things I referenced here are all property of their respective owners, and no attempts to use mentioned materials will be made unless permission is given.

As promised earlier, here's the next of the updated and revised faction arsenals. Presenting once again, the Marked of Kane:

Part 1 - Infantry

Awakened - The Marked of Kane's basic cyborg infantry. Equipped with an integrated machinegun on the left arm and an EMP cannon on the right arm. Also now immune to Tiberium. Can be upgraded with Tiberium Particle Beams and Enhanced Motivators (formerly called Cybernetic Legs).

Devoted - The Marked of Kane's basic anti-tank/anti-air cyborg infantry. Equipped with two missile launchers, one on both arms. Custom design of my own, based on the Awakened's. Also immune to Tiberium. Can be upgraded with Enhanced Motivators (formerly called Cybernetic Legs).

Saboteur - Nod's standard engineer infantry. Can capture enemy buildings and tech structures, repair friendly structures, repair civilian buildings, and plant Booby Traps on any neutral structure. Can be upgraded with Durable Materials (taken from Tiberium Essence 1.6) and Enhanced Motivators (formerly called Cybernetic Legs).

Infector Marksman Team - The Marked of Kane's cyborg counterparts to the mainline Nod Shadow Teams. Based off of Twisted Insurrection's design. Equipped with Tiberium sniper rifles. Also immune to Tiberium. Strangely enough, Carnius of TE created a similar unit for TE 1.6 Beta. Can be upgraded with Durable Materials (taken from Tiberium Essence 1.6) and Enhanced Motivators (formerly called Cybernetic Legs).

Tiberium Troopers - The Marked of Kane's cyborg counterparts to the Black Hand Enforcers. Equipped with Liquid Tiberium sprayers. Also now immune to Tiberium. Pending a redesign to make them look less... ungangly. Can be upgraded with Vinifera Mist and Enhanced Motivators (formerly called Cybernetic Legs).

Enlightened - The Marked of Kane's advanced heavy cyborg infantry. Equipped with an anti-tank laser cannon on the left arm and an EMP cannon on the right arm. Also now immune to Tiberium. New design based on KaneNash's design. Can be upgraded with Tiberium Particle Beams and Enhanced Motivators (formerly called Cybernetic Legs).

Commando "Chemical Maiden" - The Marked of Kane's most elite cyborg soldiers. Equipped with a dual-mode shoulder-fired Liquid-T fueled Laser Cannon with an 'underbarrel' Liquid Tiberium sprayer. Primary Laser Cannon for anti-tank/anti-air, Liquid-T sprayer for anti-infantry (must be toggled between them). Stealthed and immune to Tiberium. Based on this TS mod Rise of Omnius concept art. Can be upgraded with Durable Materials (taken from Tiberium Essence 1.6) and Enhanced Motivators (formerly called Cybernetic Legs).

Part 2 - Vehicles

Attack Bike - Nod's standard scout and basic anti-tank/anti-air unit. Can be upgraded with Tiberium Core Warheads.

Raider Buggy - Nod's standard basic anti-infantry unit. Along with the standard EMP Coils, the Marked of Kane's Raider Buggies can be upgraded with Tiberium Particle Beams. Design based on TWA's design.

Scorpion Tank (Marked of Kane Variant) - The Marked of Kane's unique basic tank variant. Based off a mix of both Twisted Insurrection's Scorpion Tank design and the cancelledTiberium FPS's Scorpion Tank design. Can be upgraded with Tiberium Particle Beams.

Reckoner APC - Nod's standard APC. Can deploy into a stationary bunker for garrisoning infantry. Can only carry one infantry squad.

Harvester - Nod's standard Tiberium Harvester. Stealthed.

MCV - Nod's Mobile Construction Vehicle. Deploys into Construction Yard.

Cyborg Reaper - The Marked of Kane's replacement for the Flame Tank. Equipped with dual missile launchers for anti-tank/anti-air harrassment and a Liquid Tiberium sprayer that can clear garrisons. Based on ErastusMercy's design. Can be upgraded with Vinifera Mist and Tiberium Core Warheads.

Basilisk Beam Cannon - Nod's standard medium artillery. Name and model takes after Tiberium Essence's design, but retains original in-game abilities.

Demolition Drone - The Marked of Kane's unique robot unit. Based on Twisted Insurrection's design. Basically a remote-controlled rolling bomb. Each individual Demo Drone can be given one of three upgrades: a larger high-explosive charge, a Tiberium-based bomb (available only with Tiberium Chemical Plant present), or a Tactical Nuke (available only with Temple of Nod present).

Phantasm Missile Launcher - The Marked of Kane's custom Spectre Artillery variant. Replaces artillery cannon with a missile tube; fires one Tiberium Chemical Missile. After detonation, spawns Tiberium gas cloud that poisons surrounding area. Custom design pending (I'll get around to drawing it up... eventually...).

Chameleon Stealth Tank - The Marked of Kane's next-generation stealth tank. Based on Reign of Steel's design. Along with its twin anti-tank/anti-air missile launchers, it uses a Tiberium Absorption ability similar to that of the Scrin Devourer Tank; upon full charge, the Chameleon can then use one of two abilities: an advanced Nano-Repair function to heal itself with, or a Tiberium Vapor canister launcher that launches Tib-Vapor gas around it which lethally poisons infantry and inflict crippling damage to vehicles or structures. Use of either ability consumes entire charge. Can be upgraded with Tiberium Core Warheads.

Sentinel Warmech - The Marked of Kane's own Avatar variant and counterpart to the Black Hand's Purifier. Inspired by Tiberium Essence 1.4 Avatar's "Sentinel" upgrade. Equipped with Obelisk Laser modules on both arms, a stealth generator, and a back-mounted light-laser module for anti-air.

(Epic Unit) Redeemer - Nod's epic heavy assault walker. I currently have no plans to give any of the Nod subfactions their own unique Epic Units.

Part 3 - Aircraft

Venom Patrol Craft - Nod's standard VTOL attack aircraft. Retains same capabilities as original in-game unit. The Marked of Kane's Venoms can be upgraded with Tiberium Particle Beams.

Vertigo Bomber - Nod's standard stealth bomber. Retains same capabilities as original in-game unit.

Banshee Fighter - The Marked of Kane's unique advanced aircraft. Equipped with experimental plasma-bolt cannons.

Part 4 - Primary Structures

Power Plant - Provides power. Can be upgraded with a Liquid Tiberium Core to provide more power.

Tiberium Refinery - Processes and stores Tiberium. Comes with Harvester.

Hand of Nod - Produces and heals Nod infantry (in this case, the Marked of Kane's infantry). New Hand of Nod design based off of Twisted Insurrection's design.

War Factory - Produces and repairs Nod vehicles (in this case, the Marked of Kane's vehicles).

Operations Center - Provides radar as well as basic Upgrades and Support Powers for Nod (in this case, for the Marked of Kane).

Air Tower - Produces and repairs Nod aircraft (in this case, the Marked of Kane's aircraft).

Hall of Faith - Replaces the Shrine of Nod for the Marked of Kane. Based on Twisted Insurrection/ErastusMercy's design. Provides Upgrades for the Marked of Kane's infantry. Also provides Support Powers.

Tech Lab - Nod's advanced upgrade structure. Provides various advanced Upgrades and Support Powers for Nod (in this case, for the Marked of Kane).

Tiberium Chemical Plant - Nod's advanced tech structure. Provides Tiberium-based Support Powers.

Crane - Provides an additional construction queue. Unlike the Construction Yard, cannot build the Obelisk of Light, the Temple of Nod, and the Emissary. It also cannot build more Cranes nor the Redeemer Engineering Facility.

Redeemer Engineering Facility - Constructs the Redeemer.

Part 5 - Secondary Structures

Shredder Turret System - Nod's standard anti-infantry defense. Comes with a Hub and three Turrets.

Laser Turret System - Nod's standard anti-vehicle defense. Comes with a Hub and three Turrets.

SAM Turret System - Nod's standard anti-air defense. Comes with a Hub and three Turrets. Can be upgraded with Tiberium Core Warheads.

Voice of Kane - Support structure that gives a morale-boosting aura. Improves the combat effectiveness of surrounding friendly infantry while sending enemy infantry into suppression.

Obelisk of Light - Nod's advanced anti-infantry/anti-vehicle base defense. Can be charged by Basilisk Beam Cannons for extra range, increased damage, and faster rate-of-fire.

Wall Hub - Nod's basic passive defense. Place Wall Hub, then extend where you want the wall to be.

Disruption Tower - Nod's advanced passive defense. Creates a stealth field that cloaks all units and structures within its radius. Can now also cloak itself.

Temple of Nod - Nod's superweapon. Provides the Nuclear Missile superweapon.

Tiberium Silo - Stores excess Tiberium.

Emissary - Nod's ground-control expansion unit. Deploys into Outpost.

Part 6 - Support Powers

Radio Interception - The Marked of Kane's basic intelligence support power. Taps into the communications chatter of enemy units, revealing their location and line-of-sight.

Radar Jamming Missile - Nod's standard intelligence support power. Launches a missile that knocks out the enemy radar for 10 seconds.

Cloaking Field - Nod's standard intelligence support power. Stealths friendly vehicles in a moderate area.

Master Computer Countermeasures - Nod's standard advanced intelligence support power. Restores radar and EMP'd structures to operational status.

Uprising - Nod's standard basic reinforcement support power. Spawn Militant reinforcements. Militants come in three varieties: Rifle, Rocket, and Sniper. Design also based on Falchion's artwork.

Redemption - The Marked of Kane's intermediate reinforcement support power. Any affected friendly or enemy infantry that die are resurrected into Awakened under your control.

Mine Drop - Nod's standard intermediate reinforcement support power. Spawns an Armageddon Bomber that drops a field of landmines at the target location. The Armageddon Bomber gets a new design based off of the C&C4 Vertigo Bomber design.

Ascended - The Marked of Kane's advanced reinforcement support power. Spawns an Ascended Cyborg onto the battlefield. Available only with a Temple of Nod present. Design based on Tribble-Industries' artwork. Essentially gives a Cyborg Commando-expy to the Marked of Kane.

Seed Tiberium - Nod's basic Tiberium-based support power. Spawns an Armageddon Bomber that drops a spray of Liquid Tiberium at the target location, which in turn spawns a small Tiberium field. The Armageddon Bomber gets a new design based off of the C&C4 Vertigo Bomber design.

Catalyst Missile - Nod's advanced Tiberium-based support power. Launches a missile that, when it contacts Tiberium or Tiberium-related units & structures, detonates the Tiberium and causes a chain-reaction, resulting in extreme damage to whatever was nearby. Now causes damage to all Scrin units and structures.

Tiberium Vapor Bomb - Nod's advanced Tiberium-based support power. Spawns an Armageddon Bomber that drops a Tiberium-based fuel-air bomb, causing devastating damage to the target area. The Armageddon Bomber gets a new design based off of the C&C4 Vertigo Bomber design.

Tiberium Vein Detonation - Nod's advanced Tiberium-based support power. Causes a target Tiberium field to violently detonate, destroying (or at least causing crippling damage) to whatever was in-or-around the Tiberium field.

Part 7 - Upgrades

Hall of Faith Upgrades:

Enhanced Motivators - Increases movement speed speed of Awakened, Devoted, Saboteur, Infector Marksman Team, Tiberium Trooper, Enlightened, and Chemical Maiden.

Durable Materials - Increases armor and hitpoints of Saboteur, Infector Marksman Team, and Chemical Maiden.

Operations Center Upgrades:

EMP Coils - Equips Raider Buggy with the ability to EMP vehicles and structures in a short radius around it.

Dozer Blades - Equips Scorpion Tank with a frontal armored plow, allowing it to pass through minefields unharmed and run over heavy infantry.


Signature Generators - Equips Venom with a holographic projector that makes enemy radar pick up multiple false radar signatures.

Tech Lab Upgrades:

Vinifera Mist - Gives all Liquid Tiberium sprayers Blue Tiberium fuel. Increases damage.

Tiberium Core Warheads - Gives Chameleon Stealth Tank, Attack Bike, Cyborg Reaper, and SAM Turret an increase in damage. Also inflicts Tiberium-based damage.


Tiberium Particle Beams - Gives Awakened, Enlightened, Scorpion Tank, Raider Buggy, and Venom an increase in damage. Also inflicts Tiberium-based damage.

Laser Fences - Increases armor and hitpoints of all Nod structures. Taken from TWA.

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And that covers basically all of the revisions and updates I've made to the Marked of Kane since last time. I'll get to the Armies of Nod (vNod) in the next post, and then the GDI factions after that.

Any thoughts, suggestions, or comments are welcome. Some of the things I referenced here, such as pretty much everything Twisted Insurrection-related or Tiberium Essence-related, are all property of their respective owners, and no attempts to use mentioned materials will be made unless permission is given.

As I promised yesterday, here's the first in a series of updated faction arsenals. Once again, I present to you, the Black Hand:

Part 1 - Infantry

Confessor Rifle Cabal - The Black Hand's basic infantry. Based on Falchion's design. Equipped with rotary assault rifles and hallucinogenic grenades. Can be upgraded with Black Disciples and X-Ray Pulse Lasers. Has a area-of-effect morale-boosting aura that improves the combat effectiveness of nearby friendly infantry.

Confessor Rocket Cabal - The Black Hand's basic anti-tank/anti-air infantry. Based on Falchion's design. Equipped with FLASH rocket launchers. Can be upgraded with Black Disciples. Has a area-of-effect morale-boosting aura that improves the combat effectiveness of nearby friendly infantry.

Saboteur - Nod's standard engineer infantry. Can capture enemy buildings and tech structures, repair friendly structures, repair civilian buildings, and plant Booby Traps on any neutral structure.

Fanatics - Suicide infantry. Explodes upon contact with enemy units or structures.

Black Hand Enforcers - Nod's advanced combat infantry. Equipped with powerful flamethrowers that can clear garrisoned buildings. Based on Falchion's design. The Black Hand's version can be upgraded with Black Disciples, Purifying Flame (now moved to Tech Center), and Advanced Training (adapted from TWA and takes PF's place at the Secret Shrine).

Elite Cadre - The Black Hand's elite heavy assault infantry. Armed with heavy assault rifles and explosive charges to damage buildings. Comes trained with veteran ranks automatically. Can be upgraded with Advanced Training and X-Ray Pulse Lasers. I have this design in mind for them.

Commando "Twin Sisters" - The Black Hand's most elite soldiers. Two heavily armed and armored battle sisters equipped with power armor, anti-infantry flamethrowers, and anti-tank laser miniguns. Also equipped with C4 explosives to destroy buildings and walkers. Comes with elite ranks automatically. Can be upgraded with Purifying Flame and Advanced Training.

Part 2 - Vehicles

Attack Bike - Nod's standard scout and basic anti-tank/anti-air unit. The Black Hand's Attack Bikes can be upgraded with Thermobaric Warheads for their missiles.

Raider Buggy - Nod's standard basic anti-infantry unit. Along with the standard EMP Coils, the Black Hand's Raider Buggies can be upgraded with X-Ray Pulse Lasers. Design based on TWA's design.

Scorpion Tank (Black Hand Variant) - The Black Hand's unique basic tank variant. Based off of Tiberium Essence's Scorpion Tank design. Can dig in to gain greater defensive protection and weapon range. Can be upgraded with X-Ray Pulse Lasers.

Subterranean Reckoner APC - The Black Hand's variant of the standard Reckoner APC. Exchanges the ability to deploy into a bunker for the ability to burrow underground to travel to any point on the map. Can carry two infantry squads.

Harvester - Nod's standard Tiberium Harvester. The Black Hand's harvesters have their stealth fields removed and replaced with basic flamethrowers for self-defense.

MCV - Nod's Mobile Construction Vehicle. Deploys into Construction Yard.

Devil's Tongue II Flame Tank - The Black Hand's unique Flame Tank variant. Based off of Tiberium Essence's Devil's Tongue design. Can burrow underground to travel to any point on the map. Can be upgraded with Purifying Flame (now moved to Tech Center).

Basilisk Beam Cannon - Nod's standard medium artillery. Name and model takes after Tiberium Essence's design, but retains original in-game abilities.

Mantis SAM Drone - The Black Hand's unique robot unit. Exclusively anti-air. Can be upgraded with Thermobaric Warheads. New redesign pending (I'm still working on a new one...).

Mole Artillery - The Black Hand's advanced heavy artillery. Based off of Twisted Insurrection's design. Can burrow underground to travel to any point on the map. Must deploy to fire.

Illuminator SSM Tank - Custom new unit of my design. The Black Hand's replacement for the Stealth Tank. Fires two tactical nuclear surface-to-surface missiles to annihilate targets. Limited ammo and long reload time forces it to "shoot and scoot".

Purifier Warmech - The Black Hand's heavy assault walker. Prototype chassis for the mainline Nod Avatar. Equipped with Obelisk Laser module on right arm, a high-power flamethrower on the left arm, and a holographic propaganda projector on its back (similar to Tiberium Essence's Avatar's Voice of Kane upgrade). Can be upgraded with Purifying Flame(now moved to Tech Center).

(Epic Unit) Redeemer - Nod's epic heavy assault walker. I currently have no plans to give any of the Nod subfactions their own unique Epic Units. However, if I do end up deciding on doing that, then the Black Hand's Epic Unit would most likely be Tiberium Essence Beta 1.6's Montauk II, which seems like a perfect fit for them.

Part 3 - Aircraft

Radiance Missile - Custom new unit of my design. Silo-launched incendiary-ballistic missile for the Black Hand. Build limit of 4 for each Air Bunker (new structure to fill in for the Air Tower for the Black Hand). Can attack any point on the map from the safety of the Air Bunker if given target-spotting data.

Raven UAV - Custom new unit of my design. Unarmed scout aircraft for the Black Hand. Spots targets for the Radiance Missile. No build limit. Expendable. Built at Air Bunker (new structure to fill in for the Air Tower for the Black Hand).

Harpy II Attack Helicopter - Advanced air unit for the Black Hand. Based on Tiberium Essence's design. Retains the Venom's Beam Cannon Mirrors. Built at Air Bunker after researching Hangar Authorization (custom building-specific upgrade; researched at Air Bunker).

Part 4 - Primary Structures

Power Plant - Provides power. Can be upgraded with a Liquid Tiberium Core to provide more power.

Tiberium Refinery - Processes and stores Tiberium. Comes with Harvester.

Hand of Nod - Produces and heals Nod infantry (in this case, the Black Hand's infantry). New Hand of Nod design based off of Twisted Insurrection's design.

War Factory - Produces and repairs Nod vehicles (in this case, the Black Hand's vehicles).

Operations Center - Provides radar as well as basic Upgrades and Support Powers for Nod (in this case, for the Black Hand).

Air Bunker - The Black Hand's replacement for the standard Nod Air Tower. Custom new structure of my design.

Shrine of Nod - Nod's infantry upgrade structure. Provides Upgrades for Nod's infantry (in this case, the Black Hand's infantry). Also provides Support Powers.

Tech Lab - Nod's advanced upgrade structure. Provides various advanced Upgrades and Support Powers for Nod (in this case, for the Black Hand).

Tiberium Chemical Plant - Nod's advanced tech structure. Provides Tiberium-based Support Powers.

Crane - Provides an additional construction queue. Unlike the Construction Yard, cannot build the Obelisk of Light, the Temple of Nod, and the Emissary. It also cannot build more Cranes nor the Redeemer Engineering Facility.

Redeemer Engineering Facility - Constructs the Redeemer.

Part 5 - Secondary Structures

Blaze Turret System - Replaces the Shredder Turret System for the Black Hand. Inspired by these YGO cards. The latter would be an upgrade for the turret system. Comes with a Hub and three Turrets.

Laser Turret System - Nod's standard anti-vehicle defense. Comes with a Hub and three Turrets. Can be upgraded with X-Ray Pulse Lasers.

SAM Turret System - Nod's standard anti-air defense. Comes with a Hub and three Turrets. Can be upgraded with Thermobaric Warheads.

Voice of Kane - Support structure that gives a morale-boosting aura. Improves the combat effectiveness of surrounding friendly infantry while sending enemy infantry into suppression.

Obelisk of Light - Nod's advanced anti-infantry/anti-vehicle base defense. Can be charged by Basilisk Beam Cannons for extra range, increased damage, and faster rate-of-fire.

Wall Hub - Nod's basic passive defense. Place Wall Hub, then extend where you want the wall to be.

Tunnel Network Entrance - A Subway-like system for the Black Hand. Allows travel between entrances across the map. Taken from TWA's system. Replaces the Disruption Tower for the Black Hand.

Temple of Nod - Nod's superweapon. Provides the Nuclear Missile superweapon.

Tiberium Silo - Stores excess Tiberium.

Emissary - Nod's ground-control expansion unit. Deploys into Outpost.

Part 6 - Support Powers

Power Signature Scan - The Black Hand's basic intelligence support power. Scans the battlefield for enemy Power Plants.

Radar Jamming Missile - Nod's standard intelligence support power. Launches a missile that knocks out the enemy radar for 10 seconds.

Decoy Temple - The Black Hand's advanced intelligence support power. Spawns a fake Temple of Nod onto the battlefield.

Master Computer Countermeasures - Nod's standard advanced intelligence support power. Restores radar and EMP'd structures to operational status.

Uprising - Nod's standard basic reinforcement support power. Spawn Militant reinforcements. Militants come in three varieties: Rifle, Rocket, and Sniper. Design also based on Falchion's artwork.

Subterranean Strike - The Black Hand's intermediate reinforcement support power. Spawns a BH Reckoner APC that drops off 2 Black Hand Enforcer squads. Inspired by the Tiberium Essence support power of the same name and similar function.

Mine Drop - Nod's standard intermediate reinforcement support power. Spawns an Armageddon Bomber that drops a field of landmines at the target location. The Armageddon Bomber gets a new design based off of the C&C4 Vertigo Bomber design.

Seed Tiberium - Nod's basic Tiberium-based support power. Spawns an Armageddon Bomber that drops a spray of Liquid Tiberium at the target location, which in turn spawns a small Tiberium field. The Armageddon Bomber gets a new design based off of the C&C4 Vertigo Bomber design.

Catalyst Missile - Nod's advanced Tiberium-based support power. Launches a missile that, when it contacts Tiberium or Tiberium-related units & structures, detonates the Tiberium and causes a chain-reaction, resulting in extreme damage to whatever was nearby. Now causes damage to all Scrin units and structures.

Tiberium Vapor Bomb - Nod's advanced Tiberium-based support power. Spawns an Armageddon Bomber that drops a Tiberium-based fuel-air bomb, causing devastating damage to the target area. The Armageddon Bomber gets a new design based off of the C&C4 Vertigo Bomber design.

Tiberium Vein Detonation - Nod's advanced Tiberium-based support power. Causes a target Tiberium field to violently detonate, destroying (or at least causing crippling damage) to whatever was in-or-around the Tiberium field.

Part 7 - Upgrades

Shrine of Nod Upgrades:

Black Disciple - Gives Confessor Cabals and Black Hand Enforcers a squad leader equipped with a flamethrower.

Advanced Training - Gives a veterancy rank to Black Hand Enforcers, Elite Cadre, and Twin Sisters. Taken from TWA.

Operations Center Upgrades:

EMP Coils - Equips Raider Buggy with the ability to EMP vehicles and structures in a short radius around it.

Tri-Blaze Accelerators - Upgrades the Blaze Turret System with more powerful turrets. Inspired by these YGO cards. The latter would be the upgrade for the turret system you see here.

Microwave Pulse Generators - Equips the Harpy Helicopter with a powerful anti-air energy weapon. Taken from Tiberium Essence (presence here pending; I was coming up short-handed for a BH replacement for the Signature Generators).

Tech Lab Upgrades:

Purifying Flame - Gives all Flamethrower weapons an increase in damage. Moved from the Shrine of Nod to here.


Thermobaric Warheads - Gives Attack Bike, Mantis Drone, and SAM Turret an increase in damage.

X-Ray Pulse Lasers - Gives Confessor Cabal, Elite Cadre, Raider Buggy, and BH Scorpion Tank an increase in damage.

Laser Fences - Increases armor and hitpoints of all Nod structures. Taken from TWA.

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And that covers basically all of the revisions and updates I've made to the Black Hand since last time. I'll get to the Marked of Kane and the Armies of Nod (vNod) in the next few posts.

Any thoughts, suggestions, questions, or comments are welcome. All of the things I referenced here, such as Tiberian Essence's Scorpion Tank, Twisted Insurrection's Mole Artillery, and TWA's Advanced Training upgrade, are all property of their respective owners, and no attempts to use mentioned materials will be made unless permission is given.

Hello, everyone (if there even is anyone reading this)! It's been a long time no see, hasn't it? Well, the reasons why I was gone for so long are basically 1) part procrastination, 2) part having the attention span of that dog from Up ("SQUIRELL!"), and 3) I was having trouble brainstorming the remainder of the GDI and Nod faction rosters.

However, thanks to the help of my friend Quadhelix, I was able to mostly finish off the remaining issues I was hammering out. I'll get around to posting the full revised lists of the GDI and Nod arsenals in my next posts, so stay tuned!

WhiteDragon25, signing off!

The ZOCOM is the next subfaction I'll be covering; like with the Steel Talons, this layout will be incomplete, as I still need to come up with 4 new vehicles for them to use. Despite that, I present my ideas for GDI's Tiberium reclamation taskforce, the Zone Operations Command - or ZOCOM, for short.

The Zone Operations Command are a specialized anti-Tiberium taskforce set up sometime right before the Third Tiberium War, a result of GDI's refocusing on reclaiming Earth from Tiberium instead of combating Nod terrorism. While TW3 resulted in that policy change scuttled, ZOCOM's formation was not hindered in the slightest; ZOCOM went even further with its stated purpose, developing new weaponry based on Sonic and Harvesting technology, and driving even harder into the uninhabitable Red Zones - the cumulation of their efforts resulting in the Mammoth Armed Reclamation Vehicle, aka the MARV.

While KW only gave ZOCOM three new units (not counting the MARV and Rocket Harvester), I seek to further expand upon them:

Part 1 - Infantry

1) The only major change I would make here so far would be to give the Sniper Team their TE cameo, as well as giving them the Tiberium Field Suits upgrade too. Aside from that, I can't think of any other changes I would make. Well, aside from a new unique Commando for ZOCOM, but I don't know where to start with that...

Part 2 - Vehicles

1) The first change would be to have the pre-release version of the Predator Tank be the main battle tank for ZOCOM, complete with the side-mounted rocket pod (ZOCOM seems to have a penchant for rockets & missiles). Call it the Zone Predator (in other words, think Kane's Wrath Reloaded... only better). Additional changes such as upgrades will be mentioned below.
2) The Rocket Harvester gets a new rocket launcher turret - because seriously, the current rocket turret looks ugly.
3) The Shatterer Hovercraft now becomes a ZOCOM exclusive unit, being their unique hover unit; additionally, they get a rename (I've chosen "Shatterpoint") and a redesign, courtesy of Falchion.
4) The Disruptor Tank makes a return, in the form of TE's incarnation of it, serving as the replacement for the Juggernaut as ZOCOM's long-range artillery unit.

Part 3 - Aircraft

1) The one major change I would make with the ZOCOM Aircraft would be for the ZOCOM Orca: instead of sonic grenades, it would have the standard missiles, but now with sonic crystal warheads - allows for the same sonic damage, but far better accuracy. Also, payload is boosted from 5 ammo to 6.

Additional Notes

1) New Tech Center upgrade for the Zone Predator and Mammoth Tank: Sonic Cannons. This fills the hole that the removed Railguns upgrade left open.
2) The Ceramic Armor upgrade is now expanded to act as an armor package for the Zone Predator and Mammoth Tanks as well. Ceramic Armor now has the effect of not only increasing unit armor (if by a smaller percentage compared to its ST/GDI counterparts) but also minimizing all Tiberium-based damage and providing partial immunity from Ion Storms. As a result of these changes, it is moved to the Tech Center.
3) All Sonic-based weaponry now truly has anti-Tiberium properties to it (seriously, this wasn't really present all that much in-game); as such, units that use Tiberium-based weaponry or are Tiberium-based themselves recieve extra damage as a result.

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That just about finishes the Zone Operations Command. More expansive than the Steel Talons post was, if only slightly.

Any thoughts, suggestions, or comments are welcome. Some of the things I referenced here, such as Tiberian Essence's Disruptor Tank design, are all property of their respective owners, and no attempts to use mentioned materials will be made unless permission is given.