The following are civilian art pieces that will be used to decorate maps. All of them are downloadable here, for other TS mappers to use (just add the relevant credit, etc etc). Civilian Yacht Used by rich businessmen and power brokers, these sleek yachts can be found in many harbours around the world. Deals are made on them, clandestine documents get transported around the globe inside their luxurious compartments, and they have even been known to run a blockade or two when the urgency is great. Note: there are four versions include: - black with gold trim - black with remap trim - white with gold trim - white with remap trim Civilian Freighter Often found plying the waterways of backwater regions, these old freighters carry all manner of legal and not-so-legal cargoes wherever they may be found. Some carry tourists on sight-seeing trips, while others carry fishing nets and act as simple trawlers. They have even be repurposed into primitive gunboats in certain regions, although their ability to stand up to modern watercraft is dubious at best. Download 01. Civ Boats 01 - Yacht1 and Freighter2.zip
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Name: Drone Harvester Role: heavy harvester Cost: 1,400 Strength: 1,200 HP, heavy armour (+20% of a normal Harvester) Abilities: harvest tiberium Capacity: 35 bails (+25% of a normal Harvester capacity) Realising the limitations present in the more advanced Scarab Collectors, CABAL sub-commanders will have the option to deploy more conventional Drone Harvesters in battlefields too hostile or too environmentally turbulent for the smaller Scarabs to function efficiently. Consisting of a regular Harvester crawler refitted with a drone brain, these Drone Harvesters can carry a much larger load of tiberium in the extra space traditional reserved for the vehicles crew and crew shielding, and have been outfitted with additional armour on their flanks to make them even more resistant to damage. While virtually unstoppable once set on their harvesting coordinates, the Drone Harvester suffers from one key weakness: due the limited sensors used to operate it, the vehicle is essentially blind, and will not detect any enemy units that are not directly in front of it in its drive path. Wily commanders have been known to exploit this, and sneak up on these heavy crawlers before attacking them at point-blank range before being noticed.
Name: Mk.I Harvester Role: medium harvester Cost: 1,150 (-15% on regular Harvester) Strength: 850 HP, heavy armour (-15% on regular Harvester) Abilities: harvest tiberium Capacity: 24 bails (-15% of a normal Harvester capacity) Unlike the GDI and Nod monopolies on tiberium harvesting technology and operations, the rest of the world - including the Forgotten warbands - still relies on older designs and generations of harvesters. Considered inefficient by modern standards, these utility trucks often date back to the First Tiberium Wars, and it is a testament to their robustness that so many are still in service in the private sectors. The Forgotten are often seen using these older designs - colloquially known as Mk.I models, even though they cover more than just the first few marks - and they are generally a reliable way to establish a tiberium-driven economy in most territories. One big advantage they have over the more modern designs, is their speed: the older designs, with less shielding and using larger off-road wheels on a 6x6 chassis, can hit speeds that the regular GDI and Nod harvesters cannot match.This allows them a slightly better chance to evade enemy forces, but Forgotten commanders are still advised to keep them well away from enemy forces for as long as they can.
Name: Infantry Hunter Role: scout & anti-infantry Cost: 550 Strength: 250 HP, light armour Weapons: MG Special Ability: EMP immune Initially designed as part of CABAL's weapon experimentation work in pre-Firestorm times, the original Infantry Hunter drones were rejected by Nod generals as being too slow compared to the more agile Nod Attack Buggy in use at the time. However, following the Nod AI's rebellion and the subsequent showdown in Libya, CABAL forces have been seen deploying these drones in their own ranks - and the Nod commanders have been forced to admit that they are in fact very effective at their role. Slower than Attack Buggies, the Infantry Hunter runs on a tri-track crawler chassis, exchanging speed for greater armour. It carries a simple AI brain in its hull, and uses a turret armed with twin Vulcan cannons to intercept anything that comes within range. They are often seen patrolling base perimeters in pairs, and will make short work of any enemy infantry units that cross their path. In terms of endurance, they are roughly comparable to the standard CABAL cyborg model, except faster. Commanders are also advised to note that the Infantry Hunter, due to its extremely basic processing unit, is immune to EMP attacks. This makes them invaluable in cases of EMP attacks, as they will continue to function - and attack - even when other CABAL units around them are disabled.
Name: Skyhook Role: Airlifter/ carryall Cost: 750 Strength: 175 HP, light armour Abilities: carry 1x vehicle CABAL was quick to recognise the strategic valuable of being able to shift armoured assets across the battlefield with air power, especially after analysing multiple GDI attacks against Nod installations where a combination of GDI Carryalls and Disruptors were used to great effect. It's response was to develop a carryall of its own, the Skyhook, which - from an operational point of view - is identical to the GDI model.Relying on a series of powerful lifter turbines and a omni-directional grapple array in its belly, the Skyhook can lift any vehicle over the battlefield, and is often used to rapidly re-deploy CABAL's slower armoured assets like the Goliath. It is generally quite fragile though, with armour traded for lifting power, and will go down quickly if caught in enemy AA fire.
Name: Cossack APC Role: armed troop transport Cost: 800 Strength: 300 HP, heavy armour Weapons: light MG Abilities: transport 5x infantry Download the asset: https://ppmforums.com/topic-53791/ts-nod-cossack-apc/ Battlefield operations during the Firestorm Crisis highlighted an operational requirement which the existing Nod arsenal was not able to address: that of a basic troop carrier that could go where the Subterranean APC was too slow, or too unsuited, to go. Reverting to an older design that had been employed in the interwar years, the solution was presented in the form of the Cossack APC. Lightly armed with a single machinegun, the Cossack is heavily armoured compared to the other troop carriers in the conflict, and has an almost tank-like resilience to damage. It is also quite fast, and more than capable of keeping up with Nod armoured assets. Its ability to push through withering fire and still deliver its cargo makes it a force to be reckoned with, especially when it comes to penetrating a base's perimeter lines.
Name: Hover Transport Role: hover transport Cost: 900 Strength: 400 HP, heavy armour Weapons: none Abilities: transport 10x infantry Download asset: https://ppmforums.com/topic-53793/ts-gdi-hover-transport/ Supplementing the massed naval action that has started to arise following the rise of CABAL, the commanders of Taskforce Triton have requested the release of more amphibious troop-landing abilities, and the hulking Hover Transport has been the answer to that request. Based on a durable hovering chassis, much like the Hover MLRS, the Hover Transport is capable of transitioning from water to land and back with ease, and allows for the rapid deployment of infantry to any shoreline. They lack the staying power of the larger GDI naval vessels though, and their lack of armament makes them particularly vulnerable to enemy assaults. Commanders are advised to get them on the beaches quickly, and then back over water - and into the safety of the landing force's firing arcs - as soon as possible.
Name: Scarab Collector Role: light harvester Cost: 450 Strength: 250 HP, no armour Abilities: harvest tiberium Capacity: 7 bails (25% of a normal Harvester capacity) Free Unit: whenever a Advanced Refinery is built Unlike the GDI, Nod, and to a lesser degree Forgotten, approach to harvesting, which involves fleets of slow, heavily armoured crawlers, CABAL has analysed years and years of data from Nod harvesting operations, and has come up with what it believes to be a superior alternative: the Scarab Collector. Small, fast, and only 1/3 the cost of a traditional harvester, the Scarab can also carry only 25% the load of a regular harvester - pretty miniscule on its own. However, what the Scarab lacks in capacity it makes up in speed and swarming, with 3-4 of these being able to collect and deliver tiberium much faster than a regular harvester. Additionally, being a hover vehicle, it can roam far and wide across even water features, and can take shorter routes than land-based crawlers. It is recommended to maintain a 3:1 or even 4:1 ratio of Scarabs to refineries, with this ratio becoming higher once longer travel distances must be covered. The main drawbacks for the Scarab design are two-fold: 1) They are incredibly fragile compared to regular Harvesters, and can be destroyed with ease if enemy units manage to infiltrate their area of operation. 2) Because they are hover units, they will be forced to shut down and remain grounded during ion storm activity. CABAL sub-commanders are advised to take this into account during these freakish weather phenomenon.
Name: Hunter-Killer Role: heavy fighter Cost: 1,800 Strength: 230 HP, light armour Weapons: dual laser Abilities: unlimited ammo Developed from combined operational experience of the Harpy attack helicopter, and captured Orca Fighter units, the CABAL forces have recently started deploying these new VTOL units to replace their Nod-era Harpy squadrons. Larger and slower than its contemporaries, the Hunter-Killer makes up for that with an unrivalled staying power: carrying a small reactor in its armoured belly, it can stay aloft and pour fire down onto ground targets near-indefinitely. Once launched from the HK Airbase structures, these hunters will often be seen patrolling perimeter lines, hunting down human and mutant stragglers before returning to their pre-programmed waypoints. Note from Nod StratCom advisors: keep your stealth fields up and wait for the ion storms to ground these before going after them. If these drones take out your air cover first, they will systematically chew through everything else you have deployed. DO NOT TAKE CHANCES with them.
Name: Roughrider Role: scout & light anti-infantry Cost: 400 Strength: 180 HP, light armour Weapons: MG Abilities: transport 2x infantry Free Unit: whenever a Mutant Hovel is built Salvaged from the ruins and derelict settlements of the post-Tiberium world, these simple civilian cars have been pressed into service as scouts for the Forgotten warbands. Fitted with offroad tires, a roof-mounted MG and some ramshackled armour, their greatest advantage is their speed to quickly access new terrain; in any type of fight, their endurance is very limited. They also fulfil a secondary function as scout carriers, with the ability to carry two infantry units onto the battlefield. They are often seen using this ability to carry mutant engineers and Saboteurs to strategic points, be it to repair bridges or destroy structures, before retreating back into Forgotten strongholds again.
Name: Raider Truck Role: fast attack Cost: 600 Strength: 280 HP, light armour Weapons: recoilless cannon Abilities: transport 2x infantry Free Unit: whenever a Vehicle Factory is built Refitted with old recoilless cannons on a flatbed mount, these Raider Trucks form a key part of the Forgotten raiding ability against settlements and low-tech bases. Capable of quickly overcoming infantry and most base defences, they are also capable of carrying 2x passengers each - making them perfect for overrunning lightly defended areas and pushing back infantry assaults. While they lack the speed of proper scout units, they are still able to outrun most tanks and heavier vehicles - which is generally also recommended when commanding them, since their low-velocity weapons do little damage against heavier armour types.
Name: Militia Tank Role: main battle tank Cost: 800 Strength: 380 HP, heavy armour Weapons: 105mm cannon Taken from civilian, National Guard, and various other second- and even third-rate military sources, these Militia Tanks were considered the pinnacle of military technology - 20 years ago. Now, they struggle on as workhorse designs for the Forgotten, often outgunned and always under-equipped, yet ever capable of giving a fair accounting of themselves when fielded well. They are capable of overpowering Tick Tanks if they catch them off guard, and can smash CABAL's Laser Hunters if they get the first few shots in, but against the modern Titan design, they will fail every time. Forgotten commanders are advised to pull them back from combat and have them repaired whenever the opportunity presents itself; sending them in battered, is often a death sentence for them and their crews.
Name: Whale Mass Barge Role: hover transport Cost: 900 Strength: 400 HP, heavy armour Weapons: none Abilities: transport 10x infantry While Nod's global tunnel network allows it to access most of the world via these subterranean passages, there will always places that cannot be reached, or where individual Subterranean APCs are not best-suited for delivering troops. Enter the Whale Mass Barge - Nod's largest ocean-going troop carrier, capable of delivering two 5-man combat squads into any beachhead or landing zone. Using hover technology to lift a reinforced hull filled with troop space, the Whale can keep pace with the surface elements of the Nod fleet, and can survive most defensive fire long enough to reach a shoreline to deploy its troops into the breach. It is not a heavy warship though, and commanders should take care to pull it out of harm's way the moment its task is done.
Name: Stalwart Gunboat Role: medium attack Cost: 1,000 Strength: 500 HP, heavy armour Weapons: dual missiles vs ground & air Abilities: stealth-detection, short range Download asset: https://ppmforums.com/topic-52954/ts-gdi-stalwart-gunboat/ One of the first naval units released to GDI under the new Task-force Triton - a task-force which had previously been stood down due to Nod's primarily land-based activities - the Stalwart Gunboat provides basic naval protection for larger vessels and shore installations, as well as scouting of the oft-cluttered waterways of a post-tiberium world. Armed with missile packs capable of targeting both ground and air targets, the Stalwarts are well capable of holding their own against most units which enter their range. Furthermore, their sonar arrays allow them to detect any nearby stealth units, although the range on these arrays is somewhat short.
Good day everyone. As some of you may have noticed, TI's Discord server suddenly went down a few days ago. We're still investigating the matter with Discord, but it seems unlikely that the old server can be recovered. Fortunately, we have a brand new server now up and running. Click here to join. For more information on what happened, check the announcements channel on the Discord server.
Name: Mutant Hovel Role: primary barracks structure Cost: 300 Strength: 800 HP, wood armour Weapon: Light Infantry Rifle Free Unit: Recon Chevvy Using prefab structures from the post-Tiberium world, and cobbled-together training equipment from previous wars, the Mutant Hovel provides the Forgotten colony with a cheap supply of various infantry units. They are also lightly armed with infantry rifles, and will fire upon any enemy unit that comes within range - an added bonus when defending your colony against aggressors. Additionally, whenever one is built, it will come with a free Recon Chevvy vehicle; fast but fragile, these wasteland cruisers can be used to scout out the areas around the colony in the early stages of its expansion.
Name: Scanner Tower Role: primary radar structure Cost: 1,000 Strength: 1,000 HP, wood armour Power drain: -80 (double that of normal GDI/Nod radars) Abilities: activates Radar Abilities: stealth-detection radius Available upgrades: Hunter-Seeker Control Using civilian broadcasting arrays and old GPS satellites, the Forgotten can use this Scanner Tower structure to give their colony a battlefield view somewhat comparable to that of GDI EVA units. Its sensors are also capable of detecting nearby stealth units, albeit at the cost of double the energy drain of GDI and Nod radar structures. Later on, as the colony gains more advanced technology, it can be upgraded with a larger satellite control dish that gives it control over Hunter-Seeker technology.
Name: Tiberium Reactor Role: primary power structure Cost: 250 Strength: 750 HP, wood armour Power supplied: +100 Abilities: stores tiberium (same as regular GDI/Nod silos) Abilities: explodes on death Harnessing the strange, ion-storm-inducing properties of tiberium has allowed CABAL to produce a novel yet dangerous form of power generation: Tiberium Reactors. Combining the power generation capacity of the older Nod Power Plant and the storage abilities of the Tiberium Silo, these new Tiberium reactors can both generate power and store excess harvested tiberium deep in their reactor cores. Their only drawback is their volatility once their reactor shields are breached - the blast from a Tiberium Reactor going critical will often be visible many miles away... CABAL sub-commanders are advised to protect these structures well, and especially keep them far away from harvesting operations and fragile drones like the Scarab Collector.
Moments ago, Renegade-X: Firestorm was officially revealed after multiple teases in recent months. As can be seen from the trailer, it is a Tiberian Sun version of the game, but it will exist as a separate mode, or rather set of maps that will be available for seamless switching through map voting at the end of each round. The expected release date is fall 2020.