Zone Raider (Tiberium Wars)
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| Zone Raider | |
|---|---|
| | |
| Unit | |
| Affiliation | |
| Role |
Recon / support infantry |
| Armament |
Dual SAM launchers |
| Tier |
3 |
| Properties | |
| Armor type |
Heavy |
| Amphibious |
No |
| Production | |
| Cost |
$1300 |
| Build time |
0:13 |
| Produced by | |
| Requires | |
| Combat | |
| Ground attack |
Moderate |
| Air attack |
Lethal |
| Speed |
4 |
| Function | |
| Upgrades | |
| “ | We can handle it! - Zone Raider | ” |
Zone Raiders are an elite GDI infantry class, utilising a heavily modified variant of the standard Zone Trooper armour. Interestingly, Zone Raiders squads consist only of women. ZOCOM's R&D developed their power armor with a "bikini style" chest plating with this in mind.
Contents |
Background
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Zone Raiders are equipped with dual shoulder-mounted anti-air rocket pods and a specialized cannon, designed to fire rocket-propelled sonic grenades. These shells are a unique ordnance that release a massive burst of sonic energy upon impact. As such, these grenades are useful for removing Tiberium, which allows them to participate in reclamation projects. Because they don't deal direct damage like the Zone Troopers' railguns, they can't kill enemy infantry as quickly and are next to useless against vehicles, but have a wide area of effect.
With their weapon's massive area of effect, Zone Raiders excel at eliminating large groups of enemy infantry, and enjoy the same level of immunity from Tiberium and enemy tanks, as the standard Zone Trooper. Thanks to their anti-air rockets, Zone Raiders have some defense against enemy aircraft, while Zone Troopers would be mowed down helplessly by a Venom or Stormrider. That must have caused GDI to rethink the trooper class. Also, like the Zone Troopers, the Zone Raiders are especially vulnerable against anti-infantry specialists, such as the Nod Shadow Team, Black Hand, and Scrin Buzzers; rogue GDI Sniper Teams can also decimate them easily from a distance.
The Zone Troopers' power armour was designed with flexibility and survivability, to be independent and able to deal with any type of enemy. Unlike the bulky Zone Troopers' armour, the Raiders' armour is slimmer, with narrower shoulder pads, scaled down gauntlets, and form-hugging body armor. Jump jets have also been integrated, necessary to travel through the vast ruins of the Red Zones. Armor can be upgraded with Scanner Packs, useful for detecting ambushes, and Power Packs, which are essential for in-field healing. Additionally, they are able to call for an Ox transport when needed. Furthermore, Drop pods can also deploy Zone Raider veterans from orbit.
Zone Raiders are deployed under GDIUP Zone Operations Command, and have been in service for an unknown period of time. Originally, the Raiders were concieved with the idea of working with the Zone Troopers; instead, they became ZOCOM's ZT force.
In-game
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While Zone Raiders and Zone Troopers use the same armour, it is interesting to note the effects of the Nod Cloaking Field on the two. While the Zone Troopers gain heavy damage and may lose one or two members of the squad, the same power will wipe out an entire squad of Zone Raiders, because of a bug that causes sub-faction heavy infantry to take more damage from Cloaking Field.
Assessment
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Pros
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- Can hit aircraft.
- Does significant splash damage with its sonic grenade launchers.
- Effective against tanks.
- Devastating against buildings and light infantry.
- Immune to Tiberium, like Zone Troopers.
- Can be transported quickly and anywhere on the battlefield using drop pods
- Garrisoning them in Hammerheads will allow them to attack both ground and air units.
- Can use Jetpacks.
- Immune to suppression.
Cons
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- Certain heavy-armoured infantry (especially the Black Hand Troopers) armed with flamethrowers can do severe damage to Zone Raider squads.
- Like Mammoth Tank's missiles, it is not very effective against certain aircraft (especially Scrin Devastator Warships and Planetary Assault Carriers).
- Not accurate when it comes to firing on fast-moving targets, such as Buzzers.
- Dozer Blades can run them over.
- Shredder Turrets (especially upgraded ones) and Obelisk of Light are deadly to them.
- Shadow Teams could dispatch them easily.
- Nod Confessor Cabals can be a problem due to their large squad size and lethal weapons against infantry.
- Expensive to train.
Quotes
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- "Up and at em!"
- "Jump jet engage!"
- "Holding steady!"
Gallery
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