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CNC Guild - Version 2 || Renegade - Structures
Renegade - Weapons


GDI Weapons

Pistol
Youll always have one of these hanging around in your arsenal. They have unlimited ammo (12 per cartridge), and even if their firepower isnt near to any other gun, well, there you have something to shoot with when you run out of ammo. (suggestion, just go back to base instead, hehe)
Cost: N/A

Automatic Rifle
Default weapon, you will find that it isnt really effective against anything, and has use just at the start of your games, as its outpowered in the middle and late game. Comes in 5 loads of 100 bullets
Cost: N/A

Chain Gun
Still weak against many, yet with greater damage, ROF, and range, this weapon is a logical advance of the previous one. Still outpowered in middle and late game, its more effective than the Auto Rifle
Cost: 175 (GDI Officer)

Shotgun
Close range only, it can be useful in the early game for back entrances. However, on open field, its not recommendable
Cost: N/A

Grenade Launcher
Spread damage weapon, useful as ammo has an arc trajectory rather than vectorial. Very good against personnel as long as you hit mre than one.
Cost: N/A

Repair Gun
Undamaging weapon given to engineers. It is used to repair buildings and nits instead, as well as removing beacons and explosives.
Cost: N/A

Sniper Rifle
Long range gun, specially good against infantry, and from vantage points. Remember you can always use the scope to zoom. Comes in 8 loads of 4 bullets
Cost: 500

Rocket Launcher
Anti Armor weapon, decent range and good firepower, at the same time, splash damage and mediumly good damage against infantry
Cost: 225 / 400

Tiberium Auto Rifle
Using Tiberium as ammunition , this mid speed rifle can be quite useful against infantry, however it may not have best results in late or mid-game
Cost: 150

Tiberium Flechette Gun
Fast fire tiberium pistol, great against infantry, and interesting results against some vehicles. Watch your ammo, because it fires very fastly...
Cost: 450

Volt Auto Rifle
Mid-Long distance electrical weapon, mediumly good against all units, and useful in all distance circumstances, except long (dont go after snipers with this...)
Cost: 1000

Ramjet Rifle
Upgraded sniper rifle, that fires a very powerful shot, being able to kill infantry in one or two shots (depends on whom, and on where you hit), Comes in loads of four bullets, and may be or not useful against tanks (hey, it does give credits...)
Cost: 1000

Personal Ion Cannon
A portable version of your favourite satelite based weapon. The ingrredients of this recipy say it will heavily damage anything.
Cost: 1000

C4 Charges
There are three types of placeable plastic explosives in the game:
Proximity: Explodes upon someoone getting close to it. Comes with any troop.
Timed: Explodes a determined amount of time after placed.
Remote: Controlled by Remote Control (just click again to blow it...up). Hotwire / Technicians have these
Cost: Depends on Unit

Ion Cannon Beacon
Map terminator, can be called a superweapon. Has to be placed in a spot in the enemy barracks for the satelite to target and destroy the enemy base.
Cost: 1000



Nod Weapons

Pistol
Youll always have one of these hanging around in your arsenal. They have unlimited ammo (12 per cartridge), and even if their firepower isnt near to any other gun, well, there you have something to shoot with when you run out of ammo. (suggestion, just go back to base instead, hehe)
Cost: N/A

Automatic Rifle
Default weapon, you will find that it isnt really effective against anything, and has use just at the start of your games, as its outpowered in the middle and late game. Comes in 5 loads of 100 bullets
Cost: N/A

Chain Gun
Still weak against many, yet with greater damage, ROF, and range, this weapon is a logical advance of the previous one. Still outpowered in middle and late game, its more effective than the Auto Rifle
Cost: 150 (GDI Officer)

Flamethrower
Close range only, useful against most targets, however, open field kills you if you use them there
Cost: N/A

Chem Spray
Great for narrow places, this weapon can toxify infantry for a short amunt of time. Its short ranged though, so it doesnt have much use on open field.
Cost: 150

Repair Gun
Undamaging weapon given to engineers. It is used to repair buildings and nits instead, as well as removing beacons and explosives.
Cost: N/A

Sniper Rifle
Long range gun, specially good against infantry, and from vantage points. Remember you can always use the scope to zoom. Comes in 8 loads of 4 bullets
Cost: 500

Rocket Launcher
Anti Armor weapon, decent range and good firepower, at the same time, splash damage and mediumly good damage against infantry
Cost: 225

Laser Rifle
Great anti infantry, even if single shot. Low-med damage against tanks, however its carrier is stealth, what makes it an excelent choice
Cost: 400

Laser Chaingun
Heavy fast fire machine gun, that deals good damage to units, vehicles for the most part.
Cost: 450

Volt Auto Rifle
Mid-Long distance electrical weapon, mediumly good against all units, and useful in all distance circumstances, except long (dont go after snipers with this...)
Cost: 1000

Ramjet Rifle
Upgraded sniper rifle, that fires a very powerful shot, being able to kill infantry in one or two shots (depends on whom, and on where you hit), Comes in loads of four bullets, and may be or not useful against tanks (hey, it does give credits...)
Cost: 1000

Railgun
A particularly powerful weapon that can severely damage anything, even if it fires and reloads slowly.
Cost: 1000

C4 Charges
There are three types of placeable plastic explosives in the game:
Proximity: Explodes upon someoone getting close to it. Comes with any troop.
Timed: Explodes a determined amount of time after placed.
Remote: Controlled by Remote Control (just click again to blow it...up). Hotwire / Technicians have these
Cost: Depends on Unit

Nuclear Strike Beacon
Map terminator, can be called a superweapon. Has to be placed in a spot in the enemy barracks for aircraft to drop a nuke and destroy the enemy base.
Cost: 1000


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