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{{Games|FS}}
<onlyinclude>{{-}}{{Navbox group
 
  +
{{UnitBox
|uncollapsed = {{{uncollapsed|all}}}
 
  +
|name = Mobile EMP Cannon
|open = {{{open|<noinclude>1</noinclude>}}}
 
  +
|cameo = TS_Mobile_EMP_Cameo.gif
|nowraplinks = {{{nowraplinks|{{{Nowraplinks|yes}}}}}}
 
  +
|image = FS_Mobile_EMP.png
|name = Mods
 
  +
|imgdesc =
|title = [[Mod]]s
 
  +
|internalname =
  +
* MOBILEMP (empty, rules)
  +
* CMOBILEMP (charged, rules)
  +
* M_EMP (art)
  +
|faction = {{Subfaction|GDI|TS}}
  +
|role = Support vehicle
  +
|useguns = EMP emitter
  +
|usearmor =
  +
|hp = 800
  +
|shield =
  +
|energy =
  +
|timedlife =
  +
|armortype = Heavy
  +
|trans =
  +
|tier = 2
  +
|techlvl = 6
  +
|cost = $1000
  +
|time =
  +
|produced = [[GDI war factory (Tiberian Sun)|GDI war factory]]
  +
|req = [[Electromagnetic Pulse cannon|EMP cannon]]
  +
|hotkey =
  +
|groundattack =
  +
|airattack =
  +
|cooldown = 0:30
  +
|airspeed =
  +
|landspeed = 7
  +
|seaspeed =
  +
|range =
  +
|sight = 6
  +
|parent =
  +
|addons =
  +
|evolvesto =
  +
|power =
  +
|produce =
  +
|allows =
  +
|research =
  +
|ability =
  +
|notes =
  +
}}
  +
The '''mobile electromagnetic pulse cannon''' (shortened to '''mobile EMP''') was a [[GDI]] support unit used during the [[Firestorm Conflict]].
   
  +
==Background==
|headerA = [[Command & Conquer (series)|C&C]] games
 
  +
Realising the effectiveness of the [[Electromagnetic Pulse cannon|EMP cannon]], [[GDI]] researchers quickly developed a mobile EMP emitter. It is a vehicle that releases a less powerful blast with far less range, creating it radially from the vehicle's present location. It is also weakly armored due to the EMP generators it carries. It is effective only to nearby electric devices and vehicles ([[Cyborg (Tiberian Sun)|cyborgs]] included). However, the Mobile EMP Cannon requires some time to charge before being able to fire, similar to the teleportation method of the [[Chrono tank (Red Alert 1)|Chrono tank]] from the original ''[[Command & Conquer: Red Alert|Red Alert]]''.
   
  +
==Deployment==
|groupA1 = [[:Category:Tiberian Dawn mods|Tiberian Dawn]]
 
  +
Its design allowed GDI to deploy EMP blasts in areas without [[GDI]] bases, which happened at least twice during the Firestorm Conflict. Mobile EMPs were deployed to stop rioters' vehicles ensued after [[Tratos]]' death without damaging them and possibly killing the occupant, and were also deployed in the joint GDI and [[Nod]] attack on [[CABAL Core|CABAL's core]].
|contentA1 =
 
* [[Command & Conquer Unofficial Patch 1.06|Project 1.06]]
 
* ''[[Bio War]]''
 
* ''[[C&C Meets Star Wars]]''
 
* ''[[Dawn of Tomorrow]]''
 
* ''[[Flame Dancers]]''
 
   
  +
During the engagement, GDI used the mobile EMP device to neutralize a [[Cyborg Commando (Tiberian Sun)|cyborg commando]] guarding two bridges into the territory. The EMP tech has been redesigned and integrated with the [[shockwave artillery]] warheads.
|groupA2 = [[:Category:Red Alert 1 mods|Red Alert]]
 
|contentA2 =
 
* ''[[Classic Revolution]]''
 
* ''[[Flame Dancers|Flame Dancers: Genesis]]''
 
* {{Page needed|For Honor}}
 
* {{Page needed|RAlism}}
 
* ''[[Red Dawn (Red Alert mod)|Red Dawn]]''
 
   
  +
Following the Firestorm Conflict, these units were decommissioned and GDI incorporated EMP technology into the auxiliary weaponry for [[grenadier squad]]s, while Nod often outfitted [[Raider|Raider buggies]] with [[EMP coils]].
|groupA3 = [[:Category:Tiberian Sun mods|Tiberian Sun]]
 
|contentA3 =
 
* {{Page needed|Crystallized Doom}}
 
* ''[[Dawn of the Tiberium Age]]''
 
* ''[[The 'Nam: Vietnam Combat Operations]]''
 
* ''[[NCM Revolution]]''
 
* ''[[Return of the Dawn]]''
 
* ''[[Twisted Insurrection]]''
 
* ''[[WarZone]]''
 
   
  +
==Game unit==
|groupA4 = [[:Category:Red Alert 2 mods|Red Alert 2]]
 
  +
The tank is quite fast, as it must close in on its target before the EMP release can take effect. The EMP weapon requires a long time to recharge. The EMP shockwave hits everything in its (rather short) radius, whether friend or foe. Additionally, it can disable base defenses such as [[Obelisk of Light (Tiberian Sun)|Obelisks of Light]], provided it can get within range. Also of note is that while the Mobile EMP is not affected by its own EMP discharge, it can be disabled if caught in the blast of another Mobile EMP or that of an EMP cannon.
|contentA4 =
 
* {{Page needed|CannisRules}}
 
* ''[[Code Lyoko: The Game]]''
 
* {{Page needed|Colony Wars}}
 
* ''[[C&C Reloaded]]''
 
* ''[[D-Day]]''
 
* ''[[Eagle Red]]''
 
* {{Page needed|EASB Hour}}
 
* ''[[Glory of the Republic]]''
 
* ''[[It Came From Red Alert! (mod)|It Came From Red Alert!]]''
 
* ''[[Mental Omega]]''
 
* {{Page needed|Mooman's Rules}}
 
* ''[[Project Phantom]]''
 
* ''[[Red Resurrection]]''
 
* ''[[ReWire]]''
 
* {{Page needed|Tiberium Crisis}}
 
   
  +
The basic chassis may have been reused for the Allied [[Grizzly battle tank]] in ''[[Command & Conquer: Red Alert 2|Red Alert 2]]''.
|groupA5 = [[:Category:Renegade mods|Renegade]]
 
|contentA5 =
 
* ''[[Battle for Dune: War of Assassins]]''
 
* {{Page needed|Commando Assault}}
 
* ''[[Expansive Civilian Warfare]]''
 
* ''[[Interim Apex]]''
 
* ''[[Red Alert: A Path Beyond]]''
 
* ''[[Red Alert 2: Apocalypse Rising]]''
 
* ''[[Scud Storm (mod)|Scud Storm]]''
 
* ''[[Tiberian Sun: Reborn]]''
 
* ''[[Tiberium Crystal War]]''
 
   
  +
==Multiplayer tactics==
|groupA6 = [[:Category:Zero Hour mods|Generals]]
 
  +
===Offensive strategies===
|contentA6 =
 
  +
Due to its light armour, it is not the most popular unit to use when taking on enemy armored formations. If discovered, it is often destroyed before it can charge enough power to disable anything. However, it is unobstrusive enough to go unnoticed, especially in small numbers (5 is the safe maximum). When utilized by a commander who is both brilliant and sneaky, it can creep right up to the enemy forces and get at least one pulse off before it is discovered; two if he is lucky.
* ''[[CnC Europe]]''
 
* ''[[Cold War Crisis]]''
 
* ''[[Contra]]''
 
* ''[[HaloGen]]''
 
* ''[[MidEast Crisis]]''
 
* {{Page needed|Modern Warfare}}
 
* {{Page needed|PRO:GEN}}
 
* ''[[Rise of the Reds]]''
 
* ''[[Shockwave (mod)|Shockwave]]''
 
* ''[[Tiberian Dawn Redux]]''
 
* ''[[Tiberian Sun Redux]]''
 
* [[Command & Conquer: Untitled|''Untitled'']]
 
   
  +
Here are a few tips that will give you the possible decisive edge in offensive battles:
|groupA7 = [[:Category:Tiberium Wars mods|Tiberium Wars]]
 
  +
*Keep them away from the front lines and in the shadows
|contentA7 =
 
  +
*Swing them around and behind enemy lines if possible
* [[Kane's Wrath Unofficial Patch 1.02+|KW 1.02+]]
 
  +
*Slowly move them up while the enemy is distracted with your other units
* [[Command & Conquer 2142|''2142'']]
 
  +
*Charge them while they are closing in so they will be ready when they reach the enemy force
* [[Command & Conquer: Fallout|''CNC Fallout'']]
 
  +
*Get them out of range after the first pulse is fired; multiple units increase affected area
* ''[[The Forgotten (mod)|The Forgotten]]''
 
* ''{{Page needed|Evolutions: Real Time Strategy Evolved|Evolutions: RTS Evolved}}''
 
* {{Page needed|Kane's Wrath Reloaded}}
 
* ''[[MidEast Crisis 2]]''
 
* {{Page needed|One Vision}}
 
* ''[[Tiberian Dawn (mod)|Tiberian Dawn]]''
 
* ''[[Tiberian Sun Rising]]''
 
* ''[[Tiberium Essence]]''
 
* ''[[Tiberium Wars Advanced]]''
 
   
  +
===Defensive strategies===
|groupA8 = [[:Category:Red Alert 3 mods|Red Alert 3]]
 
  +
Keep in mind that vehicles and structures caught within the blast's effective radius are only disabled for a short time (10 seconds at the most), and that infantry are immune altogether. Also remember that multiple pulses will not affect the length of time enemy units or structures are disabled; once the first pulse is fired, it's wise to move the unit away from the battle area to minimize the damage it takes. And keep allied units out of the blast radius, as they will also be rendered inoperable.
|contentA8 =
 
* ''[[Corona]]''
 
* {{Page needed|Eastern Loong}}
 
* ''[[Generals Evolution]]''
 
* [[Command & Conquer: Generals 2 (mod)|''Generals 2'']]
 
* [[Red Alert 3: Paradox|''Paradox'']]
 
* ''[[The Red Alert]]''
 
* [[Red Alert 3: Reloaded|''Reloaded'']]
 
* {{Page needed|Red Alert: Armor Rush}}
 
* ''[[Shock Therapy (mod)|Shock Therapy]]''
 
   
  +
Here are a few tips that will give you the possible decisive edge in defensive battles:
|headerB = Non-C&C games
 
  +
* Keep them behind your defensive lines and spread out among the buildings
  +
* Keep them charged if enemy forces start gaining the upper hand
  +
* Fire them as fast as possible and try to keep them hidden until the last second
  +
* Fire the pulses when multiple enemy vehicles are nearby for maximum effect
  +
* Keep them away from heavier vehicles and anti-armor infantry
   
  +
Mobile EMPs are most effective against long-range, slow-firing ground units and non-defensive structures.
|groupB1 = Crysis Wars
 
|contentB1 =
 
* {{Page needed|Tiberian Genesis}}
 
   
  +
===AI behavior===
|groupB2 = StarCraft II
 
  +
The Mobile EMP is no iused by the AI.
|contentB2 =
 
* ''[[Red Alert: Origins]]''
 
   
  +
==Gallery==
|groupB3 = Unreal Engine
 
  +
<gallery>
|contentB3 =
 
  +
CNCFS Mobile EMP Concept Art.jpg|Concept art
* ''[[Renegade X]]''
 
  +
FS_Mobile_EMP_static_render.gif|Render (static)
* ''[[Firestorm (video game)|Firestorm]]''
 
  +
FS Mobile EMP charged render.jpg|Render (charged)
  +
FS_Mobile_EMP_detonation_render.jpg|Render (detonated)
  +
</gallery>
   
  +
==Videos==
|groupB4 = Custom built
 
  +
<center>
|contentB4 =
 
  +
{{YouTube|qOedmYjtS8s|Removed cutscene featuring the Mobile EMP (extracted from a ''The First Decade'' feature, original sound was not found)}}
* [[OpenRA]]
 
  +
</center>
* {{Page needed|RedAlert++}}
 
* [[Vanilla Conquer]]
 
   
  +
==See also==
|footer = [[:Category:Mods|See other mods]]
 
  +
* [[Electromagnetic pulse cannon]]
}}{{#if:{{{NoCat|}}} | | <includeonly>{{#if:{{{game|}}}|[[Category:{{{game|}}} mods]]|[[Category:Mods]]}}</includeonly>}}</onlyinclude>[[Category:Menu templates]]
 
  +
* [[Electromagnetic pulse weaponry]]
  +
{{Tiberian Sun GDI Arsenal|game=Firestorm}}
  +
[[Category:Firestorm vehicles]]

Latest revision as of 01:03, 17 August 2022

The mobile electromagnetic pulse cannon (shortened to mobile EMP) was a GDI support unit used during the Firestorm Conflict.

Background

Realising the effectiveness of the EMP cannon, GDI researchers quickly developed a mobile EMP emitter. It is a vehicle that releases a less powerful blast with far less range, creating it radially from the vehicle's present location. It is also weakly armored due to the EMP generators it carries. It is effective only to nearby electric devices and vehicles (cyborgs included). However, the Mobile EMP Cannon requires some time to charge before being able to fire, similar to the teleportation method of the Chrono tank from the original Red Alert.

Deployment

Its design allowed GDI to deploy EMP blasts in areas without GDI bases, which happened at least twice during the Firestorm Conflict. Mobile EMPs were deployed to stop rioters' vehicles ensued after Tratos' death without damaging them and possibly killing the occupant, and were also deployed in the joint GDI and Nod attack on CABAL's core.

During the engagement, GDI used the mobile EMP device to neutralize a cyborg commando guarding two bridges into the territory. The EMP tech has been redesigned and integrated with the shockwave artillery warheads.

Following the Firestorm Conflict, these units were decommissioned and GDI incorporated EMP technology into the auxiliary weaponry for grenadier squads, while Nod often outfitted Raider buggies with EMP coils.

Game unit

The tank is quite fast, as it must close in on its target before the EMP release can take effect. The EMP weapon requires a long time to recharge. The EMP shockwave hits everything in its (rather short) radius, whether friend or foe. Additionally, it can disable base defenses such as Obelisks of Light, provided it can get within range. Also of note is that while the Mobile EMP is not affected by its own EMP discharge, it can be disabled if caught in the blast of another Mobile EMP or that of an EMP cannon.

The basic chassis may have been reused for the Allied Grizzly battle tank in Red Alert 2.

Multiplayer tactics

Offensive strategies

Due to its light armour, it is not the most popular unit to use when taking on enemy armored formations. If discovered, it is often destroyed before it can charge enough power to disable anything. However, it is unobstrusive enough to go unnoticed, especially in small numbers (5 is the safe maximum). When utilized by a commander who is both brilliant and sneaky, it can creep right up to the enemy forces and get at least one pulse off before it is discovered; two if he is lucky.

Here are a few tips that will give you the possible decisive edge in offensive battles:

  • Keep them away from the front lines and in the shadows
  • Swing them around and behind enemy lines if possible
  • Slowly move them up while the enemy is distracted with your other units
  • Charge them while they are closing in so they will be ready when they reach the enemy force
  • Get them out of range after the first pulse is fired; multiple units increase affected area

Defensive strategies

Keep in mind that vehicles and structures caught within the blast's effective radius are only disabled for a short time (10 seconds at the most), and that infantry are immune altogether. Also remember that multiple pulses will not affect the length of time enemy units or structures are disabled; once the first pulse is fired, it's wise to move the unit away from the battle area to minimize the damage it takes. And keep allied units out of the blast radius, as they will also be rendered inoperable.

Here are a few tips that will give you the possible decisive edge in defensive battles:

  • Keep them behind your defensive lines and spread out among the buildings
  • Keep them charged if enemy forces start gaining the upper hand
  • Fire them as fast as possible and try to keep them hidden until the last second
  • Fire the pulses when multiple enemy vehicles are nearby for maximum effect
  • Keep them away from heavier vehicles and anti-armor infantry

Mobile EMPs are most effective against long-range, slow-firing ground units and non-defensive structures.

AI behavior

The Mobile EMP is no iused by the AI.

Gallery

Videos

Removed cutscene featuring the Mobile EMP (extracted from a The First Decade feature, original sound was not found)

See also

TS GDI logo Global Defense Initiative Second Tiberium War Arsenal TS GDI logo