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For regular militants, see Militant squad (Tiberium Wars).

The militant rocket squad was Nod's anti-aircraft and anti-vehicle infantry during the Second Nod Reunification War and the Third Tiberium War.

Background[]

Nod militants were recruited by the hundreds of thousands from the desperate populations of Yellow zones.[1] Rocket militants in particular were chosen based on former military or partisan experience. They wield Airburst rocket launchers, capable of destroying aircraft and even armored vehicles.[2]

The rocket squads are easily recognizable by their red ponchos emblazoned with Nod's emblem, along with red hoods and white scarfs covering their faces.

Game unit[]

Militant rocket squads are marginally effective against other infantry and can easily be killed by rifleman squads, grenadiers, or buzzers. Anti-Infantry specialists such as sniper teams can eliminate entire regiments of them without too much trouble. However, when deployed in large numbers, they can prove to be a devastating threat against structures, vehicles, and aircraft, especially when the Confessor upgrade is purchased. The Tiberium Infusion upgrade will also enable rocket squads to cross Tiberium crystals unharmed. Like most infantry, rocket squads are capable of garrisoning buildings and certain vehicles. When used with the Reckoner, the rocket squad will give it a reliable and potent means to defend against vehicles and aircraft, aided only by the fact that the Reckoner’s passengers are protected from anti-garrison attacks.

In the Black Hand sub-faction, the rocket squad is capable of becoming far more dangerous. When used in tandem with Confessor cabals or Purifiers, they’ll receive a significant boost in firepower and armor so long as the stand within the range of the latter two units’ “Subliminal messaging” passive ability. When it comes to individual squad lethality, Black Hand rocket squads will each receive a Black Hand trooper if the Black Disciple upgrade is purchased, granting them a short range (albeit devastating) anti-infantry attack as well as the ability to clear garrisoned buildings, making them the most versatile of any comparable anti-vehicle infantry squad. In addition, since Black Disciple is naturally complementary to the Purifying Flame upgrade, purchasing the latter will cause the Black Hand trooper within the rocket squad to deal greatly increased damage to virtually any ground target (save for a heavy vehicle such as a Mammoth) within its range.

This unit is first available in the first Nod mission.

Abilities[]

Call for transport If an Air Tower is deployed, Militant rocket squads can call in a Carryall transport for pickup. This ability costs $200 and has a 2:00 cooldown. (Nod and Marked of Kane only) (Ctrl+A).

Upgrades[]

Confessor upgrade Adds a confessor to the squad, increasing firepower and adding the automatically used Hallucinogenic grenade ability (Nod only) (Ctrl+A). Marked of Kane militant rocket squads can still obtain this upgrade via a captured Nod Secret Shrine. This upgrade costs $1000 and takes 0:30 to research.
Black Disciple The Black Hand faction gets the Black Disciple upgrade instead, which adds a Black Hand trooper instead of a confessor. This gives the Rocket Squad a short range anti-infantry defense and ability to clear garrisons (Ctrl+A). This upgrade costs $1000 and takes 0:30 to research.
Tiberium infusion Tiberium Infusion adds a 10% health bonus, 25% speed bonus, and immunity to Tiberium to Militant Rocket Squads, and also changes their gun armor to 100%. (Ctrl+S). This upgrade costs $1000 and takes 0:30 to research (Nod and Marked of Kane only).

Changelog[]

  • Tiberium Wars patch 1.05:
    • speed increased by 20%
    • hit points increased by 100%
    • range increased by 75%
    • attack power vs. aircraft reduced by 25%.

Quotes[]

Attack (When ordered to attack nearby targets)

a. Fire!

b. Rockets!

c. Take 'em down!

d. Do it now!

e. Hit 'em!

f. Launch it!


Create

a. (Used as a Select quote) Rockets ready.

b. We got the rockets.


Garris (When ordered to garrison a structure)

a. Looks clear.

b. Let's wait in there.

c. Set up in there.


MovAtt (When ordered to attack enemy units far away)

a. Hit 'em before they hit us!

b. Getting closer!

c. There they are, hurry!

d. Get a good shot off!

e. Go get 'em!


Move

a. Over here.

b. Rockets this way.

c. A better spot.

d. Keep low.

e. Stay clear of 'em.

f. Keep moving.

g. Alright.


Retrea (When ordered to leave combat)

a. Run!

b. Gonna get outta here!


SelBat (Selected while in combat)

a. Keep givin' it to 'em!

b. Hu-huh!

c. That's it!

d. Don't let them in close!

e. We have 'em!

f. They're not leaving here!

g. Watch your backs!


Select (Out of combat)

a. Rockets right here.

b. Let's get out there!

c. Who we're firing at next?

d. Keep an eye out.

e. If it moves, kill it!

f. Find a good spot.

(Create a.) Rockets ready.


Die

a.

b.

c.

d.

e.


Suppre (When suppressed)

a. Incoming!

b. Watch it!

c. Hey!


Trivia[]

Idle animations[]

  • A rocket militant gets on the ground and examines his launcher.
  • A rocket militant scratches his head.
  • A rocket militant seems to be annoyed and "gets" the attention of the person to his left.

Gallery[]

See also[]

References[]

  1. Electronic Arts Los Angeles, Command & Conquer 3: Tiberium Wars. Kane's Arsenal, "Militant and Rocket Troopers".
  2. Jason Bender. 2007-03-13. Command & Conquer 3 Faction Feature, Nod Infantry Units. IGN.
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