|For similar units, see epic unit.|
- Redeemer emerging from the Redeemer engineering facility
When ZOCOM's MARV threatened all Nod holdings in the Central African Red Zone, it was clear that an immediate response was required. Nod forces led by LEGION ambushed and destroyed a MARV, allowing Nod scientists to study its wreckage and construct an appropriate counterpoint.
The Avatar served as the basis for this weapon, due to its iconic appearance and heavy firepower. The result was the Redeemer, a gargantuan quadrupedal mechanized walker. It was equipped with a Obelisk-derived tri-part laser on its left hand and two MARV-derived garrison pods that can be upgraded at the commander's discretion.
In addition, the Redeemer is also equipped with a unique Rage Generator. Emulating Kane’s presence on the battlefield, it utilizes subliminal brainwave modification to ignite feelings of fear and anger, turning enemy forces against one another. Unlike the effects of a hallucinogenic grenade, the Rage Generator operates at a powerful resonant frequency that can penetrate vehicle armor and drive vehicle pilots mad, even at a significant distance.
|Rage generator||The Redeemer can activate its Rage Generator, temporarily causing all nearby hostile targets to fire on their allies for 6 seconds. Units that are already firing on a target will not be affected by the rage generator unless their original target is destroyed. This includes force-firing on the ground. Base defenses will target friendly units that are raged, so they must be powered down to avoid friendly fire. This ability has a range of 500 and a cooldown of 60 seconds (Ctrl+A).|
- Kane's Wrath patch 1.01:
- laser damage increased 6%
- range increased 7%
The Redeemer's right arm fires three laser beams capable of briefly sweeping over a small area. This design choice was likely intended to aid in combat against infantry squads (akin to the Obelisk of Light's sweep mode), but spread out groups of soldiers can better avoid the focused beams.
Similar to other epic units, the Redeemer has two shoulder-mounted infantry garrison pods, which can transform into a variety of weapons depending on the garrisoned infantry. As with other epic units, the infantry cannot exit the garrison pods, and the mounted weapons cannot be altered once the infantry enter.
- Militant squad/Confessor cabal/Awakened: heavy machine gun. Commonly regarded as the least useful upgrade. Lone confessors from militant (rocket) squads will not enter the Redeemer.
- Militant rocket squad: anti-armour/anti-aircraft rocket launcher.
- Saboteur: An automatic repair module. An additional Saboteur will double the healing rate. This is more important for the Redeemer than the other epic units because Nod lacks any repair units. So unless it has this upgrade, a Redeemer can only be repaired by bringing back to its player's base.
- Black Hand troopers: Anti-infantry and anti-structure flamethrower. They will fire at anything in range, even at targets the Redeemer isn't focusing on. However, Black Hand soldiers with the Purifying Flame upgrade will lose it upon entering a Redeemer. Lone Black Disciples from confessor cabals will not enter the Redeemer.
- Tiberium trooper: Anti-infantry/anti-structure Tiberium sprayer, it is inferior in power to the flamethrowers given by the Black Hand, but they had a longer range, in addition to being able to slow down vehicles.
The Redeemer constructed by each subfaction only accepts infantry produced by that subfaction. For example, Tiberium troopers cannot enter a Black Hand Redeemer. Awakened gained by vanilla Nod via the Redemption support power also cannot enter the Redeemer.
Another weapon was the glowing device on the Redeemer's back, the Rage generator, which was able to drive enemy units into a frenzy, causing them to ignore Nod units and attack one another, disobeying their commanders' orders. Units that were already targeting something were not affected. The Rage generator had no effect on defensive structures (though the structures would attack affected units). The Redeemer can crush any non-epic unit by simply walking over them, thanks to its size, though its slow speed can prevent it from taking advantage of it. Its armor and bulk prevented its legs from being destroyed by Commandos.
The Redeemer is undoubtedly the best Epic Unit for countering other epic units, though it is likely to come off heavily damaged even if it wins. Its laser is extremely effective in destroying single Targets, like Tier 3 units, dealing high damage to a single target. In contrast, the MARV does moderate damage over a relatively large area and the Eradicator deals high damage over a line in a similar fashion to the Devastator Warship. This is partly due to the design history of the Redeemer, being based on the Avatar and designed specifically to counter ZOCOM's MARV.
However, it only features 2 infantry hardpoints (partly due to the need to fit the Rage Generator on the top). The MARV, on the other hand, features 4 and the Eradicator has 3. Of the 3 epic units, the Redeemer is the most vulnerable to mass attacks since its main weapon is the most ill-suited to dealing with multiple targets and the Redeemer can't move and fire its laser at the same time, though the Rage Generator does help with countering them, though it's not guaranteed. Redeemers who possess two flamethrower mounts, in contrast, can deal with mass amounts of infantry with stunning ease, although mass tank rushes still pose a problem. Redeemers armed with Flamethrowers will fire at anything in range with the flamethrowers, making them quite effective if they happened to be parked in the enemy's base. Nod and the Marked of Kane's Cloaking Field can also vastly increase the survivability of the Redeemer, giving it another edge over the MARV or Eradicator. However, unlike the other two, the Redeemer does not generate funds in any way or form (it can neither process Tiberium nor can it recycle destroyed units). Also, Nod lacks the ability to repair the Redeemer while it is away from a friendly base, requiring a Saboteur to upgrade a hardpoint slot.
The Redeemer's greatest weakness is the same as that of other epic units: it can't attack air units with its main weapon. While garrisoned rocket squads can attack air units, they aren't very reliable and effective for that task. Coupled with it having the weakest armor of the epic units, this generally means that it's also the most vulnerable.
Unlike its smaller cousins (Avatars and Purifiers), Redeemers do not leave a husk when destroyed, meaning they cannot be stolen by the enemy. This also means that in the event where one of these war machines fall, a Nod commander will have to deploy a new one.
Bear in mind that the Redeemer that the player has to deploy in Africa can be sometimes bugged, firing its laser at a less than half the rate of fire the normal Redeemer has. This could be due to the fact that the one deployed in Africa is the very first prototype, while all the Redeemers after that one could be the finished design.
Additionally, rapid firing weapons such as the Militant Autocannon or Black hand flamethrower/Tiberium Trooper weapon, can interrupt the firing animation of the Redeemer and cause it to miss a firing cycle.
The Redeemer has the fewest hardpoint slots of any epic unit, its weapon has no splash damage, and it cannot fire on the move. It is ill-suited to inflict large amounts of damage to armored targets with its weapons, but a combination of stealth and the Rage Generator make it one of the hardest epic units to detect.
Like all epic units, Strike Forces with a Redeemer have a special interaction in the global battlefield based on the epic unit's innate ability: due to the Redeemer's rage generator, the Strike Force raises unrest in nearby cities around its area of influence every turn, allowing the Strike Force to contribute to Nod's alternate victory condition of raising 24 cities to full unrest.
The Redeemer was first used in Africa, after Nod scouts reported the existence of the MARV. After destroying the MARV and capturing data from the Reclamator Hub there, LEGION was ordered to construct a Redeemer. After destroying another 2 MARVs, the Redeemer laid waste to the 2 ZOCOM bases in the area. There are also unconfirmed reports that LEGION used the Redeemer again to battle with an elite Traveler-59 Eradicator and that he used as many as 3 Redeemers (1 from the Marked of Kane, another from the Black Hand and yet another from the baseline Nod faction) to reclaim the Tacitus. After receiving Black Hand and Brotherhood reinforcements, LEGION proceeded to construct 2 additional Redeemers, which he then used to annihilate all resistance with. The Redeemer was not seen in the Fourth Tiberium War, having been replaced by the new Avatar and Widow heavy units.
- The Redeemer has risen!
- I live!
- The ultimate war machine!
- All system online!
- I will crush them all!
- Fear is mine!
- Care for a demonstration?
- Redeemer engaged!
- Kane is all!
- Absolute power!
- I wait!
- Operation engaged!
- I move!
- Out of my way!
- Vector pathed!
- To battle!
When ordered to attack
- All shall die!
- I shall crush them!
- Combat system engaged!
- For Kane!
- Attack vector engaged!
- I search!
- Fear me!
- The will of Nod!
- Weakness is death!
- Redemption is yours!
- Resistance is futile!
- Hear the word!
- I kill!
When ordered to use the rage generator
- Spreading the joy!
- Count to ten!
- Feeding their rage!
- Raising unrest!
- Enemy engaged!
- They are like ants!
- Combat system online!
- Bringing redemption!
- I am the word!
- If it is Kane's will.
- It is not possible!
- Electronic Arts Los Angeles, Command & Conquer 3: Kane's Wrath. Nod mission 8: "MARV Rising".
- Electronic Arts Los Angeles, Command & Conquer 3: Kane's Wrath. Nod Weaponry, "The Redeemer".
- Kane's Wrath The Redeemer Unit Spotlight. EA Command & Conquer 3 Tiberium Wars - News. 2008-02-27. Archived from the original on 2008-09-06.