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Units

Though the unit list for C&C 3: The Forgotten is complete, and features quite a few neat technologies and innovations, we'll only be releasing a few units at a time. Below are the ones publicly known currently. You can view these units on our Media page.

Infantry
  • The Horde - The Horde is composed of what some might call rioters, and others might call freedom fighters. Armed with only the lightest of firearms, they swarm their targets. Horde members are usually the lowest of the low in The Forgotten community, and are often the sickest individuals on the battlefield. That said, because they are trained in large numbers, they remain effective against other infantry.
    Cost: 200.
  • Disc Thrower - Many in The Forgotten fought alongside GDI in the Second Tiberium War and still posses a number of old, but still usable, GDI technologies. An example of this is the Disc Thrower. Though GDI used them with great effectiveness in the Second Tiberium War, they’ve now moved on to rocket based assault teams, particularly because of their increased efficiency against aircraft. The Forgotten, however, still see value in their old Discs, and employ teams of Disc Throwers to damage enemy infantry and vehicles alike.
    Cost: 300
  • Salvager - The Salvager is an expert Mutant who specializes in making something out of nothing, or at least not much. He functions as an Engineer, capable of repairing friendly buildings, seizing neutral ones, and capturing enemy structures, but also brings valuable knowledge to the battlefield. Even though Forgotten vehicles aren't quite as strong as their counterparts, skillful use of Salvagers can help minimize this weakness, as they can expertly repair friendly vehicles free of charge. Nevertheless, Salvagers are unarmed, so Forgotten commanders must take care not to get these special units killed on the front lines.
    Cost: 500
  • Marauders - These high level infantry units are found in C&C 3, but return to form a key part of The Forgotten's combat chain. They are effective against both infantry and aircraft--even more so once they are upgraded with Gatling Guns. Otherwise, they have the same attributes as in C&C 3.
  • Mortar Team - The Mortar Team is an essential part of The Forgotten’s army. They strike from afar, besieging their target with heavy mortars that, while somewhat inaccurate, are quite deadly against all types of ground units and structures. Their main drawbacks lie in their slow speed and in the fact that setting up the mortar base takes a bit of time. Laugh at their backwards technologies if you must, but know that the shrill sound of incoming mortars usually wipes a small off a commander's face.
    Requires the Garden of Life. Cost: 800
  • Beastmaster - Beastmasters are older Mutants who have years of experience working with Tiberium life forms. They put this unique past to use on the battlefield, each commanding a squad of Tiberium Fiends in combat. The Fiends are powerful weapons, but will listen only to their Beastmaster; if he dies, they are no longer under anyone's control, though they will not attack fellow Mutants. Therefore, commanders deploying Beastmasters must be certain to protect them while their Fiends do the dirty work of combat.
    Requires Training Grounds. Cost: 1000
  • The Commando - The Commando is very adept as a spy and saboteur on the battlefield, capable of destroying structures and mechs with a single round of explosives. He also is equipped with a powerful rifle capable of killing infantry. The Commando has a unique special ability. He can, using his skills as a spy, assist another soldier in becoming a body double for him, making him twice as hard to find! Requires the Tacitus Library and the Training Grounds.
    Requires Training Grounds and The Garden of Life. Cost: 2000
Vehicles
  • Light Jeep - The Light Jeep is the most basic unit The Forgotten use. It is what its name suggests: a Light Jeep perfect for zipping around the battlefield as a scout, and armored with a light machine gun thats perfect for killing lone infantry, but not much else.
    Cost 500
  • War Camper - The War Camper is a neat specialty unit. Based off similar transports used by The Forgotten during the Second Tiberium War, it is a vehicle similar to that of an RV, explaining its name. This version is very fast, but still has decent armor, making it an excellent transport for one infantry squad. It also has a missile launcher mounted on board, which is effective against other light vehicles and aircraft.
    Cost: 800
  • Harvester - The Forgotten Harvester is a sturdy vehicle, built after years of experience in the Red Zones. Cognizant of the threats it faces, and worried particularly about the capabilities of enemy missiles, The Forgotten have equipped the Harvester with a small Point Defense Laser.
    Requires Tiberium Refinery. Cost: 1400
  • Fissure Tank - The Fissure Tank isn't as heavily armored as a true tank, but still is effective in battle. It lobs a huge shell a sizable distance--though not as far as traditional artillery--which, upon landing, causes a great seismic impact. Such an impact is especially effective against groups of infantry and light vehicles. In addition, the Fissure Tank excels at destroying structures. Infantry garrisoned in buildings hit by its shells also exit the buildings as a result of the blast.
    Cost: 1000
  • Bulldozer - Resourceful as ever, The Forgotten regcognize the dual use of construction equipment. In an effort to add firepower to their army, they have taken vehicles previously used for construction, and instead modified them to be makeshift battering rams, capable of ramming with great force into enemy infantry, vehicles and structures. Advanced Forgotten commanders have also managed to run electricity through the spikes on the outside of the dozer, frying enemy units that get too close.
    Requires the Garden of Life. Cost: 1200
  • Slicer - The Slicer is one of the more advanced units in The Forgottens arsenal. It fires volleys of missiles at air and ground targets. While very ineffective against infantry, its missiles chew through light vehicles and especially aircraft very well. While it can outrange some tanks, its not a prototypical artillery unit.
    Requires the Garden of Life. Cost: 1200
  • Longhorn - The Longhornnamed for its extended barrelis an advanced unit very representative of The Forgottens philosophy. A lumbering tank, its real strength lies not in its gun, which is only slightly better than a Predators, but in its raised and covered platforms along its sides, top, and back, which are garrisonable by up to four squads of infantry. These infantry can fire out in all directions, making the Longhorn itself a feared force. The Longhorn has tremendous armor plating, enabling it to stand up to direct assaults and protect its interior units. In lieu of the advanced beam technology of Nod or the Scrin, The Forgotten prefer to make the crown jewel of their forces a symbol of their united strength, filled with their soldiers.
    Requires the Tacitus Library. Cost: 1800