Basic Gameplay Manual is for fuckers
In any game of Renegade, players are divided into two teams - GDI and Nod. When you join a server, you will be placed on the team with fewer players. If both teams have the same number of players, you will be placed on the team with the lower overall score. Team Changing is not allowed in a laddered server.
Each team has a pre-built base consisting of several structures. Broadly speaking, the aim of the game is destroying your enemy's base while preventing the enemy destroying yours. Destroying individual structures also affects your enemy in various ways, which are explained in the Structures section of this page. For example, destroying GDI's Weapons Factory renders the GDI team unable to purchase any more vehicles.
A destroyed structure cannot be rebuilt. However, a damaged structure can be repaired.
Each player spawns in a random structure in his base upon joining the server and after being killed. Every major structure contains one or more Purchase Terminals, which are used to purchase vehicles, upgrade your character to advanced infantry, and more. These will be explained later in the guide.
 Victory Conditions
There are three ways to win a game: Pedestal Beacon, Base Destruction or Points.
- Pedestal Beacon
See the later notes on Beacons in the 'Infantry' section to learn about their general use. Additionally, a Beacon can also be used to win the game in one fell swoop. Each base has a Pedestal - for GDI it is located inside the Barracks. For Nod it is located on the upper floor of the Hand of Nod. If you deploy a Beacon on the enemy's pedestal and they do not disarm it, the game will end and your team will win - regardless of the current score, time remaining, or how many structures on either team are still standing.
Note: Some servers choose to disallow the Pedestal Beacon method of victory. To see whether the server you are in allows you to win the game by Pedestal Beacon, press 'L' in-game to bring up the server configuration. Whether endgame beacon is enabled will be displayed at the bottom of the list.
- Base Destruction
If all the structures in your enemy team's base are destroyed, the game will immediately end and your team will win - regardless of the current score or time remaining. However, the Nod Turret does not count as a structure for the purpose of base destruction. In other words, on maps containing Nod Turrets, it is not necessary for GDI to destroy the Turrets to win by base destruction.
The game will have a time limit. When the time limit expires, and if neither side has successfully executed a Pedestal Beacon or has destroyed the enemy's entire base, the game will end and the team with the higher score will win. The team's score is simply a total of each individual player's score. Points are earned by attacking and destroying enemy units and structures, repairing friendly units and structures, disarming enemy C4, and disarming enemy Beacons. Even if the enemy has destroyed more of your structures than you have destroyed of theirs, it is still possible for you to win on points.
Note: Some servers choose to play without a time limit. Games such as these are commonly referred to as "Marathon" games. In these servers, a game will continue indefinitely until one team wins by Pedestal Beacon or Base Destruction. Points are irrelevant to the game's outcome.
Like a real-time strategy game, economy is a key part of Renegade's gameplay. You need credits to purchase the more powerful weapons in the game such as tanks and advanced infantry. There are several ways to gain credits.
- Refinery. As long as your Tiberium Refinery and Power Plant are intact, you will automatically receive two credits every second. If your Refinery is intact but your Power Plant is destroyed, this is reduced to one credit every second. If your Refinery is destroyed, you will no longer receive this source of income.
- Harvester. Each team has one Harvester, which automatically moves back and forth between your Refinery and a Tiberium field. Every time your Harvester successfully returns to your Refinery, each player on your team automatically receives 300 credits. However, the Harvester can be destroyed by enemy attacks. It is heavily armoured, but has no means to defend itself against attacks (although any enemy infantry who stand in its path will be crushed). When a Harvester is destroyed, a replacement Harvester will be produced - free of charge - from your team's vehicle production building (War Factory or Airstrip). However, if your vehicle production building is destroyed, the Harvester will not be replaced.
- Attacking the enemy. You receive credits for attacking and destroying the enemy. Generally, attacking and destroying structures will grant you the most credits. For example, shooting a structure with a Mobile Artillery will give you roughly 20 credits every second.
- Repairing allied units. You receive credits for repairing allied units and structures when they are damaged, though this is less than the amount of credits (and points) your enemy will receive for attacking them in the first place.
- Crates. The maps contain yellow Crates which spawn at certain locations. Collecting one of these crates will give you a boost of 100 credits or an ammo refill, determined randomly. Note: on the maps City, City Flying and Mesa, the crates can contain 200 credits, or 100 credits and an ammo refill.
Some of the following structures do not appear on every map. For example, there are no Power Plants on the map 'Field', nor does every map have Base Defences.
- Advanced Guard Tower (GDI)
The Advanced Guard Tower is GDI's automatic base defence. It will automatically fire on any enemy units who venture into its line of sight. It has two weapons: rockets and machineguns, both of which will fire at enemies. The rockets deal good damage against all targets, notably vehicles, and will track their targets. The machineguns are lethal to infantry and fairly effective against light vehicles, but do not deal great damage to heavy vehicles such as tanks. Nod's invisible units - the Stealth Tank and the Stealth Black Hand - are not hidden from the Advanced Guard Tower. The Advanced Guard Tower will fire at these units as if they were not stealthed. The Advanced Guard Tower can be destroyed like any other structure, rendering its weapons useless. Additionally, the Advanced Guard Tower will no longer fire if the GDI Power Plant is destroyed. However, it will still count as a structure for the purposes of winning the game by base destruction.
- Obelisk (Nod)
Nod's counterpart to the Advanced Guard Tower is the Obelisk of Light. Like the Advanced Guard Tower, the Obelisk will automatically fire at any enemy units venturing into its line of sight. However, its weapon system is different. It fires a single, powerful laser blast. It deals more damage to vehicles than the Advanced Guard Tower does, but it has a relatively slow rate of fire. Each Obelisk shot deals 300 damage to vehicles and it fires once every four seconds. An Obelisk shot also deals 300 damage to infantry, but also inflicts a further 10 damage "burn". Like the Advanced Guard Tower, the Obelisk can be disabled by either destroying the Obelisk structure itself or by destroying the Nod Power Plant.
- Refinery (GDI and Nod)
The Refinery is the main source of income in the game. See the 'Economy' section above for more information.
- Power Plant (GDI and Nod)
The Power Plant provides power to a base. If the Power Plant is destroyed, the Advanced Guard Tower or Obelisk will no longer fire. Additionally, all vehicles and advanced infantry will cost double their original price, and the Refinery's constant flow of credits to its team is reduced from 2 credits per second to 1 credit per second.
- Infantry Barracks (GDI)
The Barracks allows GDI players to upgrade their infantry characters. While the Barracks is operational, any GDI player with sufficient credits can "purchase" a new character, such as a Rocket Soldier or sniper. If the GDI Barracks is destroyed, GDI players will no longer be able to purchase these advanced characters. However, GDI players can still select "basic" infantry (see 'Infantry' below) The Barracks also contains the Pedestal (see 'Victory Conditions' above). Even if the Barracks has been destroyed, the Pedestal itself can still be used by Nod.
- Hand of Nod (Nod)
The Hand of Nod is the counterpart to GDI's Infantry Barracks, allowing any Nod player to upgrade to advanced infantry units as long as they have sufficient credits. Other than its different shape and the fact it allows the purchase of different infantry units, it is identical to the GDI Barracks.
- Weapons Factory (GDI)
The Weapons Factory allows GDI players to purchase vehicles. As long as the Weapons Factory is functional, any GDI player with sufficient credits can purchase a GDI vehicle. Upon purchase, the vehicle will appear a few seconds thereafter in the "garage" of the Weapons Factory. Destroying the Weapons Factory will mean GDI can no longer purchase any more vehicles. Furthermore, GDI's Harvester will no longer be replaced if or when it is destroyed by the enemy. See 'Vehicles' below for more information on vehicles.
- Airstrip (Nod)
The Airstrip is Nod's counterpart to the Weapons Factory. While the Airstrip is functional, any Nod player who has sufficient credits can purchase a Nod vehicle. A few seconds after purchase, the vehicle will be delivered by a cargo plane to the red circular area on the Airstrip. The cargo plane cannot be destroyed by enemy fire. Other than its distinctly different layout and the different vehicles it makes available, it is essentially the same as the Weapons Factory. If it is destroyed, Nod will no longer be able to buy new vehicles, nor will the Nod team receive a replacement Harvester should it be destroyed by the enemy.
- Turret (Nod)
The Nod Turret is a minor base defence structure. Maps with an Obelisk also have two Nod Turrets. The Turret is much smaller than all other structures, and does not contain any Purchase Terminals or a Master Control Terminal. It is also less durable than all other structures. Like the other base defences, the Turret will automatically fire at enemy units venturing into its line of sight. Its weapon is much weaker than the Obelisk and it does not pose a great threat to enemy units. However, unlike the Obelisk, the Turrets will continue functioning if the Nod Power Plant is destroyed, therefore the only way to disable a Turret is to directly destroy it. The Turret is not a vital structure for the team. For GDI to win the game by basekill, they do not need to destroy any Nod Turrets.
 Structure Terminals
- Master Control Terminal
The Master Control Terminal is not a structure but rather an object inside every structure (except the Nod Turret). The Master Control Terminal has two purposes. For friendly units, it is the most efficient place to repair the structure (see 'Repairing' below). For enemy units, it is the building's weak spot. Many weapons will deal more damage if they attack the Master Control Terminal, especially C4 (see 'Infantry')
- Purchase Terminal
All structures (except the Nod Turret) contain one or more Purchase Terminals. You can use any Purchase Terminal in any of your structures for all of the following functions:
- Equipping basic infantry. Basic infantry are free and are always available to you, even if your Barracks or Hand of Nod are destroyed.
- Refill. Selecting the 'Refill' icon will instantly replenish your health, armour and ammunition. Refilling is free and is always available. However, it will not replace a Beacon you have used.
- Infantry upgrades. Selecting the Infantry icon will show you the selection of advanced infantry you can purchase. Purchasing an advanced infantry class will instantly transform you into that infantry class. If your Barracks or Hand of Nod is destroyed, you will no longer be able to purchase advanced infantry.
- Vehicles. Selecting the Vehicles icon will allow you to purchase a vehicle. See 'Vehicles' for more information. If your Weapons Factory or Airstrip is destroyed, you will no longer be able to do this.
- Beacons. Selecting the Ion Cannon (GDI) or Nuclear Strike (Nod) icon allows you to purchase a Beacon for 1000 credits. See 'Beacons' for more information. Even if one of your buildings has been destroyed, the Purchase Terminals in that building can still be used.
All infantry classes are equipped with a Pistol and a Timed C4. Additionally, any infantry unit can purchase and deploy a Beacon (see 'Beacons')
Unlike all other infantry weapons (except the Repair Gun), the Pistol has unlimited ammunition. Therefore, any character who expends all their ammo can still defend themself with the Pistol. The Pistol has a fairly short range, but is accurate and fires fairly rapidly. It does a reasonable amount of damage to infantry, especially with headshots. It is also capable of damaging light vehicles, but does not pose a great threat to them. It does not deal any noticeable damage to heavy vehicles or structures.
- Timed C4
All infantry units carry one Timed C4 charge. Throwing the Timed C4 will automatically arm it and it will detonate 30 seconds thereafter, even if the player throwing it is killed. It will "stick" to any vehicle, structure or infantry unit it lands on. Timed C4 can be disarmed by the repair gun used by Engineers, Hotwires or Technicians. The Timed C4's main purpose is to demolish structures. If placed on the Master Control Terminal, a Timed C4 charge will deplete 40% of the structure's total health. Therefore, three Timed C4 charges are sufficient to destroy any structure if the infantry can infiltrate the building and the enemy fails to disarm the Timed C4 charges. Timed C4 can also be used to destroy enemy vehicles and kill infantry. A Timed C4 attached to a vehicle will cause 400 damage if it is not disarmed, which is enough to destroy many of the weaker vehicles with one Timed C4 charge. The explosion of a Timed C4 charge will also kill or severely wound any enemy infantry near the blast. You are also at risk from this explosion, but your teammates are not.
 GDI Infantry
Here follows a list of the infantry units available to GDI. The four free units (GDI Soldier, Shotgunner, Grenadier and Engineer) are always available. The others require the Barracks to be functional for you to purchase them. Note: the "Health" value is the combined total of the unit's health and armour
- GDI Soldier. Cost: Free. Health: 200
The GDI Soldier is armed with an automatic rifle. The automatic rifle has a good range and is effective against infantry. It is also an adequate weapon against light vehicles, but it does not pose a threat to heavy vehicles or structures.
- Shotgunner. Cost: Free. Health: 200
The Shotguner has a very short range, but is more powerful than the GDI Soldier's automatic rifle. It is powerfully effective against infantry and light vehicles, but like the GDI Soldier it is no threat to heavy vehicles or structures.
- Grenadier. Cost: Free. Health: 200
The Grenadier is unique among Renegade's weapons in that it is affected by gravity. Fire it directly in front of you and it will strike the ground near your feet; fire upwards and it will travel further. While somewhat unwieldy, the grenade launcher deals fairly good damage to infantry if you can score a direct hit. It also deals a small amount of splash damage. The Grenade Launcher also does reasonably good damage against structures, even when attacking them externally. It is also somewhat effective against vehicles.
- Engineer. Cost: Free. Health: 200
The Engineer is equipped with the Repair Gun (see 'Repair Gun' below for more details). He is also equipped with two Remote C4 charges in addition to the Timed C4 charge every infantry unit is issued. A Remote C4 charge is manually detonated. Throw the Remote C4 charge by left-clicking. At any time thereafter, you may click the right mouse button to detonate the Remote C4. You may detonate it immediately, or wait as long as you like. However, if you are killed, any undetonated Remote C4s you have placed will vanish harmlessly. Like Timed C4, Remote C4 will "stick" to any structure, vehicle or infantry unit it happens to be thrown upon. A Remote C4 charge is half as powerful as a Timed C4 charge. The Engineer's combined selection of C4 charges (one Timed C4 and two Remote C4) make him powerful against structures if he can infiltrate them safely. If he can successfully use all his C4, he will deplete 80% of the structure's health. He can also use his C4 against vehicles or infantry to some degree.
- GDI Officer. Cost: 175. Health: 250
The Officer is equipped with a chaingun. It is fairly similar to the GDI Soldier's automatic rifle, with a few differences. It is somewhat more powerful against infantry, but it is less accurate, especially at range. It deals slightly more damage against heavy vehicles, but still does not pose much of a threat to them. It also deals less damage to light vehicles than does the GDI Soldier. For this reason, it is only really worthwhile as a cheap anti-infantry unit.
- Rocket Soldier Officer. Cost: 225. Health: 250
The Rocket Launcher is a long-ranged weapon which is capable of reasonably good damage against structures. It is somewhat powerful against vehicles too. Against infantry, a direct hit will cause good damage, but the rockets travel fairly slow and are easy to dodge. They also deal minor splash damage.
- Sydney. Cost: 150. Health: 250
Sydney is armed with the Tiberium Auto Rifle. This is a fairly rapid-firing weapon with a good range. Its power against infantry is similar to the GDI Soldier and deals a small amount of splash damage. It also deals "burn" damage, continuing to drain an infantry's health for a few moments. It also deals a small amount of damage to vehicles. Overall, however, the Sydney is not really worth her cost.
- Gunner. Cost: 400. Health: 300
Gunner is armed with an upgraded version of the Rocket Launcher. Compared to the Rocket Soldier Officer, Gunner's weapon has two advantages: it fires more rapidly, and the rockets themselves travel faster. Gunner is effective against all targets - infantry, vehicles, and structures.
- Patch. Cost: 450. Health: 300
Patch is equipped with the Tiberium Flechette Pistol. In terms of range and fire rate it is similar to the GDI Soldier. It deals good damage to infantry, as well as dealing "burn" damage. It is mildly effective against vehicles, but is not particularly dangerous against them. While powerful against infantry, Patch is not versatile enough to be worth his cost.
- Deadeye. Cost: 500. Health: 300
Deadeye is equipped with a Sniper Rifle, allowing him to snipe infantry units at long range. Pressing right-click will activate a scope - you can then zoom in and out with the mouse wheel. The Sniper Rifle is deadly to infantry - one headshot will kill any infantry unit. Bodyshots are also powerful, depleting 100 health per shot. The Sniper Rifle also deals good damage against light vehicles, but is no threat to heavy vehicles or structures.
- Mobius. Cost: 1000. Health: 350
Mobius is armed with the Volt Auto Rifle. The Volt Auto Rifle is rapid-firing and powerfully effective against all targets - infantry, vehicles and structures. Its only real weakness is its range is not particularly long.
- Prototype Assault Suit Sydney. Cost: 1000. Health: 350
The Prototype Assault Suit is armed with the Personal Ion Cannon, which is the most powerful anti-tank weapon available to any infantry. It has a good range and deals heavy damage to any vehicle, as well as being fairly powerful against structures. Although it is not the most ideal weapon for anti-infantry due to its slow rate of fire, infantry are also vulnerable as the Personal Ion Cannon deals 200 damage - enough to kill any basic infantry with one bodyshot. Two bodyshots are sufficient to kill any infantry, regardless of their cost.
- Havoc. Cost: 1000. Health: 350
Havoc is armed with the Ramjet, essentially a more powerful Sniper Rifle. Like the Sniper Rifle, it is equipped with a scope. With a good rate of fire and infinite range, it is deadly powerful against infantry, killing any basic infantry with one bodyshot, or any other infantry with two bodyshots. It is also powerfully effective against light vehicles, but is no threat to heavy vehicles or structures. The Ramjet is also the most effective weapon against aircraft due to its power, range, fire rate and accuracy.
- Hotwire. Cost: 350. Health: 300
Hotwire is an upgraded version of the Engineer, armed with a Repair Gun (see 'Repair Gun' below). She is also equipped with more C4 than any other character class. She has two remote C4 charges (see 'Engineer') and two Timed C4 charges rather than one. This supply of C4 means Hotwire is capable of destroying an enemy structure by herself if she can successfully infiltrate the building. Hotwire is also equipped with six Proximity C4 charges, also known as mines (see 'Mines' below)
 Nod Infantry
Here follows a list of the infantry units available to Nod. The four free units (Nod Soldier, Shotgunner, Flamethrower and Engineer) are always available. The others require the Hand of Nod to be functional for you to purchase them. Note: the "Health" value is the combined total of the unit's health and armour
- Nod Soldier. Cost: Free. Health: 200
The Nod Soldier is similar to the GDI Soldier, but his automatic rifle is 40% less powerful, making him less of a threat to infantry and light vehicles. Like the GDI soldier, he is of no use against heavy vehicles and structures.
- Shotgunner. Cost: Free. Health: 200
Identical to the GDI Shotgunner.
- Flamethrower. Cost: Free. Health: 200
The Flamethrower is a rapid-firing but short-ranged weapon. Against infantry, it is not especially more powerful than the Nod Soldier, although it deals 'burn' damage, continuing to damage the enemy infantry unit for several moments. It also does good damage against light vehicles and mild damage against heavy vehicles, but its short range requires the Flamethrower to get close to the vehicle. It also does mild damage to structures, but is less effective than the Grenadier. The Flamethrower is also somewhat more resistant to damage from C4 explosions than other infantry.
- Engineer. Cost: Free. Health: 200
Identical to the GDI Engineer.
- Nod Officer. Cost: 175. Health: 250
Identical to the GDI Officer.
- Rocket Soldier Officer. Cost: 225. Health: 250
Identical to the GDI Rocket Soldier Officer.
- Chem Warrior. Cost: 150. Health: 250
The Chem Warrior is essentially an upgraded version of the Flamethrower. His Chem Sprayer is roughly twice as powerful against all targets. He is powerfully effective against light vehicles and does good damage against heavy vehicles, if you can get him close enough. Also, unlike any other infantry unit, the Chem Warrior has the ability to walk through Tiberium fields without being harmed. He is also more resistant to C4 explosions and Tiberium weaponry (Sydney and Patch).
- Stealth Black Hand. Cost: 400. Health: 300
The Stealth Black Hand is a unique infantry unit, having the passive ability to cloak himself. While cloaked, he will be invisible to enemies. See the 'Stealth Black Hands' section in the Strategies part of the guide for more information on the cloaking ability, its uses and its weaknesses. He is armed with the Laser Rifle, which does moderate damage to infantry and vehicles.
- Black Hand Laser Chaingunner. Cost: 450. Health: 300
The Laser Chaingun is a good-ranged, rapid-firing laser which is powerfully effective against most targets. It is powerful against infantry and vehicles, and moderately effective against structures. While he does not excel at any one role, he is versatile enough to serve you well in most situations.
- Black Hand Sniper. Cost: 500. Health: 300
Identical to the GDI Deadeye.
- Mendoza. Cost: 1000. Health: 350
Identical to the GDI Mobius.
- Raveshaw. Cost: 1000. Health: 350
Identical to the GDI Prototype Assault Suit Sydney, but with two minor differences. Raveshaw's Rail Gun has a slightly faster reload time, but it is slightly less powerful against structures.
- Sakura. Cost: 1000. Health: 350
Identical to the GDI Havoc.
- Technician. Cost: 350. Health: 300
Identical to the GDI Hotwire.
 Repair Gun
Engineers, Hotwires and Technicians are equipped with a Repair Gun. This device is an important part of your team's strategy, since it is the only way to heal structures and vehicles. The Repair Gun used by Hotwire and Technician is twice as effective as the Repair Gun used by Engineers; it also has a longer range. If one of your structures is under attack, you should either attempt to destroy the enemy attacking it, or repair the structure. If your structure appears to be in imminent danger of being destroyed, you are nearby, and you are not an Engineer, Hotwire or Technician, you should almost always discard the character you have and purchase an Engineer, Hotwire or Technician. Simply run into your structure and aim your Repair Gun at the structure's Master Control Terminal. Be wary, however, of enemy infantry who might try to run inside and kill you. Repairing vehicles is also a worthwhile way to help your team. If your tanks are engaged in a battle, either while attacking the enemy base or defending against an enemy rush, consider buying a Hotwire or Technician to heal your tanks. The longer you keep them alive, the more damage they will do.
Each team has a limit of eight vehicles at any time. This limit includes the Harvester, so while your Refinery and Harvester are functional your team is limited to seven vehicles. Should your Refinery be destroyed, or if your vehicle production building is destroyed - meaning your Harvester cannot be replaced - this limit will be increased to eight vehicles. If you see the message "Limit Reached" under the Vehicles icon in the Purchase Terminal screen, you cannot buy a vehicle until a friendly vehicle is destroyed. When a vehicle has been produced, it is temporarily locked to all players except the player who purchased it. However, if the player is killed before reaching the vehicle, the vehicle will be immediately unlocked. The vehicle will also be unlocked if it is not claimed by its purchaser within 30 seconds. If another player on your team is purchasing a vehicle, or if your Harvester is being replaced due to being destroyed by the enemy, you will be unable to purchase a vehicle for a few seconds. On the Purchase Terminal screen, you will see the message "Building..." underneath the Vehicles icon. Simply wait a few seconds for other vehicle to be delivered. The vehicle production area is a dangerous place to be. If any infantry or vehicle is standing too close to the Weapons Factory garage or the area of the Airstrip where vehicles are dropped by the cargo plane, they may be killed or the vehicle destroyed. Therefore, you should keep clear of these areas. There are two different armour types for vehicles: light armour and heavy armour. Many weapons will be differently effective against these two armour types. All vehicles can carry one additional passenger as well as the driver, except for the Stealth Tank, Orca and Apache who can only carry the pilot.
 GDI Vehicles
Note: "Armour" donates whether the vehicle has light or heavy armour type. Health is the combined total of the vehicle's health and armour. Note: The Orca and Transport Helicopter are not available on most maps.
- Humm-vee. Cost: 350. Armour: Light. Health: 300
The Humm-vee is a fast, lightly armoured vehicle equipped with a machinegun. The machinegun is deadly powerful against infantry and reasonably effective against light vehicles, and also does mild damage to heavy vehicles - however, the Humm-vee's relatively weak armour makes it vulnerable to most tanks and many infantry types. The HUmm-vee's speed, low cost and good damage makes the Humm-vee useful for early-game harrassment purposes, and as it can carry an additional passenger it can be used to swiftly delivering infantry such as Engineers into the enemy base. Its vulnerability makes the Humm-vee less useful later in the game as more powerful weapons become available to both teams.
- Mobile Rocket Launcher System (MRLS). Cost: 450. Armour: Light. Health: 400
The MRLS is GDI's longest-ranged vehicle. It fires a volley of six rockets before reloading. The salvo is powerfully effective against all targets - infantry, vehicles and structures, as well as dealing good splash damage. Its main weakness is that it can only easily fire at units in its forward field of vision.
- Armoured Personnel Carrier (APC). Cost: 500. Armour: Heavy. Health: 600
The APC is a fast, well-armoured vehicle armed with a machinegun identical to that used by the Humm-vee. It is somewhat more suited for general combat situations than the Humm-vee due to its stronger armour. Unlike any other ground vehicle, can carry up to four infantrymen including its driver. The APC is therefore capable of swiftly delivering infantry units into the enemy base.
- Medium Tank. Cost: 800. Armour: Heavy. Health: 800
The Medium Tank is GDI's most well-rounded vehicle. It has a reasonable turn of speed and its cannon is powerfully effective against all targets - infantry, vehicles and structures. It has a good range and the necessary power and armour to make it a solid choice for most situations, in either attack or defence.
- Mammoth Tank. Cost: 1500. Armour: Heavy. Health: 1200
The Mammoth Tank is the most expensive unit in the game. It is the most heavily-armoured vehicle, but it is very slow. It has two weapons systems - cannons and rockets. The cannons, fired with the left mouse button, are similar to the Medium Tank's cannon but fire more rapidly. The rockets, fired by the right mouse button, have a shorter range but are more powerful. The Mammoth rockets cause a great deal of splash damage to infantry and will demolish structures faster than another other vehicle. The Mammoth Tank is also capable of automatically healing itself - when it is damaged to less than 600 health, it will regenerate at the rate of 2 health points per second. While its great power and armour give the Mammoth Tank a very high destructive potential, its slow speed and high cost mean the Mammoth Tank is not as versatile as the Medium Tank.
- Orca. Cost: 900. Armour: Light. Health: 300
The Orca is a fast, powerful aircraft with fairly weak armour. It has two weapons systems - rockets and machineguns. Left-click for rockets, right-click for the machinegun. The rockets are powerful against vehicles and structures, but not ideal against infantry. The machinegun is deadly to infantry and good against vehicles, but does not noticeably damage structures. While the rockets are technically more powerful against vehicles than the machinegun, the rockets can miss if the vehicle is moving. The Orca is effective against all targets, and the fact it can fly make it resistant to many weapons simply because it can dodge them easily. However, the Orca is very vulnerable to Sakura's Ramjet rifle. Orcas should also be wary of enemy Apaches, Raveshaw, Black Hand Snipers and Laser Chaingunners. The Orca also has a rather loud engine, allowing the enemy to hear when an Orca is nearby.
- Transport Helicopter (or Chinook). Cost: 700. Armour: Light. Health: 400
Like the APC, the Chinook is capable of carrying four infantrymen (including its pilot). While it is more mobile than the APC due to the fact it can fly, it is slower, less durable and does not itself have a weapon.
 Nod Vehicles
Note: "Armour" donates whether the vehicle has light or heavy armour type. Health is the combined total of the vehicle's health and armour. Note: The Apache and Transport Helicopter are not available on most maps.
- Nod Buggy. Cost: 300. Armour: Light. Health: 250
The Buggy is very similar to the GDI Humm-vee, only slightly cheaper, slightly faster and with slightly less health. Like the Humm-vee, the Buggy is useful for early harrassment and rushing Engineers into the enemy base. However, it becomes somewhat obsolete later in the game when both teams can afford more powerful weapons.
- Mobile Artillery. Cost: 450. Armour: Light. Health: 400
Like the GDI's MRLS, the Mobile Artillery has a very long range and is suited for causing heavy damage to all targets at great distances. It is deadly powerful to infantry and causes a great deal of splash damage. It is also powerfully effective against tanks and structures. Its armour makes it somewhat vulnerable, and the GDI Medium Tank can reasonably be expected to defeat an Artillery unless the Artillery can make good use of cover or has support from teammates.
- Armoured Personnel Carrier (APC). Cost: 500. Armour: Heavy. Health: 600
Identical to the GDI APC, except it is somewhat bulkier. This is important on the map 'City' and 'City Flying', since there is a gap underneath the bridge near each base that a Nod APC is too large to pass through, whereas the GDI APC can.
- Light Tank. Cost: 600. Armour: Heavy. Health: 600
The Light Tank is a very well-rounded vehicle. It is faster than most vehicles, has reasonably good firepower and range, and good armour. While it does not have the firepower of the Mobile Artillery, Flame Tank or Stealth Tank, it is more versatile and has no real weaknesses.
- Flame Tank. Cost: 800. Armour: Heavy. Health: 800
The Flame Tank is Nod's most well-armoured vehicle, having the same durability of the GDI Medium Tank. Its dual flamethrowers have a very short range, but are deadly powerful against vehicles and structures. While it is capable of quickly destroying structures, its main weakness is its inability to defend itself at long range, making it vulnerable to GDI units such as the Medium Tank as long as they see the Flame Tank coming.
- Stealth Tank. Cost: 900. Armour: Heavy. Health: 400
The Stealth Tank has the unique ability to cloak itself, making it invisible to the enemy. It has similar firepower to the Flame Tank and Mobile Artillery, although its range is fairly short. Due to this and its relatively poor armour, it is fairly vulnerable to units such as Medium Tanks. However, the Stealth Tank's unique ability to cloak itself compensates for its lack of brute strength. The Stealth Tank will reveal itself when firing. It can also be discovered if it is hit by weapons fire, if it moves too close to an enemy, or if it moves within sight of base defences. Additionally, if the Stealth Tank is severely damaged, the cloaking system will fail.
- Apache. Cost: 900. Armour: Light. Health: 300
Identical to the GDI Orca except for three differences: its machinegun has a shorter range, its weapon system controls are reversed (meaning left-click fires the machinegun, right-click fires the rockets) and its engine is much quieter than the Orca.
- Transport Helicopter (or Chinook). Cost: 700. Armour: Light. Health: 400
Identical to the GDI Chinook.
A Beacon can be purchased by any infantry class, costing 1000 credits. The Beacon can be deployed at any time at your current location, as long as you are not inside a vehicle. Deploying a Beacon takes about three seconds and during this time, you cannot move without canceling deployment of the Beacon. Once a Beacon is deployed, it will remain in place for 45 seconds. For those 45 seconds, the enemy can disarm it. The Beacon can only be disarmed by a Repair Gun used by Engineers, Hotwires and Technicians. If the Beacon is not disarmed during the 45 seconds, the area designated by the Beacon will be attacked by an Ion Cannon or a Nuclear Strike. The Ion Cannon and Nuclear Strike are the most powerful attacks in the game and are capable of destroying any structure the Beacon is laid next to. The Beacon's main purpose is to destroy an enemy structure in this way, or to end the game by the Beacon Pedestal method (see 'Victory Conditions')
Hotwire and Technician are each equipped with six Proximity C4 charges, also known as "mines". These are a very useful defensive item, and "mining the base" is wise for someone on your team to do. Mines are most effective against infantry. A cluster of about five or six mines is usually sufficient to kill an infantryman. They also damage vehicles, but not to a great degree. The obvious place to mine is the doors of your structures to prevent enemy infantry C4ing your buildings. There are sometimes other places that are advantageous to mine; such as the tunnel entrance on Canyon, ramps leading up to structure rooftops, or the area behind the GDI Refinery and Barracks on Field, to prevent Nod units sneaking behind the rocks and laying a Nuclear Strike Beacon. Your team is limited to 30 Mines. Once this limit is reached, throwing any more mines will make older mines vanish. Remote C4 also count towards this limit, but Timed C4 do not. For this reason, it is unwise to throw mines around except where they will be most useful.
 Basic Strategies
A few examples of basic strategies in Renegade, how and when to execute them, and how best to counter them.
Harrassment is a word which will be familiar to an RTS player. It describes the early game and the strategy of making your economy stronger and your enemy's economy weaker. The most obvious way involves the two Harvesters. On most maps, the two Harvesters will move towards the centre of the map where they are vulnerable to attack. By destroying the enemy's harvester and protecting your own, you will end up with a much better money situation than your enemy. The result of this is that you can buy your more powerful weapons faster, which is a significant advantage no matter what strategy your team chooses to do - your strategies are much more likely to succeed if your opponent cannot afford the more powerful weapons with which to defend against them. Other ways to harrass include attacking structures by rushing in with C4, or attacking them externally with a Grenadier. While it is not very likely you will destroy structures this way, the advantage you can gain in terms of economy makes it well worth doing.
- An important principle
While attacking structures is generally considered to be the most important goal, it is almost always a good idea to destroy enemy infantry and vehicles in preference to attacking structures. The reason behind this principle is straightforward: let's say you have a group of tanks near an enemy structure. The enemy has a few tanks ready to protect it. If you were to attack the structure, the enemy tanks will destroy you. So, if you do not directly destroy the structure - which is quite likely, since the chances are someone on the enemy team will repair it - the enemy now has the advantage, due to your tanks being destroyed. Instead, destroy the enemy tanks first. Once this is achieved, the enemy has no firepower and therefore cannot stop you attacking their structure. So, to sum up: If you have a choice between attacking a structure or attacking a powerful enemy vehicle or infantry, attacking the vehicle/infantry unless there is an immediate chance of the structure being destroyed.
'Sneaking' usually refers to a solitary Hotwire or Technician attempting to sneak into the enemy base, though it can also be done by a pair of Engineers to similar effect. A single Hotwire or Technician has enough C4 to destroy a building single-handedly if they can get there safely. This works best on maps without base defences, particularly where there are tunnel routes into bases. The only real defence against a sneaker is vigilance - keep a look out for a Hotwire or Technician anywhere near your base. The good news is a single Hotwire or Technician is not a formidable enemy, so if you can see them you will not usually have too much trouble killing them. If you cannot kill them for whatever reason, make sure your teammates know the sneaker is on its way to your base. Mining your base can slow a sneaker down, forcing him to disarm the proximity mines so they can pass through safely. This will not totally stop enemy units sneaking, but it can slow them down and buy you time to find and kill them. If you find a Hotwire or Technician already inside one of your buildings with their C4 already placed, you must act quickly to save the building. Usually it is wise to kill the Hotwire/Technician before attempting to disarm the beacon. Throwing Remote C4s is generally the best way to do this quickly.
- APC Rush
Due to the APC's good armour and speed, and its ability to carry a total of four infantry, it is ideal for delivering infantry units into the enemy base. A Nod APC can take a fair amount of pummelling from the Advanced Guard Tower. The Obelisk will destroy a GDI APC in two shots, but the APC can still often reach key structures before being destroyed. The best units for this purpose are Hotwires and Technicians due to their Remote C4 charges. If three Hotwires/Technicians successfully infiltrate a building and lay their Remote C4 charges on the Master Control Terminal, they can immediately destroy the building. If you cannot afford a Hotwire/Technician, an Engineer is another good choice as he also carries Remote C4, but has less health. There are two main ways to prevent this happening to you. Firstly is to destroy the APC before it reaches your base, secondly is to keep your building doors mined. The best way to destroy an APC before it reaches your base is to have powerful weaponry (preferably tanks) in the field. Medium Tanks, Light Tanks and Mobile Artillery are generally most useful for this. Mining your structure doors is another defence, but it may not kill all the infantry and therefore it should not be relied upon as your only defence against an APC rush.
- Flame Rush
Simply put, several Flame Tanks rushing the enemy base. The Flame Tank's good armour and extremely high damage against structures makes it an attractive choice, but the Flame Rush is very easy to defend against as long as GDI has the right units. While a GDI team full of snipers and officers is easy prey for a Flame Rush, a more wise GDI team will be equipped with more powerful units such as Medium Tanks which can easily destroy the Flame Tanks at long range. For this reason, Flame Rushes are generally unwise unless you have already destroyed the GDI Weapons Factory.
- Stealth Tank Rush
The Stealth Tank rush is something GDI must always be wary of. The Stealth Tank is very powerful against structures. Combine that with the ability to mass several Stealth Tanks close to an enemy base undetected, and you have a very dangerous tactic. Often, GDI may not even know Nod has Stealth Tanks until they are close enough to attack. The best way to counter a Stealth Tank rush is to have advance warning that Nod is planning it. If you discover a Stealth Tank somewhere in the field, even in the enemy base, let your team know about it. If you know there is a Stealth Tank rush imminent, make sure you have a powerful anti-tank weapon - Medium Tanks and Prototype Assault Suits are generally the best bet, or an Orca on those maps which allow flying units - and position yourself where you think the Stealth Tanks are likely to attack from. On a map like Field or Under this is easy, since the GDI base has only one vehicle entrance. Maps like City Flying and Complex are more problematic due to there being several possible routes the Stealth Tanks can take. In this case, it is wise to make sure your team knows there is a Stealth Tank rush coming, and try to spread your forces to cover each base entrance. If you were planning to leave base to attack the enemy or do some sniping, put that plan on hold until the Stealth Tanks are found and destroyed. A useful assistant to the defence against a Stealth Tank rush is the APC. While the APC is not deadly powerful against tanks, its rapid-fire machinegun make it a very good way to detect the Stealth Tanks. Fire randomly around with the machinegun - if you even scratch a hidden Stealth Tank, it will be revealed.
Sieging basically means attacking structures from a fair distance without rushing the base, using long-ranged vehicles. Of all the basic strategies in Renegade it is often the most effective. The best way to siege differs for both teams. For GDI it will mainly consist of Medium Tanks, possibly with an MRLS. For Nod, the best approach is a couple of Mobile Artillery units supported by technicians, and with Light Tanks protecting them. Sieging benefits your team in a variety of ways. The tanks involved are likely to do just as much damage as a Flame or Stealth Tank rush, forcing your opponent to fix his structures or lose them. Unless your sieging units are destroyed, you can keep this up for some time, which will give your team a points lead - meaning that if the game does not end in basekill or a Pedestal Beacon, your team is likely to win. Furthermore, if you have a large amount of firepower outside the enemy base, your enemy won't be able to leave base safely. If they try an APC rush, a flame rush, or a sneak attempt, they are unlikely to get past your siege blockade. For this reason, sieging is not only attacking the enemy base, but defending your base too. Sieging is also a very effective way of stifling your opponent's economy. You can kill his harvester every time it comes out, crippling his cash flow. The only real way to break a siege is to amass a group of vehicles yourself, push out together and engage the enemy tanks. The result of this fight will be determined by who has more firepower and co-ordination. If your opponent is sieging you, then whatever you're currently doing, drop it and help your team attempt to break the siege. Otherwise, it is very likely that you will lose.
- Stealth Black Hands
The Stealth Black Hand's cloaking ability opens up several unique strategies for Nod. Firstly, the Stealth Black Hand has a much easier time infiltrating the enemy base. The most obvious purpose for this is to lay a nuclear strike beacon - see 'Nuking'. Also, a group of three Stealth Black Hands can sneak into a structure and throw their Timed C4s on the Master Control Terminal without the enemy knowing they are there. The only real defence against this is by mining. Stealth Black Hands are also adept at stealing GDI vehicles. If a GDI player gets out of his tank to repair it, he is rather foolish since he will probably have no way of knowing if any Nod players are nearby with a Stealth Black Hand ready to hijack the tank. Nod does not even have to use Stealth Black Hands at all for this fact to help Nod's cause - GDI will not know whether Nod has Stealth Black Hands, so a careful GDI tank driver will probably not repair his vehicle in the field. This will help your team's tanks and anti-tank infantry in their efforts to keep GDI vehicles at bay. It is unwise, however, for a player to spend too long trying to steal a tank. While you are waiting for the opportunity, you are not actively helping your team destroy the enemy, so the enemy team will effectively outnumber your team.
In other words, using a Beacon to destroy a structure. The Beacon is the most powerful weapon in the game if used correctly. Correct usage means making sure you can cover the beacon, since there is a 45 second window of opportunity for your enemy to disarm it. Disarming the beacon awards your enemy 300 points and results in your 1000 credits being wasted. If you plan to lay a beacon, be sure your team knows about it. Announce your intentions and where you plan to lay the beacon. Maybe your team will have a sniper or two where they can help you. The more heavily-armoured vehicles are also good units with which to cover a beacon - if a beacon is defended by an APC or tank, any engineer trying to disarm the beacon is easy prey until the vehicle is destroyed. Another approach is to use stealth rather than strength. The Stealth Black Hand can sneak into obscure places to lay the beacon, but this will probably mean your team cannot do much to help you cover it. To defend against beacons being covered by vehicles, the simple way to counter it is to have plenty of firepower in the field to prevent vehicles getting into your base. As for the more stealthy approach to beacons, your best bet is to mine the base, and have a Hotwire or two - plus some anti-infantry support such as an APC - ready to deal with them.
- Pressing an advantage
Be sure to adjust your tactics to how the game is going. For example, if your team destroys the enemy Barracks by a rush, it may be an attractive idea to rush again and aim for a different structure. However, put that thought on hold for a while. Without a Barracks, any enemy Hotwires, Prototype Assault Suits, snipers, and so on, cannot be replaced once they are killed. Instead of rushing again immediately, focus on hunting down and killing all remaining Hotwires and powerful infantry. This will make GDI much more vulnerable to the next offensive move you make. Likewise, if you destroy the Weapons Factory, take some time to find and destroy all remaining GDI tanks. Without these vehicles, the enemy will find it much harder to defend itself against your next rush. Again, the same principle is true if you destroy the Refinery - the enemy's cash flow will be hindered. So, make it a priority to kill all your enemy's expensive weaponry, both infantry and vehicles.