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Confessor
Moderators: SuperJoe
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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Fri Jul 16, 2010 10:04 am    Post subject:  Confessor Reply with quote  Mark this post and the followings unread



Cost: 1350
Prerequisite: Hand of Nod, Temple of Nod
Role: Tactical support, anti-infantry / building
Strengths: Powerful support unit, high damage against stationary targets
Weaknesses: Long reload time

Confessors are part of the religious sect of Nod. Their unwavering devotion to Kane make them completely immune to fear, and they are often leading lower ranked Nod forces into the battle against the enemy. Their numbers are few, and only a maximum of 3 of them can be recruited at a given time. They are solely support units and are easy prey for most units when they are alone. Confessors are armed with powered EMP spears that can be used to disable a single unit (or more if they are very close to each other) or building for a short time. The benefit of having such a small radius for the EMP effect is that it can be used in a battle without disabling your own units. The spears have a very long reload time, so picking the right targets to disable is very important. The Confessors also carry gas grenades that can take out infantry and lightly armored vehicles, if they don't move out of the way quickly. They can be used to block off chokepoints like bridges from advancing enemy forces. The gas is deadly against stationary targets, such as lightly armored buildings. Upon death, the Confessors release a gas grenade on themselves as a final parting gift. Confessors have undergone an expensive experimental procedure that allows them to heal in tiberium fields, without suffering from uncontrolled tiberium mutations like the forgotten and other mutant creatures.

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