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Das neuste Unit Spotlight widmet sich zwei neuen Einheiten der Scrin Traveler-59: Culstist und Prodigy. Habe leider aktuell keine Zeit das für euch zu übersetzen, aber die meisten müssten es ja auch so verstehen.
Introduction to Traveler-59!
Throughout the eons, intergalactic Ichor mining operations have encountered a wide variety of hostile environments and species. In order to effectively deal with potential conflicts that may arise from infestation of a host planet, some Scrin subsects were evolved into specialized anti-population roles. The Reaper sect, known throughout the galaxy for unspeakable acts of violence and cruelty, relies on Tiberium-augmented weaponry and brute force to pacify the populations of new host planets. In contrast, the Traveler sect takes a much more insidious approach.
The Traveler sect prefers to incorporate themselves, manipulating the simple minds of the planet’s denizens to destabilize civilizations from within. To do so, the Traveler sect has focused on amplifying the latent mind-control powers of the Mastermind through genetic modification and selective breeding.
Traveler-59 is the most recent cell raised to full active duty, and has yet to be verified as combat-ready on the battlefield. Recently attached to the Scrin mining fleet on the far side of Pluto, the cell has activated far-reaching scanning technology to locate its first host planet. In addition, the cell has been outfitted with a new, more efficient form of enslavement - twisted offspring of the Prodigy capable of being implanted directly into the cerebral cortex of an abducted life form. The victims gain limited mind control abilities...at the cost of complete subservience.
The Prodigy!

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The exact process by which the Prodigy was spawned is largely unknown, even amongst many Scrin sects. Most hypotheses involve a mixture of inbreeding, genetic manipulation, and dark experiments. The results, however, are undeniable. A single Prodigy, blink-teleported onto a host planet, is often all that is necessary to bring the population under Scrin control within a matter of days.
The powers possessed by the Prodigy are similar to those of the Mastermind, augmented for planet-wide subversion and twisted to meet the needs of the Traveler. The Prodigy will blink-teleport silently into a populace, then utilize enhanced mental faculties to command entire regiments of host creatures into an unexpected mutiny. Once the infighting has begun, the Prodigy can then teleport in reinforcements to solidify control of the planet.

Build Time: 25 seconds
Built From: Portal
Prerequisites: Statis Chamber, Technology Assembler

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Special Abilities:
Teleport Units: Similar to the Mastermind, the Prodigy can teleport friendly units to an area near its current location.
Teleport: Much like Shock Trooper Blink Pack technology, the Prodigy can teleport itself a moderate distance across the battlefield.
Mind Control: The Prodigy utilizes mental manipulation powers to take control of a single unit or structure. This ability does not work on epic units.
Area Mind Control: Augmented cortical structures allow the Prodigy to take control of an entire group of enemy units. This ability cannot be used on structures, air units, or epic units.

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Combat Chain Role:
The Prodigy is available exclusively to the Traveler sect at tier 3 when a Stasis Chamber is also present. The Prodigy takes the place of the Mastermind for this subfaction. The Prodigy is the ultimate evolution of the Mastermind, capable of rapid transport and subversion. The Teleport powers of the Prodigy allow it to quickly relocate to an enemy position, call in reinforcements, or escape from combat. The considerably enhanced mental powers of the Prodigy will make it the first target of many GDI and Nod commanders. Capable of commandeering enemy structures with Mind Control, then turning the defending forces against one another with Area Mind Control, the Prodigy is a truly feared opponent on the battlefield. Though the Prodigy has no direct weapon of its own, the considerable powers housed within the grotesque, bulbous form are more than capable of destroying entire armies.

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Advanced Gameplay Notes:
The Prodigy is an incredibly powerful unit if micromanaged correctly, but will also be the focus of enemy commanders. Always hotkey your Prodigy!
The Prodigy’s Teleport ability extends past its own sight range. Give the Prodigy a scout to maximize retreat potential.
Area Mind Control does not affect air units, but Mind Control does! One Venom or Stormrider might be enough cover fire to allow a quick escape.
The Prodigy can teleport epic units. Use Teleport and Teleport Units to bring a Eradicator into the back of the opponents’ base, then Mind Control and Area Mind Control the defending forces!
If a Prodigy is garrisoned within an Eradicator, the Eradicator will gain the ability to teleport itself. Once garrisoned into an Eradicator, another Prodigy can be created.
Area Mind Control and Mind Control can be used simultaneously, and the cooldowns begin while the controlled units are still alive. Rotate Mind Controls to obtain a constant stream of your opponents’ units.
The Temporal Wormhole power, available exclusively to Traveler-59, significantly slows unit speed and rate of fire. In combination with the Prodigy, this can produce the perfect Area Mind Control opportunity, or help the Prodigy survive a particularly harrowing escape.
In 2v2 games, dual Prodigies can take control of a significant number of enemy forces if micromanaged well.

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The Cultist!

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The process of indoctrinating new members into the Cult of the Traveler is a complicated procedure. First, the thin, organic layer surrounding the cortex must be removed. This may cause the victim some level of distress, and additional cortical manipulators should be present to pacify the creature. The hardened outer shell is then cracked upon natural fissure lines and removed. A single spawn from the Prodigy, once ripe for host assimilation, will automatically seek out and implant itself in key emotional and logistical centers of the exposed cortex.
If the process is successful, the symbiote will awaken with highly amplified abilities. Even this early in the life cycle of the progeny, latent mental manipulation powers quickly manifest, augmented by the cortical components of the host creature. The symbiote, now fully under Scrin control, can then be tasked with population control.

Cost: $1000
Build Time: 10 seconds
Built From: Portal
Prerequisites: Nerve Center, Statis Chamber

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Special Abilities:
Mind Control:Amplification allows the Cultist squad to penetrate the minds of most infantry and vehicles, but is too limited to take command of structures or air units.

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Upgrades Available:
Advanced Articulators:Cultists can be outfitted with Advanced Articulators, significantly increasing their speed. Available at: Stasis Chamber.

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Combat Chain Role:
The Cultist is available to the Traveler-59 subfaction at tier 2 when a stasis chamber is present. The Cultist fits a new, heavily micromanagement-intensive slot in the Scrin combat chain. Capable of directly countering any ground-based unit in the game, the Cultist can be used to counter tactics ranging from low-level tank spam to high-end mixed armies. Even against low-level infantry, Cultists can be highly effective in the hands of a skilled player. The Cultist has no direct combat weapon, however, and is highly vulnerable when left out in the field. Utilize cross-faction combat abilities to inflict maximum damage and help keep the Cultists alive!

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Advanced Gameplay Notes:
The cooldown on Mind Control is quite short, and begins immediately after the skill is used. Skilled players can utilize multiple Cultists to always have a timer up, or rotate quickly when the commandeered unit is getting low on hit points.
Even with Advanced Articulators, Cultists are still slower than most vehicles on the battlefield. Careful control of Cultists is necessary for maximum effectiveness.
The Cultist is a 5-member horde and can take a moderate amount of damage, even from Snipers, before falling. Cultists are highly vulnerable to crushing and area-of-effect damage.
Cultists cost less than a single enemy harvester. Use Cultists to disrupt enemy harvesting operations and steal their Tiberium!
When facing a GDI opponent, Mind Control a few Rifleman Squads and Dig In. The Cultists can then use the bunkers as protection!
Opponents playing as Black Hand will often put a Purifier in the midst of an infantry mass to provide melee cover and a radial buff. Mind control the Purifier and watch the infantry get roasted!
In 2v2 games, pair up with a Nod or GDI partner. Hammerheads and Reckoners make excellent methods of quickly transporting Cultists across the battlefield.

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