Command and Conquer Generals - Stunde Null

Command and Conquer Generals - Stunde Null

03.10.2013 23:24:45
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:: Command & Conquer: Generals Zero Hour FAQ ::
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FAQ version: 1.01
by: Emperor
Copyright 2004 John I Hessler (Supreme_deity@mailcity.com)

Game: C&C Generals Zero Hour v 1.02
Publisher: Electronic Arts

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0 Writer's Comment 0
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It is just a kind of introduction. When you become disgusted after reading
this comment, sorry, I don't mean it.

As all civilized and intelligent people realize the importance of
copyright, I do not need to repeat it and when it should be used:).

I'm glad I finally could finish this third FAQ so you can read it. Frankly,
I thought I would fail to bring it to completion.
It will be my pleasure to know that this FAQ may at least give you
readers satisfaction, together with lots of other good FAQs.
However, it is my disappointment to tell you that this FAQ is actually
far from perfectness. I hope that I can make the next version better,
if I decide to make a 1.02 version.

If anyone wishes to include this FAQ in a website, my prior permission
is not required. Just notify me via e-mail, and, of course, regarding to
what we talk about copyright above, credit me for this work. I worked on
and tested it for since February 2004 till now. I must even surrender my
health to influenza and severe coughs several times due to my efforts, so I
think I deserve some credits.

Are you with me?^_^

Before someone protesting, I must tell that some may notice that my format
looks like that of the 'posthumous' www.cncuniverse.com (If I am not mistaken,
www.cncseries also uses similar formats). Frankly speaking, I wrote this fact
in memoriam of the site (and for my personal pleasure of sharing something with
other fans). Moreover, I love its format, so I adapted it in my FAQ. However, the
data contained herein is my work, I just took the format and learnt how to write a
FAQ.

Another thing to protest about is my "nonrecognition" of others' works.
You can see in Tips and Tricks session that there are two tips and tricks
not belonging to me but I do not mention the people discovered them first.
I do not mean to unrecognize their efforts, but to this day, I haven't yet
discovered the names, sites, or anything else I can use to refer to. As those two
are truly good, and for people unlucky enough not to find them before, I decided
to write those two in my FAQ. The only thing I can do to emphasize that those
tricks are not mine in origin is to write that they do not belong to me. So,
please understand that I do not mean to claim others' works.

E-mail me if you have suggestions, questions, corrections, or anything
concerning with this FAQ. I realize that I made some mistakes.
You may also correct my grammar, spelling, etc,but not my lifestyle:).
Just do not expect a quick reply as I rarely go to internet house and
read e-mail [Pssst.. I do not have much money to spend there even for 2
hours per month :'-( ]. It also means "please do not send junk mails
for it takes my precious time and money to clean it". I am not a Chinese
Hacker, who enters an Internet Center and reaps money as soon as he
is in. When I enter an Internet Center/House, not a $5 which appears, but
a negative dollar sign...:p.

My thanks go to Electronic Arts for making such a great game and my
cousins and my brother who always helped me by supplying information,
discussing this game so I could get some information, and most
importantly, giving me access to play it for FREE in his workplace:).
Consequently, I also thank the site(s) hosting my FAQs so I can
continue by thanking you all readers.

Thank you for reading it. "Further transmission may be difficult. This is John I
Hessler reporting from the field..."

+++++++++++++++++++++
+ Table of Contents +
+++++++++++++++++++++

A. General Information
1 Purpose
2 Scenario Purpose
3 General Power and General Rank
4 Buildings
5 Units
6 Damage and Armor
a Armor
b Continuous Damage
7 Bonus Modifier
8 Field Objects
B. Info on the Opposing Sides
China
Introduction
1 China Factions
a. Standard China
b. China Infantry General
c. China Nuke General
d. China Tank General
e. Boss General
2 China General Powers
3 China Unit Information
A. Standard China Units
B. China Infantry General Units
C. China Nuke General Units
D. China Tank General Units
E) Boss General
4 China Building Information
1) Standard Buildings
2) Unique Buildings
5 China Upgrade Information
GLA
Introduction
1 GLA Factions
a. Standard GLA
b. GLA Demolition General
c. GLA Stealth General
d. GLA Toxin General
2 GLA General Powers
3 GLA Unit Information
A. Standard GLA Units
B. GLA Demolition General Units
C. GLA Stealth General Units
D. GLA Toxin General Units
4 GLA Building Information
1) Standard Buildings
2) Unique Buildings
5 GLA Upgrade Information
USA
Introduction
1 USA Factions
a. Standard USA
b. USA Air Force General
c. USA Laser General
d. USA Super Weapon General
2 USA General Powers
3 USA Unit Information
A. Standard USA Units
B. USA Air Force General Units
C. USA Laser General Units
D. USA Super Weapon General Units
4 USA Building Information
1) Standard Buildings
2) Unique Buildings
5 USA Upgrade Information
Neutral
1 Neutral Unit Information
2 Tech Building Information
3 Civilian Building Information
D. Miscellaneous
1 Did You Know?
2 Places, Events, and Names
3 Tips and Tricks

++++++++++++++++++++++++++
| A. General Information |
++++++++++++++++++++++++++

=========
1 Purpose
=========
Unlike Scenario, skirmish purpose is only one: supremacy over
your enemies. Eliminate or rob of all their buildings to achieve this.
Note that not all buildings are victory determinant, for example,
Stinger Site. Civilian structures are also not counted as victory
determinant buildings.
The objective is simple, but the fulfilment is usually far more difficult
than understanding it. Your enemies will react as your forces are
approaching their base. Their defense and forces will not welcome
you as if they welcome their good friends coming to their houses.
Worse, they may even launch waves of attacks on your bases and
force you to forget your coffee-break time.
Now you should understand that the goal of this game is to force
your enemies to extinction by stripping their buildings from them,
just make it in mind that they will also be tempted to knock your
bases' doors, so make sure that your base is ready for such a visit
by a Ranger to a Nuclear Missile....

=================
2 Scenario Purpose
=================
Scenario Purposes are difficult to tell, for they may vary from
destroying enemy base to defend your base, from stealing special
thing to reaching a destination. Just ensure you are not wasting your
time doing some worthless efforts because of wrong interpretation
of a mission objective. You know how to check it, don't you?

=================================
3 General Power and General Rank
=================================
Every player playing this game is allowed to access some abilities
which are thought to be useful in accomplishing the mission. Those
abilities are called General Powers. There are numerous General Powers,
but players can only choose up to 7 General Powers.
1 Star General requires 0 point and gives a player 1 General Point.
2 Star General requires 800 points and gives a player 1 General Point.
3 Star General requires 1500 points and gives a player 1 General Point.
4 Star General requires 2500 points and gives a player 1 General Point.
5 Star General requires 5000 points and gives a player 3 General Points.

============
4 Buildings
============
-------------------
(a) Base Buildings
-------------------
Buildings in this game play important roles, even civilian buildings.
Base buildings are usually used to produce and repair units, research
and upgrade, etc. Every building has its own functions that can be read
in other sections of this document.
Base buildings can be categorized into several types:

Power Generator
This kind of building generates energy to power a base. If power is low,
some buildings cease to function. Only China and USA have this building
type.

Supply Center
Supply Center is the building which processes supply into cash. Without
this building, supply is just a pile of boxes. All sides have one kind
of this building.

Unit Production
It is where the units come. Unit production buildings are able to repair
and heal the unit types they produce. For example, GLA Barracks may heal
injured Rebel or Ranger. China and USA have three kinds of this type:
Barracks, War Factory, and Air Field while GLA just operates Barracks
and Arms Dealer. Command Center is not included because it has different
roles though sure it can produce (but not heal or repair) builders.

Base Defense
This is the type that makes the enemy think twice to attack a base.
Base defense is a building that can deliver some damage to the incoming
hostile units. Among the three warring sides, USA has Patriot and
Fire Base to protect her base. To some extent, Strategy Center running
Bombardment Battle Plan is also a good base defense. China operates her
Gattling Cannon and Bunker (Boss General is an exception). GLA has Tunnel
Network, Stinger Site,Demo Trap, and Palace to defend its base.

Threshold Building
What is meant here is buildings that are required to build advanced
buildings and units. All sides have one. USA relies on her Strategy
Center, China depends on her Propaganda Center, and GLA leans on its
Palace for better technology. Well, the name seems not to imply what
I mean, but I don’t have a better name…

Superweapon
The most prestigious, feared, and destructive weapons of all sides
are produced in this kind of building. It takes a lot of money and
time to build such building. China shakes the world with her
devastating Nuclear Missile, USA sweeps the enemies clean with her
fiery Particle Cannon, and GLA spreads terror with its deadly Scud
Storm.

------------------
(b) Neutral Buildings
------------------
Buildings that no side can build but can be captured or repaired by any
side is called Neutral Buildings. Neutral Buildings are various, but they
can be classified into:

Civilian Building
The most common building of belonged to civilian, this building
consists of a lot of shapes and forms, all resembling houses, offices,
and city buildings. Civilian Buildings are usually capable of
garrisoning infantry, therefore quite deadly to the units unprepared.
When a side garrisons a Civilian Building, the flag with the colour
of the claimer is raised, except when it is garrisoned by a Pathfinder
or Jarmen Kell.

Tech Building
Tech Buildings are buildings belonging to civilian but can be captured
by either side. Tech Buildings can not be garrisoned but can be
repaired. Capturing a Tech Building will usually be beneficial,
depending on the Tech Building captured. There are several kinds of
Tech Buildings. Tech Buildings, once destroyed, can not be rebuilt in any way.
However, all Tech Buildings may be repaired, so they can survive longer
with Dozer/Worker staying near.

-----------------------
(c) Miscellaneous Building
-----------------------
Buildings belonging to this type are usually available in scenarios, for
example Chemical Bunker (GLA Mission 5), Bio Toxin Factory (China
Mission 4), and GLA Statues (China Zero Hour Mission 3)

======
5 Units
======
Units play more important roles in this game. It’s very rare, if not
impossible, to see a victory being achieved without units (even if you
are turreting your enemy, remember that it is the Construction Dozer
or Worker that builds the building). Units are mostly used for offensive
missions, but some are not. Hacker, for example, is usually used to
generate income.
There are some kinds of units here. Infantry, Vehicles, Aircraft,
and Drones.

Infantry
All that are humans are infantry. It is as simple as that. Compared
to vehicles, infantry have less HP and firepower, making them less
beloved than vehicles. Here are common characteristics of infantry:
- As said before, usually in the form of human.
- Usually trained in Barracks (some are not, for example, Troop Crawler’s
Red Guards, Tunnel Network’s RPG Troopers, Ranger Drop
and Rebel Ambush General Powers).
- Can be healed in Barracks.
- Enjoy infantry healing bonus from Tech Hospital capture.
- Mostly capable of garrisoning buildings (except Angry Mob).
- Usually resistant to missiles and tank shells.
- Generally can be crushed by vehicles (except Heroes).
- Commonly vulnerable to particle beam, sniper, small arms,
Comanche Vulcan, poison and radiation and flame
(except Bio Hazard Infantry in GLA Mission 5), surrender,
and microwave damage.

Vehicles
Ground vehicles are what this section refers to. Vehicles are
usually tougher than infantry, no wonder most of them are capable
of taking more punishment from enemy fire than infantry are. There
are a lot of uses of vehicles. Troop Crawler as transport, for
example, but mostly vehicles are used for delivering damage. If damaged,
vehicles can be repaired in War Factory or Arms Dealer.
Common characteristics of vehicles:
- Of mechanical forms.
- Can crush infantry (some are not, Combat Bike for example).
- Usually vulnerable to missiles and tank shells (some are not,
Toxin Truck is quite resistant to missiles, for example).
- Receive build cost reduction bonus from Tech Oil Refinery capture.
- Most are resistant to anti infantry damage (see infantry above).
- Mainly assembled in War Factory or Arms Dealer (except Car Bomb).

Aircraft
The name implies what it is. Vehicles that fly are what aircraft is.
Aircraft can only be repaired in the Air Field.
Common characteristics of aircraft:
- They move by flight and mostly faster than ground vehicles.
- Most need to dock to Air Field to reload (except Comanche, A-10,
Cargo Plane, B-52, Helix, B3).
- Usually more vulnerable than vehicles.
- Receive build cost reduction bonus from Tech Oil Refinery capture
(except unbuildable aircraft).
- Usually need to refuel in the Air Field (except Comanche, Chinook,
A-10, Cargo Plane, B-52, Helix, B3) after taking a long flight.

Drones
Drones are small mechanical units deployed for specific jobs. Only US
vehicles can build drones.
Common characteristics of drones:
- Always hover, but they can receive damage from big explosions.
- Can’t enter transport or Tunnel Network.
- Very vulnerable.

=================
6 Armor and Damage
=================
----------
(a) Armor
----------
Some units are resistant to other units and some are vulnerable. It
mostly depends on the armor of the attacked and the damage type of
the attacker. The higher the percentage listed, the more damage is
taken by the armor's owner. Default damage refers to the damage that is not
enlisted below.

Air Force General Comanche Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 100%
Damage Type: Gattling: 100%
Damage Type: Explosion: 100%
Damage Type: Infantry Missile: 100%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Microwave: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building:0%
Damage Type: Sniper: 0%

Air force General Countermeasures Comanche Armor
Damage Type: Default: 90%
Damage Type: Small Arms: 62%
Damage Type: Gattling: 62%
Damage Type: Explosion: 90%
Damage Type: Infantry Missile: 90%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Microwave: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%
Damage Type: Sniper: 0%

Airplane Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 120%
Damage Type: Gattling: 120%
Damage Type: Explosion: 100%
Damage Type: Infantry Missile: 120%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Jet Missile: 25%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Anti Air Vehicle
Damage Type: Jet Missile: 30%
Damage Type: Stealth Jet Missile: 30%
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 50%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Assault Crawler Armor
Damage Type: Jet Missile: 60%
Damage Type: Stealth Jet Missile: 60%
Damage Type: Aurora Bomb: 80%
Damage Type: Crush: 50%
Damage Type: Small Arms: 25%
Damage Type: Gattling: 25%
Damage Type: Comanche Vulcan: 25%
Damage Type: Flame: 25%
Damage Type: Radiation: 50%
Damage Type: Microwave: 0%
Damage Type: Poison: 25%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Base Defense Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 25%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 25%
Damage Type: Particle Beam: 200%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 200%
Damage Type: Stealth Jet Missile: 250%
Damage Type: Jet Missile: 25%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

Battle Bus Structure Armor Tough
Damage Type: Default: 100%
Damage Type: Jet Missile: 50%
Damage Type: Stealth Jet Missile: 75%
Damage Type: Armor Piercing: 90%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 25%
Damage Type: Gattling: 25%
Damage Type: Comanche Vulcan: 25%
Damage Type: Radiation: 1%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 50%
Damage Type: Particle Beam: 200%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 200%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

Battle Bus Structure Armor Tough Plus One
Damage Type: Default: 90%
Damage Type: Jet Missile: 45%
Damage Type: Stealth Jet Missile: 75%
Damage Type: Armor Piercing: 81%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 20%
Damage Type: Gattling: 20%
Damage Type: Comanche Vulcan: 20%
Damage Type: Radiation: 1%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 45%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 150%
Damage Type: Land Mine: 0%
Damage Type: Flame: 45%
Damage Type: Explosion: 80%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 90%

Battle Bus Structure Armor Tough Plus Two
Damage Type: Default: 80%
Damage Type: Jet Missile: 40%
Damage Type: Stealth Jet Missile: 65%
Damage Type: Armor Piercing: 75%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 15%
Damage Type: Gattling: 15%
Damage Type: Comanche Vulcan: 15%
Damage Type: Radiation: 1%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 40%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 100%
Damage Type: Land Mine: 0%
Damage Type: Flame: 40%
Damage Type: Explosion: 70%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 80%

Battle Bus Truck Armor
Damage Type: Default: 100%
Damage Type: Jet Missile: 75%
Damage Type: Stealth Jet Missile: 50%
Damage Type: Armor Piercing: 90%
Damage Type: Crush: 50%
Damage Type: Small Arms: 25%
Damage Type: Gattling: 25%
Damage Type: Comanche Vulcan: 25%
Damage Type: Flame: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 25%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%
Damage Type: Radiation: 50%

Battle Bus Truck Armor Plus One
Damage Type: Default: 90%
Damage Type: Jet Missile: 70%
Damage Type: Stealth Jet Missile: 45%
Damage Type: Armor Piercing: 81%
Damage Type: Crush: 45%
Damage Type: Small Arms: 20%
Damage Type: Gattling: 20%
Damage Type: Comanche Vulcan: 20%
Damage Type: Flame: 45%
Damage Type: Infantry Missile: 45%
Damage Type: Poison: 20%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 90%
Damage Type: Subdual Building: 0%
Damage Type: Radiation: 45%

Battle Bus Truck Armor Plus Two
Damage Type: Default: 80%
Damage Type: Jet Missile: 65%
Damage Type: Stealth Jet Missile: 40%
Damage Type: Armor Piercing: 75%
Damage Type: Crush: 40%
Damage Type: Small Arms: 15%
Damage Type: Gattling: 15%
Damage Type: Comanche Vulcan: 15%
Damage Type: Flame: 40%
Damage Type: Infantry Missile: 40%
Damage Type: Poison: 15%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 80%
Damage Type: Subdual Building: 0%
Damage Type: Radiation: 40%

Chemical Rebel Human Armor
Damage Type: Crush: 200%
Damage Type: Armor Piercing: 10%
Damage Type: Infantry Missile: 10%
Damage Type: Sniper: 200%
Damage Type: Flame: 150%
Damage Type: Laser: 50%
Damage Type: Poison: 5%
Damage Type: Particle Beam: 150%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Chemical Suit Human Armor
Damage Type: Crush: 200%
Damage Type: Armor Piercing: 10%
Damage Type: Infantry Missile: 10%
Damage Type: Flame: 150%
Damage Type: Poison: 20%
Damage Type: Radiation: 20%
Damage Type: Microwave: 20%
Damage Type: Particle Beam: 150%
Damage Type: Sniper: 200%
Damage Type: Laser: 50%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Chinook Armor
Damage Type: Default: 50%
Damage Type: Infantry Missile: 25%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Sniper: 0%
Damage Type: Microwave: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Comanche Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 120%
Damage Type: Gattling: 120%
Damage Type: Explosion: 130%
Damage Type: Infantry Missile: 120%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Microwave: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%
Damage Type: Sniper: 0%

Countermeasures Airplane Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 75%
Damage Type: Gattling: 75%
Damage Type: Explosion: 90%
Damage Type: Infantry Missile: 100%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Jet Missile: 25%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Countermeasures Comanche Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 75%
Damage Type: Gattling: 75%
Damage Type: Explosion: 110%
Damage Type: Infantry Missile: 100%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Microwave: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%
Damage Type: Sniper: 0%

Countermeasures Spectre Gunship Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 30%
Damage Type: Gattling: 30%
Damage Type: Explosion: 40%
Damage Type: Infantry Missile: 40%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Jet Missile: 25%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Demo General Terrorist Armor
Damage Type: Crush: 200%
Damage Type: Armor Piercing: 10%
Damage Type: Infantry Missile: 10%
Damage Type: Flame: 100%
Damage Type: Particle Beam: 150%
Damage Type: Sniper: 200%
Damage Type: Laser: 50%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%
Damage Type: Small Arms: 80%
Damage Type: Gattling: 80%
Damage Type: Comanche Vulcan: 80%
Damage Type: Poison: 50%

Dozer Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 25%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 25%
Damage Type: Flame: 25%
Damage Type: Radiation: 50%
Damage Type: Microwave: 0%
Damage Type: Poison: 25%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Land Mine: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Dragon Tank Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 25%
Damage Type: Gattling: 25%
Damage Type: Comanche Vulcan: 25%
Damage Type: Flame: 0%
Damage Type: Radiation: 50%
Damage Type: Microwave: 0%
Damage Type: Poison: 25%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Molotov Cocktail: 20%
Damage Type: Infantry Missile: 20%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Fire Base Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 30%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 1%
Damage Type: Microwave: 1%
Damage Type: Sniper: 1%
Damage Type: Poison: 1%
Damage Type: Surrender: 0%
Damage Type: Melee: 1%
Damage Type: Laser: 1%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 25%
Damage Type: Particle Beam: 200%
Damage Type: Kill Pilot: 0%
Damage Type: Aurora Bomb: 200%
Damage Type: Stealth Jet Missile: 250%
Damage Type: Jet Missile: 40%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

GLA Upgraded Structure Armor
Damage Type: Default: 75%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 40%
Damage Type: Gattling: 7%
Damage Type: Comanche Vulcan: 40%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 40%
Damage Type: Particle Beam: 150%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 150%
Damage Type: Land Mine: 0%
Damage Type: Flame: 40%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 75%

GLA Upgraded Structure Armor Tough
Damage Type: Default: 75%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 40%
Damage Type: Gattling: 7%
Damage Type: Comanche Vulcan: 40%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 40%
Damage Type: Particle Beam: 18%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 150%
Damage Type: Land Mine: 0%
Damage Type: Flame: 40%
Damage Type: Explosion: 60%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 75%

HazMat Human Armor
Damage Type: Crush: 200%
Damage Type: Armor Piercing: 10%
Damage Type: Sniper: 200%
Damage Type: Flame: 25%
Damage Type: Laser: 25%
Damage Type: Poison: 0%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Particle Beam: 150%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Human Armor
Damage Type: Crush: 200%
Damage Type: Armor Piercing: 10%
Damage Type: Infantry Missile: 10%
Damage Type: Flame: 150%
Damage Type: Particle Beam: 150%
Damage Type: Sniper: 200%
Damage Type: Laser: 50%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Humvee Armor
Damage Type: Jet Missile: 30%
Damage Type: Stealth Jet Missile: 30%
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 50%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Flame: 50%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Infantry General Human Armor
Damage Type: Crush: 200%
Damage Type: Armor Piercing: 10%
Damage Type: Infantry Missile: 10%
Damage Type: Flame: 150%
Damage Type: Poison: 60%
Damage Type: Radiation: 60%
Damage Type: Microwave: 60%
Damage Type: Particle Beam: 150%
Damage Type: Sniper: 200%
Damage Type: Laser: 50%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Sentry Drone Armor
Damage Type: Jet Missile: 30%
Damage Type: Stealth Jet Missile: 30%
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Flame: 50%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Spectre Gunship Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 40%
Damage Type: Gattling: 40%
Damage Type: Explosion: 40%
Damage Type: Infantry Missile: 40%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Jet Missile: 25%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Stinger Site Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 30%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Microwave: 1%
Damage Type: Sniper: 100%
Damage Type: Poison: 100%
Damage Type: Surrender: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 25%
Damage Type: Particle Beam: 200%
Damage Type: Kill Pilot: 0%
Damage Type: Aurora Bomb: 200%
Damage Type: Stealth Jet Missile: 250%
Damage Type: Jet Missile: 40%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

Stinger Soldier Armor
Damage Type: Default: 25%
Damage Type: Explosion: 10%
Damage Type: Flame: 100%
Damage Type: Poison: 100%
Damage Type: Armor Piercing: 10%
Damage Type: Infantry Missile: 10%
Damage Type: Particle Beam: 10%
Damage Type: Crush: 200%
Damage Type: Sniper: 200%
Damage Type: Gattling: 0%
Damage Type: Small Arms: 100%
Damage Type: Comanche Vulcan: 0%
Damage Type: Jet Missile: 0%
Damage Type: Laser: 25%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Structure Armor
Damage Type: Default: 100%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 50%
Damage Type: Particle Beam: 200%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 250%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

Structure Armor Internet Center
Damage Type: Default: 100%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 50%
Damage Type: Particle Beam: 20%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 250%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Explosion: 70%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

Structure Armor Tough
Damage Type: Default: 100%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 50%
Damage Type: Particle Beam: 25%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 250%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Explosion: 80%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

Tank Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 25%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 25%
Damage Type: Flame: 25%
Damage Type: Radiation: 50%
Damage Type: Microwave: 0%
Damage Type: Poison: 25%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Toxin Truck Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 0%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Molotov Cocktail: 20%
Damage Type: Infantry Missile: 20%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Truck Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 50%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Upgraded Tank Armor
Damage Type: Crush: 30%
Damage Type: Small Arms: 20%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 20%
Damage Type: Flame: 10%
Damage Type: Poison: 10%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

----------------------
(b) Continuous Damage
----------------------
Continuous Damage is damage type that still takes place for a while
even if when the attack has stopped. A building on fire or a poisoned
infantry is a good example.

Flame Damage on Building
Most base buildings, if caught fire, will receive flame damage
according to statistics below:
Flame Duration: 5 seconds
Flame Damage: 5
Flame Cooldown: 500 ms

Neutral/Civilian buildings suffer the same, but the statistics and
the formulae are a little bit different.
Flame Damage Limit: 20
Flame Damage Expiration: 2 seconds (begins to catch fire when the
building receives 20 flame damage in 2 seconds)
Flame Duration: 5 seconds
Flame Damage: 25
Flame Cooldown: 500
Artillery Platform, Hospital, Oil Derricks, Oil Refinery, and Civilian Buildings
(house, office, etc) use this statistics but other Tech Buildings take thestatistics
used for Base Buildings.

Flame Damage on Vehicles/Air Units
Vehicles/Air units may be set aflame too, but usually are not fatal
to them.
Flame Duration: 5000 ms
Flame Damage: 3
Flame Cooldown: 500

Poison Damage
Only infantry can take continuous poison damage. The statistics below
applies after the last poison damage received.
Poison Damage: Attacker dependant
Poison Cooldown: 100
Poison Duration: 3 seconds

=================
7 Bonus Modifier
=================
On some conditions, units may perform differently, mostly becoming
better. It is caused by the conditions that change their statistics.
Here are the modifiers that occur in this game, with the conditions
when they happen. For cumulative modifier, a simple formulae
like 125%+125%=150% seems to take place.

Garrison
Condition: Unit garrison in a garrisonable building.
Range: 133%
Damage: 125%

Veteran Level
Condition: A unit achieves a veteran rank
HP: 120%
Rate of Fire: 120%
Damage: 110%

Elite Level
Condition: A unit achieves an elite rank
HP: 130%
Rate of Fire: 140%
Damage: 120%
Regeneration Rate: 10 HP per second
Regeneration Delay*: 5 seconds

Heroic Level
Condition: A unit achieves a heroic rank
HP: 150%
Rate of Fire: 160%
Damage: 130%
Regeneration Rate: 10 HP per second
Regeneration Delay*: 5 seconds

Slowed Production
Condition: Base is in low power
Unit production facilities work 20% to 50% slower when there is not enough
power. Supposedly does not apply to Arms Dealer.

Horde Bonus
Condition: Unit Gathering (see Red Guard, Mini Gunner, Tank Hunter,
and Battlemaster for details)
Rate of Fire: 150%

Nationalism
Condition: Horde Bonus dependant and Nationalism Upgrade
Rate of Fire: 125% (Cumulative with Horde Bonus, making a total of 175%)

Fanaticism
Condition: Horde Bonus dependant and Patriotism Upgrade
Rate of Fire: 125% (Cumulative with Horde and Nationalism Bonuses,
making a total of 200%)

Enthusiasm
Condition: Units stay around Speaker Tower/Overlord Propaganda Tower
Rate of Fire: 125%
Regeneration Rate: 1% (by Overlord Propaganda Tower) or 2% (by Speaker
Tower) per second

Subliminal Messaging
Condition: Enthusiasm dependant and Subliminal Messaging Upgrade
Rate of Fire: 125% (Cumulative with Enthusiasm, making a total of 150%)
Regeneration Rate: 2% (by Overlord Propaganda Tower) or 4% (by Speaker
Tower) per second

Frenzy
Condition: Units endowed with Frenzy General Power (see China
General Power)
Damage Modifiers and Duration
Duration Attack Bonus
Frenzy Lv 1 10 seconds 10%
Frenzy Lv 2 20 seconds 20%
Frenzy Lv 3 30 seconds 30%

Bombardment Battle Plan
Condition: Strategy Center executes a Bombardment Battle Plan
Damage: 120%

Hold the Line
Condition: Strategy Center implements Hold the Line Battle Plan
Damage Received: 90% (or simply said receiving 10% armor)

Search and Destroy Plan
Condition: Strategy Center initiates Search and Destroy Plan
Sight Range: 120%
Weapon Range: 120%

Faerie Fire
Condition: Units fire at target illuminated by Avenger's Faerie Fire
(see Avenger)
Rate of Fire: 150%

Solo Player AI Normal
Condition: A human player sets Normal AI
Human Player HP Modifier: 150%
Computer Player Rate of Fire Modifier: 80%

Solo Player AI Brutal
Condition: A human player activates Brutal AI
Human Player HP Modifier: 80%
Computer Player Rate of Fire Modifier: 120%

================
8 Field Objects
===============
The definition of Field Objects is a cluster of objects that does not
belong to buildings, units, and terrains but plays a significant role
in the game because Field Object damages all units (and some Fields
even damage buildings) on it (some damage only hostile and neutral units,
China Land Mines, for example). Field Objects can be invoked by some
means.

= = = = = = = = = = Fire Field = = = = = = = = = =
Firefield Small
Lasting Time: 2500 ms
Damage: 5; 7.5 with Black Napalm upgrade
Damage Radius: 30
Damage Type: Flame
Cooldown: 250 ms

FirestormSmall
Lasting Time: 6000 ms
Firestorm Creation Delay: 800 ms
Radius: 1-90
Damage: 100; 150 with Black Napalm upgrade
Cooldown: 500 ms

Firewall Segment
Lasting Time: 4000 ms
Damage: 4; 5 with Black Napalm upgrade
Damage Radius: 10
Damage Type: Flame
Cooldown: 250 ms
Speed: 25 distances/sec
Turn Rate: 1 degree/sec

= = = = = = = = = = Poison Field = = = = = = = = = =
Poison Field Large (Poison Field Upgraded Large)
Lasting Time: 45000 ms
Damage: 15; 25 with Anthrax Beta upgrade
Damage Radius: 140
Damage Type: Poison
Cooldown: 500 ms

Poison Field Medium (Poison Field Upgraded Medium)
Lasting Time: 30000 ms
Damage: 2; 2.5 with Anthrax Beta upgrade
Damage Radius: 80
Damage Type: Poison
Cooldown: 500 ms

Poison Field Small (Poison Field Upgraded Small)
Lasting Time: 10000 ms
Damage: 2; 2.5 with Anthrax Beta upgrade
Damage Radius: 12; 7.5 with Anthrax Beta upgrade (GLA scientists
were not paid enough, it seems....)
Damage Type: Poison
Cooldown: 500 ms

Poison Field Anthrax Bomb
Lasting Time: 60000 ms
Damage: 40
Damage Radius: 300
Damage Type: Poison
Cooldown: 500 ms

Poison Field Anthrax Gamma Bomb
(Dr. Thrax could only change how the victims die....)
Lasting Time: 60000 ms
Damage: 40
Damage Radius: 300
Damage Type: Poison
Cooldown: 500 ms

(Poison Field Gamma, Large, Medium, and Small, do not show
increment from their brothers, Poison Field with Anthrax Beta. Well,
either it is for balance reason or Dr. Thrax should not take a mail-order
college, as he realized....)

Poison Field Gamma Large
Lasting Time: 45000 ms
Damage: 25
Damage Radius: 140
Damage Type: Poison
Cooldown: 500 ms

Poison Field Gamma Medium
Lasting Time: 30000 ms
Damage: 2.5
Damage Radius: 80
Damage Type: Poison
Cooldown: 500 msec

Poison Field Gamma Small
Lasting Time: 10000 ms
Damage: 2.5
Damage Radius: 7.5
Damage Type: Poison
Cooldown: 500 ms

= = = = = = = = = = Radiation Field = = = = = = = = = =
Nuke Radiation Field Small
Lasting Time: 2500 ms
Damage: 15
Damage Radius: 35
Damage Type: Radiation
Cooldown: 750 ms

Radiation Field Large
Lasting Time: 30000 ms
Damage: 25
Damage Radius: 200
Damage Type: Radiation
Cooldown: 750 ms

Radiation Field Medium
Lasting Time: 30000 ms
Damage: 15
Damage Radius: 50
Damage Type: Radiation
Cooldown: 750 ms

Radiation Field Small
Lasting Time: 2500 ms
Damage: 5
Damage Radius: 25
Damage Type: Radiation
Cooldown: 750 ms

Nuke Radiation Field
Lasting Time: 30000 ms
Damage: 25
Damage Radius: 200
Damage Type: Radiation
Cooldown: 750 ms

= = = = = = = = = = Mine Field = = = = = = = = = =
Land Mines
Radius: 40
Weapon: Structure Mine
Primary Damage: 100 Primary Damage Radius: 3
Secondary Damage: 100 Secondary Damage Radius: 5
Damage Type: Land Mine
Special Features Information
1] Stealth
Can be detected by detectors and Dozers/Workers. Dozers and Workers
can also disarm mines.
2] Regeneration
Regenerate Rate: 2 mines/5000 ms
Regeneration Delay (after the last punishment received): 15000 ms
3] Degeneration
Mines start disappearing after their master building goes from existence
(destroyed or sold).
Degeneration Rate: 3.33% (a total of about 30 seconds is required to
clean the mines away from the ground).
Prerequisite: All China buildings except Speaker Tower; all Boss General's
buildings except Speaker Tower.
See China Upgrade for more detailed information

EMP Mines
Radius: 40
Blast Radius: 20
Special Features Information
1] Kills infantry and empties hostile and neutral vehicles.
2] Delivers little explosion damage to hostile vehicles/infantry unlucky
enough to walk on the mines.
Damage: 1
3] Stealth
Can be detected by detectors and Dozers/Workers. Dozers and Workers
can also disarm mines.
4] Regeneration
Regenerate Rate: 2 mines/5000 ms
Regeneration Delay (after the last punishment received): 15000 ms
5] Degeneration
Mines start disappearing after their master building goes from existence
(destroyed or sold).
Degeneration Rate: 3.33% (a total of about 30 seconds is required to
clean the mines away from the ground).
Prerequisite: All China and Boss General's buildings already equipped with
Land Mines
See China Upgrade for more detailed information

+++++++++++++++++++++++++++++++++
| B. Info on the Opposing Sides |
+++++++++++++++++++++++++++++++++

************************************************
China
************************************************
Introduction
Among the three warring sides, China is undoubtedly the oldest faction. Her
origin can be traced back to thousands of years BC, about 2100 BC, when
Xia Dynasty appeared for the first time.
China was changing rulers for many times, rebels deposing the right rulers,
heroes taking over the throne from villain leaders, foreign invaders annexing
the land, etc. All the wars tearing her were the process that strengthened the
Middle Kingdom.
When the communists finally took over the seat of power in 1949, China
entered the beginning of modern age. Watching the failures and successes
of both capitalism and communism, China adapted a system that includes
both systems. Combined with plenties of human resources, China's new system
could bring China in the world political and military stages as super power.

============
1 China Factions
============
a. Standard China
China mobilizes powerful military units in hordes to drag out the enemies from
their existence.

b. China Infantry General
General Fai prefers to enlist highly trained soldiers to defeat his enemies.
Name: “Anvil” Shin Fai
Side: China
Rank: General, Class AAA
Branch: Peoples Liberation Army
Class Number: 2030-200403-1
Stationed: Camp Snake, Beijing, China
Tactical Overview: Infantry
Availability: Skirmish, Generals Challenge, Online
Short Biography:
General Fai has long believed that China has sources unmatched by others:
millions of soldiers willing to devote their lives for China. His advanced
training program, streamlined and sometimes brutal command structure, and
strict discipline are his key to his efficient control over his troops, enabling him
to able to mobilize four divisions of highly trained infantry in only 24 hours.
He makes fame for himself when his peacekeeping units successfully blocking
the Taiwan Conflict in 2018 to become a global war. His war machines are
uniquely designed to support infantry roles in battle.
Army Modifications
- Assault Troop Crawler replaces the standard Troop Crawler.
- Assault Helix, a Helix with a very large bunker, replaces the standard Helix.
- Attack Outpost replaces the standard Listening Outpost.
- Fortified Bunker, coming with Land Mines installed, replaces the standard
Bunker.
- Mini Gunner replaces the standard Red Guard.
- Super Hacker and Super Lotus replace the standard Hacker and Black Lotus.
- Mini Gunner Paradrop replaces Cash Hack
- All infantry start as veteran.
- Mini Gunner Training replaces the standard Red Guard Training.
- Frenzy level 1 sooner.
- Free Nationalsim upgrade.
- Patriotism upgrade is available at Propaganda Center.
- No Cash Hack General Power.
- No Battlemaster, Gattling Tank, or Overlord.
- Dragon Tank, Inferno, and ECM Tank cost more.

c. China Nuke General
General Tao prefers to utilize nuclear radiation to defeat his enemies.
Name: Tsing Shi Tao
Side: China
Rank: General, Class AAA
Branch: Peoples Liberation Army
Class Number: 0000-000000-1B
Stationed: Base Ox, Chengdu, China
Tactical Overview: Nuclear energy
Availability: Skirmish, Generals Challenge, Online
Short Biography:
When the Chinese Premier showed his regretfulness in European Security
Council Defense Summit for hurriedly using nuclear missiles against GLA,
General Tao, intolerant to fault and delayed victory, generously implements the
use of nuclear technologies in all battles he wages. The 2014 Mudanjiang
Disaster, which he is responsible for, is viewed as a development process.
His belief and tireless research efforts become fruitful for his divisions, enabling
his troops to access to Advanced Nuclear Reactor, cheaper Nuclear Missiles,
and some upgrades and development related to nuclear technologies.
Army Modifications
- Battlemaster and Overlord tanks are equipped with Radiation Shells.
- Battlemaster and Overlord tanks are faster than standard Battlemaster
and Overlord tanks (as if Nuclear Tank has been researched).
- Instead of Napalm Bomb, Helix drops a nuclear bomb.
- Tactical Nuke MiGs replaces the standard MiGs.
- Tactical Nuke upgrade for Tactical Nuke MiGs.
- Isotope Stability upgrade
- Advanced Nuclear Reactor replaces the standard Nuclear Reactor.
- Nuclear Carpet Bomber replaces the standard Carpet Bomber.
- Nuke Cannon does not requires General Point to build.
- Nuclear Missile Silos cost slightly lower.
- Emergency Repair level 1 can be obtained early.
- Without Isotope Stability, Battlemaster and Overlord tanks will damage
nearby units when destroyed (as if Nuclear Tank has been researched).
- Infantry, except Hacker, cost more.
- Helix and MiG cost more.

d. China Tank General
General Kwai prefers to construct well-built tank to defeat his enemies.
Name: Ta Hun Kwai
Side: China
Rank: General, Class AAA
Branch: PLA
Class Number: 9999-322436-5
Stationed: Base Rat, Jinan, China
Tactical Overview: Tank
Availability: Skirmish, Generals Challenge, Online
Short Biography:
Having studied the various Soviet tank tactics during the Cold War, General
Kwai strongly believes that tanks are great means to achieving victory. He
has presented some technical papers on various tank modifications, started
a program to do research on reducing tank production cost, worked on tank
driver training program, and sponsored the building of Emperor Overlord
program which ended up resulting a better heavy tank in 2019. Though this
old guard in PLA hierarchy becomes more and more famous for the victories
he seizes in battles, he pays respect to his younger superior, General Leang,
famously known as Boss General (it can bee seen from his words after he is
defeated in General Challenge mode).
Army Modifications
- Emperor Overlord replaces the standard Overlord tank.
- All tanks starts as veteran.
- Battlemaster tank drop General Power replaces Cash Hack General Power.
- All tanks cost less (except ECM Tank).
- Emergency Repair Lv 1 at a lower level.
- Aircraft cost more.
- Infantry cost more.
- No Nuke or Inferno Cannon (and also no Artillery Training General Power).
- Battlemaster Training General Power
- Auto Loader upgrade
- Carpet Bomber at a later level.

e. Boss General
General Leang demands the use of all other technologies to defeat her enemies
Name: “Tigress” Leiang Leang
Side: China
Rank: Dragon General, Class AAAA
Branch: PL Elite Forces
Class Number: unknown
Stationed: unknown, supposed near the border of China – Tibet, popularly
known as Tiger’s Lair
Tactical Overview: Technologies of all Sides
Availability: Generals Challenge, Online
Short Biography:
Almost no information on General Leang is available. While other Chinese
generals rely heavily on made-in-China military hardware, General Leang
does not hesitate to make us of US and GLA military programs and tools.
She even employs more highly-trained Rangers in her service instead of
Red Guards. Her career and success make her name mentioned with
admiration and awe in her allies' barracks and with fear and terror in her
enemy's military installations.
Army Modifications
- Superweapons of all sides.
- Heroes of all sides.
- Combinations of best technologies, units, and general powers of all sides.
- Has no means of opening a portion of map from afar.

=========================
2 China General Power Information
=========================

========================
|| Standard China General Powers ||
========================
1-Star General: Red Guard Training; Artillery Training; Nuke Cannon

3-Star General: Cluster Mines; Carpet Bomb; Artillery Barrage Lv 1;
Artillery Barrage Lv 2; Artillery Barrage Lv 3;
Cash Hack Lv 1; Cash Hack Lv 2; Cash Hack Lv 3;
Emergency Repair Lv 1; Emergency Repair Lv 2;
Emergency Repair Lv 3; Frenzy Lv 1; Frenzy Lv 2;
Frenzy Lv 3

5-Star General: EMP Pulse

========================
|| Infantry General General Powers ||
========================
1-Star General: Mini Gunner Training; Artillery Training; Nuke Cannon;
Frenzy Lv 1

3-Star General: Cluster Mines; Carpet Bomb; Artillery Barrage Lv 1;
Artillery Barrage Lv 2; Artillery Barrage Lv 3;
Emergency Repair Lv 1; Emergency Repair Lv 2;
Emergency Repair Lv 3; Frenzy Lv 2; Frenzy Lv 3;
Mini Gunner Drop Lv 1; Mini Gunner Drop Lv 1;
Mini Gunner Drop Lv 3

5-Star General: EMP Pulse

======================
|| Nuke General General Power ||
======================
1-Star General: Red Guard Training; Artillery Training; Emergency
Repair Lv 1

3-Star General: Cluster Mines; Nuclear Carpet Bomb; Artillery
Barrage Lv 1; Artillery Barrage Lv 2; Artillery
Barrage Lv 3; Cash Hack Lv 1; Cash Hack Lv 2;
Cash Hack Lv 3; Emergency Repair Lv 2;
Emergency Repair Lv 3; Frenzy Lv 1; Frenzy Lv 2;
Frenzy Lv 3

5-Star General: EMP Pulse

======================
|| Tank General General Powers ||
======================
1-Star General: Red Guard Training; Battlemaster Training; Emergency
Repair Lv 1

3-Star General: Cluster Mines; Artillery Barrage Lv 1;
Artillery Barrage Lv 2; Artillery Barrage Lv 3;
Tank Paradrop Lv 1; Tank Paradrop Lv 2;
Tank Paradrop Lv 3; Emergency Repair Lv 2;
Emergency Repair Lv 3; Frenzy Lv 1; Frenzy Lv 2;
Frenzy Lv 3

5-Star General: EMP Pulse; Carpet Bomb

======================
|| Boss General General Power ||
======================
1-Star General: Paladin Tank

3-Star General: Pathfinder; Cluster Mines; Carpet Bomb; Artillery
Barrage Lv 1; Artillery Barrage Lv 2; Artillery Barrage Lv 3;
Cash Bounty Lv 1; Cash Bounty Lv 2; Cash Bounty Lv 3

5-Star General: EMP Pulse; Spectre Gunship; Sneak Attack Tunnel
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Red Guard Training
Building Required: China Barracks/War Factory
This General Power will make all newly built Red Guards (either from
China Barracks or the passengers of Troop Crawler) veteran.

Battlemaster Training
Building Required: Tank General War Factory
With this General Power activated, Ta Hun Kwai's War Factory is able
to produce a newly-built veteran Battlemaster

Mini Gunner Training
Building Requirement: Infantry General War Factory
Newly-built Mini Gunner will start as elite when this General Power is chosen.

Artillery Training
Building Required: China War Factory, Propaganda Center
Artillery Training will allow all newly built Nuke Cannons and Inferno
Cannons to be of veteran level.

Nuke Cannon
Building Required: China War Factory, Propaganda Center
This ability will enable the player to have an access to build a Nuke
Cannon. Refer to China Unit information for more information.

Cluster Mines
Building Required: China Command Center
Recharge Time: 4 minutes
View Object Duration: 30000 ms
View Object Range: 250
Sends order to a China Cargo Plane to drop a bomb of cluster mines to
the targetted area. Refer to Field Object for Cluster Mines information
and China Unit Information for Cargo Plane information.

Carpet Bomb
Building Required: China Command Center
Reload Time: 2 minutes 30 seconds
View Object Duration: 40000 ms
View Object Range: 250
Carpet Bomb Information (per bomb)
Damage: 300 Radius: 75
Damage Type: Explosion
Calls in a China Carpet Bomber to carpet bomb an area with 12 bombs.

Nuclear Carpet Bomb
Building Required: China Nuke General Command Center
Reload Time: 2 minutes 30 seconds
View Object Duration: 40000 ms
View Object Range: 250
Nuclear Carpet Bomb Information (per bomb)
Damage: 300 Radius: 75
Damage Type: Explosion
Leaves Radiation Field Medium
Shockwave Damage: 75 Shockwave Radius: 75
Shockwave Damage at the Center of Explosion: 37.5
Calls in a China Carpet Bomber to carpet bomb an area with nuclear
bombs.

Artillery Barrage
Building Required: China Command Center
Recharge Time: 5 minutes
View Object Duration: 30000 ms
View Object Range: 250
Launch Delay: 3000 ms
Inaccuracy Radius: 100
Barrages fired: 12 (Lv 1), 24 (Lv 2), 36 (Lv 3)
Artillery Barrage Information (per barrage)
Damage: 105 Damage Radius: 50
Damage Type: Explosion Barrage Speed: 150 dist/sec
Homing shell
Fires a number of destructive barrages to the targetted area.

Frenzy
Building Required: China Command Center
Recharge Time: 4 minutes
Radius: 200
Increases the firepower of the affected friendly/allied units
Does not affect buildings
(see Bonus Modifiers)

Cash Hack
Building Required: China Command Center (except Infantry and Tank General
Command Centers), enemy Supply Stash/Center
Recharge Time: 4 minutes
Money stolen: 1000 (Lv 1), 2000 (Lv 2), 4000 (Lv 3)
An ability to unstoppably steal enemy cash, this ability works by
targeting this General Power into the enemy Supply Center. It is to be
remembered that this General Power will not be able to steal more money
than the enemy has.

Emergency Repair
Building Required: China Command Center
Recharge Time: 4 minutes
Radius: 100
Name Max HP Fixed
Emergency Repair Lv 1 Light Repair 100
Emergency Repair Lv 2 Medium Repair 200
Emergency Repair Lv 3 Serious Repair 300
Emergency Repair enables the player to fix friendly/allied vehicles in a specific
area, returning their lost HP.

EMP Pulse
Building Required: China Command Center
Recharge Time: 6 minutes
View Object Duration: 30000
View Object Range: 250
Disable Duration: 30 seconds
Commands a China Cargo Plane to drop an EMP bomb to the selected area.
The bomb will turn off all vehicles and buildings in the area. All aircraft which
can be controlled (MiG, Raptor, etc) will crash land immediately when
disabled.

Tank Paradrop
Building Required: Tank General Command Center
Recharge Time: 4 minutes
Tanks Dropped: 1 (Lv 1), 2 (Lv 2), 4 (Lv 3)
Requests a reinforcement in the form of Battlemaster Tank to be parachuted
on the map by China Cargo Plane

Mini Gunner Drop
Building Required: Infantry General Command Center
Recharge Time: 4 minutes
Infantry Dropped: 5 (Lv 1), 10 (Lv 2), 15 (Lv 3)
Gets reinforcements of Mini Gunners from outside the map to be sent to
the battle by China Cargo Plane

.............................................................................................................
This sub-section will discuss Boss General's General Powers that are not
Chinese in origin.
.............................................................................................................

%%%%%%%%%%%%%%%%%%%%%
% General Powers that come from USA's %
%%%%%%%%%%%%%%%%%%%%%

Paladin Tank
Building Required: Boss General (or USA) War Factory
This General Power allows the player to build Paladin Tank.
Paladin Tank can render enemy missile attack useless with its laser,
which is also useful for attacking infantry in a short range. See Boss General
Units for more information.

Pathfinder
Building Required: Boss General (or USA) Barracks
This elite camouflaged sniper excels at killing infantry from afar. He can
also detects hostile stealth units in his surrounding. Refer to Boss General
Units for information

Spectre Gunship
Buiding Required: Boss General (or USA) Command Center
Recharge Time: 4 minutes
Patrolling Radius: 200
Patrolling Time: 15 seconds
Sends in a Spectre Gunship equipped with a howitzer and gattling cannon
to tear down an area. See Boss General Units for information.

%%%%%%%%%%%%%%%%%%%%%
% General Powers that come from GLA's %
%%%%%%%%%%%%%%%%%%%%%

Cash Bounty
Building Required: Boss General (or GLA) Command Center
Rewards Received: 5% (Lv 1); 10% (Lv 2); 20% (Lv 3)
Players will get some immediate cash from the hostile units or buildings
they destroy.

Sneak Attack Tunnel
Building Required: Boss General (or GLA) Command Center
Recharge Time: 2.5 minutes
Builds a Sneak Attack Tunnel at the visible point of the map. See China Unique
Buildings for information.

=========================
3 China Unit Information
=========================
A. Standard China Units
-------------------
(a) China Aircraft
-------------------
A.a.1) MiG
Health Information
HP: 160; 200 HP with MiG Armor Armor: Airplane Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 300
Movement Information
Speed: 160 dist/sec
Turn rate: 120 degrees per second; 90 while badly damaged
Acceleration: 110; 30 while badly damaged
Weapon Information
Napalm Missile (Anti Surface and Air)
Primary Damage: 75
Primary Radius: 5
Secondary Damage: 40; 50 with Black Napalm
Secondary Radius: 30
Damage Type: Jet Missile Damage; Explosion with Black Napalm
Cooldown: 300 milliseconds
Range: 320 Minimum Range: 80
Missile Speed: 300 dist/sec
Clip Size: 2 shots
Clip Reload Time: 8000 milliseconds; 2000 ms with Black Napalm upgrade
Homing missiles
Missile detonation creates a Firefield Small.
Creates a Firestorm after 8 missile hit.
Upgrade Information
- Black Napalm (China War Factory): +25% damage to all flame weapons
- MiG Aircraft Armor (China Air Field): +25% MiG maximum health
(+40 HP)
Build Information
Prerequisite: Standard China Air Field
Build Cost: 1200
Build Time: 10 seconds
Notes
- A Black Napalm upgraded MiG will cast a stronger firestorm than an
unupgraded one. Also, an upgraded MiG will reload quicker than an
unupgraded one.
- Returns to base after being idle for 10 seconds.
- MiG takes damage 10%/second when out of ammo.


A.a.2) Helix
Health Information
HP: 300 Armor: Chinook Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript 200 Exp as Heroic
200 Exp to Elite 100 Exp as Veteran
400 Exp to Heroic 150 Exp as Elite
Vision Information
Vision Range: 200 Shroud Clearing Range: 600
Movement Information
Speed: 75 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Weapon Information
Helix Minigun (Anti Surface)
Primary Damage: 6
Damage Type: Comanche Vulcan
Cooldown: 100 milliseconds
Range: 120
Projectile Speed: immediate
Special Feature Information
1] Can build one of the following
a) Battle Bunker
Allows infantry inside to fire and gives them Garrison Bonus
(see Bonus Modifier)
b) Gattling Cannon
Turret Turn Rate: 60 degrees/sec
Detects stealth units
Detection Rate: 1500 msec
Detection Range: 200
i) Gattling Gun (Anti Surface)
Damage: 10; 12.5 with Chain Guns Upgrade
Damage Type: Gattling
Range: 225
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
ii) Gattling Gun Air (Anti Air)
Damage: 5; 6.25 with Chain Guns Upgrade
Damage Type: Small Arms
Range: 400
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
c) Propaganda Tower
Enthusiam Bonus (see Bonus Modifier)
Radius: 150
Delay Between Updates: 2000 milliseconds
2] Napalm Bomb (Anti Surface)
Drops a deadly napalm bomb on the ground below the chopper.
Primary Damage: 75
Primary Damage Radius: 5
Secondary Damage: 40
Secondary Damage Radius: 30
Damage Type: Explosion
Bomb Speed: 10 dist/sec (slow, but sure:))
Range: 10
Creates a Firestorm Small Field; a Black Napalm Firestorm Small Field
if Black Napalm is upgraded
Recharge Time: 10000 ms
Range: 3
Unpack Time: 500 ms
Preparation Time: 100 ms (making a total of 600 ms delay before
dropping bomb)
3] Transport
Can transport infantry and most vehicles alike (except Nuke Cannon)
Transport Slot: 5
100% damage to all units inside if destroyed (China Airways does not provide
free parachutes....)
Evacuation Delay per Unit: 100 ms
Upgrade Information
- Battle Bunker (Helix): Allows up to 5 infantry to attack from
inside Bunker. Each Helix can only choose one from three choices:
Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Gattling Cannon (Helix): Installs a Gattling Cannon on the
Helix, enabling it to effectively attack infantry and air units.
Each Helix can only choose one from three choices: Battle Bunker,
Gattling Cannon, or Propaganda Tower.
- Propaganda Tower (Helix): Builds a Propaganda Tower on the
Helix, giving the Helix the ability to heal and increase the
fire rate of the nearby units. Each Helix can only choose one from
three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Chaingun Upgrade (China War Factory) (Affects Helix Gattling Cannon
only): +25% damage to all gattling weapons.
- Subliminal Messaging (Propaganda Center) (Affects Helix Propaganda
Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
to 2% (see Bonus Modifier).
- Napalm Bomb (Helix): Enables Helix to drop a Napalm Bomb, incinerating
the grounds.
- Black Napalm (China War Factory): Adds the damage for the Napalm Bomb.
Build Information
Prerequisite: Standard China Airfield
Build Cost: 1500
Build Time: 20 secondsNotes
- Can not land, except when being repaired at the Air Field or when loading
passengers.

A.a.3) China Cargo Plane
Health Information
HP: 1000 Armor: Airplane
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Build Information
Prerequisites: Cluster Mines and/or EMP Pulse Bomb General Power and
China Command Center, or a Reinforcement Pad
Notes
- Drops Cluster Mines, Reinforcement Pad vehicle, and EMP Pulse Bomb
- Door open time: 500 ms

A.a.4) China Jet Carpet Bomber
Health Information
HP: 1000 Armor: Airplane
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Build Information
Prerequisites: Carpet Bomb General Power and China Command Center
(except Nuke Gen.'s)
Notes
- Drops Carpet Bombs containing 10 bombs
- Door open time: 500 ms
- Delay between each bomb: 300 ms

-------------------
(b) China Infantry
-------------------
A.b.1) Red Guard
Health Information
HP: 120 Armor: Human Armor
Experience Information
20 Exp to Veteran 5 Exp as Conscript/Veteran
40 Exp to Elite 10 Exp as Elite
80 Exp to Heroic 20 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 while badly hurt
Turn Rate: Infinite
Weapon Information
Red Guard Machine Gun (Anti Surface)
Damage: 15
Damage Type: Small Arms
Range: 100
Cooldown: 1000
Projectile Speed: Immediate
Accuracy: 100%
Special Feature Information
1] Horde Bonus
(See Bonus Modifier)
Condition: at least 5 Red Guards/Tank Hunters march together
Rub Off Radius: 60
Update Time: 1000 ms
Group Radius: 30
2] Capture Building
Red Guard can capture most base buildings and tech buildings.
Prerequisite: Capture Building Upgrade
Recharge Time: 15000 ms
Range: 5
Unpack Time: 3000 ms
Capture Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 4
Upgrade Information
- Nationalism (Propaganda Center): +25% Horde Bonus.
- Capture Building (Barracks): Enables Red Guard to capture
most neutral/hostile buildings.
~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
Prerequisite: Standard China Barracks
Build Cost: 300
Build Time: 10 seconds
Note that it is not allowed to build only a single Red Guard.
Red Guards will always be created in pair.
Notes:
- Slot: 1

A.b.2) Tank Hunter
Health Information
HP: 100 Armor: Human Armor
Experience Information
100 exp to veteran 20 experience as conscript/veteran
200 exp to elite 40 experience as elite
400 exp to heroic 60 experience as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 400
Movement Information
Speed: 20 dist/sec; 10 when badly hurt
Turn rate: infinite (500)
Weapon Information
Tank Hunter Missile Launcher (Anti Surface and Air)
Damage: 40
Damage Radius: 5
Damage Type: Infantry Missile
Attack Range: 175
Minimum Range: 5
Projectile Speed: 225 dist/sec
Cooldown: 1000 millisecond
Missile Turning Rate: 100 degrees/sec
Accuracy: 100% against vehicles/buildings, 10 max distance to miss
against infantry
Homing missile
Special Feature Information
1] Horde Bonus
Condition: at least 5 Red Guards/Tank Hunters march together
Rub Off Radius: 60
Update Time: 1000 ms
Group Radius: 30
2] TNT Charge
Places a TNT Charge on hostile vehicles/buildings
Primary Damage: 500
Primary Damage Radius: 10
Secondary Damage: 150
Secondary Damage Radius: 50
Damage Type: Explosion
Attack Range: 5
Timer: 10000 ms
Recharge Time: 7500 ms
Escapes 100 distances after placing TNT
Does not expire when the charger dies.
Can not be attached to infantry or friendly units/buildings.
Upgrade Information
- Nationalism (Propaganda Center): +25% Horde Bonus Upgrade
~ Patriotism (Inf. Gen. Propaganda Center): + 25% Nationalism Bonus
Build Information
Prerequisite: Standard China Barracks
Cost: 300
Build Time: 5 seconds
Notes:
- Slot: 1

A.b.3) Hacker
Health Information
HP: 100 Armor: Human Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript 400 Exp as Heroic
300 Exp to Elite 100 Exp as Veteran
500 Exp to Heroic 150 Exp as Elite
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 10 when badly hurt
Turn rate: immediate
Special Feature Information
1] Disable Building
Recharging Time: 4000 ms
Range: 150
Unpack Time: 7300 ms
Preparation Tiime: 3000 ms
Pack Time: 5133 ms
Effect Duration: 2000 ms
Exp. Gained: 0
Can’t disable Defense Building
2] Hack Internet
Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
$10 (as heroic) per 2 seconds (1.8 seconds if inside an Internet Center)
Unpack Time: 7300 ms
Randomly adds or substracts 20% to pack and unpack time.
Pack Time: 5133 ms
Exp. Gained: 1
Build Information
Prerequisite: Standard China Barracks, Standard China Propaganda Center
Cost: 625
Build Time: 20 seconds
Notes:
- Slot: 1

A.b.4) Black Lotus
Health Information
HP: 200 Armor: Human
Experience Information
150 exp to veteran 50 exp as conscript 400 exp as heroic
450 exp to elite 100 exp as veteran
900 exp to heroic 150 exp as elite
Vision Information
Vision Range: 300 Shroud Clearing Range: 400
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn rate: infinite
Special Feature Information
1] Stealth
Stealth Delay: 2500 msec
Stealthed except when using ability
2] Crush Immunity
3] Detector
Detects stealth units except when in garrison, Tunnel Network,
and transport
Detection Rate: 500 ms
Unknown Detection Range
4] Capture Building
Black Lotus can capture most enemy/tech buildings from afar
Range: 150
Unpack Time: 6730 ms
Preparation Time: 6000 ms
Pack Time: 2800 ms
Experience Gained: 20
5] Disable Vehicle
Using her advanced IT knowledge and tools, Black Lotus can render
an enemy vehicle unusable for a short amount of time
Range: 150
Unpack Time: 2000 ms
Preparation Time: 2000 ms
Pack Time: 1000 ms
Effect Duration: 15000 ms
Experience Gained: 0
6] Steal Cash
Black Lotus can transfer the enemy money to our treasury by hacking the
enemy Supply Center/Stash
Pack Time: 5800 ms
Preparation Time: 6000 ms
Range: 150
Cash Stolen: 1000 (note that it is the maximum amount Black Lotus can
steal every time. If the enemy has less than 1000, say 300, she will just
be able to steal 300)
Unpack Time: 6730 ms
Experience Gained: 20
Recharge Time: 2000 ms
Build Information
Prerequisite: Standard China Barracks, Standard China Propaganda Center
Cost: 1500
Time: 20 seconds
Notes:
- Limit: 1
- Slot: 1
- Will not acquire enemy when idle.

------------------
(c) China Vehicles
------------------
A.c.1) Battlemaster
Health Information
HP: 400 Armor: Tank Armor
Experience Information
200 exp to veteran 100 exp as conscript/veteran
300 exp to elite 200 exp as elite
600 exp to heroic 400 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 25 dist/sec
with Nuclear Tank upgrade: 35; 32 when badly damaged
Turn rate: 180 deg/sec
Weapon Information
BattleMaster Tank Gun (Anti Surface)
Turret Turn Rate: 120
Damage: 60; 75 with Uranium Shells upgrade
Damage Radius: 5
Damage Type: Armor Piercing
Attack Range: 150
Projectile Speed: 400 ms/sec
Cooldown: 2000 ms
Accuracy: 100% against vehicles/buildings, 10 max distance to
miss against infantry
Special Feature Information
1] Horde Bonus
Conditions: at least 5 Battlemaster Tanks march together
Rub off Radius: 150
Update Time Rate: 1000 ms
Group Radius: 75
2] Nuclear Explosion (Tank destroyed with Uranium Shells upgrade)
Primary Damage: 25
Primary Damage Radius: 25
Secondary Damage: 10
Secondary Damage Radius: 75
Damage Type: Explosion
Range: 100
Leaves Radiation Field Small
Upgrade Information
- Nationalism (Propaganda Center): +25% Horde Bonus upgrade
- Uranium Shell (Nuclear Missile): +25% Battlemaster Damage
- Nuclear Tank (Nuclear Missile): +25% speed to Battlemaster
~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism upgrade
Build Information
Prerequisite: Standard China War Factory
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 3

A.c.2) Dragon Tank
Health Information
HP: 280 Armor: Dragon Tank
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 180 deg/sec
Weapon Information
Dragon Tank Flame Weapon (Anti Surface)
Turret Turn Rate: 120
Primary Damage: 10; 12.5 with Black Napalm
Primary Damage Radius: 5
Secondary Damage: 1; 1.25 with Black Napalm
Secondary Damage Radius: 10
Damage Type: Flame
Attack Range: 75; adds a minimum attack range: 10 if Black Napalm is
researched (yeakh! what did those scientists do on this already weak tank?)
Projectile Speed: 300 dist/sec
Projectile Turn Rate: 5 degrees/sec
Cooldown: 40 milliseconds
Clip Reload Time: 40 milliseconds
Accuracy: 100%
Clip Size: 30 (total number of shots in a clip)
Can empty garrisoned buildings
Special Feature Information
1] Firewall
Primary Damage: 10; 12.5 with Black Napalm
Primary Damage Radius: 5
Secondary Damage: 1; 1.25 with Black Napalm
Secondary Damage Radius: 10
Damage Type: Flame
Attack Range: 25
Cooldown: 40 milliseconds
Projectile Turn Rate: 5 degrees/sec
Projectile Speed: 300 dist/sec
Not homing
Leaves Firewall Segment
2] Ungarrison
Dragon Tank's Flame Weapon can be used to ungarrison garrisonable
Civilian Buildings.
Upgrade Information
- Black Napalm (China War Factory): +25% to all flame damage
Build Information
Prerequisite: Standard China War Factory
Build Cost: 800
Bld Time: 10
Notes
- Slot: 3

A.c.3) Gattling Tank
Health Information
HP: 300 Armor: Anti Air Vehicle Armor
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 360
Movement Information
Speed: 40 distance/sec
Turn rate: 180 deg/sec
Weapon Information
Turret Turn Rate: 180
1] Gattling Tank Gun (Anti Surface)
Damage: 15; 18.75 with Chain Guns Upgrade
Damage Type: Gattling
Range: 150
Accuracy: 100%
Projectile Speed: Immediate
Continuous Fire 1 Cooldown: 400 msec (2 shots)
Continuous Fire 2 Cooldown: 200 ms (6 shots)
Continuous Fire 3 Cooldown: 100 ms (1000 shots)
2] Gattling Tank Anti Air Gun (Anti Air)
Damage: 12; 15 with Chain Guns Upgrade
Damage Type: Small Arms
Range: 350
Accuracy: 100%
Projectile Speed: Immediate
Continuous Fire 1 Cooldown: 400 msec (3 shots)
Continuous Fire 2 Cooldown: 200 ms (6 shots)
Continuous Fire 3 Cooldown: 100 ms (2000 shots)
Upgrade Information
- Chain Guns (China War Factory): +25% to all Gattling Weapons
Build Information
Prerequisite: Standard China War Factory
Build Cost: 800
Build Time: 10 seconds
Notes
- Tends to attack air units first before ground units.
- Slot: 3

A.c.4) Troop Crawler
Health Information
HP: 240 Armor: Tank Armor
Vision Information
Vision Range: 175 Shroud Clearing Range: 400
Movement Information
Speed: 40; 30 when badly damaged
Turn rate: 120
Weapon Information
Deploy Infantry
Attack Range: 175
Special Feature Information
1] Healing Transport
10% infantry regeneration inside
Only capable of transporting infantry
Can transport 8 infantry at maximum
10% damage to units inside when destroyed
Units are evacuated with a delay of 250 milliseconds per unit.
2] Detector
Detects stealth units except when in garrison, Tunnel Network, and
transport
Detection Rate: 900 msec
Build Information
Prerequisite: Standard China War Factory
Build Cost: 1400
Build Time: 15 seconds
Notes:
- Built with 8 Red Guards
- Slot: 8

A.c.5) Listening Outpost
Health Information
HP: 240 Armor: Tank Armor
Vision Information
Vision Range: 250 Shroud Clearing Range: 500
Movement Information
Speed: 40; dist/sec; 30 if badly damaged
Turn rate: 90 degrees per second
Special Feature Information
1] Reveals Enemy Path
Listening Outpost can see the rally point of the enemy units within its
detection range
2] Detector
Detection Rate: 900 ms
Detection Range: 300
Can not detect stealth if garrisoned in a Tunnel Network or Transport
3] Stealth
Stealth Delay: 2000 msec
Decloacks when moving or the passengers fire
4] Battle and Healing Transport
Enables the infantry inside to fire, gaining Garrison Bonus (see Bonus
Modifier)
Can accomodate at most 2 infantry.
10% infantry regeneration inside.
10% damage to units inside when destroyed.
Units are evacuated at a 250 ms delay per unit
Build Information
Prerequisite: Standard China War Factory
Build Cost: 800
Build Time: 15 seconds
Notes
- Built with 2 Tank Hunters inside.
- Slot: 8
- Will not acquire enemy when idle.

A.c.6) Overlord
Health Information
HP: 1100 Armor: Tank Armor
Experience Information
400 exp to veteran 200 exp as conscript/veteran
600 exp to elite 400 exp as elite
1200 exp to heroic 600 exp as heroic
Vision Information
Vision Range: 150
Shroud Clearing Range: 200
Movement Information
Speed: 20; 30 with Nuclear Tank Upgrade
Turn rate: 60
Weapon Information
Overlord Tank Gun (Anti Surface)
Turret Turn Rate: 60 degrees/sec
Primary Damage: 80; 100 with Uranium Shells Upgrade
Primary Damage Radius: 5
Secondary Damage: 20; 25 with Uranium Shells Upgrade
Secondary Damage Radius: 10
Damage Type: Armor Piercing
Attack Range: 175
Projectile Speed: 300/sec
Accuracy: 100% against vehicle, 10 max distance against infantry
Cooldown: 300 msec
2 shoots per clip
Reload Time: 2000 msec
Special Feature Information
1] Can build one of the following:
a) Overlord Gattling Cannon
Turret Turn Rate: 60
Detects stealth units with detection rate: 500 ms
i) Gattling Gun (Anti Surface)
Damage: 10; 12.5 with Chain Guns Upgrade
Damage Type: Gattling
Range: 225
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
ii) Gattling Gun Air (Anti Air)
Damage: 5; 6.25 with Chain Guns Upgrade
Damage Type: Small Arms
Range: 400
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
b) Propaganda Tower
Enthusiam Bonus (see Bonus Modifier)
Radius: 150
Delay Between Updates: 2000 milliseconds
c) Battle Bunker
Allows up to 5 infantry to fire from inside Bunker, gaining
Garrison Bonus (see Bonus Modifiers)
50% damage to units inside when destroyed
2] Can crush vehicles
3] Nuclear Explosion (When a Nuclear Tank upgraded Overlord explodes)
Primary Damage: 25
Primary Damage Radius: 25
Secondary Damage: 10
Secondary Damage Radius: 75
Damage Type: Explosion
Range: 100
Leaves Radiation Field Small
Upgrade Information
- Uranium Shells (Nuclear Missile): +25% Overlord/Battlemaster Main
Gun Damage
- Nuclear Tank (Nuclear Missile): +25% Overlord/Battlemaster Speed.
Leaves a nuclear waste upon its death.
- Battle Bunker (Overlord Tank): Allows up to 5 infantry to attack from
inside Bunker. Each Overlord can only choose one from three choices:
Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Gattling Cannon (Overlord Tank): Installs a Gattling Cannon on the
Overlord, enabling it to effectively attack infantry and air units.
Each Overlord can only choose one from three choices: Battle Bunker,
Gattling Cannon, or Propaganda Tower.
- Propaganda Tower (Overlord Tank): Builds a Propaganda Tower on the
Overlord, giving the Overlord the ability to heal and increase the
fire rate of the nearby units. Each Overlord can only choose one from
three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Chaingun Upgrade (China War Factory) (Affects Overlord Gattling Cannon
only): +25% damage to all gattling weapons.
- Subliminal Messaging (Propaganda Center) (Affects Overlord Propaganda
Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
to 2%.
Build Information
Prerequisites: Standard China War Factory and Standard China
Propaganda Center
Build Cost: 2000
Build Time: 20 seconds
Notes:
- Slot: 3

A.c.7) Electro Counter Measure (ECM) Tank
Health Information
HP: 300 Armor: Tank Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 360
Movement Information
Speed: 40
Turn rate: 180 degrees per second
Weapon Information
ECM Tank Vehicle Disabler (Anti Surface)
Turret Turn Rate: 180
Damage: 24
Damage Type: Subdual Vehicle
Cooldown: 100 milliseconds
Range: 200
Beam Speed: immediate
Duration: 210-640 ms
Special Feature Information
Missile Jammer
Cooldown: 650 ms
Inactive when disabling vehicles
Requires 1000 ms to be active again after the Disabler has been inactive
Build Information
Prerequisites: Standard China War Factory, Standard China Propaganda Center
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 3
- Will not acquire enemy without order.

A.c.8) Inferno Cannon
Health Information
HP: 120 Armor: Tank
Experience Information
100 exp to veteran 50 exp as conscript/veteran
200 exp to elite 100 exp as elite
400 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 20 distance/sec
Turn rate: 120 deg/sec; 90 when badly damaged
Weapon Information
Inferno Cannon Gun (Anti Surface)
Turret Turn Rate: 100
Damage: 30
Damage Radius: 15
Damage Type: Explosion
Attack Range: 300
Minimum Attack Range: 50
Cooldown: 4000 msec
Projectile Speed: 250 dist/second
Accuracy: unknown against vehicle, 30 max distances against
infantry
Creates Small Firefield (see Field Objects)
Creates Firestorm (see Field Objects) after 6 shell hits
Historic Bonus Time: 3000 ms
Historic Bonus Radius: 20
Upgrade Information
- Black Napalm (China War Factory): +25% to all flame damage
Build Information
Prerequisites: Standard China War Factory and Standard China
Propaganda Center
Build Cost: 900
Build Time: 15 seconds
Notes:
- What differentiates the Black Napalm unupgraded Inferno and
Black Napalm upgraded Inferno is the firestorm and the small firefield
object it creates. The upgraded Inferno incites stronger firestorm.
- Slot: 3
- Will not acquire enemy without order.

A.c.9) Nuke Cannon
Health Information
HP: 240 Armor: Tank Armor
Experience Information
400 exp to veteran 50 exp as conscript 400 exp as heroic
600 exp to elite 100 exp as veteran
1000 exp to heroic 200 exp as elite
Vision Information
Vision Range: 180 Shroud Clearing Range: 350
Movement Information
Speed: 20; 18 when badly damaged
Turn rate: 90; 60 when badly damaged
Weapon Information
Turret Turn Rate: 80
Pack Time: 3333
Unpack Time: 3333
1] Nuke Cannon Gun (Anti Surface)
Primary Damage: 400
Primary Damage Radius: 50
Secondary Damage: 20
Secondary Damage Radius: 60
Damage Type: Explosion
Range: 350
Minimum Range: 150
Projectile Speed: 200 dist/sec
Cooldown: 10000 msec
Accuracy: unknown against vehicles, 10 max dist. against infantry
Leaves Radiation Field Medium
2] Nuke Cannon Neutron Gun (Anti Surface)
Damage: 1
Damage Radius: 10
Blast Radius: 70 (the radius in which all vehicles will be disabled)
Damage Type: Explosion
Range: 350
Minimum Range: 150
Projectile Speed: 200 dist/sec
Cooldown: 10000 msec
Accuracy: unknown against vehicles, 10 max dist. against infantry
Special Feature Information
1] Leaves Radiation Field Small upon death
2] Switches Weapons
Prerequisite: Neutron Shells upgrade
Nuke Cannon can choose what shell to fire, nuclear or Neutron shell.
Nuclear shell is destructive while Neutron shell kills pilots of vehicles, leaving
them vulnerable to seizure.
3] Ungarrison
Nuke Cannon's Neutron Shell can be used to ungarrison the buildings
below:
a. Civilian Buildings (including Civilian Bunker)
b. Bunker/Fortified Bunker
c. Palace
d. Tunnel Network
e. Internet Center
f. Fire Base
All vehicles unlucky enough to stay in the Tunnel Network when a Neutron
Shell comes to their way will be fried to death in the Tunnel Network.
4] Kill Pilot
Working in the same way as Jarmen Kell's Kill Pilot, the Neutron Shell
can get rid a driver from his/her vehicle, making it vulnerable to capture.
Upgrade Information
- Neutron Shell (Nuclear Missile): Enables the Nuke Cannon to launch
a Neutron Shell which can kill vehicle's driver and ungarrison buildings.
Build Information
Prerequisites: Standard China War Factory, Standard China Propaganda Center,
and Nuke Cannon General Power (Level 1/2)
Build Cost: 1600
Build Time: 20 seconds
Notes:
- Needs to pack and unpack to shoot and move respectively.
- Slot: 10
- Will not acquire enemy without order.

A.c.10) Supply Truck
Health Information
HP: 300 Armor: Truck Armor
Experience Information
50 exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 40 distances/sec; 20 if badly damaged
Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
Supply Gathering
Max Boxes to carry: 4 ($300)
Supply Center Action Delay: 400 ms (one transaction)
Supply Warehouse Action Delay: 1000 ms per box (many small
transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a
warehouse, or Supply Trucks go home)
Warns the player when the Supply is exhausted.
Build Information
Prerequisite: Standard China Supply Center
Build Cost: 600
Build Time: 10 seconds
Notes
- Slot: 2

A.c.11) Construction Dozer
Health Information
HP: 250 Armor: Dozer Armor
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30; 25 when badly damaged
Turn rate: 90; 60 when badly damaged
Special Feature Information
1] Builder
Construction Dozer can build China buildings. See Tip and Trick session
to build other factions' buildings.
2] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Detection Rate: 500 msec
Disarm Delay: 1200 ms per Disarm attempt
Disarm Recharge Time: 4000 ms
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
3] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
Build Information
Prerequisite: Standard China Command Center
Build Cost: 1000
Build Time: 5 seconds
Notes:
- Slot: 5

B. China Infantry General Units

-----------------------------------
(a) China Infanty General Aircraft
----------------------------------
B.a.1) MiG
Health Information
HP: 160; 200 HP with MiG Armor Armor: Airplane Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 300
Movement Information
Speed: 160 dist/sec
Turn rate: 120 degrees per second; 90 while badly damaged
Acceleration: 110; 30 while badly damaged
Weapon Information
Napalm Missile (Anti Surface and Anti Air)
Primary Damage: 75
Primary Radius: 5
Secondary Damage: 40; 50 with Black Napalm
Secondary Radius: 30
Damage Type: Jet Missile Damage
Cooldown: 300 milliseconds
Range: 320 Minimum Range: 80
Missile Speed: 300 dist/sec
Clip Size: 2 shots
Clip Reload Time: 8000 milliseconds; 2000 ms with Black Napalm upgrade
Homing missiles
Missile detonation creates a Small Firefield.
Creates a Firestorm after 8 missile hit.
Upgrade Information
- Black Napalm (China War Factory): +25% damage to all flame
weapons
- MiG Aircraft Armor (China Air Field): +25% MiG maximum health
(+40 HP)
Build Information
Prerequisite: China Infantry General Air Field
Build Cost: 1200
Build Time: 10 seconds
Notes
- A Black Napalm upgraded MiG will cast a stronger firestorm than an
unupgraded one. Also, an upgraded MiG will reload quicker than an
unupgraded one.
- Returns to base after being idle for 10 seconds.
- Loses 10% max HP/sec when out of ammo.

B.a.2) Assault Helix
Health Information
HP: 300 Armor: Chinook Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript 200 Exp as Heroic
200 Exp to Elite 100 Exp as Veteran
400 Exp to Heroic 150 Exp as Elite
Vision Information
Vision Range: 200 Shroud Clearing Range: 600
Movement Information
Speed: 75 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Weapon Information
Helix Minigun (Anti Surface)
Primary Damage: 6
Damage Type: Comanche Vulcan
Cooldown: 100 milliseconds
Range: 120
Projectile Speed: immediate
Special Feature Information
1] Bunker
Can garrison at most 8 infantry inside, allowing them to fire from within
and giving them Garrison Bonus (see Bonus Modifier).
Kills all infantry inside when destroyed.
2] Napalm Bomb (Anti Surface)
Drops a deadly napalm bomb on the ground below the chopper.
Primary Damage: 75
Primary Damage Radius: 5
Secondary Damage: 40
Secondary Damage Radius: 30
Damage Type: Explosion
Bomb Speed: 10 dist/sec (slow, but sure:))
Range: 10
Creates a Firestorm Small Field; a Black Napalm Firestorm Small Field if
Black Napalm is upgraded
Recharge Time: 10000 ms
Range: 3
Unpack Time: 500 ms
Preparation Time: 100 ms (making a total of 600 ms delay before dropping
bomb)
3] Transport
Can transport infantry and most vehicles alike (except Nuke Cannon)
Transport Slot: 8
100% damage to all units inside if destroyed (China Airways does not provide
free parachutes....)
Evacuation Delay per Unit: 100 ms
Upgrade Information
- Napalm Bomb (Helix): Enables Helix to drop a Napalm Bomb, incinerating
the grounds.
- Black Napalm (China War Factory): Increases the flame damage of Napalm
Bomb
Build Information
Prerequisite: China Inf. Gen. Airfield
Build Cost: 1500
Build Time: 20 seconds
Notes
- Can not land, except when being repaired at the Air Field or loading passengers.

B.a.3) China Cargo Plane
Health Information
HP: 1000 Armor: Airplane
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Build Information
Prerequisites: Cluster Mines &/or EMP General Powers and China Command
Center, or Mini Gunner Drop General Power and Inf. Gen. Command Center,
or Reinforcement Pad
Notes
- Drops Cluster Mines, Mini Gunner Drop, Reinforcement Pad vehicle, and
EMP Pulse
- Door open time: 500 ms
- Drop delay for each Mini Gunner: 150 ms (Level 1); 80 ms (Level 2 & 3)

B.a.4) China Jet Carpet Bomber
Health Information
HP: 1000 Armor: Airplane
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Build Information
Prerequisites: Carpet Bomb General Power and China Command Center
(except Nuke Gen.'s)
Notes
- Drops Carpet Bombs containing 10 bombs
- Door open time: 500 ms
- Delay between each bomb: 300 ms

------------------------------------
(b) China Infantry General Infantry
------------------------------------
B.b.1) Mini Gunner
Health Information
HP: 120 Armor: Infantry General Human Armor
Experience Information
20 Exp to Veteran 5 Exp as Conscript/Veteran
40 Exp to Elite 10 Exp as Elite
80 Exp to Heroic 20 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 while badly hurt
Turn Rate: Infinite
Weapon Information
1] Mini Gunner Gun (Anti Air)
Damage: 10; 12.5 with Chain Gun upgrade
Damage Type: Gattling
Range: 125
Continuous Fire 1 Cooldown: 500 msec (6 shoot)
Continuous Fire 2 Cooldown: 250 msec (12 shoots)
Continuous Fire 3 Cooldown: 166 msec (1000 shoots)
Projectile Speed: Immediate
Accuracy: 100%
2] Mini Gunner Gun (Anti-Air)
Damage: 12; 15 with Chain Gun upgrade
Damage Type: Small Arms
Range: 350
Continuous Fire 1 Cooldown: 500 msec (6 shoot)
Continuous Fire 2 Cooldown: 250 msec (12 shoots)
Continuous Fire 3 Cooldown: 166 msec (1000 shoots
Projectile Speed: Immediate
Accuracy: 100%
Special Feature Information
1] Horde Bonus
Condition: at least 5 Mini Gunners/Red Guards/Tank Hunters march
together
Rub Off Radius: 100
Update Time: 1000 ms
Group Radius: 30
2] Capture Building
Mini Gunner can capture most base buildings and tech buildings.
Prerequisite: Capture Building Upgrade
Recharge Time: 15000 ms
Range: 5
Unpack Time: 3000
Preparation Time: 20000
Pack Time: 2000
Experience Gained: 4
Upgrade Information
- Patriotism (China Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
- Capture Building (Barracks): Enables Mini Gunner to
capture most neutral/hostile buildings.
- Chain Gun (China War Factory): Increases the damage of all gattling units.
Build Information
Prerequisite: China Infantry General Barracks
Build Cost: 350
Build Time: 10 seconds
Notes:
- Slot: 1
- Always starts as veteran.

B.b.2) Tank Hunter
Health Information
HP: 100 Armor: Infantry General Human Armor
Experience Information
100 exp to veteran 20 experience as conscript/veteran
200 exp to elite 40 experience as elite
400 exp to heroic 60 experience as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 400
Movement Information
Speed: 20 dist/sec; 10 when badly hurt
Turn rate: infinite (500)
Weapon Information
Tank Hunter Missile Launcher (Anti Surface and Air)
Damage: 40
Damage Radius: 5
Damage Type: Infantry Missile
Attack Range: 175
Minimum Range: 5
Projectile Speed: 225 dist/sec
Cooldown: 1000 millisecond
Missile Turning Rate: 100 degrees/sec
Accuracy: 100% against vehicles/buildings, 10 max distance to miss
against infantry
Homing missile
Special Feature Information
1] Horde Bonus
Condition: at least 5 Mini Gunners/Red Guards/Tank Hunters march together
Rub Off Radius: 60
Update Time: 1000 ms
Group Radius: 30
2] TNT Charge
Places a TNT Charge on hostile vehicles/buildings.
Primary Damage: 500
Primary Damage Radius: 10
Secondary Damage: 150
Secondary Damage Radius: 50
Damage Type: Explosion
Attack Range: 5
Timer: 10000 ms
Recharge Time: 7500 ms
Escapes 100 distances after placing TNT
Does not expire when the charger dies.
Can not be attached to infantry or friendly units/buildings.
Upgrade Information
- Patriotism (China Inf. Gen. Propaganda Center): +25% Nationalism upgrade
Build Information
Prerequisite: China Inf. Gen. Barracks
Cost: 300
Build Time: 5 seconds
Notes:
- Slot: 1
- Always starts as veteran.

B.b.3) Super Hacker
Health Information
HP: 100 Armor: Inf. Gen. Human Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript 400 Exp as Heroic
300 Exp to Elite 100 Exp as Veteran
500 Exp to Heroic 150 Exp as Elite
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 10 when badly hurt
Turn rate: immediate
Special Feature Information
1] Stealth
Stealth Delay: 2500 ms
Decloaks when disabling buildings or vehicles.
2] Disable Building
Recharging Time: 4000 ms
Range: 150
Unpack Time: 7300 ms
Preparation Tiime: 3000 ms
Pack Time: 5133 ms
Effect Duration: 2000 ms
Exp. Gained: 0
Can’t disable Defense Building
3] Disable Vehicle
Range: 150
Unpack Time: 2000 ms
Preparation Time: 2000 ms
Pack Time: 1000 ms
Effect Duration: 15000 ms
Experience Gained: 0
4] Hack Internet
Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
$10 (as heroic) per 2 seconds (1.6 seconds if inside an Internet Center)
Unpack Time: 7300 ms
Randomly adds or substracts 20% to pack and unpack time.
Pack Time: 5133 ms
Exp. Gained: 1
Build Information
Prerequisite: China Inf. Gen. Barracks, China Inf. Gen. Propaganda Center
Cost: 625
Build Time: 20 seconds
Notes:
- Slot: 1
- Always starts as veteran.

B.b.4) Super Lotus
Health Information
HP: 200 Armor: Inf. Gen. Human Armor
Experience Information
150 exp to veteran 50 exp as conscript 400 exp as heroic
450 exp to elite 100 exp as veteran
900 exp to heroic 150 exp as elite
Vision Information
Vision Range: 300 Shroud Clearing Range: 400
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn rate: infinite
Special Feature Information
1] Stealth
Stealth Delay: 2500 msec
Stealthed except when using ability
2] Crush Immunity
Heroes are all immune to crush attack except Overlord/Emperor's crush
3] Detector
Detects stealth units except when in garrison, Tunnel Network,
and transport
Detection Rate: 500 ms
Unknown Detection Range
4] Capture Building
Super Lotus can capture hostile/tech buildings from afar, making her more
effective than basic infantry's Capture Building
Range: 150
Unpack Time: 6730 ms
Preparation Time: 4500 ms
Pack Time: 2800 ms
Experience Gained: 20
5] Disable Vehicle
Super Lotus can shoot down an enemy vehicle temporarily
Range: 300
Unpack Time: 2000 ms
Preparation Time: 2000 ms
Pack Time: 1000 ms
Effect Duration: 20000 ms
Experience Gained: 0
6] Steal Cash
Super Lotus can steal money from enemy Supply Center/Stash and transfers
it to her side's treasury
Pack Time: 5800 ms
Preparation Time: 6000 ms
Range: 150
Cash Stolen: 1500 (max. number of money she can steal every time)
Unpack Time: 6730 ms
Experience Gained: 20
Recharge Time: 2000 ms
Build Information
Prerequisite: China Inf. Gen. Barracks, China Inf. Gen. Propaganda Center
Cost: 1500
Time: 20 seconds
Notes:
- Limit: 1
- Slot: 1
- Always starts as veteran.

------------------------------------
(c) China Infantry General Vehicles
------------------------------------
B.c.1) Assault Troop Crawler
Health Information
HP: 240 Armor: Assault Crawler Armor
Vision Information
Vision Range: 175 Shroud Clearing Range: 400
Movement Information
Speed: 40 dist/sec; 30 when badly damaged
Turn rate: 120 deg/sec
Special Feature Information
1] Battle/Healing Transport
Only capable of transporting infantry
Can transport 8 infantry at maximum
Infantry can fire from within
10% infantry regeneration inside
50% damage to units inside when destroyed
Units are evacuated with a delay of 250 milliseconds per unit.
2] Detector
Detects stealth units except when in garrison, Tunnel Network, and
transport
Detection Rate: 900 msec
3] Propaganda Tower
Radius: 100
Cooldown: 4000 ms
Enthusiasm Bonus (see Bonus Modifier)
Healing Rate: 4%/second (Healing rate does not benefit from Subliminal
Messaging Upgrade)
Does not affect itself.
Upgrade Information
- Subliminal Messaging (Propaganda Center): +25% Enthusiasm bonus and
increases Healing bonus by 1%
Build Information
Prerequisite: China Inf. Gen. War Factory
Build Cost: 2400
Build Time: 25 seconds
Notes:
- Built with 8 Mini Gunners
- Slot: 8

B.c.2) Dragon Tank
Health Information
HP: 280 Armor: Dragon Tank
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 100
Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 180 degree/sec
Weapon Information
Dragon Tank Flame Weapon (Anti Surface)
Turret Turn Rate: 120
Primary Damage: 10; 12.5 with Black Napalm
Primary Damage Radius: 5
Secondary Damage: 1; 1.25 with Black Napalm
Secondary Damage Radius: 10
Damage Type: Flame
Attack Range: 75; adds a minimum attack range of 10 if Black Napalm is
researched (yeakh! what did those scientists do on this already weak tank?)
Projectile Speed: 300 dist/sec
Projectile Turn Rate: 5 degrees/sec
Cooldown: 40 milliseconds
Clip Reload Time: 40 milliseconds
Accuracy: 100%
Clip Size: 30 (total number of shots in a clip)
Can empty garrisoned buildings
Special Feature Information
1] Firewall
Primary Damage: 10; 12.5 with Black Napalm
Primary Damage Radius: 5
Secondary Damage: 1; 1.25 with Black Napalm
Secondary Damage Radius: 10
Damage Type: Flame
Attack Range: 25
Cooldown: 40 milliseconds
Projectile Turn Rate: 5 degrees/sec
Projectile Speed: 300 dist/sec
Not homing
Leaves Firewall Segment
2] Ungarrison
Dragon Tank's Flame Weapon can be used to ungarrison garrisonable
Civilian Buildings.
Upgrade Information
- Black Napalm (China War Factory): +25% to all flame damage
Build Information
Prerequisites: China Inf. Gen. War Factory
Build Cost: 900
Bld Time: 10
Notes
- Slot: 3

B.c.3) Attack Outpost
Health Information
HP: 350 Armor: Tank Armor
Vision Information
Vision Range: 250 Shroud Clearing Range: 500
Movement Information
Speed: 40 dist/sec; 30 if badly damaged
Turn rate: 90 degrees per second
Special Feature Information
1] Reveals Enemy Path
Detector
Detection Rate: 900 ms
Detection Range: 300
Can not detect stealth if garrisoned in a Tunnel Network or Transport
2] Stealth
Stealth Delay: 2000 msec
Decloacks when moving or the passengers fire.
3] Battle and Healing Transport
Enables the infantry inside to fire, gaining Garrison Bonus (see Bonus
Modifier)
Can accomodate at most 10 infantry.
10% infantry regeneration inside.
50% damage to units inside when destroyed.
Units are evacuated at a 250 ms delay per unit
4] Propaganda Tower
Radius: 100
Cooldown: 4000 ms
Enthusiasm Bonus (see Bonus Modifier)
Healing Rate: 4%/second (Healing rate does not benefit from Subliminal
Messaging Upgrade)
Does not affect itself.
Upgrade Information
- Subliminal Messaging (Propaganda Center): Increases the healing/repair rate
of the Propaganda Tower.
Build Information
Prerequisite: China Inf. Gen. War Factory
Build Cost: 1000
Build Time: 15 seconds
Notes
- Built with 4 Tank Hunters inside.
- Slot: 8
- Will not acquire enemy when idle.

B.c.4) Electro Counter Measure (ECM) Tank
Health Information
HP: 300 Armor: Tank Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 360
Movement Information
Speed: 40 dist/sec
Turn rate: 180 degrees per second
Weapon Information
ECM Tank Vehicle Disabler (Anti Surface)
Turret Turn Rate: 180
Damage: 24
Damage Type: Subdual Vehicle
Cooldown: 100 milliseconds
Range: 200
Beam Speed: immediate
Duration: 210-640 ms
Special Feature Information
Missile Jammer
Cooldown: 650 ms
Inactive when disabling vehicles
Requires 1000 ms to be active again after the Disabler has been inactive
Build Information
Prerequisite: China Inf. Gen. War Factory and China Inf. Gen.
Propaganda Center
Build Cost: 900
Build Time: 10 seconds
Notes
- Slot: 3
- When idle, unlike its Standard China ECM, this ECM will try to find an enemy
nearby.

B.c.5) Inferno Cannon
Health Information
HP: 120 Armor: Tank Armor
Experience Information
100 exp to veteran 50 exp as conscript/veteran
200 exp to elite 100 exp as elite
400 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 20 distance/sec
Turn rate: 120 deg/sec; 90 when badly damaged
Weapon Information
Inferno Cannon Gun (Anti Surface)
Turret Turn Rate: 100
Damage: 30
Damage Radius: 15
Damage Type: Explosion
Attack Range: 300
Minimum Attack Range: 50
Cooldown: 4000 msec
Projectile Speed: 250 dist/second
Accuracy: unknown against vehicle, 30 max distances against
infantry
Creates Small Firefield (see Field Objects)
Creates Firestorm (see Field Objects) after 6 shell hits
Historic Bonus Time: 3000
Historic Bonus Radius: 20
Upgrade Information
- Black Napalm (China War Factory): +25% to all flame damage
Build Information
Prerequisites: China Inf. Gen. War Factory, China Inf. Gen. Propaganda Center
Build Cost: 1100
Build Time: 15 seconds
Notes:
- What differentiates the Black Napalm unupgraded Inferno and
Black Napalm upgraded Inferno is the firestorm and the small firefield
object it creates. The upgraded Inferno incites stronger firestorm.
- Slot: 3
- Will not acquire enemy without order.

B.c.6) Nuke Cannon
Health Information
HP: 240 Armor: Tank Armor
Experience Information
400 exp to veteran 50 exp as conscript 400 exp as heroic
600 exp to elite 100 exp as veteran
1000 exp to heroic 200 exp as elite
Vision Information
Vision Range: 180
Shroud Clearing Range: 350
Movement Information
Speed: 20; 18 when badly damaged
Turn rate: 90; 60 when badly damaged
Weapon Information
Turret Turn Rate: 80
Pack Time: 3333
Unpack Time: 3333
1] Nuke Cannon Gun (Anti Surface)
Primary Damage: 400
Primary Damage Radius: 50
Secondary Damage: 20
Secondary Damage Radius: 60
Damage Type: Explosion
Range: 350
Minimum Range: 150
Projectile Speed: 200 dist/sec
Cooldown: 10000 msec
Accuracy: unknown against vehicles, 10 max dist. against infantry
Leaves Radiation Field Medium
2] Nuke Cannon Neutron Gun (Anti Surface)
Damage: 1
Damage Radius: 10
Blast Radius: 70 (the radius in which all vehicles will be disabled)
Damage Type: Explosion
Range: 350
Minimum Range: 150
Projectile Speed: 200 dist/sec
Cooldown: 10000 msec
Accuracy: unknown against vehicles, 10 max dist. against infantry
Special Feature Information
1] Leaves Radiation Field Small upon death
2] Switches Weapons
Prerequisite: Neutron Shells upgrade
Nuke Cannon can choose what shell to fire, nuclear or Neutron shell.
Nuclear shell is destructive while Neutron shell kills pilots of vehicles, leaving
them vulnerable to seizure.
3] Ungarrison
Nuke Cannon's Neutron Shell can be used to ungarrison the buildings
below:
a. Civilian Buildings (including Civilian Bunker)
b. Bunker/Fortified Bunker
c. Palace
d. Tunnel Network
e. Internet Center
f. Fire Base
All vehicles unlucky enough to stay in the Tunnel Network when a Neutron
Shell comes to their way will be fried to death in the Tunnel Network.
4] Kill Pilot
Working in the same way as Jarmen Kell's Kill Pilot, the Neutron Shell
can get rid a driver from his/her vehicle, making it vulnerable to capture.
Upgrade Information
- Neutron Shell (Nuclear Missile): Enables the Nuke Cannon to launch a
Neutron Shell which can kill vehicle's driver and ungarrison buildings.
Build Information
Prerequisites: China Inf. Gen. War Factory, China Inf. Gen. Propaganda
Center, Nuke Cannon General Power (Level 1/2)
Build Cost: 1600
Build Time: 20 seconds
Notes:
- Needs to pack and unpack to shoot and move respectively.
- Slot: 10
- Will not acquire enemy without order.

B.c.7) Supply Truck
Health Information
HP: 300 Armor: Truck Armor
Experience Information
50 exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 40 distances/sec; 20 if badly damaged
Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
Supply Gathering
Max Boxes to carry: 4 ($300)
Supply Center Action Delay: 400 ms (one transaction)
Supply Warehouse Action Delay: 1000 ms per box (many small
transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a
warehouse, or Supply Trucks go home)
Warns the player when the Supply is exhausted.
Build Information
Prerequisite: Inf Gen. Supply Center
Build Cost: 600
Build Time: 10 seconds
Notes
- Slot: 2

B.c.8) Construction Dozer
Health Information
HP: 250 Armor: Dozer Armor
Vision Information
Vision Range: 150
Shroud Clearing Range: 300
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 90 deg/sec; 60 when badly damaged
Special Feature Information
1] Builder
Construction Dozer can build China Inf. Gen. buildings. See
Tip and Trick session to build other factions' buildings.
2] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Disarm Delay: 1200 ms per Disarm attempt
Disarm Recharge Time: 4000 ms
Detection Rate: 500 msec
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
3] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
Build Information
Prerequisite: China Inf. Gen. Command Center
Build Cost: 1000
Build Time: 5 secondsNotes:
- Slot: 5

C. China Nuke General
----------------------------------
(a) China Nuke General Aircraft
----------------------------------
C.a.1) MiG
Health Information
HP: 160; 200 HP with MiG Armor Armor: Airplane Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 300
Movement Information
Speed: 160 dist/sec
Turn rate: 120 degrees per second;90 while badly damaged
Acceleration: 110; 30 while badly damaged
Weapon Information
MiG Missile (Anti Surface and Air)
Primary Damage: 100; 300 with Tactical Nuke
Primary Radius: 5; 75 with Tactical Nuke
Secondary Damage: 40; 0 with Tactical Nuke
Secondary Radius: 30; 0 with Tactical Nuke
Damage Type: Jet Missile Damage; Explosion with Tactical Nuke
Cooldown: 300 milliseconds
Range: 320 Minimum Range: 80
Missile Speed: 300 dist/sec
Clip Size: 2 shots
Clip Reload Time: 8000 milliseconds; 2000 ms with Tactical Nuke upgrade
Homing missiles
Missile detonation creates a Small Radiation Field.
Adds shockwave damage if Tactical Nuke upgrade is researched
Shockwave damage: 75 Shockwave radius: 75
Shockwave Taper Off: 50% (amount of damage at the shockwave edge)
Upgrade Information
- MiG Aircraft Armor (China Air Field): +25% MiG maximum health
(+40 HP)
- Tactical Nuke (China Nuke Gen. Nuclear Missile): MiGs are armed with
a small tactical nuke.
Build Information
Prerequisite: China Nuke Gen. Air Field
Build Cost: 1400
Build Time: 10 seconds
Notes
- An upgraded MiG will reload quicker than an unupgraded one. It also adds
shockwave damage to the target.
- Returns to base after being idle for 10 seconds.
- Loses 10% of its max HP/sec when out of ammo.

C.a.2) Helix
Health Information
HP: 300 Armor: Chinook Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript 200 Exp as Heroic
200 Exp to Elite 100 Exp as Veteran
400 Exp to Heroic 150 Exp as Elite
Vision Information
Vision Range: 200 Shroud Clearing Range: 600
Movement Information
Speed: 75 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Weapon Information
Helix Minigun (Anti Surface)
Primary Damage: 6
Damage Type: Comanche Vulcan
Cooldown: 100 milliseconds
Range: 120
Projectile Speed: immediate
Special Feature Information
1] Can build one of the following
a. Battle Bunker
Allows infantry inside to fire and gives them Garrison Bonus
(see Bonus Modifier)
b. Gattling Cannon
Turret Turn Rate: 60 degrees/sec
Detects stealth units
Detection Rate: 1500 msec
Detection Range: 200
Gattling Gun (Anti Surface)
Damage: 10; 12.5 with Chain Guns Upgrade
Damage Type: Gattling
Range: 225
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
Gattling Gun Air (Anti Air)
Damage: 5; 6.25 with Chain Guns Upgrade
Damage Type: Small Arms
Range: 400
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
c. Propaganda Tower
Enthusiam Bonus (see Bonus Modifier)
Radius: 150
Delay Between Updates: 2000 milliseconds
2] Nuclear Bomb (Anti Surface)
Drops a deadly nuclear bomb on the ground below the chopper.
Primary Damage: 300
Primary Damage Radius: 50
Secondary Damage: 50
Secondary Damage Radius: 60
Damage Type: Explosion
Bomb Speed: 10dist/sec (slow, but sure:))
Range: 3
Creates a Radiation Field Medium
Recharge Time: 10000 ms
Range: 3
Unpack Time: 500 ms
Preparation Time: 100 ms (making a total of 600 ms delay before dropping
bomb)
3] Transport
Can transport infantry and most vehicles alike (except Nuke Cannon)
Transport Slot: 5
100% damage to all units inside if destroyed (China Airways does not
provide free parachutes....)
Evacuation Delay per Unit: 100 ms
Upgrade Information
- Battle Bunker (Helix): Allows up to 5 infantry to attack from
inside Bunker. Each Helix can only choose one from three choices:
Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Gattling Cannon (Helix): Installs a Gattling Cannon on the
Helix, enabling it to effectively attack infantry and air units.
Each Helix can only choose one from three choices: Battle Bunker,
Gattling Cannon, or Propaganda Tower.
- Propaganda Tower (Helix): Builds a Propaganda Tower on the
Helix, giving the Helix the ability to heal and increase the
fire rate of the nearby units. Each Helix can only choose one from
three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Chaingun Upgrade (China War Factory) (Affects Helix Gattling Cannon
only): +25% damage to all gattling weapons.
- Subliminal Messaging (Propaganda Center) (Affects Helix Propaganda
Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
to 2% (see Bonus Modifier).
- Nuke Bomb (Helix): Helix is equipped with a Nuke Bomb instead of
conventional Napalm Bomb.
Build Information
Prerequisite: China Nuke General Airfield
Build Cost: 1750
Build Time: 20 seconds
Notes
- Can not land, except when being repaired at the Air Field or when loading
passengers.

C.a.3) China Cargo Plane
Health Information
HP: 1000 Armor: Airplane
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Build Information
Prerequisites: Cluster Mines &/or EMP Pulse General Powers and China
Command Center or Reinforcement Pad
Notes
- Drops Cluster Mines, Reinforcement Pad vehicle, and EMP Pulse
- Door open time: 500 ms

C.a.4) China Jet Carpet Bomber
Health Information
HP: 1000 Armor: Airplane
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Build Information
Prerequisites: Nuclear Carpet Bombing General Power and Nuke Gen.
Command Center
Notes
- Drops Nuclear Carpet Bombs containing 10 bombs
- Door open time: 500 ms
- Delay between each bomb: 300 ms

----------------------------------
(b) China Nuke General Infantry
---------------------------------
C.b.1) Red Guard
Health Information
HP: 120 Armor: Human Armor
Experience Information
20 Exp to Veteran 5 Exp as Conscript/Veteran
40 Exp to Elite 10 Exp as Elite
80 Exp to Heroic 20 Exp as Heroic
Vision Information
Vision Range: 100
Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 while badly hurt
Turn Rate: Infinite
Weapon Information
Red Guard Machine Gun (Anti Surface)
Damage: 15
Damage Type: Small Arms
Range: 100
Cooldown: 1000
Projectile Speed: Immediate
Accuracy: 100%
Special Feature Information
1] Horde Bonus
Condition: at least 5 Red Guards/Tank Hunters march together
Rub Off Radius: 60
Update Time: 1000 ms
Group Radius: 30
2] Capture Building
Enables Red Guard to capture most base buildings and tech buildings.
Prerequisite: Capture Building Upgrade
Recharge Time: 15000 ms
Range: 5
Unpack Time: 3000 ms
Capture Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 4
Upgrade Information
- Nationalism (Propaganda Center): +25% Horde Bonus.
- Capture Building (Barracks): Enables Red Guard to capture
most neutral/hostile buildings.
~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
Prerequisite: China Nuke Gen. Barracks
Build Cost: 350
Build Time: 12 seconds
Note that it is not allowed to build only a single Red Guard.
Red Guards will always be created in pair.
Notes:
- Slot: 1

C.b.2) Tank Hunter
Health Information
HP: 100 Armor: Human Armor
Experience Information
100 exp to veteran 20 experience as conscript/veteran
200 exp to elite 40 experience as elite
400 exp to heroic 60 experience as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 400
Movement Information
Speed: 20 dist/sec; 10 when badly hurt
Turn rate: infinite (500)
Weapon Information
Tank Hunter Missile Launcher (Anti Surface and Air)
Damage: 40
Damage Radius: 5
Damage Type: Infantry Missile
Attack Range: 175
Minimum Range: 5
Projectile Speed: 225 dist/sec
Cooldown: 1000 millisecond
Missile Turning Rate: 100 degrees/sec
Accuracy: 100% against vehicles/buildings, 10 max distance to miss
against infantry
Homing missile
Special Feature Information
1] Horde Bonus
Condition: at least 5 Red Guards/Tank Hunters march together
Rub Off Radius: 60
Update Time: 1000 ms
Group Radius: 30
2] TNT Charge
Places a TNT Charge on hostile vehicles/buildings.
Primary Damage: 500
Primary Damage Radius: 10
Secondary Damage: 150
Secondary Damage Radius: 50
Damage Type: Explosion
Attack Range: 5
Timer: 10000 ms
Recharge Time: 7500 ms
Escapes 100 distances after placing TNT
Does not expire when the charger dies.
Can not be attached to infantry or friendly units/buildings.
Upgrade Information
- Nationalism (Propaganda Center): +25% Horde Bonus upgrade
~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
Prerequisite: China Nuke Gen. Barracks
Cost: 350
Build Time: 7 seconds
Notes:
- Slot: 1

C.b.3) Hacker
Health Information
HP: 100 Armor: Human Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript 400 Exp as Heroic
300 Exp to Elite 100 Exp as Veteran
500 Exp to Heroic 150 Exp as Elite
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 10 when badly hurt
Turn rate: immediate
Special Feature Information
1] Disable Building
Recharging Time: 4000 ms
Range: 150
Unpack Time: 7300 ms
Preparation Tiime: 3000 ms
Pack Time: 5133 ms
Effect Duration: 2000 ms
Exp. Gained: 0
Can’t disable Defense Building
2] Hack Internet
Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
$10 (as heroic) per 2 seconds (1.8 seconds if inside an Internet Center)
Unpack Time: 7300 ms
Randomly adds or substracts 20% to pack and unpack time.
Pack Time: 5133 ms
Exp. Gained: 1
Build Information
Prerequisite: China Nuke Gen. Barracks and China Nuke Gen.
Propaganda Center
Cost: 625
Build Time: 20 seconds
Notes:
- Slot: 1

C.b.4) Black Lotus
Health Information
HP: 200 Armor: Human
Experience Information
150 exp to veteran 50 exp as conscript 400 exp as heroic
450 exp to elite 100 exp as veteran
900 exp to heroic 150 exp as elite
Vision Information
Vision Range: 300 Shroud Clearing Range: 400
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn rate: infinite
Special Feature Information
1] Stealth
Stealth Delay: 2500 msec
Stealthed except when using ability
2] Crush Immunity
3] Detector
Detects stealth units except when in garrison, Tunnel Network,
and transport
Detection Rate: 500 ms
Unknown Detection Range
4] Capture Building
Range: 150
Unpack Time: 6730 ms
Preparation Time: 6000 ms
Pack Time: 2800 ms
Experience Gained: 20
5] Disable Vehicle
Range: 150
Unpack Time: 2000 ms
Preparation Time: 2000 ms
Pack Time: 1000 ms
Effect Duration: 15000 ms
Experience Gained: 0
6] Steal Cash
Pack Time: 5800 ms
Preparation Time: 6000 ms
Range: 150
Cash Stolen: 1000
Unpack Time: 6730 ms
Experience Gained: 20
Recharge Time: 2000 ms
Build Information
Prerequisite: China Nuke Gen. Barracks and China Nuke Gen.
Propaganda Center
Cost: 1600
Time: 20 seconds
Notes:
- Limit: 1
- Slot: 1
- Will not acquire enemy when idle.

-----------------------------------
(c) China Nuke General Vehicles
-----------------------------------

C.c.1) Battlemaster
Health Information
HP: 400 Armor: Tank Armor
Experience Information
200 exp to veteran 100 exp as conscript/veteran
300 exp to elite 200 exp as elite
600 exp to heroic 400 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 45 dist/sec; 37 when badly damaged
Turn rate: 180
Weapon Information
Battlemaster Tank Gun (Anti Surface)
Turret Turn Rate: 120
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Attack Range: 150
Projectile Speed: 400 ms/sec
Cooldown: 2000 ms
Accuracy: 100% against vehicles/buildings, 10 max distance to
miss against infantry
Leaves Nuke Radiation Small
Special Feature Information
1] Horde Bonus
Conditions: at least 5 Battlemaster Tanks march together
Rub off Radius: 150
Update Time Rate: 1000 ms
Group Radius: 75
2] Nuclear Explosion (Nuke General Battlemaster without Isotope Stability
upgrade explodes)
Primary Damage: 110
Primary Damage Radius: 80
Secondary Damage: 70
Secondary Damage Radius: 100
Damage Type: Explosion
Range: 100
Leaves Radiation Field Small
Upgrade Information
- Nationalism (Propaganda Center): +25% Horde Bonus upgrade
- Isotope Stability (China Nuke Gen. Propaganda Center): Eliminates the
explosion when a tank explodes.
~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
Prerequisite: China Nuke Gen. War Factory
Build Cost: 800
Build Time: 12 seconds
Notes
- Slot: 3

C.c.2) Dragon Tank
Health Information
HP: 280 Armor: Dragon Tank
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 180
Weapon Information
Dragon Tank Flame Weapon (Anti Surface)
Turret Turn Rate: 120
Primary Damage: 10; 12.5 with Black Napalm
Primary Damage Radius: 5
Secondary Damage: 1; 1.25 with Black Napalm
Secondary Damage Radius: 10
Damage Type: Flame
Attack Range: 75; adds a minimum attack range: 10 if Black Napalm is
researched (yeakh! what did those scientists do on this already weak tank?)
Projectile Speed: 300 dist/sec
Projectile Turn Rate: 5 degrees/sec
Cooldown: 40 milliseconds
Clip Reload Time: 40 milliseconds
Accuracy: 100%
Clip Size: 30 (total number of shots in a clip)
Can empty garrisoned buildings
Special Feature Information
1] Firewall
Primary Damage: 10; 12.5 with Black Napalm
Primary Damage Radius: 5
Secondary Damage: 1; 1.25 with Black Napalm
Secondary Damage Radius: 10
Damage Type: Flame
Attack Range: 25
Cooldown: 40 milliseconds
Projectile Turn Rate: 5 degrees/sec
Projectile Speed: 300 dist/sec
Not homing
Leaves Firewall Segment
2] Ungarrison
Dragon Tank's Flame Weapon can be used to ungarrison garrisonable
Civilian Buildings.
Upgrade Information
- Black Napalm (China War Factory): +25% to all flame damage
Build Information
Prerequisite: China Nuke Gen. War Factory
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 3

C.c.3) Gattling Tank
Health Information
HP: 300 Armor: Anti Air Vehicle Armor
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 360
Movement Information
Speed: 40 distance/sec
Turn rate: 180 deg/sec
Weapon Information
Turret Turn Rate: 180
1] Gattling Tank Gun (Anti Surface)
Damage: 15; 18.75 with Chain Guns Upgrade
Damage Type: Gattling
Attack Range: 150
Accuracy: 100%
Projectile Speed: Immediate
Continuous Fire 1 Cooldown: 400 msec (2 shots)
Continuous Fire 2 Cooldown: 200 ms (6 shots)
Continuous Fire 3 Cooldown: 100 ms (1000 shots)
2] Gattling Tank Anti Air Gun
Damage: 12; 15 with Chain Guns Upgrade
Damage Type: Small Arms
Attack Range: 350
Accuracy: 100%
Projectile Speed: Immediate
Continuous Fire 1 Cooldown: 400 msec (3 shots)
Continuous Fire 2 Cooldown: 200 ms (6 shots)
Continuous Fire 3 Cooldown: 100 ms (2000 shots)
Upgrade Information
- Chain Guns (China War Factory): +25% to all Gattling Weapons
Build Information
Prerequisite: China Nuke Gen. War Factory
Build Cost: 800
Build Time: 10 seconds
Notes
- Tends to attack air units first before ground units.
- Slot: 3

C.c.4) Troop Crawler
Health Information
HP: 240 Armor: Tank Armor
Vision Information
Vision Range: 175 Shroud Clearing Range: 400
Movement Information
Speed: 40 dist/sec; 30 when badly damaged
Turn rate: 120 deg/sec
Weapon Information
Deploy Infantry
Attack Range: 175
Special Feature Information
1] Transport
Only capable of transporting infantry
Can transport 8 infantry at maximum
10% damage to units inside when destroyed
Units are evacuated with a delay of 250 milliseconds per unit.
2] Healing Transport
10% infantry regeneration inside
3] Detector
Detects stealth units except when in garrison, Tunnel Network, and
transport
Detection Rate: 900 msec
Build Information
Prerequisite: China Nuke Gen. War Factory
Build Cost: 1400
Build Time: 15 seconds
Notes:
- Built with 8 Red Guards
- Slot: 8

C.c.5) Listening Outpost
Health Information
HP: 240 Armor: Tank Armor
Vision Information
Vision Range: 250 Shroud Clearing Range: 500
Movement Information
Speed: 40 dist/sec; 30 if badly damaged
Turn rate: 90 degrees per second
Special Feature Information
1] Reveals Enemy Path
2] Detector
Detection Rate: 900 ms
Detection Range: 300
Can not detect stealth if garrisoned in a Tunnel Network or Transport
3] Stealth
Stealth Delay: 2000 msec
Decloaks when moving or the passengers fire.
4] Battle and Healing Transport
Enables the infantry inside to fire, gaining Garrison Bonus (see Bonus
Modifier)
Can accomodate at most 2 infantry.
10% infantry regeneration inside.
10% damage to units inside when destroyed.
Units are evacuated at a 250 ms delay per unit
Build Information
Prerequisite: China Nuke General War Factory
Build Cost: 900
Build Time: 15 seconds
Notes
- Built with 2 Tank Hunters inside.
- Slot: 8
- Compared to standard Listening Outpost, this one is more expensive and the
riders tend to attack by going out the Outpost.

C.c.6) Overlord
Health Information
HP: 1100 Armor: Tank Armor
Experience Information
400 exp to veteran 200 exp as conscript/veteran
600 exp to elite 400 exp as elite
1200 exp to heroic 600 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 40 dist/sec
Turn rate: 80 deg/sec
Weapon Information
Overlord Tank Gun (Anti Surface)
Turret Turn Rate: 60 degrees/sec
Primary Damage: 80
Primary Damage Radius: 5
Secondary Damage: 20
Secondary Damage Radius: 10
Damage Type: Armor Piercing
Attack Range: 175
Projectile Speed: 300 distances/sec
Accuracy: 100% against vehicle, 10 max distance against infantry
Cooldown: 300 msec
2 shoots per clip
Reload Time: 2000 msec
Leaves Nuke Radiation Small
Special Feature Information
1] Can build one of the following:
a. Overlord Gattling Cannon
Turret Turn Rate: 60
Detects stealth units with detection rate: 500 ms
i. Gattling Gun (Anti Surface)
Damage: 10; 12.5 with Chain Guns Upgrade
Damage Type: Gattling
Range: 225
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
ii. Gattling Gun Air (Anti Air)
Damage: 5; 6.25 with Chain Guns Upgrade
Damage Type: Small Arms
Range: 400
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
b. Propaganda Tower
Enthusiam Bonus (see Bonus Modifier)
Radius: 150
Delay Between Updates: 2000 milliseconds
c. Battle Bunker
Allows up to 5 infantry to fire from inside Bunker, gaining
Garrison Bonus (see Bonus Modifiers)
50% damage to units inside when destroyed
2] Can crush vehicles
3] Nuclear Explosion (When an Overlord without Isotope Stability
upgrade explodes)
Primary Damage: 110
Primary Damage Radius: 80
Secondary Damage: 70
Secondary Damage Radius: 100
Range: 100
Damage Type: Explosion
Leaves Radiation Field Small
Upgrade Information
- Battle Bunker (Overlord Tank): Allows up to 5 infantry to attack from
inside Bunker. Each Overlord can only choose one from three choices:
Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Gattling Cannon (Overlord Tank): Installs a Gattling Cannon on the
Overlord, enabling it to effectively attack infantry and air units.
Each Overlord can only choose one from three choices: Battle Bunker,
Gattling Cannon, or Propaganda Tower.
- Propaganda Tower (Overlord Tank): Builds a Propaganda Tower on the
Overlord, giving the Overlord the ability to heal and increase the
fire rate of the nearby units. Each Overlord can only choose one from
three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Chaingun Upgrade (China War Factory) (Affects Overlord
Gattling Cannon only): +25% damage to all gattling weapons.
- Subliminal Messaging (China Propaganda Center) (Affects
Overlord Propaganda Tower only): +25% Enthusiasm Bonus and adds
regeneration rate from 1% to 2%.
Build Information
Prerequisites: China Nuke Gen. War Factory and China Nuke Gen.
Propaganda Center
Build Cost: 2000
Build Time: 22 seconds
Notes:
- Slot: 3

C.c.7) Electro Counter Measure (ECM) Tank
Health Information
HP: 300 Armor: Tank Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 360
Movement Information
Speed: 40 dist/sec
Turn rate: 180 degrees per second
Weapon Information
ECM Tank Vehicle Disabler (Anti Surface)
Turret Turn Rate: 180
Damage: 24
Damage Type: Subdual Vehicle
Cooldown: 100 milliseconds
Range: 200
Beam Speed: immediate
Duration: 210-640 ms
Special Feature Information
Missile Jammer
Cooldown: 650 ms
Inactive when disabling vehicles
Requires 1000 ms to be active again after the Disabler has been inactive
Build Information
Prerequisite: China Nuke Gen. War Factory, China Nuke Gen.
Propaganda Center
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 3
- When idle, unlike its Standard China ECM, this ECM will try to find an enemy
nearby.

C.c.8) Inferno Cannon
Health Information
HP: 120 Armor: Tank
Experience Information
100 exp to veteran 50 exp as conscript/veteran
200 exp to elite 100 exp as elite
400 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 20 distance/sec
Turn rate: 120 deg/sec; 90 when badly damaged
Weapon Information
Inferno Cannon Gun (Anti Surface)
Turret Turn Rate: 100
Damage: 30
Damage Radius: 15
Damage Type: Explosion
Attack Range: 300
Minimum Attack Range: 50
Cooldown: 4000 msec
Projectile Speed: 250 dist/second
Accuracy: unknown against vehicle, 30 max distances against
infantry
Creates Small Firefield (see Field Objects)
Creates Firestorm (see Field Objects) after 6 shell hits
Historic Bonus Time: 3000
Historic Bonus Radius: 20
Upgrade Information
- Black Napalm (China War Factory): +25% to all flame damage
Build Information
Prerequisites: China Nuke Gen. War Factory and China Nuke Gen.
Propaganda Center
Build Cost: 900
Build Time: 15 seconds
Notes:
- What differentiates the Black Napalm unupgraded Inferno and
Black Napalm upgraded Inferno is the firestorm and the small firefield
object it creates. The upgraded Inferno incites stronger firestorm.
- Slot: 3
- Will not acquire enemy without order.

C.c.9) Nuke Cannon
Health Information
HP: 240 Armor: Tank Armor
Experience Information
400 exp to veteran 50 exp as conscript 400 exp as heroic
600 exp to elite 100 exp as veteran
1000 exp to heroic 200 exp as elite
Vision Information
Vision Range: 180 Shroud Clearing Range: 350
Movement Information
Speed: 20; 18 when badly damaged
Turn rate: 90; 60 when badly damaged
Weapon Information
Turret Turn Rate: 80
Pack Time: 3333
Unpack Time: 3333
1] Nuke Cannon Gun (Anti Surface)
Primary Damage: 400
Primary Damage Radius: 50
Secondary Damage: 20
Secondary Damage Radius: 60
Damage Type: Explosion
Range: 350
Minimum Range: 150
Projectile Speed: 200 dist/sec
Cooldown: 10000 msec
Accuracy: unknown against vehicles, 10 max dist. against infantry
Leaves Radiation Field Medium
2] Nuke Cannon Neutron Gun (Anti Surface)
Damage: 1
Damage Radius: 10
Blast Radius: 70 (the radius in which all vehicles will be disabled)
Damage Type: Explosion
Range: 350
Minimum Range: 150
Projectile Speed: 200 dist/sec
Cooldown: 10000 msec
Accuracy: unknown against vehicles, 10 max dist. against infantry
Special Feature Information
1] Leaves Radiation Field Small upon death
2] Switches Weapons
Prerequisite: Neutron Shells upgrade
Nuke Cannon can choose what shell to fire, nuclear or Neutron shell.
Nuclear shell is destructive while Neutron shell kills pilots of vehicles, leaving
them vulnerable to seizure.
3] Ungarrison
Nuke Cannon's Neutron Shell can be used to ungarrison the buildings
below:
a. Civilian Buildings (including Civilian Bunker)
b. Bunker/Fortified Bunker
c. Palace
d. Tunnel Network
e. Internet Center
f. Fire Base
All vehicles unlucky enough to stay in the Tunnel Network when a Neutron
Shell comes to their way will be fried to death in the Tunnel Network.
4] Kill Pilot
Working in the same way as Jarmen Kell's Kill Pilot, the Neutron Shell
can get rid a driver from his/her vehicle, making it vulnerable to capture.
Upgrade Information
- Neutron Shell (Nuclear Missile): Enables the Nuke Cannon to launch a Neutron
Shell which can kill vehicle's driver and ungarrison buildings.
Build Information
Prerequisites: China Nuke Gen. War Factory and China Nuke Gen.
Propaganda Center
Build Cost: 1600
Build Time: 20 seconds
Notes:
- Needs to pack and unpack to shoot and move respectively.
- Slot: 10
- Will not acquire enemy without order.

C.c.10) Supply Truck
Health Information
HP: 300 Armor: Truck Armor
Experience Information
50 exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 40 distances/sec; 20 if badly damaged
Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
Supply Gathering
Max Boxes to carry: 4 ($300)
Supply Center Action Delay: 400 ms (one transaction)
Supply Warehouse Action Delay: 1000 ms per box (many small
transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a
warehouse, or Supply Trucks go home)
Warns the player when the Supply is exhausted.
Build Information
Prerequisite: China Nuke Gen. Supply Center
Build Cost: 600
Build Time: 10 seconds
Notes
- Slot: 2

C.c.11) Construction Dozer
Health Information
HP: 250 Armor: Dozer Armor
Vision Information
Vision Range: 150
Shroud Clearing Range: 300
Movement Information
Speed: 30; 25 when badly damaged
Turn rate: 90; 60 when badly damaged
Build Information
Prerequisite: China Nuke Gen. Command Center
Build Cost: 1000
Build Time: 5 seconds
Special Feature Information
1] Builder
Construction Dozer can build China Nuke Gen. buildings. See
Tip and Trick session to build other factions' buildings.
2] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Disarm Delay: 1200 ms per Disarm attempt
Disarm Recharge Time: 4000 ms
Detection Rate: 500 msec
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
3] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
Notes:
- Slot: 5

D. China Tank General
----------------------------------
(a) China Tank General Aircraft
----------------------------------
D.a.1) MiG
Health Information
HP: 160; 200 HP with MiG Armor Armor: Airplane Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 300
Movement Information
Speed: 160 dist/sec
Turn rate: 120 degrees per second;90 while badly damaged
Acceleration: 110; 30 while badly damaged
Weapon Information
Napalm Missile (Anti Surface and Air)
Primary Damage: 75
Primary Radius: 5
Secondary Damage: 40; 50 with Black Napalm
Secondary Radius: 30
Damage Type: Jet Missile Damage; Explosion with Black Napalm
Cooldown: 300 milliseconds
Range: 320 Minimum Range: 80
Missile Speed: 300 dist/sec
Clip Size: 2 shots
Clip Reload Time: 8000 milliseconds; 2000 ms with Black Napalm upgrade
Homing missiles
Missile detonation creates a Small Firefield.
Creates a Firestorm after 8 missile hit.
Upgrade Information
- Black Napalm (China War Factory): +25% damage to
all flame weapons
- MiG Aircraft Armor (China Air Field): +25% MiG maximum
health (+40 HP)
Build Information
Prerequisite: China Tank Gen. Air Field
Build Cost: 1600
Build Time: 12 seconds
Notes
- A Black Napalm upgraded MiG will cast a stronger firestorm than an
unupgraded one. Also, an upgraded MiG will reload quicker than an unupgraded
one.
- Returns to base after being idle for 10 seconds.

D.a.2) Helix
Health Information
HP: 300 Armor: Chinook Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript 200 Exp as Heroic
200 Exp to Elite 100 Exp as Veteran
400 Exp to Heroic 150 Exp as Elite
Vision Information
Vision Range: 200 Shroud Clearing Range: 600
Movement Information
Speed: 75 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 60; 30 while badly damaged
Weapon Information
Helix Minigun (Anti Surface)
Primary Damage: 6
Damage Type: Comanche Vulcan
Cooldown: 100 milliseconds
Range: 120
Missile Speed: immediate
Build Information
Prerequisite: China Tank Gen. Airfield
Build Cost: 2000
Build Time: 25 seconds
Special Feature Information
1] Can build one of the following
a. Battle Bunker
Allows infantry inside to fire and gives them Garrison Bonus
(see Bonus Modifier)
b. Gattling Cannon
Turret Turn Rate: 60 degrees/sec
Detects stealth units
Detection Rate: 1500 msec
Detection Range: 200
- Gattling Gun (Anti Surface)
Damage: 10; 12.5 with Chain Guns upgrade
Damage Type: Gattling
Range: 225
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
- Gattling Gun Air (Anti Air)
Damage: 5; 6.25 with Chain Guns upgrade
Damage Type: Small Arms
Range: 400
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
c. Propaganda Tower
Enthusiam Bonus (see Bonus Modifier)
Radius: 150
Delay Between Updates: 2000 milliseconds
2] Napalm Bomb
Drops a deadly napalm bomb on the ground below the chopper.
Primary Damage: 75
Primary Damage Radius: 5
Secondary Damage: 40
Secondary Damage Radius: 30
Damage Type: Explosion
Bomb Speed: 10 dist/sec (slow, but sure:))
Range: 10
Creates a Firestorm Small Field; a Black Napalm Firestorm Small Field if
Black Napalm is upgraded
Recharge Time: 10000 ms
Range: 3
Unpack Time: 500 ms
Preparation Time: 100 ms (making a total of 600 ms delay before dropping bomb)
3] Transport
Can transport infantry and most vehicles alike (except Nuke Cannon)
Transport Slot: 5
100% damage to all units inside if destroyed (China Airways does not provide
free parachutes....)
Evacuation Delay per Unit: 100 ms
Upgrade Information
- Battle Bunker (Helix): Allows up to 5 infantry to attack from
inside Bunker. Each Helix can only choose one from three choices:
Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Gattling Cannon (Helix): Installs a Gattling Cannon on the
Helix, enabling it to effectively attack infantry and air units.
Each Helix can only choose one from three choices: Battle Bunker,
Gattling Cannon, or Propaganda Tower.
- Propaganda Tower (Helix): Builds a Propaganda Tower on the
Helix, giving the Helix the ability to heal and increase the
fire rate of the nearby units. Each Helix can only choose one from
three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Chaingun Upgrade (China War Factory) (Affects Helix Gattling
Cannon only): +25% damage to all gattling weapons.
- Subliminal Messaging (Propaganda Center) (Affects Helix Propaganda Tower
only): +25% Enthusiasm Bonus and adds regeneration rate from 1% to 2%
(see Bonus Modifier).
- Napalm Bomb (Helix): Enables Helix to drop a Napalm Bomb, incinerating
the grounds.
- Black Napalm (China War Factory): Increases the damage of the
Napalm Bomb's fire.
Notes
- Can not land, except when being repaired at the Air Field or when loading
passengers.

D.a.3) China Cargo Plane
Health Information
HP: 1000 Armor: Airplane
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Cluster Mines, Battlemaster Tank Drop, Reinforcement Pad vehicle,
and EMP Pulse
- Door open time: 500 ms
- Drops delay for each Battlemaster Tank: 150 ms (Level 1); 80 ms (Lv 2 & 3)

D.a.4) China Jet Carpet Bomber
Health Information
HP: 1000 Armor: Airplane
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Carpet Bombs containing 10 bombs
- Door open time: 500 ms
- Delay between each bomb: 300 ms

----------------------------------
(b) China Tank General Infantry
---------------------------------
D.b.1) Red Guard
Health Information
HP: 120 Armor: Human Armor
Experience Information
20 Exp to Veteran 5 Exp as Conscript/Veteran
40 Exp to Elite 10 Exp as Elite
80 Exp to Heroic 20 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 while badly hurt
Turn Rate: Infinite
Weapon Information
Red Guard Machine Gun (Anti Surface)
Damage: 15
Damage Type: Small Arms
Range: 100
Cooldown: 1000
Projectile Speed: Immediate
Accuracy: 100%
Special Feature Information
1] Horde Bonus
Condition: at least 5 Red Guards/Tank Hunters march together
Rub Off Radius: 60
Update Time: 1000 ms
Group Radius: 30
2] Capture Building
Prerequisite: Capture Building Upgrade
Recharge Time: 15000 ms
Range: 5
Unpack Time: 3000 ms
Capture Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 4
Upgrade Information
- Nationalism (Propaganda Center): +25% Horde Bonus.
- Capture Building (Barracks): Enables Red Guard to capture
most neutral/hostile buildings.
~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
Prerequisite: China Tank Gen. Barracks
Build Cost: 375
Build Time: 12 seconds
Note that it is not allowed to build only a single Red Guard.
Red Guards will always be created in pair.
Notes:
- Slot: 1

D.b.2) Tank Hunter
Health Information
HP: 100 Armor: Human Armor
Experience Information
100 exp to veteran 20 experience as conscript/veteran
200 exp to elite 40 experience as elite
400 exp to heroic 60 experience as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 400
Movement Information
Speed: 20 dist/sec; 10 when badly hurt
Turn rate: infinite (500)
Weapon Information
Tank Hunter Missile Launcher (Anti Surface and Anti Air)
Damage: 40
Damage Radius: 5
Damage Type: Infantry Missile
Attack Range: 175
Minimum Range: 5
Projectile Speed: 225 dist/sec
Cooldown: 1000 millisecond
Missile Turning Rate: 100 degrees/sec
Accuracy: 100% against vehicles/buildings, 10 max distance to miss
against infantry
Homing missile
Special Feature Information
1] Horde Bonus
Condition: at least 5 Red Guards/Tank Hunters march together
Rub Off Radius: 60
Update Time: 1000 ms
Group Radius: 30
2] TNT Charge
Places a TNT Charge on hostile vehicles/buildings.
Primary Damage: 500
Primary Damage Radius: 10
Secondary Damage: 150
Secondary Damage Radius: 50
Damage Type: Explosion
Attack Range: 5
Timer: 10000 ms
Recharge Time: 7500 ms
Escapes 100 distances after placing TNT
Does not expire when the charger dies.
Can not be attached to infantry or friendly units/buildings.
Upgrade Information
- Nationalism (Propaganda Center): +25% Horde Bonus upgrade.
~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
Prerequisite: China Tank General Barracks
Cost: 375
Build Time: 7 seconds
Notes:
- Slot: 1

D.b.3) Hacker
Health Information
HP: 100 Armor: Human Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript 400 Exp as Heroic
300 Exp to Elite 100 Exp as Veteran
500 Exp to Heroic 150 Exp as Elite
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 10 when badly hurt
Turn rate: immediate
Special Feature Information
1] Disable Building
Recharging Time: 4000 ms
Range: 150
Unpack Time: 7300 ms
Preparation Tiime: 3000 ms
Pack Time: 5133 ms
Effect Duration: 2000 ms
Exp. Gained: 0
Can’t disable Defense Building
2] Hack Internet
Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
$10 (as heroic) per 2 seconds (1.8 seconds if inside an Internet Center)
Unpack Time: 7300 ms
Randomly adds or substracts 20% to pack and unpack time.
Pack Time: 5133 ms
Exp. Gained: 1
Build Information
Prerequisite: China Tank Gen. Barracks, China Tank Gen. Propaganda Center
Cost: 780
Build Time: 20 seconds
Notes:
- Slot: 1

D.b.4) Black Lotus
Health Information
HP: 200 Armor: Human
Experience Information
150 exp to veteran 50 exp as conscript 400 exp as heroic
450 exp to elite 100 exp as veteran
900 exp to heroic 150 exp as elite
Vision Information
Vision Range: 300 Shroud Clearing Range: 400
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn rate: infinite
Special Feature Information
1] Stealth
Stealth Delay: 2500 msec
Stealthed except when using ability
2] Crush Immunity
3] Detector
Detects stealth units except when in garrison, Tunnel Network,
and transport
Detection Rate: 500 ms
Unknown Detection Range
4] Capture Building
Range: 150
Unpack Time: 6730 ms
Preparation Time: 6000 ms
Pack Time: 2800 ms
Experience Gained: 20
5] Disable Vehicle
Range: 150
Unpack Time: 2000 ms
Preparation Time: 2000 ms
Pack Time: 1000 ms
Effect Duration: 15000 ms
Experience Gained: 0
6] Steal Cash
Pack Time: 5800 ms
Preparation Time: 6000 ms
Range: 150
Cash Stolen: 1000
Unpack Time: 6730 ms
Experience Gained: 20
Recharge Time: 2000 ms
Build Information
Prerequisites: China Tank General Barracks, Tank General Propaganda Center
Cost: 1875
Time: 20 seconds
Notes:
- Limit: 1
- Slot: 1
- Will not acquire enemy when idle.

-----------------------------------
(c) China Tank General Vehicles
----------------------------------

D.c.1) Battlemaster
Health Information
HP: 400 Armor: Tank Armor
Experience Information
200 exp to veteran 100 exp as conscript/veteran
300 exp to elite 200 exp as elite
600 exp to heroic 400 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 25 dist/sec;
with Nuclear Tank upgrade: 35 dist/sec; 32 when badly damaged
Turn rate: 180
Weapon Information
Battlemaster Tank Gun (Anti Surface)
Turret Turn Rate: 120
Damage: 60; 75 with Uranium Shells upgrade
Damage Radius: 5
Damage Type: Armor Piercing
Attack Range: 150
Projectile Speed: 400 ms/sec
Clip size: 3 (only when Auto Loader is researched)
Cooldown: 500 ms (only when Auto Loader is researched)
Reload Time: 2000 ms
Accuracy: 100% against vehicles/buildings, 10 max distance to
miss against infantry
Special Feature Information
1] Horde Bonus
Conditions: at least 5 Battlemaster Tanks march together
Rub off Radius: 150
Update Time Rate: 1000 ms
Group Radius: 75
2] Nuclear Explosion (Tank destroyed with Uranium Shells upgrade)
Primary Damage: 25
Primary Damage Radius: 25
Secondary Damage: 10
Secondary Damage Radius: 75
Damage Type: Explosion
Range: 100
Leaves Radiation Field Small
3] Veterancy Level
Always starts as veteran
Upgrade Information
- Nationalism (Propaganda Center): +25% Horde Bonus Upgrade
- Uranium Shell (Nuclear Missile): +25% Battlemaster Damage
- Nuclear Tank (Nuclear Missile): +25% speed to Battlemaster
- Auto Loader (Tank Gen. Propaganda Center): Battlemasters fires more
shells before reloading, making it more destructive.
~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
Prerequisite: China Tank Gen. War Factory
Build Cost: 700
Build Time: 12 seconds
Notes
- Slot: 3

D.c.2) Dragon Tank
Health Information
HP: 280 Armor: Dragon Tank
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 180
Weapon Information
Dragon Tank Flame Weapon (Anti Surface)
Turret Turn Rate: 120
Primary Damage: 10; 12.5 with Black Napalm
Primary Damage Radius: 5
Secondary Damage: 1; 1.25 with Black Napalm
Secondary Damage Radius: 10
Damage Type: Flame
Attack Range: 75; adds a minimum attack range: 10 if Black Napalm is
researched (yeakh! what did those scientists do on this already weak tank?)
Projectile Speed: 300 dist/sec
Projectile Turn Rate: 5 degrees/sec
Cooldown: 40 milliseconds
Clip Reload Time: 40 milliseconds
Accuracy: 100%
Clip Size: 30 (total number of shots in a clip)
Can empty garrisoned buildings
Upgrade Information
- Black Napalm (China War Factory): +25% to all flame damage
Special Feature Information
1] Firewall
Primary Damage: 10; 12.5 with Black Napalm
Primary Damage Radius: 5
Secondary Damage: 1; 1.25 with Black Napalm
Secondary Damage Radius: 10
Damage Type: Flame
Attack Range: 25
Cooldown: 40 milliseconds
Projectile Turn Rate: 5 degrees/sec
Projectile Speed: 300 dist/sec
Not homing
Leaves Firewall Segment
2] Ungarrison
Dragon Tank's Flame Weapon can be used to ungarrison garrisonable
Civilian Buildings.
3] Veterancy Level
Always starts as veteran
Build Information
Prerequisite: China Tank Gen. War Factory
Build Cost: 700
Bld Time: 10
Notes
- Slot: 3

D.c.3) Gattling Tank
Health Information
HP: 300 Armor: Anti Air Vehicle Armor
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 360
Movement Information
Speed: 40 distance/sec
Turn rate: 180 deg/sec
Weapon Information
Turret Turn Rate: 180
1] Gattling Tank Gun (Anti Surface)
Damage: 15; 18.75 with Chain Guns Upgrade
Damage Type: Gattling
Attack Range: 150
Accuracy: 100%
Projectile Speed: Immediate
Continuous Fire 1 Cooldown: 400 msec (2 shots)
Continuous Fire 2 Cooldown: 200 ms (6 shots)
Continuous Fire 3 Cooldown: 100 ms (1000 shots)
2] Gattling Tank Anti Air Gun (Anti Air)
Damage: 12; 15 with Chain Guns Upgrade
Damage Type: Small Arms
Attack Range: 350
Accuracy: 100%
Projectile Speed: Immediate
Continuous Fire 1 Cooldown: 400 msec (3 shots)
Continuous Fire 2 Cooldown: 200 ms (6 shots)
Continuous Fire 3 Cooldown: 100 ms (2000 shots)
Special Feature Information
Veterancy Level
Always starts as veteran
Upgrade Information
- Chain Guns (China War Factory): +25% to all Gattling Weapons
Build Information
Prerequisite: China Tank Gen. War Factory
Build Cost: 700
Build Time: 10 seconds
Notes
- Tends to attack air units first before ground units.
- Slot: 3

D.c.4) Troop Crawler
Health Information
HP: 240 Armor: Tank Armor
Vision Information
Vision Range: 175 Shroud Clearing Range: 400
Movement Information
Speed: 40 dist/sec; 30 when badly damaged
Turn rate: 120 deg/sec
Weapon Information
Deploy Infantry
Attack Range: 175
Special Feature Information
1] Transport
Only capable of transporting infantry
Can transport 8 infantry at maximum
10% damage to units inside when destroyed
Units are evacuated with a delay of 250 milliseconds per unit.
2] Healing Transport
10% infantry regeneration inside
3] Detector
Detects stealth units except when in garrison, Tunnel Network, and
transport
Detection Rate: 900 msec
Build Information
Prerequisite: China Tank General War Factory
Build Cost: 1200
Build Time: 15 seconds
Notes:
- Built with 8 Red Guards
- Slot: 8

D.c.5) Listening Outpost
Health Information
HP: 240 Armor: Tank Armor
Vision Information
Vision Range: 250 Shroud Clearing Range: 500
Movement Information
Speed: 40; dist/sec; 30 if badly damaged
Turn rate: 90 degrees per second
Special Feature Information
1] Reveals Enemy Path
2] Detector
Detection Rate: 900 ms
Detection Range: 300
Can not detect stealth if garrisoned in a Tunnel Network or Transport
3] Stealth
Stealth Delay: 2000 msec
Decloacks when moving or the passengers fire.
4] Battle and Healing Transport
Enables the infantry inside to fire, gaining Garrison Bonus (see Bonus
Modifier)
Can accomodate at most 2 infantry.
10% infantry regeneration inside.
10% damage to units inside when destroyed.
Units are evacuated at a 250 ms delay per unit
Build Information
Prerequisite: China Tank General War Factory
Build Cost: 950
Build Time: 15 seconds
Notes
- Built with 2 Tank Hunters inside.
- Slot: 8
- Unlike its Standard China and Infantry General counterparts, this Listening
Outpost will actively search for nearby enemy when idle.

D.c.6) Emperor Overlord
Health Information
HP: 1100 Armor: Tank Armor
Experience Information
400 exp to veteran 200 exp as conscript/veteran
600 exp to elite 400 exp as elite
1200 exp to heroic 600 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 20 dist/sec; 30 with Nuclear Tank Upgrade
Turn rate: 60 deg/sec
Weapon Information
Emperor Tank Gun (Anti Surface)
Turret Turn Rate: 60 degrees/sec
Primary Damage: 80; 100 with Uranium Shells Upgrade
Primary Damage Radius: 5
Secondary Damage: 20; 25 with Uranium Shells Upgrade
Secondary Damage Radius: 10
Damage Type: Armor Piercing
Attack Range: 175
Projectile Speed: 300/sec
Accuracy: 100% against vehicle, 10 max distance against infantry
Cooldown: 300 msec
2 shoots per clip
Reload Time: 2000 msec
Special Feature Information
1] Propaganda Tower (automatically built)
Enthusiam Bonus (see Bonus Modifier)
Radius: 150
Delay Between Updates: 2000 milliseconds
2] Can build Gattling Cannon on the Emperor
a. Overlord Gattling Cannon
Turret Turn Rate: 60
Detects stealth units with detection rate: 500 ms
- Gattling Gun (Anti Surface)
Damage: 10; 12.5 with Chain Guns Upgrade
Damage Type: Gattling
Range: 225
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
- Gattling Gun Air (Anti Air)
Damage: 5; 6.25 with Chain Guns Upgrade
Damage Type: Small Arms
Range: 400
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
3] Can crush vehicles
4] Nuclear Explosion (When a Nuclear Tank upgraded Emperor explodes)
Primary Damage: 25
Primary Damage Radius: 25
Secondary Damage: 10
Secondary Damage Radius: 75
Damage Type: Explosion
Range: 100
Leaves Radiation Field Small
5] Veterancy Level
Always starts as veteran
Upgrade Information
- Uranium Shells (Nuclear Missile): +25% Emperor/Battlemaster Main
Gun Damage
- Nuclear Tank (Nuclear Missile): +25% Emperor/Battlemaster Speed.
Leaves a nuclear waste upon its death.
- Gattling Cannon (Emperor Tank): Installs a Gattling Cannon on the
Emperor, enabling it to effectively attack infantry and air units.
- Chaingun Upgrade (China War Factory) (Affects Emperor Gattling
Cannon only): +25% damage to all gattling weapons.
- Subliminal Messaging (Propaganda Center) ): +25% Enthusiasm
Bonus and adds regeneration rate from 1% to 2%. (Theoretically, it works, but
when I tested it, it did not seem to heal quicker....)
Build Information
Prerequisites: China Tank Gen. War Factory and Tank Gen. Propaganda Center
Build Cost: 1900
Build Time: 20 seconds
Notes:
- Slot: 3

D.c.7) Electro Counter Measure (ECM) Tank
Health Information
HP: 300 Armor: Tank Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 360
Movement Information
Speed: 40 dist/sec
Turn rate: 180 degrees per second
Weapon Information
ECM Tank Vehicle Disabler (Anti Surface)
Turret Turn Rate: 180
Damage: 24
Damage Type: Subdual Vehicle
Cooldown: 100 milliseconds
Range: 200
Beam Speed: immediate
Duration: 210-640 ms
Special Feature Information
1] Missile Jammer
Cooldown: 650 ms
Inactive when disabling vehicles
Requires 1000 ms to be active again after the Disabler has been inactive
2] Veterancy Level
Always starts as veteran
Build Information
Prerequisites: Tank Gen. War Factory and Tank Gen. Propaganda Center
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 3
- When idle, unlike its Standard China ECM, this ECM will try to find an enemy
nearby.

D.c.8) Supply Truck
Health Information
HP: 300 Armor: Truck Armor
Experience Information
50 exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 40 distances/sec; 20 if badly damaged
Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
Supply Gathering
Max Boxes to carry: 4 ($300)
Supply Center Action Delay: 400 ms (one transaction)
Supply Warehouse Action Delay: 1000 ms per box (many small
transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a
warehouse, or Supply Trucks go home)
Warns the player when the Supply is exhausted.
Build Information
Prerequisite: China Tank General Supply Center
Build Cost: 600
Build Time: 10 seconds
Notes
- Slot: 2

D.c.9) Construction Dozer
Health Information
HP: 250 Armor: Dozer Armor
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 90 deg/sec; 60 when badly damaged
Special Feature Information
1] Builder
Construction Dozer can build China Tank Gen. buildings. See
Tip and Trick session to build other factions' buildings.
2] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Detection Rate: 500 msec
Disarm Delay: 1200 ms per Disarm attempt
Disarm Recharge Time: 4000 ms
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
3] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
Build Information
Prerequisite: China Tank General Command Center
Build Cost: 1000
Build Time: 5 seconds
Notes:
- Slot: 5

E. Boss General
---------------------------
(a) Boss General Aircraft
---------------------------
E.a.1) MiG
Health Information
HP: 160; 200 HP with MiG Armor Armor: Airplane Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 300
Movement Information
Speed: 160 dist/sec
Turn rate: 120 degrees per second;90 while badly damaged
Acceleration: 110; 30 while badly damaged
Weapon Information
Napalm Missile (Anti Surface and Anti Air)
Primary Damage: 75
Primary Radius: 5
Secondary Damage: 40; 50 with Black Napalm
Secondary Radius: 30
Damage Type: Jet Missile Damage; Explosion with Black Napalm
Cooldown: 300 milliseconds
Range: 320 Minimum Range: 80
Missile Speed: 300 dist/sec
Clip Size: 2 shots
Clip Reload Time: 8000 milliseconds; 2000 ms with Black Napalm upgrade
Homing missiles
Missile detonation creates a Small Firefield.
Creates a Firestorm after 8 missile hit.
Upgrade Information
- Black Napalm (Boss General War Factory): +25% damage to all flame weapons
- MiG Aircraft Armor (Boss General Air Field): +25% MiG maximum health
(+40 HP)
Build Information
Prerequisite: Boss General Air Field
Build Cost: 1200
Build Time: 10 seconds
Notes
- A Black Napalm upgraded MiG will cast a stronger firestorm than an
unupgraded one. Also, an upgraded MiG will reload quicker than an unupgraded
one.
- Returns to base after being idle for 10 seconds.

E.a.2) King Raptor
Health Information
HP: 160 Armor: Airplane Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 400
Movement Information
Speed: 175 distances/sec; 120 when badly damaged
Turn rate: 120 degrees per second; 90 while badly damaged
Acceleration: 120; 30 while badly damaged
Weapon Information
King Raptor Jet Missile (Anti Surface and Anti Air)
Damage: 125; 140 with Laser Guided Missile
Radius: 5
Damage Type: Jet Missile
Cooldown: 75 milliseconds
Range: 350 Minimum Range: 100
Missile Speed: 1000 dist/sec
Clip Size: 6 shots Clip Reload Time: 2000 milliseconds
Accuracy: 100% against vehicles, may miss up to 10 distances against infantry
Homing missiles
Special Feature Information
1] Point Defense Laser
Target: Ballistic Missiles, Missiles
Scan Rate: 10 Scan Range: 200
Damage: 100 Range: 65
Cooldown: 250
2] Eject Pilot
When a veteran, elite, or heroic King Raptor is destroyed, it will
eject its pilot. A veteran King Raptor will eject a veteran pilot,
etc. More information on Pilot session.
3] Detector
Scan Rate: 500
Build Information
Prerequisite: Boss General Airfield
Build Cost: 1100
Build Time: 20 seconds
Upgrade Information
- Advanced Training (Boss Gen. Particle Cannon Uplink): King Raptor gains
veterancy as twice as fast.
~ Laser Guided Missile (USA Air Field): Adds King Raptor's missile damage
Notes
- Returns to base after idle for 10000 ms

E.a.3) Aurora Bomber
Health Information
HP: 80
Armor: Airplane Armor
Countermeasure Airplane Armor with Countermeasures upgrade
Experience Information
200 Exp to Veteran 200 Exp as Conscript/Veteran
400 Exp to Elite 400 Exp as Elite/Heroic
800 Exp to Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 600
Movement Information
When attacking (Supersonic Mode): 480 dist/sec; 240 if badly damaged
Turn Rate (Supersonic Mode): 180 degrees/sec; 90 when badly damaged
100 ms required to change from Supersonic Mode to Sluggish
Mode (Returning for Ammo)
2000 ms required to remain untargetable
When returning for reloading (Sluggish Mode): 150 dist/sec; 100 if badly damaged
Turn Rate (Sluggish Mode): 90 degress/sec; 60 if badly damaged
When moving (Normal Mode): 180 dist/sec; 120 if badly damaged
Turn Rate (Normal Mode): 180 degrees/sec; 90 if badly damaged
Weapon Information
Aurora Bomb (Anti Surface)
Damage: 400 Radius: 20
Damage Type: Aurora Bomb
Range: 300
Missile Speed: 480 dist/sec
Clip Size: 1 shot Clip Reload Time: 5000 milliseconds
Not a homing missile
Build Information
Prerequisite: Boss General Airfield
Build Cost: 2500
Build Time: 30 seconds
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Aurora Bomber is destroyed, it will
eject its pilot. A veteran Aurora Bomber will eject a veteran pilot,
etc. More information on Pilot session.
2] Flare
Prerequisite: Countermeasures upgrade
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Evasion rate per flare: 50%
Must reload at the Airfield
Upgrade Information
- Advanced Training (Boss Gen. Particle Cannon Uplink): Aurora gains veterancy
as twice as fast.
~ Countermeasure (USA Air Field): Installs a missile distraction system and
armor that is more resistant to AA weapons.
Notes
- Returns to base if idle for 10000 ms

E.a.4) Helix
Health Information
HP: 300 Armor: Chinook Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript 200 Exp as Heroic
200 Exp to Elite 100 Exp as Veteran
400 Exp to Heroic 150 Exp as Elite
Vision Information
Vision Range: 300 Shroud Clearing Range: 600
Movement Information
Speed: 75dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 60; 30 while badly damaged
Weapon Information
Helix Minigun (Anti Surface)
Primary Damage: 6
Damage Type: Comanche Vulcan
Cooldown: 100 milliseconds
Range: 120
Missile Speed: immediate
Special Feature Information
1] Can build one of the following
a. Battle Bunker
Allows infantry inside to fire and gives them Garrison Bonus (see Bonus
Modifier)
b. Gattling Cannon
Turret Turn Rate: 60 degrees/sec
Detects stealth units
Detection Rate: 1500 msec
Detection Range: 200
- Gattling Gun (Anti Surface)
Damage: 10; 12.5 with Chain Guns upgrade
Damage Type: Gattling
Range: 225
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
- Gattling Gun Air (Anti Air)
Damage: 5; 6.25 with Chain Guns Upgrade
Damage Type: Small Arms
Range: 400
Projectile Speed: Immediate
Accuracy: 100%
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
c. Propaganda Tower
Enthusiam Bonus (see Bonus Modifier)
Radius: 150
Delay Between Updates: 2000 milliseconds
2] Napalm Bomb
Drops a deadly napalm bomb on the ground below the chopper.
Primary Damage: 75
Primary Damage Radius: 5
Secondary Damage: 40
Secondary Damage Radius: 30
Damage Type: Explosion
Bomb Speed: 10 dist/sec (slow, but sure:))
Range: 10
Creates a Firestorm Small Field; a Black Napalm Firestorm Small Field if
Black Napalm is upgraded
Recharge Time: 10000 ms
Range: 3
Unpack Time: 500 ms
Preparation Time: 100 ms (making a total of 600 ms delay before
dropping bomb)
3] Transport
Can transport infantry and most vehicles alike (except Nuke Cannon)
Transport Slot: 5
100% damage to all units inside if destroyed (China Airways does not provide
free parachutes....)
Evacuation Delay per Unit: 100 ms
Upgrade Information
- Battle Bunker (Helix): Allows up to 5 infantry to attack from
inside Bunker. Each Helix can only choose one from three choices:
Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Gattling Cannon (Helix): Installs a Gattling Cannon on the
Helix, enabling it to effectively attack infantry and air units.
Each Helix can only choose one from three choices: Battle Bunker,
Gattling Cannon, or Propaganda Tower.
- Propaganda Tower (Helix): Builds a Propaganda Tower on the
Helix, giving the Helix the ability to heal and increase the
fire rate of the nearby units. Each Helix can only choose one from
three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Chaingun Upgrade (Boss Gen./China War Factory) (Affects Helix Gattling
Cannon only): +25% damage to all gattling weapons.
- Subliminal Messaging (Boss Gen. Nuclear Missile) (Affects Helix Propaganda
Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
to 2% (see Bonus Modifier).
- Napalm Bomb (Helix): Enables Helix to drop a Napalm Bomb, incinerating
the grounds.
- Black Napalm (Boss Gen./China War Factory): Increases the damage of Helix's
Napalm Bomb flame damage.
Build Information
Prerequisite: Boss General Airfield
Build Cost: 1200
Build Time: 10 seconds
Notes
- Can not land, except when being repaired at the Air Field or when loading
passengers.

E.a.5) Spectre Gunship
Health Information
HP: 600
Armor: Spectre Gunship Armor;
Countermeasures Spectre Gunship Armor
Experience Information
40 Exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Moving to the destination
Speed: 290 distances/sec; 200 if badly damaged
Turn rate: 50 degrees per second
Patrolling an area
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 50 degrees per second
Patroling radius: 250
Patroling time: 15000 ms
Weapon Information
Spectre Howitzer Gun (Anti Surface)
Damage: 80 Radius: 25
Damage Type: Explosion
Continuous Fire 1 Cooldown: 777 msec (1 shoot)
Continuous Fire 2 Cooldown: 518 msec (2 shoots)
Continuous Fire 3 Cooldown: 389 msec (2000 shoots)
Range: 2222 (but it can only shoot inside its patrolling radius)
Missile Speed: 1111 distances/sec (immediate)
Not a homing missiles
Spectre Gunship Gattling Cannon
Damage: 90
Range: 2222 (but it can only shoot inside its patrolling radius)
Gattling shot area: 20
Damage Type: Gattling
Continuous Fire 1 Cooldown: 100 msec (1 shoot)
Continuous Fire 2 Cooldown: 50 msec (2 shoots)
Continuous Fire 3 Cooldown: 25 msec (2000 shoots)
Combination of both weapons have some modifiers
Delay between each attempted shot of Howitzer: 300 ms
Delay for Howitzer to shoot after Gattling Cannon shot: 400 ms
Attack Area Radius: 200
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Evasion rate per flare: 50%
Must reload at the Airfield
Upgrade Information
~ Countermeasure (US Air Field): Installs a missile-distracting chaff system and
armor that is more resistant to AA weapons.
Build Information
Prerequisite: Boss General Spectre Gunship General Power (Level 5)
Notes

E.a.6) China Cargo Plane
Health Information
HP: 1000 Armor: Airplane
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Cluster Mines and EMP Pulse
- Door open time: 500 ms

E.a.7) China Jet Carpet Bomber
Health Information
HP: 1000 Armor: Airplane
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Carpet Bombs containing 10 bombs
- Door open time: 500 ms
- Delay between each bomb: 300 ms

---------------------------
(b) Boss General Infantry
---------------------------
E.b.1) Ranger
Health Information
HP: 180
Armor: Human Armor; Chemical Suit Human Armor with Chemical Suits upgrade
Experience Information
40 Exp to Veteran 20 Exp as Conscript/Veteran
60 Exp to Elite 40 Exp as Elite
120 Exp to Heroic 60 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 400
Movement Information
Speed: 20 distances/sec; 10 if badly wounded
Turn rate: 500 degrees per second (infinite)
Weapon Information
1] Advanced Combat Rifle (Anti Surface)
Damage: 5
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 100
Missile Speed: immediate
Clip Size: 3 shots Clip Reload Time: 700 milliseconds
2] Flash Bang Grenade
Primary Damage: 25 Primary Radius: 10
Secondary Damage: 10 Secondary Radius: 40
Damage Type: Surrender
Cooldown: 2000 milliseconds
Range: 175 Minimum Range: 20
Missile Speed: 120 dist/sec
Accuracy: 96% against unmoving target (may miss as much as 4
distance radius from the target)
Empties garrisoned building
Special Feature Information
1] Capture Building
Prerequisite: Capture Building Upgrade
Range: 5
Unpack Time: 3000 ms
Capture Time: 20000 ms
Pack Time: 2000 ms
Exp Gained: 15
2] Rifle/Flash Bang Options
Prerequisite: Flash Bang Upgrade
Switches weapon from Rifle to Flash Bang or vice versa.
3] Ungarrison
Ranger's Flash Bang can be used to ungarrison garrisonable Civilian
Buildings.
4] Combat Drop
Prerequisite: Chinook
Drops Ranger by Chinook to occupy a garrisonable civilian building
controlled by hostile units. All hostile units inside will be exterminated.
It usually takes one Ranger as a war casualty. If the building is not garrisoned,
Rangers automatically garrison in that building. See Chinook in USA Units
section for more info.
Upgrade Information
- Capture Building (Barracks): Enables Ranger to capture most hostile
buildings or tech buildings.
- Flash Bang Grenade (Boss General Barracks): Allows Ranger to switch
weapon from Rifle to Flash-Bang or vice versa.
- Advanced Training (Boss Gen. Particle Cannon Uplink): Ranger gains veterancy
as twice as fast.
- Chemical Suits (Boss Gen. Barracks): Increases Ranger defense against Poison,
Radiation, and Microwave.
Build Information
Prerequisite: Boss General Barracks
Build Cost: 225
Build Time: 5 seconds
Notes
- Slot: 1

E.b.2) Tank Hunter
Health Information
HP: 100
Armor: Human Armor; Chemical Suit Human Armor with Chemical Suits
upgrade
Experience Information
100 exp to veteran 20 experience as conscript/veteran
200 exp to elite 40 experience as elite
400 exp to heroic 60 experience as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 400
Movement Information
Speed: 20 dist/sec; 10 when badly hurt
Turn rate: infinite (500)
Weapon Information
Tank Hunter Missile Launcher (Anti Surface and Air)
Damage: 40
Damage Radius: 5
Damage Type: Infantry Missile
Attack Range: 175
Minimum Range: 5
Projectile Speed: 225 dist/sec
Cooldown: 1000 millisecond
Missile Turning Rate: 100 degrees/sec
Accuracy: 100% against vehicles/buildings, 10 max distance to miss
against infantry
Homing missile
Special Feature Information
1] Horde Bonus
Condition: at least 5 Red Guards/Tank Hunters march together
Rub Off Radius: 60
Update Time: 1000 ms
Group Radius: 30
2] TNT Charge
Places a TNT Charge on hostile vehicles/buildings.
Primary Damage: 500
Primary Damage Radius: 10
Secondary Damage: 150
Secondary Damage Radius: 50
Damage Type: Explosion
Attack Range: 5
Timer: 10000 ms
Recharge Time: 7500 ms
Escapes 100 distances after placing TNT
Does not expire when the charger dies.
Can not be attached to infantry or friendly units/buildings.
Upgrade Information
- Nationalism (Boss Gen. Nuclear Missile): +25% Horde Bonus upgrade
- Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
Radiation, and Microwave.
~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
Prerequisite: Boss Gen. Barracks
Cost: 300
Build Time: 5 seconds
Notes:
- Slot: 1

E.b.3) Angry Mob
Health Information
Members: 10; initially just 5, but will grow.
HP (each member): 50
Armor: Human Armor
Experience Information
150 exp to veteran 5 as anything
450 exp to elite
900 exp to heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 150
Movement Information
Group Movement
Speed: 18 dist/sec
Turn Rate: 360 degrees/sec; 350 if badly hurt
Person Movement
Normal
Speed: 20; 10 if badly hurt
Turn Rate: Infinite
Wander
Speed: 13; 10 if badly hurt
Turn Rate: Infinite
Panic
Speed: 32; 10 if badly hurt
Turn Rate: Infinite
Weapon Information
1] Pistol (Anti Surface)
Damage: 10
Damage Type: Molotov Coctail
Range: 100
Projectile Speed: Immediate
Accuracy: 100%
Cooldown: 250 msec
8 shots per clip
Clip Reload Time: 3000 msec
Replaced by AK 47 when Arm the Mob Upgrade is completed.
2] Rock (Anti Surface)
Damage: 40
Damage Radius: 1
Damage Type: Molotov Coctail
Range: 100
Projectile Speed: 130 dist/sec
Cooldown: 500
Attack Preparation Time: 500
Replaced by AK 47 when Arm the Mob Upgrade is completed.
3] Molotov Coctail (Anti Surface)
Damage: 40
Primary Damage Radius: 11
Damage Type: Molotov Coctail
Range: 100
Minimum Range: 12
Projectile Speed: 60
Cooldown: 500 msec
Attack Preparation Time: 500 ms
4] AK 47 (Anti Surface)
Prerequisite: Arm the Mob upgrade
Damage: 20; 25 with Armor Piercing Bullets Upgrade
Damage Type: Molotov Coctail
Attack Range: 120
Projectile Speed: Immediate
Cooldown: 250
Special Feature Information
Regeneration
Regeneration Rate: 30 seconds (for 10 members)
Upgrade Information
- Arm the Mob (Boss Gen. SCUD Storm): Replaces the pistols and rocks used
by Angry Mob with powerful AK 47s
- Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
Radiation, and Microwave.
~ AP Bullets Upgrade (Black Market): Increases the attack damage of
AK 47.
Build Information
Prerequisite: Boss General Barracks
Build Cost: 800
Build Time: 15
Notes:
- Untransportable and not allowed to enter Tunnel Network.

E.b.4) Pathfinder
Pathfinder
Health Information
HP: 120
Armor: Human Armor; Chemical Suits Human Armor with Chemical Suits
upgrade
Experience Information
50 exp to veteran 40 exp as conscript/veteran
100 exp to elite 60 exp as elite
200 exp to heroic 80 exp as heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn Rate: 500 degrees/sec (infinite)
Weapon Information
Pathfinder Sniper Rifle (Anti Surface)
Damage: 100
Damage Type: Sniper
Range: 300
Projectile Speed: Immediate
Cooldown: 2000 msec
Can not attack vehicles or buildings.
Special Feature Information
1] Detector
Detection Rate: 500 msec
Can not detect when in a garrison or transport or Tunnel Network
2] Stealth
Decloaks when moving, still cloaks even when attacking and garrisoning
Upgrade Information
- Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
Radiation, and Microwave.
- Advanced Training (Boss Gen. Particle Cannon Uplink): Pathfinder gains
experience as twice as fast.
Build Information
Prerequisites: Boss General Barracks, Pathfinder General Power
Build Cost: 600
Build Time: 10 seconds
Notes:
- Slot: 1

E.b.5) Hacker
Health Information
HP: 100
Armor: Human Armor; Chemical Suit Human Armor with Chemical Suits
upgrade
Experience Information
100 Exp to Veteran 50 Exp as Conscript 400 Exp as Heroic
300 Exp to Elite 100 Exp as Veteran
500 Exp to Heroic 150 Exp as Elite
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 10 when badly hurt
Turn rate: immediate
Special Feature Information
1] Disable Building
Recharging Time: 4000 ms
Range: 150
Unpack Time: 7300 ms
Preparation Tiime: 3000 ms
Pack Time: 5133 ms
Effect Duration: 2000 ms
Exp. Gained: 0
Can’t disable Defense Building
2] Hack Internet
Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
$10 (as heroic) per 2 seconds (1.5 seconds if inside an Internet Center)
Unpack Time: 7300 ms
Randomly adds or substracts 20% to pack and unpack time.
Pack Time: 5133 ms
Exp. Gained: 1
Upgrade Information
- Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
Radiation, and Microwave.
Build Information
Prerequisite: Boss General Barracks
Cost: 625
Build Time: 20 seconds
Notes:
- Slot: 1

E.b.6) Black Lotus
Health Information
HP: 150
Armor: Human Armor; Chemical Suit Human Armor with Chemical Suits
upgrade
Experience Information
150 exp to veteran 50 exp as conscript 400 exp as heroic
450 exp to elite 100 exp as veteran
900 exp to heroic 150 exp as elite
Vision Information
Vision Range: 300 Shroud Clearing Range: 400
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn rate: infinite
Special Feature Information
1] Stealth
Stealth Delay: 2500 msec
Stealthed except when using ability
2] Crush Immunity
3] Detector
Detects stealth units except when in garrison, Tunnel Network,
and transport
Detection Rate: 500 ms
Unknown Detection Range
4] Capture Building
Range: 150
Unpack Time: 6730 ms
Preparation Time: 6000 ms
Pack Time: 2800 ms
Experience Gained: 20
5] Disable Vehicle
Range: 150
Unpack Time: 2000 ms
Preparation Time: 2000 ms
Pack Time: 1000 ms
Effect Duration: 15000 ms
Experience Gained: 0
6] Steal Cash
Pack Time: 5800 ms
Preparation Time: 6000 ms
Range: 150
Cash Stolen: 1000
Unpack Time: 6730 ms
Experience Gained: 20
Recharge Time: 2000 ms
Upgrade Information
- Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
Radiation, and Microwave.
Build Information
Prerequisites: Boss General Barracks, Boss General Nuclear Missile
Cost: 1500
Time: 20 seconds
Notes:
- Limit: 1
- Slot: 1
- Will not acquire enemy when idle.

E.b.7) Jarmen Kell
Health Information
HP: 200
Armor: Human Armor; Chemical Suit Human Armor with Chemical Suits
upgrade
Experience Information
100 exp to veteran 50 exp as conscript/veteran
200 exp to elite 100 exp as elite
400 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 300
Movement Information
Speed: 30 dist/sec; 20 if badly hurt
Turn Rate: 500 (infinite)
Weapon Information
Sniper Rifle (Anti Surface)
Damage: 180; 225 with AP Bullets Upgrade
Damage Type: Sniper
Range: 225
Projectile Speed: Immediate
Cooldown: 1000 msec
Special Feature Information
1] Stealth
Stealth Delay: 2000 msec
Decloacks when attacking.
2] Vehicle Snipe
Kills the pilot of a vehicle, making it ownerless.
Range: 225
Damage Type: Kill Pilot
Projectile Speed: Immediate
Recharge Time: 30 seconds
Upgrade Information
- Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
Radiation, and Microwave.
~ AP Bullets (Black Market): +25% to Jarmen Kell’s sniper rifle damage.
Build Information
Prerequisites: Boss General Barracks, Boss General SCUD Storm
Build Cost: 1500
Build Time: 20 seconds
Notes:
- Slot: 1
- Limit: 1

E.b.8) Colonel Burton
Health Information
HP: 200
Armor: Human Armor; Chemical Suit Human Armor with Chemical Suit upgrade
Experience Information
200 exp to veteran 50 exp as conscript
300 exp to elite 100 exp as veteran/elite
600 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 500
Movement Information
Walking
Speed: 30 dist/sec; 20 if badly hurt
Turn Rate: 500 degrees/sec
Climbing
Speed: 20 dist/sec; 15 if badly hurt
Turn Rate: 360 degrees/sec; 350 if badly hurt
Weapon Information
Colonel Burton Sniper Rifle (Anti Surface)
Damage: 40
Damage Type: Small Arms
Range: 125
Projectile Speed: Immediate
Cooldown: 100 msec
Clip Size: 3
Clip Reload Time: 500 msec
Special Feature Information
1] Climbing
Colonel Burton can climb some cliffs. See Movement Information.
2] Stealth
Stealth Delay: 2000 msec
Decloaks when firing or before planting C4s
3] Knife Attack
Damage: 10000
Damage Type: Melee
Range: 3
Reload Time: 1367 msec
Pre Attack Delay: 833 ms (always delays attack for 833 ms before
stabbing)
4] Timed Demo Charge
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Shroud Clearing Range: 75
Range: 0
Explodes after 20 seconds
Decloaks 5000 ms before planting C4
Can’t install more than 1 C4 (either Timed or Remote) in one place
Unpack Time: 5500
Escapes 100 distances after completion
Max Timed C4s to Install: 10
Does not expire when Colonel Burton dies
5] Remote Demo Charge
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Shroud Clearing Range: 75
Range: 0
Explodes after detonated
Decloaks 5000 ms before planting C4
Can’t install more than 1 C4 (either Timed or Remote) in one place
Unpack Time: 5500
Escapes 100 distances after completion
Max Remote C4s to Install: 8
Expires if Colonel Burton dies
6] Detonate
Detonates all Remote Demo Charges
Upgrade Information
- Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
Radiation, and Microwave.
- Advanced Training (Boss Gen. Particle Cannon Uplink): Increases Colonel
Burton’s veterancy gathering by 100%
Build Information
Prerequisites: Boss General Barracks, Boss General Particle Cannon Uplink
Build Cost: 1500
Build Time: 20 seconds
Notes:
- Slot: 1
- Max. Limit: 1

E.b.9) RPG Trooper
Health Information
HP: 100 Armor: Human
Experience Information
100 exp to veteran 20 exp as conscript/veteran
200 exp to elite 40 exp as elite
400 exp to heroic 60 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 400
Movement Information
Speed: 20 dist/sec; 10 if badly hurt
Turn Rate: 500 (infinite)
Weapon Information
Tunnel Defender Rocket (Anti Surface and Air)
Damage: 40; 50 with AP Rocket upgrade
Radius: 5
Damage Type: Infantry Missile
Range: 175 Minimum Range: 5
Projectile Speed: 225 distance/sec Turn Rate: 120 degrees/sec
Cooldown: 1000 msec
Accuracy: 100% against vehicle; may miss as much as 10 distances
Homing missile
Upgrade Information
- AP Rocket (Boss Gen. Particle Cannon Uplink): Increases the damage of RPG
Trooper's missile
Build Information
Prerequisite: Boss General Tunnel Network
(come in pair after the completion of Tunnel Network)
Build Cost: N/A
Build Time: N/A
Notes:
- Slot: 1

E.b.10) Terrorist
Health Information
HP: 120 Armor: Human
Experience Information
20 exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 when badly hurt
Turn Rate: Infinite
Weapon Information
Suicide Dynamite Pack (Anti Surface)
Primary Damage: 500
Primary Damage Radius: 18
Secondary Damage: 300
Secondary Damage Radius: 50
Damage Type: Explosion
Attack Range: 5
Activated when crushed, splatted, lasered, burned, exploded.
Special Feature Information
Car Bomb
Converts a civilian car into a car bomb. (See Boss General Vehicle session)
Build Information
Comes with Combat Cycle.
Notes:
- Slot: 1
- Don’t force attack your Terrorist against empty area. He will die vainly.

E.b.11) Pilot
Health Information
HP: 100 Armor: Human Armor
Experience Information
10 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn Rate: 500 degrees/sec
Special Feature Information
1] Eject
Escapes from destroyed vehicles possessing veterancy level.
2] Veterancy Inheritancy
Inherits veterancy level of the destroyed vehicles.
3] Veterancy Deliverance
Delivers or adds the veterancy level a pilot owns to the vehicle
he boards.
Vehicles to receive veterancy: All vehicles which can gain veterancy
level except transport.
Build Information
- Built from destroyed vehicles possessing veterancy level.
Notes
- Slot: 1
- When ejecting from the destroyed vehicle, a pilot remains unattackable for
2000 ms.
- To deliver veterancy level to a Comanche, simply damage the Comanche
and when it docks to the Airfield to repair, enter.
- Guard your pilot so he won’t land in water. He will die drowned.


E.b.12) Worker
HP: 100 Armor: Human Armor
Build Cost: Free/200 (only for GLA players with Cash Bounty General Power)
Respawn Time: 20 seconds
Prerequisite: Hole
Vision Range: 100 Shroud Clearing Range: 200
Speed: 25 in dist/sec; 30 with Worker Shoes upgrade
Speed while badly hurt: 15 dist/sec; 20 with Worker Shoes upgrade
Turn Rate: 500 degrees/sec
Upgrade Information
~ Worker Shoes (Black Market): Increases Worker's walking speed
Special Feature Information
1] Automatic Respawn
Respawns from Boss General Hole after a certain time
2] Explosive Detection
Detects US Colonel Burton’s & Demo General Jarmen Kell's C4s,
Chinese Tank Hunter TNTs, GLA Rebel's Booby Trap, and China
Land, Cluster, & EMP Mines (he can disarm, but he is not allowed to
do that in normal way).
Detection Rate: 500 msec
3] Unselectable
This Worker is authorized by his boss to build the destroyed building without
any interference from the field commander:), though using a trick which can be
read in other section in this FAQ, we can order this Worker to stop working.

---------------------------
(c) Boss General Vehicles
---------------------------
E.c.1) Paladin
Health Information
HP: 500; 600 with Composite Armor upgrade Armor: Tank Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 400 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 dist/sec; 25 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Paladin Tank Gun (Anti Surface)
Turret Turn Rate: 180
Damage: 60 Radius: 5
Damage Type: Armor Piercing
Cooldown: 2000 milliseconds
Range: 150
Projectile Speed: 300 dist/sec
Accuracy: 100% vs vehicles, may miss up to10 distances against infantry
Special Feature Information
1] Point Defense Laser
Paladin Tank is equipped with a Point Defense Laser to protect against missile
and infantry attacks.
Targets: ballistic missiles (SCUD launcher, Tomahawk), small missiles, infantry
Damage: 100
Range: 65
Cooldown: 1000 ms
Scan Rate: 500
Scan Range: 120
2] Eject Pilot
When a veteran, elite, or heroic Paladin Tank is destroyed, it will
eject its pilot. A veteran Paladin Tank will eject a veteran pilot,
etc. More information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Paladin Tank) - info on Drone Session
- Scout Drone (Paladin Tank) - info on Drone Session
- Hellfire Drone (Paladin Tank) - info on Drone Session
- Advanced Training (Boss General Particle Cannon Uplink): Paladin Tank
gains veterancy as twice as fast.
- Composite Armor (Boss General Particle Cannon Uplink): Increases
Paladin Tank's max. HP by 100.
Build Information
Prerequisite: Boss General War Factory, Paladin General Power (Level 1/2)
Build Cost: 1100
Build Time: 12 seconds
Notes
- Slot: 3

E.c.2) Gattling Tank
Health Information
HP: 300; 400 with Composite Armor upgrade
Armor: Anti Air Vehicle Armor
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 360
Movement Information
Speed: 40 distance/sec
Turn rate: 180 deg/sec
Weapon Information
Turret Turn Rate: 180
1] Gattling Tank Gun (Anti Surface)
Damage: 15; 18.75 with Chain Guns Upgrade
Damage Type: Gattling
Attack Range: 150
Accuracy: 100%
Projectile Speed: Immediate
Continuous Fire 1 Cooldown: 400 msec (2 shots)
Continuous Fire 2 Cooldown: 200 ms (6 shots)
Continuous Fire 3 Cooldown: 100 ms (1000 shots)
2] Gattling Tank Anti Air Gun (Anti Air)
Damage: 12; 15 with Chain Guns Upgrade
Damage Type: Small Arms
Attack Range: 350
Accuracy: 100%
Projectile Speed: Immediate
Continuous Fire 1 Cooldown: 400 msec (3 shots)
Continuous Fire 2 Cooldown: 200 ms (6 shots)
Continuous Fire 3 Cooldown: 100 ms (2000 shots)
Upgrade Information
- Chain Guns (Boss General War Factory): +25% to all Gattling Weapons
- Composite Armor (Boss General Particle Cannon Uplink): Increases Gattling
Tank's max. HP by 100.
Build Information
Prerequisite: Boss Gen. War Factory
Build Cost: 800
Build Time: 10 seconds
Notes
- Tends to attack air units first before ground units.
- Slot: 3

E.c.3) Dragon Tank
Health Information
HP: 280; 380 with Composite Armor upgrade
Armor: Dragon Tank
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 180 deg/sec
Weapon Information
Dragon Tank Flame Weapon (Anti Surface)
Turret Turn Rate: 120
Primary Damage: 10; 12.5 with Black Napalm
Primary Damage Radius: 5
Secondary Damage: 1; 1.25 with Black Napalm
Secondary Damage Radius: 10
Damage Type: Flame
Attack Range: 75; adds a minimum attack range: 10 if Black Napalm is
researched (yeakh! what did those scientists do on this already weak tank?)
Projectile Speed: 300 dist/sec
Projectile Turn Rate: 5 degrees/sec
Cooldown: 40 milliseconds
Clip Reload Time: 40 milliseconds
Accuracy: 100%
Clip Size: 30 (total number of shots in a clip)
Can empty garrisoned buildings
Special Feature Information
1] Firewall
Primary Damage: 10; 12.5 with Black Napalm
Primary Damage Radius: 5
Secondary Damage: 1; 1.25 with Black Napalm
Secondary Damage Radius: 10
Damage Type: Flame
Attack Range: 25
Cooldown: 40 milliseconds
Projectile Turn Rate: 5 degrees/sec
Projectile Speed: 300 dist/sec
Not homing
Leaves Firewall Segment
2] Ungarrison
Dragon Tank's Flame Weapon can be used to ungarrison garrisonable
Civilian Buildings.
Upgrade Information
- Black Napalm (Boss Gen./China War Factory): +25% to all flame damage
- Composite Armor (Boss General Particle Cannon Uplink): Increases Dragon
Tank's max. HP by 100.
Build Information
Prerequisite: Boss Gen. War Factory
Build Cost: 800
Bld Time: 10
Notes
- Slot: 3

E.c.4) Avenger
Health Information
HP: 500; 600 with Composite Armor upgrade
Armor: Tank Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 400 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 distances/second; 20 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Avenger Twin Laser Turret (Anti Air only)
Turret Turn Rate: 180
Both turrets have the same statistics. The statistics below just describes
one of them. To get the total damage an Avenger delivers to an air
unit, just multiply the statistics below by 2.
Damage: 10
Damage Type: Small Arms
Cooldown: 200 milliseconds
Range: 300
Laser Speed: immediate
Accuracy: 100%
Special Feature Information
1] Avenger Target Designator
Gives Faerie Bonus (see Bonus Modifier).
Range: 200
Cooldown: 200 ms
2] Avenger Twin Point Defense Laser
The statistics below just describes the statistics of one Point Defense
Laser because they contain same values.
Target: Ballistic Missile, Small Missile
Scan Range: 200
Damage: 100 Range: 100
Laser Speed: immediate Cooldown: 500 ms
3] Eject Pilot
When a veteran, elite, or heroic Avenger is destroyed, it will
eject its pilot. A veteran Avenger will eject a veteran pilot, etc.
More information on Pilot session.
4] Can build one of the following
- Battle Drone (see Drone section)
- Scout Drone (see Drone section)
- Hellfire Drone (see Drone section)
Upgrade Information
- Battle Drone (Avenger) - see Drone section
- Scout Drone (Avenger) - see Drone section
- Hellfire Drone (Avenger) - see Drone section
- Advanced Training (Boss General Particle Cannon Uplink): Avenger gains
veterancy 100% faster.
- Composite Armor (Boss General Particle Cannon Uplink): Avenger's max HP
increases by 100
Build Information
Prerequisite: Boss General War Factory
Build Cost: 2000
Build Time: 10 seconds
Notes
- Slot: 3
- Can not manually attack air units.

E.c.5) Overlord
Health Information
HP: 1100; 1200 with Composite Armor upgrade
Armor: Tank Armor
Experience Information
400 Exp to Veteran 200 Exp as Conscript/Veteran
600 Exp to Elite 400 Exp as Elite
1200 Exp to Heroic 600 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 20 dist/sec; 30 with Nuclear Tank upgrade
Turn rate: 60 degrees per second
Weapon Information
Overlord Tank Gun (Anti Surface)
Primary Damage: 80; 100 Depleted Uranium Shell upgrade
Primary Radius: 5
Secondary Damage: 20; 25 with Depleted Uranium Shell upgrade
Secondary Radius: 10
Damage Type: Armor Piercing
Cooldown: 300 milliseconds
Range: 175
Projectile Speed: 300 dist/sec
Accuracy: 100% vs vehicles, may miss up to 10 distances vs
infantry
Clip Size: 2 shots Clip Reload Time: 2000 milliseconds
Special Feature Information
1] Can build one of the following
a. Battle Bunker
Allows up to 5 infantry to fire from inside Bunker, gaining
Garrison Bonus (see Bonus Modifiers)
50% damage to units inside when destroyed.
b. Gattling Cannon
Turret Turn Rate: 60
Detects stealth
Stealth Detection Rate: 500 ms
Stealth Detection Range: 200
- Gattling Gun (Anti Surface)
Damage: 10; 12.5 with Chain Gun upgrade
Range: 225
Damage Type: Gattling
Projectile Speed: immediate
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
Accuracy: 100%
- Gattling Gun Air (Anti Air)
Damage: 5; 6.25 with Chain Gun upgrade
Range: 400
Damage Type: Gattling
Projectile Speed: immediate
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
Accuracy: 100%
c. Propaganda Tower
Provides Enthusiasm Bonus to nearby units (see Bonus Modifier)
Radius: 150
Cooldown: 2000 ms
2] Vehicle Crusher
Overlord can crush hostile vehicles
3] Nuclear Explosion (when a Nuclear Tank upgraded Overlord explodes)
Primary Damage: 25 Primary Radius: 25
Secondary Damage: 10 Secondary Damage: 75
Damage Type: Explosion
Leaves Radiation Field Small (see Field Object)
Upgrade Information
- Uranium Shells (Boss Gen./China Nuclear Missile): +25% Overlord/Battlemaster
Main Gun Damage
- Nuclear Tank (Boss Gen./China Nuclear Missile): +25% Overlord/Battlemaster
Speed. Leaves a nuclear waste upon its death.
- Battle Bunker (Overlord Tank): Allows up to 5 infantry to attack from
inside Bunker. Each Overlord can only choose one from three choices:
Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Gattling Cannon (Overlord Tank): Installs a Gattling Cannon on the
Overlord, enabling it to effectively attack infantry and air units.
Each Overlord can only choose one from three choices: Battle Bunker,
Gattling Cannon, or Propaganda Tower.
- Propaganda Tower (Overlord Tank): Builds a Propaganda Tower on the
Overlord, giving the Overlord the ability to heal and increase the
fire rate of the nearby units. Each Overlord can only choose one from
three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
- Chaingun Upgrade (Boss Gen./China War Factory) (Affects Overlord Gattling
Cannon only): +25% damage to all gattling weapons.
- Subliminal Messaging (Boss Gen. Nuclear Missile) (Affects Overlord Propaganda
Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
to 2%.
Build Information
Prerequisite: Boss General War Factory
Build Cost: 2000
Build Time: 20 seconds
Notes
- Slot: 3

E.c.5) Tomahawk
Health Information
HP: 180 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Tomahawk Missile (Anti Surface)
Turret Turn Rate: 60 degrees/sec
Missile Preparation Time: 250 ms (Delays missile launch for 0.25
second for preparation)
Primary Damage: 150 Primary Radius: 10
Secondary Damage: 50 Secondary Radius: 25
Damage Type: Explosion
Cooldown: 1 millisecond
Range: 350 Minimum Range: 100
Missile Speed: 200 dist/sec Missile Turn Rate: 540 degrees/sec
Accuracy: 100% vs vehicles, may miss up to 20 distances against infantry
Clip Size: 1 shots Clip Reload Time: 7000 milliseconds
Fuel Lifetime: 4000 ms
Homing missiles
Special Feature Information
1] Can build one of the following
Battle Drone (Tomahawk): see Drone section
Scout Drone (Tomahawk): see Drone section
Hellfire Drone (Tomahawk): see Drone section
2] Eject Pilot
When a veteran, elite, or heroic Tomahawk is destroyed, it will
eject its pilot. A veteran Tomahawk will eject a veteran pilot,
etc. More information on Pilot session.
Upgrade Information
- Battle Drone (Tomahawk): see Drone section
- Scout Drone (Tomahawk): see Drone section
- Hellfire Drone (Tomahawk): see Drone section
- Advanced Training (Boss General Particle Cannon Uplink): Increases
Tomahawk's experience gathering by 100%
Build Information
Prerequisite: Boss General War Factory
Build Cost: 1200
Build Time: 20 seconds
Notes
- Slot: 3
- Will not acquire enemy when idle.

E.c.6) Combat Cycle
Health Information
HP: 100 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
With Terrorist as its rider
Normal (on Ground)
Speed: 90 distances/sec; 68 if badly damaged
Turn rate: 120 degrees per second
Climbing
Speed: 60 dist/sec; 45 if badly damaged
Turn rate: 120 deg/sec
With other infantry as its rider
Normal (on Ground) and Climbing
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 120 degrees/sec
Weapon Information
Combat cycle weaponry depends on its rider. For Boss General,
the default driver is Terrorist.
1> Suicide Bike Bomb (Anti Surface)
Rider: Terrorist
Primary Damage: 700 Primary Radius: 20
Secondary Damage: 100 Secondary Radius: 50
Damage Type: Explosion
Range: 5
2> Rebel Biker Machine Gun (Anti Surface)
Rider: Rebel
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 150
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 6 shots Clip Reload Time: 7000 milliseconds
3> RPG Trooper Biker Rocket (Anti Surface and Air)
Rider: RPG Trooper
Damage: 40; 50 with AP Rocket upgrade
Radius: 5
Damage Type: Infantry Missile
Cooldown: 1000 milliseconds
Range: 175 Minimum Range: 5
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 distances against infantry
Homing missile
4> Biker Jarmen Kell Sniper Rifle (Anti Surface)
Rider: Jarmen Kell
Damage: 180; 225 with AP Bullet upgrade
Damage Type: Sniper
Cooldown: 750 milliseconds
Range: 225
Projectile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Scavenge Claim
Combat Cycle, although incapable of reinforced its weapon or armor
with the scavenge of the destroyed vehicle, can take the money from it.
2] Change Rider
Combat Cycle can change its rider for multiple purposes. When it is riderless,
unfortunately, it falls to the ground and is destroyed (I bet it is neither made in
Japan, China, Taiwan, Europe, and US as it is not equipped with a kickstand).
Infantry that are allowed to ride Boss General Combat Cycle
a. Boss General/Standard GLA Terrorist
b. Boss General/Standard GLA RPG Trooper
c. Boss General/Standard GLA Jarmen Kell
d. Standard GLA Rebel
e. Standard GLA Saboteur
f. Standard GLA Hijacker
g. Standard GLA Worker
Exit Delay: 250 ms
3] Kills Rider when Destroyed
(Woah.... No explanation, already clear....)
4] Climbing
Unlike other vehicles, Combat Cycle can move on the cliff area. See
Movement Information
5] Vehicle Snipe (Jarmen Kell-rid only)
Kills the pilot of a vehicle, making it ownerless.
Range: 225
Damage Type: Kill Pilot
Projectile Speed: Immediate
Recharge Time: 30 seconds
6] Rider's Stealth
The Combat Cycle becomes stealth if the rider is a stealth unit
7] Can not crush infantry
8] Auto Repair
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- AP Rocket (Boss General SCUD Storm): (For RPG Trooper
Combat Cycle only): Increases rocket attack damage.
~ AP Bullet (Black Market): (For Rebel and Jarmen Kell
Combat Cycle only): Increases Rebel's and Jarmen Kell's attack damage.
~ Junk Repair (Black Market): Combat Cycle brings spareparts from machine
shops so its rider can repair it in case of emergency:).
Build Information
Prerequisite: Boss General War Factory
Build Cost: 500
Build Time: 8 seconds
Notes
- Slot: 1
- Will not acquire enemy when idle.

E.c.7) Rocket Buggy
Health Information
HP: 120 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 90 distances/sec; 80 if badly damaged
Turn rate: 180 degrees per second; while badly damaged
Weapon Information
Buggy Rocket (Anti Surface)
Turret Turn Rate: 90 degrees/sec
Primary Damage: 20; 25 with AP Rocket upgrade
Secondary Damage: 5; 6.25 with AP Rocket upgrade
Secondary Radius: 10
Damage Type: Explosion
Cooldown: 200 milliseconds
Range: 300 Minimum Range: 50
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 deg/sec
Accuracy: 100% vs vehicles; up to 20 dist against infantry
Clip Size: 6 shots; 12 shots with Buggy Ammo upgrade
Clip Reload Time: 6000 milliseconds
Auto Reload: 6100 ms (time to reload after idle for this long instead of using the
last clip)
Homing missiles
Special Feature Information
1] Scavenge Claim
Rocket Buggy, although incapable of reinforced its weapon or armor
with the scavenge of the destroyed vehicle, can take the money from it.
2] Auto Repair
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Repair Delay: 1000 ms (after the last punishment is received).
Upgrade Information
- Buggy Ammo (Boss General SCUD Storm): Increases Rocket Buggy Ammo
Storage by 100%
- AP Rocket (Boss General SCUD Storm): Increases Buggy Rocket damage.
~ Junk Repair (Black Market): Rocket Buggy auto-repairs.
Build Information
Prerequisite: Boss Gen. War Factory
Build Cost: 900
Build Time: 10 seconds
Notes
- Slot: 3

E.c.8) Sentry Drone
Health Information
HP: 300 Armor: HumveeArmor
Experience Information
50 exp as anything
Vision Information
Vision Range: 180 Shroud Clearing Range: 350
Movement Information
Speed: 60 distances/sec; 50 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Sentry Drone Gun (Anti Surface)
Prerequisite: Sentry Drone Gun upgrade
Turret Turn Rate: 180
Pack Time: 1000 ms
Damage: 8
Damage Type: Comanche Vulcan
Cooldown: 200 milliseconds
Range: 150
Projectile Speed: immediate
Accuracy: 100%
Unpack Time: 1000 ms
Special Feature Information
1] Can not crush infantry
2] Stealth
Stealth Delay: 2000 ms
Decloaks when firing or moving
3] Detector
Scan Rate: 900 ms
Upgrade Information
- Sentry Drone Gun (Boss General Particle Cannon Uplink): Equips Sentry Drone
with a mini machine gun.
Build Information
Prerequisite: Boss General War Factory
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 1

E.c.9) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
HP: 100 Armor: Truck Armor
Vision Information
Vision Range: varies
Movement Information
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Weapon Information
Suicide Car Bomb (Anti Surface)
Primary Damage: 700
Primary Damage Radius: 20
Secondary Damage: 100
Secondary Damage Radius: 50
Damage Type: Explosion
Range: 5
Build Information
Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3

E.c.10) Supply Truck
Health Information
HP: 300 Armor: Truck Armor
Experience Information
50 Exp
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 40 distances/sec; 20 if badly damaged
Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
Supply Gathering
Max Boxes to carry: 4 ($300)
Supply Center Action Delay: 400 ms (one transaction)
Supply Warehouse Action Delay: 1000 ms per box (many small
transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a
warehouse, or Supply Trucks go home)
Warns the player when the Supply is exhausted.
Build Information
Prerequisite: Boss General Supply Center
Build Cost: 600
Build Time: 10 seconds
Notes
- Slot: 2

E.c.11) Construction Dozer
Health Information
HP: 250 Armor: Dozer Armor
Vision Information
Vision/Shroud Clearing Range: 200
Movement Information
Speed: 30 distances/sec; 25 if badly damaged
Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
1] Builder
Construction Dozer can build Boss General buildings. See
Tip and Trick session to build other factions' buildings.
2] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Disarm Delay: 1200 ms per Disarm attempt
Disarm Recharge Time: 4000 ms
Detection Rate: 500 msec
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
3] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
Build Information
Prerequisite: Boss General Command Center
Build Cost: 1000
Build Time: 5 seconds
Notes
- Slot: 5

---------------------------
(d) Boss General Drones
---------------------------
E.d.1) Battle Drone
Health Information
HP: 100; 150 with Drone Armor Armor: Tank Armor
Experience Information
10 Exp
Vision Information
Vision/Shroud Clearing Range: 150
Movement Information
Speed: 40 dist/sec; 20 if badly damaged; 140 when repairing
Turn rate: 90 degrees per second; 500 deg/sec when repairing and 400
when in repair mode but it itself is badly damaged.
Maximum Wandering Range: 35 if master vehicle is idle or
guarding; 75 if master vehicle is attacking or moving
Weapon Information
Battle Drone Machine Gun (Anti Surface)
Turret Turn Rate: 360 degrees/sec
Damage: 1
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 110
Missile Speed: immediate
Accuracy: 100%
Special Feature Information
Repairs Master Vehicle
Repairs Master vehicle if master vehicle is idle or possesses HP
below 60%.
Repair Rate: 5 HP/sec
Upgrade Information
- Drone Armor (Boss General Particle Cannon Uplink): Adds Drone HP
by 50.
Build Information
Prerequisite: Paladin Tank; Avenger; Tomahawk
Build Cost: 200
Build Time: 5 seconds
Notes
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

E.d.2) Scout Drone
Health Information
Health: 100; 150 with Drone Armor
Armor: Tank Armor
Vision Information
Vision Range: 150 Shroud Clearing Range: 500
Movement Information
Speed: 60 dist/sec; 30 when badly damaged
Turn Rate: 180 degrees/sec; 90 when badly damaged
Maximum Wandering Range: 35 when master vehicle is idle or
guarding; 75 when master vehicle is attacking or moving.
Special Feature Information
Detector
Detection Rate: 500
Upgrade Information
- Drone Armor (Boss General Particle Cannon Uplink): Increases
Scout Drone maximum HP by 50
Build Information
Prerequisite: Paladin Tank; Avenger; Tomahawk
Build Cost: 100
Build Time: 5
Notes:
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

E.d.3) Hellfire Drone
Health Information
Health: 100; 150 with Drone Armor
Armor: Tank Armor
Vision Information
Vision Range: 100 Shroud Clearing Range: 500
Movement Information
Speed: 60 dist/sec; 30 when badly damaged
Turn Rate: 180 degrees/sec; 90 when badly damaged
Maximum Wandering Range: 35 when master vehicle is idle or
guarding; 75 when master vehicle is attacking or moving.
Weapon Information
Hellfire Missile (Anti Surface)
Turret Turn Rate: 360 degrees/sec
Damage: 40 Radius: 5
Damage Type: Explosion
Range: 150
Accuracy: 100% against vehicles; may miss up to 10 dist again inf.
Missile Speed: 225 dist/sec Missile Turn Rate: 100 deg/sec
Cooldown: 1000 ms
Clip Size: 1 Clip Reload Time: 2000 ms
Homing missile
Upgrade Information
- Drone Armor (Boss General Particle Cannon Uplink): Increases
Hellfire Drone maximum HP by 50
Build Information
Prerequisite: Paladin Tank; Avenger; Tomahawk
Build Cost: 500
Build Time: 5
Notes:
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

=========================
4 China Building Information
=========================
Most China Buildings are capable of equipped themselves with stealthy
and slowly-regenerating Land Mines, which can be upgraded to EMP
Mines later.

There are common differences among the buildings used by various generals,
i.e.:
- All generals have their buildings to build their own units. For example, a
Standard China War Factory can not build Infantry General vehicles. (S)he
must capture an Infantry General War Factory to build, say, an Assault
Troop Crawler. So an Infantry General player, after capturing a Standard
China player's Barracks, can not expect to be able to build a Mini Gunner
or a newly-built veteran Tank Hunter from the once captured Barracks.
Refer to sessions on units above for reference if required.
- The same rule may also apply for upgrade. Some upgrades are unique
and can not be researched from other generals' buildings of the same kind
(Patriotism, for example, can not be researched from Nuke General
Propaganda Center). However, if the upgrade is a common upgrade,
it can be researched from other generals' buildings of the same kind
and used by units of other generals which share the same upgrades
(Chain Gun can be researched by an Infantry General player from a
captured Tank General War Factory, for example, and used for his/her
Mini Gunner). There are, of course, some tricks regarding upgrades
from different generals which can be read in other sections of this FAQ.
- Buildings of the same kind from two different generals can not interchange
functions as requirements for buildings of the next hierarchy. A Tank
General Nuclear Reactor can not be used to build a Standard China
Supply Center. To build a Standard China Supply Center, a Standard
China Nuclear Reactor is required.

In this section, there is a Modification for Each China General section.
This section only contains differences not mentioned above. For example,
Standard China Barracks and Infantry General Barracks have different
HPs. However, this section will not mention that the difference between
a Standard China War Factory and Infantry General War Factory is
Infantry General War Factory cannot produce Battlemasters, Overlord,
etc. It is something that has already been mentioned above.

-------------------------
! 1) Standard Buildings !
-------------------------
a) Command Center
Prerequisite: China Dozer Experience Value: 200
Cost: 2000 Build Time: 45 seconds
Vision Range: 300 Shroud Clearing Range: 300
HP: 5000 Armor: Structure Armor Tough
Special Feature Information
1] Radar
Builds a Radar on the Command Center, enabling player to get the
minimap on line (see China Upgrades).
2] Land Mines
Builds Land Mines around the building (see Field Objects)
3] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects)
Modification for Each China General
- Infantry General: Logo
- Nuke General: Logo
- Tank General: Logo
- Boss General: none
Notes:
- Dozer Production Facility
- Door Opening Time: 3000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms
- Required to activate some China General Powers (see General Powers)

b) Nuclear Reactor
Prerequisite: China Dozer Power: +10; 15 if Overcharged
Cost: 1000 Build Time: 10 seconds
Vision/Shroud Clearing Range: 200
HP: 1500 Armor: Structure Armor
Experience Value: 100
Special Feature Information
1] Overcharge
Adds +5 power but suffers from 3% max HP loss per second
(-45 HP per sec)
2] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
3] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
4] Nuclear Explosion (when exploded)
Primary Damage: 400
Primary Damage Radius: 50
Secondary Damage: 50
Secondary Damage Radius: 100
Damage Type: Explosion
Attack Range: 100
Leaves Radiation Field Medium (see Field Objects)
Modification for Each China General
- Infantry General: none
- Nuke General: uses Advanced Nuclear Reactor (see Unique
Buildings)
- Tank General: none
- Boss General: uses Cold Fusion Reactor (see Unique Buildings)
Notes:
- Power production facility

c) Barracks
Prerequisite: none Experience Value: 100
Build Cost: 500 Build Time: 10 seconds
Vision/Shroud Clearing Range: 200
HP: 1000 Armor: Structure Armor
Special Feature Information
1] Infantry Healing
May heal at most 10 infantry at the same time
May heal allied infantry, but not neutral or hostile
Requires 2000 ms to fully heal a soldier
2] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
3] EMP Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Modification for Each China General
- Infantry General
HP: 1200
- Nuke General: none
- Tank General: none
- Boss General:
Vision/Shroud Clearing Range: 150
Notes:
- China main building for infantry training
- Exit Delay: 300 ms

d) Supply Center
Prerequisite: China Nuclear Reactor Power: -1
Build Cost: 1500 Selling Refund: 450
Build Time: 10 seconds Vision/Shroud Clearing Range: 200
HP: 2000 Armor: Structure Armor
Experience Value: 200
Special Feature Information
1] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
2] EMP Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General: none
Notes:
- China supply collection and processing facility
- Comes with a Supply Truck.
- Can not be build too near to supplies.
- Can receive supplies harvested by Workers or Chinooks.

e) Bunker
Prerequisite: China Barracks Experience Value: 20
Build Cost: 400 Build Time: 5
Vision Range: 300 Shroud Clearing Range: 200
HP: 1000 Armor: Structure Armor
Special Feature Information
1] Garrison
Can accommodate up to 5 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers)
Can not be ungarrisoned except by a Bunker Buster-upgraded Stealth
Fighter or Nuke Cannon's Neutron Shells.
2] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
3] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Modification for Each China General
- Infantry General: uses Fortified Bunker (see Unique Buildings)
- Nuke General: none
- Tank General: none
- Boss General: none
Notes:
- China garrisonable defense building
- Uncaptureable and undisableable by Hackers

f) Gattling Cannon
Prerequisite: Nuclear Reactor Power: -3
Build Cost: 1200 Build Time: 25
Vision/Shroud Clearing Range: 360 Experience Value: 200
HP: 1000 Armor: Base Defense Armor
Weapon Information
Turret Turn Rate: 180 degrees/sec
1] Gattling Gun (Anti Surface)
Damage: 10; 12.5 with Chain Gun upgrade
Damage Type: Gattling Accuracy: 100%
Range: 225 Projectile Speed: immediate
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
2] Gattling Gun Air (Anti Air)
Damage: 5; 6.25 with Chain Gun upgrade
Damage Type: Small Arms Accuracy: 100%
Range: 400 Projectile Speed: immediate
Continuous Fire 1 Cooldown: 250 msec (1 shoot)
Continuous Fire 2 Cooldown: 125 msec (5 shoots)
Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
Can shoot down incoming ballistic missiles (Tomahawks & SCUD
Launcher missiles)
Special Feature Information
1] Detector
Detection Rate: 500 ms Detection Range: 200
2] Empowered
Automatically disabled if power is low
3] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
4] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Upgrade Information
- Chain Gun (China War Factory): Increases gattling weapon damage by 25%
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General:
Prerequisite: Boss General Barracks
Notes:
- China powerful anti air and infantry turret
- Tends to use its anti air defense first
- Uncaptureable and undisableable by Hackers

g) War Factory
Prerequisite: China Supply Center Power: -1
Build Cost: 2000 Build Time: 15 seconds
Vision/Shroud Clearing Range: 200
HP: 200 Armor: Structure Armor
Experience Value: 200
Special Feature Information
1] Repairs Vehicles
Can repair allied vehicles
Repairing Time: 5000 ms/unit
2] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
3] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General: none
Notes:
- Primary requirement for China vehicles
- Door Opening Time: 4000 ms
- Door Wait Open Time: 2000 ms
- Construction Complete Duration: 1500 ms

h) Air Field
Prerequisite: China Supply Center Power: -1
Build Cost: 1000 Build Time: 30 seconds
Vision/Shroud Clearing Range: 200
HP: 1500 Armor: Structure Armor
Experience Value: 150
Special Feature Information
1] Repairs Aircraft/Chopper
Can repair allied aircraft/chopper
Repairing Time: 10 HP/second
2] Parks and Reloads Aircraft
Parks up to 4 aircraft
Can park allied aircraft (This usually occurs when you have empty
hangars and at the same time your allied Air Field is destroyed or
captured while his/her aircraft are not parked in the Air Field.
Consequently, you can not build aircraft when there is no empty hangar.)
3] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
4] EMP Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General: none
Notes:
- Prerequisite building for China aircraft and choppers
- If captured, all airplanes parking there are automatically changing
owner
- Door Opening Time: 2000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1000 ms

i) Internet Center
Prerequisite: China War Factory
Build Cost: 2500 Build Time: 30
Vision/Shroud Clearing Range: 200
HP: 2500 Armor: Structure Armor Internet Center
Experience Value: 200
Special Feature Information
1] Houses Hacker
An Internet Center is a safe haven for Hackers to hack money for the middle
Kingdom. They hack a little faster (see Hacker) and are protected from attack.
Total no. of Hacker to be housed: 8
Healing Rate: 10%/second
50% damage to units inside when destroyed
Exit Dealy: 500 ms
2] Satellite Hack
China can hack enemy satellite for her own advantage, locating where the
enemy Command Center only or revealing the movements of all enemies for
some periods of time.
a. Satellite Hack I
When this ability is selected, China player can locate where the enemy
Command Center for an unlimited time.
b. Satellite Hack II
Prerequisite: Satellite Hack I
A further hacking action will display the enemy positions and only the
Command Centers in turn.
Reveals enemy position for 25 seconds (it should be 20 seconds, but my tests
always resulted 25 seconds)
Limits hacking on Command Centers only for 4 minutes after the period of
displaying all enemy positions has ended. After this 4 minute period, the
Internet Center will reveal the dispositions of all enemies again for 25
seconds.
See tip and trick to learn an inconventional use of it.
3] Mines
a. Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
b. EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General: Does not own any Internet Center
Notes:
- China hacking center and hacker facility
- Maximum no. to Build 1
- Uncaptureable and undisableable by Hackers

j) Propaganda Center
Prerequisite: China War Factory Power: -2
Build Cost: 2000 Build Time: 45
Vision/Shroud Clearing Range: 200
HP: 1000 Armor: Structure Armor
Experience Value: 200
Special Feature Information
1] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
2] EMP Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General:
Does not own a Propaganda Center. She uses both War Factory and
Air Field as requirements for Superweapons and Superweapons to build
heroes, depending on the Superweapons of the warring factions (Colonel
Burton needs a Particle Cannon Uplink, Black Lotus a Nuclear Missile,
Jarmen Kell a SCUD Storm).
Note:
- China technology threshold building

k) Speaker Tower
Prerequisite: China Propaganda Center Power: -1
Build Cost: 500 Build Time: 10 seconds
Vision/Shroud Clearing Range: 200
HP: 300 Armor: Structure Armor
Experience Value: 50
Special Feature Information
1] Enthusiasm (see Bonus Modifier)
Radius: 150
Cooldown: 2000 ms
2] Detector
It is due to its Enthusiasm
3] Empowered
Goes offline if there is not enough power
Upgrade Information
- Subliminal Messaging (Propaganda Center): Gives additional bonus to
Enthusiasm (see China Upgrades and Bonus Modifier)
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General:
Prerequisite: Boss General Air Field
Note
- China passive base defense. Used to spread inspiring words, increasing
fire rates and healing rates of allied/ friendly units

l) Nuclear Missile
Prerequisite: Propaganda Center Power: -10
Build Cost: 5000 Build Time: 60
Vision/Shroud Clearing Range: 200
Revealing Range (to all other players): 60
HP: 4000 Armor: Structure Armor Tough
Experience Value: 400
Special Feature Information
1] Neutron (or just say, Nuclear) Missile
Launches a destructive nuclear missile to the selected target
Recharging Time: 6 minutes
View Object Duration: 40000 ms
View Object Range: 250
Explosion Delay after the Missile Hit: 1180 ms
Damage: 300-3500
Full Damage Radius: 60
Partial Damage Radius: 210
Leaves Nuke Radiation Field (see Field Objects)
2] Empowered
Goes offline without enough power
3] Nuclear Explosion
Explodes when destroyed
Primary Damage: 400 Primary Damage Radius: 50
Secondary Damage: 50 Secondary Damage Radius: 100
Damage Type: Explosion
Leaves Radiation Field Medium (see Field Objects)
4] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
5] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Modification for Each China General
- Infantry General: none
- Nuke General:
Build Cost: 4500
- Tank General: none
- Boss General:
Prerequisites: China Boss General War Factory AND China Boss
General Air Field
Notes:
- China nuclear missile facility
- Door Open Time: 8000 ms
- Door Wait Open Time: 2000 ms

-----------------------
! 2) Unique Buildings !
-----------------------
a) Advanced Nuclear Reactor
Owner: China Nuke General
Prerequisite: China Nuke General Construction Dozer
Power: +18; 27 if Overcharged
Build Cost: 1200 Build Time: 10
Vision/Shroud Clearing Range: 200
HP: 1500 Armor: Structure Armor
Experience Value: 100
Special Feature Information
1] Overcharge
Adds +9 power but suffers from 3% max HP loss per second
(-45 HP per sec)
2] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
3] EMP Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
4] Nuclear Explosion (when exploded)
Primary Damage: 400
Primary Damage Radius: 50
Secondary Damage: 50
Secondary Damage Radius: 100
Damage Type: Explosion
Attack Range: 100
Leaves Radiation Field Medium (see Field Objects)
Notes:
- Power production facility

b) Fortified Bunker
Owner: China Infantry General
Prerequisite: China Infantry General Barracks
Build Cost: 700 Build Time: 8 seconds
Vision Range: 300 Shroud Clearing Range: 200
HP: 1000 Armor: Structure Armor Tough
Experience Value: 20
Special Feature Information
1] Garrison
Can accommodate up to 10 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers)
Can not be ungarrisoned except by a Bunker Buster-upgraded Stealth
Fighter
2] Land Mines
Automatically builds Land Mines around the building (see Field Objects
and China Upgrades)
3] EMP Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Notes:
- Advanced version of China Bunker
- Uncaptureable and undisableable by Hackers.

---------------------------------------------------------------------
Unlike the two buildings discussed above, which are the modified
versions of China buildings, these buildings below are "imported" from
Standard USA and Standard GLA. Let's start with the "USA-imported-
quality buildings" first.

c) Cold Fusion Reactor
Prerequisite: China Boss General Command Center
Power: +5; 10 with Control Rods upgrade
Build Cost: 800 Build Time: 10
Vision/Shroud Clearing Range: 200
HP: 800 Armor: Structure Armor
Experience Value: 100
Special Feature Information
1] Control Rods
Increases the energy output capacity of the Cold Fusion Reactor by
100%, making a total of 10.
Cost: 800
2] Guard Ranger
Creates 2 Rangers upon destruction
3] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
4] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
5] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Note:
- Power production facility

d) Patriot Missile Battery
Owner: China Boss General
Prerequisite: China Boss General Barracks Power: -3
Build Cost: 1000 Build Time: 25 seconds
Vison/Shroud Clearing Range: 360
HP: 1000 Armor: Base Defense Armor
Experience Value: 200
Weapon Information
Turret Turn Rate: 180 degrees/second
1] Patriot Missile (Anti Surface)
Damage: 30 Damage Radius: 5
Damage Type: Explosion Range: 225
Cooldown: 250 ms
Clip: 4 Reload Time: 2000 ms
Missile Speed: 400 dist/sec Missile Turn Rate: 300 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. vs infantry
Homing Missile
2] Patriot Missile (Anti Air)
Damage: 25 Damage Radius: 5
Damage Type: Explosion Range: 350
Cooldown: 250 ms
Clip: 4 Reload Time: 2000 ms
Missile Speed: 400 dist/sec Missile Turn Rate: 300 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. vs infantry
Homing Missile
Can shoot down ballistic missiles
Special Feature Information
1] Assistance
A Patriot may request assistance from nearby Patriot when shooting
an enemy.
Assistance Request Range: 200
Weapons used for assistance: Patriot Missile Assist Weapon
(Anti Air and Anti Surface)
Damage: 25 Damage Radius: 5
Damage Type: Explosion Range: 450
Cooldown: 250 ms
Clip: 4 Reload Time: 2000 ms
Missile Speed: 400 dist/sec Missile Turn Rate: 300 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. vs infantry
Homing Missile
Can shoot down ballistics missiles
2] Detector
Detection Rate: 500 ms Detection Range: 200 dist
3] Guard Ranger
Creates 3 Rangers upon destruction
4] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
5] Empowered
Goes offline when not sufficiently powered
6] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
7] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Notes:
- Anti aircraft and vehicle turret
- Tends to target ballistic missiles rather than aircraft
- Can not be captured
- Undisableable by Hacker

e) Particle Cannon Uplink
Owner: China Boss General
Prerequisites: Boss General War Factory, Boss General Air Field
Build Cost: 5000 Build Time: 60 seconds
Power: -10 Vision/Shroud Clearing Range: 200
Revealing Range (to all other players): 60
HP: 4000 Armor: Structure Armor Tough
Experience Value: 400
Special Feature Information
1] Fire Particle Cannon
Recharge Time: 4 minutes
Firing Delay: 2500 ms
Total Firing Time (How long the laser hits before fading): 10 seconds
Damage per second: 400
Damage Type: Particle Beam
Beam Speed: 20 dist/sec; can be sped up to 40 with a delay of 500 ms
Beam Width: 26 (Total damage radius is 26x3.4=88.4)

Particle Cannon Beam Trail Remnant
The trail left behind creates an object that inflicts extra damage for
a short period of time.
Damage: 15
Damage Radius: 10
Damage Type: Particle Beam
Cooldown: 250 ms
Duration: 4000 ms
Immobile
2] Guard Ranger
Creates 6 Rangers upon destruction
3] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
4] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
5] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
6] Empowered
Goes offline without power.
Notes:
- Beam weapon activator

---------------------------------------------------------------------
China Boss General also has four modified GLA buildings under her
disposal.

f) Tunnel Network
Owner: China Boss General
Prerequisite: China Boss General Barracks
Build Cost: 800 Refund: 100
Build Time: 5 seconds Vision/Shroud Clearing Range: 200
HP: 1000 Armor: Structure Armor
Experience Value: 100
Weapon Information
Tunnel Network Gun (Anti Surface)
Turret turn Rate: 180 deg/sec
Damage: 10
Range: 175
Cooldown: 250 ms
Damage Type: Small Arms
Projectile Speed: immediate
Special Feature Information
1] RPG Trooper Conscription
Gives 2 FREE (er... not really free. Just see the refund if you sell it)
RPG Troopers upon completion
2] Underground Hideout
Enables up to 10 units to hide underground
3] Undergroud Network
Transports units immediately between two tunnels
4] Heals and Repairs
Max units inside to heal/repair: 10
Healing/Repairing Time: 5000 milliseconds
5] Detector
Detection Rate: 500 msec
Detection Range: 150
6] Underground Hole
Creates a Hole upon destruction (see GLA Hole)
7] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
8] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Notes:
- Underground tunnel equipped with small machine gun outside and healing/
repairing facility inside
- Immune to capture
- Undisableable by Hacker

g) SCUD Storm
Owner: China Boss General
Prerequisites: Boss General War Factory, Boss General Air Field
Build Cost: 5000 Build Time: 60 seconds
Vision/Shroud Clearing Range: 200
Revealing Range (to all other players): 60
HP: 4000 Armor: Structure Armor Tough
Experience Value: 400
Special Feature Information
1] Fires SCUD Storm
Launches 9 lethal SCUD Missiles to the targetted area
Recharge Time: 5 minutes
Missile Erection Time: 3000 ms
Delay between Launch: 100 - 1000 ms
SCUD Storm Missile (1 missile)
Primary Damage: 500
Primary Radius: 50
Secondary Damage: 150; 200 with Anthrax Beta upgrade
Secondary Radius: 200
Damage Type: Explosion
Leaves Poison Field Large
2] Creates Poison Field Medium when destroyed
3] Underground Hole
Creates a Hole upon destruction (see GLA Hole)
4] Land Mines
Builds Land Mines around the building (see Field Objects and
China Upgrades)
5] EMP Mines
Prerequisite: Land Mines
Upgrades the existing Land Mines to EMP Mines (see Field Objects
and China Upgrades)
Notes:
- Readies 9 SCUD missiles and launched them when ready

h) GLA Hole
Owner: China Boss General
Prerequisite: created from destroyed Tunnel Network or SCUD Storm
Vision/Shroud Clearing Range: 50
HP: 500 Armor: Structure Armor
Special Feature Information
1] Worker Respawn
Repaswns a Worker that will build the destroyed buiding.
Worker Respawn Time: 20 seconds
2] Base Regeneration
Regeneration Rate: 0.5% of maximum HP per second
Notes:
- Hiding facility for Worker responsible to rebuild the destroyed building
- Holes are a victory-conditioned building, meaning if all buildings are
destroyed save one hole, no victory will be claimed.
- Uncaptureable and undisableable by Hacker.

i) Sneak Attack Tunnel
Owner: China Boss General
Prerequisite: Sneak Attack General Power, Boss General (or GLA)
Command Center
Vision/Shroud Clearing Range: 200
HP: 1000
Armor: Structure Armor
Experience Value: 100
Build Time: 5000 ms
Special Feature Information
1] Tunnel Explosion
If the Sneak Attack Tunnel is destroyed when it is still in progress, it explodes,
releasing a small amount of damage and shockwave
Small Explosion
Delay: 10 ms
Damage: 10 Damage Radius: 35
Damage Type: Melee
Shockwave Damage: 10 Shockwave Radius: 10
Shockwave Damage at the Center of Explosion: 5
Big Explosion
Delay: 1000 ms and 2500 ms (occurs twice)
Damage: 30 Damage Radius: 50
Damage Type: Melee
Shockwave Damage: 50 Shockwave Radius: 50
Shockwave Damage at the Center of Explosion: 25
2] Underground Hideout
Enables up to 10 units to hide underground
3] Undergroud Network
Transports units immediately between two tunnels
4] Heals and Repairs
Max units inside to heal/repair: 10
Healing/Repairing Time: 5000 milliseconds
5] Detector
Detection Rate: 500 msec
Detection Range: 150
Notes:
- Immune to capture
- Undisableable by Hacker

China Boss General Building Hierarchy

Here I draw a tree diagram on Boss General Building Hierarchy
because her building tech tree is rather different from other three
generals. Not quite good, but hopefully it can help you.

Command Center
|
Cold Fusion Reactor Barracks
| --------------------------
| | | |
Supply Center Gattling Cannon Patriot Tunnel Network
| |
-------------------- Hole
| | (rebuilds the Tunnel Network)
War Factory Air Field
| |
--------------------
|
------------------------------------
| | |
SCUD Storm Nuclear Missile Particle Cannon
|
Hole
(rebuilds the SCUD Storm)

====================
5 China Upgrade Information
====================

1) Land Mines
Owner: all China Generals
Prerequisite: all China buildings except Speaker Tower and Infantry
General Fortified Bunker, which already comes with Land Mines
Build Time: 20 seconds
Build Cost: 600
Builds a field of stealthy mine around the buildings, making it difficult
to get close into the buildings without being harmed. Refer to Field
Objects for details.

2) EMP Mines
Owner: all China Generals
Prerequisite: all China General buildings capable of building Land Mines
Build Time: 25 seconds
Build Cost: 500
Upgrades the stealthy Land Mines into stealthy EMP Mines, which kill
incoming hostile infantry and also the drivers of the hostile vehicles unlucky
enough to walk on the mines. Refer to Field Objects for details.

3) Radar
Owner: all China Generals
Prerequisite: China Command Center
Build Time: 20 seconds
Build Cost: 500
Builds a radar tower in the China Command Center, enabling the minimap

4) Capture Building
Owner: all China Generals
Prerequisite: Barracks
Affected Units: Red Guard, Mini Gunner, Ranger (and Rebel)
Research Time: 30 seconds
Research Cost: 1000
Enables Red Guard, Mini Gunner, and Ranger to capture most hostile
and tech buildings.

5) Black Napalm
Owner: all China Generals
Prerequisite: China War Factory
Affected Units: Dragon Tank, Inferno Cannon, Helix, and MiG (except
Nuke General Helix and MiG)
Research Time: 45 seconds
Research Cost: 2000
Increases the damage of all flame weapons.

6) Chain Gun
Owner: all China Generals
Prerequisite: China War Factory
Affected Units: Gattling Cannon, Gattling Tank, Helix Gattling Cannon,
Overlord Gattling Cannon, Emperor Gattling Cannon, Mini Gunner
Research Time: 45 seconds
Research Cost: 1500
Increases the damage of all Gattling weapons by 25%

7) MiG Armor
Owner: all China Generals
Prerequisite: China Air Field
Affected Unit: MiG
Research Time: 40 seconds
Research Cost: 1000
Increases the HP of MiG by 25% (+40), making MiG’s total HP become 200

8) Satellite Hack 1
Owner: all China Generals except China Boss General
Prerequisite: Internet Center
Research Time: 20 seconds
Research Cost: 1000
Reveals the position of all enemy Command Centers.

9) Satellite Hack 2
Owner: all China Generals except China Boss General
Prerequisite: Internet Center having researched Satellite Hack 1
Research Time: 20 seconds
Research Cost: 2500
Transmits data from enemy satellite every 4 minutes, revealing the enemy
positions for 25 seconds.

10) Nationalism
Owner: all China Generals except Infantry General
Infantry General receives free Nationalism upgrade from the start
China Infantry General receives this upgrades for free from the beginning
Prerequisite: Propaganda Center; Nuclear Missile for Boss General
Affected Units: Red Guard, Tank Hunter, Battlemaster
Research Time: 60 seconds
Research Cost: 2000
25% Bonus to Horde Bonus

11) Patriotism
Owner: China Infantry General
Prerequisite: Infantry General Propaganda Center
Affected Units: Red Guard, Tank Hunter, Battlemaster
Research Time: 60 seconds
Research Cost: 2000
25% Bonus to Nationalism

12) Subliminal Messaging
Owner: all China Generals
Prerequisite: Propaganda Center; Nuclear Missile for Boss General
Affected Units/Buildings: Speaker Tower, Overlord Propaganda Tower,
Helix Propaganda Tower; Assault Troop Crawler, Attack Outpost,
Emperor Overlord (Emperor is theoretically receiving bonus, but when
tested, it is not, especially the healing rate)
Research Time: 40 seconds
Research Cost: 500
Increases the effect of Enthusiasm and Healing Rate (see Bonus Modifer)

13) Auto Loader
Owner: China Tank General
Prerequisite: Tank Gen. Propaganda Center
Affected Unit: Tank General Battlemaster Tank
Research Time: 60 seconds
Research Cost: 2500
Battlemaster Tanks fire 3 shells before reloading. Without this upgrade,
Battlemaster will only fire 1 shell before reloading.

14) Isotope Stability
Owner: China Nuke General
Prerequisite: Nuke General Propaganda Center
Affected Units: Nuke General Battlemaster and Overlord
Research Time: 60 seconds
Research Cost: 2000
Stabilizes the Nuke Battlemaster and Overlord nuclear reactors so they
will not explode when the tanks are destroyed.

15) Uranium Shells
Owner: all China Generals except Nuke General
Prerequisite: Nuclear Missile
Affected Units: Battlemaster Tank, Overlord, Emperor
Research Time: 60 seconds
Research Cost: 2500
Increases the damage of Battlemaster Tank, Overlord, and Emperor
main gun by 25%

16) Nuclear Tank
Owner: all China Generals except Nuke General
Prerequisite: Nuclear Missile
Affected Units: Battlemaster Tank, Overlord, Emperor
Research Time: 60 seconds
Research Cost: 2000
Increases the speed of Battlemaster Tank, Overlord, and Emperor by 25%.
Its drawback, aside from expensive and time-wasting cost, is when a
Battlemaster, Overlord, or Emperor explodes, it damages nearby units and
leaves Radiation Field Small (see Field Object).

17) Neutron Shells
Owner: all China Generals except Tank General
Prerequisite: Nuclear Missile
Affected Unit: Nuke Cannon
Research Time: 60 seconds
Research Cost: 2500
Enables the Nuke Cannon to launch neutron shells which kill personnels
in garrison and vehicles.

18) Tactical Nuke
Owner: China Nuke General
Prerequisite: China Nuke General Nuclear Missile
Affected Unit: Nuke General MiG
Research Time: 40 seconds
Research Cost: 2000
Increases the damage of the Nuke General MiGs

19) Napalm Bomb
Owner: all China Generals except Nuke General
Prerequisite: Unupgraded Helix, including Assault Helix
Affected Unit: Respective Helix, including Assault Helix
Research Time: 20 seconds
Research Cost: 800
Loads Napalm Bombs into the Helix so it can drop fiery Napalm Bombs
to the target below.

20) Nuclear Bomb
Owner: China Nuke General
Prerequisite: Unupgraded Nuke General Helix
Prerequisite: Respective Nuke General Helix
Research Time: 20 seconds
Research Cost: 800
Arms the Helix with a destructive Nuclear Bomb.

21) Helix Battle Bunker
Owner: all China Generals except Infantry Generals
Prerequisite: Unupgraded Helix
Affected Unit: Respective Helix
Research Time: 15 seconds
Research Cost: 400
Builds a battle bunker on the Helix so Helix can allow iinfantry inside
to fire. Infantry will gain Garrison Bonus (see Bonus Modifier)

22) Helix Gattling Cannon
Owner: all China Generals except Infantry Generals
Prerequisite: Unupgraded Helix
Affected Unit: Respective Helix
Research Time: 20 seconds
Research Cost: 1200
Installs a Gattling Cannon on the Helix. The Gattling Cannon is deadly to
air units and infantry.

23) Helix Propaganda Tower
Owner: all China Generals except Infantry Generals
Prerequisite: Unupgraded Helix
Affected Unit: Respective Helix
Research Time: 10 seconds
Research Cost: 500
Equips Helix with a Speaker Tower, which heals friendly and allied
units nearby and increases their fire rate.

24) Overlord Battle Bunker
Owner: all China Generals except Infantry General and Tank General
Prerequisite: Unupgraded Overlord
Affected Unit: Respective Overlord
Research Time: 15 seconds
Research Cost: 400
Builds a battle bunker on the Overlord so Overlord can load up to 5
infantry. Battle Bunker allows infantry inside to fire from within. When
an Overlord Battle Bunker is destroyed, all infantry within get hurt as
many as 50% of their maximum HP.

25) Overlord/Emperor Gattling Cannon
Owner: all China Generals except Infantry General
Prerequisite: Unupgraded Overlord/Emperor
Affected Unit: Respective Overlord/Emperor
Research Time: 20 seconds
Research Cost: 1200
Installs a Gattling Cannon on the Overlord/Emperor, enabling it to attack
air units and becoming more deadly to infantry.

26) Overlord Propaganda Tower
Owner: all China Generals except Infantry General and Tank General
Prerequisite: Unupgraded Overlord
Affected Unit: Respective Overlord
Research Time: 10 seconds
Research Cost: 500
Equips Overlord with a Speaker Tower, which heals friendly and allied
units nearby and increases their fire rate.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

27) (USA) Control Rods
Owner: China Boss General
Prerequisite: Unupgraded Boss General Cold Fusion Reactor
Affected Building: Respective Boss General Cold Fusion Reactor
Build Time: 30 seconds
Build Cost: 500
Activates the Control Rods to generate 100% more power from the Reactor.

28) (USA) Chemical Suits
Owner: China Boss General
Prerequisite: Boss General Barracks
Affected Units: Boss General Ranger, Tank Hunter, Hacker, Angry Mob,
Pathfinder, Black Lotus, Colonel Burton, Jarmen Kell
Research Time: 60 seconds
Research Cost: 1000
Increases infantry defense against poison, radiation, and microwave damage

29) (USA) Flash Bang
Owner: China Boss General
Prerequisite: Boss General Barracks
Affected Unit: Ranger
Research Time: 30 seconds
Research Cost: 800
Arms Rangers with Flash Bang Grenade which will be useful against
infantry garrisoning in civilian buildings and infantry masses.

30) (USA) Sentry Drone Gun
Owner: China Boss General
Prerequisite: Boss General Particle Cannon Uplink
Affected Unit: Sentry Drone
Research Time: 30 seconds
Research Cost: 1000
Equips Sentry Drone with light machine gun, which is good against a small number
of infantry

31) (USA) Composite Armor
Owner: China Boss General
Boss General Particle Cannon Uplink
Affected Units: Boss General Paladin Tank, Gattling Tank, Dragon Tank,
Avenger, Overlord
Research Time: 60 seconds
Research Cost: 2000
Improves the armor of Boss General tanks, making them more durable
in battle.

32) (USA) Advanced Training
Owner: China Boss General
Boss General Particle Cannon Uplink
Affected Units: Boss General King Raptor, Aurora Bomber, Ranger,
Pathfinder, Colonel Burton, Paladin Tank, Avenger, Tomahawk
Research Time: 60 seconds
Research Cost: 1500
Drills the units better so they are able to gain veterancy twice as fast.

33) (GLA) Buggy Ammo
Owner: China Boss General
Prerequisite: Boss General SCUD Storm
Affected Unit: Rocket Buggy
Research Time: 30 seconds
Research Cost: 1200
Allows Rocket Buggy to fire 100% more rockets before reloading.

34) (GLA) AP Rocket
Owner: China Boss General
Prerequisite: Boss General SCUD Storm
Affected Units: RPG Trooper and Rocket Buggy
Research Time: 60 seconds
Research Cost: 2000
Increases the damage of rocket attacks delivered by the affected units.

35) (GLA) Arm the Mob
Owner: China Boss General
Prerequisite: Boss General SCUD Storm
Build Time: 30 seconds
Build Cost: 1000
Distributes AK-47 to the Angry Mob members, replacing their pistols
and rock weapons.

***************************************************************
GLA
***************************************************************
Introduction
GLA, different from two other warring factions, is not a formal sovereignty, but
it is more dangerous than any countries in the world. Perceiving freedom differently
from USA and China's points of view, GLA is determined to free the world from
the the imperialists' whips and iron boots. Having so little resources and official
supports compared to USA and China, GLA is forced to become skillfully creative
in making weapons with whatever they have at hands.
Fanatical and determined, sneaky and armed, GLA is not something to triffle with.

a. Standard GLA
GLA mainly uses small and obsolete, but still dangerous, weapons to deliver
deadly blows to his enemy.

b. GLA Toxin General
Dr. Thrax prefers to mix deadly toxins to defeat his enemies
Name: unknown
Side: Global Liberation Army
Rank: unknown
Cell: unknown (but suspected in Saudi, from General Challenge)
Class Number: unknown
Homeland: unknown
Tactical Overview: Biological and chemical weapons
Availability: Skirmish, Generals Challenge, Online
Short Biography:
Originally a student of immunologist in Jordan, Dr. Thrax chose the darker side
in 1995 when he disappeared in a GLA-controlled ghetto in Cairo. As nukes
were getting scarcer and scarcer in black markets, GLA turned its attention to
this 3rd-world-nuclear weapon makers. For the past twenty years, Dr. Thrax,
whose name is still unknown, has researched and produced chemical and
biological weapons for GLA-linked terrorists across the world and he became
more and more intensively involved in GLA activities. His labs in Asia and
Middle East are the main sources of low cost WMD for the local terrorist cells.
This man, who never sleeps in the same bed two nights in a row and undergoes
frequent plastic surgery to avoid capture since he was declared war crime by
the world court, was tracked by US/China joint operations in Russia. After
losing his base in Amisbad, Iran, Dr. Thrax was besieged in an unknown city
where he was ready to launch his Anthrax Gamma missiles. Cornered by a
super power country, betrayed by some renegades, and left alone by
GLA, Dr. Thrax, who is said to get his degree from a mail-order college,
was announced to be pushed to the end of his life span.
Army Modifications
- Toxin Rebel replaces the standard Rebel.
- Toxin Terrorist replaces the standard Terrorist.
- Toxin Network spraying short-range chemical weapon replaces the
standard Tunnel Network.
- Anthrax Gama upgrade
- All tanks are automatically equipped with Toxin Shells.
- Standard toxin is replaced with Anthrax Beta.
- Scud Launcher and Bomb Truck can not load high explosive warhead.
- Demo Trap costs more but is equipped with chemical weapons.
- Vehicles cost more.
- No Saboteur and Hijacker.

c. GLA Demolition General
General Juhziz prefers to wire up powerful explosives to defeat his enemies.
Name: Rodall “Demo” Juhziz
Side: GLA
Rank: unknown
Cell: Scorpion (suspected to be in Iran, from General Challenge mode)
Class Number: unknown
Homeland: unknown
Tactical Overview: Explosives (demolition)
Availability: Skirmish, Generals Challenge, Online
Short Biography:
General Juhziz, whose ancestors are believed to be from Middle East, are
claimed to be responsible for some of the most devastating incidents in
21st century, including US Embassy assault in Cairo and the sinking of
USS Nelsen in 2012. Such destructive sabotages earn him a most wanted
status in many countries and a hero status in GLA, drawing more people
to either fear or admire him more. Juhziz, rarely speaking to anyone outside
his organization, is rumored to have lost the use of a hand in a bomb making
accident.
Army Modifications
- Advanced Demo Trap replaces the standard Demo Trap and costs less.
- Suicide Bomb upgrade
- Terrorists do more damage.
- Booby Trap is available without research.
- Bomb Trucks cost less.
- Combat Cycles start with Terrorists.
- Jarmen Kell is equipped with C4.
- No GPS Scrambler, Camouflage, Hijacker, and Saboteur
- No Anthrax Beta upgrade
- Vehicles cost more.
- SCUD Storm is not installed with a chemical warhead, but will deliver
more damage.
- SCUD Launcher and Bomb Truck can not carry biological warhead.

d. GLA Stealth General
Prince Kassad prefers to use camouflage and covert operations to defeat his enemies.
Name: Kassad
Side: GLA
Rank: unkown
Cell: Cobra
Class Number: unknown
Homeland: Libya (Tripoli)
Tactical Overview: Camouflage
Availability: Skirmish, Generals Challenge, Online
Short Biography:
Prince Kassad is famously known in his Middle East political and global
underworld careers. His main assets are his spies and assassins operating in
North Africa. Prince Kassad has received millions for assassinations, hijacking,
and beating in the streets. It is believed that all terrorist activities happening
in Mediterranean in a three year stretch starting from 2008 get his involvement,
or at least his blessing. His elusiveness saves him from any charges against him
and bad things always happen to anyone standing in his ways. However, Prince
Kassad seems to believe that the word "invisible" is the synomy of "invinsible".
He tasted defeat when he refused to cooperate with GLA supreme commander
and instead attacked his forces near the Cairo, where his base was seized and
razed by his fellow GLA.
Army Modifications
- All structures are equipped with Camo-Netting.
- Camouflaged Rebel
- All base defenses come with Camo-Netting installed.
- Hijackers do not cost General Point. More expensive but more highly trained.
- GPS Scrambler sooner and more often.
- Emergency Repair level 1 sooner.
- No Scorpion, Marauder, and SCUD Launcher.

====================
1 GLA General Powers
====================

=======================
|| Standard GLA General Powers ||
=======================

1-Star General: SCUD Launcher; Marauder Tank; Technical Training

3-Star General: Hijacker; Rebel Ambush Lv 1; Rebel Ambush Lv 2;
Rebel Ambush Lv 3; Cash Bounty Lv 1; Cash Bounty Lv 2;
Cash Bounty Lv 3; Emergency Repair Lv 1; Emergency
Repair Lv 2; Emergency Repair Lv 3

5-Star General: Anthrax Bom; Sneak Attack Tunnel; GPS Scrambler

==============================
|| GLA Demolition General General Powers ||
==============================

1-Star General: SCUD Launcher; Marauder Tank; Technical Training

3-Star General: Rebel Ambush Lv 1; Rebel Ambush Lv 2; Rebel Ambush Lv 3;
Cash Bounty Lv 1; Cash Bounty Lv 2; Cash Bounty Lv 3;
Emergency Repair Lv 1; Emergency Repair Lv 2; Emergency
Repair Lv 3

5-Star General: Anthrax Bom; Sneak Attack Tunnel

===========================
|| GLA Toxin General General Powers ||
===========================

1-Star General: SCUD Launcher

3-Star General: Rebel Ambush Lv 1; Rebel Ambush Lv 2; Rebel Ambush Lv 3;
Cash Bounty Lv 1; Cash Bounty Lv 2; Cash Bounty Lv 3;
Emergency Repair Lv 1; Emergency Repair Lv 2; Emergency
Repair Lv 3

5-Star General: Anthrax Bom; Sneak Attack Tunnel; GPS Scrambler

============================
|| GLA Stealth General General Powers ||
============================

1-Star General: Technical Training; Emergency Repair Lv 1

3-Star General: GPS Scrambler; Rebel Ambush Lv 1; Rebel Ambush Lv 2;
Rebel Ambush Lv 3; Cash Bounty Lv 1; Cash Bounty Lv 2;
Cash Bounty Lv 3; Emergency Repair Lv 2; Emergency
Repair Lv 3

5-Star General: Anthrax Bomb; Sneak Attack Tunnel

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SCUD Launcher
Buildings Required: Arms Dealer, Palace
Allows the player to build SCUD Launcher, a deadly mobile missile launcher

Marauder Tank
Building Required: Arms Dealer
By activating this General Power, GLA players may have access to Marauder
Tank.

Technical Training
Building Required: Arms Dealer
This General Power automaticall trains all Techincals so all newly-built Technicals
will become veteran

Hijacker
Buildings Required: GLA Barracks, Palace
Choosing this General Power will enable GLA players to build a vehicle-stealing
infantry, Hijacker, from their GLA Barracks

Cash Bounty
Building Required: GLA (or Boss General) Command Center
Rewards Received: 5% (Lv 1); 10% (Lv 2); 20% (Lv 3)
Players activating this General Power will get cash from the hostile
units/buildings they destroy. The first level will get 5% of the cost of the
destroyed units/buildings, the 2nd 10%, and the 3rd 20%.

Rebel Ambush
Building Required: GLA Command Center
Recharge Time: 4 minutes
Rebels Deployed:
Lv 1 Lv 2 Lv 3
GLA Demo General 4 6 10
Other GLA Generals 4 8 16
When activated, this General Power will enable players to deploy a squad of
rebels anywhere on the map, if the shroud has already been removed (shroud, not
fog of war)

Emergency Repair
Building Required: GLA Command Center
Recharge Time: 4 minutes
Radius: 100
Name Max HP Fixed
Emergency Repair Lv 1 Light Repair 100
Emergency Repair Lv 2 Medium Repair 200
Emergency Repair Lv 3 Serious Repair 300
Emergency Repair enables the player to fix friendly/allied vehicles in a specific
area, returning their lost HP.

Anthrax Bomb
Building Required: GLA Command Center
Recharge Time: 6 minutes
View Object Duration: 30000 seconds
View Object Range: 250
Anthrax Bomb Information
Damage: 200 Radius: 100
Damage Type: Explosion
Leaves Poison Field Anthrax Bomb
Sends orders to GLA Cargo Plane to drop a deadly anthrax bomb to the
selected area.

Sneak Attack Tunnel
Building Required: GLA (or Boss General) Command Center
Recharge Time: 2.5 minutes
Builds a Sneak Attack Tunnel at the visible point of the map. See GLA
Buildings for information.

GPS Scrambler
Building Required: GLA Command Center
Recharge Time: 4 minutes
Radius: 100
This General Power allows the players activating it to use GPS Scrambler
on their units, render the units invisible while not doing aggressive actions.

=================
2 GLA Unit Information
=================

A. Standard GLA Units
----------------------------
(a) Standard GLA Aircraft
----------------------------
A.a.1) GLA Cargo Plane
Health Information
HP: 1000 Armor: Airplane Armor
Experience Information
40 Exp as Anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Notes
- Drops Anthrax Bomb and Reinforcement Pad vehicle to the targetted area.
- Door Open Time: 500 ms

----------------------------
(b) Standard GLA Infantry
----------------------------
A.b.1) Rebel
Health Information
HP: 120 Armor: Human Armor
Experience Information
40 Exp to Veteran 15 Exp as Conscript/Veteran
60 Exp to Elite 30 Exp as Elite
120 Exp to Heroic 40 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 10 if badly hurt
Turn rate: 500 degrees per second (infinite)
Weapon Information
Rebel Machine Gun (Anti Surface)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds Range: 100
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 3 shots Clip Reload Time: 700 milliseconds
Special Feature Information
1] Salvager
Rebels can pick up salvage and turn it to cash for player
2] Capture Building
Prerequisite: Capture Building upgrade
Unpack Time: 3000 ms
Preparation Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 12
Recharge Time: 15000 ms
3] Stealth
Prerequisite: Camouflage upgrade
Stealth Delay: 2500 ms
Decloaks when attacking or capturing building
4] Booby Trap
Deploys an explosive to friendly buildings, making them difficult to
capture
Prerequisite: Booby Trap upgrade
Recharge Time: 7500 ms
Max. No. of Booby Trap in a Building: 1
Max. No. of Booby Trap installed: 100
Does not expire when the creator dies
Booby Trap Information
Primary Damage: 200 Primary Damage Radius: 5
Secondary Damage: 50 Secondary Damage Radius: 15
Damage Type: Explosion Vision/Shroud Clearing Range: 25
Upgrade Information
- Capture Building (Barracks): Enables Rebels to capture most
base buildings and tech buildings.
- Booby Trap (GLA Barracks): Sets a stealthy mine on a neutral or friendly
building which will explode when an enemy tries to capture or break in.
- Camouflage (Palace): Rebels are hidden from sight when not doing any
aggressive activities.
- AP Bullets (Black Market): Increases Rebel damage.
Build Information
Prerequisite: GLA Barracks
Build Cost: 150
Build Time: 5 seconds
Notes
- Slot: 1

A.b.2) Terrorist
Health Information
HP: 120 Armor: Human Armor
Experience Information
20 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 when badly wounded
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
Suicide Dynamite Pack (Anti Surface)
Primary Damage: 500 Primary Radius: 18
Secondary Damage: 300 Secondary Radius: 50
Damage Type: Explosion
Activated when crushed, splatted, lasered, burned, exploded.
Special Feature Information
1] Salvager
Terrorist can gain money from the salvage of the destroyed vehicles
2] Car Bomb
Steals a civilian car and loads it with bomb (see Car Bomb)
Build Information
Prerequisite: GLA Barracks
Build Cost: 200
Build Time: 5 seconds
Notes
- Slot: 1
- Can be ordered to attack an empty area by force attack

A.b.3) RPG Trooper
Health Information
HP: 100 Armor: Human Armor
Experience Information
100 Exp to Veteran 20 Exp as Conscript/Veteran
200 Exp to Elite 40 Exp as Elite
400 Exp to Heroic 60 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 400
Movement Information
Speed: 20 distances/sec; 10 if badly wounded
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
Tunnel Defender Rocket (RPG) (Anti Surface and Air)
Damage: 40; 50 with AP Rockets upgrade
Radius: 5
Damage Type: Infantry Missile
Cooldown: 1000 milliseconds
Range: 175 Minimum Range: 5
Missile Speed: 225 dist/sec Missile Turn Rate: 100 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missiles
Special Feature Information
Salvager
RPG Trooper can turn the salvaged vehicles into cash
Upgrade Information
- AP Rocket (Black Market): 25% to RPG missile damage
Build Information
Prerequisite: GLA Barracks or Tunnel Network (see notes and
Tunnel Network)
Build Cost: 300
Build Time: 5 seconds
Notes
- Slot: 1
- Comes up in pair when a Tunnel Network is completely built for the
1st time (not by GLA Hole)

A.b.4) Angry Mob
Health Information
Members: 10; initially just 5, but will grow.
HP: 50 Armor: Human Armor
Experience Information
150 Exp to Veteran 5 Exp as anything
450 Exp to Elite
900 Exp to Heroic
Vision Information
Vision\Shroud Clearing Range: 150
Movement Information
Group Movement
Speed: 18 dist/sec
Turn Rate: 360 degrees/sec; 350 if badly hurt
Person Movement
Normal
Speed: 20; 10 if badly hurt
Turn Rate: 500 dist/sec
Wander
Speed: 13; 10 if badly hurt
Turn Rate: 500 dist/sec
Panic
Speed: 32; 10 if badly hurt
Turn Rate: 500 dist/sec
Weapon Information
1] Pistol (Anti Surface)
Some members of the Angry Mob bring pistols as weapons
Damage: 10 Damage Type: Molotov Cocktail
Range: 100 Projectile Speed: immediate
Cooldown: 250 ms
Clip: 8 Reload Time: 3000 ms
Replaced by AK-47 when Arm the Mob upgrade is researched
2] Rock (Anti Surface)
Some other members, instead of Pistols, effectively use Rock to
knock down the enemy
Damage: 40 Radius: 1
Range: 100 Damage Type: Molotov Cocktail
Projectile Speed: 130 dist/sec
Accuracy: 100%
Cooldown: 500 ms
Pause before Throwing: 500 ms (let's say it is an addition to
cooldown, so Angry Mob member using this will throw the
next Rock after 1000 ms)
Replaced by AK-47 when Arm the Mob upgrade is researched
3] Molotov (Anti Surface)
While their friends choose light Pistol and cheap Rock, some mobsters
prefer Molotov
Damage: 40 Radius: 11
Range: 100 Minimum Range: 12
Damage Type: Molotov Cocktail
Projectile Speed: 60 dist/sec
Cooldown: 500 ms
Pause before Throwing: 500 ms (let's say it is an addition to
cooldown, so Angry Mob member using this will throw the
next Molotov after 1000 ms)
Molotov leaves earth-scorching flames for 2333 ms at the radius of
18-30, but it seems to deliver no damage.
4] AK-47 (Anti Surface)
AK-47 replaces the standard Pistols and primitve Rocks
Prerequisite: Arm the Mob upgrade
Damage: 20; 25 with AP Bullets upgrade
Range: 120
Damage Type: Molotov Cocktail
Projectile Speed: immediate
Accuracy: 100%
Cooldown: 250 ms
Special Feature Information
1] Salvager
Angry Mob can take the salvaged vehicles and turn it into cash
2] Regeneration
As long as there is at least one person in the mob, the mob can
gain full health and new members and still retains the rank it acquires
Regeneration Rate: 30 seconds
3] Group
Angry Mob member can only work in group. If there is one member
separated from the group, (s)he dies
Chasing Radius: 40
Upgrade Information
- Arm the Mob (Palace): Replaces the pistols and rocks used by Angry
Mob with powerful AK 47s
- AP Bullets (Black Market): Increases the attack damage of AK 47
Build Information
Prerequisite: GLA Barracks, Palace
Build Cost: 800
Build Time: 15 seconds
Notes
- Can not be transported or enter Tunnel Network/buildings
- Mobsters and their weapons:
Mobsters Weapons Weapons
(unupgraded) (upgraded)
Aladdin Pistol AK-47
Woman in the Gypsy Costume Rock AK-47
Lady with the Hot Sauce Molotov Molotov
Skinny Guy with the Green Beret Pistol AK-47
Fat Guy with the Tank Top Rock AK-47
The Robed Dude with the Man-Veil Pistol AK-47

A.b.5) Hijacker
Health Information
HP: 100 Armor: Human Armor
Experience Information
150 Exp to Veteran 50 Exp as Conscript 400 Exp as Heroic
450 Exp to Elite 100 Exp as Veteran
900 Exp to Heroic 150 Exp as Elite
(untrainable)
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 30 distances/sec; 20 if badly hurt
Turn rate: 500 degrees per second (infinite)
Special Feature Information
1] Salvager
Hijacker can claim the salvaged vehicles and turn it into cash
2] Hijack
Hijacker can kill the driver of a hostile vehicle and claim the
vehicle for himself.
3] Stealth
Stealth Delay: 500 ms
Only stealthy while stationary
Build Information
Prerequisite: GLA Barracks, Palace, and Hijacker General Power
Build Cost: 400
Build Time: 10 seconds
Notes
- Slot: 1

A.b.6) Saboteur
Health Information
HP: 120 Armor: Human Armor
Experience Information
Untrainable
15 Exp as Conscript/Veteran
30 Exp as Elite
40 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
When Walking on Ground
Speed: 30 dist/sec; 20 if badly hurt
Turn rate: 500 degrees per second
When Climbing Cliff
Speed: 20 dist/sec; 15 when badly hurt
Turn Rate: 360 deg/sec; 350 when badly hurt
Special Feature Information
1] Salvager
Saboteur can exchange the salvaged vehicles to cash
2] Stealth
Stealth Delay: 2500 ms
Never decloaks himself
3] Sabotage Building
Saboteur can infiltrate some types of enemy buildings and sabotage them.
However, the Saboteur will disappear once he has done it.
Buildings to infiltrate Effect
Command Center Reset all General Powers
Power Plant Disable all power plants for 30 seconds
Superweapon Reset the Superweapon timer
Supply Center/Stash Steal as much as $1000 from the enemy
Factory/Barracks/Air Field Disable the building for 30 seconds
Fake Building Explodes
Internet Center Disable the building for 15 seconds
Build Information
Prerequisite: GLA Barracks, Palace
Build Cost: 800
Build Time: 15 seconds
Notes
- Slot: 1

A.b.7) Jarmen Kell
Health Information
HP: 200 Armor: Human Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Movement Information
Speed: 30 distances/sec; 20 if badly hurt
Turn rate: 500 degrees per second (infinite)
Weapon Information
Jarmen Kell Rifle (Anti Surface)
Damage: 180; 225 with AP Bullets upgrade
Damage Type: Sniper
Cooldown: 1000 milliseconds
Range: 225
Projectile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Salvager
Jarmen Kell can pick up salvage and turn it into cash
2] Stealth
Stealth Delay: 2000 ms
Decloaks when attacking
3] Vehicle Snipe
Kills the pilot of a vehicle, making it captureable
Can not Vehicle Snipe pilotless vehicles, such as Sentry Drone
Can not Vehicle Snipe air units, even if they are on land
Recharge Time: 30000 ms Range: 225
Range: 225 Damage Type: Kill Pilot
4] Crush Immunity
As a hero, Jarmen Kell can not be squeezed except by Overlord/
Emperor Overlord
Upgrade Information
- AP Bullets (Black Market): Increases Jarmen Kell's damage by 25%
Build Information
Prerequisites: GLA Barracks, Palace
Build Cost: 1500
Build Time: 20 seconds
Notes
- Max no. to build: 1
- Slot: 1

A.b.8) Worker
Health Information
HP: 100 Armor: Human Armor
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 when badly hurt
Speed with Worker Shoes upgrade: 30 dist/sec; 20 when badly wounded
Turn Rate: 500 degrees/sec
Special Feature Information
1] Salvager
Worker can sell the remains of destroyed vehicles
2] Builder
Construction Dozer can build China buildings. See Tip and Trick session
to build other factions' buildings.
3] Real/Fake Building Option
Worker can build Fake Buildings as well as real ones.
4] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Disarm Delay: 1000 ms
Disarm Recharge Time: 1000 ms
Detection Rate: 500 msec
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
5] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
6] Harvester
Max Boxes to Carry: 1 ($75; $83 with Worker Shoes upgrade)
Supply Center Action Delay: 150 ms for whole thing (one transaction)
Supply Warehouse Action Delay: 150 ms per box (many small transactions)
Supply Warehouse Scan Distance: 700 (Max distance to look for
a warehouse, or workers go home)
Warns when Supplies are exhausted
Upgrade Information
- Worker Shoes (Black Market): Increases Worker's speed and supply
carrier capacity
Build Information
Prerequisite: GLA Command Center or GLA Supply Stash
Build Cost: 200
Build Time: 3 seconds
Notes
- Slot: 1
- Worker Shoes upgrade increases the cash a Worker can carry. When he
harvests a pile of supply, the supply decreases by $75, but the Worker
delivers $83.
For example, a Worker harvests a supply pile worth $1500. It requires a
Worker to harvest it 20 times until it is empty ($1500/75=20). However,
when the supply pile is exhausted, the total amount you collect is $1660
($83x20=$1660).

A.b.9) Stinger Soldier
Health Information
HP: 100 Armor: Stinger Soldier Armor
Vision Information
Vision\Shroud Clearing Range: 400
Movement Information
Speed: immobile
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
1] Stinger Missile (Anti Surface)
Damage: 20; 25 with AP Rocket upgrade
Damage Radius: 5
Damage Type: Explosion Range: 225
Missile Speed: 400 dist/sec Missile Turn Rate: 625 deg/sec
Cooldown: 2000 ms
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missile
2] Stinger Missile (Anti Air)
Damage: 30 Damage Radius: 10
Damage Type: Explosion Range: 400
Missile Speed: 400 dist/sec Missile Turn Rate: 625 deg/sec
Cooldown: 2000 ms
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missile
Can shoot down ballistic missiles
Special Feature Information
1] Stinger Protection
Stinger Soldiers are protected by Stinger Site from most attack
See Stinger Site for more info
2] Respawning
Stinger Soldiers, if killed but the Stinger Site still exists, may respawn
See Stinger Site for more info
3] Stealth
Prerequisite: Camo Netting upgrade
Stealth Delay: 2500 msec
Decloaks when firing
4] Detector
Detection Rate: 500 ms
Detection Range: 200
Upgrade Information
- AP Rocket (Black Market): 25% Stinger missile damage to ground units
- Camo Netting (Stinger Site): Endows Stinger Site and its Stinger Soldiers
stealth ability
Build Information
Prerequisite: Stinger Site
Build Cost: 100 (only for players who choose Cash Bounty General Power)
Build Time: 30 seconds
Notes
- Slot: 1

----------------------------
(c) Standard GLA Vehicle
----------------------------
A.c.1) Technical
Health Information
HP: 180 Armor: Truck Armor
Experience Information
50 Exp to Veteran 25 Exp as Conscript/Veteran
75 Exp to Elite 50 Exp as Elite
150 Exp to Heroic 100 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 90 dist/sec; 80 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 240 degrees/sec
1] Technical Machine Gun (Anti Surface)
Damage: 10; 12.5 with AP Bullets upgrade
Damage Type: Comanche Vulcan
Range: 150
Cooldown: 200 ms
Accuracy: 100%
Projectile Speed: immediate
2] Technical Cannon (crate upgrade one) (Anti Surface)
Damage: 45; 56.25 with AP Bullets Upgrade
Damage Radius: 25
Damage Type: Comanche Vulcan
Accuracy: 100% against vehicle. May miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 300 dist/sec
Cooldown: 1000 msec
3] Technical RPG (crate upgrade two) (Anti Surface)
Damage: 50
Damage Radius: 5
Damage Type: Explosion
Accuracy: 100%
Range: 150
Minimum Range: 5
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Cooldown: 1000 msec
Homing missile
Special Feature Information
1] Scavenger
Replaces Technical Machine Gun Weapon with a stronger weapon.
Can be upgraded twice.
2] Transport
Can transport up to 5 infantry.
10% damage to units inside when destroyed.
3] Salvager
When a Technical is already upgraded twice, it can sell the salvages
it claims.
4] Auto Repair
Allows the Technical to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
Upgrade Information
- AP Bullets (Black Market): Increases Technical Machine Gun and
Cannon (Upgrade One) damage by 25%.
- Junk Repair (Black Market): Gives Technical auto-repair ability.
Build Information
Prerequisite: Arms Dealer
Build Cost: 500
Build Time: 3 seconds
Notes
- Slot: 3

A.c.2) Scorpion
Health Information
HP: 370 Armor: Tank Armor
Experience Information
100 Exp to Veteran 60 Exp as Conscript/Veteran
200 Exp to Elite 120 Exp as Elite
400 Exp to Heroic 200 Exp as Heroic
Vision Information
Vision Range: 125 Shroud Clearing Range: 300
Movement Information
Speed: 40 dist/sec; 30 when badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 100 degrees/sec
See the condition list below for Scorpion weapons
- No Rocket upgrade and no crate upgrade: Scorpion Tank Gun
- W/ Rocket upgrade and no crate upgrade: Scorpion Tank Gun and
Scorpion Rocket
- No Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
- W/ Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
and Scorpion Rocket
- No Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
- W/ Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
and Double Scorpion Rockets
1] Scorpion Tank Gun (Anti Surface)
Damage: 20 Radius: 5
Damage Type: Armor Piercing
Cooldown: 1000 milliseconds
Range: 150
Projectile Speed: 400 dist/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
2] Scorpion Rocket (Anti Surface)
Primary Damage: 100; 125 with AP Rocket upgrade
Primary Damage Radius: 5
Secondary Damage: 80; 100 with AP Rocket upgrade
Secondary Damage Radius: 25
Damage Type: Explosion
Range: 150 Min. Range: 40
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Missile Speed: 150 dist/sec Missile Turn Rate: 540 deg/sec
Cooldown: 200 ms
Clip Size: 1 Clip Reload Time: 15000 ms
Homing Missile
3] Advanced Scorpion Tank Gun (Anti Surface)
Damage: 25 Radius: 5
Damage Type: Armor Piercing
Cooldown: 1000 milliseconds
Range: 150
Projectile Speed: 400 dist/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
4] Double Scorpion Rockets (Anti Surface)
Primary Damage: 100; 125 with AP Rocket upgrade
Primary Damage Radius: 5
Secondary Damage: 80; 100 with AP Rocket upgrade
Secondary Damage Radius: 25
Damage Type: Explosion
Range: 150 Min. Range: 40
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Missile Speed: 150 dist/sec Missile Turn Rate: 540 deg/sec
Cooldown: 200 ms
Clip Size: 2 Clip Reload Time: 15000 ms
Homing Missile
Special Feature Information
1] Scavenger
Scorpion can replaces its weapons with the salvage of the destroyed
vehicles
Can only be upgraded twice
2] Salvager
When the Scorpion is already upgraded twice, it can take the salvage
and turns it into money
3] Toxin Contamination
Prerequisite: Toxin Shells upgrade
Scorpion loads its shells and rockets with a small amount of toxin,
leaving Poison Field Small on the target (Poison Field Gamma Small
if Anthrax Gamma upgrade is researched).
When I tested it, it seemed that the Rockets do not contain toxin. Was
I correct or it was just my eyesight that cheated me?
4] Auto Repair
Scorpion is capable of repairing itself.
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- Scorpion Rocket (Arms Dealer): Installs a deadly rocket on the
Scorpion
- AP Rocket (Black Market): +25% to Scorpion Rocket damage. Only
works when Scorpion Rocket upgrade has been researched.
- Toxin Shell (Palace): Loads Scorpion shells and the rocket with a
handful doses of toxin.
- Anthrax Beta (Palace): Replaces the standard toxin with deadlier agent,
Anthrax Beta. Only works when Toxin Shells has been researched.
- Junk Repair (Black Market): Scorpion receives auto-repair ability.
~ Anthrax Gamma (Toxin General Palace): Fills Scorpion's shells and
rockets with Anthrax Gamma, but it is just for fun. No additional
damage, compared to Anthrax Beta. Only works when the Toxin
Shells upgrade has been researched.
Build Information
Prerequisite: Arms Dealer
Build Cost: 600
Build Time: 7 seconds
Notes
- Slot: 3

A.c.3) Quad Cannon
Health Information
HP: 300 Armor: Humvee Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 40 dist/sec; 25 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 360 degrees/sec
1a] Quad Cannon Gun Anti Surface
Damage: 10; 12.5 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
1b] Quad Cannon Gun Anti Air
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
2a] Quad Cannon Gun Anti Surface (crate upgrade one)
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 50 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
2b] Quad Cannon Gun Anti Air (crate upgrade one)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 50 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
3a] Quad Cannon Gun Anti Surface (crate upgrade two)
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 25 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
3b] Quad Cannon Gun Anti Air (crate upgrade two)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 25 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Scavenger
Quad Cannon can upgrade its weapon with the remains of destroyed
vehicles.
Can only be upgraded twice
2] Salvager
When the Quad Cannon is already upgraded twice, it can sell the remains
of the destroyed vehicles
3] Auto Repair
This ability will allow Quad Cannon to repair itself
Prerequisite: Junk Repair
Repair Rate: 2 HP/sec
Upgrade Information
- Junk Repair (Black Market): Enables Quad Cannon to auto-repair
- AP Bullets (Black Market): +25% to Quad Cannon damage
Build Information
Prerequisite: Arms Dealer
Build Cost: 700
Build Time: 6 seconds
Notes
- Slot: 3

A.c.4) Toxin Tractor
Health Information
HP: 240 Armor: Toxin Truck Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 20 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 180 deg/sec
1] Toxin Truck Gun (Anti Surface)
Damage: 10; 12.5 with Anthrax Beta upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
2] Toxin Truck Gun (crate upgrade one) (Anti Surface)
Damage: 12.5; 15 with Anthrax Beta upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
3] Toxin Truck Gun (crate upgrade two) (Anti Surface)
Damage: 15; 20 with Anthrax Beta upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
Special Feature Information
1] Contamination
Sprays toxin on a wide area
a] Toxin Truck Sprayer
Secondary Damage: 2; 2.5 with Anthrax Beta*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Medium
b] Toxin Truck Sprayer (crate upgrade one)
Secondary Damage: 2.5; 3 with Anthrax Beta*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Medium
c] Toxin Truck Sprayer (crate upgrade two)
Secondary Damage: 3; 4 with Anthrax Beta*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Medium
2] Ungarrison
Toxin Tractor can ungarrison garrisonable Civilian Buildings.
3] Scavenger
Toxin Tractor can upgrade its weapon with the salvages of the destroyed
vehicles.
Can be upgraded twice.
4] Salvager
When a Toxin Tractor is already upgraded twice, it can sell the salvages
it claims.
5] Auto Repair
Allows the Toxin Tractor to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
6] Toxin Tractor Explosion
Leaves Poison Field Small when destroyed
Upgrade Information
- Anthrax Beta (Palace): Replaces the standard toxin with Anthrax Beta
- Junk Repair (Black Market): Enables the Toxin Tractor to auto-repair
Build Information
Prerequisite: Arms Dealer
Build Cost: 600
Build Time: 5 seconds
Notes
- Slot: 3
- * means that the weapons, aside from researching Anthrax Beta, can also
be obtained when the Toxin Truck becomes heroic

A.c.5) Combat Cycle
Health Information
HP: 100 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
With Terrorist as its rider
Normal (on Ground)
Speed: 90 distances/sec; 68 if badly damaged
Turn rate: 120 degrees per second
Climbing
Speed: 60 dist/sec; 45 if badly damaged
Turn rate: 120 deg/sec
With other infantry as its rider
Normal (on Ground) and Climbing
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 120 degrees/sec
Weapon Information
Combat cycle weaponry depends on its rider. For Standard GLA,
the default driver is Rebel.
1> Rebel Biker Machine Gun (Anti Surface)
Rider: Rebel
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 150
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 6 shots Clip Reload Time: 7000 milliseconds
2> Suicide Bike Bomb (Anti Surface)
Rider: Terrorist
Primary Damage: 700 Primary Radius: 20
Secondary Damage: 100 Secondary Radius: 50
Damage Type: Explosion
Range: 5
3> RPG Trooper Biker Rocket (Anti Surface and Air)
Rider: RPG Trooper
Damage: 40; 50 with AP Rocket upgrade
Radius: 5
Damage Type: Infantry Missile
Cooldown: 1000 milliseconds
Range: 175 Minimum Range: 5
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 distances against infantry
Homing missile
4> Biker Jarmen Kell Sniper Rifle (Anti Surface)
Rider: Jarmen Kell
Damage: 180; 225 with AP Bullet upgrade
Damage Type: Sniper
Cooldown: 750 milliseconds
Range: 225
Projectile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Salvager
Combat Cycle, although incapable of reinforced its weapon or armor
with the scavenge of the destroyed vehicle, can take the money from it.
2] Change Rider
Combat Cycle can change its rider for multiple purposes. When it is riderless,
unfortunately, it falls to the ground and is destroyed
Infantry that are allowed to ride Standard GLA Combat Cycle
a. Standard GLA Rebel
b. Standard GLA/Boss General Terrorist
c. Standard GLA/Boss General RPG Trooper
d. Standard GLA Hijacker
e. Standard GLA Saboteur
f. Boss General/Standard GLA Jarmen Kell
g. Standard GLA Worker
Exit Delay: 250 ms
3] Kills Rider when Destroyed
Try it yourself if you still do not understand ......
4] Climbing
Unlike other vehicles, Combat Cycle can move on the cliff area.
5] Vehicle Snipe (Jarmen Kell-rid only)
Kills the pilot of a vehicle, making it ownerless.
Range: 225
Damage Type: Kill Pilot
Projectile Speed: Immediate
Recharge Time: 30 seconds
6] Rider's Stealth
The Combat Cycle becomes stealth if the rider is a stealth unit
7] Can not crush infantry
8] Auto Repair
Combat Cycle rider is capable of repairing his bike
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- AP Bullet (Black Market): (For Rebel and Jarmen Kell Combat
Cycle only): +25 damage to Rebel Biker Machine Gun and Biker
Jarmen Kell Sniper Rifle.
- AP Rocket (Black Market): (For RPG Trooper Combat Cycle only):
+25% damage to RPG Trooper Biker Rocket
- Junk Repair (Black Market): Enables Combat Cycle to auto-repair
Build Information
Prerequisite: Arms Dealer
Build Cost: 500
Build Time: 4 seconds
Notes
- Slot: 1
- Will not automatically attack enemy coming nearby

A.c.6) Marauder
Health Information
HP: 430 Armor: Tank Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 300 Exp as Heroic
Vision Information
Vision Range: 125 Shroud Clearing Range: 300
Movement Information
Speed: 40 dist/sec; 30 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
1] Marauder Tank Gun (Anti Surface)
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Accuracy: 100% against vehicles, may miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 300 dist/sec
Cooldown: 2000 msec
2] Marauder Tank Gun (crate upgrade one) (Anti Surface)
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Accuracy: 100% against vehicles, may miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 400 dist/sec
Cooldown: 1500 msec
3] Marauder Tank Gun (crate upgrade two) (Anti Surface)
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Accuracy: 100% against vehicles, may miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 500 dist/sec
Cooldown: 750 msec
Clipsize: 2 Clip Reload Time: 100
Special Feature Information
1] Scavenger
Marauder Tank can perfect its weapons with the salvage of the destroyed
vehicles
Can only be upgraded twice
2] Salvager
When the Marauder Tank is already upgraded twice, it can take the
salvage and turns it into money
3] Toxin Contamination
Marauder Tank loads its shells with a small amount of toxin, leaving
Poison Field Small on the target (Poison Field Gamma Small if Anthrax
Gamma upgrade is researched).
4] Auto Repair
Marauder Tank is capable of repairing itself.
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- Toxin Shells (Palace): Equips Marauder Tank shells with toxin, making
Marauder a little bit more effective against infantry.
- Anthrax Beta (Palace): (Affects Toxin Shells-upgraded Marauder Tank
only) Replaces the standard toxin filling the Marauder Tank shells with
a more effective Anthrax Beta agent.
~ Anthrax Gamma (Toxin General Palace): (Affects only Toxin Shells-
upgraded Marauder Tank) Replaces the standard toxin used in the
Marauder Tank shells with a more venomous Anthrax Gamma. Anthrax
Gamma will also replace the Antrax Beta toxin-filling shells because it
is more colourful, but not stronger:p.
Build Information
Prerequisite: Arms Dealer, Marauder Tank General Power
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 3

A.c.7) Radar Van
Health Information
HP: 200 Armor: Truck Armor
Experience Information
20 Exp as anyhting
Vision Information
Vision Range: 200 Shroud Clearing Range: 500
Movement Information
Speed: 40 distances/sec; 30 if badly damaged
Turn rate: 180 degrees per second
Special Feature Information
1] Salvager
Radar Van can sell the scavenged part of the destroyed vehicles.
2] Enables Minimap
Opens the small battlemap, giving more control in the battlefield
(any better explanation?)
Still works in low-power condition
Can not function if stationed in a Tunnel Network or transport
3] Detector
Detection Rate: 500 msec
Can not detect if stationed in a Tunnel Network or transport
4] Auto Repair
Enables the Radar van to repair itself
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
5] Radar Van Scan
Opens a small portion of map and reveals all hidden units there.
Prerequisite: Radar Van Scan
Radius: 150
Recharge Time: 30000 milliseconds
Revelation Time: 10000 ms
Detection Rate: 500 ms
Upgrade Information
- Junk Repair (Black Market): Enables the Radar Van to auto-repair
- Radar Van Scan (Black Market): Reveals an area as large as 150
in radius on the map. Detects stealth.
Build Information
Prerequisite: Arms Dealer
Build Cost: 500
Build Time: 10 seconds
Notes
- Slot: 3

A.c.8) Rocket Buggy
Health Information
HP: 120 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 90 dist/sec; 80 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Buggy Rocket (Anti Surface)
Turret Turn Rate: 90 degrees/sec
Damage: 20; 25 with AP Rocket upgrade
Secondary Damage: 5; 6.25 with AP Rocket upgrade
Secondary Damage Radius: 10
Damage Type: Explosion
Cooldown: 200 milliseconds
Range: 300 Minimum Range: 50
Missile Speed: 225 dist/sec Missile Turn Rate: 100 dist/sec
Accuracy: 100% vs vehicles; may miss up to 20 dist. vs infantry
Clip Size: 6 shots; 12 with Buggy Ammo upgrade
Clip Reload Time: 6000 milliseconds
Auto Reload: (time to reload after idle for this long instead of using the
last clip): 6100 ms
Homing missiles
Special Feature Information
1] Salvager
Rocket Buggy can claim the salvaged vehicles and turn them into cash
2] Auto Repair
Enables the Rocket Buggy to repair itself
Prerequisite: Junk Repair
Repair Rate: 2 HP/sec
Upgrade Information
- Buggy Ammo (Black Market): Adds Buggy Rocket store by 50%
- Junk Repair (Black Market): Rocket Buggy auto-repairs
Build Information
Prerequisite: Arms Dealer, Palace
Build Cost: 900
Build Time: 10 seconds
Notes
- Slot: 3

A.c.9) Bomb Truck
Health Information
HP: 220 Armor: Truck Armor
Experience Information
50 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 50 dist/sec
Turn rate: 90 degrees per second; 60 while badly damaged
Weapon Information
Bomb Truck Bomb (Suicide Weapon) (Anti Surface)
Primary Damage: 1000; 2000 with High Explosive Bomb upgrade
Primary Damage Radius: 40; 50 with HE Bomb upgrade
Secondary Damage: 100; 200 with HE Bomb upgrade
Secondary Damage Radius: 65; 85 with HE Bomb upgrade
Damage Type: Explosion
Leaves Poison Field Medium upon detonation with Bio Bomb upgrade
Special Feature Information
1] Salvager
Bomb Truck is able to claim the scavenged vehicle, adding the treasure
of the player
2] Disguise as Vehicle
Disguises the truck as an enemy vehicle. Will be revealed by detector.
3] Detonate
Detonates immediately.
4] High Explosive Bomb and Bio Bomb
See Weapon and Upgrade Information
5] Auto Repair
Allows the Bomb Truck to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
Upgrade Information
- High Explosive Bomb (Bomb Truck): Carries a high explosive payload,
increasing its explosion damage.
- Bio Bomb (Bomb Truck): Carries a biological payload which spreads
poison.
- Anthrax Beta (Palace): Increases the bio bomb poison field damage.
- Junk Repair (Black Market): Enables the Bomb Truck to auto repair.
Build Information
Prerequisite: Arms Dealer and Palace
Build Cost: 1200
Build Time: 15 seconds
Notes
- Slot: 3
- Will not retaliate or attack without order

A.c.10) SCUD Launcher
Health Information
HP: 180 Armor: Truck Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 15 if badly damaged
Turn rate: 50 degrees per second; 45 while badly damaged
Weapon Information
Turret Turn Rate: 60 degrees/sec
1a] Scud Explosive Warhead (Anti Surface)
Primary Damage: 300; 375 with AP Rocket Upgrade
Primary Damage Radius: 50
Secondary Damage: 50; 62.5 with AP Rocket Upgrade
Secondary Damage Radius: 100
Damage Type: Explosion
Range: 350
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Clip Reload Time: 10000 msec
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Not homing missiles
1b] Scud Anthrax Warhead (Anti Surface)
Primary Damage: 200
Primary Damage Radius: 30
Secondary Damage: 25
Secondary Damage Radius: 60
Damage Type: Explosion
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Range: 350
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Clip Reload Time: 10000 msec
Not homing missiles
Leaves Poison Field Medium upon detonation
2a] Scud Explosive Warhead (crate upgrade one) (Anti Surface)
Primary Damage: 300; 375 with AP Rocket Upgrade
Primary Damage Radius: 50
Secondary Damage: 50; 62.5 with AP Rocket Upgrade
Secondary Damage Radius: 100
Damage Type: Explosion
Range: 450
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Clip Reload Time: 10000 msec
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Not homing missiles
2b] Scud Anthrax Warhead (crate upgrade one) (Anti Surface)
Primary Damage: 200
Primary Damage Radius: 30
Secondary Damage: 25
Secondary Damage Radius: 60
Damage Type: Explosion
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Range: 450
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Clip Reload Time: 10000 msec
Not homing missiles
Leaves Poison Field Medium upon detonation
3a] Scud Explosive Warhead (crate upgrade two) (Anti Surface)
Primary Damage: 400; 500 with AP Rocket Upgrade
Primary Damage Radius: 50
Secondary Damage: 75; 93.75 with AP Rocket Upgrade
Secondary Damage Radius: 100
Damage Type: Explosion
Range: 450
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Clip Reload Time: 10000 msec
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Not homing missiles
3b] Scud Anthrax Warhead (crate upgrade two) (Anti Surface)
Primary Damage: 250
Primary Damage Radius: 30
Secondary Damage: 50
Secondary Damage Radius: 60
Damage Type: Explosion
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Range: 450
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Clip Reload Time: 10000 msec
Not homing missiles
Leaves Poison Field Medium upon detonation
Special Feature Information
1] Replaces Warhead
SCUD Launcher can install either Explosive or Anthrax Warhead
2] Scavenger
SCUD Launcher can upgrade its weapon with the salvages of the destroyed
vehicles.
Can be upgraded twice.
3] Salvager
When a SCUD Launcher is already upgraded twice, it can sell the salvages
it claims.
4] Auto Repair
Allows the SCUD Launcher to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
Upgrade Information
- Anthrax Beta (Palace): Replaces the standard anthrax with deadlier
Anthrax Beta in the SCUD Warhead
- Junk Repair (Black Market): Allows SCUD Launcher to repair itself.
- AP Rockets (Black Market): Increases the damage of explosive SCUD
warhead
Build Information
Prerequisite: Arms Dealer, Palace, Scud Launcher General Power
Build Cost: 1200
Build Time: 15 seconds
Notes
- Slot: 3
- Will not attack without order or retaliate.

A.c.11) Battle Bus
Health Information
HP: 400; 650 when becoming Garrisoned Hulk
Armor:
- Bus Normal Condition: Battle Bus Truck Armor
- Bus Crate Upgrade One: Battle Bus Truck Armor One
- Bus Crate Upgrade Two: Battle Bus Truck Armor Two
- Hulk Normal Condition: Battle Bus Structure Armor Tough
- Hulk Crate Upgrade One: Battle Bus Structure Armor Tough One
- Hulk Crate Upgrade Two: Battle Bus Structure Armor Tough Two
Note that Hulk will automatically retain its crate upgrade status from the
Bus before it is destroyed. A crate-one-upgraded Bus, for example, will
create a crate-one-upgraded Hulk.
Experience Information
50 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 75 dist/sec; 50 if badly damaged
Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
1] Scavenger
Battle Bus can strengthen its armor with the salvage of the destroyed
vehicles
Can only be upgraded twice
2] Salvager
When the Battle Bus is already upgraded twice, it can take the
salvage and turns it into money
3] Battle Transport
Enables the infantry inside to fire from within and to gain Garrison Bonus
(see Bonus Modifier)
Total Infantry Transported: 8
50% damage to passenger when turned into Garrisonable Hulk and
100% damage to passenger when totally destroyed
Exit delay: 250 ms/infantry
4] Garrisonable Hulk
After the Bus is destroyed, flying, and finally landing on the ground,
its remains can still be used as a covered bunker for infantry in it.
Automatically destroyed after no infantry inside.
Destruction Delay: 1000 ms
5] Auto Repair
Battle Bus (both as Bus and Hulk) can repair itself
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- Junk Repair (Black Market): Enables Battle Bus to auto-repair
Build Information
Prerequisite: Arms Dealer, Palace
Build Cost: 1000
Build Time: 15 seconds
Notes
- Slot: 8
- Will not automatically attack enemy coming nearby

A.c.12) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
HP: 100 Armor: Truck Armor
Vision Information
Vision Range: varies
Locomotor Information
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Weapon Information
Suicide Car Bomb (Anti Surface)
Primary Damage: 700
Primary Damage Radius: 20
Secondary Damage: 100
Secondary Damage Radius: 50
Damage Type: Explosion
Range: 5
Build Information
Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3

B. GLA Demolition General Units

--------------------------------------
(a) GLA Demolition General Aircraft
--------------------------------------
B.a.1) GLA Cargo Plane
Health Information
HP: 1000 Armor: Airplane Armor
Experience Information
40 Exp as Anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Notes
- Drops Anthrax Bomb and Reinforcement Pad vehicle to the targetted area.
- Door Open Time: 500 ms

--------------------------------------
(b) GLA Demolition General Infantry
--------------------------------------

B.b.1) Rebel
Health Information
HP: 120 Armor: Human Armor
Experience Information
40 Exp to Veteran 15 Exp as Conscript/Veteran
60 Exp to Elite 30 Exp as Elite
120 Exp to Heroic 40 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 10 if badly hurt
Turn rate: 500 degrees per second (infinite)
Weapon Information
Rebel Machine Gun (Anti Surface)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds Range: 100
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 3 shots Clip Reload Time: 700 milliseconds
Special Feature Information
1] Salvager
Rebels can pick up salvage and turn it to cash for player
2] Capture Building
Prerequisite: Capture Building upgrade
Unpack Time: 3000 ms
Preparation Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 12
Recharge Time: 15000 ms
3] Stealth
Prerequisite: Camouflage upgrade
Stealth Delay: 2500 ms
Decloaks when attacking or capturing building
4] Booby Trap
Deploys an explosive to friendly buildings, making them difficult to
capture
Prerequisite: Booby Trap upgrade
Recharge Time: 7500 ms
Max. No. of Booby Trap in a Building: 1
Max. No. of Booby Trap installed: 100
Does not expire when the creator dies
Booby Trap Information
Primary Damage: 200 Primary Damage Radius: 5
Secondary Damage: 50 Secondary Damage Radius: 15
Damage Type: Explosion Vision/Shroud Clearing Range: 25
5] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies (woah....).
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- Capture Building (Barracks): Enabes Rebel to capture
most hostile base buildings and tech buildings.
- Demolition (Demo Gen. Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
- AP Bullets (Black Market): Increases Rebel damage by 25%.
~ Camouflage (Standard GLA Palace): Rebels are hidden from sight when
not doing any hostile actions.
Build Information
Prerequisite: GLA Demolition General Barracks
Build Cost: 150
Build Time: 5 seconds
Notes
- Slot: 1

B.b.2) Terrorist
Health Information
HP: 120 Armor: Demo Gen Terrorist Armor
Experience Information
20 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 when badly wounded
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
Suicide Dynamite Pack (Anti Surface)
Primary Damage: 500 Primary Radius: 18
Secondary Damage: 300 Secondary Radius: 50
Damage Type: Explosion
Activated when crushed, splatted, lasered, burned, exploded.
Special Feature Information
1] Salvager
Terrorist can gain money from the salvage of the destroyed vehicles
2] Car Bomb
Steals a civilian car and loads it with bomb (see Car Bomb)
Build Information
Prerequisite: Demo General Barracks
Build Cost: 200
Build Time: 5 seconds
Notes
- Slot: 1
- Can be ordered to attack an empty area by force attack

B.b.3) RPG Trooper
Health Information
HP: 100 Armor: Human Armor
Experience Information
100 Exp to Veteran 20 Exp as Conscript/Veteran
200 Exp to Elite 40 Exp as Elite
400 Exp to Heroic 60 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 400
Movement Information
Speed: 20 distances/sec; 10 if badly wounded
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
Tunnel Defender Rocket (RPG) (Anti Surface and Air)
Damage: 40; 50 with AP Rockets upgrade
Radius: 5
Damage Type: Infantry Missile
Cooldown: 1000 milliseconds
Range: 175 Minimum Range: 5
Missile Speed: 225 dist/sec Missile Turn Rate: 100 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missiles
Special Feature Information
1] Salvager
RPG Trooper can turn the salvaged vehicles into cash
2] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- AP Rocket (Black Market): 25% to RPG missile damage
- Demolition (Demo Gen. Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Demo General Barracks or Demo General Tunnel Network
(see notes and Tunnel Network)
Build Cost: 300
Build Time: 5 seconds
Notes
- Slot: 1
- Comes up in pair when a Tunnel Network is completely built for the
1st time (not by GLA Hole)

B.b.4) Angry Mob
Health Information
Members: 10; initially just 5, but will grow.
HP: 50 Armor: Human Armor
Experience Information
150 Exp to Veteran 5 Exp as anything
450 Exp to Elite
900 Exp to Heroic
Vision Information
Vision\Shroud Clearing Range: 150
Movement Information
Group Movement
Speed: 18 dist/sec
Turn Rate: 360 degrees/sec; 350 if badly hurt
Person Movement
Normal
Speed: 20; 10 if badly hurt
Turn Rate: 500 dist/sec
Wander
Speed: 13; 10 if badly hurt
Turn Rate: 500 dist/sec
Panic
Speed: 32; 10 if badly hurt
Turn Rate: 500 dist/sec
Weapon Information
1] Pistol (Anti Surface)
Some members of the Angry Mob bring pistols as weapons
Damage: 10 Damage Type: Molotov Cocktail
Range: 100 Projectile Speed: immediate
Cooldown: 250 ms
Clip: 8 Reload Time: 3000 ms
Replaced by AK-47 when Arm the Mob upgrade is researched
2] Rock (Anti Surface)
Some other members, instead of Pistols, effectively use Rock to
knock down the enemy
Damage: 40 Radius: 1
Range: 100 Damage Type: Molotov Cocktail
Projectile Speed: 130 dist/sec
Accuracy: 100%
Cooldown: 500 ms
Pause before Throwing: 500 ms (let's say it is an addition to
cooldown, so Angry Mob member using this will throw the
next Rock after 1000 ms)
Replaced by AK-47 when Arm the Mob upgrade is researched
3] Molotov (Anti Surface)
While their friends choose light Pistol and cheap Rock, some mobsters
prefer Molotov
Damage: 40 Radius: 11
Range: 100 Minimum Range: 12
Damage Type: Molotov Cocktail
Projectile Speed: 60 dist/sec
Cooldown: 500 ms
Pause before Throwing: 500 ms (let's say it is an addition to
cooldown, so Angry Mob member using this will throw the
next Molotov after 1000 ms)
Molotov leaves earth-scorching flames for 2333 ms at the radius of
18-30, but it seems to deliver no damage.
4] AK-47 (Anti Surface)
AK-47 replaces the standard Pistols and primitve Rocks
Prerequisite: Arm the Mob upgrade
Damage: 20; 25 with AP Bullets upgrade
Range: 120
Damage Type: Molotov Cocktail
Projectile Speed: immediate
Accuracy: 100%
Cooldown: 250 ms
Special Feature Information
1] Salvager
Angry Mob can take the salvaged vehicles and turn it into cash
2] Regeneration
As long as there is at least one person in the mob, the mob can
gain full health and new members and still retains the rank it acquires
Regeneration Rate: 30 seconds
3] Group
Angry Mob member can only work in group. If there is one member
separated from the group, (s)he dies
Chasing Radius: 40
Upgrade Information
- Arm the Mob (Palace): Replaces the pistols and rocks used by Angry
Mob with powerful AK 47s
- AP Bullets (Black Market): Increases the attack damage of AK 47
Build Information
Prerequisite: Demo Gen. Barracks, Demo Gen. Palace
Build Cost: 800
Build Time: 15 seconds
Notes
- Can not be transported or enter Tunnel Network/buildings
- Mobsters and their weapons:
Mobsters Weapons Weapons
(unupgraded) (upgraded)
Aladdin Pistol AK-47
Woman in the Gypsy Costume Rock AK-47
Lady with the Hot Sauce Molotov Molotov
Skinny Guy with the Green Beret Pistol AK-47
Fat Guy with the Tank Top Rock AK-47
The Robed Dude with the Man-Veil Pistol AK-47

B.b.5) Jarmen Kell
Health Information
HP: 200 Armor: Human Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Movement Information
Speed: 30 distances/sec; 20 if badly hurt
Turn rate: 500 degrees per second (infinite)
Weapon Information
Jarmen Kell Rifle (Anti Surface)
Damage: 180; 225 with AP Bullets upgrade
Damage Type: Sniper
Cooldown: 1000 milliseconds
Range: 225
Projectile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Salvager
Jarmen Kell can pick up salvage and turn it into cash
2] Stealth
Stealth Delay: 2000 ms
Decloaks when attacking
Still cloaks when garrisoning a building
3] Detector
Demo General Jarmen Kell can detect stealth (ehh... for what
reason is he able to do it?)
Detection Rate: 750 ms
Detection Range: 150
Can not detect stealth when in vehicle (including Combat Bike)
or building.
4] Vehicle Snipe
Kills the pilot of a vehicle, making it captureable
Can not Vehicle Snipe pilotless vehicles, such as Sentry Drone
Can not Vehicle Snipe air units, even if they are on land
Recharge Time: 30000 ms Range: 225
Range: 225 Damage Type: Kill Pilot
5] Crush Immunity
As a hero, Jarmen Kell can not be squeezed except by Overlord/
Emperor Overlord
6] Remote C4
Plants a stealthy Remote C4 on an enemy buiding or vehicle which will
explode on command. Only Dozer or Worker can remove it.
Range: 0
Preparation Time: 0
Decloaks 5000 ms before planting C4
Unpack Time: 5500 ms
Escapes 100 distances after completion
Can’t install more than 1 C4 (either Timed or Remote) in one place
Max Remote C4s to Install: 8
Expires if Jarmen Kell dies
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Vision/Shroud Clearing Range: 75
7] Timed C4
Plants a stealthy timed C4 on an enemy building/vehicle which will explode
after a certain period of time
Range: 0
Preparation Time: 0
Decloaks 5000 ms before planting C4
Unpack Time: 5500 ms
Escapes 100 distances after completion
Can’t install more than 1 C4 (either Timed or Remote) in one place
Max Remote C4s to Install: 10
Does not expire if Jarmen Kell dies
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Vision/Shroud Clearing Range: 75
8] Detonate
Detonates all Remote Demo Charges
9] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- AP Bullets (Black Market): Increases Jarmen Kell's damage by 25%
- Demolition (Demo Gen. Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Demo General Barracks and Demo General Palace
Build Cost: 1500
Build Time: 20 seconds
Notes
- Max no. to build: 1
- Slot: 1

B.b.6) Worker
Health Information
HP: 100 Armor: Human Armor
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 when badly hurt
Speed with Worker Shoes upgrade: 30 dist/sec; 20 when badly wounded
Turn Rate: 500 degrees/sec
Special Feature Information
1] Salvager
Worker can sell the remains of destroyed vehicles
2] Builder
Construction Dozer can build China buildings. See Tip and Trick session
to build other factions' buildings.
3] Real/Fake Building Option
Worker can build Fake Buildings as well as real ones.
4] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Disarm Delay: 1000 ms
Disarm Recharge Time: 1000 ms
Detection Rate: 500 msec
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
5] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
6] Harvester
Max Boxes to Carry: 1 ($75; $83 with Worker Shoes upgrade)
Supply Center Action Delay: 150 ms for whole thing (one transaction)
Supply Warehouse Action Delay: 150 ms per box (many small transactions)
Supply Warehouse Scan Distance: 700 (Max distance to look for
a warehouse, or workers go home)
Warns when Supplies are exhausted
7] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- Worker Shoes (Black Market): Increases Worker's speed and supply
carrier capacity
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Demo Gen. Command Center or Demo Gen. Supply Stash
Build Cost: 200
Build Time: 3 seconds
Notes
- Slot: 1
- Worker Shoes upgrade increases the cash a Worker can carry. When he
harvests a pile of supply, the supply decreases by $75, but the Worker
delivers $83.
For example, a Worker harvests a supply pile worth $1500. It requires a
Worker to harvest it 20 times until it is empty ($1500/75=20). However,
when the supply pile is exhausted, the total amount you collect is $1660
($83*20=$1660).

B.b.7) Stinger Soldier
Health Information
HP: 100 Armor: Stinger Soldier Armor
Vision Information
Vision\Shroud Clearing Range: 400
Movement Information
Speed: immobile
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
1] Stinger Missile (Anti Surface)
Damage: 20; 25 with AP Rocket upgrade
Damage Radius: 5
Damage Type: Explosion Range: 225
Missile Speed: 400 dist/sec Missile Turn Rate: 625 deg/sec
Cooldown: 2000 ms
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missile
2] Stinger Missile (Anti Air)
Damage: 30 Damage Radius: 10
Damage Type: Explosion Range: 400
Missile Speed: 400 dist/sec Missile Turn Rate: 625 deg/sec
Cooldown: 2000 ms
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missile
Can shoot down ballistic missiles
Special Feature Information
1] Stinger Protection
Stinger Soldiers are protected by Stinger Site from most attack
See Stinger Site for more info
2] Respawning
Stinger Soldiers, if killed but the Stinger Site still exists, may respawn
See Stinger Site for more info
3] Detector
Detection Rate: 500 ms
Detection Range: 200
4] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- AP Rocket (Black Market): 25% Stinger missile damage to ground units
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Demo General Stinger Site
Build Cost: 100 (only for players who choose Cash Bounty General Power)
Build Time: 30 seconds
Notes
- Slot: 1

---------------------------------------
(c) GLA Demolition General Vehicles
---------------------------------------

B.c.1) Technical
Health Information
HP: 180 Armor: Truck Armor
Experience Information
50 Exp to Veteran 25 Exp as Conscript/Veteran
75 Exp to Elite 50 Exp as Elite
150 Exp to Heroic 100 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 90 dist/sec; 80 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 240 degrees/sec
1] Technical Machine Gun (Anti Surface)
Damage: 10; 12.5 with AP Bullets upgrade
Damage Type: Comanche Vulcan
Range: 150
Cooldown: 200 ms
Accuracy: 100%
Projectile Speed: immediate
2] Technical Cannon (crate upgrade one) (Anti Surface)
Damage: 45; 56.25 with AP Bullets Upgrade
Damage Radius: 25
Damage Type: Comanche Vulcan
Accuracy: 100% against vehicle. May miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 300 dist/sec
Cooldown: 1000 msec
3] Technical RPG (crate upgrade two) (Anti Surface)
Damage: 50
Damage Radius: 5
Damage Type: Explosion
Accuracy: 100%
Range: 150
Minimum Range: 5
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Cooldown: 1000 msec
Homing missile
Special Feature Information
1] Scavenger
Replaces Technical Machine Gun Weapon with a stronger weapon.
Can be upgraded twice.
2] Transport
Can transport up to 5 infantry.
10% damage to units inside when destroyed.
3] Salvager
When a Technical is already upgraded twice, it can sell the salvages
it claims.
4] Auto Repair
Allows the Technical to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
5] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- AP Bullets (Black Market): Increases Technical Machine Gun and
Cannon (Upgrade One) damage by 25%.
- Junk Repair (Black Market): Gives Technical auto-repair ability.
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Demo Gen. Arms Dealer
Build Cost: 600
Build Time: 5 seconds
Notes
- Slot: 3

B.c.2) Scorpion
Health Information
HP: 370 Armor: Tank Armor
Experience Information
100 Exp to Veteran 60 Exp as Conscript/Veteran
200 Exp to Elite 120 Exp as Elite
400 Exp to Heroic 200 Exp as Heroic
Vision Information
Vision Range: 125 Shroud Clearing Range: 300
Movement Information
Speed: 40 dist/sec; 30 when badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 100 degrees/sec
See the condition list below for Scorpion weapons
- No Rocket upgrade and no crate upgrade: Scorpion Tank Gun
- W/ Rocket upgrade and no crate upgrade: Scorpion Tank Gun and
Scorpion Rocket
- No Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
- W/ Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
and Scorpion Rocket
- No Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
- W/ Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
and Double Scorpion Rockets
1] Scorpion Tank Gun (Anti Surface)
Damage: 20 Radius: 5
Damage Type: Armor Piercing
Cooldown: 1000 milliseconds
Range: 150
Projectile Speed: 400 dist/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
2] Scorpion Rocket (Anti Surface)
Primary Damage: 100; 125 with AP Rocket upgrade
Primary Damage Radius: 5
Secondary Damage: 80; 100 with AP Rocket upgrade
Secondary Damage Radius: 25
Damage Type: Explosion
Range: 150 Min. Range: 40
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Missile Speed: 150 dist/sec Missile Turn Rate: 540 deg/sec
Cooldown: 200 ms
Clip Size: 1 Clip Reload Time: 15000 ms
Homing Missile
3] Advanced Scorpion Tank Gun (Anti Surface)
Damage: 25 Radius: 5
Damage Type: Armor Piercing
Cooldown: 1000 milliseconds
Range: 150
Projectile Speed: 400 dist/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
4] Double Scorpion Rockets (Anti Surface)
Primary Damage: 100; 125 with AP Rocket upgrade
Primary Damage Radius: 5
Secondary Damage: 80; 100 with AP Rocket upgrade
Secondary Damage Radius: 25
Damage Type: Explosion
Range: 150 Min. Range: 40
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Missile Speed: 150 dist/sec Missile Turn Rate: 540 deg/sec
Cooldown: 200 ms
Clip Size: 2 Clip Reload Time: 15000 ms
Homing Missile
Special Feature Information
1] Scavenger
Scorpion can replaces its weapons with the salvage of the destroyed
vehicles
Can only be upgraded twice
2] Salvager
When the Scorpion is already upgraded twice, it can take the salvage
and turns it into money
3] Toxin Contamination
Scorpion loads its shells and rockets with a small amount of toxin,
leaving Poison Field Small on the target (Poison Field Gamma Small
if Anthrax Gamma upgrade is researched).
When I tested it, it seemed that the Rockets do not contain toxin. Was
I correct or it was just my eyesight that cheated me?
4] Auto Repair
Scorpion is capable of repairing itself.
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
5] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- Scorpion Rocket (Arms Dealer): Installs a deadly rocket on the
Scorpion
- AP Rocket (Black Market): +25% to Scorpion Rocket damage. Only
works when Scorpion Rocket upgrade has been researched.
- Junk Repair (Black Market): Scorpion receives auto-repair ability.
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
~ Toxin Shell (Standard GLA Palace): Loads Scorpion shells and the rocket with a
handful doses of toxin.
~ Anthrax Beta (Standard GLA Palace): Replaces the standard toxin with
deadlier agent, Anthrax Beta. Only works when Toxin Shells has been researched.
~ Anthrax Gamma (Toxin General Palace): Fills Scorpion's shells and
rockets with Anthrax Gamma, but it is just for fun. No additional
damage, compared to Anthrax Beta. Only works when the Toxin
Shells upgrade has been researched.
Build Information
Prerequisite: Demo Gen. Arms Dealer
Build Cost: 650
Build Time: 7 seconds
Notes
- Slot: 3

B.c.3) Quad Cannon
Health Information
HP: 300 Armor: Humvee Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 40 dist/sec; 25 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 360 degrees/sec
1a] Quad Cannon Gun Anti Surface
Damage: 10; 12.5 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
1b] Quad Cannon Gun Anti Air
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
2a] Quad Cannon Gun Anti Surface (crate upgrade one)
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 50 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
2b] Quad Cannon Gun Anti Air (crate upgrade one)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 50 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
3a] Quad Cannon Gun Anti Surface (crate upgrade two)
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 25 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
3b] Quad Cannon Gun Anti Air (crate upgrade two)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 25 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Scavenger
Quad Cannon can upgrade its weapon with the remains of destroyed
vehicles.
Can only be upgraded twice
2] Salvager
When the Quad Cannon is already upgraded twice, it can sell the remains
of the destroyed vehicles
3] Auto Repair
This ability will allow Quad Cannon to repair itself
Prerequisite: Junk Repair
Repair Rate: 2 HP/sec
4] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- Junk Repair (Black Market): Enables Quad Cannon to auto-repair
- AP Bullets (Black Market): +25% to Quad Cannon damage
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Demo General Arms Dealer
Build Cost: 750
Build Time: 6 seconds
Notes
- Slot: 3

B.c.4) Toxin Tractor
Health Information
HP: 240 Armor: Toxin Truck Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 20 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 180 deg/sec
1] Toxin Truck Gun (Anti Surface)
Damage: 10; 12.5 with Anthrax Beta upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
2] Toxin Truck Gun (crate upgrade one) (Anti Surface)
Damage: 12.5; 15 with Anthrax Beta upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
3] Toxin Truck Gun (crate upgrade two) (Anti Surface)
Damage: 15; 20 with Anthrax Beta upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
Special Feature Information
1] Contamination
Sprays toxin on a wide area
a] Toxin Truck Sprayer
Secondary Damage: 2; 2.5 with Anthrax Beta*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Medium
b] Toxin Truck Sprayer (crate upgrade one)
Secondary Damage: 2.5; 3 with Anthrax Beta*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Medium
c] Toxin Truck Sprayer (crate upgrade two)
Secondary Damage: 3; 4 with Anthrax Beta*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Medium
2] Ungarrison
Toxin Tractor can ungarrison garrisonable Civilian Buildings.
3] Scavenger
Toxin Tractor can upgrade its weapon with the salvages of the destroyed
vehicles.
Can be upgraded twice.
4] Salvager
When a Toxin Tractor is already upgraded twice, it can sell the salvages
it claims.
5] Auto Repair
Allows the Toxin Tractor to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
6] Toxin Tractor Explosion
Leaves Poison Field Small when destroyed
7] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- Anthrax Beta (GLA Palace): Replaces the standard toxin with Anthrax Beta
- Junk Repair (Black Market): Enables the Toxin Tractor to auto-repair
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Arms Dealer
Build Cost: 750
Build Time: 5 seconds
Notes
- Slot: 3
- * means that the weapons, aside from researching Anthrax Beta, can also
be obtained when the Toxin Truck becomes heroic

B.c.5) Combat Cycle
Health Information
HP: 100 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
With Terrorist as its rider
Normal (on Ground)
Speed: 90 distances/sec; 68 if badly damaged
Turn rate: 120 degrees per second
Climbing
Speed: 60 dist/sec; 45 if badly damaged
Turn rate: 120 deg/sec
With other infantry as its rider
Normal (on Ground) and Climbing
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 120 degrees/sec
Weapon Information
Combat cycle weaponry depends on its rider. For Demolition General,
the default driver is Terrorist.
1> Rebel Biker Machine Gun (Anti Surface)
Rider: Demo Gen. Rebel
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 150
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 6 shots Clip Reload Time: 7000 milliseconds
2> Suicide Bike Bomb (Anti Surface)
Rider: Demo Gen. Terrorist
Primary Damage: 700; 800 with Demolition upgrade
Primary Radius: 20; 18 with Demolition upgrade
Secondary Damage: 100; 500 with Demolition upgrade
Secondary Radius: 50
Damage Type: Explosion
Range: 5
Will not damage nearby allies with Demolition upgrade
3> RPG Trooper Biker Rocket (Anti Surface and Air)
Rider: Demo Gen. RPG Trooper
Damage: 40; 50 with AP Rocket upgrade
Radius: 5
Damage Type: Infantry Missile
Cooldown: 1000 milliseconds
Range: 175 Minimum Range: 5
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 distances against infantry
Homing missile
4> Biker Jarmen Kell Sniper Rifle
Rider: Demo Gen. Jarmen Kell
Damage: 180; 225 with AP Bullet upgrade
Damage Type: Sniper
Cooldown: 750 milliseconds
Range: 225
Projectile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Salvager
Combat Cycle, although incapable of reinforced its weapon or armor
with the scavenge of the destroyed vehicle, can take the money from it.
2] Change Rider
Combat Cycle can change its rider for multiple purposes. When it is riderless,
unfortunately, it falls to the ground and is destroyed
Infantry that are allowed to ride Standard GLA Combat Cycle
a. Demolition General Rebel
b. Demolition General Terrorist
c. Demolition General RPG Trooper
d. Demolition General Jarmen Kell
e. Demolition General Worker
Exit Delay: 250 ms
3] Kills Rider when Destroyed
Try it yourself if you still do not understand ......
4] Climbing
Unlike other vehicles, Combat Cycle can move on the cliff area.
5] Vehicle Snipe (Jarmen Kell-rid only)
Kills the pilot of a vehicle, making it ownerless.
Range: 225
Damage Type: Kill Pilot
Projectile Speed: Immediate
Recharge Time: 30 seconds
6] Rider's Stealth
The Combat Cycle becomes stealth if the rider is a stealth unit
7] Can not crush infantry
8] Auto Repair
Combat Cycle rider is capable of repairing his bike
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
9] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
When the rider is Terrorist (and the Demolition is already researched),
the damage is different. Just have a look at weapons used by rider
Terrorist in Weapon Information section.
Upgrade Information
- AP Bullet (Black Market): (For Rebel and Jarmen Kell Combat
Cycle only): +25 damage to Rebel Biker Machine Gun and Biker
Jarmen Kell Sniper Rifle.
- AP Rocket (Black Market): (For RPG Trooper Combat Cycle only):
+25% damage to RPG Trooper Biker Rocket
- Junk Repair (Black Market): Enables Combat Cycle to auto-repair
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Demo Gen. Arms Dealer
Build Cost: 550
Build Time: 5 seconds
Notes
- Slot: 1
- Will not automatically attack enemy coming nearby

B.c.6) Marauder
Health Information
HP: 430 Armor: Tank Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 300 Exp as Heroic
Vision Information
Vision Range: 125 Shroud Clearing Range: 300
Movement Information
Speed: 40 dist/sec; 30 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
1] Marauder Tank Gun (Anti Surface)
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Accuracy: 100% against vehicles, may miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 300 dist/sec
Cooldown: 2000 msec
2] Marauder Tank Gun (crate upgrade one) (Anti Surface)
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Accuracy: 100% against vehicles, may miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 400 dist/sec
Cooldown: 1500 msec
3] Marauder Tank Gun (crate upgrade two) (Anti Surface)
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Accuracy: 100% against vehicles, may miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 500 dist/sec
Cooldown: 750 msec
Clipsize: 2 Clip Reload Time: 100
Special Feature Information
1] Scavenger
Marauder Tank can perfect its weapons with the salvage of the destroyed
vehicles
Can only be upgraded twice
2] Salvager
When the Marauder Tank is already upgraded twice, it can take the
salvage and turns it into money
3] Toxin Contamination
Marauder Tank loads its shells with a small amount of toxin, leaving
Poison Field Small on the target (Poison Field Gamma Small if Anthrax
Gamma upgrade is researched).
4] Auto Repair
Marauder Tank is capable of repairing itself.
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
5] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
~ Toxin Shells (Standard GLA Palace): Equips Marauder Tank shells with toxin,
making Marauder a little bit more effective against infantry.
~ Anthrax Beta (Standard GLA Palace): (Affects Toxin Shells-upgraded
Marauder Tank only) Replaces the standard toxin filling the Marauder Tank
shells with a more effective Anthrax Beta agent.
~ Anthrax Gamma (Toxin General Palace): (Affects only Toxin Shells-
upgraded Marauder Tank) Replaces the standard toxin used in the
Marauder Tank shells with a more venomous Anthrax Gamma. Anthrax
Gamma will also replace the Antrax Beta toxin-filling shells because it
is more colourful, but not stronger:p.
Build Information
Prerequisite: Demo Gen. Arms Dealer, Marauder Tank General Power
Build Cost: 900
Build Time: 10 seconds
Notes
- Slot: 3

B.c.7) Radar Van
Health Information
HP: 200 Armor: Truck Armor
Experience Information
20 Exp as anyhting
Vision Information
Vision Range: 200 Shroud Clearing Range: 500
Movement Information
Speed: 40 distances/sec; 30 if badly damaged
Turn rate: 180 degrees per second
Special Feature Information
1] Salvager
Radar Van can sell the scavenged part of the destroyed vehicles.
2] Enables Minimap
Opens the small battlemap, giving more control in the battlefield
(any better explanation?)
Still works in low-power condition
Can not function if stationed in a Tunnel Network or transport
3] Detector
Detection Rate: 500 msec
Can not detect if stationed in a Tunnel Network or transport
4] Auto Repair
Enables the Radar van to repair itself
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
5] Radar Van Scan
Opens a small portion of map and reveals all hidden units there.
Prerequisite: Radar Van Scan
Radius: 150
Recharge Time: 30000 milliseconds
Revelation Time: 10000 ms
Detection Rate: 500 ms
6] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- Junk Repair (Black Market): Enables the Radar Van to auto-repair
- Radar Van Scan (Black Market): Reveals an area as large as 150
in radius on the map. Detects stealth.
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Demo Gen. Arms Dealer
Build Cost: 500
Build Time: 10 seconds
Notes
- Slot: 3

B.c.8) Rocket Buggy
Health Information
HP: 120 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 90 dist/sec; 80 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Buggy Rocket (Anti Surface)
Turret Turn Rate: 90 degrees/sec
Damage: 20; 25 with AP Rocket upgrade
Secondary Damage: 5; 6.25 with AP Rocket upgrade
Secondary Damage Radius: 10
Damage Type: Explosion
Cooldown: 200 milliseconds
Range: 300 Minimum Range: 50
Missile Speed: 225 dist/sec Missile Turn Rate: 100 dist/sec
Accuracy: 100% vs vehicles; may miss up to 20 dist. vs infantry
Clip Size: 6 shots; 12 with Buggy Ammo upgrade
Clip Reload Time: 6000 milliseconds
Auto Reload (time to reload after idle for this long instead of using the
last clip): 6100 ms
Homing missiles
Special Feature Information
1] Salvager
Rocket Buggy can claim the salvaged vehicles and turn them into cash
2] Auto Repair
Enables the Rocket Buggy to repair itself
Prerequisite: Junk Repair
Repair Rate: 2 HP/sec
3] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- Buggy Ammo (Black Market): Adds Buggy Rocket store by 50%
- Junk Repair (Black Market): Rocket Buggy auto-repairs
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisites: Demo General Arms Dealer, Demo Gen. Palace
Build Cost: 1000
Build Time: 10 seconds
Notes
- Slot: 3

B.c.9) Bomb Truck
Health Information
HP: 220 Armor: Truck Armor
Experience Information
50 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 50 dist/sec
Turn rate: 90 degrees per second; 60 while badly damaged
Weapon Information
Bomb Truck Bomb (Suicide Weapon) (Anti Surface)
Primary Damage: 1000; 2000 with High Explosive Bomb upgrade
Primary Damage Radius: 40; 50 with HE Bomb upgrade
Secondary Damage: 100; 200 with HE Bomb upgrade
Secondary Damage Radius: 65; 85 with HE Bomb upgrade
Damage Type: Explosion
Leaves Poison Field Medium upon detonation with Bio Bomb upgrade
Special Feature Information
1] Salvager
Bomb Truck is able to claim the scavenged vehicle, adding the treasure
of the player
2] Disguise as Vehicle
Disguises the truck as an enemy vehicle. Will be revealed by detector.
3] Detonate
Detonates immediately.
4] High Explosive Bomb and Bio Bomb
See Weapon and Upgrade Information
5] Auto Repair
Allows the Bomb Truck to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
Upgrade Information
- High Explosive Bomb (Bomb Truck): Carries a high explosive payload,
increasing its explosion damage.
- Junk Repair (Black Market): Enables the Bomb Truck to auto repair.
Build Information
Prerequisites: Demo General Arms Dealer, Demo General Palace
Build Cost: 1000
Build Time: 15 seconds
Notes
- Slot: 3
- Will not retaliate or attack without order

B.c.10) SCUD Launcher
Health Information
HP: 180 Armor: Truck Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 15 if badly damaged
Turn rate: 50 degrees per second; 45 while badly damaged
Weapon Information
Turret Turn Rate: 60 degrees/sec
1] Scud Explosive Warhead (Anti Surface)
Primary Damage: 300; 375 with AP Rocket Upgrade
Primary Damage Radius: 50
Secondary Damage: 50; 62.5 with AP Rocket Upgrade
Secondary Damage Radius: 100
Damage Type: Explosion
Range: 350
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Clip Reload Time: 10000 msec
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Not homing missiles
2] Scud Explosive Warhead (crate upgrade one) (Anti Surface)
Primary Damage: 300; 375 with AP Rocket Upgrade
Primary Damage Radius: 50
Secondary Damage: 50; 62.5 with AP Rocket Upgrade
Secondary Damage Radius: 100
Damage Type: Explosion
Range: 450
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Clip Reload Time: 10000 msec
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Not homing missiles
3] Scud Explosive Warhead (crate upgrade two) (Anti Surface)
Primary Damage: 400; 500 with AP Rocket Upgrade
Primary Damage Radius: 50
Secondary Damage: 75; 93.75 with AP Rocket Upgrade
Secondary Damage Radius: 100
Damage Type: Explosion
Range: 450
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Clip Reload Time: 10000 msec
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Not homing missiles
Special Feature Information
1] Scavenger
SCUD Launcher can upgrade its weapon with the salvages of the destroyed
vehicles.
Can be upgraded twice.
2] Salvager
When a SCUD Launcher is already upgraded twice, it can sell the salvages
it claims.
3] Auto Repair
Allows the SCUD Launcher to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
4] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- Junk Repair (Black Market): Allows SCUD Launcher to repair itself.
- AP Rockets (Black Market): Increases the damage of explosive SCUD
warhead
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Demo Gen. Arms Dealer, Demo Gen. Palace,
& Scud Launcher General Power
Build Cost: 1200
Build Time: 15 seconds
Notes
- Slot: 3
- Will not attack without order or retaliate

B.c.11) Battle Bus
Health Information
HP: 400; 650 when becoming Garrisoned Hulk
Armor:
- Bus Normal Condition: Battle Bus Truck Armor
- Bus Crate Upgrade One: Battle Bus Truck Armor One
- Bus Crate Upgrade Two: Battle Bus Truck Armor Two
- Hulk Normal Condition: Battle Bus Structure Armor Tough
- Hulk Crate Upgrade One: Battle Bus Structure Armor Tough One
- Hulk Crate Upgrade Two: Battle Bus Structure Armor Tough Two
Note that Hulk will automatically retain its crate upgrade status from the
Bus before it is destroyed. A crate-one-upgraded Bus, for example, will
create a crate-one-upgraded Hulk.
Experience Information
50 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 75 dist/sec; 50 if badly damaged
Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
1] Scavenger
Battle Bus can strengthen its armor with the salvage of the destroyed
vehicles
Can only be upgraded twice
2] Salvager
When the Battle Bus is already upgraded twice, it can take the
salvage and turns it into money
3] Battle Transport
Enables the infantry inside to fire from within and to gain Garrison Bonus
(see Bonus Modifier)
Total Infantry Transported: 8
50% damage to passenger when turned into Garrisonable Hulk and
100% damage to passenger when totally destroyed
Exit delay: 250 ms/infantry
4] Garrisonable Hulk
After the Bus is destroyed, flying, and finally landing on the ground,
its remains can still be used as a covered bunker for infantry in it.
Automatically destroyed after no infantry inside.
Destruction Delay: 1000 ms
5] Auto Repair
Battle Bus (both as Bus and Hulk) can repair itself
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
6] Suicide
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
Upgrade Information
- Junk Repair (Black Market): Enables Battle Bus to auto-repair
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
Build Information
Prerequisite: Demo Gen. Arms Dealer, Demo Gen. Palace
Build Cost: 1000
Build Time: 15 seconds
Notes
- Slot: 8
- Will not automatically attack enemy coming nearby

B.c.12) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
HP: 100 Armor: Truck Armor
Vision Information
Vision Range: varies
Locomotor Information
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Weapon Information
Suicide Car Bomb (Anti Surface)
Primary Damage: 700
Primary Damage Radius: 20
Secondary Damage: 100
Secondary Damage Radius: 50
Damage Type: Explosion
Range: 5
Build Information
Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3

C. GLA Stealth General Units
----------------------------------
(a) GLA Stealth General Aircraft
----------------------------------
C.a.1) GLA Cargo Plane
Health Information
HP: 1000 Armor: Airplane Armor
Experience Information
40 Exp as Anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Notes
- Drops Anthrax Bomb and Reinforcement Pad vehicle to the targetted area.
- Door Open Time: 500 ms

----------------------------
(b) Standard GLA Infantry
----------------------------
C.b.1) Stealth Rebel
Health Information
HP: 120 Armor: Human Armor
Experience Information
40 Exp to Veteran 15 Exp as Conscript/Veteran
60 Exp to Elite 30 Exp as Elite
120 Exp to Heroic 40 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 10 if badly hurt
Turn rate: 500 degrees per second (infinite)
Weapon Information
Rebel Machine Gun (Anti Surface)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds Range: 100
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 3 shots Clip Reload Time: 700 milliseconds
Special Feature Information
1] Salvager
Rebels can pick up salvage and turn it to cash for player
2] Capture Building
Prerequisite: Capture Building upgrade
Unpack Time: 3000 ms
Preparation Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 12
Recharge Time: 15000 ms
3] Stealth
Stealth Delay: 2000 ms
Decloaks when attacking or capturing building
Upgrade Information
- Capture Building (Barracks): Enables Rebel to capture most base buildings
and tech buildings.
- AP Bullets (Black Market): +25% to Rebel damage.
Build Information
Prerequisite: Stealth General Barracks
Build Cost: 150
Build Time: 5 seconds
Notes
- Slot: 1

C.b.2) Terrorist
Health Information
HP: 120 Armor: Human Armor
Experience Information
20 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 when badly wounded
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
Suicide Dynamite Pack (Anti Surface)
Primary Damage: 500 Primary Radius: 18
Secondary Damage: 300 Secondary Radius: 50
Damage Type: Explosion
Activated when crushed, splatted, lasered, burned, exploded.
Special Feature Information
1] Salvager
Terrorist can gain money from the salvage of the destroyed vehicles
2] Car Bomb
Steals a civilian car and loads it with bomb (see Car Bomb)
Build Information
Prerequisite: Stealth General Barracks
Build Cost: 200
Build Time: 5 seconds
Notes
- Slot: 1
- Can be ordered to attack an empty area by force attack

C.b.3) RPG Trooper
Health Information
HP: 100 Armor: Human Armor
Experience Information
100 Exp to Veteran 20 Exp as Conscript/Veteran
200 Exp to Elite 40 Exp as Elite
400 Exp to Heroic 60 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 400
Movement Information
Speed: 20 distances/sec; 10 if badly wounded
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
Tunnel Defender Rocket (RPG) (Anti Surface and Air)
Damage: 40; 50 with AP Rockets upgrade
Radius: 5
Damage Type: Infantry Missile
Cooldown: 1000 milliseconds
Range: 175 Minimum Range: 5
Missile Speed: 225 dist/sec Missile Turn Rate: 100 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missiles
Special Feature Information
Salvager
RPG Trooper can turn the salvaged vehicles into cash
Upgrade Information
- AP Rocket (Black Market): 25% to RPG missile damage
Build Information
Prerequisite: Stealth Gen. Barracks or Stealth Gen. Tunnel Network (see
notes and Tunnel Network)
Build Cost: 300
Build Time: 5 seconds
Notes
- Slot: 1
- Comes up in pair when a Tunnel Network is completely built for the
1st time (not by GLA Hole)

C.b.4) Angry Mob
Health Information
Members: 10; initially just 5, but will grow.
HP: 50 Armor: Human Armor
Experience Information
150 Exp to Veteran 5 Exp as anything
450 Exp to Elite
900 Exp to Heroic
Vision Information
Vision\Shroud Clearing Range: 150
Movement Information
Group Movement
Speed: 18 dist/sec
Turn Rate: 360 degrees/sec; 350 if badly hurt
Person Movement
Normal
Speed: 20; 10 if badly hurt
Turn Rate: 500 dist/sec
Wander
Speed: 13; 10 if badly hurt
Turn Rate: 500 dist/sec
Panic
Speed: 32; 10 if badly hurt
Turn Rate: 500 dist/sec
Weapon Information
1] Pistol (Anti Surface)
Some members of the Angry Mob bring pistols as weapons
Damage: 10 Damage Type: Molotov Cocktail
Range: 100 Projectile Speed: immediate
Cooldown: 250 ms
Clip: 8 Reload Time: 3000 ms
Replaced by AK-47 when Arm the Mob upgrade is researched
2] Rock (Anti Surface)
Some other members, instead of Pistols, effectively use Rock to
knock down the enemy
Damage: 40 Radius: 1
Range: 100 Damage Type: Molotov Cocktail
Projectile Speed: 130 dist/sec
Accuracy: 100%
Cooldown: 500 ms
Pause before Throwing: 500 ms (let's say it is an addition to
cooldown, so Angry Mob member using this will throw the
next Rock after 1000 ms)
Replaced by AK-47 when Arm the Mob upgrade is researched
3] Molotov (Anti Surface)
While their friends choose light Pistol and cheap Rock, some mobsters
prefer Molotov
Damage: 40 Radius: 11
Range: 100 Minimum Range: 12
Damage Type: Molotov Cocktail
Projectile Speed: 60 dist/sec
Cooldown: 500 ms
Pause before Throwing: 500 ms (let's say it is an addition to
cooldown, so Angry Mob member using this will throw the
next Molotov after 1000 ms)
Molotov leaves earth-scorching flames for 2333 ms at the radius of
18-30, but no additional damage is detected.
4] AK-47 (Anti Surface)
AK-47 replaces the standard Pistols and primitve Rocks
Prerequisite: Arm the Mob upgrade
Damage: 20; 25 with AP Bullets upgrade
Range: 120
Damage Type: Molotov Cocktail
Projectile Speed: immediate
Accuracy: 100%
Cooldown: 250 ms
Special Feature Information
1] Salvager
Angry Mob can take the salvaged vehicles and turn it into cash
2] Regeneration
As long as there is at least one person in the mob, the mob can
gain full health and new members and still retains the rank it acquires
Regeneration Rate: 30 seconds
3] Group
Angry Mob member can only work in group. If there is one member
separated from the group, (s)he dies
Chasing Radius: 40
Upgrade Information
- Arm the Mob (Palace): Replaces the pistols and rocks used by Angry
Mob with powerful AK 47s
- AP Bullets (Black Market): Increases the attack damage of AK 47
Build Information
Prerequisite: Stealth General Barracks, Stealth Gen. Palace
Build Cost: 800
Build Time: 15 seconds
Notes
- Can not be transported or enter Tunnel Network/buildings
- Mobsters and their weapons:
Mobsters Weapons Weapons
(unupgraded) (upgraded)
Aladdin Pistol AK-47
Woman in the Gypsy Costume Rock AK-47
Lady with the Hot Sauce Molotov Molotov
Skinny Guy with the Green Beret Pistol AK-47
Fat Guy with the Tank Top Rock AK-47
The Robed Dude with the Man-Veil Pistol AK-47

C.b.5) Hijacker
Health Information
HP: 100 Armor: Human Armor
Experience Information
150 Exp to Veteran 50 Exp as Conscript 400 Exp as Heroic
450 Exp to Elite 100 Exp as Veteran
900 Exp to Heroic 150 Exp as Elite
(untrainable)
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 30 distances/sec; 20 if badly hurt
Turn rate: 500 degrees per second (infinite)
Special Feature Information
1] Salvager
Hijacker can claim the salvaged vehicles and turn it into cash
2] Hijack
Hijacker can kill the driver of a hostile vehicle and claim the
vehicle for himself.
3] Stealth
Stealth Delay: 500 ms
Always cloaks
Build Information
Prerequisite: Stealth Gen. Barracks
Build Cost: 600
Build Time: 15 seconds
Notes
- Slot: 1

C.b.6) Saboteur
Health Information
HP: 120 Armor: Human Armor
Experience Information
15 Exp as Conscript/Veteran 40 Exp to Veteran
30 Exp as Elite 60 Exp to Elite
40 Exp as Heroic 120 Exp to Heroic
(Well, how can he improve his experience?)
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
When Walking on Ground
Speed: 30 dist/sec; 20 if badly hurt
Turn rate: 500 degrees per second
When Climbing Cliff
Speed: 20 dist/sec; 15 when badly hurt
Turn Rate: 360 deg/sec; 350 when badly hurt
Special Feature Information
1] Salvager
Saboteur can exchange the salvaged vehicles to cash
2] Stealth
Stealth Delay: 2500 ms
Never decloaks himself
3] Sabotage Building
Saboteur can infiltrate some types of enemy buildings and sabotage them.
However, the Saboteur will disappear once he has done it.
Buildings to infiltrate Effect
Command Center Reset all General Powers
Power Plant Disable all power plants for 30 seconds
Superweapon Reset the Superweapon timer
Supply Center/Stash Steal as much as $1000 from the enemy
Factory/Barracks/Air Field Disable the building for 30 seconds
Build Information
Prerequisite: Stealth Gen. Barracks, Stealth Gen. Palace
Build Cost: 800
Build Time: 15 seconds
Notes
- Slot: 1

C.b.7) Jarmen Kell
Health Information
HP: 200 Armor: Human Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Movement Information
Speed: 30 distances/sec; 20 if badly hurt
Turn rate: 500 degrees per second (infinite)
Weapon Information
Jarmen Kell Rifle (Anti Surface)
Damage: 180; 225 with AP Bullets upgrade
Damage Type: Sniper
Cooldown: 1000 milliseconds
Range: 225
Projectile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Salvager
Jarmen Kell can pick up salvage and turn it into cash
2] Stealth
Stealth Delay: 2000 ms
Decloaks when attacking
3] Vehicle Snipe
Kills the pilot of a vehicle, making it captureable
Can not Vehicle Snipe pilotless vehicles, such as Sentry Drone
Can not Vehicle Snipe air units, even if they are on land
Recharge Time: 30000 ms Range: 225
Range: 225 Damage Type: Kill Pilot
4] Detector
Stealth General Jarmen Kell can detect stealth
Detection Rate: 750 ms
Detection Range: 150
Can not detect stealth when on a Combat Cycle, in transport or buildings.
5] Crush Immunity
As a hero, Jarmen Kell can not be squeezed except by Overlord/
Emperor Overlord
Upgrade Information
- AP Bullets (Black Market): Increases Jarmen Kell's damage by 25%
Build Information
Prerequisite: Stealth Gen. Barracks and Stealth Gen. Palace
Build Cost: 1500
Build Time: 20 seconds
Notes
- Max no. to build: 1
- Slot: 1

C.b.8) Worker
Health Information
HP: 100 Armor: Human Armor
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 when badly hurt
Speed with Worker Shoes upgrade: 30 dist/sec; 20 when badly wounded
Turn Rate: 500 degrees/sec
Special Feature Information
1] Salvager
Worker can sell the remains of destroyed vehicles
2] Builder
Construction Dozer can build China buildings. See Tip and Trick session
to build other factions' buildings.
3] Real/Fake Building Option
Worker can build Fake Buildings as well as real ones.
4] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Disarm Delay: 1000 ms
Disarm Recharge Time: 1000 ms
Detection Rate: 500 msec
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
5] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
6] Harvester
Max Boxes to Carry: 1 ($75; $83 with Worker Shoes upgrade)
Supply Center Action Delay: 150 ms for whole thing (one transaction)
Supply Warehouse Action Delay: 150 ms per box (many small transactions)
Supply Warehouse Scan Distance: 700 (Max distance to look for
a warehouse, or workers go home)
Warns when Supplies are exhausted
7] Stealth
To protect his resource gatherers, Prince Kassad invented a new kind of
temporary stealth which cloaks his gatherers when they are harvesting.
Prerequisite: Supply Stash Camo Netting upgrade
Stealth Time (as long as he gathers and drops supply): 20000 ms
Decloaks when not gathering supplies
Upgrade Information
- Worker Shoes (Black Market): Increases Worker's speed and supply
carrier capacity
Build Information
Prerequisite: Stealth Gen. Command Center or Stealth Gen. Supply Stash
Build Cost: 200
Build Time: 3 seconds
Notes
- Slot: 1
- Worker Shoes upgrade increases the cash a Worker can carry. When he
harvests a pile of supply, the supply decreases by $75, but the Worker
delivers $83.
For example, a Worker harvests a supply pile worth $1500. It requires a
Worker to harvest it 20 times until it is empty ($1500/75=20). However,
when the supply pile is exhausted, the total amount you collect is $1660
($83*20=$1660).

C.b.9) Stinger Soldier
Health Information
HP: 100 Armor: Stinger Soldier Armor
Vision Information
Vision\Shroud Clearing Range: 400
Movement Information
Speed: immobile
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
1] Stinger Missile (Anti Surface)
Damage: 20; 25 with AP Rocket upgrade
Damage Radius: 5
Damage Type: Explosion Range: 225
Missile Speed: 400 dist/sec Missile Turn Rate: 625 deg/sec
Cooldown: 2000 ms
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missile
2] Stinger Missile (Anti Air)
Damage: 30 Damage Radius: 10
Damage Type: Explosion Range: 400
Missile Speed: 400 dist/sec Missile Turn Rate: 625 deg/sec
Cooldown: 2000 ms
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missile
Can shoot down ballistic missiles
Special Feature Information
1] Stinger Protection
Stinger Soldiers are protected by Stinger Site from most attack
See Stinger Site for more info
2] Respawning
Stinger Soldiers, if killed but the Stinger Site still exists, may respawn
See Stinger Site for more info
3] Stealth
Stealth Delay: 2500 msec
Decloaks when firing or taking damage
4] Detector
Detection Rate: 500 ms
Detection Range: 200
Upgrade Information
- AP Rocket (Black Market): 25% Stinger missile damage to ground units
Build Information
Prerequisite: Stealth Gen. Stinger Site
Build Cost: 100 (only for players who choose Cash Bounty General Power)
Build Time: 30 seconds
Notes
- Slot: 1

---------------------------------
(c) GLA Stealth General Vehicle
---------------------------------
C.c.1) Technical
Health Information
HP: 180 Armor: Truck Armor
Experience Information
50 Exp to Veteran 25 Exp as Conscript/Veteran
75 Exp to Elite 50 Exp as Elite
150 Exp to Heroic 100 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 90 dist/sec; 80 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 240 degrees/sec
1] Technical Machine Gun (Anti Surface)
Damage: 10; 12.5 with AP Bullets upgrade
Damage Type: Comanche Vulcan
Range: 150
Cooldown: 200 ms
Accuracy: 100%
Projectile Speed: immediate
2] Technical Cannon (crate upgrade one)
Damage: 45; 56.25 with AP Bullets Upgrade
Damage Radius: 25
Damage Type: Comanche Vulcan
Accuracy: 100% against vehicle. May miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 300 dist/sec
Cooldown: 1000 msec
3] Technical RPG (crate upgrade two)
Damage: 50
Damage Radius: 5
Damage Type: Explosion
Accuracy: 100%
Range: 150
Minimum Range: 5
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Cooldown: 1000 msec
Homing missile
Special Feature Information
1] Scavenger
Replaces Technical Machine Gun Weapon with a stronger weapon.
Can be upgraded twice.
2] Transport
Can transport up to 5 infantry.
10% damage to units inside when destroyed.
3] Salvager
When a Technical is already upgraded twice, it can sell the salvages
it claims.
4] Auto Repair
Allows the Technical to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
Upgrade Information
- AP Bullets (Black Market): Increases Technical Machine Gun and
Cannon (Upgrade One) damage by 25%.
- Junk Repair (Black Market): Gives Technical auto-repair ability.
Build Information
Prerequisite: Stealth Gen. Arms Dealer
Build Cost: 500
Build Time: 3 seconds
Notes
- Slot: 3

C.c.2) Quad Cannon
Health Information
HP: 300 Armor: Humvee Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 40 dist/sec; 25 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 360 degrees/sec
1a] Quad Cannon Gun Anti Surface
Damage: 10; 12.5 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
1b] Quad Cannon Gun Anti Air
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
2a] Quad Cannon Gun Anti Surface (crate upgrade one)
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 50 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
2b] Quad Cannon Gun Anti Air (crate upgrade one)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 50 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
3a] Quad Cannon Gun Anti Surface (crate upgrade two)
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 25 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
3b] Quad Cannon Gun Anti Air (crate upgrade two)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 25 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Scavenger
Quad Cannon can upgrade its weapon with the remains of destroyed
vehicles.
Can only be upgraded twice
2] Salvager
When the Quad Cannon is already upgraded twice, it can sell the remains
of the destroyed vehicles
3] Auto Repair
This ability will allow Quad Cannon to repair itself
Prerequisite: Junk Repair
Repair Rate: 2 HP/sec
Upgrade Information
- Junk Repair (Black Market): Enables Quad Cannon to auto-repair
- AP Bullets (Black Market): +25% to Quad Cannon damage
Build Information
Prerequisite: Stealth Gen. Arms Dealer
Build Cost: 700
Build Time: 6 seconds
Notes
- Slot: 3

C.c.3) Toxin Tractor
Health Information
HP: 240 Armor: Toxin Truck Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 20 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 180 deg/sec
1] Toxin Truck Gun (Anti Surface)
Damage: 10; 12.5 with Anthrax Beta upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
2] Toxin Truck Gun (crate upgrade one) (Anti Surface)
Damage: 12.5; 15 with Anthrax Beta upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
3] Toxin Truck Gun (crate upgrade two) (Anti Surface)
Damage: 15; 20 with Anthrax Beta upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
Special Feature Information
1] Contamination
Sprays toxin on a wide area
a] Toxin Truck Sprayer
Secondary Damage: 2; 2.5 with Anthrax Beta*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Medium
b] Toxin Truck Sprayer (crate upgrade one)
Secondary Damage: 2.5; 3 with Anthrax Beta*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Medium
c] Toxin Truck Sprayer (crate upgrade two)
Secondary Damage: 3; 4 with Anthrax Beta*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Medium
2] Ungarrison
Toxin Tractor can ungarrison garrisonable Civilian Buildings.
3] Scavenger
Toxin Tractor can upgrade its weapon with the salvages of the destroyed
vehicles.
Can be upgraded twice.
4] Salvager
When a Toxin Tractor is already upgraded twice, it can sell the salvages
it claims.
5] Auto Repair
Allows the Toxin Tractor to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
6] Toxin Tractor Explosion
Leaves Poison Field Small when destroyed
Upgrade Information
- Anthrax Beta (Palace): Replaces the standard toxin with Anthrax Beta
- Junk Repair (Black Market): Enables the Toxin Tractor to auto-repair
Build Information
Prerequisite: Stealth General Arms Dealer
Build Cost: 600
Build Time: 5 seconds
Notes
- Slot: 3
- * means that the weapons, aside from researching Anthrax Beta, can also
be obtained when the Toxin Truck becomes heroic

C.c.4) Combat Cycle
Health Information
HP: 100 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
With Terrorist as its rider
Normal (on Ground)
Speed: 90 distances/sec; 68 if badly damaged
Turn rate: 120 degrees per second
Climbing
Speed: 60 dist/sec; 45 if badly damaged
Turn rate: 120 deg/sec
With other infantry as its rider
Normal (on Ground) and Climbing
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 120 degrees/sec
Weapon Information
Combat cycle weaponry depends on its rider. For Stealth General,
the default driver is Stealth Rebel.
1> Rebel Biker Machine Gun (Anti Surface)
Rider: Stealth Rebel
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 150
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 6 shots Clip Reload Time: 7000 milliseconds
2> Suicide Bike Bomb (Anti Surface)
Rider: Terrorist
Primary Damage: 700 Primary Radius: 20
Secondary Damage: 100 Secondary Radius: 50
Damage Type: Explosion
Range: 5
3> RPG Trooper Biker Rocket (Anti Surface and Air)
Rider: RPG Trooper
Damage: 40; 50 with AP Rocket upgrade
Radius: 5
Damage Type: Infantry Missile
Cooldown: 1000 milliseconds
Range: 175 Minimum Range: 5
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 distances against infantry
Homing missile
4> Biker Jarmen Kell Sniper Rifle (Anti Surface)
Rider: Jarmen Kell
Damage: 180; 225 with AP Bullet upgrade
Damage Type: Sniper
Cooldown: 750 milliseconds
Range: 225
Projectile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Salvager
Combat Cycle, although incapable of reinforced its weapon or armor
with the scavenge of the destroyed vehicle, can take the money from it.
2] Change Rider
Combat Cycle can change its rider for multiple purposes. When it is riderless,
unfortunately, it falls to the ground and is destroyed
Infantry that are allowed to ride Standard GLA Combat Cycle
a. Stealth Rebel
b. Stealth General Terrorist
c. Stealth General RPG Trooper
d. Stealth General Hijacker
e. Stealth General Saboteur
f. Stealth General Jarmen Kell
g. Stealth General Worker
Exit Delay: 250 ms
3] Kills Rider when Destroyed
Which word of the above sentence that you do not understand?
4] Climbing
Unlike other vehicles, Combat Cycle can move on the cliff area.
5] Vehicle Snipe (Jarmen Kell-rid only)
Kills the pilot of a vehicle, making it ownerless.
Range: 225
Damage Type: Kill Pilot
Projectile Speed: Immediate
Recharge Time: 30 seconds
6] Rider's Stealth
The Combat Cycle becomes stealth if the rider is a stealth unit
7] Can not crush infantry
8] Auto Repair
Combat Cycle rider is capable of repairing his bike
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- AP Bullet (Black Market): (For Rebel and Jarmen Kell Combat
Cycle only): +25 damage to Rebel Biker Machine Gun and Biker
Jarmen Kell Sniper Rifle.
- AP Rocket (Black Market): (For RPG Trooper Combat Cycle only):
+25% damage to RPG Trooper Biker Rocket
- Junk Repair (Black Market): Enables Combat Cycle to auto-repair
Build Information
Prerequisite: Stealth Gen. Arms Dealer
Build Cost: 550
Build Time: 4 seconds
Notes
- Slot: 1
- Will not automatically attack enemy coming nearby

C.c.5) Radar Van
Health Information
HP: 200 Armor: Truck Armor
Experience Information
20 Exp as anyhting
Vision Information
Vision Range: 200 Shroud Clearing Range: 500
Movement Information
Speed: 40 distances/sec; 30 if badly damaged
Turn rate: 180 degrees per second
Special Feature Information
1] Salvager
Radar Van can sell the scavenged part of the destroyed vehicles.
2] Enables Minimap
Opens the small battlemap, giving more control in the battlefield
(any better explanation?)
Still works in low-power condition
Can not function if stationed in a Tunnel Network or transport
3] Detector
Detection Rate: 500 msec
Can not detect if stationed in a Tunnel Network or transport
4] Auto Repair
Enables the Radar van to repair itself
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
5] Radar Van Scan
Opens a small portion of map and reveals all hidden units there.
Prerequisite: Radar Van Scan
Radius: 150
Recharge Time: 30000 milliseconds
Revelation Time: 10000 ms
Detection Rate: 500 ms
Upgrade Information
- Junk Repair (Black Market): Enables the Radar Van to auto-repair
- Radar Van Scan (Black Market): Reveals an area as large as 150
in radius on the map. Detects stealth.
Build Information
Prerequisite: Stealth General Arms Dealer
Build Cost: 500
Build Time: 10 seconds
Notes
- Slot: 3

C.c.6) Rocket Buggy
Health Information
HP: 120 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 90 dist/sec; 80 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Buggy Rocket (Anti Surface)
Turret Turn Rate: 90 degrees/sec
Damage: 20; 25 with AP Rocket upgrade
Secondary Damage: 5; 6.25 with AP Rocket upgrade
Secondary Damage Radius: 10
Damage Type: Explosion
Cooldown: 200 milliseconds
Range: 300 Minimum Range: 50
Missile Speed: 225 dist/sec Missile Turn Rate: 100 dist/sec
Accuracy: 100% vs vehicles; may miss up to 20 dist. vs infantry
Clip Size: 6 shots; 12 with Buggy Ammo upgrade
Clip Reload Time: 6000 milliseconds
Auto Reload: (time to reload after idle for this long instead of using the
last clip): 6100 ms
Homing missiles
Special Feature Information
1] Salvager
Rocket Buggy can claim the salvaged vehicles and turn them into cash
2] Auto Repair
Enables the Rocket Buggy to repair itself
Prerequisite: Junk Repair
Repair Rate: 2 HP/sec
Upgrade Information
- Buggy Ammo (Black Market): Adds Buggy Rocket store by 50%
- Junk Repair (Black Market): Rocket Buggy auto-repairs
Build Information
Prerequisite: Stealth Gen. Arms Dealer & Stealth Gen. Palace
Build Cost: 900
Build Time: 10 seconds
Notes
- Slot: 3

C.c.7) Bomb Truck
Health Information
HP: 220 Armor: Truck Armor
Experience Information
50 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 50 dist/sec
Turn rate: 90 degrees per second; 60 while badly damaged
Weapon Information
Bomb Truck Bomb (Suicide Weapon) (Anti Surface)
Primary Damage: 1000; 2000 with High Explosive Bomb upgrade
Primary Damage Radius: 40; 50 with HE Bomb upgrade
Secondary Damage: 100; 200 with HE Bomb upgrade
Secondary Damage Radius: 65; 85 with HE Bomb upgrade
Damage Type: Explosion
Leaves Poison Field Medium upon detonation with Bio Bomb upgrade
Special Feature Information
1] Salvager
Bomb Truck is able to claim the scavenged vehicle, adding the treasure
of the player
2] Disguise as Vehicle
Disguises the truck as an enemy vehicle. Will be revealed by detector.
3] Detonate
Detonates immediately.
4] High Explosive Bomb and Bio Bomb
See Weapon and Upgrade Information
5] Auto Repair
Allows the Bomb Truck to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
Upgrade Information
- High Explosive Bomb (Bomb Truck): Carries a high explosive payload,
increasing its explosion damage.
- Bio Bomb (Bomb Truck): Carries a biological payload which spreads
poison.
- Anthrax Beta (Palace): Increases the bio bomb poison field damage.
- Junk Repair (Black Market): Enables the Bomb Truck to auto repair.
Build Information
Prerequisite: Stealth Gen. Arms Dealer & Stealth Gen. Palace
Build Cost: 1200
Build Time: 15 seconds
Notes
- Slot: 3
- Will not retaliate or attack without order

C.c.8) Battle Bus
Health Information
HP: 400; 650 when becoming Garrisoned Hulk
Armor:
- Bus Normal Condition: Battle Bus Truck Armor
- Bus Crate Upgrade One: Battle Bus Truck Armor One
- Bus Crate Upgrade Two: Battle Bus Truck Armor Two
- Hulk Normal Condition: Battle Bus Structure Armor Tough
- Hulk Crate Upgrade One: Battle Bus Structure Armor Tough One
- Hulk Crate Upgrade Two: Battle Bus Structure Armor Tough Two
Note that Hulk will automatically retain its crate upgrade status from the
Bus before it is destroyed. A crate-one-upgraded Bus, for example, will
create a crate-one-upgraded Hulk.
Experience Information
50 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 75 dist/sec; 50 if badly damaged
Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
1] Scavenger
Battle Bus can strengthen its armor with the salvage of the destroyed
vehicles
Can only be upgraded twice
2] Salvager
When the Battle Bus is already upgraded twice, it can take the
salvage and turns it into money
3] Battle Transport
Enables the infantry inside to fire from within and to gain Garrison Bonus
(see Bonus Modifier)
Total Infantry Transported: 8
50% damage to passenger when turned into Garrisonable Hulk and
100% damage to passenger when totally destroyed
Exit delay: 250 ms/infantry
4] Garrisonable Hulk
After the Bus is destroyed, flying, and finally landing on the ground,
its remains can still be used as a covered bunker for infantry in it.
Automatically destroyed after no infantry inside.
Destruction Delay: 1000 ms
5] Auto Repair
Battle Bus (both as Bus and Hulk) can repair itself
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- Junk Repair (Black Market): Enables Battle Bus to auto-repair
Build Information
Prerequisite: Stealth Gen. Arms Dealer & Stealth Gen. Palace
Build Cost: 1000
Build Time: 15 seconds
Notes
- Slot: 8
- Will not automatically attack enemy coming nearby

C.c.9) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
HP: 100 Armor: Truck Armor
Vision Information
Vision Range: varies
Locomotor Information
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Weapon Information
Suicide Car Bomb (Anti Surface)
Primary Damage: 700
Primary Damage Radius: 20
Secondary Damage: 100
Secondary Damage Radius: 50
Damage Type: Explosion
Range: 5
Build Information
Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3

D. GLA Toxin General Units
----------------------------------
(a) GLA Toxin General Aircraft
---------------------------------
D.a.1) GLA Cargo Plane
Health Information
HP: 1000 Armor: Airplane Armor
Experience Information
40 Exp as Anything
Movement Information
Speed: 125 dist/sec; 75 if badly damaged
Turn rate: 25 degrees per second; 10 while badly damaged
Notes
- Drops Anthrax Bomb and Reinforcement Pad vehicle to the targetted area.
- Door Open Time: 500 ms

---------------------------------
(b) GLA Toxin General Infantry
---------------------------------
D.b.1) Toxin Rebel
Health Information
HP: 120 Armor: Chemical Rebel Human Armor
Experience Information
40 Exp to Veteran 25 Exp as Conscript 45 Exp as Heroic
60 Exp to Elite 30 Exp as Veteran
120 Exp to Heroic 35 Exp as Elite
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 10 if badly hurt
Turn rate: 500 degrees per second (infinite)
Weapon Information
Rebel Gun Beta (Anti Surface)
Damage: 8; 10 with Anthrax Gamma upgrade
Damage Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds Range: 100
Projectile Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Empties garrisoned building (2 kills per hit)
Special Feature Information
1] Salvager
Rebels can pick up salvage and turn it to cash for player
2] Capture Building
Prerequisite: Capture Building upgrade
Unpack Time: 3000 ms
Preparation Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 12
Recharge Time: 15000 ms
3] Ungarrison
Toxin Rebel can ungarrison garrisonable Civilian Buildings.
4] Stealth
Prerequisite: Camouflage upgrade
Stealth Delay: 2500 ms
Decloaks when attacking or capturing building
Upgrade Information
- Capture Building (Barracks): Enables Rebel to capture most base buildings
and tech buildings.
- Anthrax Gamma (Toxin Gen. Palace): Replaces the Anthrax Beta with more
deadly Anthrax Gamma.
~ Camouflage (Standard GLA Palace): Chem. Rebels are stealthed when not doing
any aggressive avtions.
Build Information
Prerequisite: Toxin General Barracks
Build Cost: 200
Build Time: 5 seconds
Notes
- Slot: 1

D.b.2) Terrorist
Health Information
HP: 120 Armor: Human Armor
Experience Information
20 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 when badly wounded
Turn rate: 500 degrees per second (immediate)
Weapon Information
1] Suicide Dynamite Pack (Anti Surface)
Primary Damage: 500 Primary Radius: 18
Secondary Damage: 300 Secondary Radius: 50
Damage Type: Explosion
Activated when crushed, splatted, lasered, burned, exploded.
2] Chemical Suicide Weapon (Anti Surface)
Damage: 200 Damage Radius: 10
Damage Type: Explosion
Leaves Poison Field Small, Poison Field Gamma Small if Anthrax Gamma
is upgraded
Always activated when dead
Special Feature Information
1] Salvager
Terrorist can gain money from the salvage of the destroyed vehicles
2] Car Bomb
Steals a civilian car and loads it with bomb (see Car Bomb)
Upgrade Information
- Anthrax Gamma (Toxin General Palace): Equips Terrorist with an Anthrax
Gamma bomb pack instead of Anthrax Beta or standard toxin
Build Information
Prerequisite: Toxin General Barracks
Build Cost: 200
Build Time: 5 seconds
Notes
- Slot: 1
- Can be ordered to attack an empty area by force attack

D.b.3) RPG Trooper
Health Information
HP: 100 Armor: Human Armor
Experience Information
100 Exp to Veteran 20 Exp as Conscript/Veteran
200 Exp to Elite 40 Exp as Elite
400 Exp to Heroic 60 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 400
Movement Information
Speed: 20 distances/sec; 10 if badly wounded
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
Tunnel Defender Rocket (RPG) (Anti Surface and Air)
Damage: 40; 50 with AP Rockets upgrade
Radius: 5
Damage Type: Infantry Missile
Cooldown: 1000 milliseconds
Range: 175 Minimum Range: 5
Missile Speed: 400 dist/sec Missile Turn Rate: 625 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missiles
Special Feature Information
Salvager
RPG Trooper can turn the salvaged vehicles into cash
Upgrade Information
- AP Rocket (Black Market): 25% to RPG missile damage
Build Information
Prerequisite: Toxin General Barracks or Tunnel Network (see notes and
Tunnel Network)
Build Cost: 300
Build Time: 5 seconds
Notes
- Slot: 1
- Comes up in pair when a Tunnel Network is completely built for the
1st time (not by GLA Hole)

D.b.4) Angry Mob
Health Information
Members: 10; initially just 5, but will grow.
HP: 50 Armor: Human Armor
Experience Information
150 Exp to Veteran 5 Exp as anything
450 Exp to Elite
900 Exp to Heroic
Vision Information
Vision\Shroud Clearing Range: 150
Movement Information
Group Movement
Speed: 18 dist/sec
Turn Rate: 360 degrees/sec; 350 if badly hurt
Person Movement
Normal
Speed: 20; 10 if badly hurt
Turn Rate: 500 dist/sec
Wander
Speed: 13; 10 if badly hurt
Turn Rate: 500 dist/sec
Panic
Speed: 32; 10 if badly hurt
Turn Rate: 500 dist/sec
Weapon Information
1] Pistol (Anti Surface)
Some members of the Angry Mob bring pistols as weapons
Damage: 10 Damage Type: Molotov Cocktail
Range: 100 Projectile Speed: immediate
Cooldown: 250 ms
Clip: 8 Reload Time: 3000 ms
Replaced by AK-47 when Arm the Mob upgrade is researched
2] Rock (Anti Surface)
Some other members, instead of Pistols, effectively use Rock to
knock down the enemy
Damage: 40 Radius: 1
Range: 100 Damage Type: Molotov Cocktail
Projectile Speed: 130 dist/sec
Accuracy: 100%
Cooldown: 500 ms
Pause before Throwing: 500 ms (let's say it is an addition to
cooldown, so Angry Mob member using this will throw the
next Rock after 1000 ms)
Replaced by AK-47 when Arm the Mob upgrade is researched
3] Molotov (Anti Surface)
While their friends choose light Pistol and cheap Rock, some mobsters
prefer Molotov
Damage: 40 Radius: 11
Range: 100 Minimum Range: 12
Damage Type: Molotov Cocktail
Projectile Speed: 60 dist/sec
Cooldown: 500 ms
Pause before Throwing: 500 ms (let's say it is an addition to
cooldown, so Angry Mob member using this will throw the
next Molotov after 1000 ms)
Molotov leaves earth-scorching flames for 2333 ms at the radius of
18-30, but it seems to cause additional damage.
4] AK-47
AK-47 replaces the standard Pistols and primitve Rocks
Prerequisite: Arm the Mob upgrade
Damage: 20; 25 with AP Bullets upgrade
Range: 120
Damage Type: Molotov Cocktail
Projectile Speed: immediate
Accuracy: 100%
Cooldown: 250 ms
Special Feature Information
1] Salvager
Angry Mob can take the salvaged vehicles and turn it into cash
2] Regeneration
As long as there is at least one person in the mob, the mob can
gain full health and new members and still retains the rank it acquires
Regeneration Rate: 30 seconds
3] Group
Angry Mob member can only work in group. If there is one member
separated from the group, (s)he dies
Chasing Radius: 40
Upgrade Information
- Arm the Mob (Palace): Replaces the pistols and rocks used by Angry
Mob with powerful AK 47s
- AP Bullets (Black Market): Increases the attack damage of AK 47
Build Information
Prerequisite: Toxin General Barracks & Toxin General Palace
Build Cost: 800
Build Time: 15 seconds
Notes
- Can not be transported or enter Tunnel Network/buildings
- Mobsters and their weapons:
Mobsters Weapons Weapons
(unupgraded) (upgraded)
Aladdin Pistol AK-47
Woman in the Gypsy Costume Rock AK-47
Lady with the Hot Sauce Molotov Molotov
Skinny Guy with the Green Beret Pistol AK-47
Fat Guy with the Tank Top Rock AK-47
The Robed Dude with the Man-Veil Pistol AK-47

D.b.5) Jarmen Kell
Health Information
HP: 200 Armor: Human Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Movement Information
Speed: 30 distances/sec; 20 if badly hurt
Turn rate: 500 degrees per second (infinite)
Weapon Information
Jarmen Kell Rifle (Anti Surface)
Damage: 180; 225 with AP Bullets upgrade
Damage Type: Sniper
Cooldown: 1000 milliseconds
Range: 225
Projectile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Salvager
Jarmen Kell can pick up salvage and turn it into cash
2] Stealth
Stealth Delay: 2000 ms
Decloaks when attacking
3] Vehicle Snipe
Kills the pilot of a vehicle, making it captureable
Can not Vehicle Snipe pilotless vehicles, such as Sentry Drone
Can not Vehicle Snipe air units, even if they are on land
Recharge Time: 30000 ms Range: 225
Range: 225 Damage Type: Kill Pilot
4] Crush Immunity
As a hero, Jarmen Kell can not be squeezed except by Overlord/
Emperor Overlord
Upgrade Information
- AP Bullets (Black Market): Increases Jarmen Kell's damage by 25%
Build Information
Prerequisite: Toxin General Barracks & Toxin General Palace
Build Cost: 1500
Build Time: 20 seconds
Notes
- Max no. to build: 1
- Slot: 1

D.b.6) Worker
Health Information
HP: 100 Armor: Human Armor
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 25 dist/sec; 15 when badly hurt
Speed with Worker Shoes upgrade: 30 dist/sec; 20 when badly wounded
Turn Rate: 500 degrees/sec
Special Feature Information
1] Salvager
Worker can sell the remains of destroyed vehicles
2] Builder
Construction Dozer can build China buildings. See Tip and Trick session
to build other factions' buildings.
3] Real/Fake Building Option
Worker can build Fake Buildings as well as real ones.
4] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Disarm Delay: 1000 ms
Disarm Recharge Time: 1000 ms
Detection Rate: 500 msec
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
5] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
6] Harvester
Max Boxes to Carry: 1 ($75; $83 with Worker Shoes upgrade)
Supply Center Action Delay: 150 ms for whole thing (one transaction)
Supply Warehouse Action Delay: 150 ms per box (many small transactions)
Supply Warehouse Scan Distance: 700 (Max distance to look for
a warehouse, or workers go home)
Warns when Supplies are exhausted
Upgrade Information
- Worker Shoes (Black Market): Increases Worker's speed and supply
carrier capacity
Build Information
Prerequisite: Toxin General Command Center or Toxin General Supply Stash
Build Cost: 200
Build Time: 3 seconds
Notes
- Slot: 1
- Worker Shoes upgrade increases the cash a Worker can carry. When he
harvests a pile of supply, the supply decreases by $75, but the Worker
delivers $83.
For example, a Worker harvests a supply pile worth $1500. It requires a
Worker to harvest it 20 times until it is empty ($1500/75=20). However,
when the supply pile is exhausted, the total amount you collect is $1660
($83*20=$1660).

D.b.9) Stinger Soldier
Health Information
HP: 100 Armor: Stinger Soldier Armor
Vision Information
Vision\Shroud Clearing Range: 400
Movement Information
Speed: immobile
Turn rate: 500 degrees per second (almost immediately)
Weapon Information
1] Stinger Missile (Anti Surface)
Damage: 20; 25 with AP Rocket upgrade
Damage Radius: 5
Damage Type: Explosion Range: 225
Missile Speed: 400 dist/sec Missile Turn Rate: 625 deg/sec
Cooldown: 2000 ms
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missile
2] Stinger Missile (Anti Air)
Damage: 30 Damage Radius: 10
Damage Type: Explosion Range: 400
Missile Speed: 400 dist/sec Missile Turn Rate: 625 deg/sec
Cooldown: 2000 ms
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Homing missile
Can shoot down ballistic missiles
Special Feature Information
1] Stinger Protection
Stinger Soldiers are protected by Stinger Site from most attack
See Stinger Site for more info
2] Respawning
Stinger Soldiers, if killed but the Stinger Site still exists, may respawn
See Stinger Site for more info
3] Detector
Detection Rate: 500 ms
Detection Range: 200
Upgrade Information
- AP Rocket (Black Market): 25% Stinger missile damage to ground units
Build Information
Prerequisite: Toxin General Stinger Site
Build Cost: 100 (only for players who choose Cash Bounty General Power)
Build Time: 30 seconds
Notes
- Slot: 1

---------------------------------
(c) GLA Toxin General Vehicle
---------------------------------
D.c.1) Technical
Health Information
HP: 180 Armor: Truck Armor
Experience Information
50 Exp to Veteran 25 Exp as Conscript/Veteran
75 Exp to Elite 50 Exp as Elite
150 Exp to Heroic 100 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 90 dist/sec; 80 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 240 degrees/sec
1] Technical Machine Gun (Anti Surface)
Damage: 10; 12.5 with AP Bullets upgrade
Damage Type: Comanche Vulcan
Range: 150
Cooldown: 200 ms
Accuracy: 100%
Projectile Speed: immediate
2] Technical Cannon (crate upgrade one) (Anti Surface)
Damage: 45; 56.25 with AP Bullets Upgrade
Damage Radius: 25
Damage Type: Comanche Vulcan
Accuracy: 100% against vehicle. May miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 300 dist/sec
Cooldown: 1000 msec
3] Technical RPG (crate upgrade two) (Anti Surface)
Damage: 50
Damage Radius: 5
Damage Type: Explosion
Accuracy: 100%
Range: 150
Minimum Range: 5
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Cooldown: 1000 msec
Homing missile
Special Feature Information
1] Scavenger
Replaces Technical Machine Gun Weapon with a stronger weapon.
Can be upgraded twice.
2] Transport
Can transport up to 5 infantry.
10% damage to units inside when destroyed.
3] Salvager
When a Technical is already upgraded twice, it can sell the salvages
it claims.
4] Auto Repair
Allows the Technical to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
Upgrade Information
- AP Bullets (Black Market): Increases Technical Machine Gun and
Cannon (Upgrade One) damage by 25%.
- Junk Repair (Black Market): Gives Technical auto-repair ability.
Build Information
Prerequisite: Toxin General Arms Dealer
Build Cost: 500
Build Time: 3 seconds
Notes
- Slot: 3

D.c.2) Scorpion
Health Information
HP: 370 Armor: Tank Armor
Experience Information
100 Exp to Veteran 60 Exp as Conscript/Veteran
200 Exp to Elite 120 Exp as Elite
400 Exp to Heroic 200 Exp as Heroic
Vision Information
Vision Range: 125 Shroud Clearing Range: 300
Movement Information
Speed: 40 dist/sec; 30 when badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 100 degrees/sec
See the condition list below for Scorpion weapons
- No Rocket upgrade and no crate upgrade: Scorpion Tank Gun
- W/ Rocket upgrade and no crate upgrade: Scorpion Tank Gun and
Scorpion Rocket
- No Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
- W/ Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
and Scorpion Rocket
- No Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
- W/ Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
and Double Scorpion Rockets
1] Scorpion Tank Gun (Anti Surface)
Damage: 20 Radius: 5
Damage Type: Armor Piercing
Cooldown: 1000 milliseconds
Range: 150
Projectile Speed: 400 dist/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
2] Scorpion Rocket (Anti Surface)
Primary Damage: 100; 125 with AP Rocket upgrade
Primary Damage Radius: 5
Secondary Damage: 80; 100 with AP Rocket upgrade
Secondary Damage Radius: 25
Damage Type: Explosion
Range: 150 Min. Range: 40
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Missile Speed: 150 dist/sec Missile Turn Rate: 540 deg/sec
Cooldown: 200 ms
Clip Size: 1 Clip Reload Time: 15000 ms
Homing Missile
3] Advanced Scorpion Tank Gun (Anti Surface)
Damage: 25 Radius: 5
Damage Type: Armor Piercing
Cooldown: 1000 milliseconds
Range: 150
Projectile Speed: 400 dist/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
4] Double Scorpion Rockets (Anti Surface)
Primary Damage: 100; 125 with AP Rocket upgrade
Primary Damage Radius: 5
Secondary Damage: 80; 100 with AP Rocket upgrade
Secondary Damage Radius: 25
Damage Type: Explosion
Range: 150 Min. Range: 40
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
Missile Speed: 150 dist/sec Missile Turn Rate: 540 deg/sec
Cooldown: 200 ms
Clip Size: 2 Clip Reload Time: 15000 ms
Homing Missile
Special Feature Information
1] Scavenger
Scorpion can replaces its weapons with the salvage of the destroyed
vehicles
Can only be upgraded twice
2] Salvager
When the Scorpion is already upgraded twice, it can take the salvage
and turns it into money
3] Toxin Contamination
Scorpion loads its shells and rockets with a small amount of toxin,
leaving Poison Field Small on the target (Poison Field Gamma Small
if Anthrax Gamma upgrade is researched).
When I tested it, it seemed that the Rockets do not contain toxin. Was
I correct or it was just my eyesight that cheated me?
4] Auto Repair
Scorpion is capable of repairing itself.
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- Anthrax Beta (granted): Replaces the standard toxin with deadlier agent,
Anthrax Beta. Only works when Toxin Shells has been researched.
- Scorpion Rocket (Arms Dealer): Installs a deadly rocket on the
Scorpion
- AP Rocket (Black Market): +25% to Scorpion Rocket damage. Only
works when Scorpion Rocket upgrade has been researched.
- Toxin Shell (granted): Loads Scorpion shells and the rocket with a
handful doses of toxin.
- Junk Repair (Black Market): Scorpion receives auto-repair ability.
- Anthrax Gamma (Toxin General Palace): Fills Scorpion's shells and
rockets with Anthrax Gamma, but it is just for fun. No additional
damage, compared to Anthrax Beta. Only works when the Toxin
Shells upgrade has been researched.
Build Information
Prerequisite: Toxin General Arms Dealer
Build Cost: 650
Build Time: 7 seconds
Notes
- Slot: 3

D.c.3) Quad Cannon
Health Information
HP: 300 Armor: Humvee Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 40 dist/sec; 25 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 360 degrees/sec
1a] Quad Cannon Gun Anti Surface
Damage: 10; 12.5 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
1b] Quad Cannon Gun Anti Air
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
2a] Quad Cannon Gun Anti Surface (crate upgrade one)
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 50 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
2b] Quad Cannon Gun Anti Air (crate upgrade one)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 50 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
3a] Quad Cannon Gun Anti Surface (crate upgrade two)
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 25 milliseconds
Range: 150
Missile Speed: immediate
Accuracy: 100%
3b] Quad Cannon Gun Anti Air (crate upgrade two)
Damage: 5; 6.25 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 25 milliseconds
Range: 350
Missile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Scavenger
Quad Cannon can upgrade its weapon with the remains of destroyed
vehicles.
Can only be upgraded twice
2] Salvager
When the Quad Cannon is already upgraded twice, it can sell the remains
of the destroyed vehicles
3] Auto Repair
This ability will allow Quad Cannon to repair itself
Prerequisite: Junk Repair
Repair Rate: 2 HP/sec
Upgrade Information
- Junk Repair (Black Market): Enables Quad Cannon to auto-repair
- AP Bullets (Black Market): +25% to Quad Cannon damage
Build Information
Prerequisite: Toxin General Arms Dealer
Build Cost: 750
Build Time: 6 seconds
Notes
- Slot: 3

D.c.4) Toxin Tractor
Health Information
HP: 240 Armor: Toxin Truck Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
150 Exp to Elite 100 Exp as Elite
300 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 20 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Turret Turn Rate: 180 deg/sec
1] Toxin Truck Gun (Anti Surface)
Damage: 12.5; 20.5 with Anthrax Gamma upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100 Min. Range of 10
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
2] Toxin Truck Gun (crate upgrade one) (Anti Surface)
Damage: 15; 24.5 with Anthrax Gamma upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100 Min. Range: 10
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
3] Toxin Truck Gun (crate upgrade two) (Anti Surface)
Damage: 20; 28.5 with Anthrax Gamma upgrade*
Radius: 10
Damage Type: Poison
Cooldown: 40 milliseconds
Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
Spray Speed: 300 dist/sec
Accuracy: 100%
Clip Size: 30 shots Clip Reload Time: 40 milliseconds
Homing missiles
Empties Garrisoned buildings (kills 2 infantry per hit)
Special Feature Information
1] Contamination
Sprays toxin on a wide area
a] Toxin Truck Sprayer
Secondary Damage: 2.5 with/without Anthrax Gamma*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Upgraded Medium; Poison Field Gamma Medium
if Anthrax Gamma is researched
b] Toxin Truck Sprayer (crate upgrade one)
Secondary Damage: 3; 3.5 with Anthrax Gamma*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Upgraded Medium; Poison Field Gamma Medium
if Anthrax Gamma is researched
c] Toxin Truck Sprayer (crate upgrade two)
Secondary Damage: 4; 4.5 with Anthrax Gamma*
Secondary Damage Radius: 75
Range: 15
Damage Type: Poison
Spray Speed: 300 dist/sec
Cooldown: 200 ms
Leaves Poison Field Upgraded Medium; Poison Field Gamma Medium
if Anthrax Gamma is researched
2] Ungarrison
Toxin Tractor can ungarrison garrisonable Civilian Buildings.
3] Scavenger
Toxin Tractor can upgrade its weapon with the salvages of the destroyed
vehicles.
Can be upgraded twice.
4] Salvager
When a Toxin Tractor is already upgraded twice, it can sell the salvages
it claims.
5] Auto Repair
Allows the Toxin Tractor to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
6] Toxin Tractor Explosion
Leaves Poison Field Upgraded Small when destroyed; Poison Field Gamma
Small with Anthrax Gamma
Upgrade Information
- Anthrax Gamma (Toxin General Palace): Replaces the standard toxin with
Anthrax Gamma
- Junk Repair (Black Market): Enables the Toxin Tractor to auto-repair
Build Information
Prerequisite: Toxin General Arms Dealer
Build Cost: 650
Build Time: 5 seconds
Notes
- Slot: 3
- * means that the weapons, aside from researching Anthrax Gamma, can also
be obtained when the Toxin Truck becomes heroic

D.c.5) Combat Cycle
Health Information
HP: 100 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
With Terrorist as its rider
Normal (on Ground)
Speed: 90 distances/sec; 68 if badly damaged
Turn rate: 120 degrees per second
Climbing
Speed: 60 dist/sec; 45 if badly damaged
Turn rate: 120 deg/sec
With other infantry as its rider
Normal (on Ground) and Climbing
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 120 degrees/sec
Weapon Information
Combat cycle weaponry depends on its rider. For Standard GLA,
the default driver is Toxin Rebel.
1> Rebel Biker Machine Gun (Anti Surface)
Rider: Toxin Rebel
Damage: 8; 10 with AP Bullet upgrade
Damage Type: Small Arms
Cooldown: 100 milliseconds
Range: 150
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 6 shots Clip Reload Time: 7000 milliseconds
2> a. Suicide Bike Bomb (Anti Surface)
Rider: Terrorist
Primary Damage: 700 Primary Radius: 20
Secondary Damage: 100 Secondary Radius: 50
Damage Type: Explosion
Range: 5
b. Chemical Suicide Weapon (Anti Surface)
Rider: Terrorist
Damage: 200 Radius: 10
Damage Type: Explosion
Leaves Poison Field Small; Poison Field Gamma Small if Anthrax Gamma is
researched
3> RPG Trooper Biker Rocket (Anti Surface and Air)
Rider: RPG Trooper
Damage: 40; 50 with AP Rocket upgrade
Radius: 5
Damage Type: Infantry Missile
Cooldown: 1000 milliseconds
Range: 175 Minimum Range: 5
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 deg/sec
Accuracy: 100% vs vehicles; may miss up to 10 distances against infantry
Homing missile
4> Biker Jarmen Kell Sniper Rifle (Anti Surface)
Rider: Jarmen Kell
Damage: 180; 225 with AP Bullet upgrade
Damage Type: Sniper
Cooldown: 750 milliseconds
Range: 225
Projectile Speed: immediate
Accuracy: 100%
Special Feature Information
1] Salvager
Combat Cycle, although incapable of reinforced its weapon or armor
with the scavenge of the destroyed vehicle, can take the money from it.
2] Change Rider
Combat Cycle can change its rider for multiple purposes. When it is riderless,
unfortunately, it falls to the ground and is destroyed
Infantry that are allowed to ride Standard GLA Combat Cycle
a. Toxin Rebel
b. Toxin Terrorist
c. Toxin General RPG Trooper
d. Standard GLA Hijacker
e. Standard GLA Saboteur
f. Toxin General Jarmen Kell
g. Toxin General Worker
Exit Delay: 250 ms
3] Kills Rider when Destroyed
Try it yourself if you still do not understand ......
4] Climbing
Unlike other vehicles, Combat Cycle can move on the cliff area.
5] Vehicle Snipe (Jarmen Kell-rid only)
Kills the pilot of a vehicle, making it ownerless.
Range: 225
Damage Type: Kill Pilot
Projectile Speed: Immediate
Recharge Time: 30 seconds
6] Rider's Stealth
The Combat Cycle becomes stealth if the rider is a stealth unit
7] Can not crush infantry
8] Auto Repair
Combat Cycle rider is capable of repairing his bike
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- Anthrax Beta (granted) (Toxin Terrorist rider only): Carries an Anthrax Beta
suicide bomb pack which is stronger than standard toxin bomb
- AP Bullet (Black Market): (For Rebel and Jarmen Kell Combat
Cycle only): +25 damage to Rebel Biker Machine Gun and Biker
Jarmen Kell Sniper Rifle.
- AP Rocket (Black Market): (For RPG Trooper Combat Cycle only):
+25% damage to RPG Trooper Biker Rocket
- Junk Repair (Black Market): Enables Combat Cycle to auto-repair
- Anthrax Gamma (Toxin General Palace): Carries an Anthrax Gamma suicide
bomb pack which has different colour of toxin than Anthrax Beta:p
Build Information
Prerequisite: Toxin General Arms Dealer
Build Cost: 550
Build Time: 4 seconds
Notes
- Slot: 1
- Will not automatically attack enemy coming nearby

D.c.6) Marauder
Health Information
HP: 430 Armor: Tank Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 300 Exp as Heroic
Vision Information
Vision Range: 125 Shroud Clearing Range: 300
Movement Information
Speed: 40 dist/sec; 30 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
1] Marauder Tank Gun (Anti Surface)
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Accuracy: 100% against vehicles, may miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 300 dist/sec
Cooldown: 2000 msec
2] Marauder Tank Gun (crate upgrade one) (Anti Surface)
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Accuracy: 100% against vehicles, may miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 400 dist/sec
Cooldown: 1500 msec
3] Marauder Tank Gun (crate upgrade two) (Anti Surface)
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Accuracy: 100% against vehicles, may miss as much as 10
distances against infantry
Range: 150
Projectile Speed: 500 dist/sec
Cooldown: 750 msec
Clipsize: 2 Clip Reload Time: 100
Special Feature Information
1] Scavenger
Marauder Tank can perfect its weapons with the salvage of the destroyed
vehicles
Can only be upgraded twice
2] Salvager
When the Marauder Tank is already upgraded twice, it can take the
salvage and turns it into money
3] Toxin Contamination
Marauder Tank loads its shells with a small amount of toxin, leaving
Poison Field Small on the target (Poison Field Gamma Small if Anthrax
Gamma upgrade is researched).
4] Auto Repair
Marauder Tank is capable of repairing itself.
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- Toxin Shells (granted): Equips Marauder Tank shells with toxin, making
Marauder a little bit more effective against infantry.
- Anthrax Beta (granted): (Affects Toxin Shells-upgraded Marauder Tank
only) Replaces the standard toxin filling the Marauder Tank shells with
a more effective Anthrax Beta agent.
- Anthrax Gamma (Toxin General Palace): (Affects only Toxin Shells-
upgraded Marauder Tank) Replaces the standard toxin used in the
Marauder Tank shells with a more venomous Anthrax Gamma. Anthrax
Gamma will also replace the Antrax Beta toxin-filling shells because it
is more colourful, but not stronger:p.
Build Information
Prerequisite: Toxin Gen. Arms Dealer & Marauder Tank General Power
Build Cost: 900
Build Time: 10 seconds
Notes
- Slot: 3

D.c.7) Radar Van
Health Information
HP: 200 Armor: Truck Armor
Experience Information
20 Exp as anyhting
Vision Information
Vision Range: 200 Shroud Clearing Range: 500
Movement Information
Speed: 40 distances/sec; 30 if badly damaged
Turn rate: 180 degrees per second
Special Feature Information
1] Salvager
Radar Van can sell the scavenged part of the destroyed vehicles.
2] Enables Minimap
Opens the small battlemap, giving more control in the battlefield
(any better explanation?)
Still works in low-power condition
Can not function if stationed in a Tunnel Network or transport
3] Detector
Detection Rate: 500 msec
Can not detect if stationed in a Tunnel Network or transport
4] Auto Repair
Enables the Radar van to repair itself
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
5] Radar Van Scan
Opens a small portion of map and reveals all hidden units there.
Prerequisite: Radar Van Scan
Radius: 150
Recharge Time: 30000 milliseconds
Revelation Time: 10000 ms
Detection Rate: 500 ms
Upgrade Information
- Junk Repair (Black Market): Enables the Radar Van to auto-repair
- Radar Van Scan (Black Market): Reveals an area as large as 150
in radius on the map. Detects stealth.
Build Information
Prerequisite: Toxin Gen. Arms Dealer
Build Cost: 550
Build Time: 10 seconds
Notes
- Slot: 3

D.c.8) Rocket Buggy
Health Information
HP: 120 Armor: Truck Armor
Experience Information
200 Exp to Veteran 50 Exp as Conscript/Veteran
400 Exp to Elite 100 Exp as Elite
800 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 90 dist/sec; 80 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Buggy Rocket (Anti Surface)
Turret Turn Rate: 90 degrees/sec
Damage: 20; 25 with AP Rocket upgrade
Secondary Damage: 5; 6.25 with AP Rocket upgrade
Secondary Damage Radius: 10
Damage Type: Explosion
Cooldown: 200 milliseconds
Range: 300 Minimum Range: 50
Missile Speed: 225 dist/sec Missile Turn Rate: 100 dist/sec
Accuracy: 100% vs vehicles; may miss up to 20 dist. vs infantry
Clip Size: 6 shots; 12 with Buggy Ammo upgrade
Clip Reload Time: 6000 milliseconds
Auto Reload: (time to reload after idle for this long instead of using the
last clip): 6100 ms
Homing missiles
Special Feature Information
1] Salvager
Rocket Buggy can claim the salvaged vehicles and turn them into cash
2] Auto Repair
Enables the Rocket Buggy to repair itself
Prerequisite: Junk Repair
Repair Rate: 2 HP/sec
Upgrade Information
- Buggy Ammo (Black Market): Adds Buggy Rocket store by 50%
- Junk Repair (Black Market): Rocket Buggy auto-repairs
Build Information
Prerequisite: Toxin Gen. Arms Dealer & Toxin Gen. Palace
Build Cost: 1100
Build Time: 10 seconds
Notes
- Slot: 3

D.c.9) Bomb Truck
Health Information
HP: 220 Armor: Truck Armor
Experience Information
50 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 50 dist/sec
Turn rate: 90 degrees per second; 60 while badly damaged
Weapon Information
Bomb Truck Bomb (Suicide Weapon) (Anti Surface)
Primary Damage: 1000
Primary Damage Radius: 40
Secondary Damage: 100
Secondary Damage Radius: 65
Damage Type: Explosion
Leaves Poison Field Medium upon detonation with Bio Bomb upgrade; Poison
Field Gamma Medium with Anthrax Gamma upgrade
Special Feature Information
1] Salvager
Bomb Truck is able to claim the scavenged vehicle, adding the treasure
of the player
2] Disguise as Vehicle
Disguises the truck as an enemy vehicle. Will be revealed by detector.
3] Detonate
Detonates immediately.
4] High Explosive Bomb and Bio Bomb
See Weapon and Upgrade Information
5] Auto Repair
Allows the Bomb Truck to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
Upgrade Information
- Bio Bomb (Bomb Truck): Carries a biological payload which spreads
poison.
- Anthrax Gamma (Toxin Gen. Palace): Hhmm.... No increment at all, just
colour change
- Junk Repair (Black Market): Enables the Bomb Truck to auto repair.
Build Information
Prerequisite: Toxin Gen. Arms Dealer & Toxin Gen. Palace
Build Cost: 1200
Build Time: 15 seconds
Notes
- Slot: 3
- Will not retaliate or attack without order

D.c.10) SCUD Launcher
Health Information
HP: 180 Armor: Truck Armor
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 20 dist/sec; 15 if badly damaged
Turn rate: 50 degrees per second; 45 while badly damaged
Weapon Information
Turret Turn Rate: 60 degrees/sec
1] Scud Anthrax Warhead (Anti Surface)
Primary Damage: 200
Primary Damage Radius: 30
Secondary Damage: 25
Secondary Damage Radius: 60
Damage Type: Explosion
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Range: 350
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Clip Reload Time: 10000 msec
Not homing missiles
Leaves Poison Field Medium upon detonation; Poison Field Gamma
Medium if Anthrax Gamma is researched
2] Scud Anthrax Warhead (crate upgrade one) (Anti Surface)
Primary Damage: 200
Primary Damage Radius: 30
Secondary Damage: 25
Secondary Damage Radius: 60
Damage Type: Explosion
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Range: 450
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Clip Reload Time: 10000 msec
Not homing missiles
Leaves Poison Field Medium upon detonation; Poison Field Gamma
Medium if Anthrax Gamma is researched
3] Scud Anthrax Warhead (crate upgrade two) (Anti Surface)
Primary Damage: 250
Primary Damage Radius: 30
Secondary Damage: 50
Secondary Damage Radius: 60
Damage Type: Explosion
Accuracy: Unknown vs vehicles, may miss as much as 30 distances
against infantry.
Range: 450
Minimum Range: 200
Missile Speed: 200 distances/second
Missile Turn Rate: 540 degrees/second
Pre Attack Delay: 500 ms; do the delay for every missile it
launches
Clip Reload Time: 10000 msec
Not homing missiles
Leaves Poison Field Medium upon detonation; Poison Field Gamma
Medium if Anthrax Gamma is researched
Special Feature Information
1] Scavenger
SCUD Launcher can upgrade its weapon with the salvages of the destroyed
vehicles.
Can be upgraded twice.
2] Salvager
When a SCUD Launcher is already upgraded twice, it can sell the salvages
it claims.
3] Auto Repair
Allows the SCUD Launcher to repair itself.
Prerequisite: Junk Repair
Repair Rate: 2 HP/second
Upgrade Information
- Anthrax Gamma (Toxin Gen. Palace): Replaces the standard anthrax with
deadlier Anthrax Gamma in the SCUD Warhead
- Junk Repair (Black Market): Allows SCUD Launcher to repair itself.
- AP Rockets (Black Market): Increases the damage of explosive SCUD
warhead
Build Information
Prerequisite: Toxin Gen. Arms Dealer & Palace & Scud Launcher General Power
Build Cost: 1200
Build Time: 15 seconds
Notes
- Slot: 3
- Will not attack without order or retaliate

D.c.11) Battle Bus
Health Information
HP: 400; 650 when becoming Garrisoned Hulk
Armor:
- Bus Normal Condition: Battle Bus Truck Armor
- Bus Crate Upgrade One: Battle Bus Truck Armor One
- Bus Crate Upgrade Two: Battle Bus Truck Armor Two
- Hulk Normal Condition: Battle Bus Structure Armor Tough
- Hulk Crate Upgrade One: Battle Bus Structure Armor Tough One
- Hulk Crate Upgrade Two: Battle Bus Structure Armor Tough Two
Note that Hulk will automatically retain its crate upgrade status from the
Bus before it is destroyed. A crate-one-upgraded Bus, for example, will
create a crate-one-upgraded Hulk.
Experience Information
50 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 200
Movement Information
Speed: 75 dist/sec; 50 if badly damaged
Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
1] Scavenger
Battle Bus can strengthen its armor with the salvage of the destroyed
vehicles
Can only be upgraded twice
2] Salvager
When the Battle Bus is already upgraded twice, it can take the
salvage and turns it into money
3] Battle Transport
Enables the infantry inside to fire from within and to gain Garrison Bonus
(see Bonus Modifier)
Total Infantry Transported: 8
50% damage to passenger when turned into Garrisonable Hulk and
100% damage to passenger when totally destroyed
Exit delay: 250 ms/infantry
4] Garrisonable Hulk
After the Bus is destroyed, flying, and finally landing on the ground,
its remains can still be used as a covered bunker for infantry in it.
Automatically destroyed after no infantry inside.
Destruction Delay: 1000 ms
5] Auto Repair
Battle Bus (both as Bus and Hulk) can repair itself
Prerequisite: Junk Repair upgrade
Repair Rate: 2 HP/second
Upgrade Information
- Junk Repair (Black Market): Enables Battle Bus to auto-repair
Build Information
Prerequisite: Toxin Gen. Arms Dealer & Toxin Gen. Palace
Build Cost: 1100
Build Time: 15 seconds
Notes
- Slot: 8
- Will not automatically attack enemy coming nearby

D.c.12) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
HP: 100 Armor: Truck Armor
Vision Information
Vision Range: varies
Locomotor Information
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Weapon Information
Suicide Car Bomb (Anti Surface)
Primary Damage: 700
Primary Damage Radius: 20
Secondary Damage: 100
Secondary Damage Radius: 50
Damage Type: Explosion
Range: 5
Build Information
Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3

=========================
3 GLA Building Information
=========================
A common feature shared by all GLA buildings is that no GLA building requires
power to operate, even the SCUD Storm (Wow! Even US/Chinese scientists
could not do the same)! Another feature which is common among GLA building
is that most GLA Buildings are equipped with an underground hole where a
Worker is hiding when the building is destroyed. The Worker will appear after a
short time passes and tries to rebuild the destroyed building.

There are common differences among the buildings used by various generals,
i.e.:
- All generals have their buildings to build their own units. For example, a
Standard GLA Barracks can not build Toxin General infantry. (S)he
must capture a Toxin General Barracks to train, say, a Toxin Terrorist.
So a Toxin General player, after capturing a Standard GLA player's Barracks,
can not expect to be able to build a Toxin Terrorist or a Toxin Rebel from the
once captured Barracks.
Refer to sessions on units above for reference if required.
- The same rule may also apply for upgrade. Some upgrades are unique
and can not be researched from other generals' buildings of the same kind
(Demolition, for example, can not be researched from Toxin General Palace).
However, if the upgrade is a common upgrade, it can be researched from other
generals' buildings of the same kind and used by units of other generals which
share the same upgrades (AP Bullets can be researched by a Stealth General
player from a captured Demo General Black Market, for example, and used for
his/her Technical). There are, of course, some tricks regarding upgrades from
different generals which can be read in other sections of this FAQ.
- Buildings of the same kind from two different generals can not interchange
functions as requirements for buildings of the next hierarchy. A Demolition
General Arms Dealer can not be used to build a Toxin General Palace. To
build a Toxin General Palace, a Toxin General Arms Dealer is required.

In this section, there is a Modification for Each GLA General section.
This section only contains differences not mentioned above. For example,
Standard GLA Stinger Sites and Stealth General Stinger Sites have different
conditions. However, this section will not mention that the difference between
a Standard GLA Arms Dealer and Stealth General Arms Dealer is Stealth Gen.
Arms Dealer cannot produce Scorpion, Scud Launcher,etc. It is something that
has already been mentioned above.

-------------------------
! 1) Standard Buildings !
-------------------------
a) Command Center
Prerequisite: Worker Experience Value: 200
Cost: 2000 Build Time: 45 seconds
Vision Range: 300 Shroud Clearing Range: 300
HP: 5000
Armor: Structure Armor Tough; GLA Upgraded Structure Armor Tough with
Fortified Structure upgrade
Special Feature Information
1] Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Increases the resistance of the building from attack.
Modification for Each GLA General
- Demolition General: Logo
- Toxin General: Logo
- Stealth General:
a. Logo
b. Adds Camo Netting in Upgrade Information
Camo Netting (Respective Barracks): Camouflages the respective Barracks
from view
c. Adds Stealth in Special Feature Information
2] Stealth
Prerequisite: Camo Netting upgrade
Stealth Delay: 2500 ms
Decloaks when taking damage
Notes:
- Worker training facility
- Required to activate some GLA General Powers (see General Powers)

b) Barracks
Prerequisite: none Experience Value: 100
Build Cost: 500 Build Time: 10 seconds
Vision/Shroud Clearing Range: 200
HP: 1000
Armor: Structure Armor; GLA Upgraded Structure Armor with Fortified Structure
upgrade
Special Feature Information
1] Infantry Healing
May heal at most 10 infantry at the same time
May heal allied infantry, but not neutral or hostile
Requires 2000 ms to fully heal a soldier
2] Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Increases the building armor from attack.
Modification for Each GLA General
- Demolition General: none
- Toxin General: none
- Stealth General:
a. Adds Camo Netting in Upgrade Information
Camo Netting (Respective Barracks): Camouflages the respective Barracks
from view
b. Adds Stealth in Special Feature Information
3] Stealth
Prerequisite: Camo Netting upgrade
Stealth Delay: 2500 ms
Decloaks when taking damage
Notes:
- GLA infantry main facility training

c) Supply Stash
Prerequisite: Worker
Build Cost: 1500 Selling Refund: 650
Build Time: 10 seconds Vision/Shroud Clearing Range: 200
HP: 2000
Armor: Structure Armor; GLA Upgraded Structure Armor with Fortified Structure.
Experience Value: 200
Special Feature Information
1] Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Strengthens the armor of the building against attack
Modification for Each GLA General
- Demo General: none
- Stealth General:
a. Adds Camo Netting in Upgrade Information
Camo Netting (Respective Supply Stash): Camouflages the respective Supply
Stash and its harvesting Workers from view
b. Adds Stealth in Special Feature Information
3] Stealth
Prerequisite: Camo Netting upgrade
Also decloaks the Workers harvesting and dropping supplies there (see
Stealth General Worker for more information)
Stealth Delay: 2500 ms
Decloaks when taking damage
- Toxin General: none
Notes:
- Comes with a Worker
- Another Worker Training Facility
- Can not be build too near to supplies.
- Can receive supplies harvested by Workers or Chinooks.

d) Tunnel Network
Prerequisites: GLA Barracks
HP: 1000 Armor: Structure Armor
Build Cost: 800 Refund: 100
Build Time: 15 seconds
Vision Range: 200 Shroud Clearing Range: 200
Weapon: Tunnel Network Gun
Turret Turn Rate: 180 degrees per second
Damage: 10 Range: 175
Damage Type: Small Arms Cooldown: 250 msec
Projectile Speed: immediate
Experience Value: 100
Special Feature Information
1] Underground Hideout
Enables up to 10 units to hide underground.
2] Undergroud Network
Transports units immediately between two tunnels.
3] Heals and Repairs
Max units inside to heal/repair: 10
Healing/Repairing Time: 5000 milliseconds
4] Detector
Detection Rate: 500 msec
Detection Range: 150
5] Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
6] Stealth
Prerequisite: Camo Netting
Stealth Delay: 2500 ms
Decloaks when firing or taking damage
Upgrade Information
- Camo Netting (Respective Tunnel Network): Covers the Tunnel Network from
enemy sight when not shooting or being damaged.
Modification for Each GLA General:
- Demo General:
a. Special Feature Information
Demo General Tunnel Network loses the Stealth ability, but receives a
Demolition ability instead
6] Demolition
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies (woah....).
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
b. Upgrade Information
- Demo General can't have Camo Netting upgrade for his Tunnel Network.
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
- Stealth General
Upgrade Information
- Camo Netting (Respective Tunnel Network) (granted): Covers the Tunnel
Network from enemy sight when not shooting or being damaged.
- Toxin General: Toxin General uses a Toxin-equipped Tunnel Network (see Special
Buildings).
Notes:
- Gives 2 RPG Troopers upon completion.
- Eliminates units inside upon destruction if there is no tunnel exists.
- Uncapturable and undisableable by hacker

e) Stinger Site
Prerequisite: GLA Barracks
HP: 1000 Armor: Stinger Site Armor
Build Cost: 900 Build Time: 15 seconds
Vision Range: 600 Shroud Clearing Range: 400
Experience Value: 200
Weapons Controller: Stinger Soldiers
Maximal No. of Soldiers: 3
Stinger Soldier Respawn Rate: 30000 msec
See Stinger Soldier for complete information
Special Feature Information
1] Respawns Stinger Soldiers
Replaces Stinger Soldiers perishing in battle (See above)
2] Stinger Protection
Protects the Stinger Soldiers from most attack
Stinger Site can not protect its Stinger Soldiers from the damage type below:
Small Arms, Sniper, Poison, Radiation, Surrender, Microwave
Stinger Site takes no damage from the damage type below if there is no Stinger
Soldiers in it:
Sniper, Poison, Surrender
3] Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
4] Explosion
Stinger Site explodes and causes small damage to units nearby when destroyed
Damage: 5 Radius: 25
Damage Type: Explosion
5] Detector
It is just a result of the Detector ability owned by the Stinger Soldier
6] Stealth
Grants stealth to Stinger Site and all soldiers housing it
Prerequisite: Camo Netting
Stealth Delay: 2500 ms
Decloaks when firing or taking damage
Upgrade Information
- Camo Netting (Respective Stinger Site): Grants stealth ability to the Stinger Site
and all Stinger Soldiers housing it.
Modification for Each GLA General:
- Demolition General:
a. Special Feature Information
Demo General Stinger Site loses the Stealth ability, but receives a
Demolition ability instead
6] Demolition
Uses the explosive to commit suicide. The explosion is usually fatal to
the nearby enemies and neutral units, but has no effect on the nearby
allies (woah....).
Prerequisite: Demolition upgrade
Demolition will automatically be activated when the unit is killed.
Primary Damage: 500 Primary Damage Radius: 18
Secondary Damage: 300 Secondary Damage Radius: 50
Damage Type: Explosion
b. Upgrade Information
- Demo General can't have Camo Netting upgrade for his Stinger Site.
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
- Stealth General
Upgrade Information
- Camo Netting (Respective Stinger Site) (granted): Covers the Stinger Site
from enemy sight when not shooting or being damaged.
- Toxin General
a. Special Feature Information
Toxin General Stinger Site loses the Stealth ability due to its inability to
apply Camo Netting upgrade
b. Upgrade Information
Toxin General can't have Camo Netting upgrade for his Stinger Site.
Notes:
- Anti Aircraft and Vehicle
- Uncapturable and undisableable by Hacker.

f) Arms Dealer
Prerequisite: GLA Supply Stash
HP: 2000
Armor: Structure Armor; GLA Upgraded Structure Armor with Fortified Structure
Build Cost: 2500 Build Time: 15 seconds
Vision/Shroud Clearing Range: 200
Experience Value: 200
Special Feature Information
1] Repairs Vehicle
Repairing Time: 5000 milliseconds
2] Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Increases the building resistance against attack
Modification for Each GLA General:
- Demolition General: none
- Stealth General
a. Adds Stealth ability in Special Feature Information
Special Feature Information
3] Stealth
Blocks the Arms Dealer Depot from enemy sight
Prerequisite: Camo Netting
Stealth Delay: 2500 ms
Decloaks when firing or taking damage
b. Adds Camo Netting in Upgrade Information
Upgrade Information
- Camo Netting (Arms Dealer): Sets a Camo Netting to hide the Arms
Dealer Depot from enemy sight.
- Toxin General: none
Notes:
- GLA vehicle purchase and repairing facility.
- Door Opening Time: 2000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms

g) Demo Trap
Prerequisite: Arms Dealer
HP: 100 Armor: Structure Armor
Build Cost: 400 Build Time: 5 seconds
Vision/Shroud Clearing Range: 150
Experience Value: 50
Weapon: Demo Trap Detonation
Primary Damage: 600 Primary Damage Radius: 25
Secondary Damage: 400 Secondary Damage Radius: 50
Damage Type: Explosion Trigger Detonation Range: 40
Can also be detonated manually
Destruction Delay: 1000 ms
Special Feature Information
1] Proximity Fuse
As the default built, this mode will explode 1 second after an
enemy unit is detected in its radius.
2] Manual Detonation
The demo trap will not explode upon an incoming enemy but will
need the player’s order to explode.
3] Detonate
Explodes the demo trap. Also delays explosion 1 second after order is given.
4] Stealth
Never decloaks itself.
Modification for Each GLA General
- Demo General: Demo General uses Advanced Demo Trap (see Unique
Buildings).
- Stealth General: none
- Toxin General: Toxin General uses a Toxin-added Demo Trap (see Unique
Buildings).
Notes:
- Does not create a GLA Hole upon destruction.
- Uncapturable and undisableable hacker.
- Not counted as victory determinant building.

h) Palace
Prerequisite: Arms Dealer
Build Cost: 2500 Build Time: 45
Vision/Shroud Clearing Range: 300
HP: 3000
Armor: Structure Armor; GLA Upgraded Structure Armor with Fortified Structure
Experience Value: 300
Special Feature Information
1] Garrison
Maximum Infantry to Garrison: 5
Infantry firing from within gain Garrison Bonus (see Bonus Modifier)
Can not be ungarrisonable except destoyed or by USA's Stealth Fighter Bunker
Buster.
2] Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Increases the building defense against attack
- Demolition General: none
- Stealth General
a. Adds Stealth ability in Special Feature Information
Special Feature Information
3] Stealth
Blocks the Palace from enemy sight
Prerequisite: Camo Netting
Stealth Delay: 2500 ms
Decloaks when firing or taking damage (but will not decloak when
infantry inside are firing:)).
b. Adds Camo Netting in Upgrade Information
Upgrade Information
- Camo Netting (Palace): Sets a Camo Netting to hide the Palace from
the enemy sight.
- Toxin General: none
Notes:
- GLA technology threshold building and upgrade facility.
- Uncaptureable and undisableable by Hacker

i) Black Market
Prerequisite: Palace
Build Cost: 2500 Build Time: 30 seconds
Vision/Shroud Clearing Range: 200
HP: 1000
Armor: Structure Armor; GLA Upgraded Structure Armor with Fortified Structure
Experience Value: 200
Special Feature Information
1] Income Generator
Income Generated: $20 every 2 seconds
2] Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Increases the building defense against attack
- Demolition General: none
- Stealth General
a. Adds Stealth ability in Special Feature Information
Special Feature Information
3] Stealth
Blocks the Palace from enemy sight
Prerequisite: Camo Netting
Stealth Delay: 2500 ms
Decloaks when firing or taking damage.
b. Adds Camo Netting in Upgrade Information
Upgrade Information
- Camo Netting (Black Market): Sets a Camo Netting to hide the Black
Market from enemy sight.
- Toxin General: none
Notes:
- GLA passive income generator and upgrade facility

j) SCUD Storm
Prerequisite: Palace
Build Cost: 5000 Build Time: 60 seconds
Vision/Shroud Clearing Range: 200
Revealing Range (to all other players): 60
HP: 4000 Armor: Structure Armor Tough
Experience Value: 400
Special Feature Information
1] SCUD Storm
Reload Time: 5 minutes
View Object Duration: 40000 ms
View Object Range: 250
Total No. of Missiles Launched: 9
Cooldown: 100 ms - 1000 ms
Delay between Missile Launch: 3000 ms (combined with Cooldown Rate, it
takes 3100 ms - 4000 ms delay between missile launch)
Primary Damage: 500
Primary Damage Radius: 50
Secondary Damage: 150; 200 with Anthrax Beta upgrade
Secondary Damage Radius: 200
Damage Type:Explosion
Missile Speed: 300 dist/sec
Missile Turn Rate: 540 deg/sec
Leaves Poison Field Large after detonation
2] Leaves Poison Field Medium when destroyed
3] Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Anthrax Beta (Palace): Increases the damage of the SCUD Storm and the
Poison Field it leaves after detonation.
Modification for Each GLA General:
- Demo General
a. Demo General uses a different SCUD Storm Missile
Special Feature Information
1] SCUD Storm
Reload Time: 5 minutes
View Object Duration: 40000 ms
View Object Range: 250
Total No. of Missiles Launched: 9
Cooldown: 100 ms - 1000 ms
Delay between Missile Launch: 3000 ms (combined with Cooldown Rate,
it takes 3100 ms - 4000 ms delay between missile launch)
Primary Damage: 600
Primary Damage Radius: 75
Secondary Damage: 150
Secondary Damage Radius: 200
Damage Type:Explosion
Missile Speed: 300 dist/sec
Missile Turn Rate: 540 deg/sec
b. Demo General can not have an Anthrax Beta upgrade, so its SCUD Storm
receives no upgrade whatsoever.
- Stealth General:
a. Stealth General can conceal his SCUD Storm building from sight
Special Feature Information
4] Stealth
Blocks the Palace from enemy sight
Prerequisite: Camo Netting
Stealth Delay: 2500 ms
Decloaks when firing or taking damage.
This ability also nullifies its revealing range to 0.
b. Adds Camo Netting in Upgrade Information
Upgrade Information
- Camo Netting (Black Market): Sets a Camo Netting to hide the SCUD
Storm from enemy sight.
- Toxin General:
a. Toxin General uses a different SCUD Storm Missile
Special Feature Information
1] SCUD Storm
Reload Time: 5 minutes
View Object Duration: 40000 ms
View Object Range: 250
Total No. of Missiles Launched: 9
Cooldown: 100 ms - 1000 ms
Delay between Missile Launch: 3000 ms (combined with Cooldown Rate,
it takes 3100 ms - 4000 ms delay between missile launch)
Primary Damage: 500; 550 with Anthrax Gamma upgrade
Primary Damage Radius: 50
Secondary Damage: 200
Secondary Damage Radius: 200
Damage Type:Explosion
Missile Speed: 300 dist/sec
Missile Turn Rate: 540 deg/sec
Leaves Poison Field Upgraded Large, Poison Field Gamma Large with
Anthrax Gamma upgrade.
b. Toxin General receives bonus from his free upgraded Anthrax Beta and a
new version of Anthrax, Anthrax Gamma.
Upgrade Information
- Anthrax Gamma (Toxin General Palace): Increases the damage of the SCUD
Storm missiles and the poison field it leaves after detonation.
Notes:
- Super weapon facility

k) Fake GLA Command Center
Prerequisite: Worker
Build Cost: 500 Build Time: 30
Vision/Shroud Clearing Range: 300
HP: 1250 Armor: Structure Armor Tough
Experience Value: 50
Special Feature Information
1] Fake Structure Detonation
Explodes the fake structure, damaging everything nearby.
Primary Damage: 200 Primary Damage Radius: 50
Secondary Damage: 50 Secondary Damage Radius: 200
Damage Type: Explosion
2] Becomes Real Command Center
Builds this fake Command Center into a real GLA Command Center.
Upgrade Information
- Fortified Structure (Palace): Visually equips the fake Command Center with Fortified
Structure, making it look real.
Modification for Each GLA General:
- Demo General: Logo
- Stealth General:
a. Logo
b. In Upgrade Information, a Camo Netting upgrade appears.
- Toxin General: Logo
Notes:
- Diversionary facility.

l) Fake GLA Barracks
Prerequisite: GLA Command Center
Build Cost: 125 Build Time: 5
Vision/Shroud Clearing Range: 200
HP: 125 Armor: Structure Armor
Experience Value: 25
Special Feature Information
1] Fake Structure Detonation
Explodes the fake structure, damaging everything nearby.
Primary Damage: 200 Primary Damage Radius: 50
Secondary Damage: 50 Secondary Damage Radius: 200
Damage Type: Explosion
2] Becomes Real GLA Barracks
Builds this fake GLA Barracks into a real GLA Barracks.
Upgrade Information
- Fortified Structure (Palace): Visually equips the fake GLA Barracks with Fortified
Structure, making it look real.
Modification for Each GLA General:
- Demo General: none
- Stealth General: In Upgrade Information, a Camo Netting upgrade appears.
- Toxin General: none
Notes:
- Diversionary facility.

m) Fake GLA Supply Stash
Prerequisite: GLA Command Center
Build Cost: 375 Build Time: 5
Vision/Shroud Clearing Range: 200
HP: 250 Armor: Structure Armor
Experience Value: 50
Special Feature Information
1] Fake Structure Detonation
Explodes the fake structure, damaging everything nearby.
Primary Damage: 200 Primary Damage Radius: 50
Secondary Damage: 50 Secondary Damage Radius: 200
Damage Type: Explosion
2] Becomes Real Supply Stash
Builds this fake Supply Stash into a real Supply Stash.
Upgrade Information
- Fortified Structure (Palace): Visually equips the fake Supply Stash with Fortified
Structure, making it look real.
Modification for Each GLA General:
- Demo General: none
- Stealth General: In Upgrade Information, a Camo Netting upgrade appears.
- Toxin General: none
Notes:
- Diversionary facility.

n) Fake Arms Dealer
Prerequisite: Supply Stash
Build Cost: 625 Build Time: 10
Vision/Shroud Clearing Range: 200
HP: 500 Armor: Structure Armor
Experience Value: 50
Special Feature Information
1] Fake Structure Detonation
Explodes the fake structure, damaging everything nearby.
Primary Damage: 200 Primary Damage Radius: 50
Secondary Damage: 50 Secondary Damage Radius: 200
Damage Type: Explosion
2] Becomes Real Supply Stash
Builds this fake Arms Dealer into a real Arms Dealer.
Upgrade Information
- Fortified Structure (Palace): Visually equips the fake Arms Dealer with Fortified
Structure, making it look real.
Modification for Each GLA General:
- Demo General: none
- Stealth General: In Upgrade Information, a Camo Netting upgrade appears.
- Toxin General: none
Notes:
- Diversionary facility.

o} Fake Black Market
Prerequisite: Palace
Build Cost: 625 Build Time: 20
Vision/Shroud Clearing Range: 200
HP: 125 Armor: Structure Armor
Experience Value: 50
Special Feature Information
1] Fake Structure Detonation
Explodes the fake structure, damaging everything nearby.
Primary Damage: 200 Primary Damage Radius: 50
Secondary Damage: 50 Secondary Damage Radius: 200
Damage Type: Explosion
2] Becomes Real Black Market
Builds this fake Black Market into a real Black Market.
Upgrade Information
- Fortified Structure (Palace): Visually equips the fake Black Market with Fortified
Structure, making it look real.
Modification for Each GLA General:
- Demo General: none
- Stealth General: In Upgrade Information, a Camo Netting upgrade appears.
- Toxin General: none
Notes:
- Diversionary facility.
- Does not deposit money. The money it generates is just for visual deceit purpose
only.

p) GLA Hole
Prerequisite: GLA buildings with Hole
HP: 500 Armor: Structure Armor
Vision/Shroud Clearing Range: 50
HP: 500 Armor: Structure Armor
Vision/Shroud Clearing Range: 50
Special Feature Information
1] Worker Respawn
Repaswns a Worker that will build the destroyed building.
Worker Respawn Time: 20 seconds
2] Base Regeneration
Regeneration Rate: 0.5% of maximum HP per second
Notes:
- Worker hiding facility.
- Uncapturable and undisableable by hacker.
- Counted as a victory determinant building.
- Automatically created from destroyed GLA buildings.

q) Sneak Attack Tunnel
Prerequisite: Sneak Attack General Power and GLA (or Boss General)
Command Center
Vision/Shroud Clearing Range: 200
HP: 1000
Armor: Structure Armor
Experience Value: 100
Build Time: 5000 ms
Special Feature Information
1] Tunnel Explosion
If the Sneak Attack Tunnel is destroyed when it is still in progress, it explodes,
releasing a small amount of damage and shockwave
Small Explosion
Delay: 10 ms
Damage: 10 Damage Radius: 35
Damage Type: Melee
Shockwave Damage: 10 Shockwave Radius: 10
Shockwave Damage at the Center of Explosion: 5
Big Explosion
Delay: 1000 ms and 2500 ms (occurs twice)
Damage: 30 Damage Radius: 50
Damage Type: Melee
Shockwave Damage: 50 Shockwave Radius: 50
Shockwave Damage at the Center of Explosion: 25
2] Underground Hideout
Enables up to 10 units to hide underground
3] Undergroud Network
Transports units immediately between two tunnels
4] Heals and Repairs
Max units inside to heal/repair: 10
Healing/Repairing Time: 5000 milliseconds
5] Detector
Detection Rate: 500 msec
Detection Range: 150
Notes:
- Surprise Attack Tunnel
- Immune to capture
- Undisableable by Hacker

-----------------------
! 2) Unique Buildings !
-----------------------
a) Toxin Network
Owner: GLA Toxin General
Prerequisite: GLA Toxin General Barracks
Build Cost: 800 Refund: 100
Build Time: 15
Vision/Shroud Clearing Range: 200
HP: 1000 Armor: Structure Armor
Experience Value: 100
Weapon: Chemical Tunnel Network Gun
Turret Turn Rate: 180 deg/sec
Damage: 10; 12.5 with Anthrax Gamma
Damage Radius: 10
Attack Range: 160
Spray Speed: 300 dist/sec
Damage Type: Poison
Cooldown: 40 ms
Clip Size: 30 Clip Reload Time: 40 ms
Accuracy: 100%
Empties Garrisoned Building at a rate of 2 kills per hit
Special Feature Information
1] Underground Hideout
Enables up to 10 units to hide underground.
2] Undergroud Network
Transports units immediately between two tunnels.
3] Heals and Repairs
Max units inside to heal/repair: 10
Healing/Repairing Time: 5000 milliseconds
4] Detector
Detection Rate: 500 msec
Detection Range: 150
5] Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Anthrax Gamma (Toxin General Palace): Replaces the Anthrax Beta with
deadlier Anthrax Gamma.
Notes:
- Gives 2 RPG Troopers upon completion.
- Eliminates units inside upon destruction if there is no tunnel exists.
- Uncapturable and undisableable by hacker

b) Advanced Demo Trap
Owner: GLA Demolition General
Prerequisite: Demo General Supply Stash
HP: 100 Armor: Structure Armor
Build Cost: 200 Build Time: 3 seconds
Vision/Shroud Clearing Range: 150
Experience Value: 50
Weapon: Advanced Demo Trap Detonation
Primary Damage: 700 Primary Damage Radius: 25
Secondary Damage: 500 Secondary Damage Radius: 50
Damage Type: Explosion Trigger Detonation Range: 40
Can also be detonated manually
Shockwave Damage: 30 Shockwave Radius: 50
Shockwave Taper Off: 70% (amount of damage at the shockwave edge)
Destruction Delay: 1000 ms
Special Feature Information
1] Proximity Fuse
As the default built, this mode will explode 1 second after an
enemy unit is detected in its radius.
2] Manual Detonation
The demo trap will not explode upon an incoming enemy but will
need the player’s order to explode.
3] Detonate
Explodes the demo trap. Also delays explosion 1 second after order is given.
4] Stealth
Never decloaks itself.
Notes:
- Does not create a GLA Hole upon destruction.
- Uncapturable and undisableable hacker.
- Not counted as victory determinant building.

c) (Chemical) Demo Trap
Owner: GLA Toxin General
Prerequisite: GLA Toxin General Arms Dealer
HP: 100 Armor: Structure Armor
Build Cost: 600 Build Time: 8 seconds
Vision/Shroud Clearing Range: 150
Experience Value: 50
Weapon: Chemical Demo Trap Detonation
Primary Damage: 250 Primary Damage Radius: 25
Secondary Damage: 100 Secondary Damage Radius: 50
Damage Type: Explosion
Leaves Poison Field Upgraded Medium; Poison Field Gamma Medium with
Anthrax Gamma
Damage Type: Explosion Trigger Detonation Range: 40
Can also be detonated manually
Destruction Delay: 1000 ms
Special Feature Information
1] Proximity Fuse
As the default built, this mode will explode 1 second after an
enemy unit is detected in its radius.
2] Manual Detonation
The demo trap will not explode upon an incoming enemy but will
need the player’s order to explode.
3] Detonate
Explodes the demo trap. Also delays explosion 1 second after order is given.
4] Stealth
Never decloaks itself.
Notes:
- Does not create a GLA Hole upon destruction.
- Uncapturable and undisableable hacker.
- Not counted as victory determinant building.

====================
4 GLA Upgrade Information
====================

1) Capture Building
Owner: All GLA Generals
Prerequisite: Barracks
Affected Units: Rebel (Rangers and Red Guards)
Research Cost: 1000
Research Time: 30 seconds
Enables Rebels to capture most hostile and tech buildings.

2) Booby Trap
Owner: GLA Standard
GLA Demo General receives this upgrade for free
Prerequisite: GLA Barracks
Affected Unit: Rebel
Research Cost: 1000
Research Time: 30 seconds
Rebels may set a booby trap on a friendly/neutral building which will explode
when an enemy is trying to capture or enter the building.

3) Scorpion Rocket
Owner: All GLA Generals except Stealth General
Prerequisite: Arms Dealer
Affected Unit: Scorpion Tank
Research Cost: 1000
Research Time: 30 seconds
Installs a surface-to-surface rocket on Scorpion Tank.

4) Toxin Shells
Owner: GLA Standard
GLA Toxin General already possesses this knowledge from the beginning
Prerequisite: Palace
Affected Units: Scorpion and Marauder Tanks
Research Cost: 1000
Research Time: 30 seconds
Fills Scorpion and Marauder Tank shells with a small amount of
Anthrax, making them more deadly against infantry masses.

5) Anthrax Beta
Owner: GLA Standard, GLA Stealth General
GLA Toxin General already possesses the Anthrax Beta knowledge from the
beginning
Prerequisite: Palace
Affected Units: Toxin Truck, Bomb Truck with Bio Bomb Upgrade,
Anthrax Warhead Scud Missile, Scorpion and Marauder with Toxin Shells
Upgrade, Scud Storm, and Scud Storm Missile.
Research Cost: 2500
Research Time: 30 seconds
Replaces the standard toxin and anthrax weapon with a stronger
version of anthrax.

6) Camouflage
Owner: GLA Standard
GLA Stealth General receives this upgrade from the beginning
Prerequisite: Palace
Affected Unit: Rebel (including GLA Demo Gen. Rebel and Toxin Rebel)
Research Cost: 2000
Research Time: 60 seconds
Gives Rebels stealth ability when not attacking or capturing buildings.

7) Arm the Mob
Owner: All GLA Generals
Prerequisite: Palace
Affected Unit: Angry Mob
Research Cost: 1000
Research Time: 30 seconds
Distributes AK-47 to the Angry Mob members, replacing their pistols
and rock weapons.

8) Fortified Structure
Owner: All GLA Generals
Prerequisite: Palace
Affected Buildings: GLA Command Center, GLA Barracks, Supply Stash,
Arms Dealer, Palace, Black Market, fake buildings.
Research Cost: 1000
Research Time: 30 seconds
Reinforces the walls and fences of the structures so they can withstand enemy
attack.

9) Suicide Bomb
Owner: GLA Demolition General
Prerequisite: GLA Demo General Palace
Affected Units/Buildings: Rebel, Terrorist, RPG Trooper, Jarmen Kell,
Worker, Scorpion, Technical, Quad Cannon, Toxin Tractor, Combat Bike,
Marauder Tank, Rocket Buggy, SCUD Launcher, Battle Bus, Stinger Site,
Tunnel Network.
Note that all those units and buildings specifically belong to Demo General.
A Toxin Rebel, for example, will not receive this upgrade by any means.
Research Cost: 2000
Research Time: 30 seconds
Equips units/buildings with high explosion which can be detonated manually
or automatically when the units/buildings die.

10) Anthrax Gamma
Owner: GLA Toxin General
Prerequisite: GLA Toxin General Palace
Affected Units/Buildings: Standard GLA and GLA Demo General Scorpion
Tank with Scorpion Rocket and Toxin Shells upgrades, Standard GLA and
Demo General Marauder with Toxin Shells upgrade ; Toxin Rebel, Toxin
Terrorist, Toxin General Scorpions, Toxin Gen. Marauder, Toxin Gen.
Toxin Tractor, Toxin Gen. Bomb Truck with Bio bomb upgrade,
Toxin Gen. SCUD Launcher, Toxin Gen. Demo Trap, Toxin Gen. SCUD Storm
Research Cost: 1000
Research Time: 60 seconds
Replaces the older version of chemical/biological weapons with a deadlier agents.

11) Armor Piercing Bullets
Owner: All GLA Generals
Prerequisite: Black Market
Affected Units: Rebel, Stealth Rebel, Angry Mob, Jarmen Kell, Technical,
Quad Cannon, Combat Bike with all kinds of Rebel riders
Research Cost: 2000
Research time: 60 seconds
Increases the damage of the affected units by an average of 25%

12) Junk Repair
Owner: All GLA Generals
Prerequiste: Black Market
Affected Units: Technical, Scorpion Tank, Quad Cannon, Toxin Tractor,
Radar Van. Combat Bike, Marauder Tank, Rocket Buggy, Bomb Truck,
SCUD Launcher, Battle Bus
Research Cost: 2000
Research time: 60 seconds
Endows all GLA vehicles with an auto-repair ability.

13) Armor Piercing Rockets (AP Rockets)
Owner: All GLA Generals
Prerequisite: Black Market
Affected Units: RPG Trooper, Stinger Soldier, Scorpion with Scorpion
Rocket upgrade, Rocket Buggy, Standard GLA/Demo Gen. SCUD Launcher,
Combat Bike with RPG Trooper rider
Research Cost: 2000
Research Time: 60 seconds
Increases the damage of GLA rocket attacks.

14) Buggy Ammo
Owner: All GLA Generals
Prerequisite: Black Market
Affected Unit: Rocket Buggy
Research Cost: 1200
Research time: 30 seconds
Increases the ammo storage of a Rocket Buggy by 100%, allowing it to fire
more rockets before reloading.

15) Radar Van Scan
Owner: All GLA Generals
Prerequisite: Black Market
Affected Unit: Radar Van
Research Cost: 500
Research Time: 20 seconds
Allows Radar Van to reveal a small portion of map, uncovering even the
stealthy ones.

16) Worker Shoes
Owner: All GLA Generals
Prerequisite: Black Market
Affected Unit: Worker
Research Cost: 1000
Research Time: 10 seconds
Distributes free shoes for Workers, increasing their movement rate and also their
supply gathering effectivity.

17) Become Real GLA Command Center
Owner: All GLA Generals
Prerequisite: Fake GLA Command Center
Affected Building: Respective Fake GLA Command Center
Build Cost: 1500
Build Time: 30 seconds
Turns the Fake GLA Command Center into a real GLA Command Center.

18) Become Real GLA Barracks
Owner: All GLA Generals
Prerequisite: Fake GLA Barracks
Affected Building: Respective Fake GLA Barracks
Build Cost: 375
Build Time: 10 seconds
Turns the Fake GLA Barracks into a real GLA Barracks.

19) Become Real GLA Supply Stash
Owner: All GLA Generals
Prerequisite: Fake Supply Stash
Affected Building: Respective Fake Supply Stash
Build Cost: 1125
Build Time: 10 seconds
Turns the Fake Supply Stash into a real Supply Stash.

20) Become Real GLA Arms Dealer
Owner: All GLA Generals
Prerequisite: Fake Arms Dealer
Affected Building: Respective Fake Arms Dealer
Build Cost: 1875
Build Time: 10 seconds
Turns the Fake Arms Dealer into a real Arms Dealer.

21) Become Real GLA Black Market
Owner: All GLA Generals
Prerequisite: Fake Black Market
Affected Building: Respective Fake Black Market
Build Cost: 1875
Build Time: 20 seconds
Turns the Fake Black Market into a real Black Market.

22) Camo Netting
Owner: Standard GLA, GLA Stealth General
Prerequisites: Standard GLA Stinger Site and Tunnel Network; Stealth Gen.
Command Center, Supply Stash, Barracks, Arms Dealer, Palace, SCUD
Storm, Black Market
Affected Buildings: Respective buildings
Build Cost: 500
Build Time: 5 seconds
Blankets the building with a Camo Netting, making it invisible.

23) High Explosive Bomb
Prerequisite: Bomb Truck
Affected Unit: Respective Bomb Truck
Build Cost: 500
Build Time: 5
Loads a high explosive payload to the Bomb Truck, increasing its
damage by 100%.

24) Bio Bomb
Prerequisite: Bomb Truck
Affected Unit: Respective Bomb Truck
Build Cost: 500
Build Time: 5
Loads a bio bomb to the Bomb Truck, contaminating the ground with
Poison Field Medium when destroyed.

***************************************************************
USA
***************************************************************
Introduction
Founded on freedom right, USA continues its philosophy until now. Many
moves that involved USA within are usually perceived as battles for freedom.
the War of Independece, Civil War between North and South, World War I,
World War II, Operation: Desert Storm, etc, all spreading USA's freedom
philosophy.
Relying on its most advanced technologies and training systems, USA begins
his role as world police to make Earth a safer place for mandkind by spreading
the freedom spirit.

============
1 USA Factions
============
a. Standard USA
USA builds its might on technology and training systems.

b. USA Air Force General
General Granger prefers to utilize the maximum air power available to defeat his enemies.
Name: Malcolm “Ace” Granger
Side: USA
Rank: 4-Star General
Branch: US Air Force
Class Number: 08291102-HBGB
Stationed: Fort Belmont, Houston, Texas, USA
Tactical Overview: Air Force
Availability: Skirmish, Generals Challenge, Online
Short Biography:
Unlike other generals who got their reputation after they were grown up,
Granger got his fame at the age of 12, when he borrowed and flew his father's
biplane, and Iowa crop duster, to a state fair in Kansas City. When he was a
lieutenant in Vietnam war, he gained his "ace" reputation for knocking down
4 MiG-17s over Da Nang (some other info says he gained his reputation
in Iraqi War, where he destroyed 4 SAM sites in a single afternoon). In
US Air Force, where he gained his office, Granger was obsessed to push
the USAF air superiority to total air superiority. This even-tempered but
uncompromising general has developed techniques of fuel management
and resources deployment during air superiority operations, which have
been used successfully in Iraq, Afganistan, and other battles. His squadrons
are known for their operations in the fields.
Army Modifications:
- King Raptor replaces the standard Raptor. King Raptor is cheaper to produce,
more agile in battle, capable of detecting stealth, and carrying more ammo.
- Stealth Fighter is available without spending any General Point.
- Capable of manufactoring Combat Chinook which enables infantry to fire from
inside.
- All aircraft and choppers, except Comanche, are equipped with laser defense
system.
- All aircraft/choppers cost less.
- Carpet Bombing is available once the Strategy Center is built.
- Emergency Repair level 1 sooner
- Comanche Stealth upgrade is available.
- Avenger needs Strategy Center to build.
- No Crusader or Paladin tank.
- Humvee, Ambulance, and Tomahawk cost more.

c. USA Laser General
General Townes prefers to utilize cutting edge laser technology to defeat his enemies.
Name: “Pintpoint” Townes
Side: USA
Rank: 4 Star General
Branch: US Army
Class Number: 00010204-0IKE0
Stationed: Fort Union, Redwood Shores, California, USA
Tactical Overview: Lasers
Availability: Skirmish, Generals Challenge, Online
Short Biography:
General Townes developed the use of laser weapons for both offensive and
defensive military purposes. He received a teaching post in 2008 but decided
to return to the field three years later. This four-star general has done some
efforts to make laser technology cheap enough to be produced and sufficiently
powerful to be deployed as weapons.
Army modifications:
- Power-consuming Laser Crusader tanks replaces the standard Crusader tanks.
- Laser Defense Turret replaces the standard Patriot Missile Defense System.
- Avenger costs less and does not require Strategy Center to build.
- Advanced Cold Fusion Reactor produces more power and costs less.
- Advanced Control Rods at Advanced Cold Fusion Reactor provides more
power.
- No Paladin tank and Tomahawk.

d. USA Super Weapon General
General Alexander prefers to build heavy base defenses and build super weapons to defeat her enemies.
Name: Alexis Alexander
Side: USA
Rank: 4 Star General
Branch: US Marine
Class Number: 07121969-HB
Stationed: Camp Franklin, Belfast, Maine, USA
Tactical Overview: Superweapon (Particle Cannon)
Availability: Skirmish, Generals Challenge, Online
Short Biography:
Alexander started her career serving as a logistics staffer in Okinawa, Japan,
during the second Korean War, where she gained the attractions of her superiors
for acquiring everything needed in short order. Her outstanding ability improved
after she got her scholarship and service in the US Marine. It is during the
First GLA Conlict when Alexander showed the effectiveness of her strategy, developing an impenetrable tiered defense system that never failed to secure her
supply column. She employs tactics that emphasizes the resources gathering and
heavy defense in the early phase of the conflicts and continues with an unstoppable
offensive tactic when she sees the chances to allow such actions.
Army Modifications:
- Capable of building Aurora Alpha instead of standard Aurora Bomber.
- Cold Fusion Reactors cost more.
- Advanced Control Rods as replacements for standard Control Rods.
- EMP Patriot replaces the standard Patriot. EMP Patriot delivers less damage to
vehicles but disables them.
- Colonel Burton requires less funds to train.
- Particle Cannons cost less.
- Leaflet Drop General Power sooner.
- Spectre Gunship General Power sooner and consists of 3 levels.
- Vehicles cost more, including Comanche.
- No Crusader or Paladin tanks.

====================
1 USA General Powers
====================

=======================
|| Standard USA General Powers ||
=======================

1-Star General: Paladin Tank; Stealth Fighter; Spy Drone

3-Star General: Pathfinder; Paradrop Lv 1; Paradrop Lv 2; Paradrop Lv 3;
A10 Strike Lv 1; A10 Strike Lv 2; A10 Strike Lv 3;
Emergency Repair Lv 1; Emergency Repair Lv 2;
Emergency Repair Lv 3

5-Star General: Fuel Air Bomb; Leaflet Drop; Spectre Gunship

====================
|| Air Force General Powers ||
====================

1-Star General: Spy Drone; Emergency Repair Lv 1

3-Star General: Pathfinder; Paradrop Lv 1; Paradrop Lv 2; Paradrop Lv 3;
A10 Strike Lv 1; A10 Strike Lv 2; A10 Strike Lv 3;
Emergency Repair Lv 2; Emergency Repair Lv 3;
Spectre Gunship Lv 1; Spectre Gunship Lv 2

5-Star General: Fuel Air Bomb; Leaflet Drop; Spectre Gunship Lv 3

=======================
|| Laser General General Powers ||
=======================

1-Star General: Spy Drone; Stealth Fighter

3-Star General: Pathfinder; Paradrop Lv 1; Paradrop Lv 2; Paradrop Lv 3;
A10 Strike Lv 1; A10 Strike Lv 2; A10 Strike Lv 3;
Emergency Repair Lv 1; Emergency Repair Lv 2;
Emergency Repair Lv 3

5-Star General: Fuel Air Bomb; Leaflet Drop; Spectre Gunship

========================
|| Super Weapon General Powers ||
========================

1-Star General: Spy Drone; Stealth Fighter

3-Star General: Pathfinder; Leaflet Drop; Paradrop Lv 1; Paradrop Lv 2;
Paradrop Lv 3; A10 Strike Lv 1; A10 Strike Lv 2;
A10 Strike Lv 3; Emergency Repair Lv 1;
Emergency Repair Lv 2; Emergency Repair Lv 3;
Spectre Gunship Lv 1; Spectre Gunhsip Lv 2

5-Star General: Fuel Air Bomb; Spectre Gunship Lv 3

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Paladin Tank
Buildings Required: USA War Factory
Allows player to build a Paladin Tank. Paladin Tank is equipped with a laser
defense system to destoy incoming missiles.

Stealth Fighter
Building Required: USA Air Field
This General Power gives player an access to build a Stealth Fighter (actually it
is a Stealth Bomber). Stealth Fighter is invisible and will only decloak when firing.

Spy Drone
Building Required: USA Command Center
Recharge Time: 1 minute 30 seconds
Deploys a stealthy Spy Drone. Spy Drone is used mainly for reconnaisance
purpose because its vision range and its detector ability (See Spy Drone for
more information).

Pathfinder
Buildings Required: USA Barracks
This General Power lets player train stealthy Pathfinder. Pathfinder uses a
sniper rifle, making him an excellent infantry-killer at range. See Pathfinder
for details.

Ranger Paradrop
Building Required: USA Command Center
Recharge Time: 4 minutes
Rangers Parachuted: 5 (Lv 1), 10 (Lv 2), 20 (Lv 3)
Sends in a US Cargo Plane to drop a squad of Rangers anywhere in the map.
Can only be dropped on an area without fog of war.

A10 Missile Strike
Building Required: USA Command Center
Recharge Time: 4 minutes
A10s on Mission: 1 (Lv 1), 2 (Lv 2), 3 (Lv 3)
Calls A10 to bombard a specific area. Any units/buildings in the target area will
suffer heavy casulaties.

Emergency Repair
Building Required: USA Command Center
Recharge Time: 4 minutes
Radius: 100
Name Max HP Fixed
Emergency Repair Lv 1 Light Repair 100
Emergency Repair Lv 2 Medium Repair 200
Emergency Repair Lv 3 Serious Repair 300
Emergency Repair enables the player to fix friendly/allied vehicles in a specific
area, returning their lost HP.

Spectre Gunship
Building Required: USA Standard/Laser General Command Center
Recharge Time: 4 minutes
Patrolling Radius: 200
Patrolling Time: 15 seconds
Deploys a Gattling Cannon-and Howitzer-armed Spectre Gunship to
wreak havoc an area. See USA Standard/Laser General Spectre Gunship
for more information.

Spectre Gunship
Building Required: Air Force General/Super Weapon General Command Center
Recharge Time: 3 minutes (though it is written 4 minutes in the shortcut to General
Power, my test proved it 3 minutes)
Patrolling Radius: 200
Patrolling Time: 10 seconds (Lv 1), 15 Seconds (Lv 2), 20 seconds (Lv 3)
Deploys a Gattling Cannon-and Howitzer-armed Spectre Gunship to
wreak havoc an area. See Air Force/Super Weapon General Spectre Gunship
for more information.

Fuel Air Bomb
Building Required: USA Command Center
Recharge Time: 6 minutes
Fuel Air Bomb
Sends an American B-52 to parachute a destructive Fuel Air Bomb at the
target. When MOAB is researched, B-52 is replaced by B-3.
1) Fuel Air Bomb
Damage: 2000
Damage Radius: 100; 150 with MOAB upgrade
Damage Type: Explosion
Shock Wave will be added to the statistics when MOAB is researched.
Shock Wave Damage: 250
Shock Wave Radius: 200
Shock Wave Taper Off: 33% (damage at the shockwave edge)
2) Fuel Air Bomb Flame
Damage: 5 (Just a spot of flame to light trees on fire)
Damage Radius: 100
Damage Type: Flame

Leaflet Drop
Building Required: USA Command Center
Recharge Time: 5 minutes
Disabled Duration: 20 seconds
Disabled Radius: 110
Drops leaflets with false propaganda, demoralizing enemies.

=================
2 USA Unit Information
=================

A. Standard USA Units
----------------------------
(a) Standard USA Aircraft
----------------------------
A.a.1) Chinook
Health Information
HP: 300 Armor: Chinook Armor
Experience Information
50 Exp as anything
Vision Information
Vision Range: 300 Shroud Clearing Range: 600
Movement Information
Speed: 150 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 60; 30 while badly damaged
Build Information
Prerequisite: US Supply Center
Build Cost: 1200
Build Time: 10 seconds
Special Feature Information
1] Supply Gathering
Max Boxes to carry: 8 ($600; $660 with Supply Lines upgrade)
Supply Center Action Delay: 2900 ms (one transaction)
Supply Warehouse Action Delay: 1200 ms per box (many small
transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a
warehouse, or Chinooks go home)
Warns the player when the Supply is exhausted.
2] Transport
Transport Slots: 8
100% damage to units inside if destroyed (freefall without parachutes...)
Can transport all infantry and most vehicles except Nuke Cannon.
Exit Delay: 100 ms
3] Combat Drop
Sends all Rangers inside to a garrisoned building to occupy it,
killing all hostile units inside. It usually takes one Ranger as
a war casualty. If the building is not garrisoned, Rangers
automatically garrison in that building.
Total No. of Ropes: 4
Rope Delay: 900-1500 ms
Ranger Rappel Speed: 30
Upgrade Information
- Supply Lines (Strategy Center): Increases the supply a Chinook can load.
Notes
- Chinook, if needing repairs, must dock to Airfield.
- Chinook only lands if ordered to load or unload units or to undergo a repair.

A.a.2) Comanche
Health Information
HP: 220
Armor: Comanche Armor;
Countermeasures Comanche Armor with Countermeasures upgrade
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 200 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 600
Movement Information
Speed: 120 dist/sec
Turn rate: 180 degrees per second
Weapon Information
1] Comanche 20 mm Cannon (Anti Surface)
Always used when attacking infantry or missiles are reloaded
Damage: 6
Damage Type: Comanche Vulcan
Cooldown: 100 milliseconds
Range: 200
Projectile Speed: immediate
Accuracy: 100%
2] Comanche Anti Tank Missile (Anti Surface)
Primary Damage: 50 Primary Damage Radius: 5
Secondary Damage: 30 Secondary Damage Radius: 25
Damage Type: Jet Missile
Range: 200
Accuracy: 100% against vehicles (practically it is never used against infantry
but theoretically it may miss as much as 20 distances against infantry)
Missile Speed: 225 dist/sec
Missile Turn Rate: 180 deg/sec
Cooldown: 500 ms
Clip Size: 4 Clip Reload Time: 15000 ms
Auto Reload: 15100 ms (time to reload after idle for this long instead of using
the last clip)
Homing missile
Special Feature Information
1] Fire Rocket (Anti Surface)
Comanche fires deadly rocket barrages on the targeted area, damaging
everything in its explosion radius.
Prerequisite: Rocket Pods upgrade
Primary Damage: 30 Primary Damage Radius: 5
Secondary Damage: 10 Secondary Damage Radius: 40
Damage Type: Explosion
Attack Range: 200
Missile Speed: 225 dist/sec
Missile Turn Rate: 180 deg/sec
Cooldown: 200
Clip Size: 20 Clip Reload Time: 30000 ms
Not a homing missile
2] Auto Reload
Comanche does not need to return to Air Field for reloading.
3}Flare
Releases missile-distracting flares when an enemy AA attack threatens.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Reload Time: 4000 ms (reloads in the air)
4] Eject Pilot
Comanche will eject its pilot inheriting its veterancy. A conscript (regular)
Comanche will not eject any pilot.
Upgrade Information
- Rocket Pods (US Air Field): Gives Comanche ability to fire rocket
barrages.
- Countermeasures (US Air Field): Equips Comanche with missile-distracting
flares and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Comanche gains experiences twice
as fast.
Build Information
Prerequisite: US Air Field
Build Cost: 1500
Build Time: 20 seconds
Notes
- Comanche, if needing repairs, must dock to Airfield. It will land near
the Airfield.
- Comanche will never land except when undergoing a repair in a US
Air Field.

A.a.3) Raptor
Health Information
HP: 160
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasure upgrade
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Movement Information
Speed: 175 dist/second; 120 if heavily damaged
Turn rate: 120 degrees per second; 90 while badly damaged
Acceleration: 120; 30 while badly damaged
Weapon Information
Raptor Jet Missile (Anti Surface and Air)
Damage: 100; 125 with America Laser Missile
Radius: 5
Damage Type: Jet Missiles
Cooldown: 150 milliseconds
Range: 320 Minimum Range: 100
Missile Speed: 300 dist/sec
Missile Turn Rate: 200 deg/sec
Clip Size: 4 shots
Clip Reload Time: 8000 ms
Accuracy: 100% vs vehicles; may miss up to10 dist against infantry
Homing missile
Build Information
Prerequisite: US Air Field
Build Cost: 1400
Build Time: 20 seconds
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Raptor is shot down, it will eject
its pilot. A veteran Raptor will eject a veteran pilot, etc. More
information on Pilot session.
2] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 3
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- America Laser Missile (US Air Field): Increases the damage of Raptor missile
by 25%.
- Countermeasures (US Air Field): Equips the Raptor with chaffs to confuse
enemy missile tracking system and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Raptor gains veterancy level 100% as
fast.
Notes:
- Raptor takes damage 10% of its max. HP if it is out of ammo and not quickly
reloaded.
- Raptor will return to base after flying idly for 10 seconds.

A.a.4) Stealth Fighter
Health Information
HP: 120
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasures upgrade
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 300 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 175 dist/sec; 120 when heavily damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 150; 30 while badly damaged
Weapon Information
Stealth Jet Missile (Anti Surface)
Damage: 100; 125 with America Laser Missile
Radius: 5
Damage Type: Stealth Jet Missile
Cooldown: 200 milliseconds
Range: 220 Minimum Range: 60
Missile Speed: 300 dist/sec Missile Turn Rate: 200 deg/sec
Accuracy: 10% vs vehicles, may miss as much as 10 dist vs infantry
Clip Size: 2 shots
Clip Reload Time: 8000 milliseconds
Homing Missile
Build Information
Prerequisite: US Air Field; Stealth Fighter General Power
Build Cost: 1600
Build Time: 25 seconds
Special Feature Information
1] Stealth
Stealth Fighter cloaks when not firing.
Stealth Delay: 1500 ms
2] Bunker Buster
Prerequisite: Bunker Buster upgrade
Stealth Fighter missiles are capable of ungarrison these buildings below:
a. Bunker/Fortified Bunker
b. Civilian Buildings (including Civilian Bunker and Huts, etc)
c. Palace
d. Tunnel Network
Bunker Buster-upgraded Stealth Fighter missiles ungarrison those buildings
and kill most infantry unlucky enough to stay in the buildings. The infantry
surviving the Bunker Buster are infantry with HP above 150, they are:
a. Ranger
b. Colonel Burton
c. Jarmen Kell
d. Black Lotus, except Boss General Black Lotus
A Tunnel Network housing vehicles in it, when bested by a Bunker Buster-
upgraded missile, will be forced to evacuate the vehicles.
Bunker Buster also adds the Stealth Fighter missile damage
Bunker Buster Shockwave Weapon Small
Damage: 10
Radius: 50
Shockwave Damage Amount: 50
Shockwave Radius: 50
Shockwave Taper Off (Damage delivered at the shockwave edge): 30%
Bunker Buster can also push infantry staying in the radius of 200 from its
explosion.
3] Eject Pilot
When a veteran, elite, or heroic Stealth Fighter is shot down, it will eject
its pilot. A veteran Stealth Fighter will eject a veteran pilot, etc. More
information on Pilot session.
4] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- America Laser Missile (US Airfield): Increases the damage of Stealth Fighter
missile by 25%
- Bunker Buster (US Airfield): Stealth Fighters can damage units in some
buildings and force the survivors to leave the buildings.
- Countermeasures (US Airfield): Equips the aircraft with missile-distracting
flares and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Stealth Fighter gains veterancy level
as twice as fast.
Notes
- Stealth Fighter takes damage 10% of its max. HP if it is out of ammo and not
quickly reloaded.
- Stealth Fighter will return to base after flying idly for 10 seconds.

A.a.5) Aurora Bomber
Health Information
HP: 80
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
200 Exp to Veteran 200 Exp as Conscript/Veteran
400 Exp to Elite 400 Exp as Elite/Heroic
800 Exp to Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 600
Movement Information
Normal Supersonic Sluggish
Speed 180 dist/sec 480 dist/sec 150 dist/sec
Speed (badly damaged) 120 dist/sec 240 dist/sec 100 dist/sec
Turn Rate 180 deg/sec 180 deg/sec 90 deg/sec
Turn Rate (badly damaged) 90 deg/sec 90 deg/sec 60 deg/sec
Acceleration 180 480 90
Acceleration (badly damaged) 120 240 60
Note:
Normal: Aurora is ordered to move
Supersonic: Aurora is ordered to attack
Sluggish: Aurora is out of ammo
Weapon Information
Aurora Bomb (Anti Surface)
Damage: 400 Radius: 20
Damage Type: Aurora Bomb
Range: 300
Bomb Speed: 480 dist/sec
Clip Size: 1
Clip Reload Time: 5000 milliseconds
Not homing
Special Feature Information
1] Supersonic
Aurora uses supersonic mode when receiving an order to attack. When it
moves in supersonic mode, Aurora is invulnerable to enemy attack.
100 ms are required to shift from supersonic mode to sluggish mode
Aurora Bomber still remains untargettable during the first 2000 ms
of the sluggish mode.
(See Movement Information)
2] Eject Pilot
When a veteran, elite, or heroic Aurora is shot down, it will eject
its pilot. A veteran Aurora will eject a veteran pilot, etc. More
information on Pilot session.
3] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- Countermeasures (US Airfield): Installs aircraft with a missile distracting system
and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Aurora gets veterancy 100% faster
Build Information
Prerequisite: US Air Field and Strategy Center
Build Cost: 2500
Build Time: 30 seconds
Notes
- Aurora Bomber takes damage 10% of its max. HP if it is out of ammo and
not quickly reloaded.
- Aurora Bomber will return to base after flying idly for 10 seconds.

A.a.6) US Cargo Plane
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 when badly damaged
Turn Rate: 25 deg/sec; 10 when badly damaged
Acceleration: 60; 30 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft and armor that is more resistant to AA weapons.
Build Time
Ranger Paradrop General Power and a US Command Center, or a Reinforcement
Pad, or a Supply Drop Zone.
Notes
- Used to drop Ranger Paradrop, Reinforcement Pad vehicle, and Supply
Drop Zone crates
- Door open time: 500 ms

A.a.7) A10 Thunderbolt
Health Information
HP: 600
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
40 exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Speed: 120 dist/sec
Turn Rate: 200 degrees/sec; 90 if badly damaged
Weapon Information
1] A10 Thunderbolt Vulcan (Anti Surface)
Damage: 10 Damage Radius: 4
Damage Type: Small Arms
Cooldown: 60 milliseconds
Range: 450
Projectile Speed: immediate
2] A10 Thunderbolt Missile (Anti Surface)
Launches 6 missiles per aircraft. 1st level will deliver 6 missiles,
2nd 12 missiles, and 3rd 18 missiles.
Damage: 200 Damage Radius: 50
Damage Type: Explosion
Range: 450
Clip Size: 2
Cooldown: 500 ms
Missile Speed: 240 ms/sec
Missile Turn Rate: 200 degrees/second
Homing Missile
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 3
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Build Information
A-10 Thunderbolt Missile Strike General Power and a US Command Center
Notes:
-

A.a.8) B52
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
50 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 when badly damaged
Turn Rate: 25 deg/sec; 10 when badly damaged
Acceleration: 60; 30 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Notes
- Used for Leaflet Drop, Fuel Air Bomb, Carpet Bomb
- Door open time: 500 ms

A.a.9) B3
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
50 Exp as anything
Movement Information
Speed: 200 dist/sec; 180 when badly damaged
Turn Rate: 160 deg/sec; 90 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 50%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Notes
- Used to drop MOAB
- Door open time: 500 ms

A.a.10) Spectre Gunship
Health Information
HP: 1000
Armor: Spectre Gunship Armor;
Countermeasures Spectre Gunship Armor
Experience Information
40 Exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Moving to the destination
Speed: 290 distances/sec; 200 if badly damaged
Turn rate: 50 degrees per second
Patrolling an area
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 50 degrees per second
Patroling radius: 250
Patroling time: 15000 ms
Weapon Information
1] Spectre Howitzer Gun (Anti Surface)
Damage: 80 Radius: 25
Damage Type: Explosion
Continuous Fire 1 Cooldown: 777 msec (1 shoot)
Continuous Fire 2 Cooldown: 518 msec (2 shoots)
Continuous Fire 3 Cooldown: 389 msec (2000 shoots)
Range: 2222 (Can only shoot in its patrolling radius)
Missile Speed: immediate
Not a homing missiles
2] Spectre Gunship Gattling Cannon (Anti Surface)
Damage: 90
Range: 2222 (Can only shoot in its patrolling radius)
Gattling shot area: 20
Damage Type: Gattling
Continuous Fire 1 Cooldown: 100 msec (1 shoot)
Continuous Fire 2 Cooldown: 50 msec (2 shoots)
Continuous Fire 3 Cooldown: 25 msec (2000 shoots)
Combination of both weapons have some modifiers
Delay between each attempted shot of Howitzer: 300 ms
Delay for Howitzer to shoot after Gattling Cannon shot: 400 ms
Attack Area Radius: 200
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Evasion rate per flare: 30%
Reloads when leaving map
Upgrade Information
- Countermeasure (US Air Field): Equips the aircraft with a missile-distracting
chaff system armor that is more resistant to AA weapons.
Build Information
Prerequisite: US Spectre Gunship General Power (Level 5)
Notes

A.a.11) Aircraft Carrier Raptor
Health Information
HP: 160
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasure upgrade
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 400
Movement Information
Speed: 175 dist/second; 120 if heavily damaged
Turn rate: 120 degrees per second; 90 while badly damaged
Acceleration: 120; 30 while badly damaged
Weapon Information
Raptor Jet Missile (Anti Surface)
Damage: 100; 125 with America Laser Missile
Radius: 5
Damage Type: Jet Missiles
Cooldown: 150 milliseconds
Range: 320 Minimum Range: 100
Missile Speed: 300 dist/sec
Missile Turn Rate: 200 deg/sec
Clip Size: 4 shots
Clip Reload Time: 8000 ms
Accuracy: 100% vs vehicles; may miss up to10 dist against infantry
Homing Missile
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Raptor is shot down, it will eject
its pilot. A veteran Raptor will eject a veteran pilot, etc. More
information on Pilot session.
2] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 3
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Aircraft Carrier/Air Field
Upgrade Information
- America Laser Missile (US Air Field): Increases the damage of Raptor missile
by 25%.
- Countermeasure (US Air Field): Equips the Raptor with chaffs to confuse
enemy missile tracking system and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Raptor gains veterancy level 100% as
fast.
Build Information
Prerequisite: US Aircraft Carrier
Build Cost: Auitomatically built for free
Build Time: 4 seconds
Notes:
- Raptor takes damage 10% of its max. HP if it is out of ammo and not quickly
reloaded.
- Raptor will return to Aircraft Carrier after flying idly for 10 seconds.
- Unselectable
- Can only be found in US Zero Hour Mission 2

----------------------------
(b) Standard USA Infantry
----------------------------
A.b.1) Ranger
Health Information
HP: 180
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
40 Exp to Veteran 20 Exp as Conscript/Veteran
60 Exp to Elite 40 Exp as Elite
120 Exp to Heroic 60 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 400
Movement Information
Normal Rappel
Speed 20 dist/sec; 10 if badly hurt 30 dist/sec
Turn Rate 500 deg/sec (infinite) -
Note:
- Normal: Ranger is walking
- Rappel: Ranger is performing a Combat Drop
Weapon Information
1] Ranger Advanced Combat Rifle (Anti Surface)
Damage: 5
Damage Type: Small Arms
Cooldown: 100 milliseconds Range: 100
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 3 shots Clip Reload Time: 700 milliseconds
2] Ranger Flash Bang Grenade (Anti Surface)
Primary Damage: 25 Primary Damage Radius: 10
Secondary Damage: 10 Secondary Damage Radius: 40
Damage Type: Surrender
Range: 175 Minimum Range: 20
Projectile Speed: 120
Accuracy: 96% against unmoving target (may miss as much as 4
distance radius from the target)
Reload Time: 2000 msec
Empties garrisoned civilian buildings (10 kills per hit)
Special Feature Information
1] Capture Building
Prerequisite: Capture Building upgrade
Unpack Time: 3000 ms
Preparation Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 15
Recharge Time: 15000 ms
2] Switches Weapons
Prerequisite: Flash Bang upgrade
Switches weapon from Rifle to Flash Bang or vice versa
3] Ungarrison
Ranger can kill enemy infantry garrisoning in a civilian building with Flash
Bang grenade.
4] Combat Drop
Prerequisite: Chinook
Drops Ranger by Chinook to occupy a garrisonable civilian building
controlled by hostile units. All hostile units inside will be exterminated.
It usually takes one Ranger as a war casualty. If the building is not garrisoned,
Rangers automatically garrison in that building. See Chinook for more info.
Upgrade Information
- Capture Building (Barracks): Enables Ranger to capture most hostile buildings
or tech buildings.
- Flash Bang Grenade (US Barracks): Allows Ranger to switch weapon from
Rifle to Flash-Bang or vice versa.
- Advanced Training (Strategy Center): Increases experience gained by
Ranger by 100%.
- Chemical Suits (Strategy Center): Increases Ranger defense against Poison,
Radiation, and Microwave.
Build Information
Prerequisite: US Barracks
Build Cost: 225
Build Time: 5 seconds
Notes
- Slot: 1

A.b.2) Missile Defender
Health Information
HP: 100
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
100 exp to veteran 20 exp as conscript/veteran
200 exp to elite 40 exp as elite
400 exp to heroic 60 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Locomotor Information
Speed: 20 dist/sec; 10 if badly hurt
Turn Rate: 500 degrees/sec
Weapon Information
Missile Defender Missile (Anti Surface and Air)
Damage: 40
Damage Radius: 5
Damage Type: Infantry Missile
Range: 175
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Cooldown: 1000 msec
Accuracy: 100% vs vehicles, may miss as much as 10 distances
against infantry.
Homing missile
Special Feature Information
Laser Missile Attack
Uses Laser Beam to target a hostile vehicle
Preparation Time: 1000 (+500 ms, making a total 1500 ms)
Target Range: 200 dist
Abort Range: 250 dist (cancels Laser Missile Attack when enemy vehicle
moves outside 250 dist).
Damage: 40
Damage Radius: 5
Damage Type: Armor Piercing
Range: 300
Projectile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Accuracy: 100% (though it is practically can’t target infantry,
theoretically it may miss as much as 10 distances against infantry)
Cooldown: 500 msec
Homing missile
Upgrade Information
- Advanced Training (Strategy Center): Increases experience gained by
Missile Defender by 100%.
- Chemical Suits (Strategy Center): Increases Missile Defender resistance
against Poison, Radiation, and Microwave.
Build Information
Prerequisite: US Barracks
Build Cost: 300
Build Time: 5 seconds
Notes:
- Slot: 1

A.b.3) Pathfinder
Health Information
HP: 120
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
50 exp to veteran 40 exp as conscript/veteran
100 exp to elite 60 exp as elite
200 exp to heroic 80 exp as heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Locomotor Information
Speed: 30 dist/sec; 20 when badly hurt
Turn Rate: 500 degrees/sec (infinite)
Weapon Information
Pathfinder Sniper Rifle (Anti Surface)
Damage: 100
Damage Type: Sniper
Range: 300
Projectile Speed: Immediate
Cooldown: 2000 msec
Can not attack vehicles or buildings.
Special Feature Information
1] Detector
Detection Rate: 500 msec
Can not detect when in a garrison or transport or Tunnel Network
2] Stealth
Decloaks when moving, still cloaks even when attacking or when garrisoning
in a garrisonable civilian building.
Upgrade Information
- Advanced Training (Strategy Center): Pathfinder gains experience as twice as
fast.
- Chemical Suits (Strategy Center): Increases Pathfinder resistance
against Poison, Radiation, and Microwave.
Build Information
Prerequisites: US Barracks & Pathfinder General Power
Build Cost: 600
Build Time: 10 seconds
Notes:
- Slot: 1
- Will not retaliate if attacked.

A.b.4) Colonel Burton
Health Information
HP: 200
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
200 exp to veteran 50 exp as conscript
300 exp to elite 100 exp as veteran/elite
600 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 500
Locomotor Information
Walking
Speed: 30 dist/sec; 20 if badly hurt
Turn Rate: 500 degrees/sec
Climbing
Speed: 20 dist/sec; 15 if badly hurt
Turn Rate: 360 degrees/sec; 350 if badly hurt
Weapon Information
Colonel Burton Sniper Rifle (Anti Surface)
Damage: 40
Damage Type: Small Arms
Range: 125
Projectile Speed: Immediate
Cooldown: 100 msec
Clip Size: 3
Clip Reload Time: 500 msec
Special Feature Information
1] Stealth
Stealth Delay: 2000 msec
Decloaks when firing or before planting C4s
2] Climbing
Colonel Burton can climb some cliffs, making him good at infiltrating base
lending its protection on mountain only. See Movement Information.
3] Can not be squished except by Overlord/Emperor Overlord
4] Knife Attack
Damage: 10000
Damage Type: Melee
Range: 3
Reload Time: 1367 msec
Pre Attack Delay: 833 ms (always delays attack for 833 ms before
stabbing)
5] Timed Demo Charge
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Shroud Clearing Range: 75
Range: 0
Explodes after 20 seconds
Decloaks 5000 ms before planting C4
Can’t install more than 1 C4 (either Timed or Remote) in one place
C4 Installation Time: 5500 ms
Escapes 100 distances after completion
Max Timed C4s to Install: 10
Does not expire when Colonel Burton dies
6] Remote Demo Charge
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Shroud Clearing Range: 75
Range: 0
Explodes after detonated
Decloaks 5000 ms before planting C4
Can’t install more than 1 C4 (either Timed or Remote) in one place
C4 Installation Time: 5500
Escapes 100 distances after completion
Max Remote C4s to Install: 8
Expires if Colonel Burton dies
7] Detonate
Detonates all Remote Demo Charges
Upgrade Information
- Advanced Training (Strategy Center): Increases Colonel Burton’s
veterancy gathering by 100%
- Chemical Suits (Strategy Center): Increases Colonel Burton resistance
against Poison, Radiation, and Microwave.
Build Information
Prerequisites: US Barracks & Strategy Center
Build Cost: 1500
Build Time: 20 seconds
Notes:
- Slot: 1
- Max. Limit: 1
- Will not retaliate when attacked.

A.b.5) Pilot
Health Information
HP: 100 Armor: Human Armor
Experience Information
10 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn Rate: 500 degrees/sec
Special Feature Information
1] Eject
Escapes from destroyed vehicles possessing veterancy level.
2] Veterancy Inheritancy
Inherits veterancy level of the destroyed vehicles.
3] Veterancy Deliverance
Delivers or adds the veterancy level a pilot owns to the vehicle
he boards.
Vehicles to receive veterancy: All vehicles which can gain veterancy
level except transport.
Build Information
- Built from destroyed vehicles possessing veterancy level.
Notes:
- Slot: 1
- When ejecting from the destroyed vehicle, a pilot remains unattackable for
2000 ms.
- To deliver veterancy level to a Comanche, simply damage the Comanche
and when it docks to the Airfield to repair, enter.
- Guard your pilot so he won’t land in water. He will die drowned.

----------------------------
(c) Standard USA Vehicles
----------------------------
A.c.1) Humvee
Health Information
HP: 240 Armor: Humvee Armor
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 320
Locomotor Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
Turret Turn Rate: 180
1] Humvee Gun (Anti Surface)
Damage: 10
Damage Type: Comanche Vulcan
Range: 150
Projectile Speed: 600 dist/sec
Cooldown: 200 msec
2] Humvee Missile Weapon (Anti Surface)
Damage: 30
Damage Radius: 5
Damage Type: Explosion
Range: 150
Projectile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/second
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry
Cooldown: 1000 msec
Clip Size: 1
Clip Reload Time: 2000 msec
Not a homing missile
3] Humvee Missile Weapon (Anti Air)
Damage: 50
Damage Radius: 5
Damage Type: Explosion
Range: 320
Projectile Speed: 400 dist/sec
Missile Turn Rate: 300 degrees/second
Accuracy: 100% against vehicles, may miss as much as 10% against
infantry.
Cooldown: 1000 msec
Clip Size: 1
Clip Reload Time: 2000 msec
Homing missile
Special Feature Information
1] Battle Transport
Enables passengers to fire from inside, gaining Garrison Bonus
(see Bonus Modifiers)
Can accommodate at most 5 infantry
100% damage to units inside upon death (kills all passengers when
destroyed)
Exit Delay: 250 ms/unit
Number of Exit Paths: 3
2] Eject Pilot
When a veteran, elite, or heroic Humvee is destroyed, it will eject
its pilot. A veteran Humvee will eject a veteran pilot, etc. More
information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Humvee): Builds a floating Battle Drone equipped with
light machine gun and repair tools used to repair its master vehicle.
- Scout Drone (Humvee): Builds a floating Scout Drone to augment sight
range and detect stealth units.
- Hellfire Drone (Humvee): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- TOW Missile (US War Factory): Equips all Humvees with a TOW Missile
capable of attacking ground and air units.
- Advanced Training (Strategy Center): Increases the veterancy gaining
by 100%.
Build Information
Prerequisite: US War Factory
Build Cost: 700
Build Time: 10 seconds
Notes:
- Slot: 3

A.c.2) Ambulance
Health Information
HP: 240 Armor: Toxin Truck Armor
Experience Information
50 exp as anything
Vision Information
Vision Range: 100 Shroud Clearing Range: 400
Locomotor Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 degrees/sec
Special Feature Information
1] Hazard Cleaning
Turret Turn Rate: 180
Radius: 50
Range: 100
Scan Rate: 1000
Scan Range: 100
Allowed to move around while cleaning up.
2] Healing Transport
Can transport up to 3 infantry inside
Healing Rate: 25%/second
Allows Allied Units inside
Exit Delay: 250 ms/unit
Number of Exit: 3
3] Infantry Healing
Heals allied infantry standing near it
Healing Rate: 4 HP/second
Healing Radius: 100
4] Vehicle Repair
Repairs damaged allied vehicles (woooowwwwww......)
Repair Rate: 8 HP/sec
Repair Radius: 100
Will not repair itself (or herself?) and air units.
Upgrade Information
- Battle Drone (Ambulance): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Ambulance): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Ambulance): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
Build Information
Prerequisite: US War Factory
Build Cost: 600
Build Time: 10 seconds
Notes:
- Slot: 3

A.c.3) Crusader
Health Information
HP: 480; 580 with Composite Armor
Armor: Tank Armor
Experience Information
200 exp to veteran 100 exp as conscript/veteran
300 exp to elite 200 exp as elite
600 exp to heroic 400 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
Crusader Tank Gun (Anti Surface)
Turret Turn Rate: 180
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Range: 150
Projectile Speed: 400 dist/sec
Cooldown: 2000 msec
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry.
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Crusader is destroyed, it will eject
its pilot. A veteran Crusader Tank will eject a veteran pilot, etc.
More information on Pilot session.
2] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Crusader Tank): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Crusader Tank): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Crusader Tank): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- Advanced Training (Strategy Center): Gains veterancy level twice as
fast.
- Composite Armor (Strategy Center): Adds max HP of Crusader Tank by
100.
Build Information
Prerequisite: USA War Factory
Build Cost: 900
Build Time: 10 seconds
Notes:
- Slot: 3

A.c.4) Paladin
Health Information
HP: 500; 600 with Composite Armor Armor: Tank Armor
Experience Information
200 exp to veteran 100 exp as conscript/veteran
300 exp to elite 200 exp as elite
600 exp to heroic 400 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
Turret Turn Rate: 180
Paladin Tank Gun (Anti Surface)
Damage: 60
Damage Radius: 5
Damage Type: Armor Piercing
Range: 150
Projectile Speed: 300 dist/sec
Cooldown: 2000 msec
Accuracy: 100% vs vehicles, may miss as much as 10 distances against
infantry.
Special Feature Information
1] Point Defense Laser
Targets: Ballistic Missiles, Small Missiles, Infantry
Damage: 100
Range: 65
Cooldown: 1000 msec
Scan Rate: 500
Scan Range: 120
2] Eject Pilot
When a veteran, elite, or heroic Paladin Tank is destroyed, it will
eject its pilot. A veteran Paladin Tank will eject a veteran pilot,
etc. More information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Paladin Tank): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Paladin Tank): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Crusader Tank): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- Advanced Training (Strategy Center): Gains veterancy level twice as
fast.
- Composite Armor (Strategy Center): Adds max HP of Paladin Tank by 100.
Build Information
Prerequisites: US War Factory and Paladin Tank General Power
Build Cost: 1100
Build Time: 12 seconds
Notes:
- Slot: 3

A.c.5) Sentry Drone
Health Information
HP: 300 Armor: Sentry Drone Armor
Experience Information
Can not gain veterancy by normal means (killing enemies)
50 Exp as Conscript/Veteran
100 Exp as Elite
150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 350
Movement Information
Speed: 60 dist/sec; 50 if heavily damaged
Turn rate: 180 degrees per second
Weapon Information
Sentry Drone Gun (Anti Surface)
Prerequisite: Sentry Drone Gun upgrade
Turret Turn Rate: 180
Pack Time: 1000 ms
Damage: 8
Damage Type: Comache Vulcan
Cooldown: 200 milliseconds
Range: 150
Missile Speed: 600 dist/sec
Accuracy: 100%
Unpack Time: 1000 ms
Special Feature Information
1] Robot
This unit has no pilot, so Jarmen Kell and Nuke Cannon's Neutron Shells
can not empty this vehicle.
2] Stealth
Sentry Drone remains in stealth condition if it is not moving or attacking.
Stealth Delay: 2000 ms
3] Detector
This robotic vehicle is equipped with a stealth-detecting sensor.
Detection Rate: 900
Detection Range: 225 (oh, c'mon, what makes it larger than vision range?)
Upgrade Information
- Sentry Drone Gun (US War Factory): Mounts a machine gun on the drone,
making it able to attack hostile units, mainly infantry.
Build Information
Prerequisite: US War Factory
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 1
- Can not crush infantry

A.c.6) Tomahawk
Health Information
HP: 180 Armor: Truck Armor
Experience Information
200 exp to veteran 50 exp as conscript/veteran
400 exp to elite 100 exp as elite
800 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 200
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/second
Weapon Information
Tomahawk Missile (Anti Surface)
Turret Turn Rate: 60 deg/sec
Primary Damage: 150
Primary Damage Radius: 10
Secondary Damage: 50
Secondary Damage Radius: 25
Damage Type: Explosion
Accuracy: may miss as far as 20 distances against infantry
Range: 350
Minimum Range: 100
Projectile Speed: 200 dist/sec
Missile Turn Rate: 540 degrees/sec
Missile Preparation Time: 250 ms (Delays missile launch for 0.25
second for preparation)
Cooldown: 1 ms
Clip Size: 1
Clip Reload Time: 7000 msec
Homing missile
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Tomahawk is destroyed, it will
eject its pilot. A veteran Tomahawk will eject a veteran pilot, etc.
More information on Pilot session.
2] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Tomahawk): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Tomahawk): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Tomahawk): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- Advanced Training (Strategy Center): Gains veterancy level twice as
fast.
Build Information
Prerequisites: US War Factory. Strategy Center
Build Cost: 1200
Build Time: 20 seconds
Notes:
- Slot: 3
- Will not acquire enemy when idle.

A.c.7) Avenger
Health Information
HP: 300
Armor: Anti Air Vehicle Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 400 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 distances/second; 20 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Avenger Twin Laser Turret (Anti Air only)
Turret Turn Rate: 180
Both turrets have the same statistics. The statistics below just describes
one of them. To get the total damage an Avenger delivers to an air
unit, just multiply the statistics below by 2.
Damage: 10
Damage Type: Small Arms
Cooldown: 200 milliseconds
Range: 300
Laser Speed: immediate
Accuracy: 100%
Special Feature Information
1] Avenger Target Designator
Gives Faerie Bonus (see Bonus Modifier).
Range: 200
Cooldown: 200 ms
2] Avenger Point Defense Laser
Target: Ballistic Missile, Small Missile
Scan Range: 200
Damage: 100 Range: 100
Laser Speed: immediate Cooldown: 500 ms
3] Eject Pilot
When a veteran, elite, or heroic Avenger is destroyed, it will
eject its pilot. A veteran Avenger will eject a veteran pilot, etc.
More information on Pilot session.
4] Can build one of the following
- Battle Drone (see Drone section)
- Scout Drone (see Drone section)
- Hellfire Drone (see Drone section)
Upgrade Information
- Battle Drone (Avenger) - see Drone section
- Scout Drone (Avenger) - see Drone section
- Hellfire Drone (Avenger) - see Drone section
- Advanced Training (Strategy Center): Avenger gains veterancy as twice as
fast.
Build Information
Prerequisite: US War Factory
Build Cost: 2000
Build Time: 10 seconds
Notes
- Slot: 3
- Can not manually attack air units.

A.c.8) Microwave Tank
Health Information
HP: 480; 580 with Composite Armor Armor: Tank Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 400 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 300
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
1] Microwave Tank Building Disabler (Anti Surface)
Always uses this when targetting a structure.
Damage: 50
Range: 200
Damage Type: Subdual Building
Cooldown: 200 ms
2] Microwave Tank Building Clearer (Anti Surface)
Kills all infantry in a garrisonable building.
Always uses this when targetting a garrisonable building.
Range: 125
Cooldown: 100
Special Feature Information
1] Microwave Tank Emitter
Microwave Tank emits a micro wave that damages enemy infantry within range.
Damage: 8 Damage Radius: 100
Cooldown: 250 Damage Type: Microwave
Will not harm friendly/allied/neutral infantry.
Inactive when firing Building Disabler/Clearer.
Requires 1000 ms to become active after Building Disabler/Clearer stops
firing.
2] Eject Pilot
When a veteran, elite, or heroic Microwave Tank is destroyed, it will
eject its pilot. A veteran Microwave Tank will eject a veteran pilot, etc.
More information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Microwave Tank): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Microwave Tank): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Microwave Tank): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- Advanced Training (Strategy Center): Gains veterancy level twice as
fast.
- Composite Armor (Strategy Center): Microwave Tank gains max HP by 100.
Build Information
Prerequisite: US War Factory and Strategy Center
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 3
- Will not retaliate if attacked.

A.c.9) Construction Dozer
Health Information
HP: 250 Armor: Dozer Armor
Vision Information
Vision Range: 200 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 90 deg/sec; 60 when badly damaged
Special Feature Information
1] Builder
Construction Dozer can build US Standard buildings. See Tip and Trick session
to build other factions' buildings.
2] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Detection Rate: 500 msec
Disarm Delay: 1200 ms per Disarm attempt
Disarm Recharge Time: 4000 ms
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
3] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
Build Information
Prerequisite: US Command Center
Build Cost: 1000
Build Time: 5 seconds
Notes:
- Slot: 5

----------------------------
(d) Standard USA Drones
---------------------------
A.d.1) Scout Drone
Health Information
Health: 100; 150 with Drone Armor Armor: Tank Armor
Vision Information
Vision Range: 150 Shroud Clearing Range: 500
Locomotor Information
Speed: 60 dist/sec; 30 when badly damaged
Turn Rate: 180 degrees/sec; 90 when badly damaged
Maximum Wandering Range: 35 when master vehicle is idle or
guarding; 75 when master vehicle is attacking or moving.
Special Feature Information
Detector
Detection Rate: 500
Upgrade Information
- Drone Armor (Strategy Center): Increases Scout Drone maximum HP
by 50
Build Information
Prerequisite: Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank,
Tomahawk, or Microwave Tank
Build Cost: 100
Build Time: 5
Notes:
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

A.d.2) Battle Drone
Health Information
HP: 100; 150 with Drone Armor Upgrade
Armor: Tank Armor
Experience Information
10 exp as anything
Vision Information
Vision/Shroud Clearing Range: 150
Locomotor Information
Speed: 40 dist/sec; 20 if badly damaged; 140 when repairing
Turn Rate: 90 degrees/sec; 500 if repairing; 400 when repairing
and badly damaged
Maximum Wandering Range: 35 if master vehicle is idle or
guarding; 75 if master vehicle is attacking or moving
Weapon Information
Turret Turn Rate: 360
Battle Drone Machine Gun (Anti Surface)
Damage: 1
Damage Type: Small Arms
Range: 110
Cooldown: 100 msec
Special Feature Information
Repairs Master Vehicle
Repairs damaged Master vehicle if master vehicle is idle or possesses HP
below 60%.
Repair Rate: 5 HP/sec
Upgrade Information
- Drone Armor (Strategy Center): Adds Battle Drone armor by 50.
Build Information
Prerequisite: Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank,
Tomahawk, or Microwave Tank
Build Cost: 200
Build Time: 5
Notes:
- Cannot be repaired.
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

A.d.3) Hellfire Drone
Health Information
HP: 100; 150 with Drone Armor upgrade
Armor: Tank Armor
Experience Information
Vision Information
Vision Range: 100 Shroud Clearing Range: 500
Movement Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 deg/sec; 90 if badly damaged
Maximum Wandering Range: 35 if master vehicle is idle or
guarding; 75 if master vehicle is attacking or moving
Weapon Information
Hellfire Missile (Anti Surface)
Turret Turn Rate: 360 deg/sec
Damage: 40
Damage Radius: 5
Damage Type: Explosion
Cooldown: 100 milliseconds
Range: 150
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Accuracy: 100% vs vehicles, may miss up to 10 distances against infantry
Clip Size: 1 shot
Clip Reload Time: 2000 milliseconds
Homing missile
Upgrade Information
- Drone Armor (Strategy Center): Battle Drone's max HP is increased by 50.
Build Information
Prerequisite: Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank,
Tomahawk, or Microwave Tank
Build Cost: 500
Build Time: 5 seconds
Notes
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

A.d.4) Spy Drone
Health Information
HP: 200; 250 with Drone Armor
Armor: Airplane Armor
Vision Information
Vision Range: 250
Special Feature Information
1] Stealth
Spy Drone is invisible to the enemies unless they use detectors.
2] Detector
Spy Drone can locate hidden units.
Detection Rate: 500 msec.
Upgrade Information
- Drone Armor (Strategy Center): This upgrade increases the maximum
HP of Spy Drone by 50.
Build Information
Prerequisite: US Command Center, Spy Drone General Power
Recharge Time: 1 minute 30 seconds
Notes
- Unselectable
- Due to its small size, Spy Drones are hard to detect, even by a detector.
Use this for your advantage. Put your Spy Drones above trees, cliffs, and
cities/villages.

USA Generals's Specialities
Considering time that I have to spend if I write USA Generals' Special Units
in different sections (like what I have done with those of GLA and China),
I decided to write them down here to save time. In the next version of this
FAQ, if everything goes smoothly, I'll surely put these units in the different
sections.

USA Air Force General
1] General Granger, knowing fully well that AA missiles are quite a threat to
his flying machines, installs a defense laser system to destroy incoming
missiles on his Aurora, Stealth Fighter, Chinook, Combat Chinook,
King Raptor, and B3.
2] All aircraft are available at reduced price.
Chinook: 950
Aurora Bomber: 2000
Stealth Fighter: 1250
Comanche: 1200
3] a. Combat Chinook
Combat Chinook, as its name shows, is built for both harvesting and
attacking mission. It can load up to 8 infantry to fire within and also
harvest and perform Combat Drop.
b. King Raptor
Cheaper, more agile, carrying 6 missiles, and able to detect stealth,
this King Raptor is the first choice compared to standard Raptor.
c. Stealth Fighter
Nothing special, just it requires no General Power to build.
d. Comanche
Air Force General's Comanche gains stealth ability if Stealth Comanche
upgrade is researched. Granger's Comanches are also a bit more resistant
to some AA vehicles.
4} As Granger focuses too heavily on aircraft building, his ground vehicles are
built with less efficiency, making his War Factory unable to build Crusader
and Paladin Tanks. He also must pay more for assembling some vehicles.
Humvee: 800 Sentry Drone: 850
Ambulance: 700 Tomahawk: 1300
As for Avenger, Granger must also have a Strategy Center, instead of
War Factory alone, to build this unit.
5] Granger's Strategy Center allows him to send a B3 to carpet bomb a target
area with 12 bombs, each having a damage value of 300, with 50 radius,
and Explosion Damage.

USA Laser General
1] Dedicating himself to laser military research project, General Townes
replaces standard Crusader/Paladin Tank with his Laser Crusader Tank.
HP: 480; 580 with Composite Armor
Armor: Tank Armor
Build Cost: 900
Build Time: 10
Vision Range: 150
Weapon: Laser Crusader Tank Gun
Damage: 80 Damage Radius: 5
Range: 150 Damage Type: Armor Piercing
Cooldown: 2000 ms
Accuracy: 100% vs vehicles, may miss up to 10 dist against infantry (laser that
misses? No wonder he quitted his lecture job...)
Laser Speed: immediate
Goes offline if there is not enough power in the base.
2] Cold Fusion Reactor costs only 700 and produces more power (8). Advanced
Control Rod allows this reactor to add 8 more powers.
3] Instead of using standard Patriot, Townes favors his Laser Defense System.
Works better on enemy vehicles, aircraft, and even infantry. It can also send
signal to nearby Laser Turret to assist it when targetting something. And as
usual, turret goes offline when bases can not provide enough power.
4] Townes' concentrated efforts on laser researches and battlefield applications
draws his attention far from the need of artillery. As a result, he is unable to
build Tomahawk from his Factory.
5] Another breakthrough resulted from his effort is Townes, like his Standard
USA partner, requires no Strategy Center to build his cheaper Avenger.
It only costs him 1500 bucks for each Avenger he is ordered to build.

USA Super Weapon General
1] As her nick implies, General Alexis Alexander throws out her choice to
building a less costly Particle Cannon (2500).
2] Focusing on Supply Line Protection Strategy, Alexander builds a newly-
designed Patriot called EMP Patriot. Any vehicles stupid enough to challenge
an EMP Patriot will be welcomed by a weaker but disabling EMP missile,
rendering it disabled for 5 seconds for each missile hitting it. It requires
power to activate this turret
3] Power problem is solved by a more expensive Cold Fusion Reactor, but
with more efficient Advanced Control Rods, which will provide 15 more
powers if upgraded.
4] Her Aurora Alpha, which is cheaper, drops special Fuel Air Bomb that is
more destructive against enemy units/buildings.
5] Alexander is unable to build either a Crusader or Paladin Tanks. She also
suffers from vehicle building increased cost, i.e. Humvee (850), Sentry
Drone (1000), Tomahawk (1400), Ambulance (700), and Avenger (2400).
Comanche is also more costly to build (1800).
6) Surprisingly, she could reduce the cost of training US hero, Colonel Burton
(1200).

B. USA Air Force General Units
-------------------------------------
(a) USA Air Force General Aircraft
------------------------------------
B.a.1) Chinook
Health Information
HP: 300 Armor: Chinook Armor
Experience Information
50 Exp as anything
Vision Information
Vision Range: 300 Shroud Clearing Range: 600
Movement Information
Speed: 150 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 60; 30 while badly damaged
Special Feature Information
1] Supply Gathering
Max Boxes to carry: 8 ($600; $660 with Supply Lines upgrade)
Supply Center Action Delay: 2900 ms (one transaction)
Supply Warehouse Action Delay: 1200 ms per box (many small
transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a
warehouse, or Chinooks go home)
Warns the player when the Supply is exhausted.
2] Transport
Transport Slots: 8
100% damage to units inside if destroyed (freefall without parachutes...)
Can transport all infantry and most vehicles except Nuke Cannon.
Exit Delay: 100 ms
3] Combat Drop
Sends all Rangers inside to a garrisoned building to occupy it,
killing all hostile units inside. It usually takes one Ranger as
a war casualty. If the building is not garrisoned, Rangers
automatically garrison in that building.
Total No. of Ropes: 4
Rope Delay: 900-1500 ms
Ranger Rappel Speed: 30
4] Aircraft Point Defense Laser
Point Defense Laser shoots down incoming missiles.
Range: 65
Cooldown: 250
Scan Rate: 33
Upgrade Information
- Supply Lines (Strategy Center): Increases the supply a Chinook can load.
Build Information
Prerequisite: Air Force Gen. Supply Center
Build Cost: 950
Build Time: 10 seconds
Notes
- Chinook, if needing repairs, must dock to Airfield.
- Chinook only lands if ordered to load or unload units or to undergo a repair.

B.a.2) Combat Chinook
Health Information
HP: 350 Armor: Chinook Armor
Experience Information
60 Exp as anything
Vision Information
Vision Range: 300 Shroud Clearing Range: 600
Movement Information
Speed: 150 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 60; 30 while badly damaged
Special Feature Information
1] Supply Gathering
Max Boxes to carry: 8 ($600; $660 with Supply Lines upgrade)
Supply Center Action Delay: 2900 ms (one transaction)
Supply Warehouse Action Delay: 1200 ms per box (many small
transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a
warehouse, or Chinooks go home)
Warns the player when the Supply is exhausted.
2] Transport
Transport Slots: 8
100% damage to units inside if destroyed (freefall without parachutes...)
Can transport all infantry and most vehicles except Nuke Cannon.
Exit Delay: 100 ms
3] Combat Drop
Sends all Rangers inside to a garrisoned building to occupy it,
killing all hostile units inside. It usually takes one Ranger as
a war casualty. If the building is not garrisoned, Rangers
automatically garrison in that building.
Total No. of Ropes: 4
Rope Delay: 900-1500 ms
Ranger Rappel Speed: 30
4] Battle Transport
Enables the infantry inside to fire from within and to gain Garrison Bonus
(see Bonus Modifier)
Total Infantry Transported: 8
100% damage to passenger when totally destroyed
Exit delay: 100 ms/infantry
4] Aircraft Point Defense Laser
Point Defense Laser shoots down incoming missiles.
Range: 65
Cooldown: 250
Scan Rate: 33
Upgrade Information
- Supply Lines (Strategy Center): Increases the supply a Chinook can load.
Build Information
Prerequisite: Air Force Gen. Supply Center and Air Force Gen. War Factory
Build Cost: 1200
Build Time: 15 seconds
Notes
- Combat Chinook, if needing repairs, must dock to Airfield.
- Combat Chinook only lands if ordered to load or unload units or to undergo a
repair.
- Will not acquire enemy when idle.

B.a.3) Comanche
Health Information
HP: 220
Armor: Air Force Gen. Comanche Armor;
Air Force Gen. Countermeasures Comanche Armor with Countermeasures
upgrade
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 200 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 600
Movement Information
Speed: 120 dist/sec
Turn rate: 180 degrees per second
Weapon Information
1] Comanche 20 mm Cannon (Anti Surface)
Always used when attacking infantry or missiles are reloaded
Damage: 6
Damage Type: Comanche Vulcan
Cooldown: 100 milliseconds
Range: 200
Projectile Speed: immediate
Accuracy: 100%
2] Comanche Anti Tank Missile
Primary Damage: 50 Primary Damage Radius: 5
Secondary Damage: 30 Secondary Damage Radius: 25
Damage Type: Jet Missile
Range: 200
Accuracy: 100% against vehicles (practically it is never used against infantry
but theoretically it may miss as much as 20 distances against infantry)
Missile Speed: 225 dist/sec
Missile Turn Rate: 180 deg/sec
Cooldown: 500 ms
Clip Size: 4 Clip Reload Time: 15000 ms
Auto Reload: 15100 ms (time to reload after idle for this long instead of using
the last clip)
Homing missile
Special Feature Information
1] Fire Rocket (Anti Surface)
Comanche fires deadly rocket barrages on the targeted area, damaging
everything in its explosion radius.
Prerequisite: Rocket Pods upgrade
Primary Damage: 30 Primary Damage Radius: 5
Secondary Damage: 10 Secondary Damage Radius: 40
Damage Type: Explosion
Attack Range: 200
Missile Speed: 225 dist/sec
Missile Turn Rate: 180 deg/sec
Cooldown: 200
Clip Size: 20 Clip Reload Time: 30000 ms
Not a homing missile
2] Auto Reload
Comanche does not need to return to Air Field for reloading.
3}Flare
Releases missile-distracting flares when an enemy AA attack threatens.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Reload Time: 4000 ms (reloads in the air)
4] Stealth
Prerequisite: Stealth Comanche upgrade
Stealth Delay: 1500 ms
Decloaks when attacking/activating Fire Rocket special ability
5] Eject Pilot
Comanche will eject its pilot inheriting its veterancy. A conscript (regular)
Comanche will not eject any pilot.
Upgrade Information
- Rocket Pods (US Air Field): Gives Comanche ability to fire rocket
barrages.
- Countermeasure (US Air Field): Equips Comanche with missile-
distracting flares and armor that is more resistant to AA weapons.
- Stealth Comanche (Air Force Gen. Air Field): Comanche becomes stealth when
not doing hostile actions.
- Advanced Training (Strategy Center): Comanche gains experiences twice
as fast.
Build Information
Prerequisite: Air Force Gen. Air Field
Build Cost: 1200
Build Time: 20 seconds
Notes
- Comanche, if needing repairs, must dock to Airfield. It will land near
the Airfield.
- Comanche will never land except when undergoing a repair in a US
Air Field.

B.a.4) King Raptor
Health Information
HP: 240
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasure upgrade
Experience Information
100 Exp to Veteran 75 Exp as Conscript/Veteran
200 Exp to Elite 125 Exp as Elite
400 Exp to Heroic 175 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Movement Information
Speed: 175 dist/second; 120 if heavily damaged
Turn rate: 120 degrees per second; 90 while badly damaged
Acceleration: 120; 30 while badly damaged
Weapon Information
Raptor Jet Missile (Anti Surface and Air)
Damage: 125; 140 with America Laser Missile
Radius: 5
Damage Type: Jet Missiles
Cooldown: 75 milliseconds
Range: 320 Minimum Range: 100
Missile Speed: 300 dist/sec
Missile Turn Rate: 200 deg/sec
Clip Size: 6 shots
Clip Reload Time: 2000 ms
Accuracy: 100% vs vehicles; may miss up to10 dist against infantry
Homing missile
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic King Raptor is shot down, it will eject
its pilot. A veteran King Raptor will eject a veteran pilot, etc. More
information on Pilot session.
2] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 3
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
3] Detector
Detection Rate: 500
4] Aircraft Point Defense Laser
a. Raptor Point Defense Laser
Shoots down incoming missiles.
Scan Rate: 10
Range: 65
Cooldown: 250 ms
b. Aircraft Point Defense Laser
Shoots down incoming missiles.
Range: 65
Cooldown: 250 ms
Upgrade Information
- America Laser Missile (US Air Field): Increases the damage of
King Raptor missiles.
- Countermeasure (US Air Field): Equips King Raptor with chaffs to
confuse enemy missile tracking system and armor that is more resistant to AA
weapons.
- Advanced Training (Strategy Center): King Raptor gains veterancy level 100%
as fast.
Build Information
Prerequisite: Air Force Gen. Air Field
Build Cost: 1100
Build Time: 20 seconds
Notes:
- King Raptor takes damage 10% of its max. HP if it is out of ammo and not quickly
reloaded.
- King Raptor will return to base after flying idly for 10 seconds.

B.a.5) Stealth Fighter
Health Information
HP: 180
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasures upgrade
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 300 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 175 dist/sec; 120 when heavily damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 150; 30 while badly damaged
Weapon Information
Stealth Jet Missile (Anti Surface)
Damage: 100; 125 with America Laser Missile
Radius: 5
Damage Type: Stealth Jet Missile
Cooldown: 200 milliseconds
Range: 220 Minimum Range: 60
Missile Speed: 300 dist/sec Missile Turn Rate: 200 deg/sec
Accuracy: 10% vs vehicles, may miss as much as 10 dist vs infantry
Clip Size: 2 shots
Clip Reload Time: 8000 milliseconds
Homing missile
Special Feature Information
1] Stealth
Stealth Fighter cloaks when not firing.
Stealth Delay: 1500 ms
2] Bunker Buster
Prerequisite: Bunker Buster upgrade
Stealth Fighter missiles are capable of ungarrison these buildings below:
a. Bunker/Fortified Bunker
b. Civilian Buildings (including Civilian Bunker and Huts, etc)
c. Palace
d. Tunnel Network
Bunker Buster-upgraded Stealth Fighter missiles ungarrison those buildings
and kill most infantry unlucky enough to stay in the buildings. The infantry
surviving the Bunker Buster are infantry with HP above 150, they are:
a. Ranger
b. Colonel Burton
c. Jarmen Kell
d. Black Lotus, except Boss General Black Lotus
A Tunnel Network housing vehicles in it, when bested by a Bunker Buster-
upgraded missile, will be forced to evacuate the vehicles.
Bunker Buster also adds the Stealth Fighter missile damage
Bunker Buster Shockwave Weapon Small
Damage: 10
Radius: 50
Shockwave Damage Amount: 50
Shockwave Radius: 50
Shockwave Taper Off (Damage delivered at the shockwave edge): 30%
Bunker Buster can also push infantry staying in the radius of 200 from its
explosion.
3] Eject Pilot
When a veteran, elite, or heroic Stealth Fighter is shot down, it will eject
its pilot. A veteran Stealth Fighter will eject a veteran pilot, etc. More
information on Pilot session.
4] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
4] Aircraft Point Defense Laser
Point Defense Laser shoots down incoming missiles.
Range: 65
Cooldown: 250
Upgrade Information
- America Laser Missile (US Airfield): Increases the damage of Stealth
Fighter missile by 25%
- Bunker Buster (US Airfield): Stealth Fighters can damage units in
some buildings and force the survivors to leave the buildings.
- Countermeasures (US Airfield): Equips the aircraft with
missile-distracting flares and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Stealth Fighter gains veterancy level as
twice as fast.Build Information
Prerequisite: Air Force Gen. Air Field
Build Cost: 1250
Build Time: 25 seconds
Notes
- Stealth Fighter takes damage 10% of its max. HP if it is out of ammo and not
quickly reloaded.
- Stealth Fighter will return to base after flying idly for 10 seconds.

B.a.6) Aurora Bomber
Health Information
HP: 120
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
200 Exp to Veteran 200 Exp as Conscript/Veteran
400 Exp to Elite 400 Exp as Elite/Heroic
800 Exp to Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 600
Movement Information
Normal Supersonic Sluggish
Speed 180 dist/sec 480 dist/sec 150 dist/sec
Speed (badly damaged) 120 dist/sec 240 dist/sec 100 dist/sec
Turn Rate 180 deg/sec 180 deg/sec 90 deg/sec
Turn Rate (badly damaged) 90 deg/sec 90 deg/sec 60 deg/sec
Acceleration 180 480 90
Acceleration (badly damaged) 120 240 60
Note:
Normal: Aurora is ordered to move
Supersonic: Aurora is ordered to attack
Sluggish: Aurora is out of ammo
Weapon Information
Aurora Bomb (Anti Surface)
Damage: 400 Radius: 20
Damage Type: Aurora Bomb
Range: 300
Bomb Speed: 480 dist/sec
Clip Size: 1
Clip Reload Time: 5000 milliseconds
Not homing
Special Feature Information
1] Supersonic
Aurora uses supersonic mode when receiving an order to attack. When it
moves in supersonic mode, Aurora is invulnerable to enemy attack.
100 ms are required to shift from supersonic mode to sluggish mode
Aurora Bomber still remains untargettable during the first 2000 ms
of the sluggish mode.
(See Movement Information)
2] Eject Pilot
When a veteran, elite, or heroic Aurora is shot down, it will eject
its pilot. A veteran Aurora will eject a veteran pilot, etc. More
information on Pilot session.
3] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
4] Aircraft Point Defense Laser
Point Defense Laser shoots down incoming missiles.
Range: 65
Cooldown: 250
Scan Rate: 200
Upgrade Information
- Countermeasures (US Airfield): Installs aircraft with a missile
distracting system and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Aurora gets veterancy 100% faster
Build Information
Prerequisite: Air Force Gen. Air Field and Air Force Gen. Strategy Center
Build Cost: 2000
Build Time: 30 seconds
Notes
- Aurora Bomber takes damage 10% of its max. HP if it is out of ammo and
not quickly reloaded.
- Aurora Bomber will return to base after flying idly for 10 seconds.

B.a.7) US Cargo Plane
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 when badly damaged
Turn Rate: 25 deg/sec; 10 when badly damaged
Acceleration: 60; 30 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft and armor that is more resistant to AA weapons.
Build Information
Ranger Paradrop General Power and a US Command Center, or a Reinforcement
Pad, or a Supply Drop Zone.
Notes
- Used to drop Ranger Paradrop, Reinforcement Pad vehicle, and Supply
Drop Zone crates
- Door open time: 500 ms

B.a.8) A10 Thunderbolt
Health Information
HP: 600
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
40 exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Speed: 120 dist/sec
Turn Rate: 200 degrees/sec; 90 if badly damaged
Weapon Information
1] A10 Thunderbolt Vulcan (Anti Surface)
Damage: 10 Damage Radius: 4
Damage Type: Small Arms
Cooldown: 60 milliseconds
Range: 450
Projectile Speed: immediate
2] A10 Thunderbolt Missile (Anti Surface)
Launches 6 missiles per aircraft. 1st level will deliver 6 missiles,
2nd 12 missiles, and 3rd 18 missiles.
Damage: 200 Damage Radius: 50
Damage Type: Explosion
Range: 450
Clip Size: 2
Cooldown: 500 ms
Missile Speed: 240 ms/sec
Missile Turn Rate: 200 degrees/second
Homing missile
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 3
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Build Information
A-10 Thunderbolt Missile Strike General Power and an Air Force Gen.
Command Center
Notes:
-

B.a.9) B52
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
50 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 when badly damaged
Turn Rate: 25 deg/sec; 10 when badly damaged
Acceleration: 60; 30 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Notes
- Used for Leaflet Drop, Fuel Air Bomb, Carpet Bomb
- Door open time: 500 ms

B.a.10) B3
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
50 Exp as anything
Movement Information
Speed: 200 dist/sec; 180 when badly damaged
Turn Rate: 160 deg/sec; 90 when badly damaged
Special Feature Information
1] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
2] Aircraft Point Defense Laser
Point Defense Laser shoots down incoming missiles.
Range: 65
Cooldown: 250
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare
system on the aircraft armor that is more resistant to AA weapons.
Build Information
Strategy Center or MOAB upgraded Fuel Air Bomb and a Air Force Gen.
Command Center
Notes
- Used to drop MOAB and Strategy Center's Carpet Bomb
- Door open time: 500 ms

B.a.11) Spectre Gunship
Health Information
HP: 1000
Armor: Spectre Gunship Armor;
Countermeasures Spectre Gunship Armor
Experience Information
40 Exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Moving to the destination
Speed: 290 distances/sec; 200 if badly damaged
Turn rate: 50 degrees per second
Patrolling an area
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 50 degrees per second
Patroling radius: 250
Patroling time: 10 seconds (Lv 1), 15 seconds (Lv 2), 20 seconds (Lv 3)
Weapon Information
1] Spectre Howitzer Gun (Anti Surface)
Damage: 80 Radius: 25
Damage Type: Explosion
Continuous Fire 1 Cooldown: 777 msec (1 shoot)
Continuous Fire 2 Cooldown: 518 msec (2 shoots)
Continuous Fire 3 Cooldown: 389 msec (2000 shoots)
Range: 2222 (Can only shoot in its patrolling radius)
Missile Speed: immediate
Not a homing missiles
2] Spectre Gunship Gattling Cannon
Damage: 90
Range: 2222 (Can only shoot in its patrolling radius)
Gattling shot area: 20
Damage Type: Gattling
Continuous Fire 1 Cooldown: 100 msec (1 shoot)
Continuous Fire 2 Cooldown: 50 msec (2 shoots)
Continuous Fire 3 Cooldown: 25 msec (2000 shoots)
Combination of both weapons have some modifiers
Delay between each attempted shot of Howitzer: 300 ms
Delay for Howitzer to shoot after Gattling Cannon shot: 400 ms
Attack Area Radius: 200
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Evasion rate per flare: 30%
Reloads when leaving map
Upgrade Information
- Countermeasure (US Air Field): Equips the aircraft with a
missile-distracting chaff system armor that is more resistant to AA weapons.
Build Information
Prerequisite: US Spectre Gunship General Power (Level 5) and an Air Force
General Command Center
Notes:

-------------------------------------
(b) USA Air Force General Infantry
-------------------------------------
B.b.1) Ranger
Health Information
HP: 180
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
40 Exp to Veteran 20 Exp as Conscript/Veteran
60 Exp to Elite 40 Exp as Elite
120 Exp to Heroic 60 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 400
Movement Information
Normal Rappel
Speed 20 dist/sec; 10 if badly hurt 30 dist/sec
Turn Rate 500 deg/sec (infinite) -
Note:
- Normal: Ranger is walking
- Rappel: Ranger is performing a Combat Drop
Weapon Information
1] Ranger Advanced Combat Rifle (Anti Surface)
Damage: 5
Damage Type: Small Arms
Cooldown: 100 milliseconds Range: 100
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 3 shots Clip Reload Time: 700 milliseconds
2] Ranger Flash Bang Grenade (Anti Surface)
Primary Damage: 25 Primary Damage Radius: 10
Secondary Damage: 10 Secondary Damage Radius: 40
Damage Type: Surrender
Range: 175 Minimum Range: 20
Projectile Speed: 120
Accuracy: 96% against unmoving target (may miss as much as 4
distance radius from the target)
Reload Time: 2000 msec
Empties garrisoned civilian buildings (10 kills per hit)
Special Feature Information
1] Capture Building
Prerequisite: Capture Building upgrade
Unpack Time: 3000 ms
Preparation Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 15
Recharge Time: 15000 ms
2] Switches Weapons
Prerequisite: Flash Bang upgrade
Switches weapon from Rifle to Flash Bang or vice versa
3] Ungarrison
Ranger can kill enemy infantry garrisoning in a civilian building with Flash
Bang grenade.
4] Combat Drop
Prerequisite: Chinook
Drops Ranger by Chinook to occupy a garrisonable civilian building
controlled by hostile units. All hostile units inside will be exterminated.
It usually takes one Ranger as a war casualty. If the building is not garrisoned,
Rangers automatically garrison in that building. See Chinook for more info.
Upgrade Information
- Capture Building (Barracks): Enables Ranger to capture most hostile buildings
or tech buildings.
- Flash Bang Grenade (US Barracks): Allows Ranger to switch weapon from
Rifle to Flash-Bang or vice versa.
- Advanced Training (Strategy Center): Increases experience gained by Ranger
by 100%.
- Chemical Suits (Strategy Center): Increases Ranger defense against Poison,
Radiation, and Microwave.
Build Information
Prerequisite: Air Force Gen. Barracks
Build Cost: 225
Build Time: 5 seconds
Notes
- Slot: 1

B.b.2) Missile Defender
Health Information
HP: 100
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
100 exp to veteran 20 exp as conscript/veteran
200 exp to elite 40 exp as elite
400 exp to heroic 60 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Locomotor Information
Speed: 20 dist/sec; 10 if badly hurt
Turn Rate: 500 degrees/sec
Weapon Information
Missile Defender Missile (Anti Surface and Air)
Damage: 40
Damage Radius: 5
Damage Type: Infantry Missile
Range: 175
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Cooldown: 1000 msec
Accuracy: 100% vs vehicles, may miss as much as 10 distances
against infantry.
Homing missile
Special Feature Information
Laser Missile Attack
Uses Laser Beam to target a hostile vehicle
Preparation Time: 1000 (+500 ms, making a total 1500 ms)
Target Range: 200 dist
Abort Range: 250 dist (cancels Laser Missile Attack when enemy vehicle
moves outside 250 dist).
Damage: 40
Damage Radius: 5
Damage Type: Armor Piercing
Range: 300
Projectile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Accuracy: 100% (though it is practically can’t target infantry,
theoretically it may miss as much as 10 distances against infantry)
Cooldown: 500 msec
Homing missile
Upgrade Information
- Advanced Training (Strategy Center): Increases experience gained by
Missile Defender by 100%.
- Chemical Suits (Strategy Center): Increases Missile Defender resistance
against Poison, Radiation, and Microwave.
Build Information
Prerequisite: Air Force Gen. Barracks
Build Cost: 300
Build Time: 5 seconds
Notes:
- Slot: 1

B.b.3) Pathfinder
Health Information
HP: 120
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
50 exp to veteran 40 exp as conscript/veteran
100 exp to elite 60 exp as elite
200 exp to heroic 80 exp as heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Locomotor Information
Speed: 30 dist/sec; 20 when badly hurt
Turn Rate: 500 degrees/sec (infinite)
Weapon Information
Pathfinder Sniper Rifle (Anti Surface)
Damage: 100
Damage Type: Sniper
Range: 300
Projectile Speed: Immediate
Cooldown: 2000 msec
Can not attack vehicles or buildings.
Special Feature Information
1] Detector
Detection Rate: 500 msec
Can not detect when in a garrison or transport or Tunnel Network
2] Stealth
Decloaks when moving, still cloaks even when attacking or when garrisoning
in a garrisonable civilian building.
Upgrade Information
- Advanced Training (Strategy Center): Pathfinder gains experience as twice as
fast.
- Chemical Suits (Strategy Center): Increases Pathfinder resistance against Poison,
Radiation, and Microwave.
Build Information
Prerequisites: Air Force Gen. Barracks & Pathfinder General Power
Build Cost: 600
Build Time: 10 seconds
Notes:
- Slot: 1
- Will not retaliate if attacked.

B.b.4) Colonel Burton
Health Information
HP: 200
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
200 exp to veteran 50 exp as conscript
300 exp to elite 100 exp as veteran/elite
600 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 500
Locomotor Information
Walking
Speed: 30 dist/sec; 20 if badly hurt
Turn Rate: 500 degrees/sec
Climbing
Speed: 20 dist/sec; 15 if badly hurt
Turn Rate: 360 degrees/sec; 350 if badly hurt
Weapon Information
Colonel Burton Sniper Rifle (Anti Surface)
Damage: 40
Damage Type: Small Arms
Range: 125
Projectile Speed: Immediate
Cooldown: 100 msec
Clip Size: 3
Clip Reload Time: 500 msec
Special Feature Information
1] Stealth
Stealth Delay: 2000 msec
Decloaks when firing or before planting C4s
2] Climbing
Colonel Burton can climb some cliffs, making him good at infiltrating base
lending its protection on mountain only. See Movement Information.
3] Can not be squished except by Overlord/Emperor Overlord
4] Knife Attack
Damage: 10000
Damage Type: Melee
Range: 3
Reload Time: 1367 msec
Pre Attack Delay: 833 ms (always delays attack for 833 ms before
stabbing)
5] Timed Demo Charge
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Shroud Clearing Range: 75
Range: 0
Explodes after 20 seconds
Decloaks 5000 ms before planting C4
Can’t install more than 1 C4 (either Timed or Remote) in one place
C4 Installation Time: 5500 ms
Escapes 100 distances after completion
Max Timed C4s to Install: 10
Does not expire when Colonel Burton dies
6] Remote Demo Charge
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Shroud Clearing Range: 75
Range: 0
Explodes after detonated
Decloaks 5000 ms before planting C4
Can’t install more than 1 C4 (either Timed or Remote) in one place
C4 Installation Time: 5500
Escapes 100 distances after completion
Max Remote C4s to Install: 8
Expires if Colonel Burton dies
7] Detonate
Detonates all Remote Demo Charges
Upgrade Information
- Advanced Training (Strategy Center): Increases Colonel Burton’s veterancy
gathering by 100%
- Chemical Suits (Strategy Center): Increases Colonel Burton resistance against
Poison, Radiation, and Microwave.
Build Information
Prerequisites: Air Force Gen. Barracks & Air Force Gen. Strategy Center
Build Cost: 1500
Build Time: 20 seconds
Notes:
- Slot: 1
- Max. Limit: 1
- Will not retaliate when attacked.

B.b.5) Pilot
Health Information
HP: 100 Armor: Human Armor
Experience Information
10 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn Rate: 500 degrees/sec
Special Feature Information
1] Eject
Escapes from destroyed vehicles possessing veterancy level.
2] Veterancy Inheritancy
Inherits veterancy level of the destroyed vehicles.
3] Veterancy Deliverance
Delivers or adds the veterancy level a pilot owns to the vehicle
he boards.
Vehicles to receive veterancy: All vehicles which can gain veterancy
level except transport.
Build Information
- Built from destroyed vehicles possessing veterancy level.
Notes:
- Slot: 1
- When ejecting from the destroyed vehicle, a pilot remains unattackable for
2000 ms.
- To deliver veterancy level to a Comanche, simply damage the Comanche
and when it docks to the Airfield to repair, enter.
- Guard your pilot so he won’t land in water. He will die drowned.

--------------------------------------
(c) USA Air Force General Vehicles
--------------------------------------
B.c.1) Humvee
Health Information
HP: 240 Armor: Humvee Armor
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 320
Locomotor Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
Turret Turn Rate: 180
1] Humvee Gun (Anti Surface)
Damage: 10
Damage Type: Comanche Vulcan
Range: 150
Projectile Speed: 600 dist/sec
Cooldown: 200 msec
2] Humvee Missile Weapon (Anti Surface)
Damage: 30
Damage Radius: 5
Damage Type: Explosion
Range: 150
Projectile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/second
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry
Cooldown: 1000 msec
Clip Size: 1
Clip Reload Time: 2000 msec
Not a homing missile
3] Humvee Missile Weapon (Anti Air)
Damage: 50
Damage Radius: 5
Damage Type: Explosion
Range: 320
Projectile Speed: 400 dist/sec
Missile Turn Rate: 300 degrees/second
Accuracy: 100% against vehicles, may miss as much as 10% against
infantry.
Cooldown: 1000 msec
Clip Size: 1
Clip Reload Time: 2000 msec
Homing missile
Special Feature Information
1] Battle Transport
Enables passengers to fire from inside, gaining Garrison Bonus
(see Bonus Modifiers)
Can accommodate at most 5 infantry
100% damage to units inside upon death (kills all passengers when
destroyed)
Exit Delay: 250 ms/unit
Number of Exit Paths: 3
2] Eject Pilot
When a veteran, elite, or heroic Humvee is destroyed, it will eject
its pilot. A veteran Humvee will eject a veteran pilot, etc. More
information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Humvee): Builds a floating Battle Drone equipped with
light machine gun and repair tools used to repair its master vehicle.
- Scout Drone (Humvee): Builds a floating Scout Drone to augment sight
range and detect stealth units.
- Hellfire Drone (Humvee): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- TOW Missile (US War Factory): Equips all Humvees with a TOW
Missile capable of attacking ground and air units.
- Advanced Training (Strategy Center): Increases the veterancy gaining by
100%.
Build Information
Prerequisite: Air Force Gen. War Factory
Build Cost: 800
Build Time: 10 seconds
Notes:
- Slot: 3

B.c.2) Ambulance
Health Information
HP: 240 Armor: Toxin Truck Armor
Experience Information
50 exp as anything
Vision Information
Vision Range: 100 Shroud Clearing Range: 400
Locomotor Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 degrees/sec
Special Feature Information
1] Hazard Cleaning
Turret Turn Rate: 180
Radius: 50
Range: 100
Scan Rate: 1000
Scan Range: 100
Allowed to move around while cleaning up.
2] Healing Transport
Can transport up to 3 infantry inside
Healing Rate: 25%/second
Allows Allied Units inside
Exit Delay: 250 ms/unit
Number of Exit: 3
3] Infantry Healing
Heals allied infantry standing near it
Healing Rate: 4 HP/second
Healing Radius: 100
4] Vehicle Repair
Repairs damaged allied vehicles (woooowwwwww......)
Repair Rate: 8 HP/sec
Repair Radius: 100
Will not repair itself (or herself?) and air units.
Upgrade Information
- Battle Drone (Ambulance): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Ambulance): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Ambulance): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
Build Information
Prerequisite: Air Force Gen. War Factory
Build Cost: 700
Build Time: 10 seconds
Notes:
- Slot: 3

B.c.3) Sentry Drone
Health Information
HP: 300 Armor: Sentry Drone Armor
Experience Information
Can not gain veterancy by normal means (killing enemies)
50 Exp as Conscript/Veteran
100 Exp as Elite
150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 350
Movement Information
Speed: 60 dist/sec; 50 if heavily damaged
Turn rate: 180 degrees per second
Weapon Information
Sentry Drone Gun (Anti Surface)
Prerequisite: Sentry Drone Gun upgrade
Turret Turn Rate: 180
Pack Time: 1000 ms
Damage: 8
Damage Type: Comache Vulcan
Cooldown: 200 milliseconds
Range: 150
Missile Speed: 600 dist/sec
Accuracy: 100%
Unpack Time: 1000 ms
Special Feature Information
1] Robot
This unit has no pilot, so Jarmen Kell and Nuke Cannon's Neutron Shells
can not empty this vehicle.
2] Stealth
Sentry Drone remains in stealth condition if it is not moving or attacking.
Stealth Delay: 2000 ms
3] Detector
This robotic vehicle is equipped with a stealth-detecting sensor.
Detection Rate: 900
Detection Range: 225 (oh, c'mon, what makes it larger than vision range?)
Upgrade Information
- Sentry Drone Gun (US War Factory): Mounts a machine gun on the
drone, making it able to attack hostile units, mainly infantry.
Build Information
Prerequisite: Air Force Gen. War Factory
Build Cost: 850
Build Time: 10 seconds
Notes
- Slot: 1
- Can not crush infantry

B.c.4) Tomahawk
Health Information
HP: 180 Armor: Truck Armor
Experience Information
200 exp to veteran 50 exp as conscript/veteran
400 exp to elite 100 exp as elite
800 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 200
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/second
Weapon Information
Tomahawk Missile (Anti Surface)
Turret Turn Rate: 60
Primary Damage: 150
Primary Damage Radius: 10
Secondary Damage: 50
Secondary Damage Radius: 25
Damage Type: Explosion
Accuracy: may miss as far as 20 distances against infantry
Range: 350
Minimum Range: 100
Projectile Speed: 200 dist/sec
Missile Turn Rate: 540 degrees/sec
Missile Preparation Time: 250 ms (Delays missile launch for 0.25
second for preparation)
Cooldown: 1 ms
Clip Size: 1
Clip Reload Time: 7000 msec
Homing missile
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Tomahawk is destroyed, it will
eject its pilot. A veteran Tomahawk will eject a veteran pilot, etc.
More information on Pilot session.
2] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Tomahawk): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Tomahawk): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Tomahawk): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- Advanced Training (Strategy Center): Gains veterancy level twice as fast.
Build Information
Prerequisites: Air Force Gen. War Factory and Air Force Gen. Strategy Center
Build Cost: 1300
Build Time: 20 seconds
Notes:
- Slot: 3
- Will not acquire enemy when idle.

B.c.5) Avenger
Health Information
HP: 300; 400 with Composite Armor
Armor: Anti Air Vehicle Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 400 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 distances/second; 25 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Avenger Twin Laser Turret (Anti Air only)
Turret Turn Rate: 180
Both turrets have the same statistics. The statistics below just describes
one of them. To get the total damage an Avenger delivers to an air
unit, just multiply the statistics below by 2.
Damage: 10
Damage Type: Small Arms
Cooldown: 200 milliseconds
Range: 300
Laser Speed: immediate
Accuracy: 100%
Special Feature Information
1] Avenger Target Designator
Gives Faerie Bonus (see Bonus Modifier).
Range: 200
Cooldown: 200 ms
2] Avenger Point Defense Laser
Target: Ballistic Missile, Small Missile
Scan Range: 200
Damage: 100 Range: 100
Laser Speed: immediate Cooldown: 500 ms
3] Eject Pilot
When a veteran, elite, or heroic Avenger is destroyed, it will
eject its pilot. A veteran Avenger will eject a veteran pilot, etc.
More information on Pilot session.
4] Can build one of the following
- Battle Drone (see Drone section)
- Scout Drone (see Drone section)
- Hellfire Drone (see Drone section)
Upgrade Information
- Battle Drone (Avenger) - see Drone section
- Scout Drone (Avenger) - see Drone section
- Hellfire Drone (Avenger) - see Drone section
- Advanced Training (Strategy Center): Avenger gains veterancy as twice as fast.
- Composite Armor (Strategy Center): Avenger gains more HP.
Build Information
Prerequisite: Air Force Gen. War Factory and Air Force Strategy Center
Build Cost: 2000
Build Time: 10 seconds
Notes
- Slot: 3
- Can not manually attack air units.

B.c.6) Microwave Tank
Health Information
HP: 480; 580 with Composite Armor Armor: Tank Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 400 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 300
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
1] Microwave Tank Building Disabler (Anti Surface)
Always uses this when targetting a structure.
Damage: 50
Range: 200
Damage Type: Subdual Building
Cooldown: 200 ms
2] Microwave Tank Building Clearer (Anti Surface)
Kills all infantry in a garrisonable building.
Always uses this when targetting a garrisonable building.
Range: 125
Cooldown: 100
Special Feature Information
1] Microwave Tank Emitter
Microwave Tank emits a micro wave that damages enemy infantry within range.
Damage: 8 Damage Radius: 100
Cooldown: 250 Damage Type: Microwave
Will not harm friendly/allied/neutral infantry.
Inactive when firing Building Disabler/Clearer.
Requires 1000 ms to become active after Building Disabler/Clearer stops
firing.
2] Eject Pilot
When a veteran, elite, or heroic Microwave Tank is destroyed, it will
eject its pilot. A veteran Microwave Tank will eject a veteran pilot, etc.
More information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Microwave Tank): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Microwave Tank): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Microwave Tank): Builds a floating Hellfire Drone
armed with vehicle-killing missile system.
- Advanced Training (Strategy Center): Gains veterancy level twice as fast.
- Composite Armor (Strategy Center): Microwave Tank gains max HP by 100.
Build Information
Prerequisite: Air Force Gen. War Factory and Air Force Gen. Strategy Center
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 3
- Will not retaliate if attacked.

B.c.7) Construction Dozer
Health Information
HP: 250 Armor: Dozer Armor
Vision Information
Vision Range: 200 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 90 deg/sec; 60 when badly damaged
Special Feature Information
1] Builder
Construction Dozer can build US Standard buildings. See Tip and Trick session
to build other factions' buildings.
2] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Detection Rate: 500 msec
Disarm Delay: 1200 ms per Disarm attempt
Disarm Recharge Time: 4000 ms
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
3] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
Build Information
Prerequisite: Air Force Gen. Command Center
Build Cost: 1000
Build Time: 5 seconds
Notes:
- Slot: 5

------------------------------------
(d) USA Air Force General Drones
------------------------------------
B.d.1) Scout Drone
Health Information
Health: 100; 150 with Drone Armor Armor: Tank Armor
Vision Information
Vision Range: 150 Shroud Clearing Range: 500
Locomotor Information
Speed: 60 dist/sec; 30 when badly damaged
Turn Rate: 180 degrees/sec; 90 when badly damaged
Maximum Wandering Range: 35 when master vehicle is idle or
guarding; 75 when master vehicle is attacking or moving.
Special Feature Information
Detector
Detection Rate: 500
Upgrade Information
- Drone Armor (Strategy Center): Increases Scout Drone maximum HP by 50.
Build Information
Prerequisite: Humvee, Ambulance, Avenger, Tomahawk, or Microwave
Tank
Build Cost: 100
Build Time: 5
Notes:
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

B.d.2) Battle Drone
Health Information
HP: 100; 150 with Drone Armor Upgrade
Armor: Tank Armor
Experience Information
10 exp as anything
Vision Information
Vision/Shroud Clearing Range: 150
Locomotor Information
Speed: 40 dist/sec; 20 if badly damaged; 140 when repairing
Turn Rate: 90 degrees/sec; 500 if repairing; 400 when repairing
and badly damaged
Maximum Wandering Range: 35 if master vehicle is idle or
guarding; 75 if master vehicle is attacking or moving
Weapon Information
Turret Turn Rate: 360
Battle Drone Machine Gun (Anti Surface)
Damage: 1
Damage Type: Small Arms
Range: 110
Cooldown: 100 msec
Special Feature Information
Repairs Master Vehicle
Repairs damaged Master vehicle if master vehicle is idle or possesses HP
below 60%.
Repair Rate: 5 HP/sec
Upgrade Information
- Drone Armor (Strategy Center): Adds Battle Drone armor by 50.
Build Information
Prerequisite: Humvee, Ambulance, Avenger, Tomahawk, or Microwave
Tank
Build Cost: 200
Build Time: 5
Notes:
- Cannot be repaired.
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

B.d.3) Hellfire Drone
Health Information
HP: 100; 150 with Drone Armor upgrade
Armor: Tank Armor
Experience Information
Vision Information
Vision Range: 100 Shroud Clearing Range: 500
Movement Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 deg/sec; 90 if badly damaged
Maximum Wandering Range: 35 if master vehicle is idle or
guarding; 75 if master vehicle is attacking or moving
Weapon Information
Hellfire Missile (Anti Surface)
Turret Turn Rate: 360 deg/sec
Damage: 40
Damage Radius: 5
Damage Type: Explosion
Cooldown: 100 milliseconds
Range: 150
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Accuracy: 100% vs vehicles, may miss up to 10 distances against infantry
Clip Size: 1 shot
Clip Reload Time: 2000 milliseconds
Homing missile
Upgrade Information
- Drone Armor (Strategy Center): Battle Drone's max HP is increased by 50.
Build Information
Prerequisite: Humvee, Ambulance, Avenger, Tomahawk, or Microwave
Tank
Build Cost: 500
Build Time: 5 seconds
Notes
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

B.d.4) Spy Drone
Health Information
HP: 200; 250 with Drone Armor
Armor: Airplane Armor
Vision Information
Vision Range: 250
Special Feature Information
1] Stealth
Spy Drone is invisible to the enemies unless they use detectors.
2] Detector
Spy Drone can locate hidden units.
Detection Rate: 500 msec.
Upgrade Information
- Drone Armor (Strategy Center): This upgrade increases the maximum
HP of Spy Drone by 50.
Build Information
Prerequisite: US Command Center, Spy Drone General Power
Recharge Time: 1 minute 30 seconds
Notes
- Unselectable
- Due to its small size, Spy Drones are hard to detect, even by a detector.
Use this for your advantage. Put your Spy Drones above trees, cliffs, and
cities/villages.

C. USA Laser General Units
---------------------------------
(a) USA Laser General Aircraft
---------------------------------
C.a.1) Chinook
Health Information
HP: 300 Armor: Chinook Armor
Experience Information
50 Exp as anything
Vision Information
Vision Range: 300 Shroud Clearing Range: 600
Movement Information
Speed: 150 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 60; 30 while badly damaged
Build Information
Prerequisite: US Supply Center
Build Cost: 1200
Build Time: 10 seconds
Special Feature Information
1] Supply Gathering
Max Boxes to carry: 8 ($600; $660 with Supply Lines upgrade)
Supply Center Action Delay: 3000 ms (one transaction)
Supply Warehouse Action Delay: 1250 ms per box (many small
transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a
warehouse, or Chinooks go home)
Warns the player when the Supply is exhausted.
2] Transport
Transport Slots: 8
100% damage to units inside if destroyed (freefall without parachutes...)
Can transport all infantry and most vehicles except Nuke Cannon.
Exit Delay: 100 ms
3] Combat Drop
Sends all Rangers inside to a garrisoned building to occupy it,
killing all hostile units inside. It usually takes one Ranger as
a war casualty. If the building is not garrisoned, Rangers
automatically garrison in that building.
Total No. of Ropes: 4
Rope Delay: 900-1500 ms
Ranger Rappel Speed: 30
Upgrade Information
- Supply Lines (Strategy Center): Increases the supply a Chinook can load.
Notes
- Chinook, if needing repairs, must dock to Airfield.
- Chinook only lands if ordered to load or unload units or to undergo a repair.

C.a.2) Comanche
Health Information
HP: 220
Armor: Comanche Armor;
Countermeasures Comanche Armor with Countermeasures upgrade
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 200 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 600
Movement Information
Speed: 120 dist/sec
Turn rate: 180 degrees per second
Weapon Information
1] Comanche 20 mm Cannon (Anti Surface)
Always used when attacking infantry or missiles are reloaded
Damage: 6
Damage Type: Comanche Vulcan
Cooldown: 100 milliseconds
Range: 200
Projectile Speed: immediate
Accuracy: 100%
2] Comanche Anti Tank Missile (Anti Surface)
Primary Damage: 50 Primary Damage Radius: 5
Secondary Damage: 30 Secondary Damage Radius: 25
Damage Type: Jet Missile
Range: 200
Accuracy: 100% against vehicles (practically it is never used against infantry
but theoretically it may miss as much as 20 distances against infantry)
Missile Speed: 225 dist/sec
Missile Turn Rate: 180 deg/sec
Cooldown: 500 ms
Clip Size: 4 Clip Reload Time: 15000 ms
Auto Reload: 15100 ms (time to reload after idle for this long instead of using
the last clip)
Homing missile
Special Feature Information
1] Fire Rocket (Anti Surface)
Comanche fires deadly rocket barrages on the targeted area, damaging
everything in its explosion radius.
Prerequisite: Rocket Pods upgrade
Primary Damage: 30 Primary Damage Radius: 5
Secondary Damage: 10 Secondary Damage Radius: 40
Damage Type: Explosion
Attack Range: 200
Missile Speed: 225 dist/sec
Missile Turn Rate: 180 deg/sec
Cooldown: 200
Clip Size: 20 Clip Reload Time: 30000 ms
Not a homing missile
2] Auto Reload
Comanche does not need to return to Air Field for reloading.
3}Flare
Releases missile-distracting flares when an enemy AA attack threatens.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Reload Time: 4000 ms (reloads in the air)
4] Eject Pilot
Comanche will eject its pilot inheriting its veterancy. A conscript (regular)
Comanche will not eject any pilot.
Upgrade Information
- Rocket Pods (US Air Field): Gives Comanche ability to fire rocket
barrages.
- Countermeasure (US Air Field): Equips Comanche with missile-distracting
flares and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Comanche gains experiences twice
as fast.
Build Information
Prerequisite: Laser Gen. Air Field
Build Cost: 1500
Build Time: 20 seconds
Notes
- Comanche, if needing repairs, must dock to Airfield. It will land near
the Airfield.
- Comanche will never land except when undergoing a repair in an
Air Field.

C.a.3) Raptor
Health Information
HP: 160
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasure upgrade
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Movement Information
Speed: 175 dist/second; 120 if heavily damaged
Turn rate: 120 degrees per second; 90 while badly damaged
Acceleration: 120; 30 while badly damaged
Weapon Information
Raptor Jet Missile (Anti Surface and Air)
Damage: 100; 125 with America Laser Missile
Radius: 5
Damage Type: Jet Missiles
Cooldown: 150 milliseconds
Range: 320 Minimum Range: 100
Missile Speed: 300 dist/sec
Missile Turn Rate: 200 deg/sec
Clip Size: 4 shots
Clip Reload Time: 8000 ms
Accuracy: 100% vs vehicles; may miss up to10 dist against infantry
Homing missile
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Raptor is shot down, it will eject
its pilot. A veteran Raptor will eject a veteran pilot, etc. More
information on Pilot session.
2] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 3
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- America Laser Missile (US Air Field): Increases the damage of Raptor missile
by 25%.
- Countermeasure (US Air Field): Equips the Raptor with chaffs to confuse
enemy missile tracking system and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Raptor gains veterancy level 100% as
fast.
Build Information
Prerequisite: Laser Gen. Air Field
Build Cost: 1400
Build Time: 20 seconds
Notes:
- Raptor takes damage 10% of its max. HP if it is out of ammo and not quickly
reloaded.
- Raptor will return to base after flying idly for 10 seconds.

C.a.4) Stealth Fighter
Health Information
HP: 120
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasures upgrade
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 300 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 175 dist/sec; 120 when heavily damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 150; 30 while badly damaged
Weapon Information
Stealth Jet Missile (Anti Surface)
Damage: 100; 125 with America Laser Missile
Radius: 5
Damage Type: Stealth Jet Missile
Cooldown: 200 milliseconds
Range: 220 Minimum Range: 60
Missile Speed: 300 dist/sec Missile Turn Rate: 200 deg/sec
Accuracy: 10% vs vehicles, may miss as much as 10 dist vs infantry
Clip Size: 2 shots
Clip Reload Time: 8000 milliseconds
Homing missile
Special Feature Information
1] Stealth
Stealth Fighter cloaks when not firing.
Stealth Delay: 1500 ms
2] Bunker Buster
Prerequisite: Bunker Buster upgrade
Stealth Fighter missiles are capable of ungarrison these buildings below:
a. Bunker/Fortified Bunker
b. Civilian Buildings (including Civilian Bunker and Huts, etc)
c. Palace
d. Tunnel Network
Bunker Buster-upgraded Stealth Fighter missiles ungarrison those buildings
and kill most infantry unlucky enough to stay in the buildings. The infantry
surviving the Bunker Buster are infantry with HP above 150, they are:
a. Ranger
b. Colonel Burton
c. Jarmen Kell
d. Black Lotus, except Boss General Black Lotus
A Tunnel Network housing vehicles in it, when bested by a Bunker Buster-
upgraded missile, will be forced to evacuate the vehicles.
Bunker Buster also adds the Stealth Fighter missile damage
Bunker Buster Shockwave Weapon Small
Damage: 10
Radius: 50
Shockwave Damage Amount: 50
Shockwave Radius: 50
Shockwave Taper Off (Damage delivered at the shockwave edge): 30%
Bunker Buster can also push infantry staying in the radius of 200 from its
explosion.
3] Eject Pilot
When a veteran, elite, or heroic Stealth Fighter is shot down, it will eject
its pilot. A veteran Stealth Fighter will eject a veteran pilot, etc. More
information on Pilot session.
4] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- America Laser Missile (US Airfield): Increases the damage of Stealth Fighter
missile by 25%
- Bunker Buster (US Airfield): Stealth Fighters can damage units in some
buildings and force the survivors to leave the buildings.
- Countermeasures (US Airfield): Equips the aircraft with missile-distracting
flares and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Stealth Fighter gains veterancy level
as twice as fast.
Build Information
Prerequisite: Laser Gen. Air Field and Stealth Fighter General Power
Build Cost: 1600
Build Time: 25 seconds
Notes
- Stealth Fighter takes damage 10% of its max. HP if it is out of ammo and not
quickly reloaded.
- Stealth Fighter will return to base after flying idly for 10 seconds.

C.a.5) Aurora Bomber
Health Information
HP: 80
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
200 Exp to Veteran 200 Exp as Conscript/Veteran
400 Exp to Elite 400 Exp as Elite/Heroic
800 Exp to Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 600
Movement Information
Normal Supersonic Sluggish
Speed 180 dist/sec 480 dist/sec 150 dist/sec
Speed (badly damaged) 120 dist/sec 240 dist/sec 100 dist/sec
Turn Rate 180 deg/sec 180 deg/sec 90 deg/sec
Turn Rate (badly damaged) 90 deg/sec 90 deg/sec 60 deg/sec
Acceleration 180 480 90
Acceleration (badly damaged) 120 240 60
Note:
Normal: Aurora is ordered to move
Supersonic: Aurora is ordered to attack
Sluggish: Aurora is out of ammo
Weapon Information
Aurora Bomb (Anti Surface)
Damage: 400 Radius: 20
Damage Type: Aurora Bomb
Range: 300
Bomb Speed: 480 dist/sec
Clip Size: 1
Clip Reload Time: 5000 milliseconds
Not homing
Special Feature Information
1] Supersonic
Aurora uses supersonic mode when receiving an order to attack. When it
moves in supersonic mode, Aurora is invulnerable to enemy attack.
100 ms are required to shift from supersonic mode to sluggish mode
Aurora Bomber still remains untargettable during the first 2000 ms
of the sluggish mode.
(See Movement Information)
2] Eject Pilot
When a veteran, elite, or heroic Aurora is shot down, it will eject
its pilot. A veteran Aurora will eject a veteran pilot, etc. More
information on Pilot session.
3] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- Countermeasures (US Airfield): Installs aircraft with a missile distracting system
and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Aurora gets veterancy 100% faster
Build Information
Prerequisite: Laser Gen. Air Field and Laser Gen. Strategy Center
Build Cost: 2500
Build Time: 30 seconds
Notes
- Aurora Bomber takes damage 10% of its max. HP if it is out of ammo and
not quickly reloaded.
- Aurora Bomber will return to base after flying idly for 10 seconds.

C.a.6) US Cargo Plane
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 when badly damaged
Turn Rate: 25 deg/sec; 10 when badly damaged
Acceleration: 60; 30 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft and armor that is more resistant to AA weapons.
Build Time
Ranger Paradrop General Power and a US Command Center, or a Reinforcement
Pad, or a Supply Drop Zone.
Notes
- Used to drop Ranger Paradrop, Reinforcement Pad vehicle, and Supply
Drop Zone crates
- Door open time: 500 ms

C.a.7) A10 Thunderbolt
Health Information
HP: 600
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
40 exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Speed: 120 dist/sec
Turn Rate: 200 degrees/sec; 90 if badly damaged
Weapon Information
1] A10 Thunderbolt Vulcan (Anti Surface)
Damage: 10 Damage Radius: 4
Damage Type: Small Arms
Cooldown: 60 milliseconds
Range: 450
Projectile Speed: immediate
2] A10 Thunderbolt Missile (Anti Surface)
Launches 6 missiles per aircraft. 1st level will deliver 6 missiles,
2nd 12 missiles, and 3rd 18 missiles.
Damage: 200 Damage Radius: 50
Damage Type: Explosion
Range: 450
Clip Size: 2
Cooldown: 500 ms
Missile Speed: 240 ms/sec
Missile Turn Rate: 200 degrees/second
Homing missile
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 3
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Build Information
A-10 Thunderbolt Missile Strike General Power and a US Command Center
Notes:
-

C.a.8) B52
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
50 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 when badly damaged
Turn Rate: 25 deg/sec; 10 when badly damaged
Acceleration: 60; 30 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Notes
- Used for Leaflet Drop, Fuel Air Bomb, Carpet Bomb
- Door open time: 500 ms

C.a.9) B3
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
50 Exp as anything
Movement Information
Speed: 200 dist/sec; 180 when badly damaged
Turn Rate: 160 deg/sec; 90 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 50%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Notes
- Used to drop MOAB
- Door open time: 500 ms

C.a.10) Spectre Gunship
Health Information
HP: 1000
Armor: Spectre Gunship Armor;
Countermeasures Spectre Gunship Armor
Experience Information
40 Exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Moving to the destination
Speed: 290 distances/sec; 200 if badly damaged
Turn rate: 50 degrees per second
Patrolling an area
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 50 degrees per second
Patroling radius: 250
Patroling time: 15000 ms
Weapon Information
1] Spectre Howitzer Gun (Anti Surface)
Damage: 80 Radius: 25
Damage Type: Explosion
Continuous Fire 1 Cooldown: 777 msec (1 shoot)
Continuous Fire 2 Cooldown: 518 msec (2 shoots)
Continuous Fire 3 Cooldown: 389 msec (2000 shoots)
Range: 2222 (Can only shoot in its patrolling radius)
Missile Speed: immediate
Not a homing missiles
2] Spectre Gunship Gattling Cannon (Anti Surface)
Damage: 90
Range: 2222 (Can only shoot in its patrolling radius)
Gattling shot area: 20
Damage Type: Gattling
Continuous Fire 1 Cooldown: 100 msec (1 shoot)
Continuous Fire 2 Cooldown: 50 msec (2 shoots)
Continuous Fire 3 Cooldown: 25 msec (2000 shoots)
Combination of both weapons have some modifiers
Delay between each attempted shot of Howitzer: 300 ms
Delay for Howitzer to shoot after Gattling Cannon shot: 400 ms
Attack Area Radius: 200
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Evasion rate per flare: 30%
Reloads when leaving map
Upgrade Information
- Countermeasure (US Air Field): Equips the aircraft with a missile-distracting
chaff system armor that is more resistant to AA weapons.
Build Information
Prerequisite: US Spectre Gunship General Power (Level 5) and a US Command
Center
Notes

----------------------------
(b) USA Laser General Infantry
----------------------------
C.b.1) Ranger
Health Information
HP: 180
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
40 Exp to Veteran 20 Exp as Conscript/Veteran
60 Exp to Elite 40 Exp as Elite
120 Exp to Heroic 60 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 400
Movement Information
Normal Rappel
Speed 20 dist/sec; 10 if badly hurt 30 dist/sec
Turn Rate 500 deg/sec (infinite) -
Note:
- Normal: Ranger is walking
- Rappel: Ranger is performing a Combat Drop
Weapon Information
1] Ranger Advanced Combat Rifle (Anti Surface)
Damage: 5
Damage Type: Small Arms
Cooldown: 100 milliseconds Range: 100
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 3 shots Clip Reload Time: 700 milliseconds
2] Ranger Flash Bang Grenade
Primary Damage: 25 Primary Damage Radius: 10
Secondary Damage: 10 Secondary Damage Radius: 40
Damage Type: Surrender
Range: 175 Minimum Range: 20
Projectile Speed: 120
Accuracy: 96% against unmoving target (may miss as much as 4
distance radius from the target)
Reload Time: 2000 msec
Empties garrisoned civilian buildings (10 kills per hit)
Special Feature Information
1] Capture Building
Prerequisite: Capture Building upgrade
Unpack Time: 3000 ms
Preparation Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 15
Recharge Time: 15000 ms
2] Switches Weapons
Prerequisite: Flash Bang upgrade
Switches weapon from Rifle to Flash Bang or vice versa
3] Ungarrison
Ranger can kill enemy infantry garrisoning in a civilian building with Flash
Bang grenade.
4] Combat Drop
Prerequisite: Chinook
Drops Ranger by Chinook to occupy a garrisonable civilian building
controlled by hostile units. All hostile units inside will be exterminated.
It usually takes one Ranger as a war casualty. If the building is not garrisoned,
Rangers automatically garrison in that building. See Chinook for more info.
Upgrade Information
- Capture Building (Barracks): Enables Ranger to capture most hostile buildings
or tech buildings.
- Flash Bang Grenade (US Barracks): Allows Ranger to switch weapon from
Rifle to Flash-Bang or vice versa.
- Advanced Training (Strategy Center): Increases experience gained by
Ranger by 100%.
- Chemical Suits (Strategy Center): Increases Ranger defense against Poison,
Radiation, and Microwave.
Build Information
Prerequisite: Laser Gen. Barracks
Build Cost: 225
Build Time: 5 seconds
Notes
- Slot: 1

C.b.2) Missile Defender
Health Information
HP: 100
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
100 exp to veteran 20 exp as conscript/veteran
200 exp to elite 40 exp as elite
400 exp to heroic 60 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Locomotor Information
Speed: 20 dist/sec; 10 if badly hurt
Turn Rate: 500 degrees/sec
Weapon Information
Missile Defender Missile (Anti Surface and Air)
Damage: 40
Damage Radius: 5
Damage Type: Infantry Missile
Range: 175
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Cooldown: 1000 msec
Accuracy: 100% vs vehicles, may miss as much as 10 distances
against infantry.
Homing missile
Special Feature Information
Laser Missile Attack
Uses Laser Beam to target a hostile vehicle
Preparation Time: 1000 (+500 ms, making a total 1500 ms)
Target Range: 200 dist
Abort Range: 250 dist (cancels Laser Missile Attack when enemy vehicle
moves outside 250 dist).
Damage: 40
Damage Radius: 5
Damage Type: Armor Piercing
Range: 300
Projectile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Accuracy: 100% (though it is practically can’t target infantry,
theoretically it may miss as much as 10 distances against infantry)
Cooldown: 500 msec
Homing missile
Upgrade Information
- Advanced Training (Strategy Center): Increases experience gained by
Missile Defender by 100%.
- Chemical Suits (Strategy Center): Increases Missile Defender resistance
against Poison, Radiation, and Microwave.
Build Information
Prerequisite: Laser Gen. Barracks
Build Cost: 300
Build Time: 5 seconds
Notes:
- Slot: 1

C.b.3) Pathfinder
Health Information
HP: 120
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
50 exp to veteran 40 exp as conscript/veteran
100 exp to elite 60 exp as elite
200 exp to heroic 80 exp as heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Locomotor Information
Speed: 30 dist/sec; 20 when badly hurt
Turn Rate: 500 degrees/sec (infinite)
Weapon Information
Pathfinder Sniper Rifle (Anti Surface)
Damage: 100
Damage Type: Sniper
Range: 300
Projectile Speed: Immediate
Cooldown: 2000 msec
Can not attack vehicles or buildings.
Special Feature Information
1] Detector
Detection Rate: 500 msec
Can not detect when in a garrison or transport or Tunnel Network
2] Stealth
Decloaks when moving, still cloaks even when attacking or when garrisoning
in a garrisonable civilian building.
Upgrade Information
- Advanced Training (Strategy Center): Pathfinder gains experience as twice as
fast.
- Chemical Suits (Strategy Center): Increases Pathfinder resistance against
Poison, Radiation, and Microwave.
Build Information
Prerequisites: Laser Gen. Barracks & Pathfinder General Power
Build Cost: 600
Build Time: 10 seconds
Notes:
- Slot: 1
- Will not retaliate if attacked.

C.b.4) Colonel Burton
Health Information
HP: 200
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
200 exp to veteran 50 exp as conscript
300 exp to elite 100 exp as veteran/elite
600 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 500
Locomotor Information
Walking
Speed: 30 dist/sec; 20 if badly hurt
Turn Rate: 500 degrees/sec
Climbing
Speed: 20 dist/sec; 15 if badly hurt
Turn Rate: 360 degrees/sec; 350 if badly hurt
Weapon Information
Colonel Burton Sniper Rifle (Anti Surface)
Damage: 40
Damage Type: Small Arms
Range: 125
Projectile Speed: Immediate
Cooldown: 100 msec
Clip Size: 3
Clip Reload Time: 500 msec
Special Feature Information
1] Stealth
Stealth Delay: 2000 msec
Decloaks when firing or before planting C4s
2] Climbing
Colonel Burton can climb some cliffs, making him good at infiltrating base
lending its protection on mountain only. See Movement Information.
3] Can not be squished except by Overlord/Emperor Overlord
4] Knife Attack
Damage: 10000
Damage Type: Melee
Range: 3
Reload Time: 1367 msec
Pre Attack Delay: 833 ms (always delays attack for 833 ms before
stabbing)
5] Timed Demo Charge
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Shroud Clearing Range: 75
Range: 0
Explodes after 20 seconds
Decloaks 5000 ms before planting C4
Can’t install more than 1 C4 (either Timed or Remote) in one place
C4 Installation Time: 5500 ms
Escapes 100 distances after completion
Max Timed C4s to Install: 10
Does not expire when Colonel Burton dies
6] Remote Demo Charge
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Shroud Clearing Range: 75
Range: 0
Explodes after detonated
Decloaks 5000 ms before planting C4
Can’t install more than 1 C4 (either Timed or Remote) in one place
C4 Installation Time: 5500
Escapes 100 distances after completion
Max Remote C4s to Install: 8
Expires if Colonel Burton dies
7] Detonate
Detonates all Remote Demo Charges
Upgrade Information
- Advanced Training (Strategy Center): Increases Colonel Burton’s
veterancy gathering by 100%
- Chemical Suits (Strategy Center): Increases Colonel Burton resistance
against Poison, Radiation, and Microwave.
Build Information
Prerequisites: Laser Gen. Barracks & Laser Gen. Strategy Center
Build Cost: 1500
Build Time: 20 seconds
Notes:
- Slot: 1
- Max. Limit: 1
- Will not retaliate when attacked.

C.b.5) Pilot
Health Information
HP: 100 Armor: Human Armor
Experience Information
10 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn Rate: 500 degrees/sec
Special Feature Information
1] Eject
Escapes from destroyed vehicles possessing veterancy level.
2] Veterancy Inheritancy
Inherits veterancy level of the destroyed vehicles.
3] Veterancy Deliverance
Delivers or adds the veterancy level a pilot owns to the vehicle
he boards.
Vehicles to receive veterancy: All vehicles which can gain veterancy
level except transport.
Build Information
- Built from destroyed vehicles possessing veterancy level.
Notes:
- Slot: 1
- When ejecting from the destroyed vehicle, a pilot remains unattackable for
2000 ms.
- To deliver veterancy level to a Comanche, simply damage the Comanche
and when it docks to the Airfield to repair, enter.
- Guard your pilot so he won’t land in water. He will die drowned.

---------------------------------
(c) USA Laser General Vehicles
---------------------------------
C.c.1) Humvee
Health Information
HP: 240 Armor: Humvee Armor
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 320
Locomotor Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
Turret Turn Rate: 180
1] Humvee Gun (Anti Surface)
Damage: 10
Damage Type: Comanche Vulcan
Range: 150
Projectile Speed: 600 dist/sec
Cooldown: 200 msec
2] Humvee Missile Weapon (Anti Surface)
Damage: 30
Damage Radius: 5
Damage Type: Explosion
Range: 150
Projectile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/second
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry
Cooldown: 1000 msec
Clip Size: 1
Clip Reload Time: 2000 msec
Not a homing missile
3] Humvee Missile Weapon (Anti Air)
Damage: 50
Damage Radius: 5
Damage Type: Explosion
Range: 320
Projectile Speed: 400 dist/sec
Missile Turn Rate: 300 degrees/second
Accuracy: 100% against vehicles, may miss as much as 10% against
infantry.
Cooldown: 1000 msec
Clip Size: 1
Clip Reload Time: 2000 msec
Homing missile
Special Feature Information
1] Battle Transport
Enables passengers to fire from inside, gaining Garrison Bonus
(see Bonus Modifiers)
Can accommodate at most 5 infantry
100% damage to units inside upon death (kills all passengers when
destroyed)
Exit Delay: 250 ms/unit
Number of Exit Paths: 3
2] Eject Pilot
When a veteran, elite, or heroic Humvee is destroyed, it will eject
its pilot. A veteran Humvee will eject a veteran pilot, etc. More
information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Humvee): Builds a floating Battle Drone equipped with
light machine gun and repair tools used to repair its master vehicle.
- Scout Drone (Humvee): Builds a floating Scout Drone to augment sight
range and detect stealth units.
- Hellfire Drone (Humvee): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- TOW Missile (US War Factory): Equips all Humvees with a TOW Missile
capable of attacking ground and air units.
- Advanced Training (Strategy Center): Increases the veterancy gaining
by 100%.
Build Information
Prerequisite: Laser Gen. War Factory
Build Cost: 700
Build Time: 10 seconds
Notes:
- Slot: 3

C.c.2) Ambulance
Health Information
HP: 240 Armor: Toxin Truck Armor
Experience Information
50 exp as anything
Vision Information
Vision Range: 100 Shroud Clearing Range: 400
Locomotor Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 degrees/sec
Special Feature Information
1] Hazard Cleaning
Turret Turn Rate: 180
Radius: 50
Range: 100
Scan Rate: 1000
Scan Range: 100
Allowed to move around while cleaning up.
2] Healing Transport
Can transport up to 3 infantry inside
Healing Rate: 25%/second
Allows Allied Units inside
Exit Delay: 250 ms/unit
Number of Exit: 3
3] Infantry Healing
Heals allied infantry standing near it
Healing Rate: 4 HP/second
Healing Radius: 100
4] Vehicle Repair
Repairs damaged allied vehicles (woooowwwwww......)
Repair Rate: 8 HP/sec
Repair Radius: 100
Will not repair itself (or herself?) and air units.
Upgrade Information
- Battle Drone (Ambulance): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Ambulance): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Ambulance): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
Build Information
Prerequisite: Laser Gen. War Factory
Build Cost: 600
Build Time: 10 seconds
Notes:
- Slot: 3

C.c.3) Laser Crusader Tank
Health Information
HP: 480; 580 with Composite Armor
Armor: Tank Armor
Experience Information
200 exp to veteran 100 exp as conscript/veteran
300 exp to elite 200 exp as elite
600 exp to heroic 400 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
Laser Crusader Tank Gun (Anti Surface)
Turret Turn Rate: 180
Damage: 80
Damage Radius: 5
Damage Type: Armor Piercing
Range: 150
Beam Speed: immediate
Cooldown: 2000 msec
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry (BTW, can laser miss its target?).
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Laser Tank is destroyed, it will eject
its pilot. A veteran Laser Tank will eject a veteran pilot, etc.
More information on Pilot session.
2] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
3] Empowered
Laser Tank requires power t o operate and will go offline if there is
not enough power.
Power: -1
Upgrade Information
- Battle Drone (Laser Tank): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Laser Tank): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Laser Tank): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- Advanced Training (Strategy Center): Gains veterancy level twice as
fast.
- Composite Armor (Strategy Center): Adds max HP of Laser Tank by
100.
Build Information
Prerequisite: Laser Gen. War Factory
Build Cost: 900
Build Time: 10 seconds
Notes:
- Slot: 3

C.c.4) Sentry Drone
Health Information
HP: 300 Armor: Sentry Drone Armor
Experience Information
Can not gain veterancy by normal means (killing enemies)
50 Exp as Conscript/Veteran
100 Exp as Elite
150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 350
Movement Information
Speed: 60 dist/sec; 50 if heavily damaged
Turn rate: 180 degrees per second
Weapon Information
Sentry Drone Gun (Anti Surface)
Prerequisite: Sentry Drone Gun upgrade
Turret Turn Rate: 180
Pack Time: 1000 ms
Damage: 8
Damage Type: Comache Vulcan
Cooldown: 200 milliseconds
Range: 150
Missile Speed: 600 dist/sec
Accuracy: 100%
Unpack Time: 1000 ms
Special Feature Information
1] Robot
This unit has no pilot, so Jarmen Kell and Nuke Cannon's Neutron Shells
can not empty this vehicle.
2] Stealth
Sentry Drone remains in stealth condition if it is not moving or attacking.
Stealth Delay: 2000 ms
3] Detector
This robotic vehicle is equipped with a stealth-detecting sensor.
Detection Rate: 900
Detection Range: 225 (oh, c'mon, what makes it larger than vision range?)
Upgrade Information
- Sentry Drone Gun (US War Factory): Mounts a machine gun on the drone,
making it able to attack hostile units, mainly infantry.
Build Information
Prerequisite: Laser Gen. War Factory
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 1
- Can not crush infantry

C.c.5) Avenger
Health Information
HP: 300; 400 with Composite Armor
Armor: Anti Air Vehicle Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 400 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
Avenger Twin Laser Turret (Anti Air only)
Turret Turn Rate: 180
Both turrets have the same statistics. The statistics below just describes
one of them. To get the total damage an Avenger delivers to an air
unit, just multiply the statistics below by 2.
Damage: 10
Damage Type: Small Arms
Cooldown: 200 milliseconds
Range: 300
Laser Speed: immediate
Accuracy: 100%
Special Feature Information
1] Avenger Target Designator
Gives Faerie Bonus (see Bonus Modifier).
Range: 200
Cooldown: 200 ms
2] Avenger Point Defense Laser
Target: Ballistic Missile, Small Missile
Scan Range: 200
Damage: 100 Range: 100
Laser Speed: immediate Cooldown: 500 ms
3] Eject Pilot
When a veteran, elite, or heroic Avenger is destroyed, it will
eject its pilot. A veteran Avenger will eject a veteran pilot, etc.
More information on Pilot session.
4] Can build one of the following
- Battle Drone (see Drone section)
- Scout Drone (see Drone section)
- Hellfire Drone (see Drone section)
Upgrade Information
- Battle Drone (Avenger) - see Drone section
- Scout Drone (Avenger) - see Drone section
- Hellfire Drone (Avenger) - see Drone section
- Advanced Training (Strategy Center): Avenger gains veterancy as twice as
fast.
- Composite Armor (Strategy Center): Adds +100 to Avenger's max HP.
Build Information
Prerequisite: Laser Gen. War Factory
Build Cost: 1500
Build Time: 10 seconds
Notes
- Slot: 3
- Can not manually attack air units.

C.c.6) Microwave Tank
Health Information
HP: 480; 580 with Composite Armor Armor: Tank Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 400 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 300
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
1] Microwave Tank Building Disabler (Anti Surface)
Always uses this when targetting a structure.
Damage: 50
Range: 200
Damage Type: Subdual Building
Cooldown: 200 ms
2] Microwave Tank Building Clearer (Anti Surface)
Kills all infantry in a garrisonable building.
Always uses this when targetting a garrisonable building.
Range: 125
Cooldown: 100
Special Feature Information
1] Microwave Tank Emitter
Microwave Tank emits a micro wave that damages enemy infantry within range.
Damage: 8 Damage Radius: 100
Cooldown: 250 Damage Type: Microwave
Will not harm friendly/allied/neutral infantry.
Inactive when firing Building Disabler/Clearer.
Requires 1000 ms to become active after Building Disabler/Clearer stops
firing.
2] Eject Pilot
When a veteran, elite, or heroic Microwave Tank is destroyed, it will
eject its pilot. A veteran Microwave Tank will eject a veteran pilot, etc.
More information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Microwave Tank): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Microwave Tank): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Microwave Tank): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- Advanced Training (Strategy Center): Gains veterancy level twice as
fast.
- Composite Armor (Strategy Center): Microwave Tank gains max HP by 100.
Build Information
Prerequisite: Laser Gen. War Factory and Laser Gen. Strategy Center
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 3
- Will not retaliate if attacked.

C.c.7) Construction Dozer
Health Information
HP: 250 Armor: Dozer Armor
Vision Information
Vision Range: 200 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 90 deg/sec; 60 when badly damaged
Special Feature Information
1] Builder
Construction Dozer can build US Standard buildings. See Tip and Trick session
to build other factions' buildings.
2] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Detection Rate: 500 msec
Disarm Delay: 1200 ms per Disarm attempt
Disarm Recharge Time: 4000 ms
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
3] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
Build Information
Prerequisite: Laser Gen. Command Center
Build Cost: 1000
Build Time: 5 seconds
Notes:
- Slot: 5

--------------------------------
(d) USA Laser General Drones
--------------------------------
C.d.1) Scout Drone
Health Information
Health: 100; 150 with Drone Armor Armor: Tank Armor
Vision Information
Vision Range: 150 Shroud Clearing Range: 500
Locomotor Information
Speed: 60 dist/sec; 30 when badly damaged
Turn Rate: 180 degrees/sec; 90 when badly damaged
Maximum Wandering Range: 35 when master vehicle is idle or
guarding; 75 when master vehicle is attacking or moving.
Special Feature Information
Detector
Detection Rate: 500
Upgrade Information
- Drone Armor (Strategy Center): Increases Scout Drone maximum HP
by 50
Build Information
Prerequisite: Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank,
Tomahawk, or Microwave Tank
Build Cost: 100
Build Time: 5
Notes:
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

C.d.2) Battle Drone
Health Information
HP: 100; 150 with Drone Armor Upgrade
Armor: Tank Armor
Experience Information
10 exp as anything
Vision Information
Vision/Shroud Clearing Range: 150
Locomotor Information
Speed: 40 dist/sec; 20 if badly damaged; 140 when repairing
Turn Rate: 90 degrees/sec; 500 if repairing; 400 when repairing
and badly damaged
Maximum Wandering Range: 35 if master vehicle is idle or
guarding; 75 if master vehicle is attacking or moving
Weapon Information
Turret Turn Rate: 360
Battle Drone Machine Gun (Anti Surface)
Damage: 1
Damage Type: Small Arms
Range: 110
Cooldown: 100 msec
Special Feature Information
Repairs Master Vehicle
Repairs damaged Master vehicle if master vehicle is idle or possesses HP
below 60%.
Repair Rate: 5 HP/sec
Upgrade Information
- Drone Armor (Strategy Center): Adds Battle Drone armor by 50.
Build Information
Prerequisite: Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank,
Tomahawk, or Microwave Tank
Build Cost: 200
Build Time: 5
Notes:
- Cannot be repaired.
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

C.d.3) Hellfire Drone
Health Information
HP: 100; 150 with Drone Armor upgrade
Armor: Tank Armor
Experience Information
Vision Information
Vision Range: 100 Shroud Clearing Range: 500
Movement Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 deg/sec; 90 if badly damaged
Maximum Wandering Range: 35 if master vehicle is idle or
guarding; 75 if master vehicle is attacking or moving
Weapon Information
Hellfire Missile (Anti Surface)
Turret Turn Rate: 360 deg/sec
Damage: 40
Damage Radius: 5
Damage Type: Explosion
Cooldown: 100 milliseconds
Range: 150
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Accuracy: 100% vs vehicles, may miss up to 10 distances against infantry
Clip Size: 1 shot
Clip Reload Time: 2000 milliseconds
Homing missile
Upgrade Information
- Drone Armor (Strategy Center): Battle Drone's max HP is increased by 50.
Build Information
Prerequisite: Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank,
Tomahawk, or Microwave Tank
Build Cost: 500
Build Time: 5 seconds
Notes
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

C.d.4) Spy Drone
Health Information
HP: 200; 250 with Drone Armor
Armor: Airplane Armor
Vision Information
Vision Range: 250
Special Feature Information
1] Stealth
Spy Drone is invisible to the enemies unless they use detectors.
2] Detector
Spy Drone can locate hidden units.
Detection Rate: 500 msec.
Upgrade Information
- Drone Armor (Strategy Center): This upgrade increases the maximum
HP of Spy Drone by 50.
Build Information
Prerequisite: US Command Center, Spy Drone General Power
Recharge Time: 1 minute 30 seconds
Notes
- Unselectable
- Due to its small size, Spy Drones are hard to detect, even by a detector.
Use this for your advantage. Put your Spy Drones above trees, cliffs, and
cities/villages.

D. USA Super Weapon General Units
------------------------------------------
(a) USA Super Weapon General Aircraft
------------------------------------------
D.a.1) Chinook
Health Information
HP: 300 Armor: Chinook Armor
Experience Information
50 Exp as anything
Vision Information
Vision Range: 300 Shroud Clearing Range: 600
Movement Information
Speed: 150 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 60; 30 while badly damaged
Build Information
Prerequisite: US Supply Center
Build Cost: 1200
Build Time: 10 seconds
Special Feature Information
1] Supply Gathering
Max Boxes to carry: 8 ($600; $660 with Supply Lines upgrade)
Supply Center Action Delay: 3000 ms (one transaction)
Supply Warehouse Action Delay: 1250 ms per box (many small
transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a
warehouse, or Chinooks go home)
Warns the player when the Supply is exhausted.
2] Transport
Transport Slots: 8
100% damage to units inside if destroyed (freefall without parachutes...)
Can transport all infantry and most vehicles except Nuke Cannon.
Exit Delay: 100 ms
3] Combat Drop
Sends all Rangers inside to a garrisoned building to occupy it,
killing all hostile units inside. It usually takes one Ranger as
a war casualty. If the building is not garrisoned, Rangers
automatically garrison in that building.
Total No. of Ropes: 4
Rope Delay: 900-1500 ms
Ranger Rappel Speed: 30
Upgrade Information
- Supply Lines (Strategy Center): Increases the supply a Chinook can load.
Notes
- Chinook, if needing repairs, must dock to Airfield.
- Chinook only lands if ordered to load or unload units or to undergo a repair.

D.a.2) Comanche
Health Information
HP: 220
Armor: Comanche Armor;
Countermeasures Comanche Armor with Countermeasures upgrade
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 200 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 600
Movement Information
Speed: 120 dist/sec
Turn rate: 180 degrees per second
Weapon Information
1] Comanche 20 mm Cannon (Anti Surface)
Always used when attacking infantry or missiles are reloaded
Damage: 6
Damage Type: Comanche Vulcan
Cooldown: 100 milliseconds
Range: 200
Projectile Speed: immediate
Accuracy: 100%
2] Comanche Anti Tank Missile (Anti Surface)
Primary Damage: 50 Primary Damage Radius: 5
Secondary Damage: 30 Secondary Damage Radius: 25
Damage Type: Jet Missile
Range: 200
Accuracy: 100% against vehicles (practically it is never used against infantry
but theoretically it may miss as much as 20 distances against infantry)
Missile Speed: 225 dist/sec
Missile Turn Rate: 180 deg/sec
Cooldown: 500 ms
Clip Size: 4 Clip Reload Time: 15000 ms
Auto Reload: 15100 ms (time to reload after idle for this long instead of using
the last clip)
Homing missile
Special Feature Information
1] Fire Rocket (Anti Surface)
Comanche fires deadly rocket barrages on the targeted area, damaging
everything in its explosion radius.
Prerequisite: Rocket Pods upgrade
Primary Damage: 30 Primary Damage Radius: 5
Secondary Damage: 10 Secondary Damage Radius: 40
Damage Type: Explosion
Attack Range: 200
Missile Speed: 225 dist/sec
Missile Turn Rate: 180 deg/sec
Cooldown: 200
Clip Size: 20 Clip Reload Time: 30000 ms
Not a homing missile
2] Auto Reload
Comanche does not need to return to Air Field for reloading.
3}Flare
Releases missile-distracting flares when an enemy AA attack threatens.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Reload Time: 4000 ms (reloads in the air)
4] Eject Pilot
Comanche will eject its pilot inheriting its veterancy. A conscript (regular)
Comanche will not eject any pilot.
Upgrade Information
- Rocket Pods (US Air Field): Gives Comanche ability to fire rocket
barrages.
- Countermeasures (US Air Field): Equips Comanche with missile-distracting
flares and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Comanche gains experiences twice
as fast.
Build Information
Prerequisite: US Air Field
Build Cost: 1800
Build Time: 20 seconds
Notes
- Comanche, if needing repairs, must dock to Airfield. It will land near
the Airfield.
- Comanche will never land except when undergoing a repair in a US
Air Field.

D.a.3) Raptor
Health Information
HP: 160
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasure upgrade
Experience Information
100 Exp to Veteran 50 Exp as Conscript/Veteran
200 Exp to Elite 100 Exp as Elite
400 Exp to Heroic 150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Movement Information
Speed: 175 dist/second; 120 if heavily damaged
Turn rate: 120 degrees per second; 90 while badly damaged
Acceleration: 120; 30 while badly damaged
Weapon Information
Raptor Jet Missile (Anti Surface and Air)
Damage: 100; 125 with America Laser Missile
Radius: 5
Damage Type: Jet Missiles
Cooldown: 150 milliseconds
Range: 320 Minimum Range: 100
Missile Speed: 300 dist/sec
Missile Turn Rate: 200 deg/sec
Clip Size: 4 shots
Clip Reload Time: 8000 ms
Accuracy: 100% vs vehicles; may miss up to10 dist against infantry
Homing missile
Build Information
Prerequisite: US Air Field
Build Cost: 1400
Build Time: 20 seconds
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Raptor is shot down, it will eject
its pilot. A veteran Raptor will eject a veteran pilot, etc. More
information on Pilot session.
2] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 3
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- America Laser Missile (US Air Field): Increases the damage of Raptor missile
by 25%.
- Countermeasures (US Air Field): Equips the Raptor with chaffs to confuse
enemy missile tracking system and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Raptor gains veterancy level 100% as
fast.
Notes:
- Raptor takes damage 10% of its max. HP if it is out of ammo and not quickly
reloaded.
- Raptor will return to base after flying idly for 10 seconds.

D.a.4) Stealth Fighter
Health Information
HP: 120
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasures upgrade
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 300 Exp as Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 300
Movement Information
Speed: 175 dist/sec; 120 when heavily damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 150; 30 while badly damaged
Weapon Information
Stealth Jet Missile (Anti Surface)
Damage: 100; 125 with America Laser Missile
Radius: 5
Damage Type: Stealth Jet Missile
Cooldown: 200 milliseconds
Range: 220 Minimum Range: 60
Missile Speed: 300 dist/sec Missile Turn Rate: 200 deg/sec
Accuracy: 10% vs vehicles, may miss as much as 10 dist vs infantry
Clip Size: 2 shots
Clip Reload Time: 8000 milliseconds
Homing missile
Build Information
Prerequisite: US Air Field; Stealth Fighter General Power
Build Cost: 1600
Build Time: 25 seconds
Special Feature Information
1] Stealth
Stealth Fighter cloaks when not firing.
Stealth Delay: 1500 ms
2] Bunker Buster
Prerequisite: Bunker Buster upgrade
Stealth Fighter missiles are capable of ungarrison these buildings below:
a. Bunker/Fortified Bunker
b. Civilian Buildings (including Civilian Bunker and Huts, etc)
c. Palace
d. Tunnel Network
Bunker Buster-upgraded Stealth Fighter missiles ungarrison those buildings
and kill most infantry unlucky enough to stay in the buildings. The infantry
surviving the Bunker Buster are infantry with HP above 150, they are:
a. Ranger
b. Colonel Burton
c. Jarmen Kell
d. Black Lotus, except Boss General Black Lotus
A Tunnel Network housing vehicles in it, when bested by a Bunker Buster-
upgraded missile, will be forced to evacuate the vehicles.
Bunker Buster also adds the Stealth Fighter missile damage
Bunker Buster Shockwave Weapon Small
Damage: 10
Radius: 50
Shockwave Damage Amount: 50
Shockwave Radius: 50
Shockwave Taper Off (Damage delivered at the shockwave edge): 30%
Bunker Buster can also push infantry staying in the radius of 200 from its
explosion.
3] Eject Pilot
When a veteran, elite, or heroic Stealth Fighter is shot down, it will eject
its pilot. A veteran Stealth Fighter will eject a veteran pilot, etc. More
information on Pilot session.
4] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- America Laser Missile (US Airfield): Increases the damage of Stealth Fighter
missile by 25%
- Bunker Buster (US Airfield): Stealth Fighters can damage units in some
buildings and force the survivors to leave the buildings.
- Countermeasures (US Airfield): Equips the aircraft with missile-distracting
flares and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Stealth Fighter gains veterancy level
as twice as fast.
Notes
- Stealth Fighter takes damage 10% of its max. HP if it is out of ammo and not
quickly reloaded.
- Stealth Fighter will return to base after flying idly for 10 seconds.

D.a.5) Aurora Alpha
Health Information
HP: 80
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
200 Exp to Veteran 200 Exp as Conscript/Veteran
400 Exp to Elite 400 Exp as Elite/Heroic
800 Exp to Heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 600
Movement Information
Normal Supersonic Sluggish
Speed 180 dist/sec 480 dist/sec 150 dist/sec
Speed (badly damaged) 120 dist/sec 240 dist/sec 100 dist/sec
Turn Rate 180 deg/sec 180 deg/sec 90 deg/sec
Turn Rate (badly damaged) 90 deg/sec 90 deg/sec 60 deg/sec
Acceleration 180 480 90
Acceleration (badly damaged) 120 240 60
Note:
Normal: Aurora is ordered to move
Supersonic: Aurora is ordered to attack
Sluggish: Aurora is out of ammo
Weapon Information
1] Aurora Fuel Air Bomb (Anti Surface)
(bomb released by Aurora Alpha)
Damage: 400 Radius: 20
Damage Type: Aurora Bomb
Range: 300
Bomb Speed: 480 dist/sec
Clip Size: 1
Clip Reload Time: 5000 milliseconds
Not homing
2] Aurora Fuel Air Gas
(gas created 1000 ms after the Aurora Fuel Air Bomb hits the ground)
a. Daisy Cutter Flame
(it serves more as decoration than weapon, lighting the trees with fire)
Damage: 5 Damage Radius: 100
Damage Type: Flame
b. Fuel Bomb Detonation
(the final explosion created after the flame burns)
Damage: 1000 Radius: 100
Damage Type: Explosion
Shockwave Damage: 75 Shockwave Radius: 75
Shockwave Damage at the Center of Explosion: 24.75
Clip Size: 1 Clip Reload Time: 5000 ms
Special Feature Information
1] Supersonic
Aurora uses supersonic mode when receiving an order to attack. When it
moves in supersonic mode, Aurora is invulnerable to enemy attack.
100 ms are required to shift from supersonic mode to sluggish mode
Aurora Bomber still remains untargettable during the first 2000 ms
of the sluggish mode.
(See Movement Information)
2] Eject Pilot
When a veteran, elite, or heroic Aurora is shot down, it will eject
its pilot. A veteran Aurora will eject a veteran pilot, etc. More
information on Pilot session.
3] Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- Countermeasures (US Airfield): Installs aircraft with a missile distracting system
and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Aurora gets veterancy 100% faster
Build Information
Prerequisite: US Air Field and Strategy Center
Build Cost: 2000
Build Time: 30 seconds
Notes
- Aurora Bomber takes damage 10% of its max. HP if it is out of ammo and
not quickly reloaded.
- Aurora Bomber will return to base after flying idly for 10 seconds.

D.a.6) US Cargo Plane
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 when badly damaged
Turn Rate: 25 deg/sec; 10 when badly damaged
Acceleration: 60; 30 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft and armor that is more resistant to AA weapons.
Build Time
Ranger Paradrop General Power and a US Command Center, or a Reinforcement
Pad, or a Supply Drop Zone.
Notes
- Used to drop Ranger Paradrop, Reinforcement Pad vehicle, and Supply
Drop Zone crates
- Door open time: 500 ms

D.a.7) A10 Thunderbolt
Health Information
HP: 600
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
40 exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Speed: 120 dist/sec
Turn Rate: 200 degrees/sec; 90 if badly damaged
Weapon Information
1] A10 Thunderbolt Vulcan (Anti Surface)
Damage: 10 Damage Radius: 4
Damage Type: Small Arms
Cooldown: 60 milliseconds
Range: 450
Projectile Speed: immediate
2] A10 Thunderbolt Missile (Anti Surface)
Launches 6 missiles per aircraft. 1st level will deliver 6 missiles,
2nd 12 missiles, and 3rd 18 missiles.
Damage: 200 Damage Radius: 50
Damage Type: Explosion
Range: 450
Clip Size: 2
Cooldown: 500 ms
Missile Speed: 240 ms/sec
Missile Turn Rate: 200 degrees/second
Homing missile)
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3 Flares per volley: 3
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Build Information
A-10 Thunderbolt Missile Strike General Power and a US Command Center
Notes:
-

D.a.8) B52
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
50 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 when badly damaged
Turn Rate: 25 deg/sec; 10 when badly damaged
Acceleration: 60; 30 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Notes
- Used for Leaflet Drop, Fuel Air Bomb, Carpet Bomb
- Door open time: 500 ms

D.a.9) B3
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
50 Exp as anything
Movement Information
Speed: 200 dist/sec; 180 when badly damaged
Turn Rate: 160 deg/sec; 90 when badly damaged
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 50%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on
the aircraft armor that is more resistant to AA weapons.
Notes
- Used to drop MOAB
- Door open time: 500 ms

D.a.10) Spectre Gunship
Health Information
HP: 1000
Armor: Spectre Gunship Armor;
Countermeasures Spectre Gunship Armor
Experience Information
40 Exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Moving to the destination
Speed: 290 distances/sec; 200 if badly damaged
Turn rate: 50 degrees per second
Patrolling an area
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 50 degrees per second
Patroling radius: 250
Patroling time: 10 seconds (Lv 1), 15 seconds (Lv 2), 20 seconds (Lv 3)
Weapon Information
1] Spectre Howitzer Gun (Anti Surface)
Damage: 80 Radius: 25
Damage Type: Explosion
Continuous Fire 1 Cooldown: 777 msec (1 shoot)
Continuous Fire 2 Cooldown: 518 msec (2 shoots)
Continuous Fire 3 Cooldown: 389 msec (2000 shoots)
Range: 2222 (Can only shoot in its patrolling radius)
Missile Speed: immediate
Not a homing missiles
2] Spectre Gunship Gattling Cannon
Damage: 90
Range: 2222 (Can only shoot in its patrolling radius)
Gattling shot area: 20
Damage Type: Gattling
Continuous Fire 1 Cooldown: 100 msec (1 shoot)
Continuous Fire 2 Cooldown: 50 msec (2 shoots)
Continuous Fire 3 Cooldown: 25 msec (2000 shoots)
Combination of both weapons have some modifiers
Delay between each attempted shot of Howitzer: 300 ms
Delay for Howitzer to shoot after Gattling Cannon shot: 400 ms
Attack Area Radius: 200
Special Feature Information
Flare
When an AA weapons system threat is imminent, the aircraft will release some
distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 5 Flares per volley: 4
Volley cooldown: 1000 ms
Evasion rate per flare: 30%
Reloads when leaving map
Upgrade Information
- Countermeasure (US Air Field): Equips the aircraft with a
missile-distracting chaff system armor that is more resistant to AA weapons.
Build Information
Prerequisite: US Spectre Gunship General Power (Level 5) and an Air Force
General Command Center
Notes:

-------------------------------------------
(b) USA Super Weapon General Infantry
-------------------------------------------
D.b.1) Ranger
Health Information
HP: 180
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
40 Exp to Veteran 20 Exp as Conscript/Veteran
60 Exp to Elite 40 Exp as Elite
120 Exp to Heroic 60 Exp as Heroic
Vision Information
Vision Range: 100 Shroud Clearing Range: 400
Movement Information
Normal Rappel
Speed 20 dist/sec; 10 if badly hurt 30 dist/sec
Turn Rate 500 deg/sec (infinite) -
Note:
- Normal: Ranger is walking
- Rappel: Ranger is performing a Combat Drop
Weapon Information
1] Ranger Advanced Combat Rifle (Anti Surface)
Damage: 5
Damage Type: Small Arms
Cooldown: 100 milliseconds Range: 100
Projectile Speed: immediate
Accuracy: 100%
Clip Size: 3 shots Clip Reload Time: 700 milliseconds
2] Ranger Flash Bang Grenade (Anti Surface)
Primary Damage: 25 Primary Damage Radius: 10
Secondary Damage: 10 Secondary Damage Radius: 40
Damage Type: Surrender
Range: 175 Minimum Range: 20
Projectile Speed: 120
Accuracy: 96% against unmoving target (may miss as much as 4
distance radius from the target)
Reload Time: 2000 msec
Empties garrisoned civilian buildings (10 kills per hit)
Special Feature Information
1] Capture Building
Prerequisite: Capture Building upgrade
Unpack Time: 3000 ms
Preparation Time: 20000 ms
Pack Time: 2000 ms
Experience Gained: 15
Recharge Time: 15000 ms
2] Switches Weapons
Prerequisite: Flash Bang upgrade
Switches weapon from Rifle to Flash Bang or vice versa
3] Ungarrison
Ranger can kill enemy infantry garrisoning in a civilian building with Flash
Bang grenade.
4] Combat Drop
Prerequisite: Chinook
Drops Ranger by Chinook to occupy a garrisonable civilian building
controlled by hostile units. All hostile units inside will be exterminated.
It usually takes one Ranger as a war casualty. If the building is not garrisoned,
Rangers automatically garrison in that building. See Chinook for more info.
Upgrade Information
- Capture Building (Barracks): Enables Ranger to capture most hostile buildings
or tech buildings.
- Flash Bang Grenade (US Barracks): Allows Ranger to switch weapon from
Rifle to Flash-Bang or vice versa.
- Advanced Training (Strategy Center): Increases experience gained by
Ranger by 100%.
- Chemical Suits (Strategy Center): Increases Ranger defense against Poison,
Radiation, and Microwave.
Build Information
Prerequisite: Super Weapon General Barracks
Build Cost: 225
Build Time: 5 seconds
Notes
- Slot: 1

D.b.2) Missile Defender
Health Information
HP: 100
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
100 exp to veteran 20 exp as conscript/veteran
200 exp to elite 40 exp as elite
400 exp to heroic 60 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Locomotor Information
Speed: 20 dist/sec; 10 if badly hurt
Turn Rate: 500 degrees/sec
Weapon Information
Missile Defender Missile (Anti Surface and Air)
Damage: 40
Damage Radius: 5
Damage Type: Infantry Missile
Range: 175
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Cooldown: 1000 msec
Accuracy: 100% vs vehicles, may miss as much as 10 distances
against infantry.
Homing missile
Special Feature Information
Laser Missile Attack
Uses Laser Beam to target a hostile vehicle
Preparation Time: 1000 (+500 ms, making a total 1500 ms)
Target Range: 200 dist
Abort Range: 250 dist (cancels Laser Missile Attack when enemy vehicle
moves outside 250 dist).
Damage: 40
Damage Radius: 5
Damage Type: Armor Piercing
Range: 300
Projectile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Accuracy: 100% (though it is practically can’t target infantry,
theoretically it may miss as much as 10 distances against infantry)
Cooldown: 500 msec
Homing missile
Upgrade Information
- Advanced Training (Strategy Center): Increases experience gained by
Missile Defender by 100%.
- Chemical Suits (Strategy Center): Increases Missile Defender resistance
against Poison, Radiation, and Microwave.
Build Information
Prerequisite: Super Weapon General Barracks
Build Cost: 300
Build Time: 5 seconds
Notes:
- Slot: 1

D.b.3) Pathfinder
Health Information
HP: 120
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
50 exp to veteran 40 exp as conscript/veteran
100 exp to elite 60 exp as elite
200 exp to heroic 80 exp as heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 400
Locomotor Information
Speed: 30 dist/sec; 20 when badly hurt
Turn Rate: 500 degrees/sec (infinite)
Weapon Information
Pathfinder Sniper Rifle (Anti Surface)
Damage: 100
Damage Type: Sniper
Range: 300
Projectile Speed: Immediate
Cooldown: 2000 msec
Can not attack vehicles or buildings.
Special Feature Information
1] Detector
Detection Rate: 500 msec
Can not detect when in a garrison or transport or Tunnel Network
2] Stealth
Decloaks when moving, still cloaks even when attacking or when garrisoning
in a garrisonable civilian building.
Upgrade Information
- Advanced Training (Strategy Center): Pathfinder gains experience as twice as
fast.
- Chemical Suits (Strategy Center): Increases Pathfinder resistance
against Poison, Radiation, and Microwave.
Build Information
Prerequisites: US Barracks & Pathfinder General Power
Build Cost: 600
Build Time: 10 seconds
Notes:
- Slot: 1
- Will not retaliate if attacked.

D.b.4) Colonel Burton
Health Information
HP: 200
Armor: Human Armor;
Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
200 exp to veteran 50 exp as conscript
300 exp to elite 100 exp as veteran/elite
600 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 500
Locomotor Information
Walking
Speed: 30 dist/sec; 20 if badly hurt
Turn Rate: 500 degrees/sec
Climbing
Speed: 20 dist/sec; 15 if badly hurt
Turn Rate: 360 degrees/sec; 350 if badly hurt
Weapon Information
Colonel Burton Sniper Rifle (Anti Surface)
Damage: 40
Damage Type: Small Arms
Range: 125
Projectile Speed: Immediate
Cooldown: 100 msec
Clip Size: 3
Clip Reload Time: 500 msec
Special Feature Information
1] Stealth
Stealth Delay: 2000 msec
Decloaks when firing or before planting C4s
2] Climbing
Colonel Burton can climb some cliffs, making him good at infiltrating base
lending its protection on mountain only. See Movement Information.
3] Can not be squished except by Overlord/Emperor Overlord
4] Knife Attack
Damage: 10000
Damage Type: Melee
Range: 3
Reload Time: 1367 msec
Pre Attack Delay: 833 ms (always delays attack for 833 ms before
stabbing)
5] Timed Demo Charge
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Shroud Clearing Range: 75
Range: 0
Explodes after 20 seconds
Decloaks 5000 ms before planting C4
Can’t install more than 1 C4 (either Timed or Remote) in one place
C4 Installation Time: 5500 ms
Escapes 100 distances after completion
Max Timed C4s to Install: 10
Does not expire when Colonel Burton dies
6] Remote Demo Charge
Primary Damage: 2000
Primary Damage Radius: 25
Secondary Damage: 150
Secondary Damage Radius: 75
Damage Type: Explosion
Shroud Clearing Range: 75
Range: 0
Explodes after detonated
Decloaks 5000 ms before planting C4
Can’t install more than 1 C4 (either Timed or Remote) in one place
C4 Installation Time: 5500
Escapes 100 distances after completion
Max Remote C4s to Install: 8
Expires if Colonel Burton dies
7] Detonate
Detonates all Remote Demo Charges
Upgrade Information
- Advanced Training (Strategy Center): Increases Colonel Burton’s
veterancy gathering by 100%
- Chemical Suits (Strategy Center): Increases Colonel Burton resistance
against Poison, Radiation, and Microwave.
Build Information
Prerequisites: Super Weapon General Barracks & Strategy Center
Build Cost: 1200
Build Time: 20 seconds
Notes:
- Slot: 1
- Max. Limit: 1
- Will not retaliate when attacked.

D.b.5) Pilot
Health Information
HP: 100 Armor: Human Armor
Experience Information
10 Exp as anything
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 dist/sec; 20 when badly hurt
Turn Rate: 500 degrees/sec
Special Feature Information
1] Eject
Escapes from destroyed vehicles possessing veterancy level.
2] Veterancy Inheritancy
Inherits veterancy level of the destroyed vehicles.
3] Veterancy Deliverance
Delivers or adds the veterancy level a pilot owns to the vehicle
he boards.
Vehicles to receive veterancy: All vehicles which can gain veterancy
level except transport.
Build Information
- Built from destroyed vehicles possessing veterancy level.
Notes:
- Slot: 1
- When ejecting from the destroyed vehicle, a pilot remains unattackable for
2000 ms.
- To deliver veterancy level to a Comanche, simply damage the Comanche
and when it docks to the Airfield to repair, enter.
- Guard your pilot so he won’t land in water. He will die drowned.

-------------------------------------------
(c) USA Super Weapon General Vehicles
-------------------------------------------
D.c.1) Humvee
Health Information
HP: 240 Armor: Humvee Armor
Experience Information
100 exp to veteran 50 exp as conscript/veteran
150 exp to elite 100 exp as elite
300 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 320
Locomotor Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
Turret Turn Rate: 180
1] Humvee Gun (Anti Surface)
Damage: 10
Damage Type: Comanche Vulcan
Range: 150
Projectile Speed: 600 dist/sec
Cooldown: 200 msec
2] Humvee Missile Weapon (Anti Surface)
Damage: 30
Damage Radius: 5
Damage Type: Explosion
Range: 150
Projectile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/second
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry
Cooldown: 1000 msec
Clip Size: 1
Clip Reload Time: 2000 msec
Not a homing missile
3] Humvee Missile Weapon (Anti Air)
Damage: 50
Damage Radius: 5
Damage Type: Explosion
Range: 320
Projectile Speed: 400 dist/sec
Missile Turn Rate: 300 degrees/second
Accuracy: 100% against vehicles, may miss as much as 10% against
infantry.
Cooldown: 1000 msec
Clip Size: 1
Clip Reload Time: 2000 msec
Homing missile
Special Feature Information
1] Battle Transport
Enables passengers to fire from inside, gaining Garrison Bonus
(see Bonus Modifiers)
Can accommodate at most 5 infantry
100% damage to units inside upon death (kills all passengers when
destroyed)
Exit Delay: 250 ms/unit
Number of Exit Paths: 3
2] Eject Pilot
When a veteran, elite, or heroic Humvee is destroyed, it will eject
its pilot. A veteran Humvee will eject a veteran pilot, etc. More
information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Humvee): Builds a floating Battle Drone equipped with
light machine gun and repair tools used to repair its master vehicle.
- Scout Drone (Humvee): Builds a floating Scout Drone to augment sight
range and detect stealth units.
- Hellfire Drone (Humvee): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- TOW Missile (SW Gen. War Factory): Equips all Humvees with a TOW
Missile capable of attacking ground and air units.
- Advanced Training (SW Gen. Strategy Center): Increases the veterancy
gaining by 100%.
Build Information
Prerequisite: Super Weapon Gen. War Factory
Build Cost: 850
Build Time: 10 seconds
Notes:
- Slot: 3

D.c.2) Ambulance
Health Information
HP: 240 Armor: Toxin Truck Armor
Experience Information
50 exp as anything
Vision Information
Vision Range: 100 Shroud Clearing Range: 400
Locomotor Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 degrees/sec
Special Feature Information
1] Hazard Cleaning
Turret Turn Rate: 180
Radius: 50
Range: 100
Scan Rate: 1000
Scan Range: 100
Allowed to move around while cleaning up.
2] Healing Transport
Can transport up to 3 infantry inside
Healing Rate: 25%/second
Allows Allied Units inside
Exit Delay: 250 ms/unit
Number of Exit: 3
3] Infantry Healing
Heals allied infantry standing near it
Healing Rate: 4 HP/second
Healing Radius: 100
4] Vehicle Repair
Repairs damaged allied vehicles (woooowwwwww......)
Repair Rate: 8 HP/sec
Repair Radius: 100
Will not repair itself (or herself?) and air units.
Upgrade Information
- Battle Drone (Ambulance): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Ambulance): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Ambulance): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
Build Information
Prerequisite: Super Weapon Gen. War Factory
Build Cost: 700
Build Time: 10 seconds
Notes:
- Slot: 3

D.c.3) Sentry Drone
Health Information
HP: 300 Armor: Sentry Drone Armor
Experience Information
Can not gain veterancy by normal means (killing enemies)
50 Exp as Conscript/Veteran
100 Exp as Elite
150 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 350
Movement Information
Speed: 60 dist/sec; 50 if heavily damaged
Turn rate: 180 degrees per second
Weapon Information
Sentry Drone Gun (Anti Surface)
Prerequisite: Sentry Drone Gun upgrade
Turret Turn Rate: 180
Pack Time: 1000 ms
Damage: 8
Damage Type: Comache Vulcan
Cooldown: 200 milliseconds
Range: 150
Missile Speed: 600 dist/sec
Accuracy: 100%
Unpack Time: 1000 ms
Special Feature Information
1] Robot
This unit has no pilot, so Jarmen Kell and Nuke Cannon's Neutron Shells
can not empty this vehicle.
2] Stealth
Sentry Drone remains in stealth condition if it is not moving or attacking.
Stealth Delay: 2000 ms
3] Detector
This robotic vehicle is equipped with a stealth-detecting sensor.
Detection Rate: 900
Detection Range: 225 (oh, c'mon, what makes it larger than vision range?)
Upgrade Information
- Sentry Drone Gun (SW Gen. War Factory): Mounts a machine gun on the
drone, making it able to attack hostile units, mainly infantry.
Build Information
Prerequisite: Super Weapon Gen. War Factory
Build Cost: 1000
Build Time: 10 seconds
Notes
- Slot: 1
- Can not crush infantry

D.c.4) Tomahawk
Health Information
HP: 180 Armor: Truck Armor
Experience Information
200 exp to veteran 50 exp as conscript/veteran
400 exp to elite 100 exp as elite
800 exp to heroic 150 exp as heroic
Vision Information
Vision Range: 180 Shroud Clearing Range: 200
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/second
Weapon Information
Tomahawk Missile (Anti Surface)
Turret Turn Rate: 60
Primary Damage: 150
Primary Damage Radius: 10
Secondary Damage: 50
Secondary Damage Radius: 25
Damage Type: Explosion
Accuracy: may miss as far as 20 distances against infantry
Range: 350
Minimum Range: 100
Projectile Speed: 200 dist/sec
Missile Turn Rate: 540 degrees/sec
Missile Preparation Time: 250 ms (Delays missile launch for 0.25
second for preparation)
Cooldown: 1 ms
Clip Size: 1
Clip Reload Time: 7000 msec
Homing missile
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Tomahawk is destroyed, it will
eject its pilot. A veteran Tomahawk will eject a veteran pilot, etc.
More information on Pilot session.
2] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Tomahawk): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Tomahawk): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Tomahawk): Builds a floating Hellfire Drone armed with
vehicle-killing missile system.
- Advanced Training (SW Gen. Strategy Center): Gains veterancy level twice
as fast.
Build Information
Prerequisites: Super Weapon Gen. War Factory and
Super Weapon Gen. Strategy Center
Build Cost: 1400
Build Time: 20 seconds
Notes:
- Slot: 3
- Will not acquire enemy when idle.

D.c.5) Avenger
Health Information
HP: 300; 400 with Composite Armor
Armor: Anti Air Vehicle Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 400 Exp as Heroic
Vision Information
Vision Range: 150 Shroud Clearing Range: 300
Movement Information
Speed: 30 distances/second; 25 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Avenger Twin Laser Turret (Anti Air only)
Turret Turn Rate: 180
Both turrets have the same statistics. The statistics below just describes
one of them. To get the total damage an Avenger delivers to an air
unit, just multiply the statistics below by 2.
Damage: 10
Damage Type: Small Arms
Cooldown: 200 milliseconds
Range: 300
Laser Speed: immediate
Accuracy: 100%
Special Feature Information
1] Avenger Target Designator
Gives Faerie Bonus (see Bonus Modifier).
Range: 200
Cooldown: 200 ms
2] Avenger Point Defense Laser
Target: Ballistic Missile, Small Missile
Scan Range: 200
Damage: 100 Range: 100
Laser Speed: immediate Cooldown: 500 ms
3] Eject Pilot
When a veteran, elite, or heroic Avenger is destroyed, it will
eject its pilot. A veteran Avenger will eject a veteran pilot, etc.
More information on Pilot session.
4] Can build one of the following
- Battle Drone (see Drone section)
- Scout Drone (see Drone section)
- Hellfire Drone (see Drone section)
Upgrade Information
- Battle Drone (Avenger) - see Drone section
- Scout Drone (Avenger) - see Drone section
- Hellfire Drone (Avenger) - see Drone section
- Advanced Training (SW Gen. Strategy Center): Avenger gains veterancy
as twice as fast.
- Composite Armor (SW Gen. Strategy Center): Avenger gains more HP.
Build Information
Prerequisite: Super Weapon Gen. War Factory and
Super Weapon Strategy Center
Build Cost: 2400
Build Time: 10 seconds
Notes
- Slot: 3
- Can not manually attack air units.

D.c.6) Microwave Tank
Health Information
HP: 480; 580 with Composite Armor Armor: Tank Armor
Experience Information
200 Exp to Veteran 100 Exp as Conscript/Veteran
300 Exp to Elite 200 Exp as Elite
600 Exp to Heroic 400 Exp as Heroic
Vision Information
Vision Range: 200 Shroud Clearing Range: 300
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
1] Microwave Tank Building Disabler (Anti Surface)
Always uses this when targetting a structure.
Damage: 50
Range: 200
Damage Type: Subdual Building
Cooldown: 200 ms
2] Microwave Tank Building Clearer (Anti Surface)
Kills all infantry in a garrisonable building.
Always uses this when targetting a garrisonable building.
Range: 125
Cooldown: 100
Special Feature Information
1] Microwave Tank Emitter
Microwave Tank emits a micro wave that damages enemy infantry within range.
Damage: 8 Damage Radius: 100
Cooldown: 250 Damage Type: Microwave
Will not harm friendly/allied/neutral infantry.
Inactive when firing Building Disabler/Clearer.
Requires 1000 ms to become active after Building Disabler/Clearer stops
firing.
2] Eject Pilot
When a veteran, elite, or heroic Microwave Tank is destroyed, it will
eject its pilot. A veteran Microwave Tank will eject a veteran pilot, etc.
More information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Microwave Tank): Builds a flying Battle Drone equipped
with light machine gun and repair tools used to repair its master
vehicle.
- Scout Drone (Microwave Tank): Builds a flying Scout Drone to augment
sight range and detect stealth units.
- Hellfire Drone (Microwave Tank): Builds a floating Hellfire Drone
armed with vehicle-killing missile system.
- Advanced Training (Strategy Center): Gains veterancy level twice as fast.
- Composite Armor (Strategy Center): Increases Microwave Tank max HP.
Build Information
Prerequisite: SW Gen. War Factory and SW Gen. Strategy Center
Build Cost: 800
Build Time: 10 seconds
Notes
- Slot: 3
- Will not retaliate if attacked.

D.c.7) Construction Dozer
Health Information
HP: 250 Armor: Dozer Armor
Vision Information
Vision Range: 200 Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 90 deg/sec; 60 when badly damaged
Special Feature Information
1] Builder
Construction Dozer can build US Standard buildings. See Tip and Trick session
to build other factions' buildings.
2] Detection and Disarming
Detects and Disarms US Colonel Burton’s & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Detection Rate: 500 msec
Disarm Delay: 1200 ms per Disarm attempt
Disarm Recharge Time: 4000 ms
Looks for explosives to disarm within 150 range every 5000 milliseconds
when idle.
Can’t detect explosives when in Transport or Tunnel Network.
3] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds
when idle.
Build Information
Prerequisite: Super Weapon Gen. Command Center
Build Cost: 1000
Build Time: 5 seconds
Notes:
- Slot: 5

------------------------------------------
(d) USA Super Weapon General Drones
------------------------------------------
D.d.1) Scout Drone
Health Information
Health: 100; 150 with Drone Armor Armor: Tank Armor
Vision Information
Vision Range: 150 Shroud Clearing Range: 500
Locomotor Information
Speed: 60 dist/sec; 30 when badly damaged
Turn Rate: 180 degrees/sec; 90 when badly damaged
Maximum Wandering Range: 35 when master vehicle is idle or
guarding; 75 when master vehicle is attacking or moving.
Special Feature Information
Detector
Detection Rate: 500
Upgrade Information
- Drone Armor (SW General Strategy Center): Increases Scout Drone
maximum HP by 50
Build Information
Prerequisite: Humvee, Ambulance, Avenger, Tomahawk, or Microwave
Tank
Build Cost: 100
Build Time: 5
Notes:
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

D.d.2) Battle Drone
Health Information
HP: 100; 150 with Drone Armor Upgrade
Armor: Tank Armor
Experience Information
10 exp as anything
Vision Information
Vision/Shroud Clearing Range: 150
Locomotor Information
Speed: 40 dist/sec; 20 if badly damaged; 140 when repairing
Turn Rate: 90 degrees/sec; 500 if repairing; 400 when repairing
and badly damaged
Maximum Wandering Range: 35 if master vehicle is idle or
guarding; 75 if master vehicle is attacking or moving
Weapon Information
Turret Turn Rate: 360
Battle Drone Machine Gun (Anti Surface)
Damage: 1
Damage Type: Small Arms
Range: 110
Cooldown: 100 msec
Special Feature Information
Repairs Master Vehicle
Repairs damaged Master vehicle if master vehicle is idle or possesses HP
below 60%.
Repair Rate: 5 HP/sec
Upgrade Information
- Drone Armor (SW Gen. Strategy Center): Adds Battle Drone armor by 50.
Build Information
Prerequisite: Humvee, Ambulance, Avenger, Tomahawk, or Microwave
Tank
Build Cost: 200
Build Time: 5
Notes:
- Cannot be repaired.
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

D.d.3) Hellfire Drone
Health Information
HP: 100; 150 with Drone Armor upgrade
Armor: Tank Armor
Experience Information
Vision Information
Vision Range: 100 Shroud Clearing Range: 500
Movement Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 deg/sec; 90 if badly damaged
Maximum Wandering Range: 35 if master vehicle is idle or
guarding; 75 if master vehicle is attacking or moving
Weapon Information
Hellfire Missile (Anti Surface)
Turret Turn Rate: 360 deg/sec
Damage: 40
Damage Radius: 5
Damage Type: Explosion
Cooldown: 100 milliseconds
Range: 150 Minimum Range:
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Accuracy: 100% vs vehicles, may miss up to 10 distances against infantry
Clip Size: 1 shot
Clip Reload Time: 2000 milliseconds
Homing Missile
Upgrade Information
- Drone Armor (SW Gen. Strategy Center): Battle Drone's max HP
is increased by 50.
Build Information
Prerequisite: Humvee, Ambulance, Avenger, Tomahawk, or Microwave
Tank
Build Cost: 500
Build Time: 5 seconds
Notes
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

D.d.4) Spy Drone
Health Information
HP: 200; 250 with Drone Armor
Armor: Airplane Armor
Vision Information
Vision Range: 250
Special Feature Information
1] Stealth
Spy Drone is invisible to the enemies unless they use detectors.
2] Detector
Spy Drone can locate hidden units.
Detection Rate: 500 msec.
Upgrade Information
- Drone Armor (Strategy Center): This upgrade increases the maximum
HP of Spy Drone by 50.
Build Information
Prerequisite: US Command Center, Spy Drone General Power
Recharge Time: 1 minute 30 seconds
Notes
- Unselectable
- Due to its small size, Spy Drones are hard to detect, even by a detector.
Use this for your advantage. Put your Spy Drones above trees, cliffs, and
cities/villages.


=========================
4 USA Building Information
=========================
All USA buildings are self-repair, meaning that they will be able to achieve full
health after being damaged if given enough time and condition. Most USA
buildings also pop up Rangers when destroyed, posing another threat even
after they are destoyed.

There are common differences among the buildings used by various generals,
i.e.:
- All generals have their buildings to build their own units. For example, a
Standard USA War Factory can not build Laser General vehicles. (S)he
must capture a Laser General War Factory to train, say, a Laser Tank
So a Superweapon General player, after capturing a Standard USA player's
Air Field, can not expect to be able to build an Aurora Alpha from the
once captured Air Field.
Refer to sessions on units above for reference if required.
- The same rule may also apply for upgrade. Some upgrades are unique
and can not be researched from other generals' buildings of the same kind
(Stealth Comanche, for example, can not be researched from Laser General
Air Field).
However, if the upgrade is a common upgrade, it can be researched from other
generals' buildings of the same kind and used by units of other generals which
share the same upgrades (Countermeasures can be researched by a Laser
General player from a captured Air Force General's Air Field, for example,
and used for his/her Raptor). Unlike China or GLA Generals, USA Generals,
according to my observation so far, do not have any tricks on upgrades.
- Buildings of the same kind from two different generals can not interchange
functions as requirements for buildings of the next hierarchy. A Super Weapon
General Strategy Center can not be used to train an Air Force Colonel Burton.
To train an Air Force General's Colonel Burton, an Air Force General's
Strategy Center is required.

In this section, there is a Modification for Each USA General section.
This section only contains differences not mentioned above. For example,
Standard USA Air Field and Air Force General Air Field have different
conditions. However, this section will not mention that the difference between
a Standard USA War Factory and Lasser General War Factory is Laser Gen.
War Factory cannot produce Crusader and Paladin Tanks. It is something that
has already been mentioned above.

-------------------------
! 1) Standard Buildings !
-------------------------
a) Command Center
HP: 5000 Armor: Structure Armour Tough
Build Cost: 2000 Build Time: 45 seconds
Vision/Shroud Clearing Range: 300
Experience Value: 200
Special Feature Information
1] American Radar
This building comes with a free radar upgrade, enabling the minimap.
2] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
3] Ranger Guard
Creates 10 Rangers upon destruction.
Modifications for Each General:
- Air Force General: Logo
- Laser General: Logo
- Super Weapon General: Logo
Notes:
- Dozer Production Facility
- Door Opening Time: 1500 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms
- Required to activate some US General Powers (see General Powers)

b) Cold Fusion Reactor
HP: 800 Armor: Structure Armor
Build Cost: 800 Build Time: 10 seconds
Power: +5; 10 with Control Rods upgrade
Vision/Shorud Clearing Range: 200
Experience Value: 100
Special Feature Information
1] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
2] Ranger Guard
Creates 2 Rangers upon destruction.
Upgrade Information
- Control Rods (respective Cold Fusion Reactor): Increases the power output
of the reactor by 100%.
Modifications for Each General:
- Air Force General: None
- Laser General:
Build Cost: 700
Power: +8; 16 with Advanced Control Rods
Upgrade Information
- Control Rods (respective Cold Fusion Reactor): increases power
output by 100%.
- Super Weapon General:
Build Cost: 900
Power: +5; 20 with Control Rods
Upgrade Information
- Control Rods (respective Cold Fusion Reactor): increases power
output by 300%.
Notes:
- US power generator

c) Barracks
HP: 1000 Armor: Structure Armor
Build Cost: 600 Build Time: 10 seconds
Vision/Shroud Clearing Range: 200
Experience Value: 100
Special Feature Information
1] Infantry Healing
May heal at most 10 infantry at the same time
May heal allied infantry, but not neutral or hostile
Requires 2000 ms to fully heal a soldier
2] Ranger Guard
Creates 3 Rangers upon destruction.
3] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
Modification for Each General
- Air Force General: none
- Laser General: none
- Super Weapon General: none

d) Supply Center
Prerequisite: Cold Fusion Reactor Power: -1
HP: 2000 Armor: Structure Armor
Build Cost: 2000 Refund: 400
Build Time: 10 seconds Vision/Shroud Clearing Range: 200
Experience Value: 200
Special Feature Information
1] Ranger Guard
Creates 3 Rangers upon destruction.
2] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
Modification for Each General:
- Air Force General: none
- Laser General: none
- Super Weapon General: none
Notes:
- US supply collection and processing facility
- Comes with a Chinook.
- Can not be build too near to supplies.
- Can receive supplies harvested by Workers or Supply Truck.

e) Patriot Missile Battery System
Prerequisite: Cold Fusion Reactor Power: -3
HP: 1000 Armor: Base Defense Armor
Build Cost: 1000 Build Time: 25 seconds
Vision/Shroud Clearing Range: 360
Experience Value: 200
Weapon Information
Turret Turn Rate: 180 degrees/sec
1] Patriot Missile (Anti Surface)
Damage: 30 Damage Radius: 5
Range: 225 Damage Type: Explosion
Missile Speed: 400 dist/sec Missile Turn Rate: 300 degrees/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infanty
Cooldown: 250
Clip Size: 4 Clip Reload Time: 2000 ms
Homing missile
2] Patriot Missile (Anti Air)
Damage: 25 Damage Radius: 5
Range: 350 Damage Type: Explosion
Missile Speed: 400 dist/sec Missile Turn Rate: 300 degrees/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infanty
Cooldown: 250
Clip Size: 4 Clip Reload Time: 2000 ms
Homing missile
Can shoot down ballistic missiles
Special Feature Information
1] Assistance
A Patriot may request assistance from nearby Patriot when shooting an enemy.
Assistance Request Range: 200
Weapon Used for Assistance: Patriot Missile Assist Weapon
(Anti Air and Surface)
Damage: 25
Damage Radius: 5
Damage Type: Explosion
Range: 450
Projectile Speed: 400
Missile Turn Rate: 300 degrees/second
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry.
Cooldown: 250 msec
Clip Size: 4
Clip Reload Time: 1000 msec
Homing Missile
2] Dectector
Detection Rate: 500 msec
Detection Range: 200
3] Empowered
Patriot will go offline when there is not enough power.
4] Ranger Guard
Creates 3 Rangers upon destruction.
5] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
Modification for Each General:
- Air Force General: none
- Laser General: Laser General uses Laser Patriot instead of standard Patriot.
- Super Weapon General: General Alexis replaces the standard Patriot with
her EMP Patriot.
Notes:
- US anti air and anti vehicle turret.
- Tends to use its anti air defense first
- Uncaptureable and undisableable by Hackers
- Sometimes, due to its Assistance special feature ability, Patriot may shoot
longer even before the enemy is in its fire range (of course there must be
at least one other Patriot nearby)

f) Fire Base
Prequisite: Cold Fusion Reactor
HP: 1000 Armor: Fire Base Armor
Build Cost: 1000 Build Time: 25 seconds
Vision/Shroud Clearing Range: 360
Experience Value: 200
Weapon Information
Fire Base Howitzer Gun (Anti Surface)
Turret Turn Rate: 60 degrees/sec
Damage: 75 Damage Radius: 10
Damage Type: Explosion
Attack Range: 275 Minimum Attack Range: 50
Cooldown: 2000 ms
Accuracy: 100% vs vehicles, may miss up to 15 dist. vs infantry
Projectile Speed: 300 dist/sec
Special Feature Information
1] Garrison
Can garrison at most 4 infantry
Infantry can fire within
Cannot be ungarrisoned until destroyed
100% damage to units inside when destroyed
Garrisoning infantry takes damage from all splash damage and sniper
2] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
Modification for Each General:
- Air Force General: none
- Laser General: none
- Super Weapon General: none
Notes:
- US anti ground vehicle turret
- Uncaptureable and undisableable by Hackers

g) War Factory
Prerequisite: US Supply Center Power: -1
HP: 2000 Armor: Structure Armor
Build Cost: 2000 Build Time: 15 seconds
Vision/Shroud Clearing Range: 200
Experience Value: 200
Special Feature Information
1] Repairs Vehicles
Can repair allied vehicles
Repairing Time: 5000 ms/unit
2] Ranger Guard
Creates 5 Rangers upon destruction.
3] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
Modification for Each China General
- Air Force General: none
- Laser General: none
- Super Weapon General: none
Notes:
- Primary requirement for US vehicles
- Door Opening Time: 3250 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms

h) Air Field
Prerequisite: US Supply Center Power: -1
HP: 1500 Armor: Structure Armor
Build Cost: 1000 Build Time: 30 seconds
Vision/Shroud Clearing Range: 200
Experience Value: 150
Special Feature Information
1] Repairs Aircraft/Chopper
Can repair allied aircraft/chopper
Repairing Time: 10 HP/second
2] Parks and Reloads Aircraft
Parks up to 4 aircraft
Can park allied aircraft (This usually occurs when you have empty
hangars and at the same time your allied Air Field is destroyed or
captured while his/her aircraft are not parked in the Air Field.
Consequently, you can not build aircraft when there is no empty hangar.)
3] Ranger Guard
Creates 2 Rangers upon destruction.
4] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
Modification for Each General:
- Air Force General:
HP: 2500
Build Cost: 800
- Laser General: none
- Super Weapon General: none
Notes:
- Prerequisite building for US aircraft and choppers
- If captured, all airplanes parking there are automatically changing
owner
- Door Opening Time: 2000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1000 ms

i) Strategy Center
Prerequisite: US War Factory or US Air Field
HP: 1500; 3000 with Hold the Line Battle Plan Armor: Structure Armor
Build Cost: 2500 Build Time: 60 seconds
Vision/Shroud Clearing Range: 400 Power: -2
Experience Value: 250
Special Feature Information
1] Changes Battle Plan
Gives bonus to units in the field. The bonus depends on the battle plan executed.
Two things to be remembered when changing or activating a Battle Plan: First,
your Strategy Center's location will be revealed to all players (location, but the
fog of war and shroud are not revealed) and your ally's units are not affected,
Battle Plan only gives bonuses to player activating it.
It requires 7000 ms to activate a Battle Plan.
When a Battle Plan is already activated and the player activating it wants to
shift to another Battle Plan, the player's units will be left paralized for 5000 ms
plus another 7000 ms to fully activate a new Battle Plan, signed by the building
of a new Strategy Center Add On.
Units receiving bonus from Battle Plan: infantry and vehicles (including Sentry
Drones)
Units receiving no bonus from Battle Plan: Construction Dozer, aircraft, and
buildings.
a. Bombardment
Bombardment gives 20% bonus to unit damage. When a Bombardment
Battle Plan is carried out, Strategy Center will build a weapon on itself.
Strategy Center Gun
Turret Turn Rate: 60 dist/sec
Damage: 200 Damage Radius: 25
Damage Type: Explosion Projectile Speed: 300 dist/sec
Accuracy: may miss up to 15 distances against everything.
Cooldown: 7000 ms
Not homing
b. Hold the Line
This Battle Plane, when activated, reduces the damage received by units
affected by 0.9 (or just say units receive 10% armor bonus). Strategy
Center's maximal HP also increases to 3000.
c. Search and Destroy
Increases the sight range, as well as weapon range, by 20%. Search and
Destroy Battle Plan will also install an Add On that enables the Strategy
Center to detect stealth units nearby.
Strategy Center Stealth Detector
Prerequisite: Search and Destroy Battle Plan
Detection Rate: 500 ms
Detection Range: 500
2] Intelligence
Allows the player to see what the enemies see (can not detect stealth).
Recharge Time: 5 minutes
Revealing Time (how long it reveals enemy position): 30 seconds.
3] Ranger Guard
Creates 4 Rangers upon destruction.
4] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
Modification for Each General:
- Air Force General:
Special Feature Information
5] Carpet Bomb
Air Force General player may send in a B3 to drop bombs on a target area.
Recharge Time: 4 minutes
Number of Bombs: 12
Carpet Bomb statistics (1 bomb)
Damage: 300 Damage Radius: 50
Damage Type: Explosion
- Laser General: none
- Super Weapon General: none
Notes:
- USA Threshold building.
- Max. no. to build: 1

j) Supply Drop Zone
Prerequisite: Strategy Center Power: -4
HP: 1000 Armor: Structure Armor
Build Cost: 2500 Build Time: 45 seconds
Shroud Clearing Range: 100
Experience Value: 200
Special Feature Information
1] UN Funds Donation
Calls in a US Cargo Plane to drop 6 crates of dollars, each consisting of $250.
Reload Time: 2 minutes
2] Ranger Guard
Creates 3 Rangers upon destruction.
3] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
Upgrade Information
- Supply Line (Strategy Center): Increases the amount of money in the crates
by 10%.
Modification for Each General:
- Air Force General: none
- Laser General: none
- Super Weapon General: none
Notes:
- US passive income generator

k) Particle Cannon Uplink
Prerequisite: Strategy Center Power: -10
HP: 4000 Armor: Structure Armor Tough
Revealing Range (to all other players): 60
Vision/Shroud Clearing Range: 200
Build Cost: 5000 Build Time: 60
Experience Value: 400
Special Feature Information
1] Fire Particle Cannon
Recharge Time: 4 minutes
Firing Delay: 2500 ms
Total Firing Time (How long the laser hits before fading): 10 seconds
Damage per second: 400
Damage Type: Particle Beam
Beam Speed: 20 dist/sec; can be sped up to 40 with a delay of 500 ms
Beam Width: 26 (Total damage radius is 26x3.4=88.4)

Particle Cannon Beam Trail Remnant
The trail left behind creates an object that inflicts extra damage for
a short period of time.
Damage: 15
Damage Radius: 10
Damage Type: Particle Beam
Cooldown: 250 ms
Duration: 4000 ms
Immobile
2] Guard Ranger
Creates 6 Rangers upon destruction
3] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
4] Empowered
Goes offline without power.
Modification for Each General
- Air Force General: none
- Laser General: none
- Super Weapon General:
Build Cost: 2500
Instead of firing "white beam", Super Weapon General's Particle Cannon
Uplink fires "purple beam". It seems there is no difference between those
two beam's damage and lifetime.
Notes:
- Beam weapon activator

-----------------------
! 2) Unique Buildings !
-----------------------
a) Advanced Cold Fusion Reactor
Owner: Laser General
HP: 800 Armor: Structure Armor
Build Cost: 700 Build Time: 10 seconds
Power: +8; 16 with Control Rods upgrade
Vision/Shorud Clearing Range: 200
Experience Value: 100
Special Feature Information
1] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
2] Ranger Guard
Creates 2 Rangers upon destruction.
Upgrade Information
- Control Rods (respective Cold Fusion Reactor): Increases the power output
of the reactor by 100%.
Notes:
- Laser General's power generator

b) Cold Fusion Reactor
Owner: Super Weapon General
HP: 800 Armor: Structure Armor
Build Cost: 900 Build Time: 10 seconds
Power: +5; 20 with Control Rods upgrade
Vision/Shorud Clearing Range: 200
Experience Value: 100
Special Feature Information
1] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
2] Ranger Guard
Creates 2 Rangers upon destruction.
Upgrade Information
- Control Rods (respective Cold Fusion Reactor): Increases the power output
of the reactor by 300%.
Notes:
- Super Weapon General's power generator

c) Laser Defense Turret
Owner: Laser General
Prerequisite: Advanced Cold Fusion Reactor Power: -5
HP: 1000 Armor: Base Defense Armor
Build Cost: 1000 Build Time: 25 seconds
Vision/Shroud Clearing Range: 360
Experience Value: 200
Weapon Information
Turret Turn Rate: 180 degrees/sec
1] Laser Patriot Weapon (Anti Surface)
Damage: 40 Radius: 3
Damage Type: Explosion
Attack Range: 225
Accuracy: 100% vs vehicles, may miss 10 dist. vs infantry
Beam Speed: immediate
Cooldown: 250 ms
Clip Size: 3 Clip Reload Time: 2000 ms
2] Laser Patriot Weapon (Anti Surface)
Damage: 35 Radius: 3
Damage Type: Explosion
Attack Range: 350
Accuracy: 100% vs vehicles, may miss 10 dist. vs infantry
Beam Speed: immediate
Cooldown: 250 ms
Clip Size: 4 Clip Reload Time: 2000 ms
Can shoot down ballistic missiles
Special Feature Information
1] Assistance
A Laser Turret may request assistance from nearby Lasert turret when shooting
an enemy.
Assistance Request Range: 200
Weapon Used for Assistance: Patriot Missile Assist Weapon
(Anti Air and Surface)
Damage: 35
Damage Radius: 3
Damage Type: Explosion
Range: 450
Beam Speed: immediate
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry.
Cooldown: 250 msec
Clip Size: 4
Clip Reload Time: 1000 msec
2] Dectector
Detection Rate: 500 msec
Detection Range: 200
3] Empowered
Laser Defense Turret will go offline when there is not enough power.
4] Ranger Guard
Creates 3 Rangers upon destruction.
5] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
Notes:
- US Laser General anti air and anti vehicle turret.
- Tends to use its anti air defense first
- Uncaptureable and undisableable by Hackers
- Sometimes, due to its Assistance special feature ability, Laser Turret may shoot
longer even before the enemy is in its fire range (however, there must be
at least one other Laser Patriot nearby)

d) EMP Patriot
Owner: Super Weapon General
Prerequisite: Cold Fusion Reactor Power: -3
HP: 1000 Armor Base Defense Armor
Build Cost: 900 Build Time: 25 seconds
Vision/Shroud Clearing Range: 360
Experience Value: 200
Weapon Information
Turret Turn Rate: 180 deg/sec
1] EMP Patriot Missile (Anti Surface)
Damage: 15 Damage Radius: 5
Damage Type: Explosion
Attack Range: 275
Missile Speed: 400 dist/sec Missile Turn Rate: 300 deg/sec
Accuracy: 100% vs vehicles, may miss up to 5 dist. vs infantry
Cooldown: 100 ms
Clip Size: 4 Clip Reload Time: 2000 ms
Homing missile
2] EMP Patriot Missile Air (Anti Air)
Damage: 30 Damage Radius: 5
Damage Type: Explosion
Attack Range: 400
Missile Speed: 400 dist/sec Missile Turn Rate: 300 deg/sec
Accuracy: 100% vs vehicles, may miss up to 5 dist. vs infantry
Cooldown: 1000 ms
Clip Size: 4 Clip Reload Time: 2000 ms
Can shoot down ballistic missiles
Homing missile
Special Feature Information
1] Disable
EMP Patriot's explosion will disable any mechanical units in its radius.
Disable duration: 5 seconds
EMP effect radius: 10
Disables hostile and friendly structures, hostile vehicles, but not friendly
structures
Instantly destroys all airplanes hit by it, except uncontrollable airplanes
(Carpet Bombers, B52s, Cargo Planes, etc)
2] Assistance
An EMP Patriot may request assistance from nearby EMP Patriot when shooting
an enemy.
Assistance Request Range: 200
Weapon Used for Assistance: EMP Patriot Missile Assist Weapon
(Anti Air and Surface)
Damage: 25
Damage Radius: 5
Damage Type: Explosion
Range: 450
Beam Speed: immediate
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry.
Cooldown: 250 msec
Clip Size: 4
Clip Reload Time: 1000 msec
Homing missile
3] Dectector
Detection Rate: 500 msec
Detection Range: 200
4] Empowered
EMP Patriot will go offline when there is not enough power.
5] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)
Notes:
- US Super Weapon General anti air and anti vehicle turret.
- Tends to use its anti air defense first
- Uncaptureable and undisableable by Hackers
- Sometimes, due to its Assistance special feature ability, EMP Patriot may shoot
longer even before the enemy is in its fire range (there must be at least one other
Patriot nearby to activate this trick)

====================
5 USA Upgrade Information
====================

1) Capture Building
Owner: all US Generals
Prerequisite: US Barracks
Affected Unit: Ranger
Research Time: 30 seconds
Research Cost: 1000
Enables Rangers to capture most hostile/neutral buildings.

2) Flash Bang Grenade
Owner: all US Generals
Prerequisite: US Barracks
Affected Unit: Ranger
Research Time: 30 seconds
Research Cost: 800
Equips Rangers with Flash Bang Grenades. Flash Bang Grenades are an effective
way to clear a garrisoned civilian building and to fight a bunch of infantry.

3) TOW Missile
Owner: all US Generals
Prerequisite: US War Factory
Affected Unit: Humvee
Research Time: 30 seconds
Research Cost: 800
Installs a rocket system on Humvee, making it more deadlier against vehicles and
capable of attacking aircraft and choppers.

4) Sentry Drone Gun
Owner: all US Generals
Prerequisite: War Factory
Affected Unit: Sentry Drone
Research Time: 30 seconds
Research Cost: 1000
Equips Sentry Drone with light machine gun, good against infantry.

5) Laser Missiles
Owner: all US Generals
Prerequisite: US Airfield
Affected Units: Raptor, Stealth Fighter
Research Time: 40 seconds
Research Cost: 1500
Equips Raptor and Stealth Fighter with American Laser Guided Missiles,
enhancing their damage by 25%.

6) Rocket Pods
Owner: all US Generals
Prerequisite: US Airfield
Affected Unit: Comanche
Research Time: 40 seconds
Research Cost: 800
Loads Comanche with destructive rocket weaponry systems.

7) Countermeasures
Owner: all US Generals
Prerequisite: US Airfield
Affected Units: Comanche, Raptor, King Raptor, Aircraft Carrier Raptor,
Stealth Fighter, Aurora, Aurora Alpha, US Cargo Plane, A10 Thunderbolt, B52,
B3, Spectre Gunship
Research Time: 40 seconds
Research Cost: 1000
Installs a missile-distraction system on the aircraft. In addition, aircraft is also
better armored.

8) Bunker Buster
Owner: all US Generals
Prerequisite: US Airfield
Affected Unit: Stealth Fighter
Research Time: 40 seconds
Research Cost: 1500
Stealth Fighter's missiles are capable of ungarrisonning some buildings. Read
Stealth Fighter Information for detail.

9) Advanced Training
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Ranger, Missile Defender, Pathfinder, Colonel Burton, Humvee,
Crusader Tank, Paladin Tank, Tomahawk, Avenger, Microwave Tank,
Comanche, Raptor, Aircraft Carrier Raptor, King Raptor, Stealth Fighter,
Aurora Bomber, Aurora Alpha Bomber
Research Time: 60 seconds
Research Cost: 1500
The affected units gain experience twice as fast.

10) Composite Armor
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Crusader Tank, Paladin Tank, Avenger, Microwave Tank,
Laser Crusader Tank
Research Time: 60 seconds
Research Cost: 2000
Improves the max HP of the affected units, making them more durable in battle.

11) Drone Armor
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Spy Drone, Scout Drone, Battle Drone, Hellfire Drone
Research Time: 40 seconds
Research Cost: 500
Reinforces the drones with better armors which increase their HP.

12) Chemical Suits
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Ranger, Missile Defender, Pathfinder, Colonel Burton
Research Time: 60 seconds
Research Cost: 1000
Increases US infantry defense against Poison, Radiation, and Microwave.

13) Supply Lines
Owner: all US Generals
Prerequisite: Strategy Center
Affected Buildings/Units: Chinook, US Cargo Plane, Tech Oil Derricks
Research Time: 30 seconds
Research Cost: 800
Increases the Chinook harvesting capacity, Supply Drop crate funds, and Tech
Oil Derricks output production by 10%.

14) MOAB (Massive Ordnance Air Burst/Mother Of All Bombs)
Owner: all US Generals
Prerequisites: Strategy Center and Fuel Air Bomb General Power
Affected Unit: B52, B3
Research Time: 60 seconds
Research Cost: 4000
Upgrades the Fuel Air Bomb into more destructive MOAB. B52 will also be
replaced by more state-of-the-art B3, which is faster.

15) Control Rods
Owner: all US Generals except Super Weapon General
Prerequisite: (Advanced) Cold Fusion Reactor
Affected Building: respective (Advanced) Cold Fusion Reactor
Upgrade Time: 30 seconds
Upgrade Cost: 500
Increases the power output of the respective (Advanced) Cold Fusion
Reactor by 100%.

16) Control Rods
Owner: Super Weapon General
Prerequisite: Super Weapon General Cold Fusion Reactor
Affected Building: respective Super Weapon General Cold Fusion Reactor
Upgrade Time: 30 seconds
Upgrade Cost: 500
Increases the power output of the respective Cold Fusion Reactor by 300%.

17) Scout Drone
Owner: all US Generals
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Laser Tank,
Tomahawk, Microwave Tank
Affected Units: Respective units
Build Time: 5 seconds
Build Cost: 100
Deploys a Scout Drone with advanced mapping systems, giving its master
vehicle more sight range.

18) Battle Drone
Owner: all US Generals
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Laser Tank,
Tomahawk, Microwave Tank
Affected Units: Respective units
Build Time: 5 seconds
Build Cost: 300
Deploys a Battle Drone with mini machine gun. Battle Drone is also capable of
repairing its master vehicle.

19) Hellfire Drone
Owner: all US Generals
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Laser Tank,
Tomahawk, Microwave Tank
Affected Units: Respective units
Build Time: 5 seconds
Build Cost: 500
Deploys a Hellfire Drone with a missile launcher, making its master vehicle
perform better against vehicles.


**********************************************************
Neutral
**********************************************************

Introduction
The term "Neutral" here refers to any side that does not participate directly
in the war. The best example is civilians trapped in the battlefields. Though
Neutral is not well armed, and most of them even are unarmed at all, the use
of their assets may be the difference between winning or losing. Foe example
is the use of garrisonable civilian buildings to garrison troops and the utilization
of civilian car by GLA Terrorists.

===================
1 Neutral Unit Information
===================
There are a lot of units belonging to Neutral Units, but only some will be
described here.

1.1) Civilian Car
There are various car models in this game that belong to civilian. It
is difficult to list them all, so the data below just display the
statistics common to most cars.
Health Information
HP: 100; if it’s a limo, it has a HP of 800
Armor: Truck Armor
Locomotor Information
Normal
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Wander
Speed: 45 dist/sec
Turn Rate: 120 degrees/sec
Panic
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Vision Information
Vision Range: varies for different cars
Notes:
- Transport Slot: 3
- Some cars are able to crush trees, some are not. All cars, however,
can squish infantry.
- Can be hijacked by Terrorist, making it a deadly weapon (See
Terrorist, Car Bomb).

1.2) Locomotive
There are several types of locomotive, but mostly they share the statistics
below:
Health Information
HP: 100 Armor: Invulnerable Armor
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Speed: 133 dist/sec; 60 when badly damaged.
Turn Rate: 120 deg/sec
Special Feature Information
1] Explodes when destroyed
Primary Damage: 100 Primary Damage Radius: 30
Secondary Damage: 30 Secondary Damage Radius: 65
Damage Type: Explosion
2] Can crush infantry, vehicles, heroes, and buildings
3] Battle Transport (only one type of locomotive has this ability)
Enables passengers to fire from inside, gaining Garrison Bonus
(see Bonus Modifiers)
Can accommodate at most 5 infantry
50% damage to units inside upon death
4] Can only move on railroad
Note:
- Can tow Train Coachs
- Stops at the station for 10 seconds
- To destroy a locomotive quickly, build a Demo Trap in its path.

1.3) Train Coachs
It is intended to describe all train coachs towed by locomotive because
they all have the same statistics.
Health Information
HP: 100 Armor: Truck Armor
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Towed by Locomotive
Special Feature Information
1] Explodes when destroyed (Only some kinds of Train Coaches)
Primary Damage: 100 Primary Damage Radius: 30
Secondary Damage: 30 Secondary Damage Radius: 65
Damage Type: Explosion
2] Can crush infantry, vehicles, heroes, and buildings
3] Transport (only one type of carriage has this ability, just
play USA ZH Mission 1)
Contains 8 slots
50% damage to units inside upon death.
4] Can only move on railroad
Note:

====================
2 Tech Building Information
====================

1) Artillery Platform
HP: 2000 Armor: Structure Armor
Vision/Shroud Clearing Range: 360
Weapon: Artillery Platform Gun
Damage: 100 Damage Radius: 10
Range: 350 Min. Range: 50
Damage Type Explosion
Cooldown: 7000 ms
Projectile Speed: 300 dist/sec
Accuracy: 85% (may miss up to 15 distances against a target)
Special Feature Information
Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)

2) Reinforcement Pad
HP: 1000 Armor: Structure Armor
Experience Value: 200
Shroud Clearing Range: 200
Special Feature Information
1] Reinforcement
Reinforcement Pad enables player controlling it to get reinforcement from outside
map, sent by a Cargo Plane.
Reinforcement Arrival Delay: 2 minutes
Reinforcement Sent:
- Standard China: 1 Battlemaster Tank
- Infantry General: 1 Assault Troop Crawler
- Nuke General: 1 (Nuke) Battlemaster Tank
- Tank General: 1 Battlemaster Tank
- Boss General: none
- Standard GLA: 1 Scorpion Tank
- Demolition General: 2 Terrorist Combat Bikes
- Stealth General: 1 Quad Cannon
- Toxin General: 1 Toxin Tractor
- Standard USA: 1 Crusader Tank
- Air Force General: 1 Hummvee
- Laser General: 1 Laser Crusader
- Super Weapon General: 1 Tomahawk
2] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)

3) Repair Pad
HP: 1000 Armor: Structure Armor
Experience Value: 200
Shroud Clearing Range: 200
Special Feature Information
1] Repairs Vehicles
Can repair allied vehicles
Repairing Time: 5000 ms/unit
2] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)

4) Repair Bay
HP: 1000 Armor: Structure Armor
Experience Value: 200
Shroud Clearing Range: 200
1] Enables Auto-Repair
Gives all ground vehicles auto-repair ability
Repair Rate: 2 ms/unit
2] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive
damage after 3 seconds)

5) Hospital
HP: 2000 Armor: Structure Armor
Shroud Clearing Range: 100
Special Feautre Information
Infantry Auto Heal
Gives all infantry under the hospital owner’s command regeneration
ability
Healing Rate: 2 HP/second

6) Oil Derrick
HP: 2000 Armor: Structure Armor
Shroud Clearing Range: 100
Special Feature Information
1] Initial Deposit
Gives the first captor that turns it from neutral building to a
side an initial capture bonus of $1000.
2] Auto Deposit
Deposit Rate: 200 per 12 seconds

7) Oil Refinery
HP: 2000 Armor: Structure Armor
Shroud Clearing Range: 100
Special Ability
Vehicle Cost Reduction
Gives a 10% cost reduction for the player owning this building when
constructing vehicles/aircraft.

=====================
3 Civilian Building Information
=====================
For now, this FAQ will only present neutral buildings that can also be found
in skirmish/multiplayer mode.

3.1) Civilian Building
HP: 2000 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 8 or 10 infantry inside (but mostly 10).
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:
- Some Civilian Buildings may topple, but mostly they don't. Look at
Tower to see the effect of toppling. The statistics for Civilian Building's
toppling may be a little bit different.

3.2) Tower
HP: 500 Armor: Structure Armor
Special Feature Information
1] Garrison
Can accommodate up to 8 or 10 infantry inside (but mostly 10).
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
2] Topple
When HP reaches 0, it will topple, causing great damage to anything
hit by its ruin.
Topple Delay: 250-500 ms
Topple Burst Delay: 1500-2500 ms
Toppled Structure
Damage: 9999 Damage Radius: 20
Damage Type: Explosion
Note:
- Most Towers will topple when destroyed, but few don't.
- Tower's name will be displayed as Civilian Building, but you know what
Tower looks like, don't you?

3.3) Bunker
HP: 2000 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 10 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:
- Unlike Chinese Bunker, this Bunker can be ungarrisonned easily. Beware.

3.4) Tent
HP: 200 Armor: Structure Armor
HP: 2000 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 4 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:

3.5) Grass Hut
HP: 100 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 10 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:

++++++++++++++++++++
| D. Miscellaneous |
++++++++++++++++++++

================
1 Did You Know?
===============
* = it is already mentioned in the Unit Information sections. Just a reminder.

1. When 4 or more MiGs attack air units and create Firestorm, the Firestorm
will be created on the ground, damaging the ground units.
2. Black Lotus can not disable transport with units inside.
3. SCUD Storm can be ordered to launch some of its missiles. Activate your SCUD
SW to attack, wait till all missiles are erected, ready for launch, and when one
of those nine missiles are already in flight, press "S" key, and the others will
abort launching. Discovered by DreamChaser.Useful for confusing your enemy:).
4. Ambulance can also repair ground vehicles and drones.*
5. If your Hole Worker gets killed but you need to rebuild the building quickly,
impatient of waiting the next Hole Worker to pop up, just order your common
Worker rebuild the building. Only works if your Hole Worker has somehow
built the building in progress.When the Hole worker appears again, he
will just watch and disappears when the building is complete.
6. Emergency Repair General Power does not to work on units influenced
by Enthusiasm. Perhaps I am wrong, but I always tried and got the same
result.
7. A Demolition General Rebel can be ordered to commit suicide without having
a Demolition upgrade. First, select a Demolition Gen. Worker and then
select a Demolition Gen. Rebel. The Suicide command is on then. Click it,
and your Rebel dies! Suicide attack? Unfortunately not, just a stupid suicide...
Meaningless....
8. AI Missile Defender never activates its Laser Missile Attack, but he always
fires as fast and as long as if he activates his Laser Missile Attack.
9. You can activate a General Power from a Command Center of different faction
which has the same General Power. For example, you can activate an Air
Force General A10 Thundebolt Missile Strike Level 1 from Laser General
Command Center. However, it will not work on different General Powers
though they share the same characteristics, i.e. activating an Infantry
General Carpet Bombing from Nuke General Command Center.
10. When you are playing US ZH Mission 5, try to build Dr. Thrax's Command
Center. This will let you choose choose between Rebel ambush (activated
through GLA renegade Command Center) or Toxin Rebel ambush
(activated through Dr. Thrax's Command Center).
11. Hijacker can hijack a Combat Cycle.
12. The best offensive units against Prince Kassad computer hard mode is
Battle Bus loaded with RPG Troopers. Put your loaded Battle Bus in a
bottle neck area, or in his base, and let it be hijacked by enemy hijacker.
The Battle Bus will change owner, but not the passengers. Never tested
on other units such as Assault Troop Crawler or Humvee, but theoretically
it will work on those units as well.

====================
2 Places, Events, and Names
====================

Adana, Turkey
(GLA Mission 4)
The city where US Air Base, Incirlik, is located. GLA attempts an assault
on this place to drive US out of Turkey.

Akmola, Kazakhstan
(US Mission 7, Operation: Last Call)
The capital of GLA and former Chinese military base. US besieges this city
and gets authorization from Chinese government to use their facilities.

Al Hanad, Yemen
(US Mission 2, Operation: Treasure Hunt)
The GLA leaders responsible for bio war were detected in this city and some
Comanches received orders to eliminate them. Unfortunately, all Comaches
got shot down by Stinger Soldiers and the pilots captured. US sends rescue
teams to bring the pilots back.

Aldastan
Refer to Bishkek and Dushanbe.

Almaty, Kazakhstan
(GLA Mission 2)
In the villages outside this city, UN troops, protected by US forces,
distributed supplies to the civilians. GLA, in need of funds, sends
forces to claim the supplies, but faces resistance from both UN and US
forces.

Amisbad Oil Fields, Iran
(USA ZH Mission 4, Operation: Black Gold)
An oil refinery complex where Dr. Thrax, a GLA operative responsible for
toxin research and production, funds his project. A large number of US Cargo
Planes successfully outmaneuver GLA anti air defenses and drop Rangers to
secure a nearby airstrip where a base must be built quickly as Dr. Thrax has
mined most oil derricks, incited the local populance to rebel against US invaders,
and worse, is building a SCUD Storm.

ARC
A TV station broadcasting US/China-GLA conflict. Usually reporting
news related to GLA progressions.

Aral Sea, Kazakhstan
(GLA Mission 5)
In the Western Coast of Aral Sea, where a Toxic Waste Containment and
Disposal Facilities lie, US forces launched an attack and successfully
captured all toxin bunkers, in which GLA needs to replicate their
poison weapons. When GLA seemed to prevail in securing one bunker,
the bunker exploded as Colonel Burton had set a bomb on it, killing
scores of GLA soldiers. Not daunted by this failure, GLA is determined
to capture at least 4 bunkers intact and clear the area of US forces.

Astana, Chinese-Occupied Capital of Kazakshtan
(GLA Mission 3)
A city where a great riot erupted. GLA, seizing advantage of this, sends
reinforcements and loots the city for additional supplies. On the other
side, Chinese forces are trying to regain control over the city with
the help of their US ally.

Baghdad, Iraqi War Zone
(USA Mission 1: Final Justice)
The capital of Iraq and the place where US has tracked GLA biological
arsenals. Raptors were sent to neutralize GLA resistance but were
answered by Stinger Soldiers' resistance. Crusaders pushed forward and
battled the defending Scorpions, which resulted in victory for the US.
The second wave of Scorpions approached, only to be destroyed by Raptors,
leaving US forces free hands to reach Baghdad vicinity in the third day.
GLA forces gathered near Baghdad palace and mercilessly kill Iraqi people
and some of their soldiers guarding Baghdad gate using their poisonous
Scud Storm. US forces receive order to rescue the captured pilots and
shut down the Scud Storm facility once and for all.

Baikonur, Southern Kazakhstan
(GLA Mission 7)
Baikonur, the Soviet Era Rocket Launch Facility, is an important
target for GLA because using the space rocket technology held in Baikonur
Cosmodrome, GLA can launch a deadly biological missile to any city in the
world. US and China, realizing the importance of Baikonur, send forces to
wipe out GLA forces from Baikonur.

Baikonur, outside of, Southern Kazakhstan
(USA ZH Mission 1, Operation Global Security)
Using her recon base here, USA sends forces to claim a train depo nearby and
use the train to infiltrate to the Baikonur Cosmodrome, where some other
missiles are prepared for launch.

Balykchy, Kyrgyzstan
(China Mission 5: Scorched Earth)
A city which was captured by a GLA major cell and whose citizens were
driven out of town after it fell into GLA hands. Chinese forces, backed
by US B52 with its deadly Carpet Bombing, decide to push GLA out of town.

BCTV
A TV station broadcasting US/China-GLA conflict. Usually reporting
news related to China progressions.

Beijing, the capital of China
(China Mission 1: The Dragon Awakes)
The capital of China and the place where the Chinese get humiliated
most since the Chinese government declared war against GLA. Upon receiving
news that China would set up a military parade in Beijing, GLA planned
and launched a successful ambush, causing a loss of lives of civilians
and soldiers and military vehicles. Once embarrassed by successful
military technology stealing by GLA, the Middle Kingdom retaliates by
launching a full-scale attack on GLA stronghold outside Beijing. More
importantly, China wants to destroy GLA nuclear bunkers to avoid them
from making nuclear weapons. Some survivors may join the cause and Chinese
government also dispatches MiGs to seize victory.

Bishkek, Aldastan Sub capital, Kyrgyzstan
(China Mission 6: Dead in their Tracks)
In this region, GLA is gathering reinforcements from the Chinese railroad
under their control. Special Agent Black Lotus is to put a charge on the
railroad bridge to destroy the railroad.

BNN
A TV station broadcasting US/China-GLA conflict. Usually reporting
news related to USA progressions.

Cairo, somewhere near, Egypt
(GLA ZH Mission 2, Hidden Agenda)
A place where Prince Kassad shows his deference and disobedience towards
GLA by refusing to cooperate and share the stealth technology and attacking
GLA patrol instead. GLA is forced to defeat Prince Kassad and claim
his stealth technology for their struggles for freedom.

China (Weapons Production Facility)
(China ZH Missione 2, Defending the Fire)
Despite tight internal security, GLA successfully launches a major-scale surprise
attack on this area, targetting to destroy a Nuclear Reactor Complex. Waves
of Terrorists and Bomb Trucks cause high casulaties to Chinese. Now Chinese
forces must defend the remaining base and the complex until reinforcements
arrive.

Coburg, Germany
(China ZH Mission 3, Liberation)
A city with some GLA statues symbolizing their supremacy in Europe. France
supports China in European Security Council Defense Summit to eliminate
GLA presence in Europe, starting from this city. As international community sees
differently, thinking that this is a Chinese invasion, China must act quickly and cleverly before doubt and disagreement of international community become a
hindrance.

CVN-88
See Daedalus

Daedalus
CVN-88 Daedalus is an Aircraft Carrier posted in US Northern Europe Naval
Base. Surviving Baikonur chemical missile attack, this ship, together with Dreadnought, plays a major role in Somalia assault.

Dreadnought
A Battleship Escort Group belonging to US Northern Europe Naval Base.
Sees action in Somalia with Daedalus after surviving Baikonur missile attack.

Dushanbe, Aldastan Capital City, Tajikistan (I don't know whether Aldastan
belongs to. Both Bishkek and Dushanbe are located in Aldastan, but Bishkek
is a city in Kyrgyzstan and Dushanbe in Tajikistan).
(China Mission 7: Nuclear Winter)
The place where a GLA cell controlling all Asian terror activities
was located. Chinese forces were en route to end GLA campaigns in
Asia forever. Unfortunately, GLA attacked first, led by GLA hero, Jarmen Kell. Nearly defeated, Chinese forces turned the wave with the help of
their 2 timely arriving MiGs. With GLA outpost in front of them and GLA
main base activating the Scud Storm, Chinese forces must hurry and act
carefully as they have to build a base first.

Elbrus, Mount, Russia
(USA ZH Mission 3, Operation: Snow Fall)
The location of the Secret Lab revealed to US intelligence after a successful
assault in Somalia. Having coordinated with Chinese government who then
sends Black Lotus to recover the data from the lab, USA calls in a B3 to
secure the landing site so Black Lotus and Colonel Burton, sent to bury the lab
and rescue the POWs, can land safely.

Eva, Lieutenant
USA Com Officer. Warns the field general of events requiring attention.

Europe, Northern
(USA ZH Mission 1, Operation Global Security)
USA has a naval base in this region but is destroyed when a GLA chemical
missile launched from Baikonur hits the base.

Ghazali
See Omar bin Ghazali

Halberstadt, Germany
(China ZH Mission 4: Burning Skies)
The remaining of GLA forces are fleeing, only to hide and regain strength.
The Chinese forces are to intercept every GLA soldier trying to pass through
this area.

Hamburg, vicinity of, Germany
(China ZH Mission 5: The Dragon's Destiny)
Both US and GLA have strongholds here. Chinese forces, responding to the
US call for reinforcements, come too late, resulting in the evacuation of US base
and the capture of US base by GLA accordingly. Chinese field commander
now must fight both US and GLA military hardware.

Hindu Kush
A mountainous area located in the border of Pakistan and Afganistan,
Hindu Kush recalled a bad memory to US forces as they were beaten by
GLA here. Hoping they were able to reach Northern Kazakhstan, US forces
made a desperate retreat to Kazakhstan for their lives. Refer to
Northern Kazakhstan for more information.

Hong Kong, China
(China Mission 2: Hong Kong Crisis)
A GLA terrorist cell has been located in a convention center in Hong Kong.
Chinese forces marched there to wipe it out, but mostly vanished when they
crossed a bridge which then was blown up by GLA, drowning the luckless
soldiers and vehicles to the sea. The survivors received an order to
build a base and then destroy the convention center and its parking lots.
A freighter, getting no passengers since GLA interference, offers help
to cross the sea, enabling Chinese soldiers to launch a surprise attack
by sea.

Hubei Province
See Three Gorges Dam

Incirlik
US Air Base in Adana, Turkey. See Adana

James Seabury
A reporter of BNN TV Station.

Kabara, Kazakhstan DMZ
(USA Mission 5: Operation: Blue Eagle)
A city near a hydro-electric dam where GLA agreed to make a peace talk
with the UN, but instead of welcoming the envoys, GLA killed them. US
forces reacted quickly and finished off the assassins. Detecting a smaller
base is being built across the river, US forces are to destroy the base
before it is finished. GLA has a larger base nearby, but is still out of
detection.

Kazakhstan Coast
(USA Mission 4: Operation: Stormbringer)
GLA has a training camp here and is under attack by USA. This camp,
guarding the main base, is guarded by Stinger Sites to avoid Carpet
Bombing.

Kazakhstan, Northern
(USA Mission 3: Operation: Guardian Angel)
USA has a base here and uses it to save her retreating army. See Hindu
Kush.

Kazakhstan, Southern (en route to Baikonur)
USA ZH Mission 1: Operation Global Security
GLA is detected massing troops here to supposedly protect their new toy,
Baikonur newly designed chemical missile aimed to Europe. Chinese Army
sent to claim the base was beaten back and had to draw their attention to the
east where warlords supporting GLA opened a new front.

Lenger, Kazakhstan
(GLA Mission 6)
A region where a GLA splinter group held control and waited reinforcements
from a Chinese ally in the form of nuclear warheads. GLA intelligence
sneakily assaulted the convoys and seized the warheads to use against
a once friend turning enemy.

Lin Zhong (or Lin Zhon, or something like that...)
Chinese senior intelligence officer. Warns the field general about events
requiring attention.

Malata, Crete, Greece
(GLA ZH Mission 3, On the Water Front)
A region where USS Reagan, part of US Mediterranean Fleet, vaporizes a
small GLA base. GLA learns the power of US Mediterannean Fleet and
orders a strike force to find a GLA deserted base in this area and then capture
a Particle Cannon to blow up the US Mediterannean Fleet protecting Europe.

Omar Bin Ghazali
A reporter of ARC TV Station.

Reagan, USS
An Aircraft Carrier belonging to US Mediterranean Fleet. It participates in
an attack on GLA base in Malata. Destroyed by a Particle Cannon captured
by GLA

Seabury
See James Seabury

Shymkent DMZ
(GLA Mission 1: Operation: Black Rain)
A place where China outpost was ambushed by the once defeated GLA. The
main base is now also under attack launched by GLA.

Somalia, coast of
(USA ZH Mission 2)
Warlords connected to GLA have intercepted humanitarian aid convoy and
then are waiting reinforcements from GLA here. An Aircraft Carrier, CVN-88
Daedalus and Battleship Escort Group Dreadnought surviving the Baikonur
missile attack are sent to clean the dock and help US Army secure the
warehouse and supply truck loaded with food and medicine and eliminate the
GLA base here.

Stuttgart-Vaihingen, Germany
(GLA ZH Mission 5, Sneak Attack)
A city where a US Central Command in Europe, US Support Base, and
a Chinese outpost lie. GLA attacks the Chinese outpost as a footstep before
trying to rescue the members of a local GLA terror cells arrested by US forces.
(China ZH Mission 1, The Dragon Unleashed)
After losing both base and face here, Chinese government authorizes the use
of Nuclear Missile to destroy GLA seized-US base. It is now up to the field
commander to eradicate the GLA survivors.

Sun Mei Ying
A reporter of BCTV TV Station.

Tanggula Mountains, China
(China Mission 4: Broken Alliances)
A GLA bio toxin factory was located here. The MiGs previously sent were
shot down by Stinger Sites. Special Agent Black Lotus must locate the
factory and secure the area so MiGs can burn the dangerous materials
flowing from the factory ruins.

Three Gorges Dam, Hubei Province, China
(China Mission 3: A Flood of Violence)
Once an important place in the Three Kingdoms Period, this place is now
under attack by GLA soldiers. Seeing that the base is lost, Black Lotus
orders all soldiers to escape to the higher grounds and destroy the dam.

Unknown City
GLA ZH Mission 1
This city is invaded by USA, by tomahawk cruise missiles and army, to
hunt down the GLA supreme leader. GLA leader could escape the
unfortunate US patrols and is trying to reach a GLA hidden base, where he
can gather some forces to reach the besieged airstrip where a Cargo Plane
is ready to bring him to a place beyond US reach.

Unknown City, Dr. Thrax Toxin Production Facility
(USA ZH Mission 5)
In this remote, besieged city, US intelligence learns that Dr. Thrax has already
finished his toxin research program and is loading Anthrax Gamma to his 4
missiles.With the guidance of a Spy Sat codenamed Powers, some
Tomahawks are launched to destroy the toxin bunkers. US forces,
cooperating with GLA renegades, must capture the 4 missile silos and end Dr. Thrax's resistance once and for all.
(GLA ZH Mission 2, Hidden Agenda)
^>From this city, after the US and Chinese claim that several GLA leaders
were killed, Omar bin Ghazali reports that GLA chain of command in
fact turns to be more effective.

USA, Western, Western USA Coastal Toxic Facility
(GLA ZH Mission 4, Jarmen Kell and the Forty Thieves)
(Uhm, Ali Baba will be offended for using his story without his prior
written permission...)
A USA Coastal Toxic Facility which was usually well guarded, but now
the guarding forces are sent to Meditteranean to fill the vacuum of fleet there
after GLA blew up US Meditteranean Fleet. Jarmen Kell and his team sneak
in to steal a toxin sample to be reproduced to attack US Central Command in Europe.

Washington, USA
The capital of US.

=============
3 Tips and Tricks
=============

Kill a hiding Jarmen Kell
Jarmen Kell, when occupying a building, can be ungarrisonned with ease
by using stealth infantry that can not detect stealth units, i.e. rebel, Burton.
Spot the buiding where an enemy Jarmen Kell is hiding by using stealth detector,
then withdraw the detector so the building is "flagless" again. Then order a stealth
infantry which is not a detector, to enter the building. When he is in, move the
detector nearby to detect the hostile Jarmen Kell. You will see enemy Jarmen
Kell sneaking out of the building, making him an easy prey.

Stealthy Offensive Defense
Cloaking Offensive Defense: Playing as Prince Kassad will give you this advantage
because of two things: the innate cloaking ability owned by his Tunnel Network,
Stinger Site, and Demo Trap, and the second is the GPS Scrambler General
Power early advantage. The first thing is to get promoted as soon as possible.
When you are already a 3-star general, gather some of your workers in an area,
cast GPS Scrambler on them. If those workers successfully infiltrate enemy base,
they can wreak havoc enemy base by building Tunnel Network, Stinger Site, and
Demo Trap there.
1. Using Stinger Site: Well, no more explanation.
2. Using Tunnel Network: a lot of RPG Troopers and Tunnel Network and
probably reinforcements from your base will throw chaos in the enemy base.
3. Using Demo Trap: build a Demo Trap somewhere. However, if you wanna blow
a building using it, you must quickly activate its manual detonation once it is
completely built. When you have finished building some, order them to explode
together. DO NOT explode it once it is finished being built. An explosion will
lure enemy to scan the area, and your workers will scream, "Hei, it's not me that
you want!" or "I'm innocent", etc, etc.

Additonal Upgrades
Some factions have special upgrades that may benefit others. For example,
Tank General's Battlemasters may gain advantage from Patriotism (Infantry General),
Demo General's Rebels can be stealthed by researching Camouflage (Standard
GLA Palace). Refer to Unit Information for upgrades that are not available in
a faction but may benefit its units. It is marked with a ~.
For example, let's see the statistics below. It describes a Demo General
Scorpion.

Upgrade Information
- Scorpion Rocket (Arms Dealer): Installs a deadly rocket on the
Scorpion
- AP Rocket (Black Market): +25% to Scorpion Rocket damage. Only
works when Scorpion Rocket upgrade has been researched.
- Junk Repair (Black Market): Scorpion receives auto-repair ability.
- Demolition (Demo General Palace): Commmits suicide by exploding the
hidden explosive, damaging the nearby hostile and neutral units.
~ Toxin Shell (GLA Palace): Loads Scorpion shells and the rocket with a
handful doses of toxin.
~ Anthrax Beta (GLA Palace): Replaces the standard toxin with deadlier agent,
Anthrax Beta. Only works when Toxin Shells has been researched.
~ Anthrax Gamma (Toxin General Palace): Fills Scorpion's shells and
rockets with Anthrax Gamma, but it is just for fun. No additional
damage, compared to Anthrax Beta. Only works when the Toxin
Shells upgrade has been researched.

Commonly, a Demo Gen. player can only get Scorpion Rocket, AP Rockets,
Junk Repair, and Demolition upgrades researched. However, if (s)he can also
have access to Toxin Shells (by building a Standard GLA Palace, for example,)
his/her Scorpion can also benefit from this upgrade.

Free Upgrades
Building some other factions stuctures/units may also give you free
upgrades. For example, building an Infantry General Barracks automatically
gives you a free Nationalism upgrade. Here is the list containing units/buildings
that may give you free upgrades after those units/buildings are built. Again,
BUILT, not captured.

Faction Building/Unit Upgrade
----------------------------------------------------------------
All USAs Command Center America Radar
----------------------------------------------------------------
All GLAs Radar Van GLA Radar
----------------------------------------------------------------
Toxin General Command Center Toxin Shells
Anthrax Beta
---------------------------------------------------------------
Demo General Command Center Booby Trap
---------------------------------------------------------------
Infantry General Command Center Nationalism
---------------------------------------------------------------
Infantry General Barracks Nationalism
---------------------------------------------------------------
Infantry General War Factory Nationalism
---------------------------------------------------------------
Stealth General Stealth Rebel Camouflage
---------------------------------------------------------------

Aurora Bait
Build at least 6 Aurora bombers. Choose 5 of them and make them 1 group
Let's call it Attack Group". Then elect the last Aurora and make it the second
group, or "Decoy".
Send the Decoy near the enemy AA turrets and order it to attack
a target located far. Before it releases its bomb, order it to attack another
target. Do it repeatedly near the enemy AA. The enemy AA, if not controlled,
will always target this unattackable Aurora. With the enemy AA targetting
something not destined to fall, order the Attack Group to attack a real target
near the firing AAs. 5 Auroras can destroy every building with ease
(Superweapon just need 4, Command Center 5, if I am not mistaken).
Better if you target the AAs so that the next attack will be easier. When
the Attack Group returns safely, order the Decoy to go home by attacking
something far (ensuring that it is still unattackable) and anytime you see there is
no imminent threat to the decoy Aurora, order it to return to its Air Field.
Don't use this very often or your enemy will see your pattern and manually attack
the Attack Group instead. Combine it with ground attack, so your enemy
will have to choose wisely what to be eliminated first.

Builder Replacement
I found it in the Web, but I did not remember who found it.
You can order a Worker, for example, to build, say, an Internet Center.
How? First, order your China Dozer to build its foundation. When it shows
"Building 0%", stop your Dozer and order the Worker to continue it.
This trick, I must say frankly and honestly, is very useful in some situations.
Let's see one example:
. When you have captured an enemy Command Center of different faction
and it has built the faction's builder. You need to quickly replace the
Command Center and the builder in case they are destroyed quickly.
Before capturing the Command Center, select an empty space where
your original faction's builder is waiting and bookmark the place (Ctrl-F1).
Retake the enemy Command Center, build the faction's builder, select
the new builder, press F1 (to return to the place you have bookmarked),
and build the new faction's Command Center there. Wait till the frames of
the building appears with the progress indicator ("Building 0%) then order
the builder to stop and command your original faction's builder to continue.
You can save time and perhaps even save your only chance to build a
different faction's Command Center.
.
Forcefully Capture Building
Use your Microwave Tanks to disable an enemy building you intend to capture.
This will disable the "Sell" command.

Disable both Building and Vehicle at the Same Time
Order your Super Hacker to disable a building. Then order him to disable an
enemy vehicle. You will see that he is able to disable both at the same time.
If you order him to disable a building and before he successfully knocks the
building down but in the process of doing that and then you order him to
disable a vehicle, he will disable the vehicle first and then automatically continue
to disable the building.

Steal Ally's Units
Some Red Alert 2: Yuri's Revenge's players may remember a simple trick:
play as Yuri, force attack your ally's Construction Yard with Yuri Prime,
and new toys are available for the thief. C&C Generals Zero Hour can also
use the same trick, but only to American or Chinese ally. Play as Standard
China, Infantry Gen., or Nuke Gen. Build Red Guard and Nuke Cannon,
research Neutron Shells at the Nuclear Missile Silo, load the Nuclear Shells,
force attack your ally's dozer with Nuke Cannon, claim the empty dozer, and
voila....!

Discharge TNT/C4 on Units
Got your vehicles TNTed/C4ed and no Dozer/Worker nearby? If there is a
transport or Tunnel Network nearby, you can "move" the explosive. Send
your TNTed/C4ed units into transport or Tunnel Network. The explosive will
be left behind on the transport/Tunnel Network as if it is attached on the transport/
Tunnel Network, damaging the transport/Tunnel Network. If the TNTed/C4ed
unit leaves the transport/Tunnel Network before the explosive detonates, the
explosive will be "carried away" again by the unit. If you put your charged unit
into Tunnel Network A, evacuate it from Tunnel Network B, and order it to
enter Tunnel Network B before the explosive blows up, the explosive will
stick onto Tunnel Network B.

Jarmen Kell/Colonel Burton against Fire Base
You can use Jarmen Kell/Colonel Burton against an undefended Fire Base.
1. Jarmen Kell can seriously damage a Fire Base when the Fire Base is loaded
with infantry.
2. Colonel Burton can deliver deadly attack on a Fire Base with his knife attack
ability (This is not mine, I am still searching my database to find the FAQ
publishing it, but no result found yet).

------------------------- End of Document --------------------------------
 
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