::::::::::::::::::::::::::::::::::::: :: Command & Conquer: Generals FAQ :: ::::::::::::::::::::::::::::::::::::: Object: Command and Conquers Generals v1.6 FAQ version: 1.0 by: Emperor Copyright 2003 John I Hessler (Supreme_deity@mailcity.com) 00000000000000000000 0 Writer's Comment 0 00000000000000000000 It is just some information. 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 would like you to know that this is my 1st (and perhaps last) FAQ. It will be my pleasure to know that this FAQ may at least give you readers satisfaction, together with lots of other good FAQs. 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 about 3-4 months, so I think I deserve some credits. Not too difficult, isn't it?^_^ Before someone protesting, I must tell that some may notice that my format looks like that of the 'posthumous' www.cncuniverse.com. Frankly speaking, I wrote this fact in memoriam of the site. 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. E-mail me if you have suggestions, questions, corrections, or anything concerning with this FAQ. I realize that I might make 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 go 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". 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. Now proceed with cautions, General, and good luck... +++++++++++++++++++++ + Table of Contents + +++++++++++++++++++++ A. General Information 1 Purpose 2 Scenario Purpose 3 General Power and General Rank 4 Buildings a Base Buildings b Neutral Buildings c Miscellaneous Building 5 Units 6 Damage and Armor a Armor b Continuous Damage 7 Bonus Modifier 8 Field Objects B. Shortcuts 1 General Shortcuts 2 China Units 3 China Buildings 4 GLA Units 5 GLA Buildings 6 USA Units 7 USA Buildings C. Info on the Opposing Sides China 1 China General Powers 2 China Units a China Aircraft b China Infantry c China Vehicles 3 China Structures 4 China Upgrades GLA 1 GLA General Powers 2 GLA Units a GLA Aircraft b GLA Infantry c GLA Vehicles 3 GLA Buildings 4 GLA Upgrades USA 1 USA General Powers 2 USA Units a US Aircraft b US Drones b US Infantry c US Vehicles 3 USA Structures 4 USA Upgrades Neutral 1 Neutral Units 2 Tech Buildings 3 Civilian Buildings D. Miscellaneous 1 Did You Know? 2 Places and Events ++++++++++++++++++++++++++ | A. General Information | ++++++++++++++++++++++++++ ========= 1 Purpose ========= Generally, the purpose of the skirmish done by players (either against computer AI or other players) is to destroy or seize all enemy base buildings. Note that civilian structures, like Oil Derrick, Oil Refinery, Hospital, etc are not counted as base buildings. However, to achieve this purpose is much more difficult than to merely say it as their enemies are not sitting calmly and watching other players capturing and/or destroying their buildings. Instead of leaving it easy to the enemy, all players will try to heavily protect their bases and launch an attack to get supremacy when the time is ripe. So, it is obvious that the main objective is to end the enemy's presence by destroying their buildings, but it should also be remembered that the enemy will also try to end non-allied players' existence, and it means players must also defend their bases. ================= 2 Scenario Purpose ================= There are 21 scenarios available in this game, in which USA, China, and GLA have an average of 7 scenarios each. The objectives of those scenarios are usually different. The most common goals are to eliminate enemy resistance, but there are some scenarios that require the players to capture some special buildings (GLA mission 7, for example), protect allied convoy (USA mission 4 if I am not mistaken), etc. Just analyze the conditions required for each scenario. ================================= 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 14 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 only Patriot 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. GLA has Tunnel Network, Stinger Site, Demo Trap, and Palace to defend its base. Threshold Building What is meant here are 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 deadly Particle Cannon, and GLA spreads terror with its deadly Scud Storm. ------------------ (b) Neutral Buildings ------------------ Buildings that no side can build but can be 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. 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 three kinds of Tech Buildings. The first one is Tech Hospital, the second Tech Oil Derrick, and the last Tech Oil Refinery. Tech Buildings, once destroyed, can not be rebuilt in any way. ----------------------- (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). ====== 5 Units ====== Units play more important roles in this game. It's very rare, if not impossible, to see a victory is 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 (except Troop Crawler's Red Guards, Tunnel Network's Missile Defender, 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, fleshy sniper, small arms, Comanche Vulcan, poison and radiation and flame (except Bio Hazard Infantry in GLA Mission 5), and surrender 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 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. - 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). - 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) after taking a long flight. Drones Drones are small mechanical units deployed for specific jobs. Only US vehicles can build Drones. They can not be repaired in any ways. Common characteristics of drones: - Always hover. - Can't enter transport or Tunnel Network. - Very vulnerable. ================= 6 Damage and Armor ================= ---------- (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. Default damage refers to the damage that is not enlisted below. 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: Sniper: 1% Damage Type: Fleshy Sniper: 0% Anti Air Vehicle 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: Sniper: 1% Damage Type: Fleshy Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Avalanche Armor Damage Type: Default: 0% Damage Type: Explosion: 100% Damage Type: Unresistable: 100% Damage Type: Infantry Missile: 100% Damage Type: Aurora Bomb: 100% Damage Type: Land Mine: 100% Damage Type: Jet Missile: 100% Damage Type: Stealth Jet Missile: 100% Ballistic Missile Armor Damage Type: Default: 80% Damage Type: Falling: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Base Defense Armor Damage Type: Default: 100% Damage Type: Surrender: 0% Damage Type: Small Arms: 50% Damage Type: Gattling: 25% Damage Type: Comanche Vulcan: 50% Damage Type: Radiation: 0% Damage Type: Sniper: 0% Damage Type: Fleshy Sniper: 0% Damage Type: Poison: 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: 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% Chinook Armor Damage Type: Default: 50% Damage Type: Infantry Missile: 25% Damage Type: Poison: 25% Damage Type: Radiation: 25% Damage Type: Hazard Cleanup: 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% 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: Poison: 25% Damage Type: Sniper: 1% Damage Type: Fleshy 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% 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: Poison: 25% Damage Type: Sniper: 1% Damage Type: Fleshy 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% Hazardous Material Armor Damage Type: Default: 0% Damage Type: Hazard Cleanup: 100% Damage Type: Flame: 0% HazMat Human Armor Damage Type: Crush: 200% Damage Type: Armor Piercing: 10% Damage Type: Sniper: 200% Damage Type: Fleshy Sniper: 200% Damage Type: Flame: 25% Damage Type: Laser: 25% Damage Type: Poison: 0% Damage Type: Radiation: 0% Damage Type: Particle Beam: 150% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 100% 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: Fleshy Sniper: 200% Damage Type: Laser: 50% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 100% 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: Sniper: 1% Damage Type: Fleshy 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% Invulnerable Armor Damage Type: Default: 1% Damage Type: Hazard Cleanup: 0% Damage Type: Surrender: 0% Invulnerable All Armor Damage Type: Default: 0% Damage Type: Unresistable: 100% Mine Armor Damage Type: Default: 100% Damage Type: Land Mine: 0% Damage Type: Poison: 0% Damage Type: Radiation: 0% Damage Type: Hazard Cleanup: 0% No Armor Damage Type: Default: 100% Damage Type: Hazard Cleanup: 0% Projectile Armor Damage Type: Default: 25% Damage Type: Falling: 0% Damage Type: Laser: 100% Damage Type: Small Arms: 25% Damage Type: Gattling: 25% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Stinger Site Armor Damage Type: Default: 100% Damage Type: Small Arms: 50% Damage Type: Gattling: 10% Damage Type: Comanche Vulcan: 50% Damage Type: Radiation: 0% Damage Type: Sniper: 1% Damage Type: Fleshy Sniper: 1% 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: 1% 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% 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: Fleshy 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% 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: Sniper: 0% Damage Type: Fleshy 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% 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: Sniper: 0% Damage Type: Fleshy 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% 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: Poison: 25% Damage Type: Sniper: 1% Damage Type: Fleshy 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% 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: Sniper: 1% Damage Type: Fleshy 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% Tree Armor Damage Type: Default: 0% Damage Type: Flame: 100% Damage Type: Particle Beam: 100% Damage Type: Unresistable: 100% 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: Sniper: 1% Damage Type: Fleshy Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 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: Sniper: 1% Damage Type: Fleshy 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% Vulnerable All Armor Damage Type: Default: 100% Damage Type: Hazard Cleanup: 0% Wall Armor Damage Type: Default: 100% Damage Type: Surrender: 0% Damage Type: Small Arms: 6% Damage Type: Gattling: 6% Damage Type: Comanche Vulcan: 6% Damage Type: Flame: 0% Damage Type: Sniper: 0% Damage Type: Fleshy Sniper: 0% Damage Type: Poison: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 25% Damage Type: Particle Beam: 100% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Aurora Bomb: 300% ---------------------- (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 Flame Damage on Vehicles/Aircraft Vehicles/Aircraft may be set aflame too, but usually are not fatal to them. Flame Duration: 5000 Flame Damage: 3 Flame Cooldown: 500 Poison Damage Only infantry can take continuous poison damage. The statistics below apply 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. 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 Garrison Condition: Unit garrison in a garrisonable building. Range: 133% Damage: 125% Horde Bonus Condition: Unit Gathering (see Red Guard, 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%) Entusiasm 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 Bombardment Battle Plan Condition: Strategy Center executes a Bombardment Battle Plan Damage: 120% Hold the Line Battle Plan 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% 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% *Regeneration Delay means how long it takes to start regenerating from the last damage received by the unit. Units under fire can not regenerate at all. ================ 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. It is usually ownerless (except China Mines) and unselectable, but can be invoked by some means. Firewall Segment Exisiting Time: 4000 ms Damage: 4; 5 with Black Napalm Upgrade Radius: 10 Range: 15 Cooldown: 250 Creator: Dragon Tank Small Firefield Existing Time: 2500 ms Primary Damage: 5 (Total damage during 2.5 seconds: 50) Primary Damage Radius: 30 Range: 15 Minimum Range: 10 Cooldown: 250 msec Creator: MiG, Inferno Cannon Firestorm Existing Time: 6 seconds Damage: 100; 150 with Black Napalm Upgrade Cooldown: 500 ms Radius: 1-90 Creator: MiG, Inferno Cannon Radiation Field Small Lasting Time: 2500 ms Primary Damage: 5 Primary Damage Radius: 25 Range: 15 Minimum Range: 10 Damage Type: Radiation Cooldown: 750 msec Radius: 10 Creator: Nuke Cannon explosion, Nuclear Tank Upgraded Battlemaster and Overlord explosions. Radiation Field Medium Lasting Time: 30 seconds Primary Damage: 15 Primary Damage Radius: 50 Range: 15 Minimum Range: 10 Damage Type: Radiation Cooldown: 750 msec Radius: 25 Creator: Nuke Cannon Nuke Radiation Field Lasting Time: 30 seconds Primary Damage: 25 Primary Damage Radius: 200 Attack Range: 15 Minimum Range: 10 Damage Type: Radiation Cooldown: 750 msec Radius: 100 Creator: Nuclear Missile Land Mines Radius: 30 Weapon: Structure Mine Primary Damage: 100 Primary Damage Radius: 3 Secondary Damage: 100 Secondary Damage Radius: 5 Attack Range: 0 Damage Type: Land Mine Build Cost: 600 Build Time: 20 Prerequisite: All China buildings except Speaker Tower. Notes: - Stealth - Regeneration Time before Regeneration commences: 15000 ms Regeneration Cooldown: 2 mines/5000 ms - Explode by hostile and neutral units Cluster Mines Duration before the Mines are dropped: 30000 ms View Object Range: 250 Prerequisite: General Power, 3 Star General, China Command Center Recharging Time: 4 minutes (Refer to China General Power Section) Weapon: Cluster Mine Weapon Primary Damage: 50 Primary Damage Radius: 3 Secondary Damage: 100 Secondary Damage Radius: 5 Range: 0 Damage Type: Land Mine Notes: - Stealth - Explode by hostile and neutral units. - Do not regenerate Poison Field Small Pollution Time: 10 seconds Damage: 2; 2.5 with Anthrax Beta Upgrade Damage Radius: 12; 7.5 with Anthrax Beta Upgrade Radius: 6; 4 with Anthrax Beta Upgrade Attack Range: 15 Minimum Attack Range: 10 Damage Type: Poison Cooldown: 500 ms Creator: Toxin Shell Upgraded Scorpion and Marauder, Toxin Tractor explosion Poison Field Medium Lasting Time: 30 seconds Damage: 2; 2.5 with Anthrax Beta Upgrade Damage Radius: 80 Radius: 40 Attack Range: 15 Minimum Range: 10 Damage Type: Poison Cooldown: 500 ms Creator: Bio Bomb Upgraded Bomb Truck, Anthrax Warhead Scud, destroyed Scud Storm facility. Poison Field Large Lasting Time: 45 seconds Damage: 15; 25 with Anthrax Beta Damage Radius: 140 Radius: 70 Range: 15 Minimum Range: 10 Damage Type: Poison Cooldown: 500 msec Creator: Scud Storm Missile Anthrax Bomb Poison Field Primary Damage: 40 Primary Damage Radius: 300 Range: 15 Minimum Range: 10 Radius: 150 Damage Type: Poison Cooldown: 500 msec Polution Time: 60 seconds Creator: Anthrax Bomb +++++++++++++++++++ | B. Shortcut Key | +++++++++++++++++++ ==================== 1 General Shortcuts ==================== Ctrl+Left Click Hold down Ctrl for to force fire on that location/object. A Toggles attack-move mode on/off Space View last radar event G Instruct selected units to guard H Locate command center Left Select previous unit Right Select next unit Up Select next dozer/worker Down Select previous dozer/worker Q Select all offensive units on map S Stop selected units X Scatter selected units E Select matching units on screen EE Select matching units on map Backspace Chat with allies Enter Chat with everyone Escape Options menu Ctrl+(F1-F8) Set Camera Bookmark F1-F8 Jump to camera bookmark F9 Toggle control panel on/off Ctrl+(0-9) Define the selected units as a group 0-9 Select previously defined group Doubletap 0-9 Jump to previously defined group of units Alt+(0-9) View (but do not select) previously defined group of units Shift+Left Click Adds unit to selected group Ctrl+C Selected units cheer Alt Hold down to set waypoint paths Ctrl+B Set beacon (multiplayer only) Ctrl+Q Shows/Hides FPS diagnostic F12 Takes screenshot Tab Switch between Communicator and Diplomacy screen in multiplayer, and mission objectives in single player. G Unit guards a specified area A Attack-move S Stop (defensive and uncompleted structures also respond to this, as well as units) R Rally Point established for buildings ============== 2 China Units ============== Construction Dozer R Nuclear Reactor G Gattling Cannon T Speaker Tower B Barracks A War Factory M Nuclear Missile U Supply Center F Air Field K Bunker P Propaganda Center Red Guard C Capture Building Tank Hunter T TNT Attack Hacker D Disable Building I Hack Internet Black Lotus C Capture Building V Vehicle Hack K Cash Hack Dragon Tank F Fire Wall Overlord B Battle Bunker C Gattling Cannon T Propaganda Tower ================== 3 China Buildings ================== Command Center D Construction Dozer L Cluster Mines M Land Mines C Cash Hack P EMP Pulse A Radar B Artillery Barrage Nuclear Reactor O Overcharge M Land Mines Barracks G Red Guard T Tank Hunter A Hacker B Black Lotus C Capture Building M Land Mines Supply Center T Supply Truck M Land Mines Bunker V Evacuate M Land Mines Gattling Cannon M Land Mines War Factory B Battlemaster Tank D Dragon Tank T Troop Crawler G Gattling Tank I Inferno Cannon N Nuke Cannon O Overlord C Chain Gun N Black Napalm M Land Mines Air Field G MiG A MiG Armor M Land Mines Propaganda Center N Nationalism U Subliminal Messaging M Land Mines Nuclear Missile N Nuclear Missile U Uranium Shells T Nuclear Tank M Land Mines ============ 4 GLA Units ============ Worker C Command Center B Barracks U Supply Stash T Stinger Site N Tunnel Network A Arms Dealer D Demo Trap P Palace O Scud Storm Rebel C Capture Building Terrorist C Car Bomb Hijacker J Hijack Jarmen Kell N Sniper Attack Radar Van C Radar Scan Toxin Tractor C Contaminate Scud Launcher P Explosive Warhead N Anthrax Warhead Bomb Truck D Disguise as Vehicle B Bio Bomb O High Explosive Bomb ================ 5 GLA Buildings ================ Command Center W Worker A Ambush B Anthrax Bomb Barracks B Rebel G RPG Trooper T Terrorist A Angry Mob I Hijacker J Jarmen Kell Tunnel Network V Evacuate Arms Dealer S Scorpion V Radar Van A Toxin Tractor M Marauder Tank L Scud Launcher T Technical U Quad Cannon B Rocket Buggy O Bomb Truck K Scorpion Rocket Demo Trap P Proximity Fuse M Manual Control D Detonate! Palace C Camouflage A Anthrax Beta M Arm the Mob T Toxin Shells Black Market B AP Bullets J Junk Repair C Radar Scan R AP Rockets A Buggy Ammo Scud Storm U Scud Storm ============ 6 USA Units ============ Construction Dozer R Cold Fusion Reactor B Barracks U Supply Center M Patriot Missile System A War Factory F Air Field Y Strategy Center Z Supply Drop Zone D Detention Camp P Particle Cannon C Command Center L Clear Mines Ranger C Capture Building M Machine Gun F Flash Bang Missile Defender L Laser Missile Attack Colonel Burton K Knife Attack R Remote Demo Charge T Timed Demo Charge D Detonate Chinook V Evacuate C Combat Drop Raptor R Air Guard Comanche R Fire Rocket Humvee B Battle Drone D Scout Drone V Evacuate Crusader Tank, Paladin Tank, and Tomahawk B Battle Drone D Scout Drone Ambulance B Battle Drone D Scout Drone V Evacuate C Clean Toxin =============== 7 US Buildings =============== Command Center D Construction Dozer Y Spy Drone P Paradrop S Spy Sattelite A A-10 Strike E Emergency Repair F Fuel Air Bomb Cold Fusion Reactor C Control Rods Barracks A Ranger B Colonel Burton M Missile Defender F Flash Bang P Pathfinder C Capture Building Supply Center C Chinook War Factory C Crusader Tank P Paladin Tank T Tomahawk V Humvee A Ambulance W TOW Missile Air Field T Raptor C Comanche F Stealth Fighter A Aurora Bomber P Rocket Pods L Laser Missile Strategy Center B Bombardment Battle Plan D Search and Destroy Plan O Hold the Line Battle Plan A Advanced Training C Composite Armor R Drone Armor Detention Camp C Intelligence Particle Cannon P Fire Particle Cannon +++++++++++++++++++++++++++++++++ | C. Info on the Opposing Sides | +++++++++++++++++++++++++++++++++ *************************************************************************** China *************************************************************************** ======================= 1 China General Powers ======================= 1 Star General - Red Guard Training: All Red Guards will be built as veterans - Artillery Training: Nuke Cannons and Inferno are built as veterans - Nuke Cannon: Nuke Cannons lob small tactical nukes over great distances. 3 Star General - Cluster Mine: Cluster mines are deployed by air. - Artillery Barrage Level 1 : Call in an artillery strike on a target. First level: 12 projectiles. - Artillery Barrage Level 2: Call in an artillery strike on a target. Second level: 24 projectiles. - Artillery Barrage Level 3: Call in an artillery strike on a target. Third level: 36 projectiles. - Cash Hack Level 1: Steal money from enemy supply centers. You cannot steal more money than the enemy has. First level: $1,000. - Cash Hack Level 2: Steal money from enemy supply centers. You cannot steal more money than the enemy has. Second level: $2,000. - Cash Hack Level 3: Steal money from enemy supply centers. You cannot steal more money than the enemy has. Third level: $4,000. - Emergency Repair Level 1: Repair vehicles in an area. First level: light repair. - Emergency Repair Level 2: Repair vehicles in an area. Second level: medium repair. - Emergency Repair Level 3: Repair vehicles in an area. Third level: serious repair. 5 Star General - EMP Pulse: Allows you to call in a heavy bomber to drop an EMP bomb. Disables enemy units and buildings. Red Guard Training Rank: 1 Star General Requirement: 1 General Point Building Required: China Barracks This General Power will make all newly built Red Guards (either from China Barracks or the passengers of Troop Crawler) veteran. Artillery Training Rank: 1 Star General Requirement: 1 General Point 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 Rank: 1 Star General Requirement: 1 General Point 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 to know this unit better. Cluster Mines Rank: 3 Star General Requirement: 1 General Point Building Required: China Command Center Recharge Time: 4 minutes Orders a China Cargo Plane to drop an invisible cluster mine on the targeted area. Will not damage friendly units and visible to allies. Refer to China Unit Information for China Cargo Plane and to Field Objects for Cluster Mine information. Artillery Barrage Level 1 Rank: 3 Star General Requirement: 1 General Point Building Required: China Command Center Recharge Time: 5 minutes Launches an artillery strike on the targeted area. There is only one way to prevent Artillery Barrage strike: destroy the Command Center. The first level Artillery Barrage will release 12 barrages. Refer to Artillery Barrage Level 3 for Artillery Barrage data. Artillery Barrage Level 2 Rank: 3 Star General Requirement: 1 General Point; Artillery Barrage Level 1. Building Required: China Command Center Recharge Time: 5 minutes Basically it is the same as Artillery Barrage Level 1, but it allows the player to launch a more deadly artillery strike consisting of 24 barrages. Artillery Barrage Level 3 Rank: 3 Star General Requirement: 1 General Point; Artillery Barrage Level 2 Building Required: China Command Center Recharge Time: 5 minutes The Artillery Barrage ultimate level. This allows the player to shoot 36 barrages on the targeted area. Artillery Barrage Speed: 150 dist/s Duration before the Barrages hit: 30000 ms View Object Range:250 Weapon: Artillery Barrage Primary Damage: 105 Primary Damage Radius: 50 Damage Type: Explosion Prerequisite: General Power, 3 Star General, China Command Center Cash Hack Level 1 Rank: 3 Star General Requirement: 1 General Point Building Required: China Command Center Recharge Time: 4 minute An ability to unstoppably steal enemy cash, this General Power can only steal as much as $1,000 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 than the enemy has. Cash Hack Level 2 Rank: 3 Star General Requirement: 1 General Point; Cash Hack Level 2 Building Required: China Command Center Recharge Time: 4 minute This is a much better version of Cash Hack Level 1 as it unpreventably steals enemy money as much as $2,000. Cash Hack Level 3 Rank: 3 Star General Requirement: 1 General Point; Cash Hack Level 3 Building Required: China Command Center Recharge Time: 4 minute The ultimate version of Cash Hack which enables player to irresistibly take over enemy dollar from their owner. The enemy player will lose as much as $4,000 when being the victim of this General Power. Emergency Repair Level 1 Rank: 3 Star General Requirement: 1 General Point Building Required: China Command Center Recharge Time: 4 minutes Light Repair enables the player to fix vehicles in a specific area, increasing their lost HP by as much as 100 in the radius of 100. Emergency Repair Level 2 Rank: 3 Star General Requirement: 1 General Point; Emergency Repair Level 2 Building Required: China Command Center Recharge Time: 4 minutes A more advanced version of Light Repair, Medium Repair will add a maximum of 200 more HP to the damaged vehicles in a 100 radius area. Emergency Repair Level 3 Rank: 3 Star General Requirement: 1 General Point; Emergency Repair Level 3 Building Required: China Command Center Recharge Time: 4 minutes Serious Repair is the most advanced version of Emergency Repair. It returns as much as 300 lost HP to the damaged vehicles in the radius (100 radius distance) EMP Pulse Rank: 5 Star General Requirement: 1 General Point Building Required: China Command Center Recharge Time: 6 minutes Disable Duration: 30 seconds EMP Pulse is a bomb dropped by China Cargo Plane. It will turn off all vehicles and buildings in its blast radius for 30 seconds. All aircraft affected by EMP Pulse will crash land immediately. ========================= 2 China Unit Information ========================= ------------------- (a) China Aircraft ------------------- 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 Yield as Heroic Vision Information Vision Range: 200 Shroud Clearing Range: 300 Movement Information Speed: 160 Turn rate: 120 degrees per second;90 while badly damaged Acceleration: 110; 30 while badly damaged Weapon Information Napalm Missile 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 Damage Type: Jet Missile Damage Clip Size: 2 shots Clip Reload Time: 8000 milliseconds Homing missiles Missile detonation creates a Small Firefield. Creates a Firestorm after 8 missile hit. Build Information Prerequisite: China Air Field Build Cost: 1200 Build Time: 10 seconds Special Ability Information None 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) Notes - A Black Napalm upgraded MiG will cast a stronger firestorm than an unupgraded one. - Returns to base after being idle for 10 seconds. a.2) Chinese Cargo Plane Health Information HP: 1000 Armor: Airplane Armor Experience Information 40 exp as anything Locomotor Information Speed: 125; 75 when badly damaged Turn Rate: 25; 10 when badly damaged Acceleration: 60; 30 when badly damaged Notes: - Drops Cluster Mines and EMP Pulse Bomb on the targeted area. ------------------- (b) China Infantry ------------------- 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 Locomotor Information Speed: 25; 15 while badly hurt Turn Rate: Infinite Weapon Information Red Guard Machine Gun Damage: 15 Damage Type: Small Arms Range: 100 Cooldown: 1000 Projectile Speed: Immediate Accuracy: 100% Special Ability Information Horde Bonus Condition: at least 5 Red Guards/Tank Hunters march together Rub Off Radius: 60 Update Time: 1000 ms Group Radius: 30 Capture Building Prerequisite: Capture Building Upgrade Recharge Time: 15000 ms Range: 5 Unpack Time: 3000 Preparation Time: 20000 Pack Time: 2000 Experience Gained: 4 Upgrade Information - Nationalism (Propaganda Center): +25% Horde Bonus. - Capture Building (China Barracks): Enables Red Guard to capture most neutral/hostile buildings. Build Information Prerequisite: 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 b.2) Tank Hunter Health Information HP: 100 Armor: Human 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 Locomotor Information Speed: 20; 10 when badly hurt Turn rate: infinite (500) Weapon Information Tank Hunter Missile Launcher 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 Build Information Prerequisite: China Barracks Cost: 300 Build Time: 5 seconds Upgrade Information - Nationalism (Propaganda Center): +25% Horde Bonus Upgrade Special Ability Information Horde Bonus Condition: at least 5 Red Guards/Tank Hunters march together Rub Off Radius: 60 Update Time: 1000 ms Group Radius: 30 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. Notes: - Slot: 1 b.3) Hacker Health Information HP: 100 Armor: Human 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: 150 Shroud Clearing: 300 Locomotor Information Speed: 20; 10 when badly hurt Turn rate: immediate Upgrade Information None Special Ability Information Disable Building Recharging Time: 4000 ms Range: 150 Unpack Time: 7300 Preparation Tiime: 3000 Pack Time: 5133 Effect Duration: 2000 Exp. Gained: 0 Can't disable Defense Building Hack Internet Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite), $10 (as heroic) per 2 second Unpack Time: 7300 Randomly adds or substracts 20% to pack and unpack time. Pack Time: 5133 Exp. Gained: 1 Build Information Prerequisite: China Barracks, Propaganda Center Cost: 625 Build Time: 20 Notes: - Slot: 1 b.4) Black Lotus Health Information HP: 150 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: 300 Shroud Clearing: 400 Locomotor Information Speed: 30; 20 when badly hurt Turn rate: infinite Build Information Prerequisite: China Barracks, Propaganda Center Cost: 1500 Time: 20 Upgrade Information None Special Ability Information Stealth Stealth Delay: 2500 msec Stealthed except when using ability Crush Immunity Detector Detects stealth units except when in garrison, tunnel network, and transport Unknown Detection Range Capture Building Range: 150 Unpack Time: 6730 Preparation Time: 6000 Pack Time: 2800 Experience Gained: 20 Disable Vehicle Range: 150 Unpack Time: 2000 Preparation Time: 2000 Pack Time: 1000 Effect Duration: 15000 Experience Gained: 0 Steal Cash Pack Time: 5800 Preparation Time: 6000 Range: 150 Cash Stolen: 1000 Unpack Time: 6730 Experience Gained: 20 Recharge Time: 2000 ms Notes: - Limit: 1 - Slot: 1 ------------------ (c) China Vehicles ------------------ c.1) Battlemaster Health Information HP: 400 Armor: Tank 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: 25; with Nuclear Tank upgrade: 35; 32 when badly damaged Turn rate: 180 Weapon Information BattleMaster Tank Gun Turret Turn Rate: 120 Damage: 60; 75 with Uranium Shells upgrade Damage Radius: 5 Damage Type: Armor Piercing Attack Range: 150 Projectile Speed: 400/sec Cooldown: 2000 ms Accuracy: 100% against vehicles/buildings, 10 max distance to miss against infantry Build Information Prerequisites: China War Factory Build Cost: 800 Build Time: 10 seconds Upgrade Information - Nationalism (Propaganda Center): +25% Horde Bonus Upgrade - Uranium Shell (Nuclear Missile): +25% Battlemaster Damage - Nuclear Tank (Nuclear Missile): +25% speed to Battlemaster Special Ability Information Horde Bonus Conditions: at least 5 Battlemaster Tanks march together Rub off Radius: 150 Update Time Rate: 1000 ms Group Radius: 75 Nuclear Explosion (Tank destroyed with Uranium Shells upgrade) Primary Damage: 10 Primary Damage Radius: 25 Secondary Damage: 5 Secondary Damage Radius: 75 Damage Type: Explosion Range: 100 Leaves Radiation Field Small Notes - Slot: 3 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 Locomotor Information Speed: 30; 25 when badly damaged Turn rate: 180 Weapon Information Dragon Tank Flame Weapon 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 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 Build Information Prerequisites: China War Factory Build Cost: 800 Bld Time: 10 Upgrade Information - Black Napalm (China War Factory): +25% to all flame damage Special Ability Information 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 Notes - Slot: 3 c.3) Gattling Tank Health Information HP: 300 Armor: Anti Air Vehicle 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 Locomotor Information Speed: 40; 30 if badly damaged Turn rate: 180 Weapon Information Gattling Tank Gun (Anti Ground) Damage: 20; 25 with Chain Guns Upgrade Damage Type: Gattling Attack Range: 175 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) 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) Build Information Prerequisites: China War Factory Build Cost: 800 Build Time: 10 seconds Upgrade Information - Chain Guns (China War Factory): +25% to all Gattling Weapons Special Ability Information None Notes - Tends to attack air units first before ground units. - Slot: 3 c.4) Troop Crawler Health Information HP: 240 Armor: Tank Armor Experience Information No information available Vision Information Vision Range: 175 Shroud Clearing Range: 400 Locomotor Information Speed: 40; 30 when badly damaged Turn rate: 120 Weapon Information Deploy Infantry Attack Range: 175 Build Information Prerequisite: China War Factory Build Cost: 1400 Build Time: 15 seconds Upgrade Information None Special Ability Information 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. Healing Transport 10% infantry regeneration inside Detector Detects stealth units except when in garrison, tunnel network, and transport Detection Rate: 900 msec Notes: - Built with 8 Red Guards - Slot: 8 c.5) 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 Locomotor Information Speed: 20 Turn rate: 120; 90 when badly damaged Weapon Information Inferno Cannon Gun Turret Turn Rate: 100 Damage: 30 Damage Radius: 15 Damage Type: Explosion Attack Range: 300 Cooldown: 4000 msec Minimum Attack Range: 50 Projectile Speed: 250/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 Build Information Prerequisites: China War Factory, Propaganda Center Build Cost: 900 Build Time: 15 seconds Upgrade Information - Black Napalm (China War Factory): +25% to all flame damage Special Ability Information none Notes: - What differentiates the Black Napalm unupgraded Inferno and Black Napalm upgraded Inferno is the firestorm it creates. The upgraded Inferno incites stronger firestorm. - Slot: 3 c.6) Overlord Health Information HP: 1100 Armor: Tank 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 Locomotor Information Speed: 20; 30 with Nuclear Tank Upgrade Turn rate: 60 Weapon Information Overlord Tank Gun 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 Build Information Prerequisites: China War Factory, Propaganda Center Build Cost: 2000 Build Time: 25 seconds 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 Propganda Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1% to 2%. Special Ability Information Can build one of the following: Overlord Gattling Cannon Turret Turn Rate: 60 Detects stealth units Gattling Gun (Anti Ground) 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) ContinuousFire 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) ContinuousFire 3 Cooldown: 83 msec (2000 shoots) Propaganda Tower Enthusiam Bonus Radius: 150 Delay Between Updates: 2000 milliseconds 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 Can crush vehicles Nuclear Explosion (when a Nuclear Tank upgraded Overlord explodes) Primary Damage: 10 Primary Damage Radius: 25 Secondary Damage: 5 Secondary Damage Radius: 75 Damage Type: Explosion Range: 100 Leaves Radiation Field Small Notes: - Untransportable - Overlord Gattling Cannon can not be manually controlled to attack air units. c.7) Nuke Cannon Health Information HP: 240 Armor: Tank 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 Locomotor Information Speed: 20 Turn rate: 90; 60 when badly damaged Weapon Information Nuke Cannon Gun Turret Turn Rate: 80 Primary Damage: 400 Primary Damage Radius: 50 Secondary Damage: 20 Secondary Damage Radius: 60 Damage Type: Explosion Range: 350 Minimum Range: 200 Projectile Speed: 200 dist/sec Cooldown: 10000 msec Pack Time: 3333 Unpack Time: 3333 Leaves Radiation Field Medium Build Information Prerequisites: China War Factory, Propaganda Center, Nuke Cannon General Power (Level 1/2) Build Cost: 1600 Build Time: 20 seconds Special Ability Information - Leaves Radiation Field Small upon death Notes: - Needs to pack and unpack to shoot and move respectively. - Slot: untransportable c.8) Construction Dozer Health Information HP: 250 Armor: Dozer Armor Experience Information Not available Vision Information Vision Range: 150 Shroud Clearing Range: 300 Locomotor Information Speed: 30; 25 when badly damaged Turn rate: 90; 60 when badly damaged Build Information Prerequisite: China Command Center Build Cost: 1000 Build Time: 5 seconds Special Ability Information Builds Building Detection and Disarming Detects and Disarms US Colonel Burton's C4s, Chinese Tank Hunter TNTs, and China Land and Cluster Mines 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. 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 c.9) Supply Truck Health Information HP: 300 Armor: Truck Experience Information 50 exp Vision Information Vision Range: 150 Shroud Clearing Range: 300 Locomotor Information Speed: 40; 20 when badly damaged Turn rate: 90; 60 when badly damaged Build Information Prerequisite: China Supply Center Build Cost: 600 Build Time: 10 seconds Special Ability 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. Notes: - Slot: 2 c.10) Convoy Truck Health Information HP: 100 Armor: Truck Armor Experience Information Not available Vision Information Vision Range: 150 Shroud Clearing Range: 350 Locomotor Information Speed: 40 dist/sec; 20 if badly damaged Turn Rate: 90 degrees/sec; 60 if badly damaged Build Information Available only by Mission. Special Ability Information Detonate Nuke: Explodes the hidden nuclear device Damage: 300-3500 Full Damage Radius: 60 Partial Damage Radius: 210 Leaves Nuke Radiation Field Notes: - Slot: 3 ================== 3 China Structures ================== Most Chinese Structures are capable of building stealthy and regenerating land mines. a) Command Center Prerequisite: none Experience Value: 200 Cost: 2000 Build Time: 45 seconds Vision Range: 300 Shroud Clearing Range: 300 HP: 5000 Armor: Structure Armor Tough Special Ability Information Land Mines Builds Land Mines around the building (see Field Objects) Notes: - Door Opening Time: 3000 ms - Door Wait Open Time: 3000 ms - Construction Complete Duration: 1500 ms b) Nuclear Reactor Prerequisite: none Power: +10; 15 if Overcharged Cost: 1000 Build Time: 10 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 1500 Armor: Structure Armor Experience Gained: 100 Special Ability Information Overcharge Adds +5 power but suffers from 3% max HP loss per second Land Mines Builds Land Mines around the building (see Field Objects) 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 when exploding (see Field Objects) Notes: c) Barracks Prerequisite: none Power: -1 Cost: 500 Build Time: 10 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 2000 Armor: Structure Armor Experience Gained: 200 Special Ability Information Heals Infantry Can heal friendly and allied infantry. Max infantry inside to heal: 10 Healing Time: 2000 ms/infantry Land Mines Builds Land Mines around the building (see Field Objects) Notes: d) Supply Center Prerequisite: Nuclear Reactor Power: -1 Cost: 1500 Build Time: 10 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 2000 Armor: Structure Armor Experience Gained: 200 Special Ability Information Land Mines Builds Land Mines around the building (see Field Objects) Notes: - Can receive supplies mined by Chinook and Worker. e) Bunker Prerequisite: China Barracks Experience Gained: 20 Cost: 400 Build Time: 5 seconds Vision Range: 300 Shroud Clearing Range: 200 HP: 1000 Armor: Structure Armor Special Ability Information Garrison Can accommodate up to 5 infantry inside. Infantry can fire from within, gaining Garrison Bonus (see Bonus Modifiers). Can not be ungarrisonned except destroyed. Land Mines Builds Land Mines around the building (see Field Objects) Notes: - Uncapturable and undisableable by hacker. f) Gattling Cannon Prerequisite: Nuclear Reactor Power: -3 Cost: 1200 Build Time: 25 seconds Vision Range: 360 Shroud Clearing Range: 360 Detection Rate: 500 ms Detection Range: 200 HP: 1000 Armor: Base Defense Armor Experience Gained: 200 Weapon: Turn Rate: 180 Gattling Anti Ground Damage: 10; 12.5 with Chaingun Upgrade Damage Type: Gattling 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) Accuracy: 100% Gattling Gun Air (Anti Air) Damage: 5; 6.25 with Chaingun Upgrade Damage Type: Small Arms 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) Accuracy: 100% Can shoot down incoming ballistic missiles. Special Ability Information Land Mines Builds Land Mines around the building (see Field Objects) Notes: - Uncapturable and undisableable by hacker. g) War Factory Prerequisite: China Supply Center Power: -1 Cost: 2000 Build Time: 15 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 2000 Armor: Structure Armor Experience Gained: 200 Special Ability Information Repairs Vehicle Repair Time: 5000 ms/unit Land Mines Builds Land Mines around the building (see Field Objects) Notes: - 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 Cost: 1000 Build Time: 30 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 1500 Armor: Structure Armor Experience Gained: 150 Special Ability Information Repairs Aircraft Healing Rate: 10 HP per second Land Mines Builds Land Mines around the building (see Field Objects) Notes: - Can park 4 aircraft - 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) Propaganda Center Prerequisite: China War Factory Power: -2 Cost: 2000 Build Time: 45 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 1000 Armor: Structure Armor Experience Gained: 200 Special Ability Information Land Mines Builds Land Mines around the building (see Field Objects) Notes: j) Speaker Tower Prerequisite: Propaganda Center Power: -1 Cost: 500 Build Time: 10 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 300 Armor: Structure Armor Experience Gained: 50 Special Ability Information Enthusiasm (see Bonus Modifier) Propaganda Radius: 150 Delay between Update: 2000 milliseconds Detector Notes: k) Nuclear Missile Prerequisite: Propaganda Center Power: -10 Cost: 5000 Build Time: 60 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 4000 Armor: Structure Armor Tough Experience Gained: 400 Weapon Neutron Missile Recharging Time: 6 minutes View Object Duration: 40000 ms View Object Range: 250 Damage: 300-3500 Full Damage Radius: 60 Partial Damage Radius: 210 Leaves Nuke Radiation Field Special Ability Information Nuclear Explosion (when destroyed) Primary Damage: 400 Primary Damage Radius: 50 Secondary Damage: 50 Secondary Damage Radius: 100 Damage Type: Explosion Attack Range: 100 Leaves Nuke Radiation Field after explosion Land Mines Builds Land Mines around the building (see Land Mines) Notes: ================= 4 China Upgrades ================= a) Radar Prerequisite: China Command Center Build Cost: 500 Build Time: 20 Builds a radar tower in the China Command Center, enabling the minimap. b) Land Mines Prerequisite: China Command Center, Barracks, Supply Center, Gattling Cannon, Bunker, Airfield, War Factory, Propaganda Center, Nuclear Missile Build Cost: 600 Build Time: 20 Builds a field of stealthy mine around the buildings, making it difficult to get close into the buildings without being harmed. c) Capture Building Prerequisite: China Barracks (but actually all Barracks will do) Affected Units: Red Guards (Rangers and Rebels) Research Cost: 1000 Research Time: 30 Enables Red Guards to capture most hostile and tech buildings. d) MiG Armor Prerequisite: China Airfield Affected Unit: MiG Research Cost: 1000 Research Time: 40 Increases the HP of MiG by 25% (+40), making MiG's total HP become 200. e) Chain Guns Prerequisite: China War Factory Affected Units/Buildings: Gattling Tank, Overlord Gattling Cannon, Gattling Cannon Research Cost: 1500 Research Time: 45 Increases the damage of all Gattling weapons by 25%. f) Black Napalm Prerequisite: China War Factory Affected Units: Dragon Tank, MiG, Inferno Cannon Research Cost: 2000 Research Time: 45 Increases the damage of all flame weapons. g) Nationalism Prerequisite: Propaganda Center Affected Units: Red Guard, Tank Hunter, Battlemaster Tank Research Cost: 2000 Research Time: 60 +25% to Horde Bonus h) Subliminal Messaging Prerequisite: Propaganda Center Affected Buildings/Units: Speaker Tower, Overlord Propaganda Tower Research Cost: 500 Research Time: 40 Increases both the fire rate (by +25%) and healing bonuses of Speaker Tower and Overlord Propaganda Tower. i) Uranium Shells Prerequisite: Nuclear Missile Affected Units: Battlemaster Tank and Overlord Research Cost: 2500 Research Time: 60 Increases the damage of Battlemaster Tank and Overlord main gun by 25%. j) Nuclear Tank Prerequisite: Nuclear Missile Affected Units: Battlemaster Tank and Overlord Research Cost: 2000 Research Time: 60 Increases the speed of Battlemaster Tank and Overlord by 25%. Its drawback, aside from expensive and time-wasting cost, is when a Battlemaster or Overlord explodes, it damages nearby units and leaves Radiation Field Small. k) Overlord Battle Bunker Prerequisite: Unupgraded Overlord Affected Unit: Respective Overlord Build Cost: 400 Build Time: 15 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. l) Overlord Gattling Cannon Prerequisite: Unupgraded Overlord Affected Unit: Respective Overlord Build Cost: 1200 Build Time: 20 Installs a Gattling Cannon on the Overlord, enabling it to attack air units and becoming more deadly to infantry. m) Overlord Propaganda Tower Prerequisite: Unupgraded Overlord Affected Unit: Respective Overlord Build Cost: 500 Build Time: 10 Equips Overlord with a Speaker Tower, which heals friendly and allied units nearby and increases their fire rate. *************************************************************************** GLA *************************************************************************** ==================== 1 GLA General Powers ==================== 1 Star General - Technical Training: All Technicals will be created as veterans. - Scud Launcher: Fires a long-range rocket that can be equipped with explosives or deadly anthrax. - Marauder Tank: Marauder tanks can scavenge enemy kills to upgrade their main gun. 3 Star General - Hijacker: Hijackers are camouflaged and can steal enemy vehicles. - Cash Bounty Level 1: Earns a cash bounty for every enemy unit or building you kill. First level: 5 percent bounty. - Cash Bounty Level 2: Earns a cash bounty for every enemy unit or building you kill. Second level: 10 percent bounty. - Cash Bounty Level 3: Earns a cash bounty for every enemy unit or building you kill. Third level: 15 percent bounty. - Rebel Ambush Level 1: Allows you to create a surprise ambush of rebels anywhere. First level: four rebels. - Rebel Ambush Level 2: Allows you to create a surprise ambush of rebels anywhere. Second level: eight rebels. - Rebel Ambush Level 3: Allows you to create a surprise ambush of rebels anywhere. Third level: 16 rebels. - Emergency Repair Level 1: Repair vehicles in an area. First level: light repair. - Emergency Repair Level 2: Repair vehicles in an area. Second level: medium repair. - Emergency Repair Level 3: Repair vehicles in an area. Third level: serious repair. 5 Star General - Anthrax Bomb: Anthrax is deadly against enemy troop concentrations Technical Training Rank: 1 Star General Requirement: 1 General Point Building Required: Arms Dealer Due to this General Power, all newly created Technicals will automatically emerge from Arms Dealer as veterans. Scud Launcher Rank: 1 Star General Requirement: 1 General Point Building Required: Arms Dealer; Palace All players who choose this General Power will have an access to build Scud Launchers. Marauder Tank Rank: 1 Star General Requirement: 1 General Point Building Required: Arms Dealer The best tank of GLA will be available if this General Power is activated. Hijacker Rank: 3 Star General Requirement: 1 General Point Building Required: GLA Barracks, Palace Choosing this General Power will enable the player to train Hijackers from GLA Barracks. Cash Bounty Level 1 Rank: 3 Star General Requirement: 1 General Point Building Required: GLA Command Center Players will get some immediate cash from the hostile units or buildings they destroy. The first level will give 5% of cost of the enemy destroyed units/buildings Cash Bounty Level 2 Rank: 3 Star General Requirement: 1 General Point; Cash Bounty Level 1. Building Required: GLA Command Center This is the advancement of Cash Bounty Level 1, giving the players 10% of the cost of the destroyed units/buildings. Cash Bounty Level 3 Rank: 3 Star General Requirement: 1 General Point; Cash Bounty Level 2 Building Required: GLA Command Center Cash Bounty Level 3 rewards the players choosing it with 20% of the cost of the units/buildings they destroy. Rebel Ambush Level 1 Rank: 3 Star General Requirement: 1 General Point Building Required: GLA Command Center Recharge Time: 4 minute Rebel Ambush Level 1 will allow the players to deploy 4 rebels anywhere in the map, as long as the shroud has already been removed (shroud, not fog of war). Rebel Ambush Level 2 Rank: 3 Star General Requirement: 1 General Point; Rebel Ambush 2 Building Required: GLA Command Center Recharge Time: 4 minute The same as Rebel Ambush Level 1, but the players will get 8 rebels instead of 4. Rebel Ambush Level 3 Rank: 3 Star General Requirement: 1 General Point; Rebel Ambush Level 3 Building Required: GLA Command Center Recharge Time: 4 minute This General Power enables players to place 16 rebels anywhere in the map. Emergency Repair Level 1 Rank: 3 Star General Requirement: 1 General Point Building Required: GLA Command Center Recharge Time: 4 minutes Light Repair enables the player to fix vehicles in a specific area, increasing their lost HP by as much as 100 in the radius of 100. Emergency Repair Level 2 Rank: 3 Star General Requirement: 1 General Point; Emergency Repair Level 2 Building Required: GLA Command Center Recharge Time: 4 minutes A more advanced version of Light Repair, Medium Repair will add a maximum of 200 more HP to the damaged vehicles in a 100 radius area. Emergency Repair Level 3 Rank: 3 Star General Requirement: 1 General Point; Emergency Repair Level 3 Building Required: GLA Command Center Recharge Time: 4 minutes Serious Repair is the most advanced version of Emergency Repair. It returns as much as 300 lost HP to the damaged vehicles in the radius (100 distances) Anthrax Bomb Rank: 5 Star General Requirement: 1 General Point Building Required: GLA Command Center Recharge Time: 6 minutes Orders a GLA Cargo Plane to bombard a specific area with an Anthrax Bomb. Anthrax Bomb Primary Damage: 200 Primary Damage Radius: 100 Attack Range: 100 Damage Type: Explosion Leaves Anthrax Bomb Poison Field Baikonur Rocket This is not a real weapon and only appears in cinematic views. Its reputation as GLA's great success, however, deserves to be noted here. Prerequisite: Mission completion (GLA Mission 8) Building Required: Baikonur Rocket Hangar, Baikonur Ground Control Center, Baikonur Rocket Pad Weapon: Baikonur Rocket Damage: 300-3500 Full Radius: 60 Partial Radius: 210 Leaves Poison Field Large ============ 2 GLA Units ============ ------------- (a) GLA Aircraft ------------- a.1) GLA Cargo Plane Health Information HP: 1000 Armor: Airplane Armor Experience Information 40 exp as anything Locomotor Information Speed: 125; 75 when badly damaged Turn Rate: 25; 10 when badly damaged Acceleration: 60; 30 when badly damaged Notes: - Drops Anthrax Bombs on the targeted area. ----------------- (b) GLA Infantry ----------------- b.1) Rebel Health Information HP: 120 Armor: Human 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 Locomotor Information Speed: 20; 10 when badly hurt Turn Rate: Infinite (500) Weapon Information Rebel Machine Gun Damage: 5; 6.25 with AP Bullets Upgrade Damage Type: Small Arms Range: 100 Projectile Speed: Immediate Cooldown: 100 ms 3 shoots per clip Clip Reload Time: 700 Special Ability Information Capture Building Prerequisite: Capture Building Upgrade Range: 5 Unpack Time: 3000 Pack Time: 2000 Preparation Time: 20000 Recharge Time: 15000 ms Experience Gained: 12 Stealth Prerequisite: Camouflage Stealth Delay: 2500 msec Decloaks when attacking or Capturing Building Upgrade Information - Capture Building (Barracks): Enables Rebels to capture most hostile/neutral buildings. - Camouflage (Palace): Rebels are hidden from sight when not doing any aggressive activities. - AP Bullets (Black Market): Increases Rebel damage by 25% Build Information Prerequisite: GLA Barracks Build Cost: 150 Build Time: 5 seconds Notes: - Slot: 1 b.2) Terrorist Health Information HP: 120 Armor: Human Experience Information 20 exp as anything Vision Information Vision Range: 150 Shroud Clearing Range: 200 Locomotor Information Speed: 25; 15 when badly hurt Turn Rate: Infinite Weapon Information Suicide Dynamite Pack 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 Ability Information Car Bomb Converts a civilian car into a car bomb. (See GLA Vehicle session) Upgrade Information None Build Information Prerequisites: GLA Barracks Build Cost: 200 Build Time: 5 seconds Notes: - Slot: 1 - Don't force attack your Terrorist against empty area. He will die vainly. b.3) 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 Locomotor Information Speed: 20; 10 if badly hurt Turn Rate: Infinite Weapon Information Tunnel Defender Rocket (or RPG) Damage: 40; 50 with Armour Piercing Rockets Upgrade Primary Damage Radius: 5 Damage Type: Infantry Missile Range: 175 Minimum Range: 5 Projectile Speed: 225 Projectile Turn Rate: 100 Cooldown: 1000/msec Accuracy: 100% against vehicle; may miss as much as 10 distances Homing missile Special Ability Information None Upgrade Information - AP Rocket Upgrade (Black Market): Adds 25% to all rocket damage Build Information Prerequisite: GLA Barracks Prerequisite: Tunnel Network (see Tunnel Network/Notes sections) Build Cost: 300 Build Time: 5 seconds Notes: - GLA may get 2 free RPG Troopers by building a Tunnel Network. - Slot: 1 b.4) Angry Mob Health Information Members: 10; initially just 5, but will grow. HP (each member): 50 Armor: Human 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 Locomotor 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 Pistol 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. Rock 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. Molotov Coctail 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 AK 47 Damage: 20; 25 with Armor Piercing Bullets Upgrade Damage Type: Molotov Coctail Attack Range: 120 Projectile Speed: Immediate Cooldown: 250 Special Ability Information Regeneration Regeneration Rate: 30 seconds (for 10 members) Upgrade Information - Arm the Mob (Palace): Replaces the pistols and rocks used by Angry Mob with powerful AK 47s - AP Bullets Upgrade (Black Market): Increases the attack damage of AK 47. Build Information Prerequisite: GLA Barracks, Palace Build Cost: 800 Build Time: 15 Notes: - Untransportable and not allowed to enter Tunnel Network. c.5) Hijacker Health Information HP: 100 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: 100 Shroud Clearing Range: 200 Locomotor Information Speed: 30; 20 when badly hurt Turn Rate: Infinite (500) Special Ability Information Hijack Hijacker can kill the driver of as hostile vehicle and claim the vehicle for himself. Stealth Stealth Delay: 500 ms Only stealthy while stationary Upgrade Information None Build Information Prerequisite: GLA Barracks; Palace, Hijacker General Power Build Cost: 400 Build Time: 10 seconds Notes: - Slot: 1 c.6) Jarmen Kell Health Information HP: 200 Armor: Human 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 Locomotor Information Speed: 30 dist/sec; 20 if badly hurt Turn Rate: 500 (infinite) Weapon Information Sniper Rifle Damage: 180; 225 with AP Bullets Upgrade Damage Type: Sniper Range: 225 Projectile Speed: Immediate Cooldown: 1000 msec Special Ability Information Stealth Stealth Delay: 2000 msec Decloacks when attacking. 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 - AP Bullets (Black Market): +25% to Jarmen Kell's sniper rifle damage. Build Information Prerequisites: GLA Barracks, Palace Build Cost: 1500 Build Time: 20 seconds Notes: - Slot: 1 - Limit: 1 c.7) Worker Health Information HP: 140 Armor: Human Armor Experience Information Not available Vision Information Vision Range: 100 Shroud Clearing Range: 200 Locomotor Information Speed: 25 dist/sec; 15 when badly hurt Turn Rate: 500 degrees/sec Weapon Information None Special Ability Information Builds Building Detection and Disarming Detects and Disarms US Colonel Burton's C4s, Chinese Tank Hunter TNTs, and China Land and Cluster Mines 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. Repairs Damaged Buildings Repairs 2% of max HP per second. Looks for buildings to repair within 150 range every 5000 milliseconds when idle. Supply Gathering Max Boxes to Carry: 1 ($75) 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 None Build Information Prerequisite: GLA Command Center or GLA Supply Stash Build Cost: 200 Build Time: 5 Notes: - Slot: 1 ----------------- (c) GLA Vehicles ----------------- 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 Locomotor Information Speed: 90 dist/sec; 80 if badly damaged Turn Rate: 180 Weapon Information Turret Turn Rate: 240 degrees per sec Technical Machine Gun Damage: 8; 10 with AP Bullets Upgrade Damage Type: Comanche Vulcan Range: 120 Projectile Speed: Immediate Cooldown: 200 msec Accuracy: 100% Technical Cannon Weapon (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 Technical RPG Weapon (Crate Upgrade Two) Damage: 50 Damage Radius: 5 Damage Type: Explosion Accuracy: 100% Range: 150 Minimum Range: 5 Projectile Speed: 225 dist/sec Projectile Turn Rate: 100 degrees/sec Cooldown: 1000 msec Special Ability Information Scavenger Replaces Technical Machine Gun Weapon with a stronger weapon. Can only be upgraded twice. Auto Repair Prerequisite: Junk Repair Upgrade Healing Amount: 2/second Transport Can transport up to 5 infantry. 10% damage to units inside when destroyed. Upgrade Information - AP Bullets (Black Market): Increases Technical Machine Gun and Cannon (Upgrade One) damage by 25%. - Junk Repair (Black Market): Endows Technical with auto-repair ability. Build Information Prerequisite: Arms Dealer Build Cost: 500 Build Time: 5 Notes: - Slot: 3 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 Locomotor Information Speed: 40 dist/sec; 30 when badly damaged Turn Rate: 180 degrees/sec Weapon Information Scorpion Tank Gun Turret Turn Rate: 100 Damage: 20 Damage Radius: 5 Damage Type: Armor Piercing Range: 150 Projectile Speed: 400 dist/sec Cooldown: 1000 msec Accuracy: 100% against vehicles, may miss as much as 10 distances against infantry. Scorpion Rockets Primary Damage: 100; 125 with AP Rocket Upgrade Primary Damage Radius: 5 Secondary Damage: 80 Secondary Damage Radius: 25 Damage Type: Explosion Range: 150 Minimum Attack Range: 40 Projectile Speed: 150 ms Projectile Turn Rate: 540 degrees/sec Cooldown: 200 msec Clip Reload Time: 15000 msec Accuracy: 100% against vehicles, may miss hitting infantry by as much as 10 distances. Homing missile Special Ability Information Auto Repair Prerequisite: Junk Repair Upgrade Healing Amount: 2/second Toxin Contamination Leaves Poison Field Small Prerequisite: Toxin Shells Upgrade Upgrade Information - Scorpion Rocket (Arms Dealer): Equips all scorpions with missile weapons. - Junk Repair (Black Market): Enables all GLA vehicles to auto-repair. - AP Rockets (Black Market): +25% damage to Scorpion rockets. - Toxin Shells (Palace): Scorpion adds its main gun with anthrax shells. - Anthrax Beta (Palace): Replaces Scorpion's anthrax warheads with a stronger version of anthrax. Only works if Toxin Shells has already been researched. Build Information Prerequisites: Arms Dealer Build Cost: 600 Build Time: 5 Notes: - Slot: 3 c.3) Toxin Truck 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 Locomotor Information Speed: 30 dist/sec; 20 when badly damaged Turn Rate: 180 degrees/sec Weapon Information Turret Turn Rate: 180 Toxin Truck Gun Damage: 10; 12.5 with Anthrax Beta Upgrade Damage Radius: 10 Damage Type: Poison Attack Range: 100; has a minimum attack range of 10 if Anthrax Beta is researched. Projectile Speed: 300 dist/sec Accuracy: 100% Cooldown: 40 msec 30 shots in a clip Clip Reload Time: 40 msec Empties Garrisoned buildings Not homing Leaves Medium Poison Field after cooldown (This is just a wild guess). Special Ability Information Toxin Tractor Explosion Leaves Poison Field Small when destroyed. Auto Repair Prerequisite: Junk Repair Upgrade Healing Amount: 2/second Contamination Sprays toxin on a wide area by activating Toxin Truck Sprayer Primary Damage: 2; 2.5 with Anthrax Beta Upgrade Primary Damage Radius: 80 Secondary Damage: 2.0; 2.5 with Anthrax Beta Upgrade Secondary Damage Radius: 75 Damage Type: Poison Attack Range: 15 Minimum Attack Range: 10 Cooldown: 200 msec Lasting time: 30 seconds Leaves Medium Poison Field after cooldown (This is just a wild guess). Upgrade Information - Anthrax Beta (Palace): Replaces the toxin weapon with anthrax beta weapon, which is stronger. - Junk Repair (Black Repair): Enables auto-repair for all GLA vehicles. Build Information Prerequisites: Arms Dealer Build Cost: 600 Build Time: 5 seconds Notes: - Slot: 3 c.4) Quad Cannon Health Information HP: 220 Armor: Anti Air Vehicle 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 Locomotor Information Speed: 40 dist/sec; 25 if badly damaged Turn Rate: 180 degrees/sec Weapon Information Turret Turn Rate: 360 Quad Cannon Gun Anti Ground Damage: 10; 12.5 with AP Bullets Upgrade Damage Type: Small Arms Range: 150 Projectile Speed: Immediate Cooldown: 100 msec Quad Cannon Gun Anti Air Damage: 5; 6.25 with AP Bullets Upgrade Damage Type: Small Arms Range: 350 Projectile Speed: Immediate Cooldown: 100 msec Quad Cannon Gun Anti Ground (Upgrade One) Damage: 8; 10 with AP Bullets Upgrade Damage Type: Small Arms Range: 150 Projectile Speed: Immediate Cooldown: 50 msec Quad Cannon Gun Anti Air (Upgrade One) Damage: 5; 6.25 with AP Bullets Upgrade Damage Type: Small Arms Range: 350 Projectile Speed: Immediate Cooldown: 50 msec Quad Cannon Gun Anti Ground (Upgrade Two) Damage: 8; 10 with AP Bullets Upgrade Damage Type: Small Arms Range: 150 Projectile Speed: Immediate Cooldown: 25 msec Quad Cannon Gun Anti Air (Upgrade Two) Damage: 5; 6.25 with AP Bullets Upgrade Damage Type: Small Arms Range: 350 Projectile Speed: Immediate Cooldown: 25 msec Special Ability Information Scavenger Quad Cannon can upgrade its main gun with the wreckage of other vehicles. Can be upgraded twice. Auto Repair Prerequisite: Junk Repair Upgrade Healing Amount: 2/second Upgrade Information - AP Bullets (Black Market): Adds 25% damage to Quad Cannon. - Junk Repair (Black Market): Quad Cannon auto-repairs. Build Information Prerequisites: Arms Dealer Build Cost: 700 Build Time: 10 seconds Notes: - Slot: 3 c.5) Radar Van Health Information HP: 200 Armor: Truck Armor Experience Information 20 exp as anything Vision Information Vision Range: 200 Shroud Clearing Range: 500 Locomotor Information Speed: 40 dist/sec; 30 if badly damaged Turn Rate: 180 degrees/sec Weapon Information None Special Ability Information Enables Minimap Can not function if stationed in a Tunnel Network or transport Detector Detection Rate: 500 msec Can not detect if stationed in a Tunnel Network or transport Auto Repair Prerequisite: Junk Repair Upgrade Healing Amount: 2/sec Radar Van Scan Opens a small portion of map, including all hidden units there. Prerequisite: Radar Van Scan Radius: 150 Recharge Time: 30000 milliseconds Revelation Time: 10000 ms Detection Rate: 500 ms Upgrade Information - Radar Van Scan (Black Market): Reveals an area as large as 150 in radius on the map. Detects stealth. - Junk Repair (Black Market): Enables auto-repair for Radar Van. Build Information Prerequisites: Arms Dealer Build Cost: 500 Build Time: 10 seconds Notes: - Slot: 3 c.6) Marauder Tank Health Information HP: 490 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 Locomotor Information Speed: 40 dist/sec; 30 if badly damaged Turn Rate: 180 degrees/second Weapon Information Turret Turn Rate: 100 degrees/second Marauder Tank Gun 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 Marauder Tank Gun Upgrade One Damage: 60 Damage Radius: 5 Damage Type: Armor Piercing Range: 150 Accuracy: 100% against vehicles, may miss as much as 10 distances against infantry Projectile Speed: 400 dist/sec Cooldown: 1500 msec Marauder Tank Gun Upgrade Two 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 2 shots in a clip Clip Reload Time: 100 msec Special Ability Information Scavenger Increases its main gun with crates created upon other vehicles' destruction. Can only upgrade twice. Auto Repair Prerequisite: Junk Repair Upgrade Healing Amount: 2/second Toxin Contamination Leaves Poison Field Small Prerequisite: Toxin Shells Upgrade Upgrade Information - Toxin Shells (Palace): Marauder shells carry a small amount of anthrax. - Anthrax Beta (Palace): When Toxin Shells Upgrade has been researched, Marauder shells will carry a stronger version of anthrax. - Junk Repair (Black Market): Gives auto-repair ability to Marauder. Build Information Prerequisites: Arms Dealer; General Power Marauder Tank Build Cost: 800 Build Time: 10 seconds Notes: - Slot: 3 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 Locomotor Information Speed: 90 dist/sec; 80 if badly damaged Turn Rate: 180 degrees/sec Weapon Information Turret Turn Rate: 90 Buggy Rocket Primary Damage: 20; 25 with AP Rockets Upgrade Secondary Damage: 5; 6.25 with AP Rockets Upgrade Secondary Damage Radius: 10 Accuracy: 100% vs vehicles, may miss up to 20 distances against infantry. Range: 300 Minimum Range: 50 Damage Type: Explosion Projectile Speed: 225 dist/sec Missile Turn Rate: 100 degrees/sec Cooldown: 200 msec 6 shots in a clip; 12 with Buggy Ammo Clip Reload Time: 6000 msec Homing missile Special Ability Information Auto Repair Prerequisite: Junk Repair Upgrade Healing Amount: 2/second Upgrade Information - Buggy Ammo (Black Market): Increases the maximum shots in one clip. - AP Rockets (Black Market): Adds 25% damage to Buggy rockets. - Junk Repair (Black Market): Self repairs when damaged. Build Information Prerequisites: Arms Dealer, Palace Build Cost: 900 Build Time: 10 seconds Notes: - Slot: 3 c.8) Bomb Truck Health Information HP: 250 Armor: Truck Armor Experience Information 50 exp as anything Vision Information Vision Range: 150 Shroud Clearing Range: 200 Locomotor Information Speed: 50 dist/sec Turn Rate: 90 degrees/sec; 60 if badly damaged Weapon Information Suicide Weapon Primary Damage: 1000; 2000 with High Explosive Bomb Upgrade Primary Damage Radius: 40; 50 with High Explosive Bomb Upgrade Secondary Damage: 100.0; 200 with High Explosive Bomb Upgrade Secondary Damage Radius: 65; 85 with High Explosive Bomb Upgrade Damage Type: Exposion Bio Bomb Upgrade allows the Bomb Truck to leaves Poison Field Medium upon detonation. Special Ability Information Disguise Disguises the truck as an enemy vehicle. Will be revealed by detector. Detonate Detonates immediately. High Explosive Bomb and Bio Bomb See Weapon and Upgrade Information Auto Repair Prerequisite: Junk Repair Upgrade Healing Amount: 2/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 Prerequisites: Arms Dealer, Palace Build Cost: 1200 Build Time: 15 seconds Notes: - Slot: 3 c.9) 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 Locomotor Information Speed: 20 dist/sec; 15 when badly damaged Turn Rate 50 degrees/sec; 45 when badly damaged Weapon Information Turret Turn Rate: 60 degrees/sec SCUD Explosive Missile 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 SCUD Anthrax Missile 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 Special Ability Information Changes Warhead SCUD Launcher can install either Explosive or Anthrax Auto Repair Prerequisite: Junk Repair Upgrade Healing Amount: 2/second Upgrade Information - Junk Repair (Black Market): Gives Scud Launcher auto-repair ability. - Anthrax Beta (Palace): Makes the poison field created after anthrax warhead impact more deadly. - AP Rocket Upgrade (Black Market): Increases the damage of the explosive warhead by 25%. Build Information Prerequisites: Arms Dealer; Palace; Scud Launcher General Power Build Cost: 1200 Build Time: 20 seconds Notes: - Slot: 3 c.10) 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 Experience Information Not available Vision Information Vision Range: varies Locomotor Information Speed: 90 dist/sec Turn Rate: 120 degrees/sec Weapon Information Suicide Car Bomb Primary Damage: 700 Primary Damage Radius: 20 Secondary Damage: 100 Secondary Damage Radius: 50 Damage Type: Explosion Range: 5 Special Ability Information None Upgrade Information None Build Information Prerequisites: Terrorist and a civilian car Notes: - Slot: 3 ================ 3 GLA Buildings ================ GLA, unlike its counterparts, US and China, does not need to empower its buildings. Another difference is when a GLA building is destroyed (except Demo Trap), it automatically spawns a GLA hole which will later produce a worker to rebuild the destroyed building at no cost. a) Supply Stash HP: 1000 Armor: Structure Armor Build Cost: 1500 Refund Value: 650 Build Time: 15 seconds Vision Range: 200 Shroud Clearing Range: 200 Experience Gained: 200 Special Ability Information Underground Hole Creates a GLA Hole upon destruction (See GLA Hole) Notes: b) Barracks HP: 500 Armor: Structure Armor Build Cost: 500 Build Time: 10 seconds Vision Range: 200 Shroud Clearing Range: 200 Experience Gained: 100 Special Ability Information Heals Infantry Can accommodate friendly and allied infantry. Max infantry inside to heal: 10 Healing Time: 2000 ms/infantry Underground Hole Creates a GLA Hole upon destruction (See GLA Hole) Notes: c) 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: 15 Damage Type: Small Arms Range: 175 Cooldown: 250 msec Experience Gained: 100 Special Ability Information Underground Hideout Enables up to 10 units to hide underground. Undergroud Network Transports units immediately between two tunnels. Heals and Repairs Max units inside to heal/repair: 10 Healing/Repairing Time: 5000 milliseconds Detector Detection Rate: 500 msec Detection Range: 150 Underground Hole Creates a GLA Hole upon destruction (See GLA Hole) Notes: - Gives 2 RPG Troopers upon completion. - Eliminates units inside upon destruction if there is no tunnel exists. - Uncapturable and undisableable by hacker d) Stinger Site Prerequisite: GLA Barracks HP: 1000 Armor: Stinger Site Armor Build Cost: 900 Build Time: 25 seconds Vision Range: 600 Shroud Clearing Range: 400 Experience Gained: 200 Weapons Controller: Stinger Soldiers Maximal No. of Soldiers: 3 Stinger Soldier Respawn: 30000 msec HP: 100 Armor: Stinger Soldier Armor Vision Range: 400 Shroud Clearing Range: 400 Detection Rate: 500 msec Detection Range: 200 Build Cost: 100 (It's just for hostile GLA who chooses Cash Bounty and kills these soldiers) Stinger Missile Anti Ground Damage: 20; 25 with AP Rocket Upgrade Damage Radius: 5 Damage Type: Explosion Accuracy: 100% vs vehicles, may miss as much as 10 distances against infantry. Range: 225 Projectile Speed: 400 dist/sec Turn Rate: 625 degrees per second Cooldown: 2000 ms Homing missile Stinger Missile Anti Air Damage: 30 Damage Radius: 10 Damage Type: Explosion Accuracy: 100% vs vehicles, may miss as much as 10 distances against infantry (but do we have flying infantry?). Range: 400 Projectile Speed: 400 dist/sec Turn Rate: 625 degrees per second Cooldown: 2000 ms Homing missile Can shoot down incoming ballistic missiles Special Ability Information Respawns Stinger Soldiers Replaces Stinger Soldiers perishing in battle (See Stinger Soldier information above) Underground Hole Creates a GLA Hole upon destruction (See GLA Hole) Notes: - These types of damage will kill the Stinger Soldiers: Small Arms, Sniper, Fleshy Sniper, Poison, Radiation, Flame. - These type of damage will not impair the Stinger Site if there is no Stinger Soldier inside: Sniper, Fleshy Sniper. - Uncapturable e) Arms Dealer Prerequisite: GLA Supply Stash HP: 2000 Armor: Structure Armor Build Cost: 2500 Build Time: 20 seconds Vision Range: 200 Shroud Clearing Range: 200 Experience Gained: 200 Special Ability Information Repairs Vehicle Repairing Time: 5000 milliseconds Underground Hole Creates a GLA Hole upon destruction (See GLA Hole) Notes: - Door Opening Time: 2000 ms - Door Wait Open Time: 3000 ms - Construction Complete Duration: 1500 ms f) Demo Trap Prerequisite: Arms Dealer HP: 100 Armor: Structure Armor Build Cost: 400 Build Time: 5 seconds Vision Range: 150 Shroud Clearing Range: 150 Experience Gained: 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 Ability Information Proximity Fuse As the default built, this mode will explode 1 second after an enemy unit is detected in its radius. Manual Detonation The demo trap will not explode upon an incoming enemy but will need the player's order to explode. Detonate Explodes the demo trap. Notes: - Does not create a GLA Hole upon destruction. - Stealth - Uncapturable and undisableable hacker. - Not counted as victory determinant building. g) Palace Prerequisite: Arms Dealer HP: 3000 Armor: Structure Armor Build Cost: 2500 Build Time: 45 seconds Vision Range: 300 Shroud Clearing Range: 300 Experience Gained: 300 Special Ability Information Garrison Maximum Infantry in Garrison: 5 Infantry can fire from within. Adds 33% range and +25% damage to units inside Can not be ungarrisonned except destroyed. Underground Hole Creates a GLA Hole upon destruction (See GLA Hole) Notes: - Uncapturable and undisableable by hacker. h) Black Market Prerequisites: Palace HP: 500 Armor: Structure Armor Build Cost: 2500 Build Time: 45 seconds Vision Range: 200 Shroud Clearing Range: 200 Experience Gained: 200 Special Ability Information Income Generator Income Generated: $20 every 2 second Underground Hole Creates a GLA Hole upon destruction (See GLA Hole) Notes: i) SCUD Storm Prerequisite: Palace HP: 4000 Armor: Structure Armor Tough Build Cost: 5000 Build Time: 60 seconds Vision Range: 200 Shroud Clearing Range: 200 Experience Gained: 400 Weapon: SCUD Storm Missile Reload Time: 5 minutes Cursor Radius: 200 View Object Duration: 40000 ms View Object Range: 250 Total Missile: 9 Primary Damage: 500 Primary Damage Radius: 50 Secondary Damage: 200 Secondary Damage Radius: 200 Damage Type: Explosion Range: 200 Leaves Poison Field Large after detonation Special Ability Information Creates Poison Field Medium when destroyed. Underground Hole Creates a GLA Hole upon destruction (See GLA Hole) Notes: j) Command Center HP: 5000 Armor: Structure Armor Tough Vision Range: 300 Shroud Clearing Range: 300 Build Cost: 2000 Build Time: 45 seconds Experience Gained: 200 Special Ability Information Underground Hole Creates a GLA Hole upon destruction (See GLA Hole) Notes: - Required to access several General Powers: Rebel Ambush, Cash Bounty, Emergency Repair, Anthrax Bomb. k) GLA Hole HP: 500 Armor: Structure Armor Vision Range: 50 Shroud Clearing Range: 50 Special Ability Information Worker Respawn Repaswns a Worker that will build the destroyed buiding. Worker Respawn Time: 20 seconds Base Regeneration Regeneration Rate: 0.5% of maximum HP per second Notes: - Uncapturable and undisableable by hacker. - Automatically created from destroyed GLA buildings. =============== 4 GLA Upgrades =============== a) Capture Building Prerequisite: Barracks Affected Units: Rebel (Rangers and Red Guards) Research Cost: 1000 Research Time: 30 Enables Rebels to capture most hostile and tech buildings. b) Scorpion Rocket Prerequisite: Arms Dealer Affected Unit: Scorpion Reseach Cost: 1000 Research Time: 30 Installs a surface-to-surface rocket on Scorpion Tank. c) Toxin Shells Prerequisite: Palace Affected Units: Scorpion and Marauder Tanks Research Cost: 1000 Research Time: 30 Fills Scorpion and Marauder Tank shells with a small amount of Anthrax, making them more deadly against infantry masses. d) Anthrax Beta 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 Reseach Time: 30 Replaces the standard toxin and anthrax weapon with a stronger version of anthrax. e) Camouflage Prerequisite: Palace Affected Unit: Rebel Research Cost: 2000 Research Time: 60 Gives Rebels stealth ability when not attacking or capturing buildings. f) Arm the Mob Prerequisite: Palace Affected Unit: Angry Mob Research cost: 1000 Research Time: 30 Distributes AK-47 to the Angry Mob members, replacing their pistols and rock weapons. g) AP Bullets Prerequisite: Black Market Affected Units: Rebel, Armed Angry Mob, Jarmen Kell, Technical, Quad Cannon, Battle Drone, and Pathfinder Research Cost: 2000 Research Time: 60 Adds damage of the affected units by 25%. h) AP Rockets Prerequisite: Black Market Affected Units: RPG Trooper, Scorpion with Rocket, Rocket Buggy, Explosive Warhead Scud, Stinger Soldiers. Research Cost: 2000 Research Time: 60 Increases the damage of GLA rocket attacks. i) Junk Repair Prerequisite: Black Market Affected Units: Technical, Radar Van, Scorpion, Toxin Truck, Marauder, Quad Cannon, Rocket Buggy, Bomb Truck, Scud Launcher Research cost: 2000 Research Time: 60 Gives GLA vehicles auto-repair ability. j) Buggy Ammo Prerequisite: Black Market Affected Unit: Rocket Buggy Research Cost: 1200 Research Time: 30 Allows Rocket Buggy to fire more rockets before reloading. k) Radar Van Scan Prerequisite: Black Market Affected Unit: Radar Van Research Cost: 500 Research Time: 20 Gives Radar Van ability to reveal a small portion of map. l) 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% m) 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 ************************************************************************* ===================== 1 USA General Powers ===================== 1 Star General - Paladin Tank: Paladins can shoot down enemy missiles with an advanced defensive laser system. - Stealth Fighter: Camouflaged when moving. - Spy Drone: Spy drones are camouflaged against enemy sight and radar and reveal enemy positions. 3 Star General - Pathfinder: Pathfinders are elite camouflaged snipers. - Para Drop Level 1: Drop Rangers from the air. 1st level: 5 Rangers - Para Drop Level 2: Drop Rangers from the air. 2nd level: 10 Rangers. - Para Drop Level 3: Drop Rangers from the air. 3rd level: 15 Rangers. - A-10 Strike Level 1: A-10 Thunderbolts destroy buildings, vehicles, and infantry. First level: one A-10 Thunderbolt. - A-10 Strike Level 2: A-10 Thunderbolts destroy buildings, vehicles, and infantry.Second level: two A-10 Thunderbolts. - A-10 Strike Level 3: A-10 Thunderbolts destroy buildings, vehicles, and infantry.Third level: three A-10 Thunderbolts. - Emergency Repair Level 1: Repair vehicles in an area. First level: light repair. - Emergency Repair Level 2: Repair vehicles in an area. Second level: medium repair. - Emergency Repair Level 3: Repair vehicles in an area. Third level: serious repair. 5 Star General - Fuel Air Bomb: Fuel air bombs destroy buildings and enemy troop concentrations. Paladin Tank Rank: 1 Star General Requirement: 1 General Point Building Required: US 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 short range. Stealth Fighter Rank: 1 Star General Requirement: 1 General Point Building Required: US Air Field. Strategy Center In fact, it is a stealth bomber. Spending a General Point for this will let the player to build this airplane. It is invisible and will decloack when firing, making it a perfect weapon for sneak attack. Spy Drone Rank: 1 Star General Requirement: 1 General Point Building Required: US Command Center Recharge Time: 1 minute 30 seconds Stealthy Spy Drone, if it is activated and deployed, will reveal the area where it is placed for the player. (See Spy Drone session) Pathfinder Rank: 3 Star General Requirement: 1 General Point Building Required: US Barracks Choosing this General Power will enable the player to train Pathfinders from US Barracks. Para Drop Level 1 Rank: 3 Star General Requirement: 1 General Point Building Required: US Command Center Recharge Time: 4 minutes This General Power, if selected, will give authorization to the player to drop 5 Rangers by US Cargo Plane to the designated area. Para Drop Level 2 Rank: 3 Star General Requirement: 1 General Point; Para Drop Level 1. Building Required: US Command Center Recharge Time: 4 minutes A better version of Para Drop Level 1, Para Drop Level 2 grants the player 10 Rangers to be dropped anywhere on the map via US Cargo Plane. Para Drop Level 3 Rank: 3 Star General Requirement: 1 General Point; Para Drop Level 2 Building Required: US Command Center Recharge Time: 4 minutes With this General Power chosen, the player may call in a US Cargo Plane to parachute 15 Rangers anywhere on the map. A-10 Missile Strike Level 1 Rank: 3 Star General Requirement: 1 General Point Building Required: US Command Center Recharge Time: 4 minutes This General Power, once activated, will call in an A-10 Thunderbolt to strike a targeted area. A-10 Missile Strike Level 2 Rank: 3 Star General Requirement: 1 General Point; Rebel Ambush 2 Building Required: US Command Center Recharge Time: 4 minutes Activating A-10 Strike Level 2 will send 2 A-10 Thunderbolts to bombard a specific target area. A-10 Missile Strike Level 3 Rank: 3 Star General Requirement: 1 General Point; Rebel Ambush Level 3 Building Required: US Command Center Recharge Time: 4 minutes The most deadly among the three A-10 Strikes, A-10 Strike Level 3 allows the player to assign 3 A-10s to blitz a target area. Emergency Repair Level 1 Rank: 3 Star General Requirement: 1 General Point Building Required: US Command Center Recharge Time: 4 minutes Light Repair enables the player to fix vehicles in a specific area, increasing their lost HP by as much as 100 in the radius of 100. Emergency Repair Level 2 Rank: 3 Star General Requirement: 1 General Point; Emergency Repair Level 2 Building Required: US Command Center Recharge Time: 4 minutes A more advanced version of Light Repair, Medium Repair will add a maximum of 200 more HP to the damaged vehicles in a 100 radius area. Emergency Repair Level 3 Rank: 3 Star General Requirement: 1 General Point; Emergency Repair Level 3 Building Required: US Command Center Recharge Time: 4 minutes Serious Repair is the most advanced version of Emergency Repair. It returns as much as 300 lost HP to the damaged vehicles in the radius (100 distances) Fuel Bomb Rank: 5 Star General Requirement: 1 General Point Building Required: US Command Center Recharge Time: 6 minutes Bombards the targeted area with a deadly Fuel Bomb. Fuel Bomb Damage: 2000 Damage Type: Explosion Damage Radius: 100 Range: 100 Fuel Bomb Remaining Flame Damage: 5 (Just a spot of flame to light trees on fire) Damage Type: Flame Damage Radius: 100 Range: 100 Carpet Bomb Carpet Bomb is no longer available. However, as it saw action in China Mission 5, there is nothing wrong to write it here. Drops 15 bombs in a line, causing massive damage in the line it scorches. Timer: 2 minutes 30 seconds Weapon: Carpet Bomb Damage: 300 Damage Type: Explosion Damage Radius: 50 ============ 2 USA Units ============ ---------------- (a) US Aircraft ---------------- 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 Locomotor Information Speed: 150 dist/sec; 60 when badly damaged Turn Rate: 180 degrees/sec; 90 if badly damaged Weapon Information None Special Ability Information Resource Gathering Max Boxes: 8 ($600) 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 Chinook goes home) Warns when Resources are depleted 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 Transport Has 8 slots Capable of transporting infantry and some vehicles. 100% damage to units inside when destroyed (all units inside are destroyed). Units are evacuated with a delay of 100 milliseconds per unit. Upgrade Information None Build Information Prerequisite: US Supply Center Build Cost: 1200 Build Time: 10 seconds Notes: - Chinook, if needing repairs, must dock to Airfield. - Chinook only lands if ordered to load or unload units. a.2) 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 Locomotor Information Speed: 175 dist/sec; 120 if badly damaged. Turn Rate: 120 degrees/sec; 90 if badly damaged. Weapon Information Raptor Jet Missile Damage: 100; 125 with Laser Missiles Upgrade Damage Radius: 5 Damage Type: Jet Missile Accuracy: 100% against vehicles, may miss as much as 10 distances against infantry. Range: 320 Minimum Range: 100 Projectile Speed: 300 Missile Turn Rate: 200 degrees/sec Cooldown: 150 Clipsize: 4 Reload Time: 8000 ms Homing missile Special Ability Information 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. Upgrade Information - Laser Missiles (Air Field): Adds 25% damage to Raptor Missile. - Advanced Training (Strategy Center): Raptor gains veterancy level 100% as fast. Build Information Prerequisites: US Airfield Build Cost: 1400 Build Time: 20 Notes: a.3) Comanche Health Information HP: 220 Armor: Comanche Armor Experience Information 100 exp as veteran 50 exp as conscript/veteran 200 exp as elite 100 exp as elite 400 exp as heroic 200 exp heroic Vision Information Vision Range: 180 Shroud Clearing Range: 600 Locomotor Information Speed: 120 dist/second Turn Rate: 180 degrees/second Weapon Information Comanche 20mm Cannon Always uses this against infantry. Used against vehicles and buildings when it is reloading missiles. Damage: 6 Damage Type: Comanche Vulcan Range: 200 Accuracy: 100% Cooldown: 100 msec Comanche Anti Tank Missile Never used against infantry. Always be used against vehicles and structures. Primary Damage: 50 Primary Damage Radius: 5 Secondary Damage: 30 Secondary Damage Radius: 25 Damage Type: Jet Missile Range: 200 Projectile Speed: 225 dist/sec Missile Turn Rate: 180 degrees/second Cooldown: 500 msec Clip Size: 4 (4 shots in a clip) Clip Reload Time: 15000 msec Accuracy: 100% (practically it is never used against infantry but theoretically it may miss as much as 20 distances against infantry) Homing missile Special Ability Information Fire Rocket Prerequisite: Rocket Pods Upgrade Comanche fires deadly rocket barrages on the targeted area, damaging everything in its explosion radius. Primary Damage: 30 Primary Damage Radius: 5 Secondary Damage: 10 Secondary Damage Radius: 40 Damage Type: Explosion Range: 200 Projectile Speed: 225 dist/sec Missile Turn Rate: 180 degrees/sec Cooldown: 200 msec Clip Size: 20 Clip Reload Time: 30000 msec Not homing missiles Floating Comanche does not need to land for any reason except for repairing. Auto Reload Unlike other air vehicles, Comanche does not need to return to Airfield to reload. It automatically does it in the air when its clip is exhausted. Upgrade Information - Rocket Pods (US Airfield): Gives Comanche ability to fire rocket barrages. - AdvancedTraining (Strategy Center): Comanche gains experiences twice as fast. Build Information Prerequisite: US Airfield Build Cost: 1500 Build Time: 20 seconds Notes: - Comanche, if needing repairs, must dock to Airfield. It will land near the Airfield. a.4) Stealth Fighter Health Information HP: 140 Armor: Airplane 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: 180 Shroud Clearing Range: 300 Locomotor Information Speed: 175 dist/sec; 120 if badly damaged Turn Rate: 180 degrees/sec; 90 if badly damaged Weapon Information Stealth Jet Missile Damage: 100; 125 with Laser Missile Upgrade Damage Radius: 5 Damage Type: Stealth Jet Missile Range: 220 Minimum Range: 60 Projectile Speed: 300 dist/sec Missile Turn Rate: 200 degrees/second Accuracy: 100% against vehicles, may miss as much as 10 distances against infantry. Cooldown: 200 msec Clip Size: 2 Reload Time: 8000 msec Homing missile Special Ability Information Stealth Stealth Fighter remains invisible except when firing weapons. Stealth Delay: 1500 msec 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. Upgrade Information - Laser Missiles (Air Field): Adds 25% damage to Stealth Fighter Missile. - Advanced Training (Strategy Center): Stealth Fighter gains veterancy level 100% as fast. Build Information Prerequisites: US Airfield, Stealth Fighter General Power Build Cost: 1600 Build Time: 25 seconds Notes: - Can not attack air units. a.5) Aurora Bomber Health Information HP: 80 Armor: Airplane Armor 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 Locomotor 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): 120 dist/sec Turn Rate (Sluggish Mode): 60 degrees/sec 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 Damage: 400 Damage Radius: 20 Damage Type: Aurora Bomb Clip Size: 1 Range: 300 Projectile Speed: 480 dist/sec Projectile Turn Rate: 960 degrees/second Clip Reload Time: 5000 msec Not a homing missile Special Ability Information Supersonic When targeting, Aurora flies so fast that it can not be shot down. Eject Pilot When a veteran, elite, or heroic Aurora is shot down, it will eject its pilot. A veteran Aurora Bomber will eject a veteran pilot, etc. More information on Pilot session. Upgrade Information - Advanced Training (Strategy Center): Aurora Bomber gains veterancy level 100% as fast. Build Information Prerequisites: US Airfield, Strategy Center Build Cost: 2500 Build Time: 30 seconds Notes: a.6) US Cargo Plane Health Information HP: 1000 Armor: Airplane Armor Experience Information 40 experience as anything Locomotor Information Speed: 125; 75 when badly damaged Turn Rate: 25; 10 when badly damaged Acceleration: 60; 30 when badly damaged Notes: - Drops Crates on a Supply Drop Zone and Paradrops on the target area. a.7) B52 Health Information HP: 1000 Armor: Airplane Armor Experience Information 50 exp as anything Locomotor Information Speed: 125; 75 when badly damaged Turn Rate: 25; 10 when badly damaged Acceleration: 60; 30 when badly damaged Notes: - Drops Fuel Bombs and Carpet Bombs on the target area. a.8) A-10 Thunderbolt Health Information HP: 600 Armor: Airplane Armor Experience Information 40 exp as anything Vision Information Vision Range: 300 Shroud Clearing Range: 300 Locomotor Information Speed: 120 dist/sec Turn Rate: 200 degrees/sec; 90 if badly damaged Weapon Information A-10 Thunderbolt Vulcan Damage: 10 Damage Radius: 4 Damage Type: Small Arms Attack Range: 450 Projectile Speed: Immediate Cooldown: 60 msec A-10 Thunderbolt Missile Launches 6 missiles per aircraft. 1st level will deliver 6 missiles, 2nd 12 missiles, and 3rd 24 missiles. Damage: 200 Damage Radius: 50 Damage Type: Explosion Range: 350 Projectile Speed: 240 ms/sec Missile Turn Rate: 200 degrees/second Special Ability Information None Upgrade Information None Build Information A-10 Thunderbolt Missile Strike General Power Notes: -------------- (b) US Drones -------------- b.1) Spy Drone Health Information HP: 200; 250 with Drone Armor Armor: Airplane Armor Experience Information Not available Vision Information Vision Range: 250 Special Ability Information Stealth Spy Drone is invisible to the enemies unless they use detectors. 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: - Can not be repaired in any way. b.2) Scout Drone Health Information Health: 20; 70 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 Ability 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, Paladin Tank, or Tomahawk Build Cost: 100 Build Time: 5 Notes: - Cannot be repaired. - Flies near transport loading its master vehicle. - Automatically destroyed when master vehicle is eliminated. b.3) Battle Drone Health Information HP: 100; 150 with Drone Armor Upgrade Armor: Tank Armor Experience Information 10 exp as anything Vision Information Vision Range: 150 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 Damage: 1; 1.25 with AP Bullets Upgrade Damage Type: Small Arms Range: 110 Cooldown: 100 msec Special Ability 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 (Strategy Center): Adds Battle Drone armor by 50. - AP Bullets (Black Market): Adds Battle Drone machine gun damage by 25% (GLA is so attentive.:) Build Information Prerequisites: Humvee, Ambulance, Crusader Tank, Paladin Tank, or Tomahawk and US War Factory 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) US Infantry ---------------- c.1) Ranger Health Information HP: 180 Armor: Human Armor 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 Locomotor Information Speed: 20 dist/sec; 10 if badly hurt Turn Rate: 500 degrees/sec (infinite) Weapon Information Ranger Advanced Combat Rifle Damage: 5 Damage Type: Small Arms Range: 100 Cooldown: 100 msec Clip Size: 3 Clip Reload Time: 700 msec 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 Special Ability Information Capture Building Prerequisite: Capture Building Upgrade Range: 5 Unpack Time: 3000 Capture Time: 20000 Pack Time: 2000 Exp Gained: 15 Rifle/Flash Bang Options Prerequisite: Flash Bang Upgrade Switches weapon from Rifle to Flash Bang or vice versa. 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%. Build Information Prerequisite: US Barracks Build Cost: 225 Build Time: 5 seconds Notes: - Slot: 1 c.2) Missile Defender 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: 300 Locomotor Information Speed: 20 dist/sec; 10 if badly hurt Turn Rate: 500 degrees/sec Weapon Information Missile Defender Missile Damage: 40 Damage Radius: 5 Damage Type: Infantry Missile Range: 175 Projectile 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 Ability Information Laser Missile Attack Uses Laser Beam to target a hostile vehicle Preparation Time: 1000 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%. Build Information Prerequisite: US Barracks Build Cost: 300 Build Time: 5 seconds Notes: - Slot: 1 c.3) Pathfinder Health Information HP: 120 Armor: Human Armor 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 Damage: 100; 125 with GLA Armor Piercing Bullet (Oh. my. my.) Damage Type: Fleshy Sniper Range: 300 Projectile Speed: Immediate Cooldown: 2000 msec Can not attack vehicles or buildings. Special Ability Information Detector Detection Rate: 500 msec Can not detect when in a garrison or transport or Tunnel Network Stealth Decloaks when moving, still cloaks even when attacking Upgrade Information - Advanced Training: Pathfinder gains experience as twice as fast. - AP Bullets (GLA Black Market): Increases Pathfinder sniper damage by 25%. Build Information Prerequisites: US Barracks, Pathfinder General Power Build Cost: 600 Build Time: 10 seconds Notes: - Slot: 1 c.4) Colonel Burton Health Information HP: 200 Armor: Human Armor 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 Damage: 40 Damage Type: Small Arms Range: 125 Projectile Speed: Immediate Cooldown: 100 msec Clip Size: 3 Clip Reload Time: 500 msec Special Ability Information Stealth Stealth Delay: 2000 msec Decloaks when firing or before planting C4s 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) 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 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 Detonate Detonates all Remote Demo Charges Upgrade Information - Advanced Training (Strategy Center): Increases Colonel Burton's veterancy gathering by 100% Build Information Prerequisites: US Barracks, Strategy Center Build Cost: 1500 Build Time: 20 seconds Notes: - Slot: 1 - Max. Limit: 1 c.5) Pilot Health Information HP: 100 Armor: Human Armor Experience Information 10 exp as anything Vision Information Vision Range: 150 Shroud Clearing Range: 300 Locomotor Information Speed: 30 dist/sec; 20 when badly hurt Turn Rate: 500 degrees/sec Special Ability Information Eject Escapes from destroyed US vehicles possessing veterancy level. Veterancy Inheritancy Inherits veterancy level of the destroyed US vehicles. 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 US vehicles which possessing veterancy level. Notes: - Slot: 1 - 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.6) Bio Hazard Technician Health Information HP: 100 Armor: HazMat Human Armor Experience Information 150 exp to veteran 50 exp as conscript 450 exp to elite 100 exp as veteran 900 exp to heroic 150 exp as elite 400 exp as heroic Vision Information Vision Range: 100 Shroud Clearing Range: 400 Locomotor Information Speed: 25 dist/sec; 20 if badly hurt Turn Rate: 180 degrees/sec; 150 if badly hurt Weapon Information None Special Ability Information Hazard Cleaning Radius: 25 Range: 100 Scan Rate: 1000 Scan Range: 100 Allowed to move around while cleaning up. Upgrade Information - Advanced Training (Strategy Center): Increases Bio Hazard Technician's veterancy gathering by 100% Build Information Available only by Mission Prerequisite: US Barracks Build Cost: 200 Build Time: 5 Notes: - Slot: 1 ---------------- (d) US Vehicles ---------------- d.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 Humvee Gun Damage: 8 Damage Type: Comanche Vulcan Range: 150 Projectile Speed: 600 dist/sec Cooldown: 200 msec Humvee Missile Weapon (Anti Ground) 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 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 Ability Information 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 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. Upgrade Information - Battle Drone (Humvee): Builds a flying Battle Drone equipped with light machine gun and repair tools used to repair its master vehicle. - Scout Drone (Humvee): Builds a flying Scout Drone to augment sight range and detect stealth units. - 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: - Transport Slot: 3 d.2) 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 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 Ability Information 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. 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. - 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 WarFactory Build Cost: 900 Build Time: 10 seconds Notes: - Slot Count: 3 d.3) 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 Ability Information Hazard Cleaning Turret Turn Rate: 180 Radius: 50 Range: 100 Scan Rate: 1000 Scan Range: 100 Allowed to move around while cleaning up. 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 Infantry Healing Heals allied infantry standing near it Healing Amount: 4 HP/second Healing Radius: 100 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. Build Information Prerequisite: US War Factory Build Cost: 600 Build Time: 10 seconds Notes: - Slot Count: 3 d.4) Paladin Tank 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 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 Ability Information Point Defense Laser Targets: Ballistic Missiles, Small Missiles, Infantry Damage: 100 Range: 65 Cooldown: 1000 msec Scan Rate: 500 Scan Range: 120 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. 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. - 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; Paladin Tank General Power Build Cost: 1100 Build Time: 12 seconds Notes: - Transport Slot: 3 d.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 Locomotor Information Speed: 30 dist/sec; 25 if badly damaged Turn Rate: 180 degrees/second Weapon Information Tomahawk Missile 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 Ability Information 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 (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. - Advanced Training (Strategy Center): Gains veterancy level twice as fast. Build Information Prerequisites: US War Factory. Strategy Center Build Cost: 1200 Build Time: 20 Notes: - Transport Slot: 3 d.6) Construction Dozer Health Information HP: 250 Armor: Dozer Armor Experience Information Not available Vision Information Vision Range: 200 Shroud Clearing Range: 200 Locomotor Information Speed: 30; 25 when badly damaged Turn rate: 90; 60 when badly damaged Weapon Information None Special Ability Information Builds Building Detection and Disarming Detects and Disarms US Colonel Burton's C4s, Chinese Tank Hunter TNTs, and China Land and Cluster Mines Detection Rate: 500 msec Looks for explosives to disarm within 150 distances every 5000 milliseconds when idle. Can't detect explosives when in Transport or Tunnel Network. Repairs Damaged Buildings Repairs 2% of max HP per second. Looks for buildings to repair within 150 distances every 5000 milliseconds when idle. Upgrade Information None Build Information Prerequisite: US Command Center Build Cost: 1000 Build Time: 5 seconds Notes: - Slot: 5 d.7) POW Truck Health Information HP: 500 Armor: Truck Armor Experience Information 150 exp to veteran 50 exp as anything 450 exp to elite 900 exp to heroic Vision Information Vision Range: 200 Shroud Clearing Range: 300 Locomotor Information Speed: 60; 35 when badly damaged Turn rate: 120 Weapon Information None Special Ability Information None Upgrade Information - Advanced Training (Strategy Center): Gains veterancy level twice as fast. Build Information Available for mission purpose only Notes: - Slot: 3 ================ 3 US Structures ================ While GLA buildings except Demo Trap may leave GLA holes that rebuild the destroyed buildings and most Chinese structures are allowed to lay a mine field as protection, all US buildings slowly self-repair. a) Cold Fusion Reactor Prerequisite: US Command Center Energy: +5; +10 with Control Rods Upgrade Build Cost: 800 Build Time: 10 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 800 Armor: Structure Armor Experience Gained: 100 Special Ability Information Control Rods Increases the energy output capacity of the Cold Fusion Reactor by 100%, making a total of 10. Cost: 800 Guard Ranger Creates 2 Rangers upon destruction 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: b) Barracks Build Cost: 600 Build Time: 10 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 1000 Armor: Structure Armor Experience Value: 100 Special Ability Information Heals Infantry Can heals both friendly or allied infantry Accomodation: 10 Healing Time: 2000 milliseconds Guard Ranger Creates 2 Rangers upon destruction 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 c) Supply Center Prerequisite: Cold Fusion Reactor Experience Value: 200 Build Cost: 2000 Refund Value: 400 Build Time: 10 seconds Energy: -1 Vision Range: 200 Shroud Clearing Range: 200 HP: 2000 Armor: Structure Armor Special Ability Information Guard Ranger Creates 3 Rangers upon destruction 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: d) Patriot Missile Battery Prerequisite: Cold Fusion Reactor Build Cost: 1000 Build Time: 25 seconds HP: 1000 Armor: Base Defense Armor Energy: -3 Experience Value: 200 Vision Range: 360 (Shroud clearing distance AND targeting range) Shroud Clearing Range: 360 Turret Turn Rate: 180 degrees per sec Patriot Missile Weapon (Anti Ground) Damage: 30 Damage Radius: 5 Damage Type: Explosion Range: 225 Projectile Speed: 400 distances/second 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: 2000 msec Homing missile Patriot Missile Weapon (Anti Air) Damage: 25 Damage Radius: 5 Damage Type: Explosion Range: 350 Projectile Speed: 400/distances/second Missile Turn Rate: 300 degrees/second Cooldown: 250 msec Clip Size: 4 Clip Reload Time: 2000 msec Accuracy: 100% against vehicles, may miss as much as 10 distances against infantry. Homing missile Can shoot down ballistic missiles Special Ability Information Requests 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 Ground) 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 Detector Detection Rate: 500 msec Detection Range: 200 Guard Ranger Creates 3 Rangers upon destruction 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: e) War Factory Prerequisite: US Supply Center Build Cost: 2000 Build Time: 15 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 2000 Armor: Structure Armor Energy: -1 Experience Value: 200 Special Ability Information Repairs Vehicle Repairing Time: 5000 ms Guard Ranger Creates 5 Rangers upon destruction 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: - Door Opening Time: 3250 ms - Door Wait Open Time: 3000 ms - Construction Complete Duration: 1500 ms f) Air Field Prerequisite: US Supply Center Build Cost: 1000 Build Time: 30 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 1500 Armor: Structure Armor Energy: -1 Experience Value: 150 Special Ability Information Heals Aircraft Healing Rate: 10 HP per second Total number of aircraft: 4 Guard Ranger Creates 2 Rangers upon destruction 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: - 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 g) Strategy Center Prerequisite: US War Factory or US Airfield Build Cost: 2500 Build Time: 60 seconds Vision Range: 400 Shroud Clearing Range: 400 Energy: -2 Experience Value: 250 HP: 1500; 3000 with Hold the Line Battle Plan Armor: Structure Armor Special Ability Information Changes Battle Plan This ability will endow the units a better enhancement. The bonus depends on the battle plan executed. There are two drawbacks: once a battle plan is initiated, the location of the Strategy Center will be publicy revealed and it does not affect allied units. Remember that Construction Dozer, Worker, structures, aircraft, and drones do not benefit from any kind of battle plan. A player may change the battle plan already carried out, but it will paralyze the units for 5000 ms, let alone the rebuilding of the Strategy Center Add On which will take 7000 ms. Bombardment Battle Pan Bombardment increases the damage of the units by 20%. It also equips the Strategy Center with powerful cannon. Strategy Center Gun Turret Turn Rate: 60 degrees per sec Damage: 200; 250 with Uranium Shells Upgrade (Oh. oh.) Damage Radius: 25 Damage Type: Explosion Scatter Radius: 85% (may miss as much as 15 distances instead of hitting it accurately) Range: 400 Minimum Range: 100 Projectile Speed: 150 dist/sec Cooldown: 7000 msec Hold the Line Battle Plan This battle plan increases the armor of the units by 10% and the HP of the Strategy Center to 3000. Search and Destroy Plan Carrying out this plan will increase the weapon's range and sight range by 20%. It will also give Strategy Center ability to detect stealth units existing near it. Strategy Center Search and Destroy Detector Active only when Search and Destroy Plan is performed. Detection Rate: 500 msec Detection Range: 500 Guard Ranger Creates 4 Rangers upon destruction 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 - Max no. of building: 1 h) Supply Drop Zone Prerequisite: Strategy Center Energy: -4 Build Cost: 2500 Build Time: 45 seconds Shroud Clearing Range: 100 Experience Value: 200 HP: 1000 Armor: Structure Armor Special Ability Information UN Funds Donation Calls in a US Cargo Plane to drop 6 crates of dollars, each consisting of $100. Reload Time: 2 minutes Guard Ranger Creates 3 Rangers upon destruction 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: i) Detention Camp Prerequisite: Strategy Center Experience Value: 100 Build Cost: 1000 Build Time: 30 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 2000 Armor: Structure Armor Special Ability Intelligence Allows the player sees what the enemy sees (can not detect hidden units). Reload Time: 2 minutes Duration: 35 seconds Guard Ranger Creates 8 Rangers upon destruction 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: j) Particle Cannon Prerequisite: Strategy Center Build Cost: 5000 Build Time: 60 seconds Vision Range: 200 Shroud Clearing Range: 200 HP: 4000 Armor: Structure Armor Tough Energy: -10 Experience Value: 400 Particle Cannon Beam Reload Time: 4 minutes Total Firing Time: 10 seconds View Object Duration: 30000 ms View Object Range: 250 Damage per Second: 40 Damage Type: Particle Beam Beam Travel Time: 2500 ms Beam Speed: 20; can be sped up to 40 with a delay of 500 ms 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 msec Existing Time: 4000 ms Immobile Special Ability Information Guard Ranger Creates 6 Rangers upon destruction 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 k) Command Center Build Cost: 2000 Build Time: 45 seconds Vision Range: 300 Shroud Clearing Range: 300 HP: 5000 Armor: Structure Armor Tough Experience Gained: 200 Special Ability Spy Satellite Reload Time: 60 seconds Radius: 300 Reveal Time: 13000 ms Detection Rate: 500 ms Radar Enables Minimap Guard Ranger Creates 10 Rangers upon destruction 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: - Required to access Spy Satellite and these General Powers: Spy Drone, Paradrop, A-10 Thunderbolt Missile Strike, Emergency Repair, and Fuel Bomb. - Door Opening Time: 1500 ms - Door Wait Open Time: 3000 ms - Construction Complete Duration: 1500 ms ============== 4 US Upgrades ============== a) Capture Building Prerequisite: Barracks Affected Units: Ranger (Rebels and Red Guards) Research Cost: 1000 Research Time: 30 Enables Rangers to capture most hostile and tech buildings. b) Flash Bang Grenade Prerequisite: US Barracks Affected Unit: Ranger Research Cost: 800 Research Time: 30 Arms Rangers with Flash Bang Grenade which will be useful against infantry garrisoning in civilian buildings and infantry masses. c) TOW Missiles Prerequisite: US War Factory Affected Unit: Humvee Research Cost: 1200 Research Time: 30 Installs a rocket system on Humvee which makes it able to attack aircraft and more deadly against vehicles. d) Laser Missile Prerequisite: US Airfield Affected Units: Raptor, Stealth Fighter Research Cost: 1500 Research Time: 40 Equips Raptor and Stealth Fighter with an American Laser Guided Missile, enhancing their damage by 25%. e) Rocket Pods Prerequisite: US Airfield Affected Unit: Comanche Research Cost: 800 Affected Unit: Comanche Loads Comanche with destructive rocket weaponry systems. f) Advanced Training Prerequisite: Strategy Center Affected Units: Ranger, Missile Defender, Pathfinder, Colonel Burton, Humvee, Crusader, Paladin, Tomahawk, Comanche, Raptor, Steath Fighter, Aurora Research Cost: 1500 Research Time: 60 Drills the units better so they are able to gain veterancy twice as fast. g) Composite Armor Prerequisite: Strategy Center Affected Units: Crusader and Paladin Research Cost: 2000 Research Time: 60 Improves the armor of both Crusader and Paladin Tanks, making them more durable in battle. h) Drone Armor Prerequisite: Strategy Center Affected Units: Spy Drone, Scout Drone, Battle Drone Research Cost: 500 Research Time: 40 Reinforces the drones with better armors which increase their HP. i) Control Rods Prerequisite: Unupgraded Cold Fusion Reactor Affected Building: Respective Cold Fusion Reactor Build Cost: 800 Build Time: 30 Activates the Control Rods to generate 100% more power from the Reactor. j) Battle Drone Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Tomahawk Affected Units: Respective units Build Cost: 300 Build Time: 5 Deploys a Battle Drone with mini machine gun, capable of repairing its master vehicle. k) Scout Drone Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Tomahawk Affected Units: Respective units Build Cost: 100 Build Time: 5 Deploys a Scout Drone with advanced mapping systems, giving its master vehicle more sight range. ********************************************************************** Neutral ********************************************************************** ================ 1 Neutral Units ================ 1.1) Civilian Health Information HP: 50 Armor: Human Armor Locomotor Information Normal Speed: 20 dist/sec; 10 if badly hurt Turn Rate: 500 degrees/sec Wander Speed: 10 dist/sec Turn Rate: 350 degres/sec Panic Speed: 25 dist/sec; 10 if badly hurt Turn Rate: 350 degrees/sec Vision Information Vision Range: 150 Notes: - Transport Slot: 1 - Can't be selected 1.2) UN Soldier Health Information HP: 125 Armor: Human Armor Experience Information 20 exp to veteran 20 exp as conscript/veteran 40 exp to elite 40 exp as elite 60 exp to heroic 60 exp as heroic 120 exp to unknown Vision Information Vision Range: 100 Shroud Clearing Range: 300 Locomotor Information Speed: 20 dist/sec; 10 if badly hurt Turn Rate: 500 degrees/sec Weapon Information Ranger Advanced Combat Rifle Damage: 5 Damage Type: Small Arms Attack Range: 100 Projectile Speed: Immediate Cooldown: 100 msec Clip Size: 3 Clip Reload Time: 700 msec Notes: - Transport Slot: 1 1.3) 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, including backhoe. 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). 1.4) Locomotive Health Information HP: 100 Armor: Invulnerable Armor Locomotor Information Speed: 133 dist/sec; 60 when badly damaged Turn Rate: 120 degrees/second Vision Information Vision Range: 300 Shroud Clearing Range: 300 Special Ability Information Explodes when destroyed Primary Damage: 100 Primary Damage Radius: 30 Secondary Damage: 30 Secondary Damage Radius: 65 Damage Type: Explosion Range: 200 Can crush infantry, tree, vehicle, and building Notes: - Untrasportable - Can only run on the railroad - Tows 2 Train Cars, 1 Train Coal, and 1 Train Cab - Stops at the station for 10 seconds - To destroy a locomotive quickly, build a Demo Trap in its path. 1.5) Train Coach It is intended to describe Train Cars, Train Coal, and Train Cab because they all have the same statistics. Health Information HP: 100 Armor: Truck Armor Locomotor Information Towed by Locomotive Vision Information Vision Range: 300 Shroud Clearing Range: 300 Special Ability Information Can crush infantry, tree, vehicle, and building ================= 2 Tech Buildings ================ 2.1) Tech Hospital HP: 2000 Armor: Structure Armor Shroud Clearing Range: 100 Special Ability Infantry Auto Heal Gives all infantry under the hospital owner's command regeneration ability Healing Rate: 2 HP/second 2.2) Tech Oil Derrick HP: 2000 Armor: Structure Armor Shroud Clearing Range: 100 Special Ability Initial Deposit Gives the first captor that turns it from neutral building to a side an initial capture bonus of $1000. Auto Deposit Deposit Rate: 200 per 12 seconds 2.3) Tech 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 Buildings ==================== 2.1) Civilian Building HP: 2000 Armor: Structure Armor Special Ability Garrison Can accommodate up to 10 infantry inside. Infantry can fire from within, gaining Garrison Bonus (see Bonus Modifiers). Can be ungarrisonned. 2.2) Bunker HP: 2000 Armor: Structure Armor Special Ability Garrison Can accommodate up to 10 infantry inside. Infantry can fire from within, gaining Garrison Bonus (see Bonus Modifiers). Can be ungarrisonned. 2.3) Tent HP: 200 Armor: Structure Armor Special Ability Garrison Can accommodate up to 4 infantry inside. Infantry can fire from within, gaining Garrison Bonus (see Bonus Modifiers). Can be ungarrisonned. 2.4) Grass Hut HP: 100 Armor: Structure Armor Special Ability Garrison Can accommodate up to 10 infantry inside. Infantry can fire from within, gaining Garrison Bonus (see Bonus Modifiers). Can be ungarrisonned. ++++++++++++++++++++ | D. Miscellaneous | ++++++++++++++++++++ ================ 1 Did You Know? =============== 1. 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, and another Jarmen Kell. 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. 2. When 4 or more MiGs attack air units and create Firestorm, the Firestorm will be created on the ground, damaging the ground units. 3. If your Air Field is destroyed and you have no other Air Field available while your aircraft is not in, it will try to locate an unoccupied Air Field belonging to your ally. As a result, your aircraft is safe but your ally can not create aircraft. 4. Black Lotus can not disable transport with units inside. ==================== 2 Places and Events ==================== 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: 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. 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 bunker 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. 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. 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 embarassed 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 survevors 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. 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. 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 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 assasins. 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. 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. Northern Kazakhstan (USA Mission 3: Operation: Guardian Angel) USA has a base here and uses it to save her retreating army. See Hindu Kush. 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. 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. Washington, USA The capital of US.