| Allies | Soviets | GDI | Nod | Scrin | ||
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| Tier 4 Soviet Rank III GDI Upgrade Center Nod Temple Prime Scrin Signal Transmitter Superweapons |
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Firestorm $ 1000 🕑 00:40 Requires: Upgrade Center Provides an napalm rocket barrage. + Increases firepower and rate of fire of vehicles and aircraft by a further 3% + Unlocks Firestorm Missile Barrage power (!) Mutually exclusive with Supply Drop Zone Advanced Radar $ 1000 🕑 00:40 Requires: Upgrade Center Provides detailed information on enemy locations. + Increases speed and weapon range of vehicles and aircraft by a further 5% + Unlocks Advanced Radar Scan power (!) Mutually exclusive with Supply Drop Zone Nanoshield Generator $ 1000 🕑 00:40 Requires: Upgrade Center Provides the ability to shield units in an area + Increases armor of vehicles and aircraft by a further 5% + Unlocks Nanite Shield power (!) Mutually exclusive with Supply Drop Zone Dropzone $ 1000 🕑 00:40 Requires: Upgrade Center Provides a dropzone for emergency supplies. + $1250 delivered every 60 seconds (normal speed) (!) Mutually exclusive with Firestorm Missile System, Advanced Radar System and Nanoshield Generator |
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Cyborg $ 250 🕑 00:06 Requires: Temple Prime General-purpose cyborg infantry. • Strong vs Infantry • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft • Heals on Tiberium Cyborg Rocket Soldier $ 400 🕑 00:10 Requires: Temple Prime Anti-tank/anti-aircraft cyborg infantry. • Strong vs Heavy Armor, Aircraft, Buildings, Defenses • Weak vs Infantry, Light Armor • Heals on Tiberium Chemical Warrior $ 325 🕑 00:08 Requires: Temple Prime Short-range anti-infantry/anti-structure cyborg infantry. • Strong vs Infantry, Buildings • Cannot attack Aircraft • Ability: Tiberium Surge Cyborg Mechanic $ 400 🕑 00:10 Requires: Service Depot/Repair Facility,Temple Prime Repairs nearby vehicles and advanced cyborgs. • Unarmed • Can salvage destroyed vehicles for credits Templar $ 550 🕑 00:13 Requires: Obelisk or Temple of Nod,Radar,Temple Prime Cyborg infantry with a laser weapon. • Strong vs Infantry, Light Armor • Cannot attack Aircraft • Heals on Tiberium Cyborg Elite $ 1500 🕑 00:36 Requires: Temple Prime Elite cyborg infantry unit armed with a plasma cannon. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Heals on Tiberium Enlightened $ 1000 🕑 00:24 Requires: Temple Prime Heavy cyborg infantry unit armed with a particle cannon. • Strong vs Heavy Armor, Light Armor • Weak vs Infantry • Cannot attack Aircraft • Heals on Tiberium • Damage scales with the max health of the target • Special Ability: EMP Blast Cyborg Reaper $ 1000 🕑 00:24 Requires: Temple Prime Heavy cyborg with dual missile launchers and an infantry incapacitating grenade launcher. • Strong vs Infantry, Light Armor, Buildings • Weak vs Heavy Armor • Heals on Tiberium • Special Ability: Inhibitor Grenade |
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Overlord Tank $ 2350 🕑 00:56 Requires: Soviet Tech Center Enormous slow tank fitted with a commissar tower which supports infantry in combat. • Strong vs Heavy Armor, Light Armor • Cannot attack Aircraft • Can crush smaller vehicles and concrete walls • Self repairs to 50% out of combat • Empowers nearby basic infantry Overlord Eradicator $ 2350 🕑 00:56 Requires: Soviet Tech Center Enormous slow tank equipped with radiation cannons and a commissar tower which supports infantry in combat. • Strong vs Infantry, Light Armor, Heavy Armor • Cannot attack Aircraft • Can crush smaller vehicles and concrete walls • Self repairs to 50% out of combat • Empowers nearby basic infantry • Irradiates vehicles causing them to take more damage, deal less damage, and damage nearby units Apocalypse Tank $ 2600 🕑 01:02 Requires: Soviet Tech Center Enormous slow tank with uranium shells and anti-air capability. • Strong vs Heavy Armor, Light Armor • Can crush smaller vehicles and concrete walls • Self repairs to 50% out of combat Apocalyptic Eradicator $ 2600 🕑 01:02 Requires: Soviet Tech Center Enormous slow tank with twin heavy radiation cannons. • Strong vs Infantry, Light Armor, Heavy Armor • Cannot attack Aircraft • Can crush smaller vehicles and concrete walls • Self repairs to 50% out of combat • Irradiates vehicles causing them to take more damage, deal less damage, and damage nearby units Nuke Cannon $ 2400 🕑 00:58 Requires: Soviet Tech Center Nuclear long-range artillery. • Strong vs Buildings, Defenses, Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Can crush concrete walls |
Railgun Titan $ 2000 🕑 00:48 Requires: GDI Tech Center Tough, slow combat battle-mech. • Strong vs Heavy Armor, Light Armor, Infantry • Can crush smaller vehicles and concrete walls • Self repairs to 50% out of combat Ion Mammoth Tank $ 1700 🕑 00:41 Requires: GDI Tech Center Big and slow tank with anti-air capability. • Strong vs Heavy Armor, Light Armor, Infantry • Can crush concrete walls • Self repairs to 50% out of combat Hover Mammoth Tank $ 1700 🕑 00:41 Requires: GDI Tech Center Big and fairly mobile tank with anti-air capability. • Strong vs Heavy Armor, Light Armor, Infantry • Can traverse water • Self repairs to 50% out of combat • Afterburner ability (with upgrade) Mammoth Drone $ 1300 🕑 00:31 Requires: GDI Tech Center Remotely piloted heavy tank with anti-air capability. • Strong vs Heavy Armor, Light Armor, Infantry • Requires active radar communication • Can crush concrete walls • Self repairs out of combat • Immune to mind control • XP of losses reclaimed by replacements |
Avatar $ 2000 🕑 00:48 Requires: Temple Prime Heavy mech armed with a powerful laser and a flamethrower. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Can crush smaller vehicles and concrete walls • Self repairs to 50% out of combat |
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Planetary Assault Carrier $ 2800 🕑 01:07 Requires: Signal Transmitter,Scrin Tech Center Warship that launches a squadron of Invader assault craft. • Strong vs Heavy Armor, Light Armor, Infantry • Weak vs Buildings, Defenses • Invaders only targetable by static anti-air defenses Mothership $ 3000 🕑 01:12 Requires: Signal Transmitter,Scrin Tech Center Huge craft with powerful anti-structure beam weapon and secondary plasma weapons. • Strong vs Buildings, Defenses, Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Long charge time before firing anti-structure weapon • Cannot move while firing • Maximum 1 can be built • Can create wormholes • Can recharge nearby Stormriders/Enervators |
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Upgrade: Temporal Flux $ 750 🕑 00:30 Requires: Chronosphere Upgrades Chrono Prisons granting them the ability to teleport through time. Improves Chrono Tank chronoshifting.
Upgrades: Chrono Prison + Chrono Prison gains teleport ability + Chrono Prison weapon range increased + Chrono Tank can teleport twice before recharging |
Research: Overlord Tank $ 1000 🕑 00:40 Allows production of Overlord Tanks. Replaces: Mammoth Tank + Increased health + Increased firepower + Increased range + Empowers nearby infantry – Reduced speed – Increased cost Research: Apocalypse Tank $ 1000 🕑 00:40 Allows production of Apocalypse Tanks. Replaces: Mammoth Tank + Increased firepower + Increased health + Increased range + Increased splash damage – Reduced speed – Increased cost Research: Nuke Cannon $ 1000 🕑 00:40 Allows production of Nuclear long range artillery. + Strong vs Buildings, Defenses, Infantry, Light Armor + Extremely long range – Must deploy to fire – Slow rate of fire – Slow projectiles |
Research: Railgun Titan $ 750 🕑 00:30 Requires: Upgrade Center Allows construction of the Railgun Titan. Replaces: Titan + Increased range + Damages targets in a line Research: Ion Mammoth $ 750 🕑 00:30 Requires: Upgrade Center Allows construction of the Ion Mammoth Tank. Replaces: Mammoth Tank + Increased range + Increased area of effect Research: Hover Mammoth $ 750 🕑 00:30 Requires: Upgrade Center Allows construction of the Hover Mammoth Tank. Replaces: Mammoth Tank + Faster movement speed + Can traverse water Research: Mammoth Drone $ 750 🕑 00:30 Requires: Upgrade Center Allows construction of remotely piloted Mammoth Tanks. Replaces: Mammoth Tank + Reduced cost + Increased rate of fire + Improved self-repair • XP of losses reclaimed by replacements + Immunity to crew kill, chaos gas and mind control – Reduced HP – Reduced damage – Disabled if radar is down – Can be hacked Upgrade: Gyro Stabilizers $ 1000 🕑 00:40 Requires: Upgrade Center Allows mech units to activate gyro stabilizers, increasing range but reducing rate of fire.
Upgrades: Wolverine + Added Gyro Stabilizers ability (increased range, reduced rate of fire) + Increases Juggernaut range by 50%. |
Upgrade: Improved Cyborg Armor $ 1000 🕑 00:40 Improves cyborg armor.
Upgrades: Cyborg + 20% reduced damage taken + Additional 10% reduced damage from explosives Upgrade: Improved Cyborg Firepower $ 1000 🕑 00:40 Increases cyborg firepower.
Upgrades: Cyborg + 10% increased firepower Upgrade: Reclaimed Fabrication $ 1000 🕑 00:40 Leverage CABAL AI to reclaim components from lost cyborgs to replacements. + 15% of lost cyborgs value is reclaimed to create new Cyborgs from Temple Prime Upgrade: Improved Cyborg Speed $ 1000 🕑 00:40 Increases cyborg movement speed.
Upgrades: Cyborg + 20% faster movement |
Upgrade: Shield Generation $ 1500 🕑 01:00 Requires: Signal Transmitter Equip Scrin airborne units and certain ground units with shields.
Upgrades: Interloper + Grants an additonal health pool + Resistance to EMP for aircraft |
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Lightning Storm Initiate a Lightning Storm which deals heavy damage over a large area. Chronoshift Teleports up to 9 selected vehicles to a targeted location, returning them to their original location after a short time.
• If killed, units are returned with 20% health Time Warp Disrupts time and space at the target location. Affected units & structures are frozen in time, unable to act, but immune to damage. |
A-Bomb Launches a devastating atomic bomb at the target location, dealing heavy damage over a large area. Invulnerability Makes a group of units invulnerable for a short time. |
Ion Cannon Initiate an Ion Cannon strike which deals heavy damage over a large area. EMP Missile Fires a Tomahawk missile which disables all mechanical units and structures on impact. Surgical Strike Initiate an precision Ion Cannon strike which deals instant damage to a small area. Firestorm Provides an napalm rocket barrage. Advanced Radar Scan Reveals the location of enemy structures & units through the fog of war. Nanite Shield Reduces the damage taken by all vehicles in the target area. |
Chemical Missile
Launches an deadly Chemical Missile. Deals heavy damage and creates toxic clouds which are extremely harmful to infantry. Invisibility Makes selected vehicles and structures temporarily invisible. Warning: Harmful to non-cyborg infantry. Hazmat Suits upgrade makes allies immune to damage and enemies take 50% damage. |
Rift Initiate a Rift which deals heavy damage over time to a large area. Suppression Field Applies a suppression field to the target area, slowing unit movement and rate of fire. Fleet Recall Recalls all selected Scrin fleet vessels back to the Signal Transmitter. Applies to: Mothership, Planetary Assault Carrier, Devastator |
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| Tier 3 Soviet Rank II Tech Center Temple of Nod Atomic Reactor |
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Weather Control Device $ 2500 🕑 01:00 Requires: Allied Tech Center Provides the Lightning Storm superweapon power. • Maximum 1 can be built • Requires power to operate • Special Ability: Lightning Storm Chronosphere $ 1500 🕑 00:36 Requires: Allied Tech Center Can be used to teleports units anywhere on the map. • Maximum 1 can be built • Requires power to operate • Special Ability: Chronoshift Gap Generator $ 1000 🕑 00:24 Requires: Allied Tech Center Regenerates the shroud nearby, obscuring enemy vision. Can channel the effect to reduce enemy weapon range and vision. • Requires power to operate |
Nuclear Missile Silo $ 2500 🕑 01:00 Requires: Soviet Tech Center Provides the A-Bomb superweapon power. • Maximum 1 can be built • Requires power to operate • Special Ability: A-Bomb Iron Curtain $ 1500 🕑 00:36 Requires: Soviet Tech Center Makes a group of units invulnerable for a short time. • Maximum 1 can be built • Requires power to operate • Special Ability: Iron Curtain |
Advanced Comms Center $ 2500 🕑 01:00 Requires: GDI Tech Center Provides radar and orbital Ion Cannon superweapon power. • Maximum 1 can be built • Requires power to operate • Special Ability: Ion Cannon • Detects nearby enemy vehicles, aircraft and structures in fog of war EMP Missile Launcher $ 1500 🕑 00:36 Requires: GDI Tech Center Launches E.M. Pulse Missiles that disable vehicles & structures. • Maximum 1 can be built • Requires power to operate • Special Ability: E.M. Pulse Missile |
Chemical Missile Silo $ 2500 🕑 01:00 Requires: Temple of Nod Provides the Chemical Missile superweapon power. • Maximum 1 can be built • Requires power to operate • Special Ability: Chemical Missile Stealth Generator $ 1500 🕑 00:36 Requires: Temple of Nod Makes a group of units/structures invisible for a short time. • Maximum 1 can be built • Cloaks nearby units and structures when not active • Requires power to operate • Special Ability: Tiberium Stealth |
Rift Generator $ 2500 🕑 01:00 Requires: Scrin Tech Center Provides the Rift superweapon power. • Maximum 1 can be built • Requires power to operate • Special Ability: Rift Field Manipulator $ 1500 🕑 00:36 Requires: Scrin Tech Center Slows enemy unit movement and rate of fire. • Maximum 1 can be built • Requires power to operate • Special Ability: Suppression Field |
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Tanya $ 1350 🕑 00:32 Requires: Allied Tech Center Elite commando infantry armed with dual pistols and C4. • Strong vs Infantry, Buildings • Cannot attack Aircraft • Maximum 1 can be trained • Detects cloaked ground units and spies • Immune to mind control • Plants C4 to destroy structures and vehicles Navy SEAL $ 1000 🕑 00:24 Requires: Allied Tech Center Elite infantry armed with an SMG and C4. • Strong vs Infantry, Light Armor, Buildings • Cannot attack Aircraft • Detects spies • Plants C4 to destroy structures Enforcer $ 650 🕑 00:16 Requires: Allied HQ Durable short-range front-line infantry. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft • Deals damage in a cone • Damage falls off with distance Hoplite $ 650 🕑 00:16 Requires: Allied HQ Elite infantry armed with a prism rifle which periodically fires charged shots to blind enemies. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft • One in every four shots blinds the target Tiger Guard $ 650 🕑 00:16 Requires: Allied HQ Elite infantry with a long range rocket launcher. • Strong vs Heavy Armor, Light Armor, Aircraft • Weak vs Infantry, Defenses, Buildings • Cannot acquire targets at close range • Missile reduces enemy weapon range and vision Cryo Trooper $ 700 🕑 00:17 Requires: Allied HQ Elite infantry armed with a cryo sprayer. • Strong vs Infantry, Light Armor • Weak vs Buildings, Defenses • Cannot attack Aircraft • Slows enemy units and makes them take increased damage |
Commissar $ 800 🕑 00:19 Requires: Soviet Tech Center Leads regular infantry into battle, motivating them to move faster and fight harder. • Strong vs Infantry • Weak vs Light Armor, Heavy Armor, Defenses, Buildings • Cannot attack Aircraft • Increases speed and rate of fire of nearby basic infantry • Detects cloaked units and spies Tesla Trooper $ 600 🕑 00:14 Requires: Tesla Coil or Soviet Tech Center,Radar Elite infantry with portable Tesla weapon. • Strong vs Infantry, Light Armor • Cannot attack Aircraft • Can overcharge nearby Tesla Coils Desolator $ 600 🕑 00:14 Requires: Chem Tower or Soviet Tech Center,Radar Anti-infantry unit with radiation based weaponry. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft • Irradiates vehicles causing them to take more damage, deal less damage, and damage nearby units • Special Ability: Desolate Ground Boris $ 1350 🕑 00:32 Requires: Soviet Tech Center Elite commando infantry armed with a high-powered assault rifle. • Strong vs Infantry, Buildings, Defenses • Cannot attack Aircraft • Maximum 1 can be trained • Detects cloaked ground units and spies • Immune to mind control • Calls airstrike on targeted structures Yuri $ 1350 🕑 00:32 Requires: Soviet Tech Center Elite specialist infantry able to mind-control enemy units (up to 3, increases with veterancy). • Strong vs Infantry, Vehicles, Defenses, Buildings • Cannot attack Aircraft • Maximum 1 can be trained • Detects cloaked ground units and spies • Immune to mind control • Shorter range and longer reload against vehicles • Psychic detection radius • Special Ability: Mind Blast |
Commando $ 1350 🕑 00:32 Elite infantry armed with an SMG and C4. • Strong vs Infantry, Buildings • Cannot attack Aircraft • Maximum 1 can be trained • Detects cloaked ground units and spies • Immune to mind control • Plants C4 to destroy structures and vehicles Zone Trooper $ 700 🕑 00:17 Requires: GDI Tech Center Elite infantry armed with a railgun and equipped with a jump-pack. • Strong vs Heavy Armor, Light Armor, Defenses • Weak vs Infantry, Buildings • Cannot attack Aircraft • Special Ability: Jump-Pack Zone Raider $ 700 🕑 00:17 Requires: GDI Tech Center Elite infantry armed with a sonic grenade launcher and equipped with a jump-pack. • Strong vs Light Armor, Buildings • Cannot attack Aircraft • Shots reduce enemy movement and rate of fire • Special Ability: Jump-Pack Zone Defender $ 700 🕑 00:17 Requires: GDI Tech Center Elite infantry armed with an ion rifle and an ability which shields nearby infantry. • Strong vs Heavy Armor, Light Armor, Defenses • Weak vs Infantry, Buildings • Cannot attack Aircraft • Special Ability: Defense Matrix |
Commando $ 1350 🕑 00:32 Elite infantry armed with an SMG and C4. • Strong vs Infantry, Buildings • Cannot attack Aircraft • Maximum 1 can be trained • Detects cloaked ground units and spies • Immune to mind control • Plants C4 to destroy structures and vehicles |
Burster $ 550 🕑 00:13 Requires: Scrin Tech Center Explodes on death or on contact with target. • Strong vs Infantry, Buildings, Light Armor • Cannot attack Aircraft Mastermind $ 1350 🕑 00:32 Requires: Scrin Tech Center Elite specialist infantry able to mind-control enemy units (up to 3, increases with veterancy). • Strong vs Infantry, Vehicles, Defenses, Buildings • Cannot attack Aircraft • Maximum 1 can be trained • Detects cloaked ground units and spies • Immune to mind control • Can capture enemy buildings • Shorter range and longer reload against vehicles • Special Ability: Mind Spark |
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Chrono Tank $ 1500 🕑 00:36 Requires: Allied Tech Center Teleporting tank armed with twin missile launchers. • Strong vs Heavy Armor, Light Armor, Defenses, Buildings • Weak vs Infantry • Special Ability: Teleport • Teleporting longer distances requires charge up Cryo Launcher $ 1350 🕑 00:32 Requires: Allied HQ Long-range support artillery that slows enemies and makes them take more damage. • Strong vs Infantry, Light Armor • Cannot attack Aircraft • Slows enemy movement and increases damage taken Prism Cannon $ 1350 🕑 00:32 Requires: Radar A prototype long-range artillery that fires highly focused beams of light. • Strong vs Infantry, Buildings, Defenses, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft Mobile Gap Generator $ 1000 🕑 00:24 Requires: Allied Tech Center Regenerates the shroud nearby, obscuring enemy vision. Can channel the effect to reduce enemy weapon range and vision. • Special Ability: Toggle Gap Generator Mobile Radar Jammer $ 1000 🕑 00:24 Requires: Allied Tech Center Support vehicle that can disrupt enemy targeting systems. • Unarmed • Jamming fields reduce rate of fire and accuracy of enemy vehicles/defenses Chrono Prison $ 1550 🕑 00:37 Requires: Allied Tech Center Advanced heavy tank that can erase targets from existence. • Strong vs Heavy Armor, Defenses • Weak vs Buildings • Cannot attack Aircraft • Target is disabled while being erased • Can crush concrete walls • Special Ability: Teleport (with upgrade) Battle Fortress $ 2000 🕑 00:48 Requires: Allied Tech Center Tough infantry transport with weapon ports for infantry to fire from. • Can crush smaller vehicles and concrete walls Zeus Artillery $ 2000 🕑 00:48 Requires: Allied HQ Extreme long range artillery that can generate localized storm clouds. • Strong vs Buildings, Defenses • Cannot attack Aircraft • Has difficulty hitting moving targets • Cannot fire while moving |
Tesla Track $ 1350 🕑 00:32 Requires: Soviet Tech Center Half-track with mounted Tesla Coil. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft Mammoth Tank $ 1700 🕑 00:41 Requires: Soviet Tech Center Big and slow tank with anti-air capability. • Strong vs Heavy Armor, Light Armor, Infantry • Can crush concrete walls • Self repairs to 50% out of combat V3 Launcher $ 1400 🕑 00:34 Requires: Radar Extreme long-range rocket artillery. • Strong vs Buildings, Defenses, Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Rockets can be shot down by static anti-air defenses M.A.D Tank $ 1700 🕑 00:41 Requires: Soviet Tech Center Deals seismic damage to nearby vehicles and structures. • Strong vs Heavy Armor, Light Armor, Defenses, Buildings • Weak vs Infantry • Cannot attack Aircraft • Special Ability: Seismic Shockwave Eradicator $ 1700 🕑 00:41 Requires: Soviet Tech Center Big and slow tank armed with a radiation cannon. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Can crush concrete walls • Self repairs to 50% out of combat • Irradiates vehicles causing them to take more damage, deal less damage, and damage nearby units Chaos Drone $ 850 🕑 00:20 Requires: Soviet Tech Center Drone armed with Chaos Gas which causes units to become frenzied and attack indiscriminately. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft, Buildings, Defenses • Special Ability: Expel Chaos Gas Demo Truck $ 2000 🕑 00:48 Requires: Soviet Tech Center Truck carrying nuclear explosives. • Very weak armor • Special Ability: Detonate |
Mammoth Tank $ 1700 🕑 00:41 Requires: GDI Tech Center Big and slow tank with anti-air capability. • Strong vs Heavy Armor, Light Armor, Infantry • Can crush concrete walls • Self repairs to 50% out of combat Mobile EMP $ 1150 🕑 00:28 Requires: GDI Tech Center Remotely piloted vehicle, deploys to disable nearby vehicles & structures. • Strong vs Heavy Armor, Light Armor, Defenses, Buildings • Weak vs Infantry • Cannot attack Aircraft • Special Ability: EMP Shockwave • Immune to mind control • Requires active radar communication Tomahawk Launcher $ 1850 🕑 00:44 Requires: GDI Tech Center Extreme long-range missile artillery. • Strong vs Buildings, Defenses, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Cannot fire while moving • Rockets can be shot down by static anti-air defenses Titan $ 2000 🕑 00:48 Requires: GDI Tech Center Tough, slow combat battle-mech. • Strong vs Heavy Armor, Light Armor, Infantry • Can crush smaller vehicles and concrete walls • Self repairs to 50% out of combat Wolverine $ 900 🕑 00:22 Requires: GDI Tech Center Compact & durable battle-mech with dual chainguns. • Strong vs Infantry, Buildings, Light Armor • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft Juggernaut $ 2000 🕑 00:48 Requires: GDI Tech Center Tough artillery battle-mech. • Strong vs Buildings, Defenses, Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Cannot fire while moving • Can crush smaller vehicles and concrete walls Disruptor $ 1600 🕑 00:38 Requires: GDI Tech Center Armored high-tech vehicle with medium-range sonic armament. • Strong vs Buildings, Defenses, Light Armor, Infantry • Weak vs Heavy Armor • Cannot attack Aircraft • Slows enemy movement and rate of fire (with upgrade) X-O Powersuit $ 1000 🕑 00:24 Requires: GDI Tech Center Light battle-mech armed with a laser and a coil-gun. Able to jump short distances using its jump-pack. • Strong vs Light Armor, Heavy Armor, Buildings • Weak vs Defenses • Cannot attack Aircraft • Special Ability: Jump-Pack Pitbull $ 850 🕑 00:20 Requires: GDI Tech Center Fast scout vehicle with rockets that disrupts weapons and vision. Can designates targets, revealing them and increasing the damage they take. • Strong vs Light Armor, Aircraft • Weak vs Infantry, Buildings, Defenses • Detects cloaked units and spies • Special Ability: Target Painter |
SSM Launcher $ 1350 🕑 00:32 Requires: Temple of Nod Long-range incendiary missile artillery. • Strong vs Buildings, Defenses, Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Cannot fire while moving Stealth APC $ 1100 🕑 00:26 Requires: Temple of Nod Stealth infantry transport. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft Spectre $ 1350 🕑 00:32 Requires: Temple of Nod Long-range stealth artillery. • Strong vs Buildings, Defenses, Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Has difficulty hitting moving targets Heavy Stealth Tank $ 1350 🕑 00:32 Requires: Radar Medium-range missile heavy tank that can cloak. • Strong vs Buildings, Defenses, Heavy Armor, Light Armor, Aircraft • Weak vs Infantry • Can be spotted by nearby infantry and defense structures Custodian $ 1500 🕑 00:36 Requires: Temple of Nod Heavy transport that repairs cyborgs and vehicles and empowers cyborg machine learning. • Unarmed • Repairs cyborgs and vehicles • Nearby cyborgs gain experience faster |
Annihilator Tripod $ 1800 🕑 00:43 Requires: Scrin Tech Center Heavy assault walker with beam weapons. • Strong vs Heavy Armor, Light Armor • Cannot attack Aircraft • Can crush concrete walls. • Self repairs on Tiberium or other resources when not in combat. Ruiner $ 1250 🕑 00:30 Requires: Scrin Tech Center Long-range hover artillery. • Strong vs Buildings, Defenses, Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Can traverse water Nullifier $ 1600 🕑 00:38 Requires: Scrin Tech Center Heavy hover tank that disables enemy weapons and vision. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft • Disables enemy weapons and vision • Can traverse water Darkener Tank $ 1350 🕑 00:32 Requires: Scrin Tech Center Heavy hover tank armed with a rift cannon. • Strong vs Heavy Armor, Light Armor, Defenses • Weak vs Buildings, Infantry • Cannot attack Aircraft • Can traverse water • Damage scales with the max health of the target Reaper Tripod $ 2200 🕑 00:53 Requires: Scrin Tech Center Heavy assault walker with beam weapons. • Strong vs Heavy Armor, Light Armor • Cannot attack Aircraft • Can crush concrete walls. • Weapons empowered by Tiberium or other resources • Self repairs on Tiberium or other resources when not in combat. Obliterator $ 2300 🕑 00:55 Requires: Scrin Tech Center Heavy artillery that creates a charged particle stream through which it projects a powerful energy pulse, damaging everything it passes through. • Strong vs Buildings, Defenses, Light Armor, Infantry • Weak vs Heavy Armor • Cannot attack Aircraft • Can traverse water Atomizer $ 1350 🕑 00:32 Requires: Scrin Tech Center Lightly armored long-range anti-tank unit that atomizes vehicles and defenses. • Strong vs Heavy Armor, Light Armor, Defenses • Weak vs Infantry, Buildings • Cannot attack Aircraft • Atomizes up to 4 targets • Affected targets take damage over time • Affected targets have reduced speed and firepower • Can traverse water |
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Harrier $ 2000 🕑 00:48 Requires: Allied Tech Center Fast VTOL ground attack aircraft armed with powerful explosive missiles. • Strong vs Aircraft, Buildings, Infantry, Light Armor • Weak vs Heavy Armor, Defenses Peacemaker $ 2500 🕑 01:00 Requires: Allied HQ Heavy VTOL bomber with powerful armor penetrating bombs. • Strong vs Heavy Armor, Defenses, Light Armor • Weak vs Infantry • Cannot attack Aircraft Black Eagle $ 2000 🕑 00:48 Requires: Allied HQ Air superiority fighter with range/vision reducing missiles. • Strong vs Aircraft, Heavy Armor, Light Armor • Weak vs Infantry, Buildings • Reduces range and vision of targets |
Sukhoi $ 2000 🕑 00:48 Requires: Airfield,Soviet Tech Center Fast ground attack aircraft armed with powerful armor-piercing munitions. • Strong vs Heavy Armor, Defenses, Light Armor • Weak vs Infantry, Buildings • Cannot attack Aircraft Kirov $ 2000 🕑 00:48 Requires: Airfield,Soviet Tech Center Heavily armored airship armed with specialised bombs. • Strong vs Buildings, Defenses, Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Takes +33% damage when dropping bombs • Self repairs to 75% out of combat Floating Disc $ 2000 🕑 00:48 Requires: Airfield,Soviet Tech Center Heavily armored attack craft. • Strong vs Buildings, Defenses, Light Armor • Special Ability: Power Drain • Special Ability: Resource Drain |
Orca Bomber $ 2000 🕑 00:48 Requires: GDI Tech Center Heavy VTOL bomber armed with EMP bombs. • Strong vs Defenses, Heavy Armor, Light Armor • Weak vs Infantry • Cannot attack Aircraft • Disables vehicles, defenses and buildings Aurora $ 2300 🕑 00:55 Requires: GDI Tech Center Supersonic bomber armed with a MOAB. • Strong vs Defenses, Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Uses afterburner on approach to target |
Comanche $ 2000 🕑 00:48 Requires: Temple of Nod Stealth attack helicopter with powerful anti-personnel rockets. • Strong vs Infantry, Light Armor, Buildings • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft Banshee $ 2000 🕑 00:48 Requires: Temple of Nod Fast VTOL attack craft armed with powerful plasma cannons. • Strong vs Heavy Armor, Defenses, Aircraft • Weak vs Infantry |
Devastator Warship $ 2400 🕑 00:58 Requires: Scrin Tech Center Long-range siege warship. • Strong vs Buildings, Defenses, Infantry • Weak vs Heavy Armor • Cannot attack Aircraft • Has difficulty hitting moving targets Enervator $ 2000 🕑 00:48 Requires: Scrin Tech Center Fast attack craft that creates a focused suppression field. • Strong vs Vehicles, Defenses, Aircraft • Weak vs Infantry • Slows targets |
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Cruiser $ 2000 🕑 00:48 Requires: Allied Tech Center Very slow long-range bombardment ship. • Strong vs Buildings, Ground Units • Weak vs Naval Units • Cannot attack Aircraft |
Missile Sub $ 1650 🕑 00:40 Requires: Soviet Tech Center Submerged anti-ground siege unit. • Strong vs Buildings, Ground Units • Weak vs Naval Units • Cannot attack Aircraft • Detects other submarines |
Drone Carrier $ 2000 🕑 00:48 Requires: GDI Tech Center Carrier that launches a squadron of Hornet drone aircraft. • Strong vs Ground Units, Buildings • Cannot attack Aircraft • Hornets only targetable by static anti-air defenses |
ICBM Sub $ 2000 🕑 00:48 Requires: Temple of Nod Submerged unit armed with extreme long-range missiles. • Strong vs Buildings, Ground Units • Weak vs Naval Units • Cannot attack Aircraft • Missiles can be shot down by static anti-air defenses • Detects other submarines |
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Coalition: Sweden $ 300 🕑 00:12 Requires: Allied HQ
Form a coalition with Sweden, required for: (!) Only ONE Coalition may be chosen. Coalition: Greece $ 300 🕑 00:12 Requires: Allied HQ
Form a coalition with Greece, required for: (!) Only ONE Coalition may be chosen. Coalition: South Korea $ 300 🕑 00:12 Requires: Allied HQ
Form a coalition with South Korea, required for: (!) Only ONE Coalition may be chosen. Upgrade: Advanced Flak Armor $ 1500 🕑 01:00 Infantry are equipped with advanced flak armor which provides protection against explosives. Upgrades: Infantry + 40% reduced damage from explosives + 20% reduced damage from incendiary explosives Upgrade: Cryo Warheads $ 1000 🕑 00:40 Requires: Allied Tech Center Arms certain rocket equipped units with Cryo warheads which cause targets to move more slowly and take increased damage.
Upgrades: Rocket Soldier + Equip with Cryo Warheads which slow movement and increase damage taken Research: Prism Cannon $ 750 🕑 00:30 Requires: Allied Tech Center Allows construction of Prism Cannons. Replaces: Prism Tank + Increased range + Increased burst damage – Reduced rate of fire – Reduced mobility Upgrade: Chrono Miner $ 1250 🕑 00:50 Requires: Allied HQ
Allows construction of Chrono Miners which Upgrades: Ore Truck + Teleport back to refinery Upgrade: Raufoss Ammo $ 1000 🕑 00:40 Requires: Allied Tech Center Upgrades Snipers granting them Raufoss armor piercing rounds, which stun and damage vehicles. Upgrades: Sniper + Can damage vehicles with AP rounds which slow movement and rate of fire – Reduced range Upgrade: Advanced Airborne Training $ 1000 🕑 00:40 Requires: Allied Tech Center Improved training and logistics for airborne troops, resulting in greater effectiveness and faster preparation.
Upgrades: Airdrop: Guardian GIs + Airborne units have veterancy + Airborne units take 25% less time to prepare |
Upgrade: Advanced Flak Armor $ 1500 🕑 01:00 Infantry are equipped with advanced flak armor which provides protection against explosives. Upgrades: Infantry + 40% reduced damage from explosives + 20% reduced damage from incendiary explosives Research: Atomic Engines $ 750 🕑 00:30 Requires: Atomic Reactor Upgrades tanks with volatile atomic engines.
Replaces: Heavy/Lasher Tank + 25% faster movement – Explodes on death Research: V3 Launcher $ 750 🕑 00:30 Requires: Soviet Tech Center Allows construction of the V3 Launcher. Replaces: V2 Launcher + Significantly increased range – Slower projectiles – Missiles can be shot down – Increased cost Upgrade: Tesla Arcing $ 1000 🕑 00:40 Requires: Soviet Tech Center Upgrades the Tesla Tank and Tesla Track weapon.
Upgrades: Tesla Tank + Shots jump to up to 2 additional targets Upgrade: Seismic Missiles $ 1000 🕑 00:40 Requires: Soviet Tech Center Arms the Sukhoi with Seismic Missiles. Upgrades: Sukhoi + High area damage vs structures and vehicles + Slows movement and rate of fire of impacted targets – Slow moving projectiles Research: Eradicator $ 1000 🕑 00:40 Requires: Atomic Reactor Upgrades Mammoth tanks with volatile radiation cannon. Replaces: Mammoth Tank + High area damage vs infantry and vehicles + Irradiates impacted vehicles + Increased range – Loses AA missiles – Reduced single-target anti-tank damage – Reduced damage vs buildings Research: Tesla Trooper $ 500 🕑 00:20 Requires: Soviet Tech Center Shock Troopers are phased out in favor of Tesla Troopers. Replaces: Shock Trooper + Increased health + Increased rate of fire + Increased damage – Increased cost Research: Desolator $ 500 🕑 00:20 Requires: Soviet Tech Center Rad Troopers are phased out in favor of Desolators. Replaces: Rad Trooper + Increased health + Increased damage + Irradiates vehicles + Desolate Ground ability – Increased cost Upgrade: Improved Paratroopers $ 750 🕑 00:30 Upgrades the Paratroopers support power. Upgrades: Paratroopers + Additional units dropped Upgrade: Improved Genetic Mutation $ 750 🕑 00:30 Enhances Genetic Mutation Bomb and Brutes.
Upgrades: Genetic Mutation Bomb + Increased area of effect (Mutation Bomb) + Increased maximum number of targets (Mutation Bomb) + Increased movement speed (Brute) Upgrade: Reactive Armor $ 750 🕑 00:30 Upgrades Rhino Tanks and BTRs with reactive armor for additional protection.
Upgrades: Rhino Tank + Increased armor Upgrade: Rocket Pods $ 750 🕑 00:30 Upgrades Grad and Hind rocket pods.
Upgrades: Grad + Increased salvo size (Grad) + Increased ammo & rate of fire (Hind) |
Strategy: Bombardment II $ 750 🕑 00:30 Requires: GDI Tech Center Increase Bombardment strategy bonuses. + Increases firepower and rate of fire of vehicles and aircraft by a further 3%
(!) Only ONE Strategy may be chosen. Strategy: Seek & Destroy II $ 750 🕑 00:30 Requires: GDI Tech Center Increase Seek & Destroy strategy bonuses. + Increases speed and weapon range of vehicles and aircraft by a further 5%
(!) Only ONE Strategy may be chosen. Strategy: Hold the Line II $ 750 🕑 00:30 Requires: GDI Tech Center Increase Hold the Line strategy bonuses. + Increases armor of vehicles and aircraft by a further 5%
(!) Only ONE Strategy may be chosen. Upgrade: Hailstorm Missiles $ 1000 🕑 00:40 Requires: GDI Tech Center Equip the MLRS/HMLRS with Hailstorm Missiles. Upgrades: MLRS/HMLRS + Increased damage and area of effect + Fires six missiles per salvo – Reduced accuracy Upgrade: Hypersonic Missiles $ 1000 🕑 00:40 Requires: GDI Tech Center Equip the MLRS/HMLRS with Hypersonic Missiles. Upgrades: MLRS/HMLRS + Increased projectile speed, precision and damage – Unguided Upgrade: Hammerhead Missiles $ 1000 🕑 00:40 Requires: GDI Tech Center Equip the MLRS/HMLRS with Hammerhead Missiles. Upgrades: MLRS/HMLRS + Increased damage and area of effect + Briefly slows movement and rate of fire of impacted targets – Reduced projectile speed Research: Tomahawk Launcher $ 1000 🕑 00:40 Requires: GDI Tech Center Allows construction of Tomahawk Missile Launchers. + Strong vs Buildings + Extremely long range – Projectiles can be shot down – Slow rate of fire Research: TOW Missile $ 1000 🕑 00:40 Requires: GDI Tech Center Hum-Vees and Guardian Drones will be produced with TOW missile launchers.
Replaces: Hum-Vee + Added TOW missile launcher (strong vs Heavy Armor) – Increased cost – Reduced speed Upgrade: Point Defense Systems $ 1500 🕑 01:00 Requires: GDI Tech Center Equips several units with point defense shields and/or point defense lasers which protect against enemy fire.
Upgrades: Battle Tank (Shield and Laser) + Added Point Defense Shield + Added Point Defense Laser Upgrade: Avenger $ 1000 🕑 00:40 Requires: GDI Tech Center Replaces Warthog's incendiary bombs with GAU-8 Avenger rotary cannon and Hydra rockets. Upgrades: Warthog + Increased damage + Increased range – Requires two passes Upgrade: Sidewinders $ 750 🕑 00:30 Requires: GDI Tech Center Equips Warthogs with air-to-air missiles. Upgrades: Warthog + Added air-to-air missiles Upgrade: Ceramic Armor $ 750 🕑 00:30 Requires: GDI Tech Center Upgrades Warthogs with ceramic armor. Upgrades: Warthog + Increased durability Upgrade: Advanced Flak Armor $ 1500 🕑 01:00 Infantry are equipped with advanced flak armor which provides protection against explosives. Upgrades: Infantry + 40% reduced damage from explosives + 20% reduced damage from incendiary explosives Upgrade: EMP Grenades $ 1000 🕑 00:40 Requires: GDI Tech Center Upgrades Grenadier to use EMP Grenades. Upgrades: Grenadier + Grenades briefly disable vehicles and defenses + Grenadiers no longer explode when killed Upgrade: Sonic Amplifiers $ 1000 🕑 00:40 Requires: GDI Tech Center Improve the weapons of Disruptors and Sonic Towers.
Upgrades: Sonic Tower + Increased damage + Increased range + Slows enemy movement and rate of fire Upgrade: Afterburners $ 750 🕑 00:30 Requires: GDI Tech Center Equips Orcas, Orca Bombers and Hover Mammoths with afterburners.
Upgrades: Orca + Added Afterburner for temporary speed boost Research: Battle Drone $ 750 🕑 00:30 Requires: GDI Tech Center Allows construction of remotely piloted Battle Tanks. Replaces: Battle Tank + Reduced cost + Increased rate of fire + Self-repair • XP of losses reclaimed by replacements + Immunity to crew kill, chaos gas and mind control – Reduced HP – Reduced damage – Disabled if radar is down – Can be hacked |
Upgrade: Tiberium Core Missiles $ 1000 🕑 00:40 Requires: Temple of Nod Upgrade to Tiberium Core missiles.
Upgrades: Recon Bike + Increased range + Increased damage + Increased projectile speed Upgrade: Stealth Harvester $ 1500 🕑 01:00 Requires: Temple of Nod Allows construction of Stealth Harvesters which are cloaked while moving. Upgrades: Harvester + Hidden while moving – Reduced health Upgrade: Black Napalm $ 1000 🕑 00:40 Requires: Temple of Nod Superheated flame weapons that can melt armored targets.
Upgrades: Heavy Flame Tank + Increased damage against vehicles and defenses – Reduced rate of fire Upgrade: Quantum Capacitors $ 1000 🕑 00:40 Requires: Temple of Nod Enhances heavy laser weapons.
Upgrades: Obelisk of Light + Increased range + Increased damage Upgrade: Intensified Microwaves $ 1000 🕑 00:40 Requires: Temple of Nod Upgrades: Microwave Tank + Kills crew of vehicles with less than 75% HP + Increased EMP duration for direct target + EMP affects adjacent vehicles/defenses Research: Heavy Stealth Tank $ 1000 🕑 00:40 Requires: Temple of Nod Upgrades: Stealth Tank + Increased damage + Increased durability – Reduced mobility – Increased cost – Increased cloaking delay Upgrade: Laser Tanks $ 750 🕑 00:30
Upgrades: Light Tank + Increased damage vs infantry & light armor + Increased range – Reduced damage vs heavy armor Research: Custodian $ 750 🕑 00:30 Replaces: Stealth APC + Heavy armor + Heals cyborgs & repairs vehicles – No stealth capability – No offensive capability – Reduced speed – Increased cost Research: Raider Buggy $ 750 🕑 00:30 Replaces: Buggy + Heavy armor + Increased damage + Increased range – Increased cost – Reduced speed |
Upgrade: Hardened Carapace $ 1500 🕑 01:00 Requires: Scrin Tech Center Infantry gain a hardened carapace which provides protection against explosives. Upgrades: Infantry + 40% reduced damage from explosives + 20% reduced damage from incendiary explosives Upgrade: Blink Packs $ 750 🕑 00:30 Requires: Scrin Tech Center Equips Intruders and Watchers with blink packs allowing them to teleport.
Upgrades: Intruder + Teleport ability Upgrade: Regenerative Hull $ 1500 🕑 01:00 Requires: Scrin Tech Center Scrin aircraft and Stormcrawlers will regenerate health over time when not in combat.
Upgrades: Stormrider + Out-of-combat health regeneration Upgrade: Ion Conduits $ 1250 🕑 00:50 Requires: Scrin Tech Center Allows Storm Columns and Stormcrawlers to store ion energy and release it into the atmosphere, creating a localized Ion Storm.
Upgrades: Storm Column + Increases damage and range over time when active + Reduces incoming damage over time when active + Ion storm can damage enemy units and structures Upgrade: Resource Conversion $ 1000 🕑 00:40 Requires: Scrin Tech Center Weapons of certain units are empowered by Tiberium and other resources. Reaper Tripod gains additional charges.
Upgrades: Devourer + Increased damage when charged + Doubled charge capacity (Reaper Tripod only) Upgrade: Stellar Fusion Cannon $ 1000 🕑 00:40 Requires: Scrin Tech Center Devastator Warships upgraded with stellar fusion cannon. Upgrades: Devastator Warship + Increased damage + Increased area of effect + Improved accuracy – Must charge before firing Upgrade: Coalescence $ 1000 🕑 00:40 Requires: Scrin Tech Center On death or when deployed, Leechers will transform into a ball of bio-matter which heals nearby allies and eventually coalesces into a new Leecher. Upgrades: Leecher + Leecher able to resurrect + Heals allies while in coalescence form – No longer regenerates while dealing damage |
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GPS Satellite Permanently reveals the entire map (activated automatically). Temporal Incursion Summons reinforcements from the future. Units return to their origin time after a short time. Cryostorm Creates a turbulent area of extreme cold, reducing movement speed and increasing damage taken. Helios Bomb Calls in a bomber which drops a Helios bomb, blinding units in a large area. Black Sky Strike Fires long range guided missiles at multiple ground targets prioritized by value. Tracking can be lost if targets move far enough from their initial location. |
Atomic Shells Grants tanks a limited supply of atomic shells (also for a limited duration). Affects Soviet tanks only (Heavy/Rhino Tank, Lasher/Thrasher Tank, Siege Tank, Mammoth Tank, Overlord Tank, Apocalypse Tank, Nuke Cannon) Nuke Cannon gains a neutron shell that kills vehicle crews. Heroes of the Union Targeted basic infantry units become Heroes of the Union, significantly increasing their damage, speed, range and resilience. Can affect Rifle Infantry, Rocket Soldiers, Grenadiers and Flamethrowers. Tank Drop Dispatches cargo planes to air drop tanks at the target location. Kill Zone Calls in a Spy Plane which marks a target area. Any enemy units within it take increased damage. |
Nanite Repair Repairs selected damaged vehicles over time. |
Cluster Missile Launches a Cluster Missile which deals heavy damage at the target location. Frenzy Increases the movement speed and rate of fire of targeted units for a limited time. Warning: Units are weakened for a short time after frenzy wears off. Technology Hack Hack the targeted enemy production structure, providing access to a unit developed using enemy technology. For infantry, vehicle and air production respectively:
• Allies: Cryo Mortar, Reckoner, Phantom |
Ichor Seed Grows Tiberium at selected location. Overlord's Wrath A Tiberium meteor strikes the target location dealing heavy damage and creating a patch of Tiberium. Gateway
Creates a Gateway at the target location. Acts as the exit for any Requires target location to be within vision. Anathema Targeted vehicle greatly increases in power over time. After 30 seconds the unit explodes. Ion Surge Increases the movement speed of all friendly units passing through the target area. Greater Coalescence Spawns a controllable biomass which heals nearby allies and sustains itself by feeding off enemies. Feeding from power plants will shut them down temporarily. |
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| Tier 2 Radar Airfield Helipad Gravity Stabilizer Supply Depot Tesla Coil (for Tesla Tank) Obelisk (for Acolyte) Soviet Rank I |
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Prism Tower $ 1350 🕑 00:32 Requires: Radar Advanced experimental base defense. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Requires power to operate • Detects cloaked units • Beam can chain with nearby Prism Towers Grand Cannon $ 1750 🕑 00:42 Requires: Radar Artillery base defense. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Cannot hit targets at point-blank range • Requires power to operate • Detects cloaked units |
SAM Site $ 750 🕑 00:18 Requires: Radar Anti-aircraft base defense. • Strong vs Aircraft • Cannot attack ground units • Requires power to operate • Detects cloaked aircraft |
Obelisk of Light $ 1500 🕑 00:36 Requires: Radar Advanced experimental base defense. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Requires power to operate • Detects cloaked units SAM Site $ 750 🕑 00:18 Requires: Radar Anti-aircraft base defense. • Strong vs Aircraft • Cannot attack ground units • Requires power to operate • Detects cloaked aircraft |
Storm Column $ 1400 🕑 00:34 Requires: Radar Advanced base defense. • Strong vs Heavy Armor, Light Armor • Cannot attack Aircraft • Requires power to operate • Detects cloaked units Shard Launcher $ 800 🕑 00:19 Requires: Radar Anti-aircraft base defense. • Strong vs Aircraft • Cannot attack ground units • Requires power to operate • Detects cloaked aircraft |
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Mechanic $ 400 🕑 00:10 Requires: Service Depot/Repair Facility Repairs nearby vehicles. • Unarmed • Can salvage destroyed vehicles for credits Spy $ 500 🕑 00:12 Requires: Radar Infiltrates enemy structures for intel or sabotage. Effects depend on the building infiltrated. • Unarmed • Disguise as enemy infantry by right-clicking them • Detects cloaked ground units and spies • Infiltration effects: • Power Plants: Power outage • Barracks/Factory: Infantry/vehicles produced as veteran • Superweapons: Reset timer • Radar: Reset shroud • Helipad: Single-use paratroopers • Airfield/Gravity Stabilizer: Single-use airstrike Sniper $ 550 🕑 00:13 Requires: Radar Elite marksman infantry armed with a powerful sniper rifle. • Strong vs Infantry, Vehicles (with upgrade) • Weak vs Buildings, Defenses • Cannot attack aircraft • Camouflaged when not moving • When elite, kills crew of vehicles with less than 50% HP Airborne (Guardian GIs) $ 1750 🕑 00:42 Requires: Radar or Aircraft Production Prepare five Guardian GIs for airdrop. • Strong vs Heavy Armor, Aircraft, Buildings, Defenses • Weak vs Infantry, Light Armor • Weak anti-infantry weapon when not deployed • Deploys for personal anti-tank fortification • Uncrushable when deployed |
Thief $ 500 🕑 00:12 Requires: Radar Steals enemy credits and hijacks enemy vehicles. • Unarmed • Cloaked when not moving • Gains vision range while cloaked. Shock Trooper $ 425 🕑 00:10 Requires: Tesla Coil or Soviet Tech Center,Radar Elite infantry with portable Tesla weapon. • Strong vs Infantry, Light Armor • Cannot attack Aircraft • Can overcharge nearby Tesla Coils Rad Trooper $ 425 🕑 00:10 Requires: Chem Tower or Soviet Tech Center,Radar Anti-infantry unit with radiation based weaponry. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft Brute $ 450 🕑 00:11 Requires: Radar Melee range genetically engineered hulk. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Immune to mind control • Self heals to 50% out of combat Terror Dog $ 300 🕑 00:07 Requires: Kennel Scout with attached explosives that will detonate on contact with a target. • Strong vs Infantry, Light Armor, Heavy Armor • Cannot attack Aircraft • Detects cloaked units, spies and mines • Detects the scent of enemy infantry beyond vision range • Immune to mind control • Explodes on death or on contact with a target |
Jumpjet Trooper $ 350 🕑 00:08 Requires: Radar Flying general-purpose infantry. • Strong vs Infantry, Aircraft • Weak vs Heavy Armor, Buildings, Defenses • Detects cloaked ground units Bombardier $ 550 🕑 00:13 Requires: Radar Flying infantry with a grenade launcher. • Strong vs Buildings, Defenses, Light Armor • Weak vs Heavy Armor • Has difficulty hitting moving targets • Cannot attack Aircraft • Detects cloaked ground units |
Mechanic $ 400 🕑 00:10 Requires: Service Depot/Repair Facility Repairs nearby vehicles. • Unarmed • Can salvage destroyed vehicles for credits Infiltrator $ 500 🕑 00:12 Requires: Radar Covert infantry that infiltrates enemy structures to steal or lock technology. • Strong vs Infantry • Can only attack Infantry • Detects cloaked ground units and spies • Limited stealth (drains while moving) • Infiltrates production buildings to steal technology • Allies: Cryo Mortar, Reckoner, Phantom • Soviets: Cyberdog, Cyclops, Kamov • GDI: Sonic Mortar, Basilisk, Shade • Nod: Chem Mortar, Mantis, Vertigo • Scrin: Cyberscrin, Viper, Manticore • Infiltrates radars/tech centers to lock technology • Infiltrates any building for vision Black Hand Trooper $ 500 🕑 00:12 Requires: Radar Elite precision anti-tank flamethrower unit. • Strong vs Heavy Armor, Light Armor • Weak vs Buildings, Defenses • Cannot attack Aircraft Acolyte $ 475 🕑 00:11 Requires: Obelisk or Temple of Nod,Radar Cyborg infantry with a laser weapon. • Strong vs Infantry, Light Armor • Cannot attack Aircraft • Heals on Tiberium |
Intruder $ 500 🕑 00:12 Requires: Radar Heavy assault infantry with high burst damage. • Strong vs Buildings, Defenses, Heavy Armor, Light Armor • Weak vs Infantry • Cannot attack Aircraft • Special Ability: Teleport (with upgrade) Ravager $ 275 🕑 00:07 Requires: Radar Fast moving anti-personnel infantry. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft Eviscerator $ 600 🕑 00:14 Requires: Radar Durable, fast moving, short-range, anti-personnel infantry. • Strong vs Light Armor, Infantry • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft • Charges a more powerful attack while on resources (with upgrade) Impaler $ 600 🕑 00:14 Requires: Radar Assault infantry with high burst damage. Impales targets, slowing their movement. • Strong vs Light Armor, Infantry • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft • Slows targets Stalker $ 600 🕑 00:14 Requires: Radar Fast moving anti-personnel infantry that can turn invisible temporarily and ambush targets. • Strong vs Light Armor, Infantry • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft • Special Ability: Cloak • Moves faster while cloaked • Briefly takes greatly reduced damage after decloaking Watcher $ 500 🕑 00:12 Requires: Radar Infiltration unit used to gain vision of enemies. • Cannot deal damage • Can attach parasites to enemy vehicles & structures • Cloaked when not moving • Detects cloaked ground units and spies • Special Ability: Teleport (with upgrade) Marauder $ 600 🕑 00:14 Requires: Radar Heavy assault infantry with high burst damage. • Strong vs Buildings, Defenses, Heavy Armor, Light Armor • Weak vs Infantry • Cannot attack Aircraft • Damage against vehicles scales with the max health of the target • Special Ability: Teleport (with upgrade) |
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Prism Tank $ 1350 🕑 00:32 Requires: Radar Long-range artillery with Prism Tower derived weapon. • Strong vs Infantry, Buildings, Defenses, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft IFV $ 750 🕑 00:18 Requires: Radar or Service Depot/Repair Facility Adaptable infantry transport. • Strong vs Aircraft, Heavy Armor • Weak vs Infantry • Weapon/function changes depending on infantry passenger Archer APC $ 800 🕑 00:19 Tough infantry transport with a target painting radar. • Strong vs Infantry, Light Armor • Unarmed • Targets are revealed and take increased damage Tank Destroyer $ 1150 🕑 00:28 Requires: Radar German tank destroyer. • Strong vs Heavy Armor • Weak vs Infantry, Buildings, Defenses, Light Armor • Cannot attack Aircraft Mine Layer $ 800 🕑 00:19 Requires: Service Depot/Repair Facility Lays mines to destroy unwary enemy units. • Unarmed • Detects and disarms mines MCV $ 3000 🕑 01:00 Deploys into another Construction Yard. • Unarmed • Special Ability: Deploy into Construction Yard Airborne (Grizzly Tanks) $ 1750 🕑 00:42 Requires: Radar or Aircraft Production Prepare a pair of Grizzly Tanks for airdrop. • Strong vs Heavy Armor, Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft |
V2 Launcher $ 900 🕑 00:22 Requires: Radar Long-range rocket artillery with low rate of fire. • Strong vs Buildings, Defenses, Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets Tesla Tank $ 1200 🕑 00:29 Requires: Tesla Coil or Soviet Tech Center,Radar Tank with twin mounted Tesla Coils. • Strong vs Infantry, Light Armor • Cannot attack Aircraft Siege Tank $ 1500 🕑 00:36 Requires: Radar Powerful medium-range artillery. • Strong vs Buildings, Defenses, Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Concussion shells slow enemy movement and rate of fire • Can crush concrete walls Lasher Tank $ 1150 🕑 00:28 Heavy tank with infantry crushing improvements. • Strong vs Heavy Armor, Light Armor • Weak vs Defenses • Cannot attack Aircraft • Can crush concrete walls Gattling BTR $ 750 🕑 00:18 Tough infantry transport with armament improvements. • Strong vs Infantry, Light Armor, Aircraft • Weak vs Heavy Armor, Buildings, Defenses Troop Crawler $ 1500 🕑 00:36 Tough infantry transport pre-loaded with infantry. • Unarmed • Empowers nearby basic infantry • Heals all nearby infantry • Detects cloaked units and mines Rhino Heavy Tank $ 1150 🕑 00:28 Soviet main battle tank with a single powerful cannon. • Strong vs Heavy Armor, Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft Thrasher Tank $ 1150 🕑 00:28 Soviet main battle tank with infantry crushing improvements. • Strong vs Heavy Armor, Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft • Can crush concrete walls Grad $ 750 🕑 00:18 Long-range rocket barrage artillery. • Strong vs Infantry, Light Armor, Buildings, Defenses • Cannot attack Aircraft • Has difficulty hitting moving targets Mine Layer $ 800 🕑 00:19 Requires: Service Depot/Repair Facility Lays mines to destroy unwary enemy units. • Unarmed • Detects and disarms mines MCV $ 3000 🕑 01:00 Deploys into another Construction Yard. • Unarmed • Special Ability: Deploy into Construction Yard |
MLRS $ 1000 🕑 00:24 Requires: Radar Multiple Launch Rocket System. Long-range guided artillery with anti-air capability. • Strong vs Buildings, Defenses, Infantry, Light Armor • Weak vs Heavy Armor Vulcan $ 800 🕑 00:19 Tough infantry transport, armed with a powerful chaingun. • Strong vs Aircraft, Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses Mobile Sensor Array $ 1250 🕑 00:30 Requires: Radar When deployed, detects enemy vehicles, aircraft and structures within a large radius. • Unarmed • Detects cloaked units (when deployed) • Increases nearby ground unit vision range (when deployed) • Special Ability: Activate Sensor Array Hover MLRS $ 1100 🕑 00:26 Requires: Radar Prototype Hover Multiple Launch Rocket System. Long-range guided artillery with anti-air capability. • Strong vs Buildings, Defenses, Infantry, Light Armor • Weak vs Heavy Armor • Can traverse water Mini Drone $ 225 🕑 00:05 Requires: Radar Hovering drone with machine gun. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft • Attaches to vehicles to provide support and repairs • Immune to mind control • XP of losses reclaimed by replacements Mine Layer $ 800 🕑 00:19 Requires: Service Depot/Repair Facility Lays mines to destroy unwary enemy units. • Unarmed • Detects and disarms mines MCV $ 3000 🕑 01:00 Deploys into another Construction Yard. • Unarmed • Special Ability: Deploy into Construction Yard |
Howitzer $ 650 🕑 00:16 Long-range artillery. • Strong vs Buildings, Defenses, Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets Stealth Tank $ 1100 🕑 00:26 Requires: Radar Medium-range missile tank that can cloak. • Strong vs Buildings, Defenses, Heavy Armor, Light Armor, Aircraft • Weak vs Infantry • Can be spotted by nearby infantry and defense structures Flame Tank $ 800 🕑 00:19 Requires: Radar Tank armed with dual short-range flamethrowers. • Strong vs Infantry, Buildings, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft Heavy Flame Tank $ 1100 🕑 00:26 Requires: Radar Heavy tank armed with dual short-range flamethrowers. • Strong vs Infantry, Buildings, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft Microwave Tank $ 1500 🕑 00:36 Requires: Radar Prototype MGT-1A microwave gun tank. • Strong vs Heavy Armor, Light Armor, Defenses, Infantry • Weak vs Buildings • Cannot attack Aircraft • Briefly disables vehicles/defenses • Kills crew of vehicles with less than 50% HP (with upgrade) • Crewless vehicles capturable by infantry Mobile Stealth Generator $ 1250 🕑 00:30 Requires: Radar Support unit that projects a cloaking field. • Unarmed • Special Ability: Deploys to cloak nearby units and structures Mine Layer $ 800 🕑 00:19 Requires: Service Depot/Repair Facility Lays mines to destroy unwary enemy units. • Unarmed • Detects and disarms mines MCV $ 3000 🕑 01:00 Deploys into another Construction Yard. • Unarmed • Special Ability: Deploy into Construction Yard |
Corrupter $ 1100 🕑 00:26 Requires: Radar Medium-ranged anti-infantry/structure unit. • Strong vs Infantry, Buildings, Light Armor • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft • Has difficulty hitting moving targets Devourer $ 1350 🕑 00:32 Requires: Radar Maneuverable medium-range hover tank. • Strong vs Heavy Armor, Light Armor, Defenses • Weak vs Buildings, Infantry • Cannot attack Aircraft • Can traverse water Stormcrawler $ 1350 🕑 00:32 Requires: Radar Slow moving, very durable, short-range assault unit. • Strong vs Defenses, Buildings • Weak vs Infantry • Cannot attack Aircraft Shard Walker $ 600 🕑 00:14 Durable light assault walker. • Strong vs Infantry, Light Armor, Aircraft • Weak vs Heavy Armor, Buildings, Defenses Leecher $ 1000 🕑 00:24 Requires: Radar Medium-ranged anti-infantry/structure unit. • Strong vs Infantry, Buildings, Light Armor • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft • Regenerates health while dealing damage (without upgrade) • Disables power plants • Regenerates and heals allies when in coalescence form (with upgrade) • Special Ability: Coalescence (with upgrade) Colony Ship $ 3000 🕑 01:00 Deploys into another Colony Platform. • Unarmed • Special Ability: Deploy into Colony Platform • Can traverse water |
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Chinook $ 900 🕑 00:22 Fast infantry transport helicopter. • Unarmed • Can carry infantry • Can Paradrop infantry (Force Fire) Longbow $ 1500 🕑 00:36 Helicopter gunship armed with multi-purpose missiles. • Strong vs Heavy Armor, Defenses, Aircraft • Weak vs Infantry Nighthawk $ 1150 🕑 00:28 Fast infantry transport helicopter armed with a light machine gun. • Strong vs Infantry • Weak vs Heavy Armor, Defenses, Buildings • Cannot attack Aircraft • Can carry infantry • Can Paradrop Infantry (HoldFire Stance + Force Fire) |
Halo $ 1000 🕑 00:24 Requires: Airfield Fast infantry transport helicopter. • Unarmed • Can carry infantry • Can Paradrop infantry (Force Fire) Yak $ 1200 🕑 00:29 Requires: Airfield Fighter plane armed with dual machine guns • Strong vs Infantry, Light Armor, Buildings, Aircraft • Weak vs Heavy Armor, Defenses Hind $ 1600 🕑 00:38 Requires: Airfield Durable helicopter gunship armed with a chaingun and rockets. • Strong vs Infantry, Heavy Armor, Light Armor • Weak vs Defenses • Cannot attack Aircraft MiG $ 1500 🕑 00:36 Requires: Airfield Multi purpose strike aircraft. • Strong vs Heavy Armor, Defenses, Aircraft • Weak vs Infantry |
Chinook $ 900 🕑 00:22 Fast infantry transport helicopter. • Unarmed • Can carry infantry • Can Paradrop infantry (Force Fire) Orca $ 1500 🕑 00:36 VTOL gunship armed with multi-purpose missiles. • Strong vs Heavy Armor, Defenses, Aircraft • Weak vs Infantry Orca Carryall $ 900 🕑 00:22 Requires: Repair Facility Fast VTOL Vehicle Transporter. • Unarmed Warthog $ 2000 🕑 00:48 Attack aircraft armed with incendiary bombs. • Strong vs Buildings, Infantry, Light Armor • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft Jackknife $ 500 🕑 00:12 Requires: Radar Loitering munition that dives at targets and explodes. • Strong vs Heavy Armor, Light Armor, Infantry, Defenses • Weak vs Buildings • Cannot attack Aircraft |
Chinook $ 900 🕑 00:22 Fast infantry transport helicopter. • Unarmed • Can carry infantry • Can Paradrop infantry (Force Fire) Apache $ 1400 🕑 00:34 Helicopter gunship armed with a chaingun. • Strong vs Infantry, Light Armor, Aircraft • Weak vs Heavy Armor, Defenses Venom $ 1500 🕑 00:36 VTOL gunship armed with laser. • Strong vs Infantry, Light Armor, Aircraft • Weak vs Defenses |
Stormrider $ 1650 🕑 00:40 Durable patrol craft. • Strong vs Infantry, Light Armor, Buildings, Aircraft • Weak vs Defenses Tormentor $ 900 🕑 00:22 Small anti-vehicle harrasser aircraft. • Strong vs Vehicles, Defenses, Aircraft • Weak vs Infantry |
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Destroyer $ 1000 🕑 00:24 Requires: Radar Fast multi-role ship. • Strong vs Naval Units, Vehicles, Aircraft • Weak vs Infantry • Detects submarines |
Frigate $ 1000 🕑 00:24 Requires: Radar Advanced warship armed with a powerful railgun. • Strong vs Naval Units, Vehicles • Cannot attack Aircraft • Detects submarines |
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Policy: Economy $ 300 🕑 00:12 Pursue economic policy.
• Level 1: -15% cost of Refineries, Harvesters & MCVs (!) Only ONE Policy may be chosen. Policy: Defense $ 300 🕑 00:12 Pursue defense policy.
• Level 1: +15% building HP, +25% Construction Yard build radius (!) Only ONE Policy may be chosen. Policy: Development $ 300 🕑 00:12 Pursue development policy.
• Level 1: +20% unit experience gain (!) Only ONE Policy may be chosen. Upgrade: Hazmat Suits $ 750 🕑 00:30 Requires: Radar Infantry are equipped with hazmat suits which provides protection against Tiberium and radiation. Upgrades: Infantry + Tiberium immunity + 50% resistance to irradiated terrain Research: Archer APC $ 750 🕑 00:30 Requires: Radar Allows construction of the Archer APC. Replaces: APC + Adds a target painting radar that reveals enemies and makes them take increased damage – Increased cost – Cannot deal damage Upgrade: Advanced Optics $ 1000 🕑 00:40 Requires: Radar Equips rangers with advanced optics which temporarily extends their vision and detection range. Upgrades: Ranger + Rangers can temporarily increase their vision & detection range Upgrade: Entrenchment $ 1000 🕑 00:40 Requires: Radar Enables Engineers to facilitate the building of defenses. Upgrades: Engineer + Allows Engineers to deploy, enabling defensive structures to be built |
Doctrine: Infantry $ 300 🕑 00:12
Specialize in infantry:
(!) Only ONE Doctrine may be chosen. Doctrine: Armor $ 300 🕑 00:12
Specialize in tanks:
(!) Only ONE Doctrine may be chosen. Doctrine: Artillery $ 300 🕑 00:12
Specialize in artillery:
(!) Only ONE Doctrine may be chosen. Upgrade: Heavy Hazmat Suits $ 850 🕑 00:34 Requires: Radar Infantry are equipped with heavy hazmat suits which provides protection against Tiberium and radiation. Upgrades: Infantry + Tiberium immunity + High resistance to irradiated terrain – 33% slower movement across resources and rough terrain Research: Terror Dog $ 750 🕑 00:30 Requires: Radar Attack Dogs are strapped with explosives. Replaces: Attack Dog + Able to damage vehicles and buildings – Explodes on attack or on death – Increased cost Research: Lasher Tank $ 750 🕑 00:30 Requires: Radar Upgrades Heavy/Rhino tanks with infantry crushing attachment at the cost of some armor and firepower.
Replaces: Heavy Tank + 25% faster movement + Improved crushing performance – Reduced hit points – Reduced firepower Research: Gattling BTR $ 750 🕑 00:30 Requires: Radar Upgrades BTRs with dual gattling cannons. Replaces: BTR + Increased firepower – Increased production cost |
Strategy: Bombardment $ 750 🕑 00:30 Requires: Radar
Firepower focused strategy, required for:
+ Increases firepower and rate of fire of vehicles and aircraft by 3%
(!) Only ONE Strategy may be chosen. Strategy: Seek & Destroy $ 750 🕑 00:30 Requires: Radar
Speed and weapon range focused strategy, required for:
+ Increases speed and weapon range of vehicles and aircraft by 5%
(!) Only ONE Strategy may be chosen. Strategy: Hold the Line $ 750 🕑 00:30 Requires: Radar
Defensive strategy, required for:
+ Increases armor of vehicles and aircraft by 5%
(!) Only ONE Strategy may be chosen. Upgrade: Hazmat Suits $ 750 🕑 00:30 Requires: Radar Infantry are equipped with hazmat suits which provides protection against Tiberium and radiation. Upgrades: Infantry + Tiberium immunity + 50% resistance to irradiated terrain Research: Vulcan $ 750 🕑 00:30 Requires: Radar Replaces: APC + Adds anti-air capability + Increased damage against ground targets + Adds turret – Increased cost – Reduced speed Research: Bombardier $ 1000 🕑 00:40 Requires: Radar Allows training of Bombardiers. + Strong vs Buildings, Defenses, Light Armor – Weak vs Heavy Armor – Has difficulty hitting moving targets – Cannot attack Aircraft |
Covenant of Wrath $ 300 🕑 00:12 Adopt the Covenant of Wrath.
• Level 1: Assassin Squad & Compressed Plasma (+3 Banshee ammo) (!) Only ONE Covenant may be chosen. Covenant of Unity $ 300 🕑 00:12 Adopt the Covenant of Unity.
• Level 1: Hacker Squad, Internet Center & Siphoned Funds ($ from Hackers in Internet Center) (!) Only ONE Covenant may be chosen. Covenant of Zeal $ 300 🕑 00:12 Adopt the Covenant of Zeal.
• Level 1: Confessor Cabal & Fast Harrassers (+15% Bike/Buggy/Howitzer speed) (!) Only ONE Covenant may be chosen. Upgrade: Hazmat Suits $ 750 🕑 00:30 Requires: Radar Infantry are equipped with hazmat suits which provides protection against Tiberium and radiation. Upgrades: Infantry + Tiberium immunity + 50% resistance to irradiated terrain Research: Howitzer $ 500 🕑 00:20 Requires: Radar Allows construction of Howitzers. Replaces: Artillery + Increased projectile speed + Increased movement speed + Increased accuracy + Increased burst damage + Increased vision + Has turret – Reduced splash radius – Reduced range – Reduced rate of fire Upgrade: Decoy Projectors $ 750 🕑 00:30 Requires: Radar Grant Buggies the ability to project a pair of decoy Flame Tanks. Decoys provide small area of vision for a short time after being killed.
Upgrades: Buggy + Decoy projection ability |
Allegiance: Loyalist $ 300 🕑 00:12 Declare your allegiance and side with the Scrin Overlord.
Required for:
(!) Only ONE allegiance may be chosen. Allegiance: Rebel $ 300 🕑 00:12 Declare your allegiance and side with the Scrin Rebels.
Required for:
(!) Only ONE allegiance may be chosen. Allegiance: Malefic $ 300 🕑 00:12 Declare your allegiance and side with the Malefic Scrin.
Required for:
(!) Only ONE allegiance may be chosen. Upgrade: Hypercharge $ 1250 🕑 00:50 Requires: Radar Seekers and Lacerators gain Hypercharge ability, allow them to fire an uninterrupted barrage for a limited time. Increased damage taken while active. After use, weapon damage and speed is reduced for a short time.
Upgrades: Seeker + Hypercharge ability Research: Shard Walker $ 750 🕑 00:30 Requires: Radar Allows production of Shard Walkers, a heavier and more powerful variant of the Gun Walker. Replaces: Gun Walker + Increased durability + Increased damage – Slower movement – Slower projectiles Upgrade: Advanced Articulators $ 1250 🕑 00:50 Requires: Radar Enable Scrin infantry to move faster. Upgrades: Scrin Infantry + 15% faster movement Research: Eviscerator $ 750 🕑 00:30 Requires: Radar Replaces: Ravager + Increased damage + Increased health + Increased rate of fire + Benefits from Resource Conversion upgrade – Increased cost – Reduced range Research: Impaler $ 750 🕑 00:30 Requires: Radar Replaces: Ravager + Increased range + Increased damage + Increased health + Slows targets – Increased cost – Reduced speed – Reduced rate of fire Research: Stalker $ 750 🕑 00:30 Requires: Radar Replaces: Ravager + Increased damage + Increased health + Cloaking ability with speed boost – Increased cost – Reduced splash damage |
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Veil of War Creates an expanding area of shroud, reducing the vision and weapon range of enemy units and defenses. Cluster Mines Sends a cargo plane to drop a minefield at the target location. Strafing Run Calls in P51 ground attack planes to perform strafing runs on the target. Airborne (Guardian GIs) Prepare five Guardian GIs for airdrop. Airborne (Grizzly Tanks) Prepare a pair of Grizzly Tanks for airdrop. |
Spy Plane Dispatches a spy plane that reveals the target location for a limited time. Paratroopers Dispatches a Halo transport to drop a squad of infantry anywhere on the map. Storm Troopers Dispatches a Halo transport to drop a squad of Shock Troopers anywhere on the map. Parabombs Calls in a Badger bomber which drops parachuted bombs on your target. Carpet Bomb Calls in a squad of Badgers which drop bombs on your target. Atomic Bomb Calls in a Badger bomber which drops an atom bomb on your target. Muta Bomb Calls in a Badger bomber which drops a genetic mutation bomb on your target, transforming infantry into Brutes under your control. |
Recon Drone A drone flies across the map, revealing the area as it passes. Detects cloaked units. Interceptors Requires: Airfield/Helipad A squadron of Interceptors provides air cover over the target area, engaging any enemy aircraft within range. X-O Drop An Orca transport drops a squad of X-O Powersuits at the target location. Drop Pods Instantly deploys a small team of elite soldiers at the target location via orbital drop pods. Reinforcements An Orca Carryall drops an APC containing an infantry squad at the target location. |
Satellite Hack Reveals the targeted area for a short time. Inferno Bomb A B2 Stealth Bomber drops inferno bombs on your target. Cash Hack Steal up to $2000 credits from a targeted enemy Refinery. Shadow Team Calls for a Shadow Team; three stealth infantry that arrive via glider armed with grenades and a machine pistol. Operatives can be ordered to land via the deploy command. Assassin Squad Deploy a squad of Assassins that can snipe infantry from long range and destroy buildings with C4. Target infantry production structure to deploy. Hacker Cell Deploy a squad of Hackers that can remotely capture buildings and take control of defenses. Target infantry production structure to deploy. Confessor Cabal Deploy a Confessor Cabal which is able to construct Idols of Kane that buffs allies and debuffs enemies. Target infantry production structure to deploy. |
Resource Scan Reveals the area surrounding all resources on the map. Ichor Spike Creates an Ichor Spike at the target location. Resources within its area of influence grow and spread faster. Also empowers units with Resource Conversion upgrade. Colony Spike Creates a Colony Spike at the target location. Provides production of non-defensive structures. Must be built within range of a Colony Platform. Voidspike Creates a Voidspike at the target location. Gradually transforms nearby resources into Black Tiberium which is devoid of most of its useful properties. Damages nearby enemy units. Storm Spike Creates a temporary Storm Column defensive structure at the target location. Buzzer Swarm Spawns a controllable swarm which blinds and damages anything nearby; particularly harmful to infantry. |
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| Tier 1 Vehicle Production |
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AA Gun $ 800 🕑 00:19 Anti-aircraft base defense. • Strong vs Aircraft • Cannot attack ground units • Requires power to operate • Detects cloaked aircraft |
Tesla Coil $ 1200 🕑 00:29 Advanced base defense. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Requires power to operate • Detects cloaked units • Can be buffed or made work during low power by Shock Troopers |
Advanced Guard Tower $ 1250 🕑 00:30 Advanced base defense. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Requires power to operate • Detects cloaked units Sonic Tower $ 1450 🕑 00:35 Advanced base defense that emits devastating sonic shockwaves. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Requires power to operate • Detects cloaked units Gatling Gun $ 800 🕑 00:19 Anti-aircraft base defense. • Strong vs Aircraft • Cannot attack ground units • Requires power to operate • Detects cloaked aircraft |
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Crazy Ivan $ 600 🕑 00:14 Requires: War Factory Specialist demolition infantry armed with explosives. • Strong vs Buildings, Defenses, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Bombs will bounce if they hit the ground |
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Ranger $ 400 🕑 00:10 Fast scout & anti-infantry vehicle. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft • Detects cloaked units and spies APC $ 600 🕑 00:14 Tough infantry transport. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft Scout Tank $ 650 🕑 00:16 Fast tank, good for scouting and skirmishes. • Strong vs Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft • Amphibious Medium Tank $ 800 🕑 00:19 Allied main battle tank. • Strong vs Heavy Armor, Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft Artillery $ 650 🕑 00:16 Long-range artillery. • Strong vs Buildings, Defenses, Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets Mirage Tank $ 750 🕑 00:18 Advanced battle tank that can disguise when stationary. • Strong vs Light Armor, Heavy Armor • Weak vs Defenses, Infantry • Cannot attack Aircraft • Disguised when not moving • Deals additional damage firing from disguised state |
BTR $ 675 🕑 00:16 Tough infantry transport. • Strong vs Infantry, Light Armor, Aircraft • Weak vs Heavy Armor, Buildings, Defenses Heavy Tank $ 1150 🕑 00:28 Soviet main battle tank with dual cannons. • Strong vs Heavy Armor, Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft Katyusha $ 750 🕑 00:18 Long-range rocket barrage artillery. • Strong vs Infantry, Light Armor, Buildings, Defenses • Cannot attack Aircraft • Has difficulty hitting moving targets |
Hum-vee $ 400 🕑 00:10 Fast scout & anti-infantry vehicle. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft • Detects cloaked units and spies APC $ 600 🕑 00:14 Tough infantry transport. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft Battle Tank $ 900 🕑 00:22 Main battle tank. • Strong vs Heavy Armor, Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft Guardian Drone $ 450 🕑 00:11 Fast scout & anti-tank drone. • Strong vs Heavy Armor, Light Armor, Buildings • Weak vs Infantry, Defenses • Cannot attack Aircraft • Detects cloaked units and spies • Immune to mind control • XP of losses reclaimed by replacements |
Nod Buggy $ 350 🕑 00:08 Fast scout & anti-infantry vehicle. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft • Detects cloaked units and spies Raider Buggy $ 400 🕑 00:10 Fast scout & anti-infantry vehicle. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft • Detects cloaked units and spies Recon Bike $ 500 🕑 00:12 Fast scout vehicle armed with rockets. • Strong vs Heavy Armor, Buildings • Weak vs Infantry, Light Armor Light Tank $ 700 🕑 00:17 Standard front-line tank. • Strong vs Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft • Amphibious Artillery $ 650 🕑 00:16 Long-range artillery. • Strong vs Buildings, Defenses, Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets Battle Tank $ 900 🕑 00:22 Main battle tank. • Strong vs Heavy Armor, Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft APC $ 600 🕑 00:14 Tough infantry transport. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft |
Gunwalker $ 600 🕑 00:14 Durable light assault walker. • Strong vs Infantry, Light Armor, Aircraft • Weak vs Heavy Armor, Buildings, Defenses Seeker $ 700 🕑 00:17 Light hover tank. • Strong vs Heavy Armor, Buildings • Weak vs Infantry • Cannot attack Aircraft • Detects cloaked units, spies and submarines. • Can traverse water Interloper $ 800 🕑 00:19 Heavily armored front-line assault vehicle and troop carrier. • Strong vs Heavy Armor, Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft • Can traverse water Lacerator $ 600 🕑 00:14 Fast hover tank. • Strong vs Heavy Armor, Buildings • Weak vs Infantry • Cannot attack Aircraft • Detects cloaked units, spies and submarines. • Can traverse water |
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Transport $ 700 🕑 00:17 General-purpose naval transport. • Unarmed • Can carry vehicles and infantry Gunboat $ 500 🕑 00:12 Light scout & support ship. • Strong vs Naval Units • Weak vs Ground Units • Cannot attack Aircraft • Detects submarines |
Transport $ 700 🕑 00:17 General-purpose naval transport. • Unarmed • Can carry vehicles and infantry Sea Scorpion $ 600 🕑 00:14 Light scout & support ship. • Strong vs Aircraft, Infantry • Weak vs Naval Units, Vehicles • Detects submarines Submarine $ 950 🕑 00:23 Submerged anti-ship unit armed with torpedoes. • Strong vs Naval Units • Cannot attack Ground Units, Aircraft • Detects other submarines |
Transport $ 700 🕑 00:17 General-purpose naval transport. • Unarmed • Can carry vehicles and infantry Patrol Boat $ 750 🕑 00:18 Light scout & support ship armed with guided missiles. • Strong vs Submarines, Aircraft • Weak vs Ground Units • Detects submarines |
Transport $ 700 🕑 00:17 General-purpose naval transport. • Unarmed • Can carry vehicles and infantry Recon Boat $ 500 🕑 00:12 Fast scout boat, armed with rockets. • Strong vs Naval Units, Ground Vehicles, Aircraft • Weak vs Infantry Attack Sub $ 950 🕑 00:23 Submerged anti-ship unit armed with torpedoes. • Strong vs Naval Units • Cannot attack Ground Units, Aircraft • Detects other submarines |
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Air Drop Dispatches cargo planes to air drop stealth tanks at the target location. Subterranean Strike Deploys a squad of Acolytes/Templar via Subterranean APC. |
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| Tier 0 Infantry Production |
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Pillbox $ 600 🕑 00:14 Anti-infantry base defense. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Detects cloaked units Turret $ 800 🕑 00:19 Basic anti-tank base defense. • Strong vs Heavy Armor • Weak vs Infantry • Cannot attack Aircraft • Detects cloaked units Camo Pillbox $ 600 🕑 00:14 Anti-infantry base defense. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Detects cloaked units • Camouflaged when idle |
Flame Tower $ 600 🕑 00:14 Anti-infantry base defense. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Detects cloaked units Chem Tower $ 650 🕑 00:16 Anti-infantry base defense. • Strong vs Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Detects cloaked units |
Guard Tower $ 600 🕑 00:14 Anti-infantry base defense. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Detects cloaked units |
Laser Turret $ 600 🕑 00:14 Anti-infantry base defense. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Detects cloaked units Turret $ 800 🕑 00:19 Basic anti-tank base defense. • Strong vs Heavy Armor • Weak vs Infantry • Cannot attack Aircraft • Detects cloaked units |
Plasma Turret $ 725 🕑 00:17 Requires: Portal Anti-infantry base defense. • Strong vs Infantry, Light Armor • Cannot attack Aircraft • Detects cloaked units |
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Rifle Infantry $ 100 🕑 00:02 General-purpose infantry. • Strong vs Infantry • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft Rocket Soldier $ 300 🕑 00:07 Anti-tank/anti-aircraft infantry. • Strong vs Heavy Armor, Aircraft, Buildings, Defenses • Weak vs Infantry, Light Armor Medic $ 200 🕑 00:05 Heals nearby infantry. • Unarmed Engineer $ 400 🕑 00:10 Utility infantry used for capturing/repairing structures. • Unarmed • Captures enemy buildings • Repairs friendly structures & bridges • Defuses mines and bombs |
Rifle Infantry $ 100 🕑 00:02 General-purpose infantry. • Strong vs Infantry • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft Rocket Soldier $ 300 🕑 00:07 Anti-tank/anti-aircraft infantry. • Strong vs Heavy Armor, Aircraft, Buildings, Defenses • Weak vs Infantry, Light Armor Grenadier $ 160 🕑 00:04 Infantry armed with grenades. • Strong vs Buildings, Defenses, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Has difficulty hitting moving targets Soviet Flamethrower $ 200 🕑 00:05 Requires: Flame Tower or Radar Short-range anti-infantry/anti-structure infantry. • Strong vs Infantry, Buildings • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft Engineer $ 400 🕑 00:10 Utility infantry used for capturing/repairing structures. • Unarmed • Captures enemy buildings • Repairs friendly structures & bridges • Defuses mines and bombs Attack Dog $ 200 🕑 00:05 Requires: Kennel Melee anti-infantry scout unit. • Strong vs Infantry • Can only attack Infantry • Detects cloaked units, spies and mines • Detects the scent of enemy infantry beyond vision range • Immune to mind control |
Minigunner $ 100 🕑 00:02 General-purpose infantry. • Strong vs Infantry • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft Rocket Soldier $ 300 🕑 00:07 Anti-tank/anti-aircraft infantry. • Strong vs Heavy Armor, Aircraft, Buildings, Defenses • Weak vs Infantry, Light Armor Grenadier $ 160 🕑 00:04 Infantry armed with grenades. • Strong vs Buildings, Defenses, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Has difficulty hitting moving targets Medic $ 200 🕑 00:05 Heals nearby infantry. • Unarmed Engineer $ 400 🕑 00:10 Utility infantry used for capturing/repairing structures. • Unarmed • Captures enemy buildings • Repairs friendly structures & bridges • Defuses mines and bombs |
Minigunner $ 100 🕑 00:02 General-purpose infantry. • Strong vs Infantry • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft Rocket Soldier $ 300 🕑 00:07 Anti-tank/anti-aircraft infantry. • Strong vs Heavy Armor, Aircraft, Buildings, Defenses • Weak vs Infantry, Light Armor Nod Flamethrower $ 200 🕑 00:05 Short-range anti-infantry/anti-structure infantry. • Strong vs Infantry, Buildings • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft Engineer $ 400 🕑 00:10 Utility infantry used for capturing/repairing structures. • Unarmed • Captures enemy buildings • Repairs friendly structures & bridges • Defuses mines and bombs |
Warrior $ 100 🕑 00:02 General-purpose infantry. • Strong vs Infantry • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft Disintegrator $ 300 🕑 00:07 Anti-tank/anti-aircraft infantry. • Strong vs Heavy Armor, Aircraft, Buildings, Defenses • Weak vs Infantry, Light Armor Assimilator $ 400 🕑 00:10 Utility infantry used for capturing/repairing structures. • Unarmed • Captures enemy buildings • Repairs friendly structures & bridges • Defuses mines and bombs |
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