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 $ 1250 🕑 00:30 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
• Place on Upgrade Center (!) Mutually exclusive with Supply Drop Zone ![]() Advanced Radar $ 1250 🕑 00:30 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
• Place on Upgrade Center (!) Mutually exclusive with Supply Drop Zone ![]() Nanoshield Generator $ 1250 🕑 00:30 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
• Place on Upgrade Center (!) Mutually exclusive with Supply Drop Zone ![]() Dropzone $ 1000 🕑 00:24 Requires: Upgrade Center Provides a dropzone for emergency supplies. + $1000 delivered every 60 seconds (normal speed)
• Place on Upgrade Center (!) Mutually exclusive with Firestorm Missile System, Advanced Radar System and Nanoshield Generator |
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![]() Cyborg $ 275 🕑 00:07 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 Cyborg infantry with a laser weapon. • Strong vs Infantry, Light Armor • Cannot attack Aircraft • Heals on Tiberium ![]() Enlightened $ 1000 🕑 00:24 Requires: Temple Prime
Heavy cyborg infantry unit armed with • Strong vs Heavy Armor, Light Armor • Weak vs Infantry • Cannot attack Aircraft • Heals on Tiberium • Special Ability: EMP Blast ![]() Cyborg Elite $ 1500 🕑 00:36 Requires: Temple Prime
Elite cyborg infantry unit armed with • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Heals on Tiberium ![]() Cyborg Reaper $ 1000 🕑 00:24 Requires: Temple Prime
Heavy cyborg with dual missile launchers • 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 • 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 • 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 ![]() 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 ![]() 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 |
![]() Juggernaut $ 2000 🕑 00:48 Requires: Upgrade 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 ![]() 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 ![]() Mammoth Drone $ 1500 🕑 00:36 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 |
![]() 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 • 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 • 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
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 $ 1000 🕑 00:40 Requires: Upgrade Center Allows construction of the Railgun Titan. Replaces: Titan + Increased range + Damages targets in a line ![]() Research: Ion Mammoth $ 1000 🕑 00:40 Requires: Upgrade Center Allows construction of the Ion Mammoth Tank. Replaces: Mammoth Tank + Increased range + Increased area of effect ![]() Research: Hover Mammoth $ 1000 🕑 00:40 Requires: Upgrade Center Allows construction of the Hover Mammoth Tank. Replaces: Mammoth Tank + Faster movement speed + Can traverse water ![]() Research: Mammoth Drone $ 1000 🕑 00:40 Requires: Upgrade Center Allows construction of remotely piloted Mammoth Tanks. Replaces: Mammoth Tank + Immunity to crew kill, chaos gas and mind control + Reduced cost + Increased rate of fire + Improved self-repair – Disabled if radar is down – Can be hacked ![]() Upgrade: Gyro Stabilizers $ 1000 🕑 00:40 Requires: Upgrade Center Allows mech units to activate gyro stabilizers, greatly increasing range but reducing rate of fire.
Upgrades: Wolverine + Added Gyro Stabilizers ability (increased range, reduced rate of fire) |
![]() Research: Advanced Cybernetics $ 1000 🕑 00:40 Requires: Temple Prime Allows production of advanced cybernetic units.
Unlocks: Enlightened (Wrath/Deceit Covenants Only) ![]() Upgrade: Improved Cyborg Armor $ 1000 🕑 00:40 Requires: Temple Prime Improves cyborg armor.
Upgrades: Cyborg + 20% reduced damage taken + Additional 10% reduced damage from explosives ![]() Upgrade: Improved Cyborg Firepower $ 1000 🕑 00:40 Requires: Temple Prime Increases cyborg firepower.
Upgrades: Cyborg + 10% increased firepower ![]() Upgrade: Augmented Fabrication $ 1000 🕑 00:40 Requires: Temple Prime Leverage CABAL AI to increase cyborg production speed.
Upgrades: Cyborg + 10% faster production ![]() Upgrade: Improved Cyborg Speed $ 1000 🕑 00:40 Requires: Temple Prime Increases cyborg movement speed.
Upgrades: Cyborg + 20% faster movement |
![]() Upgrade: Shield Generation $ 1500 🕑 01:00 Requires: Signal Transmitter Equip Scrin airborne units and Interlopers with shields. Upgrades: Interloper
Upgrades: Stormrider + Grants an additonal health pool + Resistance to EMP for aircraft |
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![]() Lightning Storm
![]() Chronoshift
• If killed, units are returned with 20% health ![]() Time Warp
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![]() A-Bomb
![]() Invulnerability
Affected units have limited movement speed. Warning: Harmful to infantry. |
![]() Ion Cannon
![]() EMP Missile
![]() Surgical Strike
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![]() Chemical Missile
![]() Invisibility
Warning: Harmful to non-cyborg infantry. |
![]() Rift
![]() Suppression Field
Affected units take damage over time. ![]() Fleet Recall
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 Lightning Storm support 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. • Requires power to operate |
![]() Nuclear Missile Silo $ 2500 🕑 01:00 Requires: Soviet Tech Center Provides an atomic bomb. • Maximum 1 can be built • Requires power to operate • Special Ability: Atom Bomb ![]() Iron Curtain $ 1500 🕑 00:36 Requires: Soviet Tech Center
Makes a group of units invulnerable • 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 support 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 • 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 a chemical missile. • 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 • 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 Rift support 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 or Allied HQ Elite commando infantry armed with dual pistols and C4. • Strong vs Infantry, Buildings • Cannot attack Aircraft • Maximum 1 can be trained • Can detect 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 • Can detect cloaked units and spies • Plants C4 to destroy structures ![]() Enforcer $ 650 🕑 00:16 Requires: Allied HQ Elite short-range front-line infantry. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft ![]() Hoplite $ 650 🕑 00:16 Requires: Allied HQ
Elite front-line infantry armed with a prism rifle • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft ![]() 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 |
![]() Commissar $ 800 🕑 00:19 Requires: Soviet Tech Center
Leads regular infantry into battle, motivating them • Strong vs Infantry • Weak vs Light Armor, Heavy Armor, Defenses, Buildings • Cannot attack Aircraft • Increases speed and rate of fire of nearby basic infantry • Can detect 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 • Strong vs Infantry, Buildings, Defenses • Cannot attack Aircraft • Maximum 1 can be trained • Can detect 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 • Strong vs Infantry, Vehicles, Defenses, Buildings • Cannot attack Aircraft • Maximum 1 can be trained • Can detect 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 • Can detect 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 • 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 • Strong vs Light Armor, Buildings • Cannot attack Aircraft • Special Ability: Jump-Pack ![]() Zone Defender $ 700 🕑 00:17 Requires: GDI Tech Center
Elite infantry armed with an ion rifle • 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 • Can detect 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 when triggered. • Strong vs Infantry, Buildings, Light Armor • Cannot attack Aircraft ![]() Mastermind $ 1350 🕑 00:32 Requires: Scrin Tech Center
Elite specialist infantry able to mind-control • Strong vs Infantry, Vehicles, Defenses, Buildings • Cannot attack Aircraft • Maximum 1 can be trained • Can detect 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 Tech Center
Long-range support artillery that slows enemies • 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. • 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 $ 1700 🕑 00:41 Requires: Allied Tech Center Advanced heavy tank that can erase targets from existence. • Strong vs Heavy Armor, Defenses, Aircraft • Weak vs Buildings • Target is disabled while being erased • Can crush concrete walls ![]() Battle Fortress $ 2000 🕑 00:48 Requires: Allied Tech Center
Tough infantry transport with weapon ports • Can crush smaller vehicles and concrete walls ![]() Zeus Artillery $ 2000 🕑 00:48 Requires: Allied HQ Extreme long range artillery that can generate localised 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 • Jams nearby enemy radar ![]() 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 ![]() V3 Launcher $ 1500 🕑 00:36 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 ![]() Chaos Drone $ 850 🕑 00:20 Requires: Soviet Tech Center
Drone armed with Chaos Gas which causes units • 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 Light battle-mech with dual chainguns. • Strong vs Infantry, Buildings, Light Armor • Weak vs Heavy Armor, Defenses • Cannot attack Aircraft ![]() 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. • 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 briefly disable • Strong vs Light Armor, Aircraft • Weak vs Infantry, Buildings, Defenses • Can detect spies and cloaked units. |
![]() 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 |
![]() 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. ![]() 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. ![]() 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 ![]() Atomizer $ 1350 🕑 00:32 Requires: Scrin Tech Center
Lightly armored long-range anti-tank unit • 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 • Can traverse water ![]() Obliterator $ 2300 🕑 00:55 Requires: Scrin Tech Center Heavy artillery that fires a plasma ball, damaging everything it passes through. • Strong vs Buildings, Defenses, Light Armor, Infantry • Weak vs Heavy Armor • Cannot attack Aircraft • 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 |
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![]() Harrier $ 2000 🕑 00:48 Requires: Allied Tech Center
Fast VTOL ground attack aircraft armed • 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 • Strong vs Heavy Armor, Defenses, Light Armor • Weak vs Infantry, Buildings • Cannot attack Aircraft ![]() Kirov $ 2000 🕑 00:48 Requires: Airfield,Soviet Tech Center Heavily armoured airship armed with specialised bombs. • Strong vs Buildings, Defenses, Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Vulnerable when dropping bombs • Self repairs to 75% out of combat ![]() Floating Disc $ 2000 🕑 00:48 Requires: Airfield,Soviet Tech Center Heavily armoured attack craft. • Strong vs Buildings, Defenses, Light Armor • Shuts down power • Drains resources from refineries |
![]() 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 • 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 • Strong vs Heavy Armor, Defenses, Aircraft • Weak vs Infantry |
![]() Devastator Warship $ 2500 🕑 01:00 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 • Can detect other submarines |
![]() Drone Carrier $ 2000 🕑 00:48 Requires: GDI Tech Center
Carrier that launches a squadron • 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 • Can detect other submarines |
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![]() Coalition: Sweden $ 750 🕑 00:30 Requires: Allied HQ
Form a coalition with Sweden, required for:
(!) Only ONE Coalition may be chosen. ![]() Coalition: Greece $ 750 🕑 00:30 Requires: Allied HQ
Form a coalition with Greece, required for:
(!) Only ONE Coalition may be chosen. ![]() Coalition: South Korea $ 750 🕑 00:30 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 equiped with advanced flak armor which Upgrades: Infantry + 40% reduced damage from explosives + 20% reduced damage from incendiary explosives ![]() Upgrade: Cryo Warheads $ 1000 🕑 00:40 Requires: Allied Tech Center
Arms rocket equipped soldiers with Cryo warheads which
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, 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
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 equiped with advanced flak armor which 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 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 $ 1000 🕑 00:40 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 $ 1000 🕑 00:40 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 $ 1000 🕑 00:40 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, area of effect and range + Fires six missiles per salvo – Unguided ![]() Upgrade: Hypersonic Missiles $ 1000 🕑 00:40 Requires: GDI Tech Center Equip the MLRS/HMLRS with Hypersonic Missiles. Upgrades: MLRS/HMLRS + Increased range, speed, precision and damage ![]() 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 ![]() 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
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
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 Upgrades: Warthog +Increased damage + Increased range ![]() 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 equiped with advanced flak armor which 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: Afterburner $ 750 🕑 00:30 Requires: GDI Tech Center Equips Orcas and Orca Bombers with afterburners.
Upgrades: Orca + Added Afterburner for temporary speed boost ![]() Research: Battle Drone $ 1250 🕑 00:50 Requires: GDI Tech Center Allows construction of remotely piloted Battle Tanks. Replaces: Battle Tank + Immunity to crew kill, chaos gas and mind control + Reduced cost + Increased rate of fire + Self-repair – 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: Laser Tanks $ 750 🕑 00:30 Requires: Temple of Nod
Upgrades: Light Tank + Increased damage vs infantry & light armor – Reduced damage vs heavy armor ![]() Research: Heavy Stealth Tank $ 500 🕑 00:20 Requires: Temple of Nod Upgrades: Stealth Tank + Increased damage + Increased durability – Reduced mobility – Increased cost – Increased cloaking delay ![]() Upgrade: Stealth Harvester $ 1250 🕑 00:50 Requires: Radar
Allows construction of Stealth Harvesters which 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 ![]() Upgrade: Alpha Comanche $ 1000 🕑 00:40 Requires: Temple of Nod Improves stealth and air-to-air combat capabilities of Comanche. Upgrades: Comanche + Added air-to-air missiles + Increased speed + Damage no longer disrupts cloak + Reduced cloaking time |
![]() Upgrade: Hardened Carapace $ 1500 🕑 01:00 Requires: Scrin Tech Center
Infantry gain a hardened carapace which 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
Upgrades: Intruder + Teleport ability ![]() Upgrade: Regenerative Hull $ 1500 🕑 01:00 Requires: Scrin Tech Center Scrin aircraft 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 Colums and Stormcrawlers to store ion energy and
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
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 Upgrades: Leecher + Leecher able to resurrect + Heals allies while in coalescence form – No longer regenerates while dealing damage |
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![]() GPS Satellite
![]() Temporal Incursion
![]() Cryostorm
![]() Helios Bomb
![]() Black Sky Strike
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![]() Atomic Shells
Affects Soviet tanks only (Heavy/Rhino Tank, Lasher/Thrasher Tank, Siege Tank, Mammoth Tank, Overlord Tank, Apocalypse Tank, Nuke Cannon) ![]() Heroes of the Union
Can affect Rifle Infantry and Rocket Soldiers. ![]() Tank Drop
![]() Kill Zone
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![]() Nanite Repair
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![]() Cluster Missile
![]() Frenzy
Warning: Units are weakened for a short time ![]() Technology Hack
For infantry, vehicle and air production respectively:
• Allies: Cryo Mortar, Reckoner, Phantom |
![]() Ichor Seed
![]() Overlord's Wrath
![]() Gateway
Requires target location to be within vision. ![]() Anathema
![]() Ion Surge
![]() Greater Coalescence
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 • Can detect 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 • Can detect cloaked units |
![]() SAM Site $ 750 🕑 00:18 Requires: Radar Anti-aircraft base defense. • Strong vs Aircraft • Cannot attack ground units • Requires power to operate • Can detect 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 • Can detect cloaked units ![]() SAM Site $ 750 🕑 00:18 Requires: Radar Anti-aircraft base defense. • Strong vs Aircraft • Cannot attack ground units • Requires power to operate • Can detect 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 • Can detect cloaked units ![]() Shard Launcher $ 800 🕑 00:19 Requires: Radar Anti-aircraft base defense. • Strong vs Aircraft • Cannot attack ground units • Requires power to operate • Can detect 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 • Unarmed • Disguise as enemy infantry by right-clicking them • Infiltration effects: • Power Plants: Power outage • Barracks/Factory: Infantry/vehicles produced as veteran • Superweapons: Reset timer • Radar: Reset shroud • Helipad: Single-use paratroopers • Airfield: Single-use airstrike ![]() Sniper $ 550 🕑 00:13 Requires: Radar
Elite marksman infantry armed with • 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 ![]() 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 • Can detect cloaked units, spies, mines • Detects the scent of enemy infantry beyond vision range • Immune to mind control • Explodes 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 • Can detect cloaked ground units ![]() Bombardier $ 525 🕑 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 • Can detect cloaked units |
![]() Mechanic $ 400 🕑 00:10 Requires: Service Depot/Repair Facility Repairs nearby vehicles. • Unarmed • Can salvage destroyed vehicles for credits ![]() 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 Fast moving anti-personnel infantry. • Strong vs Light Armor, Infantry • Weak vs Heavy Armor • Cannot attack Aircraft ![]() Impaler $ 600 🕑 00:14 Requires: Radar
Assault infantry with high burst damage. • Strong vs Light Armor, Infantry • Weak vs Heavy Armor • Cannot attack Aircraft • Slows targets ![]() Mutilator $ 500 🕑 00:12 Requires: Radar Fast moving anti-personnel infantry. • Strong vs Light Armor, Infantry • Weak vs Heavy Armor • Cannot attack Aircraft • Special Ability: Teleport (with upgrade) • Takes reduced damage for a brief time after teleporting ![]() 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 • 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 ![]() Raider APC $ 800 🕑 00:19 Tough infantry transport that fires high explosive shells. • Strong vs Light Armor, Buildings, Defenses, Infantry • Weak vs Heavy Armor • Cannot attack Aircraft ![]() 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 • Can detect and disarm 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 $ 1150 🕑 00:28 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 • Can detect and disarm 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. • 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, • Unarmed • Can detect 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. • 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 ![]() Mine Layer $ 800 🕑 00:19 Requires: Service Depot/Repair Facility Lays mines to destroy unwary enemy units. • Unarmed • Can detect and disarm 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 75% 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 • Can detect and disarm 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 ![]() Darkener Tank $ 1350 🕑 00:32 Requires: Radar 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 ![]() 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 • Slows vehicles & cyborgs • 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 • Strong vs Heavy Armor, Defenses, Aircraft • Weak vs Infantry ![]() Nighthawk $ 1150 🕑 00:28
Fast infantry transport helicopter armed with • 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 • Strong vs Infantry, Light Armor, Buildings, Aircraft • Weak vs Heavy Armor, Defenses ![]() Hind $ 1600 🕑 00:38 Requires: Airfield
Durable helicopter gunship armed with • 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 • 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 • Weak vs Buildings, Defenses • 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 Requires: Nerve Center 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 • Can detect submarines |
![]() Frigate $ 1000 🕑 00:24 Requires: Radar Advanced warship armed with a powerful railgun. • Strong vs Naval Units, Vehicles • Cannot attack Aircraft • Can detect submarines |
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![]() Upgrade: Hazmat Suits $ 750 🕑 00:30 Requires: Radar
Infantry are equiped with hazmat suits which provides Upgrades: Infantry + Tiberium immunity + 50% resistance to irradiated terrain ![]() Research: Raider APC $ 750 🕑 00:30 Requires: Radar Allows construction of the Raider APC. Upgrades: APC + Adds strong anti-structure damage + Increased splash damage + Adds turret – Increased cost – Slower projectile speed – Reduced speed ![]() Upgrade: Advanced Optics $ 1000 🕑 00:40 Requires: Radar
Equips rangers with advanced optics which temporarily extends 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 $ 500 🕑 00:20
Specialize in infantry:
(!) Only ONE Doctrine may be chosen. ![]() Doctrine: Armor $ 500 🕑 00:20
Specialize in tanks:
(!) Only ONE Doctrine may be chosen. ![]() Doctrine: Artillery $ 500 🕑 00:20
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 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 $ 1000 🕑 00:40 Requires: Radar
Upgrades Heavy/Rhino tanks with infantry crushing attachment
Replaces: Heavy Tank + 25% faster movement + Improved crushing performance – Reduced hit points – Reduced firepower ![]() Research: Gattling BTR $ 750 🕑 00:30 Requires: Radar Upgrades BTR's with dual gattling cannons. Replaces: BTR + Increased firepower – Increased production cost |
![]() Strategy: Bombardment $ 1000 🕑 00:40 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 $ 1000 🕑 00:40 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 $ 1000 🕑 00:40 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 equiped with hazmat suits which provides 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 $ 750 🕑 00:30 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 $ 500 🕑 00:20
Required for:
(!) Only ONE Covenant may be chosen. ![]() Covenant of Unity $ 500 🕑 00:20
Required for:
(!) Only ONE Covenant may be chosen. ![]() Covenant of Deceit $ 500 🕑 00:20
Required for:
(!) Only ONE Covenant may be chosen. ![]() Upgrade: Hazmat Suits $ 750 🕑 00:30 Requires: Radar
Infantry are equiped with hazmat suits which provides Upgrades: Infantry + Tiberium immunity + 50% resistance to irradiated terrain ![]() Research: Howitzer $ 1000 🕑 00:40 Requires: Radar Allows construction of Howitzers. Replaces: Artillery + Increased projectile speed + Increased movement speed + Increased accuracy + Has turret – Reduced damage – Reduced range ![]() Upgrade: Decoy Projectors $ 750 🕑 00:30 Requires: Radar
Grant Buggies the ability to project a pair of decoy Flame Tanks. Upgrades: Buggy + Decoy projection ability |
![]() Allegiance: Loyalist $ 500 🕑 00:20 Declare your allegiance and side with the Scrin Overlord.
Required for:
(!) Only ONE allegiance may be chosen. ![]() Allegiance: Rebel $ 500 🕑 00:20 Declare your allegiance and side with the Scrin Rebels.
Required for:
(!) Only ONE allegiance may be chosen. ![]() Allegiance: Malefic $ 500 🕑 00:20 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.
Upgrades: Seeker + Hypercharge ability ![]() Research: Shard Walker $ 750 🕑 00:30 Requires: Radar
Allows production of Shard Walkers, a heavier and 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 + Affected by Resource Conversion upgrade – Increased cost ![]() 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: Mutilator $ 750 🕑 00:30 Requires: Radar Replaces: Ravager + Increased speed + Increased damage + Increased health + Affected by Blink Packs upgrade – Increased cost – Reduced range |
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![]() Veil of War
![]() Cluster Mines
![]() Strafing Run
![]() Airborne (Guardian GIs) Prepare five Guardian GIs for airdrop. ![]() Airborne (Grizzly Tanks) Prepare a pair of Grizzly Tanks for airdrop. |
![]() Spy Plane
![]() Paratroopers
![]() Storm Troopers
![]() Parabombs
![]() Carpet Bomb
![]() Atomic Bomb
![]() Muta Bomb
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![]() Recon Drone
Detects cloaked units. ![]() Interceptors Requires: Airfield/Helipad
![]() X-O Drop
![]() Drop Pods
![]() Reinforcements
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![]() Satellite Hack
![]() Inferno Bomb
![]() Cash Hack
![]() Shadow Team
Operatives can be ordered to land ![]() Assassin Squad
Target infantry production structure to deploy. ![]() Hacker Cell
Target infantry production structure to deploy. ![]() Infiltrators
Target infantry production structure to deploy. |
![]() Resource Scan
![]() Storm Spike
![]() Buzzer Swarm
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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 • Can detect cloaked aircraft |
![]() Tesla Coil $ 1200 🕑 00:29 Advanced base defense. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Requires power to operate • Can detect cloaked units • Can be buffed or made work during low power by Shock Troopers |
![]() Advanced Guard Tower $ 1100 🕑 00:26 Advanced base defense. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Requires power to operate • Can detect 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 • Can detect cloaked units ![]() Gatling Gun $ 800 🕑 00:19 Anti-aircraft base defense. • Strong vs Aircraft • Cannot attack ground units • Requires power to operate • Can detect 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 |
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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 • Can detect spies and cloaked units. ![]() 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 • Can detect spies and cloaked units. ![]() 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 • Can detect spies and cloaked units • Immune to mind control |
![]() Nod Buggy $ 350 🕑 00:08 Fast scout & anti-infantry vehicle. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor, Buildings, Defenses • Cannot attack Aircraft • Can detect spies and cloaked units. ![]() 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 $ 750 🕑 00:18 Light hover tank. • Strong vs Heavy Armor, Buildings • Weak vs Infantry • Cannot attack Aircraft • Can detect cloaked units, spies and submarines. • Can traverse water ![]() Interloper $ 800 🕑 00:19 Heavily armoured front-line assault vehicle and troop carrier. • Strong vs Heavy Armor, Light Armor • Weak vs Infantry, Defenses • Cannot attack Aircraft • Can traverse water ![]() Lacerator $ 650 🕑 00:16 Fast hover tank. • Strong vs Heavy Armor, Buildings • Weak vs Infantry • Cannot attack Aircraft • Can detect 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 • Can detect 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 • Can detect submarines ![]() Submarine $ 950 🕑 00:23 Submerged anti-ship unit armed with torpedoes. • Strong vs Naval Units • Cannot attack Ground Units, Aircraft • Can detect 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 • Can detect 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 • Can detect other submarines |
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![]() Air Drop
![]() Subterranean Strike
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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 • Can detect cloaked units ![]() Turret $ 800 🕑 00:19 Basic anti-tank base defense. • Strong vs Heavy Armor • Weak vs Infantry • Cannot attack Aircraft • Can detect cloaked units ![]() Camo Pillbox $ 650 🕑 00:16 Anti-infantry base defense. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Can detect 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 • Can detect cloaked units ![]() Chem Tower $ 650 🕑 00:16 Anti-infantry base defense. • Strong vs Infantry, Light Armor • Cannot attack Aircraft • Has difficulty hitting moving targets • Can detect cloaked units |
![]() Guard Tower $ 600 🕑 00:14 Anti-infantry base defense. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Can detect cloaked units |
![]() Laser Turret $ 600 🕑 00:14 Anti-infantry base defense. • Strong vs Infantry, Light Armor • Weak vs Heavy Armor • Cannot attack Aircraft • Can detect cloaked units ![]() Turret $ 800 🕑 00:19 Basic anti-tank base defense. • Strong vs Heavy Armor • Weak vs Infantry • Cannot attack Aircraft • Can detect cloaked units |
![]() Plasma Turret $ 725 🕑 00:17 Requires: Portal Anti-infantry base defense. • Strong vs Infantry, Light Armor • Cannot attack Aircraft • Can detect 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 • Can detect cloaked units, spies, 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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