Allies | Soviets | GDI | Nod | Scrin | ||
---|---|---|---|---|---|---|
Tier 4 Soviet Rank III GDI Upgrade Center Nod Temple Prime Scrin Signal Transmitter Superweapons |
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 |
|||||
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 $ 525 🕑 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 |
||||||
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 $ 2500 🕑 01:00 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 laser cannon. • Strong vs Heavy Armor, Light Armor, Infantry • Cannot attack Aircraft • Can crush smaller vehicles and concrete walls • Self repairs to 50% out of combat |
||||
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 |
||||||
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 Cyborgs 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 Speed $ 1000 🕑 00:40 Requires: Temple Prime Improves 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 |
||
Lightning Storm
Chronoshift
• If killed, units are returned with 20% health Time Warp
|
A-Bomb
Invulnerability
Affected units have limited movement speed. Warning: Harmful to infantry. |
Ion Cannon
EMP Missile
Surgical Strike
|
Chemical Missile
Invisibility
Warning: Harmful to non-cyborg infantry. |
Rift
Suppression Field
Affected units take damage over time. |
||
Tier 3 Soviet Rank II Tech Center Temple of Nod Atomic Reactor |
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 |
|
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 $ 600 🕑 00:14 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 Shatter |
||
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 • 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 |
||
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 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 $ 1800 🕑 00:43 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 |
||
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 |
|||
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 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: 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: Sidewinders $ 750 🕑 00:30 Requires: GDI Tech Center Equips Warthogs with air-to-air missiles. Upgrades: Warthog + Added air-to-air missiles 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: 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 |
||
GPS Satellite
Temporal Incursion
Cryostorm
Helios Bomb
Patriot Strike
|
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
|
Nanite Repair
|
Cluster Missile
Frenzy
Warning: Units are weakened for a short time |
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. |
||
Tier 2 Radar Airfield Helipad Gravity Stabilizer Supply Depot Tesla Coil (for Tesla Tank) Obelisk (for Acolyte) Soviet Rank I |
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 |
||
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 $ 450 🕑 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 $ 475 🕑 00:11 Requires: Radar Fast moving anti-personnel infantry. • Strong vs Light Armor, Infantry • Weak vs Heavy Armor • Cannot attack Aircraft • Special Ability: Teleport (with upgrade) 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) |
||
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 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 $ 1600 🕑 00:38 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 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 |
||
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 |
||
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 |
|||||
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 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 Upgrades: 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 $ 1000 🕑 00:40 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 |
||
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
|
Recon Drone
Detects cloaked units. Interceptors Requires: Airfield/Helipad
X-O Drop
Drop Pods
Reinforcements
|
Satellite Hack
Inferno Bomb
Cash Hack
Overload
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
|
||
Tier 1 Vehicle Production |
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 |
|||
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 |
||||||
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 |
||
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 |
|||
Air Drop
Subterranean Strike
|
||||||
Tier 0 Infantry Production |
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 |
|
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 Flamethrower 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 Flamethrower 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 |
||