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
a particle cannon that deals area damage.

• 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
a plasma cannon.

• 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
and an infantry incapacitating grenade launcher.

• 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
which supports infantry in combat.

• Strong vs Heavy Armor, Light Armor

• Cannot attack Aircraft

• Can crush smaller vehicles and concrete walls

• Self repairs to 50% out of combat

• Empowers nearby basic infantry

Overlord Eradicator

$ 2350

🕑 00:56

Requires: Soviet Tech Center

Enormous slow tank equipped with radiation cannons and a
commissar tower which supports infantry in combat.

• Strong vs Infantry, Light Armor, Heavy Armor

• Cannot attack Aircraft

• Can crush smaller vehicles and concrete walls

• Self repairs to 50% out of combat

• Empowers nearby basic infantry

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
of Invader assault craft.

• Strong vs Heavy Armor, Light Armor, Infantry

• Weak vs Buildings, Defenses

• Invaders only targetable by static anti-air defenses

Mothership

$ 3000

🕑 01:12

Requires: Signal Transmitter,Scrin Tech Center

Huge craft with powerful anti-structure beam weapon
and secondary plasma weapons.

• Strong vs Buildings, Defenses, Heavy Armor, Light Armor, Infantry

• Cannot attack Aircraft

• Long charge time before firing anti-structure weapon

• Cannot move while firing

• Maximum 1 can be built

• Can create wormholes

• Can recharge nearby Stormriders/Enervators

Upgrade: Temporal Flux

$ 750

🕑 00:30

Requires: Chronosphere

Upgrades Chrono Prisons granting them the ability to teleport
through time. Improves Chrono Tank chronoshifting.

Upgrades: Chrono Prison
Upgrades: Chrono Tank

+ 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
Upgrades: Titan
Upgrades: Railgun Titan
Upgrades: Juggernaut

+ 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
Upgrades: Cyborg Rocket Soldier
Upgrades: Chemical Warrior
Upgrades: Acolyte/Templar
Upgrades: Cyborg Mechanic
Upgrades: Enlightened
Upgrades: Cyborg Reaper
Upgrades: Cyborg Elite

+ 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
Upgrades: Cyborg Rocket Soldier
Upgrades: Chemical Warrior
Upgrades: Acolyte/Templar
Upgrades: Cyborg Mechanic
Upgrades: Enlightened
Upgrades: Cyborg Reaper
Upgrades: Cyborg Elite

+ 20% faster movement

Upgrade: Shield Generation

$ 1500

🕑 01:00

Requires: Signal Transmitter

Equip Scrin airborne units and Interlopers with shields.

Upgrades: Interloper

Upgrades: Stormrider
Upgrades: Tormentor
Upgrades: Enervator
Upgrades: Devastator Warship
Upgrades: Planetary Assault Carrier
Upgrades: Mothership

+ Grants an additonal health pool

+ Resistance to EMP for aircraft

Lightning Storm


Initiate a Lightning Storm which deals
heavy damage over a large area.

Chronoshift


Teleports up to 9 selected vehicles to a targeted location,
returning them to their original location after a short time.

• If killed, units are returned with 20% health
• Units with larger health pools take additional damage
• Passengers cannot be unloaded
• Enemy units are teleported for reduced duration

Time Warp


Disrupts time and space at the target location.
Affected units & structures are frozen in time,
unable to act, but immune to damage.

A-Bomb


Launches a devastating atomic bomb at the target location,
dealing heavy damage over a large area.

Invulnerability


Makes up to 5 selected vehicles or structures
temporarily immune to damage.

Affected units have limited movement speed.

Warning: Harmful to infantry.

Ion Cannon


Initiate an Ion Cannon strike which deals
heavy damage over a large area.

EMP Missile


Fires a Tomahawk missile which disables all mechanical units
and structures on impact.

Surgical Strike


Initiate an precision Ion Cannon strike which instantly
deals instant damage to a small area.

Chemical Missile


Launches an deadly Chemical Missile. Deals heavy damage
and creates toxic clouds which are extremely harmful to infantry.

Invisibility


Makes selected vehicles and structures
temporarily invisible.

Warning: Harmful to non-cyborg infantry.

Rift


Initiate a Rift which deals heavy damage
over time to a large area.

Suppression Field


Applies a suppression field to the target area,
slowing unit movement and rate of fire.

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.
Can channel the effect to reduce enemy weapon range and vision.

• Requires power to operate

Nuclear Missile Silo

$ 2500

🕑 01:00

Requires: Soviet Tech Center

Provides 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
for a short time.

• Maximum 1 can be built

• Requires power to operate

• Special Ability: Iron Curtain

Advanced Comms Center

$ 2500

🕑 01:00

Requires: GDI Tech Center

Provides radar and Orbital Ion Cannon 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
disable vehicles & structures.

• Maximum 1 can be built

• Requires power to operate

• Special Ability: E.M. Pulse Missile

Chemical Missile Silo

$ 2500

🕑 01:00

Requires: Temple of Nod

Provides 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
for a short time.

• Maximum 1 can be built

• Cloaks nearby units and structures when not active

• Requires power to operate

• Special Ability: Tiberium Stealth

Rift Generator

$ 2500

🕑 01:00

Requires: Scrin Tech Center

Provides 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
to move faster and fight harder.

• Strong vs Infantry

• Weak vs Light Armor, Heavy Armor, Defenses, Buildings

• Cannot attack Aircraft

• Increases speed and rate of fire of nearby basic infantry

• 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
high-powered assault rifle.

• 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
enemy units (up to 3, increases with veterancy).

• 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
with a jump-pack.

• Strong vs Heavy Armor, Light Armor, Defenses

• Weak vs Infantry, Buildings

• Cannot attack Aircraft

• Special Ability: Jump-Pack

Zone Raider

$ 700

🕑 00:17

Requires: GDI Tech Center

Elite infantry armed with a sonic grenade launcher
and equipped with a jump-pack.

• Strong vs Light Armor, Buildings

• Cannot attack Aircraft

• Special Ability: Jump-Pack

Zone Defender

$ 700

🕑 00:17

Requires: GDI Tech Center

Elite infantry armed with an ion rifle
and an ability which shields nearby infantry.

• Strong vs Heavy Armor, Light Armor, Defenses

• Weak vs Infantry, Buildings

• Cannot attack Aircraft

• Special Ability: Defense Matrix

Commando

$ 1350

🕑 00:32

Elite infantry armed with an SMG and C4.

• Strong vs Infantry, Buildings

• Cannot attack Aircraft

• Maximum 1 can be trained

• 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
enemy units (up to 3, increases with veterancy).

• 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
and makes them take more damage.

• Strong vs Infantry, Light Armor

• Cannot attack Aircraft

• Slows enemy movement and increases damage taken

Prism Cannon

$ 1350

🕑 00:32

Requires: Radar

A prototype long-range artillery that fires highly focused beams of light.

• Strong vs Infantry, Buildings, Defenses, Light Armor

• Weak vs Heavy Armor

• Cannot attack Aircraft

Mobile Gap Generator

$ 1000

🕑 00:24

Requires: Allied Tech Center

Regenerates the shroud nearby, obscuring enemy vision.
Can channel the effect to reduce enemy weapon range and vision.

• Special Ability: Toggle Gap Generator

Mobile Radar Jammer

$ 1000

🕑 00:24

Requires: Allied Tech Center

Support vehicle that can disrupt enemy targeting systems.

• Unarmed

• Jamming fields reduce rate of fire and accuracy of enemy vehicles/defenses

Chrono Prison

$ 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
for infantry to fire from.

• Can crush smaller vehicles and concrete walls

Zeus Artillery

$ 2000

🕑 00:48

Requires: Allied HQ

Extreme long range artillery that can generate 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
to become frenzied and attack indiscriminately.

• Strong vs Heavy Armor, Light Armor, Infantry

• Cannot attack Aircraft, Buildings, Defenses

• Special Ability: Expel Chaos Gas

Demo Truck

$ 2000

🕑 00:48

Requires: Soviet Tech Center

Truck carrying nuclear explosives.

• Very weak armor

• Special Ability: Detonate

Mammoth Tank

$ 1700

🕑 00:41

Requires: GDI Tech Center

Big and slow tank with anti-air capability.

• Strong vs Heavy Armor, Light Armor, Infantry

• Can crush concrete walls

• Self repairs to 50% out of combat

Mobile EMP

$ 1150

🕑 00:28

Requires: GDI Tech Center

Remotely piloted vehicle, deploys to disable nearby vehicles & structures.

• Strong vs Heavy Armor, Light Armor, Defenses, Buildings

• Weak vs Infantry

• Cannot attack Aircraft

• Special Ability: EMP Shockwave

• Immune to mind control

• Requires active radar communication

Tomahawk Launcher

$ 1850

🕑 00:44

Requires: GDI Tech Center

Extreme long-range missile artillery.

• Strong vs Buildings, Defenses, Light Armor

• Cannot attack Aircraft

• Has difficulty hitting moving targets

• Cannot fire while moving

• Rockets can be shot down by static anti-air defenses

Titan

$ 2000

🕑 00:48

Requires: GDI Tech Center

Tough, slow combat battle-mech.

• Strong vs Heavy Armor, Light Armor, Infantry

• Can crush smaller vehicles and concrete walls

• Self repairs to 50% out of combat

Wolverine

$ 900

🕑 00:22

Requires: GDI Tech Center

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.
Able to jump short distances using its jump-pack.

• Strong vs Light Armor, Heavy Armor, Buildings

• Weak vs Defenses

• Cannot attack Aircraft

• Special Ability: Jump-Pack

Pitbull

$ 850

🕑 00:20

Requires: GDI Tech Center

Fast scout vehicle with rockets that briefly disable
the weapons and vision of vehicles and aircraft.

• 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
that atomizes vehicles and defenses.

• Strong vs Heavy Armor, Light Armor, Defenses

• Weak vs Infantry, Buildings

• Cannot attack Aircraft

• Atomizes up to 4 targets

• Affected targets take damage over time

• Affected targets have reduced speed

• 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
with powerful explosive missiles.

• Strong vs Aircraft, Buildings, Infantry, Light Armor

• Weak vs Heavy Armor, Defenses

Peacemaker

$ 2500

🕑 01:00

Requires: Allied HQ

Heavy VTOL bomber with powerful armor penetrating bombs.

• Strong vs Heavy Armor, Defenses, Light Armor

• Weak vs Infantry

• Cannot attack Aircraft

Black Eagle

$ 2000

🕑 00:48

Requires: Allied HQ

Air superiority fighter with range/vision reducing missiles.

• Strong vs Aircraft, Heavy Armor, Light Armor

• Weak vs Infantry, Buildings

• Reduces range and vision of targets

Sukhoi

$ 2000

🕑 00:48

Requires: Airfield,Soviet Tech Center

Fast ground attack aircraft armed
with powerful armor-piercing munitions.

• Strong vs Heavy Armor, Defenses, Light Armor

• Weak vs Infantry, Buildings

• Cannot attack Aircraft

Kirov

$ 2000

🕑 00:48

Requires: Airfield,Soviet Tech Center

Heavily 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
anti-personnel rockets.

• Strong vs Infantry, Light Armor, Buildings

• Weak vs Heavy Armor, Defenses

• Cannot attack Aircraft

Banshee

$ 2000

🕑 00:48

Requires: Temple of Nod

Fast VTOL attack craft armed
with powerful plasma cannons.

• Strong vs Heavy Armor, Defenses, Aircraft

• Weak vs Infantry

Devastator Warship

$ 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
of Hornet drone aircraft.

• Strong vs Ground Units, Buildings

• Cannot attack Aircraft

• Hornets only targetable by static anti-air defenses

ICBM Sub

$ 2000

🕑 00:48

Requires: Temple of Nod

Submerged unit armed with extreme long-range missiles.

• Strong vs Buildings, Ground Units

• Weak vs Naval Units

• Cannot attack Aircraft

• Missiles can be shot down by static anti-air defenses

• Can detect other submarines

Coalition: Sweden

$ 750

🕑 00:30

Requires: Allied HQ

Form a coalition with Sweden, required for:
• Cryo Trooper
• Cryostorm
• Cryo Rockets upgrade applies to Longbow

(!) Only ONE Coalition may be chosen.

Coalition: Greece

$ 750

🕑 00:30

Requires: Allied HQ

Form a coalition with Greece, required for:
• Zeus Artillery
• Helios Bomb
• Hoplite (replaces Enforcer)

(!) Only ONE Coalition may be chosen.

Coalition: South Korea

$ 750

🕑 00:30

Requires: Allied HQ

Form a coalition with South Korea, required for:
• Black Eagle
• Patriot Strike
• Improved Helipad (repairs without Service Depot, increased HP)

(!) Only ONE Coalition may be chosen.


Upgrade: Advanced Flak Armor

$ 1500

🕑 01:00

Infantry are equiped with advanced flak armor which
provides protection against explosives.

Upgrades: Infantry

+ 40% reduced damage from explosives

+ 20% reduced damage from incendiary explosives

Upgrade: Cryo Warheads

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
teleport back to refineries.

Upgrades: Ore Truck

+ Teleport back to refinery

Upgrade: Raufoss Ammo

$ 1000

🕑 00:40

Requires: Allied Tech Center

Upgrades Snipers granting them Raufoss armor piercing rounds,
which stun and damage vehicles.

Upgrades: Sniper

+ Can damage vehicles with AP rounds which slow movement and rate of fire

– Reduced range

Upgrade: Advanced Airborne Training

$ 1000

🕑 00:40

Requires: Allied Tech Center

Improved training and logistics for airborne troops, resulting in
greater effectiveness and faster preparation.

Upgrades: Airdrop: Guardian GIs
Upgrades: Airdrop: Grizzly Tanks

+ 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
provides protection against explosives.

Upgrades: Infantry

+ 40% reduced damage from explosives

+ 20% reduced damage from incendiary explosives

Research: Atomic Engines

$ 750

🕑 00:30

Requires: Atomic Reactor

Upgrades tanks with volatile atomic engines.

Replaces: Heavy/Lasher Tank
Replaces: Rhino/Thrasher Tank
Replaces: Eradicator
Replaces: Mammoth Tank
Replaces: Overlord Tank
Replaces: Apocalypse 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
Upgrades: Tesla Track

+ Shots jump to up to 2 additional targets

Upgrade: Seismic Missiles

$ 1000

🕑 00:40

Requires: Soviet Tech Center

Arms the Sukhoi with Seismic Missiles.

Upgrades: Sukhoi

+ High area damage vs structures and vehicles

+ Slows movement and rate of fire of impacted targets

– Slow moving projectiles

Research: Eradicator

$ 1000

🕑 00:40

Requires: Atomic Reactor

Upgrades Mammoth tanks
with volatile radiation cannon.

Replaces: Mammoth Tank

+ High area damage vs infantry and vehicles

+ Irradiates impacted vehicles

+ Increased range

– Loses AA missiles

– Reduced single-target anti-tank damage

– Reduced damage vs buildings

Research: Tesla Trooper

$ 500

🕑 00:20

Requires: Soviet Tech Center

Shock Troopers are phased out in favor of Tesla Troopers.

Replaces: Shock Trooper

+ Increased health

+ Increased rate of fire

+ Increased damage

– Increased cost

Research: Desolator

$ 500

🕑 00:20

Requires: Soviet Tech Center

Rad Troopers are phased out in favor of Desolators.

Replaces: Rad Trooper

+ Increased health

+ Increased damage

+ Irradiates vehicles

+ Desolate Ground ability

– Increased cost

Upgrade: Improved Paratroopers

$ 750

🕑 00:30

Upgrades the Paratroopers support power.

Upgrades: Paratroopers

+ Additional units dropped

Upgrade: Improved Genetic Mutation

$ 750

🕑 00:30

Enhances Genetic Mutation Bomb and Brutes.

Upgrades: Genetic Mutation Bomb
Upgrades: Brute

+ 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
Upgrades: BTR
Upgrades: Gattling BTR

+ Increased armor

Upgrade: Rocket Pods

$ 750

🕑 00:30

Upgrades Grad and Hind rocket pods.

Upgrades: Grad
Upgrades: Hind

+ 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
with TOW missile launchers.

Replaces: Hum-Vee
Replaces: Guardian Drone

+ Added TOW missile launcher (strong vs Heavy Armor)

– Increased cost

– Reduced speed

Upgrade: Point Defense Systems

$ 1500

🕑 01:00

Requires: GDI Tech Center

Equips several units with point defense shields and/or point defense lasers
which protect against enemy fire.

Upgrades: Battle Tank (Shield and Laser)
Upgrades: Battle Drone (Shield and Laser)
Upgrades: Hum-Vee (Shield)
Upgrades: Guardian Drone (Shield)
Upgrades: Harvester (Shield)
Upgrades: Frigate (Laser)

+ Added Point Defense Shield

+ Added Point Defense Laser


Upgrade: Advanced Flak Armor

$ 1500

🕑 01:00

Infantry are equiped with advanced flak armor which
provides protection against explosives.

Upgrades: Infantry

+ 40% reduced damage from explosives

+ 20% reduced damage from incendiary explosives

Upgrade: EMP Grenades

$ 1000

🕑 00:40

Requires: GDI Tech Center

Upgrades Grenadier to use EMP Grenades.

Upgrades: Grenadier

+ Grenades briefly disable vehicles and defenses

+ Grenadiers no longer explode when killed

Upgrade: 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
Upgrades: Disruptor

+ 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
Upgrades: Orca Bomber

+ 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
Upgrades: Stealth Tank
Upgrades: Cyborg Rocket Soldier
Upgrades: Rocket Soldier

+ Increased range

+ Increased damage

+ Increased projectile speed

Upgrade: Laser Tanks

$ 750

🕑 00:30

Requires: Temple of Nod

Upgrades: Light Tank
Upgrades: Battle 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
Upgrades: SSM Launcher

+ 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
Upgrades: Laser Turret
Upgrades: Venom
Upgrades: Templar

+ 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
provides protection against explosives.

Upgrades: Infantry

+ 40% reduced damage from explosives

+ 20% reduced damage from incendiary explosives

Upgrade: Blink Packs

$ 750

🕑 00:30

Requires: Scrin Tech Center

Equips Intruders and Watchers with blink packs
allowing them to teleport.

Upgrades: Intruder
Upgrades: Watcher
Upgrades: Mutilator

+ 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
Upgrades: Enervator
Upgrades: Devastator Warship
Upgrades: Planetary Assault Carrier
Upgrades: Mothership

+ 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
release it into the atmosphere, creating a localised Ion Storm.

Upgrades: Storm Column
Upgrades: Stormcrawler

+ Increases damage and range over time when active

+ Reduces incoming damage over time when active

+ Ion storm can damage enemy units and structures

Upgrade: Resource Conversion

$ 1000

🕑 00:40

Requires: Scrin Tech Center

Weapons of certain units are empowered
by Tiberium and other resources. Reaper Tripod gains
additional charges

Upgrades: Devourer
Upgrades: Ruiner
Upgrades: Reaper Tripod
Upgrades: Eviscerator

+ Increased damage when charged

+ Doubled charge capacity (Reaper Tripod only)

Upgrade: Stellar Fusion Cannon

$ 1000

🕑 00:40

Requires: Scrin Tech Center

Devastator Warships upgraded with stellar fusion cannon.

Upgrades: Devastator Warship

+ Increased damage

+ Increased area of effect

+ Improved accuracy

– Must charge before firing

Upgrade: Coalescence

$ 1000

🕑 00:40

Requires: Scrin Tech Center

On death or when deployed, Leechers will transform
into a ball of bio-matter which heals nearby allies
and eventually coalesces into a new Leecher.

Upgrades: Leecher

+ Leecher able to resurrect

+ Heals allies while in coalescence form

– No longer regenerates while dealing damage

GPS Satellite


Permanently reveals the entire map (activated automatically).

Temporal Incursion


Summons reinforcements from the future.
Units return to their origin time after a short time.

Cryostorm


Creates a turbulent area of extreme cold,
reducing movement speed and increasing damage taken.

Helios Bomb


Calls in a bomber which drops a
Helios bomb, blinding units in a large area.

Patriot Strike


Fires long range guided missiles at multiple air targets.
Tracking can be lost if targets move far enough from their initial location.

Atomic Shells


Grants tanks a limited supply of atomic shells (also for a limited duration).

Affects Soviet tanks only (Heavy/Rhino Tank, Lasher/Thrasher Tank, Siege Tank, Mammoth Tank, Overlord Tank, Apocalypse Tank, Nuke Cannon)

Heroes of the Union


Targeted basic infantry units become Heroes of the Union,
significantly increasing their damage, speed and resilience.

Can affect Rifle Infantry and Rocket Soldiers.

Tank Drop


Dispatches cargo planes to air drop tanks
at the target location.

Kill Zone


Calls in a Spy Plane which marks a target area. Any enemy units
within it take increased damage.

Nanite Repair


Repairs selected damaged vehicles over time.

Cluster Missile


Launches a Cluster Missile which deals heavy
damage at the target location.

Frenzy


Increases the movement speed and rate of fire of
targeted units for a limited time.

Warning: Units are weakened for a short time
after frenzy wears off.

Ichor Seed


Grows tiberium at selected location.

Overlord's Wrath


A Tiberium meteor strikes the target location
dealing heavy damage and creating a patch of Tiberium.

Gateway


Creates a temporary Gateway at the target location
from which reinforcements are deployed.

Requires target location to be within vision.

Anathema


Targeted vehicle greatly increases in power over time.
After 30 seconds the unit explodes.

Ion Surge


Increases the movement speed of all friendly units
passing through the target area.

Greater Coalescence


Spawns a controllable biomass which heals nearby allies
and sustains itself by feeding off enemies.

Feeding from power plants will shut them down temporarily.

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
Effects depend on the building infiltrated.

• 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
a powerful sniper rifle.

• Strong vs Infantry, Vehicles (with upgrade)

• Weak vs Buildings, Defenses

• Cannot attack aircraft

• Camouflaged when not moving

• When elite, kills crew of vehicles with less than 50% HP

Airborne (Guardian GIs)

$ 1750

🕑 00:42

Requires: Radar or Aircraft Production

Prepare five Guardian GIs for airdrop.

• Strong vs Heavy Armor, Aircraft, Buildings, Defenses

• Weak vs Infantry, Light Armor

• Weak anti-infantry weapon when not deployed

• Deploys for personal anti-tank fortification

• Uncrushable when deployed

Thief

$ 500

🕑 00:12

Requires: Radar

Steals enemy credits and hijacks enemy vehicles.

• Unarmed

• Cloaked when not moving

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.
Impales targets, slowing their movement.

• 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.
Long-range guided artillery with anti-air capability.

• Strong vs Buildings, Defenses, Infantry, Light Armor

• Weak vs Heavy Armor

Vulcan

$ 800

🕑 00:19

Tough infantry transport, armed with a powerful chaingun.

• Strong vs Aircraft, Infantry, Light Armor

• Weak vs Heavy Armor, Buildings, Defenses

Mobile Sensor Array

$ 1250

🕑 00:30

Requires: Radar

When deployed, detects enemy vehicles,
aircraft and structures within a large radius.

• Unarmed

• 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.
Long-range guided artillery with anti-air capability.

• Strong vs Buildings, Defenses, Infantry, Light Armor

• Weak vs Heavy Armor

• Can traverse water

Mini Drone

$ 225

🕑 00:05

Requires: Radar

Hovering drone with machine gun.

• Strong vs Infantry, Light Armor

• Weak vs Heavy Armor, Buildings, Defenses

• Cannot attack Aircraft

• Attaches to vehicles to provide support and repairs

• Immune to mind control

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
multi-purpose missiles.

• Strong vs Heavy Armor, Defenses, Aircraft

• Weak vs Infantry

Nighthawk

$ 1150

🕑 00:28

Fast infantry transport helicopter armed with
a light machine gun.

• Strong vs Infantry

• Weak vs Heavy Armor, Defenses, Buildings

• Cannot attack Aircraft

• Can carry infantry

• Can Paradrop Infantry (HoldFire Stance + Force Fire)

Halo

$ 1000

🕑 00:24

Requires: Airfield

Fast infantry transport helicopter.

• Unarmed

• Can carry infantry

• Can Paradrop infantry (Force Fire)

Yak

$ 1200

🕑 00:29

Requires: Airfield

Fighter plane armed with
dual machine guns

• Strong vs Infantry, Light Armor, Buildings, Aircraft

• Weak vs Heavy Armor, Defenses

Hind

$ 1600

🕑 00:38

Requires: Airfield

Durable helicopter gunship armed with
a chaingun and anti-tank rockets.

• Strong vs Infantry, Heavy Armor, Light Armor

• Weak vs Defenses

• Cannot attack Aircraft

MiG

$ 1500

🕑 00:36

Requires: Airfield

Multi purpose strike aircraft.

• Strong vs Heavy Armor, Defenses, Aircraft

• Weak vs Infantry

Chinook

$ 900

🕑 00:22

Fast infantry transport helicopter.

• Unarmed

• Can carry infantry

• Can Paradrop infantry (Force Fire)

Orca

$ 1500

🕑 00:36

VTOL gunship armed with
multi-purpose missiles.

• Strong vs Heavy Armor, Defenses, Aircraft

• Weak vs Infantry

Orca Carryall

$ 900

🕑 00:22

Requires: Repair Facility

Fast VTOL Vehicle Transporter.

• Unarmed

Warthog

$ 2000

🕑 00:48

Attack aircraft armed with incendiary bombs.

• Strong vs Buildings, Infantry, Light Armor

• Weak vs Heavy Armor, Defenses

• Cannot attack Aircraft

Jackknife

$ 500

🕑 00:12

Requires: Radar

Loitering munition that dives at targets and explodes.

• Strong vs Heavy Armor, Light Armor, Infantry

• 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
protection against Tiberium and radiation.

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:
• Troop Crawler
• Overlord Tank (replaces Mammoth Tank)
• Improved Paratroopers
• Heroes of the Union
• Cloning Vat

(!) Only ONE Doctrine may be chosen.

Doctrine: Armor

$ 500

🕑 00:20

Specialize in tanks:
• Rhino Tank (replaces Heavy Tank)
• Apocalypse Tank (replaces Mammoth Tank)
• Reactive Armor
• Tank Drop
• Industrial Plant

(!) Only ONE Doctrine may be chosen.

Doctrine: Artillery

$ 500

🕑 00:20

Specialize in artillery:
• Grad (replaces Katyusha)
• Nuke Cannon
• Rocket Pods
• Kill Zone
• Munitions Plant

(!) Only ONE Doctrine may be chosen.


Upgrade: Heavy Hazmat Suits

$ 850

🕑 00:34

Requires: Radar

Infantry are equipped with heavy hazmat suits which provides
protection against Tiberium and radiation.

Upgrades: Infantry

+ Tiberium immunity

+ High resistance to irradiated terrain

– 33% slower movement across resources and rough terrain

Research: Terror Dog

$ 750

🕑 00:30

Requires: Radar

Attack Dogs are strapped with explosives.

Replaces: Attack Dog

+ Able to damage vehicles and buildings

– Explodes on attack or on death

– Increased cost

Research: Lasher Tank

$ 1000

🕑 00:40

Requires: Radar

Upgrades Heavy/Rhino tanks with infantry crushing attachment
at the cost of some armor and firepower.

Replaces: Heavy Tank
Replaces: Rhino 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:
• Tomahawk Launcher Research
• Zone Trooper
• Hailstorm Missiles Upgrade

+ 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:
• TOW Missile Upgrade
• Zone Raider
• Hypersonic Missiles Upgrade

+ 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:
• Point Defense Systems Upgrade
• Zone Defender
• Hammerhead Missiles Upgrade

+ 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
protection against Tiberium and radiation.

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:
• Avatar (replaces Cyborg Elite)
• Assassin Squad
• Compressed Plasma (+3 Banshee ammo)

(!) Only ONE Covenant may be chosen.

Covenant of Unity

$ 500

🕑 00:20

Required for:
• Cyborg Reaper (replaces Enlightened)
• Hacker Cell
• Siphoned Funds ($ from Hackers in Comms Center)

(!) Only ONE Covenant may be chosen.

Covenant of Deceit

$ 500

🕑 00:20

Required for:
• Heavy Stealth Tank Upgrade
• Infiltrator Squad
• Stealth Harvesters

(!) Only ONE Covenant may be chosen.


Upgrade: Hazmat Suits

$ 750

🕑 00:30

Requires: Radar

Infantry are equiped with hazmat suits which provides
protection against Tiberium and radiation.

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.
Decoys provide small area of vision for a short time after being killed.

Upgrades: Buggy

+ Decoy projection ability

Allegiance: Loyalist

$ 500

🕑 00:20

Declare your allegiance and side with the Scrin Overlord.

Required for:
• Eviscerator
• Obliterator
• Overlord's Wrath

(!) Only ONE allegiance may be chosen.

Allegiance: Rebel

$ 500

🕑 00:20

Declare your allegiance and side with the Scrin Rebels.

Required for:
• Impaler
• Nullifier
• Gateway

(!) Only ONE allegiance may be chosen.

Allegiance: Malefic

$ 500

🕑 00:20

Declare your allegiance and side with the Malefic Scrin.

Required for:
• Mutilator
• Tormentor
• Anathema

(!) 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.
After use, weapon damage and speed is reduced for a short time.

Upgrades: Seeker
Upgrades: Lacerator

+ Hypercharge ability

Research: Shard Walker

$ 750

🕑 00:30

Requires: Radar

Allows production of Shard Walkers, a heavier and
more powerful variant of the Gun Walker.

Replaces: Gun Walker

+ Increased durability

+ Increased damage

– Slower movement

– Slower projectiles

Upgrade: Advanced Articulators

$ 1250

🕑 00:50

Requires: Radar

Enable Scrin infantry to move faster.

Upgrades: Scrin Infantry

+ 15% faster movement

Research: Eviscerator

$ 750

🕑 00:30

Requires: Radar

Replaces: Ravager

+ Increased damage

+ Increased health

+ Increased rate of fire

+ 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


Creates an expanding area of shroud, reducing the vision
and weapon range of enemy units and defenses.

Cluster Mines


Sends a cargo plane to drop a minefield
at the target location.

Strafing Run


Calls in P51 ground attack planes to perform
strafing runs on the target.

Airborne (Guardian GIs)

Prepare five Guardian GIs for airdrop.

Airborne (Grizzly Tanks)

Prepare a pair of Grizzly Tanks for airdrop.

Spy Plane


Dispatches a spy plane that reveals the target location
for a limited time.

Paratroopers


Dispatches a Halo transport to drop a squad of infantry
anywhere on the map.

Storm Troopers


Dispatches a Halo transport to drop a squad of Shock Troopers
anywhere on the map.


Parabombs


Calls in a Badger bomber which drops parachuted
bombs on your target.

Carpet Bomb


Calls in a squad of Badgers which drop
bombs on your target.

Atomic Bomb


Calls in a Badger bomber which drops an
atom bomb on your target.

Muta Bomb


Calls in a Badger bomber which drops a genetic
mutation bomb on your target, transforming
infantry into Brutes under your control.

Recon Drone


A drone flies across the map, revealing the area as it passes.

Detects cloaked units.

Interceptors

Requires: Airfield/Helipad


A squadron of Interceptors provides
air cover over the target area,
engaging any enemy aircraft within range.

X-O Drop


An Orca transport drops a squad of X-O Powersuits
at the target location.

Drop Pods


Instantly deploys a small team of elite soldiers
at the target location via orbital drop pods.

Reinforcements


An Orca Carryall drops an APC containing
an infantry squad at the target location.

Satellite Hack


Reveals the targeted area for a short time.

Inferno Bomb


A B2 Stealth Bomber drops inferno bombs on your target.

Cash Hack


Steal up to $2000 credits from a targeted enemy Refinery.

Overload


Overloads targeted power plants
causing them to take damage over time.

Shadow Team


Calls for a Shadow Team; three stealth infantry
that arrive via glider armed with grenades
and a machine pistol.

Operatives can be ordered to land
via the deploy command.

Assassin Squad


Deploy a squad of Assassins that can
destroy buildings and salvage technology.

Target infantry production structure to deploy.

Hacker Cell


Deploy a squad of Hackers that can remotely
capture buildings and take control of defenses.

Target infantry production structure to deploy.

Infiltrators


Deploy a squad of Infiltrators that can
infiltrate buildings to steal or lock technology.

Target infantry production structure to deploy.

Resource Scan


Reveals the area surrounding all resources
on the map.

Storm Spike


Creates a temporary Storm Column defensive structure
at the target location.

Buzzer Swarm


Spawns a controllable swarm which blinds and damages anything nearby;
particularly harmful to infantry.

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


Dispatches cargo planes to air drop stealth tanks
at the target location.

Subterranean Strike


Deploys a squad of Acolytes/Templar via
Subterranean APC.

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