History Characters / CommandAndConquerGenerals

20th May '17 8:44:49 AM HTD
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* FactionCalculus: Equal parts Horde (with their basic infantry and tanks receiving bonuses when in large numbers) and Powerhouse (massive amount of tough, unsophisticated units backed by tough, powerful units like Overlords).

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* FactionCalculus: Equal parts Horde (with their basic infantry and tanks receiving bonuses when in large numbers) and Powerhouse (massive amount of tough, unsophisticated units backed by tough, powerful units like Overlords).



* FactionCalculus: The USA is somewhere between Balanced and Powerhouse, featuring a large number of above-average units with various special abilities.

to:

* FactionCalculus: The USA is somewhere between Balanced and Powerhouse, Balanced, featuring a large number of above-average units with various special abilities.
18th Mar '17 5:30:30 AM Theharbo
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Added DiffLines:

* GatheringSteam: Like all chinese gatling weapons, they need time to get their guns up to speed.


Added DiffLines:

* GatheringSteam: It need to spin up before reaching maximum firing rate.
17th Mar '17 7:00:28 AM naruto8900
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Added DiffLines:

* MiddleEasternTerrorists: They have become so powerful, that they actually have a more conventional military in ''addition'' to their terrorist tactics. They have armored forces, bio-weapons arsenal, and even a small airforce (which is used to deliver said bio-weapons). Also because they specialze in not being seen and terrorist and guerilla tactics, they are the only faction in the game that does not need any power for their base (they will need it for American and Chinese buildings they capture though).
8th Mar '17 11:34:58 PM Lightning4119
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* VillainousBreakdown: Has a minor one when you take out his Command Center. Doesn't seem to slow him down any.



* VillainRespect: Knock out his Command Center and he'll admit to being impressed, saying that few manage to last that long against him.



* LaserGuidedKarma: No pun intended. Should your base run low on power, he taunts you about it. One of the fastest ways to pull the teeth on his defenses is to take out the enormous fields of power plants.

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* LaserGuidedKarma: No pun intended. Should your base run low on power, he taunts you about it. One of the fastest ways to pull the teeth on his defenses is to take out the enormous fields of power plants.plants that are in his base.
4th Mar '17 4:09:02 AM naruto8900
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* FrickinLaserBeams: According to Zero Hour's sound files, General Townes was supposed to have his own version of the Ranger called the Laser Ranger, equipped with a laser assault rifle, but it was removed from the final version of the game.

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* FrickinLaserBeams: According to Zero Hour's ''Zero Hour'' sound files, General Townes was supposed to have his own version of the Ranger called the Laser Ranger, equipped with a laser assault rifle, but it was removed from the final version of the game.



* FrickinLaserBeams: According to Zero Hour's sound files, General Townes was supposed to have his own version of the Missile Defender called the Laser Defender, equipped with a laser canon, but it was removed from the final version of the game.

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* FrickinLaserBeams: According to Zero Hour's ''Zero Hour'' sound files, General Townes was supposed to have his own version of the Missile Defender called the Laser Defender, equipped with a laser canon, but it was removed from the final version of the game.



* MookMedic: Ambulance can heal nearby soldiers or it's occupants back to fighting condition. In Zero Hour, the Ambulance eventually gained the ability to heal all nearby friendly vehicles (there was supposed to be a separate repair Humvee, but that was scrapped). This made them much more valued due to the vehicle, not infantry, dominance of the battlefield.

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* MookMedic: Ambulance can heal nearby soldiers or it's occupants back to fighting condition. In Zero Hour, ''Zero Hour'', the Ambulance eventually gained the ability to heal all nearby friendly vehicles (there was supposed to be a separate repair Humvee, but that was scrapped). This made them much more valued due to the vehicle, not infantry, dominance of the battlefield.



* ArtificialStupidity: The higher-difficulty USA AIs in Zero Hour also make a mistake that the lower ones don't. The brutal AI doesn't seem to grasp the fact that the Avenger's an anti-air unit, and its anti-ground attack is a targetting laser that doesn't do any damage whatsoever.

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* ArtificialStupidity: The higher-difficulty USA AIs in Zero Hour ''Zero Hour'' also make a mistake that the lower ones don't. The brutal AI doesn't seem to grasp the fact that the Avenger's an anti-air unit, and its anti-ground attack is a targetting laser that doesn't do any damage whatsoever.



* [[SnipingTheCockpit Irradiating the Cockpit]]: In Zero Hour, Nuke Cannons can also fire Neutron Shells that kill infantry, even inside cockpits, and leave driverless neutral vehicles on the field to be manned.

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* [[SnipingTheCockpit Irradiating the Cockpit]]: In Zero Hour, ''Zero Hour'', Nuke Cannons can also fire Neutron Shells that kill infantry, even inside cockpits, and leave driverless neutral vehicles on the field to be manned.



Zero Hour only. This monster of a helicopter can be upgraded with a propaganda tower, bunker, and gattling cannon. It can also be upgraded to drop napalm bombs that are good versus infantry and most other ground units. Helixes are good against tanks and infantry. China's Infantry General can only upgrade napalm bombs on his Assault Helix.

to:

Zero Hour only. This monster of a helicopter can be upgraded with a propaganda tower, bunker, and gattling cannon. It can also be upgraded to drop napalm bombs that are good versus infantry and most other ground units. Helixes are good against tanks and infantry. China's Infantry General can only upgrade napalm bombs on his Assault Helix.



* BoobyTrap: This is the name of the upgrade in Zero Hour that allow Rebels to place Booby Traps on neutral structures. Any enemy forces then attempting to commandeer the structure/unit would get an explosive surprise. General Juhziz's Rebels are already trained for planting booby traps.

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* BoobyTrap: This is the name of the upgrade in Zero Hour ''Zero Hour'' that allow Rebels to place Booby Traps on neutral structures. Any enemy forces then attempting to commandeer the structure/unit would get an explosive surprise. General Juhziz's Rebels are already trained for planting booby traps.



The Hijacker is a skilled assassin who can hijack enemy vehicles by killing the pilot and putting himself behind the wheel. Note that vehicles with a garrison (i.e. Troop Crawler), vehicles without drivers (i.e. Sentry drone) cannot be hijacked. In Zero Hour, Prince Kassad's Hijackers are always stealth, even while moving.

to:

The Hijacker is a skilled assassin who can hijack enemy vehicles by killing the pilot and putting himself behind the wheel. Note that vehicles with a garrison (i.e. Troop Crawler), vehicles without drivers (i.e. Sentry drone) cannot be hijacked. In Zero Hour, ''Zero Hour'', Prince Kassad's Hijackers are always stealth, even while moving.



* RegeneratingHealth: An Angry Mob has the unique ability to heal itself even if it does not gain rank, as a mob will slowly grow in size from one to as many as nine if left alone. In the Zero Hour expansion, they start out at the full amount of members

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* RegeneratingHealth: An Angry Mob has the unique ability to heal itself even if it does not gain rank, as a mob will slowly grow in size from one to as many as nine if left alone. In the Zero Hour ''Zero Hour'' expansion, they start out at the full amount of members



* AwesomeButImpractical: It is awesome in that its high explosive missile dealt some serious damage and its Anthrax warheads were overkill for infantry. In Zero Hour they could be improved with enemy scrap parts for up to two power boosts. The drawbacks are that the missiles need time to deploy to fire and are inaccurate against moving targets. The vehicle itsself is pathetically slow and has paper armour. It also costs a General's Point. All in all, buying Rocket Buggies is much more feasible as they are much faster and do not cost a General's Point better spend on another power

to:

* AwesomeButImpractical: It is awesome in that its high explosive missile dealt some serious damage and its Anthrax warheads were overkill for infantry. In Zero Hour ''Zero Hour'' they could be improved with enemy scrap parts for up to two power boosts. The drawbacks are that the missiles need time to deploy to fire and are inaccurate against moving targets. The vehicle itsself is pathetically slow and has paper armour. It also costs a General's Point. All in all, buying Rocket Buggies is much more feasible as they are much faster and do not cost a General's Point better spend on another power
4th Mar '17 4:06:02 AM naruto8900
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%%* CoolGuns/AssaultRifles

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%%* CoolGuns/AssaultRifles* CoolGuns/AssaultRifles: Each of the Rebels is equipped with an AK-47 assault rifles.



* BoobyTrap: This is the name of the upgrade in Zero Hour that allow Rebels to place Booby Traps on neutral structures. Any enemy forces then attempting to commandeer the structure/unit would get an explosive surprise.
%%* CannonFodder
* InvisibilityCloak: The 'Camouflage' upgrade make Rebels invisible to the enemy, except when attacking or detected.


to:

* BoobyTrap: This is the name of the upgrade in Zero Hour that allow Rebels to place Booby Traps on neutral structures. Any enemy forces then attempting to commandeer the structure/unit would get an explosive surprise.
%%* CannonFodder
surprise. General Juhziz's Rebels are already trained for planting booby traps.
* CannonFodder: Lacking the more advanced weapons of their counterparts, Rebels are inexpensive and easy for GLA generals to train.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Rebel to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Rebels take up to a minute to fully capture the structure.
* InvisibilityCloak: The 'Camouflage' upgrade make Rebels invisible to the enemy, except when attacking or detected.

detected. Prince Kassad's Rebels are already given training to hide themselves, eschewing the need for the upgrade.
* NonCombatEXP: Gain experience when capture enemy structures or neutral tech structures.



%%* CannonFodder
%%* PoisonedWeapons

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%%* CannonFodder
%%* PoisonedWeapons
* EliteMooks: Although more expensive regular Rebel, Toxin Rebel can clear garrisoned buildings and deal more damage to infantry and vehicles, but do little damage against buildings.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Toxin Rebel to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Toxin Rebels take up to a minute to fully capture the structure.
* NonCombatEXP: Gain experience when capture enemy structures or neutral tech structures.
* PoisonedWeapons: Toxin rebels were Dr. Thrax's own special rebels who eschewed the assault rifle in favour of a toxin-spraying weapon with backpack tank.




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* CoolGuns/RocketsMissilesAndGrenadeLaunchers: Ironically, these units carried what resembles the Chinese Type 69 RPG as seem in the icon, which, like other Chinese made weapons, is in common use among Middle Eastern armed groups in reality. However, the in-game unit depicts them as using the RPG-27 instead.



Terrorists recruited by Dr. Thrax carried toxin bombs that, in addition to the explosion, would spread deadly chemicals.

%%* ActionBomb[=/=]SuicideAttack

to:

Toxin Terrorists recruited by Dr. Thrax carried toxin bombs that, in addition to the explosion, would spread deadly chemicals.

%%* ActionBomb[=/=]SuicideAttack* ActionBomb[=/=]SuicideAttack: The purpose of the Terrorist is to detonate the explosives they wear, taking enemies along with them.



%%* MadBomber

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%%* MadBomber* {{Bowdlerise}}: Due censorship, the Terrorist was removed from the German version of both ''Generals'' and ''Zero Hour'' and instead replaced by a bomb on wheels (which suddenly gets a voice when entering a civilian vehicle, as that ability was obviously overlooked). Other than the visuals, however, the functionality is exactly the same. Funny enough, this version became very popular to the modding community.



* PoisonedWeapons: Toxin Terrorists had been modified to carry lethal toxins addition onto its dynamite payload. After exploding, the Toxin Terrorists would leave some toxin residue which strongly affect infantry.






%%* CrewOfOne
%%* ImprobablePilotingSkills
%%* InvisibilityCloak

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%%* CrewOfOne
%%* ImprobablePilotingSkills
%%* InvisibilityCloak
* BanditMook: Hijacker's entire purpose is to steal enemy vehicles.
* CrewOfOne: Has the ability to commandeer any vehicle he wishes, including Overlord tank.
* EjectionSeat: If the vehicle is an American one, the Hijacker can eject out of the vehicle upon its destruction.
* InvisibilityCloak: Hijackers were stealthed while still, however once they moved they were visible and could be attacked by the enemy. Since Prince Kassad's forces have a much greater focus on stealth, his Hijackers conceal themselves even when moving.
* UniversalDriversLicense: Can drive any vehicles that not unmanned or with passengers.



%%* CoolGuns/AssaultRifles
%%* DeathOfAThousandCuts

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%%* CoolGuns/AssaultRifles
%%* DeathOfAThousandCuts
* CoolGuns/AssaultRifles: Arm the Mob is an upgrade that arm Angry Mob members with AK-47 assault rifles, gives them greatly increased firepower, enabling angry mobs to take on tanks or even overrun entire bases.



* RabbleRouser: If one listens closely, a Rebel's voice can be heard among the Angry Mob, suggesting that they were the ones responsible for inciting the riot.



* {{Expy}}: Their capability to sabotage structures combined with their stealth feature and availability at tier 3 makes them very similar to Allied Spy from Red Alert universe.
%%* InvisibilityCloak

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* BanditMook: When a Saboteur infiltrates an enemy Supply center/stash, you'll steal money from its owner.
* {{Expy}}: Their capability to sabotage structures combined with their stealth feature and availability at tier 3 makes them very similar to Allied Spy from Red Alert ''Red Alert'' universe.
%%* InvisibilityCloak
* InvisibilityCloak: Saboteur are stealthed, even when walking.



* FragileSpeedster: When compared to China Battlemaster tank and USA Crusader Tank the scorpion has armor made of paper
* PoisonedWeapons: When the Toxin Shells upgrade is purchased, all Scorpions fire shells laced with anthrax toxin

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* FragileSpeedster: When compared to China Battlemaster tank and USA Crusader Tank the scorpion has more speed with armor made of paper
paper.
* MoreDakka: In ''Zero Hour'', its cannon can be upgraded by using parts salvaged from destroyed vehicles. The first upgrade improves its cannon, while the second upgrade will improve its cannon even more and add a second rocket to its weapons systems.
* PoisonedWeapons: When the Toxin Shells upgrade is purchased, all Scorpions fire shells laced with anthrax toxintoxin, making them more effective against infantry.



%%* ReportingName




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* ZergRush: Only cost 600 credit, it easy to spam them with large number.



* ArmorPiercingAttack: Upgrade with Armor-piercing bullets to increases Technical attack damage by 25%.



%%* FragileSpeedster
%%* MachineGuns

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%%* FragileSpeedster
%%* MachineGuns
* FragileSpeedster: It is quite a fast vehicle, meaning it could flee easily from pursuing forces if it faced trouble. However, Technicals also suffered from very light armor and weaponry, and taking on enemy vehicles directly (without superior numbers and upgraded parts) was a suicidal idea.
* MoreDakka: Its can be upgraded by using parts salvaged from destroyed vehicles. The first upgrade turn its mounted gun into a recoilless tank gun, while the second upgrade is a rocket launcher.



%%* AntiAir

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%%* AntiAir* AntiAir: They serve as the anti-air vehicles for the GLA.




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* OneHitKill: Interestingly, a duplicate version of Prince Kassad's Quad Cannons used in the campaign has a unique ability called Quad Cannon Snipe Rounds which, if researched, allows them to kill hostile infantry in a single shot.



%%* EvilLaugh
%%* PoisonedWeapons

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%%* * EvilLaugh
%%* PoisonedWeapons-->"Ah... hahahahaha.
* InstantDeathRadius: Its special ability "Contaminate" spray large areas of the ground with deadly toxins that with kill any infantry in the area.
* PoisonedWeapons: Toxin tractors, as their name suggests, were ordinary civilian tractors refitted with armour and toxin-spraying turret.



%%* FixedForwardFacingWeapon

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%%* FixedForwardFacingWeapon* FixedForwardFacingWeapon: Is turret is in a fixed position, so the whole vehicle must turn in order to engage a target.



%%* RuleOfCool

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%%* RuleOfCool



%%* BadassBiker
* CoolBike: That can be loaded with any infantry to make them more mobile, and let them climb up and down cliffs with ease. Oddly, they self-destruct if the rider leaves the motorcycle without a replacement.
* FragileSpeedster

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%%* BadassBiker
* CoolBike: BadassBiker[=/=]CoolBike:: That can be loaded with any infantry to make them more mobile, and let them climb up and down cliffs with ease. Oddly, they self-destruct if the rider leaves the motorcycle without a replacement.
* FragileSpeedster{{Expy}}: The Combat Cycle switch weapon ability (depending on infantry) is similar to IFV in ''Red Alert 2", but unlike the IFV and most other transport vehicles that can be accessed by infantry units from all factions other than the one that they belong to, the combat cycle can only be driven by units from the same faction that uses it (the GLA) and cannot be driven by units from the other factions.
* FragileSpeedster: The Combat Cycle is quick enough to out-maneuver most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.



%%* ImprovisedArmor






%%* TrueSight
%%* SupportPartyMember

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%%* TrueSight
%%* SupportPartyMember
* SupportPartyMember: Has no means of attacking, the Radar Van however provided a mobile source of radar for the GLA and detect stealthed units.
* TrueSight: Can reveals stealthed units in its sight range.



%%* ActionBomb[=/=]SuicideAttack

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%%* ActionBomb[=/=]SuicideAttack* ActionBomb[=/=]SuicideAttack: When attacking, they drive into the enemy and detonate their weapons on impact.



%%* MadBomber
%%* MadeOfExplodium
%%* MolotovTruck

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%%* MadBomber
%%* MadeOfExplodium
%%* MolotovTruck
* MolotovTruck: Bomb Truck can carry explosives and upgrade with better explosives or anthrax, or even both (though that's quite expensive). It can also be disguised as any vehicle, so the enemy thinks it one of their unit, and won't react as it cheerfully runs over their infantry. The ExpansionPack ''Zero Hour'' adds 3 Generals per faction, two of the GLA Generals have their Bomb Trucks pre-upgraded with anthrax or high-explosive payload, respectively.



%%* MultipleLifeBars
%%* WeaponizedCar

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%%* MultipleLifeBars
%%* WeaponizedCar
* MultipleLifeBars: When it loses all of its health, it simply turns into a bunker, and the units will continue to fire inside until it is destroyed again.
* WeaponizedCar: The Battle Bus was a school bus fitted with significant armor and infantry could fire out of the windows, making it both an armored troop transport and mobile bunker.



%%* LongRangeFighter

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%%* LongRangeFighter* LongRangeFighter: They can fire from very far but vulnerable to almost any other unit that could get in range of it, especially during its long reload delay, due to its lack of armor.




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* SiegeEngines: The Rocket Buggy is the basic GLA long-range attack vehicle.



%%* GlassCannon
%%* LongRangeFighter

to:

%%* GlassCannon
%%* LongRangeFighter
* GlassCannon: Their missiles can be fired from afar and can quickly destroy buildings, but don't expect them to survive in a fight against tanks.
* LongRangeFighter: Can fire from a long distance, useless in direct fights.


Added DiffLines:

* PoisonedWeapons: It's Anthrax warhead is effective against infantry and leaves behind a cloud of toxin.
* SiegeEngines: Can launch SCUD missiles at the enemy from quite a big distance.
2nd Mar '17 8:48:05 PM naruto8900
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%%* CannonFodder
* NonCombatEXP: Red Guard Training allow Red Guard to be trained as Veterans.

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%%* CannonFodder
* CannonFodder: The front-line trooper of the Red Army, the Red Guard operates best in large groups.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Red Guard to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Red Guard take up to a minute to fully capture the structure.
* NonCombatEXP: Gain experience when capture enemy structures or neutral tech structures. The Red Guard Training is a General's Power that allow Red Guard to be trained train from the Barrack emerge as Veterans.veterans.



* ZergRush: They are built two at a time. Troop carriers come with 8 Red Guards free. To further encourage massing, groups of five or more of the same unit in close proximity get a damage bonus. In large groups this makes them deadly against all ground targets, even heavily armoured vehicles.

!!!Minigunner

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* ZergRush: They are built two at a time. Troop carriers come with 8 Red Guards free. To further encourage massing, groups of five or more of the same unit in close proximity get a damage bonus. In large groups this makes them deadly against all ground targets, even heavily armoured vehicles.

!!!Minigunner
vehicles. Red Guard could also be used to cheaply give a horde bonus to Tank Hunters by keeping them together in large squads.

!!!Mini-Gunners



The minigunner infantry is available only to China's Infantry General. They are armed with a minigun capable of a high rate of fire that can take down both aircraft and infantry with ease. Unlike the red guards, they can only be trained individually. Because of this, they are among the two best infantry units in the game, along with the U.S. ranger.

%%* CannonFodder

to:

The minigunner Mini-Gunners infantry is available only to China's Infantry General. They are armed with a minigun capable of a high rate of fire that can take down both aircraft and infantry with ease. Unlike the red guards, they can only be trained individually. Because of this, they are among the two best infantry units in the game, along with the U.S. ranger.

%%* CannonFodder * AntiAir: The only basic infantry that can attack aircraft.
* CoolGuns/AssaultRifles: The cameo depicts Mini-Gunners as being armed with armed with Type 56-II infantry automatic rifles (Chinese copy of the AKM).
* EliteMooks: Although more expensive and trained more slowly than regular Red Guard, Mini-Gunners were much better equipped to take on the enemy.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Mini-Gunners to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Mini-Gunners take up to a minute to fully capture the structure.



* NonCombatEXP: Minigunner Elite Training allows Minigunners to be trained as Elites.

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* ItsRainingMen: Through the Paradrop General's power, up to 15 Mini-Gunners can be dropped on the battlefield.
* NonCombatEXP: Gain experience when capture enemy structures or neutral tech structures. The Minigunner Elite Training allows Minigunners to be trained is a General's Power that allow Mini-Gunners train from the Barrack emerge as Elites.
elite.




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* NotWhatISignedOnFor: One of Tank Hunter quotes when taking fire are "I didn't sign up for this!"
* CoolGuns/RocketsMissilesAndGrenadeLaunchers: The Tank Hunter's in-game model's weapon resemble the PF-89 rocket launcher, but the cameo indicates that they uses what appears to be an AT4 rocket launcher.
* StuffBlowingUp: Using it secodary ability, the Tank Hunter would close with a vehicle or structure and attach an explosive to it.



* TheCracker: While vulnerable they also can generate infinite money (like GLA Black Markets and USA Drop Zones). They've even got a specialised structure to help them out in the expansion. [[SubvertedTrope By the way]], they work for the good guys.

to:

* TheCracker: Hacker job is to crack bank accounts and steal their money. While vulnerable they also can generate infinite money (like GLA Black Markets and USA Drop Zones). They've even got a specialised structure to help them out in the expansion. [[SubvertedTrope By the way]], they work for the good guys.
guys.



* NonCombatEXP: Hacking money can gain experience value to them and earn them veterancy, this in turn increase the hacking value of each hacker.



* PowerNullifier: The Hacker uses a strong computer virus to disable enemy buildings. Super Hacker can also the same thing to a enemy vehicle's electronics.



%%* SupportPartyMember


to:

%%* SupportPartyMember

* SupportPartyMember: Has no means of attacking but can remotely disable enemy structures and generates a constant stream of money.



* DefenselessTransports: The Supply truck serves as a dedicated supply collectors and has no weapon.



* NonCombatEXP: The Battlemaster Elite Training of General Kwai allow Battlemasters to be built as elites.
%%* TankGoodness

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* NonCombatEXP: The Battlemaster Elite Training is a General's Power of General general Kwai that allow Battlemasters to be built from his War Factory emerge as as elites.
%%* TankGoodness
* TankGoodness: The Battlemaster is potentially an extremely capable anti-tank unit once its numbers reach a certain mass. When grouped in units of 10 or more, it can maintain the devastating horde bonus long enough to eliminate its enemies.



%%* FireBreathingWeapon
%%* KillItWithFire

to:

%%* FireBreathingWeapon
%%* KillItWithFire
* FireBreathingWeapon: Dragon tank main weapon is a flamethrower.
* InstantDeathRadius: Its special ability "Flame Wall" can render areas impassable to enemy infantry, and is especially useful for screening a position against Terrorist attacks.
* KillItWithFire: A lot of fire, as Dragon tank can make a lot of it.



%%* TanksButNoTanks
%%* TankGoodness



* AntiAir: They serve as the anti-air vehicles for the China.



%%* GatlingGood

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%%* GatlingGood* GatlingGood: They fire a steady stream of bullets capable of mowing down infantry at an alarming rate.



%%* TankGoodness

to:

%%* TankGoodness



* DefenselessTransports: The Troop crawler serves as a dedicated transport and has no weapon. Assault troop transport however has gunports so infantry inside can fire at the enemy.



%%* InvisibilityCloak
%%* TrueSight

to:

%%* InvisibilityCloak
%%* TrueSight
* InvisibilityCloak: Listening Outposts and Attack outpost themselves were stealthed when not moving.
* TrueSight: They can detect stealthed units in big radius around them.



* CombatMedic: With a speaker tower installed, Overlord tanks heal themselves and others (and make them attack faster).

to:

* CombatMedic: With a speaker tower installed, Overlord tanks heal themselves and others (and make them attack faster). Emperor Overlord are automatically equipped with Speaker Tower.



* DepletedPhlebotinumShells: The depleted uranium shells upgrade increases Overlord tank damage by 25% and adds radiation to anything hit.

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* DepletedPhlebotinumShells: The depleted uranium shells [[DepletedPhlebotinumShells Depleted Uranium Shells]]: An upgrade to Overlord and Emperor tank gun ammunition that increases the Overlord tank and Emperor damage by 25% and adds radiation add radition damage to anything hit.targets struck.



%%* MightyGlacier
%%* MilitaryMashupMachine

to:

%%* MightyGlacier
%%* MilitaryMashupMachine
* MightyGlacier: Very slow but super tough and packs a lot of punch in its guns.
* MilitaryMashupMachine: Overlord tank is big enough to support a bunker, gatling turret, or propaganda tower.






%%* GlassCannon

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%%* GlassCannon* EvilLaugh:
--> ''Heheheheheheheh!!!''



%%* LongRangeFighter

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%%* LongRangeFighter
* LongRangeFighter: Inferno cannon can fire from long ranges but not at enemies near them.
* NonCombatEXP: The Artillery Training is a General's Power that allow Inferno cannon built from the the War Factory emerge as veterans.
* SiegeEngines: Can fire incendiary shells at the enemy from a distance.



* NonCombatEXP: The Artillery Training is a General's Power that allow Nuke cannon built from the the War Factory emerge as veterans.



%%* NukeEm

to:

%%* NukeEm* NukeEm: A siege weapon that firing tactical nuclear shells at the target.



* SiegeEngines: Can fire nuclear shells at the enemy from a distance.



* PowerNullifier: The ECM focuses its energy into a jamming beam to deactivate another vehicle, deactivating the missile deflection as long as it's active.



%%* SupportPartyMember

to:

%%* SupportPartyMember
* SupportPartyMember: Has no means of attacking but can disabling individual enemy vehicles from a distance often beyond their firing range and cause enemy guided missiles to miss their targets.



%%* KillItWithFire

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%%* KillItWithFire* KillItWithFire: The MiG are armed with two napalm missiles that could be used effectively against ground targets or locked onto air targets. Working in groups [[=MiGs=]] excelled at torching several enemy units at once by creating a huge firestorm.



%%* StanceSystem

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%%* StanceSystem
* StanceSystem: Sort of, although you can't change stance and you have to buy it. You can build a [[CombatMedic propaganda speaker that heals your troops]], a [[GatlingGood gatling gun]], or a [[AwesomePersonnelCarrier bunker]] on top of them.
2nd Mar '17 6:02:07 AM naruto8900
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%%* CoolGuns/AssaultRifles
%%* CannonFodder
%%* FastRoping

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%%* CoolGuns/AssaultRifles
%%* CannonFodder
%%* FastRoping
* AreaOfEffect: Ranger flash-bang grenade has an area of effect impact damage, which may compensate for the delayed time.
* CoolGuns/AssaultRifles: The sidebar icon in-game depicts Ranger armed with M16A2 assault rifle.
* CannonFodder: Generally the same as the GLA Rebel and Chinese Red Guard in terms of power but also the second most expensive basic infantry.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Ranger to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Rangers take up to a minute to fully capture the structure.
* FastRoping: Rangers have the unique ability exclusive to USA generals, the Chinook Combat Drop. When in a flying Chinook the ability becomes available. The Chinook will fly directly over the targeted building or area and the Rangers within will rappel down and garrison the building, killing any enemy infantry within.




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* NonCombatEXP: Gain experience when capture enemy structures or neutral tech structures.
* {{Ranger}}: [[ExactlyWhatItSaysOnTheTin Well]], [[CaptainObvious duh]].
* TrickBomb: Flashbangs are normally used to disorient people but when Ranger uses them, they either do huge damage to enemy infantry out of open, or OneHitKill those in garrisoned structures.



* LaserSight: The Missile Defender's special ability to [[MoreDakka increase firing rate by 25%]].
* MacrossMissileMassacre: When they use their special ability.

to:

* FrickinLaserBeams: According to Zero Hour's sound files, General Townes was supposed to have his own version of the Missile Defender called the Laser Defender, equipped with a laser canon, but it was removed from the final version of the game.
* HomingProjectile: Game physics allow their missiles to continue to track and engage a fleeing target long after they've fired.
* LaserSight: The Missile Defender's special powerful secondary ability that allows them to lock on to an enemy vehicle and fire rockets at [[MoreDakka an increase firing rate by 25%]].
* MacrossMissileMassacre: When they use After locked-on the target with their special ability.
* CoolGuns/RocketsMissilesAndGrenadeLaunchers: The Missile Defender's cameo depicts him equipped with a FIM-92 Stinger missile launcher, which is odd as the Stinger is designed primarily for anti-air warfare, not for use against armor. In-game however, the launcher wielded by Missile Defenders resemble the Mk153 SMAW.



* ColdSniper: Pathfinder are sane, but quite professional, putting them in this category.



%%* ColdSniper
%%* InvisibilityCloak
%%* OneHitKill

to:

%%* ColdSniper
%%* InvisibilityCloak
%%* OneHitKill
* InvisibilityCloak: Stealthed when stationary.
* OneHitKill: They can do this to all infantry except hero unit.
* SniperRifle: Their weapon is a sniper rifle.
* StealthyMook: Pathfinder remain hidden even while firing.



%%* SniperRifle
%%* StealthyMook

to:

%%* SniperRifle
%%* StealthyMook



%%* CrewOfOne

to:

%%* CrewOfOne* CrewOfOne: Has the ability to commandeer any vehicle he wishes, including Overlord Tank.



%%* FrickinLaserBeams
%%* TankGoodness

to:

%%* FrickinLaserBeams
%%* TankGoodness
* FrickinLaserBeams: The Laser tank is practically a Crusader Tank equipped with a powerful laser.
* TankGoodness: The laser generated by the Laser Tank was more dangerous to enemy armor than even a standard 120mm tank shell. Only the Chinese Overlord could match the Laser Tank, and Townes' machine was far cheaper and faster. In large numbers, however, they were more than capable of decimating entire armored columns in seconds.



* AntiAir: TOW Missile allows Humvees to attack aircraft.



%%* FragileSpeedster
* FunWithAcronyms: Like its real world counterpart.

to:

%%* FragileSpeedster
* FragileSpeedster: The Humvee is quick enough to out-maneuver most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
* FunWithAcronyms: Like its real world counterpart.'''H'''igh '''M'''obility '''Mu'''ltipurpose '''W'''heeled '''V'''ehicle.



%%* AwesomePersonnelCarrier
%%* MookMedic
* NoExperiencePointsForMedic: Cannot be promoted.
* TheMedic: In Zero Hour, the Ambulance eventually gained the ability to heal all nearby friendly vehicles (there was supposed to be a separate repair Humvee, but that was scrapped), in addition to its infantry support role. This made them much more valued due to the vehicle, not infantry, dominance of the battlefield.
%%* SupportPartyMember

to:

%%* AwesomePersonnelCarrier
%%* MookMedic
* AwesomePersonnelCarrier: Could be equipped with drones for self repair and scouting. Not only that, but it could also carry up to three infantry travel thought area that contamination with radiation and toxins.
* NoExperiencePointsForMedic: Cannot be promoted.
As they cannot kill enemies, Ambulance never gain veterancy.
* NoSell: Ambulance is completely impervious to environmental hazards such as radiation and toxins.
* TheMedic: It's job is to heal allied infantry and repair friendly vehicles.
* MookMedic: Ambulance can heal nearby soldiers or it's occupants back to fighting condition.
In Zero Hour, the Ambulance eventually gained the ability to heal all nearby friendly vehicles (there was supposed to be a separate repair Humvee, but that was scrapped), in addition to its infantry support role.scrapped). This made them much more valued due to the vehicle, not infantry, dominance of the battlefield.
%%* SupportPartyMember
* SupportPartyMember: Has no means of attacking but can heal friendly infantry and repair friendly vehicles. Additionally, the Ambulance ould release a foam to clear radiation and toxins preventing harm to other units.



* FrickinLaserBeams

to:

* FrickinLaserBeamsFrickinLaserBeams: It's Point Defense Laser, which can neutralize enemy missiles and rockets before they reach the tank. It can also function as an anti-personnel weapon, capable of killing enemy infantry that get too close for comfort.



* AntiAir: A mobile AA gun.



%%* FrickinLaserBeams
* LaserSight: Its blue laser pointer improves the rate of fire of friendly units rather than itself.

to:

%%* FrickinLaserBeams
* LaserSight: Its FrickinLaserBeams: It's AA laser gun.
* LaserSight[=/=]MarkedToDie: Paints ground targets with its
blue laser pointer improves designator, increasing the fire rate of fire of friendly units rather than itself.attacking the marked target.



* FriendlyFireproof: Friendly infantry standing around the Microwave tank are somehow immune to being fried by the tank's microwave field.



* PowerNullifier: By focusing a microwave beam on enemy buildings the Microwave Tank can disable them.



%%* SupportPartyMember

to:

%%* SupportPartyMember



%%* LongRangeFighter

to:

%%* LongRangeFighter
* LongRangeFighter: The Tomahawk launcher had the greatest range of all land-based siege weapons but unable to fire upon targets at close range.
* SiegeEngines: The Tomahawk Launcher was the long-range siege weapon of choice for the USA.



* DefenselessTransports: The Chinook serves as a dedicated transport and has no weapon. The Combat Chinook however has gunports so infantry inside can fire at the enemy.






* FrickinLaserBeams: King Raptor's Point Defense Laser, which can neutralize enemy missiles and rockets before they reach the plane.





Added DiffLines:

* BottomlessMagazines: They never run out of missile and bullet.
23rd Feb '17 7:57:36 PM Lightning4119
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* BerserkButton: Destroying his airfields.

to:

* BerserkButton: Destroying his airfields. Destroy enough of them and [[ItsPersonal he threatens to come after you personally.]]


Added DiffLines:

* TheCavalry: Take out enough of his airfields and he can be heard to radio the ''USS Olympia'' for reinforcements.


Added DiffLines:

* LaserGuidedKarma: No pun intended. Should your base run low on power, he taunts you about it. One of the fastest ways to pull the teeth on his defenses is to take out the enormous fields of power plants.
22nd Feb '17 8:52:30 PM Lightning4119
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* UniversalDriversLicense: Pilot can transfer their level to the next vehicle they're sent in, no matter if the original or target use jets or wheels.

to:

* UniversalDriversLicense: Pilot Pilots can transfer their level to the next vehicle they're sent in, no matter if the original or target use jets or wheels.
wheels. He even says it in one of his selection quotes.
-->'''Pilot''': I can drive anything!
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http://tvtropes.org/pmwiki/article_history.php?article=Characters.CommandAndConquerGenerals