Follow TV Tropes

Following

Context Characters / CommandandConquerGenerals

Go To

1%%
2%%
3%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
4%%
5%%
6This page is a listing of factions and characters from VideoGame/CommandAndConquerGenerals.
7
8----
9[[foldercontrol]]
10
11!Factions and Characters
12
13[[folder: Chinese People's Liberation Army]]
14[[quoteright:180:https://static.tvtropes.org/pmwiki/pub/images/180px-China_2536.gif]]
15
16-->"China, do not forget me!
17-->--Last Words of a Chinese Red Guard
18
19The People's Republic of China relies largely on brute force and sheer numbers, culminating in a variety of powerful and heavily armored tanks, and has limited air power. China's playstyle emphasizes direct assaults and sheer power to defeat American technology and GLA stealth. Chinese troops and tanks gain special bonuses when in groups, and make extensive use of propaganda (passive healing) to support their troops. China has a major disadvantage in that its ground forces are generally slower than those of the other two factions. Due to having virtually no fast attack units, except for their [=MiGs=], China is forced to make large, ponderous assaults with heavy units, a tactic that can be countered by the GLA's speed or the USA's air power. However, the Chinese forces are well-suited to winning drawn-out battles of attrition.
20-----
21* AcceptableBreaksFromReality: The [[UsefulNotes/ChineseWithChopperSupport People's Liberation Army in real life]] has taken massive steps to modernize its military away from the stereotypical [[ZergRush human wave]] tactics seen in the game, starting in the 80's. However, while still strong in numbers, a more realistic Chinese military would play similarly to the US military in this game and thus blur the distinction between the two factions. Thus, artistic license is taken with the portrayal of the PLA in this game as to keep the distinction clear.
22* AntiHero: Of the UnscrupulousHero variety. They are one of the primary protagonists of both games' campaigns, alongside the US. However, they aren't entirely altruistic, as they have no trouble brute-forcing their way to victory if they have to- including using ''tactical nuclear weapons'' (to the point that the Europeans had to ask them to tone down their nuke-happy tendencies in ''Zero Hour''), handing said tactical nuclear weapons over to terrorist turncoats, or blowing up large portions of their own cities (and their citizens with it) to flush out GLA holdouts. Their occupied portion of Kazakhstan is also run questionably; it is implied that they mistreat the locals of Astana City given on how the GLA is able to rally them into violence so easily, and a PLA general in the southeastern region is selling weapons and equipment to the GLA.
23* ArtisticLicenseMilitary: See AcceptableBreaksFromReality above.
24* AwesomePersonnelCarrier: The Troop Crawler has eight passenger seats and the ability to detect stealth units. It's rather unimpressive by itself, as it's slow, lacks a weapon or fireports, and is not strong enough to make up for it. However, General Shin Fai's version comes with minigunners that can chop up light vehicles and infantry in seconds and allows the passengers to fire from it, as well as the Assault Helix helicopters. Additionally, Overlords are so large that you can ''build a bunker on top of its turret''.
25* BookEnds: The base game's Chinese campaign begins and ends with a Chinese military parade. Taking ''Zero Hour'' into account, the entire game begins and ends with a Chinese military parade.
26* BoringButPractical: Bunkers are [[ExactlyWhatItSaysOnTheTin exactly what the name suggests]], and seem at first glance as only useful as a backup to Gatling Cannons due to being able to garrison infantry units like Tank Hunters. On the other hand, they're very cheap to build, don't require power, and provide decent protection against toxins, napalm, and radiation. Moreover, like most Chinese structures, they can be upgraded with landmines, making them much more of a deterrent.
27* BreakOutTheMuseumPiece: Downplayed. Many of China's units are based on Cold War-era designs and aesthetics, albeit with some modern touches. They're still more than enough to hold their own compared to both the technologically advanced USA, and the subversive if more backward GLA.
28* CannedOrdersOverLoudspeaker: Chinese Speaker Towers can ''heal'' friendly units who hear them and encouraged them to fire a little faster. You can even install them on the Overlord Tanks and Helix choppers to turn them into pseudo-Medics.
29* ChinaTakesOverTheWorld: At the end of ''Zero Hour''.
30* ChummyCommies: The "Commie" aspect is very downplayed, as their communist nature isn't as overt as their Soviet predecessors, but they're anti-heroes who aren't above committing questionable methods (like blowing up large cities to eliminate their enemies), and their occupation in parts of Kazakhstan is downright oppressive, thus, also downplaying the "Chummy" part.
31* ColorCodedArmies: China is associated with red- a color of choice for many former Communist-bloc countries (which include themselves). For bonus points, red is considered an auspicious color in Chinese culture.
32* CompositeCharacter: Of the Global Defense Initiative and the Soviets. They have the status as a protagonist side and utilize heavier tanks, and in ''Zero Hour'' they even have Mini-gunners like GDI in ''Tiberian Dawn'' (albeit the latter is InNameOnly as they carry assault rifles), but also have the communist aesthetic and willingness to use nuclear and flame-based weaponry like the Soviets, and also share their brutality as well.
33* DeathFromAbove: Artillery is one of China's specialties. In addition to long-range units like the Inferno Cannon and Nuke Cannon, you can call in a devastating barrage from off-screen gun batteries that grow in severity depending on rank.
34* DepletedPhlebotinumShells: Depleted uranium is an upgrade to their tank gun ammunition.
35* DestructiveSaviour: Compared to the USA, China's preferred ways of waging war are more likely to cause considerable collateral damage. The PLA sees little trouble with using weapons ranging from napalm to ''[[ThereIsNoKillLikeOverkill tactical nuclear weapons]]'', if it means that there's little left of the enemy. Coincidentally, this comes back to haunt the Chinese in the main campaign when the GLA manages to garner enough local support to drive them out of Kazakhstan due to those same methods. While in ''Zero Hour'', the UN Security Council is mentioned as requesting China to dial down on the collateral damage in Europe.
36* IDidWhatIHadToDo: It's implied that the Chinese authorities didn't ''want'' to have the Three Gorges Dam destroyed, given the damage it'd do downstream. But in the face of a GLA onslaught, they had little other choice.
37* TheEmpire: Has shades of this. While they share the same enemies as the USA (and have performed joint operations on few occasions), they are still an imperialistic hegemony with goals of expanding their reach and influence throughout the globe, and their eventual goal of [[ChinaTakesOverTheWorld ruling the world]] [[spoiler:which more or less happens at the end of ''Zero Hour'' following America's slide into isolationism]].
38* ExplosiveOverclocking: Chinese nuclear power plants can be forced to provide 50% more power, but you better get started building more because overloading the reactors leads to the building slowly destroying itself. This can even be used offensively, by hijacking opponents power plants and deliberately putting them into overload mode. When they blow, they'll contaminate a large area and damage any troops/vehicles in it.
39* {{Expy}}: Unsurprisingly enough, they're this towards the Soviets from [[VideoGame/CommandAndConquerRedAlert Red Alert]], due to their whole "Communist Powerhouse" faction schtick that's signature color is red, complete with their Overlord Tanks, which are an obvious pastiche of the Soviet's Mammoth Tank and it's successor the Apocalypse Tank.
40* FactionCalculus: Powerhouse (massive amount of tough, unsophisticated units backed by tough, powerful units like Overlords).
41* GatlingGood: The PRC has several units and base defenses made better with gatling weapons, which spit lead faster the longer they've been firing and are capable of shooting down larger missiles. One of the Chinese subfactions in ''Zero Hour'' gives them to the standard infantry, making them incredibly powerful.
42* ImpressivePyrotechnics: China is arguably the best faction at doing this. Just drop some napalm, nukes and EMP bombs in the same area and watch the amazing fireworks.
43* KillItWithFire: They've got flamethrowers, incendiary artillery shells, incendiary bombs, incendiary air-launched missiles, and if that doesn't solve the problem, bring out the [[TechnicolorFire Black Napalm]] upgrade for all of them. And if that still doesn't work, it's time to switch to ''nuclear'' fire. They're also capable of walling off approaches with constant firestorms.
44* LandMineGoesClick: Defied. The Chinese can equip most of their structures (except Speaker Towers) with hidden land mines to deter advancing enemies or attempts to capture said buildings, which can detonate without warning. They can also airdrop mine fields, while ''Zero Hour'' allows them to upgrade these to neutron mines.
45* NiceJobBreakingItHero: China's efforts to assert its authority and crack down on the GLA in Central Asia ironically wind up ''empowering'' its foes due to how draconian said efforts were, leading to some flocking to the GLA out of spite.
46* NukeEm: The PRC, as a whole, and General Tsing Shi Tao's forces in particular. They specialize in nuclear warfare, and when they aren't spamming nuke silos, they're steamrolling you with nuclear-powered tanks firing depleted uranium, or [=MiGs=] and Helixes dropping tactical nukes.
47* MonumentalDamage: The very first Chinese mission has Tiananmen Square in Beijing being ground zero for a GLA nuclear terror attack. While subsequent ones have the Chinese themselves being forced to destroy the Hong Kong Convention and Exhibition Centre to root out a GLA cell, as well as blow up the Three Gorges Dam to take out advancing GLA forces.
48* MoreDakka:
49** More or less what Chinese Gatling operators want the longer they're putting their weapon in action. The Gatling Tank crewmen invoke More Dakka. It's even in one of their selection quotes: "Need a bullet barrage?"
50** Minigunners, Overlord Tanks and Helix-2 helicopters can equip Gatling guns.
51* OccupiersOutOfOurCountry: Downplayed. Many of the early missions involve rooting out GLA cells that had infiltrated China's borders, with one such outpost even being right in the middle of Hong Kong. ''Zero Hour'', meanwhile, has the GLA slipping back in to assault a Chinese nuclear power complex, only to be thwarted by PLA forces, effectively ending the GLA's adventurism in East Asia.
52* PatrioticFervor: Chinese units are presented as being ''very'' nationalistic (to the point that they border on being fanatical), even crying for their country to not forget them upon dying. This trope is even weaponized as a Propaganda Center upgrade, enhancing both horde bonuses and the healing of Speaker Towers.
53* PropagandaMachine: PlayedWith.
54** BCTV's Sun Meiying from ''Zero Hour'' has a clear bias toward China and its government's policies, but nonetheless tries to tone it down in her reporting.
55** On the flip-side, the PLA isn't afraid to openly exploit nationalistic fervor on the battlefield, from Speaker Towers to the aptly named Propaganda Center.
56* RedChina: The game features, oddly enough, a combination of the two varieties. Chinese society is clearly of the second type, which makes sense, as the game takes place in our timeline during the 2020s, but their military, with its [[ZergRush tactics]] and units, is based on that of the first type. [[AllThereInTheManual Not that it is seen in the game]], but the background mentions that China's new generation leaders enacted a whole set of reforms and civil liberties. It still has the traces of authoritarianism but there is an implication that by 2020s China is a relatively free society with a militaristic bent like the United States.
57* RoaringRampageOfRevenge: The first Chinese mission has the PLA striking at the GLA forces responsible for setting off a nuclear bomb in Beijing. Similarly, the second mission has the Chinese indiscriminately crushing a GLA cell hiding in Hong Kong after most of the task force sent there is wiped out by a hidden bomb. These eventually motivate them to push into Central Asia in an attempt to crush the GLA, which backfires.
58* SlapOnTheWristNuke: A jam-packed battalion of units will succumb to a nuclear explosion, but many buildings can withstand it, even at ground zero. However, with the exception of the Nuclear Missile silo (unless the ''optional'' "one of each superweapon" build-limit is disabled before beginning a skirmish/multiplayer game), there's no limit to the number of other tactical nuclear weapons you can build at once. Particularly in the case of the Nuclear Cannon: an artillery that fires ''nuke shells'', likely based on the [[{{BFG}} 280mm]] M65 "Atomic Annie" (albeit, as a self-propelled version) , which was used in the [[http://en.wikipedia.org/wiki/Upshot-Knothole_Grable Upshot-Knothole Grable]] nuclear test, after which the nuke cannon's icon is clearly based. It counts more as a WaveMotionGun that fires AbnormalAmmo, though. China's superweapon in ''Generals'' is also surprisingly weak, given it's a short-range ballistic missile. It's weaker than the GLA toxin-laced Scud Storm, has a longer cool-down timer, and (unlike the Storm) requires power. It also only strikes once, making fighting the GLA and their structure holes a pain in the ass.
59* SlaveToPR: Downplayed in ''Zero Hour''. The Chinese tear down GLA monuments and outposts while driving them out of Europe to both bolster public opinion and convince the UN Security Council that it's the right superpower for the job.
60* TechnicolorFire: The Black Napalm upgrade turns all flame weapons from orange to bright purple. There is even a bit of FridgeBrilliance to that, since purple really is more energetic than orange.
61* VirtuousCharacterCopy: They're this to the Soviets, but downplayed given their nature. Rather than being a group of delusional hypocrites, they are genuinely capable of doing good in spite of their methods revolving heavily on brute force (such as their draconian rule in the occupied Kazakhstan region), and being more than willing to use weapons of mass destruction like nukes and whatnot. In spite of all their flaws, they're as opposed to the GLA as the Americans are.
62* ZergRush: What most of their tactics boil down to. Exemplified by the fact to further encourage massing, groups of five or more of the same Chinese unit in close proximity get a damage bonus.
63
64!!Infantry General Shin Fai
65[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px-Fai_4057.jpg]]
66-->''"I have enough men to crush you without firing a shot!"''
67
68A Chinese Class AAA general serving in the People's Liberation Army (PLA) around the time of China's struggles against the GLA, Fai firmly believed that China's greatest battlefield strength was in its vast infantry divisions, and committed his forces to infantry-based strategies, developing a number of unique vehicles and technologies. Fai earned the moniker 'The Anvil' thanks to his streamlined and occasionally brutal command structure. Fai placed great emphasis on discipline, and those able to maintain it within his infantry divisions were rewarded. Able to mobilize 4 divisions in 24 hours, his troops' efficiency and professionalism prevented the 2018 Taiwan Conflict from becoming a global war.
69
70Stationed at Camp Snake, Beijing, Fai's Combat Number is 2030-200403-1.
71-----
72* CripplingOverspecialization: His infantry hordes can chew apart armor or aircraft, but will fall quickly to napalm, anthrax, flash-bangs, and snipers. He does have various vehicles to protect them, but they're expensive to produce.
73* DepartmentOfRedundancyDepartment: Likely the reason the Gatling Tank isn't available in his arsenal in addition to the Battlemaster and Overlord, as the Assault Troop Transport and Assault Outpost easily fulfill the anti-air armor quota.
74* DevelopersForesight: Should he capture a different General's (or even vanilla Chinese) War Factory, any Battlemaster tanks he makes benefit from his Patriotism horde upgrade just like his soldiers.
75* DirtyCoward: If some of his quotes are any indication.
76* DummiedOut: His challenge map is not available in the game, but can be restored using mods.
77* ItsRainingMen: He can para-drop his basic infantry by using General's Powers.
78* LaughingMad: Has fits of these as some of his taunts, each one more sinister than the last.
79* NoodleIncident: The 2018 Taiwan Conflict in his background information, where nothing else is elaborated.
80* PowerupLetdown: His Helixes automatically come with bunkers installed in them, at the expense of denying them the option of installing a Speaker Tower or Gatling Cannon instead.
81* WeHaveReserves: His troops can be easily replaced. Though his Mini Gunners don't get trained in pairs, his Troop Crawlers and Listening Outposts come with extra soldiers packed in them.
82* ZergRush: The biggest example in game thanks to his masses of infantry.
83
84
85!!Nuclear General Tsing Shi Tao
86[[quoteright:253:https://static.tvtropes.org/pmwiki/pub/images/250px-Tao_8641.jpg]]
87-->''"Melt! Everything must melt!"''
88
89A Chinese Class AAA general serving in the People's Liberation Army during the GLA. conflict, Tao's focus on nuclear energy earned him the moniker of the 'Nuclear General'. Although his reliance on often untested and unstable nuclear technology has led to a number of costly accidents, Tao's natural talents as a tactician and his knowledge on nuclear weapons have more than made up for this. More recently, Tao's convictions have paid off, and he has fielded a number of buildings and units improved by more affordable and more advanced nuclear power generators.
90
91General Tao is stationed at Base Ox, Chengdu, and his Combat Number is 0000-000000-1.
92-----
93* ArtisticLicenseMilitary: His uniform is that of someone holding the rank of Marshall of The Peoples' Republic of China, which would suggest that he outranks the other two playable Chinese generals and holds the same rank as Leang, even though his stated rank is the same as Ta Hun Kwai and Shin Fai.
94* BerserkButton: Tao ''does not'' like his nuclear missile silos being harmed.
95* BilingualBonus: "Tsing Shi Tao" roughly sounds like "Qing Shi Tou" (青石头), literally meaning "GreenRocks". Uranium glass, which appear green under ultraviolet light, is commonly used to depict Green Rocks in popular culture.
96* EvilLaugh: He has a dangerous giggle once his missile silos are ready to fire.
97* JackOfAllStats: He's the only general in the game who doesn't have any reductions compared to his base faction's arsenal (other generals usually sacrifice tanks, artillery, or stealth capabilities). The only blatant disadvantages he has compared to the regular Chinese arsenal is the fact that Infantry and Aircraft cost more to produce (and even then, Kwai has to pay even ''more''), and he lacks most napalm-based advantages that are usually more long lasting and effective against non-infantry-type targets.
98* NamesToRunAwayFromReallyFast: "Nuclear General" is, by most metrics, a pretty intimidating epithet.
99* NoodleIncident: He was the head officer in Mudanjiang when an unspecified disaster occurred that almost cost him his career. Nothing else is elaborated on this.
100* NukeEm: General Tao's entire schtick is that he loves nukes. Power, weapons, doesn't matter, he loves it. He gets cheaper Nuclear Missile Silos, more powerful nuclear reactors, doesn't need to spend a general point to get Nuke Cannons, his planes and helicopters can drop nukes, and his tanks have the Nuclear Tanks and Depleted Uranium Shells upgrades for free.
101* VillainousBreakdown: It's more "antagonist" than "villainous", but Tao has a minor one when you take out his Command Center. Doesn't seem to slow him down a bit though.
102* WakeUpCallBoss: He's never the first General to be faced off in the Generals Challenge. Mostly because of the Nuclear Missile Silo he activates within ''seconds'' upon starting his mission, as well as the constant spots of radiation that get in the way of ground units.
103* WarmUpBoss: If you play as Granger, Tao is the second general you face. This is mainly because the irradiated village, a large part of the map and necessary to go through to reach Tao's base, is only of consequence to ground units and Granger can simply fly his airplanes/choppers over them. This same factor means that Granger can also easily launch airstrikes to destroy (or simply disrupt the countdown of) Tao's nuclear missile silos.
104* WeHaveReserves: A few of his experiments were rather costly in lives. Neither he nor his superiors seemed to mind that much. On his generals challenge map, he willingly sends Red Guards through the radioactive mess that is the city between his base and yours, even if most of them end up dead before they can even reach you.
105
106!!Tank General Ta Hun Kwai
107[[quoteright:253:https://static.tvtropes.org/pmwiki/pub/images/250px-Generals_General_Kwai_5755.jpg]]
108-->Voiced by Michael Bell
109
110-->''"Tanks are the key to any victory... as you well know."''
111
112A Chinese general (Class AAA), Kwai served in the People's Liberation Army around the time of China's conflict with the GLA. A well-established figure in the PLA hierarchy, General Kwai is convinced that China's greatest victories will be won using its vast tank divisions, crushing the opposition beneath their treads - and indeed, he won a great many victories. A disciple of Cold War Soviet tank tactics, General Kwai published a number of papers detailing modifications to these, and also spearheaded techniques to reduce the costs of tank production. In addition Kwai sponsored the Emperor Programme, an initiative to further improve on the impressive Overlord Tank - the first tanks produced as part of this programme were constructed in 2019.
113
114Stationed at Base Rat, Jinan, China, General Kwai's Combat Number is 9999-322436-5.
115-----
116* AttackAttackAttack: Lacks artillery units, which forces him to take a head-on approach against enemy defenses.
117* AwesomeButImpractical: General Kwai is China's TankGoodness specialist, with a discount on his main Battlemaster tank, a slight discount on his Overlord Tank [[note]](called the Emperor, which comes with a propaganda tower that heals stuff and gives firing speed bonus as default and can ''also'' upgrade with GatlingGood)[[/note]]. He also has an upgrade to make the Battlemaster tanks fire even faster, and all tanks begin as Veterans. However, Kwai lacks the ability to build artillery guns such as the Inferno Cannon, or the Nuke Cannon [[note]](Itself somewhere between this trope and DifficultButAwesome, but Generals Points can't even unlock it to provide him an artillery unit)[[/note]]. This leaves him with Generals Powers on a long cooldown timer, or using price-inflated attack jets ($1600, ouch), to deal with base defenses and long-range enemies. Also, his tanks still require a costly engine upgrade from the $5000 super weapon to fix their cumbersome speed.
118* CripplingOverspecialization: Kwai can build exceptional tanks very quickly..... Which will in turn fall quickly to anti-tank units, and his complete lack of artillery means he won't be able to effectively and safely assault fortified positions. His aircraft and infantry are also ''far'' more expensive to produce.
119* CloseRangeCombatant: His complete lack of artillery units forces him to fight within shooting distance, meaning he cannot safely destroy reinforced positions.
120* PowerUpLetDown: Despite the Emperor Overlord combining the propaganda tower and gatling gun upgrades, shooting faster, and actually being cheaper than a regular Overlord, it has two very distinct drawbacks that can make it actually less useful in some cases. First, unlike the baseline Overlord (and other vehicles with a speaker tower), its speaker tower never benefits from the Subliminal Messaging upgrade, even though Kwai does get it and it affects his other speaker towers. Second, the Emperor Overlord cannot have a battle bunker like a regular Overlord, which denies it the versatility of a bunker full of 5 infantry (though some argue that this upgrade tends to be redundant on Overlord Tanks to begin with).
121* PunctuatedForEmphasis:
122--> Tanks! Build! More! '''TANKS!'''
123* PunnyName: His name is a play on the Chinese phrase "他很快" (pinyin: Ta Hen Kuai), which literally means "he is fast". This is meant to be symbolic of his strategy of using vehicles, but since China has little in the way of fast armored units, it serves as an IronicName until you finally unlock the Nuclear Tanks upgrade, which gives a major enhancement to the speed of his tanks.
124* TankGoodness: Specializes in tanks and can produce an enhanced version of the Overlord Tank called the Emperor Overlord, which can have both the speaker tower and gatling gun upgrades at the same time.
125* VillainRespect: Knock out his Command Center and he'll admit to being impressed, saying that few manage to last that long against him.
126* WarmupBoss: Kwai, like Granger, is usually one of the first Commanders you face. His map is arguably the simplest, and his complete lack of siege weaponry and his refusal to build a nuclear missile silo until after you've built your own superweapon make him very easy to simply turtle out by piling on the defenses. There are also a ''lot'' of supply stacks scattered throughout the map.
127* ZergRush: Like Fai in this regard, only with tanks instead of infantry.
128
129!!General Leang
130-->Voiced by Pamela Woon
131[[quoteright:254:https://static.tvtropes.org/pmwiki/pub/images/250px-Leang_9771.png]]
132-->''In the end, all fall before me."''
133
134She is a Chinese Class AAAA Dragon General stationed close to Tibet. One of the highest-ranking generals in the People's Liberation Army, General Leang was one of the Chinese generals most trusted by the United States, and she had access to advanced US military technology, including the Particle Cannon superweapon. Rumors also persist that Leang did not consider herself above using pilfered GLA technology where appropriate, in spite of the often dubious position that doing so would have put her in. At the very least Leang is strongly suspected (to the point of near-certainty) of having possessed a GLA Scud Storm.
135-----
136* AllYourPowersCombined: Uses units, powers and upgrades from all factions.
137* FinalBoss: Of the General's Challenge.
138* FinalExamBoss: Thanks to her collection of hardware and upgrades from every faction. This means you have to face things like Chinese tanks with the USA's composite armor upgrade along with all three commandos ''and'' all three superweapons.
139* LastChanceToQuit: At the opening cutscene, she actually gives one final warning for your troops to leave before you anger her. They ignore said warning and proceed to be wiped out to the last man, leaving you only with your starting Command Center.
140* GracefulLoser: Unlike other generals she actually takes losing well and admits you were the better general.
141* {{Metaphorgotten}}: One of her taunts.
142--> You find yourself at the end of your rope, General. And only now do you realize that the end of that rope is ''on fire.''
143* NamesToRunAwayFromReallyFast: You'd run away from a tigress if you were a lesser, non-General opponent. You can, however, invert this toward '''her''' in good time, not that she cares to notice until you destroy a good amount of her non-defensive buildings that is.
144* ThereIsNoKillLikeOverkill: Her first move is to drop all three superweapons on your advancing forces.
145
146!!Black Lotus
147[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/100px-CNCG_BlackLotus_Cameo_1396.png]]
148-->''"Alright, I'm here. Let's have an update."''
149
150The Chinese Black Lotus is a different kind of soldier. Able to infiltrate almost any information network, she can shut down buildings or vehicles or steal money from an enemy account.
151
152When serving under General Shin Fai, Black Lotus agents received additional training that made her hack faster and gain veterancy. The agent 'Black Lotus' is renamed Super Lotus and normal hackers are turned into super hackers that could disable vehicles permanently.
153-----
154* ActionGirl: While Black Lotus does not attack enemies with weapons, she nontheless can potentially capture an entire enemy base by herself if not detected, as well as steal money or disable bothersome vehicles. She also happens to be the only hero infantry that can detect stealth units.
155* EnemyExchangeProgram: She can hack buildings and put them under your control, and she can do so much faster and from further away than basic infantry can.
156* TheCracker: Doesn't kick butt, but her trusty notebook computer disables vehicles, steals cash, and captures buildings.
157* HeroUnit: An interesting example who isn't meant for combat.
158* {{Irony}}: She's a member of China, which are the equivalents of the Soviets, and use the same brute force tactics involving swarms of units to overwhelm their opponents, but she is instead a support unit who specializes in sabotage.
159* InvisibilityCloak: Black Lotus is stealthed when not using an ability.
160* ImpossibleThief: Black Lotus can be this with her Capture Building and Cash Hack abilities.
161* SupportPartyMember: Unlike Colonel Burton and Jarmen Kell, Black Lotus has no direct offensive capabilities - her only way to deal with enemy units is with her Disable Vehicle ability. Still, she can be a huge threat with her ability to steal cash from enemy Supply Centers, capture buildings from a distance and, in the case of Super Lotus, disable buildings altogether.
162* TrueSight: She can detect stealthed units.
163
164[[/folder]]
165
166[[folder: United States Army]]
167[[quoteright:128:https://static.tvtropes.org/pmwiki/pub/images/Generals_USA_icon_186.png]]
168
169-->"Made in the U-S-of-A."
170-->--US Dozer
171
172The United States is the most technologically advanced faction, and fights with a combination of powerful ground units and a large, versatile fleet of aircraft. USA forces rely on skill, mobility, and high technology to defeat the raw firepower of China and the guerrilla tactics of the GLA. USA ground vehicles can deploy unmanned drones to support and repair them in combat, and American troops and vehicles make extensive use of laser technology to guide weapons and defend against attack. American infantry have a number of special abilities and the USA also fields the largest air fleet in the game. The USA has a major disadvantage, however, in that it has the most expensive economy in the game; in comparison to troop costs, it has a less stable supply of power than China, and its high-tech units are very expensive. However, they also gain resources the fastest, to combat that shortcoming.
173-----
174* AmericaSavesTheDay: ZigZagged.
175** Played straight in the main game and subverted in the expansion. After emerging triumphant in the USA campaign, [[spoiler:the GLA campaign sees the Americans humbled and kicked out of Europe, [[ChinaTakesOverTheWorld leaving the Chinese to save the day and rise to prominence as leader of the Eurasian Unity League.]]]]
176** Subverted in the very first USA campaign mission. The Americans manage to liberate Baghdad from GLA control, though not in time to stop a Scud Storm attack from taking out the city center.
177* ArtisticLicenseMilitary: During the "Defending the Docks" mission for ''Zero Hour'', the USS Daedalus (an aircraft carrier) is shown with PT Boat escorts, the boat's gunner should be that of a Ranger not a Rebel. Also, going by the model of the boat they're using, they should be fielding their own, advanced, PT Boats instead of the one that is ''very'' outdated, and less advanced.
178* ArtisticLicenseNuclearPhysics: US Cold Fusion Reactors (in itself impossible under current physics understanding) have Control Rods like Fission Plants. Heightening them (which ''costs money'') enhances the power output by 100% (300% for Superweapon General). At least these reactors don't explode unlike their Chinese fission counterparts.
179* AttackDrone: Most US vehicles can deploy one of three types of drones for a minimal fee: Sentry Drones to increase sight range and detect hidden enemies, [[CombatMedic Battle Drones]] with machine guns and the ability to repair their "parent" vehicle, and (with the expansion) [[UsefulNotes/AirLaunchedWeapons Hellfire Missile]] Drones to shoot missiles at enemy vehicles. Unlike other examples, these drones can be destroyed by enemy fire, and even targeted directly - in fact, enemy base defenses will by default target these drones first, giving the parent vehicles time to tear through the turrets and gun emplacements relatively unmolested.
180* AwesomeButImpractical:
181** Propaganda Leaflet Drop. It makes enemies stop fighting for a mere minute, and it's not a total surrender. More often, pragmatic players would rather spend the Generals point on a [[BigBulkyBomb MOAB]]. The B-52 dropping the leaflets, on the other hand, is quite the bullet sponge, which comes in handy if [[WeNeedADistraction you need a distraction]].
182** Also applies to some degree to the USA's ultimate weapon, the [[KillSat Particle]] [[WaveMotionGun Cannon]]. Sure, it's fun to be able to break it out, but at the same time it is a very narrow-focused beam of light that doesn't do a lot of area damage compared to China's [[NukeEm Nuclear Missiles]] or the widespread infantry-killing of the GLA's [[TrickBomb SCUD Launcher]]. However, it does have the shortest cooldown timer, and the fact that it can be redirected after firing makes it ideal for punching burning holes in defensive lines, destroying enemy superweapons, or to be unleashed on a tank blob at the most opportune moments.
183* AwesomePersonnelCarrier:
184** Humvees, which moves rather fast, can be loaded with 5 infantry that can fire out of the Humvee (Pathfinders and Missile Defenders are particularly popular choices online), and can be further upgraded to fire TOW missiles at land or air targets.
185** General Granger has a special version of the Chinook with a point laser defense system (which shoots down most missiles fired at it) and built in fire ports as well, it has 8 slots for infantry and as with the normal Chinook, it's fast and at the same time, very tough, you may weep now.
186* BoringButPractical:
187** US Firebase defenses are little more than stationary howitzers that aren't always sufficient to destroy incoming armor by themselves. On the other hand, they also come equipped with strongpoints from which garrisoned infantry could fire freely, and when positioned in tandem with Patriot missile launchers, they could easily hold back most enemies. That they don't require power also means that they're good for plugging vulnerable security gaps in a pinch.
188** Some of the USA's light vehicles, notably the Avenger and Ambulance, are just reconfigured variations of the Humvee. Then again, the Avenger can not only damage aircraft but could serve as long-range targeting for Tomahawk missiles, while the otherwise unarmed Ambulance could both heal friendly units and effectively scrub terrain of radiation or toxins in a pinch. Given how flexible the base unit is, however, it'd also make sense that it would serve as a convenient template.
189* BystanderSyndrome: Downplayed. While the USA is also actively fighting terrorism, it's initially more hands-off, being content to just send in air support or small task forces for a seemingly far-off enemy, and letting the Chinese take care of the rest. After the GLA launches strikes on European soil from Baikonur, however, the Americans are ''fully'' snapped into action.
190* ColorCodedArmies: USA uses blue with their vehicles are light grey and installations are bright metallic grey.
191* CoolPlane:
192** The Raptor, Stealth fighter, Aurora bomber, the A-10 Thunderbolt II, the Spectre Gunship, the B-3, and, of course, the good ol' B-52- the USA is the go-to faction for awesome planes.
193** [[LightningBruiser The Spectre Gunship]] is partly based on the AC-130H Spectre. The only difference is that while the RealLife counterpart runs on somewhat slow turboprops, the fictionalized one runs on ''jet engines''.
194* CompositeCharacter: Of the Allies and the GDI. They have the blue color scheme, penchant for DeathFromAbove, as well as high mobility of the former, but also use technology that's simultaneously advanced yet conventional at the same time like the latter. Their ultimate weapon, the Particle Cannon Uplink is even similar in nature to the GDI's Ion Cannon, with the exception of it being much more precise and longer lasting.
195* CorruptedCharacterCopy: Downplayed. The USA is a somewhat distorted mirror of the Global Defense Initiative. While nominally acting under a UN mandate, genuinely committed to combatting terrorism across the world, and specializing in potent (if expensive) firepower, the Americans are much more driven by geopolitical self-interest than anything else. Moreover, in contrast to GDI's [[MultinationalTeam international nature]] and eventual evolution into a OneWorldOrder, the US is very much a one-man show that's all about patriotic pride [[spoiler:and eventually leaves the Free World to fend for itself as it slides into isolationism]].
196* CurbStompBattle: In first USA mission cutscene in Generals, a battalion of US Crusader tanks face off against an equal number of GLA Scorpion tanks. The result: all the GLA tanks get obliterated while the US tanks suffer zero casualties. Then another column of GLA tanks come in only to be bombarded to oblivion by Raptors.
197* DeathFromAbove: The USA's other specialty is its reliance on air power and having the most robust selection of aircraft among all the playable factions.
198* DecoyProtagonist: Is initially this in the main game... [[spoiler:until the end of ''Zero Hour's'' GLA campaign, where the GLA landing on US soil is enough to humiliate the nation into issuing a withdraw order to the US military stationed in Europe in order to reinforce its defenses (especially after their aircraft carrier got sunk by a captured Particle Cannon).]]
199* DualModeUnit: The American Strategy Center can select "Battleplans" to affect all their units on the battlefield. See StanceSystem below.
200* {{Eagleland}}: The USA is a mixed-bag. On the one hand, the Americans are shown to be firmly on the heroic side and genuinely preserving freedom against the GLA. On the other hand, they're not above some murkier wetwork of their own, and aren't entirely altruistic in their motives. [[spoiler:To point of abandoning Europe to the GLA in ''Zero Hour'' after a string of humiliating defeats.]]
201* ElitesAreMoreGlamorous: The Americans you're allowed to use are made up of nothing but elites or hi-tech regulars. The Army Rangers are the basic U.S. Army infantry.
202* EliteArmy: US Army leans this way, with powerful and versatile units that cost quite a lot. Their basic transport, the Humvee, costs about 30% more than the flexible Technical of the GLA and isn't as maneuverable, but its passengers can shoot out of it and it can receive an upgrade to take on even light tanks by itself, and that's not to mention the drones it can build (much like all other US ground vehicles). Even the basic infantryman costs 150% of the opponent's, but on the other hand, those don't get crowd-control attacks (Flashbangs) and can't be dropped off into buildings, occupied (which clears out the enemy from it) or otherwise, by choppers.
203* EnemyMine: Twice, with the USA being on different sides each time:
204** in "Desperate Union", the US has to fight a rogue PRC General that has allied with the GLA.
205** in "Area 52" a rogue GLA cell joins the US to fight against Dr Thrax, because [[EvenEvilHasStandards even they find him beyond the pale]].
206* EnergyWeapon: [[DestructibleProjectiles Point-defense lasers]] and the Missile Defender's Laser Sight. In ''Generals: Zero Hour'', laser technology matured to give all American factions the [[AntiAir anti-aircraft]] Avenger Humvee. The specialist Laser Army faction commanded by Gen. Townes uses Laser Turrets, Laser Crusaders and procured Avengers, while USAF Gen. Granger dumped Paladins for aircraft with multiple point-defense lasers.
207* {{Expy}}: The United States of America in the Generals series have shared some characteristics with the GDI from the Tiberium series, in which they are a peacekeeping force trying to fend off terrorist attacks just like the GLA and Nod. The USA are technologically similar to the GDI in that they can use transportation of troops to carry around the battlefield like the Chinook, while their Particle Cannon is a more controllable version of the Ion Cannon.
208* FactionCalculus: The USA is Balanced, featuring a large number of above-average units with various special abilities at the expense of higher costs.
209* TheFettered: While the Americans aren't above going overkill on their enemies, they do have ''some'' measure of restraint, such as refraining from nukes unlike China. Then again, when the USA could just fire Particle Cannons, deploy Spectre Gunships, or drop a MOAB, that self-restraint becomes a lot easier to keep.
210* GatlingGood: The USA A-10 Thunderbolt II and AC-130H Spectre also have Gatling weapons, but their firing rate is consistent unlike their Chinese counterparts.
211* HegemonicEmpire: The USA has shades of this. The Americans maintain various bases and outposts across the globe, while flaunting their claims of being defenders of the Free World. That said, however, they're the more benevolent (and less destructive) of the two world powers standing up against the GLA.
212* HopeSpot: The USA in ''Zero Hour'' almost succeeds in crippling the GLA early on, even getting close enough to take out General Mohmar "Deathstrike" at the very beginning of the GLA campaign, only to miss the opportunity at the last minute. This would come to bite the Americans hard [[spoiler:when the resurgent GLA drives them back into isolationism.]]
213* HumiliationConga: In ''Zero Hour''. [[spoiler:The GLA not only drive the USA into isolationism, but proceed to overrun American bases in Europe to further add to that humiliation. This in turn forces the Americans to "authorize" China with saving their remaining troops and using their leftover assets to fight back, something they otherwise would ''never'' have done.]]
214* ItsRainingMen: With Paradrop, the USA can deploy up to 24 Rangers. Hallelujah!
215* KillSat: The Particle Cannon, [[SubvertedTrope subverted]]. Technically, they're not even real Kill Sats -- they're actually part of a bigger [[PillarOfLight beam]] [[WaveMotionGun cannon]] system, and their job is [[ReflectingLaser to reflect beams fired from a Particle Cannon on the ground to another spot on the ground]].
216* LastStand: The final Chinese mission in ''Zero Hour'' reveals that the USA's last major base in Europe tried to hold out, only to be captured anyway. The Americans authorizing China to not only rescue the prisoners but also use the base's facilities to finish off the GLA once and for all effectively marks a PassingTheTorch moment.
217* ALighterShadeOfGrey: The USA is by far the most benevolent of the factions. That said, however, its nationalistic grandstanding about fighting for freedom is driven more by self-interest than the concerns of the locals. Moreover, it's not until US military and civilian assets are ''directly'' impacted by GLA attacks the the Americans even step into the fight fully.
218* LudicrousPrecision: Downplayed. In contrast to China's DestructiveSaviour tendencies, the USA purposefully tries to minimize collateral damage at least on paper, from using Tomahawk missiles for precision strikes and point-defense lasers to the Particle Cannon requiring more pinpoint control to maximize its effect due to a much narrower kill radius. This doesn't make American weapons and abilities less devastating, as the US is just as capable of carpet-bombing enemies to submission, but it also means that they don't leave too ''much'' of a mess once the dust settles.
219* MacrossMissileMassacre:
220** Their Comanches can utterly saturate a small area with a storm of rockets given the Rocket Pods upgrade, making it extremely potent at stopping tank rushes.
221** The American base defense is the Patriot missile launcher, which fires a salvo of four missiles at its target. Admittedly not very impressive, except that it transmits the target's location to nearby turrets, allowing them to also engage the target well past what their range would be without the data link, resulting in this trope.
222** A sizable contingent of Tomahawk Missile launchers could pulverize a targeted area with more missiles than the enemy could shoot down.
223** A viable strategy is to load down Humvees with four Missile Defenders and one Pathfinder. With the TOW missile upgrade, that's 5 missiles and a OneHitKill vs. infantry concentrated into a space the size of a family minivan.
224* MundaneUtility:
225** The USA's laser technology has advanced enough to the point of serving as effective point-defense systems.
226** Drone technology has similarly advanced to the point of being relatively cheap to deploy as scouts and armed support for other units.
227* MythologyGag: The USA plays similarly to the Allies in the Red Alert series, especially with its penchant for air power.
228* NeutralityBacklash: America's relatively hands-off approach of dealing with the GLA comes to haunt it following the capture of Baikonur, allowing the terrorists to strike at almost every corner of the world. This ultimately forces the USA to be fully committed in wiping the GLA out.
229* NeutralNoLonger:
230** While the USA is shown providing air and covert support in the Chinese campaign, it's not until the GLA's Scud attacks from Baikonur that the Americans get fully committed to wiping them out.
231** Reversed in ''Zero Hour.'' [[spoiler:The GLA's sneak attack on US soil and later "conquest" of Europe humiliate the Americans to the point of retreating into isolationism, leaving it to the Chinese to clean up the mess.]]
232* OperationBlank: The American campaign to crush the GLA is given the name "Operation: Enduring Freedom."
233* OrganizationWithUnlimitedFunding: USA has UN Drop Zones, which give a burst of cash every 2 minutes, although the plane that brings them can be shot down if the enemy knows where to look. It's also justified in-universe, given how the Americans have UN support in taking on the GLA.
234* PatrioticFervor: While not quite as overt as the Chinese, the USA's units are generally enthusiastic and gung-ho about serving their country.
235* PhotoprotoneutronTorpedo: The Particle Cannon which is then reflected off of the KillSat in orbit and back onto the battlefield, where it acts like a huge cutting laser.
236* PillarOfLight: One of the coolest features of the American Particle Cannon is how you can direct the laser to "draw" on the map. Nothing like writing your opponent a message in the smoldering ruins of his base.
237* {{Realpolitik}}: It's implied that America is not exactly on good terms with China. They're nonetheless close allies due to the mutual threat to international security posed by the GLA.
238* ShockingDefeatLegacy: Happens twice.
239** The end of the main GLA campaign has them launching Scud attacks on American bases and European cities, which prove so shocking for the USA that it fully commits to the war effort rather than just providing support to the Chinese.
240** [[spoiler:A combination of a GLA raid on American soil and a humiliating defeat in Europe demoralizes the USA, ushering a new period of isolationism and leaving China to pick up the pieces.]]
241* SpySatellites: The first Support Power available to a player with a USA Command Center. In the cinematics, the snapshots it makes of everything on the ground are DeliberatelyMonochrome.
242** SurveillanceDrone: The Scout Drones.
243** SpyBot: The Spy Drones and the Sentry Drones. The former kind is the [[InvisibilityCloak stealthy]], SupportPower equivalent of the Scout Drone. The latter kind takes a little bit of all three drone classes and puts them together in a nifty, buildable, controllable ground vehicle package.
244* StanceSystem: The Strategy Center can select "Battleplans" to affect all their units on the battlefield. The stances are free and can be switched at any time, though that takes a few seconds and disables all affected units to adjust.
245** The Battleplans in question are "Bombardment", which increases unit attack power and equips the center with an artillery piece, "Hold the Line", which increases unit defence and improves its own armour (depicted as sandbags), and "Search & Destroy", which deploys scanners and improves unit weapon range.
246* StrawmanNewsMedia: Downplayed. While BNN in the American campaign of ''Zero Hour'' is a very obvious nod to CNN, it's arguably the most even-handed of the various news networks. While somewhat favorable to US interests, it nonetheless makes an effort to be neutral.
247* TrickBomb: Besides point-defense lasers which can [[DestructibleProjectiles destroy missiles]], USA aircraft can be refitted with chaffs in order to confuse enemy missiles.
248* WaveMotionGun: The ([[PillarOfLight Particle]]) Cannon. No, it doesn't use a laser.
249
250!!Air Force General Malcolm Granger
251[[quoteright:252:https://static.tvtropes.org/pmwiki/pub/images/250px-Malcolm_6468.jpg]]
252-->Played by Tim Devitt
253
254-->''"Sonic boom, baby!"''
255
256A 4-star general in the US Air Force during the war against the GLA, Granger quickly gained a reputation for advancing the role of fighting aircraft in the US military, and developed novel techniques in resource management and deployment during air superiority operations - used with success in theatres including Iraq and Afghanistan.
257
258Stationed at Fort Belmont, Houston, Texas, Granger's Class Number was 08291102-HBGB.
259-----
260* AchillesHeel: His lack of offensive ground units means that if you manage to field sufficient non-missile anti-air and get close enough to his airfields, he's screwed.
261* AcePilot: He's an Air Force officer, and his back story has him taking out four SAM sites in a single afternoon during the Iraq War.
262* BerserkButton: Destroying his airfields. Destroy enough of them and [[ItsPersonal he threatens to come after you personally.]]
263* BunnyEarsLawyer: He is absurdly arrogant (though otherwise fairly sane), but nobody questions his competence when it comes to aircraft.
264* TheCavalry: Take out enough of his airfields and he can be heard to radio the ''USS Olympia'' for reinforcements.
265* CoolPlane: Is the only one to have the King Raptor or laser point defenses for his planes. He also doesn't need to spend a Generals point to unlock the Stealth Fighter.
266* CripplingOverspecialization: Granger's aircraft are second to nobody, but he needs a lot of space to deploy airfields and he cannot build tanks whatsoever. Anybody who builds enough anti-air will give Granger headaches. His planes' point defense systems also suffers a crippling overspecialization of only being effective against missiles. Against Chinese [[GatlingGood gatling guns]], GLA [[MoreDakka quad cannons]], American Avenger lasers, or General Townes's laser turrets, his point defenses are useless and his planes are as vulnerable as anyone else's.
267* DeathFromAbove: Specializes in air superiority, being able to fill the skies with aircraft.
268* HollywoodToneDeaf: If Granger destroys one of your defensive buildings (or if you just sell them) you'll be treated to Granger's laughably bad singing of a line from ''The Star-Spangled Banner''.
269-->''"Mmmm-hmmm-hmmm-hmmm-hmmm...the bombs bursting in air!"''
270* WarmupBoss: He is usually the first opponent you fight in Generals Challenge mode. Unlike all other opponents in this mode, he will not employ Superweapons, relies almost exclusively on his aircraft, and sends his infantry in a beeline towards your base on a bridge, making them easy targets to even a Gattling Tank. doesn't use any support powers and never builds any superweapons, relying solely on his available aircraft to do the job. Additionally, he gives you noticeably more prep time than any of the other opponents.
271
272!!Superweapon General Alexis Alexander
273[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px-Alexis_7997.jpg]]
274-->Played by Karina Thomas (cameo), Jeannie Elias (voice)
275
276-->''"If you fail to plan, you plan to fail, General. Think about it."''
277
278Alexander was a 4-star general in the US Marine Corps during the war against the GLA. As a logistics staffer, Alexander attracted the notice of her superiors with her ability to acquire almost anything. Alexander harnessed this ability further to win a scholarship, followed by a long and distinguished career in the Marines. During the earlier stages of the GLA conflict, Alexander developed a tiered system of defenses that did not allow a single strike on her supply columns. Alexander became known for her strong emphasis on resource acquisition and defense in the early stages of a conflict, going on the counter-attack only when she had overwhelming firepower that was untouchable by the enemy. Her use of Particle Cannons to this end earned her the moniker of 'Superweapons General'.
279
280General Alexander was stationed at Camp Franklin, Belfast, Maine, USA, with the Class Number 07121969-HB.
281-----
282* AlliterativeName: ''Alex''is ''Alex''ander.
283* AttackPatternAlpha: As one of her in-game taunts she broadcasts: ''All forces! Attack Pattern Alpha! Ha! Just kidding, General... Who would name something "alpha"?'' Ironic that her Aurora variants are named Aurora Alphas. During this taunt she deploys a Chinook infantry drop against your forces. So it really is an alpha attack compared to her Bombers and superweapon attacks.
284* ClimaxBoss: Is often fought late in the Generals Challenge, due to a combination of her map being an ocean with small islands littered about, often with deadly EMP Patriot Missile batteries, and her base being fortified with said batteries.
285* CripplingOverspecialization: In both offense and defense, Alexis is not much in a straight up fight. But if she is given the chance to amass a lot of Aurora Alphas and Particle Cannons, then victory will become a foregone conclusion.
286* DeskJockey: Alexis rose through the ranks with her emphasis on efficient logistics and long-range superweapons, none of which require her to be close to the front line.
287* DifficultButAwesome: Surviving to the late game as Alexis is difficult due to her lack of offensive options, but those who are able to do so can easily bombard the enemy into oblivion by spamming Aurora Alphas and Particle Cannons.
288* EasyLogistics: Her specialization was this in her backstory.
289* {{EMP}}: Her Patriot missiles have this installed. Since it stops vehicles dead in their tracks, it makes them a OneHitKill on ''all'' airfield-deployed aircraft, since shutting down their avionics causes them to crash. Her EMP Patriots however do not stun aircraft summoned by General abilities.
290* FalseInnocenceTrick: If you destroy enough of her buildings, Alexis will cry out:
291-->''"I can't believe you'd [[WouldHitAGirl beat up on a girl]] like this!"''
292* HoistByHisOwnPetardEasyLevelTrick: Her base is inaccessible to ground troops and her EMP Patriots make a mockery of any non-Granger (who can shoot down the missiles with his point defense lasers) air attack but both of these factors can end up being her downfall; Her EMP grid requires a huge amount of power meaning she can only afford to lose a few power plants and her cliff-covered base means a lot of her defeses and infastructure aren't accessbale to her builders. [[ArtificialStupidity Combine this with the AI's difficulties in moving builders by helicopter and their hard-locked requirement to rebuild buildings in the same place on challenge maps]] and Alexis can very quickly suffer irreparable damage to her infastructure if you know where to strike. Her Supply Center is infamous for this; located on a separate island it's destruction cuts her off from two-thirds of her tech tree.
293* {{Hypocrite}}: She says that fools rush in, and that she takes her time. When the player takes their time attacking, she asks where you are or chastises you for taking so long by saying your strategy seems to be "boring her off the battlefield".
294* MagikarpPower: Alexis is incredibly weak early game due to her lack of offensive and defensive options, which also makes her unsuited for straight fights. But someone who can survive to the late-game can easily cause havoc by spamming Aurora Alphas and Particle Cannons (the latter of which she can easily power thanks to her improved powerplants and cost 50% less than normal).
295* FatherToHisMen: She really doesn't appreciate her men being murdered.
296* MeaningfulName: Despite her title of "Superweapons General", she doesn't have any extra super weapons, as she merely has a cheaper Particle Cannon uplink with a pink laser, as well as having her Patriot Missiles replaced by EMP ones, and also having superior Aurora Bombers. Her title appears to be about her love for any super weapon she can get her hands on, including her brain that she considers her greatest superweapon of all.
297* NoodleIncident: She was a logistical staffer in the "Second Korean War"- which receives little else in elaboration.
298* NoKillLikeOverkill: She can get 2 Particle Uplink Cannons for the price of one, her special bombers literally OneHitPolykill a entire tank brigade if used correctly, and her specialty is ''Superweapons'' which include [[KillSat Kill Sats]].
299* PinkGirlBlueBoy: Her Particle Cannon turns a lovely shade of pink as opposed to the blue color that the rest of the United States employs.
300* PuzzleBoss: Her map is a maze of islands that must be gradually hopped around in order to make a direct assault. One common strategy against her is to capture her Particle Cannon that's accessible on land.
301* SemperFi: She's a Marine general.
302* TheSmurfettePrinciple: She's the only playable female general in the game.
303* ZergRush: Not used by her, but she boasts that rushing won't work on her. (In the challenge map, her base is on an island and all her base defenses insta-kill aircraft.)
304
305!!Laser General ''"Pinpoint"'' Townes
306[[quoteright:247:https://static.tvtropes.org/pmwiki/pub/images/250px-Generals_General_Townes_703.jpg]]
307-->Played by James Peak
308
309-->''"Your weaknesses became obvious when I scanned your tactics."''
310
311A 4-Star US Army General around the time of the war against the GLA, Townes was an early pioneer of effective, inexpensive and realistically deployable laser weaponry in the US Army, both for offensive and defensive purposes. A 29-year-old Captain Townes was appointed to West Point to teach his theories; however, he found academic life too slow and returned to battlefield command in 2011. With his unique knowledge of the strengths and weaknesses of laser weaponry Townes consistently received favorable marks during live-fire exercises and war games. In spite of his reputation as something of a crank, obsessed with precision and the superiority of lasers, the US Army counted heavily on him to assist in the modernization of their forces. Shortly after the GLA war he refused to take orders and locked down in his base, Fort Union effectively going rogue. He turned his high-tech weapons on anyone who ventured near.
312
313Based at Fort Union, Redwood Shores, California, USA, Townes' Class Number was 00010204-01KE0.
314-----
315* AchillesHeel: If he runs out of power, nearly everything he has shuts down.
316* AchillesPowerCord: Invoked. His Laser Crusader tanks pack a punch, but cost energy that only a cold fusion reactor can provide. His Challenge mission even has "blow up his power plants" a bonus objective.
317* BeamSpam: The man's first, last, and only plan. Especially notable on his challenge map, where he absolutely ''piles'' on the laser turrets.
318* TheChessmaster: In his mind, at least. He likes to pride himself on this nearly as frequently as he boasts the superiority of his laser technology.
319* ConsummateProfessional: Barring his laser puns, he's one of the most no-nonsense generals in the game, if his taunts are any indication.
320* CoolOldGuy: He's the most visibly aged out of all the generals in the game, and makes extensive use of laser weaponry.
321* CripplingOverspecialization: Townes loves using lasers to counter vehicles and protect his base from missiles, but infantry rushes give him a headache and all his shiny gadgets are useless if someone manages to unplug him from his huge power grid.
322* DramaticThunder: The entire battle against Townes in Challenge mode takes place during a thunderstorm.
323* EnergyWeapon: He has replaced his Crusader Tanks and Patriot Missile Turrets with Laser Tanks and Laser Turrets and gets a discount on the Avenger.
324* JackOfAllStats: The closest USA specialist there is to this trope, Townes is the only one who actually ''has'' tanks. The lack of Tomahawk Missiles is negated by the Microwave Tank, whose defense-disabling capabilities serve the same artillery purposes.
325* KeystoneArmy: To a greater extent than other USA specialists, Townes' laser systems are highly dependent on having enough power to run them. Blow up enough reactors and those weapons are rendered completely useless.
326* LaserGuidedKarma: No pun intended given his specialty. 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 that are in his base.
327* LeaningOnTheFourthWall: "How could you be winning? This isn't how it played out in the simulation!"
328* MilitaryMaverick: Refuses to conform to anyone else's expectations.
329* NamedAfterSomebodyFamous and NoCelebritiesWereHarmed: Is possibly named and styled after [[https://en.wikipedia.org/wiki/Charles_H._Townes Charles H Townes]], who invented the MASER.
330* RequiredSecondaryPowers: To make up for the power draw of his Laser Tanks and his Laser Turrets' increased power draw compared to standard Patriot Turrets, he gets cheaper Cold Fusion plants that generate more power.
331* OnlyKnownByTheirNickname: His first name is never given, only his nickname "Pinpoint" and his last name, Townes.
332
333!!Colonel Burton
334[[quoteright:120:https://static.tvtropes.org/pmwiki/pub/images/CNCG_Col_Burton_Cameo_5039.png]]
335-->''"You want the best? Here I am!"''
336
337An American commando, Col. Burton was deployed to the front lines against the GLA. His ability to remain in cover and move without being seen allowed him to get close to unsuspecting terrorists and eliminate them with a quick stab. He could also plant C4 charges on important targets.
338-----
339* BaldHeadOfToughness: He has his hair in a buzzcut and is a ceritifiable OneManArmy.
340* BloodKnight: He really seems to be enjoying himself when ordered to destroy enemy units and buildings.
341* BoringButPractical: Burton has a number of weapons at his disposal, such as a knife to quietly kill infantry without being spotted and explosives to plant on buildings or vehicles. But it's probably just easier and faster to rip the latter two apart with his machine gun.
342* ColonelBadass: Colonel Burton is a OneManArmy. He sets explosive charges, easily kills many targets (including tanks) with an advanced [[MoreDakka automatic rifle]] and to maintain stealtiness, stabs infantry (and a bug in earlier pre-patch versions allows him to do this to grounded aircraft) with a knife. And as is the custom for all ''Generals'' {{hero unit}}s, he knows how to [[InvisibilityCloak stay out of plain sight]].
343* GatlingGood: His icon features him shooting a gatling gun. Curiously, his model indicates that he actually uses a more mundane {{BFG}}.
344* HeroUnit: For the USA.
345* JackOfAllStats: His machine-gun has a higher rate of fire than Jarmen Kell's sniper rifle, which gives him an easier time than the sniper against infantry when he finds himself exposed, plus, once he reaches heroic rank, it also becomes effective against all ground units rather than infantry units and lighter vehicles, plus, he also has a knife for stealth kills that doesn't reveal him when using it or alert the EVA to the death of any infantry he uses. There's also his C4 charges, which are effective against both vehicles and structures, and will demolish most of them in one hit.
346* ManlyMan: He's a ripped dude with a buzzcut armed to the teeth with a gatling gun, explosives, and a knife for stealth kills, making him invoke many an action hero from the 80's and 90's.
347* OneHitKill: Able to one-shot infantry with his knife. If Colonel Burton knifes one of your infantry units, you will not receive a notification that one of your soldiers just died.
348* ScissorsCutsRock: Burton technically isn't that good against vehicles. The operative word here, of course, is ''technically''. His damage output is simply obscene enough that he can melt tanks and structures, let alone lighter vehicles ''despite'' his damage type doing less to them.
349* SimpleYetAwesome:
350** His knife. It only works on infantry, but it allows him to retain his stealth, is a OneHitKill, and doesn't even cause notifications for the enemy when he kills an infantry unit with it. Managed properly, he can kill an entire swarm of infantry all at once and reach his maximum veterancy in no time.
351** As a unit, he counts as this in general. His gatling gun makes quirk work of infantry, vehicle, and structure alike thanks to its high fire-rate, plus he has two extra ways of dealing with infantry and structures respectively in the form of his combat knife and his explosives. All-in-all, Burton is a perfectly balanced commando unit whose only weakness is that he's unable to deal with aircraft, which is non-existent when facing off against the GLA due to their lack of an air-force.
352* MythologyGag: His equipment, namely using a machine-gun paired with a stash of C4 charges for use against structures, alongside many of his lines come from the generic Commando from the very first game, ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]'', the most recognizable ones being "That was left-handed!" while attacking and "Got a present for ya!" when using his C4 charges.
353* TimeBomb: Can plant a C4 charge with a 10 second countdown.
354
355[[/folder]]
356
357[[folder: Global Liberation Army]]
358[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Gla_7543.gif]]
359
360Being technologically disadvantaged, the GLA has comparatively weak (though highly mobile) ground vehicles and no air force, prompting the use of guerrilla tactics such as tunneling, suicide bombing, hijacking, and ambushes. The GLA has a larger array of infantry types and vehicles to make up for this disadvantage, and has the widest range of stealth options. The GLA also has a very powerful economy, with various resource-gathering techniques such as salvaging wreckage, gaining cash bounties on destroyed enemy units, and building multiple "black market" structures to bring in large amounts of money over time. Also, the GLA are unique in that they have no energy requirement for any of their structures or units. The GLA's upgrades make it more powerful when fully equipped, transforming a relatively weak group of units into a more respectable threat. The GLA's toxic weapons, suicide units, and stealth and surprise abilities enable it to hit enemies from unexpected directions, and its powerful economy, combined with cheap, fast units, enables it to flood opponents with sheer numbers. The GLA's primary disadvantage is that, in terms of firepower, range, and durability, its units are outmatched by Chinese and American units, and it has a complete lack of air power.
361----
362* ZeroPercentApprovalRating: Downplayed. There ''is'' some simmering resentment and a sense of injustice which are being tapped into by the GLA. It also has enough clout in the Middle East and Central Asia to have its own support base willing to die for the cause. Yet even with its PropagandaMachine, however, it's ''deeply'' unpopular outside said support base, given how others in those regions welcome American and Chinese aid.
363* ActionBomb / SuicideAttack:
364** GLA's Terrorists and Bomb Trucks. The GLA can also build Demo Traps that self-destruct when enemies go near, or set to detonate when ordered.
365** In Generals: Zero Hour the GLA Fake Buildings can explode to damage nearby enemies. Juhziz, the demolition general can also purchase the "Demolition Upgrade" allowing all units and base defenses to self-destruct. This same subfaction also replaced the Demo Trap with the more lethal Advanced Demo Trap and even more powerful Terrorists, and their Combat Cycles come mounted with suicide bombers.
366* AlwaysChaoticEvil: With the exception of their workers, everyone in the army is an AxCrazy psycho whose only interest seems to be in murdering people.
367* ArmsDealer: The GLA War Factory is called the Arms Dealer and brings them their various combat vehicles, from simple trucks with machine guns to heavy armour and missile launchers.
368* ArmyOfThievesAndWhores: The GLA in general is largely comprised of ruthless marauders, rogue mercenaries and rabid fanatics, some of whom seem to pay only lip service to their own rhetoric.
369* TheArtifact: In the base game, only the Technical, Quad Cannon, and Marauder can benefit uniquely from salvage pickups left from destroyed vehicles (anything else that picks them up simply gets a cash bonus). ''Zero Hour'' would allow almost ''every'' GLA vehicle to get some kind of salvage upgrade, yet those three original units are the only ones with salvage-specific quotes.
370* BadassArmy: They battle two superpowers at the same time and nearly win, despite using mostly outdated Cold War era weaponry and having no air force or navy.
371* BackFromTheBrink:
372** The GLA pull this off twice. The first, after getting their asses handed to them by the Chinese, and then again, after the United States does the same thing. They return the favor to both superpowers.
373** The structure hole is this as a game mechanic. Destroy the structure, and the hole under it must also be destroyed lest said structure gets rebuilt automatically.
374* BelievingTheirOwnLies: As hypocritical as the GLA is in general, many nonetheless seem to buy into their spiels about fighting imperialists and oppressors to ''some'' degree, even if only for how useful that seems to be.
375* BreakOutTheMuseumPiece: In addition to jury-rigged civilian cars, the GLA uses old Soviet weapons and vehicles while lacking air power, yet are somehow able to compete with the more modern Chinese and American forces. While clearly done so for game balancing, it's implied the GLA are just ''really clever'' to make them work.
376* CartoonishSupervillainy: Downplayed. While not as outlandish or technologically sophisticated as [[VideoGame/CommandAndConquerRedAlert2 Yuri's Army]], the GLA is nonetheless a sociopathic movement that cares little for the casualties its forces cause, ''even if it's the people they claim to be protecting.''
377* CivilWarcraft: GLA {{turncoat}}s cooperate with PRC troops in an attempt to backstab their former comrades. The GLA mission in ''Zero Hour'', where the player must hunt down Prince Kassad and take his stealth technology. Also, technically, the last USA mission in Zero Hour as well, where you get GLA supporters against [[MadScientist Dr. Thrax]].
378* ColorCodedArmies: GLA is trademarked as green (due to vague Islamic connections)[[note]]a defector faction uses blue instead, though the USA aren't present in that particular mission[[/note]] with their vehicles a sandy beige and buildings look distinctly Arabian and seem to be made of sand stone.
379* ConfusionFu: Their many stealth units and use of fake buildings leads to them functioning like this.
380* CorruptedCharacterCopy: The GLA is in many respects what the [[VideoGame/CommandAndConquerTiberianDawn First Tiberium War-era]] Brotherhood of Nod would have turned out in the absence of a unifying, charismatic figure like Kane.
381** While there is a loose chain of command, GLA cells are even more cutthroat and prone to infighting than the Brotherhood at its worst, with their ranks led more by Seths and [[VideoGame/CommandAndConquerTiberianSun Hassans than the likes of Anton Slavik]].
382** In spite of constantly touting anti-imperialist rhetoric and claims of fighting for justice, it comes off utterly hypocritical and self-serving to a fault, without much else in the way of higher ideals. These stand in contrast to how Nod, for all its hypocrisy and atrocities, does have genuine zeal for a cause underpinning its actions.
383** While both factions excel in hit-and-run tactics, stealth, and sheer ingenuity, the GLA doesn't have anything more sophisticated than Soviet-era weapons, jury-rigged constructs, and lethal toxins. The Brotherhood, meanwhile, has an active R&D division and access to Tiberium, allowing even its ''Tiberian Dawn'' incarnation to field experimental weapons years ahead of its enemies.
384* CrateExpectations: The GLA adheres more to this trope than expected: destroyed enemy vehicles leave crates behind, which can be looted to upgrade your own vehicles with better weapons. This mechanic was then applied to more vehicles in the ExpansionPack ''Zero Hour''.
385* DeathFromAbove: Downplayed. Among the GLA's General's Powers is the ability to access mobile, long-ranged Scud Launchers. There's also the late-game Anthrax Bomb, in which the GLA uses one of its handful of functional aircraft as a makeshift toxin-laden bomber against unsuspecting foes.
386* DepletedPhlebotinumShells: They can make many of their missiles explode and deliver a payload of anthrax.
387* DestructiveSaviour: Of all the factions, the GLA is prone to leaving behind gratuitous collateral damage due to their use of suicide bombs, toxins, and biological weapons. Even when ostensibly "liberating" areas from imperialist occupation, its efforts are just as likely to wipe out most of the people they're "saving". More often than not, they do that ''intentionally'', driving home their hypocritical and sociopathic nature.
388* {{Determinator}}: Even after going through several civil wars and having their asses handed to them by the two superpowers ''four times'', the GLA refuses to quit.
389* DidYouJustPunchOutCthulhu: They actually manage to defeat the USA, '''the''' best funded and well equipped out of all the three playable factions at the end of their campaign, though they still end up kicked in the ass by China.
390* DownInTheDumps: The GLA can grant "junk repair" upgrades to its vehicles, allowing them to regenerate their strength on the field, albeit slowly.
391* TheDragon: Kanwar Khan, the GLA's adjutant and MissionControl for the player character.
392* EtTuBrute: The betrayal of their cause by a rogue GLA warlord in the mission "Splinter Cell".
393* EvenEvilHasStandards:
394** Despite being ill-tempered, sadistic sociopaths otherwise, most of the GLA considers Dr. Thrax's war doctrine to be beyond the pale, to the point that when the US is looking to stop him one GLA cell willingly joins with them.
395--> '''Rogue GLA Cell''': We offer you our support to rid us of this toxin-monger! His obsession will ''kill us all'', and that, we cannot allow!
396** The GLA campaign in ''Zero Hour'' begins with [[PropagandaMachine ARC News mouthpiece]] Omar bin Ghazali outright stating how the Global Liberation Army has thrown Dr. Thrax under the bus, calling him "unstable".
397* FactionCalculus: Subversive. They don't have an air force, but they get a lot of stealth abilities. Their units are cheap, their bases don't require power and they have probably the best economy of the three sides.
398* FromASingleCell: A destroyed GLA building can be rebuilt. See MultipleLifeBars below for a detailed explanation.
399* FromCamouflageToCriminal: At least some of the GLA's troops are implied to be rogue mercenaries and military units, which may explain their access to Soviet-era equipment.
400* GenericDoomsdayVillain: Their motives make little sense, they have little characterization beyond causing destruction and being based on stereotypical Middle Eastern terrorists, even their origins are vaguely defined. Unlike most examples, this isn't usually seen as a problem since it's more a sign of how bare-bones the story is than anything else.
401* HomeFieldAdvantage: The GLA's strengths incentivize using the terrain and urban landscapes to their advantage. This can range from Terrorists weaponizing scattered vehicles which otherwise would just be backdrop fodder, to staging ambushes with camouflaged infantry units and rigging booby traps.
402* {{Hypocrite}}: The GLA are this in droves. At first, they scream incessantly about oppression, imperialism, and how just they are. Other comments, however, underscore that they're basically ill-tempered, sadistic, sociopathic men (This is seen in the 2nd mission where they steal relief aid from some peasants). Except for the lowly Workers, who are some of the single most hilariously downtrodden, abused schmucks in gaming history.
403* KeystoneArmy: Averted. As fractious and prone to infighting the GLA can be, its diffused, scattered nature makes it very difficult to put down.
404* KnightTemplar:
405** The GLA troops call themselves "liberators of the poor oppressed peoples of the world" while stealing humanitarian aid from those very people and slaughtering entire villages and cities. The GLA, to their credit, tries to excuse the former by claiming they'll find a "better use" for those supplies.
406** The ARC news anchor from ''Zero Hour'', Omar bin Gazali, ramps this up by praising the GLA and [[{{Demonization}} demonizing]] the USA and the PRC.
407* LandMineGoesClick: GLA demotraps are hidden barrels with TNT and stealth. They take a second to bleep a mean sound and then proceed to explode, taking your unfortunate tanks with them.
408* LetNoCrisisGoToWaste: Subverted. In ''Zero Hour'', even as the GLA are being dealt heavy blows, they stage a massive terror campaign inside China itself, targeting a vital nuclear reactor complex out of the belief that much of the PLA's attention would be in Europe. Not only does the attempt fail, but it results in the GLA being thrown out of East Asia permanently.
409* MadBomber: The Terrorist and the Bomb Truck.
410* MagikarpPower: The GLA start off the weakest (their WorkerUnit is an infantry unit, which means they move slower and can be trampled by vehicles), collects resources at a fraction of the others' rates, have no air units, and their units are overall weaker. But if they survive long enough, they become very powerful thanks to upgraded fast-moving self-repairing vehicles. Their vehicles work like this as well, gaining better weapons for every vehicle wreck they move across.
411* MeaninglessVillainVictory: They are the chronologically second campaign in both the base game and ''Zero Hour'', so any victories they gain are quickly undone by the following campaign.
412* MechanicallyUnusualClass: They don't require power (it simply makes everything faster) to represent people building their stuff out of salvaged junk. They also have no trainable air force outside of support aircraft, not even any flying units that are produced from the Arms Dealer (their equivalent of the War Factory), and their radar is accessed by producing Radar Vans.
413* MiddleEasternCoalition: They're supposedly a terrorist organization, but in reality it goes far beyond that, with armored divisions, entire armies of soldiers, a (small) air force, chemical and biological weaponry, weapons factories, and most of the Middle East and Central Asia under their control. They're so powerful that they launch a full invasion of Europe!
414* 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 air force (which is used to deliver said bio-weapons). Also because they specialize in stealth, 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).
415* MotiveDecay: The GLA's self described purpose was to drive the Americans and Chinese out of Central Asia and the Middle East. In ''Zero Hour'', they then proceed to invade Europe for no real reason. Not even the formerly Muslim held lands that religious extremists would want, like southern Spain or Greece, but places like ''Germany''.
416* MoreDakka: [[TrainingThePeacefulVillagers When arming the (pistol-wielding) Angry Mobs with AK-47s]].
417* MultipleLifeBars:
418** All GLA structures, except the [[BoobyTrap Demo Trap]], have two layers of LifeMeter: the first is its original functional form (like most buildings) and the second is the remaining foundation (called a GLA Hole) that's still standing. If a GLA building's left unharmed long enough at its second LifeMeter, it'll slowly [[FromASingleCell restore itself into its functional form]] for free. Needless to say, this feature gives the GLA a lot of tactical leverage to survive attacks that only last long enough to level buildings without MultipleLifeBars.
419** The GLA Battle Bus is the sole vehicle variant.
420* NGOSuperpower: For a non-government terrorist movement, the GLA possesses enough clout to have both informal ''and'' conventional military forces that can hold their own against two global powers.
421* NotInThisForYourRevolution / OnlyInItForTheMoney: At least some of the GLA's warriors are clearly in it for spoils rather than any genuine commitment to its professed goals.
422* OccupiersOutOfOurCountry: What GLA claims to be their motive, which falls apart almost immediately given their actions in China, the Middle East and eventually, [[spoiler:Europe]].
423* OrganizationWithUnlimitedFunding: GLA has Black Markets, which give a slow stream of cash, provide some tech upgrades, and can be camouflaged.
424* PointDefenseless:
425** GLA Stinger Sites are effective anti-tank and anti-air defenses. The catch being that they're manned by exposed crews who are easy pickings for enemy infantry, as well as toxins, flame-based attacks, and radiation. If not careful, you could easily have open gaps which foes could exploit without actually destroying the sites themselves.
426** Downplayed with the Tunnel Network. Its entrances are all equipped with machine gun emplacements (or toxin sprays in Dr. Thrax's case) that are effective only in deterring infantry. Given that units garrisoned in said tunnel can be deployed at the entrance in question all at once, they don't ''need'' anything else.
427* PoisonedWeapons: One of the GLA's specialties is biochemical warfare. Namely, with weaponized mixes of anthrax and liquid chemicals. This goes double for Dr. Thrax's sub-faction.
428* PragmaticVillainy: The GLA can hand Angry Mobs [=AKs=] and even give the long-suffering workers those pairs of shoes they'd been clamoring for, though these are done more of out making them more effective than any actual care for their lives.
429* PropagandaMachine: Omar bin Gazali, the ARC news anchor from ''Zero Hour'', doesn't even bother masking his obvious praise and glorification of the GLA. Most of his "reporting" amounts to little more than agitprop about how evil the other factions are and that they would meet their just punishment.
430* RockBeatsLaser: The GLA arsenal in general is very outdated, being comprised of Soviet leftovers from the Cold War, jury-rigged civilian vehicles and cheap firearms. In spite of all that, it's still able to remain a threat on a geopolitical scale through both acts of terror and careful use of force.
431* ShockingDefeatLegacy: In ''Zero Hour'', [[spoiler:systematic PLA efforts to topple the GLA's statues and outposts in Europe not only succeed in bolstering world opinion on China, but also succeed in demoralizing GLA forces.]]
432* SimpleYetAwesome:
433** Their [[TunnelNetwork Tunnel Networks]]. They're ''just'' a pair of tunnels connecting each other, but they allow you to go anywhere you want without having to risk any enemy attack along the way. It's telling that one of the General's Powers you get once you reach the highest possible rank of a 5-Star General is to simply create a Tunnel Network without having to use a worker wherever you like as long as it's not shrouded.
434** Their GPS Scrambler support power also counts as this as well. It can turn ''ANY'' unit into a stealth unit, meaning you can do ambush attacks with even Marauder Tanks or Scud Launchers.
435* TechnicolorToxin: GLA's toxins are, in ascending order of lethality: Anthrax is Green, Anthrax Beta is Blue, and Anthrax Gamma is Purple.
436* TerroristsWithoutACause: Exactly what the GLA's long-term goals are is unknown. You're actually told in the GLA campaign that their motive is to drive out who they feel are imperialist aggressors, though beyond this their precise goals are unclear.
437* TheScrounger: They'll field-strip wrecks on the battlefield as either extra scrap to sell or weapon upgrades for their units.
438* TubeTravel: The aptly-named GLA TunnelNetwork, which involves building separate entrances that are somehow magically connected the instant the entrance is completed no matter the distance or location on the map.
439* UniversalPoison: GLA's Anthrax. But from the way it's handled, it might be mixed with other liquid toxins, presumably with some sort of corrosive element since it can harm vehicles. It could be that the microbes are genetically engieered to produce HollywoodAcid instead of (or in addition to) anthrax toxins as well.
440* VillainousValour: Yes, they're absolute monsters and are in no way sympathetic, but they end up taking on both [[UsefulNotes/ChineseWithChopperSupport China]] and the [[UsefulNotes/YanksWithTanks United States]], with only hideously outdated weaponry, guerilla tactics and vast numbers. The GLA even manage [[spoiler:to bring a crushing defeat to the American forces in Europe, although they are soon crushed themselves by the Chinese afterwards]].
441* TheWarlord: Although mention is made of a GLA high command, in practice the GLA forces are a highly decentralized body, in which those with the largest militias, such as Prince Kassad, Dr. Thrax, and Rodall Juhziz, have almost as much power as their erstwhile master, General Mohmar "Deathstrike". While a strong leader can band them together for a common cause, in the absence of such a figure they are just as likely to be fighting each other as the Americans or Chinese. Prince Kassad in particular suggests their forces will turn on them if they show weakness or fail, as after beating him on his challenge, he says his men will kill him for failing.
442* WeAreEverywhere: Thanks to their diffused organization and penchant for stealth, the GLA's reach goes well beyond the Middle East and Central Asia. They're notably able to slip into China and even the Continental USA for terrorism.
443* WretchedHive: The GLA's main stronghold is Kazakhstan. The majority of the USA campaign and a large portion of the PRC one takes place there, and their capital is Astana. Aside from that, they also maintain de facto control of Aldastan, a fictional Central Asian nation made from the union of Tajikistan and Kyrgyzstan, as well as parts of the Middle East. From what's seen, however, life for the average civilian ranges from destitute to almost outright enslavement, with the GLA evidently saving the best for itself.
444
445!!Dr. Thrax
446[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px-Generals_Dr_Thrax_5739.png]]
447-->''"Anthrax, it does a body bad!"''
448
449Due to the shadowy nature of the GLA and the desire among its leaders for absolute secrecy, very little is known about Dr. Thrax's life before the conflict, including his real name. Trained as an immunologist in Jordan, Dr. Thrax is known to have entered a terrorist-controlled ghetto in Cairo in 2005, and thereafter promptly disappeared.
450
451There is overwhelming evidence that from this point on Dr. Thrax busily produced ever-more lethal biological and chemical weapons, which he sold to various terrorist organisations, including the GLA. Eavesdropping on mobile phone traffic indicated that Dr. Thrax also became involved in day-to-day operations of the GLA. Dr. Thrax's labs are scattered across Asia and the Middle East, where [[=WMDs=]] are produced at low-cost and distributed to local terrorist cells.
452Around 2020 he devised Anthrax Gamma, the most potent strain of the toxin yet manufactured. At the same time, he became more directly involved with the GLA, quickly gaining power and influence and proving to be quite the military tactician.
453-----
454* AntiInfantry: His specialty, thanks to his reliance on Toxins, which are highly dangerous to infantry.
455* AtLeastIAdmitIt: Dr. Thrax's [[CardCarryingVillain unapologetic comments and self-awareness over his antics]] ironically make him the OnlySaneMan among the GLA. He isn't a delusional hypocrite who goes on and on about fighting oppression while simultaneously oppressing their own people like the rest of the GLA, and instead just wants to kill people.
456* AxCrazy: Even among the GLA who are themselves this.
457* BewareTheSillyOnes: Don't let his [[LaughablyEvil silly one-liners]] fool you. Dr. Thrax is, overall, a very dangerous man.
458** [[spoiler: A rogue GLA faction [[EnemyMine teams up]] with the USA to stop him in the final USA campaign mission in ''Zero Hour'' because [[EvenEvilHasStandards even they think Thrax's toxin obsession is too extreme.]]]]
459** Also, in the aforementioned mission, Dr. Thrax has [[OmnicidalManiac four toxin-tipped missiles aimed at U.S. major metropolitan cities]]. Your objective is to capture them before they launch.
460** One could argue that he's one of the tougher generals you face in Challenge Mode.
461* CardCarryingVillain: One of his lines indicates that he recognizes what the GLA is doing is objectively evil given that he goes from being highly distressed over the loss of his warriors only for him to instantly calm down before he's able to finish his sentence, due to remembering that he's the bad guy.
462--> "Guh! My brave warriors! How can you do this to them?! What did they ever do to- oh wait, never mind."
463* CloudCuckoolander: Assuming he actually believes some of the crazier stuff he sees; he thinks that his toxins will make their victims glow in the dark and that the radiation from a nuclear missile will only mutate his men and make them stronger.
464--> "Ah ah ah!~... Your Nuclear Missile will only ''mutate'' us, and make us stronger! HEH-HEH-HEH!
465* ComedicSociopathy: By all means a horrible person, yet he still manages to make his lack of regard for human life ''hilarious''.
466* CripplingOverspecialization: Thanks to patches after release, Dr. Thrax is only effective against infantry and lighter vehicles, leaving him up a polluted creek if he has to stop a tank rush.
467* DeadlyGas: Dr Thrax specializes in weapons that produce toxic clouds of anthrax.
468* DrivenToSuicide: Played for '''VERY''' dark laughs. His response to losing is to simply state he's defeated in a relatively uninterested tone before he casually looks around for a cyanide capsule to kill himself with.
469--> "I am defeated. Now, where is that cyanide capsule?"
470* EtTuBrute: In the final USA campaign mission in ''Zero Hour'', he was betrayed by the GLA defectors.
471* EvilLaugh: He has a wheezing, phlegmy chuckle.
472* {{Foil}}:
473** To Juhziz. His SCUD missiles and Demo Trucks focus more on damage over time via toxins and cannot be modified to focus on explosive damage, which contrasts with Juhziz's lack of toxin upgrades and modifications.
474** He's also this to Shin Fai, the Infantry General, due to their specialties being the exact opposites of each other, as Shin Fai relies on being as pro-infantry as possible while Thrax's arsenal is largely focused on getting rid of them with toxins.
475* ForTheEvulz: He doesn't even bother with the GLA's usual justifications, he clearly just wants to murder people.
476* TheHyena: He punctuates his mustache-twirling evil one liners with frantic giggling.
477* LaughablyEvil: Despite being a murderous sociopath that is only interested in murdering people, Dr. Thrax still manages to make everything he says funny.
478* MadDoctor: If you defeat him, he'll admit that he got his degree from a mail-order college.
479* MasterPoisoner: Under his command, almost all of the units that normally use high explosives instead use a biochemical cocktail called Anthrax Beta/Gamma.
480* MorallyAmbiguousDoctorate: Lampshaded if you defeat him where he says he got his degree from mail order college.
481* OnlySaneMan: Downplayed. He's absolutely batshit insane, both in the AxCrazy and CloudCuckoolander way, but he's ironically the only member of the GLA to have any sort of clarity or self-awareness at the same time due to not being a completely delusional self-absorbed hypocrite like the rest of them, as he simply wants to be evil for the hell of it alongside getting to use his prided toxins on others.
482* PoisonedWeapons: His specialty. Makes him lethal against infantry, but they're less effective against tanks.
483* ProperlyParanoid: Never sleeps in the same bed twice in a row and frequently underwent cosmetic surgery to alter his appearance.
484* RedHerring: In ''Zero Hour'', he's believed by the Americans to be the de facto leader of the GLA, owing to his power and influence. His defeat, however, simply reveals that General Mohmar "Deathstrike" is the actual GLA supreme commander.
485* ScissorsCutsRock: His more lethal toxins can do significant damage against lighter vehicles. [[DownplayedTrope He still has to rely mostly on base damage when it comes to stopping anything heavier]].
486* TheStarscream: Has plans to usurp control over the GLA.
487* WarmupBoss: Like with Granger and Kwai, he's often one of the first Generals you face in the Generals Challenge. As the only GLA specialist whose talents never rely on stealth (Juhziz at least can make liberal use of more powerful Demo Traps), you'll never have to worry about cloaked units. There's plenty of tech structures that aren't protected in the map, which is separated by a toxic river that's connected by bridges; defending said bridges is an effective way of walling off his army. As long as you focus on Armor or Air attacks, fighting his forces should be a breeze. Fai's Challenge structure, on the other hand, has him as a ClimaxBoss for obvious reasons.
488
489!!Prince Kassad
490[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px-Kassad_8226.jpg]]
491-->Played by Sunil Malhotra (cameo), [[Creator/SteveBlum Steve Blum]] (voice)
492
493-->''"You'll never see me until it's too late, general."''
494
495Prince Kassad hailed from North Africa and was originally a local tribal leader. During his earlier career, Kassad would appear to engage in legitimate politics in the Middle East while simultaneously organising assassinations, beatings and hijackings, and commanding an array of spies and assassins. He was reportedly paid millions for these operations. For three years from 2008, it is believed that no terrorist action around the Mediterranean happened without his involvement or blessing. A charismatic and ruthless administrator and commander, Kassad soon established himself as one of the most important and dangerous of GLA generals. A clever and shadowy figure, Kassad successfully avoided being tied to any criminal activity, while bad things continued to happen to people in his way.
496
497-----
498* AnimalMotifs: Downplayed, but he is associated with snakes, being head of the GLA's Cobra cell, and even comparing his stealth tactics to a snake.
499* AristocratsAreEvil: If he is honest about his title.
500* AwesomeButImpractical: Prince Kassad is the UselessUsefulStealth specialist of the GLA; while he can stealth ''all'' his structures and his defenses and Rebels are cloaked by default, these advantages are completely negated by ubiquitous stealth detection units and all base defenses in the game except basic bunkers also detect stealth. This, along with many of his planned features such as sniper infantry being DummiedOut (Leaving him the vanilla Jarmen Kell commando), as well as lacking both tanks and artillery that would actually really benefit from GPS Scramblers (a power that makes units cloak) means he squarely sits on this trope. His primary hope of getting access to heavy armor are his stealth hijackers, but a balanced army will negate their cloaking.
501* BoringButPractical: The fact that his Hijackers are cloaked at all times as opposed to only standing still makes them ''far'' more useful (as well as them not requiring a Generals point to be unlocked). With the absence of tanks and heavy artillery from his arsenal, Kassad will ''need'' to make good use of them.
502* CripplingOverspecialization: Prince Kassad [[StealthExpert is a master of staying undetected and infiltrating enemy positions]], but he'll get his ass handed to him if he needs to fight in big open ground battles or actually besiege a defended base, plus if he wants any tanks, he'll have to steal them from the enemy.
503* EnemyCivilWar: After the GLA's crushing defeats against the USA in both ''Generals'' and ''Zero Hour'', Prince Kassad decides to split off from the main GLA faction, and takes his specialized stealth technologies with him. After a drawn-out fight in Egypt, the GLA recovers this technology, but Kassad's fate is left unclear.
504* FromNobodyToNightmare: He's come a long way from being a local tribal leader, becoming an influential figure both within the GLA and in Middle Eastern politics.
505* InvisibilityCloak: Kassad specializes in hiding his units and buildings both from radar and plain sight.
506* InvisibleToNormals: Only certain units can see anything of his.
507* ItsAllAboutMe: By all accounts, Prince Kassad seems to more loyal to himself than to the GLA, and wastes little time going rogue by the events of ''Zero Hour''.
508* OhCrap: He will have this reaction if the player launches a Nuclear Missile.
509* SmugSnake: Is ''very'' much an egotist when you fight him in the Generals Challenge. He doesn't raise his voice much when you have the upper hand, but it's clear that he doesn't take it well when you destroy his structures.
510* StealthExpert: His specialty is stealth tactics, which extends to keeping his base structures and traps hidden.
511* VillainWithGoodPublicity: [[AllThereInTheManual In the Manual]] he is said to have carefully cultivated an image of a dashing figure in Middle Eastern politics while organizing various crimes that can never quite be pinned on him.
512* WakeUpCallBoss: Is never fought first in the Generals Challenge. As all of his structures on the map are shrouded by camo netting, and him having ''two'' functional bases, it takes a specialized army to overcome them both. In the meantime, he doesn't hesitate to deploy Rebel Ambushes, Sneak Attack tunnels and Anthrax Bombs into your base.
513* YouHaveFailedMe: Inverted. When you defeat him, he comments that his men will kill him for losing.
514
515!!Demolitions General Rodall Juhziz
516[[quoteright:247:https://static.tvtropes.org/pmwiki/pub/images/250px-GeneralJuhziz_1076.jpg]]
517-->''"[[ItsQuietTooQuiet It's quiet out there, general]]... you know what quiet means right? BOOM! [[EvilLaugh HAHAHAHA]]!!"''
518
519Born in the Middle East, General Juhziz would go on to execute some of the most daring and spectacular terrorist actions in the 2010s, including the bombing of the US embassy in Cairo and the sinking of the USS Nelsen in 2012. To western outsiders Juhziz (who lost the use of one of his hands in a bomb-making accident) may have been sinister and shadowy, but his charisma and daring attracted a great many followers among the downtrodden peoples of the world, willing to sacrifice themselves for the GLA cause. Commanding the GLA Scorpion cell, 'Demo' Juhziz became a much-feared and very threatening opponent for the GLA's enemies.
520-----
521* EveryCarIsAPinto: After he is done with them.
522* FakeTown: His decoy structures are rigged with explosives, allowing him to detonate them should any enemies be lulled into thinking his forces are there.
523* TheGhost: In the campaigns proper, given that Dr. Thrax and Prince Kassad play roles in them.
524* InsistentTerminology: Everybody calls his explosives as "Demolitions" rather than bombs or explosives.
525* KickTheDog: He demonstrates his gimmick in his intro during Challenge Mode by blowing up a bunch of unfortunate villagers.
526* MadBomber: Juhziz is a demolitions expert who is infamous for explosives-based terrorist attacks and designs his own explosives, incuding more powerful demo traps, and has a special fondness for suicide attacks, manning his combat cycles with suicide bombing Terrorists instead of gun-toting Rebels by default.
527* MadeOfExplodium: Nearly everything in his army can be rigged to explode when it dies or an enemy attempts to capture it and his units can all be set off at will at any time.
528* PungeonMaster: In challenge mode, a good number of his taunts are bomb-related puns.
529-->''"Oh general, you must see this... It's the '''bomb!''' Nyehahahahahaha!!"''
530* StuffBlowingUp: He almost completely eschews the GLA's toxic weaponry, save for the basic building-clearing Toxin Tractor in favor of stuffing more explosives into his weapons. His Scud Storm does no toxin damage and spreads no anthrax, but does far more damage and his bomb trucks and mobile Scud Launchers cannot add toxic payloads, but can do even more explosive damage. Even his Jarmen Kell can rig things to explode with demo charges. Lastly, thanks to an upgrade, ''any'' of his units can be rigged to blow on command. The AI uses this liberally.
531* VillainWithGoodPublicity: Juhziz is described as being very charismatic, drawing many GLA recruits and would-be suicide bombers under his banner.
532* WhenAllYouHaveIsAHammer: He doesn't have much more than explosives. He also doesn't ''need'' much more than them.
533
534!!General Mohmar "Deathstrike"
535
536-->''"Look at all the wonderful toys you have bought me. I broke all my toys as a child, General, and now I will break yours."''
537
538General Mohmar (aka "Deathstrike") was the new GLA supreme commander by the events of ''Zero Hour'', who emerged following the defeat of Dr. Thrax.
539
540----
541
542* AllThereInTheManual: Mohmar's backstory and general background are found in supplementary material and cut content. Otherwise, he's simply referred to as the GLA's leader.
543* AsskickingLeadsToLeadership: He assumed total control amidst the power vacuum that ensued following the Americans' victory over the GLA in the original game.
544* BeneathNotice: Despite his importance, he had kept a low-enough profile that it wasn't until ''Zero Hour'' that the USA had identified him as the GLA's leader.
545* CustomUniform: [[https://cnc.fandom.com/wiki/Mohmar General Mohmar "Deathstrike"]], the GLA's supreme commander, notably wears an actual military uniform in contrast to his subordinate commanders. This coincidentally makes him resemble Muammar Gaddafi.
546* ManOfWealthAndTaste: Implied. Compared to his underlings, he not only looks more refined, but also has his own limousine even while escaping American pursuers.
547* NoHistoricalFiguresWereHarmed: He's named similar to UsefulNotes/MuammarGaddafi but has ambitions for conquest similar to UsefulNotes/SaddamHussein and even manages to pull off an invasion of Europe.
548* SinisterShades: He's shown donning eye-obscuring shades alongside his CustomUniform.
549* SmallRoleBigImpact: While he doesn't appear much during ''Zero Hour's'' GLA campaign, his leadership and audacity [[spoiler:lead to the GLA pushing into Europe and humiliating the United States into isolationism]].
550* WhatHappenedToTheMouse: While it is mentioned that that he’s been moved to a highly secure safe house after successfully escaping the Americans [[spoiler:his fate after China pushes the GLA out of Europe is unknown]].
551* YouAreInCommandNow: With Dr. Thrax defeated, Mohmar has taken charge over what's left of the GLA.
552
553!!Jarmen Kell
554[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/Generals_Jarmen_Kell_8304.jpg]]
555-->''"What's the job?"''
556
557Another shadowy figure in the GLA's roster, Jarmen Kell stalks the battlefield, picking off his targets with practiced ease. Beyond his evident skill, there is little information on him, where he comes from, if he was taken from the GLA's ranks, or if he is simply a gun for hire. Regardless, all personnel are advised to exercise extreme caution if Kell is known to be in the area.
558-----
559* ColdSniper: Has no problem killing whatever marks his commanders tell him to, foot soldiers and drivers alike.
560* CripplingOverspecialization: Downplayed. He's most effective against Infantry units, and is unable to target vehicles or structures, however, he's able to de-pilot other vehicles to deal with them, although this ability has a cool down and isn't as effective as Burton's minigun. Subverted completely with Rodall Jugziz's version, as he has demolition charges that can be used against vehicles and structures.
561* TheDreaded: [[DownplayedTrope Downplayed]] in General's Challenge. Most of the generals are noticeably more serious when taking note of him compared to Burton or Black Lotus.
562* HeroUnit: For the GLA.
563* ImprobableAimingSkills: He can shoot through vision slits and windows to kill the crew so that a mook can take it over.
564* InvisibilityCloak: Like the other two hero units, he cannot be seen without detection.
565* JackOfAllStats: Rodall Juhziz's exclusive version of him, as he has demolition charges just like Colonel Burton does.
566* NotInThisForYourRevolution: Is pretty much in it [[OnlyInItForTheMoney for the money]].
567* NothingPersonal: As he says: "Business is business."
568* ReportsOfMyDeathWereGreatlyExaggerated: He is frequently "killed" in the Chinese and USA campaigns, yet always comes back. He was even due to be a major character in the cancelled sequel, showing he would have survived the GLA's destruction at the end of ''Zero Hour.''
569* SnipingTheCockpit: Can disable enemy vehicles with his special ability, leaving them free to be taken by another infantry unit.
570* TheSpook: Little is known about him- his actual name, origin, and whether he's a gun for hire or he's taken from GLA ranks.
571[[/folder]]
572
573!Units
574
575[[folder:Shared Units]]
576!!!Construction Dozer
577[floatboxright:
578'''Type''': Vehicle\
579'''Role''': Base Construction & Repair/Minesweeping\
580'''Weapons''': None (can CarFu infantry)\
581'''Trained at:''' Command Center]
582The Dozer is responsible for constructing all USA or China structures, as well as keeping them properly repaired.
583----
584* BombDisposal: Can clear mines and booby traps within the assigned area.
585* EmergencyWeapon: The Dozers ''themselves'' can become one in a pinch, being able to [[CarFu run over infantry]] almost as effectively as any combat vehicle.
586* NiceGuy: Both of them. The USA Dozer is enthusiastic about his line of work and speaks in a jovial tone of voice, while the Chinese Dozer is incredibly polite and well-mannered.
587--> '''Chinese Dozer:''' : (When ordered to construct a building) ''Spoken in an absolutely delighted tone'' "A ''very'' good plan, General!"
588* WorkerUnit: They're needed to build and repair structures for USA and China.
589
590[[/folder]]
591
592[[folder:USA units]]
593!!!Ranger
594[floatboxright:
595'''Type''': Infantry\
596'''Role''': Ground Combat\
597'''Weapons''': M16 /Flash-bang Grenades\
598'''Trained at:''' Barracks]
599-->"What's the mission, sir?"
600
601These well-trained, well-armed soldiers form the core of the USA's infantry forces. The Capture Buildings upgrade makes them able to capture buildings, and the Flashbangs upgrade makes them able to fire flash bangs, which can clear soldiers from garrisoned buildings and do damage to groups of infantry units in the open. This unit is ideal for combat against other infantry and pound for pound, the best basic infantry unit in the game.
602----
603* AreaOfEffect: Ranger flash-bang grenade has an area of effect impact damage, which may compensate for the delayed time.
604* ArtisticLicenseMilitary: Flash-bang grenades are non-lethal grenades used to blind and disorient anyone by making a bright light and noise. They most certainly cannot clear structures in one go in real life, either.
605* CannonFodder: Generally the same as the GLA Rebel and Chinese Red Guard in terms of power but also the second most expensive basic infantry.
606* EnemyExchangeProgram: The Capture Buildings upgrade allow Rangers to capture enemy buildings and partially or fully make use of the enemy arsenal.
607* FastRoping: When aboard a Chinook, Rangers can rappel themselves directly into civilian structures to garrison them. If the structure they rappel into is already garrisoned by enemies, the Rangers will simply take it over by eliminating the enemies inside it.
608* HazmatSuit: An upgrade that increases their resistance to radiation clouds and toxin pools. It doesn't completely nullify the damage, though, just enough to get out of it. The upgrade is shared with all US soldiers.
609* ItsRainingMen: Through the Paradrop General's power, up to 20 Ranger can be dropped on the battlefield.
610* NonCombatEXP: Gain experience when capture enemy structures or neutral tech structures.
611* {{Ranger}}: It's in their name. In this case, they are US Army Rangers.
612* SecondaryFire: Rangers can be upgraded to switch to flashbang grenades instead of firing assault rifles. Flashbangs deal high splash damage to infantry but fire slower and do nothing against vehicles and buildings, and instakill all infantry garrisoned in buildings (a remnant of the original mechanic in which enemy infantry could be stunned and captured).
613* 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.
614
615!!!Missile Defender
616[floatboxright:
617'''Type''': Infantry\
618'''Role''': Anti-Armor/Anti-Air\
619'''Weapons''': Javelin/Stinger missile launchers\
620'''Trained at:''' Barracks]
621-->"Got my missile launcher right here!"
622
623The Missile Defender is a soldier armed with a missile launcher, which is effective against enemy tanks, light vehicles and airplanes. He can also use a laser locking mode which increases the rate of fire against the designated target, and makes it more difficult for locked-on targets to flee (they can be fired on from greater distances).
624----
625* AntiAir[=/=]AntiVehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
626* HazmatSuit: An upgrade that increases their resistance to radiation clouds and toxin pools. It doesn't completely nullify the damage, though, just enough to get out of it. The upgrade is shared with all US soldiers.
627* HomingProjectile: Game physics allow their missiles to continue to track and engage a fleeing target long after they've fired.
628* LaserSight: The Missile Defender's powerful secondary ability that allows them to lock on to an enemy vehicle and fire rockets at [[MoreDakka an increase firing rate by 25%]].
629* MacrossMissileMassacre: After locked-on the target with their special ability.
630
631!!!Pathfinder
632[floatboxright:
633'''Type''': Infantry\
634'''Role''': Anti-Infantry and Reconnaissance\
635'''Weapons''': H&K MSG-90 Sniper Rifle\
636'''Trained at:''' Barracks]
637-->"Scope, cleaned and mounted."
638
639A sniper wearing a ghillie suit, who can't be seen when not moving. Not even revealing himself when firing, the Pathfinder is just about the worst thing that can happen to an infantry column. Pathfinders are also perfect for putting in Humvees and in garrisoned buildings.
640----
641* BadassBoast: Have the knack of constantly telling you how well-experienced they are in their fields. Sometimes even in campaign set piece triggers.
642--> '''Pathfinder''': I see everything.
643* ColdSniper: Pathfinders are sane yet professional, putting them in this category.
644* CripplingOverspecialization: Completely useless against anything other than infantry.... but against infantry, they are one of the most useful units.
645* {{Expy}}: Of the Snipers from ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]''. They're both an anti-infantry unit and an anti-infantry unit alone, being good against absolutely nothing else. The only difference between them aside from nationality is that Pathfinders are also stealthed and can detect stealthed units.
646* HazmatSuit: An upgrade that increases their resistance to radiation clouds and toxin pools. It doesn't completely nullify the damage, though, just enough to get out of it. The upgrade is shared with all US soldiers.
647* InvisibilityCloak: Stealthed when stationary.
648* OneHitKill: They can do this to all infantry except hero units.
649* StealthyMook: Pathfinders remain hidden unless firing (which breaks their stealth for a split-second) or moving.
650* TrueSight: Can reveals stealthed units in its sight range.
651
652!!!Pilot
653[floatboxright:
654'''Type''': Infantry\
655'''Role''': Vehicle Training\
656'''Weapons''': None\
657'''Trained at:''' N/A]
658-->"Pilot of the USA!"
659
660The USA pilot ejects out of any vehicles or aircraft that have any level of veterancy status. They are unarmed and can only be directed into another vehicle or aircraft to apply its veterancy status to that unit.
661----
662* CrewOfOne: Has the ability to commandeer any vehicle he wishes, including the Overlord Tank.
663* EjectionSeat: When a USA combat vehicle expires, a Pilot will be ejected from the vehicle, assuming the vehicle's Pilot has seen enough combat to gain ranks.
664* HazmatSuit: An upgrade that increases their resistance to radiation clouds and toxin pools. It doesn't completely nullify the damage, though, just enough to get out of it. The upgrade is shared with all US soldiers.
665* ImprobablePilotingSkills: No matter what aircraft he comes out of, he will be able to pilot any other aircraft... or ground vehicle, even tanks.
666* RareCandy: Pilots add their veterancy to whatever vehicle they enter, essentially acting as walking level ups for them.
667* UniversalDriversLicense: Pilots can transfer their level to the next vehicle they're sent in, no matter if the original or target use jets or wheels. He even says it in one of his selection quotes.
668-->'''Pilot''': I can drive anything!
669
670!!!Crusader Tank
671[floatboxright:
672'''Type''': Vehicle\
673'''Role''': Armored Assault\
674'''Weapons''': 120mm Smoothbore Gun\
675'''Trained at:''' War Factory]
676-->''"[=USA=] Armor Division"''
677
678The Crusader Tank is the main battle tank of the USA ground forces. It's good against other tanks and buildings, but can easily be destroyed by anti-tank infantry as well as air units.
679----
680* {{BFG}}: A 120mm smoothbore gun.
681* BoringButPractical: The Crusader has an edge over most other tanks due to its superior armor. This tank retains its usefulness even in late-game matches, being able to go head-on with all other vehicles in its same class.
682* CurbStompBattle: In a cutscene, a battalion of US Crusader tank face off against GLA Scorpion tanks. The Crusaders annihilate the Scorpions without losing a single tank.
683* MightyGlacier: Compared to the Chinese Battlemaster tank and GLA's Scorpion tank, Crusader Tanks have more firepower, but are slower.
684* TankGoodness: The best of the basic tanks of the 3 factions (albeit also the most expensive), they can be upgraded with drones and composite armor to further increase their lethality.
685* YouHaveResearchedBreathing: The fact that Composite Armor is an upgrade that has to be researched at a Strategy Center implies that, until that point, Crusaders and their Paladin ilk are protected by [=WW2-era=] Rolled Homogeneous Armor. Ironic for tanks that are meant to be more advanced than the Battlemaster and Scorpion.
686
687!!!Laser Tank
688[floatboxright:
689'''Type''': Vehicle\
690'''Role''': Armored Assault\
691'''Weapons''': Laser Cannon\
692'''Trained at:''' Barracks]
693-->''"Laser Crusader ready for engagement!"''
694
695The Laser Tank is the main battle tank of General Townes' ground forces. It's good against other tanks and buildings, but can still be easily destroyed by anti-tank infantry as well as air units. The Laser Tank requires 1 unit of power to function, should a base become depowered it too will cease to function until power is restored.
696----
697* AwesomeButImpractical: Their laser cannons are such power-hogs that they can't actually take their power sources with them. Instead, they tap into the base's power grid and will go off-line if Townes goes low on power.
698* RayGun: The Laser tank is practically a Crusader Tank equipped with a powerful laser.
699* 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.
700
701!!!Humvee
702[floatboxright:
703'''Type''': Vehicle\
704'''Role''': Fast Attack/Transport\
705'''Weapons''': Machine Gun and TOW Missiles\
706'''Trained at:''' War Factory]
707-->''"Buckle up!"''
708
709The Humvee is a fast transport vehicle. It can transport five soldiers which can fire through the vehicle's fireports. However, by itself it's only armed with a machine gun, though it can be upgraded with a TOW Missile launcher. It also has rather weak armor, but makes up for that with speed.
710----
711* AntiAir: TOW Missile allows Humvees to attack aircraft.
712* AwesomePersonnelCarrier: Could be equipped with drones for self repair and scouting. Not only that, but it could also carry up to five infantry that could all fire out of the windows, essentially making the Humvee a mobile bunker.
713* BoringButPractical:
714** Inexpensive and fast, it quickly became popular as a weapon to surprise the enemy early on in a conflict. Due the ability to mix and match infantry, along with the varied drone upgrades, a small force of Humvees could be equipped to tackle anything. Loaded with Missile Defenders, and upgraded with the TOW Missile, Humvees are very dangerous against enemy armor, using the superior range of Missile Defenders and the superior speed of Humvees to pick off enemy tanks while remaining just outside of cannon range. This ability was enhanced by the range bonus of the Search and Destroy battle plan. These Humvees could also be used to cut off enemy supply lines by destroying collector units, bringing the opposing general's production to a halt if the Humvees were not stopped.
715** A Humvee armed with TOW Missile, Battle Drone while loading with 2 Pathfinders and 3 Missile defenders is powerful enough to completely destroy a medium base.
716* CompositeCharacter: Of the Battle Fortresses and [=IFV=]'s from ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' and it's expansion pak ''Yuri's Revenge''. They're a transport notable for their ability to have infantry shoot out of fireports giving them a high amount of flexibility like the former, but have the fragility and high speed of the latter.
717* CripplingOverspecialization: Averted, since Humvee starts with an anti-infantry attack and can get an anti-armor missile, but more importantly can be filled with up to five Missile Defenders or insta-death-to-infantry Pathfinders, or some combination thereof.
718* 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.
719* GlassCannon: In spite of the BoringButPractical entry above, the Humvee is vulnerable to heavy weapons, being only a light vehicle. When met with enemy armor, it fares poorly, having to rely on superior speed to retreat. Even with Missile Defenders inside, the Humvee was still easily destroyed if not carefully micromanaged and kept out of cannon range. It was also very vulnerable to anti-vehicle weapons and, while un-upgraded and unloaded, could not attack enemy aircraft. When destroyed, any passengers inside are also killed instantly.
720* HitAndRunTactics: The Humvee is good at it too: it's fast, can carry up to 5 infantry that can fire while moving (including snipers and missile infantry) and can benefit from a global +20% range buff.
721
722!!!Sentry Drone
723[floatboxright:
724'''Type''': Vehicle\
725'''Role''': Scout/Stealth Detector\
726'''Weapons''': Machine Gun\
727'''Trained at:''' War Factory]
728-->''"Beep."''
729
730Sentry Drones are small, unmanned vehicles armed with spotlights and once upgraded, large machine guns. While leak and fragile, they can lie unseen, sweeping the area for infiltrators, or mixed in with other American units to sniff out hidden dangers.
731----
732* KungFuProofMook: Being drones, they are completely immune to being taken over by hijackers or having their pilots taken out by Jarmen Kell/Neutron Shells, making them particularly effective at hunting down the GLA commando.
733* OvershadowedByAwesome: As anti-infantry and stealth detection units with passive stealth while not moving, Sentry Drones are largely overshadowed by the cheaper, more deadly Pathfinder, which sees significantly more play. Ironically, despite their name, their only advantages compared to the Pathfinder are in offensive, scouting roles, being immune to enemy snipers and twice as mobile. Despite this, American access to cheaper Scout Drones, which can be built by any other vehicle on the go largely render the Sentry redundant in this role as well.
734
735!!!Ambulance
736[floatboxright:
737'''Type''': Vehicle\
738'''Role''': Field Medical Support/Decontamination\
739'''Weapons''': None\
740'''Trained at:''' War Factgory]
741-->''"Need some medical attention?"''
742
743The Humvee-based ambulance can use its decontamination spray to rid the field of toxic and radiation clouds. It heals soldiers and repairs vehicles in the near vicinity and acts as a transport for 3 infantry.
744----
745* 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.
746* CombatMedic: Ambulance heals troops stationed inside it and removes contamination/radiation, and can be given a combat drone as a weapon (being a medical Humvee, it can also run over infantry).
747* NoExperiencePointsForMedic: Ambulances never gain veterancy.
748* NoSell: Ambulance is completely impervious to environmental hazards such as radiation and toxins.
749* TheMedic: It's job is to heal allied infantry and repair friendly vehicles.
750* MookMedic: Ambulance can heal soldiers inside or near them 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.
751* SupportPartyMember: Has no means of attacking other than running over infantry but can heal friendly infantry and repair friendly vehicles. Additionally, the Ambulance could release a foam to clear radiation and toxins preventing harm to other units.
752
753!!!Paladin Tank
754[floatboxright:
755'''Type''': Vehicle\
756'''Role''': Armored Assault\
757'''Weapons''': Heavy Tank Gun/Point Defence Laser\
758'''Trained at:''' War Factory]
759-->''"Preserving Freedom."''
760
761This high-tech tank is the result of months of battle research. It meets all expectations of a tank, sporting a powerful gun which can easily destroy other tanks, and has a point defense laser at the back which shoots down missiles and has a secondary role as an anti-infantry system. However, the laser recharges between each interception.
762----
763* TankGoodness: Despite being costlier than most other tanks, the Paladin fared better against rocket-toting infantry and was by no means slow or cumbersome for its class. Often, the Paladin is used as a Scorpion deterrent, as its Point Defense Laser can nullify incoming Scorpion rockets, minimizing the losses incurred on its side of the shootout. Its double-duty capabilities also make it favorable for removing Scud Launchers and their ballistic missiles. On a lesser role, Paladins serve as close-range fire support against infantry, as the Point Defense Laser is potent for killing footsoldiers in one to two hits.
764* ThePaladin: The Paladin Tank's voice lines imply that he has the personality and has the ability to tank missile shots with a defensive laser.
765* RayGun: Its Point Defense Laser 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.
766
767!!!Avenger
768[floatboxright:
769'''Type''': Vehicle\
770'''Role''': Anti-Missile Support/Target Illumination/Anti-Air\
771'''Weapons''': Anti-Air Lasers and Point-Defense Lasers\
772'''Trained at:''' War Factory]
773-->''"Targeting cursors set!"''
774
775Because the Humvee was not sufficient against fast air targets the USA's enemies started to deploy in battle, the USA employed the Humvee-based Avenger anti-aircraft system. It has a laser designator which can mark enemy units and increase the rate of fire from allied units firing on this target, and a point defense laser which protects it against missiles. An anti-air laser system is mounted on its back, which cooks any air unit in range.
776----
777* AntiAir: A mobile AA gun.
778* ArtificialStupidity: 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 targeting laser that doesn't do any damage whatsoever.
779* BeamSpam: the AN/TWQ-1 Avenger Humvee is nothing but lasers. Let's have a look, shall we? Two [[AntiAir anti-aircraft lasers]], four [[PointDefenseless point-defense]] lasers for [[DestructibleProjectiles shooting down missiles]], and one [[LaserSight ground-only targeting laser]], which are [[ColorCodedCharacters colored red, yellow and blue, respectively, for your viewing convenience]], of course. Now, take note: the Avenger can use ''all'' of them at once at multiple targets.
780* LaserSight: Paints ground targets with its blue laser designator, increasing the fire rate of friendly units attacking the marked target.
781* RayGun: It's an AA laser gun.
782* RuleOfCool: Because six lasers.
783-->"Targeting for rapid fire."
784
785!!!Microwave Tank
786[floatboxright:
787'''Type''': Vehicle\
788'''Role''': Combat Support\
789'''Weapons''': Microwave Emitter\
790'''Trained at:''' War Factory]
791-->''"Wave generator activated!"''
792
793As its name suggests, this tank is armed with a powerful microwave emitter. It creates a large microwave field around itself which fries infantry in seconds. Additionally it uses its dish to focus the emitter into projecting a microwave beam which shuts down targeted buildings and clears garrisoned buildings almost instantly. The downside is that the building only remains without power as long as the Microwave Tank keeps firing at it. While firing the beam, the tank loses its microwave field, so this unit should never be sent out alone and only used as a support vehicle.
794----
795* EnergyWeapon: As the name suggests, it's equipped with a weaponized directional microwave emitter capable shutting down buildings and frying enemy infantry.
796* FriendlyFireproof: Friendly infantry standing around the Microwave tank are somehow immune to being fried by the tank's microwave field.
797* InstantDeathRadius: Microwave Tanks cook and pop enemy infantry units in their vicinity. This make them immune to Hijackers.
798* PowerNullifier: By focusing a microwave beam on enemy buildings the Microwave Tank can disable them.
799* TanksButNoTanks: The Microwave Tank is simply a mobile [[http://en.wikipedia.org/wiki/Active_Denial_System active denial system]].
800
801!!!Tomahawk Launcher
802[floatboxright:
803'''Type''': Vehicle\
804'''Role''': Long-Range Bombardment\
805'''Weapons''': Tomahawk Cruise Missiles\
806'''Trained at:''' War Factory]
807-->''"Long-range ballistics."''
808
809The Tomahawk is the staple artillery rocket of the USA forces. It fires a Tomahawk missile over large distances, which does quite some damage to any target but has little area of effect. The missile also tracks and follows targets, and is capable of hitting even fast-moving units. However the vehicle is rather slow and weak, and its long reload time makes it unable to survive on its own, so be sure to protect it.
810----
811* HomingProjectile: Tomahawk missiles track and follow targets and can hit even fast-moving units.
812* LongRangeFighter: The Tomahawk Launcher boasts very long range even by artillery standards but cannot fire upon targets at close range.
813* SiegeEngines: The Tomahawk Launcher was the long-range siege weapon of choice for the USA.
814
815!!!Chinook / Combat Chinook
816[floatboxright:
817'''Type''': Aircraft\
818'''Role''': Resource Gathering/Transport\
819'''Weapons''': None\
820'''Trained at:''' Supply Center]
821-->"Need a delivery, General?"
822
823The Chinook is the main USA air transport unit, and is capable of transporting up to 8 infantry units or one or two vehicles. It is also the USA's supply gatherer, capable of loading up $600 worth of supplies in one go.
824
825Combat Chinooks are fitted with extra armour and fireports, designed to create a safe, fast vehicle from which the USA's formidable infantry can fire on their enemies.
826----
827* AwesomePersonnelCarrier:
828** It can transport a maximum of two vehicles and two infantry units, eight infantry units alone, or a single construction dozer, as well as being able to do all the things that a regular Chinook could - collect supplies, transport units, and perform combat drops - the Combat Chinook also has gunports (like the Humvee) that allow infantrymen transported inside to fire at enemies within range.
829** Fast, agile and equipped with a point defense laser, a Combat Chinook loaded with Missile Defenders and Pathfinders was a serious threat to almost every type of unit.
830* DefenselessTransports: The Chinook serves as a dedicated, unarmed transport unit. The Combat Chinook however has gunports so infantry inside can fire at the enemy.
831* FastRoping: When aboard a Chinook, Rangers can rappel themselves directly into civilian structures to garrison them. If the structure they rappel into is already garrisoned by enemies, the Rangers will simply take it over by eliminating the enemies inside it. Alternatively, you can just use it to drop {{ranger}}s onto the battlefield in a badass way, though it's a lot slower than just landing the helicopter and unloading them the regular way, [[AwesomeButImpractical leaving both parties vulnerable to enemy fire]].
832* MilitaryMashupMachine: It's a resource gatherer, transport, and, when loaded with infantry, attack helicopter, all at the same time.
833* WorkerUnit: It carries the most supplies out of all Supply Units, $600 of supplies per load, but takes considerable time lowering the net down for said supplies. The real benefit is in its speed, allowing for gathering of supplies far away from the supply drop zone with ease.
834
835!!!Raptor / King Raptor
836[floatboxright:
837'''Type''': Aircraft\
838'''Role''': Air Superiority and Attack\
839'''Weapons''': Missiles\
840'''Trained at:''' Airfield]
841-->''"Let's give 'em an air show!"''
842
843The F-22 Raptor is a fifth-generation fighter jet capable of precise and powerful strikes against air and ground targets. Being highly suited to dogfights, Raptors can quickly gain control of the skies, and deliver powerful air support to take out all but the heaviest ground units.
844
845A specialized version, the King Raptor, is available to General Granger. The King Raptor is a substantially more powerful version of the F-22 Raptor, which comes with two Point Defense Laser systems and has a small stealth detection device installed. Being highly suited to dogfights, Raptors can quickly gain control of the skies, and deliver powerful air support to take out all but the heaviest ground units. It also carries 6 missiles, instead of 4.
846----
847* CoolPlane: Essentially the most powerful multirole fighter in the game, they are efficient anti-vehicle bombers, excelling at destroying unprotected enemy vehicles.
848** A single King Raptor could destroy any faction's basic tank. Two of them could destroy a common anti-air vehicle, such as a Quad cannon, Gatling Tank, or even an Avenger. In fact, a pair of King Raptors could destroy any ground unit, up to and including the Overlord Tank. King Raptors were also capable of destroying most other types of aircraft, including large helicopters such as Chinooks and Helixes in a single run.
849** Due to their six missiles, King Raptors could be used to kill up to three dozers in a single run, with proper micro-management, as dozers each require two missiles to kill. This also indicates that a single King Raptor could also destroy three Rocket Buggies in a single run.
850* JustPlaneWrong: The F-22 is an air superiority fighter; while it was for a time designated as an F/A, ground attack isn't what it was made to do- that goes to the F-35. Even when the F-22 is to be committed in a ground attack capacity, it uses guided bombs, not missiles, and the pilot most definitely won't be calling "Fox One" over the radio.
851* MacrossMissileMassacre: When a full flight load of missiles is dropped at once, and the King Raptor carries 6 missiles, instead of 4 like the normal Raptor.
852* RayGun: The King Raptor's Point Defense Laser can neutralize enemy missiles and rockets before they reach the plane.
853
854!!!Stealth Fighter
855[floatboxright:
856'''Type''': Aircraft\
857'''Role''': Aerial Attack\
858'''Weapons''': 2 Bombs/Bunker Busters\
859'''Trained at:''' Airfield]
860-->"Ready for covert mission!"
861
862The F-117 Nighthawk stealth fighter fires air-to-ground missiles which are extremely effective against defenses and do good damage against other ground targets as well. Because it is stealthed when not firing, it can be difficult to take down before it disappears again, making its attacks hard to anticipate and giving it the ability to attack 'out of nowhere'.
863----
864* CoolPlane: The Stealth fighter was highly effective at attacking construction units such as dozers and workers, and was able to destroy base defenses with ease. With the bunker busters upgrade the Stealth Bomber was also able to force infantry out of garrisonable structures, often heavily damaged if not killed. A Tunnel Network housing vehicles in it, when bested by a Bunker Buster will also be forced to evacuate the vehicles inside.
865* InvisibilityCloak: Standard base defenses usually did not detect the fighters until they were literally right on top of them. The Stealth Fighter was able to slink across the battlefield right on top of or into an opponents base if the proper countermeasures were not built.
866
867!!!Aurora / Aurora Alpha
868[floatboxright:
869'''Type''': Aircraft\
870'''Role''': High-Speed Attack\
871'''Weapons''': Bomb/Tactical Fuel Air Bomb\
872'''Trained at:''' Airfield]
873-->"Hi-speed Bomber ready for takeoff!"
874
875This bomber, a result from the Aurora Project, is the most advanced aircraft in existence. During its attack run, it travels at supersonic speed, which makes it practically invulnerable against anything but stray shots. It then drops a single bomb that seriously damages any ground target, makes a sharp turn and flies back to base at subsonic speed to conserve fuel. This return flight is the only time it is vulnerable to anti-air attack.
876----
877* BigBulkyBomb: The normal one is fairly powerful, and the Alpha is loaded with fuel bombs.
878* CollateralDamage: A flight of four Aurora Alphas will often suffer losses from the third or fourth plane getting caught in blast from the earlier planes' fuel-air bombs.
879* CoolPlane: It's literally invincible until it drops its bomb. It can literally be used in groups to completely eliminate anti air before blowing the entire base to kingdom come.
880* GlassCannon: Its bombs pack a lot of punch, but when its effective NighInvulnerability runs out once it attacks, it's nowhere near as fast, and its fragility does not make things better.
881* InvulnerableAttack: Aurora Bombers are invulnerable when attacking until they drop their bomb, at which point anti-air can easily take them down. With very good micro, they can be used as a fire magnet.
882* SuperSpeed: On its attack run, the Aurora's supersonic speeds prevents any enemy anti-aircraft weapons from successfully attacking it. However, on its return flight it can no longer sustain such a speed, and is very vulnerable.
883
884!!!Comanche
885[floatboxright:
886'''Type''': Aircraft\
887'''Role''': Close Air Support\
888'''Weapons''': 20mm Chaingun, Anti Tank Missiles, and Rocket Pods\
889'''Trained at:''' Airfield]
890-->"Gunship reporting in."
891
892The Comanches are assault support aircraft that are good against infantry and vehicles that do not have anti-air capabilities. They are armed with guns and four missiles that take time to reload. They can also upgrade rocket pods at the airfields to unlock the ability to unleash a barrage of rockets on a specified area.
893----
894* BottomlessMagazines: They never run out of missile and bullets, and are explicitly stated to be able to re-arm in the air without needing to return to the airfield if they stop firing long enough.
895* InvisibilityCloak: General Granger can upgrade his Comanches with the Stealth Comanche Upgrade, making them difficult to detect. Comanches in real life are stealth helicopters.
896* MacrossMissileMassacre: Rocket Pods has the Comanche carpeting a small area with a salvo of dozens of unguided rockets. Enough Comanches using this ability at once can rival even a superweapon in sheer damage output, at least against a single building or tank column.
897--> "How 'bout those rocket pods?"
898* TechnologyMarchesOn: The games take place sometime in the 2020s. When the games were released in 2003, the Comanche was still undergoing test flights with the intention of eventually being deployed as a support vehicle to the AH-64 Apache. In 2004, the Comanche program was canceled by the U.S. Army, and its budget was reallocated to UAV development.
899
900[[/folder]]
901
902[[folder:China units]]
903!!!Red Guard
904[floatboxright:
905'''Type''': Infantry\
906'''Role''': Ground Combat\
907'''Weapons''': Type 63 Rifle\
908'''Trained at:''' Barracks]
909--> "We stand together!"
910
911Red Guard are China's basic infantry unit. Trained in pairs, and armed with a simple semi-automatic rifle, they are effective against other infantry, and capable of capturing neutral or enemy buildings. Groups of five or more gain a Horde Bonus, which allows them to fire much faster.
912----
913* ArtisticLicenseMilitary: The Red Guard in real life were simply students loyal to Mao Zedong and had little connections to the Army (with some sources even saying that the PLA disliked them).
914* CannonFodder: The front-line trooper of the Red Army, the Red Guard operates best in large groups.
915* EnemyExchangeProgram: The Capture Buildings upgrade allow Red Guard to capture enemy buildings and partially or fully make use of the enemy arsenal. But doing this is dangerous, as the Red Guard take up to a minute to fully capture the structure.
916* MechanicallyUnusualClass: They are quite literally two infantry units for the price of one, something that's only shared by their elite counterparts, the Mini-Gunners.
917* NonCombatEXP: Red Guards gain experience when capturing buildings, and are trained as veterans with the Red Guard Training General's Power.
918* 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. Red Guards could also be used to cheaply give a horde bonus to Tank Hunters by keeping them together in large squads.
919
920!!!Mini-Gunners
921[floatboxright:
922'''Type''': Infantry\
923'''Role''': Ground Combat/Anti-Air\
924'''Weapons''': Huaqing Minigun\
925'''Trained at:''' Barracks]
926-->"Minigunner reporting for duty."
927
928The 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 basic 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.
929----
930* AntiAir: The only basic infantry that can attack aircraft.
931* EliteMooks: Although more expensive and trained more slowly than regular Red Guards, Mini-Gunners are a lot more dangerous to infantry and light vehicles, and can even target airplanes.
932* 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 dangerous, as the Mini-Gunners take up to a minute to fully capture the structure.
933* GatlingGood: Deployed in squads, their miniguns could shred through enemy infantry and lightly-armoured vehicles that would normally pose more of a threat. Even enemy aircraft had to be careful, as Minigunners are so well trained that they can successfully down them. While lone gunners wouldn't hope to stand a chance against aircraft such as Comanches, a horde of them can mow down entire waves at an alarming rate.
934* GatheringSteam: Like all Chinese gatling weapons, they need time to get their guns up to speed.
935* ItsRainingMen: Through the Paradrop General's power, Fai can paradrop up to 15 Mini-Gunners on the battlefield.
936* NonCombatEXP: Red Guards gain experience when capturing buildings, and are trained as elite with the Mini-Gunner Training General's Power.
937
938!!!Tank Hunter
939[floatboxright:
940'''Type''': Infantry\
941'''Role''': Anti-Armor/Anti-Air\
942'''Weapons''': Rocket Launcher and TNT\
943'''Trained at:''' Barracks]
944-->"We'll tear through their armor!"
945
946Armed with a rocket launcher, the Tank Hunter is highly effective against light vehicles and tanks, as well as structures and aircraft. In groups of five or more, they gain a Horde Bonus which increases their rate of fire. Tank Hunters are also armed with TNT charges which they can place on enemy vehicles and structures. The charges cannot be removed, and detonate after ten seconds, dealing tremendous damage to the target.
947----
948* AntiAir: Tank Hunters can attack aircraft.
949* AntiVehicle: Their main role is to combat light vehicles and tanks, but their can hit airships as well.
950* NotWhatISignedOnFor: One of Tank Hunter quotes when under fire.
951--> "I didn't sign up for this!"
952* StuffBlowingUp: Using his secondary ability, the Tank Hunter touches a vehicle or structure and attaches a timed TNT charge to it.
953
954!!!Hacker / Super Hacker
955[floatboxright:
956'''Type''': Infantry\
957'''Role''': Electronic Warfare\
958'''Weapons''': None\
959'''Trained at:''' Barracks]
960-->"No system is safe"
961
962Hackers are unarmed infantry that are used to either disable enemy base structures or hack the internet for cash. The can only disable buildings close up, and must stay stationary when keeping a building disabled or hacking the internet. They are China's economy later in the game when supply docks are emptied.
963
964Not satisfied with their existing capabilities, General Fai had Black Lotus train a corps of elite hackers for his army, the Super Hackers. Just like the hackers, but they are stealthed when not disabling a building. They also have the ability to disable vehicles like the China hero unit Black Lotus.
965----
966* 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 even a specialised structure to help them out in the expansion. Unlike most examples, they are affiliated with the good guys.
967* InvisibilityCloak: Super Hackers are stealthed, even when walking and hacking cash, a great advantage in an attack on enemy vehicles.
968* MagikarpPower: Hackers can gain experience by hacking the internet for money and they gain more money when they increase in veterancy. In ''Zero Hour'', China can build an Internet Center to help the Hackers gain money more quickly. While this is all expensive and time-consuming to set up once an Internet Center is fully staffed with fully-experienced Hackers they will all pay for themselves many times over.
969* NonCombatEXP: Hacking money can gain experience value to them and earn them veterancy, this in turn increase the hacking value of each hacker.
970* OrganizationWithUnlimitedFunding: Just where do those Hackers get all that money from?
971--> ''"Nobody will notice their money is missing."''
972* PiecemealFundsTransfer: How the hackers hack in money to fuel your war machine. As they gain experience, they find ways to increase the size of the pieces!
973* PowerNullifier: The Hacker uses a strong computer virus to disable enemy buildings. Super Hackers can also the same thing to a enemy vehicle's electronics.
974* SupportPartyMember: Has no means of attacking but can remotely disable enemy structures and generates a constant stream of money.
975
976!!!Supply Truck
977[floatboxright:
978'''Type''': Vehicle\
979'''Role''': Resource Gathering\
980'''Weapons''': None\
981'''Trained at:''' Supply Center]
982-->"Lets pick up some goods."
983
984The Supply Truck is a small but relatively fast and cheap vehicle, designed to gather supplies and bring them back to the Supply Center for processing. A single truck can collect $300 worth of supplies before needing to return to unload its cargo.
985----
986* CripplingOverspecialization: Unlike the USA's Chinook and the GLA's Worker, the Chinese Supply Truck has no other use aside from gathering supplies. That's it. No more, no less. This means that once all the supply sources on the map have been depleted, the trucks are pretty much useless.
987* WorkerUnit: Gathers supplies to facilitate the player's economy.
988
989!!!Battlemaster Tank
990[floatboxright:
991'''Type''': Vehicle\
992'''Role''': Armored Assault\
993'''Weapons''': 105mm Type 83 Smoothbore Gun\
994'''Trained at:''' War Factory]
995-->"China's Tank Division."
996
997The backbone of China's armored divisions. The Battlemaster is not a particularly powerful tank but it is cheap and quick to construct. The Battlemaster is armed with a powerful cannon that does moderate damage against vehicles and buildings. Groups of Battlemasters receive a Horde bonus which increases their rate of fire. The Battlemaster has a substantial upgrade potential.
998----
999* DepletedPhlebotinumShells: Depleted Uranium Shells is an upgrade to Battlemaster tank gun ammunition that increases the Battlemaster's damage by 25% and add radition damage to targets struck.
1000* GlassCannon: In contrast to the [[StoneWall American Crusader]] the Battlemaster's primary upgrade, Depleted Uranium Shells upgrade focuses on boosting its firepower.
1001* GoingCritical: The Nuclear Tanks upgrade increases the Battlemaster's speed by 25%, but also causes them to explode violently when destroyed.
1002* JackOfAllStats: When compared, the Battlemaster alone is something of a mediocre unit, lacking the speed of the GLA's basic Scorpion Tank and the armour of the USA's Crusader Tank. It is still quite effective against vehicles and structures as its gun is as strong as a Paladin's.
1003* ItsRainingMen: One of General Ta Hun Kwai's General's Powers allows him to drop Battlemasters anywhere on the map by air (up to 4 Battlemasters at the highest level).
1004* NonCombatEXP: The Battlemaster Elite Training is a General's Power of general Kwai that allow Battlemasters built from his War Factory emerge as as elites.
1005* 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.
1006* ZergRush: The Battlemaster is not the best main battle tank out there, but it's cheap and fast. Furthermore, a group of Battlemasters gets a fire rate upgrade, encouraging China players to swarm the enemy with them.
1007
1008!!!Dragon Tank
1009[floatboxright:
1010'''Type''': Vehicle\
1011'''Role''': Combat Support\
1012'''Weapons''': Flamethrower\
1013'''Trained at:''' War Factory]
1014-->''"It's very hot in here!"''
1015
1016A tank fitted with a flamethrower instead of a cannon. The flamethrower makes the Dragon Tank infantry's worst nightmare, and infantry hiding in buildings can be instantly burned out with the Dragon Tank. Its flamethrower can also make a sweeping motion, creating a huge fire wall; the Dragon Tank reduces buildings to ashes in seconds in this mode. Though not built to fight against tanks, it can do significant damage to them.
1017----
1018* DualModeUnit: Dragon Tanks can use their flamethrower with a small sweep, or a very wide sweep to creating an area-of-denial.
1019* FireBreathingWeapon: Their main weapon is a flamethrower
1020* InstantDeathRadius: Its special ability "Flame Wall" can render areas impassable to enemy infantry, and is especially useful for screening a position against Terrorist attacks.
1021* KillItWithFire: A lot of fire, as a Dragon Tank can make a lot of it.
1022* NoSell: Due to fireproof armour, Dragon Tanks are immune to the flames of friendly (and enemy) Dragon Tanks.
1023* RuleOfCool: ''Especially'' the Wall of Fire ability.
1024* WallOfFire: Its secondary ability allows it to sweep its turret and firing at the same time, leaving a constant stream of fire on the targeted surface.
1025
1026!!!Gatling Tank
1027[floatboxright:
1028'''Type''': Vehicle\
1029'''Role''': Anti-Infantry/Anti-Air\
1030'''Weapons''': Gatling Gun\
1031'''Trained at:''' War Factory]
1032-->"Gattling Tank, ready for action"
1033
1034China's main anti-aircraft and anti-infantry unit. The big Gatling gun installed on it does little damage against heavily armored targets but works quite well against aircraft, ''incredibly'' well against infantry and quite well against light vehicles. The barrel needs some time to spin up before it reaches its full potential. In tank groups, it gets a Horde bonus which increases its rate of fire. The Chain Guns upgrade replaces the four-barreled gattling gun with a six-barreled version, and giving it a higher rate of fire.
1035----
1036* AntiAir: They serve as the anti-air vehicles for the China.
1037* BottomlessMagazines: [[LampshadeHanging Lampshaded]] by one of the Gatling Tank crewman's quotes.
1038--> ''"I have '''''many''''' bullets to spare!"''
1039* {{Expy}}: Of the Yuri vehicle of the same name from ''Yuri's Revenge''. Sans [[ZergRush the Horde Bonus]] and the Chain Guns upgrade, it works exactly the same, being a cheap anti-infantry/anti-aircraft vehicle whose fire rate increases the longer it fires.
1040* GatlingGood: Their main weapon, which fires steady stream of bullets capable of mowing down infantry at an alarming rate.
1041* GatheringSteam: It need to spin up before reaching maximum firing rate.
1042* MoreDakka: Lampshaded by their quotes:
1043--> ''Kick it into high gear!''
1044--> ''Rapid fire!''
1045--> ''Spin them up!''
1046--> ''Don't stop till it's over!''
1047** Its far more dakka than the rest of the vehicles, only being outclassed by the GLA Quad Cannon.
1048* TanksButNoTanks: The Gatling Tank is simply a self-propelled anti-air gun.
1049
1050!!!Troop Crawler/Assault Troop Transport
1051[floatboxright:
1052'''Type''': Vehicle\
1053'''Role''': Transport\
1054'''Weapons''': None\
1055'''Trained at:''' War Factory]
1056-->"Let's get these men to the battle."
1057
1058The power of China's infantry is best felt when they are massed and the Troop Crawler is the ideal way to do that. It comes with eight Red Guards by default, and the troops inside survive even if the Troop Crawler is destroyed. The Troop Crawler is also fitted with a scanner that can detect stealthed units around it.
1059
1060The Infantry General can build one that comes with 8 Minigunners, and allows infantry to fire out the sides.
1061----
1062* AwesomePersonnelCarrier:
1063** Unimpressive on its own due to its slow speed, fragility and expense, the Troop Crawler nevertheless provides a way to transport infantry around faster than on foot, can detect stealth units, and the vehicle itself only costs $200 if the Red Guards it comes with are expense-deducted.
1064** The Assault Troop Crawler is a reasonably fast wheeled APC, already coming with eight Minigunners on board upon rolling out of the War Factory (which means technically the Assault Troop Crawler is free), with stealth detection. Most importantly, it has firing ports for the infantrymen inside, superior armor and a small propaganda tower to heal other friendlies. If some of the Mini-Gunners were replaced by Tank Hunters the Assault Troop Transport would be well-equipped to take on all threats.
1065* DefenselessTransports: The Troop crawler serves as a dedicated transport and has no weapon. Assault Troop Crawlers, however, have gun-ports to allow infantry inside to fire outside.
1066* TheMedic: The Assault Crawler has a small propaganda tower to heal other friendlies.
1067* TrueSight: Hijackers are useless if they try to steal an Assault Crawler as they are not able to stay hidden, let alone get close.
1068
1069!!!Listening Outpost/Attack Outpost
1070[floatboxright:
1071'''Type''': Vehicle\
1072'''Role''': Reconnaissance\
1073'''Weapons''': None\
1074'''Trained at:''' War Factory]
1075-->"Did you hear something?"
1076
1077The Listening Outpost fills in the role of an early warning system against stealthed enemies. When it is stationary, it deploys its radar dish which reveals stealthed units in a large radius and activates its stealth generator. It comes with two Tank Hunters out of the factory by default which can use the Outpost's fire ports to defend it against enemy threats.
1078
1079The Infantry General is able to build one that comes with four Tank Hunters out of the factory by default which can use the Outpost's fire ports to defend it against enemy threats. In contrast to the Listening Outpost, the Attack Outpost can carry a maximum of eight troops instead of two and sports considerably tougher armour.
1080----
1081* AwesomePersonnelCarrier:
1082** The Listening Outpost could be deployed on the front lines, detecting unit movements over a wide radius, including stealth units. Listening Outposts themselves were stealthed when not moving. Although unarmed, two Tank Hunters were stationed inside each Listening Outpost and could fire from within it, providing some degree of protection.
1083** The Attack Outpost rolled out of Fai's War Factory with four Tank Hunters on board for protection. More infantrymen could be added, turning the Attack Outpost into an [=APC=] of sorts. They were quite cheap, versatile, had a vast sight range and were stealthed while not moving. With mixed types of infantry on board, Attack Outposts could be effective against almost anything. If destroyed, infantry could escape an Attack Outpost unscathed and continue the attack. Their stealth ability allowed the Chinese to launch deadly ambushes, a trait they were usually weak at due to their lack of stealth units, with the exception of their hero unit.
1084* InvisibilityCloak: Listening Outposts and Attack outpost themselves were stealthed when not moving.
1085* TrueSight: They can detect stealthed units in big radius around them.
1086
1087!!!Overlord Tank/Emperor Overlord Tank
1088[floatboxright:
1089'''Type''': Vehicle\
1090'''Role''': Heavy Assault\
1091'''Weapons''': 2 ZPT-98 125mm smoothbore guns (Overlord) or 2 140mm smoothbore guns (Emperor Overlord)/Gatling cannon (Optional)\
1092'''Trained at:''' War Factory]
1093-->"Are you ready?"
1094
1095The Overlord is the representation of China's overwhelming power on the battlefield. It is the strongest and largest tank in the world. Armed with two powerful 125mm guns, it turns vehicles and buildings into scrap within seconds. To enhance its already remarkable power, each Overlord can be upgraded individually with a Bunker, a Gatling Cannon or a Speaker Tower. The massive weight and size of this war machine makes it possible to crush lighter tanks by simply driving over them. All this power has two drawbacks: the Overlord has a high price accompanied by a long build time, and it is slow without the nuclear reactor. It also has a counterpart called the Emperor Overlord Tank, exclusive to General Kwai, which comes pre-equipped with a Propaganda Tower and can be upgraded with Gattling Cannons.
1096
1097----
1098* ArtificialStupidity: AI armies using Overlord Tanks ''never'' invest in the extra defense structure upgrades.
1099* AwesomeButImpractical: Armed to the teeth, extremely tough and upgradable for even better versatility, they nevertheless cost a lot and are typically the first on any opponent's target list, are often slow and prone to {{Zerg Rush}}es. The Emperor version, though, is possibly one of ''the'' best units in the game, due to not only having a pre-built propaganda tower which constantly heals it and the units surrounding it while also buffing them, but it's only upgrade is the gattling cannon, which might not sound like much until you realize that it turns it into a MasterOfAll capable of fighting with every type of unit in the game, from infantry, to other vehicles, to aircraft, all while also being capable of detecting stealthed units once the gattling cannon is installed. General Tao's Overlords also downplay this as his Overlords have the nuclear upgrades pre-installed (saving you significant money) so they have extra cannon power and increased agility right out of the gate, perks that the Emperors lack until you research them from a ''Nuclear Silo''.
1100* AwesomePersonnelCarrier: Emphasis on "awesome". An Overlord Tank with the Battle Bunker upgrade holds 5 infantry units who can fire at enemies within range.
1101* CarFu: Like other tanks, the Overlord can crush infantry. ''Unlike'' other tanks, [[ExaggeratedTrope it can also crush other tanks]] and {{hero unit}}s.
1102* 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.
1103* CripplingOverspecialization: Overlord Tanks can avert this trope somewhat by installing an anti-air and infantry gatling gun (its main weapons are anti-armor), though it's still slower than molasses in winter and vulnerable to anti-armor weapons.
1104* DepletedPhlebotinumShells: There's the Depleted Uranium Shells upgrade to Overlord and Emperor tank gun ammunition that increases the Overlord and Emperor damage by 25% and add radition damage to targets struck.
1105* GatlingGood: Any Overlord Tank with a Gatling Cannon upgrade, making them more effective against infantry and aircraft
1106* GoingCritical: The Nuclear Tanks upgrade increases the Overlord's speed by 25%, which is ''sorely'' needed because they are {{Mighty Glacier}}s, but also causes them to explode violently when destroyed.
1107* {{Irony}}: They're heavily based off of the Apocalypse Tank from the Red Alert series, but they're more similar to the Mammoth Tank due to belonging to a heroic faction, as China is an anti-heroic one, unlike the Soviets from Red Alert they draw inspiration from. [[OverlyLongGag This is while being based off the evil Apocalypse Tanks, which are in turn inspired by the heroic Mammoth Tanks, which are then based off of the evil Harkonnen Devastators]]...
1108* MasterOfAll: The Emperor Overlord Tanks simultaneously fulfill the roles of a support unit, an anti-armor unit, an anti-aircraft unit, an anti-infantry unit, and a stealth detector all at once. They come pre-installed with Propaganda Towers, which both heal and increase fire rate, they're immensely durable and pack a punch, and they can be upgraded with Gattling Cannons, which allow it to deal with infantry and aircraft, on top of being able to detect stealth units. Their lackluster speed can also be negated slightly with the Nuclear Tanks, which increases their speed by 25%, which, combined with all of the above mentioned features, give it a genuinely respectable speed, leading to the Emperor Overlord having no real weaknesses aside from Rocket Buggies, Jarmen Kell, and superweapons, and even then, the former two are screwed once they actually get in range, and Jarmen's only advantage over them is his ability to depilot them, which needs to recharge, and Demolition Jarmen's ability to plant explosives is useless before their stealth detecting Gattling Cannons.
1109* MightyGlacier: Very slow but super tough and packs a lot of punch in its guns.
1110* MilitaryMashupMachine: Overlord Tank is big enough to support a bunker, gatling turret, or propaganda tower.
1111* RevisitingTheRoots: Aside from using a [[GatlingGood Gattling Cannon]] instead of missiles, the Overlord (and Emperor Overlord Tanks) become similar in nature to the Mammoth (and Apocalypse) Tanks they were inspired by, as they're able to deal with infantry AND aircraft with their Gattling Cannons, like how the Mammoth and Apocalypse Tanks could fend off aircraft and infantry alike with their missile pods.
1112* StanceSystem: Sort of, although you have to buy it and you can't change stance once you do. You can build a [[CombatMedic propaganda speaker that heals your troops]], a [[GatlingGood gatling gun]], or a [[AwesomePersonnelCarrier bunker]] on top of them.
1113* TankGoodness: The vanilla overlord has a wide variety of attachments to install, but only one can be purchased out of them, they have a bunker for soldiers, [[MoreDakka gatling guns]] to deal with infantry and aircraft, and a propaganda tower to heal in an area around them. It can also drive right over top of lesser tanks, destroying them in the process.
1114
1115!!!Inferno Cannon
1116[floatboxright:
1117'''Type''': Vehicle\
1118'''Role''': Long-Range Bombardment\
1119'''Weapons''': Napalm howitzer\
1120'''Trained at:''' War Factory]
1121-->"Lets start an Inferno."
1122
1123The Inferno Cannon is China's main mobile artillery. It fires napalm shells which are deadly to infantry and do good damage against buildings and vehicles. They are especially useful in groups of three, since three shells aimed at the same target create a powerful firestorm. It can further increase its destructive capabilities with the Black Napalm upgrade.
1124----
1125* EvilLaugh:
1126--> ''Heheheheheheheh...''
1127* KillItWithFire: If at least three Inferno cannons fire at the same target (or the ground), simultaneously, they can create a deadly Fire Storm.
1128* LongRangeFighter: As typical for an artillery unit, the Inferno Cannon has a minimum range and actually has to move to fire at something that's too close.
1129* NonCombatEXP: Artillery Training is a General's Power that causes Inferno Cannons to be built as veterans.
1130* SiegeEngines: Can fire incendiary shells at the enemy from a distance.
1131
1132!!!Nuke Cannon
1133[floatboxright:
1134'''Type''': Vehicle\
1135'''Role''': Long-Range Bombardment\
1136'''Weapons''': 280mm Nuclear Cannon\
1137'''Trained at:''' War Factory]
1138-->"Behold. The bringer of light."
1139
1140The Nuke Cannon is China's unit for long range total destruction. It fires tactical nuclear warheads over long range which are extremely destructive against every ground target. This unit must be protected well in battle because of its very slow movement, fragility and the fact that it first needs to deploy itself before firing. Requires that the Generals Point for Nuke Cannons be taken before this can be built.
1141----
1142* AnchoredAttackStance: Nuke Cannon has to deploy four anchors on the ground before it can raise its cannon and fire, and it has to lower the cannon and withdraw the anchors to move again. This is CompetitiveBalance at its finest: this lack of immediate mobility compensates for its superior firepower compared to USA and GLA's own long-range artillery units[[note]]the Nuke Cannon's shells deal considerable base damage ''and'' contaminate the terrain with DamageOverTime, and unlike Tomahawk and SCUD missiles, shells are impossible to shoot down; they also fly much faster than the missiles[[/note]].
1143* DifficultButAwesome: Pretty much the ultimate artillery unit. Slow, high-tier, rather expensive, no real defense, needs a bit of time to deploy, poor against fast units... but when it hits oh BOY does it hit. And unlike other heavy artillery units, its projectile cannot be intercepted whatsoever. If you master the micromanagement aspect of it and anticipate the movement of your enemies, you ''will'' kill lots of stuff with it and generally ruin your opponent's day. The micromanagement is somewhat aided by the "Force Fire On Ground" option, where the Nuke Cannon will lob shells at the preset even with no enemy units to target, creating a localized hell on earth, effectively blocking passage to smaller units. With the Neutron Shells upgrade, it will kill infantry and vehicle drivers without destroying the materiel itself, letting vehicles accumulate so they can be hijacked, or left as a roadblock.
1144* GlassCannon: Combined with MightyGlacier for its slow movement speed. Emphasis on '''cannon'''. Very slow, easily killed, explodes in a nuke when killed, needs some deployment... but when it hits it brutally maims anything that it hits in a small radius. (It kills nearly every single unit in the game in one hit). It therefore needs to be placed carefully and protected ferociously, Then it will help you in both offense and base defense. Nuke Cannons even say "Careful, she's fragile" when ordered to move.
1145* HoistByHisOwnPetard: Because ''Generals'' portrays 3D urban environments more realistically than previous ''Command & Conquer'' games, you have to take care when using the Nuke Cannon around buildings. If the Nuke Cannon fires too close to a building in front of its gun, it will hit the structure and the shell will '''literally''' blow up in its face. Ditto for using Neutron Shells in ''Zero Hour'', though those will just kill the driver and leave an empty Nuke Cannon to be commandeered by anyone. Either way, it can be quite an embarrassing mistake.
1146* NonCombatEXP: The Artillery Training is a General's Power that allows Nuke Cannons built from the the War Factory emerge as veterans.
1147* NukeEm: A siege weapon that fires tactical nuclear shells at the target.
1148* RuleOfCool: The coolest unit in the game. Is there any doubt? It's an atomic artillery platform!
1149* SiegeEngines: Can fire nuclear shells at the enemy from a distance.
1150* SnipingTheCockpit: 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. The Neutron Shells are completely useless against units such as Sentry Drones however.
1151
1152!!!ECM Tank
1153[floatboxright:
1154'''Type''': Vehicle\
1155'''Role''': ECM\
1156'''Weapons''': Vehicle Jammer\
1157'''Trained at:''' War Factory]
1158-->"Missiles won't get through."
1159
1160The ECM Tank uses a powerful dampening field to distort the flight path of enemy missiles and can channel its energy to shut down all electronics on an enemy vehicle for as long as it is targeted.
1161----
1162* PowerNullifier: The ECM focuses its energy into a jamming beam to deactivate another vehicle, deactivating the missile deflection as long as it's active.
1163* TrickBomb: About half of all the enemy missiles caught within its effect radius will be grounded, which saves its general the trouble of paying dearly for his vehicle losses.
1164* 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.
1165
1166!!![=MiG=]
1167[floatboxright:
1168'''Type''': Aircraft\
1169'''Role''': Air Superiority\
1170'''Weapons''': Napalm Missiles/Nuclear Missiles(Gen. Tao)\
1171'''Trained at:''' ]
1172-->"Tactical Fighter Reporting."
1173
1174The [=MiG=] direct engagement aircraft is the backbone of the Chinese air forces. Four [=MiGs=] attacking the same spot can create a powerful firestorm which does good damage against anything on the ground. General Tsing Shi Tao upgrade loads his [=MiGs=] with tactical nuke missiles which create a nuclear explosion on contact.
1175----
1176* AKA47: It is very closely modeled on the [=MiG=]-1.44 "Flatpack" prototype.
1177* AwesomeButImpractical: Tsing Shi Tao can equip his [=MiG=] fighters with AreaOfEffect nuclear missiles. The problem: [[HoistByHisOwnPetard These [=MiGs=] don't cope very well with the damage they make]], meaning that every now and then, [[FriendOrFoe your [=MiGs=] might shoot down each other... or other friendly aircraft caught nearby]]. Said upgrade is purchased at the Nuclear Missile Silo, a ''superweapon''.
1178* CoolPlane: Individually, [=MiGs=] lacked the firepower to cause significant damage against heavily armoured targets. However, working in groups of at least four, [=MiGs=] excelled at torching several enemy units at once by creating a huge firestorm.
1179* 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.
1180* RuleOfCool: Because they're planes who make giant infernos when they attack in a group.
1181* NukeEm: General Tsing Shi Tao's [=MiGs=] replace their incendiary warheads with nuclear warheads. This makes them far more powerful individually, but arguably weaker as a group, as the firestorm can be more destructive and has greater utility for area denial.
1182
1183!!!Helix
1184[floatboxright:
1185'''Type''': Aircraft\
1186'''Role''': Close Air Support/Aerial Assault/Transport\
1187'''Weapons''': Machine/Gatling Gun and Napalm/Nuclear Bomb\
1188'''Trained at:''' Airfield]
1189-->"The Thunderstorm '''begins.'''"
1190
1191This monster of a helicopter can be upgraded with a propaganda tower, bunker, and gatling 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.
1192----
1193* AwesomePersonnelCarrier: The Battle Bunker upgrade allows a Helix to hold 5 infantry units, who can fire at enemies within range, even aircraft. Assault Helixes come with this upgrade for free.
1194* CombatMedic: The Propaganda Tower upgrade allows a Helix to friendly units in the vicinity, as well as providing a small boost in firing rate to simulate providing additional ammunition.
1195* EvilLaugh: "The napalm bomb is ready. Heh heh heh..."
1196* KillItWithFire: The Helix can upgrade to drop a napalm bomb onto the designated area.
1197* GatlingGood: Helixes can replace their basic chaingun with twin Gatling guns.
1198* MightyGlacier: While being a rather sturdy aircraft, the Helix was also large and relatively slow-moving. This meant that while it could shoulder a heavier amount of anti-aircraft fire it was a very easy target, especially when damaged.
1199* TrueSight: Helix with Gatling guns upgrade can also reveal stealth units and buildings, suiting it to Search and Destroy missions.
1200* YouNukeEm: Tao's Helixes can be upgraded with tactical nukes instead of napalm bombs.
1201[[/folder]]
1202
1203[[folder:GLA units]]
1204!!!Worker
1205[floatboxright:
1206'''Type''': Infantry\
1207'''Role''': Base Construction and Repair/Resource Gathering/Minesweeping\
1208'''Weapons''': None\
1209'''Trained at:''' Command Center/Supply Stash]
1210-->"Ow! Okay, okay, I will work!"
1211
1212The GLA forces unlucky Workers to build and repair their structures, gather supplies as well as perform the dangerous task of clearing mine fields and disarming booby traps. A single worker can carry $75 worth of supplies.
1213----
1214* BombDisposal: Can clear mines and booby traps within the assigned area.
1215* BoringButPractical: The Worker may be more vulnerable to vehicular homocide than Dozers and doesn't gather supplies as much on an individual basis compared to the Chinook and Supply Truck, but the ability to do ''both'' means that there's always a job for Workers to do, compared to how idle Dozers can become after constructing a working base or how useless extra Chinooks and Supply Trucks are without supplies to gather.
1216* ButtMonkey: The workers get no respect and are some of the single most hilariously down-trodden, abused schmucks in gaming history.
1217* {{Expy}}: They're quite similar to the Slaves used by the Slave Miner from ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'', hapless, extremely unfortunate civillians forced into serving their respective factions against their will. They're also both responsible for resource gathering, although the slaves don't make structures.
1218* MythologyGag: A lot of their lines come from the various civilian background characters in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' and its expansion pack ''Yuri's Revenge''.
1219* SlaveMooks: Implied by his quotes (especially his [[ATasteOfTheLash "OW!" quote]] mentioned below). He works for the villain faction of the game, but there are not-so-subtle hints that he's clearly ''not'' a willing participant.
1220* ATasteOfTheLash: Strongly implied by one of his select quotes.
1221-->"OW! Okay, okay, I will work!"
1222* ThrowTheDogABone: Workers will sometimes ask for a pair of shoes. Their wish can be granted in ''Zero Hour'' by purchasing Worker Shoes at the Black Market which will increase their overall speed. He actually even sounds very happy and grateful for receiving this, um, upgrade.
1223-->'''Worker''': Thank you for the new shoes! :D
1224* TokenGoodTeammate: Sort of. They serve the GLA (though implied to be unwillingly), but they're the only unit of the faction that does not seem to be an [[AxCrazy Ax-Crazy]] murderer who [[AlwaysChaoticEvil just wants to kill people]].
1225-->"Cannot we live in peace?!"
1226* WorkerUnit: The closest equivalent to a traditional worker unit in the game, being both responsible for building structures and gathering resources. That being said, they are far less efficient at building than Construction Dozers, and at resource gathering than USA's Chinooks and China's Supply Trucks.
1227* YouHaveResearchedBreathing: ''Zero Hour'' allows GLA to give Workers shoes to improve their efficiency. You need ''a Black Market'' to research that upgrade.
1228
1229!!!Rebel
1230[floatboxright:
1231'''Type''': Infantry\
1232'''Role''': Ground Combat\
1233'''Weapon''': AKM\
1234'''Trained at:''' Barracks]
1235-->"The higher order shall reign!"
1236
1237The rebel has less training than its counterparts of basic infantry as its lack of training is replaced with more fighting spirit. They are armed with only an assault rifle.
1238
1239Prince Kassad trained his own skillfully camouflaged Rebels. If an enemy base did not possess sufficient stealth detection it was often possible for them to sneak into the base without the general's knowledge and did infiltration.
1240----
1241* ArmorPiercingAttack: The armor-piercing bullets upgrade increases Rebels' attack damage by 25%.
1242* BattleCry: One of their lines, if ordered to attack an enemy, is to shout "Haiyah".
1243* 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.
1244* CannonFodder: Lacking the more advanced weapons of their counterparts, Rebels are nevertheless inexpensive and easy for GLA generals to train.
1245* 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.
1246* InvisibilityCloak: The 'Camouflage' upgrade make Rebels invisible to the enemy, except when attacking or detected. Prince Kassad's Rebels are already given training to hide themselves, eschewing the need for the upgrade.
1247* NonCombatEXP: Gain experience when capture enemy structures or neutral tech structures.
1248
1249!!!Toxin Rebel
1250[floatboxright:
1251'''Type''': Infantry\
1252'''Role''': Ground Combat\
1253'''Weapons''': Toxin Sprayer\
1254'''Trained at:''' Barracks]
1255-->"Our toxins will destroy the enemy!"
1256
1257The toxin rebel is the basic infantry of GLA Toxin General Dr. Thrax. They are armed with a toxin sprayer and are effective against enemy infantry.
1258----
1259* 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.
1260* 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.
1261* {{Expy}}: Of Nod's Chem Warriors. Both use a squirtgun full of chemical weapon to both literally and figuratively melt enemy soldiers-provided they can close the distance.
1262* NonCombatEXP: Gain experience when capture enemy structures or neutral tech structures.
1263* 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.
1264
1265!!!RPG Trooper
1266[floatboxright:
1267'''Type''': Infantry\
1268'''Role''': Anti-Armor/Anti-Air\
1269'''Weapons''': Type 69 RPG\
1270'''Trained at:''' Barracks]
1271-->"Be on watch for the enemy!"
1272
1273The RPG trooper is the rocket infantry of the GLA. It has nothing special except that two come with the construction of a tunnel network base defense.
1274----
1275* AntiAir[=/=]AntiVehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
1276* PoisonedWeapons: Dr. Thrax's RPG Troopers are armed with rockets that are toxin tipped and release a small cloud of toxin in the air upon impact. They're also affected by the Anthrax Gamma upgrade too.
1277* ProperlyParanoid: The RPG trooper appears to be paranoid about the enemy, judging by his quotes below.
1278-->''"Be on watch for the enemy!"''
1279-->''"Shh, I sense danger may be near"''
1280-->''"The enemy may be near"''
1281
1282!!!Terrorist
1283[floatboxright:
1284'''Type''': Infantry\
1285'''Role''': Suicide Attack\
1286'''Weapons''': Explosives\
1287'''Trained at:''' Barracks]
1288-->"I'll make the sacrifice!"
1289
1290The GLA Terrorists main use is exploding infront of enemy troops at the ideal time. A single Terrorist can cause much heartache to the opponent he is against. Used correctly, he is one of the most cost-effective units in the game.
1291
1292Toxin Terrorists recruited by Dr. Thrax carried toxin bombs that, in addition to the explosion, would spread deadly chemicals.
1293----
1294* ActionBomb: The purpose of the Terrorist is to detonate the explosives they wear, taking enemies along with them.
1295* BoringButPractical: The GLA terrorist on a bike, Terrorists can OneHitKill a tank, their weakness is supposed to be that their not much faster than regular infantry, which putting them on a bike circumvents by allowing them to jump up cliffs and let them go faster. General Juhziz can build them with the terrorist riding by standard, make them cheaper, and more powerful.
1296* {{Bowdlerise}}: Due to 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. Funnily enough, this version became very popular to the modding community.
1297* PoisonedWeapons: Toxin Terrorists carry lethal toxins in their bomb vests, which leave behind toxic residue effective against infantry after they explode.
1298* SuicideAttack: Natch. Terrorists wear explosives, detonate them when they reach their target, and kill themselves in the process. In fact, the GLA Terrorist currently provides the trope image.
1299* WeaponizedCar: The Terrorist can also hijack civilian vehicles to make them move faster.
1300
1301!!!Hijacker
1302[floatboxright:
1303'''Type''': Infantry\
1304'''Role''': Combat Support\
1305'''Weapons''': None\
1306'''Trained at:''' Barracks]
1307-->"Let's go car shopping!"
1308
1309The 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.
1310----
1311* BanditMook: Hijacker's entire purpose is to steal enemy vehicles.
1312* CrewOfOne: Has the ability to commandeer any vehicle he wishes, including Overlord Tank.
1313* EjectionSeat: If the vehicle is an American one, the Hijacker can eject out of the vehicle upon its destruction.
1314* 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.
1315* UniversalDriversLicense: Can drive any vehicles that not unmanned or with passengers.
1316
1317!!!Angry Mob
1318[floatboxright:
1319'''Type''': Infantry\
1320'''Role''': Civil Disobedience\
1321'''Weapons''': Pistol, AKM(when upgraded), Molotov cocktail \
1322'''Trained at:''' Barracks]
1323
1324The GLA often encourages enraged civilians to pick up their arms and join the fight against oppression. An Angry Mob consists of a dozen angry civilians armed with pistols and stones who attack everything that is not GLA without mercy. The destructive force of a mob can be further enhanced by arming them with AK-47 assault rifles and molotov cocktails (Arm The Mob upgrade). Once a Mob is on its way there are few units that can stop them, since killed members get replaced quickly. Angry Mobs can lay waste to entire cities within moments but have to watch out for snipers, napalm, toxins and enemy aircraft.
1325----
1326* AngryMob: It's even the unit's name. This being UsefulNotes/TheWarOnTerror, the mobs are armed with {{Molotov Cocktail}}s and guns rather than torches and pitchforks. They can later get AK-47's for maximum destruction.
1327* GlassCannon: Very dangerous and powerful especially if fully upgraded, they can chew apart anything at an alarming rate. That being said, they are a group of ''armed civilians'' with little military training. Snipers, Gatling tanks/cannons, Quad Cannons, napalm, toxins, flash-bang grenades, and aircraft can easily slaughter an entire mob with little trouble.
1328* ImprovisedWeapon: They initially throw rocks (while a few fire pistols), but can be upgraded to wield AK-47s and replace rocks with a MolotovCocktail.
1329* MoreDakka: Arming the (pistol-wielding) Angry Mobs with [=AKs=] will result in this.
1330* PowderKegCrowd: Except they are already on a warpath and ready to cause destruction towards their enemies.
1331* RegeneratingHealth: An Angry Mob has the unique ability to heal itself even if it does not gain rank. It's {{justified|Trope}} in this case, as, if left alone, the mob will replace lost members until the maximum amount of nine. In the ''Zero Hour'' expansion, they start out at the full amount of members.
1332* YouHaveResearchedBreathing: An upgrade can be researched to equip the Angry Mob with [=AK-47s=]. Keep in mind that you need a Black Market, the Tier 3 research building, to give them such rifles, while the Tier 1 infantry unit, the Rebel, already uses one.
1333* ZergRush: Angry Mobs are a group of 9 civilians with pistols and rocks (unless you Arm The Mob is researched) counting as a single unit. It's fun to throw a mass of 200 people firing AK's and throwing molotov cocktails at your opponent's base.
1334
1335!!!Saboteur
1336[floatboxright:
1337'''Type''': Infantry\
1338'''Role''': Infiltration and Sabotage\
1339'''Weapons''': None\
1340'''Trained at:''' Barracks]
1341-->"Tell me your plan."
1342The Saboteur is a stealthed specialist trained for infiltration and sabotage. He can infiltrate enemy buildings and commit an act of sabotage with different effects. He is stealthed, and has the ability to climb cliffs.
1343----
1344* BanditMook: When a Saboteur infiltrates an enemy Supply center/stash, you'll steal money from its owner.
1345* {{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.
1346* InvisibilityCloak: Saboteur are stealthed, even when walking.
1347
1348!!!Scorpion Tank
1349[floatboxright:
1350'''Type''': Vehicle\
1351'''Role''': Armored Assault\
1352'''Weapons''': Light Cannon and Rocket Launcher\
1353'''Trained at:''' Arms Dealer]
1354-->"Scorpion, ready to sting!"
1355
1356An old tank the GLA managed to get hold of in great numbers. Though weak by nature, it is very cheap and can be upgraded with a powerful Scorpion Rocket which is effective against all ground targets and gives it a good boost to firepower. Additionally, salvaged parts from enemy vehicles can be attached to give the Scorpion better weapons.
1357----
1358* AcceptableBreaksFromReality: The Scorpion Tank is old enough to be comparable to ''World War II'' tanks. In realistic conditions, it should be almost completely useless against the American and Chinese vehicles, but that wouldn't bode well with the game's balancing.
1359* BoringButPractical: Compared to the Marauder Tank, the Scorpion Tank doesn't require a general's point to unlock, its turret can rotate allowing it to fire on the move, and is cheaper to produce. Combined with the rocket upgrade and all GLA vehicles benefiting from salvage upgrades, and the Scorpion Tank can fare just as well as its counterpart in anti-tank warfare.
1360* CannibalismSuperpower: Can collect salvaged parts from other vehicles to gain improved weapons in ''Zero Hour''. Notably, the final salvage quota allows it to fire two rockets at once if the respective upgrade has been researched.
1361* FragileSpeedster: When compared to the Chinese Battlemaster and US Crusader tanks. The Scorpions are the fastest but are also the least durable.
1362* 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.
1363* PoisonedWeapons: When the Toxin Shells upgrade is purchased, all Scorpions fire shells laced with anthrax toxin, making them more effective against infantry.
1364* TakingYouWithMe: Destroyed Scorpion tanks will generally drive forward for a bit even after being blown up, taking out any infantry unit unlucky enough to be in their way.
1365* TankGoodness: Speedy and inexpensive, Scorpions are good for hit-and-run missions in the early phases of a battle. The Scorpion's cannon is most effective against lighter vehicles and structures. Its Rocket upgrade is very useful, significantly adding to the Scorpion's firepower and giving it quite the edge against stationary anti-tank infantry. Because they are cheap, Scorpion tanks can be deployed in large numbers and it is possible to win through attrition.
1366* TookALevelInBadass: Once fully upgraded they are on par, if not better, than the Chinese Battlemaster in terms of power and speed.
1367* ZergRush: Only costs 600 credits, it is easy to spam them in large numbers.
1368
1369!!!Technical
1370[floatboxright:
1371'''Type''': Vehicle\
1372'''Role''': Light Combat\
1373'''Weapons''': .50 Cal Machine Gun, Light Cannon, and Missile Launcher\
1374'''Trained at:''' Arms Dealer]
1375-->"Loaded down and Ready!"
1376
1377The Technical is simply a pickup truck mounted with a machine gun, designed to transport infantry over long distances and engage enemy light infantry. Though very vulnerable, it is one of the fastest units in the game and is quite cheap. When fitted with salvaged equipment, its standard (weak) machine gun is replaced with substantially more powerful weapons.
1378----
1379* ArmorPiercingAttack: Upgrade with Armor-piercing bullets to increases Technical attack damage by 25%.
1380* AwesomePersonnelCarrier:
1381** Very cheap and very fast, the Technical could also transport up to 5 infantry units in addition to the driver and gunner. Its speed made it useful as a scout, and also as a way to transport infantry quickly across the battlefield to capture ground or launch surprise attacks early in a conflict. A single or a handful of Technicals loaded with Terrorists can deal some severe damage to an unprepared enemy commander. Their machine guns were effective against exposed enemy infantry, and to an extent, other light vehicles.
1382** Due to their cost, Technicals can be produced in relatively high numbers quickly, making them perfect for early hit-and-run tactics. Mopping up after an ally's confrontation allows for lessened risk when collecting parts, but the vehicles have to be destroyed by another GLA faction. The ones that survive, upgrade, and gain experience can act as elite hit squads, overwhelming infantry and small armor divisions with a relatively small numerical advantage. This task, however, required patience and micromanagement.
1383* ButtMonkey: In cutscenes, anytime something blows up, it usually involves a Technical more often than not. The GuyInBack in particular gets this treatment as he then gets sent flying.
1384* FragileSpeedster: It is quite a fast vehicle, meaning it could flee easily from pursuing forces if it faced trouble. However, Technicals also suffer from very light armor and weaponry, and taking on enemy vehicles directly (without superior numbers and upgraded parts) is a suicidal idea.
1385* {{Irony}}: The Technical, despite always getting flung into the air when destroyed, only has its passengers damaged when they evacuate. The Humvee, on the other hand, stays on the ground, yet its passengers are instantly killed when said vehicle is destroyed.
1386* 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.
1387* NonCombatEXP: The Technical Training General's Power causes Technicals to be built as veteran.
1388* WeaponizedCar: As its name would indicate, the Technical is simply a pickup truck mounted with a machine gun. With battlefield salvage, it can upgrade to recoilless rifles and finally to missile launchers.
1389
1390!!!Quad Cannon
1391[floatboxright:
1392'''Type''': Vehicle\
1393'''Role''': Anti-Air/Anti-Infantry\
1394'''Weapons''': Quad-mounted autocannons\
1395'''Trained at:''' Arms Dealer]
1396-->"I'll puncture the next thing that moves"
1397
1398The Quad Cannon consists of a truck with a a Cold War-era ex-Soviet quadmounted autocannon on it. Efficient at killing infantry as well as air units, the Quad Cannon is a staple unit for the GLA.
1399----
1400* AntiAir: They serve as the anti-air vehicles for the GLA.
1401* AntiInfantry: Their quad-mounted autocannons tear apart infantry at an alarming rate.
1402* ArmorPiercingAttack: The armor-piercing bullets upgrade increases Quad cannon attack damage by 25%.
1403* CannibalismSuperpower: Can collect salvaged parts from other vehicles to gain improved weapons.
1404* MoreDakka: Already an example of this trope, Quad Cannons can upgrade themselves by salvaging parts from destroyed enemy vehicles. The first upgrade decreases its damage but doubles the firing rate and the second doubles it again, this time at no cost to the damage per shot.
1405* 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.
1406* PowerUpLetDown: Due to a bug, Quad cannons upgraded with parts actually become less effective than unupgraded quads once they gain veterancy. The reason for this is that the weapon maxes out its firing rate at full veterancy even without scrap upgrades, but still loses damage with the first scrap upgrade.
1407
1408!!!Toxin Tractor
1409[floatboxright:
1410'''Type''': Vehicle\
1411'''Role''': Combat Support\
1412'''Weapons''': Toxin Sprayer\
1413'''Trained at:''' Arms Dealer]
1414-->"Hehe... Try it, you'll like it!"
1415
1416An irrigation vehicle fitted with barrels of deadly toxins and a sprayer to dish them out to enemy troops, the Toxin Tractor is an example of GLA no-holds-barred warfare. The toxins from this vehicle kill infantry almost instantly (even when they are hiding in buildings) and can deal good damage to vehicles over time as well. Though cheap, it is rather slow and not particularly well armored. It can use its irrigation hoses to contaminate the area around it, making the ground unsafe to move over (the tractor itself isn't affected). Its toxin sprayer can also be upgraded by picking up scraps.
1417----
1418* DeadlyGas: Toxin Tractors fire a stream of liquid anthrax (among other horrible things) that kill infantry very quickly. If fired into a garrisoned building, the liquid becomes a gas that will OneHitKill everything inside.
1419* EvilLaugh
1420-->"Ah... hahahahaha.
1421* InstantDeathRadius: Its special ability "Contaminate" sprays large areas of the ground with deadly toxins that with kill any infantry in the area.
1422* LaughablyEvil: They're rather darkly comedic thanks to their overly giddy personalities and the bizarre noises they make.
1423* PoisonedWeapons: Toxin Tractors, as their name suggests, were ordinary civilian tractors refitted with crude armour and toxin-spraying turret.
1424
1425!!!Marauder Tank
1426[floatboxright:
1427'''Type''': Vehicle\
1428'''Role''': Armored Assault\
1429'''Weapons''': 1-2 Cannon\
1430'''Trained at:''' Arms Dealer]
1431-->"What can I say? I'm a taker."
1432
1433The Marauder Tank requires a gGeneral's Point in order to gain the ability to construct it. The Marauder Tank is much heavier than the Scorpion, but its turret is in a fixed position, so the whole vehicle must turn in order to engage a target. Though not especially powerful by default, it can mount parts salvaged from destroyed enemy vehicles increasing its armor and/or firepower in the process.
1434----
1435* CannibalismSuperpower: Can collect salvaged parts from other vehicles to gain improved weapons.
1436* FixedForwardFacingWeapon: Its turret is in a fixed position, so the whole vehicle must turn in order to engage a target.
1437* MoreDakka: Its cannon can be upgraded by using parts salvaged from destroyed vehicles. The first upgrade increased the cannon's rate of fire, while the second upgrade adds a second cannon as well as further increasing the rate of fire.
1438* PoisonedWeapons: When the 'Toxin Shells' upgrade is purchased, all Marauder shells are laced with anthrax toxin, improving effectiveness against infantry.
1439* TankGoodness: Marauders are cheap for what they are able to do, and can be mass-produced easily and quickly. It is capable of faring more evenly with the other nations' [=MBTs=] and once upgraded, can cost-effectively deal with Overlord Tanks.
1440* TanksButNoTanks: They are technically turretless assault guns, similar to the SU-100 in concept.
1441
1442!!!Combat Cycle
1443[floatboxright:
1444'''Type''': Vehicle\
1445'''Role''': Fast Attack\
1446'''Weapons''': Variable\
1447'''Trained at:''' Arms Dealer]
1448-->"It doesn't get any faster!'
1449
1450The Combat Cycle provides GLA infantry a quick way of getting around the battlefield. Depending on the unit mounting it, the combat cycle receives different kinds of weapons. These combat cycles are fast and capable of jumping cliffs and attacking enemy bases speedily and from the rear.
1451----
1452* ActionBomb: When ridden by a Terrorist. This is defaut for Combat Cycles produced form General Rodall Juhziz's Arms Dealer and General Leang's War Factory
1453* BadassBiker: 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.
1454* {{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.
1455* 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.
1456-->"They won't catch us!"
1457* InvisibilityCloak: When ridden by a cloaked infantry unit, such as a Saboteur.
1458* SniperRifle: When ridden by Jarmen Kell it allows the mercenary to use his signature OneHitKill anti infantry rifle and SnipeTheCockpit ability.
1459* RapePillageAndBurn: When attacking, the Combat Cycle sometime will say this.
1460-->"Raid and pillage!"
1461
1462!!!Radar Van
1463[floatboxright:
1464'''Type''': Vehicle\
1465'''Role''': Radar/Reconnaissance\
1466'''Weapons''': \
1467'''Trained at:''' Arms Dealer]
1468-->"Lurking eyes at your disposal!"
1469
1470The Radar Van provides radar capabilities, and can detect stealthed enemy units around itself. The Radar Scan upgrade allows each Radar Van to periodically reveal a small area anywhere on the map for a short while.
1471----
1472* DefogOfWar: In addition to providing radar, it can be upgraded to have the 'radar scan' ability to be able to scan a specified area of the map every 30 seconds. Each Radar Van has its own cooldown for each scan, enabling multiple scans in quick succession (building multiple American Command Centers does nothing to affect its satellite scan).
1473* SupportPartyMember: While it has no means of attacking, the Radar Van nevertheless provides a mobile source of radar for the GLA and detect stealthed units.
1474* TrueSight: Can reveals stealthed units in its sight range.
1475
1476!!!Bomb Truck
1477[floatboxright:
1478'''Type''': Vehicle\
1479'''Role''': Suicide Attack\
1480'''Weapons''': High-Explosive/Bio Bomb\
1481'''Trained at:''' Arms Dealer]
1482-->"Bomb Truck, ready for dispatch."
1483
1484Filled with TNT and other explosives, the Bomb Truck's purpose is to drive into an enemy structure or group of units and detonate itself, taking enemies along with it. Though able to deal substantial amounts of damage, it is still a vulnerable unit because it isn't particularly well armored. It is able to disguise itself however, posing as an enemy vehicle so it can get closer to its enemy before being detected.
1485----
1486* ActionBomb: When attacking, they drive into the enemy and detonate their weapons on impact.
1487* DressingAsTheEnemy: The ability to disguise the Bomb Truck as another unit is a very useful ability. If disguised as a civilian vehicle then it will appear (to enemies only) as a white dot on the map just like other civilian buildings. It can also be disguised as your enemy's allies.
1488* {{Expy}}: Towards the Demolition Truck from ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]''. It's almost exactly the same except for its ability to disguise itself and also being able to upgrade itself to deal even more damage.
1489* 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. Dr Thrax and Juhziz's Bomb Trucks come pre-upgraded with anthrax or high-explosive payload, respectively.
1490* PaperThinDisguise: A disguised Bomb Truck is pretty easy to spot, since they retain their original speed and maneuverability. For example, an Overlord Tank speeding at your base at more than a snail's pace is quite easy to spot. Another humorous thing about the Bomb Truck is that it can be disguised as drones such as the Spy Drone and the Battle Drone, and yet another is if you are playing as the GLA and said bomb truck disguises as a rocket buggy - then you can clearly see that real rocket buggies tilt and do wheelies while they are moving due to their incredible speed while bomb trucks move completely steadilly. This makes it pretty easy to spot enemy bomb trucks disguised as rocket buggies, or any vehicle that doesn't match its speed. Lastly, Bomb Trucks can also disguise as tiny cars, even tinier forklifts or gigantic battle ships ''on land''.
1491* PoisonedWeapons: When upgraded with Bio Bomb the SuicideAttack adds deadly toxin to the mix.
1492* SpyShip: The Bomb Truck can serve this purpose, as it can be disguised as any vehicle (allied, hostile, or one of the neutrals that are there to be turned into {{Action Bomb}}s by the Terrorist unit) and is only revealed when detonating, which doesn't have to be done manually. Even better against AI opponents, who don't react at all to the random passenger car that's running over their infantry one by one.
1493
1494!!!Battle Bus
1495[floatboxright:
1496'''Type''': Vehicle\
1497'''Role''': Transport\
1498'''Weapons''': None\
1499'''Trained at:''' Arms Dealer]
1500-->"You there! Come along with us!"
1501
1502A big tour bus fitted with extra armor plating and a nasty-looking bumper. The Battle Bus can transport up to eight infantry at once, who can fire out of the vehicle's windows. When destroyed, the bus simply loses its wheels and acts like a stationary bunker for the infantry, providing a second opportunity for even more damage. It can be fitted with extra armor plating salvaged from destroyed enemy vehicles.
1503----
1504* AwesomePersonnelCarrier: [[GarrisonableStructures A 10-ton unarmed, but heavily armored rustbucket with seats for ten]]. If you think that's not enough, it can even apply scavenged vehicle armor scraps to itself for additional protection. The Battle Bus revolves around the concept of "there's no such thing as taking too many hits", for it has [[MultipleLifeBars Two]] {{Life Meter}}s. On its second LifeMeter, the bus loses its tires and becomes an immobile bunker.
1505* {{Expy}}: Towards the Battle Fortress from ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'', as they're essentially a mobile garrisonable structure. The only difference is that the Battle Fortress has actual weaponry while the Battle Bus needs infantry to attack.
1506* MasterOfAll: They're incredibly fast and can be upgraded to be more durable with salvaged parts, on top of also being able to regenerate. This, combined with their fireports, can let them be configured for any possible situation.
1507* 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.
1508* 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.
1509
1510!!!Rocket Buggy
1511[floatboxright:
1512'''Type''': Vehicle\
1513'''Role''': Long-Range Attack\
1514'''Weapons''': Rockets\
1515'''Trained at:''' Arms Dealer]
1516-->"Let's kick up some dirt!"
1517
1518One of the most iconic vehicles the GLA possesses, the Rocket Buggy is the ideal vehicle for hit-and-run attacks. It outranges defenses and though extremely fragile it is equally fast and can easily flee if enemy forces are approaching.
1519----
1520* BoringButPractical: In squads, it can destroy almost any armored ground unit in matter of seconds. As well as being useful for taking out enemy defensive structures from a distance, Buggies can bring up the rear of armoured assaults, acting as support. Of particular note was the ability of a small number of Buggies, working together, to easily destroy China's oft-feared Overlord Tanks, thanks to their superior speed and long-range attack.
1521* FragileSpeedster: This thing is a missile battery on a dune buggy. It can run around very fast but doesn't take a lot to kill.
1522* HitAndRunTactics: The Rocket Buggy is built for this trope. It's a fast-moving buggy with a long ranged, turret mounted launcher that fires salvos of rockets before reloading.
1523* 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.
1524* MacrossMissileMassacre: Rocket Buggies come with three small rocket batteries which fire a barrage of six homing rockets, but can be upgraded with newer batteries that can fire up to eight rockets with the Buggy Ammo upgrade.
1525* SiegeEngines: The Rocket Buggy is the basic GLA long-range attack vehicle.
1526
1527!!!Scud Launcher
1528[floatboxright:
1529'''Type''': Vehicle\
1530'''Role''': Long-Range Bombardment\
1531'''Weapons''': Scud Missile\
1532'''Trained at:''' Arms Dealer]
1533-->''"Shall I push the button?"''
1534
1535The SCUD Launcher is the GLA artillery unit. It fires a long range scud missile that can be shot out with enough anti-air fire. There is a choice between choosing to fire a high-explosive warhead or an anthrax warhead. The scud launcher is slow and low in armor and is vulnerable to enemy attacks.
1536----
1537* AwesomeButImpractical: Has shades of this. SCUD Launcers have huge range, isn't bothered with terrain (unlike Rocket Buggies, who hate uneven terrain), their missiles pack a punch, and they can switch between high-explosive or anthrax warheads. However, they are slow, require a General's Promotion to use (you have to specifically choose to be able to build them), have paper armor, and their missiles can be intercepted.
1538* {{Expy}}: Of the Soviet [=V2=] and [=V3=] missile launchers from the first two ''Red Alert'' games, as they are artillery units whose projectiles can be shot down by anti-air, not to mention the SCUD Launcher is actually based on a real-life Soviet vehicle.
1539* 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.
1540* LongRangeFighter: Can fire from a long distance, but is useless in direct fights.
1541* MadBomber: They are not self-destructive, unlike some units in the GLA arsenal, but nonetheless love their explosives to bits.
1542* PoisonedWeapons: It's Anthrax warhead is effective against infantry and leaves behind a cloud of toxin.
1543* SecondaryFire: Scud Launchers can be set to launch high-explosive missiles good against vehicles and structures, and anthrax-tipped missiles effective against infantry.
1544* SiegeEngines: Can launch SCUD missiles at the enemy from quite a big distance.
1545[[/folder]]

Top