Characters / Command & Conquer: Generals

This page is a listing of factions and characters from Command & Conquer: Generals.


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Factions and Characters

     Chinese People's Liberation Army 
http://static.tvtropes.org/pmwiki/pub/images/180px-China_2536.gif

"China, do not forget me!
Famous Last Words of a Chinese Red Guard

The People's Republic 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.


  • Awesome Personnel Carrier: 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.
  • Bookends: The game begins and ends with a Chinese military parade.
  • Canned Orders over Loudspeaker: Chinese Speaker Towers that 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.
  • China Takes Over the World: At the end of Zero Hour.
  • Color-Coded Armies: China abuses red (being Communists) with their vehicles are a muted green and buildings are inspired by fancy pagoda architecture and mostly with red-ish roofs
  • Depleted Uranium Shells: An upgrade to their tank gun ammunition.
  • Explosive Overclocking: 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.
  • Faction Calculus: Powerhouse (massive amount of tough, unsophisticated units backed by tough, powerful units like Overlords).
  • Gatling Good: The PRC has several units and base defenses made better with gatling weapons, which spit lead faster the longer they've been firing. One of the Chinese subfactions in Zero Hour gives them to the standard infantry, making them incredibly powerful.
  • I Love Nuclear Power: China loves nuclear power, but General Tao, oh, that guy embraces nukes. He specializes in nuclear warfare and gets nuclear tanks as standard.
  • Kill It with Fire: They've got flamethrowers, incendiary artillery shells, incendiary bombs, incendiary air-launched missiles, and if that doesn't solve the problem, it's time to switch to nuclear fire. They're also capable of walling off approaches with constant firestorms.
  • Land Mine Goes "Click!": Chinese can equip every structure with (for enemies) hidden land mines and (in ZH) neutron mines, which kill infantry, even in vehicles, which you then can proceed to capture. They can also airdrop mine fields.
  • Nuke 'em: 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.
  • More Dakka:
    • More or less what Chinese Gatling operators want the longer they're putting their weapon in action. The Gatling Tank crewmen invoke More Dakka. Hell, it's even in their selection quote: "Need a bullet barrage?"
    Kick it into high gear!
    Rapid fire!
    Spin them up!
    Don't stop till it's over!
    • Minigunners, Overlord Tanks and Helix-2 helicopters can equip gatling guns.
  • Red China: 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 tactics and units, is based on that of the first type. 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, making it a wholly different type.
  • Slap-on-the-Wrist Nuke: 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 280mm M65 "Atomic Annie" (albeit, as a self-propelled version) , which was used in the Upshot-Knothole Grable nuclear test, after which the nuke cannon's icon is clearly based. It counts more as a Wave Motion Gun that fires Abnormal Ammo, 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.
  • Zerg Rush: To further encourage massing, groups of five or more of the same Chinese unit in close proximity get a damage bonus.

Infantry General Shin Fai

http://static.tvtropes.org/pmwiki/pub/images/250px-Fai_4057.jpg
"I have enough men to crush you without firing a shot!"

A 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.

Stationed at Camp Snake, Beijing, Fai's Combat Number is 2030-200403-1.


  • Dirty Coward: If some of his quotes are any indication.
  • Dummied Out: His challenge is not in the final challenge campaign, but still exists.
  • It's Raining Men: In the Zero Hour Expansion Pack, the paradrop special power is also available to the Chinese infantry general. Thank Heavens.
  • Noodle Incident: Able to mobilize four divisions in twenty-four hours, the efficiency of Fai's command structure and the professionalism of his troops helped to prevent the 2018 Taiwan Conflict from drawing in global powers.

Nuclear General Tsing Shi Tao

http://static.tvtropes.org/pmwiki/pub/images/250px-Tao_8641.jpg
"Melt! Everything must melt!"

A 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.

General Tao is stationed at Base Ox, Chengdu, and his Combat Number is 0000-000000-1.


  • Berserk Button: Destroying one of his missile silos.
  • Bilingual Bonus: "Tsing Shi Tao" roughly sounds like "Qing Shi Tou" (青石头). Green Rocks is a common depiction of uranium in popular culture.
  • Evil Laugh: He has a dangerous giggle once his missile silos are ready to fire.
  • Noodle Incident: He was the head officer in Mudanjiang when an unspecified disaster occurred that almost cost him his career.
  • Villainous Breakdown: Has a minor one when you take out his Command Center. Doesn't seem to slow him down any.
  • We Have Reserves: A few of his experiments were rather costly in lives. Neither he nor his superiors seemed to mind that much.
    • 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.

Tank General Ta Hun Kwai

http://static.tvtropes.org/pmwiki/pub/images/250px-Generals_General_Kwai_5755.jpg
Voiced by Michael Bell

"Tanks are the key to any victory... as you well know."

A 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.

Stationed at Base Rat, Jinan, China, General Kwai's Combat Number is 9999-322436-5.


  • Attack! Attack! Attack!: Lacks artillery units, which forces him to take a head-on approach against enemy defenses.
  • Awesome, but Impractical: General Kwai is China's Tank Goodness specialist, with a discount on his main Battlemaster tank, a slight discount on his Overlord Tank 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 . 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. His strengths are not as useful in multiplayer games, where hit-and-run attacks are the key to long-term victory.
  • Crippling Overspecialization: Kwai can build exceptional tanks very quickly..... Which will quickly fall to anti-tank units and he has no artillery meaning he won't be able to effectively and safely assault fortified positions.
  • Foreshadowing: Defeat him in Zero Hour and he'll mention the Tigress squashing you like a bug.
  • Large Ham:
    Aaaah... can you feel the thunderous song of approaching armor, general?
  • Punctuated! For! Emphasis!:
    Tanks! Build! More! TANKS!
  • Punny Name
    • His name is a play on the Chinese words which literally means "he is fast" (他很快), which is ironic since his army is largely made up of the slowest units in the game, and this can often be proven to be his undoing in combat.
  • Villain Respect: Knock out his Command Center and he'll admit to being impressed, saying that few manage to last that long against him.

General Leang

Voiced by Pamela Woon
http://static.tvtropes.org/pmwiki/pub/images/250px-Leang_9771.png
In the end, all fall before me!"

She 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.


  • Large Ham:
    Two warriors meet on the battlefield. Who is to say who will win? I do, that's who! Me! You will fall, general!
  • Metaphorgotten: One of her taunts.
    You find yourself at the end of your rope, and only now do you realize that the rope is on fire!
  • Names to Run Away from Really Fast: You'd run away from a tigress.

Black Lotus

http://static.tvtropes.org/pmwiki/pub/images/100px-CNCG_BlackLotus_Cameo_1396.png
"Alright, I'm here. Let's have an update."

The 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.

When 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.


  • Action Girl: Doesn't kick butt, but her trusty notebook computer can switch your vehicles and buildings, as well as pilfer your funds.
  • All Your Base Are Belong to Us: She can hack buildings and put them under your control.

     United States Army 
http://static.tvtropes.org/pmwiki/pub/images/Generals_USA_icon_186.png

"Made in the U-S-of-A!"
—US Dozer

The 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.


  • America Saves the Day: Played straight in the main game and subverted in the expansion. After emerging triumphant in the USA campaign, the GLA campaign sees the Americans humbled and kicked out of Europe, leaving the Chinese to save the day and rise to prominence as leader of the Eurasian Unity League. That's right, America is handed its own ass and Communist China are the big heroes. All that and it still wasn't enough to keep it from getting banned in China.
  • Attack Drone: 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, Battle Drones with machine guns and the ability to repair their "parent" vehicle, and (with the expansion) 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.
  • Artistic License Nuclear Physics: 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.
  • Awesome, but Impractical:
    • 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 MOAB. The B-52 dropping the leaflets, on the other hand, is quite the bullet sponge, which comes in handy if you need a distraction.
    • Also applies to some degree to the USA's ultimate weapon, the Particle 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 Nuclear Missiles or the widespread infantry-killing of the GLA's 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.
  • Awesome Personnel Carrier:
    • Humvees full of Missile Defenders. Ask any competitive player.
    • General Granger has a special version of the Chinook with a point laser defense system (that makes it missile proof) 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.
  • Color-Coded Armies: USA uses blue with their vehicles are light grey and installations are bright metallic grey.
  • Cool Plane: 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 Spectre Gunship is partly based on the AC-130H Spectre. The only difference is that while the Real Life counterpart runs on somewhat slow turboprops, the fictionalized one runs on jet engines and takes a huge amount of punishment.
  • Curb-Stomp Battle: In first USA mission cutscene in Generals, a battalion of US Crusader tank face off against GLA Scorpion tanks. The result: all the GLA tanks get obliterated while the US tanks suffer 0 casualties. Then another column of GLA tanks come in only to be bombarded by Raptors.
  • Elites Are More Glamorous: 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.
  • Elite Army: US Army leans this way, with powerful and versatile units that cost quite a lot. Their basic transport, the Humvee, is the second slowest of its kind and costs about 30% more than the flexible Technical of the GLA, 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 opponents'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.
  • Expy: The United States of America in the Generals series have shared some characteristics with GDI from the Tiberium series and Allied from the Red Alert 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 that they can use transportation of troops to carry around the battlefield like the Chinook.
  • Faction Calculus: The USA is Balanced, featuring a large number of above-average units with various special abilities.
  • Frickin' Laser Beams: Point-defense lasers and the Missile Defender's Laser Sight. In Generals: Zero Hour, laser technology matured to give all American factions the 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.
  • Gatling Good: The USA A-10 Thunderbolt II and AC-130H Spectre also have Gatling weapons, but their firing rate is consistent unlike their Chinese counterparts.
  • Kill Sat: The Particle Cannon, subverted. Technically, they're not even real Kill Sats — they're actually part of a bigger beam cannon system, and their job is to reflect beams fired from a Particle Cannon on the ground to another spot on the ground.
  • It's Raining Men: With Paradrop, the USA can deploy up to 24 Rangers. Hallelujah!
  • Macross Missile Massacre:
    • 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.
    • The American base defense is the Patriot missile launcher, which fires a salvo of four missiles at it target. Admittedly not very impressive, except that it transmits the target's location to nearby turrets, causing them to launch their own missiles at it, resulting in this trope.
  • Organization with Unlimited Funding: 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.
  • Photoprotoneutron Torpedo: The Particle Cannon which is then reflected off of the Kill Sat in orbit and back onto the battlefield, where it acts like a huge cutting laser.
  • Pillar of Light: 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.
  • The Enemy Of My Enemy Is My Friend: In the campaign you fight a rogue PRC general who allied with the GLA.
  • Robot Roll Call: Drone technology is America's specialty. Typically, they're installed into American ground vehicles for a small fee, in exchange for added versatility and drawing attention away from the parent vehicle.
  • Spy Satellites: 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 Deliberately Monochrome.
    • Surveillance Drone: The Scout Drones.
    • Spy Drone: The Spy Drones and the Sentry Drones. The former kind is the stealthy, Support Power 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.
  • Trick Bomb: Besides Frickin' Laser Beams which destroy missiles, USA aircraft can be refitted with chaffs in order to confuse enemy missiles.
  • Wave Motion Gun: The (Particle) Cannon. No, it doesn't use a laser.

Air Force General Malcolm Granger

http://static.tvtropes.org/pmwiki/pub/images/250px-Malcolm_6468.jpg
Voiced by Tim Devitt

"Sonic boom, baby!"

A 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.

Stationed at Fort Belmont, Houston, Texas, Granger's Class Number was 08291102-HBGB.


  • Large Ham:
    Be advised, this area is under the control of airforce general Malcolm Granger. Withdraw now! Or prepare to be bombed back to the Stone Age!
  • Warmup Boss: He is usually the first opponent you fight in Generals Challenge mode. Unlike all other opponents in this mode, he 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.

Superweapon General Alexis Alexander

http://static.tvtropes.org/pmwiki/pub/images/250px-Alexis_7997.jpg
Voiced by Karina Thomas

"If you fail to plan, you plan to fail, General. Think about it."

Alexander 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'.

General Alexander was stationed at Camp Franklin, Belfast, Maine, USA, with the Class Number 07121969-HB.


  • Awesome, but Impractical: Her faction has perks such as 50% cost on all Particle Cannons, a super-sonic bomber with a payload that hits even harder than the standard payload, A discount on the USA Hero Unit Colonel Burton, high-efficiency power plants (upgraded), and base defenses that disable vehicles with EMP charges. However, the faction can not use tanks, certain useful units are more costly, and in online matches the faction can be taken out with a well-executed rush. Her lack of early-game strength makes her quite Difficult but Awesome, though not impossible to win with.
  • Alliterative Name
  • Attack Plan Alpha: 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 upgraded Aurora bombers 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.
  • Crippling Overspecialization: Actually making units for offensive purposes costs much more for her, and she also lacks tanks.
  • Easy Logistics: What she specialized in in her backstory.
  • EMP: Her Patriot missiles have this installed.
  • Large Ham:
    Oh? What's that sound? And look, there's a light in the sky!
  • Noodle Incident: She was a logistical staffer in the "Second Korean War".
  • No Kill Like Overkill: She can get 2 Particle Uplink Cannons for the price of one, her special bombers literally One-Hit Polykill a entire tank brigade if used correctly, and her specialty is Superweapons which include Kill Sats.
  • Pink Girl, Blue Boy: Her Particle Cannon turns a lovely shade of pink as opposed to the blue color that the rest of the United States employs.
  • Puzzle Boss: 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.
  • Semper Fi: She's actually a Marine general.
  • The Smurfette Principle: She's the only playable female general in the game.
  • Zerg Rush: 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.)

Laser General "Pinpoint" Townes

http://static.tvtropes.org/pmwiki/pub/images/250px-Generals_General_Townes_703.jpg
Voiced by James Peak

"Your weaknesses became obvious when I scanned your tactics."

A 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.

Based at Fort Union, Redwood Shores, California, USA, Townes' Class Number was 00010204-01KE0.


  • The Chessmaster: In his mind, at least. he likes to pride himself on this nearly as frequently as he boasts the superiority of his laser technology.
  • Construct Additional Pylons: If he runs out of power, nearly everything he has shuts down.
  • Crippling Overspecialization: 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.
  • Frickin' Laser Beams: Take a drink every time he says the word "laser".
  • Jack-of-All-Trades: The closest USA specialist there is to this trope, Townes is the only one who actually has tanks.
  • Large Ham:
    I've drawn the line in the sand, General (With his Particle Cannon, no less)! I dare you to cross it!
  • Laser-Guided Karma: No pun intended. Should your base run low on power, he taunts you about it. One of the fastest ways to pull the teeth on his defenses is to take out the enormous fields of power plants that are in his base.
  • Military Maverick: Refuses to conform to anyone else's expectations.

Colonel Burton

http://static.tvtropes.org/pmwiki/pub/images/CNCG_Col_Burton_Cameo_5039.png
"You want the best? Here I am!"

An 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.


  • Knife Nut: Able to one-shot infantry with it.
  • Time Bomb: Can plant a C4 charge with a 10 second countdown.

     Global Liberation Army 
http://static.tvtropes.org/pmwiki/pub/images/Gla_7543.gif

Being technologically disadvantaged, the GLA has comparatively weak (though highly mobile) ground vehicles and no air force, prompting the use of guerrilla tactics such as tunnelling, 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.


  • Action Bomb / Suicide Attack:
    • 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.
    • 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.
  • Arms Dealer: GLA acquires their vehicles from an Arms Dealer building, their equivalent of the War Factory the Chinese and USA use. They also make several deals with other arms sellers in the campaign.
  • Badass Army: They battle two superpowers at the same time and nearly win, despite using mostly outdated Cold War era weaponry and having no airforce or navy.
  • Back from the Brink: 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.
  • Break Out the Museum Piece: The GLA uses old Soviet weapons and vehicles and have no air power, yet are somehow able to compete with modern Chinese and American forces (in the right conditions).
  • Civil Warcraft: GLA turncoats 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 Dr. Thrax.
  • Color-Coded Armies: GLA is trademarked as green (due to vague Islam connections)note  with their vehicles are sandy beige and buildings look distinctly Arabian and seem to be made of sand stone.
  • Crate Expectations: The GLA adhere 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 units in the Expansion Pack Zero Hour.
  • Depleted Phlebotinum Shells: They can make many of their missiles explode and delive a payload of anthrax.
  • Determinator: Even after going through several civil wars and having their asses handed to them by the two superpowers four times, the GLA refuse to quit.
  • Expy: To the public conception of Hezbollah and the GRA (centered in Iran).
  • Et Tu, Brute?: The betrayal of their cause by a rogue GLA warlord in the mission "Splinter Cell".
  • Even Evil Has Standards: Most of the GLA considers Dr. Thrax's war doctrine to be beyond the pale.
  • Faction Calculus: Subversive. They don't have an air force, but they get a lot of stealth abilites. Their units are cheap, their bases don't require power and they have probably the best economy of the three sides.
  • From A Single Standing Foundation: A destroyed GLA building can be rebuilt. See Multiple Life Bars below for a detailed explanation.
  • Generic Doomsday Villain: 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. They're a case of this not proving much of a problem since it's more a sign of how bare bones the story is than anything else.
  • 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 low-lifes of a man. This is prevalent 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 down-trodden, abused schmucks in gaming history.
  • Knight Templar:
    • 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 tries to excuse the former by claiming they'll find a "better use" for those supplies.
    • The ARC news anchor from Zero Hour, Omar bin Gazali, ramps this up by praising the GLA and demonizing the USA and the PRC.
  • Land Mine Goes "Click!": 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.
  • Mad Bomber: The Terrorist and the Bomb Truck.
  • Magikarp Power: The GLA start off the weakest (their Worker Unit can't even fight back against the other faction's), 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.
  • Middle Eastern Coalition: They're supposedly a terrorist organization, but in reality it goes far beyond that, with armored divisions, entire armies of soldiers, a (small) airforce, 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!
  • Middle Eastern Terrorists: They have become so powerful, that they actually have a more conventional military in addition to their terrorist tactics. They have armored forces, bio-weapons arsenal, and even a small airforce (which is used to deliver said bio-weapons). Also because they specialze in not being seen and terrorist and guerilla tactics, they are the only faction in the game that does not need any power for their base (they will need it for American and Chinese buildings they capture though).
  • Motive Decay: 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.
  • More Dakka: When arming the (pistol-wielding) Angry Mobs with AK-47s.
  • Multiple Life Bars:
    • All GLA structures, except the Demo Trap, have two layers of Life Meter: 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 Life Meter, it'll slowly 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 Multiple Life Bars.
    • The GLA Battle Bus is the sole vehicle variant.
  • Occupiers out of Our Country: What GLA claims to be their motive.
  • Organization with Unlimited Funding: GLA has Black Markets, which give a slow stream of cash, provide some tech upgrades, and can be camouflaged.
  • Poisoned Weapons: One of the GLA's specialities is biochemical warfare. Namely, with weaponized mixes of anthrax and liquid chemicals. This goes double for Dr. Thrax's sub-faction.
  • Technicolor Toxin: GLA's toxins are, in ascending order of lethality: Anthrax is Green, Anthrax Beta is Blue, and Anthrax Gamma is Purple.
  • Terrorists Without a Cause: 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.
  • The Scrounger: They'll field-strip wrecks on the battlefield.
  • Tube Travel: The aptly-named GLA Tunnel Network, 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.
  • Universal Poison: 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.
  • Villainous Valour: Yes, they're absolute monsters and are in no way sympathetic, but they end up taking on both China and the United States, with only hideously outdated weaponry, guerilla tactics and vast numbers. The GLA even manage to bring a crushing defeat to the American forces in Europe, although they are soon crushed themselves by the Chinese afterwards.
  • Wretched Hive: 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 mantain de facto control of Aldastan, a fictional Central Asian nation made from the union of Tajikistan and Kyrgyzstan.

Dr. Thrax

http://static.tvtropes.org/pmwiki/pub/images/250px-Generals_Dr_Thrax_5739.png
"Anthrax, it does a body bad!"

Due 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.

There 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.Around 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.


  • Et Tu, Brute?: In the final USA campaign mission in Zero Hour, he was betrayed by the GLA defectors.
  • Evil Laugh: He has a wheezing, phlegmy chuckle.
  • Large Ham:
    See, you can tell when it's *mwah* just right, when the flesh falls off the bone!
  • Laughably Evil: Despite being a murderous sociopath who only seems interested in inflicting pain and misery on others, he still manages to make everything he says funny.
  • Mad Doctor: If you defeat him, he'll admit that he got his degree from a mail-order college.
  • Master Poisoner: Under his command, almost all of the units that normally use high explosives instead use a biochemical cocktail called Anthrax Beta/Gamma.
  • Properly Paranoid: Never sleeps in the same bed twice in a row and frequently underwent cosmetic surgery to alter his appearance.
  • The Hyena: He punctuates his mustache-twirling evil one liners with frantic giggling.
  • The Starscream: Has plans to usurp the GLA.

Prince Kassad

http://static.tvtropes.org/pmwiki/pub/images/250px-Kassad_8226.jpg
"You never see me until it's too late!"

Prince 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 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.


  • Aristocrats Are Evil: If he is honest about his title.
  • Awesome, but Impractical: Prince Kassad is the Useless Useful Stealth 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 (this includes EVERY vehicle the USA fields by choosing the correct upgrade) 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 Dummied Out (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 leaving a dead $600 unit(s).
  • Crippling Overspecialization: Prince Kassad 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.
  • You Have Failed Me: Inverted. When you defeat him, he comments that his men will kill him for losing.

Demolitions General Rodall Juhziz

http://static.tvtropes.org/pmwiki/pub/images/250px-GeneralJuhziz_1076.jpg
"It's quiet out there, general...you know what quiet means right? BOOM...HAHAHAHA!!"

Born 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.

Jarmen Kell

http://static.tvtropes.org/pmwiki/pub/images/Generals_Jarmen_Kell_8304.jpg
"What's the job?"

Another 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.


Units

    Shared Units  

Construction dozer

Type: Vehicle
Role: Base Construction & Repair/Minesweeping
Weapons: None (can Car Fu infantry)
Trained at: Command Center
The Dozer is responsible for constructing all USA or China structures, as well as keeping them properly repaired.

  • Bomb Disposal: Can clear mines and booby traps within the assigned area.
  • Worker Unit: It is needed to build and repair structures for USA and China

    USA units 

Ranger

Type: Infantry
Role: Ground Combat
Weapons: M16/Flashbang Grenades
Trained at: Barracks
"What's the mission, sir?."

These 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.

  • Area of Effect: Ranger flash-bang grenade has an area of effect impact damage, which may compensate for the delayed time.
  • Assault Rifles: The sidebar icon in-game depicts Ranger armed with M 16 A 2 assault rifle.
  • Cannon Fodder: Generally the same as the GLA Rebel and Chinese Red Guard in terms of power but also the second most expensive basic infantry.
  • Enemy Exchange Program: The Capture Buildings upgrade allow Ranger to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Rangers take up to a minute to fully capture the structure.
  • Fast-Roping: Rangers have the unique ability exclusive to USA generals, the Chinook Combat Drop. When in a flying Chinook the ability becomes available. The Chinook will fly directly over the targeted building or area and the Rangers within will rappel down and garrison the building, killing any enemy infantry within.
  • Frickin' Laser Beams: According to Zero Hour sound files, General Townes was supposed to have his own version of the Ranger called the Laser Ranger, equipped with a laser assault rifle, but it was removed from the final version of the game.
  • It's Raining Men: Through the Paradrop General's power, up to 20 Ranger can be dropped on the battlefield.
  • Non-Combat EXP: Gain experience when capture enemy structures or neutral tech structures.
  • Ranger: Well, duh.
  • Trick Bomb: Flashbangs are normally used to disorient people but when Ranger uses them, they either do huge damage to enemy infantry out of open, or One-Hit Kill those in garrisoned structures.

Missile Defender

Type: Infantry
Role: Anti-Armor/Anti-Air
Weapons: Javelin/Stinger missile launchers
Trained at: Barracks
"Got my missile launcher right here!"

The 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).

  • Anti-Air/Anti-Vehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
  • Frickin' Laser Beams: According to Zero Hour sound files, General Townes was supposed to have his own version of the Missile Defender called the Laser Defender, equipped with a laser canon, but it was removed from the final version of the game.
  • Homing Projectile: Game physics allow their missiles to continue to track and engage a fleeing target long after they've fired.
  • Laser Sight: The Missile Defender's powerful secondary ability that allows them to lock on to an enemy vehicle and fire rockets at an increase firing rate by 25%.
  • Macross Missile Massacre: After locked-on the target with their special ability.
  • Rockets Missiles And Grenade Launchers: The Missile Defender's cameo depicts him equipped with a FIM-92 Stinger missile launcher, which is odd as the Stinger is designed primarily for anti-air warfare, not for use against armor. In-game however, the launcher wielded by Missile Defenders resemble the Mk 153 SMAW.

Pathfinder

Type: Infantry
Role: Anti-Infantry and Reconnaissance
Weapons: XM 2010 Sniper Rifle
Trained at: Barracks
"Scope, cleaned and mounted."

A 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.

  • Badass Boast: Have the knack of constantly telling you how well-experienced they are in their fields. Sometimes even in campaign set piece triggers.
  • Cold Sniper: Pathfinder are sane, but quite professional, putting them in this category.
  • Crippling Overspecialization: Complete useless against tanks and buildings. It's also one of the best units in the game against infantry.
  • Invisibility Cloak: Stealthed when stationary.
  • One-Hit Kill: They can do this to all infantry except hero unit.
  • Sniper Rifle: Their weapon is a sniper rifle.
  • Stealthy Mook: Pathfinder remain hidden even while firing.
  • True Sight: Can reveals stealthed units in its sight range.

Pilot

Type: Infantry
Role: Vehicle Training
Weapons: None
Trained at: N/A
"Pilot of the USA!"

The 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.

  • Crew of One: Has the ability to commandeer any vehicle he wishes, including Overlord Tank.
  • Ejection Seat: 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.
  • Improbable Piloting Skills: No matter what aircraft he comes out of, he will be able to pilot any other aircraft...or ground vehicle, even tanks.
  • Universal Driver's License: 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.
    Pilot: I can drive anything!

Crusader tank

Type: Vehicle
Role: Armored Assault
Weapons: 120mm Smoothbore Gun
Trained at: War Factory
"USA Armor Division"

The 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.

  • BFG: A 120mm smoothbore gun.
  • Boring, but Practical: 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.
  • Curb-Stomp Battle: In a cutscene, a battalion of US Crusader tank face off against GLA Scorpion tanks, the result being all the GLA tanks wiped out while the US tanks suffer no casualties.
  • Mighty Glacier: Compare to the Chinese Battlemaster tank and GLA's Scorpion tank, Crusader Tanks have more firepower, but slower.
  • Tank Goodness:
    • The Crusader is based off the Germans' Leopard 2 tank. That alone should understate how awesome.
    • In large groups, they can even defeat Overlord Tanks.

Laser tank

Type: Vehicle
Role: Armored Assault
Weapons: Laser Cannon
Trained at: Barracks
"Laser Crusader ready for engagement!"

The 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.

  • Frickin' Laser Beams: The Laser tank is practically a Crusader Tank equipped with a powerful laser.
  • Tank Goodness: 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.

Humvee

Type: Vehicle
Role: Fast Attack/Transport
Weapons: Machine Gun and TOW Missiles
Trained at: War Factory
"Buckle up!"

The 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.

  • Anti-Air: TOW Missile allows Humvees to attack aircraft.
  • Awesome Personnel Carrier: 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.
    • Humvees full of Missile Troops. Ask any competitive player.
  • Boring, but Practical:
    • 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.
    • 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.
  • Crippling Overspecialization: Averted since Humvee is 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.
  • Machine Guns: Probably the M2 Browning.
  • Fragile Speedster: 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.
  • Fun with Acronyms: High Mobility Multipurpose Wheeled Vehicle.
  • Glass Cannon: In spite of the Boring, but Practical, the Humvee was vulnerable to heavy weapons, being only a light vehicle. When met with enemy armor, it fared 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 unupgraded and unloaded, could not attack enemy aircraft.
  • Hit-and-Run Tactics: 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.

Ambulance

Type: Vehicle
Role: Field Medical Support/Decontamination
Weapons: None
Trained at: War Factgory
"Need some medical attention?"

The 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.

  • Awesome Personnel Carrier: 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.
  • No Experience Points for Medic: As they cannot kill enemies, Ambulance never gain veterancy.
  • No Sell: Ambulance is completely impervious to environmental hazards such as radiation and toxins.
  • The Medic: It's job is to heal allied infantry and repair friendly vehicles.
  • Mook Medic: Ambulance can heal nearby soldiers or it's occupants back to fighting condition. In Zero Hour, the Ambulance eventually gained the ability to heal all nearby friendly vehicles (there was supposed to be a separate repair Humvee, but that was scrapped). This made them much more valued due to the vehicle, not infantry, dominance of the battlefield.
  • Support Party Member: Has no means of attacking but can heal friendly infantry and repair friendly vehicles. Additionally, the Ambulance ould release a foam to clear radiation and toxins preventing harm to other units.

Paladin tank

Type: Vehicle
Role: Armored Assault
Weapons: Heavy Tank Gun/Point Defence Laser
Trained at: War Factory
"Preserving Freedom."

This 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.

  • Frickin' Laser Beams: It's Point Defense Laser, which can neutralize enemy missiles and rockets before they reach the tank. It can also function as an anti-personnel weapon, capable of killing enemy infantry that get too close for comfort.
  • Tank Goodness: 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.
  • The Paladin: The Paladin tank has the personality (no surprise considering that the USA faction is Lawful Good in this game) and has the ability to tank missile shots with a defensive laser.

Avenger

Type: Vehicle
Role: Anti-Missile Support/Target Illumination/Anti-Air
Weapons: Anti-Air Lasers and Point-Defense Lasers
Trained at: War Factory
"Targeting cursors set!"

Because 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.

Microwave tank

Type: Vehicle
Role: Combat Support
Weapons: Microwave Emitter
Trained at: War Factory
"Wave generator activated!"

As 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.

Tomahawk launcher

Type: Vehicle
Role: Long-Range Bombardment
Weapons: Tomahawk Cruise Missiles
Trained at: War Factory
"Long-range ballistics."

The 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.

  • Homing Projectile: Its missiles also track and follow targets, and is capable of hitting even fast-moving units. If the conditions are desperate enough, the Tomahawk Launcher can also take on the role of an anti-air weapon by launching a missile at aircraft while taking off.
  • Long-Range Fighter: The Tomahawk launcher had the greatest range of all land-based siege weapons but unable to fire upon targets at close range.
  • Siege Engines: The Tomahawk Launcher was the long-range siege weapon of choice for the USA.

Chinook / Combat Chinook

Type: Aircraft
Role: Resource Gathering/Transport
Weapons: None
Trained at: Supply Center
"Need a delivery, General?"

The 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.

Combat 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.

  • Awesome Personnel Carrier: 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.
    • 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.
  • Defenseless Transports: The Chinook serves as a dedicated transport and has no weapon. The Combat Chinook however has gunports so infantry inside can fire at the enemy.
  • Fast-Roping: As a special ability known as "Combat Drop", Rangers can exit the Chinook via four ropes without the Chinook needing to land. 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 rangers onto the battlefield in a badass way, though it's a lot slower than just landing the helicopter and unloading them the regular way, leaving both parties vulnerable to enemy fire.
  • Worker Unit: 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.

Raptor / King Raptor

Type: Aircraft
Role: Air Superiority and Attack
Weapons: Missiles
Trained at: Airfield
"Let's give 'em an air show!"

The 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.

A 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.

  • Cool Plane: Essentially the most powerful multirole fighter in the game, they are efficient anti-vehicle bombers, excelling at destroying unprotected enemy vehicles.
    • 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.
    • 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.
  • Frickin' Laser Beams: King Raptor's Point Defense Laser, which can neutralize enemy missiles and rockets before they reach the plane.
  • Just Plane Wrong: The F-22 is an air superiority fighter; while it was for a time designated as an F/A, ground attack isn't in its usual mission profile. That will go 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.
  • Macross Missile Massacre: 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.

Stealth fighter

Type: Aircraft
Role: Aerial Attack
Weapons: 2 Bombs/Bunker Busters
Trained at: Airfield
"Ready for covert mission!"

The 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'.

  • Cool Plane: 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.
  • Invisibility Cloak: 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.

Aurora / Aurora Alpha

Type: Aircraft
Role: High-Speed Attack
Weapons: Bomb/Tactical Fuel Air Bomb
Trained at: Airfield
"Hi-speed Bomber ready for takeoff!"

This 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.

  • Cool Plane: 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.
  • Hoist by His Own Petard: 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.
  • Nigh-Invulnerability: While heading to a target, nothing can touch it. Afterwards...
  • Super Speed: 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.

Comanche

Type: Aircraft
Role: Close Air Support
Weapons: 20mm Chaingun, Anti Tank Missiles, and Rocket Pods
Trained at: Airfield
"Gunship reporting in."

The 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.

  • Bottomless Magazines: They never run out of missile and bullet.
  • Macross Missile Massacre: Just how insane is this? Use Multiple commanches (5 is good) And make them shoot at once, there are no rocket trails anymore, why? because the sheer amount of rockets OVERLOADED THE FREAKING GRAPHICS ENGINE. and lets not even start about the mods people add to the game.
  • Invisibility Cloak: General Granger can upgrade his Comanches with the Stealth Comanche Upgrade, making them difficult to detect. Comanches in real life are stealth helicopters.
  • Tech Marches On: 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.

    China units 

Red Guard

Type: Infantry
Role: Ground Combat
Weapons: Type 63 Rifle
Trained at: Barracks
"We stand together!"

Red Guard are China's basic infantry unit. Trained in pairs, and armed with a simple bolt-action 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.

  • Bayonet Ya: The Red Guard was planned to have a bayonet to stab other infantry and this feature is fully finished, just not implemented in-game. However, Rise of the Reds restore it.
  • Cannon Fodder: The front-line trooper of the Red Army, the Red Guard operates best in large groups.
  • Enemy Exchange Program: The Capture Buildings upgrade allow Red Guard to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Red Guard take up to a minute to fully capture the structure.
  • Non-Combat EXP: Gain experience when capture enemy structures or neutral tech structures. The Red Guard Training is a General's Power that allow Red Guard train from the Barrack emerge as veterans.
  • Cool Guns/Rifles: Awfully anachronistic, considering what modern weaponry the Chinese military wields in real life.
  • Zerg Rush: 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 Guard could also be used to cheaply give a horde bonus to Tank Hunters by keeping them together in large squads.

Mini-Gunners

Type: Infantry
Role: Ground Combat/Anti-Air
Weapons: Huaqing Minigun
Trained at: Barracks
"Minigunner reporting for duty!"

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

  • Anti-Air: The only basic infantry that can attack aircraft.
  • Assault Rifles: The cameo depicts Mini-Gunners as being armed with armed with Type 56-II infantry automatic rifles (Chinese copy of the AKM).
  • Elite Mooks: Although more expensive and trained more slowly than regular Red Guard, Mini-Gunners were much better equipped to take on the enemy.
  • Enemy Exchange Program: The Capture Buildings upgrade allow Mini-Gunners to capture enemy buildings and partially or fully make use of the enemy arsenal. Doing this is however dangerous, as the Mini-Gunners take up to a minute to fully capture the structure.
  • Gatling Good: 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 were so well trained that they could successfully down them. While lone gunners wouldn't hope to stand a chance against aircraft such as Comanches, a horde of them can easily down entire waves at an alarming rate.
  • Gathering Steam: Like all chinese gatling weapons, they need time to get their guns up to speed.
  • It's Raining Men: Through the Paradrop General's power, up to 15 Mini-Gunners can be dropped on the battlefield.
  • Non-Combat EXP: Gain experience when capture enemy structures or neutral tech structures. The Minigunner Elite Training is a General's Power that allow Mini-Gunners train from the Barrack emerge as elite.

Tank Hunter

Type: Infantry
Role: Anti-Armor/Anti-Air
Weapons: Rocket Launcher and TNT
Trained at: Barracks
"We'll tear through their armor!"

Armed 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.

  • Anti-Air/Anti-Vehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
  • Not What I Signed On For: One of Tank Hunter quotes when taking fire are "I didn't sign up for this!"
  • Rockets Missiles And Grenade Launchers: The Tank Hunter's in-game model's weapon resemble the PF-89 rocket launcher, but the cameo indicates that they uses what appears to be an AT 4 rocket launcher.
  • Stuff Blowing Up: Using it secodary ability, the Tank Hunter would close with a vehicle or structure and attach an explosive to it.

Hacker / Super Hacker

Type: Infantry
Role: Electronic Warfare
Weapons: None
Trained at: Barracks
"No system is safe"

Hackers 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.

Not 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.

  • The Cracker: Hacker job is to crack bank accounts and steal their money. While vulnerable they also can generate infinite money (like GLA Black Markets and USA Drop Zones). They've even got a specialised structure to help them out in the expansion. By the way, they work for the good guys.
  • Invisibility Cloak: Super Hackers are stealthed, even when walking and hacking cash, a great advantage in an attack on enemy vehicles.
  • Non-Combat EXP: Hacking money can gain experience value to them and earn them veterancy, this in turn increase the hacking value of each hacker.
  • Organization with Unlimited Funding: Just where do those Hackers get all that money from?
    "Nobody will notice their money is missing."
  • Piecemeal Funds Transfer: 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!
  • Power Nullifier: The Hacker uses a strong computer virus to disable enemy buildings. Super Hacker can also the same thing to a enemy vehicle's electronics.
  • Term Confusion: The Hacker infantry class is actually a Cracker for all intents and purposes, but they work for the good guys.
  • Support Party Member: Has no means of attacking but can remotely disable enemy structures and generates a constant stream of money.

Supply truck

Type: Vehicle
Role: Resource Gathering
Weapons: None
Trained at: Supply Center
"Lets pick up some goods!"

The 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.

  • Defenseless Transports: The Supply truck serves as a dedicated supply collectors and has no weapon.
  • Worker Unit: Gathers supplies to facilitate the player's economy.

Battlemaster tank

Type: Vehicle
Role: Armored Assault
Weapons: 105mm Type 83 Smoothbore Gun
Trained at: War Factory
"China's Tank Division."

The 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.

  • Depleted Uranium Shells: An upgrade to Battlemaster tank gun ammunition that increases the Battlemaster's damage by 25% and add radition damage to targets struck.
  • Jack-of-All-Stats: 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.
  • I Love Nuclear Power: The Nuclear Tanks upgrade increases the Battlemaster's speed by 25%, but also causes them to explode violently when destroyed.
  • Its Raining Battlemasters: 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). Praise the Heavens again!
  • Non-Combat EXP: The Battlemaster Elite Training is a General's Power of general Kwai that allow Battlemasters built from his War Factory emerge as as elites.
  • Tank Goodness: 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.

Dragon tank

Type: Vehicle
Role: Combat Support
Weapons: Flamethrower
Trained at: War Factory
"It's very hot in here!"

A 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.

  • Fire-Breathing Weapon: Dragon tank main weapon is a flamethrower.
  • Instant Death Radius: Its special ability "Flame Wall" can render areas impassable to enemy infantry, and is especially useful for screening a position against Terrorist attacks.
  • Kill It with Fire: A lot of fire, as Dragon tank can make a lot of it.
  • No Sell: Due to fireproof armour, Dragon Tanks are immune to the flames of friendly (and enemy) Dragon Tanks.
  • Rule of Cool: Especially the Wall of Fire ability.
  • Videogame Flamethrowers Suck: Far from it. While incredibly short in range, Dragon Tanks is utterly devastating in all against anything they can get in range of except aircraft and tanks (they can moderately damage them though), two or three will tear down even the strongest structures in the game in seconds. For area defense, they can spray fire into a rolling wall of flame. While their frailty increases as the games go on, so does their utility - once garrison clearance comes into play, flame tanks instantly incinerate all occupants of garrisonable buildings. Then probably destroy the building as well so it can never be used again (which is something the equivalent units on the other side cannot do).

Gatling tank

Type: Vehicle
Role: Anti-Infantry/Anti-Air
Weapons: Gatling Gun
Trained at: War Factory
"Gattling Tank, ready for action"

China's main anti-aircraft and anti-infantry unit. The big gattling 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.

  • Anti-Air: They serve as the anti-air vehicles for the China.
  • Bottomless Magazines: Lampshaded by one of the Gatling Tank crewman's quotes.
    "I have many bullets to spare!"
  • Gatling Good: They fire a steady stream of bullets capable of mowing down infantry at an alarming rate.
  • Gathering Steam: It need to spin up before reaching maximum firing rate.
  • More Dakka:
    • The Gatling Tank crewmen invoke More Dakka. Hell, it's even in their selection quote: "Need a bullet barrage?"
    Kick it into high gear!
    Rapid fire!
    Spin them up!
    Don't stop till it's over!
    • Its far more dakka than the rest of the vehicles, only being outclassed by the GLA Quad Cannon.
  • Tanks, But No Tanks: But technically the Gatling Tank is simply an up-armored self-propelled anti-aircraft Gatling gun, much like the real life Type 95 SPAAG (which uses twin automatic cannons instead of a Gatling cannon).

Troop crawler/Assault troop transport

Type: Vehicle
Role: Transport
Weapons: None
Trained at: War Factory
"Let's get these men to the battle."

The 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.

The Infantry General can build one that comes with 8 Minigunners, and allows infantry to fire out the sides.

  • Awesome Personnel Carrier:
    • 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. Troop Crawlers also are designed so that if destroyed the infantry being transported would survive, albeit injured.
    • The Assault Troop Transport is a reasonably fast wheeled APC, already coming with eight Minigunners on board upon rolling out of the War Factory, 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.
  • Defenseless Transports: The Troop crawler serves as a dedicated transport and has no weapon. Assault troop transport however has gunports so infantry inside can fire at the enemy.
  • The Medic: The Assault Crawler has a small propaganda tower to heal other friendlies.
  • True Sight: Hijackers are useless if they try to steal an Assault Crawler as they are not able to stay hidden, let alone get close.

Listening outpost/Attack outpost

Type: Vehicle
Role: Reconnaissance
Weapons: None
Trained at: War Factory
"Did you hear something?"

The 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.

The 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.

  • Awesome Personnel Carrier: 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.
    • 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.
  • Invisibility Cloak: Listening Outposts and Attack outpost themselves were stealthed when not moving.
  • True Sight: They can detect stealthed units in big radius around them.

Overlord Tank / Emperor Tank

Type: Vehicle
Role: Heavy Assault
Weapons: 2 ZPT-98 125mm smoothbore guns (Overlord) or 2 140mm smoothbore guns (Emperor Overlord) / Gatling cannon (Optional)
Trained at: War Factory
"Are you ready?!"

The 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.

General Kwai has an even stronger more technologically advanced Overlord. It has larger 140mm cannons, comes with a propaganda tower, and can mount gattling cannons.

  • Awesome, but Impractical: Armed to the teeth, they are literally landcruisers, but hey, these babies don't come easy: they cost a lot, are hard to maintain and are typically the first on any opponent's target list, are often slow and prone to Zerg Rushes, which doesn't make suffering the fact that they're easy to counter any lighter for the one in possession of these crazy machines. The Emperor version, though, is a bit better since it comes with a built-in Propaganda Tower (that automatically heals itself and all units surrounding it), and can be upgraded with a gatling cannon, effectively turning it into an all-purpo
  • Awesome Personnel Carrier: Emphasis on "awesome". An Overlord tank with the Battle Bunker upgrade holds 5 infantry units who can fire at enemies within range.
  • BFG: Twin ZPT-98 125mm cannons on the basic Overlord and a pair of 140mm cannons on Kwai's Emperor Overlord.
  • Combat Medic: With a speaker tower installed, Overlord tanks heal themselves and others (and make them attack faster). Emperor Overlord are automatically equipped with Speaker Tower.
  • Crippling Overspecialization: Overlord tank 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.
  • Depleted Uranium Shells: An upgrade to Overlord and Emperor tank gun ammunition that increases the Overlord and Emperor damage by 25% and add radition damage to targets struck.
  • Expy: Of the Mammoth tank of the original C&C games and the Apocalypse tank of Red Alert 2.
  • Gatling Good: any Overlord tank with a Gatling Cannon upgrade, making them more effective against infantry and aircraft
  • I Love Nuclear Power: The 'Nuclear Tanks' upgrade increases Overlord tank movement speed by 25%, which is sorely needed because they are Mighty Glaciers.
  • Mighty Glacier: Very slow but super tough and packs a lot of punch in its guns.
  • Military Mashup Machine: Overlord tank is big enough to support a bunker, gatling turret, or propaganda tower.
  • Stance System: Sort of, although you can't change stance and you have to buy it. You can build a propaganda speaker that heals your troops, a gatling gun, or a bunker on top of them.
  • Tank Goodness: Each individual Overlord could have its own secondary system built in; a bunker for soldiers, gatling guns to deal with infantry and aircraft, or 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.

Inferno cannon

Type: Vehicle
Role: Long-Range Bombardment
Weapons: Napalm howitzer
Trained at: War Factory
"Lets start an Inferno."

The 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.

  • Evil Laugh:
    Heheheheheheheh!!!
  • Kill It with Fire: If many Inferno cannons fire at the same target, simultaneously, they can create a deadly Fire Storm. At least 4 are needed in order to create a firestorm when force-firing on the ground, however.
  • Long-Range Fighter: Inferno cannon can fire from long ranges but not at enemies near them.
  • Non-Combat EXP: The Artillery Training is a General's Power that allow Inferno cannon built from the the War Factory emerge as veterans.
  • Siege Engines: Can fire incendiary shells at the enemy from a distance.

Nuke cannon

Type: Vehicle
Role: Long-Range Bombardment
Weapons: 280mm Nuclear Cannon
Trained at: War Factory
"Behold! The bringer of light!"

The 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.

  • Awesome, but Impractical: Oh yes. 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. Textbook example of Difficult but Awesome as well : 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.
  • BFG: The biggest, baddest, fuckingest gun in the game, in fact.
  • Glass Cannon: Combined with Mighty Glacier 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, just sayin'). It therefore needs to be placed carefully and protected ferociously, THEN it will help you in both offense and base defense. Nuke Cannon sometimes even says "Careful, she's fragile" when selected.
  • Non-Combat EXP: The Artillery Training is a General's Power that allow Nuke cannon built from the the War Factory emerge as veterans.
  • Irradiating the Cockpit: In Zero Hour, Nuke Cannons can also fire Neutron Shells that kill infantry, even inside cockpits, and leave driverless neutral vehicles on the field to be manned.
  • Nuke 'em: A siege weapon that firing tactical nuclear shells at the target.
  • Rule of Cool: The coolest unit in the game. Is there any doubt ? It's atomic artillery !
  • Siege Engines: Can fire nuclear shells at the enemy from a distance.
  • Slap-on-the-Wrist Nuke: It is based on Atomic Annie, the M65 Atomic Cannon, down to using an Homage Shot of the Grable mushroom cloud for its unit icon.

ECM tank

Type: Vehicle
Role: ECM
Weapons: Vehicle Jammer
Trained at: War Factory
"Missiles won't get through!"

The 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.

  • Power Nullifier: The ECM focuses its energy into a jamming beam to deactivate another vehicle, deactivating the missile deflection as long as it's active.
  • Fun with Acronyms: Electronic Counter Measures Tank
  • Trick Bomb: 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.
  • Support Party Member: 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.

MiG

Type: Aircraft
Role: Air Superiority
Weapons: Napalm Missiles/Nuclear Missiles(Gen. Tao)
Trained at:
"Tactical Fighter Reporting!"

The 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.

  • Kill It with Fire: 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.
  • Rule of Cool: Because they're planes who make giant infernos when they attack in a group.
  • Nuke 'em: MiGs of General. Tsing Shi Tao.

Helix

Type: Aircraft
Role: Close Air Support/Aerial Assault/Transport
Weapons: Machine/Gatling Gun and Napalm/Nuclear Bomb
Trained at: Airfield
"The Thunderstorm begins!"

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

  • Awesome Personnel Carrier: Helixes with the Battle Bunker upgrade, which can hold 5 infantry units, who can fire at enemies within range, even aircraft. Assault Helix come with this upgrade for free.
  • Combat Medic: Helix with Propaganda Tower upgrade can able to repair and provide medical attention to friendly units in the vicinity, as well as providing a small boost in firing rate to simulate providing additional ammunition.
  • Evil Laugh: "The napalm bomb is ready! Heh, heh, heh."
  • Kill It with Fire: The Helix can upgrade to drop a napalm bomb onto the designated area.
  • Gatling Good: Helixes with Gatling Cannon upgrade
  • Nuke 'em: Helix of Tsing Shi Tao dropping tactical nukes instead napalm bomb.
  • Machine Guns: Its basic weapons, that can supplement with twin Gattling guns
  • Mighty Glacier: 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.
  • True Sight: Helix with Gattling guns upgrade can also reveal stealth units and buildings, suiting it to Search and Destroy missions.
  • Stance System: Sort of, although you can't change stance and you have to buy it. You can build a propaganda speaker that heals your troops, a gatling gun, or a bunker on top of them.

    GLA unit 

Worker

Type: Infantry
Role: Base Construction and Repair/Resource Gathering/Minesweeping
Weapons: None
Trained at: Command Center/Supply Stash
"Ow! Okay, okay, I will work!"

The 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.

  • Bomb Disposal: Can clear mines and booby traps within the assigned area.
  • Butt Monkey: The workers get no respect and are some of the single most hilariously down-trodden, abused schmucks in gaming history.
  • Worker Unit: It is needed to build and repair structures for GLA's but also serves as the resource gatherer, and is the least efficient of all the factions.note 
  • You Have Researched Breathing: The GLA workers ask for new shoes. In the expansion, you can research/"purchase" shoes to enhance their effective (from the black market no less). Because that's, quoting the description for it, what "they've been asking for".

Rebel

Type: Infantry
Role: Ground Combat
Weapons: AK-47
Trained at: Barracks
"The higher order shall reign!"

The 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.

Prince 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.

  • Armor-Piercing Attack: Upgrade with Armor-piercing bullets to increase Rebels' attack damage by 25%.
  • Assault Rifles: Each of the Rebels is equipped with an AK-47 assault rifles.
  • Battle Cry: Paired with Bilingual Bonus, as the quote below is Arabic for "let's go!"
    "Haiyah!"
  • Booby Trap: 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.
  • Cannon Fodder: Lacking the more advanced weapons of their counterparts, Rebels are inexpensive and easy for GLA generals to train.
  • Enemy Exchange Program: 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.
  • Invisibility Cloak: 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.
  • Non-Combat EXP: Gain experience when capture enemy structures or neutral tech structures.

Toxin rebel

Type: Infantry
Role: Ground Combat
Weapons: Toxin Sprayer
Trained at: Barracks
"Our toxins will destroy the enemy!"

The 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.

  • Elite Mooks: 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.
  • Enemy Exchange Program: 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.
  • Non-Combat EXP: Gain experience when capture enemy structures or neutral tech structures.
  • Poisoned Weapons: Toxin rebels were Dr. Thrax's own special rebels who eschewed the assault rifle in favour of a toxin-spraying weapon with backpack tank.

RPG Trooper

Type: Infantry
Role: Anti-Armor/Anti-Air
Weapons: Type 69 RPG
Trained at: Barracks
"Be on watch for the enemy!"

The 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.

  • Anti-Air/Anti-Vehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
  • Poisoned Weapons: RPG Trooper of Dr. Thrax is armed with rockets that are toxin tipped and they release a small cloud of toxin in the air upon impact. When the Anthrax Gamma upgrade is purchased by the player, the RPG Troopers' attack damage increases by 30%.
  • Properly Paranoid: The RPG trooper appears to be paranoid about the enemy, judging by his quotes below.
    "Be on watch for the enemy!"
    "Shh, I sense danger may be near"
    "The enemy may be near"
  • Rockets Missiles And Grenade Launchers: Ironically, these units carried what resembles the Chinese Type 69 RPG as seem in the icon, which, like other Chinese made weapons, is in common use among Middle Eastern armed groups in reality. However, the in-game unit depicts them as using the RPG-27 instead.

Terrorist

Type: Infantry
Role: Suicide Attack
Weapons: Explosives
Trained at: Barracks
"I'll make the sacrifice!"

The 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.

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

  • Action Bomb/Suicide Attack: The purpose of the Terrorist is to detonate the explosives they wear, taking enemies along with them.
  • Boring, but Practical: The GLA terrorist on a bike, Terrorists can One-Hit Kill 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. It gets turned Up to Eleven by General Juhziz, who can build them with the terrorist riding by standard, make them cheaper, and more powerful.
  • Bowdlerise: Due censorship, the Terrorist was removed from the German version of both Generals and Zero Hour and instead replaced by a bomb on wheels (which suddenly gets a voice when entering a civilian vehicle, as that ability was obviously overlooked). Other than the visuals, however, the functionality is exactly the same. Funny enough, this version became very popular to the modding community.
  • Poisoned Weapons: The Toxin Terrorists.
  • Poisoned Weapons: Toxin Terrorists had been modified to carry lethal toxins addition onto its dynamite payload. After exploding, the Toxin Terrorists would leave some toxin residue which strongly affect infantry.
  • Weaponized Car: The terrorist can also hijack civilian vehicles to make the attack more deadly and speedy.

Hijacker

Type: Infantry
Role: Combat Support
Weapons: None
Trained at: Barracks
"Let's go car shopping!"

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

  • Bandit Mook: Hijacker's entire purpose is to steal enemy vehicles.
  • Crew of One: Has the ability to commandeer any vehicle he wishes, including Overlord tank.
  • Ejection Seat: If the vehicle is an American one, the Hijacker can eject out of the vehicle upon its destruction.
  • Invisibility Cloak: 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.
  • Universal Driver's License: Can drive any vehicles that not unmanned or with passengers.

Angry mob

Type: Infantry
Role: Civil Disobedience
Weapons: Improvised Projectiles/AK-47s
Trained at: Barracks
"AK-47'S FOR EVERYONE!!"

The 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.

  • Angry Mob: This being the War On Terror, the mobs are armed with Molotov Cocktails and guns rather than torches and pitchforks. They can later get AK-47s.
  • Assault Rifles: Arm the Mob is an upgrade that arm Angry Mob members with AK-47 assault rifles, gives them greatly increased firepower, enabling angry mobs to take on tanks or even overrun entire bases.
  • Defiant Stone Throw: Before they get upgraded to wield AK-47s.
  • Molotov Cocktail: Angry mob is initially equipped with pistols and rocks, but can be ubgraded to wield AK-47s and Molotovs.
  • More Dakka: Arming the (pistol-wielding) Angry Mobs with AK-47s will result in this.
  • Rabble Rouser: If one listens closely, a Rebel's voice can be heard among the Angry Mob, suggesting that they were the ones responsible for inciting the riot.
  • Regenerating Health: An Angry Mob has the unique ability to heal itself even if it does not gain rank, as a mob will slowly grow in size from one to as many as nine if left alone. In the Zero Hour expansion, they start out at the full amount of members
  • Zerg Rush: Angry Mobs is 9 civilians with pistols and rocks (unless you Arm The Mob with AK-47s) 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.

Saboteur

Type: Infantry
Role: Infiltration and Sabotage
Weapons: None
Trained at: Barracks
"Tell me your plan."
The 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.

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

Scorpion tank

Type: Vehicle
Role: Armored Assault
Weapons: Light Cannon and Rocket Launcher
Trained at: Arms Dealer
"Scorpion, ready to sting!"

An 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.

  • Fragile Speedster: When compared to China Battlemaster tank and USA Crusader Tank the scorpion has more speed with armor made of paper.
  • More Dakka: 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.
  • Poisoned Weapons: When the Toxin Shells upgrade is purchased, all Scorpions fire shells laced with anthrax toxin, making them more effective against infantry.
  • Tank Goodness: 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. It's 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, the Scorpion can be deployed in large numbers and it is possible to win through attrition.
  • Took a Level in Badass: Once fully upgraded they are on par, if not better, than the Chinese Battlemaster in terms of power and speed.
  • Rule of Fun: The tank its modeled after in Real Life was considered absolute by World War II and is outclassed by American and Chinese tanks in every aspect including speed. But the game wouldn't be much fun otherwise.
  • Zerg Rush: Only cost 600 credit, it easy to spam them with large number.

Technical

Type: Vehicle
Role: Light Combat
Weapons: .50 Cal Machine Gun, Light Cannon, and Missile Launcher
Trained at: Arms Dealer
"Loaded down and Ready!"

The 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.

  • Armor-Piercing Attack: Upgrade with Armor-piercing bullets to increases Technical attack damage by 25%.
  • Awesome Personnel Carrier:
    • 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.
    • 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.
  • Butt Monkey: Technicals is the vehicle that is blown up the most often in cutscenes, since they have such little health. The guy on the back in particular gets to be used as a projectile.
  • Fragile Speedster: It is quite a fast vehicle, meaning it could flee easily from pursuing forces if it faced trouble. However, Technicals also suffered from very light armor and weaponry, and taking on enemy vehicles directly (without superior numbers and upgraded parts) was a suicidal idea.
  • More Dakka: 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.
  • Non-Combat EXP: the Technical Training General's Power allow Technicals built from the Arms dealer to emerge as veterans.
  • Weaponized Car: They initially comes with a machine gun, but with battlefield salvage they can upgrade to recoiless rifles and finally to missile launchers.

Quad cannon

Type: Vehicle
Role: Anti-Air/Anti-Infantry
Weapons: 4 Autocannon
Trained at: Arms Dealer
"I'll puncture the next thing that moves"

The Quad Cannon consists of a truck with a WWII flakvierling mounted on it. Efficient at killing infantry as well as air units, the Quad Cannon is a staple unit for the GLA.

  • Anti-Air: They serve as the anti-air vehicles for the GLA.
  • Armor-Piercing Attack: Upgrade with Armor-piercing bullets to increases Quad cannon attack damage by 25%.
  • More Dakka: Quad cannons can upgrade themselves by salvaging parts from destroyed enemy vehicles, each upgrade decreases its damage but doubles the firing rate. Due to a bug, Quad cannons upgraded with parts actually become less effective than unupgrade quads once they gain veterancy. The reason for this is that the weapon maxes out its firing rate but continues to reduce the damage per bullet per level of veterancy.
  • One-Hit Kill: 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.

Toxin tractor

Type: Vehicle
Role: Combat Support
Weapons: Toxin Sprayer
Trained at: Arms Dealer
"Try it, hehe... you'll like it!"

An 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.

  • Evil Laugh
    "Ah... hahahahaha.
  • Instant Death Radius: Its special ability "Contaminate" spray large areas of the ground with deadly toxins that with kill any infantry in the area.
  • Poisoned Weapons: Toxin tractors, as their name suggests, were ordinary civilian tractors refitted with armour and toxin-spraying turret.
  • Rule of Cool: Toxin tractors, as their name suggests, were ordinary civilian tractors refitted with crude armour plating and, more importantly, multiple tanks of toxin and a toxin-spraying turret.

Marauder tank

Type: Vehicle
Role: Armored Assault
Weapons: 1-2 Cannon
Trained at: Arms Dealer
"What can I say? I'm a taker."

The marauder tank requires a general'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.

  • Fixed Forward-Facing Weapon: Is turret is in a fixed position, so the whole vehicle must turn in order to engage a target.
  • More Dakka: 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 added a second cannon as well as further increasing the rate of fire.
  • Poisoned Weapons: When the 'Toxin Shells' upgrade is purchased, all Marauder shells are laced with anthrax toxin, improving effectiveness against infantry.
  • Tank Goodness
    • Marauders are very cheap and can be mass-produced easily and quickly. Compared to other tanks, it is fast and possesses tough armor. The cannon becomes extremely powerful after being upgraded twice with salvaged parts
    • The Marauder fares well against enemy tanks of similar price, such as the USA Crusader, Paladin, and Chinese Battlemaster. With veterancy and with salvage upgrades a Marauder can even go toe-to-toe with the Overlord tank.
    • Tanks, but No Tanks: But technically Marauder tank are simply an a turretless assault gun.

Combat cycle

Type: Vehicle
Role: Fast Attack
Weapons: Variable
Trained at: Arms Dealer
"It doesn't get any faster!'

The 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.

  • Action Bomb: 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
  • Badass Biker/Cool Bike:: 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.
  • 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.
  • Fragile Speedster: 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.
    "They won't catch us!"
  • Machine Guns: Dual Light Machine Guns when ridden by a Rebel
  • Invisibility Cloak: When ridden by a cloaked infantry unit, such as a Saboteur.
  • Sniper Rifle: When ridden by Jarmen Kell it allows the mercinary to use his signature One-Hit Kill anti infantry rifle and Snipe The Cockpit ability.
  • Rape, Pillage, and Burn: When attacking, the combat cycle sometime will say
    "Raid and pillage!"

Radar van

Type: Vehicle
Role: Radar/Reconnaissance
Weapons:
Trained at: Arms Dealer
"Lurking eyes at your disposal!"

The 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.

  • Defog of War: 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.
  • Support Party Member: Has no means of attacking, the Radar Van however provided a mobile source of radar for the GLA and detect stealthed units.
  • True Sight: Can reveals stealthed units in its sight range.

Bomb truck

Type: Vehicle
Role: Suicide Attack
Weapons: High-Explosive/Bio Bomb
Trained at: Arms Dealer
"Bomb Truck, ready for dispatch."

Filled 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.

  • Action Bomb/Suicide Attack: When attacking, they drive into the enemy and detonate their weapons on impact.
  • Dressing as the Enemy: 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.
  • Molotov Truck: Bomb Truck can carry explosives and upgrade with better explosives or anthrax, or even both (though that's quite expensive). It can also be disguised as any vehicle, so the enemy thinks it one of their unit, and won't react as it cheerfully runs over their infantry. The Expansion Pack Zero Hour adds 3 Generals per faction, two of the GLA Generals have their Bomb Trucks pre-upgraded with anthrax or high-explosive payload, respectively.
  • Paper-Thin Disguise: 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.
  • Poisoned Weapons: When upgraded with Bio Bomb the Suicide Attack adds deadly toxin to the mix.
  • Spy Ship: 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 Bombs 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.

Battle bus

Type: Vehicle
Role: Transport
Weapons: None
Trained at: Arms Dealer
"You there! Come along with us!"

A 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.

  • Awesome Personnel Carrier: 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 Two Life Meters. On its second Life Meter, the bus loses its tires and becomes an immobile bunker.
  • Multiple Life Bars: 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.
  • Weaponized Car: 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.

Rocket buggy

Type: Vehicle
Role: Long-Range Attack
Weapons: Rockets
Trained at: Arms Dealer
"Let's kick up some dirt!"

One 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.

  • Boring, but Practical: 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.
  • Fragile Speedster: This thing is a missile battery on a dune buggy.. what is this 'armor' you speak of?
  • Hit-and-Run Tactics: 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.
  • Long-Range Fighter: 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.
  • Macross Missile Massacre: 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.
  • Siege Engines: The Rocket Buggy is the basic GLA long-range attack vehicle.

Scud launcher

Type: Vehicle
Role: Long-Range Bombardment
Weapons: Scud Missile
Trained at: Arms Dealer
"Shall I push the button?"

The 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.

  • Awesome, but Impractical: It is awesome in that its high explosive missile dealt some serious damage and its Anthrax warheads were overkill for infantry. In Zero Hour they could be improved with enemy scrap parts for up to two power boosts. The drawbacks are that the missiles need time to deploy to fire and are inaccurate against moving targets. The vehicle itsself is pathetically slow and has paper armour. It also costs a General's Point. All in all, buying Rocket Buggies is much more feasible as they are much faster and do not cost a General's Point better spend on another power
  • Glass Cannon: Their missiles can be fired from afar and can quickly destroy buildings, but don't expect them to survive in a fight against tanks.
  • Long-Range Fighter: Can fire from a long distance, useless in direct fights.
  • Mad Bomber: They are not self-destructive, like some units in the GLA arsenal, but nonetheless love their explosives to bits.
  • Poisoned Weapons: It's Anthrax warhead is effective against infantry and leaves behind a cloud of toxin.
  • Siege Engines: Can launch SCUD missiles at the enemy from quite a big distance.
http://tvtropes.org/pmwiki/pmwiki.php/Characters/CommandAndConquerGenerals