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C&C: Generals ShockWave is a Game Mod of Command & Conquer: Generals: Zero Hour Expansion Pack. The mod aims to improve the depth and variety of Generals by taking its Generals mechanic and essentially turning it up to eleven; whereas in Zero Hour, each general is a specialist who primarily follows the faction template with a handful of unique weapons and upgrades, ShockWave functionally turns every single general into its own faction, with wildly-different unit types, tech trees, and special abilities.

While the mod lacks a true campaign (the ones from Generals and Zero Hour aren't compatible), the Generals Challenge mode is intact and fully compatible with the mod's new features, as well as including some new and revamped challenges from Generals that were cut from the original game.


The game provides examples of:

  • A Commander Is You: Much more diverse than vanilla; each General is essentially its own faction, with a variety of unique units, buildings, and powers. While the rough factional outlines from the original game (China - Powerhouse, GLA - Subversive, USA - Balanced) mostly still apply, there are some significant differences:
    • China's Infantry and Tank Generals fall into a combination of Spammer and Unit Specialist; very, very good at churning out waves of infantry and tanks, respectively, that all have very specific and clearly-defined roles, but their units tend to have very poor crossover and need to be sufficiently-varied to deal with the appropriate threats.
    • China's Nuke General is a pure Brute Force commander; all of his units utilize nuclear power in some way, resulting in extreme, but often indiscriminate, destruction. Nearly all of his units are also Made of Explodium, so losses can result in devastating chain reactions.
    • China's Special Weapons General is a heavy case of Technical; her units are generally weaker, but all make use of unique and powerful weapons and upgrades that can tilt the fight in her favor in various ways. Notably, she makes heavy use of flame weaponry, Seismic weaponry, and more esoteric stuff like Reactive Armor and microwave technology.
    • USA's Laser General is a straightforward Balanced Generalist commander. Laser weapons are universally-effective, and the Laser General uses Frickin' Laser Beams to an art form to deal with virtually any situation. Although he has few weaknesses, he IS a bit more power-hungry than other leaders, and lacks specialization or heavy, raw power.
    • USA's Super Weapon General is pure Technical; her troops lose out in most straight engagements but make up for it with powerful special abilities, and she has access to a number of unique and powerful units like the Alpha Aurora Bomber, and her A-10 strike General Power is replaced with three tiers of giant space-launched missile(s) that hit for very heavy damage. She also has the strongest base defenses and superweapons in the game, making her THE best turtler, hands-down.
    • USA's Air Force General is a Ranger commander; his air units are devastating and can deal with nearly any situation, but air units are universally-squishy and fairly easy to counter, meaning he has to rely on well-planned surgical strikes combined with his limited ground and support forces to take down enemy fortifications. when played well, he's an absolute terror that can wipe bases and units off the battlefield in seconds nearly anywhere on the map.
    • USA's Armor General is Brute Force and Elitist, being one big Mythology Gag to Tiberian Sun era GDI. Very powerful, but expensive, tanks, combined with specialized artillery, specialist support infantry, and a powerful multi-purpose hero unit make for a versatile wrecking crew. That being said, many of his heaviest units favor offense over defense, and can be torn down with focused fire fairly easily.
    • GLA's Stealth General is the definition of Guerilla; nearly everything has some sort of stealth capability, and his hit-and-run capabilities are second-to-none, but both direct firepower and defense are on the low side. He can set up traps and false bases, cloak his units to slip through gaps in enemy defense and visibility, and launch sneak attacks on unprotected flanks, but in a direct fight he is rather weak and depends on micromanaging. Unlike vanilla Generals though its close combat is supplemented by Fundamentalist, a type of very powerful angry mob made of individual units capable of using tunnel networks, and permanently cloaked hijackers can steal even an Emperor Overlord tank.
    • GLA's Demolition General is a combination of Brute Force and Spammer. His troops pack devastating explosive weaponry, are cheap to produce, and nearly every one is, can place, or can become an Action Bomb. Although his options for combat are pretty much limited to "blow it up and hope it dies", he has so many options for this at his disposal that he can easily turn half the map, including his own army, into a Booby Trap.
    • GLA's Toxin General is a combination of Technical and Unit Specialist. His toxin weaponry is horribly, universally lethal to infantry, and he has a number of nasty tricks to make him effective against other targets, but his troops' direct firepower sucks. Good use of poisons, specialists, and traps can help him deal with different threats, but he struggles in direct fights against armor.
    • GLA's Salvage General is a weird case of Brute Force, Ranger and Gimmick. His troops aren't terribly powerful on their own, and lack special upgrades like the other GLA Generals' troops, but he has a lot of raw power improvements and can upgrade his units with salvage stolen from enemy vehicle kills, dramatically improving their firepower. A fully-upgraded column of the Salvage Generals' units have some of the most terrifying offensive capabilities in the game, but they're wholly dependent on slow research and getting those vehicle kills to snowball. However, while he does use "outdated vehicles and assets", one would be an absolute idiot to underestimate him when he utilizes them properly. He has access to a V-1 rocket strike that, while unguided, leaves widespread destruction and toxic clouds that make most infantry die in seconds of being exposed inside the clouds left behind from the detonated V-1 rockets, and while his Super Heavy "Basilisk" tank can't rotate its barrel (it's based on the T28 Super Heavy Tank), it is a truly horrific metal monster in that, while its non-heroic status reload is long, it puts a non-Tank Hunter-filled Bunker variant of the Overlord Tank to utter shame with its VERY heavy-hitting main barrel, which is also supplemented by a machine gun turret on top of it that is fairly decent against infantry, and then there's his dreaded oldie-but-goodie Katyusha launcher units...!
  • Action Bomb:
    • Suicide soldiers armed with nothing more than a vest full of explosives, Terrorists charge at enemy units and structures head-on before detonating their payloads. Dr. Thrax's Terrorists replace these explosives with chamical agents, and can upgrade them with Anthrax Gamma or nerve gas.
    • The Mobile Demo Trap is a bomb strapped to a toy RC car, and can be fitted with balloons to become an aerial mine, capable of blowing enemy aircraft to pieces.
  • All Your Base Are Belong to Us: With the Capture Building upgrade, all basic infantry gain the ability to capture enemy buildings. Black Lotus can also do so significantly faster, from a short distance away and without the need of the upgrade.
  • Always Accurate Attack: All lasers and railguns hit instantly and cannot miss the target.
  • Amphibious Automobile: The Troop Crawler, Tiger Shark, Crusader Tank (when upgraded with Hover Engines), Robot Tank, Shatterer, Camel, Roach, Badger and Krait can move above both land and water.
  • Artistic License – Nuclear Physics: This mod inherits the trope from the vanilla game, then reinvests it, makes a killing, and retires to the Caribbean. The Nuke General's units ONLY use nuclear weapons, with the smallest being Radium-tipped AK-47's to city busting nukes and nuclear cannons, firing hundreds of shells per battle. Even the biggest nuclear blasts and explosions are still far weaker than they should logically be, nevermind the constant nuclear explosions from *everything* aren't burning out the eyes of everyone, or turning the air so hot and irradiated that the map would be a wasteland.
  • Attack Drone: All American manned combat vehicles can be outfitted with a Battle Drone or Hellfire Drone, which is equipped with a light machine gun and Hellfire missiles respectively. Independent AI-controlled vehicles include the Sentry Drone (which by default has no weapon, but can be upgraded with a machine gun), Robot Tank, Predator Drone and Acolyte Drone.
  • Awesome Personnel Carrier:
    • The superheavy Overlord Tank (but not its variants) can be outfitted with a bunker, allowing five infantry units to enter and shoot out from its fire ports.
    • The Battle Fortress is a heavy vehicle with a heavy gattling gun and fireports that allow eight soldiers inside to fire out.
  • Booby Trap: Rebels can place a Booby Trap on any building which explodes when an enemy attempts to capture it.
  • Break Out the Museum Piece: A lot of GLA vehicles are old Nazi or Soviet vehicles stolen from junkyards.
  • Cast from Hit Points: Overcharging a Nuclear Reactor or Nuclear Research Plant causes it to temporarily generate more power and damage itself until turned off.
  • Colonel Badass: Colonel Burton sets explosive charges, easily kills many targets (including tanks) with an advanced automatic rifle and to maintain stealthiness, stabs infantry with a knife. And as is the custom for all Generals hero units, he knows how to stay out of plain sight.
  • Cooldown Manipulation: Infiltrating a Command Center or superweapon with a Saboteur will reset the cooldown of, respectively, all enemy general's abilities and the superweapon in question.
  • Cool Plane: Both the USA Laser General and Air General gain a few of these, with the former getting the Laser Comanche and Laser Stealth Fighters and the latter the Hypersonic Aurora Bomber.
  • The Cracker: Chinese Hackers are computer experts able to hack into various computer systems and networks, allowing them to shut down enemy buildings for a short time, or generating a constant stream of money. Black Lotus is a more capable version, capable of also shutting down vehicles and stealing money.
  • Crippling Overspecialization: Reduced, if not averted. Unlike the Vanilla, each commander has at least *some* weakness-compensating units, such as the Airforce General having a small, but decent Sheridan Tank, unlike its vanilla version which had no tanks at all. Stealth general gets a very fast moving Angry Mob variant named Fundamentalist that can apply tunnel networks to devastating effect, and stealth battlebus can mitigate the lack of frontline armor. Played straight in Superweapon general, whose units are bizarre experimentals and none have dual capabilities except Vulkan-minigun armed humvees.
  • Defenseless Transports: The Troop Crawler, Support Crawler, Chinook, Pave Low and Star Lifter are transports that have neither weapons to defend themselves nor fire ports to allow infantry inside to fire out.
  • Deflector Shields: Mammoth Tanks can be upgraded with shield emitters, which are capable of stopping missile-based weapons by incinerating their targeting systems and fuse before they can cause any damage.
  • Delayed Explosion: Tank Hunters, Marines and Juhziz's Rebels, Saboteurs and Jarmen Kell can timed demolitions charges on vehicles and structures alike, which explode after a short time. Colonel Burton has access to two types of demo charges: timed ones, which explode after 20 seconds, and remote ones, which will not detonate until the player orders them to.
  • Depleted Phlebotinum Shells: Battlemasters, Warmasters and Overlords can replace their normal shells with depleted uranium shells, which deal 25% more damage. Tao's Battlemasters, Overlords and Siege Cannons come with them by default.
  • Dirty Bomb: The RAD Tank sprays radioactive dust from its hose. This dust emits alpha particles which kills infantry (including garrisoned ones) in seconds, but is useless against enemy vehicles. It can also expose its reactor core, which emits radiation in all directions, quickly killing infantry and gradually wearing down tanks in a large area. It can also eject its core altogether, which will explode violently after a short period of time.
  • Discard and Draw:
    • The Rebel can replace their standard weapon with RPD Machine Gun with greater rate of fire and attack range, yet this upgrade makes the Rebel moves slower because of the heavy weapon.
    • The Mortar Humvee can permanently exchange its mortar for a Vulcan turret with which to engage infantry and airborne units more effectively.
  • Dressing as the Enemy: The Decoy Drone and Bomb Truck can disguise as another vehicle including faction colour.
  • Dual Mode Unit:
    • Red Guards (except Tao's and Leang's) can switch between using their rifles and bayonets, which can only be used at close range and only against infantry, but is capable of instantly killing them.
    • Kassad's Rebels can switch between attacking with assault rifles or Molotov cocktails.
    • Deathstrike's Terrorists maintain their explosive vests and the ability to conduct suicide attacks, but can also switch to throwing old-model stick grenades.
    • When upgraded, Inferno Cannons can switch between napalm shells, which deal more damage in a wider range and can ignite fires, and anti-tank shells, which are much more effective against vehicles and can track moving targets.
    • Nuke Cannons can switch between nuclear warheads and neutron shells, which deals little damage but can instantly kill infantry, empty enemy tanks, and clear garrisons and Tunnel Networks.
    • Hammer Cannons can switch between High Explosive and Seismic Shells, the latter creating earthquakes to disable buildings and prevent units from attacking.
    • Scud Launchers and Frog-7 Launchers can switch between a high-explosive warhead and an anthrax warhead which poisons masses of infantry and makes the ground itself deadly to walk on.
    • The Scourge can choose between Anthrax warheads, which deal more damage, and viral warheads, which leave behind fields of deadly viruses.
    • The Mobile Anti-Tank Gun and Gadfly have to deploy, turning themselves immobile, before they can fire.
    • Colonel Burton can switch between his default weapon (a machine gun for the normal USA faction and General Alexander, a laser rifle for Townes, a minigun for Granger, and an anti-materiel rifle for Ironside), which is especially effective against infantry; a knife, which can stealthily kill infantry; and a grenade launcher, which is effective against all ground targets. Granger replaces the grenade launcher with Green Smoke Grenades, which mark a target for three F-117's to fly in and drop one bomb each, and Ironside replaces it with High Explosive Rounds, which are extremely effective against vehicles and structures but take a long time to reload.
  • Earthquake Machine: The Anvil Tank and Hammer Cannon's seismic shells can create earthquakes to disable buildings and keep units from attacking. The Temple of Gaia has the much more powerful Earth Shaker cannon which also shakes and tears the ground asunder, causing buildings to be disabled and units crippled, taking massive damage over time, though obviously airborne units are safe in the air.
  • EMP:
    • The EMP Missile Defender and EMP Patriot System can fire a missile with an EMP warhead, which temporarily disables vehicles and buildings and causes aircraft to instantly crash.
    • The EMP bomb, unlocked by a generals' ability and delivered by plane, disables buildings and vehicles in a large radius.
  • Enemy Exchange Program:
    • Basic infantry, Bullfrogs and Black Lotus can capture enemy and neutral buildings so the player can make use of them (and enemy units by extension).
    • The Hijacker is trained to remain hidden, then strike from ambush, jumping into a vehicle, killing the driver, and taking control of the wheel.
    • Vehicles whose crew have been killed (either by neutron weapons, Jarmen Kell or nerve gas) can be commandeered by infantry of any side, friend or foe.
  • Fast-Roping: A Chinook or Pave Low carrying Rangers can fly directly over a targeted building and the Rangers within will rappel down and garrison the building, killing any enemy infantry within.
  • Fast Tunnelling: The Tunnel Network can be used to relocate troops from one entrance to another in an instant.
  • Fireballs: The Advanced Dragon Tank can fire a pair of fireballs from its main guns. These do not do the continuous damage of the normal fire mode, but have longer range.
  • Fire-Breathing Weapon: Pyros, Dragon Tanks and Flame Towers are fitted with a flamethrower.
  • Fixed Forward-Facing Weapon: The Marauder Tank, Reaper Tank and Basilisk need to rotate themselves completely to engage a target due to the lack of a turret.
  • Flechette Storm: The Grinder Cannon fires a flechette canister which is highly effective against large groups of infantry units. It can also deploy Grinder Mines, which explodes like flechette canisters when triggered.
  • Flying Brick: The Star Lifter can take quite a beating, and occasionally even fly right past base defences to drop its cargo on the enemy's doorstep.
  • Friendly Fireproof: Friendly infantry standing around the Microwave Tank are somehow immune to being fried by the microwave field.
  • Gathering Steam: All Chinese gattling weapons' barrel needs some time to spin up before it reaches its full potential. Tao's Gattling Cannons are an exception: they can fire at maximum speed right away, since they are powered by nuclear reactors.
  • Going Critical: Nuclear Reactors and Nuclear Research Plants, as well as Battlemasters, Warmasters, Reapers and Overlords after being upgraded with nuclear engines, explode violently if destroyed. By default General Tao's Battlemasters, Gattling Tanks, RAD Tanks, Devastators, Overlords and Siege Cannons come with nuclear engines, but he can also research Isotope Stability so they no longer explode.
  • Grenade Launcher:
    • Leang's Tank Hunters replace their rocket launchers with grenade launchers, which are not susceptible to jamming or interception but cannot fire at aircraft.
    • The Stryker is armed with a remote auto CS-gas grenade launcher to clear garrisoned buildings from a distance.
    • Toxin Grenadiers wield a heavily-modified RPG that has been modified to fire toxic gas grenades.
    • Combat Buggies are outfitted with grenade launchers when carrying a Grenadier Terrorist.
  • Guns Akimbo: All configurations of the Exo-Suit come with dual identical weapons.
  • Hazmat Suit: American infantry can be outfitted with chemical suits that protect them from harmful radiation and toxins, reducing the damage they take from such environmental hazards. Biohazard Techs come with them by default.
  • Heal Thyself: Infantry deployed via HALO Drops are equipped with Personal Medkits to quickly treat their injuries.
  • Hover Tank: The Crusader can be mounted with a hover engine, allowing it to traverse water and making it the single fastest tank in its class. The Robot Tank and Shatterer can hover over water by default.
  • Improvised Weapon: The Technical and Toxin Tractor are little more than civilian vehicles given a gun. Moreover, every GLA unit, even non-combatant vehicles, slap some armor and extra barrels whenever they touch a "salvage crate" which emerges from destroyed hostile vehicles. This is the GLA Salvage General's hat: his own Marauder tanks (not requiring a Promotion Point) can have three gun barrels.
  • "Instant Death" Radius: Microwave Tanks cook and pop enemy infantry units in their vicinity.
  • Invisibility Cloak: Using GPS Scrambler cloaks all friendly units within its area of effect. These units retain their cloaking ability indefinitely, and only reveal themselves when firing. A battlebus with 8 RPG launchers can be a very decent bunker that way.
  • Invisibility Flicker: Because the Stealth Fighter is invisible 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'.
  • Invulnerable Attack: The Aurora is invulnerable against anything but stray shots during its attack run.
  • It's Raining Men: Rangers and Missile Defenders (or in case of Ironside, Rangers, Javelin Soldiers and Bradleys) can be deployed to the battlefield via parachute with a generals' ability. Two Chinese generals have a similar ability: Fai can deploy Mini-Gunners and Tank Hunters, and Kwai can call in Battlemaster and Dragon Tanks. The neutral Airport allows all sides to drop paratroopers.
  • Kill Sat: When fired, the Particle Cannon will direct a concentrated beam of high-energy particles into space. There, a mirror satellite in orbit will reflect the beam and direct it onto the target. Laser Designator Bases use a smaller laser designator to call down orbital laser strikes, and the Rods From God Strike ability causes tungsten rods to be launched from a space platform towards the intended target.
  • Laser Sight: The Missile Defender can use a laser to lock on a target, increasing their range and rate of fire. The Avenger has a similar laser designator which can mark enemy units and increase the rate of fire for allied units firing on the target.
  • Limited Loadout: Juhziz's Battle Buses can deploy five demo traps in a row before having to reload for a while.
  • Loud of War: The Shatterer emits intense sound waves which shatter tanks and buildings alike and are fatal to infantry.
  • Macross Missile Massacre:
    • The Berserk MLRS is armed with fifteen rocket tubes which can be launched one at a time, three at a time or all at once. The more rockets fired at a time, the longer it takes for the Berserk to fire again.
    • The Blue Arrow Defender can use a laser to lock onto a designated aircraft, then proceed to fire 10 missiles in rapid succession.
    • Comanches can be upgraded with Rocket Pods, allowing them to barrage an area with many rockets at once.
    • Flash Troopers can be upgraded to fire a 2-point or 4-point barrage at once, at the cost of doubling or quadrupling the time needed to reload.
    • Armed with six rockets that have a large spread radius, the Katyusha is ideal for bombarding groups of enemies from afar.
    • The GLA superweapon is the Scud Storm (except Deathstrike, who replaces it with the Soyuz Missile), which, when launched, will fire 9 missiles onto the target area.
  • Magnetic Weapons: The Railgun Artillery is a powerful railgun installed on a tank chassis exclusive to the Laser General.
  • Marked to Die: The Avenger has a laser designator which can mark enemy units and increase the rate of fire for allied units firing on the painted target.
  • Mini-Mecha: The Exo-Suit is a small walker that can be manned by any USA soldier.
  • Molotov Cocktail: An Angry Mob (except Juhziz's) can be upgraded to replace their stones with molotov cocktails. Kassad's Rebels are equipped with these as well.
  • Molotov Truck: The Bomb Truck can carry explosives and be upgraded with better explosives or anthrax, or even both (though that's quite expensive). Juhziz, being focused on demolitions, orders his Bomb Trucks with HE Bombs by default and can upgrade them with Nuclear Bombs for more explosive fun. Dr Thrax, on the other hand, has all of them equipped with anthrax and cannot give them HE bombs.
  • Mook Commander: Propaganda towers (which come by default on the Propaganda Truck, Emperor Overlord, Assault Troop Crawler and Transport Helix, and can be outfitted for the Tiger Shark Tank, normal Overlord, Helix, Assault Helix and Nuclear Helix) heal troops, repair vehicles and increase the rate of fire of nearby units.
  • Mook Medic:
    • Leang's Support Crawlers can provide in-field repair, as she does not make use of Propaganda.
    • The Ambulance heals soldiers and repairs vehicles in the nearby vicinity. Alexander replaces it with the Medic Drone and Repair Drone for the former and latter purposes respectively.
    • Alexander's Stealth Fighters are outfitted with a harmonic support wave emitter, which heals injured infantry and repairs damaged vehicles.
    • Granger's Medivac Chinooks can heal and repair friendly nearby units, as well as drop crates which heal friendly infantry and repairs vehicles.
  • Money Spider: The GLA general's ability Cash Bounty gives you a small bonus in cash for each enemy unit or building you destroy depending on the cost of the enemy that was destroyed.
  • Multiple Life Bars: When destroyed, a Battle Bus simply loses its wheels and becomes a stationary bunker for infantry.
  • No Experience Points for Medic: There are very few ways to gain experience outside of killing enemies, and many non-combat units can't gain veterancy at all.
  • Non-Combat EXP:
    • Units that are built as veterans by default are Fai's infantry, Kwai's Battlemaster Tanks and Dragon Tanks, Warmaster Tanks and Emperor Overlords.
    • Generals' abilities that cause units to be built as veterans include Red Army Veteran Training (Red Guard, Tank Hunter, Siege Soldier and Pyro), Artillery Training (Inferno Cannon, Siege Cannon, Nuke Cannon, Buratino, Grinder Cannnon, Hammer Cannon) Recon Vehicle Training (Technical and Rocket Buggy) and Armored Vehicle Training (Badger and Krait).
    • Generals' abilities that cause units to be built as elite include Battlemaster Training (Battlemaster Tank) and Marksman Training (Red Guard and Mini-Gunner), which are exclusive to General Kwai and Fai.
  • Nuke 'em: Exaggerated by the Nuclear General. Every warhead, *every last one* is laced with radioactive materials. Infantry are armed with depleted uranium warheads, the Dragon Tank is replaced by the RAD Tank which uses gamma radiation like a flamethrower, and the Siege Cannon fires Self-Sustaining Nuclear Reaction ammunition, which can create a self-sustaining nuclear reaction in sufficient numbers.
  • One-Hit Kill:
    • The Red Guard's bayonet, the Nuke Cannon's neutron shells, the Neutron Bomb general's ability, Colonel Burton's knife and the Microwave Tank's microwave field can kill enemy infantry instantly.
    • Aircraft hit by an EMP effect instantly crash to the ground, as are those whose pilots get sniped by Jarmen Kell.
  • One-Hit Polykill: The Shatterer's sound wave passes through units and structures in its way, damaging them as well.
  • Photoprotoneutron Torpedo: The Particle Cannon fires a concentrated beam of high-energy particles.
  • Piecemeal Funds Transfer: Hackers give you a trickle of money when using the Hack Internet ability.
  • Plasma Cannon: The Plasma Avenger uses a plasma-based weapon instead of missiles; the Enforcer fires pulses or streams of Cold Fusion plasma; and the Plasma Tomahawk Launcher utilises modified Tomahawk cruise missiles with plasma warheads.
  • Recursive Ammo: The Hurricane launches a missile with cluster submunitions which disperse on impact against anything, dealing area damage.
  • Regenerating Health: The Junk Repair upgrade allows all GLA vehicles to repair themselves over time.
  • See the Invisible:
    • The Listening Outpost, Troop Crawler, Sentry Drone, Predator Drone and Radar Van are fitted with a detection apparatus that can see invisible units. The Blackshark can be upgraded with recon equipment, and American manned combat vehicles can be outfitted with Scout Drones, which can also detect invisible units.
    • The Spy Satellite ability provided by the Command Center (or Radar Dome for General Ironside) and the Radar Van and Radar Truck's Radar Scan uncover a portion of the battlefield and reveals all enemy units and structures, including those that are stealthed.
    • The 'Global Hawk' Spy Drone, called to the battlefield via a generals' ability, circles a targeted area, revealing any nearby stealthed units.
  • Smoke Out: The Scarab Tank can eject 4 smoke grenades, which force enemy units and defences which are in range to fire inside the clouds.
  • Sniper Rifle: Pathfinders, Assassins and Jarmen Kell use these to snipe enemy infantry from afar.
  • Stance System: The American Strategy Center can switch between 3 different battleplans: Bombardment, which increases unit attack power and equips the Strategy Center with an artillery piece; Hold the Line, which increases unit defence and improves its own armour (depicted as sandbags); and Search and Destroy, which deploys scanners around the Strategy Center and improves unit weapon range. They are free to be switched at any time, though that takes a few seconds.
  • Suicide Attack:
    • When in trouble, a Devastator can be set to self-destruct. After about 5 seconds, or if it is destroyed beforehand, the Devastator will detonate in a huge explosion.
    • Fanatics can detonate the explosives on their vests to do damage roughly equivalent to a Terrorist, causing considerable damage to anything close by.
    • All of Juhziz' vehicles can be strapped with explosives. These can be used as a last resort to blow the unit up, taking some surrounding enemies with it.
  • Super-Speed: During its attack run, the Aurora travels at supersonic speed, which makes it practically invulnerable against anything but stray shots in the flightpath of the Aurora.
  • Throw Down the Bomblet: The Radiation Warheads upgrade fits all of Tao's Red Guard with radiation grenades. Deathstrike's Terrorists are issued old-model stick grenades.
  • Worker Unit: The USA and China employ Dozers to build and repair buildings and Supply Trucks, Chinooks and variants to gather supply and bring it back to Supply Centers to process into money. The GLA uses Workers for both of these purposes.

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