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[[foldercontrol]]
[[folder:Shared Units]]
!!Engineer
----
* AllYourBaseAreBelongToUs: Engineers are able to capture neutral or enemy buildings.
* EnemyExchangeProgram: Standard for ''VideoGame/CommandAndConquer'' games, Engineers can capture enemy buildings and partially or fully make use of the enemy arsenal.
* TheEngineer: Engineers can repair bridges and your buildings, capture enemy buildings, or repair vehicles when put inside a Spartan IFV.
* SupportPartyMember: Though an Engineer has many uses, he is unarmed.

!!Attack Dog/Cyberhound
----
* AngryGuardDog: They are excellent scouts and able to maul most infantry to death.
* BeastOfBattle: Specially trained attack dogs.
* CloseRangeCombatant: Dogs are only armed with their own teeth and need to get close in order to bite enemy soldiers.
* CripplingOverspecialization: They are able to instantly kill most infantry, but are utterly useless against everything else.
* EvilDetectingDog: Can detect spies that most other units can't.
* FragileSpeedster: To make sure the dogs are able to remain agile, they are equipped with only the lightest armour.
* OneHitKill: Any infantry attacked by a dog is killed instantly.

!!Myrmidon Transport/Krokodil Transport
----
* AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for land units.
* DefenselessTransports: An Amphibious Transport has no weapons to defend itself.
* StoneWall: Standard for amphibious transports across the series, they are very durable and cannot defend themselves.
[[/folder]]

!Allied Units
[[folder:Allied Units]]
* AttackDrone: The Drone Center arms most Allied vehicles with a machine gun drone (or in case of the Hephaestus, four).
* {{EMP}}: The Drone Strike (when upgraded to level 3) and Atlas Cannon induce an EMP effect to temporarily disable vehicles.
* KillSat: The Allied superweapon is the Atlas Cannon, which is mounted on a satellite in orbit.
* MoneyMultiplier: The Ore Purifier increases the money yield from ore deposits by 25%.

!!Peacekeeper
----
* CannonFodder: They serve as a very useful, expendable meat shield for your tanks. Send them ahead as a bullet magnet: it's better for a few Peacekeepers to fry than for your tanks to suffer such a fate.

!!Guardian
----
* AntiAir: Their role is to pull double duty as anti-air and anti-vehicle with their rocket launchers.
* AntiVehicle: Their role is to pull double duty as anti-air and anti-vehicle with their rocket launchers.
* DropPod: The US can deploy Guardians via drop pods.

!!Medic
----
* MookMedic: The Medic's job is to heal Allied infantry.
* NoExperiencePointsForMedic: As they cannot kill enemies, Medics never gain veterancy.
* NoSelfBuffs: Medics cannot heal themselves and do not passively regenerate health either.

!!Icarus Trooper
----
* FragileSpeedster: Though their high speed and manoeuvrability makes them excellent scouts, they are very vulnerable to anti-air emplacements.
* {{Jetpack}}: Icarus Troopers fly around with a jetpack.

!!Spy
----
* DressingAsTheEnemy: They can disguise as any enemy human infantry.
* NonCombatEXP: Infiltrating an enemy Barracks or War Factory allows any units produced from your equivalent production structure to start off with one level of veterancy. However, it is quite difficult and it only works once per building.
* VideoGameStealing: When a Spy infiltrates an enemy Refinery, you'll steal money from them.

!!Berzerker
----
* AntiInfantry: The Berzerker is designed to mow down enemy infantry with ease.

!!Special Force
----
* DelayedExplosion: It takes a brief time for their plastic explosive charges to explode after being planted.
* DropPod: The US can deploy Special Force via drop pods.
* SuperSwimmingSkills: Can swim the entire length of the English Channel.
* StuffBlowingUp: They can use their plastic explosive charges to quickly demolish enemy structures.
* ThrowDownTheBomblet: Special Force can throw their plastic explosive charges a short distance.

!!Commando
----
* {{EMP}}: Their rockets are equipped with EMP warheads and briefly disable enemy vehicles.
* OneHitKill: Commandos are capable of demolishing any building with a single [=C4=] charge.
* PoweredArmor: The Commando wears a state-of-the-art exoskeleton which supports a rocket launcher without any effort for the wearer.
* StuffBlowingUp: They can use their C4 charges to quickly demolish enemy structures.

!!Amphibious Harvester
----
* AmphibiousAutomobile: The Amphibious Harvester can cross water to reach ore fields located on islands.
* MadeOfIron: Compared to other Tier 1 vehicles, the Amphibious Harvester is very durable.
* StoneWall: Standard for miners, the Amphibious Harvester is very durable but unarmed.
* WorkerUnit: The Amphibious Harvester's main role is to collect ore and send it back to Refineries for procession into money.

!!Spartan IFV
----
* AwesomePersonnelCarrier: It can only carry one infantry unit... but on the other hand its weapon changes to match that unit's specialty and it can even gain weapons from troops of other factions.
* JackOfAllStats: The adaptation system allows the Spartan IFV to quickly be equipped to handle almost any problem efficiently.
* MookMedic: The Spartan IFV can repair other vehicles when carrying an Engineer or heal infantry when carrying a Medic.
* NoSelfBuffs: When carrying an Engineer, an Spartan IFV can only repair other vehicles, not itself.

!!Legion Tank
----
* MagneticWeapons: With an Advanced Armory, the Legion Tank is upgraded to its Ace variant, with a railgun instead of a conventional cannon.
* VanillaUnit: The Legion is a very simple tier 1 tank without any special ability.

!!Armadillo APC
----

!!Ballista Howitzer
----
* MagneticWeapons: With an Advanced Armory, the Ballista is upgraded to its Ace variant, with a railgun instead of a conventional cannon.
* SiegeEngines: The Ballista can destroy enemy defensive structures from beyond retaliation range.

!!Aeroblazer
----
* AntiAir: The Aeroblazer is armed with a heavy anti-air cannon.
* CripplingOverspecialization: The Aeroblazer is a very powerful anti-air unit, but is useless against everything else.
* SeeTheInvisible: The Aeroblazer can see nearby invisible enemies.

!!Apollo Tank
----
* LoudOfWar: The Apollo Tank's sonic cannon emits a vibration that crushes and tears apart practically anything in its path.
* OneHitPolykill: The Apollo Tank's sonic cannon deals damage to everything in its path.

!!Hephaestus
----
* MookMedic: The Hephaestus' repair crew works on all friendly vehicles next to itself.

!!Hypnos Jammer
----
* {{EMP}}: The Hypnos can induce EMP to disable buildings that require power.
* SeeTheInvisible: The Hypnos can see nearby invisible enemies.

!!Praetorian
----
* HumongousMecha: The Praetorian is a bipedal walker that is as tall as a War Factory and can fire over walls and from farther distances than equivalent tanks can.

!!Minerva's Owl
----
* AttackDrone: The Minerva's Owl is controlled by AI.
* SeeTheInvisible: The Minerva's Owl can see nearby invisible enemies.
* WeaksauceWeakness: Minerva's Owls are dependent on both the Drone Center being intact and a sustainable level of power. If the Drone Center is destroyed or the base runs low on power, all Minerva's Owls will crash to the ground.

!!Hercules
----
* DefenselessTransports: The Hercules is a transport helicopter with no weapons to defend itself.

!!Orca Type H
----
* AntiAir: The Orca Type H's missiles can target both ground and air units.

!!Orca Type B
----
* CloseRangeCombatant: Orcas Type B can only drop their unguided bombs on targets directly underneath them.

!!Trident Gun Boat
----
* VanillaUnit: The Trident is a basic ship without any special ability.

!!Destroyer
----
* CounterAttack: While not many players know about this, Destroyers can automatically target any artillery submarine which attempts to fire on them, making them a perfect unit against the Soviet Hammerhead.
* DroneDeployer: Beside a main cannon employed against surface targets, they also have a landing pad for a specialised anti-submarine drone.
* FixedForwardFacingWeapon: Its cannon is mounted on the bow, so the whole ship must rotate to fire.
* SeeTheInvisible: They can detect stealthed and submerged units in big radius around them.

!!Aegis Cruiser
----
* AntiAir: The Aegis is the main Allied anti-air naval unit.
* CripplingOverspecialization: The Aegis is a very powerful anti-air unit, but is useless against everything else.
* MacrossMissileMassacre: The Aegis has a very fast rate of fire, able to launch salvos of missiles after air units.

!!Drone Carrier
----
* DroneDeployer: The Drone Carrier doesn't attack by itself and serves as a platform for drones to bombard enemy units from afar.
* SiegeEngines: Packing several [=UAVs=] capable of delivering their payload over huge distances with deadly accuracy, the Drone Carrier is capable of levelling any enemy base to the ground with ease.
[[/folder]]

[[folder:USA Units]]

!!Foxteam
----
* DualModeUnit: In standard mode, the Foxteam can move and shoots anti-personnel bullets. When deployed, it goes prone, cannot move and switches to anti-materiel bullets.
* OneHitKill: Foxteam Snipers are capable of demolishing any building with a single [=C4=] charge.
* SniperRifle: Their main weapon is a sniper rifle.
* SnipingTheCockpit: The Foxteam's anti-materiel bullets can kill vehicle drivers, allowing infantry to take control of them.
* StuffBlowingUp: They can use their C4 charges to quickly demolish enemy structures.

!!Arthemis Launcher
----
* DualModeUnit: The Arthemis Launcher can deploy to boost its range in exchange for accuracy, speed and rate of fire.
* ImperialStormtrooperMarksmanshipAcademy: When deployed, the Arthemis' missiles scatter wildly.

!!Chrono Tank
----
* DynamicEntry: Unlike in the vanilla game, the Chrono Tank can teleport without a warp-in and deals damage to all nearby enemies
* MasterOfAll: Their Paradox missiles are effective against all targets.
* {{Teleportation}}: Once a minute, the Chrono Tank can teleport anywhere on the island.

!!Ulysses
----
* MasterOfAll: Since infantry carried in an Ulysses can fire from its gun ports, the Ulysses can be adapted against any kind of enemies when properly kitted with the correct soldiers.

!!Orca Type S
----
* AntiAir: The Orca Type S's missiles can target both ground and air units.
* InvisibilityCloak: The Orca Type S is invisible when in flight.
[[/folder]]

[[folder:EU Units]]
* MasterOfAll: The Cerberus Tower can defend itself from all kinds of threats with two anti-infantry heavy machine guns, two anti-vehicle rocket pods and an anti-air Aegis missile system. Its main downsides are cost and power consumption.

!!Fenrir APC
----
* AmphibiousAutomobile: The Fenrir APC can traverse water and land alike.
* AntiAir: The Fenrir is armed with anti-air missiles.

!!Castello Skyshield
----
* AntiAir: The Castello's heavy anti-air railgun boasts long range, high damage and large area of effect.
* CripplingOverspecialization: The Castello can create a no-fly zone for enemy aircraft around itself, but cannot target even flying or paradropping infantry, let alone ground enemies.
* SeeTheInvisible: The Castello can see nearby invisible enemies.

!!Sturmpanzer
----
* CripplingOverspecialization: The Sturmpanzer is a dedicated tank destroyer that deals little damage to infantry and buildings.
* MagneticWeapons: The Sturmpanzer Ace replaces its LOSAT launcher with a railgun.

!!Damocles Launcher
----
* RecursiveAmmo: Upon impact, the Damocles' shell splits into submunitions that cover a large area.
* SiegeEngines: The Damocles can demolish structures from a safe distance away.
[[/folder]]

[[folder:Pacific Shogunate Units]]
!!Imperial Guard
----
* SuperSwimmingSkills: Can swim the entire length of the English Channel.
* TurnsRed: Once it has suffered enough damage, the Imperial Guard will draw a katana and charge into melee. In this mode, the Imperial Guard has increased health and heals over time.

!!Tengu X
----
* AmphibiousAutomobile: The Tengu X can float over land and water.
* AntiAir: When airborne, the Tengu X turns its autocannon at enemy aircraft.
* DualModeUnit: The Tengu X can switch between hovering above the ground and firing at ground units, or flying in the air and firing at aircraft.
* SeeTheInvisible: The Tengu X can see nearby invisible enemies.

!!Tsunami MLRS
----
* AmphibiousAutomobile: The Tsunami can float over land and water.
* MacrossMissileMassacre: The Tsunami attacks by firing six missiles in quick succession.

!!Raijin Tank
----
* {{EMP}}: The Raijin Tank's cannon induces a continuous EMP effect.
* LoudOfWar: The Raijin Tank's sonic cannon emits a vibration that crushes and tears apart practically anything in its path.
* OneHitPolykill: The Raijin Tank's sonic cannon deals damage to everything in its path.

!!Dragoon
----
* GatheringSteam: The longer the Dragoon is locked on a target, the faster its rate of fire.
* MacrossMissileMassacre: The Dragoon fires a constant barrage of missiles that don't deal a lot of damage individually.

!!Divine Wind
----
* CloseRangeCombatant: Divine Winds can only drop their unguided bombs on targets directly underneath them.
* DelayedExplosion: After a Divine Wind drops its bomb, there's a brief but visible delay before it actually explodes.
* GlassCannon: While the Divine Wind can inflict massive damage, it is very expensive and not difficult to shoot down.

!!Orochi Landship
----
* CounterAttack: While not many players know about this, Orochi can automatically target any artillery submarine which attempts to fire on them, making them a perfect unit against the Soviet Hammerhead.
* DroneDeployer: Beside a main cannon employed against surface targets, they also have a landing pad for a specialised anti-submarine drone.
* MythologyGag: The Orochi's amphibious capability comes from the Assault Destroyer in ''VideoGame/CommandAndConquerRedAlert3''.
* SeeTheInvisible: They can detect stealthed and submerged units in big radius around them.
* ShipOutOfWater: The Orochi is a naval unit that can move onto land and can be built from the War Factory in addition to the Naval Yard.
[[/folder]]

[[folder:Secret Unit]]
!!Praetorian Ace
----
* HumongousMecha: The Praetorian Ace is a bipedal walker that is as tall as a War Factory and can fire over walls and from farther distances than equivalent tanks can.
* MagneticWeapons: The Praetorian Ace, much like other Ace vehicles, exchanges its conventional cannon for a railgun.
[[/folder]]

!Soviet Units
[[folder:Soviet Units]]
* MutuallyExclusivePartyMembers: Instead of one single Battle Lab like in the vanilla game, the Soviets have three choices: the Bureau of Propaganda, Bureau of Industry or Bureau of Technology. Only one can be built per game; placing one permanently disables the others for the rest of the game (save for capturing them from enemy Soviet players). Each unlocks one different unit, support power and other bonus.
* ReducedResourceCost: The Bureau of Industry and Industrial Plant reduce the costs of buildings by 10% and vehicles by 25%.

!!Conscript
----
* CannonFodder: They serve as a very useful, expendable meat shield for your tanks. Send them ahead as a bullet magnet: it's better for a few conscripts to fry than for your tanks to suffer such a fate.
* {{Conscription}}: Conscripts are the basic Soviet anti-infantry infantry.

!!Flak Trooper
----
* AntiAir: They serve as basic anti-air infantry for the Soviets.

!!Red Brigade
----
* AntiVehicle: The Red Brigade serves as the Soviet tier 1 anti-vehicle infantry with their RPG launcher.

!!Pyroscript
----
* FireBreathingWeapon: Their weapon is a flamethrower.
* FlamethrowerBackfire: When a Flamethrower is killed, their volatile ammunition violently explodes.

!!Shock Trooper
----
* ArmCannon: The Shock Trooper's Shock Fist is integrated into the right arm of their armour.
* LightningGun: [[DepartmentOfRedundancyDepartment A portable Tesla Coil]].
* StatusBuff: Shock Troopers can charge up friendly Tesla Coils. One makes the Tesla Coil deal more damage and apply a short EMP effect on the target; two allow the Tesla Coil to operate even without power.

!!Nukeneer
----
* NoSell: Nukeneers are completely immune to radiation.
* YouNukeEm: The Nukeneer is armed with a portable mini-nuke launcher.

!!Kommissar
----
* MookCommander: A Kommissar boosts the firepower and armour of nearby friendly infantry.
* ThePoliticalOfficer: Screaming rousing slogans at the lower infantry classes, the Kommissar urges troops onwards against all odds and ensure that if they fear the guns in front of them, they'll succumb to the one at the back of their head. Not one step back!
* TargetSpotter: Every Kommissar is equipped with a special laser sight that designates a structure for aerial demolition at long range. Once a target is painted, a plane will soon arrive and strike. The airstrike deals substantial damage but multiple runs will usually be required.

!!Heavy Miner
----
* MadeOfIron: Compared to other Tier 1 vehicles, the Heavy Miner is very durable.
* StoneWall: Standard for miners, the Heavy Miner is very durable but unarmed.
* WorkerUnit: The Heavy Miner's main role is to collect ore and send it back to Refineries for procession into money.

!!Hammer Tank
----
* VanillaUnit: The Hammer is a very simple tier 1 tank without any special ability.

!!Proletarian APC
----
* AntiAir: Armed with flak cannons, the Proletarian serves as the Soviet tier 1 anti-air vehicle.

!!Hellion MLRS
----
* DefeatEqualsExplosion: The Hellion violently explodes when destroyed.
* SiegeEngines: The Hellion outranges defensive structures and is strong against buildings.

!!Fallout Artillery
----
* DirtyBomb: The Fallout's cannon fires radioactive shells.
* GoingCritical: A Fallout's destruction causes its nuclear engine to violently explode.
* NoSell: Fallouts are completely immune to radiation.
* SiegeEngines: The Fallout fires artillery shells from outside defensive structures' range.

!!Tesla Tank
----
* LightningGun: The Tesla Tank's weapon is a pair of Tesla Coils.
* PungeonMaster: It just can't resist the electricity puns.
--> '''Tesla Tank:''' That ''sparks'' my curiosity.

!!Tunguska
----
* AntiAir: The Tunguska is armed with a pair of anti-air missile launchers.

!!Mammoth Tank
----
* AntiAir: The Mammoth is armed with missile launchers to deal with air units.
* MightyGlacier: Very slow but super tough and packs a lot of punch in its guns.

!!Antlion Minelayer
----
* TrapMaster: While it can defend itself with a machine gun, the Antlion's primary role is to lay mines.

!!V3 Launcher
----
* DestructibleProjectiles: V3 missiles can be shot down by enemy anti-air before they reach their target.
* GlassCannon: Their missiles can be fired from afar and can quickly destroy buildings, but don't expect them to survive in a fight against tanks.
* LongRangeFighter: Even moreso than most artillery. Can fire from a long distance, useless in direct fights.
* PainfullySlowProjectile: V3 missiles travel slowly and can hardly hit anything that can move.
* SiegeEngines: Can launch V3 missiles at the enemy from quite a big distance.

!!Metal Fang
----
* AwesomePersonnelCarrier: Metal Fangs, in addition to possessing mincers which are capable of literally chewing through enemies, are fitted with four passenger slots allowing infantry to shoot from inside.
* CloseRangeCombatant: By default, Metal Fangs do not have any guns and can only attack at close range with their grinders.
* MasterOfAll: In addition to its grinder, the Metal Fang is capable of carrying several infantrymen and allowing them to fire from its many operable gun ports. Properly kitted with the correct soldiers, the Metal Fang can be adapted against any kind of enemies.
* RateLimitedPerpetualResource: Metal Fangs generate money when killing enemies.

!!Mobile War Factory
----
* MobileFactory: The Mobile War Factory is a massive vehicle based on mobile construction, the same technology used by MCV, that could deploy into an assembly line in order to produce vehicles from.

!!Experimental Voltotron
----
* CloseRangeCombatant: The Experimental Voltotron fights by crushing infantry and most vehicles and grinding against bigger targets.
* DefeatEqualsExplosion: {{Inverted|Trope}}. If not destroyed before its duration expires, the Experimental Voltotron violently explodes, dealing massive area damage.

!!Piranha
----
* GrenadeLauncher: The Piranha is armed with a pair of grenade launchers.

!!Iron Fist
----
* BarrierWarrior: The Iron Fist casts an Iron Curtain onto friendly vehicles, briefly rendering them invulnerable.

!!Kirov Airship
----
* CloseRangeCombatant: Kirovs can only drop bombs on targets that are directly underneath them.
* DefeatEqualsExplosion: When a Kirov is shot down, its hydrogen-filled carcass will cause massive damage where it lands.
* FlyingBrick: The Kirov is by far the most durable aircraft in the game.
* InstantDeathRadius: Being under a Kirov and being dead are roughly the same thing.
* MightyGlacier: Kirovs are slow, extremely durable, and hit like a truck.
* TakingYouWithMe: You think you're safe when you shoot down that Kirov? Think again: the wreckage will fall to the ground (possibly on whatever killed it) and explode, dealing heavy damage.

!!Seawolf
----
* AntiAir: Their primary role is to protect naval units from aerial enemies--they aren't very effective against other ships.

!!Typhoon Attack Sub
----
* SeeTheInvisible: Typhoons can detect cloaked and submerged units.

!!Hammerhead Sub
----
* DestructibleProjectiles: The Hammerhead's missiles can be shot down by enemy anti-air before they reach their target.
* GoingCritical: A Hammerhead's destruction causes its nuclear engine to violently explode.
* InvisibilityFlicker: The Hammerhead must surface and reveal itself in order to launch missiles at land targets.
* LongRangeFighter: Hammerheads have the longest range of any Soviet unit, but their missiles travel so slowly that they can't do anything in a direct fight with smaller ships.
* MightyGlacier: Hammerheads are among the slowest units in the game, but difficult to bring down and can launch powerful missiles from incredible distances to annihilate targets with barely any chance of retaliation.
* PainfullySlowProjectile: Their missiles can be dodged with ease by ground units due to their slow speed.
* SeeTheInvisible: Akulas can detect cloaked and submerged units.
* StealthyColossus: This is kind of the point of a big submarine like the Hammerhead.
[[/folder]]

[[folder:Russia Units]]
* SwirlyEnergyThingy: The Russian offensive superweapon is the Doomsday Device, which creates an Iron Vortex to deal damage over time in a huge area and burst damage when its duration expires.

!!Storm Commando
----
* ChainLightning: When the weapon is charged to maximum, a Storm Commando fires a bolt that splits and arcs into nearby enemies.
* LightningGun: The Storm Commando wields a miniaturised Tesla coil.

!!Ursa Major
----
* VanillaUnit: The Ursa Major is only distinguished from the Hammer (which has no special ability itself) by superior stats.

!!Magneto Tank
----
* CloseRangeCombatant: The Magneto Tank can only deal damage to enemies directly next to it.
* MagneticWeapons: The Magneto Tank uses a magnetic beam and magnetic emitter to destroy structures.
* RateLimitedPerpetualResource: Magneto Tanks generate money when killing enemies.
* YouWillNotEvadeMe: Magneto Tanks can lift enemy vehicles into the air and drag them towards themselves before dropping them back into the ground.

!!Apocalypse Tank
----
* ChainLightning: The Apocalypse Tank's lightning cannon is able to focus enough energy to bounce from the primary target to surrounding units.
* LightningGun: The Apocalypse Tank's weapon is a pair of Tesla Coils.
* MightyGlacier: While the Apocalypse's speed is nothing to write home about, few can stand up to it in a direct fight.

!!Twinblade
----
* MoreDakka: The Twinblade shreds infantry with a heavy chaingun.
[[/folder]]

[[folder:Eastern Republic Units]]

!!Demohound
----
* EvilDetectingDog: Can detect spies that most other units can't.
* SuicideAttack: Instead of biting, the Demohound is armed with a bomb vest and attacks by blowing itself up.

!!Desolator
----
* CruelAndUnusualDeath: Infantry attacked by Desolators melt into a puddle of residue in seconds.
* HazmatSuit: Desolators wear hazmat suits to protect themselves from their own radioactive weapons.
* NamesToRunAwayFromReallyFast: You don't want to be near something called a ''desolator''.
* NoSell: Desolators are completely immune to radiation, including from other Desolators.
* PoweredArmor: A heavy hazmat suit which protects them from radiation and dog attacks.
* RayGun: The Desolator's rad cannon fires a concentrated beam of radiation.
* SecondaryFire: When deployed, Desolators can irradiate their entire surroundings and kill many more infantry and even other ground units like tanks.
* VideoGameCrueltyPotential: Whenever you think that just shooting the enemy with bullets is too good for them, use the Desolator instead to give the enemy radiation poisoning and melt them into a puddle on the ground, you won't be sorry.
* YouShallNotPass: Desolators can create a contamination zone deadlier than a nuclear missiles, and destroy nearly anything that comes through in a matter of moments.

!!Sickle Minelayer
----
* TrapMaster: The Sickle Minelayer is armed with a heavy mortar that burrows mines upon impact. These mines are invisible and can wait until an enemy steps on them, but take too long to reload to be effective in direct combat.

!!Shagohod Tank
----
* AntiAir: The Shagohod is armed with anti-air flak cannons.
* DirtyBomb: The Shagohod's cannon fires radioactive shells.
* GoingCritical: A Shagohod's destruction causes its nuclear engine to violently explode.
* NoSell: Shagohods are completely immune to radiation.

!!Sunstorm MLRS
----
* DualModeUnit: In default mode, the Sunstorm can do nothing but move. When deployed, it is immobile and can recharge and fire.
* LongRangeFighter: While the Sunstorm has the longest range of any artillery unit, it also has the biggest minimum range and cannot defend itself in a direct fight.
* MechanicallyUnusualFighter: The Sunstorm cannot be ordered to fire on an individual enemy. Instead, having at least one deployed Sunstorm unlocks MIRV Strike, a support power that orders all Sunstorms in range to fire at the target point (and must be manually aimed like most other support powers). The Sunstorm has a very long range and reload time (2 minutes) compared to a standard vehicle's weapons (meaning that the Sunstorm has no real way to defend itself).
* RecursiveAmmo: The Sunstorm's MIRV splits into four just before impact.
* SiegeEngines: The Sunstorm serves to take out enemy bases from a very long range.

!!Grasshopper
----
* DualModeUnit: When in flight, the Grasshopper uses a missile launcher to destroy vehicles. When deployed, it takes to the ground and switches to a long-ranged artillery piece.
* SiegeEngines: A deployed Grasshopper can bombard static defences from well outside retaliatory range or act as a static defence itself.
[[/folder]]

[[folder:China Units]]
!!Tank Hunter
----
* AntiVehicle: Tank Hunters are armed with an ATGM launcher.
* DamageIncreasingDebuff: Vehicles marked by a Tank Hunter take 20% extra damage.

!!Troop Crawler
----
* AntiAir: Armed with flak cannons, the Troop Crawler serves as the Chinese tier 1 anti-air vehicle.

!!Komodo Tank
----
* DefeatEqualsExplosion: The Komodo Tank's fuel tanks explode violently when destroyed.
* FireBreathingWeapon: Their main weapon is a flamethrower, which burns infantry, buildings and infantry hiding in buildings.

!!Gatling Tank
----
* AntiAir: They serve as tier 2 anti-air units for China.
* GatheringSteam: They fire a steady stream of bullets that speed up the longer the gun fires on a single target (or another nearby).

!!Battle Overlord
----
* AwesomePersonnelCarrier: The Battle Overlord is a tank-IFV hybrid that can carry up to four infantry units, who can fire their weapons from inside.
* MasterOfAll: In addition to its machine gun and missile launcher, the Battle Overlord is capable of carrying several infantrymen and allowing them to fire from its many operable gun ports. Properly kitted with the correct soldiers, the Overlord can be adapted against any kind of enemies.
* MightyGlacier: Due to the heavy layers of armour, the Battle Overlord is not only capable of soaking up tons of damage, it can also simply crush smaller vehicles with its weight. Of course, the Overlord has its drawbacks; the immense weight of the vehicle makes it quite cumbersome.

!!Shenlong
----
* CloseRangeCombatant: By default, the Shenlong's furnace beam can only hit those directly underneath it.
* GatheringSteam: After firing for enough time, the Shenlong's beam drastically grows in size for a short time.
[[/folder]]

[[folder:Secret Unit]]
!![=MiG-41=]
----
* CloseRangeCombatant: The [=MiG-41=]'s unguided napalm bombs can only be dropped on targets below them.
[[/folder]]
!Other
[[folder:Secret Lab Units]]
!!Jupiter Cannon
----
* {{EMP}}: Vehicles hit by a Jupiter Cannon are temporarily disabled by EMP.
* KillSat: The Jupiter Cannon sends battlefield coordinates to the Jupiter satellites to request strikes from orbit.
* SiegeEngines: The Jupiter Cannon is a long-range artillery piece.

!!Leviathan Fortress
----
* AmphibiousAutomobile: The Leviathan can move on both land and water.
* DroneDeployer: The Leviathan doesn't attack by itself and serves as a platform for drones to bombard enemy units from afar.
* SiegeEngines: Packing several [=UAVs=] capable of delivering their payload over huge distances with deadly accuracy, the Leviathan is capable of levelling any enemy base to the ground with ease.

!!Emperor Tank
----
* AwesomePersonnelCarrier: The Emperor Tank is a tough and heavily armed tank and IFV that can carry up to four infantry units, who can fire their weapons from inside.
* LightningGun: The Emperor Tank is armed with dual Tesla cannons.
* MasterOfAll: In addition to its Tesla coils and missile launchers, the Emperor is capable of carrying several infantrymen and allowing them to fire from its many operable gun ports. Properly kitted with the correct soldiers, the Emperor can be adapted against any kind of enemies.
* MookCommander: An Emperor Tank boosts the firepower and armour of nearby friendly infantry.
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