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* SniperRifle: Ironside's Colonel Burton is equipped with an effective anti-material rifle and the Burton's Special Equipment upgrade lets his anti-material rifle shoot [[AbnormalAmmo Explosive Rounds]], though he has to lie down before making the shot when firing this type of ammo, along with having a short [[CoolDown wait period]] before it visually shows him reload for another explosive round whilst firing in said mode, not to mention turning off his [[InvisibilityCloak camouflage]] when firing them/setting up the shot when going prone to fire them.

to:

* SniperRifle: Ironside's Colonel Burton is equipped with an effective anti-material anti-materiel rifle and the Burton's Special Equipment upgrade lets his anti-material rifle shoot [[AbnormalAmmo Explosive Rounds]], though he has to lie down before making the shot when firing this type of ammo, along with having a short [[CoolDown wait period]] before it visually shows him reload for another explosive round whilst firing in said mode, not to mention turning off his [[InvisibilityCloak camouflage]] when firing them/setting up the shot when going prone to fire them.

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* GrenadeLauncher: Burton' Special Equipment upgrade (except when controlled by Ironside) equips him with a grenade launcher, which allows him to safely destroy enemy base defences and vehicles from afar.

to:

* GrenadeLauncher: Burton' Burton's Special Equipment upgrade (except when controlled by Ironside) equips him with a grenade launcher, which allows him to safely destroy enemy base defences and vehicles from afar.



* ScissorsCutsRock: Burton technically isn't that good against vehicles. His damage output is simply obscene enough that he can melt tanks and structures, let alone light vehicles ''despite'' the damage penalty.

to:

* ScissorsCutsRock: Vanilla Burton technically isn't that good against vehicles. His damage output is simply obscene enough that he can melt tanks and structures, let alone light vehicles ''despite'' the damage penalty.penalty.
*SniperRifle: Ironside's Colonel Burton is equipped with an effective anti-material rifle and the Burton's Special Equipment upgrade lets his anti-material rifle shoot [[AbnormalAmmo Explosive Rounds]], though he has to lie down before making the shot when firing this type of ammo, along with having a short [[CoolDown wait period]] before it visually shows him reload for another explosive round whilst firing in said mode, not to mention turning off his [[InvisibilityCloak camouflage]] when firing them/setting up the shot when going prone to fire them.

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* BombardierMook: The F-16XL carries two powerful bombs, which are effective against ground units and infantry, but cannot track and home in on enemy units.

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* BombardierMook: CloseRangeCombatant: The F-16XL carries two powerful bombs, which are effective against ground units and infantry, but cannot track and home in on enemy units.



* AllThereInTheManual: The fact that the Devastator's driver runs away when the vehicle self-destructs is only mentioned in the defunct [[https://web.archive.org/web/20120113222026/http://wiki.falloutstudios.org/wiki/Manual:ShockWave/Factions/General_Tao/Vehicles game manual]] (no such animation appears in-game).



* LongRangeFighter: As typical for an artillery unit, the Inferno Cannon has a minimum range and actually has to move to fire at something that's too close.

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* LongRangeFighter: As typical for an artillery unit, the Inferno Cannon has a minimum range and actually has to move to cannot fire at something that's too close.



* BombardierMook: The Razor Bomber is armed with napalm bombs, which have a rather short range and cannot engage aircraft.

to:

* BombardierMook: CloseRangeCombatant: The Razor Bomber is armed with napalm bombs, which have a rather short range and cannot engage aircraft.

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[[foldercontrol]]

[[folder:USA Units]]
----
* AttackDrone: The Battle Drone and Hellfire Drone can help defend their parent vehicles with a light machine gun and missiles, respectively.
* AssistCharacter: All manned American combat vehicles can be outfitted with a drone to increase their capabilities.
* DamageIncreasingDebuff: Once enemy aircraft come close, the Gazer can shine its powerful spotlight on it, making the target easier to see and increasing the rate of fire of weapons attacking it.
* {{EMP}}: General Alexander's EMP Patriot Systems are armed with EMP missiles, which temporarily shuts down enemy vehicles and buildings and cause planes to instantly crash.
* ExperienceBooster: The Advanced Training upgrade causes American units to gain veterancy twice as fast.
* GarrisonableStructures:
** The Pillbox is a small bunker with a single mounted machine gun inside. While cheap and quick to construct, it cannot fire on its own and must be manned by a soldier before it can be used.
** The Fire Base can be garrisoned by four infantry units (five for Alexander's Fortified Fire Base) to help defend it. These infantry regenerate health when garrisoned, but are not fully protected and can be targeted and killed by some weapons.
** The Gazer has a bunker with room for two infantry units, which can fire out to help protect the structure.
* GatlingGood: The Phalanx is armed with a very powerful (if slightly inaccurate) vulcan cannon that will tear any incoming aircraft to shreds in mere seconds.
* HazmatSuit: Chemical Suits is an upgrade that increases American infantry's resistance to radiation clouds and toxin pools.
* KillSat:
** 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.
** The Laser Designator Base is armed with a laser designator turret which calls down orbital laser strike on a target.
** Alexander's Rods From God Strike General's Power calls down tungsten rods, launched from a space platform, towards the target. They build up speed as they fall and strike with such force that anything surrounding its impact area is damaged severely.
* RayGun:
** Unlike the Patriot Missile System, Townes' Laser Defense Turret fires three laser beams instead of missiles, which hit instantly but consume more power and cannot relay the target to other turrets.
** Townes' Battle Drones can be upgraded to have a point defence laser to destroy small missiles.
* RecursiveAmmo: Replacing the Particle Cannon, Ironside's superweapon is the Cluster Missile, whose primary warhead delivers a payload equal to the MOAB. Shortly before impact, four smaller warheads detach themselves from the primary missile and deliver their payload moments after the main explosion.
* SurveillanceDrone:
** Scout Drones are unarmed, but instead increase the effective sight range of the parent vehicle and reveal any invisible units nearby.
** The 'Global Hawk' Spy Drone, called via General's Power, circles the designated area, revealing any nearby invisible units.
* TargetSpotter:
** A Patriot Missile System can relay the target position to other nearby batteries, which will then also attack the target even if it is out of their range.
** The Laser Designator Base is armed with a laser designator turret which calls down orbital laser strike on a target.

!!Ranger/Laser Ranger/Airborne Ranger
----
* EnemyExchangeProgram: The Capture Buildings upgrade allow Rangers to capture enemy buildings and partially or fully make use of the enemy arsenal.
* FastRoping: When aboard a Chinook or Pave Low, 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.
* HealThyself: Airborne Rangers are equipped with medkits to quickly treat their injuries.
* NonCombatEXP: Rangers gain experience when capturing buildings.
* RayGun: General Townes' Laser Rangers are equipped with a laser assault rifle.
* SecondaryFire: Rangers can be upgraded to switch to flashbang grenades instead of firing assault rifles. Flashbangs deal high splash damage to infantry in the open and instantly kill garrisoned ones but fire slower and do nothing against vehicles and buildings.

!!Missile Defender/Laser Defender/EMP Missile Defender/Airborne Missile Defender
----
* 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.
* {{EMP}}: General Alexander's EMP Missile Defenders can fire special missiles with an EMP warhead, which temporarily shuts down enemy vehicles and buildings and drops helicopters from the skies in an instant.
* HealThyself: Airborne Missile Defenders are equipped with medkits to quickly treat their injuries.
* LaserSight: The Missile Defender can lock on an enemy vehicle, increasing their rate of fire and attack range against that target.
* OneHitKill: Most aircraft hit by an EMP missile crash to the ground immediately.

!!Javelin Soldier
----
* AntiVehicle: Instead of Missile Defenders, Ironside's answer to enemy vehicles is the Javelin Soldier, who deals more damage and fires from longer, but has a slower rate of fire and cannot hit air units.

!!Blue Arrow Defender
----
* AntiAir: The Blue Arrow Defender is Ironside's dedicated anti-air infantry.
* CripplingOverspecialization: While Blue Arrow Defenders can hit ground enemies, their missiles deal little damage and do not track ground targets.
* LaserSight: The Blue Arrow Defender can lock on an enemy aircraft, increasing their rate of fire and attack range against that target.

!!Marine
----
* TimeBomb: Marines can plant explosive C4 charges on enemy vehicles or structures, dealing tremendous damage after 5 seconds.

!!Pathfinder
----
* BadassBoast: Have the knack of constantly telling you how well-experienced they are in their fields. Sometimes even in campaign set piece triggers.
--> '''Pathfinder''': I see everything.
* CripplingOverspecialization: Completely useless against anything other than infantry.... but against infantry, they are one of the most useful units.
* InvisibilityCloak: Pathfinders are invisible when stationary, not even revealing themselves when firing.
* OneHitKill: They can kill most non-hero infantry with one bullet.
* SeeTheInvisible: Can reveals stealthed units in its sight range.

!!Colonel Burton
----
* BaldHeadOfToughness: He has his hair in a buzzcut and is a ceritifiable OneManArmy.
* BloodKnight: He really seems to be enjoying himself when ordered to destroy enemy units and buildings.
* ColonelBadass: Colonel Burton is a OneManArmy. He sets explosive charges, easily kills many targets (including tanks) with an advanced [[MoreDakka automatic rifle]] and to maintain stealthiness, stabs infantry (and a bug in earlier pre-patch versions allows him to do this to grounded aircraft) with a knife. And as is the custom for all ''Generals'' heroes, he knows how to [[InvisibilityCloak stay out of plain sight]].
* GatlingGood: Granger's Colonel Burton is trained with a standard-issue minigun.
* GrenadeLauncher: Burton' Special Equipment upgrade (except when controlled by Ironside) equips him with a grenade launcher, which allows him to safely destroy enemy base defences and vehicles from afar.
* HeroUnit: For the USA.
* JackOfAllStats: His machine gun has a higher rate of fire than Jarmen Kell's sniper rifle, which gives him an easier time than the sniper against infantry when he finds himself exposed, plus, once he reaches heroic rank, it also becomes effective against all ground units rather than infantry units and lighter vehicles, plus, he also has a knife for stealth kills that doesn't reveal him when using it or alert the EVA to the death of any infantry he uses. He also has C4 charges, which are effective against both vehicles and structures, and will demolish most of them in one hit.
* ManlyMan: He's a ripped dude with a buzzcut armed to the teeth with a gatling gun, explosives, and a knife for stealth kills, making him invoke many an action hero from the 80's and 90's.
* OneHitKill: Colonel Burton's knife can instantly kill enemy infantry, and when this happens, you will not receive a notification that one of your soldiers just died.
* RayGun: When controlled by General Townes, Burton receives an experimental laser rifle, which shoots concentrated laser bursts which instantly kill infantry and deal heavy damage to vehicles.
* ScissorsCutsRock: Burton technically isn't that good against vehicles. His damage output is simply obscene enough that he can melt tanks and structures, let alone light vehicles ''despite'' the damage penalty.
* SimpleYetAwesome: Burton's gatling gun makes quirk work of infantry, vehicle, and structure alike thanks to its high fire-rate, plus he has two extra ways of dealing with infantry and structures respectively in the form of his combat knife and his explosives. All-in-all, Burton is a perfectly balanced commando unit whose only weakness is that he's unable to deal with aircraft, which is non-existent when facing off against the GLA due to their lack of an air-force.
* TargetSpotter: Granger's Colonel Burton can throw signal flares over great distances to mark a target for an airstrike. After the green smoke has marked the target, three F-117s will fly in and drop one bomb each.
* TimeBomb: Can plant a C4 charge with a 10 second countdown.

!!Dozer/Skycrane
----
* BombDisposal: The Dozer can clear mines and booby traps within an area. The Skycrane cannot, due to being airborne.
* WorkerUnit: The Dozer is responsible for constructing and repairing all USA structures.

!!Supply Truck
----
* WorkerUnit: Instead of Chinooks, Ironside employs Supply Trucks to gather supplies. Compared to Chinooks, they're slower and can carry less load but are better armoured and take less time to pick up and deposit the supplies.

!!Crusader Tank/Laser Tank
----
* HoverTank: Hover engines (which must be purchased by every individual Crusader) allows the Crusader to traverse water and making it the single fastest tank in its class.
* RayGun: The Laser Tank's laser turret fires powerful laser bursts.

!!Robot Tank
----
* AttackDrone: The Robot Tank is a fully-automated remote-controlled drone designed to act as a light tank.
* HealingFactor: The Robot Tank's built-in repair systems slowly repair it if left alone.

!!Sheridan
----
* AntiVehicle: The Sheridan can be upgraded to fire anti-tank rockets. These rockets deal heavy damage against vehicles, but are ineffective against buildings and infantry.

!!Wraith Tank
----
* AntiAir: The Wraith Tank can be upgraded with a rocket pod containing four missiles. These can be used against all targets, including airborne ones, though they are ineffective against anything faster than a helicopter when firing at flying targets.

!!Humvee/Mortar Humvee/Bradley
----
* AntiAir: The TOW Missile (for the vanilla USA, Granger and Ironside) or Humvee Laser (for Townes) upgrade allows Humvees and Bradleys to attack aircraft, while Alexander can replace their mortars with anti-air vulcan cannons on an individual basis.
* AwesomePersonnelCarrier: The Humvee can carry up to five infantry that could all fire out of the windows, essentially making the Humvee a mobile bunker. The Bradley, which replaces the Humvee for General Ironside, is considerably tougher and comes with a more powerful autocannon, but is slower, more expensive and doesn't have fire ports for passengers.
* DiscardAndDraw: The Mortar Humvee can permanently exchange its mortar for a Vulcan turret with which to engage infantry and airborne units more effectively.
* FragileSpeedster: The Humvee is quick enough to outmanoeuvre most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
* HitAndRunTactics: The Humvee is 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.
* RayGun: Townes' Humvees can be upgraded with laser guns.

!!Ambulance/Medic Drone/Repair Drone/Biohazard Tech/Medivac Chinook
----
* AwesomePersonnelCarrier: The Ambulance, though unarmed, can carry up to three infantry and heal them as well as all nearby friendly units.
* BombDisposal: The Repair Drone can clear mines and booby traps within an area.
* DecompositeCharacter: Instead of using Ambulances for all three purposes, Alexander employs Medic Drones to heal infantry, Repair Drones to repair vehicles and Biohazard Techs to clear battlefield hazards.
* HazmatSuit: Biohazard Techs wear hazmat suits which protect them from all battlefield hazards.
* NoExperiencePointsForMedic: Ambulances never gain veterancy.
* MookMedic: The Ambulance can heal soldiers inside or near them, and repair nearby vehicles. Alexander's Medic and Repair Drones are specialised versions for the former and latter purposes, respectively. Granger's Medivac Chinooks can also drop crates which heal friendly infantry and repairs vehicles around it.
* NoSell: The Ambulance is completely impervious to environmental hazards such as radiation and toxins.
* SupportPartyMember: The Ambulance has no means of attacking but can heal friendly infantry, repair friendly vehicles, and clear battlefield hazards.

!!Stryker
----
* GrenadeLauncher: The Stryker is armed with a remote auto CS-gas grenade launcher to clear garrisoned buildings from a distance.
* MookMedic: The Stryker can repair vehicles in the field.

!!Paladin Tank/Laser Paladin
----
* GatheringSteam: The Laser Paladin needs some time to charge to its full potential, making it less useful for short encounters.
* RayGun: The Paladin point defence laser can shoot down missiles and kill enemy infantry that get too close for comfort. The Laser Paladin also replaces the normal Paladin's conventional cannon with an advanced, charged laser cannon which fires a constant laser beam with pinpoint accuracy.

!!Enforcer
----
* PlasmaCannon: The Enforcer fires pulses or streams of Cold Fusion plasma effective against all types of ground targets.

!!Mammoth Tank
----
* DeflectorShields: Mammoth Energy Shields provide Mammoth Tanks with shield emitters, which are capable of stopping missile-based weapons by incinerating their targeting systems and fuse before they can cause any damage.

!!Exo-Suit
----
* GunsAkimbo: All configurations of the Exo-Suit come with dual identical weapons.
* MiniMecha: The Exo-Suit is a small walker that can be manned by any USA soldier.

!!Sentry Drone/Acolyte Drone/Predator Drone
----
* AttackDrone: The Sentry Drone can be fitted with a machine gun effective against infantry. The Acolyte Drone and Predator Drone variants come with autocannons by default.
* GatlingGood: Ironside's Predator Drone is tougher, and comes armed with a heavy-bore autocannon.
* SeeTheInvisible: The Sentry Drone's highly modern sensor and camera equipment can detect invisible units around it and scan for invisible units in a small area further away.

!!Decoy Drone
----
* AttackDrone: The Decoy Drone can be fitted with a machine gun effective against infantry.
* DressingAsTheEnemy: The Decoy Drone can use Holographic Projector to disguise as another vehicle.

!!Avenger/Laser Avenger/Plasma Avenger
----
* AntiAir: A mobile AA gun.
* CripplingOverspecialization: The Avenger is a dedicated AA gun and harmless against any ground unit.
* LaserSight: 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.
* PlasmaCannon: General Alexander's Plasma Avenger uses a plasma-based weapon instead of missiles.
* RayGun: The Avenger's point defence laser protects an area around it from all types of missiles. Townes also replaces the standard Avenger's missile launchers with laser cannons.

!!Gladiator
----
* AntiAir: The Gladiator specialises in dealing with aerial units. Though its damage output isn't all that high, it is extremely tough for an anti-air unit, and can survive a full payload from most air superiority fighters.
* GatlingGood: The Gladiator's four autocannons deliver an impressive hail of 50mm High Explosive flak rounds against flying targets.

!!Vulcan Tank
----
* AntiInfantry: The Vulcan Tank is specialised in dealing with enemy infantry.
* GatlingGood: The Vulcan Tank's gun works like a gattling weapon that doesn't need time to spin up, but needs to cool down after having fired for some time.

!!Tank Destroyer
----
* AntiVehicle: The Tank Destroyer is designed to destroy enemy vehicles, though its kinetic energy shells are not good against structures.

!!Microwave Tank/Microwave Humvee
----
* EnergyWeapon: As the name suggests, it's equipped with a weaponized directional microwave emitter capable shutting down buildings and frying enemy infantry.
* FriendlyFireproof: Friendly infantry standing around the Microwave tank are somehow immune to being fried by its microwave field.
* InstantDeathRadius: Microwave Tanks cook and pop enemy infantry units in their vicinity. This make them immune to Hijackers.
* PowerNullifier: The Microwave Tank can disable enemy buildings by focusing a microwave beam on them.
* TanksButNoTanks: The Microwave Tank is simply a mobile active denial system.

!!LOSAT Humvee
----
* AntiVehicle: It fires long range kinetic energy missiles at high speed which are very effective against vehicles.
* CripplingOverspecialization: The LOSAT's missiles are only effective against vehicles and deal little damage to infantry and buildings.

!!Tomahawk Launcher/Plasma Tomahawk Launcher
----
* HomingProjectile: Tomahawk missiles track and follow targets and can hit even fast-moving units.
* LongRangeFighter: The Tomahawk Launcher boasts very long range even by artillery standards but cannot fire upon targets at close range.
* PlasmaCannon: General Alexander's Plasma Tomahawk Launcher fires missiles modified with plasma warheads, which have a larger area of effect.
* SiegeEngines: The Tomahawk Launcher is the staple artillery unit of the USA, capable of firing missiles over a long range.
* TargetSpotter: A Tomahawk Launcher can fire a waypoint guidance that allows other nearby Tomahawks to relay their missiles to the same target.

!!Railgun Artillery
----
* MagneticWeapons: The Railgun Artillery is a powerful railgun installed on a tank chassis.
* SiegeEngines: Replacing the Tomahawk for General Townes, the Railgun Artillery is a mobile artillery platform with very long range.

!!Lockdown MLRS
----
* DualModeUnit: The Lockdown is capable of firing either two high-explosive Comet missiles or six EMP Rockets. The Comet missiles deal a large amount of damage in a moderately sized area, whereas the EMP rockets can disable any vehicle or structure.
* {{EMP}}: The Lockdown's unguided EMP rockets power down buildings and vehicles for a short period of time.

!!Hurricane
----
* RecursiveAmmo: The Hurricane launches a missile with cluster submunitions which disperse on impact against anything.
* SiegeEngines: The Hurricane is Granger's mobile ground artillery vehicle.

!!Howitzer
----
* SiegeEngines: The Howitzer is Ironside's standard artillery, whose weapon is effective against all ground targets.

!!Shatterer
----
* AmphibiousAutomobile: The Shatterer can hover over land and water alike.
* LoudOfWar: The Shatterer emits intense sound waves which shatter tanks and buildings alike and are fatal to infantry.
* OneHitPolykill: The Shatterer's sound wave passes through units and structures in its way, damaging them as well.

!!Chinook/Pave Low
----
* DefenselessTransports: The Chinook serves as a dedicated transport and has no weapon. The Combat Chinook however has gunports so infantry inside can fire at the enemy.
* FastRoping: When aboard a Chinook or Pave Low, 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.
* TauntButton: The speakers on the Combat Chinook can be tuned to play [[Theatre/TheRingOfTheNibelung Ride of the Valkyries]] to parade the coming victory (or just annoy enemies with). This has no in-game effect and is for humorous purposes only.
* WorkerUnit: It carries the most supplies out of all gatherers, $600 per load, but takes considerable time lowering the net down for 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
----
* RayGun: The King Raptor's Point Defense Laser can destroy enemy missiles and rockets before they reach the plane.

!!Black Widow
----
* AntiVehicle: The Black Widow is equipped with an array of anti-tank missiles which can even destroy Chinese Overlord Tanks without too much trouble.
* CripplingOverspecialization: Due to Ironside's strict doctrine, the Black Widow does not have any air-to-air combat capabilities, and its missiles are weak against infantry and buildings.

!!Stealth Fighter/King Stealth Fighter
----
* InvisibilityFlicker: 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'.
* MookMedic: Alexander's Stealth Fighters are outfitted with a harmonic support wave emitter, which heals injured infantry and repairs damaged vehicles.
* RayGun: The Point Laser Defence upgrade fits the Stealth Fighter with a small laser that can destroy missiles.

!!Aurora Bomber/Aurora Alpha Bomber/Hypersonic Aurora Bomber
----
* GlassCannon: Its bombs pack a lot of punch, but when its effective invulnerability runs out once it attacks, it's nowhere near as fast, and its fragility does not make things better.
* InvulnerableAttack: Aurora Bombers are invulnerable when attacking until they drop their bomb, at which point anti-air can easily take them down. With very good micro, they can be used as a fire magnet.
* SuperSpeed: On its attack run, the Aurora's supersonic speeds prevents any enemy anti-aircraft weapons from successfully attacking it. However, on its return flight it can no longer sustain such a speed, and is very vulnerable.

!!F/B22-Bomber
----
* RayGun: The Point Laser Defence upgrade fits this jet with a small laser that can destroy missiles.

!!F-16XL Bomber
----
* BombardierMook: The F-16XL carries two powerful bombs, which are effective against ground units and infantry, but cannot track and home in on enemy units.

!!Tornado Bomber
----
* RecursiveAmmo: The Tornado is armed with a single cluster bomb, best suited for destroying tank columns or stationary clusters of enemy units.

!!Little Bird
----
* FragileSpeedster: The Little Bird is an extremely fast, small helicopter that can easily be taken down by anti-air.

!!Star Lifter
----
* DefenselessTransports: The Star Lifter is a completely unarmed transport helicopter.
* FlyingBrick: 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.

!!Comanche/Laser Comanche/King Comanche
----
* InvisibilityCloak: The Comanche Stealth upgrade turns the King Comanche invisible when not firing and moving. When invisible they are perfect for ambushing enemy formations and occasionally even getting the drop on poorly defended bases.
* MacrossMissileMassacre: Rocket Pods has the Comanche carpeting a small area with a salvo of dozens of unguided rockets. Enough Comanches using this ability at once can rival even a superweapon in sheer damage output, at least against a single building or tank column.
* RayGun: The Laser Comanche replaces its Hellfire missiles and rocket pods with laser cannons.
[[/folder]]

[[folder:China Units]]
----
* CastFromHitPoints: Overcharging a Nuclear Reactor or Nuclear Research Plant causes it to temporarily generate more power and damage itself until turned off.
* EarthquakeMachine: The Temple of Gaia's Earth Shaker cannon shakes and tears the ground asunder, crippling units, disabling buildings and dealing massive damage over time, though obviously airborne units are safe in the air.
* {{EMP}}: EMP Bomb is a General's Power that disables buildings and vehicles in a large radius.
* FireBreathingWeapon: The Flame Tower is a defensive structure that comes equipped with a powerful flamethrower.
* GarrisonableStructures:
** The Bunker can be garrisoned by up to five infantry who can fire out and are protected from garrison clearing weapons.
** The Listening Post can be garrisoned by two infantry units which can fire from the top of the tower.
* GatlingGood: The Gattling Cannon is a stationary defence armed with a pair of gattling guns.
* GatheringSteam: Gattling Cannons need time to spin up before they can fire at full speed. Tao's Gattling Cannons are an exception: they can fire at maximum speed right away, since they are powered by nuclear reactors.
* GoingCritical: Nuclear Reactors and Nuclear Research Plants explode violently when destroyed.
* HazmatSuit: Chemical Suits is an upgrade that increases General Tao's infantry's resistance to radiation clouds and toxin pools.
* RecursiveAmmo: Tao's Cluster Nuke ability calls in a bomber to drop a cluster bomb over the target area, which splits into multiple tactical nuclear bomblets.
* SnipingTheCockpit: Cluster Mines and EMP Bomb can be upgraded to Neutron Cluster Mines and Neutron Bombs, which kill infantry, even inside cockpits, and leave driverless neutral vehicles on the field to be manned.
* ReducedResourceCost: Kwai's Industrial Plant reduces the costs of all vehicles by 15%.
* YouNukeEm: China's superweapon is a tactical nuclear missile silo. Tao's modified version of the Carpet Bomb General's Power calls a bomber to drop tactical nuclear bombs on an area.

!!Red Guard/Nuclear Red Guard/Machine Gun Red Guard
----
* BayonetYa: Bayonets affixed to Red Guards' rifles can instantly kill infantry at close quarters.
* DepletedPhlebotinumShells: Tao's Red Guards use depleted uranium ammunition.
* DirtyBomb: Radiation grenades, which can be given to Tao's Red Guards, spread radiation over an area for some time. Any infantry crossing this field without NBC suits or vehicular transport will likely die of radiation poisoning.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Red Guards to capture enemy buildings and partially or fully make use of the enemy arsenal.
* NonCombatEXP: Red Guards gain experience when capturing buildings.
* OneHitKill: While Red Guards' bayonets can only engage enemy infantry at point-blank range, they can instantly kill other infantry units.
* ThrowDownTheBomblet: The Radiation Warheads upgrade fits all of Tao's Red Guard with radiation grenades.

!!Mini-Gunner
----
* AntiAir: Their miniguns can attack aircraft.
* EnemyExchangeProgram: Though technically not basic infantry, Mini-Gunners can capture enemy buildings like Red Guards can after Capture Buildings is researched.
* GatlingGood: The Mini-Gunner is armed with a rapid-fire minigun.
* GatheringSteam: Like all Chinese gatling weapons, they need time to get their guns up to speed.
* NonCombatEXP: Mini-Gunners gain experience when capturing buildings.

!!Tank Hunter/Double-Barrelled Tank Hunter/Nuclear Tank Hunter/Grenade Tank Hunter
----
* AntiAir: The Tank Hunter's rocket launchers can shoot down aircraft (except Leang's).
* AntiVehicle: Their role is to pull double duty as anti-air and anti-vehicle with their rocket or grenade launchers.
* DefogOfWar: The Grenade Tank Hunter can fire a long-ranged flare, which reveals Fog of War and stealthed units in the target area.
* DirtyBomb: The Radiation Warheads upgrade causes Tank Hunters' missiles to leave radiation wherever they hit.
* GrenadeLauncher: Leang's Tank Hunters replace their conventional rocket launchers with a grenade launcher. Grenades are not susceptible to jamming or interception, but cannot hit enemy aircraft.
* MacrossMissileMassacre: The Double-Barrelled Tank Hunter's missile launcher can be set to Barrage Fire mode which fires rockets very rapidly.
* PowerfulButInAccurate: In Barrage Fire mode, the Double-Barrelled Tank Hunter fires rapidly but can hardly aim, making this attack extremely inaccurate.
* TimeBomb: Tank Hunters are armed with TNT charges (or nuclear charges for Tao's Tank Hunters) which they can place on enemy vehicles and structures. The charges cannot be removed, and detonate after ten seconds, dealing tremendous damage.

!!Siege Soldier/Nuclear Siege Soldier
----
* DirtyBomb: Tao's Radiation Warheads upgrade causes Siege Soldiers' shells to leave radiation wherever they hit.
* SiegeEngines: Siege Soldiers are armed with mortars, which allow them to engage base defences without fear of retaliation. While effective against all ground units and structures, they often miss moving targets.
* WeNeedADistraction: The Siege Soldier can fire a flare to distract incoming enemy missiles for a while, providing some additional cover for friendly ground forces.

!!Pyro
----
* FireBreathingWeapon: Pyros are armed with flamethrowers especially effective against infantry and structures. In urban combat scenarios, they can also burn enemy infantry out of buildings.

!!Hacker/Super Hacker/Nuclear Hacker
----
* TheCracker: Chinese Hackers are computer experts able to hack into various computer systems and networks, allowing them to generate a constant stream of money. Standard (non-nuclear) Hackers can shut down enemy buildings for a short time, and Fai's Super Hackers can do so to vehicles as well.
* NonCombatEXP: While Hackers are not combatants, they still gain experience when using their Hack Internet ability, which in turn increases the income they generate.
* PiecemealFundsTransfer: Hackers give you a trickle of money when using the Hack Internet ability.
* YouNukeEm: The Nuclear Hacker is armed with a suitcase nuke which he can plant to create a small nuclear explosion.

!!Black Lotus
----
* TheCracker: A more capable version of standard Hackers, Black Lotus can capture buildings from a distance, steal money from Supply Centers, and use computer viruses to disable enemy vehicles and buildings.
* EnemyExchangeProgram: She can hack enemy and neutral buildings and put them under your control, and she can do so much faster and from further away than basic infantry can, without the need of the Capture Buildings upgrade.
* StealthExpert: Black Lotus is stealthed when not using an ability.
* TargetSpotter: The System Hack upgrade allows Black Lotus to call in a random air strike: either 2 Iron Dragons, a level 2 Demo Trap Carpet Bombing or an A-10.
* VideoGameStealing: Black Lotus can hack into an enemy Supply Center to steal up to $1000 from the enemy.
* YouNukeEm: Tao's Black Lotus is armed with a suitcase nuke which he can plant to create a small nuclear explosion.

!!Dozer
----
* BombDisposal: The Dozer can clear mines and booby traps within an area.
* WorkerUnit: The Dozer is responsible for constructing and repairing all Chinese structures.

!!Supply Truck/Supply Helicopter
----
* DefenselessTransports: The unarmed Supply Helicopter can transport up to five soldiers or a single vehicle.
* WorkerUnit: Supply Trucks gather supplies to be processed into money.

!!Bullfrog
----
* EnemyExchangeProgram: The Capture Buildings upgrade allow Bullfrogs to capture enemy buildings and partially or fully make use of the enemy arsenal.

!!Battlemaster Tank
----
* DepletedPhlebotinumShells: Depleted Uranium Shells is an upgrade that increases the Battlemaster's damage by 25% and add radition damage to targets struck.
* GoingCritical: The Nuclear Tanks upgrade increases the Battlemaster's speed by 25%, but also causes it to explode violently when destroyed. Tao outfits his Battlemasters with nuclear engines by default and can also research Isotope Stability so they wouldn't explode.
* ReducedResourceCost: The Battlemaster Mass Production upgrade reduces the Battlemaster's cost and build time.
* ZergRush: The Battlemaster is not the best main battle tank out there, but it's cheap and fast. Furthermore, a group of Battlemasters gets a fire rate upgrade, encouraging China players to swarm the enemy with them.

!!Tiger Shark Tank
----
* AmphibiousAutomobile: The Tiger Shark Tank is amphibious and can traverse shallow water as if it was land.
* MookCommander: The Tiger Shark Propaganda upgrade fits speakers to all Tiger Sharks, allowing them to heal and boost the rate of fire of nearby units.

!!Ravage Tank
----
* MadeOfIron: The Ravage stands out for its extreme durability, which can be further augmented with the Ravage Armor upgrade.

!!Dragon Tank/Advanced Dragon Tank
----
* FireBreathingWeapon: Their main weapon is a flamethrower, which burns infantry, buildings and infantry hiding in buildings.
* NoSell: Due to fireproof armour, Dragon Tanks are immune to the flames of friendly (and enemy) Dragon Tanks.

!!RAD Tank
----
* DirtyBomb: 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.

!!Gattling Tank/Gattling APC/Dual Gattling Tank
----
* AntiAir: They serve as the anti-air vehicles for the China.
* GatlingGood: The Gattling Tank fires a steady stream of bullets capable of mowing down infantry and aircraft.
* GatheringSteam: Their gattling cannons need to spin up before reaching the maximum rate of fire.
* TanksButNoTanks: The Gatling Tank is simply a self-propelled anti-air gun.

!!Troop Crawler/Assault Troop Crawler/Support Crawler
----
* AmphibiousAutomobile: The Troop Crawler is amphibious and can traverse shallow water as if it was land.
* AwesomePersonnelCarrier: The Assault Troop Crawler is a reasonably fast wheeled APC that comes out of the War Factory with eight Mini-Gunners on board. Most importantly, it has firing ports for the infantrymen inside, superior armour and a small propaganda tower to heal other friendlies.
* DefenselessTransports: The Troop Crawler comes out of the War Factory unarmed until upgraded (on an individual basis) with a small autocannon.
* MookCommander: The Assault Troop Crawler heals surrounding friendly units and increases their rate of fire by constantly shouting propaganda.
* MookMedic: The Support Crawler heals nearby soldiers and repairs nearby vehicles.
* SeeTheInvisible: The Troop Crawler is fitted with a detection apparatus that can detect invisible units.

!!Listening Outpost/Attack Outpost
----
* AwesomePersonnelCarrier: The Listening Outpost could be deployed on the front lines, detecting unit movements over a wide radius, including invisible units. Listening Outposts themselves are stealthed when not moving. Infantry can fire from within a Listening Outpost, providing some degree of protection.
* HiddenInPlainSight: When not moving, the Listening Outpost looks like a standard civilian vehicle abandoned in the field.
* SeeTheInvisible: They can detect invisible units in big radius around them.

!!Warmaster Tank
----
* GoingCritical: The Nuclear Tanks upgrade increases the Warmaster's speed by 25%, but also causes it to explode violently when destroyed.
* JackOfAllStats: The Warmaster has a powerful cannon effective against buildings and vehicles, as well as napalm rockets to deal with infantry, making it effective against most ground targets.

!!Reaper Tank
----
* FixedForwardFacingWeapon: The Reaper Tank doesn't have a turret and needs to rotate itself completely to engage a target.
* GatlingGood: The Reaper has two giant gattling guns fixed to its front.
* GatheringSteam: The Reaper's barrels need to spin up before they fire at full speed.
* GoingCritical: The Nuclear Tanks upgrade increases the Reaper's speed by 25%, but also causes it to explode violently when destroyed.

!!Battle Fortress
----
* AwesomePersonnelCarrier: The Battle Fortress is a heavy vehicle with a heavy gattling gun and fireports that allow eight soldiers inside to fire out.

!!Devastator
----
* GoingCritical: The Devastator's nuclear engine explodes when destroyed, until Isotope Stability is researched (except when ordered to explode by the general).
* SuicideAttack: When in trouble, a Devastator can be set to self-destruct. The driver will dash out of the vehicle and take cover, and after about 5 seconds, or if it is destroyed beforehand, the Devastator will detonate in a huge explosion.
* YouNukeEm: The Devastator fires nuclear-charged explosive projectiles that are effective against everything on the ground.

!!ECM Tank
----
* PowerNullifier: The ECM can focus its energy into a jamming beam to disable another vehicle.
* TanksButNoTanks: The ECM Tank is actually a mobile electronic warfare system.

!!Overlord Tank/Emperor Overlord/Nuclear Overlord
----
* AwesomePersonnelCarrier: 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.
* CarFu: Like other tanks, the Overlord can crush infantry. ''Unlike'' other tanks, [[ExaggeratedTrope it can also crush other vehicles]] and heroes.
* CombatMedic: With a speaker tower installed, Overlord Tanks heal themselves and others (and make them attack faster). Emperor Overlord are automatically equipped with Speaker Tower.
* DepletedPhlebotinumShells: Depleted Uranium Shells is an upgrade that increases the Overlord's damage by 25% and add radition damage to targets struck.
* GatlingGood: The Overlord Tank can be upgraded with a gattling cannon effective against infantry and aircraft
* GoingCritical: The Nuclear Tanks upgrade increases the Overlord's speed by 25%, which is ''sorely'' needed because they are {{Mighty Glacier}}s, but also causes them to explode violently when destroyed. Tao outfits his Overlords with nuclear engines by default and can also research Isotope Stability so they wouldn't explode.
* MightyGlacier: Very slow but super tough and packs a lot of punch in its guns.
* MookCommander: The Propaganda Tower upgrade heals the Overlord and surrounding friendly units and increases their rate of fire by constantly shouting propaganda. The Emperor Overlord comes with this upgrade by default.
* YouNukeEm: Nuclear Overlords can be given tactical nuclear missiles, which give the Overlord indirect-fire capability, fire fairly fast, leave pockets of radiation, and have a fair-sized blast radius.

!!Inferno Cannon/Siege Cannon
----
* DepletedPhlebotinumShells: The Siege Cannon fires long-ranged depleted uranium artillery shells that leave a small pool of radiation where they strike. They deal more impact damage than the standard Inferno Cannon's napalm shells but do not leave behind flames.
* DualModeUnit: 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.
* GoingCritical: The Siege Cannon's nuclear engine explodes when destroyed, until Isotope Stability is researched.
* LongRangeFighter: As typical for an artillery unit, the Inferno Cannon has a minimum range and actually has to move to fire at something that's too close.
* SiegeEngines: The Inferno Cannon is China's main mobile artillery which launches powerful napalm shells a considerable distance.

!!Grinder Cannon
----
* FlechetteStorm: 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.
* TrapMaster: The Grinder Cannon can deploy Grinder Mines, which explodes like flechette canisters when enemies step on it.

!!TOS-1 Buratino
----
* SiegeEngines: The TOS-1 Buratino is a mobile unguided rocket artillery system that fires napalm rockets to set anything ablaze within a large radius.

!!Nuke Cannon
----
* AnchoredAttackStance: The Nuke Cannon has to deploy four anchors on the ground before it can raise its cannon and fire, and it has to lower the cannon and withdraw the anchors to move again.
* DualModeUnit: 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.
* GlassCannon: The Nuke Cannon is slow, squishy, explodes violently when destroyed and must be deployed before firing, but when it attacks it brutally maims anything that it hits in a small radius.
* OneHitKill: Their neutron shells can instantly kill enemy infantry.
* SiegeEngines: The Nuke Cannon is China's heavy artillery unit, and fires tactical nuclear warheads over long range.
* SnipingTheCockpit: Nuke Cannons can fire Neutron Shells that kill infantry, even inside cockpits, and leave driverless neutral vehicles on the field to be manned.
* YouNukeEm: The Nuke Cannon is armed with tactical nuclear shells.

!!Berserk MLRS
----
* MacrossMissileMassacre: 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.

!!Hammer Cannon
----
* DualModeUnit: Hammer Cannons can switch between High Explosive and Seismic Shells, the latter creating earthquakes to disable buildings and prevent units from attacking.
* EarthquakeMachine: The Hammer Cannon can fire seismic shells, which create earthquakes to disable buildings and keep units from attacking.
* SiegeEngines: The Hammer Cannon outranges all other mobile artillery units and can obliterate any ground target from a long distance.

!!Anvil Tank
----
* EarthquakeMachine: When deployed and activated, the Anvil will throw a violent seismic storm around itself to disable structures and make all ground units in a wide radius (friendly and hostile) unable to use any weapons or special abilities. The earthquake can outrange defensive structures and protect itself from anything but long-ranged and aerial attacks.

!!Hack Van
----
* DefenselessTransports: The Hack Van simply serves as a vehicle that protects Hackers while they hack inside, and has no weapon.

!!Propaganda Truck
----
* DefenselessTransports: The Propaganda Truck can transport two infantry units and has no way to defend itself.
* MookCommander: The Propaganda Truck heals surrounding friendly units and increases their rate of fire by constantly shouting propaganda.

!![=MiG=]/Nuclear [=MiG=]
----
* DirtyBomb: Tao's [=MiGs=] fire missiles which spread a pool of radiation where they strike, but have a smaller blast radius than normal [=MiGs=]' napalm missiles and do not leave behind flames.

!![=MiG=] Bomber/Nuclear [=MiG=] Bomber
----
* {{EMP}}: Their bombs do light damage against vehicles and buildings, but leave an EMP field that knocks out enemy vehicles and buildings for a considerable amount of time.
* YouNukeEm: The Nuclear [=MiG=] Bomber is armed with four tactical nuclear bombs.

!!Razor Bomber
----
* BombardierMook: The Razor Bomber is armed with napalm bombs, which have a rather short range and cannot engage aircraft.

!!Phoenix Bomber
----
* {{EMP}}: The Phoenix's EMP bombs can shut down tank columns.

!!Helix/Transport Helix/Assault Helix/Nuclear Helix
----
* AwesomePersonnelCarrier: The Battle Bunker upgrade allows a Helix to hold 5 infantry units, who can fire at enemies within range, even aircraft. Assault Helixes come with this upgrade for free.
* GatlingGood: The Helix (except Fai's Assault Helix variant) can be outfitted with a remote-controlled gattling gun that can only target ground units.
* MookCommander: The Propaganda Tower upgrade heals the Helix and surrounding friendly units and increases their rate of fire by constantly shouting propaganda. The Transport Helix comes with this upgrade by default.
* SeeTheInvisible: The Gattling Cannon upgrade also allows a Helix to see invisible enemies.
* YouNukeEm: Tao's Helixes can be upgraded with tactical nukes instead of napalm bombs.

!!KA-50 Blackshark
----
* GatlingGood: The Blackshark can be outfitted with two heavy triple-barrelled gattling cannons that can only target ground units.
* SeeTheInvisible: The Blackshark can be upgraded with recon gear in order to see invisible enemies.
[[/folder]]

[[folder:GLA Units]]
----
* ArchaicWeaponForAnAdvancedAge: Two of Deathstrike's General's Powers employ V1 rockets and Tu-2 bombers, both World War II weapons that have long been retired by Germany and Russia.
* EmptyQuiver: Juhziz can deploy stolen nuclear weapons with the appropriately-named Black Market Nuke General's Power.
* GarrisonableStructures:
** The Junk Bunker is a structure that allows up to six soldiers to garrison it and fire from within. The soldiers are not fully protected and may be killed by large explosions, toxins or radiation.
** Tunnel Entrances can be garrisoned by units and are all connected to each other, so units can enter and exit from any entrance. No one can fire from any of the tunnel entrances.
* LivingWeapon: Viral Strike, one of Dr Thrax's General's Powers, calls three crop dusters to saturate an area with viral particles. This virus demoralises any units that enter the area, cutting their damage, rate of fire and weapon range in half, persisting for a while after they leave the area.
* MacrossMissileMassacre: The GLA superweapon, the Scud Storm is equipped with 9 Scud missiles which randomly strike anything in a wide area.
* PoisonedWeapons:
** Instead of a machine gun turret, Thrax's Tunnel Network is equipped with a toxin sprayer.
** The Scud Storm leaves behind deadly clouds of toxin that will damage any vehicles and kill any infantry that try to enter the target area.
* SuicideAttack: All of Juhziz' vehicles can be strapped with explosives, which can be used in a last resort to blow the unit up, taking some surrounding enemies with it.
* YouNukeEm: Juhziz's Black Market Nuke General's Power calls a plane to drop a nuclear bomb at the target location.

!!Worker
----
* BombDisposal: The Worker can clear mines and booby traps within an area.
* BoringButPractical: The Worker may be more vulnerable to vehicular homocide than Dozers and doesn't gather supplies as much on an individual basis compared to the Chinook and Supply Truck, but the ability to do ''both'' means that there's always a job for Workers to do, compared to how idle Dozers can become after constructing a working base or how useless extra Chinooks and Supply Trucks are without supplies to gather.
* WorkerUnit: Workers are both responsible for building structures and gathering resources for the GLA. That being said, they are far less efficient at building than Construction Dozers, and at resource gathering than American and Chinese harvesters.

!!Rebel/Demolition Rebel/Stealth Rebel/Toxin Rebel
----
* BoobyTrap: Standard and Demolition Rebels can place a booby trap on any building which explodes when an enemy attempts to capture it.
* DiscardAndDraw: 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.
* DualModeUnit: Stealth Rebels can switch between attacking with assault rifles or Molotov cocktails.
* EnemyExchangeProgram: The Capture Buildings upgrade allow Rebels to capture enemy buildings and partially or fully make use of the enemy arsenal.
* MolotovCocktail: The Stealth Rebel is armed with molotov cocktails in place of booby traps.
* NonCombatEXP: Rebels gain experience when capturing buildings.
* PoisonedWeapons: Instead of assault rifles, Rebels under Dr Thrax are armed with chemical sprayers that unleash broiling clouds of toxic chemicals.
* ThrowDownTheBomblet: Toxin Rebels can be upgraded with nerve gas grenades, which instantly clear a garrisoned building.
* TimeBomb: The Demolition Rebel can place a timed explosive charge on the designated target.

!!RPG Trooper/Demolition RPG Trooper/Stealth RPG Trooper/Toxin RPG Trooper/Flash Trooper
----
* AntiAir: The GLA's primary answer to enemy vehicles and aircraft, RPG troopers pack rocket-propelled grenades that deal decent damage to aircraft, buildings and ground vehicles.
* AntiVehicle: The GLA's primary answer to enemy vehicles and aircraft, RPG troopers pack rocket-propelled grenades that deal decent damage to aircraft, buildings and ground vehicles.
* MacrossMissileMassacre: The Flash Trooper can be upgraded to fire a 2-point or 4-point barrage, albeit at the cost of a doubled (or quadrupled) reload rate.
* PoisonedWeapons: Thrax's RPG Troopers pack deadly, chemical-loaded warheads into their [=RPGs=], releasing small pools of toxins upon impact.

!!Terrorist/Demolition Terrorist/Toxin Terrorist/Grenadier Terrorist
----
* ActionBomb: The purpose of the Terrorist is to detonate their bomb vest, taking enemies along with them.
* PoisonedWeapons: Toxin Terrorists' bomb vests come with chamical agents, leaving behind toxic residue after they explode, and can be upgraded with nerve gas to empty vehicles and garrisons.
* SnipingTheCockpit: When upgraded with nerve gas, Toxin Terrorists can kill enemy drivers, leaving behind empty vehicles.
* ThrowDownTheBomblet: In addition to their bomb vests, Grenadier Terrorists are issued old-model stick grenades, making them more than just a suicide unit.
* WeaponizedCar: The Terrorist (except Deathstrike's) can hijack civilian vehicles to make them move faster.

!!Toxin Grenadier
----
* PoisonedWeapons: The Toxin Grenadier wields a heavily-modified RPG that has been modified to fire toxic gas grenades.

!!Hijacker/Stealth Hijacker
----
* CrewOfOne: After killing the crew, a Hijacker can commandeer any vehicle by himself.
* EjectionSeat: After stealing an American vehicle, the Hijacker can eject out of the vehicle upon its destruction.
* StealthExpert: The Stealth Hijacker is invisible, even when moving.
* UniversalDriversLicense: Hijackers can drive any vehicles, except Dozers, transports and drones.

!!Mobile Anti-Tank Gun
----
* DualModeUnit: The Mobile Anti-Tank Gun has to deploy, turning itself immobile, before it can fire.

!!Mobile Demo Trap
----
* MolotovTruck: 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.

!!Angry Mob/Fundamentalists
----
* AngryMob: It's even the unit's name. This being UsefulNotes/TheWarOnTerror, the mobs are armed with {{Molotov Cocktail}}s and guns rather than torches and pitchforks. They can later get AK-47's for maximum destruction.
* GlassCannon: Very dangerous and powerful especially if fully upgraded, they can chew apart anything at an alarming rate. That being said, they are a group of ''armed civilians'' with little military training. Anti-infantry weapons can easily slaughter an entire mob with little trouble.
* ImprovisedWeapon: They initially throw rocks (while a few fire pistols), but can be upgraded to wield AK-47s and replace rocks with a MolotovCocktail.
* MolotovCocktail:
* RegeneratingHealth: An Angry Mob (but not Kassad's Fundamentalists) has the unique ability to heal itself even if it does not gain rank. {{Justified|Trope}} in that the mob, when not fighting, will replace lost members.
* ZergRush: An Angry Mob is a group of 9 civilians with pistols and rocks (until you research Arm The Mob) counting as a single unit.

!!Saboteur/Demolition Saboteur
----
* CooldownManipulation: When a Saboteur infiltrates an enemy Command Center or superweapon, he'll reset the cooldown of their General's Powers and superweapon respectively.
* StealthExpert: Saboteur are always invisible, even when moving.
* TimeBomb: The Demolition Saboteur can place a timed explosive charge on the designated target.
* VideoGameStealing: A Saboteur steals $2000 from the enemy's account upon infiltrating a Supply Center.

!!Rocket Sniper
----
* LongRangeFighter: The Rocket Sniper is trained at firing a RPG up into the sky. The advantage over direct fire is that the rockets travel much further this way; the disadvantage is that aiming takes considerably more time.

!!Assassin
----
* SniperRifle: Assassins are armed with a sniper rifle and roam around the battlefield always looking for enemy soldiers to snipe.

!!Fanatic
----
* DefeatEqualsExplosion: The Fanatic's bomb vest explodes upon death.
* SuicideAttack: Fanatics can detonate the explosives on their vests to do damage roughly equivalent to a Terrorist, causing considerable damage to anything close by.

!!Jarmen Kell
----
* ImprobableAimingSkills: He can shoot through vision slits and windows to kill the crew so that a friendly infantry unit can take it over.
* OneHitKill: Jarmen Kell, once upgraded with a KSVK sniper rifle, can kill the pilot of an enemy helicopter or plane. Out of control, the aircraft crashes into the ground, taking any passengers with it.
* PoisonedWeapons: Dr Thrax outfits Kell with special chemical rounds, which are just as fatal to infantry as a normal bullet, and cause a pool of toxins to spread from the unfortunate target, potentially damaging those nearby.
* SniperRifle: With his sniper rifle, Kell can easily take down other infantry units from a long distance away.
* SnipingTheCockpit: Jarmen Kell can use his aiming skills to kill a vehicle's driver or aircraft's pilot, leaving the former empty and causing the latter to instantly crash.
* StealthExpert: Like the other two hero units, he cannot be seen without detection.
* TimeBomb: Juhziz's Jarmen Kell can place a timed explosive charge on the designated target.

!!Quad Bike
----
* WorkerUnit: The Quad Bike is a non-combat vehicle that allows Workers to move and gather supplies much faster.

!!Mobile Supply Stash
----
* WorkerUnit: The Mobile Supply Stash comes with four Workers and serves as a mobile supply dropoff point, allowing Kassad to empty far away supply docks without the enemy noticing.

!!Scorpion/Mantis/Cobra/Tarantula/Scarab
----
* FragileSpeedster: Unlike other main battle tanks, the Cobra has wheels instead of treads, giving it better mobility, but its armour is the lightest of all [=MBTs=].
* PoisonedWeapons: When the Toxin Shells upgrade is purchased, all Scorpions fire shells laced with anthrax toxin, making them more effective against infantry. Dr Thrax's Tarantulas carry toxins by default, can be fitted with a rocket that is loaded with toxins, and spread a small pool of anthrax when destroyed.
* SmokeOut: The Scarab can eject 4 smoke grenades, which force enemy units and defences which are in range to fire inside the clouds.
* ZergRush: The Scorpion only costs 600 credits and is easy to spam in large numbers.

!!Technical/Toxin Technical
----
* FragileSpeedster: The Technical is fairly fast and can easily flee from pursuing forces, but is also very lightly armed and armoured.
* PoisonedWeapons: Instead of a machine gun, Dr Thrax's Toxin Technical is armed with a chemical sprayer.
* WeaponizedCar: As its name would indicate, the Technical is simply a pickup truck mounted with a machine gun. With battlefield salvage, it can upgrade to recoilless rifles and finally to missile launchers.

!!Badger
----
* AmphibiousAutomobile: The Krait is amphibious and can transport infantry over water.

!!Quad Cannon/Sparka/Sniper Quad Cannon/Python/Quad Tank
----
* AntiAir: They serve as the GLA's basic anti-air vehicle.
* ArchaicWeaponForAnAdvancedAge: The Quad Cannon is a truck mounted with a WWII Flakvierling, which is around 80 years old. The Python is a salvaged Flakpanzer IV, which is almost as old.
* PoisonedWeapons: The Python, like most of Dr. Thrax's weapon systems, fires toxic shells, giving it somewhat better anti-vehicle damage than other GLA anti-air weapons.

!!Toxin Tractor/Camel/Krait
----
* AmphibiousAutomobile: The Camel, unlike normal Toxin Tractors, is amphibious.
* LivingWeapon: Dr Thrax's Toxin Tractors can switch from toxins to viral weaponry, which weaken infected enemies.
* PoisonedWeapons: Toxin Tractors, as their name suggests, are ordinary civilian tractors refitted with crude armour and toxin-spraying turret. The Camel also carries a series of medium-ranged heavy mortars that pack a fair-sized blast radius and are extremely deadly against infantry. The Krait replaces the toxin sprayer with a toxin-tipped autocannon.

!!Marauder
----
* FixedForwardFacingWeapon: The Marauder does not have a turret, so the whole vehicle must turn in order to engage a target.

!!Chameleon/Roach
----
* AmphibiousAutomobile: The Roach is amphibious, making it perfect for sneak attacks.
* ArchaicWeaponForAnAdvancedAge: The Chameleon is a World War II-era weapon refitted to fight in the 2020s.
* CripplingOverspecialization: The Chameleon's cannon has good range and can deal substantial damage to enemy vehicles, but is weak against everything else.
* MeaningfulRename: The Jagdpanzer 38 "Hetzer", renamed Chameleon by the GLA, can camouflage itself when not moving.

!!Basilisk Tank
----
* ArchaicWeaponForAnAdvancedAge: The Basilisk is the WWII American T28 Super Heavy Tank, updated for use in the 2020s.
* MightyGlacier: The Basilisk has undoubtedly the most damaging weapon of any non-artillery vehicle in the entire game, capable of one-shotting most vehicles, but is very slow and vulnerable to enemy air units and artillery.

!!Combat Cycle/Combat Buggy
----
* FragileSpeedster: The Combat Cycle is quick enough to outmanoeuvre most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
* GrenadeLauncher: The Combat Buggy is armed with a grenade launcher when ridden by a Grenadier Terrorist.
* MolotovTruck: When ridden by a Terrorist, the Combat Cycle is outfitted with a demolition pack and impact detonator.
* TauntButton: The Combat Buggy can use its horn to taunt the enemy. This has no in-game effect and is for humorous purposes only.

!!Radar Van/Radar Truck/Radar Tank
----
* InvisibilityCloak: The Radar Truck can be upgraded with an advanced Radar Jammer to shroud itself and everything around it from the enemy.
* SeeTheInvisible: The Radar Van reveals invisible units in its sight range.

!!Bomb Truck
----
* DressingAsTheEnemy: The Bomb Truck can disguise as another vehicle including faction colour.
* MolotovTruck: The Bomb Truck can carry explosives and be upgraded with better explosives or anthrax, or 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. Dr Thrax, on the other hand, has all of them equipped with anthrax and cannot give them HE bombs.
* YouNukeEm: Juhziz can upgrade his Bomb Trucks with Nuclear Bombs.

!!Battle Bus
----
* GarrisonableStructures: On its second health bar, the Battle Bus cannot move and acts like a bunker, from which infantry can still attack.
* MultipleLifeBars: When destroyed, a Battle Bus simply loses its wheels and becomes a stationary bunker for infantry.
* WeaponizedCar: The Battle Bus is a big tour bus fitted with extra plating and a nasty-looking bumper.

!!Rocket Buggy
----
* FragileSpeedster: This thing is a missile battery on a dune buggy. It can run around very fast but doesn't take a lot to kill.
* HitAndRunTactics: The Rocket Buggy is the ideal vehicle for hit-and-run attacks. It outranges defences and though extremely fragile it is equally fast and can easily flee from enemies.
* MacrossMissileMassacre: Rocket Buggies come with three small rocket batteries which fire a barrage of six homing rockets, and can be upgraded with newer batteries that can fire up to eight rockets with the Buggy Ammo upgrade.
* SiegeEngines: The Rocket Buggy is the basic GLA long-range attack vehicle.

!!Latrun
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* ArchaicWeaponForAnAdvancedAge: The Latrun, also known as the KV-2, is a vehicle that last saw combat in 1945, more than 75 years ago.
* PoisonedWeapons: The Latrun can be upgraded with Toxin Shells, which leave behind deadly puddles of anthrax.
* SiegeEngines: The Latrun is armed with a moderate-range cannon that, unlike most artillery in the game, can fire on the move.

!!Scud Launcher/Frog-7 Launcher/Scourge
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* DualModeUnit: Scud 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.
* LivingWeapon: Once Viral Weapons is researched, the Scourge can launch viral warheads, which deal less damage than anthrax but can infect and weaken enemies.
* PoisonedWeapons: These units' anthrax warheads poison infantry and leave behind a cloud of toxin.
* SiegeEngines: These units can launch missiles at the enemy from quite a big distance.

!!Topol-M Launcher
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* SiegeEngines: The Topol-M mobile ICBM launcher carries one of the most destructive projectiles within its launch tube, and boasts the longest range of any GLA artillery.

!!Katyusha
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* MacrossMissileMassacre: The Katyusha is armed with six rockets that have a large spread radius.
* SiegeEngines: The Katyusha is ideal for bombarding groups of enemies from afar.

!!Gadfly
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* AntiAir: The [=9K37=] Buk or 'Gadfly' is Deathstrike's mobile heavy anti-air unit, armed with four powerful surface-to-air missiles.
* CripplingOverspecialization: The Gadfly is helpless against anything that is on the ground.
* RecursiveAmmo: The Gadfly's fragmentation warheads can damage air units over an area near the main target.

!!Scrap Car
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* MolotovTruck: Scrap Cars must be driven by a Grenadier Terrorist to self-destruct on the face of an enemy.
* WeaponizedCar: The Scrap Car's sole purpose is to allow Grenadier Terrorists (who cannot commandeer civilian cars) to use car bombs.

!!Desert Fly
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* FragileSpeedster: The Desert Fly is somewhat fragile for its size and speed, and is heavily advised to steer clear of enemy anti-aircraft weapons.

!!Balloon
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* ImprovisedWeapon: The Balloon is a simple hot air balloon carrying two RPG Troopers who can be switched with whatever a GLA commander has on hand. Though vulnerable and slow, it is very cheap to build and forces opponents to bring along anti-air weapons.

!!Mi-8 Hip
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* DefenselessTransports: The Hip, Deathstrike's aerial transport unit, is not armed by default until upgraded with rocket batteries (which cost more than the helicopter itself).
* MacrossMissileMassacre: The Mi-8 Hip, once upgraded with rocket batteries, can fire its missiles two, six or thirty-six at a time. The more rockets fired at a time, the longer it takes for the Hip to fire again.
[[/folder]]
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