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Final War is a semi-total conversion Game Mod for the Real-Time Strategy game Command & Conquer: Red Alert 2, retelling a story that takes place after the events of the Allied victory over the Soviets in Command & Conquer: Red Alert. In place of the classic Allies and Soviets from the Command & Conquer: Red Alert Series, the mod features four new factions that are only loosely based on these two: the European Coalition, the Eastern Empire, the Remnant Legion and the United African Military Alliance.

The mod can be downloaded here.


This game provides examples of:

  • Adaptation Name Change: Some units from the vanilla game got renamed in the mod: Flak Crew (Flak Trooper), Flaktrak Transport (from Flak Track), Warmaster Tank (Tesla Tank), Mobile Refinery (Slave Miner), Psi Commando (Yuri Clone; not to be confused with the vanilla Psi Commando, a slightly different unit), Hammerhead Sub (Typhoon Attack Sub), Stallion (Nighthawk Transport), Pantheon Mirage Tank (Mirage Tank), Galapagos Battlefortress (Battle Fortress), Tech Center/War Palace/Tech Lab (Battle Lab), Oculus Rift (Gap Generator) and Ares Cannon (Grand Cannon).
  • Airborne Aircraft Carrier: Kirov Cruisers are zeppelins fitted with a loading and unloading bay to house three small MiG fighter-bombers.
  • The All-Seeing A.I.: The AI is omniscient and can target any specific unit or structure, even ones that it isn't supposed to see.
  • Amphibious Automobile: MCVs, Flaktrak Transports, Synapse Transports, Caiman Tank Destroyers and all ATOMOS vehicles can move on land and water alike.
  • Arbitrary Headcount Limit: It is only possible for one player to have one Ore Purifier, one Warp Generator, one Industrial Plant, one Engineering Bay, one Scrapyard, one Warforge, one Recruitment Center, two Ares Cannons, Hellstorm Cannons or Thumper Emplacements, one superweapon of each type, one Iron Sky, one Empire's Pride, one Galapagos Battlefortress, one ECC Tanya, one Hand of the Legion, one Warsmith or one Genesis Device at any given time.
  • Asteroids Monster: An Industrial Plant causes a Bison or Warmaster to release a Terror Drone when destroyed.
  • Attack Drone: Robotic units include the Robot Tank, Squire Drone, Archer AA Drone, Firefly Drone, the Whirldwind's, Skyguard's, and ECC Tanya's drones and Aircraft Carrier's UAVs (European Coalition), Repair Drone, Terror Drone and the Mobile Refinery's mining drones (Eastern Empire), the Defense Drone and Overlord Drone (Angels of Absolution).
  • Awesome Personnel Carrier:
    • Combat Crawlers and the Galapagos Battlefortress are tough-as-nails APCs that can act as mobile bunkers, allowing up to (respectively) four and six infantry to fire outside, making their true weapon highly customisable.
    • Warlord Tanks, the toughest and hardiest tank on the battlefield, are also equipped with a small bunker to transport a single infantryman, who can fire out within the safety of the Warlord.
  • Barrier Warrior: The Iron Sky is a helicopter that can project an Iron Curtain onto a vehicle underneath.
  • Base on Wheels: The MCV is a vehicle that can deploy into a Construction Yard to build other buildings.
  • Beast of Battle: All four factions make use of attack dogs.
  • Bomb Disposal: Engineers can defuse sticky bombs planted by Flankers, Crazy Ivan, Chrono Ivan and Khan.
  • Booby Trap: Mine Traps detonate when an enemy unit steps on them, dealing damage and slowing the survivors.
  • Cast from Hit Points: Deploying a Fallout permanently increases its rate of fire by 50%, but causes it to constantly lose HP until destroyed.
  • Cast from Money: Most support powers except superweapons and a few others require money to be used.
  • Chain Lightning: Volkov's Tesla cannon fires electric bolts that can arc from target to target.
  • Charm Person: Psi Clones and Psi Commandos can mind control enemy units.
  • Color-Coded Armies: In showcase screenshots, the European Coalition is always blue, the Eastern Empire red and the Remnant Legion purple.
  • Contractual Boss Immunity: All heroes and epic units are immune to crushing (including omnicrush), mind control and chaos.
  • Covered in Gunge: In addition to conventional shells, the Mortarnaut's mortar also packs a specialised warhead that explodes into a gooey gunk, slowing enemies by 25%.
  • Cyborg: The Remnant Legion's Attack Dogs and Spydirs are enhanced with robotic implants. The Okhrana hero is the cybernetic commando Volkov.
  • Damage-Increasing Debuff:
    • Units under fire from a Scrapbike or Blight Chopper, or targeted by Focus Fire take an extra 25% damage. The Hand of the Legion and Ghetsis, in particular, can permanently reduce enemy armour (the former by 10%, the latter by 25%).
    • Against buildings, the cryo beams fired by Legionnaires weaken their armour while also dealing damage.
  • Deadly Disc: Acolytes, Flayer ATVs and Aerohive Turrets are equipped with smart discs that use heat-sensor technology to hit aircraft and can also be launched on the ground (in case of the former two).
  • Defeat Equals Explosion: Infernus Devices and Fallout Artillery explode when destroyed, dealing a small amount of area damage to nearby objects.
  • Defenseless Transports: Downplayed. While Synapse Transports and amphibious transports all have weapons, they deal no damage and serve in a purely supportive role.
  • Delayed Explosion: After impact, a Phostek Trooper's grenade bounces once off the ground before exploding.
  • Demolitions Expert: Crazy Ivan is a genius when it comes to explosives.
  • Destructible Projectiles: Catalyst, Dreadnought, Boomer and Kaitan missiles can be shot down by enemy anti-air before they hit.
  • Discard and Draw: Choosing a war contract temporarily locks your access to some of your faction's units, which are replaced by the war contract's, until you choose to cancel it.
  • Dressing as the Enemy: Spies, Agents, Infiltrators, Hijackers and Saboteurs can disguise as any enemy infantry.
  • Drill Tank: Tunneler APCs can travel underground as if it was open air.
  • Drone Deployer:
    • The Aircraft Carrier doesn't attack by itself and serves as a platform for UAVs to dock.
    • The Aurora Platform is a mobile hangar designed to house a Devildog Strike Bomber, has no other weapon and must rely on the Devildog to deal damage.
    • The Whirlwind is armed with two smaller drones armed with beam cannons.
    • The Skyguard Gunship gains access to a drone carrier after a Skyport Gate is built.
    • The ECC Tanya compartmentalises several support platforms for three types of drones, each of which is outfitted for a different job.
    • The Mobile Refinery deploys a contingent of mining drones for 24/7 shifts.
    • Kirov Cruisers are fitted with a loading and unloading bay to house three small MiG fighter-bombers.
    • The Minelayer is fitted with a production core which builds autonomous explosive drones.
  • Drop Pod: The ATOMOS Warp Reactor can deploy Peacekeepers, Javelins and Siegesuits via drop pods.
  • Dual Mode Unit:
    • The MCV is a vehicle that can deploy into a Construction Yard to build other structures (although this transition is one-way if packable MCVs is disabled).
    • Desolators can deploy to switch between firing their rad cannons directly at enemies or becoming immobile and irradiating their entire surroundings and kill many more infantry and even other ground units like tanks.
    • Havocs, Obliterators, Hammer Mobile Turrets and Ironfires can deploy to increase their firepower and range at the cost of mobility.
    • In its default mode, the Hyena can move and do nothing else; it can only boost allies' rate of fire and damage by deploying into an immobile mode.
    • The Minelayer has two modes: the default mode where it can move at its normal speed and do nothing else, and a deployed mode where it moves significantly slower but becomes capable of producing mines.
    • When airborne, the Siege Chopper uses a machine gun effective against infantry. When landed on the ground, it deploys a long-ranged artillery cannon to use against buildings.
  • Earthquake Machine: Legion Thumper Emplacements utilise top-heavy kinetic generators to unleash seismic blasts at focused points on the battlefield.
  • EMP:
    • The Debilitator Platform fires a constant EM beam designed to disable a single vehicle or defensive structure.
    • The Whitehawk and Stormeagle are armed with a ground-tracking EMP missile that can detonate in a 2 cell radius and short vehicles for 15 seconds.
    • Volkov's cannon induces a brief EMP effect to momentarily stun enemies.
    • Against vehicles, the ECC Tanya fires a missile laced with an EMP warhead to disable them.
  • Enemy Exchange Program: In addition to the classic Command & Conquer way of capturing enemy production buildings with Engineers, it is also possible to make use of enemy units by mind controlling them with Psi Clones and Psi Commandos or hijacking them (if they're vehicles) with Overlord Drones, then sending them to an Engineering Bay to unlock them for production.
  • Enemy Summoner: An Officer can four Conscripts for free with their 'attack'.
  • The Engineer: Engineers can defuse bombs, repair bridges and your buildings, capture enemy and neutral buildings, repair destroyed tech buildings, or repair vehicles when put inside a Crusader, Puma or Badger.
  • Evil-Detecting Dog: Attack Dogs can snuff out disguised enemies without having to be manually controlled to do so.
  • Fast Tunneling: The Tunneler APC can move underground as if it was open air.
  • Field Power Effect: The Enhancer Node increases the armour and speed of friendly within 3 cells by 25%.
  • Fire-Breathing Weapon: Flamethrowers are used by the Eastern Empire's Pyroscript, Infernus Device, Scorcher, Bolla Chopper, and the People's Militia Combat Crawler (by default).
  • Flying Saucer: The Floating Disks, which serve as observation craft for the Interlopers, appear straight out of a sci-fi B movie.
  • Freeze Ray: Hailstorm Turrets, Legionnaires, Robot Tanks and Skyguard Gunships fire beams of sheer cold that both deal damage and leave behind clouds of frozen air.
  • Friendly Fireproof: The nature of the alloys used in the construction of the Minelayer's mines allows them to safely pass through their own explosions.
  • Garrisonable Structures:
    • Many civilian buildings as well as Battle Bunkers (a basic defensive structure available to all factions) can be garrisoned by most non-heroic infantry, who receive a bonus to range and damage, but can't fire on aircraft. Garrisonable structures can only be repaired by Engineers and nothing else, and will pass part of the damage they take upon the occupants (except the neutral Bunkers and buildable Battle Bunkers, whose occupants are protected from damage until they're forced out when the former takes enough damage or the latter is destroyed).
    • The Biospire can be garrisoned by human infantry who cannot fire from it but instead cause it to generate more power.
    • The Tank Bunker can be occupied by a turreted non-hovering vehicle which is only vulnerable to certain attacks.
    • Infantry and vehicles (except the biggest ones like Warlords or epic units) can enter the Tunnel Network or a tunnel entrance and exit on the other side. They cannot fire from neither the main building nor an entrance, and losing both will erase all units within.
  • Gas Mask Mooks: Pyroscripts are depicted with gas masks in their cameos.
  • Gathering Steam: Over several seconds, as long as their weapon is focused on a single target, the Shredstorm Sub gains firing speed and range, the Twister MLRS and Porcupine fire more and more missiles, and the Elephant Tank fire more projectiles from a farther range and at a faster rate.
  • Gatling Good: The gatling guns of Shredstorm Subs fire a steady stream of bullets that speeds up the longer the gun fires on a single target (or another nearby).
  • Grenade Launcher: The underslung barrel of the Mercenary's rifle fires grenades effective against armoured targets.
  • Hate Plague: Synapse Transports, Hover Transports and Predafly Disruptors can send enemy units into a state of confusion where they attack any target, friend or foe, for a short time.
  • Hazmat Suit: Desolators wear hazmat suits to protect themselves from their radioactive weapons.
  • Hero Unit: Winston (European Coalition), Burton (ATOMOS), Tsunami (Crusaders), Boris (Eastern Empire and People's Militia), Crazy Ivan (People's Militia), Volkov (Okhrana), Ghetsis (Remnant Legion) and Card (UAMA). If a War Contract is selected, they are replaced by Mortarnaut (Mercenary Warlords) and Pertura (AcheronTech). Secret Labs can provide access to Chrono Ivan, Khan and Mythos.
  • Hover Tank: The Artificer Hover Tank can float over any body of water with ease, allowing it to attack unsuspecting enemies from almost any direction.
  • Humongous Mecha: The Avatar is a giant walker which towers over everything else on the battlefield.
  • Immune to Mind Control: Psi Clones and Psi Commandos cannot mind control MCVs, heroes, robots, cyborgs, beasts, miners and enemy Psi Clones and Psi Commandos.
  • Instant Armor:
    • The universal support power Force Shield turns targeted buildings invulnerable for a short period of time.
    • The Empire support superweapon Iron Curtain, the Okhrana's Shield and the Iron Sky imbue seemingly impossible physical strength on vehicles, turning them completely invulnerable temporarily.
    • The Mobius Device generates a magnetic repulsion field around friendly units, reducing damage taken down to 10% for 45 seconds.
    • Weld Armor permanently increases the armour of Terror Drones and Repair Drones in the targeted area by 25%.
  • Invisibility Cloak: When a Masquerade Engines activates, it hides allied vehicles outside visible light for a short duration. When Phase-Shift Cloakfields is activated, it (among others) turns allied units in a targeted area invisible for 45 seconds.
  • Invisibility Flicker: Shadow Engineers, Shadow Agents and Shadow Miners are equipped with cloaking devices, allowing them to intermittently flicker in and out of invisibility.
  • It's Raining Men: ATOMOS can deploy Rangers and Javelin Soldiers via orbital drop, and capturing a Tech Airport gives one access to paradrops.
  • Jack of All Stats: The Crusader IFT and Puma IFV are equipped with an adaptation system which changes the Crusader or Puma's weapon based on the infantry garrisoned inside: anti-air missiles (normal mode), a sniper rifle (basic infantry), a repair beam (Engineers) or an anti-vehicle cannon (other combat infantry).
  • Jet Pack: Rocketeers, Nimbus Suits and Tsunami have jetpacks to fly around.
  • Kill Sat:
    • The Shield of Okhrana is fired from a satellite in orbit. While its primary purpose is to temporarily turn a single vehicle invulnerable, it can also be fired at enemy infantry, killing them instantly.
    • The Icarus Laser Array is a sophisticated communications device that can call laser strikes from low-orbit satellites after a small 'warning' delay.
    • The Warsmith's Satellite Strike ability causes an orbiting AcheronTech Satellite to strike.
    • The ATOMOS Chrono Cannon Uplink communicates with an ATOMOS Satellite, which can magnify energy and fire it from its Chrono Accelerator Cannon, resulting in a large, wide impact blast which disables all vehicles and structures for a short duration.
  • Laser Sight: Boris and Tsunami use one to paint enemy buildings and call airstrikes on them.
  • Life Drain: Tunneler APCs can repair themselves as they attack enemies.
  • Lightning Gun: Tesla weapons are used by the Eastern Empire's Tesla Trooper, Warmaster Tank, Stingray, Tesla Coil and the Okhrana hero Volkov. The Warmaster's cannon is notable for being attuned to such a frequency as to maximise their damage against metal, which reduces the Warmaster's effectiveness against infantry.
  • Loud of War: The Artificer Hover Tank is equipped with a sonic cannon good against vehicles.
  • Macross Missile Massacre:
    • The Starstorm Artillery and Aegis Cruiser are designed to tear apart structures and aircraft (respectively) with multiple missiles fired at once.
    • When activated, the Multi-Missile Barrage launches 12 missiles which will hit random points within the selected area.
  • Mad Bomber: Crazy Ivan is an explosives expert, and he is definitely not what you'd call 'sane'.
  • Magnetic Weapons: Ghetsis, Lancer Exosuits, Leopard Tanks, Kinetic Towers, Stratus Cannons, Cataphracts, Railcruisers and the Hand of the Legion are armed with railguns courtesy of AcheronTech.
  • Man in the Machine: The Remnant Legion's Spydirs are created from dead members resurrected with robotic implants.
  • Master of All: The Combat Crawler and Galapagos Battlefortress are capable of carrying several infantrymen and allowing them to fire from their many operable gun ports. Properly kitted with the correct soldiers, they can be adapted against any kind of enemies.
  • Master of Disguise: Hijackers and infiltration units can disguise as any enemy infantry.
  • The Medic: The Medic's, Repair Drone's and Dragonfly's main purposes are to heal other infantry, repair vehicles, and repair aircraft (respectively). Engineers can repair vehicles when put inside a Crusader, Puma, Combat Crawler or Badger.
  • Mercenary Units: Any commander, regardless of faction, can choose a War Contract or capture a Secret Lab to gain access to special units unavailable elsewhere.
  • Mind over Matter: Adepts graft small gravity disruptors onto their form in order to manipulate metallic objects.
  • Mobile Factory: The MCV is a vehicle that deploys into the Construction Yard, a building essential for the construction of other buildings.
  • Molotov Truck: Demo Cycles, Demo Trucks and Demo Sleds are filled with explosives and designed to blow themselves up in the face of the enemy.
  • Money Multiplier: Ore Purifiers increase the amount of money you get from ore by 20%.
  • Mook Commander:
    • Officers and Preserver Ambulances buff the armour of all infantry around them by 25%.
    • Mobile Armories and Pertura constantly repair nearby vehicles and increase their firepower.
  • Mook Maker: The Scrapyard and Skyport Gate provide free units (Scrapbikes for the former, Rocketeers, Nimbus Suits, Fireflies and Skyguard Gunships for the latter) on regular intervals.
  • Nitro Boost: The Temporal Array boosts the speed of all nearby player units by 25%.
  • No Experience Points for Medic: Units only gain experience from killing enemy units, so support units like Medics never gain experience.
  • Non-Combat EXP:
    • Infiltrating an enemy Barracks or capturing a Tech Academy causes all infantry and non-hero units (respectively) to be built as veteran. Note that unlike in the vanilla game, this does not apply to War Factories (which unlock access to a special tank when infiltrated).
    • Rangers, Javelins and Siegesuits deployed via Orbital Drop and Orbital Siege start as veteran.
    • Structures that cause friendly units to be built as veteran are the Recruitment Center (Pyroscripts, Flak Crew and Tesla Troopers), Scrapyard (Flayers) and Warforge (Kaitans).
    • Random units provided by the Mercenary Warlords are built as elite.
  • No Self-Buffs: Medics, Repair Drones and Relapse Repair Trucks can heal and repair other units, but not themselves. Masquerade Engines, which turn other units invisible, can never become invisible themselves.
  • One-Hit Kill:
    • Vehicles the size of an MBT or bigger are capable of crushing infantry, instantly killing them, though that doesn't work on heavily armoured infantry or heroes. Epic units can also crush smaller vehicles and walls.
    • Infantry units, no matter how much HP they have, are food if attacked by an Attack Dog, Defense Drone or Terror Drone. In turn, a Terror Drone inside a vehicle is vulnerable to being instantly destroyed if that vehicle is repaired.
    • Any infantry targeted by Chronosphere or Iron Curtain will die instantly (except teleporting infantry in case of the former).
    • EMP causes aircraft to instantly crash, and vehicles hovering above water to instantly sink.
    • If a Magnetron drops a lifted vehicle on another object, both will be instantly blown up.
    • When Mythos enters a building, that building is instantly destroyed.
  • One-Hit Polykill: The Railcruiser and Hand of the Legion's rail cannon deals damage to everything in its path, friend or foe.
  • Our Centaurs Are Different: The Spydir is a cyborg with a human upper body and a spider-like quadrupedal lower body.
  • Ornamental Weapon: Officers carry ceremonial sabres which never get used to stab enemies.
  • Poisoned Weapons:
    • Khan fires special darts filled with a biologically engineered pathogen, causing the victim to rapidly develop large sores and blisters, as well as severe organ damage and necrosis. When the pathogen has reached critical mass within a victim's body, the skin ruptures, ejecting toxic gases and killing the host.
    • Scattershots fire missiles laced with deadly pathogens.
    • Rotgut Carrier Gunships are equipped with powerful corrosive bombs that can reduce structures to pools of goo.
  • Powered Armor: Siegesuits wear large and bulky exoskeletons, which protect them from Attack Dogs and crushing, but take up an extra space in transports.
  • Power Parasite: Winston's weapon can pull an unwitting enemy infantry into a pocket dimension, allowing Winston to use that infantry's weapon on auto-fire.
  • Power Floats: Thanks to their telekinetic abilities, Adepts are capable of hovering and moving over water.
  • Private Military Contractors: AcheronTech and the Mercenary Warlords are privately-owned military forces willing to sell their services to anyone that can pay.
  • Puppet King: The leaders of the Eastern Empire used to be puppet 'democratic' rulers installed by the European Coalition until they turned against their erstwhile masters and formed the Eastern Empire.
  • Random Number God: Each Secret Lab can unlock one among 14 units, and which unit you get when capturing a particular Secret Lab is completely randomised.
  • Ray Gun: Siegesuits, Pantheon Tanks, Simulacrum Gunships, Destroyers, Prism Towers and Prism Tanks are armed with prism cannons; Legionnaires, Archers and Tsunami fire cryo beams; Spydirs, Raiders, Card and the Avatar use laser beams.
  • Recursive Ammo:
    • Obliterator cluster missiles fly over their targets and explode into five fragments.
    • The shells fired by Ares Cannons split upon impact and can scatter into more enemies.
  • Reflecting Laser: The beam fired by a Refractor or Prism Tank refracts off its primary target onto surrounding units.
  • La RĂ©sistance: Khan originally came from an alternate timeline where Yuri dominates the world but people develop a mutation that can't be controlled and he leads the resistance against Yuri.
  • Robot Dog: The Remnant Legion's Attack Dogs are cybernetically enhanced, though this doesn't make them any different from the other factions' dogs.
  • See the Invisible: Construction Yards, Radars, dogs, Robot Tanks, Defense Drones, Repair Drones, Debilitator Platforms, Mobile Armories, Synapse Transports, Warsmiths, anti-air defences, basic ships and Destroyers can detect invisible or submerged enemy units.
  • Shotguns Are Just Better: When deployed, a Havoc's gun can fire several projectiles at once over a large area, allowing them to deal with groups of infantry at once.
  • Siege Engines: The Icarus Laser Array, Aurora Platform, Scapeshift Platform, Aircraft Carrier, Fallout Artillery, Juggernaut, Catalyst Launcher, Dreadnought, Scattershot, Railcruiser and Cataphract outrange most base defences and are good against buildings.
  • Smoke Out: Dragonwing bombs leave behind smoke screens, which can shut down enemy weaponry.
  • Sniper Rifle: Crusader IFTs (when carrying a basic infantry unit) and Khan are equipped with sniper rifles to kill enemy infantry from long ranges.
  • Sniping the Cockpit: The Basilisk's warhead penetrates vehicle armour and explodes inside, killing the driver.
  • Stance System: The Industrial Plant can switch between 3 different strategies: Enriched Fuel (increased speed for radiation units), Fuel Additives (increased damage for flamer units) and Overchargers (increased rate of fire for Tesla units). A strategy can be cancelled if at least 3 minutes have elapsed since it was chosen; a new strategy can be chosen 30 seconds after that.
  • Sticky Bomb: The bombs used by Flankers, Crazy Ivan, Chrono Ivan and Khan stick to the target after being thrown, and explode after a few seconds.
  • Stone Wall: All worker units have a lot of health, but are only armed with a normal machine gun (in case of War Miners and Mobile Refineries) or nothing at all (for MCVs, Chrono Miners, Scarab Miners and Vulpec Miners) to defend themselves outside of crushing.
  • Suicide Attack: When Mythos enters a building, both himself and the building are destroyed.
  • Team Switzerland: The United States and Canada remain neutral in the conflict between the European Coalition and Eastern Empire, and the loading screen of a spectator in a multiplayer game shows a map of North America.
  • Teleportation:
    • Chrono Miners can automatically teleport themselves to any unoccupied friendly Ore Refinery with their cargo. This also ejects any Terror Drone which is infesting the Chrono Miner.
    • The Coalition secondary superweapon Chronosphere can teleport a group of vehicles to any point on the map.
    • ATOMOS Warp Generators can be garrisoned by infantry who can then exit from any Warp Generator across the map.
  • Throw Down the Bomblet: Flankers, Crazy Ivan, Chrono Ivan and Khan throw sticky grenades, which attach to the target and detonate after a short time.
  • Time Bomb: It takes a sticky grenade a few seconds after being planted to explode.
  • Veteran Unit: Combat units (except beasts, robots, cyborgs and Mercenary Warlords units) can gain experience by killing foes and get promoted once the total cost of their kills exceed eight (for Veteran rank) and sixteen (for Elite rank) times their own. Remnant Legion vehicles that gain veterancy look different from equivalent rookie units as they graft pieces of scrap onto their hulls.
  • Weather-Control Machine: Cloud seeding technology is used by the European Coalition to create storm cells. The Aetherial Siege Engine creates a single small cell at once which hits the ground with one lightning bolt; the Photon Strike Jet (called by either Tsunami or the Seeds of Photon support power) creates several cells in a line which strike once each; and the Weather Controller creates a massive, highly damaging lightning storm over a large area.
  • Worker Unit: The Construction Yard, which builds other buildings; and miners, which gather ore and bring them to refineries to process into money.
  • You Nuke 'Em: The iconic Empire superweapon is a big Tactical Nuke Silo. Smaller nuclear warheads are used by the Demolition Truck, Fallout Artillery and Multi-Missile Barrage.
  • You Require More Vespene Gas: Credits (needed to build all units and buildings or use most support powers) would be gold. Power is, well, power: it is produced by power plants and required by many buildings; having power demand exceed power supply would result in production speed being slowed down, radar and most base defences shutting down and support power cooldowns being put on hold. Population is exclusively used by jet aircraft: each Airfield or Runway increases the maximum number of jets available by 2.
  • You Shall Not Pass!: Desolators can create a contamination zone deadlier than a nuclear missile's, and destroy nearly anything that comes through in a matter of moments.
  • You Will Not Evade Me: Magnetrons can lift enemy vehicles into the air and drag them towards themselves before dropping them back into the ground.

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