:::::::::::::::::::::::::::::::::::::
:: Command & Conquer: Generals FAQ ::
:::::::::::::::::::::::::::::::::::::

Object: Command and Conquers Generals v1.6
FAQ version: 1.0

by: Emperor
Copyright 2003 John I Hessler ([email protected])

00000000000000000000
0 Writer's Comment 0
00000000000000000000

It is just some information. When you become disgusted after reading
this comment, sorry, I don't mean it.

As all civilized and intelligent people realize the importance of
copyright, I do not need to repeat it and when it should be used:).

I would like you to know that this is my 1st (and perhaps last) FAQ.
It will be my pleasure to know that this FAQ may at least give you
readers satisfaction, together with lots of other good FAQs.

If anyone wishes to include this FAQ in a website, my prior permission
is not required. Just notify me via e-mail, and, of course, regarding to
what we talk about copyright above, credit me for this work. I worked on
and tested it for about 3-4 months, so I think I deserve some credits.
Not too difficult, isn't it?^_^

Before someone protesting, I must tell that some may notice that my format
looks like that of the 'posthumous' www.cncuniverse.com. Frankly speaking,
I wrote this fact in memoriam of the site. Moreover, I love its format,
so I adapted it in my FAQ. However, the data contained herein is my work,
I just took the format and learnt how to write a FAQ.

E-mail me if you have suggestions, questions, corrections, or anything
concerning with this FAQ. I realize that I might make some mistakes.
You may also correct my grammar, spelling, etc,but not my lifestyle:).
Just do not expect a quick reply as I rarely go to internet house and
read e-mail [pssst.. I do not have much money to go there even for 2
hours per month :'-( ]. It also means "please do not send junk mails
for it takes my precious time and money to clean it".

My thanks go to Electronic Arts for making such a great game and my
cousins and my brother who always helped me by supplying information,
discussing this game so I could get some information, and most
importantly, giving me access to play it for FREE in his workplace:).
Consequently, I also thank the site(s) hosting my FAQs so I can
continue by thanking you all readers.

Thank you for reading it. Now proceed with cautions, General, and
good luck...

+++++++++++++++++++++
+ Table of Contents +
+++++++++++++++++++++

A. General Information
  1 Purpose
  2 Scenario Purpose
  3 General Power and General Rank
  4 Buildings
    a Base Buildings
    b Neutral Buildings
    c Miscellaneous Building
  5 Units
  6 Damage and Armor
    a Armor
    b Continuous Damage
  7 Bonus Modifier
  8 Field Objects
B. Shortcuts
  1 General Shortcuts
  2 China Units
  3 China Buildings
  4 GLA Units
  5 GLA Buildings
  6 USA Units
  7 USA Buildings
C. Info on the Opposing Sides
  China
  1 China General Powers
  2 China Units
    a China Aircraft
    b China Infantry
    c China Vehicles
  3 China Structures
  4 China Upgrades
  GLA
  1 GLA General Powers
  2 GLA Units
    a GLA Aircraft
    b GLA Infantry
    c GLA Vehicles
  3 GLA Buildings
  4 GLA Upgrades
  USA
  1 USA General Powers
  2 USA Units
    a US Aircraft
    b US Drones
    b US Infantry
    c US Vehicles
  3 USA Structures
  4 USA Upgrades
  Neutral
  1 Neutral Units
  2 Tech Buildings
  3 Civilian Buildings
D. Miscellaneous
  1 Did You Know?
  2 Places and Events

++++++++++++++++++++++++++
| A. General Information |
++++++++++++++++++++++++++

=========
1 Purpose
=========

Generally, the purpose of the skirmish done by players
(either against computer AI or other players) is to destroy
or seize all enemy base buildings. Note that civilian structures,
like Oil Derrick, Oil Refinery, Hospital, etc are not counted as
base buildings. However, to achieve this purpose is much more
difficult than to merely say it as their enemies are not sitting
calmly and watching other players capturing and/or destroying their
buildings. Instead of leaving it easy to the enemy, all
players will try to heavily protect their bases and launch an
attack to get supremacy when the time is ripe. So, it is obvious
that the main objective is to end the enemy’s presence by
destroying their buildings, but it should also be remembered that
the enemy will also try to end non-allied players’ existence, and
it means players must also defend their bases.

=================
2 Scenario Purpose
=================

There are 21 scenarios available in this game, in which USA, China,
and GLA have an average of 7 scenarios each. The objectives of those
scenarios are usually different. The most common goals are to
eliminate enemy resistance, but there are some scenarios that
require the players to capture some special buildings (GLA mission
7, for example), protect allied convoy (USA mission 4 if I am not
mistaken), etc. Just analyze the conditions required for each
scenario.

=================================
3 General Power and General Rank
=================================

Every player playing this game is allowed to access some abilities
which are thought to be useful in accomplishing the mission. Those
abilities are called General Powers. There are 14 General Powers,
but players can only choose up to 7 General Powers.
1 Star General requires 0 point and gives a player 1 General Point.
2 Star General requires 800 points and gives a player 1 General Point.
3 Star General requires 1500 points and gives a player 1 General Point.
4 Star General requires 2500 points and gives a player 1 General Point.
5 Star General requires 5000 points and gives a player 3 General Points.

============
4 Buildings
============

-------------------
(a) Base Buildings
-------------------

Buildings in this game play important roles, even civilian buildings.
Base buildings are usually used to produce and repair units, research
and upgrade, etc. Every building has its own functions that can be read
in other sections of this document.
Base buildings can be categorized into several types:

Power Generator
This kind of building generates energy to power a base. If power is low,
some buildings cease to function. Only China and USA have this building
type.

Supply Center
Supply Center is the building which processes supply into cash. Without
this building, supply is just a pile of boxes. All sides have one kind
of this building.

Unit Production
It is where the units come. Unit production buildings are able to repair
and heal the unit types they produce. For example, GLA Barracks may heal
injured Rebel or Ranger. China and USA have three kinds of this type:
Barracks, War Factory, and Air Field while GLA just operates Barracks
and Arms Dealer. Command Center is not included because it has different
roles though sure it can produce (but not heal or repair) builders.

Base Defense
This is the type that makes the enemy think twice to attack a base.
Base defense is a building that can deliver some damage to the incoming
hostile units. Among the three warring sides, USA has only Patriot to
protect her base. To some extent, Strategy Center running Bombardment
Battle Plan is also a good base defense. China operates her Gattling
Cannon and Bunker. GLA has Tunnel Network, Stinger Site, Demo Trap, and
Palace to defend its base.

Threshold Building
What is meant here are buildings that are required to build advanced
buildings and units. All sides have one. USA relies on her Strategy
Center, China depends on her Propaganda Center, and GLA leans on its
Palace for better technology. Well, the name seems not to imply what
I mean, but I don’t have a better name…

Superweapon
The most prestigious, feared, and destructive weapons of all sides
are produced in this kind of building. It takes a lot of money and
time to build such building. China shakes the world with her
devastating Nuclear Missile, USA sweeps the enemies clean with her
deadly Particle Cannon, and GLA spreads terror with its deadly Scud
Storm.

------------------
(b) Neutral Buildings
------------------

Buildings that no side can build but can be repaired by any side,
is called Neutral Buildings. Neutral Buildings are various, but they
can be classified into:

Civilian Building
The most common building of belonged to civilian, this building
consists of a lot of shapes and forms, all resembling houses, offices,
and city buildings. Civilian Buildings are usually capable of
garrisoning infantry, therefore quite deadly to the units unprepared.
When a side garrisons a Civilian Building, the flag with the colour
of the claimer is raised.

Tech Building
Tech Buildings are buildings belonging to civilian but can be captured
by either side. Tech Buildings can not be garrisoned but can be
repaired. Capturing a Tech Building will usually be beneficial,
depending on the Tech Building captured. There are three kinds of
Tech Buildings. The first one is Tech Hospital, the second Tech Oil
Derrick, and the last Tech Oil Refinery. Tech Buildings, once destroyed,
can not be rebuilt in any way.

-----------------------
(c) Miscellaneous Building
-----------------------

Buildings belonging to this type are usually available in scenarios, for
example Chemical Bunker (GLA Mission 5), Bio Toxin Factory (China
Mission 4).

======
5 Units
======

Units play more important roles in this game. It’s very rare, if not
impossible, to see a victory is achieved without units (even if you
are turreting your enemy, remember that it is the Construction Dozer
or Worker that builds the building). Units are mostly used for offensive
missions, but some are not. Hacker, for example, is usually used to
generate income.
There are some kinds of units here. Infantry, Vehicles, Aircraft,
and Drones.

Infantry
All that are humans are infantry. It is as simple as that. Compared
to vehicles, infantry have less HP and firepower, making them less
beloved than vehicles. Here are common characteristics of infantry:
- As said before, usually in the form of human.
- Usually trained in Barracks (except Troop Crawler’s Red Guards,
 Tunnel Network’s Missile Defender, Ranger Drop and Rebel Ambush
 General Powers).
- Can be healed in Barracks.
- Enjoy infantry healing bonus from Tech Hospital capture.
- Mostly capable of garrisoning buildings (except Angry Mob).
- Usually resistant to missiles and tank shells.
- Generally can be crushed by vehicles (except Heroes).
- Commonly vulnerable to particle beam, sniper, fleshy sniper,
 small arms, Comanche Vulcan, poison and radiation and flame
 (except Bio Hazard Infantry in GLA Mission 5), and surrender
 damage.

Vehicles
Ground vehicles are what this section refers to. Vehicles are
usually tougher than infantry, no wonder most of them are capable
of taking more punishment from enemy fire than infantry are. There
are a lot of uses of vehicles, Troop Crawler as transport, for
example, but mostly are used for delivering damage. If damaged,
vehicles can be repaired in War Factory or Arms Dealer.
Common characteristics of vehicles:
- Of mechanical forms.
- Can crush infantry.
- Usually vulnerable to missiles and tank shells (some are not,
 Toxin Truck is quite resistant to missiles, for example).
- Receive build cost reduction bonus from Tech Oil Refinery capture.
- Most are resistant to anti infantry damage (see infantry above).
- Mainly assembled in War Factory or Arms Dealer (except Car Bomb).

Aircraft
The name implies what it is. Vehicles that fly are what aircraft is.
Aircraft can only be repaired in the Air Field.
Common characteristics of aircraft:
- They move by flight and mostly faster than ground vehicles.
- Most need to dock to Air Field to reload (except Comanche, A-10,
 Cargo Plane, B-52).
- More vulnerable than vehicles.
- Receive build cost reduction bonus from Tech Oil Refinery capture
 (except unbuildable aircraft).
- Usually need to refuel in the Air Field (except Comanche, Chinook,
 A-10, Cargo Plane, B-52) after taking a long flight.


Drones
Drones are small mechanical units deployed for specific jobs. Only US
vehicles can build Drones. They can not be repaired in any ways.
Common characteristics of drones:
- Always hover.
- Can’t enter transport or Tunnel Network.
- Very vulnerable.

=================
6 Damage and Armor
=================

----------
(a) Armor
----------

Some units are resistant to other units and some are vulnerable. It
mostly depends on the armor of the attacked and the damage type of
the attacker. The higher the percentage listed, the more damage is
taken by the armor. Default damage refers to the damage that is not
enlisted below.

Airplane Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 120%
Damage Type: Gattling: 120%
Damage Type: Explosion: 100%
Damage Type: Infantry Missile: 120%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Jet Missile: 25%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Sniper: 1%
Damage Type: Fleshy Sniper: 0%

Anti Air Vehicle Armor
Damage Type: Jet Missile: 30%
Damage Type: Stealth Jet Missile: 30%
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 50%
Damage Type: Sniper: 1%
Damage Type: Fleshy Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%

Avalanche Armor
Damage Type: Default: 0%
Damage Type: Explosion: 100%
Damage Type: Unresistable: 100%
Damage Type: Infantry Missile: 100%
Damage Type: Aurora Bomb: 100%
Damage Type: Land Mine: 100%
Damage Type: Jet Missile: 100%
Damage Type: Stealth Jet Missile: 100%

Ballistic Missile Armor
Damage Type: Default: 80%
Damage Type: Falling: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%

Base Defense Armor
Damage Type: Default: 100%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 25%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Sniper: 0%
Damage Type: Fleshy Sniper: 0%
Damage Type: Poison: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 25%
Damage Type: Particle Beam: 200%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 200%
Damage Type: Stealth Jet Missile: 250%
Damage Type: Jet Missile: 25%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%

Chinook Armor
Damage Type: Default: 50%
Damage Type: Infantry Missile: 25%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Hazard Cleanup: 0%

Comanche Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 120%
Damage Type: Gattling: 120%
Damage Type: Explosion: 130%
Damage Type: Infantry Missile: 120%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%

Dozer Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 25%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 25%
Damage Type: Flame: 25%
Damage Type: Radiation: 50%
Damage Type: Poison: 25%
Damage Type: Sniper: 1%
Damage Type: Fleshy Sniper: 0%
Damage Type: Melee:  0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Land Mine: 0%

Dragon Tank Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 25%
Damage Type: Gattling:  25%
Damage Type: Comanche Vulcan: 25%
Damage Type: Flame: 0%
Damage Type: Radiation: 50%
Damage Type: Poison: 25%
Damage Type: Sniper: 1%
Damage Type: Fleshy Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Molotov Cocktail: 20%
Damage Type: Infantry Missile: 20%

Hazardous Material Armor
Damage Type: Default: 0%
Damage Type: Hazard Cleanup: 100%
Damage Type: Flame: 0%

HazMat Human Armor
Damage Type: Crush: 200%
Damage Type: Armor Piercing: 10%
Damage Type: Sniper: 200%
Damage Type: Fleshy Sniper: 200%
Damage Type: Flame: 25%
Damage Type: Laser: 25%
Damage Type: Poison: 0%
Damage Type: Radiation: 0%
Damage Type: Particle Beam: 150%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%

Human Armor
Damage Type: Crush: 200%
Damage Type: Armor Piercing: 10%
Damage Type: Infantry Missile: 10%
Damage Type: Flame: 150%
Damage Type: Particle Beam: 150%
Damage Type: Sniper: 200%
Damage Type: Fleshy Sniper: 200%
Damage Type: Laser: 50%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%

Humvee Armor
Damage Type: Jet Missile: 30%
Damage Type: Stealth Jet Missile: 30%
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 50%
Damage Type: Sniper: 1%
Damage Type: Fleshy Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Flame: 50%

Invulnerable Armor
Damage Type: Default: 1%
Damage Type: Hazard Cleanup: 0%
Damage Type: Surrender: 0%

Invulnerable All Armor
Damage Type: Default: 0%
Damage Type: Unresistable: 100%

Mine Armor
Damage Type: Default: 100%
Damage Type: Land Mine: 0%
Damage Type: Poison: 0%
Damage Type: Radiation: 0%
Damage Type: Hazard Cleanup: 0%

No Armor
Damage Type: Default: 100%
Damage Type: Hazard Cleanup: 0%

Projectile Armor
Damage Type: Default: 25%
Damage Type: Falling: 0%
Damage Type: Laser: 100%
Damage Type: Small Arms: 25%
Damage Type: Gattling: 25%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%

Stinger Site Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Sniper: 1%
Damage Type: Fleshy Sniper: 1%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 25%
Damage Type: Particle Beam: 200%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 1%
Damage Type: Aurora Bomb: 200%
Damage Type: Stealth Jet Missile: 250%
Damage Type: Jet Missile: 40%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%

Stinger Soldier Armor
Damage Type: Default: 25%
Damage Type: Explosion: 10%
Damage Type: Flame: 100%
Damage Type: Poison: 100%
Damage Type: Armor Piercing: 10%
Damage Type: Infantry Missile: 10%
Damage Type: Particle Beam: 10%
Damage Type: Crush: 200%
Damage Type: Sniper: 200%
Damage Type: Fleshy Sniper: 200%
Damage Type: Gattling: 0%
Damage Type: Small Arms: 100%
Damage Type: Comanche Vulcan: 0%
Damage Type: Jet Missile: 0%
Damage Type: Laser: 25%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%

Structure Armor
Damage Type: Default: 100%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Sniper: 0%
Damage Type: Fleshy Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 50%
Damage Type: Particle Beam: 200%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 250%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%

Structure Armor Tough
Damage Type: Default: 100%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Sniper: 0%
Damage Type: Fleshy Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 50%
Damage Type: Particle Beam: 25%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 250%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Explosion: 80%

Tank Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 25%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 25%
Damage Type: Flame: 25%
Damage Type: Radiation: 50%
Damage Type: Poison: 25%
Damage Type: Sniper: 1%
Damage Type: Fleshy Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%

Toxin Truck Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 0%
Damage Type: Radiation: 0%
Damage Type: Sniper: 1%
Damage Type: Fleshy Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Molotov Cocktail: 20%
Damage Type: Infantry Missile: 20%

Tree Armor
Damage Type: Default: 0%
Damage Type: Flame: 100%
Damage Type: Particle Beam: 100%
Damage Type: Unresistable: 100%

Truck Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 50%
Damage Type: Sniper: 1%
Damage Type: Fleshy Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser:  0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%

Upgraded Tank Armor
Damage Type: Crush: 30%
Damage Type: Small Arms: 20%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 20%
Damage Type: Flame: 10%
Damage Type: Poison: 10%
Damage Type: Sniper:  1%
Damage Type: Fleshy Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%

Vulnerable All Armor
Damage Type: Default: 100%
Damage Type: Hazard Cleanup: 0%

Wall Armor
Damage Type: Default: 100%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 6%
Damage Type: Gattling: 6%
Damage Type: Comanche Vulcan: 6%
Damage Type: Flame: 0%
Damage Type: Sniper: 0%
Damage Type: Fleshy Sniper: 0%
Damage Type: Poison: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 25%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 300%

----------------------
(b) Continuous Damage
----------------------

Continuous Damage is damage type that still takes place for a while
even if when the attack has stopped. A building on fire or a poisoned
infantry is a good example.

Flame Damage on Building
Most base buildings, if caught fire, will receive flame damage
according to statistics below:
Flame Duration: 5 seconds
Flame Damage: 5
Flame Cooldown: 500 ms

Neutral/Civilian buildings suffer the same, but the statistics and
the formulae are a little bit different.
Flame Damage Limit: 20
Flame Damage Expiration: 2 seconds (begins to catch fire when the
building receives 20 flame damage in 2 seconds)
Flame Duration: 5 seconds
Flame Damage: 25
Flame Cooldown: 500
Flame Damage on Vehicles/Aircraft

Vehicles/Aircraft may be set aflame too, but usually are not fatal
to them.
Flame Duration: 5000
Flame Damage: 3
Flame Cooldown: 500

Poison Damage
Only infantry can take continuous poison damage. The statistics below
apply after the last poison damage received.
Poison Damage: Attacker dependant
Poison Cooldown: 100
Poison Duration: 3 seconds

=================
7 Bonus Modifier
=================

On some conditions, units may perform differently, mostly becoming
better. It is caused by the conditions that change their statistics.
Here are the modifiers that occur in this game, with the conditions
when they happen. For cumulative modifier, a simple formulae
like 125%+125%=150% seems to take place.

Veteran Level
Condition: A unit achieves a veteran rank
HP: 120%
Rate of Fire: 120%
Damage: 110%

Elite Level
Condition: A unit achieves an elite rank
HP: 130%
Rate of Fire: 140%
Damage: 120%
Regeneration Rate: 10 HP per second
Regeneration Delay*: 5 seconds

Heroic Level
Condition: A unit achieves a heroic rank
HP: 150%
Rate of Fire: 160%
Damage: 130%
Regeneration Rate: 10 HP per second
Regeneration Delay*: 5 seconds

Garrison
Condition: Unit garrison in a garrisonable building.
Range: 133%
Damage: 125%

Horde Bonus
Condition: Unit Gathering (see Red Guard, Tank Hunter, and Battlemaster
for details)
Rate of Fire: 150%

Nationalism
Condition: Horde Bonus dependant and Nationalism Upgrade
Rate of Fire: 125% (Cumulative with Horde Bonus, making a total of 175%)

Entusiasm
Condition: Units stay around Speaker Tower/Overlord Propaganda Tower
Rate of Fire: 125%
Regeneration Rate: 1% (by Overlord Propaganda Tower) or 2% (by Speaker
Tower) per second

Subliminal Messaging
Condition: Enthusiasm dependant and Subliminal Messaging Upgrade
Rate of Fire: 125% (Cumulative with Enthusiasm, making a total of 150%)
Regeneration Rate: 2% (by Overlord Propaganda Tower) or 4% (by Speaker
Tower) per second

Bombardment Battle Plan
Condition: Strategy Center executes a Bombardment Battle Plan
Damage: 120%

Hold the Line Battle Plan
Condition: Strategy Center implements Hold the Line Battle Plan
Damage Received: 90% (or simply said receiving 10% armor)

Search and Destroy Plan
Condition: Strategy Center initiates Search and Destroy Plan
Sight Range: 120%
Weapon Range: 120%

Solo Player AI Normal
Condition: A human player sets Normal AI
Human Player HP Modifier: 150%
Computer Player Rate of Fire Modifier: 80%

Solo Player AI Brutal
Condition: A human player activates Brutal AI
Human Player HP Modifier: 80%
Computer Player Rate of Fire Modifier: 120%

*Regeneration Delay means how long it takes to start regenerating from
the last damage received by the unit. Units under fire can not regenerate
at all.

================
8 Field Objects
===============

The definition of Field Objects is a cluster of objects that does not
belong to buildings, units, and terrains but plays a significant role
in the game. It is usually ownerless (except China Mines) and
unselectable, but can be invoked by some means.

Firewall Segment
Exisiting Time: 4000 ms
Damage: 4; 5 with Black Napalm Upgrade
Radius: 10
Range: 15
Cooldown: 250
Creator: Dragon Tank

Small Firefield
Existing Time: 2500 ms
Primary Damage: 5 (Total damage during 2.5 seconds: 50)
Primary Damage Radius: 30
Range: 15
Minimum Range: 10
Cooldown: 250 msec
Creator: MiG, Inferno Cannon

Firestorm
Existing Time: 6 seconds
Damage: 100; 150 with Black Napalm Upgrade
Cooldown: 500 ms
Radius: 1-90
Creator: MiG, Inferno Cannon

Radiation Field Small
Lasting Time: 2500 ms
Primary Damage: 5
Primary Damage Radius: 25
Range: 15
Minimum Range: 10
Damage Type: Radiation
Cooldown: 750 msec
Radius: 10
Creator: Nuke Cannon explosion, Nuclear Tank Upgraded Battlemaster
and Overlord explosions.

Radiation Field Medium
Lasting Time: 30 seconds
Primary Damage: 15
Primary Damage Radius: 50
Range: 15
Minimum Range: 10
Damage Type: Radiation
Cooldown: 750 msec
Radius: 25
Creator: Nuke Cannon

Nuke Radiation Field
Lasting Time: 30 seconds
Primary Damage: 25
Primary Damage Radius: 200
Attack Range: 15
Minimum Range: 10
Damage Type: Radiation
Cooldown: 750 msec
Radius: 100
Creator: Nuclear Missile

Land Mines
Radius: 30
Weapon: Structure Mine
Primary Damage: 100
Primary Damage Radius: 3
Secondary Damage: 100
Secondary Damage Radius: 5
Attack Range: 0
Damage Type: Land Mine
Build Cost: 600
Build Time: 20
Prerequisite: All China buildings except Speaker Tower.
Notes:
- Stealth
- Regeneration
 Time before Regeneration commences: 15000 ms
 Regeneration Cooldown: 2 mines/5000 ms
- Explode by hostile and neutral units

Cluster Mines
Duration before the Mines are dropped: 30000 ms
View Object Range: 250
Prerequisite: General Power, 3 Star General, China Command Center
Recharging Time: 4 minutes (Refer to China General Power Section)
Weapon: Cluster Mine Weapon
Primary Damage: 50
Primary Damage Radius: 3
Secondary Damage: 100
Secondary Damage Radius: 5
Range: 0
Damage Type: Land Mine
Notes:
- Stealth
- Explode by hostile and neutral units.
- Do not regenerate

Poison Field Small
Pollution Time: 10 seconds
Damage: 2; 2.5 with Anthrax Beta Upgrade
Damage Radius: 12; 7.5 with Anthrax Beta Upgrade
Radius: 6; 4 with Anthrax Beta Upgrade
Attack Range: 15
Minimum Attack Range: 10
Damage Type: Poison
Cooldown: 500 ms
Creator: Toxin Shell Upgraded Scorpion and Marauder, Toxin Tractor
explosion

Poison Field Medium
Lasting Time: 30 seconds
Damage: 2; 2.5 with Anthrax Beta Upgrade
Damage Radius: 80
Radius: 40
Attack Range: 15
Minimum Range: 10
Damage Type: Poison
Cooldown: 500 ms
Creator: Bio Bomb Upgraded Bomb Truck, Anthrax Warhead Scud,
destroyed Scud Storm facility.

Poison Field Large
Lasting Time: 45 seconds
Damage: 15; 25 with Anthrax Beta
Damage Radius: 140
Radius: 70
Range: 15
Minimum Range: 10
Damage Type: Poison
Cooldown: 500 msec
Creator: Scud Storm Missile

Anthrax Bomb Poison Field
Primary Damage: 40
Primary Damage Radius: 300
Range: 15
Minimum Range: 10
Radius: 150
Damage Type: Poison
Cooldown: 500 msec
Polution Time: 60 seconds
Creator: Anthrax Bomb

+++++++++++++++++++
| B. Shortcut Key |
+++++++++++++++++++

====================
1 General Shortcuts
====================

Ctrl+Left Click   Hold down Ctrl for to force fire on that
                 location/object.
A                 Toggles attack-move mode on/off
Space             View last radar event
G                 Instruct selected units to guard
H                 Locate command center
Left              Select previous unit
Right             Select next unit
Up                Select next dozer/worker
Down              Select previous dozer/worker
Q                 Select all offensive units on map
S                 Stop selected units
X                 Scatter selected units
E                 Select matching units on screen
EE                Select matching units on map
Backspace         Chat with allies
Enter             Chat with everyone
Escape            Options menu
Ctrl+(F1-F8)      Set Camera Bookmark
F1-F8             Jump to camera bookmark
F9                Toggle control panel on/off
Ctrl+(0-9)        Define the selected units as a group
0-9               Select previously defined group
Doubletap 0-9     Jump to previously defined group of units
Alt+(0-9)         View (but do not select) previously defined
                 group of units
Shift+Left Click  Adds unit to selected group
Ctrl+C            Selected units cheer
Alt               Hold down to set waypoint paths
Ctrl+B            Set beacon (multiplayer only)
Ctrl+Q            Shows/Hides FPS diagnostic
F12               Takes screenshot
Tab               Switch between Communicator and Diplomacy screen
                 in multiplayer, and mission objectives in single
                 player.

G       Unit guards a specified area
A       Attack-move
S       Stop (defensive and uncompleted structures also respond to
       this, as well as units)
R       Rally Point established for buildings

==============
2 China Units
==============

Construction Dozer
R  Nuclear Reactor      G  Gattling Cannon      T  Speaker Tower
B  Barracks             A  War Factory          M  Nuclear Missile
U  Supply Center        F  Air Field
K  Bunker               P  Propaganda Center

Red Guard
C  Capture Building

Tank Hunter
T  TNT Attack

Hacker
D  Disable Building     I  Hack Internet

Black Lotus
C  Capture Building     V  Vehicle Hack         K  Cash Hack

Dragon Tank
F  Fire Wall

Overlord
B  Battle Bunker        C  Gattling Cannon      T  Propaganda Tower

==================
3 China Buildings
==================

Command Center
D  Construction Dozer   L  Cluster Mines        M  Land Mines
C  Cash Hack            P  EMP Pulse
A  Radar                B  Artillery Barrage

Nuclear Reactor
O  Overcharge           M  Land Mines

Barracks
G  Red Guard            T  Tank Hunter          A  Hacker
B  Black Lotus          C  Capture Building     M  Land Mines

Supply Center
T  Supply Truck         M  Land Mines

Bunker
V  Evacuate             M  Land Mines

Gattling Cannon
M  Land Mines

War Factory
B  Battlemaster Tank    D  Dragon Tank          T  Troop Crawler
G  Gattling Tank        I  Inferno Cannon       N  Nuke Cannon
O  Overlord             C  Chain Gun            N  Black Napalm
M  Land Mines

Air Field
G  MiG                  A  MiG Armor            M  Land Mines

Propaganda Center
N  Nationalism          U  Subliminal Messaging M  Land Mines

Nuclear Missile
N  Nuclear Missile      U  Uranium Shells       T  Nuclear Tank
M  Land Mines

============
4 GLA Units
============

Worker
C  Command Center       B  Barracks             U  Supply Stash
T  Stinger Site         N  Tunnel Network       A  Arms Dealer
D  Demo Trap            P  Palace               O  Scud Storm

Rebel
C  Capture Building

Terrorist
C  Car Bomb

Hijacker
J  Hijack

Jarmen Kell
N  Sniper Attack

Radar Van
C  Radar Scan

Toxin Tractor
C  Contaminate

Scud Launcher
P  Explosive Warhead    N  Anthrax Warhead

Bomb Truck
D  Disguise as Vehicle  B  Bio Bomb             O  High Explosive
                                                  Bomb
================
5 GLA Buildings
================

Command Center
W Worker                A  Ambush               B  Anthrax Bomb

Barracks
B  Rebel                G  RPG Trooper          T  Terrorist
A  Angry Mob            I  Hijacker             J  Jarmen Kell

Tunnel Network
V  Evacuate

Arms Dealer
S  Scorpion             V  Radar Van            A  Toxin Tractor
M  Marauder Tank        L  Scud Launcher        T  Technical
U  Quad Cannon          B  Rocket Buggy         O  Bomb Truck
K  Scorpion Rocket

Demo Trap
P  Proximity Fuse       M  Manual Control       D  Detonate!

Palace
C  Camouflage           A  Anthrax Beta         M  Arm the Mob
T  Toxin Shells

Black Market
B  AP Bullets           J  Junk Repair          C  Radar Scan
R  AP Rockets           A  Buggy Ammo

Scud Storm
U  Scud Storm

============
6 USA Units
============

Construction Dozer
R  Cold Fusion Reactor      B  Barracks         U  Supply Center
M  Patriot Missile System   A  War Factory      F  Air Field
Y  Strategy Center          Z  Supply Drop Zone D  Detention Camp
P  Particle Cannon          C  Command Center   L  Clear Mines

Ranger
C  Capture Building     M  Machine Gun          F  Flash Bang

Missile Defender
L  Laser Missile Attack

Colonel Burton
K  Knife Attack         R  Remote Demo Charge
T  Timed Demo Charge    D  Detonate

Chinook
V  Evacuate             C  Combat Drop

Raptor
R  Air Guard

Comanche
R  Fire Rocket

Humvee
B  Battle Drone         D  Scout Drone          V  Evacuate

Crusader Tank, Paladin Tank, and Tomahawk
B  Battle Drone         D  Scout Drone

Ambulance
B  Battle Drone         D  Scout Drone          V  Evacuate
C  Clean Toxin

===============
7 US Buildings
===============

Command Center
D  Construction Dozer   Y  Spy Drone            P  Paradrop
S  Spy Sattelite        A  A-10 Strike          E  Emergency Repair             F  Fuel Air Bomb

Cold Fusion Reactor
C  Control Rods

Barracks
A  Ranger               B  Colonel Burton       M  Missile Defender
F  Flash Bang           P  Pathfinder           C  Capture Building

Supply Center
C  Chinook

War Factory
C  Crusader Tank        P  Paladin Tank         T  Tomahawk
V  Humvee               A  Ambulance            W  TOW Missile

Air Field
T  Raptor               C  Comanche             F  Stealth Fighter
A  Aurora Bomber        P  Rocket Pods          L  Laser Missile

Strategy Center
B  Bombardment Battle Plan      D  Search and Destroy Plan
O  Hold the Line Battle Plan    A  Advanced Training
C  Composite Armor              R  Drone Armor

Detention Camp
C  Intelligence

Particle Cannon
P  Fire Particle Cannon

+++++++++++++++++++++++++++++++++
| C. Info on the Opposing Sides |
+++++++++++++++++++++++++++++++++

***************************************************************************
China
***************************************************************************
=======================
1 China General Powers
=======================

1 Star General
- Red Guard Training: All Red Guards will be built as veterans
- Artillery Training: Nuke Cannons and Inferno are built as veterans
- Nuke Cannon: Nuke Cannons lob small tactical nukes over great
              distances.

3 Star General
- Cluster Mine: Cluster mines are deployed by air.
- Artillery Barrage Level 1 : Call in an artillery strike on
 a target. First level: 12 projectiles.
- Artillery Barrage Level 2: Call in an artillery strike on
 a target. Second level: 24 projectiles.
- Artillery Barrage Level 3: Call in an artillery strike on
 a target. Third level: 36 projectiles.
- Cash Hack Level 1: Steal money from enemy supply centers. You
 cannot steal more money than the enemy has. First level: $1,000.
- Cash Hack Level 2: Steal money from enemy supply centers. You
 cannot steal more money than the enemy has. Second level: $2,000.
- Cash Hack Level 3: Steal money from enemy supply centers. You
 cannot steal more money than the enemy has. Third level: $4,000.
- Emergency Repair Level 1: Repair vehicles in an area.
 First level: light repair.
- Emergency Repair Level 2: Repair vehicles in an area.
 Second level: medium repair.
- Emergency Repair Level 3: Repair vehicles in an area.
 Third level: serious repair.

5 Star General
- EMP Pulse: Allows you to call in a heavy bomber to drop an EMP bomb.
 Disables enemy units and buildings.

Red Guard Training
Rank: 1 Star General
Requirement: 1 General Point
Building Required: China Barracks
This General Power will make all newly built Red Guards (either from
China Barracks or the passengers of Troop Crawler) veteran.

Artillery Training
Rank: 1 Star General
Requirement: 1 General Point
Building Required: China War Factory, Propaganda Center
Artillery Training will allow all newly built Nuke Cannons and Inferno
Cannons to be of veteran level.

Nuke Cannon
Rank: 1 Star General
Requirement: 1 General Point
Building Required: China War Factory, Propaganda Center
This ability will enable the player to have an access to build a Nuke
Cannon. Refer to China Unit information to know this unit better.

Cluster Mines
Rank: 3 Star General
Requirement: 1 General Point
Building Required: China Command Center
Recharge Time: 4 minutes
Orders a China Cargo Plane to drop an invisible cluster mine on the
targeted area. Will not damage friendly units and visible to allies.
Refer to China Unit Information for China Cargo Plane and to Field
Objects for Cluster Mine information.

Artillery Barrage Level 1
Rank: 3 Star General
Requirement: 1 General Point
Building Required: China Command Center
Recharge Time: 5 minutes
Launches an artillery strike on the targeted area. There is only one
way to prevent Artillery Barrage strike: destroy the Command Center.
The first level Artillery Barrage will release 12 barrages. Refer to
Artillery Barrage Level 3 for Artillery Barrage data.

Artillery Barrage Level 2
Rank: 3 Star General
Requirement: 1 General Point; Artillery Barrage Level 1.
Building Required: China Command Center
Recharge Time: 5 minutes
Basically it is the same as Artillery Barrage Level 1, but it allows
the player to launch a more deadly artillery strike consisting of 24
barrages.

Artillery Barrage Level 3
Rank: 3 Star General
Requirement: 1 General Point; Artillery Barrage Level 2
Building Required: China Command Center
Recharge Time: 5 minutes
The Artillery Barrage ultimate level. This allows the player to shoot
36 barrages on the targeted area.
Artillery Barrage
Speed: 150 dist/s
Duration before the Barrages hit: 30000 ms
View Object Range:250
Weapon: Artillery Barrage
Primary Damage: 105
Primary Damage Radius: 50
Damage Type: Explosion
Prerequisite: General Power, 3 Star General, China Command Center

Cash Hack Level 1
Rank: 3 Star General
Requirement: 1 General Point
Building Required: China Command Center
Recharge Time: 4 minute
An ability to unstoppably steal enemy cash, this General Power can
only steal as much as $1,000 by targeting this General Power into the
enemy Supply Center. It is to be remembered that this General Power
will not be able to steal more than the enemy has.

Cash Hack Level 2
Rank: 3 Star General
Requirement: 1 General Point; Cash Hack Level 2
Building Required: China Command Center
Recharge Time: 4 minute
This is a much better version of Cash Hack Level 1 as it unpreventably
steals enemy money as much as $2,000.

Cash Hack Level 3
Rank: 3 Star General
Requirement: 1 General Point; Cash Hack Level 3
Building Required: China Command Center
Recharge Time: 4 minute
The ultimate version of Cash Hack which enables player to irresistibly
take over enemy dollar from their owner. The enemy player will lose as
much as $4,000 when being the victim of this General Power.

Emergency Repair Level 1
Rank: 3 Star General
Requirement: 1 General Point
Building Required: China Command Center
Recharge Time: 4 minutes
Light Repair enables the player to fix vehicles in a specific area,
increasing their lost HP by as much as 100 in the radius of 100.

Emergency Repair Level 2
Rank: 3 Star General
Requirement: 1 General Point; Emergency Repair Level 2
Building Required: China Command Center
Recharge Time: 4 minutes
A more advanced version of Light Repair, Medium Repair will add a
maximum of 200 more HP to the damaged vehicles in a 100 radius area.

Emergency Repair Level 3
Rank: 3 Star General
Requirement: 1 General Point; Emergency Repair Level 3
Building Required: China Command Center
Recharge Time: 4 minutes
Serious Repair is the most advanced version of Emergency Repair. It
returns as much as 300 lost HP to the damaged vehicles in the radius
(100 radius distance)

EMP Pulse
Rank: 5 Star General
Requirement: 1 General Point
Building Required: China Command Center
Recharge Time: 6 minutes
Disable Duration: 30 seconds
EMP Pulse is a bomb dropped by China Cargo Plane. It will turn off all
vehicles and buildings in its blast radius for 30 seconds. All aircraft
affected by EMP Pulse will crash land immediately.

=========================
2 China Unit Information
=========================

-------------------
(a) China Aircraft
-------------------

a.1) MiG
Health Information
 HP: 160; 200 HP with MiG Armor        Armor: Airplane Armor
Experience Information
 100 Exp to Veteran            50 Exp as Conscript/Veteran
 200 Exp to Elite              100 Exp as Elite
 400 Exp to Heroic             150 Yield as Heroic
Vision Information
 Vision Range: 200             Shroud Clearing Range: 300
Movement Information
 Speed: 160
 Turn rate: 120 degrees per second;90 while badly damaged
 Acceleration: 110; 30 while badly damaged
Weapon Information
 Napalm Missile
  Primary Damage: 75
  Primary Radius: 5
  Secondary Damage: 40; 50 with Black Napalm
  Secondary Radius: 30
  Damage Type: Jet Missile Damage
  Cooldown: 300 milliseconds
  Range: 320                           Minimum Range: 80
  Missile Speed: 300 dist/sec
  Damage Type: Jet Missile Damage
  Clip Size: 2 shots
  Clip Reload Time: 8000 milliseconds
  Homing missiles
  Missile detonation creates a Small Firefield.
  Creates a Firestorm after 8 missile hit.
Build Information
 Prerequisite: China Air Field
 Build Cost: 1200
 Build Time: 10 seconds
Special Ability Information
 None
Upgrade Information
 - Black Napalm (China War Factory): +25% damage to all flame weapons
 - MiG Aircraft Armor (China Air Field): +25% MiG maximum health
   (+40 HP)
Notes
-  A Black Napalm upgraded MiG will cast a stronger firestorm than an
  unupgraded one.
-  Returns to base after being idle for 10 seconds.

a.2) Chinese Cargo Plane
Health Information
 HP: 1000      Armor: Airplane Armor
Experience Information
 40 exp as anything
Locomotor Information
 Speed: 125; 75 when badly damaged
 Turn Rate: 25; 10 when badly damaged
 Acceleration: 60; 30 when badly damaged
Notes:
- Drops Cluster Mines and EMP Pulse Bomb on the targeted area.

-------------------
(b) China Infantry
-------------------

b.1) Red Guard
Health Information
 HP: 120               Armor: Human Armor
Experience Information
 20 Exp to Veteran     5 Exp as Conscript/Veteran
 40 Exp to Elite       10 Exp as Elite
 80 Exp to Heroic      20 Exp as Heroic
Vision Information
 Vision Range: 100
 Shroud Clearing Range: 200
Locomotor Information
 Speed: 25; 15 while badly hurt
 Turn Rate: Infinite
Weapon Information
 Red Guard Machine Gun
  Damage: 15
  Damage Type: Small Arms
  Range: 100
  Cooldown: 1000
  Projectile Speed: Immediate
  Accuracy: 100%
Special Ability Information
 Horde Bonus
  Condition: at least 5 Red Guards/Tank Hunters march together
  Rub Off Radius: 60
  Update Time: 1000 ms
  Group Radius: 30
 Capture Building
  Prerequisite: Capture Building Upgrade
  Recharge Time: 15000 ms
  Range: 5
  Unpack Time: 3000
  Preparation Time: 20000
  Pack Time: 2000
  Experience Gained: 4
Upgrade Information
 - Nationalism (Propaganda Center): +25% Horde Bonus.
 - Capture Building (China Barracks): Enables Red Guard to capture
   most neutral/hostile buildings.
Build Information
 Prerequisite: China Barracks
 Build Cost: 300
 Build Time: 10 seconds
 Note that it is not allowed to build only a single Red Guard.
 Red Guards will always be created in pair.
Notes:
- Slot: 1

b.2) Tank Hunter
Health Information
 HP: 100       Armor: Human
Experience Information
 100 exp to veteran            20 experience as conscript/veteran
 200 exp to elite              40 experience as elite
 400 exp to heroic             60 experience as heroic
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 400
Locomotor Information
 Speed: 20; 10 when badly hurt
 Turn rate: infinite (500)
Weapon Information
 Tank Hunter Missile Launcher
  Damage: 40
  Damage Radius: 5
  Damage Type: Infantry Missile
  Attack Range: 175
  Minimum Range: 5
  Projectile Speed: 225 dist/sec
  Cooldown: 1000 millisecond
  Missile Turning Rate: 100 degrees/sec
  Accuracy: 100% against vehicles/buildings, 10 max distance to miss
  against infantry
  Homing missile
Build Information
 Prerequisite: China Barracks
 Cost: 300
 Build Time: 5 seconds
Upgrade Information
 - Nationalism (Propaganda Center): +25% Horde Bonus Upgrade
Special Ability Information
 Horde Bonus
  Condition: at least 5 Red Guards/Tank Hunters march together
  Rub Off Radius: 60
  Update Time: 1000 ms
  Group Radius: 30
 TNT Charge
  Places a TNT Charge on hostile vehicles/buildings.
   Primary Damage: 500
   Primary Damage Radius: 10
   Secondary Damage: 150
   Secondary Damage Radius: 50
   Damage Type: Explosion
   Attack Range: 5
   Timer: 10000 ms
   Recharge Time: 7500 ms
   Escapes 100 distances after placing TNT
   Does not expire when the charger dies.
   Can not be attached to infantry or friendly units/buildings.
Notes:
- Slot: 1

b.3) Hacker
Health Information
 HP: 100               Armor: Human
Experience Information
 100 Exp to Veteran    50 Exp as Conscript     400 Exp as Heroic
 300 Exp to Elite      100 Exp as Veteran
 500 Exp to Heroic     150 Exp as Elite
Vision Information
 Vision: 150
 Shroud Clearing: 300
Locomotor Information
 Speed: 20; 10 when badly hurt
 Turn rate: immediate
Upgrade Information
 None
Special Ability Information
Disable Building
 Recharging Time: 4000 ms
 Range: 150
 Unpack Time: 7300
 Preparation Tiime: 3000
 Pack Time: 5133
 Effect Duration: 2000
 Exp. Gained: 0
 Can’t disable Defense Building
Hack Internet
 Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
 $10 (as heroic) per 2 second
 Unpack Time: 7300
 Randomly adds or substracts 20% to pack and unpack time.
 Pack Time: 5133
 Exp. Gained: 1
Build Information
 Prerequisite: China Barracks, Propaganda Center
 Cost: 625
 Build Time: 20
Notes:
- Slot: 1

b.4) Black Lotus
Health Information
 HP: 150       Armor: Human
Experience Information
 150 exp to veteran    50 exp as conscript     400 exp as heroic
 450 exp to elite      100 exp as veteran
 900 exp to heroic     150 exp as elite
Vision Information
 Vision: 300
 Shroud Clearing: 400
Locomotor Information
 Speed: 30; 20 when badly hurt
 Turn rate: infinite
Build Information
 Prerequisite: China Barracks, Propaganda Center
 Cost: 1500
 Time: 20
Upgrade Information
 None
Special Ability Information
 Stealth
  Stealth Delay: 2500 msec
  Stealthed except when using ability
 Crush Immunity
 Detector
  Detects stealth units except when in garrison, tunnel network,
  and transport
  Unknown Detection Range
 Capture Building
  Range: 150
  Unpack Time: 6730
  Preparation Time: 6000
  Pack Time: 2800
  Experience Gained: 20
 Disable Vehicle
  Range: 150
  Unpack Time: 2000
  Preparation Time: 2000
  Pack Time: 1000
  Effect Duration: 15000
  Experience Gained: 0
 Steal Cash
  Pack Time: 5800
  Preparation Time: 6000
  Range: 150
  Cash Stolen: 1000
  Unpack Time: 6730
  Experience Gained: 20
  Recharge Time: 2000 ms
Notes:
- Limit: 1
- Slot: 1

------------------
(c) China Vehicles
------------------

c.1) Battlemaster
Health Information
 HP: 400       Armor: Tank
Experience Information
 200 exp to veteran            100 exp as conscript/veteran
 300 exp to elite              200 exp as elite
 600 exp to heroic             400 exp as heroic
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 25; with Nuclear Tank upgrade: 35; 32 when badly damaged
 Turn rate: 180
Weapon Information
 BattleMaster Tank Gun
  Turret Turn Rate: 120
  Damage: 60; 75 with Uranium Shells upgrade
  Damage Radius: 5
  Damage Type: Armor Piercing
  Attack Range: 150
  Projectile Speed: 400/sec
  Cooldown: 2000 ms
  Accuracy: 100% against vehicles/buildings, 10 max distance to
  miss against infantry
Build Information
 Prerequisites: China War Factory
 Build Cost: 800
 Build Time: 10 seconds
Upgrade Information
 - Nationalism (Propaganda Center): +25% Horde Bonus Upgrade</pre><pre id="faqspan-2">
 - Uranium Shell (Nuclear Missile): +25% Battlemaster Damage
 - Nuclear Tank (Nuclear Missile): +25% speed to Battlemaster
Special Ability Information
 Horde Bonus
  Conditions: at least 5 Battlemaster Tanks march together
  Rub off Radius: 150
  Update Time Rate: 1000 ms
  Group Radius: 75
 Nuclear Explosion (Tank destroyed with Uranium Shells upgrade)
  Primary Damage: 10
  Primary Damage Radius: 25
  Secondary Damage: 5
  Secondary Damage Radius: 75
  Damage Type: Explosion
  Range: 100
  Leaves Radiation Field Small
Notes
- Slot: 3

c.2) Dragon Tank
Health Information
 HP: 280       Armor: Dragon Tank
Experience Information
 100 exp to veteran            50 exp as conscript/veteran
 150 exp to elite              100 exp as elite
 300 exp to heroic             150 exp as heroic
Vision Information
 Vision Range: 100
 Shroud Clearing Range: 200
Locomotor Information
 Speed: 30; 25 when badly damaged
 Turn rate: 180
Weapon Information
 Dragon Tank Flame Weapon
  Turret Turn Rate: 120
  Primary Damage: 10; 12.5 with Black Napalm
  Primary Damage Radius: 5
  Secondary Damage: 1; 1.25 with Black Napalm
  Secondary Damage Radius: 10
  Damage Type: Flame
  Attack Range: 75
  Projectile Speed: 300 dist/sec
  Projectile Turn Rate: 5 degrees/sec
  Cooldown: 40 milliseconds
  Clip Reload Time: 40 milliseconds
  Accuracy: 100%
  Clip Size: 30 (total number of shots in a clip)
  Can empty garrisoned buildings
Build Information
 Prerequisites: China War Factory
 Build Cost: 800
 Bld Time: 10
Upgrade Information
 - Black Napalm (China War Factory): +25% to all flame damage
Special Ability Information
 Firewall
  Primary Damage: 10; 12.5 with Black Napalm
  Primary Damage Radius: 5
  Secondary Damage: 1; 1.25 with Black Napalm
  Secondary Damage Radius: 10
  Damage Type: Flame
  Attack Range: 25
  Cooldown: 40 milliseconds
  Projectile Turn Rate: 5 degrees/sec
  Projectile Speed: 300 dist/sec
  Not homing
  Leaves Firewall Segment
Notes
- Slot: 3

c.3) Gattling Tank
Health Information
 HP: 300       Armor: Anti Air Vehicle
Experience Information
 100 exp to veteran            50 exp as conscript/veteran
 150 exp to elite              100 exp as elite
 300 exp to heroic             150 exp as heroic
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 360
Locomotor Information
 Speed: 40; 30 if badly damaged
 Turn rate: 180
Weapon Information
 Gattling Tank Gun (Anti Ground)
  Damage: 20; 25 with Chain Guns Upgrade
  Damage Type: Gattling
  Attack Range: 175
  Accuracy: 100%
  Projectile Speed: Immediate
  Continuous Fire 1 Cooldown: 400 msec (3 shots)
  Continuous Fire 2 Cooldown: 200 ms (6 shots)
  Continuous Fire 3 Cooldown: 100 ms (2000 shots)
 Gattling Tank Anti Air Gun
  Damage: 12; 15 with Chain Guns Upgrade
  Damage Type: Small Arms
  Attack Range: 350
  Accuracy: 100%
  Projectile Speed: Immediate
  Continuous Fire 1 Cooldown: 400 msec (3 shots)
  Continuous Fire 2 Cooldown: 200 ms (6 shots)
  Continuous Fire 3 Cooldown: 100 ms (2000 shots)
Build Information
 Prerequisites: China War Factory
 Build Cost: 800
 Build Time: 10 seconds
Upgrade Information
 - Chain Guns (China War Factory): +25% to all Gattling Weapons
Special Ability Information
 None
Notes
- Tends to attack air units first before ground units.
- Slot: 3

c.4) Troop Crawler
Health Information
  HP: 240      Armor: Tank Armor
Experience Information
  No information available
Vision Information
  Vision Range: 175
  Shroud Clearing Range: 400
Locomotor Information
  Speed: 40; 30 when badly damaged
  Turn rate: 120
Weapon Information
 Deploy Infantry
  Attack Range: 175
Build Information
 Prerequisite: China War Factory
 Build Cost: 1400
 Build Time: 15 seconds
Upgrade Information
 None
Special Ability Information
 Transport
  Only capable of transporting infantry
  Can transport 8 infantry at maximum
  10% damage to units inside when destroyed
  Units are evacuated with a delay of 250 milliseconds per unit.
 Healing Transport
  10% infantry regeneration inside
 Detector
  Detects stealth units except when in garrison, tunnel network, and
  transport
  Detection Rate: 900 msec
Notes:
- Built with 8 Red Guards
- Slot: 8

c.5) Inferno Cannon
Health Information
 HP: 120       Armor: Tank
Experience Information
 100 exp to veteran            50 exp as conscript/veteran
 200 exp to elite              100 exp as elite
 400 exp to heroic             150 exp as heroic
Vision Information
 Vision Range: 180
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 20
 Turn rate: 120; 90 when badly damaged
Weapon Information
 Inferno Cannon Gun
  Turret Turn Rate: 100
  Damage: 30
  Damage Radius: 15
  Damage Type: Explosion
  Attack Range: 300
  Cooldown: 4000 msec
  Minimum Attack Range: 50
  Projectile Speed: 250/second
  Accuracy: unknown against vehicle, 30 max distances against
  infantry
  Creates Small Firefield (see Field Objects)
  Creates Firestorm (see Field Objects) after 6 shell hits
  Historic Bonus Time: 3000
  Historic Bonus Radius: 20
Build Information
 Prerequisites: China War Factory, Propaganda Center
 Build Cost: 900
 Build Time: 15 seconds
Upgrade Information
 - Black Napalm (China War Factory): +25% to all flame damage
Special Ability Information
 none
Notes:
- What differentiates the Black Napalm unupgraded Inferno and
 Black Napalm upgraded Inferno is the firestorm it creates.
 The upgraded Inferno incites stronger firestorm.
- Slot: 3

c.6) Overlord
Health Information
 HP: 1100      Armor: Tank
Experience Information
 400 exp to veteran            200 exp as conscript/veteran
 600 exp to elite              400 exp as elite
 1200 exp to heroic            600 exp as heroic
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 200
Locomotor Information
 Speed: 20; 30 with Nuclear Tank Upgrade
 Turn rate: 60
Weapon Information
 Overlord Tank Gun
  Turret Turn Rate: 60 degrees/sec
  Primary Damage: 80; 100 with Uranium Shells Upgrade
  Primary Damage Radius: 5
  Secondary Damage: 20; 25 with Uranium Shells Upgrade
  Secondary Damage Radius: 10
  Damage Type: Armor Piercing
  Attack Range: 175
  Projectile Speed: 300/sec
  Accuracy: 100% against vehicle, 10 max distance against infantry
  Cooldown: 300 msec
  2 shoots per clip
  Reload Time: 2000 msec
Build Information
 Prerequisites: China War Factory, Propaganda Center
 Build Cost: 2000
 Build Time: 25 seconds
Upgrade Information
 - Uranium Shells (Nuclear Missile): +25% Overlord/Battlemaster Main
   Gun Damage
 - Nuclear Tank (Nuclear Missile): +25% Overlord/Battlemaster Speed.
   Leaves a nuclear waste upon its death.
 - Battle Bunker (Overlord Tank): Allows up to 5 infantry to attack from
   inside Bunker. Each Overlord can only choose one from three choices:
   Battle Bunker, Gattling Cannon, or Propaganda Tower.
 - Gattling Cannon (Overlord Tank): Installs a Gattling Cannon on the
   Overlord, enabling it to effectively attack infantry and air units.
   Each Overlord can only choose one from three choices: Battle Bunker,
   Gattling Cannon, or Propaganda Tower.
 - Propaganda Tower (Overlord Tank): Builds a Propaganda Tower on the
   Overlord, giving the Overlord the ability to heal and increase the
   fire rate of the nearby units. Each Overlord can only choose one from
   three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
 - Chaingun Upgrade (China War Factory) (Affects Overlord Gattling Cannon
   only): +25% damage to all gattling weapons.
 - Subliminal Messaging (Propaganda Center) (Affects Overlord Propganda
   Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
   to 2%.
Special Ability Information
 Can build one of the following:
  Overlord Gattling Cannon
   Turret Turn Rate: 60
   Detects stealth units
    Gattling Gun (Anti Ground)
     Damage: 10; 12.5 with Chain Guns Upgrade
     Damage Type: Gattling
     Range: 225
     Projectile Speed: Immediate
     Accuracy: 100%
     Continuous Fire 1 Cooldown: 250 msec (1 shoot)
     Continuous Fire 2 Cooldown: 125 msec (5 shoots)
     ContinuousFire 3 Cooldown: 83 msec (2000 shoots)
    Gattling Gun Air (Anti Air)
     Damage: 5; 6.25 with Chain Guns Upgrade
     Damage Type: Small Arms
     Range: 400
     Projectile Speed: Immediate
     Accuracy: 100%
     Continuous Fire 1 Cooldown: 250 msec (1 shoot)
     Continuous Fire 2 Cooldown: 125 msec (5 shoots)
     ContinuousFire 3 Cooldown: 83 msec (2000 shoots)
  Propaganda Tower
   Enthusiam Bonus
   Radius: 150
   Delay Between Updates: 2000 milliseconds
  Battle Bunker
   Allows up to 5 infantry to fire from inside Bunker, gaining
   Garrison Bonus (see Bonus Modifiers)
   50% damage to units inside when destroyed
 Can crush vehicles
 Nuclear Explosion (when a Nuclear Tank upgraded Overlord explodes)
  Primary Damage: 10
  Primary Damage Radius: 25
  Secondary Damage: 5
  Secondary Damage Radius: 75
  Damage Type: Explosion
  Range: 100
  Leaves Radiation Field Small
Notes:
- Untransportable
- Overlord Gattling Cannon can not be manually controlled to attack air
 units.

c.7) Nuke Cannon
Health Information
 HP: 240       Armor: Tank
Experience Information
 400 exp to veteran            50 exp as conscript     400 exp as heroic
 600 exp to elite              100 exp as veteran
 1000 exp to heroic            200 exp as elite
Vision Information
 Vision Range: 180
 Shroud Clearing Range: 350
Locomotor Information
 Speed: 20
 Turn rate: 90; 60 when badly damaged
Weapon Information
 Nuke Cannon Gun
  Turret Turn Rate: 80
  Primary Damage: 400
  Primary Damage Radius: 50
  Secondary Damage: 20
  Secondary Damage Radius: 60
  Damage Type: Explosion
  Range: 350
  Minimum Range: 200
  Projectile Speed: 200 dist/sec
  Cooldown: 10000 msec
  Pack Time: 3333
  Unpack Time: 3333
  Leaves Radiation Field Medium
Build Information
 Prerequisites: China War Factory, Propaganda Center, Nuke Cannon General
 Power (Level 1/2)
 Build Cost: 1600
 Build Time: 20 seconds
Special Ability Information
- Leaves Radiation Field Small upon death
Notes:
- Needs to pack and unpack to shoot and move respectively.
- Slot: untransportable

c.8) Construction Dozer
Health Information
 HP: 250       Armor: Dozer Armor
Experience Information
 Not available
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 30; 25 when badly damaged
 Turn rate: 90; 60 when badly damaged
Build Information
 Prerequisite: China Command Center
 Build Cost: 1000
 Build Time: 5 seconds
Special Ability Information
 Builds Building
 Detection and Disarming
  Detects and Disarms US Colonel Burton’s C4s, Chinese Tank Hunter
  TNTs, and China Land and Cluster Mines
  Detection Rate: 500 msec
  Looks for explosives to disarm within 150 range every 5000 milliseconds
  when idle.
  Can’t detect explosives when in Transport or Tunnel Network.
 Repairs Damaged Buildings
  Repairs 2% of max HP per second.
  Looks for buildings to repair within 150 range every 5000 milliseconds
  when idle.
Notes:
- Slot: 5

c.9) Supply Truck
Health Information
 HP: 300       Armor: Truck
Experience Information
 50 exp
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 40; 20 when badly damaged
 Turn rate: 90; 60 when badly damaged
Build Information
 Prerequisite: China Supply Center
 Build Cost: 600
 Build Time: 10 seconds
Special Ability Information
 Supply Gathering
  Max Boxes to carry: 4 ($300)
  Supply Center Action Delay: 400 ms (one transaction)
  Supply Warehouse Action Delay: 1000 ms per box (many small
  transactions)
  Supply Warehouse Scan Distance: 700 (max distance to look for a
  warehouse, or Supply Trucks go home)
  Warns the player when the Supply is exhausted.
Notes:
- Slot: 2

c.10) Convoy Truck
Health Information
 HP: 100       Armor: Truck Armor
Experience Information
 Not available
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 350
Locomotor Information
 Speed: 40 dist/sec; 20 if badly damaged
 Turn Rate: 90 degrees/sec; 60 if badly damaged
Build Information
 Available only by Mission.
Special Ability Information
 Detonate Nuke: Explodes the hidden nuclear device
  Damage: 300-3500
  Full Damage Radius: 60
  Partial Damage Radius: 210
  Leaves Nuke Radiation Field
Notes:
- Slot: 3

==================
3 China Structures
==================
Most Chinese Structures are capable of building stealthy and regenerating
land mines.

a) Command Center
Prerequisite: none      Experience Value: 200
Cost: 2000              Build Time: 45 seconds
Vision Range: 300       Shroud Clearing Range: 300
HP: 5000                Armor: Structure Armor Tough
Special Ability Information
Land Mines
  Builds Land Mines around the building (see Field Objects)
Notes:
- Door Opening Time: 3000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms

b) Nuclear Reactor
Prerequisite: none              Power: +10; 15 if Overcharged
Cost: 1000                      Build Time: 10 seconds
Vision Range: 200               Shroud Clearing Range: 200
HP: 1500                        Armor: Structure Armor
Experience Gained: 100
Special Ability Information
Overcharge
  Adds +5 power but suffers from 3% max HP loss per second
Land Mines
  Builds Land Mines around the building (see Field Objects)
Nuclear Explosion (when exploded)
  Primary Damage: 400
  Primary Damage Radius: 50
  Secondary Damage: 50
  Secondary Damage Radius: 100
  Damage Type: Explosion
  Attack Range: 100
  Leaves Radiation Field Medium when exploding (see Field Objects)
Notes:

c) Barracks
Prerequisite: none              Power: -1
Cost: 500                       Build Time: 10 seconds
Vision Range: 200               Shroud Clearing Range: 200
HP: 2000                        Armor: Structure Armor
Experience Gained: 200
Special Ability Information
Heals Infantry
 Can heal friendly and allied infantry.
 Max infantry inside to heal: 10
 Healing Time: 2000 ms/infantry
Land Mines
  Builds Land Mines around the building (see Field Objects)
Notes:

d) Supply Center
Prerequisite: Nuclear Reactor   Power: -1
Cost: 1500                      Build Time: 10 seconds
Vision Range: 200               Shroud Clearing Range: 200
HP: 2000                        Armor: Structure Armor
Experience Gained: 200
Special Ability Information
Land Mines
 Builds Land Mines around the building (see Field Objects)
Notes:
- Can receive supplies mined by Chinook and Worker.

e) Bunker
Prerequisite: China Barracks    Experience Gained: 20
Cost: 400                       Build Time: 5 seconds
Vision Range: 300               Shroud Clearing Range: 200
HP: 1000                        Armor: Structure Armor
Special Ability Information
Garrison
 Can accommodate up to 5 infantry inside.
 Infantry can fire from within, gaining Garrison Bonus (see Bonus
 Modifiers).
 Can not be ungarrisonned except destroyed.
Land Mines
 Builds Land Mines around the building (see Field Objects)
Notes:
- Uncapturable and undisableable by hacker.

f) Gattling Cannon
Prerequisite: Nuclear Reactor   Power: -3
Cost: 1200                      Build Time: 25 seconds
Vision Range: 360               Shroud Clearing Range: 360
Detection Rate: 500 ms          Detection Range: 200
HP: 1000                        Armor: Base Defense Armor
Experience Gained: 200
Weapon:
Turn Rate: 180
Gattling Anti Ground
 Damage: 10; 12.5 with Chaingun Upgrade
 Damage Type: Gattling
 Range: 225
 Projectile Speed: Immediate
 Continuous Fire 1 Cooldown: 250 msec (1 shoot)
 Continuous Fire 2 Cooldown: 125 msec (5 shoots)
 Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
 Accuracy: 100%
Gattling Gun Air (Anti Air)
 Damage: 5; 6.25 with Chaingun Upgrade
 Damage Type: Small Arms
 Range: 400
 Projectile Speed: Immediate
 Continuous Fire 1 Cooldown: 250 msec (1 shoot)
 Continuous Fire 2 Cooldown: 125 msec (5 shoots)
 Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
 Accuracy: 100%
 Can shoot down incoming ballistic missiles.
Special Ability Information
Land Mines
 Builds Land Mines around the building (see Field Objects)
Notes:
- Uncapturable and undisableable by hacker.

g) War Factory
Prerequisite: China Supply Center       Power: -1
Cost: 2000                              Build Time: 15 seconds
Vision Range: 200                       Shroud Clearing Range: 200
HP: 2000                                Armor: Structure Armor
Experience Gained: 200
Special Ability Information
Repairs Vehicle
 Repair Time: 5000 ms/unit
Land Mines
 Builds Land Mines around the building (see Field Objects)
Notes:
- Door Opening Time: 4000 ms
- Door Wait Open Time: 2000 ms
- Construction Complete Duration: 1500 ms

h) Air Field
Prerequisite: China Supply Center       Power: -1
Cost: 1000                              Build Time: 30 seconds
Vision Range: 200                       Shroud Clearing Range: 200
HP: 1500                                Armor: Structure Armor
Experience Gained: 150
Special Ability Information
Repairs Aircraft
 Healing Rate: 10 HP per second
Land Mines
 Builds Land Mines around the building (see Field Objects)
Notes:
- Can park 4 aircraft
- If captured, all airplanes parking there are automatically changing
 owner.
- Door Opening Time: 2000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1000 ms

i) Propaganda Center
Prerequisite: China War Factory         Power: -2
Cost: 2000                              Build Time: 45 seconds
Vision Range: 200                       Shroud Clearing Range: 200
HP: 1000                                Armor: Structure Armor
Experience Gained: 200
Special Ability Information
Land Mines
 Builds Land Mines around the building (see Field Objects)
Notes:

j) Speaker Tower
Prerequisite: Propaganda Center         Power: -1
Cost: 500                               Build Time: 10 seconds
Vision Range: 200                       Shroud Clearing Range: 200
HP: 300                                 Armor: Structure Armor
Experience Gained: 50
Special Ability Information
Enthusiasm (see Bonus Modifier)
 Propaganda Radius: 150
 Delay between Update: 2000 milliseconds
Detector
Notes:

k) Nuclear Missile
Prerequisite: Propaganda Center         Power: -10
Cost: 5000                              Build Time: 60 seconds
Vision Range: 200                       Shroud Clearing Range: 200
HP: 4000                                Armor: Structure Armor Tough
Experience Gained: 400
Weapon
Neutron Missile
 Recharging Time: 6 minutes
 View Object Duration: 40000 ms
 View Object Range: 250
 Damage: 300-3500
 Full Damage Radius: 60
 Partial Damage Radius: 210
 Leaves Nuke Radiation Field
Special Ability Information
Nuclear Explosion (when destroyed)
 Primary Damage: 400
 Primary Damage Radius: 50
 Secondary Damage: 50
 Secondary Damage Radius: 100
 Damage Type: Explosion
 Attack Range: 100
 Leaves Nuke Radiation Field after explosion
Land Mines
 Builds Land Mines around the building (see Land Mines)
Notes:

=================
4 China Upgrades
=================

a) Radar
Prerequisite: China Command Center
Build Cost: 500
Build Time: 20
Builds a radar tower in the China Command Center, enabling the minimap.

b) Land Mines
Prerequisite: China Command Center, Barracks, Supply Center, Gattling
Cannon, Bunker, Airfield, War Factory, Propaganda Center, Nuclear Missile
Build Cost: 600
Build Time: 20
Builds a field of stealthy mine around the buildings, making it difficult
to get close into the buildings without being harmed.

c) Capture Building
Prerequisite: China Barracks (but actually all Barracks will do)
Affected Units: Red Guards (Rangers and Rebels)
Research Cost: 1000
Research Time: 30
Enables Red Guards to capture most hostile and tech buildings.

d) MiG Armor
Prerequisite: China Airfield
Affected Unit: MiG
Research Cost: 1000
Research Time: 40
Increases the HP of MiG by 25% (+40), making MiG’s total HP become 200.

e) Chain Guns
Prerequisite: China War Factory
Affected Units/Buildings: Gattling Tank, Overlord Gattling Cannon,
Gattling Cannon
Research Cost: 1500
Research Time: 45
Increases the damage of all Gattling weapons by 25%.

f) Black Napalm
Prerequisite: China War Factory
Affected Units: Dragon Tank, MiG, Inferno Cannon
Research Cost: 2000
Research Time: 45
Increases the damage of all flame weapons.

g) Nationalism
Prerequisite: Propaganda Center
Affected Units: Red Guard, Tank Hunter, Battlemaster Tank
Research Cost: 2000
Research Time: 60
+25% to Horde Bonus

h) Subliminal Messaging
Prerequisite: Propaganda Center
Affected Buildings/Units: Speaker Tower, Overlord Propaganda Tower
Research Cost: 500
Research Time: 40
Increases both the fire rate (by +25%) and healing bonuses of Speaker
Tower and Overlord Propaganda Tower.

i) Uranium Shells
Prerequisite: Nuclear Missile
Affected Units: Battlemaster Tank and Overlord
Research Cost: 2500
Research Time: 60
Increases the damage of Battlemaster Tank and Overlord main gun by 25%.

j) Nuclear Tank
Prerequisite: Nuclear Missile
Affected Units: Battlemaster Tank and Overlord
Research Cost: 2000
Research Time: 60
Increases the speed of Battlemaster Tank and Overlord by 25%. Its drawback,
aside from expensive and time-wasting cost, is when a Battlemaster or
Overlord explodes, it damages nearby units and leaves Radiation Field Small.

k) Overlord Battle Bunker
Prerequisite: Unupgraded Overlord
Affected Unit: Respective Overlord
Build Cost: 400
Build Time: 15
Builds a battle bunker on the Overlord so Overlord can load up to 5
infantry. Battle Bunker allows infantry inside to fire from within. When
an Overlord Battle Bunker is destroyed, all infantry within get hurt as
many as 50% of their maximum HP.

l) Overlord Gattling Cannon
Prerequisite: Unupgraded Overlord
Affected Unit: Respective Overlord
Build Cost: 1200
Build Time: 20
Installs a Gattling Cannon on the Overlord, enabling it to attack air units
and becoming more deadly to infantry.

m) Overlord Propaganda Tower
Prerequisite: Unupgraded Overlord
Affected Unit: Respective Overlord
Build Cost: 500
Build Time: 10
Equips Overlord with a Speaker Tower, which heals friendly and allied
units nearby and increases their fire rate.

***************************************************************************
GLA
***************************************************************************
====================
1 GLA General Powers
====================

1 Star General
- Technical Training: All Technicals will be created as veterans.
- Scud Launcher: Fires a long-range rocket that can be equipped with
 explosives or deadly anthrax.
- Marauder Tank: Marauder tanks can scavenge enemy kills to upgrade their
 main gun.

3 Star General
- Hijacker: Hijackers are camouflaged and can steal enemy vehicles.
- Cash Bounty Level 1: Earns a cash bounty for every enemy unit or
 building you kill. First level: 5 percent bounty.
- Cash Bounty Level 2: Earns a cash bounty for every enemy unit or
 building you kill. Second level: 10 percent bounty.
- Cash Bounty Level 3: Earns a cash bounty for every enemy unit or
 building you kill. Third level: 15 percent bounty.
- Rebel Ambush Level 1: Allows you to create a surprise ambush of rebels
 anywhere. First level: four rebels.
- Rebel Ambush Level 2: Allows you to create a surprise ambush of rebels
 anywhere. Second level: eight rebels.
- Rebel Ambush Level 3: Allows you to create a surprise ambush of rebels
 anywhere. Third level: 16 rebels.
- Emergency Repair Level 1: Repair vehicles in an area.
 First level: light repair.
- Emergency Repair Level 2: Repair vehicles in an area.
 Second level: medium repair.
- Emergency Repair Level 3: Repair vehicles in an area.
 Third level: serious repair.

5 Star General
- Anthrax Bomb: Anthrax is deadly against enemy troop concentrations

Technical Training
Rank: 1 Star General
Requirement: 1 General Point
Building Required: Arms Dealer
Due to this General Power, all newly created Technicals will automatically
emerge from Arms Dealer as veterans.

Scud Launcher
Rank: 1 Star General
Requirement: 1 General Point
Building Required: Arms Dealer; Palace
All players who choose this General Power will have an access to build Scud
Launchers.

Marauder Tank
Rank: 1 Star General
Requirement: 1 General Point
Building Required: Arms Dealer
The best tank of GLA will be available if this General Power is activated.

Hijacker
Rank: 3 Star General
Requirement: 1 General Point
Building Required: GLA Barracks, Palace
Choosing this General Power will enable the player to train Hijackers
from GLA Barracks.

Cash Bounty Level 1
Rank: 3 Star General
Requirement: 1 General Point
Building Required: GLA Command Center
Players will get some immediate cash from the hostile units or buildings
they destroy. The first level will give 5% of cost of the enemy destroyed
units/buildings

Cash Bounty Level 2
Rank: 3 Star General
Requirement: 1 General Point; Cash Bounty Level 1.
Building Required: GLA Command Center
This is the advancement of Cash Bounty Level 1, giving the players 10% of
the cost of the destroyed units/buildings.

Cash Bounty Level 3
Rank: 3 Star General
Requirement: 1 General Point; Cash Bounty Level 2
Building Required: GLA Command Center
Cash Bounty Level 3 rewards the players choosing it with 20% of the cost
of the units/buildings they destroy.

Rebel Ambush Level 1
Rank: 3 Star General
Requirement: 1 General Point
Building Required: GLA Command Center
Recharge Time: 4 minute
Rebel Ambush Level 1 will allow the players to deploy 4 rebels anywhere
in the map, as long as the shroud has already been removed (shroud, not
fog of war).

Rebel Ambush Level 2
Rank: 3 Star General
Requirement: 1 General Point; Rebel Ambush 2
Building Required: GLA Command Center
Recharge Time: 4 minute
The same as Rebel Ambush Level 1, but the players will get 8 rebels
instead of 4.

Rebel Ambush Level 3
Rank: 3 Star General
Requirement: 1 General Point; Rebel Ambush Level 3
Building Required: GLA Command Center
Recharge Time: 4 minute
This General Power enables players to place 16 rebels anywhere in the map.

Emergency Repair Level 1
Rank: 3 Star General
Requirement: 1 General Point
Building Required: GLA Command Center
Recharge Time: 4 minutes
Light Repair enables the player to fix vehicles in a specific area,
increasing their lost HP by as much as 100 in the radius of 100.

Emergency Repair Level 2
Rank: 3 Star General
Requirement: 1 General Point; Emergency Repair Level 2
Building Required: GLA Command Center
Recharge Time: 4 minutes
A more advanced version of Light Repair, Medium Repair will add a
maximum of 200 more HP to the damaged vehicles in a 100 radius area.

Emergency Repair Level 3
Rank: 3 Star General
Requirement: 1 General Point; Emergency Repair Level 3
Building Required: GLA Command Center
Recharge Time: 4 minutes
Serious Repair is the most advanced version of Emergency Repair.
It returns as much as 300 lost HP to the damaged vehicles in the radius
(100 distances)

Anthrax Bomb
Rank: 5 Star General
Requirement: 1 General Point
Building Required: GLA Command Center
Recharge Time: 6 minutes
Orders a GLA Cargo Plane to bombard a specific area with an Anthrax Bomb.
Anthrax Bomb
Primary Damage: 200
Primary Damage Radius: 100
Attack Range: 100
Damage Type: Explosion
Leaves Anthrax Bomb Poison Field

Baikonur Rocket
This is not a real weapon and only appears in cinematic views. Its
reputation as GLA’s great success, however, deserves to be noted here.
Prerequisite: Mission completion (GLA Mission 8)
Building Required: Baikonur Rocket Hangar, Baikonur Ground Control Center,
Baikonur Rocket Pad
Weapon: Baikonur Rocket
Damage: 300-3500
Full Radius: 60
Partial Radius: 210
Leaves Poison Field Large

============
2 GLA Units
============

-------------
(a) GLA Aircraft
-------------

a.1) GLA Cargo Plane
Health Information
 HP: 1000      Armor: Airplane Armor
Experience Information
 40 exp as anything
Locomotor Information
 Speed: 125; 75 when badly damaged
 Turn Rate: 25; 10 when badly damaged
 Acceleration: 60; 30 when badly damaged
Notes:
- Drops Anthrax Bombs on the targeted area.

-----------------
(b) GLA Infantry
-----------------

b.1) Rebel
Health Information
 HP: 120       Armor: Human
Experience Information
 40 exp to veteran     15 exp as conscript/veteran
 60 exp to elite       30 exp as elite
 120 exp to heroic     40 exp as heroic
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 20; 10 when badly hurt
 Turn Rate: Infinite (500)
Weapon Information
 Rebel Machine Gun
  Damage: 5; 6.25 with AP Bullets Upgrade
  Damage Type: Small Arms
  Range: 100
  Projectile Speed: Immediate
  Cooldown: 100 ms
  3 shoots per clip
  Clip Reload Time: 700
Special Ability Information
 Capture Building
  Prerequisite: Capture Building Upgrade
  Range: 5
  Unpack Time: 3000
  Pack Time: 2000
  Preparation Time: 20000
  Recharge Time: 15000 ms
  Experience Gained: 12
 Stealth
  Prerequisite: Camouflage
  Stealth Delay: 2500 msec
  Decloaks when attacking or Capturing Building
Upgrade Information
 - Capture Building (Barracks): Enables Rebels to capture most
   hostile/neutral buildings.
 - Camouflage (Palace): Rebels are hidden from sight when not doing any
   aggressive activities.
 - AP Bullets (Black Market): Increases Rebel damage by 25%
Build Information
 Prerequisite: GLA Barracks
 Build Cost: 150
 Build Time: 5 seconds
Notes:
- Slot: 1

b.2) Terrorist
Health Information
 HP: 120       Armor: Human
Experience Information
 20 exp as anything
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 200
Locomotor Information
 Speed: 25; 15 when badly hurt
 Turn Rate: Infinite
Weapon Information
 Suicide Dynamite Pack
  Primary Damage: 500
  Primary Damage Radius: 18
  Secondary Damage: 300
  Secondary Damage Radius: 50
  Damage Type: Explosion
  Attack Range: 5
  Activated when crushed, splatted, lasered, burned, exploded.
Special Ability Information
 Car Bomb
  Converts a civilian car into a car bomb. (See GLA Vehicle session)
Upgrade Information
 None
Build Information
 Prerequisites: GLA Barracks
 Build Cost: 200
 Build Time: 5 seconds
Notes:
- Slot: 1
- Don’t force attack your Terrorist against empty area. He will die vainly.

b.3) RPG Trooper
Health Information
 HP: 100       Armor: Human
Experience Information
 100 exp to veteran            20 exp as conscript/veteran
 200 exp to elite              40 exp as elite
 400 exp to heroic             60 exp as heroic
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 400
Locomotor Information
 Speed: 20; 10 if badly hurt
 Turn Rate: Infinite
Weapon Information
 Tunnel Defender Rocket (or RPG)
  Damage: 40; 50 with Armour Piercing Rockets Upgrade
  Primary Damage Radius: 5
  Damage Type: Infantry Missile
  Range: 175
  Minimum Range: 5
  Projectile Speed: 225
  Projectile Turn Rate: 100
  Cooldown: 1000/msec
  Accuracy: 100% against vehicle; may miss as much as 10 distances
  Homing missile
Special Ability Information
 None
Upgrade Information
 - AP Rocket Upgrade (Black Market): Adds 25% to all rocket damage
Build Information
 Prerequisite: GLA Barracks
 Prerequisite: Tunnel Network (see Tunnel Network/Notes sections)
 Build Cost: 300
 Build Time: 5 seconds
Notes:
- GLA may get 2 free RPG Troopers by building a Tunnel Network.
- Slot: 1

b.4) Angry Mob
Health Information
 Members: 10; initially just 5, but will grow.
 HP (each member): 50
 Armor: Human
Experience Information
 150 exp to veteran    5 as anything
 450 exp to elite
 900 exp to heroic
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 150
Locomotor Information
 Group Movement
  Speed: 18 dist/sec
  Turn Rate: 360 degrees/sec; 350 if badly hurt
 Person Movement
  Normal
   Speed: 20; 10 if badly hurt
   Turn Rate: Infinite
  Wander
   Speed: 13; 10 if badly hurt
   Turn Rate: Infinite
  Panic
   Speed: 32; 10 if badly hurt
   Turn Rate: Infinite
Weapon Information
 Pistol
  Damage: 10
  Damage Type: Molotov Coctail
  Range: 100
  Projectile Speed: Immediate
  Accuracy: 100%
  Cooldown: 250 msec
  8 shots per clip
  Clip Reload Time: 3000 msec
  Replaced by AK 47 when Arm the Mob Upgrade is completed.
 Rock
  Damage: 40
  Damage Radius: 1
  Damage Type: Molotov Coctail
  Range: 100
  Projectile Speed: 130 dist/sec
  Cooldown: 500
  Attack Preparation Time: 500
  Replaced by AK 47 when Arm the Mob Upgrade is completed.
 Molotov Coctail
  Damage: 40
  Primary Damage Radius: 11
  Damage Type: Molotov Coctail
  Range: 100
  Minimum Range: 12
  Projectile Speed: 60
  Cooldown: 500 msec
  Attack Preparation Time: 500
 AK 47
  Damage: 20; 25 with Armor Piercing Bullets Upgrade
  Damage Type: Molotov Coctail
  Attack Range: 120
  Projectile Speed: Immediate
  Cooldown: 250
Special Ability Information
 Regeneration
  Regeneration Rate: 30 seconds (for 10 members)
Upgrade Information
 - Arm the Mob (Palace): Replaces the pistols and rocks used by Angry
   Mob with powerful AK 47s
 - AP Bullets Upgrade (Black Market): Increases the attack damage of
   AK 47.
Build Information
 Prerequisite: GLA Barracks, Palace
 Build Cost: 800
 Build Time: 15
Notes:
- Untransportable and not allowed to enter Tunnel Network.

c.5) Hijacker
Health Information
 HP: 100       Armor: Human
Experience Information
 150 exp to veteran    50 exp as conscript     400 exp as heroic
 450 exp to elite      100 exp as veteran
 900 exp to heroic     150 exp as elite
Vision Information
 Vision Range: 100
 Shroud Clearing Range: 200
Locomotor Information
 Speed: 30; 20 when badly hurt
 Turn Rate: Infinite (500)
Special Ability Information
 Hijack
  Hijacker can kill the driver of as hostile vehicle and claim the
  vehicle for himself.
 Stealth
  Stealth Delay: 500 ms
  Only stealthy while stationary
Upgrade Information
 None
Build Information
 Prerequisite: GLA Barracks; Palace, Hijacker General Power
 Build Cost: 400
 Build Time: 10 seconds
Notes:
- Slot: 1

c.6) Jarmen Kell
Health Information
 HP: 200       Armor: Human
Experience Information
 100 exp to veteran    50 exp as conscript/veteran
 200 exp to elite      100 exp as elite
 400 exp to heroic     150 exp as heroic
Vision Information
 Vision Range: 200
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 30 dist/sec; 20 if badly hurt
 Turn Rate: 500 (infinite)
Weapon Information
 Sniper Rifle
  Damage: 180; 225 with AP Bullets Upgrade
  Damage Type: Sniper
  Range: 225
  Projectile Speed: Immediate
  Cooldown: 1000 msec
Special Ability Information
 Stealth
  Stealth Delay: 2000 msec
  Decloacks when attacking.
 Vehicle Snipe
  Kills the pilot of a vehicle, making it ownerless.
  Range: 225
  Damage Type: Kill Pilot
  Projectile Speed: Immediate
  Recharge Time: 30 seconds
Upgrade Information
 - AP Bullets (Black Market): +25% to Jarmen Kell’s sniper rifle
   damage.
Build Information
 Prerequisites: GLA Barracks, Palace
 Build Cost: 1500
 Build Time: 20 seconds
Notes:
- Slot: 1
- Limit: 1

c.7) Worker
Health Information
 HP: 140       Armor: Human Armor
Experience Information
 Not available
Vision Information
 Vision Range: 100
 Shroud Clearing Range: 200
Locomotor Information
 Speed: 25 dist/sec; 15 when badly hurt
 Turn Rate: 500 degrees/sec
Weapon Information
 None
Special Ability Information
 Builds Building
 Detection and Disarming
  Detects and Disarms US Colonel Burton’s C4s, Chinese Tank Hunter
  TNTs, and China Land and Cluster Mines
  Detection Rate: 500 msec
  Looks for explosives to disarm within 150 range every 5000
  milliseconds when idle.
  Can’t detect explosives when in Transport or Tunnel Network.
 Repairs Damaged Buildings
  Repairs 2% of max HP per second.
  Looks for buildings to repair within 150 range every 5000
  milliseconds when idle.
 Supply Gathering
  Max Boxes to Carry: 1 ($75)
  Supply Center Action Delay: 150 ms for whole thing (one transaction)
  Supply Warehouse Action Delay: 150 ms per box (many small transactions)
  Supply Warehouse Scan Distance: 700 (Max distance to look for
  a warehouse, or workers go home)
  Warns when Supplies are exhausted
Upgrade Information
 None
Build Information
 Prerequisite: GLA Command Center or GLA Supply Stash
 Build Cost: 200
 Build Time: 5
Notes:
- Slot: 1

-----------------
(c) GLA Vehicles
-----------------

c.1) Technical
Health Information
 HP: 180       Armor: Truck Armor
Experience Information
 50 exp to veteran     25 exp as conscript/veteran
 75 exp to elite       50 exp as elite
 150 exp to heroic     100 exp as heroic
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 90 dist/sec; 80 if badly damaged
 Turn Rate: 180
Weapon Information
 Turret Turn Rate: 240 degrees per sec
 Technical Machine Gun
  Damage: 8; 10 with AP Bullets Upgrade
  Damage Type: Comanche Vulcan
  Range: 120
  Projectile Speed: Immediate
  Cooldown: 200 msec
  Accuracy: 100%
 Technical Cannon Weapon (Crate Upgrade One)
  Damage: 45; 56.25 with AP Bullets Upgrade
  Damage Radius: 25
  Damage Type: Comanche Vulcan
  Accuracy: 100% against vehicle. May miss as much as 10
  distances against infantry
  Range: 150
  Projectile Speed: 300 dist/sec
  Cooldown: 1000 msec
 Technical RPG Weapon (Crate Upgrade Two)
  Damage: 50
  Damage Radius: 5
  Damage Type: Explosion
  Accuracy: 100%
  Range: 150
  Minimum Range: 5
  Projectile Speed: 225 dist/sec
  Projectile Turn Rate: 100 degrees/sec
  Cooldown: 1000 msec
Special Ability Information
 Scavenger
  Replaces Technical Machine Gun Weapon with a stronger weapon.
  Can only be upgraded twice.
Auto Repair
 Prerequisite: Junk Repair Upgrade
 Healing Amount: 2/second
Transport
 Can transport up to 5 infantry.
 10% damage to units inside when destroyed.
Upgrade Information
 - AP Bullets (Black Market): Increases Technical Machine Gun and
   Cannon (Upgrade One) damage by 25%.
 - Junk Repair (Black Market): Endows Technical with auto-repair ability.
Build Information
 Prerequisite: Arms Dealer
 Build Cost: 500
 Build Time: 5
Notes:
- Slot: 3

c.2) Scorpion
Health Information
 HP: 370       Armor: Tank Armor
Experience Information
 100 exp to veteran    60 exp as conscript/veteran
 200 exp to elite      120 exp as elite
 400 exp to heroic     200 exp as heroic
Vision Information
 Vision Range: 125
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 40 dist/sec; 30 when badly damaged
 Turn Rate: 180 degrees/sec
Weapon Information
 Scorpion Tank Gun
  Turret Turn Rate: 100
  Damage: 20
  Damage Radius: 5
  Damage Type: Armor Piercing
  Range: 150
  Projectile Speed: 400 dist/sec
  Cooldown: 1000 msec
  Accuracy: 100% against vehicles, may miss as much as 10 distances
  against infantry.
 Scorpion Rockets
  Primary Damage: 100; 125 with AP Rocket Upgrade
  Primary Damage Radius: 5
  Secondary Damage: 80
  Secondary Damage Radius: 25
  Damage Type: Explosion
  Range: 150
  Minimum Attack Range: 40
  Projectile Speed: 150 ms
  Projectile Turn Rate: 540 degrees/sec
  Cooldown: 200 msec
  Clip Reload Time: 15000 msec
  Accuracy: 100% against vehicles, may miss hitting infantry by
  as much as 10 distances.
  Homing missile
Special Ability Information
 Auto Repair
  Prerequisite: Junk Repair Upgrade
  Healing Amount: 2/second
 Toxin Contamination
  Leaves Poison Field Small
  Prerequisite: Toxin Shells Upgrade
Upgrade Information
 - Scorpion Rocket (Arms Dealer): Equips all scorpions with missile
   weapons.
 - Junk Repair (Black Market): Enables all GLA vehicles to auto-repair.
 - AP Rockets (Black Market): +25% damage to Scorpion rockets.
 - Toxin Shells (Palace): Scorpion adds its main gun with anthrax
   shells.
 - Anthrax Beta (Palace): Replaces Scorpion’s anthrax warheads with
   a stronger version of anthrax. Only works if Toxin Shells has
   already been researched.
Build Information
 Prerequisites: Arms Dealer
 Build Cost: 600
 Build Time: 5
Notes:
- Slot: 3

c.3) Toxin Truck
Health Information
 HP: 240       Armor: Toxin Truck Armor
Experience Information
 100 exp to veteran    50 exp as conscript/veteran
 150 exp to elite      100 exp as elite
 300 exp to heroic     150 exp as heroic
Vision Information
 Vision Range: 100
 Shroud Clearing Range: 200
Locomotor Information
 Speed: 30 dist/sec; 20 when badly damaged
 Turn Rate: 180 degrees/sec
Weapon Information
 Turret Turn Rate: 180
 Toxin Truck Gun
  Damage: 10; 12.5 with Anthrax Beta Upgrade
  Damage Radius: 10
  Damage Type: Poison
  Attack Range: 100; has a minimum attack range of 10 if Anthrax
  Beta is researched.
  Projectile Speed: 300 dist/sec
  Accuracy: 100%
  Cooldown: 40 msec
  30 shots in a clip
  Clip Reload Time: 40 msec
  Empties Garrisoned buildings
  Not homing
  Leaves Medium Poison Field after cooldown (This is just a wild
  guess).
Special Ability Information
 Toxin Tractor Explosion
  Leaves Poison Field Small when destroyed.
 Auto Repair
  Prerequisite: Junk Repair Upgrade
  Healing Amount: 2/second
 Contamination
  Sprays toxin on a wide area by activating Toxin Truck Sprayer
  Primary Damage: 2; 2.5 with Anthrax Beta Upgrade
  Primary Damage Radius: 80
  Secondary Damage: 2.0; 2.5 with Anthrax Beta Upgrade
  Secondary Damage Radius: 75
  Damage Type: Poison
  Attack Range: 15
  Minimum Attack Range: 10
  Cooldown: 200 msec
  Lasting time: 30 seconds
  Leaves Medium Poison Field after cooldown (This is just a wild
  guess).
Upgrade Information
 - Anthrax Beta (Palace): Replaces the toxin weapon with anthrax
   beta weapon, which is stronger.
 - Junk Repair (Black Repair): Enables auto-repair for all GLA
   vehicles.
Build Information
 Prerequisites: Arms Dealer
 Build Cost: 600
 Build Time: 5 seconds
Notes:
- Slot: 3

c.4) Quad Cannon
Health Information
 HP: 220       Armor: Anti Air Vehicle
Experience Information
 100 exp to veteran    50 exp as conscript/veteran
 150 exp to elite      100 exp as elite
 300 exp to heroic     150 exp as heroic
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 40 dist/sec; 25 if badly damaged
 Turn Rate: 180 degrees/sec
Weapon Information
 Turret Turn Rate: 360
 Quad Cannon Gun Anti Ground
  Damage: 10; 12.5 with AP Bullets Upgrade
  Damage Type: Small Arms
  Range: 150
  Projectile Speed: Immediate
  Cooldown: 100 msec
 Quad Cannon Gun Anti Air
  Damage: 5; 6.25 with AP Bullets Upgrade
  Damage Type: Small Arms
  Range: 350
  Projectile Speed: Immediate
  Cooldown: 100 msec
 Quad Cannon Gun Anti Ground (Upgrade One)
  Damage: 8; 10 with AP Bullets Upgrade
  Damage Type: Small Arms
  Range: 150
  Projectile Speed: Immediate
  Cooldown: 50 msec
 Quad Cannon Gun Anti Air (Upgrade One)
  Damage: 5; 6.25 with AP Bullets Upgrade
  Damage Type: Small Arms
  Range: 350
  Projectile Speed: Immediate
  Cooldown: 50 msec
 Quad Cannon Gun Anti Ground (Upgrade Two)
  Damage: 8; 10 with AP Bullets Upgrade
  Damage Type: Small Arms
  Range: 150
  Projectile Speed: Immediate
  Cooldown: 25 msec
 Quad Cannon Gun Anti Air (Upgrade Two)
  Damage: 5; 6.25 with AP Bullets Upgrade
  Damage Type: Small Arms
  Range: 350
  Projectile Speed: Immediate
  Cooldown: 25 msec
Special Ability Information
 Scavenger
  Quad Cannon can upgrade its main gun with the wreckage of other
  vehicles. Can be upgraded twice.
 Auto Repair
  Prerequisite: Junk Repair Upgrade
 Healing Amount: 2/second
Upgrade Information
 - AP Bullets (Black Market): Adds 25% damage to Quad Cannon.
 - Junk Repair (Black Market): Quad Cannon auto-repairs.
Build Information
 Prerequisites: Arms Dealer
 Build Cost: 700
 Build Time: 10 seconds
Notes:
- Slot: 3

c.5) Radar Van
Health Information
 HP: 200       Armor: Truck Armor
Experience Information
 20 exp as anything
Vision Information
 Vision Range: 200
 Shroud Clearing Range: 500
Locomotor Information
 Speed: 40 dist/sec; 30 if badly damaged
 Turn Rate: 180 degrees/sec
Weapon Information
 None
Special Ability Information
 Enables Minimap
  Can not function if stationed in a Tunnel Network or transport
 Detector
  Detection Rate: 500 msec
  Can not detect if stationed in a Tunnel Network or transport
 Auto Repair
  Prerequisite: Junk Repair Upgrade
  Healing Amount: 2/sec
 Radar Van Scan
  Opens a small portion of map, including all hidden units there.
  Prerequisite: Radar Van Scan
  Radius: 150
  Recharge Time: 30000 milliseconds
  Revelation Time: 10000 ms
  Detection Rate: 500 ms
Upgrade Information
 - Radar Van Scan (Black Market): Reveals an area as large as 150
   in radius on the map. Detects stealth.
 - Junk Repair (Black Market): Enables auto-repair for Radar Van.
Build Information
 Prerequisites: Arms Dealer
 Build Cost: 500
 Build Time: 10 seconds
Notes:
- Slot: 3

c.6) Marauder Tank
Health Information
 HP: 490       Armor: Tank Armor
Experience Information
 200 exp to veteran    100 exp as conscript/veteran
 300 exp to elite      200 exp as elite
 600 exp to heroic     300 exp as heroic
Vision Information
 Vision Range: 125
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 40 dist/sec; 30 if badly damaged
 Turn Rate: 180 degrees/second
Weapon Information
 Turret Turn Rate: 100 degrees/second
 Marauder Tank Gun
  Damage: 60
  Damage Radius: 5
  Damage Type: Armor Piercing
  Accuracy: 100% against vehicles, may miss as much as 10
  distances against infantry
  Range: 150
  Projectile Speed: 300 dist/sec
  Cooldown: 2000 msec
 Marauder Tank Gun Upgrade One
  Damage: 60
  Damage Radius: 5
  Damage Type: Armor Piercing
  Range: 150
  Accuracy: 100% against vehicles, may miss as much as 10
  distances against infantry
  Projectile Speed: 400 dist/sec
  Cooldown: 1500 msec
 Marauder Tank Gun Upgrade Two
  Damage: 60
  Damage Radius: 5
  Damage Type: Armor Piercing
  Accuracy: 100% against vehicles, may miss as much as 10
  distances against infantry
  Range: 150
  Projectile Speed: 500 dist/sec
  Cooldown: 750 msec
  2 shots in a clip
  Clip Reload Time: 100 msec
Special Ability Information
 Scavenger
  Increases its main gun with crates created upon other vehicles’
  destruction. Can only upgrade twice.
 Auto Repair
  Prerequisite: Junk Repair Upgrade
  Healing Amount: 2/second
 Toxin Contamination
  Leaves Poison Field Small
  Prerequisite: Toxin Shells Upgrade
Upgrade Information
 - Toxin Shells (Palace): Marauder shells carry a small amount of
   anthrax.
 - Anthrax Beta (Palace): When Toxin Shells Upgrade has been
   researched, Marauder shells will carry a stronger version of anthrax.
 - Junk Repair (Black Market): Gives auto-repair ability to Marauder.
Build Information
 Prerequisites: Arms Dealer; General Power Marauder Tank
 Build Cost: 800
 Build Time: 10 seconds
Notes:
- Slot: 3

c.7) Rocket Buggy
Health Information
 HP: 120       Armor: Truck Armor
Experience Information
 200 exp to veteran    50 exp as conscript/veteran
 400 exp to elite      100 exp as elite
 800 exp to heroic     150 exp as heroic
Vision Information
 Vision Range: 180
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 90 dist/sec; 80 if badly damaged
 Turn Rate: 180 degrees/sec
Weapon Information
 Turret Turn Rate: 90
 Buggy Rocket
  Primary Damage: 20; 25 with AP Rockets Upgrade
  Secondary Damage: 5; 6.25 with AP Rockets Upgrade
  Secondary Damage Radius: 10
  Accuracy: 100% vs vehicles, may miss up to 20 distances
  against infantry.
  Range: 300
  Minimum Range: 50
  Damage Type: Explosion
  Projectile Speed: 225 dist/sec
  Missile Turn Rate: 100 degrees/sec
  Cooldown: 200 msec
  6 shots in a clip; 12 with Buggy Ammo
  Clip Reload Time: 6000 msec
  Homing missile
Special Ability Information
 Auto Repair
  Prerequisite: Junk Repair Upgrade
  Healing Amount: 2/second
Upgrade Information
 - Buggy Ammo (Black Market): Increases the maximum shots in one
   clip.
 - AP Rockets (Black Market): Adds 25% damage to Buggy rockets.
 - Junk Repair (Black Market): Self repairs when damaged.
Build Information
 Prerequisites: Arms Dealer, Palace
 Build Cost: 900
 Build Time: 10 seconds
Notes:
- Slot: 3

c.8) Bomb Truck
Health Information
 HP: 250       Armor: Truck Armor
Experience Information
 50 exp as anything
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 200
Locomotor Information
 Speed: 50 dist/sec
 Turn Rate: 90 degrees/sec; 60 if badly damaged
Weapon Information
 Suicide Weapon
  Primary Damage: 1000; 2000 with High Explosive Bomb Upgrade
  Primary Damage Radius: 40; 50 with High Explosive Bomb Upgrade
  Secondary Damage: 100.0; 200 with High Explosive Bomb Upgrade
  Secondary Damage Radius: 65; 85 with High Explosive Bomb Upgrade
  Damage Type: Exposion
  Bio Bomb Upgrade allows the Bomb Truck to leaves Poison Field
  Medium upon detonation.
Special Ability Information
 Disguise
  Disguises the truck as an enemy vehicle. Will be revealed by detector.
 Detonate
  Detonates immediately.
 High Explosive Bomb and Bio Bomb
  See Weapon and Upgrade Information
 Auto Repair
  Prerequisite: Junk Repair Upgrade
  Healing Amount: 2/second
Upgrade Information
 - High Explosive Bomb (Bomb Truck): Carries a high explosive payload,
   increasing its explosion damage.
 - Bio Bomb (Bomb Truck): Carries a biological payload which spreads
   poison.
 - Anthrax Beta (Palace): Increases the bio bomb poison field damage.
 - Junk Repair (Black Market): Enables the Bomb Truck to auto repair.
Build Information
 Prerequisites: Arms Dealer, Palace
 Build Cost: 1200
 Build Time: 15 seconds
Notes:
- Slot: 3

c.9) Scud Launcher
Health Information
 HP: 180       Armor: Truck Armor
Experience Information
 100 exp to veteran    50 exp as conscript/veteran
 200 exp to elite      100 exp as elite
 400 exp to heroic     150 exp as heroic
Vision Information
 Vision Range: 180
 Shroud Clearing Range: 300
Locomotor Information
 Speed: 20 dist/sec; 15 when badly damaged
 Turn Rate 50 degrees/sec; 45 when badly damaged
Weapon Information
 Turret Turn Rate: 60 degrees/sec
 SCUD Explosive Missile
  Primary Damage: 300; 375 with AP Rocket Upgrade
  Primary Damage Radius: 50</pre><pre id="faqspan-3">
  Secondary Damage: 50; 62.5 with AP Rocket Upgrade
  Secondary Damage Radius: 100
  Damage Type: Explosion
  Range: 350
  Minimum Range: 200
  Missile Speed: 200 distances/second
  Missile Turn Rate: 540 degrees/second
  Accuracy: Unknown vs vehicles, may miss as much as 30 distances
  against infantry.
  Clip Reload Time: 10000 msec
  Pre Attack Delay: 500 ms; do the delay for every missile it
  launches
  Not homing missiles
 SCUD Anthrax Missile
  Primary Damage: 200
  Primary Damage Radius: 30
  Secondary Damage: 25
  Secondary Damage Radius: 60
  Damage Type: Explosion
  Accuracy: Unknown vs vehicles, may miss as much as 30 distances
  against infantry.
  Range: 350
  Minimum Range: 200
  Missile Speed: 200 distances/second
  Missile Turn Rate: 540 degrees/second
  Pre Attack Delay: 500 ms; do the delay for every missile it
  launches
  Clip Reload Time: 10000 msec
  Not homing missiles
  Leaves Poison Field Medium upon detonation
Special Ability Information
 Changes Warhead
  SCUD Launcher can install either Explosive or Anthrax
 Auto Repair
  Prerequisite: Junk Repair Upgrade
  Healing Amount: 2/second
Upgrade Information
 - Junk Repair (Black Market): Gives Scud Launcher auto-repair
   ability.
 - Anthrax Beta (Palace): Makes the poison field created after
   anthrax warhead impact more deadly.
 - AP Rocket Upgrade (Black Market): Increases the damage of the
   explosive warhead by 25%.
Build Information
  Prerequisites: Arms Dealer; Palace; Scud Launcher General Power
  Build Cost: 1200
  Build Time: 20 seconds
Notes:
- Slot: 3

c.10) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
 HP: 100       Armor: Truck Armor
Experience Information
 Not available
Vision Information
 Vision Range: varies
Locomotor Information
 Speed: 90 dist/sec
 Turn Rate: 120 degrees/sec
Weapon Information
 Suicide Car Bomb
  Primary Damage: 700
  Primary Damage Radius: 20
  Secondary Damage: 100
  Secondary Damage Radius: 50
  Damage Type: Explosion
  Range: 5
Special Ability Information
 None
Upgrade Information
 None
Build Information
 Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3

================
3 GLA Buildings
================
GLA, unlike its counterparts, US and China, does not need to empower
its buildings. Another difference is when a GLA building is destroyed
(except Demo Trap), it automatically spawns a GLA hole which will later
produce a worker to rebuild the destroyed building at no cost.

a) Supply Stash
HP: 1000                Armor: Structure Armor
Build Cost: 1500        Refund Value: 650
Build Time: 15 seconds
Vision Range: 200       Shroud Clearing Range: 200
Experience Gained: 200
Special Ability Information
Underground Hole
 Creates a GLA Hole upon destruction (See GLA Hole)
Notes:

b) Barracks
HP: 500                 Armor: Structure Armor
Build Cost: 500         Build Time: 10 seconds
Vision Range: 200       Shroud Clearing Range: 200
Experience Gained: 100
Special Ability Information
Heals Infantry
 Can accommodate friendly and allied infantry.
 Max infantry inside to heal: 10
 Healing Time: 2000 ms/infantry
Underground Hole
 Creates a GLA Hole upon destruction (See GLA Hole)
Notes:

c) Tunnel Network
Prerequisites: GLA Barracks
HP: 1000                Armor: Structure Armor
Build Cost: 800         Refund: 100
Build Time: 15 seconds
Vision Range: 200       Shroud Clearing Range: 200
Weapon: Tunnel Network Gun
Turret Turn Rate: 180 degrees per second
Damage: 15
Damage Type: Small Arms
Range: 175
Cooldown: 250 msec
Experience Gained: 100
Special Ability Information
Underground Hideout
 Enables up to 10 units to hide underground.
Undergroud Network
 Transports units immediately between two tunnels.
Heals and Repairs
 Max units inside to heal/repair: 10
 Healing/Repairing Time: 5000 milliseconds
Detector
 Detection Rate: 500 msec
 Detection Range: 150
Underground Hole
 Creates a GLA Hole upon destruction (See GLA Hole)
Notes:
- Gives 2 RPG Troopers upon completion.
- Eliminates units inside upon destruction if there is no tunnel exists.
- Uncapturable and undisableable by hacker

d) Stinger Site
Prerequisite: GLA Barracks
HP: 1000                Armor: Stinger Site Armor
Build Cost: 900         Build Time: 25 seconds
Vision Range: 600       Shroud Clearing Range: 400
Experience Gained: 200
Weapons Controller: Stinger Soldiers
Maximal No. of Soldiers: 3
Stinger Soldier Respawn: 30000 msec
HP: 100                        Armor: Stinger Soldier Armor
Vision Range: 400              Shroud Clearing Range: 400
Detection Rate: 500 msec       Detection Range: 200
Build Cost: 100 (It’s just for hostile GLA who chooses Cash Bounty
and kills these soldiers)
Stinger Missile Anti Ground
 Damage: 20; 25 with AP Rocket Upgrade
 Damage Radius: 5
 Damage Type: Explosion
 Accuracy: 100% vs vehicles, may miss as much as 10 distances against
 infantry.
 Range: 225
 Projectile Speed: 400 dist/sec
 Turn Rate: 625 degrees per second
 Cooldown: 2000 ms
 Homing missile
Stinger Missile Anti Air
 Damage: 30
 Damage Radius: 10
 Damage Type: Explosion
 Accuracy: 100% vs vehicles, may miss as much as 10 distances
 against infantry (but do we have flying infantry?).
 Range: 400
 Projectile Speed: 400 dist/sec
 Turn Rate: 625 degrees per second
 Cooldown: 2000 ms
 Homing missile
 Can shoot down incoming ballistic missiles
Special Ability Information
Respawns Stinger Soldiers
 Replaces Stinger Soldiers perishing in battle (See Stinger
 Soldier information above)
Underground Hole
 Creates a GLA Hole upon destruction (See GLA Hole)
Notes:
- These types of damage will kill the Stinger Soldiers: Small Arms,
 Sniper, Fleshy Sniper, Poison, Radiation, Flame.
- These type of damage will not impair the Stinger Site if there is no
 Stinger Soldier inside: Sniper, Fleshy Sniper.
- Uncapturable

e) Arms Dealer
Prerequisite: GLA Supply Stash
HP: 2000                Armor: Structure Armor
Build Cost: 2500        Build Time: 20 seconds
Vision Range: 200       Shroud Clearing Range: 200
Experience Gained: 200
Special Ability Information
Repairs Vehicle
 Repairing Time: 5000 milliseconds
Underground Hole
 Creates a GLA Hole upon destruction (See GLA Hole)
Notes:
- Door Opening Time: 2000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms

f) Demo Trap
Prerequisite: Arms Dealer
HP: 100                 Armor: Structure Armor
Build Cost: 400         Build Time: 5 seconds
Vision Range: 150       Shroud Clearing Range: 150
Experience Gained: 50
Weapon: Demo Trap Detonation
Primary Damage: 600            Primary Damage Radius: 25
Secondary Damage: 400          Secondary Damage Radius: 50
Damage Type: Explosion         Trigger Detonation Range: 40
Can also be detonated manually
Destruction Delay: 1000 ms
Special Ability Information
Proximity Fuse
 As the default built, this mode will explode 1 second after an
 enemy unit is detected in its radius.
Manual Detonation
 The demo trap will not explode upon an incoming enemy but will
 need the player’s order to explode.
Detonate
 Explodes the demo trap.
Notes:
- Does not create a GLA Hole upon destruction.
- Stealth
- Uncapturable and undisableable hacker.
- Not counted as victory determinant building.

g) Palace
Prerequisite: Arms Dealer
HP: 3000                Armor: Structure Armor
Build Cost: 2500        Build Time: 45 seconds
Vision Range: 300       Shroud Clearing Range: 300
Experience Gained: 300
Special Ability Information
Garrison
 Maximum Infantry in Garrison: 5
 Infantry can fire from within.
 Adds 33% range and +25% damage to units inside
 Can not be ungarrisonned except destroyed.
Underground Hole
 Creates a GLA Hole upon destruction (See GLA Hole)
Notes:
- Uncapturable and undisableable by hacker.

h) Black Market
Prerequisites: Palace
HP: 500                 Armor: Structure Armor
Build Cost: 2500        Build Time: 45 seconds
Vision Range: 200       Shroud Clearing Range: 200
Experience Gained: 200
Special Ability Information
Income Generator
 Income Generated: $20 every 2 second
Underground Hole
 Creates a GLA Hole upon destruction (See GLA Hole)
Notes:

i) SCUD Storm
Prerequisite: Palace
HP: 4000                Armor: Structure Armor Tough
Build Cost: 5000        Build Time: 60 seconds
Vision Range: 200       Shroud Clearing Range: 200
Experience Gained: 400
Weapon: SCUD Storm Missile
Reload Time: 5 minutes
Cursor Radius: 200
View Object Duration: 40000 ms
View Object Range: 250
Total Missile: 9
Primary Damage: 500
Primary Damage Radius: 50
Secondary Damage: 200
Secondary Damage Radius: 200
Damage Type: Explosion
Range: 200
Leaves Poison Field Large after detonation
Special Ability Information
Creates Poison Field Medium when destroyed.
Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
Notes:

j) Command Center
HP: 5000                Armor: Structure Armor Tough
Vision Range: 300       Shroud Clearing Range: 300
Build Cost: 2000        Build Time: 45 seconds
Experience Gained: 200
Special Ability Information
Underground Hole
Creates a GLA Hole upon destruction (See GLA Hole)
Notes:
- Required to access several General Powers: Rebel Ambush, Cash Bounty,
Emergency Repair, Anthrax Bomb.

k) GLA Hole
HP: 500                 Armor: Structure Armor
Vision Range: 50        Shroud Clearing Range: 50
Special Ability Information
Worker Respawn
 Repaswns a Worker that will build the destroyed buiding.
 Worker Respawn Time: 20 seconds
Base Regeneration
 Regeneration Rate: 0.5% of maximum HP per second
Notes:
- Uncapturable and undisableable by hacker.
- Automatically created from destroyed GLA buildings.

===============
4 GLA Upgrades
===============

a) Capture Building
Prerequisite: Barracks
Affected Units: Rebel (Rangers and Red Guards)
Research Cost: 1000
Research Time: 30
Enables Rebels to capture most hostile and tech buildings.

b) Scorpion Rocket
Prerequisite: Arms Dealer
Affected Unit: Scorpion
Reseach Cost: 1000
Research Time: 30
Installs a surface-to-surface rocket on Scorpion Tank.

c) Toxin Shells
Prerequisite: Palace
Affected Units: Scorpion and Marauder Tanks
Research Cost: 1000
Research Time: 30
Fills Scorpion and Marauder Tank shells with a small amount of
Anthrax, making them more deadly against infantry masses.

d) Anthrax Beta
Prerequisite: Palace
Affected Units: Toxin Truck, Bomb Truck with Bio Bomb Upgrade,
Anthrax Warhead Scud Missile, Scorpion and Marauder with Toxin Shells
Upgrade, Scud Storm, and Scud Storm Missile.
Research Cost: 2500
Reseach Time: 30
Replaces the standard toxin and anthrax weapon with a stronger
version of anthrax.

e) Camouflage
Prerequisite: Palace
Affected Unit: Rebel
Research Cost: 2000
Research Time: 60
Gives Rebels stealth ability when not attacking or capturing buildings.

f) Arm the Mob
Prerequisite: Palace
Affected Unit: Angry Mob
Research cost: 1000
Research Time: 30
Distributes AK-47 to the Angry Mob members, replacing their pistols
and rock weapons.

g) AP Bullets
Prerequisite: Black Market
Affected Units: Rebel, Armed Angry Mob, Jarmen Kell, Technical,
Quad Cannon, Battle Drone, and Pathfinder
Research Cost: 2000
Research Time: 60
Adds damage of the affected units by 25%.

h) AP Rockets
Prerequisite: Black Market
Affected Units: RPG Trooper, Scorpion with Rocket, Rocket Buggy,
Explosive Warhead Scud, Stinger Soldiers.
Research Cost: 2000
Research Time: 60
Increases the damage of GLA rocket attacks.

i) Junk Repair
Prerequisite: Black Market
Affected Units: Technical, Radar Van, Scorpion, Toxin Truck, Marauder,
Quad Cannon, Rocket Buggy, Bomb Truck, Scud Launcher
Research cost: 2000
Research Time: 60
Gives GLA vehicles auto-repair ability.

j) Buggy Ammo
Prerequisite: Black Market
Affected Unit: Rocket Buggy
Research Cost: 1200
Research Time: 30
Allows Rocket Buggy to fire more rockets before reloading.

k) Radar Van Scan
Prerequisite: Black Market
Affected Unit: Radar Van
Research Cost: 500
Research Time: 20
Gives Radar Van ability to reveal a small portion of map.

l) High Explosive Bomb
Prerequisite: Bomb Truck
Affected Unit: Respective Bomb Truck
Build Cost: 500
Build Time: 5
Loads a high explosive payload to the Bomb Truck, increasing its
damage by 100%

m) Bio Bomb
Prerequisite: Bomb Truck
Affected Unit: Respective Bomb Truck
Build Cost: 500
Build Time: 5
Loads a bio bomb to the Bomb Truck, contaminating the ground with
Poison Field Medium when destroyed.

*************************************************************************
USA
*************************************************************************

=====================
1 USA General Powers
=====================

1 Star General
- Paladin Tank: Paladins can shoot down enemy missiles with an advanced
 defensive laser system.
- Stealth Fighter: Camouflaged when moving.
- Spy Drone: Spy drones are camouflaged against enemy sight and radar
 and reveal enemy positions.

3 Star General
- Pathfinder: Pathfinders are elite camouflaged snipers.
- Para Drop Level 1: Drop Rangers from the air. 1st level: 5 Rangers
- Para Drop Level 2: Drop Rangers from the air. 2nd level: 10 Rangers.
- Para Drop Level 3: Drop Rangers from the air. 3rd level: 15 Rangers.
- A-10 Strike Level 1: A-10 Thunderbolts destroy buildings, vehicles,
 and infantry. First level: one A-10 Thunderbolt.
- A-10 Strike Level 2: A-10 Thunderbolts destroy buildings, vehicles,
 and infantry.Second level: two A-10 Thunderbolts.
- A-10 Strike Level 3: A-10 Thunderbolts destroy buildings, vehicles,
 and infantry.Third level: three A-10 Thunderbolts.
- Emergency Repair Level 1: Repair vehicles in an area.
 First level: light repair.
- Emergency Repair Level 2: Repair vehicles in an area.
 Second level: medium repair.
- Emergency Repair Level 3: Repair vehicles in an area.
 Third level: serious repair.

5 Star General
- Fuel Air Bomb: Fuel air bombs destroy buildings and enemy troop
 concentrations.

Paladin Tank
Rank: 1 Star General
Requirement: 1 General Point
Building Required: US War Factory
This General Power allows the player to build Paladin Tank.
Paladin Tank can render enemy missile attack useless with its laser,
which is also useful for attacking infantry in short range.

Stealth Fighter
Rank: 1 Star General
Requirement: 1 General Point
Building Required: US Air Field. Strategy Center
In fact, it is a stealth bomber. Spending a General Point for this will
let the player to build this airplane. It is invisible and will decloack
when firing, making it a perfect weapon for sneak attack.

Spy Drone
Rank: 1 Star General
Requirement: 1 General Point
Building Required: US Command Center
Recharge Time: 1 minute 30 seconds
Stealthy Spy Drone, if it is activated and deployed, will reveal the
area where it is placed for the player. (See Spy Drone session)

Pathfinder
Rank: 3 Star General
Requirement: 1 General Point
Building Required: US Barracks
Choosing this General Power will enable the player to train Pathfinders
from US Barracks.

Para Drop Level 1
Rank: 3 Star General
Requirement: 1 General Point
Building Required: US Command Center
Recharge Time: 4 minutes
This General Power, if selected, will give authorization to the player
to drop 5 Rangers by US Cargo Plane to the designated area.

Para Drop Level 2
Rank: 3 Star General
Requirement: 1 General Point; Para Drop Level 1.
Building Required: US Command Center
Recharge Time: 4 minutes
A better version of Para Drop Level 1, Para Drop Level 2 grants the player
10 Rangers to be dropped anywhere on the map via US Cargo Plane.

Para Drop Level 3
Rank: 3 Star General
Requirement: 1 General Point; Para Drop Level 2
Building Required: US Command Center
Recharge Time: 4 minutes
With this General Power chosen, the player may call in a US Cargo Plane
to parachute 15 Rangers anywhere on the map.

A-10 Missile Strike Level 1
Rank: 3 Star General
Requirement: 1 General Point
Building Required: US Command Center
Recharge Time: 4 minutes
This General Power, once activated, will call in an A-10 Thunderbolt
to strike a targeted area.

A-10 Missile Strike Level 2
Rank: 3 Star General
Requirement: 1 General Point; Rebel Ambush 2
Building Required: US Command Center
Recharge Time: 4 minutes
Activating A-10 Strike Level 2 will send 2 A-10 Thunderbolts to bombard
a specific target area.

A-10 Missile Strike Level 3
Rank: 3 Star General
Requirement: 1 General Point; Rebel Ambush Level 3
Building Required: US Command Center
Recharge Time: 4 minutes
The most deadly among the three A-10 Strikes, A-10 Strike Level 3 allows
the player to assign 3 A-10s to blitz a target area.

Emergency Repair Level 1
Rank: 3 Star General
Requirement: 1 General Point
Building Required: US Command Center
Recharge Time: 4 minutes
Light Repair enables the player to fix vehicles in a specific area,
increasing their lost HP by as much as 100 in the radius of 100.

Emergency Repair Level 2
Rank: 3 Star General
Requirement: 1 General Point; Emergency Repair Level 2
Building Required: US Command Center
Recharge Time: 4 minutes
A more advanced version of Light Repair, Medium Repair will add a
maximum of 200 more HP to the damaged vehicles in a 100 radius area.

Emergency Repair Level 3
Rank: 3 Star General
Requirement: 1 General Point; Emergency Repair Level 3
Building Required: US Command Center
Recharge Time: 4 minutes
Serious Repair is the most advanced version of Emergency Repair. It
returns as much as 300 lost HP to the damaged vehicles in the radius
(100 distances)

Fuel Bomb
Rank: 5 Star General
Requirement: 1 General Point
Building Required: US Command Center
Recharge Time: 6 minutes
Bombards the targeted area with a deadly Fuel Bomb.
Fuel Bomb
 Damage: 2000
 Damage Type: Explosion
 Damage Radius: 100
 Range: 100
Fuel Bomb Remaining Flame
 Damage: 5 (Just a spot of flame to light trees on fire)
 Damage Type: Flame
 Damage Radius: 100
 Range: 100

Carpet Bomb
Carpet Bomb is no longer available. However, as it saw action in China
Mission 5, there is nothing wrong to write it here.
Drops 15 bombs in a line, causing massive damage in the line it scorches.
Timer: 2 minutes 30 seconds
Weapon: Carpet Bomb
Damage: 300
Damage Type: Explosion
Damage Radius: 50

============
2 USA Units
============

----------------
(a) US Aircraft
----------------

a.1) Chinook
Health Information
 HP: 300
 Armor: Chinook Armor
Experience Information
 50 exp as anything
Vision Information
 Vision Range: 300
 Shroud Clearing Range: 600
Locomotor Information
 Speed: 150 dist/sec; 60 when badly damaged
 Turn Rate: 180 degrees/sec; 90 if badly damaged
Weapon Information
 None
Special Ability Information
 Resource Gathering
  Max Boxes: 8 ($600)
  Supply Center Action Delay: 3000 ms (one transaction)
  Supply Warehouse Action Delay: 1250 ms per box (many small
  transactions)
  Supply Warehouse Scan Distance: 700 (Max distance to look
  for a warehouse, or Chinook goes home)
  Warns when Resources are depleted
 Combat Drop
  Sends all Rangers inside to a garrisoned building to occupy it,
  killing all hostile units inside. It usually takes one Ranger as
  a war casualty. If the building is not garrisoned, Rangers
  automatically garrison in that building.
  Total No. of Ropes: 4
 Transport
  Has 8 slots
  Capable of transporting infantry and some vehicles.
  100% damage to units inside when destroyed (all units inside are
  destroyed).
  Units are evacuated with a delay of 100 milliseconds per unit.
Upgrade Information
 None
Build Information
 Prerequisite: US Supply Center
 Build Cost: 1200
 Build Time: 10 seconds
Notes:
- Chinook, if needing repairs, must dock to Airfield.
- Chinook only lands if ordered to load or unload units.

a.2) Raptor
Health Information
 HP: 160                       Armor: Airplane Armor
Experience Information
 100 exp to veteran            50 exp as conscript/veteran
 200 exp to elite              100 exp as elite
 400 exp to heroic             150 exp as heroic
Vision Information
 Vision Range: 180             Shroud Clearing Range: 400
Locomotor Information
 Speed: 175 dist/sec; 120 if badly damaged.
 Turn Rate: 120 degrees/sec; 90 if badly damaged.
Weapon Information
 Raptor Jet Missile
  Damage: 100; 125 with Laser Missiles Upgrade
  Damage Radius: 5
  Damage Type: Jet Missile
  Accuracy: 100% against vehicles, may miss as much as 10 distances
  against infantry.
  Range: 320
  Minimum Range: 100
  Projectile Speed: 300
  Missile Turn Rate: 200 degrees/sec
  Cooldown: 150
  Clipsize: 4
  Reload Time: 8000 ms
  Homing missile
Special Ability Information
 Eject Pilot
  When a veteran, elite, or heroic Raptor is shot down, it will eject
  its pilot. A veteran Raptor will eject a veteran pilot, etc. More
  information on Pilot session.
Upgrade Information
 - Laser Missiles (Air Field): Adds 25% damage to Raptor Missile.
 - Advanced Training (Strategy Center): Raptor gains veterancy
   level 100% as fast.
Build Information
 Prerequisites: US Airfield
 Build Cost: 1400
 Build Time: 20
Notes:

a.3) Comanche
Health Information
 HP: 220                       Armor: Comanche Armor
Experience Information
 100 exp as veteran            50 exp as conscript/veteran
 200 exp as elite              100 exp as elite
 400 exp as heroic             200 exp heroic
Vision Information
 Vision Range: 180             Shroud Clearing Range: 600
Locomotor Information
 Speed: 120 dist/second        Turn Rate: 180 degrees/second
Weapon Information
 Comanche 20mm Cannon
  Always uses this against infantry. Used against vehicles and
  buildings when it is reloading missiles.
  Damage: 6
  Damage Type: Comanche Vulcan
  Range: 200
  Accuracy: 100%
  Cooldown: 100 msec
 Comanche Anti Tank Missile
  Never used against infantry. Always be used against vehicles and
  structures.
  Primary Damage: 50
  Primary Damage Radius: 5
  Secondary Damage: 30
  Secondary Damage Radius: 25
  Damage Type: Jet Missile
  Range: 200
  Projectile Speed: 225 dist/sec
  Missile Turn Rate: 180 degrees/second
  Cooldown: 500 msec
  Clip Size: 4 (4 shots in a clip)
  Clip Reload Time: 15000 msec
  Accuracy: 100% (practically it is never used against infantry but
  theoretically it may miss as much as 20 distances against infantry)
  Homing missile
Special Ability Information
 Fire Rocket
  Prerequisite: Rocket Pods Upgrade
  Comanche fires deadly rocket barrages on the targeted area, damaging
  everything in its explosion radius.
  Primary Damage: 30
  Primary Damage Radius: 5
  Secondary Damage: 10
  Secondary Damage Radius: 40
  Damage Type: Explosion
  Range: 200
  Projectile Speed: 225 dist/sec
  Missile Turn Rate: 180 degrees/sec
  Cooldown: 200 msec
  Clip Size: 20
  Clip Reload Time: 30000 msec
  Not homing missiles
 Floating
  Comanche does not need to land for any reason except for repairing.
 Auto Reload
  Unlike other air vehicles, Comanche does not need to return to
  Airfield to reload. It automatically does it in the air when its
  clip is exhausted.
Upgrade Information
 - Rocket Pods (US Airfield): Gives Comanche ability to fire rocket
   barrages.
 - AdvancedTraining (Strategy Center): Comanche gains experiences twice
   as fast.
Build Information
 Prerequisite: US Airfield
 Build Cost: 1500
 Build Time: 20 seconds
Notes:
- Comanche, if needing repairs, must dock to Airfield. It will land near
 the Airfield.

a.4) Stealth Fighter
Health Information
 HP: 140                       Armor: Airplane Armor
Experience Information
 200 exp to veteran            100 exp as conscript/veteran
 300 exp to elite              200 exp as elite
 600 exp to heroic             300 exp as heroic
Vision Information
 Vision Range: 180             Shroud Clearing Range: 300
Locomotor Information
 Speed: 175 dist/sec; 120 if badly damaged
 Turn Rate: 180 degrees/sec; 90 if badly damaged
Weapon Information
 Stealth Jet Missile
  Damage: 100; 125 with Laser Missile Upgrade
  Damage Radius: 5
  Damage Type: Stealth Jet Missile
  Range: 220
  Minimum Range: 60
  Projectile Speed: 300 dist/sec
  Missile Turn Rate: 200 degrees/second
  Accuracy: 100% against vehicles, may miss as much as 10 distances
  against infantry.
  Cooldown: 200 msec
  Clip Size: 2
  Reload Time: 8000 msec
  Homing missile
Special Ability Information
 Stealth
  Stealth Fighter remains invisible except when firing weapons.
  Stealth Delay: 1500 msec
 Eject Pilot
  When a veteran, elite, or heroic Stealth Fighter is shot down, it
  will eject its pilot. A veteran Stealth Fighter will eject a
  veteran pilot, etc. More information on Pilot session.
Upgrade Information
 - Laser Missiles (Air Field): Adds 25% damage to Stealth Fighter
   Missile.
 - Advanced Training (Strategy Center): Stealth Fighter gains veterancy
   level 100% as fast.
Build Information
 Prerequisites: US Airfield, Stealth Fighter General Power
 Build Cost: 1600
 Build Time: 25 seconds
Notes:
- Can not attack air units.

a.5) Aurora Bomber
Health Information
 HP: 80                        Armor: Airplane Armor
Experience Information
 200 exp to veteran            200 exp as conscript/veteran
 400 exp to elite              400 exp as elite/heroic
 800 exp to heroic
Vision Information
 Vision Range: 180             Shroud Clearing Range: 600
Locomotor Information
 When attacking (Supersonic Mode): 480 dist/sec; 240 if badly damaged
 Turn Rate (Supersonic Mode): 180 degrees/sec; 90 when badly damaged
 100 ms required to change from Supersonic Mode to Sluggish
 Mode (Returning for Ammo)
 2000 ms required to remain untargetable
 When returning for reloading (Sluggish Mode): 120 dist/sec
 Turn Rate (Sluggish Mode): 60 degrees/sec
 When moving (Normal Mode): 180 dist/sec; 120 if badly damaged
 Turn Rate (Normal Mode): 180 degrees/sec; 90 if badly damaged
Weapon Information
 Aurora Bomb
  Damage: 400
  Damage Radius: 20
  Damage Type: Aurora Bomb
  Clip Size: 1
  Range: 300
  Projectile Speed: 480 dist/sec
  Projectile Turn Rate: 960 degrees/second
  Clip Reload Time: 5000 msec
  Not a homing missile
Special Ability Information
 Supersonic
  When targeting, Aurora flies so fast that it can not be shot down.
 Eject Pilot
  When a veteran, elite, or heroic Aurora is shot down, it will eject
  its pilot. A veteran Aurora Bomber will eject a veteran pilot, etc.
  More information on Pilot session.
Upgrade Information
 - Advanced Training (Strategy Center): Aurora Bomber gains veterancy
   level 100% as fast.
Build Information
 Prerequisites: US Airfield, Strategy Center
 Build Cost: 2500
 Build Time: 30 seconds
Notes:

a.6) US Cargo Plane
Health Information
 HP: 1000                      Armor: Airplane Armor
Experience Information
 40 experience as anything
Locomotor Information
 Speed: 125; 75 when badly damaged
 Turn Rate: 25; 10 when badly damaged
 Acceleration: 60; 30 when badly damaged
Notes:
- Drops Crates on a Supply Drop Zone and Paradrops on the target area.

a.7) B52
Health Information
 HP: 1000                      Armor: Airplane Armor
Experience Information
 50 exp as anything
Locomotor Information
 Speed: 125; 75 when badly damaged
 Turn Rate: 25; 10 when badly damaged
 Acceleration: 60; 30 when badly damaged
Notes:
- Drops Fuel Bombs and Carpet Bombs on the target area.

a.8) A-10 Thunderbolt
Health Information
 HP: 600                       Armor: Airplane Armor
Experience Information
 40 exp as anything
Vision Information
 Vision Range: 300             Shroud Clearing Range: 300
Locomotor Information
 Speed: 120 dist/sec
 Turn Rate: 200 degrees/sec; 90 if badly damaged
Weapon Information
 A-10 Thunderbolt Vulcan
  Damage: 10
  Damage Radius: 4
  Damage Type: Small Arms
  Attack Range: 450
  Projectile Speed: Immediate
  Cooldown: 60 msec
 A-10 Thunderbolt Missile
  Launches 6 missiles per aircraft. 1st level will deliver 6 missiles,
  2nd 12 missiles, and 3rd 24 missiles.
  Damage: 200
  Damage Radius: 50
  Damage Type: Explosion
  Range: 350
  Projectile Speed: 240 ms/sec
  Missile Turn Rate: 200 degrees/second
Special Ability Information
 None
Upgrade Information
 None
Build Information
 A-10 Thunderbolt Missile Strike General Power
Notes:

--------------
(b) US Drones
--------------

b.1) Spy Drone
Health Information
 HP: 200; 250 with Drone Armor         Armor: Airplane Armor
Experience Information
 Not available
Vision Information
 Vision Range: 250
Special Ability Information
 Stealth
  Spy Drone is invisible to the enemies unless they use detectors.
 Detector
  Spy Drone can locate hidden units.
   Detection Rate: 500 msec
Upgrade Information
 - Drone Armor (Strategy Center): This upgrade increases the maximum
   HP of Spy Drone by 50.
Build Information
 Prerequisite: US Command Center, Spy Drone General Power
 Recharge Time: 1 minute 30 seconds
Notes:
- Can not be repaired in any way.

b.2) Scout Drone
Health Information
 Health: 20; 70 with Drone Armor       Armor: Tank Armor
Vision Information
 Vision Range: 150                     Shroud Clearing Range: 500
Locomotor Information
 Speed: 60 dist/sec; 30 when badly damaged
 Turn Rate: 180 degrees/sec; 90 when badly damaged
 Maximum Wandering Range: 35 when master vehicle is idle or
 guarding; 75 when master vehicle is attacking or moving.
Special Ability Information
 Detector
  Detection Rate: 500
Upgrade Information
 - Drone Armor (Strategy Center): Increases Scout Drone maximum HP
   by 50
Build Information
 Prerequisite: Humvee, Ambulance, Crusader Tank, Paladin Tank, or
 Tomahawk
 Build Cost: 100
 Build Time: 5
Notes:
- Cannot be repaired.
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

b.3) Battle Drone
Health Information
 HP: 100; 150 with Drone Armor Upgrade         Armor: Tank Armor
Experience Information
 10 exp as anything
Vision Information
 Vision Range: 150
 Shroud Clearing Range: 150
Locomotor Information
 Speed: 40 dist/sec; 20 if badly damaged; 140 when repairing
 Turn Rate: 90 degrees/sec; 500 if repairing; 400 when repairing
 and badly damaged
 Maximum Wandering Range: 35 if master vehicle is idle or
 guarding; 75 if master vehicle is attacking or moving
Weapon Information
 Turret Turn Rate: 360
 Battle Drone Machine Gun
  Damage: 1; 1.25 with AP Bullets Upgrade
  Damage Type: Small Arms
  Range: 110
  Cooldown: 100 msec
Special Ability Information
 Repairs Master Vehicle
  Repairs Master vehicle if master vehicle is idle or possesses HP
  below 60%.
  Repair Rate: 5 HP/sec
Upgrade Information
 - Drone Armor (Strategy Center): Adds Battle Drone armor by 50.
 - AP Bullets (Black Market): Adds Battle Drone machine gun
   damage by 25% (GLA is so attentive…:)
Build Information
 Prerequisites: Humvee, Ambulance, Crusader Tank, Paladin Tank, or
 Tomahawk and US War Factory
 Build Cost: 200
 Build Time: 5
Notes:
- Cannot be repaired.
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

----------------
(c) US Infantry
----------------

c.1) Ranger
Health Information
 HP: 180                       Armor: Human Armor
Experience Information
 40 exp to veteran             20 exp as conscript/veteran
 60 exp to elite               40 exp as elite
 120 exp to heroic             60 exp as heroic
Vision Information
 Vision Range: 100             Shroud Clearing Range: 400
Locomotor Information
 Speed: 20 dist/sec; 10 if badly hurt
 Turn Rate: 500 degrees/sec (infinite)
Weapon Information
 Ranger Advanced Combat Rifle
  Damage: 5
  Damage Type: Small Arms
  Range: 100
  Cooldown: 100 msec
  Clip Size: 3
  Clip Reload Time: 700 msec
 Ranger Flash-Bang Grenade
  Primary Damage: 25
  Primary Damage Radius: 10
  Secondary Damage: 10
  Secondary Damage Radius: 40
  Damage Type: Surrender
  Range: 175
  Minimum Range: 20
  Projectile Speed: 120
  Accuracy: 96% against unmoving target (may miss as much as 4
  distance radius from the target)
  Reload Time: 2000 msec
  Empties garrisoned civilian buildings
Special Ability Information
 Capture Building
  Prerequisite: Capture Building Upgrade
  Range: 5
  Unpack Time: 3000
  Capture Time: 20000
  Pack Time: 2000
  Exp Gained: 15
 Rifle/Flash Bang Options
  Prerequisite: Flash Bang Upgrade
  Switches weapon from Rifle to Flash Bang or vice versa.
Upgrade Information
 - Capture Building (Barracks): Enables Ranger to capture
   most hostile buildings or tech buildings.
 - Flash Bang Grenade (US Barracks): Allows Ranger to switch weapon
   from Rifle to Flash-Bang or vice versa.
 - Advanced Training (Strategy Center): Increases experience gained by
   Ranger by 100%.
Build Information
 Prerequisite: US Barracks
 Build Cost: 225
 Build Time: 5 seconds
Notes:
- Slot: 1

c.2) Missile Defender
Health Information
 HP: 100                       Armor: Human Armor
Experience Information
 100 exp to veteran            20 exp as conscript/veteran
 200 exp to elite              40 exp as elite
 400 exp to heroic             60 exp as heroic
Vision Information
 Vision Range: 150             Shroud Clearing Range: 300
Locomotor Information
 Speed: 20 dist/sec; 10 if badly hurt
 Turn Rate: 500 degrees/sec
Weapon Information
 Missile Defender Missile
  Damage: 40
  Damage Radius: 5
  Damage Type: Infantry Missile
  Range: 175
  Projectile Speed: 225 dist/sec
  Missile Turn Rate: 100 degrees/sec
  Cooldown: 1000 msec
  Accuracy: 100% vs vehicles, may miss as much as 10 distances
  against infantry.
  Homing missile
Special Ability Information
 Laser Missile Attack
  Uses Laser Beam to target a hostile vehicle
  Preparation Time: 1000
  Damage: 40
  Damage Radius: 5
  Damage Type: Armor Piercing
  Range: 300
  Projectile Speed: 225 dist/sec
  Missile Turn Rate: 100 degrees/sec
  Accuracy: 100% (though it is practically can’t target infantry,
  theoretically it may miss as much as 10 distances against infantry)
  Cooldown: 500 msec
  Homing missile
Upgrade Information
 - Advanced Training (Strategy Center): Increases experience gained by
   Missile Defender by 100%.
Build Information
 Prerequisite: US Barracks
 Build Cost: 300
 Build Time: 5 seconds
Notes:
- Slot: 1

c.3) Pathfinder
Health Information
 HP: 120                       Armor: Human Armor
Experience Information
 50 exp to veteran             40 exp as conscript/veteran
 100 exp to elite              60 exp as elite
 200 exp to heroic             80 exp as heroic
Vision Information
 Vision Range: 200             Shroud Clearing Range: 400
Locomotor Information
 Speed: 30 dist/sec; 20 when badly hurt
 Turn Rate: 500 degrees/sec (infinite)
Weapon Information
 Pathfinder Sniper Rifle
  Damage: 100; 125 with GLA Armor Piercing Bullet (Oh… my… my…)
  Damage Type: Fleshy Sniper
  Range: 300
  Projectile Speed: Immediate
  Cooldown: 2000 msec
  Can not attack vehicles or buildings.
Special Ability Information
 Detector
  Detection Rate: 500 msec
  Can not detect when in a garrison or transport or Tunnel Network
 Stealth
  Decloaks when moving, still cloaks even when attacking
Upgrade Information
 - Advanced Training: Pathfinder gains experience as twice as fast.
 - AP Bullets (GLA Black Market): Increases Pathfinder sniper
   damage by 25%.
Build Information
 Prerequisites: US Barracks, Pathfinder General Power
 Build Cost: 600
 Build Time: 10 seconds
Notes:
- Slot: 1

c.4) Colonel Burton
Health Information
 HP: 200                       Armor: Human Armor
Experience Information
 200 exp to veteran            50 exp as conscript
 300 exp to elite              100 exp as veteran/elite
 600 exp to heroic             150 exp as heroic
Vision Information
 Vision Range: 150             Shroud Clearing Range: 500
Locomotor Information
 Walking
  Speed: 30 dist/sec; 20 if badly hurt
  Turn Rate: 500 degrees/sec
 Climbing
  Speed: 20 dist/sec; 15 if badly hurt
  Turn Rate: 360 degrees/sec; 350 if badly hurt
Weapon Information
 Colonel Burton Sniper Rifle
  Damage: 40
  Damage Type: Small Arms
  Range: 125
  Projectile Speed: Immediate
  Cooldown: 100 msec
  Clip Size: 3
  Clip Reload Time: 500 msec
Special Ability Information
 Stealth
  Stealth Delay: 2000 msec
  Decloaks when firing or before planting C4s
 Knife Attack
  Damage: 10000
  Damage Type: Melee
  Range: 3
  Reload Time: 1367 msec
  Pre Attack Delay: 833 ms (always delays attack for 833 ms before
  stabbing)
 Timed Demo Charge
  Primary Damage: 2000
  Primary Damage Radius: 25
  Secondary Damage: 150
  Secondary Damage Radius: 75
  Damage Type: Explosion
  Shroud Clearing Range: 75
  Range: 0
  Explodes after 20 seconds
  Decloaks 5000 ms before planting C4
  Can’t install more than 1 C4 (either Timed or Remote) in one place
  Unpack Time: 5500
  Escapes 100 distances after completion
  Max Timed C4s to Install: 10
  Does not expire when Colonel Burton dies
 Remote Demo Charge
  Primary Damage: 2000
  Primary Damage Radius: 25
  Secondary Damage: 150
  Secondary Damage Radius: 75
  Damage Type: Explosion
  Shroud Clearing Range: 75
  Range: 0
  Explodes after detonated
  Decloaks 5000 ms before planting C4
  Can’t install more than 1 C4 (either Timed or Remote) in one place
  Unpack Time: 5500
  Escapes 100 distances after completion
  Max Remote C4s to Install: 8
  Expires if Colonel Burton dies
 Detonate
  Detonates all Remote Demo Charges
Upgrade Information
 - Advanced Training (Strategy Center): Increases Colonel Burton’s
   veterancy gathering by 100%
Build Information
 Prerequisites: US Barracks, Strategy Center
 Build Cost: 1500
 Build Time: 20 seconds
Notes:
- Slot: 1
- Max. Limit: 1

c.5) Pilot
Health Information
 HP: 100                       Armor: Human Armor
Experience Information
 10 exp as anything
Vision Information
 Vision Range: 150             Shroud Clearing Range: 300
Locomotor Information
 Speed: 30 dist/sec; 20 when badly hurt
 Turn Rate: 500 degrees/sec
Special Ability Information
 Eject
  Escapes from destroyed US vehicles possessing veterancy level.
 Veterancy Inheritancy
  Inherits veterancy level of the destroyed US vehicles.
 Veterancy Deliverance
  Delivers or adds the veterancy level a pilot owns to the vehicle
  he boards.
  Vehicles to receive veterancy: All vehicles which can gain veterancy
  level except transport.
Build Information
 - Built from destroyed US vehicles which possessing veterancy level.
Notes:
- Slot: 1
- To deliver veterancy level to a Comanche, simply damage the Comanche
 and when it docks to the Airfield to repair, enter.
- Guard your pilot so he won’t land in water. He will die drowned.

c.6) Bio Hazard Technician
Health Information
 HP: 100                               Armor: HazMat Human Armor
Experience Information
 150 exp to veteran            50 exp as conscript
 450 exp to elite              100 exp as veteran
 900 exp to heroic             150 exp as elite
                               400 exp as heroic
Vision Information
 Vision Range: 100             Shroud Clearing Range: 400
Locomotor Information
 Speed: 25 dist/sec; 20 if badly hurt
 Turn Rate: 180 degrees/sec; 150 if badly hurt
Weapon Information
 None
Special Ability Information
 Hazard Cleaning
  Radius: 25
  Range: 100
  Scan Rate: 1000
  Scan Range: 100
  Allowed to move around while cleaning up.
Upgrade Information
 - Advanced Training (Strategy Center): Increases Bio Hazard
   Technician’s veterancy gathering by 100%
Build Information
 Available only by Mission
 Prerequisite: US Barracks
 Build Cost: 200
 Build Time: 5
Notes:
- Slot: 1

----------------
(d) US Vehicles
----------------
d.1) Humvee
Health Information
 HP: 240                               Armor: Humvee Armor
Experience Information
 100 exp to veteran                    50 exp as conscript/veteran
 150 exp to elite                      100 exp as elite
 300 exp to heroic                     150 exp as heroic
Vision Information
 Vision Range: 150                     Shroud Clearing Range: 320
Locomotor Information
 Speed: 60 dist/sec; 30 if badly damaged
 Turn Rate: 180 degrees/sec
Weapon Information
 Turret Turn Rate: 180
 Humvee Gun
  Damage: 8
  Damage Type: Comanche Vulcan
  Range: 150
  Projectile Speed: 600 dist/sec
  Cooldown: 200 msec
 Humvee Missile Weapon (Anti Ground)
  Damage: 30
  Damage Radius: 5
  Damage Type: Explosion
  Range: 150
  Projectile Speed: 225 dist/sec
  Missile Turn Rate: 100 degrees/second
  Accuracy: 100% against vehicles, may miss as much as 10 distances
  against infantry
  Cooldown: 1000 msec
  Clip Size: 1
  Clip Reload Time: 2000 msec
  Not a homing missile
 Humvee Missile Weapon (Anti Air)
  Damage: 50
  Damage Radius: 5
  Damage Type: Explosion
  Range: 320
  Projectile Speed: 400 dist/sec
  Missile Turn Rate: 300 degrees/second
  Accuracy: 100% against vehicles, may miss as much as 10% against
  infantry.
  Cooldown: 1000 msec
  Clip Size: 1
  Clip Reload Time: 2000 msec
  Homing missile
Special Ability Information
 Battle Transport
  Enables passengers to fire from inside, gaining Garrison Bonus
  (see Bonus Modifiers)
  Can accommodate at most 5 infantry
  100% damage to units inside upon death (kills all passengers when
  destroyed)
  Exit Delay: 250 ms/unit
  Number of Exit Paths: 3
 Eject Pilot
  When a veteran, elite, or heroic Humvee is destroyed, it will eject
  its pilot. A veteran Humvee will eject a veteran pilot, etc. More
  information on Pilot session.
Upgrade Information
 - Battle Drone (Humvee): Builds a flying Battle Drone equipped with
   light machine gun and repair tools used to repair its master vehicle.
 - Scout Drone (Humvee): Builds a flying Scout Drone to augment sight
   range and detect stealth units.
 - TOW Missile (US War Factory): Equips all Humvees with a TOW Missile
   capable of attacking ground and air units.
 - Advanced Training (Strategy Center): Increases the veterancy gaining
   by 100%.
Build Information
 Prerequisite: US War Factory
 Build Cost: 700
 Build Time: 10 seconds
Notes:
- Transport Slot: 3

d.2) Crusader
Health Information
 HP: 480; 580 with Composite Armor
 Armor: Tank Armor
Experience Information
 200 exp to veteran            100 exp as conscript/veteran
 300 exp to elite              200 exp as elite
 600 exp to heroic             400 exp as heroic
Vision Information
 Vision Range: 150             Shroud Clearing Range: 300
Locomotor Information
 Speed: 30 dist/sec; 25 if badly damaged
 Turn Rate: 180 degrees/sec
Weapon Information
 Crusader Tank Gun
  Turret Turn Rate: 180
  Damage: 60
  Damage Radius: 5
  Damage Type: Armor Piercing
  Range: 150
  Projectile Speed: 400 dist/sec
  Cooldown: 2000 msec
  Accuracy: 100% against vehicles, may miss as much as 10 distances
  against infantry.
Special Ability Information
 Eject Pilot
  When a veteran, elite, or heroic Crusader is destroyed, it will eject
  its pilot. A veteran Crusader Tank will eject a veteran pilot, etc.
  More information on Pilot session.
Upgrade Information
 - Battle Drone (Crusader Tank): Builds a flying Battle Drone equipped
   with light machine gun and repair tools used to repair its master
   vehicle.
 - Scout Drone (Crusader Tank): Builds a flying Scout Drone to augment
   sight range and detect stealth units.
 - Advanced Training (Strategy Center): Gains veterancy level twice as
   fast.
 - Composite Armor (Strategy Center): Adds max HP of Crusader Tank by
   100.
Build Information
 Prerequisite: USA WarFactory
 Build Cost: 900
 Build Time: 10 seconds
Notes:
- Slot Count: 3

d.3) Ambulance
Health Information
 HP: 240                               Armor: Toxin Truck Armor
Experience Information
 50 exp as anything
Vision Information
 Vision Range: 100                     Shroud Clearing Range: 400
Locomotor Information
 Speed: 60 dist/sec; 30 if badly damaged
 Turn Rate: 180 degrees/sec
Special Ability Information
 Hazard Cleaning
  Turret Turn Rate: 180
  Radius: 50
  Range: 100
  Scan Rate: 1000
  Scan Range: 100
  Allowed to move around while cleaning up.
 Healing Transport
  Can transport up to 3 infantry inside
  Healing Rate: 25%/second
  Allows Allied Units inside
  Exit Delay: 250 ms/unit
  Number of Exit: 3
 Infantry Healing
  Heals allied infantry standing near it
  Healing Amount: 4 HP/second
  Healing Radius: 100
Upgrade Information
 - Battle Drone (Ambulance): Builds a flying Battle Drone equipped
   with light machine gun and repair tools used to repair its master
   vehicle.
 - Scout Drone (Ambulance): Builds a flying Scout Drone to augment
   sight range and detect stealth units.
Build Information
 Prerequisite: US War Factory
 Build Cost: 600
 Build Time: 10 seconds
Notes:
- Slot Count: 3

d.4) Paladin Tank
Health Information
 HP: 500; 600 with Composite Armor     Armor: Tank Armor
Experience Information
 200 exp to veteran                    100 exp as conscript/veteran
 300 exp to elite                      200 exp as elite
 600 exp to heroic                     400 exp as heroic
Vision Information
 Vision Range: 150                     Shroud Clearing Range: 300
Locomotor Information
 Speed: 30 dist/sec; 25 if badly damaged
 Turn Rate: 180 degrees/sec
Weapon Information
 Turret Turn Rate: 180
 Paladin Tank Gun
  Damage: 60
  Damage Radius: 5
  Damage Type: Armor Piercing
  Range: 150
  Projectile Speed: 300 dist/sec
  Cooldown: 2000 msec
  Accuracy: 100% vs vehicles, may miss as much as 10 distances against
  infantry.
Special Ability Information
 Point Defense Laser
  Targets: Ballistic Missiles, Small Missiles, Infantry
  Damage: 100
  Range: 65
  Cooldown: 1000 msec
  Scan Rate: 500
  Scan Range: 120
 Eject Pilot
  When a veteran, elite, or heroic Paladin Tank is destroyed, it will
  eject its pilot. A veteran Paladin Tank will eject a veteran pilot,
  etc. More information on Pilot session.
Upgrade Information
 - Battle Drone (Paladin Tank): Builds a flying Battle Drone equipped
   with light machine gun and repair tools used to repair its master
   vehicle.
 - Scout Drone (Paladin Tank): Builds a flying Scout Drone to augment
   sight range and detect stealth units.
 - Advanced Training (Strategy Center): Gains veterancy level twice as
   fast.
 - Composite Armor (Strategy Center): Adds max HP of Paladin Tank by 100.
Build Information
 Prerequisites: US War Factory; Paladin Tank General Power
 Build Cost: 1100
 Build Time: 12 seconds
Notes:
- Transport Slot: 3

d.5) Tomahawk
Health Information
 HP: 180                               Armor: Truck Armor
Experience Information
 200 exp to veteran                    50 exp as conscript/veteran
 400 exp to elite                      100 exp as elite
 800 exp to heroic                     150 exp as heroic
Vision Information
 Vision Range: 180                     Shroud Clearing Range: 200
Locomotor Information
 Speed: 30 dist/sec; 25 if badly damaged
 Turn Rate: 180 degrees/second
Weapon Information
 Tomahawk Missile
 Turret Turn Rate: 60
  Primary Damage: 150
  Primary Damage Radius: 10
  Secondary Damage: 50
  Secondary Damage Radius: 25
  Damage Type: Explosion
  Accuracy: may miss as far as 20 distances against infantry
  Range: 350
  Minimum Range: 100
  Projectile Speed: 200 dist/sec
  Missile Turn Rate: 540 degrees/sec
  Missile Preparation Time: 250 ms (Delays missile launch for 0.25
  second for preparation)
  Cooldown: 1 ms
  Clip Size: 1
  Clip Reload Time: 7000 msec
  Homing missile
Special Ability Information
 Eject Pilot
  When a veteran, elite, or heroic Tomahawk is destroyed, it will
  eject its pilot. A veteran Tomahawk will eject a veteran pilot, etc.
  More information on Pilot session.
Upgrade Information
 - Battle Drone (Paladin Tank): Builds a flying Battle Drone equipped
   with light machine gun and repair tools used to repair its master
   vehicle.
 - Scout Drone (Paladin Tank): Builds a flying Scout Drone to augment
   sight range and detect stealth units.
 - Advanced Training (Strategy Center): Gains veterancy level twice as
   fast.
Build Information
 Prerequisites: US War Factory. Strategy Center
 Build Cost: 1200
 Build Time: 20
Notes:
- Transport Slot: 3

d.6) Construction Dozer
Health Information
 HP: 250                               Armor: Dozer Armor
Experience Information
 Not available
Vision Information
 Vision Range: 200                     Shroud Clearing Range: 200
Locomotor Information
 Speed: 30; 25 when badly damaged
 Turn rate: 90; 60 when badly damaged
Weapon Information
 None
Special Ability Information
 Builds Building
 Detection and Disarming
  Detects and Disarms US Colonel Burton’s C4s, Chinese Tank Hunter
  TNTs, and China Land and Cluster Mines
  Detection Rate: 500 msec
  Looks for explosives to disarm within 150 distances every 5000
  milliseconds when idle.
  Can’t detect explosives when in Transport or Tunnel Network.
 Repairs Damaged Buildings
  Repairs 2% of max HP per second.
  Looks for buildings to repair within 150 distances every 5000
  milliseconds when idle.
Upgrade Information
 None
Build Information
 Prerequisite: US Command Center
 Build Cost: 1000
 Build Time: 5 seconds
Notes:
- Slot: 5

d.7) POW Truck
Health Information
 HP: 500                               Armor: Truck Armor
Experience Information
 150 exp to veteran                    50 exp as anything
 450 exp to elite
 900 exp to heroic
Vision Information
 Vision Range: 200                     Shroud Clearing Range: 300
Locomotor Information
 Speed: 60; 35 when badly damaged
 Turn rate: 120
Weapon Information
 None
Special Ability Information
 None
Upgrade Information
 - Advanced Training (Strategy Center): Gains veterancy level twice as
   fast.
Build Information
 Available for mission purpose only
Notes:
- Slot: 3

================
3 US Structures
================

While GLA buildings except Demo Trap may leave GLA holes that rebuild the
destroyed buildings and most Chinese structures are allowed to lay a mine
field as protection, all US buildings slowly self-repair.

a) Cold Fusion Reactor
Prerequisite: US Command Center
Energy: +5; +10 with Control Rods Upgrade
Build Cost: 800                         Build Time: 10 seconds
Vision Range: 200                       Shroud Clearing Range: 200
HP: 800 Armor: Structure Armor
Experience Gained: 100
Special Ability Information
Control Rods
 Increases the energy output capacity of the Cold Fusion Reactor by
 100%, making a total of 10.
 Cost: 800
Guard Ranger
 Creates 2 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second</pre><pre id="faqspan-4">
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes:

b) Barracks
Build Cost: 600                 Build Time: 10 seconds
Vision Range: 200               Shroud Clearing Range: 200
HP: 1000                        Armor: Structure Armor
Experience Value: 100
Special Ability Information
Heals Infantry
 Can heals both friendly or allied infantry
 Accomodation: 10
 Healing Time: 2000 milliseconds
Guard Ranger
 Creates 2 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes

c) Supply Center
Prerequisite: Cold Fusion Reactor       Experience Value: 200
Build Cost: 2000                        Refund Value: 400
Build Time: 10 seconds                  Energy: -1
Vision Range: 200                       Shroud Clearing Range: 200
HP: 2000                                Armor: Structure Armor
Special Ability Information
Guard Ranger
 Creates 3 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes:

d) Patriot Missile Battery
Prerequisite: Cold Fusion Reactor
Build Cost: 1000                        Build Time: 25 seconds
HP: 1000                                Armor: Base Defense Armor
Energy: -3                              Experience Value: 200
Vision Range: 360 (Shroud clearing distance AND targeting range)
Shroud Clearing Range: 360
Turret Turn Rate: 180 degrees per sec
Patriot Missile Weapon (Anti Ground)
Damage: 30
Damage Radius: 5
Damage Type: Explosion
Range: 225
Projectile Speed: 400 distances/second
Missile Turn Rate: 300 degrees/second
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry.
Cooldown: 250 msec
Clip Size: 4
Clip Reload Time: 2000 msec
Homing missile
Patriot Missile Weapon (Anti Air)
Damage: 25
Damage Radius: 5
Damage Type: Explosion
Range: 350
Projectile Speed: 400/distances/second
Missile Turn Rate: 300 degrees/second
Cooldown: 250 msec
Clip Size: 4
Clip Reload Time: 2000 msec
Accuracy: 100% against vehicles, may miss as much as 10 distances
against infantry.
Homing missile
Can shoot down ballistic missiles
Special Ability Information
Requests Assistance
 A Patriot may request assistance from nearby Patriot when shooting
 an enemy.
 Assistance Request Range: 200
 Weapon Used for Assistance: Patriot Missile Assist Weapon
 (Anti Air and Ground)
  Damage: 25
  Damage Radius: 5
  Damage Type: Explosion
  Range: 450
  Projectile Speed: 400
  Missile Turn Rate: 300 degrees/second
  Accuracy: 100% against vehicles, may miss as much as 10 distances
  against infantry.
  Cooldown: 250 msec
  Clip Size: 4
  Clip Reload Time: 1000 msec
Detector
 Detection Rate: 500 msec
 Detection Range: 200
Guard Ranger
 Creates 3 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes:

e) War Factory
Prerequisite: US Supply Center
Build Cost: 2000                Build Time: 15 seconds
Vision Range: 200               Shroud Clearing Range: 200
HP: 2000                        Armor: Structure Armor
Energy: -1                      Experience Value: 200
Special Ability Information
Repairs Vehicle
 Repairing Time: 5000 ms
Guard Ranger
 Creates 5 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes:
- Door Opening Time: 3250 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms

f) Air Field
Prerequisite: US Supply Center
Build Cost: 1000                        Build Time: 30 seconds
Vision Range: 200                       Shroud Clearing Range: 200
HP: 1500                                Armor: Structure Armor
Energy: -1                              Experience Value: 150
Special Ability Information
Heals Aircraft
 Healing Rate: 10 HP per second
 Total number of aircraft: 4
Guard Ranger
 Creates 2 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes:
- If captured, all airplanes parking there are automatically changing
 owner.
- Door Opening Time: 2000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1000 ms

g) Strategy Center
Prerequisite: US War Factory or US Airfield
Build Cost: 2500                        Build Time: 60 seconds
Vision Range: 400                       Shroud Clearing Range: 400
Energy: -2                              Experience Value: 250
HP: 1500; 3000 with Hold the Line Battle Plan
Armor: Structure Armor
Special Ability Information
Changes Battle Plan
 This ability will endow the units a better enhancement. The bonus
 depends on the battle plan executed. There are two drawbacks: once
 a battle plan is initiated, the location of the Strategy Center will
 be publicy revealed and it does not affect allied units. Remember that
 Construction Dozer, Worker, structures, aircraft, and drones do not
 benefit from any kind of battle plan.
 A player may change the battle plan already carried out, but it will
 paralyze the units for 5000 ms, let alone the rebuilding of the Strategy
 Center Add On which will take 7000 ms.
 Bombardment Battle Pan
  Bombardment increases the damage of the units by 20%. It also equips
  the Strategy Center with powerful cannon.
  Strategy Center Gun
   Turret Turn Rate: 60 degrees per sec
   Damage: 200; 250 with Uranium Shells Upgrade (Oh… oh…)
   Damage Radius: 25
   Damage Type: Explosion
   Scatter Radius: 85% (may miss as much as 15 distances instead of
   hitting it accurately)
   Range: 400
   Minimum Range: 100
   Projectile Speed: 150 dist/sec
   Cooldown: 7000 msec
 Hold the Line Battle Plan
   This battle plan increases the armor of the units by 10% and the HP
   of the Strategy Center to 3000.
 Search and Destroy Plan
   Carrying out this plan will increase the weapon’s range and sight
   range by 20%. It will also give Strategy Center ability to detect
   stealth units existing near it.
   Strategy Center Search and Destroy Detector
    Active only when Search and Destroy Plan is performed.
    Detection Rate: 500 msec
    Detection Range: 500
Guard Ranger
 Creates 4 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes
- Max no. of building: 1

h) Supply Drop Zone
Prerequisite: Strategy Center           Energy: -4
Build Cost: 2500                        Build Time: 45 seconds
Shroud Clearing Range: 100              Experience Value: 200
HP: 1000                                Armor: Structure Armor
Special Ability Information
UN Funds Donation
 Calls in a US Cargo Plane to drop 6 crates of dollars, each
 consisting of $100.
 Reload Time: 2 minutes
Guard Ranger
 Creates 3 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes:

i) Detention Camp
Prerequisite: Strategy Center           Experience Value: 100
Build Cost: 1000                        Build Time: 30 seconds
Vision Range: 200                       Shroud Clearing Range: 200
HP: 2000                                Armor: Structure Armor
Special Ability
Intelligence
 Allows the player sees what the enemy sees (can not detect hidden
 units).
 Reload Time: 2 minutes
 Duration: 35 seconds
Guard Ranger
 Creates 8 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes:

j) Particle Cannon
Prerequisite: Strategy Center
Build Cost: 5000                        Build Time: 60 seconds
Vision Range: 200                       Shroud Clearing Range: 200
HP: 4000                                Armor: Structure Armor Tough
Energy: -10                             Experience Value: 400
Particle Cannon Beam
Reload Time: 4 minutes                 Total Firing Time: 10 seconds
View Object Duration: 30000 ms         View Object Range: 250
Damage per Second: 40                  Damage Type: Particle Beam
Beam Travel Time: 2500 ms
Beam Speed: 20; can be sped up to 40 with a delay of 500 ms
Particle Cannon Beam Trail Remnant
The trail left behind creates an object that inflicts extra damage for
a short period of time.
Damage: 15
Damage Radius: 10
Damage Type: Particle Beam
Cooldown: 250 msec
Existing Time: 4000 ms
Immobile
Special Ability Information
Guard Ranger
 Creates 6 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes

k) Command Center
Build Cost: 2000                        Build Time: 45 seconds
Vision Range: 300                       Shroud Clearing Range: 300
HP: 5000                                Armor: Structure Armor Tough
Experience Gained: 200
Special Ability
Spy Satellite
 Reload Time: 60 seconds
 Radius: 300
 Reveal Time: 13000 ms
 Detection Rate: 500 ms
Radar
 Enables Minimap
Guard Ranger
 Creates 10 Rangers upon destruction
Base Regeneration
 Regeneration Rate: 0.3% of max HP per second
 Regeneration Delay: 3000 ms (begins auto-repair when does not receive
 damage after 3 seconds)
Notes:
- Required to access Spy Satellite and these General Powers: Spy Drone,
 Paradrop, A-10 Thunderbolt Missile Strike, Emergency Repair, and
 Fuel Bomb.
- Door Opening Time: 1500 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms

==============
4 US Upgrades
==============

a) Capture Building
Prerequisite: Barracks
Affected Units: Ranger (Rebels and Red Guards)
Research Cost: 1000
Research Time: 30
Enables Rangers to capture most hostile and tech buildings.

b) Flash Bang Grenade
Prerequisite: US Barracks
Affected Unit: Ranger
Research Cost: 800
Research Time: 30
Arms Rangers with Flash Bang Grenade which will be useful against
infantry garrisoning in civilian buildings and infantry masses.

c) TOW Missiles
Prerequisite: US War Factory
Affected Unit: Humvee
Research Cost: 1200
Research Time: 30
Installs a rocket system on Humvee which makes it able to attack aircraft and
more deadly against vehicles.

d) Laser Missile
Prerequisite: US Airfield
Affected Units: Raptor, Stealth Fighter
Research Cost: 1500
Research Time: 40
Equips Raptor and Stealth Fighter with an American Laser Guided Missile,
enhancing their damage by 25%.

e) Rocket Pods
Prerequisite: US Airfield
Affected Unit: Comanche
Research Cost: 800
Affected Unit: Comanche
Loads Comanche with destructive rocket weaponry systems.

f) Advanced Training
Prerequisite: Strategy Center
Affected Units: Ranger, Missile Defender, Pathfinder, Colonel Burton,
Humvee, Crusader, Paladin, Tomahawk, Comanche, Raptor, Steath Fighter,
Aurora
Research Cost: 1500
Research Time: 60
Drills the units better so they are able to gain veterancy twice as fast.

g) Composite Armor
Prerequisite: Strategy Center
Affected Units: Crusader and Paladin
Research Cost: 2000
Research Time: 60
Improves the armor of both Crusader and Paladin Tanks, making them more
durable in battle.

h) Drone Armor
Prerequisite: Strategy Center
Affected Units: Spy Drone, Scout Drone, Battle Drone
Research Cost: 500
Research Time: 40
Reinforces the drones with better armors which increase their HP.

i) Control Rods
Prerequisite: Unupgraded Cold Fusion Reactor
Affected Building: Respective Cold Fusion Reactor
Build Cost: 800
Build Time: 30
Activates the Control Rods to generate 100% more power from the Reactor.

j) Battle Drone
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Tomahawk
Affected Units: Respective units
Build Cost: 300
Build Time: 5
Deploys a Battle Drone with mini machine gun, capable of repairing
its master vehicle.

k) Scout Drone
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Tomahawk
Affected Units: Respective units
Build Cost: 100
Build Time: 5
Deploys a Scout Drone with advanced mapping systems, giving its master
vehicle more sight range.

**********************************************************************
Neutral
**********************************************************************
================
1 Neutral Units
================

1.1) Civilian
Health Information
HP: 50
Armor: Human Armor
Locomotor Information
Normal
 Speed: 20 dist/sec; 10 if badly hurt
 Turn Rate: 500 degrees/sec
Wander
 Speed: 10 dist/sec
 Turn Rate: 350 degres/sec
Panic
 Speed: 25 dist/sec; 10 if badly hurt
 Turn Rate: 350 degrees/sec
Vision Information
Vision Range: 150
Notes:
- Transport Slot: 1
- Can’t be selected

1.2) UN Soldier
Health Information
HP: 125                                Armor: Human Armor
Experience Information
20 exp to veteran                      20 exp as conscript/veteran
40 exp to elite                                40 exp as elite
60 exp to heroic                       60 exp as heroic
120 exp to unknown
Vision Information
Vision Range: 100                      Shroud Clearing Range: 300
Locomotor Information
Speed: 20 dist/sec; 10 if badly hurt   Turn Rate: 500 degrees/sec
Weapon Information
Ranger Advanced Combat Rifle
 Damage: 5
 Damage Type: Small Arms
 Attack Range: 100
 Projectile Speed: Immediate
 Cooldown: 100 msec
 Clip Size: 3
 Clip Reload Time: 700 msec
Notes:
- Transport Slot: 1

1.3) Civilian Car
There are various car models in this game that belong to civilian. It
is difficult to list them all, so the data below just display the
statistics common to most cars, including backhoe.
Health Information
HP: 100; if it’s a limo, it has a HP of 800
Armor: Truck Armor
Locomotor Information
Normal
 Speed: 90 dist/sec
 Turn Rate: 120 degrees/sec
Wander
 Speed: 45 dist/sec
 Turn Rate: 120 degrees/sec
Panic
 Speed: 90 dist/sec
 Turn Rate: 120 degrees/sec
Vision Information
Vision Range: varies for different cars
Notes:
- Transport Slot: 3
- Some cars are able to crush trees, some are not. All cars, however,
 can squish infantry.
- Can be hijacked by Terrorist, making it a deadly weapon (See
 Terrorist, Car Bomb).

1.4) Locomotive
Health Information
HP: 100                        Armor: Invulnerable Armor
Locomotor Information
Speed: 133 dist/sec; 60 when badly damaged
Turn Rate: 120 degrees/second
Vision Information
Vision Range: 300              Shroud Clearing Range: 300
Special Ability Information
Explodes when destroyed
 Primary Damage: 100
 Primary Damage Radius: 30
 Secondary Damage: 30
 Secondary Damage Radius: 65
 Damage Type: Explosion
 Range: 200
Can crush infantry, tree, vehicle, and building
Notes:
- Untrasportable
- Can only run on the railroad
- Tows 2 Train Cars, 1 Train Coal, and 1 Train Cab
- Stops at the station for 10 seconds
- To destroy a locomotive quickly, build a Demo Trap in its path.

1.5) Train Coach
It is intended to describe Train Cars, Train Coal, and Train Cab because
they all have the same statistics.
Health Information
HP: 100                        Armor: Truck Armor
Locomotor Information
Towed by Locomotive
Vision Information
Vision Range: 300              Shroud Clearing Range: 300
Special Ability Information
Can crush infantry, tree, vehicle, and building

=================
2 Tech Buildings
================

2.1) Tech Hospital
HP: 2000                        Armor: Structure Armor
Shroud Clearing Range: 100
Special Ability
Infantry Auto Heal
 Gives all infantry under the hospital owner’s command regeneration
 ability
 Healing Rate: 2 HP/second

2.2) Tech Oil Derrick
HP: 2000                        Armor: Structure Armor
Shroud Clearing Range: 100
Special Ability
Initial Deposit
 Gives the first captor that turns it from neutral building to a
 side an initial capture bonus of $1000.
Auto Deposit
 Deposit Rate: 200 per 12 seconds

2.3) Tech Oil Refinery
HP: 2000                        Armor: Structure Armor
Shroud Clearing Range: 100
Special Ability
Vehicle Cost Reduction
 Gives a 10% cost reduction for the player owning this building when
 constructing vehicles/aircraft.

=====================
3 Civilian Buildings
====================

2.1) Civilian Building
HP: 2000                        Armor: Structure Armor
Special Ability
Garrison
 Can accommodate up to 10 infantry inside.
 Infantry can fire from within, gaining Garrison Bonus (see Bonus
 Modifiers).
 Can be ungarrisonned.

2.2) Bunker
HP: 2000                        Armor: Structure Armor
Special Ability
Garrison
 Can accommodate up to 10 infantry inside.
 Infantry can fire from within, gaining Garrison Bonus (see Bonus
 Modifiers).
 Can be ungarrisonned.

2.3) Tent
HP: 200                 Armor: Structure Armor
Special Ability
Garrison
 Can accommodate up to 4 infantry inside.
 Infantry can fire from within, gaining Garrison Bonus (see Bonus
 Modifiers).
 Can be ungarrisonned.

2.4) Grass Hut
HP: 100                 Armor: Structure Armor
Special Ability
Garrison
 Can accommodate up to 10 infantry inside.
 Infantry can fire from within, gaining Garrison Bonus (see Bonus
 Modifiers).
 Can be ungarrisonned.

++++++++++++++++++++
| D. Miscellaneous |
++++++++++++++++++++

================
1 Did You Know?
===============

1. Jarmen Kell, when occupying a building, can be ungarrisonned with ease
  by using stealth infantry that can not detect stealth units, i.e. rebel,
  Burton,  and another Jarmen Kell. Spot the buiding where an enemy
  Jarmen Kell is hiding by using stealth detector, then withdraw the
detector so the  building is "flagless" again. Then order a stealth
  infantry which is not a detector, to enter the building. When he is in,
  move the detector nearby to detect the hostile Jarmen Kell. You will
  see enemy Jarmen Kell sneaking out of the building, making him an easy
  prey.
2. When 4 or more MiGs attack air units and create Firestorm, the Firestorm
  will be created on the ground, damaging the ground units.
3. If your Air Field is destroyed and you have no other Air Field available
  while your aircraft is not in, it will try to locate an unoccupied Air
  Field belonging to your ally. As a result, your aircraft is safe but
  your ally can not create aircraft.
4. Black Lotus can not disable transport with units inside.

====================
2 Places and Events
====================
Adana, Turkey
(GLA Mission 4)
The city where US Air Base, Incirlik, is located. GLA attempts an assault
on this place to drive US out of Turkey.

Akmola, Kazakhstan
(US Mission 7, Operation: Last Call)
The capital of GLA and former Chinese military base. US besieges this city
and gets authorization from Chinese government to use their facilities.

Al Hanad, Yemen
(US Mission 2, Operation:
The GLA leaders responsible for bio war were detected in this city and some
Comanches received orders to eliminate them. Unfortunately, all Comaches
got shot down by Stinger Soldiers and the pilots captured. US sends rescue
teams to bring the pilots back.

Aldastan
Refer to Bishkek and Dushanbe.

Almaty, Kazakhstan
(GLA Mission 2)
In the villages outside this city, UN troops, protected by US forces,
distributed supplies to the civilians. GLA, in need of funds, sends
forces to claim the supplies, but faces resistance from both UN and US
forces.

Aral Sea, Kazakhstan
(GLA Mission 5)
In the Western Coast of Aral Sea, where a Toxic Waste Containment and
Disposal Facilities lie, US forces launched an attack and successfully
captured all toxin bunkers, in which GLA needs to replicate their
poison weapons. When GLA seemed to prevail in securing one bunker,
the bunker exploded as Colonel Burton had set a bomb on it, killing
scores of GLA soldiers. Not daunted by this failure, GLA is determined
to capture at least 4 bunker intact and clear the area of US forces.

Astana, Chinese-Occupied Capital of Kazakshtan
(GLA Mission 3)
A city where a great riot erupted. GLA, seizing advantage of this, sends
reinforcements and loots the city for additional supplies. On the other
side, Chinese forces are trying to regain control over the city with
the help of their US ally.

Baghdad, Iraqi War Zone
(USA Mission 1: Final Justice)
The capital of Iraq and the place where US has tracked GLA biological
arsenals. Raptors were sent to neutralize GLA resistance but were
answered by Stinger Soldiers' resistance. Crusaders pushed forward and
battled the defending Scorpions, which resulted in victory for the US.
The second wave of Scorpions approached, only to be destroyed by Raptors,
leaving US forces free hands to reach Baghdad vicinity in the third day.
GLA forces gathered near Baghdad palace and mercilessly kill Iraqi people
and some of their soldiers guarding Baghdad gate using their poisonous
Scud Storm. US forces receive order to rescue the captured pilots and
shut down the Scud Storm facility once and for all.

Baikonur, Southern Kazakhstan
(GLA Mission 7)
Baikonur, the Soviet Era Rocket Launch Facility, is an important
target for GLA because using the space rocket technology held in Baikonur
Cosmodrome, GLA can launch a deadly biological missile to any city in the
world. US and China, realizing the importance of Baikonur, send forces to
wipe out GLA forces from Baikonur.

Balykchy, Kyrgyzstan
(China Mission 5: Scorched Earth)
A city which was captured by a GLA major cell and whose citizens were
driven out of town after it fell into GLA hands. Chinese forces, backed
by US B52 with its deadly Carpet Bombing, decide to push GLA out of town.

Beijing, the capital of China
(China Mission 1: The Dragon Awakes)
The capital of China and the place where the Chinese get humiliated
most since the Chinese government declared war against GLA. Upon receiving
news that China would set up a military parade in Beijing, GLA planned
and launched a successful ambush, causing a loss of lives of civilians
and soldiers and military vehicles. Once embarassed by successful
military technology stealing by GLA, the Middle Kingdom retaliates by
launching a full-scale attack on GLA stronghold outside Beijing. More
importantly, China wants to destroy GLA nuclear bunkers to avoid them
from making nuclear weapons. Some survevors may join the cause and Chinese
government also dispatches MiGs to seize victory.

Bishkek, Aldastan Sub capital, Kyrgyzstan
(China Mission 6: Dead in their Tracks)
In this region, GLA is gathering reinforcements from the Chinese railroad
under their control. Special Agent Black Lotus is to put a charge on the
railroad bridge to destroy the railroad.

Dushanbe, Aldastan Capital City, Tajikistan (I don't know whether Aldastan
belongs to. Both Bishkek and Dushanbe are located in Aldastan, but Bishkek
is a city in Kyrgyzstan and Dushanbe in Tajikistan).
(China Mission 7: Nuclear Winter
The place where a GLA cell controlling all Asian terror activities
was located. Chinese forces were en route to end GLA campaigns in
Asia forever. Unfortunately, GLA attacked first, led by GLA hero, Jarmen Kell.
Nearly defeated, Chinese forces turned the wave with the help of
their 2 timely arriving MiGs. With GLA outpost in front of them and GLA
main base activating the Scud Storm, Chinese forces must hurry and act
carefully as they have to build a base first.

Hindu Kush
A mountainous area located in the border of Pakistan and Afganistan,
Hindu Kush recalled a bad memory to US forces as they were beaten by
GLA here. Hoping they were able to reach Northern Kazakhstan, US forces
made a desperate retreat to Kazakhstan for their lives.  Refer to
Northern Kazakhstan for more information.

Hong Kong, China
(China Mission 2: Hong Kong Crisis)
A GLA terrorist cell has been located in a convention center in Hong Kong.
Chinese forces marched there to wipe it out, but mostly vanished when they
crossed a bridge which then was blown up by GLA, drowning the luckless
soldiers and vehicles to the sea. The survivors received an order to
build a base and then destroy the convention center and its parking lots.
A freighter, getting no passengers since GLA interference, offers help
to cross the sea, enabling Chinese soldiers to launch a surprise attack
by sea.

Hubei Province
See Three Gorges Dam

Incirlik
US Air Base in Adana, Turkey. See Adana

Kabara, Kazakhstan DMZ
(USA Mission 5: Operation: Blue Eagle)
A city near a hydro-electric dam where GLA agreed to make a peace talk
with the UN, but instead of welcoming the envoys, GLA killed them. US
forces reacted quickly and finished off the assasins. Detecting a smaller
base is being built across the river, US forces are to destroy the base
before it is finished. GLA has a larger base nearby, but is still out of
detection.

Kazakhstan Coast
(USA Mission 4: Operation: Stormbringer)
GLA has a training camp here and is under attack by USA. This camp,
guarding the main base, is guarded by Stinger Sites to avoid Carpet
Bombing.

Lenger, Kazakhstan
(GLA Mission 6)
A region where a GLA splinter group held control and waited reinforcements
from a Chinese ally in the form of nuclear warheads. GLA intelligence
sneakily assaulted the convoys and seized the warheads to use against
a once friend turning enemy.

Northern Kazakhstan
(USA Mission 3: Operation: Guardian Angel)
USA has a base here and uses it to save her retreating army. See Hindu
Kush.

Shymkent DMZ
(GLA Mission 1: Operation: Black Rain)
A place where China outpost was ambushed by the once defeated GLA. The
main base is now also under attack launched by GLA.

Tanggula Mountains, China
(China Mission 4: Broken Alliances)
A GLA bio toxin factory was located here. The MiGs previously sent were
shot down by Stinger Sites. Special Agent Black Lotus must locate the
factory and secure the area so MiGs can burn the dangerous materials
flowing from the factory ruins.

Three Gorges Dam, Hubei Province, China
(China Mission 3: A Flood of Violence)
Once an important place in the Three Kingdoms Period, this place is now
under attack by GLA soldiers. Seeing that the base is lost, Black Lotus
orders all soldiers to escape to the higher grounds and destroy the dam.

Washington, USA
The capital of US.