Command & Conquer 3: Kane’s Wrath – ZOCOM Structures

kaneswrath

 

While GDI is already a technologically advanced army, the Zone Operations Command subfaction considers that statement quaint and makes use of experimental modifications to already potent weapons. They rely more on sonic weaponry, which they even arm their aircraft and heavy infantry with. However, they lack proper artillery units.

 

 

Structures

tw_gdiconyardConstruction Yard
Cost:
$3500 (MCV) | Power: +10 | Prerequisites: none
The heavily-armoured Construction Yard doubles as ZOCOM’s forward base. It can pack into an MCV, affording mobility, but needs to be protected at all costs. The Construction Yard provides radar display to ZOCOM bases, provided the base’s power isn’t low.
Note: Due to an error in coding, a sold ZOCOM Construction Yard spawns GDI Riflemen instead of ZOCOM ones.

Abilities:

tw_undeploy

Pack into MCV
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the Construction Yard to pack into an MCV. This order is reversible.

 

tw_gdipowerplantPower Plant
Cost:
$700 | Power: +20 | Prerequisites: none
GDI’s Power Plants provide clean, efficient energy for their forward combat bases. Power Plants are critical to keeping base defenses online.

 

 

Upgrades:

tw_advancedturbine

Advanced Turbines
Cost:
$300 | Prerequisites: Command Post

Adds two turbines to the selected Power Plant, increasing its power output to 30.

 

tw_gdirefineryTiberium Refinery
Cost:
$3000 | Power: -15 | Prerequisites: Power Plant
The Tiberium Refinery is highly effective at processing Tiberium into useful resources. The Refinery comes with a free Rocket Harvester included and is essential to funding ZOCOM’s military efforts.

 

 

tw_barracksBarracks
Cost:
$500 | Power: -5 | Prerequisites: Power Plant
The Barracks is a self-contained recruitment and training centre. ZOCOM infantry divisions can be outfitted for combat quickly and efficiently here.

 

 

 

tw_gdiwarfactoryWar Factory
Cost:
$2000 | Power: -7 | Prerequisites: Power Plant, Tiberium Refinery
The War Factory builds standard ZOCOM vehicles and is outfitted with automated repair drones that automatically repair damaged friendly vehicles in its immediate vicinity.

 

 

Abilities:

tw_repair

Repair
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the repair drones to repair a specific unit.

 

tw_commandpostCommand Post
Cost:
$1500 | Power: -9 | Prerequisites: Power Plant, Tiberium Refinery
The Command Post is an essential component of an advanced ZOCOM base. It can scan remote locations and is required to build to higher-tier units and structures.

 

 

Support powers:

tw_radarscan

Radar Scan
Cost:
$300 | Cooldown: 2:00 | Prerequisites: none

Reveals the fog of war and uncovers stealthed units over a target area for a few seconds.

kw_sonicrepulsionfield

Sonic Repulsion Field
Cost:
$500 | Cooldown: 0:15 | Prerequisites: none

Creates sonic fencing around the selected structure, doubling its armour and rendering it immune to explosive charges planted by Commandos and Shadow Teams, as well as Engineer-type capturing.

Upgrades:

kw_apammo

Armour-Piercing (AP) Ammo
Cost:
$2000 | Prerequisites: none

Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.

tw_sensorpod

Sensor Pods
Cost:
$500 | Prerequisites: none

Allows Orcas to deploy stealth-detecting Sensor Pods.

tw_scannerpacks

Scanner Packs
Cost:
$500 | Prerequisites: Tech Center

Increases Zone Raiders’ firing and sight range by 20% and allows them to detect stealth in a small radius.

 

tw_airfieldAirfield
Cost:
$1000 | Power: -8 | Prerequisites: Command Post
Airfields are tasked with construction and rearming of GDI aircraft. Each Airfield contains four hangars, one for each supported aircraft.

 

 

Support powers:

tw_orcastrike

Orca Strike
Cost:
$500 | Cooldown: 1:30

Calls a squadron of three Orca Strike Crafts to bombard the target area.

tw_bloodhounds

Bloodhounds
Cost:
$3000 | Cooldown: 3:00

Deploys a team of 2 veteran Pitbulls and 2 veteran Guardian APCs by V-35 Ox Transports to the selected location.

Upgrades:

tw_stratofighterboosters

Stratofighter Boosters
Cost:
$1000 | Prerequisites: none

Enables Firehawks to use their Stratofighter Boosters.

kw_ceramicarmour

Ceramic Armour
Cost:
$1000 | Prerequisites: none

Increases the armour of ZOCOM Orcas, Hammerheads, and Firehawks by 25%.

 

tw_armouryArmoury
Cost:
$1000 | Power: -7 | Prerequisites: Barracks
The Armoury grants access to GDI’s most highly trained soldiers. It also researches infantry upgrades and acts as a medical bay that can heal wounded infantry and replace any missing squad members.

 

Support powers:

tw_airborne

GDI Airborne
Cost:
$1500 | Cooldown: 2:00

Deploys 2 veteran Rifleman Squads and 2 veteran Missile Squads by V-35 Ox Transports to the selected location.

Upgrades:

kw_tibfieldsuits

Tiberium Field Suits
Cost:
$1000 | Prerequisites: none

Increases the armour of Riflemen, Missile Soldiers, and Grenadiers, and makes them immune to the effects of Tiberium.

kw_empgrenades

Electro-Magnetic Pulse (EMP) Grenades
Cost:
$1000 | Prerequisites: none

Enables Grenadier Squads to throw EMP Grenades.

tw_powerpacks

Power Packs
Cost:
$1000 | Prerequisites: Tech Center

Increases Zone Raiders’ hit points by 50% and allows them to self-heal.

 

tw_gditechcenterTech Center
Cost:
$4000 | Power: -12 | Prerequisites: Command Post
The Tech Center provides cutting edge military technology to GDI forces. It grants access to some of GDI’s strongest units and upgrades.

 

 

Support powers:

tw_sharpshooters

Sharpshooter Team
Cost:
$3500 | Cooldown: 4:00

Deploys 3 veteran Sniper Teams by V-35 Ox Transports to the selected location.

Upgrades:

tw_mortar

Mortars
Cost:
$1000 | Prerequisites: none

Refits Pitbulls with a long-range Mortar that is effective against infantry and structures, but is rather imprecise and takes a while to reload. Once upgraded, the Mortar will fire at all times.

kw_tungstenshells

Tungsten Shells
Cost:
$2000 | Prerequisites: none

Increases the attack damage, but reduces the range, of AA Batteries and Slingshots.

 

tw_spacecommanduplinkSpace Command Uplink
Cost:
$3000 | Power: -15 | Prerequisites: Tech Center
This self-contained launch platform allows GDI to utilize their most powerful support powers for heavy offensives.

 

 

Support powers:

kw_zoneraiderdroppod

Zone Raider Drop Pods
Cost:
$4500 | Cooldown: 2:00

Deploys 3 veteran Zone Raider Squads by orbital drop pods to the selected location. Until the drop pods open, they are vulnerable to attacks.

tw_shockwaveartillery

Shockwave Artillery
Cost:
$2000 | Cooldown: 3:00

Bombards a target area with sonic artillery, which has an EMP effect alongside damage from the powerful shells themselves.

kw_supersonicattack

Supersonic Air Attack
Cost:
$2000 | Cooldown: 5:00

Calls Supersonic Fighters to arrive to the target area at supersonic speeds and attack air units with powerful anti-air weapons. Deals double damage to Motherships.

kw_orbitalstrike

Orbital Strike
Cost:
$3000 | Cooldown: 7:00

Fires metal slugs from an orbital platform to the selected area, dealing large amounts of damage to objects on the ground.

 

kw_reclamatorhubReclamator Hub
Cost:
$3000 | Power: -10 | Prerequisites: Tech Center
The Reclamator Hub can build all ZOCOM vehicles like a standard War Factory, and is the only structure capable of deploying ZOCOM’s epic unit – the Mammoth Armed Reclamation Vehicle (MARV).
Note: Only one ZOCOM Reclamator Hub can be built at a time per player.

 

tw_gdicraneCrane
Cost:
$1500 | Power: -10 | Prerequisites: none
Larger ZOCOM bases use Cranes to help sustain rapid construction schedules by adding one extra building production queue.
Note: Cranes can not build defensive structures, superweapons, or the Reclamator Hub.

 

Support structures

tw_watchtowerWatchtower
Cost:
$600 | Power: -5 | Prerequisites: Power Plant
These tall structures, with a good line of sight and rapid firing capabilities, are automated anti-infantry machine guns ensuring the security of the base against lighter threats. They are capable of detecting stealthed units. They deactivate if the base’s power is low.

Upgrades:

kw_apammo

Armour-Piercing (AP) Ammo
Cost:
$2000 | Researched at: Command Post

Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.

 

tw_guardiancannonGuardian Cannon
Cost:
$1200 | Power: -8 | Prerequisites: Barracks
Guardian Cannons are automated guns that can punch through tank armour, but are less effective against infantry. They are capable of detecting stealthed units. They deactivate if the base’s power is low.

 

 

tw_aabatteryAnti-Air (AA) Battery
Cost:
$800 | Power: -5 | Prerequisites: Command Post
The AA Battery contains twin cannons capable of eliminating aircraft with deadly efficiency. The targeting systems and turret actuators can not track ground targets, so they are useless against infantry or tanks. They are capable of detecting stealthed units. They deactivate if the base’s power is low.

Upgrades:

kw_tungstenshells

Tungsten Shells
Cost:
$2000 | Researched at: Tech Center

Increases the attack damage, but reduces the range, of AA Batteries and Slingshots.

 

tw_gdisiloTiberium Silo
Cost:
$100 | Power: 0 | Prerequisites: Tiberium Refinery
The Tiberium Silo, made of special materials that allow long term storage, is the perfect storage facility for excess Tiberium.

 

 

tw_sonicemitterSonic Emitter
Cost:
$2000 | Power: -15 | Prerequisites: Tech Center
Sonic Emitters were originally developed for breaking down Tiberium, but gained a reputation as extremely powerful base defences. They fire mighty sonic waves in straight lines and are useful for eliminating vehicles… and stray Tiberium crystals. They are capable of detecting stealthed units. They deactivate if the base’s power is low.

 

kw_gdisupportairfieldCombat Support Airfield
Cost:
$500 | Power: -5 | Prerequisites: Airfield
Combat Support Airfields have four landing pads for aircraft. They can repair and rearm, but cannot construct aircraft.
Note: Due to erroneous coding, building Combat Support Airfields can cause desync issues in multiplayer.

 

tw_ioncannoncontrolIon Cannon Control Center
Cost:
$5000 | Power: -20 | Prerequisites: Tech Center
By building this structure, you gain access to the latest version of GDI’s most feared weapon, the Ion Cannon. GDI commanders can call upon an orbital battle station to fire supercharged ion beams in one concentrated blast that vaporizes virtually everything within its significant blast radius. Like with other superweapons, when the Ion Cannon Control Center is built, all players are notified and the fog of war above the device is removed, with a timer visible to all players.
Note: Only one Ion Cannon Control Center can be built at a time per player.

Abilities:

tw_ioncannon

Ion Cannon
Cost:
free | Cooldown: 7:00 | Prerequisites: none

Orders the Ion Cannon to fire supercharged beams to a target area in circular formation, after which they converge to the center of that area and create a powerful finishing blast.

 

g_craneFoxhole
Cost:
$100 (ability) | Power: 0 | Prerequisites: none
A bunker created by Rifleman Squads. It can hold two infantry squads.

 

 

Abilities:

tw_evacuateall

Evacuate All
Cost:
free | Cooldown: instant | Prerequisites: none

Orders all infantrymen within the Foxhole to leave the building.

 

tw_gdioutpostOutpost
Cost:
$1500 (Surveyor) | Power: 0 | Prerequisites: none
Gained from deploying a Surveyor, the GDI Outpost enables construction in its surrounding area, even if it is far away from the main base. An Outpost can not return back to its Surveyor form.

 

 

tw_battlebaseBattle Base
Cost:
$2000 (Rig) | Power: 0 | Prerequisites: none
Gained from deploying a Rig, the Battle Base is armed with two integrated Guardian Cannons, a missile launcher, stealth detection scanners and automated repair drones. When mobile, it is slow and unarmed.

 

Abilities:

tw_undeploy

Pack into Rig
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the Battle Base to pack back into a Rig. This order is reversible.

 

 

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