Command & Conquer: Generals – Zero Hour – China Units

zerohour

 

The People’s Republic of China now has a better overview of enemy forces with the new Listening Post, as well as improved defense and support now that the ECM Tank can be deployed. Their new assault helicopter fills a large void in their air force, and their secondary economy got a much-needed income rate boost.

 

 

Infantry

gen_redguardRed Guard
Cost:
$300 (per pair) | Prerequisites: none
The front-line trooper for the Red Army, the Red Guard work best when grouped, as their horde bonus increases their efficiency in groups of 5 or more. When the Red Guard are fighting up close, they can switch from their bolt rifle to a bayonet attack. They come trained in pairs.

Abilities:

gen_capturebuilding

Capture Building
Cost: free | Cooldown: 0:15 | Prerequisites: Upgrade at Barracks

Captures an enemy or neutral building. During the process, the Red Guard is vulnerable.

Upgrades:

gen_capturebuilding

Capture Building
Cost:
$1000 | Researched at: Barracks

Enables the Red Guard to capture buildings.

gen_redguardtraining

Red Guard Training
Cost:
1 GP point | Researched at: General’s Promotion Level 1

Causes Red Guard to be trained from the Barracks as Veteran.

gen_nationalism

Nationalism
Cost:
$2000 | Researched at: Propaganda Center

Increases the efficiency of the horde bonus for the Red Guard, Tank Hunters, and Battlemaster Tanks by 25%.

 

gen_tankhunterTank Hunter
Cost:
$300 | Prerequisites: none
The Tank Hunter is the Chinese anti-armour/anti-air infantry unit. They are slow, and are more efficient when firing from garrisonable structures. Tank Hunters work best when grouped, as their horde bonus increases their efficiency in groups of 5 or more.

Abilities:

gen_tnt

TNT
Cost: free | Cooldown: 0:08 | Prerequisites: none

Straps an explosive charge to an enemy vehicle, with a detonation delay of 10 seconds.

Upgrades:

gen_nationalism

Nationalism
Cost:
$2000 | Researched at: Propaganda Center

Increases the efficiency of the horde bonus for the Red Guard, Tank Hunters, and Battlemaster Tanks by 25%.

 

gen_hackerHacker
Cost:
$625 | Prerequisites: Propaganda Center
When a Hacker gets in within range of an enemy structure, he can set up his satellite uplink to neutralize the structure and all of its dependent units and structures. They can also hack into the world economy via the Internet and drain resources from it from any location.

Abilities:

gen_disablebuilding

Disable Building
Cost: free | Cooldown: 0:04 | Prerequisites: none

Disables an enemy building by hacking into its systems. The Hacker must be at close range to the building. While doing so, he is stationary and vulnerable.

gen_hackinternet

Hack Internet
Cost: free | Cooldown: instant | Prerequisites: none

The Hacker connects to the Internet and starts hacking to generate money. While doing so, he is stationary and vulnerable. The initial income is $5 per second. After a Hacker gives a total income of $500, he is promoted, and gives an income of $6 in slightly shorter intervals. This is followed by a promotion and an even faster $8 income after reaching $1200 in total, and after reaching $1600 in total, the Hacker gives a speedy $10 income.

 

gen_blacklotusBlack Lotus
Cost:
$1500 | Prerequisites: Propaganda Center
Black Lotus is a master hacker who can capture enemy structures, disrupt vehicles and steal money from the opposition. She is stealthed when not hacking, and can detect other stealthed units.
Note: Only one Black Lotus can be trained at a time per player.

Abilities:

gen_capturebuildinghack

Capture Building
Cost: free | Cooldown: instant | Prerequisites: none

Captures an enemy or neutral building by hacking into its systems. Black Lotus must be at close range to the building. While doing so, she is stationary, unstealthed, and vulnerable.

gen_disablevehicle

Disable Vehicle
Cost: free | Cooldown: instant | Prerequisites: none

Disables an enemy vehicle by hacking into its systems. Black Lotus must be at close range to the vehicle. While doing so, she is stationary, unstealthed, and vulnerable.

gen_cashhacklevel1

Cash Hack
Cost: free | Cooldown: instant | Prerequisites: none

Black Lotus hacks into a target enemy Supply Center and steals $1000. While doing so, she is stationary, unstealthed, and vulnerable.

 

Vehicles

c_constructiondozerConstruction Dozer
Cost:
$1000 | Prerequisites: none
This is the backbone of the Chinese forces. It is primarily used for constructing and repairing Chinese buildings, and can also clear mines. Unlike most other Chinese vehicles, it is built from the Command Center instead of the War Factory.

Abilities:

gen_clearmines_big

Clear Mines
Cost: free | Cooldown: instant | Prerequisites: none

Safely clears mines and booby traps in the selected area.

 

gen_supplytruckSupply Truck
Cost:
$600 | Prerequisites: none
The Supply Truck is used to collect supplies (up to $300 per load) and deliver them to the Supply Center (from which it is built) for funds.

 

 

gen_battlemasterBattlemaster Tank
Cost:
$800 | Prerequisites: none
The basic tank of the Red Army. It is cheap to produce and moderately effective against vehicles and structures. Battlemaster Tanks work best when grouped, as their horde bonus increases their efficiency in groups of 5 or more.

Upgrades:

gen_nationalism

Nationalism
Cost:
$2000 | Researched at: Propaganda Center

Increases the efficiency of the horde bonus for the Red Guard, Tank Hunters, and Battlemaster Tanks by 25%.

gen_uraniumshells

Uranium Shells
Cost:
$2500 | Researched at: Nuclear Missile Silo

Fills the shells of Battlemaster and Overlord Tanks with depleted uranium, which increases their attack damage by 25%.

gen_nucleartanks

Nuclear Tanks
Cost:
$2500 | Researched at: Nuclear Missile Silo

Refits Battlemaster and Overlord Tanks with a nuclear reactor, which increases their movement speed by 25%, but causes these vehicles to explode violently and leave a radioactive residue when destroyed.

 

gen_gattlingtankGattling Tank
Cost:
$800 | Prerequisites: none
The Gattling Tank rapidly fires its weapon, making it ideal for countering enemy infantry and aircraft. A unique feature of Gattling weapons is that the longer they fire, the faster the barrels spin and the more damage the weapons cause, having three firing “speeds”. Because of this, Gattling Tanks are most useful in prolonged firefights.

Upgrades:

gen_chainguns

Chain Guns
Cost:
$1500 | Researched at: War Factory

Increases the attack damage and attack speed of Gattling weapons by 25%.

 

gen_troopcrawlerTroop Crawler
Cost:
$1400 | Prerequisites: none
A large troop transport that can carry up to 8 infantry units. It is also able to heal wounded infantry once they enter the vehicle, as well as detect stealthed units. When built, it comes with 8 Red Guard infantrymen already garrisoned.

Abilities:

gen_evacuate

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

Orders all infantry units from within the Troop Crawler to leave the vehicle.

 

gen_dragontankDragon Tank
Cost:
$800 | Prerequisites: none
The Dragon Tank sprays fiery napalm, which is effective against infantry and lighter vehicles. When enemy units are up close, the Dragon Tank can create a wall of fire. It can also quickly clear garrisoned structures.

Abilities:

gen_firewall

Fire Wall
Cost: free | Cooldown: instant | Prerequisites: none

Fires the Dragon Tank’s flamethrower continuously in a 90° angle, damaging all ground units which try to go through the flames.

Upgrades:

gen_blacknapalm

Black Napalm
Cost:
$2000 | Researched at: War Factory

Increases the attack damage of napalm weaponry by 20% and increases the firing speed and duration of the MiG’s firestorm attack.

 

gen_dragontankListening Outpost
Cost:
$800 | Prerequisites: none
China has developed advanced surveillance technologies that can be deployed in low-cost units for the front line. The Listening Outpost can detect movements of units across a wide radius, including stealthed ones, and can transport up to 2 infantry units who can fire from within the vehicle. When deployed, it is stealthed. When built, it comes garrisoned with 2 Tank Hunters.

Abilities:

gen_evacuate

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

Orders all infantry units from within the Listening Outpost to leave the vehicle.

 

gen_infernocannonInferno Cannon
Cost:
$900 | Prerequisites: Propaganda Center
This long-range artillery vehicle can fire napalm shells over perimeter defences. When the shells land, they explode and burn.

 

Upgrades:

gen_artillerytraining

Artillery Training
Cost:
1 GP point | Researched at: General’s Promotion Level 1

Causes Inferno and Nuke Cannons to be built from the War Factory as Veteran.

gen_blacknapalm

Black Napalm
Cost:
$2000 | Researched at: War Factory

Increases the attack damage of napalm weaponry by 20% and increases the firing speed and duration of the MiG’s firestorm attack.

 

zh_ecmtankElectronic Countermeasures (ECM) Tank
Cost:
$800 | Prerequisites: Propaganda Center
This vehicle-based suite of electronic countermeasures protects advancing Chinese columns. A multi-frequency jammer effectively disrupts guided missile attacks, which can cause them to miss their targets. Its beam can be adapted to disable enemy vehicles.

Abilities:

zh_disablevehicleecm

Disable Vehicle
Cost: free | Cooldown: instant | Prerequisites: none

Orders the ECM Tank to disable a target vehicle with an altered beam. While beam is being used in this mode, the selected ECM Tank can not deflect missiles.

 

gen_overlordOverlord Tank
Cost:
$2000 | Prerequisites: Propaganda Center
Large and slow, the Overlord Tank is a force to reckoned with. In addition to basic firing from its twin cannons, this tank can run over enemy vehicles. It has three available add-ons for expanded capabilities.

Abilities:

gen_evacuate

Evacuate
Cost: free | Cooldown: instant | Prerequisites: Battle Bunker add-on

Orders all infantry units from within the Overlord Tank’s Battle Bunker to leave the vehicle.

Upgrades:

gen_overlordbunker

Battle Bunker
Cost:
$400 | Prerequisites: none

Adds a bunker with 5 infantry slots onto the selected Overlord Tank. No other add-ons can be placed on that Overlord Tank when completed.

gen_overlordgattling

Gattling Cannon
Cost:
$1200 | Prerequisites: none

Adds a Gattling cannon onto the selected Overlord Tank. It fires the same shells as the Gattling Cannon base defence, and can fire at ground and air targets. Benefits from the Chain Guns upgrade. No other add-ons can be placed on that Overlord Tank when completed.

gen_overlordpropaganda

Speaker Tower
Cost:
$500 | Prerequisites: none

Adds a speaker tower onto the selected Overlord Tank. It increases the firing speed of nearby friendly units and slowly heals/repairs them. Benefits from the Subliminal Messaging upgrade. No other add-ons can be placed on that Overlord Tank when completed.

gen_chainguns

Chain Guns
Cost:
$1500 | Researched at: War Factory

Increases the attack damage and attack speed of Gattling weapons by 25%.
Note: This upgrade is not visible in the Overlord Tank’s upgrade list.

gen_subliminalmessaging

Subliminal Messaging
Cost:
$500 | Researched at: Propaganda Center

Increases the efficiency of Speaker Towers and Propaganda Tower add-ons for Overlord Tanks and Helices by 25%.
Note: This upgrade is not visible in the Overlord Tank’s upgrade list.

gen_uraniumshells

Uranium Shells
Cost:
$2500 | Researched at: Nuclear Missile Silo

Fills the shells of Battlemaster and Overlord Tanks with depleted uranium, which increases their attack damage by 25%.

gen_nucleartanks

Nuclear Tanks
Cost:
$2500 | Researched at: Nuclear Missile Silo

Refits Battlemaster and Overlord Tanks with a nuclear reactor, which increases their movement speed by 25%, but causes these vehicles to explode violently and leave a radioactive residue when destroyed.

 

gen_nukecannonNuke Cannon
Cost:
$1600 | Prerequisites: General’s Promotion Level 1, Propaganda Center
An extremely dangerous artillery weapon, the Nuke Cannon can fire small nuclear shells across long distances. Detonating shells cause tremendous damage and radiate the ground for a long time.

Abilities:

zh_nuclearshells

Nuclear Shells
Cost:
free | Cooldown: instant | Prerequisites: none

Changes the Nuke Cannons’ warheads to nuclear shells, which deal considerable damage to ground targets and leave radioactive fallout.

zh_neutronshells

Neutron Shells
Cost:
free | Cooldown: instant | Prerequisites: Upgrade at Nuclear Missile Silo

Changes the Nuke Cannons’ warheads to neutron shells, which instantly kills infantry, and is able to clear garrisoned buildings and vehicles (including vehicle drivers). On its own, a neutron shell deals negligible damage to vehicles and structures.

Upgrades:

zh_neutronshells

Neutron Shells
Cost:
$2500 | Researched at: Nuclear Missile Silo

Adds neutron shells as an alternate warhead type to Nuke Cannons.

 

Aircraft

gen_migMiG
Cost:
$1200 | Prerequisites: none
The MiG is a fast deadly attack aircraft. Its two napalm missiles deal considerable damage to structures and units. When MiGs are in squadrons of 4 or more and attack the same target simultaneously, they create a firestorm.

Upgrades:

gen_migarmor

MiG Armour
Cost:
$1000 | Researched at: Air Field

Increases the MiG’s armour by 25%.

gen_blacknapalm

Black Napalm
Cost:
$2000 | Researched at: War Factory

Increases the attack damage of napalm weaponry by 20% and increases the firing speed and duration of the MiG’s firestorm attack.

 

zh_helixHelix
Cost:
$1500 | Prerequisites: none
This large helicopter can transport infantry and most vehicles across any terrain. It is a flexible platform which can upgrade itself with varying types of add-ons, much like the Overlord Tank. It has 5 transport slots, with vehicles taking up 3 of them.

Abilities:

gen_evacuate

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

Orders all units from within the Helix to leave the helicopter. The Helix briefly lands for this action, during which it is vulnerable.

zh_helixnapalm

Napalm Bomb
Cost: free | Cooldown: 0:20 | Prerequisites: Upgrade at Helix

Orders the Helix to drop a Napalm Bomb to the selected location. Benefits from the Black Napalm upgrade. The Napalm Bomb will be repeatedly thrown until the Helix is relocated.

Upgrades:

zh_helixbunker

Battle Bunker
Cost:
$400 | Prerequisites: none

Adds a modified bunker with onto the selected Helix, allowing garrisoned infantry to fire from the helicopter. No other add-ons can be placed on that Helix when completed.

zh_helixgattling

Gattling Cannon
Cost:
$1200 | Prerequisites: none

Adds a Gattling cannon onto the selected Helix. It fires the same shells as the Gattling Cannon base defence, and can fire at ground and air targets. Benefits from the Chain Guns upgrade. No other add-ons can be placed on that Helix when completed.

zh_helixpropaganda

Speaker Tower
Cost:
$500 | Prerequisites: none

Adds a speaker tower onto the selected Helix. It increases the firing speed of nearby friendly units and slowly heals/repairs them. Benefits from the Subliminal Messaging upgrade. No other add-ons can be placed on that Helix when completed.

zh_helixnapalm

Napalm Bomb
Cost: $800 | Prerequisites: none

Enables the selected Helix to drop Napalm Bombs.
Note: This upgrade is not visible in the Helix’ upgrade list.

gen_chainguns

Chain Guns
Cost:
$1500 | Researched at: War Factory

Increases the attack damage and attack speed of Gattling weapons by 25%.
Note: This upgrade is not visible in the Helix’ upgrade list.

gen_subliminalmessaging

Subliminal Messaging
Cost:
$500 | Researched at: Propaganda Center

Increases the efficiency of Speaker Towers and Propaganda Tower add-ons for Overlord Tanks and Helices by 25%.
Note: This upgrade is not visible in the Helix’ upgrade list.

gen_blacknapalm

Black Napalm
Cost:
$2000 | Researched at: War Factory

Increases the attack damage of napalm weaponry by 20% and increases the firing speed and duration of the MiG’s firestorm attack.
Note: This upgrade is not visible in the Helix’ upgrade list.

 

Back to Command & Conquer: Generals – Zero Hour Index