General Shin Fai optimizes the use of Chinese infantry. His basic infantry unit uses miniaturized Gattling weapons, the Nationalism upgrade is not only a standard but also the base for another morale upgrade, the horde bonus is increased, and all his infantry comes out of the Barracks as veterans. The few vehicles he uses are adapted to accomodate larger infantry platoons.
Infantry
Mini-Gunner
Cost: $350 | Prerequisites: none
A Red Guard infantryman armed with a fast-firing mini-gun akin to Gattling weapons (with three firing “speeds”), the Mini-Gunner has significant advantage over infantry equipped with more conventional weapons. Mini-Gunners work best when grouped, as their horde bonus increases their efficiency in groups of 5 or more. When Mini-Gunners are fighting up close, they can switch from their bolt rifle to a bayonet attack. They come trained in pairs and in Veteran status.
Note: Unlike the standard Red Guard, Mini-Gunners do not come out of the Barracks in pairs.
Abilities:
Capture Building
Cost: free | Cooldown: 0:15 | Prerequisites: Upgrade at Barracks
Captures an enemy or neutral building. During the process, the Mini-Gunner is vulnerable.
Upgrades:
Capture Building
Cost: $1000 | Researched at: Barracks
Enables Mini-Gunners to capture buildings.
Mini-Gunner Elite Training
Cost: 1 GP point | Researched at: General’s Promotion Level 1
Causes Mini-Gunners to be trained from the Barracks as Elite.
Nationalism
Applied by default
Increases the efficiency of the horde bonus for Mini-Gunners and Tank Hunters by 25%.
Note: This upgrade is not visible in the Mini-Gunner’s upgrade list.
Patriotism
Cost: $2000 | Researched at: Propaganda Center
Increases the efficiency of the horde bonus for Mini-Gunners and Tank Hunters by 25% on top of the Nationalism upgrade.
Tank 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. Fai’s Tank Hunters come trained as Veteran.
Abilities:
TNT
Cost: free | Cooldown: 0:08 | Prerequisites: none
Straps an explosive charge to an enemy vehicle, with a detonation delay of 10 seconds.
Upgrades:
Nationalism
Applied by default
Increases the efficiency of the horde bonus for Mini-Gunners and Tank Hunters by 25%.
Note: This upgrade is not visible in Fai’s Tank Hunter’s upgrade list.
Patriotism
Cost: $2000 | Researched at: Propaganda Center
Increases the efficiency of the horde bonus for Mini-Gunners and Tank Hunters by 25% on top of the Nationalism upgrade.
Note: This upgrade is not visible in Fai’s Tank Hunter’s upgrade list.
Super Hacker
Cost: $625 | Prerequisites: Propaganda Center
Compared to standard Chinese Hackers, Fai’s Super Hackers are camouflaged when not hacking, and are able to disable vehicles in the same way Black Lotus can. Super Hackers come trained as Veteran.
Abilities:
Disable Building
Cost: free | Cooldown: 0:04 | Prerequisites: none
Disables an enemy building by hacking into its systems. The Super Hacker must be at close range to the building. While doing so, he is stationary, unstealthed, and vulnerable.
Hack Internet
Cost: free | Cooldown: instant | Prerequisites: none
The Super Hacker connects to the Internet and starts hacking to generate money. While doing so, he is stationary, unstealthed, and vulnerable. The initial income is $5 per second. After a Super 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 Super Hacker gives a speedy $10 income.
Disable Vehicle
Cost: free | Cooldown: instant | Prerequisites: none
Disables an enemy vehicle by hacking into its systems. The Super Hacker must be at close range to the vehicle. While doing so, she is stationary, unstealthed, and vulnerable.
Super Lotus
Cost: $1500 | Prerequisites: Propaganda Center
Compared to the standard Black Lotus, Fai’s Super Lotus is capable of disabling enemy buildings alongside capturing them, and comes trained as Veteran. She is stealthed when not hacking.
Note: Only one Super Lotus can be trained at a time per player.
Abilities:
Capture Building
Cost: free | Cooldown: instant | Prerequisites: none
Captures an enemy or neutral building by hacking into its systems. Super Lotus must be at close range to the building. While doing so, she is stationary, unstealthed, and vulnerable.
Disable Vehicle
Cost: free | Cooldown: instant | Prerequisites: none
Disables an enemy vehicle by hacking into its systems. Super Lotus must be at close range to the vehicle. While doing so, she is stationary, unstealthed, and vulnerable.
Disable Building
Cost: free | Cooldown: 0:04 | Prerequisites: none
Disables an enemy building by hacking into its systems. Super Lotus must be at close range to the building. While doing so, she is stationary, unstealthed, and vulnerable.
Cash Hack
Cost: free | Cooldown: instant | Prerequisites: none
Super Lotus hacks into a target enemy Supply Center and steals $1000. While doing so, she is stationary, unstealthed, and vulnerable.
Vehicles
Construction 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:
Clear Mines
Cost: free | Cooldown: instant | Prerequisites: none
Safely clears mines and booby traps in the selected area.
Supply 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.
Assault Troop Transport
Cost: $2400 | Prerequisites: none
A large and heavily armoured troop transport that can carry up to 8 infantry units, who can then fire from within the vehicle, unlike from regular Troop Crawlers. 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 Mini-Gunners already garrisoned and with a Speaker Tower add-on.
Abilities:
Evacuate
Cost: free | Cooldown: instant | Prerequisites: none
Orders all infantry units from within the Assault Troop Transport to leave the vehicle.
Upgrades:
Subliminal Messaging
Cost: $500 | Researched at: Propaganda Center
Increases the efficiency of Speaker Towers and Propaganda Tower add-ons for Assault Troop Transports and Attack Outposts by 25%.
Dragon 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:
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:
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.
Attack Outpost
Cost: $1000 | 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 8 infantry units who can fire from within the vehicle. When deployed, it is stealthed. When built, it comes garrisoned with 3 Tank Hunters and a Speaker Tower add-on.
Abilities:
Evacuate
Cost: free | Cooldown: instant | Prerequisites: none
Orders all infantry units from within the Attack Outpost to leave the vehicle.
Upgrades:
Subliminal Messaging
Cost: $500 | Researched at: Propaganda Center
Increases the efficiency of Speaker Towers and Propaganda Tower add-ons for Assault Troop Transports and Attack Outposts by 25%.
Inferno 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:
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.
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.
Electronic 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:
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.
Nuke 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:
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.
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:
Neutron Shells
Cost: $2500 | Researched at: Nuclear Missile Silo
Adds neutron shells as an alternate warhead type to Nuke Cannons.
Aircraft
MiG
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:
MiG Armour
Cost: $1000 | Researched at: Air Field
Increases the MiG’s armour by 25%.
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.
Assault Helix
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 improved bunkers. It has 8 transport slots, with vehicles taking up 3 of them.
Abilities:
Evacuate
Cost: free | Cooldown: instant | Prerequisites: none
Orders all units from within the Assault Helix to leave the helicopter. The Assault Helix briefly lands for this action, during which it is vulnerable.
Napalm Bomb
Cost: free | Cooldown: 0:20 | Prerequisites: Upgrade at Assault Helix
Orders the Assault 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 Assault Helix is relocated.
Upgrades:
Battle Bunker
Cost: $400 | Prerequisites: none
Adds a modified bunker with onto the selected Assault Helix, allowing garrisoned infantry to fire from the helicopter. No other add-ons can be placed on that Assault Helix when completed.
Napalm Bomb
Cost: $800 | Prerequisites: none
Enables the selected Assault Helix to drop Napalm Bombs.
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 Assault Helix’ upgrade list.