General Malcolm Granger has the strongest air force in the game. His aircraft is generally cheaper than their regular USA counterparts, and his basic bomber has double the capacity than its standard version. He can even stealth Comanches, the mainstays of all USA air forces. However, he does not deploy any tanks, and has a harder time dealing with those owned by his enemies.
Infantry
Ranger
Cost: $225 | Prerequisites: none
The perfect counter unit for enemy infantry, trained in the latest techniques and armed with latest weapons to clear enemy garrisoned structures.
Abilities:
Capture Building
Cost: free | Cooldown: 0:15 | Prerequisites: Upgrade at Barracks
Captures an enemy or neutral building. During the process, the Ranger is vulnerable.
Flashbang Grenades
Cost: free | Cooldown: instant | Prerequisites: Upgrade at Barracks
Switches to the flashbang grenade firing mode, which is effective against infantry, but useless against vehicles and structures. A single flashbang grenade is able to clear a garrisoned structure.
Machine Gun
Cost: free | Cooldown: instant | Prerequisites: none
Switches back to the machine gun firing mode.
Upgrades:
Capture Building
Cost: $1000 | Researched at: Barracks
Enables Rangers to capture buildings.
Flashbang Grenades
Cost: $800 | Researched at: Barracks
Arms Rangers with flashbang grenades, enabling them to toggle between them and machine gun firing modes.
Chemical Suits
Cost: $1000 | Researched at: Strategy Center
Significantly reduces the rate at which Granger’s infantry receives damage from toxin and radiation contamination.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Missile Defender
Cost: $300 | Prerequisites: none
The Missile Defender can provide decent base perimeter defence support, being able to fire at both ground and air units. Since he is carrying a heavy weapon, he is slow.
Abilities:
Laser Missile Attack
Cost: free | Cooldown: n/a | Prerequisites: none
Puts a laser lock on the Missile Defender’s target for improved accuracy. Locking on to the target lasts 3 seconds, during which time the Missile Defender doesn’t fire. When the Missile Defender moves or the target is destroyed, this ability is terminated.
Upgrades:
Chemical Suits
Cost: $1000 | Researched at: Strategy Center
Significantly reduces the rate at which Granger’s infantry receives damage from toxin and radiation contamination.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Pathfinder
Cost: $600 | Prerequisites: General’s Promotion Level 3
Advanced American scout armed with a long-range sniper rifle. When stationary, the Pathfinder is stealthed.
Upgrades:
Chemical Suits
Cost: $1000 | Researched at: Strategy Center
Significantly reduces the rate at which Granger’s infantry receives damage from toxin and radiation contamination.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Colonel Burton
Cost: $1500 | Prerequisites: Strategy Center
Colonel Burton is an expert in covert operations. He wreaks havoc on enemy infantry and structures. He is armed with a long-range rifle, a knife and explosive charges. He can climb cliffs, and can not be crushed. When not firing, he is stealthed.
Note: Only one Colonel Burton can be trained at a time per player.
Abilities:
Knife Attack
Cost: free | Cooldown: instant | Prerequisites: none
Kills an infantry unit at melee range without breaking stealth.
Timed Demo Charge
Cost: free | Cooldown: instant | Prerequisites: none
Plants a timed explosive charge to a structure, which will automatically explode after a few seconds.
Remote Demo Charge
Cost: free | Cooldown: instant | Prerequisites: none
Plants a remote explosive charge to a structure.
Detonate Charges
Cost: free | Cooldown: instant | Prerequisites: none
Detonates all planted remote explosive charges.
Upgrades:
Chemical Suits
Cost: $1000 | Researched at: Strategy Center
Significantly reduces the rate at which Granger’s infantry receives damage from toxin and radiation contamination.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Pilot
Unbuildable
Once an American vehicle or aircraft with at least some experience is destroyed, its Pilot escapes into the battlefield. He can then transfer to another friendly vehicle and add his own experience to that vehicle’s own (meaning that experience stacks, up to Heroic status).
Upgrades:
Chemical Suits
Cost: $1000 | Researched at: Strategy Center
Significantly reduces the rate at which Granger’s infantry receives damage from toxin and radiation contamination.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Vehicles
Construction Dozer
Cost: $1000 | Prerequisites: none
This is the backbone of the USA’s forces. It is primarily used for constructing and repairing American buildings, and can also clear mines. Unlike other American 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.
Humvee
Cost: $700 | Prerequisites: none
The Humvee is a fast anti-infantry scout with 5 infantry slots, from which passengers can fire. It is reasonably durable for a recon unit, but it won’t take a pounding from enemy armour for long.
Abilities:
Evacuate
Cost: free | Cooldown: instant | Prerequisites: none
Orders all infantry units from within the Humvee to leave the vehicle.
Upgrades:
Scout Drone
Cost: $100 | Prerequisites: none
Attaches a Scout Drone to this vehicle. While the Scout Drone remains active, no other drones can be attached to this vehicle.
Battle Drone
Cost: $200 | Prerequisites: none
Attaches a Battle Drone to this vehicle. While the Battle Drone remains active, no other drones can be attached to this vehicle.
Hellfire Drone
Cost: $500 | Prerequisites: none
Attaches a Hellfire Drone to this vehicle. While the Hellfire Drone remains active, no other drones can be attached to this vehicle.
TOW Missiles
Cost: $800 | Researched at: War Factory
Refits Humvees with TOW Missiles, which give them anti-air capabilities and higher firepower against vehicles.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Ambulance
Cost: $600 | Prerequisites: none
An unarmed version of the Humvee, the Ambulance vehicle heals nearby friendly infantry and is able to nullify the effects of toxins. In Zero Hour, Ambulances can also repair nearby friendly ground vehicles.
Abilities:
Clean Toxins
Cost: free | Cooldown: instant | Prerequisites: none
Removes toxin and radiation residue from the target area.
Upgrades:
Scout Drone
Cost: $100 | Prerequisites: none
Attaches a Scout Drone to this vehicle. While the Scout Drone remains active, no other drones can be attached to this vehicle.
Battle Drone
Cost: $200 | Prerequisites: none
Attaches a Battle Drone to this vehicle. While the Battle Drone remains active, no other drones can be attached to this vehicle.
Hellfire Drone
Cost: $500 | Prerequisites: none
Attaches a Hellfire Drone to this vehicle. While the Hellfire Drone remains active, no other drones can be attached to this vehicle.
Sentry Drone
Cost: $800 | Prerequisites: none
This stealthed unmanned vehicle is intended for scouting and detecting other stealthed units. When upgraded, a nose-mounted 20mm machine gun is deployed against infantry and lighter vehicles.
Upgrades:
Sentry Drone Guns
Cost: $800 | Researched at: War Factory
Arms Sentry Drones with a 20mm machine gun.
Scout Armour
Cost: $500 | Researched at: Strategy Center
Increases the armour of Scout, Battle, Hellfire, and Sentry Drones.
Tomahawk Missile Launcher
Cost: $1200 | Prerequisites: Strategy Center
This artillery vehicle carries a Tomahawk surface-to-surface missile. Designed for support, it can fire from a long range, and can not take many hits on its own.
Upgrades:
Scout Drone
Cost: $100 | Prerequisites: none
Attaches a Scout Drone to this vehicle. While the Scout Drone remains active, no other drones can be attached to this vehicle.
Battle Drone
Cost: $200 | Prerequisites: none
Attaches a Battle Drone to this vehicle. While the Battle Drone remains active, no other drones can be attached to this vehicle.
Hellfire Drone
Cost: $500 | Prerequisites: none
Attaches a Hellfire Drone to this vehicle. While the Hellfire Drone remains active, no other drones can be attached to this vehicle.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Avenger
Cost: $2000 | Prerequisites: Strategy Center
A mobile platform on a modified Humvee chassis, the Avenger can paint airborne and ground targets with its point defense laser. When targets are painted, other units in the vicinity can fire at them faster and more efficiently. The Avenger can also down enemy aircraft on its own, but can not fire at ground units.
Upgrades:
Scout Drone
Cost: $100 | Prerequisites: none
Attaches a Scout Drone to this vehicle. While the Scout Drone remains active, no other drones can be attached to this vehicle.
Battle Drone
Cost: $200 | Prerequisites: none
Attaches a Battle Drone to this vehicle. While the Battle Drone remains active, no other drones can be attached to this vehicle.
Hellfire Drone
Cost: $500 | Prerequisites: none
Attaches a Hellfire Drone to this vehicle. While the Hellfire Drone remains active, no other drones can be attached to this vehicle.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Microwave Tank
Cost: $800 | Prerequisites: Strategy Center
The Microwave Tank can disable the electronics in structures via microwave frequencies, and can quickly clear garrisoned buildings. Defensively, a microwave field burns infantry.
Upgrades:
Scout Drone
Cost: $100 | Prerequisites: none
Attaches a Scout Drone to this vehicle. While the Scout Drone remains active, no other drones can be attached to this vehicle.
Battle Drone
Cost: $200 | Prerequisites: none
Attaches a Battle Drone to this vehicle. While the Battle Drone remains active, no other drones can be attached to this vehicle.
Hellfire Drone
Cost: $500 | Prerequisites: none
Attaches a Hellfire Drone to this vehicle. While the Hellfire Drone remains active, no other drones can be attached to this vehicle.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Aircraft
Chinook
Cost: $950 | Prerequisites: none
Considered to be the USA’s workhorse, the Chinook is used to collect supplies (up to $600 per load) and deliver them to the Supply Center (from which it is built) for funds. It also has 8 transport slots, with infantry taking one and vehicles taking three.
Abilities:
Evacuate
Cost: free | Cooldown: instant | Prerequisites: none
Orders all units from within the Chinook to leave the helicopter. The Chinook briefly lands for this action, during which it is vulnerable.
Combat Drop
Cost: free | Cooldown: instant | Prerequisites: transporting at least 1 Ranger
Orders any Rangers transported by the Chinook to descend to the garrisonable building beneath by rope. If the building was previously garrisoned by enemy infantry, the building is cleared before Rangers take over.
Upgrades:
Countermeasures
Cost: $1000 | Researched at: Air Field
Refits USA aircraft with flares that are fired to evade incoming missiles.
Supply Lines
Cost: $800 | Researched at: Strategy Center
Increases the income from Chinooks, Combat Chinooks, Supply Drop Zones, and Tech Oil Derricks by 10%.
Note: Although this upgrade is shown in the upgrade list of the USA Supply Center, it actually affects the Chinook and the Combat Chinook.
Combat Chinook
Cost: $1200 | Prerequisites: War Factory
In addition to all the functionalities of the standard Chinook, Granger’s Combat Chinooks have gunports through which garrisoned infantry can fire at ground units.
Abilities:
Evacuate
Cost: free | Cooldown: instant | Prerequisites: none
Orders all units from within the Combat Chinook to leave the helicopter. The Combat Chinook briefly lands for this action, during which it is vulnerable.
Combat Drop
Cost: free | Cooldown: instant | Prerequisites: transporting at least 1 Ranger
Orders any Rangers transported by the Combat Chinook to descend to the garrisonable building beneath by rope. If the building was previously garrisoned by enemy infantry, the building is cleared before Rangers take over.
Upgrades:
Countermeasures
Cost: $1000 | Researched at: Air Field
Refits USA aircraft with flares that are fired to evade incoming missiles.
Supply Lines
Cost: $800 | Researched at: Strategy Center
Increases the income from Chinooks, Combat Chinooks, Supply Drop Zones, and Tech Oil Derricks by 10%.
Note: Although this upgrade is shown in the upgrade list of the USA Supply Center, it actually affects the Chinook and the Combat Chinook.
Comanche
Cost: $1200 | Prerequisites: none
The Comanche is armed with a 20mm nose cannon to hold off enemy infantry. When upgraded with Rocket Pods, it can also damage even the heaviest of enemy armour. It reloads on the fly, only needing to return to base for repairs.
Abilities:
Fire Rockets
Cost: free | Cooldown: 1:00 | Prerequisites: Upgrade at Air Field
Empties the Comanche’s rocket pods in a barrage. Rockets do not follow any specific targets, as they merely disperse in the selected area.
Upgrades:
Rocket Pods
Cost: $800 | Researched at: Air Field
Refits Comanches with rocket pods.
Countermeasures
Cost: $1000 | Researched at: Air Field
Refits USA aircraft with flares that are fired to evade incoming missiles.
Stealth Comanche
Cost: $1000 | Researched at: Air Field
Refits Granger’s Comanches with a stealth generator that is active when they are not firing.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
King Raptor
Cost: $1100 | Prerequisites: none
The King Raptor has a larger missile capacity than standard Raptors (6 missiles as opposed to 4). It is also outfitted with a stealth detector and point defence lasers. Its armour has not been improved, however.
Upgrades:
Countermeasures
Cost: $1000 | Researched at: Air Field
Refits Granger’s aircraft with flares that are fired to evade incoming missiles.
Laser-Guided Missiles
Cost: $1500 | Researched at: Air Field
Increases the attack damage of King Raptors and Stealth Fighters by 25%.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Stealth Fighter
Cost: $1250 | Prerequisites: none
The perfect counter to anti-air weapons. The Stealth Fighter can move without being detected by most enemy defenses. It needs two seconds to lock on to a target, with end result being devastating.
Upgrades:
Countermeasures
Cost: $1000 | Researched at: Air Field
Refits Granger’s aircraft with flares that are fired to evade incoming missiles.
Laser-Guided Missiles
Cost: $1500 | Researched at: Air Field
Increases the attack damage of King Raptors and Stealth Fighters by 25%.
Bunker Busters
Cost: $1000 | Researched at: Air Field
Modifies the missiles of Stealth Fighters so that they dig into garrisonable buildings and detonate, killing any infantry units within. If used on a Tunnel Network exit, all units from the network will evacuate from that exit. Vehicles caught in the blast will fly off, but will not be damaged (except Combat Cycles).
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Aurora
Cost: $2000 | Prerequisites: Strategy Center
Travelling at supersonic speed in its attack runs, the Aurora is invulnerable to enemy anti-aircraft fire. Once it has delivered its payload, however, it slows to subsonic speed on its way back to base.
Upgrades:
Countermeasures
Cost: $1000 | Researched at: Air Field
Refits Granger’s aircraft with flares that are fired to evade incoming missiles.
Advanced Training
Cost: $1500 | Researched at: Strategy Center
Doubles the rate at which this unit gains experience.
Scout Drone
Cost: $100 (upgrade) | Prerequisites: an American vehicle
A drone that can be attached to all American vehicles except Construction Dozers and Sentry Drones. It flies around its host vehicle and detects nearby stealthed units. If the host vehicle is destroyed, so is the Scout Drone.
Upgrades:
Scout Armour
Cost: $500 | Researched at: Strategy Center
Increases the armour of Scout, Battle, Hellfire, and Sentry Drones.
Battle Drone
Cost: $200 (upgrade) | Prerequisites: an American vehicle
A drone that can be attached to all American vehicles except Construction Dozers and Sentry Drones. It flies around its host vehicle, fires a machine gun that is most effective against infantry, and repairs its host vehicle. If the host vehicle is destroyed, so is the Battle Drone.
Upgrades:
Scout Armour
Cost: $500 | Researched at: Strategy Center
Increases the armour of Scout, Battle, Hellfire, and Sentry Drones.
Hellfire Drone
Cost: $500 (upgrade) | Prerequisites: an American vehicle
A drone that can be attached to all American vehicles except Construction Dozers and Sentry Drones. It flies around its host vehicle and fires missiles that are most effective against infantry and vehicles. If the host vehicle is destroyed, so is the Hellfire Drone.
Upgrades:
Scout Armour
Cost: $500 | Researched at: Strategy Center
Increases the armour of Scout, Battle, Hellfire, and Sentry Drones.