Command & Conquer: Generals – Zero Hour – Granger’s Units

zerohour

 

zh_granger

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

u_rangerRanger
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:

gen_capturebuilding

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

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

gen_flashbanggrenades

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.

gen_machinegun

Machine Gun
Cost: free | Cooldown: instant | Prerequisites: none

Switches back to the machine gun firing mode.

Upgrades:

gen_capturebuilding

Capture Building
Cost:
$1000 | Researched at: Barracks

Enables Rangers to capture buildings.

gen_flashbanggrenades

Flashbang Grenades
Cost:
$800 | Researched at: Barracks

Arms Rangers with flashbang grenades, enabling them to toggle between them and machine gun firing modes.

zh_chemicalsuits

Chemical Suits
Cost:
$1000 | Researched at: Strategy Center

Significantly reduces the rate at which Granger’s infantry receives damage from toxin and radiation contamination.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

gen_missiledefenderMissile 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:

gen_lasermissileattack

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:

zh_chemicalsuits

Chemical Suits
Cost:
$1000 | Researched at: Strategy Center

Significantly reduces the rate at which Granger’s infantry receives damage from toxin and radiation contamination.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

gen_pathfinderPathfinder
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:

zh_chemicalsuits

Chemical Suits
Cost:
$1000 | Researched at: Strategy Center

Significantly reduces the rate at which Granger’s infantry receives damage from toxin and radiation contamination.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

gen_colonelburtonColonel 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:

gen_knifeattack

Knife Attack
Cost: free | Cooldown: instant | Prerequisites: none

Kills an infantry unit at melee range without breaking stealth.

gen_timeddemocharge

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.

gen_remotedemocharges

Remote Demo Charge
Cost: free | Cooldown: instant | Prerequisites: none

Plants a remote explosive charge to a structure.

gen_detonatedemocharges

Detonate Charges
Cost: free | Cooldown: instant | Prerequisites: none

Detonates all planted remote explosive charges.

Upgrades:

zh_chemicalsuits

Chemical Suits
Cost:
$1000 | Researched at: Strategy Center

Significantly reduces the rate at which Granger’s infantry receives damage from toxin and radiation contamination.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

gen_pilotPilot
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:

zh_chemicalsuits

Chemical Suits
Cost:
$1000 | Researched at: Strategy Center

Significantly reduces the rate at which Granger’s infantry receives damage from toxin and radiation contamination.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

Vehicles

gen_usadozerConstruction 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:

gen_clearmines_big

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

Safely clears mines and booby traps in the selected area.

 

gen_humveeHumvee
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:

gen_evacuate

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

Orders all infantry units from within the Humvee to leave the vehicle.

Upgrades:

gen_scoutdronebuild

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.

gen_battledronebuild

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.

zh_hellfiredronebuild

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.

gen_towmissiles

TOW Missiles
Cost:
$800 | Researched at: War Factory

Refits Humvees with TOW Missiles, which give them anti-air capabilities and higher firepower against vehicles.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

gen_ambulanceAmbulance
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:

gen_cleantoxins

Clean Toxins
Cost: free | Cooldown: instant | Prerequisites: none

Removes toxin and radiation residue from the target area.

Upgrades:

gen_scoutdronebuild

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.

gen_battledronebuild

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.

zh_hellfiredronebuild

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.

 

zh_sentrydroneSentry 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:

zh_sentrydroneguns

Sentry Drone Guns
Cost:
$800 | Researched at: War Factory

Arms Sentry Drones with a 20mm machine gun.

gen_scoutdronebuild

Scout Armour
Cost:
$500 | Researched at: Strategy Center

Increases the armour of Scout, Battle, Hellfire, and Sentry Drones.

 

gen_tomahawkTomahawk 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:

gen_scoutdronebuild

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.

gen_battledronebuild

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.

zh_hellfiredronebuild

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.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

zh_avengerAvenger
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:

gen_scoutdronebuild

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.

gen_battledronebuild

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.

zh_hellfiredronebuild

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.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

zh_microwavetankMicrowave 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:

gen_scoutdronebuild

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.

gen_battledronebuild

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.

zh_hellfiredronebuild

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.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

Aircraft

gen_chinookChinook
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:

gen_evacuate

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.

gen_combatdrop

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:

zh_countermeasures

Countermeasures
Cost: $1000 | Researched at: Air Field

Refits USA aircraft with flares that are fired to evade incoming missiles.

zh_supplylines

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.

 

zh_combatchinookCombat 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:

gen_evacuate

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.

gen_combatdrop

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:

zh_countermeasures

Countermeasures
Cost: $1000 | Researched at: Air Field

Refits USA aircraft with flares that are fired to evade incoming missiles.

zh_supplylines

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.

 

gen_comancheComanche
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:

gen_comancherockets

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:

gen_rocketpods

Rocket Pods
Cost: $800 | Researched at: Air Field

Refits Comanches with rocket pods.

zh_countermeasures

Countermeasures
Cost: $1000 | Researched at: Air Field

Refits USA aircraft with flares that are fired to evade incoming missiles.

zh_stealthcomanche

Stealth Comanche
Cost: $1000 | Researched at: Air Field

Refits Granger’s Comanches with a stealth generator that is active when they are not firing.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

zh_kingraptorKing 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:

zh_countermeasures

Countermeasures
Cost: $1000 | Researched at: Air Field

Refits Granger’s aircraft with flares that are fired to evade incoming missiles.

gen_laserguidedmissiles

Laser-Guided Missiles
Cost: $1500 | Researched at: Air Field

Increases the attack damage of King Raptors and Stealth Fighters by 25%.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

gen_stealthfighterStealth 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:

zh_countermeasures

Countermeasures
Cost: $1000 | Researched at: Air Field

Refits Granger’s aircraft with flares that are fired to evade incoming missiles.

gen_laserguidedmissiles

Laser-Guided Missiles
Cost: $1500 | Researched at: Air Field

Increases the attack damage of King Raptors and Stealth Fighters by 25%.

zh_bunkerbusters

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).

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

gen_auroraAurora
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:

zh_countermeasures

Countermeasures
Cost: $1000 | Researched at: Air Field

Refits Granger’s aircraft with flares that are fired to evade incoming missiles.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Researched at: Strategy Center

Doubles the rate at which this unit gains experience.

 

gen_scoutdroneScout 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:

gen_scoutdronebuild

Scout Armour
Cost:
$500 | Researched at: Strategy Center

Increases the armour of Scout, Battle, Hellfire, and Sentry Drones.

 

gen_battledroneBattle 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:

gen_scoutdronebuild

Scout Armour
Cost:
$500 | Researched at: Strategy Center

Increases the armour of Scout, Battle, Hellfire, and Sentry Drones.

 

zh_hellfiredroneHellfire 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:

gen_scoutdronebuild

Scout Armour
Cost:
$500 | Researched at: Strategy Center

Increases the armour of Scout, Battle, Hellfire, and Sentry Drones.

 

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