Command & Conquer: Generals – Zero Hour – Kassad’s Structures

zerohour

 

zh_kassad

Almost anything that vanilla GLA can do, Prince Kassad can do quietly. His Rebels are stealthed by default, his Hijackers are immediately available, and he can use the GPS Scrambler earlier than vanilla GLA. All of his structures, even Supply Stashes and their attached Workers can be upgraded with Camo Netting. His main weakness, however, is the lack of tanks and artillery.

 

Structures

gen_glacenterCommand Center
Cost:
$2000 | Power: 0 | Prerequisites: none
The Command Center is the heart of any GLA base. The Command Center produces Workers required to build structures.

 

Upgrades:

zh_camonetting

Camo Netting
Cost:
$500 | Prerequisites: none

Camouflages this building, rendering it stealthed unless uncovered by detectors.

zh_fortifiedstructure

Fortified Structures
Cost:
$1000 | Researched at: Palace

Increases the armour of all GLA production and technology buildings by surrounding them with barbed wire fencing and sandbags.

 

gen_supplystashSupply Stash
Cost:
$1500 | Power: 0 | Prerequisites: none
The Supply Stash is a drop-off point for supplies, which generate income. Each GLA Supply Stash comes with a free Worker, and is able to train more.

 

Upgrades:

zh_camonetting

Camo Netting
Cost:
$500 | Prerequisites: none

Camouflages this building, rendering it stealthed unless uncovered by detectors.
Note: When applied to Kassad’s Supply Stash, the Camo Netting upgrade affects Workers and Supply Trucks assigned to that Supply Stash. Chinooks and Combat Chinooks are not affected.

zh_fortifiedstructure

Fortified Structures
Cost:
$1000 | Researched at: Palace

Increases the armour of all GLA production and technology buildings by surrounding them with barbed wire fencing and sandbags.

 

gen_glabarracksBarracks
Cost:
$500 | Power: 0 | Prerequisites: none
Kassad’s infantry are trained at the Barracks. The building also serves as a medical bay for healing wounded infantry units.

 

Upgrades:

gen_capturebuilding

Capture Building
Cost:
$1000 | Prerequisites: none

Enables Stealth Rebels to capture buildings.

zh_camonetting

Camo Netting
Cost:
$500 | Prerequisites: none

Camouflages this building, rendering it stealthed unless uncovered by detectors.

zh_fortifiedstructure

Fortified Structures
Cost:
$1000 | Researched at: Palace

Increases the armour of all GLA production and technology buildings by surrounding them with barbed wire fencing and sandbags.

 

gen_armsdealerArms Dealer
Cost:
$2500 | Power: 0 | Prerequisites: Supply Stash
Kassad’s vehicles are obtained at the Arms Dealer. Damaged vehicles can return to the Arms Dealer for repairs.

 

Upgrades:

zh_camonetting

Camo Netting
Cost:
$500 | Prerequisites: none

Camouflages this building, rendering it stealthed unless uncovered by detectors.

zh_fortifiedstructure

Fortified Structures
Cost:
$1000 | Researched at: Palace

Increases the armour of all GLA production and technology buildings by surrounding them with barbed wire fencing and sandbags.

 

gen_palacePalace
Cost:
$2500 | Power: 0 | Prerequisites: Arms Dealer
The Palace researches many important upgrades for GLA weapons and allows higher-tier units and structures to be built. Five infantrymen can garrison it. The Palace can not be captured by the enemy.

Upgrades:

gen_armthemob

Arm the Mob
Cost:
$1000 | Prerequisites: none

Increases the attack damage of Angry Mobs by 25% by giving them AK-47 rifles.

zh_fortifiedstructure

Fortified Structures
Cost:
$1000 | Prerequisites: none

Increases the armour of all GLA production and technology buildings by surrounding them with barbed wire fencing and sandbags.

gen_anthraxbeta

Anthrax Beta
Cost:
$2000 | Prerequisites: none

Increases the damage dealt by all toxin-based weaponry by 25%.

zh_camonetting

Camo Netting
Cost:
$500 | Prerequisites: none

Camouflages this building, rendering it stealthed unless uncovered by detectors.

 

gen_blackmarketBlack Market
Cost:
$2500 | Power: 0 | Prerequisites: Palace
Through the Black Market, the GLA can acquire hard to find ammo and technologies. Through nefarious means, the Black Market also provides its owner an income of $20 per second.

Upgrades:

gen_radarvanscan

Radar Van Scan
Cost:
$500 | Prerequisites: none

Enables the Radar Van to use its Radar Scan ability.

zh_workershoes

Worker Shoes
Cost:
$1000 | Prerequisites: none

Distributes shoes among workers, which gives them a 10% increase in movement speed, build speed, and resource carrying capacity ($83 as opposed to the usual $75).

gen_buggyammo

Buggy Ammo
Cost:
$1200 | Prerequisites: none

Doubles the Rocket Buggy’s rocket capacity.

gen_apbullets

Armour-piercing (AP) Bullets
Cost:
$2000 | Prerequisites: none

Increases the attack damage of Stealth Rebels, Angry Mobs, Jarmen Kell, Technicals, and Quad Cannons by 25%.

gen_aprockets

Armour-piercing (AP) Rockets
Cost:
$2000 | Prerequisites: none

Increases the attack damage of RPG Troopers, Rocket Buggies, Scorpion Tanks with the Scorpion Rockets upgrade, and Stinger Sites by 25%.

gen_junkrepair

Junk Repair
Cost:
$2000 | Prerequisites: none

Enables all GLA vehicles to slowly self-repair.

zh_camonetting

Camo Netting
Cost:
$500 | Prerequisites: none

Camouflages this building, rendering it stealthed unless uncovered by detectors.

zh_fortifiedstructure

Fortified Structures
Cost:
$1000 | Researched at: Palace

Increases the armour of all GLA production and technology buildings by surrounding them with barbed wire fencing and sandbags.

 

zh_fakeglacenterFake Buildings
Cost:
varies | Power: 0 | Prerequisites: vary
The GLA have five fake structures at their disposal: Command Center ($1250), Supply Stash ($375), Barracks ($125), Arms Dealer ($625), Black Market ($625). These have a fraction of the hit points of a normal structure, but can be used to create the illusion that critical structures are in a different location. They can be either turned into their real versions or detonated. Friendly forces can differentiate fake structures from real ones by the rectangle around them.

Abilities:

zh_fakebecomereal

Become Real
Cost:
varies | Cooldown: n/a | Prerequisites: none

Transforms the fake structure into the real version for the price difference between the two. This order is irreversible.

zh_fakedetonate

Detonate
Cost:
varies | Cooldown: n/a | Prerequisites: none

Detonates the fake structure.

 

Support structures

gen_glaholeGLA Hole
Unbuildable

When a GLA structure is destroyed, a GLA Hole is visible in its rubble. If the GLA Hole is left standing, a Worker will emerge from it and rebuild the structure which used to be there, free of charge, and when he is done, he will go back inside. Essentially, a GLA building is only truly destroyed if the GLA Hole beneath it is destroyed as well.

 

gen_demotrapDemo Trap
Cost:
$400 | Power: 0 | Prerequisites: none
These hidden bombs provide perimeter defense for the GLA. A Demo Trap can be detonated in two ways – by proximity detection or manually.

Abilities:

gen_demotrapproximity

Proximity Fuse
Cost: free | Cooldown: instant | Prerequisites: none

Sets the selected Demo Trap to detonate when an enemy ground unit enters its vicinity.

gen_demotrapmanual

Manual Control
Cost: free | Cooldown: instant | Prerequisites: none

Sets the selected Demo Trap to only detonate on command.

gen_demotrapdetonate

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

Detonates the Demo Trap.

 

gen_tunnelnetworkTunnel Network
Cost:
$800 | Power: 0 | Prerequisites: Barracks
The Tunnel Network can put GLA fighters in the enemy camp very early in the battle by letting them move between the entrances instantly. The Tunnel Network as a whole can hold up to 10 units at a time, and each unit can be directed to a different exit. Each entrance is guarded by a gun turret, and comes with 2 RPG Troopers free of charge. Kassad’s Tunnel Networks come with the Camo Netting upgrade applied.

Abilities:

gen_evacuate

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

Orders all units from within the Tunnel Network to leave through the selected exit.

 

gen_stingersiteStinger Site
Cost:
$900 | Power: 0 | Prerequisites: Barracks
Stinger Sites defend GLA bases against vehicles and aircraft. Each Stinger Site has three soldiers. If a soldier is killed, he is eventually replaced. Kassad’s Stinger Sites come with the Camo Netting upgrade applied.

Upgrades:

gen_aprockets

Armour-piercing (AP) Rockets
Cost:
$2000 | Researched at: Black Market

Increases the attack damage of RPG Troopers, Rocket Buggies, Scorpion Tanks with the Scorpion Rockets upgrade, and Stinger Sites by 25%.

 

gen_scudstormScud Storm
Cost:
$5000 | Power: 0 | Prerequisites: Palace
The Scud Storm fires 9 Scud missiles containing biological weapons that damage and kill enemy units on impact. Like with other superweapons, when the Scud Storm is built, all players are notified and the shroud above the device is removed, with a timer visible to all players.
Note: Multiple Scud Storms can be built at a time.

Support powers:

gen_scudstormpower

Scud Storm
Cost:
free | Cooldown: 5:00 | Prerequisites: none

Launches 9 devastating Scud missiles at the selected location.

Upgrades:

gen_anthraxbeta

Anthrax Beta
Cost:
$2000 | Researched at: Palace

Increases the damage dealt by all toxin-based weaponry by 25%.
Note: This upgrade is not visible in Kassad’s Scud Storm’s upgrade list.

zh_camonetting

Camo Netting
Cost:
$500 | Prerequisites: none

Camouflages this building, rendering it stealthed unless uncovered by detectors.

 

Back to Command & Conquer: Generals – Zero Hour Index