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

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.

 

Infantry

gen_workerWorker
Cost:
$200 | Prerequisites: none
GLA’s Workers are essentially mistreated slaves who gather resources (up to $75 per load), build and repair structures, and clear mines. They can be trained from both the Command Center and the Supply Stash.

Abilities:

gen_clearmines_big

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

Safely clears mines and booby traps in the selected area.

Upgrades:

zh_workershoes

Worker Shoes
Cost:
$1000 | Researched at: Black Market

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_rebelStealth Rebel
Cost:
$200 | Prerequisites: none
The Stealth Rebel is the basic GLA infantry unit, armed with a simple rifle and a sense of belonging to a higher cause. Kassad’s variant of these guerilla warriors comes with the Camouflage upgrade applied.

Abilities:

gen_capturebuilding

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

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

Upgrades:

gen_capturebuilding

Capture Building
Cost:
$1000 | Researched at: Barracks

Enables Stealth Rebels to capture buildings.

gen_camouflage

Camouflage
Applied by default

Gives Rebels the ability to stealth when not firing.
Note: This upgrade is not visible in the Stealth Rebel’s upgrade list.

gen_apbullets

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

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

 

gen_rpgtrooperRPG Trooper
Cost:
$300 | Prerequisites: none
RPG Troopers defend GLA forces against armoured vehicles and aircraft. They are more effective when garrisoned inside structures.

 

Upgrades:

gen_aprockets

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

Increases the attack damage of RPG Troopers, Rocket Buggies, and Stinger Sites by 25%.

 

gen_terroristTerrorist
Cost:
$200 | Prerequisites: none
Strapped with several kilos of C4, these maniacs charge at the enemy and self-destruct on impact. Terrorists can also enter civilian cars for faster and deadlier attacks.

 

Abilities:

gen_carbomb

Car Bomb
Cost: free | Cooldown: n/a | Prerequisites: none

Orders the Terrorist to enter the target civilian vehicle for increased movement speed and attack damage. Once the Terrorist enters a vehicle, he can not leave it.

 

zh_saboteurSaboteur
Cost:
$800 | Prerequisites: Arms Dealer
The Saboteur is an unarmed infantry unit who is stealthed and is able to climb cliffs. Saboteurs are used for infiltrating enemy buildings to disrupt their operation. Note that when a Saboteur is used, the unit itself is lost.

Abilities:

zh_saboteur

Sabotage
Cost: free | Cooldown: n/a | Prerequisites: none

Orders the Saboteur to infiltrate a target structure. In power plants, the Saboteur shuts off the power of the owner’s base for 30 seconds. In Barracks, War Factories and Air Fields, the Saboteur pauses their functions for 30 seconds. In Supply Centers/Stashes, the Saboteur steals up to $1000. In Supply Drop Zones and technology centers (Strategy Center, Propaganda Center, Palace), the Saboteur pauses their functions for 15 seconds. In superweapon buildings, the Saboteur resets their timer. In fake buildings, the Saboteur detonates them.

 

gen_angrymobAngry Mob
Cost:
$800 | Prerequisites: Palace
The GLA can incite Angry Mobs to attack the enemy. Start with a group of five, but they can grow in numbers up to 10. If any Mob members are lost, they are eventually replaced free of charge. Angry Mobs are effective against all ground targets.

Upgrades:

gen_armthemob

Arm the Mob
Cost:
$1000 | Researched at: Palace

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

gen_apbullets

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

Increases the attack damage of Stealth Rebels, Angry Mobs, Jarmen Kell, Technicals, and Quad Cannons by 25%.
Note: This upgrade is not visible in the Angry Mob’s upgrade list.

 

gen_hijackerHijacker
Cost:
$600 | Prerequisites: none
The Hijacker steals enemy vehicles. If the vehicle is manned, he kills the driver when doing so. He is stealthed when idle. Kassad’s Hijackers do not need a General’s Promotion nor a Palace to be trained.

Abilities:

gen_hijack

Hijack
Cost: free | Cooldown: n/a | Prerequisites: none

Orders the Hijacker to enter the target vehicle, and kill the driver if it is manned. Once the Hijacker enters a vehicle, he can not leave it until it is destroyed. If the hijacked vehicle had any veterancy state before destruction, that veterancy state is passed on to the surviving Hijacker, which he can then use to boost the veterancy of the next vehicle he hijacks.
Note: For unknown reasons, if a Hijacker with any veterancy state enters an unmanned vehicle, that veterancy state is not transferred to the vehicle.

 

gen_jarmenkellJarmen Kell
Cost:
$1500 | Prerequisites: Palace
Jarmen Kell is a mercenary, and an expert sniper who is stealthed when not firing. Working alone, he can garrison structures without being detected, and is even able to kill vehicle drivers.
Note: Only one Jarmen Kell can be trained at a time per player.

Abilities:

gen_snipeattack

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

Kills the driver of the selected vehicle, leaving the vehicle open to commandeering by any infantry unit.

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:

gen_apbullets

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

Increases the attack damage of Stealth Rebels, Angry Mobs, Jarmen Kell, Technicals, and Quad Cannons by 25%. This upgrade affects Jarmen Kell in a way he is then able to kill enemy commandos with one shot.

 

Vehicles

gen_radarvanRadar Van
Cost:
$500 | Prerequisites: none
The Radar Van helps the GLA keep track of enemy movements by providing them with a radar display. Since it is mobile, it can be moved around the battlefield to better secure itself.

Abilities:

gen_radarvanscan

Radar Scan
Cost: free | Cooldown: 0:30 | Prerequisites: Upgrade at Black Market

Temporarily reveals the selected area, and uncovers any stealthed units.

Upgrades:

gen_radarvanscan

Radar Van Scan
Cost:
$500 | Researched at: Black Market

Enables the Radar Van to use its Radar Scan ability.

gen_junkrepair

Junk Repair
Cost:
$2000 | Researched at: Black Market

Enables all GLA vehicles to slowly self-repair.

 

gen_technicalTechnical
Cost:
$500 | Prerequisites: none
Basically a small truck with a machine gun mounted on the rear. It is fast, cheap, and effective against infantry. It has 5 transport slots for infantry. The Technical can upgrade its weapon by salvaging parts from destroyed enemy vehicles up to two times.

Abilities:

gen_evacuate

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

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

Upgrades:

gen_technicaltraining

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

Causes Technicals to be built from the Arms Dealer as Veteran.

gen_apbullets

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

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

gen_junkrepair

Junk Repair
Cost:
$2000 | Researched at: Black Market

Enables all GLA vehicles to slowly self-repair.

 

gen_quadcannonQuad Cannon
Cost:
$700 | Prerequisites: none
A Soviet-era weapon with four heavy machine guns that can attack ground and air units. Most effective against aircraft and infantry. In Zero Hour, the Quad Cannon can upgrade its weapon by salvaging parts from destroyed enemy vehicles up to two times.

Upgrades:

gen_apbullets

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

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

gen_junkrepair

Junk Repair
Cost:
$2000 | Researched at: Black Market

Enables all GLA vehicles to slowly self-repair.

 

gen_toxintractorToxin Tractor
Cost:
$600 | Prerequisites: none
The Toxin Tractor releases a poison that is effective against infantry, and can contaminate the ground for a period of time, inducing illness and death in any infantry who touches it. It can also quickly clear garrisoned structures. In Zero Hour, the Toxin Tractor can upgrade its weapon by salvaging parts from destroyed enemy vehicles up to two times.

Abilities:

gen_contaminate

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

Orders the Toxin Tractor to fire toxins at the ground in the target area, causing fallout that is lethal to infantry and light vehicles. The Toxin Tractor can not engage approaching units directly in this mode.

Upgrades:

gen_anthraxbeta

Anthrax Beta
Cost:
$2000 | Researched at: Palace

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

gen_junkrepair

Junk Repair
Cost:
$2000 | Researched at: Black Market

Enables all GLA vehicles to slowly self-repair.

 

zh_combatcycleCombat Cycle
Cost:
$550 | Prerequisites: none
Manned by standard GLA infantry, the Combat Cycle is a low-cost, highly mobile vehicle that can jump off cliffs. Excellent for reconnaissance operations, the Combat Cycle acquires the abilities and upgrades of the infantry unit that drives it (by default, it is a Stealth Rebel). To change the driver, simply order an infantry unit to garrison the Combat Cycle, while the current driver will exit the vehicle.

Abilities:

gen_evacuate

Evacuate
Cost: free | Cooldown: n/a | Prerequisites: none

Orders the infantry unit driving the Combat Cycle to leave the vehicle. This order instantly destroys the Combat Cycle.

Upgrades:

gen_junkrepair

Junk Repair
Cost:
$2000 | Researched at: Black Market

Enables all GLA vehicles to slowly self-repair.

 

gen_rocketbuggyRocket Buggy
Cost:
$900 | Prerequisites: Palace
Lightly armoured, but very fast-moving buggy which launches a payload of rockets, after which it must stop to reload. Its rockets are just outside of base defences’ range.

 

Upgrades:

gen_buggyammo

Buggy Ammo
Cost:
$1200 | Researched at: Black Market

Doubles the Rocket Buggy’s rocket capacity.

gen_aprockets

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

Increases the attack damage of RPG Troopers, Rocket Buggies, and Stinger Sites by 25%.

gen_junkrepair

Junk Repair
Cost:
$2000 | Researched at: Black Market

Enables all GLA vehicles to slowly self-repair.

 

zh_battlebusBattle Bus
Cost:
$1000 | Prerequisites: Palace
A reinforced civilian bus, the Battle Bus can carry up to 8 infantry units to the front line. Transported units fire weapons from the windows of the Battle Bus. When badly damaged, the Battle Bus becomes bunkered cover for the remaining troops. The Battle can upgrade its armour by salvaging parts from destroyed enemy vehicles up to two times, with the second upgrade enabling it to crush infantry.

Abilities:

gen_evacuate

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

Orders all infantry units from within the Battle Bus to leave the vehicle. If the Battle Bus is immobilized, this order immediately destroys the vehicle’s remains.

Upgrades:

gen_junkrepair

Junk Repair
Cost:
$2000 | Researched at: Black Market

Enables all GLA vehicles to slowly self-repair.

 

gen_bombtruckBomb Truck
Cost:
$1200 | Prerequisites: Palace
The Bomb Truck is designed to ram into the enemy target and detonate an explosive device. It is also able to disguise itself as any other vehicle for a surprise effect, and change the type of the explosive it is carrying.

Upgrades:

gen_bombtruckdisguise

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

Disguises the Bomb Truck as a target vehicle, but retains its low speed and manoeuverability. The disguise can be seen through by stealth detectors.

Upgrades:

gen_biobomb

Bio-Bomb
Cost:
$500 | Researched at: Bomb Truck

Refits the Bomb Truck with an anthrax bomb, which leaves a toxic residue upon detonation. Benefits from the Anthrax Beta upgrade. The explosive type can not be changed after upgrading.

gen_hebomb

High-Explosive Bomb
Cost:
$500 | Researched at: Bomb Truck

Refits the Bomb Truck with a more explosive bomb, which deals double damage compared to an unupgraded Bomb Truck. The explosive type can not be changed after upgrading.

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 Bomb Truck’s upgrade list.

gen_junkrepair

Junk Repair
Cost:
$2000 | Researched at: Black Market

Enables all GLA vehicles to slowly self-repair.

 

 

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