GAMES: Command & Conquer: Generals – Zero Hour – Townes’ Structures

zerohour

 

zh_townes

General Townes is the closest to the vanilla USA army, with the exception that he replaces conventional tanks with his unique Laser Tanks with good performance, but with the drawback that the base’s power must be online at all times. His Avengers are also cheaper, but he is missing an artillery piece.

 

 

Structures

gen_usacenterCommand Center
Cost:
$2000 | Power: 0 | Prerequisites: none
The Command Center is the heart of any American base. It produces Construction Dozers required to build structures, and gives American players a radar display automatically, provided the base’s power isn’t low.

Support powers:

gen_spysatellite

Spy Satellite
Cost: free | Cooldown: 1:00 | Prerequisites: none

Reveals the fog of war over the selected area for 15 seconds and uncovers any stealthed units there.

 

gen_coldfusionreactorCold Fusion Reactor
Cost:
$700 | Power: +8 | Prerequisites: none
The Cold Fusion Reactor generates power for American bases in order to keep production efficient, base defences online and radar display up. Townes’ Cold Fusion Reactors also have the duty of maintaining Laser Tanks online, which is why they have a slightly higher power output.

Upgrades:

gen_controlrods

Control Rods
Cost:
$500 | Prerequisites: none

Installs control rods to the selected Cold Fusion Reactor, increasing its power output to 10.

 

gen_usasupplycenterSupply Center
Cost:
$2000 | Power: -1 | Prerequisites: none
The Supply Center is a drop-off point for supplies, which generate income. Each American Supply Center comes with a free Chinook, and is able to construct more.

 

 

gen_usabarracksBarracks
Cost:
$600 | Power: 0 | Prerequisites: Cold Fusion Reactor
Townes’ 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 Rangers to capture buildings.

gen_flashbanggrenades

Flashbang Grenades
Cost:
$800 | Prerequisites: none

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

 

gen_usawarfactoryWar Factory
Cost:
$2000 | Power: -1 | Prerequisites: Supply Center
Townes’ vehicles are constructed at the War Factory. Damaged vehicles can return to the War Factory for repairs.

 

Upgrades:

gen_towmissiles

TOW Missiles
Cost:
$1200 | Prerequisites: none

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

zh_sentrydroneguns

Sentry Drone Guns
Cost:
$800 | Prerequisites: none

Arms Sentry Drones with a 20mm machine gun.

 

gen_usaairfieldAir Field
Cost:
$1000 | Power: -1 | Prerequisites: Supply Center
Townes’ aircraft are constructed at the Air Field. The Air Field has four hangars for housing, repairing, and rearming jet planes.

 

Upgrades:

gen_rocketpods

Rocket Pods
Cost: $800 | Prerequisites: none

Refits Comanches with rocket pods.

gen_laserguidedmissiles

Laser-Guided Missiles
Cost: $1500 | Prerequisites: none

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

zh_countermeasures

Countermeasures
Cost: $1000 | Prerequisites: none

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

zh_bunkerbusters

Bunker Busters
Cost: $1000 | Prerequisites: none

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_strategycenterStrategy Center
Cost:
$2500 | Power: -2 | Prerequisites: War Factory OR Airfield
The Strategy Center is the key element to accessing advanced American technologies and applying various battle plans (only one of which can be active at a time).
Note: In Zero Hour, the Strategy Center incorporates the functionality of the Detention Camp, so the latter is no longer buildable.

Abilities:

gen_bombardment

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

Increases the attack damage of all friendly ground units by 20% and activates an artillery cannon on top of the Strategy Center while this battle plan is active.

gen_searchanddestroy

Search and Destroy
Cost:
free | Cooldown: instant | Prerequisites: none

Increases the attack range of all friendly ground units by 20% and activates a stealth detector on top of the Strategy Center while this battle plan is active.

gen_holdtheline

Hold The Line
Cost:
free | Cooldown: instant | Prerequisites: none

Increases the armour of all friendly ground units by 20% and reinforces the Strategy Center with sandbags while this battle plan is active.

gen_intelligence

Intelligence
Cost:
free | Cooldown: 2:00 | Prerequisites: none

Temporarily reveals the locations of all enemy units on the battlefield.

Upgrades:

gen_scoutdronebuild

Scout Armour
Cost:
$500 | Prerequisites: none

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

zh_chemicalsuits

Chemical Suits
Cost:
$1000 | Prerequisites: none

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

gen_compositearmour

Composite Armour
Cost:
$2000 | Prerequisites: none

Increases the armour of Laser Tanks, Avengers, and Microwave Tanks.

gen_advancedtraining

Advanced Training
Cost:
$1500 | Prerequisites: none

Doubles the rate at which Townes’ combatant units gain experience.

zh_supplylines

Supply Lines
Cost: $800 | Prerequisites: none

Increases the income from 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.

zh_moab

Mother Of All Bombs (MOAB)
Cost: $4000 | Prerequisites: General’s Promotion Level 5

Replaces the Fuel Air Bomb support power with the far more powerful Mother of All Bombs. The transport plane is changed from the B-52 to the considerably faster B-3.

 

gen_supplydropzoneSupply Drop Zone
Cost:
$2500 | Power: -4 | Prerequisites: Strategy Center
Every 2 minutes, a C-130 Hercules drops $1500 worth of supplies in UN crates to the Supply Drop Zone. The countdown is not paused if the building suffers an EMP blast.

 

Upgrades:

zh_supplylines

Supply Lines
Cost: $800 | Researched at: Strategy Center

Increases the income from Chinooks, Supply Drop Zones, and Tech Oil Derricks by 10%.

 

Support structures

zh_laserturretLaser Defence Turret
Cost:
$1000 | Power: -5 | Prerequisites: Cold Fusion Reactor
The Laser Defence Turret cuts down the opposition with an intensive burst of light and heat energy. These powerful defensive batteries are effective against vehicles and aircraft. They deactivate when the base’s power is low.

 

zh_firebaseFirebase
Cost:
$800 | Power: 0 | Prerequisites: Cold Fusion Reactor
Packing a 155mm cannon, this small firing base can deliver a tremendous amount of ordinance a long way. If inbound hostiles manage to avoid the barrage, they may be weak enough to be dispatched by the four infantrymen that can be garrisoned inside.

 

gen_particlecannonParticle Cannon
Cost:
$5000 | Power: -10 | Prerequisites: Strategy Center
The most advanced of the American weapons, the Particle Cannon fires a beam off an orbiting mirror onto enemy targets at any distance. Like with other superweapons, when the Particle Cannon is built, all players are notified and the shroud above the device is removed, with a timer visible to all players.
Note: Multiple Particle Cannons can be built at a time.

Support powers:

gen_particlecannonactivate

Particle Uplink Cannon
Cost:
free | Cooldown: 4:00 | Prerequisites: none

Fires the Particle Cannon’s beam at the target location, which lasts 10 seconds. The beam can be controlled by the player when the Particle Cannon it comes from is selected (done by default when calling the support power) and deals considerable damage to structures, more so when moving.

 

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