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:: Command & Conquer: Generals Zero Hour FAQ ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

FAQ version: 1.0
by: Emperor
Copyright 2004 John I Hessler (Supreme_deity@mailcity.com)

Game: C&C Generals Zero Hour v 1.02
Publisher: Electronic Arts

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0 Writer's Comment 0
00000000000000000000

It is just a kind of introduction. When you become disgusted after reading
this comment, sorry, I don't mean it.

As all civilized and intelligent people realize the importance of
copyright, I do not need to repeat it and when it should be used:).

I'm glad I finally could send this second FAQ so you can read it. I highly
hope it won't be my last.
It will be my pleasure to know that this FAQ may at least give you
readers satisfaction, together with lots of other good FAQs.
However, it is my disappointment to tell you that this FAQ is actually
far from completeness, let alone perfectness. I hope that I can make its
next version better, and of course, complete. If you want to know which
part is the most incomplete, just have a look at USA Sections and the rest.
Those sections do not even include US buildings.

If anyone wishes to include this FAQ in a website, my prior permission
is not required. Just notify me via e-mail, and, of course, regarding to
what we talk about copyright above, credit me for this work. I worked on
and tested it for since February 2004 till now. I must even surrender my
health to influenza and severe coughs several times due to my efforts, so I
think I deserve some credits.

Are you with me?^_^

Before someone protesting, I must tell that some may notice that my format
looks like that of the 'posthumous' www.cncuniverse.com (If I am not mistaken,
www.cncseries also uses similar formats). Frankly speaking, I wrote this fact
in memoriam of the site (and for my personal pleasure of sharing something with
other fans). Moreover, I love its format, so I adapted it in my FAQ. However, the
data contained herein is my work, I just took the format and learnt how to write a
FAQ.

E-mail me if you have suggestions, questions, corrections, or anything
concerning with this FAQ. I realize that I made some mistakes.
You may also correct my grammar, spelling, etc,but not my lifestyle:).
Just do not expect a quick reply as I rarely go to internet house and
read e-mail [Pssst.. I do not have much money to spend there even for 2
hours per month :'-( ]. It also means "please do not send junk mails
for it takes my precious time and money to clean it". I am not a Chinese
Hacker, who enters an Internet Center and reaps money as soon as he
is in. When I enter an Internet Center/House, not a $5 which appears, but
a negative dollar sign...:p.

My thanks go to Electronic Arts for making such a great game and my
cousins and my brother who always helped me by supplying information,
discussing this game so I could get some information, and most
importantly, giving me access to play it for FREE in his workplace:).
Consequently, I also thank the site(s) hosting my FAQs so I can
continue by thanking you all readers.

Thank you for reading it. "Further transmission may be difficult. This is John I
Hessler reporting from the field..."

+++++++++++++++++++++
+ Table of Contents +
+++++++++++++++++++++

A. General Information
   1 Purpose
   2 Scenario Purpose
   3 General Power and General Rank
   4 Buildings
     a Base Buildings
     b Neutral Buildings
     c Miscellaneous Building
   5 Units
   6 Damage and Armor
     a Armor
     b Continuous Damage
   7 Bonus Modifier       
   8 Field Objects
B. Info on the Opposing Sides
    China
    Introduction
    1 China Factions
    a. Standard China
    b. China Infantry General
    c. China Nuke General
    d. China Tank General
    e. Boss General
   2 China General Powers
   3 China Unit Information
      A. Standard China Units
      B. China Infantry General Units
      C. China Nuke General Units
      D. China Tank General Units
      E) Boss General
   4 China Building Information
      1) Standard Buildings
      2) Unique Buildings
  5 China Upgrade Information
    GLA
    Introduction
    1 GLA Factions
    a. Standard GLA
    b. GLA Demolition General
    c. GLA Stealth General
    d. GLA Toxin General
    Introduction
   1 GLA Factions
   2 GLA General Powers
   3 GLA Unit Information
      A. Standard GLA Units
      B. GLA Demolition General Units
      C. GLA Stealth General Units
      D. GLA Toxin General Units
   4 GLA Building Information
      1) Standard Buildings
      2) Unique Buildings
  5 GLA Upgrade Information
   USA
    Introduction
    1 GLA Factions
    a. Standard USA
    b. USA Air Force General
    c. USA Laser General
    d. USA Super Weapon General
   2 USA General Powers
2 USA Unit Information
   A. Standard USA Units
   B.USA Generals's Specialities
Neutral
   Tech Buildings
D. Miscellaneous
   1 Did You Know?
   2 Tips and Tricks

++++++++++++++++++++++++++
| A. General Information |
++++++++++++++++++++++++++

=========
1 Purpose
=========
Unlike Scenario, skirmish purpose is only one: supremacy over
your enemies. Eliminate or rob of all their buildings to achieve this.
Note that not all buildings are victory determinant, for example,
Stinger Site. Civilian structures are also not counted as victory
determinant buildings.
The objective is simple, but the fulfilment is usually far more difficult
than understanding it. Your enemies will react as your forces are
approaching their base. Their defense and forces will not welcome
you as if they welcome their good friends coming to their houses.
Worse, they may even launch waves of attacks on your bases and
force you to forget your coffee-break time.
Now you should understand that the goal of this game is to force
your enemies to extinction by stripping their buildings from them,
just make it in mind that they will also be tempted to knock your
bases' doors, so make sure that your base is ready for such a visit
by a Ranger to a Nuclear Missile....

=================
2 Scenario Purpose
=================

Scenario Purposes are difficult to tell, for they may vary from
destroying enemy base to defend your base, from stealing special
thing to reaching a destination. Just ensure you are not wasting your
time doing some worthless efforts because of wrong interpretation
of a mission objective. You know how to check it, don't you?

=================================
3 General Power and General Rank
=================================

Every player playing this game is allowed to access some abilities
which are thought to be useful in accomplishing the mission. Those
abilities are called General Powers. There are numerous General Powers,
but players can only choose up to 7 General Powers.
1 Star General requires 0 point and gives a player 1 General Point.
2 Star General requires 800 points and gives a player 1 General Point.
3 Star General requires 1500 points and gives a player 1 General Point. 
4 Star General requires 2500 points and gives a player 1 General Point.
5 Star General requires 5000 points and gives a player 3 General Points.

============
4 Buildings
============

-------------------
(a) Base Buildings
-------------------

Buildings in this game play important roles, even civilian buildings.
Base buildings are usually used to produce and repair units, research
and upgrade, etc. Every building has its own functions that can be read
in other sections of this document.
Base buildings can be categorized into several types:

Power Generator
This kind of building generates energy to power a base. If power is low,
some buildings cease to function. Only China and USA have this building
type.

Supply Center
Supply Center is the building which processes supply into cash. Without
this building, supply is just a pile of boxes. All sides have one kind
of this building.

Unit Production
It is where the units come. Unit production buildings are able to repair
and heal the unit types they produce. For example, GLA Barracks may heal
injured Rebel or Ranger. China and USA have three kinds of this type:
Barracks, War Factory, and Air Field while GLA just operates Barracks
and Arms Dealer. Command Center is not included because it has different
roles though sure it can produce (but not heal or repair) builders.

Base Defense
This is the type that makes the enemy think twice to attack a base.
Base defense is a building that can deliver some damage to the incoming
hostile units. Among the three warring sides, USA has only Patriot and
Fire Base to protect her base. To some extent, Strategy Center running
Bombardment Battle Plan is also a good base defense. China operates her
Gattling Cannon and Bunker. GLA has Tunnel Network, Stinger Site,
Demo Trap, and Palace to defend its base.

Threshold Building
What is meant here are buildings that are required to build advanced
buildings and units. All sides have one. USA relies on her Strategy
Center, China depends on her Propaganda Center, and GLA leans on its
Palace for better technology. Well, the name seems not to imply what
I mean, but I donít have a better nameÖ

Superweapon
The most prestigious, feared, and destructive weapons of all sides
are produced in this kind of building. It takes a lot of money and
time to build such building. China shakes the world with her
devastating Nuclear Missile, USA sweeps the enemies clean with her
deadly Particle Cannon, and GLA spreads terror with its deadly Scud
Storm.

------------------
(b) Neutral Buildings
------------------

Buildings that no side can build but can be captured or repaired by any
side, is called Neutral Buildings. Neutral Buildings are various, but they
can be classified into:

Civilian Building
The most common building of belonged to civilian, this building
consists of a lot of shapes and forms, all resembling houses, offices,
and city buildings. Civilian Buildings are usually capable of
garrisoning infantry, therefore quite deadly to the units unprepared.
When a side garrisons a Civilian Building, the flag with the colour
of the claimer is raised.

Tech Building
Tech Buildings are buildings belonging to civilian but can be captured
by either side. Tech Buildings can not be garrisoned but can be
repaired. Capturing a Tech Building will usually be beneficial,
depending on the Tech Building captured. There are several kinds of
Tech Buildings. Tech Buildings, once destroyed, can not be rebuilt in any way.
However, all Tech Buildings may be repaired, so they can survive longer
with Dozer/Worker staying near.

-----------------------
(c) Miscellaneous Building
-----------------------

Buildings belonging to this type are usually available in scenarios, for
example Chemical Bunker (GLA Mission 5), Bio Toxin Factory (China
Mission 4), and GLA Statues (China Zero Hour Mission 3)

======
5 Units
======

Units play more important roles in this game. Itís very rare, if not
impossible, to see a victory is achieved without units (even if you
are turreting your enemy, remember that it is the Construction Dozer
or Worker that builds the building). Units are mostly used for offensive
missions, but some are not. Hacker, for example, is usually used to
generate income.
There are some kinds of units here. Infantry, Vehicles, Aircraft,
and Drones.

Infantry
All that are humans are infantry. It is as simple as that. Compared
to vehicles, infantry have less HP and firepower, making them less
beloved than vehicles. Here are common characteristics of infantry:
- As said before, usually in the form of human.
- Usually trained in Barracks (some are not, for example, Troop Crawlerís
    Red Guards, Tunnel Networkís RPG Troopers, Ranger Drop
    and Rebel Ambush General Powers).
- Can be healed in Barracks.
- Enjoy infantry healing bonus from Tech Hospital capture.
- Mostly capable of garrisoning buildings (except Angry Mob).
- Usually resistant to missiles and tank shells.
- Generally can be crushed by vehicles (except Heroes).
- Commonly vulnerable to particle beam, sniper, small arms,
   Comanche Vulcan, poison and radiation and flame
   (except Bio Hazard Infantry in GLA Mission 5), surrender,
    and microwave damage.

Vehicles
Ground vehicles are what this section refers to. Vehicles are
usually tougher than infantry, no wonder most of them are capable
of taking more punishment from enemy fire than infantry are. There
are a lot of uses of vehicles, Troop Crawler as transport, for
example, but mostly are used for delivering damage. If damaged,
vehicles can be repaired in War Factory or Arms Dealer.
Common characteristics of vehicles:
- Of mechanical forms.
- Can crush infantry.
- Usually vulnerable to missiles and tank shells (some are not,
   Toxin Truck is quite resistant to missiles, for example).
- Receive build cost reduction bonus from Tech Oil Refinery capture.
- Most are resistant to anti infantry damage (see infantry above).
- Mainly assembled in War Factory or Arms Dealer (except Car Bomb).

Aircraft
The name implies what it is. Vehicles that fly are what aircraft is.
Aircraft can only be repaired in the Air Field.
Common characteristics of aircraft:
- They move by flight and mostly faster than ground vehicles.
- Most need to dock to Air Field to reload (except Comanche, A-10,
  Cargo Plane, B-52, Helix, B3).
- Usually more vulnerable than vehicles.
- Receive build cost reduction bonus from Tech Oil Refinery capture
  (except unbuildable aircraft).
- Usually need to refuel in the Air Field (except Comanche, Chinook,
  A-10, Cargo Plane, B-52, Helix, B3) after taking a long flight.

Drones
Drones are small mechanical units deployed for specific jobs. Only US
vehicles can build drones.
Common characteristics of drones:
- Always hover, but they can receive damage from big explosions.
- Canít enter transport or Tunnel Network.
- Very vulnerable.

=================
6 Armor and Damage
=================

----------
(a) Armor
----------

Some units are resistant to other units and some are vulnerable. It
mostly depends on the armor of the attacked and the damage type of
the attacker. The higher the percentage listed, the more damage is
taken by the armor's owner. Default damage refers to the damage that is not
enlisted below.

Air Force General Comanche Armor
 Damage Type: Default: 100%
 Damage Type: Small Arms: 100%
 Damage Type: Gattling: 100%
 Damage Type: Explosion: 100%
 Damage Type: Infantry Missile: 100%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Poison: 25%
 Damage Type: Radiation: 25%
 Damage Type: Microwave: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building:0%
 Damage Type: Sniper: 0%

Air force General Countermeasures Comanche Armor
 Damage Type: Default: 90%
 Damage Type: Small Arms: 62%
 Damage Type: Gattling: 62%
 Damage Type: Explosion: 90%
 Damage Type: Infantry Missile: 90%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Poison: 25%
 Damage Type: Radiation: 25%
 Damage Type: Microwave: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%
 Damage Type: Sniper: 0%

Airplane Armor
 Damage Type: Default: 100%
 Damage Type: Small Arms: 120%
 Damage Type: Gattling: 120%
 Damage Type: Explosion: 100%
 Damage Type: Infantry Missile: 120%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Jet Missile: 25%
 Damage Type: Poison: 25%
 Damage Type: Radiation: 25%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Anti Air Vehicle
 Damage Type: Jet Missile: 30%
 Damage Type: Stealth Jet Missile: 30%
 Damage Type: Crush: 50%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 50%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Infantry Missile: 50%
 Damage Type: Poison: 50%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%

Assault Crawler Armor
 Damage Type: Jet Missile: 60%
 Damage Type: Stealth Jet Missile: 60%
 Damage Type: Aurora Bomb: 80%
 Damage Type: Crush: 50%
 Damage Type: Small Arms: 25%
 Damage Type: Gattling: 25%
 Damage Type: Comanche Vulcan: 25%
 Damage Type: Flame: 25%
 Damage Type: Radiation: 50%
 Damage Type: Microwave: 0%
 Damage Type: Poison: 25%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Particle Beam: 100%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%

Base Defense Armor
 Damage Type: Default: 100%
 Damage Type: Surrender: 0%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 25%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Radiation: 0%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Poison: 1%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 25%
 Damage Type: Particle Beam: 200%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Aurora Bomb: 200%
 Damage Type: Stealth Jet Missile: 250%
 Damage Type: Jet Missile: 25%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 50%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 100%

Battle Bus Structure Armor Tough  
 Damage Type: Default: 100%
 Damage Type: Jet Missile: 50%
 Damage Type: Stealth Jet Missile: 75%
 Damage Type: Armor Piercing: 90%
 Damage Type: Surrender: 0%
 Damage Type: Small Arms: 25%
 Damage Type: Gattling: 25%
 Damage Type: Comanche Vulcan: 25%
 Damage Type: Radiation: 1%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Poison: 1%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 50%
 Damage Type: Particle Beam: 200%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Aurora Bomb: 200%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 50% 
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 100%

Battle Bus Structure Armor Tough Plus One
 Damage Type: Default: 90%
 Damage Type: Jet Missile: 45%
 Damage Type: Stealth Jet Missile: 75%
 Damage Type: Armor Piercing: 81%
 Damage Type: Surrender: 0%
 Damage Type: Small Arms: 20%
 Damage Type: Gattling: 20%
 Damage Type: Comanche Vulcan: 20%
 Damage Type: Radiation: 1%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Poison: 1%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 45%
 Damage Type: Particle Beam: 100%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Aurora Bomb: 150%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 45%
 Damage Type: Explosion: 80%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 90%

Battle Bus Structure Armor Tough Plus Two
 Damage Type: Default: 80%
 Damage Type: Jet Missile: 40%
 Damage Type: Stealth Jet Missile: 65%
 Damage Type: Armor Piercing: 75%
 Damage Type: Surrender: 0%
 Damage Type: Small Arms: 15%
 Damage Type: Gattling: 15%
 Damage Type: Comanche Vulcan: 15%
 Damage Type: Radiation: 1%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Poison: 1%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 40%
 Damage Type: Particle Beam: 100%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Aurora Bomb: 100%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 40% 
 Damage Type: Explosion: 70%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 80%

Battle Bus Truck Armor           
 Damage Type: Default: 100%
 Damage Type: Jet Missile: 75%
 Damage Type: Stealth Jet Missile: 50%
 Damage Type: Armor Piercing: 90%
 Damage Type: Crush: 50%
 Damage Type: Small Arms: 25%
 Damage Type: Gattling: 25%
 Damage Type: Comanche Vulcan: 25%
 Damage Type: Flame: 50%
 Damage Type: Infantry Missile: 50%
 Damage Type: Poison: 25%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%
 Damage Type: Radiation: 50%

Battle Bus Truck Armor Plus One
 Damage Type: Default: 90%
 Damage Type: Jet Missile: 70%
 Damage Type: Stealth Jet Missile: 45%
 Damage Type: Armor Piercing: 81%
 Damage Type: Crush: 45%
 Damage Type: Small Arms: 20%
 Damage Type: Gattling: 20%
 Damage Type: Comanche Vulcan: 20%
 Damage Type: Flame: 45%
 Damage Type: Infantry Missile: 45%
 Damage Type: Poison: 20%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 90%
 Damage Type: Subdual Building: 0%
 Damage Type: Radiation: 45%

Battle Bus Truck Armor Plus Two
 Damage Type: Default: 80%
 Damage Type: Jet Missile: 65%
 Damage Type: Stealth Jet Missile: 40%
 Damage Type: Armor Piercing: 75%
 Damage Type: Crush: 40%
 Damage Type: Small Arms: 15%
 Damage Type: Gattling: 15%
 Damage Type: Comanche Vulcan: 15%
 Damage Type: Flame: 40%
 Damage Type: Infantry Missile: 40%
 Damage Type: Poison: 15%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 80%
 Damage Type: Subdual Building: 0%
 Damage Type: Radiation: 40%

Chemical Rebel Human Armor
 Damage Type: Crush: 200%
 Damage Type: Armor Piercing: 10%
 Damage Type: Infantry Missile: 10%
 Damage Type: Sniper: 200%
 Damage Type: Flame: 150%
 Damage Type: Laser: 50%
 Damage Type: Poison: 5%
 Damage Type: Particle Beam: 150%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 100%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Chemical Suit Human Armor
 Damage Type: Crush: 200%
 Damage Type: Armor Piercing: 10%
 Damage Type: Infantry Missile: 10%
 Damage Type: Flame: 150%
 Damage Type: Poison: 20%
 Damage Type: Radiation: 20%
 Damage Type: Microwave: 20%
 Damage Type: Particle Beam: 150%
 Damage Type: Sniper: 200%
 Damage Type: Laser: 50%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 100%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Chinook Armor
 Damage Type: Default: 50%
 Damage Type: Infantry Missile: 25%
 Damage Type: Poison: 25%
 Damage Type: Radiation: 25%
 Damage Type: Sniper: 0%
 Damage Type: Microwave: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Comanche Armor
 Damage Type: Default: 100%
 Damage Type: Small Arms: 120%
 Damage Type: Gattling: 120%
 Damage Type: Explosion: 130%
 Damage Type: Infantry Missile: 120%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Poison: 25%
 Damage Type: Radiation: 25%
 Damage Type: Microwave: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%
 Damage Type: Sniper: 0%

Countermeasures Airplane Armor
 Damage Type: Default: 100%  
 Damage Type: Small Arms: 75%
 Damage Type: Gattling: 75%
 Damage Type: Explosion: 90%  
 Damage Type: Infantry Missile: 100%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Jet Missile: 25%
 Damage Type: Poison: 25%
 Damage Type: Radiation: 25%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Countermeasures Comanche Armor
 Damage Type: Default: 100%  
 Damage Type: Small Arms: 75%
 Damage Type: Gattling: 75%
 Damage Type: Explosion: 110%
 Damage Type: Infantry Missile: 100%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Poison: 25%
 Damage Type: Radiation: 25%
 Damage Type: Microwave: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%
 Damage Type: Sniper: 0%

Countermeasures Spectre Gunship Armor
 Damage Type: Default: 100%
 Damage Type: Small Arms: 30%
 Damage Type: Gattling: 30%
 Damage Type: Explosion: 40%
 Damage Type: Infantry Missile: 40%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Jet Missile: 25%
 Damage Type: Poison: 25%
 Damage Type: Radiation: 25%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Demo General Terrorist Armor
 Damage Type: Crush: 200%
 Damage Type: Armor Piercing: 10%
 Damage Type: Infantry Missile: 10%
 Damage Type: Flame: 100%
 Damage Type: Particle Beam: 150%
 Damage Type: Sniper: 200%
 Damage Type: Laser: 50%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 100%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%
 Damage Type: Small Arms: 80%
 Damage Type: Gattling: 80%
 Damage Type: Comanche Vulcan: 80%
 Damage Type: Poison: 50%

Dozer Armor
 Damage Type: Crush: 50%
 Damage Type: Small Arms: 25%
 Damage Type: Gattling: 10%
 Damage Type: Comanche Vulcan: 25%
 Damage Type: Flame: 25%
 Damage Type: Radiation: 50%
 Damage Type: Microwave: 0%
 Damage Type: Poison: 25%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Particle Beam: 100%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Land Mine: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%

Dragon Tank Armor
 Damage Type: Crush: 50%
 Damage Type: Small Arms: 25%
 Damage Type: Gattling: 25%
 Damage Type: Comanche Vulcan: 25%
 Damage Type: Flame: 0%
 Damage Type: Radiation: 50%
 Damage Type: Microwave: 0%
 Damage Type: Poison: 25%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Particle Beam: 100%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Molotov Cocktail: 20%
 Damage Type: Infantry Missile: 20%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%

Fire Base Armor
 Damage Type: Default: 100%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 30%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Radiation: 1%
 Damage Type: Microwave: 1%
 Damage Type: Sniper: 1%
 Damage Type: Poison: 1%
 Damage Type: Surrender: 0%
 Damage Type: Melee: 1%
 Damage Type: Laser: 1%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 25%
 Damage Type: Particle Beam: 200%
 Damage Type: Kill Pilot: 0%
 Damage Type: Aurora Bomb: 200%
 Damage Type: Stealth Jet Missile: 250%
 Damage Type: Jet Missile: 40%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 50%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 100%

GLA Upgraded Structure Armor
 Damage Type: Default: 75%
 Damage Type: Surrender: 0%
 Damage Type: Small Arms: 40%
 Damage Type: Gattling:  7%
 Damage Type: Comanche Vulcan: 40%
 Damage Type: Radiation: 0%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Poison: 1%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 40%
 Damage Type: Particle Beam: 150%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Aurora Bomb: 150%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 40%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 75%

GLA Upgraded Structure Armor Tough
 Damage Type: Default: 75%
 Damage Type: Surrender: 0%
 Damage Type: Small Arms: 40%
 Damage Type: Gattling: 7%
 Damage Type: Comanche Vulcan: 40%
 Damage Type: Radiation: 0%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Poison: 1%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 40%
 Damage Type: Particle Beam: 18%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Aurora Bomb: 150%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 40%
 Damage Type: Explosion: 60%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 75%

HazMat Human Armor
 Damage Type: Crush: 200%
 Damage Type: Armor Piercing: 10%
 Damage Type: Sniper: 200%
 Damage Type: Flame: 25%
 Damage Type: Laser:  25%
 Damage Type: Poison: 0%
 Damage Type: Radiation: 0%
 Damage Type: Microwave: 0%
 Damage Type: Particle Beam: 150%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 100%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Human Armor
 Damage Type: Crush: 200%
 Damage Type: Armor Piercing: 10%
 Damage Type: Infantry Missile: 10%
 Damage Type: Flame: 150%
 Damage Type: Particle Beam: 150%
 Damage Type: Sniper: 200%
 Damage Type: Laser: 50%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 100%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Humvee Armor
 Damage Type: Jet Missile: 30%
 Damage Type: Stealth Jet Missile: 30%
 Damage Type: Crush: 50%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 50%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Infantry Missile: 50%
 Damage Type: Poison: 50%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Flame: 50%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%

Infantry General  Human Armor
 Damage Type: Crush: 200%
 Damage Type: Armor Piercing: 10%
 Damage Type: Infantry Missile: 10%
 Damage Type: Flame: 150%
 Damage Type: Poison: 60%
 Damage Type: Radiation: 60%
 Damage Type: Microwave: 60%
 Damage Type: Particle Beam: 150%
 Damage Type: Sniper: 200%
 Damage Type: Laser: 50%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 100%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Sentry Drone Armor
 Damage Type: Jet Missile: 30%
 Damage Type: Stealth Jet Missile: 30%
 Damage Type: Crush: 50%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 50%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Infantry Missile: 50%
 Damage Type: Poison: 0%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Flame: 50%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%

Spectre Gunship Armor
 Damage Type: Default: 100%
 Damage Type: Small Arms: 40%
 Damage Type: Gattling: 40%
 Damage Type: Explosion: 40%
 Damage Type: Infantry Missile: 40%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Jet Missile: 25%
 Damage Type: Poison: 25%
 Damage Type: Radiation: 25%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Stinger Site Armor
 Damage Type: Default: 100%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 30%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Radiation: 0%
 Damage Type: Microwave: 1%
 Damage Type: Sniper: 100%
 Damage Type: Poison: 100%
 Damage Type: Surrender: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 25%
 Damage Type: Particle Beam: 200%
 Damage Type: Kill Pilot: 0%
 Damage Type: Aurora Bomb: 200%
 Damage Type: Stealth Jet Missile: 250%
 Damage Type: Jet Missile: 40%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 50%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 100%

Stinger Soldier Armor
 Damage Type: Default: 25%
 Damage Type: Explosion: 10%
 Damage Type: Flame: 100%
 Damage Type: Poison: 100%
 Damage Type: Armor Piercing: 10%
 Damage Type: Infantry Missile: 10%
 Damage Type: Particle Beam: 10%
 Damage Type: Crush: 200%
 Damage Type: Sniper: 200%
 Damage Type: Gattling: 0%
 Damage Type: Small Arms: 100%
 Damage Type: Comanche Vulcan: 0%
 Damage Type: Jet Missile: 0%
 Damage Type: Laser: 25%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 100%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 0%

Structure Armor
 Damage Type: Default: 100%
 Damage Type: Surrender: 0%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 10%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Radiation: 0%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Poison: 1%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 50%
 Damage Type: Particle Beam: 200%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Aurora Bomb: 250%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 50% 
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 100%

Structure Armor Internet Center
 Damage Type: Default: 100%
 Damage Type: Surrender: 0%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 10%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Radiation: 0%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Poison: 1%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 50%
 Damage Type: Particle Beam: 20%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Aurora Bomb: 250%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 50%
 Damage Type: Explosion: 70%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 100%

Structure Armor Tough
 Damage Type: Default: 100%
 Damage Type: Surrender: 0%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 10%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Radiation: 0%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Poison: 1%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Infantry Missile: 50%
 Damage Type: Particle Beam: 25%
 Damage Type: Kill Pilot: 0%
 Damage Type: Surrender: 0%
 Damage Type: Aurora Bomb: 250%
 Damage Type: Land Mine: 0%
 Damage Type: Flame: 50% 
 Damage Type: Explosion: 80%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 0%
 Damage Type: Subdual Building: 100%

Tank Armor
 Damage Type: Crush: 50%
 Damage Type: Small Arms: 25%
 Damage Type: Gattling: 10%
 Damage Type: Comanche Vulcan: 25%
 Damage Type: Flame: 25%
 Damage Type: Radiation: 50%
 Damage Type: Microwave: 0%
 Damage Type: Poison: 25%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Particle Beam: 100%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%

Toxin Truck Armor
 Damage Type: Crush: 50%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 50%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Infantry Missile: 50%
 Damage Type: Poison: 0%
 Damage Type: Radiation: 0%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Molotov Cocktail: 20%
 Damage Type: Infantry Missile: 20%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%

Truck Armor
 Damage Type: Crush: 50%
 Damage Type: Small Arms: 50%
 Damage Type: Gattling: 50%
 Damage Type: Comanche Vulcan: 50%
 Damage Type: Infantry Missile: 50%
 Damage Type: Poison: 50%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0%
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%

Upgraded Tank Armor
 Damage Type: Crush: 30%
 Damage Type: Small Arms: 20%
 Damage Type: Gattling: 10%
 Damage Type: Comanche Vulcan: 20%
 Damage Type: Flame: 10%
 Damage Type: Poison: 10%
 Damage Type: Microwave: 0%
 Damage Type: Sniper: 0% 
 Damage Type: Melee: 0%
 Damage Type: Laser: 0%
 Damage Type: Hazard Cleanup: 0%
 Damage Type: Particle Beam: 100%    
 Damage Type: Kill Pilot: 100%
 Damage Type: Surrender: 0%
 Damage Type: Subdual Missile: 0%
 Damage Type: Subdual Vehicle: 100%
 Damage Type: Subdual Building: 0%

----------------------
(b) Continuous Damage
----------------------

Continuous Damage is damage type that still takes place for a while
even if when the attack has stopped. A building on fire or a poisoned
infantry is a good example.

Flame Damage on Building
Most base buildings, if caught fire, will receive flame damage
according to statistics below:
Flame Duration: 5 seconds
Flame Damage: 5
Flame Cooldown: 500 ms

Neutral/Civilian buildings suffer the same, but the statistics and
the formulae are a little bit different.
Flame Damage Limit: 20
Flame Damage Expiration: 2 seconds (begins to catch fire when the
building receives 20 flame damage in 2 seconds)
Flame Duration: 5 seconds
Flame Damage: 25
Flame Cooldown: 500
Artillery Platform uses this statistics but other Tech Buildings take the
statistics used for Base Buildings.

Flame Damage on Vehicles/Air Units
Vehicles/Air units may be set aflame too, but usually are not fatal
to them.
Flame Duration: 5000
Flame Damage: 3
Flame Cooldown: 500

Poison Damage
Only infantry can take continuous poison damage. The statistics below
apply after the last poison damage received.
Poison Damage: Attacker dependant
Poison Cooldown: 100
Poison Duration: 3 seconds

=================
7 Bonus Modifier
=================

On some conditions, units may perform differently, mostly becoming
better. It is caused by the conditions that change their statistics.
Here are the modifiers that occur in this game, with the conditions
when they happen. For cumulative modifier, a simple formulae
like 125%+125%=150% seems to take place.

Garrison
Condition: Unit garrison in a garrisonable building.
Range: 133%
Damage: 125%

Veteran Level
Condition: A unit achieves a veteran rank
HP: 120%
Rate of Fire: 120%
Damage: 110%

Elite Level
Condition: A unit achieves an elite rank
HP: 130%
Rate of Fire: 140%
Damage: 120%
Regeneration Rate: 10 HP per second
Regeneration Delay*: 5 seconds

Heroic Level
Condition: A unit achieves a heroic rank
HP: 150%
Rate of Fire: 160%
Damage: 130%
Regeneration Rate: 10 HP per second
Regeneration Delay*: 5 seconds

Slowed Production
Condition: Base is in low power
Unit production facilities work 20% to 50% slower when there is not enough
power.

Horde Bonus
Condition: Unit Gathering (see Red Guard, Mini Gunner, Tank Hunter,
and Battlemaster for details)
Rate of Fire: 150%

Nationalism
Condition: Horde Bonus dependant and Nationalism Upgrade
Rate of Fire: 125% (Cumulative with Horde Bonus, making a total of 175%)

Fanaticism
Condition: Horde Bonus dependant and Patriotism Upgrade
Rate of Fire: 125% (Cumulative with Horde and Nationalism Bonuses,
making a total of 200%)

Enthusiasm
Condition: Units stay around Speaker Tower/Overlord Propaganda Tower
Rate of Fire: 125% 
Regeneration Rate: 1% (by Overlord Propaganda Tower) or 2% (by Speaker
Tower) per second

Subliminal Messaging
Condition: Enthusiasm dependant and Subliminal Messaging Upgrade
Rate of Fire: 125% (Cumulative with Enthusiasm, making a total of 150%)
Regeneration Rate: 2% (by Overlord Propaganda Tower) or 4% (by Speaker
Tower) per second

Frenzy
Condition: Units endowed with Frenzy General Power (see China
General Power)
Damage Modifiers and Duration
                           Duration              Attack Bonus
Frenzy Lv 1         10 seconds                 10%
Frenzy Lv 2         20 seconds                 20%
Frenzy Lv 3         30 seconds                 30%

Bombardment Battle Plan
Condition: Strategy Center executes a Bombardment Battle Plan
Damage: 120%

Hold the Line
Condition: Strategy Center implements Hold the Line Battle Plan
Damage Received: 90% (or simply said receiving 10% armor)

Search and Destroy Plan
Condition: Strategy Center initiates Search and Destroy Plan
Sight Range: 120%
Weapon Range: 120%

Faerie Fire
Condition: Units fire at target illuminated by Avenger's Faerie Fire
(see Avenger)
Rate of Fire: 150%

Solo Player AI Normal
Condition: A human player sets Normal AI
Human Player HP Modifier: 150%
Computer Player Rate of Fire Modifier: 80%

Solo Player AI Brutal
Condition: A human player activates Brutal AI
Human Player HP Modifier: 80%
Computer Player Rate of Fire Modifier: 120%

================
8 Field Objects
===============

The definition of Field Objects is a cluster of objects that does not
belong to buildings, units, and terrains but plays a significant role
in the game because Field Object damages all units (and some Fields
even damages buildings) on it (some damage only hostile and neutral units,
China Land Mines, for example). Field Objects can be invoked by some
means.

= = = = = = = = = = Fire Field = = = = = = = = = =
Firefield Small
  Lasting Time: 2500 ms
  Damage: 5; 7.5 with Black Napalm upgrade
  Damage Radius: 30
  Damage Type: Flame
  Cooldown: 250 ms

FirestormSmall
  Lasting Time: 6000 ms
  Firestorm Creation Delay: 800 ms
  Radius: 1-90
  Damage: 100; 150 with Black Napalm upgrade
  Cooldown: 500 ms

Firewall Segment
  Lasting Time: 4000 ms
  Damage: 4; 5 with Black Napalm upgrade
  Damage Radius: 10
  Damage Type: Flame
  Cooldown: 250 ms
  Speed: 25 distances/sec
  Turn Rate: 1 degree/sec

= = = = = = = = = = Poison Field = = = = = = = = = =
Poison Field Large (Poison Field Upgraded Large)
  Lasting Time: 45000 ms
  Damage: 15; 25 with Anthrax Beta upgrade
  Damage Radius: 140
  Damage Type: Poison
  Cooldown: 500 ms

Poison Field Medium (Poison Field Upgraded Medium)
  Lasting Time: 30000 ms
  Damage: 2; 2.5 with Anthrax Beta upgrade            
  Damage Radius: 80
  Damage Type: Poison
  Cooldown: 500 ms

Poison Field Small (Poison Field Upgraded Small)
  Lasting Time: 10000 ms
  Damage: 2; 2.5 with Anthrax Beta upgrade
  Damage Radius: 12; 7.5 with Anthrax Beta upgrade (GLA scientists
   were not paid enough, it seems....)
  Damage Type: Poison
  Cooldown: 500 ms

Poison Field Anthrax Bomb
  Lasting Time: 60000 ms
  Damage: 40
  Damage Radius: 300
  Damage Type: Poison
  Cooldown: 500 ms

Poison Field Anthrax Gamma Bomb
(Dr. Thrax could only change how the victims die....) 
  Lasting Time: 60000 ms
  Damage:  40
  Damage Radius: 300
  Damage Type: Poison
  Cooldown: 500 ms

(Poison Field Gamma, Large, Medium, and Small, do not show
increment from their brothers, Poison Field with Anthrax Beta. Well,
either it is for balance reason or Dr. Thrax should not take a mail-order
college, as he realized....)

Poison Field Gamma Large
  Lasting Time: 45000 ms
  Damage: 25
  Damage Radius: 140
  Damage Type: Poison
  Cooldown: 500 ms

Poison Field Gamma Medium
  Lasting Time: 30000 ms
  Damage: 2.5
  Damage Radius: 80
  Damage Type: Poison
  Cooldown: 500 msec

Poison Field Gamma Small
  Lasting Time: 10000 ms
  Damage: 2.5
  Damage Radius: 7.5
  Damage Type: Poison
  Cooldown: 500 ms

= = = = = = = = = = Radiation Field = = = = = = = = = =
Nuke Radiation Field Small
  Lasting Time: 2500 ms
  Damage: 15
  Damage Radius: 35
  Damage Type: Radiation
  Cooldown: 750 ms

Radiation Field Large
  Lasting Time: 30000 ms
  Damage: 25
  Damage Radius: 200
  Damage Type: Radiation
  Cooldown: 750 ms

Radiation Field Medium
  Lasting Time: 30000 ms
  Damage: 15
  Damage Radius: 50
  Damage Type: Radiation
  Cooldown: 750 ms

Radiation Field Small
  Lasting Time: 2500 ms
  Damage: 5
  Damage Radius: 25
  Damage Type: Radiation
  Cooldown: 750 ms

Nuke Radiation Field
  Lasting Time: 30000 ms
  Damage: 25
  Damage Radius: 200
  Damage Type: Radiation
  Cooldown: 750 ms

= = = = = = = = = = Mine Field = = = = = = = = = = 
Land Mines
Radius: 40
Weapon: Structure Mine
  Primary Damage: 100        Primary Damage Radius: 3
  Secondary Damage: 100   Secondary Damage Radius: 5
  Damage Type: Land Mine
Special Features Information
 Stealth
  Can be detected by detectors and Dozers/Workers. Dozers and Workers
   can also disarm mines.
 Regeneration
  Regenerate Rate: 2 mines/5000 ms
  Regeneration Delay (after the last punishment received): 15000 ms
 Degeneration
  Mines start disappearing after their master building goes from existence
   (destroyed or sold).
  Degeneration Rate: 3.33% (a total of about 30 seconds is required to
   clean the mines away from the ground).
Prerequisite: All China buildings except Speaker Tower; all Boss General's
 buildings except Speaker Tower.
See China Upgrade for more detailed information

EMP Mines
Radius: 40
Blast Radius: 20
Special Features Information
 Kills infantry and empties hostile and neutral vehicles.
 Delivers little explosion damage to hostile vehicles/infantry unlucky
  enough to walk on the mines.
  Damage: 1
 Stealth
  Can be detected by detectors and Dozers/Workers. Dozers and Workers
   can also disarm mines.
 Regeneration
  Regenerate Rate: 2 mines/5000 ms
  Regeneration Delay (after the last punishment received): 15000 ms
 Degeneration
  Mines start disappearing after their master building goes from existence
   (destroyed or sold).
  Degeneration Rate: 3.33% (a total of about 30 seconds is required to
   clean the mines away from the ground).
Prerequisite: All China and Boss General's buildings already equipped with
 Land Mines
See China Upgrade for more detailed information

+++++++++++++++++++++++++++++++++
| B. Info on the Opposing Sides |
+++++++++++++++++++++++++++++++++

************************************************
China
************************************************
Introduction
Among the three warring sides, China is undoubtedly the oldest faction. Her
origin can be traced back to thousands of years BC, about 2100 BC, when
Xia Dynasty appeared for the first time.
China was changing rulers for many times, rebels deposing the right rulers,
heroes taking over the throne from villain leaders, foreign invaders annexing
the land, etc. All the wars tearing her were the process that strengthened the
Middle Kingdom.
When the communists finally took over the seat of power in 1949, China
entered the beginning of modern age. Watching the failures and successes
of both capitalism and communism, China adapted a system that includes
both systems. Combined with plenties of human resources, China's new system
could bring China in the world political and military stages as super power.

============
1 China Factions
============
a. Standard China
China mobilizes powerful military units in hordes to drag out the enemies from
their existence.

b. China Infantry General
General Fai prefers to enlist highly trained soldiers to defeat his enemies.
Name: ďAnvilĒ Shin Fai
Side: China
Rank: General, Class AAA
Branch: Peoples Liberation Army
Class Number: 2030-200403-1 
Stationed: Camp Snake, Beijing, China 
Tactical Overview: Infantry
Availability: Skirmish, Generals Challenge, Online
Army Modifications
- Assault Troop Crawler replaces the standard Troop Crawler.
- Assault Helix, a Helix with a very large bunker, replaces the standard Helix.
- Attack Outpost replaces the standard Listening Outpost.
- Fortified Bunker, coming with Land Mines installed, replaces the standard Bunker.
- Mini Gunner replaces the standard Red Guard.
- Super Hacker and Super Lotus replace the standard Hacker and Black Lotus.
- Mini Gunner Paradrop replaces Cash Hack
- All infantry start as veteran.
- Mini Gunner Training replaces the standard Red Guard Training.
- Frenzy level 1 sooner.
- Free Nationalsim upgrade.
- Patriotism upgrade is available at Propaganda Center.
- No Cash Hack General Power.
- No Battlemaster, Gattling Tank, or Overlord.
- Dragon Tank, Inferno, and ECM Tank cost more.

c. China Nuke General
General Tao prefers to utilize nuclear radiation to defeat his enemies.
Name: Tsing Shi Tao
Side: China 
Rank: General, Class AAA 
Branch: Peoples Liberation Army
Class Number: 0000-000000-1B 
Stationed: Base Ox, Chengdu, China 
Tactical Overview: Nuclear energy
Availability: Skirmish, Generals Challenge, Online
Army Modifications
- Battlemaster and Overlord tanks are equipped with Radiation Shells.
- Battlemaster and Overlord tanks are faster than standard Battlemaster
   and Overlord tanks (as if Nuclear Tank has been researched).
- Instead of Napalm Bomb, Helix drops a nuclear bomb.
- Tactical Nuke MiGs replaces the standard MiGs.
- Tactical Nuke upgrade for Tactical Nuke MiGs.
- Isotope Stability upgrade
- Advanced Nuclear Reactor replaces the standard Nuclear Reactor.
- Nuclear Carpet Bomber replaces the standard Carpet Bomber.
- Nuke Cannon does not requires General Point to build.
- Nuclear Missile Silos cost slightly lower.
- Emergency Repair level 1 can be obtained early.
- Without Isotope Stability, Battlemaster and Overlord tanks will damage
    nearby units when destroyed (as if Nuclear Tank has been researched).
- Infantry, except Hacker, cost more.
- Helix and MiG cost more.

d. China Tank General
General Kwai prefers to construct well-built tank to defeat his enemies.
Name: Ta Hun Kwai
Side: China
Rank: General, Class AAA 
Branch: PLA
Class Number: 9999-322436-5 
Stationed: Base Rat, Jinan, China 
Tactical Overview: Tank
Availability: Skirmish, Generals Challenge, Online
Army Modifications
- Emperor Overlord replaces the standard Overlord tank.
- All tanks starts as veteran.
- Battlemaster tank drop General Power replaces Cash Hack General Power.
- All tanks cost less (except ECM Tank).
- Emergency Repair Lv 1 at a lower level.
- Aircraft cost more.
- Infantry cost more.
- No Nuke or Inferno Cannon (and also no Artillery Training General Power).
- Battlemaster Training General Power
- Auto Loader upgrade
- Carpet Bomber at a later level.

e. Boss General
General Leang demands the use of all other technologies to defeat her enemies

Name: ďTigressĒ Leiang Leang
Side: China
Rank: Dragon General, Class AAAA
Branch: PL Elite Forces
Class Number: unknown
Stationed: unknown, supposed near the border of China Ė Tibet, popularly
known as  Tigerís Lair
Tactical Overview: Technologies of all Sides
Availability: Generals Challenge, Online

Army Modifications
- Superweapons of all sides.
- Heroes of all sides.
- Combinations of best technologies, units, and general powers of all sides.
- Has no means of opening a portion of map from afar.

=========================
2 China General Power Information
=========================

========================
|| Standard China General Powers ||
========================

1-Star General: Red Guard Training; Artillery Training; Nuke Cannon

3-Star General: Cluster Mines; Carpet Bomb; Artillery Barrage Lv 1;
                        Artillery Barrage Lv 2; Artillery Barrage Lv 3;
                        Cash Hack Lv 1; Cash Hack Lv 2; Cash Hack Lv 3;
                        Emergency Repair Lv 1; Emergency Repair Lv 2;
                        Emergency Repair Lv 3; Frenzy Lv 1; Frenzy Lv 2;
                        Frenzy Lv 3

5-Star General: EMP Pulse

========================
|| Infantry General General Powers ||
========================

1-Star General: Mini Gunner Training; Artillery Training; Nuke Cannon;
                        Frenzy Lv 1

3-Star General: Cluster Mines; Carpet Bomb; Artillery Barrage Lv 1;
                        Artillery Barrage Lv 2; Artillery Barrage Lv 3;
                        Emergency Repair Lv 1; Emergency Repair Lv 2;
                        Emergency Repair Lv 3; Frenzy Lv 2; Frenzy Lv 3;
                        Mini Gunner Drop Lv 1; Mini Gunner Drop Lv 1;
                        Mini Gunner Drop Lv 3

5-Star General: EMP Pulse

======================
|| Nuke General General Power ||
======================

1-Star General: Red Guard Training; Artillery Training; Emergency
                        Repair Lv 1

3-Star General: Cluster Mines; Nuclear Carpet Bomb; Artillery
                        Barrage Lv 1; Artillery Barrage Lv 2; Artillery
                        Barrage Lv 3; Cash Hack Lv 1; Cash Hack Lv 2;
                        Cash Hack Lv 3; Emergency Repair Lv 2;
                        Emergency Repair Lv 3; Frenzy Lv 1; Frenzy Lv 2;
                        Frenzy Lv 3

5-Star General: EMP Pulse

======================
|| Tank General General Powers ||
======================

1-Star General: Red Guard Training; Battlemaster Training; Emergency
                        Repair Lv 1

3-Star General: Cluster Mines; Artillery Barrage Lv 1;
                        Artillery Barrage Lv 2; Artillery Barrage Lv 3;
                        Tank Paradrop Lv 1; Tank Paradrop Lv 2;
                        Tank Paradrop Lv 3; Emergency Repair Lv 2;
                        Emergency Repair Lv 3; Frenzy Lv 1; Frenzy Lv 2;
                        Frenzy Lv 3

5-Star General: EMP Pulse; Carpet Bomb

======================
|| Boss General General Power ||
======================

1-Star General: Paladin Tank

3-Star General: Pathfinder; Cluster Mines; Carpet Bomb; Artillery
                        Barrage Lv 1; Artillery Barrage Lv 2; Artillery Barrage Lv 3;
                        Cash Bounty Lv 1; Cash Bounty Lv 2; Cash Bounty Lv 3

5-Star General: EMP Pulse; Spectre Gunship; Sneak Attack Tunnel
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Red Guard Training
Building Required: China Barracks/War Factory
This General Power will make all newly built Red Guards (either from
 China Barracks or the passengers of Troop Crawler) veteran.

Battlemaster Training
Building Required: Tank General War Factory
With this General Power activated, Ta Hun Kwai's War Factory is able
 to produce a newly-built veteran Battlemaster

Mini Gunner Training
Building Requirement: Infantry General War Factory
Newly-built Mini Gunner will start as elite when this General Power is chosen.

Artillery Training
Building Required: China War Factory, Propaganda Center
Artillery Training will allow all newly built Nuke Cannons and Inferno
 Cannons to be of veteran level.

Nuke Cannon
Building Required: China War Factory, Propaganda Center
This ability will enable the player to have an access to build a Nuke
Cannon. Refer to China Unit information for more information.

Cluster Mines
Building Required: China Command Center
Recharge Time: 4 minutes
View Object Duration: 30000 ms
View Object Range: 250
Sends order to a China Cargo Plane to drop a bomb of cluster mines to
 the targetted area. Refer to Field Object for Cluster Mines information
 and China Unit Information for Cargo Plane information.

Carpet Bomb
Building Required: China Command Center
Reload Time: 2 minutes 30 seconds
View Object Duration: 40000 ms
View Object Range: 250
Carpet Bomb Information (per bomb)
Damage: 300                     Radius: 75
Damage Type: Explosion
Calls in a China Carpet Bomber to carpet bomb an area with 12 bombs.

Nuclear Carpet Bomb
Building Required: China Nuke General Command Center
Reload Time: 2 minutes 30 seconds
View Object Duration: 40000 ms
View Object Range: 250
Nuclear Carpet Bomb Information (per bomb)
Damage: 300                     Radius: 75
Damage Type: Explosion
Leaves Radiation Field Medium
Shockwave Damage: 75   Shockwave Radius: 75
Shockwave Damage at the Center of Explosion: 37.5
Calls in a China Carpet Bomber to carpet bomb an area with nuclear
 bombs.

Artillery Barrage
Building Required: China Command Center
Recharge Time: 5 minutes
View Object Duration: 30000 ms
View Object Range: 250
Launch Delay: 3000 ms
Inaccuracy Radius: 100
Barrages fired: 12 (Lv 1), 24 (Lv 2), 36 (Lv 3)
Artillery Barrage Information (per barrage)
 Damage: 105                          Damage Radius: 50
 Damage Type: Explosion         Barrage Speed: 150 dist/sec
Fires a number of destructive barrages to the targetted area.  

Frenzy
Building Required: China Command Center
Recharge Time: 4 minutes
Radius: 200
Increases the firepower of the affected friendly/allied units
Does not affect buildings
(see Bonus Modifiers)

Cash Hack
Building Required: China Command Center, enemy Supply Stash/Center
Recharge Time: 4 minutes
Money stolen: 1000 (Lv 1), 2000 (Lv 2), 4000 (Lv 3)
An ability to unstoppably steal enemy cash, this ability works by
 targeting this General Power into the enemy Supply Center. It is to be
 remembered that this General Power will not be able to steal more than
 the enemy has. 

Emergency Repair
Building Required: China Command Center
Recharge Time: 4 minutes
Radius: 100
                                         Name                  Max HP Fixed
Emergency Repair Lv 1   Light Repair                 100
Emergency Repair Lv 2   Medium Repair            200
Emergency Repair Lv 3   Serious Repair             300
Emergency Repair enables the player to fix friendly/allied vehicles in a specific
 area, increasing their lost HP.

EMP Pulse
Building Required: China Command Center
Recharge Time: 6 minutes
View Object Duration: 30000
View Object Range: 250
Disable Duration: 30 seconds
Commands a China Cargo Plane to drop an EMP bomb to the selected area.
 The bomb will turn off all vehicles and buildings in the area. All aircraft which
 can be controlled (MiG, Raptor, etc) will crash land immediately when
 disabled.

Tank Paradrop
Building Required: Tank General Command Center
Recharge Time: 4 minutes
Tanks Dropped: 1 (Lv 1), 2 (Lv 2), 4 (Lv 3)
Requests a reinforcement in the form of Battlemaster Tank to be parachuted
 on the map by China Cargo Plane

Mini Gunner Drop
Building Required: Infantry General Command Center
Recharge Time: 4 minutes
Infantry Dropped: 5 (Lv 1), 10 (Lv 2), 15 (Lv 3)
Gets reinforcements of Mini Gunners from outside the map to be sent to
 the battle by China Cargo Plane

.............................................................................................................
This sub-section will discuss Boss General's General Powers that are not
Chinese in origin.
.............................................................................................................

%%%%%%%%%%%%%%%%%%%%%
%  General Powers that come from USA's  %
%%%%%%%%%%%%%%%%%%%%%

Paladin Tank
Building Required: Boss General (or USA) War Factory
This General Power allows the player to build Paladin Tank.
 Paladin Tank can render enemy missile attack useless with its laser,
 which is also useful for attacking infantry in a short range. See Boss General
 Units for more information.

Pathfinder
Building Required: Boss General (or USA) Barracks
This elite camouflaged sniper excels at killing infantry from afar. He can
 also detects hostile stealth units in his surrounding. Refer to Boss General
 Units for information

Spectre Gunship
Buiding Required: Boss General (or USA) Command Center
Recharge Time: 4 minutes
Patrolling Radius: 200
Patrolling Time: 15 seconds
Sends in a Spectre Gunship equipped with a howitzer and gattling cannon
 to tear down an area. See Boss General Units for information.

%%%%%%%%%%%%%%%%%%%%%
%  General Powers that come from GLA's  %
%%%%%%%%%%%%%%%%%%%%%

Cash Bounty
Building Required: Boss General (or GLA) Command Center
Rewards Received: 5% (Lv 1); 10% (Lv 2); 20% (Lv 3)
Players will get some immediate cash from the hostile units or buildings
they destroy. 

Sneak Attack Tunnel
Building Required: Boss General (or GLA) Command Center
Recharge Time: 2.5 minutes (??? test it!)
Builds a Sneak Attack Tunnel at the visible point of the map. See China Unique
 Buildings for information. 

=========================
3 China Unit Information
=========================

A. Standard China Units

-------------------
(a) China Aircraft
-------------------
A.a.1) MiG
Health Information
  HP: 160; 200 HP with MiG Armor             Armor: Airplane Armor
Experience Information
  100 Exp to Veteran             50 Exp as Conscript/Veteran
  200 Exp to Elite                 100 Exp as Elite
  400 Exp to Heroic             150 Exp as Heroic
Vision Information
  Vision Range: 200             Shroud Clearing Range: 300
Movement Information
  Speed: 160
  Turn rate: 120 degrees per second;90 while badly damaged
  Acceleration: 110; 30 while badly damaged
Weapon Information
  Napalm Missile
   Primary Damage: 75
   Primary Radius: 5
   Secondary Damage: 40; 50 with Black Napalm
   Secondary Radius: 30
   Damage Type: Jet Missile Damage; Explosion with Black Napalm
   Cooldown: 300 milliseconds
   Range: 320                         Minimum Range: 80
   Missile Speed: 300 dist/sec
   Clip Size: 2 shots
   Clip Reload Time: 8000 milliseconds; 2000 ms with Black Napalm upgrade
   Homing missiles
   Missile detonation creates a Firefield Small.
   Creates a Firestorm after 8 missile hit.
Build Information
  Prerequisite: China Air Field
  Build Cost: 1200
  Build Time: 10 seconds
Upgrade Information
  - Black Napalm (China War Factory): +25% damage to all flame weapons
  - MiG Aircraft Armor (China Air Field): +25% MiG maximum health
    (+40 HP)
Notes
-  A Black Napalm upgraded MiG will cast a stronger firestorm than an
   unupgraded one. Also, an upgraded MiG will reload quicker than an
   unupgraded one.
-  Returns to base after being idle for 10 seconds.

A.a.2) Helix
Health Information
  HP: 300                           Armor: Chinook Armor
Experience Information
   100 Exp to Veteran         50 Exp as Conscript      200 Exp as Heroic
   200 Exp to Elite              100 Exp as Veteran
   400 Exp to Heroic          150 Exp as Elite
Vision Information
  Vision Range: 200                     Shroud Clearing Range: 600
Movement Information
  Speed: 75; 60 if badly damaged
  Turn rate:  180 degrees per second;  90 while badly damaged
  Acceleration: 60; 30 while badly damaged
Weapon Information
  Helix Minigun
   Primary Damage: 6
   Damage Type: Comanche Vulcan
   Cooldown: 100 milliseconds
   Range: 120
   Missile Speed:  immediate
Build Information
  Prerequisite: China Airfield
  Build Cost: 1500
  Build Time:   20 seconds
Special Feature Information
 1] Can build one of the following
     a) Battle Bunker
         Allows infantry inside to fire and gives them Garrison Bonus
         (see Bonus Modifier)
     b) Gattling Cannon
         Turret Turn Rate: 60 degrees/sec
         Detects stealth units
         Detection Rate: 1500 msec
         Detection Range: 200
         i) Gattling Gun (Anti Ground)
            Damage: 10; 12.5 with Chain Guns Upgrade
            Damage Type: Gattling
            Range: 225
            Projectile Speed: Immediate
            Accuracy: 100%
            Continuous Fire 1 Cooldown: 250 msec (1 shoot)
            Continuous Fire 2 Cooldown: 125 msec (5 shoots)
            Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
         ii) Gattling Gun Air (Anti Air)
             Damage: 5; 6.25 with Chain Guns Upgrade
             Damage Type: Small Arms
             Range: 400
             Projectile Speed: Immediate
             Accuracy: 100%
             Continuous Fire 1 Cooldown: 250 msec (1 shoot)
             Continuous Fire 2 Cooldown: 125 msec (5 shoots)
             Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
     c) Propaganda Tower
         Enthusiam Bonus (see Bonus Modifier)
         Radius: 150
         Delay Between Updates: 2000 milliseconds
 2] Napalm Bomb
     Drops a deadly napalm bomb on the ground below the chopper.
     Primary Damage: 75
     Primary Damage Radius: 5
     Secondary Damage: 40
     Secondary Damage Radius: 30
     Damage Type: Explosion
     Bomb Speed: 10 dist/sec (slow, but sure:))
     Range: 10
     Creates a Firestorm Small Field; a Black Napalm Firestorm Small Field
      if Black Napalm is upgraded
     Recharge Time: 10000 ms
     Range: 3
     Unpack Time: 500 ms
     Preparation Time: 100 ms (making a total of 600 ms delay before
      dropping bomb)
 3] Transport
     Can transport infantry and most vehicles alike (except Nuke Cannon)
     Transport Slot: 5
     100% damage to all units inside if destroyed (China Airways does not provide
      free parachutes....)
     Evacuation Delay per Unit: 100 ms
Upgrade Information
  - Battle Bunker (Helix): Allows up to 5 infantry to attack from
     inside Bunker. Each Helix can only choose one from three choices:
     Battle Bunker, Gattling Cannon, or Propaganda Tower.
  - Gattling Cannon (Helix): Installs a Gattling Cannon on the
     Helix, enabling it to effectively attack infantry and air units.
     Each Helix can only choose one from three choices: Battle Bunker,
    Gattling Cannon, or Propaganda Tower.
  - Propaganda Tower (Helix): Builds a Propaganda Tower on the
     Helix, giving the Helix the ability to heal and increase the
     fire rate of the nearby units. Each Helix can only choose one from
     three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
  - Chaingun Upgrade (China War Factory) (Affects Helix Gattling Cannon
     only): +25% damage to all gattling weapons.
  - Subliminal Messaging (Propaganda Center) (Affects Helix Propaganda
     Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
     to 2% (see Bonus Modifier).
  - Napalm Bomb (Helix): Enables Helix to drop a Napalm Bomb, incinerating
      the grounds.
  - Black Napalm (China War Factory): Adds the damage for the Napalm Bomb.
Notes
- Can not land, except when being repaired at the Air Field or when loading
    passengers.

A.a.3) China Cargo Plane
Health Information
  HP: 1000                                 Armor: Airplane
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate:  25 degrees per second; 10 while badly damaged
  Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Cluster Mines, Reinforcement Pad vehicle, and EMP Pulse Bomb
- Door open time: 500 ms

A.a.4) China Jet Carpet Bomber
Health Information
  HP: 1000                                 Armor: Airplane
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate:  25 degrees per second; 10 while badly damaged
  Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Carpet Bombs containing 10 bombs
- Door open time: 500 ms
- Delay between each bomb: 300 ms

------------------- 
(b) China Infantry 
-------------------
A.b.1) Red Guard
Health Information
  HP: 120                                Armor: Human Armor
Experience Information
  20 Exp to Veteran      5 Exp as Conscript/Veteran
  40 Exp to Elite         10 Exp as Elite
  80 Exp to Heroic     20 Exp as Heroic
Vision Information
  Vision Range: 100    Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 while badly hurt
  Turn Rate: Infinite
Weapon Information
  Red Guard Machine Gun
   Damage: 15
   Damage Type: Small Arms
   Range: 100
   Cooldown: 1000
   Projectile Speed: Immediate
   Accuracy: 100%
Special Feature Information
 1] Horde Bonus
     (See Bonus Modifier)
     Condition: at least 5 Red Guards/Tank Hunters march together
     Rub Off Radius: 60
     Update Time: 1000 ms
     Group Radius: 30
 2] Capture Building
     Prerequisite: Capture Building Upgrade
     Recharge Time: 15000 ms
     Range: 5
     Unpack Time: 3000 ms
     Capture Time: 20000 ms
     Pack Time: 2000 ms
     Experience Gained: 4
Upgrade Information
  - Nationalism (Propaganda Center): +25% Horde Bonus.
  - Capture Building (China Barracks): Enables Red Guard to capture
    most neutral/hostile buildings.
  ~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
  Prerequisite: China Barracks
  Build Cost: 300
  Build Time: 10 seconds
  Note that it is not allowed to build only a single Red Guard.
  Red Guards will always be created in pair.
Notes:
- Slot: 1

A.b.2) Tank Hunter
Health Information
  HP: 100          Armor: Human Armor
Experience Information
  100 exp to veteran           20 experience as conscript/veteran
  200 exp to elite                40 experience as elite
  400 exp to heroic            60 experience as heroic
Vision Information
  Vision Range: 150        Shroud Clearing Range: 400
Movement Information
  Speed: 20 dist/sec; 10 when badly hurt
  Turn rate: infinite (500)
Weapon Information
  Tank Hunter Missile Launcher
   Damage: 40 
   Damage Radius: 5
   Damage Type: Infantry Missile
   Attack Range: 175
   Minimum Range: 5
   Projectile Speed: 225 dist/sec
   Cooldown: 1000 millisecond
   Missile Turning Rate: 100 degrees/sec
   Accuracy: 100% against vehicles/buildings, 10 max distance to miss
   against infantry
   Homing missile
Build Information
  Prerequisite: China Barracks
  Cost: 300
  Build Time: 5 seconds
Special Feature Information
 1] Horde Bonus
     Condition: at least 5 Red Guards/Tank Hunters march together
     Rub Off Radius: 60
     Update Time: 1000 ms
     Group Radius: 30
 2] TNT Charge
     Places a TNT Charge on hostile vehicles/buildings
     Primary Damage: 500
     Primary Damage Radius: 10
     Secondary Damage: 150
     Secondary Damage Radius: 50
     Damage Type: Explosion
     Attack Range: 5
     Timer: 10000 ms
     Recharge Time: 7500 ms
     Escapes 100 distances after placing TNT
     Does not expire when the charger dies.
     Can not be attached to infantry or friendly units/buildings.
Upgrade Information
  - Nationalism (Propaganda Center): +25% Horde Bonus Upgrade
  ~ Patriotism (Inf. Gen. Propaganda Center): + 25% Nationalism Bonus
Notes:
- Slot: 1

A.b.3) Hacker
Health Information
  HP: 100                        Armor: Human Armor
Experience Information
  100 Exp to Veteran          50 Exp as Conscript    400 Exp as Heroic
  300 Exp to Elite              100 Exp as Veteran
  500 Exp to Heroic          150 Exp as Elite
Vision Information
  Vision Range: 150          Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 10 when badly hurt
  Turn rate: immediate
Special Feature Information
 1] Disable Building
     Recharging Time: 4000 ms
     Range: 150
     Unpack Time: 7300 ms
     Preparation Tiime: 3000 ms
     Pack Time: 5133 ms
     Effect Duration: 2000 ms
     Exp. Gained: 0
     Canít disable Defense Building
 2] Hack Internet
     Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
      $10 (as heroic) per 2 seconds (1.8 seconds if inside an Internet Center)
     Unpack Time: 7300 ms
     Randomly adds or substracts 20% to pack and unpack time.
     Pack Time: 5133 ms
     Exp. Gained: 1
Build Information
  Prerequisite: China Barracks, Propaganda Center
  Cost: 625
  Build Time: 20 seconds
Notes:
- Slot: 1

A.b.4) Black Lotus
Health Information
  HP: 200                      Armor: Human
Experience Information
  150 exp to veteran            50 exp as conscript             400 exp as heroic
  450 exp to elite               100 exp as veteran
  900 exp to heroic            150 exp as elite
Vision Information
  Vision Range: 300           Shroud Clearing Range: 400
Movement Information
  Speed: 30 dist/sec; 20 when badly hurt
  Turn rate: infinite
Build Information
  Prerequisite: China Barracks, Propaganda Center
  Cost: 1500
  Time: 20 seconds
Special Feature Information
 1] Stealth
     Stealth Delay: 2500 msec
     Stealthed except when using ability
 2] Crush Immunity
 3] Detector
     Detects stealth units except when in garrison, Tunnel Network,
      and transport
     Detection Rate: 500 ms
     Unknown Detection Range
 4] Capture Building
      Black Lotus can capture most enemy/tech buildings from afar
      Range: 150
      Unpack Time: 6730 ms
      Preparation Time: 6000 ms
      Pack Time: 2800 ms
      Experience Gained: 20
 5] Disable Vehicle
     Using her advanced IT knowledge and tools, Black Lotus can render
      an enemy vehicle unusable for a short amount of time
     Range: 150
     Unpack Time: 2000 ms
     Preparation Time: 2000 ms
     Pack Time: 1000 ms
     Effect Duration: 15000 ms
     Experience Gained: 0
 6] Steal Cash
     Black Lotus can transfer the enemy money to our treasury by hacking the
      enemy Supply Center/Stash
     Pack Time: 5800 ms
     Preparation Time: 6000 ms
     Range: 150
     Cash Stolen: 1000 (note that it is the maximum amount Black Lotus can
      steal every time. If the enemy has less than 1000, say 300, she will just
      be able to steal 300)
     Unpack Time: 6730 ms
     Experience Gained: 20
     Recharge Time: 2000 ms
Notes:
- Limit: 1
- Slot: 1

------------------
(c) China Vehicles
------------------

A.c.1) Battlemaster
Health Information
  HP: 400                    Armor: Tank Armor
Experience Information
  200 exp to veteran       100 exp as conscript/veteran
  300 exp to elite            200 exp as elite
  600 exp to heroic         400 exp as heroic
Vision Information
  Vision Range: 150       Shroud Clearing Range: 300
Movement Information
  Speed: 25 dist/sec
    with Nuclear Tank upgrade: 35; 32 when badly damaged
  Turn rate: 180 deg/sec
Weapon Information
  BattleMaster Tank Gun
   Turret Turn Rate: 120
   Damage: 60; 75 with Uranium Shells upgrade
   Damage Radius: 5
   Damage Type: Armor Piercing
   Attack Range: 150
   Projectile Speed: 400 ms/sec
   Cooldown: 2000 ms
   Accuracy: 100% against vehicles/buildings, 10 max distance to
   miss against infantry
Special Feature Information
 1] Horde Bonus
     Conditions: at least 5 Battlemaster Tanks march together
     Rub off Radius: 150
     Update Time Rate: 1000 ms
     Group Radius: 75
 2] Nuclear Explosion (Tank destroyed with Uranium Shells upgrade)
     Primary Damage: 25
     Primary Damage Radius: 25
     Secondary Damage: 10
     Secondary Damage Radius: 75
     Damage Type: Explosion
     Range: 100
     Leaves Radiation Field Small
Upgrade Information
  - Nationalism (Propaganda Center): +25% Horde Bonus upgrade
  - Uranium Shell (Nuclear Missile): +25% Battlemaster Damage
  - Nuclear Tank (Nuclear Missile): +25% speed to Battlemaster
  ~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism upgrade
Build Information
  Prerequisite: China War Factory
  Build Cost: 800
  Build Time: 10 seconds
Notes
- Slot: 3

A.c.2) Dragon Tank
Health Information
  HP: 280                      Armor: Dragon Tank
Experience Information
  100 exp to veteran     50 exp as conscript/veteran
  150 exp to elite        100 exp as elite
  300 exp to heroic     150 exp as heroic
Vision Information
  Vision Range: 100     Shroud Clearing Range: 200
Movement Information
  Speed: 30 dist/sec; 25 when badly damaged
  Turn rate: 180 deg/sec
Weapon Information
  Dragon Tank Flame Weapon
   Turret Turn Rate: 120
   Primary Damage: 10; 12.5 with Black Napalm
   Primary Damage Radius: 5
   Secondary Damage: 1; 1.25 with Black Napalm
   Secondary Damage Radius: 10
   Damage Type: Flame
   Attack Range: 75; adds a minimum attack range: 10 if Black Napalm is
    researched (yeakh! what did those scientists do on this already weak tank?)
   Projectile Speed: 300 dist/sec   
   Projectile Turn Rate: 5 degrees/sec
   Cooldown: 40 milliseconds
   Clip Reload Time: 40 milliseconds
   Accuracy: 100%
   Clip Size: 30 (total number of shots in a clip)
   Can empty garrisoned buildings
Special Feature Information
 1] Firewall
     Primary Damage: 10; 12.5 with Black Napalm
     Primary Damage Radius: 5
     Secondary Damage: 1; 1.25 with Black Napalm
     Secondary Damage Radius: 10
     Damage Type: Flame
     Attack Range: 25
     Cooldown: 40 milliseconds
     Projectile Turn Rate: 5 degrees/sec
     Projectile Speed: 300 dist/sec
     Not homing
     Leaves Firewall Segment
 2] Ungarrison
      Dragon Tank's Flame Weapon can be used to ungarrison garrisonable
       Civilian Buildings.
Upgrade Information
  - Black Napalm (China War Factory): +25% to all flame damage
Build Information
  Prerequisite: China War Factory
  Build Cost: 800
  Bld Time: 10
Notes
- Slot: 3

A.c.3) Gattling Tank
Health Information
  HP: 300                  Armor: Anti Air Vehicle Armor
Experience Information
  100 exp to veteran     50 exp as conscript/veteran
  150 exp to elite        100 exp as elite
  300 exp to heroic     150 exp as heroic
Vision Information
  Vision Range: 150     Shroud Clearing Range: 360
Movement Information
  Speed: 40 distance/sec
  Turn rate: 180 deg/sec
Weapon Information
   Turret Turn Rate: 180
 1] Gattling Tank Gun (Anti Ground)
     Damage: 15; 18.75 with Chain Guns Upgrade
     Damage Type: Gattling
     Range: 150
     Accuracy: 100%
     Projectile Speed: Immediate
     Continuous Fire 1 Cooldown: 400 msec (2 shots)
     Continuous Fire 2 Cooldown: 200 ms (6 shots)
     Continuous Fire 3 Cooldown: 100 ms (1000 shots)
 2] Gattling Tank Anti Air Gun
     Damage: 12; 15 with Chain Guns Upgrade
     Damage Type: Small Arms
     Range: 350
     Accuracy: 100%
     Projectile Speed: Immediate
     Continuous Fire 1 Cooldown: 400 msec (3 shots)
     Continuous Fire 2 Cooldown: 200 ms (6 shots)
     Continuous Fire 3 Cooldown: 100 ms (2000 shots)
Upgrade Information
  - Chain Guns (China War Factory): +25% to all Gattling Weapons
Build Information
  Prerequisite: China War Factory
  Build Cost: 800
  Build Time: 10 seconds
Notes
- Tends to attack air units first before ground units.
- Slot: 3

A.c.4) Troop Crawler
Health Information
   HP: 240                Armor: Tank Armor
Vision Information
   Vision Range: 175                              Shroud Clearing Range: 400   
Movement Information
   Speed: 40; 30 when badly damaged
   Turn rate: 120
Weapon Information
  Deploy Infantry
   Attack Range: 175
Special Feature Information
 1] Healing Transport
     10% infantry regeneration inside
     Only capable of transporting infantry
     Can transport 8 infantry at maximum
     10% damage to units inside when destroyed
     Units are evacuated with a delay of 250 milliseconds per unit.
 2] Detector
     Detects stealth units except when in garrison, Tunnel Network, and
      transport
     Detection Rate: 900 msec
Build Information
  Prerequisite: China War Factory
  Build Cost: 1400
  Build Time: 15 seconds
Notes:
- Built with 8 Red Guards
- Slot: 8

A.c.5) Listening Outpost
Health Information
  HP: 240                               Armor: Tank Armor
Vision Information
  Vision Range: 250                Shroud Clearing Range: 500
Movement Information
  Speed: 40; dist/sec; 30 if badly damaged
  Turn rate: 90 degrees per second
Special Feature Information
 1] Reveals Enemy Path
     Listening Outpost can see the rally point of the enemy units within its
      detection range
 2] Detector
     Detection Rate: 900 ms
     Detection Range: 300
     Can not detect stealth if garrisoned in a Tunnel Network or Transport
 3] Stealth
     Stealth Delay: 2000 msec
     Decloacks when moving or the passengers fire
 4] Battle and Healing Transport
     Enables the infantry inside to fire, gaining Garrison Bonus (see Bonus
      Modifier)
     Can accomodate at most 2 infantry.
     10% infantry regeneration inside.
     10% damage to units inside when destroyed.
     Units are evacuated at a 250 ms delay per unit
Build Information
  Prerequisite: China War Factory
  Build Cost: 800
  Build Time: 15 seconds
Notes
-  Built with 2 Tank Hunters inside.
-  Slot: 8

A.c.6) Overlord
Health Information
  HP: 1100             Armor: Tank Armor
Experience Information
  400 exp to veteran         200 exp as conscript/veteran
  600 exp to elite              400 exp as elite
  1200 exp to heroic        600 exp as heroic
Vision Information
  Vision Range: 150
  Shroud Clearing Range: 200
Movement Information
  Speed: 20; 30 with Nuclear Tank Upgrade
  Turn rate: 60
Weapon Information
  Overlord Tank Gun
   Turret Turn Rate: 60 degrees/sec
   Primary Damage: 80; 100 with Uranium Shells Upgrade
   Primary Damage Radius: 5
   Secondary Damage: 20; 25 with Uranium Shells Upgrade
   Secondary Damage Radius: 10
   Damage Type: Armor Piercing
   Attack Range: 175
   Projectile Speed: 300/sec
   Accuracy: 100% against vehicle, 10 max distance against infantry
   Cooldown: 300 msec
   2 shoots per clip
   Reload Time: 2000 msec
Special Feature Information
 1] Can build one of the following: 
     a) Overlord Gattling Cannon
         Turret Turn Rate: 60
         Detects stealth units with detection rate: 500 ms
         i) Gattling Gun (Anti Ground)
            Damage: 10; 12.5 with Chain Guns Upgrade
            Damage Type: Gattling
            Range: 225
            Projectile Speed: Immediate
            Accuracy: 100%
            Continuous Fire 1 Cooldown: 250 msec (1 shoot)
            Continuous Fire 2 Cooldown: 125 msec (5 shoots)
            ContinuousFire 3 Cooldown: 83 msec (2000 shoots)
         ii) Gattling Gun Air (Anti Air)
            Damage: 5; 6.25 with Chain Guns Upgrade
            Damage Type: Small Arms
            Range: 400
            Projectile Speed: Immediate
            Accuracy: 100%
            Continuous Fire 1 Cooldown: 250 msec (1 shoot)
            Continuous Fire 2 Cooldown: 125 msec (5 shoots)
            ContinuousFire 3 Cooldown: 83 msec (2000 shoots)
     b) Propaganda Tower
         Enthusiam Bonus (see Bonus Modifier)
         Radius: 150
         Delay Between Updates: 2000 milliseconds
     c) Battle Bunker
         Allows up to 5 infantry to fire from inside Bunker, gaining
          Garrison Bonus (see Bonus Modifiers)
         50% damage to units inside when destroyed
 2] Can crush vehicles
 3] Nuclear Explosion (When a Nuclear Tank upgraded Overlord explodes)
     Primary Damage: 25
     Primary Damage Radius: 25
     Secondary Damage: 10
     Secondary Damage Radius: 75
     Damage Type: Explosion
     Range: 100
     Leaves Radiation Field Small
Upgrade Information
 - Uranium Shells (Nuclear Missile): +25% Overlord/Battlemaster Main
    Gun Damage
 - Nuclear Tank (Nuclear Missile): +25% Overlord/Battlemaster Speed.
    Leaves a nuclear waste upon its death.
 - Battle Bunker (Overlord Tank): Allows up to 5 infantry to attack from
    inside Bunker. Each Overlord can only choose one from three choices:
    Battle Bunker, Gattling Cannon, or Propaganda Tower.
 - Gattling Cannon (Overlord Tank): Installs a Gattling Cannon on the
    Overlord, enabling it to effectively attack infantry and air units.
    Each Overlord can only choose one from three choices: Battle Bunker,
    Gattling Cannon, or Propaganda Tower.
 - Propaganda Tower (Overlord Tank): Builds a Propaganda Tower on the
    Overlord, giving the Overlord the ability to heal and increase the
    fire rate of the nearby units. Each Overlord can only choose one from
    three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
 - Chaingun Upgrade (China War Factory) (Affects Overlord Gattling Cannon
    only): +25% damage to all gattling weapons.
 - Subliminal Messaging (Propaganda Center) (Affects Overlord Propaganda
    Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
    to 2%.
Build Information
  Prerequisites: China War Factory, Propaganda Center
  Build Cost: 2000
  Build Time: 20 seconds
Notes:
- Slot: 3

A.c.7) Electro Counter Measure (ECM) Tank
Health Information
  HP: 300                                 Armor: Tank Armor
Experience Information
  100 Exp to Veteran         50  Exp as Conscript/Veteran
  150 Exp to Elite               100 Exp as Elite
  300 Exp to Heroic           150 Exp as Heroic
Vision Information
  Vision Range: 150            Shroud Clearing Range: 360
Movement Information
  Speed: 40
  Turn rate:  180 degrees per second
Weapon Information
  ECM Tank Vehicle Disabler
   Turret Turn Rate: 180 
    Damage: 24
    Damage Type: Subdual Vehicle
    Cooldown:  100 milliseconds
    Range: 200
    Beam Speed: immediate
    Duration: 210-640 ms???
Special Feature Information
  Missile Jammer
   Cooldown: 650 ms
   Inactive when disabling vehicles
   Requires 1000 ms to be active again after the Disabler has been inactive
Build Information
  Prerequisites: China War Factory, Propaganda Center
  Build Cost: 800
  Build Time: 10 seconds
Notes
 - Slot: 3

A.c.8) Inferno Cannon
Health Information
  HP: 120                    Armor: Tank
Experience Information
  100 exp to veteran    50 exp as conscript/veteran
  200 exp to elite       100 exp as elite
  400 exp to heroic    150 exp as heroic
Vision Information
  Vision Range: 180     Shroud Clearing Range: 300
Movement Information
  Speed: 20 distance/sec
  Turn rate: 120 deg/sec; 90 when badly damaged
Weapon Information
  Inferno Cannon Gun
   Turret Turn Rate: 100
   Damage: 30
   Damage Radius: 15
   Damage Type: Explosion
   Attack Range: 300
   Minimum Attack Range: 50
   Cooldown: 4000 msec
   Projectile Speed: 250 dist/second
   Accuracy: unknown against vehicle, 30 max distances against
   infantry
   Creates Small Firefield (see Field Objects)
   Creates Firestorm (see Field Objects) after 6 shell hits
   Historic Bonus Time: 3000 ms
   Historic Bonus Radius: 20
Upgrade Information
  - Black Napalm (China War Factory): +25% to all flame damage
Build Information
  Prerequisites: China War Factory, Propaganda Center
  Build Cost: 900
  Build Time: 15 seconds
Notes:
- What differentiates the Black Napalm unupgraded Inferno and
   Black Napalm upgraded Inferno is the firestorm and the small firefield 
   object it creates. The upgraded Inferno incites stronger firestorm.
- Slot: 3

A.c.9) Nuke Cannon
Health Information
  HP: 240                    Armor: Tank Armor
Experience Information
  400 exp to veteran         50 exp as conscript     400 exp as heroic
  600 exp to elite            100 exp as veteran
  1000 exp to heroic       200 exp as elite
Vision Information
  Vision Range: 180       Shroud Clearing Range: 350
Movement Information
  Speed: 20; 18 when badly damaged
  Turn rate: 90; 60 when badly damaged
Weapon Information
 Turret Turn Rate: 80
 Pack Time: 3333
 Unpack Time: 3333   
 1] Nuke Cannon Gun
     Primary Damage: 400
     Primary Damage Radius: 50
     Secondary Damage: 20
     Secondary Damage Radius: 60
     Damage Type: Explosion
     Range: 350
     Minimum Range: 150
     Projectile Speed: 200 dist/sec
     Cooldown: 10000 msec
     Accuracy: unknown against vehicles, 10 max dist. against infantry
     Leaves Radiation Field Medium
 2] Nuke Cannon Neutron Gun
     Damage: 1
     Damage Radius: 10
     Blast Radius: 70 (the radius in which all vehicles will be disabled)
     Damage Type: Explosion
     Range: 350
     Minimum Range: 150
     Projectile Speed: 200 dist/sec
     Cooldown: 10000 msec
     Accuracy: unknown against vehicles, 10 max dist. against infantry
Special Feature Information
 1] Leaves Radiation Field Small upon death
 2] Switches Weapons
     Prerequisite: Neutron Shells upgrade
     Nuke Cannon can choose what shell to fire, nuclear or Neutron shell.
 3] Ungarrison
     Nuke Cannon's Neutron Shell can be used to ungarrison the buildings
      below:
      a. Civilian Buildings (including Civilian Bunker)
      b. Bunker/Fortified Bunker
      c. Palace
      d. Tunnel Network
      e. Internet Center
      f. Fire Base
     All vehicles unlucky enough to stay in the Tunnel Network when a Neutron
      Shell comes to their way will be fried to death in the Tunnel Network.
 4] Kill Pilot
     Working in the same way as Jarmen Kell's Kill Pilot, the Neutron Shell
       can get rid a driver from his/her vehicle, making it vulnerable to capture.
Upgrade Information
 - Neutron Shell (China Nuclear Missile): Enables the Nuke Cannon to launch
    a Neutron Shell which can kill vehicle's driver and ungarrison buildings.
Build Information
 Prerequisites: China War Factory, Propaganda Center, Nuke Cannon General
  Power (Level 1/2)
 Build Cost: 1600
 Build Time: 20 seconds
Notes:
 - Needs to pack and unpack to shoot and move respectively.
 - Slot: 10

A.c.10) Supply Truck
Health Information
  HP: 300                                 Armor: Truck Armor
Experience Information
  50 exp as anything
Vision Information
  Vision Range: 150                Shroud Clearing Range: 300
Movement Information
  Speed:  40 distances/sec; 20 if badly damaged
  Turn rate:  90 degrees per second;  60 while badly damaged
Special Feature Information
 Supply Gathering
  Max Boxes to carry: 4 ($300)
  Supply Center Action Delay: 400 ms (one transaction)
  Supply Warehouse Action Delay: 1000 ms per box (many small
   transactions)
  Supply Warehouse Scan Distance: 700 (max distance to look for a
   warehouse, or Supply Trucks go home)
  Warns the player when the Supply is exhausted.
Build Information
 Prerequisite: China Supply Center 
 Build Cost: 600
 Build Time: 10 seconds
Notes
-  Slot: 2

A.c.11) Construction Dozer
Health Information
  HP: 250                 Armor: Dozer Armor
Vision Information
  Vision Range: 150        Shroud Clearing Range: 300
Movement Information
  Speed: 30; 25 when badly damaged
  Turn rate: 90; 60 when badly damaged
Special Feature Information
 1] Builder
     Construction Dozer can build China buildings. See Tip and Trick session
      to build other factions' buildings.
 2] Detection and Disarming
     Detects and Disarms US Colonel Burtonís  & Demo General
      Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
      Booby Trap, and China Land, Cluster, & EMP Mines.
     Detection Rate: 500 msec
     Disarm Delay: 1200 ms per Disarm attempt
     Disarm Recharge Time: 4000 ms
      Looks for explosives to disarm within 150 range every 5000 milliseconds
      when idle.
      Canít detect explosives when in Transport or Tunnel Network.
 3] Repairs Damaged Buildings
     Repairs 2% of max HP per second.
     Looks for buildings to repair within 150 range every 5000 milliseconds
     when idle.
Build Information
  Prerequisite: China Command Center
  Build Cost: 1000
  Build Time: 5 seconds
Notes:
- Slot: 5

B. China Infantry General Units

-----------------------------------
(a) China Infanty General Aircraft
----------------------------------

B.a.1) MiG
Health Information
  HP: 160; 200 HP with MiG Armor        Armor: Airplane Armor
Experience Information
  100 Exp to Veteran              50 Exp as Conscript/Veteran
  200 Exp to Elite                  100 Exp as Elite
  400 Exp to Heroic              150 Exp as Heroic
Vision Information
  Vision Range: 200               Shroud Clearing Range: 300
Movement Information
  Speed: 160 dist/sec
  Turn rate: 120 degrees per second;90 while badly damaged
  Acceleration: 110; 30 while badly damaged
Weapon Information
  Napalm Missile
   Primary Damage: 75
   Primary Radius: 5
   Secondary Damage: 40; 50 with Black Napalm
   Secondary Radius: 30
   Damage Type: Jet Missile Damage
   Cooldown: 300 milliseconds
   Range: 320                   Minimum Range: 80
   Missile Speed: 300 dist/sec
   Clip Size: 2 shots
   Clip Reload Time: 8000 milliseconds; 2000 ms with Black Napalm upgrade
   Homing missiles
   Missile detonation creates a Small Firefield.
   Creates a Firestorm after 8 missile hit.
Upgrade Information
  - Black Napalm (China Inf. Gen. War Factory): +25% damage to all flame weapons
  - MiG Aircraft Armor (China Inf. Gen. Air Field): +25% MiG maximum health
    (+40 HP)
Build Information
  Prerequisite: China Infantry General Air Field
  Build Cost: 1200
  Build Time: 10 seconds
Notes
- A Black Napalm upgraded MiG will cast a stronger firestorm than an
    unupgraded one. Also, an upgraded MiG will reload quicker than an
    unupgraded one.
-  Returns to base after being idle for 10 seconds.

B.a.2) Assault Helix
Health Information
  HP: 300                            Armor: Chinook Armor
Experience Information
   100 Exp to Veteran         50 Exp as Conscript      200 Exp as Heroic
   200 Exp to Elite              100 Exp as Veteran
   400 Exp to Heroic          150 Exp as Elite
Vision Information
  Vision Range: 200                     Shroud Clearing Range: 600
Movement Information
  Speed: 75; 60 if badly damaged
  Turn rate:  180 degrees per second;  90 while badly damaged
  Acceleration: 60; 30 while badly damaged
Weapon Information
  Helix Minigun
   Primary Damage: 6
   Damage Type: Comanche Vulcan
   Cooldown: 100 milliseconds
   Range: 120
   Projectile Speed:  immediate
Special Feature Information
 1] Bunker
     Can garrison at most 8 infantry inside, allowing them to fire from within
      and giving them Garrison Bonus (see Bonus Modifier).
     Kills all infantry inside when destroyed.
 2] Napalm Bomb
     Drops a deadly napalm bomb on the ground below the chopper.
     Primary Damage: 75
     Primary Damage Radius: 5
     Secondary Damage: 40
     Secondary Damage Radius: 30
     Damage Type: Explosion
     Bomb Speed: 10 dist/sec (slow, but sure:))
     Range: 10
     Creates a Firestorm Small Field; a Black Napalm Firestorm Small Field if
      Black Napalm is upgraded
     Recharge Time: 10000 ms
     Range: 3
     Unpack Time: 500 ms
     Preparation Time: 100 ms (making a total of 600 ms delay before dropping
      bomb)
 3] Transport
      Can transport infantry and most vehicles alike (except Nuke Cannon)
      Transport Slot: 8
      100% damage to all units inside if destroyed (China Airways does not provide
       free parachutes....)
      Evacuation Delay per Unit: 100 ms
Upgrade Information
  - Napalm Bomb (Helix): Enables Helix to drop a Napalm Bomb, incinerating
      the grounds.
  - Black Napalm (China War Factory): Increases the flame damage of Napalm
     Bomb
Build Information
  Prerequisite: China Inf. Gen. Airfield
  Build Cost: 1500
  Build Time:   20 seconds
Notes
- Can not land, except when being repaired at the Air Field or loading passengers.

B.a.3) China Cargo Plane
The only difference of this Cargo Plane, compared to China Standard Cargo Plane,
is this Cargo Plane is capable of dropping Mini Gunner Drop (General's Power) to
the selected area.
Health Information
  HP: 1000                                 Armor: Airplane
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate:  25 degrees per second; 10 while badly damaged
  Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Cluster Mines, Mini Gunner Drop, Reinforcement Pad vehicle, and
   EMP Pulse
- Door open time: 500 ms
- Drop delay for each Mini Gunner: 150 ms (Level 1); 80 ms (Level 2 & 3)

B.a.4) China Jet Carpet Bomber
Health Information
  HP: 1000                                 Armor: Airplane
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate:  25 degrees per second; 10 while badly damaged
  Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Carpet Bombs containing 10 bombs
- Door open time: 500 ms
- Delay between each bomb: 300 ms

------------------------------------
(b) China Infantry General Infantry 
------------------------------------
B.b.1) Mini Gunner
Health Information
  HP: 120                        Armor: Infantry General Human Armor
Experience Information
   20 Exp to Veteran       5 Exp as Conscript/Veteran
   40 Exp to Elite            10 Exp as Elite
   80 Exp to Heroic        20 Exp as Heroic  
Vision Information
  Vision Range: 100              Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 while badly hurt
  Turn Rate: Infinite
Weapon Information
 1] Mini Gunner Gun
     Damage: 10; 12.5 with Chain Gun upgrade
     Damage Type: Gattling
     Range: 125
     Continuous Fire 1 Cooldown: 500 msec (6 shoot)
     Continuous Fire 2 Cooldown: 250 msec (12 shoots)
     ContinuousFire 3 Cooldown: 166 msec (1000 shoots)
     Projectile Speed: Immediate
     Accuracy: 100%
 2] Mini Gunner Gun (Anti-Air)
     Damage: 12; 15 with Chain Gun upgrade
     Damage Type: Small Arms
     Range: 350
     Continuous Fire 1 Cooldown: 500 msec (6 shoot)
     Continuous Fire 2 Cooldown: 250 msec (12 shoots)
     ContinuousFire 3 Cooldown: 166 msec (1000 shoots
     Projectile Speed: Immediate
     Accuracy: 100%
Special Feature Information
 1] Horde Bonus
     Condition: at least  5 Mini Gunners/Red Guards/Tank Hunters march
      together
     Rub Off Radius: 100
     Update Time:  1000 ms
     Group Radius: 30
 2] Capture Building
     Prerequisite: Capture Building Upgrade
     Recharge Time: 15000 ms
     Range: 5
     Unpack Time: 3000
     Preparation Time: 20000
     Pack Time: 2000
     Experience Gained: 4
Upgrade Information
  - Patriotism (China Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
  - Capture Building (China Infantry General Barracks): Enables Mini Gunner to
     capture most neutral/hostile buildings.
  - Chain Gun (China Infantry General War Factory): Increases the damage of
      all gattling units.
Build Information
  Prerequisite: China Infantry General Barracks
  Build Cost: 350
  Build Time:  10 seconds
Notes:
- Slot: 1
- Always starts as veteran.

B.b.2) Tank Hunter
Health Information
  HP: 100               Armor: Infantry General Human Armor
Experience Information
  100 exp to veteran       20 experience as conscript/veteran
  200 exp to elite            40 experience as elite
  400 exp to heroic         60 experience as heroic
Vision Information
  Vision Range: 150
  Shroud Clearing Range: 400
Movement Information
  Speed: 20; 10 when badly hurt
  Turn rate: infinite (500)
Weapon Information
  Tank Hunter Missile Launcher
   Damage: 40 
   Damage Radius: 5
   Damage Type: Infantry Missile
   Attack Range: 175
   Minimum Range: 5
   Projectile Speed: 225 dist/sec
   Cooldown: 1000 millisecond
   Missile Turning Rate: 100 degrees/sec
   Accuracy: 100% against vehicles/buildings, 10 max distance to miss
   against infantry
   Homing missile
Upgrade Information
  - Patriotism (China Inf. Gen. Propaganda Center): +25% Nationalism upgrade
Special Feature Information
 1] Horde Bonus
     Condition: at least 5 Mini Gunners/Red Guards/Tank Hunters march together
     Rub Off Radius: 60
     Update Time: 1000 ms
     Group Radius: 30
 2] TNT Charge
     Places a TNT Charge on hostile vehicles/buildings.
     Primary Damage: 500
     Primary Damage Radius: 10
     Secondary Damage: 150
     Secondary Damage Radius: 50
     Damage Type: Explosion
     Attack Range: 5
     Timer: 10000 ms
     Recharge Time: 7500 ms
     Escapes 100 distances after placing TNT
     Does not expire when the charger dies.
     Can not be attached to infantry or friendly units/buildings.
Build Information
  Prerequisite: China Inf. Gen. Barracks
  Cost: 300
  Build Time: 5 seconds
Notes:
- Slot: 1
- Always starts as veteran.

B.b.3) Super Hacker
Health Information
  HP: 100                 Armor: Inf. Gen. Human Armor
Experience Information
  100 Exp to Veteran          50 Exp as Conscript      400 Exp as Heroic
  300 Exp to Elite             100 Exp as Veteran
  500 Exp to Heroic         150 Exp as Elite
Vision Information
  Vision Range: 150       Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 10 when badly hurt
  Turn rate: immediate
Special Feature Information
 1] Stealth
     Stealth Delay: 2500 ms
     Decloaks when disabling buildings or vehicles.
 2] Disable Building
     Recharging Time: 4000 ms
     Range: 150
     Unpack Time: 7300 ms
     Preparation Tiime: 3000 ms
     Pack Time: 5133 ms
     Effect Duration: 2000 ms
     Exp. Gained: 0
     Canít disable Defense Building
 3] Disable Vehicle
     Range: 150
     Unpack Time: 2000 ms
     Preparation Time: 2000 ms
     Pack Time: 1000 ms
     Effect Duration: 15000 ms
     Experience Gained: 0
 4] Hack Internet
     Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
      $10 (as heroic) per 2 seconds (1.6 seconds if inside an Internet Center)
     Unpack Time: 7300 ms
     Randomly adds or substracts 20% to pack and unpack time.
     Pack Time: 5133 ms
     Exp. Gained: 1
Build Information
  Prerequisite: China Inf. Gen. Barracks, China Inf. Gen. Propaganda Center
  Cost: 625
  Build Time: 20 seconds
Notes:
- Slot: 1
- Always starts as veteran.

B.b.4) Super Lotus
Health Information
  HP: 200                Armor: Inf. Gen. Human Armor
Experience Information
  150 exp to veteran     50 exp as conscript     400 exp as heroic
  450 exp to elite          100 exp as veteran
  900 exp to heroic       150 exp as elite
Vision Information
  Vision Range: 300          Shroud Clearing Range: 400
Movement Information
  Speed: 30; 20 when badly hurt
  Turn rate: infinite
Special Feature Information
 1] Stealth
     Stealth Delay: 2500 msec
     Stealthed except when using ability
 2] Crush Immunity
     Heroes are all immune to crush attack except Overlord/Emperor's crush
 3] Detector
     Detects stealth units except when in garrison, Tunnel Network,
      and transport
     Detection Rate: 500 ms
     Unknown Detection Range
 4] Capture Building
     Super Lotus can capture hostile/tech buildings from afar, making her more
      effective than basic infantry's Capture Building
     Range: 150
     Unpack Time: 6730 ms
     Preparation Time: 4500 ms
     Pack Time: 2800 ms
     Experience Gained: 20
 5] Disable Vehicle
     Super Lotus can shoot down an enemy vehicle temporarily
     Range: 300
     Unpack Time: 2000 ms
     Preparation Time: 2000 ms
     Pack Time: 1000 ms
     Effect Duration: 20000 ms
     Experience Gained: 0
 6] Steal Cash
     Super Lotus can steal money from enemy Supply Center/Stash and transfers
      it to her side's treasury
     Pack Time: 5800 ms
     Preparation Time: 6000 ms
     Range: 150
     Cash Stolen: 1500 (max. number of money she can steal every time)
     Unpack Time: 6730 ms
     Experience Gained: 20
     Recharge Time: 2000 ms
Build Information
  Prerequisite: China Inf. Gen. Barracks, China Inf. Gen. Propaganda Center
  Cost: 1500
  Time: 20 seconds
Notes:
- Limit: 1
- Slot: 1
- Always starts as veteran.

------------------------------------
(c) China Infantry General Vehicles
------------------------------------

B.c.1) Assault Troop Crawler
Health Information
   HP: 240                Armor: Assault Crawler Armor
Vision Information
   Vision Range: 175                              Shroud Clearing Range: 400   
Movement Information
   Speed: 40; 30 when badly damaged
   Turn rate: 120
Special Feature Information
 1] Battle/Healing Transport
     Only capable of transporting infantry
     Can transport 8 infantry at maximum
     Infantry can fire from within
     10% infantry regeneration inside
     50% damage to units inside when destroyed
     Units are evacuated with a delay of 250 milliseconds per unit.
 2] Detector
     Detects stealth units except when in garrison, Tunnel Network, and
      transport
     Detection Rate: 900 msec
 3] Propaganda Tower
     Radius: 100
     Cooldown: 4000 ms
     Enthusiasm Bonus (see Bonus Modifier)
     Healing Rate: 4%/second (Healing rate does not benefit from Subliminal
      Messaging Upgrade)
     Does not affect itself.
Build Information
  Prerequisite: China Inf. Gen. War Factory
  Build Cost: 2400
  Build Time: 25 seconds
Notes:
- Built with 8 Mini Gunners
- Slot: 8

B.c.2) Dragon Tank
Health Information
  HP: 280                     Armor: Dragon Tank
Experience Information
  100 exp to veteran      50 exp as conscript/veteran
  150 exp to elite         100 exp as elite
  300 exp to heroic      150 exp as heroic
Vision Information
  Vision Range: 100
  Shroud Clearing Range: 200
Movement Information
  Speed: 30; 25 when badly damaged
  Turn rate: 180
Weapon Information
  Dragon Tank Flame Weapon
   Turret Turn Rate: 120
   Primary Damage: 10; 12.5 with Black Napalm
   Primary Damage Radius: 5
   Secondary Damage: 1; 1.25 with Black Napalm
   Secondary Damage Radius: 10
   Damage Type: Flame
   Attack Range: 75; adds a minimum attack range of 10 if Black Napalm is
    researched (yeakh! what did those scientists do on this already weak tank?)
   Projectile Speed: 300 dist/sec   
   Projectile Turn Rate: 5 degrees/sec
   Cooldown: 40 milliseconds
   Clip Reload Time: 40 milliseconds
   Accuracy: 100%
   Clip Size: 30 (total number of shots in a clip)
   Can empty garrisoned buildings
Special Feature Information
 1] Firewall
     Primary Damage: 10; 12.5 with Black Napalm
     Primary Damage Radius: 5
     Secondary Damage: 1; 1.25 with Black Napalm
     Secondary Damage Radius: 10
     Damage Type: Flame   
     Attack Range: 25
     Cooldown: 40 milliseconds
     Projectile Turn Rate: 5 degrees/sec
     Projectile Speed: 300 dist/sec
     Not homing
     Leaves Firewall Segment
 2] Ungarrison
      Dragon Tank's Flame Weapon can be used to ungarrison garrisonable
       Civilian Buildings.
Upgrade Information
  - Black Napalm (China Inf. Gen. War Factory): +25% to all flame damage
Build Information
  Prerequisites: China Inf. Gen. War Factory
  Build Cost: 900
  Bld Time: 10
Notes
- Slot: 3

B.c.3) Attack Outpost
Health Information
  HP: 350                               Armor: Tank Armor
Vision Information
  Vision Range: 250                Shroud Clearing Range: 500
Movement Information
  Speed: 40; dist/sec; 30 if badly damaged
  Turn rate: 90 degrees per second
Special Feature Information
 1] Reveals Enemy Path
     Detector
     Detection Rate: 900 ms
     Detection Range: 300
     Can not detect stealth if garrisoned in a Tunnel Network or Transport
 2] Stealth
     Stealth Delay: 2000 msec
     Decloacks when moving or the passengers fire.
 3] Battle and Healing Transport
     Enables the infantry inside to fire, gaining Garrison Bonus (see Bonus
      Modifier)
     Can accomodate at most 10 infantry.
     10% infantry regeneration inside.
     50% damage to units inside when destroyed.
     Units are evacuated at a 250 ms delay per unit
 4] Propaganda Tower
     Radius: 100
     Cooldown: 4000 ms
     Enthusiasm Bonus (see Bonus Modifier)
     Healing Rate: 4%/second (Healing rate does not benefit from Subliminal
      Messaging Upgrade)
     Does not affect itself.
Upgrade Information
 - Subliminal Messaging (China Inf. General Propaganda Center): Increases
     the healing/repair rate of the Propaganda Tower.
Build Information
  Prerequisite: China Inf. Gen. War Factory
  Build Cost: 1000
  Build Time: 15 seconds
Notes
-  Built with 4 Tank Hunters inside.
-  Slot: 8

B.c.4) Electro Counter Measure (ECM) Tank
Health Information
  HP: 300                                 Armor: Tank Armor
Experience Information
   100 Exp to Veteran                50  Exp as Conscript/Veteran
   150 Exp to Elite                    100 Exp as Elite
   300 Exp to Heroic                150 Exp as Heroic
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 360
Movement Information
  Speed: 40
  Turn rate:  180 degrees per second
Weapon Information
  ECM Tank Vehicle Disabler
   Turret Turn Rate: 180 
    Damage: 24
    Damage Type: Subdual Vehicle
    Cooldown:  100 milliseconds
    Range: 200
    Beam Speed: immediate
    Duration: 210-640 ms???
Special Feature Information
  Missile Jammer
   Cooldown: 650 ms
   Inactive when disabling vehicles
   Requires 1000 ms to be active again after the Disabler has been inactive
Build Information
  Prerequisite: China Inf. Gen. War Factory; China Inf. Gen. Propaganda Center
  Build Cost: 900
  Build Time: 10 seconds
Notes
 - Slot: 3
- When idle, unlike its Standard China ECM, this ECM will try to find an enemy
    nearby.

B.c.5) Inferno Cannon
Health Information
  HP: 120              Armor: Tank Armor
Experience Information
  100 exp to veteran      50 exp as conscript/veteran
  200 exp to elite         100 exp as elite
  400 exp to heroic      150 exp as heroic
Vision Information
  Vision Range: 180    Shroud Clearing Range: 300
Movement Information
  Speed: 20 distance/sec
  Turn rate: 120 deg/sec; 90 when badly damaged
Weapon Information
  Inferno Cannon Gun
   Turret Turn Rate: 100
   Damage: 30
   Damage Radius: 15
   Damage Type: Explosion
   Attack Range: 300
   Minimum Attack Range: 50
   Cooldown: 4000 msec
   Projectile Speed: 250 dist/second
   Accuracy: unknown against vehicle, 30 max distances against
   infantry
   Creates Small Firefield (see Field Objects)
   Creates Firestorm (see Field Objects) after 6 shell hits
   Historic Bonus Time: 3000
   Historic Bonus Radius: 20
Build Information
  Prerequisites: China Inf. Gen. War Factory, China Inf. Gen. Propaganda Center
  Build Cost: 1100
  Build Time: 15 seconds
Upgrade Information
  - Black Napalm (China Inf. Gen. War Factory): +25% to all flame damage
Notes:
- What differentiates the Black Napalm unupgraded Inferno and
  Black Napalm upgraded Inferno is the firestorm and the small firefield 
  object it creates. The upgraded Inferno incites stronger firestorm.
- Slot: 3

B.c.6) Nuke Cannon
Health Information
  HP: 240                 Armor: Tank Armor
Experience Information
  400 exp to veteran           50 exp as conscript       400 exp as heroic
  600 exp to elite              100 exp as veteran
  1000 exp to heroic         200 exp as elite
Vision Information
  Vision Range: 180
  Shroud Clearing Range: 350
Movement Information
  Speed: 20; 18 when badly damaged
  Turn rate: 90; 60 when badly damaged
Weapon Information
 Turret Turn Rate: 80
 Pack Time: 3333
 Unpack Time: 3333   
 1] Nuke Cannon Gun
     Primary Damage: 400
     Primary Damage Radius: 50
     Secondary Damage: 20
     Secondary Damage Radius: 60
     Damage Type: Explosion
     Range: 350
     Minimum Range: 150
     Projectile Speed: 200 dist/sec
     Cooldown: 10000 msec
     Accuracy: unknown against vehicles, 10 max dist. against infantry
     Leaves Radiation Field Medium
 2] Nuke Cannon Neutron Gun
     Damage: 1
     Damage Radius: 10
     Blast Radius: 70 (the radius in which all vehicles will be disabled)
     Damage Type: Explosion
     Range: 350
     Minimum Range: 150
     Projectile Speed: 200 dist/sec
     Cooldown: 10000 msec
     Accuracy: unknown against vehicles, 10 max dist. against infantry
Special Feature Information
 1] Leaves Radiation Field Small upon death
 2] Switches Weapons
     Prerequisite: Neutron Shells upgrade
     Nuke Cannon can choose what shell to fire, nuclear or Neutron shell.
 3] Ungarrison
     Nuke Cannon's Neutron Shell can be used to ungarrison the buildings
      below:
      a. Civilian Buildings (including Civilian Bunker)
      b. Bunker/Fortified Bunker
      c. Palace
      d. Tunnel Network
      e. Internet Center
      f. Fire Base
     All vehicles unlucky enough to stay in the Tunnel Network when a Neutron
      Shell comes to their way will be fried to death in the Tunnel Network.
 4] Kill Pilot
     Working in the same way as Jarmen Kell's Kill Pilot, the Neutron Shell
       can get rid a driver from his/her vehicle, making it vulnerable to capture.
Upgrade Information
- Neutron Shell (China Inf. Gen. Nuclear Missile): Enables the Nuke Cannon
   to launch a Neutron Shell which can kill vehicle's driver and ungarrison buildings.
Build Information
  Prerequisites: China Inf. Gen. War Factory, China Inf. Gen. Propaganda
   Center, Nuke Cannon General Power (Level 1/2)
  Build Cost: 1600
  Build Time: 20 seconds
Notes:
- Needs to pack and unpack to shoot and move respectively.
- Slot: 10

B.c.7) Supply Truck
Health Information
  HP: 300                            Armor: Truck Armor
Experience Information
  50 exp as anything
Vision Information
  Vision Range: 150             Shroud Clearing Range: 300
Movement Information
  Speed:  40 distances/sec; 20 if badly damaged
  Turn rate:  90 degrees per second;  60 while badly damaged
Special Feature Information
  Supply Gathering
   Max Boxes to carry: 4 ($300)
   Supply Center Action Delay: 400 ms (one transaction)
   Supply Warehouse Action Delay: 1000 ms per box (many small
   transactions)
   Supply Warehouse Scan Distance: 700 (max distance to look for a
   warehouse, or Supply Trucks go home)
   Warns the player when the Supply is exhausted.
Build Information
  Prerequisite: China Supply Center 
  Build Cost: 600
  Build Time: 10 seconds
Notes
-  Slot: 2

B.c.8) Construction Dozer
Health Information
  HP: 250                  Armor: Dozer Armor
Experience Information
  Not available
Vision Information
  Vision Range: 150
  Shroud Clearing Range: 300
Movement Information
  Speed: 30; 25 when badly damaged
  Turn rate: 90; 60 when badly damaged
Build Information
  Prerequisite: China Inf. Gen. Command Center
  Build Cost: 1000
  Build Time: 5 seconds
Special Feature Information
 1] Builder
     Construction Dozer can build China Inf. Gen. buildings. See
      Tip and Trick session to build other factions' buildings.
 2] Detection and Disarming
     Detects and Disarms US Colonel Burtonís  & Demo General
      Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
      Booby Trap, and China Land, Cluster, & EMP Mines.
     Disarm Delay: 1200 ms per Disarm attempt
     Disarm Recharge Time: 4000 ms
     Detection Rate: 500 msec
     Looks for explosives to disarm within 150 range every 5000 milliseconds
      when idle.
     Canít detect explosives when in Transport or Tunnel Network.
 3] Repairs Damaged Buildings
     Repairs 2% of max HP per second.
     Looks for buildings to repair within 150 range every 5000 milliseconds
     when idle.
Notes:
- Slot: 5

C. China Nuke General
----------------------------------
(a) China Nuke General Aircraft
----------------------------------
C.a.1) MiG
Health Information
  HP: 160; 200 HP with MiG Armor      Armor: Airplane Armor
Experience Information
  100 Exp to Veteran                         50 Exp as Conscript/Veteran
  200 Exp to Elite                             100 Exp as Elite
  400 Exp to Heroic                         150 Exp as Heroic
Vision Information
  Vision Range: 200                       Shroud Clearing Range: 300
Movement Information
  Speed: 160 dist/sec
  Turn rate: 120 degrees per second;90 while badly damaged
  Acceleration: 110; 30 while badly damaged
Weapon Information
  MiG Missile
   Primary Damage: 100; 300 with Tactical Nuke
   Primary Radius: 5; 75 with Tactical Nuke
   Secondary Damage: 40;  0 with Tactical Nuke
   Secondary Radius: 30; 0 with Tactical Nuke
   Damage Type: Jet Missile Damage; Explosion with Tactical Nuke
   Cooldown: 300 milliseconds
   Range: 320                                             Minimum Range: 80
   Missile Speed: 300 dist/sec
   Clip Size: 2 shots
   Clip Reload Time: 8000 milliseconds;  2000 ms with Tactical Nuke upgrade
   Homing missiles
   Missile detonation creates a Small Radiation Field.
   Adds shockwave damage if Tactical Nuke upgrade is researched
    Shockwave damage: 75              Shockwave radius: 75
    Shockwave Taper Off: 50% (amount of damage at the shockwave edge)
Upgrade Information
  - MiG Aircraft Armor (China Nuke Gen. Air Field): +25% MiG maximum health
    (+40 HP)
  - Tactical Nuke (China Nuke Gen. Nuclear Missile): MiGs are armed with
      a small tactical nuke.
Build Information
  Prerequisite: China Nuke Gen. Air Field
  Build Cost: 1400
  Build Time: 10 seconds
Notes
-  An upgraded MiG will reload quicker than an unupgraded one. It also adds
    shockwave damage to the target.
-  Returns to base after being idle for 10 seconds.

C.a.2) Helix
Health Information
  HP: 300                                     Armor: Chinook Armor
Experience Information
   100 Exp to Veteran                50 Exp as Conscript      200 Exp as Heroic
   200 Exp to Elite                    100 Exp as Veteran
   400 Exp to Heroic                150 Exp as Elite
Vision Information
  Vision Range: 200                     Shroud Clearing Range: 600
Movement Information
  Speed: 75; 60 if badly damaged
  Turn rate:  180 degrees per second;  90 while badly damaged
  Acceleration: 60; 30 while badly damaged
Weapon Information
  Helix Minigun
   Primary Damage: 6
   Damage Type: Comanche Vulcan
   Cooldown: 100 milliseconds
   Range: 120
   Projectile Speed:  immediate
 1] Can build one of the following
      a. Battle Bunker
         Allows infantry inside to fire and gives them Garrison Bonus
         (see Bonus Modifier)
      b. Gattling Cannon
          Turret Turn Rate: 60 degrees/sec
          Detects stealth units
          Detection Rate: 1500 msec
          Detection Range: 200
         Gattling Gun (Anti Ground)
          Damage: 10; 12.5 with Chain Guns Upgrade
          Damage Type: Gattling
          Range: 225
          Projectile Speed: Immediate
          Accuracy: 100%
          Continuous Fire 1 Cooldown: 250 msec (1 shoot)
          Continuous Fire 2 Cooldown: 125 msec (5 shoots)
          ContinuousFire 3 Cooldown: 83 msec (2000 shoots)
        Gattling Gun Air (Anti Air)
         Damage: 5; 6.25 with Chain Guns Upgrade
         Damage Type: Small Arms
         Range: 400
         Projectile Speed: Immediate
         Accuracy: 100%
         Continuous Fire 1 Cooldown: 250 msec (1 shoot)
         Continuous Fire 2 Cooldown: 125 msec (5 shoots)
         ContinuousFire 3 Cooldown: 83 msec (2000 shoots)
     c. Propaganda Tower
         Enthusiam Bonus (see Bonus Modifier)
         Radius: 150
         Delay Between Updates: 2000 milliseconds
2] Nuclear Bomb
    Drops a deadly nuclear bomb on the ground below the chopper.
    Primary Damage: 300
    Primary Damage Radius: 50
    Secondary Damage: 50
    Secondary Damage Radius: 60
    Damage Type: Explosion
    Bomb Speed:   10dist/sec (slow, but sure:))
    Range: 3
    Creates a Radiation Field Medium
    Recharge Time: 10000 ms
    Range: 3
    Unpack Time: 500 ms
    Preparation Time: 100 ms (making a total of 600 ms delay before dropping
     bomb)
3] Transport
     Can transport infantry and most vehicles alike (except Nuke Cannon)
      Transport Slot: 5
      100% damage to all units inside if destroyed (China Airways does not
       provide free parachutes....)
     Evacuation Delay per Unit: 100 ms
Upgrade Information
  - Battle Bunker (Helix): Allows up to 5 infantry to attack from
     inside Bunker. Each Helix can only choose one from three choices:
     Battle Bunker, Gattling Cannon, or Propaganda Tower.
  - Gattling Cannon (Helix): Installs a Gattling Cannon on the
     Helix, enabling it to effectively attack infantry and air units.
     Each Helix can only choose one from three choices: Battle Bunker,
    Gattling Cannon, or Propaganda Tower.
  - Propaganda Tower (Helix): Builds a Propaganda Tower on the
     Helix, giving the Helix the ability to heal and increase the
     fire rate of the nearby units. Each Helix can only choose one from
     three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
  - Chaingun Upgrade (China War Factory) (Affects Helix Gattling Cannon
     only): +25% damage to all gattling weapons.
  - Subliminal Messaging (Propaganda Center) (Affects Helix Propaganda
     Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
     to 2% (see Bonus Modifier).
  - Nuke Bomb (Helix): Helix is equipped with a Nuke Bomb instead of
     conventional Napalm Bomb.
Build Information
  Prerequisite: China Nuke General Airfield
  Build Cost: 1750
  Build Time:   20 seconds
Special Feature Information
Notes
- Can not land, except when being repaired at the Air Field or when loading
    passengers.

C.a.3) China Cargo Plane
Health Information
  HP: 1000                                 Armor: Airplane
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate:  25 degrees per second; 10 while badly damaged
  Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Cluster Mines, Reinforcement Pad vehicle, and EMP Pulse
- Door open time: 500 ms

C.a.4) China Jet Carpet Bomber
Health Information
  HP: 1000                                 Armor: Airplane
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate:  25 degrees per second; 10 while badly damaged
  Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Nuclear Carpet Bombs containing 10 bombs
- Door open time: 500 ms
- Delay between each bomb: 300 ms

---------------------------------- 
(b) China Nuke General Infantry 
---------------------------------
C.b.1) Red Guard
Health Information
  HP: 120                    Armor: Human Armor
Experience Information
  20 Exp to Veteran         5 Exp as Conscript/Veteran
  40 Exp to Elite            10 Exp as Elite
  80 Exp to Heroic        20 Exp as Heroic  
Vision Information
  Vision Range: 100
  Shroud Clearing Range: 200
Movement Information
  Speed: 25; 15 while badly hurt
  Turn Rate: Infinite
Weapon Information
  Red Guard Machine Gun
   Damage: 15
   Damage Type: Small Arms
   Range: 100
   Cooldown: 1000
   Projectile Speed: Immediate
   Accuracy: 100%
Special Feature Information
1] Horde Bonus
    Condition: at least 5 Red Guards/Tank Hunters march together
    Rub Off Radius: 60
    Update Time: 1000 ms
    Group Radius: 30
2] Capture Building
     Prerequisite: Capture Building Upgrade
     Recharge Time: 15000 ms
     Range: 5
     Unpack Time: 3000 ms
     Capture Time: 20000 ms
     Pack Time: 2000 ms
     Experience Gained: 4
Upgrade Information
  - Nationalism (China Nuke Gen. Propaganda Center): +25% Horde Bonus.
  - Capture Building (China Nuke Gen. Barracks): Enables Red Guard to capture
      most neutral/hostile buildings.
   ~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
  Prerequisite: China Nuke Gen. Barracks
  Build Cost: 350
  Build Time: 12 seconds
  Note that it is not allowed to build only a single Red Guard.
  Red Guards will always be created in pair.
Notes:
- Slot: 1

C.b.2) Tank Hunter
Health Information
  HP: 100                         Armor: Human Armor
Experience Information
  100 exp to veteran         20 experience as conscript/veteran
  200 exp to elite              40 experience as elite
  400 exp to heroic           60 experience as heroic
Vision Information
  Vision Range: 150         Shroud Clearing Range: 400
Movement Information
  Speed: 20 dist/sec; 10 when badly hurt
  Turn rate: infinite (500)
Weapon Information
  Tank Hunter Missile Launcher
   Damage: 40 
   Damage Radius: 5
   Damage Type: Infantry Missile
   Attack Range: 175
   Minimum Range: 5
   Projectile Speed: 225 dist/sec
   Cooldown: 1000 millisecond
   Missile Turning Rate: 100 degrees/sec
   Accuracy: 100% against vehicles/buildings, 10 max distance to miss
   against infantry
   Homing missile
Special Feature Information
1] Horde Bonus
    Condition: at least 5 Red Guards/Tank Hunters march together
    Rub Off Radius: 60
    Update Time: 1000 ms
    Group Radius: 30
2] TNT Charge
    Places a TNT Charge on hostile vehicles/buildings.
     Primary Damage: 500
     Primary Damage Radius: 10
     Secondary Damage: 150
     Secondary Damage Radius: 50
     Damage Type: Explosion
     Attack Range: 5
     Timer: 10000 ms
     Recharge Time: 7500 ms
     Escapes 100 distances after placing TNT
     Does not expire when the charger dies.
     Can not be attached to infantry or friendly units/buildings.
Upgrade Information
  - Nationalism (China Nuke Gen. Propaganda Center): +25% Horde Bonus
     Upgrade
  ~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
  Prerequisite: China Nuke Gen. Barracks
  Cost: 350
  Build Time: 7 seconds
Notes:
- Slot: 1

C.b.3) Hacker
Health Information
  HP: 100                      Armor: Human Armor
Experience Information
  100 Exp to Veteran     50 Exp as Conscript       400 Exp as Heroic
  300 Exp to Elite        100 Exp as Veteran
  500 Exp to Heroic    150 Exp as Elite
Vision Information
  Vision Range: 150     Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 10 when badly hurt
  Turn rate: immediate
Special Feature Information
1] Disable Building
    Recharging Time: 4000 ms
    Range: 150
    Unpack Time: 7300 ms
    Preparation Tiime: 3000 ms
    Pack Time: 5133 ms
    Effect Duration: 2000 ms
    Exp. Gained: 0
    Canít disable Defense Building
2] Hack Internet
    Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
     $10 (as heroic) per 2 seconds (1.8 seconds if inside an Internet Center)
    Unpack Time: 7300 ms
    Randomly adds or substracts 20% to pack and unpack time.
    Pack Time: 5133 ms
    Exp. Gained: 1
Build Information
  Prerequisite: China Nuke Gen. Barracks and  China Nuke Gen.
   Propaganda Center
  Cost: 625
  Build Time: 20 seconds
Notes:
- Slot: 1

C.b.4) Black Lotus
Health Information
  HP: 200                     Armor: Human
Experience Information
  150 exp to veteran      50 exp as conscript     400 exp as heroic
  450 exp to elite           100 exp as veteran
  900 exp to heroic        150 exp as elite
Vision Information
  Vision Range: 300       Shroud Clearing Range: 400
Movement Information
  Speed: 30 dist/sec; 20 when badly hurt
  Turn rate: infinite
Special Feature Information
1] Stealth
    Stealth Delay: 2500 msec
    Stealthed except when using ability
2] Crush Immunity
3] Detector
    Detects stealth units except when in garrison, Tunnel Network,
     and transport
    Detection Rate: 500 ms
    Unknown Detection Range
4] Capture Building
     Range: 150
     Unpack Time: 6730 ms
     Preparation Time: 6000 ms
     Pack Time: 2800 ms
     Experience Gained: 20
5] Disable Vehicle
    Range: 150
    Unpack Time: 2000 ms
    Preparation Time: 2000 ms
    Pack Time: 1000 ms
    Effect Duration: 15000 ms
    Experience Gained: 0
6] Steal Cash
    Pack Time: 5800 ms
    Preparation Time: 6000 ms
    Range: 150
    Cash Stolen: 1000
    Unpack Time: 6730 ms
    Experience Gained: 20
    Recharge Time: 2000 ms
Build Information
  Prerequisite: China Nuke Gen. Barracks and  China Nuke Gen.
   Propaganda Center
  Cost: 1600
  Time: 20 seconds
Notes:
- Limit: 1
- Slot: 1

-----------------------------------
(c) China Nuke General Vehicles
-----------------------------------

C.c.1) Battlemaster
Health Information
  HP: 400                           Armor: Tank Armor
Experience Information
  200 exp to veteran           100 exp as conscript/veteran
  300 exp to elite                200 exp as elite
  600 exp to heroic             400 exp as heroic
Vision Information
  Vision Range: 150           Shroud Clearing Range: 300
Movement Information
  Speed: 45 dist/sec; 37 when badly damaged
  Turn rate: 180
Weapon Information
  BattleMaster Tank Gun
   Turret Turn Rate: 120
   Damage: 60
   Damage Radius: 5
   Damage Type: Armor Piercing
   Attack Range: 150
   Projectile Speed: 400 ms/sec
   Cooldown: 2000 ms
   Accuracy: 100% against vehicles/buildings, 10 max distance to
   miss against infantry
   Leaves Nuke Radiation Small
Special Feature Information
1] Horde Bonus
    Conditions: at least 5 Battlemaster Tanks march together
    Rub off Radius: 150
   Update Time Rate: 1000 ms
   Group Radius: 75
2] Nuclear Explosion (Nuke General Battlemaster without Isotope Stability
     upgrade explodes)
    Primary Damage: 110
    Primary Damage Radius: 80
    Secondary Damage: 70
    Secondary Damage Radius: 100
    Damage Type: Explosion
    Range: 100
    Leaves Radiation Field Small
Upgrade Information
  - Nationalism (China Nuke Gen. Propaganda Center): +25% Horde Bonus
     Upgrade
  - Isotope Stability (China Nuke Gen. Propaganda Center): Eliminates the
     explosion when a tank explodes.
  ~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
  Prerequisite: China Nuke Gen. War Factory
  Build Cost: 800
  Build Time: 12 seconds
Notes
- Slot: 3

C.c.2) Dragon Tank
Health Information
  HP: 280                      Armor: Dragon Tank
Experience Information
  100 exp to veteran      50 exp as conscript/veteran
  150 exp to elite         100 exp as elite
  300 exp to heroic      150 exp as heroic
Vision Information
  Vision Range: 100        Shroud Clearing Range: 200
Movement Information
  Speed: 30 dist/sec; 25 when badly damaged
  Turn rate: 180
Weapon Information
  Dragon Tank Flame Weapon
   Turret Turn Rate: 120
   Primary Damage: 10; 12.5 with Black Napalm
   Primary Damage Radius: 5
   Secondary Damage: 1; 1.25 with Black Napalm
   Secondary Damage Radius: 10
   Damage Type: Flame
   Attack Range: 75; adds a minimum attack range: 10 if Black Napalm is
    researched (yeakh! what did those scientists do on this already weak tank?)
   Projectile Speed: 300 dist/sec   
   Projectile Turn Rate: 5 degrees/sec
   Cooldown: 40 milliseconds
   Clip Reload Time: 40 milliseconds
   Accuracy: 100%
   Clip Size: 30 (total number of shots in a clip)
   Can empty garrisoned buildings
Special Feature Information
 1] Firewall
     Primary Damage: 10; 12.5 with Black Napalm
     Primary Damage Radius: 5
     Secondary Damage: 1; 1.25 with Black Napalm
     Secondary Damage Radius: 10
     Damage Type: Flame   
     Attack Range: 25
     Cooldown: 40 milliseconds
     Projectile Turn Rate: 5 degrees/sec
     Projectile Speed: 300 dist/sec
     Not homing
     Leaves Firewall Segment
 2] Ungarrison
      Dragon Tank's Flame Weapon can be used to ungarrison garrisonable
       Civilian Buildings.
Upgrade Information
  - Black Napalm (China Nuke Gen. War Factory): +25% to all flame damage
Build Information
  Prerequisite: China Nuke Gen. War Factory
  Build Cost: 800
  Bld Time: 10
Notes
- Slot: 3

C.c.3) Gattling Tank
Health Information
  HP: 300                       Armor: Anti Air Vehicle Armor
Experience Information
  100 exp to veteran         50 exp as conscript/veteran
  150 exp to elite            100 exp as elite
  300 exp to heroic         150 exp as heroic
Vision Information
  Vision Range: 150          Shroud Clearing Range: 360
Movement Information
  Speed: 40 distance/sec
  Turn rate: 180 deg/sec
Weapon Information
   Turret Turn Rate: 180
1] Gattling Tank Gun (Anti Ground)
    Damage: 15; 18.75 with Chain Guns Upgrade
    Damage Type: Gattling
    Attack Range: 150
    Accuracy: 100%
    Projectile Speed: Immediate
    Continuous Fire 1 Cooldown: 400 msec (2 shots)
    Continuous Fire 2 Cooldown: 200 ms (6 shots)
    Continuous Fire 3 Cooldown: 100 ms (1000 shots)
2] Gattling Tank Anti Air Gun
    Damage: 12; 15 with Chain Guns Upgrade
    Damage Type: Small Arms
    Attack Range: 350
    Accuracy: 100%
    Projectile Speed: Immediate
    Continuous Fire 1 Cooldown: 400 msec (3 shots)
    Continuous Fire 2 Cooldown: 200 ms (6 shots)
    Continuous Fire 3 Cooldown: 100 ms (2000 shots)
Upgrade Information
  - Chain Guns (China Nuke Gen. War Factory): +25% to all Gattling Weapons
Build Information
  Prerequisite: China Nuke Gen. War Factory
  Build Cost: 800
  Build Time: 10 seconds
Notes
- Tends to attack air units first before ground units.
- Slot: 3

C.c.4) Troop Crawler
Health Information
   HP: 240                    Armor: Tank Armor
Vision Information
   Vision Range: 175                    Shroud Clearing Range: 400   
Movement Information
   Speed: 40 dist/sec; 30 when badly damaged
   Turn rate: 120 deg/sec
Weapon Information
  Deploy Infantry
   Attack Range: 175
Special Feature Information
1] Transport
     Only capable of transporting infantry
     Can transport 8 infantry at maximum
     10% damage to units inside when destroyed
     Units are evacuated with a delay of 250 milliseconds per unit.
2] Healing Transport
    10% infantry regeneration inside
3] Detector
    Detects stealth units except when in garrison, Tunnel Network, and
     transport
    Detection Rate: 900 msec
Build Information
  Prerequisite: China Nuke Gen. War Factory
  Build Cost: 1400
  Build Time: 15 seconds
Notes:
- Built with 8 Red Guards
- Slot: 8

C.c.5) Listening Outpost
Health Information
  HP: 240                               Armor: Tank Armor
Vision Information
  Vision Range: 250                Shroud Clearing Range: 500
Movement Information
  Speed: 40; dist/sec; 30 if badly damaged
  Turn rate: 90 degrees per second
Build Information
  Prerequisite: China Nuke General War Factory
  Build Cost: 900
  Build Time: 15 seconds
Special Feature Information
1] Reveals Enemy Path
2] Detector
    Detection Rate: 900 ms
    Detection Range: 300
    Can not detect stealth if garrisoned in a Tunnel Network or Transport
3] Stealth
    Stealth Delay: 2000 msec
    Decloaks when moving or the passengers fire.
4] Battle and Healing Transport
    Enables the infantry inside to fire, gaining Garrison Bonus (see Bonus
     Modifier)
    Can accomodate at most 2 infantry.
    10% infantry regeneration inside.
    10% damage to units inside when destroyed.
    Units are evacuated at a 250 ms delay per unit
Notes
-  Built with 2 Tank Hunters inside.
-  Slot: 8
-  Compared to standard Listening Outpost, this one is more expensive and the riders
    tend to attack by going out the Outpost.???

C.c.6) Overlord
Health Information
  HP: 1100                      Armor: Tank Armor
Experience Information
  400 exp to veteran        200 exp as conscript/veteran
  600 exp to elite             400 exp as elite
  1200 exp to heroic        600 exp as heroic
Vision Information
  Vision Range: 150        Shroud Clearing Range: 200
Movement Information
  Speed: 40 dist/sec
  Turn rate: 80 deg/sec
Weapon Information
  Overlord Tank Gun
   Turret Turn Rate: 60 degrees/sec
   Primary Damage: 80
   Primary Damage Radius: 5
   Secondary Damage: 20
   Secondary Damage Radius: 10
   Damage Type: Armor Piercing
   Attack Range: 175
   Projectile Speed: 300 distances/sec
   Accuracy: 100% against vehicle, 10 max distance against infantry
   Cooldown: 300 msec
   2 shoots per clip
   Reload Time: 2000 msec
   Leaves Nuke Radiation Small
Special Feature Information
1] Can build one of the following: 
     a. Overlord Gattling Cannon
         Turret Turn Rate: 60
         Detects stealth units with detection rate: 500 ms
         i. Gattling Gun (Anti Ground)
            Damage: 10; 12.5 with Chain Guns Upgrade
            Damage Type: Gattling
            Range: 225
            Projectile Speed: Immediate
            Accuracy: 100%
            Continuous Fire 1 Cooldown: 250 msec (1 shoot)
            Continuous Fire 2 Cooldown: 125 msec (5 shoots)
            Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
         ii. Gattling Gun Air (Anti Air)
             Damage: 5; 6.25 with Chain Guns Upgrade
             Damage Type: Small Arms
             Range: 400
             Projectile Speed: Immediate
             Accuracy: 100%
             Continuous Fire 1 Cooldown: 250 msec (1 shoot)
             Continuous Fire 2 Cooldown: 125 msec (5 shoots)
             Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
     b. Propaganda Tower
         Enthusiam Bonus (see Bonus Modifier)
         Radius: 150
         Delay Between Updates: 2000 milliseconds
     c. Battle Bunker
         Allows up to 5 infantry to fire from inside Bunker, gaining
          Garrison Bonus (see Bonus Modifiers)
       50% damage to units inside when destroyed
2] Can crush vehicles
3] Nuclear Explosion (When an Overlord without Isotope Stability
      upgrade explodes)
    Primary Damage: 110
    Primary Damage Radius: 80
    Secondary Damage: 70
    Secondary Damage Radius: 100
    Range: 100
    Damage Type: Explosion
    Leaves Radiation Field Small
Upgrade Information
 - Battle Bunker (Overlord Tank): Allows up to 5 infantry to attack from
    inside Bunker. Each Overlord can only choose one from three choices:
    Battle Bunker, Gattling Cannon, or Propaganda Tower.
 - Gattling Cannon (Overlord Tank): Installs a Gattling Cannon on the
    Overlord, enabling it to effectively attack infantry and air units.
    Each Overlord can only choose one from three choices: Battle Bunker,
    Gattling Cannon, or Propaganda Tower.
 - Propaganda Tower (Overlord Tank): Builds a Propaganda Tower on the
   Overlord, giving the Overlord the ability to heal and increase the
   fire rate of the nearby units. Each Overlord can only choose one from
   three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
 - Chaingun Upgrade (China Nuke Gen. War Factory) (Affects Overlord
   Gattling Cannon only): +25% damage to all gattling weapons.
 - Subliminal Messaging (China Nuke Gen. Propaganda Center) (Affects
   Overlord Propaganda Tower only): +25% Enthusiasm Bonus and adds
    regeneration rate from 1%  to 2%.
Build Information
  Prerequisites: China Nuke Gen. War Factory, China Nuke Gen.
   Propaganda Center
  Build Cost: 2000
  Build Time: 22 seconds
Notes:
- Slot: 3

C.c.7) Electro Counter Measure (ECM) Tank
Health Information
  HP: 300                         Armor: Tank Armor
Experience Information
   100 Exp to Veteran       50  Exp as Conscript/Veteran
   150 Exp to Elite           100 Exp as Elite
   300 Exp to Heroic       150 Exp as Heroic
Vision Information
  Vision Range: 150        Shroud Clearing Range: 360
Movement Information
  Speed: 40 dist/sec
  Turn rate:  180 degrees per second
Weapon Information
  ECM Tank Vehicle Disabler
   Turret Turn Rate: 180 
    Damage: 24
    Damage Type: Subdual Vehicle
    Cooldown:  100 milliseconds
    Range: 200
    Beam Speed: immediate
    Duration: 210-640 ms???
Special Feature Information
  Missile Jammer
   Cooldown: 650 ms
   Inactive when disabling vehicles
   Requires 1000 ms to be active again after the Disabler has been inactive
Build Information
  Prerequisite: China Nuke Gen. War Factory, China Nuke Gen.
   Propaganda Center
  Build Cost: 800
  Build Time: 10 seconds
Notes
 - Slot: 3

C.c.8) Inferno Cannon
Health Information
  HP: 120                          Armor: Tank
Experience Information
  100 exp to veteran          50 exp as conscript/veteran
  200 exp to elite             100 exp as elite
  400 exp to heroic          150 exp as heroic
Vision Information
  Vision Range: 180         Shroud Clearing Range: 300
Movement Information
  Speed: 20 distance/sec
  Turn rate: 120 deg/sec; 90 when badly damaged
Weapon Information
  Inferno Cannon Gun
   Turret Turn Rate: 100
   Damage: 30
   Damage Radius: 15
   Damage Type: Explosion
   Attack Range: 300
   Minimum Attack Range: 50
   Cooldown: 4000 msec
   Projectile Speed: 250 dist/second
   Accuracy: unknown against vehicle, 30 max distances against
   infantry
   Creates Small Firefield (see Field Objects)
   Creates Firestorm (see Field Objects) after 6 shell hits
   Historic Bonus Time: 3000
   Historic Bonus Radius: 20
Upgrade Information
  - Black Napalm (China Nuke Gen. War Factory): +25% to all flame damage
Build Information
  Prerequisites: China Nuke Gen. War Factory, China Nuke Gen.
   Propaganda Center
  Build Cost: 900
  Build Time: 15 seconds
Notes:
- What differentiates the Black Napalm unupgraded Inferno and
   Black Napalm upgraded Inferno is the firestorm and the small firefield 
   object it creates. The upgraded Inferno incites stronger firestorm.
- Slot: 3

C.c.9) Nuke Cannon
Health Information
  HP: 240                          Armor: Tank Armor
Experience Information
  400 exp to veteran          50 exp as conscript      400 exp as heroic
  600 exp to elite             100 exp as veteran
  1000 exp to heroic        200 exp as elite
Vision Information
  Vision Range: 180        Shroud Clearing Range: 350
Movement Information
  Speed: 20; 18 when badly damaged
  Turn rate: 90; 60 when badly damaged
Weapon Information
  Turret Turn Rate: 80
  Pack Time: 3333
  Unpack Time: 3333   
1] Nuke Cannon Gun
    Primary Damage: 400
    Primary Damage Radius: 50
    Secondary Damage: 20
    Secondary Damage Radius: 60
    Damage Type: Explosion
    Range: 350
    Minimum Range: 150
    Projectile Speed: 200 dist/sec
    Cooldown: 10000 msec
    Accuracy: unknown against vehicles, 10 max dist. against infantry
    Leaves Radiation Field Medium
2] Nuke Cannon Neutron Gun
     Damage: 1
     Damage Radius: 10
     Blast Radius: 70 (the radius in which all vehicles will be disabled)
     Damage Type: Explosion
     Range: 350
     Minimum Range: 150
     Projectile Speed: 200 dist/sec
     Cooldown: 10000 msec
     Accuracy: unknown against vehicles, 10 max dist. against infantry
Special Feature Information
 1] Leaves Radiation Field Small upon death
 2] Switches Weapons
     Prerequisite: Neutron Shells upgrade
     Nuke Cannon can choose what shell to fire, nuclear or Neutron shell.
 3] Ungarrison
     Nuke Cannon's Neutron Shell can be used to ungarrison the buildings
      below:
      a. Civilian Buildings (including Civilian Bunker)
      b. Bunker/Fortified Bunker
      c. Palace
      d. Tunnel Network
      e. Internet Center
      f. Fire Base
     All vehicles unlucky enough to stay in the Tunnel Network when a Neutron
      Shell comes to their way will be fried to death in the Tunnel Network.
 4] Kill Pilot
     Working in the same way as Jarmen Kell's Kill Pilot, the Neutron Shell
       can get rid a driver from his/her vehicle, making it vulnerable to capture.
Upgrade Information
- Neutron Shell (China Nuke Gen. Nuclear Missile): Enables the Nuke Cannon
    to launch a Neutron Shell which can kill vehicle's driver and ungarrison buildings.
Build Information
  Prerequisites: China Nuke Gen. War Factory, China Nuke Gen.
   Propaganda Center
  Build Cost: 1600
  Build Time: 20 seconds
Notes:
- Needs to pack and unpack to shoot and move respectively.
- Slot: 10

C.c.10) Supply Truck
Health Information
  HP: 300                                 Armor: Truck Armor
Experience Information
  50 exp as anything
Vision Information
  Vision Range: 150                 Shroud Clearing Range: 300
Movement Information
  Speed:  40 distances/sec; 20 if badly damaged
  Turn rate:  90 degrees per second;  60 while badly damaged
Special Feature Information
  Supply Gathering
   Max Boxes to carry: 4 ($300)
   Supply Center Action Delay: 400 ms (one transaction)
   Supply Warehouse Action Delay: 1000 ms per box (many small
   transactions)
   Supply Warehouse Scan Distance: 700 (max distance to look for a
   warehouse, or Supply Trucks go home)
   Warns the player when the Supply is exhausted.
Build Information
  Prerequisite: China Nuke Gen. Supply Center 
  Build Cost: 600
  Build Time: 10 seconds
Notes
-  Slot: 2

C.c.11) Construction Dozer
Health Information
  HP: 250                 Armor: Dozer Armor
Vision Information
  Vision Range: 150
  Shroud Clearing Range: 300
Movement Information
  Speed: 30; 25 when badly damaged
  Turn rate: 90; 60 when badly damaged
Build Information
  Prerequisite: China Nuke Gen. Command Center
  Build Cost: 1000
  Build Time: 5 seconds
Special Feature Information
 1] Builder
     Construction Dozer can build China Nuke Gen. buildings. See
      Tip and Trick session to build other factions' buildings.
 2] Detection and Disarming
     Detects and Disarms US Colonel Burtonís  & Demo General
      Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
      Booby Trap, and China Land, Cluster, & EMP Mines.
     Disarm Delay: 1200 ms per Disarm attempt
     Disarm Recharge Time: 4000 ms
     Detection Rate: 500 msec
     Looks for explosives to disarm within 150 range every 5000 milliseconds
      when idle.
     Canít detect explosives when in Transport or Tunnel Network.
 3] Repairs Damaged Buildings
     Repairs 2% of max HP per second.
     Looks for buildings to repair within 150 range every 5000 milliseconds
     when idle.
Notes:
- Slot: 5

D. China Tank General

----------------------------------
(a) China Tank General Aircraft
----------------------------------

D.a.1) MiG
Health Information
  HP: 160; 200 HP with MiG Armor         Armor: Airplane Armor
Experience Information
  100 Exp to Veteran                      50 Exp as Conscript/Veteran
  200 Exp to Elite                         100 Exp as Elite
  400 Exp to Heroic                     150 Exp as Heroic
Vision Information
  Vision Range: 200                      Shroud Clearing Range: 300
Movement Information
  Speed: 160 dist/sec
  Turn rate: 120 degrees per second;90 while badly damaged
  Acceleration: 110; 30 while badly damaged
Weapon Information
  Napalm Missile
   Primary Damage: 75
   Primary Radius: 5
   Secondary Damage: 40; 50 with Black Napalm
   Secondary Radius: 30
   Damage Type: Jet Missile Damage; Explosion with Black Napalm
   Cooldown: 300 milliseconds
   Range: 320                                      Minimum Range: 80
   Missile Speed: 300 dist/sec
   Clip Size: 2 shots
   Clip Reload Time: 8000 milliseconds; 2000 ms with Black Napalm upgrade
   Homing missiles
   Missile detonation creates a Small Firefield.
   Creates a Firestorm after 8 missile hit.
Upgrade Information
  - Black Napalm (China Tank Gen. War Factory): +25% damage to
     all flame weapons
  - MiG Aircraft Armor (China Tank Gen. Air Field): +25% MiG maximum
      health (+40 HP)
Build Information
  Prerequisite: China Tank Gen. Air Field
  Build Cost: 1600
  Build Time: 12 seconds
Notes
-  A Black Napalm upgraded MiG will cast a stronger firestorm than an
   unupgraded one. Also, an upgraded MiG will reload quicker than an unupgraded one.
-  Returns to base after being idle for 10 seconds.

D.a.2) Helix
Health Information
  HP: 300                         Armor: Chinook Armor
Experience Information
   100 Exp to Veteran        50 Exp as Conscript      200 Exp as Heroic
   200 Exp to Elite           100 Exp as Veteran
   400 Exp to Heroic       150 Exp as Elite
Vision Information
  Vision Range: 200         Shroud Clearing Range: 600
Movement Information
  Speed: 75 dist/sec; 60 if badly damaged
  Turn rate: 180 degrees per second;  90 while badly damaged
  Acceleration: 60; 30 while badly damaged
Weapon Information
  Helix Minigun
   Primary Damage: 6
   Damage Type: Comanche Vulcan
   Cooldown: 100 milliseconds
   Range: 120
   Missile Speed:  immediate
Build Information
  Prerequisite: China Tank Gen. Airfield
  Build Cost: 2000
  Build Time:   25 seconds
Special Feature Information
1] Can build one of the following
     a. Battle Bunker
        Allows infantry inside to fire and gives them Garrison Bonus
         (see Bonus Modifier)
     b. Gattling Cannon
         Turret Turn Rate: 60 degrees/sec
         Detects stealth units
         Detection Rate: 1500 msec
         Detection Range: 200
         - Gattling Gun (Anti Ground)
            Damage: 10; 12.5 with Chain Guns upgrade
            Damage Type: Gattling
            Range: 225
            Projectile Speed: Immediate
            Accuracy: 100%
            Continuous Fire 1 Cooldown: 250 msec (1 shoot)
            Continuous Fire 2 Cooldown: 125 msec (5 shoots)
            Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
         - Gattling Gun Air (Anti Air)
            Damage: 5; 6.25 with Chain Guns upgrade
            Damage Type: Small Arms
            Range: 400
            Projectile Speed: Immediate
            Accuracy: 100%
            Continuous Fire 1 Cooldown: 250 msec (1 shoot)
            Continuous Fire 2 Cooldown: 125 msec (5 shoots)
            Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
     c. Propaganda Tower
         Enthusiam Bonus (see Bonus Modifier)
         Radius: 150
        Delay Between Updates: 2000 milliseconds
2] Napalm Bomb
     Drops a deadly napalm bomb on the ground below the chopper.
     Primary Damage: 75
     Primary Damage Radius: 5
     Secondary Damage: 40
     Secondary Damage Radius: 30
     Damage Type: Explosion
     Bomb Speed: 10 dist/sec (slow, but sure:))
     Range: 10
     Creates a Firestorm Small Field; a Black Napalm Firestorm Small Field if
      Black Napalm is upgraded
     Recharge Time: 10000 ms
     Range: 3
     Unpack Time: 500 ms
     Preparation Time: 100 ms (making a total of 600 ms delay before dropping bomb)
3] Transport
     Can transport infantry and most vehicles alike (except Nuke Cannon)
      Transport Slot: 5
      100% damage to all units inside if destroyed (China Airways does not provide
       free parachutes....)
      Evacuation Delay per Unit: 100 ms
Upgrade Information
  - Battle Bunker (Helix): Allows up to 5 infantry to attack from
     inside Bunker. Each Helix can only choose one from three choices:
     Battle Bunker, Gattling Cannon, or Propaganda Tower.
  - Gattling Cannon (Helix): Installs a Gattling Cannon on the
     Helix, enabling it to effectively attack infantry and air units.
     Each Helix can only choose one from three choices: Battle Bunker,
    Gattling Cannon, or Propaganda Tower.
  - Propaganda Tower (Helix): Builds a Propaganda Tower on the
     Helix, giving the Helix the ability to heal and increase the
     fire rate of the nearby units. Each Helix can only choose one from
     three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
  - Chaingun Upgrade (China Tank Gen. War Factory) (Affects Helix Gattling
    Cannon only): +25% damage to all gattling weapons.
  - Subliminal Messaging (China Tank Gen. Propaganda Center) (Affects Helix
     Propaganda Tower only): +25% Enthusiasm Bonus and adds regeneration rate
     from 1%  to 2% (see Bonus Modifier).
  - Napalm Bomb (Helix): Enables Helix to drop a Napalm Bomb, incinerating
      the grounds.
  - Black Napalm (China Tank Gen. War Factory): Increases the damage of the
      Napalm Bomb's fire.
Notes
- Can not land, except when being repaired at the Air Field or when loading
    passengers.

D.a.3) China Cargo Plane
Health Information
  HP: 1000                                 Armor: Airplane
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate:  25 degrees per second; 10 while badly damaged
  Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Cluster Mines, Battlemaster Tank Drop, Reinforcement Pad vehicle, 
   and EMP Pulse
- Door open time: 500 ms
- Drops delay for each Battlemaster Tank: 150 ms (Level 1); 80 ms (Lv 2 & 3)

D.a.4) China Jet Carpet Bomber
Health Information
  HP: 1000                                 Armor: Airplane
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate:  25 degrees per second; 10 while badly damaged
  Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Carpet Bombs containing 10 bombs
- Door open time: 500 ms
- Delay between each bomb: 300 ms

---------------------------------- 
(b) China Tank General Infantry 
---------------------------------
D.b.1) Red Guard
Health Information
  HP: 120                            Armor: Human Armor
Experience Information
  20 Exp to Veteran            5 Exp as Conscript/Veteran
  40 Exp to Elite               10 Exp as Elite
  80 Exp to Heroic           20 Exp as Heroic  
Vision Information
  Vision Range: 100         Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 while badly hurt
  Turn Rate: Infinite
Weapon Information
  Red Guard Machine Gun
   Damage: 15
   Damage Type: Small Arms
   Range: 100
   Cooldown: 1000
   Projectile Speed: Immediate
   Accuracy: 100%
Special Feature Information
1] Horde Bonus
    Condition: at least 5 Red Guards/Tank Hunters march together
    Rub Off Radius: 60
    Update Time: 1000 ms
    Group Radius: 30
2] Capture Building
    Prerequisite: Capture Building Upgrade
    Recharge Time: 15000 ms
    Range: 5
    Unpack Time: 3000 ms
    Capture Time: 20000 ms
    Pack Time: 2000 ms
    Experience Gained: 4
Upgrade Information
  - Nationalism (China Tank Gen. Propaganda Center): +25% Horde Bonus.
  - Capture Building (China Tank Gen. Barracks): Enables Red Guard to capture
      most neutral/hostile buildings.
 ~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
  Prerequisite: China Tank Gen. Barracks
  Build Cost: 375
  Build Time: 12 seconds
  Note that it is not allowed to build only a single Red Guard.
  Red Guards will always be created in pair.
Notes:
- Slot: 1

D.b.2) Tank Hunter
Health Information
  HP: 100                          Armor: Human Armor
Experience Information
  100 exp to veteran           20 experience as conscript/veteran
  200 exp to elite                40 experience as elite
  400 exp to heroic            60 experience as heroic
Vision Information
  Vision Range: 150           Shroud Clearing Range: 400
Movement Information
  Speed: 20 dist/sec; 10 when badly hurt
  Turn rate: infinite (500)
Weapon Information
  Tank Hunter Missile Launcher
   Damage: 40 
   Damage Radius: 5
   Damage Type: Infantry Missile
   Attack Range: 175
   Minimum Range: 5
   Projectile Speed: 225 dist/sec
   Cooldown: 1000 millisecond
   Missile Turning Rate: 100 degrees/sec
   Accuracy: 100% against vehicles/buildings, 10 max distance to miss
   against infantry
   Homing missile
Special Feature Information
1] Horde Bonus
    Condition: at least 5 Red Guards/Tank Hunters march together
    Rub Off Radius: 60
    Update Time: 1000 ms
    Group Radius: 30
2] TNT Charge
    Places a TNT Charge on hostile vehicles/buildings.
     Primary Damage: 500
     Primary Damage Radius: 10
     Secondary Damage: 150
     Secondary Damage Radius: 50
     Damage Type: Explosion
     Attack Range: 5
     Timer: 10000 ms
     Recharge Time: 7500 ms
     Escapes 100 distances after placing TNT
     Does not expire when the charger dies.
     Can not be attached to infantry or friendly units/buildings.
Upgrade Information
  - Nationalism (China Tank Gen. Propaganda Center): +25% Horde Bonus
     upgrade.
 ~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
  Prerequisite: China Tank General Barracks
  Cost: 375
  Build Time: 7 seconds
Notes:
- Slot: 1

D.b.3) Hacker
Health Information
  HP: 100                       Armor: Human Armor
Experience Information
  100 Exp to Veteran      50 Exp as Conscript     400 Exp as Heroic
  300 Exp to Elite         100 Exp as Veteran
  500 Exp to Heroic     150 Exp as Elite
Vision Information
  Vision Range: 150      Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 10 when badly hurt
  Turn rate: immediate
Special Feature Information
1] Disable Building
    Recharging Time: 4000 ms
    Range: 150
    Unpack Time: 7300 ms
    Preparation Tiime: 3000 ms
    Pack Time: 5133 ms
    Effect Duration: 2000 ms
    Exp. Gained: 0
    Canít disable Defense Building
2] Hack Internet
    Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
     $10 (as heroic) per 2 seconds (1.8 seconds if inside an Internet Center)
    Unpack Time: 7300 ms
    Randomly adds or substracts 20% to pack and unpack time.
    Pack Time: 5133 ms
    Exp. Gained: 1
Build Information
  Prerequisite: China Tank Gen. Barracks, China Tank Gen. Propaganda Center
  Cost: 780
  Build Time: 20 seconds
Notes:
- Slot: 1

D.b.4) Black Lotus
Health Information
  HP: 200                      Armor: Human
Experience Information
  150 exp to veteran       50 exp as conscript     400 exp as heroic
  450 exp to elite          100 exp as veteran
  900 exp to heroic       150 exp as elite
Vision Information
  Vision Range: 300      Shroud Clearing Range: 400
Movement Information
  Speed: 30 dist/sec; 20 when badly hurt
  Turn rate: infinite
Special Feature Information
1] Stealth
    Stealth Delay: 2500 msec
    Stealthed except when using ability
2] Crush Immunity
3] Detector
    Detects stealth units except when in garrison, Tunnel Network,
     and transport
    Detection Rate: 500 ms
    Unknown Detection Range
4] Capture Building
    Range: 150
    Unpack Time: 6730 ms
    Preparation Time: 6000 ms
    Pack Time: 2800 ms
    Experience Gained: 20
5] Disable Vehicle
    Range: 150
    Unpack Time: 2000 ms
    Preparation Time: 2000 ms
    Pack Time: 1000 ms
    Effect Duration: 15000 ms
    Experience Gained: 0
6] Steal Cash
    Pack Time: 5800 ms
    Preparation Time: 6000 ms
    Range: 150
    Cash Stolen: 1000
    Unpack Time: 6730 ms
    Experience Gained: 20
    Recharge Time: 2000 ms
Build Information
  Prerequisites: China Tank General Barracks, Tank General Propaganda Center
  Cost: 1875
  Time: 20 seconds
Notes:
- Limit: 1
- Slot: 1

-----------------------------------
(c) China Tank General Vehicles
----------------------------------

D.c.1) Battlemaster
Health Information
  HP: 400                         Armor: Tank Armor
Experience Information
  200 exp to veteran         100 exp as conscript/veteran
  300 exp to elite              200 exp as elite
  600 exp to heroic           400 exp as heroic
Vision Information
  Vision Range: 150         Shroud Clearing Range: 300
Movement Information
  Speed: 25 dist/sec;
   with Nuclear Tank upgrade: 35 dist/sec; 32 when badly damaged
  Turn rate: 180
Weapon Information
  BattleMaster Tank Gun
   Turret Turn Rate: 120
   Damage: 60; 75 with Uranium Shells upgrade
   Damage Radius: 5
   Damage Type: Armor Piercing
   Attack Range: 150
   Projectile Speed: 400 ms/sec
   Clip size: 3 (only when Auto Loader is researched)
   Cooldown: 500 ms (only when Auto Loader is researched)
   Reload Time: 2000 ms
   Accuracy: 100% against vehicles/buildings, 10 max distance to
   miss against infantry
Special Feature Information
1] Horde Bonus
    Conditions: at least 5 Battlemaster Tanks march together
    Rub off Radius: 150
    Update Time Rate: 1000 ms
    Group Radius: 75
2] Nuclear Explosion (Tank destroyed with Uranium Shells upgrade)
    Primary Damage: 25
    Primary Damage Radius: 25
    Secondary Damage: 10
    Secondary Damage Radius: 75
    Damage Type: Explosion
    Range: 100
    Leaves Radiation Field Small
3] Veterancy Level
    Always starts as veteran
Upgrade Information
  - Nationalism (Tank Gen. Propaganda Center): +25% Horde Bonus Upgrade
  - Uranium Shell (Tank Gen. Nuclear Missile): +25% Battlemaster Damage
  - Nuclear Tank (Tank Gen. Nuclear Missile): +25% speed to Battlemaster
  - Auto Loader (Tank Gen. Propaganda Center): Battlemasters fires more
      shells before reloading, making it more destructive.
  ~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
  Prerequisite: China Tank Gen. War Factory
  Build Cost: 700
  Build Time: 12 seconds
Notes
- Slot: 3

D.c.2) Dragon Tank
Health Information
  HP: 280                           Armor: Dragon Tank
Experience Information
  100 exp to veteran          50 exp as conscript/veteran
  150 exp to elite             100 exp as elite
  300 exp to heroic          150 exp as heroic
Vision Information
  Vision Range: 100        Shroud Clearing Range: 200
Movement Information
  Speed: 30 dist/sec; 25 when badly damaged
  Turn rate: 180
Weapon Information
  Dragon Tank Flame Weapon
   Turret Turn Rate: 120
   Primary Damage: 10; 12.5 with Black Napalm
   Primary Damage Radius: 5
   Secondary Damage: 1; 1.25 with Black Napalm
   Secondary Damage Radius: 10
   Damage Type: Flame
   Attack Range: 75; adds a minimum attack range: 10 if Black Napalm is
    researched (yeakh! what did those scientists do on this already weak tank?)
   Projectile Speed: 300 dist/sec   
   Projectile Turn Rate: 5 degrees/sec
   Cooldown: 40 milliseconds
   Clip Reload Time: 40 milliseconds
   Accuracy: 100%
   Clip Size: 30 (total number of shots in a clip)
   Can empty garrisoned buildings
Upgrade Information
  - Black Napalm (China Tank Gen. War Factory): +25% to all flame damage
Special Feature Information
 1] Firewall
     Primary Damage: 10; 12.5 with Black Napalm
     Primary Damage Radius: 5
     Secondary Damage: 1; 1.25 with Black Napalm
     Secondary Damage Radius: 10
     Damage Type: Flame   
     Attack Range: 25
     Cooldown: 40 milliseconds
     Projectile Turn Rate: 5 degrees/sec
     Projectile Speed: 300 dist/sec
     Not homing
     Leaves Firewall Segment
 2] Ungarrison
      Dragon Tank's Flame Weapon can be used to ungarrison garrisonable
       Civilian Buildings.
 3] Veterancy Level
     Always starts as veteran
Build Information
  Prerequisite: China Tank Gen. War Factory
  Build Cost: 700
  Bld Time: 10
Notes
- Slot: 3

D.c.3) Gattling Tank
Health Information
  HP: 300                       Armor: Anti Air Vehicle Armor
Experience Information
  100 exp to veteran       50 exp as conscript/veteran
  150 exp to elite          100 exp as elite
  300 exp to heroic      150 exp as heroic
Vision Information
  Vision Range: 150     Shroud Clearing Range: 360
Movement Information
  Speed: 40 distance/sec
  Turn rate: 180 deg/sec
Weapon Information
   Turret Turn Rate: 180
1] Gattling Tank Gun (Anti Ground)
     Damage: 15; 18.75 with Chain Guns Upgrade
     Damage Type: Gattling
     Attack Range: 150
     Accuracy: 100%
     Projectile Speed: Immediate
     Continuous Fire 1 Cooldown: 400 msec (2 shots)
     Continuous Fire 2 Cooldown: 200 ms (6 shots)
     Continuous Fire 3 Cooldown: 100 ms (1000 shots)
2] Gattling Tank Anti Air Gun (Anti Air)
     Damage: 12; 15 with Chain Guns Upgrade
     Damage Type: Small Arms
     Attack Range: 350
     Accuracy: 100%
     Projectile Speed: Immediate
     Continuous Fire 1 Cooldown: 400 msec (3 shots)
     Continuous Fire 2 Cooldown: 200 ms (6 shots)
     Continuous Fire 3 Cooldown: 100 ms (2000 shots)
Special Feature Information
  Veterancy Level
   Always starts as veteran
Upgrade Information
  - Chain Guns (China Tank Gen. War Factory): +25% to all Gattling Weapons
Build Information
  Prerequisite: China Tank Gen. War Factory
  Build Cost: 700
  Build Time: 10 seconds
Notes
- Tends to attack air units first before ground units.
- Slot: 3

D.c.4) Troop Crawler
Health Information
   HP: 240                        Armor: Tank Armor
Vision Information
   Vision Range: 175         Shroud Clearing Range: 400   
Movement Information
   Speed: 40 dist/sec; 30 when badly damaged
   Turn rate: 120 deg/sec
Weapon Information
  Deploy Infantry
   Attack Range: 175
Special Feature Information
1] Transport
    Only capable of transporting infantry
    Can transport 8 infantry at maximum
    10% damage to units inside when destroyed
    Units are evacuated with a delay of 250 milliseconds per unit.
2] Healing Transport
    10% infantry regeneration inside
3] Detector
    Detects stealth units except when in garrison, Tunnel Network, and
     transport
    Detection Rate: 900 msec
Build Information
  Prerequisite: China Tank General War Factory
  Build Cost: 1200
  Build Time: 15 seconds
Notes:
- Built with 8 Red Guards
- Slot: 8

D.c.5) Listening Outpost
Health Information
  HP: 240                     Armor: Tank Armor
Vision Information
  Vision Range: 250     Shroud Clearing Range: 500
Movement Information
  Speed: 40; dist/sec; 30 if badly damaged
  Turn rate: 90 degrees per second
Special Feature Information
1] Reveals Enemy Path
2] Detector
    Detection Rate: 900 ms
    Detection Range: 300
    Can not detect stealth if garrisoned in a Tunnel Network or Transport
3] Stealth
    Stealth Delay: 2000 msec
    Decloacks when moving or the passengers fire.
4] Battle and Healing Transport
    Enables the infantry inside to fire, gaining Garrison Bonus (see Bonus
     Modifier)
    Can accomodate at most 2 infantry.
    10% infantry regeneration inside.
    10% damage to units inside when destroyed.
    Units are evacuated at a 250 ms delay per unit
Build Information
  Prerequisite: China Tank General War Factory
  Build Cost: 950
  Build Time: 15 seconds
Notes
-  Built with 2 Tank Hunters inside.
-  Slot: 8

D.c.6) Emperor Overlord
Health Information
  HP: 1100                       Armor: Tank Armor
Experience Information
  400 exp to veteran         200 exp as conscript/veteran
  600 exp to elite              400 exp as elite
  1200 exp to heroic         600 exp as heroic
Vision Information
  Vision Range: 150         Shroud Clearing Range: 200
Movement Information
  Speed: 20 dist/sec; 30 with Nuclear Tank Upgrade
  Turn rate: 60 deg/sec
Weapon Information
  Emperor Tank Gun
   Turret Turn Rate: 60 degrees/sec
   Primary Damage: 80; 100 with Uranium Shells Upgrade
   Primary Damage Radius: 5
   Secondary Damage: 20; 25 with Uranium Shells Upgrade
   Secondary Damage Radius: 10
   Damage Type: Armor Piercing
   Attack Range: 175
   Projectile Speed: 300/sec
   Accuracy: 100% against vehicle, 10 max distance against infantry
   Cooldown: 300 msec
   2 shoots per clip
   Reload Time: 2000 msec
Special Feature Information
1] Propaganda Tower (automatically built)
    Enthusiam Bonus (see Bonus Modifier)
    Radius: 150
    Delay Between Updates: 2000 milliseconds
2] Can build Gattling Cannon on the Emperor
    a. Overlord Gattling Cannon
        Turret Turn Rate: 60
        Detects stealth units with detection rate: 500 ms
        - Gattling Gun (Anti Ground)
          Damage: 10; 12.5 with Chain Guns Upgrade
          Damage Type: Gattling
          Range: 225
          Projectile Speed: Immediate
          Accuracy: 100%
          Continuous Fire 1 Cooldown: 250 msec (1 shoot)
          Continuous Fire 2 Cooldown: 125 msec (5 shoots)
          Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
        - Gattling Gun Air (Anti Air)
           Damage: 5; 6.25 with Chain Guns Upgrade
           Damage Type: Small Arms
           Range: 400
           Projectile Speed: Immediate
          Accuracy: 100%
          Continuous Fire 1 Cooldown: 250 msec (1 shoot)
          Continuous Fire 2 Cooldown: 125 msec (5 shoots)
          Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
3] Can crush vehicles
4] Nuclear Explosion (When a Nuclear Tank upgraded Emperor explodes)
    Primary Damage: 25
    Primary Damage Radius: 25
    Secondary Damage: 10
    Secondary Damage Radius: 75
    Damage Type: Explosion
    Range: 100
    Leaves Radiation Field Small
5] Veterancy Level
    Always starts as veteran
Upgrade Information
  - Uranium Shells (Nuclear Missile): +25% Emperor/Battlemaster Main
    Gun Damage
  - Nuclear Tank (Nuclear Missile): +25% Emperor/Battlemaster Speed.
    Leaves a nuclear waste upon its death.
  - Gattling Cannon (Emperor Tank): Installs a Gattling Cannon on the
    Emperor, enabling it to effectively attack infantry and air units.
  - Chaingun Upgrade (China Tank Gen. War Factory) (Affects Emperor Gattling
    Cannon only): +25% damage to all gattling weapons.
  - Subliminal Messaging (China Tank Gen. Propaganda Center) ): +25% Enthusiasm
     Bonus and adds regeneration rate from 1%  to 2%. (Theoretically, it works, but
     when I tested it, it did not seem to heal quicker....)
Build Information
  Prerequisites: China Tank Gen. War Factory, Tank Gen. Propaganda Center
  Build Cost: 1900
  Build Time: 20 seconds
Notes:
- Slot: 3

D.c.7) Electro Counter Measure (ECM) Tank
Health Information
  HP: 300                                 Armor: Tank Armor
Experience Information
   100 Exp to Veteran               50  Exp as Conscript/Veteran
   150 Exp to Elite                    100 Exp as Elite
   300 Exp to Heroic                150 Exp as Heroic
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 360
Movement Information
  Speed: 40 dist/sec
  Turn rate:  180 degrees per second
Weapon Information
  ECM Tank Vehicle Disabler
   Turret Turn Rate: 180 
    Damage: 24
    Damage Type: Subdual Vehicle
    Cooldown:  100 milliseconds
    Range: 200
    Beam Speed: immediate
    Duration: 210-640 ms???
Special Feature Information
1] Missile Jammer
    Cooldown: 650 ms
    Inactive when disabling vehicles
    Requires 1000 ms to be active again after the Disabler has been inactive
2] Veterancy Level
     Always starts as veteran
Build Information
  Prerequisites: Tank Gen. War Factory, Tank Gen. Propaganda Center
  Build Cost: 800
  Build Time: 10 seconds
Notes
 - Slot: 3

D.c.8) Supply Truck
Health Information
  HP: 300                            Armor: Truck Armor
Experience Information
  50 exp as anything
Vision Information
  Vision Range: 150            Shroud Clearing Range: 300
Movement Information
  Speed:  40 distances/sec; 20 if badly damaged
  Turn rate:  90 degrees per second;  60 while badly damaged
Special Feature Information
  Supply Gathering
   Max Boxes to carry: 4 ($300)
   Supply Center Action Delay: 400 ms (one transaction)
   Supply Warehouse Action Delay: 1000 ms per box (many small
   transactions)
   Supply Warehouse Scan Distance: 700 (max distance to look for a
   warehouse, or Supply Trucks go home)
   Warns the player when the Supply is exhausted.
Build Information
  Prerequisite: China Tank General Supply Center 
  Build Cost: 600
  Build Time: 10 seconds
Notes
-  Slot: 2

D.c.9) Construction Dozer
Health Information
  HP: 250                              Armor: Dozer Armor
Vision Information
  Vision Range: 150              Shroud Clearing Range: 300
Movement Information
  Speed: 30 dist/sec; 25 when badly damaged
  Turn rate: 90 deg/sec; 60 when badly damaged
Special Feature Information
 1] Builder
     Construction Dozer can build China Tank Gen. buildings. See
      Tip and Trick session to build other factions' buildings.
 2] Detection and Disarming
     Detects and Disarms US Colonel Burtonís  & Demo General
      Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
      Booby Trap, and China Land, Cluster, & EMP Mines.
     Detection Rate: 500 msec
     Disarm Delay: 1200 ms per Disarm attempt
     Disarm Recharge Time: 4000 ms
      Looks for explosives to disarm within 150 range every 5000 milliseconds
      when idle.
      Canít detect explosives when in Transport or Tunnel Network.
 3] Repairs Damaged Buildings
     Repairs 2% of max HP per second.
     Looks for buildings to repair within 150 range every 5000 milliseconds
     when idle.
Build Information
  Prerequisite: China Tank General Command Center
  Build Cost: 1000
  Build Time: 5 seconds
Notes:
- Slot: 5

E. Boss General
---------------------------
(a) Boss General Aircraft
---------------------------
E.a.1) MiG
Health Information
  HP: 160; 200 HP with MiG Armor      Armor: Airplane Armor
Experience Information
  100 Exp to Veteran                    50 Exp as Conscript/Veteran
  200 Exp to Elite                       100 Exp as Elite
  400 Exp to Heroic                   150 Exp as Heroic
Vision Information
  Vision Range: 200                    Shroud Clearing Range: 300
Movement Information
  Speed: 160 dist/sec
  Turn rate: 120 degrees per second;90 while badly damaged
  Acceleration: 110; 30 while badly damaged
Weapon Information
  Napalm Missile
   Primary Damage: 75
   Primary Radius: 5
   Secondary Damage: 40; 50 with Black Napalm
   Secondary Radius: 30
   Damage Type: Jet Missile Damage; Explosion with Black Napalm
   Cooldown: 300 milliseconds
   Range: 320                                 Minimum Range: 80
   Missile Speed: 300 dist/sec
   Clip Size: 2 shots
   Clip Reload Time: 8000 milliseconds; 2000 ms with Black Napalm upgrade
   Homing missiles
   Missile detonation creates a Small Firefield.
   Creates a Firestorm after 8 missile hit.
Upgrade Information
  - Black Napalm (Boss General War Factory): +25% damage to all flame weapons
  - MiG Aircraft Armor (Boss General Air Field): +25% MiG maximum health
    (+40 HP)
Build Information
  Prerequisite: Boss General Air Field
  Build Cost: 1200
  Build Time: 10 seconds
Notes
-  A Black Napalm upgraded MiG will cast a stronger firestorm than an
   unupgraded one. Also, an upgraded MiG will reload quicker than an unupgraded one.
-  Returns to base after being idle for 10 seconds.

E.a.2) King Raptor
Health Information
  HP: 160                         Armor: Airplane Armor
Experience Information
   100 Exp to Veteran      50 Exp as Conscript/Veteran
   200 Exp to Elite         100 Exp as Elite
   400 Exp to Heroic     150 Exp as Heroic
Vision Information
  Vision Range: 180            Shroud Clearing Range: 400
Movement Information
  Speed: 175 distances/sec; 120 when badly damaged
  Turn rate:  120 degrees per second;  90 while badly damaged
  Acceleration: 120; 30  while badly damaged
Weapon Information
  King Raptor Jet Missile
   Damage: 125; 140 with Laser Guided Missile
   Radius: 5
   Damage Type: Jet Missile
   Cooldown: 75 milliseconds
   Range: 350                         Minimum Range: 100
   Missile Speed:  1000 dist/sec
   Clip Size:  6 shots               Clip Reload Time:  2000 milliseconds
   Accuracy: 100% against vehicles, may miss up to 10 distances against infantry
   Homing missiles
Special Feature Information
1] Point Defense Laser
    Target: Ballistic Missiles, Missiles
    Scan Rate: 10                Scan Range: 200
    Damage: 100                 Range: 65   
    Cooldown: 250
2] Eject Pilot
    When a veteran, elite, or heroic King Raptor is destroyed, it will
    eject its pilot. A veteran King Raptor will eject a veteran pilot,
    etc. More information on Pilot session.
3] Detector
    Scan Rate: 500
Build Information
  Prerequisite: Boss General Airfield
  Build Cost: 1100
  Build Time: 20 seconds
Upgrade Information
  - Advanced Training (Boss Gen. Particle Cannon Uplink): King Raptor gains
     veterancy as twice as fast.
  ~ Laser Guided Missile (USA Air Field): Adds King Raptor's missile damage
Notes
-  Returns to base after idle for 10000 ms

E.a.3) Aurora Bomber
Health Information
  HP: 80
  Armor: Airplane Armor
             Countermeasure Airplane Armor with Countermeasures upgrade
Experience Information
   200 Exp to Veteran          200 Exp as Conscript/Veteran
   400 Exp to Elite                400 Exp as Elite/Heroic
   800 Exp to Heroic
Vision Information
  Vision Range: 180               Shroud Clearing Range: 600
Movement Information
  When attacking (Supersonic Mode): 480 dist/sec; 240 if badly damaged
  Turn Rate (Supersonic Mode): 180 degrees/sec; 90 when badly damaged
  100 ms required to change from Supersonic Mode to Sluggish
  Mode (Returning for Ammo)
  2000 ms required to remain untargetable
  When returning for reloading (Sluggish Mode): 150 dist/sec; 100 if badly damaged
  Turn Rate (Sluggish Mode): 90 degress/sec; 60 if badly damaged
  When moving (Normal Mode): 180 dist/sec; 120 if badly damaged
  Turn Rate (Normal Mode): 180 degrees/sec; 90 if badly damaged
Weapon Information
  Aurora Bomb
   Damage: 400                          Radius: 20
   Damage Type: Aurora Bomb
   Range: 300
   Missile Speed:  480 dist/sec
   Clip Size: 1 shot                     Clip Reload Time: 5000 milliseconds
   Not a homing missile
Build Information
  Prerequisite: Boss General Airfield
  Build Cost: 2500
  Build Time: 30 seconds
Special Feature Information
1] Eject Pilot
    When a veteran, elite, or heroic Aurora Bomber is destroyed, it will
     eject its pilot. A veteran Aurora Bomber will eject a veteran pilot,
     etc. More information on Pilot session.
2] Flare
    Prerequisite: Countermeasures upgrade
    When an AA weapons system threat is imminent, the aircraft will release some
     distractions to avoid direct punishments.
    Volley release delay after the missile is detected: 200 ms     
    Total volleys released: 3              Flares per volley: 2
    Volley cooldown: 1000 ms
    Evasion rate per flare: 50%
    Must reload at the Airfield
Upgrade Information
 - Advanced Training (Boss Gen. Particle Cannon Uplink): Aurora gains veterancy
     as twice as fast.
 ~ Countermeasure (USA Air Field): Installs a missile distraction system and
      armor that is more resistant to AA weapons.
Notes
-  Returns to base if idle for 10000 ms

E.a.4) Helix
Health Information
  HP: 300                             Armor: Chinook Armor
Experience Information
   100 Exp to Veteran          50 Exp as Conscript      200 Exp as Heroic
   200 Exp to Elite             100 Exp as Veteran
   400 Exp to Heroic         150 Exp as Elite
Vision Information
  Vision Range: 300           Shroud Clearing Range: 600
Movement Information
  Speed: 75dist/sec; 60 if badly damaged
  Turn rate:  180 degrees per second;  90 while badly damaged
  Acceleration: 60; 30 while badly damaged
Weapon Information
  Helix Minigun
   Primary Damage: 6
   Damage Type: Comanche Vulcan
   Cooldown: 100 milliseconds
   Range: 120
   Missile Speed: immediate
Special Feature Information
1] Can build one of the following
    a. Battle Bunker
       Allows infantry inside to fire and gives them Garrison Bonus (see Bonus
        Modifier)
    b. Gattling Cannon
        Turret Turn Rate: 60 degrees/sec
        Detects stealth units
        Detection Rate: 1500 msec
        Detection Range: 200
       - Gattling Gun (Anti Ground)
          Damage: 10; 12.5 with Chain Guns upgrade
          Damage Type: Gattling
          Range: 225
          Projectile Speed: Immediate
          Accuracy: 100%
          Continuous Fire 1 Cooldown: 250 msec (1 shoot)
          Continuous Fire 2 Cooldown: 125 msec (5 shoots)
          Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
       - Gattling Gun Air (Anti Air)
          Damage: 5; 6.25 with Chain Guns Upgrade
          Damage Type: Small Arms
          Range: 400
          Projectile Speed: Immediate
          Accuracy: 100%
         Continuous Fire 1 Cooldown: 250 msec (1 shoot)
         Continuous Fire 2 Cooldown: 125 msec (5 shoots)
         Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
    c. Propaganda Tower
        Enthusiam Bonus (see Bonus Modifier)
        Radius: 150
       Delay Between Updates: 2000 milliseconds
2] Napalm Bomb
    Drops a deadly napalm bomb on the ground below the chopper.
     Primary Damage: 75
     Primary Damage Radius: 5
     Secondary Damage: 40
     Secondary Damage Radius: 30
     Damage Type: Explosion
     Bomb Speed: 10 dist/sec (slow, but sure:))
     Range: 10
     Creates a Firestorm Small Field; a Black Napalm Firestorm Small Field if
      Black Napalm is upgraded
     Recharge Time: 10000 ms
     Range: 3
     Unpack Time: 500 ms
     Preparation Time: 100 ms (making a total of 600 ms delay before
     dropping bomb)
3] Transport
     Can transport infantry and most vehicles alike (except Nuke Cannon)
      Transport Slot: 5
      100% damage to all units inside if destroyed (China Airways does not provide
      free parachutes....)
      Evacuation Delay per Unit: 100 ms
Upgrade Information
  - Battle Bunker (Helix): Allows up to 5 infantry to attack from
     inside Bunker. Each Helix can only choose one from three choices:
     Battle Bunker, Gattling Cannon, or Propaganda Tower.
  - Gattling Cannon (Helix): Installs a Gattling Cannon on the
     Helix, enabling it to effectively attack infantry and air units.
     Each Helix can only choose one from three choices: Battle Bunker,
    Gattling Cannon, or Propaganda Tower.
  - Propaganda Tower (Helix): Builds a Propaganda Tower on the
     Helix, giving the Helix the ability to heal and increase the
     fire rate of the nearby units. Each Helix can only choose one from
     three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
  - Chaingun Upgrade (Boss Gen. War Factory) (Affects Helix Gattling Cannon
     only): +25% damage to all gattling weapons.
  - Subliminal Messaging (Boss Gen. Nuclear Missile) (Affects Helix Propaganda
     Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
     to 2% (see Bonus Modifier).
  - Napalm Bomb (Helix): Enables Helix to drop a Napalm Bomb, incinerating
      the grounds.
  - Black Napalm (Boss Gen. War Factory): Increases the damage of Helix's
     Napalm Bomb flame damage.
Build Information
  Prerequisite: Boss General Airfield
  Build Cost: 1200
  Build Time:   10 seconds
Notes
- Can not land, except when being repaired at the Air Field or when loading
    passengers.

E.a.5) Spectre Gunship
Health Information
  HP: 600
  Armor: Spectre Gunship Armor;
              Countermeasures Spectre Gunship Armor
Experience Information
  40 Exp as anything
Vision Information
  Vision/Shroud Clearing Range: 300
Movement Information
 Moving to the destination
  Speed: 290 distances/sec; 200 if badly damaged
  Turn rate: 50 degrees per second
 Patrolling an area
  Speed: 120 distances/sec; 90 if badly damaged
  Turn rate: 50 degrees per second
  Patroling radius: 250
  Patroling time: 15000 ms
Weapon Information
  Spectre Howitzer Gun
   Damage: 80            Radius: 25
   Damage Type: Explosion
   Continuous Fire 1 Cooldown: 777 msec (1 shoot)
   Continuous Fire 2 Cooldown: 518 msec (2 shoots)
   ContinuousFire 3 Cooldown: 389 msec (2000 shoots)
   Range: 2222 (but it can only shoot inside its patrolling radius)
   Missile Speed:  1111 distances/sec (immediate)
   Not a homing missiles
  Spectre Gunship Gattling Cannon
   Damage: 90
   Range: 2222 (but it can only shoot inside its patrolling radius)
   Gattling shot area: 20
   Damage Type: Gattling
   Continuous Fire 1 Cooldown: 100 msec (1 shoot)
   Continuous Fire 2 Cooldown: 50 msec (2 shoots)
   Continuous Fire 3 Cooldown: 25 msec (2000 shoots)
  Combination of both weapons have some modifiers
   Delay between each attempted shot of Howitzer: 300 ms
   Delay for Howitzer to shoot after Gattling Cannon shot: 400 ms
   Attack Area Radius: 200
Special Feature Information
  Flare
   When an AA weapons system threat is imminent, the aircraft will release some
    distractions to avoid direct punishments.
    Prerequisite: Countermeasure upgrade
    Volley release delay after the missile is detected: 200 ms     
    Total volleys released: 5              Flares per volley: 4
    Volley cooldown: 1000 ms
    Evasion rate per flare: 50%
    Must reload at the Airfield   
Upgrade Information
  ~ Countermeasure (US Air Field): Installs a missile-distracting chaff system and
      armor that is more resistant to AA weapons.
Build Information
  Prerequisite: Boss General Spectre Gunship General Power (Level 5)
Notes

E.a.6) China Cargo Plane
Health Information
  HP: 1000                                 Armor: Airplane
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate:  25 degrees per second; 10 while badly damaged
  Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Cluster Mines and EMP Pulse
- Door open time: 500 ms

E.a.7) China Jet Carpet Bomber
Health Information
  HP: 1000                                 Armor: Airplane
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate:  25 degrees per second; 10 while badly damaged
  Acceleration: 60 ; 30 while badly damaged
Notes
- Drops Carpet Bombs containing 10 bombs
- Door open time: 500 ms
- Delay between each bomb: 300 ms

---------------------------
(b) Boss General Infantry
---------------------------
E.b.1) Ranger
Health Information
  HP: 180
  Armor: Human Armor; Chemical Suit Human Armor with Chemical Suits upgrade
Experience Information
  40 Exp to Veteran                20 Exp as Conscript/Veteran
  60 Exp to Elite                     40 Exp as Elite
  120 Exp to Heroic               60 Exp as Heroic
Vision Information
  Vision Range: 100                Shroud Clearing Range: 400
Movement Information
  Speed: 20 distances/sec; 10 if badly wounded
  Turn rate:  500 degrees per second (infinite)
Weapon Information
1] Advanced Combat Rifle
     Damage: 5
     Damage Type: Small Arms
     Cooldown: 100 milliseconds
     Range: 100
     Missile Speed:  immediate
     Clip Size:  3 shots                   Clip Reload Time:  700 milliseconds
2] Flash Bang Grenade
    Primary Damage: 25                    Primary Radius: 10
    Secondary Damage:  10              Secondary Radius: 40
    Damage Type: Surrender
    Cooldown: 2000 milliseconds
    Range: 175                                               Minimum Range: 20
    Missile Speed:  120 dist/sec
    Accuracy: 96% against unmoving target (may miss as much as 4
     distance radius from the target)
    Empties garrisoned building   
Special Feature Information
 1] Capture Building  
      Prerequisite: Capture Building Upgrade
      Range: 5
      Unpack Time: 3000 ms
      Capture Time: 20000 ms
      Pack Time: 2000 ms
      Exp Gained: 15
 2] Rifle/Flash Bang Options
     Prerequisite: Flash Bang Upgrade
     Switches weapon from Rifle to Flash Bang or vice versa.
 3] Ungarrison
      Ranger's Flash Bang can be used to ungarrison garrisonable Civilian
       Buildings.
 4] Combat Drop
     Prerequisite: Chinook
     Drops Ranger by Chinook to occupy a garrisonable civilian building
      controlled by hostile units. All hostile units inside will be exterminated.
      It usually takes one Ranger as a war casualty. If the building is not garrisoned,
      Rangers automatically garrison in that building. See Chinook in USA Units
      section for more info.
Upgrade Information
  - Capture Building (Boss Gen. Barracks): Enables Ranger to capture most hostile
      buildings or tech buildings.
  - Flash Bang Grenade (Boss General Barracks): Allows Ranger to switch
     weapon from Rifle to Flash-Bang or vice versa.
 - Advanced Training (Boss Gen. Particle Cannon Uplink): Ranger gains veterancy
     as twice as fast.
 - Chemical Suits (Boss Gen. Barracks): Increases Ranger defense against Poison,
     Radiation, and Microwave.
Build Information
  Prerequisite: Boss General Barracks
  Build Cost: 225
  Build Time:  5 seconds
Notes
- Slot: 1

E.b.2) Tank Hunter
Health Information
  HP: 100
  Armor: Human Armor; Chemical Suit Human Armor with Chemical Suits
   upgrade
Experience Information
  100 exp to veteran      20 experience as conscript/veteran
  200 exp to elite           40 experience as elite
  400 exp to heroic       60 experience as heroic
Vision Information
  Vision Range: 150      Shroud Clearing Range: 400
Movement Information
  Speed: 20 dist/sec; 10 when badly hurt
  Turn rate: infinite (500)
Weapon Information
  Tank Hunter Missile Launcher
   Damage: 40 
   Damage Radius: 5
   Damage Type: Infantry Missile
   Attack Range: 175
   Minimum Range: 5
   Projectile Speed: 225 dist/sec
   Cooldown: 1000 millisecond
   Missile Turning Rate: 100 degrees/sec
   Accuracy: 100% against vehicles/buildings, 10 max distance to miss
   against infantry
   Homing missile
Special Feature Information
1] Horde Bonus
    Condition: at least 5 Red Guards/Tank Hunters march together
    Rub Off Radius: 60
    Update Time: 1000 ms
    Group Radius: 30
2] TNT Charge
    Places a TNT Charge on hostile vehicles/buildings.
     Primary Damage: 500
     Primary Damage Radius: 10
     Secondary Damage: 150
     Secondary Damage Radius: 50
     Damage Type: Explosion
     Attack Range: 5
     Timer: 10000 ms
     Recharge Time: 7500 ms
     Escapes 100 distances after placing TNT
     Does not expire when the charger dies.
    Can not be attached to infantry or friendly units/buildings.
Upgrade Information
  - Nationalism (Boss Gen. Nuclear Missile): +25% Horde Bonus upgrade
  - Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
     Radiation, and Microwave.
 ~ Patriotism (Inf. Gen. Propaganda Center): +25% Nationalism Bonus.
Build Information
  Prerequisite: Boss Gen. Barracks
  Cost: 300
  Build Time: 5 seconds
Notes:
- Slot: 1

E.b.3) Angry Mob
Health Information
  Members: 10; initially just 5, but will grow.
  HP (each member): 50
  Armor: Human Armor
Experience Information
  150 exp to veteran          5 as anything
  450 exp to elite
  900 exp to heroic
Vision Information
  Vision Range: 150          Shroud Clearing Range: 150
Movement Information
  Group Movement
   Speed: 18 dist/sec
   Turn Rate: 360 degrees/sec; 350 if badly hurt
  Person Movement
   Normal
    Speed: 20; 10 if badly hurt
    Turn Rate: Infinite
   Wander
    Speed: 13; 10 if badly hurt
    Turn Rate: Infinite
   Panic
    Speed: 32; 10 if badly hurt
    Turn Rate: Infinite
Weapon Information
1] Pistol
    Damage: 10
    Damage Type: Molotov Coctail
    Range: 100
    Projectile Speed: Immediate
    Accuracy: 100%   
    Cooldown: 250 msec   
    8 shots per clip
    Clip Reload Time: 3000 msec
    Replaced by AK 47 when Arm the Mob Upgrade is completed.
2] Rock
    Damage: 40
    Damage Radius: 1
    Damage Type: Molotov Coctail
    Range: 100
    Projectile Speed: 130 dist/sec
    Cooldown: 500
    Attack Preparation Time: 500
    Replaced by AK 47 when Arm the Mob Upgrade is completed.
3] Molotov Coctail
    Damage: 40
    Primary Damage Radius: 11
    Damage Type: Molotov Coctail
    Range: 100
    Minimum Range: 12
    Projectile Speed: 60
    Cooldown: 500 msec
    Attack Preparation Time: 500
4] AK 47
    Prerequisite: Arm the Mob upgrade
    Damage: 20; 25 with Armor Piercing Bullets Upgrade
    Damage Type: Molotov Coctail
    Attack Range: 120
    Projectile Speed: Immediate
    Cooldown: 250
Special Feature Information
 Regeneration
  Regeneration Rate: 30 seconds (for 10 members)
Upgrade Information
  - Arm the Mob (Boss Gen. SCUD Storm): Replaces the pistols and rocks used
     by Angry Mob with powerful AK 47s
  - Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
     Radiation, and Microwave.
  ~ AP Bullets Upgrade (Black Market): Increases the attack damage of
    AK 47.
Build Information
  Prerequisite: Boss General Barracks
  Build Cost: 800
  Build Time: 15
Notes:
- Untransportable and not allowed to enter Tunnel Network.

E.b.4) Pathfinder
Pathfinder
Health Information
  HP: 120
  Armor: Human Armor; Chemical Suits Human Armor with Chemical Suits
   upgrade
Experience Information
  50 exp to veteran            40 exp as conscript/veteran
  100 exp to elite               60 exp as elite
  200 exp to heroic            80 exp as heroic
Vision Information
  Vision Range: 200          Shroud Clearing Range: 400
Movement Information
  Speed: 30 dist/sec; 20 when badly hurt
  Turn Rate: 500 degrees/sec (infinite)
Weapon Information
  Pathfinder Sniper Rifle
   Damage: 100
   Damage Type: Sniper
   Range: 300
   Projectile Speed: Immediate
   Cooldown: 2000 msec
   Can not attack vehicles or buildings.
Special Feature Information
 1] Detector
     Detection Rate: 500 msec
     Can not detect when in a garrison or transport or Tunnel Network
 2] Stealth
     Decloaks when moving, still cloaks even when attacking and garrisoning
Upgrade Information
  - Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
     Radiation, and Microwave.
  - Advanced Training (Boss Gen. Particle Cannon Uplink): Pathfinder gains
     experience as twice as fast.
Build Information
  Prerequisites: Boss General Barracks, Pathfinder General Power
  Build Cost: 600
  Build Time: 10 seconds
Notes:
- Slot: 1

E.b.5) Hacker
Health Information
  HP: 100
  Armor: Human Armor; Chemical Suit Human Armor with Chemical Suits
   upgrade
Experience Information
  100 Exp to Veteran      50 Exp as Conscript     400 Exp as Heroic
  300 Exp to Elite         100 Exp as Veteran
  500 Exp to Heroic     150 Exp as Elite
Vision Information
  Vision Range: 150     Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 10 when badly hurt
  Turn rate: immediate
Special Feature Information
1] Disable Building
    Recharging Time: 4000 ms
    Range: 150
    Unpack Time: 7300 ms
    Preparation Tiime: 3000 ms
    Pack Time: 5133 ms
    Effect Duration: 2000 ms
    Exp. Gained: 0
    Canít disable Defense Building
2] Hack Internet
    Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
     $10 (as heroic) per 2 seconds (1.5 seconds if inside an Internet Center)
    Unpack Time: 7300 ms
    Randomly adds or substracts 20% to pack and unpack time.
    Pack Time: 5133 ms
    Exp. Gained: 1
Upgrade Information
  - Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
     Radiation, and Microwave.
Build Information
  Prerequisite: Boss General Barracks
  Cost: 625
  Build Time: 20 seconds
Notes:
- Slot: 1

E.b.6) Black Lotus
Health Information
  HP: 150
  Armor: Human Armor; Chemical Suit Human Armor with Chemical Suits
   upgrade
Experience Information
  150 exp to veteran           50 exp as conscript       400 exp as heroic
  450 exp to elite              100 exp as veteran
  900 exp to heroic           150 exp as elite
Vision Information
  Vision Range: 300          Shroud Clearing Range: 400
Movement Information
  Speed: 30 dist/sec; 20 when badly hurt
  Turn rate: infinite
Special Feature Information
1] Stealth
    Stealth Delay: 2500 msec
    Stealthed except when using ability
2] Crush Immunity
3] Detector
    Detects stealth units except when in garrison, Tunnel Network,
     and transport
    Detection Rate: 500 ms
   Unknown Detection Range
4] Capture Building
    Range: 150
    Unpack Time: 6730 ms
    Preparation Time: 6000 ms
    Pack Time: 2800 ms
    Experience Gained: 20
5] Disable Vehicle
    Range: 150
    Unpack Time: 2000 ms
    Preparation Time: 2000 ms
    Pack Time: 1000 ms
    Effect Duration: 15000 ms
    Experience Gained: 0
6] Steal Cash
    Pack Time: 5800 ms
    Preparation Time: 6000 ms
    Range: 150
    Cash Stolen: 1000
    Unpack Time: 6730 ms
    Experience Gained: 20
    Recharge Time: 2000 ms
Upgrade Information
 - Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
     Radiation, and Microwave.
Build Information
  Prerequisites: Boss General Barracks, Boss General Nuclear Missile
  Cost: 1500
  Time: 20 seconds
Notes:
- Limit: 1
- Slot: 1

E.b.7) Jarmen Kell
Health Information
  HP: 200
  Armor: Human Armor; Chemical Suit Human Armor with Chemical Suits
   upgrade
Experience Information
  100 exp to veteran       50 exp as conscript/veteran
  200 exp to elite          100 exp as elite
  400 exp to heroic      150 exp as heroic
Vision Information
  Vision Range: 200     Shroud Clearing Range: 300
Movement Information
  Speed: 30 dist/sec; 20 if badly hurt
  Turn Rate: 500 (infinite)
Weapon Information
  Sniper Rifle
   Damage: 180; 225 with AP Bullets Upgrade
   Damage Type: Sniper
   Range: 225
   Projectile Speed: Immediate
   Cooldown: 1000 msec
Special Feature Information
1] Stealth
    Stealth Delay: 2000 msec
    Decloacks when attacking.
2] Vehicle Snipe
    Kills the pilot of a vehicle, making it ownerless.
    Range: 225
    Damage Type: Kill Pilot
    Projectile Speed: Immediate
    Recharge Time: 30 seconds
Upgrade Information
 - Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
     Radiation, and Microwave.
 ~ AP Bullets (Black Market): +25% to Jarmen Kellís sniper rifle damage.
Build Information
  Prerequisites: Boss General Barracks, Boss General SCUD Storm
  Build Cost: 1500
  Build Time: 20 seconds
Notes:
- Slot: 1
- Limit: 1

E.b.8) Colonel Burton
Health Information
  HP: 200
  Armor: Human Armor; Chemical Suit Human Armor with Chemical Suit upgrade
Experience Information
  200 exp to veteran              50 exp as conscript
  300 exp to elite                 100 exp as veteran/elite
  600 exp to heroic              150 exp as heroic
Vision Information
  Vision Range: 150             Shroud Clearing Range: 500
Movement Information
  Walking
   Speed: 30 dist/sec; 20 if badly hurt
   Turn Rate: 500 degrees/sec
  Climbing
   Speed: 20 dist/sec; 15 if badly hurt
   Turn Rate: 360 degrees/sec; 350 if badly hurt
Weapon Information
  Colonel Burton Sniper Rifle
   Damage: 40
   Damage Type: Small Arms
   Range: 125
   Projectile Speed: Immediate
   Cooldown: 100 msec
   Clip Size: 3
   Clip Reload Time: 500 msec
Special Feature Information
1] Climbing
    Colonel Burton can climb some cliffs. See Movement Information.
2] Stealth
    Stealth Delay: 2000 msec
    Decloaks when firing or before planting C4s
3] Knife Attack
    Damage: 10000
    Damage Type: Melee
    Range: 3
    Reload Time: 1367 msec
    Pre Attack Delay: 833 ms (always delays attack for 833 ms before
     stabbing)
4] Timed Demo Charge
    Primary Damage: 2000
    Primary Damage Radius: 25
    Secondary Damage: 150
    Secondary Damage Radius: 75
    Damage Type: Explosion
    Shroud Clearing Range: 75
    Range: 0
    Explodes after 20 seconds
    Decloaks 5000 ms before planting C4
    Canít install more than 1 C4 (either Timed or Remote) in one place
    Unpack Time: 5500
    Escapes 100 distances after completion
    Max Timed C4s to Install: 10
    Does not expire when Colonel Burton dies
5] Remote Demo Charge
    Primary Damage: 2000
    Primary Damage Radius: 25
    Secondary Damage: 150
    Secondary Damage Radius: 75
    Damage Type: Explosion
    Shroud Clearing Range: 75
    Range: 0
    Explodes after detonated
    Decloaks 5000 ms before planting C4
    Canít install more than 1 C4 (either Timed or Remote) in one place
    Unpack Time: 5500
    Escapes 100 distances after completion
    Max Remote C4s to Install: 8
    Expires if Colonel Burton dies
6] Detonate
    Detonates all Remote Demo Charges
Upgrade Information
 - Chemical Suits (Boss Gen. Barracks): Increases infantry defense against Poison,
     Radiation, and Microwave.
  - Advanced Training (Boss Gen. Particle Cannon Uplink): Increases Colonel
     Burtonís  veterancy  gathering by 100%
Build Information
  Prerequisites: Boss General Barracks, Boss General Particle Cannon Uplink
  Build Cost: 1500
  Build Time: 20 seconds
Notes:
- Slot: 1
- Max. Limit: 1

E.b.9) RPG Trooper
Health Information
  HP: 100                      Armor: Human
Experience Information
  100 exp to veteran      20 exp as conscript/veteran
  200 exp to elite           40 exp as elite
  400 exp to heroic       60 exp as heroic
Vision Information
  Vision Range: 150    Shroud Clearing Range: 400
Movement Information
  Speed: 20 dist/sec; 10 if badly hurt
  Turn Rate: 500 (infinite)
Weapon Information
  Tunnel Defender Rocket
   Damage: 40; 50 with AP Rocket upgrade
   Radius: 5
   Damage Type: Infantry Missile
   Range: 175                                         Minimum Range: 5
   Projectile Speed: 225 distance/sec      Turn Rate: 120 degrees/sec
   Cooldown: 1000 msec
   Accuracy: 100% against vehicle; may miss as much as 10 distances
   Homing missile
Upgrade Information
  - AP Rocket (Boss Gen. Particle Cannon Uplink): Increases the damage of RPG
     Trooper's missile
Build Information
  Prerequisite: Boss General Tunnel Network
  (come in pair after the completion of Tunnel Network)
  Build Cost: N/A
  Build Time: N/A
Notes:
- Slot: 1

E.b.10) Terrorist
Health Information
  HP: 120                        Armor: Human
Experience Information
  20 exp as anything
Vision Information
  Vision Range: 150       Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 when badly hurt
  Turn Rate: Infinite
Weapon Information
  Suicide Dynamite Pack
   Primary Damage: 500
   Primary Damage Radius: 18
   Secondary Damage: 300
   Secondary Damage Radius: 50
   Damage Type: Explosion
   Attack Range: 5
   Activated when crushed, splatted, lasered, burned, exploded.
Special Feature Information
  Car Bomb
   Converts a civilian car into a car bomb. (See Boss General Vehicle session)
Build Information
  Comes with Combat Cycle.
Notes:
- Slot: 1
- Donít force attack your Terrorist against empty area. He will die vainly.

E.b.11) Pilot
Health Information
  HP: 100                         Armor: Human Armor
Experience Information
 10 Exp as anything
Vision Information
  Vision Range: 150          Shroud Clearing Range: 300
Movement Information
  Speed: 30 dist/sec; 20 when badly hurt
  Turn Rate: 500 degrees/sec
Special Feature Information
1] Eject
    Escapes from destroyed vehicles possessing veterancy level.
2] Veterancy Inheritancy
    Inherits veterancy level of the destroyed vehicles.
3] Veterancy Deliverance
    Delivers or adds the veterancy level a pilot owns to the vehicle
     he boards.
    Vehicles to receive veterancy: All vehicles which can gain veterancy
     level except transport.
Build Information
 - Built from destroyed vehicles possessing veterancy level.
Notes
-  Slot: 1
- When ejecting from the destroyed vehicle, a pilot remains unattackable for
    2000 ms.
- To deliver veterancy level to a Comanche, simply damage the Comanche
   and when it docks to the Airfield to repair, enter.
- Guard your pilot so he wonít land in water. He will die drowned.


E.b.12) Worker
HP: 100                     Armor: Human Armor
Build Cost: Free/200 (only for GLA players with Cash Bounty General Power)
Respawn Time: 20 seconds
Prerequisite: Hole
Vision Range: 100      Shroud Clearing Range: 200
Speed: 25 in dist/sec; 30 with Worker Shoes upgrade
Speed while badly hurt: 15 dist/sec; 20 with Worker Shoes upgrade
Turn Rate: 500 degrees/sec
Upgrade Information
- Worker Shoes (Black Market): Increases Worker's walking speed
Special Feature Information
1] Automatic Respawn
    Respawns from Boss General Hole after a certain time
2] Explosive Detection
    Detects US Colonel Burtonís  & Demo General Jarmen Kell's C4s,
     Chinese Tank Hunter TNTs, GLA Rebel's Booby Trap, and China
     Land, Cluster, & EMP Mines (he can disarm, but he is not allowed to
     do that in normal way).
    Detection Rate: 500 msec
3] Unselectable
    This Worker is authorized by his boss to build the destroyed building without
    any interference from the field commander:), though using a trick which can be
    read in other section in this FAQ, we can order this Worker to stop working.

---------------------------
(c) Boss General Vehicles
---------------------------
E.c.1) Paladin
Health Information
  HP: 500; 600 with Composite Armor upgrade       Armor: Tank Armor
Experience Information
  200 Exp to Veteran     100 Exp as Conscript/Veteran
  300 Exp to Elite           200 Exp as Elite
  600 Exp to Heroic       400 Exp as Heroic
Vision Information
  Vision Range: 150        Shroud Clearing Range: 300
Movement Information
  Speed: 30 dist/sec; 25 if badly damaged
  Turn rate:  180 degrees per second
Weapon Information
 Paladin Tank Gun
  Turret Turn Rate: 180
  Damage: 60                                      Radius: 5
  Damage Type: Armor Piercing
  Cooldown: 2000 milliseconds
  Range: 150
  Projectile Speed: 300 dist/sec
  Accuracy: 100% vs vehicles, may miss up to10 distances against infantry
Special Feature Information
1] Point Defense Laser
    Paladin Tank is equipped with a Point Defense Laser to protect against missile
     and infantry attacks.
    Targets: ballistic missiles (SCUD launcher, Tomahawk), small missiles, infantry
     Damage: 100
     Range: 65
     Cooldown: 1000 ms
     Scan Rate: 500
     Scan Range: 120
2] Eject Pilot
     When a veteran, elite, or heroic Paladin Tank is destroyed, it will
     eject its pilot. A veteran Paladin Tank will eject a veteran pilot,
     etc. More information on Pilot session.
3] Can build one of the following:
      Battle Drone - info on Drone Session
      Scout Drone - info on Drone Session
      Hellfire Drone - info on Drone Session
Upgrade Information
 - Battle Drone (Paladin Tank) - info on Drone Session
 - Scout Drone (Paladin Tank) - info on Drone Session
 - Hellfire Drone (Paladin Tank) - info on Drone Session
 - Advanced Training (Boss General Particle Cannon Uplink): Paladin Tank
    gains veterancy as twice as fast.
 - Composite Armor (Boss General Particle Cannon Uplink): Increases
     Paladin Tank's max. HP by 100.
Build Information
  Prerequisite: Boss General War Factory, Paladin General Power (Level 1/2)
  Build Cost: 1100
  Build Time: 12 seconds
Notes
-  Slot: 3

E.c.2) Gattling Tank
Health Information
  HP: 300; 400 with Composite Armor upgrade
  Armor: Anti Air Vehicle Armor
Experience Information
  100 exp to veteran          50 exp as conscript/veteran
  150 exp to elite             100 exp as elite
  300 exp to heroic          150 exp as heroic
Vision Information
  Vision Range: 150        Shroud Clearing Range: 360
Movement Information
  Speed: 40 distance/sec
  Turn rate: 180 deg/sec
Weapon Information
   Turret Turn Rate: 180
1] Gattling Tank Gun (Anti Ground)
    Damage: 15; 18.75 with Chain Guns Upgrade
    Damage Type: Gattling
    Attack Range: 150
    Accuracy: 100%
    Projectile Speed: Immediate
    Continuous Fire 1 Cooldown: 400 msec (2 shots)
    Continuous Fire 2 Cooldown: 200 ms (6 shots)
    Continuous Fire 3 Cooldown: 100 ms (1000 shots)
2] Gattling Tank Anti Air Gun (Anti Air)
     Damage: 12; 15 with Chain Guns Upgrade
     Damage Type: Small Arms
     Attack Range: 350
     Accuracy: 100%
     Projectile Speed: Immediate
     Continuous Fire 1 Cooldown: 400 msec (3 shots)
     Continuous Fire 2 Cooldown: 200 ms (6 shots)
     Continuous Fire 3 Cooldown: 100 ms (2000 shots)

Upgrade Information
 - Chain Guns (Boss General War Factory): +25% to all Gattling Weapons
 - Composite Armor (Boss General Particle Cannon Uplink): Increases Gattling
     Tank's max. HP by 100.
Build Information
  Prerequisite: Boss Gen. War Factory
  Build Cost: 800
  Build Time: 10 seconds
Notes
- Tends to attack air units first before ground units.
- Slot: 3

E.c.3) Dragon Tank
Health Information
  HP: 280; 380 with Composite Armor upgrade
  Armor: Dragon Tank
Experience Information
  100 exp to veteran          50 exp as conscript/veteran
  150 exp to elite             100 exp as elite
  300 exp to heroic          150 exp as heroic
Vision Information
  Vision Range: 100        Shroud Clearing Range: 200
Movement Information
  Speed: 30 dist/sec; 25 when badly damaged
  Turn rate: 180 deg/sec
Weapon Information
  Dragon Tank Flame Weapon
   Turret Turn Rate: 120
   Primary Damage: 10; 12.5 with Black Napalm
   Primary Damage Radius: 5
   Secondary Damage: 1; 1.25 with Black Napalm
   Secondary Damage Radius: 10
   Damage Type: Flame
   Attack Range: 75; adds a minimum attack range: 10 if Black Napalm is
    researched (yeakh! what did those scientists do on this already weak tank?)
   Projectile Speed: 300 dist/sec   
   Projectile Turn Rate: 5 degrees/sec
   Cooldown: 40 milliseconds
   Clip Reload Time: 40 milliseconds
   Accuracy: 100%
   Clip Size: 30 (total number of shots in a clip)
   Can empty garrisoned buildings
Special Feature Information
 1] Firewall
     Primary Damage: 10; 12.5 with Black Napalm
     Primary Damage Radius: 5
     Secondary Damage: 1; 1.25 with Black Napalm
     Secondary Damage Radius: 10
     Damage Type: Flame   
     Attack Range: 25
     Cooldown: 40 milliseconds
     Projectile Turn Rate: 5 degrees/sec
     Projectile Speed: 300 dist/sec
     Not homing
     Leaves Firewall Segment
 2] Ungarrison
      Dragon Tank's Flame Weapon can be used to ungarrison garrisonable
       Civilian Buildings.
Upgrade Information
 - Black Napalm (Boss General War Factory): +25% to all flame damage
 - Composite Armor (Boss General Particle Cannon Uplink): Increases Dragon
     Tank's max. HP by 100.
Build Information
  Prerequisite: Boss Gen. War Factory
  Build Cost: 800
  Bld Time: 10
Notes
- Slot: 3

E.c.4) Avenger
Health Information
  HP: 500; 600 with Composite Armor upgrade
  Armor: Tank Armor
Experience Information
  200 Exp to Veteran                     100 Exp as Conscript/Veteran
  300 Exp to Elite                           200 Exp as Elite
  600 Exp to Heroic                       400 Exp as Heroic
Vision Information
  Vision Range: 150                      Shroud Clearing Range: 300
Movement Information
  Speed: 30 distances/second; 20 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
  Avenger Twin Laser Turret (Anti Air only)
   Turret Turn Rate: 180
   Both turrets have the same statistics. The statistics below just describes
   one of them. To get the total damage an Avenger delivers to an air
   unit, just multiply the statistics below by 2.
    Damage: 10
    Damage Type: Small Arms
    Cooldown: 200 milliseconds
    Range: 300
    Laser Speed: immediate
    Accuracy: 100%
Special Feature Information
 1] Avenger Target Designator
     Gives Faerie Bonus (see Bonus Modifier).
     Range: 200
     Cooldown: 200 ms
 2] Avenger Twin Point Defense Laser
     The statistics below just describes the statistics of one Point Defense
      Laser because they contain same values.
     Target: Ballistic Missile, Small Missile
     Scan Range: 200
     Damage: 100                        Range: 100
     Laser Speed: immediate        Cooldown: 500 ms
 3] Eject Pilot
     When a veteran, elite, or heroic Avenger is destroyed, it will
      eject its pilot. A veteran Avenger will eject a veteran pilot, etc.
      More information on Pilot session.
 4] Can build one of the following
     - Battle Drone (see Drone section)
     - Scout Drone (see Drone section)
     - Hellfire Drone (see Drone section)
Upgrade Information
 - Battle Drone (Avenger) - see Drone section
 - Scout Drone (Avenger) - see Drone section
 - Hellfire Drone (Avenger) - see Drone section
 - Advanced Training (Boss General Particle Cannon Uplink): Avenger gains
    veterancy 100% faster.
 - Composite Armor (Boss General Particle Cannon Uplink): Avenger's max HP
     increases by 100
Build Information
  Prerequisite: Boss General War Factory
  Build Cost: 2000
  Build Time: 10 seconds
Notes
-  Slot: 3
- Can not manually attack air units.

E.c.5) Overlord
Health Information
  HP: 1100; 1200 with Composite Armor upgrade
  Armor: Tank Armor
Experience Information
  400 Exp to Veteran          200 Exp as Conscript/Veteran
  600 Exp to Elite                400 Exp as Elite
  1200 Exp to Heroic          600 Exp as Heroic
Vision Information
  Vision Range: 150                   Shroud Clearing Range: 200
Movement Information
  Speed: 20 dist/sec; 30 with Nuclear Tank upgrade
  Turn rate: 60 degrees per second
Weapon Information
   Primary Damage: 80; 100 Depleted Uranium Shell upgrade
   Primary Radius: 5
   Secondary Damage: 20; 25 with Depleted Uranium Shell upgrade
   Secondary Radius: 10
   Damage Type: Armor Piercing
   Cooldown: 300 milliseconds
   Range: 175
   Projectile Speed: 300 dist/sec
   Accuracy: 100% vs vehicles, may miss up to 10 distances vs
    infantry
   Homing missiles
   Clip Size: 2 shots           Clip Reload Time: 2000 milliseconds
Special Feature Information
1] Can build one of the following
     a. Battle Bunker
         Allows up to 5 infantry to fire from inside Bunker, gaining
          Garrison Bonus (see Bonus Modifiers)
        50% damage to units inside when destroyed.
     b. Gattling Cannon
         Turret Turn Rate: 60
         Detects stealth
        Stealth Detection Rate: 500 ms
        Stealth Detection Range: 200
        - Gattling Gun (Anti Ground)
           Damage: 10; 12.5 with Chain Gun upgrade
           Range: 225
           Damage Type: Gattling
           Projectile Speed: immediate
           Continuous Fire 1 Cooldown: 250 msec (1 shoot)
           Continuous Fire 2 Cooldown: 125 msec (5 shoots)
           Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
           Accuracy: 100%
        - Gattling Gun Air (Anti Air)
           Damage: 5; 6.25 with Chain Gun upgrade
           Range: 400
           Damage Type: Gattling
           Projectile Speed: immediate
           Continuous Fire 1 Cooldown: 250 msec (1 shoot)
           Continuous Fire 2 Cooldown: 125 msec (5 shoots)
           Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
           Accuracy: 100%
     c. Propaganda Tower
         Provides Enthusiasm Bonus to nearby units (see Bonus Modifier)
         Radius: 150
         Cooldown: 2000 ms
2] Vehicle Crusher
     Overlord can crush hostile vehicles
3] Nuclear Explosion (when a Nuclear Tank upgraded Overlord explodes)
     Primary Damage: 25          Primary Radius: 25
     Secondary Damage: 10     Secondary Damage: 75
     Damage Type: Explosion
     Leaves Radiation Field Small (see Field Object)
Upgrade Information
 - Uranium Shells (Boss Gen. Nuclear Missile): +25% Overlord/Battlemaster
     Main Gun Damage
 - Nuclear Tank (Boss Gen. Nuclear Missile): +25% Overlord/Battlemaster
     Speed. Leaves a nuclear waste upon its death.
 - Battle Bunker (Overlord Tank): Allows up to 5 infantry to attack from
    inside Bunker. Each Overlord can only choose one from three choices:
    Battle Bunker, Gattling Cannon, or Propaganda Tower.
 - Gattling Cannon (Overlord Tank): Installs a Gattling Cannon on the
    Overlord, enabling it to effectively attack infantry and air units.
    Each Overlord can only choose one from three choices: Battle Bunker,
    Gattling Cannon, or Propaganda Tower.
 - Propaganda Tower (Overlord Tank): Builds a Propaganda Tower on the
    Overlord, giving the Overlord the ability to heal and increase the
    fire rate of the nearby units. Each Overlord can only choose one from
    three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
 - Chaingun Upgrade (Boss Gen. War Factory) (Affects Overlord Gattling Cannon
    only): +25% damage to all gattling weapons.
 - Subliminal Messaging (Propaganda Center) (Affects Overlord Propaganda
    Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
    to 2%.
Build Information
  Prerequisite: Boss General War Factory
  Build Cost: 2000
  Build Time: 20 seconds
Notes
- Slot: 3 

E.c.5) Tomahawk
Health Information
  HP: 180             Armor: Truck Armor
Experience Information
   200 Exp to Veteran          50 Exp as Conscript/Veteran
   400 Exp to Elite               100 Exp as Elite
   800 Exp to Heroic           150 Exp as Heroic
Vision Information
  Vision Range: 180              Shroud Clearing Range: 200
Movement Information
  Speed: 30 dist/sec; 25 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
  Tomahawk Missile
   Turret Turn Rate: 60 degrees/sec
   Missile Preparation Time: 250 ms (Delays missile launch for 0.25
   second for preparation)
    Primary Damage: 150                 Primary Radius: 10
   Secondary Damage: 50               Secondary Radius: 25
   Damage Type: Explosion
   Cooldown: 1 millisecond
   Range: 350                                 Minimum Range: 100
   Missile Speed: 200 dist/sec         Missile Turn Rate: 540 degrees/sec
   Accuracy: 100% vs vehicles, may miss up to 20 distances against infantry
   Clip Size: 1 shots                        Clip Reload Time: 7000 milliseconds
   Fuel Lifetime: 4000 ms
   Homing missiles
Special Feature Information
1] Can build one of the following
     Battle Drone (Tomahawk): see Drone section
     Scout Drone (Tomahawk): see Drone section
     Hellfire Drone (Tomahawk): see Drone section
2] Eject Pilot
    When a veteran, elite, or heroic Tomahawk is destroyed, it will
    eject its pilot. A veteran Tomahawk will eject a veteran pilot,
    etc. More information on Pilot session.
Upgrade Information
  - Battle Drone (Tomahawk): see Drone section
  - Scout Drone (Tomahawk): see Drone section
  - Hellfire Drone (Tomahawk): see Drone section
  - Advanced Training (Boss General Particle Cannon Uplink): Increases
     Tomahawk's experience gathering by 100%
Build Information
  Prerequisite: Boss General War Factory
  Build Cost: 1200
  Build Time: 20 seconds
Notes
- Slot: 3 

E.c.6) Combat Cycle
Health Information
  HP: 100                                 Armor: Truck Armor
Experience Information
   200 Exp to Veteran                        50 Exp as Conscript/Veteran
   400 Exp to Elite                             100 Exp as Elite
   800 Exp to Heroic                          150 Exp as Heroic
Vision Information
  Vision Range: 180                     Shroud Clearing Range: 300
Movement Information
 With Terrorist as its rider
   Normal (on Ground)
    Speed: 90 distances/sec; 68 if badly damaged
    Turn rate: 120 degrees per second
  Climbing
    Speed: 60 dist/sec; 45 if badly damaged
    Turn rate: 120 deg/sec
 With other infantry as its rider
   Normal (on Ground) and Climbing
    Speed: 120 distances/sec; 90 if badly damaged
    Turn rate: 120 degrees/sec
Weapon Information
 Combat cycle weaponry depends on its rider. For Boss General,
  the default driver is Terrorist.
  1> Suicide Bike Bomb
       Rider: Terrorist
       Primary Damage: 700         Primary Radius: 20
       Secondary Damage: 100     Secondary Radius: 50
       Damage Type: Explosion
       Range: 5
  2> Rebel Biker Machine Gun
       Rider: Rebel
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 150
       Projectile Speed: immediate
       Accuracy: 100%
       Clip Size: 6 shots            Clip Reload Time: 7000 milliseconds
  3> RPG Trooper Biker Rocket
       Rider: RPG Trooper
       Damage: 40; 50 with AP Rocket upgrade
       Radius: 5
       Damage Type: Infantry Missile
       Cooldown:  1000 milliseconds
       Range: 175                    Minimum Range: 5
       Missile Speed: 225 dist/sec
       Missile Turn Rate: 100 deg/sec
       Accuracy: 100% vs vehicles; may miss up to 10 distances against infantry
  4> Biker Jarmen Kell Sniper Rifle
       Rider: Jarmen Kell
       Damage: 180; 225 with AP Bullet upgrade
       Damage Type: Sniper
       Cooldown: 750 milliseconds
       Range: 225
       Projectile Speed: immediate
       Accuracy: 100%
Special Feature Information
1] Scavenge Claim
     Combat Cycle, although incapable of reinforced its weapon or armor
      with the scavenge of the destroyed vehicle, can take the money from it.
2] Change Rider
    Combat Cycle can change its rider for multiple purposes. When it is riderless,
     unfortunately, it falls to the ground and is destroyed (I bet it is neither made in
     Japan, China, Taiwan, Europe, and US as it is not equipped with a kickstand).
     Infantry that are allowed to ride Boss General Combat Cycle
     a. Boss General/Standard GLA Terrorist
     b. Boss General/Standard GLA RPG Trooper
     c. Boss General/Standard GLA Jarmen Kell
     d. Standard GLA Rebel
     e. Standard GLA Saboteur
     f. Standard GLA Hijacker
     g. Standard GLA Worker
     Exit Delay: 250 ms
3] Kills Rider when Destroyed
    (Woah.... No explanation, already clear....)
4] Climbing
    Unlike other vehicles, Combat Cycle can move on the cliff area. See
     Movement Information
5] Vehicle Snipe (Jarmen Kell-rid only)
     Kills the pilot of a vehicle, making it ownerless.
     Range: 225
     Damage Type: Kill Pilot
     Projectile Speed: Immediate
     Recharge Time: 30 seconds
6] Rider's Stealth
    The Combat Cycle becomes stealth if the rider is a stealth unit
7] Can not crush infantry
8] Auto Repair
    Prerequisite: Junk Repair upgrade
    Repair Rate: 2 HP/second
Upgrade Information
 - AP Rocket (Boss General SCUD Storm): (For RPG Trooper
    Combat Cycle only): Increases rocket attack damage.
 ~ AP Bullet (Black Market): (For Rebel and Jarmen Kell
    Combat Cycle only): Increases Rebel's and Jarmen Kell's attack damage. 
 ~ Junk Repair (Black Market): Combat Cycle brings spareparts from machine
     shops so its rider can repair it in case of emergency:).
Build Information
  Prerequisite: Boss General War Factory
  Build Cost: 500
  Build Time: 8 seconds
Notes
- Slot: 1 

E.c.7) Rocket Buggy
Health Information
  HP: 120                     Armor: Truck Armor
Experience Information
   200 Exp to Veteran             50 Exp as Conscript/Veteran
   400 Exp to Elite                   100 Exp as Elite
   800 Exp to Heroic               150 Exp as Heroic
Vision Information
  Vision Range: 180                Shroud Clearing Range: 300
Movement Information
  Speed: 90 distances/sec; 80 if badly damaged
  Turn rate: 180 degrees per second;  while badly damaged
Weapon Information
  Buggy Rocket
   Turret Turn Rate: 90 degrees/sec
   Primary Damage: 20; 25 with AP Rocket upgrade
   Secondary Damage: 5; 6.25 with AP Rocket upgrade
   Secondary Radius: 10
   Damage Type: Explosion
   Cooldown: 200 milliseconds
   Range: 300                  Minimum Range: 50
   Missile Speed: 225 dist/sec
   Missile Turn Rate: 100 deg/sec
   Accuracy: 100% vs vehicles; up to 20 dist against infantry
   Clip Size: 6 shots; 12 shots with Buggy Ammo upgrade
   Clip Reload Time: 6000 milliseconds
   Auto Reload: 6100 ms (time to reload after idle for this long instead of using the
    last clip)
   Homing missiles
Special Feature Information
1] Scavenge Claim
    Rocket Buggy, although incapable of reinforced its weapon or armor
     with the scavenge of the destroyed vehicle, can take the money from it.
2] Auto Repair
     Prerequisite: Junk Repair upgrade
     Repair Rate: 2 HP/second
     Repair Delay: 1000 ms (after the last punishment is received).
Upgrade Information
 - Buggy Ammo (Boss General SCUD Storm): Increases Rocket Buggy Ammo
    Storage by 100%
 - AP Rocket (Boss General SCUD Storm): Increases Buggy Rocket damage.
 ~ Junk Repair (Black Market): Rocket Buggy auto-repairs.
Build Information
  Prerequisite: Boss Gen. War Factory
  Build Cost: 900
  Build Time: 10 seconds
Notes
-  Slot: 3

E.c.8) Sentry Drone
Health Information
  HP: 300                         Armor: HumveeArmor
Experience Information
  50 exp as anything
Vision Information
  Vision Range: 180          Shroud Clearing Range: 350
Movement Information
  Speed: 60 distances/sec; 50 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
  Sentry Drone Gun
   Prerequisite: Sentry Drone Gun upgrade
   Turret Turn Rate: 180
   Pack Time: 1000 ms
   Damage: 8
   Damage Type: Comanche Vulcan
   Cooldown: 200 milliseconds
   Range: 150
   Projectile Speed: immediate
   Accuracy: 100%
   Unpack Time: 1000 ms
Special Feature Information
1] Can not crush infantry
2] Stealth
    Stealth Delay: 2000 ms
    Decloaks when firing or moving
3] Detector
    Scan Rate: 900 ms
Upgrade Information
 - Sentry Drone Gun (Boss General Particle Cannon Uplink): Equips Sentry Drone
     with a mini machine gun.
Build Information
  Prerequisite: Boss General War Factory
  Build Cost: 800
  Build Time: 10 seconds
Notes
-  Slot: 1

E.c.9) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
  HP: 100                       Armor: Truck Armor
Vision Information
  Vision Range: varies
Movement Information
  Speed: 90 dist/sec
  Turn Rate: 120 degrees/sec
Weapon Information
  Suicide Car Bomb
   Primary Damage: 700
   Primary Damage Radius: 20
   Secondary Damage: 100
   Secondary Damage Radius: 50
   Damage Type: Explosion
   Range: 5
Build Information
  Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3

E.c.10) Supply Truck
Health Information
  HP: 300                           Armor: Truck Armor
Experience Information
  50 Exp
Vision Information
  Vision Range: 150            Shroud Clearing Range: 300
Movement Information
  Speed: 40 distances/sec; 20 if badly damaged
  Turn rate:  90 degrees per second; 60 while badly damaged
Special Feature Information
  Supply Gathering
   Max Boxes to carry: 4 ($300)
   Supply Center Action Delay: 400 ms (one transaction)
   Supply Warehouse Action Delay: 1000 ms per box (many small
   transactions)
   Supply Warehouse Scan Distance: 700 (max distance to look for a
   warehouse, or Supply Trucks go home)
   Warns the player when the Supply is exhausted.
Build Information
  Prerequisite: Boss General Supply Center
  Build Cost: 600
  Build Time: 10 seconds
Notes
-  Slot:  2

E.c.11) Construction Dozer
Health Information
  HP: 250                         Armor: Dozer Armor
Vision Information
  Vision/Shroud Clearing Range: 200
Movement Information
  Speed: 30 distances/sec; 25 if badly damaged
  Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
 1] Builder
     Construction Dozer can build Boss General buildings. See
      Tip and Trick session to build other factions' buildings.
 2] Detection and Disarming
     Detects and Disarms US Colonel Burtonís  & Demo General
      Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
      Booby Trap, and China Land, Cluster, & EMP Mines.
     Disarm Delay: 1200 ms per Disarm attempt
     Disarm Recharge Time: 4000 ms
      Detection Rate: 500 msec
      Looks for explosives to disarm within 150 range every 5000 milliseconds
      when idle.
      Canít detect explosives when in Transport or Tunnel Network.
 3] Repairs Damaged Buildings
     Repairs 2% of max HP per second.
     Looks for buildings to repair within 150 range every 5000 milliseconds
     when idle.
Build Information
  Prerequisite: Boss General Command Center
  Build Cost: 1000
  Build Time: 5 seconds
Notes
-  Slot: 5

---------------------------
(d) Boss General Drones
---------------------------
E.d.1) Battle Drone
Health Information
  HP: 100; 150 with Drone Armor                   Armor: Tank Armor
Experience Information
 10 Exp
Vision Information
 Vision/Shroud Clearing Range: 150
Movement Information
 Speed: 40 dist/sec; 20 if badly damaged; 140 when repairing
 Turn rate: 90 degrees per second;  500 deg/sec when repairing and 400
   when in repair mode but it itself is badly damaged.
 Maximum Wandering Range: 35 if master vehicle is idle or
 guarding; 75 if master vehicle is attacking or moving
Weapon Information
  Battle Drone Machine Gun
   Turret Turn Rate: 360 degrees/sec
   Damage: 1
   Damage Type: Small Arms
   Cooldown: 100 milliseconds
   Range: 110
   Missile Speed:  immediate
   Accuracy: 100%
Special Feature Information
  Repairs Master Vehicle
   Repairs Master vehicle if master vehicle is idle or possesses HP
   below 60%.
   Repair Rate: 5 HP/sec
Upgrade Information
  - Drone Armor (Boss General Particle Cannon Uplink): Adds Drone HP
     by 50. 
Build Information
  Prerequisite: Paladin Tank; Avenger; Tomahawk
  Build Cost: 200
  Build Time: 5 seconds
Notes
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

E.d.2) Scout Drone
Health Information
  Health: 100; 150 with Drone Armor
  Armor: Tank Armor
Vision Information
  Vision Range: 150             Shroud Clearing Range: 500
Movement Information
  Speed: 60 dist/sec; 30 when badly damaged
  Turn Rate: 180 degrees/sec; 90 when badly damaged
  Maximum Wandering Range: 35 when master vehicle is idle or
  guarding; 75 when master vehicle is attacking or moving.
Special Ability Information
  Detector
   Detection Rate: 500
Upgrade Information
  - Drone Armor (Boss General Particle Cannon Uplink): Increases
      Scout Drone maximum HP by 50
Build Information
  Prerequisite: Paladin Tank; Avenger; Tomahawk
  Build Cost: 100
  Build Time: 5
Notes:
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

E.d.3) Hellfire Drone
Health Information
  Health: 100; 150 with Drone Armor
  Armor: Tank Armor
Vision Information
  Vision Range: 100             Shroud Clearing Range: 500
Movement Information
  Speed: 60 dist/sec; 30 when badly damaged
  Turn Rate: 180 degrees/sec; 90 when badly damaged
  Maximum Wandering Range: 35 when master vehicle is idle or
  guarding; 75 when master vehicle is attacking or moving.
Weapon Information
  Hellfire Missile
   Turret Turn Rate: 360 degrees/sec
   Damage: 40                   Radius: 5
   Damage Type: Explosion
   Range: 150
   Accuracy: 100% against vehicles; may miss up to 10 dist again inf.
   Missile Speed: 225 dist/sec     Missile Turn Rate: 100 deg/sec
   Cooldown: 1000 ms
   Clip Size: 1                 Clip Reload Time: 2000 ms
Upgrade Information
  - Drone Armor (Boss General Particle Cannon Uplink): Increases
      Hellfire Drone maximum HP by 50
Build Information
  Prerequisite: Paladin Tank; Avenger; Tomahawk
  Build Cost: 500
  Build Time: 5
Notes:
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

=========================
4 China Building Information
=========================
Most China Buildings are capable of equipped themselves with stealthy
and slowly-regenerating Land Mines, which can be upgraded to EMP
Mines later.

There are common differences among the buildings used by various generals,
i.e.:
- All generals have their buildings to build their own units. For example, a
   Standard China War Factory can not build Infantry General vehicles. (S)he
   must capture an Infantry General War Factory to build, say, an Assault
   Troop Crawler. So an Infantry General player, after capturing a Standard
   China player's Barracks, can not expect to be able to build a Mini Gunner
   or a newly-built veteran Tank Hunter from the once captured Barracks.
   Refer to sessions on units above for reference if required.
- The same rule may also apply for upgrade. Some upgrades are unique
   and can not be researched from other generals' buildings of the same kind
   (Patriotism, for example, can not be researched from Nuke General
   Propaganda Center). However, if the upgrade is a common upgrade,
   it can be researched from other generals' buildings of the same kind
   and used by units of other generals which share the same upgrades
   (Chain Gun can be researched by an Infantry General player from a
   captured Tank General War Factory, for example, and used for his/her
   Mini Gunner). There are, of course, some tricks regarding upgrades
   from different generals which can be read in other sections of this FAQ.
- Buildings of the same kind from two different generals can not interchange
   functions as requirements for buildings of the next hierarchy. A Tank
   General Nuclear Reactor can not be used to build a Standard China
   Supply Center. To build a Standard China Supply Center, a Standard
   China Nuclear Reactor is required.

In this section, there is a Modification for Each China General section.
This section only contains differences not mentioned above. For example,
Standard China Barracks and Infantry General Barracks have different
HPs. However, this section will not mention that the difference between
a Standard China War Factory and Infantry General War Factory is
Infantry General War Factory cannot produce Battlemasters, Overlord,
etc. It is something that has already been mentioned above.

-------------------------
! 1) Standard Buildings !
-------------------------
a) Command Center
Prerequisite: China Dozer    Experience Value: 200
Cost: 2000                          Build Time: 45 seconds
Vision Range: 300               Shroud Clearing Range: 300
HP: 5000                            Armor: Structure Armor Tough
Special Ability Information
1] Radar
    Builds a Radar on the Command Center, enabling player to get the
      minimap on line (see China Upgrades).
2] Land Mines
    Builds Land Mines around the building (see Field Objects)
3] EMP Mines
     Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects)
Modification for Each China General
- Infantry General: Logo
- Nuke General: Logo
- Tank General: Logo
- Boss General: none
Notes:
- Dozer Production Facility
- Door Opening Time: 3000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms
- Required to activate some China General Powers (see General Powers)

b) Nuclear Reactor
Prerequisite: China Dozer               Power: +10; 15 if Overcharged
Cost: 1000                                    Build Time: 10 seconds
Vision/Shroud Clearing Range: 200
HP: 1500                                      Armor: Structure Armor
Experience Gained: 100
Special Feature Information
1] Overcharge
    Adds +5 power but suffers from 3% max HP loss per second
     (-45 HP per sec)
2] Land Mines
    Builds Land Mines around the building (see Field Objects and
     China Upgrades)
3] EMP Mines
    Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
     and China Upgrades)
4] Nuclear Explosion (when exploded)
    Primary Damage: 400
    Primary Damage Radius: 50
    Secondary Damage: 50
    Secondary Damage Radius: 100
    Damage Type: Explosion
    Attack Range: 100
    Leaves Radiation Field Medium (see Field Objects)
Modification for Each China General
- Infantry General: none
- Nuke General: uses Advanced Nuclear Reactor (see Unique
   Buildings)
- Tank General: none
- Boss General: uses Cold Fusion Reactor (see Unique Buildings)
Notes:
- Power production facility

c) Barracks
Prerequisite: none           Experience Gained: 100
Build Cost: 500              Build Time: 10 seconds
Vision/Shroud Clearing Range: 200
HP: 1000                       Armor: Structure Armor
Special Feature Information
1] Infantry Healing
    May heal at most 10 infantry at the same time
    May heal allied infantry, but not neutral or hostile 
    Requires 2000 ms to fully heal a soldier
2] Land Mines
    Builds Land Mines around the building (see Field Objects and
     China Upgrades)
3] EMP Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
     and China Upgrades)  
Modification for Each China General
- Infantry General
    HP: 1200
- Nuke General: none
- Tank General: none
- Boss General:
   Vision/Shroud Clearing Range: 150
Notes:
- China main building for infantry training
- Exit Delay: 300 ms

d) Supply Center
Prerequisite: China Nuclear Reactor     Power: -1
Build Cost: 1500                                  Selling Refund: 450
Build Time: 10 seconds                        Vision/Shroud Clearing Range: 200
HP: 2000                                             Armor: Structure Armor
Experience Gained: 200
Special Feature Information
1] Land Mines
    Builds Land Mines around the building (see Field Objects and
     China Upgrades)
2] EMP Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
    and China Upgrades)
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General: none
Notes:
- China supply collection and processing facility
- Comes with a Supply Truck.
- Can not be build too near to supplies.
- Can receive supplies harvested by Workers or Chinooks.

e) Bunker
Prerequisite: China Barracks             Experience Gained: 20
Build Cost: 400                                Build Time: 5
Vision Range: 300                            Shroud Clearing Range: 200
HP: 1000                                         Armor: Structure Armor
Special Feature Information
1] Garrison
    Can accommodate up to 5 infantry inside.
    Infantry can fire from within, gaining Garrison Bonus (see Bonus
     Modifiers)
    Can not be ungarrisoned except by a Bunker Buster-upgraded Stealth
     Fighter or Nuke Cannon's Neutron Shells.
2] Land Mines
    Builds Land Mines around the building (see Field Objects and
     China Upgrades)
3] EMP Mines
    Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
     and China Upgrades)
Modification for Each China General
- Infantry General: uses Fortified Bunker (see Unique Buildings)
- Nuke General: none
- Tank General: none
- Boss General: none
Notes:
- China garrisonable defense building
- Uncaptureable and undisableable by Hackers

f) Gattling Cannon
Prerequisite: Nuclear Reactor                Power: -3
Build Cost: 1200                                   Build Time: 25
Vision/Shroud Clearing Range: 360       Experience Gained: 200
HP: 1000                                              Armor: Base Defense Armor      
Weapon Information
 Turret Turn Rate: 180 degrees/sec
1] Gattling Gun (Anti Ground)
     Damage: 10; 12.5 with Chain Gun upgrade
     Damage Type: Gattling      Accuracy: 100%
     Range: 225                       Projectile Speed: immediate
     Continuous Fire 1 Cooldown: 250 msec (1 shoot)
     Continuous Fire 2 Cooldown: 125 msec (5 shoots)
     Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
2] Gattling Gun Air (Anti Air)
     Damage: 5; 6.25 with Chain Gun upgrade
     Damage Type: Small Arms     Accuracy: 100%
     Range: 400                            Projectile Speed: immediate
     Continuous Fire 1 Cooldown: 250 msec (1 shoot)
     Continuous Fire 2 Cooldown: 125 msec (5 shoots)
     Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
     Can shoot down incoming ballistic missiles (Tomahawks & SCUD
      Launcher missiles)
Special Feature Information
1] Detector
    Detection Rate: 500 ms          Detection Range: 200
2] Empowered
    Automatically disabled if power is low
3] Land Mines
    Builds Land Mines around the building (see Field Objects and
    China Upgrades)
4] EMP Mines
    Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
   and China Upgrades)
Upgrade Information
- Chain Gun (China War Factory): Increases gattling weapon damage by 25%
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General:
   Prerequisite: Boss General Barracks
Notes:
- China powerful anti air and infantry turret
- Tends to use its anti air defense first
- Uncaptureable and undisableable by Hackers

g) War Factory
Prerequisite: China Supply Center       Power: -1
Build Cost: 2000                                Build Time: 15 seconds
Vision/Shroud Clearing Range: 200
HP: 200                                             Armor: Structure Armor
Experience Gained: 200
Special Feature Information
1] Repairs Vehicles
    Can repair allied vehicles
    Repairing Time: 5000 ms/unit
2] Land Mines
    Builds Land Mines around the building (see Field Objects and
     China Upgrades)
3] EMP Mines
    Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
     and China Upgrades) 
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General: none
Notes:
- Primary requirement for China vehicles
- Door Opening Time: 4000 ms
- Door Wait Open Time: 2000 ms
- Construction Complete Duration: 1500 ms

h) Air Field
Prerequisite: China Supply Center     Power: -1
Build Cost: 1000                              Build Time: 30 seconds
Vision/Shroud Clearing Range: 200
HP: 1500                                         Armor: Structure Armor
Experience Gained: 150
Special Feature Information
1] Repairs Aircraft/Chopper
    Can repair allied aircraft/chopper
    Repairing Time: 10 HP/second
2] Parks and Reloads Aircraft
     Parks up to 4 aircraft
     Can park allied aircraft (This usually occurs when you have empty
      hangars and at the same time your allied Air Field is destroyed or
      captured while his/her aircraft are not parked in the Air Field.
      Consequently, you can not build aircraft when there is no empty hangar.)
3] Land Mines
    Builds Land Mines around the building (see Field Objects and
     China Upgrades)
4] EMP Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
     and China Upgrades) 
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General: none
Notes:
- Prerequisite building for China aircraft and choppers
- If captured, all airplanes parking there are automatically changing
  owner
- Door Opening Time: 2000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1000 ms

i) Internet Center
Prerequisite: China War Factory
Build Cost: 2500                               Build Time: 30
Vision/Shroud Clearing Range: 200
HP: 2500                                          Armor: Structure Armor Internet Center
Experience Gained: 200
Special Feature Information
1] Houses Hacker
    An Internet Center is a safe haven for Hackers to hack money for the middle
     Kingdom. They hack a little faster (see Hacker) and are protected from attack.
    Total no. of Hacker to be housed: 8
    Healing Rate: 10%/second
    50% damage to units inside when destroyed
    Exit Dealy: 500 ms
2] Satellite Hack
    China can hack enemy satellite for her own advantage, locating where the
     enemy Command Center only or revealing the movements of all enemies for
     some periods of time.
    a. Satellite Hack I
        When this ability is selected, China player can locate where the enemy
         Command Center for an unlimited time.
    b. Satellite Hack II
        Prerequisite: Satellite Hack I
        A further hacking action will display the enemy positions and only the
         Command Centers in turn.
       Reveals enemy position for 25 seconds (it should be 20 seconds, but my tests
        always resulted 25 seconds)
       Limits hacking on Command Centers only for 4 minutes after the period of
        displaying all enemy positions has ended. After this 4 minute period, the Internet
        Center will reveal the dispositions of all enemies again for 25 seconds.
       See tip and trick to learns an inconventional use of it.
3] Mines
    a. Land Mines
       Builds Land Mines around the building (see Field Objects and
        China Upgrades)
    b. EMP Mines
        Prerequisite: Land Mines
        Upgrades the existing Land Mines to EMP Mines (see Field Objects
         and China Upgrades) 
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General: Does not own any Internet Center
Notes:
- China hacking center and hacker facility
- Maximum no. to Build 1
- Uncaptureable and undisableable by Hackers

j) Propaganda Center
Prerequisite: China War Factory        Power: -2
Build Cost: 2000                               Build Time: 45
Vision/Shroud Clearing Range: 200
HP: 1000                                          Armor: Structure Armor 
Experience Gained: 200
Special Feature Information
1] Land Mines
    Builds Land Mines around the building (see Field Objects and
     China Upgrades)
2] EMP Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
     and China Upgrades)
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none
- Boss General:
    Does not own a Propaganda Center. She uses both War Factory and
     Air Field as requirements for Superweapons and Superweapons to build
     heroes, depending on the Superweapons of the warring factions (Colonel
     Burton needs a Particle Cannon Uplink, Black Lotus a Nuclear Missile,
     Jarmen Kell a SCUD Storm).
Note:
- China technology threshold building

k) Speaker Tower
Prerequisite: China Propaganda Center   Power: -1
Build Cost: 500                                      Build Time: 10 seconds
Vision/Shroud Clearing Range: 200
HP: 300                                                 Armor: Structure Armor
Experience Gained: 50
Special Feature Information
1] Enthusiasm (see Bonus Modifier)
    Radius: 150
    Cooldown: 2000 ms
2] Detector
    It is due to its Enthusiasm
3] Empowered
    Goes offline if there is not enough power
Upgrade Information
- Subliminal Messaging (Propaganda Center):  Gives additional bonus to
    Enthusiasm (see China Upgrades and Bonus Modifier)
Modification for Each China General
- Infantry General: none
- Nuke General: none
- Tank General: none 
- Boss General:
    Prerequisite: Boss General Air Field
Note
- China passive base defense. Used to spread inspiring words, increasing
    the fire and healing rates of allied/ friendly units

l) Nuclear Missile
Prerequisite: Propaganda Center        Power: -10
Build Cost: 5000                               Build Time: 60
Vision/Shroud Clearing Range: 200
Revealing Range (to all other players): 60
HP: 4000                                          Armor: Structure Armor Tough
Experience Gained: 400
Special Feature Information
1] Neutron (or just say, Nuclear) Missile
    Launches a destructive nuclear missile to the selected target
    Recharging Time: 6 minutes
    View Object Duration: 40000 ms
    View Object Range: 250
    Explosion Delay after the Missile Hit: 1180 ms
    Damage: 300-3500
    Full Damage Radius: 60
    Partial Damage Radius: 210
    Leaves Nuke Radiation Field (see Field Objects)
2] Empowered
    Goes offline without enough power
3] Nuclear Explosion
    Explodes when destroyed
    Primary Damage: 400          Primary Damage Radius: 50
    Secondary Damage: 50       Secondary Damage Radius: 100
    Damage Type: Explosion
    Leaves Radiation Field Medium (see Field Objects)
4] Land Mines
     Builds Land Mines around the building (see Field Objects and
      China Upgrades)
5] EMP Mines
    Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
     and China Upgrades)
Modification for Each China General
- Infantry General: none  
- Nuke General: 
    Build Cost: 4500
- Tank General: none
- Boss General:
    Prerequisites: China Boss General War Factory AND China Boss
     General Air Field
Notes:
- China nuclear missile facility
- Door Open Time: 8000 ms
- Door Wait Open Time: 2000 ms

-----------------------
! 2) Unique Buildings !
-----------------------

a) Advanced Nuclear Reactor
Owner: China Nuke General
Prerequisite: China Nuke General Construction Dozer
Power: +18; 27 if Overcharged
Build Cost: 1200                      Build Time: 10
Vision/Shroud Clearing Range: 200
HP: 1500                                 Armor: Structure Armor
Experience Gained: 100
Special Feature Information
1] Overcharge
     Adds +9 power but suffers from 3% max HP loss per second
      (-45 HP per sec)
2] Land Mines
    Builds Land Mines around the building (see Field Objects and
     China Upgrades)
3] EMP Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
    and China Upgrades)
4] Nuclear Explosion (when exploded)
    Primary Damage: 400
    Primary Damage Radius: 50
    Secondary Damage: 50
    Secondary Damage Radius: 100
    Damage Type: Explosion
    Attack Range: 100
    Leaves Radiation Field Medium (see Field Objects)
Notes:
- Power production facility

b) Fortified Bunker
Owner: China Infantry General
Prerequisite: China Infantry General Barracks
Build Cost: 700                  Build Time: 8 seconds
Vision Range: 300              Shroud Clearing Range: 200
HP: 1000                           Armor: Structure Armor Tough
Experience Gained: 20
Special Feature Information
1] Garrison
    Can accommodate up to 10 infantry inside.
    Infantry can fire from within, gaining Garrison Bonus (see Bonus
     Modifiers)
    Can not be ungarrisoned except by a Bunker Buster-upgraded Stealth
     Fighter
2] Land Mines
    Automatically builds Land Mines around the building (see Field Objects
     and China Upgrades)
3] EMP Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
     and China Upgrades)
Notes:
- Advanced version of China Bunker
- Uncaptureable and undisableable by Hackers.

---------------------------------------------------------------------
Unlike the two buildings discussed above, which are the modified
versions of China buildings, these buildings below are "imported" from
Standard USA and Standard GLA. Let's start with the "USA-imported-
quality buildings" first.

c) Cold Fusion Reactor
Prerequisite: China Boss General Command Center
Power: +5; 10 with Control Rods upgrade
Build Cost: 800                               Build Time: 10
Vision/Shroud Clearing Range: 200
HP: 800                                         Armor: Structure Armor
Experience Gained: 100
Special Feature Information
1] Control Rods
    Increases the energy output capacity of the Cold Fusion Reactor by
    100%, making a total of 10.
    Cost: 800
2] Guard Ranger
    Creates 2 Rangers upon destruction
3] Base Regeneration
    Regeneration Rate: 0.3% of max HP per second
    Regeneration Delay: 3000 ms (begins auto-repair when does not receive
    damage after 3 seconds)
4] Land Mines
    Builds Land Mines around the building (see Field Objects and
    China Upgrades)
5] EMP Mines
    Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
    and China Upgrades)
Note:
- Power production facility

d) Patriot Missile Battery
Owner: China Boss General
Prerequisite: China Boss General Barracks    Power: -3
Build Cost: 1000                                           Build Time: 25 seconds
Vison/Shroud Clearing Range: 360
HP: 1000                                                      Armor: Base Defense Armor
Experience Gained: 200
Weapon Information
 Turret Turn Rate: 180 degrees/second
1] Patriot Missile (anti Ground)
    Damage: 30                           Damage Radius: 5
    Damage Type: Explosion       Range: 225
    Cooldown: 250 ms
    Clip: 4                                   Reload Time: 2000 ms
    Missile Speed: 400 dist/sec   Missile Turn Rate: 300 deg/sec
    Accuracy: 100% vs vehicles; may miss up to 10 dist. vs infantry
    Homing Missile
2] Patriot Missile (Anti Air)
    Damage: 25                           Damage Radius: 5
    Damage Type: Explosion       Range: 350
    Cooldown: 250 ms
    Clip: 4                                   Reload Time: 2000 ms
    Missile Speed: 400 dist/sec   Missile Turn Rate: 300 deg/sec
    Accuracy: 100% vs vehicles; may miss up to 10 dist. vs infantry
    Can shoot down ballistic missiles
Special Feature Information
1] Requests Assistance
    A Patriot may request assistance from nearby Patriot when shooting
     an enemy.
    Assistance Request Range: 200
    Weapons used for assistance: Patriot Missile Assist Weapon
     (Anti Air and Anti Ground)
     Damage: 25                         Damage Radius: 5
     Damage Type: Explosion       Range: 450
     Cooldown: 250 ms
     Clip: 4                                   Reload Time: 2000 ms
     Missile Speed: 400 dist/sec   Missile Turn Rate: 300 deg/sec
     Accuracy: 100% vs vehicles; may miss up to 10 dist. vs infantry
     Can shoot down ballistics missiles
2] Detector
    Detection Rate: 500 ms          Detection Range: 200 dist
3] Guard Ranger
    Creates 3 Rangers upon destruction
4] Base Regeneration
    Regeneration Rate: 0.3% of max HP per second
    Regeneration Delay: 3000 ms (begins auto-repair when does not receive
    damage after 3 seconds)
5] Empowered
    Goes offline when not sufficiently powered
6] Land Mines
    Builds Land Mines around the building (see Field Objects and
     China Upgrades)
7] EMP Mines
    Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
    and China Upgrades)
Notes:
- Anti aircraft and vehicle turret
- Tends to target ballistic missiles rather than aircraft
- Can not be captured
- Undisableable by Hacker

e) Particle Cannon Uplink
Owner: China Boss General
Prerequisites: Boss General War Factory, Boss General Air Field
Build Cost: 5000                 Build Time: 60 seconds
Power: -10                          Vision/Shroud Clearing Range: 200
Revealing Range (to all other players): 60
HP: 4000                             Armor: Structure Armor Tough
Experience Gained: 4000
Special Feature Information
1] Fire Particle Cannon
    Recharge Time: 4 minutes
    Firing Delay: 2500 ms
    Total Firing Time (How long the laser hits before fading): 10 seconds
    Damage per second: 400
    Damage Type: Particle Beam
    Beam Speed: 20 dist/sec; can be sped up to 40 with a delay of 500 ms
    Beam Width: 26 (Total damage radius is 26x3.4=88.4)
    
    Particle Cannon Beam Trail Remnant
    The trail left behind creates an object that inflicts extra damage for
     a short period of time. 
     Damage: 15
     Damage Radius: 10
     Damage Type: Particle Beam
     Cooldown: 250 ms
     Duration: 4000 ms
     Immobile 
2] Guard Ranger
    Creates 6 Rangers upon destruction
3] Base Regeneration
    Regeneration Rate: 0.3% of max HP per second
    Regeneration Delay: 3000 ms (begins auto-repair when does not receive
    damage after 3 seconds)
4] Land Mines
     Builds Land Mines around the building (see Field Objects and
     China Upgrades)
5] EMP Mines
    Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
    and China Upgrades)
Notes:
- Beam weapon activator

---------------------------------------------------------------------
China Boss General also has four modified GLA buildings under her
disposal.

f) Tunnel Network
Owner: China Boss General
Prerequisite: China Boss General Barracks
Build Cost: 800                Refund: 100
Build Time: 5 seconds      Vision/Shroud Clearing Range: 200
HP: 1000                         Armor: Structure Armor
Experience Gained: 100
Weapon Information
 Tunnel Network Gun
  Turret turn Rate: 180 deg/sec
  Damage: 10
  Range: 175
  Cooldown: 250 ms
  Damage Type: Small Arms
  Projectile Speed: immediate
Special Feature Information
1] RPG Trooper Conscription
    Gives 2 FREE (er... not really free. Just see the refund if you sell it)
     RPG Troopers upon completion
2] Underground Hideout
    Enables up to 10 units to hide underground
3] Undergroud Network
    Transports units immediately between two tunnels
4] Heals and Repairs
    Max units inside to heal/repair: 10
    Healing/Repairing Time: 5000 milliseconds
5] Detector
    Detection Rate: 500 msec
    Detection Range: 150
6] Underground Hole
    Creates a Hole upon destruction (see GLA Hole)
7] Land Mines
    Builds Land Mines around the building (see Field Objects and
     China Upgrades)
8] EMP Mines
    Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
    and China Upgrades)
Notes:
- Underground tunnel equipped with small machine gun outside and healing/
    repairing facility inside
- Immune to capture
- Undisableable by Hacker

g) SCUD Storm
Owner: China Boss General
Prerequisites: Boss General War Factory, Boss General Air Field
Build Cost: 5000              Build Time: 60 seconds
Vision/Shroud Clearing Range: 200
Revealing Range (to all other players): 60
HP: 4000                        Armor: Structure Armor Tough
Experience Gained: 400
Special Feature Information
1] Fires SCUD Storm
    Launches 9 lethal SCUD Missiles to the targetted area
    Recharge Time: 5 minutes
    Missile Erection Time: 3000 ms
    Delay between Launch: 100 - 1000 ms
    SCUD Storm Missile (1 missile)
    Primary Damage: 500
    Primary Radius: 50
    Secondary Damage: 150; 200 with Anthrax Beta upgrade
    Secondary Radius: 200
    Damage Type: Explosion
    Leaves Poison Field Large
2] Creates Poison Field Medium when destroyed
3] Underground Hole
    Creates a Hole upon destruction (see GLA Hole)
4] Land Mines
    Builds Land Mines around the building (see Field Objects and
    China Upgrades)
5] EMP Mines
    Prerequisite: Land Mines
    Upgrades the existing Land Mines to EMP Mines (see Field Objects
    and China Upgrades)
Notes:
- Readies 9 SCUD missiles and launched them when ready

h) GLA Hole
Owner: China Boss General
Prerequisite: created from destroyed Tunnel Network or SCUD Storm
Vision/Shroud Clearing Range: 50
HP: 500                         Armor: Structure Armor
Special Feature Information
1] Worker Respawn
    Repaswns a Worker that will build the destroyed buiding.
    Worker Respawn Time: 20 seconds
2] Base Regeneration
    Regeneration Rate: 0.5% of maximum HP per second
Notes:
- Hiding facility for Worker responsible to rebuild the destroyed building
- Holes are a victory-conditioned building, meaning if all buildings are
  destroyed save one hole, no victory will be claimed.
- Uncaptureable and undisableable by Hacker.

i) Sneak Attack Tunnel
Owner: China Boss General
Prerequisite: Sneak Attack General Power, Boss General (or GLA)
 Command Center
Vision/Shroud Clearing Range: 200
HP: 1000
Armor: Structure Armor
Experience Gained: 100
Build Time: 5000 ms
Special Feature Information
1] Tunnel Explosion
    If the Sneak Attack Tunnel is destroyed when it is still in progress, it explodes,
     releasing a small amount of damage and shockwave
    Small Explosion
     Delay: 10 ms
     Damage: 10                      Damage Radius: 35
     Damage Type: Melee
     Shockwave Damage: 10   Shockwave Radius: 10
     Shockwave Damage at the Center of Explosion: 5
   Big Explosion
    Delay: 1000 ms and 2500 ms (occurs twice)
    Damage: 30                      Damage Radius: 50
    Damage Type: Melee
    Shockwave Damage: 50   Shockwave Radius: 50
    Shockwave Damage at the Center of Explosion: 25 
2] Underground Hideout
    Enables up to 10 units to hide underground
3] Undergroud Network
    Transports units immediately between two tunnels
4] Heals and Repairs
    Max units inside to heal/repair: 10
    Healing/Repairing Time: 5000 milliseconds
5] Detector
    Detection Rate: 500 msec
    Detection Range: 150
Notes:
- Immune to capture
- Undisableable by Hacker

China Boss General Building Hierarchy

Here I draw a tree diagram on Boss General Building Hierarchy
because her building tech tree is rather different from other three
generals. Not quite good, but hopefully it can help you.

Command Center
            |
Cold Fusion Reactor           Barracks
            |                        --------------------------
            |                        |                  |                   |
Supply Center     Gattling Cannon  Patriot   Tunnel Network
           |                                                               | 
        --------------------                                 Hole
        |                             |                (rebuilds the Tunnel Network) 
War Factory            Air Field
        |                             |
        --------------------
                    |
        ------------------------------------
       |                             |                         |
SCUD Storm     Nuclear Missile   Particle Cannon
      | 
   Hole
(rebuilds the SCUD Storm)

Still confused? If you answer yes......WAAAAAHHHHHH!!!!
I am a really failed teacher.... ( I'm a graduate of teacher's training:p)
Ask others or don't bother or hesitate to e-mail me.

====================
5 China Upgrade Information
====================

Land Mines
Owner: all China Generals
Prerequisite: all China buildings except Speaker Tower and Infantry
 General Fortified Bunker, which already comes with Land Mines
Build Time: 20
Build Cost: 600
Builds a field of stealthy mine around the buildings, making it difficult
to get close into the buildings without being harmed.

EMP Mines
Owner: all China Generals
Prerequisite: all China General buildings capable of building Land Mines
Build Time: 25
Build Cost: 500
Upgrades the stealthy Land Mines into stealthy EMP Mines, which kill
incoming hostile infantry and also the drivers of the hostile vehicles unlucky
enough to walk on the mines.

Radar
Owner: all China Generals
Prerequisite: China Command Center
Build Time: 20
Build Cost: 500
Builds a radar tower in the China Command Center, enabling the minimap

Capture Building
Owner: all China Generals
Prerequisite: Barracks
Affected Units: Red Guard, Mini Gunner, Ranger (and Rebel)
Research Time: 30
Research Cost: 1000
Enables Red Guard, Mini Gunner, and Ranger to capture most hostile
and tech buildings.

Black Napalm
Owner: all China Generals
Prerequisite: China War Factory
Affected Units: Dragon Tank, Inferno Cannon, Helix, and MiG (except
 Nuke General Helix and MiG)
Research Time: 45
Research Cost: 2000
Increases the damage of all flame weapons.

Chain Gun
Owner: all China Generals
Prerequisite: China War Factory
Affected Units: Gattling Cannon, Gattling Tank, Helix Gattling Cannon,
 Overlord Gattling Cannon, Emperor Gattling Cannon, Mini Gunner
Research Time: 45
Research Cost: 1500
Increases the damage of all Gattling weapons by 25%

MiG Armor
Owner: all China Generals
Prerequisite: China Air Field
Affected Unit: MiG
Research Time: 40
Research Cost: 1000
Increases the HP of MiG by 25% (+40), making MiGís total HP become 200

Satellite Hack 1
Owner: all China Generals except China Boss General
Prerequisite: Internet Center
Research Time: 20
Research Cost: 1000
Reveals the position of all enemy Command Centers.

Satellite Hack 2
Owner: all China Generals except China Boss General
Prerequisite: Internet Center having researched Satellite Hack 1
Research Time: 20
Research Cost: 2500
Transmits data from enemy satellite every 4 minutes, revealing the enemy
 positions for 25 seconds.

Nationalism
Owner: all China Generals except Infantry General
China Infantry General receives this upgrades for free from the beginning
Prerequisite: Propaganda Center; Nuclear Missile for Boss General
Affected Units: Red Guard, Tank Hunter, Battlemaster
Research Time: 60
Research Cost: 2000
25% Bonus to Horde Bonus

Patriotism
Owner: China Infantry General
Prerequisite: Infantry General Propaganda Center
Affected Units: Red Guard, Tank Hunter, Battlemaster
Research Time: 60
Research Cost: 2000
25% Bonus to Nationalism

Subliminal Messaging
Owner: all China Generals
Prerequisite: Propaganda Center; Nuclear Missile for Boss General
Affected Units/Buildings: Speaker Tower, Overlord Propaganda Tower,
 Helix Propaganda Tower; Assault Troop Crawler, Attack Outpost,
 Emperor Overlord (Emperor is theoretically receiving bonus, but when
 tested, it is not, especially the healing rate)
Research Time: 40
Research Cost: 500
Increases the effect of Enthusiasm and Healing Rate (see Bonus Modifer)

Auto Loader
Owner: China Tank General
Prerequisite: Tank Gen. Propaganda Center
Affected Unit: Tank General Battlemaster Tank
Research Time: 60
Research Cost: 2500
Battlemaster Tanks fire 3 shells before reloading. Without this upgrade,
 Battlemaster will only fire 1 shell before reloading.

Isotope Stability
Owner: China Nuke General
Prerequisite: Nuke General Propaganda Center
Affected Units: Nuke General Battlemaster and Overlord
Research Time: 60
Research Cost: 2000
Stabilizes the Nuke Battlemaster and Overlord nuclear reactors so they
 will not explode when the tanks are destroyed.

Uranium Shells
Owner: all China Generals except Nuke General
Prerequisite: Nuclear Missile
Affected Units: Battlemaster Tank, Overlord, Emperor
Research Time: 60
Research Cost: 2500
Increases the damage of Battlemaster Tank, Overlord, and Emperor
 main gun by 25%

Nuclear Tank
Owner: all China Generals except Nuke General
Prerequisite: Nuclear Missile
Affected Units: Battlemaster Tank, Overlord, Emperor
Research Time: 60.0
Research Cost: 2000
Increases the speed of Battlemaster Tank, Overlord, and Emperor by 25%.
Its drawback, aside from expensive and time-wasting cost, is when a
Battlemaster, Overlord, or Emperor explodes, it damages nearby units and
leaves Radiation Field Small (see Field Object).

Neutron Shells
Owner: all China Generals except Tank General
Prerequisite: Nuclear Missile
Affected Unit: Nuke Cannon
Research Time: 60
Research Cost: 2500
Enables the Nuke Cannon to launch neutron shells which kill personnels
 in garrison and vehicles.

Tactical Nuke
Owner: China Nuke General
Prerequisite: China Nuke General Nuclear Missile
Affected Unit: Nuke General MiG
Research Time: 40
Research Cost: 2000
Increases the damage of the Nuke General MiGs

Napalm Bomb
Owner: all China Generals except Nuke General
Prerequisite: Unupgraded Helix, including Assault Helix
Affected Unit: Respective Helix, including Assault Helix
Research Time: 20
Research Cost: 800
Loads Napalm Bombs into the Helix so it can drop fiery Napalm Bombs
to the target below.

Nuclear Bomb
Owner: China Nuke General
Prerequisite: Unupgraded Nuke General Helix
Prerequisite: Respective Nuke General Helix
Research Time: 20
Research Cost: 800
Arms the Helix with a destructive Nuclear Bomb.

Helix Battle Bunker
Owner: all China Generals except Infantry Generals
Prerequisite: Unupgraded Helix
Affected Unit: Respective Helix
Research Time: 15
Research Cost: 400
Builds a battle bunker on the Helix so Helix can allow iinfantry inside
to fire. Infantry will gain Garrison Bonus (see Bonus Modifier)

Helix Gattling Cannon
Owner: all China Generals except Infantry Generals
Prerequisite: Unupgraded Helix
Affected Unit: Respective Helix
Research Time: 20
Research Cost: 1200
Installs a Gattling Cannon on the Helix. The Gattling Cannon is deadly to
air units and infantry.

Helix Propaganda Tower
Owner: all China Generals except Infantry Generals
Prerequisite: Unupgraded Helix
Affected Unit: Respective Helix
Research Time: 10
Research Cost: 500
Equips Helix with a Speaker Tower, which heals friendly and allied
units nearby and increases their fire rate.

Overlord Battle Bunker
Owner: all China Generals except Infantry General and Tank General
Prerequisite: Unupgraded Overlord
Affected Unit: Respective Overlord
Research Time: 15
Research Cost: 400
Builds a battle bunker on the Overlord so Overlord can load up to 5
infantry. Battle Bunker allows infantry inside to fire from within. When
an Overlord Battle Bunker is destroyed, all infantry within get hurt as
many as 50% of their maximum HP.

Overlord/Emperor Gattling Cannon
Owner: all China Generals except Infantry General
Prerequisite: Unupgraded Overlord/Emperor
Affected Unit: Respective Overlord/Emperor
Research Time: 20
Research Cost: 1200
Installs a Gattling Cannon on the Overlord/Emperor, enabling it to attack
air units and becoming more deadly to infantry.

Overlord Propaganda Tower
Owner: all China Generals except Infantry General and Tank General
Prerequisite: Unupgraded Overlord
Affected Unit: Respective Overlord
Research Time: 10
Research Cost: 500
Equips Overlord with a Speaker Tower, which heals friendly and allied
units nearby and increases their fire rate.

(USA) Control Rods
Owner: China Boss General
Prerequisite: Unupgraded Boss General Cold Fusion Reactor
Affected Building: Respective Boss General Cold Fusion Reactor
Build Cost: 500
Build Time: 30
Activates the Control Rods to generate 100% more power from the Reactor.

(USA) Chemical Suits
Owner: China Boss General
Prerequisite: Boss General Barracks
Affected Units: Boss General Ranger, Tank Hunter, Hacker, Angry Mob,
Pathfinder, Black Lotus, Colonel Burton, Jarmen Kell
Research Cost: 1000
Research Time: 60
Increases infantry defense against poison, radiation, and microwave damage

(USA) Flash Bang
Owner: China Boss General
Prerequisite: Boss General Barracks
Affected Unit: Ranger
Research Time: 30
Research Cost: 800
Arms Rangers with Flash Bang Grenade which will be useful against
infantry garrisoning in civilian buildings and infantry masses.

(USA) Sentry Drone Gun
Owner: China Boss General
Prerequisite: Boss General Particle Cannon Uplink
Affected Unit: Sentry Drone
Research Time: 30
Research Cost: 1000
Equips Sentry Drone with light machine gun, which is good against a small number
of infantry

(USA) Composite Armor
Owner: China Boss General
Boss General Particle Cannon Uplink
Affected Units: Boss General Paladin Tank, Gattling Tank, Dragon Tank,
 Avenger, Overlord
Research Time: 60
Research Cost: 2000
Improves the armor of  Boss General tanks, making them more durable
in battle.

(USA) Advanced Training
Owner: China Boss General
Boss General Particle Cannon Uplink
Affected Units: Boss General King Raptor, Aurora Bomber, Ranger,
 Pathfinder, Colonel Burton, Paladin Tank, Avenger, Tomahawk
Research Time: 60
Research Cost: 1500
Drills the units better so they are able to gain veterancy twice as fast.

(GLA) Buggy Ammo
Owner: China Boss General
Prerequisite: Boss General SCUD Storm
Affected Unit: Rocket Buggy
Research Cost: 1200
Research Time: 30
Allows Rocket Buggy to fire 100% more rockets before reloading.

(GLA) AP Rocket
Owner: China Boss General
Prerequisite: Boss General SCUD Storm
Affected Units: RPG Trooper and Rocket Buggy
Research Time: 60
Research Cost: 2000
Increases the damage of rocket attacks delivered by the affected units.

(GLA) Arm the Mob
Owner: China Boss General
Prerequisite: Boss General SCUD Storm
Build Time: 30.0
Build Cost: 1000
Distributes AK-47 to the Angry Mob members, replacing their pistols
and rock weapons.

****************************************************************
GLA
****************************************************************
Introduction
GLA, different from two other warring factions, is not a formal sovereignty, but
it is more dangerous than any countries in the world. Perceiving freedom differently
from USA and China's points of view, GLA is determined to free the world from
the the imperialists' whips and iron boots. Having so little resources and official
supports compared to USA and China, GLA is forced to become skillfully creative
in making weapons with whatever they have at hands.
Fanatical and determined, sneaky and armed, GLA is not something to triffle with.

a. Standard GLA
GLA mainly uses small and obsolete, but still dangerous, weapons to deliver
deadly blows to his enemy.

b. GLA Toxin General
Dr. Thrax prefers to mix deadly toxins to defeat his enemies
Name: unknown
Side: Global Liberation Army
Rank: unknown
Cell: unknown
Class Number: unknown
Homeland: unknown
Tactical Overview: Biological and chemical weapons
Availability: Skirmish, Generals Challenge, Online
Army Modifications
- Toxin Rebel replaces the standard Rebel.
- Toxin Terrorist replaces the standard Terrorist.
- Toxin Network spraying short-range chemical weapon replaces the
    standard Tunnel Network.
- Anthrax Gama upgrade
- All tanks are automatically equipped with Toxin Shells.
- Standard toxin is replaced with Anthrax Beta.
- Scud Launcher and Bomb Truck can not load high explosive warhead.
- Demo Trap costs more but is equipped with chemical weapons.
- Vehicles cost more.
- No Saboteur and Hijacker.

c. GLA Demolition General
General Juhziz prefers to wire up powerful explosives to defeat his enemies.
Name: Rodall ďDemoĒ Juhziz
Side: GLA
Rank: unknown
Cell: Scorpion
Class Number: unknown
Homeland: unknown
Tactical Overview: Explosives (demolition)
Availability: Skirmish, Generals Challenge, Online
Army Modifications
- Advanced Demo Trap replaces the standard Demo Trap and costs less.
- Suicide Bomb upgrade
- Terrorists do more damage.
- Booby Trap is available without research.
- Bomb Trucks cost less.
- Combat Cycles start with Terrorists.
- Jarmen Kell is equipped with C4.
- No GPS Scrambler, Camouflage, Hijacker, and Saboteur
- No Anthrax Beta upgrade
- Vehicles cost more.
- SCUD Storm is not installed with a chemical warhead, but will deliver
    more damage.
- SCUD Launcher and Bomb Truck can not carry biological warhead.

d. GLA Stealth General
Prince Kassad prefers to use camouflage and covert operations to defeat his enemies.
Name: Kassad
Side: GLA
Rank: unkown
Cell: Cobra
Class Number: unknown
Homeland: Libya (Tripoli)
Tactical Overview: Camouflage
Availability: Skirmish, Generals Challenge, Online
Army Modifications
- All structures are equipped with Camo-Netting.
- Camouflaged Rebel
- All base defenses come with Camo-Netting installed.
- Hijackers do not cost General Point. More expensive but more highly trained.
- GPS Scrambler sooner and more often.
- Emergency Repair level 1 sooner.
- No Scorpion, Marauder, and SCUD Launcher.


====================
1 GLA General Powers
====================

=======================
|| Standard GLA General Powers ||
=======================

1-Star General: SCUD Launcher; Marauder Tank; Technical Training

3-Star General: Hijacker; Rebel Ambush Lv 1; Rebel Ambush Lv 2;
                        Rebel Ambush Lv 3; Cash Bounty Lv 1; Cash Bounty Lv 2;
                        Cash Bounty Lv 3; Emergency Repair Lv 1; Emergency
                        Repair Lv 2; Emergency Repair Lv 3

5-Star General: Anthrax Bom; Sneak Attack Tunnel; GPS Scrambler

==============================
|| GLA Demolition General General Powers ||
==============================

1-Star General: SCUD Launcher; Marauder Tank; Technical Training

3-Star General: Rebel Ambush Lv 1; Rebel Ambush Lv 2; Rebel Ambush Lv 3;
                        Cash Bounty Lv 1; Cash Bounty Lv 2; Cash Bounty Lv 3;
                        Emergency Repair Lv 1; Emergency Repair Lv 2; Emergency
                        Repair Lv 3

5-Star General: Anthrax Bom; Sneak Attack Tunnel

===========================
|| GLA Toxin General General Powers ||
===========================

1-Star General: SCUD Launcher

3-Star General: Rebel Ambush Lv 1; Rebel Ambush Lv 2; Rebel Ambush Lv 3;
                        Cash Bounty Lv 1; Cash Bounty Lv 2; Cash Bounty Lv 3;
                        Emergency Repair Lv 1; Emergency Repair Lv 2; Emergency
                        Repair Lv 3

5-Star General: Anthrax Bom; Sneak Attack Tunnel; GPS Scrambler

============================
|| GLA Stealth General General Powers  ||
============================

1-Star General: Technical Training; Emergency Repair Lv 1

3-Star General: GPS Scrambler; Rebel Ambush Lv 1; Rebel Ambush Lv 2;
                        Rebel Ambush Lv 3; Cash Bounty Lv 1; Cash Bounty Lv 2;
                        Cash Bounty Lv 3; Emergency Repair Lv 2; Emergency
                        Repair Lv 3

5-Star General: Anthrax Bomb; Sneak Attack Tunnel

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SCUD Launcher
Buildings Required: Arms Dealer, Palace
Allows the player to build SCUD Launcher, a deadly mobile missile launcher

Marauder Tank
Building Required: Arms Dealer
By activating this General Power, GLA players may have access to Marauder
 Tank.

Technical Training
Building Required: Arms Dealer
This General Power automaticall trains all Techincals so all newly-built Technicals
 will become veteran

Hijacker
Buildings Required: GLA Barracks, Palace
Choosing this General Power will enable GLA players to build a vehicle-stealing
 infantry, Hijacker, from their GLA Barracks

Cash Bounty
Building Required: GLA (or Boss General) Command Center
Rewards Received: 5% (Lv 1); 10% (Lv 2); 20% (Lv 3)
Players activating this General Power will get cash from the hostile
units/buildings they destroy. The first level will get 5% of the cost of the
destroyed units/buildings, the 2nd 10%, and the 3rd 20%.

Rebel Ambush 
Building Required: GLA Command Center
Recharge Time: 4 minutes
Rebels Deployed: 
                                      Lv 1              Lv 2            Lv 3
GLA Demo General         4                   6                10
Other GLA Generals        4                   8                16
When activated, this General Power will enable players to deploy a squad of
 rebels anywhere on the map, if the shroud has already been removed (shroud, not
 fog of war)

Emergency Repair
Building Required: GLA Command Center
Recharge Time: 4 minutes
Radius: 100
                                         Name                  Max HP Fixed
Emergency Repair Lv 1   Light Repair                 100
Emergency Repair Lv 2   Medium Repair            200
Emergency Repair Lv 3   Serious Repair             300
Emergency Repair enables the player to fix friendly/allied vehicles in a specific
 area, increasing their lost HP.

Anthrax Bomb
Building Required: GLA Command Center
Recharge Time: 6 minutes
View Object Duration: 30000 seconds
View Object Range: 250
Anthrax Bomb Information
Damage: 200                         Radius: 100
Damage Type: Explosion
Leaves Poison Field Anthrax Bomb
Sends orders to GLA Cargo Plane to drop a deadly anthrax bomb to the
 selected area.

Sneak Attack Tunnel
Building Required: GLA (or Boss General) Command Center
Recharge Time: 2.5 minutes (??? test it!)
Builds a Sneak Attack Tunnel at the visible point of the map. See GLA
 Buildings for information. 

GPS Scrambler
Building Required: GLA Command Center
Recharge Time: 4 minutes
Radius: 100
This General Power allows the players activating it to use GPS Scrambler
 on their units, render the units invisible while not doing aggressive actions.

=================
2 GLA Unit Information
=================

A. Standard GLA Units
----------------------------
(a) Standard GLA Aircraft
----------------------------
A.a.1) GLA Cargo Plane
Health Information
  HP: 1000                                 Armor: Airplane Armor
Experience Information
 40 Exp as Anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate: 25 degrees per second; 10 while badly damaged
Notes
- Drops Anthrax Bomb and Reinforcement Pad vehicle to the targetted area.
- Door Open Time: 500 ms

----------------------------
(b) Standard GLA Infantry
----------------------------
A.b.1) Rebel
Health Information
  HP: 120                            Armor: Human Armor
Experience Information
   40 Exp to Veteran                       15 Exp as Conscript/Veteran
   60 Exp to Elite                             30 Exp as Elite
   120 Exp to Heroic                       40 Exp as Heroic
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 10 if badly hurt
  Turn rate:  500 degrees per second (infinite)
Weapon Information
 Rebel Machine Gun
  Damage: 5; 6.25 with AP Bullet upgrade
  Damage Type: Small Arms
  Cooldown: 100 milliseconds                       Range: 100 
  Projectile Speed: immediate
  Accuracy: 100%
  Clip Size: 3 shots                                         Clip Reload Time: 700 milliseconds
Special Feature Information
 1] Salvager
      Rebels can pick up salvage and turn it to cash for player
 2] Capture Building
      Prerequisite: Capture Building upgrade
      Unpack Time: 3000 ms      
      Preparation Time: 20000 ms
      Pack Time: 2000 ms
      Experience Gained: 12
      Recharge Time: 15000 ms
 3] Stealth
      Prerequisite: Camouflage upgrade
      Stealth Delay: 2500 ms
      Decloaks when attacking or capturing building
 4] Booby Trap
      Deploys an explosive to friendly buildings, making them difficult to
       capture
      Prerequisite: Booby Trap upgrade
      Recharge Time: 7500 ms
      Max. No. of Booby Trap in a Building: 1
      Max. No. of Booby Trap installed: 100
      Does not expire when the creator dies
      Booby Trap Information
       Primary Damage: 200            Primary Damage Radius: 5
       Secondary Damage: 50         Secondary Damage Radius: 15
       Damage Type: Explosion       Vision/Shroud Clearing Range: 25
Upgrade Information
 - Capture Building (GLA Barracks): Enables Rebels to capture most
     base buildings and tech buildings.
 - Booby Trap (GLA Barracks): Sets a stealthy mine on a neutral or friendly
     building which will explode when an enemy tries to capture or break in.
 - Camouflage (Palace): Rebels are hidden from sight when not doing any
     aggressive activities.
 - AP Bullets (Black Market): Increases Rebel damage.
Build Information
  Prerequisite: GLA Barracks
  Build Cost: 150
  Build Time: 5 seconds
Notes
-  Slot: 1

A.b.2) Terrorist
Health Information
  HP: 120                                 Armor: Human Armor
Experience Information
  20 Exp as anything
Vision Information
  Vision Range: 150                 Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 when badly wounded
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
 Suicide Dynamite Pack
   Primary Damage: 500                    Primary Radius: 18
   Secondary Damage: 300               Secondary Radius: 50
   Damage Type: Explosion
   Activated when crushed, splatted, lasered, burned, exploded.
Special Feature Information
 1] Salvager
      Terrorist can gain money from the salvage of the destroyed vehicles
 2] Car Bomb
      Steals a civilian car and loads it with bomb (see Car Bomb)
Build Information
  Prerequisite: GLA Barracks
  Build Cost: 200
  Build Time: 5 seconds
Notes
- Slot: 1
- Can be ordered to attack an empty area by force attack

A.b.3) RPG Trooper
Health Information
  HP: 100                          Armor: Human Armor
Experience Information
 100 Exp to Veteran                20 Exp as Conscript/Veteran
 200 Exp to Elite                     40 Exp as Elite
 400 Exp to Heroic                 60 Exp as Heroic
Vision Information
  Vision Range: 150                Shroud Clearing Range: 400
Movement Information
  Speed: 20 distances/sec; 10 if badly wounded
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
  Tunnel Defender Rocket (RPG)
   Damage: 40; 50 with AP Rockets upgrade
   Radius: 5
   Damage Type: Infantry Missile
   Cooldown: 1000 milliseconds
   Range: 175                                    Minimum Range: 5
   Missile Speed: 225 dist/sec            Missile Turn Rate: 100 deg/sec
   Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
   Homing missiles
Special Feature Information
 Salvager
  RPG Trooper can turn the salvaged vehicles into cash      
Upgrade Information
  - AP Rocket (Black Market): 25% to RPG missile damage
Build Information
 Prerequisite: GLA Barracks or Tunnel Network (see notes and
  Tunnel Network)
 Build Cost: 300
 Build Time: 5 seconds
Notes
-  Slot: 1
- Comes up in pair when a Tunnel Network is completely built for the
    1st time (not by GLA Hole)

A.b.4) Angry Mob
Health Information
  Members: 10; initially just 5, but will grow.
  HP: 50                                 Armor: Human Armor
Experience Information
 150 Exp to Veteran                 5 Exp as anything
 450 Exp to Elite
 900 Exp to Heroic
Vision Information
  Vision\Shroud Clearing Range: 150
Movement Information
  Group Movement
   Speed: 18 dist/sec
   Turn Rate: 360 degrees/sec; 350 if badly hurt
  Person Movement
   Normal
    Speed: 20; 10 if badly hurt
    Turn Rate: 500 dist/sec
   Wander
    Speed: 13; 10 if badly hurt
    Turn Rate: 500 dist/sec
   Panic
    Speed: 32; 10 if badly hurt
    Turn Rate: 500 dist/sec
Weapon Information
 1] Pistol
      Some members of the Angry Mob bring pistols as weapons
       Damage: 10                Damage Type: Molotov Cocktail
       Range: 100                 Projectile Speed: immediate
       Cooldown: 250 ms
       Clip: 8                        Reload Time: 3000 ms
       Replaced by AK-47 when Arm the Mob upgrade is researched
 2] Rock
      Some other members, instead of Pistols, effectively use Rock to
       knock down the enemy
       Damage: 40                   Radius: 1 
       Range: 100                    Damage Type: Molotov Cocktail
       Projectile Speed: 130 dist/sec
       Accuracy: 100%
       Cooldown: 500 ms
       Pause before Throwing: 500 ms (let's say it is an addition to
        cooldown, so Angry Mob member using this will throw the
        next Rock after 1000 ms)
       Replaced by AK-47 when Arm the Mob upgrade is researched
 3] Molotov
      While their friends choose light Pistol and cheap Rock, some mobsters
        prefer Molotov
       Damage: 40                    Radius: 11
       Range: 100                     Minimum Range: 12
       Damage Type: Molotov Cocktail
       Projectile Speed: 60 dist/sec
       Pause before Throwing: 500 ms (let's say it is an addition to
        cooldown, so Angry Mob member using this will throw the
        next Molotov after 1000 ms)
      Molotov leaves earth-scorching flames for 2333 ms at the radius of
       18-30, but the damage is yet unknown
 4] AK-47
     AK-47 replaces the standard Pistols and primitve Rocks
      Prerequisite: Arm the Mob upgrade
      Damage: 20; 25 with AP Bullets upgrade
      Range: 120
      Damage Type: Molotov Cocktail
      Projectile Speed: immediate
      Accuracy: 100%
      Cooldown: 250 ms
Special Feature Information
 1] Salvager
      Angry Mob can take the salvaged vehicles and turn it into cash
 2] Regeneration
      As long as there is at least one person in the mob, the mob can
       gain full health and new members and still retains the rank it acquires
      Regeneration Rate: 30 seconds
 3] Group
      Angry Mob member can only work in group. If there is one member
       separated from the group, (s)he dies
      Chasing Radius: 40
Upgrade Information
  - Arm the Mob (Palace): Replaces the pistols and rocks used by Angry
    Mob with powerful AK 47s
  - AP Bullets (Black Market): Increases the attack damage of AK 47
Build Information
  Prerequisite: GLA Barracks, Palace
  Build Cost: 800
  Build Time: 15 seconds
Notes
- Can not be transported or enter Tunnel Network/buildings
- Mobsters and their weapons:
   Mobsters                                          Weapons          Weapons
                                                            (unupgraded)    (upgraded)    
   Aladdin                                               Pistol                 AK-47
   Woman in the Gypsy Costume            Rock                 AK-47
   Lady with the Hot Sauce                     Molotov            Molotov
   Skinny Guy with the Green Beret        Pistol                 AK-47
   Fat Guy with the Tank Top                 Rock                 AK-47
   The Robed Dude with the Man-Veil    Pistol                AK-47

A.b.5) Hijacker
Health Information
  HP: 100                        Armor: Human Armor
Experience Information
  150 Exp to Veteran      50 Exp as Conscript      400 Exp as Heroic
  450 Exp to Elite           100 Exp as Veteran
  900 Exp to Heroic       150 Exp as Elite
(untrainable)
Vision Information
  Vision Range: 100        Shroud Clearing Range: 200
Movement Information
  Speed: 30 distances/sec; 20 if badly hurt
  Turn rate: 500 degrees per second (infinite)
Special Feature Information
 1] Salvager
      Hijacker can claim the salvaged vehicles and turn it into cash
 2] Hijack
     Hijacker can kill the driver of a hostile vehicle and claim the
      vehicle for himself.
 3] Stealth
     Stealth Delay: 500 ms
     Only stealthy while stationary
Build Information
  Prerequisite: GLA Barracks, Palace, and Hijacker General Power
  Build Cost: 400
  Build Time: 10 seconds
Notes
- Slot: 1

A.b.6) Saboteur
Health Information
  HP: 120                         Armor: Human Armor
Experience Information
 Untrainable
 15 Exp as Conscript/Veteran
 30 Exp as Elite
 40 Exp as Heroic
Vision Information
  Vision Range: 150               Shroud Clearing Range: 300
Movement Information
 When Walking on Ground
  Speed: 30 dist/sec; 20 if badly hurt
  Turn rate: 500 degrees per second
 When Climbing Cliff
  Speed: 20 dist/sec; 15 when badly hurt
  Turn Rate: 360 deg/sec; 350 when badly hurt
Special Feature Information
 1] Salvager
     Saboteur can exchange the salvaged vehicles to cash
 2] Stealth
      Stealth Delay: 2500 ms
      Never decloaks himself
 3] Sabotage Building
      Saboteur can infiltrate some types of enemy buildings and sabotage them.
      However, the Saboteur will disappear once he has done it.
      Buildings to infiltrate                Effect
      Command Center                   Reset all General Powers
      Power Plant                           Disable all power plants for 30 seconds
      Superweapon                         Reset the Superweapon timer
      Supply Center/Stash               Steal as much as $1000 from the enemy
      Factory/Barracks/Air Field     Disable the building for 30 seconds
      Fake Building                         Explodes
      Internet Center                       Disable the building for 15 seconds
Build Information
  Prerequisite: GLA Barracks, Palace
  Build Cost: 800
  Build Time: 15 seconds
Notes
- Slot: 1

A.b.7) Jarmen Kell
Health Information
  HP: 200                              Armor: Human Armor
Experience Information
 100 Exp to Veteran             50 Exp as Conscript/Veteran
 200 Exp to Elite                  100 Exp as Elite
 400 Exp to Heroic              150 Exp as Heroic
Vision Information
  Vision Range: 200              Shroud Clearing Range: 400
Movement Information
  Speed: 30 distances/sec; 20 if badly hurt
  Turn rate: 500 degrees per second (infinite)
Weapon Information
 Jarmen Kell Rifle
   Damage: 180; 225 with AP Bullets upgrade
   Damage Type: Sniper
   Cooldown: 1000 milliseconds
   Range: 225
   Projectile Speed: immediate
   Accuracy: 100%
Special Feature Information
 1] Salvager
      Jarmen Kell can pick up salvage and turn it into cash
 2] Stealth
      Stealth Delay: 2000 ms
      Decloaks when attacking
 3] Vehicle Snipe
       Kills the pilot of a vehicle, making it captureable
       Can not Vehicle Snipe pilotless vehicles, such as Sentry Drone
       Can not Vehicle Snipe air units, even if they are on land
       Recharge Time: 30000 ms        Range: 225
       Range: 225                               Damage Type: Kill Pilot
 4] Crush Immunity
       As a hero, Jarmen Kell can not be squeezed except by Overlord/
        Emperor Overlord
Upgrade Information
  - AP Bullets (Black Market): Increases Jarmen Kell's damage by 25%
Build Information
  Prerequisites: GLA Barracks, Palace
  Build Cost: 1500
  Build Time: 20 seconds
Notes
- Max no. to build: 1
- Slot: 1

A.b.8) Worker
Health Information
  HP: 100                               Armor: Human Armor
Vision Information
  Vision Range: 100         Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 when badly hurt
  Speed with Worker Shoes upgrade: 30 dist/sec; 20 when badly wounded
  Turn Rate: 500 degrees/sec
Special Feature Information
 1] Salvager
     Worker can sell the remains of destroyed vehicles
 2] Builder
     Construction Dozer can build China buildings. See Tip and Trick session
      to build other factions' buildings.
 3] Real/Fake Building Option
      Worker can build Fake Buildings as well as real ones.
 4] Detection and Disarming
     Detects and Disarms US Colonel Burtonís  & Demo General
      Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
      Booby Trap, and China Land, Cluster, & EMP Mines.
      Disarm Delay: 1000 ms
      Disarm Recharge Time: 1000 ms
      Detection Rate: 500 msec
      Looks for explosives to disarm within 150 range every 5000 milliseconds
      when idle.
      Canít detect explosives when in Transport or Tunnel Network.
 5] Repairs Damaged Buildings
     Repairs 2% of max HP per second.
     Looks for buildings to repair within 150 range every 5000 milliseconds
     when idle.
 6] Harvester
     Max Boxes to Carry: 1 ($75; $83 with Worker Shoes upgrade)
     Supply Center Action Delay: 150 ms for whole thing (one transaction)
     Supply Warehouse Action Delay: 150 ms per box (many small transactions)
     Supply Warehouse Scan Distance: 700 (Max distance to look for
      a warehouse, or workers go home)
     Warns when Supplies are exhausted      
Upgrade Information
  - Worker Shoes (Black Market): Increases Worker's speed and supply
      carrier capacity
Build Information
  Prerequisite: GLA Command Center or GLA Supply Stash
  Build Cost: 200
  Build Time: 3 seconds
Notes
- Slot: 1
- Worker Shoes upgrade increases the cash a Worker can carry. When he
    harvests a pile of supply, the supply decreases by $75, but the Worker
    delivers $83.
   For example, a Worker harvests a supply pile worth $1500. It requires a
    Worker to harvest it 20 times until it is empty ($1500/75=20). However,
    when the supply pile is exhausted, the total amount you collect is $1660
    ($83*20=$1660).

A.b.9) Stinger Soldier
Health Information
  HP: 100                                 Armor: Stinger Soldier Armor
Vision Information
  Vision\Shroud Clearing Range: 400
Movement Information
  Speed: immobile
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
 1] Stinger Missile (Anti Ground)
      Damage: 20; 25 with AP Rocket upgrade
      Damage Radius: 5
      Damage Type: Explosion       Range: 225
      Missile Speed: 400 dist/sec    Missile Turn Rate: 625 deg/sec
      Cooldown: 2000 ms
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Homing missile
 2] Stinger Missile (Anti Air)
      Damage: 30                         Damage Radius: 10
      Damage Type: Explosion     Range: 400
      Missile Speed: 400 dist/sec    Missile Turn Rate: 625 deg/sec
      Cooldown: 2000 ms
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Homing missile
      Can shoot down ballistic missiles
Special Feature Information
 1] Stinger Protection
      Stinger Soldiers are protected by Stinger Site from most attack
      See Stinger Site for more info
 2] Respawning
     Stinger Soldiers, if killed but the Stinger Site still exists, may respawn
     See Stinger Site for more info
 3] Stealth
      Prerequisite: Camo Netting upgrade
      Stealth Delay: 2500 msec
      Decloaks when firing
 4] Detector
      Detection Rate: 500 ms
      Detection Range: 200
Upgrade Information
  - AP Rocket (Black Market): 25% Stinger missile damage to ground units
  - Camo Netting (Stinger Site): Endows Stinger Site and its Stinger Soldiers
      stealth ability
Build Information
  Prerequisite: Stinger Site
  Build Cost: 100 (only for players who choose Cash Bounty General Power)
  Build Time: 30 seconds
Notes
-  Slot: 1

----------------------------
(c) Standard GLA Vehicle
----------------------------
A.c.1) Technical
Health Information
  HP: 180                                 Armor: Truck Armor
Experience Information
  50 Exp to Veteran              25 Exp as Conscript/Veteran
  75 Exp to Elite                    50 Exp as Elite
  150 Exp to Heroic              100 Exp as Heroic
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 300
Movement Information
  Speed: 90 dist/sec; 80 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 240 degrees/sec
 1] Technical Machine Gun
      Damage: 10; 12.5 with AP Bullets upgrade
      Damage Type: Comanche Vulcan
      Range: 150
      Cooldown: 200 ms
      Accuracy: 100%
      Projectile Speed: immediate
 2] Technical Cannon (crate upgrade one)
      Damage: 45; 56.25 with AP Bullets Upgrade
      Damage Radius: 25
      Damage Type: Comanche Vulcan
      Accuracy: 100% against vehicle. May miss as much as 10
       distances against infantry
      Range: 150
      Projectile Speed: 300 dist/sec
      Cooldown: 1000 msec
 3] Technical RPG (crate upgrade two)
      Damage: 50
      Damage Radius: 5
      Damage Type: Explosion
      Accuracy: 100%
      Range: 150
      Minimum Range: 5
      Missile Speed: 225 dist/sec
      Missile Turn Rate: 100 degrees/sec
      Cooldown: 1000 msec
Special Feature Information
 1] Scavenger
     Replaces Technical Machine Gun Weapon with a stronger weapon.
     Can be upgraded twice.
 2] Transport
     Can transport up to 5 infantry.
     10% damage to units inside when destroyed.
 3] Salvager
     When a Technical is already upgraded twice, it can sell the salvages
       it claims.
 4] Auto Repair
      Allows the Technical to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
Upgrade Information
  - AP Bullets (Black Market): Increases Technical Machine Gun and
    Cannon (Upgrade One) damage by 25%.
  - Junk Repair (Black Market): Gives Technical auto-repair ability.
Build Information
  Prerequisite: Arms Dealer
  Build Cost: 500
  Build Time: 3 seconds
Notes
- Slot: 3

A.c.2) Scorpion
Health Information
  HP: 370                         Armor: Tank Armor
Experience Information
  100 Exp to Veteran       60 Exp as Conscript/Veteran
  200 Exp to Elite             120 Exp as Elite
  400 Exp to Heroic         200 Exp as Heroic
Vision Information
  Vision Range: 125        Shroud Clearing Range: 300
Movement Information
  Speed: 40 dist/sec; 30 when badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 100 degrees/sec  
 See the condition list below for Scorpion weapons
 - No Rocket upgrade and no crate upgrade: Scorpion Tank Gun
 - W/ Rocket upgrade and no crate upgrade: Scorpion Tank Gun and
    Scorpion Rocket
 - No Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
 - W/ Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
    and Scorpion Rocket
 - No Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
 - W/ Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
    and Double Scorpion Rockets
 1] Scorpion Tank Gun
      Damage: 20                           Radius: 5
      Damage Type: Armor Piercing
      Cooldown: 1000 milliseconds
      Range: 150
      Projectile Speed: 400 dist/sec
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
 2] Scorpion Rocket
      Primary Damage: 100; 125 with AP Rocket upgrade
      Primary Damage Radius: 5
      Secondary Damage: 80; 100 with AP Rocket upgrade
      Secondary Damage Radius: 25
      Damage Type: Explosion
      Range: 150                           Min. Range: 40
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Missile Speed: 150 dist/sec   Missile Turn Rate: 540 deg/sec
      Cooldown: 200 ms
      Clip Size: 1                          Clip Reload Time: 15000 ms
      Homing Missile
  3] Advanced Scorpion Tank Gun
      Damage: 25               Radius: 5
      Damage Type: Armor Piercing
      Cooldown: 1000 milliseconds
      Range: 150
      Projectile Speed: 400 dist/sec
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
 4] Double Scorpion Rockets
      Primary Damage: 100; 125 with AP Rocket upgrade
      Primary Damage Radius: 5
      Secondary Damage: 80; 100 with AP Rocket upgrade
      Secondary Damage Radius: 25
      Damage Type: Explosion
      Range: 150                           Min. Range: 40
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Missile Speed: 150 dist/sec   Missile Turn Rate: 540 deg/sec
      Cooldown: 200 ms
      Clip Size: 2                           Clip Reload Time: 15000 ms
      Homing Missile
Special Feature Information
 1] Scavenger
     Scorpion can replaces its weapons with the salvage of the destroyed
      vehicles
     Can only be upgraded twice
 2] Salvager
     When the Scorpion is already upgraded twice, it can take the salvage
      and turns it into money
 3] Toxin Contamination
      Prerequisite: Toxin Shells upgrade
      Scorpion loads its shells and rockets with a small amount of toxin,
       leaving Poison Field Small on the target (Poison Field Gamma Small
       if Anthrax Gamma upgrade is researched).
      When I tested it, it seemed that the Rockets do not contain toxin. Was
       I correct or it was just my eyesight that cheated me?
 4] Auto Repair
      Scorpion is capable of repairing itself.
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
Upgrade Information
  - Scorpion Rocket (Arms Dealer): Installs a deadly rocket on the
     Scorpion
  - AP Rocket (Black Market): +25% to Scorpion Rocket damage. Only
     works when Scorpion Rocket upgrade has been researched.
  - Toxin Shell (Palace): Loads Scorpion shells and the rocket with a
      handful doses of toxin.
  - Anthrax Beta (Palace): Replaces the standard toxin with deadlier agent,
     Anthrax Beta. Only works when Toxin Shells has been researched.
  - Junk Repair (Black Market): Scorpion receives auto-repair ability.
  ~ Anthrax Gamma (Toxin General Palace): Fills Scorpion's shells and
      rockets with Anthrax Gamma, but it is just for fun. No additional
     damage, compared to Anthrax Beta. Only works when the Toxin
     Shells upgrade has been researched.
Build Information
  Prerequisite: Arms Dealer
  Build Cost: 600
  Build Time: 7 seconds
Notes
-  Slot: 3

A.c.3) Quad Cannon
Health Information
  HP: 300                            Armor: Humvee Armor
Experience Information
 100 Exp to Veteran            50 Exp as Conscript/Veteran
 150 Exp to Elite                 100 Exp as Elite
 300 Exp to Heroic             150 Exp as Heroic
Vision Information
  Vision Range: 150                        Shroud Clearing Range: 300
Movement Information
  Speed: 40 dist/sec; 25 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 360 degrees/sec
 1a] Quad Cannon Gun Anti Ground
       Damage: 10; 12.5 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 1b] Quad Cannon Gun Anti Air
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
 2a] Quad Cannon Gun Anti Ground (crate upgrade one)
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 50 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 2b] Quad Cannon Gun Anti Air (crate upgrade one)
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 50 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
 3a] Quad Cannon Gun Anti Ground (crate upgrade two)
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 25 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 3b] Quad Cannon Gun Anti Air (crate upgrade two)
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 25 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
Special Feature Information
 1] Scavenger
     Quad Cannon can upgrade its weapon with the remains of destroyed
       vehicles.
     Can only be upgraded twice
 2] Salvager
     When the Quad Cannon is already upgraded twice, it can sell the remains
      of the destroyed vehicles
 3] Auto Repair
     This ability will allow Quad Cannon to repair itself
     Prerequisite: Junk Repair
     Repair Rate: 2 HP/sec
Upgrade Information
  - Junk Repair (Black Market): Enables Quad Cannon to auto-repair
  - AP Bullets (Black Market): +25% to Quad Cannon damage
Build Information
  Prerequisite: Arms Dealer
  Build Cost: 700
  Build Time: 6 seconds
Notes
-  Slot: 3

A.c.4) Toxin Tractor
Health Information
  HP: 240                                 Armor: Toxin Truck Armor
Experience Information
 100 Exp to Veteran                    50 Exp as Conscript/Veteran
 150 Exp to Elite                         100 Exp as Elite
 300 Exp to Heroic                     150 Exp as Heroic
Vision Information
  Vision Range: 100                    Shroud Clearing Range: 200
Movement Information
  Speed: 30 dist/sec; 20 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 180 deg/sec
 1] Toxin Truck Gun
     Damage: 10; 12.5 with Anthrax Beta upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
 2] Toxin Truck Gun (crate upgrade one)
     Damage: 12.5; 15 with Anthrax Beta upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
 3] Toxin Truck Gun (crate upgrade two)
     Damage: 15; 20 with Anthrax Beta upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
Special Feature Information
 1] Contamination
      Sprays toxin on a wide area
      a] Toxin Truck Sprayer
          Secondary Damage: 2; 2.5 with Anthrax Beta*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Medium
     b] Toxin Truck Sprayer (crate upgrade one)
          Secondary Damage: 2.5; 3 with Anthrax Beta*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Medium
     c] Toxin Truck Sprayer (crate upgrade two)
          Secondary Damage: 3; 4 with Anthrax Beta*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Medium
 2] Ungarrison
      Toxin Tractor can ungarrison garrisonable Civilian Buildings.
 3] Scavenger
      Toxin Tractor can upgrade its weapon with the salvages of the destroyed
       vehicles.
      Can be upgraded twice.
 4] Salvager
      When a Toxin Tractor is already upgraded twice, it can sell the salvages
        it claims.
 5] Auto Repair
      Allows the Toxin Tractor to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
 6] Toxin Tractor Explosion
      Leaves Poison Field Small when destroyed
Upgrade Information
  - Anthrax Beta (Palace): Replaces the standard toxin with Anthrax Beta
  - Junk Repair (Black Market): Enables the Toxin Tractor to auto-repair
Build Information
  Prerequisite: Arms Dealer
  Build Cost: 600
  Build Time: 5 seconds
Notes
- Slot: 3
- * means that the weapons, aside from researching Anthrax Beta, can also
    be obtained when the Toxin Truck becomes heroic

A.c.5) Combat Cycle
Health Information
  HP: 100                                 Armor: Truck Armor
Experience Information
   200 Exp to Veteran              50 Exp as Conscript/Veteran
   400 Exp to Elite                   100 Exp as Elite
   800 Exp to Heroic               150 Exp as Heroic
Vision Information
  Vision Range: 180                     Shroud Clearing Range: 300
Movement Information
 With Terrorist as its rider
   Normal (on Ground)
    Speed: 90 distances/sec; 68 if badly damaged
    Turn rate: 120 degrees per second
  Climbing
    Speed: 60 dist/sec; 45 if badly damaged
    Turn rate: 120 deg/sec
 With other infantry as its rider
   Normal (on Ground) and Climbing
    Speed: 120 distances/sec; 90 if badly damaged
    Turn rate: 120 degrees/sec
Weapon Information
 Combat cycle weaponry depends on its rider. For Standard GLA,
  the default driver is Rebel.
  1> Rebel Biker Machine Gun
       Rider: Rebel
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 150
       Projectile Speed: immediate
       Accuracy: 100%
       Clip Size: 6 shots            Clip Reload Time: 7000 milliseconds
  2> Suicide Bike Bomb
       Rider: Terrorist
       Primary Damage: 700         Primary Radius: 20
       Secondary Damage: 100     Secondary Radius: 50
       Damage Type: Explosion
       Range: 5
  3> RPG Trooper Biker Rocket
       Rider: RPG Trooper
       Damage: 40; 50 with AP Rocket upgrade
       Radius: 5
       Damage Type: Infantry Missile
       Cooldown:  1000 milliseconds
       Range: 175                    Minimum Range: 5
       Missile Speed: 225 dist/sec
       Missile Turn Rate: 100 deg/sec
       Accuracy: 100% vs vehicles; may miss up to 10 distances against infantry
  4> Biker Jarmen Kell Sniper Rifle
       Rider: Jarmen Kell
       Damage: 180; 225 with AP Bullet upgrade
       Damage Type: Sniper
       Cooldown: 750 milliseconds
       Range: 225
       Projectile Speed: immediate
       Accuracy: 100%
Special Feature Information
 1] Salvager
     Combat Cycle, although incapable of reinforced its weapon or armor
      with the scavenge of the destroyed vehicle, can take the money from it.
 2] Change Rider
     Combat Cycle can change its rider for multiple purposes. When it is riderless,
      unfortunately, it falls to the ground and is destroyed 
      Infantry that are allowed to ride Standard GLA Combat Cycle
         a. Standard GLA Rebel
         b. Standard GLA/Boss General Terrorist
         c. Standard GLA/Boss General RPG Trooper
         d. Standard GLA Hijacker
         e. Standard GLA Saboteur
         f. Boss General/Standard GLA Jarmen Kell
         g. Standard GLA Worker
       Exit Delay: 250 ms
 3] Kills Rider when Destroyed
      Try it yourself if you still do not understand ......
 4] Climbing
      Unlike other vehicles, Combat Cycle can move on the cliff area.
  5] Vehicle Snipe (Jarmen Kell-rid only)
       Kills the pilot of a vehicle, making it ownerless.
       Range: 225
       Damage Type: Kill Pilot
       Projectile Speed: Immediate
      Recharge Time: 30 seconds
  6] Rider's Stealth
      The Combat Cycle becomes stealth if the rider is a stealth unit
  7] Can not crush infantry
  8] Auto Repair
      Combat Cycle rider is capable of repairing his bike
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
Upgrade Information
  - AP Bullet (Black Market): (For Rebel and Jarmen Kell Combat
      Cycle only): +25 damage to Rebel Biker Machine Gun and Biker
      Jarmen Kell Sniper Rifle.
  - AP Rocket (Black Market): (For RPG Trooper Combat Cycle only):
      +25% damage to RPG Trooper Biker Rocket
  - Junk Repair (Black Market): Enables Combat Cycle to auto-repair
Build Information
  Prerequisite: Arms Dealer
  Build Cost: 500
  Build Time: 4 seconds
Notes
- Slot: 1
- Will not automatically attack enemy coming nearby

A.c.6) Marauder
Health Information
  HP: 430                             Armor: Tank Armor
Experience Information
 200 Exp to Veteran               100 Exp as Conscript/Veteran
 300 Exp to Elite                     200 Exp as Elite
 600 Exp to Heroic                 300 Exp as Heroic
Vision Information
  Vision Range: 125                 Shroud Clearing Range: 300
Movement Information
  Speed: 40 dist/sec; 30 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 1] Marauder Tank Gun
     Damage: 60
     Damage Radius: 5
     Damage Type: Armor Piercing
     Accuracy: 100% against vehicles, may miss as much as 10
      distances against infantry
     Range: 150
     Projectile Speed: 300 dist/sec
     Cooldown: 2000 msec
 2] Marauder Tank Gun (crate upgrade one)
     Damage: 60
     Damage Radius: 5
     Damage Type: Armor Piercing
     Accuracy: 100% against vehicles, may miss as much as 10
      distances against infantry
     Range: 150
     Projectile Speed: 400 dist/sec
     Cooldown: 1500 msec
 3] Marauder Tank Gun (crate upgrade two)
     Damage: 60
     Damage Radius: 5
     Damage Type: Armor Piercing
     Accuracy: 100% against vehicles, may miss as much as 10
      distances against infantry
     Range: 150
     Projectile Speed: 500 dist/sec
     Cooldown: 750 msec
     Clipsize: 2                       Clip Reload Time: 100
Special Feature Information
 1] Scavenger
     Marauder Tank can perfect its weapons with the salvage of the destroyed
      vehicles
     Can only be upgraded twice
 2] Salvager
     When the Marauder Tank  is already upgraded twice, it can take the
      salvage and turns it into money
 3] Toxin Contamination
      Marauder Tank loads its shells with a small amount of toxin, leaving
       Poison Field Small on the target (Poison Field Gamma Small if Anthrax
       Gamma upgrade is researched).
 4] Auto Repair
      Marauder Tank is capable of repairing itself.
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
Upgrade Information
  - Toxin Shells (Palace): Equips Marauder Tank shells with toxin, making
     Marauder a little bit more effective against infantry.
  - Anthrax Beta (Palace): (Affects Toxin Shells-upgraded Marauder Tank
     only) Replaces the standard toxin filling the Marauder Tank shells with
     a more effective Anthrax Beta agent.
  - Anthrax Gamma (Toxin General Palace): (Affects only Toxin Shells-
      upgraded Marauder Tank) Replaces the standard toxin used in the
      Marauder Tank shells with a more venomous Anthrax Gamma. Anthrax
      Gamma will also replace the Antrax Beta toxin-filling shells because it
       is more colourful, but not stronger:p.
Build Information
  Prerequisite: Arms Dealer, Marauder Tank General Power
  Build Cost: 800
  Build Time: 10 seconds
Notes
- Slot: 3

A.c.7) Radar Van
Health Information
  HP: 200                                 Armor: Truck Armor
Experience Information
  20 Exp as anyhting
Vision Information
  Vision Range: 200                    Shroud Clearing Range: 500
Movement Information
  Speed: 40 distances/sec; 30 if badly damaged
  Turn rate: 180 degrees per second
Special Feature Information
  1] Salvager
      Radar Van can sell the scavenged part of the destroyed vehicles.
  2] Enables Minimap
      Opens the small battlemap, giving more control in the battlefield
       (any better explanation?)
      Still works in low-power condition
      Can not function if stationed in a Tunnel Network or transport
  3] Detector
      Detection Rate: 500 msec
     Can not detect if stationed in a Tunnel Network or transport
  4] Auto Repair
      Enables the Radar van to repair itself
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
  5] Radar Van Scan
      Opens a small portion of map and reveals all hidden units there.
      Prerequisite: Radar Van Scan
      Radius: 150
      Recharge Time: 30000 milliseconds
      Revelation Time: 10000 ms
      Detection Rate: 500 ms       
Upgrade Information
  - Junk Repair (Black Market): Enables the Radar Van to auto-repair
  - Radar Van Scan (Black Market): Reveals an area as large as 150
    in radius on the map. Detects stealth.
Build Information
  Prerequisite: Arms Dealer
  Build Cost: 500
  Build Time: 10 seconds
Notes
- Slot: 3

A.c.8) Rocket Buggy
Health Information
  HP: 120                              Armor: Truck Armor
Experience Information
  200 Exp to Veteran             50 Exp as Conscript/Veteran
  400 Exp to Elite                   100 Exp as Elite
  800 Exp to Heroic               150 Exp as Heroic
Vision Information
  Vision Range: 180               Shroud Clearing Range: 300
Movement Information
  Speed: 90 dist/sec; 80 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Buggy Rocket
   Turret Turn Rate: 90 degrees/sec
   Damage: 20; 25 with AP Rocket upgrade
   Secondary Damage: 5; 6.25 with AP Rocket upgrade
   Secondary Damage Radius: 10
   Damage Type: Explosion
   Cooldown: 200 milliseconds
   Range: 300                               Minimum Range: 50
   Missile Speed: 225 dist/sec       Missile Turn Rate: 100 dist/sec
   Accuracy: 100% vs vehicles; may miss up to 20 dist. vs infantry
   Clip Size: 6 shots; 12 with Buggy Ammo upgrade
   Clip Reload Time: 6000 milliseconds
   Auto Reload: (time to reload after idle for this long instead of using the
    last clip): 6100 ms
    Homing missiles
Special Feature Information
 1] Salvager
     Rocket Buggy can claim the salvaged vehicles and turn them into cash
 2] Auto Repair
     Enables the Rocket Buggy to repair itself
     Prerequisite: Junk Repair
     Repair Rate: 2 HP/sec
Upgrade Information
  - Buggy Ammo (Black Market): Adds Buggy Rocket store by 50%
  - Junk Repair (Black Market): Rocket Buggy auto-repairs
Build Information
  Prerequisite: Arms Dealer, Palace
  Build Cost: 900
  Build Time: 10 seconds
Notes
-  Slot: 3

A.c.9) Bomb Truck
Health Information
  HP: 220                                 Armor: Truck Armor
Experience Information
 50 Exp as anything
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 200
Movement Information
  Speed: 50 dist/sec
  Turn rate: 90 degrees per second; 60 while badly damaged
Weapon Information
 Bomb Truck Bomb (Suicide Weapon)
  Primary Damage: 1000; 2000 with High Explosive Bomb upgrade
  Primary Damage Radius: 40; 50 with HE Bomb upgrade
  Secondary Damage: 100; 200 with HE Bomb upgrade
  Secondary Damage Radius: 65; 85 with HE Bomb upgrade
  Damage Type: Explosion
  Leaves Poison Field Medium upon detonation with Bio Bomb upgrade
Special Feature Information
 1] Salvager
      Bomb Truck is able to claim the scavenged vehicle, adding the treasure
       of the player
 2] Disguise as Vehicle
      Disguises the truck as an enemy vehicle. Will be revealed by detector.
 3] Detonate
     Detonates immediately.
 4] High Explosive Bomb and Bio Bomb
     See Weapon and Upgrade Information
 5] Auto Repair
      Allows the Bomb Truck to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
Upgrade Information
  - High Explosive Bomb (Bomb Truck): Carries a high explosive payload,
    increasing its explosion damage.
  - Bio Bomb (Bomb Truck): Carries a biological payload which spreads
    poison.
  - Anthrax Beta (Palace): Increases the bio bomb poison field damage.
  - Junk Repair (Black Market): Enables the Bomb Truck to auto repair.
Build Information
  Prerequisite: Arms Dealer and Palace
  Build Cost: 1200
  Build Time: 15 seconds
Notes
- Slot: 3
- Will not retaliate or attack without order

A.c.10) SCUD Launcher
Health Information
  HP: 180                      Armor: Truck Armor
Experience Information
 100 Exp to Veteran                 50 Exp as Conscript/Veteran
 200 Exp to Elite                      100 Exp as Elite
 400 Exp to Heroic                  150 Exp as Heroic
Vision Information
  Vision Range: 180              Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 15 if badly damaged
  Turn rate: 50 degrees per second; 45 while badly damaged
Weapon Information
  Turret Turn Rate: 60 degrees/sec
  1a] Scud Explosive Warhead
        Primary Damage: 300; 375 with AP Rocket Upgrade
        Primary Damage Radius: 50
        Secondary Damage: 50; 62.5 with AP Rocket Upgrade
        Secondary Damage Radius: 100
        Damage Type: Explosion   
        Range: 350
        Minimum Range: 200
        Missile Speed: 200 distances/second
        Missile Turn Rate: 540 degrees/second
        Accuracy: Unknown vs vehicles, may miss as much as 30 distances
         against infantry.
        Clip Reload Time: 10000 msec
        Pre Attack Delay: 500 ms; do the delay for every missile it
         launches
        Not homing missiles
  1b] Scud Anthrax Warhead
        Primary Damage: 200
        Primary Damage Radius: 30
        Secondary Damage: 25
        Secondary Damage Radius: 60
        Damage Type: Explosion
        Accuracy: Unknown vs vehicles, may miss as much as 30 distances
         against infantry.
        Range: 350
        Minimum Range: 200
        Missile Speed: 200 distances/second
        Missile Turn Rate: 540 degrees/second
        Pre Attack Delay: 500 ms; do the delay for every missile it
         launches
        Clip Reload Time: 10000 msec
        Not homing missiles
        Leaves Poison Field Medium upon detonation
  2a] Scud Explosive Warhead (crate upgrade one)
        Primary Damage: 300; 375 with AP Rocket Upgrade
        Primary Damage Radius: 50
        Secondary Damage: 50; 62.5 with AP Rocket Upgrade
        Secondary Damage Radius: 100
        Damage Type: Explosion   
        Range: 450
        Minimum Range: 200
        Missile Speed: 200 distances/second
        Missile Turn Rate: 540 degrees/second
        Accuracy: Unknown vs vehicles, may miss as much as 30 distances
         against infantry.
        Clip Reload Time: 10000 msec
        Pre Attack Delay: 500 ms; do the delay for every missile it
         launches
        Not homing missiles
  2b] Scud Anthrax Warhead (crate upgrade one)
        Primary Damage: 200
        Primary Damage Radius: 30
        Secondary Damage: 25
        Secondary Damage Radius: 60
        Damage Type: Explosion
        Accuracy: Unknown vs vehicles, may miss as much as 30 distances
         against infantry.
        Range: 450
        Minimum Range: 200
        Missile Speed: 200 distances/second
        Missile Turn Rate: 540 degrees/second
        Pre Attack Delay: 500 ms; do the delay for every missile it
         launches
        Clip Reload Time: 10000 msec
        Not homing missiles
        Leaves Poison Field Medium upon detonation
  3a] Scud Explosive Warhead (crate upgrade two)
        Primary Damage: 400; 500 with AP Rocket Upgrade
        Primary Damage Radius: 50
        Secondary Damage: 75; 93.75 with AP Rocket Upgrade
        Secondary Damage Radius: 100
        Damage Type: Explosion   
        Range: 450
        Minimum Range: 200
        Missile Speed: 200 distances/second
        Missile Turn Rate: 540 degrees/second
        Accuracy: Unknown vs vehicles, may miss as much as 30 distances
         against infantry.
        Clip Reload Time: 10000 msec
        Pre Attack Delay: 500 ms; do the delay for every missile it
         launches
        Not homing missiles
  3b] Scud Anthrax Warhead (crate upgrade two)
        Primary Damage: 250
        Primary Damage Radius: 30
        Secondary Damage: 50
        Secondary Damage Radius: 60
        Damage Type: Explosion
        Accuracy: Unknown vs vehicles, may miss as much as 30 distances
         against infantry.
        Range: 450
        Minimum Range: 200
        Missile Speed: 200 distances/second
        Missile Turn Rate: 540 degrees/second
        Pre Attack Delay: 500 ms; do the delay for every missile it
         launches
        Clip Reload Time: 10000 msec
        Not homing missiles
        Leaves Poison Field Medium upon detonation
Special Feature Information
 1] Replaces Warhead
      SCUD Launcher can install either Explosive or Anthrax Warhead
 2] Scavenger
      SCUD Launcher can upgrade its weapon with the salvages of the destroyed
       vehicles.
      Can be upgraded twice.
 3] Salvager
      When a SCUD Launcher is already upgraded twice, it can sell the salvages
        it claims.
 4] Auto Repair
      Allows the SCUD Launcher to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
Upgrade Information
  - Anthrax Beta (Palace): Replaces the standard anthrax with deadlier
     Anthrax Beta in the SCUD Warhead
  - Junk Repair (Black Market): Allows SCUD Launcher to repair itself.
  - AP Rockets (Black Market): Increases the damage of explosive SCUD
      warhead
Build Information
  Prerequisite: Arms Dealer, Palace, Scud Launcher General Power
  Build Cost: 1200
  Build Time: 15 seconds
Notes
- Slot: 3
- Will not attack without order or retaliate

A.c.11) Battle Bus
Health Information
  HP: 400; 650 when becoming Garrisoned Hulk
  Armor:
   - Bus Normal Condition: Battle Bus Truck Armor
   - Bus Crate Upgrade One: Battle Bus Truck Armor One
   - Bus Crate Upgrade Two: Battle Bus Truck Armor Two
   - Hulk Normal Condition: Battle Bus Structure Armor Tough
   - Hulk Crate Upgrade One: Battle Bus Structure Armor Tough One
   - Hulk Crate Upgrade Two: Battle Bus Structure Armor Tough Two
Note that Hulk will automatically retain its crate upgrade status from the
 Bus before it is destroyed. A crate-one-upgraded Bus, for example, will
 create a crate-one-upgraded Hulk.
Experience Information
 50 Exp as anything
Vision Information
  Vision Range: 150                    Shroud Clearing Range: 200
Movement Information
  Speed: 75 dist/sec; 50 if badly damaged
  Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
 1] Scavenger
     Battle Bus can strengthen its armor with the salvage of the destroyed
      vehicles
     Can only be upgraded twice
 2] Salvager
     When the Battle Bus  is already upgraded twice, it can take the
      salvage and turns it into money
 3] Battle Transport
     Enables the infantry inside to fire from within and to gain Garrison Bonus
      (see Bonus Modifier)
     Total Infantry Transported: 8
     50% damage to passenger when turned into Garrisonable Hulk and
      100% damage to passenger when totally destroyed
     Exit delay: 250 ms/infantry
 4] Garrisonable Hulk
      After the Bus is destroyed, flying, and finally landing on the ground,
       its remains can still be used as a covered bunker for infantry in it.
      Automatically destroyed after no infantry inside.
      Destruction Delay: 1000 ms
 5] Auto Repair
     Battle Bus (both as Bus and Hulk) can repair itself
     Prerequisite: Junk Repair upgrade
     Repair Rate: 2 HP/second
Upgrade Information
  - Junk Repair (Black Market): Enables Battle Bus to auto-repair
Build Information
  Prerequisite: Arms Dealer, Palace
  Build Cost: 1000
  Build Time: 15 seconds
Notes
- Slot: 8

A.c.12) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
  HP: 100               Armor: Truck Armor
Vision Information
  Vision Range: varies
Locomotor Information
  Speed: 90 dist/sec
  Turn Rate: 120 degrees/sec
Weapon Information
  Suicide Car Bomb
   Primary Damage: 700
   Primary Damage Radius: 20
   Secondary Damage: 100
   Secondary Damage Radius: 50
   Damage Type: Explosion
   Range: 5
Build Information
  Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3

B. GLA Demolition General Units

--------------------------------------
(a) GLA Demolition General Aircraft
--------------------------------------
B.a.1) GLA Cargo Plane
Health Information
  HP: 1000                                 Armor: Airplane Armor
Experience Information
 40 Exp as Anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate: 25 degrees per second; 10 while badly damaged
Notes
- Drops Anthrax Bomb and Reinforcement Pad vehicle to the targetted area.
- Door Open Time: 500 ms

--------------------------------------
(b) GLA Demolition General Infantry
--------------------------------------

B.b.1) Rebel
Health Information
  HP: 120                            Armor: Human Armor
Experience Information
   40 Exp to Veteran          15 Exp as Conscript/Veteran
   60 Exp to Elite                30 Exp as Elite
   120 Exp to Heroic          40 Exp as Heroic
Vision Information
  Vision Range: 150            Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 10 if badly hurt
  Turn rate:  500 degrees per second (infinite)
Weapon Information
 Rebel Machine Gun
  Damage: 5; 6.25 with AP Bullet upgrade
  Damage Type: Small Arms
  Cooldown: 100 milliseconds                       Range: 100 
  Projectile Speed: immediate
  Accuracy: 100%
  Clip Size: 3 shots                                Clip Reload Time: 700 milliseconds
Special Feature Information
 1] Salvager
      Rebels can pick up salvage and turn it to cash for player
 2] Capture Building
      Prerequisite: Capture Building upgrade
      Unpack Time: 3000 ms      
      Preparation Time: 20000 ms
      Pack Time: 2000 ms
      Experience Gained: 12
      Recharge Time: 15000 ms
 3] Stealth
      Prerequisite: Camouflage upgrade
      Stealth Delay: 2500 ms
      Decloaks when attacking or capturing building
 4] Booby Trap
      Deploys an explosive to friendly buildings, making them difficult to
       capture
      Prerequisite: Booby Trap upgrade
      Recharge Time: 7500 ms
      Max. No. of Booby Trap in a Building: 1
      Max. No. of Booby Trap installed: 100
      Does not expire when the creator dies
      Booby Trap Information
       Primary Damage: 200            Primary Damage Radius: 5
       Secondary Damage: 50         Secondary Damage Radius: 15
       Damage Type: Explosion       Vision/Shroud Clearing Range: 25
 5] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies (woah....).
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - Capture Building (Demo General Barracks): Enabes Rebel to capture
      most hostile base buildings and tech buildings.
  - Demolition (Demo General Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
  - AP Bullets (Demo General Black Market): Increases Rebel damage by 25%.
  ~ Camouflage (Standard GLA Palace): Rebels are hidden from sight when
      not doing any hostile actions.
Build Information
  Prerequisite: GLA Demolition General Barracks
  Build Cost: 150
  Build Time: 5 seconds
Notes
-  Slot: 1

B.b.2) Terrorist
Health Information
  HP: 120                                 Armor: Demo Gen Terrorist Armor
Experience Information
  20 Exp as anything
Vision Information
  Vision Range: 150                 Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 when badly wounded
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
 Suicide Dynamite Pack
   Primary Damage: 500                    Primary Radius: 18
   Secondary Damage: 300               Secondary Radius: 50
   Damage Type: Explosion
   Activated when crushed, splatted, lasered, burned, exploded.
Special Feature Information
 1] Salvager
      Terrorist can gain money from the salvage of the destroyed vehicles
 2] Car Bomb
      Steals a civilian car and loads it with bomb (see Car Bomb)
Build Information
  Prerequisite: Demo General Barracks
  Build Cost: 200
  Build Time: 5 seconds
Notes
- Slot: 1
- Can be ordered to attack an empty area by force attack

B.b.3) RPG Trooper
Health Information
  HP: 100                          Armor: Human Armor
Experience Information
 100 Exp to Veteran                20 Exp as Conscript/Veteran
 200 Exp to Elite                     40 Exp as Elite
 400 Exp to Heroic                 60 Exp as Heroic
Vision Information
  Vision Range: 150                Shroud Clearing Range: 400
Movement Information
  Speed: 20 distances/sec; 10 if badly wounded
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
  Tunnel Defender Rocket (RPG)
   Damage: 40; 50 with AP Rockets upgrade
   Radius: 5
   Damage Type: Infantry Missile
   Cooldown: 1000 milliseconds
   Range: 175                                    Minimum Range: 5
   Missile Speed: 225 dist/sec            Missile Turn Rate: 100 deg/sec
   Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
   Homing missiles
Special Feature Information
 1] Salvager
     RPG Trooper can turn the salvaged vehicles into cash
 2] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - AP Rocket (Black Market): 25% to RPG missile damage
  - Demolition (Demo Gen. Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
Build Information
 Prerequisite: Demo General Barracks or Demo General Tunnel Network
  (see notes and Tunnel Network)
 Build Cost: 300
 Build Time: 5 seconds
Notes
-  Slot: 1
- Comes up in pair when a Tunnel Network is completely built for the
    1st time (not by GLA Hole)

B.b.4) Angry Mob
Health Information
  Members: 10; initially just 5, but will grow.
  HP: 50                                 Armor: Human Armor
Experience Information
 150 Exp to Veteran                 5 Exp as anything
 450 Exp to Elite
 900 Exp to Heroic
Vision Information
  Vision\Shroud Clearing Range: 150
Movement Information
  Group Movement
   Speed: 18 dist/sec
   Turn Rate: 360 degrees/sec; 350 if badly hurt
  Person Movement
   Normal
    Speed: 20; 10 if badly hurt
    Turn Rate: 500 dist/sec
   Wander
    Speed: 13; 10 if badly hurt
    Turn Rate: 500 dist/sec
   Panic
    Speed: 32; 10 if badly hurt
    Turn Rate: 500 dist/sec
Weapon Information
 1] Pistol
      Some members of the Angry Mob bring pistols as weapons
       Damage: 10                Damage Type: Molotov Cocktail
       Range: 100                 Projectile Speed: immediate
       Cooldown: 250 ms
       Clip: 8                        Reload Time: 3000 ms
       Replaced by AK-47 when Arm the Mob upgrade is researched
 2] Rock
      Some other members, instead of Pistols, effectively use Rock to
       knock down the enemy
       Damage: 40                   Radius: 1 
       Range: 100                    Damage Type: Molotov Cocktail
       Projectile Speed: 130 dist/sec
       Accuracy: 100%
       Cooldown: 500 ms
       Pause before Throwing: 500 ms (let's say it is an addition to
        cooldown, so Angry Mob member using this will throw the
        next Rock after 1000 ms)
       Replaced by AK-47 when Arm the Mob upgrade is researched
 3] Molotov
      While their friends choose light Pistol and cheap Rock, some mobsters
        prefer Molotov
       Damage: 40                    Radius: 11
       Range: 100                     Minimum Range: 12
       Damage Type: Molotov Cocktail
       Projectile Speed: 60 dist/sec
       Pause before Throwing: 500 ms (let's say it is an addition to
        cooldown, so Angry Mob member using this will throw the
        next Molotov after 1000 ms)
      Molotov leaves earth-scorching flames for 2333 ms at the radius of
       18-30, but the damage is yet unknown
 4] AK-47
     AK-47 replaces the standard Pistols and primitve Rocks
      Prerequisite: Arm the Mob upgrade
      Damage: 20; 25 with AP Bullets upgrade
      Range: 120
      Damage Type: Molotov Cocktail
      Projectile Speed: immediate
      Accuracy: 100%
      Cooldown: 250 ms
Special Feature Information
 1] Salvager
      Angry Mob can take the salvaged vehicles and turn it into cash
 2] Regeneration
      As long as there is at least one person in the mob, the mob can
       gain full health and new members and still retains the rank it acquires
      Regeneration Rate: 30 seconds
 3] Group
      Angry Mob member can only work in group. If there is one member
       separated from the group, (s)he dies
      Chasing Radius: 40
Upgrade Information
 - Arm the Mob (Palace): Replaces the pistols and rocks used by Angry
    Mob with powerful AK 47s
 - AP Bullets (Black Market): Increases the attack damage of AK 47

Build Information
  Prerequisite: Demo Gen. Barracks, Demo Gen. Palace
  Build Cost: 800
  Build Time: 15 seconds
Notes
- Can not be transported or enter Tunnel Network/buildings
- Mobsters and their weapons:
   Mobsters                                          Weapons          Weapons
                                                            (unupgraded)    (upgraded)    
   Aladdin                                               Pistol                 AK-47
   Woman in the Gypsy Costume            Rock                 AK-47
   Lady with the Hot Sauce                     Molotov            Molotov
   Skinny Guy with the Green Beret        Pistol                 AK-47
   Fat Guy with the Tank Top                 Rock                 AK-47
   The Robed Dude with the Man-Veil    Pistol                AK-47

B.b.5) Jarmen Kell
Health Information
  HP: 200                              Armor: Human Armor
Experience Information
 100 Exp to Veteran             50 Exp as Conscript/Veteran
 200 Exp to Elite                  100 Exp as Elite
 400 Exp to Heroic              150 Exp as Heroic
Vision Information
  Vision Range: 200              Shroud Clearing Range: 400
Movement Information
  Speed: 30 distances/sec; 20 if badly hurt
  Turn rate: 500 degrees per second (infinite)
Weapon Information
 Jarmen Kell Rifle
   Damage: 180; 225 with AP Bullets upgrade
   Damage Type: Sniper
   Cooldown: 1000 milliseconds
   Range: 225
   Projectile Speed: immediate
   Accuracy: 100%
Special Feature Information
 1] Salvager
      Jarmen Kell can pick up salvage and turn it into cash
 2] Stealth
      Stealth Delay: 2000 ms
      Decloaks when attacking
      Still cloaks when garrisoning a building
 3] Detector
     Demo General Jarmen Kell can detect stealth (ehh... for what
      reason is he able to do it?)
     Detection Rate: 750 ms
     Detection Range: 150
     Can not detect stealth when in vehicle (including Combat Bike)
      or building.
 4] Vehicle Snipe
       Kills the pilot of a vehicle, making it captureable
       Can not Vehicle Snipe pilotless vehicles, such as Sentry Drone
       Can not Vehicle Snipe air units, even if they are on land
       Recharge Time: 30000 ms        Range: 225
       Range: 225                               Damage Type: Kill Pilot
 5] Crush Immunity
       As a hero, Jarmen Kell can not be squeezed except by Overlord/
        Emperor Overlord
 6] Remote C4
     Plants a stealthy Remote C4 on an enemy buiding or vehicle which will
      explode on command. Only Dozer or Worker can remove it.
      Range: 0
      Preparation Time: 0
      Decloaks 5000 ms before planting C4
      Unpack Time: 5500 ms
      Escapes 100 distances after completion
      Canít install more than 1 C4 (either Timed or Remote) in one place
      Max Remote C4s to Install: 8
      Expires if Jarmen Kell dies
      Primary Damage: 2000
      Primary Damage Radius: 25
      Secondary Damage: 150
      Secondary Damage Radius: 75
      Damage Type: Explosion
      Vision/Shroud Clearing Range: 75
 7] Timed C4
      Plants a stealthy timed C4 on an enemy building/vehicle which will explode
       after a certain period of time
      Range: 0
      Preparation Time: 0
      Decloaks 5000 ms before planting C4
      Unpack Time: 5500 ms
      Escapes 100 distances after completion
      Canít install more than 1 C4 (either Timed or Remote) in one place
      Max Remote C4s to Install: 10
      Does not expire if Jarmen Kell dies
      Primary Damage: 2000
      Primary Damage Radius: 25
      Secondary Damage: 150
      Secondary Damage Radius: 75
      Damage Type: Explosion
      Vision/Shroud Clearing Range: 75
 8] Detonate
     Detonates all Remote Demo Charges
 9] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - AP Bullets (Black Market): Increases Jarmen Kell's damage by 25%
  - Demolition (Demo Gen. Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisite: Demo General Barracks; Demo General Palace
  Build Cost: 1500
  Build Time: 20 seconds
Notes
- Max no. to build: 1
- Slot: 1

B.b.6) Worker
Health Information
  HP: 100                               Armor: Human Armor
Vision Information
  Vision Range: 100         Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 when badly hurt
  Speed with Worker Shoes upgrade: 30 dist/sec; 20 when badly wounded
  Turn Rate: 500 degrees/sec
Special Feature Information
 1] Salvager
     Worker can sell the remains of destroyed vehicles
 2] Builder
     Construction Dozer can build China buildings. See Tip and Trick session
      to build other factions' buildings.
 3] Real/Fake Building Option
      Worker can build Fake Buildings as well as real ones.
 4] Detection and Disarming
     Detects and Disarms US Colonel Burtonís  & Demo General
      Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
      Booby Trap, and China Land, Cluster, & EMP Mines.
      Disarm Delay: 1000 ms
      Disarm Recharge Time: 1000 ms
      Detection Rate: 500 msec
      Looks for explosives to disarm within 150 range every 5000 milliseconds
      when idle.
      Canít detect explosives when in Transport or Tunnel Network.
 5] Repairs Damaged Buildings
     Repairs 2% of max HP per second.
     Looks for buildings to repair within 150 range every 5000 milliseconds
     when idle.
 6] Harvester
     Max Boxes to Carry: 1 ($75; $83 with Worker Shoes upgrade)
     Supply Center Action Delay: 150 ms for whole thing (one transaction)
     Supply Warehouse Action Delay: 150 ms per box (many small transactions)
     Supply Warehouse Scan Distance: 700 (Max distance to look for
      a warehouse, or workers go home)
     Warns when Supplies are exhausted      
 7] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - Worker Shoes (Black Market): Increases Worker's speed and supply
      carrier capacity
  - Demolition (Demo General Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisite: Demo Gen. Command Center or Demo Gen. Supply Stash
  Build Cost: 200
  Build Time: 3 seconds
Notes
- Slot: 1
- Worker Shoes upgrade increases the cash a Worker can carry. When he
    harvests a pile of supply, the supply decreases by $75, but the Worker
    delivers $83.
   For example, a Worker harvests a supply pile worth $1500. It requires a
    Worker to harvest it 20 times until it is empty ($1500/75=20). However,
    when the supply pile is exhausted, the total amount you collect is $1660
    ($83*20=$1660).

B.b.7) Stinger Soldier
Health Information
  HP: 100                        Armor: Stinger Soldier Armor
Vision Information
  Vision\Shroud Clearing Range: 400
Movement Information
  Speed: immobile
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
 1] Stinger Missile (Anti Ground)
      Damage: 20; 25 with AP Rocket upgrade
      Damage Radius: 5
      Damage Type: Explosion       Range: 225
      Missile Speed: 400 dist/sec    Missile Turn Rate: 625 deg/sec
      Cooldown: 2000 ms
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Homing missile
 2] Stinger Missile (Anti Air)
      Damage: 30                         Damage Radius: 10
      Damage Type: Explosion     Range: 400
      Missile Speed: 400 dist/sec    Missile Turn Rate: 625 deg/sec
      Cooldown: 2000 ms
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Homing missile
      Can shoot down ballistic missiles
Special Feature Information
 1] Stinger Protection
      Stinger Soldiers are protected by Stinger Site from most attack
      See Stinger Site for more info
 2] Respawning
     Stinger Soldiers, if killed but the Stinger Site still exists, may respawn
     See Stinger Site for more info
 3] Detector
      Detection Rate: 500 ms
      Detection Range: 200
 4] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - AP Rocket (Black Market): 25% Stinger missile damage to ground units
  - Demolition (Demo General Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisite: Demo General Stinger Site
  Build Cost: 100 (only for players who choose Cash Bounty General Power)
  Build Time: 30 seconds
Notes
-  Slot: 1

---------------------------------------
(c) GLA Demolition General Vehicles
---------------------------------------

B.c.1) Technical
Health Information
  HP: 180                              Armor: Truck Armor
Experience Information
  50 Exp to Veteran              25 Exp as Conscript/Veteran
  75 Exp to Elite                    50 Exp as Elite
  150 Exp to Heroic              100 Exp as Heroic
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 300
Movement Information
  Speed: 90 dist/sec; 80 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 240 degrees/sec
 1] Technical Machine Gun
      Damage: 10; 12.5 with AP Bullets upgrade
      Damage Type: Comanche Vulcan
      Range: 150
      Cooldown: 200 ms
      Accuracy: 100%
      Projectile Speed: immediate
 2] Technical Cannon (crate upgrade one)
      Damage: 45; 56.25 with AP Bullets Upgrade
      Damage Radius: 25
      Damage Type: Comanche Vulcan
      Accuracy: 100% against vehicle. May miss as much as 10
       distances against infantry
      Range: 150
      Projectile Speed: 300 dist/sec
      Cooldown: 1000 msec
 3] Technical RPG (crate upgrade two)
      Damage: 50
      Damage Radius: 5
      Damage Type: Explosion
      Accuracy: 100%
      Range: 150
      Minimum Range: 5
      Missile Speed: 225 dist/sec
      Missile Turn Rate: 100 degrees/sec
      Cooldown: 1000 msec
Special Feature Information
 1] Scavenger
     Replaces Technical Machine Gun Weapon with a stronger weapon.
     Can be upgraded twice.
 2] Transport
     Can transport up to 5 infantry.
     10% damage to units inside when destroyed.
 3] Salvager
     When a Technical is already upgraded twice, it can sell the salvages
       it claims.
 4] Auto Repair
      Allows the Technical to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
 5] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - AP Bullets (Black Market): Increases Technical Machine Gun and
    Cannon (Upgrade One) damage by 25%.
  - Junk Repair (Black Market): Gives Technical auto-repair ability.
  - Demolition (Demo General Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisite: Demo Gen. Arms Dealer
  Build Cost: 600
  Build Time: 5 seconds
Notes
- Slot: 3

B.c.2) Scorpion
Health Information
  HP: 370                         Armor: Tank Armor
Experience Information
  100 Exp to Veteran       60 Exp as Conscript/Veteran
  200 Exp to Elite             120 Exp as Elite
  400 Exp to Heroic         200 Exp as Heroic
Vision Information
  Vision Range: 125        Shroud Clearing Range: 300
Movement Information
  Speed: 40 dist/sec; 30 when badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 100 degrees/sec  
 See the condition list below for Scorpion weapons
 - No Rocket upgrade and no crate upgrade: Scorpion Tank Gun
 - W/ Rocket upgrade and no crate upgrade: Scorpion Tank Gun and
    Scorpion Rocket
 - No Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
 - W/ Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
    and Scorpion Rocket
 - No Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
 - W/ Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
    and Double Scorpion Rockets
 1] Scorpion Tank Gun
      Damage: 20                           Radius: 5
      Damage Type: Armor Piercing
      Cooldown: 1000 milliseconds
      Range: 150
      Projectile Speed: 400 dist/sec
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
 2] Scorpion Rocket
      Primary Damage: 100; 125 with AP Rocket upgrade
      Primary Damage Radius: 5
      Secondary Damage: 80; 100 with AP Rocket upgrade
      Secondary Damage Radius: 25
      Damage Type: Explosion
      Range: 150                           Min. Range: 40
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Missile Speed: 150 dist/sec   Missile Turn Rate: 540 deg/sec
      Cooldown: 200 ms
      Clip Size: 1                          Clip Reload Time: 15000 ms
      Homing Missile
  3] Advanced Scorpion Tank Gun
      Damage: 25               Radius: 5
      Damage Type: Armor Piercing
      Cooldown: 1000 milliseconds
      Range: 150
      Projectile Speed: 400 dist/sec
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
 4] Double Scorpion Rockets
      Primary Damage: 100; 125 with AP Rocket upgrade
      Primary Damage Radius: 5
      Secondary Damage: 80; 100 with AP Rocket upgrade
      Secondary Damage Radius: 25
      Damage Type: Explosion
      Range: 150                           Min. Range: 40
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Missile Speed: 150 dist/sec   Missile Turn Rate: 540 deg/sec
      Cooldown: 200 ms
      Clip Size: 2                           Clip Reload Time: 15000 ms
      Homing Missile
Special Feature Information
 1] Scavenger
     Scorpion can replaces its weapons with the salvage of the destroyed
      vehicles
     Can only be upgraded twice
 2] Salvager
     When the Scorpion is already upgraded twice, it can take the salvage
      and turns it into money
 3] Toxin Contamination
      Scorpion loads its shells and rockets with a small amount of toxin,
       leaving Poison Field Small on the target (Poison Field Gamma Small
       if Anthrax Gamma upgrade is researched).
      When I tested it, it seemed that the Rockets do not contain toxin. Was
       I correct or it was just my eyesight that cheated me?
 4] Auto Repair
      Scorpion is capable of repairing itself.
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
 5] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - Scorpion Rocket (Arms Dealer): Installs a deadly rocket on the
     Scorpion
  - AP Rocket (Black Market): +25% to Scorpion Rocket damage. Only
     works when Scorpion Rocket upgrade has been researched.
  - Junk Repair (Black Market): Scorpion receives auto-repair ability.
  - Demolition (Demo General Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
  ~ Toxin Shell (GLA Palace): Loads Scorpion shells and the rocket with a
      handful doses of toxin.
  ~ Anthrax Beta (GLA Palace): Replaces the standard toxin with deadlier agent,
     Anthrax Beta. Only works when Toxin Shells has been researched.
  ~ Anthrax Gamma (Toxin General Palace): Fills Scorpion's shells and
      rockets with Anthrax Gamma, but it is just for fun. No additional
     damage, compared to Anthrax Beta. Only works when the Toxin
     Shells upgrade has been researched.
Build Information
  Prerequisite: Demo Gen. Arms Dealer
  Build Cost: 650
  Build Time: 7 seconds
Notes
-  Slot: 3

B.c.3) Quad Cannon
Health Information
  HP: 300                            Armor: Humvee Armor
Experience Information
 100 Exp to Veteran            50 Exp as Conscript/Veteran
 150 Exp to Elite                 100 Exp as Elite
 300 Exp to Heroic             150 Exp as Heroic
Vision Information
  Vision Range: 150             Shroud Clearing Range: 300
Movement Information
  Speed: 40 dist/sec; 25 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 360 degrees/sec
 1a] Quad Cannon Gun Anti Ground
       Damage: 10; 12.5 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 1b] Quad Cannon Gun Anti Air
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
 2a] Quad Cannon Gun Anti Ground (crate upgrade one)
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 50 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 2b] Quad Cannon Gun Anti Air (crate upgrade one)
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 50 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
 3a] Quad Cannon Gun Anti Ground (crate upgrade two)
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 25 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 3b] Quad Cannon Gun Anti Air (crate upgrade two)
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 25 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
Special Feature Information
 1] Scavenger
     Quad Cannon can upgrade its weapon with the remains of destroyed
       vehicles.
     Can only be upgraded twice
 2] Salvager
     When the Quad Cannon is already upgraded twice, it can sell the remains
      of the destroyed vehicles
 3] Auto Repair
     This ability will allow Quad Cannon to repair itself
     Prerequisite: Junk Repair
     Repair Rate: 2 HP/sec
 4] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - Junk Repair (Black Market): Enables Quad Cannon to auto-repair
  - AP Bullets (Black Market): +25% to Quad Cannon damage
  - Demolition (Demo General Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisite: Demo General Arms Dealer
  Build Cost: 750
  Build Time: 6 seconds
Notes
-  Slot: 3

B.c.4) Toxin Tractor
Health Information
  HP: 240                                 Armor: Toxin Truck Armor
Experience Information
 100 Exp to Veteran                    50 Exp as Conscript/Veteran
 150 Exp to Elite                         100 Exp as Elite
 300 Exp to Heroic                     150 Exp as Heroic
Vision Information
  Vision Range: 100                    Shroud Clearing Range: 200
Movement Information
  Speed: 30 dist/sec; 20 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 180 deg/sec
 1] Toxin Truck Gun
     Damage: 10; 12.5 with Anthrax Beta upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
 2] Toxin Truck Gun (crate upgrade one)
     Damage: 12.5; 15 with Anthrax Beta upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
 3] Toxin Truck Gun (crate upgrade two)
     Damage: 15; 20 with Anthrax Beta upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
Special Feature Information
 1] Contamination
      Sprays toxin on a wide area
      a] Toxin Truck Sprayer
          Secondary Damage: 2; 2.5 with Anthrax Beta*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Medium
     b] Toxin Truck Sprayer (crate upgrade one)
          Secondary Damage: 2.5; 3 with Anthrax Beta*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Medium
     c] Toxin Truck Sprayer (crate upgrade two)
          Secondary Damage: 3; 4 with Anthrax Beta*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Medium
 2] Ungarrison
      Toxin Tractor can ungarrison garrisonable Civilian Buildings.
 3] Scavenger
      Toxin Tractor can upgrade its weapon with the salvages of the destroyed
       vehicles.
      Can be upgraded twice.
 4] Salvager
      When a Toxin Tractor is already upgraded twice, it can sell the salvages
        it claims.
 5] Auto Repair
      Allows the Toxin Tractor to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
 6] Toxin Tractor Explosion
      Leaves Poison Field Small when destroyed
 7] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - Anthrax Beta (GLA Palace): Replaces the standard toxin with Anthrax Beta
  - Junk Repair (Black Market): Enables the Toxin Tractor to auto-repair
  - Demolition (Demo General Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisite: Arms Dealer
  Build Cost: 750
  Build Time: 5 seconds
Notes
- Slot: 3
- * means that the weapons, aside from researching Anthrax Beta, can also
    be obtained when the Toxin Truck becomes heroic

B.c.5) Combat Cycle
Health Information
  HP: 100                                 Armor: Truck Armor
Experience Information
   200 Exp to Veteran              50 Exp as Conscript/Veteran
   400 Exp to Elite                   100 Exp as Elite
   800 Exp to Heroic               150 Exp as Heroic
Vision Information
  Vision Range: 180                     Shroud Clearing Range: 300
Movement Information
 With Terrorist as its rider
   Normal (on Ground)
    Speed: 90 distances/sec; 68 if badly damaged
    Turn rate: 120 degrees per second
  Climbing
    Speed: 60 dist/sec; 45 if badly damaged
    Turn rate: 120 deg/sec
 With other infantry as its rider
   Normal (on Ground) and Climbing
    Speed: 120 distances/sec; 90 if badly damaged
    Turn rate: 120 degrees/sec
Weapon Information
 Combat cycle weaponry depends on its rider. For Demolition General,
  the default driver is Terrorist.
  1> Rebel Biker Machine Gun
       Rider: Demo Gen. Rebel
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 150
       Projectile Speed: immediate
       Accuracy: 100%
       Clip Size: 6 shots            Clip Reload Time: 7000 milliseconds
  2> Suicide Bike Bomb
       Rider: Demo Gen. Terrorist
       Primary Damage: 700; 800 with Demolition upgrade
       Primary Radius: 20; 18 with Demolition upgrade
       Secondary Damage: 100; 500 with Demolition upgrade
       Secondary Radius: 50
       Damage Type: Explosion
       Range: 5
       Will not damage nearby allies with Demolition upgrade
  3> RPG Trooper Biker Rocket
       Rider: Demo Gen. RPG Trooper
       Damage: 40; 50 with AP Rocket upgrade
       Radius: 5
       Damage Type: Infantry Missile
       Cooldown:  1000 milliseconds
       Range: 175                    Minimum Range: 5
       Missile Speed: 225 dist/sec
       Missile Turn Rate: 100 deg/sec
       Accuracy: 100% vs vehicles; may miss up to 10 distances against infantry
  4> Biker Jarmen Kell Sniper Rifle
       Rider: Demo Gen. Jarmen Kell
       Damage: 180; 225 with AP Bullet upgrade
       Damage Type: Sniper
       Cooldown: 750 milliseconds
       Range: 225
       Projectile Speed: immediate
       Accuracy: 100%
Special Feature Information
 1] Salvager
     Combat Cycle, although incapable of reinforced its weapon or armor
      with the scavenge of the destroyed vehicle, can take the money from it.
 2] Change Rider
     Combat Cycle can change its rider for multiple purposes. When it is riderless,
      unfortunately, it falls to the ground and is destroyed 
      Infantry that are allowed to ride Standard GLA Combat Cycle
         a. Demolition General Rebel
         b. Demolition General Terrorist
         c. Demolition General RPG Trooper
         d. Demolition General Jarmen Kell
         e. Demolition General Worker 
       Exit Delay: 250 ms
 3] Kills Rider when Destroyed
      Try it yourself if you still do not understand ......
 4] Climbing
      Unlike other vehicles, Combat Cycle can move on the cliff area.
  5] Vehicle Snipe (Jarmen Kell-rid only)
       Kills the pilot of a vehicle, making it ownerless.
       Range: 225
       Damage Type: Kill Pilot
       Projectile Speed: Immediate
      Recharge Time: 30 seconds
  6] Rider's Stealth
      The Combat Cycle becomes stealth if the rider is a stealth unit
  7] Can not crush infantry
  8] Auto Repair
      Combat Cycle rider is capable of repairing his bike
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
  9] Suicide
      Uses the explosive to commit suicide. The explosion is usually fatal to
       the nearby enemies and neutral units, but has no effect on the nearby
       allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
     When the rider is Terrorist (and the Demolition is already researched),
      the damage is different. Just have a look at weapons used by rider
      Terrorist in Weapon Information section.
Upgrade Information
  - AP Bullet (Black Market): (For Rebel and Jarmen Kell Combat
      Cycle only): +25 damage to Rebel Biker Machine Gun and Biker
      Jarmen Kell Sniper Rifle.
  - AP Rocket (Black Market): (For RPG Trooper Combat Cycle only):
      +25% damage to RPG Trooper Biker Rocket
  - Junk Repair (Black Market): Enables Combat Cycle to auto-repair
  - Demolition (Demo General Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisite: Demo Gen. Arms Dealer
  Build Cost: 550
  Build Time: 5 seconds
Notes
- Slot: 1
- Will not automatically attack enemy coming nearby

B.c.6) Marauder
Health Information
  HP: 430                             Armor: Tank Armor
Experience Information
 200 Exp to Veteran               100 Exp as Conscript/Veteran
 300 Exp to Elite                     200 Exp as Elite
 600 Exp to Heroic                 300 Exp as Heroic
Vision Information
  Vision Range: 125                 Shroud Clearing Range: 300
Movement Information
  Speed: 40 dist/sec; 30 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 1] Marauder Tank Gun
     Damage: 60
     Damage Radius: 5
     Damage Type: Armor Piercing
     Accuracy: 100% against vehicles, may miss as much as 10
      distances against infantry
     Range: 150
     Projectile Speed: 300 dist/sec
     Cooldown: 2000 msec
 2] Marauder Tank Gun (crate upgrade one)
     Damage: 60
     Damage Radius: 5
     Damage Type: Armor Piercing
     Accuracy: 100% against vehicles, may miss as much as 10
      distances against infantry
     Range: 150
     Projectile Speed: 400 dist/sec
     Cooldown: 1500 msec
 3] Marauder Tank Gun (crate upgrade two)
     Damage: 60
     Damage Radius: 5
     Damage Type: Armor Piercing
     Accuracy: 100% against vehicles, may miss as much as 10
      distances against infantry
     Range: 150
     Projectile Speed: 500 dist/sec
     Cooldown: 750 msec
     Clipsize: 2                       Clip Reload Time: 100
Special Feature Information
 1] Scavenger
     Marauder Tank can perfect its weapons with the salvage of the destroyed
      vehicles
     Can only be upgraded twice
 2] Salvager
     When the Marauder Tank  is already upgraded twice, it can take the
      salvage and turns it into money
 3] Toxin Contamination
      Marauder Tank loads its shells with a small amount of toxin, leaving
       Poison Field Small on the target (Poison Field Gamma Small if Anthrax
       Gamma upgrade is researched).
 4] Auto Repair
      Marauder Tank is capable of repairing itself.
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
 5] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - Toxin Shells (Palace): Equips Marauder Tank shells with toxin, making
     Marauder a little bit more effective against infantry.
  - Anthrax Beta (Palace): (Affects Toxin Shells-upgraded Marauder Tank
     only) Replaces the standard toxin filling the Marauder Tank shells with
     a more effective Anthrax Beta agent.
  - Demolition (Demo General Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
  ~ Anthrax Gamma (Toxin General Palace): (Affects only Toxin Shells-
      upgraded Marauder Tank) Replaces the standard toxin used in the
      Marauder Tank shells with a more venomous Anthrax Gamma. Anthrax
      Gamma will also replace the Antrax Beta toxin-filling shells because it
       is more colourful, but not stronger:p.
Build Information
  Prerequisite: Demo Gen. Arms Dealer, Marauder Tank General Power
  Build Cost: 900
  Build Time: 10 seconds
Notes
- Slot: 3

B.c.7) Radar Van
Health Information
  HP: 200                                 Armor: Truck Armor
Experience Information
  20 Exp as anyhting
Vision Information
  Vision Range: 200                    Shroud Clearing Range: 500
Movement Information
  Speed: 40 distances/sec; 30 if badly damaged
  Turn rate: 180 degrees per second
Special Feature Information
  1] Salvager
      Radar Van can sell the scavenged part of the destroyed vehicles.
  2] Enables Minimap
      Opens the small battlemap, giving more control in the battlefield
       (any better explanation?)
      Still works in low-power condition
      Can not function if stationed in a Tunnel Network or transport
  3] Detector
      Detection Rate: 500 msec
     Can not detect if stationed in a Tunnel Network or transport
  4] Auto Repair
      Enables the Radar van to repair itself
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
  5] Radar Van Scan
      Opens a small portion of map and reveals all hidden units there.
      Prerequisite: Radar Van Scan
      Radius: 150
      Recharge Time: 30000 milliseconds
      Revelation Time: 10000 ms
      Detection Rate: 500 ms
 6] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - Junk Repair (Black Market): Enables the Radar Van to auto-repair
  - Radar Van Scan (Black Market): Reveals an area as large as 150
    in radius on the map. Detects stealth.
 - Demolition (Demo General Palace): Commmits suicide by exploding the
     hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisite: Demo Gen. Arms Dealer
  Build Cost: 500
  Build Time: 10 seconds
Notes
- Slot: 3

B.c.8) Rocket Buggy
Health Information
  HP: 120                                 Armor: Truck Armor
Experience Information
  200 Exp to Veteran             50 Exp as Conscript/Veteran
  400 Exp to Elite                   100 Exp as Elite
  800 Exp to Heroic               150 Exp as Heroic
Vision Information
  Vision Range: 180                     Shroud Clearing Range: 300
Movement Information
  Speed: 90 dist/sec; 80 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Buggy Rocket
   Turret Turn Rate: 90 degrees/sec
   Damage: 20; 25 with AP Rocket upgrade
   Secondary Damage: 5; 6.25 with AP Rocket upgrade
   Secondary Damage Radius: 10
   Damage Type: Explosion
   Cooldown: 200 milliseconds
   Range: 300                               Minimum Range: 50
   Missile Speed: 225 dist/sec       Missile Turn Rate: 100 dist/sec
   Accuracy: 100% vs vehicles; may miss up to 20 dist. vs infantry
   Clip Size: 6 shots; 12 with Buggy Ammo upgrade
   Clip Reload Time: 6000 milliseconds
   Auto Reload (time to reload after idle for this long instead of using the
    last clip): 6100 ms
    Homing missiles
Special Feature Information
 1] Salvager
     Rocket Buggy can claim the salvaged vehicles and turn them into cash
 2] Auto Repair
     Enables the Rocket Buggy to repair itself
     Prerequisite: Junk Repair
     Repair Rate: 2 HP/sec
 3] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
 - Buggy Ammo (Black Market): Adds Buggy Rocket store by 50%
 - Junk Repair (Black Market): Rocket Buggy auto-repairs
 - Demolition (Demo General Palace): Commmits suicide by exploding the
     hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisites: Demo General Arms Dealer, Demo Gen. Palace
  Build Cost: 1000
  Build Time: 10 seconds
Notes
-  Slot: 3

B.c.9) Bomb Truck
Health Information
  HP: 220                                 Armor: Truck Armor
Experience Information
 50 Exp as anything
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 200
Movement Information
  Speed: 50 dist/sec
  Turn rate: 90 degrees per second; 60 while badly damaged
Weapon Information
 Bomb Truck Bomb (Suicide Weapon)
  Primary Damage: 1000; 2000 with High Explosive Bomb upgrade
  Primary Damage Radius: 40; 50 with HE Bomb upgrade
  Secondary Damage: 100; 200 with HE Bomb upgrade
  Secondary Damage Radius: 65; 85 with HE Bomb upgrade
  Damage Type: Explosion
  Leaves Poison Field Medium upon detonation with Bio Bomb upgrade
Special Feature Information
 1] Salvager
      Bomb Truck is able to claim the scavenged vehicle, adding the treasure
       of the player
 2] Disguise as Vehicle
      Disguises the truck as an enemy vehicle. Will be revealed by detector.
 3] Detonate
     Detonates immediately.
 4] High Explosive Bomb and Bio Bomb
     See Weapon and Upgrade Information
 5] Auto Repair
      Allows the Bomb Truck to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
Upgrade Information
 - High Explosive Bomb (Bomb Truck): Carries a high explosive payload,
    increasing its explosion damage.
 - Junk Repair (Black Market): Enables the Bomb Truck to auto repair.
Build Information
  Prerequisites: Demo General Arms Dealer, Demo General Palace
  Build Cost: 1000
  Build Time: 15 seconds
Notes
- Slot: 3
- Will not retaliate or attack without order

B.c.10) SCUD Launcher
Health Information
  HP: 180                      Armor: Truck Armor
Experience Information
 100 Exp to Veteran                 50 Exp as Conscript/Veteran
 200 Exp to Elite                      100 Exp as Elite
 400 Exp to Heroic                  150 Exp as Heroic
Vision Information
  Vision Range: 180              Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 15 if badly damaged
  Turn rate: 50 degrees per second; 45 while badly damaged
Weapon Information
  Turret Turn Rate: 60 degrees/sec
  1] Scud Explosive Warhead
      Primary Damage: 300; 375 with AP Rocket Upgrade
      Primary Damage Radius: 50
      Secondary Damage: 50; 62.5 with AP Rocket Upgrade
      Secondary Damage Radius: 100
      Damage Type: Explosion   
      Range: 350
      Minimum Range: 200
      Missile Speed: 200 distances/second
      Missile Turn Rate: 540 degrees/second
      Accuracy: Unknown vs vehicles, may miss as much as 30 distances
       against infantry.
      Clip Reload Time: 10000 msec
      Pre Attack Delay: 500 ms; do the delay for every missile it
       launches
      Not homing missiles
  2] Scud Explosive Warhead (crate upgrade one)
      Primary Damage: 300; 375 with AP Rocket Upgrade
      Primary Damage Radius: 50
      Secondary Damage: 50; 62.5 with AP Rocket Upgrade
      Secondary Damage Radius: 100
      Damage Type: Explosion   
      Range: 450
      Minimum Range: 200
      Missile Speed: 200 distances/second
      Missile Turn Rate: 540 degrees/second
      Accuracy: Unknown vs vehicles, may miss as much as 30 distances
       against infantry.
      Clip Reload Time: 10000 msec
      Pre Attack Delay: 500 ms; do the delay for every missile it
       launches
      Not homing missiles
  3] Scud Explosive Warhead (crate upgrade two)
      Primary Damage: 400; 500 with AP Rocket Upgrade
      Primary Damage Radius: 50
      Secondary Damage: 75; 93.75 with AP Rocket Upgrade
      Secondary Damage Radius: 100
      Damage Type: Explosion   
      Range: 450
      Minimum Range: 200
      Missile Speed: 200 distances/second
      Missile Turn Rate: 540 degrees/second
      Accuracy: Unknown vs vehicles, may miss as much as 30 distances
       against infantry.
      Clip Reload Time: 10000 msec
      Pre Attack Delay: 500 ms; do the delay for every missile it
       launches
      Not homing missiles
Special Feature Information
 1] Scavenger
      SCUD Launcher can upgrade its weapon with the salvages of the destroyed
       vehicles.
      Can be upgraded twice.
 2] Salvager
      When a SCUD Launcher is already upgraded twice, it can sell the salvages
        it claims.
 3] Auto Repair
      Allows the SCUD Launcher to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
 4] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
  - Junk Repair (Black Market): Allows SCUD Launcher to repair itself.
  - AP Rockets (Black Market): Increases the damage of explosive SCUD
      warhead
 - Demolition (Demo General Palace): Commmits suicide by exploding the
     hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisite: Demo Gen. Arms Dealer, Demo Gen. Palace,
   & Scud Launcher General Power
  Build Cost: 1200
  Build Time: 15 seconds
Notes
- Slot: 3
- Will not attack without order or retaliate

B.c.11) Battle Bus
Health Information
  HP: 400; 650 when becoming Garrisoned Hulk
  Armor:
   - Bus Normal Condition: Battle Bus Truck Armor
   - Bus Crate Upgrade One: Battle Bus Truck Armor One
   - Bus Crate Upgrade Two: Battle Bus Truck Armor Two
   - Hulk Normal Condition: Battle Bus Structure Armor Tough
   - Hulk Crate Upgrade One: Battle Bus Structure Armor Tough One
   - Hulk Crate Upgrade Two: Battle Bus Structure Armor Tough Two
Note that Hulk will automatically retain its crate upgrade status from the
 Bus before it is destroyed. A crate-one-upgraded Bus, for example, will
 create a crate-one-upgraded Hulk.
Experience Information
 50 Exp as anything
Vision Information
  Vision Range: 150                    Shroud Clearing Range: 200
Movement Information
  Speed: 75 dist/sec; 50 if badly damaged
  Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
 1] Scavenger
     Battle Bus can strengthen its armor with the salvage of the destroyed
      vehicles
     Can only be upgraded twice
 2] Salvager
     When the Battle Bus  is already upgraded twice, it can take the
      salvage and turns it into money
 3] Battle Transport
     Enables the infantry inside to fire from within and to gain Garrison Bonus
      (see Bonus Modifier)
     Total Infantry Transported: 8
     50% damage to passenger when turned into Garrisonable Hulk and
      100% damage to passenger when totally destroyed
     Exit delay: 250 ms/infantry
 4] Garrisonable Hulk
      After the Bus is destroyed, flying, and finally landing on the ground,
       its remains can still be used as a covered bunker for infantry in it.
      Automatically destroyed after no infantry inside.
      Destruction Delay: 1000 ms
 5] Auto Repair
     Battle Bus (both as Bus and Hulk) can repair itself
     Prerequisite: Junk Repair upgrade
     Repair Rate: 2 HP/second
 6] Suicide
     Uses the explosive to commit suicide. The explosion is usually fatal to
      the nearby enemies and neutral units, but has no effect on the nearby
      allies
     Prerequisite: Demolition upgrade
     Demolition will automatically be activated when the unit is killed.
     Primary Damage: 500            Primary Damage Radius: 18
     Secondary Damage: 300       Secondary Damage Radius: 50
     Damage Type: Explosion
Upgrade Information
 - Junk Repair (Black Market): Enables Battle Bus to auto-repair
 - Demolition (Demo General Palace): Commmits suicide by exploding the
     hidden explosive, damaging the nearby hostile and neutral units.
Build Information
  Prerequisite: Demo Gen. Arms Dealer, Demo Gen. Palace
  Build Cost: 1000
  Build Time: 15 seconds
Notes
- Slot: 8

B.c.12) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
  HP: 100                  Armor: Truck Armor
Vision Information
  Vision Range: varies
Locomotor Information
  Speed: 90 dist/sec
  Turn Rate: 120 degrees/sec
Weapon Information
  Suicide Car Bomb
   Primary Damage: 700
   Primary Damage Radius: 20
   Secondary Damage: 100
   Secondary Damage Radius: 50
   Damage Type: Explosion
   Range: 5
Build Information
  Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3

C. GLA Stealth General Units

----------------------------------
(a) GLA Stealth General Aircraft
----------------------------------

C.a.1) GLA Cargo Plane
Health Information
  HP: 1000                             Armor: Airplane Armor
Experience Information
 40 Exp as Anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate: 25 degrees per second; 10 while badly damaged
Notes
- Drops Anthrax Bomb and Reinforcement Pad vehicle to the targetted area.
- Door Open Time: 500 ms

----------------------------
(b) Standard GLA Infantry
----------------------------

C.b.1) Stealth Rebel
Health Information
  HP: 120                        Armor: Human Armor
Experience Information
  40 Exp to Veteran        15 Exp as Conscript/Veteran
  60 Exp to Elite              30 Exp as Elite
  120 Exp to Heroic        40 Exp as Heroic
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 10 if badly hurt
  Turn rate:  500 degrees per second (infinite)
Weapon Information
 Rebel Machine Gun
  Damage: 5; 6.25 with AP Bullet upgrade
  Damage Type: Small Arms
  Cooldown: 100 milliseconds                       Range: 100 
  Projectile Speed: immediate
  Accuracy: 100%
  Clip Size: 3 shots                           Clip Reload Time: 700 milliseconds
Special Feature Information
 1] Salvager
      Rebels can pick up salvage and turn it to cash for player
 2] Capture Building
      Prerequisite: Capture Building upgrade
      Unpack Time: 3000 ms      
      Preparation Time: 20000 ms
      Pack Time: 2000 ms
      Experience Gained: 12
      Recharge Time: 15000 ms
 3] Stealth
      Stealth Delay: 2000 ms
      Decloaks when attacking or capturing building
Upgrade Information
 - Capture Building (GLA Barracks): Enables Rebel to capture most base buildings
     and tech buildings.
 - AP Bullets (Black Market): +25% to Rebel damage.
Build Information
  Prerequisite: Stealth General Barracks
  Build Cost: 150
  Build Time: 5 seconds
Notes
-  Slot: 1

C.b.2) Terrorist
Health Information
  HP: 120                                 Armor: Human Armor
Experience Information
  20 Exp as anything
Vision Information
  Vision Range: 150                 Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 when badly wounded
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
 Suicide Dynamite Pack
   Primary Damage: 500                    Primary Radius: 18
   Secondary Damage: 300               Secondary Radius: 50
   Damage Type: Explosion
   Activated when crushed, splatted, lasered, burned, exploded.
Special Feature Information
 1] Salvager
      Terrorist can gain money from the salvage of the destroyed vehicles
 2] Car Bomb
      Steals a civilian car and loads it with bomb (see Car Bomb)
Build Information
  Prerequisite: Stealth General Barracks
  Build Cost: 200
  Build Time: 5 seconds
Notes
- Slot: 1
- Can be ordered to attack an empty area by force attack

C.b.3) RPG Trooper
Health Information
  HP: 100                          Armor: Human Armor
Experience Information
 100 Exp to Veteran           20 Exp as Conscript/Veteran
 200 Exp to Elite                 40 Exp as Elite
 400 Exp to Heroic             60 Exp as Heroic
Vision Information
  Vision Range: 150            Shroud Clearing Range: 400
Movement Information
  Speed: 20 distances/sec; 10 if badly wounded
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
  Tunnel Defender Rocket (RPG) (Anti Ground and Air)
   Damage: 40; 50 with AP Rockets upgrade
   Radius: 5
   Damage Type: Infantry Missile
   Cooldown: 1000 milliseconds
   Range: 175                                    Minimum Range: 5
   Missile Speed: 225 dist/sec            Missile Turn Rate: 100 deg/sec
   Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
   Homing missiles
Special Feature Information
 Salvager
  RPG Trooper can turn the salvaged vehicles into cash      
Upgrade Information
  - AP Rocket (Black Market): 25% to RPG missile damage
Build Information
 Prerequisite: Stealth Gen. Barracks or Stealth Gen. Tunnel Network (see
   notes and Tunnel Network)
 Build Cost: 300
 Build Time: 5 seconds
Notes
-  Slot: 1
- Comes up in pair when a Tunnel Network is completely built for the
    1st time (not by GLA Hole)

C.b.4) Angry Mob
Health Information
  Members: 10; initially just 5, but will grow.
  HP: 50                       Armor: Human Armor
Experience Information
 150 Exp to Veteran            5 Exp as anything
 450 Exp to Elite
 900 Exp to Heroic
Vision Information
  Vision\Shroud Clearing Range: 150
Movement Information
  Group Movement
   Speed: 18 dist/sec
   Turn Rate: 360 degrees/sec; 350 if badly hurt
  Person Movement
   Normal
    Speed: 20; 10 if badly hurt
    Turn Rate: 500 dist/sec
   Wander
    Speed: 13; 10 if badly hurt
    Turn Rate: 500 dist/sec
   Panic
    Speed: 32; 10 if badly hurt
    Turn Rate: 500 dist/sec
Weapon Information
 1] Pistol
      Some members of the Angry Mob bring pistols as weapons
       Damage: 10                Damage Type: Molotov Cocktail
       Range: 100                 Projectile Speed: immediate
       Cooldown: 250 ms
       Clip: 8                        Reload Time: 3000 ms
       Replaced by AK-47 when Arm the Mob upgrade is researched
 2] Rock
      Some other members, instead of Pistols, effectively use Rock to
       knock down the enemy
       Damage: 40                   Radius: 1 
       Range: 100                    Damage Type: Molotov Cocktail
       Projectile Speed: 130 dist/sec
       Accuracy: 100%
       Cooldown: 500 ms
       Pause before Throwing: 500 ms (let's say it is an addition to
        cooldown, so Angry Mob member using this will throw the
        next Rock after 1000 ms)
       Replaced by AK-47 when Arm the Mob upgrade is researched
 3] Molotov
      While their friends choose light Pistol and cheap Rock, some mobsters
        prefer Molotov
       Damage: 40                    Radius: 11
       Range: 100                     Minimum Range: 12
       Damage Type: Molotov Cocktail
       Projectile Speed: 60 dist/sec
       Pause before Throwing: 500 ms (let's say it is an addition to
        cooldown, so Angry Mob member using this will throw the
        next Molotov after 1000 ms)
      Molotov leaves earth-scorching flames for 2333 ms at the radius of
       18-30, but the damage is yet unknown
 4] AK-47
     AK-47 replaces the standard Pistols and primitve Rocks
      Prerequisite: Arm the Mob upgrade
      Damage: 20; 25 with AP Bullets upgrade
      Range: 120
      Damage Type: Molotov Cocktail
      Projectile Speed: immediate
      Accuracy: 100%
      Cooldown: 250 ms
Special Feature Information
 1] Salvager
      Angry Mob can take the salvaged vehicles and turn it into cash
 2] Regeneration
      As long as there is at least one person in the mob, the mob can
       gain full health and new members and still retains the rank it acquires
      Regeneration Rate: 30 seconds
 3] Group
      Angry Mob member can only work in group. If there is one member
       separated from the group, (s)he dies
      Chasing Radius: 40
Upgrade Information
  - Arm the Mob (Palace): Replaces the pistols and rocks used by Angry
     Mob with powerful AK 47s
  - AP Bullets (Black Market): Increases the attack damage of AK 47
Build Information
  Prerequisite: Stealth General Barracks, Stealth Gen. Palace
  Build Cost: 800
  Build Time: 15 seconds
Notes
- Can not be transported or enter Tunnel Network/buildings
- Mobsters and their weapons:
   Mobsters                                          Weapons          Weapons
                                                            (unupgraded)    (upgraded)    
   Aladdin                                               Pistol                 AK-47
   Woman in the Gypsy Costume            Rock                 AK-47
   Lady with the Hot Sauce                     Molotov            Molotov
   Skinny Guy with the Green Beret        Pistol                 AK-47
   Fat Guy with the Tank Top                 Rock                 AK-47
   The Robed Dude with the Man-Veil    Pistol                AK-47

C.b.5) Hijacker
Health Information
  HP: 100                        Armor: Human Armor
Experience Information
  150 Exp to Veteran      50 Exp as Conscript      400 Exp as Heroic
  450 Exp to Elite           100 Exp as Veteran
  900 Exp to Heroic       150 Exp as Elite
(untrainable)
Vision Information
  Vision Range: 100        Shroud Clearing Range: 200
Movement Information
  Speed: 30 distances/sec; 20 if badly hurt
  Turn rate: 500 degrees per second (infinite)
Special Feature Information
 1] Salvager
      Hijacker can claim the salvaged vehicles and turn it into cash
 2] Hijack
     Hijacker can kill the driver of a hostile vehicle and claim the
      vehicle for himself.
 3] Stealth
     Stealth Delay: 500 ms
     Always cloaks
Build Information
  Prerequisite: Stealth Gen. Barracks
  Build Cost: 600
  Build Time: 15 seconds
Notes
- Slot: 1

C.b.6) Saboteur
Health Information
  HP: 120                         Armor: Human Armor
Experience Information
 15 Exp as Conscript/Veteran       40 Exp to Veteran
 30 Exp as Elite                            60 Exp to Elite
 40 Exp as Heroic                        120 Exp to Heroic
(Well, how can he improve his experience?)
Vision Information
  Vision Range: 150               Shroud Clearing Range: 300
Movement Information
 When Walking on Ground
  Speed: 30 dist/sec; 20 if badly hurt
  Turn rate: 500 degrees per second
 When Climbing Cliff
  Speed: 20 dist/sec; 15 when badly hurt
  Turn Rate: 360 deg/sec; 350 when badly hurt
Special Feature Information
 1] Salvager
     Saboteur can exchange the salvaged vehicles to cash
 2] Stealth
      Stealth Delay: 2500 ms
      Never decloaks himself
 3] Sabotage Building
      Saboteur can infiltrate some types of enemy buildings and sabotage them.
      However, the Saboteur will disappear once he has done it.
      Buildings to infiltrate                Effect
      Command Center                   Reset all General Powers
      Power Plant                           Disable all power plants for 30 seconds
      Superweapon                         Reset the Superweapon timer
      Supply Center/Stash               Steal as much as $1000 from the enemy
      Factory/Barracks/Air Field     Disable the building for 30 seconds
Build Information
  Prerequisite: Stealth Gen.  Barracks, Stealth Gen. Palace
  Build Cost: 800
  Build Time: 15 seconds
Notes
- Slot: 1

C.b.7) Jarmen Kell
Health Information
  HP: 200                              Armor: Human Armor
Experience Information
 100 Exp to Veteran             50 Exp as Conscript/Veteran
 200 Exp to Elite                  100 Exp as Elite
 400 Exp to Heroic              150 Exp as Heroic
Vision Information
  Vision Range: 200              Shroud Clearing Range: 400
Movement Information
  Speed: 30 distances/sec; 20 if badly hurt
  Turn rate: 500 degrees per second (infinite)
Weapon Information
 Jarmen Kell Rifle
   Damage: 180; 225 with AP Bullets upgrade
   Damage Type: Sniper
   Cooldown: 1000 milliseconds
   Range: 225
   Projectile Speed: immediate
   Accuracy: 100%
Special Feature Information
 1] Salvager
     Jarmen Kell can pick up salvage and turn it into cash
 2] Stealth
     Stealth Delay: 2000 ms
     Decloaks when attacking
 3] Vehicle Snipe
      Kills the pilot of a vehicle, making it captureable
      Can not Vehicle Snipe pilotless vehicles, such as Sentry Drone
      Can not Vehicle Snipe air units, even if they are on land
      Recharge Time: 30000 ms        Range: 225
      Range: 225                               Damage Type: Kill Pilot
 4] Detector
     Stealth General Jarmen Kell can detect stealth
     Detection Rate: 750 ms
     Detection Range: 150
     Can not detect stealth when on a Combat Cycle, in transport or buildings.
 5] Crush Immunity
     As a hero, Jarmen Kell can not be squeezed except by Overlord/
      Emperor Overlord
Upgrade Information
  - AP Bullets (Black Market): Increases Jarmen Kell's damage by 25%
Build Information
  Prerequisite: Stealth Gen. Barracks; Stealth Gen. Palace
  Build Cost: 1500
  Build Time: 20 seconds
Notes
- Max no. to build: 1
- Slot: 1

C.b.8) Worker
Health Information
  HP: 100                               Armor: Human Armor
Vision Information
  Vision Range: 100         Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 when badly hurt
  Speed with Worker Shoes upgrade: 30 dist/sec; 20 when badly wounded
  Turn Rate: 500 degrees/sec
Special Feature Information
 1] Salvager
     Worker can sell the remains of destroyed vehicles
 2] Builder
     Construction Dozer can build China buildings. See Tip and Trick session
      to build other factions' buildings.
 3] Real/Fake Building Option
      Worker can build Fake Buildings as well as real ones.
 4] Detection and Disarming
     Detects and Disarms US Colonel Burtonís  & Demo General
      Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
      Booby Trap, and China Land, Cluster, & EMP Mines.
      Disarm Delay: 1000 ms
      Disarm Recharge Time: 1000 ms
      Detection Rate: 500 msec
      Looks for explosives to disarm within 150 range every 5000 milliseconds
      when idle.
      Canít detect explosives when in Transport or Tunnel Network.
 5] Repairs Damaged Buildings
     Repairs 2% of max HP per second.
     Looks for buildings to repair within 150 range every 5000 milliseconds
     when idle.
 6] Harvester
     Max Boxes to Carry: 1 ($75; $83 with Worker Shoes upgrade)
     Supply Center Action Delay: 150 ms for whole thing (one transaction)
     Supply Warehouse Action Delay: 150 ms per box (many small transactions)
     Supply Warehouse Scan Distance: 700 (Max distance to look for
      a warehouse, or workers go home)
     Warns when Supplies are exhausted
 7] Stealth
     To protect his resource gatherers, Prince Kassad invented a new kind of
      temporary stealth which cloaks his gatherers when they are harvesting.
     Prerequisite: Supply Stash Camo Netting upgrade
     Stealth Time (as long as he gathers and drops supply): 20000 ms
     Decloaks when not gathering supplies
Upgrade Information
  - Worker Shoes (Black Market): Increases Worker's speed and supply
      carrier capacity
Build Information
  Prerequisite: Stealth Gen. Command Center or Stealth Gen. Supply Stash
  Build Cost: 200
  Build Time: 3 seconds
Notes
- Slot: 1
- Worker Shoes upgrade increases the cash a Worker can carry. When he
    harvests a pile of supply, the supply decreases by $75, but the Worker
    delivers $83.
   For example, a Worker harvests a supply pile worth $1500. It requires a
    Worker to harvest it 20 times until it is empty ($1500/75=20). However,
    when the supply pile is exhausted, the total amount you collect is $1660
    ($83*20=$1660).

C.b.9) Stinger Soldier
Health Information
  HP: 100                                 Armor: Stinger Soldier Armor
Vision Information
  Vision\Shroud Clearing Range: 400
Movement Information
  Speed: immobile
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
 1] Stinger Missile (Anti Ground)
      Damage: 20; 25 with AP Rocket upgrade
      Damage Radius: 5
      Damage Type: Explosion       Range: 225
      Missile Speed: 400 dist/sec    Missile Turn Rate: 625 deg/sec
      Cooldown: 2000 ms
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Homing missile
 2] Stinger Missile (Anti Air)
      Damage: 30                         Damage Radius: 10
      Damage Type: Explosion     Range: 400
      Missile Speed: 400 dist/sec    Missile Turn Rate: 625 deg/sec
      Cooldown: 2000 ms
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Homing missile
      Can shoot down ballistic missiles
Special Feature Information
 1] Stinger Protection
      Stinger Soldiers are protected by Stinger Site from most attack
      See Stinger Site for more info
 2] Respawning
     Stinger Soldiers, if killed but the Stinger Site still exists, may respawn
     See Stinger Site for more info
 3] Stealth
      Stealth Delay: 2500 msec
      Decloaks when firing or taking damage
 4] Detector
      Detection Rate: 500 ms
      Detection Range: 200
Upgrade Information
  - AP Rocket (Black Market): 25% Stinger missile damage to ground units
Build Information
  Prerequisite: Stealth Gen. Stinger Site
  Build Cost: 100 (only for players who choose Cash Bounty General Power)
  Build Time: 30 seconds
Notes
-  Slot: 1

---------------------------------
(c) GLA Stealth General Vehicle
---------------------------------
C.c.1) Technical
Health Information
  HP: 180                                 Armor: Truck Armor
Experience Information
  50 Exp to Veteran              25 Exp as Conscript/Veteran
  75 Exp to Elite                   50 Exp as Elite
  150 Exp to Heroic           100 Exp as Heroic
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 300
Movement Information
  Speed: 90 dist/sec; 80 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 240 degrees/sec
 1] Technical Machine Gun
      Damage: 10; 12.5 with AP Bullets upgrade
      Damage Type: Comanche Vulcan
      Range: 150
      Cooldown: 200 ms
      Accuracy: 100%
      Projectile Speed: immediate
 2] Technical Cannon (crate upgrade one)
      Damage: 45; 56.25 with AP Bullets Upgrade
      Damage Radius: 25
      Damage Type: Comanche Vulcan
      Accuracy: 100% against vehicle. May miss as much as 10
       distances against infantry
      Range: 150
      Projectile Speed: 300 dist/sec
      Cooldown: 1000 msec
 3] Technical RPG (crate upgrade two)
      Damage: 50
      Damage Radius: 5
      Damage Type: Explosion
      Accuracy: 100%
      Range: 150
      Minimum Range: 5
      Missile Speed: 225 dist/sec
      Missile Turn Rate: 100 degrees/sec
      Cooldown: 1000 msec
Special Feature Information
 1] Scavenger
     Replaces Technical Machine Gun Weapon with a stronger weapon.
     Can be upgraded twice.
 2] Transport
     Can transport up to 5 infantry.
     10% damage to units inside when destroyed.
 3] Salvager
     When a Technical is already upgraded twice, it can sell the salvages
       it claims.
 4] Auto Repair
      Allows the Technical to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
Upgrade Information
  - AP Bullets (Black Market): Increases Technical Machine Gun and
    Cannon (Upgrade One) damage by 25%.
  - Junk Repair (Black Market): Gives Technical auto-repair ability.
Build Information
  Prerequisite: Stealth Gen. Arms Dealer
  Build Cost: 500
  Build Time: 3 seconds
Notes
- Slot: 3

C.c.2) Quad Cannon
Health Information
  HP: 300                            Armor: Humvee Armor
Experience Information
 100 Exp to Veteran            50 Exp as Conscript/Veteran
 150 Exp to Elite                 100 Exp as Elite
 300 Exp to Heroic             150 Exp as Heroic
Vision Information
  Vision Range: 150                        Shroud Clearing Range: 300
Movement Information
  Speed: 40 dist/sec; 25 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 360 degrees/sec
 1a] Quad Cannon Gun Anti Ground
       Damage: 10; 12.5 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 1b] Quad Cannon Gun Anti Air
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
 2a] Quad Cannon Gun Anti Ground (crate upgrade one)
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 50 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 2b] Quad Cannon Gun Anti Air (crate upgrade one)
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 50 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
 3a] Quad Cannon Gun Anti Ground (crate upgrade two)
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 25 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 3b] Quad Cannon Gun Anti Air (crate upgrade two)
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 25 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
Special Feature Information
 1] Scavenger
     Quad Cannon can upgrade its weapon with the remains of destroyed
       vehicles.
     Can only be upgraded twice
 2] Salvager
     When the Quad Cannon is already upgraded twice, it can sell the remains
      of the destroyed vehicles
 3] Auto Repair
     This ability will allow Quad Cannon to repair itself
     Prerequisite: Junk Repair
     Repair Rate: 2 HP/sec
Upgrade Information
  - Junk Repair (Black Market): Enables Quad Cannon to auto-repair
  - AP Bullets (Black Market): +25% to Quad Cannon damage
Build Information
  Prerequisite: Stealth Gen. Arms Dealer
  Build Cost: 700
  Build Time: 6 seconds
Notes
-  Slot: 3

C.c.3) Toxin Tractor
Health Information
  HP: 240                                 Armor: Toxin Truck Armor
Experience Information
 100 Exp to Veteran                    50 Exp as Conscript/Veteran
 150 Exp to Elite                         100 Exp as Elite
 300 Exp to Heroic                     150 Exp as Heroic
Vision Information
  Vision Range: 100                    Shroud Clearing Range: 200
Movement Information
  Speed: 30 dist/sec; 20 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 180 deg/sec
 1] Toxin Truck Gun
     Damage: 10; 12.5 with Anthrax Beta upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
 2] Toxin Truck Gun (crate upgrade one)
     Damage: 12.5; 15 with Anthrax Beta upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
 3] Toxin Truck Gun (crate upgrade two)
     Damage: 15; 20 with Anthrax Beta upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
Special Feature Information
 1] Contamination
      Sprays toxin on a wide area
      a] Toxin Truck Sprayer
          Secondary Damage: 2; 2.5 with Anthrax Beta*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Medium
     b] Toxin Truck Sprayer (crate upgrade one)
          Secondary Damage: 2.5; 3 with Anthrax Beta*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Medium
     c] Toxin Truck Sprayer (crate upgrade two)
          Secondary Damage: 3; 4 with Anthrax Beta*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Medium
 2] Ungarrison
      Toxin Tractor can ungarrison garrisonable Civilian Buildings.
 3] Scavenger
      Toxin Tractor can upgrade its weapon with the salvages of the destroyed
       vehicles.
      Can be upgraded twice.
 4] Salvager
      When a Toxin Tractor is already upgraded twice, it can sell the salvages
        it claims.
 5] Auto Repair
      Allows the Toxin Tractor to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
 6] Toxin Tractor Explosion
      Leaves Poison Field Small when destroyed
Upgrade Information
  - Anthrax Beta (Palace): Replaces the standard toxin with Anthrax Beta
  - Junk Repair (Black Market): Enables the Toxin Tractor to auto-repair
Build Information
  Prerequisite: Stealth General Arms Dealer
  Build Cost: 600
  Build Time: 5 seconds
Notes
- Slot: 3
- * means that the weapons, aside from researching Anthrax Beta, can also
    be obtained when the Toxin Truck becomes heroic

C.c.4) Combat Cycle
Health Information
  HP: 100                                 Armor: Truck Armor
Experience Information
   200 Exp to Veteran              50 Exp as Conscript/Veteran
   400 Exp to Elite                   100 Exp as Elite
   800 Exp to Heroic               150 Exp as Heroic
Vision Information
  Vision Range: 180                     Shroud Clearing Range: 300
Movement Information
 With Terrorist as its rider
   Normal (on Ground)
    Speed: 90 distances/sec; 68 if badly damaged
    Turn rate: 120 degrees per second
  Climbing
    Speed: 60 dist/sec; 45 if badly damaged
    Turn rate: 120 deg/sec
 With other infantry as its rider
   Normal (on Ground) and Climbing
    Speed: 120 distances/sec; 90 if badly damaged
    Turn rate: 120 degrees/sec
Weapon Information
 Combat cycle weaponry depends on its rider. For Stealth General,
  the default driver is Stealth Rebel.
  1> Rebel Biker Machine Gun
       Rider: Stealth Rebel
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 150
       Projectile Speed: immediate
       Accuracy: 100%
       Clip Size: 6 shots            Clip Reload Time: 7000 milliseconds
  2> Suicide Bike Bomb
       Rider: Terrorist
       Primary Damage: 700         Primary Radius: 20
       Secondary Damage: 100     Secondary Radius: 50
       Damage Type: Explosion
       Range: 5
  3> RPG Trooper Biker Rocket
       Rider: RPG Trooper
       Damage: 40; 50 with AP Rocket upgrade
       Radius: 5
       Damage Type: Infantry Missile
       Cooldown:  1000 milliseconds
       Range: 175                    Minimum Range: 5
       Missile Speed: 225 dist/sec
       Missile Turn Rate: 100 deg/sec
       Accuracy: 100% vs vehicles; may miss up to 10 distances against infantry
  4> Biker Jarmen Kell Sniper Rifle
       Rider: Jarmen Kell
       Damage: 180; 225 with AP Bullet upgrade
       Damage Type: Sniper
       Cooldown: 750 milliseconds
       Range: 225
       Projectile Speed: immediate
       Accuracy: 100%
Special Feature Information
 1] Salvager
     Combat Cycle, although incapable of reinforced its weapon or armor
      with the scavenge of the destroyed vehicle, can take the money from it.
 2] Change Rider
     Combat Cycle can change its rider for multiple purposes. When it is riderless,
      unfortunately, it falls to the ground and is destroyed 
      Infantry that are allowed to ride Standard GLA Combat Cycle
         a. Stealth Rebel
         b. Stealth General Terrorist
         c. Stealth General RPG Trooper
         d. Stealth General Hijacker
         e. Stealth General Saboteur
         f. Stealth General Jarmen Kell
         g. Stealth General Worker
       Exit Delay: 250 ms
 3] Kills Rider when Destroyed
      Which word of the above sentence that you do not understand?
 4] Climbing
      Unlike other vehicles, Combat Cycle can move on the cliff area.
  5] Vehicle Snipe (Jarmen Kell-rid only)
       Kills the pilot of a vehicle, making it ownerless.
       Range: 225
       Damage Type: Kill Pilot
       Projectile Speed: Immediate
      Recharge Time: 30 seconds
  6] Rider's Stealth
      The Combat Cycle becomes stealth if the rider is a stealth unit
  7] Can not crush infantry
  8] Auto Repair
      Combat Cycle rider is capable of repairing his bike
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
Upgrade Information
  - AP Bullet (Black Market): (For Rebel and Jarmen Kell Combat
      Cycle only): +25 damage to Rebel Biker Machine Gun and Biker
      Jarmen Kell Sniper Rifle.
  - AP Rocket (Black Market): (For RPG Trooper Combat Cycle only):
      +25% damage to RPG Trooper Biker Rocket
  - Junk Repair (Black Market): Enables Combat Cycle to auto-repair
Build Information
  Prerequisite: Stealth Gen. Arms Dealer
  Build Cost: 550
  Build Time: 4 seconds
Notes
- Slot: 1
- Will not automatically attack enemy coming nearby

C.c.5) Radar Van
Health Information
  HP: 200                                 Armor: Truck Armor
Experience Information
  20 Exp as anyhting
Vision Information
  Vision Range: 200                  Shroud Clearing Range: 500
Movement Information
  Speed: 40 distances/sec; 30 if badly damaged
  Turn rate: 180 degrees per second
Special Feature Information
  1] Salvager
      Radar Van can sell the scavenged part of the destroyed vehicles.
  2] Enables Minimap
      Opens the small battlemap, giving more control in the battlefield
       (any better explanation?)
      Still works in low-power condition
      Can not function if stationed in a Tunnel Network or transport
  3] Detector
      Detection Rate: 500 msec
     Can not detect if stationed in a Tunnel Network or transport
  4] Auto Repair
      Enables the Radar van to repair itself
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
  5] Radar Van Scan
      Opens a small portion of map and reveals all hidden units there.
      Prerequisite: Radar Van Scan
      Radius: 150
      Recharge Time: 30000 milliseconds
      Revelation Time: 10000 ms
      Detection Rate: 500 ms       
Upgrade Information
  - Junk Repair (Black Market): Enables the Radar Van to auto-repair
  - Radar Van Scan (Black Market): Reveals an area as large as 150
    in radius on the map. Detects stealth.
Build Information
  Prerequisite: Stealth General Arms Dealer
  Build Cost: 500
  Build Time: 10 seconds
Notes
- Slot: 3

C.c.6) Rocket Buggy
Health Information
  HP: 120                              Armor: Truck Armor
Experience Information
  200 Exp to Veteran             50 Exp as Conscript/Veteran
  400 Exp to Elite                   100 Exp as Elite
  800 Exp to Heroic               150 Exp as Heroic
Vision Information
  Vision Range: 180                 Shroud Clearing Range: 300
Movement Information
  Speed: 90 dist/sec; 80 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Buggy Rocket
   Turret Turn Rate: 90 degrees/sec
   Damage: 20; 25 with AP Rocket upgrade
   Secondary Damage: 5; 6.25 with AP Rocket upgrade
   Secondary Damage Radius: 10
   Damage Type: Explosion
   Cooldown: 200 milliseconds
   Range: 300                               Minimum Range: 50
   Missile Speed: 225 dist/sec       Missile Turn Rate: 100 dist/sec
   Accuracy: 100% vs vehicles; may miss up to 20 dist. vs infantry
   Clip Size: 6 shots; 12 with Buggy Ammo upgrade
   Clip Reload Time: 6000 milliseconds
   Auto Reload: (time to reload after idle for this long instead of using the
    last clip): 6100 ms
    Homing missiles
Special Feature Information
 1] Salvager
     Rocket Buggy can claim the salvaged vehicles and turn them into cash
 2] Auto Repair
     Enables the Rocket Buggy to repair itself
     Prerequisite: Junk Repair
     Repair Rate: 2 HP/sec
Upgrade Information
  - Buggy Ammo (Black Market): Adds Buggy Rocket store by 50%
  - Junk Repair (Black Market): Rocket Buggy auto-repairs
Build Information
  Prerequisite: Stealth Gen. Arms Dealer & Stealth Gen. Palace
  Build Cost: 900
  Build Time: 10 seconds
Notes
-  Slot: 3

C.c.7) Bomb Truck
Health Information
  HP: 220                                 Armor: Truck Armor
Experience Information
 50 Exp as anything
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 200
Movement Information
  Speed: 50 dist/sec
  Turn rate: 90 degrees per second; 60 while badly damaged
Weapon Information
 Bomb Truck Bomb (Suicide Weapon)
  Primary Damage: 1000; 2000 with High Explosive Bomb upgrade
  Primary Damage Radius: 40; 50 with HE Bomb upgrade
  Secondary Damage: 100; 200 with HE Bomb upgrade
  Secondary Damage Radius: 65; 85 with HE Bomb upgrade
  Damage Type: Explosion
  Leaves Poison Field Medium upon detonation with Bio Bomb upgrade
Special Feature Information
 1] Salvager
      Bomb Truck is able to claim the scavenged vehicle, adding the treasure
       of the player
 2] Disguise as Vehicle
      Disguises the truck as an enemy vehicle. Will be revealed by detector.
 3] Detonate
     Detonates immediately.
 4] High Explosive Bomb and Bio Bomb
     See Weapon and Upgrade Information
 5] Auto Repair
      Allows the Bomb Truck to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
Upgrade Information
  - High Explosive Bomb (Bomb Truck): Carries a high explosive payload,
    increasing its explosion damage.
  - Bio Bomb (Bomb Truck): Carries a biological payload which spreads
    poison.
  - Anthrax Beta (Palace): Increases the bio bomb poison field damage.
  - Junk Repair (Black Market): Enables the Bomb Truck to auto repair.
Build Information
  Prerequisite: Stealth Gen. Arms Dealer & Stealth Gen. Palace
  Build Cost: 1200
  Build Time: 15 seconds
Notes
- Slot: 3
- Will not retaliate or attack without order

C.c.8) Battle Bus
Health Information
  HP: 400; 650 when becoming Garrisoned Hulk
  Armor:
   - Bus Normal Condition: Battle Bus Truck Armor
   - Bus Crate Upgrade One: Battle Bus Truck Armor One
   - Bus Crate Upgrade Two: Battle Bus Truck Armor Two
   - Hulk Normal Condition: Battle Bus Structure Armor Tough
   - Hulk Crate Upgrade One: Battle Bus Structure Armor Tough One
   - Hulk Crate Upgrade Two: Battle Bus Structure Armor Tough Two
Note that Hulk will automatically retain its crate upgrade status from the
 Bus before it is destroyed. A crate-one-upgraded Bus, for example, will
 create a crate-one-upgraded Hulk.
Experience Information
 50 Exp as anything
Vision Information
  Vision Range: 150                    Shroud Clearing Range: 200
Movement Information
  Speed: 75 dist/sec; 50 if badly damaged
  Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
 1] Scavenger
     Battle Bus can strengthen its armor with the salvage of the destroyed
      vehicles
     Can only be upgraded twice
 2] Salvager
     When the Battle Bus  is already upgraded twice, it can take the
      salvage and turns it into money
 3] Battle Transport
     Enables the infantry inside to fire from within and to gain Garrison Bonus
      (see Bonus Modifier)
     Total Infantry Transported: 8
     50% damage to passenger when turned into Garrisonable Hulk and
      100% damage to passenger when totally destroyed
     Exit delay: 250 ms/infantry
 4] Garrisonable Hulk
      After the Bus is destroyed, flying, and finally landing on the ground,
       its remains can still be used as a covered bunker for infantry in it.
      Automatically destroyed after no infantry inside.
      Destruction Delay: 1000 ms
 5] Auto Repair
     Battle Bus (both as Bus and Hulk) can repair itself
     Prerequisite: Junk Repair upgrade
     Repair Rate: 2 HP/second
Upgrade Information
  - Junk Repair (Black Market): Enables Battle Bus to auto-repair
Build Information
  Prerequisite: Stealth Gen. Arms Dealer & Stealth Gen. Palace
  Build Cost: 1000
  Build Time: 15 seconds
Notes
- Slot: 8

C.c.9) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
  HP: 100     Armor: Truck Armor
Vision Information
  Vision Range: varies
Locomotor Information
  Speed: 90 dist/sec
  Turn Rate: 120 degrees/sec
Weapon Information
  Suicide Car Bomb
   Primary Damage: 700
   Primary Damage Radius: 20
   Secondary Damage: 100
   Secondary Damage Radius: 50
   Damage Type: Explosion
   Range: 5
Build Information
  Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3


D. GLA Toxin General Units
----------------------------------
(a) GLA Toxin General Aircraft
---------------------------------
D.a.1) GLA Cargo Plane
Health Information
  HP: 1000                                 Armor: Airplane Armor
Experience Information
 40 Exp as Anything
Movement Information
  Speed: 125 dist/sec; 75 if badly damaged
  Turn rate: 25 degrees per second; 10 while badly damaged
Notes
- Drops Anthrax Bomb and Reinforcement Pad vehicle to the targetted area.
- Door Open Time: 500 ms

----------------------------
(b) Standard GLA Infantry
----------------------------

D.b.1) Toxin Rebel
Health Information
  HP: 120              Armor: Chemical Rebel Human Armor
Experience Information
   40 Exp to Veteran      25 Exp as Conscript     45 Exp as Heroic
   60 Exp to Elite           30 Exp as Veteran
   120 Exp to Heroic     35 Exp as Elite
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 10 if badly hurt
  Turn rate: 500 degrees per second (infinite)
Weapon Information
 Rebel Gun Beta
  Damage: 8; 10 with Anthrax Gamma upgrade
  Damage Radius: 10
  Damage Type: Poison
  Cooldown: 40 milliseconds               Range: 100 
  Projectile Speed: 300 dist/sec
  Accuracy: 100%
  Clip Size: 30 shots                           Clip Reload Time: 40 milliseconds
  Empties garrisoned building (2 kills per hit)
Special Feature Information
 1] Salvager
      Rebels can pick up salvage and turn it to cash for player
 2] Capture Building
      Prerequisite: Capture Building upgrade
      Unpack Time: 3000 ms      
      Preparation Time: 20000 ms
      Pack Time: 2000 ms
      Experience Gained: 12
      Recharge Time: 15000 ms
 3] Ungarrison
      Toxin Rebel can ungarrison garrisonable Civilian Buildings.
 4] Stealth
      Prerequisite: Camouflage upgrade
      Stealth Delay: 2500 ms
      Decloaks when attacking or capturing building
Upgrade Information
 - Capture Building (GLA Barracks): Enables Rebel to capture most base buildings
     and tech buildings.
 - Anthrax Gamma (Toxin Gen. Palace): Replaces the Anthrax Beta with more
     deadly Anthrax Gamma.
 ~ Camouflage (Palace): Chem. Rebels are stealthed when not doing any aggressive
     avtions.
Build Information
  Prerequisite: Toxin General Barracks
  Build Cost: 200
  Build Time: 5 seconds
Notes
-  Slot: 1

D.b.2) Terrorist
Health Information
  HP: 120                             Armor: Human Armor
Experience Information
  20 Exp as anything
Vision Information
  Vision Range: 150            Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 when badly wounded
  Turn rate: 500 degrees per second (immediate)
Weapon Information
 1] Suicide Dynamite Pack
     Primary Damage: 500                    Primary Radius: 18
     Secondary Damage: 300               Secondary Radius: 50
     Damage Type: Explosion
     Activated when crushed, splatted, lasered, burned, exploded.
 2] Chemical Suicide Weapon
     Damage: 200                              Damage Radius: 10
     Damage Type: Explosion
     Leaves Poison Field Small, Poison Field Gamma Small if Anthrax Gamma
      is upgraded
     Always activated when dead
Special Feature Information
 1] Salvager
      Terrorist can gain money from the salvage of the destroyed vehicles
 2] Car Bomb
      Steals a civilian car and loads it with bomb (see Car Bomb)
Upgrade Information
 - Anthrax Gamma (Toxin General Palace): Equips Terrorist with an Anthrax
    Gamma bomb pack instead of Anthrax Beta or standard toxin
Build Information
  Prerequisite: Toxin General Barracks
  Build Cost: 200
  Build Time: 5 seconds
Notes
- Slot: 1
- Can be ordered to attack an empty area by force attack

D.b.3) RPG Trooper
Health Information
  HP: 100                          Armor: Human Armor
Experience Information
 100 Exp to Veteran            20 Exp as Conscript/Veteran
 200 Exp to Elite                  40 Exp as Elite
 400 Exp to Heroic              60 Exp as Heroic
Vision Information
  Vision Range: 150                Shroud Clearing Range: 400
Movement Information
  Speed: 20 distances/sec; 10 if badly wounded
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
  Tunnel Defender Rocket (RPG)
   Damage: 40; 50 with AP Rockets upgrade
   Radius: 5
   Damage Type: Infantry Missile
   Cooldown: 1000 milliseconds
   Range: 175                                    Minimum Range: 5
   Missile Speed: 400 dist/sec            Missile Turn Rate: 625 deg/sec
   Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
   Homing missiles
Special Feature Information
 Salvager
  RPG Trooper can turn the salvaged vehicles into cash      
Upgrade Information
  - AP Rocket (Black Market): 25% to RPG missile damage
Build Information
 Prerequisite: Toxin General Barracks or Tunnel Network (see notes and
  Tunnel Network)
 Build Cost: 300
 Build Time: 5 seconds
Notes
-  Slot: 1
- Comes up in pair when a Tunnel Network is completely built for the
    1st time (not by GLA Hole)

D.b.4) Angry Mob
Health Information
  Members: 10; initially just 5, but will grow.
  HP: 50                             Armor: Human Armor
Experience Information
 150 Exp to Veteran          5 Exp as anything
 450 Exp to Elite
 900 Exp to Heroic
Vision Information
  Vision\Shroud Clearing Range: 150
Movement Information
  Group Movement
   Speed: 18 dist/sec
   Turn Rate: 360 degrees/sec; 350 if badly hurt
  Person Movement
   Normal
    Speed: 20; 10 if badly hurt
    Turn Rate: 500 dist/sec
   Wander
    Speed: 13; 10 if badly hurt
    Turn Rate: 500 dist/sec
   Panic
    Speed: 32; 10 if badly hurt
    Turn Rate: 500 dist/sec
Weapon Information
 1] Pistol
      Some members of the Angry Mob bring pistols as weapons
       Damage: 10                Damage Type: Molotov Cocktail
       Range: 100                 Projectile Speed: immediate
       Cooldown: 250 ms
       Clip: 8                        Reload Time: 3000 ms
       Replaced by AK-47 when Arm the Mob upgrade is researched
 2] Rock
      Some other members, instead of Pistols, effectively use Rock to
       knock down the enemy
       Damage: 40                   Radius: 1 
       Range: 100                    Damage Type: Molotov Cocktail
       Projectile Speed: 130 dist/sec
       Accuracy: 100%
       Cooldown: 500 ms
       Pause before Throwing: 500 ms (let's say it is an addition to
        cooldown, so Angry Mob member using this will throw the
        next Rock after 1000 ms)
       Replaced by AK-47 when Arm the Mob upgrade is researched
 3] Molotov
      While their friends choose light Pistol and cheap Rock, some mobsters
        prefer Molotov
       Damage: 40                    Radius: 11
       Range: 100                     Minimum Range: 12
       Damage Type: Molotov Cocktail
       Projectile Speed: 60 dist/sec
       Pause before Throwing: 500 ms (let's say it is an addition to
        cooldown, so Angry Mob member using this will throw the
        next Molotov after 1000 ms)
      Molotov leaves earth-scorching flames for 2333 ms at the radius of
       18-30, but the damage is yet unknown
 4] AK-47
     AK-47 replaces the standard Pistols and primitve Rocks
      Prerequisite: Arm the Mob upgrade
      Damage: 20; 25 with AP Bullets upgrade
      Range: 120
      Damage Type: Molotov Cocktail
      Projectile Speed: immediate
      Accuracy: 100%
      Cooldown: 250 ms
Special Feature Information
 1] Salvager
      Angry Mob can take the salvaged vehicles and turn it into cash
 2] Regeneration
      As long as there is at least one person in the mob, the mob can
       gain full health and new members and still retains the rank it acquires
      Regeneration Rate: 30 seconds
 3] Group
      Angry Mob member can only work in group. If there is one member
       separated from the group, (s)he dies
      Chasing Radius: 40
Upgrade Information
  - Arm the Mob (Palace): Replaces the pistols and rocks used by Angry
     Mob with powerful AK 47s
  - AP Bullets (Black Market): Increases the attack damage of AK 47
Build Information
  Prerequisite: Toxin General Barracks & Toxin General Palace
  Build Cost: 800
  Build Time: 15 seconds
Notes
- Can not be transported or enter Tunnel Network/buildings
- Mobsters and their weapons:
   Mobsters                                          Weapons          Weapons
                                                            (unupgraded)    (upgraded)    
   Aladdin                                               Pistol                 AK-47
   Woman in the Gypsy Costume            Rock                 AK-47
   Lady with the Hot Sauce                     Molotov            Molotov
   Skinny Guy with the Green Beret        Pistol                 AK-47
   Fat Guy with the Tank Top                 Rock                 AK-47
   The Robed Dude with the Man-Veil    Pistol                AK-47

D.b.5) Jarmen Kell
Health Information
  HP: 200                              Armor: Human Armor
Experience Information
 100 Exp to Veteran             50 Exp as Conscript/Veteran
 200 Exp to Elite                  100 Exp as Elite
 400 Exp to Heroic              150 Exp as Heroic
Vision Information
  Vision Range: 200              Shroud Clearing Range: 400
Movement Information
  Speed: 30 distances/sec; 20 if badly hurt
  Turn rate: 500 degrees per second (infinite)
Weapon Information
 Jarmen Kell Rifle
   Damage: 180; 225 with AP Bullets upgrade
   Damage Type: Sniper
   Cooldown: 1000 milliseconds
   Range: 225
   Projectile Speed: immediate
   Accuracy: 100%
Special Feature Information
 1] Salvager
      Jarmen Kell can pick up salvage and turn it into cash
 2] Stealth
      Stealth Delay: 2000 ms
      Decloaks when attacking
 3] Vehicle Snipe
       Kills the pilot of a vehicle, making it captureable
       Can not Vehicle Snipe pilotless vehicles, such as Sentry Drone
       Can not Vehicle Snipe air units, even if they are on land
       Recharge Time: 30000 ms        Range: 225
       Range: 225                               Damage Type: Kill Pilot
 4] Crush Immunity
       As a hero, Jarmen Kell can not be squeezed except by Overlord/
        Emperor Overlord
Upgrade Information
  - AP Bullets (Black Market): Increases Jarmen Kell's damage by 25%
Build Information
  Prerequisite: Toxin General Barracks & Toxin General Palace
  Build Cost: 1500
  Build Time: 20 seconds
Notes
- Max no. to build: 1
- Slot: 1

D.b.6) Worker
Health Information
  HP: 100                               Armor: Human Armor
Vision Information
  Vision Range: 100         Shroud Clearing Range: 200
Movement Information
  Speed: 25 dist/sec; 15 when badly hurt
  Speed with Worker Shoes upgrade: 30 dist/sec; 20 when badly wounded
  Turn Rate: 500 degrees/sec
Special Feature Information
 1] Salvager
     Worker can sell the remains of destroyed vehicles
 2] Builder
     Construction Dozer can build China buildings. See Tip and Trick session
      to build other factions' buildings.
 3] Real/Fake Building Option
      Worker can build Fake Buildings as well as real ones.
 4] Detection and Disarming
     Detects and Disarms US Colonel Burtonís  & Demo General
      Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
      Booby Trap, and China Land, Cluster, & EMP Mines.
      Disarm Delay: 1000 ms
      Disarm Recharge Time: 1000 ms
      Detection Rate: 500 msec
      Looks for explosives to disarm within 150 range every 5000 milliseconds
      when idle.
      Canít detect explosives when in Transport or Tunnel Network.
 5] Repairs Damaged Buildings
     Repairs 2% of max HP per second.
     Looks for buildings to repair within 150 range every 5000 milliseconds
     when idle.
 6] Harvester
     Max Boxes to Carry: 1 ($75; $83 with Worker Shoes upgrade)
     Supply Center Action Delay: 150 ms for whole thing (one transaction)
     Supply Warehouse Action Delay: 150 ms per box (many small transactions)
     Supply Warehouse Scan Distance: 700 (Max distance to look for
      a warehouse, or workers go home)
     Warns when Supplies are exhausted      
Upgrade Information
  - Worker Shoes (Black Market): Increases Worker's speed and supply
      carrier capacity
Build Information
  Prerequisite: Toxin General Command Center or Toxin General Supply Stash
  Build Cost: 200
  Build Time: 3 seconds
Notes
- Slot: 1
- Worker Shoes upgrade increases the cash a Worker can carry. When he
    harvests a pile of supply, the supply decreases by $75, but the Worker
    delivers $83.
   For example, a Worker harvests a supply pile worth $1500. It requires a
    Worker to harvest it 20 times until it is empty ($1500/75=20). However,
    when the supply pile is exhausted, the total amount you collect is $1660
    ($83*20=$1660).

D.b.9) Stinger Soldier
Health Information
  HP: 100                                 Armor: Stinger Soldier Armor
Vision Information
  Vision\Shroud Clearing Range: 400
Movement Information
  Speed: immobile
  Turn rate: 500 degrees per second (almost immediately)
Weapon Information
 1] Stinger Missile (Anti Ground)
      Damage: 20; 25 with AP Rocket upgrade
      Damage Radius: 5
      Damage Type: Explosion       Range: 225
      Missile Speed: 400 dist/sec    Missile Turn Rate: 625 deg/sec
      Cooldown: 2000 ms
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Homing missile
 2] Stinger Missile (Anti Air)
      Damage: 30                         Damage Radius: 10
      Damage Type: Explosion     Range: 400
      Missile Speed: 400 dist/sec    Missile Turn Rate: 625 deg/sec
      Cooldown: 2000 ms
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Homing missile
      Can shoot down ballistic missiles
Special Feature Information
 1] Stinger Protection
      Stinger Soldiers are protected by Stinger Site from most attack
      See Stinger Site for more info
 2] Respawning
     Stinger Soldiers, if killed but the Stinger Site still exists, may respawn
     See Stinger Site for more info
 3] Detector
      Detection Rate: 500 ms
      Detection Range: 200
Upgrade Information
  - AP Rocket (Black Market): 25% Stinger missile damage to ground units
Build Information
  Prerequisite: Toxin General Stinger Site
  Build Cost: 100 (only for players who choose Cash Bounty General Power)
  Build Time: 30 seconds
Notes
-  Slot: 1

---------------------------------
(c) GLA Toxin General Vehicle
---------------------------------
D.c.1) Technical
Health Information
  HP: 180                                 Armor: Truck Armor
Experience Information
  50 Exp to Veteran              25 Exp as Conscript/Veteran
  75 Exp to Elite                    50 Exp as Elite
  150 Exp to Heroic              100 Exp as Heroic
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 300
Movement Information
  Speed: 90 dist/sec; 80 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 240 degrees/sec
 1] Technical Machine Gun
      Damage: 10; 12.5 with AP Bullets upgrade
      Damage Type: Comanche Vulcan
      Range: 150
      Cooldown: 200 ms
      Accuracy: 100%
      Projectile Speed: immediate
 2] Technical Cannon (crate upgrade one)
      Damage: 45; 56.25 with AP Bullets Upgrade
      Damage Radius: 25
      Damage Type: Comanche Vulcan
      Accuracy: 100% against vehicle. May miss as much as 10
       distances against infantry
      Range: 150
      Projectile Speed: 300 dist/sec
      Cooldown: 1000 msec
 3] Technical RPG (crate upgrade two)
      Damage: 50
      Damage Radius: 5
      Damage Type: Explosion
      Accuracy: 100%
      Range: 150
      Minimum Range: 5
      Missile Speed: 225 dist/sec
      Missile Turn Rate: 100 degrees/sec
      Cooldown: 1000 msec
Special Feature Information
 1] Scavenger
     Replaces Technical Machine Gun Weapon with a stronger weapon.
     Can be upgraded twice.
 2] Transport
     Can transport up to 5 infantry.
     10% damage to units inside when destroyed.
 3] Salvager
     When a Technical is already upgraded twice, it can sell the salvages
       it claims.
 4] Auto Repair
      Allows the Technical to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
Upgrade Information
  - AP Bullets (Black Market): Increases Technical Machine Gun and
    Cannon (Upgrade One) damage by 25%.
  - Junk Repair (Black Market): Gives Technical auto-repair ability.
Build Information
  Prerequisite: Toxin General Arms Dealer
  Build Cost: 500
  Build Time: 3 seconds
Notes
- Slot: 3

D.c.2) Scorpion
Health Information
  HP: 370                         Armor: Tank Armor
Experience Information
  100 Exp to Veteran       60 Exp as Conscript/Veteran
  200 Exp to Elite             120 Exp as Elite
  400 Exp to Heroic         200 Exp as Heroic
Vision Information
  Vision Range: 125        Shroud Clearing Range: 300
Movement Information
  Speed: 40 dist/sec; 30 when badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 100 degrees/sec  
 See the condition list below for Scorpion weapons
 - No Rocket upgrade and no crate upgrade: Scorpion Tank Gun
 - W/ Rocket upgrade and no crate upgrade: Scorpion Tank Gun and
    Scorpion Rocket
 - No Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
 - W/ Rocket upgrade and crate upgrade 1: Advanced Scorpion Tank Gun
    and Scorpion Rocket
 - No Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
 - W/ Rocket upgrade and crate upgrade 2: Advanced Scorpion Tank Gun
    and Double Scorpion Rockets
 1] Scorpion Tank Gun
      Damage: 20                           Radius: 5
      Damage Type: Armor Piercing
      Cooldown: 1000 milliseconds
      Range: 150
      Projectile Speed: 400 dist/sec
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
 2] Scorpion Rocket
      Primary Damage: 100; 125 with AP Rocket upgrade
      Primary Damage Radius: 5
      Secondary Damage: 80; 100 with AP Rocket upgrade
      Secondary Damage Radius: 25
      Damage Type: Explosion
      Range: 150                           Min. Range: 40
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Missile Speed: 150 dist/sec   Missile Turn Rate: 540 deg/sec
      Cooldown: 200 ms
      Clip Size: 1                          Clip Reload Time: 15000 ms
      Homing Missile
  3] Advanced Scorpion Tank Gun
      Damage: 25               Radius: 5
      Damage Type: Armor Piercing
      Cooldown: 1000 milliseconds
      Range: 150
      Projectile Speed: 400 dist/sec
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
 4] Double Scorpion Rockets
      Primary Damage: 100; 125 with AP Rocket upgrade
      Primary Damage Radius: 5
      Secondary Damage: 80; 100 with AP Rocket upgrade
      Secondary Damage Radius: 25
      Damage Type: Explosion
      Range: 150                           Min. Range: 40
      Accuracy: 100% vs vehicles; may miss up to 10 dist. against infantry
      Missile Speed: 150 dist/sec   Missile Turn Rate: 540 deg/sec
      Cooldown: 200 ms
      Clip Size: 2                           Clip Reload Time: 15000 ms
      Homing Missile
Special Feature Information
 1] Scavenger
     Scorpion can replaces its weapons with the salvage of the destroyed
      vehicles
     Can only be upgraded twice
 2] Salvager
     When the Scorpion is already upgraded twice, it can take the salvage
      and turns it into money
 3] Toxin Contamination
      Scorpion loads its shells and rockets with a small amount of toxin,
       leaving Poison Field Small on the target (Poison Field Gamma Small
       if Anthrax Gamma upgrade is researched).
      When I tested it, it seemed that the Rockets do not contain toxin. Was
       I correct or it was just my eyesight that cheated me?
 4] Auto Repair
      Scorpion is capable of repairing itself.
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
Upgrade Information
  - Scorpion Rocket (Arms Dealer): Installs a deadly rocket on the
     Scorpion
  - AP Rocket (Black Market): +25% to Scorpion Rocket damage. Only
     works when Scorpion Rocket upgrade has been researched.
  - Toxin Shell (granted): Loads Scorpion shells and the rocket with a
      handful doses of toxin.
  - Anthrax Beta (granted): Replaces the standard toxin with deadlier agent,
     Anthrax Beta. Only works when Toxin Shells has been researched.
  - Junk Repair (Black Market): Scorpion receives auto-repair ability.
  - Anthrax Gamma (Toxin General Palace): Fills Scorpion's shells and
      rockets with Anthrax Gamma, but it is just for fun. No additional
     damage, compared to Anthrax Beta. Only works when the Toxin
     Shells upgrade has been researched.
Build Information
  Prerequisite: Toxin General Arms Dealer
  Build Cost: 650
  Build Time: 7 seconds
Notes
-  Slot: 3

D.c.3) Quad Cannon
Health Information
  HP: 300                            Armor: Humvee Armor
Experience Information
 100 Exp to Veteran            50 Exp as Conscript/Veteran
 150 Exp to Elite                 100 Exp as Elite
 300 Exp to Heroic             150 Exp as Heroic
Vision Information
  Vision Range: 150                        Shroud Clearing Range: 300
Movement Information
  Speed: 40 dist/sec; 25 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 360 degrees/sec
 1a] Quad Cannon Gun Anti Ground
       Damage: 10; 12.5 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 1b] Quad Cannon Gun Anti Air
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
 2a] Quad Cannon Gun Anti Ground (crate upgrade one)
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 50 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 2b] Quad Cannon Gun Anti Air (crate upgrade one)
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 50 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
 3a] Quad Cannon Gun Anti Ground (crate upgrade two)
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 25 milliseconds
       Range: 150
       Missile Speed: immediate
       Accuracy: 100%
 3b] Quad Cannon Gun Anti Air (crate upgrade two)
       Damage: 5; 6.25 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 25 milliseconds
       Range: 350
       Missile Speed: immediate
       Accuracy: 100%
Special Feature Information
 1] Scavenger
     Quad Cannon can upgrade its weapon with the remains of destroyed
       vehicles.
     Can only be upgraded twice
 2] Salvager
     When the Quad Cannon is already upgraded twice, it can sell the remains
      of the destroyed vehicles
 3] Auto Repair
     This ability will allow Quad Cannon to repair itself
     Prerequisite: Junk Repair
     Repair Rate: 2 HP/sec
Upgrade Information
  - Junk Repair (Black Market): Enables Quad Cannon to auto-repair
  - AP Bullets (Black Market): +25% to Quad Cannon damage
Build Information
  Prerequisite: Toxin General Arms Dealer
  Build Cost: 750
  Build Time: 6 seconds
Notes
-  Slot: 3

D.c.4) Toxin Tractor
Health Information
  HP: 240                                 Armor: Toxin Truck Armor
Experience Information
 100 Exp to Veteran                    50 Exp as Conscript/Veteran
 150 Exp to Elite                         100 Exp as Elite
 300 Exp to Heroic                     150 Exp as Heroic
Vision Information
  Vision Range: 100                    Shroud Clearing Range: 200
Movement Information
  Speed: 30 dist/sec; 20 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Turret Turn Rate: 180 deg/sec
 1] Toxin Truck Gun
     Damage: 12.5; 20.5 with Anthrax Gamma upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100                      Min. Range of 10
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
 2] Toxin Truck Gun (crate upgrade one)
     Damage: 15; 24.5 with Anthrax Gamma upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100                 Min. Range: 10
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
 3] Toxin Truck Gun (crate upgrade two)
     Damage: 20; 28.5 with Anthrax Gamma upgrade*
     Radius: 10 
     Damage Type: Poison
     Cooldown: 40 milliseconds
     Range: 100; has a Min. Range of 10 with Anthrax Beta upgrade:(
     Spray Speed: 300 dist/sec
     Accuracy: 100%
     Clip Size: 30 shots                 Clip Reload Time: 40 milliseconds
     Homing missiles
     Empties Garrisoned buildings (kills 2 infantry per hit)
Special Feature Information
 1] Contamination
      Sprays toxin on a wide area
      a] Toxin Truck Sprayer
          Secondary Damage: 2.5 with/without Anthrax Gamma*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Upgraded Medium; Poison Field Gamma Medium
           if Anthrax Gamma is researched
     b] Toxin Truck Sprayer (crate upgrade one)
          Secondary Damage: 3; 3.5 with Anthrax Gamma*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Upgraded Medium; Poison Field Gamma Medium
           if Anthrax Gamma is researched
     c] Toxin Truck Sprayer (crate upgrade two)
          Secondary Damage: 4; 4.5 with Anthrax Gamma*
          Secondary Damage Radius: 75
          Range: 15
          Damage Type: Poison
          Spray Speed: 300 dist/sec
          Cooldown: 200 ms
          Leaves Poison Field Upgraded Medium; Poison Field Gamma Medium
           if Anthrax Gamma is researched
 2] Ungarrison
      Toxin Tractor can ungarrison garrisonable Civilian Buildings.
 3] Scavenger
      Toxin Tractor can upgrade its weapon with the salvages of the destroyed
       vehicles.
      Can be upgraded twice.
 4] Salvager
      When a Toxin Tractor is already upgraded twice, it can sell the salvages
        it claims.
 5] Auto Repair
      Allows the Toxin Tractor to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
 6] Toxin Tractor Explosion
      Leaves Poison Field Upgraded Small when destroyed; Poison Field Gamma
       Small with Anthrax Gamma
Upgrade Information
  - Anthrax Gamma (Toxin General Palace): Replaces the standard toxin with
     Anthrax Gamma
  - Junk Repair (Black Market): Enables the Toxin Tractor to auto-repair
Build Information
  Prerequisite: Toxin General Arms Dealer
  Build Cost: 650
  Build Time: 5 seconds
Notes
- Slot: 3
- * means that the weapons, aside from researching Anthrax Gamma, can also
    be obtained when the Toxin Truck becomes heroic

D.c.5) Combat Cycle
Health Information
  HP: 100                                 Armor: Truck Armor
Experience Information
   200 Exp to Veteran              50 Exp as Conscript/Veteran
   400 Exp to Elite                   100 Exp as Elite
   800 Exp to Heroic               150 Exp as Heroic
Vision Information
  Vision Range: 180                     Shroud Clearing Range: 300
Movement Information
 With Terrorist as its rider
   Normal (on Ground)
    Speed: 90 distances/sec; 68 if badly damaged
    Turn rate: 120 degrees per second
  Climbing
    Speed: 60 dist/sec; 45 if badly damaged
    Turn rate: 120 deg/sec
 With other infantry as its rider
   Normal (on Ground) and Climbing
    Speed: 120 distances/sec; 90 if badly damaged
    Turn rate: 120 degrees/sec
Weapon Information
 Combat cycle weaponry depends on its rider. For Standard GLA,
  the default driver is Toxin Rebel.
  1> Rebel Biker Machine Gun
       Rider: Toxin Rebel
       Damage: 8; 10 with AP Bullet upgrade
       Damage Type: Small Arms
       Cooldown: 100 milliseconds
       Range: 150
       Projectile Speed: immediate
       Accuracy: 100%
       Clip Size: 6 shots            Clip Reload Time: 7000 milliseconds
  2> a. Suicide Bike Bomb
           Rider: Terrorist
           Primary Damage: 700         Primary Radius: 20
           Secondary Damage: 100     Secondary Radius: 50
           Damage Type: Explosion
           Range: 5
       b. Chemical Suicide Weapon
           Rider: Terrorist
           Damage: 200                        Radius: 10
           Damage Type: Explosion
           Leaves Poison Field Small; Poison Field Gamma Small if Anthrax Gamma is
            researched
  3> RPG Trooper Biker Rocket
       Rider: RPG Trooper
       Damage: 40; 50 with AP Rocket upgrade
       Radius: 5
       Damage Type: Infantry Missile
       Cooldown:  1000 milliseconds
       Range: 175                    Minimum Range: 5
       Missile Speed: 225 dist/sec
       Missile Turn Rate: 100 deg/sec
       Accuracy: 100% vs vehicles; may miss up to 10 distances against infantry
  4> Biker Jarmen Kell Sniper Rifle
       Rider: Jarmen Kell
       Damage: 180; 225 with AP Bullet upgrade
       Damage Type: Sniper
       Cooldown: 750 milliseconds
       Range: 225
       Projectile Speed: immediate
       Accuracy: 100%
Special Feature Information
 1] Salvager
     Combat Cycle, although incapable of reinforced its weapon or armor
      with the scavenge of the destroyed vehicle, can take the money from it.
 2] Change Rider
     Combat Cycle can change its rider for multiple purposes. When it is riderless,
      unfortunately, it falls to the ground and is destroyed 
      Infantry that are allowed to ride Standard GLA Combat Cycle
         a. Toxin Rebel
         b. Toxin Terrorist
         c. Toxin General RPG Trooper
         d. Standard GLA Hijacker
         e. Standard GLA Saboteur
         f. Toxin General Jarmen Kell
         g. Toxin General Worker
       Exit Delay: 250 ms
 3] Kills Rider when Destroyed
      Try it yourself if you still do not understand ......
 4] Climbing
      Unlike other vehicles, Combat Cycle can move on the cliff area.
  5] Vehicle Snipe (Jarmen Kell-rid only)
       Kills the pilot of a vehicle, making it ownerless.
       Range: 225
       Damage Type: Kill Pilot
       Projectile Speed: Immediate
      Recharge Time: 30 seconds
  6] Rider's Stealth
      The Combat Cycle becomes stealth if the rider is a stealth unit
  7] Can not crush infantry
  8] Auto Repair
      Combat Cycle rider is capable of repairing his bike
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
Upgrade Information
 - AP Bullet (Black Market): (For Rebel and Jarmen Kell Combat
     Cycle only): +25 damage to Rebel Biker Machine Gun and Biker
     Jarmen Kell Sniper Rifle.
 - AP Rocket (Black Market): (For RPG Trooper Combat Cycle only):
     +25% damage to RPG Trooper Biker Rocket
 - Junk Repair (Black Market): Enables Combat Cycle to auto-repair
 - Anthrax Beta (granted) (Toxin Terrorist rider only): Carries an Anthrax Beta
     suicide bomb pack which is stronger than standard toxin bomb
 - Anthrax Gamma (Toxin General Palace): Carries an Anthrax Gamma suicide
     bomb pack which has different colour of toxin than Anthrax Beta:p
Build Information
  Prerequisite: Toxin General Arms Dealer
  Build Cost: 550
  Build Time: 4 seconds
Notes
- Slot: 1
- Will not automatically attack enemy coming nearby

D.c.6) Marauder
Health Information
  HP: 430                             Armor: Tank Armor
Experience Information
 200 Exp to Veteran               100 Exp as Conscript/Veteran
 300 Exp to Elite                     200 Exp as Elite
 600 Exp to Heroic                 300 Exp as Heroic
Vision Information
  Vision Range: 125                 Shroud Clearing Range: 300
Movement Information
  Speed: 40 dist/sec; 30 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 1] Marauder Tank Gun
     Damage: 60
     Damage Radius: 5
     Damage Type: Armor Piercing
     Accuracy: 100% against vehicles, may miss as much as 10
      distances against infantry
     Range: 150
     Projectile Speed: 300 dist/sec
     Cooldown: 2000 msec
 2] Marauder Tank Gun (crate upgrade one)
     Damage: 60
     Damage Radius: 5
     Damage Type: Armor Piercing
     Accuracy: 100% against vehicles, may miss as much as 10
      distances against infantry
     Range: 150
     Projectile Speed: 400 dist/sec
     Cooldown: 1500 msec
 3] Marauder Tank Gun (crate upgrade two)
     Damage: 60
     Damage Radius: 5
     Damage Type: Armor Piercing
     Accuracy: 100% against vehicles, may miss as much as 10
      distances against infantry
     Range: 150
     Projectile Speed: 500 dist/sec
     Cooldown: 750 msec
     Clipsize: 2                       Clip Reload Time: 100
Special Feature Information
 1] Scavenger
     Marauder Tank can perfect its weapons with the salvage of the destroyed
      vehicles
     Can only be upgraded twice
 2] Salvager
     When the Marauder Tank  is already upgraded twice, it can take the
      salvage and turns it into money
 3] Toxin Contamination
      Marauder Tank loads its shells with a small amount of toxin, leaving
       Poison Field Small on the target (Poison Field Gamma Small if Anthrax
       Gamma upgrade is researched).
 4] Auto Repair
      Marauder Tank is capable of repairing itself.
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
Upgrade Information
  - Toxin Shells (granted): Equips Marauder Tank shells with toxin, making
     Marauder a little bit more effective against infantry.
  - Anthrax Beta (granted): (Affects Toxin Shells-upgraded Marauder Tank
     only) Replaces the standard toxin filling the Marauder Tank shells with
     a more effective Anthrax Beta agent.
  - Anthrax Gamma (Toxin General Palace): (Affects only Toxin Shells-
      upgraded Marauder Tank) Replaces the standard toxin used in the
      Marauder Tank shells with a more venomous Anthrax Gamma. Anthrax
      Gamma will also replace the Antrax Beta toxin-filling shells because it
       is more colourful, but not stronger:p.
Build Information
  Prerequisite: Toxin Gen. Arms Dealer & Marauder Tank General Power
  Build Cost: 900
  Build Time: 10 seconds
Notes
- Slot: 3

D.c.7) Radar Van
Health Information
  HP: 200                                 Armor: Truck Armor
Experience Information
  20 Exp as anyhting
Vision Information
  Vision Range: 200                    Shroud Clearing Range: 500
Movement Information
  Speed: 40 distances/sec; 30 if badly damaged
  Turn rate: 180 degrees per second
Special Feature Information
  1] Salvager
      Radar Van can sell the scavenged part of the destroyed vehicles.
  2] Enables Minimap
      Opens the small battlemap, giving more control in the battlefield
       (any better explanation?)
      Still works in low-power condition
      Can not function if stationed in a Tunnel Network or transport
  3] Detector
      Detection Rate: 500 msec
     Can not detect if stationed in a Tunnel Network or transport
  4] Auto Repair
      Enables the Radar van to repair itself
      Prerequisite: Junk Repair upgrade
      Repair Rate: 2 HP/second
  5] Radar Van Scan
      Opens a small portion of map and reveals all hidden units there.
      Prerequisite: Radar Van Scan
      Radius: 150
      Recharge Time: 30000 milliseconds
      Revelation Time: 10000 ms
      Detection Rate: 500 ms       
Upgrade Information
  - Junk Repair (Black Market): Enables the Radar Van to auto-repair
  - Radar Van Scan (Black Market): Reveals an area as large as 150
    in radius on the map. Detects stealth.
Build Information
  Prerequisite: Toxin Gen. Arms Dealer
  Build Cost: 550
  Build Time: 10 seconds
Notes
- Slot: 3

D.c.8) Rocket Buggy
Health Information
  HP: 120                                 Armor: Truck Armor
Experience Information
  200 Exp to Veteran             50 Exp as Conscript/Veteran
  400 Exp to Elite                   100 Exp as Elite
  800 Exp to Heroic               150 Exp as Heroic
Vision Information
  Vision Range: 180                     Shroud Clearing Range: 300
Movement Information
  Speed: 90 dist/sec; 80 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
 Buggy Rocket
   Turret Turn Rate: 90 degrees/sec
   Damage: 20; 25 with AP Rocket upgrade
   Secondary Damage: 5; 6.25 with AP Rocket upgrade
   Secondary Damage Radius: 10
   Damage Type: Explosion
   Cooldown: 200 milliseconds
   Range: 300                               Minimum Range: 50
   Missile Speed: 225 dist/sec       Missile Turn Rate: 100 dist/sec
   Accuracy: 100% vs vehicles; may miss up to 20 dist. vs infantry
   Clip Size: 6 shots; 12 with Buggy Ammo upgrade
   Clip Reload Time: 6000 milliseconds
   Auto Reload: (time to reload after idle for this long instead of using the
    last clip): 6100 ms
    Homing missiles
Special Feature Information
 1] Salvager
     Rocket Buggy can claim the salvaged vehicles and turn them into cash
 2] Auto Repair
     Enables the Rocket Buggy to repair itself
     Prerequisite: Junk Repair
     Repair Rate: 2 HP/sec
Upgrade Information
  - Buggy Ammo (Black Market): Adds Buggy Rocket store by 50%
  - Junk Repair (Black Market): Rocket Buggy auto-repairs
Build Information
  Prerequisite: Toxin Gen. Arms Dealer & Toxin Gen. Palace
  Build Cost: 1100
  Build Time: 10 seconds
Notes
-  Slot: 3

D.c.9) Bomb Truck
Health Information
  HP: 220                                 Armor: Truck Armor
Experience Information
 50 Exp as anything
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 200
Movement Information
  Speed: 50 dist/sec
  Turn rate: 90 degrees per second; 60 while badly damaged
Weapon Information
 Bomb Truck Bomb (Suicide Weapon)
  Primary Damage: 1000
  Primary Damage Radius: 40
  Secondary Damage: 100
  Secondary Damage Radius: 65
  Damage Type: Explosion
  Leaves Poison Field Medium upon detonation with Bio Bomb upgrade; Poison
   Field Gamma Medium with Anthrax Gamma upgrade
Special Feature Information
 1] Salvager
      Bomb Truck is able to claim the scavenged vehicle, adding the treasure
       of the player
 2] Disguise as Vehicle
      Disguises the truck as an enemy vehicle. Will be revealed by detector.
 3] Detonate
     Detonates immediately.
 4] High Explosive Bomb and Bio Bomb
     See Weapon and Upgrade Information
 5] Auto Repair
      Allows the Bomb Truck to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
Upgrade Information
  - Bio Bomb (Bomb Truck): Carries a biological payload which spreads
    poison.
  - Anthrax Gamma (Toxin Gen. Palace): Hhmm.... No increment at all, just
      colour change
  - Junk Repair (Black Market): Enables the Bomb Truck to auto repair.
Build Information
  Prerequisite: Toxin Gen. Arms Dealer & Toxin Gen. Palace
  Build Cost: 1200
  Build Time: 15 seconds
Notes
- Slot: 3
- Will not retaliate or attack without order

D.c.10) SCUD Launcher
Health Information
  HP: 180                      Armor: Truck Armor
Experience Information
 100 Exp to Veteran                 50 Exp as Conscript/Veteran
 200 Exp to Elite                      100 Exp as Elite
 400 Exp to Heroic                  150 Exp as Heroic
Vision Information
  Vision Range: 180              Shroud Clearing Range: 300
Movement Information
  Speed: 20 dist/sec; 15 if badly damaged
  Turn rate: 50 degrees per second; 45 while badly damaged
Weapon Information
  Turret Turn Rate: 60 degrees/sec
  1b] Scud Anthrax Warhead
        Primary Damage: 200
        Primary Damage Radius: 30
        Secondary Damage: 25
        Secondary Damage Radius: 60
        Damage Type: Explosion
        Accuracy: Unknown vs vehicles, may miss as much as 30 distances
         against infantry.
        Range: 350
        Minimum Range: 200
        Missile Speed: 200 distances/second
        Missile Turn Rate: 540 degrees/second
        Pre Attack Delay: 500 ms; do the delay for every missile it
         launches
        Clip Reload Time: 10000 msec
        Not homing missiles
        Leaves Poison Field Medium upon detonation; Poison Field Gamma
         Medium if Anthrax Gamma is researched
  2b] Scud Anthrax Warhead (crate upgrade one)
        Primary Damage: 200
        Primary Damage Radius: 30
        Secondary Damage: 25
        Secondary Damage Radius: 60
        Damage Type: Explosion
        Accuracy: Unknown vs vehicles, may miss as much as 30 distances
         against infantry.
        Range: 450
        Minimum Range: 200
        Missile Speed: 200 distances/second
        Missile Turn Rate: 540 degrees/second
        Pre Attack Delay: 500 ms; do the delay for every missile it
         launches
        Clip Reload Time: 10000 msec
        Not homing missiles
        Leaves Poison Field Medium upon detonation; Poison Field Gamma Medium
         if Anthrax Gamma is researched
  3b] Scud Anthrax Warhead (crate upgrade two)
        Primary Damage: 250
        Primary Damage Radius: 30
        Secondary Damage: 50
        Secondary Damage Radius: 60
        Damage Type: Explosion
        Accuracy: Unknown vs vehicles, may miss as much as 30 distances
         against infantry.
        Range: 450
        Minimum Range: 200
        Missile Speed: 200 distances/second
        Missile Turn Rate: 540 degrees/second
        Pre Attack Delay: 500 ms; do the delay for every missile it
         launches
        Clip Reload Time: 10000 msec
        Not homing missiles
        Leaves Poison Field Medium upon detonation; Poison Field Gamma
         Medium if Anthrax Gamma is researched
Special Feature Information
 1] Scavenger
      SCUD Launcher can upgrade its weapon with the salvages of the destroyed
       vehicles.
      Can be upgraded twice.
 2] Salvager
      When a SCUD Launcher is already upgraded twice, it can sell the salvages
        it claims.
 3] Auto Repair
      Allows the SCUD Launcher to repair itself.
      Prerequisite: Junk Repair
      Repair Rate: 2 HP/second
Upgrade Information
  - Anthrax Gamma (Toxin Gen. Palace): Replaces the standard anthrax with
     deadlier Anthrax Gamma in the SCUD Warhead
  - Junk Repair (Black Market): Allows SCUD Launcher to repair itself.
  - AP Rockets (Black Market): Increases the damage of explosive SCUD
      warhead
Build Information
  Prerequisite: Toxin Gen. Arms Dealer & Palace & Scud Launcher General Power
  Build Cost: 1200
  Build Time: 15 seconds
Notes
- Slot: 3
- Will not attack without order or retaliate

D.c.11) Battle Bus
Health Information
  HP: 400; 650 when becoming Garrisoned Hulk
  Armor:
   - Bus Normal Condition: Battle Bus Truck Armor
   - Bus Crate Upgrade One: Battle Bus Truck Armor One
   - Bus Crate Upgrade Two: Battle Bus Truck Armor Two
   - Hulk Normal Condition: Battle Bus Structure Armor Tough
   - Hulk Crate Upgrade One: Battle Bus Structure Armor Tough One
   - Hulk Crate Upgrade Two: Battle Bus Structure Armor Tough Two
Note that Hulk will automatically retain its crate upgrade status from the
 Bus before it is destroyed. A crate-one-upgraded Bus, for example, will
 create a crate-one-upgraded Hulk.
Experience Information
 50 Exp as anything
Vision Information
  Vision Range: 150                    Shroud Clearing Range: 200
Movement Information
  Speed: 75 dist/sec; 50 if badly damaged
  Turn rate: 90 degrees per second; 60 while badly damaged
Special Feature Information
 1] Scavenger
     Battle Bus can strengthen its armor with the salvage of the destroyed
      vehicles
     Can only be upgraded twice
 2] Salvager
     When the Battle Bus  is already upgraded twice, it can take the
      salvage and turns it into money
 3] Battle Transport
     Enables the infantry inside to fire from within and to gain Garrison Bonus
      (see Bonus Modifier)
     Total Infantry Transported: 8
     50% damage to passenger when turned into Garrisonable Hulk and
      100% damage to passenger when totally destroyed
     Exit delay: 250 ms/infantry
 4] Garrisonable Hulk
      After the Bus is destroyed, flying, and finally landing on the ground,
       its remains can still be used as a covered bunker for infantry in it.
      Automatically destroyed after no infantry inside.
      Destruction Delay: 1000 ms
 5] Auto Repair
     Battle Bus (both as Bus and Hulk) can repair itself
     Prerequisite: Junk Repair upgrade
     Repair Rate: 2 HP/second
Upgrade Information
  - Junk Repair (Black Market): Enables Battle Bus to auto-repair
Build Information
  Prerequisite: Toxin Gen. Arms Dealer & Toxin Gen. Palace
  Build Cost: 1100
  Build Time: 15 seconds
Notes
- Slot: 8

D.c.12) Car Bomb
Car bomb health, vision, etc depend on the car hijacked by the terrorist,
but usually all cars have the statistics below. Refer to Civilian Units
for more detailed information.
Health Information
  HP: 100                Armor: Truck Armor
Vision Information
  Vision Range: varies
Locomotor Information
  Speed: 90 dist/sec
  Turn Rate: 120 degrees/sec
Weapon Information
  Suicide Car Bomb
   Primary Damage: 700
   Primary Damage Radius: 20
   Secondary Damage: 100
   Secondary Damage Radius: 50
   Damage Type: Explosion
   Range: 5
Build Information
  Prerequisites: Terrorist and a civilian car
Notes:
- Slot: 3

=========================
3 GLA Building Information
=========================
A common feature shared by all GLA buildings is that no GLA building requires
power to operate, even the SCUD Storm (Wow! Even the Chinese scientists could
not do the same)! Another feature which is common among GLA building is that
most GLA Buildings are equipped with an underground hole where a Worker
is hiding when the building is destroyed. The Worker will appear after a short
time passes and tries to rebuild the destroyed building.

There are common differences among the buildings used by various generals,
i.e.:
- All generals have their buildings to build their own units. For example, a
   Standard GLA Barracks can not build Toxin General infantry. (S)he
   must capture a Toxin General Barracks to train, say, a Toxin Terrorist.
   So a Toxin General player, after capturing a Standard GLA player's Barracks,
   can not expect to be able to build a Toxin Terrorist or a Toxin Rebel from the
   once captured Barracks.
   Refer to sessions on units above for reference if required.
- The same rule may also apply for upgrade. Some upgrades are unique
   and can not be researched from other generals' buildings of the same kind
   (Demolition, for example, can not be researched from Toxin General Palace).
   However, if the upgrade is a common upgrade, it can be researched from other
   generals' buildings of the same kind and used by units of other generals which share
   the same upgrades (AP Bullets can be researched by a Stealth General player from
   a captured Demo General Black Market, for example, and used for his/her
   Technical). There are, of course, some tricks regarding upgrades from different
   generals which can be read in other sections of this FAQ.
- Buildings of the same kind from two different generals can not interchange
   functions as requirements for buildings of the next hierarchy. A Demolition
   General Arms Dealer can not be used to build a Toxin General Palace. To build a
   Toxin General Palace, a Toxin General Arms Dealeris required.

In this section, there is a Modification for Each GLA General section.
This section only contains differences not mentioned above. For example,
Standard GLA Stinger Sites and Stealth General Stinger Sites have different
conditions. However, this section will not mention that the difference between
a Standard China Arms Dealer and Stealth General Arms Dealer  is Stealth Gen.
Arms Dealer cannot produce Scorpion, Scud Launcher,etc. It is something that
has already been mentioned above.

-------------------------
! 1) Standard Buildings !
-------------------------
a) Command Center
Prerequisite: Worker           Experience Value: 200
Cost: 2000                          Build Time: 45 seconds
Vision Range: 300               Shroud Clearing Range: 300
HP: 5000
Armor: Structure Armor Tough; GLA Upgraded Structure Armor Tough with
 Fortified Structure upgrade
Special Ability Information
1] Underground Hole
    Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Increases the resistance of the building from attack.
Modification for Each GLA General
- Demolition General: Logo
- Toxin General: Logo
- Stealth General:
   a. Logo
   b. Adds Camo Netting in Upgrade Information
       Camo Netting (Respective Barracks): Camouflages the respective Barracks
        from view
   c. Adds Stealth in Special Feature Information
       2] Stealth
           Prerequisite: Camo Netting upgrade
           Stealth Delay: 2500 ms
           Decloaks when taking damage
Notes:
- Worker training facility
- Required to activate some GLA General Powers (see General Powers)

b) Barracks
Prerequisite: none           Experience Gained: 100
Build Cost: 500              Build Time: 10 seconds
Vision/Shroud Clearing Range: 200
HP: 1000
Armor: Structure Armor; GLA Upgraded Structure Armor with Fortified Structure
 upgrade
Special Feature Information
1] Infantry Healing
    May heal at most 10 infantry at the same time
    May heal allied infantry, but not neutral or hostile 
    Requires 2000 ms to fully heal a soldier
2] Underground Hole
     Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Increases the building armor from attack.
Modification for Each GLA General
- Demolition General: none
- Toxin General: none
- Stealth General:
   a. Adds Camo Netting in Upgrade Information
       Camo Netting (Respective Barracks): Camouflages the respective Barracks
        from view
   b. Adds Stealth in Special Feature Information
       3] Stealth
           Prerequisite: Camo Netting upgrade
           Stealth Delay: 2500 ms
           Decloaks when taking damage
Notes:
- GLA infantry main facility training

c) Supply Stash
Prerequisite: Worker
Build Cost: 1500                                  Selling Refund: 650
Build Time: 10 seconds                        Vision/Shroud Clearing Range: 200
HP: 2000
Armor: Structure Armor; GLA Upgraded Structure Armor with Fortified Structure.
Experience Gained: 200
Special Feature Information
1] Underground Hole
    Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Strengthens the armor of the building against attack
Modification for Each GLA General
- Demo General: none
- Stealth General:
- Stealth General:
   a. Adds Camo Netting in Upgrade Information
       Camo Netting (Respective Supply Stash): Camouflages the respective Supply
        Stash and its harvesting Workers from view
   b. Adds Stealth in Special Feature Information
       3] Stealth
           Prerequisite: Camo Netting upgrade
           Also decloaks the Workers harvesting and dropping supplies there (see
            Stealth General Worker for more information)
           Stealth Delay: 2500 ms
           Decloaks when taking damage
- Toxin General: none
Notes:
- Comes with a Worker
- Another Worker Training Facility
- Can not be build too near to supplies.
- Can receive supplies harvested by Workers or Chinooks.

d) Tunnel Network
Prerequisites: GLA Barracks
HP: 1000                     Armor: Structure Armor
Build Cost: 800            Refund: 100
Build Time: 15 seconds
Vision Range: 200       Shroud Clearing Range: 200
Weapon: Tunnel Network Gun
 Turret Turn Rate: 180 degrees per second
 Damage: 10                                Range: 175
 Damage Type: Small Arms          Cooldown: 250 msec
 Projectile Speed: immediate
Experience Gained: 100
Special Feature Information
1] Underground Hideout
    Enables up to 10 units to hide underground.
2] Undergroud Network
    Transports units immediately between two tunnels.
3] Heals and Repairs
    Max units inside to heal/repair: 10
    Healing/Repairing Time: 5000 milliseconds
4] Detector
    Detection Rate: 500 msec
    Detection Range: 150
5] Underground Hole
    Creates a GLA Hole upon destruction (See GLA Hole)
6] Stealth
     Prerequisite: Camo Netting
     Stealth Delay: 2500 ms
     Decloaks when firing or taking damage
Upgrade Information
- Camo Netting (Respective Tunnel Network): Covers the Tunnel Network from
    enemy sight when not shooting or being damaged.
Modification for Each GLA General:
- Demo General:
   a. Special Feature Information
        Demo General Tunnel Network loses the Stealth ability, but receives a
         Demolition ability instead
        6] Demolition
            Uses the explosive to commit suicide. The explosion is usually fatal to
            the nearby enemies and neutral units, but has no effect on the nearby
            allies (woah....).
            Prerequisite: Demolition upgrade
            Demolition will automatically be activated when the unit is killed.
            Primary Damage: 500            Primary Damage Radius: 18
            Secondary Damage: 300       Secondary Damage Radius: 50
            Damage Type: Explosion   
   b. Upgrade Information
       - Demo General can't have Camo Netting upgrade for his Tunnel Network.
       - Demolition (Demo General Palace): Commmits suicide by exploding the
           hidden explosive, damaging the nearby hostile and neutral units.
- Stealth General
   Upgrade Information
   - Camo Netting (Respective Tunnel Network) (granted): Covers the Tunnel
       Network from enemy sight when not shooting or being damaged.
- Toxin General: Toxin General uses a Toxin-equipped Tunnel Network (see Special
    Buildings).
Notes:
- Gives 2 RPG Troopers upon completion.
- Eliminates units inside upon destruction if there is no tunnel exists.
- Uncapturable and undisableable by hacker

e) Stinger Site
Prerequisite: GLA Barracks
HP: 1000                                 Armor: Stinger Site Armor
Build Cost: 900                        Build Time: 15 seconds
Vision Range: 600                    Shroud Clearing Range: 400
Experience Gained: 200
Weapons Controller: Stinger Soldiers
 Maximal No. of Soldiers: 3
 Stinger Soldier Respawn Rate: 30000 msec
 See Stinger Soldier for complete information
Special Feature Information
1] Respawns Stinger Soldiers
    Replaces Stinger Soldiers perishing in battle (See above)
2] Stinger Protection
    Protects the Stinger Soldiers from most attack
    Stinger Site can not protect its Stinger Soldiers from the damage type below:
       Small Arms, Sniper, Poison, Radiation, Surrender, Microwave
    Stinger Site takes no damage from the damage type below if there is no Stinger
     Soldiers in it:
      Sniper, Poison, Surrender
3] Underground Hole
    Creates a GLA Hole upon destruction (See GLA Hole)
4] Explosion
    Stinger Site explodes and causes small damage to units nearby when destroyed
    Damage: 5                          Radius: 25
    Damage Type: Explosion
5] Detector
     It is just a result of the Detector ability owned by the Stinger Soldier
6] Stealth
     Grants stealth to Stinger Site and all soldiers housing it
     Prerequisite: Camo Netting
     Stealth Delay: 2500 ms
     Decloaks when firing or taking damage
Upgrade Information
- Camo Netting (Respective Stinger Site): Grants stealth ability to the Stinger Site
    and all Stinger Soldiers housing it.
Modification for Each GLA General:
- Demolition General:
   a. Special Feature Information
        Demo General Stinger Site loses the Stealth ability, but receives a
         Demolition ability instead
        6] Demolition
            Uses the explosive to commit suicide. The explosion is usually fatal to
            the nearby enemies and neutral units, but has no effect on the nearby
            allies (woah....).
            Prerequisite: Demolition upgrade
            Demolition will automatically be activated when the unit is killed.
            Primary Damage: 500            Primary Damage Radius: 18
            Secondary Damage: 300       Secondary Damage Radius: 50
            Damage Type: Explosion   
   b. Upgrade Information
       - Demo General can't have Camo Netting upgrade for his Stinger Site.
       - Demolition (Demo General Palace): Commmits suicide by exploding the
           hidden explosive, damaging the nearby hostile and neutral units.
- Stealth General
   Upgrade Information
   - Camo Netting (Respective Stinger Site) (granted): Covers the Stinger Site
        from enemy sight when not shooting or being damaged.
- Toxin General
   a. Special Feature Information
        Toxin General Stinger Site loses the Stealth ability due to its inability to
         apply Camo Netting upgrade
   b. Upgrade Information
       Toxin General can't have Camo Netting upgrade for his Stinger Site.
Notes:
- Anti Aircraft and Vehicle
- Uncapturable and undisableable by Hacker.

f) Arms Dealer
Prerequisite: GLA Supply Stash
HP: 2000
Armor: Structure Armor; GLA Upgraded Structure Armor with Fortified Structure
Build Cost: 2500               Build Time: 15 seconds
Vision/Shroud Clearing Range: 200
Experience Gained: 200
Special Feature Information
1] Repairs Vehicle
    Repairing Time: 5000 milliseconds
2] Underground Hole
    Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Increases the building resistance against attack
Modification for Each GLA General:
- Demolition General: none
- Stealth General
   a. Adds Stealth ability in Special Feature Information
       Special Feature Information
       3] Stealth
            Blocks the Arms Dealer Depot from enemy sight
            Prerequisite: Camo Netting
            Stealth Delay: 2500 ms
            Decloaks when firing or taking damage
   b. Adds Camo Netting in Upgrade Information
       Upgrade Information
       - Camo Netting (Arms Dealer): Sets a Camo Netting to hide the Arms
           Dealer Depot from enemy sight.
- Toxin General: none
Notes:
- GLA vehicle purchase and repairing facility.
- Door Opening Time: 2000 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms

g) Demo Trap
Prerequisite: Arms Dealer
HP: 100                            Armor: Structure Armor
Build Cost: 400                 Build Time: 5 seconds
Vision/Shroud Clearing Range: 150
Experience Gained: 50
Weapon: Demo Trap Detonation
 Primary Damage: 600                    Primary Damage Radius: 25
 Secondary Damage: 400               Secondary Damage Radius: 50
 Damage Type: Explosion               Trigger Detonation Range: 40
 Can also be detonated manually
 Destruction Delay: 1000 ms
Special Feature Information
1] Proximity Fuse
    As the default built, this mode will explode 1 second after an
     enemy unit is detected in its radius.
2] Manual Detonation
    The demo trap will not explode upon an incoming enemy but will
     need the playerís order to explode. 
3] Detonate
    Explodes the demo trap. Also delays explosion 1 second after  order is given.
4] Stealth
    Never decloaks itself.
Modification for Each GLA General
- Demo General: Demo General uses Advanced Demo Trap (see Unique
    Buildings).
- Stealth General: none
- Toxin General: Toxin General uses a Toxin-added Demo Trap (see Unique
    Buildings).
Notes:
- Does not create a GLA Hole upon destruction.
- Uncapturable and undisableable hacker.
- Not counted as victory determinant building.

h) Palace
Prerequisite: Arms Dealer
Build Cost: 2500                          Build Time: 45
Vision/Shroud Clearing Range: 300
HP: 3000
Armor: Structure Armor; GLA Upgraded Structure Armor with Fortified Structure
Experience Gained: 300
Special Feature Information
1] Garrison
     Maximum Infantry to Garrison: 5
     Infantry firing from within gain Garrison Bonus (see Bonus Modifier)
     Can not be ungarrisonable except destoyed or by USA's Stealth Fighter Bunker
      Buster.
2] Underground Hole
    Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Increases the building defense against attack
- Demolition General: none
- Stealth General
   a. Adds Stealth ability in Special Feature Information
       Special Feature Information
       3] Stealth
            Blocks the Palace from enemy sight
            Prerequisite: Camo Netting
            Stealth Delay: 2500 ms
            Decloaks when firing or taking damage (but will not decloak when
             infantry inside are firing:)).
   b. Adds Camo Netting in Upgrade Information
       Upgrade Information
       - Camo Netting (Palace): Sets a Camo Netting to hide the Palace  from
           the enemy sight.
- Toxin General: none
Notes:
- GLA technology threshold building and upgrade facility.
- Uncaptureable and undisableable by Hacker

i) Black Market
Prerequisite: Palace
Build Cost: 2500                              Build Time: 30 seconds
Vision/Shroud Clearing Range: 200
HP: 1000
Armor: Structure Armor; GLA Upgraded Structure Armor with Fortified Structure
Experience Value: 200
Special Feature Information
1] Income Generator
    Income Generated: $20 every 2 seconds
2] Underground Hole
    Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Fortified Structure (Palace): Increases the building defense against attack
- Demolition General: none
- Stealth General
   a. Adds Stealth ability in Special Feature Information
       Special Feature Information
       3] Stealth
            Blocks the Palace from enemy sight
            Prerequisite: Camo Netting
            Stealth Delay: 2500 ms
            Decloaks when firing or taking damage.
   b. Adds Camo Netting in Upgrade Information
       Upgrade Information
       - Camo Netting (Black Market): Sets a Camo Netting to hide the Black Market
           from enemy sight.
- Toxin General: none
Notes:
- GLA passive income generator and upgrade facility

j) SCUD Storm
Prerequisite: Palace
Build Cost: 5000                              Build Time: 60 seconds
Vision/Shroud Clearing Range: 200
Revealing Range (to all other players): 60
HP: 4000                                         Armor: Structure Armor Tough
Experience Gained: 400
Special Feature Information
1] SCUD Storm
    Reload Time: 5 minutes
    View Object Duration: 40000 ms
    View Object Range: 250
    Total No. of Missiles Launched: 9
    Cooldown: 100 ms - 1000 ms
    Delay between Missile Launch: 3000 ms (combined with Cooldown Rate, it
     takes 3100 ms - 4000 ms delay between missile launch)
    Primary Damage: 500
    Primary Damage Radius: 50
    Secondary Damage: 150; 200 with Anthrax Beta upgrade
    Secondary Damage Radius: 200    
    Damage Type:Explosion
    Missile Speed: 300 dist/sec
    Missile Turn Rate: 540 deg/sec
    Leaves Poison Field Large after detonation
2] Leaves Poison Field Medium when destroyed
3] Underground Hole
    Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Anthrax Beta (Palace): Increases the damage of the SCUD Storm and the
   Poison Field it leaves after detonation.
Modification for Each GLA General:
- Demo General
   a. Demo General uses a different SCUD Storm Missile
       Special Feature Information
      1] SCUD Storm
          Reload Time: 5 minutes
          View Object Duration: 40000 ms
          View Object Range: 250
          Total No. of Missiles Launched: 9
          Cooldown: 100 ms - 1000 ms
          Delay between Missile Launch: 3000 ms (combined with Cooldown Rate,
           it takes 3100 ms - 4000 ms delay between missile launch)
          Primary Damage: 600
          Primary Damage Radius: 75
          Secondary Damage: 150
          Secondary Damage Radius: 200
          Damage Type:Explosion
          Missile Speed: 300 dist/sec
          Missile Turn Rate: 540 deg/sec
   b. Demo General can not have an Anthrax Beta upgrade, so its SCUD Storm
        receives no upgrade whatsoever.
- Stealth General:
   a. Stealth General can conceal his SCUD Storm building from sight
       Special Feature Information
       4] Stealth
            Blocks the Palace from enemy sight
            Prerequisite: Camo Netting
            Stealth Delay: 2500 ms
            Decloaks when firing or taking damage.
            This ability also nullifies its revealing range to 0.
   b. Adds Camo Netting in Upgrade Information
       Upgrade Information
       - Camo Netting (Black Market): Sets a Camo Netting to hide the SCUD
           Storm from enemy sight.
- Toxin General:
   a. Toxin General uses a different SCUD Storm Missile
       Special Feature Information
      1] SCUD Storm
          Reload Time: 5 minutes
          View Object Duration: 40000 ms
          View Object Range: 250
          Total No. of Missiles Launched: 9
          Cooldown: 100 ms - 1000 ms
          Delay between Missile Launch: 3000 ms (combined with Cooldown Rate,
           it takes 3100 ms - 4000 ms delay between missile launch)
          Primary Damage: 500; 550 with Anthrax Gamma upgrade
          Primary Damage Radius: 50
          Secondary Damage: 200
          Secondary Damage Radius: 200
          Damage Type:Explosion
          Missile Speed: 300 dist/sec
          Missile Turn Rate: 540 deg/sec
          Leaves Poison Field Upgraded Large, Poison Field Gamma Large with
           Anthrax Gamma upgrade.
   b. Toxin General receives bonus from his free upgraded Anthrax Beta and a
         new version of Anthrax, Anthrax Gamma.
       Upgrade Information
        - Anthrax Gamma (Toxin General Palace): Increases the damage of the SCUD
           Storm missiles and the poison field it leaves after detonation.
Notes:
- Super weapon facility

k) Fake GLA Command Center
Prerequisite: Worker
Build Cost: 500                                   Build Time: 30
Vision/Shroud Clearing Range: 300
HP: 1250                                            Armor: Structure Armor Tough
Experience Gained: 50
Special Feature Information
1] Fake Structure Detonation
    Explodes the fake structure, damaging everything nearby.
    Primary Damage: 200                          Primary Damage Radius: 50
    Secondary Damage: 50                       Secondary Damage Radius: 200
    Damage Type: Explosion
2] Becomes Real Command Center
    Builds this fake Command Center into a real GLA Command Center.
Upgrade Information
- Fortified Structure (Palace): Visually equips the fake Command Center with Fortified
    Structure, making it look real.
Modification for Each GLA General:
- Demo General: Logo
- Stealth General:
   a. Logo
   b. In Upgrade Information, a Camo Netting upgrade appears.
- Toxin General: Logo
Notes:
- Diversionary facility.

l)  Fake GLA Barracks
Prerequisite: GLA Command Center
Build Cost: 125                                    Build Time: 5
Vision/Shroud Clearing Range: 200
HP: 125                                               Armor: Structure Armor
Experience Gained: 25
Special Feature Information
1] Fake Structure Detonation
    Explodes the fake structure, damaging everything nearby.
    Primary Damage: 200                          Primary Damage Radius: 50
    Secondary Damage: 50                        Secondary Damage Radius: 200
    Damage Type: Explosion
2] Becomes Real GLA Barracks
    Builds this fake GLA Barracks into a real GLA Barracks.
Upgrade Information
- Fortified Structure (Palace): Visually equips the fake GLA Barracks with Fortified
    Structure, making it look real.
Modification for Each GLA General:
- Demo General: none
- Stealth General: In Upgrade Information, a Camo Netting upgrade appears.
- Toxin General: none
Notes:
- Diversionary facility.

m) Fake GLA Supply Stash
Prerequisite: GLA Command Center
Build Cost: 375                                      Build Time: 5
Vision/Shroud Clearing Range: 200
HP: 250                                                 Armor: Structure Armor
Experience Gained: 50
Special Feature Information
1] Fake Structure Detonation
    Explodes the fake structure, damaging everything nearby.
    Primary Damage: 200                          Primary Damage Radius: 50
    Secondary Damage: 50                        Secondary Damage Radius: 200
    Damage Type: Explosion
2] Becomes Real Supply Stash
    Builds this fake Supply Stash into a real Supply Stash.
Upgrade Information
- Fortified Structure (Palace): Visually equips the fake Supply Stash with Fortified
    Structure, making it look real.
Modification for Each GLA General:
- Demo General: none
- Stealth General: In Upgrade Information, a Camo Netting upgrade appears.
- Toxin General: none
Notes:
- Diversionary facility.

n) Fake Arms Dealer
Prerequisite: Supply Stash
Build Cost: 625                                      Build Time: 10
Vision/Shroud Clearing Range: 200
HP: 500                                                 Armor: Structure Armor
Experience Gained: 50
Special Feature Information
1] Fake Structure Detonation
    Explodes the fake structure, damaging everything nearby.
    Primary Damage: 200                          Primary Damage Radius: 50
    Secondary Damage: 50                       Secondary Damage Radius: 200
    Damage Type: Explosion
2] Becomes Real Supply Stash
    Builds this fake Arms Dealer into a real Arms Dealer.
Upgrade Information
- Fortified Structure (Palace): Visually equips the fake Arms Dealer with Fortified
   Structure, making it look real.
Modification for Each GLA General:
- Demo General: none
- Stealth General: In Upgrade Information, a Camo Netting upgrade appears.
- Toxin General: none
Notes:
- Diversionary facility.

o} Fake Black Market
Prerequisite: Palace
Build Cost: 625                                             Build Time: 20
Vision/Shroud Clearing Range: 200
HP: 125                                                        Armor: Structure Armor
Experience Gained: 50
Special Feature Information
1] Fake Structure Detonation
    Explodes the fake structure, damaging everything nearby.
    Primary Damage: 200                          Primary Damage Radius: 50
    Secondary Damage: 50                       Secondary Damage Radius: 200
    Damage Type: Explosion
2] Becomes Real Black Market
    Builds this fake Black Market into a real Black Market.
Upgrade Information
- Fortified Structure (Palace): Visually equips the fake Black Market with Fortified
   Structure, making it look real.
Modification for Each GLA General:
- Demo General: none
- Stealth General: In Upgrade Information, a Camo Netting upgrade appears.
- Toxin General: none
Notes:
- Diversionary facility.
- Does not deposit money. The money it generates is just for visual deceit purpose
   only.

p) GLA Hole
Prerequisite: GLA buildings with Hole
HP: 500                                                   Armor: Structure Armor
Vision/Shroud Clearing Range: 50
HP: 500                         Armor: Structure Armor
Vision/Shroud Clearing Range: 50
Special Feature Information
1] Worker Respawn
     Repaswns a Worker that will build the destroyed building.
     Worker Respawn Time: 20 seconds
2] Base Regeneration
    Regeneration Rate: 0.5% of maximum HP per second
Notes:
- Worker hiding facility.
- Uncapturable and undisableable by hacker.
- Counted as a victory determinant building.
- Automatically created from destroyed GLA buildings.

q) Sneak Attack Tunnel
Prerequisite: Sneak Attack General Power and GLA (or Boss General)
 Command Center
Vision/Shroud Clearing Range: 200
HP: 1000
Armor: Structure Armor
Experience Gained: 100
Build Time: 5000 ms
Special Feature Information
1] Tunnel Explosion
    If the Sneak Attack Tunnel is destroyed when it is still in progress, it explodes,
      releasing a small amount of damage and shockwave
     Small Explosion
      Delay: 10 ms
      Damage: 10                      Damage Radius: 35
      Damage Type: Melee
      Shockwave Damage: 10   Shockwave Radius: 10
      Shockwave Damage at the Center of Explosion: 5
     Big Explosion
      Delay: 1000 ms and 2500 ms (occurs twice)
      Damage: 30                      Damage Radius: 50
      Damage Type: Melee
      Shockwave Damage: 50   Shockwave Radius: 50
      Shockwave Damage at the Center of Explosion: 25 
2] Underground Hideout
    Enables up to 10 units to hide underground
3] Undergroud Network
    Transports units immediately between two tunnels
4] Heals and Repairs
    Max units inside to heal/repair: 10
    Healing/Repairing Time: 5000 milliseconds
5] Detector
    Detection Rate: 500 msec
    Detection Range: 150
Notes:
- Surprise Attack Tunnel
- Immune to capture
- Undisableable by Hacker

-----------------------
! 2) Unique Buildings !
-----------------------

a) Toxin Network
Owner: GLA Toxin General
Prerequisite: GLA Toxin General Barracks
Build Cost: 800                                            Refund: 100
Build Time: 15
Vision/Shroud Clearing Range: 200
HP: 1000                                 Armor: Structure Armor
Experience Gained: 100
Weapon: Chemical Tunnel Network Gun
 Turret Turn Rate: 180 deg/sec
 Damage: 10; 12.5 with Anthrax Gamma
 Damage Radius: 10
 Attack Range: 160
 Spray Speed: 300 dist/sec
 Damage Type: Poison
 Cooldown:  40 ms
 Clip Size: 30                                Clip Reload Time: 40 ms
 Accuracy: 100%
 Empties Garrisoned Building at a rate of 2 kills per hit
Special Feature Information
1] Underground Hideout
    Enables up to 10 units to hide underground.
2] Undergroud Network
    Transports units immediately between two tunnels.
3] Heals and Repairs
    Max units inside to heal/repair: 10
    Healing/Repairing Time: 5000 milliseconds
4] Detector
    Detection Rate: 500 msec
    Detection Range: 150
5] Underground Hole
    Creates a GLA Hole upon destruction (See GLA Hole)
Upgrade Information
- Anthrax Gamma (Toxin General Palace): Replaces the Anthrax Beta with
   deadlier Anthrax Gamma.
Notes:
- Gives 2 RPG Troopers upon completion.
- Eliminates units inside upon destruction if there is no tunnel exists.
- Uncapturable and undisableable by hacker

b) Advanced Demo Trap
Owner: GLA Demolition General
Prerequisite: Demo General Supply Stash
HP: 100                   Armor: Structure Armor
Build Cost: 200        Build Time: 3 seconds
Vision/Shroud Clearing Range: 150
Experience Gained: 50
Weapon: Advanced Demo Trap Detonation
 Primary Damage: 700                    Primary Damage Radius: 25
 Secondary Damage: 500               Secondary Damage Radius: 50
 Damage Type: Explosion               Trigger Detonation Range: 40
 Can also be detonated manually
 Shockwave Damage: 30                Shockwave Radius: 50
 Shockwave Taper Off: 70% (amount of damage at the shockwave edge)
 Destruction Delay: 1000 ms
Special Feature Information
1] Proximity Fuse
    As the default built, this mode will explode 1 second after an
     enemy unit is detected in its radius.
2] Manual Detonation
    The demo trap will not explode upon an incoming enemy but will
     need the playerís order to explode. 
3] Detonate
    Explodes the demo trap. Also delays explosion 1 second after  order is given.
4] Stealth
    Never decloaks itself.
Notes:
- Does not create a GLA Hole upon destruction.
- Uncapturable and undisableable hacker.
- Not counted as victory determinant building.

c) (Chemical) Demo Trap
Owner: GLA Toxin General
Prerequisite: GLA Toxin General Arms Dealer
HP: 100                     Armor: Structure Armor
Build Cost: 600          Build Time: 8 seconds
Vision/Shroud Clearing Range: 150
Experience Gained: 50
Weapon: Chemical Demo Trap Detonation
 Primary Damage: 250             Primary Damage Radius: 25
 Secondary Damage: 100        Secondary Damage Radius: 50
 Damage Type: Explosion
 Leaves Poison Field Upgraded Medium; Poison Field Gamma Medium with
  Anthrax Gamma
Damage Type: Explosion          Trigger Detonation Range: 40
Can also be detonated manually
Destruction Delay: 1000 ms
Special Feature Information
1] Proximity Fuse
    As the default built, this mode will explode 1 second after an
     enemy unit is detected in its radius.
2] Manual Detonation
    The demo trap will not explode upon an incoming enemy but will
     need the playerís order to explode. 
3] Detonate
    Explodes the demo trap. Also delays explosion 1 second after  order is given.
4] Stealth
    Never decloaks itself.
Notes:
- Does not create a GLA Hole upon destruction.
- Uncapturable and undisableable hacker.
- Not counted as victory determinant building.

====================
4 GLA Upgrade Information
====================

a) Capture Building
Owner: All GLA Generals
Prerequisite: Barracks
Affected Units: Rebel (Rangers and Red Guards)
Research Cost: 1000
Research Time: 30
Enables Rebels to capture most hostile and tech buildings.

b) Booby Trap
Owner: GLA Standard
GLA Demo General receives this upgrade for free
Prerequisite: GLA Barracks
Affected Unit: Rebel
Research Cost: 1000
Research Time: 30 seconds
Rebels may set a booby trap on a friendly/neutral building which will explode
 when an enemy is trying to capture or enter the building.

c) Scorpion Rocket
Owner: All GLA Generals except Stealth General
Prerequisite: Arms Dealer
Affected Unit: Scorpion Tank
Research Cost: 1000
Research Time: 30 seconds
Installs a surface-to-surface rocket on Scorpion Tank.

d) Toxin Shells
Owner: GLA Standard
GLA Toxin General already possesses this knowledge from the beginning
Prerequisite: Palace
Affected Units: Scorpion and Marauder Tanks
Research Cost: 1000
Research Time: 30
Fills Scorpion and Marauder Tank shells with a small amount of
Anthrax, making them more deadly against infantry masses.

e) Anthrax Beta
Owner: GLA Standard, GLA Stealth General
GLA Toxin General already possesses the Anthrax Beta knowledge from the
 beginning
Prerequisite: Palace
Affected Units: Toxin Truck, Bomb Truck with Bio Bomb Upgrade,
Anthrax Warhead Scud Missile, Scorpion and Marauder with Toxin Shells
Upgrade, Scud Storm, and Scud Storm Missile.
Research Cost: 2500
Research Time: 30
Replaces the standard toxin and anthrax weapon with a stronger
version of anthrax.

f) Camouflage
Owner: GLA Standard
GLA Stealth General receives this upgrade from the beginning
Prerequisite: Palace
Affected Unit: Rebel (including GLA Demo Gen. Rebel and Toxin Rebel)
Research Cost: 2000
Research Time: 60
Gives Rebels stealth ability when not attacking or capturing buildings.

g) Arm the Mob
Owner: All GLA Generals
Prerequisite: Palace
Affected Unit: Angry Mob
Research Cost: 1000
Research Time: 30
Distributes AK-47 to the Angry Mob members, replacing their pistols
and rock weapons.

h) Fortified Structure
Owner: All GLA Generals
Prerequisite: Palace
Affected Buildings: GLA Command Center, GLA Barracks, Supply Stash,
 Arms Dealer, Palace, Black Market, fake buildings.
Research Cost: 1000
Research Time: 30 seconds
Reinforces the walls and fences of the structures so they can withstand enemy
attack.

i) Suicide Bomb
Owner: GLA Demolition General
Prerequisite: GLA Demo General Palace
Affected Units/Buildings: Rebel, Terrorist, RPG Trooper, Jarmen Kell,
 Worker, Scorpion, Technical, Quad Cannon, Toxin Tractor, Combat Bike,
 Marauder Tank, Rocket Buggy, SCUD Launcher, Battle Bus, Stinger Site,
 Tunnel Network.
 Note that all those units and buildings specifically belong to Demo General.
 A Toxin Rebel, for example, will not receive this upgrade by any means.
Research Cost: 2000
Research Time: 30 seconds
Equips units/buildings with high explosion which can be detonated manually
or automatically when the units/buildings die.

j) Anthrax Gamma
Owner: GLA Toxin General
Prerequisite: GLA Toxin General Palace
Affected Units/Buildings: Standard GLA and GLA Demo General Scorpion
 Tank with Scorpion Rocket and Toxin Shells upgrades, Standard GLA and
 Demo General Marauder with Toxin Shells upgrade ; Toxin Rebel, Toxin
 Terrorist, Toxin General Scorpions, Toxin  Gen. Marauder, Toxin Gen.
 Toxin Tractor, Toxin Gen. Bomb Truck with Bio bomb upgrade,
 Toxin Gen. SCUD Launcher, Toxin Gen. Demo Trap, Toxin Gen. SCUD Storm
Research Cost: 1000
Research Time: 60 seconds
Replaces the older version of chemical/biological weapons with a deadlier agents.

k) Armor Piercing Bullets
Owner: All GLA Generals
Prerequisite: Black Market
Affected Units: Rebel, Stealth Rebel, Angry Mob, Jarmen Kell, Technical,
 Quad Cannon, Combat Bike with all kinds of Rebel riders
Research Cost: 2000
Research time: 60 seconds
Increases the damage of the affected units by an average of 25%

l) Junk Repair
Owner: All GLA Generals
Prerequiste: Black Market
Affected Units: Technical, Scorpion Tank, Quad Cannon, Toxin Tractor,
 Radar Van. Combat Bike, Marauder Tank, Rocket Buggy, Bomb Truck,
 SCUD Launcher, Battle Bus
Research Cost: 2000
Research time: 60 seconds
Endows all GLA vehicles with an auto-repair ability.

m) Armor Piercing Rockets
Owner: All GLA Generals
Prerequisite: Black Market
Affected Units: RPG Trooper, Stinger Soldier, Scorpion with Scorpion
 Rocket upgrade, Rocket Buggy, Standard GLA/Demo Gen. SCUD Launcher,
 Combat Bike with RPG Trooper rider
Research Cost: 2000
Research Time: 60 seconds
Increases the damage of GLA rocket attacks.

n) Buggy Ammo
Owner: All GLA Generals
Prerequisite: Black Market
Affected Unit: Rocket Buggy
Research Cost: 1200
Research time: 30 seconds
Increases the ammo storage of a Rocket Buggy by 100%, allowing it to fire
 more rockets before reloading.

o) Radar Van Scan
Owner: All GLA Generals
Prerequisite: Black Market
Affected Unit: Radar Van
Research Cost: 500
Research Time: 20 seconds
Allows Radar Van to reveal a small portion of map, uncovering even the
 stealthy ones.

p) Worker Shoes
Owner: All GLA Generals
Prerequisite: Black Market
Affected Unit: Worker
Research Cost: 1000
Research Time: 10 seconds
Distributes free shoes for Workers, increasing their movement rate and also their
 supply gathering effectivity.

q) Become Real GLA Command Center
Owner: All GLA Generals
Prerequisite: Fake GLA Command Center
Affected Building: Respective Fake GLA Command Center
Build Cost: 1500
Build Time: 30 seconds
Turns the Fake GLA Command Center into a real GLA Command Center.

r) Become Real GLA Barracks
Owner: All GLA Generals
Prerequisite: Fake GLA Barracks
Affected Building: Respective Fake GLA Barracks
Build Cost: 375
Build Time: 10 seconds
Turns the Fake GLA Barracks into a real GLA Barracks.

s) Become Real GLA Supply Stash
Owner: All GLA Generals
Prerequisite: Fake Supply Stash
Affected Building: Respective Fake Supply Stash
Build Cost: 1125
Build Time: 10 seconds
Turns the Fake Supply Stash into a real Supply Stash.

t) Become Real GLA Arms Dealer
Owner: All GLA Generals
Prerequisite: Fake Arms Dealer
Affected Building: Respective Fake Arms Dealer
Build Cost: 1875
Build Time: 10 seconds
Turns the Fake Arms Dealer into a real Arms Dealer.

u) Become Real GLA Black Market
Owner: All GLA Generals
Prerequisite: Fake Black Market
Affected Building: Respective Fake Black Market
Build Cost: 1875
Build Time: 20 seconds
Turns the Fake Black Market into a real Black Market.

v) Camo Netting
Owner: Standard GLA, GLA Stealth General
Prerequisites: Standard GLA Stinger Site and Tunnel Network; Stealth Gen.
 Command Center, Supply Stash, Barracks, Arms Dealer, Palace, SCUD
 Storm, Black Market
Affected Buildings: Respective buildings
Build Cost: 500
Build Time: 5 seconds
Blankets the building with a Camo Netting, making it invisible.

w) High Explosive Bomb
Prerequisite: Bomb Truck
Affected Unit: Respective Bomb Truck
Build Cost: 500
Build Time: 5
Loads a high explosive payload to the Bomb Truck, increasing its
damage by 100%.

x) Bio Bomb
Prerequisite: Bomb Truck
Affected Unit: Respective Bomb Truck
Build Cost: 500
Build Time: 5
Loads a bio bomb to the Bomb Truck, contaminating the ground with
Poison Field Medium when destroyed.

****************************************************************
USA
****************************************************************
Introduction
Founded on freedom right, USA continues its philosophy until now. Many
moves that involved USA within are usually perceived as battles for freedom.
the War of Independece, Civil War between North and South, World War I,
World War II, Operation: Desert Storm, etc, all spreading USA's freedom
philosophy.
Relying on its most advanced technologies and training systems, USA begins
his role as world police to make Earth a safer place for mandkind by spreading
the freedom spirit.

============
1 USA Factions
============
a. Standard USA
USA builds its might on technology and training systems.

b. USA Air Force General
General Granger prefers to utilize the maximum air power available to defeat his enemies.
Name: Malcolm ďAceĒ Granger
Side: USA 
Rank: 4-Star General 
Branch: US Air Force 
Class Number: 08291102-HBGB 
Stationed: Fort Belmont, Houston, Texas, USA 
Tactical Overview: Air Force 
Availability: Skirmish, Generals Challenge, Online
Army Modifications:
- King Raptor replaces the standard Raptor. King Raptor is cheaper to produce,
    more agile in battle, capable of detecting stealth, and carrying more ammo.
- Stealth Fighter is available without spending any General Point.
- Capable of manufactoring Combat Chinook which enables infantry to fire from
    inside.
- All aircraft and choppers, except Comanche, are equipped with laser defense
    system.
- All aircraft/choppers cost less.
- Carpet Bombing is available once the Strategy Center is built.
- Emergency Repair level 1 sooner
- Comanche Stealth upgrade is available.
- Avenger needs Strategy Center to build.
- No Crusader or Paladin tank.
- Humvee, Ambulance, and Tomahawk cost more.

c. USA Laser General
General Townes prefers to utilize cutting edge laser technology to defeat his enemies.
Name: ďPintpointĒ Townes
Side: USA
Rank: 4 Star General
Branch: US Army
Class Number: 00010204-0IKE0
Stationed: Fort Union, Redwood Shores, California, USA
Tactical Overview: Lasers
Availability: Skirmish, Generals Challenge, Online
Army modifications:
- Power-consuming Laser Crusader tanks replaces the standard Crusader tanks.
- Laser Defense Turret replaces the standard Patriot Missile Defense System.
- Avenger costs less and does not require Strategy Center to build.
- Advanced Cold Fusion Reactor produces more power and costs less.
- Advanced Control Rods at Advanced Cold Fusion Reactor provides more
    power.
- No Paladin tank and Tomahawk.

d. USA Super Weapon General
General Alexander prefers to build heavy base defenses and build super weapons to defeat her enemies.
Name: Alexis Alexander
Side: USA
Rank: 4 Star General
Branch: US Marine
Class Number: 07121969-HB
Stationed: Camp Franklin, Belfast, Maine, USA
Tactical Overview: Superweapon (Particle Cannon)
Availability: Skirmish, Generals Challenge, Online
Army Modifications:
- Capable of building Aurora Alpha instead of standard Aurora Bomber.
- Cold Fusion Reactors cost more.
- Advanced Control Rods as replacements for standard Control Rods.
- EMP Patriot replaces the standard Patriot. EMP Patriot delivers less damage to
   vehicles but disables them.
- Colonel Burton requires less funds to train.
- Particle Cannons cost less.
- Leaflet Drop General Power sooner.
- Spectre Gunship General Power sooner and consists of 3 levels.
- Vehicles cost more, including Comanche.
- No Crusader or Paladin tanks.

====================
1 USA General Powers
====================

=======================
|| Standard USA General Powers ||
=======================

1-Star General: Paladin Tank; Stealth Fighter; Spy Drone

3-Star General: Pathfinder; Paradrop Lv 1; Paradrop Lv 2; Paradrop Lv 3;
                        A10 Strike Lv 1; A10 Strike Lv 2; A10 Strike Lv 3;
                        Emergency Repair Lv 1; Emergency Repair Lv 2;
                        Emergency Repair Lv 3

5-Star General: Fuel Air Bomb; Leaflet Drop; Spectre Gunship

====================
|| Air Force General Powers ||
====================

1-Star General: Spy Drone; Emergency Repair Lv 1

3-Star General: Pathfinder; Paradrop Lv 1; Paradrop Lv 2; Paradrop Lv 3;
                        A10 Strike Lv 1; A10 Strike Lv 2; A10 Strike Lv 3;
                        Emergency Repair Lv 2; Emergency Repair Lv 3;
                        Spectre Gunship Lv 1; Spectre Gunship Lv 2

5-Star General: Fuel Air Bomb; Leaflet Drop; Spectre Gunship Lv 3

=======================
|| Laser General General Powers  ||
=======================

1-Star General: Spy Drone; Stealth Fighter

3-Star General: Pathfinder; Paradrop Lv 1; Paradrop Lv 2; Paradrop Lv 3;
                        A10 Strike Lv 1; A10 Strike Lv 2; A10 Strike Lv 3;
                        Emergency Repair Lv 1; Emergency Repair Lv 2;
                        Emergency Repair Lv 3

5-Star General: Fuel Air Bomb; Leaflet Drop; Spectre Gunship

========================
|| Super Weapon General Powers  ||
========================

1-Star General: Spy Drone; Stealth Fighter

3-Star General: Pathfinder; Leaflet Drop; Paradrop Lv 1; Paradrop Lv 2;
                        Paradrop Lv 3; A10 Strike Lv 1; A10 Strike Lv 2;
                        A10 Strike Lv 3; Emergency Repair Lv 1;
                        Emergency Repair Lv 2; Emergency Repair Lv 3;
                        Spectre Gunship Lv 1; Spectre Gunhsip Lv 2

5-Star General: Fuel Air Bomb; Spectre Gunship Lv 3

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Paladin Tank
Buildings Required: USA War Factory
Allows player to build a Paladin Tank. Paladin Tank is equipped with a laser
 defense system to destoy incoming missiles.

Stealth Fighter
Building Required: USA Air Field
This General Power gives player an access to build a Stealth Fighter (actually it
 is a Stealth Bomber). Stealth Fighter is invisible and will only decloak when firing.

Spy Drone
Building Required: USA Command Center
Recharge Time: 1 minute 30 seconds
Deploys a stealthy Spy Drone. Spy Drone is used mainly for reconnaisance
 purpose because its vision range and its detector ability (See Spy Drone for
 more information).

Pathfinder
Buildings Required: USA Barracks
This General Power lets player train stealthy Pathfinder. Pathfinder uses a
 sniper rifle, making him an excellent infantry-killer at range. See Pathfinder
 for details.

Ranger Paradrop
Building Required: USA Command Center
Recharge Time: 4 minutes
Rangers Parachuted: 5 (Lv 1), 10 (Lv 2), 20 (Lv 3)
Sends in a US Cargo Plane to drop a squad of Rangers anywhere in the map.
 Can only be dropped on an area without fog of war.

A10 Missile Strike
Building Required: USA Command Center
Recharge Time: 4 minutes
A10s on Mission: 1 (Lv 1), 2 (Lv 2), 3 (Lv 3)
Calls A10 to bombard a specific area. Any units/buildings in the target area will
 suffer heavy casulaties.

Emergency Repair
Building Required: USA Command Center
Recharge Time: 4 minutes
Radius: 100
                                         Name                  Max HP Fixed
Emergency Repair Lv 1   Light Repair                 100
Emergency Repair Lv 2   Medium Repair            200
Emergency Repair Lv 3   Serious Repair             300
Emergency Repair enables the player to fix friendly/allied vehicles in a specific
 area, increasing their lost HP.

Spectre Gunship
Building Required: USA Standard/Laser General Command Center
Recharge Time: 4 minutes
Patrolling Radius: 200
Patrolling Time: 15 seconds
Deploys a Gattling Cannon-and Howitzer-armed Spectre Gunship to
 wreak havoc an area. See USA Standard/Laser General Spectre Gunship
 for more information.

Spectre Gunship
Building Required: Air Force General/Super Weapon General Command Center
Recharge Time: 3 minutes (though it is written 4 minutes in the shortcut to General
 Power, my test proved it 3 minutes)
Patrolling Radius: 200
Patrolling Time: 10 seconds (Lv 1), 15 Seconds (Lv 2), 20 seconds (Lv 3)
Deploys a Gattling Cannon-and Howitzer-armed Spectre Gunship to
 wreak havoc an area. See Air Force/Super Weapon General Spectre Gunship
 for more information.

Fuel Air Bomb
Building Required: USA Command Center
Recharge Time: 6 minutes
Fuel Air Bomb
Sends an American B-52 to parachute a destructive Fuel Air Bomb at the
 target. When MOAB is researched, B-52 is replaced by B-3.
1) Fuel Air Bomb
    Damage: 2000
    Damage Radius: 100; 150 with MOAB upgrade
    Damage Type: Explosion
    Shock Wave will be added to the statistics when MOAB is researched.
    Shock Wave Damage: 250 
    Shock Wave Radius: 200
    Shock Wave Taper Off: 33% (damage at the shockwave edge)
2) Fuel Air Bomb Flame
     Damage: 5 (Just a spot of flame to light trees on fire)
     Damage Radius: 100
     Damage Type: Flame 

Leaflet Drop
Building Required: USA Command Center
Recharge Time: 5 minutes
Disabled Duration: 20 seconds
Disabled Radius: 110
Drops leaflets with false propaganda, demoralizing enemies.

=================
2 USA Unit Information
=================

A. Standard USA Units
----------------------------
(a) Standard USA Aircraft
----------------------------

A.a.1) Chinook
Health Information
  HP: 300                                  Armor: Chinook Armor
Experience Information
  50 Exp as anything
Vision Information
  Vision Range: 300                  Shroud Clearing Range: 600
Movement Information
  Speed: 150 dist/sec; 60 if badly damaged
  Turn rate: 180 degrees per second; 90 while badly damaged
  Acceleration: 60; 30 while badly damaged
Build Information
  Prerequisite: US Supply Center
  Build Cost: 1200
  Build Time: 10 seconds
Special Feature Information
1] Supply Gathering
    Max Boxes to carry: 8 ($600; $660 with Supply Lines upgrade)
    Supply Center Action Delay: 2900 ms (one transaction)
    Supply Warehouse Action Delay: 1200 ms per box (many small
      transactions)
    Supply Warehouse Scan Distance: 700 (max distance to look for a
     warehouse, or Chinooks go home)
    Warns the player when the Supply is exhausted.
2] Transport
     Transport Slots: 8
     100% damage to units inside if destroyed (freefall without parachutes...)
     Can transport all infantry and most vehicles except Nuke Cannon.
     Exit Delay: 100 ms
3] Combat Drop
    Sends all Rangers inside to a garrisoned building to occupy it,
     killing all hostile units inside. It usually takes one Ranger as
     a war casualty. If the building is not garrisoned, Rangers
     automatically garrison in that building.
    Total No. of Ropes: 4
    Rope Delay: 900-1500 ms
    Ranger Rappel Speed: 30
Upgrade Information
  - Supply Lines (Strategy Center): Increases the supply a Chinook can load.
Notes
- Chinook, if needing repairs, must dock to Airfield.
- Chinook only lands if ordered to load or unload units or to undergo a repair.

A.a.2) Comanche
Health Information
  HP: 220
  Armor: Comanche Armor;
   Countermeasures Comanche Armor with Countermeasures upgrade
Experience Information
 100 Exp to Veteran                     50  Exp as Conscript/Veteran
 200 Exp to Elite                          100 Exp as Elite
 400 Exp to Heroic                      200 Exp as Heroic
Vision Information
  Vision Range: 200                      Shroud Clearing Range: 600
Movement Information
  Speed: 120 dist/sec
  Turn rate: 180 degrees per second
Weapon Information
1] Comanche 20 mm Cannon
    Always used when attacking infantry or missiles are reloaded
    Damage: 6
    Damage Type: Comanche Vulcan
    Cooldown: 100 milliseconds
    Range: 200
    Projectile Speed: immediate
    Accuracy: 100%
2] Comanche Anti Tank Missile
     Primary Damage: 50                     Primary Damage Radius: 5
     Secondary Damage: 30                Secondary Damage Radius: 25
     Damage Type: Jet Missile
     Range: 200
     Accuracy: 100% against vehicles (practically it is never used against infantry
      but theoretically it may miss as much as 20 distances against infantry)
     Missile Speed: 225 dist/sec
     Missile Turn Rate: 180 deg/sec
     Cooldown: 500 ms
     Clip Size: 4                                 Clip Reload Time: 15000 ms
     Auto Reload: 15100 ms (time to reload after idle for this long instead of using
      the last clip)
     Homing missile
Special Feature Information
1] Fire Rocket
    Comanche fires deadly rocket barrages on the targeted area, damaging
     everything in its explosion radius.
    Prerequisite: Rocket Pods upgrade
    Primary Damage: 30                    Primary Damage Radius: 5
    Secondary Damage: 10               Secondary Damage Radius: 40
    Damage Type: Explosion
    Attack Range: 200
    Missile Speed: 225 dist/sec
    Missile Turn Rate: 180 deg/sec
    Cooldown: 200
    Clip Size: 20                               Clip Reload Time: 30000 ms
    Not a homing missile
2] Auto Reload
     Comanche does not need to return to Air Field for reloading.
3}Flare
    Releases missile-distracting flares when an enemy AA attack threatens.
    Prerequisite: Countermeasure upgrade
    Volley release delay after the missile is detected: 200 ms     
    Total volleys released: 3              Flares per volley: 2
    Volley cooldown: 1000 ms
    Volley lifetime: 3000 ms
    Evasion rate per flare: 30%
    Reload Time: 4000 ms (reloads in the air)
4] Eject Pilot
    Comanche will eject its pilot inheriting its veterancy. A conscript (regular)
     Comanche will not eject any pilot.
Upgrade Information
 - Rocket Pods (US Air Field): Gives Comanche ability to fire rocket
    barrages.
 - Countermeasure (US Air Field): Equips Comanche with missile-distracting
     flares and armor that is more resistant to AA weapons..
 - Advanced Training (Strategy Center): Comanche gains experiences twice
     as fast.
Build Information
  Prerequisite: US Air Field
  Build Cost: 1500
  Build Time: 20 seconds
Notes
 - Comanche, if needing repairs, must dock to Airfield. It will land near
    the Airfield.
 - Comanche will never land except when undergoing a repair in a US
     Air Field.

A.a.3) Raptor
Health Information
 HP: 160
 Armor: Airplane Armor;
   Countermeasures Airplane Armor with Countermeasure upgrade
Experience Information
 100 Exp to Veteran                       50  Exp as Conscript/Veteran
 200 Exp to Elite                           100 Exp as Elite
 400 Exp to Heroic                       150 Exp as Heroic
Vision Information
  Vision Range: 200                         Shroud Clearing Range: 400
Movement Information
  Speed: 175 dist/second; 120 if heavily damaged
  Turn rate: 120 degrees per second; 90 while badly damaged
  Acceleration: 120; 30 while badly damaged
Weapon Information
Raptor Jet Missile
 Damage: 100; 125 with America Laser Missile
 Radius: 5
 Damage Type: Jet Missiles
 Cooldown: 150 milliseconds
 Range: 320                                  Minimum Range: 100
 Missile Speed: 300 dist/sec
 Missile Turn Rate: 200 deg/sec
 Clip Size: 4 shots
 Clip Reload Time: 8000 ms
 Accuracy: 100% vs vehicles; may miss up to10 dist against infantry
Build Information
  Prerequisite: US Air Field
  Build Cost: 1400
  Build Time: 20 seconds
Special Feature Information
 1] Eject Pilot
     When a veteran, elite, or heroic Raptor is shot down, it will eject
      its pilot. A veteran Raptor will eject a veteran pilot, etc. More
      information on Pilot session.
 2] Flare
     When an AA weapons system threat is imminent, the aircraft will release some
       distractions to avoid direct punishments.
      Prerequisite: Countermeasure upgrade
      Volley release delay after the missile is detected: 200 ms     
      Total volleys released: 3              Flares per volley: 3
      Volley cooldown: 1000 ms
      Volley lifetime: 3000 ms
      Evasion rate per flare: 30%
      Must reload at the Airfield
Upgrade Information
 - America Laser Missile (US Air Field): Increases the damage of Raptor missile
     by 25%.
 - Countermeasure (US Air Field): Equips the Raptor with chaffs to confuse
    enemy missile tracking system and armor that is more resistant to AA weapons. 
 - Advanced Training (Strategy Center): Raptor gains veterancy level 100% as
     fast.
Notes:
- Raptor takes damage 10% of its max. HP if it is out of ammo and not quickly
   reloaded.
- Raptor will return to base after flying idly for 10 seconds.

A.a.4) Stealth Fighter
Health Information
  HP: 120
  Armor: Airplane Armor;
   Countermeasures Airplane Armor with Countermeasures upgrade
Experience Information
 200 Exp to Veteran                100 Exp as Conscript/Veteran
 300 Exp to Elite                      200 Exp as Elite
 600 Exp to Heroic                  300 Exp as Heroic
Vision Information
  Vision Range: 180                      Shroud Clearing Range: 300
Movement Information
  Speed: 175 dist/sec; 120 when heavily damaged
  Turn rate: 180 degrees per second; 90 while badly damaged
  Acceleration: 150; 30 while badly damaged
Weapon Information
 Stealth Jet Missile
   Damage: 100; 125 with America Laser Missile
   Radius: 5
   Damage Type: Stealth Jet Missile
   Cooldown: 200 milliseconds
   Range: 220                                  Minimum Range: 60
   Missile Speed: 300 dist/sec          Missile Turn Rate: 200 deg/sec
   Accuracy: 10% vs vehicles, may miss as much as 10 dist vs infantry
   Clip Size: 2 shots
   Clip Reload Time: 8000 milliseconds
Build Information
  Prerequisite: US Air Field; Stealth Fighter General Power
  Build Cost: 1600
  Build Time: 25 seconds
Special Feature Information
1] Stealth
     Stealth Fighter cloaks when not firing.
     Stealth Delay: 1500 ms
2] Bunker Buster
     Prerequisite: Bunker Buster upgrade
     Stealth Fighter missiles are capable of ungarrison these buildings below:
     a. Bunker/Fortified Bunker
     b. Civilian Buildings (including Civilian Bunker and Huts, etc)
     c. Palace
     d. Tunnel Network
     Bunker Buster-upgraded Stealth Fighter missiles ungarrison those buildings
     and kill most infantry unlucky enough to stay in the buildings. The infantry
     surviving the Bunker Buster are infantry with HP above 150, they are:
     a. Ranger
     b. Colonel Burton
     c. Jarmen Kell
     d. Black Lotus, except Boss General Black Lotus
     A Tunnel Network housing vehicles in it, when bested by a Bunker Buster-
     upgraded missile, will be forced to evacuate the vehicles.
     Bunker Buster also adds the Stealth Fighter missile damage
      Bunker Buster Shockwave Weapon Small
       Damage: 10
       Radius: 50
       Shockwave Damage Amount: 50
       Shockwave Radius: 50
       Shockwave Taper Off (Damage delivered at the shockwave edge): 30%
     Bunker Buster can also push infantry staying in the radius of 200 from its
      explosion.
3] Eject Pilot
     When a veteran, elite, or heroic Stealth Fighter is shot down, it will eject
      its pilot. A veteran Stealth Fighter will eject a veteran pilot, etc. More
      information on Pilot session.
4] Flare
     When an AA weapons system threat is imminent, the aircraft will release some
       distractions to avoid direct punishments.
      Prerequisite: Countermeasure upgrade
      Volley release delay after the missile is detected: 200 ms     
      Total volleys released: 3              Flares per volley: 2
      Volley cooldown: 1000 ms
      Volley lifetime: 3000 ms
      Evasion rate per flare: 30%
      Must reload at the Airfield
Upgrade Information
 - America Laser Missile (US Airfield): Increases the damage of Stealth Fighter
    missile by 25%
 - Bunker Buster (US Airfield): Stealth Fighters can damage units in some
    buildings and force the survivors to leave the buildings.
 - Countermeasures (US Airfield): Equips the aircraft with missile-distracting
    flares and armor that is more resistant to AA weapons..
 - Advanced Training (Strategy Center): Stealth Fighter gains veterancy level
    as twice as fast.
Notes
- Stealth Fighter takes damage 10% of its max. HP if it is out of ammo and not
   quickly reloaded.
- Stealth Fighter will return to base after flying idly for 10 seconds.

A.a.5) Aurora Bomber
Health Information
  HP: 80
  Armor: Airplane Armor;
    Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
 200 Exp to Veteran                  200 Exp as Conscript/Veteran
 400 Exp to Elite                       400 Exp as Elite/Heroic
 800 Exp to Heroic
Vision Information
  Vision Range: 180                Shroud Clearing Range: 600
Movement Information
                                                    Normal           Supersonic       Sluggish
 Speed                                       180 dist/sec        480 dist/sec    150 dist/sec
 Speed (badly damaged)             120 dist/sec       240 dist/sec    100 dist/sec
 Turn Rate                                  180 deg/sec       180 deg/sec     90 deg/sec
 Turn Rate (badly damaged)         90 deg/sec         90 deg/sec      60 deg/sec
 Acceleration                               180                     480               90
 Acceleration (badly damaged)     120                    240                60
 Note:
  Normal: Aurora is ordered to move
  Supersonic: Aurora is ordered to attack
  Sluggish: Aurora is out of ammo
Weapon Information
 Aurora Bomb
   Damage: 400                     Radius: 20
   Damage Type: Aurora Bomb
   Range: 300
   Bomb Speed: 480 dist/sec
   Clip Size: 1
   Clip Reload Time: 5000 milliseconds
   Not homing
Special Feature Information
1] Supersonic
     Aurora uses supersonic mode when receiving an order to attack. When it
      moves in supersonic mode, Aurora is invulnerable to enemy attack.
     100 ms are required to shift from supersonic mode to sluggish mode
     Aurora Bomber still remains untargettable during the first 2000 ms
      of the sluggish mode.
     (See Movement Information)
2]  Eject Pilot
     When a veteran, elite, or heroic Aurora is shot down, it will eject
      its pilot. A veteran Aurora will eject a veteran pilot, etc. More
      information on Pilot session.
3] Flare
     When an AA weapons system threat is imminent, the aircraft will release some
       distractions to avoid direct punishments.
      Prerequisite: Countermeasure upgrade
      Volley release delay after the missile is detected: 200 ms     
      Total volleys released: 3              Flares per volley: 2
      Volley cooldown: 1000 ms
      Volley lifetime: 3000 ms
      Evasion rate per flare: 30%
      Must reload at the Airfield
Upgrade Information
 - Countermeasures (US Airfield): Installs aircraft with a missile distracting system
     and armor that is more resistant to AA weapons..
 - Advanced Training (Strategy Center): Aurora gets veterancy 100% faster
Build Information
  Prerequisite: US Air Field and Strategy Center
  Build Cost: 2500
  Build Time: 30 seconds
Notes
- Aurora Bomber takes damage 10% of its max. HP if it is out of ammo and
    not quickly reloaded.     
- Aurora Bomber will return to base after flying idly for 10 seconds.

A.a.6) US Cargo Plane
Health Information
  HP: 1000
  Armor: Airplane Armor;
    Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
  40 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 when badly damaged
  Turn Rate: 25 deg/sec; 10 when badly damaged
  Acceleration: 60; 30 when badly damaged
Special Feature Information
 Flare
  When an AA weapons system threat is imminent, the aircraft will release some
    distractions to avoid direct punishments.
   Prerequisite: Countermeasure upgrade
   Volley release delay after the missile is detected: 200 ms     
   Total volleys released: 5              Flares per volley: 4
   Volley cooldown: 1000 ms
   Volley lifetime: 3000 ms
   Evasion rate per flare: 30%
   Will automatically reload when leaving map
Upgrade Information
 - Countermeasures (US Airfield): Installs a missile-distracting flare system on
     the aircraft and armor that is more resistant to AA weapons..
Notes
- Used to drop Ranger Paradrop, Reinforcement Pad vehicle,  and Supply
    Drop Zone crates
- Door open time: 500 ms

A.a.7) A10 Thunderbolt
Health Information
  HP: 600
  Armor: Airplane Armor;
    Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
  40 exp as anything
Vision Information
  Vision/Shroud Clearing Range: 300
Movement Information
  Speed: 120 dist/sec
  Turn Rate: 200 degrees/sec; 90 if badly damaged
Weapon Information
 1] A10 Thunderbolt Vulcan
     Damage: 10                       Damage Radius: 4
     Damage Type: Small Arms
     Cooldown: 60 milliseconds
     Range: 450
     Projectile Speed: immediate
 2] A10 Thunderbolt Missile
     Launches 6 missiles per aircraft. 1st level will deliver 6 missiles,
     2nd 12 missiles, and 3rd 18 missiles.
     Damage: 200                      Damage Radius: 50
     Damage Type: Explosion
     Range: 450
     Clip Size: 2
     Cooldown: 500 ms
     Missile Speed: 240 ms/sec
     Missile Turn Rate: 200 degrees/second
Special Feature Information
 Flare
  When an AA weapons system threat is imminent, the aircraft will release some
    distractions to avoid direct punishments.
   Prerequisite: Countermeasure upgrade
   Volley release delay after the missile is detected: 200 ms     
   Total volleys released: 3              Flares per volley: 3
   Volley cooldown: 1000 ms
   Volley lifetime: 3000 ms
   Evasion rate per flare: 30%
   Will automatically reload when leaving map  
Upgrade Information
 - Countermeasures (US Airfield): Installs a missile-distracting flare system on
     the aircraft armor that is more resistant to AA weapons..
Build Information
  A-10 Thunderbolt Missile Strike General Power
Notes:
-

A.a.8) B52
Health Information
  HP: 1000
  Armor: Airplane Armor;
    Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
  50 Exp as anything
Movement Information
  Speed: 125 dist/sec; 75 when badly damaged
  Turn Rate: 25 deg/sec; 10 when badly damaged
  Acceleration: 60; 30 when badly damaged
Special Feature Information
 Flare
  When an AA weapons system threat is imminent, the aircraft will release some
    distractions to avoid direct punishments.
   Prerequisite: Countermeasure upgrade
   Volley release delay after the missile is detected: 200 ms     
   Total volleys released: 5              Flares per volley: 4
   Volley cooldown: 1000 ms
   Volley lifetime: 3000 ms
   Evasion rate per flare: 30%
   Will automatically reload when leaving map
Upgrade Information
 - Countermeasures (US Airfield): Installs a missile-distracting flare system on
     the aircraft armor that is more resistant to AA weapons..
Notes
- Used for Leaflet Drop, Fuel Air Bomb, Carpet Bomb
- Door open time: 500 ms

A.a.9) B3
Health Information
  HP: 1000
  Armor: Airplane Armor;
    Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
  50 Exp as anything
Movement Information
  Speed: 200 dist/sec; 180 when badly damaged
  Turn Rate: 160 deg/sec; 90 when badly damaged
Special Feature Information
 Flare
  When an AA weapons system threat is imminent, the aircraft will release some
    distractions to avoid direct punishments.
   Prerequisite: Countermeasure upgrade
   Volley release delay after the missile is detected: 200 ms     
   Total volleys released: 5              Flares per volley: 4
   Volley cooldown: 1000 ms
   Volley lifetime: 3000 ms
   Evasion rate per flare: 50%
   Will automatically reload when leaving map
Upgrade Information
 - Countermeasures (US Airfield): Installs a missile-distracting flare system on
     the aircraft armor that is more resistant to AA weapons..
Notes
- Used to drop MOAB
- Door open time: 500 ms

A.a.10) Spectre gunship
Health Information
  HP: 1000
  Armor: Spectre Gunship Armor;
              Countermeasures Spectre Gunship Armor
Experience Information
  40 Exp as anything
Vision Information
  Vision/Shroud Clearing Range: 300
Movement Information
 Moving to the destination
  Speed: 290 distances/sec; 200 if badly damaged
  Turn rate: 50 degrees per second
 Patrolling an area
  Speed: 120 distances/sec; 90 if badly damaged
  Turn rate: 50 degrees per second
  Patroling radius: 250
  Patroling time: 15000 ms
Weapon Information
  Spectre Howitzer Gun
   Damage: 80            Radius: 25
   Damage Type: Explosion
   Continuous Fire 1 Cooldown: 777 msec (1 shoot)
   Continuous Fire 2 Cooldown: 518 msec (2 shoots)
   ContinuousFire 3 Cooldown: 389 msec (2000 shoots)
   Range: 2222 (Can only shoot in its patrolling radius)
   Missile Speed: immediate
   Not a homing missiles
  Spectre Gunship Gattling Cannon
   Damage: 90
   Range: 2222 (Can only shoot in its patrolling radius)
   Gattling shot area: 20
   Damage Type: Gattling
   Continuous Fire 1 Cooldown: 100 msec (1 shoot)
   Continuous Fire 2 Cooldown: 50 msec (2 shoots)
   ContinuousFire 3 Cooldown: 25 msec (2000 shoots)
  Combination of both weapons have some modifiers
   Delay between each attempted shot of Howitzer: 300 ms
   Delay for Howitzer to shoot after Gattling Cannon shot: 400 ms
   Attack Area Radius: 200
Build Information
  Prerequisite: US Spectre Gunship General Power (Level 5)
Special Feature Information
  Flare
   When an AA weapons system threat is imminent, the aircraft will release some
    distractions to avoid direct punishments.
    Prerequisite: Countermeasure upgrade
    Volley release delay after the missile is detected: 200 ms     
    Total volleys released: 5              Flares per volley: 4
    Volley cooldown: 1000 ms
    Evasion rate per flare: 30%
    Reloads when leaving map
Upgrade Information
  - Countermeasure (US Air Field): Equips the aircraft with a missile-distracting
      chaff system armor that is more resistant to AA weapons..
Notes

A.a.11) Aircraft Carrier Raptor
Health Information
 HP: 160
 Armor: Airplane Armor;
   Countermeasures Airplane Armor with Countermeasure upgrade
Experience Information
 100 Exp to Veteran                       50  Exp as Conscript/Veteran
 200 Exp to Elite                           100 Exp as Elite
 400 Exp to Heroic                       150 Exp as Heroic
Vision Information
  Vision Range: 180                         Shroud Clearing Range: 400
Movement Information
  Speed: 175 dist/second; 120 if heavily damaged
  Turn rate: 120 degrees per second; 90 while badly damaged
  Acceleration: 120; 30 while badly damaged
Weapon Information
Raptor Jet Missile
 Damage: 100; 125 with America Laser Missile
 Radius: 5
 Damage Type: Jet Missiles
 Cooldown: 150 milliseconds
 Range: 320                                  Minimum Range: 100
 Missile Speed: 300 dist/sec
 Missile Turn Rate: 200 deg/sec
 Clip Size: 4 shots
 Clip Reload Time: 8000 ms
 Accuracy: 100% vs vehicles; may miss up to10 dist against infantry
Special Feature Information
 1] Eject Pilot
     When a veteran, elite, or heroic Raptor is shot down, it will eject
      its pilot. A veteran Raptor will eject a veteran pilot, etc. More
      information on Pilot session.
 2] Flare
     When an AA weapons system threat is imminent, the aircraft will release some
       distractions to avoid direct punishments.
      Prerequisite: Countermeasure upgrade
      Volley release delay after the missile is detected: 200 ms     
      Total volleys released: 3              Flares per volley: 3
      Volley cooldown: 1000 ms
      Volley lifetime: 3000 ms
      Evasion rate per flare: 30%
      Must reload at the Aircraft Carrier/Air Field
Upgrade Information
 - America Laser Missile (US Air Field): Increases the damage of Raptor missile
     by 25%.
 - Countermeasure (US Air Field): Equips the Raptor with chaffs to confuse
    enemy missile tracking system and armor that is more resistant to AA weapons. 
 - Advanced Training (Strategy Center): Raptor gains veterancy level 100% as
     fast.
Build Information
  Prerequisite: US Aircraft Carrier
  Build Cost: Auitomatically built for free
  Build Time: 4 seconds

Notes:
- Raptor takes damage 10% of its max. HP if it is out of ammo and not quickly
   reloaded.
- Raptor will return to Aircraft Carrier after flying idly for 10 seconds.
- Unselectable
- Can only be found in Zero Hour US Mission 2

----------------------------
(b) Standard USA Infantry
----------------------------

A.b.1) Ranger
Health Information
  HP: 180
  Armor: Human Armor;
   Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
   40 Exp to Veteran                       20 Exp as Conscript/Veteran
   60 Exp to Elite                             40 Exp as Elite
   120 Exp to Heroic                       60 Exp as Heroic
Vision Information
  Vision Range: 100                  Shroud Clearing Range: 400
Movement Information
                             Normal                                 Rappel
 Speed             20 dist/sec; 10 if badly hurt     30 dist/sec
 Turn Rate        500 deg/sec (infinite)                   -    
 Note:
 - Normal: Ranger is walking
 - Rappel: Ranger is performing a Combat Drop
Weapon Information
 1] Ranger Advanced Combat Rifle
     Damage: 5
     Damage Type: Small Arms
     Cooldown: 100 milliseconds             Range: 100 
     Projectile Speed: immediate
     Accuracy: 100%
     Clip Size: 3 shots                             Clip Reload Time: 700 milliseconds
 2] Ranger Flash Bang Grenade
     Primary Damage: 25                 Primary Damage Radius: 10
     Secondary Damage: 10            Secondary Damage Radius: 40
     Damage Type: Surrender
     Range: 175                              Minimum Range: 20
     Projectile Speed: 120
     Accuracy: 96% against unmoving target (may miss as much as 4
      distance radius from the target)
     Reload Time: 2000 msec
     Empties garrisoned civilian buildings (10 kills per hit)
Special Feature Information
 1] Capture Building
      Prerequisite: Capture Building upgrade
      Unpack Time: 3000 ms      
      Preparation Time: 20000 ms
      Pack Time: 2000 ms
      Experience Gained: 15
      Recharge Time: 15000 ms
 2] Switches Weapons
      Prerequisite: Flash Bang upgrade
      Switches weapon from Rifle to Flash Bang or vice versa
 3] Ungarrison
      Ranger can kill enemy infantry garrisoning in a civilian building with Flash
       Bang grenade.
 4] Combat Drop
     Prerequisite: Chinook
     Drops Ranger by Chinook to occupy a garrisonable civilian building
      controlled by hostile units. All hostile units inside will be exterminated.
      It usually takes one Ranger as a war casualty. If the building is not garrisoned,
      Rangers automatically garrison in that building. See Chinook for more info.
Upgrade Information
  - Capture Building (Barracks): Enables Ranger to capture most hostile buildings
     or tech buildings.
  - Flash Bang Grenade (US Barracks): Allows Ranger to switch weapon from
     Rifle to Flash-Bang or vice versa.
  - Advanced Training (Strategy Center): Increases experience gained by
     Ranger by 100%.
  - Chemical Suits (Strategy Center): Increases Ranger defense against Poison,
      Radiation, and Microwave.
Build Information
  Prerequisite: US Barracks
  Build Cost: 225
  Build Time: 5 seconds
Notes
-  Slot: 1

A.b.2) Missile Defender
Health Information
  HP: 100
  Armor: Human Armor;
   Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
  100 exp to veteran                  20 exp as conscript/veteran
  200 exp to elite                       40 exp as elite
  400 exp to heroic                   60 exp as heroic
Vision Information
  Vision Range: 150                  Shroud Clearing Range: 300
Locomotor Information
  Speed: 20 dist/sec; 10 if badly hurt
  Turn Rate: 500 degrees/sec
Weapon Information
  Missile Defender Missile
   Damage: 40
   Damage Radius: 5
   Damage Type: Infantry Missile
   Range: 175
   Missile Speed: 225 dist/sec
   Missile Turn Rate: 100 degrees/sec
   Cooldown: 1000 msec
   Accuracy: 100% vs vehicles, may miss as much as 10 distances
   against infantry.
   Homing missile
Special Ability Information
  Laser Missile Attack
   Uses Laser Beam to target a hostile vehicle
   Preparation Time: 1000 (+500 ms, making a total 1500 ms)
   Target Range: 200 dist
   Abort Range: 250 dist (cancels Laser Missile Attack when enemy vehicle
    moves outside 250 dist).
   Damage: 40
   Damage Radius: 5
   Damage Type: Armor Piercing
   Range: 300
   Projectile Speed: 225 dist/sec
   Missile Turn Rate: 100 degrees/sec
   Accuracy: 100% (though it is practically canít target infantry,
    theoretically it may miss as much as 10 distances against infantry)
   Cooldown: 500 msec
   Homing missile
Upgrade Information
  - Advanced Training (Strategy Center): Increases experience gained by
      Missile Defender by 100%.
  - Chemical Suits (Strategy Center): Increases Missile Defender resistance
      against Poison, Radiation, and Microwave.
Build Information
  Prerequisite: US Barracks
  Build Cost: 300
  Build Time: 5 seconds
Notes:
- Slot: 1


A.b.3) Pathfinder
Health Information
  HP: 120
  Armor: Human Armor;
   Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
  50 exp to veteran                           40 exp as conscript/veteran
  100 exp to elite                              60 exp as elite
  200 exp to heroic                           80 exp as heroic
Vision Information
  Vision Range: 200                         Shroud Clearing Range: 400
Locomotor Information
  Speed: 30 dist/sec; 20 when badly hurt
  Turn Rate: 500 degrees/sec (infinite)
Weapon Information
  Pathfinder Sniper Rifle
   Damage: 100
   Damage Type: Sniper
   Range: 300
   Projectile Speed: Immediate
   Cooldown: 2000 msec
   Can not attack vehicles or buildings.
Special Ability Information
 1] Detector
     Detection Rate: 500 msec
     Can not detect when in a garrison or transport or Tunnel Network
 2] Stealth
      Decloaks when moving, still cloaks even when attacking or when garrisoning
       in a garrisonable civilian building.
Upgrade Information
  - Advanced Training: Pathfinder gains experience as twice as fast.
  - Chemical Suits (Strategy Center): Increases Pathfinder resistance
      against Poison, Radiation, and Microwave.
Build Information
  Prerequisites: US Barracks & Pathfinder General Power
  Build Cost: 600
  Build Time: 10 seconds
Notes:
- Slot: 1
- Will not retaliate if attacked.

A.b.4) Colonel Burton
Health Information
  HP: 200
  Armor: Human Armor;
   Chem Suit Human Armor with Chemical Suits upgrade
Experience Information
  200 exp to veteran                     50 exp as conscript
  300 exp to elite                        100 exp as veteran/elite
  600 exp to heroic                     150 exp as heroic
Vision Information
  Vision Range: 150                    Shroud Clearing Range: 500
Locomotor Information
  Walking
   Speed: 30 dist/sec; 20 if badly hurt
   Turn Rate: 500 degrees/sec
  Climbing
   Speed: 20 dist/sec; 15 if badly hurt
   Turn Rate: 360 degrees/sec; 350 if badly hurt
Weapon Information
  Colonel Burton Sniper Rifle
   Damage: 40
   Damage Type: Small Arms
   Range: 125
   Projectile Speed: Immediate
   Cooldown: 100 msec
   Clip Size: 3
   Clip Reload Time: 500 msec
Special Ability Information
 1] Stealth
     Stealth Delay: 2000 msec
     Decloaks when firing or before planting C4s
 2] Climbing
      Colonel Burton can climb some cliffs, making him good at infiltrating base
       lending its protection on mountain only. See Movement Information.
 3] Can not be squished except by Overlord/Emperor Overlord
 4] Knife Attack
     Damage: 10000
     Damage Type: Melee
     Range: 3
     Reload Time: 1367 msec
     Pre Attack Delay: 833 ms (always delays attack for 833 ms before
      stabbing)
 5] Timed Demo Charge
      Primary Damage: 2000
      Primary Damage Radius: 25
      Secondary Damage: 150
      Secondary Damage Radius: 75
      Damage Type: Explosion
      Shroud Clearing Range: 75
      Range: 0
      Explodes after 20 seconds
      Decloaks 5000 ms before planting C4
      Canít install more than 1 C4 (either Timed or Remote) in one place
      C4 Installation Time: 5500 ms
      Escapes 100 distances after completion
      Max Timed C4s to Install: 10
      Does not expire when Colonel Burton dies
 6] Remote Demo Charge
     Primary Damage: 2000
     Primary Damage Radius: 25
     Secondary Damage: 150
     Secondary Damage Radius: 75
     Damage Type: Explosion
     Shroud Clearing Range: 75
     Range: 0
     Explodes after detonated
     Decloaks 5000 ms before planting C4
     Canít install more than 1 C4 (either Timed or Remote) in one place
     C4 Installation Time: 5500
     Escapes 100 distances after completion
     Max Remote C4s to Install: 8
     Expires if Colonel Burton dies
 7] Detonate
     Detonates all Remote Demo Charges
Upgrade Information
  - Advanced Training (Strategy Center): Increases Colonel Burtonís
     veterancy gathering by 100%
  - Chemical Suits (Strategy Center): Increases Colonel Burton resistance
      against Poison, Radiation, and Microwave.
Build Information
  Prerequisites: US Barracks & Strategy Center
  Build Cost: 1500
  Build Time: 20 seconds
Notes:
- Slot: 1
- Max. Limit: 1
- Will not retaliate when attacked.

A.b.5) Pilot
Health Information
  HP: 100                         Armor: Human Armor
Experience Information
 10 Exp as anything
Vision Information
  Vision Range: 150          Shroud Clearing Range: 300
Movement Information
  Speed: 30 dist/sec; 20 when badly hurt
  Turn Rate: 500 degrees/sec
Special Feature Information
1] Eject
    Escapes from destroyed vehicles possessing veterancy level.
2] Veterancy Inheritancy
     Inherits veterancy level of the destroyed vehicles.
3] Veterancy Deliverance
    Delivers or adds the veterancy level a pilot owns to the vehicle
     he boards.
   Vehicles to receive veterancy: All vehicles which can gain veterancy
   level except transport.
Build Information
 - Built from destroyed vehicles possessing veterancy level.
Notes:
-  Slot: 1
- When ejecting from the destroyed vehicle, a pilot remains unattackable for
     2000 ms.
- To deliver veterancy level to a Comanche, simply damage the Comanche
    and when it docks to the Airfield to repair, enter.
- Guard your pilot so he wonít land in water. He will die drowned.

----------------------------
(c) Standard USA Vehicles
----------------------------

A.c.1) Humvee
Health Information
  HP: 240                                      Armor: Humvee Armor
Experience Information
 100 exp to veteran                       50 exp as conscript/veteran
 150 exp to elite                          100 exp as elite
 300 exp to heroic                       150 exp as heroic
Vision Information
  Vision Range: 150                     Shroud Clearing Range: 320
Locomotor Information
  Speed: 60 dist/sec; 30 if badly damaged
  Turn Rate: 180 degrees/sec
Weapon Information
 Turret Turn Rate: 180
 1] Humvee Gun
     Damage: 10
     Damage Type: Comanche Vulcan
     Range: 150
     Projectile Speed: 600 dist/sec
     Cooldown: 200 msec
 2] Humvee Missile Weapon (Anti Ground)
     Damage: 30
     Damage Radius: 5
     Damage Type: Explosion
     Range: 150
     Projectile Speed: 225 dist/sec
     Missile Turn Rate: 100 degrees/second
     Accuracy: 100% against vehicles, may miss as much as 10 distances
      against infantry
     Cooldown: 1000 msec
     Clip Size: 1
     Clip Reload Time: 2000 msec
     Not a homing missile
 3] Humvee Missile Weapon (Anti Air)
     Damage: 50
     Damage Radius: 5
     Damage Type: Explosion
     Range: 320
     Projectile Speed: 400 dist/sec
     Missile Turn Rate: 300 degrees/second
     Accuracy: 100% against vehicles, may miss as much as 10% against
      infantry.
     Cooldown: 1000 msec
     Clip Size: 1
     Clip Reload Time: 2000 msec
     Homing missile
Special Ability Information
 1] Battle Transport
     Enables passengers to fire from inside, gaining Garrison Bonus
      (see Bonus Modifiers)
     Can accommodate at most 5 infantry
     100% damage to units inside upon death (kills all passengers when
      destroyed)
     Exit Delay: 250 ms/unit
     Number of Exit Paths: 3
 2] Eject Pilot
     When a veteran, elite, or heroic Humvee is destroyed, it will eject
       its pilot. A veteran Humvee will eject a veteran pilot, etc. More
       information on Pilot session.
 3] Can build one of the following:
      Battle Drone - info on Drone Session
      Scout Drone - info on Drone Session
      Hellfire Drone - info on Drone Session
Upgrade Information
  - Battle Drone (Humvee): Builds a floating Battle Drone equipped with
      light machine gun and repair tools used to repair its master vehicle.
  - Scout Drone (Humvee): Builds a floating Scout Drone to augment sight
      range and detect stealth units.
  - Hellfire Drone (Humvee): Builds a floating Hellfire Drone armed with
      vehicle-killing missile system.
  - TOW Missile (US War Factory): Equips all Humvees with a TOW Missile
      capable of attacking ground and air units.
  - Advanced Training (Strategy Center): Increases the veterancy gaining
      by 100%.
Build Information
  Prerequisite: US War Factory
  Build Cost: 700
  Build Time: 10 seconds
Notes:
- Slot: 3

A.c.2) Ambulance
Health Information
  HP: 240                                        Armor: Toxin Truck Armor
Experience Information
  50 exp as anything
Vision Information
  Vision Range: 100                         Shroud Clearing Range: 400
Locomotor Information
  Speed: 60 dist/sec; 30 if badly damaged
  Turn Rate: 180 degrees/sec
Special Ability Information
 1] Hazard Cleaning
     Turret Turn Rate: 180
     Radius: 50
     Range: 100
     Scan Rate: 1000
     Scan Range: 100
     Allowed to move around while cleaning up.
 2] Healing Transport
     Can transport up to 3 infantry inside
     Healing Rate: 25%/second
     Allows Allied Units inside
     Exit Delay: 250 ms/unit
     Number of Exit: 3
 3] Infantry Healing
     Heals allied infantry standing near it
     Healing Rate: 4 HP/second
     Healing Radius: 100
 4] Vehicle Repair
      Repairs damaged allied vehicles (woooowwwwww......)
      Repair Rate: 8 HP/sec
      Repair Radius: 100
      Will not repair itself (or herself?) and air units.
Upgrade Information
  - Battle Drone (Ambulance): Builds a flying Battle Drone equipped
     with light machine gun and repair tools used to repair its master
    vehicle.
  - Scout Drone (Ambulance): Builds a flying Scout Drone to augment
     sight range and detect stealth units.
  - Hellfire Drone (Ambulance): Builds a floating Hellfire Drone armed with
      vehicle-killing missile system.
Build Information
  Prerequisite: US War Factory
  Build Cost: 600
  Build Time: 10 seconds
Notes:
- Slot: 3

A.c.3) Crusader
Health Information
  HP: 480; 580 with Composite Armor
  Armor: Tank Armor
Experience Information
  200 exp to veteran                       100 exp as conscript/veteran
  300 exp to elite                            200 exp as elite
  600 exp to heroic                         400 exp as heroic 
Vision Information
  Vision Range: 150                        Shroud Clearing Range: 300
Locomotor Information
  Speed: 30 dist/sec; 25 if badly damaged
  Turn Rate: 180 degrees/sec
Weapon Information
  Crusader Tank Gun
   Turret Turn Rate: 180
   Damage: 60
   Damage Radius: 5
   Damage Type: Armor Piercing
   Range: 150
   Projectile Speed: 400 dist/sec
   Cooldown: 2000 msec
   Accuracy: 100% against vehicles, may miss as much as 10 distances
   against infantry.
Special Ability Information
 1] Eject Pilot
     When a veteran, elite, or heroic Crusader is destroyed, it will eject
      its pilot. A veteran Crusader Tank will eject a veteran pilot, etc.
      More information on Pilot session.
 2] Can build one of the following:
      Battle Drone - info on Drone Session
      Scout Drone - info on Drone Session
      Hellfire Drone - info on Drone Session
Upgrade Information
 - Battle Drone (Crusader Tank): Builds a flying Battle Drone equipped
    with light machine gun and repair tools used to repair its master
    vehicle.
 - Scout Drone (Crusader Tank): Builds a flying Scout Drone to augment
    sight range and detect stealth units.
 - Hellfire Drone (Crusader Tank): Builds a floating Hellfire Drone armed with
     vehicle-killing missile system.
 - Advanced Training (Strategy Center): Gains veterancy level twice as
    fast.
 - Composite Armor (Strategy Center): Adds max HP of Crusader Tank by
    100.
Build Information
  Prerequisite: USA War Factory
  Build Cost: 900
  Build Time: 10 seconds
Notes:
- Slot: 3

A.c.4) Paladin
Health Information
  HP: 500; 600 with Composite Armor            Armor: Tank Armor
Experience Information
  200 exp to veteran                         100 exp as conscript/veteran
  300 exp to elite                              200 exp as elite
  600 exp to heroic                           400 exp as heroic
Vision Information
  Vision Range: 150                          Shroud Clearing Range: 300
Locomotor Information
  Speed: 30 dist/sec; 25 if badly damaged
  Turn Rate: 180 degrees/sec
Weapon Information
  Turret Turn Rate: 180
  Paladin Tank Gun
   Damage: 60
   Damage Radius: 5
   Damage Type: Armor Piercing
   Range: 150
   Projectile Speed: 300 dist/sec
   Cooldown: 2000 msec
   Accuracy: 100% vs vehicles, may miss as much as 10 distances against
   infantry.
Special Ability Information
 1] Point Defense Laser
     Targets: Ballistic Missiles, Small Missiles, Infantry
     Damage: 100
     Range: 65
     Cooldown: 1000 msec
     Scan Rate: 500
     Scan Range: 120
 2] Eject Pilot
     When a veteran, elite, or heroic Paladin Tank is destroyed, it will
       eject its pilot. A veteran Paladin Tank will eject a veteran pilot,
       etc. More information on Pilot session.
 3] Can build one of the following:
      Battle Drone - info on Drone Session
      Scout Drone - info on Drone Session
      Hellfire Drone - info on Drone Session
Upgrade Information
 - Battle Drone (Paladin Tank): Builds a flying Battle Drone equipped
    with light machine gun and repair tools used to repair its master
    vehicle.
 - Scout Drone (Paladin Tank): Builds a flying Scout Drone to augment
    sight range and detect stealth units.
 - Hellfire Drone (Crusader Tank): Builds a floating Hellfire Drone armed with
     vehicle-killing missile system.
 - Advanced Training (Strategy Center): Gains veterancy level twice as
     fast.
 - Composite Armor (Strategy Center): Adds max HP of Paladin Tank by 100.
Build Information
  Prerequisites: US War Factory; Paladin Tank General Power
  Build Cost: 1100
  Build Time: 12 seconds
Notes:
- Slot: 3

A.c.5) Sentry Drone
Health Information
  HP: 300                    Armor: Sentry Drone Armor
Experience Information
  Can not gain veterancy by normal means (killing enemies)
  50 Exp as Conscript/Veteran
  100 Exp as Elite
  150 Exp as Heroic
Vision Information
  Vision Range: 200            Shroud Clearing Range: 350
Movement Information
  Speed: 60 dist/sec; 50 if heavily damaged
  Turn rate: 180 degrees per second
Weapon Information
 Sentry Drone Gun
  Prerequisite: Sentry Drone Gun upgrade
  Turret Turn Rate: 180
  Pack Time: 1000 ms
   Damage: 8
   Damage Type: Comache Vulcan
   Cooldown: 200 milliseconds
   Range: 150
   Missile Speed: 600 dist/sec
   Accuracy: 100%
  Unpack Time: 1000 ms
Special Feature Information
 1] Robot
     This unit has no pilot, so Jarmen Kell and Nuke Cannon's Neutron  Shells
       can not empty this vehicle.
 2] Stealth
      Sentry Drone remains in stealth condition if it is not moving or attacking.
      Stealth Delay: 2000 ms
 3] Detector
      This robotic vehicle is equipped with a stealth-detecting sensor.
      Detection Rate: 900
      Detection Range: 225 (oh, c'mon, what makes it larger than vision range?)
Upgrade Information
 - Sentry Drone Gun (US War Factory): Mounts a machine gun on the drone,
     making it able to attack hostile units, mainly infantry.
Build Information
  Prerequisite: US War Factory
  Build Cost: 800
  Build Time: 10 seconds
Notes
- Slot: 1
- Can not crush infantry

A.c.6) Tomahawk
Health Information
  HP: 180                             Armor: Truck Armor
Experience Information
  200 exp to veteran             50 exp as conscript/veteran
  400 exp to elite                100 exp as elite
  800 exp to heroic             150 exp as heroic
Vision Information
  Vision Range: 180            Shroud Clearing Range: 200
Locomotor Information
  Speed: 30 dist/sec; 25 if badly damaged
  Turn Rate: 180 degrees/second
Weapon Information
  Tomahawk Missile
  Turret Turn Rate: 60
   Primary Damage: 150
   Primary Damage Radius: 10
   Secondary Damage: 50
   Secondary Damage Radius: 25
   Damage Type: Explosion
   Accuracy: may miss as far as 20 distances against infantry
   Range: 350
   Minimum Range: 100
   Projectile Speed: 200 dist/sec
   Missile Turn Rate: 540 degrees/sec
   Missile Preparation Time: 250 ms (Delays missile launch for 0.25
   second for preparation)
   Cooldown: 1 ms
   Clip Size: 1
   Clip Reload Time: 7000 msec
   Homing missile
Special Ability Information
 1] Eject Pilot
     When a veteran, elite, or heroic Tomahawk is destroyed, it will
      eject its pilot. A veteran Tomahawk will eject a veteran pilot, etc.
      More information on Pilot session.
 2] Can build one of the following:
      Battle Drone - info on Drone Session
      Scout Drone - info on Drone Session
      Hellfire Drone - info on Drone Session
Upgrade Information
 - Battle Drone (Tomahawk): Builds a flying Battle Drone equipped
   with light machine gun and repair tools used to repair its master
   vehicle.
 - Scout Drone (Tomahawk): Builds a flying Scout Drone to augment
   sight range and detect stealth units.
 - Hellfire Drone (Tomahawk): Builds a floating Hellfire Drone armed with
    vehicle-killing missile system.
 - Advanced Training (Strategy Center): Gains veterancy level twice as
    fast.
Build Information
  Prerequisites: US War Factory. Strategy Center
  Build Cost: 1200
  Build Time: 20 seconds
Notes:
- Slot: 3

A.c.7) Avenger
Health Information
  HP: 300
  Armor: Anti Air Vehicle Armor
Experience Information
  200 Exp to Veteran                     100 Exp as Conscript/Veteran
  300 Exp to Elite                           200 Exp as Elite
  600 Exp to Heroic                       400 Exp as Heroic
Vision Information
  Vision Range: 150                      Shroud Clearing Range: 300
Movement Information
  Speed: 30 distances/second; 20 if badly damaged
  Turn rate: 180 degrees per second
Weapon Information
  Avenger Twin Laser Turret (Anti Air only)
   Turret Turn Rate: 180
   Both turrets have the same statistics. The statistics below just describes
   one of them. To get the total damage an Avenger delivers to an air
   unit, just multiply the statistics below by 2.
    Damage: 10
    Damage Type: Small Arms
    Cooldown: 200 milliseconds
    Range: 300
    Laser Speed: immediate
    Accuracy: 100%
Special Feature Information
 1] Avenger Target Designator
     Gives Faerie Bonus (see Bonus Modifier).
     Range: 200
     Cooldown: 200 ms
 2] Avenger Point Defense Laser
     Target: Ballistic Missile, Small Missile
     Scan Range: 200
     Damage: 100                        Range: 100
     Laser Speed: immediate        Cooldown: 500 ms
 3] Eject Pilot
     When a veteran, elite, or heroic Avenger is destroyed, it will
      eject its pilot. A veteran Avenger will eject a veteran pilot, etc.
      More information on Pilot session.
 4] Can build one of the following
     - Battle Drone (see Drone section)
     - Scout Drone (see Drone section)
     - Hellfire Drone (see Drone section)
Upgrade Information
 - Battle Drone (Avenger) - see Drone section
 - Scout Drone (Avenger) - see Drone section
 - Hellfire Drone (Avenger) - see Drone section
 - Advanced Training (Strategy Center): Avenger gains veterancy as twice as
     fast.
Build Information
  Prerequisite: US War Factory
  Build Cost: 2000
  Build Time: 10 seconds
Notes
-  Slot: 3
- Can not manually attack air units.

A.c.8) Microwave Tank
Health Information
  HP: 480; 580 with Composite Armor               Armor: Tank Armor
Experience Information
  200 Exp to Veteran                     100 Exp as Conscript/Veteran
  300 Exp to Elite                           200 Exp as Elite
  600 Exp to Heroic                       400 Exp as Heroic
Vision Information
  Vision Range: 200                      Shroud Clearing Range: 300
Locomotor Information
  Speed: 30 dist/sec; 25 if badly damaged
  Turn Rate: 180 degrees/sec
Weapon Information
 1] Microwave Tank Building Disabler
     Always uses this when targetting a structure.
     Damage: 50
     Range: 200
     Damage Type: Subdual Building
     Cooldown: 200 ms
 2] Microwave Tank Building Clearer
      Kills all infantry in a garrisonable building.
      Always uses this when targetting a garrisonable building.
      Range: 125
      Cooldown: 100
Special Ability Information
 1] Microwave Tank Emitter
     Microwave Tank emits a micro wave that damages enemy infantry within range.
     Damage: 8                         Damage Radius: 100
     Cooldown: 250                 Damage Type: Microwave
     Will not harm friendly/allied/neutral infantry.
     Inactive when firing Building Disabler/Clearer.
     Requires 1000 ms to become active after Building Disabler/Clearer stops
      firing.
 2] Eject Pilot
     When a veteran, elite, or heroic Microwave Tank is destroyed, it will
      eject its pilot. A veteran Microwave Tank will eject a veteran pilot, etc.
      More information on Pilot session.
 3] Can build one of the following:
      Battle Drone - info on Drone Session
      Scout Drone - info on Drone Session
      Hellfire Drone - info on Drone Session
Upgrade Information
 - Battle Drone (Microwave Tank): Builds a flying Battle Drone equipped
    with light machine gun and repair tools used to repair its master
    vehicle.
 - Scout Drone (Microwave Tank): Builds a flying Scout Drone to augment
   sight range and detect stealth units.
 - Hellfire Drone (Microwave Tank): Builds a floating Hellfire Drone armed with
    vehicle-killing missile system.
 - Advanced Training (Strategy Center): Gains veterancy level twice as
    fast.
Build Information
  Prerequisite: US War Factory and Strategy Center
  Build Cost: 800
  Build Time: 10 seconds
Notes
-  Slot: 3
- Will not retaliate if attacked.

A.c.9) Construction Dozer
Health Information
  HP: 250                 Armor: Dozer Armor
Vision Information
  Vision Range: 200        Shroud Clearing Range: 200
Movement Information
  Speed: 30 dist/sec; 25 when badly damaged
  Turn rate: 90 deg/sec; 60 when badly damaged
Special Feature Information
 1] Builder
     Construction Dozer can build US Standard buildings. See Tip and Trick session
      to build other factions' buildings.
 2] Detection and Disarming
     Detects and Disarms US Colonel Burtonís  & Demo General
      Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
      Booby Trap, and China Land, Cluster, & EMP Mines.
     Detection Rate: 500 msec
     Disarm Delay: 1200 ms per Disarm attempt
     Disarm Recharge Time: 4000 ms
      Looks for explosives to disarm within 150 range every 5000 milliseconds
      when idle.
      Canít detect explosives when in Transport or Tunnel Network.
 3] Repairs Damaged Buildings
     Repairs 2% of max HP per second.
     Looks for buildings to repair within 150 range every 5000 milliseconds
     when idle.
Build Information
  Prerequisite: US Command Center
  Build Cost: 1000
  Build Time: 5 seconds
Notes:
- Slot: 5

----------------------------
(d) Standard USA Drones
---------------------------

A.d.1) Scout Drone
Health Information
  Health: 100; 150 with Drone Armor             Armor: Tank Armor
Vision Information
  Vision Range: 150                                    Shroud Clearing Range: 500
Locomotor Information
  Speed: 60 dist/sec; 30 when badly damaged
  Turn Rate: 180 degrees/sec; 90 when badly damaged
  Maximum Wandering Range: 35 when master vehicle is idle or
  guarding; 75 when master vehicle is attacking or moving.
Special Ability Information
  Detector
   Detection Rate: 500
Upgrade Information
  - Drone Armor (Strategy Center): Increases Scout Drone maximum HP
    by 50
Build Information
  Prerequisite:  Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank, 
   Tomahawk, or Microwave Tank
  Build Cost: 100
  Build Time: 5
Notes:
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

A.d.2) Battle Drone
Health Information
  HP: 100; 150 with Drone Armor Upgrade
  Armor: Tank Armor
Experience Information
  10 exp as anything
Vision Information
  Vision/Shroud Clearing Range: 150
Locomotor Information
  Speed: 40 dist/sec; 20 if badly damaged; 140 when repairing
  Turn Rate: 90 degrees/sec; 500 if repairing; 400 when repairing
  and badly damaged
  Maximum Wandering Range: 35 if master vehicle is idle or
  guarding; 75 if master vehicle is attacking or moving
Weapon Information
  Turret Turn Rate: 360 
  Battle Drone Machine Gun
   Damage: 1
   Damage Type: Small Arms
   Range: 110
   Cooldown: 100 msec
Special Ability Information
  Repairs Master Vehicle
   Repairs damaged Master vehicle if master vehicle is idle or possesses HP
   below 60%.
   Repair Rate: 5 HP/sec
Upgrade Information
  - Drone Armor (Strategy Center): Adds Battle Drone armor by 50.
Build Information
  Prerequisite:  Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank, 
   Tomahawk, or Microwave Tank
  Build Cost: 200
  Build Time: 5
Notes:
- Cannot be repaired.
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

A.d.3) HellfireDrone
Health Information
  HP: 100; 150 with Drone Armor upgrade
  Armor: Tank Armor
Experience Information
Vision Information
  Vision Range: 100                        Shroud Clearing Range: 500
Movement Information
  Speed: 60 dist/sec; 30 if badly damaged
  Turn Rate: 180 deg/sec; 90 if badly damaged
  Maximum Wandering Range: 35 if master vehicle is idle or
  guarding; 75 if master vehicle is attacking or moving
Weapon Information
 Hellfire Missile
  Turret Turn Rate: 360 deg/sec
   Damage: 40
   Damage Radius: 5
   Damage Type: Explosion
   Cooldown: 100 milliseconds
   Range: 150                                      Minimum Range: 
   Missile Speed: 225 dist/sec
   Missile Turn Rate: 100 degrees/sec
   Accuracy: 100% vs vehicles, may miss up to 10 distances against infantry
   Clip Size: 1 shot
   Clip Reload Time: 2000 milliseconds
Upgrade Information
 - Drone Armor (Strategy Center): Battle Drone's max HP is increased by 50.
Build Information
  Prerequisite:  Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank, 
   Tomahawk, or Microwave Tank
  Build Cost: 500
  Build Time: 5 seconds
Notes
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

A.d.4) SpyDrone
Health Information
  HP: 200; 250 with Drone Armor
  Armor: Airplane Armor
Vision Information
 Vision Range: 250
Special Feature Information
 1] Stealth
     Spy Drone is invisible to the enemies unless they use detectors.
 2] Detector
     Spy Drone can locate hidden units.
     Detection Rate: 500 msec.
Upgrade Information
 - Drone Armor (Strategy Center): This upgrade increases the maximum
    HP of Spy Drone by 50.
Build Information
  Prerequisite: US Command Center, Spy Drone General Power
  Recharge Time: 1 minute 30 seconds
Notes
- Unselectable
- Due to its small size, Spy Drones are hard to detect, even by a detector.
   Use this for your advantage. Put your Spy Drones above trees, cliffs, and
   cities/villages. (Tip)

USA Generals's Specialities
Considering time that I have to spend if I write USA Generals' Special Units
in different sections (like what I have done with those of GLA and China),
I decided to write them down here to save time. In the next version of this
FAQ, if everything goes smoothly, I'll surely put these units in the different
sections.

USA Air Force General
1] General Granger, knowing fully well that AA missiles are quite a threat to
     his flying machines, installs a defense laser system to destroy incoming
     missiles on his Aurora, Stealth Fighter, Chinook, Combat Chinook,
     King Raptor, and B3.
2] All aircraft are available at reduced price.
    Chinook: 950
    Aurora Bomber: 2000
    Stealth Fighter: 1250
    Comanche: 1200
3] a. Combat Chinook
        Combat Chinook, as its name shows, is built for both harvesting and
        attacking mission. It can load up to 8 infantry to fire within and also
        harvest and perform Combat Drop.
    b. King Raptor
        Cheaper, more agile, carrying 6 missiles, and able to detect stealth,
        this King Raptor is the first choice compared to standard Raptor.
    c. Stealth Fighter
        Nothing special, just it requires no General Power to build.
    d. Comanche
        Air Force General's Comanche gains stealth ability if Stealth Comanche
         upgrade is researched. Granger's Comanches are also a bit more resistant
         to some AA vehicles.
4} As Granger focuses too heavily on aircraft building, his ground vehicles are
      built with less efficiency, making his War Factory unable to build Crusader
      and Paladin Tanks. He also must pay more for assembling some vehicles.
      Humvee: 800                              Sentry Drone: 850
      Ambulance: 700                          Tomahawk: 1300
      As for Avenger, Granger must also have a Strategy Center, instead of
      War Factory alone, to build this unit.
5] Granger's Strategy Center allows him to send a B3 to carpet bomb a target
     area with 12 bombs, each having a damage value of 300, with 50 radius,
     and Explosion Damage.

USA Laser General
1] Dedicating himself to laser military research project, General Townes
     replaces standard Crusader/Paladin Tank with his Laser Crusader Tank.
    HP: 480; 580 with Composite Armor
    Armor: Tank Armor
    Build Cost: 900
    Build Time: 10
    Vision Range: 150
    Weapon: Laser Crusader Tank Gun
      Damage: 80                       Damage Radius: 5
      Range: 150                        Damage Type: Armor Piercing
     Cooldown: 2000 ms  
     Accuracy: 100% vs vehicles, may miss up to 10 dist against infantry (laser that
      misses? No wonder he quitted his lecture job...)
     Laser Speed: immediate
    Goes offline if there is not enough power in the base.
2] Cold Fusion Reactor costs only 700 and produces more power (8). Advanced
      Control Rod allows this reactor to add 8 more powers.
3] Instead of using standard Patriot, Townes favors his Laser Defense System.
     Works better on enemy vehicles, aircraft, and even infantry. It can also send
      signal to nearby Laser Turret to assist it when targetting something. And as
      usual, turret goes offline when bases can not provide enough power.
4] Townes' concentrated efforts on laser researches and battlefield applications
     draws his attention far from the need of artillery. As a result, he is unable to
     build Tomahawk from his Factory.
5] Another breakthrough resulted from his effort is Townes, like his Standard
     USA partner, requires no Strategy Center to build his cheaper Avenger.
     It only costs him 1500 bucks for each Avenger he is ordered to build.

USA Super Weapon General
1] As her nick implies, General Alexis Alexander throws out her choice to
     building a less costly Particle Cannon (2500).
2] Focusing on Supply Line Protection Strategy, Alexander builds a newly-
     designed Patriot called EMP Patriot. Any vehicles stupid enough to challenge
     an EMP Patriot will be welcomed by a weaker but disabling EMP missile,
     rendering it disabled for 5 seconds for each missile hitting it. It requires
     power to activate this turret
3] Power problem is solved by a more expensive Cold Fusion Reactor, but
     with more efficient Advanced Control Rods, which will provide 15 more
     powers if upgraded.
4] Her Aurora Alpha, which is cheaper, drops special Fuel Air Bomb that is
     more destructive against enemy units/buildings.
5] Alexander is unable to build either a Crusader or Paladin Tanks. She also
     suffers from vehicle building increased cost, i.e. Humvee (850), Sentry
     Drone (1000), Tomahawk (1400), Ambulance (700), and Avenger (2400).
     Comanche is also more costly to build (1800).
6) Surprisingly, she could reduce the cost of training US hero, Colonel Burton
     (1200).

**********************************************************
Neutral
**********************************************************

1. Artillery Platform
HP: 2000                              Armor: Structure Armor
Vision/Shroud Clearing Range: 360
Weapon: Artillery Platform Gun
  Damage: 100                     Damage Radius: 10
  Range: 350                        Min. Range: 50
  Damage Type Explosion
  Cooldown: 7000 ms
  Projectile Speed: 300 dist/sec
  Accuracy: 85% (may miss up to 15 distances against a target)
Special Feature Information
Base Regeneration
  Regeneration Rate: 0.3% of max HP per second
  Regeneration Delay: 3000 ms (begins auto-repair when does not receive
   damage after 3 seconds)

2. Reinforcement Pad
HP: 1000                         Armor: Structure Armor
Experience Gained: 200
Shroud Clearing Range: 200
Special Feature Information
1] Reinforcement
    Reinforcement Pad enables player controlling it to get reinforcement from outside
     map, sent by a Cargo Plane.
    Reinforcement Arrival Delay: 2 minutes
    Reinforcement Sent:
    - Standard China: 1 Battlemaster Tank
    - Infantry General: 1 Assault Troop Crawler
    - Nuke General: 1 (Nuke) Battlemaster Tank
    - Tank General: 1 Battlemaster Tank
    - Boss General: none
    - Standard GLA: 1 Scorpion Tank
    - Demolition General: 2 Terrorist Combat Bikes
    - Stealth General: 1 Quad Cannon
    - Toxin General: 1 Toxin Tractor
    - Standard USA: 1 Crusader Tank
    - Air Force General: 1 Hummvee
    - Laser General: 1 Laser Crusader
    - Super Weapon General: 1 Tomahawk
2] Base Regeneration
    Regeneration Rate: 0.3% of max HP per second
    Regeneration Delay: 3000 ms (begins auto-repair when does not receive
     damage after 3 seconds)

3. Repair Pad
HP: 1000                      Armor: Structure Armor
Experience Gained: 200
Shroud Clearing Range: 200
Special Feature Information
1] Repairs Vehicles
    Can repair allied vehicles
    Repairing Time: 5000 ms/unit
2] Base Regeneration
    Regeneration Rate: 0.3% of max HP per second
    Regeneration Delay: 3000 ms (begins auto-repair when does not receive
     damage after 3 seconds)

4. Repair Bay
HP: 1000                      Armor: Structure Armor
Experience Gained: 200
Shroud Clearing Range: 200
1] Enables Auto-Repair
    Gives all ground vehicles auto-repair ability
    Repair Rate: 2 ms/unit
2] Base Regeneration
    Regeneration Rate: 0.3% of max HP per second
    Regeneration Delay: 3000 ms (begins auto-repair when does not receive
     damage after 3 seconds)

5. Hospital
HP: 2000			Armor: Structure Armor
Shroud Clearing Range: 100
Special Feautre Information
 Infantry Auto Heal
  Gives all infantry under the hospital ownerís command regeneration
    ability
  Healing Rate: 2 HP/second

6. Oil Derrick
HP: 2000			Armor: Structure Armor
Shroud Clearing Range: 100
Special Feature Information
1] Initial Deposit
  Gives the first captor that turns it from neutral building to a
  side an initial capture bonus of $1000.
2] Auto Deposit
    Deposit Rate: 200 per 12 seconds

7. Oil Refinery
HP: 2000			Armor: Structure Armor
Shroud Clearing Range: 100
Special Ability
 Vehicle Cost Reduction
  Gives a 10% cost reduction for the player owning this building when
  constructing vehicles/aircraft.

++++++++++++++++++++
| D. Miscellaneous |
++++++++++++++++++++

================
1 Did You Know?
===============
* = it is already mentioned in the Unit Information sections. Just a reminder.

1. When 4 or more MiGs attack air units and create Firestorm, the Firestorm
     will be created on the ground, damaging the ground units.
2. Black Lotus can not disable transport with units inside.
3. SCUD Storm can be ordered to launch some of its missiles. Activate your SCUD
     SW to attack, wait till all missiles are erected, ready for launch, and when one
     of those nine missiles are already in flight, press "S" key, and the others will
     abort launching. Discovered by DreamChaser.Useful for confusing your enemy:).
4. Ambulance can also repair ground vehicles and drones.*
5. If your Hole Worker gets killed but you need to rebuild the building quickly,
     impatient of waiting the next Hole Worker to pop up, just order your common
     Worker rebuild the building. Only works if your Hole Worker has somehow
      built the building in progress.When the Hole worker appears again, he
      will just watch and disappears when the building is complete.
6. Emergency Repair General Power does not to work on units influenced
     by Enthusiasm. Perhaps I am wrong, but I always tried and got the same
     result.
7. A Demolition General Rebel can be ordered to commit suicide without having
     a Demolition upgrade. First, select a Demolition Gen. Worker and then
     select a Demolition Gen. Rebel. The Suicide command is on then. Click it,
     and your Rebel dies! Suicide attack? Unfortunately not, just a stupid suicide...
     Meaningless....
8.  I just want to know if a hostile unit attached by our TNT/C4 is hiding in a Tunnel
      Network. What will happen? Anyone can tell me?
9.  AI Missile Defender never activates its Laser Missile Attack, but he may fire
     as fast and as long as if he activates his Laser Missile Attack.
   
=============
2 Tips and Tricks
=============

Kill a hiding Jarmen Kell
 Jarmen Kell, when occupying a building, can be ungarrisonned with ease
 by using stealth infantry that can not detect stealth units, i.e. rebel, Burton.
 Spot the buiding where an enemy  Jarmen Kell is hiding by using stealth detector,
 then withdraw the detector so the  building is "flagless" again. Then order a stealth
 infantry which is not a detector, to enter the building. When he is in, move the
 detector nearby to detect the hostile Jarmen Kell. You will see enemy Jarmen
 Kell sneaking out of the building, making him an easy prey.

Stealthy Offensive Defense
 Cloaking Offensive Defense: Playing as Prince Kassad will give you this advantage
 because of two things: the innate cloaking ability owned by his Tunnel Network,
 Stinger Site, and Demo Trap, and the second is the GPS Scrambler General
 Power early advantage. The first thing is to get promoted as soon as possible.
 When you are already a 3-star general, gather some of your workers in an area,
 cast GPS Scrambler on them. If those workers successfully infiltrate enemy base,
 they can wreak havoc enemy base by building Tunnel Network, Stinger Site, and
 Demo Trap there.
 1. Using Stinger Site: Well, no more explanation.
 2. Using Tunnel Network: a lot of RPG Troopers and Tunnel Network and
       probably reinforcements from your base will throw chaos in the enemy base.
 3. Using Demo Trap: build a Demo Trap somewhere. However, if you wanna blow
       a building using it, you must quickly activate its manual detonation once it is
       completely built. When you have finished building some, order them to explode
       together. DO NOT explode it once it is finished being built. An explosion will
       lure enemy to scan the area, and your workers will scream, "Hei, it's not me that
      you want!" or "I'm innocent", etc, etc.

Additonal Upgrades
 Some factions have special upgrades that may benefit others. For example,
 Tank General's Battlemasters may gain advantage from Patriotism (Infantry General),
 Demo General's Rebels can be stealthed by researching Camouflage (Standard
 GLA Palace).  Refer to Unit Information for upgrades that are not available in
 a faction but may benefit its units. It is marked with a ~.
 For example, let's see the statistics below. It describes a Demo General
 Scorpion.

Upgrade Information
  - Scorpion Rocket (Arms Dealer): Installs a deadly rocket on the
     Scorpion
  - AP Rocket (Black Market): +25% to Scorpion Rocket damage. Only
     works when Scorpion Rocket upgrade has been researched.
  - Junk Repair (Black Market): Scorpion receives auto-repair ability.
  - Demolition (Demo General Palace): Commmits suicide by exploding the
      hidden explosive, damaging the nearby hostile and neutral units.
  ~ Toxin Shell (GLA Palace): Loads Scorpion shells and the rocket with a
      handful doses of toxin.
  ~ Anthrax Beta (GLA Palace): Replaces the standard toxin with deadlier agent,
     Anthrax Beta. Only works when Toxin Shells has been researched.
  ~ Anthrax Gamma (Toxin General Palace): Fills Scorpion's shells and
      rockets with Anthrax Gamma, but it is just for fun. No additional
     damage, compared to Anthrax Beta. Only works when the Toxin
     Shells upgrade has been researched.

 Commonly, a Demo Gen. player can only get Scorpion Rocket, AP Rockets,
 Junk Repair, and Demolition upgrades researched. However, if (s)he can also
 have access to Toxin Shells (by building a Standard GLA Palace, for example,)
 his/her Scorpion can also benefit from this upgrade.

Free Upgrades
 Building some other factions stuctures/units may also give you free
 upgrades. For example, building an Infantry General Barracks automatically
 gives you a free Nationalism upgrade. Here is the list containing units/buildings
 that may give you free upgrades after those units/buildings are built. Again,
 BUILT, not captured.

Faction                      Building/Unit                Upgrade
----------------------------------------------------------------
All USAs              Command Center         America Radar
----------------------------------------------------------------
All GLAs                 Radar Van                  GLA Radar
----------------------------------------------------------------
Toxin General       Command Center         Toxin Shells
                                                                Anthrax Beta
---------------------------------------------------------------
Demo General       Command Center         Booby Trap
---------------------------------------------------------------
Infantry General     Command Center        Nationalism
---------------------------------------------------------------
Infantry General     Barracks                     Nationalism
---------------------------------------------------------------
Infantry General     War Factory               Nationalism
---------------------------------------------------------------
Stealth General      Stealth Rebel               Camouflage
---------------------------------------------------------------

Aurora Bait
 Build at least 6 Aurora bombers. Choose 5 of them and make them 1 group
 Let's call it Attack Group". Then elect the last Aurora and make it the second
 group, or "Decoy".
 Send the Decoy near the enemy AA turrets and order it to attack
 a target located far. Before it releases its bomb, order it to attack another
 target. Do it repeatedly near the enemy AA. The enemy AA, if not controlled,
 will always target this unattackable Aurora. With the enemy AA targetting
 something not destined to fall, order the Attack Group to attack a real target
 near the firing AAs. 5 Auroras can destroy every building with ease
 (Superweapon just need 4, Command Center 5, if I am not mistaken).
  Better if you target the AAs so that the next attack will be easier. When
 the Attack Group returns safely, order the Decoy to go home by attacking
 something far (ensuring that it is still unattackable) and anytime you see there is
 no imminent threat to the decoy Aurora, order it to return to its Air Field.
 Don't use this very often or your enemy will see your pattern and manually attack
 the Attack Group instead. Combine it with ground attack, so your enemy
 will have to choose wisely what to eliminate first.

Builder Replacement
 I found it in the Web, but I did not remember who found it.
 You can order a Worker, for example, to build, say, an Internet Center.
 How? First, order your China Dozer to build its foundation. When it shows
 "Building 0%", stop your Dozer and order the Worker to continue it.
 This trick, I must say frankly and honestly, is very useful in some situations.
 Let's see one example:
 . When you have captured an enemy Command Center of different faction
    and it has built the faction's builder. You need to quickly replace the
    Command Center and the builder in case they are destroyed quickly.
    Before capturing the Command Center, select an empty space where
    your original faction's builder is waiting and bookmark the place (Ctrl-F1).
    Retake the enemy Command Center, build the faction's builder, select
    the new builder, press F1 (to return to the place you have bookmarked),
    and build the new faction's Command Center there. Wait till the frames of
    the building appears with the progress indicator ("Building 0%) then order
    the builder to stop and command your original faction's builder to continue.
    You can save time and perhaps even save your only chance to build a
    different faction's Command Center.
. 
Forcefully Capture Building
 Use your Microwave Tanks to disable an enemy building you intend to capture.
 This will disable the "Sell" command.

Disable both Building and Vehicle at the Same Time
 Order your Super Hacker to disable a building. Then order him to disable an
 enemy vehicle. You will see that he is able to disable both at the same time.
 If you order him to disable a building and before he successfully knocks the
 building down but in the process of doing that and then you order him to
 disable a vehicle, he will disable the vehicle first and then automatically continue
 to disable the building.