After being upgraded, modded, and expanded, the games of the Command and Conquer universe have withstood many of the tests of time. For years, gamers have bickered over which game was truly the best. Now, you can have a bit of each. The CnC: All Stars mod for Zero Hour features a uniquely combined array of units and structures from every Command & Conquer title. This modification loosely relates various C&C titles for the sole purpose of creating an interesting, unique, and fun experience on the battlefield. The mod has been released, and was downloaded more than 20000 times in its first two weeks.

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All Stars Units (Games : C&C: Generals Zero Hour : Mods : CnC: All Stars : Forum : Planning Pages : All Stars Units) Locked
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Mar 25 2006 Anchor

Tiberian Coalition

  • Infantry:

      No Prerequisites:

    • Minigunner: A basic solider, the Minigunner is simply good to have around. Equivalent of a GI, Red Guard, or Conscript. Cost 100
    • Bazooka: Useful against tanks and aircraft, the Bazooka is one step up from a Minigunner. Not effective against infantry. Cost 300
    • Flamethrower: Rather self-explanatory, the Flamethrower is very good against infantry and lightly armored vehicles. Cost 300

    • Requires Tech Center:

    • Jumpjet Infantry: Hovering above the battlefield, the Jumpjet Infantry is safe from most anti-infantry weapons. His heavy cannon is effective in dealing with small groups of infantry or light vehicles. However, anti-aircraft fire will tear him to pieces. Cost 500. Note: The Jumpjet infantry cannot land, unlike in TS.
    • Ghost Stalker: The legendary GDI commando, he is armed with a rail gun which is extremely effective against infantry and light to medium vehicles. Camouflaged when standing still and not attacking. Cost 1500
  • Vehicles:

      No Prerequisites:

    • Nod Buggy: The basic anti-infantry vehicle from Nod. Effective against infantry it is cheap and fast. It can also hold a soldier which can fire from it. Cost 500
    • APC: Lightly armored, the APC can carry 5 infantry units. Extremely fast and armed with a light gun comparable to the Hummer. Cost 750
    • Titan: The basic mech tank. Medium Armor, medium damage, medium speed. Effective in groups. Cost 800
    • Mobile Sensor Array: Deploys to scans a wide radius for enemy activity, including camouflaged and cloaked units. Cost 800
    • Harvester: Similar to the Supply Truck, the Harvester can carry $700 worth of supplies. Heavily armored but somewhat slow. Cost 1400
    • MCV: The MCV builds and repairs structures. Cost 1000

    • Requires Comm Center (or Advanced Comm Center):

    • Hover MRLS: Can traverse both land and water. Fires 2 rockets a fairly long distance. Rockets do not track and can be inaccurate. Cost 900
    • Artillery: Fires explosive shells over vast distances. An effective siege unit. Cost 1000

    • Requires Tech Center:

    • Flame Tank: Self explanatory, the flame tank shoots a squirt of flame at its target. Effective against inf and light vehicles. Cost 800
    • Mammoth Mk II: Immense, slow, and powerful. Not effective against groups of infantry or aircraft. Slow reload time. Only 1 may be deployed at a time. Cost 3000. Requires General's Point
    • Stealth Tank: The Stealth Tank is the perfect ambush weapon. By remaining out of the enemy's sight when not attacking, it can go anywhere without arousing suspicion. Detects stealth. Cost 1200
  • Aircraft:

      No Prerequisites:

    • Harpy: Armed with a powerful mounted machine gum, it is effective against infantry and lightly armored vehicles. Cannot match the Comanche. Cost 1000
    • Carryall: Transports a vehicle to another location quickly. Cost 750

    • Requires Tech Center:

    • Orca Bomber: The Orca Bomber drops 3 very powerful bombs on its targets. Slow, but has good armor. Cost 1600

    Red alert Army

  • Infantry:

      No Prerequisites:

    • Conscript: The basic infantry of this army, the Conscript carries a weak machine gun. He can capture buildings and garrison structures. Cost 150
    • Grenadier: A basic solider armed with a grenade launcher. Effective against heavy armor and groups of infantry. Cost 300
    • Flak Trooper: The Flak Trooper carries a portible flak cannon. With it, he can clear the air of enemy jets and choppers. Also fairly effecive against infantry. Cost 300

    • Requires Battle Lab:

    • Spy: Behaves almost exactly like the GLA Saboteur. Resets sw, shuts down buildings, etc. Cost 800.
    • Virus: A long-range sniper unit. She fires a poison-tipped dart at enemy infantry. Infected infantry explode in a cloud of poisonous gas which can infect nearby soldiers. Cost 800
    • Tanya: Can kill all infantry in one shot but ineffective against vehicles and air. Tanya carries demo charges similar to Burton’s, but can be placed more quickly. Cost 1500. Note: cannot swim unlike RA2

    • Spawned by Slave Miner:

    • Slave: Collects supplies and deposits them at the parent Slave Miner. Carries $50 at a time.
  • Vehicles:

      No Prerequisites:

    • Grizzly Tank: An extremely effective tank in groups the Grizzly is a good balance between speed and power. Cost 800
    • Gattling Tank: The counterpart to the Humvee, the Gattling Tank is good against infantry and light armor. Cost 800
    • Minelayer: Seeds ground with both anti-infantry and anti-tank mines. Detects stealth. Cost 900, additional cost for mines
    • Amphibious APC: The Ambhibious APC is capable of carrying 10 infantry or 3 vehicles over almost any terrain. Cost 900
    • MCV: The MCV builds and repairs structures. Cost 1000

    • Requires Air Force Command:

    • V3 Launcher: Effective from long range, the V3 is useful against slow-moving vehicles and structures. Lightly armored and slow. Cost 900

    • Requires Battle Lab:

    • Apocalypse Tank: The Apocalypse brings immense fire power to the table. Slow and weak against rocket troops, it is still a force to be reckoned with. Cost 1700
    • Prism Tank: The Prism Tank's long range makes it a deadly threat to any infantry or base defense on the battlefield. Cost 1200. Requires General's Point
  • Aircraft:

      No Prerequisites:

    • Harrier: A VTOL aircraft armed with twin missiles. Very effective air-to-air and against tanks. Cost 1200
    • Apache Longbow: The Longbow has powerful rockets that can be used against land units only. Effective mostly against armor. Reloads in the field. Cost 1100

    • Requires Battle Lab:

    • Kirov: A huge, slow blimp. The Kirov shatters its targets with bombs. Heavily armored but extremely slow. Cost 2000

    Generals Elite

  • Infantry:

      No Prerequisites:

    • Ranger: Same as from Generals
    • RPG Trooper: Same as from Generals.
    • Terrorist: Same as from Generals.

    • Requires Strategy Center:

    • Hacker: Same as from Generals.
    • Hijacker: Similar to Stealth General's from ZH, but requires a General's point.
    • Black Lotus: Similar to Generals except cost is now 1750.
  • Vehicles:

      No Prerequisites:

    • Scorpion: Same as from Generals.
    • Quad Cannon: Same as from ZH.
    • Ambulance: Same as from ZH.
    • Construction Dozer: Same as from Generals.

    • Requires Strategy Center:

    • Overlord: Same as from Generals.
    • Tomahawk Launcher: Same as from Generals.
    • ECM Tank: Same as from ZH.
  • Aircraft:

      No prerequisites:

    • MiG: Same as from Generals.
    • Stealth Fighter: Same as from Generals.
    • Chinook: Same as from Generals.

    • Requires Strategy Center:

    • Aurora Bomber: Same as from Generals.

    Edited by (in order): CommieDog, CommieDog, CommieDog, CommieDog, CommieDog, CommieDog, CommieDog, CommieDog

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