Command and Conquer 4

Command & Conquer 4: Tiberian Twilight

Defense Class
Effective Turtle Guide

Note. The "Requirements" are listed as "build time, cost, tier", where the cost is measured in Command Points (CP) for units and Power (Po) for structures. The build time for units (but not for structures) is reduced by 75 % while the Crawler is inside a Deployment Zone. Structures are only functional while a Defense Crawler is deployed; otherwise existing structures will be offline and their upgrades locked.

Crawler-purchased upgrades have square icons, unit and structure abilities and structure upgrade options icons with a clipped corner.

Defense Crawler (MCV)


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Blast: Strong vs. Structures
Heavy: Weak vs. Laser


Abilities:
Repair Radius (when Unpacked), Ability to build Units, Ability to build Structures
Upgrades:
Defensive Matrix, Advanced Composite Armor, Mobility Matrix, Enhanced Shields

Hitpoints: 3000
Shield Hitpoints: 1000/2000

Abilities

Unpack Immediately: Unpack the Crawler to allow produced units to exit and to also provide a wide repair radius. The Crawler also gains a powerful weaponry.

Pack up: Pack up the Crawler into a mobile and highly armored vehicle.


Upgrades

Defensive Matrix (MCV Upgrade):
Creates a Defensive Shield in a large radius around the MCV when it is unpacked.

Enhanced Repairs (Utility Upgrade):
Increases the repair speed of the GDI Dozer, and increases the repair radius and amount repaired by the Defense MCV.

Mobility Matrix (MCV Upgrade):
Creates a Defensive Shield in a large radius around the MCV when it is mobile.

Enhanced Shields (Structure Upgrade):
Increases the shield health and regeneration of the MCV, Crystal Shield, Tunnel, and Outpost.


Units



Engineer



Sound: Engineer Quotes!

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Repair Beam
Light: Weak vs. Gun


Abilities:
Cliffjumping, Stealth Detection, Clear Mines, Repair, Capture Husk
Upgrades:
Range Boost, Speed Boost

Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 150

Abilities

Repair: Manually repair targeted unit or structure.


Upgrades

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Dozer


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Repair Beam
Light: Weak vs. Gun


Abilities:
Repair nearby allies, EMP Mines, Build Outpost
Upgrades:
Enhanced Repairs, Range Boost, Speed Boost

Requirements: 8 sec, 3 CP, Tier 1
Hitpoints: 200

Abilities

Build Outpost: Build an Outpost, which provides build radius and detects stealth. Outposts cost 3 power points each.

EMP Mines: Lay down a field of stealthed EMP mines which disable enemy ground units.

Repair: Manually repair targeted unit or structure.


Upgrades

Enhanced Repairs (Utility Upgrade):
Increases the repair speed of the GDI Dozer, and increases the repair radius and amount repaired by the Defense MCV.

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Spartan Tank


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Cannon: Strong vs. Medium Vehicles
Can only attack ground units
Medium: Weak vs. Cannon


Abilities:
Drop Cannon (on death)
Upgrades:
Range Boost, Accuracy Boost, Speed Boost

Requirements: 12 sec, 6 CP, Tier 1
Hitpoints: 600

Upgrades

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Accuracy Boost (Passive Upgrade):
Increases chance to hit by 50% for Tier 1 Cannon and Rocket Units. Rocket units will no longer miss against moving targets. Cannon units will no longer miss when moving.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Zone Lancer


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Laser: Strong vs. Heavy
Light: Weak vs. Gun


Abilities:
Deploy Lance Platform
Upgrades:
Medical Training, Range Boost, Speed Boost, Refire Boost

Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 300

Abilities

Deploy Lance Platform: Unpack into a more stable, entrenched lance platform increasing range and armor. Unable to move.

Pack Up: Pack up lance platform, lowering range and armor but allowing movement.


Upgrades

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Refire Boost (Passive Upgrade):
Decreases the reload or recharge time of many Gun and Laser units.

Zone Trooper



Sound: Zone Trooper Quotes!

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Cannon: Strong vs. Medium Vehicles
Can only attack ground units
Light: Weak vs. Gun


Abilities:
Sprint
Upgrades:
Medical Training, Assault Packs, Range Boost, Speed Boost, Accuracy Boost

Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 300

Abilities

Sprint: Increases infantry speed and dodge briefly.


Jump Jets: Jump jet to targeted location.


Upgrades

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.

Assault Packs (Infantry Upgrade):
For select infantry: increases speed, allows cliffjumping, and adds the Jump Jets ability to quickly close the distance to a target.

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Accuracy Boost (Passive Upgrade):
Increases chance to hit by 50% for Tier 1 Cannon and Rocket Units. Rocket units will no longer miss against moving targets. Cannon units will no longer miss when moving.

Zone Enforcer



Sound: Zone Enforcer Quotes!

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Blast: Strong vs. Structures
Gun: Strong vs. Light
Light: Weak vs. Gun


Abilities:
Sprint, Rifle Grenades (passive)
Upgrades:
Medical Training, Assault Packs, Range Boost, Speed Boost, Refire Boost

Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 300

Abilities

Sprint: Increases infantry speed and dodge briefly.


Jump Jets: Jump jet to targeted location.


Reload: Manually Reload this unit's weapon (faster than automatic reload).


Upgrades

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.

Assault Packs (Infantry Upgrade):
For select infantry: increases speed, allows cliffjumping, and adds the Jump Jets ability to quickly close the distance to a target.

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Refire Boost (Passive Upgrade):
Decreases the reload or recharge time of many Gun and Laser units.

Zone Defender


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Rocket: Strong vs. Medium Aircraft
Light: Weak vs. Gun


Abilities:
Sprint
Upgrades:
Medical Training, Assault Packs, Range Boost, Accuracy Boost, Speed Boost

Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 300

Abilities

Sprint: Increases infantry speed and dodge briefly.


Jump Jets: Jump jet to targeted location.


Upgrades

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.

Assault Packs (Infantry Upgrade):
For select infantry: increases speed, allows cliffjumping, and adds the Jump Jets ability to quickly close the distance to a target.

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Accuracy Boost (Passive Upgrade):
Increases chance to hit by 50% for Tier 1 Cannon and Rocket Units. Rocket units will no longer miss against moving targets. Cannon units will no longer miss when moving.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Zone Raider


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Blast: Strong vs. Structures
Laser: Strong vs. Heavy
Light: Weak vs. Gun


Abilities:
Sprint, Blast Bombs (passive)
Upgrades:
Medical Training, Assault Packs

Requirements: 12 sec, 6 CP, Tier 2
Hitpoints: 575

Abilities

Sprint: Increases infantry speed and dodge briefly.


Jump Jets: Jump jet to targeted location.


Upgrades

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.

Assault Packs (Infantry Upgrade):
For select infantry: increases speed, allows cliffjumping, and adds the Jump Jets ability to quickly close the distance to a target.

Armadillo


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Gun: Strong vs. Light
Heavy: Weak vs. Laser


Abilities:
Garrison infantry
Upgrades:
Reflective Dozer

Requirements: 15 sec, 8 CP, Tier 2
Hitpoints: 1600

Abilities

Eject All: Evacuate all units from inside.


Upgrades

Reflective Dozer (Vehicle Upgrade):
Provides Reflective Dozer Blades for the Armadillo and Rhino, which have a chance to reflect weapons back at the attacker.

Zone Captain


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Blast: Strong vs. Structures
Can only attack ground units
Light: Weak vs. Gun


Abilities:
Cliffjumping, Sprint, Jump Jets
Upgrades:
Medical Training, EMP attack (passive, when Ion Cannon is present)

Requirements: 15 sec, 10 CP, Tier 3
Hitpoints: 825

Abilities

Sprint: Increases infantry speed and dodge briefly.


Jump Jets: Jump jet to targeted location.


Upgrades

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.

Rhino


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Blast: Strong vs. Structures
Can only attack ground units
Heavy: Weak vs. Laser


Abilities:
Unpack (only fires when unpacked)
Upgrades:
Reflective Dozer
Backup Systems

Requirements: 20 sec, 12 CP, Tier 3
Hitpoints: 2000

Abilities

Unpack: Unpack the Rhino to create a localized sonic earthquake that deals some area damage, unburrows enemies, and lowers their dodge and speed. The Rhino also gains a long range artillery.

Pack up: Pack up the Rhino into a mobile, weaponless, and highly armored tank.


Upgrades

Reflective Dozer (Vehicle Upgrade):
Provides Reflective Dozer Blades for the Armadillo and Rhino, which have a chance to reflect weapons back at the attacker.

Backup Systems (Husk Upgrade):
Your husks will gain health over time, and automatically stand up when they reach full health, under your control.

Juggernaut


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Blast: Strong vs. Structures
Can only attack ground units
Medium: Weak vs. Cannon


Upgrades:
Sticky Bombs

Requirements: 12 sec, 6 CP, Tier 3
Hitpoints: 960

Abilities

Launch Sticky Bombs: Launch a series of large, visible mines.

Upgrades

Sticky Bombs (Juggernaut Upgrade):
Allows the Juggernaut to launch a series of large, visible mines.

Structures


Outpost


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Heavy: Weak vs. Laser

Abilities:
Provides build radius, vision, and stealth detection
Upgrades:
Shield Generator, Comm. Tower, Enhanced Shields

Requirements: 10 sec, 3 Po, built by Dozer (Tier 1)
Upgrade "Comm. Tower": 5 sec, 1 Po, Tier 1
Upgrade "Shield Generator": 10 sec, 1 Po, Tier 2
Hitpoints: 300
Shield Hitpoints: 300/600

Abilities

Comm. Tower: Add a Comm. Tower to the Outpost, increasing vision range, stealth detection range, and build radius. Costs 1 power point.

Shield Generator: Adds a moderately-sized crystal shield, which must be destroyed or entered before the units inside can be attacked. Units inside can fire out. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.

Upgrades

Enhanced Shields (Structure Upgrade):
Increases the shield health and regeneration of the MCV, Crystal Shield, Tunnel, and Outpost.

Bunker


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Heavy: Weak vs. Laser

Abilities:
Garrison infantry
Upgrades:
Reinforce

Requirements: 10 sec, 6 Po, Tier 1
Upgrade "Reinforce": 8 sec, 1 Po, Tier 2
Hitpoints: 700

Abilities

Eject All: Evacuate all units from inside.


Reinforce: Grants a large machine gun and upgrades armor from Heavy to Reinforced. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.


Guardian Cannon


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Cannon: Strong vs. Medium Vehicles
Can only attack ground units
Heavy: Weak vs. Laser


Abilities:
Shock shells (slow enemies, passive)
Upgrades:
Reinforce

Requirements: 15 sec, 6 Po, Tier 1
Upgrade "Reinforce": 10 sec, 1 Po, Tier 2
Hitpoints: 500

Abilities

Reinforce: Grants additional range, vision, hit points, and upgrades armor from Heavy to Reinforced. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.


Missile Turret


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Rocket: Strong vs. Medium Aircraft
Heavy: Weak vs. Laser


Abilities:
Patriot System (links with nearby turrets, passive)
Upgrades:
Reinforce

Requirements: 15 sec, 6 Po, Tier 1
Upgrade "Reinforce": 10 sec, 1 Po, Tier 2
Hitpoints: 450

Abilities

Reinforce: Grants additional range, vision, hit points, and upgrades armor from Heavy to Reinforced. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.


Tunnel


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Reinforced: Weak vs. Blast

Abilities:
Light and Medium units instantly travel between tunnels
Upgrades:
Expand Network, Enhanced Shields

Requirements: 10 sec, 2 Po, Tier 2
Upgrade "Expand Network": 10 sec, 1 Po, Tier 3
Hitpoints: 800
Shield Hitpoints: 500/1250

Abilities

Expand Network: Gains additional health, allows the transport of heavy units, and provides a shield. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.

Upgrades

Enhanced Shields (Structure Upgrade):
Increases the shield health and regeneration of the MCV, Crystal Shield, Tunnel, and Outpost.

Falcon MLRS


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Rocket: Strong vs. Medium Aircraft
Reinforced: Weak vs. Blast


Abilities:
Rocket Barrage, Patriot System (links with nearby turrets, passive)
Upgrades:
Sonic Rockets

Requirements: 20 sec, 10 Po, Tier 2
Upgrade "Sonic Rockets": 15 sec, 1 Po, Tier 3
Hitpoints: 750

Abilities

Rocket Barrage: Fires a barrage of rockets at the targeted ground location.


Sonic Rockets: Gains additional health, and upgrades all rockets to sonic rockets which do area of effect damage and slow enemies. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.


Focus Beam


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Laser: Strong vs. Heavy
Reinforced: Weak vs. Blast


Abilities:
Damage increases while continuing to target one enemy
Upgrades:
Armor Up

Requirements: 20 sec, 10 Po, Tier 2
Upgrade "Armor Up": 15 sec, 1 Po, Tier 3
Hitpoints: 850

Abilities

Armor Up: Toggle to disable primary weapon, increase armor, and damage, slow, and reduce the dodge of nearby enemies.

Disable Armor Up: Allows the structure to attack again.


GDI Defense - Focus Beam's "Armor Up" ability

Research "Armor Up": Gains the "Armor Up" special ability and additional health. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.


Skystrike Artillery


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Blast: Strong vs. Structures
Can only attack ground units
Reinforced: Weak vs. Blast


Abilities:
Long range attack, Minimum attack radius

Requirements: 25 sec, 12 Po, Tier 3
Hitpoints: 900

Abilities

Dismantle: Dismantle this, refunding its power point cost.


Crystal Shield


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Reinforced: Weak vs. Blast

Abilities:
Crystal Shield, Stasis Field
Upgrades:
Enhanced Shields

Requirements: 20 sec, 10 Po, Tier 3
Hitpoints: 500
Shield Hitpoints: 750/1500

Abilities

Stasis Field: Projects a large stasis dome, rendering all units and structures inside invulnerable but unable to act for a time.

Dismantle: Dismantle this, refunding its power point cost.


Upgrades

Enhanced Shields (Structure Upgrade):
Increases the shield health and regeneration of the MCV, Crystal Shield, Tunnel, and Outpost.

Ion Cannon


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Reinforced: Weak vs. Blast

Abilities:
Ion Cannon Strike
Limited to one active superweapon

Requirements: 30 sec, 15 Po, Tier 3
Hitpoints: 1125

Abilities

Ion Cannon Strike: Fire the Ion Cannon, which EMPs and deals more damage the longer it charges between use. Can fire through shroud.

Dismantle: Dismantle this, refunding its power point cost.