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Kanes Wrath

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Ready for Zone Ops: The Arsenal of ZOCOM

Structures


How to read this page: The values for each structure were obtained from the 1.02 Kane's Wrath XML files. The armor percentages indicate the percentage of damage the structure takes from each damage type. Something with 75% cannon armor takes 75% damage from a weapon that deals cannon damage.

Construction Yard

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Cost: N/A
Build Time: N/A
Prerequisites: MCV
Tier: 1
Power: +10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 20000

The Construction Yard is the heart of the ZOCOM base, providing structures and ground control for placing them, as well as radar. A Construction Yard can be unpacked at any time and moved to a new location as an MCV for redeployment. Selling a Construction Yard yields 1750 credits, an Engineer, and a Rifleman Squad.

MCV expansion
Expanding by moving one's MCV is often safer and more efficient than using a Surveyor.


Power Plant

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Cost: $700
Build Time: 0:07
Prerequisites: Construction Yard
Tier: 1
Power: +20
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 4000

Power Plants generate the energy needed by all ZOCOM structures to function properly. Inexpensive and lightly armored, they are often targeted first, particularly in bases dependent on large amounts of turrets for defense.

Upgrades:
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Advanced Turbines: Available once a Command Post is constructed, Advanced Turbines allow Power Plants to generate twice as much power for a small fee of 300 credits. This upgrade must be applied individually to each Power Plant.


Refinery

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Cost: $3000
Build Time: 0:30
Prerequisites: Power Plant
Tier: 1
Power: -15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

Tiberium Refineries process raw Tiberium harvested in the field, turning the crystals into valuable credits for use in the ZOCOM war effort. Expensive and power-hungry, they are nevertheless central to most ZOCOM bases. Refineries can hold a finite amount of Tiberium. When sold, Refineries return 500 credits.

Barracks

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Cost: $500
Build Time: 0:05
Prerequisites: Power Plant
Tier: 1
Power: -5
Armor: 100% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

At the Barracks, all manner of ZOCOM infantry, from Riflemen to Engineers to Zone Raiders are trained.

Barracks Sell
Selling your Barracks in the early game after training a Engineer for capturing a tech structure returns some early resources and a Rifleman Squad scout.


War Factory

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Cost: $2000
Build Time: 0:20
Prerequisites: Refinery
Tier: 1
Power: -7
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

War Factories are used to construct ZOCOM vehicles. As higher levels of technology are researched, more advanced vehicles become available. War Factories also have three repair drones that automatically repair damaged vehicles in close proximity to the War Factory.

Command Post

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Cost: $1500
Build Time: 0:15
Prerequisites: Refinery
Tier: 2
Power: -9
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 5000

Command Posts provide access to more advanced ZOCOM weapons, several powerful support powers, key upgrades, and aircraft.

Provides upgrades:
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AP Ammo: This upgrade bestows a firepower boost to Watchtowers, Hammerheads, Riflemen, and Wolverines, doubling their damage. It costs $2000 and takes 1:00 to research.

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Sensor Pods: Sensor Pods can be equipped onto Orcas to allow them to launch stealth-detecting pods. This upgrade costs $500 and takes 0:15 to research.

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Scanner Packs: Scanner Packs cost $500 and allow Zone Raiders to gain additional 20% more range, line of sight, and add stealth detection. This upgrade takes 0:15 to research.

Provides support powers:
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Sonic Repulsion Field: The Sonic Repulsion Field power allows ZOCOM commanders to fortify structures with a fence that defends against Commandos, Shadow Teams, and Engineers. This power costs 500 credits and has a cooldown of 0:15. The Sonic Repulsion Field power also doubles the armor of any structure affected.

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Radar Scan: The Radar Scan power sweeps an area, revealing the fog of war and detecting stealthed units in the vicinity of the scan. This effect lasts for several seconds. It costs $300 and has a cooldown of 1:00.


Airfield

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Cost: $1000
Build Time: 0:10
Prerequisites: Command Post
Tier: 2
Power: -8
Armor: 100% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 4000

Airfields hold four docking pads for Firehawks or Orcas. They also allow advanced aircraft technologies such as Hardpoints to be researched and grant access to the Orca Strike and Bloodhounds support powers. While ZOCOM Hammerheads do not require a docking pad, they are also built from the Airfield.

Stranded Aircraft
Orcas or Firehawks that lose their Airfield and have expended all their ordnance will slowly take damage until destroyed unless a new Airfield or Combat Support Airfield is constructed.


Provides upgrades:
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Ceramic Armor: Orcas, Hammerheads, and Firehawks gain a significant degree of protection when protected by Ceramic Armor. This upgrade costs $1000 and takes 0:30 to research.

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Stratofighter Boosters: Stratofighter Boosters provide Firehawks with the ability to quickly accelerate into the stratosphere and fly almost instantaneously to any location. This upgrade costs $1000 and takes 0:30 to research.

Provides support powers:
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Orca Strike: Three fast-moving Orca craft fly in to pummel a target with sonic grenades from the skies. This power costs 500 credits and has a cooldown of 1:30. Each craft fires two grenades for a total of 6 grenades inflicting 750 rocket damage each with a splash radius of 60 that tapers off away from the center.

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Bloodhounds: The Bloodhounds power calls in two veteran APCs and two veteran Pitbulls, deployed from V-35 Ox Transports. It costs $3000 and has a cooldown of 3:00.


Armory

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Cost: $1000
Build Time: 0:10
Prerequisites: Barracks
Tier: 1
Power: -7
Armor: 100% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

Armories provided upgrades and advanced training for the most elite ZOCOM infantry such as Snipers and Commandos. They also have medical wards to heal injured squads sent into the Armory.

Lost squad members
Sending an infantry squad into the Armory is the only way for the squad to regenerate lost squad members.

Provides upgrades:
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EMP Grenades: ZOCOM Grenadiers take on a new anti-vehicle role when they hurl disabling EMP grenades. This upgrade costs $1000 and takes 0:30 to research.

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Tiberium Field Suits: Tiberium Field Suits provide ZOCOM infantry with significantly more protection from hostile fire and immunity to Tiberium. It affects Rifleman Squads, Missile Squads, and Grenadiers. This upgrade costs $1000 and takes 0:30 to research.

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Power Packs: Power Packs give Zone Raiders a 50% boost in health and also allow self-healing when the squad is idle. This upgrade costs $1000 and takes 0:30 to research.

Provides support powers:
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GDI Airborne: ZOCOM Airborne infantry consisting of two veteran Rifleman Squads and two Missile Squads are flown in for reinforcement. This power costs 1500 credits and has a cooldown of 2:00.


Tech Center

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Cost: $4000
Build Time: 0:40
Prerequisites: Command Post
Tier: 3
Power: -12
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

Tech Centers allow access to some of the most powerful ZOCOM units and additionally provide the weaponry needed when the full might of the ZOCOM is called for on the battlefield.

Selling Tech Centers
When sold, Tech Centers return a Grenadier squad instead of the standard Rifleman Squad.

Provides upgrades:
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Mortars: Pitbulls can be equipped with light mortars, which increase their effectiveness against infantry units and structures. This upgrade costs $1000 and takes 0:30 to research.

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Tungsten Shells: Tungsten Shells increase the anti-air capability of the Slingshot and AA Battery, downing even the largest aircraft in seconds. This upgrade costs $2000 and takes 1:00 to research.

Provides support powers:
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Sharpshooter Team: Three veteran ZOCOM Sniper Teams are transported onto the battlefield, without the normal Sniper Team prerequisite of the Armory. This power costs 3500 credits and has a cooldown of 4:00.


Space Command Uplink

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Cost: $3000
Build Time: 0:30
Prerequisites: Tech Center
Tier: 4
Power: -15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

Space Command Uplinks, though fragile and expensive, allow the ZOCOM to exercise its dominance of space by calling in a wide range of potent support powers.

Selling Space Command Uplinks
When sold, the Space Command Uplink returns a squad of Zone Raiders.


Provides support powers:
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Shockwave Artillery: Shockwave Artillery shells not only do damage to opposing units and structures, but they also unleash a crippling EMP attack. This power costs 2000 credits and has a cooldown of 3:00. The support power fires 12 shells in a circular pattern. Each shell does 400 grenade damage with a splash radius of 50 and also has a 10 second EMP timer.

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Supersonic Air Attack: A beacon sends Supersonic Fighters screaming in to deliver massive anti-air damage to all nearby air units. It is especially effective against large numbers of light aircraft. This power costs 2000 credits and has a cooldown of 5:00. The Supersonic Air Attack does 2500 rocket damage, which tapers off away from the center, and has a 200% damage scalar against the Mothership.

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Orbital Strike: Marked by a brilliant red laser beam, the Orbital Strike sends a barrage of metal slugs down from space to impact on ground targets. This power costs 3000 credits and has a cooldown of 7 minutes. The Orbital Strike fires fifteen slugs that each do 800 cannon damage with a splash radius of 40.

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Zone Raider Drop Pod: Three veteran Zone Raider Squads come hurtling down from space to inflict damage on the battlefield. Their pod is somewhat vulnerable upon landing until the Zone Raiders deploy. This power costs 4500 credits and has a cooldown of 2:00.


Reclamator Hub

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Cost: $3000
Build Time: 0:30
Prerequisites: Tech Center
Tier: 4
Power: -10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

Reclamator Hubs possess all of the capability of a standard ZOCOM War Factory, but can also construct the MARV. Only one Reclamator Hub can be fielded at a time.

Selling Reclamator Hubs
When sold, the Reclamator Hub returns a squad of Zone Raiders.


Crane

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Cost: $1500
Build Time: 0:15
Prerequisites: Construction Yard
Tier: 1
Power: -10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

Cranes allow an additional ZOCOM structure queue, but cannot build defenses, Surveyors, or the Ion Cannon Control Center, nor can they construct the Reclamator Hub.

Unlike GDI, ZOCOM does not have access to Railguns, Hardpoints, or Composite Armor. Instead, they benefit from Ceramic Armor and Tiberium Field Suits.


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Back to ZOCOM Main Page
ZOCOM Support Structures
ZOCOM Infantry and Aircraft
ZOCOM Vehicles
View Tech Tree