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ZOCOM units

By Eph2.8-9 - 27th February 2010 - 19:47 PM

Infantry and Aircraft


How to read this page: The values for each unit were obtained from the 1.02 Kane's Wrath XML files. The armor percentages indicate the percentage of damage the unit takes from each damage type. Something with 75% cannon armor takes 75% damage from a weapon that deals cannon damage. Time between bursts refers to the time between the end of one burst and the start of another. Damage per clip indicates that the weapon fires a rapid succession of projectiles, damage per shot indicates a singular attack. Units with multiple weapons have the damage, range, and firing rate values for each weapon listed separately. Pay close attention to the wording.

Rifleman Squad

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Cost: $300
Build Time: 0:03
Prerequisites: Barracks
Tier: 1
Squad size: 6
Speed: 57
Damage per clip: 9 per squad member (Gun)
Time between bursts: 0.2 seconds per burst, .35 seconds reload
Splash radius: 0
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 260
Health per squad member: 75

Riflemen are the basic ZOCOM infantry unit, armed with assault rifles for anti-infantry combat. They can occupy civilian buildings or garrison into foxholes for added protection.

Drafting
Selling Watchtowers in the early game can provide a fast Rifleman Squad for immediate scouting purposes.

Upgrades:
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Tiberium Field Suits: ZOCOM's specialized armor protection for Riflemen changes their armor values to 12% Cannon, 12% Rocket, 40% Grenade, 50% Gun, and 100% Sniper and confers immunity to Tiberium radiation.

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AP Ammo: Equipping Riflemen with AP Ammo provides a significant boost to their firepower, doubling their damage.

Special Abilities:
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Dig In: For the cost of $100, Riflemen can entrench inside a protective garrison that not only shields them from enemy fire and crushing, but from Tiberium exposure as well. This ability has a 1 minute cooldown.

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Call for Transport: If an Airfield is deployed, Rifleman Squads can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Missile Squad

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Cost: $400
Build Time: 0:04
Prerequisites: Barracks
Tier: 1
Squad size: 2
Speed: 55
Damage per shot: 250 per squad member (Rocket), 75% damage to Aircraft
Time between shots: 3.6 seconds
Splash radius: 20
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 150% Gun, 100% Sniper
Range: 350
Health: 300 per squad member

Whereas Riflemen are better at killing infantry, Missile Squads carry launchers capable of swiftly taking down vehicles or aircraft.

Upgrades:
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Tiberium Field Suits: ZOCOM's specialized armor for Missile Squads changes their armor values to 12% Cannon, 12% Rocket, 40% Grenade, 50% Gun, and 100% Sniper and also confers immunity to Tiberium radiation.

Special Abilities:
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Call for Transport: If an Airfield is deployed, Missile Squads can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Engineer

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Cost: $500
Build Time: 0:05
Prerequisites: Barracks
Tier: 1
Squad size: 1
Speed: 36
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Health: 75

Engineers are unarmed, slow, and vulnerable, but can repair friendly structures, or capture neutral or enemy buildings.

Capture Delay
Engineers have a three-second capture delay between reaching and capturing a building.


Special Abilities:
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Call for Transport: If an Airfield is deployed, Engineers can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Grenadier Squad

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Cost: $800
Build Time: 0:08
Prerequisites: Barracks, Command Post
Tier: 2
Squad size: 4
Speed: 48
Damage per shot: 60 per squad member (Grenade)
Time between shots: 1.2 seconds
Splash radius: 30
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 260
Health: 312 per squad member

ZOCOM's Grenadier Squads are specialized for targeting structures, massed infantry, or clearing garrisons. They can also be upgraded to throw EMP grenades.

Upgrades:
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Tiberium Field Suits: ZOCOM's specialized armor for Grenadiers changes their armor values to 12% Cannon, 12% Rocket, 40% Grenade, 50% Gun, 100% Sniper

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EMP Grenades: EMP Grenades provide Grenadiers with a potent anti-vehicle option by giving them a crippling EMP strike.

Special Abilities:
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EMP Grenades: This targeted ability orders Grenadiers upgraded with EMP grenades to hurl a salvo of charges that can temporarily disable even the largest vehicle long enough for friendly forces to bring it down. The EMP has a radius of 60 and lasts 10 seconds. This ability has a 30 second cooldown.

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Call for Transport: If an Airfield is deployed, Grenadiers can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

Garrison-clearing: This unit's attack clears infantry garrisoned inside buildings instantly.

Sniper Team

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Cost: $1000
Build Time: 0:10
Prerequisites: Barracks, Armory
Tier: 1
Squad size: 2
Speed: 55
Damage per shot: 400 per squad member (Sniper)
Time between shots: 1.9 seconds
Splash radius: 0
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 470
Health: 150 per squad member

Sniper Teams are equipped with long-range rifles for stand-off elimination of enemy infantry. Snipers further benefit by being stealthy themselves and are trained to identify hidden targets.

Special Abilities:

Detector: Sniper units are trained and equipped to detect concealed units.
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Call for Transport: If an Airfield is deployed, Snipers can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

Stealth: This unit is invisible except while firing or when in the presence of detector units.

Commando

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Cost: $2000
Build Time: 0:20
Prerequisites: Barracks, Armory, Tech Center
Tier: 3
Squad size: 1
Speed: 60
Damage per clip: 10000 (Sniper), 1000 (Grenade) w/ a 9999% damage scalar for valid C4 targets
Time between bursts: Each burst lasts 5 seconds, .5 seconds between bursts, at least 1.1 seconds between C4 charges.
Splash radius: 0
Armor: 5% Cannon, 12% Rocket, 40% Grenade, 50% Gun, 100% Sniper
Range: 300 carbine, 20 C4
Health: 500

Commandos carry an extremely effective anti-infantry rifle as well as C4 charges that are equally effective on buildings and walkers (though not epic units). For added mobility, Commandos are equipped with Jetpacks. Only one Commando can be trained at a time.

Special Abilities:
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Jetpacks: Jetpacks allow Commandos to take flight, clearing large amounts of terrain in a single jump to land at a targeted destination. This activated ability has a 10 second cooldown.

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Call for Transport: If an Airfield is deployed, the Commando can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

Uncrushable: This unit cannot be run over by vehicles.

Zone Raider

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Cost: $1300
Build Time: 0:13
Prerequisites: Barracks, Tech Center
Tier: 3
Squad size: 4
Speed: 60
Damage per shot: 250 per squad member (Cannon), 100 per rocket (Rocket)
Time between shots: 2.2 seconds (grenade), 3.1 seconds (rocket)
Splash radius: 50 (grenade), 10 (rocket)
Armor: 5% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 310 (grenade), 300 (missile)
Health: 240 per squad member

Zone Raiders replace Zone Troopers in the ranks of ZOCOM. These battle-hardened women sport dual rocket launchers to target aircraft and fire sonic grenades. They also can detect stealth when upgraded with Scanner Packs.

Upgrades:
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Scanner Packs: Scanner Packs provides Zone Raiders with a 20% range and line of sight bonus while also allowing them to detect stealth.


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Power Packs: The addition of Power Packs makes Zone Raiders considerably more durable by adding 50% more hit points and also confers self-healing.

Special Abilities:
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Jetpacks: Jetpacks allow Zone Raiders to take flight, clearing large amounts of terrain in a single jump to land at a targeted destination. This activated ability has a 10 second cooldown.

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Call for Transport: If an Airfield is deployed, Zone Raiders can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

Uncrushable: This unit cannot be run over by most vehicles, except for Tier 3 armor.
Immune to Tiberium: This infantry unit can survive for prolonged periods of time in Tiberium without sustaining any damage.
Detector: When upgraded with Scanner Packs, Zone Raiders can detect stealthed units.

ZOCOM Orca

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Cost: $1500
Build Time: 0:15
Prerequisites: Airfield
Tier: 2
Ammunition: 5
Speed: 175
Damage per missile: 750 (Rocket)
Time between missiles: .3 seconds, 7.5 seconds to reload full clip
Splash radius: 50
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 250
Health: 1800


A swift, lightly armored VTOL attack craft, Orcas can deploy four to an Airfield to rain sonic grenades down on enemy targets. Their Pulse Scan detects stealth units, while they can also be upgraded to fire stealth-detecting Sensor Pods.

Moving Targets
ZOCOM Orca grenades are unguided and fire slowly enough that moving targets can avoid them. For best results, force-fire them or use them against clumped units to take advantage of their splash damage.

Upgrades:
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Sensor Pod: This upgrade allows the Orca to deploy a stealth-detecting sensor pod that can be launched onto friendly or enemy vehicles and structures, or onto the ground.

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Ceramic Armor: Ceramic Armor provides Orcas with significantly reinforced protection such that their armor values change to 75% Cannon, 75% Rocket, 75% Grenade, 75% Gun, 1% Sniper.

Special Abilities:
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Pulse Scan: The Orca emits a stealth-detecting scan in a small radius around it. This ability has a 1 minute cooldown.


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Sensor Pod: If upgraded, Orcas can use this ability to deploy a stealth-detecting sensor pod. This activated ability costs $100 to use, but has no cooldown.

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Return to base: Orders the Orca to break off and immediately return to its docking station.


Hammerhead

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Cost: $1500
Build Time: 0:15
Prerequisites: Airfield
Tier: 2
Ammunition: Unlimited
Speed: 160
Damage per second: 450 (Gun) damage per second
Time between bursts: This weapon fires continuously
Splash radius: 0
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 300
Health: 2500

Hammerheads are robust attack helicopters fielded by ZOCOM for close-air support. Their dual Vulcan guns are augmented by the Hammerhead's ability to carry an infantry unit which can fire from inside the helicopter.

Hammerhead Anti-Air
Hammerheads do not target aircraft unless garrisoned with a Missile Squad or other anti-air infantry. They will only fire at aircraft if there are no other ground targets available and cannot be ordered to do so.

Upgrades:
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AP Ammo: AP Ammo provides a significant damage increase to the firepower of the Hammerhead's Vulcan guns, making them a true force on the battlefield. Hammerheads now do 25 damage per turret for a total of 750 damage per second.

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Ceramic Armor: Ceramic Armor provides Hammerheads with significantly reinforced protection such that their armor values change to 75% Cannon, 75% Rocket, 75% Grenade, 75% Gun, 1% Sniper.

Special abilities
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Evacuate: Orders the Hammerhead to evacuate whatever infantry unit it is carrying.


Firehawk

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Cost: $1500
Build Time: 0:15
Prerequisites: Airfield, Tech Center
Tier: 3
Ammunition: 4 missiles or 2 bombs
Speed: 190
Damage per weapon: 1000 (Rocket), 1500 (Grenade)
Time between shots: .4 seconds (Missile), .4 seconds (Bomb)
Splash radius: 10 (Missile), 25 (Bomb)
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 450 (Missile), 200 (Bomb)
Health: 2625

The sleek Firehawk is ZOCOM's premier bomber and air superiority fighter. Groundpounder bombs flatten structures easily, while Rattlesnake missiles excel at downing enemy aircraft. Upgrades make Firehawks even more lethal.

Firehawk Patrol
When idle, keep Firehawks in the air over your base with AA loadout to protect your base from hostile aircraft.

Upgrades:
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Stratofighter Booster: This activated ability allows Firehawks to shoot into the stratosphere and come screaming down at any location almost instantaneously, bypassing any defenses.

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Ceramic Armor: Ceramic Armor provides Firehawks with significantly reinforced protection such that their armor values change to 50% Cannon, 50% Rocket, 50% Grenade, 50% Gun, 1% Sniper.

Special Abilities:
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Anti-Air Loadout: Firehawks that are landed can switch over to Rattlesnake Anti-Air missiles. Cannot be used in flight.


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Anti-Ground Loadout: Firehawks that are landed can switch weapons to Groundpounder bombs. Cannot be used in flight.


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Stratofighter Booster: If upgraded, Firehawks can use this ability to instantly fly anywhere on the map. This ability has a 20 second cooldown and cannot be used while grounded.


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Return to base: Orders the Firehawk to break off and immediately return to its docking station.


ZOCOM trades Zone Troopers for more powerful Zone Raiders and Composite Armor for Tiberium Field Suits. They also trade the Hardpoints upgrade for Ceramic Armor, while their Orcas are quite different.


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