GLA UNITS


Combat Cycle Technical Scarab Tank Cobra Tank Radar Van Toxin Tractor Quad Tank Quad Cannon Tremor Bomb Truck Bomb Car Rocket Buggy SCUD Launcher Marauder MKII Marauder Tank Battle Bus GLA MCV Attack Helicopter Hovercraft Gunboat Demo Boat Sea Scorpion Whiskey


Combat Cycle

Combat Cycle

T1 scouting unit.

While the combat cycle isn't necessarily useful in battle, this is compensated by its speed, utility and cost.


This unit is able to detect disguised and stealthed units.


  • HP: 120
  • Cost: 300
  • Armor: Bike
  • Role: Scout, Support
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer
  • Primary Weapon: Single Mounted MG
  • Secondary Weapon: N/A




Technical

Technical

T1 anti infantry and anti air unit.

Able to carry up to 3 infantry.



This unit benefits from scrap upgrades


  • HP: 220 - 286
  • Cost: 500
  • Armor: Light
  • Role: Multiple
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer
  • Initial Weapon: Multi Purpose Mounted MG
  • Final Weapon: Mounted Flak Cannon
Scarab Tank

Scarab Tank

T1 anti armor MBT.





This unit benefits from scrap upgrades.


  • HP: 380 - 494
  • Cost: 600
  • Armor: Heavy
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer
  • Initial Weapon: 75mm Cannon
  • Final Weapon: 75mm Cannon + Dual Rockets
Cobra Tank

Cobra Tank

T1 anti armor MBT.


Less durable than its Scarab Tank counterpart but faster.





  • HP: 380
  • Cost: 600
  • Armor: Medium
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer
  • Primary Weapon: 75mm Cannon
  • Secondary Weapon: N/A
Radar Van

Radar Van

T1 radar support and tech unit. Its driver is protected from mind control and kill driver weapons.

This unit is necessary for GLA to advance in tech levels. Available from an Arms Dealer.



TIP: Keep this unit safe because your minimap depends on it!



Radar Scan
  • Reveals shroud in the targeted area.




  • HP: 500
  • Cost: 1300
  • Armor: Medium
  • Role: Support, Tech
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Toxin Tractor

Toxin Tractor

T2 anti ground support unit.


While it excels at melting infantry, the Toxin Tractor is able to debuff enemy vehicle's and structures with -1% armor for 12 seconds. Stacks with itself and other Toxin Tractors.


This unit benefits from scrap upgrades


  • HP: 262 - 317
  • Cost: 600
  • Armor: T2 Light
  • Role: Anti Infantry, Support
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer, Black Market
  • Initial Weapon: Toxin Spray
  • Final Weapon: Long Range Toxin Spray
Quad Tank

Quad Tank

T2 multi purpose vehicle.


Anti infantry, anti air and detects stealth units. More armor than its Quad Cannon counterpart.


This unit benefits from scrap upgrades


  • HP: 280 - 336
  • Cost: 700
  • Armor: T2 Medium
  • Role: Anti Infantry/Air
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer, Black Market
  • Initial Weapon: Quad MGs
  • Final Weapon: Heavy Quad MGs
Quad Cannon

Quad Cannon

T2 multi purpose vehicle.


Anti infantry, anti air and detects stealth units.


This unit benefits from scrap upgrades


  • HP: 250 - 300
  • Cost: 700
  • Armor: T2 Medium
  • Role: Anti Infantry/Air
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer, Black Market
  • Initial Weapon: Quad MGs
  • Final Weapon: Heavy Quad MGs
Tremor

Tremor

T2 long range siege vehicle.


This unit has a large deadzone and cannot attack enemies within it.





  • HP: 270
  • Cost: 900
  • Armor: T2 Light
  • Role: Siege, Anti Armor
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer, Black Market
  • Primary Weapon: Howitzer Gun
  • Secondary Weapon: N/A
Bomb Truck

Bomb Truck

T3 suicide bomb vehicle.


Only deals damage if it successfully reaches its destination. Or if it is ordered to deploy.
Deals 80% less damage to allied units.




  • HP: 210
  • Cost: 1000
  • Armor: T3 Light
  • Role: Anti Ground
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer, Palace
  • Primary Weapon: High Explosives
  • Secondary Weapon: N/A




Bomb Car

Bomb Car

Spawned suicide unit.
Requires a Terrorist inside in order to drive.
This unit is spawned near the junkyard after using the "Car Bomb" support power.

Only deals damage if it successfully reaches its destination.
Deals 80% less damage to allied units.



  • HP: 150
  • Cost: 300
  • Armor: T2 Light
  • Role: Anti Ground
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Bomb Car Support Power
  • Primary Weapon: High Explosives
  • Secondary Weapon: N/A




Rocket Buggy

Rocket Buggy

T3 long range ground support.

Slow reload time but strong anti-armor presence. Also fares well against buildings.






  • HP: 200 - 240
  • Cost: 900
  • Armor: T3 Light
  • Role: Anti Ground
  • Upgrades: Rocket Reload
  • Power: N/A
  • Prerequisite: Arms Dealer, Palace
  • Initial Weapon: AP Rockets x6
  • Final Weapon: AP Rockets x10




SCUD Launcher

SCUD Launcher

T3 long range siege unit.

Missiles leave residual toxin clouds behind.






  • HP: 270
  • Cost: 1200
  • Armor: T3 Light
  • Role: Siege
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer, Palace
  • Primary Weapon: SCUD Missile
  • Secondary Weapon: N/A




Marauder MKII

Marauder MKII

T3 MBT.

Unlike its Marauder Tank counterpart, the MKII has a rotating turret.


This unit benefits from scrap upgrades.



  • HP: 600 - 720
  • Cost: 950
  • Armor: T3 Heavy
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer, Palace
  • Initial Weapon: Recycled 120mm Cannon
  • Final Weapon: Dual 125mm Cannons




Marauder Tank

Marauder Tank

T3 MBT.


This unit benefits from scrap upgrades.





  • HP: 600 - 720
  • Cost: 950
  • Armor: T3 Heavy
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer, Palace
  • Initial Weapon: Recycled 120mm Cannon
  • Final Weapon: Dual 125mm Cannons




Battle Bus

Battle Bus

T3 Deployable opentopped bunker vehicle.

Once deployed, it becomes permanently stationary but gains 150% more HP.
Deployed state allows up to 5 infantry inside which are able to fire out at enemies.


The Battle Bus cannot be promoted.


  • HP: 400 / 900 (Deployed)
  • Cost: 1000
  • Armor: T3 Heavy
  • Role: Support
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer, Palace
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




GLA MCV

GLA MCV

MCV Unit


Cannot be mind controlled and driver cannot be killed.





  • HP: 1400
  • Cost: 2500
  • Armor: Heavy
  • Role: Production
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Arms Dealer, Radar Van
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Nomad Attack Helicopter

Attack Helicopter

T2 anti ground support.



Only air unit of the GLA, best used against vehicles.




  • HP: 300
  • Cost: 900
  • Armor: Medium
  • Role: Anti Ground
  • Upgrades: Rocket Reload
  • Power: N/A
  • Prerequisite: Arms Dealer, Black Market
  • Primary Weapon: AP Rockets
  • Secondary Weapon: Machine Gun




Hovercraft

Hovercraft

Amphibious transport unit








  • HP: 420
  • Cost: 900
  • Armor: Heavy
  • Role: Transportation
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Stolen Naval Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Gunboat

Gunboat

T1 basic anti armor vessel.



Can detect submerged units.




  • HP: 840
  • Cost: 1000
  • Armor: Heavy
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Stolen Naval Yard
  • Primary Weapon: Dual 110mm Cannons
  • Secondary Weapon: N/A




Demo Boat

Demo Boat

Naval suicide vessel.

Deals a large amount of damage in an area upon exploding.



Only deals damage if it successfully reaches its destination.
Deals 80% less damage to allied units.


  • HP: 140
  • Cost: 1000
  • Armor: T2 Heavy
  • Role: Area Damage
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Stolen Naval Yard, Black Market
  • Primary Weapon: High Explosives
  • Secondary Weapon: N/A




Sea Scorpion

Sea Scorpion

T1 anti air vessel








  • HP: 560
  • Cost: 750
  • Armor: Heavy
  • Role: Anti Air
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Stolen Naval Yard
  • Primary Weapon: Flak Cannon
  • Secondary Weapon: N/A




Whiskey

Whiskey

Capitalship.

Can be deployed to emerge from water, allowing it to use its missiles on land targets.
Can be deployed again to submerge back into water, switching to its torpedo launchers.





  • HP: 910
  • Cost: 2000
  • Armor: T3 Heavy
  • Role: Anti Ground/Armor
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Stolen Naval Yard, Palace
  • Primary Weapon: Twin Torpedos
  • Secondary Weapon: SSM Missiles