Tech Units (C&C 3)


 * Wall hub:
 * Walls are used to provide protection for vital base structures, especially from enemy infantry units.


 * Visceroid
 * This creature is a result of an odd type of Tiberium mutation. A visceroid is neutral and attacks anything close to it by spraying chemicals at its target.


 * Mutant Hovel
 * Capturing this structure allows the recruitment of the Mutant Marauders.


 * Mutant Marauder
 * These are strong infantry that heal in Tiberium and are armed with chain guns that are good against both air and ground units.


 * Tiberium Spike
 * Capturing a Tiberium Spike allows a steady flow of resources for the owner. The destruction of a Tiberium Spike makes the surrounding ground full of Tiberium.


 * Tiberium Silo
 * Capturing this gives a one time bonus amount of resources.


 * Subway Hub
 * Capturing a Subway Hub allows use of the underground subway systems and friendly units can enter and exit Subway Entrances.


 * Subway Entrance
 * With a Subway Hub, players can move units from one entrance to another.


 * Expansion Point
 * Allows base expansion around this structure if captured.


 * Reinforcement Bay
 * Provides additional reinforcements if captured.


 * EMP Control Center
 * Having control of the EMP center allows use of an EMP strike that temporarily disables buildings and vehicles in its radius.


 * Defensive Tower
 * Having control of one of these provides additional ground defense within its range.


 * Walker Husks
 * When any walker unit (Avatar Warmech, Purifier, Juggernaut, Behemoth, Reaper Tripod, or Annhilator Tripod) is defeated, it drops down on the ground and remains neutral. If an engineer is sent into a husk, the unit is recovered for the player at half health.


 * Fuel Drum
 * When shot, the Fuel Drum explodes and damages all around it.


 * Crates
 * A crate gives a random bonus. It can give a single promotion, full repair, a unit, reveal shroud in the area, random credits, or 1000 credits.


 * Garrison buildings
 * Some infantry can be sent into buildings for cover. They can fire out of a garrisoned building further than if not garrisoned. Buildings provide more protection, but the units inside might all be lost if a grenade or flamethrower is used against the building.


 * Bridge Gatehouse
 * An engineer can be sent into the bridge gatehouse to repair a broken bridge. A demolition charge can also be placed on it by Nod's engineers to detonate when enemy units cross and units with C4 charges can demolish the bridges from the gatehouse.