Along with Assault General, Chemical general makes up the second third world army. Chemical general has a strong, adaptable and flexible force capable of taking on USA and China factions with ease. He specialises in either Toxin weapons or Acid weapons. Toxin weaponry is lethal to infantry, capable of shutting down buildings and instant killing infantry in its strongest form, and is more than capable against armour. Acid weaponry is designed for high damage against armour and buildings. In its strongest upgrade, few ground units are capable of passing through an AOE of acid and emerging alive on the other side. It can bring down structures in seconds with concentrated firepower. On the air defence side Silicon warheads are extremely effective at taking out air units in a few shots and leave a high damaging AoE of silicon which will heavily damage any air unit that passes through it (if it doesn’t kill it...) He has strong bases defences, and a full set of generals powers that offer high damaging offensive powers and unique support powers.
If played right, he is one of the strongest Generals in the game....
POWERS
RANK 1 (from left to right)
Spies Everywhere – Generates random intel on the enemy every 30 seconds. (reveals supply centres, or command centres, or units etc)
Sponsor terror – Allows the building of terrorists and bomb trucks (required for chemical bandits)
RANK 3 (from left to right)
Chemical exports (3 ranks) – Buildings sell excess chemical and generate revenue. Each rank allows more types of buildings to generate cash (base defences, war factories, tech centres etc) see below.
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Chemical Bandits (3 ranks) – Spawns a mix of chemical troopers at the target location. Each rank adds more troopers. (up to 16). Mix of infantry includes RPG troopers, chemical rebels, and terrorists.
L-29 acid bombing (3 ranks) – L-29 planes fly to the target area and drop acid bombs. Extremely effective vs buildings and armoured units. The planes drop bombs in the AoE and attack targets of opportunity. Each rank adds more planes and rank 3 adds additional skirmishers.
SCUD shower (3 ranks) – 2, 4 or 6 SCUDs rain down in the target area with the chemical you have chosen to specialise in.
Toxin Seeders (toxin tech only – 3 ranks) – 2 , 4 or 6 toxin seeders are dropped into the AoE. Toxin seeders will continuously leech toxins in a large AoE around them and will last until destroyed. They are stealthed like demo traps. Leechs whatever tech of toxin you have. When fully upgraded to VX nerve agents, it can wreak havoc in your base.
Here you can see the seeders in action.
RANK 5 (from left right)
Chemical Delivery – Acid tech : Allows the canister cannon base defence to fire anywhere on the map. 2 minute cool down.
Toxin tech : Allows the construction of the “Dark Skies” mobile fogger Zepplin.
Chemcial carpet bombing – a carpet bombing with bombs loaded with your chosen chemical.
Silicon Run – Many L-29 fighters fly into a large target area, circling around and stay for up to a minute and engage any air units that come within their range with silicon missiles.
UPGRADES
From Black Market :
Junk repair
Fortify structure (buildings gain addition armour and HP. Visual FX add barbed wire to structures)
At Chemical Plant : (players make a onetime choice to choose what chemical they will specialise in)
Toxin tech 1 : Nerve agents – (green toxin to blue toxin. Increases damage by large amount and can shut down buildings)
This unlocks:
Toxin shells (all shell firing weapons leave behind toxin),
Toxin rockets (all rocket/missile firing weapons leave behind toxins)
Toxin armour (Armoured units become immune to toxin)
Acid Tech 1: Synthesised Acids (changes all chemical units to fire acid weaponry. Red in appearance and strong vs armour and buildings.)
This Unlocks: Acid warheads (RPG troopers rockets’ leave behind pools of acid and also unlocks the Strum-S anti tank missile system)
Acid FX (with gas warheads)
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At Purification plant (Tech Centre 2)
Toxin Tech 2 upgrades: VX nerve agents – doubles the damage of all toxin weapons (good against armour. Can take out a standard tank within 5 seconds). Also doubles the speed off shutting down buildings.
Concentrates (doubles the amount of time toxins linger on the battlefield).
Silicon warheads – Allows AA missiles to fire with Silicon warheads. Super high damage against air units and leaves silicon lingering in the air which will damage any air units that fly into it. (to prevent mass friendly fire, Zeppelins are immune to silicon)
Gas warheads – adds on more damage (just less than double) to toxin weapons by allowing toxin clouds to form from pools of toxin on the ground. The clouds linger and randomly wander around the AOE damaging anything they touch.
Just to prove I'm not lying... Toxin's can really shut down a whole base ...
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Acid tech 2 Upgrades: Fluroantiamonic acid – Upgrades acids to their most powerful form. Extremely effective vs buildings and armour. White in appearance.
Flammable Acids – Adds on additional damage to acid damage. Acids have a chance to burst into flames and deal flame damage on top of acid damage. (effective vs all ground units)
Silicon Warheads - Allows AA missiles to fire with Silicon warheads. Super high damage against air units and leaves silicon lingering in the air which will damage any air units that fly into it. (to prevent mass friendly fire, Zeppelins are immune to silicon)
Gas Warheads - Adds on more damage to acid weapons by allowing acid clouds to form from pools of acid on the ground. The clouds linger and randomly wander around the AOE damaging anything they touch.
Fluroantiamonic acid with gas warheads
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Silicon FX
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BUILDINGS
Supply stash with dozer and trucks. Can buy one time uses of emergency repair at supply stash, and salvage parts drop. Also houses cash transfer.
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Airfield with L-29’s. Zeppelin’s are built here. (Zeppelin Pen will be made)
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Chemical plant – First tech centre where players make the one time choice of what chemical they will specialise in. Houses Synthesised Acids and nerve agents upgrades along with respective tech upgrades.
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Purification plant (tech centre 2). Houses advanced tech specific upgrades. (See above)
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Haft -3 Toxin missile Super weapon
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Super Canister Cannon; Acid tech super weapon...It's huge...
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Basic Defences (rocket battery and AA missiles)
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Canister Cannon – Very long range artillery base defence. (Acid tech base defence)
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(Canister Cannon upgraded with fluroantiamonic acid and flammable acid and gas warheads)
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Fogger defence. Toxin tech only. Has 3 fire modes where you can choose between long range and small AoE, Medium range and Medium AoE or short range and Huge AoE
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VX nerve agent with fogger
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UNITS
INFANTRY (N.B Cannot be built in squads. Single infantry only) (from left to right)
Terroist
Chemical trooper (fires chemical you have chosen)
Rebel
RPG trooper (with Acid warheads upgrade)
Stinger Trooper (AA infantry)
Basic Armoured Units (with acid FX)
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From left to right:
Scholependra (fires chosen chemcial)
Strum-S – Self propelling anti tank missile system. High damaging anti tank missile loaded with acid. (acid tech only)
Scorpion Tank
Luna missile launcher - fires a large missile loaded with chemical you have chosen which splashes out over a large AOE
AA scorpion
Artillery Scorpion
Bomb truck
All of Chemical Generals ground units
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Large tank on the left is the Kobra tank. Available at tech 3 after all upgrades have been researched. Costs $7000. Effective vs everything. Armed with x4 stinger missile launcher for attacking air units (receives Silicon warheads upgrade), a very powerful chemical sprayer which sprayers the chemical you have specialised in (and spreads it over a large AoE), and a Quad barrelled High impact cannon. Fires a chemical shell that does initial impact and explosion damage and then splashes out the specialised chemical. It is a harbinger of Death (See below)
Kobra firing (with Acid specialisation)
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Zeppelins
Dreadnaught Zeppelin (Hero unit. Build limit 1) – Armed with a pair of Ultra powerful, high explosive, anti tank Quad cannons. Shells fired are filled with the chemical you have specialised in. Has extremely high armour and health. Will annihilate ANYTHING on the ground. Can wipe out an entire base by itself. So make sure your air space is well defended.
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Destroyer AA Zeppelin (armed with 2 AA rocket launchers. Can target ground units as well)
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Monitor Zeppelin – Drops chemical bombs. Super effective against groups of ground units and buildings.
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Dark Skies Zeppelin; Toxin Tech only. Hero unit. Mobile Super Fogger.
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By [url="http://profile.imageshack.us/user/odavid04"]odavid04 at 2010-04-19
N.B A few more Toxin units will be added. Stay tuned.
Edited by olli, 19 April 2010 - 11:03 AM.