Red alert 3 units
Burst Drone Quick scouting unit which can attach itself to an enemy vehicle slowing it down and revealing the area around it. Will be removed from the unit upon repair. Secondary Ability: Self Destruct: Detonates causing the destruction of the vehicle to which it was attached, red alert 3 units.
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Red alert 3 units
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However, the Assault Destroyers gun can not fire while the armor is active.
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Red alert 3 units
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Ability : Blackout Missile Launches a powerful EMP missile that temporarily disables all enemy units and structures near the impact site. MiG Fighter. Comments: RA3's Zerglings. For more information about the IFV look here. Can be used to avoid attacks particularly torpedoes , but the dolphin can be attack by anti-aircraft weapons in mid-air. Unsurprisingly can not be constructed on land. President's chopper campaign only. Jet Tengu. These large, slow and defenseless vehicles cannot crush Apocalypse Tanks, Assault Destroyers and King Onis and is vulnerable to faster units like the Rocket angel and the Stingray. However, using the Tesla Surge leaves the Stingray itself disabled for some seconds. Should you happen to point it in the rough direction of the the enemy base, not much of the latter will remain after the impact, albeit Construction Yards and other Super Weapons will survive the bombardment when at full health. Use this ship carefully as its blackhole armor is meant for shielding not for offensive purposes. Naval yard. Mirage Tanks and even artillery units, so a lucky Hammer Tank can significantly increase its firepower by using the Leech Beam. It can also transform into a transport helicopter.
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Needless to say, they first have to get up close without getting shot, though. Vindicators fare poorly against enemy fighters and have comparatively light armor, so don't send these things after areas with a lot of AA. Honorable Discharge. Comments: RA3's Zerglings. Ability : Reactive Armor Toogle Covers the ore collector with thick armor plates. A Cryocopter can be seen flying above. The Vehicle may be captured by garissoning any infantry unit inside of it, albeit the original owner may do the same. Ability: Transport Can transport up to five infantry units. Particularly useful against structures, but also effective against anything else that it manages to hit. Neutral Structure : Captures the structure. Secondary Ability: Paralysis Whip: Renders targeted infantry motionless. Advanced rocket pods.
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