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Gen Gameicon.png ZH Gameicon.png

Nuclear Missile ready!
- Advisor

The nuclear missile is China's superweapon in Command & Conquer: Generals, and its expansion, Zero Hour.

Background

Nuclear missile launching

China first deployed tactical nuclear missiles during Operation: Nuclear Winter, where the PLA had entrusted a general of great tactical brilliance to drive the GLA out of Asia.

When the GLA conquered the US European Central Command in Stuttgart, Germany using captured Chinese weaponry, the Chinese government was humiliated enough to order a nuclear strike against the GLA forces that occupied the American base. They later apologised to the European leaders and restrained their use of tactical nukes until the final battle near Hamburg, where the GLA made their last stand using captured American technology.

Abilities

Gen1 Nuclear Missile Icons.png
Nuclear Missile Launches nuclear missile.

Upgrades

Gen1 Land Mine Icons.png Land Mines Create mines around the Nuclear Missile and harm enemy that pass through. Available for all Chinese buildings except Speaker Towers for a cost of $600.
ZH Neutron Mines Icons.png Neutron Mine Upgrades the mines to the neutron mines around the Nuclear Missile and harm infantry that pass through. Kills the crew of vehicles when they pass through. Available for all Chinese buildings except Speaker Towers for a cost of $500. Requires Land mine to be installed.

Upgrades available

The following upgrades are available from the Nuclear Missile:

Icon Upgrade Description
Gen1 Nuclear Tanks Icons.png Nuclear tanks
Gen1 Uranium Shells Icons.png Uranium shells
ZH Neutron Shells Icons.png Neutron shells
  • Granted Nuke Cannons the ability to switch to Neutron Shells, eliminating all infantry (including vehicle crews) on impact
  • Zero Hour only
ZH Tactical Nuke Mig Icons.png Tactical Nuke MiG
  • Equipped the MIG with a far more devastating Nuclear payload
  • Tsing Shi Tao only


Counters

The silo was very expensive and used up a large amount of power, and it also revealed itself to all opponents. This made it (or supporting power plants) attractive targets for enemy forces, who would at all costs want to stop the weapon from being launched. Although great against vehicles and lightly defended buildings the nuclear missile was considered less effective than the Particle Cannon and Scud Storm in the war against the GLA, mostly due to the GLA's use of holes beneath their buildings through which personnel could be deployed to rebuild them (although the radiation would kill one or two workers off before they started).

Also notable was that the Nuclear missile was the slowest firing superweapon and as so would lose in a battle against the other weapons as well as be cautiously used in case of a opposing superweapons.

Changelog

Trivia

  • If a silo's construction is completed under low power, the countdown timer for that silo starts at 6:35 rather than the regular 6:00 (this only applies to the silo once - after first launch, the countdown timer resets to 6:00).
  • All nuclear silos built during the Generals Challenge against Tao have their countdown timers starting at 12:00 instead of the usual 6:00.
  • The nuclear missile silo has a close resemblance to the early SM-65 "Atlas-D" above-ground launchers. Named "coffins", this concrete above-ground structures were designed to store the intercontinental ballistic missile horizontally and put it vertically for refueling just before launch. This system were used to store "Atlas-D" and "Atlas-E" missiles, but with the advent of modification "Atlas-F" (which where silo-based), has been declared obsolete.

See also

China.gif People's Republic of China First GLA War Arsenal China.gif
China.gif General Leang Arsenal China.gif
Superweapons
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