“ | Unit promoted. - Eva Lee |
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Veterancy is the accumulated amount of combat experience of units deployed to the combat zone. Starting from Tiberian Sun, units may gain veterancy and gain increased health, damage output and other benefits as they level up. Veterancy is primarily acquired by destroying certain amount of enemies, but also can be obtained by other means.
From Red Alert 2 onwards, commanders will receive the vocal announcement "unit promoted" and a sound effect when a unit gains veterancy.
Tiberian Sun[]
Units in Tiberian Sun and Firestorm have two levels of veterancy: veteran (signified by two vertical golden bars in its selection rectangle) and elite (signified by a golden star). To advance to the next level, a unit needs to destroy enemies greater than a combined total of ten times its production cost. For example, a Light infantry man costs $120 to train, so he needs to destroy $1200 worth of enemy units and structures to gain a veterancy level. Alternatively, a crate also has a chance of promoting a unit.
A promoted unit gains a 25% bonus to damage dealt, a 30% increase in speed, a 25% increase in armour, and a 20% higher rate of fire for each level of veterancy. Furthermore, some elite units gain additional features, listed below.
Veteran | Elite |
---|---|
+25% HP, +25% damage, +20% rate of fire, +30% speed | +25% HP (summary +50% HP), +25% damage (summary +50% damage), +20% rate of fire (summary +40% rate of fire), +30% speed (summary +60% speed) |
Unit name | Elite upgrades |
---|---|
Light infantry | Better rifles Automatically scatters from incoming threats |
Disc thrower | Automatically scatters from incoming threats |
Jump jet infantry | Radar invisibility |
Wolverine Mk. I | Immune to veins1 |
Titan Mk. I | Sensors (detects stealth) |
Hover Multiple Launch Rocket System | Self-healing |
Disruptor | Explodes on death |
Rocket infantry | Automatically scatters from incoming threats |
Attack buggy | Infantry crusher |
Attack cycle | Improved missiles (Hover MRLS) Immune to veins |
Tick tank | Improved cannon (double shot, increased damage) Sensors (detects stealth) |
Devil's Tongue subterranean flame tank | Self-healing |
Stealth tank | Explodes on death |
- 1 - useless, as the unit is already coded to be immune to veins
The Cyborg Commando, Ghost Stalker, Umagon, and Mammoth Mk. II cannot gain veterancy.
Red Alert 2[]
The veterancy system in Red Alert 2 is similar to the system in Tiberian Sun. However, units gain veterancy much faster, and benefit from it more. Just like in Tiberian Sun, there are two ranks of veterancy: veteran (denoted by a single chevron) and elite (denoted by three chevrons). To be promoted through combat, a unit must destroy one or more enemies with a combined value greater than three times its original cost. Alternatively, a crate can be picked up, and has a chance of giving one free level of veterancy. This effect covers a 3x3 area around the crate, so multiple units (up to 9 tanks or 27 infantry) can be promoted at once. The Allied Spy is also able to infiltrate an enemy Barracks or War Factory, giving an automatic promotion to veteran rank for all newly-produced infantry or vehicle units, respectively.
In the expansion pack Yuri's Revenge, infantry garrisoned in structures and loaded onto units like the Battle Fortress can also gain veterancy, but those who are loaded in an IFVs cannot be promoted since IFVs' weapons change according to the infantry they carry while the IFV itself still does the actual firing, not the infantry (the same principles are used in Red Alert 3 and Uprising). Commanders must evacuate/unload infantry to make them able to be promoted.
Promoted units continue to benefit from increased damage, armor, speed, and rate of fire, as in Tiberian Sun. However, these values change once upon reaching Veteran rank, and a promoted unit gains a 10% bonus to damage dealt, a 20% increase in speed, a 50% increase in armor, and a 40% higher rate of fire. All elite units now self-heal. Also, elite units now gain special improved versions of their weapons. For instance, an elite GI can outrange a Sentry Gun, and an elite Tesla Trooper's bolt can bounce between multiple targets.
Generals[]
Generals features three veterancy ranks: veteran, elite, and heroic. Veterancy is earned based on the value of enemies destroyed, as in Tiberian Sun and Red Alert 2. Each rank increases rate of fire by 20% and damage by 10%. Health increases by 20% in rank 1 and 3 but 10% in rank 2. Elite and heroic units have the ability to regenerate health. Some units such as Red Guards and Technicals can be produced with an automatic veterancy upgrade through a General's Promotion.
The USA has the Advanced Training upgrade, which allows their units to gain veterancy twice as fast. Also, when a manned US vehicle is destroyed, any veterancy earned by it is passed over to the ejected pilot, who can then enter any vehicle controlled by said USA player and add their veterancy rank to it, provided if said vehicle can earn veterancy.
The Chinese Hacker is able to earn veterancy by stealing enough money. This allows them to steal money at a faster rate, increasing with the level of veterancy. Black Lotus is also able to earn veterancy through stealing money from enemy Supply Centers or Supply Stashes, though not from disabling enemy vehicles. She gains increased health and speed with higher veterancy ranks.
All GLA units can salvage scrap crates left by destroyed vehicles, and any of their units that can gain veterancy can also be promoted this way. Vehicles eligible for salvage upgrades, however, will not gain veterancy until after the second crate.
Players themselves can also be 'promoted' for destroying many enemy units and structures. Each promotion earns the player General's Points, which can be spent on unlocking new units, support powers, and upgrades.
All the basic infantry can rank up by capturing structures.
Some General's Powers enable unit to be produced with Veterancy rank. This includes Red Guard training, Artillery training and Technical training. In Zero Hour expansion, Mini-Gunner training and Battlemaster elite training are available too. Some Generals are able to produce certain units with veterancy, such as Tank General's Tanks and Infantry General's Infantry.
Veteran | Elite | Heroic |
---|---|---|
+20% HP, +10% damage, +20% attack speed | +10% HP (summary +30% HP), +10% damage (summary +20% damage), +20% attack speed (summary +40% attack speed), auto-heal (10 HP per second with 5 seconds delay) | +20% HP (summary +50% HP), +10% damage (summary +30% damage), +20% attack speed (summary +60% attack speed), auto-heal (10 HP per second with 5 seconds delay) |
Tiberium Wars[]
In Tiberium Wars and Kane's Wrath, veterancy plays a bigger role than in Tiberian Sun. There are now three levels of veterancy: veteran, elite, and heroic. Each faction has its own symbols to denote veterancy levels. Units now gain veterancy based on the value of damage dealt, rather than by dealing the final blow. Crates remain as an alternative method to gain veterancy.
As before, promoted units gain increased damage, speed, armor, and rate of fire. Heroic units are able to self-heal, and have significantly increased weapon damage and range. To show this change in weaponry, heroic units have special visual effects when firing: conventional weapons and railguns have a red glow, laser weapons have a bright blue-white glow, and proton cannons have a multicoloured glow (resembling a Mirage tank from Red Alert 3). A single heroic Tier-3 unit, when used properly, can be a game-changer.
Mutant Marauders, although do not have any insignias to mark veterancy, but also can be promoted through dealing damage, their veterancy can be checked by selecting them (a GDI-fashion symbol can be found in unit info box, only seen in Kane's Wrath).
In Kane's Wrath, some units come already promoted; such as the Black Hand where all Flame Units are deployed as Veterans while their Commandos can be deployed in pairs and at Heroic level.
Veteran | Elite | Heroic |
---|---|---|
+20% HP, +15% damage | +40% HP (summary +68% HP), +25% damage (summary +43.75% damage) | +50% HP (summary +152% HP), +24.99% damage (summary +79.67% damage), +100% attack speed, auto-heal (100 HP per second for infantry, 200 HP per second for vehicles) |
Red Alert 3[]
In Red Alert 3 and Uprising, units from all factions have the same veterancy symbols, which are similar to the GDI veterancy symbols from Tiberium Wars.
Veteran | Elite | Heroic |
---|---|---|
+25% damage | +25% hit points | +25% range, +25% sight, +20% speed, immunity to Amplified Bark/Roar (infantry only), immunity to bribery, three times more difficult to suppress (infantry only), auto-heal (2 HP per second for infantry, 6 HP per second for vehicles) |
In addition to combat experience and veterancy crates, veterancy can also be obtained by capturing a new neutral structure, Veteran Academy. Capturing these structures cause all units produced afterwards to start at Veteran rank. The effect stacks, meaning controlling three Academies allow Heroic units to be produced.
The speed at which units gain veterancy can be accelerated by the Threat Meter system.
Tiberian Twilight[]
Tiberian Twilight generally follows the design in Tiberium Wars, but defense structures can gain veterancy like units. Also, heroic units no longer have extra range and damage output, but can make up for it by picking up Blue Tiberium Cores.
Picking up a Green Tiberium Core can instantly promote a unit and restore a portion of health.
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