Battlezone (Activision)/CCA units

Battlezone features a number of units that players can command to accomplish their objectives. The two playable factions - the NSDF and the CCA - feature roughly identical vehicles. Generally speaking, NSDF vehicles are faster and more mobile, but have less armour than their Russian counterparts.

Each vehicle is categorized by the game as an offensive, defensive, or utility units. Players can only have ten of each unit type built at once, as each vehicle is labeled 1-0 on the keyboard.

Fighter
A light skirmishing vehicle, referred to in-game as the Flanker but referred to in the build menus as a Fighter. It be used as a scout, or to supplement a larger attack force. As the Flanker is built at the Recycler as opposed to the unit factory, it is far faster to build a mix of Czars and Flankers than to build an army of just Czars.

Both the NSDF Razor and the CCA Flanker fulfill the same roles, being built by the Recycler. Their differences are marginal, but notable: the CCA Flanker has slightly more health, but carries less ammunition than the NSDF counterpart. The Flanker also has a larger hitbox, slightly compensating for its increased health pool.

Official Description:

Tank
The basic all-around tank, and the default vehicle used by the player. The Czar is decent blend of mobility and power, with a good amount of health as well.

Overall, the Czar will be your mainstay unit and the most common unit fielded. Its AT-Stabber is a very flexible gun, but can be replaced by the SP-Stabber (or possibly even two of them) later in the campaign. Unlike the Grizzly, the Czar does not come with a mortar upon being built. The Thumper does little damage, but the quake can be used to throw off an opponent's aim.

Official Description:

Light Tank
Official Description:

Rocket Tank
A back-line attack vehicle, the Tusker utilizes a number of missiles to deal damage. This makes it extremely ammo inefficient, however, and will frequently require rearming. Overall, missiles are a poor choice for a primary weapon, so players will generally stay away from manning a Tusker themselves.

Unlike the NSDF Wolverine, the CCA Tusker is equipped with a mortar by default.

Armed with both types of lock-on missiles, the shadow missile can be used to lock onto larger targets, while the thermal hornet can pin down fast-moving scouts. The shadow missile does limited damage overall, however, and is not a replacement for the rocket bombs used by the bomber.

Official Description:

Armored Personnel Carrier
The APC is a base assault vehicle reliant on its five embarked troops to deal damage. Rivalling the walker with health, the APC can be used to absorb damage from enemy defences to deploy its troops. The troops it deploys are not regular pilots, but dedicated soldiers armed with the same minigun used by the Pak turret. This makes them much more dangerous than they seem.

Unlike the NSDF version, this personnel carrier does not have a nickname or reporting name. It is simply referred to as "Personnel Carrier".

Players who want to drive the APC themselves can acquire a target with T, and then press K to disembark the troops.

Once the troops are deployed, there is no way to retrieve them. APCs will not retrieve downed pilots from your other vehicles, either. APCs will automatically return to the Recycler or a Barracks to pick up another 5 soldiers.

Official Description:

Bomber
For destroying large or stationary targets quickly, the Grendel is the craft of choice. Armed with the slow-moving but devastating rocket bomb, the bomber will destroy just about anything in front of it. It also features a solid top speed for getting into position to unleash its payload.

Its biggest weakness, however, is its extremely sluggish turn radius. Smaller, lighter units can use their strafe thrusters to outflank the bomber and get to its sides and rear, where it cannot attack. Rocket bombs are also fairly easy to dodge given enough distance and a nimble enough craft. Bombers thus should never be used without an escort.

Official Description:

Walker
The slowest yet the sturdiest unit in the NSDF arsenal, the Golem is armed with two cannons and the Pop Gun, a mortar that aims itself.

The walker is the best on smaller maps or on chokepoints where enemies cannot outflank it. The pop gun is useful as a weapon against those who try to get around to its sides or rear, but it cannot hold off a concerted attack from multiple directions.

This, coupled with its extremely slow speed, relegates the Sasquatch to mostly a defensive role, or to hold a rally point long enough for reinforcements to arrive.

Considerably more powerful by default than the NSDF Sasquatch, the Golem is equipped with Blast Cannons limited only by their high ammunition cost.

Official Description:

Turret
A light defensive vehicle, the Pak is used for protecting the Recycler before power plants and gun towers are set up. Armed with just a single minigun, the turret can put up a fight against scouts and flankers, but will struggle against other targets.

Paks are very vulnerable when moving, and take several seconds to fully deploy after they stop. Even when they stop, their turret rotation speed is rather sluggish, making them easily out-strafed by nimble opponents. As such, the pak is best placed at the end of a choke point where enemies cannot outflank it. They can also be used in the campaign to chip down enemies who are harassing your base. Enemies will often ignore the pak and focus on your base instead, leaving deployed paks ample time to whittle down the attackers.

The Pak is equipped with a special minigun, different from the standard version, in that it has a larger range of 156 meters.

Players driving a pak can press K to deploy the turret.

Official Description:

Howitzer
The Cannoneer is a powerful artillery piece with an extremely long range, making it an effective siege tool. It is equipped with a special Howitzer weapon, which is similar to the default mortar but is extremely ammo efficient. Replacing the default Howitzer is not advised.

Similar to the pak, the cannoneer requires time to deploy once it stops moving. It is extremely vulnerable when moving and will have trouble attacking targets directly. Once it is deployed, you can order it to attack targets visible to you by selecting it and ordering it through the command interface.

Players driving a longbow can press K to deploy the vehicle.

Official Description:

Minelayer
The cheapest defensive unit, the Molotov can move to a given point, and then begin laying mines in a random pattern. Mines are safe to your own vehicle, but cause considerable damage to enemies that wander into their area of effect.

Placing mines is the molotov's only function, and has no other weapons.

Players wanting a laugh can replace the molotov's special weapon with another, such as the thumper. Ordering it to place mines will still have the minelayer travel to random areas and then trigger the earthquake machine.

Official Description:

Scavenger
The unarmed Scavenger is the only resource gatherer in the game. The scavenger will roam the battlefield and gather scrap. It can carry three pieces of scrap in single player, or six in multiplayer. Once full, it will return to the recycler or a scrap silo, whichever is closer.

Players driving a scavenger can pick up scrap with K. Its capacity is shown as "ammo".

Official Description: ''Scavenger - Scrap Gatherer: Utility unit will roam battlefield autonomously and gather scrap bio-metal. Features no hardpoints. Builder: Recycler''

Tug
The unarmed Tractor is used to pick up and move objects in the game. Some campaign missions require players to pick up alien artifacts in the field and return them to base, and thus a tug is necessary.

The Tug can be used to capture unmanned vehicles, such as vehicles that have had their pilots sniped by the sniper rifle. Tugs can be ordered to pick up unmanned vehicles, and then brought back to the recycler or a barracks. A pilot will then jump out of the barracks to man the vehicle, which can then be sent back into battle or recycled.

Official Description:

Recycler
The base from which everything else is created, the Recycler is a mission critical asset that cannot be replaced if destroyed. It must therefore be protected at all costs.

In its mobile form, the recycler can freely move around, but cannot build anything. In this form it is still fairly sluggish, and cannot receive scrap from scavengers. It can be ordered to unpack on top of a geyser, unfurling the massive construction bay. It can then begin producing vehicles like scavengers and serves as a drop point for scrap. The scrap is then used to produce vehicles and buildings.

Your recycler can be selected with 5. Its build menu is as follows:
 * 1) Scavenger
 * 2) Repair
 * 3) Ammo
 * 4) Turret (Pak)
 * 5) Fighter (Flanker)
 * 6) Unit Factory (MUF)
 * 7) Armory (SLF)
 * 8) Construction Rig (Erector)

The recycler also comes with five pilots. Official Description: ''Recycler: Main CCA factory. This is the primary drop point for Scavengers carrying scrap. Requires a geyser power source.''

Unit Factory
The mobile unit factory (MUF) is used to produce nearly every other vehicle, and thus becomes crucial to fielding an army large enough to win. Similar to the recycler, the unit factory requires a geyser power source to begin producing units.

The unit factory, when built, provides five pilots. Unlike the recycler, however, the unit factory is not a scrap drop off point.

The unit factory can be selected with 6. Its build menu is as follows: Official Description: ''Mobile Unit Factory: A factory specially tooled for building more advanced vehicles. Requires a geyser power source. Builder: Recycler''
 * 1) Tank (Czar)
 * 2) Light tank (Stoli)
 * 3) Tug (Tractor)
 * 4) Howitzer (Cannoneer)
 * 5) Minelayer (Molotov)
 * 6) Rocket Tank (Tusker)
 * APC
 * 1) Bomber (Grendel)
 * 2) Walker (Golem)

Armory
The supply launch facility (SLF), otherwise referred to as the Armory, is capable of resupplying and repairing units from a distance and altering the loadouts of your vehicles and gun towers.

The armory can use its massive catapult to fling repair and ammo kits to anywhere on the map. This makes the armory useful for holding an area. Although the armory has range, the repair and ammo kits take time to arrive on site, so it is best to request them from the armory before you need them.

The armory is also capable of flinging other things as well, such as nav beacons for acting as rally points or spying on the enemy, or marking out another point of interest. This nav beacon costs one scrap to use, unlike the nav beacons placed by the player using P.

Additionally, the Armory is capable of creating and deploying weapon powerups to other units. This lets you alter the weapons you or your other units use, depending on the situation.

Its build menu is as follows: Official Description: ''Armory: A giant catapult capable of hurling weapons, repairs and bombs into the field. Requires a geyser power source. Builder: Recycler''
 * 1) Repair
 * 2) Ammo
 * 3) Nav Beacon
 * 4) Day Wrecker
 * 5) (blank)
 * 6) Cannons (sub-menu)
 * 7) Minigun
 * 8) AT-Stabber
 * 9) SP-Stabber
 * 10) MAG Cannon
 * 11) Flash Cannon
 * 12) Rockets (sub-menu)
 * 13) Shadow missile
 * 14) Thermal hornet
 * 15) Comet cruise missile
 * 16) TAG Cannon
 * 17) Sandbag missile
 * 18) Rocket bomb
 * 19) Mortars (sub-menu)
 * 20) Mortar
 * 21) MDM
 * 22) Pop Gun
 * 23) Splinter
 * 24) Special (sub-menu)
 * 25) Solar flare
 * 26) M-Curtain
 * 27) MITS
 * 28) Proximity mine
 * 29) Thumper
 * 30) RED field generator
 * 31) Phantom VIR
 * 32) SITE camera

Construction Rig
Used for establishing a more permanent base, the Erector construction rig is used to set up stronger defences and some logistic structures.

The gun tower and the comm tower require power to function, which is provided by building a power generator structure.

Once a building is ordered, aim to where the structure is to be built and press Spacebar. The construction rig will travel there and build the structure. Construction only takes a few seconds, but the construction rig itself is relatively slow and requires protection.

The large box will change colour depending on whether the structure can be built at that location or not. If the box is fully green, the structure can be built at that location. If yellow, then it can be built there but is out of range of power. If red, then an obstruction or uneven ground prevents building at that location.

Its build menu is as follows: Official Description: ''Erector - Construction Unit: Erects the selected building at the designated location. The Comm Tower and the Gun Tower require power.''
 * 1) Follow me
 * 2) Go to nav
 * 3) Power generator (S-Power)
 * 4) Gun tower
 * 5) Comm tower
 * 6) Barracks
 * 7) Silo
 * 8) Supply depot
 * 9) Hangar

Green Reticle = Good to build

Red Reticle = Bad Building location

Yellow Reticle = Insufficient power

Builder: Recycler