Command & Conquer: Generals/Generals Abilities

Generals Abilities is a new element introduced to the Command & Conquer franchise that is similar to the Supporting Power system in Tiberium Wars and the Protocol system in Red Alert 3. Generals Abilities can allow off-map assets to quickly change the course of a battle, provide improved support for military elements, or unleash a devastating weapon on an enemy base. Most Generals Abilities require the Command Center to deploy. Generals Abilities are acquired from the General's Window using Skill Points. One Generals Ability can be chosen for each Skill Point earned. Skill Points are earned from experience gained by destroying enemy units and structures. The yellow experience meter on the far right of the Command Bar at the bottom of the Game Screen indicates the current experience level. A Skill Point is earned whenever the the experience meter reaches the top.

The Generals Abilities are ranked in three levels. Each level requires a Promotion to achieve. A player begins as a One-Star General and has access to the Generals Abilities on the first level. After earning three Skill Points, a Three-Star Promotion is achieved and the Generals Abilities on the second level become available. Likewise, five Skill Points achieves a Five-Star Promotion and the third level Abilities are available.

In campaign solo-play, Skill Points carry over from mission to mission, but the Generals Abilities are reset. This allows the player to select a new set of Generals Abilities based on specific mission requirements.

In Skirmish and Multiplayer games, the player starts off as 1 Star General with 1 Skill Point. With every promotion, one Skill Point is added. Therefore when the player reaches 5 Star General, there are 5 Skill Points to spend. In Zero Hour, the player gains 3 Skill Points when promoted to 5 Star General, increases the total number of available Skill Points to 7. The player cannot earn anymore Skill Points when he reaches 5 Star General.

In Solo Campaigns, not all Abilities are available for all missions, and the order of Abilities differs from Skirmish and Multiplayer games. Also, in Zero Hour, the Generals have modified Abilities, which differ from the regular factions.

The number of Generals Abilities available is greater than the maximum number of Skill Points that can be earned, therefore it is important to choose wisely based on each situation.

USA Generals Abilities

 * One Star
 * Paladin Tank: Enables Paladin Tank to be built at the War Factory.
 * Stealth Fighter: Enables Stealth Fighter to be built at the Air Field.
 * Spy Drone: Enables Spy Drone to be deployed from the Command Center.  After a time-cycle, another is available.  Spy Drones reveal areas of the map, extending line-of-site.  Although stealthy, they can be shot down if detected.
 * Three Stars
 * Pathfinder: Enables Pathfinders to be built at the Barracks.
 * Para-Drop: Enables deployment from the Command Center for a group of Rangers to be parachuted to any area with line-of-sight.  Three ranks are available, having progressively larger numbers of Rangers.
 * A10 Strike: Enables deployment from the Command Center for a group of A10 Assault jets to strike a ground target.  Three ranks include progressively larger numbers of aircraft.
 * Emergency Repair: Enables the ability to repair vehicles within an area for a limited duration. Three ranks have progressively longer durations.
 * Five Stars
 * Fuel Air Bomb: Enables deployment from the Command Center for the delivery of an Air Fuel Bomb to be dropped from a B-52 Bomber on a selected target.

China Generals Abilities

 * One Star
 * Red Guard Training: Subsequent Red Guard infantry are created as Veterans.
 * Nuke Cannon: Enables Nuke Cannon to be built at the War Factory.
 * Artillery Training: Subsequent Inferno Cannon and Nuke Cannon are created as Veterans.
 * Three Stars
 * Cluster Mines: Enables deployment from the Command Center for Cluster Mines to be dropped on a targeted area.
 * Artillery Barrage: Enables deployment from the Command Center for an off-map delivery of artillery shells to strike a targeted area.  There are three ranks of Artillery Barrage.
 * Cash Hack: Enables ability to steal cash from any enemy Supply Center within line-of-site.
 * Emergency Repair: Enables the ability to repair vehicles within an area for a limited duration. Three ranks have progressively longer durations.
 * Five Stars
 * EMP Pulse: Enables deployment from the Command Center for the delivery of an Electro-Magnetic Pulse bomb to be dropped on a selected target area, disabling all vehicles and structures within the radius for a limited duration.

GLA Generals Abilities

 * One Star
 * SCUD Launcher: Enables SCUD Launchers to be purchased at the Arms Dealer.
 * Marauder Tank: Enables Marauder Tanks to be purchased at the Arms Dealer.
 * Technical Training: The Arms Dealer delivers subsequent Technicals as Veterans.
 * Three Stars
 * Hijacker: Enables Hijacker to train at the Barracks.
 * Rebel Ambush: Enables deployment from the Command Center for a group of Rebels to appear anywhere. Three ranks have progressively larger groups.
 * Cash Bounty: Enables Command Center ability to earn cash from an anonymous benefactor for every unit or structure eliminated.  Three ranks earn progressively higher amounts.
 * Emergency Repair: Enables the ability to repair vehicles within an area for a limited duration. Three ranks have progressively longer durations.
 * Five Stars
 * Anthrax Bomb: Enables Command Center deployment of an Anthrax Bomb to a targeted area, creating a poisonous cloud that lingers for a limited time.  Anthrax Beta upgrade (Palace) increases the effect.