- Act of Aggression Tips
- US Unit and Structure Guide
- Chimera Unit and Structure Guide
- Cartel Unit and Structure Guide
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Below is a complete list of the Act of Aggression Cartel units, structures, and upgrades, detailing everything you need to know including hit points of units, costs, requirements and power consumption. Use this chart to make sure your units are fully upgraded and that you have all the requirements needed to meet those upgrades.
Below is an infographic detailing each unit’s fire range and what they are effective against. Each distance is calculated based on the grid radar squares.
[1] = Stealth Lab
[2] = Black Ops
[3] = Barracks & Prison module
Name | Cost | Resist | Function | Constructs | Unlocks | Requires | Upgrades Available | Power |
Accelerator HP: 80 | 1000g 250r | Low | Speeds up production time of buildings in its area of effect. Can be built next to Air Control Center, Barracks, Helipad, Vehicle Bay, Prototype Bay and Stealth Lab. | – | Passive Receiver System | Black Ops Stealth Lab [1] | Repair drones [2] (HQ) Optical camouflage projector | -1 |
Air Control Center HP: 150 | 500g 1500a | Avg. | Calls in fighters, fighter-bombers & bombers. (Max 3) | Skyguard Turret [1&2] | Black Ops Tokamak Generator [2] | AARGM Stealth Missiles Phased-Array Radar Pye Wacket Missiles R74M Missiles Repair drones [2] (HQ) | -1 | |
Aluminium module [2] | – | – | In exchange for releasing 5 PoWs, this Barracks & Prison will generate a constant income of 10 aluminum per second. If used, this Barracks & Prison will also lose its capacity to detain prisoners. | – | – | Barracks Prison module | – | – |
Artillery Turret HP: 60 | 1000g | Low | Able to fire indirect bombardment over long distance. | – | – | Barracks | Repair drones [2] (HQ) Artillery crew bonus | Â – |
Barracks HP: 40 | 1500g | Avg. | Deploys infantry units and allows research technological upgrades. | Contractor Grinch Punisher [2] Shershen Vanguard [1] Viper | Prison module Aluminum module | Repair drones [2] (HQ) Medical Subcontractors (HQ) Force Projection (HQ) Ransom Network | Â – | |
Extension module HP: 50 | 500g 250a | Low | Stocks resources & expands the construction zone. | Refinery | Repair drones [2]  (HQ) | |||
Helipad HQ: 100 | 1250g 750a | Avg. | Deploys attack, recon & transport helicopters. | Shadowhawk Commanche | Black Ops Tokamak Generator [2] | Repair drones [2]  (HQ) Side-Door Minigun (Helipad) | -2 | |
HQ HP: 200 | 5000g 3000a | Avg. | Stocks resources & generates oil. Deploys construction & survey unmanned helicopters | Recon K-Max | – | – | Black Ops [3] Breaching Training Countermeasures Dispensers (Stealth Lab) [1] Force Projection Life Insurance [3] Medical Subcontractors Psyops Training [2] Repair Drones [2] | – |
Prison module | 750g 500a | Â – | Adds a prison module to barracks. Able to house up to 5 prisoners. | Â – | Â – | Barracks Vehicles Bay | Aluminum module [2] (Barracks) Ransom Network [2] (Barracks) | |
Prototypes Bay [2] HP: | 2500g 2500a | Avg. | Deploys prototype units. | Thor Control Center [1&2] | Black Ops Tokamak Generator [2] | Repair drones [2] (HQ) | -2 | |
Refinery HP: 200 | Â 1800g | High | Extracts Oil and Aluminum. Deploys K-Max tanker helicopter (Max 8) | K-Mad tanker | Rare Earth Exploitation Module [1] Stealth Module [1] | Â – | Repair drones [2] (HQ) | |
Railgun Turret HP: 100 | 1000a | Avg. | Can engage ground and air targets. Powerful but has a low rate of fire. Can detect stealth units. | – | – | Black Ops Tokamak Generator [2] | Repair drones [2] (HQ) Built-in electricity generator (Railgun turret) | -1 |
Rare Earth Extension Module HP: 50 | 500g 250a | Low | Stocks Rare Earth Resources. | Â – | Â – | Stealth Lab [2] | Repair drones [2] (HQ) | Â – |
Repair Center HP: 120 | 1500g | Avg. | Deploys repair vehicles. Can be built adjacent to Head Quarters and Vehicles Bay only | BREM-80U | Extension Module | Vehicles Bay | Advanced Software [2] Repair drones [2] (HQ) Scout Combat Kit Smoke Rockets Strix Shells [2] ZAB Napalm Bomb | |
Skyguard Turret HP: 60 | 750a 250r | Low | Able to intercept tactical weapons as well as ground and flying enemy units. Must be reloaded between each shot against a super weapon. | Black Ops Air Control Center [2] Stealth Lab [2] | Repair drones [2] (HQ) Weapon Tracking Radar Laser Salvo | -2 | ||
Stealth Lab [2] HP: 100 | 1500g 1500a | Avg. | Allows research into technological upgrades or new abilities. | Accelerator [2] Rare Earth Extension Module [1] Skyguard Turret [2] Thor Control Center [1&2] Underground Stock Market [2] | Black Ops Tokamak Generator [2] | Computerized Flying Procedure Countermeasures Dispensers LOAL-HI Nanofibers Jackets MRI Targeting Optical Camouflage Bricks Passive Receiver System Repair drones [2] (HQ) |  2 | |
Thor Control Center HP: 80 | 3000g 500r | Avg. | Calls in THOR orbital strike anywhere on the battlefield. | Black Ops Prototypes Bay [2] Stealth Lab [2] | Repair drones [2] (HQ) Thorn Orbital Strike | -2 | ||
Tokamak Generator HP: 150 | 1500g 500a | Avg. | Generates 8 electricity. If destroyed, produces a massive explosion. | Â – | Air Control Center [2] Helipad [2] Prototypes Bay [2] Railgun Turret [2] Stealth Lab [2] | Black Ops | Repair drones [2] (HQ) | Â +8 |
Underground Stock Market HP: 40 | 4000g | Avg. | Generates 4 Rare Earth every 2 seconds. | – | – | Black Ops Stealth Lab [2] | Repair drones [2] | -3 |
Vehicles Bay HP: 175 | 1500g 1000a | High | Deploys light vehicles. | Prison module | HQ | Repair drones [2] (HQ) | ||
Name | Cost | Resist | Function | Constructs | Unlocks | Requires | Upgrades Available | Power |
Mobile Cartel Units
[1] = Stealth Lab
[2] = Black Ops
[3] = Barracks & Prison module
(u) = With Upgrade.
Unit | Source | Cost | Function | Against | Upgrades available |
AMOS [3] HP: 15 | Vehicles Bay | Â 750a | Armored mortar carrier armed with an AMOS twin 120mm mortar. Effective against infantry & buildings. Fires high spread barrage shells. Able to perform indirect fire or fire at a position. | Buildings Infantry | Strix Shells [2] (Repair Center) MRSI Training (Stealth Lab) [2] Optical Camouflage Bricks (Stealth Lab) |
Berkut | Air Control Center | 1800g 400a | Air superuirutt fighter. Effective against aircraft. Equipped with advanced counter-measures distracting most enemy attacks. | Aircraft | R74M Missiles (Air Control Center) Computerized Flying Procedure (Stealth Lab) |
BREM-80U Repair Vehicle HP: 30 | Repair Center | 1000a | Armored repair vehicle, unarmed. Able to repair nearby vehicles. | Vehicles | – |
Comanche HQ: 10 | Helipad | 500g 500a | Ground attack Helicopter armed with autocannon & JCM missiles. Has optical camouflage. Effective against infantry & vehicles. | Infantry Vehicles | Computerized Flying Procedure (Stealth Lab) [2] |
Contractor HP: 5 | Barracks | 150g | Soldier armed with KRISS SMG. Efficient against infantry. Able to occupy buildings & capture enemy soldiers. | Infantry. | Breaching Training (HQ) Life Insurance [3] (HQ) PsyOps Training [2] (HQ) Nanofibers Jacket (Stealth Lab) [2] |
Grinch HP: 4 | Â Barracks | Â 300g | Â Soldier armed with Igla-S anti-aircraft missile. Efficient against aircraft. Able to occupy buildings. | Â Aircraft | LOAL-HI (Stealth Lab) [2] Life Insurance [3] (HQ) Nanofibers Jacket (Stealth Lab) [2] |
Jackel [3] HP: 5 | Vehicles Bay | 800g | Light fast transport vehicle armed with a PHASR energy rifle. Very effective against infantry & ignores enemy covers. Has a long range of sight and can detect stealth units. Able to transport up to 2 soldiers | Infantry | Optical Camouflage Bricks (Stealth Lab) [2] |
Koalitsija [2] HP: 50 | Prototypes Bay [2] | 2500g 500r | Armored self-propelled gun armed with twin 152mm guns. Efficient against infantry & buildings. Fires two shells simultaneously, with a high rate of fire. Can perform indirect fire or fire on position, with either high-explosive or smoke shells. | Buildings Infantry | Assault Gun Training (Prototypes Bay) [2] MRSI Training (Stealth Lab) [2] |
K-Max Tanker (harvester) HP: 5 | Refinery | 175g | Lighter tanker drone use to transport resources. Unarmed. | – | Optical Camouflage Bricks (Stealth Lab) [2] |
LOSAT [2] HP: 20 | Prototypes Bay [2] | 400r | Light combat vehicle armed with MGM-66 anti-tank missiles. Very effective against vehicles & buildings, but slow rate of fire. | Buildings Vehicles | Barrage Fire (Prototypes Bay) [2] Optical Camouflage Bricks (Stealth Lab) |
Otomatic HP: 22 | Vehicles Bay | 900g 300a | Armored anti-aircraft vehicle armed with 76mm autocannon. Effective against infantry, vehicles & aircraft. Able to detect enemy stealth aircraft. | Aircraft Infantry Vehicles | Advanced Software (Repair Center) |
Punisher [2] HP:8 | Barracks | 500g | Heavy combat medic armed with a heavy grenade-launcher. Very effective against infantry. Able to occupy buildings, capture enemy soldiers, heal nearby soldiers & forces the enemy to lay low. | Infantry | Life Insurance [3] (HQ) Nanofibers Jacket (Stealth Lab) [2] |
Recon K-Max HP: 5 | HQ | 1500g | Light survey drone, unarmed. Able to detect stealth units and resource fields at long range. | – | – |
Shadowhawk HP: 15 | Helipad | 500a | Transport helicopter, unarmed. Has optical camouflage. Able to transport up to 8 soldiers. | Unarmed Minigun (u) | Side-Door Minigun (Helipad) |
Shershen [3] HP: 10 | Barracks | Â 600g | Anti-tank team armed with a Shershen anti-tank missile. Efficient against vehicles. | Vehicles. | Twin Launcher (Barracks) Life Insurance [3] (HQ) LOAL-HI (Stealth Lab) [2] Nanofibers Jacket (Stealth Lab) [2] |
Scorpio HP: 7 | Vehicles Bay | 1200g | Light recon tank armed with 75mm railgun. Efficient against infantry & vehicles. Has a long range of sight. | Infantry Vehicles | Smoke Rockets (Reapir Center) Optical Camouflage Bricks (Stealth Lab) [2] |
Scout CGS [2] HP: 8 | Vehicles Bay | 500a | Light, fast transport vehicle armed with a dual HMG. Very effective against infantry. Has optical camouflage & long range of sight. Able to transport up to 4 soldiers. | Infantry | Scout Combat Kit (Repair Center) |
Spectre HP: 25 | Prototypes Bay [2] | 1000g 750a | Main Battle Tank, Heavily armored and equipped with a powerful 140mm railgun. Very efficient against any ground target. | Buildings Infantry Vehicles | Optronic Sensor (Prototypes Bay) [2] 40mm Autocannon (Prototypes Bay) Passive Receiver System (Stealth Lab) [1] |
Superhind [3] HP: 40 | Vehicles Bay | 1200g 750a | Heavy attack helicopter armed with twin 20mm autocannnon & Ingwe anti-tank missiles. Effective against infantry & vehicles. Able to transport up to 8 soldiers. | Infantry Vehicles | Computerized Flying Procedure (Stealth Lab) [1] Countermeasures Dispensers (Stealth Lab) [1] ZAB Napalm Bombs (Repair Center) |
Valkyrie | Air Control Center | 4000g 400r | Supersonic bomber armed with napalm bombs. Very efficient against infantry and buildings. | Buildings Infantry | Countermeasures Dispensers (Stealth Lab) [1] Pye Wacket Missiles (Air Control Center) |
Vanguard [1] HP: 8 | Barracks | 600g | Light soldier armed with a QCW-05 SMG. Very effective against infantry, but at close range. Able to occupy buildings & capture enemy soldiers. | Infantry | Breachign Training (HQ) Life Insurance [3] (HQ) Nanofibers Jacket (Stealth Lab) [1] PsyOps Training [2] (HQ) |
Vextra HP: 15 | Prototypes Bay [2] | 500g 500a | Armored transport vehicle armed with a 40mm autocannon. Effective against infantry, vehicles & aircraft. Able to transport up to 8 soldiers | Aircraft Infantry Vehicles | Reinforced Frame (Vehicles Bay) Optical Camouflage (Stealth Lab) [1] |
Viper HP: 4 | Barracks | 200g | Soldier armed with rocket launcher. Efficient against infantry & light vehicles. Able to occupy buildings. | Infantry Vehicles | Tandeum Charges (Barracks) Life Insurance [3] (HQ) Nanofibers Jackets (Stealth Lab) [1] |
X-32 | Air Control Center | 1250g | Light bomber drone armed with cluster bombs. Efficient against vehicles and can detect ground stealth units. | Vehicles | AARGM (Air Control Center) |
Unit | Source | Cost | Function | Against | Upgrades Available |
Cartel Upgrades
[1] = Stealth Lab
[2] = Black Ops
[3] = Barracks & Prison module
Upgrade | For | Details | Via | Cost | Gen | Individually |
40mm Autocannon | Specter | Equips the Specters with a 40mm autocannon, able to engage both helicopter and ground targets. | Prototypes Bay [2] | 2000g | Y | |
AARGM Stealth Missiles | X-32 | Equips X-32s with AARGM anti-radiation missiles, allowing them to shoot at Anti-Aircraft units at long range. | Air Control Center | 2500g | Y | |
Advanced Software [2] | Otomatics | Grants Otomatics ability to target and engage enemy missiles. | Repair Center | 1500g | Y | |
Artillery Crew Bonus [3] | ArtilleryTurret | Increases this turret’s range of fire. | Artillery Turret | 750g | Y | |
Assault Gun Training | Koalitsijas | Grants Koalitsijas the ability to engage ground targets at very close range with its main gun. | Prototypes Bay [2] | 2000g 500r | Y | |
Barrage Fire | LOSAT | Grants LOSATs the ability to fire two ordnances in a row. | Prototypes Bay [2] | 3000g | Y | |
Black Ops | Â – | Unlocks high-tech buildings & units. Requires Barracks & Prison Module or Barracks & Aluminium Mod. | HQ | 3000g 3000a | Y | |
Breaching Training | Contractors Vanguards | Grants the Contractors and Vanguards the ability to capture enemy buildings. | HQ | 500g 750a | Y | |
Built-In Electricity Generator | Railgun Turret | Allows the railgun turret to be operation without consuming network electricity. | Railgun Turret | 1000g | Y | |
Computerized Flying Procedure | Berkuts Helicopters | Increases both speed and agility of Berkuts and helicopters. | Stealth Lab [1] | 1250g | Y | |
Countermeasures Dispensers | Superhinds Valkyries | Grants Superhinds, Valkyries and the HQ countermeasures sispensers that will deflect most of the incoming enemy missiles. | Stealth Lab [1] | 1000a | Y | |
Force Projection | Barracks | Grants barracks ability to be deployed anywhere on the map. Requires Vehicles Bay. | HQ | 1500g 750a | Y | |
Laser Salvo [1] | Skyguard Turret | Loads the Skyguard turret with one ready-to-fire salvo. Can intercept enemy tactical weapons. | Skyguard Turret | 500g 500r | ||
Life Insurance [3] | Contractor | In case of death of mercenary under contract with the Cartgel, half of its recruitment fees are refunded. Requires Barracks & Prison Module or Barracks & Aluminium Mod. | HQ | 1000g | Y | |
LOAL-HI | Shershen Grinch | Â Gratns Shershens & Grinches ability to fire their missiles at an indirect trajectory. | Stealth Lab [1] | 1000g 250r | Y | |
Medical Subcontractors | Barracks | Grants barracks the ability to heal nearby infantry units. | HQ | 1500g | Y | |
MRSI Training | AMOS Koalitsijas | Increases the number of shells fired by AMOS and Koalitsijas during a salvo. The rate of fire is also increased but the cooldown time between two salvos is longer. | Stealth Lab [1] | 2000g 250r | Y | |
Nanofibers Jackets | Mercenary Infantry | Increases Cartel mercenary infantry units’ hit points. | Stealth Lab [1] | 500r | Y | |
Optical Camouflage Bricks | Scorpio Vextra AMOS LOSAT Jackal Skycranes Kmax | Equips Scorpios, Vextras, AMOS, LOSATs, Jackals, Skycranes and Kmax tanker helicopters with optical camouflague, granting them stealth. | Stealth Lab [1] | 4500g 500r | Y | |
Optronic Sensor [2] | Spectre | Equips the Spectres with an electro-optical observation system. Increases both the sight and main gun range of Spectres. | Prototypes Bay [2] | 750a | Y | |
Passive Receiver System (Optical camouflage projector ) | Buildings | Every building in contact with the accelerator becomes stealth. This is mislabled in game as of 2/9/15), should be Optical Camouflage Projector. | Accelerator | 250r | Y | |
Passive Receiver System | Spectre | Grants Spectres a BAE systems AN/ALR-94 passive radar. Reveals stealth units. | Stealth Lab [1] | 750a | Y | |
Phased-Array Radar | Air Control Center | Increases the center’s air detection range and grants it the ability to detect stealth aircraft. | Air Control Center | 1000g 250r | Y | |
Psyops Training [2] | Contractors Vanguards | Grants Contractors and Vanguards ability to assualt and capture enemy vehicles. Requires Black Ops. | HQ | 1500g 500r | Y | |
Pye Wacket Missiles | Valkyries | Equips Valkries with long range AA missiles, able to engage enemy targets at 360 degrees around them. | Air Control Center | 500a 500r | Y | |
R74M Missiles | Berkuts | Equips Berkuts with rear fired missiles that are ablt to intercept incoming enemy ones. | Air Control Center | 1750g | T | |
Ransom Network | Prison | Doubles income generated by PoWs detained in Prison | Prison | 500r | Y | |
Rare Earth Exploitation Module [1] | Refinery | Grants the refinery the ability to exploit the Rare earth field in its area. | Refinery | 1500g | Y | |
Reinforced Frame | Vextra | Doubles Vextras’ hit points. | Prototypes Bay [2] | 500g 250r | Y | |
Repair Drones [2] | Buildings | Grants all buildings ability to regenerate over time the damage they’ve received. Requires Black Ops. | HQ | 2000a | Y | |
Scout Combat Kit [2] | Scout CGS | Increases Scouts’ sight range and grants them ability to detect stealth units. Replaces the dual machine guns with a flamethrower. Better range and damage, but it removes its stealth when firing. | Repair Center | 500a | Y | |
Side-Door Minigun | ShadowHawks | Equips ShadowHawks with a side-door Minigun. Also able to intercept missiles. | Helipad | 1500g | Y | |
Smoke Rockets | Scorpio | Equips Scorpios with smoke grenade launchers. | Repair Center | 750g | Y | |
Stealth Module [1] | Refinery | Grants the refinery an optical camouflage. | Refinery | 1000g | Y | |
STRIX Shells [2] | AMOS | Replaces AMOS’ HE shells with intelligent anti-tank ones. Greatly increases the blast radius & damage inflicted on vehicles, but decreases accordingly the damage inflicted on infantry & buildings. | Repair Center | 1000a | Y | |
Tandem Charges | Viper | Equips Vipers with high velocity improved rockets. Double Vipers’ damage and slightly improve range. | Barracks | 500g 500a | Y | |
Thor Orbital Strike | Thor Control Center | Loads Thor station with one ready-to-fire orbital strike. | Thor Control Center | 750r | Y | |
Twin Launcher [3] | Shershens | Equips Shershens with additional tube, increasing rate of fire. | Barracks | 1000g 750a | Y | |
Weapon Tracking Radar [1] | Skyguard Turret | Increases the defensive range of this Skyguard by 50% | Skyguard Turret | 2000g | Y | |
ZAB Napalm Bomb [3] | SuperHinds | Equips SuperHinds with two SAB napalm bombs. Automatically dropped when flying over the target. | Repair Center | 500a | Y | |
Upgrade | For | Details | Via | Cost | Perm | Individually |
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Published: Sep 2, 2015 12:19 am