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Technical (Generals 1)

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CNCG Technicals
Technicals from below upwards; basic, upgraded once, upgraded twice. All three model variations are shown.



Light Utility Vehicle

  • infantry transport
  • weapons platform
  • .50 cal heavy machine gun (default)
  • Light Tank Cannon (first salvage)
  • Missile launcher (Second salvage)


Hit points


Armour type

Truck Armor

  • $500
  • $600 (General Juhziz)
Build time


Produced by

Arms Dealer



Ground attack
  • 10 (12.5 with AP Bullets) (Comanche Vulcan)
  • 45 (56.25 with AP Bullets) (with salvaged 1) (Comanche Vulcan)
  • 50 (with salvaged 2) (Explosion)
  • 200
  • 1000

90 (80 when badly damaged)

Attack range


Sight range


Gen1 Technical Training Icons
Technical Training
Gen1 AP bullets Icons
Armor-Piercing Bullet
Gen1 Junk Repair Icons
Junk Repair

Transport infantry

Gen1 Technical Icons
Bolted down and ready!
- Technical Assembled

In the tradition of militias in developing nations, the GLA used Technicals for transport and anti-infantry purposes.


A Technical was a small, speedy, truck (often a pick-up truck), a "sawed off" van, or a jeep with a modified front bumper to root out "infidels". For its minimal armament, technicals are equipped with a simple machine gun. GLA commanders could "acquire" technicals rapidly from any civilian vehicle pool (be it garages or parking lots).

Unlike the Battle Bus and US Humvee, the infantry transported inside could not fire out from within the vehicle as it is an unstable open platform. But unlike those vehicles, the mounted infantry in the Technical would bail out when the vehicle was destroyed, often surviving to fight on.


Let's go get some parts!
- Technical about to salvage a wreck


Gen1 AP bullets Icons Armor-Piercing Bullets More potent ammunition for the Technical: 25% more damage. Purchasable at any Black Market for a cost of $2000.
Gen1 Junk Repair Icons Junk Repair Upgrade allows Technicals to auto-repair while in the field. This increases their chances of survival after being damaged. Purchasable at any Black Market for a cost of $2000.


Gen1 Technical Training Icons Technical Training All Technicals built from the Arms dealer emerge as veterans. Purchased from the Generals Promotional Menu by generals of any rank.


Looks like a good mod!
- A Technical operator talking about the salvageable parts
In addition, the Technical's gun could be upgraded with salvaged parts:
  • If upgraded once, the Technical's mounted gun became a recoilless tank gun, highly effective against infantry and light vehicles, causing splash damage in a small area upon impact.
  • If upgraded a second time, the Technical acquires a rocket launcher. While slightly less effective than the recoilless rifle against infantry, it does excellent damage to vehicles. It is able to destroy an inexperienced Battlemaster, but cannot fire at aircraft. After reaching this state, salvaged parts will be processed into credits for GLA's coffer. Another downside to the rocket launcher compared to the machine gun or tank gun is its vulnerability to American Point Defense Lasers, as the rockets can be shot down, unlike the bullets or shells used previously.

Game unit


Out of my vehicle, all of you!
- Technical yelling at its passengers to get out

Very cheap and very fast, the Technical could also transport up to 5 infantry units in addition to the driver and gunner. Its speed made it useful as a scout, and also as a way to transport infantry quickly across the battlefield to capture ground or launch surprise attacks early in a conflict. A single or a handful of Technicals loaded with Terrorists can deal some severe damage to an unprepared enemy commander. Their machine guns were effective against exposed enemy infantry, and to an extent, other light vehicles.

Due to their cost, Technicals can be produced in relatively high numbers quickly, making them perfect for early hit-and-run tactics. Mopping up after an ally's confrontation allows for lessened risk when collecting parts, but the vehicles have to be destroyed by another GLA faction. The ones that survive, upgrade, and gain experience can act as elite hit squads, overwhelming infantry and small armor divisions with a relatively small numerical advantage. This task, however, required patience and micromanagement.

This unit is also great for rushes; building half a dozen of these and then filling them with Rebels and RPG Troopers would allow one to defeat their enemy very quickly, perhaps even winning the Blitz Award (defeat an opponent in under 10 minutes).

It is quite a fast vehicle, meaning it could flee easily from pursuing forces if it faced trouble.


However, Technicals also suffered from very light armor and weaponry, and taking on enemy vehicles directly (without superior numbers and upgraded parts) was a suicidal idea. They also had no defense against aircraft whatsoever. Unlike the US Humvee, which allowed its infantry onboard to fire at external threats, GLA soldiers had to dismount from the Technical to attack the enemy, rendering them vulnerable to damage.



  • Highly versatile scout unit
  • Very fast
  • Very cheap
  • Acts as a transport
  • If destroyed, passengers will survive with no damage
  • Salvaged parts grants more damaging weapons more effective against other vehicles
  • Can be used for early game harassment and rushes (particularly when carrying infantry such as Terrorists)


  • Very weak
  • Vulnerable to anti-vehicle weapons
  • Vulnerable to aircraft
  • Useless against buildings
  • Passengers cannot fire out of vehicle
  • Missile launcher gained from two salvage parts is less effective against infantry than the standard machine gun, and can be intercepted by point defense lasers and ECM Tanks

Selected Quotes

Bolted down and ready!
- When emerging from the Arms Dealer
What do you want?
- When selected
- When selected
We fear nothing.
- When selected
Our clan is strong.
- When selected
We take what we need.
- When selected
Let's get in the fight.
- When selected
Find me a crash site.
- When moving
We are going.
- When moving
Hang on.
- When moving
Yes, I know.
- When moving
It still runs.
- When moving
Good idea.
- When ordered to attack
I'll take what I need.
- When ordered to attack
We'll break him down.
- When ordered to attack
What's in it for me?
- When ordered to attack
We'll take him apart!
- When ordered to attack
Let's do some bodywork!
- When ordered to attack
They can be recycled!
- When ordered to attack
- When ordered to run over
Floor it!
- When ordered to run over
A new hood ornament!
- When ordered to run over
They won't get up!
- When ordered to run over
Gonna make a pick-up.
- When ordered to salvage a wreck
I could use one of those.
- When ordered to salvage a wreck
Let's go get some parts!
- When ordered to salvage a wreck
Let's make a salvage run.
- When ordered to salvage a wreck
Looks like a good mod!
- When ordered to salvage a wreck
Everybody out!
- When unloading infantry
Get out, quick!
- When unloading infantry
Out of my vehicle, all of you!
- When unloading infantry




  • Once disabled by Jarmen Kell or Neutron Shells, the vehicle driver is killed but the gunner remains in position. It requires only 1 infantry to capture/reactivate the vehicle, despite it obviously needing at least 2 people to operate.
  • The Technical is unique for being the only vehicle in the game with three different variants of models being used. The model that is used when the vehicle leaves the Arms Dealer is randomly chosen. They all have the same performance statistics, however.
  • The original wreckage of the Technical can be seen if an Overlord tank is used to crush it. However, it is rarely seen, since Overlord tanks tend to destroy it, not crush it.

See also



Gla Global Liberation Army GLA War Arsenal Gla

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