CERC airborne vehicles

#### Evacuation helicopter

* + The evacuation helicopter is an allied Merlin whose main objective is to ferry civilians to the aircraft carrier. They spawn from helipads constructed by the player and can be called by the pad itself once a Civilian Administration and the related infrastructure is set up. Civilians will then be sent to the landing pad from the holding areas in the region.
		- Can inadvertently bring infected citizens off the island. In future updates, this can lead to you losing the Aircraft Carrier.
		- Helicopters can travel through infested zones to reach your helipads based on where you construct them, be mindful of this as they can be shot down by hostile forces.   Tips: Since they land in one stationary area(s) constructed by the player, it is usually best to place wide-ranging defenses such as Guard Towers nearby or construct them in a location far from the front lines.

#### Sparrow

* + A sparrow is the main form of transport given to the player at the start of Pandemic Mode. Sporting 6 seats, only the first 4 provide angles to fire at enemies below. At the start of Pandemic Mode, it comes equipped with a CERC Pilot, CERC Assault, CERC Engineer, and Captain Winters. Player constructed Sparrows only spawn with the CERC Pilot.
	+ If in the proximity of a Juggernaut it tends to get rocks and cars thrown at it. Patient-0 will attempt to jump on it if nearby, which will crash it into the ground provided one does not have multiple gunners on board to kick her off.
	+ Tips: Putting multiple CERC Engineers on it equipped with rocket launchers while evading attacks can be quite devastating to Juggernauts, Lieutenants, and Patient Zero. This can also hurt Leviathans, albeit slower than 105mm guns. Manually targeting these soldiers when on the helicopter as of now is difficult, so you may want to bring horde clearing units with them such as Heavies.
	+ COST: 5,000/3,000 (With cost-reduction upgrade) and 1 Pop capacity.

#### Cheron

* + The Cheron has the largest fuel tank of all units. It can carry 12 units. It can also carry a ground penetrating munition to destroy Leviathan tunnels, with a long cooldown. Carrying these munitions will disable the ability to transport units, but it will grant the ability to see tunnels and Leviathans underground similar to a TUG-S.
	+ WARNING: If in proximity of a Juggernaut, it tends to get cars and rocks thrown at it. It can take at least one direct hit from these objects before crashing, but it's best to keep an eye on it when in a hot-zone as it has no weapons to directly defend itself with.
	+ TIPS: Although the game does not directly state this, the ground penetrating munition may also be used to damage and surface Leviathans mid-transit underground, use this ability wisely as it has a 30 second cooldown.
	+ COST: 1 doctrine point or 12,000 with an additional 5,000 for bunker buster/7,200 (40% off) and 1 Pop capacity with an additional 3,000 for the bunker buster.

#### Merlin

* + The Merlin can carry 32 (CERC Infantry) units and 1 (CERC Ground Vehicles). Mounted infantry and vehicles cannot use their weapons while in transit.
		- WARNING: If a Juggernaut is nearby, it will be focused as a priority target. The Merlin does not have great mobility, so try to land your forces farther away from the Juggernaut, or use its larger health pool to tank 1 - 2 of the rocks thrown at it in order to fulfill your objective.
		- TIPS: This helicopter is designed to allow large groups of soldiers to enter an area as well as leaving it. You should keep this helicopter near your main base as it has no weapons to defend itself and poor mobility, until your troops need to be exfiltrated from an area.
		- COST: 4 Doctrine points or 10,000/6,000 (40% off) and 3 Pop capacity.

#### Shawnee

* The Shawnee does not carry units but rather comes equipped with a 40mm chain-gun and rocket pods in order to rain down fire on heavy targets from the air.
	+ As always, Juggernauts can and will throw rocks at Shawnees when possible. Although armored, dodging with the Shawnee's decent mobility is advised, especially since Juggernauts can be cleared fairly fast with sustained rocket fire. Patient Zero and Lieutenants will not hesitate to crash the Shawnee into the ground if it gets too close.
	+ TIPS: These will need to refuel/restock often, as they burn through ammo quickly. The Rockets do a phenomenal job at destroying nests, Juggernauts, hard targets, and just about everything else. Building multiple front-line landing pads can help keep them in the fight longer, especially when spitters whittle the health-bar down.
	+ COST: 5 Doctrine points or 18,700/11,220 (40% off) with 10 Pop capacity.

#### Blackhawk

* + Weapon Slot 1: M240 Machine Gun, Hellfire Missiles
	+ TIPS: nothing is known yet
	+ COST: nothing is known yet

#### Little Bird

* + Weapon Slot 1: M240 Machine Gun, Hellfire Missiles
	+ TIPS: Nothing is known yet
	+ COST:Nothing is known yet

#### VTOL

* + Weapon Slot 1: M240 Machine Gun
	+ TIPS: Nothing is known yet
	+ COST:Nothing is known yet

### CALL INS (Radio required)

#### Dragon-Fire gunship

* + Calls in an AC-130 to circle an area, marking and firing at enemies it sees with explosive shells periodically over time. Requires line of sight on targets.
	+ TIPS: Use this in highly infested areas to deal constant pressure to hostile structures and concentrations of enemies over time. Maintaining visual contact in these zones can be challenging, try to keep a scout drone on patrol or a long-range unit on top of a building to ensure this.
	+ COST: 6 Doctrine points or 3,000/ 1,800 (40% off)

#### White Phosphorous

* + Calls in an A-10 loaded with napalm to drop multiple flame bombs in a straight path. Sticky and flammable material coats the ground, burning non-vehicular enemies inside.
	+ TIPS: Use this to keep a buffer zone from faster enemies rushing towards you, has use for area denial and cleanup.
	+ COST: 5 Doctrine points or 2,000/ 1.200 (40% off)

#### Carpet Bomb

* + Calls in an A-10 to drop multiple bombs in a straight line.
	+ TIPS: Use this in highly concentrated areas of enemies for maximum efficiency or while evacuating to make sure your troops aren't hit in the back. Risk of collateral damage with civilians and civilian structures if used unwisely. Generally, go down the length of a road if using in city streets. Can destroy bridges.
	+ COST:2,500/ 1,500 (40% off)

#### Surgical Strike

* + Calls in a strike-fighter to drop a single, high-damage munition in a small area.
	+ TIPS: Generally used to destroy bridges, but also has utility in focusing down large, single targets such as Leviathans or Juggernauts.
	+ COST: 6 Doctrine points or 3,000/ 1,800 (40% off)