For Uprising 1:
Infantry gain a single one-shot anti-vehicle missile launcher per squad. It's identical to the BFM-9000 the player can use in appearance and tracking ability. I'm unsure how effective it is but I think it eats half the health off a same-level tank. They can also shoot this at AAVs, I believe, but unsure about turrets. Generally hard to notice when these are fired due to the quiet sound and dark smoke trail.
For tanks I'm unsure. I think they gain the same kind of missile as the infantry, and that might be all.
AAVs gain a single-shot mole torpedo which they will fire on their first attack against infantry, tanks and turrets. At techs 2 & 3 they also gain a rapid-fire cannon. Techs 4 & 5 start with cannons and simply get them upgraded.
Bombers at techs 1-3 gain an anti-AAV cannon. Techs 4 & 5 see them upgraded. Sounds and looks cool but so inaccurate it's largely ineffective. You're better off just getting an extra AAV factory and deploying one for air cover when the bombers come in, than actually boosting the bombers. I think the number of countermeasures they carry to deflect missiles might also be doubled from 2 to 4, and tech levels 1 & 2 may not start with these and go from carrying 0 to 2 instead, but I'm highly uncertain on that as the things are very subtle.
KSAT is kinda like the boost equivalent for a powerplant. I only mention this because I don't think many people would know that KSATs charge faster the more powerplants you have on the field (whether they're still active or not). If you build to powerplants and a KSAT, then sell the powerplants, the KSAT charges extremely slowly, like it tarkes a realtime ten minutes or something. With one powerplant I think that time may half, and half again with each additional one, producing diminishing returns.
For Uprising 2, I don't personally play this game, but booster factories allow you to build alternate versions of units, like medium tanks with the light tank factory, I think.