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CNC Guild - Version 2 || Tiberian Sun - Units
Tiberian Sun - Units


GDI Infantry

Light Infantry
Information
The basic troops, armed with a rifle. Backbone of every army.
Cost (in credits):
120

Disc Thrower
Information
Thes troops fire aerodynamic exploding discs. In other words, fashionable grenades.
Cost (in credits):
200

Medic
Information
Medics are a classical unit on good sides, providing the heal factor on wounded troops
Cost (in credits):
600

Engineer
Information
Engineers are able to repair bridges, as well as structures, and of course infiltrate these last ones.
Cost (in credits):
500

Jumpjet Infantry
Information
Jumpjet troops use jetpacks in order to rise and attack from the skies. Armed with a rifle type of gun, they are specially dangerous against harvesters
Cost (in credits):
600

Ghost Stalker
Information
Ghost Stalker, the mutant commandos, armed with a powerful railgun, and C4 explosives. The killing macine.
Cost (in credits):
1850

GDI Vehicles

MCV
Information
The mobile construction yard, or MCV for short, is the transport for your base'a seed of life. This mobile facility allows you to place your base anywhere on the battlefield. The MCV allows you the needed mobility to transport the beginnings of a new base into an area favorable for rapid expansion.
Cost (in credits):
2500

Harvester
Information
Unit used to gather Tiberium. This gathers the lifeblood of your base and deposits it into the refinery to be turned into useful credits.
Cost (in credits):
1400

Wolverine
Information
A Small and fast mech, with a mediumly good anti personnel machine gun, ideal for scouting.
Cost (in credits):
500

Titan
Information
The medium armored unit for GDI, with a mass cannon, being a medium mech.
Cost (in credits):
800

Hover MRLS
Information
A hovering missile launcher tsnk, warhead is highly flammable, which makes it good for aircraft and infantry.
Cost (in credits):
900

Amphibious APC
Information
GDIs troop transport, it is unarmed, but it can move over water as well.
Cost (in credits):
800

Disruptor
Information
The Disruptor is the result of tests with harmonic shockwaves. Its firepoweris excellent, however, it damages anything on its lin of fire.
Cost (in credits):
1300

Mammoth Tank Mk II
Information
Another big firepower mass of metal, an advance of the old Mammoth Tank, in the form of a heavy mech, that fires with a railgun for ground targets, an AA Missiles.
Cost (in credits):
3000

Orca Interceptor
Information
The Orca Interceptor is a VTOL aircraft that can deal with infantry and vehicles with AG missiles
Cost (in credits):
1000

Orca Bomber
Information
The Orca Bomber is a VTOL aircraft that can rn through enemy lines releasing powerful bombs in their runs.
Cost (in credits):
1600

Orca Carryall
Information
Orca Carryalls can collect vehicles, and place them somewhere else on the battlefield.
Cost (in credits):
700

Mobile Sensor Array
Information
Mobile Sensor Arrays detects cloaked or subterrain units around a certain radius when deployed.
Cost (in credits):
950

Hunter Seeker Drone
Information
These drones are part of a superweapon, in which they seek for a target and immole themselves on it.
Cost (in credits):
N/A



Nod Infantry

Light Infantry
Information
The basic troops, armed with a rifle. Backbone of every army.
Cost (in credits):
120

Rocket Soldier
Information
These Nod heavy infantry dont stand much of a chance in front of infantry, but their abilities against armor and aircraft are excellent.
Cost (in credits):
250

Engineer
Information
Engineers are able to repair bridges, as well as structures, and of course infiltrate these last ones.
Cost (in credits):
500

Cyborg
Information
Cyborgs are the perfect anti personnels, quite strong, and with a fast fire vulcan cannon. As being based on tiberium in part, they autoheal on it.
Cost (in credits):
650

Cyborg Commando
Information
Cyborg Commandos are those Cyborgs who have been promoted. Their fire capabilities are excellent, using a Plasma Torpedo launcher, that can pulverise tanks, infantry and buildings in just a few shots. They can also autoheal on Tiberium.
Cost (in credits):
2000

Mutant Hijacker
Information
Hijackers are basically vehicle thieves, they can steal enemy vehicles by infiltrating them. When the vehicle is destroyed, they will come out, and the vehicle they stole dies for the third time, they die inside.
Cost (in credits):
1850

Nod Vehicles

MCV
Information
The mobile construction yard, or MCV for short, is the transport for your base'a seed of life. This mobile facility allows you to place your base anywhere on the battlefield. The MCV allows you the needed mobility to transport the beginnings of a new base into an area favorable for rapid expansion.
Cost (in credits):
5000

Harvester
Information
Unit used to gather Tiberium. This gathers the lifeblood of your base and deposits it into the refinery to be turned into useful credits.
Cost (in credits):
1400

Buggy
Information
Lightweight and fast like only some, the buggy is an excellent scout, plus a pretty good anti personnel vehicle.
Cost (in credits):
500

Tick Tank
Information
The Tick Tank can deploy into the ground in order to establish and gain armor for defense
Cost (in credits):
800

Recon Bike
Information
The Nod Cycle is a fast and reliable scout, firing missiles for great damage against aircraft.
Cost (in credits):
600

Artillery
Information
The Nod artillery must deplot in order to fire, however, its range is massive and so its th damage.
Cost (in credits):
975

Stealth Tank
Information
The Stealth Tank is able to cloak in order to pass unseen, however it must decloack to fire its dual missiles.
Cost (in credits):
1100

Devil´s Tongue
Information
The Devil´s Tongue can travel underneath the ground in order to get to its target, besides its trmendous fire based weapon.
Cost (in credits):
750

Repair Bot
Information
The repair bot uses its mechanical abilities to repair allied tanks.
Cost (in credits):
1000

Weed Eater
Information
This vehicle harvests weeds in order to produce Chemical Missiles
Cost (in credits):
1400

Subterrainean APC
Information
The Subterrainean APC can transport troops underneath the ground: It is unarmed, but terribly valuable.
Cost (in credits):
800

Harpy
Information
The Harpy is arelatively fast attack chopper that can mow through infantry with its machinegun loads.
Cost (in credits):
1000

Banshee
Information
Banshees use Plasma Bombs in order to decimate ground targets: Specially good against structures.
Cost (in credits):
1500

Mobile Sensor Array
Information
Mobile Sensor Arrays detects cloaked or subterrain units around a certain radius when deployed.
Cost (in credits):
950

Hunter Seeker Drone
Information
These drones are part of a superweapon, in which they seek for a target and immole themselves on it.
Cost (in credits):
N/A

  

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