|
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 |
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 |
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 |
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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