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Infantry:
All infantry except cyborg types, mutants and airborne Jumpjet infantry, take damage when going through tiberium fields.
Now all infantry are immune to tiberium veins.
Light Infantry: These are the cheapest at $600 for 5 or $120 for 1.
Light infantry are what NOD and GDI use most often for other ground units such and Cyborgs, other light infantry and all other units. They have less of an effect against vehicle and buildings. They cant hit air units or subterranean units. Useless in a large group against a cyborg commando. They are armed with M16 Mk. II pulse rifle.
Tech Level: 1
Disk Throwers: Disk Throwers are better but come $1000 for 5 or $200 for 1.
Disk throwers are better that any other infantry unit other than the cyborg commando. The throw grenades and are just like the grenadiers on the other C & C games only they throw disk-shaped grenades allowing for a more aerodynamic flight. Their shape allows them to skip along the ground if they miss their targets.
Tech Level: 2
Jumpjet Infantry: There are expensive at $3000 for 5 or $600 for 1.
Jumpjet infantry are like regular light infantry with jet packs and a better gun. They wield a smaller version of the vulcan cannon and are vulnerable to rocket infantry, MRLS, attack cycles, SAMs, rocket infantry, the Mammoth Mk. II and the stealth tank. They also provide air support to enemy aircraft.
Tech Level: 6
Medic: Medics are expensive like Jumpjet Infantry at $3000 for 5 or $600 for 1
Medics are the infantry healers. GDI doesn't consider infantry expendable. They are like most armies now. They consider every life to be important. Good. These heal all infantry type even NOD units if you have a hand of NOD. They can only heal
Jumpjet infantry when they are landed and it can't repair vehicles.
Tech Level: 4
Engineer: These are not as expensive as Jumpjet infantry and are $500
Engineers are good for three things. Capturing enemy structures, repairing bridges and when it would cost more than $500 to repair a structure, they heal it up to full health regardless of how damaged it is. They carry no weapons and are very slow.
Tech Level: 2
Ghostalker: you can only have one at a time and are $1750 each.
The Ghostalker is a mutant type of unit. As such, it can heal in tiberium and a medic can heal it. It has a small rail gun and carries C4 charges. C4 charges are not at all like plastic explosives. They are the big stuff that are used by the
Moffia. He is very slow.
Tech Level: 10
Vehicles:
Wolverine: These are cheap at $500
These are like exo-suits for infantry. They are armed with light machine gins and are immune to Tiberian veins.
These are like NOD buggies only a bit faster and more effective against infantry. A group of 5 can easily take on a group of
10-15 light infantry no problem.
Tech Level: 2
Titan: These are expensive at $800
These are like the suits in Mechwarriors. They outrange the regular NOD lasers.
It uses a 120mm cannon and is most effective on vehicles. These titans can smush all ground units except cyborg types. A group of 10 can easily take out a NOD base without obelisks.
Tech Level: 3
Amphibious APC: These are $800
These vehicles are heavily armored and have nothing to attack with. It carries up to 5 infantry units including cyborg infantry and Jumpjet infantry. These can float across water and are not immune to tiberium veins.
Tech Level: 6
Hover Multi-Launch Rocket System: These are $900
These are the Hover MRLS. They also outrange the NOD laser and provide Anti-air support. These will not work during an Ion storm and since they hover, they can cross water and tiberium veins without worry.
Tech Level: 7
Disrupter: These are expensive at $1300
The disrupter is a slow, medium armored, and are vulnerable to tiberium veins.
They shoot harmonic resonance beams that hurt anything other than other disrupters, regardless if they are ally or not. Enemy disrupters will not be damaged by your disrupters.
Tech Level: 9
Mammoth Mk. II: VERY expensive at $3000 each. You can only have one at a time.
The Mammoth Mark(Mk.) Two(II) is the ultimate ground vehicle. It has anti-air defenses and shoots a twin rail gun capable of killing a line of infantry in one shot by targeting the last guy. It is also effective against buildings. And if it's health is below 50%, it repairs itself to 50% and you have to get it to a repair bay. NOTE: In order to heal itself, it must not be firing or moving. It also is vulnerable to tiberium veins.
Tech Level: 10
Mobile Sensor Array: Expensive at $950
The MSA is a deployable unit that detects stealth units or units inside a stealth generator radius. It has no defenses so it needs guards. It is vulnerable to tiberium veins.
Tech Level: 6
Harvester: These are $1400 each
Harvesters harvest the tiberium crystals and take them back to a refinery to be converted to cash. The harvester is very heavily armored, and is not affected by tiberium veins. It can only hold 5 "bails" of tiberium. They have no defenses and if filled with all blue tiberium, when destroyed, makes a BIG explosion.
Tech Level: 2
Mobile Construction Vehicle: At $2500 each
In most missions you get an MCV without having to pay. But it is always good to have one around in case your first one is destroyed while deployed. It deploys into a Construction Yard needed to build buildings. It is vulnerable to tiberium veins.
Tech Level: 10
Air Units
Orca Fighter: $1000 each.
They are expendable but try not to get them killed. These fighters can carry 5 rounds, shooting 2 missiles each round for a total of 10 missiles. These are effective against buildings and vehicles. They suck against infantry. Watch out for SAM sites, rocket infantry and other anti-air defenses and units. These need to re-fuel and re-load on a helipad
Tech Level: 5
Orca Bomber: These are a bit more expensive at $1600 each.
These are more powerful than the Orca Fighters. They carry 10 bombs in two rounds and are better armored than the Orca
Fighters and I wouldn't consider them expendable unless you have cash to burn in a fireplace.
Tech Level: 8
Orca Carryall: These are not expensive at $750 each
These are great units. They can carry any machine-base unit anywhere you can see. NOTE: If it is shot down, the unit it is carrying will also be destroyed. Good to use when dropping off a blue-tiberium-filled harvester into the enemies base right next to their construction yard and war factory.
Tech Level: 9
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+ Structures
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These are all the GDI structures available with the tech level needed to get it included as well as price.
Construction Yard: Nothing if you got one during the mission to complete an objective, $2500 if you made one.
These are the foundation of all bases. This is what builds every structure.
This is the most important structure! Protect it at all costs! Tech Level: 1
Power Plant: $300
This structure provides all the power to your base. GDI's power plant is upgradable. The power output is 100 and once you upgrade it fully, it produces the same amount of power and costs the same as a
NOD advanced power plant.
Tech Level:1
Power Turbine: At $100 each, you use these to upgrade a GDI power plant. It increases power output by 50 and with two of them the power is 200 and the cost is $700. The same as a NOD Advanced Power
Plant
Tech Level: 7
Tiberium Refinery: $2000
This structure includes a harvester. This is where the harvester takes the harvested tiberium and turns it into cash.
The Refinery can only hold so mush tiberium before the other loads will be lost. It can hold up to $2500
Tech Level: 1
Tiberium Silo: $150
This is where you store excess tiberium when your refinery is full. These are usually used when you are winning a mission and don't want to lose cash.
Tech Level: 1
Radar: $1000
This is used to give you a sub-map in the top right of the menu-bar. These also allow for air units to become an option.
Radar doesn't work during an ion storm.
Tech Level: 3
Electro-Magnetic-Pulse Cannon: $1000
Called the E.M. Pulse Cannon as it is called in the game, it takes immense power but it has a good effect on mechanical and cyborg units. It also takes out laser fences for 1 min. A radar will go offline for a while. All mechanical vehicles will not be able to function for a while including weapons.
Tech Level: 6
Helipad: $500 helipad are build to make Orca units. Orca units need to reload on a helipad.
Helipads don't do anything else but that.
Tech Level: 5
Component Tower: $200
This tower is the base structure for GDI defenses. The upgrades are: SAM,
Vulcan Cannon and RPG
Tech Level: 2
Vulcan Cannon: $150
A vulcan cannon is the equivalent to a NOD laser. It shoots 50mm shots at ground units and deals a decent amount of damage.
Tech Level: 2
Rocket Propelled Grenade Update: $600
The are called RPG in the game. These have a minimum distance so if something gets right next to it, it won't be able to defend itself. So it is best to group it with a vulcan cannon.
Tech Level: 9
SAM Upgrade: $300
These are GDI SAM sites. These attack air units and not any ground units.
Tech Level: 5
War Factory: $2000
This is used to make vehicles such as titans and wolverines. It doesn't do anything else.
Tech Level: 2
Barracks: $300
This structure makes infantry units such as Jumpjet infantry, disk throwers, medics, etc...
Tech Level: 1
Concrete Wall: $100
This is a wall made of concrete. Explosive things such as Rocket infantry can shoot through it.
Tech Level: 6
Pavement: $75
This is the cheapest thing in the game. It prevents craters in your base, and subterranean vehicles are forced to come out near the edge of the concrete. Units also go faster on pavement.
Tech Level: 6
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