Tiberian Sun - GDI units
[NOD units]
Light Infantry:
The light Infantry are the mainstay of the GDI and Brotherhood troops. Armed with an M16 Mk. II pulse rifle, they deliver light damage to most targets. Although slow, infantry are capable of movement over varied terrain types with little loss in speed. They are also able through certain terrains or hazards that are inaccessible or damaging to vehicles.
Disc Thrower:
The Disc Thrower is a light infantry unit that carries a long-range grenade delivery system.Instead of traditionally shaped grenades, the Disc thrower uses an aerodynamic grenade that is designed with longer flight in mind. Because of the dynamics of the discus-like projectile, the grenade can bounce along terrain if it does not impact its intended target.
Jump Jet Infantry:
The airborn devision of GDI's infantry, Jump Jet soldiers are able to preform surgical hits on targts normally inaccessible to standart infantry. Armed with Vulcan canon, these flying soldiers can provide an anti-air defense as well as quick air-to-ground attacks on poorly defended targets.
Medic:
Amid the chaos of battle, the Medic is solely responsible for treating the injured and getting downed soldiers back in the flight. Left on his own, themedic will automatically heal any nearby friendly soldiers. Medics can also be targeted to treat a specific soldier.
Engineer:
Slow and unarmed, the Engineer is nonetheless deadly in his own right. Since they're not the only units able to cature enemy structures, tactical use of engineer is considered an art among many commanders. The unit has multiple purposes, each explained below. Note that the engineer unit will be lost when any of the actions below are preformed.
Capturing Enemy Structures: The engineer has the ability to capture enemy structures and bring them under control.Selecting an engineer and then click on an enemy structuresends the engineer into the building to capture it. A blue "enter" cursor will tell you if that building can be captured by your side. Only one engineer is required to capture any structure.
Repairing Damaged Structures: The engineer has the ability to bring any of your own structures back to full health. Select the engineer and highlight the building you want fully repaired.A golden "wrench" icon will tell you if this building can be repaired. Left-click to send the engineer into the building to repair it.
Repairing Damaged Bridges: Most bridges in Command and Conquer Tiberium Sun have a "repair hut"at one or both ends of the span. Sending an Engineer into the repair hut will rebuild missing sections and repair any damaged ones. Left-click to send the engineer into the repair hut to repair hut to repair the bridge.
Ghostalker:
Part of Forgotten, Ghostalker carries a small rail gun and is armed with C4 charges. His railgun has the ability to shoot through multiple targets at once, eliminating rows of enemies in a single hit. Ghostalker's C4 ability can be used to destroy any enemy structure when a C4 icon appears. Left-click will send Ghostalker to the building and once he touches it it will flash for a few seconds, then explode. Like all mutant units, Ghostalker can heal iin Tiberium.
Wolverine:
The Powered Assault Armor, or "Wolverine", is a small eight to nine foot bipedal unit that is piloted by a single soldiers.Fast and agile, these lightly armored suits excel at suppression fire and in light skirmishes. Handling large groups of enemy and in light skirmishes. Handeling large groups of enemy infantry is no problem for a squad of these troopers.
Amphibious APC:
The Amphibous APC is a heavily armored unit that can carry up to five infantry units. Capable of ferrying units over land and sea, the amphibious APC is a valuable asset to GDI's forces. To load the ApC, select the infantry soldier(s) you wish to load and highlight the APC. A blue "enter" cursor will appear. Left-clickwill load the unit into the APC. To make the units exit the APC, select it, and click on it again when the "deploy"cursor appears. Note that an APC cannot be unloaded while in water.
Titan:
The Medium Battle Mechanized Walker, or "Titan", is GDI's all-pupose assault and defense unit. Standing 25 feet tall and packing a 120mm cannon, the Titan is a force to be reckoned with. Its long range makes it an ideal unit for use in base assaults, as it can pummel defenses without fear of retaliation.
Hover Multi-Launch Rocket System (MLRS):
The Hover MLRS is a medium to long range missile delivery system mounted on a hover chassis. Like the Amphibious APC, the hover MLRS is capable of crossing both land and sea. Because of its hover capability, the unit is unaffected by most terrain types, making it an ideal (although somewhat expensive) unit for scouting enemy territory. Its rocket are capable of hitting both air and land targets with equal effectiveness.
Disrupter:
Recent developments aboard the Philadelphia have led to breakthrough in harmonic resonance. The Disrupter is the first use of this new technology. Firing a harmonic resonance wave, the Disrupter is capable of shattering any unit or structure caught in a wave - enemy or ally alike. Care should be used in the positioning of Disrupter units as to minimize incidents of "friendly fire".
Mommoth Mk. II:
This prototype behemoth is GDI's most powerful weapon. Towering over the battlefield, the Mommoth II carries dual rail guns and a back mounted anti-aircraft missle launcher. The railguns are capable of reducing most units to slag in amatter of seconds, while its AA launcher ensures air protection for the unit. Virtually indestructible, the Mommoth Mk. II is still in its testing phase, and due to limitations on the technologies involved, only one can be deployed at any time.
Mogile Sensor Array:
The Mobile Sensor Array (MSA) is a vehicle equipped with a State-of-the-art sensor package that can detect the presence of the enemy units even if they are cloaked or burrowing underground. Detected unitswill not be "uncloaked", but will be displayed on radar and the tactical view, allowing a commander to take the necessary measure to destroy the hidden unit(s).
Orca Fighter:
The mainstay of GDi's air force, the Orca fighter is a versatile and lightweight attack aircraft. Fats, lightly armored and armed with dual missle launcher, the Orca fighter can deliver a missle barrage to any location on the battle field within moments of recieving orders. However, like all aircrafts, the Orca must return to a helipad in order to reload its weapons.
Orca Bomber:
Heavier and better armored than its fighter cousin, the Orca bomber trades speed for firepower. Delivering a steam of high-explosive bombs in strafing runs, he Orca bomber is ideal for softening up ground defense during the beginning of a base assault.
Orca Carryall:
The largest of all Orcas, this transport aircraft has the critical job of rescuing or delivering units to or from any destination. Using a large grapling device, the Carryall is capable of picking up any vehicle found on the battlefield. To make the carryall pick up a unit, select the carryall, then left-click on the unit you wish to pick up. To put the unit down, select the Carryall when it is on the ground, highlight it, and left-click on it when the "deploy" coursor appears. Note that you can drop units directly onto repair pads and refineries without detaching them first.
Hunter Seeker Droit:
The Hunter Seeker Droit is a lighning fast drone unit that is deployed to "clean up" the battlefield. Hunter Seeker Droit randomly search out an enemy unit or structure and latch on to it. Once attached, the Hunter Seeker Droit will self-destruct, destroying the object it has attached to as well. The unit cannot be controlled and will automatically seek prey when released.
Harvester:
Critical to the financial success of both sides, the Harvester is the only unit capable of collecting Tiberium for refinement. Harvesters will automatically begin to collect Tiberium if a patch is nearby. The Harvester can be ordered to a specific location by selecting it and targeting the new area. The harvester will automatically avoid threat areas and will inform you when it cannot enter an area because of nearby threats. Tiberium Harveseters will not enter a hostile area unless specially ordered.
Kodiak:
The Kodiak is GDI's mobile command center. Commander McNiel and his crew reside on the Kodiak and use it to travel from battle to battle. Typically, the Kodiak observes the battle from afar so as not to put commanding officers in direct danger. However, Certain conditions could cause the Kodiak to be vulnerable to attack. If that were ever to happe, protect it at all costs, for if it is destroyed, the battle is over.
Orca Transport:
Available only in a certain sosl-play missions, the Orca Transpot can caryy up to 5 infantry units at any location on a battle map. Loading and unloading it is indentical in function to loading and unloading an amphibious APC.
Mobile Construction Vehicle:
The foundation of any base starts with the Mobile Construction Vehicle (MCV). Able to deploy itself into a fully functioning construction yard, the MCV is highly prizzed price of equipment for both GDI and NOD. To deploy the MVC, select it, the double-click. If you get a "no deploy" cursor, something is blocking deployment of the unit. Move any othe vehicle and infantry away from it, or move it away from trees or rocks that would prevent deployment.
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