C&C Tiberian Dawn Editor Reference

Unit Types

Strictly speaking this refers to vehicles, but the term is commonly used more loosely to refer to infantry, civilians and other mobile objects as well. Each unit type has a weapon type which determines how that unit fights. There can be no more than 500 units in the game at once.

Idx Code Name Crsh Str Sgt Cost Weaps Amr Loco Spd Lev Prereq
Infantry
-1 (none) no unit N 0 0 0 No 0
G N
S
M
0 e1 Minigunner N 50 1 100 M16 Automatic Rifle No 8
G N
S 1 1
M 1 1
Basic infantry
1 e2 Grenadier N 50 1 160 Grenades No 10
G N
S 3
M 1
Grenade infantry. Causes a strength 30 HE warhead explosion when killed
2 e3 Rocket Soldier N 25 2 300 M47 Dragon Missile System No 6
G N
S 8 3
M 2 2
3 e4 Flamethrower N 70 1 200 Flamethrower No 10
G N
S 5
M 1
All damage this infantry type receives is boosted by 5. Causes a strength 80 Fire warhead explosion when killed.
4 e5 Chem Trooper N 70 1 300 Tiberium Chemical Sprayer No 8
G N
S 98
M 7
Advanced Communications Center
/ Temple of Nod
Tiberium gas sprayer. Causes a strength 80 HE warhead explosion when killed
5 e7 Engineer N 25 2 500 No 8
G N
S 2 2
M 3 3
Captures enemy buildings. Engineers can also capture enemy transport helicopters.
6 mbo Commando N 80 5 1000 Sniper Rifle No 10
G N
S 98 98
M 7 7
Advanced Communications Center
/ Temple of Nod
Sniper with C4. The commando's C4 ability does 5000 points of damage to structures, which is enough to destroy any of them in one go.
7 c1 Armed Male Civilian N 25 0 Pistol No 10
G N
S
M
"Joe". Has a pistol. Won't reload while panicked. Technicians are this civilian type.
8 c2 Male Civilian N 5 0 No 10
G N
S
M
"Bill".
9 c3 Female civilian N 5 0 No 10
G N
S
M
"Shelly".
10 c4 Female civilian N 5 0 No 10
G N
S
M
"Maria".
11 c5 Male Civilian N 5 0 No 10
G N
S
M
"Eydie".
12 c6 Male Civilian N 5 0 No 10
G N
S
M
"Dave".
13 c7 Armed Male Civilian N 5 0 Pistol No 10
G N
S
M
"Phil". Has a pistol. Won't reload while panicked.
14 c8 Male Civilian N 5 0 No 10
G N
S
M
"Dwight".
15 c9 Male Civilian N 5 0 No 10
G N
S
M
"Erik".
16 c10 Nikoomba N 50 0 No 10
G N
S
M
civilian leader. Never recovers from from fearful state.
17 moebius Dr Ignatio Mobius N 50 0 No 10
G N
S
M
Civilian tiberium scientist.
18 delphi Agent Delphi N 25 0 Pistol No 10
G N
S
M
GDI spy. Has a pistol. Won't reload while panicked. The AI never considers Agent Delphi to be a valid target when choosing what to attack.
19 chan Dr Chan N 25 0 No 10
G N
S
M
civilian scientist
Ground Vehicles
-1 (none) no unit N 0 0 0 No 0
G N
S
M
0 htnk Mammoth Tank Y 600 4 1500 120mm Gun
/ Mammoth Tusk Missile System
St Tr 12
G N
S 13
M 5
Repair facility
heavy tank. This unit slowly repairs itself when under half strength.
1 mtnk M1 Abrams Medium Tank Y 400 3 800 105mm Gun St Tr 18
G N
S 7
M 3
2 ltnk M2-F Bradley Light Tank Y 300 3 600 75mm Gun St Tr 18
G N
S 5
M 3
3 stnk Stealth Tank Y 110 4 900 M47 Dragon Missile System Al Tr 30
G N
S 12*
M 5
Communications center
Cloaking missile launcher
* can build at singleplayer level 11 if player possesses a prison ("miss") building
4 ftnk Devil's Tongue Flame Tank Y 300 4 800 Twin Flamethrowers St Tr 18
G N
S 9
M 4
Communications center
Armored anti-infantry vehicle. Causes a strength 200 Fire warhead explosion when destroyed.
5 vice Visceroid Y 150 4 Tiberium Chemical Sprayer Wo Tr 18
G N
S
M
Tiberium blob monster. Slowly regains health up to full while on tiberium.
6 apc APC Y 200 4 700 M60 Machine Gun St Tr 35
G N
S 5
M 4 4
Infantry barracks
/ Hand of Nod
Armored personel carrier. Transports infantry. If included in a reinforcements team with infantry, they will ride inside the APC and unload on arrival
7 msam MLRS N 100 4 800 Multi-Launch Rocket System Al Tr 18
G N
S 11*
M 7 7
Advanced Communications Center
/ Temple of Nod
Mobile multiple launch rocket system. Internally this is referred to as "MLRS" or "Rocket Launcher". The other unit with "mlrs" label in fact refers to the Nod SSM truck.
* Nod can never build this in singleplayer even if GDI construction yard is captured.
8 jeep Humm-vee N 150 2 400 M60 Machine Gun Al Wh 30
G N
S 5
M 2
Light scout vehicle
9 bggy M34 Dune Buggy N 140 2 300 M60 Machine Gun Al Wh 30
G N
S 5
M 4
Light scout vehicle
10 harv Harvester Y 600 2 1400 Al Wh 12
G N
S 7 7
M 2 2
Tiberium refinery
Harvests tiberium
11 arty Artillery N 75 4 450 155mm Gun Al Tr 12
G N
S 9
M 6
Long range gun
12 mlrs SSM Launcher N 120 4 750 Honest John SSM Launcher Al Tr 18
G N
S 98
M 7
Advanced Guard Tower
/ Obelisk of Light
Mobile long-range surface-to-surface "honest john" missile launcher. The other unit with "msam" label refers to the actual GDI MLRS unit. To further confuse things this is referred to internally as a "Mobile SAM launcher" despite not being an anti-aircraft weapon (which the MLRS is).
13 lst JEFF (A) Amphibious Landing Craft N 3 Al Ho 30
G N
S
M
LST stands for "Landing Ship: Tank" referring to a transport boat used in the second world war, which this isn't. Cannot be built or controlled by the player, cannot be damaged, and used only to deliver reinforcements. When part of a reinforcement team, the reinforcement source type becomes "Beach". See "Source Types"
14 mhq Mobile Headquarters Y 110 5 600 Al Tr 18
G N
S 99 99
M 99 99
Different from MCV. Used in multiplayer capture-the-flag mode but otherwise doesn't do anything.
15 boat Gunboat N 700 5 Tomahawk Missile Launcher St Fl 8
G N
S
M
Naval vessel with a missile launcher. Cannot be built or controlled by the player but can be damaged, and serves only as a support "loaner" which sails back and forth horizontally across the map. Gunboats are always given the mission "Hunt" (see "Unit Mission Types") and will revert back to "Hunt" from most other mission states. Gunboats select a target within 2x their weapons range but don't select another until the original target is destroyed, even if the target goes outside of this range. This causes gunboats to seemingly ignore closer, more obvious targets. When a gunboat is in a reinforcement team, the reinforcement source type becomes "Shipping". See "Source Types". Due to a bug, a reinforcement gunboat will think it is never in range of its target and will therefore never open fire at all. When hit by a "Laser" warhead, a Gunboat always takes damage equal to 3x its current strength, thus the Obelisk will always destroy a gunboat in one shot.
16 mcv MCV Y 600 2 5000 Al Wh 12
G N
S 15 15
M 7 7
Advanced Communications Center
/ Temple of Nod
Mobile construction vehicle. Deploys into a new Construction Yard.
17 bike Raptor Recon Bike N 160 2 500 M47 Dragon Missile System Wo Wh 40
G N
S 5
M 2
Light rocket bike
18 tric Triceretops Y 700 5 Stegosaurus Attack St Tr 8
G N
S
M
Dinosaur, from the easter egg scenarios
19 trex Tyranosaurus Rex Y 750 5 Tyranosaurus Rex Attack St Tr 18
G N
S
M
Dinosaur, from the easter egg scenarios
20 rapt Velociraptor N 180 5 Tyranosaurus Rex Attack St Tr 40
G N
S
M
Dinosaur, from the easter egg scenarios
21 steg Stegosaurus Y 600 5 Stegosaurus Attack St Tr 8
G N
S
M
Dinosaur, from the easter egg scenarios
Aircraft
0 tran CH-47 Chinook Transport Helicopter N 90 0 1500 Al 30
G N
S 98 98
M 6 6
Orca/Apache Helipad
Carries up to five infantry. Can be captured by an enemy engineer. If included in a reinforcements team, the reinforcement source type becomes "Air" (see "Source Types"). If infantry are also in the reinforcements team, the transport will not be controllable by the player and will instead deliver the infantry and fly away again. If in a reinforcements team by itself, the player will be able to take control of it once it arrives. If a civilian enters a transport, the transport automatically carries them off the map, activating the "Civ Evac." trigger event. All aircraft take half damage when in the air. Aircraft are never recruited into teams. Triggers cannot be attached to aircraft.
1 a10 A10 "Warthog" Ground Support Aircraft N 60 0 Napalm Incendiary Bombs Al 40
G N
S
M
Air strike aircraft. Cannot be built or controlled by the player, but can be damaged. Serves only to carry out air strike ability. All aircraft take half damage when in the air. Aircraft are never recruited into teams. Triggers cannot be attached to aircraft.
2 heli AH-64 Apache Longbow Attack Helicopter N 125 0 1200 Chain Gun St 40
G N
S 10
M 6
Orca/Apache Helipad
Machine gun helicopter. All aircraft take half damage when in the air. Aircraft are never recruited into teams. Triggers cannot be attached to aircraft. Special case: If owned by computer-controlled GDI in singleplayer, and build level is 7, and unit mission is "Guard", the unit will not repair or defend itself like it usually would.
3 c17 C17 Cargo Plane N 25 0 Al 40
G N
S
M
Airstrip delivery aircraft. Cannot be built or controlled by the player, but can be damaged, and serves only to deliver new units to the nod airstrip. All aircraft take half damage when in the air. Aircraft are never recruited into teams. Triggers cannot be attached to aircraft.
4 orca Orca VTOL N 125 0 1200 M47 Dragon Missile System St 40
G N
S 10
M 6
Orca/Apache Helipad
Vertical takeoff and landing missile aircraft named after a whale. All aircraft take half damage when in the air. Aircraft are never recruited into teams. Triggers cannot be attached to aircraft. Special case: If owned by computer-controlled GDI in singleplayer, and build level is 7, and unit mission is "Guard", the unit will not repair or defend itself like it usually would.

Weapon Types

Each unit type has a weapon type which determines how that unit fights.

Idx Name Bullet Type Str Rate Rng Description
-1 no weapon 0 0 0
0 Sniper Rifle Sniper Rifle Round 125 40 1408
1 Chain Gun Spread Fire 25 50 1024
2 Pistol Small Arms Round 1 7 448
3 M16 Automatic Rifle Small Arms Round 15 20 512
4 M47 Dragon Missile System TOW Missile 30 60 1024
5 Flamethrower Flame 35 50 512
6 Twin Flamethrowers Flame 50 50 512
7 Tiberium Chemical Sprayer Chemical Spray 80 70 512
8 Grenades Grenade 50 60 832
9 75mm Gun Armor Piercing Projectile 25 60 1024
10 105mm Gun Armor Piercing Projectile 30 50 1216
11 120mm Gun Armor Piercing Projectile 40 80 1216
12 Turret Gun Armor Piercing Projectile 40 60 1536
13 Mammoth Tusk Missile System Small SSM 75 80 1280
14 Multi-Launch Rocket System MLRS Missile 75 80 1536
15 155mm Gun High Explosive Shell 150 65 1536
16 M60 Machine Gun Small Arms Round 15 30 1024
17 Tomahawk Missile Launcher Small SSM 60 35 1920
18 Twin TOW Missile Launchers Small SSM 60 40 1664 Tube-launched, Optically-tracked, Wire-Guided anti-tank missile
19 Napalm Incendiary Bombs Napalm Bomblet 100 20 1152
20 Obelisk Laser Obelisk Beam 200 90 1920 When hitting a Gunboat, a bullet with a "Laser" warhead always does damage equal to 3x the boat's current strength. Thus the Obelisk will always destroy a Gunboat in one shot.
21 Nike SAM Launcher Surface-to-air Missile 50 50 1920 Surface-to-air missile launcher
22 Honest John SSM Launcher Honest John Missile 100 200 2560 Surface-to-surface missile launcher
23 Stegosaurus Attack Dinosaur Headbutt 100 30 384
24 Tyranosaurus Rex Attack T-Rex Bite 155 30 384

Bullet Types

Each unit type has a "weapon" type, and each weapon type has a "bullet" type which determines what kind of ordenance the weapon delivers. Each bullets type has a warhead type which determines the type of damage it causes on impact. There can be no more than 50 bullets in the game at once.

Idx Name Walls AA Spd Warhead Turn Description
-1 no bullet N N 0
0 Sniper Rifle Round N N 255 Hollow Point 0
1 Small Arms Round N N 255 Small Arms 0 Loses 1 strength (to a min of 5) on impact.
2 Armor Piercing Projectile N N 100 Armor Piercing 0
3 High Explosive Shell Y N 30 High Explosive 0
4 Small SSM Y Y 60 High Explosive 5 Surface-to-surface small missile. Gains a 1/2 strength boost against aircraft within range of 128. HE warhead doubles damage against aircraft.
5 MLRS Missile Y Y 60 High Explosive 7 Gains a 1/2 strength boost against aircraft within range of 128. HE warhead double damage against aircraft.
6 Surface-to-air Missile Y Y 100 Armor Piercing 10 Fast homing anti-aircraft missile. Gainst a 1/2 strength boost against aircraft within range of 128
7 TOW Missile Y Y 60 Armor Piercing 5 Tube-launched, Optically-tracked, Wire-guided anti-vehicle short range missile. Gains a 1/3 strength boost against aircraft within range of 128
8 Flame N N 40 Incendiary 0
9 Chemical Spray N N 40 High Explosive 0
10 Napalm Bomblet Y N 12 Incendiary 0
11 Grenade Y N 12 High Explosive 0
12 Obelisk Beam Y N 255 Laser 0 When hitting a Gunboat, a bullet with a "Laser" warhead always does damage equal to 3x the boat's current strength. Thus the Obelisk will always destroy a Gunboat in one shot.
13 Ascending Nuclear Missile Y N 100 High Explosive 0 Nuclear missile on its way up
14 Descending Nuclear Missile Y N 100 High Explosive 0 Nuclear missile on its way down
15 Honest John Missile Y N 40 Incendiary 0 SSM with napalm warhead
16 Spread Fire Y N 255 High Explosive 0 Chaingun bullets
17 Dinosaur Headbutt N N 255 Dinosaur Headbutt 0
18 T-Rex Bite N N 255 Dinosaur Bite 0

Warhead Types

Each "bullet" has a warhead definition which determines the type of damage that will happen when the bullet hits something. Warheads have a "spread" value which determines the falloff in damage over distance from the point of impact. A higher "spread" means the damage will carry further. Warheads also have a set of modifiers which adjust the damage according to the type of armor they have hit. A modifier of 25% means the damage is reduced to a quarter of the original value.

Idx Name Spr Walls Wood Tib No Wo Al St Co Description
-1 no warhead 0 N N N 0% 0% 0% 0% 0%
0 Small Arms 2 N N N 100% 50% 56% 25% 25% Can never damage terrain objects.
1 High Explosive 6 Y Y Y 88% 75% 56% 25% 100% Damage to aircraft is doubled.
2 Armor Piercing 6 Y Y N 25% 75% 75% 100% 50%
3 Incendiary 8 N Y Y 88% 100% 69% 25% 50% Causes flammable terrain objects to catch fire.
4 Laser 4 N N N 100% 100% 100% 100% 100% When hitting a Gunboat, this warhead always does damage equal to 3x the boat's current strength. Thus the Obelisk will always destroy a Gunboat in one shot.
5 Particle Beam 7 Y Y Y 100% 100% 75% 75% 75%
6 Fist 4 N N N 100% 13% 13% 6% 6% Not used. Punching in hand-to-hand combat, an obsolete feature.
7 Foot 4 N N N 100% 13% 13% 6% 6% Not used. Kicking in hand-to-hand combat, an obsolete feature.
8 Hollow Point 4 N N N 100% 3% 3% 3% 3% High-accuracy bullet.
9 Tiberium Spore 255 N N N 100% 0% 0% 0% 0% Spores from tiberium-mutated blossom tree
10 Dinosaur Headbutt 1 Y Y N 100% 75% 50% 13% 3%
11 Dinosaur Bite 1 Y Y N 100% 75% 50% 13% 3%

Armor Types

All objects have an armor type which determines what types of warhead they are most vulnerable to.

Index Name
0 None
1 Wood
2 Aluminum
3 Steel
4 Concrete

Locomotion Types

Idx Name Clr Rd Wtr Rck Wll Tbrm Bch Description
-1 (none) 0% 0% 0% 0% 0% 0% 0% no locomotion
0 Foot 44% 75% 0% 0% 0% 44% 44% on foot. Infantry all have this locomotion type for the purposes of determining impassable cells, but the actual modifier values are ignored.
1 Track 44% 63% 0% 0% 0% 44% 44% tank tracks
2 Harvester 44% 63% 0% 0% 0% 44% 44% not used. Even by harvesters.
3 Wheel 63% 63% 0% 0% 0% 63% 63% tyres
4 Winged 100% 100% 100% 100% 100% 100% 100% not used. Aircraft don't do any land type speed modification at all; they don't follow the map cells in the same way as ground vehicles.
5 Hover 75% 75% 75% 0% 0% 75% 75% hovercraft
6 Float 0% 0% 100% 0% 0% 0% 0% boats

Land Types

Index Name
0 Clear
1 Road
2 Water
3 Rock
4 Wall
5 Tiberium
6 Beach