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 | |||||||||
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Infantry | |||||||||||||||||||||
-1 | (none) |
no unit | N | 0 | 0 | 0 | No | 0 |
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0 | e1 |
Minigunner | N | 50 | 1 | 100 | M16 Automatic Rifle | No | 8 |
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Basic infantry | |||||||||||||||||||||
1 | e2 |
Grenadier | N | 50 | 1 | 160 | Grenades | No | 10 |
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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 |
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3 | e4 |
Flamethrower | N | 70 | 1 | 200 | Flamethrower | No | 10 |
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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 |
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Advanced Communications Center
/ Temple of Nod |
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Tiberium gas sprayer. Causes a strength 80 HE warhead explosion when killed | |||||||||||||||||||||
5 | e7 |
Engineer | N | 25 | 2 | 500 | No | 8 |
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Captures enemy buildings. Engineers can also capture enemy transport helicopters. | |||||||||||||||||||||
6 | mbo |
Commando | N | 80 | 5 | 1000 | Sniper Rifle | No | 10 |
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Advanced Communications Center
/ Temple of Nod |
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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 |
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"Joe". Has a pistol. Won't reload while panicked. Technicians are this civilian type. | |||||||||||||||||||||
8 | c2 |
Male Civilian | N | 5 | 0 | No | 10 |
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"Bill". | |||||||||||||||||||||
9 | c3 |
Female civilian | N | 5 | 0 | No | 10 |
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"Shelly". | |||||||||||||||||||||
10 | c4 |
Female civilian | N | 5 | 0 | No | 10 |
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"Maria". | |||||||||||||||||||||
11 | c5 |
Male Civilian | N | 5 | 0 | No | 10 |
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"Eydie". | |||||||||||||||||||||
12 | c6 |
Male Civilian | N | 5 | 0 | No | 10 |
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"Dave". | |||||||||||||||||||||
13 | c7 |
Armed Male Civilian | N | 5 | 0 | Pistol | No | 10 |
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"Phil". Has a pistol. Won't reload while panicked. | |||||||||||||||||||||
14 | c8 |
Male Civilian | N | 5 | 0 | No | 10 |
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"Dwight". | |||||||||||||||||||||
15 | c9 |
Male Civilian | N | 5 | 0 | No | 10 |
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"Erik". | |||||||||||||||||||||
16 | c10 |
Nikoomba | N | 50 | 0 | No | 10 |
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civilian leader. Never recovers from from fearful state. | |||||||||||||||||||||
17 | moebius |
Dr Ignatio Mobius | N | 50 | 0 | No | 10 |
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Civilian tiberium scientist. | |||||||||||||||||||||
18 | delphi |
Agent Delphi | N | 25 | 0 | Pistol | No | 10 |
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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 |
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civilian scientist | |||||||||||||||||||||
Ground Vehicles | |||||||||||||||||||||
-1 | (none) |
no unit | N | 0 | 0 | 0 | No | 0 |
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0 | htnk |
Mammoth Tank | Y | 600 | 4 | 1500 |
120mm Gun
/ Mammoth Tusk Missile System |
St | Tr | 12 |
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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 |
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2 | ltnk |
M2-F Bradley Light Tank | Y | 300 | 3 | 600 | 75mm Gun | St | Tr | 18 |
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3 | stnk |
Stealth Tank | Y | 110 | 4 | 900 | M47 Dragon Missile System | Al | Tr | 30 |
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Communications center | |||||||||
Cloaking missile launcher
* can build at singleplayer level 11 if player possesses a prison ("miss") building |
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4 | ftnk |
Devil's Tongue Flame Tank | Y | 300 | 4 | 800 | Twin Flamethrowers | St | Tr | 18 |
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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 |
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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 |
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Infantry barracks
/ Hand of Nod |
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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 |
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Advanced Communications Center
/ Temple of Nod |
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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. |
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8 | jeep |
Humm-vee | N | 150 | 2 | 400 | M60 Machine Gun | Al | Wh | 30 |
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Light scout vehicle | |||||||||||||||||||||
9 | bggy |
M34 Dune Buggy | N | 140 | 2 | 300 | M60 Machine Gun | Al | Wh | 30 |
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Light scout vehicle | |||||||||||||||||||||
10 | harv |
Harvester | Y | 600 | 2 | 1400 | Al | Wh | 12 |
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Tiberium refinery | ||||||||||
Harvests tiberium | |||||||||||||||||||||
11 | arty |
Artillery | N | 75 | 4 | 450 | 155mm Gun | Al | Tr | 12 |
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Long range gun | |||||||||||||||||||||
12 | mlrs |
SSM Launcher | N | 120 | 4 | 750 | Honest John SSM Launcher | Al | Tr | 18 |
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Advanced Guard Tower
/ Obelisk of Light |
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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 |
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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 |
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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 |
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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 |
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Advanced Communications Center
/ Temple of Nod |
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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 |
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Light rocket bike | |||||||||||||||||||||
18 | tric |
Triceretops | Y | 700 | 5 | Stegosaurus Attack | St | Tr | 8 |
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Dinosaur, from the easter egg scenarios | |||||||||||||||||||||
19 | trex |
Tyranosaurus Rex | Y | 750 | 5 | Tyranosaurus Rex Attack | St | Tr | 18 |
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Dinosaur, from the easter egg scenarios | |||||||||||||||||||||
20 | rapt |
Velociraptor | N | 180 | 5 | Tyranosaurus Rex Attack | St | Tr | 40 |
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Dinosaur, from the easter egg scenarios | |||||||||||||||||||||
21 | steg |
Stegosaurus | Y | 600 | 5 | Stegosaurus Attack | St | Tr | 8 |
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Dinosaur, from the easter egg scenarios | |||||||||||||||||||||
Aircraft | |||||||||||||||||||||
0 | tran |
CH-47 Chinook Transport Helicopter | N | 90 | 0 | 1500 | Al | 30 |
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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 |
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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 |
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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 |
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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 |
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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 |
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-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 |
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-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 |
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-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 |
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0 | None |
1 | Wood |
2 | Aluminum |
3 | Steel |
4 | Concrete |
Locomotion Types
Idx | Name | Clr | Rd | Wtr | Rck | Wll | Tbrm | Bch | Description |
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-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 |
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0 | Clear |
1 | Road |
2 | Water |
3 | Rock |
4 | Wall |
5 | Tiberium |
6 | Beach |