GDI, Nod, the Forgotten or CABAL. Who will triumph the endless war? This mod plays after the storyline of Firestorm. Command new units, conquer harder enemies. Will you save Earth or will you destroy it? It's your choice...

Report RSS Techlevel 1 Units

This is the first article of 10 (each is for one techlevel) Here you can find general information about units & buildings.

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Today I want to start with Techlevel 1. It is not very complex and is best suited for new players to the mod. But I also recommend veterans to check smaller techlevels with the new version out!

Global Defense Initiative

Marine

Prerequisite: Barracks
Cost: 120 $
Strenght: 130
Armor: none
Speed: 5
Sight: 6
Weapon1: Rifle (12 Damage, 26 ROF, 4 Range, Bullet Warhead)
Abilities: none

Good vs Basic Infantry
Weak vs Anything

Marines are far superior over Rookies, because of their better equipment. This soldiers prefer accurate shots over raw bullet amounts. If a big squadron is running towards your base, be prepared for a heavy fight, unless you are a cyborg.

GDI Scout

Prerequisite: Barracks
Cost: 100 $
Strenght: 120
Armor: none
Speed: 7
Sight: 10
Weapon1: none
Abilities: Cloaked

Good vs Nothing
Weak vs Anything

A classic scout best suited for early map exploration.

Brotherhood of Nod

Rookie

Prerequisite: Hand of Nod
Cost: 50 $
Strenght: 100
Armor: none
Speed: 6
Sight: 5
Weapon1: Rifle (8 Damage, 20 ROF, 4 Range, Bullet Warhead)
Abilities: none

Good vs Basic Infantry
Weak vs Anything

Rookies are the newbies in the hierarchy from Nod. They are cheap and fast to train. This guys tend to pull the trigger more often than Marines, but this doesn't mean that they hit even as good. You will need a lot of them.

Chameleon Spy

Prerequisite: Hand of Nod
Cost: 100 $
Strenght: 120
Armor: none
Speed: 7
Sight: 10
Weapon1: none
Abilities: Cloaked

Good vs Nothing
Weak vs Anything

A classic scout best suited for early map exploration.

Cabal's Cyborg Army

Cyborg

Prerequisite: Cyborg Production Plant
Cost: 500 $
Strenght: 300
Armor: light
Speed: 4
Sight: 5
Weapon1: Vulcan Type 3 Cannon (3x10 Damage, 30 ROF, 4 Range, CannonBullet Warhead)
Abilities: Cyborg, Fearless, Tiberium Proof, Heal in Tiberium

Good vs Infantry/Light Vehicles
Weak vs Tanks/AP Infantry/Aircraft

Fearless and deadly. Cabal's mass production soldiers. One Cyborg can handle many human soldiers, but they are expensive. Your wallet will hate you. They tend to be vulerable to AP weapons.

The Forgotten

Mutant Warrior

Prerequisite: Mutant Hovel
Cost: 100 $
Strenght: 100
Armor: none
Speed: 4
Sight: 5
Weapon1: Dual SMGs (2x5 Damage, 18 ROF, 4 Range, Bullet Warhead)
Abilities: Tiberium Proof, Heal in Tiberium

Good vs Basic Infantry
Weak vs Anything

We will not be forgotten! Slow, aggressive and almost godlike on Tiberium fields against humans. If you wipe them out, be prepared that your base will be flooded with Tiberium.

Mutant Explorer

Prerequisite: Mutant Hovel
Cost: 100 $
Strenght: 50
Armor: none
Speed: 8
Sight: 10
Weapon1: none
Abilities: Cloaked, Heal in Tiberium, Tiberium Proof

Good vs Nothing
Weak vs Anything

A classic scout best suited for early map exploration, especially in Tiberium infected zones.

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