Skip to content
---- 5. Overview ----                                                [5000]
Command & Conquer: Tiberian Sun

---- 5. Overview ---- [5000]

Get a breakdown of all infantry, vehicles, and buildings in Command & Conquer: Tiberian Sun. Learn their costs, abilities, and best uses.

By ···10 min read·Multi-source verified
1 reading this guide  

Get a breakdown of all infantry, vehicles, and buildings in Command & Conquer: Tiberian Sun. Learn their costs, abilities, and best uses.

Alright, let's get you up to speed on what you'll be commanding in Tiberian Sun. This guide covers all the basic units, from the foot soldiers to the big guns and the structures that make your base tick. Just remember, this is for the main game, not the Firestorm expansion.

We'll go through them unit by unit, so you know exactly what you're getting for your hard-earned cash.

Infantry Units

  • Light Infantry — Cost: $120. Available to GDI/Nod. These guys are your basic grunts. Cheap and not super powerful on their own, but they can make decent scouts or pack a punch in numbers. Their rifles are good against other infantry.
  • Disc Thrower — Cost: $200. Available to GDI. Wielding explosive 'Aerodynamic Grenades', these units are fantastic against vehicles, buildings, and other infantry. In groups, they can really lay down the hurt. Just watch out, their projectiles can sometimes bounce and miss!
  • Rocket Infantry — Cost: $250. Available to Nod. Nod's anti-vehicle specialists. They're great against ground targets and buildings, and can even hit air units, making them solid for base defense. However, they don't do much against other infantry.
  • Engineer — Cost: $500. Available to GDI/Nod. These are your utility specialists. You can send them into your own damaged buildings to repair them instantly (at the cost of the Engineer) or capture enemy structures by sending one inside (again, you lose the Engineer). They're slow and pricey, so it's often best to transport them in an APC.
  • Medic — Cost: $600. Available to GDI/Nod. Crucial for keeping your infantry alive. Medics can't attack but will automatically heal nearby friendly soldiers to full health if set to guard mode. You'll want to protect them, as they're not cheap and losing one means losing valuable healing support.
  • Jump-Jet Infantry — Cost: $600. Available to GDI. These soldiers can hover, making them immune to ground fire. However, they're vulnerable to anti-air attacks. In numbers, they can be effective against buildings, heavy vehicles, and enemy infantry formations.
  • Cyborg — Cost: $650. Available to Nod. These heavily armored units boast a powerful shock rifle and can even heal themselves when standing in Tiberium. A single Cyborg can often take down groups of infantry without taking damage. They are expensive and lack anti-air capabilities, so use them wisely.
  • Ghost Stalker — Cost: $1750. Available to GDI. This unit carries C4 charges for destroying buildings and a potent Rail Gun effective against both vehicles and infantry. The Rail Gun can hit multiple targets, so be mindful of friendly units in the line of fire. They can also heal in Tiberium.
  • Cyborg Commando — Cost: $2000. Available to Nod. Arguably the top-tier infantry unit. Their plasma cannon is devastating, capable of wiping out groups of infantry and most vehicles in a single shot. Buildings also fall quickly to their firepower, making them ideal for assaults.
  • Mutant Hijacker — Cost: $1850. Available to Nod. An interesting unit that...

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content