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Ferret's Unit Statistics and Information - "Tiberian Alert"


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Ferret's

Unit Stats - "Tiberian Alert"


Current version is v9.52! Last update was on February 12, 2014.


 

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Naval


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Gunboat

Prerequisite: Ship Yard

Weapon: 2-Inch Cannon, Depth Charge

Damage: 15, 35

Warhead type: AP, HE

Cost: 800

Hit points: 300

Armor: Light

Sight: 7

Speed: 9

Description: Anti-destroyer and fast and versatile naval scout; the Ranger of the sea.

Use against: Destroyers, sea transports

   

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Destroyer

Prerequisite: Ship Yard

Weapon: Stinger, Depth Charge

Damage: 30, 60

Warhead type: AP, AP

Cost: 1000

Hit points: 300

Armor: Light

Sight: 6

Speed: 7

Description: Anti-air and anti-submarine ship; the Rocket Tank of the sea.

Use against: Air units, submarines, sea transports, structures

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Submarine

Prerequisite: Ship Yard

Weapon: Torpedo

Damage: 95

Warhead type: HE

Cost: 1200

Hit points: 600

Armor: Heavy

Sight: 6

Speed: 6

Description: Anti-gunboat unit; the Medium Tank of the sea.

Use against: Gunboats, sea transports

   

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Soviet Cruiser

Prerequisite: Ship Yard, Soviet Tech Center

Weapon: Dual M115 8-Inch Howitzers

Damage: 150

Range: 20

Warhead type: HE

Cost: 1600

Hit points: 200

Armor: Light

Sight: 6

Speed: 5

Description: Soviet heavy siege ship.

Use against: Buildings, infantry, light vehicles

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Allied Missile Submarine

Prerequisite: Ship Yard, Allied Tech Center

Weapon: Dual Naval-to-Surface Napalm Missiles

Damage: 150

Range: 20

Warhead type: Fire

Cost: 1600

Hit points: 100

Armor: Light

Sight: 6

Speed: 5

Description: Allied siege vessel.

Use against: Buildings, infantry, light vehicles.

       

           

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Sea Transport

Prerequisite: Ship Yard

Weapon: N/A

Damage: N/A

Warhead type: N/A

Cost: 250

Hit points: 300

Armor: Light

Sight: 6

Speed: 14

Description: Naval vessel for transporting vehicles and infantry.

 

 


Structures Available For Both Factions


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Advanced Power Plant

Prerequisite: Power Plant

Cost: 500

Hit points: 700

Armor: Wood

Description: Provides power.

Power output: +200

   

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Concrete Wall

Prerequisite: None

Cost: 100

Hit points: 1

Armor: None

Description: It's a wall... well else do you want to know? It blocks incoming projectiles that are not considered "high."

Power output: 0

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Radar Dome

Prerequisite: Ore Refinery

Cost: 1000

Hit points: 1000

Armor: Wood

Description: Provides radar.

Power output: -40

   

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Service Depot

Prerequisite: Ore Refinery

Cost: 1500

Hit points: 800

Armor: Wood

Description: Repairs vehicles for a fraction of the cost.

Power output: -30

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Turret

Prerequisite: Ore Refinery

Weapon: Specialized 120mm Anti-Tank Cannon

Damage: 45

Warhead type: AP

Cost: 600

Hit points: 400

Armor: Heavy

Description: Static defense. Strong anti-armor cannon equipped with heavy armor.

Power output: -40

   

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Power Plant

Prerequisite: None

Cost: 300

Hit points: 400

Armor: Wood

Description: Provides power.

Power output: +100

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Ore Refinery

Prerequisite: Power Plant

Storage 2000

Cost: 2000

Hit points: 900

Armor: Wood

Description: Main structure to maintain economy.

Power output: -30

   

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SAM Site

Prerequisite: Radar Dome

Weapon: Anti-Air Nike Missile Battery

Damage: 50

Warhead type: AP

Cost: 750

Hit points: 500

Armor: Heavy

Description: Static defense. Long range anti-air.

Power output: -20

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Ore Silo

Prerequisite: Ore Refinery

Storage: 1500

Cost: 150

Hit points: 300

Armor: Wood

Description: Stores credits.

Power output: 0

   

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War Factory

Prerequisite: Ore Refinery

Cost: 2000

Hit points: 1000

Armor: Light

Description: Produces armored ground vehicles.

Power output: -30

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Ship Yard

Prerequisite: Power Plant

Cost: 650

Hit points: 1000

Armor: Light

Description: Produces naval units.

Power output: -30

 


Soviet Union

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Soviet Infantry


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Soviet Rifle Infantry

Prerequisite: Barracks

Weapon: AK-74M Assault Rifle

Damage: 15

Warhead type: SA

Cost: 100

Hit points: 50

Armor: None

Sight: 4

Speed: 5

Description: General-purpose.

Use against: Rocket Tanks, rocket infantry, tesla coils, turrets

       

         

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Grenadier

Prerequisite: Barracks

Weapon: Grenadier Bandolier

Damage: 50

Warhead type: HE

Cost: 160

Hit points: 50

Armor: None

Sight: 4

Speed: 6

Description: Quick and versatile.

Use against: Infantry, Rocket Tanks, structures with wood or concrete armor

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Soviet Rocket Soldier

Prerequisite: Barracks

Weapon: Dragon Rocket Launcher

Damage: 35

Warhead type: AP

Cost: 300

Hit points: 45

Armor: None

Sight: 4

Speed: 4

Description: Anti-tank bazooka.

Use against: Medium and heavy tanks, structures, air units

       

       

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Soviet Engineer

Prerequisite: Barracks

Weapon: Toolbox

Damage: N/A

Warhead type: N/A

Cost: 500

Hit points: 25

Armor: None

Sight: 4

Speed: 4

Description: Captures or heals structures. Only needing one.

Use against: Undefended structures, friendly structures in need of repair

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Commando

Prerequisite: Barracks, Soviet Tech Center

Weapon: Dual Colt 45, C4

Damage: 150

Warhead type: Hollow Point

Cost: 1000

Hit points: 100

Armor: None

Sight: 8

Speed: 6

Description: Highly skilled combatant.

Use against: Infantry, structures

       

       

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Medic

Prerequisite: Barracks

Weapon: Medkit

Damage: -50

Warhead type: Organic

Cost: 500

Hit points: 80

Armor: None

Sight: 3

Speed: 5

Description: Heals friendly infantry.

 


Soviet Armor


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Heavy Tank

Prerequisite: War Factory

Weapon: Dual 105mm cannons

Damage: 45

Warhead type: AP

Cost: 800

Hit points: 500

Armor: Heavy

Sight: 5

Speed: 5

Description: Powerful MBT.

Use against: Rangers, flame tanks, mammoth tanks, artillery, v2 rocket launchers, medium tanks (soft counter), pillboxes

       

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Soviet Ranger

Prerequisite: War Factory

Weapon: Mounted Heavy Machine-gun

Damage: 15

Warhead type: SA

Cost: 400

Hit points: 150

Armor: Light

Sight: 6

Speed: 17

Description: Recon vehicle.

Use against: Rocket Tanks, artillery, v2 rocket launchers, stealth tanks, infantry, structures with wood armor, ore trucks

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Soviet Ore Truck

Prerequisite: War Factory, Refinery

Weapon: Shovel

Damage: Over 9000

Warhead type: Nuclear

Cost: 1400

Hit points: 600

Armor: heavy

Sight: 4

Speed: 5

Description: Vehicle used to manage economy.

       

       

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Mammoth Tank

Prerequisite: War Factory, Service Depot

Weapon: Dual 120mm cannons, TUSK missiles

Damage: 45, 75

Warhead type: AP, HE

Cost: 1500

Hit points: 750

Armor: Heavy

Sight: 6

Speed: 4

Description: Heavily armored multi-purpose vehicle.

Use against: Air units, infantry, rangers, pillboxes, artillery and v2 rocket launchers

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Longbow Attack Helicopter

Prerequisite: Helipad

Weapon: Dual Hellfire rocket pods

Damage: 40

Warhead type: AP

Cost: 1200

Hit points: 125

Armor: Light

Sight: 0

Speed: 18

Description: Airborne attack vehicle.

Use against: Medium and heavy tanks, artillery, v2 rocket launchers, ore trucks, structures with heavy armor

       

       

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Soviet Mobile Construction Vehicle

Prerequisite: Soviet Tech Center

Weapon: N/A

Damage: N/A

Warhead type: N/A

Cost: 5000

Hit points: 1000

Armor: Heavy

Sight: 10

Speed: 6

Description: Required to support base construction.

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AP Mine Layer

Prerequisite: War Factory, Service Depot

Weapon: Anti-personnel land mines

Damage: 1000

Warhead type: Anti-personnel

Cost: 800

Hit points: 250

Armor: Heavy

Sight: 5

Speed: 9

Description: Capable of deploying land mines.

Use against: Infantry

       

       

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MAD Tank

Prerequisite: War Factory, Missile Silo

Weapon: Thumper

Damage: Unlimited

Warhead type: Special

Cost: 2000

Hit points: 300

Armor: Heavy

Sight: 6

Speed: 3

Description: Deploys. Does half damage to structures and vehicles in a 15 cell radius after a period of time.

Use against: Defensive structures and structures in general, vehicles (M.A.D. Tanks are very reliant on infantry support)

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Soviet Chinook Transport Helicopter

Prerequisite: Helipad

Weapon: N/A

Damage: N/A

Warhead type: N/A

Cost: 500

Hit points: 90

Armor: Light

Sight: 4

Speed: 18

Description: Airborne. Capable of transporting 5 infantry.

       

       

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Yak Bomber

Prerequisite: Airfield

Weapon: Napalm drop pods

Damage: 100

Warhead type: Fire

Cost: 1000

Hit points: 75

Armor: Wood

Sight: 0

Speed: 16

Description: Airborne and does massive AOE damage. It drops its bombs prematurely, so use CTRL fire for more accurate bombing runs.

Use against: Structures with wood or light armor, infantry, rangers, artillery, v2 rocket launchers

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Artillery

Prerequisite: War Factory, Soviet Tech Center

Weapon: 155mm Howitzer

Damage: 250

Range: 10

Warhead type: HE

Cost: 800

Hit points: 100

Armor: Light

Sight: 5

Speed: 5

Description: Long range HE cannon.

Use against: Infantry, structures (can outrange all defensive structures)

       

       

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Soviet HE Rocket Launcher

Prerequisite: War Factory, Soviet Tech Center

Weapon: M270 MLRS

Damage: 75

Range: 7

Warhead type: HE

Cost: 800

Hit points: 110

Armor: Light

Sight: 7

Speed: 5

Description: Medium ranged siege unit with anti-air capabilities.

Use against: Air units, infantry, pillboxes, undefended structures

 

 

 

 


Soviet Structures


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Soviet Airfield

Prerequisite: Radar Dome

Cost: 600

Hit points: 1000

Armor: Heavy

Description: Used to produce Yak Bombers. Used as a rearming point for Yaks. Allows the use for Paratroopers and Spy Planes.

Power output: -30

   

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Soviet Barracks

Prerequisite: Power Plant

Cost: 300

Hit points: 800

Armor: Wood

Description: Allows the production of Soviet infantry.

Power output: -20

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Soviet Helipad

Prerequisite: Ore Refinery

Cost: 300

Hit points: 800

Armor: Wood

Description: Allows production of Longbows, and Chinooks. Does not come with a helicopter.

   

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Soviet Missile Silo

Prerequisite: Soviet Tech Center

Weapon: Nuclear Missile

Warhead type: Fire

Cost: 2500

Hit points: 400

Armor: Heavy

Description: Soviet super weapon.

Power output: -100

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Soviet Pillbox

Prerequisite: Ore Refinery

Weapon Vulcan

Damage 40

Warhead type: SA

Cost: 500

Hit points: 400

Armor: Wood

Description: Static defense. Other structures can't build off of static defense. Armed with the Vulcan minigun.

Power output: -15

   

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Soviet Tech Center

Prerequisite: Radar Dome

Cost: 2800

Hit points: 500

Armor: Heavy

Description: Soviet specific building which allows construction of special units.

Power output: -100

 


Allied Forces

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Allied Infantry


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Allied Rifle Infantry

Prerequisite: Barracks

Weapon: M16A4 Battle Rifle

Damage: 15

Warhead type: SA

Cost: 100

Hit points: 50

Armor: None

Sight: 4

Speed: 5

Description: General-purpose.

Use against: Light Tanks, tesla coils, turrets

       

       

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Flamethrower

Prerequisite: Barracks

Weapon: Flammenwerfer

Damage: 50

Warhead type: Fire

Cost: 200

Hit points: 65

Armor: None

Sight: 3

Speed: 5

Description: Area-of-Effect damage at close range.

Use against: Infantry, structures with wood armor

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Allied Rocket Soldier

Prerequisite: Barracks

Weapon: Dragon Rocket Launcher

Damage: 35

Warhead type: AP

Cost: 300

Hit points: 45

Armor: None

Sight: 4

Speed: 4

Description: Anti-tank bazooka.

Use against: Medium and heavy tanks, structures, air units

       

       

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Allied Engineer

Prerequisite: Barracks

Weapon: Toolbox

Damage: N/A

Warhead type: N/A

Cost: 500

Hit points: 25

Armor: None

Sight: 4

Speed: 4

Description: Captures or heals structures. Only needing one.

Use against: Undefended structures, friendly structures in need of repair

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Tanya

Prerequisite: Barracks, Allied Tech Center

Weapon: Dual Colt 45, C4

Damage: 150

Warhead type: Hollow Point

Cost: 1000

Hit points: 100

Armor: None

Sight: 8

Speed: 6

Description: Highly skilled combatant.

Use against: Infantry, structures

       

       

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Mechanic

Prerequisite: Barracks, Service Depot

Weapon: Wrench

Damage: -100

Warhead type: Mechanical

Cost: 800

Hit points: 50

Armor: None

Sight: 3

Speed: 5

Description: Restores friendly vehicles. Very mobile, and sometimes considered OP.

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Shock Trooper

Prerequisite: Barracks, Allied Tech Center

Weapon: Portable Tesla Gun

Damage: 75

Warhead type: Super

Cost: 900

Hit points: 100

Armor: Light

Sight: 4

Speed: 4

Description: Anti-vehicle.

Use against: Vehicles, structures

 


Allied Armor


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Rocket Tank

Prerequisite: War Factory

Weapon: Dual Allied missile pods

Damage: 25

Warhead type: AP

Cost: 500

Hit points: 100

Armor: Light

Sight: 5

Speed: 12

Description: Hit-and-run vehicle. Not as strong in direct combat, but can be if used correctly.

Use against: Air units, tanks, ore trucks, artillery, v2 rocket launchers

       

       

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Medium Tank

Prerequisite: War Factory

Weapon: 90mm cannon

Damage: 40

Warhead type: AP

Cost: 600

Hit points: 375

Armor: Heavy

Sight: 5

Speed: 6

Description: Good all around MBT. More mobile than the Soviet counterpart.

Use against: Rangers, artillery, flame tanks, v2 rocket launchers, mammoth tanks (soft counter), pillboxes

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Flame Tank

Prerequisite: War Factory, Radar Dome

Weapon: Flammpanzer hose

Damage: 125

Warhead type: Fire

Cost: 800

Hit points: 500

Armor: Heavy

Sight: 5

Speed: 5

Description: Similar to the Flamethrower, but in vehicle form.

Use against: Infantry, structures with wood or light armor, rangers

       

       

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Allied Ore Truck

Prerequisite: War Factory, Refinery

Weapon: Shovel

Damage: Over 9000

Warhead type: Nuclear

Cost: 1400

Hit points: 600

Armor: heavy

Sight: 4

Speed: 5

Description: Vehicle used to manage economy.

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Hind Attack Helicopter

Prerequisite: Helipad

Weapon: Chain Gun

Damage: 40

Warhead type: SA

Cost: 1000

Hit points: 100

Armor: Light

Sight: 0

Speed: 18

Description: Mainly used against stray infantry.

Use against: Infantry, rangers, artillery, v2 rocket launchers, structures with wood and light armor, ore trucks

       

       

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Mig Attack Plane

Prerequisite: Airfield

Weapon: Air-to-Surface Maverick missiles

Damage: 60

Warhead type: AP

Cost: 1200

Hit points: 50

Armor: Wood

Sight: 0

Speed: 20

Description: Airborne. Hit-and-run aircraft.

Use against: Medium and heavy tanks, artillery, v2 rocket launchers, ore trucks, structures (primarily ones with heavy armor)

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AV Mine Layer

Prerequisite: War Factory, Service Depot

Weapon: Anti-vehicle land mines

Damage: 1000

Warhead type: Anti-vehicle

Cost: 800

Hit points: 250

Armor: Heavy

Sight: 5

Speed: 9

Description: Capable of deploying land mines.

Use against: Vehicles, ore trucks (lay mines in ore fields)

       

       

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Allied Chinook Transport Helicopter

Prerequisite: Helipad

Weapon: N/A

Damage: N/A

Warhead type: N/A

Cost: 500

Hit points: 90

Armor: Light

Sight: 4

Speed: 18

Description: Airborne. Capable of transporting 5 infantry.

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V2 Rocket Launcher

Prerequisite: War Factory, Tesla Coil

Weapon: Surface-to-Surface rocket

Damage: 300

Range: 10

Warhead type: Fire

Cost: 750

Hit points: 100

Armor: Light

Sight: 6

Speed: 5

Description: Long range napalm launcher.

Use against: Infantry, structures (can outrange all defensive structures)

       

       

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Phase Tank

Prerequisite: War Factory, Radar Dome

Weapon: Dual Allied missile pods

Damage: 30

Warhead type: AP

Cost: 900

Hit points: 110

Armor: Light

Sight: 5

Speed: 8

Description: Stealthed vehicle. Used mainly for reconnaissance.

Use against: Air units, ore trucks, artillery, v2 rocket launchers (surprise attacks/ambushes)

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Allied Mobile Construction Vehicle

Prerequisite: Allied Tech Center

Weapon: N/A

Damage: N/A

Warhead type: N/A

Cost: 5000

Hit points: 1000

Armor: Heavy

Sight: 10

Speed: 6

Description: Required to support base construction.

       

       

VhvhNrb.gif

Allied Ranger

Prerequisite: War Factory

Weapon: Mounted Heavy Machine-gun

Damage: 15

Warhead type: SA

Cost: 400

Hit points: 150

Armor: Light

Sight: 6

Speed: 17

Description: Recon vehicle.

Use against: Rocket Tanks, artillery, v2 rocket launchers, stealth tanks, infantry, structures with wood armor, ore trucks

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Allied HE Rocket Launcher

Prerequisite: War Factory, Allied Tech Center

Weapon: M270 MLRS

Damage: 75

Range: 7

Warhead type: HE

Cost: 800

Hit points: 110

Armor: Light

Sight: 7

Speed: 5

Description: Medium ranged siege unit with anti-air capabilities.

Use against: Air units, infantry, pillboxes, undefended structures

 


Allied Structures


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Allied Airfield

Prerequisite: Radar Dome

Cost: 600

Hit points: 1000

Armor: Heavy

Description: Used to produce Migs. Used as a rearming point for Migs. Allows the use for Paratroopers and Spy Planes.

Power output: -30

   

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Allied Tech Center

Prerequisite: Radar Dome

Weapon: Global Positioning System (GPS)

Damage: None. Reveals the entire map after a period of time.

Cost: 2800

Hit points: 500

Armor: 2800

Description: Allows for higher tech options. Whole map is unrevealed once the structure has been destroyed.

Power output: -200

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Allied Helipad

Prerequisite: Ore Refinery

Cost: 300

Hit points: 800

Armor: Wood

Description: Allows production of Hinds, and Chinooks. Does not come with a helicopter.

   

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Allied Barracks

Prerequisite: Power Plant

Cost: 300

Hit points: 800

Armor: Wood

Description: Allows the production of Allied infantry.

Power output: -20

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Allied Tesla Coil

Prerequisite: Radar Dome

Weapon: Electrical Resonant Transformer

Damage: 400

Warhead type: Super

Cost: 1500

Hit points: 600

Armor: Light

Description: Static defense. Other structures can't build off of static defense. Armed with a high tech weapon.

Power output: -150

   

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