Command & Conquer 3: Kane’s Wrath – GDI Units

kaneswrath

 

The Global Defense Initiative received some quality additions to their arsenal in Kane’s Wrath in the form of specialized hovercrafts and a much-needed gunship helicopter. While maintaining the role of the most well-rounded faction in the game, the new upgrades and abilities prevent them from being surprised by any situation.

 

Infantry

tw_riflemanRifleman Squad
Cost: $300 | Squad size: 6 | Prerequisites: none
Rifleman Squads are the basic GDI infantry unit. They are effective against other infantry, and perform reasonably in scouting and anti-scouting.

 

 

Abilities:

tw_callfortransportgdi

Call for Transport
Cost:
$200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

tw_digin

Dig In
Cost:
$100 | Cooldown: 1:00 | Prerequisites: none

The Rifleman Squad drops their rifles in favour of shovels and builds a Foxhole where they stand. When it is finished, they automatically garrison it.

Upgrades:

tw_compositearmour

Composite Armour
Cost:
$1500 | Researched at: Armoury

Increases armour and hit points of Riflemen, Missile Soldiers, and Grenadiers.

kw_apammo

Armour-Piercing (AP) Ammo
Cost:
$2000 | Researched at: Command Post

Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.

 

tw_missileMissile Squad
Cost:
$400 | Squad size: 2 | Prerequisites: none
Missile Squads, the natural complement to Riflemen, provide essential support fire. Their heavy anti-armour/anti-air weapons make them slower than Riflemen.

 

 

Abilities:

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

Upgrades:

tw_compositearmour

Composite Armour
Cost:
$1500 | Researched at: Armoury

Increases armour and hit points of Riflemen, Missile Soldiers, and Grenadiers.

 

tw_engineerEngineer
Cost:
$500 | Squad size: 1 | Prerequisites: none
Slow and unarmed, the Engineer is nonetheless important in his own right. Engineers are the only units able to capture enemy structures, and now they can take over downed large mechs including the Juggernaut, the Avatar, the Annihilator Tripod, and their variations. Tactical use of Engineers is considered an art among many commanders. They can be used to capture civilian structures and repair destroyed bridges or to repair friendly structures. Note that with each of these actions, the Engineer is lost.

Abilities:

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

 

tw_grenadierGrenadier Squad
Cost:
$800 | Squad size: 4 | Prerequisites: Command Post
Grenadier Squads serve as GDI’s close assault infantry. They are difficult to suppress and can quickly clear enemy squads out of garrisoned structures with their high-powered grenades.

 

 

Abilities:

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

kw_empgrenades

Electro-Magnetic Pulse (EMP) Grenades
Cost: free | Cooldown: 1:00 | Prerequisites: Upgrade at Armoury

Throws a special grenade which causes an EMP blast that lasts 10 seconds.

Upgrades:

tw_compositearmour

Composite Armour
Cost:
$1500 | Researched at: Armoury

Increases armour and hit points of Riflemen, Missile Soldiers, and Grenadiers.

kw_empgrenades

Electro-Magnetic Pulse (EMP) Grenades
Cost:
$1000 | Researched at: Armoury

Enables Grenadier Squads to throw EMP Grenades.

 

tw_sniperSniper Team
Cost: $
1000 | Squad size: 2 | Prerequisites: Armoury
Sniper Teams can kill most infantry from long range with a single well-placed shot. They are stealthed, but can also detect other stealthed units. They are also able to spot targets for Juggernauts to fire from very long range. The team is comprised of a sniper and a spotter, with the latter being nervous and helpless if the former is killed.

Abilities:

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

 

tw_zonetrooperZone Troopers
Cost:
$1300 | Squad size: 4 | Prerequisites: Tech Center
Capable of surviving in otherwise uninhabitable environments, Zone Troopers are highly mobile, well-protected and trained to destroy enemy vehicles and structures with their heavy duty railguns. They are immune to the effects of Tiberium and can not be crushed in normal circumstances. They can also not enter garrisonable buildings.

Abilities:

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

tw_jetpack

Jetpacks
Cost:
free | Cooldown: 0:10 | Prerequisites: none

Enables Zone Troopers to jump over relatively large distances, going over otherwise impassable obstacles.

Upgrades:

tw_scannerpacks

Scanner Packs
Cost:
$500 | Researched at: Command Post

Increases Zone Troopers’ firing and sight range by 20% and allows them to detect stealth in a small radius.

tw_powerpacks

Power Packs
Cost:
$1000 | Researched at: Armoury

Increases Zone Troopers’ hit points by 50% and allows them to self-heal when idle.

 

tw_gdicommandoCommando
Cost:
$2000 | Squad size: 1 | Prerequisites: Armoury, Tech Center
Thanks to their burst-firing prototype rail carbines, Commandos are unmatched when fighting enemy infantry. Their explosives can demolish structures and even large walkers like the Nod Avatar. They can not be crushed in normal circumstances.
Note: Only one GDI Commando can be trained at a time per player.

Abilities:

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

tw_jetpack

Jetpacks
Cost: free | Cooldown: 0:10 | Prerequisites: none

Enables the Commando to jump over relatively large distances, going over otherwise impassable obstacles.

 

Vehicles

tw_pitbullCC-6 Pitbull
Cost:
$700 | Prerequisites: none
Although the Pitbull, GDI’s primary scout vehicle, can fire missiles capable of damaging aircraft and lighter vehicles, it is too lightly armoured to survive direct combat. Because of its speed, it is often used in hit-and-run attacks and Harvester harrasment. The Pitbull also has the ability to detect stealthed units.

Abilities:

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

Upgrades:

tw_mortar

Mortars
Cost:
$1000 | Researched at: Tech Center

Refits Pitbulls with a long-range Mortar that is effective against infantry and structures, but is rather imprecise and takes a while to reload. Once upgraded, the Mortar will fire at all times.

 

tw_guardianapcGuardian Armoured Personnel Carrier (APC)
Cost:
$700 | Prerequisites: none
GDI infantry rely on APCs to move safely through hostile terrain. APCs are effective against aircraft, infantry and light vehicles and are designed to let infantry attack from within.

 

Abilities:

tw_evacuateall

Evacuate
Cost:
free | Cooldown: instant | Prerequisites: none

Orders the infantry squad within the APC to leave the vehicle.

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

tw_minedrop

Minefield
Cost:
$300 | Cooldown: 1:00 | Prerequisites: none

Deploys a 9-piece minefield to the selected area.

Upgrades:

kw_apammo

Armour-Piercing (AP) Ammo
Cost:
$2000 | Researched at: Command Post

Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.

 

tw_predatorMBT-6 Predator Tank
Cost:
$1100 | Prerequisites: none
The Predator Tank is equipped with a single side-mounted cannon that is effective against armour and structures. It can withstand heavy fire thanks to its heavy plating. However, it is ineffective against infantry and helpless against aircraft.

 

Abilities:

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

Upgrades:

tw_railgun

Railguns
Cost:
$4000 | Researched at: Tech Center

Increases attack damage of Predator Tanks, Titans, Mammoth Tanks, Guardian Cannons, and Battle Bases by replacing their cannons with railguns.

 

tw_gdiharvesterHarvester
Cost:
$1600 | Prerequisites: Tiberium Refinery
GDI Harvesters are easily recognisable by the light machine gun mounted above the cab, used to ward off marauders that might wish to steal their precious cargo. Critical to the financial success of all sides, the Harvester is the only unit capable of collecting Tiberium for refinement. Harvesters will automatically begin to collect Tiberium if a field is nearby.

Abilities:

tw_returntobase

Return to Refinery
Cost:
free | Cooldown: instant | Prerequisites: Tiberium Refinery

Orders the Harvester to immediately return to the closest Tiberium Refinery and unload its currently harvested Tiberium, if any.

 

tw_gdimcvMobile Construction Vehicle (MCV)
Cost:
$3500 | Prerequisites: none
The Mobile Construction Vehicle was invented to provide GDI with a mobile base at a moment’s notice. MCVs can be seen packing and unpacking into Construction Yards. While it is well-armoured, it is slow and unarmed, therefore it must be protected at all costs.

Abilities:

tw_deploy

Unpack into Construction Yard
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the MCV to unpack into a Construction Yard in its current location. This order is reversible.

 

kw_shattererShatterer
Cost:
$1500 | Prerequisites: Command Post
The mobile version of the Sonic Emitter, placed on a hovering tank. Best used against structures and slower vehicles, a blast from the Shatterer can rip through multiple targets in single shot.

 

Abilities:

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

 

kw_slingshotSlingshot
Cost:
$1000 | Prerequisites: Command Post
One of the fastest-moving units on the battlefield, the Slingshot is perfect for chasing down enemy aircraft. It can not attack any unit on the ground, and can not crush infantry.

 

Abilities:

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

Upgrades:

kw_tungstenshells

Tungsten Shells
Cost:
$2000 | Researched at: Tech Center

Increases the attack damage, but reduces the range, of AA Batteries and Slingshots.

 

tw_rigRig
Cost:
$2000 | Prerequisites: Command Post
The Rig is heavy support vehicle capable of deploying into a versatile Battle Base, which provides considerable defence with two integrated Guardian Cannons, a missile launcher, stealth detection scanners and automated repair drones. When mobile, it is slow and unarmed.

Abilities:

tw_deploy

Unpack into Battle Base
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the Rig to unpack into a Battle Base in its current location. This order is reversible.

Upgrades:

tw_railgun

Railguns
Cost:
$4000 | Researched at: Tech Center

Increases attack damage of Predator Tanks, Titans, Mammoth Tanks, Guardian Cannons, and Battle Bases by replacing their cannons with railguns.

 

tw_mammothtankMammoth Tank (Mammoth 27 / Mark III)
Cost:
$2000 | Prerequisites: Tech Center
Armed with dual cannons and rocket pods, the Mammoth Tank is the ultimate in armoured warfare. Although slow, the Mammoth Tank is so powerful it can crush heavy infantry and lesser vehicles beneath its treads. It is very effective against vehicles and structures, and fares against aircraft moderately well.

Upgrades:

tw_railgun

Railguns
Cost:
$4000 | Researched at: Tech Center

Increases attack damage of Predator Tanks, Titans, Mammoth Tanks, Guardian Cannons, and Battle Bases by replacing their cannons with railguns.

 

tw_juggernautJuggernaut
Cost:
$2200 | Prerequisites: Tech Center
GDI’s walking artillery platform can support tanks with its long-range cannons and serve as a siege weapon when stationed outside an enemy base, and bombard targets with the aid of Sniper Teams. They can also crush heavy infantry and lesser vehicles. When badly damaged, Juggernauts leave a husk that can be captured by Engineers (or their equivalents) of any side, after which the Juggernaut is restored to half health.

Abilities:

tw_bombardarea

Bombard Area
Cost:
free | Cooldown: 0:20 | Prerequisites: Sniper Team

If a Sniper Team is deployed somewhere on the battlefield, the Juggernaut can bombard the area within their line of sight from any location, even from the opposite edge of the map. The Juggernaut fires one shell every 5 seconds.

 

kw_marvMammoth Armed Reclamation Vehicle (MARV)
Cost:
$5000 | Prerequisites: Reclamator Hub
GDI’s epic unit – a massively armoured and heavily armed vehicle which can instantly harvest and process Tiberium by driving over it, giving the player an immediate cash bonus. It has four garrisonable hardpoints in its four corners, and the ability to crush any vehicles, even tier 3 units such as Mammoth Tanks, Avatars and Annihilator Tripods.
Note: Only one GDI MARV can be built at a time per player. Also, due to a potential error in coding, it is the only epic unit that doesn’t explicitly require a Tech Center to be built, a trait shared with Steel Talons and ZOCOM versions.

 

tw_surveyorSurveyor
Cost:
$1500 | Prerequisites: none
The Surveyor can locate viable base sites and deploy in order to expand the area in which buildings can be constructed. It is most useful when place near Tiberium fields. It is the only GDI vehicle that is built from the Construction Yard instead of the War Factory.

Abilities:

tw_deploy

Unpack into Outpost
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the Surveyor to unpack into an Outpost in its current location. This order is irreversible.

tw_callfortransportgdi

Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Airfield

Calls a V-35 Ox Transport in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the V-35 Ox will leave the battlefield.

 

Aircraft

tw_orcaA-15 Orca
Cost:
$1100 | Prerequisites: none
The Orca is used in a variety of roles including scouting, fire support for ground operations and direct strikes on enemy installations. It is most effective against vehicles.

 

Abilities:

tw_returntobase

Return to Airfield
Cost:
free | Cooldown: instant | Prerequisites: Airfield

Orders the Orca to immediately dock at the closest Airfield.

tw_pulsescan

Pulse Scan
Cost:
free | Cooldown: 1:00 | Prerequisites: none

Allows the Orca to detect stealthed units in a small radius.

tw_sensorpod

Sensor Pod
Cost:
$100 | Cooldown: instant | Prerequisites: Upgrade at Command Post

Orders the Orca to attach a stealth-detecting Sensor Pod to any unit or structure, or simply drop it to the ground.

Upgrades:

tw_sensorpod

Sensor Pods
Cost:
$500 | Researched at: Command Post

Allows Orcas to deploy stealth-detecting Sensor Pods.

kw_hardpoints

Hardpoints
Cost:
$2500 | Researched at: Airfield

Increases the missile capacity of Orcas and Firehawks by 50%.

 

kw_hammerheadHammerhead
Cost:
$1500 | Prerequisites: none
The Hammerhead is GDI’s most versatile aircraft and never needs to return to the Airfield to reload. It is armed with powerful twin Vulcan cannons that are effective against infantry and light vehicles, and can transport one infantry squad which can fire from within it.

Abilities:

tw_evacuateall

Evacuate
Cost:
free | Cooldown: instant | Prerequisites: none

Orders the Hammerhead to land and safely eject the infantry squad it holds, during which time it is vulnerable.

Upgrades:

kw_apammo

Armour-Piercing (AP) Ammo
Cost:
$2000 | Researched at: Command Post

Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.

 

tw_firehawkFirehawk
Cost:
$1500 | Prerequisites: Tech Center
Firehawks can carry heavy Hellcat Firebombs for anti-armour/anti-structure purposes or Rattlesnake Missiles for smashing enemy aircraft.

 

 

Abilities:

tw_returntobase

Return to Airfield
Cost:
free | Cooldown: instant | Prerequisites: Airfield

Orders the Firehawk to immediately dock at the closest Airfield.

tw_firehawkantiground2

Anti-Ground Loadout (default)
Cost:
free | Cooldown: instant | Prerequisites: none

When docked at an Airfield, the Firehawk can choose this loadout to be more effective against vehicles and structures.

tw_firehawkantiair

Anti-Air Loadout
Cost:
free | Cooldown: instant | Prerequisites: none

When docked at an Airfield, the Firehawk can choose this loadout to be more effective against air units.

tw_stratofighterboosters

Stratofighter Boosters
Cost:
free | Cooldown: 0:20 | Prerequisites: Upgrade at Tech Center

Enables the Firehawk to swiftly enter the stratosphere and return back to any location on the map, bypassing all attacks.

Upgrades:

tw_stratofighterboosters

Stratofighter Boosters
Cost:
$1000 | Researched at: Airfield

Enables Firehawks to use their Stratofighter Boosters.

kw_hardpoints

Hardpoints
Cost:
$2500 | Researched at: Airfield

Increases the missile capacity of Orcas and Firehawks by 50%.

 

tw_v35oxV-35 Ox Transport
Cost:
$200 (Call for Transport) | Prerequisites: Airfield
This flying transport is capable of shipping all the but heaviest military forces, and lets GDI mount surprise attacks or evacuate endangered units. However, they are not durable in enemy territory, as they are weakly armoured and unarmed. They are not conventionally buildable and are only seen when individual units call for transport.

Abilities:

tw_evacuateall

Evacuate
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the V-35 Ox to land and safely eject any unit it holds, during which time it is vulnerable. After this is done, the V-35 Ox becomes uncontrollable by the player and leaves the battlefield.

 

tw_orcastrikecraftOrca Strike Craft
Unbuildable

Orca Strike Crafts are a special variant of the long-running Orca line of aircraft, designed for quick incursions. They are called with the Orca Strike support power from the Airfield in squadrons of three to bombard a selected area.

 

kw_supersonicfighterSupersonic Fighter
Unbuildable

These experimental jets are called with the Supersonic Air Attack support power from the Space Command Uplink to quickly strike enemy aircraft.

 

 

tw_droppodZone Trooper Drop Pod
Unbuildable

These orbital drop pods carry veteran Zone Trooper Squads to a target area. Until their hatches open, they are vulnerable to attacks.

 

 

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