The Steel Talons are GDI’s “old school” subfaction. They focus on vehicles and more notably walkers, which are considerably more expensive than conventional GDI units, but make up for their low numbers with adaptability. They are able to repair on the move and use bunkers inside their harvesters and artillery walkers to increase their durability. Their main weakness is that they are the only faction in Kane’s Wrath without a native EMP weapon, and they also lack late game infantry units.
Infantry
Rifleman 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:
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.
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:
Armour-Piercing (AP) Ammo
Cost: $2000 | Researched at: Command Post
Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.
Missile 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:
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.
Combat Engineer
Cost: $500 | Squad size: 1 | Prerequisites: none
With a trusty sidearm, the Combat Engineer is very useful when it comes to taking down enemy Engineers. Combat 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 Combat 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 Combat Engineer is lost.
Abilities:
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.
Grenadier 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:
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.
Vehicles
CC-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:
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:
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.
Titan Mk. II
Cost: $1300 | Prerequisites: none
Slower but tougher than the standard GDI Predator Tank, the Titan is an effective combat unit capable of crushing other vehicles.
Abilities:
Adaptive Armour
Cost: free | Cooldown: 0:10 | Prerequisites: Upgrade at Tech Center
Significantly increases the Titan’s armour and makes it immune to EMP blasts, but lowers its rate of fire and movement speed.
Upgrades:
Adaptive Armour
Cost: $1000 | Researched at: Tech Center
Enables Titans and Mammoth Tanks to use the Adaptive Armour ability.
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.
Mobile Repair Transport (MRT)
Cost: $700 | Prerequisites: none
In addition to standard APC functionality, the Mobile Repair Transport swaps the machine gun for the ability to repair nearby vehicles.
Note: Although the garrisoned infantry squad can fire from within the MRT just like from within a Guardian APC, the MRT will not have an attack cursor. The only way for the garrisoned infantry squad to attack is that the MRT gets close to the enemy.
Abilities:
Repair
Cost: free | Cooldown: n/a | Prerequisites: none
Orders the MRT’s repair drone to repair a specific unit.
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.
Minefield
Cost: $300 | Cooldown: 1:00 | Prerequisites: none
Deploys a 9-piece minefield to the selected area.
Heavy Harvester
Cost: $1600 | Prerequisites: Tiberium Refinery
Outfitted with a garrison pod for infantry, the Heavy Harvester can be adapted to counter whatever threat is deemed most pressing. Critical to the financial success of all sides, the Heavy Harvester is the only unit capable of collecting Tiberium for refinement. Heavy Harvesters will automatically begin to collect Tiberium if a field is nearby.
Note: Due to erroneous coding, Heavy Harvesters have a slower harvesting rate than vanilla GDI Harvesters.
Abilities:
Return to Refinery
Cost: free | Cooldown: instant | Prerequisites: Tiberium Refinery
Orders the Heavy Harvester to immediately return to the closest Tiberium Refinery and unload its currently harvested Tiberium, if any.
Evacuate
Cost: free | Cooldown: instant | Prerequisites: none
Orders the infantry squad within the Heavy Harvester to leave the vehicle.
Mobile 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:
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.
Wolverine Mk. II
Cost: $900 | Prerequisites: Command Post
The Wolverine is a perfect scout unit, fast enough to stay ahead of the pack while packing enough weaponry and armour to get itself out of any unexpected difficulties.
Abilities:
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:
Armour-Piercing (AP) Ammo
Cost: $2000 | Researched at: Command Post
Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.
Slingshot
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:
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:
Tungsten Shells
Cost: $2000 | Researched at: Tech Center
Increases the attack damage, but reduces the range, of AA Batteries and Slingshots.
Rig
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:
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:
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.
Mammoth 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.
Abilities:
Adaptive Armour
Cost: free | Cooldown: 0:10 | Prerequisites: Upgrade at Tech Center
Significantly increases the Mammoth Tank’s armour and makes it immune to EMP blasts, but lowers its rate of fire and movement speed.
Upgrades:
Adaptive Armour
Cost: $1000 | Researched at: Tech Center
Enables Titans and Mammoth Tanks to use the Adaptive Armour ability.
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.
Behemoth
Cost: $2200 | Prerequisites: Tech Center
Highly customizable, the Behemoth is a Juggernaut variant that provides long-range artillery support and can also garrison a squad of infantry. They can also crush heavy infantry and lesser vehicles. When badly damaged, Behemoths leave a husk that can be captured by Combat Engineers (or their equivalents) of any side, after which the Behemoths is restored to half health.
Abilities:
Evacuate
Cost: free | Cooldown: instant | Prerequisites: none
Orders the infantry squad within the Behemoth to leave the vehicle.
Mammoth 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 Steel Talons 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 GDI and ZOCOM versions.
Surveyor
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:
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.
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
A-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:
Return to Airfield
Cost: free | Cooldown: instant | Prerequisites: Airfield
Orders the Orca to immediately dock at the closest Airfield.
Pulse Scan
Cost: free | Cooldown: 1:00 | Prerequisites: none
Allows the Orca to detect stealthed units in a small radius.
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:
Sensor Pods
Cost: $500 | Researched at: Command Post
Allows Orcas to deploy stealth-detecting Sensor Pods.
Hardpoints
Cost: $2500 | Researched at: Airfield
Increases the missile capacity of Orcas and Firehawks by 50%.
Hammerhead
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:
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:
Armour-Piercing (AP) Ammo
Cost: $2000 | Researched at: Command Post
Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.
Firehawk
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:
Return to Airfield
Cost: free | Cooldown: instant | Prerequisites: Airfield
Orders the Firehawk to immediately dock at the closest Airfield.
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.
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.
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:
Stratofighter Boosters
Cost: $1000 | Researched at: Airfield
Enables Firehawks to use their Stratofighter Boosters.
Hardpoints
Cost: $2500 | Researched at: Airfield
Increases the missile capacity of Orcas and Firehawks by 50%.
V-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.
Note: Due to an error in coding, the Steel Talons and ZOCOM V-35 Ox Transports have significantly lower health than the vanilla GDI version.
Abilities:
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.
Orca 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.
Supersonic Fighter
Unbuildable
These experimental jets are called with the Supersonic Air Attack support power from the Space Command Uplink to quickly strike enemy aircraft.