While GDI is already a technologically advanced army, the Zone Operations Command subfaction considers that statement quaint and makes use of experimental modifications to already potent weapons. They rely more on sonic weaponry, which they even arm their aircraft and heavy infantry with. However, they lack proper artillery 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:
Tiberium Field Suits
Cost: $1000 | Researched at: Armoury
Increases the armour of Riflemen, Missile Soldiers, and Grenadiers, and makes them immune to the effects of Tiberium.
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.
Upgrades:
Tiberium Field Suits
Cost: $1000 | Researched at: Armoury
Increases the armour of Riflemen, Missile Soldiers, and Grenadiers, and makes them immune to the effects of Tiberium.
Engineer
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:
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.
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:
Tiberium Field Suits
Cost: $1000 | Researched at: Armoury
Increases the armour of Riflemen, Missile Soldiers, and Grenadiers, and makes them immune to the effects of Tiberium.
Electro-Magnetic Pulse (EMP) Grenades
Cost: $1000 | Researched at: Armoury
Enables Grenadier Squads to throw EMP Grenades.
Sniper 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. The team is comprised of a sniper and a spotter, with the latter being nervous and helpless if the former is killed.
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.
Zone Raiders
Cost: $1300 | Squad size: 4 | Prerequisites: Tech Center
Zone Raiders fire area-of-effect sonic shells and shoulder-mounted anti-air rockets, and come equipped with all the benefits of Red Zone armour. They are immune to the effects of Tiberium and can not be crushed in normal circumstances. They can also not enter garrisonable buildings.
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.
Jetpacks
Cost: free | Cooldown: 0:10 | Prerequisites: none
Enables Zone Raiders to jump over relatively large distances, going over otherwise impassable obstacles.
Upgrades:
Scanner Packs
Cost: $500 | Researched at: Command Post
Increases Zone Raiders’ firing and sight range by 20% and allows them to detect stealth in a small radius.
Power Packs
Cost: $1000 | Researched at: Armoury
Increases Zone Raiders’ hit points by 50% and allows them to self-heal when idle.
Commando
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 ZOCOM Commando can be trained at a time per player.
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.
Jetpacks
Cost: free | Cooldown: 0:10 | Prerequisites: none
Enables the Commando to jump over relatively large distances, going over otherwise impassable obstacles.
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.
Guardian 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:
Evacuate
Cost: free | Cooldown: instant | Prerequisites: none
Orders the infantry squad within the APC to leave the vehicle.
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.
Upgrades:
Armour-Piercing (AP) Ammo
Cost: $2000 | Researched at: Command Post
Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.
MBT-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.
Note: Due to an error in coding, ZOCOM Predator Tanks have their experience levels set to those of a Mammoth Tank. Hence, they give too much experience when destroyed, and take a longer while to get experience themselves.
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.
Rocket Harvester
Cost: $1600 | Prerequisites: Tiberium Refinery
Rocket Harvesters are easily recognisable by the dual rocket launchers 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 Rocket Harvester is the only unit capable of collecting Tiberium for refinement. Rocket Harvesters will automatically begin to collect Tiberium if a field is nearby.
Note: Due to erroneous coding, Rocket Harvesters have a slower harvesting rate than vanilla GDI Harvesters.
Abilities:
Return to Refinery
Cost: free | Cooldown: instant | Prerequisites: Tiberium Refinery
Orders the Rocket Harvester to immediately return to the closest Tiberium Refinery and unload its currently harvested Tiberium, if any.
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.
Zone Shatterer
Cost: $1600 | 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 Zone Shatterer can rip through multiple targets in single shot. ZOCOM’s Zone Shatterer can also overload its cannon for more firepower.
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.
Overload Beam
Cost: free | Cooldown: n/a | Prerequisites: none
Fires a beam that deals 50% more damage than a usual one, but disables the Zone Shatterer for 6 seconds afterwards.
Note: The overloaded beam travels slower than the standard one.
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.
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.
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 ZOCOM 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 Steel Talons 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
ZOCOM Orca
Cost: $1500 | Prerequisites: none
Equipped with area-of-effect sonic Shells, the ZOCOM Orca is an improvement over the standard A-15 Orca and is powerful against vehicles and structures.
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 ZOCOM Orcas to deploy stealth-detecting Sensor Pods.
Ceramic Armour
Cost: $1000 | Researched at: Airfield
Increases the armour of ZOCOM Orcas, Hammerheads, and Firehawks by 25%.
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.
Ceramic Armour
Cost: $1000 | Researched at: Airfield
Increases the armour of ZOCOM Orcas, Hammerheads, and Firehawks by 25%.
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.
Ceramic Armour
Cost: $1000 | Researched at: Airfield
Increases the armour of ZOCOM Orcas, Hammerheads, and Firehawks by 25%.
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.
Zone Raider Drop Pod
Unbuildable
These orbital drop pods carry veteran Zone Raider Squads to a target area. Until their hatches open, they are vulnerable to attacks.