The Global Defense Initiative utilizes powerful and efficient technologies in their arsenal. Their presence on the ground is unmatched in terms of armour and raw firepower, but their high-tier units are slow and expensive. Their main weaknesses are the lack of a proper artillery unit and the fragility of their aircraft.
Cost: $120 | Prerequisites: none
Light Infantry is the mainstay of the GDI and Brotherhood troops. Armed with an M16 Mk. II pulse rifle, they deliver light damage to most targets. Although slow, infantry are capable of movement over varied terrain types with little loss in speed. They are also able to pass through certain terrains or hazards that are inaccessible or damaging to vehicles. They are best used for scouting.
Cost: $300 | Prerequisites: none
The Disc Thrower is a light infantry unit that carries a long-range grenade delivery system. Instead of traditionally shaped grenades, the Disc Thrower uses an aerodynamic grenade that is designed with longer flight in mind. Because of the dynamics of the discus-like projectile, the grenade can bounce along terrain if it does not impact its intended target. Its explosion deals splash damage which suppresses enemy infantry.
Cost: $500 | Prerequisites: none
Slow and unarmed, Engineers are nonetheless very useful in their own right. They are able to capture enemy structures, repair damaged friendly structures and repair damaged bridges (if a bridge hut is nearby). Note that the engineer unit will be lost when any of these actions are performed.
Cost: $600 | Prerequisites: none
Amid the chaos of battle, the Medic is solely responsible for treating the injured and getting downed soldiers back in the fight. If double-clicked, the medic will automatically heal any nearby friendly soldiers. Medics can also be targeted to treat a specific soldier.
Jump Jet Infantry
Cost: $600 | Prerequisites: Radar
The airborne divisions of GDI’s infantry, Jump Jet soldiers are able to perform surgical hits on targets normally inaccessible to standard infantry. Armed with a Vulcan cannon, these flying soldiers can provide an anti-air defense as well as quick air-to-ground attacks on poorly defended targets.
Cost: $1750 | Prerequisites: Tech Center
A member of the Forgotten, Ghost Stalker carries a small railgun and is armed with C4 charges. His railgun is able to shoot through multiple targets at once, eliminating rows of enemies in a single hit. His C4 charges can be planted at enemy buildings, destroying them instantly. Like all mutant units, Ghost Stalker can heal in Tiberium.
Note: Only one Ghost Stalker can be trained at a time per player.
Umagon (campaign only)
The mutant sniper named Umagon is one of the fiercest members of the Forgotten. Armed with a sniper rifle, she is able to pick off most infantry with one shot and an incredible range. However, her weapon does very little damage against armoured units. She is most effective when teamed up with Ghost Stalker. Umagon is as tough as she is beautiful, moving swiftly among the shadows, commanding respect from those around here. Like all mutant units, Umagon can heal in Tiberium.
Cost: $1400 | Prerequisites: Tiberium Refinery
Critical to the financial success of both sides, the Harvester is the only unit capable of collecting Tiberium for refinement. Harvesters will automatically begin to collect Tiberium if they arrive with a Tiberium Refinery, but not if built from the War Factory. If it carries the more valuable, but also more volatile blue Tiberium strain, the Harvester becomes highly unstable, and explodes violently if destroyed, which can be used offensively as a poor man’s demolition truck.
Cost: $500 | Prerequisites: none
The Powered Assault Armour, or “Wolverine,” is a small bipedal mech piloted by a single soldier. Fast and agile, the lightly armoured mechs excel at suppression fire and in light skirmishes.
Cost: $800 | Prerequisites: none
The Medium Battle Mechanized Walker, or “Titan”, is GDI’s all-purpose assault and defense unit. Standing 25 feet tall and packing a 120mm cannon, the Titan is a force to be reckoned with. Its long range makes it an ideal unit for use in base assaults, as it can pummel defenses without fear of retaliation.
Cost: $800 | Prerequisites: none
The Amphibious APC is a heavily armoured unit that can carry up to five infantry units over land and sea. Note that an APC can not be unloaded while in water. The vehicle is unarmed, and should be escorted by other units.
Hover Multi-Launch Rocket System (MLRS)
Cost: $900 | Prerequisites: Radar
The Hover MLRS is a medium-range missile delivery system mounted on a hover chassis. Like the Amphibious APC, the Hover MLRS is capable of crossing both land and sea. Because of its hovering capability, the unit is unaffected by most terrain types, making it an ideal (although somewhat expensive) unit for scouting enemy territory. Its rockets are capable of hitting both air and land targets with equal effectiveness.
Mobile Sensor Array
Cost: $950 | Prerequisites: Radar
The Mobile Sensor Array is a vehicle equipped with a state-of-the-art sensor package that can detect the presence of enemy units even if they are cloaked or burrowing underground when it is deployed. Detected units will not be “uncloaked”, but will be displayed on radar and tactical view, allowing a commander to take the necessary measures to destroy the hidden unit(s).
Mobile Construction Vehicle (MCV)
Cost: $2500 | Prerequisites: Tech Center
As you will see in the section on GDI buildings, the heart of every base is the Construction Yard. When deployed, this vehicle becomes a Construction Yard, providing you with all of the benefits of that building. To deploy an MCV, select the vehicle and hold the cursor over it. If the cursor changes to a white circle with four arrows, left-clicking on it will deploy the vehicle. If the cursor has a red circle with a line through it, there is either not enough room to deploy or something is in the way. Move the vehicle (or the offending object) to find a suitable deployment site. The MCV must be protected at all costs.
Cost: $1300 | Prerequisites: Tech Center
Recent developments aboard the Philadelphia have led to breakthroughs in harmonic resonance. Making use of this technology, the Disruptor is capable of shattering any unit or structure caught in its powerful wave – enemy or ally alike. Explodes violently when destroyed with elite status.
Note: Due to a bug, if a Disruptor fires at a target on the south edge of a map and the target is destroyed, the Disruptor’s beam will go over the edge of the map and crash the game.
Mammoth Mark II
Cost: $3000 | Prerequisites: Tech Center
This experimental behemoth is GDI’s most powerful weapon. Towering over the battlefield, the Mammoth Mk. II carries dual railguns and a back-mounted anti-aircraft missile launcher. The railguns are capable of reducing most units to slag in a matter of seconds, while its AA launcher ensures air protection for the unit. The main downside is that its railguns can only fire at objects that are on the same elevation as the Mammoth.
Note: Only one Mammoth Mk. II can be built at a time per player.
Cost: free | Prerequisites: Hunter-Seeker Control
The Hunter-Seeker Droid is a lighting-fast drone that is deployed to “clean up” the battlefield. Hunter-Seeker Droids randomly search out an enemy unit or structure and ram it. The unit cannot be controlled and will automatically seek prey when released.
Cost: $1000 | Prerequisites: none
The mainstay of GDIs air force, the Orca Fighter is a versatile and lightweight attack aircraft. Fast, lightly armoured and armed with dual missile launchers, the Orca fighter can deliver a missile barrage to any location on the battlefield within moments of receiving orders. However, like most aircraft, the Orca Fighter must return to a helipad in order to reload its weapons.
Cost: $1600 | Prerequisites: Tech Center
Heavier and better armoured then its Fighter cousin, the Orca Bomber trades speed for firepower. Delivering a stream of high-explosive bombs in strafing runs, the Orca Bomber is ideal for softening up ground defenses during the beginning of a base assault.
Cost: $750 | Prerequisites: Service Depot
The largest of all the Orcas, this transport aircraft has the critical job of rescuing or delivering units to or from any destination. Using a large grappling device, the Carryall is capable of picking up any vehicle found on the battlefield. To make the Carryall pick up a unit, select the Carryall, then left-click on the unit you wish to pick up. To put the unit down, select the Carryall when it is on the ground, highlight it, and left-click on it when the “deploy cursor” appears. Note that you can drop units directly onto Service Depots and Refineries without detaching them first.
Orca Dropship (campaign only)
Dropships allow the delivery of crucial reinforcements to specific areas on the battlefield. The arrival of a dropship with reinforcements during a heated battle can mean the difference between victory and defeat. Dropships are only available in certain campaign missions and can never be directly controlled, as they are entirely scripted.
Orca Transport (campaign only)
The Orca Transport can carry up to 5 infantry units to any location on a battle map. Loading and unloading it is identical in function to loading and unloading an amphibious APC. Orca Transports are only available in certain campaign missions and can never be directly controlled, as they are entirely scripted.
Kodiak (campaign only)
The Kodiak is GDI’s mobile command center. Commander McNeil and his crew reside on the Kodiak and use it to travel from battle to battle. Typically, the Kodiak observes the battle from afar so as not to put commanding officers in direct danger.