Engineer
This fast, lightly armoured non-combat unit is unrivalled when it comes to capturing Tiberium crystals, seizing pods and maintaining allied units.
Build time: 8s – Command Points: 3 – Tier: 1 – Required Level: 1

C&C 4: Tiberian Twilight
This fast, lightly armoured non-combat unit is unrivalled when it comes to capturing Tiberium crystals, seizing pods and maintaining allied units.
Build time: 8s – Command Points: 3 – Tier: 1 – Required Level: 1
The flagship of the mobile infantry, the Zone Trooper uses the jetpack in his armour to make bursts of speed. He is armed with a cannon built into his arm. Upgrading this unit allows him to jump over cliffs.
Build time: 10s – Command Points: 3 – Tier: 1 – Required Level: 1
The Zone Enforcer is a frontline soldier tasked with eliminating infantry and light vehicles using its belt-fed Mini-Gunner, sprinting ability and anti-structure grenades. Upgrading this unit allows it to jump over cliffs.
Build time: 10s – Command Points: 3 – Tier: 1 – Required Level: 1
Facing the enemy air force, a woman stands tall… armed with two enormous rocket launchers on her shoulders. The Zone Defender isn’t particularly versatile, but she is formidable against air forces. Upgrading this unit allows her to jump over cliffs.
Build time: 10s – Command Points: 3 – Tier: 1 – Required Level: 1
The Dozer’s main function is to build outposts, lay Land Mines and repair structures.
Construction time: 8s – Command Points: 3 – Tier: 1 – Required Level: 2
The Zone Lancer is a powerful Laser Turret capable of deploying as a stationary platform. Whilst it has limited mobility, it does, however, boast increased range and armour.
Build time: 10s – Command Points: 3 – Tier: 1 – Required Level: 3
This tracked gun is equipped with ideal armour to withstand attacks whilst providing long-range support. Once ‘destroyed’, it transforms into a Turret. Its health is then at maximum and it can be repaired.
Build time: 12s – Command Points: 6 – Tier: 1 – Required Level: 5
This woman is an army unto herself, trained to destroy structures using her short-range Laser Turret. She is also an exceptionally quick bomb-layer. Upgrading this unit allows her to jump over cliffs.
Build time: 12s – Command Points: 6 – Tier: 2 – Required Level: 6
A gun-walking, armed troop crawler, the Armadillo can transport up to three units into battle.
Construction time: 15s – Command Points: 6 – Tier: 2 – Required Level: 8
The Zone Captain hunts big game: he is authorised to request an ion strike from one of the GDI’s orbital weapon platforms to wipe out an entire group of enemies on the ground, as well as any neighbouring structures.
Build time: 15s – Command Points: 10 – Tier: 3 – Required Level: 12
A defensive tank, the Rhino is, so to speak, a mobile block of armour. Once deployed, it transforms into stationary Sonic Artillery which also has the advantage of automatically flushing out nearby enemies.
Build time: 20s – Command Points: 12 – Tier: 3 – Level required: 14
This long-range mortar is ideal for pounding the enemy with a barrage of shells or Sticky Bombs.
Construction time: 12s – Command Points: 6 – Tier: 3 – Required Level: 18
A heavy defensive structure for the GDI infantry, the Pillbox can accommodate up to three units that are garrisonable. When upgraded, it is equipped with a defensive machine gun and features enhanced armour.
Construction time: 10s – Energy points: 6 – Tier: 1 – Required level: 1
The Guardian Cannon is an anti-tank platform that defends GDI territory. Upgrading it adds sonic shells that slow the target down… provided it has survived the blast.
Build time: 15s – Energy points: 6 – Tier: 1 – Required level: 3
On its own, the GDI Missile Turret is already a reliable ground-to-ground/ground-to-air weapon, but it is possible to link several of them together to carry out coordinated attacks on a single enemy. When upgraded, it gains additional armour.
Construction time: 15s – Energy points: 6 – Tier: 1 – Required level: 4
Thanks to this instant transport network, a Commander can move their forces from point A to point B in no time at all. The upgrade adds shields and allows heavy units to be transported.
Construction time: 10s – Energy points: 2 – Tier: 2 – Required level: 5
The Focus Beam emits a continuous thermal laser that cooks the enemy from the inside. Highly effective against heavily armoured targets.
Construction time: 20s – Energy points: 10 – Tier: 2 – Required level: 7
The Falcon is an automated rocket launcher. Effective on its own, it can be linked up with other Falcons to simply wipe out any target.
Build time: 20s – Energy points: 10 – Tier: 2 – Required level: 10
A GDI shield capable of withstanding prolonged, intense bombardment. Ideal for protecting critical areas. In an emergency, it can also place all the units it protects into stasis, rendering them invulnerable but unable to act.
Build time: 20s – Energy points: 10 – Tier: 3 – Required level: 16
When the GDI wants to make its presence felt, it sends in the Skystrike. To make the most of its extreme range, you need to send out Scout units to clear the fog of war.
Build time: 25s – Energy points: 12 – Tier: 3 – Required level: 17
The GDI’s orbital weapons platform, capable of reshaping the map’s topography in a single attack. Activating the Ion Cannon before it is fully charged reduces its attack power accordingly.
Construction time: 30s – Energy points: 15 – Tier: 3 – Required level: 20
As the GDI’s outpost in remote areas, it offers a satisfactory construction radius, combined with stealth detection and optimised support for allied units.
Unlocks Level 2 units and upgrades, and adds the Level 2 weapon to the VCM.
Increases the firing range and line of sight of all Level 1 units.
Increases the movement speed of all Level 1 units.
Reduces the reload time of all Level 1 Laser Rifles and Laser Turrets.
Increases the chance of Level 1 cannons and rockets hitting their target by 50 per cent. Rocket Soldiers no longer miss moving targets. Cannon units remain accurate even whilst moving.
Unlocks Level 3 units and upgrades, and further enhances the VCM.
Provides medical training to all infantry troops, thereby improving their health and treating them whilst they are stationed in a vehicle or Garrisonable Structure.
Increases the repair speed of the GDI dozer, as well as the repair radius and repair volume of the Defence VCM.
Increases speed, enables cliff-jumping and adds the Jumpjet Infantry ability, allowing them to quickly close the distance to the target.
Generates a defensive field within a wide radius around the deployed VCM.
Provides reflective dozer blades to the Armadillo and the Rhino, enabling them to deflect attacks back towards the enemy.
Allows the Juggernaut to lay a series of large, visible Land Mines.
Increases the health of the shield and the regeneration of the VCM, the Crystal Shield, the Tunnel and the Outpost.
Generates a defensive field within a wide radius around the moving VCM.
Once activated, it reduces the rate of fire of nearby enemies.