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 Orca is of little use in water, but it can inflict heavy damage on air and ground units thanks to its two rocket launchers.
Build time: 12s – Command Points: 6 – Tier: 1 – Required Level: 1
Sheppard tanks are small, sturdy support units. Whilst they have decent firepower, their main benefit is that they grant a dodge bonus to nearby allies. They’re actually quite good at dodging themselves, too.
Build time: 12s – Command Points: 6 – Tier: 1 – Required Level: 1
This medium helicopter has a major surprise in store: the Hurricane’s Gatling Cannons automatically launch Sensor Pods that breach enemy armour and provide a Scout’s view, including detection of Shadow Teams.
Build time: 12s – Command Points: 6 – Tier: 1 – Required Level: 1
The Spanner’s repair beams and Weapon Dampeners make it the darling of any rapid-response unit.
Construction time: 10s – Command Points: 3 – Tier: 1 – Required Level: 3
An outstanding attacker and defender, the Paladin can easily dispatch heavy units with its Laser Turret; if its main weapon is deactivated, it can automatically target and destroy enemy Rocket Pod fire.
Build time: 12s – Command Points: 6 – Tier: 2 – Required Level: 5
The Hammerhead is an imposing, heavy aircraft that increases the rate of fire of nearby allies. Its Gatling Cannons and Rocket Soldiers prioritise firepower over accuracy.
Build time: 15s – Command Points: 10 – Tier: 2 – Required Level: 6
The Firehawk is a fast aircraft that combines Carpet Bombing against ground targets with missile Barrages against air units. It takes a while to reload, but the results are always impressive.
Build time: 12s – Command Points: 6 – Tier: 2 – Required Level: 8
This unit fulfils multiple roles: as an expert Field Mechanic, it repairs all units around it; the Conductor is also armed with an EMP Grenade Launcher capable of bringing the enemy to a sudden halt.
Build time: 12s – Command Points: 6 – Tier: 2 – Required Level: 9
This mobile Beam Cannon, the most formidable in the GDI’s arsenal, has two modes: ground and air. It can only fire at units at the same height as itself, following a considerable warm-up time.
Construction time: 15s – Command Points: 10 – Tier: 3 – Required Level: 12
The Archangel is the GDI’s heavy support unit, capable of countering enemy fire with its four repair beams, sabotaging enemy weapons and boosting the damage of allied weapons within its range.
Build time: 15s – Command Points: 10 – Tier: 3 – Required Level: 15
A heavily armed behemoth, the GDI Kodiak carries three air-to-ground cannons on its underside and three air-to-air Gatling cannons on its back.
Build time: 20s – Command Points: 12 – Tier: 3 – Required Level: 20
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.
When this ability is activated, the Hammerhead fires rapidly but loses accuracy, whilst its movement speed and evasion are temporarily reduced.
Enables the conductor to electrify the target area, causing significant damage to enemy ranks.
Enhances the VCM’s propulsion system for greater speed.
Significantly improves the Kodiak’s armour and speed (though it can no longer fire) and passively increases the armour of nearby allies.
The primary weapon immobilises the target and significantly reduces its ability to dodge. All units within the target’s radius are also slowed.
Allows the Archangel to take root in place to repair all units positioned nearby.
Increases the rate at which you earn support points, allowing you to use support abilities.
Deploys a Scout Drone to patrol the area, thereby lifting the fog of war to improve visibility and the attack range of nearby units.
Removes all positive enemy effects and all negative ally effects, and grants all allies in the target area a health bonus.
Increases the rate of fire of all allied units in the target area for ten seconds.
Deploys an engineer of the highest rank to the target area.
Instantly heals all allied units in the target area.
Temporarily increases the construction speed of the selected Crawler.
Drop a pod containing blue and/or green Tiberium cores into the target area.
Creates non-regenerating shields around all allied units in the target area.
Creates an EMI land mine field in the target area.
Grants a deflection bonus to all allied units in the target area.
Fires a Barrage of sonic shells into the target area, dealing damage and inflicting an EMP effect on enemies caught in the blast.
Grants a permanent experience level boost to all allied units in the target area.
Causes a massive earthquake in the target area, which unearths buried units and removes the Camouflage of Shadow Teams, whilst reducing the speed and evasion abilities of enemy ground units.
Puts all units in the target area into resonance, significantly improving their evasion for a short period of time.
Calls in a squadron of fighter-bombers, which Carpet Bomb the target area until they run out of ammunition.