GDI

GDI

C&C: Tiberian Sun - Firestorm

Units

Light Infantry

forms the backbone of the GDI’s armed forces. Armed with their M16 Mk.II pulse rifles, the Soldiers inflict minor damage. Although slow, the infantry can move across different types of terrain without losing too much speed. They can also traverse certain terrains or obstacles where vehicles would become stuck or even damaged.

Disk Thrower

is a light infantry unit equipped with a long-range Grenade Launcher. Instead of traditional grenades, the Disk Thrower fires an aerodynamic grenade designed to travel further. Due to the aerodynamics of the disc-shaped projectile, the grenade can bounce off the ground if it misses its target.

Medic

In the heat of battle, the medic is solely responsible for treating the wounded and getting Soldiers back on their feet before they return to combat. The medic will automatically carry out his duties by treating soldiers from his own side who are close to him, but he may also be tasked with treating a specific Soldier.

Engineer

Although slow and unarmed, the engineer nevertheless possesses lethal capabilities. As the only unit capable of capturing enemy structures, repairing damaged structures and bridges, the judicious use of its capabilities is regarded as an art form by many tacticians.

Jumpjet Infantry

Comprising GDI airborne infantry divisions, it consists of soldiers capable of carrying out Surgical Strikes on targets that are usually inaccessible to standard infantry. Thanks to their Vulcan Cannon Upgrade, these soldiers can provide both anti-aircraft defence and air-to-ground attacks on poorly defended targets. These soldiers can also detect Land Mines (add-on).

Ghost Stalker

This Forgotten One is armed with a Railgun and C4 charges. This weapon can fire at multiple targets simultaneously, thereby inflicting heavy casualties amongst the enemy ranks. The C4, for its part, can destroy any structure. Like all mutant units, this hunter heals on contact with Tiberium.

Harvester

Essential to the financial success of both factions, the harvester is the only unit capable of gathering Tiberium for refining. The harvester automatically begins work if it is near a Tiberium field. You can send it to a specific location by selecting it and targeting the destination. It automatically avoids dangerous areas and alerts you when it cannot reach a location due to threats in the vicinity. The harvester will not enter a hostile area unless ordered to do so.

Mobile Construction Vehicle

Setting up any base begins with the Mobile Construction Vehicle (MCV). It unfolds into a fully functional Construction Yard and is an extremely valuable piece of equipment. To deploy the MCV, select it and then double-click. If you see a ‘cannot deploy’ cursor, something is blocking the unit’s deployment. Move any vehicles or infantry units out of the way, or move the MCV away from any trees or rocks that might be preventing the operation.

Armoured amphibious transport vehicle

The amphibious VBT is a heavily armoured vehicle capable of transporting up to five infantry units, both on land and at sea, and proves to be a major asset to the GDI forces. To load it, select the Soldier(s) you wish to board and highlight the VBT. A blue ‘enter’ cursor will appear. Left-clicking will load the unit onto the VBT. To unload the vehicle, select it and click on it when the deployment cursor appears.

Hover MLRS

It is a long-range system mounted on an air-cushion chassis. Just like the amphibious VBT, it is capable of travelling both on land and at sea. Because of its air-cushion chassis, it is not restricted by the type of terrain it has to traverse. It is an ideal unit for exploring enemy territory. The rockets can strike both air and ground targets with equal effectiveness.

Wolverine

The light armoured assault vehicle, or ‘Wolverine’, is a small unit measuring approximately two metres fifty, piloted by a single Soldier. Fast and agile, this lightly armoured vehicle excels at withstanding fire in small-scale skirmishes. A well-equipped squad of soldiers armed in this way will easily overcome numerous enemies.

Titan

The heavy mechanised armoured vehicle, or ‘Titan’, is the GDI’s all-rounder, suitable for both assault and defence. Standing seven metres fifty tall and equipped with a 120 mm gun, the Titan is a force to be reckoned with. Its long range makes it an ideal unit for base assaults, and its sustained fire is a force to be reckoned with.

Mammoth Mk. II Tank

This prototype monster is the GDI’s most powerful weapon. Dominating the battlefields, the Mammoth II is equipped with two rows of cannons and an Anti-Aircraft Gun. The cannons are capable of reducing most units to rubble in a matter of seconds, whilst the Scorpion Rocket provides air defence. Virtually indestructible, the Mammoth MK. II is still in the testing phase and, due to the technological limitations involved, only one unit can be deployed at a time.

Juggernaut

An analysis of previous battle reports has highlighted the fact that GDI forces lacked effective long-range firepower. By modifying the Titan projection system and our ships’ Artillery, our Technicians have developed an extremely powerful weapon. Although slow, the Juggernaut is capable of long-range bombardment. It was essential to add a unit of this type to our arsenal, as it can relatively easily weaken even the best-protected bases. The Juggernaut is limited by the fact that its rate of fire is slow and that it must be deployed in order to fire. When not deployed, it is defenceless. Furthermore, being a long-range weapon has another drawback: its minimum effective range is limited.

Disruptor

The latest research carried out on board the Philadelphia has led to a groundbreaking discovery in the field of harmonic resonance. The disruptor is the first to utilise this new technology. The harmonic resonance wave it emits can destroy any unit or structure it encounters, whether friend or foe. The positioning of the Disruptor is crucial to minimise the risk of damage caused by friendly fire.

Mobile Electro-Magnetic Pulse cannon

This mobile EMP cannon is a new addition to the GDI’s arsenal. This lightly armoured unit is capable of taking out small groups of vehicles with a rapid radial explosion. The explosion can disable vehicles, destroy camouflaged Land Mines and even short-circuit the guidance systems of underground units. Sacrifices have had to be made, of course: the capacitor’s recharge time is long and significantly reduces the effective range compared with its stationary counterpart.

Mobile Sensor Array

This is a vehicle fitted with the most advanced Sensor Pods of its kind, capable of detecting the presence of enemies even if they are concealed or buried underground. The units detected will not be revealed but will appear on the Radar Upgrade and tactical view, enabling commanders to take the necessary steps to destroy them. It can also detect Land Mines (add-on).

Magnetic mine

The Limpet Drone was developed as an alternative method for detecting Nod bases and has been used by our teams during cover operations. When deployed, the Limpet Drone buries itself and waits for a vehicle to pass before attaching itself to it. To be activated, this device requires a mass greater than that of a man. The mine has two effects: it disrupts the vehicle’s electrical system and forces it to drive at walking pace. It also contains a highly sophisticated sensor that collects data on the terrain and transmits it to the Radar Upgrade. You will see exactly what the unit sees. The mine attaches itself via spot welding and can only be removed by an automatic repair unit.

Mobile Factory

This Mobile War Factory offers an astonishing number of new opportunities. It allows production of a unit to be moved to any location where our forces require it. Although its production is slow and costly, this unit allows you to keep pace with the shifting front lines. Protect this unarmed unit when moving your forces across the battlefield. Only one of these factories can be produced.

Orca Fighter

A mainstay of the GDI Air Force, the Orca Fighter is a light, multi-role fighter aircraft. Fast, lightly armoured and armed with two Scorpion Rockets, the Orca Fighter can unleash a Barrage of missiles onto any part of the battlefield shortly after receiving the order. Like all aircraft, the Orca Fighter must be able to land on a Helipad to reload its weapons.

Orca Bomber

Heavier and better armoured than its Orca Fighter counterpart, the Orca Bomber has sacrificed speed for firepower. Unleashing bursts of high-explosive bombs in successive sweeps, the Orca Bomber is ideal for weakening ground defences at the start of a base assault.

Orca Carryall

The largest of all the Orca aircraft, it bears the heavy responsibility of coming to the aid of units or dropping them off at any location on the battlefield. A special mechanism enables it to pick up any vehicle on the ground.

Buildings

Construction Yard

The Construction Yard is where it all begins. It enables the player to build other structures. Defending it is therefore a top priority for any warlord. In some missions, the player starts with a VCM that can be deployed as a Construction Yard. In others, the Construction Yard is already in place.

GDI Power Plant

Power plants generate the energy required for basic structures and are essential for maintaining defences. GDI power plants can be optimised using additional electric Power Turbines. There are two empty upgrade slots for each Power Plant, allowing you to add Power Turbines. Each one will increase energy production by 50 per cent compared to a non-upgraded Power Plant.

Tiberium Refinery

The Tiberium Refinery converts shipments of Tiberium into credits for the player and stores a certain amount of Tiberium. When a Tiberium Refinery is at full capacity, new silos must be built to store the excess Tiberium. If no storage capacity is available, the surplus Tiberium will be lost.

Tiberium Silo

Silos are used to store surplus Tiberium when Tiberium Refineries are operating at full capacity. When a Tiberium Refinery is at full capacity and there are no empty silos available, any surplus Tiberium delivered by the Harvesters is lost.

Barracks

enable infantry units to be trained and are an essential prerequisite for the base’s defensive structures.

GDI War Factory

enables the construction of vehicles. Some sophisticated vehicles require additional structures before they can be produced by a Weapons Factory.

Radar

enables you to monitor the battlefield and the positions of friendly and enemy units. To ensure the Radar view remains active at all times, the system must be continuously powered.

Helipad

enables the construction and refitting of all Orca aircraft: fighters, bombers and Carryalls. It is absolutely essential for carrying out all these tasks.

GDI Tech Center

is the GDI’s scientific and High Technology armaments unit. It is essential to have this unit before you can build certain high-tech units and structures.

GDI Upgrade Center

is used to communicate with various units and structures on the battlefield. Optimisation centres have two optimisation slots for the following add-ons: Ion Cannon Control Uplink, Hunter-Seeker Droid, Drop Pods ().

EMP Cannon

can fire bursts of high-powered electromagnetic energy, temporarily incapacitating any vehicle or building.

Firestorm Generator

creates an extremely powerful Force Shield. Once the generator has been built, special fire-storm emitters must be positioned around the perimeter of a sector, where they will defend it like a Firestorm Wall. When activated, the force shield generated by these emitters is impenetrable. The Firestorm Generator consumes enormous amounts of energy and can therefore only remain active for a short period before needing to be recharged. The protection can be switched on or off at will. (A storm wall corresponds to one square in the game, or 1 to 6 squares if you have the Patch.)

GDI Service Depot

repairs vehicles and aeroplanes. This facility can also be used as a landing area, and any vehicle will be fully repaired provided there are sufficient credits.

Component Tower

Based on the principle of modular construction, the Component Tower serves as the foundation for all GDI defences. It can be built as a standalone structure or integrated into a wall. One of the following three weapons can be mounted on it: a Vulcan Cannon Upgrade, a SAM Upgrade or a Rocket Soldier.

Concrete Wall

A defensive structure that is more robust than sandbags; it can stop vehicles and infantry. Only certain units can fire over it. (A wall occupies one square in the game, or between one and six squares if you have the Patch.)

Automatic Gate

prevents units from entering the base and Tiberium from seeping in. The gate opens automatically to allow friendly units to pass through, but remains closed to enemy units.

Pavement

is designed to protect your base from units capable of digging and to prevent craters that might be caused by heavy weapons and explosions. Furthermore, units will move more quickly than they would on normal terrain.

Upgrades

Power turbine

A maximum of two power turbines can be added to a Power Plant to increase its energy output. The energy output of each generator is less than that of a new Power Plant, but the cost is considerably lower.

Ion Cannon Control Uplink (Upgrade Center)

Hunter-Seeker Control (Upgrade Center)

Drop Pod Control Node (Upgrade Center)

Vulcan Cannon Upgrade (Component Tower)

SAM Upgrade (surface-to-air missile launcher) (Component Tower)

Rocket Soldier (Component Tower)

Superweapons

Firestorm Defense

Electro-Magnetic Pulse

Ion Cannon

Drop Pods

Hunter-Seeker Droid

The Hunter-Seeker Droid is a fast, self-guided, luminous unit that can be deployed to ‘clear’ the battlefield. The Tracker randomly searches for enemy units or structures and latches onto them. Once attached, it self-destructs at the same time as the object to which it is attached. It cannot be controlled and automatically begins its pursuit as soon as it is released.