How to read this page: The values for each unit were obtained from the 1.02 Kane's Wrath XML files. The armor percentages indicate the percentage of damage the unit takes from each damage type. Something with 75% cannon armor takes 75% damage from a weapon that deals cannon damage. Time between bursts refers to the time between the end of one burst and the start of another. Damage per clip indicates that the weapon fires a rapid succession of projectiles, damage per shot indicates a singular attack. Units with multiple weapons have the damage, range, and firing rate values for each weapon listed separately. Pay close attention to the wording.
Rifleman Squad
Cost: $300 Build Time: 0:03 Prerequisites: Barracks Tier: 1 Squad size: 6 Speed: 57 Damage per clip: 9 per squad member (Gun) Time between bursts: 0.2 seconds per burst, .35 seconds reload Splash radius: 0 Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper Range: 260 Health per squad member: 75
Riflemen are the basic GDI infantry unit, armed with assault rifles for anti-infantry combat. They can occupy civilian buildings or garrison into foxholes for added protection.
Drafting
Selling Watchtowers in the early game can provide a fast riflemen squad for immediate scouting purposes.
Upgrades:
Composite Armor: Reinforced armor protection for Riflemen changes their armor values to 12% Cannon, 12% Rocket, 40% Grenade, 50% Gun, and 100% Sniper.
AP Ammo: Equipping Riflemen with AP Ammo provides a significant boost to their firepower, doubling their damage.
Special Abilities:
Dig In: For the cost of $100, Riflemen can entrench inside a protective garrison that not only shields them from enemy fire, but from Tiberium exposure as well. The Foxhole has 2000 health and holds two infantry squads. It takes 10 seconds to set up. This ability has a 1 minute cooldown.
Call for Transport: If an Airfield is deployed, Riflemen Squads can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.
Missile Squad
Cost: $400 Build Time: 0:04 Prerequisites: Barracks Tier: 1 Squad size: 2 Speed: 55 Damage per shot: 250 per squad member (Rocket), 75% damage to aircraft Time between shots: 3.6 seconds Splash radius: 5 Armor: 25% Cannon, 25% Rocket, 75% Grenade, 150% Gun, 100% Sniper Range: 350 Health: 300 per squad member
Whereas Riflemen are better at killing infantry, Missile Squads carry launchers capable of swiftly taking down vehicles or aircraft.
Upgrades:
Composite Armor: Reinforced armor protection for Missile Squads changes their armor values to 12% Cannon, 12% Rocket, 40% Grenade, 50% Gun, and 100% Sniper.
Special Abilities:
Call for Transport: If an Airfield is deployed, Missile Squads can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.
Engineers are unarmed, slow, and vulnerable, but can repair friendly structures, or capture neutral or enemy buildings.
Capture Delay
Engineers have a three-second capture delay between reaching and capturing a building.
Special Abilities:
Call for Transport: If an Airfield is deployed, Engineers can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.
Grenadier Squad
Cost: $800 Build Time: 0:08 Prerequisites: Barracks, Command Post Tier: 2 Squad size: 4 Speed: 48 Damage per shot: 60 per squad member (Grenade) Time between shots: 1.3 seconds Splash radius: 30 Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper Range: 260 Health: 312 per squad member
GDI's Grenadier Squads are specialized for targeting structures, massed infantry, or clearing garrisons. They can also be upgraded to throw EMP grenades.
Upgrades:
Composite Armor: Reinforced armor protection for Grenadiers changes their armor values to 12% Cannon, 12% Rocket, 40% Grenade, 50% Gun, 100% Sniper
EMP Grenades: EMP Grenades provide Grenadiers with a potent anti-vehicle option by giving them a crippling EMP strike.
Special Abilities:
EMP Grenades: This targeted ability orders Grenadiers upgraded with EMP grenades to hurl a salvo of charges that can temporarily disable even the largest vehicle long enough for friendly forces to bring it down. The EMP has a radius of 60 and lasts 10 seconds. This ability has a 30 second cooldown.
Call for Transport: If an Airfield is deployed, Grenadiers can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.
Garrison-clearing: This unit's attack clears infantry garrisoned inside buildings instantly.
Sniper Team
Cost: $1000 Build Time: 0:10 Prerequisites: Barracks, Armory Tier: 1 Squad size: 2 Speed: 55 Damage per shot: 400 per squad member (Sniper) Time between shots: 1.9 seconds Splash radius: 0 Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper Range: 470 Health: 150 per squad member
Sniper Teams are equipped with long-range rifles for stand-off elimination of enemy infantry. They can also spot for Juggernaut artillery and detect stealth units. Snipers further benefit by being stealthy themselves.
Special Abilities:
Detector: Sniper units are trained and equipped to detect concealed units.
Call for Transport: If an Airfield is deployed, Snipers can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.
Stealth: This unit is invisible except while firing or when in the presence of detector units.
Commando
Cost: $2000 Build Time: 0:20 Prerequisites: Barracks, Armory, Tech Center Tier: 3 Squad size: 1 Speed: 60 Damage per clip: 10000 (Sniper), 1000 (Grenade) w/ a 9999% damage scalar for valid C4 targets Time between bursts: 0.5 seconds, each burst lasts 5 seconds Splash radius: 0 Armor: 5% Cannon, 12% Rocket, 40% Grenade, 50% Gun, 100% Sniper Range: 300 carbine, 20 C4 Health: 500
Commandos carry an extremely effective anti-infantry rifle as well as C4 charges that are equally effective on buildings and walkers (though not epic units). For added mobility, Commandos are equipped with Jetpacks. Only one Commando can be trained at a time.
Special Abilities:
Jetpacks: Jetpacks allow Commandos to take flight, clearing large amounts of terrain in a single jump to land at a targeted destination. This activated ability has a 10 second cooldown.
Call for Transport: If an Airfield is deployed, the Commando can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.
Uncrushable: This unit cannot be run over by vehicles.
Zone Trooper
Cost: $1300 Build Time: 0:13 Prerequisites: Barracks, Tech Center Tier: 3 Squad size: 4 Speed: 55 Damage per shot: 210 per squad member (Cannon) Time between shots: 2.3 seconds Splash radius: 0 Armor: 5% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper Range: 300 Health: 240 per squad member
Zone Troopers are railgun-toting heavy infantry capable of surviving prolonged exposure to Tiberium while tearing apart enemy armor. They also can detect stealth when upgraded with Scanner Packs.
Upgrades:
Scanner Packs: Scanner Packs provides Zone Troopers with a 20% range and line of sight bonus while also allowing them to detect stealth.
Power Packs: The addition of Power Packs makes Zone Troopers considerably more durable by adding 50% more hit points and also confers self-healing.
Special Abilities:
Jetpacks: Jetpacks allow Zone Troopers to take flight, clearing large amounts of terrain in a single jump to land at a targeted destination. This activated ability has a 10 second cooldown.
Call for Transport: If an Airfield is deployed, Zone Troopers can call in a V-35 Ox Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.
Uncrushable: This unit cannot be run over by most vehicles, except for tier 3 armor. Immune to Tiberium: This infantry unit can survive for prolonged periods of time in Tiberium without sustaining any damage. Detector: When upgraded with Scanner Packs, Zone Troopers can detect stealthed units.
A swift, lightly armored VTOL attack craft, Orcas can deploy four to an Airfield to rain guided missiles down on enemy targets. Their Pulse Scan detects stealth units, while they can also be upgraded to fire stealth-detecting Sensor Pods. This makes them ideal for hunting Harvesters or other vehicles.
Upgrades:
Sensor Pod:This upgrade allows the Orca to deploy a stealth-detecting Sensor Pod that can be launched onto friendly or enemy vehicles and structures, or onto the ground.
Hardpoints: Hardpoints adds 50% more ordnance to the Orca, for a total of 9 missiles.
Special Abilities:
Pulse Scan: The Orca emits a stealth-detecting scan in a small radius around it. This ability has a 1 minute cooldown.
Sensor Pod: If upgraded, Orcas can use this ability to deploy a stealth-detecting sensor pod. This activated ability costs $100 to use, but has no cooldown.
Return to base: Orders the Orca to break off and immediately return to its docking station.
Hammerhead
Cost: $1500 Build Time: 0:15 Prerequisites: Airfield Tier: 2 Ammunition: Unlimited Speed: 160 Damage per second: 450 (Gun) damage per second Time between bursts: This weapon fires continuously Splash radius: 0 Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper Range: 300 Health: 2500
Hammerheads are robust attack helicopters fielded by GDI for close-air support. Their dual Vulcan guns are augmented by the Hammerhead's ability to carry an infantry unit which can fire from inside the helicopter.
Hammerhead Anti-Air
Hammerheads do not target aircraft unless garrisoned with a Missile Squad or other anti-air infantry. They will only fire at aircraft if there are no other ground targets available and cannot be ordered to do so.
Upgrades:
AP Ammo: AP Ammo provides a significant damage increase to the firepower of the Hammerhead's Vulcan guns, making them a true force on the battlefield. Hammerheads now do 750 (Gun) damage per second.
Special abilities
Evacuate: Orders the Hammerhead to evacuate whatever infantry unit it is carrying.
The sleek Firehawk is GDI's premier bomber and air superiority fighter. Groundpounder bombs flatten structures easily, while Rattlesnake missiles excel at downing enemy aircraft. Before the Hardpoints upgrade, Firehawks need 10 seconds on a landing pad to fully re-arm their munitions. Upgrades make Firehawks even more lethal, but increase the reloading time to 15 seconds.
Firehawk Patrol
When idle, keep Firehawks in the air over your base with AA loadout to protect your base from hostile aircraft.
Upgrades:
Stratofighter Booster:This activated ability allows Firehawks to shoot into the stratosphere and come screaming down at any location almost instantaneously, bypassing any defenses.
Hardpoints: Hardpoints adds 50% more ordnance to the Firehawk, for a total of either 3 bombs or 6 missiles.
Special Abilities:
Anti-Air Loadout: Firehawks that are landed can switch over to Rattlesnake Anti-Air missiles. Cannot be used in flight.
Anti-Ground Loadout: Firehawks that are landed can switch weapons to Groundpounder bombs. Cannot be used in flight.
Stratofighter Booster: If upgraded, Firehawks can use this ability to instantly fly anywhere on the map. This ability has a 20 second cooldown and cannot be used while grounded.
Return to base: Orders the Firehawk to break off and immediately return to its docking station.
There are no new GDI infantry. The new type of GDI aircraft is the Hammerhead. However, Rifleman Squads, Grenadiers, Orcas, and Firehawks all receive new upgrades.