Detailed instructions for use are in the User's Guide.
[. . . ] The rivers will flow with the blood of those who oppose us. " -- Kane, suspected leader of the Brotherhood of Nod (Global Net Interpol, file #GEN4:16)
HISTORY
THE BROTHERHOOD OF NOD
Commonly, The Brotherhood, The Ways of Nod, ShaÆSeer among the tribes of Godan; see INTERPOL File ARK936, Aliases of the Brotherhood, for more.
FOUNDED: Date unknown: exaggerated reports place the Brotherhood's founding
before 1, 800 BC
IDEOLOGY: To unite third-world nations under a pseudo-religious political platform with imperialist tendencies. In actuality it is an aggressive and popular neo-fascist, antiWest movement vying for total domination of the world's peoples and resources. Operates under the popular mantra, "Brotherhood, unity, peace". CURRENT HEAD OF STATE: Kane; also known as Caine, Jacob (INTERPOL, File TRX11-12Q); al-Quayym, Amir (MI6 DR-416. 52) BASE OF OPERATIONS: Global. [. . . ] Its good points are that it can take a beating before being destroyed and it is proficient at crushing enemy infantry.
HOVER CRAFT
ARMOR: HEAVY COST: N/A SECONDS TO PRODUCE: N/A RANGE: N/A WEAPON: NONE
This heavily-armored unit deploys men and vehicles during amphibious assault. It is not buildable in any missions, including multiplay.
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A-10 GROUND SUPPORT AIRCRAFT
ARMOR: HEAVY COST: N/A SECONDS TO PRODUCE: N/A RANGE: LONG WEAPON: NAPALM BOMBS
GDI UNITS
These units are highly maneuverable, ground-hugging craft that level enemy units with napalm. When playing as GDI in the solo play missions, destroying all Nod SAM sites will give you access to the A-10 airstrikes. Since the A-10 bombs in a line, it is a good idea to pick a target that is part of a group. You can do damage to more enemies this way.
GUNBOAT
ARMOR: HEAVY COST: N/A SECONDS TO PRODUCE: N/A RANGE: LONG WEAPON: TOMAHAWK MISSILE
Heavily armored, and armed with surface-to-surface missiles, this unit is the backbone of GDI's naval forces. This unit makes special appearances in GDI missions, but is normally unavailable.
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GDI UNITS
GDI UNITS HIERARCHY
STRUCTURE(S) BUILT: ALLOW(S) BUILDING OF:
BARRACKS
MINIGUN INFANTRY
GRENADIER
ROCKET SOLDIER
ENGINEER INFANTRY
+
BARRACKS ADV. COMMANDO INFANTRY
GDI UNITS
+
APC BARRACKS WEAPONS FACTORY
+
BARRACKS HELIPAD CHINOOK* ORCA
HUMM-VEE WEAPONS FACTORY
MEDIUM TANK
For Multiplay
UNIT TECH LEVEL
1 1 2 2 2 3 3 4 5 6 6 7 7 7 Minigun Infantry Grenadier Rocket Soldier Humm-vee Harvester Engineer Medium Tank APC Mammoth Tank Transport Chinook* Orca Commando* MRLS MCV
+
WEAPONS FACTORY ADV. ROCKET LAUNCHER MCV*
+
WEAPONS FACTORY REPAIR FACILITY MAMMOTH TANK
+
WEAPONS FACTORY TIBERIUM REFINERY HARVESTER
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*Available to build in multiplay only.
State of the Art: GDI Units
RANGE Short Short Med. Short M/S N/A Long L/S Long N/A N/A Long Long N/A ARMOR None None None Light Heavy None Heavy Heavy Heavy Med. N/A Heavy Heavy Heavy PREREQUISITES Barracks Barracks Barracks Weapons Factory Weapons Factory, Refinery Barracks Weapons Factory Barracks, Weapons Factory Weapons Factory, Repair Facility Weapons Factory, Helipad Weapons Factory, Helipad Barracks, Adv. N/A N/A N/A WEAPON M-16 Rifle High Explosive Grenade Light TOW Rocket M-60 Chain Gun None None 105mm APDS M-60 Chain Gun 120mm APDS / Missiles None Dragon TOW Rockets Sniper Rifle / C4 Explosive 227mm Missile None Ion Blast Napalm bombs Tomahawk Missiles None
BAR = Barracks, WEAP = Weapons Factory, ADVC = Advanced Comm. Center, HELI = Helipad, REPR = Repair Bay, REFN = Refinery
DESCRIPTION TECH Minigun Infantry 1 Grenadier 1 Rocket Soldier 2 Humm-vee 2 Harvester 2 Engineer 3 Medium Tank 3 APC 4 Mammoth Tank 5 Transport Chinook* 6 Orca 6 Commando* 7 MRLS 7 MCV 7 Ion Cannon 7 A-10 Support Aircraft Gunboat Hover Craft -
COST 100 160 300 400 1400 500 800 700 1500 1500 1200 1000* 800 5000* N/A N/A N/A N/A
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GDI UNITS
CONSTRUCTION YARD
ARMOR: LIGHT COST: N/A SECONDS TO PRODUCE: N/A POWER USAGE: NONE PURPOSE: PRODUCES STRUCTURES
The Construction Yard is the foundation of a base and allows the construction of other buildings. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding your Construction Yard with walls to keep out unwanted guests.
GDI STRUCTURES
POWER PLANT
ARMOR: LIGHT COST: 300 SECONDS TO PRODUCE: 20 POWER USAGE: NONE PURPOSE: PROVIDES POWER TO BASE
This unit provides power to the structures in your base. Power output is directly related to the Power Plant's condition, so protect them during battles. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. The Power Plant outputs 100 units of power.
ADVANCED POWER PLANT
ARMOR: LIGHT COST: 700 SECONDS TO PRODUCE: 47 POWER USAGE: NONE PURPOSE: PROVIDES POWER TO BASE
This high-yield structure handles the energy strains of some later, more power-intensive structures. It may cost a bit more than the original Power Plant, but it generates double the amount of power (200 units).
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INFANTRY BARRACKS
ARMOR: MEDIUM COST: 300 SECONDS TO PRODUCE: 20 POWER USAGE: 10 PURPOSE: PRODUCES INFANTRY
This structure is a field training center for all available infantry units. Building multiple Barracks will increase the rate at which infantry are produced.
GUARD TOWER
ARMOR: LIGHT COST: 500 SECONDS TO PRODUCE: 33 POWER USAGE: 10 PURPOSE: DEFENSE
Armed with a high-velocity machine gun, this structure provides manned defense against Nod ground attack. The Guard Tower is exceptionally useful against infantry and other light units, and since it doesn't require any power, it will remain functional when your base loses power. It can also detect Nod Stealth Tanks when they are near.
ADVANCED GUARD TOWER
ARMOR: MEDIUM COST: 1000 SECONDS TO PRODUCE: 66 POWER USAGE: 20 PURPOSE: DEFENSE
Provides strong fortification against ground and air units. The Advanced Guard Tower (AGT) fires Tomahawk missiles at considerable range, but it requires power. [. . . ] You should be able to see the GDI barracks, where their Minigunners are created, as well as some silos, a refinery, and a construction yard. You can destroy all the structures in the GDI base in the same way you do Minigunners, simply by targeting them. However, you can capture their structures instead, which would be much more advantageous.
USING ENGINEERS
Build a couple of engineers and send them over to the GDI base behind your other forces. Engineers have no weapons, and are quite slow, so make sure that there's nothing threatening them while you move them to the GDI base. [. . . ]