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Post feature Report article RSS Feed GDI: Infantry List

All Information regarding Twisted Insurrection's GDI Infantry.

Posted by Aro on Dec 4th, 2013

This is a complete list of the GDI Infantry assigned to your command during Twisted Insurrection. Each unit has it's own introductory during the campaign progression so you can figure out what unit is best for what roles. Please note that changes will more than likely occur over time and some unit/cameos are still using placeholder images as we are still in our beta stages.


Unit pcture

GDI's basic infantry, Rangers are fast and cheap but individually vulnerable, they are best when pitched against other light infantry. However, when used in large groups, they can be devastating to even the mightiest units. Tiberium harms Rangers, like most other unprotected infantry.

  • Cost: 100
  • Requires: Barracks
  • Primary Weapon: Assault Rifle Bursts
  • Purpose: Anti-Infantry
  • Firepower: Low
  • Armour: None
  • Speed: Average
  • Tech Level: 1


Unit pcture

G.D.I. Grenadiers are armed with discus shaped explosives which are designed to damage armored units. The ammunition of which the Grenadiers carry is highly explosive so these soldiers very rarely move in large groups.

  • Cost: 200
  • Requires: Barracks
  • Primary Weapon: Discus Grenade
  • Purpose: Anti-Armour
  • Firepower: Average
  • Armour: None
  • Speed: Slow
  • Tech Level: 2


Unit pcture

G.D.I. Engineers are capable of repairing friendly structures, as well as taking complete control over those of an enemy.

  • Cost: 500
  • Requires: Barracks
  • Primary Weapon: Repair Kit
  • Purpose: Support
  • Armour: None
  • Speed: Average
  • Tech Level: 3


Unit pcture

Extremely valuable soldiers on the field, G.D.I. Medics restore friendly soldiers to maximum health as quickly as possible.

  • Cost: 600
  • Requires: Barracks
  • Primary Weapon: Medkit
  • Purpose: Support
  • Armour: None
  • Speed: Average
  • Tech Level: 4


Unit pcture

After several years of experiments, failed prototypes and GloboTech research, GDI have perfected the glorious Marauder. These soldiers carry small machine guns and portable RPG Launchers as they soar across the terrain at phenomenal speeds using their boosters, giving them the ability to take out designated targets, be they ground or airborne, extremely quickly and very efficiently.

Early testing of the Marauder equipment consisted of fully functional Jump-Jet engines, allowing them to soar through the skies with great ease, but due-to fuel shortage problems and severe Ion Storms, the Jump-Jet prototypes were scrapped in favor of the all-terrain boosters.

Due-to the low power of the boosters, travelling across water is not an option. ÂÂ

  • Cost: 750
  • Requires: Barracks, Communications Center
  • Primary Weapon: Anti-Tank / Anti-Aircraft Rockets
  • Secondary Weapon: Small Machine Gun
  • Purpose: Support
  • Firepower: Average
  • Armour: None
  • Speed: Fast
  • Tech Level: 5


Unit pcture

Specially trained GDI Snipers are able to eliminate enemy Infantry at extremely long and safe ranges.

  • Cost: 600
  • Requires: Barracks, Communications Center
  • Primary Weapon: Sniper Rifle
  • Purpose: Anti-Infantry
  • Firepower: High
  • Armour: None
  • Speed: Slow
  • Tech Level: 5

Siege Infantry

Unit pcture

During the First Tiberium War, GDI military officers realized the lack of a powerful but mobile long-range artillery unit that could challenge Nod's Howitzers. While the Multi-Launch Rocket System was being shifted into a more stable platform, it was deemed too slow to be quickly dragged behind frontlines. The training of special Siege Trooper's began; Heavy infantry armed with long-range portable mortars, offering both quick transportation in numbers via APCs and the destructive capacity that of a heavy artillery. Due to the obvious weight of the gunpiece, the Siege Trooper's are enhanced with a mechanic exoskeleton courtesy of GloboTech, offering both protection and additional strength. Such technology is still in its early phases, however, so the Siege Trooper can't move faster than walking pace.

  • Cost: 800
  • Requires: Barracks, Technology Center
  • Primary Weapon: Mortar
  • Purpose: Artillery
  • Firepower: High
  • Armour: None
  • Speed: Slow
  • Tech Level: 7

Railgun Commando

Unit pcture

This specially trained Railgun Commando carries a large railgun capable of through just about anything with ease. It is effective against all forms of armour and has no problem ripping through infantry and aircraft alike. As the specially designed Railgun isn't as effective against structures, the Commando carries several C4 charges to plant on buildings and upon detonation, cause their instant destruction. He is one of the best additions to the GDI ever since the rebirth.

  • Cost: 2000
  • Requires: Barracks, Technology Center
  • Primary Ability: C4 Charges
  • Primary Weapon: Railgun
  • Secondary Weapon: Anti-aircraft Railgun
  • Purpose: Special
  • Firepower: High
  • Armour: Heavy
  • Speed: Slow
  • Tech Level: 9
Post comment Comments
Ahrimansiah Dec 5 2013, 2:05am says:

Can railgun commando fly too?! since its looks like he have jumpjets :D

+1 vote     reply to comment
Nuttah Dec 5 2013, 7:09am replied:

Just really big mechanised arms and just as big a back to support the weaponry. Think the Power loader from alien or the Mech suits from Matrix.
Though, I find it a bit of a shame that all the commando units are superheavy mechs at this point.

+4 votes     reply to comment
Ahrimansiah Dec 5 2013, 2:57pm replied:

yeah... guess if he fly he wont be able to do C4 attack right

0 votes     reply to comment
Firelord475 Jul 22 2014, 4:45am replied:


+1 vote     reply to comment
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