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All Information regarding Twisted Insurrection's GDI Vehicles.

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This is a complete list of the GDI Vehicles 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.

SkimmerCameo

'Skimmer' LHV



GDI Skimmers are lightning fast hover units armed with rocket pods capable of dishing out damage to light armour and bringing down light aircraft.

  • Cost: 400
  • Requires: War Factory
  • Primary Weapon: Rocket Pods
  • Purpose: Anti-Aircraft, Anti-Armour
  • Firepower: Low
  • Armour: Light
  • Speed: Very Fast
  • Crushes Infantry: No
  • Tech Level: 2





'Kazuar' Walker

The Kazuar ISW (infantry support walker) was the first mass produced combat biped utilised by the GDI rebels during the insurrection conflict. These lightly armoured but high speed all terrain vehicles are equipped with dual 50.cal miniguns, gearing them towards infantry suppression. However, the Kazuar is also capable of engaging other lightly armoured targets.

In addition, the mechanised walker’s cockpit is large enough to carry two passengers, allowing the vehicle to act as a light infantry transport.

  • Cost: 500
  • Requires: War Factory
  • Primary Weapon: Twin GAU-19 Miniguns
  • Purpose: Anti-Infantry, Transport
  • Passengers: 2
  • Firepower: Average
  • Armour: Average
  • Speed: Average
  • Crushes Infantry: No
  • Tech Level: 2





'Goliath' Heavy Tank



The M2 Generation IV Battle Tank, better known as the Goliath, forms the spearhead of GDI armoured battalions. Manufactured by Globotech the Goliath is derived from the Leopard 2 and X-66A Mammoth Tank, and has successfully replaced the ageing M1 Abrams as GDI's primary battle tank.

Standard armaments are over and under smoothbore 120mm tank guns that fire special Kinetic-Explosive shells designed to puncture even the toughest armour and subsequently detonate, dealing critical damage to the interior of an enemy vehicle. However such high-precision weapons are often inefficient against fast and mobile infantry and treacherous Tiberium fauna. The Goliath has earned several nicknames from GDI veterans the most popular being Mammoth JR. and Mini-Mammy.

  • Cost: 900
  • Requires: War Factory, Communications Centre
  • Primary Weapon: 120mm Anti-tank Gun
  • Purpose: Anti-Armour
  • Firepower: High
  • Armour: Heavy
  • Speed: Slow
  • Crushes Infantry: Yes
  • Tech Level: 5





'Scatterpack' Vulcan Walker



The Scatterpack is GDI's main anti-air unit. The Scatterpack is armed with an array of rapid fire Vulcan Cannons capable of ripping infantry and aircraft to shreds in a matter of seconds. Due-to the heavy Machinery, the Scatterpack isn't very fast but can easily defend itself against infantry and aircraft and is also quite effective against heavy armour in large groups.

  • Cost: 700
  • Requires: War Factory, Communications Centre
  • Primary Weapon: Anti-Infantry Cannons
  • Secondary Weapon: Anti-Aircraft Cannons
  • Purpose: Anti-Aircraft, Anti-Infantry
  • Firepower: Average
  • Armour: Light
  • Speed: Average
  • Crushes Infantry: No
  • Tech Level: 6





Buckshot MLRS



This huge walker is one of the most powerful units at GDI's disposal. The MLRS walker moves very slowly due-to it's heavy load and is lightly armoured in order to avoid slower movement. The weapon carried by the MLRS Walker is a huge Rocket System capable of firing up to 16 missiles at a time. The missiles are fired straight from the rocket hatch travelling at high speeds destroying things with ease.

While the MLRS walker looks intimidating it has a few setbacks such as inaccuracy, light armour and of course it's very slow pace. When the MLRS walker is going into combat it normally travels in no more than groups of two or three as the weapon is unpredictable and dangerous to any nearby units, including friendly units.

  • Cost: 900
  • Requires: War Factory, Communications Centre
  • Primary Weapon: MLRS Missile Spread
  • Purpose: Support, Anti-Armour
  • Firepower: High
  • Armour: Average
  • Speed: Slow
  • Crushes Infantry: Yes
  • Tech Level: 6





'Wasp' APC



Due to the ever increasing thorn infestation, conventional amphibious assaults were deemed too risky. Commissioned to counter this problem the 'Wasp' APC was designed to circumvent underwater thorn infestations by hovering safely above it.

Capable of carrying up to a total of eight soldiers across the battlefield the Wasp is more than just a troop transport. These APC's are armed with a small Electro-Magnetic beam weapon that can temporarily disable a single enemy vehicle or structure at a time, the effect is very short-lasting however due-to the high energy demands on such a small vehicle.

Unfortunately for GDI severe Tiberium related weather such as Ion Storms are becoming more frequent causing yet more problems for GDI's amphibious assault program.

  • Cost: 1100
  • Requires: War Factory, Communications Centre
  • Primary Weapon: Low Energy EMP Turret
  • Purpose: Transport, Support
  • Passengers: 8
  • Armour: Average
  • Speed: Fast
  • Crushes Infantry: Yes
  • Tech Level: 7





'Phalanx' Mobile Railgun



Before the second Tiberium War, railguns were heavily researched by GloboTech as means to defend from the ever-increasing meteor storms that threatened densely populated areas. The railguns were designed to shatter the meteors while in higher atmosphere; their fragments would be small enough to disintegrate before reaching the ground.

When the war broke loose between the two superpowers, GDI immediately saw the potential in these destructive weapons. They commissioned GloboTech to produce a single prototype which, unfortunately, was discovered and captured by Nod when they raided a GloboTech research facility. Owing to the heroic actions of a GDI Commando squad, the facility was liberated and the prototype secured.

GDI continued to further improve the design in their own R&D facilities, and eventually the Railgun Platform was finished, albeit it entered the battlefields late to the war. This heavy, dual-purpose vehicle can engage both air and ground targets with devastating accuracy. The weapon is designed to utilize kinetic energy rather than explosive rounds, making it effective against heavy armour but poor against small targets like infantry. However, it must deploy in order to target air units. This position makes the vehicle most vulnerable, so a company of Railgun Platforms or other ground units is recommended to defend the deployed tanks.

  • Cost: 1200
  • Requires: War Factory, Technology Centre
  • Primary Weapon: Anti-Armour Railgun
  • Secondary Weapon: Anti-Aircraft Railgun
  • Purpose: Support, Anti-Armour, Anti-Structure, Anti-Aircraft
  • Firepower: High
  • Armour: Light
  • Speed: Slow
  • Crushes Infantry: Yes
  • Tech Level: 7





Behemoth



Equipped with dual Metal Storm Howitzers consisting of sixteen 155.mm barrels, the Behemoth is the pinnacle of GDI's artillery divisions. Designed over several years in tandem with Globotech and fielded shortly before the Emerald Peak Massacre, its state of the art design would later be used as the basis for GDI's Mammoth Walker. The initial practical tests were overseen by Colonel Nigel "Gunner" Grant, the GDI liaison in charge of the Behemoth's trial phase.

While the Behemoth is armed with an incredible payload and encased in heavy armour plating, it's helpless against aircraft and enemy attackers that have managed to get within its minimum range, as such it is advised that a protective escort be provided during combat operations.

Because of the high cost of tech and supplies, only three can be constructed at a time.

  • Cost: 2500
  • Requires: War Factory, Technology Centre
  • Primary Weapon: Dual Metal Storm Howitzers
  • Purpose: Support
  • Firepower: Very High
  • Armour: Very Heavy
  • Speed: Very Slow
  • Crushes Infantry: Yes
  • Tech Level: 9



    'Mammoth' Walker



    This hulking behemoth represents the pinnacle of GDI weapons research. More than a spiritual successor to the famous Mammoth Tank, the Armature tops every other ground unit in strength and firepower. Sporting dual railguns, it packs twice the punch a Phalanx Railgun does. It can defend itself from air strikes with SAM batteries mounted on its back. Finally, the Mammoth Walker is fitted with an EMP core. When activated, the device sends a circular, electromagnetic pulse, disabling any mechanical unit or structure, friend or foe, within its short range.

    Because of the high cost of tech and supplies, only one can be constructed at a time.
  • Cost: 5000
  • Requires: War Factory, Technology Centre, Uplink Centre
  • Primary Ability: EMP Blast
  • Primary Weapon: Anti-Armour Railgun
  • Secondary Weapon: Anti-Aircraft Missiles
  • Purpose: Special
  • Firepower: Very High
  • Armour: Very Heavy
  • Speed: Very Slow
  • Crushes Infantry: Yes
  • Build Limit: 1
  • Tech Level: 9



    Harvester



    GDI's Tiberium Harvesters are slower than the Nod counterpart but have a much higher load capacity and are entirely amphibious allowing them to access isolated Tiberium with ease.
  • Cost: 1400
  • Requires: War Factory, Tiberium Refinery
  • Purpose: Resource Collection
  • Storage: +35
  • Armour: Very Heavy
  • Speed: Average
  • Crushes Infantry: Yes
  • Tech Level: 1



    Mobile Repair Vehicle



    GDI Mobile Repair Tanks are large units supplied by any Repair Bay that is constructed on the battle-field. These large vehicles can repair even the largest units on the battle-field in a matter of moments. In order for a vehicle this large to maintain a necessary movement pace, heavy armour had to be sacrificed.
  • Cost: 1000
  • Requires: War Factory, Repair Bay
  • Primary Ability: Repair Grappler
  • Purpose: Support
  • Armour: Average
  • Speed: Average
  • Crushes Infantry: Yes
  • Tech Level: 6



    Mobile Sensor Vehicle (MSV)



    Developed in an attempt to combat the Brotherhood’s increasing use of Stealth technology, the Mobile Sensor Vehicle (MSV) has become a common sight within GDI controlled zones. The first prototypes were ordinary surveillance vehicles, upgraded with the best sensory equipment of the time. However, as Nod's stealth technology became ever more sophisticated, these MSV models could not meet expectations and were soon rendered obsolete.

    After forming an alliance with GDI, the mega corporation GloboTech expressed mutual interest in depriving Nod of its advanced optical camouflage. With GDI experience in combating previous Lazarus fields and GloboTech’s resources it was only natural that they would pool together to develop the next generation mobile sensor platform. Propelled by GloboTech’s patient hover technology, the MSV can be deployed virtually anywhere. This design proved to be an instant success.

    In order to operate, the MSV must first be deployed into a Sensor Outpost. Only then can the vehicle accurately detect and track enemy movement. The Sensor Outpost reveals any units, whether they were shrouded, cloaked or subterranean, within its sensor radius. If the Outpost operators detect any enemy units within range, the crew will sound an alarm alerting any nearby troops of the danger. The MSV is not entirely helpless whilst mobile, as it’s armed with a fixed 50.cal machine gun to defend itself.
  • Cost: 950
  • Requires: War Factory, Communications Centre
  • Primary Ability: Sensor
  • Primary Weapon: Anti-Personnel Machine Gun
  • Purpose: Support
  • Firepower: Low
  • Armour: Average
  • Speed: Average
  • Crushes Infantry: Yes
  • Tech Level: 6



    Mobile Construction Vehicle (MCV)



    The foundation of any base starts with the Mobile Construction Vehicle (MCV). Able to deploy itself into a fully functioning Construction Yard, the MCV is a highly prized piece of equipment for the GDI.

    To deploy the MCV, select it, then double-click. If you get a "no deploy" cursor, something is blocking deployment of the unit. Move any other vehicles and infantry away from it, or move it away from trees or rocks that would prevent deployment.
  • Cost: 2500
  • Requires: War Factory, Technology Centre
  • Purpose: Construction
  • Armour: Very Heavy
  • Speed: Slow
  • Crushes Infantry: Yes
  • Tech Level: 7


Post comment Comments
eil
eil - - 837 comments

Buckshot MLRS is not for skirmish? didn't see it in battle.

Reply Good karma Bad karma+1 vote
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