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All Information regarding Twisted Insurrection's GDI Infantry.

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This is a complete list of GDI's Infantry assigned to your command during Twisted Insurrection. Each unit has it's own introduction 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.



Ranger



G.D.I.'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
  • Purpose: Anti-Infantry
  • Firepower: Low
  • Armour: None
  • Speed: Average
  • Crushable: Yes
  • Tech Level: 1





Grenadier



G.D.I. Grenadiers are armed with discus shaped explosives which are designed to damage armoured 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
  • Crushable: Yes
  • Tech Level: 2





Engineer



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
  • Crushable: Yes
  • Tech Level: 3





Medic



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
  • Crushable: Yes
  • Tech Level: 4





Marauder



Early Marauders utilised rudimentary hover packs that allowed them to glide across the ground at phenomenal speeds but they were unable to achieve true flight, until now. Continued development of the booster system has resulted in the first fuel effective mass-producible jet-packs, enabling Marauders to traverse any obstacle. This breakthrough further enhances the lethality of these elite anti-armour troopers.

  • Cost: 750
  • Requires: Barracks, Communications Centre
  • Primary Weapon: Anti-Tank / Anti-Aircraft Rockets
  • Special Ability: Flight
  • Purpose: Support
  • Firepower: Average
  • Armour: None
  • Speed: Fast
  • Crushable: No
  • Tech Level: 5





Sniper



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

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





Siege Infantry



During the First Tiberium War, G.D.I. 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 A.P.C.s and the destructive capacity that of a heavy artillery. Due to the obvious weight of the mortar, 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 Centre
  • Primary Weapon: Mortar
  • Purpose: Artillery, Support
  • Firepower: High
  • Armour: None
  • Speed: Slow
  • Crushable: No
  • Tech Level: 7





Railgun Commando



This specially trained Railgun Commando carries a large railgun capable of through just about anything with ease. It is effective against infantry and armour 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 Centre
  • Primary Ability: C4 Charges
  • Primary Weapon: Railgun
  • Purpose: Special
  • Firepower: High
  • Armour: Heavy
  • Speed: Slow
  • Crushable: No
  • Build Limit: 1
  • Tech Level: 9


Comments
Ahrimansiah
Ahrimansiah

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

Reply Good karma Bad karma+1 vote
Nuttah
Nuttah

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.

Reply Good karma Bad karma+4 votes
Ahrimansiah
Ahrimansiah

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

Reply Good karma Bad karma0 votes
Firelord475
Firelord475

Infector?

Reply Good karma Bad karma+1 vote
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