GDI Defense Class (Rev7-9)


Techs

Tier 2 Tech (F1)
Upgrade Points 5
Tech Upgrade

Unlocks Tier 2 units adds the Tier 2 crawler weapon
Tier 3 Tech (F2)
Upgrade Points 7
Tech Upgrade

Unlocks Tier 3 units adds the Tier 3 crawler weapon
Accuracy Boost (F3)
Upgrade Points 1
Passive Upgrade

Increases chance to hit of the Hunter and Avenger (Offensive), the Zone Defender and Ascended (Defense), and the Orca and Venom (Support)
Refire Boost (F4)
Upgrade Points 1
Passive Upgrade

Increase the reload speed of many Gun units, and decrease the time between attacks of many Laser units
Speed Boost (F5)
Upgrade Points 1
Passive Upgrade

Increase the movement speed of the Striker and Spider Tank (Offense), the Spartan, Conductor, Hijacker, and Centurion (Defense), and the Spanner and Scalpel (Support)
Range Boost (F6)
Upgrade Points 1
Passive Upgrades

Increase the weapon and vision range of the Talon and Mantis (Offense), the Zone Trooper and Enlightened (Defense), and the Sheppard and Cobra (Support).
Med kits(F7)
Upgrade Points 1
Infantry Upgrade

Provides all infantry with med kits, which repair them when garrisoned in a vehicle building.
Enhanced Repair (F8 )
Upgrade Points 1
Utility Upgrade

Increases the repair speed oft the GDI Dozer, and increases the repair radius and amount repaired by the Defense MCV
Assault jump Jets (F9)
Upgrade Points 1
Infantry Upgrade

For selet infantry: increases speed, allows cliff jumping, and adds the Assault Jump ability to quickly close the distance to a target.
Med kits(F10)
Upgrade Points 1
Crawler Upgrade

Activates a shield disk generator that creates a Defensive Shield in a large radius around the Crawler when it unpacks.
Sticky Bombs
Upgrade Points 1
Juggernaut Upgrade

Allows the Juggernaut to launch a series of large, visible mines.
Reflective Dozer
Upgrade Points 1
Vehicle Upgrade

Provides directional damage reflection for the Armadillo Transport and Rhino Tank.
Advanced Shields(F5)
Upgrade Points 1
Structure Upgrade

Increases the shield health and regeneration of the MCV, shield structure, and outpost.
Mobility Matrix(F6)
Upgrade Points 1
Crawler Upgrade

Activates 2nd generation defensive shielding that will deploy while the Crawler is mobile and packed.
Units

Engineer (F1)
Build Time: 0:08
Commando Points: 3
[S] Small: Weak vs. Gun


Unit Abilities:
  • Cliffjumping: Can move over cliffs
  • Detects stealth and clears mines
  • Repairs nearby allied units and crawlers
  • Can capture neutral structures and husks
Spartan Tank (F2)
Build Time: 0:13
Command Points: 5
[C] Cannon: Strong vs. Medium Ground
>> Can only attack ground units
[M] Medium Weak vs. Cannon

Unit Abilities:
  • Deploys into a cannon turret on death
On-Crawler Upgrades:
  • Speed Boost: Increase movement speed
Zone Defender (F3)
Build Time: 0:10
Command Points: 5
[R] Rocket: Strong vs. Medium Air
[S] Small: Weak vs. Gun


Unit Abilities:
  • Sprint: Briefly increases movement speed
On Crawler Upgrades:
  • Accuracy Boost: Reduces chance to miss
  • Medkits: Units heal up while garrisoned
  • Assault Jump: Quickly propel to target location
Zone Trooper (F4)
Build Time: 0:10
Command Points: 5
[C] Cannon: Strong vs. Medium Ground
>> Can only attack ground units
[S] Small: Weak vs. Gun


Unit Abilities:
  • Sprint: Briefly increases movement speed
On-Crawler Upgrades:
  • Range Boost: Increases weapon and vision range
  • Medkits: Units heal while garrisoned
  • Assault Jump: Quickly propel to target location
Zone Enforcer (F5)
Build Time: 0:10
Command Points: 5
[G] Gun: Strong vs. Small
[S] Small: Weak vs. Gun


Unit Abilities:
  • Sprint: Briefly increases movement speed
  • Rifle Grenades: Basic attack also launches anti-structure grenades
On-Crawler Upgrades:
  • Refire Boost: Reduces reload time
  • Medkits: Units heal up while garrisoned
  • Assault Jump: Quickly propel to target location
Zone Lancer (F6)
Build Time: 0:10
Command Points: 5
[L] Laser: Strong vs. Large
[S] Small: Weak vs. Gun


Unit Abilities:
  • Unpacks into an immobile, stronger laser platform
On-Crawler Upgrades:
  • Refire Boost: Reduces reload time
  • Medkits: Units heal up while garrisoned
Dozer (F7)
Build Time: 0:08
Command Points: 3
[S] Small: Weak vs. Gun


Unit Abilities:
  • Repairs nearby allied units and crawlers
  • EMP mines: Lay an EMP minefield that will deal minor damage and disable enemy units.
  • Build outposts provide ground control, vision, stealth detection, and a shield
On-Crawler Upgrades:
  • Enhanced Repairs: Increases repair speed
Zone Raider (F8 )
Build Time: 0:10
Command Points: 5
[B ] Blast: Strong vs. Structures
[S] Small: Weak vs. Gun


Unit Abilities:
  • Anti-structure bomb: Basic attack also launches anti-structure bombs
On-Crawler Upgrades:
  • Medkits: Units heal up while garrisoned
  • Assault Jump: Quickly propel to target location
Armadillo (F9)
Build Time: 0:16
Command Points: 7
[G] Gun: Strong vs. Small
[L] Large: Weak vs. Laser


Unit Abilities:
  • 3 of your infantry can be transported and fire out
On-Crawler Upgrades:
  • Reflective Dozer: Increase armor, clears mines, and reflects some damage
Zone Captain (F10)
Build Time: 0:13
Command Points: 7
[B ] Blast: Strong vs. Structures
[S] Small: Weak vs. Gun


Unit Abilities:
  • Attacking calls in a precision Ion Strike
  • Assault Jump: Quickly propel to target location
On-Crawler Upgrades:
  • Medkits: Units heal up while garrisoned
Rhino
Build Time: 0:16
Command Points: 7
[B ] Blast: Strong vs. Structures
[L] Large: Weak vs. Laser


Unit Abilities:
  • Deploy into an immobile blast weapon, or pack up into a weaponless but highly armored tank
  • Deploying creates a sonic pulse that unburrows, slows, reduces dodge, and damages nearby units
On-Crawler Upgrades:
  • Reflective Dozer: Clears mines, and has a chance to refract weapons back to the attacker
Juggernaut
Build Time: 0:13
Command Points: 5
[B ] Blast: Strong vs. Structures
[M] Medium: Weak vs. Cannon


On-Crawler Upgrades:
  • Sticky bombs: Fire 3 bombs that detonate by proximity or when attacked
Buildings

Bunker (F1)
Build Time: 0:10
Energy Costs: 5
Command Points: 0

Structure Abilities:
  • 3 of your infantry can garrison into this bunker
On-Structure Upgrades:
  • Reinforce: Changes armor type to reinforced, adds health, and adds a gun weapon
  • Dismantle: Destroy structure, refunding power points.
Guardian Cannon (F2)
Build Time: 0:10
Energy Costs: 5
Command Points: 0
[C] Cannon: Strong vs. Medium Ground
[L] Large Weak vs. Laser


Structure Abilities:
  • Shock shells: Attack slows enemies and reduces dodge
On-Structure Upgrades:
  • Reinforce: Changes armor type to reinforced, adds health, and adds area Damage
  • Dismantle: Destroy structure, refunding power points.
Missile Turret (F3)
Build Time: 0:10
Energy Costs: 5
Command Points: 0

Structure Abilities:
  • Patriot System: Links with other nearby missile turrets to from one large attack radius.
On-Structure Upgrades:
  • Reinforce: Changes armor type to reinforced, adds health, increases weapon and vision range
  • Dismantle: Destroy structure, refunding power points.
Tunnel (F4)
Build Time: 0:06
Energy Costs: 2
Command Points: 0
[L+] Very Large Weak vs. Blast


Structure Abilities:
  • Small and medium Units can instantly travel between tunnel nodes
On-Structure Upgrades:
  • Expand Network: Increases armor and health, adds a bubble shield, and allows the transport of heavy units
  • Dismantle: Destroy structure, refunding power points.
Falcon MLRS (F5)
Build Time: 0:14
Energy Costs: 7
Command Points: 0

Structure Abilities:
  • Rocket Barrage: Fire several anti-ground rockets at target location
  • Patriot System: Links with other nearby missile turrets to from one large attack radius.
On-Structure Upgrades:
  • Sonic Rockets: Increases armor and health; weapon slows enemies and decrease chance to dodge
  • Dismantle: Destroy structure, refunding power points.
Focus Beam (F6)
Build Time: 0:14
Energy Costs: 7
Command Points: 0
[L] Laser: Strong vs. Large
[L+] Very Large Weak vs. Blast


Structure Abilities:
  • Damage increases while firing on the same target
On-Structure Upgrades:
  • Armor Up: Toggle to disable primary weapon and increase armor, plus damage, slow, and reduce the dodge of nearby units
  • Dismantle: Destroy structure, refunding power points.
Skystrike Artillery (F7)
Build Time: 0:18
Energy Costs: 9
Command Points: 0

Structure Abilities:
  • Fires a long-range blast weapon
Crystal Shield (F8 )
Build Time: 0:14
Energy Costs: 7
Command Points: 0

Structure Abilities:
  • Projects a crystal shield which must be destroyed before the units inside can be attacked. Units inside can fire out.
  • Stasis Field: Click to render everything inside the shield invulnerable but unable to act for a time.
On-Crawler Upgrades:
  • Enhanced shields: Increases shield strength and regen.
Ion Cannon (F9)
Build Time: 0:18
Energy Costs: 9
Command Points: 0

Structure Abilities:
  • Call an Ion Cannon strike that EMPs target location before dealing massive damage.
  • Premature Discharge: Can be fired with as little as 15% charge – damage and EMP duration are reduced proportionately.
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Outpost
Energy Costs: 3
[L] Large Weak vs. Laser

Structure Abilities:
  • Outposts provide ground control, vision, and stealth detection
On-Structure Upgrades:
  • Shield: Projects a crystal shield which must be destroyed before the units inside can be attacked. Units inside can fire out.
  • Increased vision and build radius
On-Crawler Upgrades:
  • Enhanced shields: Bubble shield becomes more powerful