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==Radar Scan==
==Radar Scan==
{{CnC unit|image=CnC_radar.png|imagesize=45px|cost=300 (250 in pre-1.05)|ptype=Intelligence Power|requirements=Command Post}}
{{CnC unit|image=CnC_radar.png|cost=250|ptype=Intelligence Power|requirements=Command Post}}
The radar scan reveals the target area and any stealthed units. It is extremely useful since you get it early in the game and because its so cheap. It provides an excellent precursor to another support power, or an Ion Cannon strike. Since you get it so early, it is also possible to radar scan the enemy base to watch their build order and see if they're focusing on vehicles, infantry, or aircraft.
The radar scan reveals the target area and any stealthed units. It is extremely useful since you get it early in the game and because its so cheap. It provides an excellent precursor to another support power, or an Ion Cannon strike. Since you get it so early, it is also possible to radar scan the enemy base to watch their build order and see if they're focusing on vehicles, infantry, or aircraft.
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==Airbourne==
==Airborne==
{{CnC unit|image=CnC_paratroopers.png|cost=1500 (1000 in pre-1.05) |requirements=Armoury|ptype=Reinforcement Power}}
{{CnC unit|image=CnC_paratroopers.png|imagesize=45px|cost=1500 (1000 in pre-1.05) |requirements=Armoury|ptype=Reinforcement Power}}
The first of several reinforcement powers. When launched in groups, GDI's many reinforcement powers can summon a veritable army to their location.
The first of several reinforcement powers. When launched in groups, GDI's many reinforcement powers can summon a veritable army to their location.


The airborne support power, for a fee, deploys four V-35 Oxen to the target area. Once they land, they will deploy two veteran GDI Riflemen and two veteran Missile squads. While not the most powerful of support powers, it can work if you need a quick drop of infantry to a location, or in combination with the Bloodhounds support power.
The airbourne support power, for a fee, deploys four V-35 Oxen to the target area. Once they land, they will deploy two veteran GDI Riflemen and two veteran Missile squads. While not the most powerful of support powers, it can work if you need a quick drop of infantry to a location, or in combination with the Bloodhounds support power.


It is not a good idea to send the Airborne squads right into enemy fire, as the transports are very vulnerable during both transport and landing.
It is not a good idea to send the Airbourne squads right into enemy fire, as the transports are very vulnerable during both transport and landing.
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==Sharpshooter Team==
==Sharpshooter Team==
{{CnC unit|image=CnC_sharpshooter.png|imagesize=45px|cost=3500 (2500 in pre-1.05)|requirements=Tech Centre|ptype=Reinforcement Power}}
{{CnC unit|image=CnC_sharpshooter.png|cost=3500|requirements=Tech Centre|ptype=Reinforcement Power}}
Another reinforcement power, using this power sends three V-35s to the target area to deploy three squads of veteran snipers. Three snipers are more than sufficient to stop most infantry charges, and the team can also call in Juggernaught bombardment at a specific area.
Another reinforcement power, using this power sends three V-35s to the target area to deploy three squads of veteran snipers. Three snipers are more than sufficient to stop most infantry charges, and the team can also call in Juggernaught bombardment at a specific area.
The older versions of the game have the cost at around 2500 instead of 3500.
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==Orca Strike==
==Orca Strike==
{{CnC unit|image=CnC_orca_strike.png|imagesize=45px|cost=500|requirements=Airfield|ptype=Offensive Power}}
{{CnC unit|image=CnC_orca_strike.png|cost=500|requirements=Airfield|ptype=Offensive Power}}
{{quote|Orca aircraft are always standing by to deliver a payload of infrared-guided air-to-surface missiles precisely where needed.|GDI InOps}}
{{quote|Orca aircraft are always standing by to deliver a payload of infrared-guided air-to-surface missiles precisely where needed.|GDI InOps}}


The target area is bombarded by a group of fast-flying Orcas. Unlike the regular, constructible Orcas, these ones fly in and out of the target area, firing a volley of two missiles each (from three planes) to cause light damage to the target. While they fly relatively quickly, they are best deployed against immobile buildings, especially lightly armoured power plants. It is not powerful enough to completely destroy a critical building, but can harass an enemy power plant or finish off a critically-damaged building. Very useful against enemy emissaries.
The target area is bombarded by a group of fast-flying Orcas. Unlike the regular, constructible Orcas, these ones fly in and out of the target area, firing a volley of two missiles each (from three planes) to cause light damage to the target. While they fly relatively quickly, they are best deployed against immobile buildings, especially lightly armoured power plants. It is not powerful enough to completely destroy a critical building, but can harass an enemy power plant or finish off a critically-damaged building.
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==Bloodhounds==
==Bloodhounds==
{{CnC unit|image=CnC_bloodhounds.png|imagesize=90px|cost=3000 (2000 in pre-1.05)|requirements=Airfield|ptype=Reinforcement Power}}
{{CnC unit|image=CnC_bloodhounds.png|cost=3000 (2000 in pre-1.05)|requirements=Airfield|ptype=Reinforcement Power}}
The Bloodhounds support power summons two veteran Pitbulls and two veteran APCs via V-35 Oxen to the target area. One of the more useful powers since the APCs in particular can supplement Predators against infantry. It should be noted that the Bloodhounds support power does not require a War Factory for deployment; because of this, it is entirely possible to build an APC-Engineer rush without a War Factory.
The Bloodhounds support power summons two veteran Pitbulls and two veteran APCs via V-35 Oxen to the target area. One of the more useful powers since the APCs in particular can supplement Predators against infantry. It should be noted that the Bloodhounds support power does not require a War Factory for deployment; because of this, it is entirely possible to build an APC-Engineer rush without a War Factory.


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==Zone Trooper Drop Pods==
==Zone Trooper Drop Pods==
{{CnC unit|image=CnC3_DropPod.png|imagesize=45px|cost=4500 (3000 in pre-1.05)|requirements=Space Command Uplink|ptype=Reinforcement Power}}
{{CnC unit|image=CnC3_DropPod.png|cost=4500|requirements=Space Command Uplink|ptype=Reinforcement Power}}
Without a doubt GDI's most powerful reinforcement ability in the game, the Zone Trooper drop pods deploys three veteran GDI Zone Troopers to the target area via a Drop Pod. This drop pod falls straight from the stars to land in the target area - it cannot be intercepted like V-35 Oxen. While concentrated fire can destroy the pod before the Zone troopers emerge, the Zone troopers require only a short while before they pop out, making this devastating power difficult to stop at best.
Without a doubt GDI's most powerful reinforcement ability in the game, the Zone Trooper drop pods deploys three veteran GDI Zone Troopers to the target area via a Drop Pod. This drop pod falls straight from the stars to land in the target area - it cannot be intercepted like V-35 Oxen. While concentrated fire can destroy the pod before the Zone troopers emerge, the Zone troopers require only a short while before they pop out, making this devastating power difficult to stop at best.
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==Shockwave Artillery==
==Shockwave Artillery==
{{CnC unit|image=CnC3_Shockwave.png|imagesize=45px|cost=2000 (1500 in pre-1.05)|requirements=Space Command Uplink|ptype=Offensive Power}}
{{CnC unit|image=CnC3_Shockwave.png|cost=1500|requirements=Space Command Uplink|ptype=Offensive Power}}
GDI's main EMP attack, the Shockwave artillery is a powerful support power that, when triggered, activates an offscreen artillery strike that strikes enemy units for damage. The main use of this ability, however, is the EMP effect that the shells have on enemy vehicles and structures. This makes it most effective on groups of power plants as well as Nod's "turret farms" - that is, large groups of clustered turrets.
GDI's main EMP attack, the Shockwave artillery is a powerful support power that, when triggered, activates an offscreen artillery strike that strikes enemy units for damage. The main use of this ability, however, is the EMP effect that the shells have on enemy vehicles and structures. This makes it most effective on groups of power plants as well as Nod's "turret farms" - that is, large groups of clustered turrets.
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==Orbital Bombardment==
{{CnC unit|cost=|requirements=Space Command Uplink|ptype=Offensive Power}}
GDI area bombardment delivered from an orbital artillery platform. A targeting laser is fired momentarily before the bombardment commences and the shells fall randomly within the area originally designated. This power is best used in conjunction with the Ion Cannon and Orca Strike if needed to eliminate Construction Yards/Drone Ships or against buildings that have been placed closely together.
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==Ion Cannon==
==Ion Cannon==
{{CnC unit|image=CnC3_IonCannon.png|imagesize=45px|requirements=Ion Control Centre|ptype=Superweapon}}
{{CnC unit|image=CnC3_IonCannon.png|requirements=Ion Control Centre|ptype=Superweapon}}
GDI's superweapon is the ever-famous Ion Cannon. Its appearance and effect has changed considerably from its previous incarnations; it is now much more flashy, shining down several beams first that converge on the centre of the blast. Once all the beams reach the middle, the main cannon itself fires a huge blue laser beam of death straight into the target area, annihilating everything.
GDI's superweapon is the ever-famous Ion Cannon. Its appearance and effect has changed considerably from its previous incarnations; it is now much more flashy, shining down several beams first that converge on the centre of the blast. Once all the beams reach the middle, the main cannon itself fires a huge blue laser beam of death straight into the target area, annihilating everything.


The Ion Cannon, theoretically, can cause slightly more damage due to its secondary lasers, but its usefulness is somewhat limited due to the amount of time it takes for the main gun itself to fire. However, its destructive potential and ability to strike in the shroud (unlike any other support power) makes the Ion Cannon feared among GDI's enemies and respected by GDI's generals. In Kane's Wrath however, the Ion Cannon cannot fire in the shroud.
The Ion Cannon, theoretically, can cause slightly more damage due to its secondary lasers, but its usefulness is somewhat limited due to the amount of time it takes for the main gun itself to fire. However, its destructive potential and ability to strike in the shroud (unlike any other support power) makes the Ion Cannon feared among GDI's enemies and respected by GDI's generals.
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{{Footer Nav|game=Command & Conquer 3: Tiberium Wars|nextpage=Nod support powers}}
{{Footer Nav|game=Command & Conquer 3: Tiberium Wars|nextpage=Nod support powers}}
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