Commando

Infantry

Electronic Video Agent database indicates the following:

Common Abbreviations
A=Attack
C=Cargo
H=Helicopter
F=Fighter
M=Model
U=Utility
X=Experimental
Some special cases apply.

GDI
Technician

Cost: N/A
Armor: *
Health: *
Speed: ****
Weapon: M9 Beretta Pistol, M2 Selectable Lightweight Attack Munition
Firepower: **
Range: **
Rate of fire: ***
Prerequisite: Infantry Barracks

Technicians are often recruited to perform routine operations in buildings and operate vehicles such as Tiberium Harvesters. Due to limited combat training, they are not that confident handling firearms and will only use them as a last resort. They can use SLAM explosives to clear out paths and set up traps.

Minigunner

Cost: 100 Credits
Armor: *
Health: ***
Speed: ***
Equipment: M22 Binocular, Land Ops Goggles
Weapon: M16A2 Semiautomatic Rifle, M9 Beretta Pistol
Firepower: **
Range: ***
Rate of fire: ******
Prerequisite: Infantry Barracks

Equipped with the M16A2 rifle and light body armor, Minigunners are the key players in GDI’s forces. They have additional training to use onboard miniguns in vehicles.

Officer

Cost: 200 Credits
Armor: **
Health: ***
Speed: ***
Equipment: M22 Binocular, Land Ops Goggles
Weapon: M590 Shotgun, M9 Beretta Pistol
Firepower: ***
Range: ***
Rate of fire: *****
Prerequisite: Infantry Barracks, Communications Center

Equipped with the M590 shotgun and medium body armor, Officers have the authority to call in reinforcements.

Grenadier

Cost: 160 Credits
Armor: *
Health: ***
Speed: *****
Equipment: M22 Binocular, Land Ops Goggles
Weapon: M67 Fragmentation Hand Grenade, M9 Beretta Pistol
Firepower: ****
Range: ***
Rate of fire: ***
Prerequisite: Infantry Barracks

Using grenades as a principle form of attack, Grenadiers can easily throw grenades over barriers to great effect.

Rocket Soldier

Cost: 300 Credits
Armor: *
Health: *
Speed: *
Equipment: Land Ops Goggles
Weapon: FIM-92A Stinger Man-Portable Air-Defense System, M-72A2 Light Anti-tank Weapon
Firepower: *****
Range: *****
Rate of fire: ***
Prerequisite: Infantry Barracks

Rocket Soldiers can fire from lower to higher elevations and attack air units. They are speciliazed in anti-armor and anti-air weapons. Their portable missile launchers can cause large damage at ground and air targets.
Prerequisite: Infantry Barracks

Field Engineer

Cost: 500 Credits
Armor: *
Health: *
Speed: ***
Equipment: Field Engineer Tool Case
Weapon: M43 E-Tool, M2 Selectable Lightweight Attack Munition
Firepower: *
Range: **
Rate of fire: ***
Prerequisite: Infantry Barracks

Engineers do not have firearms and are vulnerable on the battlefield, requiring protection by other units. Loading them in a transport is an ideal way to let engineers capture enemy buildings without risking their lives.

Commando

Cost: 1000 Credits
Armor: *
Health: ******
Speed: ******
Equipment: Night Vision Goggles
Weapons: M82A1A Special Application Scoped Rifle, M112 C4 Demolition Charge, MK2A1 Grenade, Combat Knife
Firepower: ******
Range: ******
Rate of fire: ***
Prerequisite: Infantry Barracks, Advanced Communications Center

The Commando is part of the GDI Elite Forces Unit. Equipped with the 50 cal. M82A1A Special Application Scoped Rifle and long range/IR vision enchancement goggles, Commando is very specialized in demolitions and stealth.
See also: Jack Sheppard (personnel)

Nod
Technician

Cost: N/A
Armor: *
Health: *
Speed: ****
Weapon: M9 Beretta Pistol, M2 Selectable Lightweight Attack Munition
Firepower: **
Range: **
Rate of fire: ***
Prerequisite: Hand of Nod

Technicians are often recruited to perform routine operations in buildings and operate vehicles such as Tiberium Harvesters. Due to limited combat training, they are not that confident handling firearms and will only use them as a last resort. They can use SLAM explosives to clear out paths and set up traps.

Minigunner

Cost: 100 Credits
Armor: *
Health: ***
Speed: ***
Equipment: M22 Binocular, Land Ops Goggles
Weapon: M16A2 Semiautomatic Rifle, M9 Beretta Pistol
Firepower: **
Range: ***
Rate of fire: ******
Prerequisite: Infantry Barracks

Equipped with the M16A2 rifle and light body armor, Minigunners are an important part of Nod’s fighting force. They have additional training to use onboard miniguns in vehicles.

Officer

Cost: 200 Credits
Armor: **
Health: ***
Speed: ***
Equipment: M22 Binocular, Land Ops Goggles
Weapon: M590 Shotgun, M9 Beretta Pistol
Firepower: ***
Range: ***
Rate of fire: *****
Prerequisite: Hand of Nod, Communications Center

Equipped with the M590 shotgun and medium body armor, Officers have the authority to call in reinforcements.

Rocket Soldier

Cost: 300 Credits
Armor: *
Health: *
Speed: *
Equipment: Land Ops Goggles
Weapon: FIM-92A Stinger Man-Portable Air-Defense System, M-72A2 Light Anti-tank Weapon
Firepower: *****
Range: *****
Rate of fire: ***
Prerequisite: Hand of Nod

Rocket Soldiers can fire from lower to higher elevations and attack air units. They are speciliazed in anti-armor and anti-air weapons. Their portable missile launchers can cause large damage at ground and air targets.

Field Engineer

Cost: 500 Credits
Armor: *
Health: *
Speed: ***
Equipment: Field Engineer Tool Case
Weapon: M43 E-Tool, M2 Selectable Lightweight Attack Munition
Firepower: *
Range: **
Rate of fire: ***
Prerequisite: Hand of Nod

Engineers do not have firearms and are vulnerable on the battlefield, requiring protection by other units. Loading them in a transport is an ideal way to let engineers capture enemy buildings without risking their lives.

Flamethrower Infantry

Cost: 200 Credits
Armor: *
Health: *****
Speed: ******
Equipment: Heat protective suit
Weapon: M9E1-7 Flamethrower
Firepower: *****
Range: *
Rate of fire: ****
Prerequisite: Hand of Nod

If you were come to find a real fanatic in the Brotherhood, the answer would be Flamethrower Infantry.
Flamethrower infantry wear heat-resistant suits and are specialized in maximum close-range destruction. Using the M9E1-7 Flamethrower, they shoot a fuel mixture which burns more slowly than normal, allowing more effective elimination of infantry and armament. If they fail to defeat their opponent, they might try to dash towards the enemy with their tanks full of highly pressurized fuel, destroying both the enemy and themselves in the process.

Chemical Warrior

Cost: 300 Credits
Armor: *
Health: *****
Speed: ***
Equipment: NBC environment suit
Weapon: V2 Venom Chemical Distributor
Firepower: ******
Range: *
Rate of fire: ****
Prerequisite: Hand of Nod, Bio-Research Laboratory

Chemical Warriors wear hazmat suits which protect them from the adverse effects of prolonged Tiberium exposure. They use chemical sprayers to shoot a short-lived toxic cloud of Tiberium gas that will kill any infantry caught within its effects.

Commando

Cost: 1000 Credits
Armor: *
Health: ******
Speed: ******
Equipment: Night Vision Goggles
Weapons: KSVK Large-Caliber Kovrov Sniper Rifle, M112 C4 Demolition Charge, MK2A1 Grenade, Tantō Knife
Firepower: ******
Range: ******
Rate of fire: ***
Prerequisite: Hand of Nod, Temple of Nod

A female mercenary, the Nod commando is equipped with 12.7mm KSVK Large-Caliber Kovrov Sniper Rifle and long range/IR vision enchancement goggles.
See also: Sakura (personnel)