Of all the things that I have made, this may be a crossover that I have never attempted to do. What will happen when an advanced army takes on a WWII power? Well… Here's the answer. Welcome to the GDI Chronicles. For starters, the following factions, units, and key personnel are available. This is only the introduction list while the story will come out soon.
Be aware that the GDI Units come from all two sub-factions, Steel Talons, and ZOCOM. The Brotherhood of Nod, along with the Black Hand and Marked of Kane, will appear in later chapters. And before you ask, no Scrin available. Sorry guys.
XXXXXXXXXX
Introductory List
Setting: The location of the setting is placed in 1935 Europa, around the same time as the Imperial invasion of Gallia, while a formidable force will take on the Empire.
Major Factions:
Autocratic East Europan Imperial Alliance: A conglomerate of nations united under the rule of the East Europan Emperor, commonly referred to as "The Empire."
The Industrial Revolution that occurred when ragnite was discovered as a useful energy source saw the nations of eastern Europa, pioneers in machine technology, rise to power. Already tightly bound by a network of marriages amongst their royalty, these nations now joined hands in a formal international alliance.
While not technically an autocracy, the emperor enjoys limitless authority within the alliance. The Empire retains customs and practices held over from medieval times, and its people are known to harbor conservative views including a strong hatred for the Darcsen race, who are often put into forced labor camps to provide labour and materials for the Empire.
The culture of the Imperial Alliance still has strong roots in medieval times. This influence can be seen in the armor that the soldiers wear, and in in the vows of fealty that each soldier makes to the king.
Atlantic Federation: Popular uprisings spurred on by the late 18th Century Industrial Revolution gave birth to a number of new democratic republics. The nascent Empire, formed to the east, represented a common threat, motivating a mutual defense agreement among these infant republics.
Though an elected Head Councillor acts as the Federation's chief executive, unanimous agreements are rare among the constituent republics, meaning it often takes months to enact measures. Though a series of secret alliances and gains won by extortion and blackmail put the Federation ahead of the Empire in terms of national power, they have yet to defeat them on the field of war.
Principality of Gallia: This small, central, Europan nation is a constitutional monarchy, ruled by House Randgriz, the hereditary sovereign of Gallia. The first ruling ancestor of the house, revered as the legendary hero of the ancient War of the Valkyrur, built a castle on the site of what is now the capital city Randgriz, establishing it as the seat of Gallian rule.
Internationally, Gallia is characterized by its policies of armed neutrality and universal conscription and is notable amongst smaller independent states for its success in declining to ally themselves to either of the warring superpowers that border it.
Global Defense Initiative: A multinational military force currently in combat with the 'Brotherhood of Nod'. The precursor to GDI was the Allied Forces' 'Operations Group Echo: Black Ops 9', which was established during the Second World War (Tiberium Timeline). The UN soon formed this special operations group into a multinational military force, after slowly being known to the public. GDI has fought with Nod for years, winning the last two, but currently fighting them again after the GDSS Philadelphia was destroyed by a Nod nuclear missile.
The Brotherhood gained the upper-hand at first, until they rallied behind a GDI Field Commander and liberated the Northeastern US Blue Zone. From there, the GDI Field Commander led campaigns in Egypt, destroying the Nod nuclear launch site, and the Balkans. Currently, GDI Forces have failed to break the defenses at Temple Prime, leaving the Commander to break the defenses for them. Their flag is based on the Second Tiberium War (Highly recommended).
Global Defense Initiative Units:
Infantry
Riflemen Squad: Six soldiers armed with a GD-2 Phoenix Assault Rifle. Highly trained compared to their Militant Squad counterparts. Can take on all infantry units, doesn't excel at tanks unless aimed at the radiator.
Missile Squad: Two soldiers armed with FGM-90 Hydra rocket launchers that can be employed against armor, buildings and aircraft thanks to their homing ability. Excels at armored vehicles.
Engineer/Combat Engineer: Though excellent at battlefield maintenance, engineers are not well suited for combat. Trained in structural engineering and sabotage, Engineers are non-combatant infantry capable of performing duties. Usually they rely on rifleman infantry or APC's as back-up. Their counterparts, the Combat Engineer, are armed with a GD45 Luger pistol while outfitted with stronger body armor, making them more protected. However, they still need to rely on extra support.
Grenadier Squad: Grenadier infantry can successfully clear out any building or any cluster of infantry nearby. They also have modified helmets to shield their head from shrapnel and potential trauma caused by the grenades. They carry grenades in their backpacks, since a throwing arm is more accurate than a grenade launcher. Grenadier Squads also carry EMP Grenades for disrupting electronics in vehicles. They may be inaccurate, but the damage on the grenades is immense.
Sniper Team: A squad consisting of two snipers and a spotter and armed with GLS-70 Zaytsev sniper rifles. They can pick off any infantry from an impressive range and can devastate entire infantry formations. If exposed, they are compromised.
Zone Trooper: Armed with Rorsch Mk.1 railguns and covered in advanced power suits, these troopers can survive the harshest of environments. Unlike their infantry counterparts, they are almost immune to Tiberium itself. They tend to be anti-vehicle specialists like their Missile Squad counterparts, and can absorb the recoil from their railguns. However, they are vulnerable if crushed by large vehicles.
Zone Raider: Unlike their Zone Trooper counterparts, they are walking mobile SAM sites. What makes them distinctive from the rest, is that each Zone Raider squad are female soldiers. The other weapon Zone Raiders are armed with are Sonic Grenade Launchers, which can cause a significant amount of damage against a cluster of soldiers or buildings.
Commando: A GDI Commando is the toughest unit in the armed forces. Armed with a Rail Carbine and covered in heavy riflemen armor, it can attack and defend itself properly. Usually, Commandos do missions either solo, operate behind enemy lines before the main force arrives, or charge in with the whole army. They are also equipped with demolition charges, enough to blow up a building with ease. They also have to take various training courses in order to become one of GDI's elite units.
Vehicles
CC-6 Pitbull: Pitbulls are versatile missile ATVs. Initially armed solely with missiles, they can be upgraded with a powerful mortar system that does wonders against crowds of enemy infantry and structures as well. They are also among the fastest vehicles, but they are also not very armoured and as such have a low survivability rate.
Guardian APC/MRT: APCs are capable of holding a single infantry squad. Units inside the APC can fire out, however, making the APC more versatile. It is armed with a 30mm Gatling minigun as its turret, which can be equipped with armor-piercing ammunition for extra damage. Its engineering counterpart, the MRT, acts as a mobile repair vehicle. Instead of a minigun placed on the roof, an engineering tool is fitted instead, so extra protection is needed for this unit.
Harvester: A collector which harvests Tiberium. For protection, they are armed with a machine gun or a rocket launcher.
MBT-6 Predator: The Predator is loved by many GDI soldiers for its ruggedness, power, and relatively cheap cost. It does have its weaknesses, however; the most glaring of which is infantry and air. Predators (often nicknamed "Preds") cannot attack aerial units and can attack infantry with extreme difficulty. It can still crush infantry, however.
Wolverine Mk. II: The Wolverine Mk. II is a redesigned and upgraded version of the original Wolverine from the Second Tiberium War and subsequent Firestorm Crisis. It retains the speed, agility and impressive firepower of its predecessor. Armed with twin machine guns, the Wolverine's firing pattern is somewhat erratic when targeting large groups or focused against singular attacks, making it effective against both mobs and against single enemies.
Titan Mk. II: An anti-vehicle walker, it can crush a vehicle underneath its feet or destroy an armored vehicle with a railgun with ease. However, that firepower also negates its armored tendencies, causing it to be lightly armored against missile units. They saw extensive use during the Second Tiberium War, but thanks to an advanced technological group, the Steel Talons, they are returned to the front lines.
Slingshot: An effective anti-air platform, the Slingshot was a tank using the hover technology of the Second Tiberium War prior to its recalling and decommissioning. In fact, the Slingshot was the last surviving unit from this previous research. Unlike older units, the Slingshot's hover chassis was less susceptible to ion storms, making the unit more reliable. With its use of HoverTech the Slingshot had light armor, but was fast and highly maneuverable. The vehicle carried four high caliber cannons mounted to the sides of its turret, and was capable of shredding through enemy aircraft with ease. Slingshot ammunition could be upgraded with tungsten shells, making the Slingshot the most powerful anti-air unit fielded.
Shatterer/Zone Shatterer: Little less than a Sonic Emitter put on a hovering chassis, the Shatterer is highly effective against masses of units and structures. Although its attack is very powerful, the Shatterer itself is very weak, and must be protected like an artillery unit at all times. Their ZOCOM counterpart is nearly the same design, but can fire an Overload Beam which can wipe out columns of infantry in an instant.
Battle Rig: A combination between a vehicle and a base. The problem when the Rig is in vehicle mode, it is virtually undefended against either infantry, vehicle or aircraft. When unfolded into a Battle Base, it can repair vehicles on the fly, and armed with two Guardian Cannons.
Juggernaut Mk. III: The Juggernaut, also known affectionately as a "Jugg", is GDI's artillery vehicle. It is effective at long range and works wonders against structures. It does not have a lot of health and can be easily killed even by missile soldiers or Lancers.
Juggernaut Mk. II 'Behemoth': The Behemoth, as used by the Steel Talons brigade, is the precursor to the Mk. III Juggernaut. The design was developed in response to the weakness of the Juggernaut's performance against infantry. As many failed reconnaissance missions had shown, the walker was all too susceptible to close-range infantry attacks.
Mammoth Tank Mk. III: Arguably the main trump card of the entire GDI Armed Forces, it is armed with a pair of 150mm cannons, four missile launchers, and better yet, twin railguns. One glimpse from the enemy seeing one can send them running to bring in their own armored units, with limited success. When combined with other Mammoth Tanks, the result? Entire forces will get decimated if under attack by them. Good luck, Irene.
Aircraft
A-15 Orca Gunship/ZOCOM Orca: The Orca follows the legacy of the old Orca assault craft used in the First and Second Tiberium Wars. Armed with six or eight air-to-ground rockets, it's a heavily armed VTOL Gunship. They are also equipped with a pulse scan equipment which can detect stealth. Their counterpart, the ZOCOM Orca, acts the same, but armed with Sonic Grenades, which are usefully for taking out squads of infantry, though not so good against armored vehicles.
Firehawk: A versatile attack aircraft, the Firehawk is a flexible GDI air unit. Its inception came from when Nod forces built their VTOL Fighter, the Venom. The Engineer Corps designed a new fighter that can make the Venom a run for its money. Against aerial units, the Firehawk is armed with four-to-six air-to-air missiles, while striking ground targets takes three bombs, making it the perfect multirole fighter. For extra defense, they are armed with a Gatling gun, though only built in some. What makes them unique, is that they are equipped with Stratofighter engines, which means they can enter the stratosphere.
V-35 Ox: The Ox is used as a multipurpose transport craft, which can hold either infantry or armored vehicles. Unfortunately, it is lightly armored, so extra protection has to be made when transporting it.
Hammerhead: The Hammerhead is an armed transport helicopter. Armed with two Vulcan cannons, it can tear infantry to shreds. When garrisoning infantry inside, it can lend extra support fire. When loaded with either rocket units or Zone Troopers, it can turn into a heavily armed gunship with ease, raining death from above. Playing 'Ride of the Valkyries' or 'Copacabana' will tell anyone when a Hammerhead squadron is approaching.
XXXXXXXXXX
That's a lot of GDI units. Yes, there will be bases, upgrades and other things that are present. Like I said before, the Brotherhood of Nod will be available in later chapters, maybe around where Squad 7 and Squad 422 encounter 'Calamity Raven'. That's all I got so far, so expect the first chapter up soon. Cheers.