The Armory is a two-story modular building housing storage for advanced equipment and weapons. It grants access to GDI's most highly trained soldiers, and also contains a medical bay that can heal wounded infantry, replacing lost soldiers with fresh reinforcements with the same level of veterancy. The Steel Talons subfaction do not use Armoury, as they primarily rely on tanks, Walkers and other vehicles.
|EMP grenades (Kane's Wrath only)||Grenadier squads gain the ability to toss EMP grenades, which temporarily disable vehicles and structures. This upgrade costs $1000 and takes 0:30 to research (Ctrl+S).|
|Composite Armor||Provides GDI infantry with significantly more protection from hostile fire. It affects Rifleman squads, Missile squads, and Grenadier squads. This upgrade costs $1500 and takes 0:45 to research (Ctrl+A).|
|Tiberium Field Suits (Kane's Wrath only)||Provide ZOCOM infantry with significantly more protection from hostile fire and immunity to Tiberium. It affects Rifleman squads, Missile squads, and Grenadier squads. This upgrade costs $1000 and takes 0:30 to research. (Ctrl+A). (ZOCOM only)|
|Power Pack||Power Packs give Zone Troopers and Zone Raiders a 50% boost in health and also allow self-healing when the squad is idle. This upgrade costs $1000 and takes 0:30 to research (Ctrl+D).|
|Scanner Pack (Tiberium Wars only)||Equips Zone Troopers with scanner packs, increases their sight radius and allows them to detect stealth in a small radius. This upgrade costs $1000 and takes 0:30 to research. (Ctrl+S). This upgrade is moved to the Command post in Kane's Wrath.|
Support powers provided
|GDI Airborne||GDI Airborne infantry consisting of two veteran Rifleman squads and two Missile Squads are flown in for reinforcement. This power costs 1500 credits and has a cooldown of 2:00.|
- The Armory is referred to as the "Med Bays" in the game files.
- Due to gameplay reasons, Nod and even Scrin infantry squads can also receive reinforcements from the Armory.
Concept art by Dave Max