It is a two-story modular GDI building housing storage for advanced equipment and weapons, such as composite armor suits, scanner packs and power packs, high power radio equipment and large caliber sniper rifles. It houses the equipment required to train commandos and snipers. The Armory also contains an infirmary capable of healing units to full health, replacing lost soldiers with fresh reinforcements with the same level of veterancy (disturbingly, including Nod and Scrin based infantry if this structure was conquered or built by these factions), and are rumoured to even have the ability to heal Tiberium related injuries. The GDI Steel Talons subfaction has no need for an Armoury, as they primarily rely on tanks, Walkers and other vehicles.
|EMP grenades||GDI Grenadiers take on a new anti-vehicle role when they hurl disabling EMP grenades. This upgrade costs $1000 and takes 0:30 to research (Ctrl+S). (GDI and ZOCOM only)|
|Composite Armor||Provides GDI infantry with significantly more protection from hostile fire. It affects Rifleman Squads, Missile Squads, and Grenadiers. This upgrade costs $1500 and takes 0:45 to research (Ctrl+A). (GDI only)|
|Tiberium Field Suits||Provide ZOCOM infantry with significantly more protection from hostile fire and immunity to Tiberium. It affects Rifleman Squads, Missile Squads, and Grenadiers. This upgrade costs $1000 and takes 0:30 to research. (Ctrl+A). (ZOCOM only)|
|Power Pack||Power Packs give Zone Troopers 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). (GDI and ZOCOM only)|
|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. Tiberium Wars only. (Ctrl+S).|
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.|
This facility provides a boost to infantry power and can "repair" any veterancy squads to keep them in the fight. Further, Airborne is very useful for map control and securing buildings, although be wary of flame tanks or other anti-garrison units. While not entirely flashy, it is a very useful tool to infantry-focused vanilla GDI as well as ZOCOM commanders.
Behind the scenes
- The Armory is referred to as the "Med Bays" in the game files.