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|For its successor, see Hammerhead (Tiberian Twilight).|
Heavy (100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper)
|“|| Heavy gunship airborne!|
A curious element of the GDI air arsenal, the Hammerhead is a conventional helicopter, based on transport designs dating back to the 20th century. This is perhaps an extreme example of GDI's trend of returning to old, but extremely reliable technology following the Second Tiberium War. Its speed matches that of an Orca Gunship, allowing for fast deployment.
The Hammerhead is a large ground support aircraft that serves a dual role as both a long range infantry transport, and an anti-infantry gunship. Its central compartment is capable of housing one infantry squad, with sufficient internal space to allow the squad to fire out of the Hammerhead. Promotional materials of the unit claim the helicopter can house an entire regiment, but this is clearly an exaggeration. For loading and unloading infantry, the Hammerhead has to land; initial experiments involving jump-jetting infantry into the Hammerhead's cargo compartment met with unfortunate results.
The Hammerhead is equipped with two inter-meshing rotors, giving it immense lift and high stability, as well as twin automatic cannons that can plow through enemy infantry and could be used to clear landing zones from hostiles. The damage capacity of these weapons can be increased with optional Armor-Piercing Ammunition. The amount of ammunition and fuel carried by the Hammerhead is sufficient to allow the aircraft to operate independently for days without refueling or rearming.
However, the Hammerhead's cannons cannot target other air units; so to counter enemy air power, the Hammerhead would need to be loaded with a Missile Squad or Zone Raiders to defend itself against airborne threats. A special version of the Hammerhead was seen guarding the GDI treasury; they had two wing-mounted fog lights that acted as searchlights capable of detecting stealthed units. However, Hammerhead aircraft issued to battlefield commanders do not possess this feature. This forces the commanders to rely on other means of stealth detection, such as Pitbulls and Zone Troopers or Zone Raiders. A Hammerhead loaded with a Zone Raider squad is nearly identical, if not better due to infinite ammo, to a ZOCOM Orca.
|Evacuate||Orders the Hammerhead to evacuate whatever infantry unit it is carrying. (Ctrl+A)|
|AP ammo||Provides a significant damage increase to the firepower of the Hammerhead's Vulcan guns, making them a true force on the battlefield. (Ctrl+A)||Purchasable at any Command Post for $2000 and takes 1:00 to research.|
|Ceramic armour||Gain a significant degree of protection. (Ctrl+S)||Purchasable at ZOCOM Airfield for $1000 and takes 0:30 to research.|
- Lethal against infantry; even heavily-armored infantry stand little chance
- Available to all GDI subfactions
- Very high mobility
- Doesn't need to land for rearming and doesn't occupy a slot in an Airfield
- Can decently destroy light vehicles; deadly when with Armor-Piercing Ammo upgrade
- Loading anti-armor infantry makes it effective against heavy and Epic ground units
- Garrison capability allows adaptive combat, especially in urban warfare
- A formidable opponent, especially with ZOCOM armor upgrades
- A nightmare when mobs of Hammerheads with the right composition of infantry are garrisoning each Hammerhead
- Can be difficult to target, let alone destroy by PAC's Swarm if not stationary
- All-rounder purpose when loaded with Missile Squads (able to attack ground and air units)
- As a helicopter that ignores landscapes, pairing it with different infantry will make it a potent candidate of rapid-response forces
- Vulnerable when loading infantry
- Virtually helpless against Storm Columns
- Without upgrades or the appropriate infantry, it's weak against vehicles
- Unlike the Nod Venom, it cannot attack air units unless loaded with Missile Squads or Raider Squads
- Expensive; and thus slow to build
- Mantis Drones, Slingshot and Stealth Tanks are extremely effective against it
- Like the Guardian APC, any garrisoned infantries are destroyed with the vehicle
- Like the Guardian APC, it can only hold one infantry squad
- Like the Guardian APC, infantries cannot use secondary weapons and auxiliary abilities when on-board
- Even with a Missile Squad onboard, single Hammerhead is still vulnerable to hostile air forces due to Missile Squad's slow firing speed
- ZOCOM Hammerheads, even with the Ceramic Plating upgrade, won't stand a chance when advanced AA is fielded
- Hammerhead online!
- Heavy gunship airborne!
- Systems engaged!
- Ground support!
- Hammerhead here!
- Got the guns!
- Where you need me?
- Getting there...
- Ground support on the way!
- Gunship deploy!
- Watch for flak!
- Moving out...
- Rudders engaged...
- Death from above!
- Free fire!
- Hose them down!
- Target acquired!
Move to Attack
- Watching your six!
- Attack vector engaged!
- Safety off...
- Eyes on the ground!
- Hammerhead engage!
- All system on red!
- Weapon on full!
- Zone is hot!
- Back to base!
- Pulling out!
- They got me!
- She can't take it!
- System malfunction! No...
Behind the scenes
The Hammerhead is functionally similar to the Twinblades. Also, in the real world, the Russian Mi-24 Hind performs an identical role of a troop transport and an attack helicopter. It was added by the makers of Kane's Wrath when they decided that GDI commanders need an equal to the nod venom (as it can stay in battles with out having to rearm)
While the concept artwork for the Hammerhead displays the aircraft capable of carrying missiles, they are never used in-game.