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Jump jet infantry

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Jump Jet Infantry
TS Jump Jet Infantry
Unit
Affiliation

GDI

Role

Airborne infantry

Armament

Vulcan cannon

Protection

Modified combat suit

Tier

2

Tech level

6

Properties
Hit points

120

Armour type

Light

Production
Cost

$600

Produced by

Barracks

Requires

GDI Radar

Combat
Ground attack

15 (x2) (SA)

Air attack

15 (x2) (SA)

Cooldown

40

Air speed
Land speed

5

Attack range

5

Sight range

6

Function
Abilities

Detect cloaked units (FS)
Fearless
Flying
Uncrushable

Elite upgrade

Undetectable by radar

TS Jump Jet Infantry Icons

Jump Jet Infantry are airborne GDI soldiers used during the Second Tiberium War and the Firestorm Crisis.

Background

They are equipped with a back mounted jetpack unit with an integrated chaingun cannon (though battlefield recon videos suggest a mounted M16 Mk. II automatic rifle). They are approximately as costly as cyborgs to produce and maintain, and equally useful.

Firestorm Crisis redesign

In-flight casualties among Jump jet troopers led to upgrades to the jump suit after the Second Tiberium War. [1] These upgrades were mostly oriented on the jump suits, including stealth detection systems, additional body armor and an upgrade to the thrust power of the suits' jump jets, increasing air speed.

The Jump Jet infantry were not seen in the Third Tiberium War but were most likely replaced by the Zone Troopers.

Game Unit

Jump jet infantry attempt to land at the end of every flight or after destroying a target while hovering. The infantry move and attack on foot if ordered to move or attack something a short distance away. Considered a secondary tier unit, they are available once GDI's Radar station becomes operational. They are effective against any ground unit or structure that cannot defend itself against aerial threats. They are able to fire at aircraft. Their chain gun is lacking in firepower, so they are only effective when used to attack in massive numbers and are vulnerable to Hover MLRS, Elite Attack cycles, SAM sites, Rocket infantry, the Mammoth Mk. II and the Stealth tank. In fact, it takes a group of 6 to take on a cyborg reaper on a Tiberium field. Even then, the group will likely be destroyed, costing the GDI commander 3000 credits, while costing the enemy a mere 1100. These soldiers can also be used for expendable recon, as they can reveal the shroud without being hindered by any terrain. They are considered to be the least mobile air unit in Tiberian Sun.

Assessment

Pros

  • Impressively fast speed on-foot capable of outrunning most vehicles
  • Capable of scaling any terrain obstacle
  • Can attack both land and air targets
  • With enough credits, they can be mass-produced and render both Wolverines and Hover MLRSs useless
  • They're the only airborne units capable of engaging with other airborne units while in-flight
  • Can quickly dispose of most infantry

Cons

  • Fairly expensive at 600 credits for one infantry
  • Extremely vulnerable to all anti-air units
  • Slowly descend back to the ground after several seconds
  • Extremely slow flight speed

Gallery

See Also

Trivia

  • The Rocketeers are based on this unit. Rocketeers will stay in air at the end of the flight or after destroying a target while moving. Rocketeers can be seen landed down during Operation: Mirage.
  • In C&C Reloaded, the Jumpjet infantry will stay in air forever. This makes that a medic is unable to heal them in the mod. They can be only healed through RA2 Hospitals in the mod.

References

  1. Westwood Studios, Command & Conquer: Tiberian Sun: Firestorm manual
GDI Logo 2030 Global Defense Initiative Second Tiberium War Arsenal GDI Logo 2030

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