The Brotherhood of Nod remains a sneaky faction, while their additions in Kane’s Wrath boost their late game firepower and add a stronger mobile artillery piece, for which they were known for in Tiberian Sun. Their new support powers make further use of Tiberium experimentation and can severely disrupt their enemies’ economy.
Infantry
Militant Squad
Cost: $200 | Squad size: 9 | Prerequisites: none
Poorly trained but numerous, these lowly soldiers of Nod are armed with aging 20th-century chain guns that are moderately effective against infantry.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Upgrades:
Confessor
Cost: $1000 | Researched at: Secret Shrine
Adds a Confessor to Militant and Militant Rocket Squads. The Confessor adds 10% to their armour and 15% to their rate of fire, and throws hallucinogenic grenades every 10 seconds which cause enemy infantry units to fire on their own comrades.
Tiberium Infusion
Cost: $1000 | Researched at: Secret Shrine
Renders Militants, Militant Rocket Squads, Confessors, and Fanatics immune to Tiberium, also giving them a 25% speed boost and 10% hit point increase.
Militant Rocket Squad
Cost: $400 | Squad size: 2 | Prerequisites: none
Although armed with rocket launchers capable of destroying aircraft and armoured vehicles, Rocket Militants are still slow and vulnerable on the battlefield.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Upgrades:
Confessor
Cost: $1000 | Researched at: Secret Shrine
Adds a Confessor to Militant and Militant Rocket Squads. The Confessor adds 10% to their armour and 15% to their rate of fire, and throws hallucinogenic grenades every 10 seconds which cause enemy infantry units to fire on their own comrades.
Tiberium Infusion
Cost: $1000 | Researched at: Secret Shrine
Renders Militants, Militant Rocket Squads, Confessors, and Fanatics immune to Tiberium, also giving them a 25% speed boost and 10% hit point increase.
Saboteur
Cost: $500 | Squad size: 1 | Prerequisites: none
Slow and unarmed, the Saboteur is nonetheless important in his own right. Saboteurs are the only units able to capture enemy structures, and now they can take over downed large mechs including the Juggernaut, the Avatar, the Annihilator Tripod, and their variants. Tactical use of Saboteurs is considered an art among many commanders. They can be used to capture civilian structures and repair destroyed bridges or to repair friendly structures. Note that with each of these actions, the Saboteur is lost.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Booby Trap
Cost: free | Prerequisites: none
Plants a booby trap on to a structure, walker husk, or bridge hut. The trap detonates as soon as an enemy tries to capture the object that it is attached to. If placed on a garrisonable structure, any infantry unit that tries to enter it will be killed.
Fanatics
Cost: $700 | Squad size: 5 | Prerequisites: Operations Center
Nod Fanatics are equipped with volatile explosive devices that detonate when in close proximity to enemy forces. Fanatics are impossible to suppress and must be eliminated before reaching their target.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Upgrades:
Tiberium Infusion
Cost: $1000 | Researched at: Secret Shrine
Renders Militants, Militant Rocket Squads, Confessors, and Fanatics immune to Tiberium, also giving them a 25% speed boost and 10% hit point increase.
Black Hand Troopers
Cost: $900 | Squad size: 6 | Prerequisites: Operations Center
Extremely well trained, loyal and supernaturally tough, the elite Black Hand forces are armed with flamethrowers that can clear out garrisoned structures and burn entire infantry platoons.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Shadow Team
Cost: $800 | Squad size: 4 | Prerequisites: Secret Shrine
These infantry units can use their collapsible glider packs to circumvent defences and expose weaknesses in the enemy’s front. Once behind enemy lines, they can plant explosives on structures. They are stealthed both on ground and in air, and are only uncovered when firing or by a detector unit/structure.
Abilities:
Explosive Charge
Cost: free | Cooldown: 0:30 | Prerequisites: none
Plants an explosive charge to an enemy building.
Activate Glider
Cost: free | Cooldown: instant | Prerequisites: none
Lifts the Shadow Team in the air. They can not fire in this mode.
Land
Cost: free | Cooldown: instant | Prerequisites: none
Returns the Shadow Team back to solid ground.
Deploy Artillery Beacon
Cost: free | Cooldown: 1:00 | Prerequisites: none
Deploys a beacon at the selected location, allowing Specters to fire in the surrounding area from any location, even from the opposite side of the map.
Commando
Cost: $2000 | Squad size: 1 | Prerequisites: Secret Shrine, Tech Lab
The Nod Commando, the best of the best of Nod’s infantry, can mow down infantry with twin fast-firing laser weapons and instantly blow up buildings and large walkers with satchel charges. She can not be crushed in normal circumstances and is stealthed when standing still.
Note: Only one Nod Commando can be trained at a time per player.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Confessor
Cost: $1000 (upgrade) | Squad size: 1 | Prerequisites: Upgrade from Secret Shrine
The Confessor is an elite Nod officer who is often attached to Militant and Militant Rocket Squads to add 10% to their armour and 15% to their rate of fire, and throw hallucinogenic grenades every 10 seconds which cause enemy infantry units to fire on their own comrades. The Confessor is not available as a standalone unit unless all other squad members are killed.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Upgrades:
Tiberium Infusion
Cost: $1000 | Researched at: Secret Shrine
Renders Militants, Militant Rocket Squads, Confessors, and Fanatics immune to Tiberium, also giving them a 25% speed boost and 10% hit point increase.
Awakened
Cost: $750 (Redemption) | Squad size: 3 | Prerequisites: Redemption support power at Tech Lab
Equipped with arm-mounted machine guns and a high-impact EMP emitter, these emotionless cybernetic warriors strike absolute fear in their enemies. However, unlike their predecessors from the Second Tiberium War, they are seemingly not Tiberium-infused, and are vulnerable to Tiberium exposure.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
EMP Blast
Cost: free | Cooldown: 0:30 | Prerequisites: none
Disables all ground vehicles in the target area for 5 seconds.
Note: Due to an error in coding, this ability may refuse to work in random instances.
Upgrades:
Charged Particle Beams
Cost: $1000 | Researched at: Black Hand Tech Lab
Increases the attack damage of Confessor Cabals, Awakened, and Shredder Turrets by changing their weapons to particle beam cannons.
Note: Due to an apparent error in coding, Awakened benefit from the Black Hand’s Charged Particle Beams instead of Marked of Kane’s Supercharged Particle Beams. This upgrade does not appear in the upgrade list of the Awakened.
Vehicles
Attack Bike
Cost: $600 | Prerequisites: none
The Attack Bike is a quick and light scout vehicle, armed with anti-air rockets and equipped with a scanner array which can detect stealthed units. It is also often used in small groups for Harvester harassment.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Upgrades:
Tiberium Core Missiles
Cost: $2500 | Researched at: Tech Lab
Increases the attack damage of Attack Bikes, Stealth Tanks, Mantes, and SAM Turrets by infusing their missiles with Tiberium.
Raider Buggy
Cost: $500 | Prerequisites: none
Cheap, fast and equipped with burst-firing machine guns that make short work of infantry and aircraft, the Raider Buggy is the most common Nod vehicle.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
EMP Burst
Cost: free | Cooldown: 0:10 | Prerequisites: Upgrade at Tech Lab
Disables all ground vehicles in the immediate vicinity, including the Raider Buggy, for 10 seconds.
Upgrades:
EMP Coils
Cost: $1000 | Researched at: Tech Lab
Refits Raider Buggies with EMP Coils.
Laser Capacitors
Cost: $2500 | Researched at: Tech Lab
Increases attack damage of Raider Buggies, Scorpion Tanks, and Venom Patrol Crafts by replacing their weapons with Spitfire lasers.
Scorpion Tank
Cost: $700 | Prerequisites: none
The Scorpion Tank is the shield of Nod. Highly manoeuvrable, the standard Scorpion is armed with a 105mm cannon that is effective against vehicles and structures, and has sufficient armour to withstand direct fire, at least for a while.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Upgrades:
Dozer Blades
Cost: $2000 | Researched at: Operations Center
Refits Scorpion Tanks and Reckoners with Dozer Blades, which allow them to crush heavy infantry and safely clear mines. It also gives them a 15% armour bonus on all sides.
Laser Capacitors
Cost: $2500 | Researched at: Tech Lab
Increases attack damage of Raider Buggies, Scorpion Tanks, and Venom Patrol Crafts by replacing their weapons with Spitfire lasers.
Harvester
Cost: $1600 | Prerequisites: Tiberium Refinery
Nod Harvesters are stealthed, allowing them to avoid most detection and bring home valuable Tiberium unopposed. Critical to the financial success of both sides, the Harvester is the only unit capable of collecting Tiberium for refinement. Harvesters will automatically begin to collect Tiberium if a field is nearby.
Abilities:
Return to Refinery
Cost: free | Cooldown: instant | Prerequisites: Tiberium Refinery
Orders the Harvester to immediately return to the closest Tiberium Refinery and unload its currently harvested Tiberium, if any.
Mobile Construction Vehicle (MCV)
Cost: $3500 | Prerequisites: none
The Brotherhood’s menacing-looking MCVs are capable of rolling over any relatively clear terrain and unpacking into a Construction Yard. While it is well-armoured, it is slow and unarmed, therefore it must be protected at all costs.
Abilities:
Unpack into Construction Yard
Cost: free | Cooldown: n/a | Prerequisites: none
Orders the MCV to unpack into a Construction Yard in its current location. This order is reversible.
Flame Tank
Cost: $1200 | Prerequisites: Operations Center
The Flame Tank is outfitted with two massive flamethrowers capable of clearing out garrisoned buildings and burning infantry and structures to the ground with ease.
Reckoner
Cost: $900 | Prerequisites: Operations Center
Protecting infantry throughout the battlefield, the Reckoner APC can deploy into a bunker manually or automatically after taking significant damage. When mobile, it can carry 2 infantry squads, and when deployed, it can carry 3 infantry squads who can then fire from within it.
Abilities:
Evacuate
Cost: free | Cooldown: n/a | Prerequisites: none
Orders all infantry squads within the Reckoner to leave the vehicle.
Deploy into Bunker
Cost: free | Cooldown: n/a | Prerequisites: none
Orders the Reckoner to deploy into a bunker in its current location, allowing infantry to fire from within the Reckoner and adds a third infantry slot. This is done automatically after a mobile Reckoner takes significant damage. This order is irreversible.
Upgrades:
Dozer Blades
Cost: $2000 | Researched at: Operations Center
Refits Scorpion Tanks and Reckoners with Dozer Blades, which allow them to crush heavy infantry and safely clear mines. It also gives them a 15% armour bonus on all sides.
Beam Cannon
Cost: $1000 | Prerequisites: Tech Lab
Though not intended for direct attacks, groups of Beam Cannons can deal considerable damage to vehicles and structures from afar, given sufficient time.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Charge Defences
Cost: free | Cooldown: 0:20 | Prerequisites: Obelisk of Light
Orders the Beam Cannon to charge an Obelisk of Light. Up to 4 Beam Cannons can charge the same Obelisk, with each one boosting the Obelisk’s rate of fire, line of sight, and firing range by 10%.
Reflector Beam
Cost: free | Cooldown: instant | Prerequisites: Venom Patrol Craft
Orders the Beam Cannon to fire its beam to a special reflector on a Venom Patrol Craft that is stationary and within range. The beam is then redirected to a distant target.
Stealth Tank
Cost: $1800 | Prerequisites: Tech Lab
In spite of its light armour, the Stealth Tank is formidable. It is invisible to opposing forces, except when it stops to fire a barrage of its deadly and accurate rockets. It is most effective against vehicles and aircraft.
Note: Due to an error in coding, elite (but not regular, veteran, or heroic) vanilla Nod Stealth Tanks give excess XP points to the units that destroy them.
Upgrades:
Tiberium Core Missiles
Cost: $2500 | Researched at: Tech Lab
Increases the attack damage of Attack Bikes, Stealth Tanks, Mantes, and SAM Turrets by infusing their missiles with Tiberium.
Specter
Cost: $1500 | Prerequisites: Tech Lab
Nod’s Specter artillery vehicle was designed as the ultimate evolution of the artillery-based guerilla warfare. It is stealthed when not firing.
Abilities:
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Bombard Area
Cost: free | Cooldown: 0:20 | Prerequisites: Shadow Team’s beacon
If a Shadow Team has deployed a beacon somewhere on the battlefield, the Specter can bombard the area within their line of sight from any location, even from the opposite edge of the map. The Specter fires one shell every 5 seconds.
Avatar Warmech
Cost: $2200 | Prerequisites: Tech Lab
This massive state-of-the-art walker is equipped with a portable version of the Obelisk laser. Avatars may further enhance their immense power by literally ripping pieces from other Nod vehicles. When badly damaged, Avatars leave a husk that can be captured by Saboteurs (or their equivalents) of any side, after which the Avatar is restored to half health.
Abilities:
Commandeer Technology
Cost: free | Cooldown: instant | Prerequisites: none
Orders the Avatar to forcibly rip a technology from a Nod vehicle and use it on its own. The target vehicle is destroyed in the process. Eligible units are: Beam Cannon (alternate laser), Flame Tank (flamethrower), Attack Bike (stealth detector), Stealth Tank (stealth generator).
Note: Due to an error in coding, Marked of Kane Attack Bikes are not eligible for this ability.
Redeemer
Cost: $5000 | Prerequisites: Redeemer Engineering Facility, Tech Lab
Nod’s epic unit – a giant quadrupedal walker which looks like the bigger and more powerful version of the Avatar Warmech. It can garrison up to 2 infantry squads to increase firepower and specialization.
Note: Only one Nod Redeemer can be built at a time per player.
Abilities:
Rage Generator
Cost: free | Cooldown: 1:00 | Prerequisites: none
Causes all nearby enemy units to fire on their comrades for 6 seconds. The effect only applies when the enemy units’ current targets are dead or leave their firing range.
Emissary
Cost: $1500 | Prerequisites: none
The Emissary can locate viable base sites and deploy in order to expand the area in which buildings can be constructed. It is most useful when place near Tiberium fields. It is the only Nod vehicle that is built from the Construction Yard instead of the War Factory.
Abilities:
Unpack into Outpost
Cost: free | Cooldown: n/a | Prerequisites: none
Orders the Emissary to unpack into an Outpost in its current location. This order is irreversible.
Call for Transport
Cost: $200 | Cooldown: 2:00 | Prerequisites: Air Tower
Calls a Carryall in order to transport this unit anywhere on the battlefield by air. Once the unit exits the transport, the Carryall will leave the battlefield.
Aircraft
Venom Patrol Craft
Cost: $900 | Prerequisites: none
The Venom Patrol Craft keeps watch over Nod interests with its rapid firing machine guns that lethal against enemy infantry and quite effective against aircraft. It is also able to be used in tandem with Beam Cannons to extend the latter’s firing range.
Abilities:
Signature Generator
Cost: free | Cooldown: 0:01 | Prerequisite: Upgrade at Air Tower
Confuses enemy radar stations so that one Venom Patrol Craft appears as multiple objects in the radar display. Only useful in multiplayer diversions.
Upgrades:
Signature Generator
Cost: $100 | Researched at: Air Tower
Refits Venom Patrol Crafts with Signature Generators.
Laser Capacitors
Cost: $2500 | Researched at: Tech Lab
Increases attack damage of Raider Buggies, Scorpion Tanks, and Venom Patrol Crafts by replacing their weapons with Spitfire lasers.
Vertigo Bomber
Cost: $1800 | Prerequisites: Tech Lab
Due its its stealth capability, the Vertigo Bomber appears as if from nowhere and delivers its payload of Groundpounder bombs before opposing forces can muster their defences. It is also armed with a tail-mounted anti-air gun for emergencies.
Abilities:
Return to Air Tower
Cost: free | Cooldown: instant | Prerequisites: Air Tower
Orders the Vertigo Bomber to immediately dock at the closest Air Tower.
Disruption Pod
Cost: $300 | Cooldown: 1:00 | Prerequisites: Upgrade at Air Tower
Orders the Vertigo Bomber to drop a Disruption Pod to the target location, cloaking all friendly ground units and structures in its immediate vicinity. One Disruption Pod lasts 2 minutes.
Upgrades:
Disruption Pods
Cost: $500 | Researched at: Air Tower
Enables Vertigo Bombers to drop Disruption Pods.
Carryall
Cost: $200 (Call for Transport) | Prerequisites: Air Tower
The Carryall is able to transport most Nod units to new destinations at minimal cost and high speed. It sacrifices armour for its mobility. It is not conventionally buildable and is only seen when individual units call for transport.
Abilities:
Evacuate
Cost: free | Cooldown: n/a | Prerequisites: none
Orders the Carryall to land and safely eject any unit it holds, during which time it is vulnerable. After this is done, the Carryall becomes uncontrollable by the player and leaves the battlefield.
Armageddon Bomber
Unbuildable
This fast aircraft is designed to quickly drop weapons as called for through support powers.