If you love your base building, or want to sit back and turtle, then this is the class for you! Defense Class players excel in holding ground around TCN nodes by placing defensive structures, shield generators, and bunkers for their infantry. They can establish tunnel networks around the map to hop quickly from location to location, and are the only players who have access to the legendary Ion Cannon and Temple of Nod Super-weapons! Don’t be fooled by the name though – just because it’s called Defense doesn’t mean this class can’t play aggressively! Although Defense is slower and more heavily armoured, you can push to the front lines with an Offense Class player, setting up turrets along the way or even force enemies out of TCN nodes by setting up long-range artillery!
Defensive Crawler
Cost: free | Tier: 1
The Brotherhood has always been feared for its powerful defenses, and the Nod Defense Crawler was designed to reinforce that fear. The Crawler is capable of constructing a variety of defensive structures including the infamous Obelisk of Light, and can upgrade itself with additional weaponry and specialized shield generators. For mobile defense, Nod almost exclusively employs the cybernetic armies of Kane with more experienced Nod commanders calling upon the services of the elite Black Hand and High Confessors. Additionally, the most loyal commanders are granted access to Nod’s artillery vehicles and those who have demonstrated their worthiness may construct the sacred Temple of Nod to cleanse their enemies.
Defensive Crawler Deployed:
Engineer
Cost: 3 CP | Tier: 1
The Engineer has received much more focus, becoming a multi-functional unit that can fill several roles. Though fragile, the Engineer can heal any nearby units, even from inside of transports and garrisons. Engineers use a low-damage, fast-firing, area of effect weapon especially good at destroying enemy mine fields. Engineers can detect stealthed and burrowed units, traverse cliffs, and capture the husks of large units as well.
Devout
Cost: 3 CP | Tier: 1
Vision and purpose personified, the Devout take the word of Kane to the battlefield with their Gatling gun. Upgrades add a second Gatling gun to the cause.
Ascended
Cost: 3 CP | Tier: 1
The Ascended blaze a trail in the sky, destroying heretic aircraft with their shoulder mounted rockets.
Enlightened
Cost: 3 CP | Tier: 1
Blessed infantry of Nod, the Enlightened wield arm-cannons and, once on the brink of death, make a suicide run at the nearest enemy.
Black Hand
Cost: 6 CP | Tier: 2
The Black Hand is among the most powerful Nod units, capable of incinerating even a Crawler. Wielding powerful new flame-throwers, the Black Hand excel at destroying structures and creating fire-storms, but can also use their “Holy Water” to create a volatile cloud of vapours which they can detonate with a single flame.
High Confessor
Cost: 10 CP | Tier: 3
Tiberium courses through the veins of the High Confessors. Nod’s holy men wield Tiberium lightning launchers that chain through multiple heretics, powerful enough to destroy even heavy tanks and structures.
Slave
Cost: 3 CP | Tier: 1
Slaves build outposts and mine surrounding approaches, then eagerly work to repair damaged structures.
Reaper
Cost: 3 CP | Tier: 1
A mainstay of Nod’s arsenal, the Reaper is a spider-walking cyborg with a laser, able to slowly auto-heal damage.
Centurion
Cost: 6 CP | Tier: 1
Faithful followers in power armour, Centurions are equipped with an arm cannon and a deflector shield that deploys when stationary, protecting them from harm.
Reckoner
Cost: 6 CP | Tier: 2
The Reckoner transports up to three faithful warriors into combat, but they cannot fire while moving, and if an upgraded Reckoner is destroyed while burrowed, all are lost.
Underminer
Cost: 10 CP | Tier: 3
A tank specializing in ambush, the Underminer launches a burrowing explosive spike into unbelievers who wander near.
Aftershock
Cost: 10 CP | Tier: 3
Once deployed, the Aftershock continuously cycles through two damaging area attacks: a geo-shockwave that also reduces dodge, and a Tiberium cloudburst that corrodes enemy units.
Bunker
Power: -3 | Tier: 1
Nod’s analogue to the GDI Bunker is a place of reflection and quiet contemplation for two infantrymen. Also burrows when upgraded.
Outpost
Power: -3 | Tier: 1
Putting a Nod presence in distant areas, the Outpost provides a decent build radius, stealth detection, and multiple supportive upgrades to friendly units.
Viper Turret
Power: -6 | Tier: 1
A humble, powerful fixed-position cannon for turning back unbelievers. Upgrades allow it to burrow, hiding it until it emerges to spring a glorious ambush.
Rocket Pod
Power: -6 | Tier: 1
Rocket Pods fire bursts of missiles, delivering a bigger bang at the cost of a longer reload. Also burrows when upgraded.
Burrow Tunnel
Power: -2 | Tier: 2
An underground network, miraculously and instantly transporting loyal infantry and vehicles from one location to another. Upgrading adds a cloaking field and allows transport of heavy units.
Flame Column
Power: -10 | Tier: 2
Designed to lob anti-air/ground fire-bombs into the heart of the enemy, Flame Columns can also upgrade to include close-range flame-throwers.
Obelisk of Light
Power: -10 | Tier: 2
A towering 360-degree crystal laser weapon, most effective against heavy units. When the Obelisk of Light is upgraded, splash damage affects units close to the primary target.
Incinerator
Power: -12 | Tier: 3
When fired, the Incinerator bombards an entire area with microwaves, building in intensity until nothing survives. It cannot be re-aimed in mid-cycle.
Disruption Tower
Power: -10 | Tier: 3
The Disruption Tower is Nod’s best defense, able to protect vital areas from incoming attacks. It also toggles to a cloaking device, veiling all from heretic eyes.
Temple of Nod
Power: -15 | Tier: 3
The most feared weapon in Nod’s arsenal, the Temple of Nod is both a holy shrine and a weapon of war. Armed with powerful Tiberium missiles, Nod’s holiest structure can obliterate an entire army with a fully assembled stage-3 missile, but can also be fired in the partially constructed stage-1 and stage-2 states if necessary.