Army Points: 5 | Prerequisites: Hand of Nod Level 1
The Militant squad is the basic infantry of the Brotherhood. Equipped with light rifles, they are the basic anti-infantry unit of the Nod army.
Outfits Militants with a stealth generator which hides the unit until it fires. The stealth generator can not be reactivated until the end of the battle.
Militant Rocket Squad
Army Points: 5 | Prerequisites: Hand of Nod Level 3
The Militant Rocket Squad is the basic anti-armour unit of the Nod army. While they are slower than the basic Militant, they will attack any vehicle that stands in their way.
Enables Militant Rocket Squads to sustain more damage.
Army Points: 10 | Prerequisites: Hand of Nod Level 7
The Black Hand is a step up from the Rocket Squad, being a better-armoured anti-tank unit. Equipped with flamethrowers, they will cook a tank until it bursts, allowing the rest of your units to pass.
Damages enemy units and structures within a 1.5 radius around the main target.
Army Points: 10 | Prerequisites: Hand of Nod Level 9
If she’s anything like the GDI counterpart, the Nod Commando is a structure busting woman of power. Unfortunately, you’ll have to defend her from attacks, especially by infantry, but what she lacks in small arms fire, she makes up for in heavy explosives.
Outfits Commandos with a stealth generator which hides the unit until it fires. The stealth generator can not be reactivated until the end of the battle.
Army Points: 10 | Prerequisites: Hand of Nod Level 12
Similar to the GDI Sniper Team, the Nod Confessors are a lightly-armoured infantry unit capable of eliminating enemy infantry quickly and efficiently while maintaining a safe distance. Unfortunately, they’re pretty much weak against anything else.
Enables Confessors to sustain more damage.
Army Points: 10 | Prerequisites: Factory Level 1
The Reckoner is a fast anti-infantry vehicle that compares to the GDI Guardian. While it trades armour for speed, it is a tough opponent for enemy soldiers on the field. Make sure you send some Attack Bikes to support it.
Allows Reckoners to transport one infantry unit to the first row of the enemy base. The infantry unit is released safely if the Reckoner is destroyed.
Army Points: 5 | Prerequisites: Factory Level 3
Strangely, the Attack Bike has been repurposed as an anti-structural vehicle, similar to the GDI Pitbull. Oddly enough, it is a fast moving unit that is not very effective against infantry units, but instead, you’ll be sending it up against Predator Tanks and using it to destroy walls.
Creates an energy shield around the Attack Bike which absorbs damage, the quantity of which depends on the unit level.
Army Points: 10 | Prerequisites: Factory Level 5
The Scorpion Tank is the punch of the Nod military. Capable of busting walls, vehicles, and buildings, the Scorpion is an armoured assault on tracks.
Places a laser to the Scorpion Tank’s front, which deals additional damage when running over other units.
Army Points: 10 | Prerequisites: Factory Level 7
While slow, the Specter will decimate enemy armour. You may want to place this at the back of your attack as it will slow everything down that stands behind it, but once it makes it to the enemy, your opponents will bow down as it crushes everything in its path.
Outfits Specters with a stealth generator which hides the unit until it fires. The stealth generator can not be reactivated until the end of the battle.
Army Points: 15 | Prerequisites: Factory Level 10
The Avatar is the only real ground-based threat that compares to the Mammoth Tank. Featuring a powerful laser, the Avatar will eliminate anything that stands in its path, armoured or not. Send this in a group of Avatars, and your defending opponent will more than likely lose his territory to you.
Damaged Avatars will convert damage dealt to enemy vehicles into health until fully repaired.
Army Points: 10 | Prerequisites: Airport Level 1
The Venom is a fast-moving anti-infantry unit. If you’re worried about enemy Missile Squads assaulting your vehicles, send in a Venom first, and clear them out of the way.
Allows Venoms to transport one infantry unit (up to the cost of 5 Army Points) to the first row of the enemy base. The infantry unit is released safely if the Venom is destroyed.
Army Points: 10 | Prerequisites: Airport Level 5
The Vertigo Bomber skips enemy defenses and flies straight to the enemy base, decimating their structures and claiming their resources. A few of these over an unguarded base and the territory will be yours very quickly.
Cheapens Vertigo repairs after the battle and consumes 25% less repair time.
Army Points: 10 | Prerequisites: Airport Level 7
The Cobra is Nod’s anti-armour aircraft that will zip over most defenses, assaulting any vehicles that stand in its way. While your ground units are still dealing with frontal defences, the Cobra can easily make it to the back of the base for a last minute assault, leaving the enemy base damaged as well.
Creates an energy shield around the Cobra which absorbs damage, the quantity of which depends on the unit level.
Army Points: 15 | Prerequisites: Airport Level 10
The Salamander, Nod’s capital ship, is now at your disposal. Feel like destroying a base completely? Well if you can save up the money and research points, this aircraft will do the job for you.
Damaged Salamanders will convert damage dealt to enemy vehicles into health until fully repaired.