Chemical Warrior
Elite close combat specialists utilised by the Black Hand. Chemical Warriors are equipped with experimental Tiberium resistant suits, granting them the ability to navigate Tiberium fields unhindered. But more importantly it allows them to safely handle their signature weapon, the Chemical Sprayer. A highly effective and equally controversial weapon that employs weaponised Tiberium gas with devastating results.
Effective against infantry and structures, Chem Warriors are essentially more powerful versions of the Incinerator.
- Cost: 400
- Requires: Hand of Nod, Tiberium Refinery, Technology Centre
- Primary Weapon: Chemical Sprayer
- Purpose: Anti-Infantry, Anti-Structure
- Firepower: High
- Armour: Average
- Speed: Slow
- Crushable: No
- Tech Level: 7
Commando
Commandos are special forces operatives tasked with the crippling of enemy operations via infiltration and elimination of high priority targets, be it infrastructure or key personnel.
While well acquainted with multiple weapon types, Nod commandos usually favour a 50.cal variant of the Raptor assault rifle, a weapon that’s capable eliminating enemy combatants at moderate ranges. In addition, they carry C4 charges for the effective demolition of enemy structures.
- Cost: 1000
- Requires: Hand of Nod, Technology Centre
- Primary Weapon: Commando Carbine
- Purpose: Anti-Infantry, Anti-Structure
- Firepower: High
- Armour: Average
- Speed: Average
- Crushable: No
- Build Limit: 1
- Tech Level: 6
Harvester
This armour-plated vehicle seeks out and scoops up raw Tiberium, then transports it to refineries for processing. It is slow and unwieldy and will need to be protected. Its good points are that it can take a beating before being destroyed and it is proficient at crushing enemy infantry
- Cost: 1000
- Requires: Fist of Nod
- Purpose: Resource Collection
- Storage: +30
- Armour: Very Heavy
- Speed: Average
- Crushes Infantry: Yes
- Tech Level: 2
Recovery Vehicle
Armoured Recovery Vehicles are used to preform vehicle maintenance in the field.
These vehicles sacrifice most of their passenger capacity, in favour of repair equipment.
- Cost: 1000
- Requires: Fist of Nod, Repair Bay
- Primary Ability: Recovery Crane
- Purpose: Support
- Passengers: 2
- Armour: Average
- Speed: Average
- Crushes Infantry: Yes
- Tech Level: 6
Mobile Construction Vehicle
The mobile construction vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard and use it to build other structures. Since this vehicle is slow, unarmed, and expensive, you will want to keep it well guarded with other units.
- Cost: 5000
- Requires: Fist of Nod, Technology Centre
- Purpose: Construction
- Armour: Very Heavy
- Speed: Slow
- Crushes Infantry: Yes
- Tech Level: 7
N-M34 LPV (Attack Buggy)
These all-terrain vehicles are armed with an M60 machine-gun. Faster than GDI's Humvee, the Buggy has sacrificed some armour for this advantage. Used in hit and run tactics on infantry and other lightly armoured targets, the Buggy shines. Against armour, it dies.
- Cost: 300
- Requires: Fist of Nod
- Primary Weapon: M60 Machine Gun
- Purpose: Anti-Infantry
- Firepower: Low
- Armour: Light
- Speed: Fast
- Crushes Infantry: No
- Tech Level: 2
Kaneda LRV (Recon Bike)
Mounting twin rocket launchers, the cycles have great flexibility, serving multiple roles in Nod's forces. Learn to use these units in packs, hunting down lone units or harvesters. When in guard mode, they will shoot at enemy aircraft, making them ideal at destroying incoming aerial assaults. Their speed makes them an ideal scouting unit as well.
- Cost: 500
- Requires: Fist of Nod
- Primary Weapon: Dual Dragon TOW Launchers
- Purpose: Anti-Armour
- Firepower: Low
- Armour: Light
- Speed: Very Fast
- Crushes Infantry: No
- Tech Level: 2
M3 Bradley (Light Tank)
This highly-mobile tread vehicle, delivers maximum weaponry and personnel destruction with minimum weight, maintenance and weaponry. Faster than any other tank on the battlefield, these units can reach a target quickly. Used in conjunction with aerial assaults, these units are very effective.
- Cost: 600
- Requires: Fist of Nod
- Primary Weapon: 75mm Anti Armour Shells
- Purpose: Anti-Armour
- Firepower: Low
- Armour: Light
- Speed: Average
- Crushes Infantry: Yes
- Tech Level: 3
Ratel APC
The Ratel Armoured Personnel Carrier (APC) transports and protects up to five troops heading to and from battle locations. Its heavy armour, fast speed, and long sight range make it an ideal scouting unit. It is also useful for crushing infantry.
- Cost: 700
- Requires: Fist of Nod, RADAR
- Primary Weapon: 50.cal
- Purpose: Transport, Anti-Infantry
- Firepower: Low
- Armour: Average
- Speed: Average
- Crushes Infantry: Yes
- Tech Level: 3
Pyradon (Flame Tank)
The Pyradon utilizes Twin turbine gas expulsion jets to produce super heated, duel columns of forced flame, which is especially useful against infantry and structures. The Flame Tank can mow through swarms of infantry with little or no damage to itself. To top off its destructive capabilities, the flame tank is fast, able to evade some slower firing weapons allowing it to rapidly close on its target.
- Cost: 800
- Requires: Fist of Nod, RADAR
- Primary Weapon: Dual Flame Throwers
- Purpose: Anti-Infantry, Anti-Structure
- Firepower: Average
- Armour: Average
- Speed: Average
- Crushes Infantry: Yes
- Tech Level: 4
M110 Howitzer
This massive cannon has great range and ballistic power. This unit is very slow. Any attacks using this unit have to be orchestrated carefully-just getting the unit to its target can be difficult. However, once it gets within range, little stands in the way of its firepower. By nature, artillery is somewhat inaccurate.
- Cost: 600
- Requires: Fist of Nod, RADAR
- Primary Weapon: 155mm Howitzer
- Purpose: Artillery, Defence, Anti-Structure
- Firepower: High
- Armour: Average
- Speed: Slow
- Crushes Infantry: Yes
- Tech Level: 5
Ezekiel's Wheel (Stealth Tank)
This lightly-armoured tank is equipped with the Lazarus shield, cloaking it from enemy sight. This shield is neutralized during firing, giving the tanks the ability to "appear out of thin air". Although vehicles and most structures are not able to see the tank while cloaked, infantry and Guard Towers will reveal the tank if it gets too close to them.
- Cost: 1000
- Requires: Fist of Nod, Technology Centre
- Primary Weapon: Dual Dragon TOW Launchers
- Purpose: Sneak Attack, Anti-Armour
- Firepower: High
- Armour: Light
- Speed: Average
- Crushes Infantry: Yes
- Tech Level: 7
M270 SSM Launcher
The SSM is Nod's longest-ranged unit, able to fire on the enemy from a great distance. Its napalm rounds are useful at cracking through tough base defences without any worry of retaliation. Infantry in a large group will also suffer from its high area of effect. The reload rate on this unit is extremely long, requiring other units to protect it during its lag-time.
- Cost: 900
- Requires: Fist of Nod, Technology Centre
- Primary Weapon: Dual Honest John Napalm Missiles
- Purpose: Artillery, Anti-Armour
- Firepower: High
- Armour: Light
- Speed: Slow
- Crushes Infantry: Yes
- Build Limit: 5
- Tech Level: 7
AH-64D Apache
Nod's Apache Helicopter is fast, mobile, and carries a large quantity of ammunition. Used primarily against infantry and structures, the Apache can take down armoured units when en-mass. Use them to soften up bases before a nuclear weapon is dropped, or gun through a horde of engineers coming towards your base.
- Cost: 1200
- Requires: Helipad
- Primary Weapon: 30mm, auto-cannon
- Purpose: Support
- Firepower: Average
- Armour: Average
- Speed: Average
- Tech Level: 5
Raven Bomber
Small, compact and remarkably fast prototype Tiberium Bombers are a frightening force to be reckoned with. These lightly armoured planes can level bases and armies in a single run leaving hazardous Tiberium gas in their wake.
- Cost: 1400
- Requires: Helipad, Technology Centre
- Primary Weapon: Tiberium Bombs
- Purpose: Support
- Firepower: High
- Armour: Average
- Speed: Fast
- Build Limit: 5
- Tech Level: 7
CH-47 Chinook
Provides field transportation for all infantry, rapidly deploying new troops into, or out of battle. This unit is basically an aerial version of the APC without the weapon.
- Cost: 1200
- Requires: Helipad, Technology Centre
- Purpose: Transport
- Passengers: 10
- Armour: Heavy
- Speed: Average
- Tech Level: 6
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