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Kanes Wrath

Kane's Wrath Ladder Wars Finals Season 1
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Nod units

By Eph2.8-9 - 21st July 2010 - 16:15 PM

Infantry and Aircraft


How to read this page: The values for each unit were obtained from the 1.02 Kane's Wrath XML files. The armor percentages indicate the percentage of damage the unit takes from each damage type. Something with 75% cannon armor takes 75% damage from a weapon that deals cannon damage. Time between bursts refers to the time between the end of one burst and the start of another. Damage per clip indicates that the weapon fires a rapid succession of projectiles, damage per shot indicates a singular attack. Units with multiple weapons have the damage, range, and firing rate values for each weapon listed separately. Pay close attention to the wording.

Militant Squad

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Cost: $200
Build Time: 0:02
Prerequisites: Hand of Nod
Tier: 1
Squad size: 9
Speed: 43
Damage per clip: 9 per squad member (Gun)
Time between bursts: 0.35 seconds, each burst lasts .3 seconds
Splash radius: 0
Armor: 25% Cannon, 50% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 250
Health per squad member: 40

Poorly trained and armed, Militant Squads make up for their deficiencies with their numbers and relative expendability to the Brotherhood.

Drafting
Selling Shredder Turrets in the early game can provide a Militant Squad for immediate scouting purposes.


Upgrades:

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Tiberium Infusion: Enhancements on Kane's Divination project have allowed Nod's militants to receive beneficial side-effects from Tiberium Infusion. Tiberium Infusion adds a 10% health bonus, 25% speed bonus, and immunity to Tiberium to Militant Squads.

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Confessor: Militants can be reinforced by the presence of a machine gun-toting Nod Confessor. The Confessor increases the rate of fire for the squad by about 15% and adds about 10% armor.

Special Abilities:

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Call for Transport: If an Air Tower is deployed, Militant Squads can call in a transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Militant Rocket Squad

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Cost: $400
Build Time: 0:04
Prerequisites: Hand of Nod
Tier: 1
Squad size: 2
Speed: 43
Damage per shot: 250 per squad member (Rocket), 75% damage to Aircraft
Time between shots: 3 seconds
Splash radius: 5
Armor: 25% Cannon, 50% Rocket, 75% Grenade, 150% Gun, 100% Sniper
Range: 350
Health: 300 per squad member

Whereas Militant Squads are better at killing infantry, Militant Rocket Squads (sometimes called "Rocket Militia" to avoid confusion with the Militant Squad) give the Brotherhood of Nod a cheap, easily-massed anti-armor and anti-aircraft infantry.

Upgrades:

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Tiberium Infusion: Enhancements on Kane's Divination project have allowed Nod's militants to receive beneficial side-effects from Tiberium Infusion. Tiberium Infusion adds a 10% health bonus, 25% speed bonus, and immunity to Tiberium to Militant Rocket Squads, and also changes their gun armor to 100%.

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Confessor: Militant Rocket Squads can be reinforced by the presence of a machine gun-toting Nod Confessor. The Confessor increases the rate of fire for the squad by about 15% and adds about 10% armor.

Special Abilities:

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Call for Transport: If an Air Tower is deployed, Militant Rocket Squads can call in a transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Confessor

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Cost: N/A
Build Time: N/A
Prerequisites: Secret Shrine, Confessor upgrade
Tier: 1
Squad size: N/A
Speed: 48
Damage per clip: 18 (Gun)
Time between bursts: 0.35 seconds, each burst lasts .3 seconds
Splash radius: 0
Armor: 25% Cannon, 25% Rocket, 100% Grenade, 100% Gun, 100% Sniper
Range: 325
Health: 100

Providing guidance and leadership for Nod's poorly trained and equipped militants, Confessors endow their squads with an added leadership bonus and provide their own firepower in the form of a sizable machine gun. They also can hurl hallucinogenic grenades at their enemies to confuse them.

Upgrades:

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Tiberium Infusion: Tiberium Infusion allows Confessors to walk amidst the crystals without suffering from any negative effects and also provides a 10% health bonus and a 25% speed increase.

Special Abilities:

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Hallucinogenic Grenades: Confessors hurl Hallucinogenic Grenades, causing enemy infantry to fire on each other for 6 seconds with a splash radius of 75. Hallucinogenic Grenades have a range of 250. Hallucinogenic Grenades are thrown against enemy infantry every 10 seconds. Confessors automatically throw the grenades at enemy infantry after a pre-attack delay of 1 second.


Saboteur

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Cost: $500
Build Time: 0:05
Prerequisites: Hand of Nod
Tier: 1
Squad size: 1
Speed: 36
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Health: 75

Saboteurs are unarmed, slow, and vulnerable, but can repair friendly structures, or capture neutral or enemy buildings. They can also plant Booby Traps to prevent other structures from being captured.

Capture Delay
Saboteurs have a three-second capture delay between reaching and capturing a building.


Special Abilities:
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Call for Transport: If an Air Tower is deployed, Saboteurs can call in a Nod Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

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Booby Trap: Saboteurs can Booby Trap structures, causing them to explode when an enemy attempts to capture them. The Booby Trap does 200 Grenade damage, more than enough to pulverize enemy Engineers. Booby Traps placed on Husks, tech structures, or bridges also kill the object to which they are attached. If enemy infantry attempt to garrison a building that has a Booby Trap on it, they are instantly killed.


Fanatic

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Cost: $700
Build Time: 0:07
Prerequisites: Hand of Nod, Operations Center
Tier: 2
Squad size: 5
Speed: 70
Damage per shot: 800 per squad member (Cannon), does 1000 (Cannon) if crushed
Time between shots: N/A
Splash radius: 60
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 200% Gun, 100% Sniper
Range: 20
Health: 150 per squad member

The most fervent of Nod's infantry are willing to strap on explosive packages and detonate themselves for the cause of Nod in order to cause collateral damage. Fanatics willingly sacrifice themselves to take down the hated vehicles of GDI, but they are quite vulnerable.

Upgrades:

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Tiberium Infusion: Tiberium Infusion improves the armor of Fanatics, changing their armor values to 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper, while also conferring immunity to Tiberium, a 10% health increase, and a 25% speed increase.

Special Abilities:

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Call for Transport: If an Air Tower is deployed, Fanatics can call in a Nod Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Black Hand

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Cost: $900
Build Time: 0:09
Prerequisites: Hand of Nod, Operations Center
Tier: 2
Squad size: 6
Speed: 50
Damage per second: 67 per squad member (Grenade)
Time between shots: Continuous, 1 second delay in switching between targets
Splash radius: 15
Armor: 5% Cannon, 50% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 180
Health: 500 per squad member

The toughest and most devoted of Nod's followers are recruited into the privileged ranks of the Black Hand. These elite infantry are trained to almost superhuman levels of endurance and bear large flamethrowers into battle to strike fear into their enemies.

Special Abilities:

Garrison-clearing: This unit's attack clears infantry garrisoned inside buildings instantly.
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Call for Transport: If an Air Tower is deployed, Black Hand can call in a Nod Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Shadow Team

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Cost: $800
Build Time: 0:08
Prerequisites: Secret Shrine, Hand of Nod
Tier: 3
Squad size: 4
Speed: 90 on foot / 120 on glider
Damage per shot: 30 per squad member (Sniper)/ 1800 per squad (Grenade) for explosive
Time between shots: .4 seconds
Splash radius: 0 / 40 (explosive)
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 225 (pistol) / 20 (explosive)
Health: 150 per squad member

Shadow Teams are elite infiltration specialists who had considerable expertise in guerrilla warfare. Their machine pistols allow for quick assassinations while their bombs can inflict serious damage to structures. For added battlefield mobility, they can take flight using gliders. However, like many Nod units, they are not suited for straight fights.

Special Abilities:

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Activate Glider: Shadow Teams take flight on their specialized gliders, becoming airborne.

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Land: Airborne Shadow Teams land at the designated location.

Stealthed: Shadow Teams are stealthed and hidden from most units except when firing or in the presence of a stealth-detecting unit.
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Explosive Charge: Using their explosive, Shadow Teams attack a nearby structure, doing 1800 damage per squad. This activated ability has a thirty second cooldown.

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Deploy Artillery Beacon: Shadow Teams can also deploy Beacons that can be used to signal bombardment by Specters. This activated ability has a 60 second cooldown and allows Specters to fire in a radius of 400 around the Beacon. Each Beacon lasts for two minutes or until destroyed; Beacons have 25 health.


Commando

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Cost: $2000
Build Time: 0:20
Prerequisites: Hand of Nod, Secret Shrine, Tech Lab
Tier: 3
Squad size: 1
Speed: 60
Damage per clip: 10000 (Sniper), 1000 (Grenade) w/ a 9999% damage scalar for valid C4 targets
Time between bursts: 0.5 seconds, clip fires in 5 seconds, 1.1 seconds time needed to use C4
Splash radius: 0
Armor: 5% Cannon, 12% Rocket, 40% Grenade, 50% Gun, 100% Sniper
Range: 300 pistol, 20 C4
Health: 500

A sadistic training program known to only a few has produced a handful of highly-trained female Commandos for Nod. Their laser pistols quickly shred squads of infantry, while their C4 charges make short work of walkers and structures, though the Commando is suppressed for 1 second after using them. Furthermore, Commandos carry portable stealth generators that allow them to slip into enemy installations undetected to wreak havoc. Only one Commando may be trained at a time.

Special Abilities:

Stealth: Commandos are stealthed when stationary and are hidden from most units. Any action such as firing or moving that disrupts the stealth field will result in at least 3 seconds elapsing before the Commando is stealthed again.

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Call for Transport: If an Air Tower is deployed, the Commando can call in a Nod Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

Uncrushable: This unit cannot be run over by vehicles.

Venom

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Cost: $900
Build Time: 0:09
Prerequisites: Air Tower
Tier: 2
Speed: 180
Damage per burst: 156 (Gun)
Time between bursts: .45 seconds, bursts each last .4 seconds
Splash radius: 0
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 200
Health: 1800

The standard Nod patrol craft, Venoms detect stealth and are equipped with an anti-infantry machine gun that can also hit aircraft. They are inexpensive and lethal to infantry, particularly when upgraded. In addition, they can work with friendly Beam Cannons to unleash devastation across the battlefield.

Upgrades:

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Laser Capacitors:This upgrade replaces the minigun with a fast-firing laser that fires bursts that do 660 (Gun) damage per burst. Each laser burst takes 2.4 seconds to fire, with .5 seconds between each burst.

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Signature Generators: Signature Generators allow the Venom to appear to be a large number of Venoms on opposing radars.

Special Abilities:
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Signature Generators: When activated, the Venom appears to be a large number of Venoms on the opponents' radars. This ability has a cooldown of 1 second.


Reflector Chaining
Beam Cannons can transmit their beams across multiple Venoms, chaining the laser beam over incredible distances as long as there is a network of Venoms that is able to continuously reflect the beam.


Vertigo

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Cost: $1800
Build Time: 0:18
Prerequisites: Air Tower, Tech Lab
Tier: 3
Ammunition: 1 (bomb)
Speed: 165
Damage per shot/burst: 3000 (Cannon) / 60 gun damage per burst.
Time between bursts: 12 seconds on landing pad to reload (bomb) / 0.1 seconds (machine gun)
Splash radius: 40 (bomb) / 0 (machine gun)
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 100 (bomb) / 200 (machine gun)
Health: 3000

Vertigos are Nod stealth bombers capable of delivering a heavy warhead deep inside enemy lines. Each Vertigo takes up one slot on an Air Tower and must reload after dropping its bomb. For defense, they also mount a small tail minigun capable of targeting aircraft.

Vertigo Anti-Air
Vertigos have a weak anti-air gun which only fire when the Vertigo is revealed or ordered to attack an air target.


Upgrades:

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Disruption Pods: Disruption Pods allow Vertigos to drop small cloaking pods onto the ground, units, and structures. Each pod lasts 2 minutes and generates a cloaking field stealthing everything within a radius of 200.

Special abilities:

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Disruption Pods: The Vertigo launches a small cloaking pod onto the designated segment of the ground, or onto a unit or a structure. This power costs $300 and has a 60 second cooldown.

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Return to Air Tower: Orders the Vertigo to break off and return to its Air Tower immediately.


There are no new Nod infantry or aircraft compared to Tiberium Wars. However, Vertigos receive a new upgrade.




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