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Command and Conquer 3

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Command & Conquer 3: The Brotherhood of Nod

Infantry


All infantry units are trained at a Hand of Nod. Each Hand of Nod provides one infantry build queue.

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Basic MG Infantry. Strong vs. Infantry.
Cost: 200
Hitpoints: 409 = 360
Speed: 43
Prerequisites: none

Abilities:
Call for Transport (Air Tower)
Upgrades:
Confessor (Secret Shrine)
Tiberium Infusion (Secret Shrine)

Armor (standard): cannon: 25%, rocket: 50%, grenade: 75%, gun: 100%, sniper: 100%.
Armor (with Tiberium Infusion): Tiberium: 0%, cannon: 25%, rocket: 50%, grenade: 75%, gun: 100%, sniper: 100%.

Note: With Tiberium Infusion, speed is 53.75 and hitpoints 396.


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Basic Rocket Infantry. Strong vs. Vehicles, Aircraft.
Cost: 2002 = 400
Hitpoints: 3002 = 600
Speed: 43
Prerequisites: none

Abilities:
Call for Transport (Air Tower)
Upgrades:
Confessor (Secret Shrine)
Tiberium Infusion (Secret Shrine)

Armor (standard): cannon: 25%, rocket: 50%, grenade: 75%, gun: 100%, sniper: 100%.
Armor (with Tiberium Infusion): Tiberium: 0%, cannon: 25%, rocket: 50%, grenade: 75%, gun: 100%, sniper: 100%.

Note: With Tiberium Infusion, speed is 53.75 and hitpoints 660.


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Infantry Officer. Strong vs. Infantry.
Hitpoints: 100
Speed: 48
Prerequisites: cannot be built, is provided by the Confessor upgrade

Abilities:
Hallucinogenic Grenade
Increases the squad's combat effectiveness

Armor (standard): cannon: 25%, rocket: 50%, grenade: 100%, gun: 100%, sniper: 100%.
Armor (with Tiberium Infusion): Tiberium: 0%, cannon: 25%, rocket: 50%, grenade: 100%, gun: 100%, sniper: 100%.

Note: With Tiberium Infusion, speed is 60 and hitpoints 110.


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Utility Infantry. Weaponless.
Cost: 500
Hitpoints: 75
Speed: 36
Prerequisites: none

Abilities:
Capture Building
Booby Trap
Call for Transport (Air Tower)
Capture Walker Husk
Repair Bridge
Repair Building

Armor: Side armor: 110%, Rear armor: 150%. cannon: 25%, rocket: 25%, grenade: 75%, gun: 100%, sniper: 100%.


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Elite Infantry. Strong vs. Infantry.
Cost: 2004 = 800
Hitpoints: 1504 = 600
Speed: 100
Prerequisites: Secret Shrine

Abilities:
Stealthed
Glider Pack
Explosive Charge

Armor: cannon: 25%, rocket: 25%, grenade: 75%, gun: 100%, sniper: 100%.


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Suicide Infantry. Strong vs. Vehicles, Structures.
Cost: 700
Hitpoints: 1505 = 750
Speed: 75
Prerequisites: Operations Center

Abilities:
Call for Transport (Air Tower)
Upgrades:
Tiberium Infusion (Secret Shrine)

Armor (standard): ID: cannon: 25%, rocket: 25%, grenade: 75%, gun: 200%, sniper: 100%.
Armor (with Tiberium Infusion): cannon: 25%, rocket: 25%, grenade: 75%, gun: 100%, sniper: 100%, Tiberium: 0%.

Note: With Tiberium Infusion, speed is 93.75 and hitpoints 825.


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Elite Infantry. Strong vs. Infantry, Structures.
Cost: 1506 = 900
Hitpoints: 5006 = 3000
Speed: 50
Prerequisites: Operations Center

Abilites:
Call for Transport (Air Tower)
Clear Garrisoned Structure

Armor: cannon: 5%, rocket: 50%, grenade: 75%, gun: 100%, sniper: 100%.


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Elite Infantry. Strong vs. Infantry, Structures.
Cost: 2000
Hitpoints: 500
Speed: 60
Prerequisites: Secret Shrine and Tech Lab

Abilities:
Stealthed while standing still
Destroy Structure
Destroy Walker
Call for Transport (Air Tower)

Only one Commando may be trained at a time

Armor: Side armor: 110%, Rear armor: 150%. Resistances: cannon: 5%, rocket: 25%, grenade: 75%, gun: 100%, sniper: 100%.


Vehicles


All vehicles are built at a War Factory, with the exception of the Emissary (which is built at a Construction Yard). Each War Factory provides one vehicle build queue.

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Utility Vehicle. Weaponless.
Cost: 1500
Hitpoints: 2000
Speed: 50
Prerequisites: Construction Yard

Abilities:
Unpacks into Outpost
Outpost provides Ground Control to place structures
Call for Transport (Air Tower)

Armament: none
Armor: Resistances: cannon: 100%, rocket: 100%, grenade: 100%, gun: 100%, sniper: 1%.


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Resource Vehicle. Weaponless.
Cost: 1400
Hitpoints: 5000
Speed: 75
Prerequisites: Refinery

Abilities:
Gathers Tiberium
Stealthed

Armament: none
Armor: Resistances: cannon: 110%, rocket: 75%, grenade: 25%, gun: 25%, sniper: 1%.


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Construction Vehicle. Weaponless.
Cost: 3500
Hitpoints: 5000
Speed: 40
Prerequisites: none

Abilities:
Unpacks into Construction Yard

Armament: none
Armor: Resistances: cannon: 100%, rocket: 75%, grenade: 25%, gun: 25%, sniper: 1%.


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Scout Vehicle. Strong vs. Aircraft.
Cost: 600
Hitpoints: 800
Speed: 140
Prerequisites: none

Detects Stealth
Abilites:
Call for Transport (Air Tower)

Armament: Rockets (300 rocket damage except 150 against infantry, splash radius 10)
Armor: Resistances: cannon: 100%, rocket: 100%, grenade: 75%, gun: 75%, sniper: 1%.


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Light Vehicle. Strong vs. Infantry, Aircraft.
Cost: 400
Hitpoints: 1500
Speed: 130
Prerequisites: none

Abilities:
Call for Transport (Air Tower)
Upgrades
Laser Capacitor (Tech Lab)
EMP Coils (Tech Lab)

Armor: Side armor: 110%, Rear armor: 150%. Resistances: cannon: 100%, rocket: 50%, grenade: 50%, gun: 50%, sniper: 1%.


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Light Tank. Strong vs. Vehicles.
Cost: 800
Hitpoints: 2400
Speed: 90
Prerequisites: none

Abilities:
Call for Transport (Air Tower)
Upgrades:
Laser Capacitor (Tech Lab)
Dozer Blade (Tech Lab)

Armament: Main cannon (240 cannon damage), replaced by Laser cannon (520 cannon damage)
Armor: Side armor: 110%, Rear armor: 150%. Resistances: cannon: 100%, rocket: 75%, grenade: 25%, gun: 25%, sniper: 1%.
Armor (with Dozer Blades): Side armor: 110%, Rear armor: 150%. Resistances: cannon: 100%, rocket: 75%, grenade: 25%, gun: 25%, sniper: 1%, mine: 1%

Note: Dozer Blades also cause an additional global 75% armor bonus and increase the crush level by one.


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Medium Tank. Strong vs. Infantry, Structures.
Cost: 1200
Hitpoints: 3700
Speed: 75
Prerequisites: Operations Center

Abilites:
Clear Garrisoned Structure

Armor: Side armor: 110%, Rear armor: 150%. Resistances: cannon: 200%, rocket: 75%, grenade: 25%, gun: 25%, sniper: 1%.


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Hit and Run Tank. Strong vs. Vehicles, Aircraft.
Cost: 1500
Hitpoints: 1875
Speed: 120
Prerequisites:

Abilities:
Stealthed

Armament: Missiles (375 rocket damage against ground targets, 562.5 rocket damage against air targets, fired in volleys of 10 every 5 seconds, range 275)
Armor: Side armor: 110%, Rear armor: 150%. Resistances: cannon: 100%, rocket: 75%, grenade: 25%, gun: 25%, sniper: 1%.


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Medium Artillery. Strong vs. Vehicles, Structures.
Cost: 1000
Hitpoints: 3000
Speed: 75
Prerequisites: Tech Lab

Abilites:
Reflector Beam
Charge Defenses
Call for Transport (Air Tower)

Armor: Side armor: 110%, Rear armor: 150%. Resistances: cannon: 100%, rocket: 75%, grenade: 50%, gun: 50%, sniper: 1%.


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Heavy Walker. Strong vs. Vehicles, Structures.
Cost: 2200
Hitpoints: 12500
Speed: 50
Prerequisites: Tech Lab

Abilities:
Commandeer Technology

Armor: Side armor: 110%, Rear armor: 150%. Resistances: cannon: 100%, rocket: 100%, grenade: 25%, gun: 25%, sniper: 1%.


Air units


Venoms and Vertigo Bombers are build at an Air Tower. Each Air Tower can house up to four Vertigo Bombers, but it can produce an arbitrary number of Venoms.

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Light Aircraft. Strong vs. Infantry, Aircraft.
Cost: 900
Hitpoints: 1800
Speed: 180
Prerequisites: none

Detects Stealth
Abilites:
Spots Target for Beam Cannons
Upgrades:
Signature Generator (Tech Lab)
Laser Capacitor (Tech Lab)

Armor: cannon: 100%, rocket: 100%, grenade: 100%, gun: 100%, sniper: 1%.


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Heavy Bomber. Strong vs. Structures.
Cost: 1800
Hitpoints: 3000
Speed: 165
Prerequisites: Tech Lab

Abilities:
Stealthed
Rear Anti-air Turret

Armament: 1 bomb (3000 cannon damage, splash radius 30), anti-air machine gun (gun damage)
Armor: cannon: 100%, rocket: 100%, grenade: 100%, gun: 100%, sniper: 1%.


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Hitpoints: 4000
Speed: 300
Prerequisites: cannot be built, delivers support powers

Support Aircraft

Armor: cannon: 100%, rocket: 100%, grenade: 100%, gun: 100%, sniper: 1%.


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Transport Aircraft. Weaponless.
Hitpoints: 2500
Speed: 100
Prerequisites: cannot be built

Abilities:
Transport units

Armament: none
Armor: cannon: 100%, rocket: 100%, grenade: 100%, gun: 100%, sniper: 1%.