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Command and Conquer 4

Command & Conquer 4: Tiberian Twilight

Defense Class
Note. The "Requirements" are listed as "build time, cost, tier", where the cost is measured in Command Points (CP) for units and Power (Po) for structures. The build time for units (but not for structures) is reduced by 75 % while the Crawler is inside a Deployment Zone. Structures are only functional while a Defense Crawler is deployed; otherwise existing structures will be offline and their upgrades locked.

Crawler-purchased upgrades have square icons, unit and structure abilities and structure upgrade options icons with a clipped corner.

Defense Crawler (MCV)


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Laser: Strong vs. Heavy
Heavy: Weak vs. Laser


Abilities:
Repair Radius (when Unpacked), Ability to build Units, Ability to build Structures
Upgrades:
Defensive Matrix, Advanced Composite Armor, Mobility Matrix, Enhanced Shields

Hitpoints: 3000
Shield Hitpoints: 1000/2000

Abilities

Unpack Immediately: Unpack the Crawler to allow produced units to exit and to also provide a wide repair radius. The Crawler also gains a powerful weaponry.

Pack Up: Pack up the Crawler into a mobile and highly armored vehicle.


Upgrades

Defensive Matrix (MCV Upgrade):
Creates a Defensive Shield in a large radius around the MCV when it is unpacked.

Enhanced Repairs (Utility Upgrade):
Increases the repair speed of the Nod Slave, and increases the repair radius and amount repaired by the Defense MCV.

Mobility Matrix (MCV Upgrade):
Creates a Defensive Shield in a large radius around the MCV when it is mobile.

Enhanced Shields (Structure Upgrade):
Increases the shield health and regeneration of the MCV and Disruption Tower.


Units



Engineer



Sound: Engineer Quotes!

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Repair Beam
Light: Weak vs. Gun


Abilities:
Cliffjumping, Stealth Detection, Clear Mines, Repair, Capture Husk
Upgrades:
Range Boost, Speed Boost

Requirements: 8 sec, 3 CP, Tier 1
Hitpoints: 150

Abilities

Repair: Manually repair targeted unit or structure.


Upgrades

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Slave


IPB Image
Repair Beam
Light: Weak vs. Gun


Abilities:
Repair nearby allies, Incendiary Mines, Build Outpost
Upgrades:
Enhanced Repairs, Range Boost, Speed Boost

Requirements: 8 sec, 3 CP, Tier 1
Hitpoints: 200

Abilities

Build Outpost: Build an Outpost, which provides build radius and detects stealth. Outposts cost 3 power points each.

Incendiary Mines: Lay a field of stealthed, incendiary mines.


Repair: Manually repair targeted unit or structure.


Upgrades

Enhanced Repairs (Utility Upgrade):
Increases the repair speed of the Nod Slave, and increases the repair radius and amount repaired by the Defense MCV.

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Centurion



Sound: Centurion Quotes!

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Cannon: Strong vs. Medium Vehicles
Can only attack ground units
Medium: Weak vs. Cannon


Abilities:
Reflective Shield (when still)
Upgrades:
Range Boost, Speed Boost, Accuracy Boost

Requirements: 12 sec, 6 CP, Tier 1
Hitpoints: 600

Upgrades

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Accuracy Boost (Passive Upgrade):
Increases chance to hit by 50% for Tier 1 Cannon and Rocket Units. Rocket units will no longer miss against moving targets. Cannon units will no longer miss when moving.

Reaper



Sound: Reaper Quotes!

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Laser: Strong vs. Heavy
Light: Weak vs. Gun


Abilities:
Recovers health automatically
Upgrades:
Dark Armaments, Medical Training, Range Boost, Refire Boost, Speed Boost

Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 350

Upgrades

Dark Armaments (Infantry Upgrade):
Outfits most Nod infantry with new abilities or increased combat effectiveness.

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases health and heals them when garrisoned in a vehicle or building.

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Refire Boost (Passive Upgrade):
Decreases the reload or recharge time of many Gun and Laser units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Enlightened



Sound: Enlightened Quotes!

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Cannon: Strong vs. Medium Vehicles
Can only attack ground units
Light: Weak vs. Gun


Abilities:
Recovers health automatically
Upgrades:
Dark Armaments, Medical Training, Range Boost, Speed Boost, Accuracy Boost

Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 325

Upgrades

Dark Armaments (Infantry Upgrade):
Outfits most Nod infantry with new abilities or increased combat effectiveness.

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases health and heals them when garrisoned in a vehicle or building.

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Accuracy Boost (Passive Upgrade):
Increases chance to hit by 50% for Tier 1 Cannon and Rocket Units. Rocket units will no longer miss against moving targets. Cannon units will no longer miss when moving.

Devout



Sound: Devout Quotes!

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Gun: Strong vs. Light
Light: Weak vs. Gun


Abilities:
Recovers health automatically
Upgrades:
Dark Armaments, Medical Training, Range Boost, Refire Boost, Speed Boost

Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 325

Abilities

Reload: Manually Reload this unit's weapon (faster than automatic reload).


Upgrades

Dark Armaments (Infantry Upgrade):
Outfits most Nod infantry with new abilities or increased combat effectiveness.

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases health and heals them when garrisoned in a vehicle or building.

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Refire Boost (Passive Upgrade):
Decreases the reload or recharge time of many Gun and Laser units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Ascended


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Rocket: Strong vs. Medium Aircraft
Light: Weak vs. Gun


Abilities:
Recovers health automatically
Upgrades:
Dark Armaments, Medical Training, Range Boost, Speed Boost, Accuracy Boost

Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 325

Upgrades

Dark Armaments (Infantry Upgrade):
Outfits most Nod infantry with new abilities or increased combat effectiveness.

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases health and heals them when garrisoned in a vehicle or building.

Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.

Speed Boost (Passive Upgrade):
Increase the movement speed of many units.

Accuracy Boost (Passive Upgrade):
Increases chance to hit by 50% for Tier 1 Cannon and Rocket Units. Rocket units will no longer miss against moving targets. Cannon units will no longer miss when moving.

Black Hand



Sound: Black Hand Quotes!

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Blast: Strong vs. Structures
Can only attack ground units
Light: Weak vs. Gun


Abilities:
Ignite Ground
Upgrades:
Holy Water (requires Dark Armaments), Medical Training

Requirements: 12 sec, 6 CP, Tier 2
Hitpoints: 575

Abilities

Launch Holy Water: Create a cloud that increases over time, doing light damage to enemy units. Can be ignited by fire effects.

Upgrades

Dark Armaments (Infantry Upgrade):
Outfits most Nod infantry with new abilities or increased combat effectiveness.

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases health and heals them when garrisoned in a vehicle or building.

Reckoner



Sound: Reckoner Quotes!

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Medium: Weak vs. Cannon

Abilities:
Garrison infantry, Unpack
Upgrades:
Drilltip

Requirements: 12 sec, 6 CP, Tier 2
Hitpoints: 1050

Abilities

Eject All: Evacuate all units from inside.


Unpack Immediately: Unpack this vehicle at its current location.


Pack Up: Pack up this vehicle.


Burrow: Burrows underground, decreasing speed but gaining armor. Burrowed units are considered stealthed, and can traverse cliffs.

Unburrow: Order this unit to resurface.


Upgrades

Drilltip (Reckoner Upgrade):
Grants the burrow ability to the Reckoner and increases its health.

High Confessor


IPB Image
Blast: Strong vs. Structures
Light: Weak vs. Gun


Abilities:
Tiberium Launcher (decreases armor and damages over time, passive)
Upgrades:
Medical Training

Requirements: 15 sec, 10 CP, Tier 3
Hitpoints: 525

Upgrades

Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases health and heals them when garrisoned in a vehicle or building.

Aftershock


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Blast: Strong vs. Structures
Can only attack ground units
Heavy: Weak vs. Laser


Abilities:
Unpack (only fires when unpacked)
Upgrades:
Backup Systems

Requirements: 15 sec, 10 CP, Tier 3
Hitpoints: 2700
Abilities

Unpack Immediately: Unpack this vehicle at its current location.


Pack Up: Pack up this vehicle.


Upgrades

Backup Systems (Husk Upgrade):
Your husks will gain health over time, and automatically stand up when they reach full health, under your control.

Underminer


IPB Image
Blast: Strong vs. Structures
Can only attack ground units
Heavy: Weak vs. Laser


Abilities:
Penetrator Burrowblast (long range, burrowed artillery)

Requirements: 15 sec, 10 CP, Tier 3
Hitpoints: 1500


Structures


Outpost


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Heavy: Weak vs. Laser

Abilities:
Provides build radius, vision, and stealth detection
Upgrades:
Stealth Field, Comm. Tower, Improved Concealment

Requirements: 10 sec, 3 Po, built by Slave (Tier 1)
Upgrade "Comm. Tower": 5 sec, 1 Po, Tier 1
Upgrade "Stealth Field": 10 sec, 1 Po, Tier 2
Hitpoints: 300

Abilities

Comm. Tower: Add a Comm. Tower to the Outpost, increasing vision range, stealth detection range, and build radius. Costs 1 power point.

Stealth Field: Stealths nearby units and structures. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.


Upgrades

Improved Concealment (Structure Upgrade):
Increases the dodge bonus provided by stealth from the Outpost, Disruption Tower, and Burrow Tunnel.

Bunker


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Heavy: Weak vs. Laser

Abilities:
Garrison infantry, Burrow
Upgrades:
Reinforce

Requirements: 10 sec, 3 Po, Tier 1
Upgrade "Reinforce": 5 sec, 1 Po, Tier 2
Hitpoints: 500

Abilities

Eject All: Evacuate all units from inside.


Reinforce: Upgrade to Reinforced Armor, increase health, and gain the Burrow ability. Costs 1 power point.

Burrow: Burrows underground, gaining armor. Burrowed units are considered stealthed.

Unburrow: Order this structure to resurface.


Dismantle: Dismantle this, refunding its power point cost.


Viper Turret


IPB Image
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Cannon: Strong vs. Medium Vehicles
Can only attack ground units
Heavy: Weak vs. Laser


Abilities:
Burrow (requires Reinforce)
Upgrades:
Reinforce

Requirements: 15 sec, 6 Po, Tier 1
Upgrade "Reinforce": 10 sec, 1 Po, Tier 2
Hitpoints: 500

Abilities

Reinforce: Upgrade to Reinforced Armor, increase health, and gain the Burrow ability. Costs 1 power point.

Burrow: Burrows underground, gaining armor. Burrowed units are considered stealthed.

Unburrow: Order this structure to resurface.


Dismantle: Dismantle this, refunding its power point cost.


Rocket Pod


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Rocket: Strong vs. Medium Aircraft
Heavy: Weak vs. Laser


Abilities:
Burrow (requires Reinforce)
Upgrades:
Reinforce

Requirements: 15 sec, 6 Po, Tier 1
Upgrade "Reinforce": 10 sec, 1 Po, Tier 2
Hitpoints: 450

Abilities

Reinforce: Upgrade to Reinforced Armor and gain the Burrow ability. Costs 1 power point.

Burrow: Burrows underground, gaining armor. Burrowed units are considered stealthed.

Unburrow: Order this structure to resurface.


Dismantle: Dismantle this, refunding its power point cost.


Burrow Tunnel


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Reinforced: Weak vs. Blast

Abilities:
Light and Medium units instantly travel between tunnels
Upgrades:
Expand Network, Improved Concealment

Requirements: 10 sec, 2 Po, Tier 2
Upgrade "Expand Network": 10 sec, 1 Po, Tier 3
Hitpoints: 600

Abilities

Expand Network: Gains additional health, allows the transport of heavy units, and project a stealth field around nearby allies. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.


Upgrades

Improved Concealment (Structure Upgrade):
Increases the dodge bonus provided by stealth from the Outpost, Disruption Tower, and Burrow Tunnel.

Flame Column


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Blast: Strong vs. Structures
Reinforced: Weak vs. Blast


Abilities:
Fuel Air Bomb
Upgrades:
Flamethrowers

Requirements: 20 sec, 10 Po, Tier 2
Upgrade "Flamethrowers": 15 sec, 1 Po, Tier 3
Hitpoints: 750

Abilities

Flamethrowers: Increases armor and hit points, and adds 3 flame turrets to attack nearby ground enemies. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.


Obelisk of Light


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Laser: Strong vs. Heavy
Reinforced: Weak vs. Blast


Abilities:
Spectrum (links with nearby obelisks to increase damage, passive)
Upgrades:
Prism Upgrade

Requirements: 20 sec, 10 Po, Tier 2
Upgrade "Prism": 15 sec, 1 Po, Tier 3
Hitpoints: 750

Abilities

Prism Upgrade: Increases hit points and adds a prism effect which splits the weapon, dealing damage to all enemies near the beam. Costs 1 power point.

Dismantle: Dismantle this, refunding its power point cost.


Incinerator


IPB Image
Blast: Strong vs. Structures
Can only attack ground units
Reinforced: Weak vs. Blast


Abilities:
Area damage increases while continuing to target one location

Requirements: 25 sec, 12 Po, Tier 3
Hitpoints: 900

Abilities

Dismantle: Dismantle this, refunding its power point cost.


Disruption Tower


IPB Image
Reinforced: Weak vs. Blast

Abilities:
Shield Sphere, Stealth Mode
Upgrades:
Improved Concealment, Enhanced Shields

Requirements: 20 sec, 10 Po, Tier 3
Hitpoints: 500
Shield Hitpoints: 750/1500

Abilities

Stealth mode: Project a stealth field around nearby allies.


Shield Sphere: Project a dome shield which must be destroyed or entered before the units inside can be attacked. Units inside can fire out.


Dismantle: Dismantle this, refunding its power point cost.


Upgrades

Improved Concealment (Structure Upgrade):
Increases the dodge bonus provided by stealth from the Outpost, Disruption Tower, and Burrow Tunnel.

Enhanced Shields (Structure Upgrade):
Increases the shield health and regeneration of the MCV and Disruption Tower.

Temple of Nod


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Reinforced: Weak vs. Blast

Abilities:
Tiberium Catalyst Missile, Emergency Detonation (missile detonates when structure is destroyed)
Limited to one active superweapon

Requirements: 25 sec, 15 Po, Tier 3
Hitpoints: 1125

Abilities

Tiberium Catalyst Missile: Longer charge times between attacks adds more abilities.

>> Stage one: Deals massive damage at targeted location.
>> Stage two: Also leaves a Tiberium Corrosive Cloud, damaging units over time and reducing armor.
>> Stage three: Also causes a Tiberium chain reaction, hitting many nearby targets for additional damage.


Dismantle: Dismantle this, refunding its power point cost.