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Peace Through Power: The Arsenal Of Nod

Structures


How to read this page: The values for each structure were obtained from the 1.02 Kane's Wrath XML files. The armor percentages indicate the percentage of damage the structure takes from each damage type. Something with 75% cannon armor takes 75% damage from a weapon that deals cannon damage.

Construction Yard

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Cost: N/A
Build Time: N/A
Prerequisites: MCV
Tier: 1
Power: +10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 20000

The Construction Yard is the heart of the Nod base, providing structures and ground control for placing them, as well as radar. A Construction Yard can packed up at any time and moved to a new location as an MCV for redeployment. Selling a Construction Yard yields 1750 credits, a Saboteur, and a Militant Squad.

MCV expansion
Expanding by moving one's MCV is often safer and more efficient than using an Emissary.


Power Plant

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Cost: $500
Build Time: 0:05
Prerequisites: Construction Yard
Tier: 1
Power: +15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 4000

Power Plants generate the energy needed by all Nod structures to function properly. Inexpensive and lightly armored, they are often targeted first, particularly in bases dependent on large amounts of turrets for defense.

Upgrades:
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Liquid Tiberium Core: Available once an Operations Center is constructed, Liquid Tiberium Cores allow Power Plants to generate three times as much power for a small fee of $500. This upgrade must be applied individually to each Power Plant.


Refinery

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Cost: $3000
Build Time: 0:30
Prerequisites: Construction Yard
Tier: 1
Power: -15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

Tiberium refineries process raw Tiberium harvested in the field, turning the crystals into valuable credits for use by the Brotherhood. Expensive and power-hungry, they are nevertheless central to most Nod bases. Refineries can only hold a finite amount of Tiberium. Refineries return $500 when sold.

Hand of Nod

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Cost: $500
Build Time: 0:05
Prerequisites: Power Plant
Tier: 1
Power: -5
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 2500

The Hand of Nod provides the equipment and training for all manner of Nod infantry, ranging from the undisciplined but numerous militants to the hardened Black Hand and stealthy Shadow Teams.

Hand of Nod Sell
Selling your Hand of Nod in the early game after training a Saboteur for capturing a tech structure returns some early resources and a Militant Squad scout.

Hand of Nod Crushing
When sold or destroyed, the Hand of Nod jettisons a spherical projectile that can inflict crushing damage. Stay out of its way, it's not just a graphical effect!


War Factory

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Cost: $2000
Build Time: 0:20
Prerequisites: Refinery
Tier: 1
Power: -5
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

War Factories are used to construct Nod vehicles. As higher levels of technology are researched, more advanced vehicles become available. War Factories also have three repair drones that automatically repair damaged vehicles in close proximity to the War Factory.

Operations Center

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Cost: $1500
Build Time: 0:15
Prerequisites: Refinery
Tier: 2
Power: -10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 5000

The Operations Center is a key building for Nod commanders wishing to utilize the Brotherhood's more specialized technology and advanced guerrilla tactics. A wide range of units, support powers, and upgrades are accessed from this structure.

Selling Operations Centers
When sold, Operations Centers return a Black Hand squad instead of the standard Militant Squad.


Provides upgrades:

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Quad Turrets: This upgrade adds additional firepower to Nod's three-segment base defenses by adding a fourth turret to all Shredder Turrets, Laser Turrets, and SAM Turrets. The fourth turret is placed on top of the pre-existing turret hub. This upgrade costs $1000 and takes 0:30 to research.

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Dozer Blades: Dozer Blades can be added to Scorpion Tanks and Reckoners to bolster their armor and make them immune to mines. They cost $2000 and take 1:00 to research.

Provides support powers:

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Laser Fencing: The Laser Fencing power allows Nod commanders to fortify structures with a fence that defends against Commandos, Shadow Teams, and Saboteurs. This power costs $500 and has a cooldown time of 0:15. Laser Fencing also doubles the armor of any structure affected.

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Decoy Army: The selected units are cloned by the Nod player using hologram technology to emulate real units. The decoys can be ordered around the map and will lift the fog of war, but do not inflict damage and vanish when targeted. Decoy Army costs $500 and has a cooldown of 1:00. The decoys last for 0:59.

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Cloaking Field: Cloaking Field allows Nod commanders to permanently stealth any structures or vehicles under the radius. A more insidious use also exists for Cloaking Field: it does 400 sniper damage to any infantry, with a 25% scalar against Zone Troopers, Commandos, Black Hand, Shock Troops, and Masterminds. Cloaking Field costs $3000 and has a cooldown time of 2:00.

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Radar Jamming Missile: The Operations Center can fire a missile that temporarily disables the radar of hostile players for ten seconds. The Radar Jamming Missile costs $300 and has a cooldown time of 1:00.


Air Tower

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Cost: $1000
Build Time: 0:10
Prerequisites: Operations Center
Tier: 2
Power: -5
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

Air Towers hold four docking pads for Vertigo bombers. They also allow advanced aircraft technologies such as Disruption Pods to be researched and grant access to the Mine Drop support power. While Nod Venoms can stay aloft indefinitely, they are also built from the Air Tower.

Stranded Aircraft
Vertigos that lose their Air Tower and have expended their ordnance will slowly take damage until destroyed unless a new airfield is constructed.


Provides upgrades:

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Signature Generators: When equipped with Signature Generators, Venoms appear to be a large force on the opponent's radar. This upgrade costs $100 and takes 0:10 seconds to research.

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Disruption Pods: This upgrade allows Vertigos to drop small stealth pods that emit a cloaking field. Anything in the pod's radius is cloaked for the pod's duration. This upgrade costs $500 and takes 0:15 to complete.

Provides support powers:

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Mine Drop: An Armageddon Bomber flies in to drop a large number of mines on the selected area, for a total of 21 mines. This power costs $1500 and takes 3:00 to recharge. Each mine does 800 damage.


Secret Shrine

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Cost: $1500
Build Time: 0:15
Prerequisites: Hand of Nod
Tier: 1
Power: -8
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

Within the hallowed halls of the Brotherhood's Secret Shrines, the esoteric rituals and technology necessary to train the stealth Shadow Teams and Commandos as well as provide upgrades and leadership for Nod's militants.

Provides upgrades:

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Tiberium Infusion: Tiberium Infusion provides Militant Squads, Militant Rocket Squads, and Fanatics with additional 10% health and 25% speed, as well as armor increases for some militants and immunity to Tiberium. This upgrade costs $1000 and takes 0:30 to research.

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Confessors: Providing guidance to the masses, Nod Confessors can be assigned to militant squads to provide leadership and additional firepower. They can also hurl hallucinogenic grenades that cause targeted squads to fire on each other. This upgrade costs $1000 and takes 0:30 to research.

Provides support powers:
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Shadow Strike Team: Two veteran Shadow Teams fly in from the direction of the Secret Shrine to a designated location on the map. This power costs $2000 and takes 3:00 to recharge.


Tech Lab

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Cost: $4000
Build Time: 0:40
Prerequisites: Operations Center
Tier: 3
Power: -15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

At crucial battlefields, the Brotherhood of Nod grants its advanced Tech Labs to the most prestigious and important commanders. The Tech Lab allows access to the products of Nod's exotic research.

Selling Tech Labs
When sold, Tech Labs return a Black Hand squad instead of the standard Militant Squad.


Provides upgrades:

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Laser Capacitors: Scorpion Tanks and Venoms receive a substantial firepower bonus when loaded with Spitfire lasers. This upgrade costs $2500 and takes 1:15 to research.

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Tiberium Core Missiles: Nod's scientists have found a way to harness the power of Tiberium in a number of missile systems employed by the Brotherhood, giving them a hideous boost in firepower. This upgrade costs $2500 and takes 1:15 to research.

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EMP Coils: EMP Coils can be fitted onto Raider Buggies to allow them to emit a crippling electro-magnetic pulse that disables all vehicles in the vicinity. This upgrade costs $1000 and takes 0:30 to research.

Provides support powers:

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Redemption: One of the most arcane areas of research for Nod over the decades has been in the area of cybernetics. The Redemption power allows any fallen militants in a sizable radius of 250 to be revived as Awakened cyborgs. This power costs $750 and has a cooldown of 2:20. The duration of the Redemption power is 30 seconds.

Militants
Both Militant Squads and Militant Rocket Squads will be revived as Awakened, at an exchange of 1 Awakened squad per slain militant squad.


Tiberium Chemical Plant

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Cost: $3000
Build Time: 0:30
Prerequisites: Tech Lab
Tier: 4
Power: -15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

Tiberium Chemical Plants, though fragile and expensive, allow Nod to perform the necessary refinements and processes in order to truly wield the power of weaponized Tiberium.

Selling Tiberium Chemical Plants
When sold, the Tiberium Chemical Plant returns a Black Hand squad.


Provides support powers:

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Catalyst Missile: The Catalyst Missile agitates any Tiberium in units and structures near the point of impact. The missile does 500 grenade damage with a 5000% scalar against Tiberium-based units and structures, as well as Refineries, Harvesters, Tiberium Silos, and Tiberium Chemical Plants. It can destroy Harvesters and Refineries with ease, and the grenade damage can be used as a last-resort defense against infantry. It costs $2000 and takes 5:00 to recharge.

Catalyst targets
The Catalyst Missile can also be used to target infantry and Scrin units with Tiberium inside, including Reaper Tripods with Tiberium inside, Devourer Tanks with Tiberium inside, Corrupters, and Mechapedes.

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Tiberium Vein Detonation: Tiberium Vein Detonation is a truly insidious weapon that draws on the innate power of raw Tiberium. The affected Tiberium explodes with remarkable force, inflicting grievous damage on anything caught in the blast and destroying large quantities of the valuable resource as well. The initial trigger weapon that fires in the center does 10 cannon damage starting 3.2 seconds after activation. The next stage of the weapon defines 8 damage paths in different directions that inflict 3000 damage per second along their paths with a splash radius of 100 for 2 seconds. The damage paths each extend a distance of 200 away from the center. There is also an additional shock wave emanating from the center that does a maximum of 1000 cannon damage in a radius of 250. Units that are in overlapping damage paths will take damage from both paths, and units at the edge and center take significantly less damage. Objects affected by Tiberium Vein Detonation will typically take anywhere from 4000 to 7000 cannon damage. Tiberium Vein Detonation costs $4000 and takes 7:00 to recharge.

Tiberium Vein Detonation targeting
Units that were on top of the Tiberium field when it is triggered will still take damage even if they move off before all the damage paths ignite. Tiberium Vein Detonation can only be used in areas near a permanent Tiberium field.

Tiberium Vein Detonation price bug
Tiberium Vein Detonation is bugged and will subtract all your money, up to an additional $4000, a couple of seconds after the power finishes. To avoid this, try and keep your credit pile as close to $4000 as possible right before you drop the power.

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Tiberium Vapor Bomb: An Armageddon Bomber swoops in to deliver a Tiberium Vapor Bomb characterized first by a toxic cloud of mist that rapidly detonates into a sizable blast. The Tiberium Vapor Bomb does 9000 grenade damage. It costs $3500 and takes 5:00 to cooldown.

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Seed Tiberium: An Armageddon flies over, spraying an area with rapidly crystallizing Tiberium that can then be harvested. The net worth of the delivered Tiberium is $3150, an excellent return on a support power that costs $500 and takes 4:00 to cooldown.


Redeemer Engineering Facility

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Cost: $3000
Build Time: 0:30
Prerequisites: Tech Lab
Tier: 4
Power: -10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

The Redeemer Engineering Facility possesses all of the capability of a standard Nod War Factory, but also serves to support the equipment needed to produce a Redeemer. Only one Redeemer Engineering Facility can be fielded at a time.

Selling Redeemer Engineering Facilities
When sold, the Redeemer Engineering Facility returns a Black Hand squad.


Crane

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Cost: $1500
Build Time: 0:15
Prerequisites: Construction Yard
Tier: 1
Power: -10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

Cranes allow an additional Nod structure queue, but cannot build defenses, Emissaries, or the Temple of Nod, nor can they construct the Redeemer Engineering Facility.

The only new Nod building from Tiberium Wars is the Redeemer Engineering Facility, but new upgrades are now available from the Air Tower, Operations Center, and Tech Lab. The Operations Center and Tiberium Chemical Plant now allow new support powers.




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