Engineer
This fast, lightly armoured non-combat unit is unrivalled when it comes to capturing Tiberium crystals, seizing pods and maintaining allied units.
Build time: 8s – Command Points: 3 – Tier: 1 – Required Level: 1

C&C 4: Tiberian Twilight
This fast, lightly armoured non-combat unit is unrivalled when it comes to capturing Tiberium crystals, seizing pods and maintaining allied units.
Build time: 8s – Command Points: 3 – Tier: 1 – Required Level: 1
A blessed foot soldier of the Nod, the Enlightened One is equipped with a cannon attached to his arm. On the brink of death, he launches a suicide attack on the nearest enemy.
Build time: 10s – Command Points: 3 – Tier: 1 – Required Level: 1
The ascended mecha sentinel tears through the skies and the heretical craft using the rockets mounted on its shoulders.
Build time: 10s – Command Points: 3 – Tier: 1 – Required Level: 1
The embodiment of the most fervent faith, the Devout spreads Kane’s word with bursts from a Gatling Cannon. When upgraded, he adds a second Gatling Cannon to the cause.
Build time: 10s – Command Points: 3 – Tier: 1 – Required Level: 1
Slaves build outposts, lay Land Mines in the surrounding area and tirelessly repair damaged structures.
Build time: 8s – Command Points: 3 – Tier: 1 – Required Level: 2
The Reaper, the flagship of the Nod arsenal, is an arachnid Cyborg armed with a Laser Turret and capable of slow self-repair.
Build time: 10s – Command Points: 3 – Tier: 1 – Required Level: 3
A loyal, armoured Disciple, this warrior is equipped with a cannon attached to his arm and a deflector shield that deploys when he is stationary.
Build time: 12s – Command Points: 6 – Tier: 1 – Required Level: 5
The Black Hand is a small group made up of the most fanatical, skilled and ruthless killers in the Nod. Their weapons of choice are flamethrowers and holy water bombs.
Build time: 12s – Command Points: 6 – Tier: 2 – Required Level: 6
The Judge transports up to three followers into battle but cannot fire whilst moving; if an upgraded Judge is destroyed whilst buried, all its units disappear.
Build time: 12s – Command Points: 6 – Tier: 2 – Required Level: 8
Tiberium courses through the veins of the High Confessor. This Holy Father of Nod is armed with Tiberium lightning launchers, powerful enough to destroy heavy tanks and structures, and which strike down heretics one after the other.
Build time: 15s – Command Points: 10 – Tier: 3 – Required Level: 12
Once deployed, the Aftershock alternates between two area-of-effect attacks: a geothermal shockwave that also reduces evasion capabilities, and a corrosive Tiberium vapour.
Build time: 20s – Command Points: 12 – Tier: 3 – Required Level: 14
This tank, specialised in Sleeper Ambushes, fires an explosive underground spike that blows nearby infidels to smithereens.
Construction time: 15s – Command Points: 10 – Tier: 3 – Required Level: 18
The Nod’s response to the GDI pillbox, this structure provides a place for two infantrymen to meditate. Once upgraded, it can go underground.
Construction time: 8s – Energy points: 3 – Tier: 1 – Required level: 1
A humble yet powerful stationary cannon designed to repel the infidels. When optimised, this structure buries itself and remains hidden until the glorious moment of the Sleeper Ambush.
Construction time: 15s – Energy points: 6 – Tier: 1 – Required level: 3
The Rocket Pod fires bursts of powerful missiles, but is slow to reload. Once upgraded, it can burrow.
Construction time: 15s – Energy points: 6 – Tier: 1 – Required level: 4
An underground network that miraculously and instantly transports loyal infantry and vehicles from one place to another. The upgrade adds a Cloaking Field and allows heavy units to be transported.
Construction time: 10s – Energy points: 2 – Tier: 2 – Required level: 5
This imposing crystalline laser can fire in a 360-degree arc. It is highly effective against heavy units. When the Obelisk of Light is upgraded, units near the primary target also take damage.
Construction time: 20s – Energy points: 10 – Tier: 2 – Required level: 7
Designed to fire ground-to-ground and ground-to-air incendiary shells into the heart of the enemy, the optimised Flame Column is also equipped with short-range flamethrowers.
Construction time: 15s – Energy points: 10 – Tier: 2 – Required level: 10
The Disruption Tower is Nod’s best defence. It can protect crucial areas from an imminent attack. It can also activate a Camouflage device that hides the entire area from the heretics’ view.
Construction time: 20s – Energy points: 10 – Tier: 3 – Required level: 16
Once activated, the incinerator bombards an entire area with microwaves that intensify until nothing survives. Its target cannot be changed during a cycle.
Build time: 25s – Energy points: 12 – Tier: 3 – Required level: 17
The Holy of Holies, the Temple of Nod, is home not only to worshippers who come to pray, but also to a ballistic missile silo. The few survivors of the initial attack on the temple are highly likely to die as a result of Tiberium corrosion.
Construction time: 30s – Energy points: 15 – Tier: 3 – Required level: 20
To spread Kane’s word to distant lands, the Nod outpost allows you to build structures. Once upgraded, it can camouflage allied units and structures.
Unlocks Level 2 units and upgrades, and adds the Level 2 weapon to the VCM.
Increases the firing range and line of sight of all Level 1 units.
Increases the movement speed of all Level 1 units.
Reduces the reload time of all Level 1 Laser Rifles and Laser Turrets.
Increases the chance of Level 1 cannons and rockets hitting their target by 50 per cent. Rocket Soldiers no longer miss moving targets. Cannon units remain accurate even whilst moving.
Unlocks Level 3 units and upgrades, and further enhances the VCM.
Provides medical training to all infantry troops, thereby improving their health and treating them whilst they are stationed in a vehicle or Garrisonable Structure.
Increases the repair speed of the Nod slave, as well as the repair radius and repair volume of the defence VCM.
Provides almost all of Nod’s infantry with new capabilities or greater effectiveness in combat.
Generates a defensive field within a wide radius around the VCM in structure mode.
Increases the evasion bonus provided by the Outpost’s stealth, the Disruption Tower’s stealth and the Burrow Tunnel’s stealth.
Grants the Judge the ability to bury and improves his health.
Increases shield health, as well as the regeneration of the VCM and the Disruption Tower.
Generates a defensive field within a wide radius around the moving VCM.