Brotherhood of Nod

Brotherhood of Nod

C&C: Tiberian Sun

Units

Light Infantry

forms the backbone of the Brotherhood’s armies. Armed with their M16 Mk.II pulse rifles, the soldiers inflict minor damage. Although slow, the infantry can move across various types of terrain without losing too much speed. They can also traverse certain terrains or obstacles where vehicles would become stuck or even damaged.

Rocket Soldier

This Nod heavy infantry is equipped with shoulder-fired rocket launchers and is particularly effective against vehicles, structures, infantry and aircraft. Due to the greater weight of the rocket launcher, these troops are slower than Light Infantry, but far better armed.

Engineer

Although slow and unarmed, the engineer nevertheless possesses deadly capabilities. As the only unit capable of capturing enemy structures and repairing damaged structures and bridges, the judicious use of its capabilities is regarded as an art form by many tacticians.

Cyborg infantry

The Cyborg infantry is the result of Nod’s latest experiments, an attempt to fuse mutant humans exposed to Tiberium with machines. It is heavily armoured and armed with high-powered pulse rifles.

Cyborg Commando

The highest-performing infantry cyborgs undergo further modifications and are promoted within the ranks of this Nod unit. Equipped with enough firepower to take out entire bases, the cyborg commando poses a genuine threat on any battlefield. With its submachine guns and plasma launcher, this Commando can quickly take out vehicles, infantry and structures.

Mutant Hijacker

another mutant Commando, capable of commandeering any vehicle. When selected and the cursor is placed over an enemy vehicle, the cursor changes to a grab cursor, indicating that the vehicle can be stolen. Click on the vehicle at this point, and the Mutant Hijacker will board it to carry out the theft. Once a vehicle has been stolen, it is impossible to eject the Mutant Hijacker from it, at least not until it has been destroyed. Once destroyed, the mutant is ejected and can steal another vehicle. Like all mutant units, the Mutant Hijacker heals on contact with Tiberium (when not in a vehicle).

Harvester

Essential to the financial success of both factions, the harvester is the only unit capable of gathering Tiberium for refining. The harvester automatically begins work if it is near a Tiberium field. You can send it to a specific location by selecting it and targeting the destination. It automatically avoids dangerous areas and alerts you when it cannot reach a location due to threats in the vicinity. The harvester will not enter a hostile area unless ordered to do so.

Mobile Construction Vehicle

Setting up any base begins with the Mobile Construction Vehicle (MCV). It unfolds into a fully functional Construction Yard and is an extremely valuable piece of equipment. To deploy the MCV, select it and then double-click. If you see a ‘cannot deploy’ cursor, something is blocking the unit’s deployment. Move vehicles or infantry units out of the way, or move the MCV away from trees or rocks that might be preventing the operation.

Attack Cycle

Originally used as a reconnaissance unit, the Attack Cycle is Nod’s fastest ground vehicle. Its lack of armour is compensated for by its speed, but this bike can withstand light damage before being destroyed. It is equipped with a twin rocket launcher capable of engaging both air and ground units.

Attack Buggy

Tick Tank

This light tank is capable of burrowing into the ground to improve its defences and to carry out a mobile Barrage. When buried, the Turret and a small part of the unit remain above ground.

Artillery

Realising that it needed a weapon capable of inflicting heavy damage without fear of retaliation, the Nod developed a new long-range Artillery platform. Due to its significant recoil, the unit cannot fire whilst retracted, and cannot move whilst deployed.

Subterranean APC

The armoured underground transport vehicle is capable of carrying up to five units underground. Whilst underground, the VBT is invisible to the enemy, but it can be detected by the GDI’s Mobile Sensor Array. The VBT cannot return to the surface on certain types of terrain, such as uneven ground, concrete surfaces or bodies of water, amongst others.

Stealth Tank

The latest innovation in indirect attack, the Stealth Tank is a light tank capable of concealing itself from enemies. It cannot remain hidden whilst firing due to the enormous power drawn from the Stealth Generator. Only infantry and base defences can reveal the tank. However, the GDI’s Mobile Sensor Array can detect its presence.

Devil's Tongue

Terror is a weapon without equal, and the mere sight of this nightmarish unit is enough to strike fear into the hearts of GDI troops. Capable of burrowing through the hardest materials, the Devil's Tongue tank unleashes deadly jets of flame upon its targets with impunity. The flames are particularly devastating against infantry and structures, and prolonged exposure can even melt steel.

Mobile Repair Vehicle

This vehicle is capable of repairing damaged vehicles on the battlefield. The Mechanic Robot has an articulated arm fitted with the tools needed to repair a vehicle. When set to standby mode, it will automatically repair any units within a close vicinity.

Mobile Sensor Array

This is a vehicle fitted with the most advanced Sensor Pods of its kind, capable of detecting the presence of enemies even if they are concealed or buried underground. The units detected will not be revealed but will appear on the radar and tactical view, enabling commanders to take the necessary steps to destroy them. It can also detect Land Mines (add-on).

Weed Eater

This is a massive harvester used by the Nod to harvest Tiberium veins, an ore subsequently used in Chemical Missiles. This harvester functions like a collector, but with two differences. It harvests veins rather than Tiberium Crystals, and deposits its charge at a Tiberium Waste Facility rather than a Tiberium Refinery. Once processed at the Tiberium Waste Facility, the harvested veins can be used to manufacture a deadly Chemical Missile.

Harpy

Highly effective against infantry and light armoured vehicles, the Harpy is the next generation of combat helicopters. Like all air units, the Harpy must return to the helipad to reload its weapons.

Banshee

Using technology recovered from the aliens, Nod has been able to develop the next generation of fighter aircraft. Codenamed ‘Banshee’, this aerodynamically designed aircraft is capable of decimating any unit or structure with its two plasma cannons.

Buildings

Construction Yard

The Construction Yard is where it all begins. It enables the player to build other structures. Defending it is therefore a top priority for any warlord. In some missions, the player starts with a VCM that can be deployed as a Construction Yard. In others, the Construction Yard is already in place.

The Nod Power Plant

The Power Plants supply electricity to all the facilities on the base. Without electricity, these facilities will either not work at all or will function poorly.

Advanced Power Plant of Nod

Advanced power plants operate in the same way as conventional power plants. However, thanks to their large size and efficiency, they generate twice as much energy as a conventional power plant.

Tiberium Refinery

The Tiberium Refinery converts shipments of Tiberium into credits for the player and stores a certain amount of Tiberium. When a Tiberium Refinery is at full capacity, new silos must be built to store the excess Tiberium. If no storage capacity is available, the surplus Tiberium will be lost.

Tiberium Silo

Silos are used to store surplus Tiberium when Tiberium Refineries are operating at full capacity. When a Tiberium Refinery is at full capacity and there are no empty silos available, any surplus Tiberium delivered by the Harvesters is lost.

Hand of Nod

enable infantry units to be trained and are an essential prerequisite for the base’s defensive structures.

Nod War Factory

enables the construction of vehicles. Some sophisticated vehicles require additional structures before they can be produced by a Weapons Factory.

Radar

enables you to monitor the battlefield and the positions of friendly and enemy units. To ensure the Radar view remains active at all times, the system must be continuously powered.

Helipad

enables the construction and rearming of Banshees and Harpies. Without it, the aircraft cannot be built, nor can they be rearmed upon their return from an attack.

Nod Tech Center

is the Nod’s scientific and High Technology armaments unit. This centre is essential before certain high-tech units and structures can be built.

Temple of Nod

In the vast halls of this mysterious structure, the Nod continues its experiments and cutting-edge research into Tiberium. Building the Temple allows you to deploy Hunter-Seeker Droids and recruit the Cyborg Commando as well as the Mutant Hijacker. It should be noted that, due to the resources required to produce these particular Soldiers, you can only have one of each type of Soldier at a time. You will only be able to train another one if the one you currently have is destroyed.

EMP Cannon

can fire bursts of high-powered electromagnetic energy, temporarily incapacitating any vehicle or building.

Stealth Generator

The Stealth Generator is capable of concealing units across a wide area. The base will remain hidden until the generator is switched off, the base loses its power supply, or the generator is destroyed.

the Missile Silo

This Missile Silo enables the launch of long-range weapons, in particular cluster munitions or Chemical Missiles.

Tiberium Waste Facility

This facility, which is in fact a reprocessing plant, serves as a storage facility for the Weed Eater’s yield. It refines and concentrates the harvested Tiberium for use in Chemical Missiles. When there is a sufficient quantity of the substance, it is automatically loaded into a Chemical Missile, provided that a Missile Silo is available. Once built, the Tiberium Waste Facility has its own Weed Eater unit.

Laser Turret

This laser is the main defence of Nod’s bases. Like its bigger brother, the Laser Turret, it fires a laser beam at enemy units. The latest advances in laser technology enable the laser to generate its own power, ensuring it remains operational even during power cuts.

Obelisk of Light

This weapon is particularly powerful and terrifying. It has undergone significant improvements since it was last used on the battlefield. Its firepower has been increased, and few units are capable of withstanding a single burst from its Laser Turret.

SAM Site

This site constitutes the first line of air defence against aircraft and is used exclusively against airborne units.

Wall

As a defensive structure, it can stop vehicles and infantry. Only certain units can fire over it. (A wall corresponds to one square in the game, or 1 to 6 squares if you have the Patch.)

Automatic Gate

prevents units from entering the base and Tiberium from seeping in. The gate opens automatically to allow friendly units to pass through, but remains closed to enemy units.

Pavement

is designed to protect your base from units capable of digging and to prevent craters that might be caused by heavy weapons and explosions. Furthermore, units will move more quickly than they would on normal terrain.

Superweapons

Electro-Magnetic Pulse

Hunter-Seeker Droid

The Hunter-Seeker Droid is a fast, self-guided, luminous unit that can be deployed to ‘clear’ the battlefield. The Tracker randomly searches for enemy units or structures and latches onto them. Once attached, it self-destructs at the same time as the object to which it is attached. It cannot be controlled and automatically begins its hunt as soon as it is released.

Multi-Missile

Chemical Missile