Brotherhood of Nod

C&C: Tiberium Alliances

Units

Activists

Squads

Black Hand

Commando

Confessor

Judge

Motorbike

Scorpion

Headquarters

Avatar Warmech

Venom

Vertigo

Cobra

Salamander

The Nod Ore Truck

The Nod ore truck was phased out with the construction of the Tiberium Control Network (TCN). Consequently, no research has been carried out with a view to improving it. The vehicle is heavily armoured to withstand enemy attacks and the toxicity of Tiberium. The pilot wears a special suit that allows them to safely exit their vehicle, even when it has been irradiated by Tiberium. At least, that is what most Nod harvester drivers believe. The harvesters are the only means by which Nod commanders can obtain Tiberium for construction.

Buildings

The Nod Construction Yard

The Construction Yard has always been the heart of every base, whether GDI or Nod. This version retains the ability to retreat to the VCM. The difference is that this latest version of the VCM takes all the buildings that have already been constructed with it. The loss of a Construction Yard results in the loss of the entire base; it must therefore be heavily protected.

The Nod Power Plant

The Nod Power Plant did not evolve during the Insurrection Wars and has remained unchanged since the Third Tiberium War. However, the Liquid Tiberium Core upgrade is no longer deployed on this model due to the instability it causes. The Power Plant supplies electricity to all existing Nod infrastructure.

The Nod accumulator

A power cut during an enemy attack can have catastrophic consequences. This is particularly true of Nod’s defence structures, such as the Obelisk of Light, which consume large amounts of electricity. Nod’s latest chemical research has enabled it to develop an accumulator utilising potential thermal energy. Fissile waste produced during the refining of blue Tiberium is reprocessed and stored in a core. When required, a reaction is triggered; this controlled reaction releases a surge of energy. The accumulator enables a commander to increase a base’s electricity storage capacity.

The Nod Tiberium Refinery

Although a pioneer in the field of Tiberium refining, Nod has not upgraded its Tiberium Refineries since the Third Tiberium War; they remain unchanged. Refining enables Nod commanders to fund their armies through the sale of the precious materials extracted and constitutes the primary source of income for a Nod base.

The Nod Silo

Tiberium is not an easy substance to store. Radiation, magnetic disturbances, its growth process and other phenomena require a specialised storage system. The Nod silo stores tiberium safely. It enables a Commander to maintain a stock of tiberium. The Tiberium silo stores both green and blue Tiberium indiscriminately.

The Nod Command Hub

The Nod Command Hub enables its Commander to deploy military units. This is because, even if military production facilities are available for production, the military units produced cannot be deployed directly. It is necessary to have the appropriate command infrastructure. The Command Hub enables the commander to deploy military attack units.

The Nod Defense HQ

The Nod Defense HQ centralises the management of all a base’s automated defences. L.E.G.I.O.N optimises the use of each defence system to ensure flawless precision, but the Commander remains responsible for their positioning.

The Nod Defense Facility

There will inevitably come a time when the base’s defences come under attack. The defence factory carries out emergency repairs between attacks. It coordinates the management of personnel and spare parts across the entire base. Its destruction will halt all automated repairs.

The Hand of Nod

The Nod barracks enable the Commander to deploy infantry units. The barracks house standard training equipment. A well-maintained and upgraded barracks reduces maintenance and upkeep costs. This ensures that the commander on duty does not waste time waiting for the attacking forces to recover.

The Nod War Factory

The Weapons Factory manufactures Nod vehicles. Nod has rarely enjoyed air superiority, which led it to bury its Weapons Factories underground to conceal them and protect them from bombing raids during the Third Tiberium War. This protection became less effective during the insurgency wars. The Forgotten had no air force, and as fighting took place mainly in the Red Zone, the massive bombing raids of the past were impossible due to the ionic storms. The factory was therefore built above ground to reduce costs.

Nod Airport

The Nod now uses a conventional helipad, unlike the model deployed during the Third Tiberium War. The model used in the Third Tiberium War consisted of several helipads arranged along a central axis. This fragile structure has been replaced by a single, larger ground-level helipad.

Fist of Kane

The Fist of Kane support weapon is an anti-vehicle system. It fires magnetised, armour-piercing Tiberium spikes. Its effectiveness against infantry is limited, and aircraft cannot be hit by the system. The various support units were invented following the stretching of the front lines during the insurgency wars. As a single unit proved too costly, the Nod High Command developed three different units. This more advanced approach would lead to the creation of the crawlers.

Eye of Kane

The ‘Eye of Kane’ support system is a SAM Site. It uses heat-seeking missiles that detect the Reactors of enemy aircraft. However, the system is ineffective against infantry and tanks, as these do not emit a strong enough thermal signature. The various support systems were developed in response to the stretching of the front lines during the insurgency wars. Given the excessive cost of a single system, the Nod High Command developed three different systems. This more comprehensive approach would lead to the creation of the crawlers.

Blade of Kane

The Blade of Kane support device is primarily an anti-infantry weapon. However, it can also inflict damage on aircraft and damage vehicles. The various support devices were developed in response to the stretching of the front lines during the insurgency wars. Given the excessive cost of a single unit, the Nod High Command developed three different variants. This more advanced approach would lead to the creation of the crawlers.

Shredder Turret

Flak

Beam Cannon

Obelisk Artillery

SAM Site

Gatling Cannon

Wall

Laser-cut barbed wire

Anti-armour barrier

Attack research:![](/uploads/cncsaga/Tiberium Alliances/gdi/research/img-1.png)

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![](/uploads/cncsaga/Tiberium Alliances/gdi/research/img-11.png)Defence research:![](/uploads/cncsaga/Tiberium Alliances/gdi/research/img-12.png)

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![](/uploads/cncsaga/Tiberium Alliances/gdi/research/img-24.png)Special research:

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