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- Oct 22, 2008
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Nod Defense Class (Rev 7-9)
Techs
Units
Buildings
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Techs
Tier 2 Tech (F1)
Upgrade Points 5
Tech Upgrade
Unlocks Tier 2 units adds the Tier 2 crawler weapon
Tier 3 Tech (F2)
Upgrade Points 7
Tech Upgrade
Unlocks Tier 3 units adds the Tier 3 crawler weapon
Accuracy Boost (F3)
Upgrade Points 1
Passive Upgrade
Increases chance to hit of the Hunter and Avenger (Offensive), the Zone Defender and Ascended (Defense), and the Orca and Venom (Support).
Refire Boost (F4)
Upgrade Points 1
Passive Upgrade
Increase the reload speed of many Gun units, and decrease the time between attacks of many Laser units
Speed Boost (F5)
Upgrade Points color=red] 1
Passive Upgrade[/color]
Increase the movement speed of the Striker and Spider Tank (Offense), the Spartan, Conductor, Hijacker, and Centurion (Defense), and the Spanner and Scalpel (Support)
Range Boost (F6)
Upgrade Points 1
Passive Upgrades
Increase the weapon and vision range of the Talon and Mantis (Offense), the Zone Trooper and Enlightened (Defense), and the Sheppard and Cobra (Support).
Advanced Infantry Load out (F7)
Upgrade Points: 1
Infantry Upgrade
Outfits most Nod infantry with new abilities or increased combat effectiveness.
Med Kits (F8 )
Upgrade Points: 1
Infantry Upgrade
Provides all infantry with med kits, which repairs them when garrisoned in a vehicle or building.
Enhanced Repair (F9)
Upgrade Points: 1
Utility Upgrade
Increases the repair speed of the Nod builder, and increases the repair radius and amount repaired by the Defense MCV
Defensive Matrix (F10)
Upgrade Points: 1
Crawler Upgrade
Activates an internal shield battery that allows the Crawler to deploy a Defensive Matrix Shield when it is unpacked.
Reckoner Burrow
Upgrade Points: 1
Reckoner Upgrade
Grants the burrow ability to the reckoner.
Advanced Shields
Upgrade Points: 1
Structure Upgrade
Increases the shield health and regeneration of the MCV, shield structure, and outpost.
Improved Concealment (F5)
Upgrade Points: 1
Structure Upgrade
Increases the dodge bonus provided by stealth from the outpost, disruption tower and tunnel.
Mobility Matrix (F6)
Upgrade Points: 1
Crawler Upgrade
Activates a mobile version of the Defensive Matrix that allows the Crawler to remain shielded while packed and mobile.
Units
Engineer (F1)
Build Time: 0:08
Commando Points: 3
Small: Weak vs. Gun
Unit Abilities:
- Cliffjumping: Can move over cliffs
- Detects stealth and clears mines
- Repairs nearby allied units and crawlers
- Can capture neutral structures and husks
Ascended (F2)
Build Time: 0:10
Command Points: 5
[R] Rocket: Strong vs. Medium Air
Small: Weak vs. Gun
On-Crawler Upgrades:
- Accuracy Booster: Reduces chance to miss
- Medkits: Units heal up while garrisoned
- Dark Armaments: Increases damage and movement speed
Enlightened (F3)
Build Time: 0:10
Command Points: 5
[C] Cannon: Strong vs. Medium Ground
>> Can only attack ground units
Small: Weak vs. Gun
On Crawler Upgrades:
- Range Boost: Increases weapon and vision range
- Medkits: Units repair while garrisoned
- Dark Armaments: When defeated, crawls towards aggressors and explodes
Devout (F4)
Build Time: 0:10
Command Points: 5
[G] Gun: Strong vs. Small
Small: Weak vs. Gun
On-Crawler Upgrades:
- Refire Boost: Reduce reload time
- Medkits: Units heal up while garrisoned
- Dark Armaments: Adds a second gattling weapon
Reaper (F5)
Build Time: 0:10
Command Points: 5
[L] Laser: Strong vs. Large
Small: Weak vs. Gun
On-Crawler Upgrades:
- Dark Armaments: Weapon prisms, hitting additional targets
- Refire Boost: Reduces reload time
- Medkits: Units heal up while garrisoned
Slave (F6)
Build Time: 0:08
Command Points: 3
Small: Weak vs. Gun
Unit Abilities:
- Repairs nearby allied units and crawlers
- Incendiary mines: Lay an incendiary minefield that will deal flame damage when detonated
On-Crawler Upgrades:
- Build outposts provide ground control, vision, stealth detection, and a stealth shield
- Enhanced Repairs: Increases repair speed
Centurion (F6)
Build Time: 0:13
Command Points: 5
[C] Gannon: Strong vs. Medium Ground
>> Can only attack ground units
[M] Small: Weak vs. Cannon
Unit Abilities:On-Crawler Upgrades:
- Reflective shield: Increases armor and reflects some damage when not moving
- Speed Boost: Increases movement speed
Black Hand (F7)
Build Time: 0:10
Command Points: 5
[B ] Blast: Strong vs. Structures
Small: Weak vs. Gun
Unit Abilities:On-Crawler Upgrades:
- Holy Water: Creates an expanding, flammable could of Holy Water that deals some damage over time, and explodes when lit.
- Dark Armaments: Gain the Holy Water ability
- Medkits: Units heal up while garrisoned
Reckoner (F8 )
Build Time: 0:13
Command Points: 5
[G] Gun: Strong vs. Small
[M] Medium: Weak vs. Cannon
Unit Abilities:
- 3 of your infantry can be transported and fire out
On-Crawler Upgrades:
- Deploy: Become stationary, but greatly increase armor
- Burrow Equipment: Allows the reckoner to burrow underground, gaining armor and stealth
Underminer (F9)
Build Time: 0:16
Command Points: 7
[B ] Blast: Strong vs. Structures
[L] Large: Weak vs. Laser
Unit Abilities:
- Penetrator Burrowblast: launches a long range, burrowed blast missile at ground units or structures
Aftershock (F10)
Build Time: 0:20
Command Points: 9
[B ] Blast: Strong vs. Structures
[L] Large: Weak vs. Laser
Unit Abilities:
- Drill: Gain armor and drill into the ground, reducing speed and dodge while dealing area damage
- Vein Detonation: After drilling, release a cloud of Tiberium to deal area damage and reduce armor.
High Confessor
Build Time: 0:13
Command Points: 7
[B ] Blast: Strong vs. Structures
Small: Weak vs. Gun
Unit Abilities:
- Tiberium Launcher: Primary attack can hit 5 targets and apply Tiberium Corrosion, decreasing armor and dealing damage over time
On-Crawler Upgrades:
- Crystalline Shells: Passively increases building armor when garrisoned
- Medkits: Units heal up while garrisoned
Buildings
Rocket Pod (F1)
Build Time: 0:10
Energy Costs: 5
Command Points: 0
[R] Rocket: Strong vs. Med. Air
[L] Large: Weak vs. Laser
Structure Abilities:On-Structure Upgrades:
- Burrow: Burrows underground, gaming armor and stealth
- Reinforce: Changes armor type to reinforced, adds health, increases weapon and vision range
- Dismantle: Destroy structure, refunding power points.
Cobra Turret (F2)
Build Time: 0:10
Energy Costs: 5
Command Points: 0
[C] Cannon: Strong vs. Med. Ground
[L] Large Weak vs. Laser
Structure Abilities:On-Structure Upgrades:
- Burrows underground, gaining armor and stealth
- Reinforce: Changes armor type to reinforced, adds health, and adds area Damage
- Dismantle: Destroy structure, refunding power points.
Bunker (F3)
Build Time: 0:06
Energy Costs: 3
Command Points: 0
[L] Large Weak vs. Laser
Structure Abilities:
- 2 of your infantry can garrison into this bunker
On-Structure Upgrades:
- Burrows underground, gaining armor and stealth
- Reinforce: Changes armor type to reinforced, adds health, and adds a gun weapon
- Dismantle: Destroy structure, refunding power points.
Burrow Tunnel (F4)
Build Time: 0:06
Energy Costs: 2
Command Points: 0
[L+] Very Large: Weak vs. Blast
Structure Abilities:On-Structure Upgrades:
- Small and medium Units can instantly travel between tunnel nodes
- Expand Network: Increases armor and health, adds a stealth field, and allows the transport of heavy units
- Dismantle: Destroy structure, refunding power points.
Flame Column (F5)
Build Time: 0:14
Energy Costs: 7
Command Points: 0
[L] Large Weak vs. Laser
Structure Abilities:On-Structure Upgrades:
- Fuel Air Bomb: Deals area damage to enemy ground and air
- Flamethrowers: Add four flame turrets to attack nearby ground enemies
- Dismantle: Destroy structure, refunding power points.
Obelisk of Light (F6)
Build Time: 0:14
Energy Costs: 7
Command Points: 0
[L] Laser: Strong vs. Heavy
[L+] Very Large Weak vs. Blast
Structure Abilities:On-Structure Upgrades:
- Spectrum: Other nearby obelisks will increase damage
- Prism Upgrades: Increase armor and health, weapon hits multiple targets
- Dismantle: Destroy structure, refunding power points.
Incinerator (F7)
Build Time: 0:18
Energy Costs: 9
Command Points: 0
Blast: Strong vs. Structures
[L+] Very Large Weak vs. Blast
Structure Abilities:On-Structure Upgrades:
- Heat Area: Target area heats up to deal increasing area damage
- Dismantle: Destroy structure, refunding power points.
Disruption Tower (F8 )
Build Time: 0:14
Energy Costs: 7
Command Points: 0
Structure Abilities:
- Toggle Shield: Projects a dome shield which must be destroyed before the units inside can be attacked. Units inside can fire out.
On-Structure Upgrades:
- Toggle Stealth: Projects a stealth field around nearby allies
On-Crawler Upgrades:
- Dismantle: Destroy structure, refunding power points.
- Enhanced Shields: Increase shield health and regen
- Enhanced Concealment: Increase stealth field radius and dodge bonus
Temple of Nod (F9)
Build Time: 0:18
Energy Costs: 9
Command Points: 0
Structure Abilities:
- Longer charge times between attacks adds more abilities
- Stage one: Deals massive damage at target location
- Stage two: Also leaves a Tiberium Corrosion Cloud, damaging units over time and reducing armor
- Stage three: Also cause a chain reaction, hitting up to 5 nearby targets for additional damage
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Outpost (Build Radius)
Energy Costs: 3
[L] Large Weak vs. Laser
Structure Abilities:On-Structure Upgrades:
- Outposts provide ground control, vision, and stealth detection
- Stealth field: Stealths nearby uints and structures
On-Crawler Upgrades:
- Increased vision and build radius
- Enhanced Concealment: Stealth field becomes more powerful