Command & Conquer 3: Tiberium Wars/Nod Units

In this campaign the player takes control of the Brotherhood of Nod. Kane returns and made plans for Ascension.

Militant
The Brotherhood of Nod militia are the foot soldiers of the Brotherhood following the Second Tiberium War and the Firestorm Crisis. They are disillusioned men and women, who have suffered from harsh lives in Yellow Zones. The Brotherhood of Nod, in working to improve life in the Yellow Zones, has attracted countless numbers of these militia fighters to their cause.

Militia wear drab, gray hooded jackets and pants, with bandoleers, backpacks, and goggles. The Militants use a variety of small arms, ranging from old 20th century assault rifles such as the M-16 or GAU-3 Eliminator 5.56mm assault rifles to the new GD-2. Militia are poorly trained and equipped when compared with their GDI counterparts, but their fanatical zeal and sheer numbers make up for their weaknesses.

These squads are the backbone of Nod's army and their performance can be greatly improved with the aid of the Secret Shrine and the upgrades it provides. The first is the Tiberium infusion, which provides all militants with Tiberium-based biological enhancements, which are based on Nod's Divination technology. These stimulants have the permanent effect of enhancing the user's endurance and making him permanently immune to Tiberium's effects.

The other is the inclusion of a Confessor, a heavily armed Nod officer who coordinates the work of militia squads and provides additional firepower with his assault rifle and hallucinogenic grenades.

Effective counters to these infantry formations have been developed by GDI in the course of their engagements in Yellow Zones in the form of advanced grenadier units and heavy anti-infantry units.

Rocket Militants
Rocket militia are Nod's anti-aircraft and anti-tank infantry deployed in the Third Tiberium War, replacing traditional Rocket infantry. They are chosen based on former military training from state governments or partisan experience, but generally lack the refined training that GDI missile squads receive. They wield airburst rocket launchers able to destroy aircraft and damage tanks, especially when garrisoned in civilian buildings.

The rocket squads are easily recognizable by their red ponchos with Nod's emblem, along with red hoods and white scarves covering their faces. This stands in contrast to regular militants, who wear gray fatigues.

Their performance could be greatly improved with the aid of the Secret Shrine and the upgrades it provided. The first one is the Tiberium infusion, which provides all militants with Tiberium-based biological enhancements, which are based on Nod's Divination technology. These stimulants have the permanent effect of enhancing the user's endurance, stamina and making him permanently immune to Tiberium's effects.

The other is the inclusion of a Confessor, a heavily armed Nod officer who coordinates the work of militia squads and provides additional firepower with his assault rifle and hallucinogenic grenades.

They are ineffective against other infantry and can easily be killed by rifleman squads, grenadiers, or buzzers.

Saboteur
Following the Firestorm Crisis, the Brotherhood decided to approach the problem of engineering from a completely different way. Abandoning the regular Engineer units, they designed the new units from scratch.

Named Saboteurs, these men are recruited from the most brilliant, elite and loyal Nod clerics. They are equipped with state of the art HazMat (Hazardous Materials) suits (which protected from environmental hazards, but not Tiberium) as well as a supply of C4 charges for mining buildings and all necessary engineering tools, allowing them to perform all the duties regular engineers would, in addition to planting explosive booby traps on neutral structures. They are also able to reactivate fallen Juggernauts, Avatars and even alien Annihilator Tripods.

Several important missions that Saboteurs took part in during the Third Tiberium War included the assault on Goddard Space Center, where a Saboteur disrupted communications out of Goddard to prevent reinforcements, and a Nod mission known as Operation Stiletto, where the Saboteurs successfully captured buildings belonging both to GDI and the Scrin, using their combined strength to crush any opposition to Nod in the area.

Shadow Team
Shadows are the elite special forces operatives of the Brotherhood of Nod. They are trained much like the ninjas of ages past, providing them with great skill at stealth and infiltration. Much like their famed forebears, Shadows are capable of seemingly appearing from nowhere and moving at lightning speed, usually in groups of four.

Shadows wear body-fitting jumpsuits with lightweight body armor and a full-head plexiglass helmet with rebreathers. The armor is equipped with collapsible powered hang-gliders, giving them the ability to fly. In combat, they wield dual fully automatic pistols that make short work of infantry. They also carry a special explosive that can destroy vital structures; the chemical composition of this weapon was acquired by Nod spies straight from GDI laboratories.

GDI, soon after their deployment, began introducing borderline paranoid security measures, especially after learning that a veteran strike team can be called in at any point of the battlefield if a secret shrine is built.

Although powerful, the Shadow Teams have several drawbacks. First, while gliding, they are incapable of defending themselves, and units with both stealth detection and anti-air capability can make quick work of them. Second, while capable of shredding infantry, the submachineguns they carry are ineffective against most types of vehicles.

Fanatics
These guys are Kane Worshiping maniacs and do suicide attacks for collateral damage.

Additional Notes

Fanatics are members of the Brotherhood most devoted to its cause, and they are ready to lay down their life to allow Nod to succeed. They perform their last rituals in the Hand of Nod before moving off to die. In forward battlefield bases, an Operations Center is required for the training of Fanatics, who come in squads of five.

They are equipped with Tiberium-based explosive charges mounted to their chests. Upon reaching their targets, they detonate them, obliterating themselves and causing grievous damage to the target and damage in a wide area. However, if they are killed before they make contact, they die harmlessly - unless targeted with flame or explosive weaponry, which detonates their explosive charges. It should be noted that such is their irrepressible desire to end their own lives in honour of Kane that Fanatics never show any fear in the face of enemy fire, no matter how intense.

Fanatics can receive a Tiberium infusion to improve their battlefield durability, allowing them to move faster and make them immune to Tiberium.

Counters

Commandos again

Black Hand


These guys wear capes and burn enemies to a crisp.

Additional Notes

Before the Third Tiberium War, the might of the Black Hand legions increased dramatically. By the Third Tiberium War, Black Hand infantry were the elite shock troops of the Brotherhood, known for their urban combat skills. They are extremely loyal, chosen brethren of Nod, whose excellent training and inhuman stamina allow them to decimate enemy infantry, burn down buildings and clear garrisons. They are usually deployed in squads of six. Though Black Hand troopers are available for most Nod commanders to deploy, commanders with a position inside the Black Hand are granted access to more experienced troopers.

Additionally, rocket militia serving with the Black Hand or Confessor Cabals can have a flame trooper lead their squad. These troopers, the Black Disciples, dramatically increase the power of a squad.

They wear full powered armor with fireproof cloaks to mask their thermal signatures and helmets with three horizontal visors. This equipment allows them to use their advanced flamethrowers effectively without harming their health, and is part of the source for their outstanding durability in the field.

Effective weapons against them include most anti-infantry weapons although their heavy armor allows them to survive at least a few head-on enemy attacks. Their flamethrowers are good against infantry and structures, but do little damage against even light vehicles, so the best method of countering them is to use any vehicle with anti-infantry capacity.

Counters

Pull back all infantry except Commandos and send in Predator and or Mammoth Tanks for armour support. All Heavy Tank armour takes little damage from flames.

Commando
Following the Firestorm Crisis and the deactivation of the majority of the cyborg army, Nod needed a replacement for their Cyborg Commando units, which were nigh unstoppable, but had to be scrapped following CABAL's revolt. To this end Nod began to train their own human Commandos, who have to undergo a training regime one can only describe as "sadistic". Instead of being men with heavy armour and powerful weapons, these are women trained to use their agility and speed to accomplish mission objectives. Due to the high standards, few commandos were available during the war; typically, commanders were only allowed to have one on the battlefield at a time. They are also fanatically loyal to Kane; in fact, a commando shot one of her comrades dead after he spoke out against Kane, during a mission in the Italian Hills.

They are an equal match when upgraded against GDI counterparts. Nod commandos are also armed with detonation packs, which are extremely effective against structures, but prefer laser handguns, which can cut through infantry. The heat and power of the lasers are also capable of slicing through light vehicles, such as the Pitbull. They also have portable stealth generators, and can cloak themselves when standing still. The commando training program is under the jurisdiction of the Black Hand of Nod, and so Black Hand commanders have increased access to more experienced commandos.

Nod's Commandos were vital to the Brotherhood's war effort during the Third Tiberium War. First, a single commando managed to infiltrate Hampton Roads Naval Base and sink the aircraft carrier GDS Pathe in order to establish air superiority. Later, the commando was vital to the retrieval of vitally needed components for Kane's Liquid Tiberium Bomb. Also, they were deployed several times into Italy during the later stages of the Scrin Invasion.

Raider Buggy
The Raider is Nod's recon vehicle that replaced the aging Attack buggy from the Second Tiberium War. It has four wheel drive, with each wheel on a separate mount and a centrally mounted cockpit with a rear-mounted machinegun that deals excellent damage to infantry and light damage to enemy aircraft.

Its primary role is reconnaissance, but when equipped with EMP coils from the Tech lab, it can be surprisingly effective at countering enemy armor assaults and neutralizing base defenses in one swift attack. Another upgrade is the laser capacitor, which replaces the machine gun with a medium power laser, increasing the buggy's firepower.

Using EMP coils, many Nod units are able to reach well defended enemy targets. First, they send in a storm of buggies and order them all to EMP in the middle of the enemy AA defenses, just as the bombers come in. This is generally countered by spreading out defenses rather then building tight clusters or building a defense tight enough that no buggy would break through.

Counters

This buggy is weak armoured and its EMP sucks against Infantry. Aircraft especially the ones with heavy armour like Orca Gunships can destroy it.

Attack Bikes
These annoying Bikes are same as the Recon Bikes in Command And Conquer(Fast, with missiles and easy to destroy) only with stealth detectors.

In the Third Tiberium War, Nod once again relied on Attack Bikes. They were still fragile, fast, agile, and possessing of twin rocket launchers. Nod commanders also used attack bikes as mobile anti air defences, sending out squads of bikes to quickly decimate GDI air incursions, or destroy GDI V-35 Ox transports before the cargo could disembark. They were also equipped with powerful stealth detectors.

One significant opportunity was noted by Avatar Warmech crews, who discovered that the stealth detection modules in the attack bikes were easily removed with the Warmech's right grasping claw. Much to the dismay of the bikers, the rest of the bike, and the crew, was destroyed during the process. However, this did not deter Avatar crews, who frequently availed themselves of the detection modules of nearby bikes when the need arose.

Tactics

Use these bikes in large numbers or harass GDI Harvesters. GDI Harvesters Main Weapon is only good for infantry but the gun hates vehicles.

Scorpion Tank
The Scorpion Light Tank was created to supercede the aging Tick Tank from the Second Tiberium War. The new tank lacked the capability to burrow itself into the ground, but had upgraded armor and most importantly, a much better main cannon. Relative to the technological standards of the time, the tank was more powerful, faster, but had lighter armor than the tick tank.

The new tank, codenamed the Scorpion, is designed in an unorthodox way - the front of the tank is sloped, with the back completely exposed. In addition, it moves on three threads. This configuration, while odd at first, provides excellent maneuverability, as the articulate rear tread allows for fast turns and reverse. The mobility and speed of the Scorpion tank also minimizes the danger of a rear-armor shot from enemy tanks.

The main weapon is a classic 105mm APDS cannon, which is moderately effective against newer armor, such as the one in a Predator MBT. It can be upgraded to a Spitfire laser cannon, which increases its firepower dramatically, but increases the fragility, as it partially uses the space on the rear track. Another upgrade is a forward mounted dozer blade, which allows the light tank to crush enemy heavy infantry (e.g. Zone Troopers), a feat impossible for the default configuration, as well as remove minefields and crush disintegrators without any harm.

Flame Tank
Analyzing battle records from the Second Tiberium War have revealed that the frontline forces of Nod have lost a crucial element of their offensive, an effective anti-infantry weapon. Remembering the efficiency of the Flame Tank, they returned to their roots and developed an advanced version of the classic tank.

It was truly a return. This version featured an independently operating four tread system, meaning the main hull of the tank was able to move independently of the treads. Additionally, the vehicle received substantial armour plating this time, as well as an advanced version of the napalm launchers. The tanks were also hardened and plated, limiting the risk of additional discharge.

The new Flame Tank has proven to be a frightening enemy, as it could easily incinerate any infantry with ease and clear out garrisoned buildings effortlessly as well as damage structures quickly. Its only weakness was the lack of an effective weapon against enemy armor, however its flames were intense enough to be a large threat to lighter armored vehicles such as the APC or Pitbull. As with all flame weapon systems, the flame tank must be at least medium range before engagement, meaning if it encounters a base with long range defenses it will take heavy damage before it can bring its weapons to bear, a fact which in the face of its brutal battle efficiency would be deemed necessary. Like always, the flame tank explodes into a fireball if destroyed damaging anyone in close proximity.

Harvester
Nod harvesters got the ability to go unseen by the enemy.

Beam Cannon
A replacement of the classic Nod artillery, the Beam Cannon is a powerful particle beam emitter mounted on a versatile six-wheel chassis, allowing the beam artillery unprecedented speed. Unfortunately, the size of the capacitors and engines required to support the weapons ruled out any possibility of equipping the unit with heavy armor, forcing commanders to place it behind their own lines.

The beam is effective against infantry, vehicles and structures alike, and has four unique properties. First, it can be used to power up Nod Obelisk of Light defense structures to increase their rate of fire and range. Second, Venom Patrol Craft can bounce the beam off mirrors mounted on their underside to allow the cannon to hit distant targets. Third, the Beam Cannon could be commandeered by the Nod Avatar as its secondary weapon. Fourth, two or more beam cannons hitting the same target will combine their beams to inflict more damage upon the desired target at a greater range as well. Nod commanders have found this a great asset on a battlefield dominated by GDI's Mammoth Tanks. Beam Cannons supplement the Specter artillery.

Stealth Tank
By the Third Tiberium War, Nod redesigned the tank, removing the fourth tread and streamlining the design, as well as overhauling the missile launchers. The new tank moves on three articulated treads, has an aerodynamic profile and much improved stealth generator. The missile launchers are now fitted over the pilot's cockpit and are capable of discharging deadly volleys of guided missiles, numbering up to 16 rockets per volley. The new generator is much more advanced and is capable of reactivating the stealth bubble almost instantly after the tank has fired its volley, making the tank even more deadly and hard to locate than before. At close ranges, any unit with adequate sensors can locate a stealth tank; though these units, such as the CC-6 Pitbull, are usually fragile, they can prove deadly to the stealth tanks if escorted by units with heavy firepower.

Avatar
In the wake of the destruction caused by GDI walkers to Nod armed forces during the Second Tiberium War, the Brotherhood became interested in the technology, perceiving it as an interesting way to expand their forces. While GDI abandoned the technology, deeming it a dead end of development, the Brotherhood began its own research, basing it in part on GDI designs and taking advantage of its own research in other areas to accelerate the development of the Avatar. Regardless of the origin of Nod’s technology, they invested years of research and development at a ruthlessly fast pace. The result of these years of development is a powerful Avatar, a towering bipedal mech able to engage most targets with ease and even annihilate the Mammoth 27 of GDI or the Annihilator Tripod of the Scrin, making this war machine the most powerful one-on-one unit in a showdown situation (even while the Mammoth and the Tripod have clear advantages in other battle situations). It comes by default with a powerful laser cannon (based on the Obelisk laser), and possesses the ability to rip off weaponry and equipment from certain other Nod units, augmenting its own battle capability. The list of acquirable equipment includes the Attack Bike's stealth detectors, the stealth tank's mobile stealth generator, the Flame Tank's powerful flamethrowers and the Beam cannon's particle beam cannon. The unit in question is rather brutally destroyed, with the welfare of the vehicle's crew apparently not of concern (the Brotherhood considering the sacrifice of the crew justified for the greater good of the cause).

A fully upgraded Avatar. In addition, the Avatar Warmech is capable of crushing most other vehicles under its feet, similar to the Mammoth 27, Juggernaut or Annihilator Tripod.

Venom
The Venom is the Brotherhood's primary air fighter, which served with distinction in the Third Tiberium War, as a successor to Harpy attack helicopters of the Second Tiberium War. Like the Orca Gunship it uses VTOL technology. Its primary tasks are recon and air intercept, as it is extremely fast, but armed only with a single chaingun. The chaingun was originally upgradeable to a laser cannon based on Obelisk technology, however, these were recalled and replaced by particle beam weaponry.

The fighter possesses an extremely aerodynamic shape and two VTOL engines on articulate mounts on its sides. The pilot's cockpit is at the extreme front of the machine, allowing a large field of view, but also limiting his protection. Its chaingun/laser is ideal for attacking infantry or harassing armour, but the real role of the Venom is scouting out targets and providing targeting data for the beam artillery units operating in the field and allowing them to bounce their beams off of mirrors the Venom carries on its underside, thus allowing them to strike targets otherwise immune to their damage.

Another function of the Venom is deception - it can be equipped with signature generators, that interfere with the opponent's radar, fooling him into considering a few Venoms a whole army.

It is also worth noting that the Venom is capable of engaging airborne targets, making it useful as anti-air protection for ground forces or bases, particularly when upgraded with laser capacitors. Since GDI aircraft are not known for their durability the Venom's lack of major power is not a problem.

Also, Venoms have extremely good fuel economy compared to most other GDI or Nod Aircraft, as well as a large amount of ammunition. Venoms can be airborne at all times during a battle, freeing up space on Nod Air Towers, to which it need only return for repairs.

However, despite its advantages, the Venom is also very, very fragile and can be easily shot down by anti-air weaponry of any kind.

Vertigo
The Vertigo is a next generation bomber in the service of Nod. It is a powerful batwing aircraft carrying one high explosive Groundpounder bomb, and is equipped with an effective stealth generator and VTOL engines. Its primary role is destroying large structures and vehicles located deep within enemy bases, thanks to its stealth capabilities. For defense against pursuing aircraft, the Vertigo has a single chaingun turret in the rear of the plane, though the power of this weapon is lackluster.

The craft is constructed in the Nod Air tower, which can support and maintain up to four Vertigos. It has a sleek, aerodynamic profile that allows it to fly at high speeds and engage the enemy before any anti-air weaponry reaches it. It is a rough equivalent of the GDI Firehawk, though it is better at air-to-ground combat to compensate for its lacking air-to-air ordinance. Counters were usually Firehawks or GDI's AA Batteries.