The Let's Play Archive

Command & Conquer: Tiberian Sun

by Jobbo_Fett

Part 55: The units and buildings of Tiberian Sun




Light Infantry
RANGE: Short
ARMOR: None
WEAPON: M16 Mk. II Pulse Rifle

The Light Infantry are the mainstay of the GDI and Brotherhood troops. Armed with an M16 Mk. II pulse rifle, they deliver light damage to most targets. Although slow, infantry are capable of movement over varied terrain types with little loss in speed. They are also able to pass through certain terrain or hazards that are inaccessible or damaging to vehicles.


Author's Note: Your generic infantry, their low cost and power in massed numbers might sound nice, but they are one of the most vulnerable units in combat. Use cautiously.



Wolverine
RANGE: Short
ARMOR: Light
WEAPON: Assault Cannon

The Powered Assault Armour or "Wolverine" is a small, eight to nine foot bipedal unit that is piloted by a single soldier. Fast and agile, these lightly armoured suits excel at suppression fire and in light skirmishes. Handling large groups of enemy infantry is no problem for a squad of these troopers.

Author's Note: Hard to use against anything but soft targets. I find they trade unevenly except against a select few units, due to NODs anti-vehicle strengths.



Harvester
RANGE: N/A
ARMOR: Heavy
WEAPON: N/A

Critical to the financial success of both sides, the Harvester is the only unit capable of collecting Tiberium for refinement. Harvesters will automatically begin to collect Tiberium if a patch is nearby. The Harvester can be ordered to a specific location to harvest by selecting it and targeting the new area. The Harvester will automatically avoid threat areas and will inform you when it cannot enter an area because of nearby threats. Tiberium Harvesters will not enter a hostile area unless specifically ordered.

Author's Note: They harvest Tiberium. They now explode when destroyed with a Tiberium cargo, so don't get too close when they are in the red.



Orca Transport
RANGE: Short
ARMOR: Light
WEAPON: None

Available only in certain solo-play missions, the Orca Transport can carry up to 5 infantry units to any location on a battle map. Loading and unloading it is identical in function to loading and unloading an amphibious APC.

Author's Note: You can't build these normally, and they are usually heavily scripted. They can carry 5 passengers, which isn't strictly limited to infantry and/or civilians.




Disk Thrower
RANGE: Medium to Long
ARMOR: None
WEAPON: Discus Grenade

The Disk Thrower is a light infantry unit that carries a long-range grenade delivery system. Instead of traditionally shaped grenades, the Disk Thrower uses an aerodynamic grenade that is designed with longer flight in mind. Because of the dynamics of the discus-like projectile, the grenade can bounce along terrain if it does not impact its intended target.

Author's Note: Do you remember Grenadiers? Well, guess what, its the good guys that have 'em now! haha...haha! AhahaHAHAHAHAHAHAHAHAH!



Engineer
RANGE: Short
ARMOR: None
WEAPON: None

Slow and unarmed, the Engineer is, nonetheless, deadly in his own right. The only unit able to capture enemy structures; tactical use of engineers is considered an art among many commanders. The unit has multiple purposes, each explained
below. Note that the engineer unit will be lost when any of the actions below are performed.

Author's Note: Capture enemy buildings, repair your own, or even repair bridges! These guys got a healthy upgrade from Red Alert and I love it.



Titan
RANGE: Long
ARMOR: Heavy
WEAPON: 120mm Cannon

The Medium Battle Mechanised Walker, or "Titan", is GDI’s all-purpose assault and defence unit. Standing 25 feet tall and packing a 120mm cannon, the Titan is a force to be reckoned with. Its long range makes it an ideal unit for use in base assaults, as it can pummel defences without fear of retaliation.

Author's Note: This is the GDI unit for me, because I always massed the hell out of Titans. Decent cost, good range, good damage, it excels against vehicles and buildings. My favorite unit.




ORCA Fighter
RANGE: Short to Medium
ARMOR: Light
WEAPON: Hellfire Rockets

The mainstay of GDI’s air force, the Orca Fighter is a versatile and lightweight attack aircraft. Fast, lightly armoured and armed with dual missile launchers, the Orca Fighter can deliver a missile barrage to any location on the battlefield within moments of receiving orders. However, like all aircraft, the Orca must return to a helipad in order to reload its weapons.

Author's Note: The ORCA Fighter feels like a bad investment every time I build one. They are ineffectual for the most part, a little too vulnerable for their cost, $1200, and take forever to reload!



Mutant Hijacker
RANGE: Short
ARMOR: None
WEAPON: None

Another of the mutant commandos, the hijacker has the ability to commandeer any vehicle he wishes. When the hijacker is selected and the cursor is placed over an enemy vehicle, the cursor becomes an "enter" cursor to signify the vehicle can be
stolen. Clicking on a vehicle when the cursor is in this stage sends the hijacker to the unit to steal it. Once a vehicle is stolen, the hijacker cannot be removed from the vehicle until the vehicle is destroyed. When it is, he pops out and is able to steal
another vehicle. Like all mutant units, the mutant hijacker can heal in Tiberium when he is not inside a vehicle.

Author's Note: Its rare that you see the Hijacker, and I rarely make good use of him. It can be powerful, but you can only ever have 1 at any given moment, so don't expect him to turn the tide of battle.




Ghost Stalker
RANGE: Medium
ARMOR: Light
WEAPON: Rail Gun

Part of Forgotten, Ghostalker carries a small rail gun and is armed with C4 charges. His railgun has the ability to shoot through multiple targets at once, eliminating rows of enemies in a single hit. Ghostalker’s C4 ability can be used to destroy
any enemy structure when a C4 icon appears. Left-clicking will send Ghostalker to the building and once he touches the building, it will flash for a few seconds then explode. Like all mutant units, Ghostalker can heal in tiberium.

Author's Note: The Commando of Tiberian Sun, Ghost Stalker is one of the best units in the game, hands down. His rail gun easily dispatches most units, and follow up shots can be made rather easily. His biggest weakness is terrain.




Umagon
RANGE: Medium to Long
ARMOR: Light
WEAPON: Sniper Rifle

<No entry in game manual>

Author's Note: Umagon is always a mission-critical unit, and sports a sniper rifle that makes short work of most infantry. She's useless against anything else, however, so beware!



Medic
RANGE: Short
ARMOR: None
WEAPON: None

Among the chaos of battle, the Medic is solely responsible for treating the injured and getting downed soldiers back in the fight. Left on his own, the medic will automatically heal any nearby friendly soldiers. Medics can also be targeted to treat a specific soldier.

Author's Note: The medic can only heal units, and is vulnerable to Tiberium. Despite these shortcomings, their ability to heal any friendly infantry makes them invaluable when kept out of harms way.



Amphibious APC
RANGE: None
ARMOR: Heavy
WEAPON: None

The Amphibious APC is a heavily armoured unit that can carry up to five infantry units. Capable of ferrying units over land and sea, the amphibious APC is a valuable asset to GDI’s forces. To load the APC, select the infantry soldier(s) you wish to
load and highlight the APC. A blue "enter" cursor will appear. Left clicking will load the units into the APC. To make the units exit the APC, select it and click on it again when the "deploy" cursor appears. Note that an APC cannot be unloaded while in
water.

Author's Note: A very interesting unit, where I always have issues using it to its fullest capacity. Regardless, the ability to cross water obstacles is a plus versus anyone not expecting it. It does lack any attack, and its sole advantage only truly shines on a map with water.




Mobile Sensor Array
RANGE: None
ARMOR: Heavy
WEAPON: None

The Mobile Sensor Array (MSA) is a vehicle equipped with a state-of-the-art sensor package that can detect the presence of enemy units even if they are cloaked or burrowing underground. Detected units will not be "uncloaked" but will be displayed on radar and the tactical view, allowing a commander to take the necessary measures to destroy the hidden unit(s).

Author's Note: Super useful against NOD players, and your main method for preparing to defend versus burrowed and cloaked units. Otherwise... hard pass. They are also rather vulnerable, so ensure they are protected.



Jump Jet Infantry
RANGE: Short
ARMOR: Light
WEAPON: Jump Jet Cannon

The airborne divisions of GDI’s infantry, Jump Jet soldiers are able to perform surgical hits on targets normally inaccessible to standard infantry. Armed with a Vulcan cannon, these flying soldiers can provide an anti-air defence as well as quick air-to-ground attacks on poorly defended targets.

Author's Note: I'm very divided on this unit. On the one hand, they can fly, which offers a lot of protection, but they have issues targeting moving units, auto-land whenever they destroy their target, requiring a massive amount of micro-management, and only get powerful in large groups... which are still very vulnerable to units that can shoot them.



Hover MLRS
RANGE: Medium to Long
ARMOR: Light
WEAPON: Hover Missiles

The Hover MLRS is a medium to long range missile delivery system mounted on a hover chassis. Like the Amphibious APC, the hover MLRS is capable of crossing both land and sea. Because of its hover capability, the unit is unaffected by most terrain types, making it an ideal (although somewhat expensive) unit for scouting enemy territory. Its rockets are capable of hitting both air and land targets with equal effectiveness.

Author's Note: If you don't use Titans, you better be using MLRS'. They are a little pricey, at 100 credits more than a Titan, but they exchange armor for mobility. Their ability to hover means they can go almost anywhere.



Disruptor Tank
RANGE: Long
ARMOR: Heavy
WEAPON: Sonic Weapon

Recent developments aboard the Philadelphia have lead to breakthroughs in harmonic resonance. The Disrupter is the first to use this new technology. Firing a harmonic resonance wave, the Disruptor is capable of shattering any unit or structure
caught in the wave – enemy or ally alike. Care should be used in the positioning of Disrupter units as to minimise incidence of "friendly fire".

Author's Note: Never really used these in general, but as I'm replaying this I find myself building them now and again. Their status as a glass cannon means they'll never replace my beautiful army of 900 Titans.




Mammoth Mk.II
RANGE: Medium
ARMOR: Heavy
WEAPON: Twin rail guns and Anti-Air Missiles

This prototype behemoth is GDI’s most powerful weapon. Towering over the battlefield, the Mammoth II carries dual rail guns and a back mounted anti-aircraft missile launcher. The rail guns are capable of reducing most units to slag in a matter of
seconds, while its AA launcher ensures air protection for the unit. Virtually indestructible, the Mammoth Mk. II is still in its testing phases and, due to limitations on the technologies involved, only one can be deployed at any time.

Author's Note: Not really a favorite unit of mine, due to the limitation of having only one at any time on the map (as with Ghost Stalker). It is easily overwhelmed, due to its slow rate of fire. I tend to skip building it.



Orca Carry-All
RANGE: None
ARMOR: Light
WEAPON: None

The largest of all the Orcas, this transport aircraft has the critical job of rescuing or delivering units to any destination on the battlefield. Using a large grappling device, the Carry-All is capable of picking up any vehicle found on the battlefield.
To make the Carry-All pick up a unit, select the Carry-All, then left click on the unit you wish to pick up. To put the unit down, select the Carry-All when it is on the ground, highlight it and left-click on it when the "deploy" cursor appears.

Author's Note: Incredibly useful, if only to speed up tiberium harvesting, but rarely do I ever build it. Also great to transport a Mammoth Mk.II to harass enemy harvesters.



ORCA Bomber
RANGE: Short
ARMOR: Light
WEAPON: Bombs

Heavier and better armoured than its fighter cousin, the Orca Bomber trades speed for firepower. Delivering a stream of high-explosive bombs in strafing runs, the Orca Bomber is ideal for softening up ground defences during the beginning of a base assault.

Author's Note: Strong offense, high cost, low defence and little ammo. In groups, these can decimate your opponent, but it requires a lot of money to invest in.



Construction Yard
ARMOR: Heavy
COST: N/A
POWER USAGE: NONE
PURPOSE: Produces Structures

The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an MCV, which can be deployed into a Construction Yard. In other missions, the Construction Yard has already been placed.

Author's Note: It produces other buildings, keep this alive at all costs.



GDI Power Plant
ARMOR: Light
COST: 300
POWER USAGE: 0
POWER PROVIDED: 100+
PURPOSE: Produces Power

Power plants provide power for base structures and are critical to keeping base defences online. GDI power plants are upgradable via add-on Power Turbines. There are two empty upgrade pads for add-on Power Turbines per power plant. Each will increase the power output of the structure by 50% over a non-upgraded power plant.

Author's Note: GDI has a series of modular buildings, this being one of them. It allows GDI to spread or focus their power providing structures.



Refinery
ARMOR: Heavy
COST: 2000
POWER USAGE: 30
PURPOSE: Converts Tiberium Into Funds

The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost.

Author's Note: Like the harvester, it will explode and damage nearby units/buildings based on how "full" it is.



Barracks
ARMOR: Light
COST: 300
POWER USAGE: 20
PURPOSE: Trains Infantry

The Barracks allow infantry units to be trained. It is also a prerequisite for base defensive structures.

Author's Note: It produces infantry, you should think about building one.




GDI Radar
ARMOR: Light
COST: 1000
POWER USAGE: 40
PURPOSE: Provides Minimap

A Radar Installation allows commanders to view the battlefield and the relative locations of friendly and enemy units. In order for the radar view to remain active, the Radar Installation must be constantly powered.

Author's Note: If you're looking to go to a higher tech level, you'll need this if you want anything better than some ground units.




Component Tower
ARMOR: Light
COST: 200
POWER USAGE: 10
PURPOSE: Modular Defensive Structure

Based on a modular construction principle, the Component Tower serves as the basis for all GDI base defences. Component Towers can be built as individual structures or as part of a wall. One of three weapons can be mounted on a Component Tower: a Vulcan cannon, RPG launcher, or SAM launcher.

Author's Note: I love the concept of this defensive structure.



Vulcan Add-On
ARMOR: Light
COST: 150
POWER USAGE: 20
PURPOSE: Light Ground Defense

The Vulcan Cannon Component consists of two mini-guns firing 50mm projectiles at high speed. The cannon is primarily
intended for use against infantry but it can be used less effectively against vehicles.

Author's Note: The light defense option for the component tower, it excels against light units.



Light Tower
ARMOR: Light
COST: N/A
POWER USAGE: 10
PURPOSE: Perimeter Illumination


Author's Note: You can't actually build these, and are usually used more for story purposes than anything else.




Tiberium Silo
ARMOR: Light
COST: 150
POWER USAGE: 10
PURPOSE: Increase monetary storage capacity

Tiberium Silos store excess Tiberium once the Tiberium refineries are at maximum capacity. If a Tiberium refinery is filled to capacity and there are no empty silos available, excess Tiberium from a Harvester will be lost.

Author's Note: Like the refinery and the harvester, these things will spread Tiberium when they explode, so be careful with any nearby damaged units.




War Factory
ARMOR: Heavy
COST: 2000
POWER USAGE: 30
PURPOSE: Produces GDI vehicles.

This structure allows for the construction of vehicles. Certain advanced vehicles require additional structures before they can be built by a War Factory.

Author's Note: Allows the player to build some of the best units in the game, what else do you need?



Helipad
ARMOR: Light
COST: 500
POWER USAGE: 10
PURPOSE: Allows construction of air units. Rearms landed air units.

The Helipad allows for the construction and rearming of Orca Fighters. Without the Heli pad, aircraft cannot be constructed and cannot be rearmed when returning from an attack.

Author's Note: I understand why they would cut the cost for Tiberian Sun, but I miss getting the free unit.



SAM Turret
ARMOR: Light
COST: 300
POWER USAGE: 30
PURPOSE: Anti-Air defensive structure upgrade.

Surface to air missiles or SAMs, are GDI’s anti-aircraft defence. SAMs can only be used against flying units.

Author's Note: This rarely gets used for most of the campaign, we'll see why.



Pavement
ARMOR: None
COST: 75
POWER USAGE: 0
PURPOSE: Subterranean defense and speed boost

Pavement is designed to protect your base from burrowing units as well as prevent heavy weapons fire and explosions from making craters in your base. In addition, units on Pavement will move faster compared to normal terrain.

Author's Note: Your main way to prevent NOD from suddenly infiltrating your base. Sadly, it cannot be applied to a sloped surface, or over roads.



Concrete Wall
ARMOR: Light
COST: 50
POWER USAGE: 0
PURPOSE: Perimeter Defense

A robust defensive structure. Concrete Walls are effective at stopping both infantry and vehicles. Only certain units can shoot over these defensive walls.

Author's Note: Protects your base by creating a solid wall that must be destroyed in order to pass with surface units. Can be built in 5-piece sections.




EM Pulse Cannon
ARMOR: Heavy
COST: 1000
POWER USAGE: 50
PURPOSE: Electromagnetic disabling weapon

The EMP Cannon can fire a high powered blast of Electromagnetic energy that renders any mechanised vehicles inoperative for a short period. Any vehicle or structure caught in the blast is disabled until the effect wears off.

Author's Note: Shoots a large EMP ball that disables all vehicles within a radius, and incredibly useful on defense, as well as offense. Does not have a very large range, which differs from the blast area of the EM Pulse.



Service Depot
ARMOR: Light
COST: 1200
POWER USAGE: 30
PURPOSE: Repairs vehicles

Used to repair vehicles and aircraft. A vehicle or aircraft can land on this structure and if enough credits are available, the unit will be fully repaired. Units can be queued onto the pad by bandbox selecting all the units and targeting the repair pad.

Author's Note: The sole location to repair vehicles for GDI. The depot saves on a lot of money, where it repairs a unit for 20% of its total cost.




Firestorm Defense
ARMOR: Heavy
COST: 2000
POWER USAGE: 200
PURPOSE: Firestorm Defense ability

The Firestorm Defence Generator creates an infinitely high force field. Once the generator is constructed, special Firestorm Defence Emitters must be placed on the perimeter of an area to be defended, just like a wall. When activated, the force field
that results from these emitters is impenetrable. The Firestorm Defence Generator consumes massive amounts of power. Because of this, it can only be active for a short period before it needs to recharge. The shield can be turned on and off at will.

Author's Note: The firestorm defense is a thing I'm divided on. It can be really great, if you can use it properly. The problem lies in that its not so easy to do. Its also a big money and power investment.




Firestorm Defense Wall Section
ARMOR: Light
COST: 50
POWER USAGE: 2
PURPOSE: Firestorm Defense

Used in conjunction with the Firestorm Defence Generator, these emitters are placed like a wall and control the placement of the Firestorm Defence shield. These emitters can be used to completely encircle a base or can be used at key defensive
positions.

Author's Note: You cannot use the sections without having the main building, but at least the cost is cheap and power consumption is low. Nothing can pass through an activated Firestorm wall.




Tech Center
ARMOR: Light
COST: 1500
POWER USAGE: 200
PURPOSE: Access to higher tech units.

The Tech Centre is where GDI conducts its high tech weapons research. This structure is required prior to the construction of certain high-tech units and structures.

Author's Note: Necessary to unlock the ability to build the best units in the GDI arsenal.




RPG Add-on
ARMOR: Light
COST: 600
POWER USAGE: 20
PURPOSE: Defensive add-on to the component tower.

The rocket propelled grenade, or RPG, upgrade launches grenades at enemy units. The RPG is designed for use against vehicles but can be used against infantry as well. Its explosive charge ensures splash damage to any other units caught around its target.

Author's Note: Essentially the anti-vehicle add-on to the component tower. Its an amazing upgrade to have in conjunction with vulcan defenses, because they always force infantry to go prone.



GDI Upgrade Center
ARMOR: Wood
COST: 1000
POWER USAGE: 150
PURPOSE: Provides access to superweapons

The Upgrade Centre is used to communicate with various units and structures on the battlefield. Upgrade Centres have two available upgrade pads and can accept the following upgrades: Ion Cannon control or Hunter-Seeker control.

Author's Note: Absolutely necessary to have before gaining access to the Ion Cannon, it only accepts two uplinks, and GDI power plant upgades can't be dumped on it.




Ion Cannon Uplink
ARMOR: Wood
COST: 1500
POWER USAGE: 100
PURPOSE: Provides access to the Ion Cannon

The Ion Cannon control is an upgrade to an Upgrade Centre that allows targeting control of GDI’s orbital Ion Cannon weapon. Without this control, the Ion Cannon cannot be used.

Author's Note: An additional 1500 credits AND 100 power? Ugh! At least the Ion Cannon is amazing in this game. Visually, it is perfect.




Light Infantry
RANGE: Short
ARMOR: None
WEAPON: M16 Mk. II Pulse Rifle

The Light Battle Infantry are the mainstay of the GDI and Brotherhood troops. Armed with an M16 Mk. II pulse rifle, they deliver light damage to most targets. Although slow, infantry are capable of movement over varied terrain types with little loss in speed. They are also able to pass through certain terrain or hazards that are inaccessible or damaging to vehicles.

Author's Note: Functionally similar to the GDI entry.



Rocket Infantry
RANGE: Medium
ARMOR: None
WEAPON: Bazooka

NOD’s heavy infantry carry a shoulder mounted rocket launcher that is effective against vehicles, structures, infantry and aircraft. Because of the increased weight of the rocket launcher, rocket infantry are slower than light battle infantry but are more heavily armoured.

Author's Note: The anti-vehicle infantry for the Brotherhood, it can target both ground and air units. Great in groups, but their vulnerability and slow speed are definite handicaps. The note on being heavily armoured is false, based on the rules.ini file.



Attack Buggy
RANGE: Short
ARMOR: Light
WEAPON: Raider Cannons

[There is no manual entry for this unit.]

Author's Note: An anti-infantry weapon platform that combines good damage and speed. While it is great against infantry, it suffers greatly when pitted against GDI vehicles apart from the Wolverine.



Tick Tank
RANGE: Medium
ARMOR: Light (Medium when Burrowed)
WEAPON: 90mm Cannon

This light battle tank has the ability to burrow itself into the ground to increase its defences and perform mobile battery defence. When burrowed, only the turret and a small part of the unit remains above ground.
To burrow the tick tank, select it, then left-click on it. The unit will burrow down into the ground and become immobile. To move the unit again, select it, then left-click on it again. Once the tank has dug out from the ground, it can be moved again.

Author's Note: I never truly liked the Tick Tank, its main drawback being that it needs to burrow to be completely effective, but sacrifices all of its mobility to do so. A long deployment time does not help with this.



Cyborg
RANGE: Short
ARMOR: Light
WEAPON: Vulcan cannon

Cyborg infantry are the result of recent Nod experiments in melding Tiberium mutated humans with machines. They are armed with heavy body armour and a high-power pulse rifle.

Author's Note: Slow, and lacking punch versus most units and buildings, they redeem themselves by being great escorts for Harvesters, healing in Tiberium, and not being crushable. Once they lose their legs, their speed drops even further, and the legs cannot be replaced. I rarely build them.



Attack Cycle
RANGE: Medium
ARMOR: Light
WEAPON:

Primarily used as a scouting unit, the Attack Cycle is Nod’s fastest ground unit. Although it trades armour for speed, the Cycle is capable of sustaining moderate damage before being destroyed. It carries twin rocket launchers capable of hitting both air and ground units.

Author's Note: Despite the unit's description, the rules.ini file states it cannot fire at air units without gaining its first veterancy, itself a rather daunting task. It technically has the "Wood" armor, which is terrible for a vehicle.



Artillery
RANGE: Extreme
ARMOR: Light
WEAPON: 155mm Howitzer

Realising they needed a way to deliver damage without fear of retaliation, Nod developed a new long-range artillery platform. Because of the recoil involved, the unit is unable to fire while undeployed and cannot move while deployed. To deploy the
unit, select it, then left-click on it. To un-deploy the unit, select the deployed unit, then left-click on it again.

Author's Note: One of the best units in the game, costing less than 200 more than a Titan, while packing devastating firepower. Incredibly powerful in groups, and guaranteed to hit anything it shoots at. The only two drawbacks it has are a lack of Anti-Air and that it has a minimum range.



Cyborg Commando
RANGE: Medium
ARMOR: Heavy
WEAPON: Cyborg cannon

Those cyborgs that perform well are further modified and promoted to the Nod Cyborg Commando ranks. Packing enough firepower to take out entire bases, the Cyborg Commando is a large threat on the battlefield. Armed with a chain gun and flame-thrower, the Commando can make quick work of vehicles, infantry and structures.

Author's Note: Awesome. The Cyborg Commando is fantastic and great at most roles; the only major downside is that, much like his regular cousins, he cannot regain legs if they are blown out from under him. Still amazing though.



Harpy
RANGE: Short
ARMOR: Light
WEAPON: Vulcan Cannon

Excellent against infantry and lightly armoured vehicles, the Harpy is newest generation of combat helicopters. Like all flying units, the Harpy must return to a helipad in order to reload its weapons.

Author's Note: Probably one of my least-used units in the game, and I'm not sure why. I think it may be a lack of punch, or just that I never really experimented with it as a kid. It can kill a Vulcan Turret, unaided, in one salvo, provided it isn't repaired.



Subterranean APC
RANGE: N/A
ARMOR: Heavy
WEAPON: None

The Subterranean APC is capable of carrying up to five units underground to a target. When underground the subterranean APC is invisible to the enemy but can be detected by a GDI Deployable Sensor Array. The APC cannot surface from under certain terrain types, such as rough terrain, water, etc.

Author's Note: An amazing vehicle and piece of utility for the NOD side, the only way it loses out in comparison to the Amphib APC is that it is slower at all times if it must travel on the surface.



Devil's Tongue
RANGE: Short/Medium
ARMOR: Light
WEAPON: Flamethrower

Terror is a formidable weapon and the sheer sight of this nightmarish unit is enough to cause GDI troops to tremble. Capable of burrowing through all but the hardest of substances, the Devil’s Tongue can unleash deadly jets of flame on unsuspecting targets with impunity. The flame is especially effective against infantry and structures although prolonged exposure to its blasts can melt even steel.

Author's Note: Yet another vehicle I never really took advantage of, we've seen the AI use them well to harass a base, destroy power plants, and force your opponent to build vehicles/air units to counter them.



Mobile Repair Vehicle
RANGE: Short
ARMOR: Light
WEAPON: Repair Arm

This robotic vehicle is capable of repairing damaged vehicles on the battlefield. The repair bot features an extendable arm which houses all of the tools needed to repair a vehicle to battle readiness. Placing this unit in guard mode will enable it to
automatically repair any units in its immediate vicinity.

Author's Note: Very strange to see this on the NOD side, but thematically I can see why, because NOD places more importance on mobile units rather than elaborate bases. Hard to use efficiently, but nice to have.



Stealth Tank
RANGE: Medium
ARMOR: Light
WEAPON: Dragon Missiles

The newest in covert warfare, the stealth tank is a light battle tank that is able to cloak itself in order to remain undetected by enemies. The tank is unable to remain cloaked while firing due to the enormous power drain of the stealth generator. Only
infantry and base defences can reveal the stealth tank. However, GDI’s Mobile Sensor Array can detect a stealth tank’s presence.

Author's Note: Is it the newest when we saw it in the original game? Whatever. Great for reconnaissance, and fits into some niche roles, but its fragility really hurts its usability.


Weed Eater
RANGE: Short
ARMOR: Heavy
WEAPON: None

This Nod vehicle is essentially a massive lawnmower that is used to harvest Tiberium veins for use in a Chemical Missile. The Weed Eater behaves like a Harvester but with two differences. It harvests Tiberium veins, not Tiberium crystals and dumps its cargo at a Tiberium waste facility, not a refinery. The harvested Tiberium veins, once processed at a waste facility, can be used to create a deadly Chemical Missile.

Author's Note: Not much to really say about these dudes.



Construction Yard
ARMOR: Heavy
COST: N/A
POWER USAGE: NONE
PURPOSE: Produces Structures

The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an MCV, which can be deployed into a Construction Yard. In other missions, the Construction Yard has already been placed.

Author's Note: Functionally similar to the GDI entry.



NOD Power Plant
ARMOR: Light
COST: 300
POWER USAGE: 0
POWER PROVIDED: 100
PURPOSE: Produces Power

Power Plants supply power to all structures in a base. Without enough power, structures will either not function at all or will function in a reduced capacity.

Author's Note: Unlike the GDI Power Plant, NOD does not have any upgrade modules.



Refinery
ARMOR: Heavy
COST: 2000
POWER USAGE: 30
PURPOSE: Converts Tiberium Into Funds

The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost.

Author's Note: Functionally similar to the GDI entry.



Hand of NOD
ARMOR: Light
COST: 300
POWER USAGE: 20
PURPOSE: Trains Infantry

The Hand of Nod is where Nod infantry units are trained. The Hand of Nod is also a prerequisite to building base defenc

Author's Note: Functionally similar to the GDI entry.



Laser Turret
ARMOR: Light
COST: 300
POWER USAGE: 40
PURPOSE: Defensive turret for the Brotherhood of NOD

The Laser is Nod’s main base defence. Like its larger cousin, the Obelisk of Light, the laser fires a focused laser beam at enemy units. Recent advancements in laser technology allow the laser to generate its own power so that it can remain
operational during low power conditions.

Author's Note: The main form of defense for a NOD base's perimeter, its main advantage is being able to function while you are low on power.



NOD Radar
ARMOR: Light
COST: 1000
POWER USAGE: 40
PURPOSE: Provides Minimap

A Radar Installation allows commanders to view the battlefield and the relative locations of friendly and enemy units. In order for the radar view to remain active, the Radar Installation must be constantly powered.

Author's Note: The NOD Radar is functionally similar to the GDI entry.



Advanced Power Plant
ARMOR: Light
COST: 500
POWER PROVIDED: 200
PURPOSE: Supplies power to the NOD base.

The Advanced Power Plant functions exactly like a regular Power Plant in that it generates power and supplies it to a base. However, due to its greater size and efficiency, an Advanced Power Plant generates twice as much power as a regular power plant.

Author's Note: Costs as much as a fully equipped GDI power plant, and taking up 2 more cells, its worth getting these as soon as you can.



SAM
ARMOR: Light
COST: 500
POWER USAGE: 30
PURPOSE: Defensive AA emplacement for the Brotherhood of NOD

The Surface to Air Missile site, or SAM site, is the primary defence against enemy aircraft. It can only be used against flying units.

Author's Note: Extremely similar to the GDI AA turret, it doesn't require using up your building queue twice, however.



Missile Silo
ARMOR: Light
COST: 1000
POWER USAGE: 50
PURPOSE: Allows the deployment of Multi Missiles.

The Missile Silo allows Nod to launch long range weapons at an enemy, specifically a cluster missile or [REDACTED].

Author's Note: Fun Fact, the manual mixed up the Missile Silo's icon with a different NOD building. Whoops! Anyways, the silo unlocks tech and is necessary for the Multi Missile.



Obelisk of Light
ARMOR: Light
COST: 1500
POWER USAGE: -150
PURPOSE: Defensive structure for the Brotherhood of NOD

The Obelisk of Light is a frighteningly powerful weapon. It has undergone significant improvement since it was last seen on the battlefield. Power output has been increased and few units can survive a single hit from an obelisk laser bolt.

Author's Note: The ultimate weapon in base defence, it strikes a perfect balance between aesthetic, propaganda value, and damage. It may be slightly outclassed by the RPG turret, but who cares when a defensive structure looks so damn cool?!



Laser Fence Post
ARMOR: Medium
COST: 200
POWER USAGE: -25
PURPOSE: Defensive wall for the Brotherhood of NOD

Laser Fencing consists of emitter posts that project a continuous laser beam between one another, effectively stopping vehicles and infantry. Because laser fence posts can be placed up to 4 cells from one another, a defensive perimeter can be
constructed quickly. However, Laser Fencing does require significant external power to remain online.

Author's Note: One of the most broken things to use against the AI, mostly because they don't know how to prevent said abuse.



Tiberium Waste Facility
ARMOR: Light
COST: 1600
POWER USAGE: -40
PURPOSE: Prerequisite structure for the Tiberium Missile.

The Tiberium waste facility serves as the drop-off point for the Weed Eater unit. This structure refines and concentrates harvested Tiberium veins for use in the Chemical Missile. Once enough of this Tiberium substance has been collected, it is
automatically loaded into a Chemical Missile, provided a Missile Silo is available. When built, the Waste Facility comes with a Weed Eater unit.

Author's Note: Entirely useless if there are no veins on the map, and in multiplayer the vein holes could and were targeted and killed off when possible. Very high investment for not-so-great return(s), depending on how many missiles you launch.



Stealth Generator
ARMOR: Light
COST: 2500
POWER USAGE: -350
PURPOSE: Structure that creates cloaking field in a radius.

The Stealth Generator can cloak all units and structures in a large area. The base will remain cloaked until the stealth generator is turned off, the base becomes underpowered or the stealth generator is destroyed. Base defences and units under
the effect will uncloak only when firing or leaving the area of effect. It should be noted that units exiting from a War Factory or Hand of Nod and Harvesters exiting a refinery will be visible briefly before the stealth generator adjusts and cloaks them.

Author's Note: Remember the Gap Generator? What if that was like... 10 times better? That's the Stealth Generator. Decent radius, although high cost and power requirements, it can be very handy to have one or more of these lying about.



Temple of Nod
ARMOR: Light
COST: 2000
POWER USAGE: 200
PURPOSE: Unlocks the final tech for the Brotherhood of NOD

Within the halls of this mysterious structure, Nod continues its Tiberium experiments and conducts cutting-edge research. Construction of the temple enables the Hunter-Seeker drone and allows the recruitment of the Cyborg Commando and the
Mutant Hijacker. Note that because of the resources required to produce these special soldiers, only one of each may be in your army at any one time. You may train another only if the one you currently own is destroyed.

Author's Note: Getting the Cyborg Commando and the Mutant Hijacker makes this a very useful building, although the Hunter-Seeker was a multiplayer-only ability.