Nod Defense Class (Rev 7-9)


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
[S] 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
[S] 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
[S] 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
[S] 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
[S] 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
[S] 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
  • Build outposts provide ground control, vision, stealth detection, and a stealth shield
On-Crawler Upgrades:
  • 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:
  • Reflective shield: Increases armor and reflects some damage when not moving
On-Crawler Upgrades:
  • Speed Boost: Increases movement speed
Black Hand (F7)
Build Time: 0:10
Command Points: 5
[B ] Blast: Strong vs. Structures
[S] Small: Weak vs. Gun


Unit Abilities:
  • Holy Water: Creates an expanding, flammable could of Holy Water that deals some damage over time, and explodes when lit.
On-Crawler Upgrades:
  • 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
  • Deploy: Become stationary, but greatly increase armor
On-Crawler Upgrades:
  • 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
[S] 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
  • Crystalline Shells: Passively increases building armor when garrisoned
On-Crawler Upgrades:
  • 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:
  • Burrow: Burrows underground, gaming armor and stealth
On-Structure Upgrades:
  • 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:
  • Burrows underground, gaining armor and stealth
On-Structure Upgrades:
  • 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
  • Burrows underground, gaining armor and stealth
On-Structure Upgrades:
  • 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:
  • Small and medium Units can instantly travel between tunnel nodes
On-Structure Upgrades:
  • 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:
  • Fuel Air Bomb: Deals area damage to enemy ground and air
On-Structure Upgrades:
  • 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:
  • Spectrum: Other nearby obelisks will increase damage
On-Structure Upgrades:
  • 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
[B] Blast: Strong vs. Structures
[L+] Very Large Weak vs. Blast


Structure Abilities:
  • Heat Area: Target area heats up to deal increasing area damage
On-Structure Upgrades:
  • 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.
  • Toggle Stealth: Projects a stealth field around nearby allies
On-Structure Upgrades:
  • Dismantle: Destroy structure, refunding power points.
On-Crawler Upgrades:
  • 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:
  • Outposts provide ground control, vision, and stealth detection
On-Structure Upgrades:
  • Stealth field: Stealths nearby uints and structures
  • Increased vision and build radius
On-Crawler Upgrades:
  • Enhanced Concealment: Stealth field becomes more powerful