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Post feature Report RSS Nod: Structure List

All Information regarding Twisted Insurrection's Nod Structures.

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This is a complete list of the GDI Structures assigned to your command during Twisted Insurrection. Please note that changes will more than likely occur over time and some unit/cameos are still using placeholder images as we are still in our beta stages.





Construction Yard



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.

  • Cost: N/A
  • Requires: N/A
  • Purpose: Construction
  • Armour: Very Heavy
  • Power Drain: 0
  • Tech Level: N/A





Tiberium Reactor



Nod Tiberium Reactors are the basic source of power for the Brotherhood of Nod in order to keep their bases and outposts up and running at all times. The Tiberium Reactors also double as a Tiberium Silo for additional Tiberium storage.

  • Cost: 400
  • Requires: Construction Yard
  • Purpose: Power Output, Storage
  • Armour: Average
  • Power Output: +100
  • Storage: +60
  • Tech Level: 1





Core Reactor



Nod Core Reactors produce a massive amount of power to be supplied to a base. It does not have the ability to store extra Tiberium like standard Tiberium Reactors, however, due to its greater size and efficiency, Core Reactors generate more than twice as much power as a regular Tiberium Reactor making them valuable strucures. Caution is advised as Core Reactors are known to explode violently once destroyed.

  • Cost: 800
  • Requires: Construction Yard, Tiberium Reactor, RADAR
  • Purpose: Power Output, Storage
  • Armour: Average
  • Power Output: +250
  • Tech Level: 7





Hand of Nod



The Hand of Nod is the basic training area for all of the Brotherhoods Infantry. When In control of the hand of Nod, particular infantry can be trained on command.

  • Cost: 500
  • Requires: Construction Yard, Tiberium Reactor
  • Purpose: Infantry Production
  • Armour: Average
  • Power Drain: -15
  • Tech Level: 1





Nod Tiberium Refinery



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.

  • Cost: 1900
  • Requires: Construction Yard, Tiberium Reactor
  • Purpose: Resource Collection
  • Armour: Heavy
  • Storage: +90
  • Power Drain: -30
  • Tech Level: 1





Fist of Nod

NodFistOfNod


Functionally similar to GDI's War Factory, The Fist of Nod is responsible for producing the majority of Nod's armoured combat vehicles. Underneath the surface levels is a large assembly plant, requested units are manufactured here. Once ready the elevator delivers the newly commissioned vehicle to the field.

  • Cost: 2000
  • Requires: Construction Yard, Tiberium Reactor, Tiberium Refinery
  • Purpose: Vehicle Production
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 2





RADAR



The Nod RADAR is like a second pair of eyes for Nod Commanders allowing them to view scouted parts of the battlefield, enemy and friendly units on a small computer screen. The Nod RADAR also has the ability to detect enemy subterranean units and stealth units, once the Nod RADAR has detected an enemy, a light will flash on one of it's many antennae in the direction of which the enemy unit is approaching.

  • Cost: 1000
  • Requires: Construction Yard, Tiberium Reactor, Tiberium Refinery
  • Purpose: Support, RADAR
  • Armour: Average
  • Power Drain: -40
  • Tech Level: 3





Repair Bay



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 service bay.

  • Cost: 800
  • Requires: Construction Yard, Tiberium Reactor, Fist of Nod
  • Armour: Average
  • Purpose: Support
  • Power Drain: -30
  • Tech Level: 6





Helipad



These structures are the primary re-arming point for all of Nod's attack aircraft.

  • Cost: 1000
  • Requires: Construction Yard, RADAR
  • Purpose: Aircraft Production
  • Armour: Average
  • Power Drain: -10
  • Tech Level: 5





Hall of Faith



The Hall of Faith is an advanced Hand of Nod which is where the construction of advanced cyborg technology takes place.

  • Cost: 1750
  • Requires: Construction Yard, RADAR, War Factory
  • Purpose: Cyborg Production
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 6





Technology Centre



These structures provide additional technology to Brotherhood Commanders granting them access to more advanced units, infantry and structures.

  • Cost: 2500
  • Requires: Construction Yard, RADAR, War Factory
  • Purpose: Research
  • Armour: Heavy
  • Power Drain: -100
  • Tech Level: 7





Wraith Production Facility



These large heliports are where all supplies necessary to construct the Brotherhood of Nod's Wraith Bombers are held. Without at least one facility located in a Nod base, construction of the huge bombers is impossible.

  • Cost: 1500
  • Requires: Construction Yard, Helipad, Technology Centre
  • Purpose: Research
  • Armour: Heavy
  • Power Drain: -75
  • Tech Level: 9



QuakeGenCameo

Quake Generator



The Quake Generator projects a focused seismic wave causing an earthquake at a point specific location. The force of the wave itself is capable of bring the tallest structure tumbling to the ground. While the side effects of this activity unearths mounds of rock capable of hindering both infantry and vehicles alike. It is unknown how Nod have developed this weapon as none of these devices have been captured intact.

  • Cost: 1750
  • Requires: Construction Yard, Technology Centre
  • Superweapon: Earthquake
  • Purpose: Superweapon Control, Defence
  • Armour: Heavy
  • Power Drain: -100
  • Tech Level: 8





Temple of Nod



The Temple of Nod is an architectonic wonder, a monolithic structure that enemies fear. It functions as a high-class technology research centre, providing plans and equipment needed for highly powered and technologically advanced units and structures. The Temple itself is heavily armoured, capable of withstanding an immense amount of damage. The structure also has a secondary function; it houses a superweapon known as the Apocalypse Missile. Like the name suggests, it can level entire battlefields with one strike.

  • Cost: 2000
  • Requires: Construction Yard, Technology Centre
  • Superweapon: Apocalypse Missile
  • Purpose: Superweapon Control
  • Armour: Very Heavy
  • Power Drain: -200
  • Tech Level: 10





Chain-Link Fence



This basic base defence structure is effective in stopping infantry, however they are easily crushed by large vehicles.

  • Cost: 50
  • Requires: Construction Yard, Hand of Nod
  • Purpose: Defence
  • Armour: Light
  • Power Drain: 0
  • Tech Level: 2





Fortress Walls

NodWalls


This basic base defence structure is effective in stopping both infantry and vehicles. Only certain units can fire over Nod walls.

  • Cost: 100
  • Requires: Construction Yard, Hand of Nod
  • Purpose: Defence
  • Armour: Heavy
  • Power Drain: 0
  • Tech Level: 4





Pavement



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. Unlike placing other structures, Pavement can still be placed down when any parts of its placement bib are red. Only the squares that are white at the time will be paved. Pavement can not be placed on slopes or over existing roads.

  • Cost: 75
  • Requires: Construction Yard, Hand of Nod
  • Purpose: Defence
  • Armour: Concrete
  • Power Drain: 0
  • Tech Level: 4





Fortress Gates

NodGates


This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.

  • Cost: 250
  • Requires: Construction Yard, Hand of Nod
  • Purpose: Defence
  • Armour: Average
  • Power Drain: 0
  • Tech Level: 4





LASER Turret



The LASER is Nod's main base defence, primarily used for anti-infantry purposes. Like its larger cousin, the Obelisk of Light, the laser fires a focused LASER beam at enemy units.

  • Cost: 500
  • Requires: Construction Yard, Hand of Nod
  • Primary Weapon: Anti-Infantry LASER
  • Purpose: Defence, Anti-Infantry
  • Armour: Average
  • Power Drain: -20
  • Tech Level: 2





SAM Bunker



These powerful anti-aircraft defence structures fire out multiple heat-seeking projectiles at once making short work of most enemy aircraft. Whilst very effective, these Bunkers are a heavy drain on the Brotherhood of Nod's power source and take up more space than any other basic defence structure.

  • Cost: 1250
  • Requires: Construction Yard, RADAR
  • Primary Weapon: Heat-Seeking Missiles
  • Purpose: Defence, Anti-Aircraft
  • Armour: Average
  • Power Drain: -50
  • Tech Level: 5





Obelisk of Light



The Obelisk of Light has been used by Nod for decades. The Obelisk is designed to eliminate any form of ground opposition with great ease using an extremely powerful LASER beam. Due-to the large quantities of power required to keep a single Obelisk of Light on-line, it is not equipped with anti-air weaponry.

  • Cost: 1500
  • Requires: Construction Yard, Technology Centre
  • Primary Weapon: Anti-Armour LASER
  • Purpose: Defence, Anti-Armour
  • Armour: Heavy
  • Power Drain: -100
  • Tech Level: 8





Web Spider



Designed for the purpose of lightning fast base protection, Web Spiders are capable of deploying energy beams extremely dangerous to all forms of infantry and vehicles making them completely impassible. Alongside their mobility attributes, Web Spiders are able to travel underground in order to reach their appointed destinations at a much faster pace. In order for a Web Spider to function correctly, there must be a minimum of two deployed parallel to each other at all times.

  • Cost: 750
  • Requires: Construction Yard, Technology Centre
  • Primary Weapon: LASER Turret
  • Primary Ability: LASER Fence
  • Purpose: Defence, Sneak Attack
  • Armour: Average
  • Power Drain: 0
  • Tech Level: 7





Stealth Generator



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.

  • Cost: 1500
  • Requires: Construction Yard, Technology Centre
  • Purpose: Defence
  • Armour: Average
  • Power Drain: -350
  • Tech Level: 9


Post comment Comments
Phillon82
Phillon82 - - 267 comments

Looking awesome. Very impressive work.

Reply Good karma Bad karma+2 votes
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