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All Information regarding Twisted Insurrection's Nod Infantry.

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This is a complete list of Nod's Infantry assigned to your command during Twisted Insurrection. Each unit has it's own introduction during the campaign progression so you can figure out what unit is best for what roles. 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.



Militant



Nod's basic infantry, militia are fast and cheap but individually vulnerable, they are best when pitched against other light infantry. However, when used in large groups, they can be devastating to even the mightiest units. Tiberium harms militia, like most other unprotected infantry.

  • Cost: 100
  • Requires: Hand of Nod
  • Primary Weapon: Assault Rifle
  • Purpose: Anti-Infantry
  • Firepower: Low
  • Armour: None
  • Speed: Average
  • Crushable: Yes
  • Tech Level: 1





Tank Hunter



Nod Rocket Infantry are specially trained to eradicate enemy armour with ease. While these noble tank hunters pose a threat to most forms are heavy armour, they're vulnerable to most opposing infantry units.

  • Cost: 250
  • Requires: Hand of Nod
  • Primary Weapon: Anti-Tank Rockets
  • Purpose: Anti-Armour, Anti-Aircraft
  • Firepower: Average
  • Armour: None
  • Speed: Slow
  • Crushable: Yes
  • Tech Level: 2





Machinist



Nod Machinists are capable of repairing friendly structures, as well as taking complete control over those of an enemy. In addition to their standard training the Machinists of The Brotherhood of Nod are trained extensively in the art of hijacking. And are capable of piloting almost any vehicle. While very effective on the field for these reasons they are vulnerable to all types of warheads.

  • Cost: 800
  • Requires: Hand of Nod
  • Primary Weapon: Repair Kit
  • Secondary Weapon: Vehicle Hijacking
  • Purpose: Support
  • Armour: None
  • Speed: Average
  • Crushable: Yes
  • Tech Level: 3





Incinerator



Nod Incinerators can eliminate swarms of enemy infantry and Tiberium Life with ease. While extremely effective against enemy infantry, they are also very vulnerable to them. If a Nod Incinerator's backpack was to explode upon death it could have disastrous results for any other soldiers travelling with him.

  • Cost: 250
  • Requires: Hand of Nod, Radar
  • Primary Weapon: Flamethrower
  • Purpose: Anti-Infantry, Anti-Structure, Anti-Tiberium-Life
  • Firepower: High
  • Armour: Average
  • Speed: Slow
  • Crushable: No
  • Tech Level: 5





Ghost



Nod Ghosts have the ability to sneak in and out of enemy bases undetected providing vital information which could turn the tide of a battle. Once a Ghost gains access to an enemy structure, you will be notified of the enemies status regarding that structure.

Infiltrate War Factory - See what enemy is building

Infiltrate Construction Yard - See what enemy is building

Infiltrate Barracks - See what enemy is training

Infiltrate Power Plant - See enemies power and power drain

Infiltrate Refinery - See Tiberium storage

Infiltrate Radar - See what enemy can see

  • Cost: 500
  • Requires: Hand of Nod, Radar
  • Primary Ability: Reveals Enemy Production Information
  • Purpose: Scouting
  • Armour: None
  • Speed: Fast
  • Crushable: No
  • Tech Level: 5





Infector



The Nod Infector commando, specialize in Tiberium-based warfare as well as also being trained in how to handle Tiberium life forms up-close and personal. The Infector commando is armed with the SMR.2, a sniper rifle which fires capsules filled with a Tiberium mutagen that will instantly kill or mutate its target into a Visceroid within a matter of seconds. The Infector is feared by both GDI and GloboTech infantry and it has been known for enemy infantry to flee once they catch sight of the Infector, Nod have now decided to arm the Infector with the YS.51 Web Grenade Launcher which fires a grenade fitted with a proximity sensor once at the appropriate range the grenade will burst above the targets head releasing a sticky web that will pin the target making it easier for the Infector to eliminate them.

The Infector program is an offshoot of project Re-Genesis; candidates are selected from convicted Nod military personal awaiting execution. They are offered death or a chance of redemption in the Infector program, little do those that accept the offer know that once the process is complete they will be as good as dead just not in the physical sense at least. After the initial screening process, the new candidate undergoes extensive mental conditioning and reprogramming to ensure their complete loyalty to the Brotherhood, erasing the subject's original personality in the process. The Candidates are subjected to Tiberium based alterations both chemical and genetic as well as receiving cybernetic enhancement. If the subject survives the procedures, they will benefit from enhanced eyesight, hearing, strength and vastly increased reflexes, as well as the ability to heal when in contact with Tiberium. Unlike the random mutation suffered by the Forsaken the Infector is stable suffering none of the side effects of Tiberium poisoning.

Once they have had a chance to adapt to their physical changes, they are then put through a gruelling training regime and familiarized with their future combat gear, such as the Infectors advanced battle armour, as well as their trademark weapons the SMR.2 sniper rifle and the YS.51 Web Grenade Launcher.

Once they have earned the title of Infector they are one of the Brotherhoods most effective as well as feared weapons. Many within the ranks of The Brotherhood consider the Infector candidates as unworthy of the gift they are granted, as they become one-step closer to Kane's vision of perfection as appears to be the opinions towards the Cybernetics Program.

  • Cost: 1000
  • Requires: Hand of Nod, Technology Centre
  • Primary Weapon: SMR.2 Mutation Rifle
  • Secondary Weapon: Web Grenade Launcher
  • Purpose: Special
  • Firepower: High
  • Armour: Average
  • Speed: Average
  • Crushable: No
  • Build Limit: 1
  • Tech Level: 9





Cyborgs are the combination of living tissue and machine. Most of the early prototypes were created from mutant prisoners, but the majority in service today are volunteers who were offered the chance to continue to serve the memory of Kane even after their natural life has expired. The subject is lobotomised and then altered with several Tiberium based treatments. Many subjects do not survive the deliberate mutation of their flesh and die before receiving a single cybernetic augmentation. Those that survive then have roughly 65% of their body surgically removed, the remainder is then grafted into a heavily armoured mechanical exo-skeleton. Many more subjects die during surgery but those that are successfully grafted into their new body are then linked with Nod's main governing AI. Then only after going through many diagnostic checks are they fitted with their weapons.

Long-term detractors believe that the cyborg program is a perversion of Kane's vision, intended to further the Inner Circles own goals.




Cyborg Disciple



The Cyborg Disciples form the bulk of Nod's cybernetic army. Their heavy armour means it can soak up small arms fire with little effect; their arm-mounted Vulcan Cannon can mow down enemy infantry and even destroy light vehicles with little effort. Cyborg Disciples, though being the lowest-ranking cyborg units, are incredibly resilient and continue to function even after suffering horrific damage. Their mutated flesh means that they can regenerate on even the smallest patch of Tiberium though they aren't capable of replacing lost limbs.

Although physically resilient, Cyborg Disciples are slow moving and are vulnerable to anti-armour weapons such as Discus grenades which can make short work of them. Also of note the mechanical systems of the Cyborg Disciple are susceptible to EMP and Ion Storms.

  • Cost: 600
  • Requires: Hall of Faith
  • Primary Weapon: Vulcan Cannon
  • Purpose: Anti-Infantry
  • Firepower: Average
  • Armour: Heavy
  • Speed: Average
  • Crushable: No
  • Tech Level: 6





Cyborg Templar



Commonly named 'Cannon' or 'Tachyon' Cyborgs after their signature weapon, the Cyborg Templars are armed with a powerful anti-armour tachyon cannon similar to that of the Eclipse Tank. While not as effective as Eclipse Tanks in the field, Cyborg Templars are extremely durable and will always be one of the last units standing in a firefight.

Although physically resilient, Cyborg Templars are vulnerable to anti-armour weapons such as Discus grenades which can make short work of them. Also of note the mechanical systems of the Cyborg Templar are susceptible to EMP and Ion Storms.

  • Cost: 800
  • Requires: Hall of Faith
  • Primary Weapon: Anti-Armor Tachyon Pulse Cannon
  • Purpose: Anti-Armour
  • Firepower: Average
  • Armour: Heavy
  • Speed: Average
  • Crushable: No
  • Tech Level: 7





Cyborg Paladin



The current pinnacle of Nod's cyborg program, subjects are stripped of the last vestiges of their human body and their brain encased in a highly advanced commando chassis. Little can withstand these instruments of war, with their peculiar energy-based weapon. Any attempts to salvage the technology for study, have resulted in its self-destruction. The weapon fires a bright green stream of what appears to be focused plasma, that disintegrates the target in a furious explosion.

Even though the Cyborg Paladin was designed as a spearhead super-soldier, it is not without imperfections; EMP and Ion Storms can render this hulking terminator temporarily useless.

  • Cost: 2500
  • Requires: Hall of Faith, Technology Centre, Temple of Nod
  • Primary Weapon: Plasma Cannon
  • Purpose: Special
  • Firepower: High
  • Armour: Heavy
  • Speed: Slow
  • Crushable: No
  • Build Limit: 1
  • Tech Level: 9


Comments
Reborn:X
Reborn:X

Very nice.

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