We have prepared several overviews of all the five factions of Shattered Paradise, with these we hope to familiarize newcomers with the arsenal that this mod brings.
This is the overview of the Nod arsenal. To see the arsenals of the other 4 factions, proceed to the corresponding articles.
To look up the desired unit, use the "Find..." function of your browser.
Structures
Power Plant
Requirements: None
Cost: $300
Power: 100
Time: 00:08
- Provides power for other structures
Hand of Nod
Requirements: None
Cost: $500
Power: -20
Time: 00:12
- Arms infantry
- Heals infantry in a certain radius around itself
- Multiple Hands of Nod increase production speed
Tiberium Refinery
Requirements: Power Plant
Cost: $1500
Power: -30
Time: 00:36
- Processes raw tiberium into usable resources
- Stores $1000
War Factory
Requirements: Tiberium Refinery
Cost: $2000
Power: -30
Time: 00:48
- Produces vehicles
- Multiple War Factories increase production speed
Service Depot
Requirements: War Factory or Helipad
Cost: $900
Power: -30
Time: 00:22
- Can repair vehicles for a cost
- Applying a repair command to the vehicle will send it to the nearest service depot
Radar
Requirements: Tiberium Refinery
Cost: $1500
Power: -50
Time: 00:36
- Provides access to tier 2
- Enables minimap
- Detects stealth
- Requires power to operate
Helipad
Requirements: Radar
Cost: $500
Power: -20
Time: 00:12
- Produces and rearms aircraft
- Multiple Helipads increase production speed
Advanced Power Plant
Requirements: Radar
Cost: $700
Power: 300
Time: 00:17
- Provides more power than the standard power plant
Tech Center
Requirements: Radar
Cost: $2000
Power: -200
Time: 00:48
- Provides access to tier 3
Chemical Missile Silo
Requirements: Tech Center
Cost: $1500
Power: -150
Time: 00:36
- Provides access to the Chemical Missile
- Requires Power to operate
Defensive Buildings
Laser Fence
Requirements: Power Plant
Cost: $100
Power: -5
Time: 00:03
- Stops infantry, vehicles and blocks enemy fire
- Cannot be crushed
- Requires power to operate
Gate
Requirements: None
Cost: $50
Power: N/A
Time: 00:02
- Automated barrier that opens to friendly units
Laser Turret
Requirements: Hand of Nod
Effective against: Ground targets
Cost: $800
Power: -40
Time: 00:20
- Detects stealth
- Requires power to operate
Obelisk of Light
Requirements: Tech Center
Effective against: Ground targets
Cost: $1500
Power: -90
Time: 00:36
- Detects stealth
- Requires power to operate
SAM Site
Requirements: Radar
Effective against: Aircraft
Cost: $800
Power: -20
Time: 00:20
- Requires power to operate
Tiberium Silo
Requirements: Tiberium Refinery
Cost: $200
Power: -10
Time: 00:05
- Stores $3000
EMP Cannon
Requirements: Radar
Cost: $1500
Power: -150
Time: 00:36
- Fires a pulse blast which disables all vehicles and buildings in the area
- Hover units located on water will be destroyed
- Requires power to operate
- Cannot be disabled
Stealth Generator
Requirements: Tech Center
Cost: $1000
Power: -100
Time: 00:24
- Cloaks nearby friendly assets
- Does not cloak itself
- Requires power to operate
Temple of Nod
Requirements: Tech Center
Cost: $2500
Power: -200
Time: 01:00
- Provides access to the Atomic Bomb
- Requires power to operate
Infantry
Militiant
Requirements: None
Effective against: Infantry
Cost: $100
Time: 00:03
- Does not go prone when taking fire
- Crush class: crushable
Crusader
Requirements: None
Effective against: Vehicles, Aircraft
Cost: $300
Time: 00:08
- Can shoot while moving
- Does not go prone when taking fire
- Crush class: crushable
Engineer
Requirements: None
Effective against: Buildings
Cost: $500
Time: 00:12
- Can capture neutral and enemy buildings
- Can repair friendly buildings
- Crush class: crushable
Templar
Requirements: Radar
Effective against: Infantry, Buildings
Cost: $300
Time: 00:08
- Does not receive damage from tiberium fields
- Crush class: crushable
Black Hand Trooper
Requirements: Tech Center
Effective against: Ground targets
Cost: $600
Time: 00:15
- Spawns holograms when ordered to deploy
- Cloaked when not firing
- Crush class: crushable
Toxin Commando
Requirements: Tech Center
Effective against: Infantry, Buildings
Cost: $1500
Time: 00:36
- Maximum supply of 1
- Fired shots release toxin clouds that slow down nearby ground units
- Can demolish buildings with C4
- Does not receive damage from tiberium fields
- Cannot attack vehicles
- Crush class: crushable
- Cannot be mindcontrolled
Vehicles
Harvester
Requirements: None
Cost: $1000
Time: 00:24
- Harvests tiberium
- Immune to veins
- Can crush infantry
- Cannot be mindcontrolled
Raider Buggy
Requirements: None
Effective against: Infantry
Cost: $350
Time: 00:09
- The weapon changes with the passenger
- Infantry inside deals 20% more damage
- Detects stealth
Tick Tank
Requirements: None
Effective against: Vehicles
Cost: $900
Time: 00:22
- Can deploy to gain extra armor
- Can crush infantry
Demobike
Requirements: Radar
Effective against: Ground targets
Cost: $900
Time: 00:22
- Detonates when ordered to deploy
Subterranean APC
Requirements: Radar
Cost: $500
Time: 00:12
- Can transport up to 5 infantry units
- Moves underground
- Cannot receive any orders except Stop while underground
- Can crush infantry
Devil's Tongue
Requirements: Tech Center
Effective against: Infantry, Buildings
Cost: $800
Time: 00:20
- Moves underground
- Cannot receive any orders except Stop while underground
- Can crush infantry
Specter
Requirements: Tech Center
Effective against: Ground targets
Cost: $1400
Time: 00:34
- Cloaks when not firing
- Cannot cloak if the health bar is red
- Can crush infantry
Stealth Tank
Requirements: Tech Center
Effective against: Vehicles, Aircraft
Cost: $900
Time: 00:22
- Cloaks when not firing
- Cannot cloak if the health bar is red
- Can crush infantry
MCV
Requirements: Service Depot
Cost: $2000
Time: 00:48
- Provides build radius
- Has more health when deployed
- Multiple Construction Yards increase production speed
- Can crush infantry
- Cannot be mindcontrolled
Aircraft
Harpy
Requirements: None
Effective against: Infantry, Aircraft
Cost: $1400
Time: 00:34
- Detects stealth
Carryall
Requirements: Service Depot
Cost: $600
Time: 00:15
- Can carry a vehicle
Banshee Fighter
Requirements: Tech Center
Effective against: Vehicles, Aircraft
Cost: $1500
Time: 00:36
- ~No remarks~
Paladin Cruiser
Requirements: Tech Center
Effective against: Ground targets
Cost: $2000
Time: 00:48
- Cloaks nearby friendly units
Well, I don't think that Black Hand Trooper was taken straight from KW. Black Hand existed ever since the late stages of the first tiberium war and was more focused on stealth and assassination than their third tiberium war version. BH Troopers in SP use rapid fire lasers instead of flamethrowers too. The only thing that really reminds of C&C3; is that BH Troopers look a lot like Confessors. But who knows what was Nolt's original idea behind it =)
I'd argue the "paladin" might be better served by the name Citadel as what I believe is a permanently flying air unit with a radial buff.
"Paladin" to me, sounds like a name for a peer of the Templar and Crusader(Kinda iffy on that one myself) whereas citadel sounds like something a Templar and/or crusader would shelter in, much like how this unit provides a radial cloak field.
However, in either case, it's breaking ranks with the other two Nod air combat units by not being named after a mythological flying entity.
Actually, it used to be named Cerberus before, but the main devs decided to rename it.
(tbh I think that Paladin sounds odd too ;) )
Citadel doesnt sound bad if you think about it.
My issue with the Paladin is that I just don't buy that Nod would be able to field a giant Starcraft-style flying fortress. It's the only unit that doesn't fit thematically.