Post feature Report RSS Shattered Paradise: Nod Overview

A list that will introduce you to the Nod arsenal of Shattered Paradise.

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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

Power Plant

Requirements: None

Cost: $300
Power: 100
Time: 00:08

  • Provides power for other structures

Hand of Nod

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

Tiberium Refinery

Requirements: Power Plant

Cost: $1500
Power: -30
Time: 00:36

  • Processes raw tiberium into usable resources
  • Stores $1000

War Factory

War Factory

Requirements: Tiberium Refinery

Cost: $2000
Power: -30
Time: 00:48

  • Produces vehicles
  • Multiple War Factories increase production speed

Service Depot

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

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

Helipad

Requirements: Radar

Cost: $500
Power: -20
Time: 00:12

  • Produces and rearms aircraft
  • Multiple Helipads increase production speed

Advanced Power Plant

Advanced Power Plant

Requirements: Radar

Cost: $700
Power: 300
Time: 00:17

  • Provides more power than the standard power plant

Tech Center

Tech Center

Requirements: Radar

Cost: $2000
Power: -200
Time: 00:48

  • Provides access to tier 3

Chemical Missile Silo

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

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

Gate

Requirements: None

Cost: $50
Power: N/A
Time: 00:02

  • Automated barrier that opens to friendly units

Laser Turret

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

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

SAM Site

Requirements: Radar

Effective against: Aircraft

Cost: $800
Power: -20
Time: 00:20

  • Requires power to operate

Tiberium Silo

Tiberium Silo

Requirements: Tiberium Refinery

Cost: $200
Power: -10
Time: 00:05

  • Stores $3000

EMP Cannon

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

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

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

Militiant

Requirements: None

Effective against: Infantry

Cost: $100
Time: 00:03

  • Does not go prone when taking fire
  • Crush class: crushable

Crusader

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

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

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

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

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

Harvester

Requirements: None

Cost: $1000
Time: 00:24

  • Harvests tiberium
  • Immune to veins
  • Can crush infantry
  • Cannot be mindcontrolled

Raider Buggy

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

Tick Tank

Requirements: None

Effective against: Vehicles

Cost: $900
Time: 00:22

  • Can deploy to gain extra armor
  • Can crush infantry

Demobike

Demobike

Requirements: Radar

Effective against: Ground targets

Cost: $900
Time: 00:22

  • Detonates when ordered to deploy

Subterranean APC

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

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

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

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

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

Harpy

Requirements: None

Effective against: Infantry, Aircraft

Cost: $1400
Time: 00:34

  • Detects stealth

Carryall

Carryall

Requirements: Service Depot

Cost: $600
Time: 00:15

  • Can carry a vehicle

Banshee Fighter

Banshee Fighter

Requirements: Tech Center

Effective against: Vehicles, Aircraft

Cost: $1500
Time: 00:36

  • ~No remarks~

Paladin Cruiser

Paladin Cruiser

Requirements: Tech Center

Effective against: Ground targets

Cost: $2000
Time: 00:48

  • Cloaks nearby friendly units
Post comment Comments
Windawz Author
Windawz - - 5 comments

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 =)

Reply Good karma+1 vote
Jeffman12
Jeffman12 - - 1,475 comments

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.

Reply Good karma Bad karma+1 vote
Windawz Author
Windawz - - 5 comments

Actually, it used to be named Cerberus before, but the main devs decided to rename it.


(tbh I think that Paladin sounds odd too ;) )

Reply Good karma+2 votes
Nolt
Nolt - - 127 comments

Citadel doesnt sound bad if you think about it.

Reply Good karma Bad karma+2 votes
Guest
Guest - - 690,483 comments

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.

Reply Good karma Bad karma+1 vote
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