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Command and conquer 3 tiberium wars
Command and conquer 3 tiberium wars







command and conquer 3 tiberium wars

It can also be used to research advancements that substantially improve the effectiveness of most Nod infantry squads.Ĭost: $1600 | Cooldown: 3:00 | Prerequisites: noneĬalls 2 veteran Shadow Teams to glide to the selected location.Īdds a Confessor to all Militant and Militant Rocket Squads. Nod’s Secret Shrine contains special training rituals necessary to deploy advanced infantry. Instantly kills infantry, while heavy infantry (Zone Troopers, Black Hand Troopers, and Shock Troopers) only get 25% of that damage.Ĭost: $1500 | Power: -8 | Prerequisites: Hand of Nod Temporarily disables the radar displays of all enemy players.Ĭost: $3000 | Cooldown: 2:00 | Prerequisites: noneĬloaks selected friendly mechanical units. These units can be controlled as any other and can uncover the fog of war, but do not deal damage and vapourize instantly when fired upon or if one minute is elapsed since their creation.Ĭost: $750 | Cooldown: 1:00 | Prerequisites: none The Operations Center contains advanced communications arrays required for Nod’s higher-tier technologies and can deploy counter-intelligence support powers.Ĭost: $500 | Cooldown: 1:00 | Prerequisites: noneĬreates a holographic projection of a selected group of units. Orders the repair drones to repair a specific unit.Ĭost: $1500 | Power: -10 | Prerequisites: Power Plant, Tiberium Refinery This essential facility is used to construct and deploy Nod’s highly specialised vehicles, as well as host automated drones that quickly repair damaged friendly vehicles in its immediate vicinity. The Hand of Nod provides shelter, supplies and training to the legions of Nod militants, fanatics and elite infantry as they wage war against GDI.Ĭost: $2000 | Power: -5 | Prerequisites: Power Plant, Tiberium Refinery

command and conquer 3 tiberium wars

#COMMAND AND CONQUER 3 TIBERIUM WARS FREE#

Each Refinery comes with one of Nod’s nearly invisible Harvester vehicles free of charge.Ĭost: $500 | Power: -5 | Prerequisites: Power Plant The Tiberium Refinery can rapidly transform raw Tiberium into useful materials. The Nod Power Plant is able to generate moderate amounts of power from a small amount of Tiberium at the expense of ecological damage to the surrounding environment.Īdds a liquid Tiberium core to the selected Power Plant, increasing its power output to 45.Ĭost: $2000 | Power: -6 | Prerequisites: Power Plant This order is reversible.Ĭost: $500 | Power: +15 | Prerequisites: none Orders the Construction Yard to pack into an MCV. They also provide radar display to Nod bases, provided the base’s power isn’t low.Ĭost: free | Cooldown: n/a | Prerequisites: none They can pack back into an MCV when needed. Heavily armoured, but mission-critical, Construction Yards are crucial to Nod’s war efforts and tend to be well-defended for that reason. Some of their units make up for their lack of raw firepower with various types of synergy.Ĭost: $3500 (MCV) | Power: +10 | Prerequisites: none Their units require a lot of micromanagement, as their armour and firepower is mostly weaker than that of other factions. Their stealth technology allows for fast hit-and-run attacks and deceiving their enemies. The Brotherhood of Nod relies on strength in numbers and the use of sneak attacks.









Command and conquer 3 tiberium wars