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C&C4: TIBERIAN TWILIGHT
NOD STRUCTURES

Structures can only be built by the Defence class, and for the majority are formed of static defences. Unlike units, they do not use the Command Point resource, they have their own; Power Points. They can be sold at any time to reimburse the points to your balance.

Rocket Pod
Cost 5
Weapon Rocket
Armour Heavy
Rocket Pod
Fires a powerful volley of rockets with great accuracy at enemy units. It can be upgraded to the stronger Reinforced armour type, along with increased damage and range. This also grants the ability to burrow the structure underground rendering it totally invisible to enemy commanders. It can then be ordered to surface and catch them unawares.

Bunker
Cost 3
Weapon N/A
Armour Heavy
Bunker
Similar to the neutral bunkers scattered around the world, these structures allow 2 infantry units to be garrisoned inside. But because it is owned by the Brotherhood, it can be repaired like any other structure. As with the majority of Nod defences it can be upgraded to the stronger Reinforced armour type, along with increased damage and range. This also grants the ability to burrow the structure underground rendering it totally invisible to enemy commanders. It can then be ordered to surface and catch them unawares.

Tunnel
Cost 2
Weapon N/A
Armour Reinf.
Tunnel
The Tunnel Network allows friendly light and medium units to travel instantly and in complete safety between the different nodes. They can be spread as far apart as opposite sides of the map, but the entrances themselves are completely defenceless. It can be expanded to allow the transportation of heavy units.

Flame Column
Cost 10
Weapon Blast
Armour Reinf.
Flame Column
Fires a Fuel Air Bomb; a cluster missile which separates above the target and causes a firestorm with a large area of effect. It can be upgraded with 4 additional flame turrets to deal colossal damage to nearby units.

Obelisk
Cost 10
Weapon Beam
Armour Reinf.
Obelisk of Light
A formidable sight on the battlefield, enough to scare even the most battle-hardened elite! It fires a very powerful laser; few units can withstand one bolt. Due to the immense amount of energy required to create the high power laser beam, the Obelisk requires huge amounts of power to operate. The Obelisk has received its first major upgrade since the First Tiberium War, it comes as standard with the enhanced laser refractor used in other unit's bounce laser ability, allowing multiple towers to charge one another for a super-intense bolt of destruction!

Incinerator
Cost 12
Weapon Blast
Armour Reinf.
Incinerator
This massive defensive structure dwarfs even the Obelisk, both in terms of power consumption and size. It targets an area of the ground and agitates the particles to such an extent that it causes the ground to become incredibly hot. This heat is so intense that any unit crossing it will begin to melt. Furthermore the heat spreads, increasing the area of effect this weapon can dish out.

Disruption Tower
Cost 10
Weapon N/A
Armour Reinf.
Disruption Tower
The ultimate in stealth technology, once deployed all units and structures within its radius will disappear from view from your enemies (with the exception of the tower itself). In addition to generating a stealth field, it can also be reprogrammed to generate a protective shield that must be destroyed before the units protected within can be attacked. Meanwhile they can continue to fire out.

Temple of Nod
Cost 15
Weapon N/A
Armour Reinf.
Temple of Nod
Nod conduct their cutting edge research in the temple, allowing you to construct nuclear weapons. There are three charge states of the Nuke; at its base level, the missile does a good amount of damage, but over time Tiberium vapour pods are refined and fitted, creating a large, corrosive and damaging cloud at the blast site. If the missile is allowed to charge up to max-level, it gains a Tiberium catalyst, which arcs deadly waves of Tiberium across any units foolish enough not to avoid it.

 

 

 



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