Cost: 120 Armor: Very Light Weapon: M16 Mk. II Pulse Rifle
Range: 2 Production Time: 3 sec. Speed: Slow
The Light Infantry are the basic unit of the NOD Army. The first offensive units available to your force the Light Infantry are most affective in large groups. Although lacking in power they are inexpensive and quickly built. They are also fairly good for scouting early in the game.
Cost: 250 Armor: Very Light Weapon: Shoulder-Mounted Rocket Launcher
Range: 5 Production Time: 8 sec. Speed: Slow
The Rocket Infantry are very useful, mobile anti-aircraft units. They can also quickly destroy enemy armored vehicles. The Rocket Infantry are a very good base defense early in games but they have a tough time dealing with GDI infantry.
The Cyborg Infantry are the next step in NOD experimental machines. These killing machines quickly destroy enemy infantry but are susceptible to aerial attacks. A mixture of Cyborg and Rocket Infantry create a strong force early in any game.
The Engineer is a very important unit in Tiberian Sun. It can instantly capture enemy buildings and can also instantly repair friendly structures. Be careful of enemy Engineer attacks especially early in any match.
Cost: 2000 Armor: Medium Heavy Weapon: Plasma Cannon
Range: 7 Production Time: 68 sec. Speed: Medium
The Cyborg Commando is the ultimate fighting machine. He can quickly wipe out enemy structures and is very hard to destroy. Because of his extreme power and cost, only one Commando at a time may be built. The Cyborg Commando is susceptible to aerial attack by is fairly quick and very tough.
The Hijacker can capture any enemy vehicle making him a very valuable infantry unit. When inside an enemy vehicle that unit becomes your own until it is destroyed when the Hijacker jumps out ready for the next theft.
The APC is a very important asset to you army. It is supreme for sneak attacks behind enemy lines. It burrows underground surfacing at its destination. The GDI Mobile Sensor Array can only detect it. The APC can be packed with five infantry units making it perfect for powerful yet covert attacks with Engineers and Commandos.
Cost: 500 Armor: Medium Light Weapon: Pulse Cannon
Range: 3 Production Time: 16 sec. Speed: Fast
The Attack Buggy is the second good scout unit in the NOD Arsenal. It is very quick and in groups can quickly destroy enemy infantry. It is fairly weak and stands a small chance of destroying enemy armored units.
Cost: 750 Armor: Medium Light Weapon: Twin Flame Jets
Range: 4 Production Time: 26 sec. Speed: Fast
This vehicle is perfect for quick elimination of enemy infantry. It is the second of two NOD vehicles that can burrow underground for sneak attacks. The Flame Tanks are not very effective against armor but with the right amount of time the tanks can destroy almost anything.
Cost: 800 Armor: Medium heavy Weapon: Light Anti-Armor Cannon
Range: 8 Production Time: 26 sec. Speed: Medium Slow
The Tick Tank is the backbone of any NOD attack and defense. When in mobile mode it can quickly destroy enemy defenses and armored vehicles. When Deployed the Tick Tank is a very good short-range defense, perfect for placement next to Artillery.
Cost: 1100 Armor: Medium Weapon: Twin Rocket Launcher
Range: 5 Production Time: 37 sec. Speed: Medium
The Stealth Tank is the ultimate covert vehicle of the NOD Army. It is unseen when it travels and only revealed by the Mobile Sensor Array and when it shoots. The unit is perfect for sneak attacks and does a wonderful job at playing mind-games with your enemy.
Cost: 975 Armor: Medium Weapon: Long Range Artillery Platform
Range: 21 Production Time: 34 sec. Speed: Slow
Description: This unit is essential for any base. The Artillery is the supreme defensive weapon. Its long range is perfect for early strikes on attacking tanks giving you the upper hand with defense. It can fire when deployed and has no short-range defense, thus it must be protected.
Range: N/A Production Time: 34 sec. Speed: Medium Fast
This is a very cost-effective vehicle. It repairs damaged vehicles one by one. It has no weapon thus it cannon defend itself. This is a very good vehicle to include in major offensives as it can save you a lot of expensive units.
Description: The MSA is a very useful unit for any base. It detects enemy stealth and underground units making them visible on your radar screen. It must be deployed to function and should be protected, as it has no weapons.
The Weed Eater is essential for the creation of the diabolical Chemical Missiles. It collects the Tiberian Vein, which is collected until a certain amount is stored for the Missile to be built. The Weed Eater is very weak and for the Chemicals Missiles to be built they must be protected.
Description: This is the essential unit for growth. The Tiberian Harvester collects Tiberium that is returned to the Refinery and turned to funds. This is a tough yet vulnerable unit that should be constantly protected. More than one Harvester should be built to ensure a steady amount of income.
Description: The MCV is the beginning of any base. When deployed, the Mobile Construction Vehicle becomes the Construction Yard providing the player with the ability to construct structures. Keep this unit safe at all times.
Cost: 800 Armor: Medium light Weapon: Vulcan Cannon
Range: 4 Production Time: 26 sec. Speed: Fast
The Harpy is the light attack helicopter of the NOD Air Force. It quickly deals with enemy infantry but has a much tougher time against enemy armor. It must reload at a helipad to be able to fire more than once. A fast and somewhat armored aerial vehicle, the Harpy is effective in early stages of the game.
Cost: 1250 Armor: Medium Heavy Weapon: Rapid Fire Plasma Cannon
Range: 5 Production Time: 42 sec. Speed: Very Fast
The Banshee is the supreme aerial vehicle. Based on Alien technology, its Plasma Cannon can destroy enemy structures and armored vehicles very quickly. It is very fast and reliable. The Banshee could be the deciding factor in the final stages on any match.