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Tactical use of Saboteurs is considered an art among many commanders. Saboteurs are the only units able to capture enemy structures, and now they can take over downed large mechs including the Juggernaut, the Avatar, the Annihilator Tripod, and their variants. Slow and unarmed, the Saboteur is nonetheless important in his own right. Renders Militants, Militant Rocket Squads, Confessors, and Fanatics immune to Tiberium, also giving them a 25% speed boost and 10% hit point increase.Ĭost: $400 | Squad size: 2 | Prerequisites: noneĪlthough armed with rocket launchers capable of destroying aircraft and armoured vehicles, Rocket Militants are still slow and vulnerable on the battlefield.Ĭost: $500 | Squad size: 1 | Prerequisites: none The Confessor adds 10% to their armour and 15% to their rate of fire, and throws hallucinogenic grenades every 10 seconds which cause enemy infantry units to fire on their own comrades. Once the unit exits the transport, the Carryall will leave the battlefield.Ĭost: $1000 | Researched at: Secret ShrineĪdds a Confessor to Militant and Militant Rocket Squads. Poorly trained but numerous, these lowly soldiers of Nod are armed with aging 20th-century chain guns that are moderately effective against infantry.Ĭost: $200 | Cooldown: 2:00 | Prerequisites: Air TowerĬalls a Carryall in order to transport this unit anywhere on the battlefield by air. Their new support powers make further use of Tiberium experimentation and can severely disrupt their enemies’ economy.Ĭost: $200 | Squad size: 9 | Prerequisites: none The Brotherhood of Nod remains a sneaky faction, while their additions in Kane’s Wrath boost their late game firepower and add a stronger mobile artillery piece, for which they were known for in Tiberian Sun.