Brotherhood of Nod Arsenal Data
This document serves as a reference for all Brotherhood assets currently deployed to the Tradestar Midas region. Learn it well, as knowing their weapons can be the difference between life and death.
Items with names in italics indicate something that will be available in an upcoming build.
The Brotherhood has a fairly wide range of infantry units at its disposal, ranging from the cheap and expendable Fanatics all the way up to the mighty Cyborg Commando.
Cost: 80
Cheap, weak, and expendable, Nod’s Militia is a largely untrained rabble with cheap weapons. They can still present a significant threat if massed, however.
Cost: 150
Outfitted with proper body armour, fully trained, and actually combat experienced, the Brotherhood's Loyalist Infantry pose a much greater threat to Kane's enemies than the simple Fanatic Militants. A few are even augmented with cybernetic parts that improve their combat performance. Whilst reasonably formidable by themselves, they work best when supported by Militants and Cyborgs.
Cost: 300
The Black Hand. Simply mentioning the name can be enough to silence an entire room. These men and women are amongst the mightiest and most dangerous of Kane's Chosen, perhaps second only to the Cyborg Commando - but even then, the Black Hand has far more agency.
Black Hand Crusaders serve as elite infantry units.
Cost: 400
The Templars are hand-picked from the highest ranks of the Black Hand; they are fearsome, fearless, and lead by example. With their powered armour and cybernetic enhancements, they are gods among men, superior even to the Crusaders.
Black Hand Templars serve as the Brotherhood’s mobile Brain unit.
Cost: 500
Biomechanical footsoldiers made from volunteers or recovered battlefield casualties, the Brotherhood’s cyborgs are large and slow, but very hard to kill. Their integral Cyborg Gatling makes the Confessor look like a nerf gun, though this comes at the cost of being unable to wield other weapons.
Cost: 2,000
Cyborgs that regularly excel in battle are eventually upgraded with superior components based off Scrin technology recreated using data from the Tacitus. Faster, stronger, and better than their common kin, these Cyborg Commando units are fearless, relentless, and most of all, almost unstoppable. Their Cyborg Plasma Cannon is capable of annihilating almost any opponent with a single blast. Whilst it is the only weapon they can use, it is also the only weapon they will ever need.
Cost: 50
The automated, mechanical heart and mind of any Brotherhood or GDI facility, Master Control Terminals are indirectly responsible for relaying commands from HQ to field agents in lieu of having higher-ranking personnel on site. Without the MCT (or a Templar), battlefield control cannot be maintained.
With its powerful lifting fans, the Carryall serves as a standard atmospheric transport for the Brotherhood. The fans generate less heat than conventional jet systems, making the craft somewhat less vulnerable to heat-seeking missiles.
As with all drop craft, the Carryall is fairly fragile and should be protected at all costs, though it has slightly better armour than common Tradestar dropships.
With the destruction of GDI’s precious Philadelphia space station, the Brotherhood was eventually able to break GDI’s upper-aerospace supremacy once and for all. Now on even footing in the upper atmosphere, the Brotherhood has used captured GDI drop pods to design their own high-impact, high-speed insertion craft.
Outfitted with heavy armour, this craft is perfect for deploying personnel behind enemy lines. Shortly after landing, explosive bolts throughout the frame will cause it to disintegrate into a pile of useless scrap metal.
As with most drop pods, the Brotherhood’s are only suited to single passengers, though - despite the name - they are well-suited to mid-combat deployment as well. Squads of Black Hand Crusaders or Cyborg troopers emerging from strategically-aimed drop pods have turned the tide of battle many times.
The Brotherhood maintains a formidable and sizeable arsenal of weapons, ranging from humble pistols to man-portable multi-purpose missile launchers.
A small and light but reasonably effective pistol, usually chambered in 9mm. Its low profile makes it easy to conceal, and it has reasonable capacity.
Cost: 25
Damage: Low
Capacity: 12 rounds
RPM: 180, semi-auto
Reload: 1.2s
Stalker SMP-5
Trademark weapon of the Brotherhood's Shadow Operatives, the Stalker Suppressed Machine Pistol is terrifyingly lethal up-close, but rapidly loses effectiveness at long range. This weapon is almost silent, making it ideal for covertly eliminating enemies. These pistols are also designed to be used in pairs, and suffer no accuracy penalty when used one-handed.
Cost: 45
Damage: Low
Capacity: 21 rounds
RPM: 750, full-auto
Reload: 1.2s
The Talon is a cruel and unusual weapon, even by the Brotherhood’s standards - combining treated tiberium shards with a high rate of fire. Whilst accuracy isn’t its strongest point, the damage it can inflict (both up-front and over time) more than makes up for it. It is also surprisingly quiet.
Cost: 60
Damage: Low
Capacity: 30
RPM: 600, full-auto
Reload: 1.6s
The Cobretti AR70 'Raptor' is a mid-caliber assault rifle with a fairly low rate of fire but low recoil, surprisingly high capacity, and respectable stopping power for its age. Whilst it is technically somewhat outdated, its reliable design, ease of use, and availability makes it exceedingly popular with insurgent groups and those who need to supply their forces on a budget.
Cost: 45
Damage: Low
Capacity: 50
RPM: 600, full-auto
Reload: 2.06s
Compact and simple, the SDT-B Vulture is a rugged and reliable weapon with plenty of stopping power. Whilst it's a little less useful at longer ranges, it excels in close-quarter situations.
Script/Code Note: Unlike regular shotguns, the Vulture’s projectiles ‘look ahead’ and track their own lifespan, spawning additional damaging projectiles on impact based on flight time; the less time the shots have been flying, the more damage they do. Shots do reduced damage after 0.25s of flight, and minimum damage after 0.75s of flight.
Cost: 50
Damage: High-Low (scales with range)
Capacity: 8
RPM: 60, pump-action
Reload: .4s per shell (3.2s from empty)
Whilst the Firefly lacks the rate of fire of conventional projectile-based assault weapons, its unerringly precise laser beams are much less subject to troublesome things like gravity...
Cost: 75
Damage: Low-Moderate
Capacity: 100
RPM: 300, full-auto
Reload: 1.07s
Using blasts of compressed air to propel treated tiberium shards, the Mantis Tiberium Rifle is the epitome of silent-but-deadly. Its projectile shards are wrapped in a protective layer that is stripped away as it passes down the barrel, leaving them free to inflict horrific tiberium crystallization on both organic and synthetic targets alike.
Cost: 100
Damage: Low-Moderate (Damage-over-Time)
Capacity: 20
RPM: 300
Reload: 2.7s
The Vervack R59 is a light but effective semi-automatic sniper rifle with a decent rate of fire, high accuracy, and a 10-round magazine. Whilst it lacks stopping power against heavily-armoured targets, it's still an extremely effective weapon in the right hands.
Cost: 80
Damage: Moderate
Capacity: 10
RPM: 60
Reload: 3.08s
Seeing the GDI still fielding these ancient grenade launchers gave Nod commanders the bright idea of once again deploying these devices to the battlefield. It didn't take long for them to capture supply stockpiles and rumour has it they're already working on their own new grenade types.
Cost: 80
Damage: High
Capacity: 6
RPM: 45, semi-auto
Reload: 2.25s
Favoured weapon of Black Hand's Crusaders and Templars. This monster sports a tri-barrel rotating assembly that fires 5.56mm rounds at up to 1050RPM; it's capable of exhausting its 100 round magazine in just under six seconds. Its firepower is matched only by its fearsome reputation - merely the sound of a spinning Confessor has been known to cause entire squads to fall back to a safer position.
Cost: 125
Damage: Moderate
Capacity: 100
RPM: 1050, full-auto (1s spinup)
Reload: 3s
When it became apparent that heavier weapons would be required to counter GDI's armoured vehicles, Nod's engineers came together to design the Redeemer Shoulder-Mounted Assault Weapon. Capable of locking onto infantry, vehicles, and low-flying aircraft, the Redeemer is one of the most efficient and deadly man-portable launcher systems ever designed.
Cost: 200
Damage: Moderate-High (Variable Blast)
Capacity: 1
RPM: Varies
Reload: 1.5s
Operation note; to begin locking onto a target, hold the trigger and aim at a target - you can use the weapon’s laser-dot sight to aid with target acquisition. After one second, the system will begin to lock on, indicated by a rotating set of brackets on your heads-up display. Once the brackets have tightened, a second tone will sound to indicate a lock has been acquired. Release the trigger to launch a missile. You can break an existing lock by looking towards another enemy.
The Redeemer can also be fired ‘dumb’ (without a lock) by tapping or pulling and releasing the trigger, in which case its HEAP missiles will travel in a straight line and detonate on impact, whilst its Frag missiles will detonate if they pass close to an enemy.
Sometimes erroneously referred to as a 'laser chaingun', the Tarantula is nonetheless equivalent in purpose if not in precise function. Utilizing a rotating focusing assembly to help manage heat build-up, it achieves a rate of fire twice that of the common Firefly with the same firepower, albeit sacrificing accuracy - even with the rotating assembly, the lenses warp due to the rapid heating, refracting beams unpredictably.
Cost: 175
Damage: Low-Moderate
Capacity: 200
RPM: 600, full-auto (1s spinup)
Reload: 1.6s
Intended for heavy countersniping and 'guaranteed elimination' of high-value targets, the Hawkeye Anti-Materiel Rifle's high-caliber rounds are capable of putting holes in the hardiest of targets even after penetrating reinforced concrete. The weapon's power is offset by the need for a long reload between every shot and its extreme weight, however.
Cost: 150
Damage: Very High
Capacity: 1
RPM: 45
Reload: 2.06s
The V2 Venom Chem Sprayer is an adapted weapon, modified to shoot a high-pressure stream of tiberium particulate. It's terrifyingly deadly against light infantry.
Cost: 150
Damage: High
Capacity: 300
RPM: 3600, full-auto
Reload: 4.5s
This monstrously heavy (and equally powerful) weapon is available only to the Cyborg, as common infantry have no hope of managing its recoil - even members of the Black Hand would struggle to control it! Even in the hands of the Cyborg, its accuracy is somewhat lacking - though it compensates for this through sheer rate of fire.
Cost: N/A (Cannot be purchased, included for free with every Cyborg)
Damage: Low
Capacity: 300
RPM: 1200, full-auto
Reload: 5s
Based upon alien technology from the decoded Tacitus, the Cyborg Commando’s Plasma Cannon is a horrifyingly powerful weapon capable of obliterating most infantry units in a single hit. Whilst the Cyborg Commando is incapable of using any other weapons, the sheer firepower of the Plasma Cannon makes all other weapons irrelevant. Even reinforced structures are little match for the weapon, as it can carve through fortifications with sustained fire.
Cost: N/A (Cannot be purchased, included for free with every Cyborg Commando)
Damage: Extreme
Capacity: Inf.
RPM: 90, full-auto
Reload: N/A
Simple but effective, the Brotherhood’s basic fragmentation grenades have a fairly large blast radius - they are generally thrown into enclosed spaces so that the ricocheting fragments will cause maximum damage to enemies within.
Cost: 10
Damage: Low-Moderate (Moderate Blast)
Heavy but powerful, Timed C4 is perfect for blasting open troublesome doors and other defenses. The long timer makes it impractical for use as a battlefield weapon, though its large blast radius can make it quite deadly if used properly.
Cost: 25
Damage: Moderate-High (Moderate Blast)