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- #Trade resources command and conquer 3 kanes wrath trading upgrade
- #Trade resources command and conquer 3 kanes wrath trading free
The Confessor is not available as a standalone unit unless all other squad members are killed.Ĭost: $750 (Redemption) | Squad size: 3 | Prerequisites: Redemption support power at Tech LabĮquipped with arm-mounted machine guns and a high-impact EMP emitter, these emotionless cybernetic warriors strike absolute fear in their enemies. The Confessor is an elite Nod officer who is often attached to Militant and Militant Rocket Squads to add 10% to their armour and 15% to their rate of fire, and throw hallucinogenic grenades every 10 seconds which cause enemy infantry units to fire on their own comrades.
#Trade resources command and conquer 3 kanes wrath trading upgrade
Note: Only one Nod Commando can be trained at a time per player.Ĭost: $1000 (upgrade) | Squad size: 1 | Prerequisites: Upgrade from Secret Shrine She can not be crushed in normal circumstances and is stealthed when standing still. The Nod Commando, the best of the best of Nod’s infantry, can mow down infantry with twin fast-firing laser weapons and instantly blow up buildings and large walkers with satchel charges.
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#Trade resources command and conquer 3 kanes wrath trading free
Returns the Shadow Team back to solid ground.Ĭost: free | Cooldown: 1:00 | Prerequisites: noneĭeploys a beacon at the selected location, allowing Specters to fire in the surrounding area from any location, even from the opposite side of the map.Ĭost: $2000 | Squad size: 1 | Prerequisites: Secret Shrine, Tech Lab
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Plants an explosive charge to an enemy building.Ĭost: free | Cooldown: instant | Prerequisites: none They are stealthed both on ground and in air, and are only uncovered when firing or by a detector unit/structure.Ĭost: free | Cooldown: 0:30 | Prerequisites: none
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Once behind enemy lines, they can plant explosives on structures. These infantry units can use their collapsible glider packs to circumvent defences and expose weaknesses in the enemy’s front. Fanatics are impossible to suppress and must be eliminated before reaching their target.Ĭost: $900 | Squad size: 6 | Prerequisites: Operations CenterĮxtremely well trained, loyal and supernaturally tough, the elite Black Hand forces are armed with flamethrowers that can clear out garrisoned structures and burn entire infantry platoons.Ĭost: $800 | Squad size: 4 | Prerequisites: Secret Shrine Nod Fanatics are equipped with volatile explosive devices that detonate when in close proximity to enemy forces. If placed on a garrisonable structure, any infantry unit that tries to enter it will be killed.Ĭost: $700 | Squad size: 5 | Prerequisites: Operations Center The trap detonates as soon as an enemy tries to capture the object that it is attached to. Plants a booby trap on to a structure, walker husk, or bridge hut. Note that with each of these actions, the Saboteur is lost. They can be used to capture civilian structures and repair destroyed bridges or to repair friendly structures. 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.