Nod support powers (Global Conquest)

The following is a list of all Nod support powers in Global Conquest. Nod has more support powers that summons strike forces than any other faction. Also, most of their support powers are the cheapest in the entire game, costing only 1000 credits.
==Support Powers==
Name 	Icon	Cost 	Cooldown	Requirement 	Description
Vertigo Strike 	 	3000 credits	2 turns 	Tier 2 Base 	Damages an enemy strike force
Raise Marked of Kane	 	1000 credits	2 turns 	Tier 2 Base 	Creates a Marked of Kane Strike Force within your Area of InfluenceOnly one Raise Marked of Kane Strike Force may be used at any timeNOTE: The "Marked of Kane Group" Strike force consists of 4 of every Marked of Kane-exclusive infantry, 3 Shadow Teams and 2 Beam Cannons
Rouse the Black Hand	 	2000 credits	2 turns 	Tier 3 Base 	Creates a Black Hand Strike Force within your Area of InfluenceOnly one Rouse the Black Hand Strike Force may be used at any timeNOTE: The "Confessor Group" Strike Force consists of 2 of every Tier 1 infantry, 4 Black Hand infantry, 4 Fanatics, 2 Mantises and 2 Flame Tanks
Guerilla Repairs 	 	1000 credits	2 turns 	Tiberium Forge 	Repairs a damaged Strike Force
Stealth Field 	 	1000 credits	2 turns 	Disruption Generator	Stealths all Nod Bases and Strike Forces while they are in the target area
Rouse Militants 	 	1000 credits	2 turns 	Propaganda Center 	Creates a Strike Force of basic infantry within your Area of InfluenceNOTE: The "Vanguard Group" consists of 4 of every Marked of Kane-exclusive infantry, 4 Shadow Teams and 2 Fanatics.
Rouse Insurrection 	 	1000 credits	2 turns 	Propaganda Center 	Increases Unrest in the target City
Fury of Nod 	 	1000 credits	3 turns 	Propaganda Center 	Increases Unrest in targeted CityDamages enemy Strike Forces in the nearby area
Nuclear Missile 	 	5000 credits	4 turns 	Temple of Nod 	Launches a nuclear missile at any location on the mapHeavily damages enemy Bases and Strike Forces in the targeted area
== Strategy ==
=== Vertigo Strike ===
* Vertigo Strike will destroy a certain percentage of a Strike Force:
**50% vs. Heavy Strike Forces
**75% vs Medium and Ultra Heavy Strike Forces
**100% vs. Light Strike Forces
*The Vertigo Strike usually destroys at least half of an enemy's Strike Force's current amount of an individual unit (e.g. a targeted GDI Strike Force with 10 APCs will lose at least half of these). However, it can completely destroy specific type of units if there are 4 or below in amount. 
** This means that the Vertigo Strike is effective against Strike Forces with powerful units but few quantity (e.g. a Scrin Strike Force composing of a Mastermind and 3 Annihilator Tripods will likely only have 1 Annihilator Tripod remaining.
** This also means that even MCV/Drop Ships can be destroyed in a Strike Force, preventing the enemy from building a Base.
** Note that Vertigo Strike cannot destroy Epic Units and Planetary Assault Carriers.
* Against Nod AI, they will only use Vertigo Strike against enemy Strike Forces that are within a Nod Base's Area of Influence. 
=== Raise Marked of Kane ===
* Along with the other Nod reinforcement support powers, this can be used to stall and weaken an enemy Strike Force approaching a Nod Base.
* Depending on the player's skill and the AI difficulty, one may also use this support power to destroy undefended Tier 1 Bases on Real-Time, as long as the player uses proper timing on Cyborg EMPs to disable production structures.
* Against Nod AI, they will only use Raise Marked of Kane against enemy Strike Forces that are within a Nod Base's Area of Influence. If there are no more enemy Strike Forces, the AI will usually decommission them. The same applies to the other reinforcement support powers.
** If there are multiple enemy Strike Forces approaching, the AI will only send one Strike Force support power per threat.
** This Strike Force, along with Rouse Militants, lacks anti-air capabilities. The Strike Force will automatically lose to Strike Forces that have aircraft when using Auto-Resolve. When using Real-Time however, the Strike Force has the opportunity to destroy aircraft that need to land on an airfield by destroying the enemy Combat Support Airfield; note that this only applies when fighting GDI.
=== Rouse the Black Hand ===
* Many of the strategies and AI behavior from the Raise Marked of Kane section also apply to this support power.
* Due to the overall strength of the Strike Force, it is able to take on undefended enemy Tier 2 Bases on Real-Time.
=== Guerilla Repairs ===
* This is deceptively one of the most effective support powers in the entire mode. With cheap cost and availability every turn, it allows Nod Strike Forces to last longer in the global battlefield, even if they are too distant from nearby Nod Bases. 
** To compare, Guerilla Repairs costs only 1000 credits while repairing a Strike Force normally costs 3000 credits.
* Guerilla Repairs can be used to undo the damage of an enemy offensive (e.g. Orca Strike) or reinforcement support power (e.g. Special Forces) easily, allowing a Strike Force to engage the enemy Base with full strength.
* With a powerful Strike Force, one can continuously use Guerilla Repairs on it to steamroll on enemy Strike Forces and Bases without needing to head back to a friendly Nod Base, as long as even one unit survives an engagement so that the Strike Force still survives.
* One strategy to expand quickly is to construct a Strike Force composing of only an MCV and a Militant Squad, the cheapest possible Strike Force for Nod that can build a Base but not consume the entire Strike Force in the process, then constantly use Guerilla Repairs on it as it builds several Bases. This is more efficient than repairing it normally since it can spend a turn moving to the next possible Base location instead of stopping by to repair.
=== Stealth Field ===
* Stealth Field can be used to sneak past enemy Strike Forces without engaging them. Note that their invisibility will be nullified when approaching too close to an enemy Base.
* It is not advised to use Stealth Field on Bases, as the enemy AI always knows where Nod Bases are when it comes to using support powers, even while cloaked. 
=== Rouse Militants ===
* Many of the strategies and AI behavior from the Raise Marked of Kane section also apply to this support power.
* However, since the 2 Beam Cannons are replaced by 2 Fanatics, this Strike Force lacks long range support.
* This Strike Force, along with Raise Marked of Kane, lacks anti-air capabilities. The Strike Force will automatically lose to Strike Forces that have aircraft when using Auto-Resolve. When using Real-Time however, the Strike Force has the opportunity to destroy aircraft that need to land on an airfield by destroying the enemy Combat Support Airfield; note that this only applies when fighting GDI.
=== Rouse Insurrection ===
* Rouse Insurrection will increase the Unrest Level of a single City by 25.
*This support power, along with Fury of Nod, is essential to utilize if aiming for Nod's alternate victory condition.
* The effect of this support power is stronger than Fury of Nod, so it is best used on cities with moderate unrest already (usually colored yellow or orange).
=== Fury of Nod ===
* Fury of Nod will raise the Unrest Level of all affected Cities by 25, while also damaging 25% of all enemy Strike Forces.
*This support power, along with Rouse Insurrection, is essential to utilize if aiming for Nod's alternate victory condition.
* As GDI Bases constantly decrease unrest of nearby cities, it is recommended to only use this support power when the nearby enemy GDI Base is destroyed.
* Its cheap cost means one is able to use this support power freely against enemy Strike Forces, though its overall effect is weaker than Vertigo Strike, and it can only be targeted near a City.
=== Nuclear Missile ===
* Nuclear Missile will destroy a certain percentage of a Base or Strike Force:
** 50% vs. Tier 3 Bases and Heavy Strike Forces
** 75% vs. Tier 2 Bases, Medium and Ultra Heavy Strike Forces
** 100% vs. Tier 1 Bases and Light Strike Forces
*It is recommended to use this against a heavily fortified enemy Tier 3 Base just before a friendly Strike Force attacks it. That way, the friendly Strike Force will have an easier time to finish the job.
** Be wary of enemy support powers that can stall the friendly Strike Force, allowing the enemy to repair the Base, wasting the Nuclear Missile.
* For maximum efficiency, target Nuclear Missile between nearby Bases or Strike Forces so all enemy entities take heavy damage.
* Contrary to in-game logic, Nuclear Missile, along with other superweapons, is able to completely destroy a Tier 1 Base. This can help prevent future enemy expansions, especially if the newly constructed Base is out of Nod's reach.
* 2-3 superweapon strikes can destroy a Tier 3 Base. If another enemy has used a superweapon against a Tier 3 Base with a dangerous Strategic Structure (such as a superweapon), it may be wise to also use Nuclear Missile on the same Tier 3 Base to ensure its destruction if the enemy has not repaired it already.
* As with other superweapons, the Nod AI often uses this support power directly in the center of an enemy Base (usually Tier 3 with a superweapon).
== Trivia ==
* In Global Conquest, EVA says "nuclear missile activated" instead of "nuclear missile launched" that is normally said in regular gameplay.
* Though the Rouse Militants' icon shows a Militant squad, the actual strike force does not have them, as it consists of an entirely different subfaction's exclusive units.
Category:Kane's Wrath Nod arsenal