Tech lab (Tiberium Wars)
Medium (75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper)
The Tech Lab is a Nod tech structure appearing in Tiberium Wars. Its primary role is to unlock the highest tier of units and structures in order to provide bases with more technologically-advanced weaponry.
Units and Structures[edit | edit source]
The Tech Lab is required to produce high-tech units such as Stealth tanks, the Specter Artillery, Avatar Warmechs, mantis, commandos, Purifiers, Vertigo Bombers, and Beam Cannons (though this was later transferred down to the Operation Centers in Kane's Wrath).
Although the Black Hand subfaction does not use Vertigo Bombers or Stealth Tanks, construction of the Tech Lab gives them access to Purifiers.
Upgrades[edit | edit source]
Dozer blades were formerly available only from the Tech Lab but have since been moved down to the Operation Centers to make it earlier available to commanders (Kane's Wrath).
Support Powers[edit | edit source]
General Nod forces can use it to arrange the Redemption support power, where groups of militants and/or rocket militants within a designated area would be converted into The Awakened if killed. Neither the Black Hand, who refused to use "soulless machines", nor Marked of Kane, who already had Awakened cyborgs in abundance, employed this.
Game structure[edit | edit source]
Upgrades provided[edit | edit source]
|Laser Capacitors||Scorpion Tanks and Venoms receive a substantial firepower bonus when loaded with Spitfire lasers. This upgrade costs $2500 and takes 1:15 to research. Nod only (Ctrl+S).|
|Charged particle beams||Confessor Cabals and Shredder Turrets receive a substantial firepower bonus when loaded with Charged Particle Beams. This upgrade costs $1000 and takes 0:30 to research. Black hand only (Ctrl+S).|
|Supercharged particle beams||Shredder Turrets, Enlightened, and Venoms receive a substantial firepower bonus when armed with Supercharged Particle Beams. This upgrade costs $3000 and takes 1:00 to research. Marked of Kane only (Ctrl+S).|
|Tiberium core missiles||Nod's scientists have found a way to harness the power of Tiberium in a number of missile systems employed by the Brotherhood, giving them a hideous boost in firepower. This upgrade costs $2500 and takes 1:15 to research (Ctrl+D).|
|EMP Coil||EMP Coils can be fitted onto Raider Buggies to allow them to emit a crippling electro-magnetic pulse that disables all vehicles in the vicinity. This upgrade costs $1000 and takes 0:30 to research (Ctrl+A).|
Support powers provided[edit | edit source]
|Redemption||One of the most arcane areas of research for Nod over the decades has been in the area of cybernetics. The Redemption power allows any fallen militants in a sizable radius of 250 to be revived as Awakened cyborgs. This power costs $750 and has a cooldown of 2:20. The duration of the Redemption power is 30 seconds. Nod only.|
|Decoy Temple of Nod||Creates a structure on the map that appears to be a Temple of Nod for a fraction of the price, fooling opponents into throwing their arsenal at the structure lest it launch a Nuclear Missile. This power costs $500 and has a cooldown of 5:00. The Decoy Temple has 2000 health and the same armor as the Temple of Nod. Black Hand only.|
Notes[edit | edit source]
It is interesting to see that the Nod Tech Lab is suspiciously similar in design to its Scrin equivalent, the Technology Assembler.
Gallery[edit | edit source]