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This page is a listing of factions and characters from the Command & Conquer: Tiberian Series.

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Factions

     United Nations Global Defense Initiative 
https://static.tvtropes.org/pmwiki/pub/images/WikiGDIlogo_1264.jpg
Sanctioned by the United Nations, the Global Defense Initiative has one goal: to eliminate multi-national terrorism in an effort to preserve freedom.
-EVA Database briefing

The United Nations Global Defense Initiative (UNGDI), or Global Defense Initiative (GDI), was originally the military wing of the United Nations founded in 1995 in accordance with the United Nations Global Defense Act, passed in order to combat global terrorist groups like the Brotherhood of Nod. GDI's initial goal was to preserve world order by combating global terrorism, but eventually outgrew its original mandate to become a world superpower. It is capable of instantly deploying vast quantities of well-trained and well-equipped soldiers backed by powerful ground, air and naval assets to any point on the globe, and this in ways that are considerably more organized, advanced, and on a much greater scale than any conventional real-life military force today possibly could. GDI troops utilize both superior armor and firepower, making them typically much more powerful than Nod forces in direct open confrontation, but also more cumbersome and less flexible. Preferring overwhelming firepower to subtlety, GDI forces have few stealth units.


  • Awesome, but Impractical: The Steel Talons faction is a playable variation of GDI in Kane's Wrath. They don't use advanced infantry, and still use some non-standard Humongous Mecha. They can also unlock a damage-mitigating armor as well as unlock Explosive Overclocking with their Railguns. However, they lack a tech building that unlocks EMP grenades for Grenadiers which are very good vs Epics. This leaves them with a only a Kill Sat delivery for their EMP which is both costly and must recharge. Their lack of advanced infantry also gimps the power of their Epic unit. Their main battle tank, the Titan mecha is also $1300 and replaces the $1100 Predator tank, which many players prefer over the clunky mecha. They are also unable to build advanced base defenses to hold down the fort while their army is out in the field, a major defensive drawback, as they're the only faction in the game that has this limitation. This balance trouble, along with programming-bugs in the ZOCOM faction causes most players to play as Vanilla GDI who are far more well-rounded.
  • Badass Army: GDI has overwhelming firepower and a lot of money.
    • In Tiberium Wars, they have commandos who can massacre squad after squad of infantry while throwing out one great and memorable Bond One-Liner after another, Mammoth Tanks that grind entire armies under their massive treads, Powered Armor equipped special squads with railguns that can quickly shred even tanks to pieces, devastating Humongous Mecha artillery platforms, and the MARV, to name a few.
    • They also have the best win-loss record of the series' factions, having beaten Nod three times, and in the Third Tiberium War, managing to defeat Nod and the Scrin. By Tiberian Twilight, Kane realizes he can't outright beat them and instead decides to factor them in as a functioning part of his plan rather than an opposition.
  • Batman Gambit: GDI pulls one off in Tiberian Dawn, tricking Nod into thinking that infighting has killed off their funding, crippling them as a result. This allows them to position themselves in such a way that they can wipe Nod's Temple/leader off the face of the Earth.
  • BFG: Their Commando in Tiberium Wars fires a rapid-firing miniaturized railgun. Probably left handed. It's still mostly useless against vehicles, though. The Zone Troopers, on the other hand, use semi-automatic anti-tank railguns, and make short work of basically anything on the ground.
  • Boring, but Practical:
    • Where Nod puts fancy religions overtones on everything and has lasers up the wazoo, GDI large's edge in terms of tech comes from their expertise in engineering, practicality, and raw firepower.
    • GDI field conventional designs based off of modern military weaponry, and railguns are also less cool than freaking lasers. NOD is using experimental and exotic weaponry, which is cool but (in universe) unreliable, unstable and hard to manufacture. In-game, NOD has expensive units, which are highly specialized, less armored, and have to be used properly in ambushes and guerilla warfare. GDI units are good all-rounders with massive firepower and many possible strategies.
  • Chicken Walker: In Command & Conquer: Tiberian Sun, the GDI trades its tanks for the Titan, a chicken walker with 120mm cannon. The Firestorm expansion adds the Juggernaut, an artillery variant with triple the firepower that needs to be deployed to fire. They go back to tanks in Command & Conquer 3: Tiberium Wars, but the Steel Talons subfaction keeps the Titan. To drive the point home even more, one of their Juggernauts idle animations in CNC 3 is occasionally comically peck just like chickens!
  • Color-Coded Armies: In Tiberian Dawn GDI is yellow (to suggest Desert Camoflague ala Operation Desert Storm). Tiberium Wars somehow changed GDI's color to blue (in the HUD etc, their actual tech remained gold)
  • Cool Plane: The Orca of the Tiberian Dawn era. Its twin tiltjet technology was so useful and reliable that in Tiberian Sun, GDI derived five different variants from the original Orca. Note that this is consistent with Real Life military doctrine. Modern militaries, perhaps especially the US military, find designs that work well and milk them for all their worth. Cases in point: All NATO nations use the same ammunition for almost all infantry weapons, and all US military vehicles are powered by jet fuel. (It has to be said that NATO nations use the same ammo out of convenience. That way a US or NATO force fighting in Europe wouldn't have to scramble for ammo. No matter where a NATO force was fighting in Europe, they'd have a readily-accessible supply of ammo in the fight against the Soviet menace.)
  • Drop Pod: The Tiberian Sun iteration crash drops a handful of veteran low-tier GDI infantrymen on the battlefield. The Tiberium Wars variant, on the other hand, lands a commander a few squads of veteran GDI Zone Troopers which are powerful enough to turn a pitched battle into a devastating curb-stomp. On the other hand, the Tiberian Sun pods have a function that clears the landing area...with gunfire. Helpful if you're dropping your boys into a hot zone and need to take out a cluster of high-level enemies. The Tiberium Wars pods land gently, slowly, and are generally sitting ducks until the Zone Troopers get out.
  • Faction Calculus: Powerhouse, through and through. GDI's units are more expensive, and can invariably power through the Brotherhood's equivalent in a direct conflict.
  • Gunship Rescue: Their iconic Orca VTOL gunships.
  • Harmony Versus Discipline: GDI wants to - depending on who you ask - eradicate or harness and exploit Tiberium as a resource while Nod wants to embrace it as a new way of life.
  • Humongous Mecha:
    • Tiberian Sun gave GDI the chaingun-toting Wolverine scout walkers to the Titan main battle walkers, and the AT-AT lookalike Mammoth Mk. II , which sports railguns. Firestorm added the Juggernaut, an artillery platform on legs. In Sun there seemed to be a conscious design choice that GDI only used mechs and floating vehicles.
    • Tiberium Wars and Kane's Wrath had GDI return to tanks except for the Juggernaut, although Wolverines and Titans are still used by the Steel Talons sub-faction. In-game fluff material mentioned how the factions were discontinuing walker production, because commandos kept running up and disabling the things with a well-placed explosive on a leg joint. Indeed, the factions' commando units can do just that in-game, taking down an enemy walker instantly.
  • Kill Sat: Has a network of orbital artillery platforms, especially Ion Cannon platforms.
    • The Ion Cannon has a humble start killing small targets but eventually moves to levelling military bases. As of Tiberian Twilight, it even has adjustable power settings, and there are even some foot-soldiers that can call down a strike (first seen in Renegade).
    • In the Kane's Wrath expansion, GDI has an additional orbital attack protocol: Thor's Hammer orbital attack satellites that fire Mjolnir rods at the surface, decimating Kane's little armor divisions with impunity.
    • In Tiberium Wars, one of the Intel logs note that GDI took a sworn oath to never deploy nuclear weapons, then promptly unveiled the Ion Cannon shortly after. Critics note how the firepower of the Ion Cannon made their oath a hell of a lot easier to keep...
  • Kinetic Weapons Are Just Better: In contrast to the Brotherhood and its laser weaponry, GDI continues to rely on good old-fashioned hitting power, whether delivered by explosive or electromagnetic catapult. This trope is usually played straight since GDI's weapons tend to pack more of a punch.
  • Lightning Bruiser: GDI is huge, tough, and hits hard but is still fast, with a couple of exceptions.
  • N.G.O. Superpower: GDI was this trope at some point, but it is a bit unclear when it entered it (UNGDI was explicitly reliant on Security Council funding and answered to the same during Tiberian Dawn, making it ultimately an arm of government [multiple governments, but still government]) and when it left this trope behind to be a government that just happened to have descended from the military arm of the United Nations.
  • Magnetic Weapons: Global Defense Initiative first brought railguns to the battlefield in Command & Conquer: Tiberian Sun on their Mammoth MkII. By C&C 3, all of their main-line tanks came equipped or could be upgraded to fire railguns, while their Zone Troopers carry infantry-sized versions. The Snipers have a small caliber long range version while the Commando have a rapid fire carbine version, these modified variants are only effective vs infantry (though still powerful enough to punch through Cyborg armor effectively).
    • On the other hand, those infantry-sized railguns (especially the Commando variants) are mentioned to be horrendously expensive to build and maintain, hence their only being issued to Commando forces.
  • Mighty Glacier: Mammoth Tanks are the poster boy (tank?) for this trope. Aside from the Mammoths (and its bigger cousin, the MARV), however, GDI is almost as fast as Nod.
  • Military Mashup Machine: GDI is in love with Land Battleships, typically in the form of their Mammoth Tanks, which are so huge and durable they can run over other tanks. In the Kane's Wrath expansion, GDI also gains the MARV, which is an even bigger mobile treaded deathmobile with three railguns, garrissionable infantry bunkers, and the ability to consume entire Tiberium fields instantly.
  • Mythology Gag: The GDI campaign in Tiberium Wars has many homages to the Soviet Campaign from Red Alert 2, including an early mission involving the Pentagon and a virtually identical opening to the second mission.
    • Also, the game's entire Database holds subtle references to characters and events from the previous games. The game also has a statue of Havoc, the commando from Renegade. The novelization also makes references to Tiberian Sun, even going so far as having the GDI player character, Michael Mc Neil, as a character. In a "criminal dossier" from the game designers, a subtle reference to Red Alert is made.
    • In Tiberian Sun you can find an abandoned GDI base made from buildings found in the first game, as well as functional Mammoth Tanks.
    • In Renegade a cutscene shows that GDI controls their troops with the exact interface the player used in Tiberian Dawn. In fact, it shows part of an actual mission in the original game, then switches to the game level with the exact same layout. Several audio clips were also used, such as the death sounds of Nod infantry or EVA lines like "reinforcements have arrived". During the credits, the same "news report" that was shown during the GDI ending is also played here.
  • Obstructive Bureaucrat: According to Nod, the GDI are interchangeably filled with these and Corrupt Corporate Executives.
  • One-Hit Polykill:
    • In Command & Conquer: Tiberian Sun, GDI railguns would penetrate through anything standing between the shooter and the target (read: Friendly Fireproof isn't in effect here), dealing equal damage along anything in that line. Because of the extremely high damage output invested in every shot, a railgun is quite lethal to fragile targets. Canny gamers would then set these weapons to force-fire behind the unit or structure they wanted to kill.
    • Another weapon that polykills is the GDI sonic emitter, first used by GDI Disruptor tanks from the same game. It's essentially a railgun with more sophisticated rules: the emitted sonic beam takes time to reach its target, hurts less to anything in between that's not an intended target, and hurts friends and foes alike, unless it's another Disruptor. In short, it's safe to cluster Disruptors among themselves, but not with other kinds of things. This reappears as the Shatterer (and upgraded ZOCOM-only version, the Zone Shatterer) in Kane's Wrath.
  • One-Way Visor: Most their units from Tiberium Wars
  • Photoprotoneutron Torpedo: The GDI's ion cannon.
  • Powered Armor: GDI's Zone Troopers start wearing it in Tiberium Wars, and by Twilight most of its infantry are wearing it. Interestingly, the Zone Troopers can actually take more abuse than Nod's cyborgs.
  • Tank Goodness: Has several iconic tanks, including the (in)famous Mammoth Tank.
    • Their double-barreled Mammoth Tank is one of the series' mascots, lovingly referred to as the "Mammy" by fans. It appears in some form or fashion in just about every title:
      • Almost every Tiberium RTS featured a new iteration of the tank, except for Tiberian Sun, in which Mammoth Tanks from Tiberian Dawn were bonus or recoverable units.
    • The GDI faction Zone Operations Command (ZOCOM) in Kane's Wrath gets the Mammoth Armed Reclamation Vehicle (MARV), the big mommy of all Mammies—it's a humongous tank with three main sonic cannons, four secondary turrets whose function changes with the unit inside, and a fully functional on-board Tiberium refinery.
  • United Nations Is A Super Power: The GDI (official name: UNGDI), was founded as a black-ops, anti-terrorist unit, but is reformed into what is essentially the UN's military in response to the Brotherhood of Nod's coalition of disaffected Third World nations. But as Tiberium spreads across the planet, most of the UN's member nations collapse under the strain of dealing with the catastrophic ecological damage, leaving GDI as the only organization capable of keeping order. By Tiberium Wars the United Nations has been effectively subsumed by GDI, a would-be One World Order opposed by its old enemy the Brotherhood of Nod, which has performed a similar stabilizing role in the Tiberium-racked Third World.
  • Warfare Regression: In Tiberium Wars, GDI revert back to using tanks, since it was just more cost-effective. It turns out Mecha and hover tanks are too expensive to maintain.
  • Zerg Rush: In the earlier games, GDI player use tank rush. What makes it a subversion is that this tend to be used with GDI's Heavy Tanks and Mammoth Tanks, the two heaviest tanks in the game, that would just steamroll over the opposition. You still use overwhelming numbers, but due to the cost and build time of the tanks, this is likely a late-game tactic. It is gruesomely effective, as fending off all those heavily armored tanks can be extremely difficult to near-impossible.

     Brotherhood of Nod 
https://static.tvtropes.org/pmwiki/pub/images/125px-WikiNodlogo_7460.jpg
Brotherhood. Unity. Peace.
-Nod motto

The Brotherhood of Nod is a mysterious Abrahamic Church Militant society of allegedly ancient origins. Throughout its struggle with GDI, Nod is shown possessing characteristics of a vast religious movement, a Mega-Corp and a decentralized nation-state, while being none of the three in itself. The Brotherhood of Nod represents a flexible, elusive and worldwide guerrilla army which thrives on the sophisticated synergy between low-tech militia troops and elite forces equipped with ludicrously advanced weapons and defensive technologies derived from the Brotherhood's unparalleled understanding of Tiberium and its military applications. The Brotherhood's military is centered around the concepts of stealth and speed, preferring outmaneuvering their enemies, hit-and-run attacks, guerrilla tactics, wave attacks, and subterfuge.


  • Ancient Conspiracy: Their influence stretches as far as World War 2, hinted to be stretching centuries further back (how one character noted that they've been biding their time for centuries, and now it's the time to reveal themselves), and if Kane is to be believed, they have existed as far as human history itself.
  • Animal Motifs: Scorpions. It's in their emblem, and they certainly love their buildings modeled like it, most notably the Obelisk of Light and Temple of Nod.
  • Badass Army: Nod has fanaticism and advanced technology.
    • In Tiberium War, they has heavy armor-clad flamethrower wielding anti-infantry troops, cloaked tanks that can unload missile after missile into a target before it can react, soldiers armed with weapons that spew tiberium, and the attack bikes, heavy motorcycles with twin missile launchers.
  • Badass Creed: The Brotherhood has plenty, being a Army loyal to Kane, the most prominent being:
    • "One Vision, One Purpose!"
    • "Brotherhood. Unity. Peace."
    • "Peace Through Power!" (Sometimes combined with the previous one)
    • "For The Technology Of Peace!"
    • "Kane Lives In Death!"
    • "In The Name Of Kane!"
    • And, in one scene from Tiberian Sun:
      Slavik: In the name of Kane!
      Army of Nod Troops: Kane lives in death!
      Slavik: In the name of Kane!
      Army: Kane lives in death!
      Slavik: In the name of Kane!
      Army: Kane lives in-
      Kane: KANE... LIVES!
  • Beethoven Was an Alien Spy / Historical Villain Upgrade: The Black Hand, Nod's elite special forces group is most likely the same Black Hand that had Archduke Franz Ferdinand assassinated. The Brotherhood itself claims to be around since the dawn of mankind itself, which is plausible.
    • Nod's Black Hand and the Real Life Black Hand being one and the same could either be viewed as a Historical Villain Upgrade due to the fact that the real Black Hand proved to be a largely incompetent organization that only killed the archduke due to dumb luck after screwing up their first several attempts, or the organization Took a Level in Badass.
    • Kane claims to be the biblical Cain.
      • Given his statement in Command & Conquer 4 that he has been on Earth for thousands of years, this is not as far-fetched as it would first appear. Starting with the Scrin in Command & Conquer 3, the series drops some not-so-subtle hints that he is an extremely long-lived, if not immortal, alien that just happens to look human.
    • In Renegade, you can find what appears to be Abel's tomb in one level, further cementing the fact that he really was that Cain.
  • Belief Makes You Stupid: Averted. The Brotherhood of Nod is one of the most scientifically and technologically advanced organizations on the planet. They are often ahead of the GDI in the technological and scientific curb, largely because of their willingness to ignore morality, ethics, and sanity.
  • Biblical Motifs: Most prominent in the first game. Their leader is Kane, and Cain in the Bible is said to went to the land of Nod. Their weapons and techs also take names cribbed from the Bible, such as Ezekiel's Wheel Stealth Tank, which equips the Lazarus Shield cloaking tech.
  • Bread and Circuses: Tiberium Wars background reveals that the Brotherhood of Nod have become the last hint of civilization and order in the devastated Yellow Zones of Earth, for the people living there (about 80% of the human population) they are seen as the good guys, those who bring infrastructure, food, medicine, security and hope to the masses, also, they look really cool.
    • This is also accentuated when GDI decides it would much rather throw out the poor and hungry into these yellow zones. Oh, you can stay in the safety of our Blue zones. If you give us a million dollars every year. Nod's attempts to expose GDI for what they really are finally come to fruition
  • Chef of Iron: In Renegade, player can sometimes find chefs in the mess halls of Nod bases, who will attack with flamethrowers.
  • Church Militant: Kane's Wrath introduces the post-Second Tiberium War Black Hand, a powerful Nod faction composed of highly trained religious zealots with an obsessive tendency to equip all their squads with flamethrower weaponry. Additionally, these guys have a tendency to resist incredible amounts of damage and fight harder than any other faction due to their fervent religious beliefs.
  • Chronic Backstabbing Disorder: Without Kane constantly leading them, or even in many cases, with, Nod falls apart into various factions and fights more amongst eachother than GDI, which is all too happy to sit back and watch. Its become tradition to expect at least one Starscream to rear their head during the Nod campaigns.
  • Civil Warcraft:
    • Command & Conquer: Tiberian Dawn had an inversion in the Nod campaign where you had to take out a GDI base with stolen GDI equipment because a traitorous commander sent your normal forces halfway across the world.
    • The Nod campaign of Tiberian Sun starts off as a civil war between various factions of the group. Later there's a subversion where you hijack GDI equipment to fight the Forgotten (who are using a mix of GDI and Nod equipment, often from the first war).
    • In Command & Conquer 3, Nod missions at Sarajevo and Ayers Rock involve the player Kane-loyalist Nod army facing off against rogue Nod soldiers. Also done well in the Kane's Wrath expansion, the first Act involves vanilla Nod forces fighting against the Black Hand, a subfaction.
  • Color-Coded Armies: In Tiberian Dawn, the Brotherhood of Nod in the campaigns had red-colored buildings and white/grey-colored units (a combination not possible in Multiplayer). Subsequent games made them red all the way (and mixed in black), though in the latest part of the "Kane's Wrath" expansion campaign, they were suddenly purple instead.
  • Cool Boat: While Red Alert got most of the attention for ships, the Tiberian series has a few notable ones, namely the Massive Nod Cruisers in Tiberium Wars which have considerable range with their missiles (not to mention looking like a giant end of a scorpion's tail) and the Nod Hovercrafts, which look like giant flying manta rays.
  • Cool Plane: Nod eventually catches up with GDI's technological advancements of aircraft, though, namely with the introduction of the Scrin-based Banshee attack aircraft and in Tiberium Wars, Venom gunships and the Vertigo stealth bomber.
  • Cyborg: The Brotherhood make use of cybernetics for their elite forces, first seen during the events of C&C Renegade and later much more prominently in Tiberian Sun. During the Firestorm expansion, however, Nod's combat AI goes rogue and takes the cyborgs with him, so when Tiberium Wars rolls around cyborg forces are conspicuously absent. The Kane's Wrath expansion brings them back in the form of the Marked of Kane, made up of Nod's fallen soldiers resurrected through technology and linked to the new LEGION AI.
  • Cybernetics Eat Your Soul:
    • Nod cyborgs don't tend to have a whole lot of free will (how much isn't specified). On the plus side, they're extremely powerful.
    • Kane's Wrath introduces the 'Awakened', cyborgs that retain all of their free will. Fortunately for the Brotherhood, they are also fanatically loyal to Kane.
  • Cult: Nod started out as a secret society/cult whose members believed Kane's prophecy Tiberium will allow humanity to achieve ascension. When Tiberium actually arrived on Earth in the 1990's, Nod gradually went from a secret society to a global terrorist movement to something resembling the Islamic State in terms of reach, influence and ability to field armed forces. In Tiberium Wars, Kane uses Tiberium to summon an Alien Invasion. In Tiberian Twilight, he and his followers use a portal left behind by the aliens to actually ascend.
  • Deadly Gas: In Tiberian Sun, the Brotherhood of Nod weaponizes Tiberium in the form of a Chemical Missile, which detonates over the target area and saturates it with noxious clouds of highly-corrosive gas. Its effects on infantry are... unsettling, to say the least.
    • Before that, the Covert Ops addon for the first game had Chemical Troopers, a variation on the normal Flamethrower infantry who sprayed Tiberium gas, instantly fatal to any non-Chemical Trooper infantry. They also feature in Renegade, albeit renamed to "Chem Warriors.''
  • Doom Troops: Several Brotherhood units such as the Black Hand Confessors and Awakened Cyborgs fit the bill.
  • Elaborate Underground Base: Nearly all of the Brotherhood's military facilities have some kind of extensive underground component. For example, the Hand of Nod has a massive training and fitness area, as well as a mock-up forest environment for combat practice, and an interrogation cellar.
  • Easy Logistics: In the original Command & Conquer, NOD receives vehicles flown in by transport from off the map. These transports never have to contend with GDI anti-air fire.
    • That's because NOD buys their vehicles from merchants. GDI wouldn't shoot down neutral merchants.
      • Indeed at the time Nod was considered to be a multi-national corporation and quasi-terrorist organization, not a world power and were still technically civilians, so even firing upon their non-militarized installations could have had reprocussions, let alone shooting down merchant aircrafts that didnt even belong to Nod. This is all gone by Tiberian Sun, however, where the Tiberium contamination pretty much re-drew national borders, allowing Nod to actually become a world power.
  • Faction Calculus: Subversive, the Brotherhood's basic infantry and vehicles are less powerful than their GDI equivalents but are cheaper and can be fielded in larger numbers. Later tier units, however, are much more expensive and pack an assortment of nasty abilities, usually stealth.
  • False Flag Operation: Command & Conquer occasionally does this with Nod campaigns. In Tiberian Sun, the Brotherhood uses stolen GDI units against the mutant faction in order to win their trust.
  • Family-Friendly Firearms: Occurs within the Command & Conquer novelization of Tiberium Wars. Within the novel, the regular infantry of Nod are armed with energy weapons. While Nod do have lasers within the game, its only limited to special forces, while the regular mooks get conventional weapons. The trope is almost invoked by one soldier "Where the hell'd they get-" after seeing the lasers. The change isn't because of censorship, but as a result of a continuity error.
    • In the expansion to Tiberium Wars, the Black Hand subfaction can upgrade their basic mooks to use lasers. That said, they are Elite Mooks, since the Black Hand is apparently Nod's elite.
  • Flanderization:
    • As the series went on, Nod was depicted as far more a religious organization. In the original game, there were only small hints of it, with their main base being referred to as a temple. In "Tiberian Sun", it became more prominent with some of Kane's speeches. By "Tiberium Wars", their religious aspects are one of their main characteristics, with most of their infantry's uniforms having a religious look to them, contrasting with earlier games where they looked more army uniforms abit fancier than GDI's, many of their vehicle names have religious themes to them, and in descriptions of subfactions and dialogue of units depicts them as more religious.
    • Their backstabbing ways also got played up, as well as the possible repercussions. In the first game, only one member had any backstabbing tendencies, and it was only towards you, the player character, as you were threatening his rank within the brotherhood. By the third game, basically whenever Kane wasn't around, every single Nod Leader would end up in a free for all slapfight for control, most of whom would quickly denounce Kane as a heretic.
  • Flesh Versus Steel: Though both sides are super hi-tech, Nod is definitely on the side of steel with their use of morally questionable technology like free thinking computer AI and cybernetics.
  • Frickin' Laser Beams: Nod's signature weaponry. It started as early as the first game with the Obelisks of Light, defensive towers that melted tanks with ruby rays of death, Tiberian Sun featured laser fences, and by Tiberium Wars many Nod vehicles can be upgraded to use them.
  • Futuristic Pyramid:
    • During Tiberian Sun, Nod was in love with this trope, having their major headquarters within large, technified pyramids. They're actually converted ancient pyramids rather than purpose-built ones, as they're in Egypt and Central America specifically
    • By Tiberium Wars, Nod largely went back to their original awesome base, but they did deploy their Epic Unit from a pyramid-shape structure.
  • Gas Mask Mooks: All Nod soldiers in Command & Conquer: Renegade, except for plot-important NPCs. May be more justified there since Nod likes to toy around with Napalm and Tiberium. Not that the superiors seem to care much about safety... (this was most likely due to limitations in the game as seeing the same face on every soldier you killed would get boring, and also to try and skirt around censorship in Germany, much like the original C&C renaming civilians "farmbots" for the German release).
  • Got the Whole World in My Hand: In Command & Conquer: Tiberian Dawn, the 'barracks' of the Brotherhood of Nod was the 'Hand of Nod', a monumentally impractical building resembling a huge hand grasping the planet. In the sequels, they downgraded to something more... practical.
    • In Tiberian Sun (the first sequel), the barracks instead resembled a hand grabbing the ground itself. It's back to being a hand holding a globe in Tiberium Wars.
    • In Renegade, the symbol of the Black Hand, the elite corps of the Brotherhood, is a, you guessed it, black hand tightly grasping a red-tinted planet Earth.
  • Gray and Gray Morality: With Tiberium Wars Nod went from clearly villainous to the only group caring about the people trying to survive in the Yellow Zones, which also undermined GDI's status as the only good guys.
  • Humongous Mecha: Avatar walker in Tiberium War
    • Or the Redeemer, an Avatar on steroids with the added ability to cause a Hate Plague.
      • There's also CABAL's Core Defender that appears in Tiberian Sun: Firestorm. It makes Mammoths Mk. II look puny, its BFGs can kill anything in 2-3 hits, and they have rates of fire like machine guns. It takes an army to beat it.
  • Icon of Rebellion: The scorpion tail of the Brotherhood of Nod. In addition to their emblem (a scorpion's tail) , the motif includes tank names, their Obelisk's of Light shaped like a Scorpion's tail, and their Temples designed to look like a scorpion. In addition, Kane himself is just a ubiquitous icon for Nod.
  • Invisibility Cloak: Nod is rather fond of Invisibility Cloaks and is specifically mentioned to be the leader in that field.
    • The first game gives us what Kane calls the "Ezekiel's Wheel," a tank that can vanish, appear just before firing its rockets, then vanish again.
    • In Tiberian Sun, the stealth tank returns, and Nod also has a structure that allows for cloaking an entire base and aptly-named Chameleon Spy. A mobile version is introduced in Firestorm.
    • In Tiberium Wars we have disruptor towers that cloak other structures, but are themselves visible. Placing several around becomes a way to try and throw off enemies searching for your base. The stealth tank also returns, this time able to unleash a torrent of missiles at land or air targets. Just a few of them can tear through even Mammoth Tanks. Kane's Wrath gives us the spectre, basically a cloaking artillery unit.
  • Kill It with Fire: Flame-based weaponry is the hallmark of the Brotherhood of Nod. At first, Flamethrowers and Flame Tanks. The Black Hand subfaction runs with this in Kane's Wrath, as all of the units will have some sort of fire-based weapon (either they were fire based to begin with, or they gain a Black Disciple, a Black Hand Squad commander with a flamethrower). Not only that, but the upgrade "Purifying Flame" makes all flame-based weapons extremely damaging to all unit types.
  • Klingon Promotion: Nod commanders in every game.
  • Knight Templar: Though more so than the GDI.
  • Macross Missile Massacre:
    • Nod Multi-Missile superweapon from Tiberian Sun is, put simply, Macross Missile Massacre plus Recursive Ammo. It's the only weapon that can let off more than two missiles in a go, until Firestorm added the Cyborg Reaper, which lets off four missile a salvo.
    • The mode of attack of the Nod Stealth Tank from Tiberium Wars is — you guessed it — a triple-M, a feat that its older versions could never pull off in the previous installments. To make it clear: older Stealth Tank models let two missiles off per salvo; these new toys let off at least three to four times as much.
  • The Man Behind the Man: Nod secretly controls the Soviet Union in the first Red Alert game.
  • My God, What Have I Done?: In Kane's Wrath Kane is genuinely disturbed when he realizes that he executed a truly loyal subordinate after mistaking her for a traitor.
  • N.G.O. Superpower: Before the events of Command & Conquer: Tiberian Dawn, Interpol viewed the Brotherhood of Nod as just another terrorist organization, until they realized just how widespread that organization was and uncovered secret dealings between Nod and major US defense contractors. When Tiberium arrived on Earth, Nod quickly exploited the alien substance to gain the financial and military resources to challenge the Global Defense Initiative in open war, and though Nod suffers major defeats, each time it's able to come back with ever more advanced technology and greater numbers. By the third game, Tiberium Wars, the Brotherhood has grown into an actual state by offering humanitarian aid, governance and protection to the inhabitants of the Tiberium-ravaged "Yellow Zones," who consider GDI to have abandoned them in favor of the affluent, pristine "Blue Zones."
  • Nuke 'em: The Brotherhood's most common superweapon is a good old-fashioned nuclear-tipped ICBM.
  • Punctuated! For! Emphasis!: The Nod brotherhood's chant "Peace. Through. Power."
  • Recursive Ammo: Nod's primary superweapon in Tiberian Sun is the Cluster Missile which, upon detonating over the target and causing damage, releases several dozen small bombs that will fall around the original target and can devastate a sizable chunk of someone's base.
  • Red and Black and Evil All Over: After the first game, contrasting with GDI's color scheme being modeled after realistic camouflage.
  • Renegade Splinter Faction: Nod has a chronic problem of these, often when Kane's not around to unite the competing factions together. Here are a few notable examples:
    • The Black Hand, led by Anton Slavik. They go renegade when Hassan (Nod's leader and GDI puppet) tries to execute Slavik.
    • CABAL, after manipulating both sides to accomplish it's goals. It was so much of a threat that both GDI and NOD work together to eliminate it.
    • The Marcion-led Black Hand, which was but one of the many splinter factions after CABAL's defeat and Slavik's death. Believing the Brotherhood strayed from it's "pure" path, Marcion took the Black Hand into exile, and reformed the group into a religious order.
    • The Nod Separatists, who opposed Kane's alliance with GDI. They saw it as a betrayal to their own core beliefs.
  • Rock Beats Laser: The Black Hand faction favors flame weaponry while forgoing the more advanced NOD techs (for instance, they don't have access to Avatar mechs, and are instead stuck with the prototype Purifier version). Sounds low-tech, but they have certain upgrades, most dangerously Purifying Flames that really boosts flame damage. A Purifier that gets in range will burn down a Mammoth Tank faster than the Mammoth can take it down, despite taking potshots beforehand.
  • Rule of Cool: Several of Nod's unit designs embody this concept.
  • State Sec: The Black Hand. It started out as Kane's personal body guard, developed into a religious secret police and special ops group, then eventually became a subfaction of its own. By the third game expansion, the Black Hand have their own military, political and religious wings, and act as a second army of Nod. Also, it's not a coincidence that it shares the name of the organization that was behind the murder of Archduke Franz Ferdinand, which started The First World War. It's pretty much stated that that was them.
  • Super Soldiers: ReGenesis mutants (Renegade), Cyborgs (Tiberian Sun/Firestorm), and liquid tiberium drinkers (Tiberium Wars).
  • Tank Goodness: Has two iconic tanks in the entire series, the Flame Tank and the Stealth Tank. Compared to what GDI has, they're weaker and much more specialized in what they do.
  • Transhuman: The Brotherhood as a whole is more than willing to use cyborg soldiers and Tiberium-assisted Bio-Augmentation. The Black Hand diverged starkly from the rest of the Brotherhood on the subject of cybernetics by the time of Tiberium Wars, however, due to CABAL's rebellion and mass-hijacking of Nod's cyborg troops in the middle of the Firestorm Crisis.
  • Villainous Valour: While this is a series with Black and Gray Morality, the soldiers of the Brotherhood of Nod, the 'bad guys' of the game, show during Command & Conquer 3: Tiberium Wars exceptional bravery, just consider the bulk of Nod military is formed of civilian militia from the ravaged and impoverished Yellow Zones armed with assault rifles, portable missile launchers and light vehicles (they are backed by some elite forces), these guys first manage to outmatch for some time the Global Defense Initiative, which is a coalition of the world greatest powers, and then they hold their ground against a massive alien invasion force with technology capable to disrupt the laws of physics and GDI's full operative military power. It helps that their leader, Kane, is a very cunning strategist, and most of their generals are competent as well.
  • Villain Protagonist: The Brotherhood of Nod in general, and Kane in particular, especially in Tiberium Wars where a large part of the Brotherhood's basic motivation stems from economic woes, health problems, and perceived oppression and marginalization by the Global Defense Initiative. Taken up to eleven in Kane's Wrath, where you learn that a previous mission you played in Wars, where you were defending as the bad-guy Nod and were attacked by a rogue group of Nod traitors supposedly led by Killian, where you learn the truth of the treachery. However the perpetrator did it in belief that she would be helping Nod rid themselves of an unbeliever, but unintentionally (however it was planned by Kane) triggering the arrival of the Scrin. What makes this a villain protagonist is that you are now in command of the traitor army. It's hard to understand exactly who she ended up helping in the end, but she's definitely a villain to all factions.
  • Walking Spoiler: In the first Red Alert.
  • Warfare Regression: In Tiberium Wars, Nod ends up abandoning subterranean burrowing vehicles due to environmental changes.
  • Washington D.C. Invasion: In Tiberium Wars, the first act of the Nod campaign is a multi-stage invasion of DC and the environs, with special attention paid to the White House and Langley AFB.
  • We Have Reserves: Nod's fanatical legions of militia are considered completely expendable. Which is fine, because there's always plenty more where they came from. In Kane's Wrath one of Nod subfaction, the Black Hand even encourages this as their main tactic, given how good their infantry is, so you can eventually overwhelm nearly any enemy.
  • You Have Failed Me: Tiberian Dawn indicated that this was how the Brotherhood of Nod handled incompetent officers, with Seth, Kane's second in command, warning the player that if you failed you died. Seth, it is worth noting, starts seeming wary of you (noting that "you are rapidly becoming Kane's favorite") as the campaign progresses and continues sending you on difficult missions with faulty intelligence. He eventually tries to send you on an outright Suicide Mission against the Pentagon (all the way across the ocean from the African theater where you're fighting). Then Kane introduces himself by executing Seth in mid-sentence, pushing him out of the chair, and promoting you.
  • Zerg Rush: The Brotherhood makes use of this at lower tech levels, able to produce huge numbers of cheap, expendable militia troops, as well as light, fast attack bikes, buggies, and tanks. However, while most soldiers fighting for Nod are poorly-trained, poorly-armed rabble, the other end of the spectrum is comprised of a much smaller group of super elites using technology that's often superior in many ways to that of GDI. If Nod has a single overarching approach to warfare it's not just zerging the enemy, it could probably best be described as sending favored sons to stab him in the back with a billion-dollar dagger made from alien technology while he's busy fending off the ragged but huge and fanatic mob in front of him.

     Scrin 
https://static.tvtropes.org/pmwiki/pub/images/WikiScrinlogo_2761.jpg
And we thought we were alone in the universe! Oh, the hubris!!
-Garbled transmission from a GDI soldier during the invasion of Munich
Scrin is an extraterrestrial force is trying to terraform Earth with Tiberium and harvest Tiberium deposits. They aren't referred to by name; they are only called by GDI as "invaders" and "Aliens" and by Nod as "Visitors". They have remained dormant along the edge of the Solar System for a millennia, until awakened by the massive detonation of liquid Tiberium beneath the Brotherhood of Nod's "Temple Prime". The Scrin swiftly proceeded to launch an assault on Earth's cities, wreaking havoc on GDI and Nod alike. These attacks were actually diversions that allow the Scrin to construct large "Threshold Tower" structures. Scrin units and structures show a distinctly bio-mechanical and insect-like appearance. Furthermore, they possess several economic and military advantages related directly to Tiberium, including the ability to promote the growth of the substance, to store infinite amounts of it, and to use it to enhance their units and weaponry. As they are Tiberium-based, the Scrin are immune to the radioactive effects of Tiberium. However, they are vulnerable to anti-Tiberium weapons like Nod's catalyst missile and GDI's sonic emitters. The Scrin has the passive ability to create wormholes to instantly teleport units around the battlefield. Of all the factions, the Scrin possess the most powerful aerial force, consisting of fighters, warships, and carriers.


  • Alien Invasion: Invoked by Kane with the Scrin. Except it's not really an invasion, but they try to make it look like one, to divert attention from their mining operations. Kane is not aware of this, and they are not aware that they have been brought to earth earlier than they plannded.
  • Aliens are Bastards: They seeded the Earth with Tiberium with intent of wiping out its indigenous life by the time their harvesting operation got there, and we get hints that this is routine for them.
  • Aliens Steal Cable: At the beginning of the Scrin campaign, the mothership's AI taps into satellite communications to run a cryptanalysis on the television broadcasts that appear throughout the other campaigns, learning Machine Monotone English from them; it takes them less than 10 seconds. In an interesting subversion of this trope, the Scrin expect from experience that Tiberium drove humanity to near-extinction but after almost getting blown out of the sky by GDI ion cannons, they tap into military frequencies and eventually conclude that humanity is fragmented yes, but they're also "warlike to the extreme". Finally, the Supervisor intercepts the cutscene where Kane explains the part of his plan involving the Liquid Tiberium Bomb and realizes they've been duped into invading at least a century too early.
  • Attack Drone/Mecha-Mooks: Their "army" (actually an escort for the mining fleet) seems to be composed of automated troops commanded by Scrin Foremen in spaceborne Motherships. All of their units and even their buildings immediately shutdown and decompose once their Relay Node is destroyed.
  • Ax-Crazy: Reaper-17 are stated to be the most violent subsect of the Cult of Reaper, and said cult's purpose is to violently subdue planets that pose a threat to the Scrin.
  • Badass Army: Scrin have all sorts of space-bending nastiness and Tiberium tricks.
  • Chuck Cunningham Syndrome: One of the worst cases in recent video gaming history. Last we see of the Scrin, they are preparing for an all-out assault on Earth. By Command & Conquer 4 they are conspicuously absent and only mentioned a couple of times.
  • Color-Coded Armies: The Scrin was colored purple.
  • Cool Starship: Their Devastator Warships and Planetary Assault Carriers.
  • Deflector Shields: They can equip their larger ships and ground units with them,
  • Higher-Tech Species: They can create wormholes and can instantaneously teleport and summon units anywhere on the map.
  • The Hypnotoad: Scrin Masterminds and their advanced Traveler-59 cousins, the Prodigies. They can take control of exactly one enemy unit or building at a time and has the additional ability of teleporting allied units around the battlefield. Other than that, it has no actual means of self defence.
  • Humans Are Warriors: Why the harvesting operation goes bad for the Scrin in Wars. While it's true that the Scrin's "invasion" was actually just a mining operation that harvests Tiberium-infested planets when all the inhabitants are dead, they still view humanity as "warlike to the extreme" and a major threat to the survival of their entire race. They are also puzzled as to why humans continue to fight each other instead of uniting against the Scrin, but they aren't complaining.
    • A quote from the Scrin Intel Database: "... Indigenous population warlike to the extreme - once Threshold construction is complete and gateway is open, entire indigenous population must be cleansed from the surface of the planet."
  • Humongous Mecha: Scrin have Tripod that straight out of The War of the Worlds. The Kane's Wrath expansion also has an upgraded version of the Scrin's tripod mech called the Reaper Tripod. The Scrin also have a giant 6-legged bug monster mech called the Eradicator Hexapod, though people tend to say it's the worst epic unit because its special ability is bad.
  • Imported Alien Phlebotinum:
    • The Threshold 19. By the end on the Third Tiberium War, it was the only alien tower completed (and hence indestructible). It was meant as a massive Tiberium mine and a wormhole to transport it to other worlds, but the aliens never got to use it. In Tiberian Twilight, it's at the center of the Tiberium Control Network, which basically extends its power to mine all the Tiberium on the planet. Kane also wants to use its wormhole to Ascend, along with his entire Brotherhood, which he does.
    • Some of the advanced technology in Tiberian Twilight also qualifies, since it's obviously based on reverse-engineered Scrin equipment. Examples include shield technology and the time-stopping stasis fields.
  • Keystone Army: All the units of the Scrin harvest escort fleet are powered by Tiberium radiation emanating from a "Relay Node" established at the original Tiberium meteor's crash site, in Italy. While the Node has an operational range that goes as far out as the Moon, its destruction stops every Scrin unit on Earth dead in its tracks, and some even break apart. The Scrin are aware of its importance: it's ludicrously well-defended with everything from stasis shields, Storm Columns and a space fleet to phase fields that render it invulnerable temporarily. Additionally, their original invasion plan called for multiple redundant nodes, but they got sidetracked.
  • Kill Sat: Having a bunch of support starships beyond Neptune's Orbit, as well as wormhole capabilities, Scrin can deploy a Tiberium-laced asteroid against ground targets, as well as call down a Tiberium-seeding beam from orbit. None of these are superweapon-grade, however.
  • Nice Job Breaking It, Hero!: The Scrin Foreman's rather ill-judged attacks.
  • Planet Looters: Scrin seed planets with Tiberium, then wait for the spread of the material to drive the planet's inhabitants into extinction. Then they begin collecting up the Tiberium on the now dead world. Unfortunately for them, they didn't expect GDI and Nod to still be existant when they arrived on Earth. The whole series was a plan by Kane to make this happen.
  • Ridiculously Fast Construction: The Scrin construct things with nano-assemblers, and teleport most of their forces from their fleet at the edge of the Solar System via wormhole portals.
  • Scary Dogmatic Aliens: The Scrin just want to harvest Tiberium, and stumble across humanity in the process. Having no precedent for a civilization surviving the Liquid Tiberium explosion that attracted them the Scrin invade with force to attempt to go about their job anyway, leveling cities as "diversionary tactics" to keep the humans off balance from this goal. When humanity kicks them back off the planet except for a single Threshold Tower, the Scrin Overlord declares that a full invasion will commence.
    • One of the absolute best parts of the Scrin Campaign is when the aliens land and encounter heavy resistance... Their response is outright amazement at the humans' not even stopping their internal war as they were being invaded: "Factions continued combat operations between them even as they were threatened with extinction by our initial attack; Indigenous population is warlike to the extreme; entire indigenous population must be cleansed from the surface of the planet".
    • The expansion, Kane's Wrath, introduces two Scrin sub-factions. Reaper-17 are Scary Dogmatic Aliens played straight, in that they take any actions necessary to annihilate things that stand in front of progress, using a religious sort of fervor. Traveler-59 are more a cult of subversion (no, not the trope kind) who actively co-opt humans via a method of The Virus.
      • Note that those aren't their only armies. Cult of Reaper is mentioned to have numerous sects, Reaper-17 are stated to be the scariest and act violent even for an army supposed to overtake planets. Traveler-59 is stated to be the newest of the traveler sects, so much so that they haven't seen action yet.
      • Fun fact: Nod is an old Hebrew word for "Traveller".
    • In Kane's Wrath, Kane himself calls the Scrin a "cult of addiction in the guise of a species," giving the mental image of an entire species of militant, highly advanced crack addicts who are turning planets into giant rocks to snort... which isn't that far from the truth, given that it is stated that they require regular Tiberium infusions in order to survive. It's implied that at some point in their past they adapted to living with Tiberium at the cost of a species-wide addiction to it.
    • Incidentally, they know of Kane, but doesn't know what he is, implying that (to them) he is this.
  • Starfish Aliens: So alien in fact, that we don't even know how they look like. All we get is the shimmering, cephalopoidal avatar of the Supervisor during his Warp-Link transmissions. It's entirely possible that the none of the Scrin units we see are actually the Scrin themselves, just bio-robots or piloted bio-machines.
  • Shrouded in Myth: It's not even clear if they are the Scrin, since the GDI translation computers returned several terms for their name.
  • Squishy Wizard: Their units are, in general, either overpriced for their actual firepower, but have a variety of tricks the other factions can't duplicate, such as not needing silos, flying MC Vs, and various tiberium-related gimmicks.
  • Tripod Terror: Their Annihilator Tripod, which, while less durable than the Mammoth Tank and Avatar, outguns them since it has multiple cannons (mammoth tank will still beat it due to its armor). Reaper-17 has the Reaper Tripod, basically a stronger version for the same costs, which will beat the Mammoth. Unless it's a Steel Talons Mammoth.
  • Unwitting Pawn: To Kane, of all people.
  • We Have Reserves: After that it was clear that the Scrin were fooled by Kane to attack Earth, Their leader Overlord wanted more information about him, at the expense of the portals of the Scrin towers for the invading forces. When the Scrin AI pointed this out, The Supervisor, Overlord's representative, tells her that the invading forces was "expendable" and commands the Foreman to spend more time on investigating Kane and less time on defending the towers.
    • Considering that Scrin force that is able to hit targets around the world and is big enough that GDI took for an army was nothing more than a harvesting operation, and that their descriptions of their subfactions imply they have dozens of armies devoted to subjugating planets that get in their way, they really seem to have reserves.
  • Zerg Rush: They can readily spam Disintegrators and buzzers while building an army of tripods in the background. And, since they're actually aliens, they are the real Zerg of this series. And let's not mention the mind-controlling cultists used by Traveler 59.

    The Forgotten 
https://static.tvtropes.org/pmwiki/pub/images/250px-CNCTA_Forgotten_1489.jpg
Never say "Trust us" to a mutant..
-Kane

A third faction that has emerged in the years since the First Tiberium War, the Forgotten are comprised of Mutants, humans who have been corrupted by Tiberium, to the point that it is actually growing out of their skin. Largely shunned by society, with whom they share a mutual dislike and mistrust, they band together wherever they can. During the Second Tiberium War, they ally with GDI in the hopes of using the Tacitus to create a cure.


  • Color-Coded Armies: Green-colored in Tiberian Sun
  • Mutants: They are the result of the Brotherhood of NOD's human experiments with Tiberium, and each faction views them differently: the Brotherhood outright loathes the mutants, the shiners are nothing more than a convenient ally for GDI, and The Forgotten view themselves "a people of honor". Naturally, they always get shafted.
  • The Corruption: Mutations due to Tiberium exposure.
  • The Exile: Generally live away from the rest of society.
  • Fantastic Racism: There is mutual mistrust and dislike between the Forgotten and normal humans.
  • Future Slang: Normals refer to them as "Shiners" and they call normals "Blunts."
  • Hufflepuff House: In Tiberian Sun, they act as a third faction, reached out to by GDI and manipulated by Nod. Their units are, appropriately enough, cobbled together from odds and ends and include old vehicles left over from Tiberian Dawn.
    • After Tiberian Sun, they are reduced to background references. Losing two leaders in Firestorm was very likely a heavy blow to them.
    • In Sun, it was Umagon who reached out to GDI in an attempt to rescue Tratos, and with her death, the Forgotten couldn't/didn't find another ambassador to represent them.
  • Put on a Bus: They almost completely disappear from the story after Tiberian Sun and Firestorm when they go into a self imposed exile from the rest of society. They were supposed to have a crucial role in the story of Westwood's original C&C 3
  • Information Broker: Their main strength was information. Tratos was one of a very small group who can translate the Tacitus. The Forgotten themselves made excellent scouts when ion storms can knock out advanced communications, and Tiberium is toxic to human scouts.
  • Was Once a Man: Once the Tiberium mutations become advanced, the Forgotten would be unrecognizable as humans.


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Characters

     Kane 

Played by Joseph Kucan

Affiliation: Brotherhood of Nod/USSR (former)
Rank: Prophet
Role: Nod Supreme Leader/Self-Proclaimed Messiah/Soviet Advisor

https://static.tvtropes.org/pmwiki/pub/images/oie_Kane.jpg

"You can't kill the Messiah"

The enigmatic leader of the Brotherhood of Nod, self-proclaimed prophet, and most magnificent of bastards. He has led Nod every time they rose against GDI through the years. Wherever Tiberium goes Nod is never far behind, and Kane calls the displaced and downtrodden to his cause. He is convinced Tiberium heralds a new age, one that mankind must embrace and views GDI's attempts to control and remove Tiberium as foolishly shortsighted which leads him into conflict with them time and time again.

Though Nod has been defeated many times, and Kane himself declared dead just as many, he always manages to return, despite being vaporized by an Ion Cannon and run through with a jagged piece of metal. Though they assure the world each time that he's really dead now, GDI leadership often wonders if they will ever truly be rid of this madman...

***INCOMING TRANSMISSION***

"Of course not, Commander. You can't kill the Messiah."


  • Affably Evil: Kane very rarely loses his cool and strikingly erudite, educated, and charismatic leader who seems to somewhat genuinely care for his followers. Even when confronting his hated enemies of GDI, he always shows them a little smile and offers a few words of respect, even while mercilessly taunting their powerlessness or promising to gut them like the swines they are.
  • A God Am I: Kane plays with this a fair bit. He concedes that he is not God Himself, but certainly a good runner-up. More often he calls himself "The Messiah" and the Brotherhood of NOD "the chosen people". Kane has been alive and unaged for over a century now, and has successfully deflected shots from an orbital laser cannon with his face, so why not? Not even the Sufficiently Advanced Aliens know what he is. In Renegade, it's hinted that he may be, or at least may lead his followers in believing that he's that Kane.
    McNeil: You're not God, Kane!
    Kane: No, I'm not God... but I'm a close second.
  • Ancient Astronauts: Tiberian Twilight makes it clear this is what he is.
  • The Antichrist: Subverted, he certainly fits the bill: an extremely charismatic religeous leader with Resurrective Immortality and self-styled "messiah" trying to Take Over the World during an ecological crisis caused by an asteroid impact. However, 1) he never succeeds in creating a One World Order, 2) he misses the boat (7 years with the Colony Drop occuring roughly in the middle of his reign) by 50-odd years, and 3) turns out to be a Well-Intentioned Extremist Scary Dogmatic Alien trying to get back to his homeworld instead of ol' Scratch wearing a Meat Puppet.
  • Anti-Hero: Kane becomes a very bizarre kinda-sorta case in Twilight. At the end of the game one could even call him an all-out good guy, because his designs and GDI hardware create a win-win situation for both sides: the Tiberium Control Network turns Tiberium from a direct threat to the existence of life on Earth into a tightly controlled, effective, regenerating resource, while Kane gets to finally go home after being trapped on Earth for thousands of years and takes his most loyal followers with him, thus giving them the promised "Ascension".
  • Ascended to a Higher Plane of Existence
  • Badass Beard: Kane's wicked goatee with his complete lack of other hair on his head.
  • The Bad Guy Wins:
    • Tiberium Twilight, since Kane achieves ascension.
    • Technically in Tiberium Wars. Kane got what he wanted when he started the Third Tiberium War; the technology of the Scrin, including their portal tower so that the Brotherhood of Nod can ascend thirty years later, not the ultimate defeat of GDI. Then again destroying the GDSS Philadelphia also counts as it crippled GDI command temporarily.
  • Bald of Awesome: It shimmers and an example of the aforementioned bald-with-goatee combo..
  • Batman Gambit: Turns out GDI did exactly what he wanted when they fired the Ion Cannon at Temple Prime, causing a liquid Tiberium explosion that attracted the Scrin to Earth.
  • Benevolent Boss: Unless his subordinates screw up too badly or plot against him.
  • Big Bad: Of the entire Tiberium series, since he's the direct instigator of the various Nod-GDI wars.
  • Biblical Bad Guy: Kane is implied to be Cain (in Renegade, you actually find Abel's tomb), or at least the person who inspired the story, which certainly puts an interesting spin on the whole "anyone who kills Cain will have retribution brought upon them sevenfold" thing. Makes sense, if one realizes that Nod has brought back even bigger forces every single time GDI "won".
  • Cain and Abel: Is hinted to be the (immortal) Biblical Cain, and Renegade even has his Temple in Cairo being built around the tomb of his murdered brother Abel.
  • Catchphrase:
    • "You can't kill The Messiah."
    • "Peace through Power!"
    • "One vision, one purpose."
  • The Chessmaster: One of the Nod mission briefings in the original Tiberian Dawn has Kane actually playing a game of chess while explaining the upcoming mission to the player. He even ends the briefing, and starts up the operation, with a smile and a simple "Your move."
  • Consummate Liar:
    • To his own subordinates in Tiberium Wars. Many players were left guessing as to whatever his plans were since he lied about planning to defeat GDI.
    • GDI actually has a dossier on him that everyone considers to be utterly useless. Why? Because every single bit of info turned out to either be from a Brotherhood Source, or outright written by Kane. The only reason they still keep it is so they can say they at least tried.
  • Contractual Immortality: In-universe example. Kane never stays dead for long, which his followers take as proof of his divinity. Even after the series' end, a news report shows how people are unconvinced he's gone for good.
  • Covert Pervert: The greenscreen stage mentioned elsewhere? In Renegade, there's a very lavish bed in it, surrounded by cameras...
  • Crucified Hero Shot: He adopts this, fittingly enough, as the GDI Kill Sat destroys his base in Sarajevo.
  • Dark Messiah: Kane is a Messianic Archetype in the eyes of his own followers.
  • Deadpan Snarker: In the first two games. Some of his moments are outright hilarious such as his You Are in Command Now line to the player in the original game.
  • Depending on the Writer: Since nearly every game in the series has a different writing team, his objectives widely differ with each installment of the series. In Tiberian Dawn, he simply attempted to Take Over the World, in Red Alert, he had the Soviet Union to create chaos in Europe so that he'd be in a better position to bring the brotherhood into the world stage in the following decades, in Tiberian Sun he attempted to bring about the next step in the evolution by turning all life on earth into Tiberium based life forms and in Tiberium Wars as well as Tiberian Twilight, he's attempting to complete the ascension and return to his home world.
  • Determinator: No matter what setback he suffers, he will return with greater force than his previous attempt in his quest for ascension, a journey that has spanned thousands of years and four of the bloodiest wars in history.
  • Didn't See That Coming: He always a step ahead. Of everyone. GDI, Scrin, his own generals. Then in Command & Conquer 3 he undergoes a Villainous Breakdown when Kilian's forces ally with GDI. And then in Kane's Wrath, when it's revealed just how proficient Kane is at playing a Gambit Roulette, he's yet again surprised when Alexa reveals to have tried to destroy LEGION, and tricked Kane into executing Kilian, out of her devotion to Kane (she deserves a CMOA for such a feat). That said, he still wins out in the end.
  • Doing In the Wizard: He is, or claims to be, the Biblical Cain, cursed to wander the Earth forever as punishment for killing his brother Abel, and while his origins and motivations are vague the fact that he is Really 700 Years Old and that he does indeed seem unkillable backed up his supernatural claims. Then the final game Tiberian Twilight came out and it turned out that he was really an ancient, immortal alien all along, stranded on the planet for millennia and guiding humanity to a sufficient technological level that would enable him to escape again and return to his home planet.
  • Do Not Adjust Your Set: Kane likes to announce his return or have a heart-to-heart with an enemy commander this way.
  • Emperor Scientist: Kane is not only the leader of a militant cult whose power rivals that of every first-world nation combined, he's also a brilliant inventor (of weapons, naturally). He started the Third Tiberium War intended to lure aliens to Earth so he could reverse-engineer their technology.
  • Even Evil Has Standards:
    • In this particular mission briefing from Tiberian Dawn, even Kane concedes and acknowledges that Tiberium is dangerous to human contact and he admonishes the player to "deploy (his/her) troops accordingly".
    • While the soldiers of Nod are willing to die for him, Kane does not believe in pointless or senseless sacrifices (as evidenced by his advice of "delpoying troops accordingly" around Tiberium).
  • Evil Gloating:
    • Kane does this to the player midway through the GDI campaign of Command & Conquer, probably aware that GDI is Faking the Dead.
    • Kane also gives a good one to Mike McNeil after breaking through the Hammerfest defenses in Tiberian Sun and stealing the sonic crystals, leaving behind a broadcast in which he glibly informs him that the sonic tank "will make an excellent addition to my collection", and that he is sorry to hear that McNeil's brother died a slow and painful death in the raid.
  • Evil Is Hammy: He's not above making grandiose speeches to his followers, and goodness, it's GLORIOUS.
  • Evil Laugh: Kane himself indulges in this trope during the intro to the GDI campaign of Tiberian Sun. Being the Magnificent Bastard that he is, however, his laugh is a confident chuckle instead of a crazed cackle.
  • Finger-Tenting: Kane occasionally does this along with a self-satisfied smirk when he's in scheming mode.
  • God Guise: Downplayed. He calls himself "the messiah." He's really an alien tricking a few gullible ape-creatures into helping him get home, although he does take them along when he finally makes it.
  • Good All Along: He spent 10,000 years trying to get home and performing a century-long act of Super Dickery to pull it off. When he succeeds, he takes his followers along with him and leaves his erstwhile foes with an inexhaustable resource.
  • Greater-Scope Villain:
    • In Renegade. You can't meet him personally nor fight him, but he's still the leader.
    • In the Soviet Campaign of the original Red Alert, he is revealed to have manipulated the Soviet Union for The Brotherhood's own ends, through Nadia.
  • I Am the Trope: At the end of the Red Alert 1 Soviet campaign, we get this exchange (they're talking to the player character).
    Nadia: "Fight our battles where you must, and you will remain our loyal, and obedient servant. For the foreseeable future."
    *Gunshot, Nadia falls over forward*
    Kane: "The foreseeable future...? Comrade chairman, I am the future."
    *Fade to black*
  • Impaled with Extreme Prejudice: At the end of Tiberian Sun.
  • Is This Thing Still On?: Early in the first Tiberium game, after a mission in which you (playing GDI) save a town from being wiped out by Nod, there is a cinematic featuring a reporter in front of a scene of destruction saying that the town was wiped out by GDI. It then cuts to a green-screen in a studio, where Kane walks onto the set and gives distribution orders... "Is that camera still running?!?" BANG.
  • Joker Immunity: Mentioned above, he never dies, and it took about over a decade for an explanation as to why. Before the series' change in direction, it looked like his return in Tiberium Wars would have been CABAL's doing.
  • Large Ham:
    • "And he cried in a loud voice, 'Lazarus, come forth!' And Lazarus did arise from the grave..."
    Kane: Kane LIVES!
    "Go ahead my son. Push the button. Inscribe your place in history with the blood of GDI."
    "How could my own brothers believe that what transpired at the Temple Prime did not unfold exactly as I had planned? Of course I could not have planned for an ambush BY MY OWN FORCES!"
    • In the intro to Kane's Wrath, Kane's epic speech is so hammy that it comes complete with earthquakes punctuating his sentences.
    Our enemies believe that we have been defeated, and that I am no longer among the living. They are. Gravely. Mistaken. (thunder crack) You and I are all the remain, but are all that is necessary. For together we shall raise a great army. Together we shall show the world's downtrodden who the real enemy is. GDI has promised them prosperity, but in the slums of Rio, the homeless and hungry know the truth. They have been forgotten. They have NOTHING! BUT. THEIR. ANGER! You will take that spark and start a fire that shall become a great conflagration! PEACE! THROUGH! POWER!
  • Let No Crisis Go to Waste: In the Soviet victory scenario in Red Alert, the entire war effort was an Evil Plan by Kane to expand the USSR, then topple it, and use the ensuing chaos to strengthen the Brotherhood of Nod.
  • Made of Iron: Whoever, or whatever, he is, Kane's clearly inhumanly durable: he tanks an ion cannon blast to the face (though admittedly this took a while to walk off) and lives for at the very least centuries without ageing a day. Nod propaganda, and Kane himself, play this up heavily to give the illusion of divine powers, and the phrase "Kane Lives!" is a popular Nod catchphrase.
  • Man Behind the Man: Occasionally likes to stay in the shadows and let others (Stalin, Marcion, Parker) be the titular leader.
  • Never My Fault: A bit subtle, but still there. When Slavik and Oxanna fall into a trap set by GDI in the Tiberian Sun Nod campaign, while Kane sends help to rescue them, he berates them for falling into it even though they suspected that it was a trap and he ordered them in anyway. In Tiberium Wars, he berates Killian for not seeing that he didn't plan to defeat GDI, even though nearly everything other thing he says regarding GDI has him painting them as the source of every problem on Earth.
  • New Era Speech: Got at least one of these in most of the Command & Conquer games, and he is really good at doing so. Probably the best example is Kane's speech to his followers at the end of the Nod campaign in Tiberian Sun:
    This morning was the most glorious morning in the history of the earth! Peace is upon us, a gift to every man, woman, and child from the Brotherhood of Nod. Victory, not just for our people, but for our species! The time for questioning is over. Rising from our trenches, our bunkers, our factories, we must all now partake in the Technology of Peace. One Purpose. One Vision. Tiberium is the way and the light. Today the sun rises on a new world, and a new people. The end... is the beginning.
  • Nuke 'em:
    • In Command & Conquer: Tiberium Wars Kane's discovery of Killian Qatar's apparent betrayal and alliance with GDI results in a slightly angry response. His subsequent orders are to, well....
    • In Renegade, he decides to nuke a small town just to eliminate the protagonist and his squad. Justified in that he just killed his way through a mansion filled with Nod's elite.
    • In Tiberian Sun Kane, dissatisfied with General Vega (an Eye Candy addict), decides to reprimand him. With a tactical nuke. Sadly, he misses Commander McNeil by a few minutes.
    • In ancient history, in Tiberian Dawn you get nuked by Kane during the final mission. He sure likes his nukes.
  • The Plan: Kane's strategies tend to hinge on these, bordering on Gambit Roulette at times - though in Kane's Wrath, we get to see just how much planning and effort went into making Tiberium Wars unfold the way it did. In the first game, however, Kane gets played by GDI, which faked having its UN funding cut in order to lure Nod into the open, before hitting them with their latest wave of weapon technology.
  • Piggybacking on Hitler: Kane is doing this with Stalin.
  • Propaganda Machine: Makes considerable use of media manipulation.
  • Really 700 Years Old: His earliest appearance in the series is in 1946 and he doesen't seem to have aged at all in that timespan and it's occasionally implied that he might actually be the biblical Cain. In Tiberian Twilight he states that he has been around since the early stages of humanity and he has been helping them develop as a species ever since.
  • Red Right Hand: In Tiberian Sun, he has massive scarring on his face (presumably as a result of the Ion Cannon blast he endured in the previous game) to the point where he has to wear a metallic mask covering much of it.
  • Shrouded in Myth: It's heavily implied he's the biblical Cain.
  • Slasher Smile: His characteristic little smirk.
  • Smart People Play Chess: Kane is holding a chess piece during the briefing of the 9th NOD mission in the first game.
  • Tank Goodness: He's admitted to being a tank enthusiast.
  • Title Drop:
    • A couple times in Kane's Wrath, when he speaks of those who will suffer his wrath.
    • At the end of the GDI campaign of Tiberian Sun: "I am the future. The Tiberian Sun has risen!"
  • Treacherous Advisor: He was part of Stalin's staff, even as he was orchestrating Stalin's downfall...and Nadia's, too, in the Soviet ending at least.
  • Unexplained Recovery: Each time he returns after Nod's defeat. Subverted in that Firestorm and Kane's Wrath show he had an extensive recovery period between defeats and reappearances.
  • Villain Protagonist: Kane turns into this in Tiberium Wars, surviving all three campaigns. He gets his own spin-off game, Kane's Wrath. He wins the whole game by the time of Tiberium Twilight.
  • Villainous Breakdown: "How could my own brothers believe that what transpired at the Temple Prime did not unfold exactly as I had planned? Of course, I could not have planned for an ambush BY MY OWN FORCES!"
  • Villains Out Shopping:
    • The Dinosaur missions briefing in Tiberian Dawn make Kane look like he's just on vacation.
    • He also gave Havoc an autograph and a photo together back when the commando invaded WestWood to make sure Renegade got released with no more delays.
  • Villain with Good Publicity : He attained much of his power in the First Tiberium War through clever manipulation of the media against the Global Defense Initiative, painting them as the very same violent, bloodthirsty murderers his own Brotherhood of Nod usually turned out to be. He continues his fine tradition in the Third Tiberium War, with the Brotherhood playing the only stabilizing influence in Earth's Yellow Zones, feeding and protecting the population of the economically ruined and poor regions of the world, all the better to stoke the fires of their hatred for the perceived oppressors of GDI..... "Your powerful GDI forces have been emasculated, and you yourself are a killer of children... Of course it's not true, but the world only believes what the media tells them to believe... and I tell the media what to believe. It's really quite simple."
    • One could also say that the first two wars did exactly this. In the first, he was a terrorist with a daring plot to seize control of the world. He was defeated, but his followers started to see him as a liberator, and religious undertones started popping up. In the second war, he was a madman leading an army. Again he was defeated, but Nod changed into a full-blown religious sect, seeing Kane as the saviour and messiah.
    • The reason that Nod is alive and strong in the Third Tiberium War is due to the fact that over 50% of the world was classified as "yellow" zones and abandoned by GDI, while still containing a vast portion of the human race. Nod came and brought humanitarian aid to the otherwise doomed people, which made them genuine saviors in their eyes. This is probably the only time Kane was legitimately had popular support.
  • Visionary Villain: Famous example, though exactly what his vision is very inconsistent, varying from game to game, the first game not even going into details on it.
  • You Have Failed Me:
    • In Renegade the player can also overhear a conversation between Kane and an incompetent Nod officer who is ordered to "report to Interrogation for 'faith restructuring'."
    • In Tiberian Sun's GDI campaign, General Vega has just lost to the player character GDI commander McNeil and is beseeching Kane for reinforcements. Kane's response is to nuke the Vega island base.


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