This upgrade adds additional firepower to Nod's three-segment base defenses by adding a fourth turret to all Shredder Turrets, Laser Turrets, and SAM Turrets. The fourth turret is placed on top of the pre-existing turret hub. This upgrade costs $1000 and takes 0:30 to research (Ctrl+S).
Allows Nod commanders to fortify structures with a fence that defends against Commandos, Shadow Teams, and Saboteurs. This power costs $500 and has a cooldown time of 0:15. Laser Fencing also doubles the armor of any structure affected.
The selected units are cloned by the Nod player using hologram technology to emulate real units. The decoys can be ordered around the map and will lift the fog of war, but do not inflict damage and vanish when targeted. Decoy Army costs $500 and has a cooldown of 1:00. The decoys last for 0:59.
Certain support powers are enabled or disabled depending on the Nod faction used. The Black Hand subfaction cannot use the Cloaking field support power, but is the only Nod subfaction that has access to the Power signature scan intelligence power.