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Kanes Wrath

Kane's Wrath Ladder Wars Finals Season 1
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Black Hand units

By Eph2.8-9 - 21st July 2010 - 16:25 PM

Infantry

How to read this page: The values for each unit were obtained from the 1.02 Kane's Wrath XML files. The armor percentages indicate the percentage of damage the unit takes from each damage type. Something with 75% cannon armor takes 75% damage from a weapon that deals cannon damage. Time between bursts refers to the time between the end of one burst and the start of another. Damage per clip indicates that the weapon fires a rapid succession of projectiles, damage per shot indicates a singular attack. Units with multiple weapons have the damage, range, and firing rate values for each weapon listed separately. Pay close attention to the wording.

Confessor Cabal

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Cost: $400
Build Time: 0:04
Prerequisites: Hand of Nod
Tier: 1
Squad size: 6
Speed: 40
Damage per clip: 18 (Gun) damage per squad member
Time between bursts: .3 seconds, firing duration is .3 seconds
Splash radius: 0
Armor: 25% Cannon, 50% Rocket, 100% Grenade, 100% Gun, 100% Sniper
Range: 325
Health per squad member: 100

The Black Hand does not accept mediocrity in its line infantry. Instead of Militant Squads, the Black Hand deploys groups of six machine gun-wielding Confessors. These lethal infantry, while inherently slow due to their heavy armor and weaponry, are capable of mowing done most of their counterparts with ease, as well as providing important leadership to nearby infantry.

Drafting
Selling Shredder Turrets in the early game can provide a Confessor Cabal squad for immediate scouting purposes.

Upgrades:
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Black Disciples: The Black Hand can reinforce its Confessor Cabals with Black Disciples, adding a flamethrower-wielding Black Hand infantry to each squad.

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Charged Particle Beams: As if Confessor Cabals weren't lethal enough against infantry, Charged Particle Beams enhance their firepower further by replacing their machine guns with rapid-firing energy weapons. Charged Particle Beams fire 5 shots every 1.5 seconds, with an additional .8 seconds every 5 shots. Each volley of 5 shots does 100 (Gun) damage per squad member.


Special Abilities:

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Hallucinogenic Grenades: Confessor Cabals can hurl Hallucinogenic Grenades at enemy infantry, causing them to fire on each other for 6 seconds. This activated ability has a range of 250 with a splash radius of 75 and takes 30 seconds to recharge.

Leadership Aura: Confessors provide leadership to nearby infantry, giving them a bonus of 50% rate of fire increase, 25% armor increase, and making them 50% harder to suppress in a radius of 150 around the Confessor Cabal. This is a passive ability.

Rocket Militia

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Cost: $400
Build Time: 0:04
Prerequisites: Hand of Nod
Tier: 1
Squad size: 2
Speed: 43
Damage per shot: 250 per squad member (Rocket), 75% damage to Aircraft
Time between shots: 3 seconds
Splash radius: 5
Armor: 25% Cannon, 50% Rocket, 75% Grenade, 150% Gun, 100% Sniper
Range: 350
Health: 300 per squad member

Whereas Confessor Cabals excel at killing infantry, Rocket Militia give the Black Hand a cheap, easily-massed anti-armor and anti-aircraft infantry.

Upgrades:
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Black Disciples: The Black Hand can reinforce its Militant Rocket squads with Black Disciples, adding a flamethrower-wielding Black Hand infantry to each squad.

Black Disciples
The Black Disciples upgrade is one of the most potent upgrades for the Black Hand. The added Black Hand squad member can clear garrisons and do significant damage to infantry and buildings.


Saboteur

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Cost: $500
Build Time: 0:05
Prerequisites: Hand of Nod
Tier: 1
Squad size: 1
Speed: 36
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Health: 75

Saboteurs are unarmed, slow, and vulnerable, but can repair friendly structures, or capture neutral or enemy buildings. They can also plant Booby Traps to prevent other structures from being captured.

Capture Delay
Saboteurs have a three-second capture delay between reaching and capturing a building.

Special Abilities:

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Booby Trap: Saboteurs can Booby Trap structures, causing them to explode when an enemy attempts to capture them. The Booby Trap does 200 Grenade damage, more than enough to pulverize enemy Engineers. Booby Traps placed on Husks, neutral tech structures, or bridges also kill the object to which they are attached. If enemy infantry attempt to garrison a building that has a Booby Trap on it, they are killed instantly.


Fanatic

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Cost: $700
Build Time: 0:07
Prerequisites: Hand of Nod, Operations Center
Tier: 2
Squad size: 5
Speed: 70
Damage per shot: 800 per squad member (Cannon), does 1000 (Cannon) if crushed
Time between shots: N/A
Splash radius: 60
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 200% Gun, 100% Sniper
Range: 20
Health: 150 per squad member

The most fervent of the Black Hand's infantry are willing to strap on explosive packages and detonate themselves for the cause of the Black Hand in order to cause collateral damage. Fanatics sacrifice themselves willingly to take down the hated vehicles of GDI, but they are quite vulnerable.

Black Hand

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Cost: $900
Build Time: 0:09
Prerequisites: Hand of Nod, Operations Center
Tier: 2
Squad size: 6
Speed: 50
Damage per second: 67 per squad member (Grenade)
Time between shots: Continuous, 1 seconds delay in switching between targets
Splash radius: 15
Armor: 5% Cannon, 50% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 180
Health: 500 per squad member

The toughest and most devoted of the Black Hand are recruited into the privileged ranks of the Black Hand infantry unit. These elite infantry are trained to almost superhuman levels of endurance and bear large flamethrowers into battle to strike fear into their enemies. Black Hand squads start with veteran experience.

Upgrades:
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Purifying Flame: Burning blue-hot with a potent Tiberium-based fuel, Purifying Flame enhances the damage of each Black Hand squad member to 100.5 damage per second, a 50% increase.

Special Abilities:

Garrison-clearing: This unit's attack clears infantry garrisoned inside buildings instantly.

Commando

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Cost: $2000
Build Time: 0:20
Prerequisites: Barracks, Secret Shrine, Tech Lab
Tier: 3
Squad size: 1
Speed: 60
Damage per clip: 10000 (Sniper), 1000 (Grenade) w/ a 9999% damage scalar for valid C4 targets
Time between bursts: 0.5 seconds, clip fires in 5 seconds, 1.1 seconds time needed to use C4
Splash radius: 0
Armor: 5% Cannon, 12% Rocket, 40% Grenade, 50% Gun, 100% Sniper
Range: 300 pistol, 20 C4
Health: 500

A sadistic training program known to only a few has produced a handful of highly-trained female Commandos for the Black Hand. To compensate for their lack of stealth technology, the Black Hand's training program is even more intense, producing tougher, deadlier Commandos. Ironically, the Black Hand can field more of these lethal women than other Nod factions, with up to two available at any one time. Their laser pistols quickly shred squads of infantry, while their C4 charges make short work of walkers and structures, though the commando is suppressed for 1 second after using the C4 charge.

Special Abilities:

Heroic: Black Hand Commandos emerge on the battlefield fully promoted. This gives them actual values of 1260 health, 17967 (Sniper) damage per clip, firing every 2.5 seconds with .25 seconds reload time. Minimum time between C4 charges is reduced to .55 seconds. The Commando is also 3 times harder to suppress and heals herself automatically.

Uncrushable: This unit cannot be run over by vehicles.

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Black Hand Structures
Black Hand Support Structures
Black Hand Vehicles
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