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Kanes Wrath

Kane's Wrath Ladder Wars Finals Season 1
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Armored and Ready: The Arsenal of the Steel Talons

Structures


How to read this page: The values for each structure were obtained from the 1.02 Kane's Wrath XML files. The armor percentages indicate the percentage of damage the structure takes from each damage type. Something with 75% Cannon armor takes 75% damage from a weapon that deals Cannon damage.

Construction Yard

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Cost: N/A
Build Time: N/A
Prerequisites: MCV
Tier: 1
Power: +10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 20000

The Construction Yard is the heart of the Steel Talons base, providing structures and ground control for placing them, as well as radar. A Construction Yard can be unpacked at any time and moved to a new location as an MCV for redeployment. Selling a Construction Yard yields 1750 credits, a Combat Engineer, and a Rifleman Squad.

MCV expansion
Expanding by moving one's MCV is often safer and more efficient than using a Surveyor.


Power Plant

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Cost: $700
Build Time: 0:07
Prerequisites: Construction Yard
Tier: 1
Power: +20
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 4000

Power Plants generate the energy needed by all Steel Talons structures to function properly. Inexpensive and lightly armored, they are often targeted first, particularly in bases dependent on large amounts of turrets for defense.

Upgrades:

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Advanced Turbines: Available once a Command Post is constructed, Advanced Turbines allow Power Plants to generate twice as much power for a small fee of 300 credits. This upgrade must be applied individually to each Power Plant.


Refinery

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Cost: $3000
Build Time: 0:30
Prerequisites: Power Plant
Tier: 1
Power: -15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

Tiberium Refineries process raw Tiberium harvested in the field, turning the crystals into valuable credits for use in the Steel Talons war effort. Expensive and power-hungry, they are nevertheless central to most Steel Talons bases. Refineries can hold a finite amount of Tiberium. When sold, Refineries return 500 credits.

Barracks

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Cost: $500
Build Time: 0:05
Prerequisites: Power Plant
Tier: 1
Power: -5
Armor: 100% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

At the Barracks, all manner of Steel Talons infantry, from Riflemen to Combat Engineers to Grenadiers are trained.

Barracks Sell
Selling your Barracks in the early game after training a Combat Engineer for capturing a tech structure returns some early resources and a Rifleman Squad scout.


War Factory

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Cost: $2000
Build Time: 0:20
Prerequisites: Refinery
Tier: 1
Power: -7
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

War Factories are used to construct Steel Talons vehicles. As higher levels of technology are researched, more advanced vehicles become available. War Factories also have three repair drones that automatically repair damaged vehicles in close proximity to the War Factory.

Command Post

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Cost: $1500
Build Time: 0:15
Prerequisites: Refinery
Tier: 2
Power: -9
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 5000

Command Posts provide access to more advanced Steel Talons weapons, several powerful support powers, key upgrades, and aircraft.

Upgrades:

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AP Ammo: This upgrade bestows a firepower boost to Watchtowers, Hammerheads, Riflemen, and Wolverines, doubling their damage. It costs $2000 and takes 1:00 to research.

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Sensor Pod: Sensor Pods can be equipped onto Orcas to allow them to launch stealth-detecting pods. This upgrade costs $500 and takes 0:15 to research.


Provides support powers:

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Sonic Repulsion Field: The Sonic Repulsion Field power allows Steel Talons commanders to fortify structures with a fence that defends against Commandos, Shadow Teams, and Engineers. This power costs 500 credits and has a cooldown of 0:15. The Sonic Repulsion Field power also doubles the armor of any structure affected.

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Radar Scan: The Radar Scan power sweeps an area, revealing the fog of war and detecting stealthed units in the vicinity of the scan. This effect lasts for several seconds. It costs $300 and has a cooldown of 1:00.


Airfield

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Cost: $1000
Build Time: 0:10
Prerequisites: Command Post
Tier: 2
Power: -8
Armor: 100% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 4000

Airfields hold four docking pads for Firehawks or Orcas. They also allow advanced aircraft technologies such as Hardpoints to be researched and grant access to the Orca Strike and Bloodhounds support powers. While Steel Talons Hammerheads do not require a docking pad, they are also built from the Airfield.

Stranded Aircraft
Orcas or Firehawks that lose their airfield and have expended all their ordnance will slowly take damage until destroyed unless a new airfield is constructed.


Upgrades:

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Hardpoints: Orcas and Firehawks carry 50% more ordnance when equipped with additional Hardpoints. This upgrade costs $2500 and takes 1:00 to research.

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Stratofighter Boosters: Stratofighter Boosters provide Firehawks with the ability to quickly accelerate into the stratosphere and fly almost instantaneously to any location. This upgrade costs $1000 and takes 0:30 to research.


Provides support powers:

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Orca Strike: Three fast-moving Orca craft fly in to pummel a target with explosive ordnance from the skies. This power costs 500 credits and has a cooldown of 1:30. The Orca Strike fires 2 missiles per aircraft for a total of 6 missiles that each do 750 rocket damage and have 25 splash radius each.

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Bloodhounds: The Bloodhounds power calls in two veteran Wolverines and two veteran Pitbulls, deployed from V-35 Ox Transports. It costs $3000 and has a cooldown of 3:00.


Tech Center

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Cost: $4000
Build Time: 0:40
Prerequisites: Command Post
Tier: 3
Power: -12
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

Tech Centers allow access to some of the most powerful Steel Talons units and additionally provide the weaponry needed when the full might of the Steel Talons is called for on the battlefield.

Selling Tech Centers
When sold, Tech Centers return a Grenadier squad instead of the standard Rifleman Squad.


Upgrades:

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Mortars: Pitbulls can be equipped with light mortars, which increase their effectiveness against infantry units and structures. This upgrade costs $1000 and takes 0:30 to research.

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Railguns: Railguns provide a significant firepower bonus to Steel Talons other heavy armor, nearly doubling their damage per shot output. Titans, Mammoth Tanks, Guardian Cannons, and Battle Bases all benefit from Railguns. This upgrade costs $4000 and takes 1:30 to research.

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Adaptive Armor: Titans and Mammoth Tanks can be fitted with Adaptive Armor, which, when activated, bestows them a significant armor increase and immunity to EMP. However, it also slows their firing rate. This upgrade costs $1000 and takes 0:30 to research.

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Tungsten Shells: Tungsten Shells increase the anti-air capability of the Slingshot and AA Battery, downing even the largest aircraft in seconds. This upgrade costs $2000 and takes 1:00 to research.


Provides support powers:

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Railgun Accelerators: This power boosts the firing rate of all Railgun-equipped units in the selected area. However, it comes at a price, as that firing rate causes damage over time to the effected units. This power costs $500 and has a cooldown of 3:30.


Space Command Uplink

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Cost: $3000
Build Time: 0:30
Prerequisites: Tech Center
Tier: 4
Power: -15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

Space Command Uplinks, though fragile and expensive, allow the Steel Talons to exercise their dominance of space by calling in a wide range of potent support powers.

Selling Space Command Uplinks
When sold, the Space Command Uplink returns a squad of Grenadiers.


Provides support powers:

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Shockwave Artillery: Shockwave Artillery shells not only do damage to opposing units and structures, but they also unleash a crippling EMP attack. This power costs 2000 credits and has a cooldown of 3:00. The support power fires 12 shells in a circular pattern. Each shell does 400 grenade damage with a splash radius of 50 and also has a 10 second EMP timer.

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Supersonic Air Attack: A beacon sends Supersonic Fighters screaming in to deliver massive anti-air damage to all nearby air units. It is especially effective against large numbers of light aircraft. This power costs 2000 credits and has a cooldown of 5:00. The Supersonic Air Attack does 2500 rocket damage, which tapers off away from the center, and has a 200% damage scalar against the Mothership.

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Orbital Strike: Marked by a brilliant red laser beam, the Orbital Strike sends a barrage of metal slugs down from space to impact on ground targets. This power costs 3000 credits and has a cooldown of 7 minutes. The Orbital Strike fires fifteen slugs that each do 800 cannon damage with a splash radius of 40.


Reclamator Hub

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Cost: $3000
Build Time: 0:30
Prerequisites: Tech Center
Tier: 4
Power: -10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000

Reclamator Hubs possess all of the capability of a standard Steel Talons War Factory, but can also construct the MARV. Only one Reclamator Hub can be fielded at a time.

Selling Reclamator Hubs
When sold, the Reclamator Hub returns a squad of Grenadiers.


Crane

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Cost: $1500
Build Time: 0:15
Prerequisites: Construction Yard
Tier: 1
Power: -10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

Cranes allow an additional Steel Talons structure queue, but cannot build defenses, Surveyors, or the Ion Cannon Control Center, nor can they construct the Reclamator Hub.

Unlike GDI, Steel Talons cannot construct the Armory. They also do not have Scanner Packs, the Sharpshooter Team, Zone Trooper Drop Pod, or GDI Airborne. Steel Talons use the faction-specific upgrade Adaptive Armor as well as the Railgun Accelerators support power instead.


Back to Game Info page
Back to Steel Talons Main Page
Steel Talons Support Structures
Steel Talons Infantry and Aircraft
Steel Talons Vehicles
View Tech Tree