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Kanes Wrath

Kane's Wrath Ladder Wars Finals Season 1
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Scrin units

By Eph2.8-9 - 21st October 2010 - 17:10 PM

Infantry and Aircraft


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.

Buzzers


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Cost: $200
Build Time: 0:02
Prerequisites: Portal
Tier: 1
Squad size: 1
Speed: 75
Damage per shot: 100 (Sniper)
Time between shots: 0.1 seconds
Splash radius: 5
Armor: 25% Cannon, 25% Rocket, 50% Grenade, 50% Gun, 100% Sniper
Range: 30
Health: 112

Nobody is quite sure what Buzzers are, but they appear to be a flying cloud of razor-sharp objects or lifeforms guided by some malevolent purpose: namely to slice through all types of infantry. Fast and lethal, Buzzers must actually reach their target and are vulnerable to attack until they close in to melee range. Like all Scrin infantry, they heal in Tiberium.

Special Abilities:
Clears garrisons: Buzzers instantly clear enemy garrisons on contact with them, shredding the infantry inside.

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Combine with Vehicle: Buzzers can swarm around a Scrin vehicle and are impervious to damage until they are removed or the vehicle is destroyed. Buzzers automatically attack anything that approaches the vehicle.


Disintegrators


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Cost: $300
Build Time: 0:03
Prerequisites: Portal
Tier: 1
Squad size: 6
Speed: 65
Damage per shot: 90 (Rocket), 75% scalar against infantry, 200% scalar against civilian buildings
Time between shots: 1.1 seconds
Splash radius: 0
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 75% Gun, 100% Sniper
Range: 170
Health per squad member: 70

Disintegrators use a small but effective close-range cutting beam to slice through armor with ease, though they can also use their large squad size and high damage to kill infantry. While their short range seems to make them vulnerable to crushing, they inflict severe damage on any vehicle so foolish as to attempt a crush. Like all Scrin infantry, they heal in Tiberium.

Special Abilities:
Explodes when crushed: Crushing Disintegrators causes them to explode and inflict damage to the crushing unit, for a total of 325 mine damage per crushed Disintegrator. Note that Nod Scorpion Tanks and Reckoners equipped with Dozer Blades do not take this damage.


Assimilator


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Cost: $500
Build Time: 0:05
Prerequisites: Portal
Tier: 1
Squad size: 1
Speed: 36
Armor: 50% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Health: 75

Assimilators are particularly equipped to take control of hostile or neutral structures. They can also repair friendly structures. In order to assist them in their particularly devious role, they are stealthed when stationary and not capturing a building. Like all Scrin infantry, they heal in Tiberium.

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


Special Abilities:
Stealth: This unit is invisible when not moving or capturing a building.


Shock Trooper


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Cost: $800
Build Time: 0:08
Prerequisites: Portal, Stasis Chamber, Nerve Center
Tier: 2
Squad size: 3
Speed: 65
Damage per shot: 75 (Rocket) with a 200% scalar against civilian buildings
Time between shots: 1 second
Splash radius: 0
Armor: 5% Cannon, 25% Rocket, 100% Grenade, 100% Gun, 100% Sniper
Range: 300
Health per squad member: 300

Shock Troopers are the elite infantry of the Scrin, fast, uncrushable by most vehicles and capable of tearing them apart. Upgrades allow them to target aircraft with plasma discs and to teleport, increasing their battlefield mobility even further. Like all Scrin infantry, they heal in Tiberium.

Upgrades:
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Plasma Disc Launchers: Plasma Disc Launchers provide Shock Troopers with additional firepower, changing their weapon damage to 260 (Rocket) damage firing every 2.5 seconds with a 200% scalar against civilian buildings and allowing them to target aircraft.

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Blink Packs: Blink Packs allow Shock Troopers to teleport to the selected location.

Special Abilities:
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Blink Packs: When activated, the selected Shock Troopers teleport to the target location. Groups of Shock Troopers teleport together, clumping up in the process. This targeted ability has a range of 750 and a 30 second cooldown.

Heavy Infantry: This unit cannot be crushed by most tier-1 and tier-2 vehicles, except for Titans and upgraded Scorpion Tanks.


Ravager


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Cost: $1200
Build Time: 0:12
Prerequisites: Stasis Chamber, Nerve Center
Tier: 2
Squad size: 3
Speed: 75
Damage per shot: 100 (Gun) with a 225% scalar against vehicles, 75% scalar against structures; 3 shot clip
Time between shots: 0.6 seconds to fire a clip, 0.7 seconds pre-attack delay, 1.3 seconds to reload clip
Splash radius:
Armor: 20% Cannon, 20% Rocket, 100% Grenade, 50% Gun,90 % Sniper
Range: 250
Health per squad member: 300

Ravagers are specialized Scrin infantry. Hurling lethal shards of green Tiberium, they can defeat most infantry, while their Tiberium Agitation ability wreaks havoc on opposing economies by detonating Tiberium-based objects such as Harvesters. Like all Scrin infantry, they heal in Tiberium.

Special Abilities:
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Tiberium Agitation:
By disrupting the crystalline material at its very source, Ravagers can cause entities containing Tiberium or heavily Tiberium-based objects to suffer severe damage. Tiberium Agitation has a range of 375 and a cooldown of 45 seconds. It does 1000 damage per squad, inflicting more (up to 200%) damage on targets based on how much Tiberium they are carrying, if applicable. Targets with no Tiberium stored inside of them, such as empty Harvesters or Refineries, only take 50% damage. Possible targets include Refineries, Silos, Nod Power Plants, Mechapedes, Harvesters, Corrupters, Tiberium Troopers and only Reaper-17's Tripods and Devourer Tanks.

Mastermind


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Cost: $2500
Build Time: 0:25
Prerequisites: Technology Assembler, Stasis Chamber
Tier: 3
Squad size: 1
Speed: 90
Armor: 5% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Health: 1250

The Mastermind is possibly the most insidious Scrin unit to reach Earth. Capable of teleporting friendly units near its position, it can instantly summon reinforcements. That is not the only threat posed by Mastermind infiltration, though; many would describe its ability to instantly mind-control almost any structure as far more dangerous. Like all Scrin infantry, the Mastermind heals in Tiberium.

Special Abilities:
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Teleport units: A Mastermind can use its psychic power to teleport any allied unit(s) within a 50 unit radius to a location within 250 of the Mastermind. This ability has a 20 second cooldown.

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Mind Control: The Mastermind warps the mind of its victim, taking permanent control over any structure or unit except enemy Commandos, base defenses, superweapons, and epic units.This ability has a cooldown of 30 seconds and a range of 200.

Commando: The Mastermind is a valuable and rare unit among the Scrin and thus only one can be fielded at a time.


Drone Ship


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Cost: $3500
Build Time: 0:35
Prerequisites: Gravity Stabilizer
Tier: 2
Speed: 40
Armor: 100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Health: 5000

Drone Ships are flying, mobile versions of the Drone Platform that are used to construct Scrin bases. Drone Ships can be deployed on any flat ground to provide ground control and the ability to create structures and defenses.

Special Abilities:
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Deploy: The Drone Ship unpacks into a Drone Platform, providing ground control and construction options for the Scrin.


Stormrider


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Cost: $1500
Build Time: 0:15
Prerequisites: Gravity Stabilizer
Tier: 2
Speed: 175
Damage per shot: 100 (Rocket), fires in clips of 4, 75% scalar against APCs, Pitbulls, Stealth Tanks, Attack Bikes, Gun Walkers, and Seekers
Time between shots: 0.4 seconds, additional 0.75 seconds every 4 shots
Splash radius: 0
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 350
Health: 2800

Stormriders are lethal, fast Scrin aircraft that can target both aircraft and ground units with fast-firing energy blasts. They often operate in small flocks to swarm their hapless targets. Stormriders have exceptional mobility for their health and are actually bolstered while operating in an Ion Storm. 4 Stormriders can be built per Gravity Stabilizer. Stormriders only return to the Gravity Stabilizer for repairs; their energy weapon can fire indefinitely without rearming.

Special Abilities:
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Stormrider: The Stormrider is buffed upon entering an Ion Storm by adding +25% damage and reducing incoming damage by adding 25% damage reduction, and being healed for 5% of its life for every second of the Ion Storm effect. This effect is lost shortly after it leaves the storm.


Devastator Warship


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Cost: $2400
Build Time: 0:24
Prerequisites: Gravity Stabilizer, Technology Assembler
Tier: 3
Speed: 60
Damage per shot: 500 (Grenade) damage per shot, fires in clips of 7
Time between volleys: 4.45 seconds
Splash radius: 20
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 625
Health: 6250

Devastator Warships are long-ranged artillery ships that fire lethal volleys of "Zeus" plasma discs that can easily rain destruction on the most fortified bases. Like most Scrin aircraft, they receive a bonus while operating inside an Ion Storm.

Upgrades:
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Forcefield Generators: Devastator Warships can be equipped with shields that add an additional 2500 hit points protection with the same armor as the carrier. Shields will return to full strength if damaged or destroyed after 2 minutes. Shields protect Devastator Warships from one EMP blast, but the shield is destroyed if the aircraft is EMP'd.

Special Abilities:
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Stormrider: The Devastator Warship is buffed upon entering an Ion Storm by adding +25% damage and reducing incoming damage by adding 25% damage reduction, and being healed for 5% of its life for every second of the Ion Storm effect. This effect is lost shortly after it leaves the storm.


Planetary Assault Carrier


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Cost: $3000
Build Time: 0:30
Prerequisites: Gravity Stabilizer, Signal Transmitter
Tier: 4
Speed: 40
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 400 (before fighters can launch)
Health: 10000

The menacing Planetary Assault Carriers are often the spearheads of a Scrin aerial assault, contributing swarms of Invader Fighters to any battle. The ability to generate Ion Storms and detect stealth units makes them even more valuable in any war fleet. Each Planetary Assault Carrier comes with 8 Invader fighters that can be deployed to destroy targets. Planetary Assault Carriers regenerate lost fighters slowly over time.

Upgrades:
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Forcefield Generators: Planetary Assault Carriers can be equipped with shields that add an additional 2500 hit points protection with armor ratings identical to the carriers. Shields return to full strength 2 minutes after being damaged or destroyed. Also, shields protect Planetary Assault Carriers from one EMP blast, but the shield is destroyed if the aircraft is EMP'd.

Special Abilities:
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Ion Storm: The Planetary Assault Carrier manipulates weather via the use of Tiberium to generate an Ion Storm around the carrier that buffs Scrin aircraft by adding +25% damage and reducing incoming damage by adding 25% damage reduction, heals Scrin aircraft by 5% life per second of Ion Storm effect and inflicts damage to hostile units in a short radius around it. Each lightning bolt from the Ion Storm has a range of 125 and does 200 Cannon damage with a splash radius of 5. Note that all hostile Scrin aircraft only take 20% of this damage. This power has a 60 second cooldown and is canceled if the carrier moves.

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Stormrider: The Planetary Assault Carrier is buffed upon entering an Ion Storm by reducing incoming damage by adding 25% damage reduction, and being healed for 5% of its life for every second of the Ion Storm effect. This effect is lost shortly after it leaves the storm.


Invader Fighter


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Cost: N/A
Build Time:
Prerequisites: Planetary Assault Carrier
Tier: 4
Speed: 200
Damage per shot: 55 (Cannon)
Time between shots: 0.1 seconds
Splash radius: 0
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 150
Health: 550

Invader Fighters are the small drones that launch from Planetary Assault Carriers to inflict damage. They regenerate naturally and also gain a boost while in Ion Storms.

Special Abilities:
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Stormrider: The Invader is buffed upon entering an Ion Storm by adding +25% damage and reducing incoming damage by adding 25% damage reduction, and being healed for 5% of its life for every second of the Ion Storm effect. This effect is lost shortly after it leaves the storm.


Mothership


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Cost:
Build Time:
Prerequisites: Signal Transmitter
Tier: 4
Speed: 20
Damage per shot: 10000–40000 (Cannon) damage, depending on the Mothership's health
Time between shots: 5.4 seconds to charge, 4 seconds to fire
Splash radius: 100-25
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 5
Health: 30000

The enormous Mothership is the largest air unit on any side and can literally obliterate any base with a single blast from its Catalyst Cannon due to the catalyst effect chaining from one structure to the next. It is incredibly well-armored, but is also slow and must be directly over its target to fire. Each quarter of its life lost lowers the effectiveness of the Mothership significantly.

Mothership Weaponry
The Mothership has four different weapons, dealing 10000, 20000, 30000, 40000 (Cannon) damage at a radius of 25, 50, 75, 100 respectively depending on the health of the Mothership. For every 25% health that the Mothership loses, its weapon power is lowered. Dropping the Mothership's health below one of the thresholds (e.g. 75% health) aborts the firing sequence in order to start the reduced weapon's firing sequence. Once fired, the Mothership's weapon chain-reacts to any structure within a radius of 300 of a destroyed structure. If that structure is destroyed, the catalyst effect continues to all structures within 300 units of the destroyed structure. Infantry are effected similarly, except that they are only effected if within a range of 100. Vehicles do not transmit the catalyst effect.


In comparison with the Scrin arsenal in Tiberium Wars, the Scrin receive one new infantry unit, the Ravager.


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