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Black Hand units

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

Vehicles

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.

Emissary

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Cost: $1500
Build Time: 0:15
Prerequisites: Construction Yard
Tier: 1
Speed: 60
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 75% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Health: 2000

Emissaries are small, defenseless vehicles that can be deployed into Outposts to provide ground control in areas away from the initial base in order to expand. Unlike MCVs, they do not grant new build queues, nor do they provide radar, nor can they be unpacked and packed up repeatedly. Emissaries are built from a Construction Yard, unlike all other vehicles.

Special Abilities:
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Deploy: This ability orders the Emissary to unpack into an Outpost. It can only be issued on flat terrain, and once given cannot be revoked; Emissary deployment is permanent. Deployment cannot be aborted once started and takes a certain amount of time, during which the Emissary cannot be moved, but ground control is only provided once the deployment is complete.


Unneeded Outposts
Usually you will want to place a Refinery or a War Factory near your new Outpost, and those structures are much stronger than the Outpost itself and also provide ground control for placing further structures and defenses. Once you have placed the structure, consider selling the now useless Outpost for a refund and some soldiers.


Outpost

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Cost: N/A
Build Time: N/A
Prerequisites: Emissary
Tier: 1
Speed:
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Directional Armor: 100% Side, 100% Rear
Health: 2300

The Outpost is a deployed Emissary. It provides a small ring of ground control in a radius around it, but is quite vulnerable to enemy attacks.

Attack Bike

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Cost: $600
Build Time: 0:06
Prerequisites: War Factory
Tier: 1
Speed: 160
Damage per shot: 300 (Rocket) per missile (fires 2) + 50% scalar versus infantry, 100% scalar versus aircraft
Time between shots: 3.8 seconds
Splash radius: 10
Armor: 110% Cannon, 110% Rocket, 75% Grenade, 50% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 290
Health: 800

The Black Hand's fastest vehicles, Attack Bikes are great for hit-and-run raids, and en masse they can take down aircraft. While they are exceptional at harassing Harvesters and defenseless structures, they fall quickly to hostile fire.

Upgrades:
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Tiberium Core Missiles: Tiberium Core Missiles significantly enhance the attack power of the Attack Bike, changing its damage values to firing two missiles that inflict 450 (Rocket) damage per rocket every 4 seconds. The bike also becomes significantly more potent against aircraft with a 200% damage scalar, while retaining the 50% scalar against infantry.


Special Abilities:

Detector: Attack Bikes can detect stealth units.

Raider Buggy

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Cost: 500
Build Time: 0:05
Prerequisites: War Factory
Tier: 1
Speed: 130
Damage per burst: 90 (Gun) + 75% scalar versus infantry, 200% scalar versus aircraft
Time between bursts: .6 seconds, each burst lasts .3 seconds
Splash radius: 0
Armor: 100% Cannon, 50% Rocket, 50% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 250
Health: 1600

Raider Buggies provide an anti-infantry complement to the Attack Bike. They can also target aircraft with their machine gun, and the reinforced Raider Buggy frame allows them to absorb more punishment than the fragile bikes. In particular, the Black Hand designed the Raider Buggy to survive encounters with GDI's Pitbulls and Orcas, and as such the Raider Buggy comes with more rocket armor than standard for a vehicle its size.
Upgrades:
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EMP Coils: Nod technicians have found ways to add a crippling EMP burst to Raider Buggies, which their reckless drivers enjoy using to disable large enemy vehicles.

Special Abilities:
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EMP Burst: If EMP Coils have been upgraded, Raider Buggies can fire off a crippling burst of EMP in a radius of 100 around the buggy. The burst disables vehicles in that radius as well as the buggy itself for 10 seconds and has a cooldown of 10 seconds, which starts once the buggy is no longer EMP'd.

Detector: Black Hand Raider Buggies can detect stealth units.

Scorpion Tank

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Cost: $700
Build Time: 0:07
Prerequisites: War Factory
Tier: 1
Speed:
Damage per shot: 240 (Cannon)
Time between shots: 2 seconds
Splash radius: 0
Armor: 100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 275
Health:
2400
The Scorpion Tank is the fastest and cheapest tank in service. This comes at a cost of armor and firepower, and thus Scorpions need the advantage of numbers and upgrades to stand up to their GDI and Scrin counterparts.

Upgrades:
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Dozer Blades: Dozer Blades provide a 15% bonus to the armor of the Scorpion Tank and also allow the tank to clear mines without penalty and plow over heavy infantry.


Harvester

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Cost: $1600
Build Time: 0:16
Prerequisites: War Factory, Refinery
Tier: 1
Speed:
Armor: 95% Cannon, 95% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 100% Side, 100% Rear
Health: 5200

Harvesters are vital to the Black Hand economy, harvesting raw Tiberium and returning it to Refineries for processing. However, they are vulnerable, lacking both speed and armor and, thanks to the beliefs of Marcion, also the stealth equipment found on most Nod Harvesters.

Harvester protection
Always protect your harvesters! They are one of your most valuable units.

Special Abilities:

Tiberium Harvester: This unit collects Tiberium. It must dock with a Refinery to unload Tiberium in order to process it for credits. Each Harvester returns 1400 credits per load of Green Tiberium.

MCV

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Cost: $3500
Build Time: 0:35
Prerequisites: War Factory
Tier: 1
Speed: 40
Armor: 100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 100% Side, 100% Rear
Health: 5000

The MCV is a mobile version of the Construction Yard and contains all the blueprints and schematics needed to construct a Black Hand base. It is lightly armored, though.

Special Abilities:
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Deploy: This command orders the MCV to deploy into a Construction Yard. It can only be performed on flat terrain that has sufficient room for the MCV to unpack.


Flame Tank

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Cost: $1200
Build Time: 0:12
Prerequisites: War Factory, Operations Center
Tier: 2
Speed: 75
Damage per second: 960 (Grenade), with a 150% damage scalar versus buildings.
Time between shots: minimum .5 seconds between switching targets, continuous fire
Splash radius: 40
Armor: 150% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 150
Health: 3700

One of the Black Hand's most feared and iconic weapons, Flame Tanks have been inspiring terror in people ever since the First Tiberium War. This iteration of the classic design is hideously effective against structures and its splashes of flames also cause significant damage to massed infantry. It is poorly suited to clash with frontline armor, however.

Upgrades:
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Purifying Flame: This special concoction of Tiberium-based fuel makes Flame Tanks even more dangerous, causing them to do 2727 (Grenade) damage per second, with an additional 150% scalar against buildings.


Purifying Flame targeting
The Purifying Flame-upgraded Flame Tank has a detail changed in its turret target acquisition, resulting in massively lowered damage-per-second while targeting structures. To get around this, force-fire on the ground near the target structure in order to receive the full bonus. The turret bug causes the actual damage increase from Purifying Flame to be approximately a 150% bonus instead of the projected 185% damage increase.


Special Abilities:

Starts Veteran: Black Hand Flame Tanks start veteran, giving them actual values of 1104 (Grenade) damage per second along with a starting health of 4440. Black Hand Flame Tanks with Purifying Flame actually do 3136 (Grenade) damage per second.


Reckoner

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Cost: $900
Build Time: 0:09
Prerequisites: War Factory, Operations Center
Tier: 2
Speed: 120
Armor: 100% Cannon, 75% Rocket, 50% Grenade, 55% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Health: 2200

The Reckoner is a wheeled personnel transport that can carry two infantry units. When deployed, a third garrison slot is added and the Reckoner receives a significant armor boost as well as more hit points. This bunkering process is irreversible. The Reckoners deploys automatically if it gets "destroyed" (i.e. if it takes more damage than it has health remaining - even when struck by a nuke!).

Upgrades:
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Dozer Blades: Dozer Blades provide Reckoners with an immunity to mines as well as with a 15% armor increase and the ability to crush heavy infantry.


Special Abilities:
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Deploy: The Reckoner transforms into a stationary bunker, gaining a third garrison slot. Infantry can now fire out of the Reckoner. The Reckoner gains an additional 1500 hit points added to its pre-existing total. All damage taken by a bunkered Reckoner is reduced by 75%.

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Drop Off: Orders infantry units to exit the Reckoner at the designated location.


Beam Cannon

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Cost: $1000
Build Time: 0:10
Prerequisites: War Factory, Operations Center
Tier: 2
Speed: 75
Damage per second: 150 (Grenade)
Time between shots: 1 second pre-attack delay, 1.7 seconds between switching targets.
Splash radius: 0
Armor: 100% Cannon, 75% Rocket, 50% Grenade, 50% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 600
Health: 3000

The Beam Cannon is a lightly armored artillery piece that provides mobile long-range firepower to the Black Hand. Beam Cannons become significantly more powerful in groups and can also charge defenses.
Beam Cannon groups
Beam Cannons close together will combine their beams into one powerful beam that is more powerful than if they were firing individually. The formula for mass Beam Cannon damage per second is (150) x n^2, where n is the number of Beam Cannons merging their beams together.


Special Abilities:

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Charge Defenses: Beam Cannons can provide Obelisks with additional firepower by charging them. Up to 4 Beam Cannons can charge an Obelisk at any one time; each one boosts the Obelisk's rate of fire, sight range, and firing range by 10%. This ability has a 20 second cooldown once the Beam Cannon stops charging an Obelisk.


Mantis

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Cost: $1200
Build Time: 0:12
Prerequisites: War Factory, Operations Center
Tier: 2
Speed: 100
Damage per rocket: 375 (Rocket) damage + 150% scalar versus aircraft. Fires 10 per volley.
Time between volleys: 5.1 seconds, each volley of 10 takes 1 second
Splash radius: 10
Armor: 100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 300
Health: 1875

Marcion needed a dedicated anti-air unit to counter GDI's wings of Orcas and Hammerheads, and thus the Mantis was created. This automated vehicle can easily knock down aircraft with its volleys of lethal missiles. Mantises are only lightly armored, though.

Upgrades:
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Tiberium Core Missiles: The power of Tiberium packed into a rocket makes Mantises even more lethal, changing their damage values to 475 (Rocket) damage per rocket, along with a 200% scalar against aircraft.


Specter

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Cost: $1500
Build Time: 0:15
Prerequisites: War Factory, Tech Lab
Tier: 3
Speed: 90
Damage per shell: 1200 (Cannon)
Time between shots: 5 seconds
Splash radius: 110
Armor: 100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 750 max/250 min
Health: 2400

One of the Black Hand's nastiest surprises, the Specter is a highly mobile artillery platform that fires a long-range artillery shell with significant splash damage. Specters need time to set up before firing, and they are only lightly armored. On the other hand, they outrange even the mighty GDI Juggernauts.

Purifier

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Cost: $3000
Build Time: 0:30
Prerequisites: War Factory, Tech Lab
Tier: 3
Speed: 50
Damage per shot: 900 (Cannon), with a 50% scalar versus infantry, 960 (Grenade) damage per second for flamethrower
Time between shots: 2.3 seconds
Splash radius: 0
Armor: 100% Cannon, 100% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 375 (Cannon)
Health: 11000

A precursor to the Nod Avatar, Marcion intended for the Purifier to do three things: inspire his troops, counter GDI's heavy armor, and burn down anything in its path. While its weaponry is weaker than that of the Avatar and it lacks the customization options of the newer walker, Purifiers come equipped with a shoulder-mounted flamethrower that automatically targets anything nearby. To prepare them for this role and enhance their acceptability amongst the ranks of the more fervent Black Hand, each one is blessed by a Black Hand abbot before taking to the field, allowing them to inspire troops in the vicinity of the massive walker. When a Purifier is destroyed, it leaves behind a Husk that can be salvaged by a Saboteur.

Upgrades:
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Purifying Flame: The same Tiberium-based fuel used in upgraded Flame Tanks can be loaded into Purifiers, burning blue-hot with devastating results. The weapon damage for the flamethrower increases to 2727 (Grenade) damage per second.


Special Abilities:
Crushes tanks: This vehicle can crush most tier-1 and -2 vehicles, as well as heavy infantry.
Leadership Aura: Purifiers 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 Purifier. This is a passive ability.


Redeemer

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Cost: $5000
Build Time: 0:50
Prerequisites: Redeemer Engineering Facility, Tech Lab
Tier: 4
Speed: 40
Damage per shot: 800 (Cannon) per beam + 90% scalar versus infantry, fires 3 beams simultaneously
Time between shots: 3.7 seconds
Splash radius: 8
Armor: 30% Cannon, 22% Rocket, 7% Grenade, 4% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 375
Health: 13500

The Black Hand's answer to the GDI MARV is the magnificent Redeemer walker. Armed with a tri-part Obelisk laser, the Redeemer can also add to its capabilities using two infantry squads. Most intimidating is its Rage Generator, a weapon that temporarily turns enemy units against each other.

Special Abilities:
Crushes tanks: This vehicle can crush tier-1, -2, and -3 vehicles, as well as heavy infantry.
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Rage Generator: The Redeemer can activate its Rage Generator, temporarily causing all nearby hostile ground-based targets, including base defenses, to fire on their allies for 6 seconds. It does not affect air units. This ability has a range of 500 and a cooldown of 60 seconds.
Rage Dodging
Units that are already firing on a target will not be affected by the Rage Generator unless their original target is destroyed. This includes force-firing on the ground. Base defenses will target friendly units that are raged, so they must be powered down to avoid friendly fire.

Garrisons Infantry: The Redeemer can be garrisoned with up to two infantry. Infantry garrisoned in this manner are permanent and cannot be evacuated, but provide the Redeemer with a variety of effects depending on their type. Most infantry provide the Redeemer their respective weapons emplacement, while Saboteur provides self-healing.
  • Confessor Cabal garrison: 300 range, 486 damage (Gun) every .7 seconds, 0 splash.
  • Rocket Militia garrison: 300 range, 300 damage per missile (Rocket) + 150% scalar versus aircraft, 4.3 seconds between shots, 10 splash, fires 2 rockets at a time.
  • Black Hand garrison: 200 range, 960 (Grenade) damage per second, .5 seconds between switching targets, continuous fire, and a splash radius of 40.
Epic Unit: The Redeemer is a sizable investment on the battlefield and only one may be built at a time. Also, the Redeemer Engineering Facility and Tech Lab are required for construction of this vehicle. Completing a Redeemer will sound an audible alert to all players.

Redeemer Usage
The Redeemer has the fewest garrison slots of all epic units, and its weapon has no splash damage. It is ill-suited to inflict large amounts of damage directly via its weapon, but the Rage Generator makes it one of the hardest epic units to pin down.


The Black Hand swaps Stealth Tanks for Mantises and Avatars for Purifiers. They gain veteran Flame Tanks, but lose stealth on their Harvesters and Specters.


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