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
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 Black Hand base, constructing structures and providing ground control for placing them, as well as a radar. A Construction Yard can be packed up at any time and moved to a new location in the form of an MCV for redeployment. Selling a Construction Yard yields 1750 credits, a Saboteur and a Confessor Cabal Squad.
MCV expansion
Expanding by moving one's MCV is often safer and more efficient than using an Emissary.
Power Plant
Cost: $500
Build Time: 0:05
Prerequisites: Construction Yard
Tier: 1
Power: +15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 4000
Power Plants generate the energy needed by all Black Hand 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:Liquid Tiberium Core: Available once an Operations Center is constructed, Liquid Tiberium Cores allow Power Plants to generate three times as much power for a small fee of $500. This upgrade must be applied individually to each Power Plant.
Refinery
Cost: $3000
Build Time: 0:30
Prerequisites: Construction Yard
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 by the Black Hand. Expensive and power-hungry, they are nevertheless central to most Black Hand bases. Refineries can only hold a finite amount of Tiberium. Refineries return $500 when sold.
Hand of Nod
Cost: $500
Build Time: 0:05
Prerequisites: Power Plant
Tier: 1
Power: -5
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 2500
The Hand of Nod provides the equipment and training for all manner of Nod infantry, ranging from the undisciplined but numerous Rocket Militia and Fanatics to the hardened Black Hand and elite Commandos.
Hand of Nod Sell
Selling your Hand of Nod in the early game after training a Saboteur for capturing a tech structure returns some early resources and a Confessor Cabal scout.
Hand of Nod Crushing
When sold or destroyed, the Hand of Nod jettisons a spherical projectile that can inflict crushing damage. Stay out of its way, it's not just a graphical effect!
War Factory
Cost: $2000
Build Time: 0:20
Prerequisites: Refinery
Tier: 1
Power: -5
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000
War Factories are used to construct Black Hand 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.
Operations Center
Cost: $1500
Build Time: 0:15
Prerequisites: Refinery
Tier: 2
Power: -10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 5000
The Operations Center is a key building for Black Hand commanders wishing to utilize more specialized technology and advanced guerrilla tactics. A wide range of units, support powers, and upgrades are accessed from this structure.
Selling Operations Centers
When sold, Operations Centers return a Black Hand squad instead of the standard Confessor Cabal Squad.
Provides upgrades:Quad Turrets: This upgrade adds additional firepower to the Black Hand'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.
Dozer Blades: Dozer Blades can be added to Scorpion Tanks and Reckoners to bolster their armor and make them immune to mines. They cost $2000 and take 1:00 to research.
Provides support powers:Laser Fencing: The Laser Fencing power allows Black Hand commanders to fortify structures with a fence that defends against Commandos, Shadow Teams, and Saboteurs. This power costs 500 credits and has a cooldown of 0:15. Laser Fencing also doubles the armor of the affected structure.
Decoy Army: The selected units are cloned by the Black Hand 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.
Power Signature Scan: This ability reveals all Power Plants on the map. It has a duration of 10 seconds, costs $300 and takes 1:00 to recharge.
Radar Jamming Missile: The Operations Center can fire a missile that temporarily disables the radar of hostile players for ten seconds. The Radar Jamming Missile costs $300 and has a cooldown time of 1:00.
Secret Shrine
Cost: $1500
Build Time: 0:15
Prerequisites: Hand of Nod
Tier: 1
Power: -8
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000
Within the hallowed halls of the Black Hand's Secret Shrines, the esoteric rituals and technology necessary to train elite Commandos and equip the feared Black Disciples take place.
Provides upgrades:
Purifying Flame: A potent blend of Tiberium-based fuel can be added to Black Hand flamethrowers, making them burn with a searing blue flame. This upgrade costs $3000 and takes 1:30 to research.
Black Disciples: The Black Hand is known for two things: infantry and flame weapons. Black Disciples embody both of these principles, adding a Black Hand squad member to all Confessor Cabals and Rocket Militia. This upgrade costs $1000 and takes 0:30 to research.
Tech Lab
Cost: $4000
Build Time: 0:40
Prerequisites: Operations Center
Tier: 3
Power: -15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000
At crucial battlefields, the Brotherhood of Nod grants its advanced Tech Labs to the most prestigious and important commanders. The Tech Lab allows access to the products of Nod's exotic research.
Selling Tech Labs
When sold, Tech Labs return a Black Hand squad instead of the standard Confessor Cabal Squad.
Provides upgrades:
Charged Particle Beams: Confessor Cabals and Shredder Turrets receive a substantial firepower bonus when loaded with Charged Particle Beams. This upgrade costs $1000 and takes 0:30 to research.
Tiberium Core Missiles: Black Hand scientists have found a way to harness the power of Tiberium in a number of missile systems, giving them a hideous boost in firepower. This upgrade costs $2500 and takes 1:15 to research. Once completed, Attack Bikes, SAM Turrets, and Mantises receive a significant boost in firepower.
EMP Coils: EMP Coils can be fitted onto Raider Buggies to allow them to emit a crippling electro-magnetic pulse that disables all vehicles in the vicinity. This upgrade costs $1000 and takes 0:30 to research.
Provides support powers:
Decoy Temple: The Decoy Temple creates a structure on the map that appears to be a Temple of Nod for a fraction of the price, fooling opponents into throwing their arsenal at the structure lest it launch a Nuclear Missile. This power costs $500 and has a cooldown of 5:00. The Decoy Temple has 2000 health and the same armor as the Temple of Nod.
Tiberium Chemical Plant
Cost: $3000
Build Time: 0:30
Prerequisites: Tech Lab
Tier: 4
Power: -15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000
Tiberium Chemical Plants, though fragile and expensive, allow the Black Hand to perform the necessary refinements and processes in order to truly wield the power of weaponized Tiberium.
Selling Tiberium Chemical Plants
When sold, the Tiberium Chemical Plant returns a Black Hand squad.
Provides support powers:
Catalyst Missile: The Catalyst Missile agitates any Tiberium in units and structures near the point of impact. The missile does 500 grenade damage with a 5000% scalar against Tiberium-based units and structures, as well as Refineries, Harvesters, Tiberium Silos, and Tiberium Chemical Plants. It can destroy Harvesters and Refineries with ease, and the grenade damage can be used as a last-resort defense against infantry. It costs $2000 and takes 5:00 to recharge.
Catalyst targets
The Catalyst Missile can also be used to target infantry and Scrin units with Tiberium inside, including Reaper Tripods with Tiberium inside, Devourer Tanks with Tiberium inside, Corrupters, and Mechapedes.
Tiberium Vein Detonation: Tiberium Vein Detonation is a truly insidious weapon that draws on the innate power of raw Tiberium. The affected Tiberium explodes with remarkable force, inflicting grievous damage on anything caught in the blast and destroying large quantities of the valuable resource as well. The initial trigger weapon that fires in the center does 10 cannon damage starting 3.2 seconds after activation. The next stage of the weapon defines 8 damage paths in different directions that inflict 3000 damage per second along their paths with a splash radius of 100 for 2 seconds. The damage paths each extend a distance of 200 away from the center. There is also an additional shock wave emanating from the center that does a maximum of 1000 cannon damage in a radius of 250. Units that are in overlapping damage paths will take damage from both paths, and units at the edge and center take significantly less damage. Tiberium Vein Detonation costs $4000 and takes 7:00 to recharge.
Tiberium Vein Detonation targeting
Units that were on top of the Tiberium field when the Detonation is triggered will still take damage even if they move off before all the damage paths ignite. Tiberium Vein Detonation can only be used in areas near a permanent Tiberium field.
Tiberium Vein Detonation price bug
Tiberium Vein Detonation is bugged and will subtract all your money, up to an additional $4000, a couple of seconds after the power finishes. To avoid this, try and keep your credit pile as close to $4000 as possible right before you drop the power.
Tiberium Vapor Bomb: An Armageddon Bomber swoops in to deliver a Tiberium Vapor Bomb characterized first by a toxic cloud of mist that rapidly detonates into a sizable blast. The Tiberium Vapor Bomb does 9000 grenade damage. It costs $3500 and takes 5:00 to cooldown.
Seed Tiberium: An Armageddon flies over, spraying an area with rapidly crystallizing Tiberium that can then be harvested. The net worth of the delivered Tiberium is $3150, an excellent return on a support power that costs $500 and takes 4:00 to cooldown.
Redeemer Engineering Facility
Cost: $3000
Build Time: 0:30
Prerequisites: Tech Lab
Tier: 4
Power: -10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 10000
The Redeemer Engineering Facility possesses all of the capability of a standard Black Hand War Factory, but also serves to support the equipment needed to produce a Redeemer. Only one Redeemer Engineering Facility can be fielded at a time.
Selling Redeemer Engineering Facilities
When sold, the Redeemer Engineering Facility returns a Black Hand squad.
Crane
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 Black Hand structure queue, but cannot build defenses, Emissaries, or the Temple of Nod, nor can they construct the Redeemer Engineering Facility.
The Black Hand do not use Air Towers and lose several support powers employed by Nod, obtaining Decoy Temple and Power Signature Scan in return. They replace Laser Capacitors with Charged Particle Beams and swap Confessors and Tiberium Infusion for Purifying Flame and Black Disciples.
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