Support 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. 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.
Shredder Turret
Cost: $600
Build Time: 0:06
Prerequisites: Power Plant
Tier: 1
Power: -6
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Damage per shot: 50 (Gun), for one turret
Time between shots: .3 seconds, 2.3 seconds every 2 shots
Splash radius: 30
Range: 350
Health: 3600 for the hub, 1000 for each turret.
Shredder Turrets, like many Black Hand defenses, are composed of four parts: a central hub and three small turrets. The hub is placed first, and then the three small turrets are planted by the commander within a small radius around the hub. Whenever one of the small turrets is knocked out, the others still fire, and if the hub isn't destroyed, the destroyed turrets will respawn after ten seconds. The Shredder Turret fires large shotgun-like slugs capable of doing exactly what the name suggests: shredding infantry.
Shredder Drafting
Selling Shredder Turrets returns $300 and a Confessor Cabal squad, which normally costs $400. Selling turrets can help with early-game scouting or with acquiring more Confessors cost-effectively.
Upgrades:
Quad Turrets: This upgrade places a fourth small turret directly on the hub, adding 33% more firepower.
Charged Particle Beams: This upgrade changes the Shredder's weapon from a shotgun-like round to a high-energy green beam. This makes Shredders do 360 (Gun) damage per volley with no splash damage. Each volley lasts 1.8 seconds, with 0.3 seconds in between bursts.
Shredder Turret placement
Place your Shredder Turret hub behind another structure such as a Power Plant and the gun turrets in front of it. This will protect your turret.
Laser Turret
Cost: $1200
Build Time: 0:12
Prerequisites: Hand of Nod
Tier: 1
Power: -10
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Damage per shot: 140 (Cannon), 50% scalar versus infantry, for one turret
Time between shots: 1.1 seconds, 3 seconds every 2 shots
Splash radius: 0
Range: 350
Health: 3600 for the hub, 1000 for each turret.
Laser Turrets, like many Black Hand defenses, are composed of four parts: a central hub and three small turrets. The hub is placed first, and then the three small turrets are planted by the commander within a small radius around the hub. Whenever one of the small turrets is knocked out, the others still fire, and if the hub isn't destroyed, the destroyed turrets will respawn after ten seconds. Laser Turrets serve as a basic anti-vehicle turret for the Black Hand, though their damage is light.
Laser Turret placement
Place your Laser Turret hub behind another structure such as a Power Plant and the gun turrets in front of it. This will protect your turret.
Upgrades:
Quad Turrets: This upgrade places a fourth small turret directly on the hub, adding 33% more firepower.
SAM Turret
Cost: $800
Build Time: 0:08
Prerequisites: Operations Center
Tier: 2
Power: -6
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Damage per clip: 375 (Rocket), for one turret
Time between shots: .6 seconds to fire 3 missiles, additional 2 seconds to reload clip
Splash radius: 10
Range: 450
Health: 7000 for the hub, 1000 for each turret.
SAM Turrets, like many Black Hand defenses, are composed of four parts: a central hub and three small turrets. The hub is placed first, and then the three small turrets are planted by the commander within a small radius around the hub. Whenever one of the small turrets is knocked out, the others still fire, and if the hub isn't destroyed, the destroyed turrets will respawn after ten seconds. SAM Turrets protect Black Hand installations from aerial attacks. Each sub-turret fires 3 missiles at aircraft, for a total of 9 missiles per barrage. Note that individual SAM turrets have decreased armor and take 50% more damage while firing.
Upgrades:
Quad Turrets: This upgrade places a fourth small turret directly on the hub, adding 33% more firepower.
Tiberium Core Missiles: The power of weaponized Tiberium greatly enhances the effectiveness of SAM missiles, increasing their damage to 675 per volley of 3 missiles.
Tiberium Silo
Cost: $100
Build Time: 0:05
Prerequisites: Refinery
Tier: 1
Power: 0
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000
The Tiberium Silo is simply what its name states: a small structure used for holding excess resources.
Silo placement
Though lightly armored, Tiberium Silos can be used to block the line-of-sight of enemy forces, forcing them to destroy it or go around to fire. This can be useful.
Voice of Kane
Cost: $1000
Build Time: 0:10
Prerequisites: Operations Center
Tier: 2
Power: -5
Armor: 100% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000
An inspiration to the followers of the Prophet, the Voice of Kane bestows a leadership bonus to the faithful nearby. Nod infantry under the influence of the Voice of Kane receive a 50% rate of fire bonus, are 50% harder to suppress and receive a 25% armor increase over a range of 400. Only one Voice of Kane may be constructed at a time.
Obelisk
Cost: $2000
Build Time: 0:20
Prerequisites: Tech Lab
Tier: 3
Power: -15
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Damage per shot: 3000 (Cannon)
Splash radius: 0 (width)
Time between shots: 4 seconds
Range: 375
Health: 7500
One of the most iconic Nod weapons since the First Tiberium War, the Obelisk of Light retains its traditionally fearsome power. The tower takes two seconds to charge, humming ominously until it discharges a lethal laser beam that can either hit a single vehicle or sweep through an entire squad of infantry.
Obelisk placement
Place your Obelisk behind another structure such as a Power Plant, as the Obelisk can fire over the building without taking damage from most units until they destroy the building or go around it.
Temple of Nod
Cost: $5000
Build Time: 0:50
Prerequisites: Tech Lab
Tier: 3
Power: -20
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 20000
The sacred hallows of the Temple of Nod house the Black Hand's most powerful technologies and allow access to the devastating power of nuclear weapons.
Provides support powers:
Master Computer Countermeasures: This power allows Black Hand players to instantly reset any and all computer systems that have been disabled. Essentially, using this ability reactivates any units that are currently EMP'd. This power is free and takes 0:30 to recharge.
Superweapon:
Nuclear Missile: This superweapon has a 7-minute charge-up time, during which it must remain powered and intact. It fires a devastating blast that can destroy a large portion of a base. The Temple of Nod will be visible to all players and will start a countdown timer visible to all players after the building is constructed. The nuclear blast inflicts 20000 cannon damage over a radius of 300 that tapers off substantially away from the impact point.
The Black Hand, lacking aircraft and detesting the use of stealth, do not use Combat Support Airfields or Disruption Towers.
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