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Marked of Kane units

By Eph2.8-9 - 21st July 2010 - 16:28 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 and cannot be unpacked and repacked repeatedly. While most Marked of Kane vehicles are built from the War Factory, Emissaries are deployed from the Construction Yard.

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.

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Call for Transport: If an Airfield is deployed, the Emissary can call in a Marked of Kane Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


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 Marked of Kane's fastest vehicle, the Attack Bike is great for hit-and-run raids, and en masse Attack Bikes 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 and retaining the 50% scalar versus infantry.


Special Abilities:
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Call for Transport: If an Air Tower is deployed, Attack Bikes can call in a Marked of Kane Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

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 Marked of Kane 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: Marked of Kane 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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Call for Transport: If an Air Tower is deployed, Raider Buggies can call in a Marked of Kane Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

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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.


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.

Special Abilities:
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Call for Transport: If an Air Tower is deployed, Scorpions can call in a Marked of Kane Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


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: 5000

Harvesters are vital to the Marked of Kane economy, harvesting raw Tiberium and returning it to Refineries for processing. However, they are vulnerable, lacking both speed and armor. Their one protection comes from their stealth generators, which hide them from sight while harvesting, though they reveal themselves when unloading Tiberium.

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.
Stealth: This unit is invisible while moving or harvesting. It only reveals itself while unloading at a Refinery.

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 Marked of Kane base. It is only 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.


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 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 light-armored artillery piece that provides mobile long-range firepower to the Marked of Kane. Beam Cannons become significantly more powerful in groups and can also charge defenses or work with Venoms to damage targets outside their normal range.

Beam Cannon groups
Beam Cannons close together that fire on the same target 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.


Special Abilities:
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Call for Transport: If an Air Tower is deployed, Beam Cannons can call in a Marked of Kane Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

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Charge Defenses: Beam Cannons can provide Obelisks of Light 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 Cannons stop charging an Obelisk.

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Reflector Beam: Nearby Beam Cannons can bounce their beams off of Venoms to hit distant targets. The Venom must be stationary and the Beam Cannons must be within range of a Venom to reflect their beams off of.


Reflector Chaining
Beam Cannons can transmit their beams across multiple Venoms, chaining the laser beam over incredible distances as long as there is a network of Venoms that is able to continuously reflect the beam.


Stealth Tank

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Cost: $1800
Build Time: 0:18
Prerequisites: War Factory, Tech Lab
Tier: 3
Speed: 120
Damage per rocket: 340 (Rocket) damage + 150% scalar versus aircraft. Fires 10 per volley.
Time between volleys: 5.1 seconds, each volley of 10 takes 1 seconds
Splash radius: 10
Armor: 100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper
Directional Armor: 110% Side, 150% Rear
Range: 275
Health: 1875

An iconic weapon since the First Tiberium War, Stealth Tanks are known for their prowess at ambushes. Their high speed, invisibility and volleys of missiles make them feared masters of asymmetrical warfare. They are only lightly armored, though.

Upgrades:
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Tiberium Core Missiles: The power of Tiberium packed into a rocket makes Stealth Tanks even more lethal, changing their damage values to 430 (Rocket) damage per rocket, along with a 200% scalar versus aircraft.

Special Abilities:
Stealth: This vehicle is invisible when moving or stationary. It only reveals itself while firing. There is a minimum 3 second timer between the Stealth Tank revealing itself and becoming stealthed again.

Specter

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Cost: $1500
Build Time: 0:15
Prerequisites: War Factory, Tech Lab
Tier: 3
Speed:
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 Marked of Kane's nastiest surprises, the Specter is a highly mobile stealth artillery platform that fires a long-range artillery shell with significant splash damage. Specters need time to set up before revealing themselves to fire, and also are only lightly armored. On the other hand, they outrange even the mighty GDI Juggernauts.

Special Abilities:
Stealth: This vehicle is invisible when moving or stationary. It only reveals itself while firing.
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Bombardment: This ability allows Specters to fire at a designated location on the map that is within the line of sight (radius 400) of a Beacon planted by a Shadow Team. This ability has a 20 second cooldown.

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Call for Transport: If an Air Tower is deployed, Specters can call in a Marked of Kane Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Avatar

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Cost: $2200
Build Time: 0:22
Prerequisites: War Factory, Tech Lab
Tier: 3
Speed: 50
Damage per shot: 900 (Cannon), with a 50% scalar versus infantry
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

While GDI largely abandoned walker technology, the Marked of Kane continued to refine theirs. The end result was the Avatar, a customizable bipedal walker that can selectively upgrade itself by commandeering technology from other Marked of Kane vehicles to bolster its significant armor and portable laser cannon. However, while it has excellent range and firepower, it cannot fire on the move or reverse-move. When an Avatar is destroyed, it leaves behind a Husk that can be reclaimed by a Saboteur.

Special Abilities:
Crushes tanks: This vehicle can crush most tier-1 and -2 vehicles as well as heavy infantry.
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Commander Technology: The Avatar has a unique and versatile, if somewhat ruthless, means of upgrading itself. Certain Nod or Marked of Kane units can be destroyed by the Avatar in order to provide it with enhanced capabilities.
  • Beam Cannon: Changes the Avatar laser to a weapon that fires every 1.45 seconds doing 1100 damage.
  • Flame Tank: Adds a flamethrower to the Avatar with range 200 that does 960 (Grenade) damage per second, with a .5 second delay between changing targets.
  • Attack Bike: Allows the Avatar to detect stealth.
  • Stealth Tank: Allows the Avatar to become stealthed when not firing.

Avatar Commandeering
You can commander enemy Nod units as well as your own if you are close enough! This is the only way for a Marked of Kane Avatar to acquire a flame weapon.


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 Marked of Kane's answer to the GDI MARV is the magnificent Redeemer walker. Armed with a tri-part Obelisk laser, the Redeemer can also augment its capabilities by using two infantry squads as hardpoints. 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 ground targets, including units and base defenses, to fire on their allies for 6 seconds. This ability has a range of 500 and a cooldown of 60 seconds. It does not work on air units.
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.

Infantry hardpoints: The Redeemer can absorb up to two infantry units to create additional hardpoints with a variety of effects depending on the type of infantry. This is permanent and the units cannot be evacuated. Most infantry provide the Redeemer their respective weapons emplacement, while Saboteur provides self-healing.
  • Militant Squad hardpoint: 300 range, 486 damage (Gun) every .7 seconds, 0 splash
  • Rocket Militia hardpoint: 300 range, 300 damage per missile (Rocket) +150% scalar versus aircraft, 4.3 seconds between shots, 10 splash, fires 2 rockets at a time.
  • Tiberium Trooper hardpoint: 300 range, 750 (Grenade) damage per second of continuous fire, with a reload time of .3 seconds between switching targets, .5 second pre-attack delay, splash radius of 25. This weapon slows the speed of any vehicle by 50%, unless it is an Avatar or Purifier.
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 hardpoint slots of any epic unit, and its weapon has no splash damage. It is ill-suited to inflict large amounts of damage in a straight fight, but a combination of stealth and the Rage Generator make it one of the hardest epic units to detect coming.


The Marked of Kane lose Flame Tanks and Laser Capacitors compared to vanilla Nod. Also, they cannot equip their Redeemer with flame weapons.


VOD

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