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Kanes Wrath

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Enlightenment Acquired: The Arsenal of the Marked of Kane

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

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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 Marked of Kane 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 single Awakened cyborg.

MCV expansion
Expanding by moving one's MCV is often safer and more efficient than using an Emissary.


Power Plant

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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 Marked of Kane 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:
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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

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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 Brotherhood. Expensive and power-hungry, they are nevertheless central to most Marked of Kane bases. Refineries can only hold a finite amount of Tiberium. Refineries return $500 when sold.

Hand of Nod

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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 Marked of Kane infantry, ranging from the basic Awakened to the elite Enlightened and the stealthy Shadow Teams.

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 single Awakened cyborg.


War Factory

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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 Marked of Kane 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

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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 Marked of Kane commanders wishing to utilize the Brotherhood's 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 Tiberium Trooper squad instead of the standard Awakened.


Provides upgrades:
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Quad Turrets: This upgrade adds additional firepower to the Marked of Kane'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.

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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:
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Laser Fencing: The Laser Fencing power allows Marked of Kane commanders to fortify structures with a fence that defends against Commandos, Shadow Teams, and Saboteurs. This power costs $500 and has a cooldown of 0:15. Laser Fencing also doubles the armor of any structure affected.

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Decoy Army: The selected units are cloned by the Marked of Kane 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.

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Cloaking Field: Cloaking Field allows Marked of Kane commanders to permanently stealth any structures or vehicles within the radius. A more insidious use also exists for Cloaking Field: it does 400 sniper damage to any infantry, with a 25% scalar against Zone Troopers, Commandos, Black Hand, Shock Troops, and Masterminds. The Cloaking Field costs $3000 and has a cooldown time of 1:30.

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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.


Air Tower

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Cost: $1000
Build Time: 0:10
Prerequisites: Operations Center
Tier: 2
Power: -5
Armor: 75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper
Health: 3000

Air Towers hold four docking pads for Vertigo bombers. They also allow advanced aircraft technologies such as Disruption Pods to be researched and grant access to the Magnetic Mines support power. Venom aircraft are also built from the Air Tower, although they can stay aloft indefinitely.

Stranded Aircraft
Vertigoes that lose their Air Tower and have expended their ordnance will slowly take damage until destroyed unless a new airfield is constructed.Venoms suffer no such restrictions.


Provides upgrades:
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Signature Generators: When equipped with Signature Generators, Venoms appear to be a large force on the opponent's radar. This upgrade costs $100 and takes 0:10 seconds to research.

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Disruption Pods: This upgrade allows Vertigoes to drop small stealth pods that emit a cloaking field. Anything in the pod's radius is cloaked for the duration of the pod's lifetime. This upgrade costs $500 and takes 0:15 to complete.

Provides support powers:
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Magnetic Mine Drop: An Armageddon Bomber flies in to drop a large number of mines on the selected area, for a total of 21 mines. This power costs $1500 and takes 3:00 to recharge. Each mine does 16 damage per second to any vehicle it latches on to as well as slowing its movement speed.

Magnetic Mine Damage
Magnetic Mines do very weak damage to vehicles and should not be used like Nod's Mine Drop. They are better used to clean up damaged targets like retreating tanks or ambush light vehicles far from base, such as Harvesters leaching from a Tiberium field. Unlike regular mines, Magnetic Mines do not disappear when run over.


Secret Shrine

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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 Marked of Kane's Secret Shrines are kept the esoteric rituals and technology necessary to train the stealthed Shadow Teams and Commandos, as well as the means to provide upgrades and leadership for Marked of Kane infantry.
Provides upgrades:
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Tiberium Infusion: Tiberium Infusion provides Rocket Militia and Fanatics with additional 10% health and 25% speed, as well as armor increases for some militants and immunity to Tiberium. This upgrades costs $1000 and takes 0:30 to use.

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Cybernetic Legs: Cybernetic Legs double the speed of Marked of Kane Saboteurs, Enlightened, and Tiberium Troopers. The upgrade costs $1000 and takes 0:30 to research.

Provides support powers:
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Shadow Strike Team: Two veteran Shadow Teams fly in from the direction of the Secret Shrine to a designated location on the map. This power costs $2000 and takes 3:00 to recharge.


Tech Lab

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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 Marked of Kane grant their advanced Tech Labs to the most prestigious and important commanders. The Tech Lab allows access to the products of the Marked of Kane's exotic research.

Selling Tech Labs
When sold, Tech Labs return a Tiberium Trooper squad instead of the standard Awakened.


Provides upgrades:
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Supercharged Particle Beams: Shredder Turrets, Enlightened, and Venoms receive a substantial firepower bonus when armed with Supercharged Particle Beams. This upgrade costs $3000 and takes 1:00 to research.

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Tiberium Core Missiles: Nod's scientists have found a way to harness the power of Tiberium in a number of missile systems employed by the Brotherhood, giving them a hideous boost in firepower. This upgrade costs $2500 and takes 1:15 to research.

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EMP Coils: EMP Coils can be fitted onto Raider Buggies to allow them to emit a crippling burst of EMP that disables all vehicles in the vicinity. This upgrade costs $1000 and takes 0:30 to research.


Tiberium Chemical Plant

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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 Marked of Kane 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 Tiberium Trooper squad.


Provides support powers:
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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.

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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. 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 it 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.

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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.

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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

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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 Marked of Kane 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 Tiberium Trooper squad.


Crane

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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 Marked of Kane structure build queue, but cannot build defenses, Emissaries, or the Temple of Nod, nor can they construct the Redeemer Engineering Facility.

The Marked of Kane swap Mine Drop for Magnetic Mine Drop and lose Redemption. They also trade Laser Capacitors for Supercharged Particle Beams and Confessors for Cybernetic Legs. Their Cloaking Field also recharges 30 seconds faster.


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Marked of Kane Support Structures
Marked of Kane Infantry and Aircraft
Marked of Kane Vehicles
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