GAMES: Command & Conquer 3: Kane’s Wrath – Black Hand Structures

kaneswrath

 

Nod’s elite division, the Black Hand, has always been known for its advanced infantry, and their Kane’s Wrath appearance is no different. The infantry commanders once used to boost basic infantry types are now their backbone, and their usage of flame weaponry is amplified by wider deployment of flamethrower infantry and an exclusive upgrade for that weapon type. However, they completely lack any air units or stealth capabilities, and must therefore rely on sheer numbers.

 

Structures

tw_nodconyardConstruction Yard
Cost:
$3500 (MCV) | Power: +10 | Prerequisites: none
Heavily armoured, but mission-critical, Construction Yards are crucial to the Black Hand’s war efforts and tend to be well-defended for that reason. They can pack back into an MCV when needed. They also provide radar display to Black Hand bases, provided the base’s power isn’t low.

Abilities:

tw_undeploy

Pack into MCV
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the Construction Yard to pack into an MCV. This order is reversible.

 

tw_powerplantPower Plant
Cost:
$500 | Power: +15 | Prerequisites: none
The Nod Power Plant is able to generate moderate amounts of power from a small amount of Tiberium at the expense of ecological damage to the surrounding environment.

 

Upgrades:

tw_liquidtibcore

Liquid Tiberium Core
Cost:
$500 | Prerequisites: Tech Lab

Adds a liquid Tiberium core to the selected Power Plant, increasing its power output to 45.

 

tw_nodrefineryTiberium Refinery
Cost:
$3000 | Power: -15 | Prerequisites: Power Plant
The Tiberium Refinery can rapidly transform raw Tiberium into useful materials. Each Refinery comes with one of Black Hand’s Harvester vehicles free of charge.

 

 

 

tw_handofnodHand of Nod
Cost:
$500 | Power: -5 | Prerequisites: Power Plant
The Hand of Nod provides shelter, supplies and training to the legions of Black Hand militants, fanatics and elite infantry as they wage war against GDI.

 

 

 

tw_nodwarfactoryWar Factory
Cost:
$2000 | Power: -5 | Prerequisites: Power Plant, Tiberium Refinery
This essential facility is used to construct and deploy the Black Hand’s highly specialised vehicles, as well as host automated drones that quickly repair damaged friendly vehicles in its immediate vicinity.

 

Abilities:

tw_repair

Repair
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the repair drones to repair a specific unit.

 

tw_operationscenterOperations Center
Cost:
$1500 | Power: -10 | Prerequisites: Power Plant, Tiberium Refinery
The Operations Center contains advanced communications arrays required for the Black Hand’s higher-tier technologies and can deploy counter-intelligence support powers.

 

 

Support powers:

tw_decoyarmy

Decoy Army
Cost:
$500 | Cooldown: 1:00 | Prerequisites: none

Creates a holographic projection of a selected group of units. These units can be controlled as any other and can uncover the fog of war, but do not deal damage and vapourize instantly when fired upon or if one minute is elapsed since their creation.

tw_radarjammingmissile

Radar Jamming Missile
Cost:
$300 | Cooldown: 1:00 | Prerequisites: none

Temporarily disables the radar displays of all enemy players.

kw_powersigscan

Power Signature Scan
Cost:
$300 | Cooldown: 1:00 | Prerequisites: none

Reveals the locations of all Power Plants and Reactors on the map for 10 seconds.

kw_laserfencing

Laser Fencing
Cost:
$500 | Cooldown: 0:15 | Prerequisites: none

Creates laser fencing around the selected structure, doubling its armour and rendering it immune to explosive charges planted by Commandos and Shadow Teams, as well as Engineer-type capturing.

Upgrades:

kw_quadturrets

Quad Turrets
Cost:
$1000 | Prerequisites: none

Refits Shredder, Laser, and SAM Turrets with a fourth turret placed atop of the Turret Hub.
Note: Due to erroneous coding, researching this upgrade may cause desync issues in multiplayer.

tw_dozerblades

Dozer Blades
Cost:
$2000 | Prerequisites: none

Refits Scorpion Tanks and Reckoners with Dozer Blades, which allow them to crush heavy infantry and safely clear mines. It also gives them a 15% armour bonus on all sides.

 

tw_secretshrineSecret Shrine
Cost:
$1500 | Power: -8 | Prerequisites: Hand of Nod
The Black Hand’s Secret Shrine contains special training rituals necessary to deploy advanced infantry. It can also be used to research advancements that substantially improve the effectiveness of most Black Hand infantry squads.

 

Upgrades:

kw_blackdisciple

Black Disciple
Cost:
$1000 | Prerequisites: none

Adds a Black Hand Trooper to Confessor Cabals and Militant Rocket Squads.

kw_purifyingflame

Purifying Flames
Cost:
$3000 | Prerequisites: none

Increases the attack damage of Black Hand Troopers, Flame Tanks, and Purifiers’ flamethrowers by equipping them with Tiberium-based fuel that emits blue flames.

 

tw_nodtechlabTech Lab
Cost:
$4000 | Power: -15 | Prerequisites: Operations Center
When a Tech Lab is present, the Black Hand can deploy its most advanced military equipment, as well as research upgrades to its lower-tech vehicles.

 

 

Support powers:

kw_decoytempleofnod

Decoy Temple
Cost:
$500 | Cooldown: 5:00 | Prerequisites: none

Deploys a decoy of the Temple of Nod at the selected location. The decoy has no abilities of its own, but has the identical appearance and armour of the real structure. It creates a timer for the Nuclear Missile Strike just like the real structure (even though it is fake), and when both the real and decoy versions are built, these timers will appear alongside each other, confusing enemies.

Upgrades:

tw_empcoils

EMP Coils
Cost:
$1000 | Prerequisites: none

Refits Raider Buggies with EMP Coils.

kw_tibcoremissile

Tiberium Core Missiles
Cost:
$2500 | Prerequisites: none

Increases the attack damage of Attack Bikes, Stealth Tanks, Mantes, and SAM Turrets by infusing their missiles with Tiberium.

kw_chargedparticlebeam

Charged Particle Beams
Cost:
$1000 | Prerequisites: none

Increases the attack damage of Confessor Cabals and Shredder Turrets by changing their weapons to particle beam cannons.

 

tw_tibchemicalplantTiberium Chemical Plant
Cost:
$3000 | Power: -15 | Prerequisites: Tech Lab
The Tiberium Chemical Plant allows Nod commanders to deploy advanced Tiberium weapons to the battlefield at a moment’s notice.

 

 

Support powers:

tw_seedtiberium

Seed Tiberium
Cost:
$500 | Cooldown: 4:00 | Prerequisites: none

Calls an Armageddon Bomber to spray quickly-crystallizing liquid Tiberium over a selected area to create a small Tiberium field worth $3150.

tw_catalystmissile

Catalyst Missile
Cost:
$2000 | Cooldown: 5:00 | Prerequisites: none

Agitates any Tiberium within Tiberium-based units and structures in the target area (Harvesters, Refineries, Silos, Tiberium Waste Facilities, charged Devourer Tanks and Reaper Tripods, Corrupters, Mechapedes).

tw_tibvaporbomb

Tiberium Vapour Bomb
Cost:
$3500 | Cooldown: 4:00 | Prerequisites: none

Calls an Armageddon Bomber to drop a toxic cloud to a target area, which then explodes and damages everything in its wake.

kw_tibveindetonation

Tiberium Vein Detonation
Cost:
$4000 | Cooldown: 7:00 | Prerequisites: none

Causes the targeted permanent Tiberium field to violently explode, dealing considerable damage to all units found on it, as well as Tiberium crystals themselves. After that, eight damage paths are created from the center of the blast (which will even affect units which try to evade it), as well as a shockwave at the center. Units at the center take less damage than those caught by damage paths.
Note: Due to an error in coding, using the Tiberium Vein Detonation will subtract all the player’s money a few seconds after the support power finishes its effect, so it is advised to keep funds just around $4000 before using this power.

 

kw_redeemerfacilityRedeemer Engineering Facility
Cost:
$3000 | Power: -10 | Prerequisites: Tech Lab
The Redeemer Engineering Facility can build all Black Hand vehicles like a standard War Factory, and is the only structure capable of deploying the Black Hand’s epic unit – the Redeemer.
Note: Only one Black Hand Redeemer Engineering Facility can be built at a time per player.

 

 

tw_nodcraneCrane
Cost:
$1500 | Power: -10 | Prerequisites: none
Cranes reinforce the production capability of the Black Hand Construction Yard by adding one extra building production queue.
Note: Cranes can not build defensive structures, superweapons, or the Redeemer Engineering Facility.

 

Support structures

tw_turrethub_aTurret Hub
Cost:
varies | Power: varies | Prerequisites: vary
Nod’s defensive turrets are organized in such a way that their central hub manages the operation of three turrets that are directly connected to it through visible cables. If individual turrets are destroyed, they will be automatically replaced for free after a delay. If the hub itself is destroyed, all turrets connected to it are destroyed with it. When placing Shredder, Laser and SAM Turrets, the hub has to be placed first, and then the three individual turrets, which must be placed close to the hub.

Upgrades:

kw_quadturrets

Quad Turrets
Cost:
$1000 | Researched at: Operations Center

Refits Shredder, Laser, and SAM Turrets with a fourth turret placed atop of the Turret Hub.
Note: Due to erroneous coding, researching this upgrade may cause desync issues in multiplayer.

 

tw_shredderturretShredder Turret
Cost:
$600 | Power: -6 | Prerequisites: Power Plant
Shredder Turrets act like giant anti-personnel shotguns when hostile infantry approaches. While these shards do little damage against armoured vehicles, they are horrifyingly effective against flesh and blood targets. They are capable of detecting stealthed units. They deactivate if the base’s power is low.

Upgrades:

kw_quadturrets

Quad Turrets
Cost:
$1000 | Researched at: Operations Center

Refits Shredder, Laser, and SAM Turrets with a fourth turret placed atop of the Turret Hub.
Note: Due to erroneous coding, researching this upgrade may cause desync issues in multiplayer.

kw_chargedparticlebeam

Charged Particle Beams
Cost:
$1000 | Researched at: Tech Lab

Increases the attack damage of Confessor Cabals, Awakened, and Shredder Turrets by changing their weapons to particle beam cannons.

 

tw_laserturretLaser Turret
Cost:
$1200 | Power: -10 | Prerequisites: Hand of Nod
Laser Turrets scale down Nod infamous Obelisk of Light technology into a flexible anti-vehicle defence. Laser Turrets can quickly focus their beams against armoured targets within range. They are capable of detecting stealthed units. They deactivate if the base’s power is low.

Upgrades:

kw_quadturrets

Quad Turrets
Cost:
$1000 | Researched at: Operations Center

Refits Shredder, Laser, and SAM Turrets with a fourth turret placed atop of the Turret Hub.
Note: Due to erroneous coding, researching this upgrade may cause desync issues in multiplayer.

 

n_sam_turretSurface-to-Air Missile (SAM) Turret
Cost:
$800 | Power: -6 | Prerequisites: Operations Center
SAM Turrets fire streams of surface to air missiles against hostile aircraft. A single SAM missile does not pack much of a punch, but concentrated fire from these defences can bring down aircraft quickly. They are capable of detecting stealthed units. They deactivate if the base’s power is low.

Upgrades:

kw_quadturrets

Quad Turrets
Cost:
$1000 | Researched at: Operations Center

Refits Shredder, Laser, and SAM Turrets with a fourth turret placed atop of the Turret Hub.
Note: Due to erroneous coding, researching this upgrade may cause desync issues in multiplayer.

kw_tibcoremissile

Tiberium Core Missiles
Cost:
$2500 | Researched at: Tech Lab

Increases the attack damage of Attack Bikes, Stealth Tanks, Mantes, and SAM Turrets by infusing their missiles with Tiberium.

 

tw_nodsiloTiberium Silo
Cost:
$100 | Power: 0 | Prerequisites: Tiberium Refinery
Tiberium Silos allow Nod bases to store as much Tiberium as they need to mount a decisive military campaign against its enemies.

 

 

tw_disruptiontowerDisruption Tower
Cost:
$1000 | Power: -5 | Prerequisites: Secret Shrine
Disruption Towers generate massive stealth fields. Nod buildings, infantry, and vehicles in their vicinity cannot be seen by enemies. Disruption Towers themselves cannot be stealthed. They deactivate if the base’s power is low.

 

 

kw_voiceofkaneVoice of Kane
Cost:
$1000 | Power: -5 | Prerequisites: Operations Center
This statue of the great prophet himself affects nearby friendly infantry by increasing their firing rate by 50% and armour by 25%, as well as making them 50% harder to suppress.
Note: Only one Black Hand Voice of Kane can be built at a time per player.

 

 

tw_obeliskoflightObelisk of Light
Cost:
$2000 | Power: -15 | Prerequisites: Tech Lab
Nod’s incredibly powerful laser tower charges up a beam that decimates vehicles and infantry squads. Its impressive range and power may also be enhanced by Nod’s new Beam Cannon vehicles.

 

 

tw_templeofnodTemple of Nod
Cost:
$5000 | Power: -20 | Prerequisites: Tech Lab
GDI’s focus on Tiberium allowed Nod to secretly stockpile a considerable amount of the 20th century’s most infamous weapons, Nuclear Missiles. The Temple of Nod also provides advanced supercomputers capable of resetting the entire base in the event of an EMP attack. Like with other superweapons, when the Temple of Nod is built, all players are notified and the fog of war above the device is removed, with a timer visible to all players.
Note: Only one Temple of Nod can be built at a time per player.

Abilities:

tw_nuclearmissile

Nuclear Missile
Cost:
free | Cooldown: 7:00 | Prerequisites: none

Launches a devastating nuclear missile to the target location.

tw_computercountermeasures

Master Computer Countermeasures
Cost:
free | Cooldown: 0:30 | Prerequisites: none

Cancels the effects of EMP blasts from all player-owned buildings and restores the radar display.

 

tw_nodoutpostOutpost
Cost:
$1500 (Emissary) | Power: 0 | Prerequisites: none
Gained from deploying an Emissary, the Nod Outpost enables construction in its surrounding area, even if it is far away from the main base. An Outpost can not return back to its Emissary form.

 

 

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