Command & Conquer 3: Kane’s Wrath – Reaper-17 Units

kaneswrath

 

Reaper-17 is a Scrin cult that prefers Tiberium augmentation and steamrolling their opponents with upgraded vehicles. Their late game walkers can now increase their firepower by converting Tiberium, and most of their pulse guns are either replaced or can be replaced with Tiberium shard launchers. However, they lack a commando unit and heavy aircraft that the Scrin are known for.

 

Infantry

tw_buzzersBuzzers
Cost:
$200 | Squad size: 1 swarm | Prerequisites: none
The terrifying Buzzers are like a cloud of flying razors that can cut cleaning through flesh and light armour. They seem to guided by a limited sentience. They can clear out garrisoned buildings. While they can garrison them themselves afterwards for territory control, they can not attack from there.

Abilities:

tw_buzzercombine

Combine with Vehicle
Cost:
free | Cooldown: instant | Prerequisites: none

Attaches this Buzzer swarm to any Scrin ground vehicle (except Explorers, Harvesters, Mechapedes, and Eradicator Hexapods). They then move and attack alongside the vehicle until they are manually detached or the vehicle is destroyed.

 

tw_disintegratorsDisintergrators
Cost:
$300 | Squad size: 5 | Prerequisites: none
These metallic walking creatures decimate vehicles with a powerful cutting beam effective against armour. When crushed, they explode, damaging enemies in the vicinity.

 

 

tw_assimilatorAssimilator
Cost:
$500 | Squad size: 1 | Prerequisites: none
This alien, which is stealthed when stationary, is capable of capturing enemy structures and take over downed large mechs including the Juggernaut, the Avatar, the Annihilator Tripod and their variants. Tactical use of Assimilators is considered an art among many commanders. They can be used to capture civilian structures and repair destroyed bridges or to repair friendly structures. Note that with each of these actions, the Assimilator is lost.

 

tw_shocktrooperShock Troopers
Cost:
$800 | Squad size: 3 | Prerequisites: Stasis Chamber, Nerve Center
Shock Troopers are so called because of the violent attacks on heavily populated areas. They are more than capable of attacking armoured vehicles and structures head on. They cannot be crushed in normal circumstances.

 

Abilities:

tw_blinkpacks

Blink
Cost:
free | Cooldown: 0:30 | Prerequisites: Upgrade at Stasis Chamber

Teleports the Shock Trooper squad to a selected location within range.

Upgrades:

tw_blinkpacks

Blink Packs
Cost:
$500 | Researched at: Stasis Chamber

Enables Shock Troopers to use the Blink ability.

tw_plasmadisclaunchers

Plasma Disc Launchers
Cost:
$1500 | Researched at: Stasis Chamber

Increases Shock Troopers’ attack damage and enables them to fire at air units.

 

kw_ravagerRavagers
Cost:
$1200 | Squad size: 3 | Prerequisites: Stasis Chamber, Nerve Center
The fastest infantry unit in the game, capable of performing precise hit-and-run attacks against infantry and Harvesters.

 

 

Abilities:

kw_tibagitation

Tiberium Agitation
Cost:
free | Cooldown: 0:45 | Prerequisites: none

Deals any Tiberium-based object considerable amounts of damage. Empty Harvesters, Refineries, and Silos only get 50% of that damage, otherwise they get more damage the more Tiberium they carry.
Note: Due to an error in coding, vanilla Scrin Corrupters are not eligible targets for this ability.

Upgrades:

kw_blueshards

Blue Shards
Cost:
$2500 | Researched at: Tech Assembler

Increases the attack damage of Ravagers and Shard Walkers by 80% by arming them with shards of blue Tiberium instead of the green one.

 

Vehicles

kw_shardwalkerShard Walker
Cost:
$800 | Prerequisites: none
A modified version of the Gun Walker, armed with Tiberium shards instead of a pulse weapon. Effective against infantry and aircraft.

 

 

Abilities:

tw_buzzeruncombine

Uncombine with Buzzers
Cost:
free | Cooldown: instant | Prerequisites: attached Buzzers

Detaches the Buzzer swarm from this unit.

Upgrades:

kw_attentuatedforcefields

Attenuated Forcefields
Cost:
$2000 | Researched at: Nerve Center

Refits Gun/Shard Walkers and Seekers with forcefields that absorb moderate amounts of damage. Once the forcefield is depleted in part or completely, it will regenerate after 1 minute and 45 seconds.

kw_blueshards

Blue Shards
Cost:
$2500 | Researched at: Tech Assembler

Increases the attack damage of Ravagers and Shard Walkers by 80% by arming them with shards of blue Tiberium instead of the green one.

 

tw_seekerSeeker
Cost:
$800 | Prerequisites: none
Apparently designed for scouting, this light hovering tank is equipped with a stealth detector as well as plasma disc launchers effective against vehicles and aircraft.

 

 

Abilities:

tw_buzzeruncombine

Uncombine with Buzzers
Cost:
free | Cooldown: instant | Prerequisites: attached Buzzers

Detaches the Buzzer swarm from this unit.

Upgrades:

kw_attentuatedforcefields

Attenuated Forcefields
Cost:
$2000 | Researched at: Nerve Center

Refits Gun/Shard Walkers and Seekers with forcefields that absorb moderate amounts of damage. Once the forcefield is depleted in part or completely, it will regenerate after 1 minute and 45 seconds.

kw_attentuatedforcefields

Shard Launchers
Cost:
$2500 | Researched at: Tech Assembler

Increases the attack damage of Seekers, Photon Cannons, and Plasma Missile Batteries by replacing their plasma weapons with Tiberium shards. Seekers are made more effective against infantry.

 

kw_shieldedharvesterShielded Harvester
Cost:
$1600 | Prerequisites: Extractor
Critical to the financial success of all sides, the Shielded Harvester is the only unit capable of collecting Tiberium for refinement. Shielded Harvesters will automatically begin to collect Tiberium if a field is nearby. They also repair in Tiberium, and are protected by a weak forcefield. They can only be crushed by epic units, but are unable to crush infantry themselves.

Abilities:

tw_returntobase

Return to Extractor
Cost:
free | Cooldown: instant | Prerequisites: Extractor

Orders the Shielded Harvester to immediately return to the closest Extractor and unload its currently harvested Tiberium, if any.

 

tw_devourerDevourer Tank
Cost:
$1600 | Prerequisites: Nerve Center
The hovering Devourer Tank is armed with a long-range proton cannon and also consumes Tiberium to supercharge its beam.

 

 

Abilities:

tw_buzzeruncombine

Uncombine with Buzzers
Cost:
free | Cooldown: instant | Prerequisites: attached Buzzers

Detaches the Buzzer swarm from this unit.

tw_conversionbeam

Conversion Beam
Cost:
free | Cooldown: instant | Prerequisites: none

Increases the Devourer Tank’s attack damage by converting Tiberium from Tiberium fields. Limited capacity ($100 worth of Tiberium). Each shot values $10 worth of converted Tiberium.

Upgrades:

kw_conversionreserves

Conversion Reserves
Cost:
$1000 | Researched at: Tech Assembler

Doubles the Conversion Beam capacity for Devourer Tanks and Reaper Tripods.

 

tw_corrupterCorrupter
Cost:
$1000 | Prerequisites: Nerve Center
Corrupters spray corrosive slime onto structures and infantry, yet with surprisingly restorative effects on their own troops. They can also swiftly clear garrisoned structures.
Note: Unlike in Tiberium Wars, Corrupters can no longer spawn Visceroids when killing infantry.

Abilities:

tw_buzzeruncombine

Uncombine with Buzzers
Cost:
free | Cooldown: instant | Prerequisites: attached Buzzers

Detaches the Buzzer swarm from this unit.

 

kw_mechapedeMechapede
Cost:
$1400 | Prerequisites: Tech Assembler
The Mechapede is a multi-segmented mechanical monstrosity that can spawn up to 8 new segments from is own body, each equipped with its own form of destructive weaponry. They come by default with a weapon similar to that of Disintegrators. They can also detect stealthed units in a small radius. Destroying a Mechapede’s head segment destroys the rest of the unit.
Note: Due to erroneous coding, the Mechapede’s segments often shuffle when changing directions.

Abilities:

kw_mechapedeshard

Spawn Shard Segment
Cost:
$100 | Cooldown: 0:01 | Prerequisites: none

Expands the selected Mechapede with a shard segment similar to the weapon of Gun Walkers.

kw_mechapedetoxin

Spawn Toxin Segment
Cost:
$100 | Cooldown: 0:01 | Prerequisites: none

Expands the selected Mechapede with a toxin segment similar to the weapon of Corrupters (without the healing bonus for friendly Scrin units).

kw_mechapededisintegrator

Spawn Disintegrator Segment
Cost:
$100 | Cooldown: 0:01 | Prerequisites: none

Expands the selected Mechapede with a disintegrator segment similar to the weapon of Disintegrators.

kw_mechapededisc

Spawn Disc Segment
Cost:
$100 | Cooldown: 0:01 | Prerequisites: none

Expands the selected Mechapede with a plasma disc segment similar to the weapon of Seekers, which is the only segment type able to attack aircraft.
Note: Due to erroneous coding, Disc segments can not fire at aircraft if the Mechapede’s first segment is Shard or Toxin, but can if the first segment is Disc. If the first segment is Disintegrator, Disc segments can fire at aircraft with lower damage dealt than normal.

 

kw_reapertripodReaper Tripod
Cost:
$3000 | Prerequisites: Tech Assembler
This devastating walking behemoth is armed with three Tiberium-based beam weapons mounted on independently articulated tentacles and legs so powerful that they can crush smaller vehicles underfoot. Their weapons can trigger EMP blasts on vehicles and structures if at close range (only one object can be affected at a time). When badly damaged, Reaper Tripods leave a husk that can be captured by Assimilators (or their equivalents) of any side, after which the Tripod is restored to half health.

Abilities:

tw_buzzeruncombine

Uncombine with Buzzers
Cost:
free | Cooldown: instant | Prerequisites: attached Buzzers

Detaches the Buzzer swarm from this unit.

tw_conversionbeam

Conversion Beam
Cost:
free | Cooldown: instant | Prerequisites: none

Increases the Reaper Tripod’s attack damage by converting Tiberium from Tiberium fields. Limited capacity ($100 worth of Tiberium). Each shot values $10 worth of converted Tiberium.

Upgrades:

kw_conversionreserves

Conversion Reserves
Cost:
$1000 | Researched at: Tech Assembler

Doubles the Conversion Beam capacity for Devourer Tanks and Reaper Tripods.
Note: Due to an error in coding, the Conversion Reserves upgrade reduces the damage output of the Reaper Tripod’s weapons.

 

kw_eradicatorhexapodEradicator Hexapod
Cost:
$5000 | Prerequisites: Warp Chasm, Tech Assembler
Scrin epic unit – a massive, spider-like biomechanism which gains credits by processing 15% of the purchase price of destroyed enemy units from their hulks. It fires barrages of plasma discs. It also has three garrisonable hard-points, which turns garrisoned infantry permanently into upgrades or weapons.
Note: Only one Reaper-17 Eradicator Hexapod can be built at a time per player. It is also the only epic unit which cannot stack its Assimilator garrison bonus (self-repair).

 

tw_explorerExplorer
Cost:
$1500 | Prerequisites: none
The Scrin, seemingly obsessed with Tiberium, often send Explorers to establish a presence in Tiberium-rich areas to expand ground control. It is the only Scrin vehicle that is built from the Drone Platform instead of the Warp Sphere.

 

Abilities:

tw_deploy

Unpack into Outpost
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the Explorer to unpack into an Outpost in its current location. This order is irreversible.

 

Aircraft

tw_stormriderStormrider
Cost:
$1500 | Prerequisites: none
Stormriders are fast attack aircraft armed with plasma gun that excel against vehicles and aircraft. While they have virtually unlimited ammo, only four Stormriders can be deployed per Gravity Stabilizer, and can dock there for emergency repairs. Like all other Scrin aircraft, they are more effective in ion storms.

Abilities:

tw_returntobase

Return to Gravity Stabilizer
Cost:
free | Cooldown: instant | Prerequisites: Gravity Stabilizer

Orders the Stormrider to immediately dock at the closest Gravity Stabilizer.

 

tw_droneshipDrone Ship
Cost:
$3500 | Prerequisites: none
These giant floating towers land and deploy into a Drone Platform in order to establish a Scrin base. They are similar in function to MCVs, but unlike them, they are considered aircraft and are built from the appropriate structure. While they are well-armoured, they is slow and unarmed, therefore they must be protected at all costs.

Abilities:

tw_deploy

Unpack into Drone Platform
Cost:
free | Cooldown: n/a | Prerequisites: none

Orders the Drone Ship to unpack into a Drone Platform in its current location. This order is reversible.

 

tw_mothershipMothership
Cost:
$5000 (support power) | Prerequisites: Signal Transmitter
The slow-moving Scrin Mothership is a superweapon capable of releasing a jolt of energy that disintegrates its target and causes a chain reaction that can level entire cities.
Note 1: Only one Mothership can be called at a time per player.
Note 2: Due to an error in coding transferred from an earlier version of Tiberium Wars, the Mothership can sometimes refuse to fire.

 

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