Command & Conquer 3: Kane’s Wrath – Scrin Structures

kaneswrath

 

The Scrin’s performance in Kane’s Wrath is largely similar to that in Tiberium Wars. The additions to their arsenal increase their durability and already impressive firepower, and their ground armies are strengthened with the introduction of the highly customizable Mechapede.

 

Structures

tw_droneplatformDrone Platform
Cost:
$3500 (Drone Ship) | Power: +10 | Prerequisites: none
The Drone Platform can construct other Scrin buildings to form a base. It can pack back into a Drone Ship when needed. The Drone Platform also enables radar display, provided the base’s power isn’t low.

 

Abilities:

tw_undeploy

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

Orders the Drone Platform to pack into a Drone Ship. This order is reversible.

 

tw_reactorReactor
Cost:
$600 | Power: +20 | Prerequisites: none
The primary power source for Scrin bases, the Reactor makes efficient use of Tiberium radiation to supply energy to other alien structures.

 

 

Upgrades:

tw_fusioncore

Fusion Core
Cost:
$400 | Prerequisites: Nerve Center

Adds two fusion cores to the selected Reactor, increasing its power output to 40.

 

tw_extractorExtractor
Cost:
$3000 | Power: -15 | Prerequisites: Reactor
The Extractor collects and stores Tiberium delivered by the alien Harvester. It comes with a free Harvester and is essential for generating the currency the Scrin need to mount their war efforts.

 

 

tw_portalPortal
Cost:
$600 | Power: -5 | Prerequisites: Reactor
Transport Scrin infantry to the battlefield with a Portal. The Portal is powerful enough to transport heavy infantry units.

 

 

tw_warpsphereWarp Sphere
Cost:
$2000 | Power: -6 | Prerequisites: Reactor, Extractor
The Warp Sphere creates a gateway capable of teleporting Scrin vehicles. It contains drones that repair friendly damaged vehicles within range.

 

 

Abilities:

tw_repair

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

Orders the repair drones to repair a specific unit.

Support powers:

tw_reconstructiondrone

Reconstruction Drones
Cost:
$1500 | Cooldown: 1:30 | Prerequisites: none

Deploys 10 automated repair drones identical to the ones attached to the Warp Sphere to any location on the battlefield. They vanish after 1 minute.

 

tw_nervecenterNerve Center
Cost:
$1500 | Power: -8 | Prerequisites: Reactor, Extractor
Required for advanced alien technologies, the Nerve Center can do everything from networking with distant Scrin forces to calling a Lightning Spike to help defend a base.

 

 

Support powers:

tw_tibvibrationscan

Tiberium Vibration Scan
Cost:
$300 | Cooldown: 1:00 | Prerequisites: none

Reveals all Tiberium fields and Tiberium-based objects (Harvesters, Refineries, Silos) on the player’s radar display.

tw_lightningspikepower

Lightning Spike
Cost:
$1000 | Cooldown: 2:00 | Prerequisites: none

Deploys the Lightning Spike, a defensive structure good against infantry and light vehicles, to the selected location (regardless of the player’s controlled building area).

tw_theswarm

The Swarm
Cost:
$1500 | Cooldown: 2:30 | Prerequisites: none

Deploys 5 Buzzer swarms to the selected location.

kw_infestation

Infestation
Cost:
$1000 | Cooldown: 2:00 | Prerequisites: none

Deploys a Tiberium Hive at the center of a target Tiberium field, which damages all friendly and enemy units entering that field.

kw_ichorseed

Ichor Seed
Cost:
$1000 | Cooldown: 3:20 | Prerequisites: none

Drops a meteor full of Tiberium to the selected area to create a small Tiberium field worth $3150.

Upgrades:

kw_attentuatedforcefields

Attenuated Forcefields
Cost:
$2000 | Prerequisites: none

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.

 

tw_gravitystabilizerGravity Stabilizer
Cost:
$1000 | Power: -7 | Prerequisites: Nerve Center
The Gravity Stabilizer controls the gravitational fluctuations of the planetary body it is built on in order it allow a safe teleportation destination for the Scrin’s starship fleets. It has four landing pads for Stormriders.

 

 

tw_stasischamberStasis Chamber
Cost:
$1200 | Power: -8 | Prerequisites: Portal
A Stasis Chamber can sustain advanced Scrin infantry and project a Stasis Shield anywhere on the battlefield.

 

 

Support powers:

tw_stasisshield

Stasis Shield
Cost:
$2000 | Cooldown: 6:00 | Prerequisites: none

Creates a stasis shield over the selected area, which lasts 20 seconds. Units and buildings within the shield are invulnerable, but cannot move, fire, or otherwise act.

Upgrades:

tw_blinkpacks

Blink Packs
Cost:
$500 | Prerequisites: none

Enables Shock Troopers to use the Blink ability.

tw_plasmadisclaunchers

Plasma Disc Launchers
Cost:
$1500 | Prerequisites: none

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

 

tw_scrintechassemblerTechnology Assembler
Cost:
$4000 | Power: -10 | Prerequisites: Nerve Center
The Technology Assembler enables production of the Scrin strongest units, outfits forces with improvements and can render ground units impervious to attack for a short period of time.

 

Support powers:

kw_phasefieldmeta

Phase Field
Cost:
$1500 | Cooldown: 3:00 | Prerequisites: none

Partially phases the units from a selected area to a different dimension for 40 seconds. The affected units can move, but cannot deal or receive damage. Harvesters affected by the Phase Field can still harvest and unload Tiberum.

Upgrades:

kw_attentuatedforcefields

Shard Launchers
Cost:
$2500 | Prerequisites: none

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

tw_forcefieldgenerators

Forcefield Generators
Cost:
$4000 | Prerequisites: none

Refits Annihilator Tripods, Devastator Warships, and Planetary Assault Carriers with forcefields that absorb considerable amounts of damage and protect these units against one EMP blast. Once the forcefield is depleted in part or completely, it will regenerate after 2 minutes.

 

tw_signaltransmitterSignal Transmitter
Cost:
$3000 | Power: -10 | Prerequisites: Tech Assembler
The Signal Transmitter can be used to summon a massive Scrin Mothership. It can also change its frequency to open Wormholes in its vicinity.

 

 

Support powers:

tw_wormhole

Wormhole
Cost:
$2000 | Cooldown: 4:00 | Prerequisites: none

Creates a wormhole with two edges at selected locations, through which all units can pass in both ways. Both edges of the wormhole last 25 seconds.

kw_overlordswrath

Overlord’s Wrath
Cost:
$4000 | Cooldown: 7:00 | Prerequisites: none

Drops ever-larger asteroids full of Tiberium to the target area, dealing massive damage upon impact. The side-effect of this support power is the creation of a regenerating Tiberium field with the initial worth of $4645.

tw_mothershipsummon

Mothership
Cost:
$5000 | Cooldown: 2:30 | Prerequisites: none

Summons a Mothership directly above the Signal Transmitter.

 

kw_warpchasmWarp Chasm
Cost:
$3000 | Power: -10 | Prerequisites: Tech Assembler
The Warp Chasm can build all Scrin vehicles like a standard Warp Sphere, and is the only structure capable of deploying the Scrin epic unit – the Eradicator Hexapod.
Note: Only one Scrin Warp Chasm can be built at a time per player.

 

 

tw_foundryFoundry
Cost:
$1500 | Power: -10 | Prerequisites: none
A Foundry acts like Drone Platform when creating structures, thereby granting Scrin foremen access to expedited base construction by adding one extra building production queue.
Note: Foundries can not build defensive structures, superweapons, or the Warp Chasm.

 

Support structures

tw_buzzerhiveBuzzer Hive
Cost:
$600 | Power: -7 | Prerequisites: Reactor
Buzzer Hives store countless numbers of vicious Buzzers. If the Buzzers are killed, the Hive rapidly regenerates new ones free of charge. They are capable of detecting stealthed units. They deactivate if the base’s power is low, killing the Buzzer swarms currently attached to them.

 

 

tw_photoncannonPhoton Cannon
Cost:
$1200 | Power: -8 | Prerequisites: Portal
Photon Cannon blasts are capable of decimating ground vehicles. However, infantry are small enough to avoid taking direct damage. They are capable of detecting stealthed units. They deactivate if the base’s power is low.

 

Upgrades:

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.

 

tw_plasmamissilebatteryPlasma Missile Battery
Cost:
$800 | Power: -7 | Prerequisites: Nerve Center
The Plasma Missile Battery unleashes ultra-hot discs, capable of incineration enemy aircraft. It is capable of detecting stealthed units. It deactivates if the base’s power is low.

 

Upgrades:

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.

 

tw_stormcolumnStorm Column
Cost:
$3000 | Power: -12 | Prerequisites: Tech Assembler
The Storm Column generates a localised ion storm that aids alien spacecraft. It can focus this storm into a lightning bolt that severely damages aircraft, vehicles and infantry. It is capable of detecting stealthed units. It deactivates if the base’s power is low.

 

 

tw_growthacceleratorGrowth Accelerator
Cost:
$1500 | Power: -5 | Prerequisites: Extractor
The Scrin are known to construct these mysterious Growth Accelerators to increase the growth rate of their Tiberium fields. The structure needs to be placed in the center of Tiberium fields.

 

 

 

tw_riftgeneratorRift Generator
Cost:
$5000 | Power: -15 | Prerequisites: Tech Assembler
The Scrin use this profoundly dangerous device to cut a hole in the fabric of space which sucks up anything and everything in vicinity, then ejecting everything into deep space. Like with other superweapons, when the Rift Generator 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 Rift Generator can be built at a time per player.

Abilities:

tw_rift

Rift
Cost:
free | Cooldown: 7:00 | Prerequisites: none

Creates a massive rift over a target area, causing considerable damage and sucking what it can into deep space.

 

tw_lightningspikeLightning Spike
Cost:
$1000 (support power) | Power: 0 | Prerequisites: Nerve Center
The Lightning Spike is a unique defensive structure which can be placed on any location, and is used for emergency anti-infantry defences or supportive fire when attacking.

 

 

kw_tibhiveTiberium Hive
Cost:
$1000 (support power) | Power: 0 | Prerequisites: Nerve Center
A specially adapted Hive that is placed at the center of a Tiberium field. Attacks all units, friendly or enemy, which enter that Tiberium field.

 

 

tw_scrinoutpostOutpost
Cost:
$1500 (Explorer) | Power: 0 | Prerequisites: none
Gained from deploying an Explorer, the Scrin 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 Explorer form.

 

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