Traveler-59 is an unusual Scrin cult which makes use of stronger mind control and speed acceleration for infantry and aircraft. Their mind control capabilities are no longer restricted to a commando unit, and the latter has been mutated to even control buildings. Their vehicle arsenal is considerably trimmed down, however.
Structures
Drone Platform
Cost: $3500 (Drone Ship) | Power: +10 | Prerequisites: none
The Drone Platform can construct other Traveler-59 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:
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.
Reactor
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:
Fusion Core
Cost: $400 | Prerequisites: Nerve Center
Adds two fusion cores to the selected Reactor, increasing its power output to 40.
Extractor
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.
Portal
Cost: $600 | Power: -5 | Prerequisites: Reactor
Transport Traveler-59 infantry to the battlefield with a Portal. The Portal is powerful enough to transport heavy infantry units.
Warp Sphere
Cost: $2000 | Power: -6 | Prerequisites: Reactor, Extractor
The Warp Sphere creates a gateway capable of teleporting Traveler-59 vehicles. It contains drones that repair friendly damaged vehicles within range.
Abilities:
Repair
Cost: free | Cooldown: n/a | Prerequisites: none
Orders the repair drones to repair a specific unit.
Support powers:
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.
Nerve Center
Cost: $1500 | Power: -8 | Prerequisites: Reactor, Extractor
Required for advanced alien technologies, the Nerve Center can do everything from networking with distant Traveler-59 forces to calling a Lightning Spike to help defend a base.
Support powers:
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.
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).
The Swarm
Cost: $1500 | Cooldown: 2:30 | Prerequisites: none
Deploys 5 Buzzer swarms to the selected location.
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.
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.
Gravity 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.
Stasis Chamber
Cost: $1200 | Power: -8 | Prerequisites: Portal
A Stasis Chamber can sustain advanced Traveler-59 infantry and project a Stasis Shield anywhere on the battlefield.
Support powers:
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:
Advanced Articulators
Cost: $1000 | Prerequisites: none
Increases the movement speed of Disintegrators, Assimilators, Shock Troopers, Ravagers, and Cultists by 85%.
Plasma Disc Launchers
Cost: $1500 | Prerequisites: none
Increases Shock Troopers’ attack damage and enables them to fire at air units.
Technology Assembler
Cost: $4000 | Power: -10 | Prerequisites: Nerve Center
The Technology Assembler enables production of the Traveler-59 strongest units, outfits forces with improvements and can render ground units impervious to attack for a short period of time.
Support powers:
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.
Temporal Wormhole
Cost: $1200 | Cooldown: 6:00 | Prerequisites: none
In the selected area, enemy units will suffer a 25% movement speed decrease and a 50% firing rate decrease, while production structures will have 50% longer build times.
Upgrades:
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.
Traveler Engines
Cost: $1500 | Prerequisites: none
Increases the movement speed of Devastator Warships and Planetary Assault Carriers by 30%.
Signal 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:
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.
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.
Mothership
Cost: $5000 | Cooldown: 2:30 | Prerequisites: none
Summons a Mothership directly above the Signal Transmitter.
Warp Chasm
Cost: $3000 | Power: -10 | Prerequisites: Tech Assembler
The Warp Chasm can build all Traveler-59 vehicles like a standard Warp Sphere, and is the only structure capable of deploying the Traveler-59 epic unit – the Eradicator Hexapod.
Note: Only one Traveler-59 Warp Chasm can be built at a time per player.
Foundry
Cost: $1500 | Power: -10 | Prerequisites: none
A Foundry acts like Drone Platform when creating structures, thereby granting Traveler-59 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
Buzzer 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.
Photon 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:
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.
Plasma 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:
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.
Storm 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.
Growth 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.
Rift 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:
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.
Lightning 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.
Tiberium 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.
Outpost
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.