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.
Infantry
Buzzers
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:
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.
Disintergrators
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.
Upgrades:
Advanced Articulators
Cost: $1000 | Researched at: Stasis Chamber
Increases the movement speed of Disintegrators, Assimilators, Shock Troopers, Ravagers, and Cultists by 85%.
Assimilator
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.
Upgrades:
Advanced Articulators
Cost: $1000 | Researched at: Stasis Chamber
Increases the movement speed of Disintegrators, Assimilators, Shock Troopers, Ravagers, and Cultists by 85%.
Shock 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:
Blink
Cost: free | Cooldown: 0:30 | Prerequisites: none
Teleports the Shock Trooper squad to a selected location within range. Traveler-59 Shock Troopers can do this without the need for upgrading.
Upgrades:
Plasma Disc Launchers
Cost: $1500 | Researched at: Stasis Chamber
Increases Shock Troopers’ attack damage and enables them to fire at air units.
Advanced Articulators
Cost: $1000 | Researched at: Stasis Chamber
Increases the movement speed of Disintegrators, Assimilators, Shock Troopers, Ravagers, and Cultists by 85%.
Ravagers
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:
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:
Advanced Articulators
Cost: $1000 | Researched at: Stasis Chamber
Increases the movement speed of Disintegrators, Assimilators, Shock Troopers, Ravagers, and Cultists by 85%.
Cultists
Cost: $1000 | Squad size: 5 | Prerequisites: Stasis Chamber, Nerve Center
Naturally unarmed, Cultists units use mind control on enemy units to turn them against their creators. Being mutated humans, they can heal in Tiberium, like other Scrin infantry.
Abilities:
Mind Control
Cost: free | Cooldown: 0:20 | Prerequisites: none
Controls the mind of an enemy ground unit, giving control over it to the Cultists’ owning player. This link is broken if either the controlled unit or the entire Cultist Squad dies, or if the Cultists ordered to control a different target. Objects not eligible for this ability are air units, structures, and other Commandos.
Upgrades:
Advanced Articulators
Cost: $1000 | Researched at: Stasis Chamber
Increases the movement speed of Disintegrators, Assimilators, Shock Troopers, Ravagers, and Cultists by 85%.
Prodigy
Cost: $2500 | Squad size: 1 | Prerequisites: Stasis Chamber, Tech Assembler
The Prodigy is a specially mutated version of the Scrin Mastermind, capable of teleportation and improved types of mind control than its standard counterpart. It appears at the centre of enemy forces and takes control of vehicles, buildings and infantry. The Prodigy cannot be crushed in normal circumstances.
Note: Only one Prodigy can be trained at a time per player.
Abilities:
Teleport Units
Cost: free | Cooldown: 0:20 | Prerequisites: none
Teleports any adjacent friendly unit to another location within range.
Mind Control
Cost: free | Cooldown: 0:30 | Prerequisites: none
Controls the mind of an enemy ground unit or structure, giving control over it to the Prodigy’s owning player. This link is broken if either the controlled unit or the Prodigy dies, or if the Prodigy is ordered to control a different target. Objects not eligible for this ability are air units, base defences, superweapons, and other Commandos.
Area of Effect Mind Control
Cost: free | Cooldown: 0:30 | Prerequisites: none
Controls the minds of a group of enemy units around the Prodigy, giving control over it to the Prodigy’s owning player for 20 seconds. This link is broken if either the controlled units or the Prodigy die. Objects not eligible for this ability are air units, base defences, superweapons, and other Commandos.
Note: Due to an error in coding, Prodigies can mind-control Epic Units with this ability, which is not possible with the regular Mind Control ability.
Vehicles
Gun Walker
Cost: $700 | Prerequisites: none
These six-legged vehicles are armed with rapid-firing energy weapons, capable of tearing through infantry and aircraft.
Abilities:
Uncombine with Buzzers
Cost: free | Cooldown: instant | Prerequisites: attached Buzzers
Detaches the Buzzer swarm from this unit.
Seeker
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:
Uncombine with Buzzers
Cost: free | Cooldown: instant | Prerequisites: attached Buzzers
Detaches the Buzzer swarm from this unit.
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.
Harvester
Cost: $1600 | Prerequisites: Extractor
Critical to the financial success of all sides, the Harvester is the only unit capable of collecting Tiberium for refinement. Harvesters will automatically begin to collect Tiberium if a field is nearby. They also repair in Tiberium. They can only be crushed by epic units, but are unable to crush infantry themselves.
Abilities:
Return to Extractor
Cost: free | Cooldown: instant | Prerequisites: Extractor
Orders the Harvester to immediately return to the closest Extractor and unload its currently harvested Tiberium, if any.
Corrupter
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:
Uncombine with Buzzers
Cost: free | Cooldown: instant | Prerequisites: attached Buzzers
Detaches the Buzzer swarm from this unit.
Mechapede
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:
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.
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).
Spawn Disintegrator Segment
Cost: $100 | Cooldown: 0:01 | Prerequisites: none
Expands the selected Mechapede with a disintegrator segment similar to the weapon of Disintegrators.
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.
Annihilator Tripod
Cost: $3000 | Prerequisites: Tech Assembler
This devastating walking behemoth is armed with three 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, Annihilator 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:
Uncombine with Buzzers
Cost: free | Cooldown: instant | Prerequisites: attached Buzzers
Detaches the Buzzer swarm from this unit.
Eradicator 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 Traveler-59 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).
Abilities:
Teleport
Cost: free | Cooldown: 0:30 | Prerequisites: garrisoned Prodigy
Teleports the Eradicator Hexapod over great distances.
Explorer
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:
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
Stormrider
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:
Return to Gravity Stabilizer
Cost: free | Cooldown: instant | Prerequisites: Gravity Stabilizer
Orders the Stormrider to immediately dock at the closest Gravity Stabilizer.
Devastator Warship
Cost: $2400 | Prerequisites: Tech Assembler
Devastator Warships can inflict grievous damage on anything and everything below with their tremendously long-ranged Zeus plasma disc batteries. Like all other Scrin aircraft, they are more effective in ion storms.
Upgrades:
Traveler Engines
Cost: $1500 | Researched at: Tech Assembler
Increases the movement speed of Devastator Warships and Planetary Assault Carriers by 30%.
Planetary Assault Carrier (PAC)
Cost: $3000 | Prerequisites: Signal Transmitter
This heavy floating starship contains a complement of Invader fighters that are vicious when swarming to attack ground targets. Like all other Scrin aircraft, they are more effective in ion storms, which they are also able to create.
Abilities:
Ion Storm
Cost: free | Cooldown: 1:00 | Prerequisites: none
Creates an ion storm around the Planetary Assault Carrier. Ion storms increase Scrin aircraft’s attack damage by 25%, reduces incoming damage by 25%, repairs them by 5% of maximum hit points per second and fires lightning bolts which damage enemy units in a short radius, dealing splash damage (hostile Scrin units take only 20% of this damage). This ability is canceled if the Planetary Assault Carrier moves.
Upgrades:
Traveler Engines
Cost: $1500 | Researched at: Tech Assembler
Increases the movement speed of Devastator Warships and Planetary Assault Carriers by 30%.
Invader Fighter
Unbuildable
Invader Fighters are housed within Planetary Assault Carriers in large numbers. They are swift and difficult to target. They regenerate constantly and if they are destroyed, they will be replaced free of charge. Like all other Scrin aircraft, they are more effective in ion storms.
Drone 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:
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.
Mothership
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.