
Tech of the Alien Race (Scrin)
Special Powers:
Rift |
Cost: N/A |
Function: Superweapon |
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Description: The Rift is the Scrin Superweapon. It has the same range and strength as an Ion Cannon or Nuclear Missile, but looks different. It creates a spacial rift at the target location, sucking in dust and debris, and damaging anything nearby. |
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Tiberium Vibration Scan |
Cost: $500 |
Function: Intelligence Power |
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Description:
The Tiberium Vibration Scan will reveal the shroud around all Tiberium Refineries, Silos, Spikes and Fields across the map. It requires a Nerve Center to use. |
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The Swarm |
Cost: $1000 |
Function: Anti-Personnel Power |
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Description:
This power will teleport 7 Buzzers to the battlefield, engulfing the target area. It requires a Nerve Center to use. |
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Lightning Spike |
Cost: $1000 |
Function: Base Defense |
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Description:
The Lightning Spike power teleports a Lightning Spike defense tower onto the battlefield. It can be placed on any revealed suitable terrain. It requires a Nerve Centre to use. |
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Reconstruction Drones |
Cost: $1500 |
Function: Vehicle Repair |
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Description:
This power will teleport in 10 Reconstruction Drones, the same units you see hovering around a Warp Sphere. They will repair any friendly vehicle that enters their radius. They will not remain forever, and a Warp Sphere is required to use this power. |
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Stasis Shield |
Cost: $1000 |
Function: Defense |
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Description:
This power will surround the target location with a stasis shield. This will disable anything within the radius, but it will also prevent enemy units from attacking whatever is contained within. It requires a functional Stasis Chamber to use. |
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Phase Field |
Cost: $1500 |
Function: Armor Increase |
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Description:
This power will phase the target units out of this dimension temporarily, making them almost invulnerable, even to the mighty Mothership. The drawback is that the units cannot attack, and if they are Engineer units, they cannot capture anything (as long as you have the 1.01 patch). It requires a Technology Assembler to use. |
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Wormhole |
Cost: $2000 |
Function: Two-way Instant Transport |
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Description:
This power will create a two way passage between two points on the battlefield. Units can be moved between either of the wormholes, but be warned, enemy units can also use the Wormholes. A Signal Transmitter is required to use this power. |
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Summon Mothership |
Cost: $5000 |
Function: Mothership Summoning |
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Description:
This is the most powerful of the Scrin powers (except the Rift of course). It summons the Scrin Mothership to the primary Signal Transmitter. The Mothership can then be freely controlled. Only one Mothership can be deployed at a time, and this power requires a functional Signal Transmitter to be used, however if the Signal Transmitter is destroyed and there is still a Mothership present on the battlefield, you can still use that Mothership. |
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Upgrades:
Fusion Core |
Cost: $400 |
Function: Power Provision |
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Description:
This upgrade will increase the power output of your Reactors by 20. It requires a Technology Assembler to be used. The upgrade itself is purchased at each respective Reactor. |
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Forcefield Generators |
Cost: $3000 |
Function: Defensive Upgrade |
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Description:
This upgrade will provide all your Annihilator Tripods, Devastator Warships and Planetary Assault Carriers with shields, which will take damage before the unit itself. This upgrade is purchased at the Technology Assembler. |
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Plasma Disc Launchers |
Cost: $1000 |
Function: Weapon Upgrade |
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Description:
This upgrade will provide your Shock Troopers with Plasma Disc Launchers, increasing their offensive power. This upgrade is purchased at the Technology Assembler. |
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Blink Packs |
Cost: $2000 |
Function: Ability Upgrade |
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Description:
This upgrade will provide your Shock Troopers with Blink Packs, which they can use to teleport. The range is not infinite, so to teleport from one end of the map to another will require several jumps. This upgrade is purchased at the Technology Assembler. |
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