"And we thought we were alone in the universe! Oh, the hubris!"
An advanced alien race, very little of the Scrin is know. Shrouded in mystery, they came to Earth in order to harvest Tiberium, the precious 'ichor' that keeps them alive. When met with resistance, the Scrin quickly turned to violence.
One mystery is the Scrin's actual physical appearance. From recovered intelligence briefings, the Scrin appear to be glowing illuminated insectoid figures. Even then, it is unknown if these are truly representative of their physiology; if it is a representation, more likely than not that the recovered transmissions are in some form of holographic detail, hence the glowing. Most Scrin infantry are a sophisticated cross of biological and mechanical elements, almost insectoid in appearance. However, it is hard to determine if these are representations of the actual Scrin master race, or mere cyborg drones created for the purpose of combat.
Little of the Scrin's society is known, excluding that like humanity, they are violent and resource-hungry, only considerably worse. Kane referred to them as a "cult of addiction in the guise of a species", and was not too far off. The Scrin, or Visitors, are a powerful and technologically advanced alien race. Calling Tiberium "Ichor", the Scrin have a dependence on the substance and will die if they do not receive Tiberium infusion or radiation from a Relay Node. The Scrin are suspected to have been the ones who originally seeded Earth with Tiberium using a meteor, intending to harvest the mineral after it had reached a sufficient concentration by extracting it with Threshold Towers.
While most races die due to the radiation given off by Tiberium, some do not. In these cases, the Scrin mobilize their military for all out Invasion. With the Foremen at the helm, genetically engineered horrors are unleashed upon the unfortunate world. The Scrin will not be denied, and they will not be challenged. The world and all its Ichor will belong to them, and death to anyone foolish enough to stand in their way.
RECON:
Scin often deploy Seekers in order to scout out enemy territory and reconnaissance missions in general. Due to their high speed and maneuverability they are able to cover lots of ground and escape quickly if necessary. Explorers can also be used to quickly move into new territory and set up outposts for the Scrin. Tiberium Vibration Scans can help the Foreman scan the immediate area for valuable Tiberium deposits. Nerve Centers can teleport swarms of Buzzers into new areas to scout as well.
INFANTRY:
Buzzers
Weapon Type: Razor
Armor Type: Light
Mobility: 5
Training: 5
Max Range: Melee
Preferred Range: Melee
Classification: Basic Grunt
The most basic infantry grunt of the Scrin, the Buzzers are small fast and agile. Enemies are often swarmed and brutally killed with their melee attack.
Melee: Buzzers will swarm around their enemy like a swarm of bees, ripping them to shreds with their sharp body. Infantry can often be killed in half a minute if the first blow isn't fatal.
Special: Combine With Vehicle: Buzzers will surround a Scrin vehicle in order to provide extra protection, and will stay with it until they are ordered to move away or the vehicle is destroyed.
Defense: None: Buzzers are very fragile, and can be killed easily. That is why the travel in swarms, in order to counteract this.
Additional Factors:
-Swarm: Buzzers never travel alone. If you see one, then more are coming.
-Useless against aircraft: Buzzers can not fly high enough to reach aircrafts, making them useless in that regard.
-Buzzers, like most Scrin creatures, are immune to the negative effects of Tiberium Radiation. It can be guessed, though has not been tested, that they would have some resistance to other forms of radiation.
===============
Disintegrator
Weapon Type: Plasma
Armor Type: Light
Mobility: 5
Training: 5
Max Range: Pistol
Preferred Range: Pistol or Closer
Classification: Anti-Vehicle / Armor
These pack-oriented biomechanical walkers often attack in unison, like wolves or lions, their combined power often bringing down much bigger units, making them a very destructive threat.
Ranged: Plasma Cutter: Packs of Disintegrators will fire their Plasma Cutters at a single target in order to bring it down.
Defense: Disintegrators have very light body armor which can protect them from light damage, but not sustained fire.
Special: Acid Destruction: Unlike other Scrin, who simply dissolve when they die, Disintegrators bodies are corroded by a caustic acid it excretes when crushed. This acid can dissolve titanium-uranium composite materials, so anything that touches it is pretty much guaranteed to get burned.
Additional Factors:
-Disintegrators always travel in packs, with a minimum of five, and also upper maximum of twelve.
-In order to maximize their deadliness in battle, Disintegrators will all target one enemy at a time. While they can target multiple enemies, this will cut down on their efficiency.
-Radiation Resistant/Immune like every other Scrin, and can be healed by Tiberium Radiation
-Disintegrators are only able to fire at surface target; no AA at all.
===============
Cultists
Weapon Type:
Armor Type: Light-to-none
Mobility: 5
Training: 6
Max Range: 250 feet
Preferred Range: 250 feet
Classification: Support Slaves
"Oh my God… That thing has a bug on its head!" - Nod Militant, horrified at the mere sights of Cultists
The cultists are a fusion of two organisms; a captured human and a Prodigy/Mastermind parasite fused to their brain. The parasite overwhelms the emotional and logistic centers of the brain, destroying the human's personality, and turning them into just another soldier for the Scrin.
The Procedure: (taken directly from the wiki): New Cultists are created through a complex surgical procedure, that may not always be successful. The process begins by removing the skin around the head, and then the skull cracked along natural fissure lines and removed. To calm the human victim, cortical manipulators are used. The Prodigy/Mastermind spawn is then attached to the human, automatically controlling the important cerebral centers. With the help of the host brain, the spawn's mind control abilities are greatly increased. Once the process is finished, the symbiote is completely subservient to the Scrin.
Defense: Light Armored Robes & Enhanced Endurance:
-The Cultists don't wear body armor, save some robes. The robes have shown they can absorb a slight amount of damage, but nowhere near as much as real armor. That said, they appear to be far tougher then other infantry, and are able to survive brutal punishment. Still, they have proven weak against dedicated anti-infantry units.
Special: Mind Control
-Cultists have powerful mind control ability, able to dominate the mind of their target permanently (or until the Cultist is killed). The controlled can be controlled by either the Cultist or the Foreman. They cannot control more then one unit at a time. Heroes could likely resist. The target must be within 250 feet of them when the Mind Control power is activated.
Additional Factors:
-Very commonly found in the Traveler-59 sect (see Additional Information)
-Hybrid: The Cultist is a combination of human and Scrin. It is possible that the Scrin could use other alien lifeforms.
-Immune to Mind Control
-Strangely the Prodigy/Mastermind spawn is attached to the human upside down and thus when left idle can sometimes be seen upside down, giving the bug a walk.
===============
Shock Trooper
Weapon Type: Laser
Armor: Heavy
Mobility: 5 (10 w/Blink Pack)
Training: 5
Max Range: Assault Rifle
Preferred Range: Assault Rifle
Classification: Heavy Infantry
These round, large, car sized insects tend to travel in packs of three. The elite Scrin Infantry, Shock Trooper were responsible for devastating Earth's cities in the early stages of the invasion.
Ranged: Laser
-The basic weapon of the Shock Trooper is it's back mounted laser; this being best against enemy vehicles, but cannot be aimed at aircraft. That said, they are very accurate, no matter what the weapon (see special for other weapons).
Melee: Size
-Being the size of a small car, the Shock Trooper can just bowl over some smaller units, and crush them with their weight.
Defense: Shock Troopers have strong, infantry class armor, allowing them to withstand small arms fire and grenades. However, high caliber weapons, or heavy ordinance is likely to do damage or kill them.
Special:
-Plasma Disk: Shock Troopers can be upgraded with Plasma Disk Launchers, which grant the Shock Trooper additional firepower, and allows them to target aircrafts.
-Blink Packs: Shock Troopers can be upgraded with Blink Packs, which allow Shock Troopers to teleport 750 feet in any direction, with a cooldown time of 30 seconds.
-Shock Pods: Used by Reaper-17, this is a support power which teleports three veteran Shock Trooper squads onto the Battlefield.
Additional Factors:
-Heals on Tiberium: Like other Scrin, the Shock Trooper heals when exposed to Tiberium
-Without the Plasma Disk upgrade, the Shock Trooper cannot target flying enemies.
===============
Visceroids
Weapon Type: Body
Armor Type: None
Mobility: 5
Training: 5 (instinct)
Max Range: Lunging
Preferred Range: Melee
Classification: Radioactive Mutant Zombie
Visceroids are disturbing creatures that sometimes form when organic life dies to tiberium exposure. As flesh breaks down after death, it has the potential to mutate into a visceroid, a crude Tiberium-based lifeform. Visceroids often appeared to be blob-like masses of flesh that sometimes had a few recognizable features from those they once were left over within their structure, and were highly erratic in nature.
Range: The Visceroids can expel a highly concentrated stream of toxic, tiberium-based gas at other organic lifeforms as a defense mechanism, with the curious side effect of potentially turning their targets into visceroids themselves as a result of lethal tiberium exposure.
Melee: Visceroids attack with teeth or by slamming their body into those near them.
Special:
-Some types were even capable of combining their biomass to essentially make a larger visceroid.
Defense: Visceroids have a sturdy protective shell over their body and tentacles. Still, while good for protecting from melee, they can still be killed by assault rifles, machine guns, flamethrowers, etc.
Additional Factors:
-By strapping bombs to them, Visceroids can be used as suicide bombers.
-The Corruptor is one of the most prolific Visceroid creators.
-While a newly created Visceroid may start attacking a Scrin upon its creation, it never does any damage, and soon falls under Scrin control.
ELITES:
Mastermind
Weapon Type: Mind Control
Armor: Medium
Max Range: Line-of-sight
Preferred Range: Line-of-sight
Mobility: 4 (10 with teleporting)
Training: 6
Classification: Tactical Support
Rarely encountered, these Scrin Commandos are psychically powerful, and provide support for their fellow Scrin. With the power to bend the will of others to that of the Scrin's, the Mastermind is a terrifying foe to face.
Ranged: Plasma Beam Disintegrators
-Very rarely a Mastermind will use a disintegrator beam to defend itself. These plasma beams have proven to be highly effective against grunt infantry and even damage aircraft.
Defense: Medium Armor: The Mastermind has an adequate set of armor built into its body, allowing it to take moderate amounts of damage. However, while more durable then grunts, it still cannot take as much damage as a heavier unit.
Special: Mind Control / Teleporting
-Once in range of an enemy unit - even an enemy machine/building/device (barring automated turrets and possibly other AI controlled machines) - Masterminds are able to take control of it, and turn it against its own side. This control is lost if the Mastermind is killed. The distance between the controlled and the Mastermind once the link is established is of no consequence. A single Mastermind can only control one unit at a time.
-Masterminds have been witnessed teleporting small groups of Scrin units instantaneously from one point on the battlefield to another. The size of the unit being transported is of no consequence. This ability has a 20 second cool down.
Additional Factors:
-Masterminds are not cheap to build, and thus are only deployed in the most extreme or dire of circumstance.
-Induce Panic: Masterminds are able to use their ability to control enemies to induce panic.
-Masterminds rarely carry ranged weaponry, preferring to use their mind control powers.
-Masterminds are very flexible in the battlefield
===============
Prodigy
Weapon Type: Mind Control
Armor: Light Protection
Max Range: 200 feet
Preferred Range: 200 feet
Mobility: 4 (10 with Teleporting)
Training : 6
Classification: Mutated Mastermind
A variation of the Mastermind used by the Traveler-59 sect of the Scrin, the Prodigy is a highly modified, mutated Mastermind. It's power of mind control has been greatly increased.
Defense: Light Armor: The Prodigy only possesses very light body armor.
Special: Mind Control / Teleport / AOE Mind Control / Blink Pack
-Like the Mastermind, the Prodigy can take control of any enemy and manipulate to the Scrin's will. Only automated defenses, and epically large units are immune. Heroes with especially strong will may be able to resist.
-A Prodigy can also use the Masterminds teleportation ability.
-The Prodigy can also temporality seize groups of units for its nefarious purposes, controlling everything around it (save the above mentioned) in a range of 400 feet for 20 seconds. Afterwards, it must wait at least 30 seconds before it can use this ability again.
-If given a Blink Pack, the Prodigy can teleport to another location within 750 feet. This ability has a 10 second cool down.
Additional Factors:
-While it can control an enemy aircraft with its basic mind control power, the AOE Mind Control cannot control enemy aircraft, being limited to ground troops only.
-Even without a Blink Pack, the Prodigy is surprisingly fast.
HEROES:
=======Important Character========
Foremen
Type of Hero Bonus: Leadership
Classification: Battlefield Commanders
Foremen is the title given to the faceless beings that direct the Scrin during any and all engagements with the enemy. These Foremen tend to reside in a Mothersip (see Aircraft) and don't get involved in the battle itself.
The head Foreman is Foreman 371, who directs the Scrin on a global scale. In this respect, the other Foremen would answer to him.
=======Important Character========
Mothership AI
Type of Hero Bonus: Destruction
Classification: Mobile Command Center
The Mothership AI is Foreman 371's ship and friend. Growing more self aware over the course of their campaign together, the Mothership grows fond of 371 and begins to care for his well being. She is even willing to disregard/ignore the Supervisor's orders if it means protecting 371.
As an advanced super-computer, she can help 371 with calculations, strategy, and troop directions. She is armed and defended just like any other Mothersip (again, see Aircraft).
=======Important Character========
Supervisor:
Type of Hero Bonus: Experience
Classification: Advisor
The Supervisor is the one who oversees Foreman 371's efforts against the humans. He's apparently very experienced, but also very arrogant and cares little for the Foreman, being perfectly willing to leave him behind to die if he thought it would even marginally benefit the Scrin mission.
Like I said, his role is largely advisory.
=======Important Character========
Overlord:
Type of Hero Bonus: Experience
Classification: Supreme Leader
The Overlord is the supreme leader of the Scrin. He never physically interacts with the Foremen or the Supervisor, preferring to simply give them orders and let them figure out how to accomplish them. He's a very 'big picture / long term' kind of guy. That said he's flexible and tolerates Foreman 371's insubordination of the Supervisor's orders to stay behind due to the Foreman's skills and the fact that he was more concerned with how powerful the Earth had become.
Think of him like the Arachnid's god or the Reaper's Crucible/Star Child.
CALVARY:
Ravagers
Type of Armor: Tiberium & Steel
Weapon Type: Tiberium Shards
Speed: Fastest Scrin Unit
Calvary Purpose: Anti-Vehicle & Infantry / Hit & Runs
Classification: Fastest Scrin Construct
These creatures are quadrupedal biomechanical constructs, that literally have green Tiberium crystals growing on them. They travel in threes, and have been reported to be one of fastest Scrin units encountered to date.
Loadout: The Ravager attacks by flinging Tiberium Shards at its target, slicing and penetrating them with the jagged radioactive crystals. Ravagers must stand still to fire.
Defense: The Ravager is protected by both the Tiberium Shards growing out of it, as well as it's metallic skin. Like all Scrin, it can also heal itself when exposed to Tiberium Radiation.
Special: Tiberium Agitation: By disrupting the crystalline material at its very source, Ravagers can cause entities containing Tiberium or heavily Tiberium-based objects to suffer severe damage. Tiberium Agitation has a range of 375 feet and a cooldown of 45 seconds
Additional Factors:
-Typically ineffective against heavy vehicles, and they can't hit aircrafts.
-In the past, have proven to be very vulnerable to sniper fire.
===============
Seeker
Type of Armor: Light/Medium
Weapon Type: Plasma
Speed: Faster then you'd think, and faster then most tanks.
Calvary Purpose: Scouts
Classification: Light Tanks
Seekers are apparently designed for scouting and reconnaissance missions. Thanks to their ability to 'glide' over the battlefield, Seekers boast a high degree of speed and maneuverability.
Loadout: They are armed with Plasma Disk Launchers, that are effective against vehicles (especially light vehicles), as well as aircrafts.
Defense: Seekers are rather lightly armored, making them ill-suited at taking out heavy vehicles such as tanks head on. Instead, they use their speed and agility to maneuver out of harms way.
Special:
-Seekers can be equipped with a special forcefield that can soak up a fair amount of damage, including one EMP blast, before disappearing.
Additional Factors:
ARMOR:
Gun Walker
Weapon Type: Energy
Armor Type: Light Armor
Speed: Slow
Classification: Anti-Infantry / Aircraft
The bio-mechanical Gun Walker, like many Scrin units, resembles an enormous insect and moves around on six legs. They carry a rapid-firing but low-intensity energy weapon effective against infantry and aircraft.
Loadout: Energy Gun: The Gun Walker has a ray gun that fires bolts of energy.
Defense: Light Armor
Special: Attenuated Forcefield
-The Gun Walker can be equipped with a special forcefield that can soak up a fair amount of damage before disappearing.
Additional Factors:
-Buzzers can swarm around the Gun Walker in order to provide additional protection
===============
Shard Walker
Weapon Type: Tiberium Shards
Armor Type: Light
Speed: Slow
Classification: Anti-Infantry / Aircraft
It is a mutation of the Gun Walker caused by excessive Tiberium infusion. As a result of this mutation, this Walker is faster and stronger. In lieu of an energy weapon, the Shard Walker fires Tiberium shards at high speeds. These shards are stronger than the energy weapon, and the weapon itself is capable of being upgraded to Blue shards. It can also make use of Attenuated Forcefields to increase its durability.
Loadout: Tiberium Shards
-The Shard Walker can fire razor sharp shards of radioactive Tiberium at high speeds.
Defense: Light Armor
Special:
-The Shard Walker can be equipped with a special forcefield that can soak up a fair amount of damage, including an EMP blast, before disappearing.
-Blue Shards: An Upgrade which makes the Tiberium Shards of the Shard Walker even more devastating.
Additional Information:
-Cannot fire its weapon while moving.
-Has difficulty in detecting stealth units.
-Is very effective against Infantry & Aircraft
===============
Devourer Tank
Weapon Type: Cannon
Armor Type: Medium
Speed: Slow… yet faster then human tanks
Classification: Tank
Unlike other Scrin armour, the Devourer appears designed after human heavy tanks, albeit without a turret, but with higher range and speed.
Like Seekers, Devourers hover over the battlefield, but they are slower and more heavily armoured. Unlike the Seeker, Devourers are capable of moving sideways if necessary, in order to keep the proton cannon aimed at a target. This makes up for their lack of turret.
Loadout: Proton Cannon: This energy weapon is capable of doing heavy damage even to heavily armored targets.
Defense: Medium Armor: Able to withstand a fair amount of damage, but less then similar tanks of its size.
Special: Conversion Beam: Devourer Tanks can charge their weapons from nearby Tiberium fields, receiving a sizable boost in firepower.
===============
Mechapede
Weapon Type: Plasma & Tiberium
Armor Type: Medium
Speed: Fast
Classification: Support Tank
This walker unit is made of of many individual segments, not unlike a Terran millipede or centipede, with a body that is both customizable and deadly.
Loadout: Depending on which segments the Mechapede is given alters its loadout. But a Mechapede could come to battle with…
-Tiberium Shards
-Plasma Disks
-Plasma Cutter (A weapon similar to the one used by the Disintegrator)
-Tiberium Weaponry (This weapon releases an attack similar to the corrupters, damaging any enemy not protected against it. It can also heal other Scrin, as well as itself)
Defense: Medium Armor
-Each segment of the Mechapede is able to take a bit of damage, and any lost segments can always be rebuilt, and segments that are still intact will rejoin to cover any missing areas. Only the head is truly vulnerable, because destroying it will cause all other areas to die.
Special: Each segment corresponds with the above weapon
-Spawn Shard Segment
-Spawn Disk Segment
-Spawn Disintegrator Segment
-Spawn Toxin Segment
Additional Info:
-If properly equipped, the Mechapede acts as a jack of all trades and can tear through whole platoons of footsoldiers.
===============
Corruptor
Weapon Type: Tiberium
Armor Type: Medium
Speed: Fast
Classification: Support Walker
The Corrupter is a Scrin biological vehicle that roams the battlefield vomiting a radioactive tiberium laced sludge.
Loadout: Tiberium Cannon: Corrupters use the launching system that lies inside their "mouths" that contains a strong acid that mixes with the Tiberium-based liquid. The Walker then sprays this acidic Tiberium-based liquid at targets through its 'mouth', either to rapidly decimate enemy infantry squads, clear garrisons, or destroy structures.
Defense: Medium Armor
Special: Healing Spray / Visceroids
-In contrast to the effects it has on enemies, the sludge the Corrupter vomits has a regenerative effect on Scrin units.
-Sometimes, when the Corrupter kills an enemy, a Visceroid will spring up
===============
Annihilator Tripod
Weapon Type: Energy
Armor Type: Heavy
Speed: Slow
Classification: Heavy Assault Walker
The Annihilator Tripod is the heaviest Scrin ground combat vehicle encountered in large numbers during the events of Tiberium Wars and Kane's Wrath.
Loadout: 3 Energy Cannons / EMP / Legs
-The Tripod is armed with three proton beam weapons, each mounted on the end of an articulating arm.
-At closer distances, the Tripod releases what appears to be a small EMP which effectively disables any land-based mechanical object in the blast radius.
-Due to their sheer size, the Annihilators have been known to destroyer smaller tanks simply by walking on them.
Defense: Heavy Armor / Shield
-The Annihilator is naturally durable, being able to take a beating from several heavy weapons; but its defense is supplemented with a form of energy shield upgrade comparable to those found on Devastator Warships. Units upgraded with these shields are able to withstand one EMP attack without losing power, and can take a larger portion of anti-vehicle fire then they would otherwise.
Special: Variant
-Reaper Tripod: An upgraded version of the already fearsome Annihilator Tripod, Reaper Tripods are even more dangerous thanks to Tiberium-charged weaponry. Standing tall on three legs, the menacing Reaper Tripod sports three "arms" each armed with a deadly energy beam capable of slicing through the thickest armor. If it closes in, the Tripod can EMP any vehicular or structural target. For added protection, Reaper Tripods can also be upgraded with Scrin energy shields. Reaper Tripods can also charge their weapons on Tiberium for added firepower.
Additional Info:
-Its underside is especially vulnerable, and they can be destroyed easily by placing an explosive charge to the underside of its body.
-The Annihilator has no defense against aircraft, and has great difficulty against small infantry (possibly having difficulty aiming at something that small? It can still step on them I suppose).
===============
Eradicator Hexapod
Weapon Type: Plasma
Armor Type: Super Heavy
Speed: Slow (but still faster then its large size would suggest, still, most units can outrun it)
Classification: Super-Heavy Assault Walker
An Epic-Class Scrin unit, and one of the largest and most powerful creatures in their arsenal. Towering over the battlefield, its sheer firepower and size make it a threat to any army that dares face it.
Loadout: Zeus Plasma Disk Battery
-A weapon with tremendous range, this artillery cannon can fire searing bolts of plasma across the field, inflicting grievous damage on anything and everything it hits. The weapon also deals a great deal of splash damage, hurting everything around the target as well.
-It should also be noted that the sheer size of the Eradicator means that anything less then another giant unit would be crushed beneath its giant feet.
Defense: Super-Heavy Armor
-The Eradicator is covered in superheavy armor from its back to its legs. Explosives barely phase it and many ground based weapons just bounce off its hide.
Special: Life-form Recycling System
-The Lifeform Recycling System can also allow the Eradicator to assimilate up to three Scrin infantry units. These units provide the Eradicator with a number of new weapons, but cannot revert to their previous state once acquired (it means that they will permanently garrison inside the hexapod). New capabilities also depend on the type of unit absorbed. With the right units garrisoned, the Eradicator Hexapod can become nearly unstoppable.
*Dintegrators: Adds a powerful short-range anti-armor beam weapon
*Assimilators: Adds a self repairing module. Additional Assimilators enhance the regeneration rate.
*Shock Troopers: Adds anti-armor and anti-aircraft plasma disc weaponry.
*Ravager: Adds shard launcher, effective against enemy infantries and vehicles.
*Mastermind/Prodigy: Allows the Teleport Eradicator capability, allowing it to travel instantly from one point to another. Teleportation is limited to the Eradicator's Sight Radius; it is incapable of long-range jumps.
Additional Info:
-Due to the amount of resources needed to make one, only one Eradicator can be deployed at a time.
-The sheer size and power of the unit means that it requires its own special structure in order to be brought onto the battlefield: a Warp Chasm.
-The ability to absorb Scrin units allows the Eradicator to cover up for any weaknesses it may be facing in the field.
-Is vulnerable to, and can be damaged by, EMP blasts.
-Unless properly upgraded, the Eradicator has no defense against air units.
===============
Rift Generator
Weapon Type: Black Hole
Armor Type: Heavy
Speed: Stationary
Classification: WMD
A Scrin superweapon, the Rift Generator displays a level of technological prowess dwarfing even the advanced technology of GDI's ion cannon. Once it's deployed, there are few that can survive the devastation.
Loadout: Rift: Once fully powered, the Rift Generator opens a wormhole capable of ejecting everything in a large radius into deep space. While heavily armored buildings, fast vehicles and massive units may be able to resist the figurative black hole, they are still going to experience damage.
Defense: Heavy Armor: The Rift Generator has heavy armor to prevent it from being destroyed before it can deploy the Rift.
Additional Info:
-The Rift Generator takes 7 minutes to charge up, and has a cool down time of the same.
AIRCRAFT:
Stormrider
Type of Aircraft: Jet
Fighter or Bomber?: Fighter
Weapon Type: Cannon
Armor Type: Medium
Classification: Multipurpose Aircraft
Stormriders are the Srin's fast and versatile standard multirole aircraft.
Loadout: Plasma Cannon: The Stormrider is armed with a single, omni-directional plasma cannon with an unlimited power supply. This weapon is capable of engaging both ground and airborne targets but suffers from a relatively weak power output. The damage from the Plasma Cannon increases inside an Ion Storm
Defense: Medium Armor
-Inside an Ion Storm, the Stormrider's defense increases, and it even capable of minor regeneration.
Special: Stormrider: The Stormrider's name is derived from observations made by GDI field operatives, who noticed that the craft operated more effectively in an ion storm. The Scrin possess the technology to generate a localized ion storm at will, which is outfitted on board their Planetary Assault Carriers and Storm Column base defenses. While human technology takes damage from ion storms, all Scrin air units, including the Devastator Warships, can utilize these storms to gain a tremendous boost in protection as well as self-repair. Because of this, groups of Carriers and Warships escorted by groups of Stormriders are an exceptionally powerful combination.
Additional Factors:
-Can act as Scout
===============
Invader Fighter
Type of Aircraft: Drone
Fighter or Bomber?: Fighter
Weapon Type: Plasma
Armor Type: Light
Classification: Drone Ships
The Invader Fighters were Scrin aircraft drones that acted as both anti-armor and anti-air units, and and escorted service for larger aircraft like the Planetary Assault Carrier
Loadout: Plasma Guns: A pair of guns on the ship fire searing balls of plasma
Defense: Light Armor: Typically the Invader Fighter travels in groups so as to make up for its relatively weak durability.
Special: Like many other Scrin aircraft, the Invader Fighter becomes more powerful when it goes through an Ion Storm.
Additional Factors:
-Invader Fighters are found around Planetary Assault Carriers
===============
Devastator Warship
Type of Aircraft: Battleship
Fighter or Bomber?: Fighter
Weapon Type: Plasma
Armor Type: Heavy
Classification: Capital Artillery Battleship
An advanced airship of the Scrin, the Devastator is capable of causing grievous damage to ground based units. A siege weapon, it can use its extremely long range to lay waste to fortified enemy positions and clusters of ground bound enemies.
Loadout: Plasma Disks
-Armed with deadly plasma disks, the Devastator can act as artillery and hurl searing plasma vast distances, causing much destruction to landscape, enemy defenses, and unfortunate enemies alike.
Defense: Heavy
-The Devastator is a flying battleship, and is meant to take more damage then Invaders or Stormriders.
-It can be upgraded to have an energy shield. The shield will return to full strength if damaged or destroyed after 2 min. It can shield the Warship from an EMP, but only once, after which the shield is gone and cannot recover.
Special: Stormrider / Faster Engine
-Devastators of the Traveler-59 sect can be upgraded with a special engine that makes them move faster.
Additional Factors:
-Slow (unless Traveler-59)
-In terms of size, the Devastator is said to be analogous to a human battleship.
-Because it is meant for splash damage, the Plasma disks are not very accurate, and have difficulty hitting fast moving enemies.
===============
Planetary Assault Carrier
Type of Aircraft: Aircraft Carrier
Fighter or Bomber? : Fighter
Weapon Type: Ion Storm
Armor Type: Heavy
Classification: Heavy Capital Ship
These massive ships are among the most fearsome and powerful Scrin aircraft witnessed during the Third Tiberium War.
Loadout: Ion Storm Generator
-When the Ion Storm begins, the sky is obscured by Tiberium gas clouds and lightning strikes proliferate. Random meteorite strikes may also take place. The most dangerous effect of the Ion Storm is that it renders all radar imaging inactive due to electromagnetic interference as well as the build up of electrical charges in the atmosphere literally knocks aircraft from the sky. In addition, all hovering vehicles crash to the ground (or drown if they are unfortunate enough to be over bodies of water). Most ground equipment and vehicles continue to function properly though, but run the risk of getting struck by a powerful Ion Storm lightning bolt.
Defense: Heavy Armor / Ion Storm / Energy Shield
-Inside an Ion Storm, the Carrier regains health.
-Carriers also have an energy shield, similar to the ones found on Annihilator Tripods and Devastator Warships.
Special: Invader Fighters
-Each Carrier arrives above the battlefield armed with a contingent of smaller Scrin Invader Fighters. If these are damaged or destroyed, the Carrier is able to 'grow' a replacement.
Additional Factors:
-While the Ion Storms made by the Carrier may damage human crafts, they heal and enhanced Scrin aircraft, meaning that Scrin ships that enter or are surrounded by an Ion Storm will be both harder to kill and will fight more effectively.
===============
Mothership
Type of Aircraft: UFO
Fighter or Bomber? : WMD
Weapon Type: Cannon
Armor Type: Superheavy
Classification: Mobile Command Center / Super-weapon
This superheavy capital ship is the Scrin's most powerful unit encountered to date, surpassing even their own Eradicator Hexapod in terms of raw firepower.
Loadout: Catalyst Cannon
-Perhaps the most powerful energy weapon of a wide variety deployed by the Scrin, the technology behind the catalyst cannon remains unknown, although GDI InOps may hold classified documents on its operation. A direct hit from the cannon is, the vast majority of the time, enough to completely destroy a building. However the weapon deals more damage if the structure attacked is in close proximity to other structures, as these nearby buildings will be subject to a lethal chain reaction. In this way the weapon has been used to raze densely-packed centers of population. For example, one blast was able to incinerate most of Berne.
Defense: Superheavy
-The Mothership has some of the most durable armor available to the Scrin (it is tough enough to survive Nuclear attacks), and they are usually escorted by many other Scrin Airships.
Additional Factors:
-The Catalyst Cannon can only be fired down, so the Mothership must be right over the target.
-Unless upgraded, the Cannon requires 7 seconds to charge before firing.
-Motherships are very very slow
-Motherships are also very rare
-Foremen tend to direct battles from within Motherships
-Is vulnerable to EMP
MISC.AIR:
Drone Ship
Type of Aircraft: Drone
Purpose of Aircraft: Construction
Classification: Mobile Construction Vehicle
Drone Ships are slow, floating vessels that the Scrin apparently use to establish ground control at a particular location, much like the MCVs (Mobile Construction Vehicles) of human forces.
Defense: Drone Ships are heavily armored, needing to last long enough to get to their destination and survive any hazards along the way. When a deployed Drone Platform is critically damaged, sometimes it will create a small ion storm above it, much like Scrin Harvesters.
Special/ Detailed Purpose: Once a desirable location has been found, Drone Ships will land and 'implant' themselves into the ground, at which point the Scrin foreman may begin base construction. The resulting building is known as a Drone Platform.
Additional Factors:
-The Drone Ship is a low flying aircraft, meaning its progress may be impeded by tall structures or landforms.
-Drone Ships fly slowly.
SUPPORT:
Assimilators
Type of Support: Infiltration, Captures Enemies
Classification:
What Bonus do they Give?: Can capture enemy and neutral units/structures
The Assimilator is a mysterious unit that is a merging of biology and machine. Roughly the equivalent to a craft saboteur or engineer, the Assimilator creeps slowly, but causes major havoc. Very, very little is known about the Assimilator, so what follows is the little information available.
Loadout: Nothing, besides a large stinger on it's tail, and it's love of pouncing on unsuspecting enemies.
Defense: Light Armor: Very light actually, as the Assimilator is pretty easily killed
Special:
-Invisibility: The Assimilators are undetectable against certain enemies (those not capable of higher forms of detection/perception) when not moving
Detailed Purpose:
-The Assimilator captures enemies and structures for the Scrin, for whatever purpose they may desire them for.
Additional Factors:
-Extremely Slow: Assimilators are very slow, unless given specific upgrades.
-Wreak Havoc behind enemy lines
-Assimilators are cheaply made and easy to mass produce
===============
Explorers
Armor Type: Light
Type of Support: Territory Control
Classification: Scrin Surveyors
What Bonus do they give?: Claiming Territory
These strange floating creatures allow the Scrin to establish ground control at a particular location. The Explorer is very fast, but has little armor. They are often used to capture ground around areas of Tiberium, which Scrin puruse with unmatched ferocity.
Defense: Very Very Very light armor
Special/Detailed Purpose: Finding land for the Scrin, typically around Tiberium. An Explorer can also unpack into an Outpost, an ability that cannot be revoked, and is permanent.
Additional Factors:
===============
Harvesters
Armor Type: None
Type of Support: Resource Gatherer
Classification: Environment Drone
What Bonus do they give?: More resources
The Harvester is the primary resource collector used by the Scrin. It is a biomechanical construct that seeks out and absorbs precious Tiberium.
Defense: A Harvester is completely incapable of defending itself from attacks, requiring backup from other Scrin units to protect it while it does its job. That said, they do seem able to do self repairs when in the presence of Tiberium.
Special/Detailed Purpose:
The Harvester is able to absorb Tiberium through what passes for its mouth, using 'claws' to bring the crystal closer. This gathered Tiberium can then be brought back and used for a variety of purposes.
Variant:
-Shielded Harvesters: A variant used by the Reaper-17 sect that sought to minimize Harvester losses by equipping them with a Tripod's energy field generator.
Additional Factors:
-Harvested Tiberium must be brought back to base to be processed before it can be of any use.
===============
Drone Platform
Armor Type: Medium
Type of Support: Base Construction
Classification: Construction Zone
What Bonus do they give?: Building Zone
Drone Platforms are deployed Drone Ships that appear to grant Scrin commanders ground control and the ability to deploy battlefield structures, in much the same way as human Construction Yards. The exact process by which structures are created is unknown, but is likely to involve nano-assemblers and advanced alien teleportation technology.
Special/Detailed Purpose:
-Using what humans suspect to be some sort of advanced nano-assemblers, the Drone Platforms are able to assemble a variety of structures at the foreman's command. It is basically a requirement to build just about anything from a Reactor to a Gravity Stabilizer to even the powerful Rift Generator.
-Drone Platforms can also produce a small amount of energy that can be harnessed by the Foreman. This amount is fairly small compared to the Reactor.
Additional Factors:
-Drone Platforms may become Drone Ships again at any time, should the need arise to fly over to another location.
===============
Reactor
Armor Type: Light
Type of Support: Energy
Classification: Power Plant
What Bonus do they give?: Energy Production
The Reactor is the equivalent of a human power plant. It is capable of producing vast amounts of energy to be used by the Foreman in the field.
Defense: Light: The Reactor has some light armor, but overall is relatively frail.
Detailed Purpose:
-Reactors produce the vast majority of energy used by the Scrin and the Foremen in the field.
Special: Upgrades:
-Fusion Core: This upgrade doubles the Reactors power production.
-Liquid Tiberium Core: When a Nerve Center (see below) is present on the battlefield, Reactors can be upgraded to mount Fusion Cores and generate additional power. This upgrade must be applied individually to each Reactor.
Additional Factors:
-Reactors must be closely guarded, for by destroying a Foreman's source of power, enemies of the Scrin could shut down their defenses and enter their base with drastically reduced resistance.
===============
Extractor
Armor Type: Medium
Type of Support: Tiberium Refinement
Classification: Refinery
What Bonus do they give?: Funds
When an alien Foreman deploys a base, the Extractor is the first-priority structure to be built, along with a Reactor. When an Extractor is deployed, a Harvester (or, in Reaper-17's case, a Shielded harvester) will come out to automatically harvest nearby Tiberium fields. When the Harvester is full or the Tiberium field is depleted, it returns to the Extractor. As the Tiberium is delivered to the Extractor, funds are made available to the Foreman.
Defense: Medium: The Extractor is able to take a bit more damage then some of the other Scrin structures.
Special/Detailed Purpose: Tiberium collected by a Harvester is delivered to the Extractor, and converted into energy, further funding the Scrin war machine.
Additional Factors:
-Can store infinite amounts of Tiberium
===============
Portal
Armor Type: Light
Type of Support: Troop Transport
Classification: Teleportation Device
What Bonus do they give?: Troops right to the field
Rather than training soldiers for combat, the Portal beams them in from space. It is a large blue sphere, suspended in the air beneath a structure that resembles a giant, warped football goal. The length of time and cost of teleportation varies between different Scrin units, depending on their complexity - simple groups of Buzzers take almost no time at all, while the Mastermind takes considerably longer. Once a Portal has been established planetside, a Stasis Chamber may be warped in to allow access to advanced infantry: Shock Troopers, Ravagers which also require a Nerve Center, and the Mastermind or Prodigy which require a Technology Assembler as well. From the get-go, however, Scrin Foremen are free to call down Buzzers, Disintegrators and Assimilators as funds permit.
Defense: Light
Special/Detailed Purpose: See Description
Additional Factors:
-The ability to teleport their troops directly to the battlefield gives the Scrin a huge advantage, as they cannot be shot down in carriers like other armies' troop transporters.
===============
Warp Sphere
Armor Type: Medium
Type of Support: Vehicle Construction
Classification: War Factory Portal
What Bonus do they give?: Vehicle Transport
It consists of a large 'gateway', similar to the Portal, but running under rather than over the large, blue orb suspended at its centre. This sphere is a teleporter, more powerful than that contained within the Portal and is able to transport Scrin ground vehicles from either across space, or simply down from orbit; precisely where is as yet unknown. Warp Spheres may only bring forth the most basic of Scrin vehicles without a Nerve Center and/or Technology Assembler nearby. With a Technology Assembler present on the battlefield Scrin Foremen may even call for towering Annihilator or Reaper Tripods to be teleported in. Owing to their size and complexity, larger Scrin vehicles take longer to materialise, as well as costing more Tiberium. They repair units as well.
Defense: Medium: The Warp Sphere is capable of taking more damage then the Portal, and seems to be made of sterner stuff.
Special/Detailed Purpose: In addition to teleporting Scrin vehicles and tanks, they can also heal vehicles in close proximity.
Additional Factors:
-Without the Nerve Center or Technology Assembler (See Below) they are limited to summoning the most basic of Scrin vehicles.
-Like with the Portal, the Warp Sphere makes it difficult to cut Scrin troops off from battlefields.
===============
Nerve Center
Armor Type: Light
Type of Support: Upgrades
Classification: Command Post/Operations Center
What Bonus do they give?: Allows for more advanced units
The Nerve Center is a Scrin building that allows their Foremen access to more advanced weapons in the Scrin arsenal.
Defense: Light Armor
Special/Detailed Purpose: Upgrades & Support
The Nerve Center allows access to the Attenuated Forcefield upgrade to be applied to Seekers and Gun Walkers. It also allows for other forms of support such as: Ichor Seeds, Tiberium Scans, and others. It allows the production of the Devourer Tank and Corrupter from the Warp Sphere, and allows construction of the Technology Assembler & Gravity Stabilizer from a Drone Platform. Finally, it allows for the Defense Lightning Spike.
Additional Factors:
===============
Gravity Stabilizer
Armor Type: Medium
Type of Support: Warp in Aircraft
Classification: Airstrip
What Bonus do they give?: Aircraft transport
The Gravity Stabilizer is a Scrin structure, roughly analogous to human airstrips, that can warp in air units. While unable to warp in the massive Scrin Mothership; the Stormrider, Devastator Warship, and Planetary Assault Carrier can be.
Originally designated as 'type 8 structure' by Nod forces, the gravity stabilizer compensates for intense gravity fields generated by planetary bodies. This evidently allows alien spacecraft to make short-range teleportation jumps into the Earth's magnetic and gravitic field with maximum precision. Gravity Stabilizers typically appear only in well secured areas where alien operations are highly focused.
Defense: Medium Strength armor plating
Special/Detailed Purpose: See Description
Additional Factors:
-Unlike human aircraft, Scrin ships never seem to need to reload their weaponry, so they never seem to land, unless quick repairs are needed. This means that unlike human ships which need an Airfield or Air tower, the destruction of a Scrin Gravity stabilizer doesn't hamper the operations of active Scrin aircraft.
===============
Stasis Chamber
Armor Type: Light
Type of Support: Advanced Infantry Production
Classification: ????
What Bonus do they give?: Advanced Infantry
The Stasis Chamber is structure that allow the Scrin the use of the valuable Stasis Field power and provide additional enhancements for Shock Troops.
Defense: Light
Special/Detailed Purpose: It's allows the Scrin to deploy their most advanced 'infantry': Shock Troopers, Ravagers (with a Nerve Center present), and the Mastermind or Prodigy (which also requires a Technology Assembler). The Stasis Chamber not only allows the production of these units but also provides the Scrin with the ability to upgrade them and (in the case of Traveler-59) other infantry.
Additionally, the structure can deploy a Stasis Shield, which is capable of preventing the movement of any units on the battlefield over a fairly large radius, while also rendering them invulnerable. This ability has proven to have numerous tactical ramifications. The affects of the ability are antithetical to Traveler-59, however, which values mobility above all else. Thus it is unavailable to that sub-faction.
The Stasis Chamber can also grant two upgrades to Shock Troopers: Plasma Disck Launchers for additional firepower (and the ability to target aircrafts) and Blink Packs, which provide short range teleportation.
Additional Factors:
-Requires a Portal already be in place.
===============
Technology Assembler
Armor Type: Heavy
Type of Support: Access to Stronger Units
Classification: Tech Center
What Bonus do they give?: Access to Stronger Units
Nicknamed "Tech Assembler", the Technology Assembler is the Scrin equivalent of a tech center. It is an advanced Scrin structure that allows Scrin Foremen to access the deadliest weapons in the Scrin's considerable arsenal.
Defense: Heavy Armor plating of an unknown alien metal, the Tech Assembler can take quite the beating.
Special/Detailed Purpose: Once constructed, it gives Foremen access to a wealth of new units and structures. Devastator Warships can be built from the Gravity Stabilizer, Annihilator/Reaper Tripods, and with the conjunction of the Stasis Chamber, the Masterminds/Prodigies. It also unlocks the construction of Signal Transmitters, Storm Columns, a single Warp Chasm and Rift Generator superweapon.
-It also houses the generator for the Phase Fields (See Defense), which can phase vehicles partly into another dimension for a period of time. While phased, the units cannot attack but are also much more difficult to destroy. Traveler-59's Technology Assembler also can create Temporal Wormholes (See Support), periodically slowing down time for all units within a designated area. Also it can access to the Planetary Assault Carrier.
Upgrades: With the Technology Assembler in place, the Scrin are able to give several knew upgrades to their units:
*Forcefield Generators: Scrin can upgrade their Annihilator Tripods, Planetary Assault Carriers, and Devastator Warships with Forcefields, providing additional protection.
*Shard Launchers: The plasma discs of Plasma AA Batteries and Seekers can be switched to far more dangerous Tiberium shards accelerated at high velocity to puncture armor and rip through flesh.
*Blue Shards: (For Reaper-17 Only): Can draw on its incredibly affinity for Tiberium and enhance the weapons of its Shard Walkers and Ravagers with Blue Shards, which do even more damage.
*Conversion Reserves: (For Reaper-17 Only): Can double the amount of Tiberium that its Devourer Tanks and Reaper Tripods can store their weapons.
*Traveler Engines: Traveler Engines add 30% speed to Devastator Warships and Planetary Assault Carriers.
Additional Factors:
===============
Signal Transmitter
Armor Type: Light
Type of Support: Allows for Advanced Aircraft
Classification: Signal Transmitter
What Bonus do they give?: Allows for Advanced Aircraft
This bizarre, spiked building appears to grant Scrin Foremen access to the most advanced and dangerous air/spacecraft that the aliens have to offer, namely their Planetary Assault Carriers and foreboding, glacially slow Motherships. Notably, the Mothership will materialise wherever this building is placed when it is summoned, and while this construction does indeed allow the summoning of a Mothership, it still comes at great Tiberium cost. The building itself also consumes a reasonable amount of power. With this building the alien Foreman can call down support power called Overlord's Wrath and summon Wormhole that provide teleportation between two points on the battlefield for a short time.
Defense: Light
Special/Detailed Purpose: See description
-The Signal Transmitter also allows for use of Overlord's Wrath & Wormholes (See Below).
Additional Factors:
-A Signal Transmitter is required for summoning a Mothership into battle.
===============
Warp Chasm
Armor Type: Medium
Type of Support: Advanced Vehicle Production
Classification: Larger Teleportation Machine
What Bonus do they give?: Better Vehicles
The Warp Chasm is nearly identical to the Warp Sphere in terms of technology and method of functioning. However, it is much larger and powerful, and is the only Scrin building designed with the ability to summon the crown jewel of Scrin military technology, the Eradicator Hexapod. Additionally, one would know if the Foreman was producing a Hexapod, as when this production is in progress, the four pillars surrounding the wormhole in the middle will close up forming two arches, while the wormhole itself will glow brighter.
Defense: Medium
Special/Detailed Purpose: See Description
Additional Factors:
-Due to the complex schematics and other unknown influences, only one Warp Chasm may be built by a faction/sub-faction. Also, since Reaper-17 and Traveler-59 operate autonomously from the main Scrin forces, they build and utilize their own unique Warp Chasms.
===============
Foundry
Armor Type: Light
Type of Support: Drone Aid
Classification: Production Structure
What Bonus do they give?: Expanded Harvesting
Scrin forces, having originally been intended to harvest Ichor, likely had intended for Foundries to quickly expand their harvesting operations. However, with the discovery that Earth was not among the 97% of planets where Ichor growth exterminated all life, the Scrin pressed Foundries into service creating new structures for military purposes, and also to speed the construction of Thresholds. However, most of this is conjectural analysis by InOps, as there are no surviving Scrin or Scrin facilities other than Threshold 19, which is impregnable.
Defense: Light
Special/Detailed Purpose: The Foundry is a Scrin structure designed to aid the Drone Platform in the creation of structures.
Additional Factors:
-The Foundry is not equipped to produce Explorers, base defenses, the Rift Generator, or the Warp Chasm. These must always be produced by a Drone Platform. In addition, it is worth noting that the Foundary consumes power, whereas a platform would have produced an equal amount.
===============
Growth Accelerator
Armor Type: Light
Type of Support: Accelerate Tiberium Grown
Classification: Tiberium Grower
What Bonus do they give?: More Tiberium
The Growth Accelerator is a structure utilized by the alien Scrin to improve the growth speed of a Tiberium field by 50%. These structures have been observed to be placed atop of Tiberium fissures (or the middle of a tiberium field) in the fields that are being harvested by the Scrin. These could be the aliens version of an irrigation system, designed to artificially accelerate and nurture the growth of their prized Ichor.
Defense: Light
Special/Detailed Purpose: See Description
Additional Factors:
-To be able to build Growth Accelerators, the Foreman must have an Extractor present.
-The Accelerator could be placed at ANY tiberium fissure, even if the fissure is well away from the foreman's ground control.
-Growth Accelerator is only available for the Scrin and Traveler-59. Reaper-17 have deployed a more advanced successor of the Growth Accelerator, the Growth Stimulator.
===============
Growth Stimulator
Armor Type: Light
Type of Support: Stimulates Tiberium growth & provides income
Classification: Tiberium Grower
What Bonus do they give?: More Tiberium
The Growth Stimulator is a superior form of the Growth Accelerator. It is deployed to the battlefield by the aggressive Reaper-17 sect.
Defense: Light
Special/Detailed Purpose: Like a standard Growth Accelerator, it accelerates the growth of Tiberium by 50% and can only be built on the chasm in middle of a Tiberium field. The Growth Stimulator is equipped with four additional tiberium-processing devices similar to the Scrin Extractor.
Additional Factors:
===============
Threshold Towers
Armor Type: Super Heavy
Type of Support: Gateway
Classification: Massive Portal
What Bonus do they give?: Gateway & Heavy Duty Harvester
The Thresholds are apparently gateways, primarily used to extract large quantities of Ichor (Tiberium) in the immediate area and process them to Ichor Hub, as said in the Scrin intelligence database, although it is presumably also used as a gateway for Scrin units to transport through via the link to the Hub (this apparently worked both ways; Foreman 371 used a tower to escape Earth on his Mothership, warping to the Hub).
Defense: The Thresholds were well protected, each having three Phase Generators warping them out of sync with the physical plane of reality; rendering them completely indestructible. Even after all three generators are destroyed, the Towers themselves can take an insane level of punishment. All while being protected by a large number of Scrin forces.
Special/Detailed Purpose: There are two main uses of these towers. Number 1: massive Ichor extraction. Number 2: transdimensional portal.
Additional Factors:
===============
Relay Node
Armor Type: Heavy
Type of Support: Gives Life to Scrin Units
Classification: Radiation Machine
What Bonus do they give?: Life
The Relay Node is a massive structure constructed by the Scrin that is the key element of their invasion.
Defense: Because of its importance, the Relay Node can take massive amounts of damage, and is one of the most protected structures under the Scrins' care.
Special/Detailed Purpose: Scrin require Tiberium radiation to live. Without it, they will quickly wither and die. Because of this, it would normally be difficult (if not impossible) for them to operate in areas where there is no Tiberium radiation. That's where the Relay Node comes in. The Node projects Tiberium-based radiation across an entire planet (and in fact had such range it was able to reach the Moon) and stabilizes all Scrin forces and structures; thus allowing them to move into areas of the planet with little to no Tiberium.
Additional Factors:
-While the Relay Node can be a source of great strength, it can also be the Scrin's greatest weakness. If the Relay Node is destroyed, it will have a terrible effect on any Scrin (or Scrin structure) not near a large concentration of Tiberium. With its destruction, most Scrin infantry literally dissolve and their aircraft, "vehicles" and buildings come crashing down.
-The Scrin only built one when they invaded Earth. It's possible they might build more next time. Or perhaps they are limited to just the one (will need to find out for PC).
===============
Reconstruction Drones
Armor Type: None
Type of Support: Rebuild
Classification: Drone
What Bonus do they give?: Heals vehicles
Reconstruction Drones is a Scrin support power which instantly deploys a number of drones in the area around the target, repairing any nearby vehicles (Scrin or otherwise). The drones cannot be destroyed or otherwise eliminated but will disappear after a period of time.
===============
The Swarm
Armor Type: None
Type of Support: Attack
Classification: Teleporting Buzzers
What Bonus do they give?: Damage
The Swarm is a Scrin support power, enabled by construction of the Nerve Center, that allows them to teleport five Buzzer swarms to any visible location.
This is, naturally, very bad news for any infantry in the vicinity. As well as anti-infantry defence or offence in a pinch, this ability is useful to the Scrin for scouting purposes, as well as occasionally just creating a nuisance.
Additional Factors:
-This power has a 2 minute 29 second cooldown
===============
Tiberium Vibration Scan
Armor Type:
Type of Support:
Classification:
What Bonus do they give?:
The Tiberium Vibration Scan is a Support Power of the Scrin, it is a scan of the battlefield for the harmonic vibrations generated by Tiberium. It reveals everything that has any connection to Tiberium.
It was very useful to Scrin Foremen, as the support power can find enemy bases without having to scout out the whole battlefield. A typical forward base is usually situated near a Tiberium deposit, so the scan would detect the refineries, as well as any silos in the main base. It also reveals the location of Tiberium spikes and neutral silos, allowing the Scrin foremen to capture them sooner than the enemy or place troops near them to ambush unprepared enemies.
Additional Factors:
-Reaper 17 can use it freely (and thus do so liberally)
===============
Overlord's Wrath
Armor Type: None
Type of Support: Destruction
Classification: Attack
What Bonus do they give?: Mass Destruction
A newly-encountered support power in the Scrin arsenal, Overlord's Wrath is an immensely destructive attack using Tiberium meteors. Whether the name is merely tribute to the Scrin Overlord, or has a deeper meaning is unknown, as it is similar to how Tiberium first came to Earth. Scrin Foremen can call this support power through the Signal Transmitter.
Special/Detailed Purpose: When the power is activated, two small Tiberium-laced meteors crash into the target area, followed by a much larger one. The damage dealt is staggering, rivalling that of a weapon of mass destruction, and leaves a small patch of Tiberium in its wake. As with any Tiberium, infantry can easily be killed if they remain near the patch and buildings cannot be constructed on top of it. If used in coordination with the Rift superweapon, it is capable of wiping out an enemy base.
The asteroid's arrival time is so fast that few units can escape after the target zone is selected. Furthermore, the destruction it creates is a mixed blessing; units will be either destroyed or heavily damaged, and a small Tiberium patch will be created at the collision zone for either side to harvest.
Additional Factors:
-This power is very expensive, requires the Signal Transmitter to have been built first, and has a 7 minute cooldown timber.
===============
Temporal Wormhole
The Temporal Wormhole is a support power available only to the Traveler-59 Scrin sub-faction. It allows a Foreman to create a zone in which time flows at a rate out of phase with the surrounding area. Units within the field slow to a mere 25% of their normal movement speed, while both units and structures have their firing rate reduced to 50% of normal. Additionally, production structures will take 50% longer to build things. This effect lasts for a total of 30 seconds. This power as a 6:00 cooldown timer and is a drains revenue.
===============
Wormhole
The Wormhole power is available to all Scrin factions, except for Reaper-17, so long as they have a Signal Transmitter built on the battlefield. When activated, the Foreman designates two points on the battlefield which are then connected by a sub-space wormhole. Units ordered to enter one of these points will be instantly transported to the other. This wormhole lasts for 25 seconds before collapsing. This power has a 4 min cooldown timer and drains revenue.
===============
Ichor Seed
Ichor Seed is a Scrin support power, enabled by construction of the Nerve Center, that allows them place a miniature Tiberium field in the targeted area.
===============
Infestation
Infestation is a Scrin support power, enabled by construction of the Nerve Center, that allows them to deploy a Tiberium hive at a selected Tiberium field, damaging any unit, friendly or hostile, to traverse the affected field.
===============
Advanced Articulators
Advanced articulators are an exclusive Traveler-59 upgrade which increases the speed of its infantry units. While some units like the Ravagers get an amazing boost and become fast enough to outrun vehicles, other units like the Cultist barely seem to be affected.
DEFENSE:
Buzzer Hive
Type: Anti-Infantry
This hive releases swarms of Buzzers when approached by hostile ground enemies. The Buzzers will move towards the enemy and attack them, and if killed, the Hive will release more, up to a maximum of three swarms at a time.
===============
Photon Cannon
Type: Anti-Tank/Vehicle
The Photon cannon targets vehicles in range, and launches Plasma disks as it's main weapon (which is odd, given it's name). It can be upgraded with Tiberium Shard Launchers. Photon Cannons cannot target aircraft. They are often paired with Buzzer Hives.
===============
Plasma Missile Battery
Type: Anti-Air
This anti-air structure fires searing hot plasma discs in volleys at enemy aircraft. They can be upgraded with Tiberium Shard Launchers, boosting their damage output by 160%.
===============
Storm Column
Type: Ultimate Base Defense Structure
Storm Columns, much like the Planetary Assault Carrier, are able to somehow artificially generate localized ion storms. While aiding Scrin aircraft, ion storms are lethal to all human forces both on land and in the air, and the Storm Column is consequently an extremely fearsome base defense, with anything within range at risk of being annihilated by an immensely powerful lightning strike.
Scrin aircraft owned by the same army within the storm are enhanced, increasing the damage they deal by 25% and reducing the damage receive by 25%. Additionally, any friendly Scrin aircraft are healed by 5% of their maximum health each second they remain in the storm.
Sadly, Storm Columns have a limited range and armor that is susceptible to high-powered weaponry.
===============
Lightning Spike
Type: Anti-Ground
The Lightning Spike is a stationary defensive structure that may be deployed by the Scrin at any battlefield location visible to them, as part of a support power, once the Nerve Center has been constructed. The Lightning Spike, as its name suggests, fires bolts of electricity at any enemy ground forces within range.
While it lacks the destructive power of the Storm Column, the fact that the Lightning Spike can be materialised anywhere makes it extremely useful for the harassment of enemy units, as well as a backup base defence and a useful distraction. As field encounters with this structure have revealed, it is most effective against lightly armoured targets and infantry units. It also does not require any power, as opposed to most base defenses.
===============
Stasis Shield
Type: Force Field
The stasis shield covers a respectable area (longer than three Mammoth tanks placed end to end) and is capable of making a large force completely invulnerable for a short period of time, while also rendering them unable to move or attack. Parts of a structure outside the shield will still be protected as long as at least part of the structure is within the field, and the same applies for long units such as the Mechapede. Whilst enemies can force-fire into the shield at the ground or any of the units within, their weapons will be of no use. The power of the stasis shield is immense; even multiple strikes from a WMD or comparable damage is unable to compromise the field.
The Stasis Field can be used offensively as well, to temporarily neutralize part of an enemy attack force, or to freeze them in place so commanders can put more defenses up. It lasts for around a minute. It can also be used to protect weaker structures from a superweapon assault, or protect Drone Platforms from multiple superweapon impacts
===============
Phase Field
Type: Force Field
The Phase Field can temporarily render any friendly vehicle nearly indestructible, although it also prevented the vehicle from attacking. The affected unit was still vulnerable to EMP or being crushed by a larger vehicle.
LEADER:
Foreman 371
History:
After the Ion Cannon strike on Temple Prime, the Foreman and his Scrin fleet were awakened. Signaled by the Liquid Tiberium explosion, it was believed that Earth was ready to be harvested. However, the Foreman soon discovered that the planet's military threat was significant, as even before entering Earth's atmosphere, his fleet came under fire from the ion cannon. It was revealed that not only was the indigenous population capable of large-scale resistance, but that Ichor concentrations were far below expectations. Despite warnings from the Mothership, the Scrin superior Supervisor ordered to proceed with diversionary tactics against humanity. 371 destroyed London and Munich, relegating other attacks to the AI.
As human resistance stiffened, it became apparent that the Ichor detonation was not only premature, but a deliberate act of some actor on Earth. In accordance with the Supervisor's orders (and against the advice of his AI), 371's forces went to Croatia, on the edge of the blast zone. Despite large scale GDI and Nod resistance, 371 managed to capture Nod buildings containing evidence as to the perpetrator of the Ichor LQ detonation.
It was revealed by the Supervisor that Kane, the being who had caused the detonation, already existed in the Scrin's data core, but his genetic material was unknown even to the Scrin. The AI suggested an evacuation, as GDI had begun to destroy the Threshold Towers. If they succeeded, 371 would be trapped on Earth and die. However, the Supervisor ordered 371 to continue his investigation, additionally order 371 to "reformat your ship" when the AI disagreed. 371, and the entire harvesting operation was considered expendable. At that moment, the AI informed 371 that communications with the Supervisor were "lost"; and now, his sole priority was escape. 371 guarded Threshold Assembly 19 fiercely until completion; shortly thereafter he escaped aboard his Mothership.
Upon successful evacuation, 371's link with the Supervisor was restored. Communicating with the Overlord, the Supervisor accused 371 of disobedience. However, the Overlord's only response was "Prepare a full Invasion Force. Earth will fall."
Personality: N/A, as the Foreman is meant to represent the player character, he has no real personality. He basically does whatever the mission calls for, whatever his AI advises, or what the Supervisor tells him… until those orders become about sacrificing himself, at which point he takes his ships advice and flees. So, I guess one aspect of his personality we DO know is that he isn't willing to sacrifice his life pointlessly. Other then that, the Foreman is basically a mystery.
--Style of Leadership: Direct / Lead from the Back: The 371 gives orders from his mothership, overlooking the battlefield from a distance. 371 gives orders, and the Scrin follow, simple as that.
X-Factors: Again, this is very problematic, as the Foreman is a representation of the Player, and thus would vary wildly among individuals with different plays styles. Some may play the Foreman as tactical genius, flanking enemies, cutting off support; or they may play him as someone who Zerg Rushes his enemies and tries to crush them with numbers. The Foreman himself has very little in the way of personality, and he only appears in one game.
The result is many X-Factors will be N/A. Any that are filled in will come from what we can gleam through cutscenes and dialogue (from others, as the Foreman doesn't seem to speak).
--Adaptive creativity: N/A
--Tactics: N/A
--Strategy: N/A
--Intuition: N/A (Though his ship seems to know when something is a trap, is to dangerous, or when the mission is a lost cause.)
--Audacity: N/A
--Psychological warfare: N/A
--Intelligence: N/A
--Experience: N/A (Although we know the Foreman has faced semi-advanced humans thanks to the Tiberium wars, we know nothing of his past)
--Discipline: 85: Actually pretty good, even when things are going utterly pear shaped and the unexpected keeps getting thrown at him, the Foremen never seems to loose his cool; even when facing a force far stronger then was expected. The only time he breaks rank was when he was told to stay behind and die for a mission, which, upon advice from his ship's AI, he promptly ignored.
--Leadership: 99: Very high, given his troops cannot defy him, he can build as many has he likes if he has the resources, and he's got an intelligent AI to help him out.
--Corruption: Inapplicable: The Foreman isn't doing this to be malicious. He doesn't desire the death of all life nor does he take joy in the deaths he is causing. This is just his job. The Scrin need the Tiberium, and he's in charge of directing the recovery of said Tiberium. His battles aren't personal, his enemies are just in his way.
ARMY X-FACTORS:
--Morale: 99: Scrin show no fear, always following the orders of their Foremen without question, even if those orders will result in their death. The Foremen are equally fearless (though they tend to have less to fear), however they will retreat if the situation is totally, unabashedly hopeless.
--Logistics: 55: Tiberium, Tiberium, of for the want of Tiberium. Yeah, thats sort of the theme with these guys; they need Tiberium for close to everything they do, and most of their logistics will revolve around this one element. That means if they planet they fight on has little to no Tiberium, they will be forced to rely on off-world supplies. Only because they can use the enemy in some of their units, and slight modification of geography raises their score from a bare 50 (and even then it's not much).
--Espionage: 35: Very low here, as the Scrin make little attempt to hide their presence or what they're doing. Given that they're a race of monstrous looking space insects, they tend to attract a bit of attention. The only thing that raises this up is that they can use scouts for recon, and that some of their units can use mindcontrol in the midsts of battle. Still, very poor.
--Discipline: 99: The Scrin units are pretty much under the total command of the Foremen. They can't really disobey them, and they don't seem inclined to try. That said, the Foremen do have free will and can disregard an order (See Foreman 371) but for the most part they are loyal soldiers/automatons in the chain of command executing their masters will.
--Army intimidation: 80: Don't get me wrong, they're big bug monsters and that can certainly freak someone out, especially some of their larger more monstrous creations (bugs sown to people's heads or skyscraper sized spiders). But compared to things like the Tyranids, the Flood, or the Zerg, they fall short. Still scary then more normal looking foes (say Eldar or UNSC) though.
Reinforcement rate: Variable: They can teleport more units in with the use of their Portals, but how many they'll be able to make on the planet will depend on the resources they are able to gather to make more. The more resources (esp. Tiberium) can result in a very high reinforcement rate. Low resources/Tiberium means very few, forcing them to rely on help via the portals.
ADDITIONAL FACTORS:
-Disintegrate when killed: Scrin units disintegrate when killed (with rare exceptions like the Annihilator Tripod) and as such cannot be used to give enemies biomass or resources.
-Portal Travel: Scrin units can often be teleported directly to the battlefield from long distances, as can supplies, making it difficult to damage the Scrin logistically.
-Tiberium Healing: The radiation given off by Tiberium may be lethal to other living creatures, but to Scrin its practically like Spinach to Popeye; healing their wounds and increasing their strength.
-Tiberium Reliant: Everything the Scrin do revolves around this one element. Without it, the Scrin will have to rely on off-world supplies. If anyone figures out that the Scrin require this particular element, targeting it is a great way to hamper the Scrin war machine.
-Cult of the Reaper: The Cult of the Reaper is an enforcer caste of the Scrin, whose mission is to eliminate anyone and anything (even whole worlds) that stands in the way of the Scrin and dare hinder harvesting progress. Throughout the galaxy, the Reaper cult is infamous for its unspeakable atrocities. Their typical style is using Tiberium-based weaponry and brute force to subjugate the enemy. Religious undertones also appear in the Cult's conduct, perhaps similar to Nod's own use of religion.
The cult appears to be divided into various sects. The 17th sect is known to be even more violent than what is typical of the cult, practicing self-mutilation and extensive Tiberium augmentation resulting in rampant mutation and insanity. The Tiberium enhancement does make Reaper-17 one of the strongest sects but they are usually shunned by the other Scrin, who view their self flagellation and prominent Tiberium augmentation as highly unnecessary.
The Cult seem to value Tiberium even more than other Scrin Races (whose sole purpose in coming to Earth was to harvest the "Ichor", as Tiberium is known in their language). Reaper-17 Harvesters, for instances, possess a Built-In Shield Generator, which does not need to be researched unlike other Shields. They also utilize advanced Growth Accelerators known as Growth Stimulators, which provide a trickle of credits, as well as speeding up Tiberium Re-growth. Note that Reaper-17 is the only sect which humans have come into contact with, and this may not be the case for the rest of the caste.
-Reaper 17: Reaper-17 is a sub-faction of the Scrin. They are the 17th (and most violent) sect of the Cult of the Reaper. Like the rest of the cult its goal is to aggressively destroy anything that hinders progress. This sect specializes in ground warfare. Among the Scrin, Reaper-17 is an outcast sect of the Scrin society. They self-mutilate their bodies and are heavily mutated. Their insanity, violence, and cruelty is perhaps a result of excessive Tiberium infusion. Nevertheless, they are an important part of harvesting operations, due to their strength and brutality, in case the indigenous population resisted more than expected.
-Reaper 17 Combat Doctrines: Focusing on heavy armor, more powerful weapons, and better-protected harvesters, Reaper-17 utilizes few aerial units and does not make use of the Mastermind. Reaper-17 lacks any subfaction-specific infantry unlike the other subfactions. They make use of Shard Walkers as opposed to Gun Walkers; Shielded Harvesters as opposed to regular Harvesters, and the Reaper Tripod. They make regular use of Growth Stimulators. They use Shock Pods to deploy veteran Shock Troopers. They can upgrade Reaper Tripods and Devourer Tanks with Conversion Reserves to let them storm more Tiberium. They can give Seekers and Plasma Missile Batteries Shard Launcher upgrades, letting them use more powerful Tiberium shard weaponry to replaced the plasma disk launchers. Finally, they give Shard Walkers and Ravagers powerful Blue Tiberium shard launchers to replace their weaker green shards.
-Cult of the Traveler: Traveler, sometimes called the cult of Traveler, is a Scrin sect that specializes in covert actions, providing their society with intelligence operatives. Such operations include spying, infiltration, and sabotage. Their main goal is not to directly engage an enemy, but to infiltrate and subvert through mind-control. Through this method they hope to destabilize an enemy culture. To further this goal, Traveler has also placed their attention to improving the Mastermind through genetic modification.
-Traveler 59: Traveler-59 is a sub faction of the Scrin, with a focus on speed and mind control. It is the 59th and newest sect of the Traveler, a Scrin caste that can be analogous to an intelligence agency. Sect 59 lacks any battle experience, but has the newest mind control technology. Among this technology is the creation of Cultists, using the Prodigy's offspring and a human host to create a subservient mind controlling force.
-Traveler 59 Combat Doctrine: Traveler-59 sacrifices brute force in favour of a more finessed combat methodology, leaning heavily on their teleportation and mind-control abilities. Because of these doctrines, the Traveler Sect focuses on infantry and has a significantly faster but weaker air force. However, the subfaction's focus on these tactics means it does not build Devourer Tanks. Because their bulk would hinder their speed, Traveler-59 also does not use force field generators, which leaves their air force vulnerable to being destroyed by EMP control centers. Their arsenal is composed mainly of mind control units like the Cultist and Prodigy, as well as the Eradicator Hexapod. They also make great use of Temporal Wormholes. They can upgrade their Buzzers with Advanced Articulators, and increase the speed of Devastator Warships and Planetary Assault Carriers with Traveler Engines.
-Of course, not all Scrin fall into those two subfactions.
Motivation: Tiberium Harvesting: All the Scrin want is Tiberium, its why they came to Earth in the first place. They aren't looking to enslave the universe or destroy it, they just want to mine Tiberium. Now, granted, they love Tiberium so much they're more then willing to launch a full on invasion to secure it, but as far as goals go, theirs are relatively small and simple.
VICTORY GAINS:
-The Scrin come to a planet for one thing: Tiberium. It is the lifeblood of their empire, their armies, and their facilities. The Scrin will be looking to harvest any and all Tiberium found on a planet.
-While they have little interest in enemy technology, they have occasionally used enemies for experimentation (the Cultist being the direct result of one such experiment), so it is possible they will take a few enemies with them for such purposes. That said, they are mostly here for minerals, and this will be the lowest/rarest of the gains.