Tiberium Crisis will reconstruct C&C3; and part of C&C4; on the old but flexible engine and create a new storyline and factions to bring an end to the Tiberium Age. There are 20 missions roughly resembles the vanilla C&C3; and Kane’s Wrath storyline with 8 original End of Tiberium missions. 15 playable factions in Skirmish including the classic Allies, Soviet and Yuri. The brand new End of Tiberium missions will be fun and will be completely different from the widely criticised C&C4; stroyline. Want to lead GDI to end the Tiberium threat once and for all? Or become a loyal follower of Kane and accomplish his ascension? Or take a massive Scrin fleet and conquer the Earth? The choice is yours.

Report RSS Scrin: Infantry List

All Information regarding Tiberium Crisis's Scrin Infantry.

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Infantry List


Buzzer

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Buzzers are one of the least understood Scrin units. Little is known about them other than they appear to be the aliens' basic infantry unit. And according to information gleaned from those fortunate enough to have survived an encounter, they are described as "clouds of razor sharp buzzing things."

  • Affiliation: Scrin
  • Cost: $150
  • HP: 107
  • Armour: Light
  • Weapon: Razor blades
  • Anti what: Infantry
  • Tech Level: 1
  • Speed: 80
  • Abilities: Combine with Vehicle, Clear garrisoned structures


Disintegrator

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The Disintegrators were metallic creatures with insectoid legs and a head in the shape of a gun. Apparently, they were bio-mechanical constructs designed specifically for anti-armor purposes. They were able to decimate enemy vehicles using a powerful cutting beam fired from their head. When crushed, they explode, damaging enemies in the vicinity.

  • Affiliation: Scrin
  • Cost: $300
  • HP: 180
  • Armour: Light
  • Weapon: Plasma cutter
  • Anti what: Vehicles
  • Tech Level: 1
  • Speed: 50
  • Abilities: Inflicts damage when run over


Assimilator

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As their name suggests, the Assimilators are bio-mechanical constructs designed to assimilate alien technologies. Similar to human combat engineers, they are capable of repairing friendly structures, as well as capturing structures and walker husks, even those of human origin. When immobile, they are capable of turning invisible.

  • Affiliation: Scrin
  • Cost: $500
  • HP: 90
  • Armour: Light
  • Weapon: None
  • Anti what: None
  • Tech Level: 1
  • Speed: 30
  • Abilities: Capture neutral structures, Repair structures, bridges and wreckage; Stealthed when standing


Shock Trooper

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Shock troopers are armed with a beam weapon by default, which is capable of taking on light human ground vehicles. When upgraded with plasma discs, they are even more dangerous and are able to attack aircraft.

  • Affiliation: Scrin
  • Cost: $800
  • HP: 450
  • Armour: Light
  • Weapon: Plasma beam
  • Anti what: Vehicles and Aircraft
  • Tech Level: 2
  • Speed: 50
  • Abilities: Teleportation Upgrade, Plasma Disc Launchers Upgrade


Ravager

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These creatures are quadrupedal biomechanical constructs, that literally have green Tiberium crystals growing on them. They have been reported to be one of fastest Scrin units encountered to date. The Ravager attacks by flinging Tiberium shards at its target in a manner similar to Canis tiberius.

  • Affiliation: Scrin
  • Cost: $1200
  • HP: 600
  • Armour: Light
  • Weapon: Tiberium shards
  • Anti what: Infantry and Vehicles
  • Tech Level: 3
  • Speed: 70
  • Abilities: Tiberium Agitation, Range Boost (Traveler - 59 Upgrade)


Mastermind (Only can build one)

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Masterminds, like many Scrin units, resemble insects and have a rounded shape that makes them physically larger. The name of these rarely-encountered alien units is derived from their unique abilities that were initially believed to be derived from extreme psychic acuity, but now has been confirmed to be caused by a piece of Scrin technology known as a "Manipulator Device."

  • Affiliation: Scrin (Except Reaper - 17 and Traveler - 59)
  • Cost: $2000
  • HP: 600
  • Armour: Light
  • Weapon: Mind control Disintegrator
  • Anti what: None
  • Tech Level: 3
  • Speed: 50
  • Abilities: Control enemy units, Blink pack, Teleport friendly units (requires a Signal Transmitter)


Cultist

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The cultists are a fusion of two organisms; a captured human and a Prodigy parasite fused to their brain. The parasite overwhelms the emotional and logic centers of the brain, destroying the human's personality and turning them into just another member of the Cult of Traveler.

  • Affiliation: Traveler - 59
  • Cost: $1000
  • HP: 310
  • Armour: Light
  • Weapon: Mind control Disintegrator
  • Anti what: None
  • Tech Level: 2
  • Speed: 60
  • Abilities: Control enemy units


Prodigy (Only can build one)

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A highly modified version of the Mastermind, it can mind control several units in a single area. Highly effective, it could mind control an entire population within days of arriving. It still retains the ability to control a single unit, and can be used at the same time as its area ability, if need be.

  • Affiliation: Traveler - 59
  • Cost: $2000
  • HP: 600
  • Armour: Light
  • Weapon: Mind control Disintegrator
  • Anti what: None
  • Tech Level: 3
  • Speed: 50
  • Abilities: Control enemy units, Blink pack, Area of Effect Mind Control (requires a Technology Assembler), Teleport friendly units (requires a Signal Transmitter)


--- Edit by AutoGavy on July 30th, 2020

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