We have prepared several overviews of all the five factions of Shattered Paradise, with these we hope to familiarize newcomers with the arsenal that this mod brings.
This is the overview of the Scrin arsenal. To see the arsenals of the other 4 factions, proceed to the corresponding articles.
To look up the desired unit, use the "Find..." function of your browser.
Buildings
Generator
Requirements: None
Cost: $400
Power: 150
Time: 00:10
- Provides power for other structures
Landing Zone
Requirements: Generator
Cost: $500
Power: -20
Time: 00:12
- Produces infantry
- Heals infantry in a certain radius around itself
- Multiple Landing Zones increase production speed
Tiberium Refinery
Requirements: Generator
Cost: $1500
Power: -30
Time: 00:36
- Processes raw tiberium into usable resources
- Stores $4000
Forge
Requirements: Tiberium Refinery
Cost: $2000
Power: -30
Time: 00:48
- Produces vehicles
- Multiple Forges increase production speed
Maintenance Depot
Requirements: Forge or Stargate
Cost: $900
Power: -30
Time: 00:22
- Can repair vehicles for a cost
- Applying a repair command to the vehicle will send it to the nearest service depot
Radar
Requirements: Tiberium Refinery
Cost: $1500
Power: -50
Time: 00:36
- Provides access to tier 2
- Enables minimap
- Detects stealth
- Requires power to operate
Stargate
Requirements: Radar
Cost: $500
Power: -20
Time: 00:12
- Produces and rearms aircraft
- Multiple Stargates increase production speed
Laboratory
Requirements: Radar
Cost: $2000
Power: -200
Time: 00:48
- Provides access to tier 3
Reality Destabilizer
Requirements: Laboratory
Cost: $1500
Power: -150
Time: 00:36
- Provides access to Reality Destabilization support power
- Requires power to operate
Defensive Buildings
Energy Wall
Requirements: None
Cost: $100
Power: N/A
Time: 00:03
- Stops infantry, vehicles and blocks enemy fire
Energy Gate
Requirements: None
Cost: $50
Power: N/A
Time: 00:02
- Automated barrier that opens to friendly units
Ichor Waste Turret
Requirements: Landing Zone
Effective against: Infantry
Cost: $800
Power: -20
Time: 00:20
- Irradiates the impact area
- Can mutate killed units
- Detects stealth
- Does not require power to operate
Shield Generator
Requirements: Radar
Cost: $1000
Power: -50
Time: 00:24
- Creates shields around nearby friendly ground units
- Shields can absorb 4 shots of any weapons
- Shields don't protect from superweapons
- Requires power to operate
Visceroid Hive
Requirements: Laboratory
Effective against: Ground targets
Cost: $1500
Power: -50
Time: 00:36
- Throws visceroids at enemy units
- Requires power to operate
Tractor Beam
Requirements: Radar
Effective against: Aircraft
Cost: $800
Power: -20
Time: 00:20
- Requires power to operate
Stasis Field Generator
Requirements: Radar
Cost: $1500
Power: -150
Time: 00:36
- Fires a pulse blast which disables all vehicles and buildings in the area
- Hover units located on water will be destroyed
- Requires power to operate
- Cannot be disabled
Signal Transmitter
Requirements: Supercomputer
Cost: $2500
Power: -200
Time: 01:00
- Provides access to the Wrath of the Creator
- Requires power to operate
Infantry
Razorshark
Requirements: None
Effective against: Infantry
Cost: $80
Time: 00:02
- Absorbs healing essence from killed enemy units
- Immune to radiation
- Does not receive damage from tiberium fields
- Crush class: crushable
Legionnaire
Requirements: None
Effective against: Vehicles, Aircraft
Cost: $300
Time: 00:08
- Absorbs healing essence from killed enemy units
- Does not receive damage from tiberium fields
- Crush class: crushable
Shapeshifter
Requirements: None
Effective against: Buildings
Cost: $500
Time: 00:12
- Can capture neutral and enemy buildings
- Can repair friendly buildings
- Does not receive damage from tiberium fields
- Crush class: crushable
Essence Collector
Requirements: Maintenance Depot
Cost: $300
Time: 00:08
- Attacks don't deal damage and absorb healing essence from enemy units
- Can hover over water, veins and other obstacles
- Does not receive damage from tiberium fields
- Crush class: crushable
Plague Trooper
Requirements: Radar
Effective against: Ground targets
Cost: $400
Time: 00:10
- Projectiles bounce off targets and poison them, making them lose health over time
- Absorbs healing essence from killed enemy units
- Does not receive damage from tiberium fields
- Crush class: uncrushable
Colossus
Requirements: Laboratory
Effective against: Infantry
Cost: $800
Time: 00:20
- Emits electricity when deployed, dealing damage to all units around itself
- Absorbs healing essence from killed enemy units
- Does not receive damage from tiberium fields
- Crush class: uncrushable
Vehicles
Harvester
Requirements: None
Cost: $1000
Time: 00:24
- Harvests tiberium
- Immune to veins
- Can crush infantry
- Cannot be mindcontrolled
Ichor Walker
Requirements: None
Effective against: Infantry
Cost: $700
Time: 00:17
- Irradiates the impact area
- Absorbs healing essence from killed enemy units
- Can mutate killed units
- Immune to radiation
- Can crush infantry
Hover Tank
Requirements: None
Effective against: Vehicles
Cost: $900
Time: 00:22
- Absorbs healing essence from killed enemy units
- Can hover over water, veins and other obstacles
Glider
Requirements: Radar
Effective against: Infantry, Aircraft
Cost: $800
Time: 00:20
- Can only attack aircraft when not deployed
- Can attack ground targets and can't attack aircraft when deployed
- Absorbs healing essence from killed enemy units
- Can hover over water, veins and other obstacles
Guardian
Requirements: Maintenance Depot
Cost: $650
Time: 00:16
- Creates shields around nearby friendly ground units
- Shields can absorb 4 shots of any weapons
- Shields don't protect from superweapons
- Absorbs healing essence from killed enemy units
- Can crush infantry
Subjugator
Requirements: Laboratory
Cost: $1400
Time: 00:34
- Can mindcontrol up to 3 enemy vehicles
- Absorbs healing essence from killed enemy units
Annihilator Tripod
Requirements: Laboratory
Effective against: Infantry, Buildings
Cost: $1400
Time: 00:34
- Absorbs healing essence from killed enemy units
- Can crush infantry
Aircraft
Stormrider
Requirements: None
Effective against: Vehicles, Aircraft
Cost: $800
Time: 00:20
- Can fire while moving
- Absorbs healing essence from killed enemy units
Transport Ship
Requirements: Maintenance Depot
Cost: $800
Time: 00:20
- Can carry 3 vehicles or 10 infantry units
Destroyer
Requirements: Radar
Effective against: Ground targets
Cost: $1350
Time: 00:33
- Absorbs healing essence from killed enemy units
Assault Carrier
Requirements: Laboratory
Effective against: Vehicles, Aircraft
Cost: $2200
Time: 00:53
- Sends fighters at targets
- Absorbs healing essence from killed enemy units
- Detects stealth
Battlecruiser
Requirements: Reality Destabilizer
Effective against: Ground targets
Cost: $4000
Time: 01:36
- Maximum supply of 1
- Selfrepair up to 100%
- Absorbs healing essence from killed enemy units
Host Station
Requirements: None
Cost: $2000
Time: 00:48
- Provides build radius
- Has more health when deployed
- Multiple Host Stations increase production speed