• Register
Post feature Report RSS Shattered Paradise: Mutants Overview

A list that will introduce you to the Mutants' arsenal of Shattered Paradise.

Posted by on

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 Mutants' 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


Power Plant

Power Plant

Requirements: None

Cost: $300
Power: 100
Time: 00:08

  • Provides power for other structures

Armory

Armory

Requirements: Power Plant

Cost: $500
Power: -20
Time: 00:12

  • Arms infantry
  • Heals infantry in a certain radius around itself
  • Multiple Armories increase production speed

Tiberium Refinery

Tiberium Refinery

Requirements: Power Plant

Cost: $1500
Power: -30
Time: 00:36

  • Processes raw tiberium into usable resources
  • Stores $1000

War Factory

War Factory

Requirements: Tiberium Refinery

Cost: $2000
Power: -30
Time: 00:48

  • Produces vehicles
  • Multiple War Factories increase production speed

Service Depot

Service Depot

Requirements: War Factory or Helipad

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

Radar

Requirements: Tiberium Refinery

Cost: $1500
Power: -50
Time: 00:36

  • Provides access to tier 2
  • Enables minimap
  • Detects stealth
  • Requires power to operate

Helipad

Helipad

Requirements: Radar

Cost: $500
Power: -20
Time: 00:12

  • Produces and rearms aircraft
  • Multiple Helipads increase production speed

Forgotten Hall

Forgotten Hall

Requirements: Radar

Cost: $2000
Power: -200
Time: 00:48

  • Provides access to tier 3

Mother Veinhole

Mother Veinhole

Requirements: Forgotten Hall

Cost: $1500
Power: -150
Time: 00:36

  • Provides access to Veinhole Spawn support power
  • Requires power to operate

Defensive Buildings


Wall

Wall

Requirements: None

Cost: $100
Power: N/A
Time: 00:03

  • Stops infantry, vehicles and blocks enemy fire

Gate

Gate

Requirements: None

Cost: $50
Power: N/A
Time: 00:02

  • Automated barrier that opens to friendly units

Bunker

Bunker

Requirements: Armory

Effective against: Infantry

Cost: $500
Power: N/A
Time: 00:12

  • Can be garrisoned with up to 5 infantry units
  • Detects stealth if garrisoned
  • Comes with a marauder inside
  • Does not require power to operate

Forgotten Cannon

Forgotten Cannon

Requirements: War Factory

Effective against: Vehicles

Cost: $500
Power: N/A
Time: 00:12

  • Detects stealth
  • Does not require power to operate

Flak Station

Flak Station

Requirements: War Factory

Effective against: Aircraft

Cost: $800
Power: N/A
Time: 00:20

  • Does not require power to operate

Tiberium Silo

Tiberium Silo

Requirements: Tiberium Refinery

Cost: $200
Power: -10
Time: 00:05

  • Stores $3000

EMP Cannon

EMP Cannon

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

Tunnel Network

Tunnel Network

Requirements: Radar

Cost: $500
Power: N/A
Time: 00:12

  • Instantly transports units to the other tunnel network marked as primary
  • Does not require power to operate

Meditation Hall

Meditation Hall

Requirements: Forgotten Hall

Cost: $2500
Power: -200
Time: 01:00

  • Provides access to the Ion Storm
  • Requires power to operate

Infantry


Marauder

Marauder

Requirements: None

Effective against: Infantry

Cost: $150
Time: 00:04

  • Can deploy to increase health and attack range
  • Heals in tiberium
  • Crush class: crushable

Tiberian Fiend

Tiberian Fiend

Requirements: None

Effective against: Vehicles, Aircraft

Cost: $250
Time: 00:06

  • Heals in tiberium
  • Crush class: crushable

Engineer

Engineer

Requirements: None

Effective against: Buildings

Cost: $500
Time: 00:12

  • Can capture neutral and enemy buildings
  • Can repair friendly buildings
  • Heals in tiberium
  • Crush class: crushable

Skirmisher

Skirmisher

Requirements: Radar

Effective against: Infantry, Buildings

Cost: $200
Time: 00:05

  • Irradiates the impact area
  • Has a minimum attack distance
  • Immune to radiation
  • Heals in tiberium
  • Crush class: crushable

Tyrant

Tyrant

Requirements: Forgotten Hall

Effective against: Vehicles, Aircraft

Cost: $450
Time: 00:11

  • Can buff nearby friendly units giving them 20% of extra attack speed and move speed but making them receive 20% more damage
  • Buff lasts 15 seconds
  • Heals in tiberium
  • Crush class: crushable

Lyra the Storm Caller

Lyra the Storm Caller

Requirements: Forgotten Hall

Effective against: Ground targets

Cost: $1500
Time: 00:36

  • Maximum supply of 1
  • Has a strong AoE attack
  • Heals in tiberium
  • Cannot be mindcontrolled
  • Crush class: crushable

Vehicles


Harvester

Harvester

Requirements: None

Cost: $1000
Time: 00:24

  • Harvests tiberium
  • Immune to veins
  • Can crush infantry
  • Cannot be mindcontrolled

Quad Cannon

Quad Cannon

Requirements: None

Effective against: Infantry, Aircraft

Cost: $600
Time: 00:15

  • Detects stealth
  • Can crush infantry

Lynx

Lynx

Requirements: None

Effective against: Vehicles

Cost: $700
Time: 00:17

  • Can crush infantry

Battle Bus

Battle Bus

Requirements: Armory

Effective against: Everything (Garrisonable)

Cost: $500
Time: 00:12

  • Can fit up to 5 infantry units
  • The passengers can from the inside of the bus

Tiberian Bull

Tiberian Bull

Requirements: Radar

Effective against: Ground targets

Cost: $800
Time: 00:20

  • Attacks reduce damage resistance of the target by 15%
  • Can mutate killed units
  • Heals in tiberium (even in combat)
  • Immune to radiation
  • Immune to EMP

Irradiator MLRS

Irradiator MLRS

Requirements: Forgotten Hall

Effective against: Infantry, Buildings

Cost: $800
Time: 00:20

  • Deals AoE damage
  • Irradiates the impact area
  • Has a minimum attack distance
  • Can mutate killed units
  • Immune to radiation
  • Can crush infantry

Ravager

Ravager

Requirements: Forgotten Hall

Effective against: Ground targets

Cost: $1200
Time: 00:29

  • Heals in tiberium
  • Immune to EMP

Demotruck

Demotruck

Requirements: Forgotten Hall

Effective against: Everything

Cost: $2500
Time: 01:00

  • Explodes when ordered to deploy
  • The explosion irradiates the area
  • Can hover over water, veins and other obstacles

MCV

MCV

Requirements: Service Depot

Cost: $2000
Time: 00:48

  • Provides build radius
  • Has more health when deployed
  • Multiple Construction Yards increase production speed
  • Can crush infantry
  • Cannot be mindcontrolled

Aircraft


Gargoyle

Gargoyle

Requirements: None

Cost: $1400
Time: 00:34

  • Detects stealth

Carryall

Carryall

Requirements: Service Depot

Cost: $600
Time: 00:15

  • Can carry a vehicle

Queen

Queen

Requirements: Service Depot

Cost: $1200
Time: 00:39

  • Lays eggs when ordered to deploy
  • Upon hatching, eggs release crabs that are hostile to everything
  • Can mutate killed units

Falcon

Falcon

Requirements: Forgotten Hall

Cost: $2000
Time: 00:48

  • Drops bombs which on impact release tiberium gas that damages nearby units
  • Moves at high speed until it has dropped the payload
  • Has no vision at high speed
  • Can mutate killed units
Post comment Comments
TAK02
TAK02 - - 584 comments

WOO! Update!

Tho... y no ingame screenies?

Reply Good karma Bad karma+1 vote
Windawz Author
Windawz - - 5 comments

Well, it's merely an overview of unit stats. For now you can check the images section or look up FiveAces' youtube channel to watch some of his casts if you want to see the game itself.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: