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The wormhole power is available to the Scrin and the Traveler-59 sect, so long as they have a Signal Transmitter built on the battlefield.

Game effect

When activated, the Foreman designates two points on the battlefield which are then connected by a sub-space wormhole. Ground units ordered to enter one of these points will be instantly transported to the other. However, enemy ground forces can also use the Wormhole. This wormhole lasts for 25 seconds before collapsing. This power costs $2000 to use and has a 4:00 cooldown timer.

One common and effective strategy is to place a Wormhole close to an enemy Construction Yard or Drone Platform, then transport a Mastermind or Prodigy to instantly mind control it, which can then be either sold or even transported into the safety of the Scrin base, granting the Scrin access to another arsenal. While expensive, this removes the enemy's ability to build and expand, often to the frustration of human players.

Role in Global Conquest

The Wormhole exists as a support power in the global map, which requires a Threshold tower Strategic Structure in order to be used. It has a longer range than the regular Wormhole (in fact, worldwide) and the power itself costs nothing (though using one to transport a strike force costs 1000 credits). Only Scrin forces are able to use the Wormhole.

Changelog

  • Tiberium Wars patch 1.05: units affected by the Mothership's catalyst cannon now lose their explosive properties if teleported via the Teleport Units ability or the Wormhole support power.
  • Kane's Wrath (released version 1.00): icon changed to that used in the Global Conquest mode
  • Kane's Wrath patch 1.02: units will no longer retain the Mothership catalyst effect when transported through a wormhole

Trivia

  • For unknown reasons, possibly logic errors in coding, wormholes also connect to the subway entrance. Thus, any units garrisoning in the subway system can be ordered to exit from a wormhole.
CNCKW Scrin logo.png Scrin Third Tiberium War Arsenal CNCKW Scrin logo.png
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