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Brood War FAQ
made by Kildread2 (Kildread2@hotmail.com)
Updated 2K/08/15
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***SPECIAL NOTICE***
"My E-Mail address is ONLY to be used by people who have worthwhile
contributions or comments even questions, this address is NOT to be used as a
mean of advertisement, I DON'T CARE ABOUT WHAT YOU OFFER!!! I do FAQs for
nothing, just to help gamers, so you have no reasons to advertise me!! If this
continues, I may undertake serious accusations toward any webmaster or site
guilty of this." Clear?!?!
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Contents:
1. Updates
2. Introduction
3. Special Terms
4. Species Overview
1. Terran Overview
2. Zerg Overview
3. Protoss Overview
5. Terran Units & Abilities
1. SCV
2. Marine
3. Firebat
4. Ghost
5. Medic
6. Vulture
7. Siege Tank
8. Goliath
9. Wraith
10.Dropship
11.Science Vessel
12.Battlecruiser
13.Valkyrie Frigate
6. Zerg Units & Abilities
1. Broodling
2. Drone
3. Zergling
4. Hydralisk
5. Lurker
6. Scourge
7. Overlord
8. Mutalisk
9. Guardian
10.Devourer
11.Queen
12.Ultralisk
13.Defiler
14.Infested Terran
7. Protoss Units & Abilities
1. Probe
2. Zealot
3. Dragoon
4. High Templar
5. Archon
6. Dark Templar
7. Dark Archon
8. Shuttle
9. Reaver
10.Observer
11.Scout
12.Carrier
13.Arbitrer
14.Corsair
8. Terran Heroes & Stats
1. Gui Montag
2. Civilian
3. Sarah Kerrigan
4. Alan Schezar
5. Jim Raynor (Vulture)
6. Jim Raynor (Marine)
7. Tom Kazansky
8. Magellan
9. Edmund Duke
10.Hyperion
11.Norad II
12.Samir Duran
13.Alexei Stukov
9. Zerg Heroes & Stats
1. Torrasque
2. Matriarch
3. Infested Kerrigan
4. Unclean One
5. Hunter Killer
6. Devouring One
7. Kulkuza (Mutalisk)
8. Kulkuza (Guardian)
9. Yggdrasil
10.Infested Duran
10. Protoss Heroes & Stats
1. Dark Templar
2. Zeratul
3. Tassadar/Zeratul (Archon)
4. Fenix (Zealot)
5. Fenix (Dragoon)
6. Tassadar
7. Mojo
8. Warbringer
9. Gantrithor
10.Danimoth
11.Artanis
11.Conclusion
12.Credits & Legal Stuff
PS: sections with a * are not completed yet...
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1. Updates
2K/08/15 : Corrected quotes for the Battlecruiser, Arbitrer, Civilian & Edmond
Duke's quotes. (Thanks to Daniel Pollitt for those)
2K/08/06 : Added different strategies, facts for the following units: Vulture,
Medic, Marine. (Thanks to Leon Chen for those)
2K/07/28 : Corrected the Explosive Damage section... thank to Lord Venom for
this.
2K/06/22 : Correction 2 quotes for the Valkyrie. (Thanks to Drew Brommelhoff
for those)
2K/04/10 : Changed/Corrected various quotes. (Thanks to Patrick for those)
2K/03/17 : Added a site to the Disclaimer.
2K/02/28 : Looks like those quotes wil never be perfect.... Corrected quotes in
the Medic and Science Vessel. (Thanks to Bill William for those)
2K/02/25 : Corrected or added quotes for the Marine, SCV, Science Vessel,
Valkyrie, Infested Terran. (Thanks to JEJ93 for those).
2K/02/19 : Corrected a quote to the Goliath (Thanks to Tairc for this).
2K/02/18 : Added a site to the Disclaimer.
2K/01/04 : Corrected a Wraith and Corsair quote (Thanks to Brian McKay for
those)
2K/01/28 : Removed another site from the disclaimer and added a new one. Thanks
to Andreas Steiner for teling me the meaning of "Jawohl" for the Valkyrie, it's
German and it means yes.
2K/01/14 : Removed a site from the disclaimer for cause of posting FAQs without
permission from other FAQ writers.
2K/01/13 : Just re-arranged the display of the FAQ so it doesn't appear all
screwed up on my screen. (You won't see any difference but I will.)
99/12/26 : Added some possiblities of corrections for the following units (All
thanks to Fredrik Lindh): 1 quote for the Wraith, 1 for the High Templar.
Also added some corrections for the Dark Templar quotes, Carrier quotes and
changed the ArbitRer name to Arbiter. (Those were submitted by Stephanus
Rudiyanto Natari).
99/12/19 : Warpfox just submitted a passibility for a quote for the Corsair. So
it may be this or not, I started this once I got some mail telling me that my
quote corrections weren't always right and from a suggestion from Neo
Drakshadow.
99/12/17 : It's been a long time, but I received some more corrections of
quotes, corrected the following: 2 quotes for the Valkyrie, 1 quote for the
Wraith, 1 quote for the Ghost, 1 quote for Sarah Kerrigan, 1 quote for the
Carrier, 1 quote for the Dark Templar. All thanks to Drew Brommelhoff for these
corrections!
99/10/18 : Corrected 2 quotes for Duke and Norad II. (Thanks to Danny Nhung for
this)
99/10/17 : Added a site in the disclaimer.
99/10/11 : (All of the following is thanks to James Chang) Modified the
following Heroes descriptions : Magellan , Tom Kazansky , Alan Schezar , Mojo ,
Danimoth and Hunter Killer.
99/10/10 : Corrected a quote for Edmund Duke (Thanks to Jeremy Harris for this)
99/10/08 : Made the special notice at the beginning of the FAQ. YOU MUST READ
IT.
99/10/07 : Changed a quote for the Siege Tank (Thanks to Alex Qian for this).
99/10/06 : Made the following corrections (All thanks to S. Lee for all of
this) : Changed damage for Air Damage for Artanis and Mojo (they fire 2
missiles that's why it's 2x times stronger), changed Fenix (Dragoon) cooling
rate (He fires 2 times in a row THEN he cool down), corrected one of Artanis
quote, added a weakness to the Carrier, added something about the Maelstrom
ability, added something about the Stasis Field ability, added a strength of
the Firebat. Well, that's all!!!
Oh yeah... Added CheatPlanet to the Disclaimer section (there goes my saying
about not adding anyone...)
99/10/02 : Finished the Protoss Heroes section with Danimoth and Artanis. This
FAQ is now considered complete. I won't had any new sections, but if you see
any errors (or you have new info), e-mail me and I'll correct (or add) them.
99/10/01 : Added Mojo, Warbringer and Gantrithor sections.
99/09/30 : Added 2 Fenix sections and Tassadar section.
99/09/29 : *Yawn* getting some sleep felt good today.... I added a site in the
Disclaimer, it's the last one that I add because I don't want to have a long
list to keep track of where my FAQ is posted. Begun the Protoss Heroes section
with : Dark Templar from the original Starcraft, Zeratul and Tassadar/Zeratul
Archon form sections.
99/09/28 : If I stay up another night going through FF8 again, I think I'll be
able to star as a zombie in a Resident Evil game! Anyway, small update. Changed
2 quotes of the Arbitrer (Thansk to Alex Qian for this). Added Infested Duran
section.
99/09/27 : I've just noticed how hard it can be to put out an original and
imaginative description for a Zerg hero, that's probably why there is less
descriptions to them... Added 2 Kulkuza sections and Yggdrasil section.
99/09/26 : Added Unclean One, Hunter Killer and Devouring One sections. That's
all for today.
99/09/25 : Not much to say today... Begun Zerg Heroes with Torrasque, Matriarch
and Infested Kerrigan sections.
99/09/24 : Added 1 quote and changed another one in Edmund Duke and Norad II
respective sections (Thanks to Neo Darkshadow for this). Finished the Terran
heroes section with Alexei Stukov.
99/09/23 : Been replaying "Commandos : Behind Enemy Lines" and I think about
making a FAQ about it (Because the game by itself takes a lot of thinking to do
it right!!). Anyway, I added Hyperion, Norad II and Samir Duran sections.
99/09/22 : Back on the net! Finally finished FF8 with ALL possible things in
the game (Without a guide) Hurrah!! Now, I'll continue working on the FAQ.
What's fun is that I didn't get much mail during that time so no mail overload!
You'll probably see a FAQ on the Bosses of FF8 come out after this one, in the
meantime, if you need help just send a mail!
For this update, I added Tom Kazansky, Magellan and Edmund Duke sections.
99/09/07 : Added a site in the disclaimer section, you can find my FAQs on
those site also now! No real updates, just something to point out:
As most of you know by my various comments, I'm an RPG fan (Not only
SquareSoft, I play any RPG I can find) and you know that FF8 is coming out,
I've got mine now. So it's very possible you won't be able to talk or write to
me for a while. I'll play this game until it's totally empty (nothing else can
be done in the game...), maybe I'll do a FAQ on it too.... I'll announce when
I'll be back to work on FAQs. This little comment was added in school because I
don't even turn on the CPU back home, I'm hooked on FF8, That's why! See ya
later!!
99/09/04 : Added Alan Schezar and the 2 Jim Raynor sections. No corrections
because... NO MAIL!
99/09/03 30 minutes later : Got all quotes for Protoss up and working,
beginning heroes sections with the Terrans one.
Done Gui Montag, Civilian and Sarah Kerrigan sections. Will do more tomorrow
because I'm bored.... (Endless typing bores me after sometime and I think I've
done anough for today)
99/09/03 : Begun at 9:10 (My time of course), added quotes for Infested Terran,
corrected 3 Archon quotes and received all Scout's quotes (Thanks to Fkhan85704
for all of this).
Added Dark Archon, Shuttle, Reaver, Observer, Scout and Carrier sections
Taking a break because the phone line is being repaired to prevent the usual
"hanging the line in the middle of a Battle.net game" will continue later.
Restarted at 11:30...
Finished Protoss section, going on a "quote hunt" to get the quotes for every
units that I didn't change them.
99/09/02 : No updates, just an announcement, read on...
To celebrate the end of my first week of school of this school year, I intend
of doing a MASSIVE update tomorrow, probably completing the ENTIRE FAQ, so if
any of you would like to contact me, my ICQ will be open for the ENTIRE update.
I'll also add a heroes ratings after the Protoss units sections.
ICQ nickname : kildread2
ICQ # : 48258768
99/08/31 : Remade Disclaimer (In Credits & Legal Stuff section) where this FAQ
is supposed to appear (Gamefaqs, Console-Gamer and The Cheat Empire). Added a
Dropship quote (Again, Thanks to Neo Darkshadow). Corrected some High Templar
quotes and received all quotes for the Dark Templar (Again, Thanks to
FKhan85704). Corrected 1 quote for Ghost and 1 quote for Siege Tank (Thanks to
Jeremy Harris).
Added Archon and Dark Templar Sections.
99/08/30 : Added 2 quotes for the Dropship, also corrected one (Thanks to Neo
Darkshadow). Corrected 5 quotes for the Zealot and received all quotes of the
Dragoon (Thanks to FKhan85704 for all of this). Fixed an error in the Weakness
section of the Lurker, fixed the requirements for infesting a command center,
the medic 100% complete quote, the sight range calculation. (Thanks to
Stephanus Rudiyanto Natari for all this).
For the update, I added the Dragoon and High Templar sections.
99/08/29 : Made some corrections for quotes (Wraith, Vulture and Dropship)
thanks to Neo Darkshadow for those.
Added Probe and Zealot sections to begin the Protoss units section.
99/08/28 : Fixed various quotes (SCV, Firebat, Medic, Ghost, Siege Tank,
Goliath and Wraith) all thanks to FKhan85704 for all these corrections.
I know I said tomorrow, but I didn't feel like updating... Anyway, I added the
Ultralisk, Defiler and Infested Terran. Also squeezed the forgotten Overlord
section between the Scourge and Mutalisk.
99/08/22 : Corrected the "In a cage" quote of the Battlecruiser, it's "Engage!"
(Thanks to FKhan85704 for this correction) Added the Devourer and Queen
sections. I've add time to sneak up an update just before I return to my RPG
gaming. See you tomorrow!
99/08/21 : Added the Mutalisk and Guardian sections. Heavy RPG playing today
and maybe tomorrow too, so no update *maybe*.
99/08/20 : Added the Lurker and Scourge sections. Still nothing to say...
99/08/19 : Added the Zergling and Hydralisk sections. Not much to say apart
that...
99/08/14 : Begun Zerg unit section with Broodling and Drone. If you see
anything wrong in the Zerg units section, tell me because I'm not good at
playing with the Zerg.
99/08/13 : Finished Terran units section with the Battlecruiser and Valkyrie.
Also updated the old Contents list.... Will begin the Zerg section tomorrow...
99/08/12 : Added the Dropship and Science Vessel sections... Nearly finished
with the Terrans, after that is Zerg (Ugh! I hate Zerg...).
99/08/11 : Added the Goliath and Wraith sections, I'm getting kind of getting
repetitive in my updates, no? I know for the late update, but I play on B.net
now and then so... and I've got 3 RPGs to finish too...
99/07/30 : Added the Vulture and Siege Tank sections. Tomorrow, there may be no
updates for I am shopping for some games (I may finally have Xenogears!!!)
99/07/29 : Added the Ghost and Medic section. Mmmmmm, still no mail, is my FAQ
exact or what? I'd like some help to find the Quotes I do not understand...
99/07/28 : Started the Terrans units section with the SCV, Marine and Firebat.
Listed thier stats, maked a description, posted Strengths and Weaknesses and
listed Quotes for them. Also added a Special Terms section to help. I await
feedback from you gamers!
99/07/27 : Started making the FAQ.
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2. Introduction
I'm sure all of you strategy fans know of the Blizzard's Starcraft & Brood War
set? If not, you cannot tell that you're a strategy fan! This game, featuring
many units (and 3 species), I've decided to present yourself with a FAQ that
will contain each unit characteristics along with strengths and weaknesses.
Explaining all abilities along the way. Now, on to the overview of each
species...
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3. Special Terms
NORMAL DAMAGE: The unit will do all of it's damage to the targeted unit minus
the armor of that unit.
CONCUSSION DAMAGE: The unit will do full damage against Small Size units, 50%
damage against Medium Size units and 25% against Large Size units.
EXPLOSION DAMAGE: The unit will do full damage against Large Size units, 75%
damage against Medium Size units and 50% against Small Size units.
SPLASH DAMAGE: The unit will attack and the blast from the attack will damage
the units near the one who was attacked.
TERRAIN LEVEL AND COVER: If you fire on an unit that is on high ground (Ground
you cannot see with ground units, but can with flying units) or behind
trees/rocks, that targeted unit as only a 70% chance of being hitten. If you
attack from high to low ground, You will hit each time like always.
BIOLOGICAL UNIT: Unit that can be affected by abilities against Biological
Units.
COOLING RATE: The time took for a unit to "cool down" between attacks, the
higher the number, the higher the time between attacks (in milliseconds, not
sure)
SIGHT RANGE CALCULATION: 1 means 1 matrix (Which is approximatly 32 pixels in
size) which means a unit having 8 of sight range will see equal to 256 matrixes
in front of him, just create a circle with this line of matrix and voila! you
got your sight range!
BUILD TIME CALCULATION: I don't know how they do it, but the higher the number,
the longest it takes to make that unit!
MECHANICAL: A unit that can be affected by.... effects like Lockdown.
Well, that's probably all the terms I'll use, if you see any other one that you
don't understand, just send an E-mail telling me which!
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4. Species Overview
You have a big 3 species to chose from at the start, each with it's own
strengths and weaknesses. You have the Terrans (which can be compared to
ourselves), the Zerg (Think of them like the Borg in Star Trek) and the Protoss
(You know the aliens with big heads and large eyes? well maybe not large
eyes....) I'll view each species one after the other and explain them a
little...
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THE TERRANS
They're your average humans with the ability to go in space, they have some
technology that ressemble to ours now, but much more advanced. They can put up
big defense blockades very easily, these defenses can be quite hard to
penetrate. They have the longest range unit in the game, It's the Siege Tank,
when in Siege Mode. One of thier drawbacks is that they're somewhat slow near
the start and thier first fighting unit (The Marine) is not very strong unless
put into Bunkers. They also lack detection, thier first can be Missile Turrets,
but usually comes after they have a good ground defense. The best bet is to put
up an academy as fast as possible to build a ComSat Station. If they manage to
survive the beginning and establish some outposts, they can be a big menace.
They also have the ability to lift some of thier vital buildings, very useful
in island maps. Except the BattleCruiser, thier units are pretty weak and
cheap overall. You can easily build anywhere in the map with this species which
is a very good point by me, no restriction in building. You can put up a
defensive blockade right in front of the enemy base with just a few SCVs, but
each one can only build 1 building at a time. Forgot the essential! The Terrans
have the ability to launch Nukes using Ghosts, these Nukes are a real pain if
you launch them where it will do the most damage without being detected.
(Enemies can see the red dot!)
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THE ZERG
A specie created by the Xel'naga, every single Zerg is controlled by the
Overmind (or Kerrigan in the story), next is the Cerebrate and last is the
Overlord. They assimilate species from other worlds in thier collective "DNA
bank" so they can morph larvaes into useful creatures for them. Thier strength
rely more on numbers than power. If you want to beat an opponent using the
Zerg, use thier heavy production methods by buildings multiples hatcheries and
mass producing one or two kinds of units. Thier units are usually useless if
alone or in small groups (with few exceptions), but in large (or enormous)
groups, they can be devastating. They always start with an Overlord, which acts
like a scouting/supply/transport/detector unit and is very cheap and doesn't
take any "food". They will never lack of detection with proper Overlord
coverage. They also have the fastest rush in the game, 6 Zerglings rush, which
will result in an easy win against unsuspecting opponents. However, zerg are
heavy "resources eaters" and you must establish many outposts to keep the cash
flow running in at a quick pace. On maps without "infinite cash" they be dead
if they hang off too much. Mastering them takes micromanagement in long and
tedious games, if you do not want to hear the dreaded "Not enough minerals" in
a critical situation. Every unit is morphed from larva produced by
Hatchery/Lair/Hive which can be ankward if your enemy has a tendency to destroy
these first by sending "Kamikaze troops". Making outpost is a pain for them,
they must first make an hatchery before being able to put Sunken/Spore Clonies,
because they can only build on "Creep" (Organic ground that comes from Colonies
and Hatcheries). You can only morph one building with 1 Drone. You lose the
Drone after the building is complete.
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THE PROTOSS
An alien species created by the Xel'Naga before the Zerg were created. They are
acting nearly like humans with religion, cults and laws. Governed by the
Conclave, they put all virtue in thier strength and deny other species. They
banished some of thier brethen long ago for denying the ways of the Conclave,
those are called "The Dark Templars" and are considered like outcasts to the
Protoss of Aiur. They also try to protect thier homeworld (Aiur) at nearly all
costs. These species cost much for thier units, but thier units are stronger
than the other species. The Zealot is the first available fighting unit for
them and can easily overpower a Sunken Colony/Bunker/Photon Cannon in groups of
3 or 4. If they build a Forge first (instead of a Gateway) and 2 Photon Cannons
near thier Nexus quickly enough, they can withstand the Zergling rush easily.
They have a very useful scout unit, the Observer, an always cloaked detector
unit with fairly large sight range and fast speed with it's upgrades. You must
be sure to accompany your attack groups by at least 2 or 3 observers. The
Protoss also have a nice feature, with only 1 Probe, you can build many
buildings at the same time. However, they can only build in the range of a
Pylon (If you try to build a building, blue circles will appear around Pylons,
you must build into these circles), which is somewhat impractical, but can be
dealt with. All of thier units (exception, probes and observers) are pretty
costy and should not be lost uselessly.
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5. Terran Units & Abilities
Listing of the Terrans units and abilities, all statistics where taken from the
Blizzard's Starcraft Compendium, JUST THE STATISTICS! not the rest:
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SCV
(Space Construction Vehicule, I think)
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 60
GROUND ATTACK & WEAPON: 5 Normal Damage(Fusion Cutter)
AIR ATTACK & WEAPON: 0 (None)
COOLING RATE: 15
ATTACK RANGE: 1 (Must be right next to the unit)
SIGHT RANGE: 7
BUILD TIME: 20
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to the SCV armor.
SPECIAL ABILITIES: None
DESCRIPTION: Small worker unit for the terrans, equipped with it's Fusion
Cutter to harvest gas and minerals, it can also defend itself with it. You
should always have a good amount of them to keep the cash flowing in your bank
account.
STRENGTHS: It can easily kill zerglings early to resist the dreaded Zergling
rush if you don't have any defense. It can easily repair any mechanical unit of
the terran army (even flying ones).
WEAKNESSES: Like any worker units, it's weak and can be killed VERY easily
(Especially by Splash Damage attacks or abilities like Psy Storm).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "SCV ready to go, sir."
When selected: "Reporting for duty."
"I read you."
"Orders, captain?"
"Yes, sir?"
When pissed off (Selected multiple times in a row without giving orders):
"Come again, captain?"
"I'm not reading you clearly."
"You aren't from around here, are you?"
"I can't believe they've put me in one of these things!"
"And now I've got to put up with this too?"
"I told them I was clausterphobic, I gotta get out of here!"
"???" (Too fast)
When ordered: "Orders received"
"Affirmative"
"Right away, sir"
"Roger that"
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MARINE
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 40
GROUND ATTACK & WEAPON: 6 Normal Damage(Gauss Rifle)
AIR ATTACK & WEAPON: 6 Normal Damage(Gauss Rifle)
COOLING RATE: 15/7.5 if stim-packed
ATTACK RANGE: 4/5 with upgrade
SIGHT RANGE: 7
BUILD TIME: 24
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to the Marine armor.
Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +1
bonus to the Marine ground and air attack.
The U-238 Shells upgrade (Done at the Academy) will give a +1 bonus to the
Marine attack range.
SPECIAL ABILITIES: The Stim Pack upgrade (Done at the Academy) gives a reduce
for 1/2 the cooling rate between attacks and double the speed of the unit for a
limited time, it also does a 10 hp damage to the Marine for each use.
Stim-Packs are not cumulative! Do not use more than 1 at the same time because
it will only result in a 10 hp additionnal loss for nothing.
DESCRIPTION: Your basic battle-hardened Combat Marine, armed with a handy Gauss
Rifle, it can easily hit targets at long-range. This is your first attacking
units, but may prove to be more usuful as cannon-fodder in an advanced game.
STRENGTHS: Unlike other Species first fighting unit, the Marine can attack from
a distance. You can also put up to 4 in a Bunker for them to benefit the extra
350 hp protection. They can fire back at opponents while in the Bunker. You
should use them to protect your Siege Tanks while in Siege Mode to prevent
units to get too close to the Siege Tanks (because Tanks in Siege cannot fire
right next to them). These are cheap too. Marines are good against basic air
units (Wraiths, Mutalisks), with a bit of armor and Stim-Pack, 3 of them can
dispose of 2 of the before-mentionned units easily.
WEAKNESSES: This unit is REALLY weak and doesn't stand a chance unless in very
large numbers, even then they can be killed easily by Splash Damage if they
aren't spaced enough. They are better than non-upgraded Zerglings, but
Zerglings with Speed & Attack upgrades will make quick work of Marines. Zealots
can kill dozens and dozens of Marines. Overall they should only be used as
support for your main attack or defense in Bunkers.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "You want a piece of me, boy?"
When selected: "Commander"
"Give me something to shoot"
"Standing by"
"Jacked up and ready to go"
When pissed off (Selected multiple times in a row without giving orders):
"We gotta move!!"
"Are you gonna give me orders?!?!"
"Oh my god! He's whacked!"
"How 'bout we FRAG this commander?"
"I don't know how to get out this chicken *BEEP* outfit!"
"You want a piece of me, boy?"
"If it weren't for these damned neural implants you'd be
a smoldering crater by now!!"
When ordered: "GO! GO! GO!"
"Let's move!"
"Outstanding"
"Rock 'n roll!"
***********************************************************************
FIREBAT
Vital stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 25
STARTING ARMOR: 1
HIT POINTS (HP): 50
GROUND ATTACK & WEAPON: 16 Concussion and Splash Damage (Flamethrower)
AIR ATTACK & WEAPON: 0 (None)
COOLING RATE: 22/11 if stim-packed
ATTACK RANGE: 1 (Must be right next to the unit)
SIGHT RANGE: 7
BUILD TIME: 24
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to the Firebat armor.
Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +3
bonus to the Firebat ground attack.
SPECIAL ABILITIES: The Stim Pack upgrade (Done at the Academy) gives a reduce
for 1/2 the cooling rate between attacks and double the speed of the unit for a
limited time, it also does a 10 hp damage to the Firebat for each use.
Stim-Packs are not cumulative! Do not use more than 1 at the same time because
it will only result in a 10 hp additionnal loss for nothing.
DESCRIPTION: A person in an heavily armored gear armed with a 100% inflammable
Flamethrower, which can get multiple enemies at the same time. Use this against
large groups of units that attack at close-range or that are stacked together.
STRENGTHS: The Firebat will decimate legions of Zealots (If Stim-Packed and in
great numbers) and Zerglings (If Stim-Packed). This is the best defense against
mass Zealot or Zerglings attacks. Bring those as a support instead of marine if
you expect your opponent to use close-range units. Also the best unit to
counter the early Zealot rush, use them against any Protoss opponent as they're
bound to use the power of the Zealot early!!
WEAKNESSES: This unit is weak, attacks only at close-range and does pityful
damage against any Medium or Large units. You should never use them against
units with range because they'll usually die before reaching thier target. Use
these as support only.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Need a light?"
When selected: "Want to turn up the heat?"
"Yes?"
"You got my attention"
"Fire it up!"
When pissed off (Selected multiple times in a row without giving orders):
"Is something burning?"
"AHAH, that's what I thought!"
"I love the smell of Napalm"
"Nothing like a good smoke!"
"Are you trying to get invited to my next barbecue?"
"Got me questions about propane?"
"Or, propane accessories?"
When ordered: "Naturally"
"Slammin'"
"You've got it!"
"Let's burn!"
***********************************************************************
GHOST
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 25
VESPENE GAS NEEDED: 75
STARTING ARMOR: 0
HIT POINTS (HP): 45
GROUND ATTACK & WEAPON: 10 Concussion Damage(C-10 Canister Rifle)
AIR ATTACK & WEAPON: 10 Concussion Damage(C-10 Canister Rifle)
COOLING RATE: 22
ATTACK RANGE: 7
SIGHT RANGE: 9/11 with upgrade
BUILD TIME: 50
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to the Ghost armor.
Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +1
bonus to the Ghost ground and air attack.
The Ocular Implants upgrade (Done at the Covert Ops add-on) will give a +2
bonus to the Ghost sight range.
The Moebius Reactor upgrade (Done at the Covert Ops add-on) will give a +50
maximum energy bonus to the Ghost.
SPECIAL ABILITIES: The Personnal Cloaking upgrade (Done at the Covert Ops
add-on) gives the ability to cloak for the Ghost. It costs 25 energy units to
cloak and after that it decreases at a rate of 1 per second. This should be the
first upgrade you research at the Covert Ops.
The Lockdown upgrade (Done at the Covert Ops add-on) will let the Ghost shoot a
missile that will shut-down all electrical systems in mechanical units for a
limited time. This only works for 1 unit per missile and does not affect units
near the affected unit. It costs 100 units of energy to launch 1 missile, so a
fully upgraded Ghost will launch 2 Lockdowns and cloak for 25 seconds. This
will paralyze even the mightiest Battlecruiser and you can easily destroy it
while it's paralyzed. This is an excellent upgrade to do against Protoss and
Terran, but forget it for Zerg (They do not have any mechanical units!).
The Nuclear Launch ability (Available when 1 Silo contain 1 missile) lets the
Ghost pinpoint a location with a Laser (The enemy can see the red dot) and the
missile will hit that exact location. The Ghost must not be killed or
incapacited while the dot is still there for the nuke to fall. A good way to
nuke is to target a flying unit, the dot will appear UNDER that unit and the
enemy will usually not see it unless he moves that particuliar unit. Nukes are
extremely good weapons, but should not be wasted uselessly on Detector-heavy
enemies.
DESCRIPTION: A covert missions agent, equipped with Cloaking Field, Lockdown
Missiles and a Targeting Laser (When fully upgraded). Armed with a regular C-10
Canister Rifle that fire exposive bursts. This unit is better used alone or in
small groups of 2 or 3.
STRENGTHS: The wide range of abilities of the Ghost, Nuclear Launch first, is
very dangerous. One cheap Ghost can launch an extremely deadly nuke at a very
well-designed location if not detected. In combination with Cloaking Field,
this is a very deadly technique. The Lockdown ability is not useless too, as
you easily cripple the large Battlecruiser/Carriers fleets by locking them down
to ensure no retaliation.
WEAKNESSES: This unit is (AGAIN) very weak. His gun is weak and does a pytiful
2-3 damage against Medium/Large units. He cannot hold out on his own if
detected. Putting him into Bunkers is useless, even if they have longer range.
A non-upgraded (I talk about ailities there... not armor & weapons) Ghost is
very weak and does not indicate any significant treat (unless he launch a nuke
while visible). Use them only to cripple large, costy ships fleets (With
Lockdown) or to nuke the enemy base.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Somebody called for an exterminator?"
When selected: "Call the shots!"
"Ghost reporting"
"I'm here"
"Finally!"
When pissed off (Selected multiple times in a row without giving orders):
"You callin' down the thunder?"
"Now reap the whirlwind!"
"Keep it up! I dare ya..."
"I'm about to overload my agression inhibitors..."
When ordered: "I heard that..."
"I'm gone..."
"Never know what hit him..."
"I'm all over it..."
***********************************************************************
MEDIC
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 25
STARTING ARMOR: 1
HIT POINTS (HP): 60
GROUND ATTACK & WEAPON: 0(None)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: None if no weapons
ATTACK RANGE: None if no weapons
SIGHT RANGE: 9
BUILD TIME: 30
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to the Medic armor.
The Caduceus Reactor upgrade (Done at the Academy) will give a +50 maximum
energy bonus to the Medic.
SPECIAL ABILITIES: The Heal ability (She starts off with it) permit the Medic
to heal your or any allied ground biological units at a cost of 1 energy points
for 2 HP healed. Although it may not seem like it, it can means the difference
between win and defeat and is especially deadly with Firebats against Zealots.
She heals at a very high rate and auto-acquires her targets (for healing, of
course) without having to monitor her.
The Restoration upgrade (Done at the Academy) lets the Medic remove any sort of
condition (except Stasis Field) from anyone unit for 50 energy units. Usually
not worth the hassle has you don't have time to use it normaly, but can be
useful to ramove Parasites without actually killing the affected unit.
The Optical Flare upgrade (Done at the Academy) lets the Medic launch a "Light
Grenade" bringing the affected unit's sight range to 1. The unit can still
attack as far as normal, which usually means that the upgrade is useless, but
it must have some means to see you. The only good use to it is to blind moving
detectors (Overlords, Observers and Science Vessels) to restrain thier
detection range to 1. The effect can only be removed by using Restoration on
the affected unit.
DESCRIPTION: A Field Medic brought to space. Can make even the baddest wound
recover in seconds with different drugs and stimulants. Features a Grenade
Launcher to blind her assailants.
STRENGTHS: Heals your infantry at an incredible speed!! Your Marines will
actually last much longer in battle and can easily mow down Photon Cannons or
Sunken Colonies if they are backed up with Medics. This unit should be the
first to die because it will greatly hamper your destruction of those
Marines/Firebats. Always have a Medic for 2 infantry units, this usually makes
a good rating, less/more is either overkill or not enough. Be balanced!
WEAKNESSES: It relies on energy to heal up so, if you overuse it, you'll end up
not healing at all! Also one Medic only can heal 1 unit at the same time, which
is somewhat impractical. They also lack any self-defense weapons, so they're
pretty easy prey.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Prepped and ready!"
When selected: "Need medical attention?"
"Did someone page me?"
"State the nature of your medical emergency!"
"Where does it hurt?"
When pissed off (Selected multiple times in a row without giving orders):
"I've already checked you out commander..."
"You want another physical?"
"Turn your head and cough"
"Ready for your spunge bath?"
"His EKG is flatlining! Get me a defib, stat!"
"CLEAR!! *bzzz*"
"He's dead, Jim..."
When ordered: "I'm on the job!"
"On my way"
"Stats!"
"Right away!"
***********************************************************************
VULTURE
Vital Stats:
SIZE: Medium (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 75
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 80
GROUND ATTACK & WEAPON: 20 Concussion Damage(Fragmentation Grenade)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 30
ATTACK RANGE: 5
SIGHT RANGE: 8
BUILD TIME: 30
UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1
bonus to the Vulture plating.
Each Terran Vehicule Weapons Upgrade (Done at the Armory) gives a +2 bonus to
the Vulture ground attack.
The Ion Thrusters upgrade (Done at the Machine Shop add-on) will double the
speed of the Vulture.
SPECIAL ABILITIES: The Spider Mine upgrade (Done at the Machine Shop add-on)
will give the Vulture the ability to display "Mines" that will burrow in the
ground and only come out when detecting an enemy ground unit (Not flying nor
hovering) and explode by throwing itself against the enemy unit, delivering
Splash damage. The Vulture only has 3 mines and you cannot replenish them,
which make the upgrade obsolete.
DESCRIPTION: A guy in an hoverbike, can cruise over the ground very fast and is
armed with Fragmentation Grenades and 3 Spider Mines. Could be a replacement
for the Marine.
STRENGTHS: The only strength of this unit is it's speed, which makes it ideal
for hit-and-run jobs. Also can lay Spider Mines, but only 3 per Vulture, lay
them before attacking with the Vultures (Better not wasting them). Could
replace the Marine, but I much prefer the Goliath even if it costs more. A hit
and run is useless if you only use normal attacks, use them to defend agaisnt
enemy infantry (Marines/Firebats). It is best used combined with Firebats.
WEAKNESSES: This unit usually dies easily, you must rely on it's speed and it's
not very useful. The Fragmentation Grenades are very slow to fire. It does not
defend itself against the air and cannot hide into Bunkers which makes it less
useful than the Marine.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "All right, bring it on"
When selected: "I read ya, sir"
"Somethin' on your mind?"
"Yeah?"
"What do you want?"
When pissed off (Selected multiple times in a row without giving orders):
"Something you wanted??"
"I don't have time to f*BEEP* around!!"
"You keep pushing it boy..."
"and I'll scrap you along with the aliens!!!"
When ordered: "Yeah, I'm going..."
"I dig"
"Oh! Is that it?"
"No problem!"
***********************************************************************
SIEGE TANK
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 150
VESPENE GAS NEEDED: 100
STARTING ARMOR: 1
HIT POINTS (HP): 150
GROUND ATTACK & WEAPON (in Tank mode): 30 Explosive Damage(Arclite Cannon)
GROUND ATTACK & WEAPON (in Siege mode): 70 Explosive and Splash Damage(Arclite
Shock Cannon)
AIR ATTACK & WEAPON (in Tank mode): 0(None)
AIR ATTACK & WEAPON (in Siege mode): 0(None)
COOLING RATE (in Tank mode): 37
COOLING RATE (in Siege mode): 75
ATTACK RANGE (in Tank mode): 7
ATTACK RANGE (in Siege mode): 12
SIGHT RANGE: 10
BUILD TIME: 50
UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1
bonus to the Siege Tank armor.
Each Terran Vehicule Weapons Upgrade (Done at the Armory) gives a +3 bonus to
the Siege Tank (in Tank mode) ground attack and gives a +5 bonus to the Siege
Tank (in Siege mode) ground attack.
SPECIAL ABILITIES: The Siege Mode upgrade (Done at the Machine Shop add-on)
gives the ability to the Siege Tank to transform itself into an immobile
artillery battery. The damage along with the attack range of the Siege Tank is
greatly enhanced
DESCRIPTION: A man inside a bulky tank, armed with an Arclite Cannon and the
ability to immobilize to shoot with it's Arclite Shock Cannon. This one is
terrifying against the ground, but laughable against the air.
STRENGTHS: Definitively, it's extreme power, it can attack units way before
they can even see you and deal a hefty amount of damage. This unit should
always be put behind Bunkers at choke points of your base. This should prevent
nearly all ground assault or really hamper the enemy attack force.
WEAKNESSES: No air attacks, it must be covered from air assault!! It's great
power is nothing against the air. Also, it cannot attack units close to it and
if a unit is close to one of your tanks, you can expect your other tanks to
fire that particuliar unit to kill him and the Splash damage will damage even
kill the Tank. They need some time to put themselves in Siege Mode, so do not
do this in the middle of a battle (Unless your covered). It fires with a HUGE
delay between attacks leaving it defenseless if your enemy uses "lures" to make
your Tanks fire.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Ready to roll out!"
When selected: "Orders sir!"
"Identify target!"
"Destination?"
"Yes sir?"
When pissed off (Selected multiple times in a row without giving orders):
"(Singing a song)"
"I'm about to drop the hammer!"
"And dispense some indiscriminate justice!!"
"What is your major malfunction??"
When ordered: "Move it!"
"Absolutly!"
"Delighted to, sir!" (I WON'T CHANGE IT AGAIN!!!)
"Proceeding..."
***********************************************************************
GOLIATH
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 50
STARTING ARMOR: 1
HIT POINTS (HP): 125
GROUND ATTACK & WEAPON : 12 Normal Damage(Twin Autocannons)
AIR ATTACK & WEAPON : 20 Explosive Damage(Hellfire Missile Pack)
COOLING RATE : 22
ATTACK RANGE : 5/8 with upgrade (only for air weapon)
SIGHT RANGE: 8
BUILD TIME: 40
UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1
bonus to the Goliath armor.
Each Terran Vehicule Weapons Upgrade (Done at the Armory) gives a +1 bonus to
the Goliath ground attack and gives a +4 bonus to the Goliath air attack.
The Charon Boosters Upgrade (Done at the Machine Shop add-on) gives a +3 bonus
to the Goliath attack range, only for the air attack.
SPECIAL ABILITIES: None
DESCRIPTION: Someone inside a sort of of walking robot (like in some Japanese
animes...) featuring Twin Autocannons capable of tearing through infantry and
critters alike and an Hellfire Missile Pack to deal with air treats. A good
replacement for the weak Marine.
STRENGTHS: Once the Charon Boosters Upgrade is completed, this unit can fire
his missiles from the same distance of the Guardian making this unit a perfect
defense against Guardians. It also deals a fair amount of damage to the air.
WEAKNESSES: This unit is very stupid and tends to scatter instead of walking in
groups. Unlike air units, you cannot stack them one upon another which makes it
impractical against Guardians attacks because there is usually 3 Guardians
firing on 1 Goliath and the other Goliaths just walk in place trying to reach
thier targets... Also it's Autocannons are weak and have a greater delay than
the Marine. Use it against enemy Carriers/Battles/Guardians.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Goliath online"
When selected: "Channel open"
"Go ahead tac-com"
"Com-link online"
"Systems functional"
When pissed off (Selected multiple times in a row without giving orders):
"MilSpec ED209 online"
"Checklist protocol initiated..."
"Primary level one diagnostic..."
"USDA Selected..."
"FDIC Approved..."
"Checklist Completed. SOB..."
When ordered: "Target designated"
"Acknowledge HQ"
"Confirmed"
"Nav-com locked"
***********************************************************************
WRAITH
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 150
VESPENE GAS NEEDED: 100
STARTING ARMOR: 1
HIT POINTS (HP): 120
GROUND ATTACK & WEAPON : 8 Normal Damage(Burst Lasers)
AIR ATTACK & WEAPON : 20 Explosive Damage(Gemini Missiles)
COOLING RATE : 30 for Ground/22 for Air
ATTACK RANGE : 5
SIGHT RANGE: 7
BUILD TIME: 60
UPGRADES: Each Terran Ship Plating Upgrade (Done at the Armory) gives a +1
bonus to the Wraith armor.
Each Terran Ship Weapons Upgrade (Done at the Armory) gives a +1 bonus to the
Wraith ground attack and gives a +2 bonus to the Wraith air attack.
The Apollo Reactor Upgrade (Done at the Control Tower add-on) gives a +50
maximum energy bonus to the Wraith.
SPECIAL ABILITIES: The Cloaking Field Upgrade (Done at the Control Tower
add-on) gives the ability to cloak to the Wraith at the cost of 25 energy units
for cloaking and 1 energy unit for each second afterwards until decloaked or
run out of energy. Should be the upgrade you research while building your first
Wraith.
DESCRIPTION: A flying plane, ressemble today's jets, but more sophisticated.
Armed with a Burst Laser against grounds defenses and Gemini Missiles against
Enemy air units. Can also cloak using the newly found "Cloaking Field".
STRENGTHS: The ability to cloak is the major advantage of the Wraith, cloak
them even if you know the opponents has detectors, in sufficient numbers, you
can destroy the detectors with minimal loses, thus rendering you invisible and
the enemy is helpless. Can easily overpower Carriers/Battle fleets if in sheer
numbers.
WEAKNESSES: High reliability on the Cloaking Field. This unit is simply too
weak to stand a real chance if detected. This unit is a high contender for
"Area-effect" abilities (like Plague or Psy Storm) and those abilities can
really cripple you Wraith Fleets because they tend to stack on upon another.
These abilities can kill them even if they don't see them. Wraiths against
Ground Units sucks, unless in great numbers, the wraiths will loses. Even if
you win you'll end up with a semi-destroyed fleet if you battle against
heavy-armed ground troops (Nearly anything except Marines...)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Wraith awaiting launch orders"
When selected: "Standin' by"
"Reporting in"
"Transmit coordinates"
"Go ahead commander"
When pissed off (Selected multiple times in a row without giving orders):
"My transmission... breaking up... come back..."
"I'm curious why I am so good!"
"I gotta get me one of these..."
"You know the best starfighter in the fleet is?"
"Yours truly..."
"Everybody gotta die sometime, right?"
Possibility : "Everybody gotta die sometime, Red." (Line from a movie)
"I am invincible, that's right!"
When ordered: "Coordinates received"
"Sector locked-in"
"Roger"
"Attack formation"
***********************************************************************
DROPSHIP
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 100
STARTING ARMOR: 1
HIT POINTS (HP): 150
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : None
ATTACK RANGE : 0
SIGHT RANGE: 8
BUILD TIME: 50
UPGRADES: Each Terran Ship Plating Upgrade (Done at the Armory) gives a +1
bonus to the Dropship armor.
SPECIAL ABILITIES: None
DESCRIPTION: A transport airship. No weaponry, can load & unload in second, due
to poor fundings, the Dropship is not equipped with fast propulsion.
STRENGTHS: Simply put, none. It can load units, but it's the worst transport in
the game.
WEAKNESSES: It's slow and the acceleration when you actually start to move it
is extremely snailish (It's not a word, I know). You can actually kill it even
if it tries to run away because of the time it takes to accelerate. Easily
destroyed means easily lose troops because you lose what was inside the
Dropship when it was destroyed.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Can I take your orders?"
When selected: "Go ahead HQ"
"I'm listenin'"
"Destination"
"Input coordinates"
When pissed off (Selected multiple times in a row without giving orders):
"When you're moving your overhead luggage, please be
careful"
"In case of a water landing, you may be used as a
flotation device"
"To curl chunks, please use the barfing bags in front of
you"
"Keep your arms and legs inside until this ride comes to
a full and complete stop"
When ordered: "I copy that"
"In the pipe, five by five"
"In transit HQ"
"Hang on! We're in for some chops!"
"Buckle up!"
"Strap yourself in boys!"
"Hay captain!"
***********************************************************************
SCIENCE VESSEL
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 225
STARTING ARMOR: 1
HIT POINTS (HP): 200
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : None
ATTACK RANGE : 0
SIGHT RANGE: 10
BUILD TIME: 80
UPGRADES: Each Terran Ship Plating Upgrade (Done at the Armory) gives a +1
bonus to the Science Vessel armor.
The Titan Reactor Upgrade (Done at the Science Facility) gives a +50 maximum
energy bonus to the Science Vessel.
SPECIAL ABILITIES: The Defense Matrix ability (Starting ability) lets the
Science Vessel give a protective energy shield to 1 unit (Friend or foe) which
add 250 HP to the life of the unit for 100 energy units(although you don't see
how much damage the shield has sustained). It will go out after a short time if
it's not destroyed before. Useful, but you will usually don't care about it
unless in extreme cases.
The EMP Shockwave Upgrade (Done at the Science Facility) lets the Science
Vessel launch an energy-charged missile (For 150 energy units) that will emit a
field depleting all energy and shield points from units within the range of the
blasts. Especially useful against massive protoss groups that are stack in
tight groups. Best use against Archons.
The Irradiate Upgrade (Done at the Science Facility) lets the Science Vessel
launch a cloud of gas (For 75 energy units) that attach to the targeted unit
and deliver damge in a cumulative fashion (3 per second) to this unit and units
nearby. In total, it delivers nearly 250 damage. Only affects biological units,
so it's extremely powerful against Zerg players because they cannot do anything
about it (If a Guardian is infected in a tightly stacked group of 24 Guardians,
it's hard to see which one is the carrier). By my opinion, the best ability of
the Science Vessel.
DESCRIPTION: A mobile, flying, Science Lab!! Provides you with detection, an
energy shield to protect an unit. An energy/shield depleter missile and a
Poison Cloud capable of killing the strongest organic unit in minutes. A
Science Vessel is truly a nice addition to any army.
STRENGTHS: It's mobility and detection range makes it your only mobile
detection method. Should always be done in quantities more than 3. With it's
wide range of abilities, you can easily wreak havoc in a Zerg group by
irradiing them or scare the Protoss by Depleting the Shield of thier Archons.
This unit is a very versatile unit and a great scout. As good acceleration and
speed to get away from "Scouts Hunts".
WEAKNESSES: No Weaponry. It cannot stand out by itself and it costs gas a
plenty. So you don't want to lose them easily. It also relies on energy, once
it is depleted, it's basicly dead if attacked. There is no real way to protect
it as your enemy can easily send Kamikaze troops to take care of your Vessels
and attack with cloaked units afterwards...
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Explorer reporting"
When selected: "AH! Greetings commander!"
"Transmit orders..."
"Receiving transmission..."
"We have you on visual"
"Explorer reporting"
When pissed off (Selected multiple times in a row without giving orders):
"I like the cut of your jib"
"E=MC... d'oh let me get my notepad..."
"Mmm... Fusion A, I thought you'd remember that"
"Who let all these mad monkeys free?!?!?" (Monkey noises)
"I think we may have a gas leak" (Funny voice)
"Do any of you fools know how to shut off this infernal
contraption?!?!" (Alarm ringing)
"Ah...., the ship.... out of danger..."
When ordered: "Excellent!"
"Commencing!"
"Affirmative sir"
"Let's roll!"
***********************************************************************
BATTLECRUISER
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 8
MINERALS NEEDED: 400
VESPENE GAS NEEDED: 300
STARTING ARMOR: 3
HIT POINTS (HP): 500
GROUND ATTACK & WEAPON : 25 Normal Damage(ATS Laser Battery)
AIR ATTACK & WEAPON : 25 Normal Damage(ATA Laser Battery)
COOLING RATE : 30
ATTACK RANGE : 6
SIGHT RANGE: 11
BUILD TIME: 160
UPGRADES: Each Terran Ship Plating Upgrade (Done at the Armory) gives a +1
bonus to the Battlecruiser armor.
Each Terran Ship Weapons Upgrade (Done at the Armory) gives a +3 bonus to the
Battlecruiser attacks.
The Colossus Reactor Upgrade (Done at the Physics Lab add-on) gives a +50
maximum energy bonus to the Battlecruiser.
SPECIAL ABILITIES: The Yamato Gun Upgrade (Done at the Physics Lab add-on) lets
the Battlecruiser launch a highly destructive energy charge for 150 energy
units. The Battlecruiser will charge for approximatively 5 seconds and then
fire on the targeted unit dealing nearly 260 damage to that particuliar unit.
This ability has a greater range than the Battlecruiser's sight range. Ideal
for destroying detectors from afar.
DESCRIPTION: The capital ship of the Terran army. This flying, slow-moving
behemoth is truly a fearsome sight upon the battlefield and it can deliver some
serious damage with its ATS and ATA laser batteries. Can also decimates your
key troops with Yamato Gun from afar. Protected by thier massive plating, they
can be very dangerous if not prepared for them.
STRENGTHS: Firepower and armor. They have a big 500 HP and 6 of armor when
fully upgraded. They can take quite a beating and deliver serious damage (if
not killing) before going down. This vessel is extremely good against Scourges
because it kills them in 1 shot. If you want to attack with these, build a good
fleet (6 and more) and try to hide it from your opponent eyes to surprise him.
WEAKNESSES: The cost is extreme and a good player can usually take care of
Battlecruisers easily (Lockdown), losing them is a dealing a great blow to your
army because of the cost and time spent building them. Thier speed is not very
fast too, do not expect to run away with these with no casualities. Do not
focus on them because units like Dragoons and Goliaths can really ruin your
fleets if in great numbers.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Battlecruiser operational"
When selected: "Good day, commander"
"Hailing frequencies open"
"Battlecruiser reporting"
"Receiving transmission"
When pissed off (Selected multiple times in a row without giving orders):
"Identify yourself!"
"Shields up! Weapons online!"
"What? No shields? Well, buckle up!"
"We are getting WAY behind schedule..."
"I really have to go... Number One"
When ordered: "Engage!"
"Make it happen"
"Take it slow"
"Set a course"
***********************************************************************
VALKYRIE FRIGATE
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 3
MINERALS NEEDED: 250
VESPENE GAS NEEDED: 125
STARTING ARMOR: 2
HIT POINTS (HP): 200
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 5 Explosive and Splash Damage(HALO Rockets)
COOLING RATE : 64 (Between volleys of 15 or 16 rockets)
ATTACK RANGE : 6
SIGHT RANGE: 8
BUILD TIME: 60
UPGRADES: Each Terran Ship Plating Upgrade (Done at the Armory) gives a +1
bonus to the Valkyrie armor.
Each Terran Ship Weapons Upgrade (Done at the Armory) gives a +1 bonus to the
Valkyrie air attack.
SPECIAL ABILITIES: None
DESCRIPTION: A flying ship capable of firing huge volleys of HALO rockets
against the air, but defenseless against ground attacks. More of a support ship
than a reat treat by itself.
STRENGTHS: High damage against flying small/medium units. Will totally kill
them in a matter of seconds if put in groups of 6 or more. Can also sustain
some major damage. Deadly against huge Mutalisks/Guardians or Devourer fleets
because they stack on each other, they make easy prey for Valkyries groups. I
usually make more versatile units... but this one can be a lifesaver sometimes.
WEAKNESSES: No defenses against ground assault, you must protect them against
ground troops. As previously said, this is more a support vehicule as it cannot
do anything against the ground.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Valkyrie prepared..."
When selected: "Don't keep me waiting..."
"Achtung!"
"Need something destroyed?"
"I'm here to help"
When pissed off (Selected multiple times in a row without giving orders):
"This is very interesting... but stupid"
"I have ways of blowing things up..."
"You're being very naughty..."
"Who's your mommy?"
"???" (huh?)
"(Horse neighing)"
When ordered: "Achtung!"
"Of course, mein herr"
"It's showtime!"
"Jawohl!" (Means yes in German)
"Perfect!"
-----------------------------------------------------------------------
6. Zerg units & abilities
This is the listing of Zerg's units statistics and other things. Mail-me any
clarification because I never play Zerg because it's my worst specie. The quote
section for the Zerg has been removed seeing the obsolete meaning of it (Zerg
units only says growls and roars so...)
***********************************************************************
BROODLING
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 0
MINERALS NEEDED: 0 (Produced by ability)
VESPENE GAS NEEDED: 0 (Produced by ability)
STARTING ARMOR: 0
HIT POINTS (HP): 30
GROUND ATTACK & WEAPON : 4 Normal Damage(Toxic Spores)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 15
ATTACK RANGE : 1
SIGHT RANGE: 5
BUILD TIME: Instant
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to the Broodling carapace.
Each Zerg Melee Attack Evolution (Done at the Evolution Chamber) gives a +1
bonus to the Broodling ground attack.
SPECIAL ABILITIES: None
DESCRIPTION: A newborn from parasites launched by a Queen (born from the death
of the host). Armed with Toxic Spores, this unit is not a major component of
your army.
STRENGTHS: The only strength I can think of is that they are born in twins and
for the cost of one enemy unit (A costy one, I hope). They also make cheap
scouts.
WEAKNESSES: Weak HP, average speed. This unit is not meant to attack, only
there because you used Spawn Broodling. Send them to the butcher (local enemy
base) to get rid of them or just wait until they die.
***********************************************************************
DRONE
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 40
GROUND ATTACK & WEAPON : 5 Normal Damage(Spines)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 22
ATTACK RANGE : 1
SIGHT RANGE: 7
BUILD TIME: 20
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to the Drone carapace.
SPECIAL ABILITIES: The Burrow Evolution (Done at the hatchery/Lair/Hive)
permits the Drone to burrow underground to hide from enemy attacks and unburrow
when the area is clear. A good defense against attacks targeted on your
workers.
DESCRIPTION: The Zerg worker unit used to morph into structures and get
minerals & vespene gas. Can defend itself with his spines, but it's not
recommended
STRENGTHS: Only strength is the ability to hide from danger with the Burrow
ability, detectors still see them.
WEAKNESSES: Not a good attacker (big surprise) and is rather slow, also you
lose your Drone when morph it into a building (Even if you can pull off a
strategy this way) Zerg are the worst outpost makers because you must finish
building your Hatchery to put Sunken/Spore colonies, in the meantime you must
protect with your units.
***********************************************************************
ZERGLING
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 0,5 (2 Zerglings needs 1 food unit)
MINERALS NEEDED: 25 each (You must pay 50 always for 2)
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 35
GROUND ATTACK & WEAPON : 5 Normal Damage(Claws)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 8/6 with upgrade
ATTACK RANGE : 1
SIGHT RANGE: 5
BUILD TIME: 28
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to the Zergling carapace.
Each Zerg Melee Attack Evolution (Done at the Evolution Chamber) gives a +1
bonus to the Zerglings ground attack.
The Metabolic Boost Evolution (Done at the Spawning Pool) nearly doubles the
moving speed of the Zergling.
The Adrenal Glands Evolution (Done at the Spawning Pool) reduces the Zergling
cooling rate to 6.
SPECIAL ABILITIES: The Burrow Evolution (Done at the Hatchery/Lair/Hive) gives
the ability to the Zergling to burrow underground hiding from enemy units. Can
be used to scout the minerals spots or to ambush an opponent attack from
behind.
DESCRIPTION: Fast, little melee attack unit. Weak, but fearsome in large, fully
upgraded numbers. They can tear a Marine to shreds very easily with thier
Claws.
STRENGTHS: With these units, you can execute the fastest rush in the game.
Extremely deadly on small maps, you surely know what is a Zergling Rush so I
will not explain it. If you get a Hive soon enough to upgrade your Zerglings
early, you can easily overflow an opponent with massive Zerglings (100 and
more) if they do not have any real compact defense. You also get two when you
hatch 1 egg.
WEAKNESSES: Weak, again. The bonus that they are easily produced, cheap and
comes in packs of 2 balances that fact. They are more a finishing unit because
they cannot easily pass through heavily fortified bases. Not the best unit to
defend yourself with, unless against Siege Tanks.
***********************************************************************
HYDRALISK
Vital Stats:
SIZE: Medium (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 75
VESPENE GAS NEEDED: 25
STARTING ARMOR: 0
HIT POINTS (HP): 80
GROUND ATTACK & WEAPON : 10 Explosive Damage(Needle Spines)
AIR ATTACK & WEAPON : 10 Explosive Damage(Needle Spines)
COOLING RATE : 15
ATTACK RANGE : 4/5 with upgrade
SIGHT RANGE: 6
BUILD TIME: 28
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to the Hydralisk carapace.
Each Zerg Missile Attack Evolution (Done at the Evolution Chamber) gives a +1
bonus to the Hydralisk air and ground attacks.
The Muscular Augments Evolution (Done at the Hydralisk Den) augments the moving
speed of the Hydralisk.
The Grooved Spines Evolution (Done at the Hydralisk Den) gives a +1 bonus to
the Hydralisk attack range.
SPECIAL ABILITIES: The Burrow Evolution (Done at the hatchery/Lair/Hive)
permits to the Hydralisk to burrow underground, so you can make masses of them
and hide them in a little corner all borrowed one upon another (bad technique
against units with Splash damage because they could kill 10 groups if they are
all stock one upon another, like the Reaver).
The Lurker Evolution (Done at the Hydralisk Den) gives the ability to the
Hydralisk to morph into a fearsome creature called Lurker. For more information
about it. check it's own section.
DESCRIPTION: The Zerg ranged units, you will usually always see them if you
play against Zerg. They can shoot down airships and kill ground troops with
thier Needle Spines. You can also morph them into Lurkers.
STRENGTHS: Strength in groups, large groups of fully upgraded Hydralisks are
very fearsome. If your opponents does not have any stable defense against
Hydralisks (Tanks and Bunkers, or Reavers) they will fall prey because they
take the same time to produce than Zerglings and they're fairy cheap for thier
strength. They can hold out on thier own very easily against
Battlecruisers/Carriers and will usually kill the Ships before you have any
significant loses (unless you didn't have many Hydralisks at the start of thier
attack)
WEAKNESSES: They fall prey easily to Splash damage, Tanks and Reavers acts as
butchers against them, especially Reavers who can kill 3 to 5 Hydralisks with 1
Scarab. Destroy those units with flying units of your own and after this attack
with your Hydralisks to counter this weakness.
***********************************************************************
LURKER
Vital Stats:
SIZE: Medium (Biological)
FOOD NEEDED: 2
MINERALS NEEDED: 125 (Also need an Hydralisk)
VESPENE GAS NEEDED: 125
STARTING ARMOR: 1
HIT POINTS (HP): 125
GROUND ATTACK & WEAPON : 20 Splash Damage(Subterranean Spines)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 37
ATTACK RANGE : 6
SIGHT RANGE: 8
BUILD TIME: 40
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to the Lurker carapace.
Each Zerg Melee Attack Evolution (Done at the Evolution Chamber) gives a +2
bonus to the Lurker ground attack.
SPECIAL ABILITIES: The Burrow Ability (Already evoled only for the Lurker)
permits to the Lurker to burrow underground to attack using it's long line of
Spines. He starts with this ability even if you did not evolve it at your
Hatchery/Lair/Hive, but it doesn't give the ability to other units.
DESCRIPTION: A superior genetic strain of the Hydralisk. Can tear apart ground
troops with thier deadly Subterranean Spines, a lethal treat if not prepared.
STRENGTHS: If you stack up 5 or 6 at a choke point of your base along with a
few Sunken Colonies behind, any ground assault is determined to fail. It may
say 20 Splash Damage, but it can hit the same unit twice or 3 times! A good
combination is Dark Swarm with Lurkers under it it is the best offense to clear
those annoying "Photon Cannons fields".
WEAKNESSES: They take some time to burrow unlike other Zerg units which burrow
nearly right away. Also, they can only attack when underground which makes them
ideal targets when they are moving or with units like Tanks/Reavers with great
range, they can kill them easily from afar and Lurkers cannot sneak upon them
unless you're willingly wanting to spare a few Lurkers in the process.
***********************************************************************
SCOURGE
Vital Stats:
SIZE: Medium (Biological)
FOOD NEEDED: 0,5 (Like the Zergling)
MINERALS NEEDED: 12,5
VESPENE GAS NEEDED: 37,5
STARTING ARMOR: 0
HIT POINTS (HP): 25
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 110 Normal Damage(Suicide)
COOLING RATE : None (They kill themselves in 1 hit)
ATTACK RANGE : 1
SIGHT RANGE: 5
BUILD TIME: 30
UPGRADES: Each Zerg Flyer Carapace Evolution (Done at the Spire/Greater Spire)
gives a +1 bonus to the Scourge carapace.
SPECIAL ABILITIES: None
DESCRIPTION: A kamikaze type, flying bat-like creature. It crashes itself into
flying ships and deliver massive damage with the numerous toxins within thier
own body.
STRENGTHS: Speed and power. They are fairly quick and they deliver a massive
110 damage to the targeted unit, killing nearly all (Except Capital ships) with
2 Scourges (Sometimes 1 depends on the unit). They are the Carriers wotrst
enemies because of thier speed, they should already have hitten the Carriers by
the time the Interceptors got out of the Carrier, which means heavy lost for
the opponent. They're fairly cheap too.
WEAKNESSES: Small HP, if the flying units have any kind of ground support, the
Scourges will fall before they reach thier target. This weakness makes them
ineffective against Battlecruiser, because one shot from a Battlecruiser = 1
Scourge dead. Use them against Battlecruisers only when you're distracting them
with other kind of units, if you do not do so, the number of Scourges required
to kill a large group of Battlecruisers is rather high.
***********************************************************************
OVERLORD
Vital Stats:
SIZE: Large (Biological)
FOOD NEEDED: 0
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 200
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : None
ATTACK RANGE : 0
SIGHT RANGE: 9/11 with upgrade
BUILD TIME: 40
UPGRADES: Each Zerg Flyer Carapace Evolution (Done at the Spire/Greater Spire)
gives a +1 bonus to the Overlord carapace.
The Pneumatized Carapace Evolution (Done at the Lair/Hive) doubles the speed of
the Overlord.
The Antennae Evolution (Done at the Lair/Hive) gives a +2 bonus to the Overlord
sight range.
SPECIAL ABILITIES: The Ventral Sacs Evolution (Done at the Lair/Hive) gives the
transport ability to the Overlord. So you've got the Zerg transport!!
DESCRIPTION: Big 'n ugly control provider for the Zerg, center of the Zerg
production and essential to any Zerg player, in big quantities.
STRENGTHS: Great range of advantages, great detection range, transport unit,
food provider and fastest transport in the game. It also doesn't need any food
to produce. With this unit along with Spore Colonies, the Zerg can easily
outmatch any cloaked or covert assaults.
WEAKNESSES: No weapons, if it has great advantages, that means if you lose many
of them, you lose many advantages. Also it starts extremely slow, if you want
to use them, you MUST do the Pneumatized Carapace Evolution to even stand a
chance of escaping.
***********************************************************************
MUTALISK
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 2
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 100
STARTING ARMOR: 0
HIT POINTS (HP): 120
GROUND ATTACK & WEAPON : 9 Normal Damage(Glave Wurm)
AIR ATTACK & WEAPON : 9 Normal Damage(Glave Wurm)
COOLING RATE : 30
ATTACK RANGE : 3
SIGHT RANGE: 7
BUILD TIME: 40
UPGRADES: Each Zerg Flyer Carapace Evolution (Done at the Spire/Greater Spire)
gives a +1 bonus to the Mutalisk carapace.
Each Zerg Flyer Attacks Evolution (Done at the Spire/Greater Spire) gives a +1
bonus to the Mutalisk air and ground attacks.
SPECIAL ABILITIES: The Guardian Ability (Available when you have a Greater
Spire and Hive) gives the option to morph your Mutalisk into a Guardian. For
more info regarding the Guardian see his own section.
The Devourer Ability (Available when you have a Greater Spire and Hive) gives
the option to morph your Mutalisk into a Devourer. For more info regarding the
Devourer see his own section.
DESCRIPTION: A small airborne unit, capable of launching special Glave Wurms
that ricochet on multiple enemies for some damage. Also the basic strain for
Guadian and Devourer.
STRENGTHS: With thier speed, you can amass great groups then, you just pass
through the defenses barriers and you attack the inside where (hopefully) they
didn't put any defense. Also, this is a small unit so all Explosive type damage
deals 25% of thier damage which is a very good advantage, because your
Mutalisks die less easily.
WEAKNESSES: Thier basic attack sucks. Even with the ricochet it's still
extremely weak. They cannot take upon massive groups of ground units that
attacks the flying unless they are in large groups too. They are also easy prey
for units like Corsair or Valkyrie, because of the Splash damage. The Valkyrie
is easily the best unit to counter huge Mutalisks groups because they stack one
upon another and make easy prey for the HALO Rockets.
***********************************************************************
GUARDIAN
Vital Stats:
SIZE: Large (Biological)
FOOD NEEDED: 2
MINERALS NEEDED: 150 (Need a Mutalisk)
VESPENE GAS NEEDED: 200
STARTING ARMOR: 2
HIT POINTS (HP): 150
GROUND ATTACK & WEAPON : 20 Normal Damage(Acid Spore)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 30
ATTACK RANGE : 8
SIGHT RANGE: 11
BUILD TIME: 40
UPGRADES: Each Zerg Flyer Carapace Evolution (Done at the Spire/Greater Spire)
gives a +1 bonus to the Guardian carapace.
Each Zerg Flyer Attacks Evolution (Done at the Spire/Greater Spire) gives a +2
bonus to the Guardian ground attack.
SPECIAL ABILITIES: None
DESCRIPTION: They are like organic bombardiers, they can only attack the ground
with lethal Acid Spores. A fearsome sight in large groups.
STRENGTHS: Great range, if you see heavy immobile defenses, this is the unit to
go for, bring them some protection against the air, and you're ready to win!
They are extremely dangerous, just when you think you've got a stable,
inpenetrable defense, someone comes up with a huge Guardians group and wipes
you out. Best unit to pass through heavily defended fortresses.
WEAKNESSES: Hopeless against the air, they cannot do anything about it, and
don't think about running away, thier speed is extremely slow compared to thier
base strain (which is the Mutalisk). They are also heavy resources eaters, a
Guardians costs 150m and 200g because I count the price of a Mutalisk in it.
Which makes them very difficult to amass big groups of them unless you've got
multiples outposts mining gas and minerals.
***********************************************************************
DEVOURER
Vital Stats:
SIZE: Large (Biological)
FOOD NEEDED: 2
MINERALS NEEDED: 250 (Need a Mutalisk)
VESPENE GAS NEEDED: 150
STARTING ARMOR: 2
HIT POINTS (HP): 250
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 25 Explosive Damage(Corrosive Acid)
COOLING RATE : 100
ATTACK RANGE : 6
SIGHT RANGE: 10
BUILD TIME: 40
UPGRADES: Each Zerg Flyer Carapace Evolution (Done at the Spire/Greater Spire)
gives a +1 bonus to the Devourer carapace.
Each Zerg Flyer Attacks Evolution (Done at the Spire/Greater Spire) gives a +2
bonus to the Devourer air attack.
SPECIAL ABILITIES: None
DESCRIPTION: A big, skull-like creature that uses Corrosive Acid to eat through
the thickiest plating. You see these along with Guardians usually.
STRENGTHS: The best strength is the support aspect of the Devourer, it attaches
up to 9 Acid Spores to units near the unit you've attacked, each acid spore
reduces the armor by 1 (Your armor can be in the negative) and the rate of fire
by 1/8. A unit with 9 spores attached to it is as good as dead. Best used with
the cooperation of Mutalisks, you attach the spores and you let the Mutalisks
finish them.
WEAKNESSES: Defenseless against the ground (Just like the Valkyrie and
Corsair), but it's biggest drawback is it's rate of fire... It's the slowest in
the ENTIRE game!!! If you've got a Devourer with 9 spores attached to it,
you'll fire once every 30 sec i think!! This unit is definitly not designed to
being used alone because of this weakness.
***********************************************************************
QUEEN
Vital Stats:
SIZE: Medium (Biological)
FOOD NEEDED: 2
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 150
STARTING ARMOR: 2
HIT POINTS (HP): 120
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : None
ATTACK RANGE : 0
SIGHT RANGE: 10
BUILD TIME: 50
UPGRADES: Each Zerg Flyer Carapace Evolution (Done at the Spire/Greater Spire)
gives a +1 bonus to the Queen carapace.
The Gamete Meiosis Evolution (Done at the Queen's Nest) gives a +50 bonus to
the Queen maximum energy.
SPECIAL ABILITIES: The Parasite Ability (Starts with it) lets the Queen launch
a parasite (For 75 energy units) that will attach to the targeted unit and lets
you see through the eyes of that unit. If the opponent wants to remove it, the
only choice is to kill the afflicted unit or use Restoration from Medics (If
he's Terran that is...). Be aware that this can be use against you by planning
a sneak attack. Also the opponent can see it when he selects this unit the
border of the wireframe will be green.
The Ensnare Evolution (Done at the Queen's Nest) lets the Queen launch a
Glue-like substance (For 75 energy units) that will "Ensnare" units in a
certain range. This substance will slow down the speed and rate of fire of the
afflicted units. Not the best of abilities, but certainly helpful sometimes.
The Spawn Broodling Evolution (Done at the Queen's Nest) lets the Queen launch
a parasite egg (For 150 energy units) that will enter the body of ANY ground
unit featuring organic people in it (Even siege tanks or Dragoons) and will
kill it instantly to give birth to 2 Broodlings. The Broodlings are weak, but
if you amass a fleet of 8 to 12 Queens, you can kill up to 8 or 12 Dragoons for
a 150 energy units each. This is hands down the most harrassing techniquein the
entire game because of the range of the ability (I think it's 9) and the effect
of it. Don't care about the Broodlings they don't serve anything so just kill
the units.
The Infestation Ability (Starts with it) lets the Queen enter a severly damaged
Terran Command Center (The energy must have lost at least 1/2 of it's energy)
and infest it with parasites in a matter of seconds. It will keep it's ability
to lift off so you can easily fly it back to your base. Also, at the moment of
infestation, the Command Center is healed back to full health. This can be
harrassing because even if you're sure to lose the Command Center, at least let
your opponent lose it anyway, because they cannot do anything to get it back
once it's infested. This Command Center also lets you produce Infested Terrans,
for more info about them read thier section.
DESCRIPTION: A creature that usually hovers near the mining colony of Zerg
bases, appear to watch the larvaes, but are used to cripple if not kill the
opponent if used correctly, with a wide range of useful abilities, this is a
prime target for any opponent.
STRENGTHS: The abilities it has are awesome (Best is Spawn Broodling) make sure
you always have some Queens if you want to harrass your oppponent for nothing
(Energy regenerates by itself so....) the speed at which it flies is fairly
fast, the acceleration is snailish at first but soon goes rapidly enough.
WEAKNESSES: No weaponry, so if it's attacked and you cannot flee, it's done
for, cannot defend itself. Also, it's abilities may be awesome, but they feed
on the 250 maximum energy (when upgraded) of the Queen, and you don't have any
means to rejuvenate that energy, except waiting. So there will always be a
moment where your Queens will be useless while they replenish thier energy
reserves. A good unit, but handle with care.
***********************************************************************
ULTRALISK
Vital Stats:
SIZE: Large (Biological)
FOOD NEEDED: 6
MINERALS NEEDED: 200
VESPENE GAS NEEDED: 200
STARTING ARMOR: 1/3 with upgrade
HIT POINTS (HP): 400
GROUND ATTACK & WEAPON : 20 Normal Damage(Kaiser Blades)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 15
ATTACK RANGE : 1
SIGHT RANGE: 7
BUILD TIME: 60
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to the Ultralisk carapace.
Each Zerg Melee Attack Evolution (Done at the Evolution Chamber) gives a +3
bonus to the Ultralisk ground attack.
The Chitinous Plating Evolution (Done at the Ultralisk Cavern) gives a +2 bonus
to the Ultralisk starting armor.
The Anabolic Synthesis Evolution (Done at the Ultalisk Cavern) nearly doubles
the speed of the Ultralisk.
SPECIAL ABILITIES: None
DESCRIPTION: Large, fearsome organic creature capable of tearing through
massive defenses while able to sustain a big deal of damage. Can destroy any
ground unit or buildings with thier Kaiser Blades.
STRENGTHS: High HP. If you upgrade Speed and Armor, you've got a perfect
killing machine!!! In large numbers (6 to 12) it can easily tear through those
choke points to enemies bases. Also, if you're opponent sees some Ultralisk, he
may begin to focus more on strategic defense than attack, this can be an
advantage.
WEAKNESSES: Cannot burrow like other Zerg units, it's size largely makes it a
primary target for nearly all opponents. Also, they cost a little booty so it
may not be wise to lose them uselessly.
***********************************************************************
DEFILER
Vital Stats:
SIZE: Medium (Biological)
FOOD NEEDED: 2
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 150
STARTING ARMOR: 1
HIT POINTS (HP): 80
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : None
ATTACK RANGE : 0
SIGHT RANGE: 10
BUILD TIME: 50
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to the Defiler carapace.
The Metasynaptic Node Evolution (Done at the Defiler's Mound) gives a +50 bonus
to the Defiler maximum energy.
SPECIAL ABILITIES: The Burrow Evolution (Done at the Hatchery/Lair/Hive) lets
the Defiler burrow after throwing a Plague or Dark Swarm on the enemy or your
units. This is a must for Defilers, because you could hide them near enemy base
and constantly hammer on thier buildings with Plague.
The Dark Swarm Ability (Starting ability) lets the Defiler launch a cloud of
parasites (For 100 energy units) that protect units inside the cloud (ANY units
even opponent's) against ranged attacks, the only damage that can still be done
to units inside the cloud is Splash Damage from Reavers and Siege Tanks or
melee attack damage. A good strategy to destroy big cannon field is to Dark
Swarm near the cannons and send Hydralisks/Lurkers to destroy the cannons while
they fire uselessly on the protective cloud.
The Plague Evolution (Done at the Defiler's Mound) lets the Defiler launch a
corrosive type acid (For 150 energy units) thats eats through ANY material. It
will do cumulative damage until the unit is near-death or is healed by
restoration. The total damage dealt is between 200 and 250. Against the
Protoss, this ability eats directly through the structure of the unit/building
while leaving the shield intact. This is a great crippling ability. Best
against Terrans because if the buildings gets in the red, the building will
self-destruct if not repaired.
The Consume Evolution (Done at the Defiler's Mound) lets the Defiler devours
one of his own brethen to recover 50 units of energy. It's better to use this
on Zerglings or Broodlings because even an Ultralisk gives only 50 energy
units. Good if you rely on Defiler as your main harrassing unit but multiples
burrowed units near the defiler is less subtle than only 1 Defiler.
DESCRIPTION: A scorpion-like creature made of nearly 100% toxins and cancers.
It actually uses those toxins to attack the enemy.
STRENGTHS: A fairly good harrassing unit (Plague) an support unit (Dark Swarm.
Good abilities, but nothing compared to the Queen.
WEAKNESSES: Again, it relies on energy, you can refill it unsing Consume, but
you most likely tends to pinpoint where the Defiler is hiding because of the
blood stains. Not a good strategy. The speed is slow, if it's discovered then
forget about it, you will lose it.
***********************************************************************
INFESTED TERRAN
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 50
STARTING ARMOR: 0
HIT POINTS (HP): 60
GROUND ATTACK & WEAPON : 500 Explosive and Splash Damage(Suicide)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : None (They kill themselves in 1 hit)
ATTACK RANGE : 1
SIGHT RANGE: 5
BUILD TIME: 40
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to the Infested Terran carapace.
SPECIAL ABILITIES: The Burrow Evolution (Done at the Hatchery/Lair/Hive) lets
the Infested Terran burrow until you need of extreme force to quickly destroy
buildings.
DESCRIPTION: A deformed Terran who will now give is new life for the glory of
the swarm. Packs quite a punch when it explodes (if it does...)
STRENGTHS: These little guys deal a hefty 500 damage in splash and explosive,
can actually destroy 3 Supply Depots if you place it at the good place. If you
can get a couple of them inside the enemy base, you can easily destroy thier
most vital buildings.
WEAKNESSES: They're very easily killed, if they are killed before getting to
thier target, they do not explode, they just die. Also, to have them, you must
take an enemy Command Center (Friendly if you play with a Terran partner) which
is easier said than done. If you have a Terran partner, this weakness is
obsolete. It's quite rare to see these in multiplayer games.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Live for the Swarm!"
When selected: "Ready to kill!"
"Prepare to die!"
"Ready to serve!"
"Sacrifice me!"
"I did it for the Swarm!"
When pissed off (Selected multiple times in a row without giving orders):
"I am wretched..."
"But I am strong!"
"I am the future!"
"I am ZERG!!!"
When ordered: "Yes!"
"Immediately"
"Gladly!"
"For the Overmind!"
-----------------------------------------------------------------------
7. Protoss Units & Abilities
Unit listing for the Protoss, note that someunits do not have a quotes section
because (you guessed it) they only produce different sounds. Sometimes they
also speak in thier own language which I cannot spell correctly so I'll write
"(language)" in these cases.
***********************************************************************
PROBE
Vital Stats:
SIZE: Small (Mechanical)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 20
SHIELD POINTS : 20
GROUND ATTACK & WEAPON: 5 Normal Damage(Particle Beam)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 22
ATTACK RANGE: 1
SIGHT RANGE: 8
BUILD TIME: 20
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
the Probe armor.
Each of the Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus
to the Probe Shield.
SPECIAL ABILITIES: None
DESCRIPTION: Robotic worker unit of the Protoss. Can defend itself with it's
Particle Beam, but is most likely to die.
STRENGTHS: The only advantage of the Probe is that it can begin building a
building then return mining unlike other species.
WEAKNESSES: Worst worker unit in the game, SCVs at least have a little more HPs
(even if it doesn't help THAT much) and can repair themselves, Drones can
burrow out of sight. Probes cannot do anything against an enemy assault apart
dying while trying to run away.
***********************************************************************
ZEALOT
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 2
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 0
STARTING ARMOR: 1
HIT POINTS (HP): 80
SHIELD POINTS : 80
GROUND ATTACK & WEAPON: 16 Normal Damage(Psi Blades)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 22
ATTACK RANGE: 1
SIGHT RANGE: 7
BUILD TIME: 40
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
the Zealot armor.
Each Protoss Ground Weapons Upgrade (Done at the Forge) gives a +2 bonus to the
Zealot ground attack.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Zealot Shield.
The Leg Enhancements Upgrade (Done at the Citadel Of Adun) doubles the speed of
the Zealot.
SPECIAL ABILITIES: None
DESCRIPTION: Protoss first fighting unit. Can deliver hefty damage with thier
Psi Blades, this unit is clearly the strongest of each species 1rst fighting
unit.
STRENGTHS: Thier high HP in the beginning. Thier power also, they can kill
Marines and Zerglings in 3 hits. If you amass a group of them early in the
game, you can totally overpower an unwary opponent with sheer power. Even in
the late game, they can kill opponents when they have Leg Enhancements (which
greatly helps thier speed). Zealots should always be a thing to watch for.
WEAKNESSES: They have a bigger cooling than Marines and Zerglings which leaves
a big pause between attacks. They also cost much more than them, you could have
2 Marines for 1 Zealot (2 Marines do not kill 1 Zealot btw) or 4 Zerglings for
1 Zealot (4 Zerglings easily kill 1 Zealot). Protoss units really cost a big
amount in the long run.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "My life for Aiur!"
When selected: "(Language)"
"(Language)"
"I long for combat"
"What now calls?"
When pissed off (Selected multiple times in a row without giving orders):
"En taro Adun!"
"All for the empire!"
"Doom to all those who treathen the homeworld!!!"
When ordered: "For Adun"
"(Language)"
"Thus I serve!"
"Honor guide me"
***********************************************************************
DRAGOON
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 125
VESPENE GAS NEEDED: 50
STARTING ARMOR: 1
HIT POINTS (HP): 100
SHIELD POINTS : 80
GROUND ATTACK & WEAPON: 20 Explosive Damage(Phase Disruptor)
AIR ATTACK & WEAPON: 20 Explosive Damage(Phase Disruptor)
COOLING RATE: 30
ATTACK RANGE: 4/6 with upgrade
SIGHT RANGE: 8
BUILD TIME: 40
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
the Dragoon armor.
Each Protoss Ground Weapons Upgrade (Done at the Forge) gives a +2 bonus to the
Dragoon ground and air attack.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Dragoon Shield.
The Singularity Charge Upgrade (Done at the Cybernetics Core) gives a +2 bonus
to the Dragoon attack range.
SPECIAL ABILITIES: None
DESCRIPTION: The robotic machine used by fallen Zealots, thier dead bodies are
put inside those robots so they can continue to battle along with thier
brethren, attacks with lethal Phase Disruptor shots.
STRENGTHS: Hits ground and air for a decent amount of damage. Good for defense
because it's mobile and cannons aren't. Dragoons are perfect units to get rid
of huge Carriers/Battlecruisers fleets as they deal a hefty 26 damage (when
fully upgraded) each and have fairly good range.
WEAKNESSES: They are quite large and tend to stumble upon one another if made
in big groups. Thos units sucks against melee ground units that hit fast and
quick because they do little damage to them because of Explosive damage and
thier cooling is too slow to compensate. Much more useful against the air. It's
really costy and quite a hassle to have your big group of Dragoons decimated by
Spawn Broodlings (I did that one time).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "I have returned"
When selected: "Receiving..."
"Awaiting instructions..."
"Transmit..."
"Input command..."
"(Language)"
"(Language)"
"Make use of me!!"
"I am needed?"
When pissed off (Selected multiple times in a row without giving orders):
"Unauthorized transmission..."
"Incorrect protocol..."
"BEEP..BEEP.. Drop your weapon you have 15 seconds to comply..."
"5...4...3..2.1 (Phase shot)"
When ordered: "Confirmed"
"Initiated"
"(Language)"
"(Language)"
"Commencing..."
"(Language)"
"For vengeance!"
***********************************************************************
HIGH TEMPLAR
Vital Stats:
SIZE: Small (biological)
FOOD NEEDED: 2
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 150
STARTING ARMOR: 0
HIT POINTS (HP): 40
SHIELD POINTS : 40
GROUND ATTACK & WEAPON: 0(None)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: None
ATTACK RANGE: 0
SIGHT RANGE: 7
BUILD TIME: 50
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
the High Templar armor.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
High Templar Shield.
The Khaydarin Amulet Upgrade (Done at the Templar Archives) gives a +50 bonus
to the High Templar maximum energy.
SPECIAL ABILITIES: The Psionic Storm Upgrade (Done at the Templar Archives)
lets the High Templar send massive current in a certain area and for a limited
time (For 75 energy units). All units caught inside the storm will sustain
massive cumulative damage, usually enough to kill any unit under the 200 HP
mark. Works better against slow-pokes, because other units can get out of the
storm rather quickly and nearly intact. Doesn't work against buildings.
The Hallucination Upgrade (Done at the Templar Archives) lets the High Templar
create two duplicates of any unit (Friend or foe). These units have the same
HP, but they attack for 0 damage and get double damage from each attack against
them. Any effect targeted on an Hallucinated unit will destroy that
hallucination. Also, hallucination cannot use any of the original copy of the
unit (Hallucinated Ghosts cannot lock-down for exemple). Best used as a
diversion, send 10 or so Shuttles into the enemy base with only 3 or 4 having
troops inside while the other 6 or 7 are hallucinated.
The Archon Merging Ability (Starting Ability) lets two Templars give thier life
to become a single Archon. Keep in mind that an Archon costs 2 Templars (Which
is pretty costy) use with care. For more info on the Archon, read it's own
section.
DESCRIPTION: The Protoss spellcaster. Can unleash various dangerous Psy Storms
or trick the enemy with Hallucinations, also the base product for Archons.
STRENGTHS: Thier ability, Psionic Storm, can be quite lethal if used carefully,
especially against massive Hydralisks groups. If your Templars are empty of
thier energy, just merge them into Archons to battle once again. Best way to
use them is to stick them into an upgraded shuttle, to help transport because
of thier slow speed, (DO NOT lose the Shuttle, however)
WEAKNESSES: They move like turtles, extremely slow, if your enemy targets your
Templars, I hope you have some protection or Shuttle nearby, otherwise, they're
dead. Little HP also, easily killed by nearly anything. A Templar requires at
least Psy Storm to be effective and is reliable on it's energy and energy
doesn't last forever. Be aware though that they can be REALLY dangerous in the
hands of an expert.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "???" (Thier language or something else?)
When selected: "Your will?"
"I heed thy call"
"State thy being"
"Your force..."
When pissed off (Selected multiple times in a row without giving orders):
"Your force betrayed you..."
Possibility : "Your thoughts betray you..." (Star Wars)
"I see you have an appetite for destruction..."
"And you learned to use your illusions..."
"But I find your lack of control disturbing..."
When ordered: "You think as I do..."
"It shall be done..."
"(Language)"
"My path is set..."
***********************************************************************
ARCHON
Vital Stats:
SIZE: Large (Ethereal, means not biological nor mechanical)
FOOD NEEDED: 4
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 300
STARTING ARMOR: 0
HIT POINTS (HP): 10
SHIELD POINTS : 350
GROUND ATTACK & WEAPON: 30 Splash Damage(Psionic Shockwave)
AIR ATTACK & WEAPON: 30 Splash Damage(Psionic Shockwave)
COOLING RATE: 20
ATTACK RANGE: 2
SIGHT RANGE: 8
BUILD TIME: 20
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
the Archon armor.
Each Protoss Ground Weapons Upgrade (Done at the Forge) gives a +3 bonus to the
Archon ground and air attack.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Archon Shield.
SPECIAL ABILITIES: None
DESCRIPTION: The combined ethereal form of 2 High Templars. Ressembles to a
ghostly blue ball of light. Can hit air and ground with Psy Shockwaves.
STRENGTHS: Immense shield strength, these units are groups clear clearers
because of thier Splash attack. Deal 39 damage when fully upgraded, if you hope
to kill someone with brute strength this may be your unit of choice. However
it's not as invincible it seems to be.
WEAKNESSES: 1 EMP shockwave and your Archons are as good as dead with thier 10
HP. Even if they can kill Zerglings in huge numbers, thier cooling is quite
slow (Even if it says 20 it seems more than that). They can't be replenish
easily because they take quite a large number of energy units from shield
batteries to be healed. They also cost a major booty of vespene gas, because
you sacrifice 2 High Templars which makes 300 gas. Amassing a huge group of
those is quite costy and sometimes useless.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "The merging is complete..."
When selected: "(Language)"
"Power overwhelming..." (CHEATER!)
"We burn..."
"We need focus..."
When pissed off (Selected multiple times in a row without giving orders):
"It all looks so different on this side...."
"Break on through!"
"It's beautiful..."
"They should have sent a poet..."
When ordered: "Eradicate..."
"Annilihate..."
"Obliterate..."
"Destroy..."
***********************************************************************
DARK TEMPLAR
Vital Stats:
SIZE: Small (biological)
FOOD NEEDED: 2
MINERALS NEEDED: 125
VESPENE GAS NEEDED: 100
STARTING ARMOR: 1
HIT POINTS (HP): 80
SHIELD POINTS : 40
GROUND ATTACK & WEAPON: 40 Normal Damage(Warp Blades)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 30
ATTACK RANGE: 1
SIGHT RANGE: 7
BUILD TIME: 50
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
the Dark Templar armor.
Each Protoss Ground Weapons Upgrade (Done at the Forge) gives a +3 bonus to the
Dark Templar ground attack.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Dark Templar Shield.
SPECIAL ABILITIES: Permanent Cloaking Field lets the Dark Templar cloaks upon
is arrival and for the ENTIRE game until it dies. Very useful, however enemies
can still see a distortion when a cloaked unit moves.
Dark Archon Merging Ability (Starting Ability) lets 2 Dark Templar merge to
become 1 Dark Archon. Costy like the Archon, it's your choice to make them. For
more info on the Dark Archon, read it's own section.
DESCRIPTION: The Protoss that where banished from Aiur to Shakuras. Through
thier lifetime, they evolved a technique that deflects the light from them,
rendering them invisible to normal eyes. Can deal death like true assassins
with thier deadly Warp Blades.
STRENGTHS: Permenantly Cloaked and great attack power. A drop of 4 Dark
Templars early in the game can get your opponents having only a few detectors
which are easily taken out by the Dark Templars. They can kill Probes,
Zerglings, Drones, Marines and Broodlings in only 1 hit. Which makes them
really fearsome. The worker colony of your opponent will be entirely crippled
before he has a chance to do something.
WEAKNESSES: They are covert units, if they are used in open combat where they
are detected, they don't stand much of a chance against major troops, unlike
the Zealot, thier speed cannot be upgraded. They suck against Zerg because of
the abundance of Detectors units and quick hits units (Zerglings and
Hydralisks). Use them in the beginning, but stop if you see it's not working.
(Element of surprise is essential)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Adun Toridas"
When selected: "Yes?"
"(Language)"
"I'm waiting..."
"(Language)"
When pissed off (Selected multiple times in a row without giving orders):
"Your tanuts are inadvised Templar!"
"Do not provoke me to violence..."
"You can no more evade my wrath..."
"And you fear your own shadow!!!"
When ordered: "For Aiur!"
"So be it!"
"(Language)"
"Very well..."
***********************************************************************
DARK ARCHON
Vital Stats:
SIZE: Large (Ethereal)
FOOD NEEDED: 4
MINERALS NEEDED: 250 (Need 2 Dark Templars)
VESPENE GAS NEEDED: 200
STARTING ARMOR: 1
HIT POINTS (HP): 25
SHIELD POINTS : 200
GROUND ATTACK & WEAPON: 0(None)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: None
ATTACK RANGE: 0
SIGHT RANGE: 10
BUILD TIME: 20
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
the Dark Archon armor.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Dark Archon Shield.
The Argus Talisman Upgrade (Done at the Templar Archives) gives a +50 bonus to
the Dark Archon maximum energy.
SPECIAL ABILITIES: The Feedback Ability (Starting Ability) lets the Dark Archon
use the stored energy inside the targeted unit to damage that unit while
depleting the energy in the process (For 50 energy units). This ability is
essential to get rid of pesky spell-casters quickly and easily. Just target the
unit and BOOM!. However, don't do it on a unit that already used some of it's
abilities because it will maybe not die. Keep it against fresh units.
The Mind Control Upgrade (Done at the Templar Archives) lets the Dark Archon
tinker with an unit mind/program to make that unit side with them (For 150
energy units). Be aware that doing this spell leaves the Dark Archon very
vulnerable because it completly depletes the Shield of the Dark Archon. Keep
that ability against big and costy units (Battlecruisers/Carriers) or against a
worker unit from another species to start your own Terran/Zerg base. Don't rely
on this because it's costy in energy and you may lose a few weakened Dark
Archons in the process if you're not careful. BTW, the effect is permanent and
can only be reversed by another Mind Control.
The Maelstrom Upgrade (Done at the Templar Archives) lets the Dark Archon shut
down at thinking of Organic creatures in a certain radius (For 100 energy
units). Be aware that this ability affects friend and foe alike. Extremely
useful against Zerg because all of thier units are organic in nature you are
sure to stun them! Best used against thightly stacked
Mutalisks/Guardians/Devourers and move yourself in for the kills while they're
helpless. However, it's not very long and wears off pretty fast.
DESCRIPTION: Identical to the Archon, the only difference is the disturbing red
color of this unit. A spell-caster to heart with his abilities to stun organic
units, alter enemies minds and deplete energy reserves. Truly a good unit.
STRENGTHS: Awesome abilities, these abilities can easily overthrow any
victorious assault if used correctly. A 12 Carriers attack against you is not
very much when 4 Carriers become yours to kill them with, even if you lose
them, it's your enemy the nbig loser because he paid for these Carriers and you
used them to kill even more costy Carriers. The speed is fairly quick to
guarantee a fast getaway if targeted.
WEAKNESSES: No weapons! I first thought these Archons at weapons more powerful
than a normal Archon, but they have nothing. It an unit that relies on energy
and, as you know, energy doesn't last forever. You will always need some time
to refill your enrgy once in a while. A Dark Archon after a Mind Control is
easy prey with thier meager 25 HP so you must get them to safety ASAP. Costy
enough to cost you 2 Dark Templar who are a fearsome force in the game.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "We are respawned..."
When selected: "Must have energy..."
"We hear you..."
"Forces in chaos..."
"Must feed..."
When pissed off (Selected multiple times in a row without giving orders):
"Must consume..."
"...or oblivion will take us..."
"Adun, save me..."
"????????" (What the hell is that?!?!)
When ordered: "**yelling**"
"We'll go..."
"Forgive our ways..."
"We move..."
***********************************************************************
SHUTTLE
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 200
VESPENE GAS NEEDED: 0
STARTING ARMOR: 1
HIT POINTS (HP): 80
SHIELD POINTS : 60
GROUND ATTACK & WEAPON: 0(None)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: None
ATTACK RANGE: 0
SIGHT RANGE: 8
BUILD TIME: 60
UPGRADES: Each Protoss Plating Upgrade (Done at the Cybernetics Core) gives a
+1 bonus to the Shuttle armor.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Shuttle Shield.
The Gravitic Drive Upgrade (Done at the Robotics Support Bay) nearly doubles
the speed of the Shuttle.
SPECIAL ABILITIES: None
DESCRIPTION: A robotic transport for the Protoss, with the speed upgrade, it
becomes the best transport in the game!
STRENGTHS: Once upgraded in speed, it enables quick and hidden forces drop for
covert operations. Clearly the fastest transport in the game. Getting these is
essential for your High Templars and Reavers to move around more quickly.
WEAKNESSES: Like every transport, it has no weapons so it's easily taken down
if pursued. Also, seeing the cost of protoss units, you don't want to lose your
shuttles and your opponent knows this and will surely hunt them down. This is a
pretty costy unit by itself 200m for 1 Shuttle. To permit your drops, seek a
safe area or create a diversion.
***********************************************************************
REAVER
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 4
MINERALS NEEDED: 200
VESPENE GAS NEEDED: 100
STARTING ARMOR: 0
HIT POINTS (HP): 100
SHIELD POINTS : 80
GROUND ATTACK & WEAPON: 100/125 with upgrade Splash Damage(Scarab)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 60
ATTACK RANGE: 8
SIGHT RANGE: 10
BUILD TIME: 70
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
the Reaver armor.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Reaver Shield.
The Scarab Damage Upgrade (Done at the Robotics Support Bay) gives a +25 bonus
to the Reaver ground attack.
The Reaver Capacity Upgrade (Done at the Robotics Support Bay) lets the Reaver
carry 10 Scarabs instead of 5.
SPECIAL ABILITIES: The Scarab Shop (Starting ability) lets the Reaver
self-produce a Scarab for 15 minerals. Always replenish your Reavers before
attacking! You cannot have more Scarabs than 5 without upgrade and 10 with
upgrade.
DESCRIPTION: A caterpillar-like roboticly engineered unit. Launches highly
damaging Explosive Homing Scarabs. It's firepower is a compensation for is
extremely slow speed.
STRENGTHS: Extreme power, can tear through Marines/Zerglings/Zealots/Dark
Templars/Hydralisks I call that unit "The Butcher" because of the awesome
damage it does against ground troops, the only unit capable of firing before
him is the Tank in Siege Mode. Even better, the Scarabs explosions will not
affect your units nearby (affects allies units though) so you can pretty much
attack while the Reaver clears huge portion of the opponents army.
WEAKNESSES: Have you seen it's speed? Don't expect to move it around like this,
you'll need a Shuttle (or a great deal of patience). Can be taken out easily
from the air, and it cannot get away because of it's speed. It also has a long
delay between Scarab launching and if you constantly fire, you will run out of
Scarabs, even if you produce them as them fire. A great unit, but with very
evident weaknesses.
***********************************************************************
OBSERVER
Vital Stats:
SIZE: Small (Mechanical)
FOOD NEEDED: 1
MINERALS NEEDED: 25
VESPENE GAS NEEDED: 75
STARTING ARMOR: 0
HIT POINTS (HP): 40
SHIELD POINTS : 20
GROUND ATTACK & WEAPON: 0(None)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: None
ATTACK RANGE: 0
SIGHT RANGE: 9/11 with upgrade
BUILD TIME: 40
UPGRADES: Each Protoss Plating Upgrade (Done at the Cybernetics Core) gives a
+1 bonus to the Observer armor.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Observer Shield.
The Gravitic Boosters Upgrade (Done at the Observatory) doubles the speed of
the Observer.
The Sensor Array Upgrade (Done at the Observatory) gives a +2 bonus to the
Observer sight range.
SPECIAL ABILITIES: Permanent Cloaking enables this scout to spy anywhere on the
map and safe from harm to some extent. Clearly the best scout because of this
ability.
DESCRIPTION: A moving satellite. Actually uses an advanced Cloaking Field that
is always on-line. Because of the output of energy required, no weapons of any
kind could be installed. Any additionnal energy source would make the Observer
easily detectable by it's size and energy signatures.
STRENGTHS: Permanently cloaked, which is the best thing for a scout. You can
easily scout the map with no worries of being taken down (Unless you run into a
detector, then you're in trouble) its range once upgraded is fairly big and as
a good speed. Cheapest detector in the game!
WEAKNESSES: No weapons, no abilities, nothing! Only an Observer, as no other
purpose than to observe. Which fairly restricts the use of this unit. Very weak
also, taken down easily if detected.
***********************************************************************
SCOUT
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 3
MINERALS NEEDED: 300
VESPENE GAS NEEDED: 150
STARTING ARMOR: 0
HIT POINTS (HP): 150
SHIELD POINTS : 100
GROUND ATTACK & WEAPON: 8 Normal Damage(Dual Photon Blasters)
AIR ATTACK & WEAPON: 28 Explosive Damage(Anti-Matter Missiles)
COOLING RATE: 30 for ground/22 for air
ATTACK RANGE: 4
SIGHT RANGE: 8/10 with upgrade
BUILD TIME: 80
UPGRADES: Each Protoss Plating Upgrade (Done at the Cybernetics Core) gives a
+1 bonus to the Scout armor.
Each Protoss Air Weapons Upgrade (Done at the Cybernetics Core) gives a +1
bonus to the Scout ground attack and a +2 bonus to the Scout air attack.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Scout Shield.
The Gravitic Thrusters Upgrade (Done at the Fleet Beacon) nearly doubles the
speed of the Scout.
The Apial Sensors Upgrade (Done at the Fleet Beacon) gives a +2 bonus to the
Scout sight range.
SPECIAL ABILITIES: None
DESCRIPTION: The Protoss description for a scout, is a pretty strong powerhouse
against the air (Anti-Matter Missiles), but really pityful against the ground
(Dual Photon Blasters). A "scout" more useful in attacks.
STRENGTHS: Clear superiority in air-to-air combat, can kill Battlecruisers and
Carriers very easily in groups. A definite must to gain air superiority.
WEAKNESSES: The only weaknesses they have is thier really stupid air-to-ground
attack, which doesn't do much damage and looks really pityful and thier really
pricey cost. I mean, 1 costs 300m and 150g?!?! it's nearly the same price as a
Carrier!!! A Terran opponent can get much more Wraiths before you have a
sizeable Scout force. If the price and build time was shorter, this unit would
be more useful.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Teleport Successful"
When selected: "Awaiting Command"
"Standing by..."
"Contact!"
"Cho'gal" (A name from Warcraft 2, I think...)
When pissed off (Selected multiple times in a row without giving orders):
"Signal unstable..."
"Psionic link dissipating..."
"I just ignored transmission"
"(Voice distorts in mid-transmission)"
"??????..... reengaged!" (The beginning is not
understandable...)
When ordered: "Due yours!"
"(Language)"
"It will be done!"
"????? acknowledged!"
***********************************************************************
CARRIER
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 8
MINERALS NEEDED: 350
VESPENE GAS NEEDED: 250
STARTING ARMOR: 4
HIT POINTS (HP): 300
SHIELD POINTS : 150
GROUND ATTACK & WEAPON: 6 Normal Damage(Pulse Cannon) <72 total damage>
AIR ATTACK & WEAPON: 6 Normal Damage(Pulse Cannon) <72 total damage>
COOLING RATE: **CLASSIFIED**
ATTACK RANGE: 8
SIGHT RANGE: 11
BUILD TIME: 140
UPGRADES: Each Protoss Plating Upgrade (Done at the Cybernetics Core) gives a
+1 bonus to the Carrier armor.
Each Protoss Air Weapons Upgrade (Done at the Cybernetics Core) gives a +1
bonus to the Carrier ground and air attack.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Carrier Shield.
The Carrier Capacity Upgrade (Done at the Fleet Beacon) lets the Carrier carry
8 Interceptors instead of 4.
SPECIAL ABILITIES: The Interceptor Hangar Ability (Starting Ability) lets the
Carrier produce an Interceptor (For 25m) which serves as weapons for the
Carrier. Always fill up your Carriers before attacking!
DESCRIPTION: A HUGE capital ship to the Protoss. No weapons installed on it,
but can launch up to 8 Interceptors capable of dealing 72 damage when fully
upgraded to air and ground. Truly an immense powerhouse.
STRENGTHS: Extreme force, 12 Carriers can realy wreak havoc on an unprepared
opponent. Defenses like Turrets/Spore/Cannons/Bunkers usually fires on the
Interceptors which can be easily replaced if lost.
WEAKNESSES: They take some time to begin thier attack, so a Zerg opponent can
send a flurry of Scourges to deal with Carriers, the Scourges will hit the
Carriers before you lose 1. A Terran opponent can easily overpower them with
Battlecruisers or Lockdown the Carriers and finish them with Wraiths. A Protoss
opponent should use masses of Scout to counter this, along with well placed Psy
Storms. As you can see they are easily blocked when you sense this sort of
attack coming. Almost any unit with some armor can easily shake off much damage
from the hits of the Interceptors, which makes them very weak in comparison.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Carrier has arrived"
When selected: "(Language)"
"Your command?"
"??? Protoss!" (The first sounds like "you" or "your"...)
"Instructions..."
When pissed off (Selected multiple times in a row without giving orders):
"Our enemies are legions!!!"
"And still, you procastinate?!?!?"
"COMMAND! Or you will be relieved!"
"This is not an idle threat!"
When ordered: "Affirmative!"
"(Language)"
"(Language)"
"Commencing..."
***********************************************************************
ARBITER
Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 4
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 350
STARTING ARMOR: 1
HIT POINTS (HP): 200
SHIELD POINTS : 150
GROUND ATTACK & WEAPON: 10 Explosive Damage(Phase Disruptor Cannon)
AIR ATTACK & WEAPON: 10 Explosive Damage(Phase Disruptor Cannon)
COOLING RATE: 45
ATTACK RANGE: 5
SIGHT RANGE: 9
BUILD TIME: 160
UPGRADES: Each Protoss Plating Upgrade (Done at the Cybernetics Core) gives a
+1 bonus to the Arbitrer armor.
Each Protoss Air Weapons Upgrade (Done at the Cybernetics Core) gives a +1
bonus to the Arbitrer ground and air attack.
Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Arbitrer Shield.
The Khaydarin Core Upgrade (Done at the Arbitrer's Tribunal) gives a +50 bonus
to the Arbitrer maximum energy.
SPECIAL ABILITIES: Permanent Cloaking Shield is an ability unique to the
Arbitrer as it cloaks any of your units within range (Not your allies mind you)
for the entire moment where they stay under the Arbitrer's field. This
technology is an advantage, but it emits a disruption that keeps the Arbitrer
from cloaking (Even when using another Arbitrer Cloaking Shield). A truly
remarkable ability.
The Statis Field Upgrade (Done at the Arbitrer's Tribunal) lets the Arbitrer
initiate a disruption in space-time (For 100 energy units), causing all units
in an certain area to get "frozen in time". Units caught in this can't be
attained by any means, they are impervious to any effects from this world for a
certain time. A good use is to stun a portion of an opponent attack force, then
slaughter the remaining portion and wait around the stunned units to return to
this world so you can slaughter them! Can be also used to as a last resort to
protect your units from a Nuke.
The Recall Upgrade (Done at the Arbitrer's Tribunal) lets the Arbitrer open a
gate in the continuum (For 150 energy units) to bring back any of YOUR units
from any place on the map to under the Arbitrer (Doesn't work if you do this
over water when trying to warp ground units). Although this ability seems to be
made to send back wounded to safety, the best use remains in a more offensive
tactic. Try to enter at least 1 Arbitrer in the middle of an enemy base then
let the Recall loose to bring your previously prepared heavy troops in the
middle of the base to wreak havoc without having to break through the
fortress-like choke point of this base.
DESCRIPTION: A vessel strangely made, emits a cloaking field other units but
not him. Can defend itself with a Phase Disruptor Cannon, although it should be
more reliable on it's abilities.
STRENGTHS: The cloaking field is a distinct advantage as it procures permanent
cloak to all units within it's range. His abilities are fairly good on the
offensive/defensive for great covert attacks and such. The Recall is probably
very fearsome if you see an Arbitrer safely go to your main base and stop at
workers...
WEAKNESSES: It's only weapon is useless, too long delay and pityful damage.
Relies more on energy than weapons, but useful even if it doesn't have any
energy left. Opponents tend to target them first so you may need to make more
than 1 for a covert operation to work (Hallucinations work extremely well for
this, imagine some 10 Arbitrers coming to the enemy base with only 1 real!!)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Warp field stabilized.."
When selected: "We are vigilant.."
"We shield your presence..."
"(Language)"
"(Language)"
When pissed off (Selected multiple times in a row without giving orders):
"We sense a soul in search of answers..."
"Do you seek knowledge of time travel?"
"We'll take that as a yes"
"And now for your first lesson... hahahahah"
"**extremely fast speaking** Do you seek knowledge of time
travel?"
When ordered: "(Language)"
"(language)"
"(Language)"
***********************************************************************
CORSAIR
Vital Stats:
SIZE: Medium (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 150
VESPENE GAS NEEDED: 100
STARTING ARMOR: 1
HIT POINTS (HP): 100
SHIELD POINTS : 80
GROUND ATTACK & WEAPON: 0(None)
AIR ATTACK & WEAPON: 5 Explosive and Splash Damage(Neutron Flare)
COOLING RATE: 8
ATTACK RANGE: 5
SIGHT RANGE: 9
BUILD TIME: 40
UPGRADES: Each Protoss Plating Upgrade (Done at the Cybernetics Core) gives a
+1 bonus to the Corsair armor.
Each Protoss Air Weapons Upgrade (Done at the Cybernetics Core) gives a +1
bonus to the Corsair air attack.
Eac