Starcraft: Brood War – Units FAQ
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_______ _______ | _____|_____ _____ / _____7_____ _______ _____ \-\ /_ __\ <\ <_ __\ |-/ <_ __\ <\ /_ ___//_ __\ \ \ \v| | /_\ | | \\ | | | | \\ /_\ | |_ \v| | \ \ | | //_\\ | | // \ \ | | // //_\\ | _/ | | \ \ | | / ___ \ | |< \ \ \ | |< \ / ___ \ | | | | /\__\ \ |/ /_/ \_\|_| \_\ \ \____|_| \_\/_/ \_\|_| |/ /______/ \____/ StarCraft Title ASCII Art by Andrew Fielding a.k.a. a67sm =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Written by : A.K.A. and El Greco Created : September 5, 2003 Version : 1.00 Updated : November 11, 2004 E-mail : REMOVED (El Greco) arminjewell(at)yahoo.com (A.K.A) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * It is very much appreciated if you view the guide prior to asking me a question. Most of your questions will be answered by this guide. Any e-mails that ask about questions that are obviously answered in the guide will be promptly deleted. No exceptions. The e-mail provided should only be used to clarify information or ask about information not mentioned hereon after. * Have a contribution? Don't hesitate to send it in. I will accept most submissions sent in to me as long as I can understand what you are saying. To make sure I get it right explain it in full-detail before sending it my way. * One last thing. Please don't e-mail me with technical questions about the game since my expertise is in the gameplay and nothing else. You'll get a better answer at the game board and probably much quicker. The latest updates of this guide can be found at GameFAQs: www.gamefaqs.com ----------------------------------------- --- WHAT'S NEW? (Version History) ---- ----------------------------------------- Version 1.00 | November 11, 2004 | 102 kb First version of the guide. Probably the last one unless there is some kind of glaring error pointed out. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- T A B L E O F C O N T E N T S -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 01) The Units 1.1 Terran Units 1.2 Zerg Units 1.3 Protoss units 02) Legal Disclaimer _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 01) The Units _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ============================================================================== 1.1 Terran ============================================================================== ------------------------------------------------------------------------------ -- SCV -- ----------- Rank : Supplies used : 1 Minerals : 50 Vespene Gas : 0 Hit Points : 60 Armor : 0 Ground Attack : Fusion Cutter Damage : 5 Normal Damage Cooldown Time : 15 Range : 1 Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 20 Size : Small Cooldown Time : 15 Range : 1 Sight Range : 7 Requires : - Command Center Basic Commands : - Move - Stop - Attack - Gather - Return - Repair - Build Basic Building - Command Center - Supply Depot - Refinery - Engineering Bay - Turret - Academy - Bunker - Build Advanced Building - Factory - Starport - Science Facility - Armory Upgrades : The SCV is upgraded at the Terran Engineering Bay, each weapons upgrade adds one damage point to the Fusion Cutter and each armor upgrade adds one level of armor to the SCV's plating. Unit Description : The SCV is the Terran worker unit, basically it does all the bitch work for the Terrans. Its primary functions are to gather resources, minerals and vespene gas, and to build buildings. When it builds a Refinery it will automatically begin to collect the refined Vespene Gas and bring it to the Command Center. The SCV is also the unit that repairs damaged vehicles such as Siege Tanks or Battle Cruisers, or even buildings. Unit Quotes ----------- When 100% complete : "SCV ready to go, sir!" When Selected : "Reporting for duty." "I read you." "Orders, captain?" "Yes, sir?" When Irritated : "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 claustrophobic, I gotta get out of here!" "(something unintelligible)." When Ordered : "Orders received." "Affirmative." "Right away, sir." "Roger that!" ------------------------------------------------------------------------------ -- Marine -- -------------- Rank : Private Supplies used : 1 Minerals : 50 Vespene Gas : 0 Hit Points : 40 Armor : 0 Ground Attack : Gauss Rifle Damage : 6 Normal Damage Cooldown Time : 15/7.5 with Stimpack upgrade Range : 4/5 with U-238 Shells Air Attack : Gauss Rifle Damage : 6 Normal Damage Cooldown Time : 15/7.5 with Stimpack upgrade Range : 4/5 with U-238 Shells Building Time : 24 Size : Small Cooldown Time : 15/7.5 with Stimpack Range : 4/5 with U-238 Shells Sight Range : 7 Requires : - Barracks Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Stim Pack Upgrades : You can upgrade the Marine at two places, the Academy or the Engineering Bay. At the Academy you can research Stim- Packs and U-238 Shells. The Stim-Packs are a special ability that is given to the Marine so that the time in between his attacks are shorter, therefore dealing out more damage. The Stim-Pack, however, takes away 10 Hit points for the Marine each time it is used, so use this carefully. The U-238 Shells increase the Marine's attack range. This means...obviously...that he can attack units that are further away. At the Engineering Bay the Marine's Gauss Rifle and his armor can be upgraded, the Weapons upgrade gives him one more damage point to his Gauss Rifle and the Armor Upgrade gives him one more level of armor. Unit Description : The Marine is probably the most versatile ground unit that any of the races start out with. The Marine is trained at the Terran Barracks and it can attack units that aren't right next to it and it can also attack air units. The Marine is physically weak though, it has only 40 hit points and it is easily damaged, it must have a Medic around to heal him. One marine will not win against a single Zerg Zergling or a Protoss Zealot, neither will a dozen marines stand up to 4 or 5 Protoss Zealots. To give a Marine more hit points it can be placed in a bunker where the bunker is damaged instead of the Marine, and the Bunker can also be repaired. You can load up to 4 Marines or other small units into a Bunker. The Marines best use is to provide support for Siege Tanks or other Ground or Air attack vehicles. Marines in huge numbers is also a good tactic but they will suffer from splash damage and large numbers of casualties. Unit 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 Irritated : "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 shit 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 -- --------------- Rank : Corporal Supplies used : 1 Minerals : 50 Vespene Gas : 25 Hit Points : 50 Armor : 1 Ground Attack : Flame Thrower Damage : 16 Cooldown Time : 20/11 with Stimpacks Range : 2 Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 24 Size : Small Cooldown Time : 20/11 with Stimpacks Range : 2 Sight Range : 7 Requires : - Barracks - Academy Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Stim Pack Upgrades : Just like the Marine the Firebat can be upgraded in the same way as the Marine. The Firebat is upgraded with Stimpacks at the Academy and at the Terran Engineering Bay you can upgrade the Firebat's flamethrower and armor. Unit Description : The main use of a Firebat in any game that you play is to do major damage to ground units. The Firebat's flamethrower is perfectly capable of inflicting large amount of damage to any ground unit that it comes across.. Given that it is an infantry unit it can be placed in a bunker just like the Marine and Ghost. When the Firebat is combined with a strikeforce of Marines, they can be almost unstoppable. The only way to stop a well coordinated Marine-Firebat advance is a well prepared and equipped defense. However, just like any other ground unit the Firebat is physically weak. It will not stand up to much damage so make sure you send them in to battle backed up by mechanical units or other ground units. Unit Quotes ----------- When 100% Complete : "Need a light?" When Selected : "Want to turn up the heat?" "Yes?" "You got my attention." "Fire it up!" When Irritated : "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!" ------------------------------------------------------------------------------ -- Medic -- ------------- Rank : 1st Lieutenant Supplies used : 1 Minerals : 50 Vespene Gas : 25 Hit Points : 60 Armor : 1 Ground Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 30 Size : Small Cooldown Time : N/A Range : varies Sight Range : 7 Requires : - Barracks - Academy Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Optical Flare - Restoration - Heal Upgrades : The Terran Engineering Bay can upgrade the Armor for the Medic, it adds one armor level to the Medic. At the Academy there are four upgrades available for the Medics.. The Caeducus Reactor will allow the Medic to have +50 energy. There are also two special ability upgrades for the medic, the Optical Flare, and Restoration, both of these will be explained in detail in the Unit Description area. Unit Description : The Medic is the life support unit for all of your combat infantry units. It can heal the Marine, Firebat, Ghost, and other Medics. When the need arises the Medic can be ordered to send out an Optical Flare to blind other units such as a Zerg overlord that is revealing the locations of your cloaked units, the Optical Flare will reduce the sight range of any unit down to 1. The Optical Flare can be reversed by using the Restoration tool, Restoration will restore a unit to restore sight or anything else that shouldn't be in your units. The Medic is one of the most useful units you will use as a Terran, don't underestimate it, it can prolong the battle time for a whole group of units by tens of seconds. The Medic is best used then there is one Medic for every three combat units you have, anything more is overdoing it and anything less will probably be not enough. Unit 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 Irritated : "I've already checked you out commander." "You want another physical?" "Turn your head and cough." "Ready for your sponge bath?" "His EKG is flatlining! Get me a defib, stat!" "CLEAR! *bzzzz*" "He's dead, Jim." When Ordered : "I'm on the job!" "On my way" "Stats!" "Right away!" ------------------------------------------------------------------------------ -- Ghost -- ------------- Rank : Specialist Supplies used : 1 Minerals : 25 Vespene Gas : 75 Hit Points : 45 Armor : 0 Ground Attack : C10 Canister Rifle Damage : 10 Concussive Damage Cooldown Time : 22 Range : 7 Air Attack : C10 Canister Rifle Damage : 10 Concussive Damage Cooldown Time : 22 Range : 7 Building Time : 50 Size : Small Cooldown Time : 22 Range : 7 Sight Range : 9/11 with Ocular Implants Requires : - Barracks - Academy - Science Facility w/ attached Covert Ops Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Cloak - Decloak - Nuclear Launch - Lockdown Upgrades : The Ghost is Upgraded at the Terran Engineering Bay, the weapons upgrade will add one damage point to the Canister Rifle and the Armor will add 1 armor level to the Ghost's armor. At the Covert Ops, which is an add-on to the Terran Science Facility, the Ghost can gain the Cloaking ability, the Lockdown ability, increased sight range, and the Moebius Reactor upgrade which will add-on 50 special energy points to the Ghost's 150. Unit Description : The Ghost is the most worthless infantry combat unit for the Terrans, it has a near useless weapon for attacking anything and it is pitifully weak. The main strengths of the Ghost are its ability to Lockdown mechanical units, which makes them cease functioning and makes them very vulnerable to attack, and to make nuclear launches. The Nuclear Launch is especially useful for decimating a fleet of enemy ships, destroying the enemies main base, defenses, and large attack forces. The Ghost will only be able to make a Nuclear Strike if it is cloaked since whenever a launch is detected by the enemy they will search the immediate area for the Ghost and if he is not found then they must bring in detectors to locate him, usually by which time the strike has already occurred. The Ocular Implants also the Ghost to attack the enemy from further away and make Nuclear Strikes from further away, this will also permit him to be outside of the blast zone when the missile hits, and then you can reuse him. An armed Nuclear Missile Silo is required for a Nuclear Strike to occur. Unit Quotes ----------- When 100% Complete : "Somebody called for an exterminator?" When Selected : "Call the shots!" "Ghost reporting" "I'm here" "Finally!" When Irritated : "You callin' down the thunder?" "Now reap the whirlwind!" "Keep it up! I dare ya!" "I'm about to overload my aggression inhibitors!" When Ordered : "I hear that." "I'm gone." "Never know what hit him." "I'm all over it." ------------------------------------------------------------------------------ -- Siege Tank -- ------------------ Rank : Master Sergeant Supplies used : 2 Minerals : 150 Vespene Gas : 100 Hit Points : 150 Armor : 1 Ground Attack : Arclite Cannon Damage Damage : 30 Explosive Damage Cooldown Time : 30 Range : 7 Ground Attack : Arclite Shock Cannon Damage : 70 Explosive Damage Cooldown Time : 75 Range : 12 Air Attack : none Building Time : 50 Size : Large Range (Tank) : 7 Range (Siege) : 12 Sight Range : 10 Requires : - Factory - Factory w/ attached Machine Shop Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Siege Mode - Normal Mode Upgrades : Just like any other unit the Siege Tank can be upgraded. At the Armory the Tank's armor and weapons can be upgraded to a stronger level. At the Machine Shop the Tank can be equipped with the ability to go into siege mode, this allows the tank to shoot further and deal loads more damage. Unit Description : Siege Mode is really the only useful feature of the Siege Tank. It is its most powerful attack and the only one that will stop or slow down an enemy advance. The Shock Cannon does a lot of splash damage and so when this is put up against a group of ground units such as Zealots or Hydralisks it can quickly eliminate a large group of them. As a defensive unit the tank will do you great service by quickly halting most enemy advances (except extremely large ones). If you opt to use it as an offensive unit then you will be quickly turned off to the idea, as they will be quickly defeated unless they are in large, overwhelming numbers. Unit Quotes ----------- When 100% Complete : "Ready to roll out!" When Selected : "Orders sir!" "Identify target!" "Destination?" "Yes sir?" When Irritated : "(singing)" "I'm about to drop the hammer!" "And dispense some indiscriminate justice!!" "What is your major malfunction??" When Ordered : "Move it!" "Absolutely!" "Delighted to, sir!" "Proceeding." ------------------------------------------------------------------------------ -- Vulture -- --------------- Rank : Sergeant Supplies used : 2 Minerals : 75 Vespene Gas : 0 Hit Points : 80 Armor : 0 Ground Attack : Fragmentation Grenade Damage : 20 Explosive Damage Range : 5 Cooldown Time : 30 Air Attack : none Damage : n/a Range : n/a Cooldown Time : n/a Building Time : 30 Size : Medium Cooldown Time : 30 Range : 5 Sight Range : 8 Requires : - Factory Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Spider Mines Upgrades : The Vulture is upgraded at the Terran Machine Shop, which is an add-on to the Terran Factory. The Machine Shop will upgrade the Vulture's ability to lay down Spider Mines, which are essentially land mines that attack targets within their sight range. The plating and weapons can be upgraded at the Terran Armory. The Vehicle Plating adds one Plating level and the Weapons Upgrade will add two damage to the Concussion Grenade. Unit Description : The Vulture is a medium-sized land vehicle that can launch damaging grenades at groups of enemies and lay down Spider Mines in strategic locations where the enemy might attack you. The Vulture is also very fast moving so it makes good for reconnaissance. Unit 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 Irritated : "Something you wanted??" "I don't have time to fuck 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!" ------------------------------------------------------------------------------ -- Goliath -- --------------- Rank : First Sergeant Supplies used : 2 Minerals : 100 Vespene Gas : 50 Hit Points : 125 Armor : 1 Ground Attack : Twin Autocannons Damage : 12 Normal Damage Range : 5 Cooldown : 22 Air Attack : Hellfire Missile Pack Damage : 20 Explosive Damage Range : 5/8 with upgrade Cooldown : 22 Building Time : 40 Size : Large Cooldown Time : 22 Sight Range : 8 Requires : - Armory - Factory Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Charon Boosters - Vehicle Weapons - Vehicle Plating Unit Description: The Goliath is an excellent all-terrain/situation combat vehicle. It has two very powerful attacks designed especially for both ground and air units, making good for all types of combat. The Goliath is best used to mop up the remaining enemy units in an area since it cannot take an especially large amount of damage. It is best used while backed up by some other sort of combat unit such as Marines or Wraiths. Unit Quotes ----------- When 100% Complete : "Goliath online" When Selected : "Channel open." "Go ahead tac-com." "Com-link online." "Systems functional." When Irritated : "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 -- -------------- Rank : Captain Supplies used : 2 Minerals : 150 Vespene Gas : 100 Hit Points : 120 Armor : 0 Ground Attack : Burst Lasers Damage : 8 Normal Damage Range : 5 Cooldown : 30 Air Attack : Gemini Missiles Damage : 20 Explosive Damage Range : 5 Cooldown : 22 Building Time : 60 Size : Large Range : 5 Sight Range : 7 Requires : - Starport Basic Commands: - Move - Stop - Attack - Hold Position - Patrol - Cloak - Decloak Upgrades : - Ship Plating - Ship Weapons Unit Description: The Wraith is a good all-around air unit. Besides that there isn't much to say. Unit Quotes ----------- When 100% Complete : "Wraith awaiting launch orders" When Selected : "Standin' by." "Reporting in." "Transmit coordinates." "Go ahead commander." When Irritated : "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?" When Ordered : "Coordinates received" "Sector locked-in" "Roger" "Attack formation" ------------------------------------------------------------------------------ -- Battle Cruiser -- ---------------------- Rank : Commodore Supplies used : 8 Minerals : 400 Vespene Gas : 300 Hit Points : 500 Armor : 3 Ground Attack : ATS Laser Battery 25 Normal Damage Damage : 25 Normal Damage Cooldown Time : 30 Range : 6 Air Attack : ATA Laser Battery Damage : 25 Normal Damage Cooldown Time : 30 Range : 6 Building Time : 160 Size : Large Cooldown Time : 30 Range : 6 Sight Range : 11 Requires : - Starport - Science Facility w/ attached Physics Lab Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Yamato Gun Upgrades : - Ship Plating - Ship Weapons Unit Description: The Battlecruiser is the most powerful Terran unit. It boasts considerable firepower on both fronts and it can be rather indestructible when fully upgraded. Only use it with supporting units because you do not want to lose any of these, as they take forever to build. Unit Quotes ----------- When 100% Complete : "Battlecruiser operational" When Selected : "Good day, commander!" "Hailing frequencies open." "Battlecruiser reporting." "Receiving transmission." When Irritated : "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." ------------------------------------------------------------------------------ -- Drop Ship -- ----------------- Rank : Warrant Officer Supplies used : 2 Minerals : 100 Vespene Gas : 100 Hit Points : 150 Armor : 1 Ground Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 50 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 8 Requires : - Starport w/ attached Control Tower Basic Commands : - Move - Patrol - Hold Position - Stop - Load - Unload Upgrades : - Ship Armor Unit Description: There really isn't much to say here but the Drop Ship is a very important unit when it is used correctly. The Drop Ship is mainly used to transport units across the map quickly or to places where they cannot go. When using it, however make sure to scout ahead of it to make sure the path is clear. If you lose a Drop Ship you also lose what is inside it. Unit Quotes ----------- When 100% Complete : "Can I take your orders?" When Selected : "Go ahead HQ" "I'm listenin'" "Destination" "Input coordinates" When Irritated : "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 : "In the pipe, five by five." "Hang on, we're in for some chops." "In transit, HQ." "Buckle up." "Strap yourselves in, boys." "I copy that." ------------------------------------------------------------------------------ -- Science Vessel -- ---------------------- Rank : Detector Supplies used : 2 Minerals : 100 Vespene Gas : 225 Hit Points : 200 Armor : 1 Ground Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 80 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 10 Requires : - Starport - Science Facility Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - EMP Shockwave - Defense Matrix - Irradiate Upgrades : - EMP Shockwave - Defense Matrix - Irradiate Unit Description: The Science Vessel is really not much of any use, at least I have found in my experiences. It can do some useful things but I find that for the most part it is not worth producing. It can fire out to a certain range an EMP Shockwave which will immobilize any electronic or mechanical units for a while (Protoss anyone?). Another thing that it can do is cast a Defense Matrix over some of your units. This will put up a defensive shield around your unit and it will protect it from a small percentage of the damage coming its way. Unit Quotes ----------- When 100% Complete : "Explorer reporting" When Selected : "AH! Greetings commander!" "Transmit orders." "Receiving transmission." "We have you on visual." "Explorer reporting." When Irritated : "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!" ------------------------------------------------------------------------------ -- Valkyrie -- ---------------- Rank : Lieutenant Commander Supplies used : 3 Minerals : 250 Vespene Gas : 125 Hit Points : 200 Armor : 2 Ground Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : Halo Rockets Damage : 5 Normal Damage Per Rocket Cooldown Time : 64 (between rocket volleys) Range : 8 Building Time : 60 Size : Large Cooldown Time : 64 (between rocket volleys) Range : 6 Sight Range : 8 Requires : - Starport - Control Tower Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ship Plating - Ship Weapons Unit Description: The Valkyrie is probably the best air defense that you could ask for. It fires air-to-air missiles only so don't make the mistake of making them go after a contingent of Hydralisks. The Valkyrie will fire salvos of six missiles at any aircraft or unit in its vicinity, the totla damage of these rockets will accumulate to 36 hit points, making it a formidable opponent in battle. It is best used, just like any other unit, in large groups so that they can overwhelm the enemy and not be overwhelmed themselves. Before sending them into a battle make sure to provide them with some ground defense such as Marines or Goliaths.. Unit Quotes ----------- When 100% Complete : "Valkyrie prepared." When Selected : "Don't keep me waiting." "Achtung!" "Need something destroyed?" "I'm here to help." When Irritated : "This is very interesting...but stupid" "I have ways of blowing things up." "You're being very naughty." "Who's your mommy?" "???" "(Horse noises)" When Ordered : "Achtung!" "Of course, mein herr." "It's showtime!" "Yavoul!" "Perfect!" ------------------ Terran Unit Tables ------------------ T A B L E K E Y Unit : Unit Name Size : Size the unit takes up on the map Sp : Supplies that the unit uses Min : Minerals needed to construct unit Gas : Gas needed to construct unit Armor : Defeault armor carried on the unit HP : Health points GA : Ground attack AA : Air attack Cld : Cooldown time Rg : Attack range AtM : Attack Mod St : Sight range Tm : Time needed to construct the unit * When there is an instance of a "/" assume that the number immediately before is for the ground attack and the number immediately after is the air attack. * In the Notes column you will see a possibility of three letters each meaning a different thing: D : Unit can detect cloaked and burrowed units S : Unit has special abilities T : Transport unit W : Worker unit A T T A C K S A N D A R M A M E N T Unit Armor HP GdA ArA Cld RG AtM ============================================================= Battlecruiser 3 500 25 25 30 6 3 Dropship 1 150 0 0 - 0 0 Firebat 1 50 16 0 22 2 2 Ghost 0 45 10 1 22 7 1 Goliath 1 125 12 20 22 5/8 1/4 Marine 0 40 6 6 15 1 7 Missile Turret 0 200 0 20 15 7 0 Science Vessel 1 200 0 0 - 0 0 SCV 0 60 5 0 15 1 0 Siege Tank 1 1 150 70 0 75 12 5 Siege Tank 2 1 150 30 0 37 7 3 Vulture 0 80 20 0 30 5 2 Wraith 0 120 8 20 30/22 5 1/2 G E N E R A L S T A T S Unit Size Supplies Min Gas Sight Notes Time =================================================================== Battlecruiser L 6 400 300 11 S 160 Dropship L 2 100 100 8 T 50 Firebat S 1 50 25 7 B 24 Ghost S 1 25 75 9/11 BS 50 Goliath L 2 100 50 8 40 Marine S 1 50 0 7 B 24 Missile Turret L 0 75 0 11 D 30 Science Vessel L 2 100 225 10 DS 80 SCV S 1 50 0 7 BW 20 Siege Tank 1 L 2 150 100 10 50 Siege Tank 2 L 2 150 100 10 50 Vulture M 2 75 0 8 S 30 Wraith L 2 150 100 7 S 60 ============================================================================== 1.2 Zerg ============================================================================== ------------------------------------------------------------------------------ -- Drone -- ------------- Supplies Used : 1 Hit Points : 40 Minerals : 50 Vespene Gas : 0 Hit Points : 40 Armor : 0 Ground Attack : Claws Normal Damage 5 Damage : 5 Normal Damage Cooldown Time : 22 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Size : Small Cooldown Time : 22 Range : 1 Sight Range : 7 Requires : - Hatchery Basic Commands : - Move - Stop - Attack - Patrol - Burrow - Basic Mutation - Hatchery - Creep Colony - Extractor - Spawning Pool - Evolution Chamber - Hydralisk Den - Advanced Mutation - Spire - Queen's Nest - Nydus Canal - Ultralisk Cavern - Defiler Mound Upgrades : - Burrow - Ground Carapace Unit Description: This is the basic worker drone for the Zerg. Like all other Zerg units you must hatch one of these from the main hatchery and there is one drone to each egg. The main purposes of the Drone is to either harvest minerals, harvest gas, or to transform into new buildings. That's right, transform. For each building you have a new drone, and since they are very inexpensive it'll work out great. As for the upgrades, burrow is a very special ability that only Zerg have. It allows them to burrow underground and remain harmless from enemies. That upgrade can be obtained at the main hatchery. Carapace is an upgrade that all Zerg units are affected by, it is basically an upgrade for a higher defense or armor. ------------------------------------------------------------------------------ -- Overlord -- ---------------- Supplies used : 1 Minerals : 100 Vespene Gas : 0 Hit Points : 200 Armor : 0 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 9/11 after upgrade Requires : - Hatchery Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Carapace - Pneumatized Carapace - Ventral Sacs - Antennae Unit Description: These Zerg units are suppliers for the Zerg Army. For every Zerg created, there must be enough supply left in one of the overlords. They don't attack, they are very docile, and they just float around the colony. Another use that they have is that they can transport troops once they get upgraded with the Ventral Sacs. They have a total of 8 transport spots, and each spot holds one supply. Finally, you can also detect cloaked or buried enemies with the overlords. It is a very useful skill and can quickly counter and major attack by any of the three races. ------------------------------------------------------------------------------ -- Drone -- ------------- Supplies used : 0 Minerals : 0 Vespene Gas : 0 Hit Points : 15 Armor : 10 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : n/a Size : Small Cooldown Time : n/a Range : n/a Sight Range : 4 Requires : - Hatchery Basic Commands : - Drone - Zergling - Overlord - Hydralisk - Mutalisk - Scourge - Queen - Ultralisk - Defiler Upgrades : - Ground Carapace Unit Description: These are the basis of all life forms of the Zerg. Their sole purpose is to transform into other Zerg life forms, and they do that by changing into an egg and after a while into a Zerg. They are amazingly tough to kill with their base armor of 10, so they can withstand a beating if needed. Mainly, they can change into any of the Zerg shown above. ------------------------------------------------------------------------------ -- Zergling -- ---------------- Supplies used : 0.5 Minerals : 25 Vespene Gas : 0 Hit Points : 35 Armor : 0 Ground Attack : Claws Damage : 5 Normal Damage Cooldown Time : n/a Range : n/a Air Attack : none Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 28 Size : Small Cooldown Time : 8/6 with upgrade Range : 1 Sight Range : 5 Requires : - Hatchery - Spawning Pool Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Burrow Upgrades : - Burrow - Melee Attacks - Ground Carapace - Metabolic Boost - Adrenal Glands Unit Description: These are the basic warriors of the Zerg. They are tiny, very cheap to make, and fairly useful. In very large numbers, which is easy to get with these guys, an attack of Zerglings is very effective. For every larva that is designated to be a Zergling, two Zerglings come out of each egg. This makes them a very fast and easy way of forming an attack on an enemy. Keep in mind they are fairly weak, but
large numbers are very effective. Since they also can obtain the burrow ability, another useful tactic is to completely surround an enemy with these Zerglings and then back them up with Hydralisks and Mutalisks. ------------------------------------------------------------------------------ -- Hydralisk -- ----------------- Supplies used : 1 Minerals : 75 Vespene Gas : 25 Hit Points : 80 Armor : 0 Ground Attack : Needle Spines Damage : 10 Normal Damage Cooldown Time : 15 Range : 4/5 with upgrade Air Attack : Needle Spines Damage : 10 Normal Damage Cooldown Time : 15 Range : 4/5 with upgrade Building Time : 28 Size : Medium Cooldown Time : 15 Range : 4/5 with upgrade Sight Range : 6 Requires : - Hatchery - Hydralisk Den Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Burrow - Missile Attacks - Ground Carapace - Muscular Augments - Grooved Spines - Lurker Aspect Unit Description: These are your basic second level Zerg warriors. Very effective and very strong in large numbers, Hydralisks can mow down enemies very fast with their spines. Their one huge drawback is that they are very slow, and without upgrade are very easy targets to hit. With upgrades they are very tough to beat and even get close to. An attack with these is effective if Zerglings are used as bait, because if the Hydralisks go in alone, they could be picked off easily. Also, a neat aspect of the Hydralisk in Brood War is that they can change into Lurkers, if needed. This requires an upgrade at the Hydralisk Den, and you can cancel the upgrade as it is happening, but once it occurs, they will stay as Lurkers. ------------------------------------------------------------------------------ -- Mutalisk -- ---------------- Supplies used : 2 Minerals : 100 Vespene Gas : 100 Hit Points : 120 Armor : 0 Ground Attack : Glave Wurm Damage : 9 Normal Damage Cooldown Time : 30 Range : 3 Air Attack : Glave Wurm Damage : 9 Normal Damage Cooldown Time : 30 Range : 3 Building Time : 40 Size : Small Cooldown Time : 30 Range : 3 Sight Range : 7 Requires : - Lair/Hatchery - Spire Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Attack - Flyer Carapace - Guardian Aspect - Devourer Aspect Unit Description: These are the basic flying attackers for the Zerg, and the only flyers that actually do physical damage. They shoot out spines at the enemy, either on the ground or through the air. They are fairly cheap to make for flying Zerg, and because of that their attack suffers a little. Having these guys in big numbers can really deflate an enemy base. When the Spire is upgraded into the Greater Spire, you can upgrade the Mutalisks into either a Guardian or a Devourer. Again, you can cancel while the transformation is taking place, but after they have transformed it is irreversible.. ------------------------------------------------------------------------------ -- Lurker -- -------------- Supplies used : 2 Minerals : 200 Vespene Gas : 200 Hit Points : 125 Armor : 1 Ground Attack : Spikes Damage : 25 Normal Damage Cooldown Time : 37 Range : 6 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Medium Cooldown Time : 37 Range : 6 Sight Range : 8 Requires : - Lair/Hatchery - Hydralisk Den Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Burrow Upgrades : - Missile Attacks - Ground Carapace Unit Description: The addition of the Lurker to the Zerg force created a huge advantage for them that was previously possessed by both other forces. These forces are the best unit of defense for ground troops. They do a lot of damage and are almost impossible to attack. To be able to use the attack, they MUST be burrowed underground. If they are caught above ground, say goodnight because they have very weak defenses. Putting a group of these completely around a base is very profitable, it will be very tough for enemies to cross through that barrier of Lurkers. ------------------------------------------------------------------------------ -- Guardian -- ---------------- Supplies used : 2 Minerals : 150 Vespene Gas : 200 Hit Points : 150 Armor : 2 Ground Attack : Acid Spore Damage : 20 Normal Damage Cooldown Time : 30 Range : 8 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Large Cooldown Time : 30 Range : 8 Sight Range : 10 Requires : - Hive/Lair/Hatchery - Greater Spire/Spire Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Attack - Flyer Carapace Unit Description: Guardians are both a good defense and a good primary attack force. The most effective use of the Guardian is to use its range. Most of the units in the game cannot fire at that long of a range, therefore, attacking stationary attack forces such as bunkers will be very effective because the bunker won't be able to attack back at the Guardians. Also, they can shoot through any terrain. For example, if there is a cliff, the Guardians stationed on the cliff can shoot down at enemies below, while the enemies try to climb the cliff to get to the Guardians. ------------------------------------------------------------------------------ -- Queen -- ------------- Supplies used : 2 Minerals : 100 Vespene Gas : 100 Hit Points : 120 Armor : 0 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 50 Size : Medium Cooldown Time : n/a Range : 0 Sight Range : 10 Requires : - Lair/Hatchery - Queen's Nest Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Carapace - Gamete Meiosis - Infest Command Center - Parasite - Ensnare - Spawn Broodling Unit Description: A Queen of the Zerg is a very powerful and almost elegant creature. The Queen doesn't lower herself to physically attack the enemy, it casts powerful poisons and toxins to slow or slowly decay at the enemy. Since it is fairly susceptible to physical damage with its low defense and lack of physical attack, it is very very speedy, making it tough to attack. With its ability to spawn broodlings, it got its name of Queen. Finally, most people think that the only way to destroy a command center is to blow it up, but now with Infest Command Center, you can destroy it and make spawns out of it. ------------------------------------------------------------------------------ -- Broodling -- ----------------- Supplies used : 0 Minerals : 0 Vespene Gas : 0 Hit Points : 30 Armor : 0 Ground Attack : Toxic Spores Damage : 4 Normal Damage Cooldown Time : 15 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 0 Size : Small Cooldown Time : 15 Range : 1 Sight Range : 5 Requires : Queen Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Melee Attacks - Ground Carapace Unit Description: Broodlings are the spawn of queens. When a queen targets an enemy for its attack, the enemy dies and it changes into two Broodlings which are free for you to command. They aren't very good and they aren't that effective, but hey, can't go wrong with free creatures. Use them to pull a fast one on the enemy, or just as cannon fodder and to test out the enemy's supplies. ------------------------------------------------------------------------------ -- Scourge -- --------------- Supplies used : 0.5 Minerals : 12 Vespene Gas : 38 Hit Points : 25 Armor : 0 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : Itself Damage : 110 Explosive Damage Cooldown Time : 0 Range : 1 Building Time : 30 Size : Small Cooldown Time : 0 Range : 1 Sight Range : 5 Requires : - Lair/Hatchery - Spire Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Carapace Unit Description: These are your standard kamikaze units from the Zerg. They are produced two at a time per egg, and they are very powerful and cheap. Since they kill themselves, the supply is replenishable, and the minerals and gas are very low. These are a very underrated part of the Zerg squad and essential to victory. ------------------------------------------------------------------------------ -- Ultralisk -- ----------------- Supplies used : 6 Minerals : 200 Vespene Gas : 200 Hit Points : 400 Armor : 1 Ground Attack : Kaiser Blades Damage : 20 Normal Damage Cooldown Time : 15 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 60 Size : Large Cooldown Time : 15 Range : 1 Sight Range : 7 Requires : - Hive/Lair/Hatchery - Ultralisk Cavern Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Melee Attacks - Ground Carapace - Anabolic Synthesis - Chitinous Plating Unit Description: The Ultralisk is your heavy-duty warrior that is big and full of strength. Slow and strong, these things pack a punch. They have huge claws that they attack with and are very tough to defeat in melee combat. Use them as a frontline for an attack instead of all by themselves, because against ranged or air attacks they are screwed. Their armor is also very strong to help them defend against some ranged attacks. When they are fully upgraded, these beasts are really very tough to defeat. ------------------------------------------------------------------------------ -- Infested Terran -- ----------------------- Supplies used : 1 Minerals : 100 Vespene Gas : 50 Hit Points : 60 Armor : 0 Ground Attack : itself Damage : 500 Explosive Splash Damage Cooldown Time : 0 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Small Cooldown Time : 0 Range : 1 Sight Range : 5 Requires : - Infested Command Center Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Carapace Unit Description: When a Zerg Queen infests a Command Center these infested Terrans are what is produced from it. These are also kamikaze units, yet these are much slower and are very defenseless. However, if they are able to reach their target they are very deadly as they can provide up to 500 damage that splashes to all nearby targets. The best way to ensure this is to drop them off on a transport, so that if they do get blown up all you lose is a transport. If used in moderate doses, anything in its path will be wiped out completely. Unit Quotes ----------- When 100% Ready : "Live for the swarm." When Selected : "I am wretched." "But I am strong." "I am Zerg." "I am the future." When Irritated : "Ready to kill." "Prepared to die." "Sacrifice me." When Ordered : "Yes." "Immediately." "Gladly." "For the Overmind." ------------------------------------------------------------------------------ -- Defilers -- ---------------- Supplies used : 2 Minerals : 50 Vespene Gas : 150 Hit Points : 80 Armor : 1 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 50 Size : Medium Cooldown Time : n/a Range : n/a Sight Range : 10 Requires : - Hive/Lair/Hatchery - Defiler Mound Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Dark Swarm - Consume - Plague Upgrades : - Burrow - Ground Carapace - Metasynaptic Mode Unit Description: Defilers could be considered the King of Zergs, since its counterpart the Queen is so similar. This unit cannot attack physically, but it can unleash some nasty spells like Dark Swarm that will completely demolish anyone who is unlucky enough to be in its way. These guys are basically the sorcerer of the Zerg, and if used effectively can whip out an enemy force with very much ease. Along with Burrowing to recharge its energy, you can create an effective attack of casting a spell, burrowing and recovering, and then casting again. ------------------------------------------------------------------------------ -- Egg -- ----------- Supplies used : 0 Minerals : 0 Vespene Gas : 0 Hit Points : 200 Armor : 10 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 0 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 4 Requires : - Hatchery Basic Commands : - Cancel Upgrades : n/a Unit Description: These are the intermediate stage from the larva to whatever you decided to create. These are very, very tough to defeat, and sometimes (depending on the unit being created) it is easier to let it hatch. Having 200 hit points and 10 armor you will have a tough time penetrating its tough shell. ------------------------------------------------------------------------------ -- Devourer -- ---------------- Supplies used : 2 Minerals : 250 Vespene Gas : 150 Hit Points : 250 Armor : 2 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : Acid Spores Damage : 25 Explosive Damage Cooldown Time : 100 Range : 6 Building Time : 40 Size : Large Cooldown Time : 100 Range : 6 Sight Range : 10 Requires : - Greater Spire Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Flyer Attack - Flyer Carapace Unit Description: The other Brood War exclusive is a big advantage to the Zerg colonies. A huge flying mammoth, these things can do a whole lot of damage and quickly. Although these things are very large, they can move fairly quickly, making them not too much of a burden to lug around. Better used as a defense though, they can withstand a lot and deal out a lot of damage. Also the Acid Spores do more than just explode. It attaches spores onto the enemy, increasing their cooldown time. This unit is very advantageous and is a must for any Zerg army.. ============================================================================== 1.3 Protoss ============================================================================== ------------------------------------------------------------------------------ -- Probe -- ------------- Supplies used : 1 Minerals : 50 Vespene Gas : 0 Hit Points : 20 Armor : 0 Plasma Shield : 20 Ground Attack : Particle Beam Damage : 5 Normal Damage Cooldown Time : 22 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 20 Size : Small Cooldown Time : 22 Range : 1 Sight Range : 8 Requires : - Nexus Basic Commands : - Move - Stop - Attack - Hold Position - Patrol - Warp Basic Structure - Warp Advanced Structure Upgrades : - Ground Armor - Plasma Shields Unit Description: This is the basic worker unit for the Protoss. As all other worker units for the other two, these little robots' main purposes are to teleport in buildings, and gather resources. Be thankful as these units are the only ones in the Protoss' arsenal that needs less than two supply, so take that for granted. As all other Protoss have, these units have a Plasma Shield. This is basically an addition to their HP, which can be regenerated. It is very helpful and it is a huge advantage the Protoss have. For the Unit Quotes, all they do is beep, hence the beep noise. Unit Quotes ----------- When 100% Ready : "*Beep*" When Selected : "*Beep*" When Irritated : "*Beep*" When Ordered : "*Beep*" ------------------------------------------------------------------------------ -- Zealot -- -------------- Supplies used : 2 Minerals : 100 Vespene Gas : 0 Hit Points : 100 Armor : 1 Plasma Shield : 60 Ground Attack : Psi Blades Damage : 16 Normal Damage Cooldown Time : 22 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Small Cooldown Time : 22 Range : 1 Sight Range : 7 Requires : - Gateway Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Weapons - Ground Armor - Plasma Shields - Leg Enhancements Unit Description: These are your basic ground unit troops for the Protoss. They are strong, versatile, and relatively cheap, for a Protoss unit anyway. These can be used to quickly mount an attack or even a quick defense if needed. Although they cannot attack air units, when coupled with Dragoons they form the very essence of the Protoss. Also, a weakness of the Zealots is that they cannot attack from afar, as other ground units are able to do, which puts them at a disadvantage. Unit Quotes ----------- When 100% Ready : "My life for Aiur!" When Selected : "What now calls?" "I long for combat." When Irritated : "All for the Empire." "Doom to all who threaten the homeworld." When Ordered : "Thus I serve." "For Adun!" "Honor guide me." ------------------------------------------------------------------------------ -- Dragoon -- --------------- Supplies used : 2 Minerals : 125 Vespene Gas : 50 Hit Points : 100 Armor : 1 Shield : 150 Ground Attack : Phase Disrupter Damage : 20 Explosive Damage Cooldown Time : 30 Range : 4/6 with upgrade Air Attack : Phase Disrupter Damage : 20 Explosive Damage Cooldown Time : 30 Range : 4/6 with upgrade Building Time : 40 Size : Large Cooldown Time : 30 Range : 4/6 with upgrade Sight Range : 8 Requires : - Cybernetics Core Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Weapons - Ground Armor - Plasma Shields - Singularity Charge Unit Description: These units are one of the most underrated of the Protoss force. They are strong, can attack both air and ground, and both do a damage of 20, which is very key. There are many uses for Dragoons, especially with Zealots they make a very balanced and strong attack against many enemies. Their downfall is their cooldown time. The time between each shot is fairly lengthy so it can get sort of vulnerable, but otherwise it is very effective. Do not underestimate them. Unit Quotes ----------- When 100% Ready : "I have returned." When Selected : "Receiving." "Input command." "Make use of me." "Awaiting instructions." "I am needed?" When Irritated : "Unauthorized transmission." "Incorrect protocol." "Drop your weapon, you have 15 seconds to comply." "5...4...3...2...1...ZAP." When Ordered : "Confirmed." "Commencing." "Initiating." "For vengeance." ------------------------------------------------------------------------------ -- Dark Templar -- -------------------- Supplies used : 2 Minerals : 125 Vespene Gas : 100 Hit Points : 80 Armor : 1 Shield : 40 Ground Attack : Warp Blades Damage : 40 Normal Damage Cooldown Time : 30 Range : 1 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 50 Size : Small Cooldown Time : 30 Range : 1 Sight Range : 7 Requires : - Templar Archives Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Weapons - Ground Armor - Plasma Shields Unit Description: Dark Templar are the evil more shadowed form of the High Templar. They do not use their Psionic abilities to cast spells, instead they use them to attack with the blades they possess. Very damaging and strong against ground units their Warp Blades are very effective. Again, they cannot attack air units, but they are very effective against ground units. The best part about them, however, is that they have a permanent cloak on them without any need to recharge it. This makes for a great sneak attack if the enemy is unaware. Much like the High Templar, two of these can combine with each other to form a Dark Archon, which are very powerful as well. Overall, these are very powerful units to have. Unit Quotes ----------- When 100% Ready : "*Gibberish*" When Selected : "Yes?" "I'm waiting." When Irritated : "Your council is ill-advised, templar." "Do not revoke us to violence." "You could not evade my wrath." "And you'd kill your own shadow." When Ordered : "Very Well." "For Aiur." "So be it." ------------------------------------------------------------------------------ -- Dark Archon -- ------------------- Supplies used : 4 Minerals : 250 Vespene Gas : 200 Hit Points : 25 Armor : 1 Plasma Shield : 200 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 20 Size : Large Cooldown Time : n/a Range : 0 Sight Range : 10 Requires : - 2 Dark Templar Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Armor - Plasma Shields - Argus Talisman Unit Description: The combination of two Dark Templar forms a Dark Archon. Weak physically like the Archon, it also has its high energy shields making it tough to defeat. Unlike its Dark Templar counterpart these cannot attack physically, but they have now acquired spells to aid them in their fight. Maelstrom is a spell that renders a group of anything caught inside it motionless for about 5 seconds. It is very effective if a quick relief is needed from battle. Feedback is another spell that affects units with energy. It takes the energy of the targeted unit and does that much damage to its HP, which could damage it or destroy it. Finally, my favorite, is Mind Control. With this spell, you can control any controllable unit in the entire game. The drawbacks are great however. When this spell is cast, it completely depletes the Dark Archon's plasma shield, making in completely vulnerable. This can be worth it however, if the unit is good enough. Overall, this is a very valuable member of the Protoss team. Unit Quotes ----------- When 100% Ready : "We are as one." When Selected : "We hear you." "Thoughts in chaos." "Must feed." "Must have energy." When Irritated : "Must consume." "Or oblivion will take us." "Adun, save me." "Darkness overpowering." When Ordered : "We move." "Oblivion waits." "We move." ------------------------------------------------------------------------------ -- High Templar -- -------------------- Supplies used : 2 Minerals : 50 Vespene Gas : 150 Hit Points : 40 Armor : 0 Plasma Shield : 40 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 50 Size : Small Cooldown Time : n/a Range : 0 Sight Range : 7 Requires : - Templar Archives Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Armor - Plasma Shields - Khaydarin Amulet Unit Description: A High Templar is basically the spell caster of the Protoss. With the deadly Psionic Storm that rips apart any enemy along with Hallucination they are a threat that cannot be ignored. Psionic Storm is a large energy field cast upon enemies that will rip them apart and heavily damage, even destroy them. The only set back is that it affects both friendly and enemy units, so be aware of where you cast this spell. Hallucinations create a mirror image of anything live being in the game, whether it is a enemy, friend, ally, or even a critter. They are not as strong and are good for scouting out enemy territories and such. These units are invaluable, especially with their ability, with two of them, to combine and form into one Archon. Unit Quotes ----------- When 100% Ready : "*Gibberish*" When Selected : "Your thoughts?" "I heed thy call." "State thy bidding." When Irritated : "Your thoughts betray you." "I see you have an appetite for destruction." "And you learn to use your illusion." "But I find your lack of control disturbing." When Ordered : "It shall be done." "My path is set." "You think as I do." ------------------------------------------------------------------------------ -- Archon -- -------------- Supplies used : 4 Minerals : 100 Vespene Gas : 300 Hit Points : 10 Armor : 0 Plasma Shield : 350 Ground Attack : Psionic Shockwave Damage : 30 Splash Damage Cooldown Time : 20 Range : 2 Air Attack : Psionic Shockwave Damage : 30 Splash Damage Cooldown Time : 20 Range : 2 Building Time : 20 Size : Large Cooldown Time : 20 Range : 2 Sight Range : 8 Requires : - 2 High Templar Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Weapons - Ground Armor - Plasma Shields Unit Description: The Archon is the greatest attack unit that the Protoss have to offer. By merging two High Templar, they will eventually form an Archon. These terrifying units are very strong, and they are protected by an immense energy shield. Though their HP is low, their shields are high enough where it shouldn't matter too much. Their Psionic Shockwave is very deadly, affecting both air and ground units with 30 Splash Damage. Their one weakness is if they are affected with EMP Shockwave because then they will be left with only 10 HP of health. Other than that, you can't go wrong with an Archon. Unit Quotes ----------- When 100% Ready : "The merging is complete." When Selected : "Power overwhelming." "We burn." "We focus." When Irritated : "It looks so different on this side." "Break on through." "It's beautiful!" "They should have sent a poet." When Ordered : "Eradicate." "Annihilate." "Destroy." "Obliterate." ------------------------------------------------------------------------------ -- Reaver -- -------------- Supplies used : 4 Minerals : 200 Vespene Gas : 100 Hit Points : 100 Armor : 0 Plasma Shield : 80 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 70 Size : Large Cooldown Time : n/a Range : 0 Sight Range : 10 Requires : - Robotics Support Bay Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Ground Armor - Plasma Shields - Scarab Damage - Increased Reaver Capacity Unit Description: The Reaver is one of the most creative units in the game. All alone, it is very vulnerable, but with its scarabs it is a very effective offensive strategy. The damage created by these Scarabs is very high, and it splashes onto nearby units which makes it very effective in the early stages of a game. There are, however, many weaknesses. First of all is that it is unable to attack air units. Secondly, the rate of Scarab fire is very low, and it makes for vulnerability inbetween. Finally, the Reaver is the slowest unit in the entire game, so if caught off guard it will not have a chance to run for cover. Overall, it is very effective, especially with other units to help it out. Unit Quotes ----------- When 100% Ready : "*Beep*" When Selected : "*Beep*" When Irritated : "*Beep*" When Ordered : "*Beep*" ------------------------------------------------------------------------------ -- Observer -- ---------------- Supplies used : 1 Minerals : 25 Vespene Gas : 75 Hit Points : 40 Armor : 0 Plasma Shield : 20 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 40 Size : Small Cooldown Time : n/a Range : 0 Sight Range : 9/11 with upgrade Requires : - Observatory Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Armor - Plasma Shields - Sensor Array - Gravitic Booster Unit Description: Though the Observer in the beginning seems like a useless unit, it really does come in handy when on the battlefield. Not only is it very speedy and can scope out many things with its very large sight range, but also it can detect cloaked or burrowed units, making it very helpful to have. Since they have such high-tech scanning equipment, there is practically no defense on these units, but they are very quick, making them tough to kill. Overall these are very valuable to have on the battlefield. Unit Quotes ----------- When 100% Ready : "*Beep*" When Selected : "*Beep*" When Irritated : "*Beep*" When Ordered : "*Beep*" ------------------------------------------------------------------------------ -- Scout -- ------------- Supplies used : 3 Minerals : 275 Vespene Gas : 125 Hit Points : 150 Armor : 0 Plasma Shield : 100 Ground Attack : Dual Photon Blasters Damage : 8 Normal Damage Cooldown Time : 30 Range : 4 Air Attack : Anti Matter Missiles Damage : 28 Explosive Damage Cooldown Time : 22 Range : 4 Building Time : 80 Size : Large Cooldown Time : 30/22 Range : 4 Sight Range : 8/10 with upgrade Requires : - Stargate Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Weapons - Air Armor - Plasma Shields - Apial Sensors - Gravitic Thrusters Unit Description: These are the standard aviation units for the Protoss. Like the Wraiths, they are weak against ground units and strong against air units. The damage is much more effective through the air. Since they are fairly quick and very strong, they come at a pretty high price. They need 3 supply, many minerals and gas, as well as a long time to produce. But it is well worth it because these machines are very versatile and very strong. In large numbers they can form a very large threat against any enemy. Unit Quotes ----------- When 100% Ready : "Teleport successful." When Selected : "Contact." "Awaiting command." "Standing by." When Irritated : "Signal unstable." "Psionic link dissipating." "Adjusting neural transmission." When Ordered : "It will be done." ------------------------------------------------------------------------------ -- Carrier -- --------------- Supplies used : 6 Minerals : 350 Vespene Gas : 250 Hit Points : 300 Armor : 4 Plasma Shield : 150 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 140 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 11 Requires : - Fleet Beacon Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Weapons - Air Armor - Plasma Shields - Carrier Capacity Unit Description: The Carrier is one of the most unique and effective air units of the Protoss fleet. Since they have incredible armor, HP, and Plasma Shields they are very tough to defeat, and they will take a while. As the enemy is trying to defeat them, their Interceptors rip the enemy apart before they have a chance to do any real damage to it. Using these is a key part of employing a successful attack on a base because they are so tough to beat. Their one weakness is that they are slow, but in a good attack, you should be okay if you time things right. As it is compared with the Battlecruiser, it is something to be dealt with. Unit Quotes ----------- When 100% Ready : "Carrier has arrived." When Selected : "Instructions." "Your command." When Irritated : "Our enemies our legion." "And still you procrastinate." "Command or you will be relieved." "This is not an idle threat." When Ordered : "Commencing." "Affirmative." ------------------------------------------------------------------------------ -- Interceptor -- ------------------- Supplies used : 0 Minerals : 25 Vespene Gas : 0 Hit Points : 40 Armor : 0 Plasma Shield : 40 Ground Attack : Pulse Cannon Damage : 6 Normal Damage Cooldown Time : n/a Range : 8 Air Attack : Pulse Cannon Damage : 6 Normal Damage Cooldown Time : n/a Range : 8 Building Time : Unknown Size : Small Cooldown Time : n/a Range : 8 Sight Range : 11 Requires : - Carrier Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : n/a Unit Description: These are the little buggers that Carriers hold. They are very tiny spaceships that shoot their pulse cannons. While at first it doesn't seem like much, if you go and face these in their groups they are tough to beat because they dart around so much. They can be created by the hundreds with enough Carriers, and that will really take care of any enemy. Unit Quotes ----------- When 100% Ready : n/a When Selected : n/a When Irritated : n/a When Ordered : n/a ------------------------------------------------------------------------------ -- Arbiter -- --------------- Supplies used : 4 Minerals : 100 Vespene Gas : 350 Hit Points : 200 Armor : 1 Plasma Shield : 150 Ground Attack : Phase Disruptor Cannon Damage : 10 Explosive Damage Cooldown Time : 45 Range : 5 Air Attack : Phase Disruptor Cannon Damage : 10 Explosive Damage Cooldown Time : 45 Range : 5 Building Time : 160 Size : Large Cooldown Time : 45 Range : 5 Sight Range : 9 Requires : - Arbiter Tribunal Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Weapons - Air Armor - Plasma Shields - Khaydarin Core Unit Description: The Arbiter is one of the most valued units in the Protoss' fleet. Its attack is not that great, and it should actually only be used as a last resort. The Arbiter has a much greater use to it. When any unit is close to the Arbiter, it will be cloaked. It is a great way to bring in shuttles and especially large armies, under the cloaking field that the Arbiter casts upon the units. Thankfully it does have some attack, which makes it able to defend it if needed. Also, another terrific ability of the Arbiter is its ability to create a Statis Field. This is a terrific offensive tool that renders anyone caught in it stuck in one place for about 40 seconds. Be careful, as it affects all units, including friendly units. The last terrific use of the Arbiter is the ability to Recall. This is a little portal to another place that teleports any friendly unit to that place. First, the Arbiter creates the field and you should pack as many units as you can into that space, then move the Arbiter into the spot you want them, then do a recall, and all of the units in that space will be teleported to the Arbiter's position. The Arbiter's many uses make it an invaluable member of the Protoss fleet. Unit Quotes ----------- When 100% Ready : "Warpfield stabilized." When Selected : "We feel your presence." "We are vigilant." When Irritated : "We search 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, hahaha." "*rewinding sound*..do you seek knowledge of time travel?" When Ordered : "*Gibberish*" ------------------------------------------------------------------------------ -- Corsair -- --------------- Supplies used : 2 Minerals : 150 Vespene Gas : 150 Hit Points : 100 Armor : 1 Plasma Shield : 80 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : Neutron Flare Damage : 5 Explosive Splash Damage Cooldown Time : 8 Range : 5 Building Time : 40 Size : Medium Cooldown Time : 8 Range : 5 Sight Range : 9 Requires : - Stargate Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Weapons - Air Armor - Plasma Shields - Argus Jewel Unit Description: This unit is a very good offensive and defensive air strike unit. It has many good qualities about it, most of all its Disruption Web. This skill effects all Ground units, and it is much needed as the Corsair cannot attack Ground units in general. Their air attack is fairly strong, and in numbers can take down most threats fairly easily. All in all, it is a good air unit to have on the offensive front and even on the defensive front. Unit Quotes ----------- When 100% Ready : "It is a good day to die." When Selected : "Ready for battle." "May I be of service?" "I stand ready." "Let us attack." When Irritated : "Look at all the pretty lights." "*Presses a button* I think this was a big mistake." "Zephram Cochran, is that you?" "What did you do to your hair?" When Ordered : "Excellent." "Ah, at last!" "I thought you'd see it my way." ------------------------------------------------------------------------------ -- Scarab -- -------------- Supplies used : 0 Minerals : 15 Vespene Gas : 0 Hit Points : n/a Armor : n/a Plasma Shield : n/a Ground Attack : Itself Damage : 100 Splash Damage/125 Splash Damage with upgrade Cooldown Time : 60 Range : 8 Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a
Building Time : Unknown Size : Small Cooldown Time : 60 Range : 8 Sight Range : 10 Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Scarab Damage Unit Description: These are basically the missiles of the Reaver. They have mind of their own however, as they can home in certain enemies and move around buildings and such. This, in my opinion, would be absolutely devastating if its range was even higher. Their damage is suberb, and can really pack a punch if used right. Their creation needs to be monitored because if a Reaver is caught without Scarabs, it is toast. Unit Quotes ----------- When 100% Ready : n/a When Selected : n/a When Irritated : n/a When Ordered : n/a ------------------------------------------------------------------------------ -- Shuttle -- --------------- Supplies used : 2 Minerals : 200 Vespene Gas : 0 Hit Points : 80 Armor : 1 Plasma Shield : 60 Ground Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Air Attack : n/a Damage : n/a Cooldown Time : n/a Range : n/a Building Time : 60 Size : Large Cooldown Time : n/a Range : n/a Sight Range : 8 Requires : - Robotics Facility Basic Commands : - Move - Stop - Attack - Hold Position - Patrol Upgrades : - Air Armor - Plasma Shields - Gravitic Drive Unit Description: The Shuttle is he basic carrying unit of the Protoss. Like the other carrying units of the game, they have a maximum of 8 carrying spots, and the way to tell the units carrying slots are that it is different for each unit. For example, it can hold 4 Zealots because the Zealot needs two supply to be created and takes up two slots. A Dragoon however, takes 4 slots. These are fairly fast, as they need to be fast enough so that they can get in and out without getting destroyed. Make sure you get your units unloaded if it is about to be destroyed, because if a Shuttle is destroyed with the units inside, the units will also be destroyed. Escorting Shuttles is the best way to guarantee safe travels. Unit Quotes ----------- When 100% Ready : "*Beep*" When Selected : "*Beep*" When Irritated : "*Beep*" When Ordered : "*Beep*" _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 02) Legal Disclaimer _____________________________________________________________________________ // = // = // = // = // = // = // = // = // = // = // = // = // = // = // = / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This document is Copyright 2003-2004 Don Fleming and Armin Jewell. It may not be reproduced nor retransmitted in any form without prior consent from the author. It may not be altered, published, sold, given as an incentive to buy, etc. without advance permission from the author. All outside sources which have contributed to the making of this guide in some form have been cited in the guide. Violation of the above terms can and will result in a lawsuit. ------------------------------------ SITES WHERE THIS GUIDE MAY BE HOSTED ------------------------------------ - GameFAQs.com http://www.gamefaqs.com/ - Gamespot.com http://www.gamespot.com/ - Neoseeker.com http://www.neoseeker.com/ - IGN http://faqs.ign.com - Gamerhelp http://www.gamerhelp.com ---------------------------------------- SITES WHERE THIS GUIDE MAY NOT BE HOSTED ---------------------------------------- - CheatCodeCentral http://www.cheatcc.com/ ^ Yes, I am pointing directly at your site, Dave, and not with my index finger either. ______________________________________________________________________________ Copyright 2004 Don Fleming and Armin Jewell
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