Starcraft - Brood War

Starcraft - Brood War

18.10.2013 03:12:04
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Brood War FAQ
made by Kildread2 (Kildread2@hotmail.com)
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Contents:

1. Introduction
2. Special Terms
3. Species Overview
1. Terran Overview
2. Zerg Overview
3. Protoss Overview
4. 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
5. 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
6. 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
7. 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
8. 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
9. 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
10.Credits & Legal Stuff

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1. 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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2. 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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3. 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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4. 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!"

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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!"


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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..."

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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!"

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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!"

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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!"

-----------------------------------------------------------------------

5. 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!"

-----------------------------------------------------------------------

6. 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.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to the
Corsair Shield.

The Argus Jewel Upgrade (Done at the Fleet Beacon) gives a +50 bonus to the
Corsair maximum energy.

SPECIAL ABILITIES: The Disruption Web Upgrade (Done at the Fleet Beacon) lets
the Corsair launch an electric "web" in a given area (For 75 energy units),
preventing all types of weapons to operate, even organic ones. Best used
immobile defenses because units can just walk out of the field to fire again.
Use it to drop units inside a base even if he has defenses on the side, you
prevent them from firing then you drop the load... Also, it doesn't affect air
units.

DESCRIPTION: A new addition to the Protoss fleet, the Corsair surely doesn't
beat other ships by weaponry, but easily beats them in terms of ability,
mobility and cheapness.

STRENGTHS: Deals splash which is useful against tighly packed air units (Even
if he still deals little damage). Most noticeable is the usefulness of the
Disruption Web, with this ability, opponents can't feel safe even if they have
a heavily defended fortress, because... ALL CAN BE DESTROYED IN A BLINK OF AN
EYE with Disruption to prevent his defenses from fighting back.

WEAKNESSES: They may fire quickly, but the damage they deal is still laughable
(Wow!! 1 damage per hit against Battlecruisers!!! I will surely win with
that...) and besides thier ability they cannot do much in a serious game. Don't
expect to use them for anything other than Disruption Web.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "It is a good day to die!" (Protoss are just a gang of
cheaters.......)
When selected: "I stand ready!"
"May I be of service?"
"Ready for battle!"
"(Language)"
When pissed off (Selected multiple times in a row without giving orders):
"Look at our... Pretty lights!"
"I wonder what this button does.... **various computer noises**"
"**said in echo voice** I think that was a BIG mistake!"
"**Talks with a bizarre voice, almost sounds like singing...**"
"**a follow-up from the last quote**"
"Zephram Cochrane?!?! Is that you?"
"What did you do to your hair?"
When ordered: "AH! At last!"
"Excellent"
"I thought you'd see it my way"
"Adun Toridas!"

-----------------------------------------------------------------------

7. Terran Heroes & Stats

For the Heroes, I designed a new way of rating them, instead of stating
weaknesses and strengths (Which are basicly the same as thier corresponding
unit), I'll give them an evaluation stating if it's really better to have a
unique instead of a normal unit. Some heroes also have a shorter cool rate, all
these shorter cool rates where taken from S. Natari "Expert Guide" on GameFAQs.
Below the heroes name are thier unit class. All Heroes requires 0 food to
maintain, they are self-sufficient (Don't ask why). A flashy description (based
on imagination) was done for each hero. Even if they are heroes, some have
quotes from normal units, now on to the listing:

***********************************************************************
GUI MONTAG
(FIREBAT)
Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 3
HIT POINTS (HP): 160
GROUND ATTACK & WEAPON: 16 Concussion and Splash Damage(Flamethrower)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 22/11 when stim-packed
ATTACK RANGE: 1
SIGHT RANGE: 9
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to the Civilian armor.

Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +3
bonus to Gui 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. Stim-Packs are a
must with him because he can easily afford the 10hp loss per use.

BACKGROUND: A normal Firebat grew into fame after his successful comeback from
a stated "Kamikaze mission" using his strength and flamethrower alone, this
heavy Firebat protected a Terran colony on Mar Sara for more than 1 hour from
heavy Zerglings assaults. When reinforcements arrived, he had suffered several
wounds that should have caused his death, but he was still standing there
emptying is heavy flamethrower on the never-ending Zerg forces. After that
mission, he stayed more than 3 full months in coma. After his awakening, he was
given the militia's "Medal of the Eagle" and promoted to First Sergeant. Even
after being given the choice to live a peaceful life, Gui remained in the
militia, still handling his trusty Flamethrower.

EVALUATION: He begins with 160 hp which is very good for an infantry unit. His
3 armor is a good complement for helping him reach troops before sustaining
major damage. Using Stim-Packs with Medics is the ultimate in "fire"power with
him. However, his weapon deals the same amount of damage than a normal Firebat
which is a little drawback. Overall, I would give him a 6/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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!"

***********************************************************************
CIVILIAN
Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 0
HIT POINTS (HP): 40
GROUND ATTACK & WEAPON: 0(None)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: None
ATTACK RANGE: 0
SIGHT RANGE: 7
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to the Civilian armor.

SPECIAL ABILITIES: None, except being annoying...

DESCRIPTION: A normal guy like everyone who happens to be where he doesn't
belong. Usually stated as "War Victims" or staring in the local cemetary. Also
know as the anonymous soldier.

EVALUATION: Best hero in the entire game!!! (Hope you don't believe that) I
mean, why did Blizzard put this guy in the hero category? The only he serves is
to watch him die or to test different abilities on him!! Overall he gets a 2/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "What I'm doing here?!?!"
When selected: "Hey there!"
"How y'all doing?"
"What's up?"
"'bout it?"
When pissed off (Selected multiple times in a row without giving orders):
"I wanna see all I can see!"
"I'll tell what, I think I'll join up!!"
"I'm a little clausteurphobic though..."
"Don't think they'll put me into any tight spaces?"
"Hey! What the hell?!? I need that college money!!!"
When ordered: "Sure thing!"
"All right!"
"No sweat!"
"Yep!"
"I'm goin'!"

***********************************************************************
SARAH KERRIGAN
(GHOST)
Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 3
HIT POINTS (HP): 250
GROUND ATTACK & WEAPON: 30 Explosive Damage(C-10 Canister Rifle)
AIR ATTACK & WEAPON: 30 Explosive Damage(C-10 Canister Flare)
COOLING RATE: 22
ATTACK RANGE: 7
SIGHT RANGE: 11
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to Sarah armor.

Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +1
bonus to Sarah ground and air attack.

The Moebius Reactor upgrade (Done at the Covert Ops add-on) will give a +50
maximum energy bonus to Sarah.

SPECIAL ABILITIES: The Personal Cloaking Field lets Sarah cloaks for 35 energy
units and for 1 energy unit per second of cloaking. Excellent way of sneaking
by heavy troops and such. Just watch for detectors ok?

The Lockdown Missile lets Sarah launch a Missile (For 100 energy units) that
will stun any mechanical unit for a limited time. You can attack that unit
while it's disabled, but it cannot fight back!! An excellent ability against
costy vessels.

DESCRIPTION: One of the few women to ever enter and succeed in the Ghost
Training process. During her training, she discovered that she had a gift, she
could read people minds. After serving in the Confederation's covert militia
for several years and assisting the bombing of Korhal in an attempt to squelch
an open revolution from Korhal's people. She thereafter joined Arcturus Mengsk
in his secret revolutionary organisation known has the "Sons of Korhal" and was
assigned to the Lieutenant grade. After securing his position as the next
emperor of the galaxy, Mengsk let Kerrigan fall into the hands of the Zerg,
thus commiting the most tremendous error of all humanity....

EVALUATION: Has all abilities of a normal Ghost except for the Nuke Launch.
More HP than a normal Ghost by far, she can take quite a beating before going
down and her starting 3 of armor sure does help. She does more damage than a
normal Ghost, but the weapon still sucks with too long cooling and pityful
damage against large units. Overall, I would give her a 8/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "I'm ready..."
"What now?"
"I'm waiting on you!"
"Lieutenant Kerrigan reporting!"
When pissed off (Selected multiple times in a row without giving orders):
"Easily amused, huh?"
"Doesn't need a telepath do know what you're thinking..."
"You get hot annoying people, don't you?"
"You may have time to play games..."
"But I've got a job to do!"
When ordered: "It will be a pleasure..."
"I read ya.... hmmmph"
"I gotcha"
"Thinkin' the same thing..."

***********************************************************************
ALAN SCHEZAR
(GOLIATH)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 3
HIT POINTS (HP): 300
GROUND ATTACK & WEAPON : 24 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
UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1
bonus to Alan armor.

Each Terran Vehicule Weapons Upgrade (Done at the Armory) gives a +1 bonus to
Alan ground and air attack.

The Charon Boosters Upgrade (Done at the Machine Shop add-on) gives a +3 bonus
to Alan attack range, only for the air attack.

SPECIAL ABILITIES: None

DESCRIPTION: Alan once served for the Confederation's militia and made it to
the grade of Sergeant Major, but found that it would be in his best interests
(and bigger wallet) to form his own mercenaries group. They were rumored to
have enslaved a Cerebrate during the various wars between Terran/Protoss/Zerg.
Siding with many renagade groups, Alan is now wanted an a heavy ransom is put
on his head. Many bounty hunters have tried to find the signs of his presence,
but as of now Alan remains hidden. Before his disappearance, he was supposedly
seen in company of a Dark Templar, however the witness of this event was later
found killed on Tarsonis in his own house, suspect the use of cloaking devices
that helped the assassin to pass security systems.

EVALUATION: A good unit, double power for the ground weapons, which makes it
even more effective against ground troops. However, his missiles have the same
power as any Goliath which is not a good thing. His HPs are a little low, if
you check Kerrigan (which is an infantry unit) and Alan (Vehicule) they have
respectivly 250 and 300 which is not a great difference. Begins with 3 armor so
he can take more hits. He's more proeficient against ground troops than air
troops. Overall, I would give him a 7/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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):
"???" (Another language... Japanese maybe?)
"Checklist protocol initiated..."
"Primary level one diagnostic..."
"USDA Selected..."
"FDIC Approved..."
"Checklist Completed. SOB..."
When ordered: "Target designated"
"Acknowledge HQ"
"Confirmed"
"Nav-com locked"

***********************************************************************
JIM RAYNOR
(VULTURE)
Vital Stats:
SIZE: Medium (Mechanical)
STARTING ARMOR: 3
HIT POINTS (HP): 300
GROUND ATTACK & WEAPON: 30 Concussion Damage(Fragmentation Grenade)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 22
ATTACK RANGE: 5
SIGHT RANGE: 8
UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1
bonus to Jim plating.

Each Terran Vehicule Weapons Upgrade (Done at the Armory) gives a +2 bonus to
Jim ground attack.

The Ion Thrusters upgrade (Done at the Machine Shop add-on) will double the
speed of Jim.

SPECIAL ABILITIES: The Spider Mine Ability (Starting Ability) will give to Jim
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. Jim only has
3 mines and you cannot replenish them. So after you used them, forget about it.

DESCRIPTION: Jim Raynor, marshall of Mar Sara, also the contact for Mengsk's
organization "The Sons Of Korhal". Jim Raynor did his basic combat training
passed it flawlessly, he is more apt to pilot a Vulture because of it's speed
and maneuvrability. He will be one of the first people to experience the fierce
attacks of the Zerg and will be arrested for defying Confederation's orders and
will be rescued by Mengsk's men. After Mengsk's betrayal, Raynor disapearred
and was later found with Tassadar. He made friends with Preator Fenix who was
later killed in Kerrigan's attack. Raynor vowed to kill Kerrigan for her
murderous ways and from that particuliar day, no one ever heard of him again.

EVALUATION: I always found that Vultures were weak and useless and this is not
an exception. Although he's stronger than normal Vultures, he still fall easily
upon the battlefield. Definitly not a good choice (Unless the only thing you do
is Hit-and-run tactics...). He can replenish his Spider Mines which makes them
useless again. Overall, I would give him a 4/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "Go ahead commander"
"Raynor here"
"This is Jimmy"
"Anytime you're ready!"
When pissed off (Selected multiple times in a row without giving orders):
"Hey! Quit it!"
"What's your problem man?"
"Look commander.... do you mind?"
"I knew I should have stayed in bed this morning..."
When ordered: "This should be good"
"OOh yeah!"
"Sounds fun!"
"Right on..."

***********************************************************************
JIM RAYNOR
(MARINE)
Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 3
HIT POINTS (HP): 200
GROUND ATTACK & WEAPON: 18 Normal Damage(Gauss Rifle)
AIR ATTACK & WEAPON: 18 Normal Damage(Gauss Rifle)
COOLING RATE: 15/7.5 if stim-packed
ATTACK RANGE: 4/5 with upgrade
SIGHT RANGE: 7
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to Jim armor.

Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +1
bonus to Jim ground and air attack.

The U-238 Shells upgrade (Done at the Academy) will give a +1 bonus to Jim
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 Jim 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. Seeing his big HPs, you must do
Stim-Packs, even more if you have Medics backing him up!

DESCRIPTION: Jim Raynor, marshall of Mar Sara, also the contact for Mengsk's
organization "The Sons Of Korhal". Jim Raynor did his basic combat training
passed it flawlessly, he is more apt to pilot a Vulture because of it's speed
and maneuvrability. He will be one of the first people to experience the fierce
attacks of the Zerg and will be arrested for defying Confederation's orders and
will be rescued by Mengsk's men. After Mengsk's betrayal, Raynor disapearred
and was later found with Tassadar. He made friends with Preator Fenix who was
later killed in Kerrigan's attack. Raynor vowed to kill Kerrigan for her
murderous ways and from that particuliar day, no one ever heard of him again.

EVALUATION: Jim Raynor in Marine state is much more useful than his Vulture,
just because he hits 3x times more than a normal Marine and has 5x times more
HPs than a normal Marine sure makes this unit worthwhile. By my bet, the best
infantry hero for the Terrans. Overall, I would give him a 9/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "Go ahead commander"
"Raynor here"
"This is Jimmy"
"Anytime you're ready!"
When pissed off (Selected multiple times in a row without giving orders):
"Hey! Quit it!"
"What's your problem man?"
"Look commander.... do you mind?"
"I knew I should have stayed in bed this morning..."
When ordered: "This should be good"
"OOh yeah!"
"Sounds fun!"
"Right on..."

***********************************************************************
TOM KAZANSKY
(WRAITH)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 4
HIT POINTS (HP): 500
GROUND ATTACK & WEAPON : 16 Normal Damage(Burst Lasers)
AIR ATTACK & WEAPON : 40 Explosive Damage(Gemini Missiles)
COOLING RATE : 30 for Ground/22 for Air
ATTACK RANGE : 5
SIGHT RANGE: 7
UPGRADES: Each Terran Ship Plating Upgrade (Done at the Armory) gives a +1
bonus to Tom 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 Tom air attack.

The Apollo Reactor Upgrade (Done at the Control Tower add-on) gives a +50
maximum energy bonus to Tom.

SPECIAL ABILITIES: The Cloaking Field Upgrade (Done at the Control Tower
add-on) gives the ability to cloak to Tom at the cost of 25 energy units for
cloaking and 1 energy unit for each second afterwards until decloaked or run
out of energy. As with any Wraith, it's a must to have this researched as soon
as possible.

DESCRIPTION: Tom Kazansky, while his origins made him subject to many puns and
teasing from his comrades he quickly climbed the hierachic ladder in the
Dominion to make it to Colonel. He was recruited by Mengsk when he started to
acquire new and special military personnel. Many times he proved his
incomparable flying and maneuvring skills in dangerous missions. Due to his
many services, the Dominion gave him an enhanced Wraith to continue to serve
thier cause. He is a friend of Magellan, also considered as the greatest pilot
in the entire Dominion, he still prefer to leave politics and leadership to
other people.

EVALUATION: Tom Kazansky is a great flying unit!! Having 500 hp he can
withstand quite a beating before going down and the Cloaking ability further
enhances his survival! Did you see his air-to-air damage? 40!! He clearly rules
the air with that. One of the best Terran heroes to have at your side!
He would get a 9/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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?"
"I am invincible, that's right!"
When ordered: "Coordinates received"
"Sector locked-in"
"Roger"
"Attack formation"

***********************************************************************
MAGELLAN
(SCIENCE VESSEL)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 4
HIT POINTS (HP): 800
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : None
ATTACK RANGE : 0
SIGHT RANGE: 10
UPGRADES: Each Terran Ship Plating Upgrade (Done at the Armory) gives a +1
bonus to Magellan armor.

The Titan Reactor Upgrade (Done at the Science Facility) gives a +50 maximum
energy bonus to Magellan.

SPECIAL ABILITIES: The Defense Matrix ability (Starting ability) lets Magellan
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 Magellan
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. Claerly the best ability to use for
Magellan has you can easily go inside enemy bases to launch this considering
his very high hps.

The Irradiate Upgrade (Done at the Science Facility) lets the Magellan 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).

DESCRIPTION: Normally, he would be considered a normal Science Vessel, but many
great battles in the Zerg wars were won because of his precise scouting. A
precious unit to any bataillon. This Science Vessel was named after an ancient
explorer "Magellan" who is the name of his commander also. To help in his
scouting duties, the Dominion added great deals of extra plating to greatly
enhances it's resistance to damage. They also wanted to add weapons, but the
head in chief of the Vessel refused has the use of weapons would overthrow the
priorities of the Science Vessel, which is scouting and bringing precious
reports. May have worked for the Confederation before Mengsk came to power.

EVALUATION: Basicly a normal Science Vessel, but one of the best scouting units
out there! With his 800 hps he can go anywhere on the map without dying and all
you have to do is repair it. Can easily replace any other Vessel by it's
scouting abilities.
Overall, he would get a 8/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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 way you gibble"
"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
counterplant?!?!" (Alarm ringing)
"Ah...., the ship.... out of danger..."
When ordered: "Excellent!"
"Commencing!"
"Affirmative sir"
"Let's roll!"

***********************************************************************
EDMUND DUKE
(SIEGE TANK)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 3
HIT POINTS (HP): 400
GROUND ATTACK & WEAPON (in Tank mode): 70 Explosive Damage(Arclite Cannon)
GROUND ATTACK & WEAPON (in Siege mode): 150 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
UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1
bonus to Duke armor.

Each Terran Vehicule Weapons Upgrade (Done at the Armory) gives a +3 bonus to
Duke (in Tank mode) ground attack and gives a +5 bonus to Duke (in Siege mode)
ground attack.

SPECIAL ABILITIES: The Siege Mode ability (starting ability) gives the ability
to Duke to transform itself into an immobile artillery battery. The damage
along with the attack range of Duke is greatly enhanced and become one of the
most powerful units in the game.

DESCRIPTION: Edmund Duke as made it as far as General because of his uncanny
ability to side with the victorious. Sent on the planet Char to take care of an
unknown alien species, he is more informed than he looks like. Many pirates and
rebellions members make him thier primary target because his strategic along
with tactical methods are clearly superior to normal people.

EVALUATION: A Siege Tank with more hp, but it's advantage is in Siege Mode, he
deals a hefty 150 damage in that form!! Has any Tank he got his weakness
against the air however. Nevertheless, he makes a great unit to have on your
side.
He would get a 7/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "Make up your mind!"
"WHAT?"
"I haven't got all day..."
"Well?" (This one sounds funny...)
When pissed off (Selected multiple times in a row without giving orders):
"Been a General for fifteen years..."
"Now, I'm taking orders from a pup!"
"This Korhal's outfit is a mess..."
"You all need some good old-fashioned discipline!"
"That's what you need!"
When ordered: "'bout time!!"
"This size of action..."
"Should work..."
"All right then..."
"Decisive action"

***********************************************************************
HYPERION
(BATTLECRUISER)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 4
HIT POINTS (HP): 850
GROUND ATTACK & WEAPON : 30 Normal Damage(ATS Laser Battery)
AIR ATTACK & WEAPON : 30 Normal Damage(ATA Laser Battery)
COOLING RATE : 22
ATTACK RANGE : 6
SIGHT RANGE: 11
UPGRADES: Each Terran Ship Plating Upgrade (Done at the Armory) gives a +1
bonus to Hyperion armor.

Each Terran Ship Weapons Upgrade (Done at the Armory) gives a +3 bonus to
Hyperion ground and air attack.

The Colossus Reactor Upgrade (Done at the Physics Lab add-on) gives a +50
maximum energy bonus to Hyperion.

SPECIAL ABILITIES: The Yamato Gun ability (starting ability) lets Hyperion
launch a highly destructive energy charge for 150 energy units. Hyperion 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 normal Hyperion sight range. Ideal for destroying detectors from afar.

DESCRIPTION: A normal Battlecruiser that has been furnished with extra plating
and firepower to become the "Sons Of Korhal" Flagship. After Mengsk's betrayal,
Jim Raynor high-jacked the Battlecruiser to escape and from this day the
Hyperion is his own capital ship. It is rumored that Raynor disapearred with
the ship so he may still be alive...

EVALUATION: A slow behemoth with more hps and a little more firepower, basicly,
it's too much firepower on the battlefield and it makes him a primary target
for paralisis abilities (like Lockdown). It's a good unit, but too big and slow
to mean anything. Overall, I would give him a 6/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "Go ahead commander"
"Raynor here"
"This is Jimmy"
"Anytime you're ready!"
When pissed off (Selected multiple times in a row without giving orders):
"Hey! Quit it!"
"What's your problem man?"
"Look commander.... do you mind?"
"I knew I should have stayed in bed this morning..."
When ordered: "This should be good"
"OOh yeah!"
"Sounds fun!"
"Right on..."

***********************************************************************
NORAD II
(BATTLECRUISER)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 4
HIT POINTS (HP): 700
GROUND ATTACK & WEAPON : 50 Normal Damage(ATS Laser Battery)
AIR ATTACK & WEAPON : 50 Normal Damage(ATA Laser Battery)
COOLING RATE : 30
ATTACK RANGE : 6
SIGHT RANGE: 11
UPGRADES: Each Terran Ship Plating Upgrade (Done at the Armory) gives a +1
bonus to Norad II armor.

Each Terran Ship Weapons Upgrade (Done at the Armory) gives a +3 bonus to Norad
II ground and air attack.

The Colossus Reactor Upgrade (Done at the Physics Lab add-on) gives a +50
maximum energy bonus to Norad II.

SPECIAL ABILITIES: The Yamato Gun Upgrade (Done at the Physics Lab add-on) lets
the Norad II launch a highly destructive energy charge for 150 energy units.
The Norad II 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 Norad II's sight range. Ideal for destroying
detectors from afar.

DESCRIPTION: Built especially under the supervision of General Duke this is his
own flagship, if you see Norad II, you can be sure Duke's on board! Built for
sheer firepower, this Battlecruiser is a fearsome beast. Alone, it can easily
destroy small outposts with minor, if any, damage. However, the Norad II was
destroyed by the Zerg during one of its scouting missions and it wasn't
reconstructed since, but Duke is planning on building a more advanced model.

EVALUATION: Even if it has less hp than Hyperion, it packs a hefty 20+ damage
than it. Just like the Hyperion, it's a slow and big guy that is an ideal
target for stasis abilities. A good unit, but easily countered... Overall, he
would get a 7/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "Make up your mind!"
"WHAT?"
"I haven't got all day..."
"Well?" (This one sounds funny...)
When pissed off (Selected multiple times in a row without giving orders):
"Been a General for fifteen years..."
"Now, I'm taking orders from a pup!"
"This Korhal's outfit is a mess..."
"You all need some good old-fashioned discipline!"
"That's what you need!"
When ordered: "'bout time!!"
"This size of action..."
"Should work..."
"All right then..."
"Decisive action"

***********************************************************************
SAMIR DURAN
(GHOST)
Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 2
HIT POINTS (HP): 200
GROUND ATTACK & WEAPON: 25 Concussion Damage(C-10 Canister Rifle)
AIR ATTACK & WEAPON: 25 Concussion Damage(C-10 Canister Rifle)
COOLING RATE: 22
ATTACK RANGE: 7
SIGHT RANGE: 11
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to Duran armor.

Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +1
bonus to Duran ground and air attack.

The Moebius Reactor upgrade (Done at the Covert Ops add-on) will give a +50
maximum energy bonus to Duran.

SPECIAL ABILITIES: The Personnal Cloaking ability (Starting ability) gives the
ability to cloak for Duran. 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. Essential for the weak Samir Duran.

The Lockdown upgrade (Done at the Covert Ops add-on) will let Duran 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 if
during has the Moebius Reactor upgrade, he will be able to 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!).

DESCRIPTION: Supposetly a member of a rebellion group against Mengsk, he will
join the United Earth Directorate to serve under thier command. Even if much of
his past is unknown, the Directorate will trust him. Which is a big mistake....
He is the assassin that killed Stukov in the Psi Disruptor...

EVALUATION: He's pityful, his gun doesn't do much damage (like all ghosts) he
has little armor and not much hp. I prefer to kill him myself because the
traitor ticks me off. Overall, he would get a 4/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "What do you need?"
"Yes captain?"
"How can I be of service?"
"I'm here..."
When pissed off (Selected multiple times in a row without giving orders):
"Is there a problem?"
"Mwha ha ha I like your style friend!"
"But I think you're getting a little too familiar..."
"I don't believe we've met..."
"I am Duran... Who are you?"
"I told you my name!! It's Duran! DURAN!"
"What's so funny?!?"
"Please, please, tell me now...."
"Is there something I should know?"
When ordered: "Right away!"
"Of course!"
"I'll take care of it!"
"You've got it!"

***********************************************************************
ALEXEI STUKOV
(GHOST)

Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 3
HIT POINTS (HP): 250
GROUND ATTACK & WEAPON: 30 Concussion Damage(C-10 Canister Rifle)
AIR ATTACK & WEAPON: 30 Concussion Damage(C-10 Canister Rifle)
COOLING RATE: 22
ATTACK RANGE: 7
SIGHT RANGE: 11 with upgrade
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay)
gives a +1 bonus to Stukov armor.

Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +1
bonus to Stukov ground and air attack.

The Moebius Reactor upgrade (Done at the Covert Ops add-on) will give a +50
maximum energy bonus to Stukov.

SPECIAL ABILITIES: The Personnal Cloaking upgrade (Done at the Covert Ops
add-on) gives the ability to cloak for Stukov. 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 lets Stukov 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 if
Stukov has the Moebius Reactor upgrade, he will be able to 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!).

DESCRIPTION: A close-friend of General DuGalle, a great tactical and strategic
mind and an invaluable advantage to the United Earth Directorate. Has the grade
of ..... In an attempt to destroy the Zerg, Alexei Stukov will take control and
hide the Psi Dusruptor from DuGalle because of his actions, DuGalle will send
Samir Duran to "Dispose" of him. After Duran killed Stukov and disappeared,
General DuGalle considered his actions. On Earth, he will be known as a hero
because the General has hidden the cold reality from normal people, "That he
killed the one he trusted has is friend from the opinion of an unknown ally
(Samir Duran)" For this error and his defeat from Kerrigan. General DuGalle
will rejoin Stukov in death as he commits suicide...

EVALUATION: Same as Kerrigan, this Ghost as the same capabilities. so he would
get the same rating... 8/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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 lead the world with!!"
"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..."

-----------------------------------------------------------------------

8. Zerg Heroes & Stats

Just like the Terran heroes, however, only a few will have quotes sections (you
all know why, don't you?).

***********************************************************************
TORRASQUE
(ULTRALISK)
Vital Stats:
SIZE: Large (Biological)
STARTING ARMOR: 4/6 with upgrade
HIT POINTS (HP): 800
GROUND ATTACK & WEAPON : 50 Normal Damage(Kaiser Blades)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 15
ATTACK RANGE : 1
SIGHT RANGE: 7
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to Torrasque carapace.

Each Zerg Melee Attack Evolution (Done at the Evolution Chamber) gives a +3
bonus to Torrasque ground attack.

The Chitinous Plating Evolution (Done at the Ultralisk Cavern) gives a +2 bonus
to Torrasque starting armor.

SPECIAL ABILITIES: None

DESCRIPTION: A really overpowered Ultralisk, needs the proximity and
close-range of a Cerebrate to be born correctly. Any foe seeing Torrasque on
the battlefield must do whatever is necessary to destroy it because it was seen
razing a heavily-defended fortress all by itself and the creature was nearly
undamaged!

EVALUATION: When you need sheer power over strategy to get past heavy defenses,
Torrasque is the best unit to go! with a hefty 800 hp and major damage-dealing
capabilities, even the mightiest foe will suffer casualities. It would get a
9/10.

***********************************************************************
MATRIARCH
(QUEEN)
Vital Stats:
SIZE: Medium (Biological)
STARTING ARMOR: 3
HIT POINTS (HP): 300
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : None
ATTACK RANGE : 0
SIGHT RANGE: 10
UPGRADES: Each Zerg Flyer Carapace Evolution (Done at the Spire/Greater Spire)
gives a +1 bonus to Matriarch carapace.

The Gamete Meiosis Evolution (Done at the Queen's Nest) gives a +50 bonus to
Matriarch maximum energy.

SPECIAL ABILITIES: The Parasite Ability (Starts with it) lets the Matriarch
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 Ability (Starting ability) lets the Matriarch 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 Ability (Starting Ability) lets the Matriarch 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 technique in 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 Matriarch 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: Stronger Queen, actually happened accidentaly, she wasn't meant to
exist, but Zerg don't care much about thier forces so they use it as they see
fit.

EVALUATION: Nothing big here, just a normal Queen with enhanced durability. The
same thing as normal Queens... 7/10

***********************************************************************
INFESTED KERRIGAN
(INFESTED TERRAN)
Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 2
HIT POINTS (HP): 400
GROUND ATTACK & WEAPON : 50 Explosive and Splash Damage(Claws)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 15
ATTACK RANGE : 1
SIGHT RANGE: 5
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to Infested Kerrigan carapace.

Each Zerg Melee Attack Evolution (Done at the Evolution Chamber) gives a +1
bonus to Infested Kerrigan ground attack.

SPECIAL ABILITIES: The Ensnare Ability (Starting ability) lets Infested
Kerrigan 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 Personal Cloaking Field lets Infested Kerrigan cloaks for 25 energy units
and for 1 energy unit per second of cloaking. Excellent way of sneaking by
heavy troops and such. Just watch for detectors ok?

The Psionic Storm Ability (Starting Ability) lets Infested Kerrigan 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. VERY useful as Zerg don't have
much lethal area-related abilities.

The Consume Ability (Starting Ability) lets Infested Kerrigan 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 only on Infested Kerrigan's abilities.

DESCRIPTION: The form of Kerrigan once she was assimilated into the Swarm by
the Overmind. Is now the embodiment of supreme evil and rules by terror and
force. Hates anyone that gets in her path and will usually kill them all. More
like a newborn child not used to strategy and such... In this form she is
guilty of killing : General Duke in the Norad III, the Matriarch Razsagal of
the Dark Templar, Preator Fenix and Judicator Aldaris on Shakuras.

EVALUATION: Her attack is slow, but hurts a lot! The only Zerg unit that can
cloak instead of burrowing (where they can't move). Her Psy Storm attack is a
nice addition to the Zerg arsenal of already deadly and/or harrassing
abilities. However, if targeted, she is easily disposed of... She gets a 8/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "Yes?"
"Hmmmph...."
"What is it now?"
"I'm listening..."
When pissed off (Selected multiple times in a row without giving orders):
"You begin to annoy me, Cerebrate!"
"I don't think that I need you...."
"Should you become a nuisance..."
"I'll kill you myself!"
When ordered: "mmmm....."
"On my way..."
"A bold move..."
"All right!"

***********************************************************************
UNCLEAN ONE
(DEFILER)
Vital Stats:
SIZE: Medium (Biological)
STARTING ARMOR: 3
HIT POINTS (HP): 250
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : None
ATTACK RANGE : 0
SIGHT RANGE: 10
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to Unclean carapace.

The Metasynaptic Node Evolution (Done at the Defiler's Mound) gives a +50 bonus
to Unclean maximum energy.

SPECIAL ABILITIES: The Burrow Ability (Starting ability) lets Unclean 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 Unclean 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 Ability (Starting ability) lets Unclean 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 Ability (Starting ability) lets Unclean 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 Defilers as your main harrassing unit but multiples burrowed units near
the defiler is less subtle than only 1 Defiler.

DESCRIPTION: Same as other Defilers, but contain many more toxins which makes
in even more fearsome and disgusting.

EVALUATION: Same as normal Defiler, but more hps and armor. Slightly better,
but use normal Defilers anyway. 6/10

***********************************************************************
HUNTER KILLER
(HYDRALISK)
Vital Stats:
SIZE: Medium (Biological)
STARTING ARMOR: 2
HIT POINTS (HP): 160
GROUND ATTACK & WEAPON : 20 Explosive Damage(Needle Spines)
AIR ATTACK & WEAPON : 20 Explosive Damage(Needle Spines)
COOLING RATE : 15
ATTACK RANGE : 5
SIGHT RANGE: 6
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to Hunter carapace.

Each Zerg Missile Attack Evolution (Done at the Evolution Chamber) gives a +1
bonus to Hunter air and ground attacks.

SPECIAL ABILITIES: The Burrow Ability (Starting ability) permits to the Hunter
to burrow underground, so you can make masses of normal Hydralisks 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).

DESCRIPTION: The Hydralisks of the Cerebrate Daggoth, they need much more
attention in birthing and are not available normally. These Hydralisks have
twice as much power than other Hydralisks. True to thier name, they ARE indeed
Hunter Killers... The only Cerebrate that is able to birth them is Daggoth.
Some of them were given to Kerrigan when she was trying to discover her hidden
powers.

EVALUATION: Very good to mix with normal Hydralisks, this way your opponent
will usually not check if you have special Hydralisks by checking all of you
100 and + Hydralisks. A force to be reckon with... 9/10

***********************************************************************
DEVOURING ONE
(ZERGLING)
Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 3
HIT POINTS (HP): 120
GROUND ATTACK & WEAPON : 10 Normal Damage(Claws)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 6
ATTACK RANGE : 1
SIGHT RANGE: 5
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to Devouring carapace.

Each Zerg Melee Attack Evolution (Done at the Evolution Chamber) gives a +1
bonus to Devouring ground attack.

SPECIAL ABILITIES: The Burrow Ability (Starting ability) gives the ability to
Devouring to burrow underground hiding from enemy units. Mostly used to hide
them before an attack.

DESCRIPTION: A more resistant to damage Zergling. Deals more damage and has
more armor and hps. Usually seen with packs of normal Zerglings and you can't
see the difference between them without doing an autopsy!

EVALUATION: As with the Hunter Killers, mix them with packs of normal Zerglings
to get that extra whack. Useful as it can take a little beating before going
down... 7/10

***********************************************************************
KULKUZA
(MUTALISK)
Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 3
HIT POINTS (HP): 300
GROUND ATTACK & WEAPON : 18 Normal Damage(Glave Wurm)
AIR ATTACK & WEAPON : 18 Normal Damage(Glave Wurm)
COOLING RATE : 30
ATTACK RANGE : 3
SIGHT RANGE: 7
UPGRADES: Each Zerg Flyer Carapace Evolution (Done at the Spire/Greater Spire)
gives a +1 bonus to Kulkuza carapace.

Each Zerg Flyer Attacks Evolution (Done at the Spire/Greater Spire) gives a +1
bonus to Kulkuza air and ground attacks.

SPECIAL ABILITIES: The Guardian Ability (Available when you have a Greater
Spire and Hive) gives the option to morph Kulkuza into a powerful Guardian. For
more info regarding the Kulkuza Guardian form see his own section.

DESCRIPTION: A Mutalisk featuring double damage extra defense. Easily mistook
for a normal Mutalisk until you fall prey to it....

EVALUATION: Usually I use Mutalisk in large groups, that's why I find it pretty
useless because a Mutalisk that does double damage in, say... 5 groups of
normal Mutalisks give a very insignificant advantage... 6/10.

***********************************************************************
KULKUZA
(GUARDIAN)
Vital Stats:
SIZE: Large (Biological)
STARTING ARMOR: 4
HIT POINTS (HP): 400
GROUND ATTACK & WEAPON : 40 Normal Damage(Acid Spore)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 30
ATTACK RANGE : 8
SIGHT RANGE: 11
UPGRADES: Each Zerg Flyer Carapace Evolution (Done at the Spire/Greater Spire)
gives a +1 bonus to Kulkuza carapace.

Each Zerg Flyer Attacks Evolution (Done at the Spire/Greater Spire) gives a +2
bonus to Kulkuza ground attack.

SPECIAL ABILITIES: None

DESCRIPTION: The Guardian form of Kulkuza, he is suspected to be able to revert
to his Mutalisk form at any time, but none of this as been proven and witnesses
to this fact disappeared....

EVALUATION: Same as Mutalisks, Guardians are used in great numbers but a 40
damage-dealing Guardian can be a real advantage, more than his Mutalisk form.
He would get 7/10.

***********************************************************************
YGGDRASIL
(OVERLORD)
Vital Stats:
SIZE: Large (Biological)
STARTING ARMOR: 4
HIT POINTS (HP): 1000
GROUND ATTACK & WEAPON : 0(None)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : None
ATTACK RANGE : 0
SIGHT RANGE: 11
UPGRADES: Each Zerg Flyer Carapace Evolution (Done at the Spire/Greater Spire)
gives a +1 bonus to Yggdrasil carapace.

SPECIAL ABILITIES: The Ventral Sacs Ability (Starting ability) gives the
transport ability to the Overlord. So you've got the Zerg transport!!

DESCRIPTION: The only Overlord that is given the type of control of a
Cerebrate, this flying behemoth can easily be differencied to other Overlords
by his over-sized body (bigger than normal).

EVALUATION: A great unit, great armor and immense hps, what's best however is
that he gives off 30 in control which can help reduces the morphing of
Overlords a little bit. Incredible scouting unit because of his hps and
defense, he can pass right over a heavily defended outpost and come back alive!
He surely inherits a 9/10.

***********************************************************************
INFESTED DURAN
(Infested Terran)
Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 3
HIT POINTS (HP): 300
GROUND ATTACK & WEAPON: 25 Concussion Damage(C-10 Canister Rifle)
AIR ATTACK & WEAPON: 25 Concussion Damage(C-10 Canister Rifle)
COOLING RATE: 22
ATTACK RANGE: 7
SIGHT RANGE: 11
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a
+1 bonus to Infested Duran armor.

SPECIAL ABILITIES: The Personnal Cloaking ability (Starting ability) gives the
ability to cloak for Duran. 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. Essential for the weak Samir Duran.

The Lockdown upgrade (Done at the Covert Ops add-on) will let Duran 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 if
during has the Moebius Reactor upgrade, he will be able to 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!). VERY useful because it's the only "stasis" ability
of the zerg!

The Consume Ability (Starting Ability) lets Infested Duran 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. Only good
if you use Lockdown a lot.

DESCRIPTION: Seems to be Kerrigan's subordinate, but he is also doing his owns
little experiments hidden on other planets. Probably a spy from a higher
personality not know to us.... Story for sequel? Maybe.... Seeks to merge a
Protoss being with a Zerg entity to create a perfect hybrid of the two races.

EVALUATION: A little more powerful than his normal form (Defensivly not
offensivly). Useful because he has the Lockdown ability and is the only Zerg
unit to feature that ability! He also has Consume to restock on energy! A great
unit to have. 8/10

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "What do you need?"
"Cerebrate!"
"How can I be of service?"
"I'm here..."
When pissed off (Selected multiple times in a row without giving orders):
"Is there a problem?"
"Mwha ha ha I like your style friend!"
"But I think you're getting a little too familiar..."
"I don't believe we've met..."
"I am Duran... Who are you?"
"I told you my name!! It's Duran! DURAN!"
"What's so funny?!?"
"Please, please, tell me now...."
"Is there something I should know?"
When ordered: "Right away!"
"Of course!"
"I'll take care of it!"
"You've got it!"

-----------------------------------------------------------------------

9. Protoss Heroes & Stats

Like thier units section, some of them will have quotes and some won't because
they produce robotic sounds instead of speaking.

***********************************************************************
DARK TEMPLAR
Vital Stats:
SIZE: Small (biological)
STARTING ARMOR: 0
HIT POINTS (HP): 40
SHIELD POINTS : 80
GROUND ATTACK & WEAPON: 45 Normal Damage(Warp Blades)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 30
ATTACK RANGE: 1
SIGHT RANGE: 7
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 +1 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.

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. They were the ones with Zeratul on Char and they
helped Tassadar when he was in his Stasis Cell.

EVALUATION: Basicly the same as normal Dark Templars with only a few
differences. Just use normal Dark Templars they're better than those. 7/10

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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..."

***********************************************************************
ZERATUL
(DARK TEMPLAR)
Vital Stats:
SIZE: Small (biological)
STARTING ARMOR: 0
HIT POINTS (HP): 60
SHIELD POINTS : 400
GROUND ATTACK & WEAPON: 100 Normal Damage(Warp Blades)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 22
ATTACK RANGE: 1
SIGHT RANGE: 7
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
Zeratul armor.

Each Protoss Ground Weapons Upgrade (Done at the Forge) gives a +1 bonus to
Zeratul ground attack.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to
Zeratul Shield.

SPECIAL ABILITIES: Permanent Cloaking Field leaves Zeratul invisible for all
the game. Very useful, however enemies can still see a distortion when a
cloaked unit moves.

DESCRIPTION: Hailing from distant Shakuras, Zeratul is probably the only Dark
Templar capable of killing nearly anything in a couple of hits from his Warp
Blades. He is the one that discovered Infested Duran side-plan to create the
perfect hybrid, after seeing this, he simply disappeared along with the rest of
his forces. Probably standing in wait of a sign of any other hybrids....

EVALUATION: Stronger than normal Dark Templars (defensivly) and capable of
dealing an immense 100 normal damage with his Warp Blades, Zeratul is truly the
perfect covert unit in the game, he can easily deal with lone detectors (not
flying ones) and can ravage a big patrol group before the opponent has a chance
to retaliate. 9/10

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "(Language)"
"Mmm?"
"Your orders, Templar?"
"You address me?"
When pissed off (Selected multiple times in a row without giving orders):
"You have persecuted us for generations..."
"And now you beg us to aid you?"
"We will do what we must!"
"But we do it for Aiur! Not you!"
When ordered: "So be it!"
"It will be done..."
"An Taro Adun!"
"I do this for Aiur!"

***********************************************************************
TASSADAR/ZERATUL
(ARCHON)
Vital Stats:
SIZE: Large (Ethereal, means not biological nor mechanical)
STARTING ARMOR: 3
HIT POINTS (HP): 100
SHIELD POINTS : 800
GROUND ATTACK & WEAPON: 60 Splash Damage(Psionic Shockwave)
AIR ATTACK & WEAPON: 60 Splash Damage(Psionic Shockwave)
COOLING RATE: 20
ATTACK RANGE: 2
SIGHT RANGE: 8
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
this Archon armor.

Each Protoss Ground Weapons Upgrade (Done at the Forge) gives a +3 bonus to
this Archon ground and air attack.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to this
Archon Shield.

SPECIAL ABILITIES: None

DESCRIPTION: An Archon formed by the merging of Tassadar and Zeratul. Actually
never been truly tried by the two. This is more based on theories and science
to estimate the combined strentgh of this Archon when given Tassadar's and
Zeratul's power. Would make an awesome weapon, but Tasssadar nor Zeratul ever
wanted it to come down to this.

EVALUATION: Even stronger than the already strong Archon, and dealing a hefty
60 splash damage, this unit is truly god-like. A nice addition to ANY attack
force. 9/10

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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..."

***********************************************************************
FENIX
(ZEALOT)
Vital Stats:
SIZE: Small (Biological)
STARTING ARMOR: 2
HIT POINTS (HP): 240
SHIELD POINTS : 240
GROUND ATTACK & WEAPON: 20 Normal Damage(Psi Blades)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 22
ATTACK RANGE: 1
SIGHT RANGE: 7
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
Fenix armor.

Each Protoss Ground Weapons Upgrade (Done at the Forge) gives a +2 bonus to
Fenix ground attack.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to
Fenix Shield.

SPECIAL ABILITIES: None

DESCRIPTION: One of the big personalities of the Protoss, assigned Preator. He
is a warrior to heart and has his religious beliefs close to heart. He will be
left for dead in the Antioch battle when the Zerg retook thier position in
Antioch.

EVALUATION: A fairly strong unit, plenty of hps and a little more attack, but
in the late game, tends to be rather unecessary as you need MANY Zealots to
beat someone in the late game and makes his advantages worthless, they're very
useful in the beginning though.. 7/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "I hunger for battle!"
"What do you ask of me?"
"Executor?"
"Your command?"
When pissed off (Selected multiple times in a row without giving orders):
"I fear no enemy!"
"For the Khala is my strength!"
"I fear not death!"
"For our strength is eternal!"
When ordered: "(Language)"
"Immediatly..."
"As you will..."
"For Aiur!"

***********************************************************************
FENIX
(DRAGOON)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 3
HIT POINTS (HP): 240
SHIELD POINTS : 240
GROUND ATTACK & WEAPON: 45 Explosive Damage(Phase Disruptor)
AIR ATTACK & WEAPON: 45 Explosive Damage(Phase Disruptor)
COOLING RATE: 30
ATTACK RANGE: 6
SIGHT RANGE: 8
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
Fenix armor.

Each Protoss Ground Weapons Upgrade (Done at the Forge) gives a +2 bonus to
Fenix ground and air attack.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to
Fenix Shield.

SPECIAL ABILITIES: None

DESCRIPTION: After being found by his brethren, Fenix was transferred in the
robotic body of a Dragoon to continue to serve the Conclave. Even after facing
death in the face, he still fights with uncommon aggressivity. After hearing of
Tassadar's goals when he betrayed the Conclave, he will join the fight to fight
the Conclave to protect Tassadar. Will later be killed on Korhal by Kerrigan,
true to his beliefs, he never even showed the slightest amount of fear before
he died...

EVALUATION: This form is much more useful than his Zealot form, he deals
awesome damage to the air and ground and has a faster cooling than other
Dragoons. Even in a big game he's still a major opponent. 9/10

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "I hunger for battle!"
"What do you ask of me?"
"Executor?"
"Your command?"
When pissed off (Selected multiple times in a row without giving orders):
"I fear no enemy!"
"For the Khala is my strength!"
"I fear not death!"
"For our strength is eternal!"
When ordered: "(Language)"
"Immediatly..."
"As you will..."
"For Aiur!"

***********************************************************************
TASSADAR
(HIGH TEMPLAR)
Vital Stats:
SIZE: Small (biological)
STARTING ARMOR: 2
HIT POINTS (HP): 80
SHIELD POINTS : 300
GROUND ATTACK & WEAPON: 20 Normal Damage(Psi Assault)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 22
ATTACK RANGE: 0
SIGHT RANGE: 7
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
Tassadar armor.

Each Protoss Ground Weapons Upgrade (Done at the Forge) gives a +1 bonus to
Tassadar ground attack.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to
Tassadar Shield.

The Khaydarin Amulet Upgrade (Done at the Templar Archives) gives a +50 bonus
to Tassadar maximum energy.

SPECIAL ABILITIES: The Psionic Storm Upgrade (Done at the Templar Archives)
lets Tassadar 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 Tassadar 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.

DESCRIPTION: The only Protoss to ever surpass Adun in heroic deeds, to protect
his homeworld, he even sacrificed all he held dear. He sided with the Dark
Templar, people who were banished from Aiur, he defied the Conclave orders by
destroying only the Zerg and letting Tarsonis live. In the final battle against
the Overmind, he focused all his Templar powers along with combining the Dark
Templar powers inside his Capital Ship : The Gantrithor and crashed on the
Overmind, destroying the Xel'naga creation. He his still regarded as an hero to
all the Protoss people.

EVALUATION: Though he may be a hero, he is not very good has a unit, he his the
same as a normal High Templar, except he has more hps, a pityful attack and
cannot morph into an Archon. Use normal Templars instead. 7/10.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "Yes Executor?"
"I hear you..."
"How may I help?"
"Your will?"
When pissed off (Selected multiple times in a row without giving orders):
"Speak quickly Executor!"
"I don't have time for games!"
"I was Executor long before you!"
"So do not try my patience!"
When ordered: "It shall be done..."
"For Aiur!"
"Of course..."
"(Language)"

***********************************************************************
MOJO
(SCOUT)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 3
HIT POINTS (HP): 400
SHIELD POINTS : 400
GROUND ATTACK & WEAPON: 20 Normal Damage(Dual Photon Blasters)
AIR ATTACK & WEAPON: 56 Explosive Damage(Anti-Matter Missiles)
COOLING RATE: 30 for ground/22 for air
ATTACK RANGE: 4
SIGHT RANGE: 10
UPGRADES: Each Protoss Plating Upgrade (Done at the Cybernetics Core) gives a
+1 bonus to Mojo armor.

Each Protoss Air Weapons Upgrade (Done at the Cybernetics Core) gives a +1
bonus to Mojo ground attack and a +2 bonus to Mojo air attack.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to Mojo
Shield.

SPECIAL ABILITIES: None

DESCRIPTION: Just a normal Protoss considered special because of his
heavily-enhanced Scout, he his an very clear advantage in any battles. He his
also considered to be to supreme commander of all Scouts squadrons, another big
personnality.

EVALUATION: A Scout with MUCH MORE HPS! I means he's got 800 in total!! and he
hits for 20 on the ground! He hits the double as normal Scouts in the air
also... He's a worthy opponent or addition to your fleet. 9/10

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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!"

***********************************************************************
WARBRINGER
(REAVER)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 3
HIT POINTS (HP): 200
SHIELD POINTS : 400
GROUND ATTACK & WEAPON: 100/125 with upgrade Splash Damage(Scarab)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 60
ATTACK RANGE: 8
SIGHT RANGE: 10
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to
Warbringer armor.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to
Warbringer Shield.

The Scarab Damage Upgrade (Done at the Robotics Support Bay) gives a +25 bonus
to Warbringer ground attack.

SPECIAL ABILITIES: The Scarab Shop (Starting ability) lets Warbringer
self-produce a Scarab for 15 minerals. Always replenish your Reavers before
attacking! You cannot have more Scarabs than 10.

DESCRIPTION: A prototype of Reaver to see if it you'd be worthwhile to enhance
the defensive capabilities of a Reaver, still undergoing various tests before
mass-production begins...

EVALUATION: A Reaver with more hps, not much more, still hits the same (which
is very dangerous even now..). Can be useful because of the extra beating he
can take before dying, however, don't rely on this to escape because he is
still sluggish... Overall, use normal Reavers. 7/10

***********************************************************************
GANTRITHOR
(CARRIER)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 4
HIT POINTS (HP): 800
SHIELD POINTS : 500
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
UPGRADES: Each Protoss Plating Upgrade (Done at the Cybernetics Core) gives a
+1 bonus to Gantrithor armor.

Each Protoss Air Weapons Upgrade (Done at the Cybernetics Core) gives a +1
bonus to Gantrithor ground and air attack.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to
Gantrithor Shield.

SPECIAL ABILITIES: The Interceptor Hangar Ability (Starting Ability) lets
Gantrithor produce an Interceptor (For 25m) which serves as weapons for the
Carrier.

DESCRIPTION: Tassadar's capital ship, will be destroyed in the successful
attempt to get rid of the Overmind. Since this is an inanimate object, he will
not be remembered like Tassadar.

EVALUATION: Hits like a normal Carrier, however, did you see his hps?!?! 1300
in total!! That's unbelievable!! He can take a SERIOUS beating beofre even
being in the red and takes a little more damage to be destroyed. One of the
best units to have on your side! 9/10

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "Yes Executor?"
"I hear you..."
"How may I help?"
"Your will?"
When pissed off (Selected multiple times in a row without giving orders):
"Speak quickly Executor!"
"I don't have time for games!"
"I was Executor long before you!"
"So do not try my patience!"
When ordered: "It shall be done..."
"For Aiur!"
"Of course..."
"(Language)"

***********************************************************************
DANIMOTH
(ARBITRER)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 3
HIT POINTS (HP): 600
SHIELD POINTS : 500
GROUND ATTACK & WEAPON: 20 Explosive Damage(Phase Disruptor Cannon)
AIR ATTACK & WEAPON: 20 Explosive Damage(Phase Disruptor Cannon)
COOLING RATE: 45
ATTACK RANGE: 5
SIGHT RANGE: 9
UPGRADES: Each Protoss Plating Upgrade (Done at the Cybernetics Core) gives a
+1 bonus to Danimoth armor.

Each Protoss Air Weapons Upgrade (Done at the Cybernetics Core) gives a +1
bonus to Danimoth ground and air attack.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to
Danimoth Shield.

The Khaydarin Core Upgrade (Done at the Arbitrer's Tribunal) gives a +50 bonus
to Danimoth 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 Ability (Starting ability) lets Danimoth 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!

The Recall Ability (Starting ability) lets Danimoth 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 Danimoth (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: Another overpowered normal unit, this is a one-of-a-kind type
because of the incredible cost to produce this unit. This was meant to be the
original force of the Arbitrer, but because of costs they had to lower the
defensive and offensive abilities, however, they let the prototype up and
running. This vessel was named after his pilot, Danimoth.

EVALUATION: With 1100 hps, enemies will have a hard time getting rid of THAT
Arbitrer before he does his Recall.... Even though his weapon is stronger, it
still sucks. Use it for it's Recall and Cloaking Field. 9/10

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "We are vigilant.."
"We feel 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)"

***********************************************************************
ARTANIS
(SCOUT)
Vital Stats:
SIZE: Large (Mechanical)
STARTING ARMOR: 3
HIT POINTS (HP): 250
SHIELD POINTS : 250
GROUND ATTACK & WEAPON: 20 Normal Damage(Dual Photon Blasters)
AIR ATTACK & WEAPON: 56 Explosive Damage(Anti-Matter Missiles)
COOLING RATE: 30 for ground/22 for air
ATTACK RANGE: 4
SIGHT RANGE: 10
UPGRADES: Each Protoss Plating Upgrade (Done at the Cybernetics Core) gives a
+1 bonus to Artanis armor.

Each Protoss Air Weapons Upgrade (Done at the Cybernetics Core) gives a +1
bonus to Artanis ground attack and a +2 bonus to Artanis air attack.

Each Protoss Plasma Shield Upgrade (Done at the Forge) gives a +1 bonus to
Artanis Shield.

SPECIAL ABILITIES: None

DESCRIPTION: The Protoss that was appointed to replace Tassadar's position
after his valiant sacrifice. Admires Tassadar to no extent. Has a new being on
the battlefield, he still thinks that the Protoss species are superior to
others and tend to think they can always win.

EVALUATION: Same firepower as Mojo, but much weaker defense. It's a good unit,
but not the best. Still fearsome, but easily disposed of if targeted. 8/10

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When selected: "Yes Executor!"
"State your will!"
"I am ready!"
"Direct my wrath!"
When pissed off (Selected multiple times in a row without giving orders):
"Explain this unbehavior..."
"STOP POKING ME!!" (Yipee! Warcraft 1!!)
"Who do I look like?!?! An ORC?!?!"
"This is not Warcraft in space!!!!"
"It's much more sophisticated!"
"I KNOW IT'S NOT 3D!!!!!"
When ordered: "Indeed..."
"Consider it done!"
"I concure..."
"For Aiur!"

-----------------------------------------------------------------------

10. Credits & Legal Stuff

Thanks to Daniel Pollitt for submitting various corrections to quotes.

Thanks to Leon Chen for submitting some corrections/strategies for the Marine,
Vulture & Medic units.

Thanks to Lord Venom for submitting the correct damage ratigns for
Explosive-type Damage.

Thanks to Patrick for various corrections of quotes.

Thanks to Bill William for various corrections of quotes.

Thanks to JEJ93 for various quotes corrections/additions.

Thanks to Tairc for a correction of a Goliath quote.

Thanks to Brian McKay for correcting a few quotes.

Thanks to Andreas Steiner for telling me the meaning of "Jawohl".

Thanks to Fredrik Lindh for possible changes for the Wraith and High Templar
quotes.

Thanks to Warpfox for is possible change of a Corsair quote.

Thanks to Drew Brommelhoff for submitting various corrections of Terran &
Protoss units.

Thanks to Danny Nhung for submitting 2 quote corrections to Edmond Duke.

Thanks to James Chang for all his help on the Heroes descriptions.

Thansk to S. Lee for all his corrections and advice.

Thanks to Alex Qian for correcting 2 quotes in the Arbitrer section and 1 for
the Siege Tank.

Thanks to Jeremy Harris for submitting 3 corrections for quotes.

Thanks to Stephanus Rudiyanto Natari for submitting a couple of corrections to
errors I had made in this present FAQ and for the his awesome FAQ featuring
lots of compiled info regarding units (which I used to get the cool rates of
certain heroes).

Thanks to Neo Darkshadow for submitting a great quantity of quotes corrections
for Terran units (Especially the Dropship) and some corrections in the heroes
section. Also thanks for the suggestions on quote submissions.

Thanks to FKhan85704 for submitting all his quotes corrections and the complete
Dragoon, Dark Templar, Scout, Infested Terran quote list.

Thanks to Blizzard for making the Starcraft compendium (available on Battle.net
website), I got info regarding ONLY units statistics from this.


This FAQ is Copyright to Kildread2, I don't particuliarly care that much if you
put it up on your website as long as you're not making any money off MY work
and don't alter this guide at any point.

Also, if you put it up on your site, check for updates at www.gamefaqs.com,
that woudl avoid e-mails asking me about a completed section because some site
owner was too lazy to take the updated guide.

If you have any questions, information or comments, mail me at
Kildread2@hotmail.com.
 
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