StarCraft FAQ Version 1.05 Serin Tobias shinseitori hotmail (dot) com There are two files to this FAQ, The Races, and Strategy. This file covers the races. ----------------------------- Table of Contents i. Revision History ii. Introduction iii. Important notice about CD keys 1. Terran 1.1. Terran Buildings 1.2. Terran Units 2. Zerg 2.1. Zerg Buildings 2.2. Zerg Units 3. Protoss 3.1. Protoss Buildings 3.2. Protoss Units ----------------------------- i. Revision History 1.05 -- Massive overhaul of the Strategy and Races section. Some of the incorrect information has been updated as well. 1.04 -- Revised information according to the 1.05 patch, and word wrapped the text. 1.03 -- Included Brood War info, heavy editing on strategy (some of it was just crap). 1.02 -- Changed info according to the StarCraft 1.04 patch, added another contributing website. 1.01 -- Added notice about CD-keys, removed ICQ# (I'm never on anymore), changed e-mail address and web page URL. Also corrected a few spelling errors and specified damage types for units and buildings. Changed info according the the StarCraft 1.03 patch. 1.00 -- First Draft. ----------------------------- ii. Introduction This section is simply intended to be a reference for all of the races' units and buildings. You will probably not find any strategy tips in here, but it is a good resource for any facts you may need about the game itself. Here's a quick description of the various facts you will find about the units and buildings. 1. Crystals / Gas Obviously, this is how many resources this unit or building will take to produce. This can be in a factor in the cost of repairing such unit or building. 2. HP This is how many maximum hit points the unit has. Once the HP reaches zero, the unit or building is destroyed. 3. Shields Protoss units have additional hit points, known as shields. This is different from regular hit points, as is described in the strategy section. 4. Energy Energy is a reserve for the use of special abilities. 5. Supply, Control, This is how much "food" the unit will require to be built. or Psi 6. Weapons The weapons are described here. This is the first number used in calculating damage to a unit. The type of damage and armor can reduce the damage dealt as well. 7. Cooldown A unit's cooldown is how many cycles must elapse before a weapon can be fired again. A game cycle is a few seconds long when the game is set to normal time. 8. Range This is the effective range that the unit may be fired at, in game matrices. 8. Armor A unit's armor rating is subtracted from damage, after modifiers for splash and damage types are applied. 9. Build Time This is how long (in game cycles) it takes for a unit to be produced. ----------------------------- iii. Important Notice about CD-Keys I have received a few e-mails from people asking me to provide them with my CD-key. I'll save you the trouble of writing if you want to ask me. I will not give out my CD-key to anyone, because it is my access to battle.net. If anyone else uses that CD-key, I can't get on when my CD-key is already being used. Also, if I give out my CD-key to one person, it will get all the way around the Internet to everyone in a blink of an eye. Then I will not be able to access battle.net. So, don't even bother writing me, because I won't give it out. Buy the game. It's well worth it, and it's cheap now. ----------------------------- 1. Terran The Terrans are the most like the Orcs and Humans of WarCraft II of the three races in StarCraft. You have SCV's instead of Peasants, Marines instead of Footmen, etc. An experienced WC2 player will easily pick up on this race before the others. ----------------------------- 1.1. Terran Buildings All Terran buildings can be repaired by an SCV. Also, when a Terran building is heavily damaged (when hit points are shown in red), it will slowly lose hit points until it is destroyed. ----------------------------- 1.1.1. Command Center 400 Crystals Produces: 1500 HP SCV Provides 10 Supply Comsat Station Has flying ability Nuclear Silo - 1.1.1.1. Comsat Station (Requires: Academy) 50 Crystals, 50 Gas Sensor Sweep 500 HP - 50 Energy 200 Energy Command Center attachment - 1.1.1.2. Nuclear Silo (Requires: Science Facility with attached Covert Ops) 100 Crystals, 100 Gas Produces: 600 HP Nuclear Missile Command Center attachment - 200 Crystals, 200 Gas, 8 Supply ----------------------------- 1.1.2. Supply Depot 100 Crystals 500 HP Provides 8 Supply ----------------------------- 1.1.3. Refinery 100 Crystals 750 HP Gas production ----------------------------- 1.1.4. Engineering Bay 125 Crystals Research: 850 HP Upgrade Infantry Weapons Has flying ability - 3 levels Upgrade Infantry Armor - 3 levels The Upgrades break down as follows: Infantry Weapons and Infantry Armor: Level 1 - 100 Crystals, 100 Gas Level 2 - 175 Crystals, 175 Gas Level 3 - 250 Crystals, 250 Gas ----------------------------- 1.1.5. Barracks 150 Crystals Produces: 1000 HP Marine Has flying ability Firebat Ghost Medic ----------------------------- 1.1.6. Missile Turret (Requires: Engineering Bay) 100 Crystals 200 HP Cloak Detection Longbolt Missile - Targets air - 20 explosive damage ----------------------------- 1.1.7. Academy (Requires: Barracks) 150 Crystals Research: 600 HP U-238 Shells (+1 Marine attack range) - 150 Crystals, 150 Gas Stim Pack Tech (Marine and Firebat ability) - 100 Crystals, 100 Gas Restoration (Medic ability) - 100 Crystals, 100 Gas Optic Flare (Medic ability) - 100 Crystals, 100 Gas Caduceus Reactor (+50 Medic energy) - 150 Crystals, 150 Gas ----------------------------- 1.1.8. Bunker (Requires: Barracks) 100 Crystals 350 HP Holds up to 4 SCVs, Marines, Ghosts, Firebats or Medics ----------------------------- 1.1.9. Factory (Requires: Barracks) 200 Crystals, 100 Gas Produces: 1250 HP Vulture Has flying ability Siege Tank Goliath Machine Shop - 1.1.9.1. Machine Shop 50 Crystals, 50 Gas Research: 750 HP Ion Thrusters (Faster Vulture movement) Factory Attachment - 100 Crystals, 100 Gas Spider Mines (Vulture ability) - 100 Crystals, 100 Gas Siege Tech (Siege Tank ability) - 150 Crystals, 150 Gas Charon Boosters (+3 Goliath air attack range, requires Armory) - 150 Crystals, 150 Gas ----------------------------- 1.1.10. Starport (Requires: Factory) 150 Crystals, 100 Gas Produces: 1300 HP Wraith Has flying ability Dropship Science Vessel Battlecruiser Valkyrie Control Tower - 1.1.10.1. Control Tower 50 Crystals, 50 Gas Research: 500 HP Cloak (Wraith ability) Starport attachment - 150 Crystals, 150 Gas Apollo Reactor (+50 Wraith energy) - 200 Crystals, 200 Gas ----------------------------- 1.1.11. Science Facility (Requires: Starport) 100 Crystals, 150 Gas Produces: 950 HP Covert Ops Has flying ability Physics Lab Research: EMP Shockwave (Science Vessel ability) - 200 Crystals, 200 Gas Irradiate (Science Vessel ability) - 150 Crystals, 150 Gas Titan Reactor (+50 Science Vessel energy) - 150 Crystals, 150 Gas - 1.1.11.1. Covert Ops 50 Crystals, 50 Gas Research: 750 HP Lockdown (Ghost ability) Science Facility attachment - 200 Crystals, 200 Gas Personnel Cloaking (Ghost ability) - 100 Crystals, 100 Gas Ocular Implants (Increase Ghost sight range) - 100 Crystals, 100 Gas Moebius Reactor (+50 Ghost energy) - 150 Crystals, 150 Gas - 1.1.11.2. Physics Lab 50 Crystals, 50 Gas Research: 600 HP Yamato Gun (Battlecruiser ability) Science Facility attachment - 200 Crystals, 200 Gas Colossus Reactor (+50 Battlecruiser energy) - 150 Crystals, 150 Gas ----------------------------- 1.1.12. Armory (Requires: Factory) 100 Crystals, 50 Gas Research: 750 HP Vehicle Weapons - 3 levels Vehicle Plating - 3 levels Ship Weapons - 3 levels Ship Plating - 3 levels The upgrades break down as follows: Vehicle Weapons and Vehicle Plating: Ship Weapons: Ship Plating: Level 1: - 100 Crystals, 100 Gas - 100 Crystals, 100 Gas - 150 Crystals, 150 Gas Level 2: - 175 Crystals, 175 Gas - 150 Crystals, 150 Gas - 225 Crystals, 225 Gas Level 3: - 250 Crystals, 250 Gas - 200 Crystals, 200 Gas - 300 Crystals, 300 Gas ----------------------------- 1.2. Terran Units Terran Units, along with those of the other races, get +1 per upgrade for armor. ----------------------------- 1.2.1. SCV Produced at Command Center 50 Crystals Abilities: 1 Supply Gather 60 HP Repair Build Structure Fusion Cutter Build Advanced Structure - Targets ground - 5 normal damage - 15 cooldown Infantry Armor - 0 base armor Build Time: 20 ----------------------------- 1.2.2. Marine Produced at Barracks 50 Crystals Ability: 1 Supply Stim Pack 40 HP -Improves speed and firing rate -Costs 10 HP per use Gauss Rifle - Targets air and ground - 6 normal damage - +1 per upgrade - 15 cooldown (7.5 under Stimpack effects) Infantry Armor - 0 base armor Build Time: 24 ----------------------------- 1.2.3. Firebat Produced at Barracks Required: Academy 50 Crystals, 25 Gas 1 Supply Ability: 50 HP Stim Pack - Improves speed and firing rate Flamethrower - Costs 10 HP per use - Targets ground - 16 concussive splash damage (in 2-3 attacks, friendly splash) - +2 per upgrade - 22 cooldown (11 under Stimpack effects) Infantry Armor - 1 base armor Build Time: 24 ----------------------------- 1.2.4. Ghost Produced at Barracks Required: Academy, Science Facility with 25 Crystals, 75 Gas attached Covert Ops 1 Supply 45 HP Abilities: 200 Energy Cloak - 25 Energy, constant drain while active C-10 Canister Rifle Lockdown (Stops mechanical units) - Targets air and ground - 100 Energy - 10 concussive damage Nuclear Strike (Loaded Nuclear Silo required) - +1 per upgrade - 22 cooldown Infantry Armor - 0 base armor Build Time: 50 ----------------------------- 1.2.5. Medic Produced at Barracks Required: Academy 50 Crystals, 25 Gas 1 Supply Abilities: 60 HP Heal (Heals organic ground units) 200 Energy - 1 energy per 2 HP healed Restoration (Removes all ailments but Stasis Field on any unit) Infantry Armor: - 50 energy - 1 base armor Optic Flare (Reduces any unit's sight to 1) - 75 energy Build Time: 30 ----------------------------- 1.2.6. Vulture Produced at Factory 75 Crystals Ability: 2 Supply Spider Mine 90 HP - 3 Spider Mines per Vulture - 125 damage Fragmentation Grenade - Planted in ground, then burrow - Targets ground - 20 concussive damage - +2 per upgrade - 30 cooldown Vehicle Plating - 0 base armor Build Time: 30 ----------------------------- 1.2.7. Siege Tank Produced at Factory Required: Attached Machine Shop 150 Crystals, 100 Gas 2 Supply Abilities: 150 HP Siege Mode (while in Tank Mode) - Loses mobility for powerful cannon Tank Mode Tank Mode (while in Siege Mode) - Tank can move again with weaker cannon Arclite Cannon - Targets ground - 30 explosive damage - +3 per upgrade - 37 cooldown Siege Mode Arclite Shock Cannon - Targets ground - 70 explosive splash damage - +5 per upgrade - 75 cooldown Vehicle Plating (both modes) - 1 base armor Build Time: 50 ----------------------------- 1.2.8. Goliath Produced at Factory Required: Armory 100 Crystals, 50 Gas 2 Supply 125 HP Twin Autocannons - Targets ground - 12 normal damage - +1 per upgrade - 22 cooldown Hellfire Missile Pack - Targets air - 20 explosive damage - +4 per upgrade - 22 cooldown Vehicle Plating - 1 base armor Build Time: 40 ----------------------------- 1.2.9. Wraith Produced at Starport 150 Crystals, 100 Gas Ability: 2 Supply Cloak 120 HP - 25 Energy, constant drain while active 200 Energy Flying Burst Laser - Targets ground - 9 normal damage - +1 per upgrade - 30 cooldown Gemini Missiles - Targets air - 20 explosive damage - +2 per upgrade - 22 cooldown Ship Plating - 0 base armor Build Time: 60 ----------------------------- 1.2.10. Dropship Produced at Starport Required: Control Tower 100 Crystals, 100 Gas 2 Supply 150 HP Transporting Flying Ship Plating - 1 base armor Build Time: 50 ----------------------------- 1.2.11. Science Vessel Produced at Starport Required: Science Facility 100 Crystals, 225 Gas 2 Supply Abilities: 200 HP Defensive Matrix (Places temporary shield on one unit) 200 Energy - 100 Energy Cloak detection EMP Shockwave (Reduces shields and energy to 0 in target area) Flying - 100 Energy Irradiate (Reduces HP of any organic units nearby, cast on any unit) Ship Plating - 75 Energy - 1 base armor Build Time: 80 ----------------------------- 1.2.12. Battlecruiser Produced at Starport Required: Science Facility with attached Physics 400 Crystals, 300 Gas Lab, Control Tower 8 Supply 500 HP Ability: 200 Energy Yamato Cannon (Heavy damage on one target) Flying - 150 Energy ATA Laser - Targets air - 25 normal damage - +3 per upgrade - 30 cooldown ATS Laser - Targets ground - 25 normal damage - +3 per upgrade - 30 cooldown Ship Plating - 3 base armor Build Time: 160 ----------------------------- 1.2.13. Valkyrie Frigate Produced at Starport Required: Armory, Control Tower 250 Crystals, 150 Gas 3 Supply 200 HP Flying Halo Rockets - Targets air - 5 explosive splash damage per missile - +1 per upgrade - 64 cooldown (after all missiles are fired) Ship Plating - 2 base armor Build Time: 60 ------------------------------------------ 2. Zerg The Zerg technology tree is similar to that from WarCraft 2. There are three main states of the central building (Hatchery, Lair, Hive), which all require buildings for it to be upgraded. When Lair or Hive is acheived, new buildings are available. ------------------------------------------ 2.1. Buildings All Zerg buildings, except the Hatchery and Infested Command Center, must be built on the Creep. All Zerg buildings regenerate. To build a building (except Infested Command Center), you must mutate a Drone into one, and you lose the Drone in the process. ------------------------------------------ 2.1.1. Hatchery 300 Crystals Produces: 1250 HP Larva Provides 1 Control Mutate: Lair - 150 Crystals, 150 Gas (requires Spawning Pool) Evolve: Burrow (Zerg ground unit ability) - 100 Crystals, 100 Gas - 2.1.1.1. Lair 1800 HP All abilities of Hatchery Provides 1 Control Evolve: Ventral Sacs (Overlord transporting) - 200 Crystals, 200 Gas Antennae (Greater Overlord sight range) - 150 Crystals, 150 Gas Pneumatized Carapace (Faster Overlord movement) - 150 Crystals, 150 Gas - 2.1.1.2. Hive 2500 HP All abilities of Hatchery and Lair Provides 1 Control ------------------------------------------ 2.1.2. Creep Colony 75 Crystals Mutate: 400 HP Spore Colony (requires Evolution Chamber) Extends Creep - 50 Crystals Sunken Colony (requires Spawning Pool) - 50 Crystals - 2.1.2.1. Spore Colony 400 HP Cloak Detection Extends Creep Weapon: Seeker Spores - Targets air - 15 normal damage - 15 cooldown - 2.1.2.2. Sunken Colony 400 HP Extends Creep Weapon: Subterranean Tentacle - Targets ground - 40 explosive damage - 32 cooldown ------------------------------------------ 2.1.3. Extractor 50 Crystals 750 HP Gas production ------------------------------------------ 2.1.4. Spawning Pool 150 Crystals Evolve: 750 HP Metabolic Boost (Faster Zergling movement) - 100 Crystals, 100 Gas Adrenal Glands (Faster Zergling attack, requires Hive) - 200 Crystals, 200 Gas ------------------------------------------ 2.1.5. Evolution Chamber 75 Crystals Evolve: 750 HP Melee Attacks - 3 levels Missile Attacks - 3 levels Carapace - 3 levels The upgrades break down as follows: Melee Attack and Missile Attacks: Carapace: Level 1: - 100 Crystals, 100 Gas - 150 Crystals, 150 Gas Level 2: - 150 Crystals, 150 Gas - 225 Crystals, 225 Gas Level 3: - 200 Crystals, 200 Gas - 300 Crystals, 300 Gas ------------------------------------------ 2.1.6. Hydralisk Den (Requires: Spawning Pool) 100 Crystals, 50 Gas Evolve: 950 HP Muscular Augments (Faster Hydralisk movement) - 100 Crystals, 100 Gas Grooved Spines (+1 attack range) - 150 Crystals, 150 Gas Lurker Aspect (Evolution to Lurker, requires Lair) - 125 Crystals, 125 Gas ------------------------------------------ 2.1.7. Spire (Requires: Lair) 200 Crystals, 150 Gas Evolve: 600 HP Flyer Attack - 3 levels Flyer Carapace - 3 levels Mutate: Greater Spire (Required: Hive) - 100 Crystals, 150 Gas - 2.1.7.1. Greater Spire 1000 HP All abilities of Spire The Upgrades break down as follows: Flyer Attack Flyer Carapace Level 1: - 100 Crystals, 100 Gas - 150 Crystals, 150 Gas Level 2: - 175 Crystals, 175 Gas - 225 Crystals, 225 Gas Level 3: - 250 Crystals, 250 Gas - 300 Crystals, 300 Gas ------------------------------------------ 2.1.8. Queen's Nest (Required: Lair) 150 Crystals, 100 Gas Evolve: 950 HP Spawn Broodlings (Queen ability) - 200 Crystals, 200 Gas Ensnare (Queen ability) - 100 Crystals, 100 Gas Gamete Meiosis (+50 Queen energy) - 150 Crystals, 150 Gas ------------------------------------------ 2.1.9. Nydus Canal (Required: Hive) 150 Crystals Ability: 250 HP Build Nydus Canal Exit Transports ground units ------------------------------------------ 2.1.10. Ultralisk Cavern (Required: Hive) 150 Crystals, 200 Gas Evolve: 600 HP Anabolic Synthesis (Faster Ultralisk Movement) - 200 Crystals, 200 Gas Chitinous Plating (+2 Ultralisk Armor) - 150 Crystals, 150 Gas ------------------------------------------ 2.1.11. Defiler Mound (Required: Hive) 100 Crystals, 100 Gas Evolve: 850 HP Plague (Defiler ability) - 200 Crystals, 200 Gas Consume (Defiler ability) - 100 Crystals, 100 Gas Metasynaptic Node (+50 Defiler energy) - 150 Crystals, 150 Gas ------------------------------------------ 2.1.12. Infested Command Center 1500 HP Produces: Infested Terran ------------------------------------------ 2.2. Zerg Units All Zerg units regenerate, and all Zerg ground units (except the Ultralisk) burrow. Also, all Zerg units are mutated from Zerg Larvae, which are only found around Hatcheries, Lairs, or Hives. As with the other races, all units get +1 per armor upgrade. ------------------------------------------ 2.2.1. Larva Found around Hatchery, Lair, or Hive Can mutate into all Zerg units 25 HP Carapace - 10 base armor ------------------------------------------ 2.2.1.1. Egg 200 HP Carapace - 10 base armor ------------------------------------------ 2.2.2. Drone No requirement 50 Crystals Abilities: 40 HP Gather 1 Control Basic Mutation Advanced Mutation Spines - Targets ground units - 5 normal damage - 22 cooldown Carapace - 0 base armor Build Time: 20 ------------------------------------------ 2.2.3. Zergling Required: Spawning Pool 50 Crystals 35 HP 1/2 Control 2 Zerglings per egg Claws - Targets ground units - 5 normal damage - +1 per upgrade - 8 cooldown (6 after Adrenal Glands evolution) Carapace - 0 base armor Build Time: 28 ------------------------------------------ 2.2.4. Overlord No requirement 100 Crystals 200 HP Cloak detection Transporting (must be evolved at Lair or Hive) Provides 8 Control Flyer Carapace - 0 base armor Build Time: 40 ------------------------------------------ 2.2.5. Hydralisk Required: Hydralisk Den 75 Crystals, 25 Gas Ability: 80 HP Lurker Aspect (mutates into Lurker, evolve at Hydralisk Den) 1 Control - 50 Crystals, 100 Gas - 2 Control Needle Spines - Targets air and ground - 10 explosive damage - +1 per upgrade - 15 cooldown Carapace - 0 base armor Build Time: 28 - 2.2.5.1. Lurker Abilities: - Burrow (no research neccessary) 125 HP 2 Control Mutated from Hydralisk Subterranean Spines - Can only attack while burrowed - Targets ground - 20 normal splash damage* - +2 per upgrade - 37 cooldown Carapace - 1 base armor Build time from Hydralisk: 40 ------------------------------------------ 2.2.6. Mutalisk Required: Spire 100 Crystals, 100 Gas Ability: 120 HP Guardian Aspect (mutates into Guardian, requires Greater Spire) Flying - 50 Crystals, 100 Gas 2 Control - 2 Control Devourer Aspect (mutates into evourer, requires Greater Spire) Glave Wurm - 150 Crystals, 50 Gas - Targets air and ground - 2 Control - 9 normal damage - 30 cooldown Flyer Carapace - 0 base armor Build Time: 40 - 2.2.6.1. Guardian 150 HP 2 Control Flying Mutated from Mutalisk Acid Spore - Targets ground - 20 normal damage - +2 per upgrade - 30 cooldown Flyer Carapace - 2 base armor Build time from Mutalisk: 40 - 2.2.6.2. Devourer 250 HP 2 Control Flying Mutated from Mutalisk Corrosive Venom - Targets air - 25 explosive damage (special) - +2 damage per upgrade - 100 cooldown Flyer Carapace - 2 base armor Build Time: 40 The Devourer's attack is special in that every successful hit latches on an "acid spore," which will reduce the target's firing rate by 1/8, and that target will also take an extra point of damage. This is per acid spore. In every attack, the damage is focused on one unit, but the spores splash upon other units as well. ------------------------------------------ 2.2.7. Scourge Required: Spire 25 Crystals, 75 Gas 25 HP 1/2 Control Flying Suicide - Targets air - 110 normal damage Flyer Carapace - 0 base armor Build Time: 30 ------------------------------------------ 2.2.8. Queen Required: Queen's Nest 100 Crystals, 150 Gas Abilities: 120 HP Infest Command Center (Mutates heavily damaged Command Center into 200 Energy Infested Command Center) 2 Control Parasite (Allows you to see around infected unit) Flying - 75 Energy Spawn Broodlings (Destroys a nonmechanical ground unit, creates two Flyer Carapace Broodlings) - 0 base armor - 150 Energy Ensnare (Slows down affected units) Build Time: 50 - 100 Energy - 2.2.8.1. Broodling Created by Queen 30 HP 180 Energy - When Energy runs out, Broodling dies Toxic Spores - Targets ground - 4 normal damage - +1 per upgrade - 15 cooldown Carapace - 0 base armor ------------------------------------------ 2.2.9. Ultralisk Required: Ultralisk Cavern 200 Crystals, 200 Gas 400 HP 6 Control Kaiser Blades - Targets ground - 20 normal damage - +3 per upgrade - 15 cooldown Carapace - 1 base armor - +2 with Chitinous Plating upgrade Build Time: 60 ------------------------------------------ 2.2.10. Defiler Required: Defiler Mound 50 Crystals, 150 Gas Abilities: 80 HP Dark Swarm (Nullifies ranged attacks) 200 Energy - 100 Energy 2 Control Plague (Reduces HP in target area to low numbers) - 150 Energy Carapace Consume (Sacrifice one of your own units, adds 50 energy to Defiler) - 1 base armor Build Time: 50 ------------------------------------------ 2.1.11 Infested Terran Produced at Infested Command Center 100 Crystals, 50 Gas 60 HP 1 Control Suicide - Targets ground - 500 explosive splash damage Carapace - 0 base armor Build Time: 40 ------------------------------------------ 3. Protoss The Protoss are more like the Terrans in the way that the units are produced, but there are several other differences. All Protoss units and buildings have shields that can regenerate. Also, most of the Protoss units have many hit points, and do more damage, but they do cost more. As with the other two races, all Protoss units get +1 armor for each upgrade. Also, Protoss buildings and Protoss units start with 0 shield armor and get +1 shield armor per upgrade. ------------------------------------------ 3.1. Protoss Buildings All of the Protoss buildings must be warped in by a Probe. Once a warp rift has been created, the Probe may do another task, so you don't have to stand by the building while it is being created. Also, all buildings except the Nexus and the Assimilator must be powered by nearby Pylons. ------------------------------------------ 3.1.1. Nexus Produces: Probe 400 Crystals 750 HP 750 Shields Provides 9 Psi ------------------------------------------ 3.1.2. Pylon 100 Crystals 300 HP 300 Shields Provides 8 Psi Powers other buildings ------------------------------------------ 3.1.3. Assimilator 100 Crystals 450 HP 450 Shields Allows gas production ------------------------------------------ 3.1.4. Gateway Produces: Zealot 150 Crystals Dragoon 500 HP High Templar 500 Shields Dark Templar ------------------------------------------ 3.1.5. Forge Research: Ground Weapons 150 Crystals - 3 levels 550 HP Ground Armor 550 Shields - 3 levels Plasma Shields - 3 levels The upgrades break down as follows: Ground Weapons Ground Armor Plasma Shields Level 1: - 100 Crystals, 100 Gas - 100 Crystals, 100 Gas - 200 Crystals, 200 Gas Level 2: - 150 Crystals, 150 Gas - 175 Crystals, 175 Gas - 300 Crystals, 300 Gas Level 3: - 200 Crystals, 200 Gas - 250 Crystals, 250 Gas - 400 Crystals, 400 Gas ------------------------------------------ 3.1.6. Photon Cannon Requires: Forge 150 Crystals 100 HP 100 Shields Cloak Detection STS Photon Cannon - Targets ground - 20 normal damage - 22 cooldown STA Photon Cannon - Targets air - 20 normal damage - 22 cooldown ------------------------------------------ 3.1.7. Cybernetics Core Requires: Gateway Research: 200 Crystals Air Weapons 500 HP - 3 levels 500 Shields Air Armor - 3 levels Singularity Charge (+2 attack range for Dragoons) - 150 Crystals, 150 Gas The upgrades break down as follows: Air Weapons Air Armor Level 1: - 100 Crystals, 100 Gas - 150 Crystals, 150 Gas Level 2: - 175 Crystals, 175 Gas - 225 Crystals, 225 Gas Level 3: - 250 Crystals, 250 Gas - 300 Crystals, 300 Gas ------------------------------------------ 3.1.8. Shield Battery Requires: Gateway Abilities: 100 Crystals Recharge shields 200 HP - Spends energy during recharge 200 Shields 200 Energy ------------------------------------------ 3.1.9. Robotics Facility Requires: Cybernetics Core Produces: 200 Crystals, 200 Gas Shuttle 500 HP Reaver 500 Shields Observer ------------------------------------------ 3.1.10. Stargate Requires: Cybernetics Core Produces: 150 Crystals, 150 Gas Scout 600 HP Carrier 600 Shields Arbiter Corsair ------------------------------------------ 3.1.11. Citadel of Adun Requires: Cybernetics Core Research: 150 Crystals, 100 Gas Leg Enhancements (Faster Zealot movement) 450 HP - 150 Crystals, 150 Gas 450 Shields ------------------------------------------ 3.1.12. Robotics Support Bay Requires: Robotics Facility Research: 150 Crystals, 100 Gas Upgrade Scarab Damage (+25 more damage) 450 HP - 200 Crystals, 200 Gas 450 Shields Increase Reaver Capacity (5 more Scarabs) - 200 Crystals, 200 Gas Gravitic Drive (Faster Shuttle movement) - 200 Crystals, 200 Gas ------------------------------------------ 3.1.13. Fleet Beacon Requires: Stargate Research: 200 Crystals, 200 Gas Apial Sensors (+2 Scout sight range) 500 HP - 100 Crystals, 100 Gas 500 Shields Gravitic Thrusters (Faster Scout movement) - 150 Crystals, 150 Gas Increase Carrier Capacity (4 more Interceptors) - 100 Crystals, 100 Gas Disruption Web (Corsair ability) - 200 Crystals, 200 Gas Argus Jewel (+50 Corsair energy) - 100 Crystals, 100 Gas ------------------------------------------ 3.1.14. Templar Archives Requires: Citadel of Adun Research: 150 Crystals, 200 Gas Psionic Storm (High Templar ability) 500 HP - 200 Crystals, 200 Gas 500 Shields Hallucinate (High Templar ability) - 150 Crystals, 150 Gas Khaydarin Amulet (+50 High Templar Energy) - 150 Crystals, 150 Gas Mind Control (Dark Archon ability) - 200 Crystals, 200 Gas Maelstrom (Dark Archon ability) - 100 Crystals, 100 Gas Argus Talisman (+50 Dark Archon energy) - 150 Crystals, 150 Gas ------------------------------------------ 3.1.15. Observatory Requires: Robotics Facility Research: 50 Crystals, 100 Gas Gravitic Booster (Faster Observer movement) 250 HP - 150 Crystals, 150 Gas 250 Shields Sensor Array (+2 Observer sight range) - 150 Crystals, 150 Gas ------------------------------------------ 3.1.16. Arbiter Tribunal Requires: Stargate, Templar Archives Research: 200 Crystals, 150 Gas Recall (Arbiter ability) 500 HP - 150 Crystals, 150 Gas 500 Shields Stasis Field (Arbiter ability) - 150 Crystals, 150 Gas Khaydarin Core (+50 Arbiter Energy) - 150 Crystals, 150 Gas ------------------------------------------ 3.2. Protoss Units All Protoss units have recharging shields that may be quickly recharged at a Shield Battery. ------------------------------------------ 3.2.1. Probe Produced at Nexus Abilities: 50 Crystals Gather 20 HP Build Structure 20 Shields Build Advanced Structure 1 Psi Particle Beam - Targets ground - 5 normal damage - 22 cooldown Ground Armor - 0 base armor Build Time: 20 ------------------------------------------ 3.2.2. Zealot Produced at Gateway 100 Crystals 80 HP 80 Shields 2 Psi Psi Blades - Targets ground - 16 normal damage (in two attacks) - +2 per upgrade - 22 cooldown Ground Armor - 1 base armor Build Time: 40 ------------------------------------------ 3.2.3. Dragoon Produced at Gateway Requires: Cybernetics Core 125 Crystals, 50 Gas 100 HP 80 Shields 2 Psi Phase Disruptor - Targets ground and air - 20 explosive damage - +2 per upgrade - 30 cooldown Ground Armor - 1 base armor Build Time: 40 ------------------------------------------ 3.2.4. High Templar Produced at Gateway Requires: Templar Archives 50 Crystals, 150 Gas Abilities: 40 HP Psionic Storm (Damage in target area) 40 Shields - 75 Energy 200 Energy Hallucinate (Makes two copies of unit) 2 Psi - 125 Energy Archon Warp (2 High Templars merge to form an Archon) Ground Armor - 4 Psi - 0 base armor Build Time: 50 - 3.2.4.1. Archon 10 HP 350 Shields 4 Psi Produced from two High Templar Psionic Shockwave - Targets ground and air - 30 normal splash damage - +3 per upgrade - 20 cooldown Ground Armor - 0 base armor Build time from High Templar: 20 ------------------------------------------ 3.2.5. Dark Templar Produced at Gateway Requires: Templar Archives 125 Crystals, 100 Gas 80 HP Ability: 40 Shields Dark Archon Meld (2 Dark Templar merge to form a Dark Archon): 2 Psi - 4 Psi Always Cloaked Warp Blade - Targets ground - 40 damage - +3 per upgrade - 30 cooldown Ground Armor - 1 base armor Build Time: 50 - 3.2.5.1. Dark Archon Abilities: Feedback (Damage to target unit = target unit's energy, target's 25 HP energy goes to 0) 200 Shields - 50 Energy 200 Energy Mind Control (Take permanent control of target unit) 4 Psi - 150 Energy Produced from two Dark - Dark Archon's shields go to 0 Templar Maelstrom (All organic units in target area are stopped for a few seconds) Ground Armor: - 100 Energy - 1 base armor Build Time from two Dark Templar: 20 ------------------------------------------ 3.2.6. Shuttle Produced at Robotics Facility 200 Crystals 90 HP 60 Shields 2 Psi Flying Transporting Air Armor - 1 base armor Build Time: 60 ------------------------------------------ 3.2.7. Reaver Produced at Robotics Facility Requires: Robotics Support Bay 200 Crystals, 100 Gas Ability: 100 HP Produce Scarab 90 Shields - 15 Crystals 4 Psi Scarab - Targets ground - 100 normal splash damage - +25 damage with upgrade - 60 cooldown Ground Armor - 0 base armor Build Time: 70 ------------------------------------------ 3.2.8. Observer Produced at Robotics Facility Required: Observatory 25 Crystals, 75 Gas 40 HP 20 Shields 1 Psi Flying Cloak Detection Always Cloaked Air Armor - 0 base armor Build Time: 40 ------------------------------------------ 3.2.9. Scout Produced at Stargate 300 Crystals, 150 Gas 150 HP 100 Shields 3 Psi Flying Dual Photon Blasters - Targets ground - 9 normal damage - +1 per upgrade - 30 cooldown Anti-Matter Missiles - Targets air - 28 explosive damage - +2 per upgrade - 22 cooldown Air Armor - 1 base armor Build Time: 80 ------------------------------------------ 3.2.10. Carrier Produced at Stargate Required: Fleet Beacon 350 Crystals, 250 Gas Ability: 300 HP Produce Interceptor 150 Shields - 30 Crystals 8 Psi Flying Air Armor - 4 base armor Build Time: 140 - 3.2.10.1. Interceptor Produced at Carrier 40 HP 40 Shields Flying Pulse Cannon - Targets ground and air - 6 normal damage - +1 per upgrade Air Armor - 0 base armor ------------------------------------------ 3.2.11. Arbiter Produced at Stargate Required: Arbiter Tribunal 100 Crystals, 350 Gas Abilities: 200 HP Recall (Teleports target units to Arbiter's position) 150 Shields - 150 Energy 200 Energy Stasis Field (Freezes all units in target area) 4 Psi - 100 Energy Flying Cloaks surrounding units Phase Disruptor Cannon - Targets ground and air - 10 explosive damage - +1 per upgrade - 45 cooldown Air Armor - 1 base armor Build Time: 160 ------------------------------------------ 3.2.12. Corsair Produced at Stargate Ability: 150 Crystals, 100 Gas Disruption Web (nullifies ground attacks inside web) 100 HP - 125 Energy 80 Shields 200 Energy 2 Psi Flying Neutron Flare - Targets air - 5 explosive splash damage - +1 per upgrade - 8 cooldown Air Armor - 1 base armor Build Time: 40 -------------------------------------------------------------------------------------------- Original work ©1998-2000, 2003. All rights reserved. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.