Brood War

佚名

Brood War FAQ

  
                             Updated 2K/01/13
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                         ***SPECIAL NOTICE***
                            
"My E-Mail address is ONLY to be used by people who have worthwhile 
contributions or comments even questions, this address is NOT to be used as a 
mean of advertisement, I DON'T CARE ABOUT WHAT YOU OFFER!!! I do FAQs for 
nothing, just to help gamers, so you have no reasons to advertise me!!

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Contents:

1. Updates
2. Introduction
3. Special Terms
4. Species Overview
   1. Terran Overview
   2. Zerg Overview
   3. Protoss Overview
5. Terran Units & Abilities
   1. SCV
   2. Marine
   3. Firebat
   4. Ghost
   5. Medic
   6. Vulture
   7. Siege Tank
   8. Goliath
   9. Wraith
   10.Dropship
   11.Science Vessel
   12.Battlecruiser
   13.Valkyrie Frigate
6. Zerg Units & Abilities
   1. Broodling
   2. Drone
   3. Zergling
   4. Hydralisk
   5. Lurker
   6. Scourge
   7. Overlord
   8. Mutalisk
   9. Guardian
   10.Devourer
   11.Queen
   12.Ultralisk
   13.Defiler
   14.Infested Terran
7. Protoss Units & Abilities
   1. Probe
   2. Zealot
   3. Dragoon
   4. High Templar
   5. Archon
   6. Dark Templar
   7. Dark Archon
   8. Shuttle
   9. Reaver
   10.Observer
   11.Scout
   12.Carrier
   13.Arbitrer
   14.Corsair
8. Terran Heroes & Stats
   1. Gui Montag
   2. Civilian
   3. Sarah Kerrigan
   4. Alan Schezar
   5. Jim Raynor (Vulture)
   6. Jim Raynor (Marine)
   7. Tom Kazansky
   8. Magellan
   9. Edmund Duke
   10.Hyperion
   11.Norad II
   12.Samir Duran
   13.Alexei Stukov
9. Zerg Heroes & Stats
   1. Torrasque
   2. Matriarch
   3. Infested Kerrigan
   4. Unclean One
   5. Hunter Killer
   6. Devouring One
   7. Kulkuza (Mutalisk)
   8. Kulkuza (Guardian)
   9. Yggdrasil
   10.Infested Duran
10. Protoss Heroes & Stats
   1. Dark Templar
   2. Zeratul
   3. Tassadar/Zeratul (Archon)
   4. Fenix (Zealot)
   5. Fenix (Dragoon)
   6. Tassadar
   7. Mojo
   8. Warbringer
   9. Gantrithor
   10.Danimoth
   11.Artanis
11.Conclusion

PS: sections with a * are not completed yet...

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1. Updates

2K/01/13 : Just re-arranged the display of the FAQ so it doesn't appear all 
screwed up on my screen. (You won't see any difference but I will.)

99/12/26 : Added some possiblities of corrections for the following units (All 
thanks to Fredrik Lindh): 1 quote for the Wraith, 1 for the High Templar.
Also added some corrections for the Dark Templar quotes, Carrier quotes and 
changed the ArbitRer name to Arbiter. (Those were submitted by Stephanus 
Rudiyanto Natari).

99/12/19 : Warpfox just submitted a passibility for a quote for the Corsair. So 
it may be this or not, I started this once I got some mail telling me that my 
quote corrections weren't always right and from a suggestion from Neo 
Drakshadow.

99/12/17 : It's been a long time, but I received some more corrections of 
quotes, corrected the following: 2 quotes for the Valkyrie, 1 quote for the 
Wraith, 1 quote for the Ghost, 1 quote for Sarah Kerrigan, 1 quote for the 
Carrier, 1 quote for the Dark Templar. All thanks to Drew Brommelhoff for these 
corrections!

99/10/18 : Corrected 2 quotes for Duke and Norad II. (Thanks to Danny Nhung for 
this)

99/10/17 : Added a site in the disclaimer.

99/10/11 : (All of the following is thanks to James Chang) Modified the 
following Heroes descriptions : Magellan , Tom Kazansky , Alan Schezar , Mojo , 
Danimoth and Hunter Killer.

99/10/10 : Corrected a quote for Edmund Duke (Thanks to Jeremy Harris for this)

99/10/08 : Made the special notice at the beginning of the FAQ. YOU MUST READ 
IT.

99/10/07 : Changed a quote for the Siege Tank (Thanks to Alex Qian for this).

99/10/06 : Made the following corrections (All thanks to S. Lee for all of this) 
: Changed damage for Air Damage for Artanis and Mojo (they fire 2 missiles 
that's why it's 2x times stronger), changed Fenix (Dragoon) cooling rate (He 
fires 2 times in a row THEN he cool down), corrected one of Artanis quote, added 
a weakness to the Carrier, added something about the Maelstrom ability, added 
something about the Stasis Field ability, added a strength of the Firebat. Well, 
that's all!!!
Oh yeah... Added CheatPlanet to the Disclaimer section (there goes my saying 
about not adding anyone...)

99/10/02 : Finished the Protoss Heroes section with Danimoth and Artanis. This 
FAQ is now considered complete. I won't had any new sections, but if you see any 
errors (or you have new info), e-mail me and I'll correct (or add) them.

99/10/01 : Added Mojo, Warbringer and Gantrithor sections.

99/09/30 : Added 2 Fenix sections and Tassadar section.

99/09/29 : *Yawn* getting some sleep felt good today.... I added a site in the 
Disclaimer, it's the last one that I add because I don't want to have a long 
list to keep track of where my FAQ is posted. Begun the Protoss Heroes section 
with : Dark Templar from the original Starcraft, Zeratul and Tassadar/Zeratul 
Archon form sections.

99/09/28 : If I stay up another night going through FF8 again, I think I'll be 
able to star as a zombie in a Resident Evil game! Anyway, small update. Changed 
2 quotes of the Arbitrer (Thansk to Alex Qian for this). Added Infested Duran 
section.

99/09/27 : I've just noticed how hard it can be to put out an original and 
imaginative description for a Zerg hero, that's probably why there is less 
descriptions to them... Added 2 Kulkuza sections and Yggdrasil section.

99/09/26 : Added Unclean One, Hunter Killer and Devouring One sections. That's 
all for today.

99/09/25 : Not much to say today... Begun Zerg Heroes with Torrasque, Matriarch 
and Infested Kerrigan sections.

99/09/24 : Added 1 quote and changed another one in Edmund Duke and Norad II 
respective sections (Thanks to Neo Darkshadow for this). Finished the Terran 
heroes section with Alexei Stukov.

99/09/23 : Been replaying "Commandos : Behind Enemy Lines" and I think about 
making a FAQ about it (Because the game by itself takes a lot of thinking to do 
it right!!). Anyway, I added Hyperion, Norad II and Samir Duran sections.

99/09/22 : Back on the net! Finally finished FF8 with ALL possible things in the 
game (Without a guide) Hurrah!! Now, I'll continue working on the FAQ. What's 
fun is that I didn't get much mail during that time so no mail overload! You'll 
probably see a FAQ on the Bosses of FF8 come out after this one, in the 
meantime, if you need help just send a mail!
For this update, I added Tom Kazansky, Magellan and Edmund Duke sections. 

99/09/07 : Added a site in the disclaimer section, you can find my FAQs on those 
site also now! No real updates, just something to point out:

As most of you know by my various comments, I'm an RPG fan (Not only SquareSoft, 
I play any RPG I can find) and you know that FF8 is coming out, I've got mine 
now. So it's very possible you won't be able to talk or write to me for a while. 
I'll play this game until it's totally empty (nothing else can be done in the 
game...), maybe I'll do a FAQ on it too.... I'll announce when I'll be back to 
work on FAQs. This little comment was added in school because I don't even turn 
on the CPU back home, I'm hooked on FF8, That's why! See ya later!!

99/09/04 : Added Alan Schezar and the 2 Jim Raynor sections. No corrections 
because... NO MAIL!

99/09/03 30 minutes later : Got all quotes for Protoss up and working, beginning 
heroes sections with the Terrans one.
Done Gui Montag, Civilian and Sarah Kerrigan sections. Will do more tomorrow 
because I'm bored.... (Endless typing bores me after sometime and I think I've 
done anough for today)

99/09/03 : Begun at 9:10 (My time of course), added quotes for Infested Terran, 
corrected 3 Archon quotes and received all Scout's quotes (Thanks to Fkhan85704 
for all of this).
Added Dark Archon, Shuttle, Reaver, Observer, Scout and Carrier sections
Taking a break because the phone line is being repaired to prevent the usual 
"hanging the line in the middle of a Battle.net game" will continue later.
Restarted at 11:30...
Finished Protoss section, going on a "quote hunt" to get the quotes for every 
units that I didn't change them.

99/09/02 : No updates, just an announcement, read on...

To celebrate the end of my first week of school of this school year, I intend of 
doing a MASSIVE update tomorrow, probably completing the ENTIRE FAQ, so if any 
of you would like to contact me, my ICQ will be open for the ENTIRE update. I'll 
also add a heroes ratings after the Protoss units sections.

ICQ nickname : kildread2
ICQ # : 48258768

99/08/31 : Remade Disclaimer (In Credits & Legal Stuff section) where this FAQ 
is supposed to appear (Gamefaqs, Console-Gamer and The Cheat Empire). Added a 
Dropship quote (Again, Thanks to Neo Darkshadow). Corrected some High Templar 
quotes and received all quotes for the Dark Templar (Again, Thanks to 
FKhan85704). Corrected 1 quote for Ghost and 1 quote for Siege Tank (Thanks to 
Jeremy Harris).
Added Archon and Dark Templar Sections.

99/08/30 : Added 2 quotes for the Dropship, also corrected one (Thanks to Neo 
Darkshadow). Corrected 5 quotes for the Zealot and received all quotes of the 
Dragoon (Thanks to FKhan85704 for all of this). Fixed an error in the Weakness 
section of the Lurker, fixed the requirements for infesting a command center, 
the medic 100% complete quote, the sight range calculation. (Thanks to Stephanus 
Rudiyanto Natari for all this).
For the update, I added the Dragoon and High Templar sections.

99/08/29 : Made some corrections for quotes (Wraith, Vulture and Dropship) 
thanks to Neo Darkshadow for those.
Added Probe and Zealot sections to begin the Protoss units section.

99/08/28 : Fixed various quotes (SCV, Firebat, Medic, Ghost, Siege Tank, Goliath 
and Wraith) all thanks to FKhan85704 for all these corrections.
I know I said tomorrow, but I didn't feel like updating... Anyway, I added the 
Ultralisk, Defiler and Infested Terran. Also squeezed the forgotten Overlord 
section between the Scourge and Mutalisk.
 
99/08/22 : Corrected the "In a cage" quote of the Battlecruiser, it's "Engage!" 
(Thanks to FKhan85704 for this correction) Added the Devourer and Queen 
sections. I've add time to sneak up an update just before I return to my RPG 
gaming. See you tomorrow!

99/08/21 : Added the Mutalisk and Guardian sections. Heavy RPG playing today and 
maybe tomorrow too, so no update *maybe*.

99/08/20 : Added the Lurker and Scourge sections. Still nothing to say...

99/08/19 : Added the Zergling and Hydralisk sections. Not much to say apart 
that...

99/08/14 : Begun Zerg unit section with Broodling and Drone. If you see anything 
wrong in the Zerg units section, tell me because I'm not good at playing with 
the Zerg.

99/08/13 : Finished Terran units section with the Battlecruiser and Valkyrie. 
Also updated the old Contents list.... Will begin the Zerg section tomorrow...

99/08/12 : Added the Dropship and Science Vessel sections... Nearly finished 
with the Terrans, after that is Zerg (Ugh! I hate Zerg...).

99/08/11 : Added the Goliath and Wraith sections, I'm getting kind of getting 
repetitive in my updates, no? I know for the late update, but I play on B.net 
now and then so... and I've got 3 RPGs to finish too...

99/07/30 : Added the Vulture and Siege Tank sections. Tomorrow, there may be no 
updates for I am shopping for some games (I may finally have Xenogears!!!)

99/07/29 : Added the Ghost and Medic section. Mmmmmm, still no mail, is my FAQ 
exact or what? I'd like some help to find the Quotes I do not understand...

99/07/28 : Started the Terrans units section with the SCV, Marine and Firebat. 
Listed thier stats, maked a description, posted Strengths and Weaknesses and 
listed Quotes for them. Also added a Special Terms section to help. I await 
feedback from you gamers!

99/07/27 : Started making the FAQ.

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2. Introduction

I'm sure all of you strategy fans know of the Blizzard's Starcraft & Brood War 
set? If not, you cannot tell that you're a strategy fan! This game, featuring 
many units (and 3 species), I've decided to present yourself with a FAQ that 
will contain each unit characteristics along with strengths and weaknesses. 
Explaining all abilities along the way. Now, on to the overview of each 
species...

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3. Special Terms

NORMAL DAMAGE: The unit will do all of it's damage to the targeted unit minus 
the armor of that unit.

CONCUSSION DAMAGE: The unit will do full damage against Small Size units, 50% 
damage against Medium Size units and 25% against Large Size units.

EXPLOSION DAMAGE: The unit will do full damage against Large Size units, 50% 
damage against Medium Size units and 25% against Small Size units.

SPLASH DAMAGE: The unit will attack and the blast from the attack will damage 
the units near the one who was attacked.

TERRAIN LEVEL AND COVER: If you fire on an unit that is on high ground (Ground 
you cannot see with ground units, but can with flying units) or behind 
trees/rocks, that targeted unit as only a 70% chance of being hitten. If you 
attack from high to low ground, You will hit each time like always.

BIOLOGICAL UNIT: Unit that can be affected by abilities against Biological 
Units.

COOLING RATE: The time took for a unit to "cool down" between attacks, the 
higher the number, the higher the time between attacks (in milliseconds, not 
sure)

SIGHT RANGE CALCULATION: 1 means 1 matrix (Which is approximatly 32 pixels in 
size) which means a unit having 8 of sight range will see equal to 256 matrixes 
in front of him, just create a circle with this line of matrix and voila! you 
got your sight range!

BUILD TIME CALCULATION: I don't know how they do it, but the higher the number, 
the longest it takes to make that unit!

MECHANICAL: A unit that can be affected by.... effects like Lockdown.

Well, that's probably all the terms I'll use, if you see any other one that you 
don't understand, just send an E-mail telling me which!
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4. Species Overview

You have a big 3 species to chose from at the start, each with it's own 
strengths and weaknesses. You have the Terrans (which can be compared to 
ourselves), the Zerg (Think of them like the Borg in Star Trek) and the Protoss 
(You know the aliens with big heads and large eyes? well maybe not large 
eyes....) I'll view each species one after the other and explain them a 
little...

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                                THE TERRANS

They're your average humans with the ability to go in space, they have some 
technology that ressemble to ours now, but much more advanced. They can put up 
big defense blockades very easily, these defenses can be quite hard to 
penetrate. They have the longest range unit in the game, It's the Siege Tank, 
when in Siege Mode. One of thier drawbacks is that they're somewhat slow near 
the start and thier first fighting unit (The Marine) is not very strong unless 
put into Bunkers. They also lack detection, thier first can be Missile Turrets, 
but usually comes after they have a good ground defense. The best bet is to put 
up an academy as fast as possible to build a ComSat Station. If they manage to 
survive the beginning and establish some outposts, they can be a big menace. 
They also have the ability to lift some of thier vital buildings, very useful in 
island maps. Except the BattleCruiser, thier units are pretty weak  and cheap 
overall. You can easily build anywhere in the map with this species which is a 
very good point by me, no restriction in building. You can put up a defensive 
blockade right in front of the enemy base with just a few SCVs, but each one can 
only build 1 building at a time. Forgot the essential! The Terrans have the 
ability to launch Nukes using Ghosts, these Nukes are a real pain if you launch 
them where it will do the most damage without being detected. (Enemies can see 
the red dot!)

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                                   THE ZERG

A specie created by the Xel'naga, every single Zerg is controlled by the 
Overmind (or Kerrigan in the story), next is the Cerebrate and last is the 
Overlord. They assimilate species from other worlds in thier collective "DNA 
bank" so they can morph larvaes into useful creatures for them. Thier strength 
rely more on numbers than power. If you want to beat an opponent using the Zerg, 
use thier heavy production methods by buildings multiples hatcheries and mass 
producing one or two kinds of units. Thier units are usually useless if alone or 
in small groups (with few exceptions), but in large (or enormous) groups, they 
can be devastating. They always start with an Overlord, which acts like a 
scouting/supply/transport/detector unit and is very cheap and doesn't take any 
"food". They will never lack of detection with proper Overlord coverage. They 
also have the fastest rush in the game, 6 Zerglings rush, which will result in 
an easy win against unsuspecting opponents. However, zerg are heavy "resources 
eaters" and you must establish many outposts to keep the cash flow running in at 
a quick pace. On maps without "infinite cash" they be dead if they hang off too 
much. Mastering them takes micromanagement in long and tedious games, if you do 
not want to hear the dreaded "Not enough minerals" in a critical situation. 
Every unit is morphed from larva produced by Hatchery/Lair/Hive which can be 
ankward if your enemy has a tendency to destroy these first by sending "Kamikaze 
troops". Making outpost is a pain for them, they must first make an hatchery 
before being able to put Sunken/Spore Clonies, because they can only build on 
"Creep" (Organic ground that comes from Colonies and Hatcheries). You can only 
morph one building with 1 Drone. You lose the Drone after the building is 
complete.

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                                 THE PROTOSS

An alien species created by the Xel'Naga before the Zerg were created. They are 
acting nearly like humans with religion, cults and laws. Governed by the 
Conclave, they put all virtue in thier strength and deny other species. They 
banished some of thier brethen long ago for denying the ways of the Conclave, 
those are called "The Dark Templars" and are considered like outcasts to the 
Protoss of Aiur. They also try to protect thier homeworld (Aiur) at nearly all 
costs. These species cost much for thier units, but thier units are stronger 
than the other species. The Zealot is the first available fighting unit for them 
and can easily overpower a Sunken Colony/Bunker/Photon Cannon in groups of 3 or 
4. If they build a Forge first (instead of a Gateway) and 2 Photon Cannons near 
thier Nexus quickly enough, they can withstand the Zergling rush easily. They 
have a very useful scout unit, the Observer, an always cloaked detector unit 
with fairly large sight range and fast speed with it's upgrades. You must be 
sure to accompany your attack groups by at least 2 or 3 observers. The Protoss 
also have a nice feature, with only 1 Probe, you can build many buildings at the 
same time. However, they can only build in the range of a Pylon (If you try to 
build a building, blue circles will appear around Pylons, you must build into 
these circles), which is somewhat impractical, but can be dealt with. All of 
thier units (exception, probes and observers) are pretty costy and should not be 
lost uselessly.

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5. Terran Units & Abilities

Listing of the Terrans units and abilities, all statistics where taken from the 
Blizzard's Starcraft Compendium, JUST THE STATISTICS! not the rest:

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                                  SCV
                  (Space Construction Vehicule, I think)
Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 60
GROUND ATTACK & WEAPON: 5 Normal Damage(Fusion Cutter)
AIR ATTACK & WEAPON: 0 (None)
COOLING RATE: 15
ATTACK RANGE: 1 (Must be right next to the unit)
SIGHT RANGE: 7 
BUILD TIME: 20 
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay) gives 
a +1 bonus to the SCV armor.

SPECIAL ABILITIES: None

DESCRIPTION: Small worker unit for the terrans, equipped with it's Fusion Cutter 
to harvest gas and minerals, it can also defend itself with it. You should 
always have a good amount of them to keep the cash flowing in your bank account.

STRENGTHS: It can easily kill zerglings early to resist the dreaded Zergling 
rush if you don't have any defense. It can easily repair any mechanical unit of 
the terran army (even flying ones).

WEAKNESSES: Like any worker units, it's weak and can be killed VERY easily 
(Especially by Splash Damage attacks or abilities like Psy Storm).

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "SCV ready to go, sir."
When selected: "Reporting for duty."
               "Can 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.

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"
               "Checked up and ready to go"
When pissed off (Selected multiple times in a row without giving orders):       
"We gotta move!!"
               "Are you gonna give me orders?!?!"
               "Oh my god! He's whacked!"
               "How 'bout we FRAG this commander?"
               "I don't know how to get out this chicken *BEEP* outfit!"
               "You want a piece of me, boy?" 
               "If it weren't for these damned neural implants you'd be                
a smoldering crater by now!!" 
When ordered:  "GO! GO! GO!"
               "Let's move!"
               "Outstanding"
               "Rock 'n roll!"

***********************************************************************
                                 FIREBAT

Vital stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 25
STARTING ARMOR: 1
HIT POINTS (HP): 50
GROUND ATTACK & WEAPON: 16 Concussion and Splash Damage (Flamethrower)
AIR ATTACK & WEAPON: 0 (None)
COOLING RATE: 22/11 if stim-packed
ATTACK RANGE: 1 (Must be right next to the unit)
SIGHT RANGE: 7 
BUILD TIME: 24 
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay) gives 
a +1 bonus to the Firebat armor.

Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +3 
bonus to the Firebat ground attack.

SPECIAL ABILITIES: The Stim Pack upgrade (Done at the Academy) gives a reduce 
for 1/2 the cooling rate between attacks and double the speed of the unit for a 
limited time, it also does a 10 hp damage to the Firebat for each use. Stim-
Packs are not cumulative! Do not use more than 1 at the same time because it 
will only result in a 10 hp additionnal loss for nothing.

DESCRIPTION: A person in an heavily armored gear armed with a 100% inflammable 
Flamethrower, which can get multiple enemies at the same time. Use this against 
large groups of units that attack at close-range or that are stacked together.

STRENGTHS: The Firebat will decimate legions of Zealots (If Stim-Packed and in 
great numbers) and Zerglings (If Stim-Packed). This is the best defense against 
mass Zealot or Zerglings attacks. Bring those as a support instead of marine if 
you expect your opponent to use close-range units. Also the best unit to counter 
the early Zealot rush, use them against any Protoss opponent as they're bound to 
use the power of the Zealot early!!

WEAKNESSES: This unit is weak, attacks only at close-range and does pityful 
damage against any Medium or Large units. You should never use them against 
units with range because they'll usually die before reaching thier target. Use 
these as support only.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Need a light?"
When selected: "Want to turn up the heat?"
               "Yes?"
               "You got my attention"
               "Fire it up!"
When pissed off (Selected multiple times in a row without giving orders):       
"Is something burning?"
               "AHAH, that's what I thought!"
               "I love the smell of Napalm"
               "Nothing like a good smoke!"
               "Are you trying to get invited to my next barbecue?"
               "Got me questions about propane?" 
               "Or, propane accessories?" 
When ordered:  "Naturally"
               "Slammin'"
               "You've got it!"
               "Let's burn!"


***********************************************************************
                                GHOST

Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 25
VESPENE GAS NEEDED: 75
STARTING ARMOR: 0
HIT POINTS (HP): 45
GROUND ATTACK & WEAPON: 10 Concussion Damage(C-10 Canister Rifle)
AIR ATTACK & WEAPON: 10 Concussion Damage(C-10 Canister Rifle)
COOLING RATE: 22
ATTACK RANGE: 7
SIGHT RANGE: 9/11 with upgrade 
BUILD TIME: 50
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay) gives 
a +1 bonus to the Ghost armor.

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

The Ocular Implants upgrade (Done at the Covert Ops add-on) will give a +2 bonus 
to the Ghost sight range.

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

SPECIAL ABILITIES: The Personnal Cloaking upgrade (Done at the Covert Ops add-
on) gives the ability to cloak for the Ghost. It costs 25 energy units to cloak 
and after that it decreases at a rate of 1 per second. This should be the first 
upgrade you research at the Covert Ops.

The Lockdown upgrade (Done at the Covert Ops add-on) will let the Ghost shoot a 
missile that will shut-down all electrical systems in mechanical units for a 
limited time. This only works for 1 unit per missile and does not affect units 
near the affected unit. It costs 100 units of energy to launch 1 missile, so a 
fully upgraded Ghost will launch 2 Lockdowns and cloak for 25 seconds. This will 
paralyze even the mightiest Battlecruiser and you can easily destroy it while 
it's paralyzed. This is an excellent upgrade to do against Protoss and Terran, 
but forget it for Zerg (They do not have any mechanical units!).

The Nuclear Launch ability (Available when 1 Silo contain 1 missile) lets the 
Ghost pinpoint a location with a Laser (The enemy can see the red dot) and the 
missile will hit that exact location. The Ghost must not be killed or 
incapacited while the dot is still there for the nuke to fall. A good way to 
nuke is to target a flying unit, the dot will appear UNDER that unit and the 
enemy will usually not see it unless he moves that particuliar unit. Nukes are 
extremely good weapons, but should not be wasted uselessly on Detector-heavy 
enemies.

DESCRIPTION: A covert missions agent, equipped with Cloaking Field, Lockdown 
Missiles and a Targeting Laser (When fully upgraded). Armed with a regular C-10 
Canister Rifle that fire exposive bursts. This unit is better used alone or in 
small groups of 2 or 3.

STRENGTHS: The wide range of abilities of the Ghost, Nuclear Launch first, is 
very dangerous. One cheap Ghost can launch an extremely deadly nuke at a very 
well-designed location if not detected. In combination with Cloaking Field, this 
is a very deadly technique. The Lockdown ability is not useless too, as you 
easily cripple the large Battlecruiser/Carriers fleets by locking them down to 
ensure no retaliation. 

WEAKNESSES: This unit is (AGAIN) very weak. His gun is weak and does a pytiful 
2-3 damage against Medium/Large units. He cannot hold out on his own if 
detected. Putting him into Bunkers is useless, even if they have longer range. A 
non-upgraded (I talk about ailities there... not armor & weapons) Ghost is very 
weak and does not indicate any significant treat (unless he launch a nuke while 
visible). Use them only to cripple large, costy ships fleets (With Lockdown) or 
to nuke the enemy base.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Somebody called for an exterminator?"
When selected: "Call the shots!"
               "Ghost reporting"
               "I'm here"
               "Finally!"
When pissed off (Selected multiple times in a row without giving orders):       
"You callin' down the thunder?"
               "Now reap the whirlwind!"
               "Keep it up! I dare ya..."
               "I'm about to overload my agression inhibitors..."
When ordered:  "I heard that..."
               "I'm gone..."
               "Never know what hit him..."
               "I'm all over it..."

***********************************************************************
                                 MEDIC

Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 25
STARTING ARMOR: 1
HIT POINTS (HP): 60
GROUND ATTACK & WEAPON: 0(None)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: None if no weapons
ATTACK RANGE: None if no weapons
SIGHT RANGE: 9 
BUILD TIME: 30 
UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay) gives 
a +1 bonus to the Medic armor.

The Caduceus Reactor upgrade (Done at the Academy) will give a +50 maximum 
energy bonus to the Medic.

SPECIAL ABILITIES: The Heal ability (She starts off with it) permit the Medic to 
heal your or any allied ground biological units at a cost of 1 energy points for 
2 HP healed. Although it may not seem like it, it can means the difference 
between win and defeat and is especially deadly with Firebats against Zealots. 
She heals at a very high rate and auto-acquires her targets (for healing, of 
course) without having to monitor her.

The Restoration upgrade (Done at the Academy) lets the Medic remove any sort of 
condition (except Stasis Field) from anyone unit for 50 energy units. Usually 
not worth the hassle has you don't have time to use it normaly, but can be 
useful to ramove Parasites without actually killing the affected unit.

The Optical Flare upgrade (Done at the Academy) lets the Medic launch a "Light 
Grenade" bringing the affected unit's sight range to 1. The unit can still 
attack as far as normal, which usually means that the upgrade is useless, but it 
must have some means to see you. The only good use to it is to blind moving 
detectors (Overlords, Observers and Science Vessels) to restrain thier detection 
range to 1. The effect can only be removed by using Restoration on the affected 
unit.

DESCRIPTION: A Field Medic brought to space. Can make even the baddest wound 
recover in seconds with different drugs and stimulants. Features a Grenade 
Launcher to blind her assailants. 

STRENGTHS: Heals your infantry at an incredible speed!! Your Marines will 
actually last much longer in battle and can easily mow down Photon Cannons or 
Sunken Colonies if they are backed up with Medics. This unit should be the first 
to die because it will greatly hamper your destruction of those 
Marines/Firebats.

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 hurts?"
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 a little..."
               "Ready for your spunge bath?"
               "His EKG is flatlining! Get me a ???? stat!"
               "CLEAR!! *bzzz*" 
               "He's dead, Jim..." 
When ordered:  "I'm on the job!"
               "On my way"
               "Stats!"
               "Right away!"

***********************************************************************
                               VULTURE
Vital Stats:
SIZE: Medium (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 75
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 80
GROUND ATTACK & WEAPON: 20 Concussion Damage(Fragmentation Grenade)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 30
ATTACK RANGE: 5
SIGHT RANGE: 8 
BUILD TIME: 30 
UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1 
bonus to the Vulture plating.

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

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

SPECIAL ABILITIES: The Spider Mine upgrade (Done at the Machine Shop add-on) 
will give the Vulture the ability to display "Mines" that will burrow in the 
ground and only come out when detecting an enemy ground unit (Not flying nor 
hovering) and explode by throwing itself against the enemy unit, delivering 
Splash damage. The Vulture only has 3 mines and you cannot replenish them, which 
make the upgrade obsolete.

DESCRIPTION: A guy in an hoverbike, can cruise over the ground very fast and is 
armed with Fragmentation Grenades and 3 Spider Mines. Could be a replacement for 
the Marine.

STRENGTHS: The only strength of this unit is it's speed, which makes it ideal 
for hit-and-run jobs. Also can lay Spider Mines, but only 3 per Vulture, lay 
them before attacking with the Vultures (Better not wasting them). Could replace 
the Marine, but I much prefer the Goliath even if it costs more.

WEAKNESSES: This unit usually dies easily, you must rely on it's speed and it's 
not very useful. The Fragmentation Grenades are very slow to fire. It does not 
defend itself against the air and cannot hide into Bunkers which makes it less 
useful than the Marine.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "All right, bring it on" 
When selected: "I read ya, sir"
               "Somethin' on your mind?"
               "Yeah?"
               "What do you want?"
When pissed off (Selected multiple times in a row without giving orders):       
"Something you wanted??"
               "I don't have time to f*BEEP* around!!"
               "You keep pushing it boy..."
               "and I'll scrap you along with the aliens!!!"
When ordered:  "Yeah, I'm going..."
               "I dig"
               "Oh! Is that it?"
               "No problem!"

***********************************************************************
                                SIEGE TANK

Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 150
VESPENE GAS NEEDED: 100
STARTING ARMOR: 1
HIT POINTS (HP): 150
GROUND ATTACK & WEAPON (in Tank mode): 30 Explosive Damage(Arclite Cannon)
GROUND ATTACK & WEAPON (in Siege mode): 70 Explosive and Splash Damage(Arclite 
Shock Cannon)
AIR ATTACK & WEAPON (in Tank mode): 0(None)
AIR ATTACK & WEAPON (in Siege mode): 0(None)
COOLING RATE (in Tank mode): 37
COOLING RATE (in Siege mode): 75
ATTACK RANGE (in Tank mode): 7
ATTACK RANGE (in Siege mode): 12
SIGHT RANGE: 10
BUILD TIME: 50 
UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1 
bonus to the Siege Tank armor.

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

SPECIAL ABILITIES: The Siege Mode upgrade (Done at the Machine Shop add-on) 
gives the ability to the Siege Tank to transform itself into an immobile 
artillery battery. The damage along with the attack range of the Siege Tank is 
greatly enhanced

DESCRIPTION: A man inside a bulky tank, armed with an Arclite Cannon and the 
ability to immobilize to shoot with it's Arclite Shock Cannon. This one is 
terrifying against the ground, but laughable against the air.

STRENGTHS: Definitively, it's extreme power, it can attack units way before they 
can even see you and deal a hefty amount of damage. This unit should always be 
put behind Bunkers at choke points of your base. This should prevent nearly all 
ground assault or really hamper the enemy attack force.

WEAKNESSES: No air attacks, it must be covered from air assault!! It's great 
power is nothing against the air. Also, it cannot attack units close to it and 
if a unit is close to one of your tanks, you can expect your other tanks to fire 
that particuliar unit to kill him and the Splash damage will damage even kill 
the Tank. They need some time to put themselves in Siege Mode, so do not do this 
in the middle of a battle (Unless your covered). It fires with a HUGE delay 
between attacks leaving it defenseless if your enemy uses "lures" to make your 
Tanks fire.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Ready to roll out!"
When selected: "Orders sir!"
               "Identify target!"
               "Destination?"
               "Yes sir?"
When pissed off (Selected multiple times in a row without giving orders):       
"(Singing a song)"
               "I'm about to drop the hammer!"
               "And dispense some indiscriminate justice!!"
               "What is your major malfunction??"
When ordered:  "Move it!"
               "Absolutly!"
               "Delighted to, sir!" (I WON'T CHANGE IT AGAIN!!!)
               "Proceeding..."

***********************************************************************
                                 GOLIATH

Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 50
STARTING ARMOR: 1
HIT POINTS (HP): 125
GROUND ATTACK & WEAPON : 12 Normal Damage(Twin Autocannons)
AIR ATTACK & WEAPON : 20 Explosive Damage(Hellfire Missile Pack)
COOLING RATE : 22
ATTACK RANGE : 5/8 with upgrade (only for air weapon)
SIGHT RANGE: 8
BUILD TIME: 40 
UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1 
bonus to the Goliath armor.

Each Terran Vehicule Weapons Upgrade (Done at the Armory) gives a +1 bonus to 
the Goliath ground attack and gives a +4 bonus to the Goliath air attack.

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

SPECIAL ABILITIES: None

DESCRIPTION: Someone inside a sort of of walking robot (like in some Japanese 
animes...) featuring Twin Autocannons capable of tearing through infantry and 
critters alike and an Hellfire Missile Pack to deal with air treats. A good 
replacement for the weak Marine.

STRENGTHS: Once the Charon Boosters Upgrade is completed, this unit can fire his 
missiles from the same distance of the Guardian making this unit a perfect 
defense against Guardians. It also deals a fair amount of damage to the air.

WEAKNESSES: This unit is very stupid and tends to scatter instead of walking in 
groups. Unlike air units, you cannot stack them one upon another which makes it 
impractical against Guardians attacks because there is usually 3 Guardians 
firing on 1 Goliath and the other Goliaths just walk in place trying to reach 
thier targets... Also it's Autocannons are weak and have a greater delay than 
the Marine. Use it against enemy Carriers/Battles/Guardians.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Goliath online"
When selected: "Channel open"
               "Go ahead tag-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"

***********************************************************************
                                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: "Read the waiting 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"
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!"

***********************************************************************
                                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!"
               "We'll equip our shields, we'll then 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 let 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 still annoying"
               "I have ways of blowing things up..."
               "You're being very naughty..."
               "Close your mumbling..."
               "???" (huh?)
               "(Horse neighing)"
When ordered:  "Achtung!"
               "Of course, mein herr"
               "It's showtime!" 
               "Jawohl!" 
               "Perfect!"

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

6. Zerg units & abilities

This is the listing of Zerg's units statistics and other things. Mail-me any 
clarification because I never play Zerg because it's my worst specie. The quote 
section for the Zerg has been removed seeing the obsolete meaning of it (Zerg 
units only says growls and roars so...)

***********************************************************************
                                BROODLING

Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 0
MINERALS NEEDED: 0 (Produced by ability)
VESPENE GAS NEEDED: 0 (Produced by ability)
STARTING ARMOR: 0
HIT POINTS (HP): 30
GROUND ATTACK & WEAPON : 4 Normal Damage(Toxic Spores)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 15 
ATTACK RANGE : 1
SIGHT RANGE: 5
BUILD TIME: Instant
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a 
+1 bonus to the Broodling carapace.

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

SPECIAL ABILITIES: None

DESCRIPTION: A newborn from parasites launched by a Queen (born from the death 
of the host). Armed with Toxic Spores, this unit is not a major component of 
your army.

STRENGTHS: The only strength I can think of is that they are born in twins and 
for the cost of one enemy unit (A costy one, I hope). They also make cheap 
scouts.

WEAKNESSES: Weak HP, average speed. This unit is not meant to attack, only there 
because you used Spawn Broodling. Send them to the butcher (local enemy base) to 
get rid of them or just wait until they die.

***********************************************************************
                                DRONE

Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 40
GROUND ATTACK & WEAPON : 5 Normal Damage(Spines)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 22
ATTACK RANGE : 1
SIGHT RANGE: 7
BUILD TIME: 20
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a 
+1 bonus to the Drone carapace.

SPECIAL ABILITIES: The Burrow Evolution (Done at the hatchery/Lair/Hive) permits 
the Drone to burrow underground to hide from enemy attacks and unburrow when the 
area is clear. A good defense against attacks targeted on your workers.

DESCRIPTION: The Zerg worker unit used to morph into structures and get minerals 
& vespene gas. Can defend itself with his spines, but it's not recommended

STRENGTHS: Only strength is the ability to hide from danger with the Burrow 
ability, detectors still see them.

WEAKNESSES: Not a good attacker (big surprise) and is rather slow, also you lose 
your Drone when morph it into a building (Even if you can pull off a strategy 
this way) Zerg are the worst outpost makers because you must finish building 
your Hatchery to put Sunken/Spore colonies, in the meantime you must protect 
with your units.

***********************************************************************
                                ZERGLING

Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 0,5 (2 Zerglings needs 1 food unit)
MINERALS NEEDED: 25 each (You must pay 50 always for 2)
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 35
GROUND ATTACK & WEAPON : 5 Normal Damage(Claws)
AIR ATTACK & WEAPON : 0(None)
COOLING RATE : 8/6 with upgrade
ATTACK RANGE : 1
SIGHT RANGE: 5
BUILD TIME: 28
UPGRADES: Each Zerg Carapace Evolution (Done at the Evolution Chamber) gives a 
+1 bonus to the Zergling carapace.

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

The Metabolic Boost Evolution (Done at the Spawning Pool) nearly doubles the 
moving speed of the Zergling.

The Adrenal Glands Evolution (Done at the Spawning Pool) reduces the Zergling 
cooling rate to 6.

SPECIAL ABILITIES: The Burrow Evolution (Done at the Hatchery/Lair/Hive) gives 
the ability to the Zergling to burrow underground hiding from enemy units. Can 
be used to scout the minerals spots or to ambush an opponent attack from behind.

DESCRIPTION: Fast, little melee attack unit. Weak, but fearsome in large, fully 
upgraded numbers. They can tear a Marine to shreds very easily with thier Claws.

STRENGTHS: With these units, you can execute the fastest rush in the game. 
Extremely deadly on small maps, you surely know what is a Zergling Rush so I 
will not explain it. If you get a Hive soon enough to upgrade your Zerglings 
early, you can easily overflow an opponent with massive Zerglings (100 and more) 
if they do not have any real compact defense. You also get two when you hatch 1 
egg.

WEAKNESSES: Weak, again. The bonus that they are easily produced, cheap and 
comes in packs of 2 balances that fact. They are more a finishing unit because 
they cannot easily pass through heavily fortified bases. Not the best unit to 
defend yourself with, unless against Siege Tanks.

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                                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.

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                                 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.

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                                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.

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                                 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.

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                                 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.

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                                  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!"
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!"

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7. Protoss Units & Abilities

Unit listing for the Protoss, note that someunits do not have a quotes section 
because (you guessed it) they only produce different sounds. Sometimes they also 
speak in thier own language which I cannot spell correctly so I'll write 
"(language)" in these cases.

***********************************************************************
                                  PROBE

Vital Stats:
SIZE: Small (Mechanical)
FOOD NEEDED: 1
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 0
STARTING ARMOR: 0
HIT POINTS (HP): 20
SHIELD POINTS : 20
GROUND ATTACK & WEAPON: 5 Normal Damage(Particle Beam)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 22
ATTACK RANGE: 1
SIGHT RANGE: 8
BUILD TIME: 20 
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to the 
Probe armor.

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

SPECIAL ABILITIES: None

DESCRIPTION: Robotic worker unit of the Protoss. Can defend itself with it's 
Particle Beam, but is most likely to die.

STRENGTHS: The only advantage of the Probe is that it can begin building a 
building then return mining unlike other species.

WEAKNESSES: Worst worker unit in the game, SCVs at least have a little more HPs 
(even if it doesn't help THAT much) and can repair themselves, Drones can burrow 
out of sight. Probes cannot do anything against an enemy assault apart dying 
while trying to run away.

***********************************************************************
                                 ZEALOT

Vital Stats:
SIZE: Small (Biological)
FOOD NEEDED: 2
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 0
STARTING ARMOR: 1
HIT POINTS (HP): 80
SHIELD POINTS : 80
GROUND ATTACK & WEAPON: 16 Normal Damage(Psi Blades)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 22
ATTACK RANGE: 1
SIGHT RANGE: 7 
BUILD TIME: 40 
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to the 
Zealot armor.

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

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

The Leg Enhancements Upgrade (Done at the Citadel Of Adun) doubles the speed of 
the Zealot.

SPECIAL ABILITIES: None

DESCRIPTION: Protoss first fighting unit. Can deliver hefty damage with thier 
Psi Blades, this unit is clearly the strongest of each species 1rst fighting 
unit.

STRENGTHS: Thier high HP in the beginning. Thier power also, they can kill 
Marines and Zerglings in 3 hits. If you amass a group of them early in the game, 
you can totally overpower an unwary opponent with sheer power. Even in the late 
game, they can kill opponents when they have Leg Enhancements (which greatly 
helps thier speed). Zealots should always be a thing to watch for.

WEAKNESSES: They have a bigger cooling than Marines and Zerglings which leaves a 
big pause between attacks. They also cost much more than them, you could have 2 
Marines for 1 Zealot (2 Marines do not kill 1 Zealot btw) or 4 Zerglings for 1 
Zealot (4 Zerglings easily kill 1 Zealot). Protoss units really cost a big 
amount in the long run.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "My life for Aiur!"
When selected: "(Language)"
               "(Language)"
               "I long for combat"
               "What now calls?"
When pissed off (Selected multiple times in a row without giving orders):       
"En taro Adun!"
               "All for the empire!"
               "Doom to all those who treathen the homeworld!!!" 
When ordered:  "For Adun"
               "(Language)"
               "Thus I serve!"
               "Honor guide me"

***********************************************************************
                                  DRAGOON

Vital Stats:
SIZE: Large (Mechanical)
FOOD NEEDED: 2
MINERALS NEEDED: 125
VESPENE GAS NEEDED: 50
STARTING ARMOR: 1
HIT POINTS (HP): 100
SHIELD POINTS : 80
GROUND ATTACK & WEAPON: 20 Explosive Damage(Phase Disruptor)
AIR ATTACK & WEAPON: 20 Explosive Damage(Phase Disruptor)
COOLING RATE: 30
ATTACK RANGE: 4/6 with upgrade
SIGHT RANGE: 8 
BUILD TIME: 40 
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to the 
Dragoon armor.

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

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

The Singularity Charge Upgrade (Done at the Cybernetics Core) gives a +2 bonus 
to the Dragoon attack range.

SPECIAL ABILITIES: None

DESCRIPTION: The robotic machine used by fallen Zealots, thier dead bodies are 
put inside those robots so they can continue to battle along with thier 
brethren, attacks with lethal Phase Disruptor shots.

STRENGTHS: Hits ground and air for a decent amount of damage. Good for defense 
because it's mobile and cannons aren't. Dragoons are perfect units to get rid of 
huge Carriers/Battlecruisers fleets as they deal a hefty 26 damage (when fully 
upgraded) each and have fairly good range.

WEAKNESSES: They are quite large and tend to stumble upon one another if made in 
big groups. Thos units sucks against melee ground units that hit fast and quick 
because they do little damage to them because of Explosive damage and thier 
cooling is too slow to compensate. Much more useful against the air. It's really 
costy and quite a hassle to have your big group of Dragoons decimated by Spawn 
Broodlings (I did that one time).

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "I have returned"
When selected: "Receiving..."
               "Awaiting instructions..."
               "Transmit..."
               "Input command..."
               "(Language)"
               "(Language)"
               "Make use of me!!"
               "I am needed?"
When pissed off (Selected multiple times in a row without giving orders):       
"Unauthorized transmission..."
               "Incorrect protocol..."
               "BEEP..BEEP.. Drop your weapon you have 15 seconds to comply..."
               "5...4...3..2.1 (Phase shot)"
When ordered:  "Confirmed"
               "Initiated"
               "(Language)"
               "(Language)"
               "Commencing..."
               "(Language)"
               "For vengeance!"

***********************************************************************
                                HIGH TEMPLAR
Vital Stats:
SIZE: Small (biological)
FOOD NEEDED: 2
MINERALS NEEDED: 50
VESPENE GAS NEEDED: 150
STARTING ARMOR: 0
HIT POINTS (HP): 40
SHIELD POINTS : 40
GROUND ATTACK & WEAPON: 0(None)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: None
ATTACK RANGE: 0
SIGHT RANGE: 7 
BUILD TIME: 50 
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to the 
High Templar armor.

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

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

SPECIAL ABILITIES: The Psionic Storm Upgrade (Done at the Templar Archives) lets 
the High Templar send massive current in a certain area and for a limited time 
(For 75 energy units). All units caught inside the storm will sustain massive 
cumulative damage, usually enough to kill any unit under the 200 HP mark. Works 
better against slow-pokes, because other units can get out of the storm rather 
quickly and nearly intact. Doesn't work against buildings.

The Hallucination Upgrade (Done at the Templar Archives) lets the High Templar 
create two duplicates of any unit (Friend or foe). These units have the same HP, 
but they attack for 0 damage and get double damage from each attack against 
them. Any effect targeted on an Hallucinated unit will destroy that 
hallucination. Also, hallucination cannot use any of the original copy of the 
unit (Hallucinated Ghosts cannot lock-down for exemple). Best used as a 
diversion, send 10 or so Shuttles into the enemy base with only 3 or 4 having 
troops inside while the other 6 or 7 are hallucinated.

The Archon Merging Ability (Starting Ability) lets two Templars give thier life 
to become a single Archon. Keep in mind that an Archon costs 2 Templars (Which 
is pretty costy) use with care. For more info on the Archon, read it's own 
section.

DESCRIPTION: The Protoss spellcaster. Can unleash various dangerous Psy Storms 
or trick the enemy with Hallucinations, also the base product for Archons.

STRENGTHS: Thier ability, Psionic Storm, can be quite lethal if used carefully, 
especially against massive Hydralisks groups. If your Templars are empty of 
thier energy, just merge them into Archons to battle once again. Best way to use 
them is to stick them into an upgraded shuttle, to help transport because of 
thier slow speed, (DO NOT lose the Shuttle, however)

WEAKNESSES: They move like turtles, extremely slow, if your enemy targets your 
Templars, I hope you have some protection or Shuttle nearby, otherwise, they're 
dead. Little HP also, easily killed by nearly anything. A Templar requires at 
least Psy Storm to be effective and is reliable on it's energy and energy 
doesn't last forever. Be aware though that they can be REALLY dangerous in the 
hands of an expert.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "???" (Thier language or something else?)
When selected: "Your will?"
               "I heed thy call"
               "State thy being"
               "Your force..."
When pissed off (Selected multiple times in a row without giving orders):       
"Your force betrayed you..."
Possibility :  "Your thoughts betray you..." (Star Wars)
               "I see you have an appetite for destruction..."
               "And you learned to use your illusions..." 
               "But I find your lack of control disturbing..."
When ordered:  "You think as I do..."
               "It shall be done..."
               "(Language)"
               "My path is set..."

***********************************************************************
                                  ARCHON
Vital Stats:
SIZE: Large (Ethereal, means not biological nor mechanical)
FOOD NEEDED: 4
MINERALS NEEDED: 100
VESPENE GAS NEEDED: 300
STARTING ARMOR: 0
HIT POINTS (HP): 10
SHIELD POINTS : 350
GROUND ATTACK & WEAPON: 30 Splash Damage(Psionic Shockwave)
AIR ATTACK & WEAPON: 30 Splash Damage(Psionic Shockwave)
COOLING RATE: 20
ATTACK RANGE: 2
SIGHT RANGE: 8 
BUILD TIME: 20 
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to the 
Archon armor.

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

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

SPECIAL ABILITIES: None

DESCRIPTION: The combined ethereal form of 2 High Templars. Ressembles to a 
ghostly blue ball of light. Can hit air and ground with Psy Shockwaves.

STRENGTHS: Immense shield strength, these units are groups clear clearers 
because of thier Splash attack. Deal 39 damage when fully upgraded, if you hope 
to kill someone with brute strength this may be your unit of choice. However 
it's not as invincible it seems to be.

WEAKNESSES: 1 EMP shockwave and your Archons are as good as dead with thier 10 
HP. Even if they can kill Zerglings in huge numbers, thier cooling is quite slow 
(Even if it says 20 it seems more than that). They can't be replenish easily 
because they take quite a large number of energy units from shield batteries to 
be healed. They also cost a major booty of vespene gas, because you sacrifice 2 
High Templars which makes 300 gas. Amassing a huge group of those is quite costy 
and sometimes useless.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "The merging is complete..."
When selected: "(Language)"
               "Power overwhelming..." (CHEATER!)
               "We burn..."
               "We need focus..."
When pissed off (Selected multiple times in a row without giving orders):       
"It all looks so different on this side...."
               "Break on through!" 
               "It's beautiful..." 
               "They should have sent a poet..."
When ordered:  "Eradicate..."
               "Annilihate..."
               "Obliterate..."
               "Destroy..."

***********************************************************************
                                DARK TEMPLAR
Vital Stats:
SIZE: Small (biological)
FOOD NEEDED: 2
MINERALS NEEDED: 125
VESPENE GAS NEEDED: 100
STARTING ARMOR: 1
HIT POINTS (HP): 80
SHIELD POINTS : 40
GROUND ATTACK & WEAPON: 40 Normal Damage(Warp Blades)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: 30
ATTACK RANGE: 1
SIGHT RANGE: 7 
BUILD TIME: 50 
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to the 
Dark Templar armor.

Each Protoss Ground Weapons Upgrade (Done at the Forge) gives a +3 bonus to the 
Dark Templar ground attack.

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

SPECIAL ABILITIES: Permanent Cloaking Field lets the Dark Templar cloaks upon is 
arrival and for the ENTIRE game until it dies. Very useful, however enemies can 
still see a distortion when a cloaked unit moves.

Dark Archon Merging Ability (Starting Ability) lets 2 Dark Templar merge to 
become 1 Dark Archon. Costy like the Archon, it's your choice to make them. For 
more info on the Dark Archon, read it's own section.

DESCRIPTION: The Protoss that where banished from Aiur to Shakuras. Through 
thier lifetime, they evolved a technique that deflects the light from them, 
rendering them invisible to normal eyes. Can deal death like true assassins with 
thier deadly Warp Blades.

STRENGTHS: Permenantly Cloaked and great attack power. A drop of 4 Dark Templars 
early in the game can get your opponents having only a few detectors which are 
easily taken out by the Dark Templars. They can kill Probes, Zerglings, Drones, 
Marines and Broodlings in only 1 hit. Which makes them really fearsome. The 
worker colony of your opponent will be entirely crippled before he has a chance 
to do something.

WEAKNESSES: They are covert units, if they are used in open combat where they 
are detected, they don't stand much of a chance against major troops, unlike the 
Zealot, thier speed cannot be upgraded. They suck against Zerg because of the 
abundance of Detectors units and quick hits units (Zerglings and Hydralisks). 
Use them in the beginning, but stop if you see it's not working. (Element of 
surprise is essential)

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "Adun Toridas"
When selected: "Yes?"
               "(Language)"
               "I'm waiting..."
               "(Language)"
When pissed off (Selected multiple times in a row without giving orders):       
"Your tanuts are inadvised Templar!"
               "Do not provoke me to violence..."
               "You can no more evade my wrath..." 
               "And you fear your own shadow!!!"
When ordered:  "For Aiur!"
               "So be it!"
               "(Language)"
               "Very well..."

***********************************************************************
                                DARK ARCHON
Vital Stats:
SIZE: Large (Ethereal)
FOOD NEEDED: 4
MINERALS NEEDED: 250 (Need 2 Dark Templars)
VESPENE GAS NEEDED: 200
STARTING ARMOR: 1
HIT POINTS (HP): 25
SHIELD POINTS : 200
GROUND ATTACK & WEAPON: 0(None)
AIR ATTACK & WEAPON: 0(None)
COOLING RATE: None
ATTACK RANGE: 0
SIGHT RANGE: 10 
BUILD TIME: 20 
UPGRADES: Each Protoss Armor Upgrade (Done at the Forge) gives a +1 bonus to the 
Dark Archon armor.

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

The Argus Talisman Upgrade (Done at the Templar Archives) gives a +50 bonus to 
the Dark Archon maximum energy.

SPECIAL ABILITIES: The Feedback Ability (Starting Ability) lets the Dark Archon 
use the stored energy inside the targeted unit to damage that unit while 
depleting the energy in the process (For 50 energy units). This ability is 
essential to get rid of pesky spell-casters quickly and easily. Just target the 
unit and BOOM!. However, don't do it on a unit that already used some of it's 
abilities because it will maybe not die. Keep it against fresh units.

The Mind Control Upgrade (Done at the Templar Archives) lets the Dark Archon 
tinker with an unit mind/program to make that unit side with them (For 150 
energy units). Be aware that doing this spell leaves the Dark Archon very 
vulnerable because it completly depletes the Shield of the Dark Archon. Keep 
that ability against big and costy units (Battlecruisers/Carriers) or against a 
worker unit from another species to start your own Terran/Zerg base. Don't rely 
on this because it's costy in energy and you may lose a few weakened Dark 
Archons in the process if you're not careful. BTW, the effect is permanent and 
can only be reversed by another Mind Control.

The Maelstrom Upgrade (Done at the Templar Archives) lets the Dark Archon shut 
down at thinking of Organic creatures in a certain radius (For 100 energy 
units). Be aware that this ability affects friend and foe alike. Extremely 
useful against Zerg because all of thier units are organic in nature you are 
sure to stun them! Best used against thightly stacked 
Mutalisks/Guardians/Devourers and move yourself in for the kills while they're 
helpless. However, it's not very long and wears off pretty fast.

DESCRIPTION: Identical to the Archon, the only difference is the disturbing red 
color of this unit. A spell-caster to heart with his abilities to stun organic 
units, alter enemies minds and deplete energy reserves. Truly a good unit.

STRENGTHS: Awesome abilities, these abilities can easily overthrow any 
victorious assault if used correctly. A 12 Carriers attack against you is not 
very much when 4 Carriers become yours to kill them with, even if you lose them, 
it's your enemy the nbig loser because he paid for these Carriers and you used 
them to kill even more costy Carriers. The speed is fairly quick to guarantee a 
fast getaway if targeted.

WEAKNESSES: No weapons! I first thought these Archons at weapons more powerful 
than a normal Archon, but they have nothing. It an unit that relies on energy 
and, as you know, energy doesn't last forever. You will always need some time to 
refill your enrgy once in a while. A Dark Archon after a Mind Control is easy 
prey with thier meager 25 HP so you must get them to safety ASAP. Costy enough 
to cost you 2 Dark Templar who are a fearsome force in the game.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
When 100% complete: "We are respawned..."
When selected: "Must have energy..."
               "We hear you..."
               "Forces in chaos..."
               "Must feed..."
When pissed off (Selected multiple times in a row without giving orders):       
"Must consume..."
               "??? take us..." (He says a name or something...)
               "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 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)"

***********************************************************************
                               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 this on my way" (not sure)
Possible correction :"I thought you'd see it my way."
               "Adun Toridas!"

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

8. 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 thigh 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 tag-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"
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 cool old 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 cool old 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..."

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

9. 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!"

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

10. 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!"

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

11. Conclusion

Well, that's about all that can be said about units & heroes. A FAQ with 200 kb 
on this is complete if you ask me! I'll still accept any info or corrections on 
this present FAQ, but I won't add any new sections. See ya later!


高晶 □ 葵花宝典 □ 来自网上的攻略