Showing posts with label races. Show all posts
Showing posts with label races. Show all posts

Monday, March 24, 2008

Terran Unit and Building List


[source: ign.com]


Below you'll find all the units and structures currently available to the Terran faction, StarCraft's human race. A few of their traditional characteristics include the ability for several base structures to lift off the ground and fly through the air on rockets to safer locations, nuclear strikes, and defensive Barracks garrisoned by Marines. Though you'll see familiar units like the Siege Tank and Battlecruiser, a few additions like the Thor walking tank and transforming Viking make things feel new. On a few structures you'll be able to build add-ons that open up different research or unit production options.Brood War fans will notice an absence of Medics, something Blizzard is still considering. As it stands, the Medivac Dropship is the only unit capable of healing infantry. Like in StarCraft, mechanical units can be repaired by SCVs, the Terran build unit and resource collector.

Basic StructuresCommand Center – Primary base where SCVs return minerals and vespene gas. Can store up to five SCVs in case of attack. Can be upgraded to a Planetary Fortress (requires Engineering Bay) or Surveillance Station (requires Shadow Ops). Produces SCVs. Can lift off the ground.Planetary Fortress – Upgraded version of the Command Center with more armor and a large turret on the structure's top. Can lift off the ground.Surveillance Station – Upgraded version of the Command Center with increased range of sight and Scanner Sweep ability (reveals area of the map / hidden units). Can lift off the ground.


Supply Depot – Increases the number of units you can have out on the field. Can be raised or lowered to let units pass.Refinery – Built on vespene gas deposits to allow for harvesting.Barracks – Produces Marines, Marauders, Ghosts, and Reapers. Can be upgraded with Reactor add-on (allows for an additional build queue) or Tech Lab. In the lab add-on you can research Stim Pack (causes damage to unit but temporarily speeds movement and attack) and Combat Shield (blocks an initial attack made against Marines). Can lift off the ground.Engineering Bay – Offers upgrades for infantry armor and weapons.Missile Turret – Air defense structure. Also works to detect hidden units.Bunker – Defensive structure that can be garrisoned by four infantry units, giving them a slight range bonus.Sensor Tower – Expands your range of view on the map. Detects hidden units.
Advanced StructuresShadow Ops – Unlocks Ghosts at the Barracks. Contains research options for Ghost such as EMP (lets Ghost damage shields and energy reserves of enemies) and Personal Cloaking (requires a Starport, lets Ghosts turn invisible to units without detection while energy lasts). Can also be armed with a Nuke (requires Starport), which does 400 damage to enemies and 1000 damage to structures in a large radius.Factory – Builds Jackals, Siege Tanks, and Thors. Can be upgraded with Reactor (adds a build queue) or Tech Lab. In the lab you can research the Siege Tanks' Siege Mode ability. Can lift off the ground.Merc Haven – Lets you train Reapers at Barracks.Armory – Contains upgrades for vehicles (vehicle plating, vehicle weapons) and ships (ship weapons, ship plating).Starport – Air unit production structure. Builds Vikings, Medivac Dropships, Banshees, Nomads, Battlecruisers. Can add-on Reactor (one additional production queue) or Tech Lab. At the lab can research Cloaking Field (lets Banshees cloak) or Mine Drone (lets Nomads build cloaked spider mine defenses). Can lift off the ground.Deep Space Relay – Lets you build Battlecruisers at the Starport.
UnitsSCV – Terran build unit. Harvests resources and can repair mechanical units. Has a weak attack. Light armor.Marine – Basic infantry unit, attacks air and ground targets. Can use Stim Pack and Combat Shield abilities once researched at an add-on Tech Lab. The shield actually becomes visible on the unit – it's not a toggle ability. Light armor.Marauder – Attacks ground targets. Large infantry unit that blasts out concussion grenades, slowing enemies. Can use Stim Pack. Light armor.Ghost – Infantry unit capable of attacking ground and air units. Can Snipe, activate a personal cloaking field, trigger EMP blasts, and call down Nuclear Strikes. Light armor.


Reaper – Infantry unit that attacks with guns and throws timed mines. Can attack ground units. These guys can also hop between different tiers of land, meaning they don't have to look for ramps. Light armor.Jackal – Vehicle capable of attacking ground units. Resembles a futuristic bike. Moves fast, and has a flame attack that damages all units within its cone of fire. Armored unit.Siege Tank – Vehicle capable of hitting ground targets. Has a fast-firing main cannon. Once upgrade to siege mode, range of fire increases and it does area of effect damage, but unit must remain immobile. Armored unit.Thor – Massive walking tank capable of hitting air and ground targets. When near death will immobilize, but can be built back to full functionality with repairs. Armored unit.Viking – Strong air-to-air attack flying unit. Can be put into assault mode, which drops it to the ground, turning it into a bipedal mech. It can then only attack ground units. It can be switched between modes rapidly, and can go back and forth as many times as you please. Armored unit.Medivac Dropship – An air transport unit that can heal non-mechanical units. This heal can be set to auto-cast. Armored unit.Nomad – Flying detector unit capable of creating auto-turrets and spider mine drones (with Tech Lab upgrade). Both these structures build rapidly on the battlefield. Armored unit.Banshee – Flying unit capable of attacking ground targets. Can cloak. Armored unit.Battlecruiser – Massive flying assault craft capable of striking air and ground targets. Once constructed, the unit can be specialized for either the Yamato Gun (single blast for 260 damage) or Plasma Turrets (does area of effect damage to targets on the ground over a period of time). Specialization is permanent per unit. Armored unit.




Read full article: Terran Unit and Building List



Saturday, March 15, 2008

Star Craft II Zerk - Mutalisk

Mutalisk
Type: Medium Attack Flyer
Core Genus: Mantis Screamer
Primary Attack: Glave Wurm



[source:starcraft2.com ]








The mutalisk has been little changed from its original form, the roving mantis screamer of the desolate Dinares sector. In their original forms these creatures were capable of atmospheric and deep-space flight, although how they accomplished such a feat is poorly understood. Apparently they were even capable of migrating between stars, presumably while in some kind of larval form.





Proof of this amazing interstellar capability can be observed from the towering aeries of the mantis screamers that are a common sight on lifeless worlds across several star systems. Most such nests are empty and abandoned now that this highly successful and adaptable species has been infested by the zerg and evolved into mutalisks.





Conversely powerful air defenses have succeeded in keeping mutalisks at a distance, for the creatures are limited in vitality. However, they remain agile and dangerous opponents. A mutalisk can attack foes both in the air and on the ground by expelling a glave wurm: a voracious symbiote that can rapidly strike at several opponents as it explosively disintegrates. In large numbers or against weak defenses, mutalisks will always be a deadly threat.


Read full article: Star Craft II Zerk - Mutalisk



Star Craft II Zerk second look

[source:gamereplays.org]

"It’s official, and the zerglings are out of the bag. Following closely on the heals of yesterday’s zerg announcement, we’ve got more juicy details on the third faction in Starcraft 2. Like the Protoss and Terrans, the Zerg are a mix of familiarity and significant differences. While virtually all of the staple units remain intact, there are some new additions and changes to the tech tree which fundamentally alters the way the Zerg are played."



Units & Tech tree (values follow this format: minerals-gas-food-build time):

Drone 50-x-1-16

Overlord 100-x-x-25

Zergling 50-x-1-23 (comes in pairs) - Requires Spawing Pool

Roach 75-25-1-23 - Requires Roach Den

Hydralisk 100-50-2-23 - Hydralisk Den

Morph to Lurker 25-75-33 - Deep Warren (upgrade from Nydus Warren)

Nydus Worm 100-100-2-33 - Nydus Warren

Infestor 100-100-2-33 - Nydus Warren

Mutalisk 100-100-2-33 - Spire

Morph to Swarm Guadian - unknown

Corruptor 150-100-2-40 - Spire

Ultralisk 300-200-4-70 - Ultralisk Cavern

Queen Limit 1 - 150-x-x-25 - Spawning Pool.

The QueenThe most notable difference to the Zerg of Starcraft 2 when compared to the original Starcraft, is how creep, defenses, and the Queen work. To start with, the Queen is completely and radically different. She has a build limit of one, is available very early on in the tech tree, and is the primary means by which creep and defenses are built. She builds defenses and creep by laying eggs, much in the same way a Protoss drone initiates the warp in sequence of a building it wants to construct. First is the Creep Tumor, which is more like a Creep(y) Eyeball that is embedded in the ground and looks around frantically (possibly because that‘s what strange eyeballs do, but probably because it acts as a stealth detector (unfortunately we didn‘t have a chance to test this theory). The Creep Tumor has one function: extend the creep. It’s also stealth, which helps it survive since it’s so fragile and totally defenseless. The next thing the Zerg Queen can do is lay Zerg’s primary defense: the Swarm Cluster. This is basically a battery of tubes that launch suicidal bug-like things at approaching enemies. They are high DPS, but have very low health and a relatively limited range. The limited range, however, is by design. The Queen can also lay a Shrieker, which is a small tower that does what its name implies: goes mental and starts shrieking when there are nearby enemy units. What this is does is effectively extends the range of a Swarm Cluster to anywhere inside of that Shrieker’s radius. So by positioning the Shrieker carefully, a player can basically double the range of the Swarm Cluster (as it will attack as far as the opposite side of the Shrieker’s radius). This effectively means Zerg’s defenses have directional range, depending on the layout of the Shriekers. But wait, there’s more. The queen has features and abilities that makes it the closest thing to a hero unit that Starcraft has ever had. She’s also capable of “teleporting” around the creep to any building placed on it. So if she’s by your hatchery, and one of your expansions is under attack, you can instantly “warp” her near a building at that location. Unfortunately, we weren’t able to test whether the creep needs to be connected in order for it to work. The Queen can also give Zerg buildings defensive weapons in the form of four small bugs that fly around the top it, allowing it to attack nearby enemy units. She can also cast poison creep in a small area, and she can be evolved into larger and scarier versions as you climb the tech tree. While the Queen sounds like a Warcraft 3 hero, she’s not. She’s incredibly weak, and can’t level up through experience. Her role is mainly defensive, though we can expect to see her used in some creative cheese, Starcraft 2 style.

Other Gameplay NotesThere are some minor tweaks to the gameplay, not just for zerg, but also for all the factions. Unlike in Starcraft 1, where money wasn’t spent until the drone started morphing into the structure it was instructed to, the cost of a structure is now deducted immediately after the location of the structure is chosen. While minor, it’s one of many small changes made to make the gameplay a bit more accessible to casual players. The Zerg Tech tree has also undergone some changes. The Hydralisk den now requires a Lair in order to be built. To compensate, Roaches have effectively replaced the Hydralisk as the more advanced tier-1 (T1) unit. However, Roaches are not anti-air, which leaves Zerg without a mobile T1 anti-air unit. The tech tree, units, and their corresponding upgrades overall makes it a bit harder for Zerg to adapt on the fly as easily as it could in Starcraft 1. The lack of of a T1 anti-air unit means the only way to respond to air units is quick tech to Lair and then either Spire for Mutalisks, or Hydralisk Den for Hydralisks. Because of this, the tech tree has not been locked down yet. Dustin Browder still wants to play around with moving Banelings to T2, and Hydralisks back down to T1. This is of course all part of Blizzard’s obsessive compulsive desire to test, re-test, and test again to get a proper feel about which option is the best to go with.




Read full article: Star Craft II Zerk second look



Star Craft II Zerk first look


[source: ign.com]



Dustin Browder, lead designer on Star Craf II, took the stage at Blizzard's studio in Irvine, California to present the Zerg race to North American and European game media, giving us a brief overview of what's new and what's changed. While no storyline details were really revealed, the start of the trailer we were shown featured a voice over by Kerrigan, the Queen of Blades, exclaiming, "We are the swarm" and "We are becoming much, much more." We'll have to wait to find out exactly what that means in terms of narrative.




So far, the following units are confirmed for StarCraft II's Zerg race. Blizzard pointed out that since StarCraft II is still pre-alpha, most things are subject to change.



Hydralisk
Lurker
Zergling
Baneling
Overseer
Overlord
Queen
Drone
Larva
Roach
Nydus Worm
Infestor
Mutalisk
Corruptor
Ultralisk


If that list means nothing to you, we'll try and fill you in. One of the more notable changes about the Zerg is the elimination of their traditional base defenses. No longer will drones construct air and ground type defense structures. Instead, the whole system will be overseen by the retooled Queen unit.
A single Queen can be built from your hatchery as soon as a drone sets up a spawning pool, a tier one structure that allows for Zerglings to spawn. The Queen is a menacing unit to begin with, but will become more so when you increase her physical size by upgrading your hatchery to tiers two and three. Along with the imposing physical growth, the Queen gains new skills with each tier upgrade. Initially she functions as a basic base defense unit, able to attack air and ground units. She can drop creep tumors into the ground to extend the Zerg's filthy ground slime, lay clutches of eggs in creep that hatch and attack when the base is in danger, and drop down structures called Shriekers that work to detect enemy units and extend the range of the defenders that spawn from the eggs.After upgrading your base she gets even more powerful, gaining the ability to create toxic creep, which does damage over time to defenders, and she can instantly heal structures for several hundred hit points and spawn base-defense insects. She'll also get an instant-travel ability that allows her to burrow instantly to any part of the map covered in creep, letting her quickly travel to the aid of any base expansion. There is about a 15 second cooldown on this ability, however, so it can't be spammed.Overlords, a floating Zerg unit that determines unit cap, no longer have transport or detection abilities. Transport is now given the responsibility of Nydus Worms, and Overlords need to be upgraded to Overseers to detect. After the upgrade, Overseers gain an increased detection range the longer they remain still. As for Overlord abilities, they can generate creep as well as slime and thereby disable a resource node or observation tower.As far as new units go, we've so far got some hands-on time with the Roaches, which are ground units with a remarkably quick regeneration rate and are capable of attacking land and air. With a group of only six we were able to take down several Terran Thors (massive walking tanks) without a single unit loss. It seems Roaches can be defeated only through concentrated fire, and even then attackers still have to contend with their burrowing ability.Then there's the Corruptor, an air-to-air unit that can turn any unit it attacks into a friendly. With a group of these together it's possible to quickly corrupt units like Terran Battlecruisers and Protoss Motherships. On the ground, units called Infestors can move while burrowed, allowing them to sneak into enemy bases, pop up, and blast corrupting bile at enemy structures. Once a structure such as a Terran barracks is corrupted, it'll start churning out infested Marines until the ability times out.As seen before, players can also mutate Zerglings into Banelings, which are basically suicide units that perform kamikaze runs into opposing bases or burrow, essentially functioning as land mines. The Ultralisk, a massive Zerg melee unit, has been tweaked in the sequel, now possessing the ability to burrow. Its monstrous mandible blade attacks now do area damage as well, making it even more deadly. And that's it for now. We'll have more on how the Zerg, Protoss, and Terran factions have changed in this latest StarCraft II build as we continue to play at Blizzard's studio.


Read full article: Star Craft II Zerk first look



Wednesday, May 23, 2007

Zerg

Zerg

[source: wikipedia.org]


The Zerg are a vaguely insectoid race in the StarCraft universe. The Zerg are separated into a number of broods that are named after monstrous mythological beasts, almost always from Norse mythology. Each brood serves a specific purpose and is controlled by a Cerebrate that is physically incapable of disobeying the Overmind who rules over the Zerg as the leader of the Swarm.
Due to the Zerg's unique use of overwhelming numbers of relatively weak units, rather than smaller numbers of stronger units, the term "to Zerg", (verb) "Zerg Rush" or "Zerging" is the act of using mass numbers to achieve an objective. Furthering this usage of "zerg" is a tactic used by players controlling the Zerg race. Players controlling the Zerg race are able to create massive numbers of "Zerglings", the initial offensive unit, far quicker than most players of other races can produce enough units to counter the "Zergling Rush". It has become widely accepted in a variety of other games, including Planetside, Warcraft III, World of Warcraft, Dark Age of Camelot, World War II Online and other multiplayer games.

Gameplay

The Zerg are played far differently than the Terran or Protoss in StarCraft. Instead of workers constructing buildings (the Terran's method of construction) or the workers warping them in (the Protoss's method of construction), the Zerg gatherer, the Drone, morphs into the soon-to-be structure and it constructs (or perhaps more accurately, grows) the building over a short period of time. The Drone is lost in the process which is unique among the races in the StarCraft universe. When the Zerg need more "control" in order to create more units, they build an Overlord, a unit, instead of a building. In order to build units, a Zerg player must go to a Hatchery controlled by him or her and select a Larva and change into a certain type of unit. After picking the unit to transform into and paying the corresponding amount of resources, the Larva changes into an egg in which, after a short time, the new unit will hatch for service in the Swarm. The Zerg's most popular military strategy is to build far more units than your opponent and overwhelm the enemy with large numbers of weaker units, instead of smaller numbers of stronger units.

History

The history of the Zerg in the StarCraft universe began when the ancestral Zerg species was discovered on the irradiated, unstable planet of Zerus, by the ancient and mysterious Xel'Naga civilization, shortly after they had abandoned the Protoss on Aiur as a failure. The ancestral Zerg organisms were small and weak larva-like creatures, but they contained the purity of essence sought by the Xel'Naga race, being capable of surviving and thriving in a staggering variety of environmental conditions.
With the help of Xel'Naga's gifts of proto-genetic manipulations, the Zerg survived the horrendous firestorms of their world and thrived. As the Xel'Naga pushed their development, they eventually began to develop the ability to burrow into the spinal columns of some stronger creatures on Zerus, parasitically merging with their nervous systems. These new bodies would then be used to manipulate their surroundings as the old bodies once did. The Zerg began to assimilate the genetic strains and processes of these host animals. However, as the Zerg had an undeviating drive to consume only the most advanced species they encountered, they eradicated lesser, weaker species. The Xel'Naga were surprised to find how quickly the Zerg could steer the evolution of their host creatures. Some of the things the Zerg developed in their hosts were armor-piercing spines, razor-sharp limbs, acid attacks, upgrades, and ultra-dense carapaces within only a few generations of controlling new species.
Wary of the chaotic infighting that had enveloped the Protoss, the Xel'Naga created the Overmind, an enormous brain-like entity, to bring order to the Zerg. At first it was only a semi-sentient entity created from the instincts and collective sentience of the Zerg, but it quickly evolved.
The Overmind did not directly communicate orders to its minions. As new species were added to the Swarm, it began to relay orders through Cerebrates, giant versions of the Zerg larvae acting as subordinates to it. Orders were relayed through Overlords, which were then given queens to allow for the Zerg to operate in the most efficient manner possible.

Expansion

The Overmind began to think of its future. In order to continue finding new species to assimilate, it needed to leave Zerus and travel to new worlds. Extending its senses into space, it discovered enormous space-faring organisms. It lured them to Zerus with its psychic abilities and assimilated them into the Swarm as the Zerus races had been. Soon all the Zerg had the ability to travel between worlds with reinforced carapaces to counter the vacuum of space. The Xel'Naga considered this a triumph. The Zerg had not only overcome their weaknesses, but had also retained the purity of their terrible overriding essence.
The Overmind extended itself further into space, becoming aware of the Xel'Naga Worldships in orbit above Zerus. The Overmind then had its psionic link with the Xel'Naga severed — the Overmind effectively hid itself from their view.
The Overmind sent its minions into space, attacking the unsuspecting Xel'Naga. The hapless Xel'Naga tried to pull away from the planet. Despite the ancient race's best efforts, it was overwhelmed as the Zerg crashed into the hulls of its ships, destroying them. Within a few hours the Zerg had laid waste to the Xel'Naga fleet. The greater whole of the Xel'Naga was consumed by the raging, genetic whirlwind of the Zerg, and the Overmind gained their knowledge and insights. Processing thousands of sentient beings into itself caused the Overmind to grow much more powerful. It learned the secrets of the sacred Khaydarin Crystals, and began to incorporate the energies of these Crystals into its own. Through the knowledge gained from the Xel'Naga, the Overmind was able to increase the level of sentience in many of the higher Zerg strains, while still keeping them fully under its control, ironically helping to achieve the goal of the Xel'Naga that it destroyed.
The Overmind dissected the memories of the Xel'Naga experiments with the Protoss, learning of the failure, success, and the great benefit in assimilating such powerful race. The Zerg then devoted their energies to seeking out the powerful Protoss in the hope of absorbing them into the Swarm, uniting purity of form and of essence to create amazing possiblities for development and evolution of the Zerg.

The Determinant

The Zerg did not know the exact location of Aiur, homeworld of the Protoss, but they were able to travel towards it, adding new species (such as the Mutalisk, Hydralisk, Lurker, and Zergling) to the Swarm from various planetary genepools along the way. However, the Overmind despaired; how could it defeat the Protoss with their powerful psionic abilities, when its own were so limited? This question was soon to be answered.
A Mutalisk
In the shadow of the Protoss lay the Koprulu Sector, a patch of space inhabited by the Terrans. This species had been discovered by Zerg deep space probes. Normally the Zerg would not be interested in such a weak species, but they exhibited a powerful psionic potential. Their probes discovered Terran living on over a dozen worlds.
The Zerg slowly made their way towards the Terran worlds, infesting multiple planets and slowly evolving due to exposure to raw vespene gas. The journey lasted for sixty years, but eventually the massive, extended Zerg Swarm reached the outskirts of the Koprulu Sector. According to StarCraft: Uprising, the Zerg infested a number of Fringe Worlds upon their arrival. The Overmind first subtly infested the surface of the Terran Confederacy colony of Chau Sara with Hive Spores. Then it sent its minions down to the surface to infest the Terran themselves. The Terran were defeated and largely enslaved or killed.
The Zerg were surprised at the Terran response, and were defeated by a sudden attack by the Protoss, led by Executor Tassadar. The Overmind told its minions not to fight back, in order to observe Protoss attacking for the first time. The attack sterilized all life on the surface of Chau Sara, effectively ending the Zerg infestation.
The Terrans did not warn their compatriots on other worlds, enabling the Zerg to infest Mar Sara virtually unopposed. It is at this point that the StarCraft game begins.

New Units

As with the Terran and Protoss, the Zerg gains new units in StarCraft: Brood War.
  • Lurker- Evolved from the Hydralisk, the Lurker is a large insectoid creature that attacks with a row of subterranian spikes, causing linear splash damage. Two unique features about Lurkers are that they have the burrowing ability without the player needing to research it first, and that they attack from underground, making them a very ideal as a ground-based defensive unit.

  • Devourer- Available as a secondary evolution for the Mutalisk (the other being the Guardian), Devourers are air-to-air units that attack with acid spores. Though slow-firing, the acid spores cause targets to take more damage and have a slower fire rate. Acid spores can also be "stacked", with a single enemy unit having up to as many as nine spores.


Plot advancement in StarCraft

As Episode I begins, The Zerg have infested Mar Sara and are killing the native Terrans. They conquer the planet, but the Protoss fleet under the Executor, Tassadar, destroyed all life on it. Though the Zerg were used by the Confederacy to attack disloyal worlds, the Sons of Korhal turned it against them by using Psi Emitters to attack the Confederate capital world of Tarsonis itself. During the attack, they take Sarah Kerrigan to infest her and turn her into Infested Kerrigan. This ends the Zerg participation in I.
In Episode II, the Zerg take the Crysalis that holds Infested Kerrigan to the planet Char where it hatches. After this, the Zerg destroy most of Tassadar's forces and invade the Protoss homeworld of Aiur. After taking Xel'Naga crystals and gaining a strong foothold on the planet, Episode II ends.
In the final part of StarCraft, Episode III, the Zerg begin to lose ground. They are halted in their advance and have Tassadar and the Dark Templar escape their custody on Char. After this, two of their Cerebrates are killed and next, the Overmind itself. With the death of the Overmind, Episode III and StarCraft completes itself and goes on to StarCraft: Brood War.

Plot advancement in StarCraft: Brood War

The Zerg were originally controlled by the Overmind, who was destroyed by the Protoss, Tassadar (at the cost of his own life) at the end of StarCraft Episode III.
By Episode IV, it was revealed that the Zerg had formed a new, young Overmind on Char, the adopted Zerg homeworld, but it was captured by the United Earth Directorate in Episode V. In Episode VI, the final act to date, Infested Kerrigan, the self-claimed Queen of Blades, a former Terran Ghost telepath soldier who had been infested (transformed) into a Zerg/Terran Hybrid, had the second Overmind killed and claimed leadership over the entire Zerg Swarm.
With the Terran Dominion decimated, the expeditionary fleet of the United Earth Directorate destroyed, the Protoss home world Aiur conquered by the Zerg with the survivors fleeing to Shakuras, and every Zerg under Infested Kerrigan's command, the Zerg currently stand as masters of the StarCraft universe.

Zerg Control

All Zerg are directly subject to the will of the Overmind. In fact, it is a biological impossibility for them to oppose its directives. Only Cerebrates, Infested Kerrigan, and possibly Overlords and Queens, have sentience, and control individual armies (called Broods), using Overlords as lieutenants to directly control the warriors and workers. The lesser Zerg minions are wholly dependent upon the Cerebrates and the Overlords for order. Should a Cerebrate die, its brood may run amok; the animalistic natures of individual Zerg emerge. When an Overlord dies, a Zerg player loses control points and must create more Overlords to replace the loss. Without these control points, additional Zerg units cannot be built until existing units die or more Overlords are created. Even Zerg buildings are living organisms and aren't built but grown. They act as organs in the body of the Zerg Hive Cluster.
Though Zerg are incapable of disobeying their masters, their masters can change. When the Overmind died, the Cerebrates had freedom to do as they please. Though the Cerebrates themselves chose to remain loyal to Daggoth, Infested Kerrigan did not and fought with the Cerebrates for control over the Zerg. However, the minions under each Cerebrate were completely loyal to it and followed all orders even to fight another Zerg.
Zerg's broods are mostly named after Norse mythological monsters (Jormungand, Garm, Surtur, etc.). However, at least two broods have been named from another source. The Leviathan Brood was named after the Leviathan, a Hebrew mythological sea monster and the Grendel Brood was named after Grendel, the evil monster in the epic poem, Beowolf.

Comparison of Zerg to Other Fictional Species

The Zerg share many characteristics to many species in science fiction novels or other computer games. The Zergs' design is most likely based on Tyranids in the fictional universe of Warhammer 40,000 which has been around since 1987. They bear strong resemblances in physical form, intelligence, hostility, and hierarchical authority, with the xenomorphs from the Alien film series. They share many characteristics with the Borg of Star Trek in that they roam the galaxy assimilating species they encounter into themselves. Lastly they share a hive mind ruled by the Overmind, much like the Borg Queen, as well as the Formics from Ender's Game.


Read full article: Zerg



Sunday, May 20, 2007

Protoss

Protoss

[source: starcraft.wikia.com]


The Protoss are a race technologically advanced and rely on psionic abilities and cybernetics in battle. They are the primary opponents of the Zerg. The Protoss are highly religious and follow a strict code known as the Khala. The Protoss have mastered their psionic powers, and are currently engaged in a devastating war with the Zerg. They have also had to deal with civil wars within their ranks.
Protos in Greek means 'first'. This name is supposedly given because the Protoss were the first semi-successful Xel'Naga creation. They (the Protoss) were later deemed a failure by the greater species, leading to the engineering of the Zerg.
In StarCraft online culture, the Protoss are often referred to simply as Toss (or Pro by some Korean players); amongst more experienced players, it's usually abbreviated to simply P.

History

Aiur is one of many worlds engineered by the Xel'Naga, a race of extragalactic geneticists, obsessed with creating the perfect race, that would be marked by a distinct purity of form. The Xel'Naga, after innumerable failures to create such a race, turned towards Aiur.
They watched over a particular species of hunters and warriors and discerned that they indeed had a purity of form, as they were incredibly adaptable and had unmatched strength and speed. However, the most intriguing ability of the species is a psionic link that is shared by the entire race. This link was a form of instinctive telepathy, enabling them to communicate with one another, so that even large groups could work together efficiently.
The Xel'Naga altered them to some extent with their Khaydarin Crystals, but were content to remain unseen for many generations. The Xel'Naga felt they had achieved their goal, and gave the new race the name of Protoss, or 'the First Born'. Aiur was eventually covered by civilized Protoss, and so the Xel'Naga descended onto Aiur in order to more closely study the evolution of their charges. A Temple marks where they first set down upon Aiur.
The Xel'Naga were initially revered as gods, as the Protoss looked towards their creators with respect and a lust for knowledge. However, as the understanding and personal awareness of the young Protoss grew, they began to place greater pride in individual achievements rather than the benefit of the community. The various Tribes sought to distance themselves from one another, seeking their role not only within their immediate society, but the universe as a whole.
The tribes began to fear treachery from their masters, and in seeking to sever themselves from the rest of their race, attempted to lose the psychic link that they shared. This dissolved whatever remnants of brotherhood or unity that the Protoss had shared. Feeling that the greatest attribute of the Protoss was lost, the Xel'Naga began withdrawing from Aiur. However, the suspicious Protoss responded with an attack that destroyed a number of Xel'Naga Worldships. The Xel'Naga Worldships fended off the hasty attack and left the system. The Protoss Tribes then turned against each other, beginning the Aeon of Strife, the most devastating civil war in recorded galactic history.

The Aeon of Strife

During the Aeon of Strife, Protoss advancement slowed, and the tribes waged a massive war with each other, lasting hundreds of years. Little is known from this time, but it is known that the Protoss lost their psionic link with each other. The Aeon of Strife was the longest, most devastating civil war to ever strike any currently known species. The most famous Tribe from this time period is the Akilae Tribe, which are to this day renowned as the Protoss' finest psionic warriors.
During this time, the Protoss maintained colonies on other planets, often connected by Warp Gates, but these too quickly became gripped with the Strife.
The Protoss Tribes descended into something resembling madness as they attacked one another. One example was the Mendella Incident, where the mainly underground settlement of Mendella was deliberately flooded when another Protoss faction destroyed a nearby reservoir.

He Who Brings Order

The mystic Khas (a word meaning "He who brings order") eventually brought about the end of the Strife. He had studied the "forbidden" teachings of the Xel'Naga and unearthed the Khaydarin Crystals. With these crystals he was able to amplify the psionic link, which had submerged itself in Protoss egos, and recreate the link.
With this power, he travelled through Aiur and the other Protoss planets, teaching the Protoss he encountered to join the psionic link; this became a philosophy called the Khala. He demonstrated the powers of the Khaydarin Crystals at Gyras, where he ended the feuding by destroying the battleground. Eventually Khas reunited the majority of the Protoss, forming three castes and a new Tribe.
The very first group of warriors and students to surround him became the Ara Tribe, and joined the Judicator Caste. The other Tribes to quickly join also became members of this caste.
The next group of Tribes became the Templar Caste (the warriors), and the majority of the Protoss became the Khalai Caste (workers and artisans), ending the civil war.
The theory known as the Khala brought on the Second Age for the Protoss. The Tribal society evolved into three Castes: the Judicator Caste (led by the Conclave), the Khalai Caste and the Templar.

Rogues

Unknown to the majority of Protoss at this time, some Protoss refused to join the Khala, yet did not act on the violent emotions of the Strife. Adun and his Templar refused to exterminate them as ordered by the Protoss Conclave. Instead, Adun taught them how to hide themselves from the Conclave and to create psionic storms. The latter lesson backfired, however, as the storms could not be controlled without the discipline of the Khala. The storms spiralled over Aiur, revealing the presence of the Rogue Tribes to the Protoss.
The barely reunited tribes began to fight once more. Old vendettas and ancient prejudices were reborn as the Protoss who refused the way of Khala were branded as traitors and hunted down.
Eventually the Conclave devised a way to impose order on the Protoss once more. The Rogue Tribes were secretly placed on board a Xel'Naga Freighter and exiled from Aiur. Matriarch Raszagal, a very old Protoss and Dark Templar leader, is old enough to remember the Exile clearly. Their fate was kept a secret from the other Protoss. Eventually they became known, in legend, as the Dark Templar. These Protoss, forced to draw on cosmic energies to power their psionic abilities, severed the nerve cords that linked them to the Protoss telepathic community.

Expansion and Discovery

The Protoss conquered hundreds of worlds within their corner of the galaxy, spreading civilization to many of the more advanced races that they encountered.
The Protoss follow the Dae'uhl, aka Stewardship, of the planets once claimed by the Xel'Naga. They started supervising and protecting the lesser life forms, but rarely interfering.
When the Terrans arrived in the Koprulu Sector, colonizing over a dozen worlds within Protoss space, the Protoss observed silently. They put the humans under their Stewardship.
The Protoss suffered disastrous contact with the Zerg. The Protoss discovered Zerg probes on the edge of Protoss space and discovered their true purpose; to conquer the Protoss and absorb their psionic abilities into the gene pool. They realized that the Zerg had secretly been infesting the Terran planets, and they exterminated the first planet without warning.

The Fall of Aiur

After the destruction of the first Terran planet (Chau Sara), Tassadar would wait until the Terrans had left the planet to destroy them, but would scour the surfaces clean of all Zerg. Tassadar, the leader of the force sent to scour the planets of the Zerg, enlisted the aid of the Dark Templar on Char without the permission of the Protoss Conclave after he discovered that they could be used to defeat the Zerg. Normally, a Zerg Cerebrate, a Zerg Brood commander, would be reincarnated if slain, but the Dark Templar had the power to cut off the reincarnation power. However, when the Dark Templar, led by Zeratul, destroyed the first Cerebrate, the Zerg Overmind linked its mind with Zeratul. They exposed their secrets to each other, and as a consequence the Overmind discovered the location of Aiur. After a long battle, the Zerg finally managed to conquer the planet. Meanwhile, Tassadar was trapped on a space platform above Char, while Zeratul was captured in an installation by Infested Kerrigan, who had remained behind.
The Overmind itself landed on Aiur, but after a long, stalemated battle, several Cerebrates were slain as a distraction tactic. Taking advantage of the confusion that followed, Tassadar, with the aid of Terran forces led by Jim Raynor, combined the forces of Dark and Light Templar and sacrificed himself to destroy the Overmind. Even then, in the aftermath, most of the Protoss population (about 70%) was slain, Zerg were running loose on Aiur, and the Conclave had fallen. It is interesting to note that before the battle with the Overmind begins, the Conclave, realizing that Tassadar, Zeratul, and Jim Raynor had done much more than the Conclave could have hoped to accomplish, repented their past blind adherence to tradition. Aldaris remarks that they are the representatives of Aiur in its darkest hour.

Survival

With Zerg running loose across Aiur, Zeratul, a prominent Dark Templar leader, suggested that they flee to Shakuras, the homeworld of the Dark Templar. Despite protests from Aldaris, the leader of the Conclave, they did so. However, it was soon discovered that the Zerg had followed them there, and that they had manifested themselves around the Xel'Naga Temple. The Matriarch of the Dark Templar, Raszagal, noted that they would need two crystals, the Uraj and Khalis, containing the powers of light and dark Templar, to defeat the Zerg.
However, Sarah Kerrigan, a Terran Ghost operative that had been infested by the Zerg into a ruthless servent of the Overmind, came to them and told them that there was a new Overmind growing on the planet Char. She claimed that she was free from the Overmind's control and that she didn't want to come under its influence again. So, while they agreed to help cripple the maturation of the Overmind, Kerrigan agreed, in turn, to help with the obtaining of the two crystals.
After the two crystals had been discovered and the Overmind was crippled, Aldaris and his followers waged a civil war with the Protoss under the command of Artanis, Zeratul, Fenix, and their Terran allies (notably James Raynor). The Conclave was defeated, but Kerrigan intervened, killed Aldaris, kidnapped Raszagal, and claimed that she had been brainwashing her to do her bidding all along. The Protoss then proceeded to secure the Xel'Naga temple and combine the powers of the two crystals. This scoured the surface of Shakuras of all life, except for the ones inside the temple, and, therefore, defeated the Zerg force. Later, Zeratul had been captured by Kerrigan and offered to return Raszagal to him. However, Zeratul feared that Raszagal was still under the control of Kerrigan and killed her. Kerrigan, surprisingly, let Zeratul go.
Later on, when Kerrigan had gathered her forces above Char, the remaining Protoss under Artanis (as well as forces commanded by the United Earth Directorate and the Terran Dominion), attempted to stop Kerrigan. However, Kerrigan defeated all three forces, and the remaining Protoss, commanded by Artanis (since Fenix had been killed and Zeratul had disappeared), retreated to Shakuras to begin rebuilding their once grand civilization.

Physiology

Protoss are about three meters tall and have two glowing eyes, digitigrade legs, semi-permeable skin covered in scales, four digits on their hands (of which two are thumbs) and toes, broad chests and shoulders, and narrow waists with slim midsections. Extending back from the crown of the head, Protoss have a bony crest. Beneath it, emerging from the back of the head, are the nerve cords, allowing them to access their racial psionic gestalt. This gestalt is the basis of the Khala.
Protoss are bereft of mouths, noses, or visible ears. Two of the Protoss portraits (namely those of Aldaris and the Arbiter unit) appear to have mouths, but these "mouths" do not ever open. Though it is unknown how their senses of hearing or chemoreception operate, they are widely believed to possess such sensitivites, likely to acute degrees due to their perfected nature. They can communicate telepathically with each other, especially for long distances. Due to their nature (possibly psi-based physiology), which deviates widely from conventional biology as it is understood, illness is unheard of, and their physical resilience and capability is astounding due to the lack of limitations normally posed by typical biological processes.
A Protoss' average life expectancy is about a thousand years (see Matriarch Raszagal), Protoss under 300 years rarely have any significant political positions. Artanis, who is 262 years old, is considered young, despite his powerful military position.
Protoss blood is blue, with a slight iridescence. They also have a psionic pulse encased in a physical body. Once that body is destroyed, the psionic pulse dissipates, flaring with a pale, blue light.
As in humans, coloration is considered a sign of ethnicity, with each Protoss tribe having a specific sutly differing hue or typical pattern of markings associated with it.
The Protoss brain is similar in structure to a human brain. The most noticeable differences lie in the cerebellum, primarily in its size. The Protoss cerebellum is elongated in comparison to humans, resulting in a larger surface area which accounts for the greater cognitive abilities of the Protoss.

Protoss religion

Protoss Religion takes its roots from the wars that plagued Aiur following the retreat of the Xel'Naga. United after several years under the teachings of Khas, the Protoss began to adhere to his teachings of the "Khala", or Path to Ascension. The resulting religion bears a striking resemblance to modern day Hinduism in teachings i.e. it includes a caste-based social system, and even a group of "Untouchables" not considered part of the caste system at all (the Dark Templar). However it is more like Medieval Catholicism in how it is carried out, with a hierarchy and Zealot warriors; the Khala has a caste system and focuses heavily on the teachings of Khas and the ability of the Protoss to use Psionic powers. When Protoss warriors die it is believed that they have reached the "Khala's End."

Religious principles
  • Khala ("Path of Ascension")
  • Dae'Uhl ("Great Stewardship")


Religious figures in Protoss society
  • Khas — A prominent figure in Protoss society, he was the charismatic and spiritual leader who brought an end to the Aeon of Strife by using ancient Xel'Naga artifacts, the Khaydarin Crystals, to unite the warring tribes by calling them into a communal telepathic matrix. The belief that this was necessary for the Protoss to survive became known as the Khala, and is followed by almost all Protoss factions. The Path of Khala is the sole and dominant religion in Protoss society, and societal rank (for example, templar, judicator) and honour are linked with Khala.

  • Adun — Another well known figure in Protoss culture, he is honored by Khalai and Dark Templar alike. A powerful warrior in his time, he was charged with the extermination of the Rogue Tribes by the Conclave. Unable to bring themselves to slaughter their kin, Adun and his troops attempted to hide the heretics. Though he failed, he would be known as a saviour to the Dark Templar, and would gain similar status on Aiur after the myth of the heretics spread, revealing that he "saved" Aiur from the heretics and their "anarchist" ways. The phrase "En Taro Adun" is used by the Protoss as a formal greeting or farewell, and also serves as a battlecry, although "Adun Toridas" seems to be used exclusively by the Dark Templar.

  • Tassadar — He gained a following after his heroic death in defeating the Zerg Overmind. He serves as a contemporary example of Protoss virtues, and some Templar (notably Artanis) have taken to saying "En Taro Tassadar".


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Terran



[source: wikipedia.org]

The Terrans are the name given to the human colonists in the StarCraft universe used to distinguish them from the humans of Earth. They have a genetic history of psionic power, but are generations away from reaching this full potential. Most have no psionic powers. The Terrans have found themselves in the middle of a war between the Protoss and the Zerg, and have struggled to survive amidst the war while also dealing with civil wars. However, some seem to also have made alliances with the Protoss.


Prelude

The ancestors of the Terrans travelled to the Koprulu Sector as a result of a botched colonization experiment conducted by Doran Routhe. They consisted of political prisoners scheduled for termination by the United Powers League, but were instead placed onboard four faster-than-light spacecraft and sent to the world of Gantris IV, but ended up across the galaxy.
They settled three colony worlds: Tarsonis, Moria and Umoja. Eventually the three colonies developed subwarp and warp travel, went to war, and expanded to incorporate multiple worlds. The colonists of Tarsonis formed the Terran Confederacy, which became the most powerful Terran government in the Koprulu Sector.
Ahead of the initial campaign there is a prelude-campaign which outlines the Confederacy stamping out a Korhal-initiated rebellion and the discovery of their research specimens, the Zerg on the planet of Chau Sara.
However, the Zerg still manage to break loose and spread to surrounding Confederate colonies. Marshall James Raynor (known as 'Jim Raynor' to friends) takes up fight with them on his home planet of Mar Sara, but needs the support of the Sons of Korhal to fend them off.
In Episode III and afterwards, Raynor seems to be accepted among the Protoss as an ally. They became true friends in the last chapter in episode III when he, Zeratul and Tassadar fought the Zerg Overmind together, when Tassadar sacrificed himself to destroy the Overmind.


Plotline attributes

  • Basically the same as humans of the 21st century, but they are slowly evolving into a psionically potent race, and, of course, are much more technologically advanced, but still within the same "style" (They still use projectile firearms and rely more on metal and fossil fuels than plasma).

  • Originally were criminals rounded up and cast out on settler ships on a one year trip to a colony world. However, the navigation computer shut off during the trip and they ended up in stasis for 31 years. They ended up scattered across three colony worlds (Moria, Tarsonis, and Umoja).

  • After reuniting with the other colony worlds, Tarsonis established several colony worlds and formed the powerful, dictatorial Terran Confederacy. One colony, Korhal, went into rebellion that was later put down largely through the use of nuclear weaponry. Arcturus Mengsk rounded up a force of rebels, the Sons of Korhal and began to wage a type of guerilla war against the Confederacy.

  • It is in December of 2499 when the Protoss and Zerg arrive in Confederate space, attacking the outlying colony worlds of Chau Sara and Mar Sara, respectively. However, the Protoss were obliterating the Zerg infestation of Chau Sara that had gone (supposedly) unnoticed.


Gameplay attributes

Some noticeable traits of the Terrans.
  • Average power, at a reasonable price
  • High unit efficiency, if the player uses good micromanagement
  • Very high adaptability: only race without location restrictions (can "lift off" and redeploy most of their structures without restriction)
  • Moderately efficient building method
  • Forces are comparatively fragile (although quite powerful offensively) and can easily be overwhelmed by Zerg unless prepared (e.g. marines and firebats stimpacked or in bunkers, tanks in siege mode, etc.) or upgraded
  • The Space Construction Vehicle, or SCV (basic worker unit) can repair all buildings and mechanical units (such as the Battlecruiser), and has more health than the other worker units. It can also itself be repaired.
  • The Medic (Only in the Brood War expansion) can heal all biological ground units, blind enemies with its Optic Flare, and their restoration ability makes terran the only race able to remove harmful effects. Unlike SCVs, who can only fix Terran vehices, Medics can heal biological members of other races (all Zerg ground units, Protoss Zealot, High Templar, Dark Templar).
  • Every offensive unit is ranged – even the Terran Firebat has a range of 2 matrix squares.
  • All units except the Valkyrie (Brood War only) and the Goliath have a "special" or "secondary" ability.
  • With the exception of heroes, the Battlecruiser has the highest hitpoints (500) for a non-structure unit in the game.


Unique abilities
  • Repair — unique SCV ability; it costs minerals and possibly vespene appropriate to the unit or building being repaired. Multiple SCVs can repair the same unit or structure at a faster rate. SCVs are the only unit in the game that can repair structures or mechanical units. However, they may only repair Terran structures or mechanical units.

  • Cloaking — Ghost and Wraith ability; It allows the Ghost or Wraith to become invisible to the naked eye. The ability costs 25 energy when activated and consumes 1 energy/second for the duration of its use. However, it is possible for opponents to see a cloaked unit's "silhouette", and therefore, guess where it is and make "splashed" damage around it with certain units or spells (e.g. Psionic Storm or Ensnare). Ensnare spell and Devourer attacks can also make visible all cloaked units in their splash radius. Also, detecting units of opposing teams will render the Ghost or Wraith visible and vulnerable to direct attack.

  • Spider Mine — Vulture ability; When upgraded, each Vulture comes equipped with 3 Spider Mines that cannot be replenished. When a Spider Mine is set, it "burrows" into the ground and becomes invisible to enemy units without detector support (in a similar manner to the burrowing ability of Zerg units). When a ground unit walks near it (excluding all three worker units, Archons, and Vultures because they are hovering units) or when planted near burrowed units, the spider mine surfaces and skitters toward the enemy unit, even if they are cloaked, causing 125 splash damage upon impact. Spider mines themselves do not render cloaked or burrowed units visible to the player, even if they may do so indirectly by attacking.

  • Lockdown — Ghost ability; it costs 100 energy and makes any non-biological unit (both vehicles and robots) immobile and "useless" for around 60 seconds. The affected vehicle remains vulnerable to enemy attacks in this state but can still be repaired (only for Terran units) or have its shields regenerated by a Shield Battery (only for Protoss units). Only mechanical units can be affected by this, making it extremely effective against Protoss or other Terrans, and making it completely ineffective against Zerg, who use only biological/mutant units.

  • Heal — Medic ability: using 1 energy for 2 health, the Medic will automatically restore the HP of any biological unit (including friendly Protoss and Zerg units) in its sight range. Medics can only Heal one unit at a time, and only one Medic can Heal a unit at a time, so multiple Medics are typically needed for optimum efficiency, which also enables medics to heal each other, since it can't be cast on oneself.

  • Stim Pack — Marine and Firebat ability; it lets the affected units fire and walk twice as fast, with the cost of 10 hit points. Often used in Brood War as the Medic can quickly heal the Marine or Firebat who used the Stim Pack. However, the effect is not cumulative, meaning that using the ability several times rapidly has no greater effect than than using it just once.

  • EMP Shockwave — Science Vessel ability; it drains the energy from everything within the shock radius and, on Protoss units and buildings, drains all shields. This ability is ideal for the preparation for a Nuke against the Protoss, or countering Protoss Archons.

  • Irradiate — Science Vessel ability; it deals up to 250 damage to any biological unit (I.e. any Zerg unit, as well as some Terran and Protoss units) and does splash damage to the units near the irradiated unit. An irradiated zerg can "burrow" and avoid spreading the damage, although it will still take damage itself. For biological Protoss units, it will drain the shield first, then move onto the unit.

  • Defensive Matrix — Science Vessel ability; places a temporary shield with 250 hit points on friendly units that limits incoming attacks to one hit point damage. It can also hinder the damage from Irradiate.

  • Nuclear Strike — Requires a nuclear missile to be built in a nuclear silo (add-on to the Command Center); then a Terran Ghost can "paint" a target for the nuke by pinpointing a red dot on screen. Note that all players will be notified that a nuke is being launched. After a short time, the missile lands, doing 500 or more damage to all nearby buildings, and killing any unit except a Battlecruiser within the blast radius. A nuke will deal either 500 damage or ⅔ of the affected unit's original hit points in damage (armor decreases the damage taken by one point for each point of armor; a Battlecruiser survives a single nuclear strike by virtue of its initial 3 armor) to the target, whichever is greater. Anything within a 4 matrix tile radius of impact will receive full damage; units 2 matrix tiles beyond that receive 50% of the damage; units 2 matrix tiles beyond that receive 25% of the damage. Thus, the nuclear missile explosion has an area of effect of 8 matrix tiles in every direction from the point of impact. If the Ghost does not flee after launching, it will be killed unless it has the Ocular Implants upgrade, which increases the sight radius of the Ghost, thus keeping it out of harm's way (assuming the Ghost targeted the Nuke from its maximum sight range). While the Ghost is guiding the nuke, it can't move, attack or cast other abilities; however, it can remain cloaked if it was cloaked before the Nuke was launched. Killing the Ghost during the "painting" phase of the Nuclear Strike (after the screen has indicated the Nuke launch and before the red dot disappears) cancels the launched Nuke, which is then lost.

  • Yamato Cannon — Battlecruiser ability; it uses 150 energy to charge up and shoot an energy blast that has a range of 10, one of the longest ranges in the game. The blast does 260 explosive damage (100% damage to large units, 75% to medium units, 50% to small units). However, the range of the blast is longer than the sight range of the Battlecruiser, so it is best to scout the target before firing to achieve the longest range. Note that if the targeted unit is destroyed while the cannon is charging up, the cannon will not fire, but will still consume the 150 energy. It is conceptually based on the wave motion gun of Space Battleship Yamato and bears its name to reflect this.

  • Siege Mode — Siege Tank ability; When used, the tank extends stabilizers from its base and changes the weapon in its turret to the Arclite Shock Cannon. It takes a tank around 2 to 3 seconds to deploy in and out of siege mode. While in siege mode, the tank is immobile and has a minimum attack range of 2 matrix squares (making it extremely vulnerable to melee units like the Zergling, Firebat, and Zealot). However, the tank gains the ability to fire high-powered shells (that do 70 explosive damage, plus splash damage to the surrounding area) with a range of 12, farther than any other unit in the game. Note that this range is longer than the sight range of the tank, so it is best to use a scouting unit ahead of the tank.

  • ( a Soviet unit in Yuri's Revenge acts in a similar manner to the siege tank, but the unit is a helicopter, not a tank.)

  • Scanner Sweep — When a ComSat Station is attached to a command center, Terran players can perform Scanner Sweeps, which can be used for temporarily revealing areas under the fog of war, as well as cloaked and burrowed units. It can also be used as a scouting ability to increase the range of a weapon for some units such as the Battlecruiser's Yamato Gun and the Siege Tank in Siege Mode, or to allow the placement of a Nydus Canal by a Zerg ally.


Strategy and Techs

Terran players usually follow one of two main general tech trees: Infantry or Metal.
  • Infantry refers to producing mass numbers of Marines supported by Medics. This strategy is generally used against Zerg opponents and is also called "M&M," referring to the Medic-Marine combo. Firebats can be used to support the marines as well, as their splash damage is extremely effective against massed zealots while marines are generally weak against them. (Off-strategy note: This only counts for the Brood War expansion.)

  • Metal refers to focusing on mechanical units (Tanks, Vultures, Goliaths, Wraiths and Battlecruisers). This strategy is generally used against Protoss and Terran players.

Tank Push
One of the general strategies used to fight against a Protoss. Against Protoss, this strategy will usually start out from the front of the Terran base. Then the Terran will slowly push there way across with Tanks, Vultures, and other addtional units to support Tanks. If start a early push right away and containing the Protoss at front as quickly as possible, could give you the control of the map or any advantages. It is important to create some obstacles, such as your buildings, for the Protoss to make it harder for them. This strategy can only work on certain maps.

Massive Drop
One of the general strategies used against another Terran. It deals with using Tanks and Goliaths inside dropships, and the more dropships you have the better then land them into the enemy base. This strategy requires a large amount of gas to be effective. It also requires you to do some harassments to keep the enemy under pressure. A wraith, for example, can a be a harassment, but it also lets your enemy know you have a starport. This also allows you to expand early to stock up on gas. A Terran VS Terran will usually be a gases battle.

Goliath All-out
An optional strategy that can be used against any race, and most prefer using this against a random. This strategy will require you to construct an early defense and then an early harassment (usually vultures to buy time). once you've succeeded on your harassment, you will now get an early start on Goliaths. Goliaths costs 100 minerals and 50 gas, not too expensive, and not too cheap which makes Goliaths very easy to maintain. Goliaths will require some addition help from other Terran units depending on the race. In addition, Goliaths also have various flaws that you need make sure is prevented.


Terran Tricks

Medic block
By forming a wall of medics around a cluster of marines, a Terran player can prevent his/her marines from being hurt from melee attacks, at the same time healing them from any other attacks. Very effective against any melee unit (i.e. Zerglings, Zealots).

Allied Mines
By using the vulture units, you place mines around a particular part of the map. This requires the Terran user to ally the enemy until the enemy lands on your trap. Once the enemy force has been place on top of your mines, you unally the enemy to allow the mines to explode. It is considered an illegal bug especially in most Starcraft tournaments.

Floating Buildings
Floating buildings can be a form of harassment, scouting, etc. In the case of harassment, Terran will secretly build a production building, such as the Factory, right next to enemy base and float it towards the enemy's ground. Land it on an unseen territory on their base, and begin producing units to destroy the enemy peons. The floating building can also be used to increase sight range for your units such as the Siege Tank (that has range further than its sight range) and to scout.

Terran Wall
The Terran Wall is very commonly used to ensure safety among most lower-leveled players, or used to protect Gosus so that they can tech, etc. This deals with constructing supply depots and usually one barrack at the entrance to completely shut off any enemy units to reach into your base while your ranged units are free to fire. The Barrack is used for allowing you to leave your base anytime like a castle gate; you can lift up the barrack to leave, and land it to close your gate to maintain protection from ground units.

Irradiating Self's Science Vessel
Metal units cannot be harmed by Irradiate but will harm the living units around it. Most players will used two or more Science Vessels to Irradiate themselves since Science Vessels are mechanical units. Once your Science Vessels are Irradiated, you can now use them to attack the enemy's living ground units by moving the Science Vessels up close.

Loading and Unloading Siege Tanks
The user must have good micromanagement to make this more efficient. Only Siege Tanks and Goliaths attack right away when unloading them from the Dropship. The purpose of the dropship is to prevent enemy fire from hitting the Siege Tank. Such as Protoss Dragoon, it takes time for the enemy fire to reach the Siege Tank. You load up the Siege Tank into the Dropship in order to dodge the Dragoon's fire and place it right back down.


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