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As the  military  leader for your species, you must gather the resources you need to train and expand your forces and lead them to victory. 30 unique missions will  challenge you across three different campaigns as you control the fate of the galaxy. Or play online versus other human enemies or allies, and concur the universe using  BattleNet .   Terran Protoss Zerg
[object Object],Wireframe Model:  Produces: SCV Comsat Nuclear Silo
[object Object],Wireframe Model:  Produces:  Evolve:  Larva Burrow
[object Object],Wireframe Model:  Produces:  Evolve:  Larva Burrow Ventral Sacs  Antennae   Pneumatized Carapace
[object Object],Wireframe Model:  Produces:  Evolve:  Larva Burrow Ventral Sacs  Antennae   Pneumatized Carapace
[object Object],Wireframe Model:  Produces: Probe
Wireframe Model:  Produces:   8 Supply Units Terran Supply Depot   Cost 100 Hit Points: 500 Armor Type: Heavy Armor: 1 The Supply Depot is required to produce units. Each Supply Depot provides 8  Supply Units  .
Wireframe Model:  Produces:   9 Supply Units Protoss Pylon   Cost 100 Hit Points: 300 Plasma Shields: 300 Armor Type: Heavy Armor: 1 The Pylons serve as the power conduit through which all other Protoss structures are supported. The only structure not dependant on the Pylon power supply is the Nexus. Guard them well for if a pylon is destroyed, all structures within its range of influence will become unpowered and unable to function (unless it resides within the range of a secondary pylon).
Wireframe Model:  Produces: Terran Barrack   Cost 150 Hit Points: 1000 Armor Type: Heavy Armor: 1 The Barracks is responsible for training and producing  Marines ,  Firebats ,  Ghosts  and  Medics  . It is also the root for the  Advanced Building Tech Tree .  Marine  Firebat  Ghost  Medic
Zealot  Dragoon  High Templar  Dark Templar Wireframe Model:  Produces: Protoss Gateway   Cost 150 Hit Points: 500 Plasma Shields: 500 Armor Type: Heavy Armor: 1 The Gateway is the portal through which the vanguard of the Protoss forces arrive. Produced units include, the Zealot, Dragoon, High Templar and the Dark Templar. When resources are in abundance, a greater number of Gateways can be a huge asset to any Protoss colony.
Drone  Overlord  Zergling  Hydralisk Wireframe Model:  Produces: Zerg Hatchery Cost: 300  Hit Points: 1250 Armor Type: Heavy Armor: 1   The basic Hatchery, can evolve into a Lair once a Spawning Pool is created. Three Larva can be with one Hatchery at one time. These larva can be morphed into the basic Hatchery level units.
Wireframe Model:  Produces: Cost: 150  100  Hit Points: 1300 Armor Type: Heavy Armor: 1 Requires:  Factory Wraith  Dropship  Battlecruiser  Science Vessel  Valkyrie  The Starport is responsible for training and producing  Wraiths ,  Dropships ,  Battlecruisers ,  Science Vessels  and  Valkyries . A  Control Tower  can be attached for special ability unit upgrades as well as producing the more advanced aerial units.
Scout  Carrier  Arbiter  Corsair  Wireframe Model:  Produces: Protoss Stargate  Cost: 150  150  Hit Points: 600 Plasma Shields: 600 Armor Type: Heavy Armor: 1  The Protoss Aerial Fleet uses the Stargate as their means of warp transport. The Scout, Carrier, Arbiter and Corsair make up the core units of the Fleet and their aerial might is second to none. However, the resources required to warp each of these units is substantial, so be sure to have an abundance of resources before amassing the Fleet.
Shuttle  Reaver  Observer  Wireframe Model:  Produces: Robotics Facility  Cost: 200  200  Hit Points: 500 Plasma Shields: 500 Armor Type: Heavy Armor: 1 The Robotics Facility is responsible for the manufacturing of the non-organic units of the Protoss army. Produced here are the Shuttle, Reaver and Observer. Each is controlled by a highly trained Master of Robotics and although each of these automatons are soulless, they can be the factor that determines the outcome of a battle.
Hit Points: 80 Plasma Shields: 60 Size: Large Supply: 2 Cost: 200  Build Time: 40 Produced at: Robotics Facility Shuttle   Reaver  Observer Base Ground Attack: 16 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 22 Production Hot Key: Z The Shuttle has the limited capacity of 8 Slots for unit transport. Specific numbers are as follows:  Probe - Requires 1 slot (8 Max) Zealot - Requires 2 slot (4 Max) Dragoon - Requires 4 slots (2 Max) Reaver - Requires 4 slots (2 Max) Archon - Requires 4 slots (2 Max) Dark Archon - Requires 4 slots (2 Max) High Templar - Requires 2 slots (4 Max) Dark Templar - Requires 2 slots (4 Max)
Shuttle  Reaver   Observer Base Ground Attack: 16 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 22 Production Hot Key: Z The Zealot is the backbone warrior of the Protoss ground forces. While Terrans use a carefully controlled combination of ground troops and the Zerg must spend time and resources to research Hydralisks, Zealots are available to the Protoss almost immediately. A key Zealot weakness is their inability to engage airborne units.  Hit Points: 100 Plasma Shields: 60 Size: Small Supply: 2 Cost: 100  Build Time: 40 Produced at: Gateway Requires: Gateway
Shuttle  Reaver  Observer Hit Points: 100 Plasma Shields: 60 Size: Small Supply: 2 Cost: 100  Build Time: 40 Produced at: Gateway Requires: Gateway Base Ground Attack: 16 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 22 Production Hot Key: Z The Zealot is the backbone warrior of the Protoss ground forces. While Terrans use a carefully controlled combination of ground troops and the Zerg must spend time and resources to research Hydralisks, Zealots are available to the Protoss almost immediately. A key Zealot weakness is their inability to engage airborne units.
Hit Points: 80 Size: Medium Supply: 2 Cost: 50  150  Build Time: 50 Produced at: Hive/Hatchery Requires: Defiler Mound  The Defiler draws its strength from the metasynaptic energy it creates. With that energy, the Defiler can unleash abilities like Plague and Dark Swarm that can demolish enemy forces unfortunate enough to be caught by the effects. In addition, the Defiler can also be evolved to include the ability to Consume other Zerg units from the same brood. Upon consumption, the Defiler's energy is partially recharged, allowing it to continue to use its other abilities without having to waste the time it usually takes to wait for energy to recharge. For more details about these abilities refer  to the Special Abilities section.  Energy: 200 (Upgrade to 250) Base Ground Attack: N/A Base Air Attack: N/A Base Armor: 1 Range: N/A Sight: 10 Cooldown: N/A Production Hot Key: F Defiler  Ultralisk  Guardain  Devourer
Hit Points: 400 Size: Large Supply: 4 Cost: 200  200  Build Time: 60 Produced at: Hive/Hatchery Requires: Ultralisk Cavern The enormous Ultralisk is the crown of Zerg evolution, with its 400 HP of vitality and 20 base damage it can inflict in a single blow. The amount of punishment an Ultralisk can take is almost unreal and in groups, these gargantuan monsters can tear down even the most stalwart defenses of any race. Despite their huge size, Ultralisks can still be transported within Overlords or through Nydus Canals and can prove to be a nasty surprise in a sneak attack or  ambush.  Defiler   Ultralisk   Guardain  Devourer Base Ground Attack: 20 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 15 Production Hot Key: U
Hit Points: 150 Size: Large Supply: 2 Cost: 50  100  Build Time: 40 Produced from: Mutalisk Requires: Greater Spire Producible once the Spire is evolved into a Greater Spire, the Guardian is morphed from the Mutalisk. Once the transformation is complete, the Guardian form is permanent and the Mutalisk is no longer recoverable. The Guardian is one of the most powerful Zerg assault units with an incredible attack range and an attack that inflicts a full 20 base points of normal damage. In addition to the awesome attack potential, the Guardian also has 2 points of base armor,  making it more resistant to attack  than most units.  Defiler   Ultralisk  Guardain   Devourer Base Ground Attack: 20 Base Air Attack: N/A Base Armor: 2 Range: 8 Sight: 11 Cooldown: 30 Production Hot Key: G
Hit Points: 250 Size: Large Supply: 2 Cost: 150  50  Build Time: 40 Produced from: Mutalisk Requires: Greater Spire The venom of the Devourer consists of toxins that can eat through any known substance, including the reinforced armor plating of Terran and Protoss capital ships. The venom also contains Acid Spores that hinder the fighting ability of the target, and these Spores often splash off the target to hit additional nearby enemy craft. One of the interesting side effects of the Devourer's Acid Spores is that the Spores can be used to counter cloaked units.   Defiler   Ultralisk  Guardain  Devourer Base Ground Attack: N/A Base Air Attack: 25e Base Armor: 2 Range: 6 Sight: 10 Cooldown: 100 Production Hot Key: D
Wireframe Model:  Produces: Terran Barrack   Cost: 200  100  Hit Points: 1250 Armor Type: Heavy Armor: 1 Requires:  Barracks Vulture  Siege Tank  Goliath The Factory is responsible for training and producing  Vultures ,  Siege Tanks  and  Goliaths .
Vulture Hit Points:  80 Size:  Medium Supply:  2 Cost:  75  Build Time:  30 Trained at:  Factory Requires:  Barracks, Factory  Ground Attack:  20c (Upgrade to +6) Air Attack:  None Range:  5 Sight:  8 Armor:  0 (Upgrade to +3) Dropship Carries:  4 Vultures Production Hot key:   V Vultures do 20 Concussive Attack (50% damage to Medium Units 25% damage to Large Units, 100% against small units). Vultures are very inexpensive, 75 minerals. In situations where gas is scarce, investing in some Vultures can pay off. But by far, Vulture's largest advantage is with their spider mines.  Vulture   Siege Tank  Goliath
Tank Hit Points:  150 Size:  Large Supply:  2 Cost:  150  100  Build Time:  50 Trained at:  Factory Requires:  Barracks, Factory, Machine Shop for Siege Mode. Ground Attack in Tank Mode: 30e (Upgrade to +9) Ground Attack in Siege Tank Mode: 70e (Upgrade to +15) Air Attack:  None Range:  6/12 Sight:  10 Armor:  1 (Upgrade to +3) Dropship Carries:  2 Tanks Production Hot key:   T Siege Tanks have an Explosive Attack (50% damage to Small Units 75% damage to Medium Units, and full damage to Large units). The Opposite of Plasma/Concussive damage. Siege Tanks have splash damage (Such as that will damage both your units as well as any enemy units.   Vulture  Siege Tank   Goliath
Goliath Size:  Large Supply:  2 Cost:  100  50  Build Time:  30 Trained at:  Factory Requires:  Barracks, Factory, Armory  Hit Points:  125 Ground Attack:  12 (Upgrade to +3) Air Attack:  20e (Upgrade to +12) Range:  5 Sight:  8 Armor:  1 (Upgrade to +3) Dropship Carries:  4 Goliaths Production Hot key:   G   The one-man Goliath’s arsenal consists of twin anti-armor 20mm Auto-Cannons and Hellfire Missiles for anti-air support. Goliaths have an Explosive air attack (50% damage to Small Units 75% damage to Medium Units).  Vulture  Siege Tank  Goliath
Hit Points: 120 Size: Small Supply: 2 Cost: 100  100  Build Time: 40 Produced at: Lair/Hatchery Requires: Spire Mutalisk   Scourge  Queen  Lurker Base Ground Attack: 9 Base Air Attack: 9 Base Armor: 0 Range: 3 Sight: 7 Cooldown: 30 Production Hot Key: M The Mutalisk serves as the basic flying support unit for the Zerg and has the ability to strike both air and ground targets. The Small size classification of the Mutalisks can become critical if an enemy begins producing anti-air units with explosive attacks like Hydralisks, Goliaths or Dragoons since the Mutalisks will only take 50% damage. When the Spire is morphing into a Greater Spire, the Mutalisk can morph into A  Guardain  or  Devourer .
Hit Points: 25 Size: Small Supply: 1 Cost: 25  75  Build Time: 30 Produced at: Lair/Hatchery Requires: Spire  Mutalisk  Scourge   Queen  Lurker Base Ground Attack: N/A Base Air Attack: 110 Base Armor: 0 Range: 1 Sight: 5 Cooldown: Instant Production Hot Key: S The Scourge serve as kamikaze-attack flying units, capable of causing 110 damage to aerial targets. Like Zerglings, Scourge spawn in pairs from a single Larva and can be produced in mass numbers in a very short period of time.
Hit Points: 120 Size: Medium Supply: 2 Cost: 100  100  Build Time: 50 Produced at: Lair/Hatchery Requires: Queen's Nest Mutalisk  Scourge  Queen   Lurker A Queen has no physical attack of its own, but it does have the ability to hover through the air at great speeds, allowing it to escape from harm relatively quickly. What makes the Queen a truly deadly Zerg breed are the abilities it has at its disposal including: Ensnare, Spawn Broodling and Parasite. For more details on these abilities, check out the Special Abilities section below.  Energy: 200 (Upgrade to 250) Base Ground Attack: N/A Base Air Attack: N/A Base Armor: 0 Range: N/A Sight: 10 Cooldown: N/A Production Hot Key: Q
Hit Points: 125 Size: Large Supply: 2 Cost: 50  100  Build Time: 40 Produced from: Hydralisk Requires: Hydralisk Den, Lair Mutalisk  Scourge  Queen  Lurker Once underground, a Lurker can utilize a series of spines that rip up through the ground in a straight line from the Lurker to its target. These spines continue to their maximum attack range, regardless of where the targeted unit lies within that path and every enemy unit in the path of the spines will take damage. Note, however, that the damage will also be inflicted on allied units as well, so take caution when attacking with an ally, lest the Lurkers ravage friendly forces as well.  Base Ground Attack: 20s Base Air Attack: N/A Base Armor: 1 Range: 6 Sight: 8 Cooldown: 37 Production Hot Key: L
Scout  Carrier  Arbiter  Corsair Hit Points: 150 Plasma Shields: 100 Size: Large Supply: 3 Cost: 275  125  Build Time: 80 Produced at: Stargate Requires: Stargate Base Ground Attack: 8 Base Air Attack: 28e Base Armor: 0 Range: 4 Sight: 8/10 Upgraded Cooldown: 30Gnd/22Air Production Hot Key: S   Scouts are armed with both air-to-air Missiles and ground-attack guns, making them effective against all targets. While Scouts are able to attack ground units, they are not always the best option (unless the enemy has no anti-air attack units) due to their long cooldown times between ground attacks.
Scout  Carrier   Arbiter  Corsair Hit Points: 300 Plasma Shields: 150 Size: Large Supply: 6 Cost: 350  250  Build Time: 140 Produced at: Stargate Requires: Fleet Beacon   Base Ground Attack: 6 Base Air Attack: 6 Base Armor: 4 Range: 8 Sight: 11 Cooldown: N/A Production Hot Key: C  The Carrier is a powerful and terrifying unit when seen in numbers. While the Carrier itself has no attack ability, the Interceptors it deploys can be anything from annoying to downright deadly. The Carrier can carry up to 4 Interceptors to begin with, and when given the Capacity upgrade, they can carry up to a maximum of 8 Interceptors.
Scout  Carrier  Arbiter   Corsair The two main reasons to build Arbiters are for the ability to cloak groups of nearby units at any time, and for the special abilities, Recall and Stasis Field. Troops entering the warp rift are teleported back to the Arbiter that formed the field.   Hit Points: 200 Plasma Shields: 150 Size: Large Supply: 4 Cost: 100  350  Build Time: 160 Produced at: Stargate Requires: Arbiter Tribunal Energy: 200  (Upgrade to 250) Base Ground Attack: 10e Base Air Attack: 10e Base Armor: 1 Range: 5 Sight: 9 Cooldown: 45 Production Hot Key: A
Scout  Carrier  Arbiter  Corsair Hit Points: 100 Plasma Shields: 80 Size: Medium Supply: 2 Cost: 150  100  Build Time: 40 Produced at: Stargate Requires: Stargate Employing a devastating Neutron Flare in a ship to ship combat, the Corsair is a versatile addition to the Protoss fleet.   With its powerful Disruption Web, the Corsair can even prevent warriors deployed on planetary surfaces or defensive structures from attacking.  Energy: 200 (Upgrade to 250) Base Ground Attack: N/A Base Air Attack: 5es Base Armor: 1 Range: 5 Sight: 9 Cooldown: 8 Production Hot Key: O
Wraith Hit Points:  120 Size:  Large Supply:  2 Cost:  150  100  Build Time:  60 Trained at:  Starport Requires:  Factory, Starport  Energy:  200 (Upgrade to 250) Ground Attack:  8 (Upgrade to +3) Air Attack:  20e (Upgrade to +6) Range:  5 Sight:  7 Armor:  0 (Upgrade to +3) Production Hot key:   W The one-man Goliath’s arsenal consists of twin anti-armor 20mm Auto-Cannons and Hellfire Missiles for anti-air support. Goliaths have an Explosive air attack (50% damage to Small Units 75% damage to Medium Units).  Wraith   Dropship  Battlecruiser  Science Vessel  Valkyrie
Dropship Hit Points:  150 Size:  Large Supply:  2 Cost:  100  100  Build Time:  50 Trained at:  Starport Requires:  Factory, Starport, Control Tower  Ground Attack:  None Air Attack:  None Sight:  8 Armor:  1 (Upgrade to +3) Production Hot key:   D The Dropship provides 8 slots for transporting. Marines, Firebats, and Ghosts each use 1 slot. Vultures and Goliaths use 2 slots apiece. Tanks use 4 slots. Wraith  Dropship   Battlecruiser  Science Vessel  Valkyrie
Hit Points:  500 Size:  Large Supply:  6 Cost:  400  300  Build Time:  160 Trained at:  Starport Requires:  Factory, Starport, Control Tower, Science Facility with Physics lab add-on.   Battlecrusier The Battlecruiser is the powerhouse of the Terran arsenal. It is often misused and under realized. Battlecruisers take an incredibly long time to build because of their size and power. In small numbers Battlecruisers are easily killed. A Battlecruisers strength lies in its high hit points, ability to be repaired, and Yamato Cannon.   Wraith  Dropship  Battlecruiser   Science Vessel  Valkyrie  Energy:  200 (Upgrade to 250) Ground Attack:  25(Upgrade to +9, +3 per upgrade) Air Attack:  25(Upgrade to +9, +3 per upgrade) Range:  6/10(Yamato) Sight:  11 Armor:  3 (Upgrade to +3) Production Hot key:   B
Vessel Hit Points:  200 Size:  Large Supply:  2 Cost:  100  225  Build Time:  80 Trained at:  Starport Requires:  Factory, Starport, Science Facility.  Energy:  200 (Upgrade to 250) Ground Attack:  None Air Attack:  None Sight:  10 Armor:  1 (Upgrade to +3) Production Hot key:   V The Vessel is used as a flying detector that can see cloaked units. It has two special abilities; EMP Shockwave, and Irradiate.  Wraith  Dropship  Battlecruiser  Science Vessel   Valkyrie
Valkyrie Hit Points:  200 Size:  Large Supply:  3 Cost:  250  125  Build Time:  60 Trained at:  Starport Requires:  Armory, Control Tower   Ground Attack:  None Air Attack:  6e per missile (Upgrade to +3) Range:  6 Sight:  8 Armor:  2 (Upgrade to +3) Production Hot key:   Y The Valkyrie employs an air-to-air attack that issues a volley of eight small missiles at its target. The missiles impact not only on their target, but also damage any enemy units within a 3 x 3 matrix area. Each missile does a small amount of splash damage in this target area.  Wraith  Dropship  Battlecruiser  Science Vessel  Valkyrie
Hit Points: 40 Size: Small Supply: 1 Cost: 50  Build Time: 20 Produced at: Hatchery Requires: Hatchery Drone  Overlord  Zergling  Hydralisk Base Ground Attack: 5 Base Air Attack: N/A Base Armor: 0 Range: 1 Sight: 7 Cooldown: 22 Production Hot Key: D Like the  Larvae  from which they hatch, Zerg Drones contain within them the genetic code required to morph into any of the large Zerg "buildings", which are actually living (but immobile) structures. They can only grow on areas where the Creep has established itself, as they require its nourishment and building material. The Drones also harvest any raw materials that are needed.
Hit Points: 200 Size: Large Supply: N/A Cost: 100  Build Time: 40 Produced at: Hatchery Requires: Hatchery Drone   Overlord   Zergling  Hydralisk Base Ground Attack: N/A Base Air Attack: N/A Base Armor: 0 Range: N/A Sight: 9 (11 with upgrade) Cooldown: N/A Production Hot Key: O   With the ability to transport, detect cloaked/burrowed units, fly and provide "supply" units for the Zerg, the key to winning most battles will lie in the utilization of every ability the Overlord has to offer. Once those abilities are mastered, the Zerg can truly become a race to be feared. As the provider of control and direction for the Zerg breeds (similar to the Terran Supply Depots or the Protoss Pylons in terms of "supply"), producing many Overlords is a requirement for colony growth.
Hit Points: 35 Size: Small Supply: 1 Cost: 25  Build Time: 28 Produced at: Hatchery Requires: Spawning Pool  Drone   Overlord  Zergling   Hydralisk Base Ground Attack: 5 Base Air Attack: N/A Base Armor: 0 Range: 1 Sight: 5 Cooldown: 8 (6 with upgrade) Production Hot Key: Z  Zerglings are the first producible attack units the Zerg have at their disposal. With the ability to spawn in pairs, they can be produced in large numbers in a very short period of time. They serve as prime choices for rushing and depending on the build order used, they can execute the fastest rush in the game.
Hit Points: 80 Size: Medium Supply: 1 Cost: 75  25  Build Time: 28 Produced at: Hatchery Requires: Hydralisk Den Drone   Overlord  Zergling  Hydralisk Base Ground Attack: 10e Base Air Attack: 10e Base Armor: 0 Range: 4 (5 with upgrade) Sight: 6 Cooldown: 15 Production Hot Key: H  The Hydralisk is easily the most versatile breed for the Zerg. With the ability to strike both ground and air targets, Burrow (once evolved), and health regeneration, the Hydralisk is a force to be reckoned with. Also with their short build times and relatively low cost, they can be produced in mass numbers to overwhelm the enemy.   With a Lair The Hydralisk can morph into a  Lurker .
Zealot  Dragoon  High Templar  Dark Templar Hit Points: 100 Plasma Shields: 60 Size: Small Supply: 2 Cost: 100  Build Time: 40 Produced at: Gateway Requires: Gateway Base Ground Attack: 16 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 22 Production Hot Key: Z The Zealot is the backbone warrior of the Protoss ground forces. While Terrans use a carefully controlled combination of ground troops and the Zerg must spend time and resources to research Hydralisks, Zealots are available to the Protoss almost immediately. A key Zealot weakness is their inability to engage airborne units.
Zealot   Dragoon   High Templar  Dark Templar Base Ground Attack: 20e Base Air Attack: 20e Base Armor: 1 Range: 4/6 Upgraded Sight: 8 Cooldown: 30 Production Hot Key: D   As one of the few Protoss ground units with the ability to strike both land and air targets, the Dragoon is an essential element for a well-balanced Protoss force. Protoss players should make a habit of using a mixed force of Zealots and Dragoons when building basic ground forces. The key weakness of the Dragoon is the long cooldown time between attacks, especially when changing targets.  Hit Points: 100 Plasma Shields: 80 Size: Large Supply: 2 Cost: 125  50  Build Time: 40 Produced at: Gateway Requires: Cybernetics Core
Zealot   Dragoon  High Templar   Dark Templar Energy: 200  (Upgrade to 250) Base Ground Attack: N/A Base Air Attack: N/A Base Armor: 0 Range: N/A Sight: 7 Cooldown: N/A Production Hot Key: T The sight of enemy forces being torn apart by a Psionic Storm or wasting their firepower on projected Hallucinations is proof enough of the battlefield superiority that the High Templar can give to the Protoss. Although High Templar are powerless when it comes to physical attacks, their special abilities -- as well as their potential to sacrifice themselves to form mighty Archons -- make them a threat that cannot be ignored.  Hit Points: 40 Plasma Shields: 40 Size: Small Supply: 2 Cost: 50  150  Build Time: 50 Produced at: Gateway Requires: Templar Archives
Zealot   Dragoon  High Templar  Dark Templar Hit Points: 80 Plasma Shields: 40 Size: Small Supply: 2 Cost: 125  100  Build Time: 50 Produced at: Gateway Requires: Templar  Archives  Base Ground Attack: 40 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 30 Production Hot Key: K The permanent cloaking ability of all Dark Templar make them particularly useful for any ground assault or defense, particularly against the Terrans, who have limited detection abilities during the early stages of a game. When facing other Protoss players Photon Cannons can be used for static defensive cloak detection. Downside: their inability to attack aerial units.
Base Ground Attack: 30s Base Air Attack: 30s Base Armor: 0 Range: 2 Sight: 8 Cooldown: 20 Production Hot Key: N/A   The Archon Merge process is initiated when at least two High Templar are selected and the Summon Archon command is issued. Protected by an immense energy shield, the fiery form of the Archon can wade through countless enemy troops, destroying them with massive bolts of raw Psionic energy.  Hit Points: 10 Plasma Shields: 350 Size: Large Supply: 4 Cost: N/A Build Time: 20 Produced at: N/A Requires:  2 High Templar
Base Ground Attack: 30s Base Air Attack: 30s Base Armor: 0 Range: 2 Sight: 8 Cooldown: 20 Production Hot Key: N/A   The Archon Merge process is initiated when at least two High Templar are selected and the Summon Archon command is issued. Protected by an immense energy shield, the fiery form of the Archon can wade through countless enemy troops, destroying them with massive bolts of raw Psionic energy.  Hit Points: 10 Plasma Shields: 350 Size: Large Supply: 4 Cost: N/A Build Time: 20 Produced at: N/A Requires:  2 High Templar
Marine Hit Points:  40 Size:  Small Supply:  1 Cost:  50  Build Time:  24 Trained at:  Barracks Requires:  Barracks   Ground Attack:  6 (Upgrade to  + 3  ) Air Attack:  6 (Upgrade to +3  ) Range:  4 (Upgrade to +1  ) Sight:  7 Armor:  0 (Upgrade to +3  ) Dropship Carries:  8 Marines Production Hot key:   M   Marine   Firebat  Ghost  Medic At first glance, one might wonder about the usefulness of such a little soldier, but when properly used, Marines are a very important part of the Terran arsenal. Marines do  Normal  damage against all types of units.
Firebat Hit Points:  50 Size:  Small Supply:  1 Cost:  50  25  Build Time:  24 Trained at:  Barracks Requires:  Barracks, Academy   Ground Attack:  6 (Upgrade to  + 3  ) Air Attack:  6 none Range:  2  Sight:  7 Armor:  1 (Upgrade to +3  ) Dropship Carries:  8 Firebats Production Hot key:   F   Marine  Firebat   Ghost  Medic Firebats do Splash damage. The Splash damage affects only enemy units. It will not hurt your own units even in close tight battles.
Energy:200  (Upgrade to 250)   Ground Attack: 10c (Upgrade to  + 3  ) Air Attack:  10c (upgrade to +3  ) Range:  7  Sight:  9 (Upgrade to +2  )   Armor:  0 (Upgrade to +3  ) Dropship Carries:  8 Ghosts Production Hot key:   G   Ghost Hit Points:  45 Size:  Small Supply:  1 Cost:  25  75  Build Time:  50 Trained at:  Barracks Requires:  Barracks, Academy, Science Facility and Covert Ops add-on  Marine  Firebat  Ghost   Medic Ghosts do 10 Concussive Attack (50% damage to Medium Units 25% damage to Large Units).  They are able to cloak, and lockdown mechanized units. There is also the Nuke…..
Sight:  9  Armor:  1 (Upgrade to +3  ) Dropship Carries:  8 Medics Production Hot key:   M   Medic Hit Points:  60 Size:  Small Supply:  1 Cost:  50  25  Build Time:  30 Trained at:  Barracks Requires:  Barracks, Academy Marine  Firebat  Ghost  Medic
Terran Engineering Bay   Wireframe Model:  3 Level Upgrades for:  Infantry  Weapons  Armor Cost: 125  Hit Points: 850 Armor Type: Heavy Armor: 1 The Engineering Bay provides the  Infantry Weapons  and  Infantry Armor  upgrades for all  Barracks  Units.
Wireframe Model  Terran Refinery  Cost: 100   Hit Points: 500 Armor Type: Heavy Armor: 1 In order to harvest Vespene Gas, a Refinery must be built atop the geyser.
Infantry Weapons   Infantry Armor     Research U-238 Shells   Marine Research Stim Pack Tech
Infantry Weapons   Infantry Armor     Firebat Research Stim Pack Tech
Infantry Weapons   Infantry Armor     Ghost Research Ocular Implants   Research Moebius Reactor Nuke
Ghost Nuke  Cost: Armed silo requirement   Ghosts have the special ability of being able to Launch a Nuclear Strike. To launch a Nuke, first you must build a Nuclear Silo, which is an attachment to the Command Center. Then you Arm the Nuclear Silo. Next you will need a Ghost. To make Ghosts you will need an Academy, Science Facility and Covert Ops add-on. Next you must use a Ghost to spot for the Nuke. Select where you want the Nuke to land, making sure the Ghosts Launches as far away from the target as possible. Once you have launched the Nuke, all players will receive the message and sound: "Nuclear Launch Detected"
Infantry Armor Level 1: 100  100  Level 2: 175  175  Level 3: 250  250     Researching these three upgrades at the Engineering Bay will increase the armor of your Medics by +3 (+1 per Level).  Medic
Infantry Armor Level 1: 100  100  Level 2: 175  175  Level 3: 250  250     Researching these three upgrades at the Engineering Bay will increase the armor of your Ghost by +3 (+1 per Level).  Ghost
Infantry Armor Level 1: 100  100  Level 2: 175  175  Level 3: 250  250     Researching these three upgrades at the Engineering Bay will increase the armor of your Medics by +3 (+1 per Level).  Medic
Medic Research Caduceus Reactor  150  150  (+50 Medic energy) This upgrade increases the top energy limit to 250. This is a must when using the Medic's abilities. Medics can not only heal more often but they can also use the extra energy for Restoration and Optic Flares.
Medic Heal  Cost: 1  for every 2HP healed  Range:2 The Medic starts with this ability and may use it to heal damage done to any ground biological units, including the Protoss Zealot, Dark Templar, High Templar and all Zerg ground units.  Medics heal automatically. If a ground unit that requires healing comes in range, the Medics will automatically move to heal them unless you instruct them to do otherwise.
Medic Research Restoration  Cost: 50   100  100  The Medic may use this ability on any unit to remove harmful effects such as Lockdown, Optic Flares, Irradiate, Devourer Acid Spores, Plague, Ensnare and Parasites (does not affect Stasis Field).
Medic Research Optical Flare  Cost: 75   100  100  The sight range of the targeted unit is permanently reduced to 1 matrix, unless the condition is Restored by a Medic. This also removes any detection ability that unit may possess. The affected unit will display a 'Blinded' tag in its information box when selected.
Infantry Armor     Medic Research Caduceus Reactor   Heal Research Restoration Research Optical Flare
Infantry Weapons   Infantry Armor     Research U-238 Shells   Marine Research Stim Pack Tech
Infantry Weapons   Marine Level 1:  100  100  Level 2:  175  175  Level 3:  250  250  Researching these three upgrades at the Engineering Bay will increase the weapons of your Marines  by +3 (+1 a Level)
Infantry Weapons   Ghost Level 1:  100  100  Level 2:  175  175  Level 3:  250  250  Researching these three upgrades at the Engineering Bay will increase the weapons of your Ghost  by +3 (+1 a Level)
Infantry Weapons   Firebat Level 1:  100  100  Level 2:  175  175  Level 3:  250  250  Researching these three upgrades at the Engineering Bay will increase the weapons of your Firebat by +6 (+2 per Weapons Upgrade).
Infantry Armor   Marine Level 1:  100  100  Level 2:  175  175  Level 3:  250  250  Researching these three upgrades at the Engineering Bay will increase the armor and weapons of your Marines by +3 (+1 a Level)
Infantry Armor   Firebat Level 1:  100  100  Level 2:  175  175  Level 3:  250  250  Researching these three upgrades at the Engineering Bay will increase the armor of your Firebat by +3.
Infantry Armor   Marine Level 1:  100  100  Level 2:  175  175  Level 3:  250  250  Researching these three upgrades at the Engineering Bay will increase the armor and weapons of your Marines by +3 (+1 a Level)
Research U-238 Shells   The second most useful upgrade for your Marines, U-238 shells allow Marines to hit targets at further distances. This increases their effectiveness by a large amount, especially for Marines used in Bunkers.   Marine 150  150  Increased Marine attack range
Research Stim Pack Tech   Marine 100  100  Cost:  10 Health   By far the most useful upgrade for your Marines (and Firebats), Stim Packs when used, allow Marines to both fire at a faster rate and their ground speed also increases significantly. Stim Packs allow squads of Marines to win battles you never thought possible. There is  a cost however, 10 hit points are lost for every use of Stim pack.
Research Stim Pack Tech   Firebat 100  100  Cost:  10 Health   By far the most useful upgrade for your Marines (and Firebats), Stim Packs when used, allow Firebats to both fire at a faster rate and their ground speed also increases significantly. Stim Packs allow squads of Marines to win battles you never thought possible. There is  a cost however, 10 hit points are lost for every use of Stim pack.
Wireframe Model  Terran Missile Turret   Cost: 75   Hit Points: 200 Air Attack: 20e  Sight Range: 11 Ground Attack: N/A  Detection Range: 7  Armor Type: Heavy Armor: 1 Requires: Engineering Bay The Missile Turret provides anti-air defense as well as detection against any incoming  cloaked  units.
Wireframe Model  Terran Academy   Cost: 150  Hit Points: 600 Armor Type: Heavy Armor: 1 Requires:  Barracks   The Academy provides the upgrades for U-238 Shells and Stim Pack Tech for the Marines, Firebats and Medics. The Academy also allows Firebats and Medics to be trained at the Barracks
Wireframe Model  Terran Bunker   Cost: 100  Hit Points: 350 Armor Type: Heavy Armor: 1 Requires:  Barracks You can place up to four Terran Infantry units in a bunker. The units in the Bunker do not take damage as long as they are in the Bunker and the Bunker is still standing. Only you can place units in your Bunker.  You cannot use unit special abilities (Stim Packs, Lockdown ) while in a bunker. You can however use Stim Packs then get into the Bunker.
Wireframe Model  Terran ComSat   Cost: 50   50  Hit Points: 750 Armor Type: Heavy Armor: 1 Requires: Academy The ComSat Station gives you the ability to use a Scanner Sweep. The Scanner Sweep allows you to see any part of the map for several seconds as well as detecting any cloaked units in the scanned area.   Scanner  Sweep 50
Wireframe Model  Terran Nuclear Silo   Cost: 100   100  Hit Points: 600 Armor Type: Heavy Armor: 1 Requires: Science Facility with  Covert Ops Add-on   The Nuclear Silo provides the ability to Arm Nukes. Once Armed, Ghosts can target enemy sites for nuclear attack.   Arm Nuke 200    200  8 Supply Units
Terran advanced buildings: Factory Starport Science Facility Physics Lab Machine Shop Covert ops. Nuke Academy Control Tower This is the Terran advanced buildings. Remember that you must build a  Barrack  first to be able to create a Factory. Units here cost much more than basic building units;  minerals  , gas  , and supply units. Terran basic buildings:
Terran basic buildings: Supply Depot  Command Center Engineering Bay  Barrack  Refinery Turret  Academy  Bunker Comsat Terran advanced buildings: This is the Terran basic building plan. You first start with a CC, then you are able to build more buildings indicated by the white arrows. You must build a Barrack to create advanced buildings. (Factory, Starport…)
Probes deposit raw Vespene Gas at the Assimilator to be refined and converted into a purified resource for use in conjuction with Protoss technology. Becomes a necessity for the development of the advanced Protoss units and structures.  Wireframe Model: Protoss Assimilator   Cost: 100  Hit Points: 450 Plasma Shields: 450 Armor Type: Heavy Armor: 1
The Forge provides the weapons and armor upgrades for all Protoss ground units as well as the Plasma Shield upgrades for all Protoss units. It is also required to construct the Photon Cannon.  Wireframe Model: Protoss Forge   Cost: 150  Hit Points: 550 Plasma Shields: 550 Armor Type: Heavy Armor: 1   Ground Weapons  Ground Armor  Plasma Shields
The Photon Cannon is the primary defensive structure for the Protoss. Its ability to hit both air and ground targets makes it a strong deterrant against any enemy attack. The Photon Cannon also serves as a detector against any cloaked enemy units. These attributes combine to make the Photon Cannon one of the best overall defensive structures found in StarCraft.  Wireframe Model: Protoss Photon Cannon   Cost: 200  Hit Points: 100  Plasma Shields: 100 Damage: 20  Damage Type: Normal Armor Type: Heavy  Armor: 0  Detection Range: 7
The Shield Battery is probably one of the least used and highly undervalued structures in the Protoss arsenal. Since every Protoss unit maintains a Plasma Shield, the Shield Battery can help extend the life/duration of any unit on the battlefield for much longer than expected. If clustered together, these Batteries can help maintain psionic shields for a sizeable force. In an invasion, they can be a key factor for helping the Protoss survive.  Wireframe Model: Protoss Shield Battery   Cost: 100  Hit Points: 200 Plasma Shields: 200  Energy Points: 200 Armor Type: Heavy  Armor: 1
The Citadel of Adun provides the upgrade for Leg Enhancements, which increases the mobility of the Zealot. The Citadel of Adun also allows the construction of the Templar Archives.  Wireframe Model: Protoss Citadel of Adun   Cost: 150  100  Hit Points: 450 Plasma Shields: 450 Armor Type: Heavy Armor: 1 Leg Enhancement
The Templar Archives is the center of development for the High Templar abilities, Psionic Storm and Hallucination, and the Dark Archon abilities, Mind Control and Maelstrom. In addition, the High Templar can upgrade its Khaydarin Amulet and the Dark Archon can upgrade its Argus Talisman, both for an increase in casting energy. Once the Templar Archives are constructed, the High Templar and Dark Templar can be produced at the Gateway.  Wireframe Model: Protoss Forge   Cost: 150  200  Hit Points: 500 Plasma Shields: 500 Armor Type: Heavy Armor: 1  Psionic Storm   Hallucination   Khaydarin Amulet   Mind Control  Maelstrom  Argus Talisman
The Fleet Beacon provides the Apial Sensor and Gravitic Thruster upgrades for the Scout, Increased Carrier Capacity upgrade for the Carrier and the Argus Jewel Upgrade for the Corsair. The Disruption Web Ability is also developed here for the Corsair. Once the Fleet Beacon is constructed, the Carrier can be produced at the Stargate.   Wireframe Model: Protoss Fleet Beacon   Cost: 300  200  Hit Points: 500 Plasma Shields: 500 Armor Type: Heavy Armor: 1  Apial Sensors   Gravitic Thrusters Carrier Capacity   Disruption   Web   Argus Jewel
The Robotics Support Bay provides upgrades for Scarab Damage (for the Reaver), Reaver Capacity, and Gravitic Drive (for the Shuttle). It also allows the Robotics Facility to produce the Reaver.  Wireframe Model: Protoss Robotics Support Bay   Cost: 150  100  Hit Points: 450 Plasma Shields: 450 Armor Type: Heavy Armor: 1  Scarab Damage   Reaver Capacity   Gravitic   Drive
The Observatory provides the Sensor Array (increased sight) and Gravitic Booster (increased speed) upgrades for the Observer. It also allows for the production of the Observer at the Robotics Facility.  Wireframe Model: Protoss Observatory   Cost: 50  100  Hit Points: 250 Plasma Shields: 250 Armor Type: Heavy Armor: 1 Sensor Array  Gravitic Booster
The Arbiter Tribunal is the center for Recall and Stasis Field Development. It provides the Khaydarin Core Upgrade for the Arbiter as well as allows for the production of Arbiters at the Stargate.  Wireframe Model: Protoss Arbiter Tribunal   Cost: 200  150  Hit Points: 500 Plasma Shields: 500 Armor Type: Heavy Armor: 1 Recall  Stasis Field   Khaydarin Core
This is the Protoss basic bulidings. You start with a Nexus, then eventually a Cybernetics Core.. Then into advanced bulidings.
 
 
 
Wireframe Model  Zerg Extractor  Cost: 50  Hit Points: 750 Armor Type: Heavy Armor: 1   The Extractor is the structure the Zerg use to convert raw Vespene Gas into a form that is more beneficial for their organic systems. The refined Vespene Gas it produces becomes a necessity in the later evolutions of the Zerg Breeds.
Wireframe Model  Zerg Evolution Chamber  Cost: 75  Hit Points: 750 Armor Type: Heavy Armor: 1 The Evolution Chamber helps increase the offensive and defensive capabilities of the Zerg ground-based breeds. It is also required in order for the Creep Colony to mutate into a Spore Colony.  Melee Attacks   Missile Attacks  Carapace
Wireframe Model  Zerg Creep Colony  Cost: 75  Hit Points: 400 Armor Type: Heavy Armor: 1 Creep Colonies help extend the Creep that is initially generated by a Hatchery. They also have the ability to evolve into a Sunken Colony (for repelling ground invasion) or into a Spore Colony (for repelling aerial assaults). The Creep Colony is not only necessary to expand the life-giving Creep but also for defense.
Wireframe Model  Zerg Sunken Colony  Cost: 50  Hit Points: 300  Damage: 40 Damage Type: Explosive Armor Type: Heavy  Armor: 2  The Sunken Colony is the Zerg means of ground defense. Using deadly Subterranean Tentacles to suprise and puncture enemy ground based units, the Sunken Colony can quickly turn the tide of a battle. The best use of the Sunken Colony lies in building them in clusters and using them in conjunction with Spore Colonies since they have no detection abilities of their own and would be unable to defend against cloaked or burrowed units.
Wireframe Model  Zerg Sunken Colony  Cost: 50  Hit Points: 400  Damage: 15 Damage Type: Normal  Detection Range: 10 Armor Type: Heavy  Armor: 1 The Spore Colony is the Zerg means of aerial defense. Able to fling Seeker Spores high into the atmosphere, Spore Colonies can quickly ravage any incoming enemy air force. In addition to its anti-air capabilities, the Spore Colony also serves as a stationary detector against any enemy cloaked or burrowed units. Combined with the Sunken Colony, the Spore Colony can be a very strong deterrant against any invasion.
Wireframe Model  Zerg Spawning Pool  Cost: 200  Hit Points: 750 Armor Type: Heavy Armor: 1 The Spawning Pool gives Larvae the ability to morph into Zerglings and the Hatchery the ability to evolve into the Lair. The Spawning Pool is also responsible for evolving the Zergling with Metabolic Boost (faster movement) and Adrenal Glands (faster attack).  Metabolic  Boost  Adrenal Glands
Wireframe Model  Zerg Hydralisk Den  Cost: 100  50  Hit Points: 850 Armor Type: Heavy Armor: 1 The Hydralisk Den allows the Larva to morph into Hydralisks. Also, to help along the evolution of the Hydralisk, the Hydralisk Den can also provide the genetic code necessary for Muscular Augments (faster movement), Grooved Spines (longer range) and the Lurker Aspect (allows Hydralisks to morph into Lurkers).   Muscular Augments   Grooved Spines   Lurker Aspect
Wireframe Model  Zerg Spire  Cost: 200  150  Hit Points: 600 Armor Type: Heavy Armor: 1 The Spire produces the genetic code that allows the Larva to morph into the Mutalisk or split into pairs of Scourge. The Spire also serves as the upgrade facility for the Zerg aerial units, upgrading the Flyer Attack and the Flyer Carapce.   Flyer Attack Flyer Carapace
Wireframe Model  Zerg Queen’s Nest  Cost: 150  100  Hit Points: 850 Armor Type: Heavy Armor: 1 The Queen's Nest is responsible for supplying the genetic code for morphing Larva into Queens. It also provides additional code to provide the Queen with the abilities of Spawn Broodling and Ensnare as well as Gamete Meiosis (increased energy). Once the Queen's Nest is present, the Lair can continue on its evolutionary path to become a full Hive.  Spawn Broodling   Ensnare   Gamete Meiosis
Wireframe Model  Zerg Greater Spire  Cost: 100  150  Hit Points: 1000 Armor Type: Heavy Armor: 1 The Greater Spire is evolved from the Spire (if there is a Hive present somwhere in the planetary vicinity) and it produces the genetic code that allows the Mutalisk to mutate into the Guardian or Devourer. It also provides the same upgrades as the Spire and will retain the evolutionary progress so that any aerial units keep all upgrades that were completed at the Spire.  Flyer Attack Flyer Carapace
Wireframe Model  Zerg Ultralisk Cavern  Cost: 150  200  Hit Points: 600 Armor Type: Heavy Armor: 1 The Ultralisk Cavern provides the genetic coding for the Larva to morph into the fearsome Ultralisk. With the recent ascension of Kerrigan as the Queen of Blades, the Ultralisk Caverns can also provide additional genetic mutations for Anabolic Synthesis (for faster movement) and Chitinous Plating (for improved armor).  Anabolic Synthesis   Chitinous Plating
Wireframe Model  Zerg Defiler Mound  Cost: 100  100  Hit Points: 850 Armor Type: Heavy Armor: 1 The Defiler Mound provides the genetic template for the Larva to morph into Defilers. The Defiler genetic code can also undergo evolution here to provide the Defiler with abilities like Plague, Consume and Metasynaptic Nodes (more energy).  Plague  Consume  Metasynaptic   Node
Wireframe Model  Zerg Nydus Canal  Cost: 150  Hit Points: 250 Armor Type: Heavy Armor: 1 The Nydus Canal serves as a quick transport link from one location to another. The Canal needs two anchoring points, entrance and exit nodes, but once both have been set down, the Zerg forces can travel both ways. Only one Zerg ground unit can be transported at a time, but the process is quick and a large force can travel through in a matter of seconds. The Nydus Canal also has the interesting ability of being able to place its exit node on the Creep of any Zerg colony, friendly or not.

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Star craft

  • 1. As the military leader for your species, you must gather the resources you need to train and expand your forces and lead them to victory. 30 unique missions will challenge you across three different campaigns as you control the fate of the galaxy. Or play online versus other human enemies or allies, and concur the universe using BattleNet . Terran Protoss Zerg
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  • 7. Wireframe Model: Produces: 8 Supply Units Terran Supply Depot Cost 100 Hit Points: 500 Armor Type: Heavy Armor: 1 The Supply Depot is required to produce units. Each Supply Depot provides 8 Supply Units .
  • 8. Wireframe Model: Produces: 9 Supply Units Protoss Pylon Cost 100 Hit Points: 300 Plasma Shields: 300 Armor Type: Heavy Armor: 1 The Pylons serve as the power conduit through which all other Protoss structures are supported. The only structure not dependant on the Pylon power supply is the Nexus. Guard them well for if a pylon is destroyed, all structures within its range of influence will become unpowered and unable to function (unless it resides within the range of a secondary pylon).
  • 9. Wireframe Model: Produces: Terran Barrack Cost 150 Hit Points: 1000 Armor Type: Heavy Armor: 1 The Barracks is responsible for training and producing Marines , Firebats , Ghosts and Medics . It is also the root for the Advanced Building Tech Tree . Marine Firebat Ghost Medic
  • 10. Zealot Dragoon High Templar Dark Templar Wireframe Model: Produces: Protoss Gateway Cost 150 Hit Points: 500 Plasma Shields: 500 Armor Type: Heavy Armor: 1 The Gateway is the portal through which the vanguard of the Protoss forces arrive. Produced units include, the Zealot, Dragoon, High Templar and the Dark Templar. When resources are in abundance, a greater number of Gateways can be a huge asset to any Protoss colony.
  • 11. Drone Overlord Zergling Hydralisk Wireframe Model: Produces: Zerg Hatchery Cost: 300 Hit Points: 1250 Armor Type: Heavy Armor: 1 The basic Hatchery, can evolve into a Lair once a Spawning Pool is created. Three Larva can be with one Hatchery at one time. These larva can be morphed into the basic Hatchery level units.
  • 12. Wireframe Model: Produces: Cost: 150 100 Hit Points: 1300 Armor Type: Heavy Armor: 1 Requires: Factory Wraith Dropship Battlecruiser Science Vessel Valkyrie The Starport is responsible for training and producing Wraiths , Dropships , Battlecruisers , Science Vessels and Valkyries . A Control Tower can be attached for special ability unit upgrades as well as producing the more advanced aerial units.
  • 13. Scout Carrier Arbiter Corsair Wireframe Model: Produces: Protoss Stargate Cost: 150 150 Hit Points: 600 Plasma Shields: 600 Armor Type: Heavy Armor: 1 The Protoss Aerial Fleet uses the Stargate as their means of warp transport. The Scout, Carrier, Arbiter and Corsair make up the core units of the Fleet and their aerial might is second to none. However, the resources required to warp each of these units is substantial, so be sure to have an abundance of resources before amassing the Fleet.
  • 14. Shuttle Reaver Observer Wireframe Model: Produces: Robotics Facility Cost: 200 200 Hit Points: 500 Plasma Shields: 500 Armor Type: Heavy Armor: 1 The Robotics Facility is responsible for the manufacturing of the non-organic units of the Protoss army. Produced here are the Shuttle, Reaver and Observer. Each is controlled by a highly trained Master of Robotics and although each of these automatons are soulless, they can be the factor that determines the outcome of a battle.
  • 15. Hit Points: 80 Plasma Shields: 60 Size: Large Supply: 2 Cost: 200 Build Time: 40 Produced at: Robotics Facility Shuttle Reaver Observer Base Ground Attack: 16 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 22 Production Hot Key: Z The Shuttle has the limited capacity of 8 Slots for unit transport. Specific numbers are as follows: Probe - Requires 1 slot (8 Max) Zealot - Requires 2 slot (4 Max) Dragoon - Requires 4 slots (2 Max) Reaver - Requires 4 slots (2 Max) Archon - Requires 4 slots (2 Max) Dark Archon - Requires 4 slots (2 Max) High Templar - Requires 2 slots (4 Max) Dark Templar - Requires 2 slots (4 Max)
  • 16. Shuttle Reaver Observer Base Ground Attack: 16 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 22 Production Hot Key: Z The Zealot is the backbone warrior of the Protoss ground forces. While Terrans use a carefully controlled combination of ground troops and the Zerg must spend time and resources to research Hydralisks, Zealots are available to the Protoss almost immediately. A key Zealot weakness is their inability to engage airborne units. Hit Points: 100 Plasma Shields: 60 Size: Small Supply: 2 Cost: 100 Build Time: 40 Produced at: Gateway Requires: Gateway
  • 17. Shuttle Reaver Observer Hit Points: 100 Plasma Shields: 60 Size: Small Supply: 2 Cost: 100 Build Time: 40 Produced at: Gateway Requires: Gateway Base Ground Attack: 16 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 22 Production Hot Key: Z The Zealot is the backbone warrior of the Protoss ground forces. While Terrans use a carefully controlled combination of ground troops and the Zerg must spend time and resources to research Hydralisks, Zealots are available to the Protoss almost immediately. A key Zealot weakness is their inability to engage airborne units.
  • 18. Hit Points: 80 Size: Medium Supply: 2 Cost: 50 150 Build Time: 50 Produced at: Hive/Hatchery Requires: Defiler Mound The Defiler draws its strength from the metasynaptic energy it creates. With that energy, the Defiler can unleash abilities like Plague and Dark Swarm that can demolish enemy forces unfortunate enough to be caught by the effects. In addition, the Defiler can also be evolved to include the ability to Consume other Zerg units from the same brood. Upon consumption, the Defiler's energy is partially recharged, allowing it to continue to use its other abilities without having to waste the time it usually takes to wait for energy to recharge. For more details about these abilities refer to the Special Abilities section. Energy: 200 (Upgrade to 250) Base Ground Attack: N/A Base Air Attack: N/A Base Armor: 1 Range: N/A Sight: 10 Cooldown: N/A Production Hot Key: F Defiler Ultralisk Guardain Devourer
  • 19. Hit Points: 400 Size: Large Supply: 4 Cost: 200 200 Build Time: 60 Produced at: Hive/Hatchery Requires: Ultralisk Cavern The enormous Ultralisk is the crown of Zerg evolution, with its 400 HP of vitality and 20 base damage it can inflict in a single blow. The amount of punishment an Ultralisk can take is almost unreal and in groups, these gargantuan monsters can tear down even the most stalwart defenses of any race. Despite their huge size, Ultralisks can still be transported within Overlords or through Nydus Canals and can prove to be a nasty surprise in a sneak attack or ambush. Defiler Ultralisk Guardain Devourer Base Ground Attack: 20 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 15 Production Hot Key: U
  • 20. Hit Points: 150 Size: Large Supply: 2 Cost: 50 100 Build Time: 40 Produced from: Mutalisk Requires: Greater Spire Producible once the Spire is evolved into a Greater Spire, the Guardian is morphed from the Mutalisk. Once the transformation is complete, the Guardian form is permanent and the Mutalisk is no longer recoverable. The Guardian is one of the most powerful Zerg assault units with an incredible attack range and an attack that inflicts a full 20 base points of normal damage. In addition to the awesome attack potential, the Guardian also has 2 points of base armor, making it more resistant to attack than most units. Defiler Ultralisk Guardain Devourer Base Ground Attack: 20 Base Air Attack: N/A Base Armor: 2 Range: 8 Sight: 11 Cooldown: 30 Production Hot Key: G
  • 21. Hit Points: 250 Size: Large Supply: 2 Cost: 150 50 Build Time: 40 Produced from: Mutalisk Requires: Greater Spire The venom of the Devourer consists of toxins that can eat through any known substance, including the reinforced armor plating of Terran and Protoss capital ships. The venom also contains Acid Spores that hinder the fighting ability of the target, and these Spores often splash off the target to hit additional nearby enemy craft. One of the interesting side effects of the Devourer's Acid Spores is that the Spores can be used to counter cloaked units. Defiler Ultralisk Guardain Devourer Base Ground Attack: N/A Base Air Attack: 25e Base Armor: 2 Range: 6 Sight: 10 Cooldown: 100 Production Hot Key: D
  • 22. Wireframe Model: Produces: Terran Barrack Cost: 200 100 Hit Points: 1250 Armor Type: Heavy Armor: 1 Requires: Barracks Vulture Siege Tank Goliath The Factory is responsible for training and producing Vultures , Siege Tanks and Goliaths .
  • 23. Vulture Hit Points: 80 Size: Medium Supply: 2 Cost: 75 Build Time: 30 Trained at: Factory Requires: Barracks, Factory Ground Attack: 20c (Upgrade to +6) Air Attack: None Range: 5 Sight: 8 Armor: 0 (Upgrade to +3) Dropship Carries: 4 Vultures Production Hot key: V Vultures do 20 Concussive Attack (50% damage to Medium Units 25% damage to Large Units, 100% against small units). Vultures are very inexpensive, 75 minerals. In situations where gas is scarce, investing in some Vultures can pay off. But by far, Vulture's largest advantage is with their spider mines. Vulture Siege Tank Goliath
  • 24. Tank Hit Points: 150 Size: Large Supply: 2 Cost: 150 100 Build Time: 50 Trained at: Factory Requires: Barracks, Factory, Machine Shop for Siege Mode. Ground Attack in Tank Mode: 30e (Upgrade to +9) Ground Attack in Siege Tank Mode: 70e (Upgrade to +15) Air Attack: None Range: 6/12 Sight: 10 Armor: 1 (Upgrade to +3) Dropship Carries: 2 Tanks Production Hot key: T Siege Tanks have an Explosive Attack (50% damage to Small Units 75% damage to Medium Units, and full damage to Large units). The Opposite of Plasma/Concussive damage. Siege Tanks have splash damage (Such as that will damage both your units as well as any enemy units. Vulture Siege Tank Goliath
  • 25. Goliath Size: Large Supply: 2 Cost: 100 50 Build Time: 30 Trained at: Factory Requires: Barracks, Factory, Armory Hit Points: 125 Ground Attack: 12 (Upgrade to +3) Air Attack: 20e (Upgrade to +12) Range: 5 Sight: 8 Armor: 1 (Upgrade to +3) Dropship Carries: 4 Goliaths Production Hot key: G The one-man Goliath’s arsenal consists of twin anti-armor 20mm Auto-Cannons and Hellfire Missiles for anti-air support. Goliaths have an Explosive air attack (50% damage to Small Units 75% damage to Medium Units). Vulture Siege Tank Goliath
  • 26. Hit Points: 120 Size: Small Supply: 2 Cost: 100 100 Build Time: 40 Produced at: Lair/Hatchery Requires: Spire Mutalisk Scourge Queen Lurker Base Ground Attack: 9 Base Air Attack: 9 Base Armor: 0 Range: 3 Sight: 7 Cooldown: 30 Production Hot Key: M The Mutalisk serves as the basic flying support unit for the Zerg and has the ability to strike both air and ground targets. The Small size classification of the Mutalisks can become critical if an enemy begins producing anti-air units with explosive attacks like Hydralisks, Goliaths or Dragoons since the Mutalisks will only take 50% damage. When the Spire is morphing into a Greater Spire, the Mutalisk can morph into A Guardain or Devourer .
  • 27. Hit Points: 25 Size: Small Supply: 1 Cost: 25 75 Build Time: 30 Produced at: Lair/Hatchery Requires: Spire Mutalisk Scourge Queen Lurker Base Ground Attack: N/A Base Air Attack: 110 Base Armor: 0 Range: 1 Sight: 5 Cooldown: Instant Production Hot Key: S The Scourge serve as kamikaze-attack flying units, capable of causing 110 damage to aerial targets. Like Zerglings, Scourge spawn in pairs from a single Larva and can be produced in mass numbers in a very short period of time.
  • 28. Hit Points: 120 Size: Medium Supply: 2 Cost: 100 100 Build Time: 50 Produced at: Lair/Hatchery Requires: Queen's Nest Mutalisk Scourge Queen Lurker A Queen has no physical attack of its own, but it does have the ability to hover through the air at great speeds, allowing it to escape from harm relatively quickly. What makes the Queen a truly deadly Zerg breed are the abilities it has at its disposal including: Ensnare, Spawn Broodling and Parasite. For more details on these abilities, check out the Special Abilities section below. Energy: 200 (Upgrade to 250) Base Ground Attack: N/A Base Air Attack: N/A Base Armor: 0 Range: N/A Sight: 10 Cooldown: N/A Production Hot Key: Q
  • 29. Hit Points: 125 Size: Large Supply: 2 Cost: 50 100 Build Time: 40 Produced from: Hydralisk Requires: Hydralisk Den, Lair Mutalisk Scourge Queen Lurker Once underground, a Lurker can utilize a series of spines that rip up through the ground in a straight line from the Lurker to its target. These spines continue to their maximum attack range, regardless of where the targeted unit lies within that path and every enemy unit in the path of the spines will take damage. Note, however, that the damage will also be inflicted on allied units as well, so take caution when attacking with an ally, lest the Lurkers ravage friendly forces as well. Base Ground Attack: 20s Base Air Attack: N/A Base Armor: 1 Range: 6 Sight: 8 Cooldown: 37 Production Hot Key: L
  • 30. Scout Carrier Arbiter Corsair Hit Points: 150 Plasma Shields: 100 Size: Large Supply: 3 Cost: 275 125 Build Time: 80 Produced at: Stargate Requires: Stargate Base Ground Attack: 8 Base Air Attack: 28e Base Armor: 0 Range: 4 Sight: 8/10 Upgraded Cooldown: 30Gnd/22Air Production Hot Key: S Scouts are armed with both air-to-air Missiles and ground-attack guns, making them effective against all targets. While Scouts are able to attack ground units, they are not always the best option (unless the enemy has no anti-air attack units) due to their long cooldown times between ground attacks.
  • 31. Scout Carrier Arbiter Corsair Hit Points: 300 Plasma Shields: 150 Size: Large Supply: 6 Cost: 350 250 Build Time: 140 Produced at: Stargate Requires: Fleet Beacon Base Ground Attack: 6 Base Air Attack: 6 Base Armor: 4 Range: 8 Sight: 11 Cooldown: N/A Production Hot Key: C The Carrier is a powerful and terrifying unit when seen in numbers. While the Carrier itself has no attack ability, the Interceptors it deploys can be anything from annoying to downright deadly. The Carrier can carry up to 4 Interceptors to begin with, and when given the Capacity upgrade, they can carry up to a maximum of 8 Interceptors.
  • 32. Scout Carrier Arbiter Corsair The two main reasons to build Arbiters are for the ability to cloak groups of nearby units at any time, and for the special abilities, Recall and Stasis Field. Troops entering the warp rift are teleported back to the Arbiter that formed the field. Hit Points: 200 Plasma Shields: 150 Size: Large Supply: 4 Cost: 100 350 Build Time: 160 Produced at: Stargate Requires: Arbiter Tribunal Energy: 200 (Upgrade to 250) Base Ground Attack: 10e Base Air Attack: 10e Base Armor: 1 Range: 5 Sight: 9 Cooldown: 45 Production Hot Key: A
  • 33. Scout Carrier Arbiter Corsair Hit Points: 100 Plasma Shields: 80 Size: Medium Supply: 2 Cost: 150 100 Build Time: 40 Produced at: Stargate Requires: Stargate Employing a devastating Neutron Flare in a ship to ship combat, the Corsair is a versatile addition to the Protoss fleet. With its powerful Disruption Web, the Corsair can even prevent warriors deployed on planetary surfaces or defensive structures from attacking. Energy: 200 (Upgrade to 250) Base Ground Attack: N/A Base Air Attack: 5es Base Armor: 1 Range: 5 Sight: 9 Cooldown: 8 Production Hot Key: O
  • 34. Wraith Hit Points: 120 Size: Large Supply: 2 Cost: 150 100 Build Time: 60 Trained at: Starport Requires: Factory, Starport Energy: 200 (Upgrade to 250) Ground Attack: 8 (Upgrade to +3) Air Attack: 20e (Upgrade to +6) Range: 5 Sight: 7 Armor: 0 (Upgrade to +3) Production Hot key: W The one-man Goliath’s arsenal consists of twin anti-armor 20mm Auto-Cannons and Hellfire Missiles for anti-air support. Goliaths have an Explosive air attack (50% damage to Small Units 75% damage to Medium Units). Wraith Dropship Battlecruiser Science Vessel Valkyrie
  • 35. Dropship Hit Points: 150 Size: Large Supply: 2 Cost: 100 100 Build Time: 50 Trained at: Starport Requires: Factory, Starport, Control Tower Ground Attack: None Air Attack: None Sight: 8 Armor: 1 (Upgrade to +3) Production Hot key: D The Dropship provides 8 slots for transporting. Marines, Firebats, and Ghosts each use 1 slot. Vultures and Goliaths use 2 slots apiece. Tanks use 4 slots. Wraith Dropship Battlecruiser Science Vessel Valkyrie
  • 36. Hit Points: 500 Size: Large Supply: 6 Cost: 400 300 Build Time: 160 Trained at: Starport Requires: Factory, Starport, Control Tower, Science Facility with Physics lab add-on. Battlecrusier The Battlecruiser is the powerhouse of the Terran arsenal. It is often misused and under realized. Battlecruisers take an incredibly long time to build because of their size and power. In small numbers Battlecruisers are easily killed. A Battlecruisers strength lies in its high hit points, ability to be repaired, and Yamato Cannon. Wraith Dropship Battlecruiser Science Vessel Valkyrie Energy: 200 (Upgrade to 250) Ground Attack: 25(Upgrade to +9, +3 per upgrade) Air Attack: 25(Upgrade to +9, +3 per upgrade) Range: 6/10(Yamato) Sight: 11 Armor: 3 (Upgrade to +3) Production Hot key: B
  • 37. Vessel Hit Points: 200 Size: Large Supply: 2 Cost: 100 225 Build Time: 80 Trained at: Starport Requires: Factory, Starport, Science Facility. Energy: 200 (Upgrade to 250) Ground Attack: None Air Attack: None Sight: 10 Armor: 1 (Upgrade to +3) Production Hot key: V The Vessel is used as a flying detector that can see cloaked units. It has two special abilities; EMP Shockwave, and Irradiate. Wraith Dropship Battlecruiser Science Vessel Valkyrie
  • 38. Valkyrie Hit Points: 200 Size: Large Supply: 3 Cost: 250 125 Build Time: 60 Trained at: Starport Requires: Armory, Control Tower Ground Attack: None Air Attack: 6e per missile (Upgrade to +3) Range: 6 Sight: 8 Armor: 2 (Upgrade to +3) Production Hot key: Y The Valkyrie employs an air-to-air attack that issues a volley of eight small missiles at its target. The missiles impact not only on their target, but also damage any enemy units within a 3 x 3 matrix area. Each missile does a small amount of splash damage in this target area. Wraith Dropship Battlecruiser Science Vessel Valkyrie
  • 39. Hit Points: 40 Size: Small Supply: 1 Cost: 50 Build Time: 20 Produced at: Hatchery Requires: Hatchery Drone Overlord Zergling Hydralisk Base Ground Attack: 5 Base Air Attack: N/A Base Armor: 0 Range: 1 Sight: 7 Cooldown: 22 Production Hot Key: D Like the Larvae from which they hatch, Zerg Drones contain within them the genetic code required to morph into any of the large Zerg "buildings", which are actually living (but immobile) structures. They can only grow on areas where the Creep has established itself, as they require its nourishment and building material. The Drones also harvest any raw materials that are needed.
  • 40. Hit Points: 200 Size: Large Supply: N/A Cost: 100 Build Time: 40 Produced at: Hatchery Requires: Hatchery Drone Overlord Zergling Hydralisk Base Ground Attack: N/A Base Air Attack: N/A Base Armor: 0 Range: N/A Sight: 9 (11 with upgrade) Cooldown: N/A Production Hot Key: O With the ability to transport, detect cloaked/burrowed units, fly and provide "supply" units for the Zerg, the key to winning most battles will lie in the utilization of every ability the Overlord has to offer. Once those abilities are mastered, the Zerg can truly become a race to be feared. As the provider of control and direction for the Zerg breeds (similar to the Terran Supply Depots or the Protoss Pylons in terms of "supply"), producing many Overlords is a requirement for colony growth.
  • 41. Hit Points: 35 Size: Small Supply: 1 Cost: 25 Build Time: 28 Produced at: Hatchery Requires: Spawning Pool Drone Overlord Zergling Hydralisk Base Ground Attack: 5 Base Air Attack: N/A Base Armor: 0 Range: 1 Sight: 5 Cooldown: 8 (6 with upgrade) Production Hot Key: Z Zerglings are the first producible attack units the Zerg have at their disposal. With the ability to spawn in pairs, they can be produced in large numbers in a very short period of time. They serve as prime choices for rushing and depending on the build order used, they can execute the fastest rush in the game.
  • 42. Hit Points: 80 Size: Medium Supply: 1 Cost: 75 25 Build Time: 28 Produced at: Hatchery Requires: Hydralisk Den Drone Overlord Zergling Hydralisk Base Ground Attack: 10e Base Air Attack: 10e Base Armor: 0 Range: 4 (5 with upgrade) Sight: 6 Cooldown: 15 Production Hot Key: H The Hydralisk is easily the most versatile breed for the Zerg. With the ability to strike both ground and air targets, Burrow (once evolved), and health regeneration, the Hydralisk is a force to be reckoned with. Also with their short build times and relatively low cost, they can be produced in mass numbers to overwhelm the enemy. With a Lair The Hydralisk can morph into a Lurker .
  • 43. Zealot Dragoon High Templar Dark Templar Hit Points: 100 Plasma Shields: 60 Size: Small Supply: 2 Cost: 100 Build Time: 40 Produced at: Gateway Requires: Gateway Base Ground Attack: 16 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 22 Production Hot Key: Z The Zealot is the backbone warrior of the Protoss ground forces. While Terrans use a carefully controlled combination of ground troops and the Zerg must spend time and resources to research Hydralisks, Zealots are available to the Protoss almost immediately. A key Zealot weakness is their inability to engage airborne units.
  • 44. Zealot Dragoon High Templar Dark Templar Base Ground Attack: 20e Base Air Attack: 20e Base Armor: 1 Range: 4/6 Upgraded Sight: 8 Cooldown: 30 Production Hot Key: D As one of the few Protoss ground units with the ability to strike both land and air targets, the Dragoon is an essential element for a well-balanced Protoss force. Protoss players should make a habit of using a mixed force of Zealots and Dragoons when building basic ground forces. The key weakness of the Dragoon is the long cooldown time between attacks, especially when changing targets. Hit Points: 100 Plasma Shields: 80 Size: Large Supply: 2 Cost: 125 50 Build Time: 40 Produced at: Gateway Requires: Cybernetics Core
  • 45. Zealot Dragoon High Templar Dark Templar Energy: 200 (Upgrade to 250) Base Ground Attack: N/A Base Air Attack: N/A Base Armor: 0 Range: N/A Sight: 7 Cooldown: N/A Production Hot Key: T The sight of enemy forces being torn apart by a Psionic Storm or wasting their firepower on projected Hallucinations is proof enough of the battlefield superiority that the High Templar can give to the Protoss. Although High Templar are powerless when it comes to physical attacks, their special abilities -- as well as their potential to sacrifice themselves to form mighty Archons -- make them a threat that cannot be ignored. Hit Points: 40 Plasma Shields: 40 Size: Small Supply: 2 Cost: 50 150 Build Time: 50 Produced at: Gateway Requires: Templar Archives
  • 46. Zealot Dragoon High Templar Dark Templar Hit Points: 80 Plasma Shields: 40 Size: Small Supply: 2 Cost: 125 100 Build Time: 50 Produced at: Gateway Requires: Templar Archives Base Ground Attack: 40 Base Air Attack: N/A Base Armor: 1 Range: 1 Sight: 7 Cooldown: 30 Production Hot Key: K The permanent cloaking ability of all Dark Templar make them particularly useful for any ground assault or defense, particularly against the Terrans, who have limited detection abilities during the early stages of a game. When facing other Protoss players Photon Cannons can be used for static defensive cloak detection. Downside: their inability to attack aerial units.
  • 47. Base Ground Attack: 30s Base Air Attack: 30s Base Armor: 0 Range: 2 Sight: 8 Cooldown: 20 Production Hot Key: N/A The Archon Merge process is initiated when at least two High Templar are selected and the Summon Archon command is issued. Protected by an immense energy shield, the fiery form of the Archon can wade through countless enemy troops, destroying them with massive bolts of raw Psionic energy. Hit Points: 10 Plasma Shields: 350 Size: Large Supply: 4 Cost: N/A Build Time: 20 Produced at: N/A Requires: 2 High Templar
  • 48. Base Ground Attack: 30s Base Air Attack: 30s Base Armor: 0 Range: 2 Sight: 8 Cooldown: 20 Production Hot Key: N/A The Archon Merge process is initiated when at least two High Templar are selected and the Summon Archon command is issued. Protected by an immense energy shield, the fiery form of the Archon can wade through countless enemy troops, destroying them with massive bolts of raw Psionic energy. Hit Points: 10 Plasma Shields: 350 Size: Large Supply: 4 Cost: N/A Build Time: 20 Produced at: N/A Requires: 2 High Templar
  • 49. Marine Hit Points: 40 Size: Small Supply: 1 Cost: 50 Build Time: 24 Trained at: Barracks Requires: Barracks Ground Attack: 6 (Upgrade to + 3 ) Air Attack: 6 (Upgrade to +3 ) Range: 4 (Upgrade to +1 ) Sight: 7 Armor: 0 (Upgrade to +3 ) Dropship Carries: 8 Marines Production Hot key: M Marine Firebat Ghost Medic At first glance, one might wonder about the usefulness of such a little soldier, but when properly used, Marines are a very important part of the Terran arsenal. Marines do Normal damage against all types of units.
  • 50. Firebat Hit Points: 50 Size: Small Supply: 1 Cost: 50 25 Build Time: 24 Trained at: Barracks Requires: Barracks, Academy Ground Attack: 6 (Upgrade to + 3 ) Air Attack: 6 none Range: 2 Sight: 7 Armor: 1 (Upgrade to +3 ) Dropship Carries: 8 Firebats Production Hot key: F Marine Firebat Ghost Medic Firebats do Splash damage. The Splash damage affects only enemy units. It will not hurt your own units even in close tight battles.
  • 51. Energy:200 (Upgrade to 250) Ground Attack: 10c (Upgrade to + 3 ) Air Attack: 10c (upgrade to +3 ) Range: 7 Sight: 9 (Upgrade to +2 ) Armor: 0 (Upgrade to +3 ) Dropship Carries: 8 Ghosts Production Hot key: G Ghost Hit Points: 45 Size: Small Supply: 1 Cost: 25 75 Build Time: 50 Trained at: Barracks Requires: Barracks, Academy, Science Facility and Covert Ops add-on Marine Firebat Ghost Medic Ghosts do 10 Concussive Attack (50% damage to Medium Units 25% damage to Large Units). They are able to cloak, and lockdown mechanized units. There is also the Nuke…..
  • 52. Sight: 9 Armor: 1 (Upgrade to +3 ) Dropship Carries: 8 Medics Production Hot key: M Medic Hit Points: 60 Size: Small Supply: 1 Cost: 50 25 Build Time: 30 Trained at: Barracks Requires: Barracks, Academy Marine Firebat Ghost Medic
  • 53. Terran Engineering Bay Wireframe Model: 3 Level Upgrades for: Infantry Weapons Armor Cost: 125 Hit Points: 850 Armor Type: Heavy Armor: 1 The Engineering Bay provides the Infantry Weapons and Infantry Armor upgrades for all Barracks Units.
  • 54. Wireframe Model Terran Refinery Cost: 100 Hit Points: 500 Armor Type: Heavy Armor: 1 In order to harvest Vespene Gas, a Refinery must be built atop the geyser.
  • 55. Infantry Weapons Infantry Armor   Research U-238 Shells Marine Research Stim Pack Tech
  • 56. Infantry Weapons Infantry Armor   Firebat Research Stim Pack Tech
  • 57. Infantry Weapons Infantry Armor   Ghost Research Ocular Implants Research Moebius Reactor Nuke
  • 58. Ghost Nuke Cost: Armed silo requirement Ghosts have the special ability of being able to Launch a Nuclear Strike. To launch a Nuke, first you must build a Nuclear Silo, which is an attachment to the Command Center. Then you Arm the Nuclear Silo. Next you will need a Ghost. To make Ghosts you will need an Academy, Science Facility and Covert Ops add-on. Next you must use a Ghost to spot for the Nuke. Select where you want the Nuke to land, making sure the Ghosts Launches as far away from the target as possible. Once you have launched the Nuke, all players will receive the message and sound: "Nuclear Launch Detected"
  • 59. Infantry Armor Level 1: 100 100 Level 2: 175 175 Level 3: 250 250   Researching these three upgrades at the Engineering Bay will increase the armor of your Medics by +3 (+1 per Level). Medic
  • 60. Infantry Armor Level 1: 100 100 Level 2: 175 175 Level 3: 250 250   Researching these three upgrades at the Engineering Bay will increase the armor of your Ghost by +3 (+1 per Level). Ghost
  • 61. Infantry Armor Level 1: 100 100 Level 2: 175 175 Level 3: 250 250   Researching these three upgrades at the Engineering Bay will increase the armor of your Medics by +3 (+1 per Level). Medic
  • 62. Medic Research Caduceus Reactor 150 150 (+50 Medic energy) This upgrade increases the top energy limit to 250. This is a must when using the Medic's abilities. Medics can not only heal more often but they can also use the extra energy for Restoration and Optic Flares.
  • 63. Medic Heal Cost: 1 for every 2HP healed Range:2 The Medic starts with this ability and may use it to heal damage done to any ground biological units, including the Protoss Zealot, Dark Templar, High Templar and all Zerg ground units. Medics heal automatically. If a ground unit that requires healing comes in range, the Medics will automatically move to heal them unless you instruct them to do otherwise.
  • 64. Medic Research Restoration Cost: 50 100 100 The Medic may use this ability on any unit to remove harmful effects such as Lockdown, Optic Flares, Irradiate, Devourer Acid Spores, Plague, Ensnare and Parasites (does not affect Stasis Field).
  • 65. Medic Research Optical Flare Cost: 75 100 100 The sight range of the targeted unit is permanently reduced to 1 matrix, unless the condition is Restored by a Medic. This also removes any detection ability that unit may possess. The affected unit will display a 'Blinded' tag in its information box when selected.
  • 66. Infantry Armor   Medic Research Caduceus Reactor Heal Research Restoration Research Optical Flare
  • 67. Infantry Weapons Infantry Armor   Research U-238 Shells Marine Research Stim Pack Tech
  • 68. Infantry Weapons Marine Level 1: 100 100 Level 2: 175 175 Level 3: 250 250 Researching these three upgrades at the Engineering Bay will increase the weapons of your Marines by +3 (+1 a Level)
  • 69. Infantry Weapons Ghost Level 1: 100 100 Level 2: 175 175 Level 3: 250 250 Researching these three upgrades at the Engineering Bay will increase the weapons of your Ghost by +3 (+1 a Level)
  • 70. Infantry Weapons Firebat Level 1: 100 100 Level 2: 175 175 Level 3: 250 250 Researching these three upgrades at the Engineering Bay will increase the weapons of your Firebat by +6 (+2 per Weapons Upgrade).
  • 71. Infantry Armor Marine Level 1: 100 100 Level 2: 175 175 Level 3: 250 250 Researching these three upgrades at the Engineering Bay will increase the armor and weapons of your Marines by +3 (+1 a Level)
  • 72. Infantry Armor Firebat Level 1: 100 100 Level 2: 175 175 Level 3: 250 250 Researching these three upgrades at the Engineering Bay will increase the armor of your Firebat by +3.
  • 73. Infantry Armor Marine Level 1: 100 100 Level 2: 175 175 Level 3: 250 250 Researching these three upgrades at the Engineering Bay will increase the armor and weapons of your Marines by +3 (+1 a Level)
  • 74. Research U-238 Shells The second most useful upgrade for your Marines, U-238 shells allow Marines to hit targets at further distances. This increases their effectiveness by a large amount, especially for Marines used in Bunkers. Marine 150 150 Increased Marine attack range
  • 75. Research Stim Pack Tech Marine 100 100 Cost: 10 Health By far the most useful upgrade for your Marines (and Firebats), Stim Packs when used, allow Marines to both fire at a faster rate and their ground speed also increases significantly. Stim Packs allow squads of Marines to win battles you never thought possible. There is a cost however, 10 hit points are lost for every use of Stim pack.
  • 76. Research Stim Pack Tech Firebat 100 100 Cost: 10 Health By far the most useful upgrade for your Marines (and Firebats), Stim Packs when used, allow Firebats to both fire at a faster rate and their ground speed also increases significantly. Stim Packs allow squads of Marines to win battles you never thought possible. There is a cost however, 10 hit points are lost for every use of Stim pack.
  • 77. Wireframe Model Terran Missile Turret Cost: 75 Hit Points: 200 Air Attack: 20e Sight Range: 11 Ground Attack: N/A Detection Range: 7 Armor Type: Heavy Armor: 1 Requires: Engineering Bay The Missile Turret provides anti-air defense as well as detection against any incoming cloaked units.
  • 78. Wireframe Model Terran Academy Cost: 150 Hit Points: 600 Armor Type: Heavy Armor: 1 Requires: Barracks The Academy provides the upgrades for U-238 Shells and Stim Pack Tech for the Marines, Firebats and Medics. The Academy also allows Firebats and Medics to be trained at the Barracks
  • 79. Wireframe Model Terran Bunker Cost: 100 Hit Points: 350 Armor Type: Heavy Armor: 1 Requires: Barracks You can place up to four Terran Infantry units in a bunker. The units in the Bunker do not take damage as long as they are in the Bunker and the Bunker is still standing. Only you can place units in your Bunker. You cannot use unit special abilities (Stim Packs, Lockdown ) while in a bunker. You can however use Stim Packs then get into the Bunker.
  • 80. Wireframe Model Terran ComSat Cost: 50   50 Hit Points: 750 Armor Type: Heavy Armor: 1 Requires: Academy The ComSat Station gives you the ability to use a Scanner Sweep. The Scanner Sweep allows you to see any part of the map for several seconds as well as detecting any cloaked units in the scanned area. Scanner Sweep 50
  • 81. Wireframe Model Terran Nuclear Silo Cost: 100   100 Hit Points: 600 Armor Type: Heavy Armor: 1 Requires: Science Facility with Covert Ops Add-on The Nuclear Silo provides the ability to Arm Nukes. Once Armed, Ghosts can target enemy sites for nuclear attack. Arm Nuke 200   200 8 Supply Units
  • 82. Terran advanced buildings: Factory Starport Science Facility Physics Lab Machine Shop Covert ops. Nuke Academy Control Tower This is the Terran advanced buildings. Remember that you must build a Barrack first to be able to create a Factory. Units here cost much more than basic building units; minerals , gas , and supply units. Terran basic buildings:
  • 83. Terran basic buildings: Supply Depot Command Center Engineering Bay Barrack Refinery Turret Academy Bunker Comsat Terran advanced buildings: This is the Terran basic building plan. You first start with a CC, then you are able to build more buildings indicated by the white arrows. You must build a Barrack to create advanced buildings. (Factory, Starport…)
  • 84. Probes deposit raw Vespene Gas at the Assimilator to be refined and converted into a purified resource for use in conjuction with Protoss technology. Becomes a necessity for the development of the advanced Protoss units and structures. Wireframe Model: Protoss Assimilator Cost: 100 Hit Points: 450 Plasma Shields: 450 Armor Type: Heavy Armor: 1
  • 85. The Forge provides the weapons and armor upgrades for all Protoss ground units as well as the Plasma Shield upgrades for all Protoss units. It is also required to construct the Photon Cannon. Wireframe Model: Protoss Forge Cost: 150 Hit Points: 550 Plasma Shields: 550 Armor Type: Heavy Armor: 1 Ground Weapons Ground Armor Plasma Shields
  • 86. The Photon Cannon is the primary defensive structure for the Protoss. Its ability to hit both air and ground targets makes it a strong deterrant against any enemy attack. The Photon Cannon also serves as a detector against any cloaked enemy units. These attributes combine to make the Photon Cannon one of the best overall defensive structures found in StarCraft. Wireframe Model: Protoss Photon Cannon Cost: 200 Hit Points: 100 Plasma Shields: 100 Damage: 20 Damage Type: Normal Armor Type: Heavy Armor: 0 Detection Range: 7
  • 87. The Shield Battery is probably one of the least used and highly undervalued structures in the Protoss arsenal. Since every Protoss unit maintains a Plasma Shield, the Shield Battery can help extend the life/duration of any unit on the battlefield for much longer than expected. If clustered together, these Batteries can help maintain psionic shields for a sizeable force. In an invasion, they can be a key factor for helping the Protoss survive. Wireframe Model: Protoss Shield Battery Cost: 100 Hit Points: 200 Plasma Shields: 200 Energy Points: 200 Armor Type: Heavy Armor: 1
  • 88. The Citadel of Adun provides the upgrade for Leg Enhancements, which increases the mobility of the Zealot. The Citadel of Adun also allows the construction of the Templar Archives. Wireframe Model: Protoss Citadel of Adun Cost: 150 100 Hit Points: 450 Plasma Shields: 450 Armor Type: Heavy Armor: 1 Leg Enhancement
  • 89. The Templar Archives is the center of development for the High Templar abilities, Psionic Storm and Hallucination, and the Dark Archon abilities, Mind Control and Maelstrom. In addition, the High Templar can upgrade its Khaydarin Amulet and the Dark Archon can upgrade its Argus Talisman, both for an increase in casting energy. Once the Templar Archives are constructed, the High Templar and Dark Templar can be produced at the Gateway. Wireframe Model: Protoss Forge Cost: 150 200 Hit Points: 500 Plasma Shields: 500 Armor Type: Heavy Armor: 1 Psionic Storm Hallucination Khaydarin Amulet Mind Control Maelstrom Argus Talisman
  • 90. The Fleet Beacon provides the Apial Sensor and Gravitic Thruster upgrades for the Scout, Increased Carrier Capacity upgrade for the Carrier and the Argus Jewel Upgrade for the Corsair. The Disruption Web Ability is also developed here for the Corsair. Once the Fleet Beacon is constructed, the Carrier can be produced at the Stargate. Wireframe Model: Protoss Fleet Beacon Cost: 300 200 Hit Points: 500 Plasma Shields: 500 Armor Type: Heavy Armor: 1 Apial Sensors Gravitic Thrusters Carrier Capacity Disruption Web Argus Jewel
  • 91. The Robotics Support Bay provides upgrades for Scarab Damage (for the Reaver), Reaver Capacity, and Gravitic Drive (for the Shuttle). It also allows the Robotics Facility to produce the Reaver. Wireframe Model: Protoss Robotics Support Bay Cost: 150 100 Hit Points: 450 Plasma Shields: 450 Armor Type: Heavy Armor: 1 Scarab Damage Reaver Capacity Gravitic Drive
  • 92. The Observatory provides the Sensor Array (increased sight) and Gravitic Booster (increased speed) upgrades for the Observer. It also allows for the production of the Observer at the Robotics Facility. Wireframe Model: Protoss Observatory Cost: 50 100 Hit Points: 250 Plasma Shields: 250 Armor Type: Heavy Armor: 1 Sensor Array Gravitic Booster
  • 93. The Arbiter Tribunal is the center for Recall and Stasis Field Development. It provides the Khaydarin Core Upgrade for the Arbiter as well as allows for the production of Arbiters at the Stargate. Wireframe Model: Protoss Arbiter Tribunal Cost: 200 150 Hit Points: 500 Plasma Shields: 500 Armor Type: Heavy Armor: 1 Recall Stasis Field Khaydarin Core
  • 94. This is the Protoss basic bulidings. You start with a Nexus, then eventually a Cybernetics Core.. Then into advanced bulidings.
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  • 98. Wireframe Model Zerg Extractor Cost: 50 Hit Points: 750 Armor Type: Heavy Armor: 1 The Extractor is the structure the Zerg use to convert raw Vespene Gas into a form that is more beneficial for their organic systems. The refined Vespene Gas it produces becomes a necessity in the later evolutions of the Zerg Breeds.
  • 99. Wireframe Model Zerg Evolution Chamber Cost: 75 Hit Points: 750 Armor Type: Heavy Armor: 1 The Evolution Chamber helps increase the offensive and defensive capabilities of the Zerg ground-based breeds. It is also required in order for the Creep Colony to mutate into a Spore Colony. Melee Attacks Missile Attacks Carapace
  • 100. Wireframe Model Zerg Creep Colony Cost: 75 Hit Points: 400 Armor Type: Heavy Armor: 1 Creep Colonies help extend the Creep that is initially generated by a Hatchery. They also have the ability to evolve into a Sunken Colony (for repelling ground invasion) or into a Spore Colony (for repelling aerial assaults). The Creep Colony is not only necessary to expand the life-giving Creep but also for defense.
  • 101. Wireframe Model Zerg Sunken Colony Cost: 50 Hit Points: 300 Damage: 40 Damage Type: Explosive Armor Type: Heavy Armor: 2 The Sunken Colony is the Zerg means of ground defense. Using deadly Subterranean Tentacles to suprise and puncture enemy ground based units, the Sunken Colony can quickly turn the tide of a battle. The best use of the Sunken Colony lies in building them in clusters and using them in conjunction with Spore Colonies since they have no detection abilities of their own and would be unable to defend against cloaked or burrowed units.
  • 102. Wireframe Model Zerg Sunken Colony Cost: 50 Hit Points: 400 Damage: 15 Damage Type: Normal Detection Range: 10 Armor Type: Heavy Armor: 1 The Spore Colony is the Zerg means of aerial defense. Able to fling Seeker Spores high into the atmosphere, Spore Colonies can quickly ravage any incoming enemy air force. In addition to its anti-air capabilities, the Spore Colony also serves as a stationary detector against any enemy cloaked or burrowed units. Combined with the Sunken Colony, the Spore Colony can be a very strong deterrant against any invasion.
  • 103. Wireframe Model Zerg Spawning Pool Cost: 200 Hit Points: 750 Armor Type: Heavy Armor: 1 The Spawning Pool gives Larvae the ability to morph into Zerglings and the Hatchery the ability to evolve into the Lair. The Spawning Pool is also responsible for evolving the Zergling with Metabolic Boost (faster movement) and Adrenal Glands (faster attack). Metabolic Boost Adrenal Glands
  • 104. Wireframe Model Zerg Hydralisk Den Cost: 100 50 Hit Points: 850 Armor Type: Heavy Armor: 1 The Hydralisk Den allows the Larva to morph into Hydralisks. Also, to help along the evolution of the Hydralisk, the Hydralisk Den can also provide the genetic code necessary for Muscular Augments (faster movement), Grooved Spines (longer range) and the Lurker Aspect (allows Hydralisks to morph into Lurkers). Muscular Augments Grooved Spines Lurker Aspect
  • 105. Wireframe Model Zerg Spire Cost: 200 150 Hit Points: 600 Armor Type: Heavy Armor: 1 The Spire produces the genetic code that allows the Larva to morph into the Mutalisk or split into pairs of Scourge. The Spire also serves as the upgrade facility for the Zerg aerial units, upgrading the Flyer Attack and the Flyer Carapce. Flyer Attack Flyer Carapace
  • 106. Wireframe Model Zerg Queen’s Nest Cost: 150 100 Hit Points: 850 Armor Type: Heavy Armor: 1 The Queen's Nest is responsible for supplying the genetic code for morphing Larva into Queens. It also provides additional code to provide the Queen with the abilities of Spawn Broodling and Ensnare as well as Gamete Meiosis (increased energy). Once the Queen's Nest is present, the Lair can continue on its evolutionary path to become a full Hive. Spawn Broodling Ensnare Gamete Meiosis
  • 107. Wireframe Model Zerg Greater Spire Cost: 100 150 Hit Points: 1000 Armor Type: Heavy Armor: 1 The Greater Spire is evolved from the Spire (if there is a Hive present somwhere in the planetary vicinity) and it produces the genetic code that allows the Mutalisk to mutate into the Guardian or Devourer. It also provides the same upgrades as the Spire and will retain the evolutionary progress so that any aerial units keep all upgrades that were completed at the Spire. Flyer Attack Flyer Carapace
  • 108. Wireframe Model Zerg Ultralisk Cavern Cost: 150 200 Hit Points: 600 Armor Type: Heavy Armor: 1 The Ultralisk Cavern provides the genetic coding for the Larva to morph into the fearsome Ultralisk. With the recent ascension of Kerrigan as the Queen of Blades, the Ultralisk Caverns can also provide additional genetic mutations for Anabolic Synthesis (for faster movement) and Chitinous Plating (for improved armor). Anabolic Synthesis Chitinous Plating
  • 109. Wireframe Model Zerg Defiler Mound Cost: 100 100 Hit Points: 850 Armor Type: Heavy Armor: 1 The Defiler Mound provides the genetic template for the Larva to morph into Defilers. The Defiler genetic code can also undergo evolution here to provide the Defiler with abilities like Plague, Consume and Metasynaptic Nodes (more energy). Plague Consume Metasynaptic Node
  • 110. Wireframe Model Zerg Nydus Canal Cost: 150 Hit Points: 250 Armor Type: Heavy Armor: 1 The Nydus Canal serves as a quick transport link from one location to another. The Canal needs two anchoring points, entrance and exit nodes, but once both have been set down, the Zerg forces can travel both ways. Only one Zerg ground unit can be transported at a time, but the process is quick and a large force can travel through in a matter of seconds. The Nydus Canal also has the interesting ability of being able to place its exit node on the Creep of any Zerg colony, friendly or not.