Star craft

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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 Protos s Zerg

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Transcript of Star craft

Page 1: Star craft

As the military leader for your species, you must gather the resources you needto 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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• Terran Command Center Cost: 400 Creates 10 supply units Hit Points: 1500Armor Type: HeavyArmor: 1

The Command Center is the focal point of every Terran Colony. The SCVs deposit all the harvested minerals and vespene gas at the Command Center, and this is also where the SCVs are produced. At the proper tech level, the Command Center can also have either the ComSat Station or the Nuclear Silo attached (but not both at the same time). Each time a Command Center is built, 10 more supply units can be created.

Wireframe Model: Produces:

SCV

Comsat

Nuclear Silo

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• Cost: 300 Creates 1 supply units Hit Points: 1250Armor Type: HeavyArmor: 1

The Zerg Hatchery is the focal point of every starting Zerg colony. It performs two vital functions that no colony could survive without: producing Creep (which all Zerg structures require in order to be built) and producing Larva that can evolve into the various Zerg breeds. In addition, the Hatchery, (except for the Extractor) is one of the only structures that can be built without pre-existing Creep and is therefore essential for any expansion attempt.

Wireframe Model: Produces: Evolve:

Larva Burrow

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Wireframe Model: Produces: Evolve:

• Cost: 150 100 Creates 1 supply units Hit Points: 1800Armor Type: HeavyArmor: 1

The Zerg Lair is the 2nd major step in the evolution of the Zerg breeds. Morphed from the Hatchery, the Lair has many of the same characteristics (produces Larva and maintains the Creep) but also provides additional upgrades for the Overlord, which include the Ventral Sacs (transporting ability), Antennae (increased sight) and Pneumatized Carapace (faster movement).

Larva Burrow VentralSacs

Antennae PneumatizedCarapace

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Wireframe Model: Produces: Evolve:

• Cost: 200 150 Creates 1 supply units Hit Points: 2500Armor Type: HeavyArmor: 1

The Hive is the key that unlocks the final stages of Zerg evolution. It provides the same functionality as the Lair but with a much higher vitality. Once the Hive is present, the Cerebrate commanding it has the potential to unleash the full fury of the Zerg.

Larva Burrow VentralSacs

Antennae PneumatizedCarapace

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• Protoss Nexus Cost: 400 Creates 9 supply units Hit Points: 750Plasma Shields: 750Armor Type: HeavyArmor: 1

The Nexus serves as the anchor for any Protoss colony. The working class units, Probes, are produced here and all gathered resources are desposited here.

Wireframe Model: Produces:

Probe

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Wireframe Model: Produces: 8 Supply Units

Terran Supply Depot Cost 100

Hit Points: 500Armor Type: HeavyArmor: 1

The Supply Depot is required to produce units. Each Supply Depot provides 8 Supply Units .

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Wireframe Model: Produces: 9 Supply Units

Protoss Pylon Cost 100

Hit Points: 300Plasma Shields: 300Armor Type: HeavyArmor: 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).

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Wireframe Model: Produces:

Terran Barrack Cost 150

Hit Points: 1000Armor Type: HeavyArmor: 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

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Zealot Dragoon High Templar Dark Templar

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Protoss Gateway Cost 150

Hit Points: 500Plasma Shields: 500Armor Type: HeavyArmor: 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.

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Drone Overlord Zergling Hydralisk

Wireframe Model: Produces:

Zerg Hatchery

Cost: 300 Hit Points: 1250Armor Type: HeavyArmor: 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.

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Wireframe Model: Produces:

Cost: 150 100 Hit Points: 1300Armor Type: HeavyArmor: 1Requires: 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.

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Scout Carrier Arbiter Corsair

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Protoss Stargate Cost: 150 150 Hit Points: 600Plasma Shields: 600Armor Type: HeavyArmor: 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.

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Shuttle Reaver Observer

Wireframe Model: Produces:

Robotics Facility Cost: 200 200 Hit Points: 500Plasma Shields: 500Armor Type: HeavyArmor: 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.

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Hit Points: 80Plasma Shields: 60Size: LargeSupply: 2Cost: 200 Build Time: 40Produced at: Robotics Facility

Shuttle Reaver Observer

Base Ground Attack: 16Base Air Attack: N/ABase Armor: 1Range: 1Sight: 7Cooldown: 22Production 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)

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Shuttle Reaver Observer

Base Ground Attack: 16Base Air Attack: N/ABase Armor: 1Range: 1Sight: 7Cooldown: 22Production 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: 100Plasma Shields: 60Size: SmallSupply: 2Cost: 100 Build Time: 40Produced at: GatewayRequires: Gateway

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Shuttle Reaver Observer

Hit Points: 100Plasma Shields: 60Size: SmallSupply: 2Cost: 100 Build Time: 40Produced at: GatewayRequires: Gateway

Base Ground Attack: 16Base Air Attack: N/ABase Armor: 1Range: 1Sight: 7Cooldown: 22Production 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.

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Hit Points: 80Size: MediumSupply: 2Cost: 50 150 Build Time: 50Produced at: Hive/HatcheryRequires: 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/ABase Air Attack: N/ABase Armor: 1Range: N/ASight: 10Cooldown: N/AProduction Hot Key: F

Defiler Ultralisk Guardain Devourer

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Hit Points: 400Size: LargeSupply: 4Cost: 200 200 Build Time: 60Produced at: Hive/HatcheryRequires: 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: 20Base Air Attack: N/ABase Armor: 1Range: 1Sight: 7Cooldown: 15Production Hot Key: U

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Hit Points: 150Size: LargeSupply: 2Cost: 50 100 Build Time: 40Produced from: MutaliskRequires: 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: 20Base Air Attack: N/ABase Armor: 2Range: 8Sight: 11Cooldown: 30Production Hot Key: G

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Hit Points: 250Size: LargeSupply: 2Cost: 150 50 Build Time: 40Produced from: MutaliskRequires: 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/ABase Air Attack: 25eBase Armor: 2Range: 6Sight: 10Cooldown: 100Production Hot Key: D

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Wireframe Model: Produces:

Terran Barrack Cost: 200 100 Hit Points: 1250Armor Type: HeavyArmor: 1Requires: Barracks

Vulture Siege Tank Goliath

The Factory is responsible for training and producing Vultures, Siege Tanks and Goliaths.

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Vulture

Hit Points: 80Size: MediumSupply: 2Cost: 75 Build Time: 30Trained at: FactoryRequires: Barracks, Factory

Ground Attack: 20c (Upgrade to +6)Air Attack: NoneRange: 5Sight: 8Armor: 0 (Upgrade to +3)Dropship Carries: 4 VulturesProduction 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

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Tank

Hit Points: 150Size: LargeSupply: 2Cost: 150 100 Build Time: 50Trained at: FactoryRequires: 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: NoneRange: 6/12Sight: 10Armor: 1 (Upgrade to +3)Dropship Carries: 2 TanksProduction 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

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Goliath

Size: LargeSupply: 2Cost: 100 50 Build Time: 30Trained at: FactoryRequires: Barracks, Factory, Armory

Hit Points: 125Ground Attack: 12 (Upgrade to +3)Air Attack: 20e (Upgrade to +12)Range: 5Sight: 8Armor: 1 (Upgrade to +3)Dropship Carries: 4 GoliathsProduction 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

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Hit Points: 120Size: SmallSupply: 2Cost: 100 100 Build Time: 40Produced at: Lair/HatcheryRequires: Spire

Mutalisk Scourge Queen Lurker

Base Ground Attack: 9Base Air Attack: 9Base Armor: 0Range: 3Sight: 7Cooldown: 30Production 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.

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Hit Points: 25Size: SmallSupply: 1Cost: 25 75 Build Time: 30Produced at: Lair/HatcheryRequires: Spire

Mutalisk Scourge Queen Lurker

Base Ground Attack: N/ABase Air Attack: 110Base Armor: 0Range: 1Sight: 5Cooldown: InstantProduction 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.

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Hit Points: 120Size: MediumSupply: 2Cost: 100 100 Build Time: 50Produced at: Lair/HatcheryRequires: 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/ABase Air Attack: N/ABase Armor: 0Range: N/ASight: 10Cooldown: N/AProduction Hot Key: Q

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Hit Points: 125Size: LargeSupply: 2Cost: 50 100 Build Time: 40Produced from: HydraliskRequires: 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: 20sBase Air Attack: N/ABase Armor: 1Range: 6Sight: 8Cooldown: 37Production Hot Key: L

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Scout Carrier Arbiter Corsair

Hit Points: 150Plasma Shields: 100Size: LargeSupply: 3Cost: 275 125 Build Time: 80Produced at: StargateRequires: Stargate

Base Ground Attack: 8Base Air Attack: 28eBase Armor: 0Range: 4Sight: 8/10 UpgradedCooldown: 30Gnd/22AirProduction 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.

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Scout Carrier Arbiter Corsair

Hit Points: 300Plasma Shields: 150Size: LargeSupply: 6Cost: 350 250 Build Time: 140Produced at: StargateRequires: Fleet Beacon

Base Ground Attack: 6Base Air Attack: 6Base Armor: 4Range: 8Sight: 11Cooldown: N/AProduction 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.

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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: 200Plasma Shields: 150Size: LargeSupply: 4Cost: 100 350 Build Time: 160Produced at: StargateRequires: Arbiter Tribunal

Energy: 200 (Upgrade to 250)Base Ground Attack: 10eBase Air Attack: 10eBase Armor: 1Range: 5Sight: 9Cooldown: 45

Production Hot Key: A

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Scout Carrier Arbiter Corsair

Hit Points: 100Plasma Shields: 80Size: MediumSupply: 2Cost: 150 100 Build Time: 40Produced at: StargateRequires: 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/ABase Air Attack: 5esBase Armor: 1Range: 5Sight: 9Cooldown: 8

Production Hot Key: O

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Wraith

Hit Points: 120Size: LargeSupply: 2Cost: 150 100 Build Time: 60Trained at: StarportRequires: Factory, Starport

Energy: 200 (Upgrade to 250)Ground Attack: 8 (Upgrade to +3)Air Attack: 20e (Upgrade to +6)Range: 5Sight: 7Armor: 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

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Dropship

Hit Points: 150Size: LargeSupply: 2Cost: 100 100 Build Time: 50Trained at: StarportRequires: Factory, Starport, Control Tower

Ground Attack: NoneAir Attack: NoneSight: 8Armor: 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

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Hit Points: 500Size: LargeSupply: 6Cost: 400 300 Build Time: 160Trained at: StarportRequires: 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: 11Armor: 3 (Upgrade to +3)Production Hot key: B

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Vessel

Hit Points: 200Size: LargeSupply: 2Cost: 100 225 Build Time: 80Trained at: StarportRequires: Factory, Starport, Science Facility.

Energy: 200 (Upgrade to 250)Ground Attack: NoneAir Attack: NoneSight: 10Armor: 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

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Valkyrie

Hit Points: 200Size: LargeSupply: 3Cost: 250 125 Build Time: 60Trained at: StarportRequires: Armory, Control Tower

Ground Attack: NoneAir Attack: 6e per missile(Upgrade to +3)Range: 6Sight: 8Armor: 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

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Hit Points: 40Size: SmallSupply: 1Cost: 50 Build Time: 20Produced at: HatcheryRequires: Hatchery

Drone Overlord Zergling Hydralisk

Base Ground Attack: 5Base Air Attack: N/ABase Armor: 0Range: 1Sight: 7Cooldown: 22Production 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.

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Hit Points: 200Size: LargeSupply: N/ACost: 100 Build Time: 40Produced at: HatcheryRequires: Hatchery

Drone Overlord Zergling Hydralisk

Base Ground Attack: N/ABase Air Attack: N/ABase Armor: 0Range: N/ASight: 9 (11 with upgrade)Cooldown: N/AProduction 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.

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Hit Points: 35Size: SmallSupply: 1Cost: 25 Build Time: 28Produced at: HatcheryRequires: Spawning Pool

Drone Overlord Zergling Hydralisk

Base Ground Attack: 5Base Air Attack: N/ABase Armor: 0Range: 1Sight: 5Cooldown: 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.

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Hit Points: 80Size: MediumSupply: 1Cost: 75 25 Build Time: 28Produced at: HatcheryRequires: Hydralisk Den

Drone Overlord Zergling Hydralisk

Base Ground Attack: 10eBase Air Attack: 10eBase Armor: 0Range: 4 (5 with upgrade)Sight: 6Cooldown: 15Production 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.

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Zealot Dragoon High Templar Dark Templar

Hit Points: 100Plasma Shields: 60Size: SmallSupply: 2Cost: 100 Build Time: 40Produced at: GatewayRequires: Gateway

Base Ground Attack: 16Base Air Attack: N/ABase Armor: 1Range: 1Sight: 7Cooldown: 22Production 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.

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Zealot Dragoon High Templar Dark Templar

Base Ground Attack: 20eBase Air Attack: 20eBase Armor: 1Range: 4/6 UpgradedSight: 8Cooldown: 30Production 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: 100Plasma Shields: 80Size: LargeSupply: 2Cost: 125 50 Build Time: 40Produced at: GatewayRequires: Cybernetics Core

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Zealot Dragoon High Templar Dark Templar

Energy: 200 (Upgrade to 250)Base Ground Attack: N/ABase Air Attack: N/ABase Armor: 0Range: N/ASight: 7Cooldown: N/AProduction 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: 40Plasma Shields: 40Size: SmallSupply: 2Cost: 50 150 Build Time: 50Produced at: GatewayRequires: Templar Archives

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Zealot Dragoon High Templar Dark Templar

Hit Points: 80Plasma Shields: 40Size: SmallSupply: 2Cost: 125 100 Build Time: 50Produced at: GatewayRequires: Templar Archives

Base Ground Attack: 40Base Air Attack: N/ABase Armor: 1Range: 1Sight: 7Cooldown: 30Production 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.

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Base Ground Attack: 30sBase Air Attack: 30sBase Armor: 0Range: 2Sight: 8Cooldown: 20Production 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: 10Plasma Shields: 350Size: LargeSupply: 4Cost: N/ABuild Time: 20Produced at: N/ARequires: 2 High Templar

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Base Ground Attack: 30sBase Air Attack: 30sBase Armor: 0Range: 2Sight: 8Cooldown: 20Production 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: 10Plasma Shields: 350Size: LargeSupply: 4Cost: N/ABuild Time: 20Produced at: N/ARequires: 2 High Templar

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Marine

Hit Points: 40Size: SmallSupply: 1Cost: 50 Build Time: 24Trained at: BarracksRequires: Barracks

Ground Attack: 6 (Upgrade to +3 )Air Attack: 6 (Upgrade to +3 )Range: 4 (Upgrade to +1 )Sight: 7Armor: 0 (Upgrade to +3 )Dropship Carries: 8 MarinesProduction 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.

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Firebat

Hit Points: 50Size: SmallSupply: 1Cost: 50 25 Build Time: 24Trained at: BarracksRequires: Barracks, Academy

Ground Attack: 6 (Upgrade to +3 )Air Attack: 6 noneRange: 2 Sight: 7Armor: 1 (Upgrade to +3 )Dropship Carries: 8 FirebatsProduction 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.

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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 GhostsProduction Hot key: G

Ghost

Hit Points: 45Size: SmallSupply: 1Cost: 25 75 Build Time: 50Trained at: BarracksRequires: 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…..

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Sight: 9 Armor: 1 (Upgrade to +3 )

Dropship Carries: 8 MedicsProduction Hot key: M

Medic

Hit Points: 60Size: SmallSupply: 1Cost: 50 25 Build Time: 30Trained at: BarracksRequires: Barracks, Academy

Marine Firebat Ghost Medic

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Terran Engineering Bay

Wireframe Model:

3 Level Upgrades for: Infantry Weapons

Armor Cost: 125 Hit Points: 850Armor Type: HeavyArmor: 1

The Engineering Bay provides the Infantry Weapons and Infantry Armor upgrades for all Barracks Units.

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Wireframe Model

Terran Refinery Cost: 100

Hit Points: 500Armor Type: HeavyArmor: 1

In order to harvest Vespene Gas, a Refinery must be built atop the geyser.

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Infantry Weapons

Infantry Armor  

Research U-238 Shells

Marine

Research Stim Pack Tech

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Infantry Weapons

Infantry Armor  

Firebat

Research Stim Pack Tech

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Infantry Weapons

Infantry Armor  

Ghost

Research Ocular Implants

Research Moebius Reactor

Nuke

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GhostNuke 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"

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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

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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

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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

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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.

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MedicHeal 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.

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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).

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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.

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Infantry Armor   Medic

Research Caduceus Reactor

Heal

Research Restoration

Research Optical Flare

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Infantry Weapons

Infantry Armor  

Research U-238 Shells

Marine

Research Stim Pack Tech

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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)

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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)

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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).

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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)

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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.

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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)

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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

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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.

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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.

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Terran Missile Turret Cost: 75 Hit Points: 200Air Attack: 20e Sight Range: 11Ground Attack: N/A Detection Range: 7 Armor Type: HeavyArmor: 1Requires: Engineering Bay

The Missile Turret provides anti-air defense as well as detection against any incoming cloaked units.

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Terran Academy Cost: 150 Hit Points: 600Armor Type: HeavyArmor: 1Requires: 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

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Terran Bunker Cost: 100 Hit Points: 350Armor Type: HeavyArmor: 1Requires: 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.

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Terran ComSat Cost: 50   50 Hit Points: 750Armor Type: HeavyArmor: 1Requires: 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 Sweep50

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Terran Nuclear Silo Cost: 100   100 Hit Points: 600Armor Type: HeavyArmor: 1Requires: 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 Nuke200   200 8 Supply Units

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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:

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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…)

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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: 450Plasma Shields: 450Armor Type: HeavyArmor: 1

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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: 550Plasma Shields: 550Armor Type: HeavyArmor: 1

GroundWeapons

GroundArmor

PlasmaShields

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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: 100Damage: 20 Damage Type: NormalArmor Type: Heavy Armor: 0 Detection Range: 7

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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: 200Plasma Shields: 200 Energy Points: 200Armor Type: Heavy Armor: 1

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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: 450Plasma Shields: 450Armor Type: HeavyArmor: 1

LegEnhancement

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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: 500Plasma Shields: 500Armor Type: HeavyArmor: 1

PsionicStorm

Hallucination KhaydarinAmulet

MindControl

Maelstrom ArgusTalisman

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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: 500Plasma Shields: 500Armor Type: HeavyArmor: 1

ApialSensors

GraviticThrusters

Carrier

Capacity Disruption Web

Argus

Jewel

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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: 450Plasma Shields: 450Armor Type: HeavyArmor: 1

ScarabDamage

ReaverCapacity

Gravitic Drive

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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: 250Plasma Shields: 250Armor Type: HeavyArmor: 1

SensorArray

GraviticBooster

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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: 500Plasma Shields: 500Armor Type: HeavyArmor: 1

Recall StasisField

KhaydarinCore

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This is the Protoss basic bulidings. You start with a Nexus, then eventually a Cybernetics Core.. Then into advanced bulidings.

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Wireframe Model

Zerg Extractor Cost: 50 Hit Points: 750Armor Type: HeavyArmor: 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.

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Zerg Evolution Chamber Cost: 75 Hit Points: 750Armor Type: HeavyArmor: 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

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Zerg Creep Colony Cost: 75 Hit Points: 400Armor Type: HeavyArmor: 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.

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Zerg Sunken Colony Cost: 50 Hit Points: 300 Damage: 40Damage Type: ExplosiveArmor 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.

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Zerg Sunken Colony Cost: 50 Hit Points: 400 Damage: 15Damage Type: Normal Detection Range: 10Armor 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.

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Zerg Spawning Pool Cost: 200 Hit Points: 750Armor Type: HeavyArmor: 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

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Zerg Hydralisk Den Cost: 100 50 Hit Points: 850Armor Type: HeavyArmor: 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

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Zerg Spire Cost: 200 150 Hit Points: 600Armor Type: HeavyArmor: 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

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Zerg Queen’s Nest Cost: 150 100 Hit Points: 850Armor Type: HeavyArmor: 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.

SpawnBroodling

Ensnare GameteMeiosis

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Zerg Greater Spire Cost: 100 150 Hit Points: 1000Armor Type: HeavyArmor: 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

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Zerg Ultralisk Cavern Cost: 150 200 Hit Points: 600Armor Type: HeavyArmor: 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).

AnabolicSynthesis

ChitinousPlating

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Zerg Defiler Mound Cost: 100 100 Hit Points: 850Armor Type: HeavyArmor: 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

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Zerg Nydus Canal Cost: 150 Hit Points: 250Armor Type: HeavyArmor: 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.