Terrans
Medic Requires: Barracks and Academy Produced at: Barracks The Medic is a ground unit whose primary function is to support and heal Terran infantry units during the heat of battle. Medics can also restore units to health by removing harmful or disabling effects such as Parasite, Blindness or Ensnare and can harass the enemy with Optic Flares, causing permanent blindness. Medics can increase their max energy level +50 with the Caduceus Reactor upgrade. Cost: 50 25 1 Energy: 200 (Upg +50) HP: 60 Armor: 1 (Upg +3) |
Goliath Requires: Factory w/Machine Shop Add-On and Armory Produced at: Factory Allready a versatile mobile unit spouting twin anti-armor 20mm Auto-Cannons and Hellfire Missiles for anti-air support, the Goliath becomes a more deadly force with the addition of the Charon Boosters Upgrade. Cost: 100 50 2 HP: 125 Armor: 1 (Upg +3) |
Protoss
Dark Templar Requires: Gateway and Templar Archives Produced at: Gateway Now that Auir has been decimated by conflict, the Dark Templar have come out of their self-imposed exile and are standing together with their bretheren. Dark Templars are are masters at covert ops, having the ability to remain permanently cloaked. Their Warpblades give them a powerful ground attack. Two Dark Templars can merge together, creating the new and powerful Dark Archon by using their Summon Dark Archon special ability. This merging is permanent. Cost: 125 100 2 HP: 80 Shields: 40 (Upg +3) Armor: 1 (Upg +3) |
Dark Archon Requires: Gateway and Templar Archives Produced by: 2 Dark Templars The Dark Archon is created when 2 Dark Templars permanently merge together using the Summon Dark Archon ability. Dark Archons are weak in body and heavily shielded as they have no normal weapon attack. Their strength lies in their powerful special abilities Mind Control, Maelstrom and Feedback. For more info read the official Dark Archon profile. Cost: N/A 4 Energy: 200 (Upg +50) HP: 25 Shields: 350 (Upg +3) Armor: 1 (Upg +3) |
Corsair
Requires: Stargate Produced at: Stargate Corsairs are a quick versatile air support fighter with a rapid attack. It's weapons are air to air only and deliver an explosive damage of 6 with additional splash damage. Should be very effective against Mutalisks or Scourge. The Corsair's special ability is the Disruption Web that wreaks havoc with enemy ground unit and defensive structure attacks. Cost: 150 100 2 Energy: 200 (Upg +50) HP: 100 Shields: 80 (Upg +3) Armor: 1 (Upg +3) |
Zerg
Lurker Requires: Hydralisk Den and Lair Produced by: Hydralisk By researching the Lurker Aspect Hydralisks gain the ability to morph into Lurkers. Lurkers are defenseless above ground and can only attack using it's Subterranean Spines while burrowed. These deadly spikes rip through the ground in a straight line from the Lurker to the target, out to its maximum range. Every ground unit in it's path takes damage, allies included. This attack is a natural ability (no research) and does 20 splash damage points. Cost: 50 100 2 HP: 125 Armor: 1 (Upg +3) |
Devourer Requires: Greater Spire and Hive Produced by: Mutalisk By researching the Devourer Aspect, Mutalisks gain the ability to morph into Lurkers. Lurkers have an explosive Acid Spore attack that breaks down the genetic structure of enemy AIR units. The spores do 25 damage, and in addition have a secondary effect. Spores that "splash off" from the direct impact and attach to enemy units will increase the cooldown time of the enemies weaponry by 1/8 of the original value AND the enemy unit will take an additional point of damage whenever it is attacked. A maximum of 9 spores can be attached to a unit. Cost: 150 50 2 HP: 250 Armor: 2 (Upg +3) |
Ultralisk Requires: Ultralisk Cavern and Hive Produced at: Hive Prolonged exposure to raw vespene gas has produced some unanticipated enhancements to some of the Zerg. Two of these evolutionary enhancements are seen in the new Ultralisk upgrades, Anabolic Synthesis and Chitinous Plating, adding both increased armor and speed to this allready powerful beast. Cost: 200 200 6 HP: 400 Armor: 1 (Upg +5) |
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