STIMPACK Cost: -10 to health Cast by: Marines, Firebats Researched at: Academy 100 100 |
Use And Effects Used by Marines and Firebats to temporarily increase their firing rate and movement speed. Each StimPack drains 10 hit points from the unit when cast. Strategic
Notes |
HEAL Cost: 1 for every 2 hit points healed Range: 2 Cast by: Medic Researched at: none needed |
Use And Effects Heal can be used on any damaged biological ground unit (this includes allied units). The Medic starts with the Heal ability, and will automatically move to Heal a damaged unit within her range. A damaged unit can only be healed by one medic at a time. Medics cannot heal themselves, but can heal another Medic. Medics cannot heal Protoss Plasma Shields or Zerg buildings. Strategic Notes |
OPTIC FLARE Cost: 75 Range: 9 Cast by: Medic Researched at: Academy 100 100 |
Use And Effects Optic Flare blinds units, permanently reducing their sight range to 1 matrix and removing any detector capabilities they have. Optic Flare is not an area effect, each unit must be targeted seperately. Only a Medic can cure blindness with the Restoration ability. Strategic Notes |
RESTORATION Cost: 50 Range: 6 Cast by: Medic Researched at: Academy 100 100 |
Use And Effects Medics can use Restoration to remove harmful effects like Parasites, Lockdown, Blindness, Devourer's Acid Spores, Ensnare, etc.. Restoration does not affect Stasis Field, Mind Control or Defensive Matrix. Restoration is not an area effect, you must target each unit seperately. Strategic Notes |
PERSONAL CLOAKING Cost: 25 to cloak + 1 per second to remain cloaked Cast by: Ghost Researched at: Covert Ops Add-On 100 100 |
Use And Effects Once researched, this allows the Ghost to temporarily Cloak, becoming invisible to all units without detection capabilities. Cloaking is a constant energy drain, and once energy reaches 0, the Ghost will uncloak. Attacks that do splash damage and special abilities that have area effect can cause damage to a cloaked unit. Strategic
Notes |
LOCKDOWN Cost: 100 Range: 8 Cast by: Ghost Researched at: Covert Ops Add-On 200 200 |
Use And Effects Lockdown targets mechanical units and renders them immobile and defenseless against attack. They are unable to move, fire their weapons or use their special abilities. Lockdown lasts for about 60 seconds. Mechanical units include: Terran SCV, Vulture, Siege Tank, Wraith, Science Vessel, Dropship, Valkyrie and Battlecruiser. Protoss Probe, Dragoon, Reaver, Scout, Observer, Shuttle, Corsair, Carrier, and Interceptor. As the Zerg are biological in nature, Lockdown has no effect on any Zerg units.
Strategic Notes |
NUCLEAR STRIKE Cost: Armed Nuclear Silo Range: 9 Cast by: Ghost Researched at: none needed |
Use And Effects Ghosts start with this ability, but you must have a built, armed nuke ready at your Nuclear Silo Add-On before the Ghost can call down a Nuclear Strike. If your Ghost is killed before the Nuclear Strike detonates, the attack will be cancelled. Strategic Notes |
DEPLOY SPIDER MINE Cost: one Spider Mine Range: 3 Cast by: Vulture Researched at: Machine Shop Add-On 100 100 |
Use And Effects Once the Vulture has built Spider Mines, he can deploy them. Spider mines bury themselves underground and can only be seen by units eith detector capabilities. When a ground unit comes within a mines range, it will explode, causing damage to all ground units within it's range. Hovering units will not set off a Spider Mine, but they can take splash damage. Hovering units include the Terran SCV, Vulture, Protoss Probe, Archon, Dark Archon and the Zerg Drone. Air units, your units, and allied units will not trigger Spider Mines. Strategic Notes |
SIEGE TECH Cost: none Cast by: Siege Tank Researched at: Machine Shop Add-On 150 150 |
Use And Effects Once Siege Tech is researched your Tanks can operate in Siege mode or normal Cannon Mode. While in Siege mode the attack range is increased to 12 (from 7) and damage is increased to 70es (from 30e). While in Siege mode Tanks cannot move or be loaded onto Dropships, you must revert to normal Cannon mode for these options. Strategic
Notes |
CLOAKING FIELD Cost: 25 to cloak +1 per second to remain cloaked Range: N/A Cast by: Wraith Researched at: Control Tower Add-On 150 150 |
Use And Effects Once researched, this allows the Wraith to temporarily Cloak, becoming invisible to all units without detection capabilities. Cloaking is a constant drain to the Wraiths energy. Once the energy level reaches 0, it will uncloak. Attacks that do splash damage and special abilities that have area effect can cause damage to a cloaked unit. Strategic Notes |
YAMATO GUN Cost: 150 Range: 10 Cast by: Battlecruiser Researched at: Physics Lab Add-On 200 200 |
Use And Effects The Yamato Gun has a powerful attack, doing 260 hit points of damage to targeted units regardless of their armor or size. The Yamato Gun takes 150 energy to fire, so the Colossus Reactor upgrade(+100 energy) becomes essential. Use the Yamato Gun to take out anti-air defense structures from a safe distance. Strategic Notes |
DEFENSIVE MATRIX Cost: 100 Range: 10 Cast by: Science Vessel Researched at: none needed |
Use And Effects Defensive Matrix places a 250 point non-regenerating shield around the targeted units. The shield lasts for about 60 seconds and then wears off, regardless if all the hitpoints were used. Defensive Matrix cannot be stacked, the newer one will only replace the older one, not add more shield time. Strategic Notes |
EMP SHOCKWAVE Cost: 100 Range: 8 Cast by: Science Vessel Researched at: Science Facility 200 200 |
Use And Effects The EMP Shockwave missile can be targeted to a specific point and has an area effect. All units and buildings within a 3-matrix radius of the blast point will have their energy levels and shields reset to 0. EMP Shockwave is extremely effective against the Protoss.
Strategic Notes |
IRRADIATE Cost: 75 Range: 9 Cast by: Science Vessel Researched at: Science Facility 150 150 |
Use And Effects Casting Irradiate on a targeted unit makes the unit radioactive for 30 seconds, causing up to 250 damage to any biological units (ground and air) within the affected area. (2 matrix radius o the targeted unit) You can target non biological units, they just won't take damage. Irradiate cannot be cast on buildings and does not effect buildings. Units inside Dropships and Shuttles do not take damage. Biological Units include: Terran SCV, Marine, Firebat, Medic and Ghost. Protoss Zealot, Dark Templar, High Templar and all Zerg units. Strategic Notes |
SCANNER SWEEP Cost: 50 Range: N/A Cast by: Comsat Station Add-On Researched at: none needed |
Use And Effects Performing a Scanner Sweep reveals a 20x20 area anywhere on the map. It lasts for 15 seconds and will reveal cloaked and burrowed units. Strategic Notes
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