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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
Although StimPack can be cast more than once, stacking StimPacks will not increase the effect. Use only one at a time. As StimPack only last a few seconds, don't cast it until your allready in engaged in a battle or just before one starts. Use the Medic's Heal ability to replace hit points lost from StimPacking.


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
Use Medics to heal Stimpack damage to Marines and Firebats. By keeping the Medics close and taking advantage of the auto heal feature, you can greatly extend their life and use Stimpacking more liberally.
Medics can heal SCV's, put a few by your mining areas to auto heal damage done in attacks. Don't forget to heal your allies. Biological Units the Medic can Heal are : Terran SCV, Marine, Firebat, Medic and Ghost. Protoss Zealot, Dark Templar, High Templar and All Zerg units (not buildings).


opticflare.gif (1259 bytes) 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
Blinded units can attack at their normal range if another unit spots for it. Use on units with detector capabilities (Overlords, etc) , spell casters (Defilers, Dark Archons, Queens etc) and the more expensive units (Carriers, Arbiters, Guardians, Dovourers etc..). Optic Flare is not very effective on units that attack in groups (Zerglings Hydralisks, Zealots etc..) as other units in the group can spot for the blinded unit.


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
One of the best uses for Restoration is removing Parasite, as it gives your enemy strategic information on you. Also use to remove Devourer's Acid Spores and Irradiate.


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
Research the Moebius Reactor upgrade (+50 energy) to allow Ghost's to remain cloaked longer. Cloak Ghosts before calling down a Nuclear Strike, if the Ghost is killed, the strike is cancelled. A cloaked Ghost will still set off a Spider Mine. Special abilities that have visual effects (Defensive Matrix, Irradiate, Plague, etc) will reveal a Cloaked unit.


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
Lockdown is one of your most useful abilities against enemy Terran and Protoss. Use on the heavy hitters (Battlecruiser, Carriers and Siege Tanks), or to stop transport ships from dropping off troops. Lockdown will disable the Arbiters cloaking ability and reveal all units around it. Lockdown has no effect on biological units. Medics can use Restore to remove the effects of Lockdown, but they must target each individually to do this.


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
Keep the Ghost cloaked while calling down a strike. Ghosts must target for the nuclear strike, and must be moved out of the damage range before it detonates or be killed. Getting the Ocular Implant Upgrade will increase sight range by 2, and allow a Ghost to target outside the damage range. Nukes take awhile to build so it's a good idea to keep one armed in the Nuclear Silo.


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
Each Vulture can only build and deploy three Spider Mines, these cannot be replaced. Spider mines do 125 splash damage. Plant mines in small groups at key traffic areas, bottlenecks, around and inside your base and at mineral deposit sites. Cast Blind on Spider Mines to reduce the sight range, allowing more units to come into it's attack range before detonating.


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
Researching and using Siege Tech is a must due to the increased damage and range capabilities. A Siege Tanks spash damage will damage your units as well as enemy units. Keep some distance between your tanks and your troops at a safe distance from the Tanks targets to avoid damage. Tanks support is key, Goliaths and Marines work well for this. If your on low ground, use an air unit to spot for your tank, enabling it to fire at targets on higher ground.


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
Use Cloaked Wraiths for spying, scouting, hit and run attacks, and harrassing units and groups without detection capabilities. Research the Apollo Reactor upgrade (+50 energy) to allow your Wraith's to remain cloaked longer. Special abilities that have visual effects (Defensive Matrix, Irradiate, Plague, etc) will reveal a Cloaked unit.


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
Because the Yamato Gun uses so much energy, it has a slow refire, pick your targets carefully. The Yamato Guns range is greater than a Battlecruisers sight range, use other units or Scanner Sweep to reveal targets. Use Science Vessels with Battlecruiser to detect cloaked units and cast Defensive Matrix for added protection.


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
Use on Dropships, Battlecruisers, Siege Tanks and Science Vessels. If your having trouble getting past anti-air defense units, casting a Defensive Matrix can make all the difference. Cloaked units with Defensive Matrix cast on them will become visible to the enemy for the duration of the shield, but sometimes the extra hit points are worth it.


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
Use EMP Shockwave against Protoss can be devestating. Sweet targets include Archons, Dark Archons, Photon Cannons Shield Batteries and Pylons. EMP Shockwave can be very effective against any spell casting units, as it they won't be able to cast most spells untill their energy level replenishes.


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
Irradiate works best against the Zerg. Use it on large, tightly packed groups or high hit point units like the Ultalisk. It can also be effective against Terran Infantry troops and Zealots. An unexpected tactic is to cast it on your units not effected by it, such as Siege Tanks, Goliaths and air units and then engage the enemy. The Medics Restoration ability can instantly remove Irradiate from the affected unit. Defensive Matrix will not block Irradiate, but it will slow it down.


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
Scanner Sweep can be very useful for recon and cloak detection. Assign the Comsat station a hot key by hitting Control and then a number 0-9. Later when you want to use Scanner Sweep, just hit the # you assigned the station, then S for Scanner Sweep, then click the area you wish to see.


Red denotes Brood War special abilities and units.



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