******************************************************************************* Starcraft Brood War Buildings/Units/Upgrades Based on 1.10 patch Brood War only aspects clearly marked Copyright 2004, Apathetic Aardvark Email: Jason@lelando.net All rights reserved Version 1.0 3/12/2004 ******************************************************************************* Index/Table of Contents ******************************************************************************* Disclaimer.........................................................i Version History....................................................ii Terran Buildings...................................................iii Zerg Buildings.....................................................iv Protoss Buildings..................................................v Terran Units.......................................................vi Zerg Units.........................................................vii Protoss Units......................................................viii Terran Upgrades....................................................ix Zerg Upgrades......................................................x Protoss Upgrades...................................................xi Credits............................................................xii ******************************************************************************* i) Disclaimer (Legal stuff) ******************************************************************************* Copyright 2004, Apathetic Aardvark All rights reserved. The following sites have my permission to post this; www.gamefaqs.com Any site, magazine, or other form of media, that is not included on this list caught hosting this guide without my written consent is in violation of copyright laws and will be prosecuted to the full extent of the laws. In addition, a terrible curse will be placed upon you and any subsequent generations of your family. ******************************************************************************* ii) Version History ******************************************************************************* 3/9/2004 - Layout 3/10/2004 - Buildings 3/11/2004 - Upgrades 3/12/2004 - Units ******************************************************************************* iii) Terran Buildings ******************************************************************************* Terrans are highly dependent on their buildings. All Terran buildings will burn once their health enters the red zone. The Red zone begins when at 1/3 of the structures maximum health. Once in this zone, it will continue to lose about .5% health every unit of time. To stop a building from burning you must get its health back above the 33.3% mark. Many Terran buildings may also be moved through the air, with their unique ability to lift off and be placed somewhere else. Finally, Terran buildings have Add-on buildings, usually for researching capabilities, but sometimes required to build new units. ------------------------------------------------------------------------------- Command Center HP: 1500 Armor: 1 Time: 120 units Minerals: 400 The Command Center is necessary for any Terran base to survive. It represents the only place a player may build SCVs. All minerals and gas collected must be taken to a commander center to be registered. This building has the ability to fly. If you are very short on space, but not on minerals, build some of these and lift them into the air for supplies, as they give ten supplies each. ------------------------------------------------------------------------------- Comsat Station - Command Center Add-on HP: 500 Armor: 1 Time: 40 units Minerals: 50 Gas: 50 Requirements: Academy The Comsat Station is a powerful tool for any Terran base. With fifty energy, it is able to reveal a large portion of the map visible for a few seconds. In this time period, all cloaked or burrowed units in that area will be able to be seen. This is a great tool of you don't have a detector nearby a large attack. ------------------------------------------------------------------------------- Nuclear Silo - Command Center Add-on HP: 600 Armor: 1 Time: 80 units Minerals: 100 Gas: 100 Requirements: Science Facility with attached Covert-Ops The silos may build powerful Terran nukes. These nukes may only be directed to a target with the aid of a Ghost. While they are fun to use and quite deadly, they are also expensive and at the top of the tech tree. ------------------------------------------------------------------------------- Supply Depot HP: 500 Armor: 1 Time: 40 units Minerals: 100 Supply depots are the primary way to arm your units. Without them, you will be unable to build new units once your supply is met up with by demand. Each supply depot gives off eight additional supplies. These buildings can do nothing else though. Some players have found it effective to use supply depots as blocking devices, or "walls" in openings to their bases. ------------------------------------------------------------------------------- Refinery HP: 750 Armor: 1 Time: 40 units Minerals: 100 The Refinery may only be placed on open vespene geysers. Once a refinery is in place, SCVs may enter it one at a time to collect eight units of vespene gas. Since most units and buildings require vespene, it is wise to start early and get as many near by geysers under you control as possible. ------------------------------------------------------------------------------- Barracks HP: 1000 Armor: 1 Time: 80 Units Minerals: 150 The barracks are the training grounds for all infantry units. Marines, Fire bats, Ghosts and Medics may be trained here, though only Marines if you have no higher buildings. This building has the ability to lift off, however, all training must be cancelled before it can do so and you may not train additional units while airborne. ------------------------------------------------------------------------------- Academy HP: 600 Armor: 1 Time: 80 units Minerals: 150 Requirements: Barracks The academy offers the ability to build many more objects around the base and in the barracks. The comsat station is one invaluable one, but so are Fire Bats. Academy's also are required to build units such as Ghosts. ------------------------------------------------------------------------------- Factory HP: 1250 Armor: 1 Time: 80 Units Minerals: 200 Gas: 100 Requirements: Barracks The factory is one of the most important buildings for Terran bases. It makes powerful units such as Goliaths and Siege tanks, but is also required to build a good deal higher on the tech tree. Factories may leave the ground like the barracks and command centers, but also cancel productions to do so. ------------------------------------------------------------------------------- Machine Shop - Factory Add-On HP: 750 Armor: 1 Time: 40 Units Minerals: 50 Gas: 50 This add on is needed to be able to build siege tanks. It also allows for the upgrade of Vulture movement, Vulture Spidermines and Siege mode on the Siege tanks. ------------------------------------------------------------------------------- Starport HP: 1300 Armor: 1 Time: 70 units Minerals: 150 Gas: 100 Requirements: Factory The Starport is where all Terran aircraft originate. When built, it will only be able to produce the Wraith. This building may lift off like many other ones can. When done building, make sure to immediately begin work on... ------------------------------------------------------------------------------- Control Tower - Starport Add-On HP: 500 Armor: 1 Time: 40 units Minerals: 50 Gas: 50 This add-on will enable you to purchase dropships from the Starport as well. It is also one crucial component in all other aerial vehicles. Wraith upgrades are available here as well. Make good use of this add-on. ------------------------------------------------------------------------------- Science Facility HP: 850 Armor: 1 Time: 60 units Minerals: 100 Gas: 150 The highest tech building for the Terrans. Science Facilities have two add-ons, because of this, you may wish to build two facilities. This building offers the second component in building science vessels. This building may lift off like many other buildings. While it produces nothing, it does have a lot of upgrades and a lot more from its add-ons. ------------------------------------------------------------------------------- Covert Ops - Science Facility Add-On HP: 750 Armor: 1 Time: 40 Units Minerals: 50 Gas: 50 This add-on is built around the Ghost unit. It is needed to produce them and offers four upgrades for them as well. This add-on is also needed to construct nuclear silos onto command centers. ------------------------------------------------------------------------------- Physics Lab - Science Facility Add-On HP: 600 Armor: 1 Time: 40 Units Minerals: 50 Gas: 50 This add-on focuses entirely on the powerful Battlecruiser. It is needed to build them and both of the upgrades it provides go to it. If you plan to have a great fleet, you'll need this add-on for sure. ------------------------------------------------------------------------------- Engineering Bay HP: 850 Armor: 1 Time: 60 units Minerals: 125 The Engineering Bay can lift off like most Terran buildings. It provides the ability to make missile turrets and upgrade infantry units. This building produces nothing of its own and has no add-ons. ------------------------------------------------------------------------------- Armory HP: 750 Armor: 1 Time: 80 units Minerals: 100 Gas: 50 Requirements: Factory The Armory is a building which offers many weapons and armor upgrades. It can research them for Aerial units and Mechanical ground units [built in factory]. This building does nothing other than research and may not be lifted from the ground like its distant cousin the Engineering bay. ------------------------------------------------------------------------------- Missile Turret HP: 200 Armor: 0 Time: 30 Minerals: 75 Requirements: Engineering Bay STA Damage: 20 [explosive] The automated Missile Turret is a detector. It will fire at any hostile air unit in the order they entered its firing range. They fire pretty quickly and do decent damage. Also take note this building has no armor. ------------------------------------------------------------------------------- Bunker HP: 350 Armor: 1 Time: 30 Units Minerals: 100 Requirements: Barracks The bunker is a safe haven for four infantry units to hide out in and shoot from. While inside, the units will take no damage and be able to fire at enemy units. If the bunker is destroyed in a single shot, all units inside of it will remain unharmed. This is a great way to make the low hit points of infantry units last a great deal longer. ------------------------------------------------------------------------------- ******************************************************************************* iv) Zerg Buildings ******************************************************************************* Zerg buildings are made from Drones, rather than just being built. All of the buildings except for the Hatchery and Extractor must be built on a grey substance known as creep. Creep will expand outward only from Creep Colonies and Hatcheries. While it takes a long time to expand it, when the colonies are destroyed, it retracts very quickly. Other races can not build on Zerg creep. Zerg buildings which are damaged will slowly regenerate themselves. ------------------------------------------------------------------------------- Hatchery HP: 1250 Armor: 1 Time: 120 units Minerals: 300 Hatcheries are the building blocks of the Zerg. They produce units known as larva every so often. Only from Larva may other units be built. The Hatchery produces all strains of the Zerg, do not limit yourself to only one of these buildings or you will spend forever and a half trying to produce an army. The Hatchery also provides one unit of control. Only three larva may exist outside of the Hatchery at a single time. ------------------------------------------------------------------------------- Lair - Upgraded Hatchery HP: 1800 Armor: 1 Time: 100 units Minerals: 150 Gas: 100 Requirements: Spawning Pool An evolved hatchery, the lair allows for new buildings to be created by the drone. It also allows for a lot of upgrades to the Overlord unit. It has often been suggested lairs allow for faster larva regeneration, but there is no evidence to support this. ------------------------------------------------------------------------------- Hive - Upgraded Lair HP: 2500 Armor: 1 Time: 120 units Minerals: 200 Gas: 150 Requirements: Queen's Nest The Hive is a sitting wall. From it, any Zerg building may be constructed by the drones. Hives offer no new upgrades [more on this in a minute]. Any unit which the hive can produce can be made at all standard hatcheries once the Hive can build it. ------------------------------------------------------------------------------- Creep Colony HP: 400 Armor: 0 Time: 20 units Minerals: 75 The Creep Colony is the primary way to expand the creep Zerg build on. This building has no defenses, but it may be upgraded into them. Zerg bases require several of these to create adequate room. ------------------------------------------------------------------------------- Spore Colony - Upgraded Creep Colony HP: 400 Armor: 0 Time: 20 units Minerals: 50 Requirements: Evolution Chamber STA Damage: 15 [normal] The Spore Colony launches green globs at any unfriendly air units in range. It is also a detector. While it doesn't do a great deal of damage, it is one of the few defense options Zerg have against aerial units. ------------------------------------------------------------------------------- Sunken Colony - Upgraded Creep Colony HP: 300 Armor: 2 Time: 20 Minerals: 50 Requirements: Spawning Pool STS Damage: 40 [Explosive] The Sunken Colony is a great way to defend from a ground attack. They have excellent range and do great damage to units, though less damage to smaller units. Their stats have been tweaked over and over again since the release of the game. They have less life than ever but more armor, which results in a greater life span against most early game units. ------------------------------------------------------------------------------- Extractor HP: 750 Armor: 1 Time: 40 Units Minerals: 50 This is the only way for Zerg to collect vespene gas. It is one of the few buildings which can be placed outside of creep. Everything else about this is identical to a Terran Refinery. ------------------------------------------------------------------------------- Spawning Pool HP: 750 Armor: 1 Time: 80 units Minerals: 200 The Spawning Pool's minerals have been increased over and over to prevent early Zerg rushes. This basic building is needed to upgrade to a lair. It also allows for the ability to build zerglings and may also provide them with a couple of upgrades. ------------------------------------------------------------------------------- Hydralisk Den HP: 850 Armor: 1 Time: 40 units Minerals: 100 Gas: 50 Requirements: Spawning Pool The Hydralisk Den allows you to build Hydralisks and research many upgrades for them. This structure does NOT require a lair and produces what is pound for pound the best unit in the entire game. Do not go too long before building one of these. ------------------------------------------------------------------------------- Evolution Chamber HP: 750 Armor: 1 Time: 40 units Minerals: 75 This building is where all ground upgrades for Zerg units take place. You may only research level one upgrades until you get a lair, when you can get level two, and a hive is needed for level three. It is recommended you have at least two of these researching different upgrades. ------------------------------------------------------------------------------- Queen's Nest HP: 850 Armor: 1 Time: 60 Units Minerals: 150 Gas: 100 Requirements: Lair The Queen's Nest is needed to upgrade to a hive. It also allows for the building of Queen's, a very useful support unit. There are many upgrades for the queen here as well. ------------------------------------------------------------------------------- Spire HP: 600 Armor: 1 Time: 120 Units Minerals: 200 Gas: 150 This building allows for the creation of the basic Aerial Units for the Zerg. Without this building, you will be unable to produce any Aerial combat units. The Spire also upgrades the Aerial units. There are several good strategies based around getting to one of these in a hurry. ------------------------------------------------------------------------------- Greater Spire - Upgraded Spire HP: 1000 Armor: 1 Time: 120 units Minerals: 100 Gas: 150 Requirements: Hive The Greater Spire allows for Mutalisks to morph into other Aerial units with more specialization. There are no additional upgrades granted for having a Greater Spire, but it does look cooler. ------------------------------------------------------------------------------- Nydus Canal HP: 250 Armor: 1 Time: 40 units Minerals: 150 Requirements: Hive The Nydus Canal is the most unique building in the game. It must be built on creep. It does nothing, except allow you to build another Nydus Canal anywhere else on visible creep. This can allow you to transport your troops from one head of the canal to the other almost instantly. It only works on ground troops. This may be used defensively or in the very rare case, offensively. ------------------------------------------------------------------------------- Defiler Mound HP: 850 Armor: 1 Time: 60 units Minerals: 100 Gas: 100 Requirements: Hive Another building used to research abilities for a support unit. The Defiler mound takes up an awkward amount of space to build too. While defilers do give some great abilities, seldom do most people build them. ------------------------------------------------------------------------------- Ultralisk Cavern HP: 600 Armor: 1 Time: 80 units Minerals: 150 Gas: 200 The Ultralisk cavern allows for Ultralisks to be made at a hatchery class building. In Broodwar, this building also gives off special Ultralisk only upgrades. ------------------------------------------------------------------------------- Infested Command Center HP: 1500 Armor: 1 Time: 120 Minerals: 1 Gas: 1 Requirements: Queen infesting a Terran Command Center in the Red. Allows the creation of infested Terrans. This unit isn't built, only taken. They are very useful at times and maintain the ability to lift off. They can not be used to collect resources. ------------------------------------------------------------------------------- ******************************************************************************* v) Protoss Buildings ******************************************************************************* The Protoss have some of the most unique buildings. All of their buildings are already made on their homeworld, Aiur. They instead warp them in to the destination. A probe must start the warp in process, but may do other things while the building comes in. Protoss buildings are also protected by shields. These shields are energy based, but act like armor. No physical damage to the building will be taken while the shields are online. The shields will recover after a while, but there is no way to repair the structural damage. Most Protoss buildings must be built near pylons in order to get power. If the pylon is destroyed, all functions of that building will halt until power has been restored with another pylon. ------------------------------------------------------------------------------- Nexus HP: 750 Shields: 750 Armor: 1 Time: 120 Units Minerals: 400 The heart of all Protoss colonies. The Nexus is where probes are made and resources taken for processing. The Nexus provides nine psi energy, required for Protoss to make units. ------------------------------------------------------------------------------- Pylon HP: 300 Shields: 300 Armor: 0 Time: 30 units Minerals: 100 Pylons are the most important building in a Protoss base. For one, they supply the critical power grid other buildings need to function. The grid doesn't need to be consistent like creep, but must encompass most of a building. It also supplies eight psi energy, necessary for troops. These buildings are small. It is generally a good idea to put a few pylons in the area of very important structures. ------------------------------------------------------------------------------- Assimilator HP: 450 Shields: 450 Armor: 1 Time: 40 units Minerals: 100 Necessary to gain access to vespene geysers. They do not require the power of pylons. They are otherwise identical to Terran Refineries and Zerg Extractors. ------------------------------------------------------------------------------- Gateway HP: 500 Shields: 500 Armor: 1 Time: 60 units Minerals: 150 The entry point for Protoss ground units. The gateway is also a critical building for advancing up the tech tree. If you're heavy on ground troops, it would be wise to have more than one of these. ------------------------------------------------------------------------------- Forge HP: 550 Shields: 550 Armor: 1 Time: 40 units Minerals: 150 The forge is where all ground upgrades of weaponry and armor are done. In addition, shield research is done here, which also applies to buildings as well as all units. You will only be able to research level one upgrades if you do not advance further on the tech tree. ------------------------------------------------------------------------------- Photon Cannon HP: 100 Shields: 100 Armor: 0 Time: 50 units Minerals: 150 Requirements: Forge STS Damage: 20 [normal] STA Damage: 20 [normal] The most powerful defensive structure in the game. The Photon Cannon is a detector. It fires at both ground and aerial targets. While it is very immobile, they are excellent for defending small outposts with a skeleton army. Do not leave too many cannons in range of too few pylons, or the pylon will become the target. Once a cannon has no power, it is completely helpless. ------------------------------------------------------------------------------- Shield Battery HP: 200 Shields: 200 Armor: 1 Time: 30 units Minerals: 100 Requirements: Gateway The Shield battery has an energy supply of two hundred, which recharge like all other energy supplies. It is able to replenish the shields of units nearby. This gives Protoss units a substantial advantage in combat, if close. There isn't a great point in having more than a couple of these, best used recharging support units. ------------------------------------------------------------------------------- Cybernetics Core HP: 500 Shields: 500 Armor: 1 Time: 60 units Minerals: 200 Requirements: Gateway The most important structure for advancing Protoss technology. This building opens the tree greatly. It also allows for the creation of Dragoons and upgrades for them as well as aerial units. You will only be able to research level one upgrades if you do not advance further on the tech tree. ------------------------------------------------------------------------------- Citadel of Adun HP: 450 Shields: 450 Armor: 1 Time: 60 units Minerals: 150 Gas: 100 Requirements: Cybernetics Core The Citadel of Adun is another building used mostly to advance the rest of the religious half of the tree. Its only other use is to upgrade Zealot foot speed. ------------------------------------------------------------------------------- Stargate HP: 600 Shields: 600 Armor: 1 Time: 70 units Minerals: 150 Gas: 150 Requirements: Cybernetics Core The creating building of most units in the Protoss fleet. These buildings start by only being able to create the Scout and in brood war, the corsair. It is also needed for a few more advanced buildings to aid the fleet. ------------------------------------------------------------------------------- Robotics Facility HP: 500 Shields: 500 Armor: 1 Time: 80 units Minerals: 200 Gas: 200 Requirements: Cybernetics Core Another Tech building. This also allows the creation of several support units such as the shuttle. You'll need to build its complementary buildings to make the other two as well as upgrade them. ------------------------------------------------------------------------------- Templar Archives HP: 500 Shields: 500 Armor: 1 Time: 60 units Minerals: 150 Gas: 200 Requirements: Citadel of Adun This building enables the creation of templar class units. It also offers a whole heap of upgrades for them. In addition, it is required for the highest tech Protoss building and upgrades. You can only get to level one ground upgrades before building this. ------------------------------------------------------------------------------- Fleet Beacon HP: 500 Shields: 500 Armor: 1 Time: 60 units Minerals: 300 Gas: 200 Requirements: Stargate The Fleet Beacon allows the construction of most ships in the Stargate. It also allows for the upgrades of every fighting class ship. This is a very important building to have if you wish your fleet to have any amount of air supremacy. ------------------------------------------------------------------------------- Robotics Support Bay HP: 450 Shields: 450 Armor: 1 Time: 30 units Minerals: 150 Gas: 100 Requirements: Robotics Facility This aid to the Robotics division allows you to construct Reavers in the main facility. It also supplies a great deal of upgrades to artillery based units the Protoss have. It is recommended you build one of these as soon as you can in order to make your artillery based units useful ------------------------------------------------------------------------------- Observatory HP: 250 Shields: 250 Armor: 1 Time: 30 units Minerals: 50 Gas: 100 Requirements: Robotics Facility This building allows Robotics Facilities to construct observers, perhaps the best detector in the game, one of the few the Protoss have. They may also be upgraded here. While it is quite a way along the tech tree, it is by far and away one of the most important buildings. ------------------------------------------------------------------------------- Arbiter Tribunal HP: 500 Shields: 500 Armor: 1 Time: 60 units Minerals: 200 Gas: 150 Requirements: Stargate, Templar Archives The pinnacle of the Protoss faith. The Arbiter Tribunal allows the Stargate to produce Arbiters, which are essentially aerial templars. They also learn new abilities here. While it is a very advanced building, it gives some very overpowered abilities. ------------------------------------------------------------------------------- ******************************************************************************* vi) Terran Units ******************************************************************************* Terran units are cheap for the most part. They are built from many different locations. They can not be healed in normal Starcraft, but in Brood War they may be by a Medic. However, SCVs can repair many Mechanical units, ground based or flying, but it will cost you a bit of money. ------------------------------------------------------------------------------- Unit: SCV HP: 60 Time: 20 Minerals: 50 Gas: 0 Supplies: 1 Built at: Command Center Need: Command Center Damage: 5 [normal] Armor: 0 [+1 per upgrade] [ground to ground] [small] The gatherers for the Terrans. When an SCV is building a structure it can not walk away from it without halting or canceling the production. SCVs can also repair buildings. They may also fit into bunkers if you need to for whatever reason, but sadly, they can not repair the bunker while inside. ------------------------------------------------------------------------------- Unit: Marine HP: 40 Time: 24 Minerals: 50 Gas: 0 Supplies: 1 Built at: Barracks Need: Barracks Damage: 6 [+1 per upgrade] [ground to ground or air missile] [normal] Armor: 0 [+1 per upgrade] [small] Marines start out being pretty crappy. They can't shoot far, they die like mad if not inside a bunker or in a large ground. Once you upgrade their range they become much better. Add in a stim pack and they can be great. They'll move faster and shoot faster, though they will lose their HPs for using it. Being cheap, don't be afraid to replace dead marines at any stage of the game. ------------------------------------------------------------------------------- Unit: Firebat HP: 50 Time: 24 Minerals: 50 Gas: 25 Supplies: 1 Built at: Barracks Need: Barracks, Academy Damage: 8 [+1 per upgrade] [ground to ground] [splash, double to triple hit] Armor: 1 [+1 per upgrade] [small] You may notice the damage is low, however, it always hits twice per animation. Since it hits twice, armor takes a much bigger effect on it. However, against some small Zerg units, this attack negates the armor. They have a little bit of range, but nothing too impressive. They can also damage allied players if you get too close in combat. ------------------------------------------------------------------------------- Unit: Ghost HP: 45 Time: 50 Minerals: 25 Gas: 75 Supplies: 1 Built at: Barracks Need: Barracks, Academy, Science Facility with Covert Ops Damage: 10 [+1 per upgrade] [ground to ground or air] [concussive] Armor: 0 [+1 per upgrade] [small] Ghosts can be used to attack, but with concussive damage they are ineffective on anything other than small units. They can also research many useful abilities such as being able to cloak and see farther. Lockdown costs a lot of energy, but it can stop any mechanical unit for a great deal of time leaving it open to attack and unable to do anything. Ghosts are also the only unit which may target a Nuke to its destination. ------------------------------------------------------------------------------- Unit: Medic [Brood War only] HP: 60 Time: 30 Minerals: 50 Gas: 25 Supplies: 1 Built at: Barracks Need: Barracks, Academy Damage: N/A Armor: 1 [+1 per upgrade] [small] Medics have the heal ability which costs them 1 energy per HP of healing they do. They can use this on Terran infantry, Zerg Units and some Protoss units. They can also research restoration which is used to cure things such as Acid Spores or Lockdown. Their only real defense is optic flare, which blinds an enemy unit. ------------------------------------------------------------------------------- Unit: Vulture HP: 80 Time: 30 Minerals: 75 Gas: 0 Supplies: 2 Built at: Factory Need: Factory Damage: 20 [+2 per upgrade] [ground to ground missile] [concussive] Armor: 0 [+1 per upgrade] [medium] Vultures are very fast moving, even more so when they get an upgrade. Their weapon is very weak against buildings but absolutely schools most Zerg and Terran ground units. They can gain up to three spiders mines, which are great for guarding an expansion base you can not yet afford. ------------------------------------------------------------------------------- Unit: Siege Tank | Tank mode / Siege mode HP: 150 Time: 50 Minerals: 150 Gas: 100 Supplies: 2 Built at: Factory Need: Factory with Machine Shop Damage: 30 / 70 [+3/5 damage per upgrade][ground to ground][explosive / splash] Armor: 1 [+1 per upgrade] [large] Siege Tanks do great damage in Siege mode. The downfall is of course they can not move while in it and it takes a while to switch out of it. Their range is highly increased as well. They will only do half damage in siege mode if the target happens to be moving when struck, but it does have a good splash range. These are great for defense as well, since they get one, often two shots in before most enemies are in range. ------------------------------------------------------------------------------- Unit: Goliath HP: 125 Time: 40 Minerals: 100 Gas: 50 Supplies: 2 Built at: Factory Need: Factory, Armory Damage: 12 [+1 per upgrade] [ground to ground] [normal] 10 [+2 per upgrade] [ground to air] [normal, double hit] Armor: 1 [+1 per upgrade] [medium/large] Goliaths hit twice per shot to air units, so they're doing phenomenal damage, not the cheesy looking way I wrote it. In Brood War they can get the Charon Booster upgrade which gives them more ground to air range than any unit in the game dealing more damage than anything other than an Archon. These are pretty bulky and tend to get stuck, so keep a close eye on them. ------------------------------------------------------------------------------- Unit: Wraith HP: 120 Time: 60 Minerals: 150 Gas: 100 Supplies: 2 Built at: Starport Need: Starport Damage: 8 [+1 per upgrade] [air to ground] [normal] 20 [+2 per upgrade] [air to air] [explosive] Armor: 0 [+1 per upgrade] [small] Wraiths can gain cloaking abilities from the Starport's Control tower, which makes them one of the best units in the game. They do solid damage to large units with excellent reload time. They are very fast as well. Use these to support your behemoths. ------------------------------------------------------------------------------- Unit: Science Vessel HP: 200 Time: 80 Minerals: 100 Gas: 225 Supplies: 3 Built at: Starport Need: Starport, Control Tower, Science Facility Damage: N/A Armor: 1 [+1 per upgrade] [medium] These are detectors and support units. They have defensive matrix which can put a temporary shield around a unit which can take up to about 255 damage. EMP Shockwave is by far their deadliest ability. It removes all energy from anything within the blast radius [including allies], which is a very large area and also knocks all shielded units down to one shield point. Their other ability is irradiate, which is used to decimate living things. It has splash range too. These units are fast but a bit large. Use them well. ------------------------------------------------------------------------------- Unit: Dropship HP: 150 Time: 50 Minerals: 100 Gas: 100 Supplies: 2 Built at: Starport Need: Starport with Control Tower Damage: N/A Armor: 1 [+1 per upgrade] [large] These are used to transport ground units. 8 SCVs, 8 Marines, 8 Firebats, 8 Medics, 8 Ghosts, 4 Goliaths, 4 Vultures or 2 Tanks can fit inside. They are slower than shuttles, but much faster than they used to be. Don't send them too far all by themselves, they can't take many hits. ------------------------------------------------------------------------------- Unit: Battlecruiser HP: 500 Time: 133 Minerals: 400 Gas: 300 Supplies: 6 Built at: Starport Need: Starport with Control Tower, Science Facility with Physics Lab Damage: 25 [+3 per upgrade] [air to air or ground] [normal] Armor: 3 [+1 per upgrade] [large] A great way to dominate the skies. Battlecruisers do huge damage to ground and air targets. They don't fire too slowly either. They move a bit slow, but their auto targeting hits units in a good order. They only cost six supplies instead of the eight they did when the game came out. ------------------------------------------------------------------------------- Unit: Valkyrie [Brood War only] HP: 200 Time: 50 Minerals: 250 Gas: 125 Supplies: 3 Built at: Starport Need: Starport with Control Tower, Armory Damage: 6 [+1 per upgrade] [air to air] [eight shots per animation, splash] Armor: 2 [+1 per upgrade] [large] Valkyries fire eight times per volley, but seldom do more than three of them hit even the largest of air units. They are great for crowd control as they have a large volley burst and some splash damage on top of that. Be a bit wary in large maps with lots of units, Valkyries sometimes stop firing entirely, just sitting around getting hit. They will also damage allied units if they are in too close. ------------------------------------------------------------------------------- Unit: Spider Mine HP: 20 Damage: 125 [one time splash, ground to ground] Armor: 0 Deployed by Vultures, these will sit around until something comes near, then they will attack it. ------------------------------------------------------------------------------- Nuclear Missile HP: 10000 [can not be hit] Time: 100 Minerals: 200 Gas: 200 Built at: Nuclear Silo Need: Nuclear Silo Damage: Varies with building size. 500 Damage to small buildings. No more than 60% HP of big buildings. This weapon can not be fired except for by a Ghost. When launched, a little red dot will appear at the target. 20 seconds later the nuke will appear on the screen and about four more after that it will explode creating mass carnage around it. The nuke takes eight supplies to hold in a silo. ------------------------------------------------------------------------------- ******************************************************************************* vii) Zerg Units ******************************************************************************* Remember, all Zerg units are built from Larva at the Hatchery. You will still need the appropriate buildings to construct different units though. Like Zerg buildings, units also recover HP while just standing around. ------------------------------------------------------------------------------- Unit: Drone HP: 40 Time: 20 Minerals: 50 Gas: 0 Control: 1 Need: Hatchery/Lair/Hive Damage: 5 [melee ground attack] [normal] Armor: 0 [+1 per upgrade] [small] Drone are the gatherers for the Zerg. They also morph into buildings. Due to the fact you will lose a drone to create a building, Zerg buildings are cheaper than others. You can use morphing into buildings to your advantage to exceed control by creating a building, then a unit, then canceling the building. ------------------------------------------------------------------------------- Unit: Zergling HP: 35 Time: 28 Minerals: 50 Gas: 0 Control: 1/2 Need: Spawning Pool Damage: 5 [+1 per upgrade] [melee ground attack] [normal] Armor: 0 [+1 per upgrade] [small] Zerglings are very nice units for their price. You get two of them for every one larva used to create them, yet they only take up one control combined. They aren't too bad in the early game. Once you get both of their upgrades they are still ferocious in the late game. While they don't have a lot of life they can make an excellent wall just do to their cheapness. Use Hydralisks behind them for maximum effect. ------------------------------------------------------------------------------- Unit: Hydralisk HP: 80 Time: 28 Minerals: 75 Gas: 25 Control: 1 Need: Hydralisk Den Damage: 10 [+1 per upgrade] [missile ground & air attack] [explosive] Armor: 0 [+1 per upgrade] [medium] Hydralisks are without any doubt the best unit in the game for their cost. With their speed and particularly range upgrades, they can get into attack patterns quickly. They aren't too effective against smaller units, but they tear apart virtually everything else. Do not be afraid to have a lot of these roaming around. ------------------------------------------------------------------------------- Unit: Ultralisk HP: 400 Time: 60 Minerals: 200 Gas: 200 Control: 4 Need: Ultralisk Cavern Damage: 20 [+3 per upgrade] [melee ground attack] [normal] Armor: 1 [+1 per upgrade] [+2 for plating [Brood War only] [large] Ultralisks have a lot of life and armor. With the Brood War expansion, they have gained even more armor, making them moving walls. Their damage may leave some to be desired, but they are very solid units in Brood War, not so much in regular Starcraft as they are slower. ------------------------------------------------------------------------------- Unit: Broodling HP: 30 Time: 0 Minerals: 0 Gas: 0 Control: 0 Need: A queen Damage: 4 [+1 per upgrade] [melee ground attack] [normal] Armor: 0 [+1 per upgrade] [small] Two Broodlings are created when a Queen successfully morphs another unit into them. They have energy, when it is gone, they will die whether or not they have received fatal damage or not. They are more annoying than strong, but it isn't like you're playing to use them. ------------------------------------------------------------------------------- Unit: Defiler HP: 80 Time: 50 Minerals: 50 Gas: 150 Control: 1 Need: Defiler Mound Damage: N/A Armor: 1 [+1 per upgrade] [medium] Defilers are support units. They do not attack directly. They come with Dark Swarm, which costs 100 energy to use. It prevents all friendly units inside of it from being damaged by melee and missile forms of damage. They may also consume your own units to recharge their energy faster. Their most annoying ability though is plague, which will cause all targeted units and buildings to take damage. It can not kill anything, but it can cause Terran buildings to burn to the ground. ------------------------------------------------------------------------------- Unit: Infested Terran HP: 60 Time: 40 Minerals: 100 Gas: 50 Control: 1 Need: Infested Command Center Damage: 500 [small splash] Armor: 0 [small] The only unit the Infested Command Center can produce. These suffering Terrans can only run up to something and explode on them. They are difficult to use since they have such a small amount of life though. ------------------------------------------------------------------------------- Unit: Lurker [Brood War only] HP: 125 Time: 40 Minerals: 50 Gas: 100 Control: 2 Need: Lair, Hydralisk Den Damage: 20 [+2 per upgrade] [underground to ground missile] [normal] Armor: 1 [+1 per upgrade] [medium] Lurkers are a nasty surprise to an invasion without detectors. These units get burrow by default and my only shoot when underground. They send out five spikes in the direction of attackers and can impale even the largest of ground units in a matter of seconds. They have no ability to defend themselves when they are not burrowed. ------------------------------------------------------------------------------- Unit: Overlord HP: 200 Time: 40 Minerals: 100 Gas: 0 Control: N/A [Supplies 8] Need: Hatchery/Lair/Hive Damage: N/A Armor: 0 [+1 per upgrade] [Medium] Overlords supply the control for the Zerg. They are detectors as well. They can be upgraded to move faster, transport up to 8 Drones, 8 Zerglings, 4 Hydralisks, 2 Lurkers, or 2 Ultralisks. They can also gain more sight range from upgrades. Protect these well, they don't have a lot of life. ------------------------------------------------------------------------------- Unit: Mutalisk HP: 120 Time: 40 Minerals: 100 Gas: 100 Control: 2 Need: Spire Damage: 9 [+1 per upgrade] [air to ground or air bouncing missile] [normal] Armor: 0 [+1 per upgrade] [small] Mutalisks are not great air units, sadly, they are about all the Zerg have. While they are very fast, they do small damage, which will get them shred by almost all other air units. They are good for hitting the ground though, as their shots bounce around to nearby targets. ------------------------------------------------------------------------------- Unit: Guardian HP: 150 Time: 40 Minerals: 50 Gas: 100 Control: 2 Need: Greater Spire and a Mutalisk Damage: 20 [+2 per upgrade] [air to ground] [normal] Armor: 2 [+1 per upgrade] [large] What they Zerg lack in air to air they more than make up for in air to ground. Guardians have range better than any ground unit firing upward, except for the Brood War Goliath. They fire quickly and do great damage. They have no way to fire back at air units, so cover them well as they are slow moving and will not be able to retreat. ------------------------------------------------------------------------------- Unit: Queen HP: 120 Time: 50 Minerals: 100 Gas: 100 Control: 2 Need: Queen's Nest Damage: N/A Armor: 0 [+1 per upgrade] [small] Queen's are support units. They are quick moving. They have parasite by default, which allows them to attach a bug to an enemy unit and you will be able to see what that unit can see. They can turn many biological units into Broodlings, but perhaps their best two abilities include Ensnare, the ability to slow the movement of a large area of enemies down greatly and infest command center, which allows them to take over a badly damaged command center. ------------------------------------------------------------------------------- Unit: Scourge HP: 25 Time: 30 Minerals: 25 Gas: 75 Control: 1/2 Need: Spire Damage: 110 [air to air collision] [normal] Armor: 0 [small] Scourges come two per larva just like zerglings. They can only collide with enemy air units to cause damage, thus killing the scourge. They are very ineffective a couple at a time because of low life, but all at once they all hit a unit and blow each other up, making it take eight scourges to take out a Carrier. They also don't like to collide without human control. ------------------------------------------------------------------------------- Unit: Devourer [Brood War only] HP: 250 Time: 40 Minerals: 150 Gas: 50 Control: 2 Need: Greater Spire and a Mutalisk Damage: 25 [+2 per upgrade] [air to air] [normal] [acid] Armor: 2 [+1 per upgrade] [large] Devourers shoot way too slowly. They do good damage and each hit puts acid spores on an opponent which lower its defense making any hit thereafter much stronger. Only a Medic can remove the acid spores. They last quite a while in firefights, but they just don't shoot fast enough to do real amounts of damage to anything, better than Mutalisks though. ------------------------------------------------------------------------------- ******************************************************************************* viii) Protoss Units ******************************************************************************* Protoss units are generally the strongest. They do great damage, but take up a lot of Psi energy. They are also expensive. They all have shields. Their shields will come back, faster than Zerg regenerate, but all bodily damage will remain that way forever. Shields at level zero have the same effect as armor at level one in terms of damage reduction. Full shields plus full armor on an unarmored unit before upgrades can reduce damage by seven. ------------------------------------------------------------------------------- Unit: Probe HP: 20 Shields: 20 Time: 20 Minerals: 50 Gas: 0 Psi needed: 1 Built at: Nexus Need: Nexus Damage: 5 [ground to ground] [normal] Armor: 0 [+1 per upgrade] [small] Probes gather the resources. They also warp in buildings, they only need to be near it when it starts warping in, after that they may go gather more, warp in more, or just pick their nose. ------------------------------------------------------------------------------- Unit: Zealot HP: 100 Shields: 60 Time: 40 Minerals: 100 Gas: 0 Psi needed: 2 Built at: Gateway Need: Gateway Damage: 8 [+1 per upgrade] [ground to ground melee] [normal] [two hit] Armor: 1 [+1 per upgrade] [medium] Zealots hit twice per attack, so each hit is more affected by armor than the game would like you to believe. They used to have eighty shields and eighty health but that was changed since few early units could cause structural damage before being defeated. Their speed can be upgraded at the Citadel of Adun. ------------------------------------------------------------------------------- Unit: Dragoon HP: 100 Shields: 80 Time: 50 Minerals: 125 Gas: 50 Psi needed: 2 Built at: Gateway Need: Gateway, Cybernetics Core Damage: 20 [+2 per upgrade] [ground to ground or air] [explosive] Armor: 1 [+1 per upgrade] [large] Dragoons are great units, just like Hydralisks. The only problem is they are larger and thus take more damage than Hydralisks take back. They are also easy to get stuck around a corner. Their range may be upgraded at the Cybernetics Core. These are great units. ------------------------------------------------------------------------------- Unit: High Templar HP: 40 Shields: 40 Time: 50 Minerals: 50 Gas: 150 Psi needed: 2 Built at: Gateway Need: Gateway, Templar Archives Damage: N/A Armor: 0 [+1 per upgrade] [small] These templars are casters. They can summon powerful Psionic Storms which do great damage to all enemy units inside. They can create duplicates of units which do no damage but act as a diversion. They can also merge with another High Templar to form an Archon. ------------------------------------------------------------------------------- Unit: Archon HP: 10 Shields: 350 Time: 20 [merge] Minerals: 0 Gas: 0 Psi needed: 4 [no change] Built at: merge Need: Two High Templars Damage: 30 [+3 per upgrade] [ground to ground or air] [range 2] [splash] Armor: 0 [+1 per upgrade] [large] Archons deal great damage and fire quickly to boot. Their damage is splash so they can clear out a pack in a hurry. They only have ten HP though and are beaten down quickly with EMP shockwave. They will cost a lot since you need so many high templars to maintain a good supply of them. ------------------------------------------------------------------------------- Unit: Dark Templar [Brood War only] HP: 80 Shields: 40 Time: 50 Minerals: 125 Gas: 100 Psi needed: 2 Built at: Gateway Need: Gateway, Templar Archives Damage: 40 [+3 per upgrade] [ground to ground melee] [normal] Armor: 1 [+1 per upgrade] [small/medium] Okay, so you can technically get four non-hero Dark Templars in the last level of normal Starcraft, but that doesn't count. These units are ALWAYS cloaked, making them the best stealth fighters in the game. They deal wonderful damage, killing almost anything in two shots or less. They're a bit slow and they do not take damage as well as they give it. Still, these things rule to get snuck into an attack party. ------------------------------------------------------------------------------- Unit: Dark Archon [Brood War only] HP: 25 Shields: 200 Time: 20 [merge] Minerals: 0 Gas: 0 Psi needed: 4 [no change] Built at: merge Need: Two Dark Templars Damage: N/A Armor: 1 [+1 per upgrade] [large] These are caster/support units. They can use maelstrom, which is like lock down, only if affects living units. They also have feedback, which for fifty energy they can deal a units energy back to it in damage, and remove the energy to boot. Their best ability is Mind Control, which allows them to take over a unit from an enemy [or ally]. Even if you are at maximum Psi Control, you will still be able to take extra units, giving you a manpower advantage! If you steal and SCV or a Drone, you can build bases of other races as well, and start two new food supplies. Powerful, powerful. ------------------------------------------------------------------------------- Unit: Reaver HP: 100 Shields: 80 Time: 70 Minerals: 200 Gas: 100 Psi needed: 4 Built at: Robotics Facility Need: Robotics Facility, Robotics Support Bay Damage: N/A - see Scarab Armor: 0 [large] Reavers shoot scarabs over long distances. They can carry five by default, but that may be upgraded to ten. Reavers move VEEEERRRRYYYY slowly. ------------------------------------------------------------------------------- Unit: Scarab HP: 20 Shields: 10 Time: 7 Minerals: 15 Gas: 0 Psi needed: 0 Built at: From Reaver Need: Reaver Damage: 100 [+25 with upgrade] [normal] [splash] Armor: 0 Scarabs are fired by Reavers in rapid succession. They do lots of damage and have a good range. They are ground to ground only. Don't worry about the fact it has only 20 HP, the only thing which can kill a scarab is a nuke, and that isn't exactly an effective way to do it. Make sure to get the damage upgrade, they can take down most buildings in a hurry. ------------------------------------------------------------------------------- Unit: Observer HP: 40 Shields: 20 Time: 40 Minerals: 25 Gas: 75 Psi needed: 1 Built at: Robotics Facility Need: Robotics Facility, Observatory Damage: N/A Armor: 0 [+1 per upgrade] [small] These guys are always cloaked. They move slowly, but with the upgrade they go pretty fast. They have good range and are obviously detectors. There is no better surveillance unit in the game. ------------------------------------------------------------------------------- Unit: Shuttle HP: 80 Shields: 60 Time: 60 Minerals: 200 Gas: 0 Psi needed: 2 Built at: Robotics Facility Need: Robotics Facility Damage: N/A Armor: 1 [+1 per upgrade] [medium] These transport vehicles can carry 4 Zealots, 2 Dragoons, 2 Archons, 2 Dark Archons, 4 High Templars, 4 Dark Templars or 2 Reavers. They are the fastest moving in the game and can be upgraded to be even faster. This is one of the best movement options available to the Protoss. ------------------------------------------------------------------------------- Unit: Scout HP: 150 Shields: 100 Time: 80 Minerals: 275 Gas: 125 Psi needed: 3 Built at: Stargate Need: Stargate Damage: 8 [+1 per upgrade] [air to ground] [normal] 14 [+1 per upgrade] [air to air] [explosive] [double hit] Armor: 0 [+3 per upgrade] [medium] One of the best units in the game. Scouts are fast with upgrades, they deal amazing amounts of damage and they have a lot of life for a medium sized unit. They hit twice with each air to air attack as well. Their sight range may also be increased with upgrades. ------------------------------------------------------------------------------- Unit: Arbiter HP: 200 Shields: 150 Time: 160 Minerals: 100 Gas: 100 Psi needed: 4 Built at: Stargate Need: Stargate, Arbiter Tribunal Damage: 10 [+1 per upgrade] [air to air or ground] [explosive] Armor: 1 [+1 per upgrade] [large] These ships may not deal a lot of damage, but they have some great abilities. For one, any nearby unit you control will become cloaked as long as the Arbiter remains nearby. This ability does not work on fellow Arbiters. They can put large areas into stasis. While in stasis, units can not do anything, but they can not be attacked either. Their most impressive ability is recall. It allows one to transport about a 4x4 grid of units clear across the map. Bring the arbiter to wherever and then recall the units you want to move. This is great sneak attack method as your troops will be cloaked unless there is a detector nearby or until the Arbiter is destroyed. ------------------------------------------------------------------------------- Unit: Corsair [Brood War only] HP: 100 Shields: 80 Time: 40 Minerals: 150 Gas: 100 Psi needed: 2 Built at: Stargate Need: Stargate Damage: 5 [+1 per upgrade] [air to air] [normal] [splash] Armor: 1 [+1 per upgrade] [medium] Yes, this does pea shooter damage on its own, BUT, in large groups these will decimate any other fleet. The splash range is huge, when you get twenty or so of these things firing in rapid succession [as they do fire very fast], you can just watch the enemy fleets health bars go from bull to empty in a matter of seconds, if that. They also have disruption web which can neutralize any ground units ability to fire while in the web. Use them wisely as they take a large amount of energy. Corsairs also move at blazing speeds. ------------------------------------------------------------------------------- Unit: Carrier HP: 300 Shields: 150 Time: 140 Minerals: 350 Gas: 250 Psi needed: 6 Built at: Stargate Need: Stargate, Fleet Beacon Damage: See 'Interceptor' Armor: 4 [+1 per upgrade] [large] Carriers are often related to 'instant win', though this really isn't the case. They hold four interceptors by default, upgradeable to eight. They need to build them all. They have a good deal of life and a lot of defense. Often, enemy units will target interceptors by default instead of the Carrier, giving you that much more of a buffer of life. They only take six Psi now, instead of eight. ------------------------------------------------------------------------------- Unit: Interceptor HP: 40 Shields: 40 Time: 20 Minerals: 25 Gas: 0 Psi needed: 0 Built at: Carriers Need: Carriers Damage: 6 [+1 per upgrade] [air to air or ground] [normal] Armor: 0 [+1 per upgrade, I think] [small] Interceptors are very small and very fast. They will loop around the Carrier firing at nearby targets fairly frequently. Alone, they do very little damage, in large backs, it is just scary. They must be built one at a time inside of the Carrier, which starts with an empty bay. They can be killed, so be careful of all of them getting picked off by something before the Carrier is hurt, which is very rare mind you. ------------------------------------------------------------------------------- ******************************************************************************* ix) Terran Upgrades ******************************************************************************* All species have upgrades. Some of them are in the form of extra damage or extra defense. Others take the form of special abilities. As they were described briefly in the units section, this on will focus on where to upgrade them and the costs for doing so. ------------------------------------------------------------------------------- Upgrade: Terran Infantry Weapons Time: 266 [+32 for each additional level] Minerals: 100 [+75 for each additional level] Gas: 100 [+75 for each additional level] Where at: Engineering Bay [Science Facility required to research levels 2 & 3] Does what: Increases infantry unit damage. ------------------------------------------------------------------------------- Upgrade: Terran Infantry Armor Time: 266 [+32 for each additional level] Minerals: 100 [+75 for each additional level] Gas: 100 [+75 for each additional level] Where at: Engineering Bay [Science Facility required to research levels 2 & 3] Does what: Increases armor for infantry units. ------------------------------------------------------------------------------- Upgrade: Terran Vehicle Weapons Time: 266 [+32 for each additional level] Minerals: 100 [+75 for each additional level] Gas: 100 [+75 for each additional level] Where at: Armory [Science Facility required to research levels 2 & 3] Does what: Increases damage done by artillery type units ------------------------------------------------------------------------------- Upgrade: Terran Vehicle Plating Time: 266 [+32 for each additional level] Minerals: 100 [+75 for each additional level] Gas: 100 [+75 for each additional level] Where at: Armory [Science Facility required to research levels 2 & 3] Does what: Increases armor for artillery type units ------------------------------------------------------------------------------- Upgrade: Terran Ship Weapons Time: 266 [+32 for each additional level] Minerals: 100 [+50 for each additional level] Gas: 100 [+50 for each additional level] Where at: Armory [Science Facility required to research levels 2 & 3] Does what: Increases damage done by aerial units. ------------------------------------------------------------------------------- Upgrade: Terran Ship Plating Time: 266 [+32 for each additional level] Minerals: 100 [+75 for each additional level] Gas: 100 [+75 for each additional level] Where at: Armory [Science Facility required to research levels 2 & 3] Does what: Increases armor on aerial units. ------------------------------------------------------------------------------- Upgrade: U-238 Shells Time: 100 Minerals: 150 Gas: 150 Where at: Academy Does what: Increases the firing range of Marines ------------------------------------------------------------------------------- Upgrade: Stim Pack Time: 80 Minerals: 100 Gas: 100 Where at: Academy Does what: Allows Marines and Fire bats to use the Stim ability, greatly increasing their firing speed and movement speed for the cost of 10HP. ------------------------------------------------------------------------------- Upgrade: Restoration [Brood War only] Time: 80 Minerals: 100 Gas: 100 Where at: Academy Does what: Allows Medics to use Restoration. ------------------------------------------------------------------------------- Upgrade: Optical Flare [Brood War only] Time: 120 Minerals: 100 Gas: 100 Where at: Academy Does what: Allows Medics to use Optical Flares. ------------------------------------------------------------------------------- Upgrade: Caduceus Reactor [Brood War only] Time: 166 Minerals: 150 Gas: 150 Where at: Academy Does what: Increases the maximum amount of energy on a Medic to 250. ------------------------------------------------------------------------------- Upgrade: Ion Thrusters Time: 100 Minerals: 100 Gas: 100 Where at: Machine Shop Does what: Increases the movement speed of Vultures. ------------------------------------------------------------------------------- Upgrade: Spider Mines Time: 80 Minerals: 100 Gas: 100 Where at: Machine Shop Does what: Allows Vultures to place up to three spider mines. ------------------------------------------------------------------------------- Upgrade: Siege Mode [Tank] Time: 80 Minerals: 150 Gas: 150 Where at: Machine Shop Does what: Allows all Siege tanks to use Siege mode. ------------------------------------------------------------------------------- Upgrade: Charon Booster [Brood War only] Time: 133 Minerals: 100 Gas: 100 Where at: Machine Shop [Requires Armory] Does what: Increases STA range of the Goliath substantially. ------------------------------------------------------------------------------- Upgrade: Apollo Reactor Time: 166 Minerals: 200 Gas: 200 Where at: Control Tower Does what: Increases the maximum amount of energy on a Wraith to 250. ------------------------------------------------------------------------------- Upgrade: Cloaking Field Time: 100 Minerals: 150 Gas: 150 Where at: Control Tower Does what: Allows Wraiths to use Cloaking Devices. ------------------------------------------------------------------------------- Upgrade: EMP Shockwave Time: 120 Minerals: 200 Gas: 200 Where at: Science Facility Does what: Allows Science Vessels to use EMP Shockwave. ------------------------------------------------------------------------------- Upgrade: Irradiate Time: 80 Minerals: 200 Gas: 200 Where at: Science Facility Does what: Allows Science Vessels to use Irradiate. ------------------------------------------------------------------------------- Upgrade: Titan Reactor Time: 166 Minerals: 150 Gas: 150 Where at: Science Facility Does what: Increases the maximum amount of energy on the Science Vessel to 250. ------------------------------------------------------------------------------- Upgrade: Lockdown Time: 100 Minerals: 200 Gas: 200 Where at: Covert Ops Does what: Allows Ghosts to use lockdown. ------------------------------------------------------------------------------- Upgrade: Ocular Implants Time: 166 Minerals: 100 Gas: 100 Where at: Covert Ops Does what: Allows Ghosts too see farther. ------------------------------------------------------------------------------- Upgrade: Personnel Cloaking Time: 80 Minerals: 100 Gas: 100 Where at: Covert Ops Does what: Allows Ghosts to use Cloaking Devices. ------------------------------------------------------------------------------- Upgrade: Moebius Reactor Time: 166 Minerals: 150 Gas: 150 Where at: Covert Ops Does what: Increases the maximum amount of energy on a Ghost to 250. ------------------------------------------------------------------------------- Upgrade: Yamato Gun Time: 120 Minerals: 100 Gas: 100 Where at: Physics Lab Does what: Allows Battlecruisers to use the Yamato Gun. ------------------------------------------------------------------------------- Upgrade: Colossus Reactor Time: 166 Minerals: 150 Gas: 150 Where at: Physics Lab Does what: Increases the maximum amount of energy on a Battlecruiser to 250. ------------------------------------------------------------------------------- ******************************************************************************* x) Zerg Upgrades ******************************************************************************* All species have upgrades. Some of them are in the form of extra damage or extra defense. Others take the form of special abilities. As they were described briefly in the units section, this on will focus on where to upgrade them and the costs for doing so. ------------------------------------------------------------------------------- Upgrade: Burrowing Time: 80 Minerals: 100 Gas: 100 Where at: Hatchery/Lair/Hive Does what: Allows most Zerg ground units the ability to Burrow. ------------------------------------------------------------------------------- Upgrade: Ventral Sacs Time: 160 Minerals: 200 Gas: 200 Where at: Lair/Hive Does what: Overlords gain the ability to carry ground units. ------------------------------------------------------------------------------- Upgrade: Antennae Time: 133 Minerals: 150 Gas: 150 Where at: Lair/Hive Does what: Overlords gain additional sight range. ------------------------------------------------------------------------------- Upgrade: Pneumatized Carapace Time: 133 Minerals: 150 Gas: 150 Where at: Lair/Hive Does what: Overlords can move much faster. ------------------------------------------------------------------------------- Upgrade: Metabolic Boost Time: 100 Minerals: 100 Gas: 100 Where at: Spawning Pool Does what: Zerglings run much faster. ------------------------------------------------------------------------------- Upgrade: Adrenal Glands Time: 100 Minerals: 200 Gas: 200 Where at: Spawning Pool Does what: Zerglings attack rate greatly increased. ------------------------------------------------------------------------------- Upgrade: Zerg Melee Attacks Time: 266 [+32 each level] Minerals: 100 [+50 each level] Gas: 100 [+50 Each level] Where at: Evolution Chamber [Lair and Hive needed for additional Upgrades] Does what: Increases melee ground attacker damage. ------------------------------------------------------------------------------- Upgrade: Zerg Missile Attacks Time: 266 [+32 each level] Minerals: 100 [+50 each level] Gas: 100 [+50 Each level] Where at: Evolution Chamber [Lair and Hive needed for additional Upgrades] Does what: Increases missile shooting ground unit damage. ------------------------------------------------------------------------------- Upgrade: Zerg Carapace Time: 266 [+32 each level] Minerals: 100 [+75 each level] Gas: 100 [+75 Each level] Where at: Evolution Chamber [Lair and Hive needed for additional Upgrades] Does what: Increases ground unit armor. ------------------------------------------------------------------------------- Upgrade: Muscular Augments Time: 100 Minerals: 150 Gas: 150 Where at: Hydralisk Den Does what: Hydralisks run much faster. ------------------------------------------------------------------------------- Upgrade: Grooved Spines Time: 100 Minerals: 150 Gas: 150 Where at: Hydralisk Den Does what: Hydralisks gain additional firing range. ------------------------------------------------------------------------------- Upgrade: Lurker Aspect [Brood War only] Time: 120 Minerals: 200 Gas: 200 Where at: Hydralisk Den Does what: Allows Hydralisks to morph into Lurkers. ------------------------------------------------------------------------------- Upgrade: Spawn Broodlings Time: 80 Minerals: 100 Gas: 100 Where at: Queen's Nest Does what: Allows Queen's to Spawn Broodlings ------------------------------------------------------------------------------- Upgrade: Ensnare Time: 80 Minerals: 100 Gas: 100 Where at: Queen's Nest Does what: Allows Queens to use Ensnare. ------------------------------------------------------------------------------- Upgrade: Gamete Meiosis Time: 166 Minerals: 150 Gas: 150 Where at: Queen's Nest Does what: Queen energy increased to 250. ------------------------------------------------------------------------------- Upgrade: Zerg Flyer Attacks Time: 266 [+32 each level] Minerals: 100 [+75 each level] Gas: 100 [+75 Each level] Where at: Spire/Greater Spire [Lair and Hive needed for additional Upgrades] Does what: Increases aerial unit damage. ------------------------------------------------------------------------------- Upgrade: Zerg Flyer Carapace Time: 266 [+32 each level] Minerals: 100 [+75 each level] Gas: 100 [+75 Each level] Where at: Spire/Greater Spire [Lair and Hive needed for additional Upgrades] Does what: Increases aerial unit armor. ------------------------------------------------------------------------------- Upgrade: Plague Time: 100 Minerals: 200 Gas: 200 Where at: Defiler Mount Does what: Allows Defilers to use Plague ------------------------------------------------------------------------------- Upgrade: Consume Time: 100 Minerals: 100 Gas: 100 Where at: Defiler Mound Does what: Allows Defilers to use Consume ------------------------------------------------------------------------------- Upgrade: Metasynaptic Node Time: 166 Minerals: 150 Gas: 150 Where at: Defiler Mound Does what: Defiler energy increased to 250. ------------------------------------------------------------------------------- Upgrade: Chitinous Plating [Brood War only] Time: 133 Minerals: 150 Gas: 150 Where at: Ultralisk Cavern Does what: Ultralisks get +2 armor ------------------------------------------------------------------------------- Upgrade: Anabolic Synthesis [Brood War only] Time: 133 Minerals: 200 Gas: 200 Where at: Ultralisk Cavern Does what: Ultralisks move much faster. ------------------------------------------------------------------------------- ******************************************************************************* xi) Protoss Upgrades ******************************************************************************* All species have upgrades. Some of them are in the form of extra damage or extra defense. Others take the form of special abilities. As they were described briefly in the units section, this on will focus on where to upgrade them and the costs for doing so. ------------------------------------------------------------------------------- Upgrade: Protoss Ground Weapons Time: 266 [+32 each level] Minerals: 100 [+50 each level] Gas: 100 [+50 each level] Where at: Forge Does what: Increases ground unit damage. ------------------------------------------------------------------------------- Upgrade: Protoss Armor Time: 266 [+32 each level] Minerals: 100 [+75 each level] Gas: 100 [+75 each level] Where at: Forge Does what: Increases ground unit armor. ------------------------------------------------------------------------------- Upgrade: Protoss Plasma Shields Time: 266 [+32 each level] Minerals: 200 [+100 each level] Gas: 200 [+100 each level] Where at: Forge Does what: Increases shields for all units [and most buildings]. ------------------------------------------------------------------------------- Upgrade: Protoss Air Weapons Time: 266 [+32 each level] Minerals: 100 [+75 each level] Gas: 100 [+75 each level] Where at: Cybernetics Core Does what: Increases air unit damage. ------------------------------------------------------------------------------- Upgrade: Protoss Plating Time: 266 [+32 each level] Minerals: 150 [+75 each level] Gas: 150 [+75 each level] Where at: Cybernetics Core Does what: Increases air unit armor. ------------------------------------------------------------------------------- Upgrade: Singularity Charge Time: 166 Minerals: 150 Gas: 150 Where at: Cybernetics Core Does what: Increases firing range for all Dragoons. ------------------------------------------------------------------------------- Upgrade: Leg Enhancements Time: 133 Minerals: 150 Gas: 150 Where at: Citadel of Adun Does what: Zealots run much faster. ------------------------------------------------------------------------------- Upgrade: Gravitic Drive Time: 166 Minerals: 200 Gas: 200 Where at: Robotics Support Bay Does what: Greatly improves Shuttle Speed. ------------------------------------------------------------------------------- Upgrade: Scarab Damage Time: 166 Minerals: 200 Gas: 200 Where at: Robotics Support Bay Does what: Scarab damage increased by 25 ------------------------------------------------------------------------------- Upgrade: Reaver Capacity Time: 166 Minerals: 200 Gas: 200 Where at: Robotics Support Bay Does what: +5 max Scarabs per Reaver. ------------------------------------------------------------------------------- Upgrade: Apial Sensors Time: 166 Minerals: 100 Gas: 100 Where at: Fleet Beacon Does what: Increases Scout sight range. ------------------------------------------------------------------------------- Upgrade: Gravitic Thrusters Time: 166 Minerals: 200 Gas: 200 Where at: Fleet Beacon Does what: Increases Scout movement speed. ------------------------------------------------------------------------------- Upgrade: Carrier Capacity Time: 100 Minerals: 100 Gas: 100 Where at: Fleet Beacon Does what: Allows all Carriers to carry up to eight interceptors. ------------------------------------------------------------------------------- Upgrade: Disruption Web [Brood War only] Time: 80 Minerals: 200 Gas: 200 Where at: Fleet Beacon Does what: Allows Corsairs to use Disruption Web ------------------------------------------------------------------------------- Upgrade: Argus Jewel [Brood War only] Time: 166 Minerals: 100 Gas: 100 Where at: Fleet Beacon Does what: Increases maximum Corsair Energy to 250. ------------------------------------------------------------------------------- Upgrade: Psionic Storm Time: 120 Minerals: 200 Gas: 200 Where at: Templar Archives Does what: Allows High Templars to use Psionic Storm ------------------------------------------------------------------------------- Upgrade: Hallucination Time: 80 Minerals: 150 Gas: 150 Where at: Templar Archives Does what: Allows High Templars to use Hallucination ------------------------------------------------------------------------------- Upgrade: Khaydarin Amulet Time: 166 Minerals: 150 Gas: 150 Where at: Templar Archives Does what: Increases High Templar energy to 250. ------------------------------------------------------------------------------- Upgrade: Mind Control [Brood War only] Time: 120 Minerals: 200 Gas: 200 Where at: Templar Archives Does what: Allows Dark Archons to use Mind Control ------------------------------------------------------------------------------- Upgrade: Maelstrom [Brood War only] Time: 100 Minerals: 100 Gas: 100 Where at: Templar Archives Does what: Allows Dark Archons to use Maelstrom ------------------------------------------------------------------------------- Upgrade: Argus Talisman [Brood War only] Time: 166 Minerals: 150 Gas: 150 Where at: Templar Archives Does what: Increases maximum Dark Archon energy to 250. ------------------------------------------------------------------------------- Upgrade: Sensor Array Time: 133 Minerals: 150 Gas: 150 Where at: Observatory Does what: Increases Observer sight range. ------------------------------------------------------------------------------- Upgrade: Gravitic Boosters Time: 133 Minerals: 150 Gas: 150 Where at: Observatory Does what: Increases Observer movement speed. ------------------------------------------------------------------------------- Upgrade: Recall Time: 120 Minerals: 150 Gas: 150 Where at: Arbiter Tribunal Does what: Allows Arbiters to use Recall ------------------------------------------------------------------------------- Upgrade: Stasis Field Time: 100 Minerals: 150 Gas: 150 Where at: Arbiter Tribunal Does what: Allows Arbiters to use Stasis Field ------------------------------------------------------------------------------- Upgrade: Khaydarin Core Time: 166 Minerals: 150 Gas: 150 Where at: Arbiter Tribunal Does what: Increases maximum Arbiter energy to 250. ------------------------------------------------------------------------------- ******************************************************************************* xii) Credits ******************************************************************************* CJayC - for creating GameFAQs.com, the best site on the Internet! Blizzard - For making the best RTS game, ever. Make a sequel already damnit! ___________________________ Apathetic Aardvark - 2004 | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ