_________________ ______________________________/ _______________ \______________________________ _______________________________/ \_______________________________ \\\\\ \\\\\ \\\ \\\\\ \\\\ \\\\\ \\\ \\\\ \\\\\ (R) \\ \\ \\ \\ \\\ \\ \\ \\ \\ \\ \\\ \\ \\ \\ \\ \\ \\ \\\ \\ \\ \\ \\ \\ \\\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\\\ \\ \\ \\ \\\ \\ \\ \\ \\\\ \\ \\\\ \\ \\ \\ \\ \\ \\ \\ \\ \\\\\\ \\\\ \\ \\\\ \\\\\\ \\ \\ \\ \\ \\\\\ \\ \\ \\ \\ \\ \\\\ \\ \\ \\ \\ \\ \\ \\ \\ S T A R C R A F T (R) I I W I N G S O F L I B E R T Y (TM) ______________________________ ______________________________ _____________________________ \_________________/ _____________________________ \___________________/ --------\ /--------------------------------\\ | RESEARCH - MERCENARIES - ARMORY || | UPGRADE | || by : Admiral Po | \\---------------------------------/ \--------- v 1.01 __ / \ INTRODUCTION ____________________________________________________________ \__/ [INT] This guide lists the upgrades in Starcraft II: Wings of Liberty campaign missions. It includes "Research" (accessed via the Laboratory, done by Stetman), "Mercenaries" (talk to Hill in the Cantina to hire them), and "Armory" upgrades (by Swann, upgrades for your base and forces). Under the upgrade title are effects on the units/bulidings and their descriptions, as well as the price to obtain it. Note that "Mercenaries" and "Armory" upgrades require credits, while "Research" need research points on the corresponding subject (Zerg or Protoss). At the end part, I also include descriptions on units which are on-display in the Hyperion hangar/bay. These units appear gradually as you obtain them as the mission progress. Note that there are only some Terran units on display there (not all in-game unit will appear). The objective of this guide is to provide the purchasing requirement, data, description, and especially the brief lore of the upgrades. Items like Mercenaries still has additional requirement on resources cost to call upon them, which will not be covered here, as it is in-game mission mechanics and many other guides has already explained it. __ / \ TABLE OF CONTENTS _______________________________________________________ \__/ [TOC] To quickly find/go to a topic, use the letters code plus the brackets in the search/browse utility, such as [TOC] or [MER-03]. [INT] Introduction [TOC] Table of Contents [RES] Research # Protoss [RES-P1] Level : 5 > Ultra-Capacitors / Vanadium Plating [RES-P2] Level : 10 > Orbital Depots / Micro-Filtering [RES-P3] Level : 15 > Automated Refinery / Command Center Reactor [RES-P4] Level : 20 > Raven / Science Vessel [RES-P5] Level : 25 > Tech Reactor / Orbital Strike # Zerg [RES-Z1] Level : 5 > Shriek Turret / Fortified Bunker [RES-Z2] Level : 10 > Planetary Fortress / Perdition Turret [RES-Z3] Level : 15 > Predator / Hercules [RES-Z4] Level : 20 > Cellular Reactor / Regenerative Bio-Steel [RES-Z5] Level : 25 > Hive Mind Emulator / Psi Disrupter [MER] Mercenaries # [MER-01] War Pigs # [MER-02] Devil Dogs # [MER-03] Hammer Securities # [MER-04] Spartan Company # [MER-05] Siege Breakers # [MER-06] Hel's Angels # [MER-07] Dusk Wings # [MER-08] Jackson's Revenge [ARM] Armory # Base [ARM-B1] Bunker : Projectile Accelerator & Neosteel Bunker [ARM-B2] Missile Turret : Titanium Housing & Hellstorm Batteries [ARM-B3] SCV : Advanced Construction & Dual-Fusion Welders [ARM-B4] Terran Building : Fire-Suppression System & Orbital Command # Infantry [ARM-I1] Marine : Stimpacks & Combat Shield [ARM-I2] Medic : Advanced Medic Facilities & Stabilizer Medpacks [ARM-I3] Firebat : Incinerator Gauntlets & Juggernaut Plating [ARM-I4] Marauder : Concussive Shells & Kinetic Foam [ARM-I5] Reaper : U-238 Rounds & G-4 Clusterbomb # Vehicles [ARM-V1] Hellion : Twin-Linked Flamethrower & Thermite Filaments [ARM-V2] Vulture : Cerberus Mine & Replenishable Magazine [ARM-V3] Goliath : Multi-Lock Weapons System & Ares-Class Targeting System [ARM-V4] Diamondback : Tri-Lithium Power Cell & Shaped Hull [ARM-V5] Siege Tank : Maelstrom Rounds & Shaped Blast # Starships [ARM-S1] Medivac : Rapid Deployment Tube & Advanced Healing AI [ARM-S2] Wraith : Tomahawk Power Cells & Displacement Field [ARM-S3] Viking : Ripwave Missiles & Phobo-Class Weapon System [ARM-S4] Banshee : Cross-Spectrum Dampeners & Shockwave Missile Battery [ARM-S5] Battlecruiser : Missile Pods & Defensive Matrix # Dominion [ARM-D1] Ghost : Ocular Implants & Cirius Suit [ARM-D2] Spectre : Psionic Lash & Nyx-Class Cloaking Module [ARM-D3] Thor : 330mm Barrage Cannon & Immortality Protocol [BAY] Hangar/Bay Unit # [BAY-01] Firebat # [BAY-02] Marauder # [BAY-03] Spider Mine # [BAY-04] Crucio Siege Tank # [BAY-05] Medivac # [BAY-06] Viking # [BAY-07] Banshee # [BAY-08] Ghost Rifle # [BAY-09] Spectre [CPR] Copyright __ / \ RESEARCH ________________________________________________________________ \__/ [RES] [] PROTOSS ==================================================================== > Level : 5 [RES-P1] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Ultra-Capacitors - Weapon upgrades increase attack speed by 5% - Applies to Armory and Engineering Bay These self-replenishing Ultra-Capacitors reduce the reload time of all our weapons and weapons systems. Now each of the weapon upgrades in the Armory and Engineering Bay increases attack speed by 5% in addition to increasing damage. # Vanadium Plating - Armor upgrades increase life by 5% - Applies to Armory and Engineering Bay We have created a new lightweight alloy called vanadium. Vanadium diffuses weapon impacts much more effectively than traditional armor plating, and it better preserves the life of our units. Now each of the armor upgrades in the Armory and Engineering Bay increases unit life by 5% in addition to increasing armor. > Level : 10 [RES-P2] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Orbital Depots - Supply Depots are built instantly We can now call down Supply Depots straight from orbit due to our new understanding of Protoss architecture. Key pivot joints have been added to the Supply Depot's structure, allowing the Supply Depot to survive the violent turbulence of breaking through an atmosphere. Now an SCV simply has to place a beacon, and the crew on the Hyperion will handle the rest. # Micro-Filtering - Refineries produce vespene gas 25% faster - Also applies to the Automated Refinery Combining Terran and Protoss filtering techniques allows our Refineries and Automated Refineries to reclaim a higher amount of vespene gas in its purest form. > Level : 15 [RES-P3] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Automated Refinery - Refinery no longer requires SCVs to harvest vespene gas We have adapted Protoss warp technology to transport gas canisters straight from the Refinery to the Command Center, eliminating the need for SCVs to carry them back. Why the Protoss have never thought to transport vespene in this fashion is a mistery. Perhaps they lack Terran creativity and pragmatism, or possibly their primitive superstitions forbid the practice. # Command Center Reactor - Allows two SCVs to be trained simultaneously We have now the ability to train two SCVs simultaneously, allowing our early mineral and vespene production to ramp up twice as quickly. This breakthrough, made possible by recent insights into Protoss containment fields, should help us get a stronger foothold early in future missions. > Level : 20 [RES-P4] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Raven - Detects cloaked and burrowed enemies - Can drop Auto-Turrets - Can place Point Defense Drones - Can deploy Seeker Missiles - Built at the Starport The Raven is an unmanned surveillance drone that can detect cloaked and burrowed enemy units. The Raven can also serve as a combat engineer by placing Auto-Turrets and Point Defense Drones and firing Seeker Missiles in strategically vital locations. # Science Vessel - Detects cloaked and burrowed enemies - Can Irradiate enemy units - Repairs nearby mecahnical units - Built at the Starport We have created a unique version of the Science Vessel that can perform hull repairs on friendly mechanical units. This version of the Science Vessel can also Irradiate individual targets and detect cloaked and burrowed enemy units. > Level : 25 [RES-P5] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Tech Reactor - Combines the Tech Lab and the Reactor Protoss plasma shields have finally given us the ability to fit the Tech Lab and the Reactor into a single structure add-on. This new add-on, known as the Tech Reactor, replaces the old Tech Lab and Reactor add-ons and allows us to train two of any unit type simultaneously. # Orbital Strike - Barracks units now arrive by Drop-Pod - Drop-Pod lands at the Barracks' rally point We have developed a low-cost Drop-Pod that lets us send our infantry units straight from the Hyperion to the Barracks' rally point. This technological marvel gives us the ability to reinforce instantly when far from our main base and to surprise the enemy from above. [] ZERG ======================================================================= > Level : 5 [RES-Z1] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Shrike Turret - Outfit all Bunkers with an automated turret We have developed and automated turret that comes standard with all Bunkers. This turret which is based on our studies of Spore Crawlers, add extra firepower to manned Bunkers and also allows unmanned Bunkers to contribute to base defense. # Fortified Bunker - Bunkers gain +150 life This improved Bunker design, inspired by the Ultralisk exoskeleton, attaches a hardened carapace to the top of the Bunker. This carapace dramatically increase the amount of punishment that a Bunker can absorb. > Level : 10 [RES-Z2] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Planetary Fortress - Command Center can upgrade to a Planetary Fortress - Upgrade grants extra armor and the Twin Ibiks Cannon - A Planetary Fortress cannot lift off We can now outfit the Command Center with the Twin Ibiks Cannon and additional structure plating. Please note that this upgrade, nicknamed the Planetary Fortress, must be triggered after the Command Center has been built. Also note that a Command Center that has been upgraded to a Planetary Fortress can no longer lift off because the added weight is far to much for the Command Center's Atlas boosters. # Perdition Turret - Flame turret - Does massive area damage - Conceals itself when not in combat This turret fires a deadly wall of flame that is ideal for holding off large waves of enemy units. The turret also conceals itself beneath the ground when out of combat, luring unsuspecting enemies into its field of fire. The Zerg's ability to burrow has allowed them to massacre countless Terran soldiers in deadly ambushes. The new Perdition Turret should help even the score. > Level : 15 [RES-Z3] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Predator - Anti-infantry specialist - Periodically emits a powerful area shock attack - Built at the factory The Predator is equipped with an electrified discharge field. This field activates each time the Predator strikes an enemy in combat, dealing heavy damage to all nearby enemy units. This makes the Predator a devastatingly effective counter to large group of enemy units. # Hercules - Massive transport ship - Deploys loaded troops almost instantly - Loaded troops survive if Hercules is destroyed - Built at the Starport We have retrofitted the Hercules-class cargo ship for use on the battlefield. This massive transport can carry entire armies and unload them at record speeds. The Hercules will also eject Survival Pods if shot down. Ejected occupants will sustain damage, but most would agree that injury is preferable to death. > Level : 20 [RES-Z4] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Cellular Reactor - Specialist units start with +100 energy - Specialist units gain +100 maximum energy This reactor has a larger energy reserve on startup and can hold a much larger charge. Now our specialist units can use their abilities the moment they hit the battlefield, and they can store more energy when idle for long periods of time. Specialist units are units that use energy, such as the Medic, Ghost, and Wraith. # Regenerative Bio-Steel - Ships and vehicles slowly regenerate life Our ship and vehicle hulls are now made from a material called Regenerative Bio-Steel. This material uses internal Nanobots to slowly repair any damage the hull sustains. While the regeneration process is much slower than conventional SCV repairs, it can be the difference between life and death if no SCVs are available. > Level : 25 [RES-Z5] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Hive Mind Emulator - Defensive structure - Can permanently Mind Control Zerg units This emulator can mimic the signals of the now-deceased Overmind and bring individual Zerg units under our permanent control. Each conversion taxes the battery heavily, though, so a long recharge may be required before the next target can be controlled. # Psi Disrupter - Defensive structure - Slows movement and attack speeds of nearby Zerg - Constant effect Studies conducted by the United Earth Directorate have shown that concentrated doses of sigma radiation can slow Zerg movement and reaction speeds by as much as 50%. The Psi Disrupter has been developed to constantly emit sigma rays in a large area of effect, making it an essential base defense when facing a large Zerg force. * Note on "Research" upgrade : If you able to get all rewards on a mission (Zerg/Protoss research points) for all (or most) of the campaign missions, then you should be able to easily obtain the Level 25 upgrade. Moreover, you should also still have excess research points that will eventually be turned into credits (1 research point is awarded 10,000 credits, either on zerg or protoss). So, if you miss some of that 3-4 research points on a mission, it's likely that you will still be able to get all the upgrades, provided that you're not missing too much. There are total 36 research point reward each on zerg and protoss, while you only need 25 so there are 22 spare points (11 zerg + 11 protoss) which can be converted into 220,000 credits. Though however, you still need to make a choice among two upgrades on each level. __ / \ MERCENARIES _____________________________________________________________ \__/ [MER] S = Squad/Squadron Size ; V = Vitals ; T = Trained From ; L = Limit per Mission [MER-01] # War Pigs (automatically unlocked/hired) S : 4 Elite Marines V : +65% Health, +35% Damage T : Merc Compound L : 3 Squads War Pig mercenaries are well known for both their ruthless combat efficiency as well as their heavy drinking and barroom brawls. Their upgraded equipment and thousands of hours of combat experience make them well worth all the trouble they cause when they are off duty. [MER-02] # Devil Dogs (35,000 credits) S : 2 Elite Firebats V : +80% Health, +25% Damage T : Merc Compound L : 2 Squads These ex-Confederate firebats have fought on dozens of worlds over the last four years. They don't care about causes, only cash. [MER-03] # Hammer Securities (30,000 credits) S : 2 Elite Marauders V : +25% Health, +20% Damage T : Merc Compound L : 2 Squads A private security firm based in the Kel-Morian Combine. H-Sec provides corporate security, and often finds itself at odds with the Dominion. [MER-04] # Spartan Company (40,000 credits) S : 2 Elite Goliaths V : +33% Health, +33% Damage T : Merc Compound L : 2 Squads A remnant from the defeated UED expeditionary force, the Spartans now use their advanced equipment to provide support to the highest bidder. [MER-05] # Siege Breakers (45,000 credits) S : 2 Elite Siege Tanks V : +33% Health, +66% Damage T : Merc Compound L : 2 Squads A small but elite unit of ex-Confederate siege tank pilots. They claim they can solve all of your problems with one shot from their customized and over-charged cannons. [MER-06] # Hel's Angels (45,000 credits) S : 3 Pirate Viking Fighters V : +45% Health, +40% Damage T : Merc Compound L : 2 Squadrons Named after Hel, the Norse goddess of death, this pirate group haunts the fringe worlds looking for easy prey in the Dominion shipping lanes. Their aerial expertise sometimes earns them big cash on a mercenary contract. [MER-07] # Dusk Wings (60,000 credits) S : 2 Rogue Banshees V : +25% Health, +50% Damage T : Merc Compound L : 2 Squadrons The Dusk Wings were one of the first banshee squadrons deployed by the Dominion. They soon went AWOL when they realized that freelancing with their new toys was a way to get rich quick. [MER-08] # Jackson's Revenge (80,000 credits) S : 1 Pirate Battlecruiser V : +30% Health, +33% Damage T : Merc Compound L : 1 This battlecruiser dates back to the earliest days of the Confederacy. The notorious vessel has been commanded by dozens of captains, all of whom either died in battle, or at the hands of the ship's villainous crew. [ TOTAL credit cost for Mercenaries = 335,000 ] __ / \ ARMORY __________________________________________________________________ \__/ [ARM] [] BASE ======================================================================= [ARM-B1] # Bunker ---------------------------------------------------------------------- > Projectile Accelerator (40,000 credits) - Bunkered units gain +1 range Wolfe Industries has developed a Bunker port that houses a magnetic rail. This device dramatically accelerates all projectiles coming out of the port, increasing the range off all weapons fired from the Bunker. > Neosteel Bunker (50,000 credits) - Bunkers gain 2 additional slots This Bunker uses a high-density Neosteel frame, leaving more room inside for additional infantry wihtout increasing the overall Bunker footprint. While ordinary Bunkers can hold a maximum of four infantry, Neosteel Bunkers can house up to six infantry in fortified comfort. [ARM-B2] # Missile Turret -------------------------------------------------------------- > Titanium Housing (50,000 credits) - Missile Turret gain +75 life Enlightened Dynamics has developed a new Titanium Housing for the Missile Turret. Early adopters have found this housing to be noticeably tougher than the original, allowing Missile Turrets to absorb more punishment before failing. > Hellstorm Batteries (80,000 credits) - Missile Turrets gain a second attack - Second attack does area damage Hellstorm Batteries are an additional weapon set that can be fitted to your Missile Turrets. Each battery fires several small missiles that accompany the standard missile attack and saturate the target area on impact. Hellstorm Batteries are a great way to welcome swarms of enemy flyers to your base. Don't disappoint! [ARM-B3] # SCV ------------------------------------------------------------------------- > Advanced Construction (60,000 credits) - Multiple SCVs can build a structure - Each additional SCV reduces build time - Building cost remains the same This revolutionary computer allows multiple SCVs to work on the same structure simultaneously. The onboard assistant is so efficient at coordinating SCV efforts that building costs are unaffected. This upgrade is vital when trying to get a base up and running quickly, or when trying to rebuild a broken defense. > Dual-Fusion Welders (80,000 credits) - SCV repair twice as fast The SCV ability to get damaged to mechanical units back to full life, and even to repair units while they are taking damage, has been a key advantage over the Protoss and the Zerg. The Dual-Fusion Welder allows SCVs to repair at twice the speed, improving their ability to keep damaged units alive in the heat of battle. [ARM-B4] # Terran Building ------------------------------------------------------------- > Fire-Suppression System (90,000 credits) - All structures repair themselves to 50% life - All structure fires are automatically put out This all-in-one safety system automatically dispatched robotic drones to put out any fires and perform basic repairs on damaged structures. Although these drones are effective at doing basic repairs, they do not have a strong enough AI to perform the more delicate repairs needed to restore a structure past half life. > Orbital Command (125,000 credits) - Grants the Scanner Sweep and Calldown: MULE abilities - Scanner Sweep: Reveals an area in the fog of war - Calldown: MULE: Calls down a temporary robotic miner ATVX now manufactures a satellite comlink that can reveal unexplored areas on the map. This comlink can also call down a MULE. A MULE gathers much faster than an SCV and can produce a major surge in mineral production. Because it is a prototype, the MULE will come apart after a short period of time, but it is still well worth the cost. [] INFANTRY =================================================================== [ARM-I1] # Marine ---------------------------------------------------------------------- > Stimpacks (50,000 credits) - Grants the Stimpack ability - Effect: Marine takes 10 damage, fires and moves 50% faster - Duration: 15 seconds Stimpacks provide a temporary boost to the Marine's attack and movement speed by dosing him with a mix of adrenaline, endorphins, and aggression enhancers. This frenzied burst, does come at the expense of the Marine's health. Medical treatment is highly advisable after multiple uses. > Combat Shield (60,000 credits) - Marines gain +10 life M98 Combat Shields are a vital upgrade for any Marine fighting on the front line. 30mm of bonded carbide may not sound like much, but field tests have shown a full 25% increase in Marine survivability when equipped with Combat Shields. [ARM-I2] # Medic ----------------------------------------------------------------------- > Advanced Medic Facilities (60,000 credits) - Medics no longer require the Tech Lab add-on Storing Medpacks has traditionally require the advanced facilities of the Tech Lab. Remedius Medical Systems now offers a storage facility that can be housed in the Barracks itself, eliminating the need for the Tech Lab when training and outfitting Medics. > Stabilizer Medpacks (105,000 credits) - Medics heal targets 25% faster - Medics use 33% less energy per heal The Stabilizer Medpack is a new generation of medical Nanobot that heals targets more efficiently and can be injected at faster rates. Show your Marines that you truly care by outfitting your Medics with Stabilizer Medpacks today! [ARM-I3] # Firebat --------------------------------------------------------------------- > Incinerator Gauntlets (40,000 credits) - Firebats gain a 40% larger area attack This upgraded Gauntlet channels the flamer's fuel through multiple ports rather than the single port of the previous generation. This results in a much wider flame without any loss of intensity, allowing your Firebats to hold enemies at bay with a literal wall of fire. > Juggernaut Plating (85,000 credits) - Firebats gain +2 armor Juggernaut Plating strengthens the Firebat's natural weak spots and thickens the helmet and chest pieces. This upgrade allows Firebats to shrug off the attacks of other infantry units and soak up incredible amounts of damage from small-arms fire. [ARM-I4] # Marauder -------------------------------------------------------------------- > Concussive Shells (70,000 credits) - Marauder attack slows all units in target area Concussive Shells actually form a gravitational warp when they detonate. This warp not only damages the target, but it also slows the movement speed of all nearby units to a crawl for a short period of time. Concussive Shells make Marauders a great support unit against melee units, in addition to their traditional role of destroying armored targets. > Kinetic Foam (90,000 credits) - Marauders gain +25 life Marauder armor can survive crushing impacts, but the same cannot always be said for the soldier inside. To help solve this problem, Wolfe Industries offers a Kinetic Foam undersuit that protects the soldier from the violent impacts the armor takes. Surely the lives of your Marauders are worth the small investment required to outfit them with Kinetic Foam. [ARM-I5] # Reaper ---------------------------------------------------------------------- > U-238 Rounds (60,000 credits) - Reapers gain +1 range - Reapers do an additional +3 damage to light armor U-238 Rounds are made from depleted uranium. These rounds are extremely dense (1.67 times the density of lead), so they have increased range and hit lightly armored units much harder. > G-4 Clusterbomb (75,000 credits) - Anti-personnel charge with a large blast radius - Ejects smaller payloads in a radius for increased damage This anti-personnel charge detonates shortly after being thrown. The initial blast ejects a cluster of smaller charges that deal additional damage in a large radius. Please note that Enlightened Dynamics assumes no liability for deaths due to friendly fire. [] VEHICLES =================================================================== [ARM-V1] # Hellion --------------------------------------------------------------------- > Twin-Linked Flamethrower (40,000 credits) - Doubles width of the Hellion's flame attack ATVX has developed a Twin-Linked version of the Hellion's Flamethrower. The model produces a flame that is twice as wide as the original. Hellions can now literally douse group of enemy units in overlapping flames with this upgrade. > Thermite Filaments (60,000 credits) - Hellions do an additional +10 damage to light armor This upgrade laces the Hellion's flame with small bits of thermite. These thermite fragments instantly burn through light armor, doing additional damage to the target's vitals. For a small investment, your Hellions can be the envy of every military organization in the sector. [ARM-V2] # Vulture --------------------------------------------------------------------- > Cerberus Mine (50,000 credits) - Increases mine blast radius by 33% - Increases mine trigger radius by 33% This mine was developed by the Kel-Morian Combine during its siege of New Austin. The increased trigger, pursuit, and blast radiuses were critical to terrorizing the civilian population and protecting Supply Depots from looters. > Replenishable Magazine (60,000 credits) - Allows Vultures to replenish mines in the field - Mine cost: 15 minerals Enlightened Dynamics has developed a microfabricator that lets Vultures create new mines out in the field. This microfabricator uses a small number of mineral crystals each time a mine is created, but this minor hassle is awesome change from the old system of "three and done." [ARM-V3] # Goliath --------------------------------------------------------------------- > Multi-Lock Weapons System (50,000 credits) - Goliaths can fire both weapons simultaneously This improved version of the Goliath allows the Missile Launcher and Autocannons to acquire separate targets and fire simultaneously. This upgrade is ideal when facing ground targets with heavy air support. > Ares-Class Targeting System (80,000 credits) - Goliaths gain +3 missile range - Goliaths gain +1 cannon range This advanced Targeting System lets the Goliath's missiles locate and lock on to more distant targets. The Targeting System also features an AI that can better predict the paths of moving targets, letting the Goliath's Autocannons hit ground targets from a greater distance. [ARM-V4] # Diamondback ----------------------------------------------------------------- > Tri-Lithium Power Cell (75,000 credits) - Diamondbacks gain +1 range The Tri-Lithium Power Cell has 40% more capacity and fits in the same slot as the outdated monolithium power cell. This increased power surge allows the Diamondbacks to accurately fire at more distant targets. > Shaped Hull (90,000 credits) - Diamondbacks gain +50 life Bellerephon now offers a Diamondback with a hull made from a single piece of shaped titanium. This newer model can absorb more punishment than the traditional Diamondback because the hull has no joints or rivets that can buckle. [ARM-V5] # Siege Tank ------------------------------------------------------------------ > Maelstrom Rounds (105,000 credits) - Siege Tank do +40 damage to primary target - Splash damage remains the same Maelstrom Rounds have an armor-piercing tip that inflicts devastating damage on the primary target. Splash damage is identical to the standard round. If Siege Tanks struck fear into the hearts of our enemies before, they will inspire abject terror when firing the Maelstrom Round. > Shaped Blast (140,000 credits) - Shock Cannon does 75% less damage to friendly units LarsCorp has developed a "smart shell" for the Siege Tank that scans for allies on impact an adjust its detonation to minimize damage to friendly units. Field tests have shown that this shell reduces friendly fire fatalities by 75%, though due caution is still recommended when walking into a fire zone. [] STARSHIPS ================================================================== [ARM-S1] # Medivac --------------------------------------------------------------------- > Rapid Deployment Tube (50,000 credits) - Medivacs deploy loaded troops almost instantly Dropping troops onto a hostile battlefield is always dangerous, but a slow drop can be lethal. Bellerephon has made this problem a thing of the past by developing a new gravity tube that can deploy the Medivac's contents almost instantly. > Advanced Healing AI (115,000 credits) - Medivacs can heal two targets at once This new healing AI enables the Medivac to acquire and heal two targets simultaneously, allowing the Medivac to expand more of its energy keeping troops alive and in fighting condition. Never again will you be saddened by the sight of a squad of dead Marines and a live Medivac with half of its energy reserves. [ARM-V2] # Wraith ---------------------------------------------------------------------- > Tomahawk Power Cells (80,000 credits) - Wraiths start with +100 energy These improved power cells provide the Wraith with a larger up-front energy reserve. This allows newly built Wraiths to instantly engage in missions with heavy cloaking requirements, rather than having to wait for the Reactor to build up sufficient charge. > Displacement Field (125,000 credits) - Wraiths evade 20% of attacks when cloaked ATVX has developed an improved Cloaking Field that can radically alter the course of incoming projectiles. Field tests have shown that rouhgly 20% of incoming hits will miss a detected Wraith entirely if cloaking is still engaged. [ARM-V3] # Viking ---------------------------------------------------------------------- > Ripwave Missiles (75,000 credits) - Viking missiles do area damage Ripwave Missiles are anti-matter warheads that can damage multiple air targets with deadly busts of sub-atomic shrapnel. The long-term environmental impact is still being assessed, but Enlightened Dynamics would like to remind its valued clients that it offers a whole suite of environmental decontamination services. > Phobo-Class Weapons System (90,000 credits) - Vikings gain +2 missile range - Vikings gain +1 cannon range Bellerephon offers an improved loadout for the viking that adds a longer- range anti-air missiles. An improved Gatling Cannon has also been added for increased range in ground assaults. [ARM-V4] # Banshee --------------------------------------------------------------------- > Cross-Spectrum Dampeners (80,000 credits) - Banshees can remain cloaked for twice as long Wolfe Industries offers a new model of Banshee that embeds light-dampening materials into the hull. This new hull material requires far less energy to conceal and makes it much easier for the Banshee to maintain cloaked once initiated. > Shockwave Missile Battery (110,000 credits) - Banshee attack fires multiple missiles in a line The Shockwave Missle Battery fires multiple missiles in a straight line with each shot, allowing the Banshee to hit multiple ground target. This upgrade is essential when fighting ground targets that are packed closed together. [ARM-V5] # Battlecruiser --------------------------------------------------------------- > Missile Pods (140,000 credits) - Grants the Missile Pods ability - Effect: Does area damage to air targets Laser Batteries are fearsome weapons across wide stretches of space, but they leave a Battlecruiser vulnerable to small Interceptors. The ATVX Missile Pod can shore up this weakness by instantly bombarding an area with a massive barrage of anti-air missiles. > Defensive Matrix (150,000 credits) - Grants the Defensive Matrix ability - Effect: Absorbs 200 damage before failing The Defensive Matrix is a temporary deflection field that helped save countless assets from a premature death during the original Brood War. Now the minds at LarsCorp have adapted this technological marvel to protect the massive hull of the Minotaur-class Battlecruiser. [] DOMINION =================================================================== [ARM-D1] # Ghost ----------------------------------------------------------------------- > Ocular Implants (85,000 credits) - Ghosts gain +2 range - Ghosts gain +3 sight radius Ocular Implants increase the Ghost's sight radius, making it easier to spot potential targets and weak points in the enemy perimeter. The current generation also includes an automated targeting system that instantly calculate atmospheric pressure and wind shear, greatly increasing the effective sniping range of the Ghost. > Cirius Suit (125,000 credits) - Cloak no longer requires energy This combat suit has a psi-augmenter dedicated to maintaining cloak. This allows the Ghost to maintain his Cloaking Field indefinitely and frees up energy for other uses. * Note : You can only get either Ghost or Spectre in a single playthrough. If you choose to side with Nova on New Folsom siege ("Ghost of A Chance" mission), you will get Ghost unit. [ARM-D2] # Spectre --------------------------------------------------------------------- > Psionic Lash (100,000 credits) - Grants the Psionic Lash ability - Effect: Does 200 damage to target unit With proper training, Spectres can unleash a concentrated blast of psionic fury at a single target. This blast drains the Spectre's energy reserve, but it will koll most single targets outright. For obvious reasons, Remedius Medical Systems recommends limiting this training to Spectres who have an exceptionally high opinion of their superior officers. > Nyx-Class Cloaking Module (125,000 credits) - Cloak no longer requires energy This combat suit comes with a psi enhancer dedicated entirely to maintaining cloak. This allows the Spectre to effortlessly maintain a Cloaking Field and channel the psionic energies elsewhere. * Note : You can only get either Ghost or Spectre in a single playthrough. If you choose to side with Tosh on New Folsom siege ("Breakout" mission), you will get Spectre unit. [ARM-D3] # Thor ------------------------------------------------------------------------ > 330mm Barrage Cannon (130,000 credits) - Improved bombardment cannon - Effect: Deals massive area damage; stun central targets The 330mm Barrage Cannon is the final word in siege-walker technology. This massive battery of dorsal cannons can lay down a sustained barrage that will pulverize most defenses and annihilate all ground targets in the target area. > Immortality Protocol (140,000 credits) - Grants the Immortality Protocol ability - Effect: Destroyed Thor can be reactivated in the field ATVX now offers an updated Thor model that can repair itself to full working condition if the hull remains intact. This repair process is a fraction of the cost of building a new Thor, and it allows you to quickly reactivate a Thor that is destroyed in the field. [ TOTAL credit cost for Armory upgrades = 3,740,000 ] * Note on "Mercenaries" and "Armory" upgrades : Unlike from the "Research" upgrades, you may freely choose all the available upgrades on armory and purchase mercenary contracts. However, if you want both all the armory and mercenary upgrades, your credits will not be enough to cover the whole thing, even with those additional credits you get from spare zerg/protoss research points. Total credits requirements for mercenaries and armory upgrades are 335,000 + 3,740,000 = 4,075,000 while the maximum you can obtain from mission reward and excess research points are only around 2,250,000. This number also means that you can purchase all mercenary contracts, but it's not the same case for the armory upgrades. __ / \ HANGAR/BAY UNITS ________________________________________________________ \__/ [BAY] [BAY-01] # Firebat --------------------------------------------------------------------- > CMC-660 Heavy Combat Suit The firebat suit contains a volatile mix of gasses that seep into the operator compartment. This may explain why firebat personnel are almost universally resocialized criminals or psychotic pyromaniacs. Perdition flamethrowers spew combusto-plasma at enemy targets. The plasma easily seeps into gaps in zerg carapaces. Smaller zerg creatures are literally cooked alive inside their own skins. " Fire washes the skin off the bone and the sin off the soul. It cleans away the dirt. And my momma didn't raise herself no dirty boy. " - Franko Tildon, widely credited as the first fighting firebat, reformed mass murderer [BAY-02] # Marauder -------------------------------------------------------------------- > 5-4 Armored Infantry Suit Although the marauder suit is modified from the CMC-660 firebat suit, the soldier inside is very different. 47% of marauder operators have never even been to jail, and only 23% have been accused of murder. The marauder's grenade auto-loader is stocked with component parts that allow it to quickly manufacture and load hundreds of standard Punisher grenades. [BAY-03] # Spider Mine ----------------------------------------------------------------- > 52-QDMM Spider Mine Spider mines belong to a very small category of technology that came from Old Earth and survived the crash of the supercarriers. Terran marines are famously mistrustful of the spider mines' IFF sensors. In 2499, Tarsonis-based Jaunt Pictures released Spider Mines IV: Death from Below, continuing a franchise about spider mines that had achieved sentience and turned on their human creators. It was the last holo in the series. [BAY-04] # Crucio Siege Tank ----------------------------------------------------------- > Armored Support/Mobile Artillery Armed with twin 90mm cannons, the Crucio is an expensive upgrade to the original Arclite siege tank. The 180mm "seige mode" shock cannon scatters superheated tungsten in a 50% larger area. Dominion infantry soldiers are universally convinced that Crucio operator inflict more damage on friendly forces than on the enemy. Consequently, Crucio operators stick together during shore leave. Wendell Slovens, an early Crucio operator, installed a sophisticated surround-sound system into his "ride." Sgt. Slovens was subsequently cut off and surrounded when he failed to hear the order to fall back. [BAY-05] # Medivac --------------------------------------------------------------------- > G-226 Medical Transport Medics of the 19th Dominion Marine Division first improvised the medivac by modifying a dropship to allow remote control during the acid storms on Thalon VII. This added tens of minutes to the life expectancy of medics. Marines still do not trust the accuracy of the scalpel laser, nor are they optimistic about the precision of the auto-suture, both of which were developed by Procyon Industries, the lowest bidder. Maria "Mother" Thalasses was an early medivac pilot, credited with saving hundreds of lives. She later murdered two marines who reportedly insisted on referring to the medivac as a "heal bus." She is rumored to be resocialized and serving happily in the Dominion military. [BAY-06] # Viking ---------------------------------------------------------------------- > A2 Armored Mechanical Hybrid Viking pilots are a rare breed. Few pilots can master both forms of the vehicle. A viking pilot is a "cherry" until he's been inside of one during a transformation. The twisting metal can kill less-agile men. The elite few who make it through training are so deadly that their names are well-known by both allies and enemies across the sector. Viking servos are interchangeable. SCVs can scavenge a viking's arm to repair the more important leg assembly. [BAY-07] # Banshee --------------------------------------------------------------------- > AH/G-24 Tactical-Strike Aircraft Created by the Dominion military to terrorize rebellious colonists, the banshee was used to great effect in urban and rural settings. Its agile, sneaky capabilities quickly propelled it onto the front lines against zerg, protoss, and terran foes. The DN51 banshee cloak generator is one of the most sophisticated pieces of equipment in the Dominion arsenal. When a banshee is shot down, special teams are deployed to recover the generator - or destroy it. [BAY-08] # Ghost Rifle ----------------------------------------------------------------- > 25mm C-10 Canister Rifle Mark VI Introduced by the Confederacy shortly before the fall of Tarsonis, the Mark VI is considered the pinnacle of ghost antipersonnel weaponry. The Dominion, unable to improve upon the design, has carried on production. Despite their great skill, ghosts are notoriously sloppy when calling down nuclear strikes. Modern commanders are always happy to see a ghost's rifle, for it contains a magnetic grid tracker to verify coordinates. The first Mark VI was used by Horvald "Scratchy" Winston to eliminate James Fortune, a Kel-Morian mining baron. Winston reported that the weapon was "sexier than [his] girlfriend and twice as nice." [BAY-09] # Spectre --------------------------------------------------------------------- A side effect of the spectre training regimen is a marked increase in eccentricity. Many spectres carry totems or other trinkets to "enhance" their abilities. There is speculation that the Dominion still uses spectres in a number of operations, despite the ostentible shutdown of the program. " Spectres. Tell me: you ever see a spectre? No? Because they don't exist. " - Gabriel Tosh, rumored to be the first spectre, speaking to Cyb Roche of the Umojan News Service. Ms. Roche disappeared a week later and has not been seen since. __ / \ COPYRIGHT _______________________________________________________________ \__/ [CPR] The web sites that this guide is available on are : [] GameFAQs.com [] Supercheats.com [] Gamershell.com This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. The ASCII art for Starcraft II title in this guide is made using "ASCII Art Generator" software (www.ascii-art-generator.com). Need to contact me? Send email at : admiral_popovsky@yahoo.com Copyright (c) 2010, Admiral Po. All rights reserved.