StarCraft FAQ Version 1.05

Serin Tobias
shinseitori <at> hotmail (dot) com

There are two files to this FAQ, The Races, and Strategy.  This file covers the races.

-----------------------------
Table of Contents

i. Revision History
ii. Introduction
iii. Important notice about CD keys
1. Terran
  1.1. Terran Buildings
  1.2. Terran Units
2. Zerg
  2.1. Zerg Buildings
  2.2. Zerg Units
3. Protoss
  3.1. Protoss Buildings
  3.2. Protoss Units

-----------------------------
i. Revision History

1.05 -- Massive overhaul of the Strategy and Races section.  Some of the incorrect information
        has been updated as well.

1.04 -- Revised information according to the 1.05 patch, and word wrapped the text.

1.03 -- Included Brood War info, heavy editing on strategy (some of it was just crap).

1.02 -- Changed info according to the StarCraft 1.04 patch, added another
        contributing website.

1.01 -- Added notice about CD-keys, removed ICQ# (I'm never on anymore),
        changed e-mail address and web page URL.
        Also corrected a few spelling errors and specified damage types for
        units and buildings.
        Changed info according the the StarCraft 1.03 patch.

1.00 -- First Draft.

-----------------------------
ii. Introduction

This section is simply intended to be a reference for all of the races' units and buildings.
You will probably not find any strategy tips in here, but it is a good resource for any facts
you may need about the game itself.   Here's a quick description of the various facts you will
find about the units and buildings.

1. Crystals / Gas     Obviously, this is how many resources this unit or building will take to
                      produce.  This can be in a factor in the cost of repairing such unit or
                      building.

2. HP                 This is how many maximum hit points the unit has.  Once the HP reaches
                      zero, the unit or building is destroyed.

3. Shields            Protoss units have additional hit points, known as shields.  This is
                      different from regular hit points, as is described in the strategy
                      section.

4. Energy             Energy is a reserve for the use of special abilities.

5. Supply, Control,   This is how much "food" the unit will require to be built.
   or Psi

6. Weapons            The weapons are described here.  This is the first number used in
                      calculating damage to a unit.  The type of damage and armor can reduce
                      the damage dealt as well.

7. Cooldown           A unit's cooldown is how many cycles must elapse before a weapon can be
                      fired again.  A game cycle is a few seconds long when the game is set to
                      normal time.

8. Range              This is the effective range that the unit may be fired at, in game
                      matrices.

8. Armor              A unit's armor rating is subtracted from damage, after modifiers for
                      splash and damage types are applied.

9. Build Time         This is how long (in game cycles) it takes for a unit to be produced.

-----------------------------
iii. Important Notice about CD-Keys

I have received a few e-mails from people asking me to provide them with my CD-key.  I'll save
you the trouble of writing if you want to ask me.  I will not give out my CD-key to anyone,
because it is my access to battle.net.  If anyone else uses that CD-key, I can't get on when my
CD-key is already being used.  Also, if I give out my CD-key to one person, it will get all the
way around the Internet to everyone in a blink of an eye.  Then I will not be able to access
battle.net.  So, don't even bother writing me, because I won't give it out.  Buy the game.  It's
well worth it, and it's cheap now.

-----------------------------
1. Terran

The Terrans are the most like the Orcs and Humans of WarCraft II of the three races in
StarCraft.  You have SCV's instead of Peasants, Marines instead of Footmen, etc.  An experienced
WC2 player will easily pick up on this race before the others.

-----------------------------
1.1. Terran Buildings

All Terran buildings can be repaired by an SCV.  Also, when a Terran building is heavily damaged
(when hit points are shown in red), it will slowly lose hit points until it is destroyed.

-----------------------------
1.1.1. Command Center

400 Crystals                      Produces:
1500 HP                           SCV
Provides 10 Supply                Comsat Station
Has flying ability                Nuclear Silo


- 1.1.1.1. Comsat Station    (Requires: Academy)

50 Crystals, 50 Gas               Sensor Sweep
500 HP                              - 50 Energy
200 Energy
Command Center attachment


- 1.1.1.2. Nuclear Silo     (Requires: Science Facility with attached Covert Ops)

100 Crystals, 100 Gas               Produces:
600 HP                              Nuclear Missile
Command Center attachment             - 200 Crystals, 200 Gas, 8 Supply

-----------------------------
1.1.2. Supply Depot

100 Crystals
500 HP
Provides 8 Supply

-----------------------------
1.1.3. Refinery

100 Crystals
750 HP
Gas production

-----------------------------
1.1.4. Engineering Bay

125 Crystals                 Research:
850 HP                       Upgrade Infantry Weapons
Has flying ability             - 3 levels
                             Upgrade Infantry Armor
                               - 3 levels

The Upgrades break down as follows:

Infantry Weapons and Infantry Armor:
Level 1
- 100 Crystals, 100 Gas
Level 2
- 175 Crystals, 175 Gas
Level 3
- 250 Crystals, 250 Gas

-----------------------------
1.1.5. Barracks

150 Crystals                    Produces:
1000 HP                         Marine
Has flying ability              Firebat
                                Ghost
                                Medic

-----------------------------
1.1.6. Missile Turret    (Requires: Engineering Bay)

100 Crystals
200 HP
Cloak Detection

Longbolt Missile
  - Targets air
  - 20 explosive damage

-----------------------------
1.1.7. Academy     (Requires: Barracks)

150 Crystals               Research:
600 HP                     U-238 Shells (+1 Marine attack range)
                             - 150 Crystals, 150 Gas
                           Stim Pack Tech (Marine and Firebat ability)
                             - 100 Crystals, 100 Gas
                           Restoration (Medic ability)
                             - 100 Crystals, 100 Gas
                           Optic Flare (Medic ability)
                             - 100 Crystals, 100 Gas
                           Caduceus Reactor (+50 Medic energy)
                             - 150 Crystals, 150 Gas

-----------------------------
1.1.8. Bunker     (Requires: Barracks)

100 Crystals
350 HP
Holds up to 4 SCVs, Marines, Ghosts, Firebats or Medics

-----------------------------
1.1.9. Factory    (Requires: Barracks)

200 Crystals, 100 Gas             Produces:
1250 HP                           Vulture
Has flying ability                Siege Tank
                                  Goliath
                                  Machine Shop


- 1.1.9.1. Machine Shop

50 Crystals, 50 Gas              Research:
750 HP                           Ion Thrusters (Faster Vulture movement)
Factory Attachment                 - 100 Crystals, 100 Gas
                                 Spider Mines (Vulture ability)
                                   - 100 Crystals, 100 Gas
                                 Siege Tech (Siege Tank ability)
                                   - 150 Crystals, 150 Gas
                                 Charon Boosters (+3 Goliath air attack range, requires Armory)
                                   - 150 Crystals, 150 Gas

-----------------------------
1.1.10. Starport    (Requires: Factory)

150 Crystals, 100 Gas            Produces:
1300 HP                          Wraith
Has flying ability               Dropship
                                 Science Vessel
                                 Battlecruiser
                                 Valkyrie
                                 Control Tower


- 1.1.10.1. Control Tower

50 Crystals, 50 Gas              Research:
500 HP                           Cloak (Wraith ability)
Starport attachment                - 150 Crystals, 150 Gas
                                 Apollo Reactor (+50 Wraith energy)
                                   - 200 Crystals, 200 Gas

-----------------------------
1.1.11. Science Facility    (Requires: Starport)

100 Crystals, 150 Gas             Produces:
950 HP                            Covert Ops
Has flying ability                Physics Lab
                                  Research:
                                  EMP Shockwave (Science Vessel ability)
                                    - 200 Crystals, 200 Gas
                                  Irradiate (Science Vessel ability)
                                    - 150 Crystals, 150 Gas
                                  Titan Reactor (+50 Science Vessel energy)
                                    - 150 Crystals, 150 Gas


- 1.1.11.1. Covert Ops

50 Crystals, 50 Gas               Research:
750 HP                            Lockdown (Ghost ability)
Science Facility attachment         - 200 Crystals, 200 Gas
                                  Personnel Cloaking (Ghost ability)
                                    - 100 Crystals, 100 Gas
                                  Ocular Implants (Increase Ghost sight range)
                                    - 100 Crystals, 100 Gas
                                  Moebius Reactor (+50 Ghost energy)
                                    - 150 Crystals, 150 Gas


- 1.1.11.2. Physics Lab

50 Crystals, 50 Gas               Research:
600 HP                            Yamato Gun (Battlecruiser ability)
Science Facility attachment         - 200 Crystals, 200 Gas
                                  Colossus Reactor (+50 Battlecruiser energy)
                                    - 150 Crystals, 150 Gas

-----------------------------
1.1.12. Armory (Requires: Factory)

100 Crystals, 50 Gas              Research:
750 HP                            Vehicle Weapons
                                    - 3 levels
                                  Vehicle Plating
                                    - 3 levels
                                  Ship Weapons
                                    - 3 levels
                                  Ship Plating
                                    - 3 levels

The upgrades break down as follows:

Vehicle Weapons and Vehicle Plating:    Ship Weapons:               Ship Plating:
Level 1:
 - 100 Crystals, 100 Gas                - 100 Crystals, 100 Gas     - 150 Crystals, 150 Gas
Level 2:
 - 175 Crystals, 175 Gas                - 150 Crystals, 150 Gas     - 225 Crystals, 225 Gas
Level 3:
 - 250 Crystals, 250 Gas                - 200 Crystals, 200 Gas     - 300 Crystals, 300 Gas

-----------------------------
1.2. Terran Units

Terran Units, along with those of the other races, get +1 per upgrade for armor.

-----------------------------
1.2.1. SCV                   Produced at Command Center

50 Crystals                  Abilities:
1 Supply                     Gather
60 HP                        Repair
                             Build Structure
Fusion Cutter                Build Advanced Structure
  - Targets ground
  - 5 normal damage
  - 15 cooldown

Infantry Armor
  - 0 base armor

Build Time: 20

-----------------------------
1.2.2. Marine                Produced at Barracks

50 Crystals                  Ability:
1 Supply                     Stim Pack
40 HP                          -Improves speed and firing rate
                               -Costs 10 HP per use
Gauss Rifle
  - Targets air and ground
  - 6 normal damage
  - +1 per upgrade
  - 15 cooldown (7.5 under Stimpack effects)

Infantry Armor
  - 0 base armor

Build Time: 24

-----------------------------
1.2.3. Firebat              Produced at Barracks
                            Required: Academy
50 Crystals, 25 Gas
1 Supply                    Ability:
50 HP                       Stim Pack
                              - Improves speed and firing rate
Flamethrower                  - Costs 10 HP per use
  - Targets ground
  - 16 concussive splash damage
    (in 2-3 attacks, friendly splash)
  - +2 per upgrade
  - 22 cooldown (11 under Stimpack effects)

Infantry Armor
  - 1 base armor

Build Time: 24

-----------------------------
1.2.4. Ghost                Produced at Barracks
                            Required: Academy, Science Facility with
25 Crystals, 75 Gas         attached Covert Ops
1 Supply
45 HP                       Abilities:
200 Energy                  Cloak
                              - 25 Energy, constant drain while active
C-10 Canister Rifle         Lockdown (Stops mechanical units)
  - Targets air and ground    - 100 Energy
  - 10 concussive damage    Nuclear Strike (Loaded Nuclear Silo required)
  - +1 per upgrade
  - 22 cooldown

Infantry Armor
  - 0 base armor

Build Time: 50

-----------------------------
1.2.5. Medic               Produced at Barracks
                           Required: Academy
50 Crystals, 25 Gas
1 Supply                   Abilities:
60 HP                      Heal (Heals organic ground units)
200 Energy                   - 1 energy per 2 HP healed
                           Restoration (Removes all ailments but Stasis Field on any unit)
Infantry Armor:              - 50 energy
  - 1 base armor           Optic Flare (Reduces any unit's sight to 1)
                             - 75 energy
Build Time: 30

-----------------------------
1.2.6. Vulture             Produced at Factory

75 Crystals                Ability:
2 Supply                   Spider Mine
90 HP                        - 3 Spider Mines per Vulture
                             - 125 damage
Fragmentation Grenade        - Planted in ground, then burrow
  - Targets ground
  - 20 concussive damage
  - +2 per upgrade
  - 30 cooldown

Vehicle Plating
  - 0 base armor

Build Time: 30

-----------------------------
1.2.7. Siege Tank            Produced at Factory
                             Required: Attached Machine Shop
150 Crystals, 100 Gas
2 Supply                     Abilities:
150 HP                       Siege Mode (while in Tank Mode)
                               - Loses mobility for powerful cannon
Tank Mode                    Tank Mode (while in Siege Mode)
                               - Tank can move again with weaker cannon
Arclite Cannon
  - Targets ground
  - 30 explosive damage
  - +3 per upgrade
  - 37 cooldown

Siege Mode

Arclite Shock Cannon
  - Targets ground
  - 70 explosive splash damage
  - +5 per upgrade
  - 75 cooldown

Vehicle Plating (both modes)
  - 1 base armor

Build Time: 50

-----------------------------
1.2.8. Goliath             Produced at Factory
                           Required: Armory
100 Crystals, 50 Gas
2 Supply
125 HP

Twin Autocannons
  - Targets ground
  - 12 normal damage
  - +1 per upgrade
  - 22 cooldown

Hellfire Missile Pack
  - Targets air
  - 20 explosive damage
  - +4 per upgrade
  - 22 cooldown

Vehicle Plating
  - 1 base armor

Build Time: 40

-----------------------------
1.2.9. Wraith             Produced at Starport

150 Crystals, 100 Gas     Ability:
2 Supply                  Cloak
120 HP                      - 25 Energy, constant drain while active
200 Energy
Flying

Burst Laser
  - Targets ground
  - 9 normal damage
  - +1 per upgrade
  - 30 cooldown

Gemini Missiles
  - Targets air
  - 20 explosive damage
  - +2 per upgrade
  - 22 cooldown

Ship Plating
  - 0 base armor

Build Time: 60

-----------------------------
1.2.10. Dropship           Produced at Starport
                           Required: Control Tower
100 Crystals, 100 Gas
2 Supply
150 HP
Transporting
Flying

Ship Plating
  - 1 base armor

Build Time: 50

-----------------------------
1.2.11. Science Vessel     Produced at Starport
                           Required: Science Facility
100 Crystals, 225 Gas
2 Supply                   Abilities:
200 HP                     Defensive Matrix (Places temporary shield on one unit)
200 Energy                   - 100 Energy
Cloak detection            EMP Shockwave (Reduces shields and energy to 0 in target area)
Flying                       - 100 Energy
                           Irradiate (Reduces HP of any organic units nearby, cast on any unit)
Ship Plating                 - 75 Energy
  - 1 base armor

Build Time: 80

-----------------------------
1.2.12. Battlecruiser      Produced at Starport
                           Required: Science Facility with attached Physics
400 Crystals, 300 Gas      Lab, Control Tower
8 Supply
500 HP                     Ability:
200 Energy                 Yamato Cannon (Heavy damage on one target)
Flying                     - 150 Energy

ATA Laser
  - Targets air
  - 25 normal damage
  - +3 per upgrade
  - 30 cooldown

ATS Laser
  - Targets ground
  - 25 normal damage
  - +3 per upgrade
  - 30 cooldown

Ship Plating
  - 3 base armor

Build Time: 160

-----------------------------
1.2.13. Valkyrie Frigate      Produced at Starport
                              Required: Armory, Control Tower
250 Crystals, 150 Gas
3 Supply
200 HP
Flying

Halo Rockets
  - Targets air
  - 5 explosive splash damage per missile
  - +1 per upgrade
  - 64 cooldown (after all missiles are fired)

Ship Plating
  - 2 base armor

Build Time: 60

------------------------------------------
2. Zerg

The Zerg technology tree is similar to that from WarCraft 2.  There are three main states of the
central building (Hatchery, Lair, Hive), which all require buildings for it to be upgraded.
When Lair or Hive is acheived, new buildings are available.

------------------------------------------
2.1. Buildings

All Zerg buildings, except the Hatchery and Infested Command Center, must be built on the Creep.
All Zerg buildings regenerate.  To build a building (except Infested Command Center), you must
mutate a Drone into one, and you lose the Drone in the process.

------------------------------------------
2.1.1. Hatchery

300 Crystals                     Produces:
1250 HP                          Larva
Provides 1 Control               Mutate:
                                 Lair
                                   - 150 Crystals, 150 Gas (requires Spawning Pool)
                                 Evolve:
                                 Burrow (Zerg ground unit ability)
                                   - 100 Crystals, 100 Gas

- 2.1.1.1. Lair

1800 HP                          All abilities of Hatchery
Provides 1 Control               Evolve:
                                 Ventral Sacs (Overlord transporting)
                                   - 200 Crystals, 200 Gas
                                 Antennae (Greater Overlord sight range)
                                   - 150 Crystals, 150 Gas
                                 Pneumatized Carapace (Faster Overlord movement)
                                   - 150 Crystals, 150 Gas

- 2.1.1.2. Hive

2500 HP                          All abilities of Hatchery and Lair
Provides 1 Control

------------------------------------------
2.1.2. Creep Colony

75 Crystals                    Mutate:
400 HP                         Spore Colony (requires Evolution Chamber)
Extends Creep                    - 50 Crystals
                               Sunken Colony (requires Spawning Pool)
                                 - 50 Crystals

- 2.1.2.1. Spore Colony

400 HP
Cloak Detection
Extends Creep

Weapon:
Seeker Spores
  - Targets air
  - 15 normal damage
  - 15 cooldown

- 2.1.2.2. Sunken Colony

400 HP
Extends Creep

Weapon:
Subterranean Tentacle
  - Targets ground
  - 40 explosive damage
  - 32 cooldown

------------------------------------------
2.1.3. Extractor

50 Crystals
750 HP
Gas production

------------------------------------------
2.1.4. Spawning Pool

150 Crystals                   Evolve:
750 HP                         Metabolic Boost (Faster Zergling movement)
                                 - 100 Crystals, 100 Gas
                               Adrenal Glands (Faster Zergling attack, requires Hive)
                                 - 200 Crystals, 200 Gas

------------------------------------------
2.1.5. Evolution Chamber

75 Crystals                    Evolve:
750 HP                         Melee Attacks
                                 - 3 levels
                               Missile Attacks
                                 - 3 levels
                               Carapace
                                 - 3 levels

The upgrades break down as follows:

Melee Attack and Missile Attacks:         Carapace:
Level 1:
- 100 Crystals, 100 Gas                   - 150 Crystals, 150 Gas
Level 2:
- 150 Crystals, 150 Gas                   - 225 Crystals, 225 Gas
Level 3:
- 200 Crystals, 200 Gas                   - 300 Crystals, 300 Gas

------------------------------------------
2.1.6. Hydralisk Den (Requires: Spawning Pool)

100 Crystals, 50 Gas          Evolve:
950 HP                        Muscular Augments (Faster Hydralisk movement)
                                - 100 Crystals, 100 Gas
                              Grooved Spines (+1 attack range)
                                - 150 Crystals, 150 Gas
                              Lurker Aspect (Evolution to Lurker, requires Lair)
                                - 125 Crystals, 125 Gas

------------------------------------------
2.1.7. Spire (Requires: Lair)

200 Crystals, 150 Gas          Evolve:
600 HP                         Flyer Attack
                                 - 3 levels
                               Flyer Carapace
                                 - 3 levels
                               Mutate:
                               Greater Spire (Required: Hive)
                                 - 100 Crystals, 150 Gas

- 2.1.7.1. Greater Spire

1000 HP                       All abilities of Spire

The Upgrades break down as follows:

Flyer Attack                     Flyer Carapace
Level 1:
- 100 Crystals, 100 Gas          - 150 Crystals, 150 Gas
Level 2:
- 175 Crystals, 175 Gas          - 225 Crystals, 225 Gas
Level 3:
- 250 Crystals, 250 Gas          - 300 Crystals, 300 Gas

------------------------------------------
2.1.8. Queen's Nest (Required: Lair)

150 Crystals, 100 Gas         Evolve:
950 HP                        Spawn Broodlings (Queen ability)
                                - 200 Crystals, 200 Gas
                              Ensnare (Queen ability)
                                - 100 Crystals, 100 Gas
                              Gamete Meiosis (+50 Queen energy)
                                - 150 Crystals, 150 Gas

------------------------------------------

2.1.9. Nydus Canal (Required: Hive)

150 Crystals                 Ability:
250 HP                       Build Nydus Canal Exit
Transports ground units

------------------------------------------
2.1.10. Ultralisk Cavern (Required: Hive)

150 Crystals, 200 Gas        Evolve:
600 HP                       Anabolic Synthesis (Faster Ultralisk Movement)
                               - 200 Crystals, 200 Gas
                             Chitinous Plating (+2 Ultralisk Armor)
                               - 150 Crystals, 150 Gas

------------------------------------------
2.1.11. Defiler Mound (Required: Hive)

100 Crystals, 100 Gas         Evolve:
850 HP                        Plague (Defiler ability)
                                - 200 Crystals, 200 Gas
                              Consume (Defiler ability)
                                - 100 Crystals, 100 Gas
                              Metasynaptic Node (+50 Defiler energy)
                                - 150 Crystals, 150 Gas

------------------------------------------
2.1.12. Infested Command Center

1500 HP                  Produces:
                         Infested Terran

------------------------------------------
2.2. Zerg Units

All Zerg units regenerate, and all Zerg ground units (except the Ultralisk) burrow.  Also, all
Zerg units are mutated from Zerg Larvae, which are only found around Hatcheries, Lairs, or
Hives.  As with the other races, all units get +1 per armor upgrade.

------------------------------------------
2.2.1. Larva             Found around Hatchery, Lair, or Hive
                         Can mutate into all Zerg units
25 HP

Carapace
  - 10 base armor

------------------------------------------
2.2.1.1. Egg

200 HP

Carapace
  - 10 base armor

------------------------------------------
2.2.2. Drone                   No requirement

50 Crystals                    Abilities:
40 HP                          Gather
1 Control                      Basic Mutation
                               Advanced Mutation
Spines
  - Targets ground units
  - 5 normal damage
  - 22 cooldown

Carapace
  - 0 base armor

Build Time: 20

------------------------------------------
2.2.3. Zergling                Required: Spawning Pool

50 Crystals
35 HP
1/2 Control
2 Zerglings per egg

Claws
  - Targets ground units
  - 5 normal damage
  - +1 per upgrade
  - 8 cooldown (6 after Adrenal Glands evolution)

Carapace
  - 0 base armor

Build Time: 28

------------------------------------------
2.2.4. Overlord            No requirement

100 Crystals
200 HP
Cloak detection
Transporting (must be evolved at Lair or Hive)
Provides 8 Control

Flyer Carapace
  - 0 base armor

Build Time: 40

------------------------------------------
2.2.5. Hydralisk            Required: Hydralisk Den

75 Crystals, 25 Gas         Ability:
80 HP                       Lurker Aspect (mutates into Lurker, evolve at Hydralisk Den)
1 Control                     - 50 Crystals, 100 Gas
                              - 2 Control
Needle Spines
  - Targets air and ground
  - 10 explosive damage
  - +1 per upgrade
  - 15 cooldown

Carapace
  - 0 base armor

Build Time: 28

- 2.2.5.1. Lurker                      Abilities:
                                         - Burrow (no research neccessary)
125 HP
2 Control
Mutated from Hydralisk

Subterranean Spines
  - Can only attack while burrowed
  - Targets ground
  - 20 normal splash damage*
  - +2 per upgrade
  - 37 cooldown

Carapace
  - 1 base armor

Build time from Hydralisk: 40

------------------------------------------
2.2.6. Mutalisk              Required: Spire

100 Crystals, 100 Gas        Ability:
120 HP                       Guardian Aspect (mutates into Guardian, requires Greater Spire)
Flying                         - 50 Crystals, 100 Gas
2 Control                      - 2 Control
                             Devourer Aspect (mutates into evourer, requires Greater Spire)
Glave Wurm                     - 150 Crystals, 50 Gas
  - Targets air and ground     - 2 Control
  - 9 normal damage
  - 30 cooldown

Flyer Carapace
  - 0 base armor

Build Time: 40

- 2.2.6.1. Guardian

150 HP
2 Control
Flying
Mutated from Mutalisk

Acid Spore
  - Targets ground
  - 20 normal damage
  - +2 per upgrade
  - 30 cooldown

Flyer Carapace
  - 2 base armor

Build time from Mutalisk: 40

- 2.2.6.2. Devourer

250 HP
2 Control
Flying
Mutated from Mutalisk

Corrosive Venom
  - Targets air
  - 25 explosive damage (special)
  - +2 damage per upgrade
  - 100 cooldown

Flyer Carapace
  - 2 base armor

Build Time: 40

The Devourer's attack is special in that every successful hit latches on an "acid spore," which
will reduce the target's firing rate by 1/8, and that target will also take an extra point of
damage.  This is per acid spore.  In every attack, the damage is focused on one unit, but the
spores splash upon other units as well.

------------------------------------------
2.2.7. Scourge               Required: Spire

25 Crystals, 75 Gas
25 HP
1/2 Control
Flying

Suicide
  - Targets air
  - 110 normal damage

Flyer Carapace
  - 0 base armor

Build Time: 30

------------------------------------------
2.2.8. Queen                Required: Queen's Nest

100 Crystals, 150 Gas       Abilities:
120 HP                      Infest Command Center (Mutates heavily damaged Command Center into
200 Energy                  Infested Command Center)
2 Control                   Parasite (Allows you to see around infected unit)
Flying                        - 75 Energy
                            Spawn Broodlings (Destroys a nonmechanical ground unit, creates two
Flyer Carapace              Broodlings)
  - 0 base armor              - 150 Energy
                            Ensnare (Slows down affected units)
Build Time: 50                - 100 Energy


- 2.2.8.1. Broodling          Created by Queen

30 HP
180 Energy
  - When Energy runs out, Broodling dies

Toxic Spores
  - Targets ground
  - 4 normal damage
  - +1 per upgrade
  - 15 cooldown

Carapace
  - 0 base armor

------------------------------------------
2.2.9. Ultralisk            Required: Ultralisk Cavern

200 Crystals, 200 Gas
400 HP
6 Control

Kaiser Blades
  - Targets ground
  - 20 normal damage
  - +3 per upgrade
  - 15 cooldown

Carapace
  - 1 base armor
  - +2 with Chitinous Plating upgrade

Build Time: 60

------------------------------------------
2.2.10. Defiler           Required: Defiler Mound

50 Crystals, 150 Gas      Abilities:
80 HP                     Dark Swarm (Nullifies ranged attacks)
200 Energy                  - 100 Energy
2 Control                 Plague (Reduces HP in target area to low numbers)
                            - 150 Energy
Carapace                  Consume (Sacrifice one of your own units, adds 50 energy to Defiler)
  - 1 base armor

Build Time: 50

------------------------------------------
2.1.11 Infested Terran        Produced at Infested Command Center

100 Crystals, 50 Gas
60 HP
1 Control

Suicide
  - Targets ground
  - 500 explosive splash damage

Carapace
  - 0 base armor

Build Time: 40

------------------------------------------
3. Protoss

The Protoss are more like the Terrans in the way that the units are produced, but there are
several other differences.  All Protoss units and buildings have shields that can regenerate.
Also, most of the Protoss units have many hit points, and do more damage, but they do cost more.
As with the other two races, all Protoss units get +1 armor for each upgrade.  Also, Protoss
buildings and Protoss units start with 0 shield armor and get +1 shield armor per upgrade.

------------------------------------------
3.1. Protoss Buildings

All of the Protoss buildings must be warped in by a Probe.  Once a warp rift has been created,
the Probe may do another task, so you don't have to stand by the building while it is being
created.  Also, all buildings except the Nexus and the Assimilator must be powered by nearby
Pylons.

------------------------------------------
3.1.1. Nexus            Produces:
                        Probe
400 Crystals
750 HP
750 Shields
Provides 9 Psi

------------------------------------------
3.1.2. Pylon

100 Crystals
300 HP
300 Shields
Provides 8 Psi
Powers other buildings

------------------------------------------
3.1.3. Assimilator

100 Crystals
450 HP
450 Shields
Allows gas production

------------------------------------------
3.1.4. Gateway              Produces:
                            Zealot
150 Crystals                Dragoon
500 HP                      High Templar
500 Shields                 Dark Templar

------------------------------------------
3.1.5. Forge                Research:
                            Ground Weapons
150 Crystals                  - 3 levels
550 HP                      Ground Armor
550 Shields                   - 3 levels
                            Plasma Shields
                              - 3 levels

The upgrades break down as follows:

Ground Weapons               Ground Armor                Plasma Shields
Level 1:
- 100 Crystals, 100 Gas      - 100 Crystals, 100 Gas     - 200 Crystals, 200 Gas
Level 2:
- 150 Crystals, 150 Gas      - 175 Crystals, 175 Gas     - 300 Crystals, 300 Gas
Level 3:
- 200 Crystals, 200 Gas      - 250 Crystals, 250 Gas     - 400 Crystals, 400 Gas

------------------------------------------
3.1.6. Photon Cannon         Requires: Forge

150 Crystals
100 HP
100 Shields
Cloak Detection

STS Photon Cannon
  - Targets ground
  - 20 normal damage
  - 22 cooldown

STA Photon Cannon
  - Targets air
  - 20 normal damage
  - 22 cooldown

------------------------------------------
3.1.7. Cybernetics Core       Requires: Gateway
                              Research:
200 Crystals                  Air Weapons
500 HP                          - 3 levels
500 Shields                   Air Armor
                                - 3 levels
                              Singularity Charge (+2 attack range for Dragoons)
                                - 150 Crystals, 150 Gas

The upgrades break down as follows:

Air Weapons                  Air Armor
Level 1:
- 100 Crystals, 100 Gas      - 150 Crystals, 150 Gas
Level 2:
- 175 Crystals, 175 Gas      - 225 Crystals, 225 Gas
Level 3:
- 250 Crystals, 250 Gas      - 300 Crystals, 300 Gas

------------------------------------------
3.1.8. Shield Battery          Requires: Gateway
                               Abilities:
100 Crystals                   Recharge shields
200 HP                           - Spends energy during recharge
200 Shields
200 Energy

------------------------------------------
3.1.9. Robotics Facility       Requires: Cybernetics Core
                               Produces:
200 Crystals, 200 Gas          Shuttle
500 HP                         Reaver
500 Shields                    Observer

------------------------------------------
3.1.10. Stargate               Requires: Cybernetics Core
                               Produces:
150 Crystals, 150 Gas          Scout
600 HP                         Carrier
600 Shields                    Arbiter
                               Corsair

------------------------------------------
3.1.11. Citadel of Adun        Requires: Cybernetics Core
                               Research:
150 Crystals, 100 Gas          Leg Enhancements (Faster Zealot movement)
450 HP                           - 150 Crystals, 150 Gas
450 Shields

------------------------------------------
3.1.12. Robotics Support Bay    Requires: Robotics Facility
                                Research:
150 Crystals, 100 Gas           Upgrade Scarab Damage (+25 more damage)
450 HP                            - 200 Crystals, 200 Gas
450 Shields                     Increase Reaver Capacity (5 more Scarabs)
                                  - 200 Crystals, 200 Gas
                                Gravitic Drive (Faster Shuttle movement)
                                  - 200 Crystals, 200 Gas

------------------------------------------
3.1.13. Fleet Beacon           Requires: Stargate
                               Research:
200 Crystals, 200 Gas          Apial Sensors (+2 Scout sight range)
500 HP                           - 100 Crystals, 100 Gas
500 Shields                    Gravitic Thrusters (Faster Scout movement)
                                 - 150 Crystals, 150 Gas
                               Increase Carrier Capacity (4 more Interceptors)
                                 - 100 Crystals, 100 Gas
                               Disruption Web (Corsair ability)
                                 - 200 Crystals, 200 Gas
                               Argus Jewel (+50 Corsair energy)
                                 - 100 Crystals, 100 Gas

------------------------------------------
3.1.14. Templar Archives       Requires: Citadel of Adun
                               Research:
150 Crystals, 200 Gas          Psionic Storm (High Templar ability)
500 HP                           - 200 Crystals, 200 Gas
500 Shields                    Hallucinate (High Templar ability)
                                 - 150 Crystals, 150 Gas
                               Khaydarin Amulet (+50 High Templar Energy)
                                 - 150 Crystals, 150 Gas
                               Mind Control (Dark Archon ability)
                                 - 200 Crystals, 200 Gas
                               Maelstrom (Dark Archon ability)
                                 - 100 Crystals, 100 Gas
                               Argus Talisman (+50 Dark Archon energy)
                                 - 150 Crystals, 150 Gas

------------------------------------------
3.1.15. Observatory            Requires: Robotics Facility
                               Research:
50 Crystals, 100 Gas           Gravitic Booster (Faster Observer movement)
250 HP                           - 150 Crystals, 150 Gas
250 Shields                    Sensor Array (+2 Observer sight range)
                                 - 150 Crystals, 150 Gas

------------------------------------------
3.1.16. Arbiter Tribunal       Requires: Stargate, Templar Archives
                               Research:
200 Crystals, 150 Gas          Recall (Arbiter ability)
500 HP                           - 150 Crystals, 150 Gas
500 Shields                    Stasis Field (Arbiter ability)
                                 - 150 Crystals, 150 Gas
                               Khaydarin Core (+50 Arbiter Energy)
                                 - 150 Crystals, 150 Gas

------------------------------------------
3.2. Protoss Units

All Protoss units have recharging shields that may be quickly recharged at a Shield Battery.

------------------------------------------
3.2.1. Probe              Produced at Nexus
                          Abilities:
50 Crystals               Gather
20 HP                     Build Structure
20 Shields                Build Advanced Structure
1 Psi

Particle Beam
  - Targets ground
  - 5 normal damage
  - 22 cooldown

Ground Armor
  - 0 base armor

Build Time: 20

------------------------------------------
3.2.2. Zealot            Produced at Gateway

100 Crystals
80 HP
80 Shields
2 Psi

Psi Blades
  - Targets ground
  - 16 normal damage (in two attacks)
  - +2 per upgrade
  - 22 cooldown

Ground Armor
  - 1 base armor

Build Time: 40

------------------------------------------
3.2.3. Dragoon            Produced at Gateway
                          Requires: Cybernetics Core
125 Crystals, 50 Gas
100 HP
80 Shields
2 Psi

Phase Disruptor
  - Targets ground and air
  - 20 explosive damage
  - +2 per upgrade
  - 30 cooldown

Ground Armor
  - 1 base armor

Build Time: 40

------------------------------------------
3.2.4. High Templar            Produced at Gateway
                               Requires: Templar Archives
50 Crystals, 150 Gas           Abilities:
40 HP                          Psionic Storm (Damage in target area)
40 Shields                       - 75 Energy
200 Energy                     Hallucinate (Makes two copies of unit)
2 Psi                            - 125 Energy
                               Archon Warp (2 High Templars merge to form an Archon)
Ground Armor                     - 4 Psi
  - 0 base armor

Build Time: 50


- 3.2.4.1. Archon

10 HP
350 Shields
4 Psi
Produced from two High Templar

Psionic Shockwave
  - Targets ground and air
  - 30 normal splash damage
  - +3 per upgrade
  - 20 cooldown

Ground Armor
  - 0 base armor

Build time from High Templar: 20

------------------------------------------
3.2.5. Dark Templar         Produced at Gateway
                            Requires: Templar Archives
125 Crystals, 100 Gas
80 HP                       Ability:
40 Shields                  Dark Archon Meld (2 Dark Templar merge to form a Dark Archon):
2 Psi                         - 4 Psi
Always Cloaked

Warp Blade
  - Targets ground
  - 40 damage
  - +3 per upgrade
  - 30 cooldown

Ground Armor
  - 1 base armor

Build Time: 50


- 3.2.5.1. Dark Archon     Abilities:
                           Feedback (Damage to target unit = target unit's energy, target's
25 HP                                energy goes to 0)
200 Shields                  - 50 Energy
200 Energy                 Mind Control (Take permanent control of target unit)
4 Psi                        - 150 Energy
Produced from two Dark       - Dark Archon's shields go to 0
Templar                    Maelstrom (All organic units in target area are stopped for a few
                                      seconds)
Ground Armor:                - 100 Energy
  - 1 base armor

Build Time from two Dark Templar: 20

------------------------------------------
3.2.6. Shuttle               Produced at Robotics Facility

200 Crystals
90 HP
60 Shields
2 Psi
Flying
Transporting

Air Armor
  - 1 base armor

Build Time: 60

------------------------------------------
3.2.7. Reaver              Produced at Robotics Facility
                           Requires: Robotics Support Bay
200 Crystals, 100 Gas      Ability:
100 HP                     Produce Scarab
90 Shields                   - 15 Crystals
4 Psi

Scarab
  - Targets ground
  - 100 normal splash damage
  - +25 damage with upgrade
  - 60 cooldown

Ground Armor
  - 0 base armor

Build Time: 70

------------------------------------------
3.2.8. Observer             Produced at Robotics Facility
                            Required: Observatory
25 Crystals, 75 Gas
40 HP
20 Shields
1 Psi
Flying
Cloak Detection
Always Cloaked

Air Armor
  - 0 base armor

Build Time: 40

------------------------------------------
3.2.9. Scout              Produced at Stargate

300 Crystals, 150 Gas
150 HP
100 Shields
3 Psi
Flying

Dual Photon Blasters
  - Targets ground
  - 9 normal damage
  - +1 per upgrade
  - 30 cooldown

Anti-Matter Missiles
  - Targets air
  - 28 explosive damage
  - +2 per upgrade
  - 22 cooldown

Air Armor
  - 1 base armor

Build Time: 80

------------------------------------------
3.2.10. Carrier           Produced at Stargate
                          Required: Fleet Beacon
350 Crystals, 250 Gas     Ability:
300 HP                    Produce Interceptor
150 Shields                 - 30 Crystals
8 Psi
Flying

Air Armor
  - 4 base armor

Build Time: 140


- 3.2.10.1. Interceptor      Produced at Carrier

40 HP
40 Shields
Flying

Pulse Cannon
  - Targets ground and air
  - 6 normal damage
  - +1 per upgrade

Air Armor
  - 0 base armor

------------------------------------------
3.2.11. Arbiter           Produced at Stargate
                          Required: Arbiter Tribunal
100 Crystals, 350 Gas     Abilities:
200 HP                    Recall (Teleports target units to Arbiter's position)
150 Shields                 - 150 Energy
200 Energy                Stasis Field (Freezes all units in target area)
4 Psi                       - 100 Energy
Flying
Cloaks surrounding units

Phase Disruptor Cannon
  - Targets ground and air
  - 10 explosive damage
  - +1 per upgrade
  - 45 cooldown

Air Armor
  - 1 base armor

Build Time: 160

------------------------------------------
3.2.12. Corsair          Produced at Stargate
                         Ability:
150 Crystals, 100 Gas    Disruption Web (nullifies ground attacks inside web)
100 HP                     - 125 Energy
80 Shields
200 Energy
2 Psi
Flying

Neutron Flare
  - Targets air
  - 5 explosive splash damage
  - +1 per upgrade
  - 8 cooldown

Air Armor
  - 1 base armor

Build Time: 40

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