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    FAQ by JShi

    Version: 0.4 | Updated: 04/17/99 | Search Guide | Bookmark Guide

    Jin Shi's Starcraft: Brood War FAQ
    Version 0.4
    Created on April 2, 1999
    This FAQ was created and maintained by me, Jin Shi, and everything on 
    this FAQ I claim. If there is some part of this FAQ that you want to 
    use for your own FAQ and/or home page, please contact me at 
    s_jin@hotmail.com and I will either give you or not give you my 
    consent to use any part of my FAQ. 
    The Table of Contents:
    I.  The Version History
    II.  The Introduction
    III.  The Terran Structures
    IV.  The Terran Units
    V.  The Zerg Structures
    VI.  The Zerg Units
    VII.  The Protoss Structures
    VIII.  The Protoss Units
    IX.  Miscellaneous Information
    X.  The Credits
    Section 1:	The Version History
    Version 0.1		Created
    April 2, 1999	Made the Table of Contents
    			Started Sections Version History, 
    Introduction and Credits
    Version 0.2		Added More to the Introduction (YOU NEED TO 
    READ IT!)
    April 3, 1999	Started "Terran Structures" Section
    Version 0.3		Finished "Terran Structures" Section
    April 5, 1999	Started the "Terran Units" Section
    Version 0.4		Finished "Terran Units" Section
    April 17, 1999	
    Section 2:	The Introduction
    In this game, three interstellar races compete for peace and control 
    of other lands and/or planets. The three races are the Terran, Zerg 
    and Protoss. The Terrans are human and have human like attitudes and 
    weaponry. The Zerg are savage and wild creatures. It is said that the 
    Terrans are trying to breed them so they can be used on their 
    enemies. The Protoss is the highest evolution on the evolutionary 
    chart. They think both the Terran and the Zerg are lower than they 
    This has got to be, in my opinion, is one of the best games ever made 
    for the computer. If you have some experience playing with Warcraft 
    and/or Command and Conquer, then this game shouldn't be hard for you 
    to learn how to play. This game is more like Warcraft, however, 
    because the same Computer Company, Blizzard, made it. So now, please 
    enjoy the rest of my FAQ.
    **** Please note some things about this FAQ. First of all, this FAQ 
    assumes that you know how to select units and tell them what to do. 
    Second of all, all information for this FAQ is based on the 1.05 
    version of Brood War. Please take these things into mind when you 
    ready this FAQ. Thank You! ****
    Section 3:	The Terran Structures
    One special note about Terran Structures is that the fact that some 
    of them can lift up and literally fly through the air. You can 
    transport them over water and to other places. Just watch out for 
    enemy air units. Also, when a Terran building gets into the red zone, 
    the building will start to lose life even though there is no one 
    attacking it. Your SCV's can repair these burning structures, though.
    Cost: How much minerals and/or vespene gas it takes to create this 
    HP: How much life the building has
    Units: What units can now be created because of this structure
    If I don't put anything after the unit name, then it can be built at 
    the building it is placed under.
    Add Ons: Any special add-on that can be made 
    Requirements: Any requirement that lets you build the building
    Options: Anything else this building allows you to do
    After all that, there will be a little description of this building 
    and all its uses and, of course, my own personal opinion.
    The Basic Buildings are in the first part, the Advanced Building then 
    come later, and last, the Add-Ons will be featured in towards the 
    back. Please note that only Terrans have buildings that can get these 
    specials add-ons.
    Basic Buildings:
    Command Center
    Cost: 400 Minerals
    HP: 1500
    Units: SCV
    Add-Ons: Comsat Station (Needs a Academy)
       Nuclear Silo (Needs a Science Facility with Covert Ops)
    Requirements: None
    Options: None
    This is the basic base for the Terrans. The SCV's are made here and 
    it supplies 10 supply units. This is one of the many mobile Terran 
    buildings so you can move around.
    Supply Depot
    Cost: 100 Minerals
    HP: 500
    Units: None
    Add-Ons: None
    Requirements: None
    Options: None
    This provides Terrans with 10 extra supply units. You will need to 
    build these if you want to attack a lot. If you decide to build them 
    really close together, watch out because if and enemy Terran decides 
    to nuke them, then you are really knee deep in... well, you know.
    Cost: 100 Minerals
    HP: 750
    Units: None
    Add-Ons: None
    Requirements: None
    Options: None
    This is what you build over Vespene Geysers so that you can harvest 
    gas. If you send your SCV to build one, it will automatically start 
    to harvest the Vespene Gas inside. 
    Cost: 150
    HP: 1000
    Units: Marine
    	 Firebat (Needs a Academy)
    	 Ghost (Needs a Science Facility with Covert Ops)
    	 Medic (Needs an Academy)
    Add-Ons: None
    Requirements: Command Center
    Options: None
    This is where the first ground troops of the Terrans come. They are 
    really useful and dangerous if you attack and large numbers with 
    plenty of medics. The medics will always be healing your ground 
    troops and they will be nearly invincible. If you have time and the 
    resources, build more that one barrack so you can churn out more 
    troops at one time.
    Engineering Bay
    Cost: 125 Minerals
    HP: 850
    Units: None
    Add-Ons: None
    Requirements: Command Center
    Options: Upgrade Infantry Weapons (Lv 2 needs an Science Facility)
    	   Upgrade Infantry Armor (Lv 2 needs an Science Facility)
    Infantry upgrades are made here. Infantry is every unit that can be 
    made at the Barracks. If you plan to use a lot of bunkers for base 
    defenses, mainly upgrade the infantry weapons. If you plan to launch 
    an offensive attack and you have enough resources, you should evenly 
    upgrade both infantry armor and weapons. In a later version, I will 
    add the prices for all these upgrades.
    Missile Turrets
    Cost: 100 Minerals
    HP: 200
    Units: None
    Add-Ons: None
    Requirements: Engineering Bay
    Options: Attacks air units with attack of 20
    This is the main air defense for Terrans. It is pretty good but 
    Protoss has the best air defense. It launches rockets with pretty 
    good speed and they do 20 damage each. They should be made kind of 
    close together because sometimes only one can reach the enemy air 
    Cost: 200 Minerals
    HP: 600
    Units: Firebat (Built at the Barracks)
    	 Medic (Built at the Barrack)
    Add-Ons: None
    Requirements: Barracks
    Options: U-238 Shells (Increases marine attack range)
    	   Stimpack Tech (Marine and Firebat ability)
    	   Restoration (Medic ability)
    	   Optical Flare (Medic ability)
    	   Caduceau Reactor (+50 Medic MP energy)
    This is a very essential building if you plan to launch infantry 
    offensives because the best infantry unit, the Medic, can be build 
    once you build a Academy. Also, some good Medic abilities can be 
    researched here. In a further version of this FAQ, I will give more 
    information on each ability that can be researched and give the costs 
    of them, too.
    Cost: 100 Minerals
    HP: 350
    Units: None
    Add-Ons: None
    Requirements: Barracks
    Options: Housing the Terran Infantry
    This is a very good base defense structure that you will want to 
    build. It will house Terran Marine, Medics, Ghosts, Firebats and 
    SCV's. It also gives your troops more armor so they can shell it out 
    but and won't get any back. You should also have an SCV nearby so 
    that they can repair it once it gets damaged. What I like to do is to 
    build some Missile Turrets near the Bunkers for added air defense. 
    Also, don't forget that Missile Turrets detectors so you can see 
    cloaked units and have your infantry in the bunkers destroy them.
    Advanced Structures:
    Cost: 200 Minerals, 100 Gas
    HP: 1250
    Units: Vulture
    	 Siege Tanks (Needs the Machine Shop)
    	 Goliaths (Needs the Machine Shop and Armory)  
    Add-Ons: Machine Shop
    Requirements: Factory
    Options: None
    This is where the Terran vehicles are made. They each have their 
    really good and bad points. You need the Machine Shop to get the 
    better ground vehicles. Siege Tanks are especially good because of 
    their two modes, each with its good and bad points. You will learn of 
    these in the Terran Units section of this FAQ.
    Cost: 150 Minerals, 100 Gas
    HP: 1300
    Units: Wraith
    	Dropship (Needs the Control Tower)
    	Science Vessel (Needs the Science Facility)
    	Battlecruiser (Needs the Control Tower, Science Facility w/ 
    Physics Labs
    Valkyrie Frigate (Needs Control Tower and Armory)
    Add-Ons: Control Tower
    Requirements: Factory
    Options: None
    This is where all the Terran air units are produced. You will need to 
    build the Control Tower if you want the better air units like the 
    Science Facility
    Cost: 150 Minerals, 250 Gas
    HP: 1500
    Units: Science Vessel (Built at the Starport)
    Add-Ons: Physics Lab
    	   Covert Ops
    Requirements: Starport
    Options: Research EMP Shockwave (Science Vessel ability)
    	   Research Irradiate (Science Vessel ability)
             Research Titan Reactor (+50 Science Vessel energy)
    This is a good structure to build. It allows you to build the Science 
    Vessel, the best mobile detector in the game. It let's you research 
    really good abilities for the Science Vessel.
    Cost: 100 Minerals, 50 Gas
    HP: 750
    Units: None
    Add-Ons: None
    Requirements: Factory
    Options: Upgrade Vehicle Weapons
    	   Upgrade Vehicle Plating
    	   Upgrade Air Unit Weapons
    	   Upgrade Air Unit Plating
    This, in my opinion, is the best structure to build for Terran. A lot 
    of units depend on this building and all the good upgrades are found 
    here. Build more than one armory because the upgrade process is 
    really slow and you will want more that one is you want to have more 
    the one upgrade at the same time.
    Comsat Station
    Cost: 50 Minerals, 50 Gas
    HP: 500
    Units: None
    Add-Ons: None
    Requirements: Academy
    Options: Comsat Sweep
    This is a very useful add-on to build for Terrans. It allows fast and 
    easy scanning of any section of the map that you have not been to 
    yet. Also, you can see cloaked units with this sweep. I would highly 
    recommend you build this so you can do some fast and easy searching 
    for the enemy base.
    Nuclear Silo
    Cost:100 Minerals, 100 Gas
    HP: 600
    Units: None
    Add-Ons: None
    Requirements: Science Facility w/ Covert Ops
    Options: Arm Nuke
    This is the other add-on for the Command Center. Remember, only one 
    add-on may be added to a structure so if you want both the Nuke Silo 
    and the Comsat Station, you will need to build two Command Centers. 
    The Nuke itself costs 200 Minerals, 200 Gas and it uses up 8 supply 
    units. I think it is worth it, though. The damage a Nuke is HUGE! A 
    tip for this is to target between multiple structures so that they 
    will all be damaged. 
    Machine Shop
    Cost:50 Minerals, 50 Gas
    HP: 500
    Units: None
    Add-Ons: None
    Requirements: Factory
    Options: Ion Thrusters (Increased Vulture Speed)
    	   Spider Mine Tech (Vulture Ability)
    	   Siege Tech (Siege Tank Ability)
    	   Charon Boosters (Increased Goliath Missile Range)
    This has two of the best upgrades in the game, Siege Tech and Charon 
    Boosters. The Siege Tech allows Siege Tanks to go into Siege Mode at 
    the press of a button. It this mode, their firepower is 3 times as 
    strong. However, in this mode, Siege Tanks become stationary and 
    can't hit units that are too close too them. Charon Booster is also 
    very useful. If you have researched this, your Goliath's missile 
    range will have been increased big time. The Ion Thrusters are useful 
    if you like vultures but I never use them. Spider Mines is actually a 
    handy thing to have. Each vulture will get three and only three. If a 
    n enemy units gets too close, they will pop out of the ground, go 
    right for the enemy unit and blow up. They do a good 125 damage each 
    and they have the splash effect which means that it can also damage 
    units around it too. But be careful because they could be YOUR units.
    Control Tower
    Cost: 50 Minerals, 50 Gas
    HP: 500
    Units: Dropship (Built at Starport)
    	 Battlecruiser (Built at Starport)
    	 Valkyrie (Built at Starport)
    Add-Ons: None
    Requirements: Starport
    Options: Cloaking Field (Wraith Ability)
    	   Apollo Reactor (+50 Wraith Energy)
    Always make sure that you build this. If you don't, you get no access 
    to all the all the other good air units that the Terran have at their 
    disposal. The Cloaking Field should be researched so that Wraiths can 
    cloak. Watch out for detectors, though. 
    Covert Ops
    Cost: 50 Minerals, 50 Gas
    HP: 750
    Units: Ghosts (Built at the Barracks)
    Add-Ons: None
    Requirements: Science Facility
    Options: Ocular Implants (Increase ghost sight)
    	   Personal Cloaking (Ghost Ability)
    	   Lockdown (Ghost Ability)
    	   Moebius Reactor (+50 Ghost Energy)
    All the upgrades for the Ghosts are made here. If you plan on making 
    and using Nukes, you had better research some of these upgrades. You 
    need Cloaking so that you can get through some enemy units and get 
    Lockdown to stop some of the enemy vehicles that come toward you. 
    Ocular Implants is a okay thing to have but I almost never research 
    it unless I have some money to waste but it is use full in some ways. 
    Physics Lab
    Costs: 50 Minerals, 50 Gas
    HP: 600
    Units: Battlecruiser (Built at the Starport)
    Add-Ons: None
    Requirements: Science Facility
    Options: Yamato Cannon (Battlecruiser Ability)
    	   Colossus Reactor (+50 Battlecruiser Evergy)
    This is the building if you want to all powerful Battlecruiser. It is 
    a really good air unit because it does the same damage to both the 
    ground and air units. The Yamato Cannon is also very dangerous for 
    the enemy if you have it. Use it, and you Battlecruiser charges up 
    and shoots a missile of energy that does about 250 damage. 
    Section 3: Terran Units
    Terran units have the ability to be healed to full health. For the 
    Terran ground and air units, use can use a SCV to repair them. For 
    the Terran Infantry, you can use a Medic and it will heal them up. 
    Cost: How much the units costs
    HP: The life of the unit
    MP: The energy this unit has, if any
    Supply: How many supply units this unit uses
    Weapon: Guess what this means
    Ground Attack: If any, how much
    Air Attacks: If any, how much
    Options: If this unit has any special abilities
    Like the Terran Structures Section, after every unit, there will be a 
    small description of that unit and my own personal opinion.
    Terran Infantry
    Cost: 50 Minerals
    HP: 60
    MP: None
    Supply: 1 unit
    Weapon: Fusion Cutter
    Ground Attack: 5
    Air Attack: None
    Options: None
    This is the basic unit for Terrans. It does all the collecting of 
    minerals and gases. I would suggest 5 SCV's for gathering minerals, 2 
    for gathering gas and 2 or 3 for building/repairing units and 
    structures. This is all in all a pretty useful unit.
    Cost: 50 Minerals
    HP: 40
    MP: None
    Supply: 1 Unit
    Weapon: Gauss Rifle
    Ground Attack: 6
    Air Attack: Less that 6
    Options: Stim Pack
    This is a pretty good infantry unit to have. Build them always in 
    bulk and have a medic to heal them up. You can rush with these units 
    and they will kick some butt. The best thing to do is to have 
    marines, firebats and medics and attacking an enemy force. The Stim 
    Pack is an okay thing to have. It takes off 10 HP when you use it but 
    the marines fire twice as fast and they do more damage. 
    Cost: 50 Minerals, 25 Gas
    HP: 50
    MP: None
    Supply: 1 unit
    Weapon: Flame-thrower
    Ground Attack: 16
    Air Attack: None
    Options: Stimpack
    This is a great unit to complement the marine. Even though itís a 
    close in fighter, it does a lot of damage and I have found this unit 
    to be VERY useful against the Zerg. I would say if you were going to 
    attack with infantry hordes, make 1 firebat for every 3 or 4 marines 
    that you make. Like the marines, the firebat has the ability of using 
    the Stim Pack Tech. The firebats now become stronger and shoot a 
    little faster but, like the marine, the stimpack will take off 10 
    Cost: 50 Minerals, 25 Gas
    HP: 60
    MP: 200
    Supply: 1 Units
    Weapon: Healing
    Ground Attack: None
    Air Attack: None
    Options: Heal
    	   Optical Flare
    This is a great new unit for the Terrans. It makes infantry attacks 
    stronger and lasts longer. Always build at least 2 medics because if 
    one gets damaged, the other one can heal the other one. Restoration 
    is useful because it takes mechanical units out of lockdown. Optical 
    Flare is also very useful. It blinds the unit you use it on. This 
    means that the unit can only see what is directly in front of it. 
    Itís useful on detectors and cloaked units. If you use a Optical 
    Flare on a unit that can cloak, it can never cloak again.
    Cost: 25 Minerals, 75 Gas
    HP: 45
    MP: 200
    Supply: 1 Unit
    Weapon: C-10 Canister Rifle 
    Ground Attack: 10
    Air Attack: 10
    Options: Cloak
    	   Nuclear Missiles
    This is a really good unit to have. The ghost is the only ground unit 
    that can cloak. If you plan to use Nukes, get these units and 
    research the personal cloaking for ghosts so you can get past some of 
    the enemy units and then just use the nuke. Lockdown is pretty 
    useful. It paralyzes mechanical units and they canít move or attack. 
    It is really useful if enemies are attacking with Reavers or Siege 
    Cost: 75 Minerals
    HP: 80
    MP: None
    Supply: 2 Supply Units
    Weapon: Fragmentation Grenade
    Ground Attack: 20
    Air Attack: None
    Options: Spider Mines
    I would only build this unit if I intended to use Spider Mines. They 
    are okay when they attack but they suck compared to their other 
    counterparts. Spider Mines do 125 damage each and they have splash 
    damage. Each Vulture only gets 3 Spider Mines and they can never 
    Siege Tanks
    Cost: 150 Minerals, 100 Gas
    HP: 150
    MP: None
    Supply: 2
    Weapon: Tank Mode: Arclite Cannon
    	  Siege Mode: Arclite Shock Cannon 
    Ground Attack: Tank Mode: 30
    		   Siege Mode: 70
    Air Attack: None in both modes
    Options: Siege Mode
    This is probably Terranís best ground unit. It is extremely powerful 
    and has many uses. As you can see, it is highly powerful when in 
    Siege Mode. This is a very good unit to have when guarding bases. 
    However, when a tank is in Siege Mode, it is stationary and it canít 
    move. Also, if an enemy unit is too close to the Siege Tank in Siege 
    Mode, the tank cannot fire at it. If the tank is in regular Tank 
    Mode, then it can move at hit the enemy no matter how close they are. 
    The only problem is that they are weaker in this mode than they were 
    in the other mode.
    Cost: 100 Minerals, 50 Gas
    HP: 125
    MP: None
    Supply: 2 supply units
    Weapon: Ground - Twin Autocannons
    	  Air - Hellfire Missile Pack
    Ground Attack: 12
    Air Attack: 20
    Options: None
    This is a good unit to compliment the Siege Tank. It has very good 
    air attack capabilities which will protect the Siege Tanks. However, 
    they are very fidgety. I find myself using the "Hold Position" 
    command a lot when I have Goliaths. Charon Boosters is the best 
    because it increases the Goliath's missile range and you can now hit 
    air units even quicker. 
    The Air Units
    Cost: 150 Minerals, 100 Gas
    HP: 120
    MP: 200
    Supply: 2 units
    Weapon: Ground - Burst Laser
    	  Air - Gemini Missiles 
    Ground Attack: 8
    Air Attack: 20
    Options: Cloak
    This is an all around good air unit to have. Wraith's are kind of 
    worthless unless you research cloaking field for them. A horde of 
    them can do damage when cloaked. Just watch out for detector units so 
    they will not get damaged. 
    Cost: 100 Minerals, 100 Gas
    HP: 200
    MP: None
    Supply: 2 supply units
    Weapon: None
    Ground Attack: None
    Air Attack: None
    Options: Transport units
    This is a good unit to have because you can transport your units 
    around with it. It's the same as an Overlord but better than a 
    Science Vessel
    Cost: 25 Minerals, 300 Gas
    HP: 200
    MP: 200
    Supply: 2 supply units
    Weapon: None
    Ground Attack: None
    Air Attack: None
    Options: Defense Matrix
    	   EMP Blast
    This is the best detector unit in the game in my opinion. Not only is 
    it an detector, it also helps against the Protoss, Zerg and Terran. 
    Defense Matrix is a temporary shield for the unit you chose to use it 
    on. Every hit takes one hit point away from the shield until it 
    finally disappears. Irridiate is useful against the Terran and Zerg. 
    The enemy unit becomes infused with deadly radiation and every unit 
    around it will also get damaged. Now, for EMP Shockwave. It is soooo 
    useful against the Protoss. It takes away the shields of any Protoss 
    unit and/or structure. Follow up with a Nuke and you have got Protoss 
    Cost: 400 Minerals, 300 Gas
    HP: 500
    MP: 200 
    Supply: 8 supply units
    Weapon: Ground Attack - Air to Surface Laser
    	  Air Attack - Air to Air Laser
    Ground Attack: 20
    Air Attack: 20
    Options: Yamato Cannon
    This is the biggest Terran air unit. It is useful but don't build it 
    until you have a lot of money. The Yamato Cannon is very useful. It 
    does 260 damage and it can see farther than a detector can. That 
    means you can fire it on a missile turret and it canít hit you. 
    Valkyrie Frigate
    Cost: 250 Minerals, 150 Gas
    HP: 200
    MP: None
    Supply: 3 supply units
    Weapon: Halo Rockets
    Ground Attack: None
    Air Attack: 5 per rocket, total of 4 rockets
    Options: None
    This is a really good unit to have because the rockets can lock on to 
    their target and hit them. However, they are like Goliaths, the are 
    very fidgety. I also have to use the "Hold Postion" Command a lot 
    with Valkyries so be careful. 
    Section 10:	The Credits
    Jin Shi - That's me!
    Blizzard - Making a kick @$$ game!
    Get Free Email and Do More On The Web. Visit http://www.msn.com

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