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StarCraft Structures


UNITS

Terran    Zerg
Protoss

Probe
Probe
Cost: 50 Crystall
Building Time: 20
Hit Points: 20
Damage: 5 (upgrade factor +1)
Armor: 0 (upgrade factor +1)
Shields: 20
Requires: Nexus

  Probes are the only units which can collect crystals and vespene gas. Weak shield and small attack power makes the probes useless as a combat units.

Zealot
Zealot
Cost: 100 Crystall
Building Time: 40
Hit Points: 80
Damage: 16 (upgrade factor +1)
Armor: 1 (upgrade factor +1)
Shields: 80
Requires: Gateway
Upgrades: Melee Attack, Armor and Shields Upgrade (Forge)
   Movement Rate Upgrade (Citadel of Adun)

  These are the basic combat units for Protoss. Zealots, with their good shields and weapons, can be useful from the first to the last mission

Dragoon
Dragoon
Cost: 150 Crystall 50 Vespene Gas
Building Time: 50
Hit Points: 100
Damage: 20 (upgrade factor +2)
Armor: 1 (upgrade factor +1)
Shields: 80
Requires: Gateway, Cybernetics Core
Upgrades: Attack Range Upgrade (Cybernetics Core)
   Melee Attack, Shields, Armor Upgrade (Forge)

  Dragoons have the ability to shoot energy balls - this way the Dragoons are very useful against air targets and in attacking targets from the distance. In groups Dragoons are great at defense and offense.

High Templar
High Templar
Cost: 50 Crystall 150 Vespene Gas
Building Time: 50
Hit Points: 40
Damage: N/A
Armor: 0 (upgrade factor +1)
Shields: 40
Energy: 200
Requires: Templar Archives, Citadel of Adun
Upgrades:  Psionic Storm Spell, Hallucination Spell (Templar Archives)
   Armor, Shields Upgrade (Forge)

  Originally Templars don't have any weapons, but after research of Psionic Storm and Hallucination in Templar Archives they become irreplaceable in defense or offense (just keep in mind that Templar's abilities consume energy)

Archon
Archon
Building Time: 20
Hit Points: 10
Damage: 30 (upgrade factor +3)
Armor: 0 (upgrade factor +1)
Shields: 350
Requires: Gateway, Templar Archives
Upgrades: Attack, Shields and Armor Upgrades (Forge)

  Two Templars combined create an Archon. Archon, with its powerful shield and strong attack power, can be used as offensive unit against ground and air enemy units, as well as defensive unit. The only problem are low hit points.

Reaver
Reaver
Cost: 200 Crystall 100 Vespene Gas
Building Time: 60
Hit Points: 100
Damage: 100 (upgrade factor +3)
Armor: 0 (upgrade factor +1)
Shields: 80
Requires: Robotic Facility, Robotics Support Bay
Upgrades: Armor and Shields Upgrade (Forge)
   Scarab Damage Upgrade and Scarab Capacity Increase (Robotics Support Bay)

  These brainless, slow moving creatures have the most powerful attack among any ground units. Reaver's weapon are the explosive Scarabs it produces. Without Scarabs Reaver is defenseless

Shuttle
Shuttle
Cost: 200 Crystall
Building Time: 50
Hit Points: 80
Damage: N/A
Armor: 1 (upgrade factor +1)
Shields: 60
Requires: Robotics Facility
Upgrades: Armor and Shield Upgrades (Cybernetics Core)
   Speed Upgrade (Robotics Support Bay)

  These are the first transport units, they have 8 spaces for units. Due to absence of attack ability, you should mix Shuttles with air attack units.

Observer
Observer
Cost: 25 Crystall 75 Vespene Gas
Building Time: 40
Hit Points: 40
Damage: N/A
Armor: 0 (upgrade factor +1)
Shields: 20
Requires: Robotic Facility, Observatory
Upgrades: Armor Upgrade (Cybernetics Core)
   Shield Upgrade (Forge)
   Speed and Sight Range Upgrades (Observatory)

  The sole purpose of this unit is spying. Equipped with cloaking device, it stays undetected and can uncover enemy's cloaked units.

Scout
Scout
Cost: 300 Crystall 150 Vespene Gas
Building Time: 80
Hit Points: 130
Damage: Anti-matter missiles 18 (upgrade factor +2), Photon Blaster 8 (upgrade factor +1)
Armor: 1 (upgrade factor +1)
Shields: 90
Requires: StarGate
Upgrades: Attack, Armor and Shields Upgrade (Cybernetics Core)
   Movement Rate and Sight Range Upgrade (Fleet Beacon)

  Scouts can attack enemy ground units, along with air units. They are not very effective against ground units, but they can be aces of the skies with their speed, durability and powerful attack.

Carrier
Carrier
Cost: 350 Crystall 300 Vespene Gas
Building Time: 140
Hit Points: 250
Damage: N/A
Armor: 1 (upgrade factor +1)
Shields: 150
Requires: StarGate, Fleet Beacon
Upgrades: Armor and Shields Upgrade (Cybernetics Core)
   Interceptor Capacity Upgrade (Fleet Beacon)

  Carrier is the most powerful air unit of Protoss fleet. It carries 5 to 8 Interceptors. Interceptors can cause sizable damage to enemy units. Time to time Carrier has to reproduce destroyed Interceptors; during that period it is very vulnerable.

Interceptor
Interceptor
Cost: 30 Crystall
Building Time: 20
Hit Points: 20
Damage: 5 (upgrade factor +1)
Armor: 0 (upgrade factor +1)
Shields: 30
Upgrades: Attack, Armor and Shields Upgrade (Cybernetics Core)

  Interceptors are small and fast units armed with laser guns. Due to the small size and speed, Interceptors stay undamaged, while easily damaging and destroying enemy units. One problem are low hit points of Interceptor, so often it takes just a few hits to bring it down.

Arbiter
Arbiter
Cost: 25 Crystall 500 Vespene Gas
Building Time: 160
Hit Points: 200
Damage: 10 (upgrade factor +1)
Armor: 1 (upgrade factor +1)
Shields: 150
Energy: 200 (upgrade +50) Requires: StarGate, Arbiter Tribunal
Upgrades: Attack, Armor and Shields Upgrade (Cybernetics Core)
   Recall, Stasis, Khydarin Power Plant Upgrade (Arbiter Tribunal)

  Abilities of Arbiter are very powerful. First, all units near Arbiter are automatically cloaked. Second, after research of Recall and Stasis in Arbiter Tribunal you get a huge advantage. Cast Recall on any area, and all your units in that area will be teleported under the Arbiter (they will be automatically cloaked). Casting Stasis on any unit (yours or enemy's) will cause unit to stay paralyzed and invulnerable.


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