------------------------------------------------------------------------ Brood War FAQ made by Kildread2 (Kildread2@hotmail.com) Updated 99/07/30 ------------------------------------------------------------------------ Contents: 1. Updates 2. Introduction 3. Special Terms 4. Species Overview 1. Terran Overview 2. Zerg Overview 3. Protoss Overview *5. Terran Units & Abilities 1. SCV 2. Marine 3. Firebat 4. Ghost 5. Medic 6. Vulture 7. Siege Tank *6. Zerg Units & Abilities *7. Protoss Units & Abilities 8. Credits & Legal Stuff PS: sections with a * are not completed yet... ------------------------------------------------------------------------ 1. Updates 99/07/30 : Added the Vulture and Siege Tank sections. Tomorrow, there may be no updates for I am shopping for some games (I may finally have Xenogears!!!) 99/07/29 : Added the Ghost and Medic section. Mmmmmm, still no mail, is my FAQ exact or what? I'd like some help to find the Quotes I do not understand... 99/07/28 : Started the Terrans units section with the SCV, Marine and Firebat. Listed thier stats, maked a description, posted Strengths and Weaknesses and listed Quotes for them. Also added a Special Terms section to help. I await feedback from you gamers! 99/07/27 : Started making the FAQ. ------------------------------------------------------------------------ 2. Introduction I'm sure all of you strategy fans know of the Blizzard's Starcraft & Brood War set? If not, you cannot tell that you're a strategy fan! This game, featuring many units (and 3 species), I've decided to present yourself with a FAQ that will contain each unit characteristics along with strengths and weaknesses. Explaining all abilities along the way. Now, on to the overview of each species... ------------------------------------------------------------------------ 3. Special Terms NORMAL DAMAGE: The unit will do all of it's damage to the targeted unit minus the armor of that unit. CONCUSSION DAMAGE: The unit will do full damage against Small Size units, 50% damage against Medium Size units and 25% against Large Size units. EXPLOSION DAMAGE: The unit will do full damage against Large Size units, 50% damage against Medium Size units and 25% against Small Size units. SPLASH DAMAGE: The unit will attack and the blast from the attack will damage the units near the one who was attacked. TERRAIN LEVEL AND COVER: If you fire on an unit that is on high ground (Ground you cannot see with ground units, but can with flying units) or behind trees/rocks, that targeted unit as only a 70% chance of being hitten. If you attack from high to low ground, You will hit each time like always. BIOLOGICAL UNIT: Unit that can be affected by abilities against Biological Units. COOLING RATE: The time took for a unit to "cool down" between attacks, the higher the number, the higher the time between attacks (in milliseconds, not sure) SIGHT RANGE CALCULATION: 1 means 1 square (Think that 1 square equal 1 marine in size) so 5 means the unit will see at a distance of 5 marines placed in front of him, this sight range is then transformed into an equal circle around the unit and voila! you got your sight range! (OK, there are better ways to describe it, but it's the best for me) BUILD TIME CALCULATION: I don't know how they do it, but the higher the number, the longest it takes to make that unit! MECHANICAL: A unit that can be affected by.... effects like Lockdown. Well, that's probably all the terms I'll use, if you see any other one that you don't understand, just send an E-mail telling me which! ------------------------------------------------------------------------ 4. Species Overview You have a big 3 species to chose from at the start, each with it's own strengths and weaknesses. You have the Terrans (which can be compared to ourselves), the Zerg (Think of them like the Borg in Star Trek) and the Protoss (You know the aliens with big heads and large eyes? well maybe not large eyes....) I'll view each species one after the other and explain them a little... ************************************************************************ THE TERRANS They're your average humans with the ability to go in space, they have some technology that ressemble to ours now, but much more advanced. They can put up big defense blockades very easily, these defenses can be quite hard to penetrate. They have the longest range unit in the game, It's the Siege Tank, when in Siege Mode. One of thier drawbacks is that they're somewhat slow near the start and thier first fighting unit (The Marine) is not very strong unless put into Bunkers. They also lack detection, thier first can be Missile Turrets, but usually comes after they have a good ground defense. The best bet is to put up an academy as fast as possible to build a ComSat Station. If they manage to survive the beginning and establish some outposts, they can be a big menace. They also have the ability to lift some of thier vital buildings, very useful in island maps. Except the BattleCruiser, thier units are pretty weak and cheap overall. You can easily build anywhere in the map with this species which is a very good point by me, no restriction in building. You can put up a defensive blockade right in front of the enemy base with just a few SCVs, but each one can only build 1 building at a time. Forgot the essential! The Terrans have the ability to launch Nukes using Ghosts, these Nukes are a real pain if you launch them where it will do the most damage without being detected. (Enemies can see the red dot!) ************************************************************************ THE ZERG A specie created by the Xel'naga, every single Zerg is controlled by the Overmind (or Kerrigan in the story), next is the Cerebrate and last is the Overlord. They assimilate species from other worlds in thier collective "DNA bank" so they can morph larvaes into useful creatures for them. Thier strength rely more on numbers than power. If you want to beat an opponent using the Zerg, use thier heavy production methods by buildings multiples hatcheries and mass producing one or two kinds of units. Thier units are usually useless if alone or in small groups (with few exceptions), but in large (or enormous) groups, they can be devastating. They always start with an Overlord, which acts like a scouting/supply/transport/detector unit and is very cheap and doesn't take any "food". They will never lack of detection with proper Overlord coverage. They also have the fastest rush in the game, 6 Zerglings rush, which will result in an easy win against unsuspecting opponents. However, zerg are heavy "resources eaters" and you must establish many outposts to keep the cash flow running in at a quick pace. On maps without "infinite cash" they be dead if they hang off too much. Mastering them takes micromanagement in long and tedious games, if you do not want to hear the dreaded "Not enough minerals" in a critical situation. Every unit is morphed from larva produced by Hatchery/Lair/Hive which can be ankward if your enemy has a tendency to destroy these first by sending "Kamikaze troops". Making outpost is a pain for them, they must first make an hatcherie before being able to put Sunken/Spore Clonies, because they can only build on "Creep" (Organic ground that comes from Colonies and Hatcheries). You can only morph one building with 1 Drone. You lose the Drone after the building is complete. ************************************************************************ THE PROTOSS An alien species created by the Xel'Naga before the Zerg were created. They are acting nearly like humans with religion, cults and laws. Governed by the Conclave, they put all virtue in thier strength and deny other species. They banished some of thier brethen long ago for denying the ways of the Conclave, those are called "The Dark Templars" and are considered like outcasts to the Protoss of Aiur. They also try to protect thier homeworld (Aiur) at nearly all costs. These species cost much for thier units, but thier units are stronger than the other species. The Zealot is the first available fighting unit for them and can easily overpower a Sunken Colony/Bunker/Photon Cannon in groups of 3 or 4. If they build a Forge first (instead of a Gateway) and 2 Photon Cannons near thier Nexus quickly enough, they can withstand the Zergling rush easily. They have a very useful scout unit, the Observer, an always cloaked detector unit with fairly large sight range and fast speed with it's upgrades. You must be sure to accompany your attack groups by at least 2 or 3 observers. The Protoss also have a nice feature, with only 1 Probe, you can build many buildings at the same time. However, they can only build in the range of a Pylon (If you try to build a building, blue circles will appear around Pylons, you must build into these circles), which is somewhat impractical, but can be dealt with. All of thier units (exception, probes and observers) are pretty costy and should not be lost uselessly. ------------------------------------------------------------------------ 5. Terran Units & Abilities Listing of the Terrans units and abilities, all statistics where taken from the Blizzard's Starcraft Compendium, JUST THE STATISTICS! not the rest: ************************************************************************ SCV (Space Construction Vehicule, I think) Vital Stats: SIZE: Small (Biological) FOOD NEEDED: 1 MINERALS NEEDED: 50 VESPENE GAS NEEDED: 0 STARTING ARMOR: 0 HIT POINTS (HP): 60 GROUND ATTACK & WEAPON: 5 Normal Damage(Fusion Cutter) AIR ATTACK & WEAPON: 0 (None) COOLING RATE: 15 ATTACK RANGE: 1 (Must be right next to the unit) SIGHT RANGE: 7 BUILD TIME: 20 UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay) gives a +1 bonus to the SCV armor. SPECIAL ABILITIES: None DESCRIPTION: Small worker unit for the terrans, equipped with it's Fusion Cutter to harvest gas and minerals, it can also defend itself with it. You should always have a good amount of them to keep the cash flowing in your bank account. STRENGTHS: It can easily kill zerglings early to resist the dreaded Zergling rush if you don't have any defense. It can easily repair any mechanical unit of the terran army (even flying ones). WEAKNESSES: Like any worker units, it's weak and can be killed VERY easily (Especially by Splash Damage attacks or abilities like Psy Storm). !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! When 100% complete: "SCV ready to go, sir." When selected: "Reporting for duty." "Can read you." "Orders, captain?" "Yes, sir?" When pissed off (Selected multiple times in a row without giving orders): "Come again, captain?" "I'm not reading you clearly." "You aren't from around here, are you?" "I can't believe they've put me in one of these things!" "And now I've got to put up with this too?" "???" (Too fast) "???" (Too fast) When ordered: "Orders received" "Affirmative" "Right away, sir" "Roger that" ************************************************************************ MARINE Vital Stats: SIZE: Small (Biological) FOOD NEEDED: 1 MINERALS NEEDED: 50 VESPENE GAS NEEDED: 0 STARTING ARMOR: 0 HIT POINTS (HP): 40 GROUND ATTACK & WEAPON: 6 Normal Damage(Gauss Rifle) AIR ATTACK & WEAPON: 6 Normal Damage(Gauss Rifle) COOLING RATE: 15/7.5 if stim-packed ATTACK RANGE: 4/5 with upgrade SIGHT RANGE: 7 BUILD TIME: 24 UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay) gives a +1 bonus to the Marine armor. Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +1 bonus to the Marine ground and air attack. The U-238 Shells upgrade (Done at the Academy) will give a +1 bonus to the Marine attack range. SPECIAL ABILITIES: The Stim Pack upgrade (Done at the Academy) gives a reduce for 1/2 the cooling rate between attacks and double the speed of the unit for a limited time, it also does a 10 hp damage to the Marine for each use. Stim-Packs are not cumulative! Do not use more than 1 at the same time because it will only result in a 10 hp additionnal loss for nothing. DESCRIPTION: Your basic battle-hardened Combat Marine, armed with a handy Gauss Rifle, it can easily hit targets at long-range. This is your first attacking units, but may prove to be more usuful as cannon-fodder in an advanced game. STRENGTHS: Unlike other Species first fighting unit, the Marine can attack from a distance. You can also put up to 4 in a Bunker for them to benefit the extra 350 hp protection. They can fire back at opponents while in the Bunker. You should use them to protect your Siege Tanks while in Siege Mode to prevent units to get too close to the Siege Tanks (because Tanks in Siege cannot fire right next to them). These are cheap too. WEAKNESSES: This unit is REALLY weak and doesn't stand a chance unless in very large numbers, even then they can be killed easily by Splash Damage if they aren't spaced enough. They are better than non-upgraded Zerglings, but Zerglings with Speed & Attack upgrades will make quick work of Marines. Zealots can kill dozens and dozens of Marines. Overall they should only be used as support for your main attack or defense in Bunkers. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! When 100% complete: "You want a piece of me, boy?" When selected: "Commander" "Give me something to shoot" "Standing by" "Checked up and ready to go" When pissed off (Selected multiple times in a row without giving orders): "We gotta move!!" "Are you gonna give me orders?!?!" "Oh my god! He's whacked!" "How 'bout we FRAG this commander?" "I don't know how to get out this chicken *BEEP* outfit!" "You want a piece of me, boy?" "If it weren't for these damned neural implants you'd be a smoldering crater by now!!" When ordered: "GO! GO! GO!" "Let's move!" "Outstanding" "Rock 'n roll!" ************************************************************************ FIREBAT Vital stats: SIZE: Small (Biological) FOOD NEEDED: 1 MINERALS NEEDED: 50 VESPENE GAS NEEDED: 25 STARTING ARMOR: 1 HIT POINTS (HP): 50 GROUND ATTACK & WEAPON: 16 Concussion and Splash Damage (Flamethrower) AIR ATTACK & WEAPON: 0 (None) COOLING RATE: 22/11 if stim-packed ATTACK RANGE: 1 (Must be right next to the unit) SIGHT RANGE: 7 BUILD TIME: 24 UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay) gives a +1 bonus to the Firebat armor. Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +1 bonus to the Firebat ground attack. SPECIAL ABILITIES: The Stim Pack upgrade (Done at the Academy) gives a reduce for 1/2 the cooling rate between attacks and double the speed of the unit for a limited time, it also does a 10 hp damage to the Firebat for each use. Stim- Packs are not cumulative! Do not use more than 1 at the same time because it will only result in a 10 hp additionnal loss for nothing. DESCRIPTION: A person in an heavily armored gear armed with a 100% inflammable Flamethrower, which can get multiple enemies at the same time. Use this against large groups of units that attack at close-range or that are stacked together. STRENGTHS: The Firebat will decimate legions of Zealots (If Stim-Packed and in great numbers) and Zerglings (If Stim-Packed). This is the best defense against mass Zealot or Zerglings attacks. Bring those as a support instead of marine if you expect your opponent to use close-range units. WEAKNESSES: This unit is weak, attacks only at close-range and does pityful damage against any Medium or Large units. You should never use them against units with range because they'll usually die before reaching thier target. Use these as support only. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! When 100% complete: "Need a light?" When selected: "???" (Don't catch what he says..) "Yes?" "You got my attention" "Fire it up!" When pissed off (Selected multiple times in a row without giving orders): "Is something burning?" "AHAH, that's what I thought!" "I love the smell of Napalm" "Nothing like a good smoke!" "Are you trying to get invited to my next barbecue?" "Got me questions about propane?" "Or, propane accessories?" When ordered: "Naturally" "Slimin'" "You've got it!" "Let's burn!" ************************************************************************ GHOST Vital Stats: SIZE: Small (Biological) FOOD NEEDED: 1 MINERALS NEEDED: 25 VESPENE GAS NEEDED: 75 STARTING ARMOR: 0 HIT POINTS (HP): 45 GROUND ATTACK & WEAPON: 10 Concussion Damage(C-10 Canister Rifle) AIR ATTACK & WEAPON: 10 Concussion Damage(C-10 Canister Rifle) COOLING RATE: 22 ATTACK RANGE: 7 SIGHT RANGE: 9/11 with upgrade BUILD TIME: 50 UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay) gives a +1 bonus to the Ghost armor. Each Terran Infantry Weapons Upgrade (Done at the Engineering Bay) gives a +1 bonus to the Ghost ground and air attack. The Ocular Implants upgrade (Done at the Covert Ops add-on) will give a +2 bonus to the Ghost sight range. The Moebius Reactor upgrade (Done at the Covert Ops add-on) will give a +50 maximum energy bonus to the Ghost. SPECIAL ABILITIES: The Personnal Cloaking upgrade (Done at the Covert Ops add- on) gives the ability to cloak for the Ghost. It costs 25 energy units to cloak and after that it decreases at a rate of 1 per second. This should be the first upgrade you research at the Covert Ops. The Lockdown upgrade (Done at the Covert Ops add-on) will let the Ghost shoot a missile that will shut-down all electrical systems in mechanical units for a limited time. This only works for 1 unit per missile and does not affect units near the affected unit. It costs 100 units of energy to launch 1 missile, so a fully upgraded Ghost will launch 2 Lockdowns and cloak for 25 seconds. This will paralyze even the mightiest Battlecruiser and you can easily destroy it while it's paralyzed. This is an excellent upgrade to do against Protoss and Terran, but forget it for Zerg (They do not have any mechanical units!). The Nuclear Launch ability (Available when 1 Silo contain 1 missile) lets the Ghost pinpoint a location with a Laser (The enemy can see the red dot) and the missile will hit that exact location. The Ghost must not be killed or incapacited while the dot is still there for the nuke to fall. A good way to nuke is to target a flying unit, the dot will appear UNDER that unit and the enemy will usually not see it unless he moves that particuliar unit. Nukes are extremely good weapons, but should not be wasted uselessly on Detector-heavy enemies. DESCRIPTION: A covert missions agent, equipped with Cloaking Field, Lockdown Missiles and a Targeting Laser (When fully upgraded). Armed with a regular C-10 Canister Rifle that fire exposive bursts. This unit is better used alone or in small groups of 2 or 3. STRENGTHS: The wide range of abilities of the Ghost, Nuclear Launch first, is very dangerous. One cheap Ghost can launch an extremely deadly nuke at a very well-designed location if not detected. In combination with Cloaking Field, this is a very deadly technique. The Lockdown ability is not useless too, as you easily cripple the large Battlecruiser/Carriers fleets by locking them down to ensure no retaliation. WEAKNESSES: This unit is (AGAIN) very weak. His gun is weak and does a pytiful 2-3 damage against Medium/Large units. He cannot hold out on his own if detected. Putting him into Bunkers is useless, even if they have longer range. A non-upgraded Ghost is very weak and does not indicate any significant treat (unless he launch a nuke while visible). Use them only to cripple large, costy ships fleets or to nuke the enemy base. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! When 100% complete: "Somebody called for an exterminator?" When selected: "Call the shots!" "Ghost reporting" "I'm here" "Finally!" When pissed off (Selected multiple times in a row without giving orders): "???" (Don't catch the end...) "Now lead the world with!!" "Keep it up! I dare ya..." "I'm about to overload my agression inhibitors..." When ordered: "I heard that..." "I'm gone..." "Never know what hit her..." "I'm all over it..." ************************************************************************ MEDIC Vital Stats: SIZE: Small (Biological) FOOD NEEDED: 1 MINERALS NEEDED: 50 VESPENE GAS NEEDED: 25 STARTING ARMOR: 1 HIT POINTS (HP): 60 GROUND ATTACK & WEAPON: 0(None) AIR ATTACK & WEAPON: 0(None) COOLING RATE: None if no weapons ATTACK RANGE: None if no weapons SIGHT RANGE: 9 BUILD TIME: 30 UPGRADES: Each Terran Infantry Armor Upgrade (Done at the Engineering Bay) gives a +1 bonus to the Medic armor. The Titan Reactor upgrade (Done at the Academy) will give a +50 maximum energy bonus to the Medic. SPECIAL ABILITIES: The Heal ability (She starts off with it) permit the Medic to heal your or any allied ground biological units at a cost of 1 energy points for 2 HP healed. Although it may not seem like it, it can means the difference between win and defeat and is especially deadly with Firebats against Zealots. She heals at a very high rate and auto-acquires her targets (for healing, of course) without having to monitor her. The Restoration upgrade (Done at the Academy) lets the Medic remove any sort of condition (except Stasis Field) from aone unit for 50 energy units. Usually not worth the hassle has you don't have time to use it normaly, but can be useful to ramove Parasites without actually killing the affected unit. The Optical Flare upgrade (Done at the Academy) lets the Medic launch a "Light Grenade" bringing the affected unit's sight range to 1. The unit can still attack as far as normal, which usually means that the upgrade is useless, but it must have some means to see you. The only good use to it is to blind moving detectors (Overlords, Observers and Science Vessels) to restrain thier detection range to 1. The effect can only be removed by using Restoration on the affected unit. DESCRIPTION: A Field Medic brought to space. Can make even the baddest wound recover in seconds with different drugs and stimulants. Features a Grenade Launcher to blind her assailants. STRENGTHS: Heals your infantry at an incredible speed!! Your Marines will actually last much longer in battle and can easily mow down Photon Cannons or Sunken Colonies if they are backed up with Medics. This unit should be the first to die because it will greatly hamper your destruction of those Marines/Firebats. WEAKNESSES: It relies on energy to heal up so, if you overuse it, you'll end up not healing at all! Also one Medic only can heal 1 unit at the same time, which is somewhat impractical. They also lack any self-defense weapons, so they're pretty easy prey. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! When 100% complete: "Prepped and ready!" When selected: "Need medical attention?" "Did someone page me?" "State the nature of your medical emergency!" "Where does it hurts?" When pissed off (Selected multiple times in a row without giving orders): "I've already checked you out commander..." "You want another physical?" "Turn your head a little..." "Ready for your spunge bath?" "???" (Way too fast and complicated!!) "CLEAR!! *bzzz*" "He's dead, Jim..." When ordered: "I'm on the job!" "On my way" "Stats!" "Right away!" ************************************************************************ VULTURE Vital Stats: SIZE: Medium (Mechanical) FOOD NEEDED: 2 MINERALS NEEDED: 75 VESPENE GAS NEEDED: 0 STARTING ARMOR: 0 HIT POINTS (HP): 80 GROUND ATTACK & WEAPON: 20 Concussion Damage(Fragmentation Grenade) AIR ATTACK & WEAPON: 0(None) COOLING RATE: 30 ATTACK RANGE: 5 SIGHT RANGE: 8 BUILD TIME: 30 UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1 bonus to the Vulture plating. Each Terran Vehicule Weapons Upgrade (Done at the Armory) gives a +2 bonus to the Vulture ground attack. The Ion Thrusters upgrade (Done at the Machine Shop add-on) will double the speed of the Vulture. SPECIAL ABILITIES: The Spider Mine upgrade (Done at the Machine Shop add-on) will give the Vulture the ability to display "Mines" that will burrow in the ground and only come out when detecting an enemy ground unit (Not flying nor hovering) and explode by throwing itself against the enemy unit, delivering Splash damage. The Vulture onloy has 3 mines and you cannot replenish them, which make the upgrade obsolete. DESCRIPTION: A guy in an hoverbike, can cruise over the ground very fast and is armed with Fragmentation Grenades and 3 Spider Mines. Could be a replacement for the Marine. STRENGTHS: The only strength of this unit is it's speed, which makes it ideal for hit-and-run jobs. Also can lay Spider Mines, but only 3 per Vulture, lay them before attacking with the Vultures (Better not wasting them). Could replace the Marine, but I much prefer the Goliath even if it costs more. WEAKNESSES: This unit usually dies easily, you must rely on it's speed and it's not very useful. The Fragmentation Grenades are very slow to fire. It does not defend itself against the air and cannot hide into Bunkers which makes it less useful than the Marine. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! When 100% complete: "???" (Does not catch it) When selected: "I read ya, sir" "Somethin' on your mind?" "Yeah?" "What do you want?" When pissed off (Selected multiple times in a row without giving orders): "Something you wanted??" "I don't have time to f*BEEP* around!!" "You keep pushing it boy..." "and I'll scrap you along with the aliens!!!" When ordered: "Yeah, I'm going..." "I dig" "Oh! Is that it?" "No problem!" ************************************************************************ SIEGE TANK Vital Stats: SIZE: Large (Mechanical) FOOD NEEDED: 2 MINERALS NEEDED: 150 VESPENE GAS NEEDED: 100 STARTING ARMOR: 1 HIT POINTS (HP): 150 GROUND ATTACK & WEAPON (in Tank mode): 30 Explosive Damage(Arclite Cannon) GROUND ATTACK & WEAPON (in Siege mode): 70 Explosive and Splash Damage(Arclite Shock Cannon) AIR ATTACK & WEAPON (in Tank mode): 0(None) AIR ATTACK & WEAPON (in Siege mode): 0(None) COOLING RATE (in Tank mode): 37 COOLING RATE (in Siege mode): 75 ATTACK RANGE (in Tank mode): 7 ATTACK RANGE (in Siege mode): 12 SIGHT RANGE: 10 BUILD TIME: 50 UPGRADES: Each Terran Vehicule Plating Upgrade (Done at the Armory) gives a +1 bonus to the Siege Tank armor. Each Terran Vehicule Weapons Upgrade (Done at the Armory) gives a +3 bonus to the Siege Tank (in Tank mode) ground attack and gives a +5 bonus to the Siege Tank (in Siege mode) ground attack. SPECIAL ABILITIES: The Siege Mode upgrade (Done at the Machine Shop add-on) gives the ability to the Siege Tank to transform itself into an immobile artillery battery. The damage along with the attack range of the Siege Tank is greatly enhanced DESCRIPTION: A man inside a bulky tank, armed with an Arclite Cannon and the ability to immobilize to shoot with it's Arclite Shock Cannon. This one is terrifying against the ground, but laughable against the air. STRENGTHS: Definitively, it's extreme power, it can attack units way before they can even see you and deal a hefty amount of damage. This unit should always be put behind Bunkers at choke points of your base. This should prevent nearly all ground assault or really hamper the enemy attack force. WEAKNESSES: No air attacks, it must be covered from air assault!! It's great power is nothing against the air. Also, it cannot attack units close to it and if a unit is close to one of your tanks, you can expect your other tanks to fire that particuliar unit to kill him and the Splash damage will damage even kill the Tank. They need some time to put themselves in Siege Mode, so do not do this in the middle of a battle (Unless your covered). It fires with a HUGE delay between attacks leaving it defenseless if your enemy uses "lures" to make your Tanks fire. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!QUOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! When 100% complete: "Ready to roll out!" When selected: "Orders sir!" "Identify target!" "Destination?" "Yes sir?" When pissed off (Selected multiple times in a row without giving orders): "(Singing a song)" "I'm about to drop the hammer!" "And dispense some indiscriminate justice!!" "What is your major malfunction??" When ordered: "Moving..." "Absolutly!" "???" (Does not catch the beginning) "Proceeding..." ------------------------------------------------------------------------ 8. Credits & Legal Stuff Thanks to Blizzard for making the Starcraft compendium (available on Battle.net website), I got info regarding ONLY units statistics from this. This FAQ is Copyright to Kildread2, you cannot take all or only a small part of this FAQ for your own. This is MY work so do not steal it ok? I hope I made myself clear. I put too much time to get my info to only get my FAQ stolen by a stupid person. This work is supposed to appear ONLY on www.gamefaqs.com. If you have any questions, information or comments, mail me at Kildread2@hotmail.com.