|
Welcome
|

This site has been made for the Freaks, the Frauds, the Geeks, & the Gods of Star Craft : Brood War. In this site you will find Strategy tips, Building Trees, Maps, & How to kick the crap out of anyone around in Star Craft. This site was inspired by us, the people who both rape and get raped in this game. For those of you who are shocked at what Ive said, the frase "Raped" is an expression for being beatin very badly in a game. With all we are and want, here is our site.
|
Units KEY
|
These are symbols that are used to tell how much of an item you need to create a Unit and how much of that Item you have obtained.
control screen = How many supplies for units you have / How much you can have
unit command = How many supplies unit or upgrade needs to be made or trained
control screen = How much Mineral you have gathered
unit command = How much Mineral unit or upgrade needs to be made or trained
control screen = How much Vespen Gas you have gathered
unit command = How much Vespen Gas unit or upgrade needs to be made or trained
|
Race Units
|
Here are the Terran Units "men,ships, anything thats not a building".
TERRAN
SCV: Space Construction Vehicle Cost: 50 1 |
|
Built At: Command Center Other Requirements: None |
|
 |
Initially used during the reconstruction of the Tarsonian Orbital Platforms, the T-280 SCV (Space Construction Vehicle) became a staple in intra-Colonial construction and engineering due to its ability to perform any number of construction tasks within the vacuum of space. It is this versatility, and an unmatched reliability, that make the SCV an invaluable tool in rapidly establishing Marine encampments and strike bases on any terrain. |
Marine: Armored Infantry Trooper Cost: 50 1
|
|
Built At: Barracks Other Requirements: |
|
 |
Marines are the first line of defense for many of the Terran colonies. Outfitted with Powered Combat Suits, Marines are afforded full life-support, NBC shielding, and in-field chemical delivery systems. The standard-issue C-14 "Impaler" Gauss Rifle provides even a single soldier with extreme firepower. |
Firebat: Armored Assault Trooper Cost: 50 25 1
|
|
Built At: Barracks Other Requirements: Academy
|
|
 |
Like standard Marine Infantry, Firebats are typically "culturally challenged persons" who have been Resocialized by the Confederate government. Equipped with powerful, arm-mounted flame throwers, they serve as assault troopers in the various Terran Militias. Although their attack has a limited range, the flame throwers cause considerable damage to any target caught within the stream of fire. Firebat Combat Suits provide additional protection from heat and flame, although they are significantly heavier than standard Marine armor. |
Ghost: Espionage/Counter-Intelligence Agent Cost: 25 75 1
|
|
Built At: Barracks Other Requirements: Science Facility w/ Covert Ops
|
|
 |
Ghosts epitomize the height of human evolution and physical conditioning. These brave men and women, born with incredible psionic potential, are adopted by the Confederate Government and trained from infancy to benefit mankind. The Ghost's uniform combines the latest in personal stealth technology and a sophisticated sensor suite, which can be used to coordinate nuclear strikes from the front lines. The Ghost's C-10 Canister Rifle uses a variety of special munitions to disable or destroy enemy vehicles, personnel, and encampments.

|
|
Vulture: HoverCycle Cost: 75 2 |
|
Built At: Factory Other Requirements:
|
|
 |
The reliable Vulture-Class Hover Bike, used primarily for scouting and patrol, can reach speeds of up to two hundred and thirty miles per hour. Standard armament is an anti-personnel grenade launcher, but newer Vulture models also carry a Spider Mine deployment system for perimeter defense.

|
Goliath: Combat Walker Cost: 100 50 2
|
|
Built At: Factory Other Requirements: Armory
|
|
 |
A well known sight along the Rim, Goliath Combat Walkers combine all-terrain maneuverability with compu-based heavy weapons systems. The one-man Goliath’s arsenal consists of twin anti-armor 20mm Auto-Cannons and Hellfire Missiles for anti-air support.

|
Arclite Siege Tank: Heavy Assault Vehicle Cost: 150 100 2
|
|
Built At: Factory Other Requirements: Machine Shop
|
|
 |
The heavily armored AAV-5 Arclite Siege Tanks are renowned throughout the Confederacy for their cannons’ unrelenting barrages of plasma-charged doom and their stalwart emplacement/advance tactics. The Mjolnir Artillery Cannon is so powerful that the Tank must brace itself before deploying. Crew consists of a driver, gunner, and a commander/navigator.
 
|
Dropship: Armored Unit Transport Cost:100 100 2
|
|
Built At: Starport Other Requirements:
|
|
 |
The heavily armored Terran Dropships are a vital part of Colonial defense, and are fully rated for both atmospheric and deep space flight. The daredevil pilots of these transports are charged with delivering Marine armor and infantry to any hotspot or combat zone.

|
Wraith: Tactical Light Fighter Cost:150 100 2
|
|
Built At: Starport Other Requirements:
|
|
 |
The versatile, one man Wraith fighters are a new addition to the Colonial space forces. Traditionally, most space battles took place between the large capitol ships and medium gunships, but Tarsonian technicians found that small, dynamic high-speed fighters could repeatedly deal damage to large ships while still evading most defensive battery attacks. The Wraith is armed with both air-to-air missiles and a versatile burst laser for ground attacks, and is equipped with the latest in ECM and Stealth technology.

|
Science Vessel: Explorer Science Vessel Cost: 100 225 3
|
|
Built At: Starport Other Requirements: Science Facility
|
|
 |
Many Colonies have placed Explorer Platforms at surgical points throughout the galaxy to further study anomalous phenomena, and the Corps' own Epsilon Squadron uses them extensively along Confederate borders for surveillance and study. Recently, as alien forces have begun to infringe upon Colonial space, Explorer Vessels and crew have been recalled to help with the research and production of new military weapons systems and technologies, as well as providing electronic warfare and combat support.

|
Battlecruiser: Behemoth-Class Battlecruiser Cost: 400 300 8
|
|
Built At: Starport Other Requirements: Science Facility w/Physics Lab, Control Tower
|
|
 |
The massive Behemoth-class Battlecruisers are virtual flying fortresses, built to keep the peace within the Terran Sector. Outfitted with multiple burst-laser batteries for both anti-air and anti-ground support, these ships are easily the most powerful Colonial vessels. Recent research has also led to the development of the devastating Yamato Cannon, for use in situations requiring more precision than orbital nuclear bombardment. Only the finest officers are chosen to serve aboard the pride of the Confederate fleet.

|
 |
"Recent evaluations determined that healling troops in the field proved to be more cost-effective than training new recruits."

|
 |
"A modern redesign of a gunship, perfect for massed enemies or quick assaults."

|
Here are the Zerg Units
ZERG
Larva: Hive Spawn Cost: N/A |
|
Built At: Hatchery Other Requirements: None |
|
 |
Frail and maggot-like, Zerg larvae contain within them the genetic code for all other Zerg breeds. When a new breed of Zerg is needed, an individual larva will enter a pupa state and begin replicating the DNA of one specific Zerg breed at an astounding rate. After a short gestation period, the new, mature Zerg hatches.

|
Drone: Hive Worker Cost: 50 1
|
|
Built At: Hatchewry Other Requirements: N/A |
|
 |
Like the larvae from which they hatch, Zerg drones contain within them the genetic code required to metamorph into any of the large Zerg "buildings", which are actually living (but immobile) structures. They can only grow on areas where the Creep has established itself, as they require its nourishment and building material. The drones also harvest any raw materials that are needed. Vespene gas is very important to the Zerg: the high energy state of the gas powers their accelerated metabolisms, just as we use it as a fuel source.
|
Zergling: Light Assault Warrior Cost: 50 1 
|
|
Built At: Hatchery Other Requirements: Spawning Pool
|
|
 |
One of the few breeds that we have been able to find a core species for, the small, savage Zergling are so closely related to the dune-runners of Zz’gash (Protoss) that we believe that the Zerg at some point encountered and "absorbed" the DNA structure of the dune-runners. Mutated by the Zerg to be more efficient killers, the voracious Zergling are capable of ripping a larger creature to shreds with their razor-edged forearms and sharp fangs. Their DNA structure is so simple that two Zergling can be created from a single larva.

|
Hydralisk: Medium Assault Warrior Cost: 75 25 1 
|
|
Built At: Hatchery Other Requirements: Hydralisk Den
|
|
 |
This species, first seen in security camera footage discovered on a dead Terran cargo vessel, is one of the fiercest and most dangerous of the Zerg strains. The upper carapace plates of the Hydralisk can open to expose hundreds of spines that are projected with such force that they can penetrate 2cm Neosteel. Fortunately, they move quite slowly on open terrain.

|
 |
The Zerg use these massive creatures as living tanks. Their immense mandibles have a monomolecular edge, enabling them to cut through armored vehicles and infantry alike. A handful of these creatures are believed to have been responsible for the death of an entire Confederate garrison on Timul IV. The best way to deal with these beasts is from the air.

|
Defiler: Bio-Toxic Assault Creature Cost: 100 100 2
|
|
Built At: Hatchery Other Requirements: Defiler Mound
|
|
 |
This breed is very rarely encountered, and we can be thankful for that. Vaguely resembling a scorpion in appearance, Defilers are veritable cancer factories. They generate a number of virus-like biochemicals, which, when introduced into other Zerg breeds, cause a variety of catastrophic effects, including the explosive breakdown of the victim’s genetic matrix. This self-destructive behavior only underscores the Zerg’s single-mindedness. On their own, they are quite vulnerable.

|
Infested Terran Marine: Cost: 100 50 1 
|
|
Built At: Infested Command Center Other Requirements: none |
|
|
|
Infested Terran's are created in an Infested Command Centre. They behave like sappers in War2, however, it's not often you get to create them in a real game situation.
|
Overlord: Heavy Transport Commander Cost: 100
|
|
Built At: Hatchery Other Requirements: N/A
|
|
|
|
The extent of the Overlords’ control over the Zerg is unknown, but it is clear that these flying behemoths provide direction for the other Zerg breeds. Although they resemble the Portuguese man-o-war of Earth, they are fairly docile creatures that tend to young larvae and transport other Zerg across the depths of space by carrying them within their shelled bodies.

|
Mutalisk: Medium Attack Flyer Cost:100 100 2 
|
|
Built At: Hatchery Other Requirements: Spire
|
|
|
|
Frankly, the Mutalisk is an enigma. We do not know how they are capable of maneuvering through a vacuum, or even of controlled flight within an atmosphere, but they have been able to stand toe-to-toe (so to speak) against Wraith and Scout fighters. The Mutalisk projects a thick cloud of plasma that rapidly disintegrates most substances.
|
Guardian: Medium Defensive Flyer Cost: 100 150 1 Mutalisk
|
|
Built At: Mutalisk Mutation Other Requirements: Greater Spire
|
|
|
|
Believed to be the nesting form of the Mutalisk, this is a secondary stage that has a much thicker armored carapace and a wider ranged plasma attack. The Guardian is, however, noticeably slower than the Mutalisk, and as such is used primarily to defend the vulnerable Zerg larvae.
|
Scourge: High Speed Pursuer Cost: 25 75 1 
|
|
Built At: Hatchery Other Requirements: Spire
|
|
|
|
The scourge's life-span is short, but it's mission is usually completed. It is very much like a war2 sapper, except they can only target air units (or hovering buildings).
|
 |
Like the Defiler, the Zerg "Queen" (a misnomer, as it does not produce larvae) is capable of producing biotoxins that have dramatic effects on both Zerg and other lifeforms. There have also been reports of Queens spawning smaller Zerg creatures (Broodlings). Like the Overlords, the Queens appear to tend to larvae, and are generally found near the central nest.

|
Devourer: Air to Air Cost: 150 50 1 Mutalisk |
|
|
Built At: Mutalisk Mutation Other Requirements: Greater Spire |
|
 |
Mutated from a mutalisk, a Devourer resembles a giant flying face who's been chasing too many parked cars. They cast a deadly poison which instantly knocks off 1/3 of a unit's remaining hitpoints! It does have a minimum attack with that, so it will be able to kill other units.

|
 |
Lurkers, mutated from Hydralisks, can only attack while burrowed. They have a very small minimum attack. The unit fires off spines in a straight line, damaging all units within the path of the projectiles. The spines rip through the ground then come up, much like a Sunken Colony's tentacle.
 |
Here are the Protoss Units
PROTOSS
Prode: Space Construction Vehicle Cost: 50 1 |
|
Built At: Nexus Other Requirements: None |
|
 |
Protoss worker and resource gatherer. Robotic servant (peon). The probe hovers, but does not fly over water or space.
 |
Zealot: Assault Trooper Cost: 100 2
|
|
Built At: Gateway Other Requirements: |
|
 |
Grafted with cybernetic enhancements and outfitted with the coveted Zealots Power-Suits, these young warriors represent the unbridled ferocity of the Protoss. The unit's primary weapon is deadly psionic blades protruding from its forearm.

|
Dragoon: Medium Support Drone Cost: 50 150 2 
|
|
Built At: Gateway Other Requirements: Cybernetics Bay |
|
 |
Controlled by resurrected warriors, these mechanical walkers provide essential cover fire for the Zealot forces by launching bolts of charged energy into enemy lines.

|
Reaver: Heavy Assault Crawler Cost: 200 100 4 
|
|
Built At: Robotics Facility Other Requirements: Robotics Support Bay |
|
 |
The Reaver is heavily armored and houses a micro-manufacturing plant to produce tiny, highly explosive drones called Scarabs. The Reaver releases the Scarabs, which explode, causing massive damage to their target. The Scarabs themselves are built inside the Reaver (much like a Carrier builds Interceptors) at a cost of 15 minerals per Scarab. A fully upgraded Reaver holds up to 10 Scarabs.

|
 |
These volatile units radiate such powerful psionic energy that they are forbidden to enter combat, physically for fear of them accidentally unleashing a massive catastrophe.

|
Archon: Summoned Psychic Avatar Cost: N/A |
|
Built At: N/A Other Requirements: 2 High Templars |
|
 |
Immensely powerful energy being. Created when two Protoss High Templars sacrifice themselves and merge as one Archon. The Archon represents the might of the Protoss' psionic fury.
 
|
Scout: High Speed Fighter Cost: 250 200 2 |
|
Built At: Stargate Other Requirements: none |
|
 |
Through advanced technology and psionic powers. Scouts effectively track and locate concealed ships, primarily used as point guards for Protoss fleets. Scouts can also engage any hostile enemy.
 |
Shuttle: Armored Transport/Worker Cost: 200 |
|
Built At: Robotics Facility Other Requirements: none |
|
 |
Shuttles are the transport unit of the Protoss. They are relatively cheap, and can hold more than the transports of the other races. 4 Zealots or 2 Archons or 2 Reavers are all devastating forces that can be dropped off at an unprotected part of your opponent's base.

|
Carrier: Battle Cruiser/Command Ship Cost:350 300 6  |
|
Built At: Stargate Other Requirements: Fleet Beacon |
|
 |
Heavily armored and shielded, Carriers can punch their way through enemy blockades and unleash robotic flights of interceptors at vital enemy targets.
 |
Observer: Silent Witness Cost: 25 100 1  |
|
Built At: Robotics Facility Other Requirements: Observatory |
|
 |
Observers are excellent for scouting out the enemy, or keeping an eye on expansion positions. They're detectors themselves; it's often a good idea to take a couple along with you when you attack, so those cloaked Wraiths or Spider Mines don't give you too much trouble.
 |
Arbiter: Judicator Sanctum Cost: 25 500 4  |
|
Built At: Stargate Other Requirements: Arbiter Tribunal |
|
 |
The only warship to be crewed exclusively by non-Templar, the mighty Arbiter is used to provide special support for assault groups. Psychic Judicators crew the Arbiter ships, and they use the Arbiter as a focal point to project a reality-warping field that serves to conceal all friendly units within close proximity. Since the Arbiter must be anchored firmly in space-time to safely generate such a large field, it is immune to the effects and remains visible, even when surrounded by the field of another Arbiter.
 |
 |
"This unit was created by the Dark Templar to battle both Terran and Zerg forces."

|
 |
"These one time heretics have rejoined there brethren and are a force to be reckoned with."

|
Dark Archon: Cost: N/A |
|
|
Built At: N/A Other Requirements: 2 Dark Templar |
|
 |
With the ability to mind control these two Dark Templar can turn the scale of a battle.

|
|
Thanks for visiting and come again !
|
 

|
Copyright©
Create a
free website at Webs.com
|
|