_______                        _______
|  _____|_____         _____   / _____7_____          _______ _____
\-\    /_  __\  <\   <_  __\ |-/     <_  __\    <\  /_  ___//_  __\
 \ \   \v| |    /_\   | | \\ | |      | | \\    /_\   | |_  \v| |
  \ \    | |   //_\\  | | // \ \      | | //   //_\\  | _/    | |
   \ \   | |  / ___ \ | |< \  \ \     | |< \  / ___ \ | |     | |
/\__\ \  |/  /_/   \_\|_| \_\  \ \____|_| \_\/_/   \_\|_|     |/
/______/                         \____/

    StarCraft Title ASCII Art by Andrew Fielding a.k.a. a67sm

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                   Written by : A.K.A. and El Greco
                      Created : September 5, 2003
                      Version : 1.00
                      Updated : November 11, 2004
                       E-mail : REMOVED                   (El Greco)
                                arminjewell(at)yahoo.com  (A.K.A)

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


 *  It is very much appreciated if you view the guide prior to asking me a
    question.  Most of your questions will be answered by this guide.  Any
    e-mails that ask about questions that are obviously answered in the guide
    will be promptly deleted.  No exceptions. The e-mail provided should only
    be used to clarify information or ask about information not mentioned
    hereon after.

 *  Have a contribution?  Don't hesitate to send it in.  I will accept most
    submissions sent in to me as long as I can understand what you are
    saying.  To make sure I get it right explain it in full-detail before
    sending it my way.

 *  One last thing.  Please don't e-mail me with technical questions about
    the game since my expertise is in the gameplay and nothing else.  You'll
    get a better answer at the game board and probably much quicker.



    The latest updates of this guide can be found at GameFAQs:
                             www.gamefaqs.com



-----------------------------------------
---  WHAT'S NEW?  (Version History)  ----
-----------------------------------------

Version 1.00 | November 11, 2004 | 102 kb

First version of the guide.  Probably the last one unless there is some kind
of glaring error pointed out.

-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_



               -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
                     T A B L E   O F   C O N T E N T S
               -- -- -- -- -- -- -- -- -- -- -- -- -- -- --


01)  The Units

    1.1  Terran Units
    1.2  Zerg Units
    1.3  Protoss units

02)  Legal Disclaimer

_____________________________________________________________________________
// = // = // = // = // = // = // = // = // = // = // = // = // = // = // = /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                             01)  The Units
_____________________________________________________________________________
// = // = // = // = // = // = // = // = // = // = // = // = // = // = // = /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


==============================================================================
                                1.1  Terran
==============================================================================


------------------------------------------------------------------------------
--  SCV  --
-----------

Rank           :
Supplies used  : 1
Minerals       : 50
Vespene Gas    : 0
Hit Points     : 60
Armor          : 0

Ground Attack  : Fusion Cutter
Damage         : 5 Normal Damage
Cooldown Time  : 15
Range          : 1


Air Attack     : none
Damage         : n/a
Cooldown Time  : n/a
Range          : n/a

Building Time  : 20
Size           : Small
Cooldown Time  : 15
Range          : 1
Sight Range    : 7

Requires       : - Command Center

Basic Commands : - Move
                - Stop
                - Attack
                - Gather
                - Return
                - Repair
                - Build Basic Building
                    - Command Center
                    - Supply Depot
                    - Refinery
                    - Engineering Bay
                    - Turret
                    - Academy
                    - Bunker
                - Build Advanced Building
                    - Factory
                    - Starport
                    - Science Facility
                    - Armory

Upgrades         : The SCV is upgraded at the Terran Engineering Bay, each
                  weapons upgrade adds one damage point to the Fusion Cutter
                  and each armor upgrade adds one level of armor to the SCV's
                  plating.

Unit Description : The SCV is the Terran worker unit, basically it does all
                  the bitch work for the Terrans.  Its primary functions are
                  to gather resources, minerals and vespene gas, and to
                  build buildings.  When it builds a Refinery it will
                  automatically begin to collect the refined Vespene Gas and
                  bring it to the Command Center.  The SCV is also the unit
                  that repairs damaged vehicles such as Siege Tanks or Battle
                  Cruisers, or even buildings.

Unit Quotes
-----------

When 100% complete : "SCV ready to go, sir!"

When Selected      : "Reporting for duty."
                    "I read you."
                    "Orders, captain?"
                    "Yes, sir?"

When Irritated     : "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?"
                    "I told them I was claustrophobic, I gotta get out of
                    here!"
                    "(something unintelligible)."

When Ordered       : "Orders received."
                    "Affirmative."
                    "Right away, sir."
                    "Roger that!"

------------------------------------------------------------------------------
--  Marine  --
--------------
Rank            : Private
Supplies used   : 1
Minerals        : 50
Vespene Gas     : 0
Hit Points      : 40
Armor           : 0

Ground Attack   : Gauss Rifle
Damage          : 6 Normal Damage
Cooldown Time   : 15/7.5 with Stimpack upgrade
Range           : 4/5 with U-238 Shells

Air Attack      : Gauss Rifle
Damage          : 6 Normal Damage
Cooldown Time   : 15/7.5 with Stimpack upgrade
Range           : 4/5 with U-238 Shells

Building Time   : 24
Size            : Small
Cooldown Time   : 15/7.5 with Stimpack
Range           : 4/5 with U-238 Shells
Sight Range     : 7

Requires        : - Barracks

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Stim Pack

Upgrades         : You can upgrade the Marine at two places, the Academy or
                  the Engineering Bay.  At the Academy you can research Stim-
                  Packs and U-238 Shells.  The Stim-Packs are a special
                  ability that is given to the Marine so that the time in
                  between his attacks are shorter, therefore dealing out
                  more damage.  The Stim-Pack, however, takes away 10 Hit
                  points for the Marine each time it is used, so use this
                  carefully.  The U-238 Shells increase the Marine's attack
                  range.  This means...obviously...that he can attack units
                  that are further away.  At the Engineering Bay the Marine's
                  Gauss Rifle and his armor can be upgraded, the Weapons
                  upgrade gives him one more damage point to his Gauss Rifle
                  and the Armor Upgrade gives him one more level of armor.

Unit Description : The Marine is probably the most versatile ground unit that
                  any of the races start out with.  The Marine is trained at
                  the Terran Barracks and it can attack units that aren't
                  right next to it and it can also attack air units.  The
                  Marine is physically weak though, it has only 40 hit points
                  and it is easily damaged, it must have a Medic around to
                  heal him.  One marine will not win against a single Zerg
                  Zergling or a Protoss Zealot, neither will a dozen marines
                  stand up to 4 or 5 Protoss Zealots.  To give a Marine more
                  hit points it can be placed in a bunker where the bunker
                  is damaged instead of the Marine, and the Bunker can also
                  be repaired.  You can load up to 4 Marines or other small
                  units into a Bunker.  The Marines best use is to provide
                  support for Siege Tanks or other Ground or Air attack
                  vehicles.  Marines in huge numbers is also a good tactic
                  but they will suffer from splash damage and large numbers
                  of casualties.

Unit Quotes
-----------

When 100% Complete : "You want a piece of me, boy?"

When Selected      : "Commander?"
                    "Give me something to shoot!"
                    "Standing by."
                    "Jacked up and ready to go!"

When Irritated     : "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 shit 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  --
---------------
Rank            : Corporal
Supplies used   : 1
Minerals        : 50
Vespene Gas     : 25
Hit Points      : 50
Armor           : 1

Ground Attack   : Flame Thrower
Damage          : 16
Cooldown Time   : 20/11 with Stimpacks
Range           : 2

Air Attack      : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 24
Size            : Small
Cooldown Time   : 20/11 with Stimpacks
Range           : 2
Sight Range     : 7

Requires        : - Barracks
                 - Academy

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Stim Pack

Upgrades         : Just like the Marine the Firebat can be upgraded in the
                  same way as the Marine.  The Firebat is upgraded with
                  Stimpacks at the Academy and at the Terran Engineering Bay
                  you can upgrade the Firebat's flamethrower and armor.

Unit Description : The main use of a Firebat in any game that you play is to
                  do major damage to ground units.  The Firebat's
                  flamethrower is perfectly capable of inflicting large
                  amount of damage to any ground unit that it comes across..
                  Given that it is an infantry unit it can be placed in a
                  bunker just like the Marine and Ghost.  When the Firebat is
                  combined with a strikeforce of Marines, they can be almost
                  unstoppable.  The only way to stop a well coordinated
                  Marine-Firebat advance is a well prepared and equipped
                  defense.  However, just like any other ground unit the
                  Firebat is physically weak.  It will not stand up to much
                  damage so make sure you send them in to battle backed up by
                  mechanical units or other ground units.

Unit Quotes
-----------

When 100% Complete : "Need a light?"

When Selected      : "Want to turn up the heat?"
                    "Yes?"
                    "You got my attention."
                    "Fire it up!"

When Irritated     : "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."
                    "Slammin'!"
                    "You've got it!"
                    "Let's burn!"

------------------------------------------------------------------------------
--  Medic  --
-------------

Rank            : 1st Lieutenant
Supplies used   : 1
Minerals        : 50
Vespene Gas     : 25
Hit Points      : 60
Armor           : 1

Ground Attack   : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 30
Size            : Small
Cooldown Time   : N/A
Range           : varies
Sight Range     : 7

Requires        : - Barracks
                 - Academy

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Optical Flare
                 - Restoration
                 - Heal

Upgrades         : The Terran Engineering Bay can upgrade the Armor for the
                  Medic, it adds one armor level to the Medic.  At the
                  Academy there are four upgrades available for the Medics..
                  The Caeducus Reactor will allow the Medic to have +50
                  energy.  There are also two special ability upgrades for
                  the medic, the Optical Flare, and Restoration, both of
                  these will be explained in detail in the Unit Description
                  area.

Unit Description : The Medic is the life support unit for all of your combat
                  infantry units.  It can heal the Marine, Firebat, Ghost,
                  and other Medics.  When the need arises the Medic can be
                  ordered to send out an Optical Flare to blind other units
                  such as a Zerg overlord that is revealing the locations
                  of your cloaked units, the Optical Flare will reduce the
                  sight range of any unit down to 1.  The Optical Flare can
                  be reversed by using the Restoration tool, Restoration will
                  restore a unit to restore sight or anything else that
                  shouldn't be in your units.  The Medic is one of the most
                  useful units you will use as a Terran, don't underestimate
                  it, it can prolong the battle time for a whole group of
                  units by tens of seconds.  The Medic is best used then
                  there is one Medic for every three combat units you have,
                  anything more is overdoing it and anything less will
                  probably be not enough.

Unit 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 hurt?"

When Irritated     : "I've already checked you out commander."
                    "You want another physical?"
                    "Turn your head and cough."
                    "Ready for your sponge bath?"
                    "His EKG is flatlining! Get me a defib, stat!"
                    "CLEAR! *bzzzz*"
                    "He's dead, Jim."

When Ordered       : "I'm on the job!"
                    "On my way"
                    "Stats!"
                    "Right away!"

------------------------------------------------------------------------------
--  Ghost  --
-------------

Rank            : Specialist
Supplies used   : 1
Minerals        : 25
Vespene Gas     : 75
Hit Points      : 45
Armor           : 0

Ground Attack   : C10 Canister Rifle
Damage          : 10 Concussive Damage
Cooldown Time   : 22
Range           : 7

Air Attack      : C10 Canister Rifle
Damage          : 10 Concussive Damage
Cooldown Time   : 22
Range           : 7

Building Time   : 50
Size            : Small
Cooldown Time   : 22
Range           : 7
Sight Range     : 9/11 with Ocular Implants

Requires        : - Barracks
                 - Academy
                 - Science Facility w/ attached Covert Ops

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Cloak
                 - Decloak
                 - Nuclear Launch
                 - Lockdown

Upgrades         : The Ghost is Upgraded at the Terran Engineering Bay, the
                  weapons upgrade will add one damage point to the Canister
                  Rifle and the Armor will add 1 armor level to the Ghost's
                  armor.  At the Covert Ops, which is an add-on to the Terran
                  Science Facility, the Ghost can gain the Cloaking ability,
                  the Lockdown ability, increased sight range, and the
                  Moebius Reactor upgrade which will add-on 50 special
                  energy points to the Ghost's 150.

Unit Description : The Ghost is the most worthless infantry combat unit for
                  the Terrans, it has a near useless weapon for attacking
                  anything and it is pitifully weak.  The main strengths of
                  the Ghost are its ability to Lockdown mechanical units,
                  which makes them cease functioning and makes them very
                  vulnerable to attack, and to make nuclear launches.  The
                  Nuclear Launch is especially useful for decimating a fleet
                  of enemy ships, destroying the enemies main base, defenses,
                  and large attack forces.  The Ghost will only be able to
                  make a Nuclear Strike if it is cloaked since whenever a
                  launch is detected by the enemy they will search the
                  immediate area for the Ghost and if he is not found then
                  they must bring in detectors to locate him, usually by
                  which time the strike has already occurred.  The Ocular
                  Implants also the Ghost to attack the enemy from further
                  away and make Nuclear Strikes from further away, this will
                  also permit him to be outside of the blast zone when the
                  missile hits, and then you can reuse him.  An armed Nuclear
                  Missile Silo is required for a Nuclear Strike to occur.

Unit Quotes
-----------

When 100% Complete : "Somebody called for an exterminator?"

When Selected      : "Call the shots!"
                    "Ghost reporting"
                    "I'm here"
                    "Finally!"

When Irritated     : "You callin' down the thunder?"
                    "Now reap the whirlwind!"
                    "Keep it up! I dare ya!"
                    "I'm about to overload my aggression inhibitors!"

When Ordered       : "I hear that."
                    "I'm gone."
                    "Never know what hit him."
                    "I'm all over it."


------------------------------------------------------------------------------
--  Siege Tank  --
------------------

Rank            : Master Sergeant
Supplies used   : 2
Minerals        : 150
Vespene Gas     : 100
Hit Points      : 150
Armor           : 1

Ground Attack   : Arclite Cannon Damage
Damage          : 30 Explosive Damage
Cooldown Time   : 30
Range           : 7

Ground Attack   : Arclite Shock Cannon
Damage          : 70 Explosive Damage
Cooldown Time   : 75
Range           : 12

Air Attack      : none
Building Time   : 50
Size            : Large

Range (Tank)    : 7
Range (Siege)   : 12
Sight Range     : 10

Requires        : - Factory
                 - Factory w/ attached Machine Shop

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Siege Mode
                 - Normal Mode

Upgrades         : Just like any other unit the Siege Tank can be upgraded.
                  At the Armory the Tank's armor and weapons can be upgraded
                  to a stronger level.  At the Machine Shop the Tank can be
                  equipped with the ability to go into siege mode, this
                  allows the tank to shoot further and deal loads more
                  damage.

Unit Description : Siege Mode is really the only useful feature of the Siege
                  Tank.  It is its most powerful attack and the only one that
                  will stop or slow down an enemy advance.  The Shock Cannon
                  does a lot of splash damage and so when this is put up
                  against a group of ground units such as Zealots or
                  Hydralisks it can quickly eliminate a large group of them.
                  As a defensive unit the tank will do you great service by
                  quickly halting most enemy advances (except extremely
                  large ones).  If you opt to use it as an offensive unit
                  then you will be quickly turned off to the idea, as they
                  will be quickly defeated unless they are in large,
                  overwhelming numbers.

Unit Quotes
-----------

When 100% Complete : "Ready to roll out!"

When Selected      : "Orders sir!"
                    "Identify target!"
                    "Destination?"
                    "Yes sir?"

When Irritated     : "(singing)"
                    "I'm about to drop the hammer!"
                    "And dispense some indiscriminate justice!!"
                    "What is your major malfunction??"

When Ordered       : "Move it!"
                    "Absolutely!"
                    "Delighted to, sir!"
                    "Proceeding."


------------------------------------------------------------------------------
--  Vulture  --
---------------

Rank            : Sergeant
Supplies used   : 2
Minerals        : 75
Vespene Gas     : 0
Hit Points      : 80
Armor           : 0

Ground Attack   : Fragmentation Grenade
Damage          : 20 Explosive Damage
Range           : 5
Cooldown Time   : 30

Air Attack      : none
Damage          : n/a
Range           : n/a
Cooldown Time   : n/a

Building Time   : 30
Size            : Medium
Cooldown Time   : 30
Range           : 5
Sight Range     : 8

Requires        : - Factory

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Spider Mines

Upgrades         : The Vulture is upgraded at the Terran Machine Shop, which
                  is an add-on to the Terran Factory.  The Machine Shop will
                  upgrade the Vulture's ability to lay down Spider Mines,
                  which are essentially land mines that attack targets within
                  their sight range.  The plating and weapons can be upgraded
                  at the Terran Armory.  The Vehicle Plating adds one Plating
                  level and the Weapons Upgrade will add two damage to the
                  Concussion Grenade.

Unit Description : The Vulture is a medium-sized land vehicle that can launch
                  damaging grenades at groups of enemies and lay down Spider
                  Mines in strategic locations where the enemy might attack
                  you.  The Vulture is also very fast moving so it makes good
                  for reconnaissance.

Unit Quotes
-----------

When 100% Complete : "All right, bring it on!"

When Selected      : "I read ya, sir."
                    "Somethin' on your mind?"
                    "Yeah?"
                    "What do you want?"

When Irritated     : "Something you wanted??"
                    "I don't have time to fuck 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!"


------------------------------------------------------------------------------
--  Goliath  --
---------------

Rank            : First Sergeant
Supplies used   : 2
Minerals        : 100
Vespene Gas     : 50
Hit Points      : 125
Armor           : 1

Ground Attack   : Twin Autocannons
Damage          : 12 Normal Damage
Range           : 5
Cooldown        : 22

Air Attack      : Hellfire Missile Pack
Damage          : 20 Explosive Damage
Range           : 5/8 with upgrade
Cooldown        : 22

Building Time   : 40
Size            : Large
Cooldown Time   : 22
Sight Range     : 8

Requires        : - Armory
                 - Factory

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Charon Boosters
                 - Vehicle Weapons
                 - Vehicle Plating

Unit Description: The Goliath is an excellent all-terrain/situation combat
                 vehicle.  It has two very powerful attacks designed
                 especially for both ground and air units, making good for
                 all types of combat.  The Goliath is best used to mop up the
                 remaining enemy units in an area since it cannot take an
                 especially large amount of damage.  It is best used while
                 backed up by some other sort of combat unit such as Marines
                 or Wraiths.

Unit Quotes
-----------

When 100% Complete : "Goliath online"

When Selected      : "Channel open."
                    "Go ahead tac-com."
                    "Com-link online."
                    "Systems functional."

When Irritated     : "MilSpec ED209 online."
                    "Checklist protocol initiated."
                    "Primary level one diagnostic."
                    "USDA Selected."
                    "FDIC Approved."
                    "Checklist Completed. SOB."

When Ordered       : "Target designated"
                    "Acknowledge HQ"
                    "Confirmed"
                    "Nav-com locked"


------------------------------------------------------------------------------
--  Wraith  --
--------------

Rank            : Captain
Supplies used   : 2
Minerals        : 150
Vespene Gas     : 100
Hit Points      : 120
Armor           : 0

Ground Attack   : Burst Lasers
Damage          : 8 Normal Damage
Range           : 5
Cooldown        : 30

Air Attack      : Gemini Missiles
Damage          : 20 Explosive Damage
Range           : 5
Cooldown        : 22

Building Time   : 60
Size            : Large
Range           : 5
Sight Range     : 7

Requires        : - Starport

Basic Commands:   - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Cloak
                 - Decloak

Upgrades        : - Ship Plating
                 - Ship Weapons

Unit Description: The Wraith is a good all-around air unit.  Besides that
                 there isn't much to say.

Unit Quotes
-----------

When 100% Complete : "Wraith awaiting launch orders"

When Selected      : "Standin' by."
                    "Reporting in."
                    "Transmit coordinates."
                    "Go ahead commander."

When Irritated     : "My transmission...breaking up...come back..."
                    "I'm curious why I am so good!"
                    "I gotta get me one of these."
                    "You know the best starfighter in the fleet is?"
                    "Yours truly..."
                    "Everybody gotta die sometime, right?"

When Ordered       : "Coordinates received"
                    "Sector locked-in"
                    "Roger"
                    "Attack formation"


------------------------------------------------------------------------------
--  Battle Cruiser  --
----------------------

Rank            : Commodore
Supplies used   : 8
Minerals        : 400
Vespene Gas     : 300
Hit Points      : 500
Armor           : 3

Ground Attack   : ATS Laser Battery 25 Normal Damage
Damage          : 25 Normal Damage
Cooldown Time   : 30
Range           : 6

Air Attack      : ATA Laser Battery
Damage          : 25 Normal Damage
Cooldown Time   : 30
Range           : 6

Building Time   : 160
Size            : Large
Cooldown Time   : 30
Range           : 6
Sight Range     : 11

Requires        : - Starport
                 - Science Facility w/ attached Physics Lab

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Yamato Gun

Upgrades        : - Ship Plating
                 - Ship Weapons

Unit Description: The Battlecruiser is the most powerful Terran unit.  It
                 boasts considerable firepower on both fronts and it can be
                 rather indestructible when fully upgraded.  Only use it with
                 supporting units because you do not want to lose any of
                 these, as they take forever to build.

Unit Quotes
-----------

When 100% Complete : "Battlecruiser operational"

When Selected      : "Good day, commander!"
                    "Hailing frequencies open."
                    "Battlecruiser reporting."
                    "Receiving transmission."

When Irritated     : "Identify yourself!"
                    "Shields up! Weapons online!"
                    "What? No shields? Well, buckle up!"
                    "We are getting WAY behind schedule."
                    "I really have to go...number one."

When Ordered       : "Engage!"
                    "Make it happen."
                    "Take it slow."
                    "Set a course."


------------------------------------------------------------------------------
--  Drop Ship  --
-----------------

Rank            : Warrant Officer
Supplies used   : 2
Minerals        : 100
Vespene Gas     : 100
Hit Points      : 150
Armor           : 1

Ground Attack   : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 50
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 8

Requires        : - Starport w/ attached Control Tower

Basic Commands  : - Move
                 - Patrol
                 - Hold Position
                 - Stop
                 - Load
                 - Unload

Upgrades        : - Ship Armor

Unit Description: There really isn't much to say here but the Drop Ship is a
                 very important unit when it is used correctly.  The Drop
                 Ship is mainly used to transport units across the map
                 quickly or to places where they cannot go.  When using it,
                 however make sure to scout ahead of it to make sure the
                 path is clear.  If you lose a Drop Ship you also lose what
                 is inside it.

Unit Quotes
-----------

When 100% Complete : "Can I take your orders?"

When Selected      : "Go ahead HQ"
                    "I'm listenin'"
                    "Destination"
                    "Input coordinates"

When Irritated     : "When you're moving your overhead luggage, please be
                     careful"
                    "In case of a water landing, you may be used as a
                     flotation device."
                    "To curl chunks, please use the barfing bags in front of
                     you"
                    "Keep your arms and legs inside until this ride comes to
                     a full and complete stop"

When Ordered       : "In the pipe, five by five."
                    "Hang on, we're in for some chops."
                    "In transit, HQ."
                    "Buckle up."
                    "Strap yourselves in, boys."
                    "I copy that."


------------------------------------------------------------------------------
--  Science Vessel  --
----------------------

Rank            : Detector
Supplies used   : 2
Minerals        : 100
Vespene Gas     : 225
Hit Points      : 200
Armor           : 1

Ground Attack   : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 80
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 10

Requires        : - Starport
                 - Science Facility

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - EMP Shockwave
                 - Defense Matrix
                 - Irradiate

Upgrades        : - EMP Shockwave
                 - Defense Matrix
                 - Irradiate

Unit Description: The Science Vessel is really not much of any use, at least I
                 have found in my experiences.  It can do some useful things
                 but I find that for the most part it is not worth producing.
                 It can fire out to a certain range an EMP Shockwave which
                 will immobilize any electronic or mechanical units for a
                 while (Protoss anyone?).  Another thing that it can do is
                 cast a Defense Matrix over some of your units.  This will
                 put up a defensive shield around your unit and it will
                 protect it from a small percentage of the damage coming its
                 way.

Unit Quotes
-----------

When 100% Complete : "Explorer reporting"

When Selected      : "AH! Greetings commander!"
                    "Transmit orders."
                    "Receiving transmission."
                    "We have you on visual."
                    "Explorer reporting."

When Irritated     : "I like the cut of your jib."
                    "E=MC...d'oh let me get my notepad."
                    "Mmm...Fusion A, I thought you'd remember that."
                    "Who let all these mad monkeys free?!" (Monkey noises)
                    "I think we may have a gas leak." (Funny voice)
                    "Do any of you fools know how to shut off this infernal
                     contraption?!" (Alarm ringing)
                    "Ah...., the ship.... out of danger..."

When Ordered       : "Excellent!"
                    "Commencing!"
                    "Affirmative sir"
                    "Let's roll!"


------------------------------------------------------------------------------
--  Valkyrie  --
----------------

Rank            : Lieutenant Commander
Supplies used   : 3
Minerals        : 250
Vespene Gas     : 125
Hit Points      : 200
Armor           : 2

Ground Attack   : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : Halo Rockets
Damage          : 5 Normal Damage Per Rocket
Cooldown Time   : 64 (between rocket volleys)
Range           : 8

Building Time   : 60
Size            : Large
Cooldown Time   : 64 (between rocket volleys)
Range           : 6
Sight Range     : 8

Requires        : - Starport
                 - Control Tower

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Ship Plating
                 - Ship Weapons

Unit Description: The Valkyrie is probably the best air defense that you could
                 ask for.  It fires air-to-air missiles only so don't make
                 the mistake of making them go after a contingent of
                 Hydralisks.  The Valkyrie will fire salvos of six missiles
                 at any aircraft or unit in its vicinity, the totla damage
                 of these rockets will accumulate to 36 hit points, making
                 it a formidable opponent in battle.  It is best used, just
                 like any other unit, in large groups so that they can
                 overwhelm the enemy and not be overwhelmed themselves.
                 Before sending them into a battle  make sure to provide
                 them with some ground defense such as Marines or Goliaths..

Unit Quotes
-----------

When 100% Complete : "Valkyrie prepared."

When Selected      : "Don't keep me waiting."
                    "Achtung!"
                    "Need something destroyed?"
                    "I'm here to help."

When Irritated     : "This is very interesting...but stupid"
                    "I have ways of blowing things up."
                    "You're being very naughty."
                    "Who's your mommy?"
                    "???"
                    "(Horse noises)"

When Ordered       : "Achtung!"
                    "Of course, mein herr."
                    "It's showtime!"
                    "Yavoul!"
                    "Perfect!"





                             ------------------
                             Terran Unit Tables
                             ------------------


T A B L E   K E Y


Unit  : Unit Name
Size  : Size the unit takes up on the map
Sp    : Supplies that the unit uses
Min   : Minerals needed to construct unit
Gas   : Gas needed to construct unit
Armor : Defeault armor carried on the unit
HP    : Health points
GA    : Ground attack
AA    : Air attack
Cld   : Cooldown time
Rg    : Attack range
AtM   : Attack Mod
St    : Sight range
Tm    : Time needed to construct the unit

*  When there is an instance of a "/" assume that the number immediately
   before is for the ground attack and the number immediately after is the
   air attack.

*  In the Notes column you will see a possibility of three letters each
   meaning a different thing:

       D  : Unit can detect cloaked and burrowed units
       S  : Unit has special abilities
       T  : Transport unit
       W  : Worker unit


A T T A C K S  A N D   A R M A M E N T


Unit           Armor    HP    GdA    ArA    Cld    RG    AtM
=============================================================
Battlecruiser    3     500    25     25     30     6      3
Dropship         1     150    0      0      -      0      0
Firebat          1     50     16     0      22     2      2
Ghost            0     45     10     1      22     7      1
Goliath          1     125    12     20     22    5/8    1/4
Marine           0     40     6      6      15     1      7
Missile Turret   0     200    0      20     15     7      0
Science Vessel   1     200    0      0      -      0      0
SCV              0     60     5      0      15     1      0
Siege Tank 1     1     150    70     0      75     12     5
Siege Tank 2     1     150    30     0      37     7      3
Vulture          0     80     20     0      30     5      2
Wraith           0     120    8      20    30/22   5     1/2


G E N E R A L   S T A T S


Unit            Size   Supplies  Min   Gas   Sight   Notes   Time
===================================================================
Battlecruiser    L        6      400   300     11     S       160
Dropship         L        2      100   100     8      T       50
Firebat          S        1      50    25      7      B       24
Ghost            S        1      25    75     9/11    BS      50
Goliath          L        2      100   50      8              40
Marine           S        1      50    0       7      B       24
Missile Turret   L        0      75    0       11     D       30
Science Vessel   L        2      100   225     10     DS      80
SCV              S        1      50    0       7      BW      20
Siege Tank 1     L        2      150   100     10             50
Siege Tank 2     L        2      150   100     10             50
Vulture          M        2      75    0       8      S       30
Wraith           L        2      150   100     7      S       60


==============================================================================
                                 1.2  Zerg
==============================================================================


------------------------------------------------------------------------------
--  Drone  --
-------------

Supplies Used   : 1
Hit Points      : 40
Minerals        : 50
Vespene Gas     : 0
Hit Points      : 40
Armor           : 0

Ground Attack   : Claws Normal Damage 5
Damage          : 5 Normal Damage
Cooldown Time   : 22
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Size            : Small
Cooldown Time   : 22
Range           : 1
Sight Range     : 7

Requires        : - Hatchery

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Patrol
                 - Burrow

                 - Basic Mutation

                     - Hatchery
                     - Creep Colony
                     - Extractor
                     - Spawning Pool
                     - Evolution Chamber
                     - Hydralisk Den
                     - Advanced Mutation
                     - Spire
                     - Queen's Nest
                     - Nydus Canal
                     - Ultralisk Cavern
                     - Defiler Mound

Upgrades        : - Burrow
                 - Ground Carapace

Unit Description: This is the basic worker drone for the Zerg.  Like all other
                 Zerg units you must hatch one of these from the main hatchery
                 and there is one drone to each egg.  The main purposes of the
                 Drone is to either harvest minerals, harvest gas, or to
                 transform into new buildings.  That's right, transform.  For
                 each building you have a new drone, and since they are very
                 inexpensive it'll work out great.  As for the upgrades,
                 burrow is a very special ability that only Zerg have.  It
                 allows them to burrow underground and remain harmless from
                 enemies.  That upgrade can be obtained at the main hatchery.
                 Carapace is an upgrade that all Zerg units are affected by,
                 it is basically an upgrade for a higher defense or armor.

------------------------------------------------------------------------------
--  Overlord  --
----------------

Supplies used   : 1
Minerals        : 100
Vespene Gas     : 0
Hit Points      : 200
Armor           : 0

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 9/11 after upgrade

Requires        : - Hatchery

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Flyer Carapace
                 - Pneumatized Carapace
                 - Ventral Sacs
                 - Antennae

Unit Description: These Zerg units are suppliers for the Zerg Army.  For every
                 Zerg created, there must be enough supply left in one of the
                 overlords.  They don't attack, they are very docile, and
                 they just float around the colony.  Another use that they
                 have is that they can transport troops once they get
                 upgraded with the Ventral Sacs.  They have a total of 8
                 transport spots, and each spot holds one supply.  Finally,
                 you can also detect cloaked or buried enemies with the
                 overlords.  It is a very useful skill and can quickly
                 counter and major attack by any of the three races.

------------------------------------------------------------------------------
--  Drone  --
-------------

Supplies used   : 0
Minerals        : 0
Vespene Gas     : 0
Hit Points      : 15
Armor           : 10

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : n/a
Size            : Small
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 4

Requires        : - Hatchery

Basic Commands  : - Drone
                 - Zergling
                 - Overlord
                 - Hydralisk
                 - Mutalisk
                 - Scourge
                 - Queen
                 - Ultralisk
                 - Defiler

Upgrades        : - Ground Carapace

Unit Description: These are the basis of all life forms of the Zerg.  Their
                 sole purpose is to transform into other Zerg life forms, and
                 they do that by changing into an egg and after a while into
                 a Zerg.  They are amazingly tough to kill with their base
                 armor of 10, so they can withstand a beating if needed.
                 Mainly, they can change into any of the Zerg shown above.

------------------------------------------------------------------------------
--  Zergling  --
----------------

Supplies used   : 0.5
Minerals        : 25
Vespene Gas     : 0
Hit Points      : 35
Armor           : 0

Ground Attack   : Claws
Damage          : 5 Normal Damage
Cooldown Time   : n/a
Range           : n/a

Air Attack      : none
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 28
Size            : Small
Cooldown Time   : 8/6 with upgrade
Range           : 1
Sight Range     : 5

Requires        : - Hatchery
                 - Spawning Pool

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Burrow

Upgrades        : - Burrow
                 - Melee Attacks
                 - Ground Carapace
                 - Metabolic Boost
                 - Adrenal Glands

Unit Description: These are the basic warriors of the Zerg.  They are tiny,
                 very cheap to make, and fairly useful.  In very large
                 numbers, which is easy to get with these guys, an attack of
                 Zerglings is very effective.  For every larva that is
                 designated to be a Zergling, two Zerglings come out of each
                 egg.  This makes them a very fast and easy way of forming an
                 attack on an enemy.  Keep in mind they are fairly weak, but </pre><pre id="faqspan-2">
                 large numbers are very effective.  Since they also can
                 obtain the burrow ability, another useful tactic is to
                 completely surround an enemy with these Zerglings and then
                 back them up with Hydralisks and Mutalisks.


------------------------------------------------------------------------------
--  Hydralisk  --
-----------------

Supplies used   : 1
Minerals        : 75
Vespene Gas     : 25
Hit Points      : 80
Armor           : 0

Ground Attack   : Needle Spines
Damage          : 10 Normal Damage
Cooldown Time   : 15
Range           : 4/5 with upgrade

Air Attack      : Needle Spines
Damage          : 10 Normal Damage
Cooldown Time   : 15
Range           : 4/5 with upgrade

Building Time   : 28
Size            : Medium
Cooldown Time   : 15
Range           : 4/5 with upgrade
Sight Range     : 6

Requires        : - Hatchery
                 - Hydralisk Den

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Burrow
                 - Missile Attacks
                 - Ground Carapace
                 - Muscular Augments
                 - Grooved Spines
                 - Lurker Aspect

Unit Description: These are your basic second level Zerg warriors.  Very
                 effective and very strong in large numbers, Hydralisks can
                 mow down enemies very fast with their spines.  Their one
                 huge drawback is that they are very slow, and without
                 upgrade are very easy targets to hit.  With upgrades they
                 are very tough to beat and even get close to.  An attack
                 with these is effective if Zerglings are used as bait,
                 because if the Hydralisks go in alone, they could be picked
                 off easily.  Also, a neat aspect of the Hydralisk in Brood
                 War is that they can change into Lurkers, if needed.  This
                 requires an upgrade at the Hydralisk Den, and you can cancel
                 the upgrade as it is happening, but once it occurs, they
                 will stay as Lurkers.


------------------------------------------------------------------------------
--  Mutalisk  --
----------------

Supplies used   : 2
Minerals        : 100
Vespene Gas     : 100
Hit Points      : 120
Armor           : 0

Ground Attack   : Glave Wurm
Damage          : 9 Normal Damage
Cooldown Time   : 30
Range           : 3

Air Attack      : Glave Wurm
Damage          : 9 Normal Damage
Cooldown Time   : 30
Range           : 3

Building Time   : 40
Size            : Small
Cooldown Time   : 30
Range           : 3
Sight Range     : 7

Requires        : - Lair/Hatchery
                 - Spire

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Flyer Attack
                 - Flyer Carapace
                 - Guardian Aspect
                 - Devourer Aspect

Unit Description: These are the basic flying attackers for the Zerg, and the
                 only flyers that actually do physical damage.  They shoot
                 out spines at the enemy, either on the ground or through the
                 air.  They are fairly cheap to make for flying Zerg, and
                 because of that their attack suffers a little.  Having these
                 guys in big numbers can really deflate an enemy base.  When
                 the Spire is upgraded into the Greater Spire, you can
                 upgrade the Mutalisks into either a Guardian or a Devourer.
                 Again, you can cancel while the transformation is taking
                 place, but after they have transformed it is irreversible..


------------------------------------------------------------------------------
--  Lurker  --
--------------

Supplies used   : 2
Minerals        : 200
Vespene Gas     : 200
Hit Points      : 125
Armor           : 1

Ground Attack   : Spikes
Damage          : 25 Normal Damage
Cooldown Time   : 37
Range           : 6

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Medium
Cooldown Time   : 37
Range           : 6
Sight Range     : 8

Requires        : - Lair/Hatchery
                 - Hydralisk Den

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Burrow

Upgrades        : - Missile Attacks
                 - Ground Carapace

Unit Description: The addition of the Lurker to the Zerg force created a huge
                 advantage for them that was previously possessed by both
                 other forces.  These forces are the best unit of defense for
                 ground troops.  They do a lot of damage and are almost
                 impossible to attack.  To be able to use the attack, they
                 MUST be burrowed underground.  If they are caught above
                 ground, say goodnight because they have very weak defenses.
                 Putting a group of these completely around a base is very
                 profitable, it will be very tough for enemies to cross
                 through that barrier of Lurkers.


------------------------------------------------------------------------------
--  Guardian  --
----------------

Supplies used   : 2
Minerals        : 150
Vespene Gas     : 200
Hit Points      : 150
Armor           : 2

Ground Attack   : Acid Spore
Damage          : 20 Normal Damage
Cooldown Time   : 30
Range           : 8

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Large
Cooldown Time   : 30
Range           : 8
Sight Range     : 10

Requires        : - Hive/Lair/Hatchery
                 - Greater Spire/Spire

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Flyer Attack
                 - Flyer Carapace

Unit Description: Guardians are both a good defense and a good primary attack
                 force.  The most effective use of the Guardian is to use its
                 range.  Most of the units in the game cannot fire at that
                 long of a range, therefore, attacking stationary attack
                 forces such as bunkers will be very effective because the
                 bunker won't be able to attack back at the Guardians.  Also,
                 they can shoot through any terrain.  For example, if there
                 is a cliff, the Guardians stationed on the cliff can shoot
                 down at enemies below, while the enemies try to climb the
                 cliff to get to the Guardians.


------------------------------------------------------------------------------
--  Queen  --
-------------

Supplies used   : 2
Minerals        : 100
Vespene Gas     : 100
Hit Points      : 120
Armor           : 0

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 50
Size            : Medium
Cooldown Time   : n/a
Range           : 0
Sight Range     : 10

Requires        : - Lair/Hatchery
                 - Queen's Nest

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Flyer Carapace
                 - Gamete Meiosis
                 - Infest Command Center
                 - Parasite
                 - Ensnare
                 - Spawn Broodling

Unit Description: A Queen of the Zerg is a very powerful and almost elegant
                 creature.  The Queen doesn't lower herself to physically
                 attack the enemy, it casts powerful poisons and toxins to
                 slow or slowly decay at the enemy.  Since it is fairly
                 susceptible to physical damage with its low defense and lack
                 of physical attack, it is very very speedy, making it tough
                 to attack.  With its ability to spawn broodlings, it got its
                 name of Queen.  Finally, most people think that the only way
                 to destroy a command center is to blow it up, but now with
                 Infest Command Center, you can destroy it and make spawns
                 out of it.


------------------------------------------------------------------------------
--  Broodling  --
-----------------

Supplies used   : 0
Minerals        : 0
Vespene Gas     : 0
Hit Points      : 30
Armor           : 0

Ground Attack   : Toxic Spores
Damage          : 4 Normal Damage
Cooldown Time   : 15
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 0
Size            : Small
Cooldown Time   : 15
Range           : 1
Sight Range     : 5

Requires        : Queen

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Melee Attacks
                 - Ground Carapace

Unit Description: Broodlings are the spawn of queens.  When a queen targets an
                 enemy for its attack, the enemy dies and it changes into two
                 Broodlings which are free for you to command.  They aren't
                 very good and they aren't that effective, but hey, can't go
                 wrong with free creatures.  Use them to pull a fast one on
                 the enemy, or just as cannon fodder and to test out the
                 enemy's supplies.

------------------------------------------------------------------------------
--  Scourge  --
---------------

Supplies used   : 0.5
Minerals        : 12
Vespene Gas     : 38
Hit Points      : 25
Armor           : 0

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : Itself
Damage          : 110 Explosive Damage
Cooldown Time   : 0
Range           : 1

Building Time   : 30
Size            : Small
Cooldown Time   : 0
Range           : 1
Sight Range     : 5

Requires        : - Lair/Hatchery
                 - Spire

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Flyer Carapace

Unit Description: These are your standard kamikaze units from the Zerg.  They
                 are produced two at a time per egg, and they are very
                 powerful and cheap.  Since they kill themselves, the supply
                 is replenishable, and the minerals and gas are very low.
                 These are a very underrated part of the Zerg squad and
                 essential to victory.


------------------------------------------------------------------------------
--  Ultralisk  --
-----------------

Supplies used   : 6
Minerals        : 200
Vespene Gas     : 200
Hit Points      : 400
Armor           : 1

Ground Attack   : Kaiser Blades
Damage          : 20 Normal Damage
Cooldown Time   : 15
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 60
Size            : Large
Cooldown Time   : 15
Range           : 1
Sight Range     : 7

Requires        : - Hive/Lair/Hatchery
                 - Ultralisk Cavern

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Melee Attacks
                 - Ground Carapace
                 - Anabolic Synthesis
                 - Chitinous Plating

Unit Description: The Ultralisk is your heavy-duty warrior that is big and full
                 of strength.  Slow and strong, these things pack a punch.
                 They have huge claws that they attack with and are very tough
                 to defeat in melee combat.  Use them as a frontline for an
                 attack instead of all by themselves, because against ranged
                 or air attacks they are screwed.  Their armor is also very
                 strong to help them defend against some ranged attacks.  When
                 they are fully upgraded, these beasts are really very tough
                 to defeat.


------------------------------------------------------------------------------
--  Infested Terran  --
-----------------------

Supplies used   : 1
Minerals        : 100
Vespene Gas     : 50
Hit Points      : 60
Armor           : 0

Ground Attack   : itself
Damage          : 500 Explosive Splash Damage
Cooldown Time   : 0
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Small
Cooldown Time   : 0
Range           : 1
Sight Range     : 5

Requires        : - Infested Command Center

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Ground Carapace

Unit Description: When a Zerg Queen infests a Command Center these infested
                 Terrans are what is produced from it.  These are also
                 kamikaze units, yet these are much slower and are very
                 defenseless.  However, if they are able to reach their target
                 they are very deadly as they can provide up to 500 damage
                 that splashes to all nearby targets.  The best way to ensure
                 this is to drop them off on a transport, so that if they do
                 get blown up all you lose is a transport.  If used in
                 moderate doses, anything in its path will be wiped out
                 completely.

Unit Quotes
-----------

When 100% Ready : "Live for the swarm."

When Selected   : "I am wretched."
                 "But I am strong."
                 "I am Zerg."
                 "I am the future."

When Irritated  : "Ready to kill."
                 "Prepared to die."
                 "Sacrifice me."

When Ordered    : "Yes."
                 "Immediately."
                 "Gladly."
                 "For the Overmind."

------------------------------------------------------------------------------
--  Defilers  --
----------------

Supplies used   : 2
Minerals        : 50
Vespene Gas     : 150
Hit Points      : 80
Armor           : 1

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 50
Size            : Medium
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 10

Requires        : - Hive/Lair/Hatchery
                 - Defiler Mound

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Dark Swarm
                 - Consume
                 - Plague

Upgrades        : - Burrow
                 - Ground Carapace
                 - Metasynaptic Mode

Unit Description: Defilers could be considered the King of Zergs, since its
                 counterpart the Queen is so similar.  This unit cannot attack
                 physically, but it can unleash some nasty spells like Dark
                 Swarm that will completely demolish anyone who is unlucky
                 enough to be in its way.  These guys are basically the
                 sorcerer of the Zerg, and if used effectively can whip out an
                 enemy force with very much ease.  Along with Burrowing to
                 recharge its energy, you can create an effective attack of
                 casting a spell, burrowing and recovering, and then casting
                 again.


------------------------------------------------------------------------------
--  Egg  --
-----------

Supplies used   : 0
Minerals        : 0
Vespene Gas     : 0
Hit Points      : 200
Armor           : 10

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 0
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 4

Requires        : - Hatchery

Basic Commands  : - Cancel

Upgrades        : n/a

Unit Description: These are the intermediate stage from the larva to whatever
                 you decided to create.  These are very, very tough to defeat,
                 and sometimes (depending on the unit being created) it is
                 easier to let it hatch.  Having 200 hit points and 10 armor
                 you will have a tough time penetrating its tough shell.

------------------------------------------------------------------------------
--  Devourer  --
----------------

Supplies used   : 2
Minerals        : 250
Vespene Gas     : 150
Hit Points      : 250
Armor           : 2

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : Acid Spores
Damage          : 25 Explosive Damage
Cooldown Time   : 100
Range           : 6

Building Time   : 40
Size            : Large
Cooldown Time   : 100
Range           : 6
Sight Range     : 10

Requires        : - Greater Spire

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Flyer Attack
                 - Flyer Carapace

Unit Description: The other Brood War exclusive is a big advantage to the Zerg
                 colonies.  A huge flying mammoth, these things can do a whole
                 lot of damage and quickly.  Although these things are very
                 large, they can move fairly quickly, making them not too much
                 of a burden to lug around.  Better used as a defense though,
                 they can withstand a lot and deal out a lot of damage.  Also
                 the Acid Spores do more than just explode.  It attaches
                 spores onto the enemy, increasing their cooldown time.  This
                 unit is very advantageous and is a must for any Zerg army..


==============================================================================
                               1.3  Protoss
==============================================================================


------------------------------------------------------------------------------
--  Probe  --
-------------

Supplies used   : 1
Minerals        : 50
Vespene Gas     : 0
Hit Points      : 20
Armor           : 0
Plasma Shield   : 20

Ground Attack   : Particle Beam
Damage          : 5 Normal Damage
Cooldown Time   : 22
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 20
Size            : Small
Cooldown Time   : 22
Range           : 1
Sight Range     : 8

Requires        : - Nexus

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol
                 - Warp Basic Structure
                 - Warp Advanced Structure

Upgrades        : - Ground Armor
                 - Plasma Shields

Unit Description: This is the basic worker unit for the Protoss.  As all other
                 worker units for the other two, these little robots' main
                 purposes are to teleport in buildings, and gather resources.
                 Be thankful as these units are the only ones in the Protoss'
                 arsenal that needs less than two supply, so take that for
                 granted.  As all other Protoss have, these units have a
                 Plasma Shield.  This is basically an addition to their HP,
                 which can be regenerated. It is very helpful and it is a huge
                 advantage the Protoss have.  For the Unit Quotes, all they do
                 is beep, hence the beep noise.

Unit Quotes
-----------

When 100% Ready : "*Beep*"

When Selected   : "*Beep*"

When Irritated  : "*Beep*"

When Ordered    : "*Beep*"

------------------------------------------------------------------------------
--  Zealot  --
--------------

Supplies used   : 2
Minerals        : 100
Vespene Gas     : 0
Hit Points      : 100
Armor           : 1
Plasma Shield   : 60

Ground Attack   : Psi Blades
Damage          : 16 Normal Damage
Cooldown Time   : 22
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Small
Cooldown Time   : 22
Range           : 1
Sight Range     : 7

Requires        : - Gateway

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Ground Weapons
                 - Ground Armor
                 - Plasma Shields
                 - Leg Enhancements

Unit Description: These are your basic ground unit troops for the Protoss.
                 They are strong, versatile, and relatively cheap, for a
                 Protoss unit anyway.  These can be used to quickly mount an
                 attack or even a quick defense if needed.  Although they
                 cannot attack air units, when coupled with Dragoons they form
                 the very essence of the Protoss.  Also, a weakness of the
                 Zealots is that they cannot attack from afar, as other ground
                 units are able to do, which puts them at a disadvantage.

Unit Quotes
-----------

When 100% Ready : "My life for Aiur!"

When Selected   : "What now calls?"
                 "I long for combat."

When Irritated  : "All for the Empire."
                 "Doom to all who threaten the homeworld."

When Ordered    : "Thus I serve."
                 "For Adun!"
                 "Honor guide me."


------------------------------------------------------------------------------
--  Dragoon  --
---------------

Supplies used   : 2
Minerals        : 125
Vespene Gas     : 50
Hit Points      : 100
Armor           : 1
Shield          : 150

Ground Attack   : Phase Disrupter
Damage          : 20 Explosive Damage
Cooldown Time   : 30
Range           : 4/6 with upgrade

Air Attack      : Phase Disrupter
Damage          : 20 Explosive Damage
Cooldown Time   : 30
Range           : 4/6 with upgrade

Building Time   : 40
Size            : Large
Cooldown Time   : 30
Range           : 4/6 with upgrade
Sight Range     : 8

Requires        : - Cybernetics Core

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Ground Weapons
                 - Ground Armor
                 - Plasma Shields
                 - Singularity Charge

Unit Description: These units are one of the most underrated of the Protoss
                 force.  They are strong, can attack both air and ground, and
                 both do a damage of 20, which is very key.  There are many
                 uses for Dragoons, especially with Zealots they make a very
                 balanced and strong attack against many enemies.  Their
                 downfall is their cooldown time.  The time between each shot
                 is fairly lengthy so it can get sort of vulnerable, but
                 otherwise it is very effective.  Do not underestimate them.

Unit Quotes
-----------

When 100% Ready : "I have returned."

When Selected   : "Receiving."
                 "Input command."
                 "Make use of me."
                 "Awaiting instructions."
                 "I am needed?"

When Irritated  : "Unauthorized transmission."
                 "Incorrect protocol."
                 "Drop your weapon, you have 15 seconds to comply."
                 "5...4...3...2...1...ZAP."

When Ordered    : "Confirmed."
                 "Commencing."
                 "Initiating."
                 "For vengeance."


------------------------------------------------------------------------------
--  Dark Templar  --
--------------------

Supplies used   : 2
Minerals        : 125
Vespene Gas     : 100
Hit Points      : 80
Armor           : 1
Shield          : 40

Ground Attack   : Warp Blades
Damage          : 40 Normal Damage
Cooldown Time   : 30
Range           : 1

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 50
Size            : Small
Cooldown Time   : 30
Range           : 1
Sight Range     : 7

Requires        : - Templar Archives

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Ground Weapons
                 - Ground Armor
                 - Plasma Shields

Unit Description: Dark Templar are the evil more shadowed form of the High
                 Templar.  They do not use their Psionic abilities to cast
                 spells, instead they use them to attack with the blades they
                 possess.  Very damaging and strong against ground units their
                 Warp Blades are very effective.  Again, they cannot attack
                 air units, but they are very effective against ground units.
                 The best part about them, however, is that they have a
                 permanent cloak on them without any need to recharge it.
                 This makes for a great sneak attack if the enemy is unaware.
                 Much like the High Templar, two of these can combine with
                 each other to form a Dark Archon, which are very powerful as
                 well.  Overall, these are very powerful units to have.

Unit Quotes
-----------

When 100% Ready : "*Gibberish*"

When Selected   : "Yes?"
                 "I'm waiting."

When Irritated  : "Your council is ill-advised, templar."
                 "Do not revoke us to violence."
                 "You could not evade my wrath."
                 "And you'd kill your own shadow."

When Ordered    : "Very Well."
                 "For Aiur."
                 "So be it."


------------------------------------------------------------------------------
--  Dark Archon  --
-------------------

Supplies used   : 4
Minerals        : 250
Vespene Gas     : 200
Hit Points      : 25
Armor           : 1
Plasma Shield   : 200

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 20
Size            : Large
Cooldown Time   : n/a
Range           : 0
Sight Range     : 10

Requires        : - 2 Dark Templar

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Ground Armor
                 - Plasma Shields
                 - Argus Talisman

Unit Description: The combination of two Dark Templar forms a Dark Archon.
                 Weak physically like the Archon, it also has its high energy
                 shields making it tough to defeat.  Unlike its Dark Templar
                 counterpart these cannot attack physically, but they have now
                 acquired spells to aid them in their fight.  Maelstrom is a
                 spell that renders a group of anything caught inside it
                 motionless for about 5 seconds.  It is very effective if a
                 quick relief is needed from battle.  Feedback is another
                 spell that affects units with energy.  It takes the energy of
                 the targeted unit and does that much damage to its HP, which
                 could damage it or destroy it.  Finally, my favorite, is Mind
                 Control.  With this spell, you can control any controllable
                 unit in the entire game.  The drawbacks are great however.
                 When this spell is cast, it completely depletes the Dark
                 Archon's plasma shield, making in completely vulnerable.
                 This can be worth it however, if the unit is good enough.
                 Overall, this is a very valuable member of the Protoss team.

Unit Quotes
-----------

When 100% Ready : "We are as one."

When Selected   : "We hear you."
                 "Thoughts in chaos."
                 "Must feed."
                 "Must have energy."

When Irritated  : "Must consume."
                 "Or oblivion will take us."
                 "Adun, save me."
                 "Darkness overpowering."

When Ordered    : "We move."
                 "Oblivion waits."
                 "We move."

------------------------------------------------------------------------------
--  High Templar  --
--------------------

Supplies used   : 2
Minerals        : 50
Vespene Gas     : 150
Hit Points      : 40
Armor           : 0
Plasma Shield   : 40

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 50
Size            : Small
Cooldown Time   : n/a
Range           : 0
Sight Range     : 7

Requires        : - Templar Archives

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Ground Armor
                 - Plasma Shields
                 - Khaydarin Amulet

Unit Description: A High Templar is basically the spell caster of the Protoss.
                 With the deadly Psionic Storm that rips apart any enemy along
                 with Hallucination they are a threat that cannot be ignored.
                 Psionic Storm is a large energy field cast upon enemies that
                 will rip them apart and heavily damage, even destroy them.
                 The only set back is that it affects both friendly and enemy
                 units, so be aware of where you cast this spell.
                 Hallucinations create a mirror image of anything live being
                 in the game, whether it is a enemy, friend, ally, or even a
                 critter.  They are not as strong and are good for scouting
                 out enemy territories and such.  These units are invaluable,
                 especially with their ability, with two of them, to combine
                 and form into one Archon.

Unit Quotes
-----------

When 100% Ready : "*Gibberish*"

When Selected   : "Your thoughts?"
                 "I heed thy call."
                 "State thy bidding."

When Irritated  : "Your thoughts betray you."
                 "I see you have an appetite for destruction."
                 "And you learn to use your illusion."
                 "But I find your lack of control disturbing."

When Ordered    : "It shall be done."
                 "My path is set."
                 "You think as I do."


------------------------------------------------------------------------------
--  Archon  --
--------------

Supplies used   : 4
Minerals        : 100
Vespene Gas     : 300
Hit Points      : 10
Armor           : 0
Plasma Shield   : 350

Ground Attack   : Psionic Shockwave
Damage          : 30 Splash Damage
Cooldown Time   : 20
Range           : 2

Air Attack      : Psionic Shockwave
Damage          : 30 Splash Damage
Cooldown Time   : 20
Range           : 2

Building Time   : 20
Size            : Large
Cooldown Time   : 20
Range           : 2
Sight Range     : 8

Requires        : - 2 High Templar

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Ground Weapons
                 - Ground Armor
                 - Plasma Shields

Unit Description: The Archon is the greatest attack unit that the Protoss have
                 to offer.  By merging two High Templar, they will eventually
                 form an Archon.  These terrifying units are very strong, and
                 they are protected by an immense energy shield.  Though their
                 HP is low, their shields are high enough where it shouldn't
                 matter too much.  Their Psionic Shockwave is very deadly,
                 affecting both air and ground units with 30 Splash Damage.
                 Their one weakness is if they are affected with EMP Shockwave
                 because then they will be left with only 10 HP of health.
                 Other than that, you can't go wrong with an Archon.

Unit Quotes
-----------

When 100% Ready : "The merging is complete."

When Selected   : "Power overwhelming."
                 "We burn."
                 "We focus."

When Irritated  : "It looks so different on this side."
                 "Break on through."
                 "It's beautiful!"
                 "They should have sent a poet."

When Ordered    : "Eradicate."
                 "Annihilate."
                 "Destroy."
                 "Obliterate."

------------------------------------------------------------------------------
--  Reaver  --
--------------

Supplies used   : 4
Minerals        : 200
Vespene Gas     : 100
Hit Points      : 100
Armor           : 0
Plasma Shield   : 80

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 70
Size            : Large
Cooldown Time   : n/a
Range           : 0
Sight Range     : 10

Requires        : - Robotics Support Bay

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Ground Armor
                 - Plasma Shields
                 - Scarab Damage
                 - Increased Reaver Capacity

Unit Description: The Reaver is one of the most creative units in the game.
                 All alone, it is very vulnerable, but with its scarabs it is
                 a very effective offensive strategy.  The damage created by
                 these Scarabs is very high, and it splashes onto nearby units
                 which makes it very effective in the early stages of a game.
                 There are, however, many weaknesses.  First of all is that it
                 is unable to attack air units.  Secondly, the rate of Scarab
                 fire is very low, and it makes for vulnerability inbetween.
                 Finally, the Reaver is the slowest unit in the entire game,
                 so if caught off guard it will not have a chance to run for
                 cover.  Overall, it is very effective, especially with other
                 units to help it out.

Unit Quotes
-----------

When 100% Ready : "*Beep*"

When Selected   : "*Beep*"

When Irritated  : "*Beep*"

When Ordered    : "*Beep*"


------------------------------------------------------------------------------
--  Observer  --
----------------

Supplies used   : 1
Minerals        : 25
Vespene Gas     : 75
Hit Points      : 40
Armor           : 0
Plasma Shield   : 20

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 40
Size            : Small
Cooldown Time   : n/a
Range           : 0
Sight Range     : 9/11 with upgrade

Requires        : - Observatory

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Air Armor
                 - Plasma Shields
                 - Sensor Array
                 - Gravitic Booster

Unit Description: Though the Observer in the beginning seems like a useless
                 unit, it really does come in handy when on the battlefield.
                 Not only is it very speedy and can scope out many things with
                 its very large sight range, but also it can detect cloaked or
                 burrowed units, making it very helpful to have.  Since they
                 have such high-tech scanning equipment, there is practically
                 no defense on these units, but they are very quick, making
                 them tough to kill.  Overall these are very valuable to have
                 on the battlefield.

Unit Quotes
-----------

When 100% Ready : "*Beep*"

When Selected   : "*Beep*"

When Irritated  : "*Beep*"

When Ordered    : "*Beep*"


------------------------------------------------------------------------------
--  Scout  --
-------------

Supplies used   : 3
Minerals        : 275
Vespene Gas     : 125
Hit Points      : 150
Armor           : 0
Plasma Shield   : 100

Ground Attack   : Dual Photon Blasters
Damage          : 8 Normal Damage
Cooldown Time   : 30
Range           : 4

Air Attack      : Anti Matter Missiles
Damage          : 28 Explosive Damage
Cooldown Time   : 22
Range           : 4

Building Time   : 80
Size            : Large
Cooldown Time   : 30/22
Range           : 4
Sight Range     : 8/10 with upgrade

Requires        : - Stargate

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Air Weapons
                 - Air Armor
                 - Plasma Shields
                 - Apial Sensors
                 - Gravitic Thrusters

Unit Description: These are the standard aviation units for the Protoss.  Like
                 the Wraiths, they are weak against ground units and strong
                 against air units.  The damage is much more effective through
                 the air.  Since they are fairly quick and very strong, they
                 come at a pretty high price.  They need 3 supply, many
                 minerals and gas, as well as a long time to produce.  But it
                 is well worth it because these machines are very versatile
                 and very strong.  In large numbers they can form a very large
                 threat against any enemy.

Unit Quotes
-----------

When 100% Ready : "Teleport successful."

When Selected   : "Contact."
                 "Awaiting command."
                 "Standing by."

When Irritated  : "Signal unstable."
                 "Psionic link dissipating."
                 "Adjusting neural transmission."

When Ordered    : "It will be done."


------------------------------------------------------------------------------
--  Carrier  --
---------------

Supplies used   : 6
Minerals        : 350
Vespene Gas     : 250
Hit Points      : 300
Armor           : 4
Plasma Shield   : 150

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 140
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 11

Requires        : - Fleet Beacon

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Air Weapons
                 - Air Armor
                 - Plasma Shields
                 - Carrier Capacity

Unit Description: The Carrier is one of the most unique and effective air units
                 of the Protoss fleet.  Since they have incredible armor, HP,
                 and Plasma Shields they are very tough to defeat, and they
                 will take a while.  As the enemy is trying to defeat them,
                 their Interceptors rip the enemy apart before they have a
                 chance to do any real damage to it.  Using these is a key
                 part of employing a successful attack on a base because they
                 are so tough to beat.  Their one weakness is that they are
                 slow, but in a good attack, you should be okay if you time
                 things right.  As it is compared with the Battlecruiser, it
                 is something to be dealt with.

Unit Quotes
-----------

When 100% Ready : "Carrier has arrived."

When Selected   : "Instructions."
                 "Your command."

When Irritated  : "Our enemies our legion."
                 "And still you procrastinate."
                 "Command or you will be relieved."
                 "This is not an idle threat."

When Ordered    : "Commencing."
                 "Affirmative."


------------------------------------------------------------------------------
--  Interceptor  --
-------------------

Supplies used   : 0
Minerals        : 25
Vespene Gas     : 0
Hit Points      : 40
Armor           : 0
Plasma Shield   : 40

Ground Attack   : Pulse Cannon
Damage          : 6 Normal Damage
Cooldown Time   : n/a
Range           : 8

Air Attack      : Pulse Cannon
Damage          : 6 Normal Damage
Cooldown Time   : n/a
Range           : 8

Building Time   : Unknown
Size            : Small
Cooldown Time   : n/a
Range           : 8
Sight Range     : 11

Requires        : - Carrier

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : n/a

Unit Description: These are the little buggers that Carriers hold.  They are
                 very tiny spaceships that shoot their pulse cannons.  While
                 at first it doesn't seem like much, if you go and face these
                 in their groups they are tough to beat because they dart
                 around so much.  They can be created by the hundreds with
                 enough Carriers, and that will really take care of any enemy.

Unit Quotes
-----------

When 100% Ready : n/a

When Selected   : n/a

When Irritated  : n/a

When Ordered    : n/a


------------------------------------------------------------------------------
--  Arbiter  --
---------------

Supplies used   : 4
Minerals        : 100
Vespene Gas     : 350
Hit Points      : 200
Armor           : 1
Plasma Shield   : 150

Ground Attack   : Phase Disruptor Cannon
Damage          : 10 Explosive Damage
Cooldown Time   : 45
Range           : 5

Air Attack      : Phase Disruptor Cannon
Damage          : 10 Explosive Damage
Cooldown Time   : 45
Range           : 5

Building Time   : 160
Size            : Large
Cooldown Time   : 45
Range           : 5
Sight Range     : 9

Requires        : - Arbiter Tribunal

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Air Weapons
                 - Air Armor
                 - Plasma Shields
                 - Khaydarin Core

Unit Description: The Arbiter is one of the most valued units in the Protoss'
                 fleet.  Its attack is not that great, and it should actually
                 only be used as a last resort.  The Arbiter has a much
                 greater use to it.  When any unit is close to the Arbiter, it
                 will be cloaked.  It is a great way to bring in shuttles and
                 especially large armies, under the cloaking field that the
                 Arbiter casts upon the units.  Thankfully it does have some
                 attack, which makes it able to defend it if needed.  Also,
                 another terrific ability of the Arbiter is its ability to
                 create a Statis Field.  This is a terrific offensive tool
                 that renders anyone caught in it stuck in one place for about
                 40 seconds.  Be careful, as it affects all units, including
                 friendly units.  The last terrific use of the Arbiter is the
                 ability to Recall.  This is a little portal to another place
                 that teleports any friendly unit to that place.  First, the
                 Arbiter creates the field and you should pack as many units
                 as you can into that space, then move the Arbiter into the
                 spot you want them, then do a recall, and all of the units in
                 that space will be teleported to the Arbiter's position.  The
                 Arbiter's many uses make it an invaluable member of the
                 Protoss fleet.

Unit Quotes
-----------

When 100% Ready : "Warpfield stabilized."

When Selected   : "We feel your presence."
                 "We are vigilant."

When Irritated  : "We search a soul in search of answers."
                 "Do you seek knowledge of time travel?"
                 "We'll take that as a yes."
                 "And now for your first lesson, hahaha."
                 "*rewinding sound*..do you seek knowledge of time travel?"

When Ordered    : "*Gibberish*"

------------------------------------------------------------------------------
--  Corsair  --
---------------

Supplies used   : 2
Minerals        : 150
Vespene Gas     : 150
Hit Points      : 100
Armor           : 1
Plasma Shield   : 80

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : Neutron Flare
Damage          : 5 Explosive Splash Damage
Cooldown Time   : 8
Range           : 5

Building Time   : 40
Size            : Medium
Cooldown Time   : 8
Range           : 5
Sight Range     : 9

Requires        : - Stargate

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Air Weapons
                 - Air Armor
                 - Plasma Shields
                 - Argus Jewel

Unit Description: This unit is a very good offensive and defensive air strike
                 unit.  It has many good qualities about it, most of all its
                 Disruption Web.  This skill effects all Ground units, and it
                 is much needed as the Corsair cannot attack Ground units in
                 general.  Their air attack is fairly strong, and in numbers
                 can take down most threats fairly easily.  All in all, it is
                 a good air unit to have on the offensive front and even on
                 the defensive front.

Unit Quotes
-----------

When 100% Ready : "It is a good day to die."

When Selected   : "Ready for battle."
                 "May I be of service?"
                 "I stand ready."
                 "Let us attack."

When Irritated  : "Look at all the pretty lights."
                 "*Presses a button* I think this was a big mistake."
                 "Zephram Cochran, is that you?"
                 "What did you do to your hair?"

When Ordered    : "Excellent."
                 "Ah, at last!"
                 "I thought you'd see it my way."


------------------------------------------------------------------------------
--  Scarab  --
--------------

Supplies used   : 0
Minerals        : 15
Vespene Gas     : 0
Hit Points      : n/a
Armor           : n/a
Plasma Shield   : n/a

Ground Attack   : Itself
Damage          : 100 Splash Damage/125 Splash Damage with upgrade
Cooldown Time   : 60
Range           : 8

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a
</pre><pre id="faqspan-3">
Building Time   : Unknown
Size            : Small
Cooldown Time   : 60
Range           : 8
Sight Range     : 10

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Scarab Damage

Unit Description: These are basically the missiles of the Reaver.  They have
                 mind of their own however, as they can home in certain
                 enemies and move around buildings and such.  This, in my
                 opinion, would be absolutely devastating if its range was
                 even higher.  Their damage is suberb, and can really pack a
                 punch if used right.  Their creation needs to be monitored
                 because if a Reaver is caught without Scarabs, it is toast.

Unit Quotes
-----------

When 100% Ready : n/a

When Selected   : n/a

When Irritated  : n/a

When Ordered    : n/a


------------------------------------------------------------------------------
--  Shuttle  --
---------------

Supplies used   : 2
Minerals        : 200
Vespene Gas     : 0
Hit Points      : 80
Armor           : 1
Plasma Shield   : 60

Ground Attack   : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Air Attack      : n/a
Damage          : n/a
Cooldown Time   : n/a
Range           : n/a

Building Time   : 60
Size            : Large
Cooldown Time   : n/a
Range           : n/a
Sight Range     : 8

Requires        : - Robotics Facility

Basic Commands  : - Move
                 - Stop
                 - Attack
                 - Hold Position
                 - Patrol

Upgrades        : - Air Armor
                 - Plasma Shields
                 - Gravitic Drive

Unit Description: The Shuttle is he basic carrying unit of the Protoss.  Like
                 the other carrying units of the game, they have a maximum of
                 8 carrying spots, and the way to tell the units carrying
                 slots are that it is different for each unit.  For example,
                 it can hold 4 Zealots because the Zealot needs two supply to
                 be created and takes up two slots.  A Dragoon however, takes
                 4 slots.  These are fairly fast, as they need to be fast
                 enough so that they can get in and out without getting
                 destroyed.  Make sure you get your units unloaded if it is
                 about to be destroyed, because if a Shuttle is destroyed with
                 the units inside, the units will also be destroyed. Escorting
                 Shuttles is the best way to guarantee safe travels.

Unit Quotes
-----------

When 100% Ready : "*Beep*"

When Selected   : "*Beep*"

When Irritated  : "*Beep*"

When Ordered    : "*Beep*"

_____________________________________________________________________________
// = // = // = // = // = // = // = // = // = // = // = // = // = // = // = /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                            02)  Legal Disclaimer
_____________________________________________________________________________
// = // = // = // = // = // = // = // = // = // = // = // = // = // = // = /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

This document is Copyright 2003-2004 Don Fleming and Armin Jewell.  It may
not be reproduced nor retransmitted in  any form without prior consent from
the author.  It may not be altered, published, sold, given as an incentive
to  buy, etc. without advance permission from the author. All outside sources
which have contributed to the making of this guide in some form have been
cited in the guide.

Violation of the above terms can and will result in a lawsuit.

------------------------------------
SITES WHERE THIS GUIDE MAY BE HOSTED
------------------------------------


- GameFAQs.com
http://www.gamefaqs.com/

- Gamespot.com
http://www.gamespot.com/

- Neoseeker.com
http://www.neoseeker.com/

- IGN
http://faqs.ign.com

- Gamerhelp
http://www.gamerhelp.com


----------------------------------------
SITES WHERE THIS GUIDE MAY NOT BE HOSTED
----------------------------------------


- CheatCodeCentral
http://www.cheatcc.com/

^ Yes, I am pointing directly at your site, Dave, and not with my index finger
 either.



______________________________________________________________________________
              Copyright 2004 Don Fleming and Armin Jewell