Hér ætla ég að koma með nokkra Starcraft brood war unit info.

Byrjum á Zerg Lurker

ZERG LURKER
Rank: N/A
Role: Heavy Defense Warrior

COSTS
Cost: 50 minerals 100 gas
Supply: 2

VITAL STATISTICS
Hit Points: 125
Armor Class: Heavy
Armor: 1 TECH TREE
Produced From: Hydralisk
Requires: Lair, Aspect Research

WEAPONS
Weapon System: Subterranean Spines
Attack Type: Ground Only
Damage Class: Normal
Splash Damage: Yes (Straight Line)
Damage: 20
Bonus: 2

NEW UPGRADES

LURKER ASPECT
Researched At: Hydralisk Den (after Lair)
Research Cost: 125 minerals 125 gas

ATTACK WHILE BURROWED

While the the Lurker is able to Burrow exactly like other Zerg units, it is also able to
attack while in this hidden position. This is a natural ability of the Lurker and does
not have to be evolved.

SUBTERRANEAN SPINES

The Lurker is vulnerable while above ground as it has no ability to attack enemies
unless it is Burrowed. Once underground, however, it utilizes a series of spines that
rip up through the ground in a straight line from the Lurker to its target. These spines
continue to their maximum attack range, regardless of where the targeted unit lies
within that path. Every enemy unit in the path of the spines will take damage.

Zerg Lurker Classifications
Type : Heavy Defense Warrior
Core Genus : Hydralisk
Primary Attack : Subterranean Spines

Description of the Zerg Lurker
Mutated and bred from the Hydralisk genus, the Lurker represents one of the
deadliest strains found in the Zerg Swarm. These subterranean dwellers serve as
defensive warriors for the core Hive Clusters and the outlying Zerg colonies.

Burrowing beneath the ground, Lurkers employ the element of surprise by firing
spines through the planetary surface – with deadly results. These supra-dense spines
are capable of tearing through flesh, steel-alloy, and even reinforced armor plating
with frightening ease. Enemies trapped in the thunderous crossfire find themselves
instantly impaled.

Given their ability to escape detection and attack while submerged beneath the earth,
the only true weakness of the Lurker is that they are virtually defenseless when caught
above ground.

Næst kemur Terran Medic

TERRAN MEDIC
Rank: 1st Lieutenant
Role: Combat Physician

COSTS
Cost: 50 minerals 25 gas

Supply: 1

VITAL STATISTICS
Hit Points: 60
Armor Class: Light
Armor: 1 TECH TREE
Produced At: Barracks
Requires: Academy

WEAPONS
Weapon System: None
Attack Type: N/A
Damage Class: N/A
Splash Damage: N/A
Damage: N/A
Bonus: N/A

NEW UPGRADES

RESTORATION [ABILITY]
Researched At: Academy
Research Cost: 100 minerals 100 gas

OPTIC FLARE [ABILITY]
Researched At: Academy
Research Cost: 100 minerals 100 gas

CADUCEUS REACTOR (+50 ENERGY CAPACITY)
Researched At: Academy
Research Cost: 150 minerals 150 gas

HEAL [ABILITY]
Casting Cost: 1EP for every 2HP healed
Range: 2 Matrix
The Medic starts with this ability and may use it to heal any damage done to any
organic ground units.

RESTORATION [ABILITY]
Casting Cost: 50 EP
Range: 6 Matrix
The Medic may use this ability on any unit to remove harmful effects (does not affect
Stasis Field but does include Lockdown).

OPTIC FLARE [ABILITY]
Casting Cost: 75 EP
Range: 9 Matrix
The sight range of the targeted unit is permanently reduced to 1 matrix, unless the
condition is Restored by a Medic. This also removes any detection ability that unit
may possess. The affected unit will display a ‘Blinded’ tag in its information box
when selected.

ROLE: Combat Physician
ARMAMENT: None
AFFILIATION: United Earth Directorate

The Medics of the United Earth Directorate follow a time-honored tradition of
selflessly marching into combat zones to aid their injured brethren. These fearless
women, aided only by protective shielding, are highly skilled healers, capable of
restoring the health and vitality of wounded soldiers. Medics can even cure various
Zerg infestations such as Parasite or Ensnare.

Heal
While expendable, the massive losses of Terran Marines during the Great War began
to become cost prohibitive. The Medic's use of chemical modifiers has greatly
enhanced the survival rate of UED forces, lengthening the expected battlefield life
expectancy to over nine seconds.

Restoration
With the introduction of nano-conveyed anesthetic and attenuated laser technology,
surgery has made amazing advancements. The death rate resulting from the
emergency removal of foreign objects or alien viruses is at an all-time low, making
such treatment in the field routine.

Optic Flare
The sole defensive armament of the Medic is the A-13 Flash Grenade Launcher.
Originally designed as a way to provide illumination to the battlefield, both the
delivery system and the projectile have been modified to discharge a maximum burst
in the visible white light as well as ultra-violet spectrum. This has the side effect of
severely damaging the retinas or photo-optic receptors of any targeted unit.

Dark Archon

PROTOSS DARK ARCHON
Rank: N/A
Role: Heavy Support Warrior

COSTS
Cost: 0 minerals 0 gas
Supply: 4

VITAL STATISTICS
Hit Points: 25
Shields: 200
Armor Class: Heavy
Armor: 1 TECH TREE
Produced From: 2 Dark Templar
Requires: None

WEAPONS
Weapon System: None
Attack Type: N/A
Damage Class: N/A
Splash Damage: N/A
Damage: N/A
Bonus: N/A

NEW UPGRADES

MAELSTROM [ABILITY]
Researched At: Templar Archives
Research Cost: 100 minerals 100 gas

MIND CONTROL [ABILITY]
Researched At: Templar Archives
Research Cost: 200 minerals 200 gas

ARGUS TALISMAN (+50 ENERGY CAPACITY)
Researched At: Templar Archives
Research Cost: 150 minerals150 gas

FEEDBACK [ABILITY]
Casting Cost: 50 EP
Range: 10 Matrix
The unit targeted by this ability loses all of its energy and takes an amount of damage
equal to the energy lost.

MIND CONTROL [ABILITY]
Casting Cost: 150 EP + Shields
Range: 8 Matrix
The Dark Archon may take control of any unit when this ability is used. This not only
costs 150 energy, it will also drain any and all Shields from the Dark Archon when it
is employed.

MAELSTROM [ABILITY]
Casting Cost: 100 EP
Range: 10 Matrix
This ability allows the Dark Archon to will stun all organic units in an area of effect
for several seconds. These units cannot move or attack until the effects have worn off.

History and Description of the Dark Archon
During their long exile, the Dark Templars have faced many challenges. Struggling
and adapting their arsenal of skills and converting their biology to suit their harsh
environment has ultimately resulted in the Dark Archon.
Like their High Templar brethren, two Dark Templars sacrifice themselves in a
psionic melding giving rise to the Dark Archon. The powers of these avatars of
psionic might extend well beyond those of the regular Archon, more than
compensating for their lack of any physical attack capability:

Feedback
All Dark Archon power stems from manipulation of psychic energies. So great is
their mastery of these techniques that they can affect the energies of other beings.
Creating a forceful whiplash effect, the Dark Archon turns the power of its enemies
against themselves.

Maelstrom
All living things have minds for the Dark Archon to shape and mold. With a powerful
surge of mental energy the Dark Archon can stun a group of erstwhile attackers.

Mind Control
The ability to control the minds of others has long been thought to be impossible.
This is the ultimate weapon in the Dark Archon's arsenal. Through a huge effort of
will and energy, the Dark Archon dominates the mind of another being. This unit and
its powers and knowledge now become the property of the Dark Archon.

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