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Begin Document----------------------------------------------------

StarCraft FAQ Version 1.00

by John Miaso
http://www.bigfoot.com/~sephiroth_masamune
sephiroth_masamune@bigfoot.com
ICQ #8419684

There are two files to this FAQ, The Races, and Strategy.  This file covers the 
Races.
------------------------------------------
Table of Contents

i. Introduction
1. Terran
  1.1. Terran Buildings
    1.1.1. Command Center
      1.1.1.1. Comsat Station
      1.1.1.2. Nuclear Silo
    1.1.2. Supply Depot
    1.1.3. Refinery
    1.1.4. Barracks
    1.1.5. Engineering Bay
    1.1.6. Missile Turret
    1.1.7. Academy
    1.1.8. Bunker
    1.1.9. Factory
      1.1.9.1. Machine Shop
    1.1.10. Starport
      1.1.10.1. Control Tower
    1.1.11. Science Facility
      1.1.11.1. Covert Ops
      1.1.11.2. Physics Lab
  1.2. Terran Units
    1.2.1. SCV
    1.2.2. Marine
    1.2.3. Firebat
    1.2.4. Ghost
    1.2.5. Vulture
    1.2.6. Siege Tank
    1.2.7. Goliath
    1.2.8. Wraith
    1.2.9. Dropship
    1.2.10. Science Vessel
    1.2.11. Battlecruiser
2. Zerg
  2.1. Zerg Buildings 
    2.1.1. Hatchery
      2.1.1.1. Lair
      2.1.1.2. Hive
    2.1.2. Creep Colony
      2.1.2.1. Spore Colony
      2.1.2.2. Sunken Colony
    2.1.3. Extractor    
    2.1.4. Spawning Pool
    2.1.5. Evolution Chamber
    2.1.6. Hyrdalisk Den
    2.1.7. Spire
      2.1.7.1. Greater Spire
    2.1.8. Queen's Nest
    2.1.9. Nydus Canal    
    2.1.10. Ultralisk Cavern
    2.1.11. Defiler Mound
  2.2. Zerg Units
    2.2.1. Larva
      2.2.1.1. Egg
    2.2.2. Drone
    2.2.3. Zergling
    2.2.4. Overlord
    2.2.5. Hydralisk
    2.2.6. Mutalisk
      2.2.6.1. Cocoon      
      2.2.6.2. Guardian
    2.2.7. Scourge
    2.2.8. Queen
      2.2.8.1. Broodling    
    2.2.9. Ultralisk
    2.2.10. Defiler
    2.2.11. Infested Terran
3. Protoss
  3.1. Protoss Buildings
    3.1.1. Nexus
    3.1.2. Pylon
    3.1.3. Assimilator
    3.1.4. Gateway
    3.1.5. Forge
    3.1.6. Photon Cannon
    3.1.7. Cybernetics Core
    3.1.8. Shield Battery
    3.1.9. Robotics Facility
    3.1.10. Stargate
    3.1.11. Citadel of Adun
    3.1.12. Robotics Support Bay
    3.1.13. Fleet Beacon
    3.1.14. Templar Archives
    3.1.15. Observatory
    3.1.16. Arbiter Tribunal
  3.2. Protoss Units
    3.2.1. Probe
    3.2.2. Zealot
    3.3.3. Dragoon
    3.3.4. High Templar
      3.3.4.1. Archon
    3.3.5. Shuttle
    3.3.6. Reaver
    3.3.7. Observer
    3.3.8. Scout
    3.3.9. Carrier
      3.3.9.1. Interceptor   
    3.3.10. Arbiter
------------------------------------------
i. Introduction

Welcome.  This section of the FAQ contains information on the units and 
buildings of the three races in StarCraft.  I have also included some of my 
thoughts about the various units, so this is not just a drab listing of 
abilities and hit points.  So, select where you want to go, and thank you for 
reading.

Also, if you wish to post either of these files on your webpage, please let me 
know.  I do this to prevent anyone from plagiarizing my work, and also so I can 
compile a list of sites where you can find this FAQ.  
------------------------------------------
1. Terran

The Terrans are the most like the Orcs and Humans of WarCraft II of the three 
races in StarCraft.  You have SCV's instead of Peasants, Marines instead of 
Footmen, etc.  An experienced WC2 player will easily pick up on this race before 
the others.  

1.1. Terran Buildings

All Terran buildings can be repaired by an SCV.  Also, when a Terran building is 
heavily damaged (hit points are shown in red), it will slowly lose hit points 
until it is destroyed.

1.1.1. Command Center

400 Crystals                      Produces:
1500 HP                           SCV
Provides 10 Supply                Comsat Station
Has flying ability                Nuclear Silo

 The Command Center is the Terran Center of Crystal and Gas production, and also 
the cornerstone of any Terran settlement.  It produces SCVs for 50 crystals 
each, and has two different attachments.  The Command Center can also lift-off 
and fly about the map.

1.1.1.1. Comsat Station   (Requires: Academy)

50 Crystals, 50 Gas               Sensor Sweep 
500 HP                              - 75 Energy
200 Energy
Command Center attachment

 The Comsat Station is used as one-time reconaissance in any area.  Also, you 
can use the Comsat Station to detect cloaked units, so I suggest keeping this 
hotkeyed.

1.1.1.2. Nuclear Silo  (Requires: Science Facility with attached Covert Ops)

100 Crystals, 100 Gas               Produces:
600 HP                              Nuclear Missile 
Command Center attachment             - 200 Crystals, 200 Gas, 8 Supply

This stores Nuclear Missiles, which are used in conjunction with Ghosts for 
nuclear strikes.  This is rather expensive as well, so use carefully.

1.1.2. Supply Depot

100 Crystals
500 HP
Provides 8 Supply

1.1.3. Refinery

100 Crystals
750 HP
Gas production

1.1.4. Engineering Bay

125 Crystals                 Research:
850 HP                       Upgrade Infantry Weapons
Has flying ability             - 3 levels
                             Upgrade Infantry Armor
                               - 3 levels

This place allows you to upgrade the weapons and armor of your Marines, 
Firebats, and Ghosts.  This is well worth the resources, especially if you are 
stocking many bunkers.  But, if you are using the bunkers, armor is not as 
important.  You will need a Science Facility for upgrades to levels 2 and 3.

1.1.5. Barracks                

150 Crystals                    Produces:
1000 HP                         Marine
Has flying ability              Firebat
                                Ghost

The Barracks produces all of your lesser units.  The Firebat is not as useful as 
the Marine, but you may want to use them when fighting against Protoss or Zerg.

1.1.6. Missile Turret (Requires: Engineering Bay)

100 Crystals
200 HP
Cloak Detection

Longbolt Missile 
  - Targets air 
  - 20 damage

You should definitely place Missile Turrets around your base, for they serve not 
only as cloak detection but also air defense.  Don't forget to put these by any 
back doors you may have, too.  Remember that air units can go anywhere.

1.1.7. Academy (Requires: Barracks)

200 Crystals               Research:
600 HP                     U-238 Shells (Increase Marine attack range)
                             - 150 Crystals, 150 Gas
                           Stim Pack Tech (Marine and Firebat ability)
                             - 100 Crystals, 100 Gas

The U-238 Shells are a _must_ when you get an Academy.  These will extend the 
range of your Marines' guns, which will tighten your defense and better your 
attacks.  Also, the Stimpacks are excellent when you have a large group of 
Marines or Ghosts.

1.1.8. Bunker (Requires: Barracks)

100 Crystals
350 HP
Holds up to 4 SCVs, Marines, Ghosts, or Firebats

The Bunker is the key to Terran defense.  The ability to switch types of weapons 
and upgrade them make this the best (and most expensive) of any of the three 
races' defenses.  Mix these with Missile Turrets and you will have a formidable 
defense.

1.1.8. Factory (Requires: Barracks)                   



200 Crystals, 100 Gas             Produces:
1250 HP                           Vulture
Has flying ability                Siege Tank
                                  Goliath
                                  Machine Shop

The Factory is the production facility for the large Terran ground units.  A 
Machine Shop should be added on the to Factory as soon as possible to allow for 
research in Siege Tanks and to produce Siege Tanks.

1.1.8.1. Machine Shop 

50 Crystals, 50 Gas              Research:
750 HP                           Ion Thrusters (Faster Vulture movement)
Factory Attachment                 - 100 Crystals, 100 Gas
                                 Spider Mines (Vulture ability)
                                   - 150 Crystals, 150 Gas
                                 Siege Tech (Siege Tank ability)
                                   - 150 Crystals, 150 Gas

The Machine Shop will allow you to research the powerful Siege Mode for Siege 
Tanks, and will also improve the speed of your Vultures and equip them with 
Spider Mines.

1.1.9. Starport (Requires: Factory)

200 Crystals, 100 Gas            Produces:
1300 HP                          Wraith
Has flying ability               Dropship
                                 Science Vessel
                                 Battlecruiser
                                 Control Tower

The Starport is where you produce all of the Terran air units.  3 of these units 
also require an attached Control Tower.  

1.1.9.1. Control Tower

100 Crystals, 50 Gas             Research:
500 HP                           Cloak (Wraith ability)
Starport attachment                - 150 Crystals, 150 Gas
                                 Apollo Reactor (+50 Wraith energy)
                                   - 200 Crystals, 200 Gas

The Control Tower allows you to produce the Dropship, Science Vessel, and 
Battlecruiser.  It also is where you develop Cloaking for the Wraiths.

1.1.10. Science Facility (Requires: Starport)

150 Crystals, 200 Gas             Produces:
950 HP                            Covert Ops
Has flying ability                Physics Lab
                                  Research:
                                  EMP Shockwave (Science Vessel ability)
                                    - 200 Crystals, 200 Gas
                                  Irradiate (Science Vessel ability)
                                    - 150 Crystals, 150 Gas
                                  Titan Reactor (+50 Science Vessel energy)
                                    - 150 Crystals, 150 Gas

The Science Facility will allow you to produce the Science Vessel at the 
Starport.  Also, the Covert Ops attachment provides for Ghosts and Nukes, while 
the Physics Lab provides for Battlecruisers.

1.1.10.1. Covert Ops

50 Crystals, 50 Gas               Research:
750 HP                            Lockdown (Ghost ability)
Science Facility attachment         - 200 Crystals, 200 Gas
                                  Personnel Cloaking (Ghost ability)
                                    - 100 Crystals, 100 Gas
                                  Ocular Implants (Increase Ghost sight 
                                  range)
                                    - 100 Crystals, 100 Gas
                                  Moebius Reactor (+50 Ghost energy)
                                    - 150 Crystals, 150 Gas

Covert Ops is the center of research for Ghosts.  If you want a Nuclear Strike, 
you need to develop at least the Cloak.

1.1.10.2. Physics Lab

50 Crystals, 50 Gas               Research:
600 HP                            Yamato Gun (Battlecruiser ability)
Science Facility attachment         - 200 Crystals, 200 Gas
                                  Colossus Reactor (+50 Battlecruiser 
                                  energy)
                                    - 150 Crystals, 150 Gas

The Physics Lab will allow you to produce Battlecruisers at a Starport.  It is a 
good idea to develop the powerful Yamato Cannon, and you will realize the 
necessity of the extra energy as well.

1.1.11. Armory (Requires: Factory)

100 Crystals, 50 Gas              Research:
750 HP                            Vehicle Weapons
                                    - 3 levels
                                  Vehicle Plating
                                    - 3 levels
                                  Ship Weapons
                                    - 3 levels
                                  Ship Plating
                                    - 3 levels

The Armory will increase the defense and power of all of the large units in the 
Terran army.  Fully upgraded units will do a lot better than slightly or not 
upgraded ones.  You will need a Science Facility for upgrades to levels 2 and 3.

1.2. Terran Units

All Terran units but the Terran infantry units (Marine, Firebat, Ghost) can be 
repaired.  

1.2.1. SCV                   Produced at Command Center

50 Crystals                  Abilities:
1 Supply                     Gather
60 HP                        Repair
                             Build Structure
Fusion Cutter                Build Advanced Structure
  - Targets ground
  - 5 damage

Infantry Armor
  - 0 base armor
  - +1 per upgrade

The SCV is responsible for building all of the Terran buildings, repair, and 
gathering of resources.  

1.2.2. Marine               Produced at Barracks

50 Crystals                  Ability:
1 Supply                     Stim Pack 
40 HP                          -Improves speed and firing rate
                               -Costs 10 HP per use
Gauss Rifle
  - Targets air and ground
  - 6 damage
  - +1 per upgrade

Infantry Armor
  - 0 base armor
  - +1 per upgrade

The Marine is the basic Terran attack unit.  It is the only basic unit of the 
three races that can attack both air and ground.  Also, they are extremely 
effective in large groups, especially with Stim Packs.

1.2.3. Firebat              Produced at Barracks
                            Required: Academy
50 Crystals, 25 Gas     
1 Supply                    Ability:
50 HP                       Stim Pack

Flamethrower
  - Targets ground
  - 16 damage
  - +2 per upgrade

Infantry Armor
  - 1 base armor
  - +1 per upgrade

The Firebat is not as useful as the Marine, but it can deal a lot of damage at 
close range, beating out Zerglings and a better match for a Zealot.  However, it 
still does not have a lot of life and is beat by air units.

1.2.4. Ghost               Produced at Barracks
                           Required: Academy, Science Facility with                                                                                  
25 Crystals, 75 Gas        attached Covert Ops
1 Supply
45 HP                      Abilities:
200 Energy                 Cloak
                             - 25 Energy, constant drain
C-10 Canister Rifle        Lockdown (Stops mechanical units)
  - Targets air and ground   - 100 Energy                      
  - 10 damage              Nuclear Strike (Loaded Nuclear Silo required)
  - +1 per upgrade

Infantry Armor
  - 0 base armor
  - +1 per upgrade

The Ghost is a great infantry unit, not even taking into account his Nuclear 
Strike ability.  Ghosts have a long range, powerful weapon, and various 
abilities.  When you get a Covert Ops, you should research Cloaking and Ocular 
Implants for Nuclear Strikes.  

1.2.5. Vulture             Produced at Factory

75 Crystals                Ability:
2 Supply                   Spider Mine 
90 HP                        - 3 Spider Mines per Vulture
                             - 125 damage
Fragmentation Grenade        - Planted in ground
  - Targets ground
  - 20 damage
  - +2 per upgrade

Vehicle Plating
  - 0 base armor
  - +1 per upgrade

Vultures are fast, hit-and-run vehicles that have a decent attack.  They also 
have the Spider Mine ability, which provides for a good base defense.  Ion 
Thrusters (at Machine Shop) are also recommended if you use Vultures.

1.2.6. Siege Tank            Produced at Factory
                             Required: Attached Machine Shop
150 Crystals, 100 Gas
2 Supply                     Abilities:
150 HP                       Siege Mode (while in Tank Mode)
                               - Loses mobility for powerful cannon
Tank Mode                    Tank Mode (while in Siege Mode)
                               - Tank can move again with weaker cannon
Arclite Cannon                 
  - Targets ground
  - 30 damage
  - +3 per upgrade

Siege Mode

Arclite Shock Cannon
  - Targets ground
  - 70 damage
  - +5 per upgrade

Vehicle Plating (both modes)
  - 1 base armor
  - +1 per upgrade

The Siege Tank is an interesting unit.  It can move about and attack for a fair 
bit of damage, or it can stop and unleash a powerful cannon with splash damage.  
Be careful, though, and escort any Siege Tanks with air defense.

1.2.7. Goliath             Produced at Factory
                           Required: Armory 
100 Crystals, 50 Gas
2 Supply
125 HP

Twin Autocannons
  - Targets ground
  - 10 damage
  - +1 per upgrade

Hellfire Missile Pack
  - Targets air
  - 20 damage
  - +2 per upgrade

Vehicle Plating
  - 1 base armor
  - +1 per upgrade

The Goliath has two different attacks, the air attack definitely being better.  
This makes the Goliath a better air support vehicle, and an excellent complement 
to the Siege Tank.  

1.2.8. Wraith             Produced at Starport

200 Crystals, 100 Gas     Ability:
2 Supply                  Cloak
120 HP                      - 25 Energy, constant drain
200 Energy
Flying

Burst Laser
  - Targets ground
  - 9 damage
  - +1 per upgrade

Gemini Missiles
  - Targets air
  - 15 damage
  - +2 per upgrade

Ship Plating
  - 0 base armor
  - +1 per upgrade

The Wraith is a better air attack ship than ground attack ship, like the Protoss 
Scout.  But the Wraith's main strength is its Cloaking ability.  If you opponent 
does not have good cloak detection, you can easily sneak in a base and do a 
great deal of damage before help arrives.

1.2.9. Dropship           Produced at Starport
                          Required: Control Tower
100 Crystals, 100 Gas
2 Supply
150 HP
Transporting
Flying

Ship Plating
  - 1 base armor
  - +1 per upgrade

The Dropship is just a transport unit, it's rather slow, so you definitely need 
some escort with it, especially since it has no weapon.

1.2.10. Science Vessel     Produced at Starport
                           Required: Science Facility
25 Crystals, 300 Gas
2 Supply                   Abilities:
200 HP                     Defensive Matrix (Places temporary shield on one 
200 Energy                 unit)
Cloak detection              - 100 Energy
Flying                     EMP Shockwave (Reduces shields and energy to 0 
                           in target area) 
Ship Plating                 - 100 Energy
  - 1 base armor           Irradiate (Constantly reduces HP of one unit)            
  - +1 per upgrade           - 75 Energy

The Science Vessel is the only Terran unit for mobile detection, but it also has 
several useful abilities.  EMP Shockwave is very useful against Protoss, while 
Irradiate is useful against Zerg.  

1.2.11. Battlecruiser      Produced at Starport
                           Required: Science Facility with attached Physics
400 Crystals, 300 Gas      Lab
8 Supply                   Control Tower
500 HP
200 Energy                 Ability:
Flying                     Yamato Cannon (Great damage on one target)
                             - 150 Energy
ATA Laser                            
  - Targets air
  - 25 damage
  - +3 per upgrade

ATS Laser
  - Targets ground
  - 25 damage
  - +3 per upgrade

Ship Plating
  - 2 base armor
  - +1 per upgrade

The Battlecruiser has a lot of armor and HP, making it very durable.  It does 
not do a great deal of damage with its Laser, but its Yamato Cannon can do a 
great amount of damage, but this is why it takes so much energy.  If you 
research the Yamato Cannon, you probably also want the Colossus Reactor.

------------------------------------------
2. Zerg

The Zerg are very different from the Terrans in many aspects.  First, all of the 
units are produced at one location, the Hatchery (which may be mutated into a 
Lair or Hive).  All of the buildings produced are support buildings, which can 
enable production of certain units.  Remember that all Zerg buildings may only 
be produced on the Creep, a purple substance found on the ground surrounding 
Hatcheries.

2.1. Buildings

All Zerg buildings except the Hatchery must be built on the Creep.  All Zerg 
buildings regenerate.  To build a building, you must mutate a Drone into one, 
and you lose the Drone in the process.

2.1.1. Hatchery                  

300 Crystals                     Produces:
1250 HP                          Larva  
Provides 1 Control               Mutate:
                                 Lair
                                   - 150 Crystals, 150 Gas (requires 
                                     Spawning Pool)
                                 Evolve:
                                 Burrow (Zerg ground unit ability)
                                   - 100 Crystals, 100 Gas

The Hatchery is the center for Crystal and Gas production, and also produces 
Zerg larvae, from which all Zerg units are mutated.  Only 3 larvae may be out a 
one time.

2.1.1.1. Lair                    

1800 HP                          All abilities of Hatchery
Provides 1 Control               Evolve:
                                 Ventral Sacs (Overlord transporting)
                                   - 200 Crystals, 200 Gas
                                 Antennae (Greater Overlord sight range)
                                   - 150 Crystals, 150 Gas
                                 Pneumatized Carapace (Faster Overlord
                                 movement)
                                   - 150 Crystals, 150 Gas

The Lair opens up the ability to build a Spire and Queen's Nest, and to evolve 
your Overlords.  I don't think the Antennae is as important as the other two 
evolutions.

2.1.1.2. Hive                   
      
2500 HP                          All abilities of Hatchery and Lair
Provides 1 Control

The Hive allows you to produce a Nydus Canal, Ultralisk Cavern, and Defiler 
Mound.

2.1.2. Creep Colony            

75 Crystals                    Mutate:
400 HP                         Spore Colony (requires Evolution Chamber)
Extends Creep                    - 50 Crystals
                               Sunken Colony (requires Spawning Pool)                                                                                                                          
- 75 Crystals

2.1.2.1. Spore Colony

400 HP
Cloak Detection
Extends Creep

Weapon:
Seeker Spores
  - Targets air 
  - 15 damage

The Spore Colony is much like the Terran Missile Turret, only it has more HP and 
less of an attack.

2.1.2.2. Sunken Colony

400 HP
Extends Creep

Weapon:
Subterranean Tentacle
  -Targets ground
  -30 damage

The Sunken Colony attacks ground units very slowly, but it does provide some 
defense.  It seems too slow to be an effective defender, and I, in my opnion, 
would rather have 8 Zerglings with the 200 Crystals spent here.

2.1.3. Extractor

50 Crystals
750 HP
Gas production

2.1.4. Spawning Pool           

150 Crystals                   Evolve:
750 HP                         Metabolic Boost (Faster Zergling movement)
                                 - 100 Crystals, 100 Gas
                               Adrenal Glands (Faster Zergling attack,                                                                                                                                                                                                                           
requires Hive)
                                 - 150 Crystals, 150 Gas

The Spawning Pool allows you to produce Zerglings.  It also has two extremely 
good evolutions for your Zerglings that you should get as soon as you can.

2.1.5. Evolution Chamber       

75 Crystals                    Evolve:
750 HP                         Melee Attacks
                                 - 3 levels
                               Missile Attacks 
                                 - 3 levels
                               Carapace 
                                 - 3 levels

The Evolution Chamber is where you will do all of your damage and armor 
upgrading for all of the Zerg ground units.  You will need a Lair for level 2 
upgrades, and a Hive for level 3 upgrades.

2.1.6. Hydralisk Den (Requires: Spawning Pool)

100 Crystals, 50 Gas          Evolve:
950 HP                        Muscular Augments (Faster Hydralisk movement)
                                - 100 Crystals, 100 Gas
                              Grooved Spines (Greater Hydralisk attack                                                                                                             
range)
                                - 150 Crystals, 150 Gas

The Hydralisk Den will allow you to produce Hydralisks.  Again, both of these 
evolutions are very good, and you should do them.

2.1.7. Spire (Requires: Lair)

200 Crystals, 150 Gas          Evolve:
600 HP                         Flyer Attack
                                 - 3 levels
                               Flyer Carapace
                                 - 3 levels
                               Mutate:
                               Greater Spire (Required: Hive)
                                 - 100 Crystals, 150 Gas

The Spire will allow you to create Mutalisks and Scourges.  You can also upgrade 
all Zerg flying units here.  You will need a Lair for level 2 upgrades and a 
Hive for level 3.  You will also need a Hive to mutate the Spire into a Greater 
Spire.

2.1.7.1. Greater Spire

1000 HP                       All abilities of Spire

The Greater Spire allows the Guardian Aspect command for Mutalisks, which allows 
them to mutate into Guardians.

2.1.8. Queen's Nest (Required: Lair)

150 Crystals, 100 Gas         Evolve:
950 HP                        Spawn Broodlings (Queen ability)
                                - 200 Crystals, 200 Gas
                              Ensnare (Queen ability)
                                - 100 Crystals, 100 Gas
                              Gamete Meiosis (+50 Queen energy)
                                - 150 Crystals, 150 Gas

The Queen's Nest will allow you to produce Queens.  If you want to use Queens, I 
suggest you evolve, at least, the Spawn Broodlings.  This can destroy some of 
the larger units, like Siege Tanks and Dragoons.

2.1.9. Nydus Canal (Required: Hive)

150 Crystals                 Ability:
250 HP                       Build Nydus Canal Exit
Transports ground units

The Nydus Canal is a perfect way to link your expansions.  Sending a unit into a 
Nydus Canal will instantaneously transport it to the other end of the Canal.  
You must build the Canal with a Drone, and then create an exit anywhere on 
Creep.

2.1.10. Ultralisk Cavern (Required: Hive)

150 Crystals, 200 Gas
600 HP

All this does is allow you to create Ultralisks.

2.1.11. Defiler Mound (Required: Hive)

100 Crystals, 100 Gas         Evolve:
850 HP                        Plague (Defiler ability)
                                - 200 Crystals, 200 Gas 
                              Consume (Defiler ability)
                                - 100 Crystals, 100 Gas
                              Metasynaptic Node (+50 Defiler energy)
                                - 150 Crystals, 150 Gas

This allows you to create Defilers.  If you are to use Defilers, definitely 
evolve the Plague ability, and you will find that the Metasynaptic Node will be 
necessary since the Defiler abilities are high in energy consumption.  That is 
also the reason for the Consume ability, where you can sacrifice one of your 
units to replenish 50 energy of a Defiler.

2.2. Zerg Units

All Zerg units regenerate, and all Zerg ground units (except the Ultralisk) 
burrow.  Also, all Zerg units are mutated from Zerg Larvae, which are only found 
around Hatcheries, Lairs, or Hives.

2.2.1. Larva             Found around Hatchery, Lair, or Hive
                         Can mutate into all Zerg units
25 HP

Carapace
  - 10 base armor
  - +1 per upgrade

One Larva may mutate into a Drone, 2 Zerglings, an Overlord, a Hydralisk, a 
Mutalisk, 2 Scourges, a Queen, an Ultralisk, or a Defiler.  Any larva that is 
mutating turns into an Egg first.

2.2.1.1. Egg

200 HP

2.2.2. Drone                   No requirement

50 Crystals                    Abilities:
40 HP                          Gather 
1 Control                      Basic Mutation
                               Advanced Mutation
Spines                         
  - Targets ground units
  - 5 damage

Carapace 
  - 0 base armor
  - +1 per upgrade

The Drone gathers Crystals and Gas, and mutates into all of the Zerg buildings. 

2.2.3. Zergling                Required: Spawning Pool

50 Crystals 
35 HP
1 Control
2 Zerglings per egg

Claws
  - Targets ground units
  - 5 damage
  - +1 per upgrade

Carapace
  - 0 base armor
  - +1 per upgrade

Zerglings are quick, deadly little creatures and are the most basic Zerg attack 
unit.  They can evolve to have faster movement and faster attack as well.  
However, their low HP makes them very susceptible to long-range attacks.  There 
are 2 Zerglings produced for every Larva that mutates.

2.2.4. Overlord            No requirement

100 Crystals               
200 HP
Cloak detection
Transporting (must be evolved at Lair or Hive)
Provides 8 Control

Flyer Carapace
  - 0 base armor
  - +1 per upgrade

The Overlord serves three purposes: (1) sources of Control, (2) mobile cloak 
detection, and (3) transporting.  This makes the Overlords very valuable, and 
they fact that they are cloak detectors make them quick targets of attacks.

2.2.5. Hydralisk            Required: Hydralisk Den

75 Crystals, 25 Gas
90 HP
1 Control

Needle Spines
  - Targets air and ground 
  - 10 damage
  - +1 per upgrade

Carapace
  - 0 base armor
  - +1 per upgrade

The Hydralisk is probably one of the better units in StarCraft.  It has a quick 
attack that does a decent amount of damage and can target air and ground units.  
It is also a rather cheap unit, and is hard to kill easily at 90 HP.

2.2.6. Mutalisk              Required: Spire

100 Crystals, 100 Gas        Ability:
120 HP                       Guardian Aspect (mutates into Guardian, 
2 Control                    requires Greater Spire)
Flying                         - 50 Crystals, 100 Gas

Glave Wurm
  - Targets air and ground
  - 9 damage
  - +1 per upgrade
  
Flyer Carapace
  - 0 base armor
  - +1 per upgrade

The Mutalisk is the weakest air unit in StarCraft.  They are the cheapest as 
well, and large groups of them do just as well as large groups of Scouts or 
Wraiths when attacking ground units.  However, Wraiths and Scouts have stronger 
air-to-air attacks, so you have to rely on Scourges or Hydralisks for escort.  
When you get a Greater Spire, you can mutate a Mutalisk into a Guardian, but it 
first changes into a Cocoon.

2.2.6.1. Cocoon

200 HP

2.2.6.2. Guardian

150 HP
Flying

Acid Spore
  - Targets ground
  - 20 damage
  - +2 per upgrade

Flyer Carapace
  - 2 base armor
  - +1 per upgrade

The Guardian's Acid Spore has a very long range, so it is an excellent unit for 
destroying base defense.  It can only attack ground, so escort it with Mutalisks 
or Hydralisks.

2.2.7. Scourge               Required: Spire

25 Crystals, 75 Gas
20 HP
1 control 
Flying

Suicide
  - 110 damage

Flyer Carapace
  - 0 base armor
  - +1 per upgrade

The Scourge are just bombs that destroy air units, the trick is to use them 
before they are destroyed by the unit they are destroying.  

2.2.8. Queen                Required: Queen's Nest

100 Crystals, 150 Gas       Abilities:
120 HP                      Infest Command Center (Mutates heavily damaged
200 Energy                  Command Center into Infested Command Center)
2 Control                   Parasite (Allows you to see around infected
Flying                      unit)                                                     
                              - 50 Energy
Flyer Carapace              Spawn Broodlings (Destroys nonmechanical units,           
  - 0 base armor            creates two Broodlings)
  - +1 per upgrade            - 150 Energy
                            Ensnare (Slows down affected units)
                              - 100 Energy

The Queen is a quick, flying unit with some special abilities.  The Parasite is 
excellent to use on enemy units inside a base to find out what is going on 
there, and the Spawn Broodlings is very useful.  Also, Infest Command Center is 
very nice if you manage to get a Command Center or if you are allied with a 
Terran in a multiplayer game.

2.2.8.1. Broodling          Created by Queen

30 HP
180 Energy
  - When Energy runs out, Broodling dies

Toxic Spores
  - Targets ground
  - 4 damage
  - +1 per upgrade

Carapace
  - 0 base armor
  - +1 per upgrade

The Broodling is weaker than a Zergling, attacks slower, and moves slower, but 
can be very useful if the Broodlings are created in the middle of a group of 
Siege Tanks.

2.2.9. Ultralisk            Required: Ultralisk Cavern

200 Crystals, 200 Gas
400 HP
6 Control

Kaiser Blades
  - Targets ground
  - 20 damage
  - +3 per upgrade

Carapace
  - 1 base armor
  - +1 per upgrade

The Ultralisk has the most HP of any StarCraft ground unit, and has a fair 
attack.  The attack is not much stronger than the Guardian's Acid Spore, 
however.  Since the Ultralisk can't attack air, it will need an escort, but you 
should never just attack with Ultralisks anyway.

2.2.10. Defiler           Required: Defiler Mound

25 Crystals, 100 Gas      Abilities: 
80 HP                     Dark Swarm (Nullifies ranged attacks)
200 Energy                  - 100 Energy
2 Control                 Plague (Reduces HP in target area to low numbers)
                            - 150 Energy 
Carapace                  Consume (Sacrifice one of your own units, adds
  - 1 base armor          50 energy to Defiler)
  - +1 per upgrade

The Defiler has abilities that can be overlooked.  The Dark Swarm is good 
against base defenses (and especially against Terrans), and Plague is good 
against Protoss, for it reduces their base life while unaffecting the shields 
that can be regenerated.  Consume is an excellent way to replenish energy, since 
you can consume any of your own units (like a cheap Zergling), and add 50 
energy.

2.1.11 Infested Terran        Produced at Infested Command Center

100 Crystals, 50 Gas
60 HP
1 Control

Suicide
  - Targets ground
  - 500 damage

Carapace
  - 0 base armor
  - +1 per upgrade

The Infested Terran is a nice unit when you get it, but if you can infest a 
Command Center, you're doing very well anyways.  500 damage is a heck of a lot, 
and remember that it is splash damage, so watch out.

3. Protoss

The Protoss are more like the Terrans in the way that the units are produced, 
but there are several other differences.  All Protoss units and buildings have 
shields that can regenerate.  Also, most of the Protoss units have many hit 
points, and do more damage, but they do cost more.  

3.1. Protoss Buildings

All of the Protoss buildings must be warped in by a Probe.  Once a warp rift has 
been created, the Probe may do another task, so you don't have to stand by the 
building while it is being created.  Also, all buildings except the Nexus and 
the Assimilator must be powered by Pylons.

3.1.1. Nexus            Produces:
                        Probe
400 Crystals
750 HP
750 Shields
Provides 9 Psi.

The Nexus is the center for all Crystal and Gas production, and produces the 
unit that gathers them, the Probe.  It also provides 9 Psi, but does not power 
other buildings.

3.1.2. Pylon 

100 Crystals
300 HP
300 Shields
Provides 9 Psi.
Powers other buildings

The Pylon powers other buildings within its Sphere of Influence, and it also 
serves as a supply source, providing 9 Psi.

3.1.3. Assimilator

100 Crystals
450 HP
450 Shields
Allows gas production

3.1.4. Gateway              Produces:
                            Zealot
150 Crystals                Dragoon
500 HP                      High Templar
500 Shields

The Gateway is where the basic Protoss ground units are produced.  You will need 
a Cybernetics Core for Dragoons, and a Templar Archives for High Templars.

3.1.5. Forge                Research:
                            Ground Weapons
200 Crystals                  - 3 levels
550 HP                      Ground Armor
550 Shields                   - 3 levels
                            Plasma Shields
                              - 3 levels

At the Forge, you can upgrade the Armor and attack of all of your Zealots and 
Dragoons.  Also, (and even more important), you can upgrade the Shields, which 
upgrades Shields for all units and buildings.

3.1.6. Photon Cannon         Requires: Forge

150 Crystals
100 HP
100 Shields
Cloak Detection

STS Photon Cannon
  - Targets ground
  - 20 damage

STA Photon Cannon
  - Targets air
  - 20 damage

The Photon Cannon is the best base defense out of the three races.  It does 
quite a bit of damage, detects cloaked units, and targets both ground and air.  
But, it is rather weak, it has 100 Shields (Shields take full damage from any 
source) and only has 100 HP behind that.

3.1.7. Cybernetics Core       Requires: Gateway
                              Research:
200 Crystals                  Air Weapons
500 HP                          - 3 levels
500 Shields                   Air Armor
                                - 3 levels
                              Singularity Charge (Greater attack range for
                              Dragoons)
                                - 150 Crystals, 150 Gas

The Cybernetics Core will allow you to produce Dragoons, and upgrade their 
attack range.  It is also where you upgrade the attack and armor of Protoss 
ships.

3.1.8. Shield Battery          Requires: Gateway
                               Abilities:
100 Crystals                   Recharge shields
200 HP                           - Spends Energy during recharge
200 Shields
200 Energy

The Shield Battery allows you to recharge the shields of your forces.  

3.1.9. Robotics Facility       Requires: Cybernetics Core
                               Produces:
200 Crystals, 200 Gas          Shuttle
500 HP                         Reaver
500 Shields                    Observer

This is the location for producing the Shuttle, Reaver, and Observer.  You will 
need a Robotics Support Bay to produce the Reaver, and an Observatory for the 
Observer.

3.1.10. Stargate               Requires: Cybernetics Core
                               Produces:
200 Crystals, 200 Gas          Scout
600 HP                         Carrier
600 Shields                    Arbiter

This is the warping point for the Protoss ships.  You will need a Fleet Beacon 
to warp in Carriers, and an Arbiter Tribunal for Arbiters.

3.1.11. Citadel of Adun        Requires: Cybernetics Core
                               Research: 
200 Crystals, 100 Gas          Leg Enhancements (Faster Zealot movement)
450 HP                           - 150 Crystals, 150 Gas
450 Shields

You can develop Leg Enhancements for your Zealots here, but this facility also 
allows you to produce a Templar Archives.

3.1.12. Robotics Support Bay    Requires: Robotics Facility
                                Research:
50 Crystals, 100 Gas            Upgrade Scarab Damage 
450 HP                            - 200 Crystals, 200 Gas
450 Shields                     Increase Reaver Capacity (5 more Scarabs)
                                  - 200 Crystals, 200 Gas
                                Gravitic Drive (Faster Shuttle movement)
                                  - 200 Crystals, 200 Gas

This building allows you to produce Reavers at the Robotics Facility.  You can 
also increase Scarab damage by 25, and also upgrade your Reavers' capacity to 
hold 5 more Scarabs.  Gravitic Drive is a good idea if you are going to use 
Shuttles in a combat situation.

3.1.13. Fleet Beacon           Requires: Stargate
                               Research:
200 Crystals, 200 Gas          Apial Sensors (Greater Scout sight range)
500 HP                           - 100 Crystals, 100 Gas
500 Shields                    Gravitic Thrusters (Faster Scout movement)
                                 - 150 Crystals, 150 Gas
                               Increase Carrier capacity (4 more
                               Interceptors)
                                 - 200 Crystals, 200 Gas

The Fleet Beacon will allow you to warp in Carriers at the Stargate.  You should 
definitely increase your Carriers' capacity, and maybe also develop Gravitic 
Thrusters.  Apial Sensors are not very important, but they are cheap.

3.1.14. Templar Archives       Requires: Citadel of Adun
                               Research:
100 Crystals, 200 Gas          Psionic Storm (High Templar ability)
500 HP                           - 200 Crystals, 200 Gas
500 Shields                    Hallucinate (High Templar ability)
                                 - 150 Crystals, 150 Gas
                               Khaydarin Amulet (+50 High Templar Energy)
                                 - 150 Crystals, 150 Gas

The Templar Archives serve as the research point for the High Templar's ability, 
and also allows you to warp in High Templars at a Gateway.  Psionic Storm is 
highly recommended, as is the Khaydarin Amulet.

3.1.15. Observatory            Requires: Robotics Facility
                               Research: 
150 Crystals, 100 Gas          Gravitic Booster (Faster Observer movement)      
250 HP                           - 150 Crystals, 150 Gas
250 Shields                    Sensor Array (Greater Observer sight range)
                                 - 150 Crystals, 150 Gas

The Observatory has very good upgrades for your Observers, and also allows you 
to produce them at a Robotics Facility.

3.1.16. Arbiter Tribunal       Requires: Stargate, Templar Archives
                               Research:
200 Crystals, 150 Gas          Recall (Arbiter ability)
500 HP                           - 150 Crystals, 150 Gas
500 Shields                    Stasis Field (Arbiter ability)
                                 - 150 Crystals, 150 Gas
                               Khaydarin Core (+50 Arbiter Energy)
                                 - 150 Crystals, 150 Gas

The Arbiter Tribunal does have good upgrades for the Arbiter, but they are not 
as useful as the Arbiter's inherent ability to cloak surrounding forces.

3.2. Protoss Units

All Protoss units have recharging shields that may be quickly recharged at a 
Shield Battery.

3.2.1. Probe              Produced at Nexus
                          Abilities:
50 Crystals               Gather
20 HP                     Build Structure
20 Shields                Build Advanced Structure
1 Psi

Armor
  - 0 base armor
  - +1 per upgrade

The Probe is the Protoss workhorse, it warps in all of the buildings and gathers 
Crystals and Gas.  Note that the Probe does _not_ repair.

3.2.2. Zealot            Produced at Gateway

100 Crystals
90 HP
90 Shields
2 Psi

Psi Blades
  - Targets ground
  - 16 damage
  - +2 per upgrade

Armor
  - 1 base armor
  - +1 per upgrade

The Zealot is the basic Protoss fighting unit.  It may be upgraded to move 
faster at a Citadel of Adun.  Notice that a Zealot can take on a lot more than a 
Marine or a Zergling can.

3.2.3. Dragoon            Produced at Gateway
                          Requires: Cybernetics Core
150 Crystals, 50 Gas
100 HP
90 Shields
2 Psi

Phase Disruptor
  - Targets ground and air
  - 20 damage
  - +2 per upgrade

Armor
  - 1 base armor
  - +1 per upgrade

The Dragoon is another Protoss ground unit, and it can attack air.  It is better 
used for defense than attack, for it has a rather slow attack.  I would rather 
use a Zealot for a strike against a base.

3.2.4. High Templar            Produced at Gateway
                               Requires: Templar Archives
25 Crystals, 150 Gas           Abilities:
40 HP                          Psionic Storm (Damage in target area)
40 Shields                       - 75 Energy                     
200 Energy                     Hallucinate (Makes two copies of unit)
2 Psi                            - 125 Energy
                               Archon Warp (2 High Templars merge to make
                               an Archon)
Armor                            - 2 Psi
  - 0 base armor
  - +1 per upgrade

The High Templar's Psi Storm is an excellent weapon to use on incoming attacks, 
especially of smaller units.  Hallucinate creates two copies of a unit, but 
these copies can't do damage with their attack.  This is very useful if your 
opponent does not look closely at your units during an attack.

3.2.4.1. Archon

10 HP
350 Shields

Psionic Shockwave
  - Targets ground and air
  - 30 damage
  - +3 per upgrade

Armor
  - 0 base armor
  - +1 per upgrade

The Archon is a bit slow moving, but it has a quick attack and it has plenty of 
Shields, that can easily be recharged, or recharge on their own fairly quickly.  
However, since they are Shields, they do take full damage from any unit.

3.2.5. Shuttle               Produced at Robotics Facility

200 Crystals
90 HP
60 Shields
2 Psi
Flying
Transporting

Plating
  - 1 base armor
  - +1 per upgrade

The Shuttle is slow at first, but its speed may be upgraded at the Robotics 
Support Bay.

3.2.6. Reaver              Produced at Robotics Facility
                           Requires: Robotics Support Bay
200 Crystals, 100 Gas      Ability: 
100 HP                     Produce Scarab
90 Shields                   - 15 Crystals
4 Psi

Scarab
  - Targets ground
  - 100 damage
  - +25 damage with upgrade

Armor
  - 0 base armor
  - +1 per upgrade

The Reaver has a very powerful weapon, the Scarab, that it launches, and it 
finds its target on its own.  But, for them to be used, they must first be 
produced and stored.  Originally, a Reaver can store 5 Scarabs, but it can be 
upgraded to hold 10.  

3.2.7. Observer             Produced at Robotics Facility
                            Required: Observatory
25 Crystals, 75 Gas
40 HP
20 Shields
1 Psi
Flying
Cloak Detection
Always Cloaked

Plating
  - 0 base armor
  - +1 per upgrade

The Observer is used as a companion for attack forces, and also as scouts for 
your enemy.  If used in an attack, it is very hard to find (especially since it 
is cloaked), and it will allow you to see the enemy's cloaked units.  The 
Observer's speed and sight range may be upgraded at the Observatory.

3.2.8. Scout              Produced at Stargate

300 Crystals, 150 Gas
130 HP
90 Shields
3 Psi
Flying

Dual Photon Blasters
  - Targets ground
  - 9 damage
  - +1 per upgrade

Anti-Matter Missiles
  - Targets air
  - 24 damage
  - +2 per upgrade

Plating
  - 1 base armor
  - +1 per upgrade

The Scout is a rather powerful flying ship.  Its Dual Photon Blasters are not 
very strong, but when it comes to air, the Anti-Matter Missiles are probably the 
best anti-air weapon.  The Scout's sight range and movement speed may be 
upgraded at a Fleet Beacon.

3.2.9. Carrier            Produced at Stargate
                          Required: Fleet Beacon
350 Crystals, 300 Gas     Ability:
250 HP                    Produce Interceptor
150 Shields                 - 30 Crystals
8 Psi
Flying

Plating
  - 1 base armor
  - +1 per upgrade

The Carrier has no weapon of its own, but it launches Interceptors, which attack 
the enemy.  It may produce 4 originally, but it can be upgraded at a Fleet 
Beacon to hold 8.  

3.2.9.1. Interceptor      Produced at Carrier

20 HP
30 Shields
Flying

Pulse Cannon
  - Targets ground and air
  - 5 damage
  - +1 per upgrade

Plating
  - 0 base armor
  - +1 per upgrade

While one Interceptor may not be much to look at, it certainly is a good bargain 
at 30 Crystals, and are very effective in groups of 8.  One of the best things 
about Carriers is that it can attack base defenses with its Interceptors, and 
just produce more if any are lost in the attack.

3.2.10. Arbiter           Produced at Stargate
                          Required: Arbiter Tribunal
25 Crystals, 500 Gas      Abilities:
200 HP                    Recall (Teleports target units to Arbiter
150 Shields               position)
200 Energy                  - 150 Energy
4 Psi                     Stasis Field (Stops units in target area)
Flying                      - 100 Energy
Cloaks surrounding units

Phase Disruptor Cannon
  - Targets ground and air
  - 10 damage
  - +1 per upgrade

Plating
  - 1 base armor
  - +1 per upgrade

The Arbiter's main strength lies in the fact that it can cloak the units near 
it.  You can hide 12 Carriers around an Arbiter, and they would all be cloaked.  
However, an Arbiter may not be cloaked by another Arbiter, and its weapon is 
rather weak.  Recall is a very good ability.  You could fly an Arbiter into the 
middle of an enemy base and warp in a bunch of Reavers or Zealots, or whatever.-