Stim Pack
Cost: 10 Health
Used by Marines and Firebats. Stim Packs are a concentrated dose of synthetic adrenalin and
painkillers that allow Firebats and Marines to move faster and fire at a faster
rate. The drawback is that using a Stim Pack causes an immediate 10 points of damage to the unit
that cannot be prevented. Using multiple Stim Packs does not give any additional bonus, but will
cause the unit to take more damage. Stim Packs are not a permanent effect. They last for a few seconds,
then the Marine or Firebat reverts back to its normal state. Wait until the first one wears off
before using another. Once the Marine or Firebat's hit points are
10 or below, they cannot use another Stim Pack as it would kill them.
Lockdown
Cost: 100
Range: 8
Used by Ghosts. Targets unit within 5 matrices and shorts out the target's circuitry, rendering it immobile for about 60 seconds. During this time the unit
can be attacked and destroyed, but it cannot return fire, move, or respond to any orders.
Lockdown does not work on any units, including all Zerg. It is, however, very effective against
both Terran and Protoss players, and is generally the best defense against Reavers, Battlecruisers, Carriers,
and other high-end units.
Cloaking
Cost: 25
to cloak + 1 /second to remain cloaked
Used by Wraiths and Ghosts. Cloaked units disappear to a faint shimmer, and cannot be targeted by enemy attacks or single-unit special
abilities like Lockdown. Splash damage and area-affect abilities like Ensnare and Psionic Storm will still
affect cloaked units and abilities with visible effects (Defensive Matrix, Irradiate, Plague, etc.) will reveal the cloaked unit. To target a cloaked
unit, your opponent must have a unit or tower with cloak detection ability. Parasited units are
revealed to the owner of the parasite. Once a cloaked unit is detected any units
belonging to or sharing vision with that opponent can target it normally.
Nuclear Strike
Cost: armed silo requirement
Used by Ghosts. To launch a nuke, you must have first built a Nuclear Silo at one of your Command
Centers, and armed it. Once you have an armed silo, any of your Ghosts can spot for it. In order to call
down the nuclear strike, the Ghost must remain stationary and "paint" the target with a visible laser.
The missile will take several seconds to launch and home in on the target, and if the Ghost is killed
or incapacitated during this time the missile will abort and cause no damage. Once the nuke is launched, all players will hear a warning siren and receive the message "Nuclear Launch Detected".
The location targeted by the Ghost is indicated by a red laser dot that is visible to any player with units
or buildings in the area. Unless the Ghost has the Ocular Implants upgrade and is targeting from long range,
he will be within the blast radius of the nuke when it lands and should be moved away from the area as soon
as he is finished targeting (about a second before the nuke actually lands.) Cancelling the nuke before
the laser dot disappears will free the Ghost, but the missile is lost.
Units and buildings at ground zero of the nuclear strike will lose either 2/3 of their combined maximum
Shield and Hit Points or
take 500 points of damage, whichever is greater. Farther out from the blast the damage is lessened, but
almost any unit caught within the blast will be killed instantly.
Deploy Spider Mine
Cost: None, but only 3 Mines/Vulture
Range: 3
Used by Vultures. Orders Vulture to plant a Spider Mine at the targeted location.
The Vulture must stop over the area briefly and to deploy the Mine.
The Mine will take about a second to burrow just underneath the surface, and is
vulnerable during this time. Once embedded, friendly units can see the Mine but
enemy units cannot without a detector. Any enemy ground units (other than
units)
that enter the Mine's sight range will activate it. The Mine will pop up out of the ground
and attempt to run into the target, exploding in a fiery blast that will damage any unit
within a short radius.
Air units and hovering units will not trigger Mines, but hovering units
might take splash damage from the blast.
Defensive Matrix.
Cost: 100
Range: 10
Used by the Science Vessel. Creates a 250 Hit Point non-regenerating shield around the target unit. After about 60 seconds, the effect wears off
even if the shields haven't run out of Hit Points. Note that there is some damage that can "leak" through
the Defensive Matrix, causing a unit to take a couple points of incidental damage. Cloaked units surrounded
by a D-Matrix are automatically detected by any enemy units, but the extra 250 HP are usually worth it. Using
D-Matrix more than once on a unit will replace any old Matrix with the new one-- you can't "stack" D-Matrices.
EMP Shockwave
Cost: 100
Range: 8
Used by the Science Vessel. Fires a special missile that flies to the targeted point and explodes, releasing a powerful electro-magnetic pulse. Any unit or building within a 3-matrix radius of the blast point will have
its shields and energy reduced to zero. This effectively reduces most Protoss units and buildings to half
of their normal health, and is crippling to Archons and units with special abilities. The Vessel using
the EMP blast is immune to its own effects, but any other friendly unit within the blast area is affected.
Irradiate
Cost: 75
Range: 9
Used by the Science Vessel. Targeted unit is surrounded by an aura of radioactive energy.
Any unit (including air units) within 2 matrices of the affected unit will suffer damage
up to 250 points. The targeted unit will also take damage if it is organic.
Irradiating the same target multiple times has no effect, but overlapping fields will each
cause damage to units within range. Used correctly, this ability is devastating to the Zerg,
since all of their units are affected by the radiation. Target groups of Mutalisks, Guardians, and
Overlords-- they are usually packed in tightly together and the irradiated unit can be very
difficult to separate.
Yamato Cannon
Cost: 150
Range: 10
Used by the Battlecruiser. The Yamato Cannon fires an intense blast of concentrated energy at the target,
doing 260 points of explosive damage. Note that the Cannon has a slightly longer
range than the Battlecruiser's sight range, allowing you to destroy towers and other defensive structures
from a safe distance. Use a ComSat or another unit to spot for your Cruisers.
Scanner Sweep
Cost: 50
Used at the ComSat Station. Targeted on any location, the scanner sweep reveals a 20x20 area of the map for 15 seconds, and provides detection in that area. For some guidelines on using your ComSat stations effectively,
check the Cloaking and Detection page.
Healing
Cost: 1 for every 2HP healed
Range: 2
(Brood War Only)
Used by the Medic. The Medic starts with this ability and may use it to heal damage done to any
units, including the Protoss Zealot, Dark Templar, High Templar
and all Zerg ground units.
Restoration
Cost: 50
Range: 6
(Brood War Only)
The Medic may use this ability on any unit to remove harmful effects
such as Lockdown, Optic Flares, Irradiate, Plague, Ensnare and Parasites
(does not affect Stasis Field).
Optic Flare
Cost: 75
Range: 9
(Brood War Only)
Used by the Medic. 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.