Faction: Brotherhood of Taurus
Brotherhood of Taurus
Race: Terran
Faction Overview:
- Focuses on numbers advantage - Weaker units that are easily massable.
- High mobility - Ability to have global map presence with a variety of high-speed units and mechanics.
- Heavy use of basic infantry and vehicle units.
- Great defensive options with a number of defensive structures and defense-oriented units.
- Lack of strong and expensive late-game units.
- Highly susceptible to area-of-effect damage.
Faction Traits & Faction Upgrades:
- Each level of weapon upgrades increase attack speed by 5% in addition to increasing damage. Weapon upgrades cost 25 additional minerals and gas.
- Each level of armor upgrades increase life by 5% in addition to increasing armor. Armor upgrades cost 25 additional minerals and gas.
- Passive: Effectivity In Numbers - Up to 3 Brotherhood SCVs can build a structure simultaneously, with each SCV speeding up construction by 40%.
- Passive: Improved Mobility - Brotherhood structures move 125% faster while airborne.
- Upgrade: Regenerative Bio-Steel - Allows Brotherhood units built at the Factory or Starport to regenerate life at a rate of 0.5 per second. This is increased to 1.5, an increase of 200% while their life is below 50%.
- Upgrade: Orbital Drop - Allows Brotherhood units trained at the Barracks to instantly arrive at the Barracks’ rally point via drop pod upon completion.
Want to try out this faction outside of the campaign? Search for AWS Faction Wars on the StarCraft II Arcade, where you can select a faction, gaining access to the full tech tree while you complete objectives against 3 other factions featured in the campaign.
EU link: battlenet:://starcraft/map/2/220061
US link: battlenet:://starcraft/map/1/313341
Extended Faction Overview:
Below is an overview of the faction's full tech tree in a list-format, along with the stats and abilities of each structure and unit.
Command Center:
==Unit Info==
Health: 1500
Armor: 1
Cost: 400/0/-11
Build Time: 100 Seconds
Description:
Primary structure. Used to receive gathered resources. Can train worker units and transport workers, and can use Lift Off. Moves significantly faster while airborne. Can transform to an Orbital Command.
Enables:
- SCVs
- Barracks’ from SCVs
- Engineering Bays from SCVs
==Unit Passives==
Improved Mobility: Brotherhood structures move 125% faster while airborne.
Orbital Command:
==Unit Info==
Health: 1500
Armor: 1
Cost: 150/0/-11
Build Time: 35 Seconds
Description:
Primary structure. Used to receive gathered resources. Can train worker units. Can use the Lift Off, Calldown: MULE and Scanner Sweep abilities. Moves significantly faster while airborne.
Enables:
- SCVs
==Unit Passives==
Improved Mobility: Brotherhood structures move 125% faster while airborne.
==Unit Abilities==
Calldown: MULE:
Drops an experimental robotic MULE miner onto the target location. MULEs are superior harvesters, providing 30 minerals per turn-in, but mining 100% slower. Using this ability on a Mineral Field will cause the MULE to automatically begin harvesting.
MULEs last 90 seconds before their systems fail.
- Energy Cost: 50
Scanner Sweep:
Reveals an area of the map, detecting cloaked and burrowed units. Lasts for 12 seconds.
There is a 1.5 second global cooldown between each use.
- Energy Cost: 50
Refinery:
==Unit Info==
Health: 500
Armor: 1
Cost: 75/0/0
Build Time: 30 Seconds
Description:
Built over a Vespene Geyser to allow harvesting of vespene gas.
Supply Depot:
==Unit Info==
Health: 400
Armor: 1
Cost: 125/0/-8
Build Time: 3 Seconds
Description:
Provides supply.
Supply allows you to create more units.
Supply Depots can be lowered to allow units to walk over them.
Barracks:
==Unit Info==
Health: 1000
Armor: 1
Cost: 150/0/0
Build Time: 65 Seconds
Requirements: Command Center
Description:
Infantry-production facility. Can be outfitted with a Tech Lab or Reactor add-on. Can use Lift Off. Moves significantly faster while airborne.
Enables:
- Marines
- Orbital Commands from Command Centers
- Bunkers from SCVs
- Factories from SCVs
==Unit Passives==
Improved Mobility: Brotherhood structures move 125% faster while airborne.
Engineering Bay:
==Unit Info==
Health: 850
Armor: 1
Cost: 125/0/0
Build Time: 35 Seconds
Requirements: Command Center
Description:
Contains upgrades for Brotherhood units and structures.
Enables:
- Missile Turrets from SCVs
- Perdition Turrets from SCVS
==Research==
Infantry Weapons Level 1: Upgrades the damage dealt by Brotherhood infantry units, and increases their attack speed by 5%.
- Cost: 125/125
- Research Time: 160 Seconds
Infantry Weapons Level 2: Further upgrades the damage dealt by Brotherhood infantry units, and increases their attack speed by 5%.
- Cost: 200/200
- Research Time: 190 Seconds
- Requirements: Infantry Weapons Level 1
Infantry Weapons Level 3: Maximizes the damage dealt by Brotherhood infantry units, and increases their attack speed by 5%.
- Cost: 275/275
- Research Time: 220 Seconds
- Requirements: Infantry Weapons Level 2 & Armory
Infantry Armor Level 1: Upgrades the armor of Brotherhood infantry units, and increases their life by 5%.
- Cost: 125/125
- Research Time: 160 Seconds
Infantry Armor Level 2: Further upgrades the armor of Brotherhood infantry units, and increases their life by 5%.
- Cost: 200/200
- Research Time: 190 Seconds
- Requirements: Infantry Armor Level 1
Infantry Armor Level 3: Maximizes the armor of Brotherhood infantry units, and increases their life by 5%.
- Cost: 275/275
- Research Time: 220 Seconds
- Requirements: Infantry Armor Level 2 & Armory
Neosteel Frame: Increases the cargo space of Bunkers by +2, an increase of 50%.
- Cost: 125/125
- Research Time: 100 Seconds
Hellstorm Batteries: Missile Turrets gain the Hellstorm Batteries weapon. The Hellstorm Batteries sends a volley of 8 missiles at the target, dealing 3 damage and splashing to nearby enemy air units. Ignores armor.
The Missile Turret will alternate between Hellstorm Batteries and its normal weapon with every attack.
- Cost: 125/125
- Research Time: 100 Seconds
Orbital Drop: Allows Brotherhood units trained at the Barracks to instantly arrive at the Barracks’ rally point via drop pod upon completion.
- Cost: 250/250
- Research Time: 200 Seconds
- Requirements: Armory
Bunker:
==Unit Info==
Health: 400
Armor: 1
Cost: 100/0/0
Build Time: 40 Seconds
Requirements: Barracks
Description:
Defensive structure. Able to protect a number of infantry units while they attack from inside. Ranged attacks gain +1 range while inside a Bunker. Bunkers can be salvaged.
Perdition Turret:
==Unit Info==
Health: 350
Armor: 1
Cost: 200/0/0
Build Time: 35 Seconds
Requirements: Engineering Bay
Description:
Automated defensive turret. Burrows when there are no enemies nearby.
Can attack ground units.
==Unit Weapons==
Perdition Flamethrower:
Damage: 16 (+4 vs Light)
Attack Speed: 1.0
Range: 4
Type: Single-Target
Missile Turret
==Unit Info==
Health: 250
Armor: 0
Cost: 100/0/0
Build Time: 25 Seconds
Requirements: Engineering Bay
Description:
Primary anti-air defensive structure.
Can attack air units.
Detector
==Unit Weapons==
Longbolt Missile:
Damage: 12
Attack Speed: 0.86
Range: 7
Number of Attacks: 2
Type: Single-Target
Factory:
==Unit Info==
Health: 1250
Armor: 1
Cost: 150/75/0
Build Time: 42 Seconds
Requirements: Barracks
Description:
Vehicle-production facility. Can be outfitted with a Tech Lab or Reactor add-on. Can use Lift Off. Moves significantly faster while airborne.
Enables:
- Goliaths
- Armories from SCVs
- Starports from SCVs
==Unit Passives==
Improved Mobility: Brotherhood structures move 125% faster while airborne.
Armory:
==Unit Info==
Health: 750
Armor: 1
Cost: 150/100/0
Build Time: 65 Seconds
Requirements: Factory
Description:
Contains weapon and armor upgrades for Brotherhood vehicle and ship units.
==Research==
Vehicle and Ship Weapons Level 1: Upgrades the damage dealt by Brotherhood units built at the Factory or Starport, and increases their attack speed by 5%.
- Cost: 125/125
- Research Time: 160 Seconds
Vehicle and Ship Weapons Level 2: Further upgrades the damage dealt by Brotherhood units built at the Factory or Starport, and increases their attack speed by 5%.
- Cost: 200/200
- Research Time: 190 Seconds
- Requirements: Vehicle and Ship Weapons Level 1
Vehicle and Ship Weapons Level 3: Maximizes the damage dealt by Brotherhood units built at the Factory or Starport, and increases their attack speed by 5%.
- Cost: 275/275
- Research Time: 220 Seconds
- Requirements: Vehicle and Ship Weapons Level 2
Vehicle and Ship Plating Level 1: Upgrades the armor of Brotherhood units built at the Factory or Starport, and increases their life by 5%.
- Cost: 125/125
- Research Time: 160 Seconds
Vehicle and Ship Plating Level 2: Further upgrades the armor of Brotherhood units built at the Factory or Starport, and increases their life by 5%.
- Cost: 200/200
- Research Time: 190 Seconds
- Requirements: Vehicle and Ship Plating Level 1
Vehicle and Ship Plating Level 3: Maximizes the armor of Brotherhood units built at the Factory or Starport, and increases their life by 5%.
- Cost: 275/275
- Research Time: 220 Seconds
- Requirements: Vehicle and Ship Plating Level 2
Regenerative Bio-Steel: Allows Brotherhood units built at the Factory or Starport to regenerate life at a rate of 0.5 per second. This is increased to 1.5, an increase of 200% while their life is below 50%.
- Cost: 200/200
- Research Time: 150 Seconds
Starport:
==Unit Info==
Health: 1300
Armor: 1
Cost: 150/100/0
Build Time: 50 Seconds
Requirements: Factory
Description:
Air-unit production facility. Can be outfitted with a Tech Lab or Reactor add-on. Can use Lift Off. Moves significantly faster while airborne.
Enables:
- Medivacs
- Liberators
==Unit Passives==
Improved Mobility: Brotherhood structures move 125% faster while airborne.
SCV:
==Unit Info==
Health: 45
Armor: 0
Movement Speed: 2.812
Cost: 50/0/1
Build Time: 17 Seconds
Description: Basic worker unit. Can gather resources, build Brotherhood structures, and repair. Multiple Brotherhood SCVs can build a structure simultaneously.
Can attack ground units.
==Unit Weapons==
Fusion Cutter:
Damage: 5
Attack Speed: 1.5
Range: 0.1
Type: Single-Target
==Unit Passives==
Effectivity in Numbers: Up to 3 Brotherhood SCVs can build a structure simultaneously, with each SCV speeding up construction by 40%.
==Unit Abilities==
Repair:
Restores life to mechanical units and structures at the cost of resources.
Marine:
==Unit Info==
Health: 45
Armor: 0
Movement Speed: 2.25
Cost: 50/0/1
Build Time: 15 Seconds
Description:
General-purpose infantry. Can use Stimpack.
Can attack ground and air units.
==Unit Weapons==
C-14 Gauss Rifle:
Damage: 6
Attack Speed: 0.86
Range: 5
Type: Single-Target
==Unit Abilities==
Stimpack:
Injects the Marine with powerful stimulants that increase movement and attack speed by 30% for 15 seconds. Auto-casting causes the Marine to automatically activate when attacking.
- Cooldown: 45 Seconds
==Unit Upgrades==
Combat Drugs: Increases the movement speed bonus provided from Stimpack by 30%, and allows its activation to heal the Marine for 10 life.
Optimized Logistics: Reduces the training time of Marines by 5 seconds, a decrease of 33%, and increases their vision range by +2.
Recoil Reducers: Increases the attack speed of Marines by 15%.
- Cost: 100/100
- Upgrade Time: 60 Seconds
- Upgraded at: Barracks Tech Lab
Reaper:
==Unit Info==
Health: 60
Armor: 0
Movement Speed: 2.953
Cost: 50/50/1
Build Time: 40 Seconds
Description:
Raider. Can use G-4 Cluster Bombs. Jumps up and down cliffs to traverse difficult terrain.
Can attack ground and air units.
==Unit Weapons==
P-45 Gauss Pistols:
Damage: 4 (+4 vs Light)
Attack Speed: 1.1
Range: 5
Number of Attacks: 2
Targets: Ground & Air
Type: Single-Target
D-8 Charge:
Damage: 30
Attack Speed: 1.8
Range: 5
Targets: Ground
Type: Single-Target
Only used against Structures.
==Unit Passives==
Jet Pack: The Reaper can jump up and down cliffs.
==Unit Abilities==
G-4 Cluster Bombs:
The Reaper throws an explosive toward the target location. After 1.125 seconds, the explosive spreads into a cluster of 7 smaller bombs. After 3.5 seconds, the primary explosive detonates, dealing 30 (+100 vs Structure) damage to enemy ground units in a small area. After 2.5 seconds, the smaller bombs detonate for 6 damage in a smaller area.
Beware of friendly fire.
- Cooldown: 60 Seconds
==Unit Upgrades==
Explosive Munitions: Causes enemies hit by G-4 Cluster Bombs to reduce its cooldown by 2.5 seconds per target hit by the primary explosion, and 0.75 seconds per target hit by the secondary explosions.
Nitro Packs: Increases the movement speed of Reapers by 50%.
Healing Module: Allows Reapers to regenerate life at a rate of 3 per second after being out of combat for 5 seconds.
- Cost: 125/125
- Upgrade Time: 80 Seconds
- Upgraded at: Barracks Tech Lab
Commando:
==Unit Info==
Health: 160
Armor: 1
Movement Speed: 2.25
Cost: 200/100/3
Build Time: 45 Seconds
Requirements: Attached Tech Lab
Description:
Heavy front-line infantry. Can switch between dealing high single-target damage or splash damage in a cone that extends outwards, dealing reduced damage to targets further from the Commando.
Can attack ground units.
==Unit Weapons==
Shrapnel Shells:
Damage: 25
Attack Speed: 2.5
Range: 1.25
Type: Splash
Only available with the Shrapnel configuration.
Shotgun Shells:
Damage: 50
Attack Speed: 2.5
Range: 2.5
Type: Single-Target
Only available with the Shotgun configuration.
==Unit Abilities==
Switch to Shrapnel Shells:
Switch the Commando’s weapon mod to the “Shrapnel” configuration, reducing its attack range to 1.25, reducing its attack damage to 25, but causing attacks to deal progressively reduced damage in a large frontal cone.
Switch to Shotgun Shells:
Switch the Commando’s weapon mod to the “Shotgun” configuration, increasing its attack range to 2.5, increasing its attack damage to 50, but causing attacks to no longer splash.
==Unit Upgrades==
Good Deals: Reduces the resource cost of Commandos by 25%.
Riot Shells: Increases the splash radius of the Commando’s Shrapnel Shells weapon configuration by 40%.
Blast Shells: Increases the damage of the Commando’s Shotgun Shells weapon configuration by 25, an increase of 50%, but reduces their attack speed by 15% while using this weapon configuration.
- Cost: 150/150
- Upgrade Time: 90 Seconds
- Upgraded at: Barracks Tech Lab
Goliath:
==Unit Info==
Health: 110
Armor: 1
Movement Speed: 2.953
Cost: 125/50/2
Build Time: 40 Seconds
Description:
Mobile heavy-fire support unit.
Can attack ground and air units.
==Unit Weapons==
Autocannon:
Damage: 18
Attack Speed: 1.5
Range: 6
Targets: Ground
Type: Single-Target
Hellfire Missiles:
Damage: 8 (+8 vs Armored)
Attack Speed: 1.5
Range: 6
Number of Attacks: 2
Targets: Air
Type: Single-Target
==Unit Upgrades==
Systems Overdrive: Goliaths gain the Systems Overdrive ability:
Activate to increase the Goliath’s movement and attack speed by 40%, but also increase the damage they take by the same amount. Lasts for 5 seconds.
Systems Overdrive has a 60 second cooldown.
Multilock Weapons System: Removes the Goliath’s anti-ground attack, allows their anti-air attack to target both ground and air targets, and increases its range by +1, an increase of roughly 15%.
Lightweight Chassis: Causes every 3rd attack to heal the Goliath for 20% of its maximum health, and allows them to attack while moving.
- Cost: 125/125
- Upgrade Time: 80 Seconds
- Upgraded at: Factory Tech Lab
Predator:
==Unit Info==
Health: 165
Armor: 1
Movement Speed: 2.5
Cost: 125/100/3
Build Time: 40 Seconds
Requirements: Attached Tech Lab
Description:
Combat support vehicle. Can use Predatory Instincts. Deals damage in a small area which each attack and heals for a small portion of the damage dealt. Trailblazer Aura passively provides friendly units with increased movement speed and healing.
Can attack ground units.
==Unit Weapons==
Titanium Claws:
Damage: 15
Attack Speed: 1.0
Range: 0.1
Type: Single-Target
==Unit Passives==
Lightning Field: The Predator unleashes a field of electricity around it with each attack. Deals 5 (+25 vs Shields) damage and heals the Predator for 3 life per enemy hit.
Trailblazer Aura: The Predator passively provides an aura around it that increases the movement speed of friendly ground units by 10% and their healing received from Medivacs by 25%.
Does not affect Predators and SCVs.
==Unit Abilities==
Predatory Instincts:
Remove Trailblazer Aura from the Predator, but cause it to affect its current location, and increase the Predator’s movement speed by 60% for 4 seconds or until it strikes a target. While this effect is active, the Predator can pass through other units.
When this effect ends, the Predator takes 30% reduced damage and its attack speed is increased by 50% for 5 seconds. Upon expiration, Trailblazer Aura is re-added to the Predator. If the Predator is destroyed while Predatory Instincts is active, Trailblazer Aura is instantly removed.
- Cooldown: 60 Seconds
==Unit Upgrades==
Static Accelerator: Increases the radius of Lightning Field by 40%.
EMP Generator: Increases the duration of Predatory Instincts by 1 second, an increase of 20%, and causes Lightning Field to deal an additional +5 damage to Shields and drain 5 energy from enemies hit while Predatory Instincts is active.
K-17 System: Increases the movement speed bonus provided from Trailblazer Aura by 5% and the healing received by 15%.
- Cost: 150/150
- Upgrade Time: 90 Seconds
- Upgraded at: Factory Tech Lab
Siege Tank:
==Unit Info==
Health: 160
Armor: 1
Movement Speed: 2.25
Cost: 150/125/3
Build Time: 45 Seconds
Requirements: Attached Tech Lab
Description:
Heavy tank. Can transform into Siege Mode to provide long-range artillery support, but become immobile.
Can attack ground units.
==Unit Weapons==
90mm Cannons:
Damage: 15 (+10 vs Armored)
Attack Speed: 1.04
Range: 7
Type: Single-Target
Only usable in Tank Mode
Crucio Shock Cannon:
Damage: 35 (+15 vs Armored)
Attack Speed: 3.0
Range: 13
Type: Splash
Only usable in Siege Mode
==Unit Upgrades==
Hover Siege: Allows Siege Tanks to move at 50% of their base movement speed while in Siege Mode, and they gain the Jump Jet Redeploy ability:
Repositions the Siege Tank to a target location. Can be used to traverse cliffs. Usable in both modes.
Jump Jet Redeploy has an 30 second cooldown.
Napalm Detonation: Causes Siege Tank attacks while in Siege Mode to leave a napalm field at the impact location. After 2 seconds, it detonates, dealing 30 damage to ground targets in the area. Deals 50% reduced damage against structures.
Fortification Module: Siege Tanks gain +1 armor while in Siege Mode, and they gain the Fortification Module ability:
Activate to reduce the Siege Tank’s damage dealt by 40%, but cause it to take 30% reduced damage. Can be used in both modes. Lasts until cancelled.
- Cost: 150/150
- Upgrade Time: 90 Seconds
- Upgraded at: Factory Tech Lab
Cyclone:
==Unit Info==
Health: 120
Armor: 1
Movement Speed: 3.375
Cost: 150/150/3
Build Time: 45 Seconds
Requirements: Attached Tech Lab
Description:
Mobile assault vehicle. Can use Lock On to quickly fire while moving.
Cannot attack.
==Unit Abilities==
Lock On:
The Cyclone locks onto the target unit, dealing 8 (+8 vs Armored) damage every 0.5 seconds for 10 seconds to it. Can move while firing. Cancels if target moves out of range. Multiple Cyclones may be locked on to a single target simultaneously.
==Unit Upgrades==
Targeting Optics: Increases the range of Lock On by +2, an increase of 25%.
Mag-Field Accelerator: Causes each shot of Lock On to deal a stacking 5% additional damage, up to 100%, for a total of 84 (+84 vs Armored) bonus damage.
Barrage Rounds: Allows Lock On to fire multiple missiles at once on up to 3 additional enemies near the target, with each additional missile increasing the time between the next missile by 0.5 seconds.
- Cost: 175/175
- Upgrade Time: 100 Seconds
- Upgraded at: Factory Tech Lab
Medivac:
==Unit Info==
Health: 150
Armor: 1
Movement Speed: 2.5
Cost: 100/100/2
Build Time: 42 Seconds
Description:
Air transport. Can switch between healing nearby biological or mechanical units. Can use Ignite Afterburners. Upon death, all cargo units are destroyed.
Cannot attack.
==Unit Abilities==
Healing Beam:
Heals a friendly biological unit.
Heals 9 life per 3 energy.
Nano-Repair:
Heals a friendly mechanical unit.
Heals 9 life per 3 energy.
Ignite Afterburners:
Increases the Medivac's movement speed by 70% for 8 seconds.
- Cooldown: 30 Seconds
Switch Healing to Bio:
Switch the Medivac’s healing beam to target Biological units, but prevents the Medivac from healing Mechanical units.
Switch Healing to Mech:
Switch the Medivac’s healing beam to target Mechanical units, but prevents the Medivac from healing Biological units.
==Unit Upgrades==
Redesigned Interior: Increases the cargo space of Medivacs by +6, an increase of 75%, and increases their unload speed by 0.9 seconds, an increase of 90%.
Simplified Healing AI: Removes the energy cost from Healing Beam and Nano-Repair, but reduces the healing rate by 25%.
Bioshield: Units being healed by the Medivac gain +2 armor.
- Cost: 125/125
- Upgrade Time: 80 Seconds
- Upgraded at: Starport Tech Lab
Liberator:
==Unit Info==
Health: 180
Armor: 0
Movement Speed: 3.375
Cost: 150/125/3
Build Time: 60 Seconds
Description:
Artillery fighter. Loaded with missiles that deal area damage to enemy air targets. Can switch into Defender Mode to become immobile and provide anti-ground siege support.
Can attack air units.
==Unit Weapons==
Lexington Rockets:
Damage: 7
Attack Speed: 1.8
Range: 5
Number of Attacks: 2
Targets: Air
Type: Splash
Only usable in Fighter Mode
Concord Cannon:
Damage: 85
Attack Speed: 2.2
Range: 15
Targets: Ground
Type: Single-Target
Only usable in Defender Mode
==Unit Upgrades==
Raid Artillery: Increases the damage dealt by Liberators in Defender Mode by 15, an increase of roughly 15%, and allows them to attack structures while in Defender Mode.
Advanced Ballistics: Liberators gain +3 range in Defender Mode, an increase of 37,5%.
Smart Servos: Allows Liberators to transform 300% faster between both modes.
- Cost: 150/150
- Upgrade Time: 90 Seconds
- Upgraded at: Starport Tech Lab
Wraith:
==Unit Info==
Health: 180
Armor: 1
Movement Speed: 3.75
Cost: 150/150/3
Build Time: 50 Seconds
Requirements: Attached Tech Lab
Description:
Highly mobile flying unit. Excellent at surgical strikes. Can be upgrade to use Cloak.
Can attack ground and air units.
==Unit Weapons==
Burst Lasers:
Damage: 10
Attack Speed: 0.845
Range: 5
Targets: Ground
Type: Single-Target
Gemini Missiles:
Damage: 10 (+5 vs Armored)
Attack Speed: 1.25
Range: 5
Number of Attacks: 2
Targets: Air
Type: Single-Target
==Unit Abilities==
Cloak:
Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detectors or effects.
Drains 0.9 energy per second.
- Energy Cost: 25
- Researched at: Starport Tech Lab
- Research Time: 90 Seconds
- Research Cost: 150/150
==Unit Upgrades==
Next Gen. Targeting Systems: Wraiths gain +2 range on their anti-air weapon, an increase of 40%, and +1 range on their anti-ground weapon, an increase of 20%.
Displacement Field: Allows Wraiths to take 30% reduced damage while cloaked.
Tomahawk Power Cells: Increases the starting energy of Wraiths by +100, an increase of 200%, and allows them to consume 40% less energy while cloaked.
- Cost: 175/175
- Upgrade Time: 100 Seconds
- Upgraded at: Starport Tech Lab
Raven:
==Unit Info==
Health: 140
Armor: 1
Movement Speed: 2.75
Cost: 100/200/2
Build Time: 60 Seconds
Requirements: Attached Tech Lab
Description:
Aerial support unit. Can use the Deploy Auto-Turret, Deploy Point Defense Drone and Seeker Missile abilities.
Cannot attack.
Detector
==Unit Abilities==
Deploy Auto-Turret:
Deploys an automated defensive turret at the target location. Times out after 180 seconds.
Can attack ground and air units.
- Energy Cost: 50
Deploy Point Defense Drone:
Deploys a Point Defense Drone at the target location with 200 energy that uses a laser to shoot down enemy missiles.
Cannot target ability-based projectiles.
Times out after 180 seconds.
Each shot consumes 10 energy from the drone.
- Energy Cost: 100
Seeker Missile:
Deploys a Seeker Missile which activates after 5 seconds and pursues the target unit, dealing 100 damage upon contact, reduced to a total of 25% of that amount based on distance from the blast.
The Seeker Missile will time out if the target moves out of range before activation.
- Energy Cost: 75
==Unit Upgrades==
Corvid Reactor: Allows Ravens to start with full energy, and increases their energy regeneration rate by 50%.
Recalibrated Explosives: Increases the splash radius of Seeker Missiles by 30%.
Utility Efficiency: Reduces the energy consumed from each missile intercepted by Point Defense Drones by 5, a decrease of 50%, and reduces the energy cost by 25, a decrease of 25%.
- Cost: 200/200
- Upgrade Time: 120 Seconds
- Upgraded at: Starport Tech Lab
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