Faction: Greyhound Corps
Greyhound Corps
Race: Terran
Faction Overview:
- Focuses on chemical weapons and advanced technologies.
- Has access to a number of highly specialized units designed to excel in very specific scenarios.
- Strong usage of cloaking abilities makes them tricky to fight against if little to no detection is present.
- Has weak anti-air capabilities and sieging potential.
- Can be difficult to play effectively because of very specialized units and the need for heavy ability usage.
Faction Traits & Faction Upgrades:
- Very effecient macro game through the use of Command Center Reactors and Automated Refineries.
- Barracks utilizes Tech Reactor add-on, resulting in quick infantry unit production.
- Passive: Accelerated Construction - Greyhound structure build time is reduced by 15%.
- Passive: Choking Fumes - Chemical compound that deals 2 damage a second for 4 seconds to affected enemies.
- Upgrade: Chemical Mastery - Increases the duration of Choking Fumes by 4 seconds, an increase of 100%.
- Upgrade: Fire-Suppression Systems - Allows Greyhound structures to automatically repair themselves to 50% of their maximum health.
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: 85 Seconds
Description:
Primary structure. Used to receive gathered resources. Can train two worker units simultaneously, transport workers, use Lift Off and be upgraded to use Disperse Gas.
Enables:
- SCVs
- Barracks’ from SCVs
- Engineering Bays from SCVs
==Unit Abilities==
Disperse Gas:
The Command Center releases its gas reserves in a large area in 3 streams over 12 seconds, dealing 10 damage and applying Choking Fumes to all enemy ground targets hit.
Choking Fumes is a chemical compound that deals 2 damage a second for 4 seconds to affected enemies.
The Command Center cannot lift off while dispersing gas.
- Cooldown: 50 Seconds
- Researched at: Chemical Plant
- Research Time: 60 Seconds
- Research Cost: 100/100
Automated Refinery:
==Unit Info==
Health: 500
Armor: 1
Cost: 100/0/0
Build Time: 38,25 Seconds
Description:
Built over a Vespene Geyser to allow harvesting of vespene gas. Automatically delivers vespene gas straight to the Command Center via short-range warp fields. Requires an active Command Center to function.
Supply Depot:
==Unit Info==
Health: 400
Armor: 1
Cost: 100/0/-12
Build Time: 25,5 Seconds
Description:
Provides supply.
Supply allows you to create more units.
Supply Depots can be lowered to allow units to walk over them. Greyhound supply depots provide 50% additional supply.
Barracks:
==Unit Info==
Health: 1000
Armor: 1
Cost: 150/0/0
Build Time: 55,25 Seconds
Requirements: Command Center
Description:
Infantry-production facility. Can be outfitted with a Tech Reactor add-on. Can use Lift Off.
Enables:
- Investigators
- Chemical Plants from SCVs
- Factories from SCVs
Engineering Bay:
==Unit Info==
Health: 850
Armor: 1
Cost: 125/0/0
Build Time: 29,75 Seconds
Requirements: Command Center
Description:
Contains upgrades for Greyhound units and structures.
Enables:
- Drakken Defense Cannons from SCVs
- Gas Turrets from SCVs
- Cloaking Towers from SCVs
==Research==
Infantry Weapons Level 1: Upgrades the damage dealt by Greyhound infantry units.
- Cost: 100/100
- Research Time: 160 Seconds
Infantry Weapons Level 2: Further upgrades the damage dealt by Greyhound infantry units.
- Cost: 175/175
- Research Time: 190 Seconds
- Requirements: Infantry Weapons Level 1
Infantry Weapons Level 3: Maximizes the damage dealt by Greyhound infantry units.
- Cost: 250/250
- Research Time: 220 Seconds
- Requirements: Infantry Weapons Level 2 & Armory
Infantry Armor Level 1: Upgrades the armor of Greyhound infantry units.
- Cost: 100/100
- Research Time: 160 Seconds
Infantry Armor Level 2: Further upgrades the armor of Greyhound infantry units.
- Cost: 175/175
- Research Time: 190 Seconds
- Requirements: Infantry Armor Level 1
Infantry Armor Level 3: Maximizes the armor of Greyhound infantry units.
- Cost: 250/250
- Research Time: 220 Seconds
- Requirements: Infantry Armor Level 2 & Armory
Fire-Suppression Systems: Allows Greyhound structures to automatically repair themselves to 50% of their maximum health.
- Cost: 200/200
- Research Time: 150 Seconds
Drakken Defense Turret:
==Unit Info==
Health: 300
Armor: 1
Cost: 175/0/0
Build Time: 34 Seconds
Requirements: Engineering Bay
Description:
Primary defensive structure. Effective against armored targets.
Can attack ground and air units.
Detector
==Unit Weapons==
AGM-16 Grenade Launcher:
Damage: 45 (+15 vs Armored)
Attack Speed: 2.0
Range: 7
Type: Single-Target
Gas Turret:
==Unit Info==
Health: 350
Armor: 1
Cost: 200/50/0
Build Time: 29,75 Seconds
Requirements: Engineering Bay
Description:
Automated defensive turret. Attacks spread Choking Fumes in a wide area. Burrows when there are no enemies nearby.
Can attack ground units.
==Unit Weapons==
Chemical Dispensers:
Damage: 10 (+4 vs Light)
Attack Speed: 1.0
Range: 4
Type: Splash
==Unit Passives==
Chemical Dispensers: Gas Turret attacks affect enemy targets with Choking Fumes.
Choking Fumes is a chemical compound that deals 2 damage a second for 4 seconds to affected enemies.
Cloaking Tower:
==Unit Info==
Health: 350
Armor: 1
Cost: 150/150/0
Build Time: 42,5 Seconds
Requirements: Engineering Bay
Description:
Defensive structure. Provides a cloaking field to friendly units around it.
==Unit Passives==
Cloaking Field: The Cloaking Tower passively projects a cloaking field around itself, allowing friendly units to attack enemies unseen.
Chemical Plant:
==Unit Info==
Health: 1250
Armor: 1
Cost: 150/50/0
Build Time: 34 Seconds
Requirements: Barracks
Description:
Contains upgrades for Ghosts and chemical weapons. Can arm Chemical Bombs for Ghosts to use.
Enables:
- Ghosts at the Barracks
==Research==
Chemical Weapons Cache: Reduces the arming time of Chemical Bombs by 40 seconds, a decrease of 50%.
- Cost: 150/150
- Research Time: 100 Seconds
Chemical Mastery: Increases the duration of Choking Fumes by 4 seconds, an increase of 100%.
- Cost: 200/200
- Research Time: 150 Seconds
Toxic Dispersion Systems: Allows Command Centers to use the Disperse Gas ability.
The Command Center releases its gas reserves in a large area in 3 streams over 12 seconds, dealing 10 damage and applying Choking Fumes to all enemy ground targets hit.
Choking Fumes is a chemical compound that deals 2 damage a second for 4 seconds to affected enemies.
The Command Center cannot lift off while dispersing gas.
- Cost: 100/100
- Research Time: 60 Seconds
Personal Cloaking: Allows Ghosts to use the Cloak ability.
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.
- Cost: 100/100
- Research Time: 60 Seconds
Factory:
==Unit Info==
Health: 1250
Armor: 1
Cost: 150/100/0
Build Time: 55,25 Seconds
Requirements: Barracks
Description:
Vehicle-production facility. Can be outfitted with a Tech Lab or Reactor add-on. Can use Lift Off.
Enables:
- Widow Mines
- Scorpions
- Armories from SCVs
- Starports from SCVs
Armory:
==Unit Info==
Health: 750
Armor: 1
Cost: 150/100/0
Build Time: 55,25 Seconds
Requirements: Factory
Description:
Contains weapon and armor upgrades for Greyhound vehicle and ship units.
Enables:
- Thors at the Factory
==Research==
Vehicle and Ship Weapons Level 1: Upgrades the damage dealt by Greyhound units built at the Factory or Starport.
- Cost: 100/100
- Research Time: 160 Seconds
Vehicle and Ship Weapons Level 2: Further upgrades the damage dealt by Greyhound units built at the Factory or Starport.
- Cost: 175/175
- Research Time: 190 Seconds
- Requirements: Vehicle and Ship Weapons Level 1
Vehicle and Ship Weapons Level 3: Maximizes the damage dealt by Greyhound units built at the Factory or Starport.
- Cost: 250/250
- Research Time: 220 Seconds
- Requirements: Vehicle and Ship Weapons Level 2
Vehicle and Ship Plating Level 1: Upgrades the armor of Greyhound units built at the Factory or Starport.
- Cost: 100/100
- Research Time: 160 Seconds
Vehicle and Ship Plating Level 2: Further upgrades the armor of Greyhound units built at the Factory or Starport.
- Cost: 175/175
- Research Time: 190 Seconds
- Requirements: Vehicle and Ship Plating Level 1
Vehicle and Ship Plating Level 3: Maximizes the armor of Greyhound units built at the Factory or Starport.
- Cost: 250/250
- Research Time: 220 Seconds
- Requirements: Vehicle and Ship Plating Level 2
Starport:
==Unit Info==
Health: 1300
Armor: 1
Cost: 150/100/0
Build Time: 42,5 Seconds
Requirements: Factory
Description:
Air-unit production facility. Can be outfitted with a Tech Lab or Reactor add-on. Can use Lift Off.
Enables:
- Spec-Ops Dropships
- Fusion Cores from SCVs
Fusion Core:
==Unit Info==
Health: 750
Armor: 1
Cost: 150/150/0
Build Time: 55,25 Seconds
Requirements: Starport
Description:
Contains upgrades for Battlecruisers.
Enables:
- Battlecruisers at the Starport
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 Greyhound structures, and repair. Builds structures at an accelerated rate.
Can attack ground units.
==Unit Weapons==
Fusion Cutter:
Damage: 5
Attack Speed: 1.5
Range: 0.1
Type: Single-Target
==Unit Passives==
Accelerated Construction: Greyhound structure build time is reduced by 15%.
==Unit Abilities==
Repair:
Restores life to mechanical units and structures.
Does not consume resources.
Investigator:
==Unit Info==
Health: 60
Armor: 0
Movement Speed: 2.25
Cost: 75/0/1
Build Time: 30 Seconds
Description:
Basic infantry. Can use Prototype Cloaking Device. Heals for a small portion of its maximum health when hitting enemies affected by Choking Fumes.
Can attack ground and air units.
==Unit Weapons==
G7 Portable Railgun:
Damage: 10
Attack Speed: 1.75
Range: 5
Type: Single-Target
==Unit Passives==
Chemical Calibrations: This unit heals for 6% of its maximum health when it attacks an enemy affected by Choking Fumes.
==Unit Abilities==
Prototype Cloaking Device:
Conceals the Investigator in a temporary cloaking field for 6 seconds. While cloaked, the Investigator can only be revealed by detectors or effects. Auto-casting causes the Investigator to automatically activate upon taking damage while no Detectors are nearby.
- Cooldown: 30 Seconds
==Unit Upgrades==
Augmented Power Cell: Increases the duration of Prototype Cloaking Device by 2 seconds, an increase of 33%.
Adrenaline Boost: Increases the Investigator’s movement speed by 60% while Prototype Cloaking Device is active.
Combat Enhancer: Allows Investigators to deal +3 additional damage while Prototype Cloaking Device is active.
- Cost: 100/100
- Upgrade Time: 60 Seconds
- Upgraded at: Barracks Tech Reactor
Marauder:
==Unit Info==
Health: 125
Armor: 1
Movement Speed: 2.25
Cost: 100/25/2
Build Time: 30 Seconds
Requirements: Attached Tech Reactor
Description:
Heavy assault infantry. Heals for a small portion of its maximum health when hitting enemies affected by Choking Fumes.
Can attack ground units.
==Unit Weapons==
Punisher Grenades:
Damage: 10 (+10 vs Armored)
Attack Speed: 1.5
Range: 6
Type: Single-Target
==Unit Passives==
Chemical Calibrations: This unit heals for 6% of its maximum health when it attacks an enemy affected by Choking Fumes.
==Unit Upgrades==
Suppression Shells: Allows Marauder attacks to reduce the movement and attack speed of enemy units hit by 40% for 6 seconds.
Specialized Rounds: Increases the bonus damage that Marauders deal to Armored targets by 3, an increase of 15%. If the target is affected by Choking Fumes, increase the bonus damage to 8, an increase of 40%.
All-Purpose Grenades: Allows Marauders to attack air units.
- Cost: 125/125
- Upgrade Time: 80 Seconds
- Upgraded at: Barracks Tech Reactor
Contaminator:
==Unit Info==
Health: 160
Armor: 1
Movement Speed: 2.25
Cost: 125/50/2
Build Time: 35 Seconds
Requirements: Attached Tech Reactor
Description:
Specialized anti-infantry attacker. Attacks splash and affect all targets hit with Choking Fumes. Heals for a small portion of its maximum health when hitting enemies affected by Choking Fumes.
Can attack ground units.
==Unit Weapons==
Contamination Spreaders:
Damage: 6
Attack Speed: 1.47
Range: 2
Type: Splash
==Unit Passives==
Chemical Calibrations: This unit heals for 2% of its maximum health when it attacks enemies affected by Choking Fumes.
Includes damage dealt as splash.
Contamination Spreaders: Contaminator attacks affect enemy targets with Choking Fumes.
Choking Fumes is a chemical compound that deals 2 damage a second for 4 seconds to affected enemies.
==Unit Upgrades==
Extermination Gauntlets: Increases the splash radius of the Contaminator’s attacks by 40%.
Juggernaut Plating: Contaminators gain +2 armor.
Infused Agents: Allows Contaminators to deal +12 bonus damage against Biological targets affected by Choking Fumes.
- Cost: 150/150
- Upgrade Time: 90 Seconds
- Upgraded at: Barracks Tech Reactor
Ghost:
==Unit Info==
Health: 100
Energy: 200
Armor: 0
Movement Speed: 2.25
Cost: 200/100/2
Build Time: 50 Seconds
Requirements: Attached Tech Reactor & Chemical Plant
Description:
Infiltration unit. Can use Precision Shot, EMP Round and be upgraded to use Cloak. Can call down Chemical Bombs built at the Chemical Plant. Heals for a small portion of its maximum health when hitting enemies affected by Choking Fumes.
Can attack ground and air units.
==Unit Weapons==
C-10 Canister Rifle:
Damage: 10 (+10 vs Light)
Attack Speed: 1.5
Range: 6
Type: Single-Target
==Unit Passives==
Chemical Calibrations: This unit heals for 6% of its maximum health when it attacks an enemy affected by Choking Fumes.
==Unit Abilities==
Precision Shot:
A careful shot, dealing 50 damage to the target after a 1.25 second delay. Ignores armor.
Cannot target Structures.
- Energy Cost: 25
EMP Round:
Creates an electromagnetic pulse that does 100 damage to shields and energy of all units and structures in the targeted area. Cloaked units hit by EMP are revealed for 10 seconds.
Beware of friendly fire.
- Energy Cost: 75
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
Calldown: Chemical Bomb:
Calls down a Chemical Bomb at the target location. Chemical Bombs take 5 seconds to land, dealing 35 damage in a large radius, and affects targets hit with Choking Fumes.
Choking Fumes is a chemical compound that deals 2 damage a second for 4 seconds to affected enemies.
Upon impact, the Chemical Bomb leaves a Chemical Cloud in the targeted area for 15 seconds, increasing the damage that enemy units take from Choking Fumes by 8, an increase of 300%.
Beware of friendly fire upon impact.
==Unit Upgrades==
Nyx-Class Cloaking Module: Allows Ghosts to Cloak without consuming energy, and grants them the ability to cloak an additional nearby friendly ground unit while cloaked.
Chemical Engineering: Increases the bonus damage that Choking Fumes deals to units inside a Chemical Cloud by an additional +2, an increase of 25%, and increases the duration of the cloud by 10 seconds, an increase of 66%.
Sniper Training: Removes the energy cost from Precision Shot and gain 3 charges, but give it a 10 second cooldown.
- Cost: 200/200
- Upgrade Time: 120 Seconds
- Upgraded at: Chemical Plant
Scorpion:
==Unit Info==
Health: 130
Armor: 0
Movement Speed: 4.25
Cost: 100/25/2
Build Time: 30 Seconds
Description:
Fast scout. Attacks hit in a line and affect enemy targets with Choking Fumes. Can use Nitro Boosters.
Can attack ground units.
==Unit Weapons==
Scorpion’s Sting:
Damage: 12 (+13 vs Biological)
Attack Speed: 2.5
Range: 5
Type: Splash
==Unit Passives==
Scorpion’s Sting: Scorpion attacks affect enemy targets with Choking Fumes.
Choking Fumes is a chemical compound that deals 2 damage a second for 4 seconds to affected enemies.
==Unit Abilities==
Nitro Boosters:
Activates the Scorpion’s nitro boosters, increasing movement speed by 50% for 4 seconds.
- Cooldown: 50 Seconds
==Unit Upgrades==
Lethal Dosage: Allows the Scorpion’s Choking Fumes debuff to deal 100% additional damage.
This version of Choking Fumes will always be prioritized if enemies come in contact with other applications of the debuff.
T.R.T Focusing Alignment: Allows the Scorpion to attack while moving, but reduces its movement speed by 30% for 2.5 seconds after attacking.
Rapid Refueling: Reduces the cooldown of Nitro Boosters by 20 seconds, a decrease of 40%, and increases the duration by 2 seconds, an increase of 50%.
- Cost: 125/125
- Upgrade Time: 80 Seconds
- Upgraded at: Factory Tech Lab
Widow Mine:
==Unit Info==
Health: 90
Armor: 0
Movement Speed: 2.812
Cost: 75/25/2
Build Time: 40 Seconds
Description:
Robotic mine. Launches missiles at nearby enemy units while burrowed that deal splash damage in a small area around the target.
Cannot attack.
==Unit Passives==
Sentinel Missiles: Attacks by launching missiles at enemy ground and air units that get too close. Missiles deal 125 (+35 vs shields) damage to their primary target, and 40 (+40 vs shields) splash damage to units nearby.
Cooldown: 40 seconds
Beware of friendly fire.
==Unit Upgrades==
Optimized Autoloader: Reduces the cooldown of Sentinel Missiles by 30%.
Cerberus Missiles: Increases the splash radius of Sentinel Missiles by 25%.
Mobile Targeting: Allows Widow Mines to use Sentinel Missiles without being burrowed, and allows them to manually disable and enable their missiles at will.
- Cost: 100/100
- Upgrade Time: 60 Seconds
- Upgraded at: Factory Tech Lab
Diamondback:
==Unit Info==
Health: 165
Armor: 1
Movement Speed: 2.953
Cost: 125/125/3
Build Time: 45 Seconds
Requirements: Attached Tech Lab
Description:
Fast, high-damage hovertank. Can fire while moving. Can be upgraded to use Power Diversion.
Can attack ground units.
==Unit Weapons==
Eviscerator Rail Gun:
Damage: 20 (+20 vs Armored)
Attack Speed: 2.0
Range: 6
Type: Single-Target
==Unit Abilities==
Power Diversion:
Diverts the Diamondback's weapon systems, allowing it to attack air units, but lose the ability to attack ground units. Lasts for 10 seconds.
- Cooldown: 60 Seconds
- Researched at: Factory Tech Lab
- Research Time: 75 Seconds
- Research Cost: 100/100
==Unit Upgrades==
Shaped Hull: Diamondbacks gain +65 life, an increase of roughly 40%.
Overloaded Battery: Allows Diamondbacks to deal 20% additional damage while moving.
Tri-Lithium Power Cell: Diamondbacks gain +3 range after remaining stationary for 1.5 seconds.
This bonus range is removed upon moving.
- Cost: 150/150
- Upgrade Time: 90 Seconds
- Upgraded at: Factory Tech Lab
Strike Hound:
==Unit Info==
Health: 220
Armor: 1
Movement Speed: 2.688
Cost: 200/125/4
Build Time: 50 Seconds
Requirements: Attached Tech Lab
Description:
Heavy-fire support unit. Attacks disable detection of enemy units.
Can attack ground and air units.
==Unit Weapons==
Strike Cannons:
Damage: 24
Attack Speed: 1.5
Range: 6
Targets: Ground
Type: Single-Target
Stormstrike Missiles:
Damage: 6 (-2 vs Armored)
Attack Speed: 1.8
Range: 6
Number of Attacks: 6
Targets: Air
Type: Splash
==Unit Passives==
Lockdown Targeting: Strike Hound attacks disable detection of enemy units hit for 2.5 seconds.
==Unit Upgrades==
Tactical Range System: Strike Hounds gain +3 range on their anti-air weapon, an increase of 50%, and +1 range on their anti-ground weapon, an increase of roughly 15%.
Penetration Armament: Allows Strike Hound attacks to reduce the target’s armor by 2 for 4 seconds.
Complementary Tactics: Allows Strike Hound ground attacks to increase the damage of their next air attack by 40%, and allows Strike Hound air attacks to increase the damage of their next ground attack by 60%.
- Cost: 175/175
- Upgrade Time: 100 Seconds
- Upgraded at: Factory Tech Lab
Thor:
==Unit Info==
Health: 400
Armor: 1
Movement Speed: 2.25
Cost: 300/200/6
Build Time: 60 Seconds
Requirements: Armory & Attached Tech Lab
Description:
Heavy assault mech. Equipped with powerful missiles that specialize in taking out heavy aerial targets.
Can attack ground and air units.
==Unit Weapons==
Thor’s Hammer:
Damage: 30
Attack Speed: 1.28
Range: 7
Number of Attacks: 2
Targets: Ground
Type: Single-Target
250mm Punisher Cannons:
Damage: 25
Attack Speed: 1.8
Range: 10
Targets: Air
Type: Single-Target
==Unit Upgrades==
Immortality Protocol: Allows “destroyed” Thors to become a wreckage with the Thor’s maximum health and armor. The wreckage may be restored to a functional Thor if not destroyed. The Thor is restored with the remaining hit points of the wreckage.
When a Thor is rebuilt this way, it gains 15% additional health and damage. Stacks up to 5 times.
Rebuilding the Thor costs 150 minerals and 200 gas.
Burst Rounds: Allows the Thor’s anti-air weapon to turn into a 3-round burst attack with a 150% reduced attack speed.
Chemically-Bonded Materials: Thors gain +0.5 armor whenever they attack an enemy affected by Choking Fumes. Lasts 3 seconds. Stacks up to 5 times.
- Cost: 200/200
- Upgrade Time: 120 Seconds
- Upgraded at: Armory
Spec-Ops Dropship:
==Unit Info==
Health: 150
Armor: 1
Movement Speed: 3.0
Cost: 125/100/2
Build Time: 42 Seconds
Description:
Flying transport. Can ferry up to 75% more troops than normal transports, and deploys its cargo 25% faster. Upon death, all cargo units are destroyed.
Cannot attack.
==Unit Upgrades==
Covert Operations: Spec-Ops Dropships gain +200 starting and maximum energy, and they gain the Cloak ability.
Cloaking costs 25 energy.
Emergency Calldown: Reduces the build time of Spec-Ops Dropships by 15 seconds, a decrease of roughly 35%, and allows them to be instantly deployed onto the battlefield at the Starport’s rally point upon completion.
Chemical Drop: When a unit is deployed by the Spec-Ops Dropship, it also drops a container of chemicals on the ground beneath it, leaving a cloud that applies Choking Fumes to all enemy ground units in the area. The cloud lasts for 10 seconds.
This effect can only occur once every 60 seconds.
- Cost: 125/125
- Upgrade Time: 80 Seconds
- Upgraded at: Starport Tech Lab
Banshee:
==Unit Info==
Health: 140
Armor: 0
Movement Speed: 2.75
Cost: 150/100/3
Build Time: 60 Seconds
Requirements: Attached Tech Lab
Description:
Tactical-strike aircraft. Can use Cloak.
Can attack ground units.
==Unit Weapons==
Backlash Rockets:
Damage: 12
Attack Speed: 1.25
Range: 6
Number of Attacks: 2
Targets: Ground
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
==Unit Upgrades==
Cross-Spectrum Dampeners: Allows Banshees to remain cloaked for twice as long, and causes them to regain 1 energy each time they attack a unit affected by Choking Fumes.
Shockwave Missile Battery: Allows Banshees to deal splash damage in a line with each attack.
Reconstructive Hull: Allows Banshees to regenerate life while Cloaked at a rate of 1.5 a second.
- Cost: 175/175
- Upgrade Time: 100 Seconds
- Upgraded at: Starport Tech Lab
Science Vessel:
==Unit Info==
Health: 200
Armor: 1
Movement Speed: 2.0
Cost: 100/200/2
Build Time: 60 Seconds
Requirements: Attached Tech Lab
Description:
Aerial support unit. Can use Irradiate and Nano-Repair.
Cannot attack.
Detector
==Unit Abilities==
Nano-Repair:
Heals a friendly mechanical unit.
Heals 9 life per 1.5 energy.
Irradiate:
Irradiates a single target for 12 seconds, continually affecting enemy targets and nearby enemies with Choking Fumes.
Choking Fumes is a chemical compound that deals 2 damage a second for 4 seconds to affected enemies.
- Energy Cost: 25
==Unit Upgrades==
Advanced Nano-Tech: Allows units affected by Nano-Repair to heal for 20% of the damage they deal.
Biohazard: Science Vessels gain the Biohazard ability:
Activate to instantly remove all applications of Choking Fumes from nearby enemies, and deal 20 damage to each of them. Deals 200% additional damage against Structures.
Choking Fumes is a chemical compound that deals 2 damage a second for 4 seconds to affected enemies.
Biohazard costs 100 energy. 45 second cooldown.
Expanding Spores: Increases the radius of Irradiate by 40%.
- Cost: 200/200
- Upgrade Time: 120 Seconds
- Upgraded at: Starport Tech Lab
Battlecruiser:
==Unit Info==
Health: 475
Armor: 2
Movement Speed: 1.875
Cost: 400/300/6
Build Time: 90 Seconds
Requirements: Attached Tech Lab & Fusion Core
Description:
Powerful warship. Can use Overcharged Reactor.
Can attack ground and air units.
==Unit Weapons==
ATS Laser Battery:
Damage: 5
Attack Speed: 0.225
Range: 6
Targets: Ground
Type: Single-Target
==Unit Weapons==
Miniature Yamato Cannon:
Damage: 60
Attack Speed: 2.3
Range: 8
Targets: Air
Type: Single-Target
==Unit Abilities==
Overcharged Reactor:
Overcharges the Battlecruiser’s primary reactor, increasing the attack speed of Miniature Yamato Cannon by 100% for 7 seconds, but reducing the Battlecruiser’s movement speed by 80% for the duration.
- Cooldown: 80
==Unit Upgrades==
Minotaur-Class Tracking System: Allows the Battlecruiser to fire both weapons simultaneously.
Explosive Plasma-Loaders: Allows the Battlecruiser’s anti-air attack to splash to nearby targets for 20% of normal damage.
Special Ordnance: Overcharged Reactor increases the Battlecruiser’s sight radius by +5, and the range of its anti-air attack by +3 while active.
- Cost: 250/250
- Upgrade Time: 150 Seconds
- Upgraded at: Fusion Core
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