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Starcraft
StarCraft is a game made by blizzard entertainment.
It is a real time stratagy game that you can play over the internet in a program called Battle net with people from all around the globe.
We have created a clan or a group which injoys playing to gether so they can play Regularily.
StarCraft Brood war


StarCraft Brood War
This Is the upgrade for the game Starcraft which gives you more characters and different maps



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Stats on the new Satrcraft broodwar Characters



PROTOSS CORSAIR
Rank: N/A
Role: Medium Support Fighter

COSTS
Cost: 150 100
Supply: 2

VITAL STATISTICS
Hit Points: 100
Shields: 80
Armor Class: Medium
Armor: 1 TECH TREE
Produced From: Stargate
Requires: N/A

WEAPONS
Weapon System: Neutron Flare
Attack Type: Air Only
Damage Class: Explosive
Splash Damage: Yes (Small Area)
Damage: 5
Bonus: 1
NEW UPGRADES
DISRUPTION WEB [ABILITY]
Researched At: Fleet Beacon
Research Cost: 200 200




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

COSTS
Cost: 0 0
Supply: 4

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

WEAPONS
Weapon System: None
Attack Type: N/A
Damage Class: N/A
Splash Damage: N/A
Damage: N/A
Bonus: N/A
NEW UPGRADES
MAELSTROM [ABILITY]
Researched At: Templar Archives
Research Cost: 100 100

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

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

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

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

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




PROTOSS DARK TEMPLAR
Rank: N/A
Role: Elite Stealth Troop

COSTS
Cost: 125 100
Supply: 2

VITAL STATISTICS
Hit Points: 80
Shields: 40
Armor Class: Light
Armor: 1 TECH TREE
Produced From: Gateway
Requires: Templar Archives

WEAPONS
Weapon System: Warp Blades
Attack Type: Ground Only
Damage Class: Normal
Splash Damage: No
Damage: 40
Bonus: 3

DARK TEMPLAR SPELLS / SPECIAL ABILITIES
PERMENANT CLOAKING

Just as the Protoss Observer, these warriors can only be attacked if first detected, but are susceptible to wide area effects such as Ensnare.

DARK ARCHON MELD

Two Dark Templars may combine their life forces to create a Dark Archon




TERRAN MEDIC
Rank: 1st Lieutenant
Role: Combat Physician

COSTS
Cost: 50 25
Supply: 1

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

WEAPONS
Weapon System: None
Attack Type: N/A
Damage Class: N/A
Splash Damage: N/A
Damage: N/A
Bonus: N/A
NEW UPGRADES
RESTORATION [ABILITY]
Researched At: Academy
Research Cost: 100 100

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

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

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

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

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




TERRAN VALKYRIE
Rank: Lt. Commander
Role: Missile Frigate

COSTS
Cost: 250 125
Supply: 3

VITAL STATISTICS
Hit Points: 200
Armor Class: Heavy
Armor: 2 TECH TREE
Produced At: Starport
Requires: Armory, Control Tower

WEAPONS
Weapon System: HALO Rockets
Attack Type: Air Only
Damage Class: Explosive
Splash Damage: Yes (Small Area)
Damage: 5 per Missile
Bonus: 1
NEW UPGRADES
NONE

VALKYRIE SPELLS / SPECIAL ABILITIES
H.A.L.O. ROCKETS

The Valkyrie employs an air-to-air attack that issues a volley of 8 small missiles at it's target. The missiles impact not only their target, but also damage any enemy units within a 3 x 3 matrix area. Each missile does a small amount of splash damage in this target area.




ZERG DEVOURER
Rank: N/A
Role: Heavy Assault Flyer

COSTS
Cost: 150 50
Supply: 0

VITAL STATISTICS
Hit Points: 250
Armor Class: Heavy
Armor: 2 TECH TREE
Produced From: Mutalisk
Requires: Greater Spire

WEAPONS
Weapon System: Corrosive Venom
Attack Type: Air Only
Damage Class: Normal (Special)
Splash Damage: No
Damage: 25
Bonus: 2
NEW UPGRADES
NONE

DEVOURER SPELLS / SPECIAL ABILITIES
CORROSIVE VENOM

The attack of the Devourer only effects other airborne units. This attack not only damages the intended target, but also splashes all surrounding enemy units with a corrosive acid. This effect is lasting and cumulative, thus impairing affected units so that they take longer to return fire as well as sustaining more damage when attacked.




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

COSTS
Cost: 50 100
Supply: 2

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

WEAPONS
Weapon System: Subterranean Spines
Attack Type: Ground Only
Damage Class: Normal
Splash Damage: Yes (Straight Line)
Damage: 20
Bonus: 2
NEW UPGRADES
LURKER ASPECT
Researched At: Hydralisk Den (after Lair)
Research Cost: 125 125

LURKER SPELLS / SPECIAL ABILITIES
ATTACK WHILE BURROWED

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

SUBTERRANEAN SPINES

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