This FAQ was created and maintained by me, Jin Shi, and everything on this FAQ I claim. If there is some part of this FAQ that you want to use for your own FAQ and/or home page, please contact me at s_jin@hotmail.com and I will either give you or not give you my consent to use any part of my FAQ.
The Table of Contents: I. The Version History II. The Introduction III. The Terran Structures IV. The Terran Units V. The Zerg Structures VI. The Zerg Units VII. The Protoss Structures VIII. The Protoss Units IX. Miscellaneous Information X. The Credits
Section 1: The Version History
Version 0.1 Created April 2, 1999 Made the Table of Contents Started Sections Version History, Introduction and Credits
Version 0.2 Added More to the Introduction (YOU NEED TO READ IT!) April 3, 1999 Started "Terran Structures" Section
Version 0.3 Finished "Terran Structures" Section April 5, 1999 Started the "Terran Units" Section
Version 0.4 Finished "Terran Units" Section April 17, 1999
Section 2: The Introduction
In this game, three interstellar races compete for peace and control of other lands and/or planets. The three races are the Terran, Zerg and Protoss. The Terrans are human and have human like attitudes and weaponry. The Zerg are savage and wild creatures. It is said that the Terrans are trying to breed them so they can be used on their enemies. The Protoss is the highest evolution on the evolutionary chart. They think both the Terran and the Zerg are lower than they are.
This has got to be, in my opinion, is one of the best games ever made for the computer. If you have some experience playing with Warcraft and/or Command and Conquer, then this game shouldn't be hard for you to learn how to play. This game is more like Warcraft, however, because the same Computer Company, Blizzard, made it. So now, please enjoy the rest of my FAQ.
**** Please note some things about this FAQ. First of all, this FAQ assumes that you know how to select units and tell them what to do. Second of all, all information for this FAQ is based on the 1.05 version of Brood War. Please take these things into mind when you ready this FAQ. Thank You! ****
Section 3: The Terran Structures
One special note about Terran Structures is that the fact that some of them can lift up and literally fly through the air. You can transport them over water and to other places. Just watch out for enemy air units. Also, when a Terran building gets into the red zone, the building will start to lose life even though there is no one attacking it. Your SCV's can repair these burning structures, though.
Meanings: Cost: How much minerals and/or vespene gas it takes to create this structure HP: How much life the building has Units: What units can now be created because of this structure If I don't put anything after the unit name, then it can be built at the building it is placed under. Add Ons: Any special add-on that can be made Requirements: Any requirement that lets you build the building Options: Anything else this building allows you to do
After all that, there will be a little description of this building and all its uses and, of course, my own personal opinion.
The Basic Buildings are in the first part, the Advanced Building then come later, and last, the Add-Ons will be featured in towards the back. Please note that only Terrans have buildings that can get these specials add-ons.
Basic Buildings:
Command Center Cost: 400 Minerals HP: 1500 Units: SCV Add-Ons: Comsat Station (Needs a Academy) Nuclear Silo (Needs a Science Facility with Covert Ops) Requirements: None Options: None
This is the basic base for the Terrans. The SCV's are made here and it supplies 10 supply units. This is one of the many mobile Terran buildings so you can move around.
This provides Terrans with 10 extra supply units. You will need to build these if you want to attack a lot. If you decide to build them really close together, watch out because if and enemy Terran decides to nuke them, then you are really knee deep in... well, you know.
This is what you build over Vespene Geysers so that you can harvest gas. If you send your SCV to build one, it will automatically start to harvest the Vespene Gas inside.
Barracks Cost: 150 HP: 1000 Units: Marine Firebat (Needs a Academy) Ghost (Needs a Science Facility with Covert Ops) Medic (Needs an Academy) Add-Ons: None Requirements: Command Center Options: None
This is where the first ground troops of the Terrans come. They are really useful and dangerous if you attack and large numbers with plenty of medics. The medics will always be healing your ground troops and they will be nearly invincible. If you have time and the resources, build more that one barrack so you can churn out more troops at one time.
Engineering Bay Cost: 125 Minerals HP: 850 Units: None Add-Ons: None Requirements: Command Center Options: Upgrade Infantry Weapons (Lv 2 needs an Science Facility) Upgrade Infantry Armor (Lv 2 needs an Science Facility)
Infantry upgrades are made here. Infantry is every unit that can be made at the Barracks. If you plan to use a lot of bunkers for base defenses, mainly upgrade the infantry weapons. If you plan to launch an offensive attack and you have enough resources, you should evenly upgrade both infantry armor and weapons. In a later version, I will add the prices for all these upgrades.
Missile Turrets Cost: 100 Minerals HP: 200 Units: None Add-Ons: None Requirements: Engineering Bay Options: Attacks air units with attack of 20
This is the main air defense for Terrans. It is pretty good but Protoss has the best air defense. It launches rockets with pretty good speed and they do 20 damage each. They should be made kind of close together because sometimes only one can reach the enemy air units.
Academy Cost: 200 Minerals HP: 600 Units: Firebat (Built at the Barracks) Medic (Built at the Barrack) Add-Ons: None Requirements: Barracks Options: U-238 Shells (Increases marine attack range) Stimpack Tech (Marine and Firebat ability) Restoration (Medic ability) Optical Flare (Medic ability) Caduceau Reactor (+50 Medic MP energy)
This is a very essential building if you plan to launch infantry offensives because the best infantry unit, the Medic, can be build once you build a Academy. Also, some good Medic abilities can be researched here. In a further version of this FAQ, I will give more information on each ability that can be researched and give the costs of them, too.
This is a very good base defense structure that you will want to build. It will house Terran Marine, Medics, Ghosts, Firebats and SCV's. It also gives your troops more armor so they can shell it out but and won't get any back. You should also have an SCV nearby so that they can repair it once it gets damaged. What I like to do is to build some Missile Turrets near the Bunkers for added air defense. Also, don't forget that Missile Turrets detectors so you can see cloaked units and have your infantry in the bunkers destroy them.
Advanced Structures:
Factory Cost: 200 Minerals, 100 Gas HP: 1250 Units: Vulture Siege Tanks (Needs the Machine Shop) Goliaths (Needs the Machine Shop and Armory) Add-Ons: Machine Shop Requirements: Factory Options: None
This is where the Terran vehicles are made. They each have their really good and bad points. You need the Machine Shop to get the better ground vehicles. Siege Tanks are especially good because of their two modes, each with its good and bad points. You will learn of these in the Terran Units section of this FAQ.
Starport Cost: 150 Minerals, 100 Gas HP: 1300 Units: Wraith Dropship (Needs the Control Tower) Science Vessel (Needs the Science Facility) Battlecruiser (Needs the Control Tower, Science Facility w/ Physics Labs Valkyrie Frigate (Needs Control Tower and Armory) Add-Ons: Control Tower Requirements: Factory Options: None
This is where all the Terran air units are produced. You will need to build the Control Tower if you want the better air units like the Valkyrie.
Science Facility Cost: 150 Minerals, 250 Gas HP: 1500 Units: Science Vessel (Built at the Starport) Add-Ons: Physics Lab Covert Ops Requirements: Starport Options: Research EMP Shockwave (Science Vessel ability) Research Irradiate (Science Vessel ability) Research Titan Reactor (+50 Science Vessel energy)
This is a good structure to build. It allows you to build the Science Vessel, the best mobile detector in the game. It let's you research really good abilities for the Science Vessel.
Armory: Cost: 100 Minerals, 50 Gas HP: 750 Units: None Add-Ons: None Requirements: Factory Options: Upgrade Vehicle Weapons Upgrade Vehicle Plating Upgrade Air Unit Weapons Upgrade Air Unit Plating
This, in my opinion, is the best structure to build for Terran. A lot of units depend on this building and all the good upgrades are found here. Build more than one armory because the upgrade process is really slow and you will want more that one is you want to have more the one upgrade at the same time.
Add-Ons:
Comsat Station Cost: 50 Minerals, 50 Gas HP: 500 Units: None Add-Ons: None Requirements: Academy Options: Comsat Sweep
This is a very useful add-on to build for Terrans. It allows fast and easy scanning of any section of the map that you have not been to yet. Also, you can see cloaked units with this sweep. I would highly recommend you build this so you can do some fast and easy searching for the enemy base.
This is the other add-on for the Command Center. Remember, only one add-on may be added to a structure so if you want both the Nuke Silo and the Comsat Station, you will need to build two Command Centers. The Nuke itself costs 200 Minerals, 200 Gas and it uses up 8 supply units. I think it is worth it, though. The damage a Nuke is HUGE! A tip for this is to target between multiple structures so that they will all be damaged.
This has two of the best upgrades in the game, Siege Tech and Charon Boosters. The Siege Tech allows Siege Tanks to go into Siege Mode at the press of a button. It this mode, their firepower is 3 times as strong. However, in this mode, Siege Tanks become stationary and can't hit units that are too close too them. Charon Booster is also very useful. If you have researched this, your Goliath's missile range will have been increased big time. The Ion Thrusters are useful if you like vultures but I never use them. Spider Mines is actually a handy thing to have. Each vulture will get three and only three. If a n enemy units gets too close, they will pop out of the ground, go right for the enemy unit and blow up. They do a good 125 damage each and they have the splash effect which means that it can also damage units around it too. But be careful because they could be YOUR units.
Control Tower Cost: 50 Minerals, 50 Gas HP: 500 Units: Dropship (Built at Starport) Battlecruiser (Built at Starport) Valkyrie (Built at Starport) Add-Ons: None Requirements: Starport Options: Cloaking Field (Wraith Ability) Apollo Reactor (+50 Wraith Energy)
Always make sure that you build this. If you don't, you get no access to all the all the other good air units that the Terran have at their disposal. The Cloaking Field should be researched so that Wraiths can cloak. Watch out for detectors, though.
Covert Ops Cost: 50 Minerals, 50 Gas HP: 750 Units: Ghosts (Built at the Barracks) Add-Ons: None Requirements: Science Facility Options: Ocular Implants (Increase ghost sight) Personal Cloaking (Ghost Ability) Lockdown (Ghost Ability) Moebius Reactor (+50 Ghost Energy)
All the upgrades for the Ghosts are made here. If you plan on making and using Nukes, you had better research some of these upgrades. You need Cloaking so that you can get through some enemy units and get Lockdown to stop some of the enemy vehicles that come toward you. Ocular Implants is a okay thing to have but I almost never research it unless I have some money to waste but it is use full in some ways.
Physics Lab Costs: 50 Minerals, 50 Gas HP: 600 Units: Battlecruiser (Built at the Starport) Add-Ons: None Requirements: Science Facility Options: Yamato Cannon (Battlecruiser Ability) Colossus Reactor (+50 Battlecruiser Evergy)
This is the building if you want to all powerful Battlecruiser. It is a really good air unit because it does the same damage to both the ground and air units. The Yamato Cannon is also very dangerous for the enemy if you have it. Use it, and you Battlecruiser charges up and shoots a missile of energy that does about 250 damage.
Section 3: Terran Units
Terran units have the ability to be healed to full health. For the Terran ground and air units, use can use a SCV to repair them. For the Terran Infantry, you can use a Medic and it will heal them up.
Meanings: Cost: How much the units costs HP: The life of the unit MP: The energy this unit has, if any Supply: How many supply units this unit uses Weapon: Guess what this means Ground Attack: If any, how much Air Attacks: If any, how much Options: If this unit has any special abilities
Like the Terran Structures Section, after every unit, there will be a small description of that unit and my own personal opinion.
This is the basic unit for Terrans. It does all the collecting of minerals and gases. I would suggest 5 SCV's for gathering minerals, 2 for gathering gas and 2 or 3 for building/repairing units and structures. This is all in all a pretty useful unit.
Marines Cost: 50 Minerals HP: 40 MP: None Supply: 1 Unit Weapon: Gauss Rifle Ground Attack: 6 Air Attack: Less that 6 Options: Stim Pack
This is a pretty good infantry unit to have. Build them always in bulk and have a medic to heal them up. You can rush with these units and they will kick some butt. The best thing to do is to have marines, firebats and medics and attacking an enemy force. The Stim Pack is an okay thing to have. It takes off 10 HP when you use it but the marines fire twice as fast and they do more damage.
Firebat Cost: 50 Minerals, 25 Gas HP: 50 MP: None Supply: 1 unit Weapon: Flame-thrower Ground Attack: 16 Air Attack: None Options: Stimpack
This is a great unit to complement the marine. Even though itTs a close in fighter, it does a lot of damage and I have found this unit to be VERY useful against the Zerg. I would say if you were going to attack with infantry hordes, make 1 firebat for every 3 or 4 marines that you make. Like the marines, the firebat has the ability of using the Stim Pack Tech. The firebats now become stronger and shoot a little faster but, like the marine, the stimpack will take off 10 life.
Medics Cost: 50 Minerals, 25 Gas HP: 60 MP: 200 Supply: 1 Units Weapon: Healing Ground Attack: None Air Attack: None Options: Heal Restoration Optical Flare
This is a great new unit for the Terrans. It makes infantry attacks stronger and lasts longer. Always build at least 2 medics because if one gets damaged, the other one can heal the other one. Restoration is useful because it takes mechanical units out of lockdown. Optical Flare is also very useful. It blinds the unit you use it on. This means that the unit can only see what is directly in front of it. ItTs useful on detectors and cloaked units. If you use a Optical Flare on a unit that can cloak, it can never cloak again.
Ghosts Cost: 25 Minerals, 75 Gas HP: 45 MP: 200 Supply: 1 Unit Weapon: C-10 Canister Rifle Ground Attack: 10 Air Attack: 10 Options: Cloak Lockdown Nuclear Missiles
This is a really good unit to have. The ghost is the only ground unit that can cloak. If you plan to use Nukes, get these units and research the personal cloaking for ghosts so you can get past some of the enemy units and then just use the nuke. Lockdown is pretty useful. It paralyzes mechanical units and they canTt move or attack. It is really useful if enemies are attacking with Reavers or Siege Tanks.
I would only build this unit if I intended to use Spider Mines. They are okay when they attack but they suck compared to their other counterparts. Spider Mines do 125 damage each and they have splash damage. Each Vulture only gets 3 Spider Mines and they can never refill.
Siege Tanks Cost: 150 Minerals, 100 Gas HP: 150 MP: None Supply: 2 Weapon: Tank Mode: Arclite Cannon Siege Mode: Arclite Shock Cannon Ground Attack: Tank Mode: 30 Siege Mode: 70 Air Attack: None in both modes Options: Siege Mode
This is probably TerranTs best ground unit. It is extremely powerful and has many uses. As you can see, it is highly powerful when in Siege Mode. This is a very good unit to have when guarding bases. However, when a tank is in Siege Mode, it is stationary and it canTt move. Also, if an enemy unit is too close to the Siege Tank in Siege Mode, the tank cannot fire at it. If the tank is in regular Tank Mode, then it can move at hit the enemy no matter how close they are. The only problem is that they are weaker in this mode than they were in the other mode.
Goliath Cost: 100 Minerals, 50 Gas HP: 125 MP: None Supply: 2 supply units Weapon: Ground - Twin Autocannons Air - Hellfire Missile Pack Ground Attack: 12 Air Attack: 20 Options: None
This is a good unit to compliment the Siege Tank. It has very good air attack capabilities which will protect the Siege Tanks. However, they are very fidgety. I find myself using the "Hold Position" command a lot when I have Goliaths. Charon Boosters is the best because it increases the Goliath's missile range and you can now hit air units even quicker.
The Air Units
Wraith Cost: 150 Minerals, 100 Gas HP: 120 MP: 200 Supply: 2 units Weapon: Ground - Burst Laser Air - Gemini Missiles Ground Attack: 8 Air Attack: 20 Options: Cloak
This is an all around good air unit to have. Wraith's are kind of worthless unless you research cloaking field for them. A horde of them can do damage when cloaked. Just watch out for detector units so they will not get damaged.
Dropship Cost: 100 Minerals, 100 Gas HP: 200 MP: None Supply: 2 supply units Weapon: None Ground Attack: None Air Attack: None Options: Transport units
This is a good unit to have because you can transport your units around with it. It's the same as an Overlord but better than a shuttle.
Science Vessel Cost: 25 Minerals, 300 Gas HP: 200 MP: 200 Supply: 2 supply units Weapon: None Ground Attack: None Air Attack: None Options: Defense Matrix Irradiate EMP Blast
This is the best detector unit in the game in my opinion. Not only is it an detector, it also helps against the Protoss, Zerg and Terran. Defense Matrix is a temporary shield for the unit you chose to use it on. Every hit takes one hit point away from the shield until it finally disappears. Irridiate is useful against the Terran and Zerg. The enemy unit becomes infused with deadly radiation and every unit around it will also get damaged. Now, for EMP Shockwave. It is soooo useful against the Protoss. It takes away the shields of any Protoss unit and/or structure. Follow up with a Nuke and you have got Protoss beat!
Battlecruisers Cost: 400 Minerals, 300 Gas HP: 500 MP: 200 Supply: 8 supply units Weapon: Ground Attack - Air to Surface Laser Air Attack - Air to Air Laser Ground Attack: 20 Air Attack: 20 Options: Yamato Cannon
This is the biggest Terran air unit. It is useful but don't build it until you have a lot of money. The Yamato Cannon is very useful. It does 260 damage and it can see farther than a detector can. That means you can fire it on a missile turret and it canTt hit you.
Valkyrie Frigate Cost: 250 Minerals, 150 Gas HP: 200 MP: None Supply: 3 supply units Weapon: Halo Rockets Ground Attack: None Air Attack: 5 per rocket, total of 4 rockets Options: None
This is a really good unit to have because the rockets can lock on to their target and hit them. However, they are like Goliaths, the are very fidgety. I also have to use the "Hold Postion" Command a lot with Valkyries so be careful.
Section 10: The Credits Jin Shi - That's me! Blizzard - Making a kick @$ game!