Units

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Target Type: Biological
Species: Zerg
Type: Airborne Commander, Heavy Transport
Core Genus: Gargantis Proximae
Primary Attack: None; may house other breeds The semi-intelligent, space-faring behemoths known as the Gargantis Proximae were inducted into the Swarm so that their heightened senses could benefit Zerg warriors in battle. The Gargantis flyers were assimilated into the Swarm so well that the Cerebrates use them to maintain control over their forces. Overlords keep the warriors of the swarm ordered and coordinated during battle, and with their enhanced senses they often serve as advanced scouts. They have the innate ability to senses any hidden enemy units, including those under the effects of cloaking systems or distortion fields. In addition to commanding troops against their enemies, the Overlords also have the responsibility of transporting Zerg warriors within the hollows of their reinforced carapace hides. The extent of the Overlords’ control over the Zerg is unknown, but it is clear that these flying behemoths provide direction for the other Zerg breeds. Although they resemble the Portuguese man-o-war of Earth, they are fairly docile creatures that tend to young larvae and transport other Zerg across the depths of space by carrying them within their shelled bodies.
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Target Type: Biological
Species: Zerg
Type: Light Assault Warrior
Core Genus: Zz’gashi Dune-runners
Primary Attack: Claws The small, savage dune-runners of the sand-world Zz’gashi were incorporated into the Zerg Swarm to serve as scouts and initial assault troops. Although the Zerglings are little more than feral animals, they work well in large groups under the command of larger Zerg warriors. The voracious Zerglings are fond of ripping enemies to shreds with their razor-limb sickles and fangs. Because the genetic code of the Zergling is so simple to replicate, a single Larva can spawn two separate Zerglings. Some Zerglings have been noted to burrow underground to set up ambushes or to protect themselves from air strikes. Care should be taken when scouting for resources in Zerg inhabited areas, as any number of Zerglings could be lying in wait for the unwary.
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Target Type: Biological
Species: Zerg
Type: Medium Assault Warrior
Core Genus: Slothien
Primary Attack: Needle Spines The peaceful, herbivore herds of Slothien were assimilated into the Zerg Swarm in order to produce one of the most fierce and diabolical of the Zerg strains. The evolutionary matrix of the caterpillar-like Slothien was supercharged by the Overmind, twisting the hapless creatures into the nightmarish killers known as Hydralisks. These once mild creatures now hunger for blood and violence, and they are infamous for acting in a particularly sadistic fashion. This species, first seen in security camera footage discovered on a dead Terran cargo vessel, is one of the fiercest and most dangerous of the Zerg strains. The upper carapace plates of the Hydralisk can open to expose hundreds of spines that are projected with such force that they can penetrate 2cm NeoSteel. Fortunately, they move quite slowly on open terrain. Hydralisks are especially fond of lying in wait for their prey. Groups of them have been observed burrowing into the ground in the pathway of civilian workers, uncovering themselves when they sense an opponent is near.
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Target Type: Biological
Species: Zerg
Type: Heavy Defense Warrior
Core Genus: Hydralisk
Primary Attack: Subterranean Spines One of the newer and deadlier Zerg Strains is the Lurker. These creatures serve as defense warriors for the Hive Clusters and outlying Zerg colonies. Bred from the Hydralisk Strain, Lurkers emit waves of supra-dense spines against their enemies. However, Lurkers must actually burrow underground to release these subterranean attacks. Any warriors on the surface who are caught by these spines are instantly impaled. The spines themselves are capable of tearing into flesh, steel, and even reinforced armor plating. The only weakness of the Lurker is that it is virtually defenseless while above ground.
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Target Type: Biological
Species: Zerg
Type: Medium Attack Flyer
Core Genus: Mantis Screamer
Primary Attack: Glave Wurm The Mutalisk has been little changed from its original form, the roving Mantis Screamer of the desolate Dinares Sector. Capable of both atmospheric and deep space flight, Mutalisks are the primary flying force of the Zerg. Frankly, the Mutalisk is an enigma. It is not known how they are capable of maneuvering through a vacuum, or even of controlled flight within an atmosphere, but they have been able to stand toe-to-toe [so to speak] against Wraith fighters along the Coreward border worlds. The Mutalisk’s attack is quite unusual. The Mutalisk produces and projects much smaller, voracious creatures that rapidly fly between enemy targets as it disintegrates explosively.
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Target Type: Biological
Species: Zerg
Type: Heavy Assault Warrior
Core Genus: Brontolith
Primary Attack: Kaiser Blades Bearing little resemblance to the docile Brontolith that they were evolved from, the dreaded Ultralisk is the most powerful of the Zerg ground forces. They serve as the backbone of the Swarm’s armies and should be considered as dangerous as any armored vehicle. These massive monstrosities are used as living battering rams against all manner of enemies. The large, bone-like scythes that protrude from their backs are nearly indestructible, allowing them to tear through most known substances with ease. The Zerg use these massive creatures as living tanks. Their immense mandibles have a monomolecular edge, enabling them to cut through armored vehicles and infantry alike. A handful of these creatures are believed to have been responsible for the death of an entire Confederate garrison on Timul IV.
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Target Type: Biological
Species: Zerg
Type: Kamikaze Warrior
Core Genus: N/A
Primary Attack: Detonation Once Terran soldiers and civilians, the infested victims of the Zerg are completely consumed by the will of the Overmind. Their bodies twisted and mutated to produce extremely unstable chemicals, infested soldiers long only to find the Swarm’s enemies and destroy them by detonating their own bodies in a cloud of toxic fluid. As with other Zerg ground units, and Infested Terran also has the ability to burrow.
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Target Type: Biological
Species: Protoss
Role: Assault Warrior
Primary Attack: Psionic Blades Templar warriors who have yet to reach the upper levels of the Khala are known as Zealots. These fearless warriors attune themselves to the Khala’s disciplines and can invoke a near-berserker rage while in battle. Enhanced with cybernetic grafts and outfitted with their coveted power suits, the Zealots exemplify the unbridled ferocity of the Protoss at war. Their forearm units are capable of channeling psionic energy, manifesting it as deadly blades that are used as their primary melee weapon. The heart and soul of the Protoss military are the fierce Zealots who have sworn their lives to the defense of Aiur. Through the path of the Khala, they learn to hone their innate battle rage to a fine edge. The power suits worn by Zealots enhance and channel their already formidable Psionic abilities, allowing them to form a protective shield around themselves and project massive energy blades from their forearms. Even a handful of these dedicated warriors can easily control an entire colony of other, lesser species, as they are capable of tearing through armored structures and vehicles alike.
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Target Type: Biological
Species: Protoss
Role: Medium Assault Warrior
Armament: “Lightning” Gun Very little is known about this Protoss assault warrior. It is armed with a long range heavy assault “lightning gun” and generally remains stationary while attacking from a distance.
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Target Type: Biological
Species: Protoss
Role: Medium Support Warrior
Armament: Phase Disruptor Veteren Protoss warriors who have been crippled or mortally wounded in combat can volunteer to continue their service to the Protoss army by being transplanted into Dragoon exoskeletons. The shattered bodies of the volunteers are housed within large, mechanical walkers. By focusing through the Khala, the fallen warriors can control the movements of the Dragoon as naturally as if they were within their former bodies. Dragoons provide essential supporting fire for the Zealot forces by launching bolts of antiparticles sheathed in a physically charged field. These disintegration bolts are effective against both air and ground targets.
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Target Type: Biological
Species: Protoss
Role: Psionic Warrior
Armament: Psi Assault The High Templar are seasoned, veteran warriors of the Protoss armies that have walked far down the path of Khala. Those who choose to accept the mantle of the High Templar set aside the frenzied rage of the Zealot, and instead use their highly potent Psionic abilities to bolster the warriors of Aiur. Respected and honored throughout the Protoss Empire for their bravery and prowess, the Templar are ever vigilant against threats to the Protoss Homeworld of Aiur. The High Templar have sacrificed the principles of martial training in order to more perfectly command the awesome psionic abilities that define their station. One of the first lessons of the Khala is how to close one’s mind to the outside world. The Protoss are such powerful psychics that they can inadvertently send out psychic “ripples” that are disruptive to other life forms. With careful training, High Templar learn to focus these ripples into a storm of raw psychic energy that is capable of literally tearing apart the minds of lesser species. It is rumored that some High Templar have learned to create illusionary duplicates of other beings. However, these phantasms have no physical substance. In times of great peril, High Templar warriors can sacrifice themselves and merge together as a powerful, psionic entity: the Archon. The sight of enemy forces being torn apart by a Psionic Storm or wasting their firepower on projected Hallucinations is proof enough of the battlefield superiority that the High Templar can give to the Protoss.
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Target Type: Biological
Species: Protoss
Role: Elite Stealth Troop
Armament: Psionic Blade Banished from Aiur for refusing to submit to the Khala, the Dark Templar have wandered throughout the far reaches of space for generations. These mighty warriors, drawing secret powers from the cold void of the cosmos, are able to bend light around themselves, which renders them virtually invisible. Armed with modified Psi-Blade technology, the Dark Templar relentlessly strive to protect their race and the ancient secrets of their tribes.
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Target Type: Air
Species: Protoss
Role: High Speed Fighter
Armament: Dual Photon Blasters, Anti-Matter Missiles Although the Protoss regard these powerful fighters as mere scouts, they are easily a match for most other flying vessels. Armed for both air and ground attacks, the main function of the Scouts is to serve as point guards for the PRotoss fleet, although they are often called upon to engage various hostile forces.
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Target Type: Robotic
Species: Protoss
Role: Armored Transport
Armament: None Protoss Shuttles are used to carry ground forces into the midst of battle. These robotic flyers are heavily armored, but maintain no offensive weaponry. Shuttles are large enough to cary even the massive Reavers within their hulls.
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Target Type: Air
Species: Protoss
Role: Battle Cruiser/Command Ship
Armament: Manufactures Interceptors The massive Carriers serve as command centers for the leaders of the Protoss fleets. Heavily armored and shielded, Carriers can punch their way through enemy blockades by unleashing flights of robotic Interceptors at vital enemy targets. Although the Carriers have no weapon batteries or armaments of any kind, their deployment of Interceptor flights makes them devastating in ship to ship battle. The maneuverable, computer guided Interceptors tear through enemy flight formations and relentlessly strafe slower targets with potent plasma-charges. Manufactured and serviced inside of the Carrier bays, a number of prepped Interceptors can be launched in rapid succession.
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Target Type: Robotic
Species: Protoss
Role: Light Non-combat Scout
Armament: None






























