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Ghost (SC1)

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Ghost (SC1)
Race Terran
Vitals
HP 45
Energy 200
Production
Minerals 25
Gas 75
Build time 50
Supply 1
Produced by Barracks
Hotkey G
Combat
Transport slots 1
Modifiers Light, Biological
Defense 0 (+3)
Movement Normal
Attack 25mm C-10 Canister Assault Rifle

The Ghost is a versatile Terran infantry unit that can attack both air and ground units and use powerful abilities. The Ghost's concussive damage makes it less effective against larger units, but in such cases it can use abilities such as Lockdown or even call down a Nuke to cause great damage.

Contents

Lore

Ghost Portrait

Ghosts epitomize the height of human evolution and physical conditioning. Born with incredible psionic potential, these agents are quarantined by the Confederate Government and trained from infancy to channel their psionic energies to augment their natural physical strength and endurance. As a precautionary measure, Psychic Dampeners are surgically implanted in all Ghosts.

Cloak

The most unnerving of these agent’s skills is the ability to cloak themselves from enemy detection. This ‘invisibility’ has earned the Ghosts a fear-inspired reputation for their mysterious battlefield tactics. Older models of the Ghost Hostile Environment Suit may not be equipped with a personal cloaking device, but they may be retrofitted with them in the field.

Weapons

25mm C-10 Canister Assault Rifle (SC1) [edit]
Damage 10 (+1 per Infantry Weapons (SC1) level)
Targets Ground, Air
Range 7
Speed Medium

Abilities

Cloak (SC1) [edit]
Energy cost energy.gif 25 (+1 each second)
Requires Personal Cloaking Upgrade
Used by Ghost (SC1)
Becomes invisible until energy reserves are depleted.
Lockdown [edit]
Energy cost energy.gif 100
Requires Lockdown Upgrade
Used by Ghost (SC1)
Immobilizes a target mechanical unit for about 60 seconds. The locked down unit cannot move or attack, but can be damaged and repaired.


Nuclear Strike (SC1) [edit]
Requires Armed Nuclear Silo
Used by Ghost (SC1)
Calls down a devastating Nuclear Strike. The Ghost must continue spotting for the Nuke until it is about to land. If the Ghost is killed too soon, the strike may be averted.


Upgrades

Ocular Implants [edit]
Minerals minerals.gif 100
Gas gas.gif 100
Time buildtime.gif ?
Researched at Covert Ops
Affects Ghost (SC1)
Increases Ghost sight range.
Moebius Reactor (SC1) [edit]
Minerals minerals.gif 150
Gas gas.gif 150
Time buildtime.gif ?
Researched at Covert Ops
Affects Ghost (SC1)
+50 Ghost energy.
Lockdown Upgrade [edit]
Minerals minerals.gif 200
Gas gas.gif 200
Time buildtime.gif ?
Researched at Covert Ops
Affects Ghost (SC1)
Enables the Lockdown ability for the Ghost.
Personal Cloaking Upgrade [edit]
Minerals minerals.gif 100
Gas gas.gif 100
Time buildtime.gif ?
Researched at Covert Ops
Affects Ghost (SC1)
Enables the Cloak ability for the Ghost.
Infantry Weapons (SC1) [edit]
  Level 1 Level 2 Level 3
Minerals minerals.gif 100 minerals.gif 175 minerals.gif 250
Gas gas.gif 100 gas.gif 175 gas.gif 250
Time buildtime.gif 266 buildtime.gif 298 buildtime.gif 330
Researched at Engineering Bay (SC1)
Affects Firebat, Ghost (SC1), Marine (SC1)
Increases attack damage for Terran infantry units.
Infantry Armor (SC1) [edit]
  Level 1 Level 2 Level 3
Minerals minerals.gif 100 minerals.gif 175 minerals.gif 250
Gas gas.gif 100 gas.gif 175 gas.gif 250
Time buildtime.gif 266 buildtime.gif 298 buildtime.gif 330
Researched at Engineering Bay (SC1)
Affects Firebat, Ghost (SC1), Marine (SC1), Medic (SC1), SCV (SC1)
Increases defense for Terran infantry units.


StarCraft 2

The Ghost's StarCraft 2 model

The Ghost has returned in StarCraft 2 but it has been modified slightly. While its Cloak and Tac Nuke Strike abilities remain, the Ghost has lost it's Lockdown and gained the Sniper Round and EMP Round abilities. These changes will likely make the Ghost a much more offensively geared unit, and hopefully cause it to be used more than it was in StarCraft 1.


 
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  • This page was last modified on 26 March 2010, at 16:11.
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