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Ghost

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Ghost
Race Terran
Vitals
HP 100
Energy 200
Production
Minerals 150
Gas 150
Build time 40
Supply 2
Produced by Barracks with Tech Lab
Requires Ghost Academy
Hotkey G
Combat
Transport slots 2
Modifiers Biological, Psionic
Defense 0 (+1)
Sight radius 11
Movement Normal (2.25)
Attack Canister Rifle

The Ghost is a sniper with several special abilities, including launching a Nuke. Ghosts can be told to Hold Fire with the F hotkey.

Contents

Lore

Unit Portrait

Ghosts epitomize the height of terran evolution and physical conditioning. Born with incredible psionic potential, these individuals are recruited and quarantined for government training from childhood. Ghosts channel their psionic energies to augment their natural physical strength and endurance. This process is enhanced by specialized skin-suits worn by ghosts that are laced with a form of psi-sensitive artificial muscle fiber. Thus, a typical ghost is tougher, stronger, and faster than even a well-trained but otherwise average terran.

Exceptional ghosts exist that can tear through walls, run at remarkable speeds, and leap tall obstacles. Excitable media rumors of long-range telepathy, telekinesis, and even mind control or other exotic powers have all added to the grisly reputation of ghosts cultivated by their masters.

As a precautionary measure, neural inhibitors are surgically implanted in all ghosts to prevent such deadly individuals from going rogue. The effectiveness of this measure is questionable, however, for there are whispered tales of ghosts working outside governmental authority. Most infamously the current leader of the zerg Swarm, Sarah Kerrigan, was originally a ghost loyal to Arcturus Mengsk prior to her capture and infestation with the zerg hyperevolutionary virus.

On the battlefield, ghosts are rightly feared for their preternatural sniping ability with the C-10 canister rifle. An unwieldy weapon in the hands of others, the C-10 is capable of a one-shot kill when used by a ghost. Tactically ghosts' primary responsibility is to locate enemy structures or units and eradicate them by calling down drop-pods or tactical nuclear weapons. The C-10 is equipped with an underslung low-frequency laser to pinpoint targets of such strikes.

The most unnerving skill of these agents is their ability to cloak themselves from enemy sight. This "invisibility" has earned ghosts a fearsome reputation for their mysterious battlefield tactics. The psionically powered personal cloaking device is a special-issue item only available by request. Once equipped, the device meshes with the ghost's hostile environment suit so that with an effort of will, the operative becomes entirely undetectable without the aid of specialized sensory equipment.

Weapons

25mm C-10 Canister Assault Rifle [edit]
Damage 10 (+1 per Infantry Weapons level)
  vs Light 20 (+2 per Infantry Weapons level)
Targets Ground, Air
Range 6
Speed Slow (1.5)

Abilities

Tac Nuke Strike (N) [edit]
Damage 300 (ignoring armor)
Targets Ground, Air
Bonus damage +200 against Buildings
Effect Radius 4 (100%) – 6 (50%) – 8 (25%)
Cast time 20
Range 12
Requires Armed Nuclear Missile
Used by Ghost
Launches a Nuclear Missile. Friendly players will see a large, red mark at the target area, while enemy players will see a red dot. Will hurt friendly units.
EMP Round (E) [edit]
Damage 100 against Plasma Shields (ignoring armor) and drains 100 energy.
Targets Ground, Air
Effect Radius 2 (100%)
Energy cost 75
Range 10
Used by Ghost
Deals 100 damage against Protoss Plasma Shields and drains 100 energy of all units and structures in the target area. Reveals cloaked (but not burrowed) units for 10 seconds. Affects friendly units and structures.
Sniper Round (R) [edit]
Damage 45 (ignoring armor)
Targets Ground, Air
Energy cost 25
Cast time 0.5
Range 10
Used by Ghost
Ignores armor. Only targets Biological units.
Cloak (C to cloak, D to uncloak) [edit]
Energy cost 25 (+0,9 each second)
Requires Cloak Upgrade
Used by Ghost
Becomes invisible until disabled or energy reserves are depleted.
Hold Fire (F to hold fire, G to free weapons) [edit]
Used by Ghost
Orders selected units to holster their weapons and avoid engaging enemies, unless given a direct command. Units holding fire will flee if attacked.


Upgrades

Personal Cloaking (C) [edit]
Minerals 150
Gas 150
Time 120
Researched at Ghost Academy
Affects Ghost
Enables the Cloak ability for Ghosts.
Moebius Reactor (M) [edit]
Minerals 100
Gas 100
Time 80
Researched at Ghost Academy
Affects Ghost
Increases starting energy by 25.
Infantry Weapons (E) [edit]
  Level 1 Level 2 Level 3
 
Minerals 100 175 250
Gas 100 175 250
Time 160 190 220
Requires Engineering Bay Armory
Researched at Engineering Bay
Affects Ghost, Marauder, Marine, Reaper
Increases attack damage for Terran infantry units.
Infantry Armor (A) [edit]
  Level 1 Level 2 Level 3
 
Minerals 100 175 250
Gas 100 175 250
Time 160 190 220
Requires Engineering Bay Armory
Researched at Engineering Bay
Affects Ghost, MULE, Marauder, Marine, Reaper, SCV
Increases defense for Terran infantry units by 1.


Art

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Screenshots

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Terran Zerg Protoss
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StarCraft 1 Units


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  • This page was last modified on 5 October 2010, at 02:21.
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