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Armor: Light
Hit Points: 45
Ground Attack: 10*
Air Attack: 10*
Attack Range: 6
Gas Required: 75
Minerals Required: 25

Because of its light armor, relatively low hit points, and unique skills, you won't usually produce Ghosts in bulk. However, the Ghost is one of the game's most imporant units, especially if you're fond of nuclear weaponry.

The Ghost's most versatile features is its Cloak; usually you must research it to gain access to it. The Cloak is a special ability that makes it impossible for most enemy units to see the Ghost. This often leaves the Ghost free to wander deep into enemy territory to scout or paint a target for a Nuke. The Cloak isn't without drawbacks, however: Detector units such as Observers and Missile Turrets can spot cloaked Ghosts and enable other units to open fire on them.


The cloaked Ghost is a powerful tool if you use caution around detector units.

Lockdown is another ability unique to the Ghost. This special missile temporarily immobilizes mechanized units. Of course, this doesn't do much good against the Zerg, but you'll have plenty of opportunities to use the Lockdown in the course of playing StarCraft. Lockdown comes in handy if an enemy Siege Tank or Battlecrusier is giving your base trouble; just "lock it down" and take it out.

The last and best feature of the Ghost is its ability to "paint" an enemy target for a nuclear strike. Once the target is painted, a red laser-sighting dot is displayed, and after about 10 seconds, the Nuke will drop. Boom. The Ghost is the only unit able to do this, and sadly is often lost in the blast. The resulting damage is worth it, however. A Nuke will do substantial (if not terminal) damage to all units and structures within a large radius.


When a Nuke goes off, you'll know it.


Background

Role: Espionage/Intelligence Agent

Armament: Hostile Environment Suit, 25mm C-10 Canister Rifle, Personal Cloaking Device (Special Issue)

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.

Ability: Cloak

The most unnerving of these agent's skills is the ability to cloak themselves from enemy detection. This 'invisibility' has earned the Ghosts 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 themin the field.


Ability: Lockdown

The C-10 Canister Rifle normally fires High-Explosive rounds, but it can also be armed with special Lockdown rounds that temporarily disable mechanized units cought within the blast. The Lockdown shell must be charged with a small ammount of energy before use.


Ability: Nuclear Strike

One of the Primary responsibilities of the Ghost is to locate enemy units or structures for tactical nuclear strikes. Using a special frequency targeting laser, the Ghost can direct missiles from any friendly silos with pinpoint accuracy.



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