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Ghost

Stealth Sniper
Stats : Lore : Abilities : Upgrades : Media
Production Statistics Armaments
  • Minerals: 100
  • Vespene: 200
  • Supply: 2
  • Build Time: 40
  • Hit Points: 100
  • Energy: 200
  • Armor: 0 (+1)
  • Movement: Normal
  • Modifiers: Biological - Psionic
  • C-10 Canister Rifle
  • Damage: 10 (+1)
  • Range: 6
  • Speed: Normal
  • Targets: Ground, Air
  • Bonus: +10 vs Light (+1)
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 hyper-evolutionary 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.
 

Abilities


Sniper Round (R)
A careful shot dealing 45 damage. Ignores armor.
Stats: 45 damage
Energy: 25
Range: 6
Cloak (C)
Cloaks the Ghost, preventing enemy units from seeing or attack it. A cloaked unit will only be revealed by detector units or effects.
Requires: Personal Cloaking
Stats: -0.9 energy a second
Energy: 25
Tactical Nuke (N)
Calls down a Nuclear Strike at a target location. Nukes take 20 seconds to land but deal 300 (+200 to structures) in a large radius.
Requires: Arm Silo with Nuke
Type: Channeled
Stats: 300 damage (+200 buildings)
Cast Time: 20 sec
Range: 10
EMP Round (E)
Creates an electromagnetic pulse that does 100 damage to shields and drains all energy from units in a targeted area. Cloaked units hit by EMP are revealed for a short time.
Stats: -100 shields
Energy: 75
 

Upgrades


Infantry Weapons (W)
Upgrades the damage dealt by infrantry units.
Requires: Armory (L2+)
Minerals Vespene Time
100
175
250
100
175
250
160
190
220
Infantry Armor (A)
Upgrades the armor of infantry units.
Requires: Armory (L2+)
Minerals Vespene Time
100
175
250
100
175
250
160
190
220
Moebius Reactor (M)
Increases the starting energy of Ghosts by 25.
Minerals Vespene Time
100 100 80
Personal Cloaking (C)
Enables Ghosts to use the Cloak abilty. Cloak renders a unit invisible to enemies unless revealed by detector units or effects.
Minerals Vespene Time
150 150 120
 
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