A word on speeds and ranges. Rather than get bogged in exact speeds and distances, I created simple relative categories. Speed categories are slow, medium, or fast. Range categories are melee, short, medium, long, and very long. Also, a special thanks to the StarCraft wiki for making all the info for this posting way easier to make than digging it all out on my own.
Terran
Marine "Gimme somethin' to shoot!"HP: 5
AC-12
Speed: medium
C-14 rifle: 2 x 2d10 ranged attacks, 1 wound, long range
- U-238 Rounds/constant: increase range to very long
- Ah! That's the stuff!/encounter: inject a stimpack and lose one HP but get one additional attack per round for 3 rounds
- Ground Armor/constant: add 1 to armor class (maybe taken up to 3 times)
- Ground Weapons/constant: add 1 to attack rolls (may be taken up to 3 times)
Firebat "Wanna turn up the heat?"
HP: 5
AC-13
Speed: slow
Perdition flamethrower: 1 x 2d10 ranged attack, 3 wounds, short range
- Ah! That's the stuff!/encounter: inject a stimpack and lose one HP but get one additional attack per round for 3 rounds
- Ground Armor/constant: add 1 to armor class (maybe taken up to 3 times)
- Ground Weapons/constant: add 1 to attack rolls (may be taken up to 3 times)
Medic "Where does it hurt?"
HP: 5
AC-12 (AC-10 and +2 shield)
Speed: medium
Cadeuceus Wand: you have a nanite healing instrument which works great, but not as reliably as people would like; roll 1d10, on 3-10 you heal an injured person of 1 wound, on 1-2 nothing happens
- Cadeuceus Reactor/constant: upgrade to Cadeuceus Wand making it reliable, no roll necessary on use.
- Restoration/constant: upgrade to Cadeuceus Wand so you can heal more status effects such as neutralizing poison, and curing blindness.
- Optic Nerve/encounter: you acquire an A-13 grenade launcher with flash grenades; all creatures near the grenade must make a Commitment save or be blinded for one hour
- Ground Armor/constant: add 1 to armor class (maybe taken up to 3 times)
Protoss
Zealot "Honor guide me!"HP: 8
AC-12
Shield HP: 5
Speed: medium
Psi-blades: 2 x 2d10 melee attacks, 3 wounds
- Ground Armor/constant: add 1 to armor class (maybe taken up to 3 times)
- Plasma Shields/encounter: add 1 to HP (maybe taken up to 3 times)
- Ground Weapons/constant: add 1 to attack rolls (may be taken up to 3 times)
- Leg Enhancements/constant: increases speed to fast
Dragoon "Make use of me!"
HP: 8
AC-12
Shield HP: 6
Speed: medium
Phase Disrupter: 1 x 2d10 ranged attack, 4 wounds, long range
- Ground Armor/constant: add 1 to armor class (maybe taken up to 3 times)
- Plasma Shields/encounter: add 1 HP (maybe taken up to 3 times)
- Ground Weapons/constant: add 1 to attack rolls (may be taken up to 3 times)
- Singularity Charge/constant: increase range to very long
Zerg
ZerglingHP: 3
AC-10
Speed: slow
Claws: 1 x 2d10 melee attack, 1 wound
Burrow/encounter: burrow quickly into the ground to hide; cannot be attacked while underground but is still aware of the presense of ground units nearby
- Carapace/constant: add 1 to armor class (maybe taken up to 3 times)
- Melee Attacks/constant: add 1 to attack rolls (may be taken up to 3 times)
- Metabolic Boost/constant: increases speed to fast
- Adrenal Glands/encounter: two extra melee attacks per round
Hydralisk
HP: 7
AC-10
Speed: slow
Needle spines: 1 x 2d10 ranged attack, 2 wounds, long range
Burrow/encounter: burrow quickly into the ground to hide; cannot be attacked while underground but is still aware of the presense of ground units nearby
- Carapace/constant: add 1 to armor class (maybe taken up to 3 times)
- Missile Attacks/constant: add 1 to attack rolls (may be taken up to 3 times)
- Muscular Augments/constant: increases speed to medium
- Grooved Spines/constant: increase range to very long
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