All units of a type are identical,
and a unit's interactions are constrained by the abilities and properties
of its type.
Abilities
can often be enhanced (upgraded) by certain buildings.
All types have the property of hit points
(analogous to bodily health); when it is first produced, a unit possesses its
maximum number of hit points. Combat interactions decrease
hit points while repair interactions increase hit points. When a unit's
hit points reach zero, the unit is removed from the map.
Some special types have the property of energy
which slowly recharges over time and is depleted by the use of special
abilities (spells).
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The properties of a High Templar.
Hit points in grey, shield strength in green,
spell energy in white.
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The psi-storm is a special ability (spell)
of the High Templar which costs 75 points of energy a pop.
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Dark templar have the ability of remaining
invisible to enemy units, such as this
unsuspecting marine...
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Common units include a worker (e.g. the probe),
which gathers resources and constructs
buildings, and various combat units (e.g. the scout and the corsair).
Additional constraints appear in the form of combat restrictions;
one type of unit is restricted to what other types of units it can attack
based on terrain as shown below.
These restrictions encourage you to deploy your units based on their
abilities and form the "destroy" part of the model.
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It only takes one probe to build an empire.
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Scouts can harass zerglings with impunity,
since these land critters can't attack targets in the air.
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Since the Corsair can only attack other air targets,
it is vulnerable even to a lone Marine on the ground.
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