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Terran units and special abilities


Medic
Medic
The medic will make the dreaded Terran infantry even more powerful. You will build it at the barracks, and it requires the academy to begin production. The medic currently costs 75 mineral, 25 gas, and 1 supply. It has 80 hit points, starting armor (1 or 2), and no attack. It's a spellcasting unit with three abilities, which are researched at the science facility.

Heal: The medic starts with the ability. It basically heals damage to any organic units, including Zerg buildings. Heal can only be performed on a single target, but a medic will auto-acquire any damaged unit within range. Then, it will run up and start repairing damage. The speed of healing is still being tweaked, but right now heal occurs at the same rate as repairs done by an SCV on a mechanized unit. Just like SCV repairs, you will be able to add medics to a job to increase healing speed. Healing will directly take away from the medic's energy and will have no activation cost. The ratio of hit points healed to energy is 2 to 1. A medic won't be able to heal itself but can be healed by other medics.

Restoration: Restoration targets a single unit and rids it of most ailments. It will eliminate parasite, ensnare, plague, irradiate, and blindness (a new ability of the medic's). The cost will be 50 energy. Basically, a dexterous Terran player will be able to mitigate the deadliness of enemy Zerg or Terran special abilities.

Flash grenade: The flash grenade targets a single unit and permanently reduces its sight range to 1 matrix. It will cost 100 energy. This ability will be perfect for neutralizing detector units for even more effective cloaked wraith runs. If there are other units nearby the blinded unit, they will be able to spot for the blinded individual. However, if the unit is an overlord or observer, it won't be able to convey its detection to any of its cohorts until the cloaked wraiths come to within one space of it. This ability will make the Terran cloaking attacks even more deadly.

Valkyrie Missile Frigate


The missile frigate is built at the starport and requires the armory. It will cost 150 mineral, 150 gas, and 3 supply. It's a durable unit with 200 hit points. Right now, it fires off 12 missiles that explode in a 3x3 matrix around the targeted unit. Each missile currently does 8 explosive splash damage, for a total of 96 damage. However, a single unit might not be hit by all missiles. A scourge, for example, might only be hit by one missile, but a battle cruiser (which occupies the entire 3x3 matrix) would be hit by each missile. To make up for this insane attack damage, the valkyrie will have a cooldown cycle between each target. Currently the attack speed is about the same speed as a siege tank's attack in siege mode. Because the missile frigate's attack is so powerful, it could be weakened during balancing. The attack is an air-to-air attack only.

The valkyrie's special ability is the afterburner, which costs 50 energy to activate and drains continuous energy after that. The missile frigate normally moves at the same speed as a Terran dropship but with afterburners becomes as fast as the mutalisk. It probably won't be able to outrun scourges because in current QA testing, players employ incredibly cheesy tactics by afterburning into a base, wreaking havoc on air units, and then running away. This ability will be researched at the control tower.

Goliath
Since the Protoss are getting three new units, Blizzard decided to upgrade one existing unit for both the Terran and the Zerg. Blizzard polled battle.net players to find which units were least used and decided to upgrade the Terran goliath and Zerg ultralisk. The goliath upgrade will be air-attack range. Right now, the tentative title of the upgrade is hellfire propulsion, and it increases the goliath's air-attack range to 9 matrices, which is farther than the goliath can currently see (whether its sight range will increase or it will need a spotter is still being determined). This upgrade will make the goliath even more useful as an antiair defense on islands (the new range beats missile turret range) and will make it more durable against guardians (it will be able to attack first rather than walk up to range while getting pounded by the guardian).

Next: New Zerg units and abilities>