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Old 05-17-2007
 
#286
Argentina imarafan
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Default Re: StarCraft 2 Concepts, Theories and Ideas

HOLAS: (tm)

battlecruisers have a lot of weapons.... but for the game simplicity they only use 3

battlecruisers also have shields.... but not the protoss ones

i mean.... for the game purpose of not make a super powerful unit.... they only giv'em 3

maybe with better graphics and more detailed level there could be that super battlecruiser..... but..... i really don't think so...
 
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Old 05-18-2007
 
#287
Italy 10thNazgul
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Default Re: StarCraft 2 Concepts, Theories and Ideas

THE STEEL HORDE

A huge Worldship emerges from a warphole near Moria. The ship, large as a small planetoid, reaches the orbit of the planet.
Tides caused by the mass of the Worldship start to devastate the surface of the planet with earthquakes, storms, volcanic activity. Before the planetary defence systems could even react the huge hangars of the worldship open, and a swarm of battleships and transports get out, attacking the planets. Dozens of colonizer emerge from the bulk of the Worldship and land all across the planet, starting to exploit the resources of the rich world.
In few time legions of ground unit emerged from the transports slaughtered any life form on Moria.The former Kel-Morian Combine is no more.


Few days after the attack Ltn. Mike Cosir, one of the few that managed to escape from Moria reports:
"Huge colony ships landed when the attack begun, dipping huge claws deep into the ground. I barely managed to retreat with my wraith when a fleet of battleship went chasing my squadron. We were in attack formation when we were outnumberd by at least forty weird vessels and we can't neither give a shot to the Colonizer that we were almost vaporized. I destroyed one of the encoming flyer then I engaged my cloak device and turned back. I flown across cities and outposts where swarms of droids slaughtered anyone. We were caught before could make a real stand. It was a true massacre!"
Report from Science Vessel "Amudnsen", sent to a recon mission to Moria system. They succeeded to send a subspatial message before we lost any communication:
"we approached to 5 millions of Km to Moria to perform a full scan of enemy forces. We painted 74 colony ships landed on Moria and a growing activity near these nodes. It seems that they are gathering resources at full speed. Countless ground droids and battleships are swarming the planet surface. We haven't any sentient life form signature so we assume that invaders are only mechanical. We are going to give a close look to the Worldship to confirm our theory. We'll try to gain advantage from the planet moon to bring us closer."
Strenghts and weaknesses:
  • All units are mechanical, so are more vulnerable to lockdown but immune to irradiate
  • Modular Neural matrix, which give Terabyte (TB), needed to train units, requires less space to build the base but causes more problems when one would be destroyed (the basic Neural matrix that gives 10 TB; upgraded gives 15 TB).
  • Construction: more workers are sent to build a structure, faster they build it (up to 3 workers: 2 workers: 25% faster; 3 workers: 40% faster). Except for Colonizers and Gas drills buildings have to be placed in a certain range of others. Tiny connectors and wires will connec automaticallyt each building to another.
  • High level tech tree split between 2 major branches: nanotech and chemical warfare. The high cost of the 2 buildings makes more likely that in a game you would specialize in only one branch.
  • Logistic: the more powerful weapons have to be reloaded (gas from colonizer for chemical weapons; seeker pods from a pod factory or a storage ship (seeker pods are something similar to a combination of an homing missile and a scarab).

 
 

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Old 05-19-2007
 
#288
Israel MasterBoo
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Default Re: StarCraft 2 Concepts, Theories and Ideas

I'm unsticking this for the time being, to clear some room from the stickies for the SC2 announcement. Don't worry, it's still there
 
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Old 05-28-2007
 
#289
Canada Aquanaut
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Default Re: StarCraft 2 Concepts, Theories and Ideas

Quote:
Originally Posted by Phalanx View Post


HISTORY OF THE GEODOSIAN EMPIRE:

THE LONG SLEEP: A SECRET TRUTH


As the four deep-space super carriers, Argo, Nagglfar, Reagan and Sarengo moved to what soon would become their home, the future Koprulu Sector, another super carrier was secretly launched. Named the Jontunheim, it contained 10.000 civilians and a different computer known as Artificial Electronic General Intelligence System (AEGIS), and began to head to a different location, a recently explored planet known as Sigma Andron VI. Under the surveillance of the United Powers League, AEGIS had orders to colonize Andron and place it under direct command of the political leaders on Earth.

But things got worse when the fifth super carrier passed an unknown space frontier, who would be identified thirty years later as the Hadron Barrier, in which disrupted communications between AEGIS and the UPL High Command, thus causing AEGIS to be shut down, and all communication lost. Moving blindly towards deep space for three years, the Jontunheim’s navigational computers have entered visual contact with their target.


A NEW BEGINNING

Upon land on Sigma Andron IV, the colonists were forced to salvage the Jontunheim in order to survive the cold, desert planet where darkness was constant and hope was nearly lost. For nearly sixty years the Andronians, as the colonists were now called, lived in isolation. After the discovery of sub-space warp travel, the Argonians have decided once more to come into space.

During these sixty years, the colonists spreaded across the planet, thus causing the birth of the nations of Galthor, Victor Prime, Moscowgrad and Davinus. However, several conflicts emerged on the planet. While Victor Prime continued to explore the resources on Moscowgrad´s territories, Galthor and Davinus have been engaging in a murderous war, caused over several rivalities between the two nations (Davinus was formed by a uto-dystopian government, in which union and friendship were common, but ruled by a authoritarian militant political body, and Galthor was a tribal society, where the strongest are always the leader).

After reaching space, all four nations were forced to unite under the flag of the Andronian Confederation. Resources in the planet were already depleted, and new planets needed to be colonized. The expansion of the Andron Confederation towards the Sigma System colonies would soon give birth to one of the most powerful species the galaxy would ever known.


BIRTH OF THE GEODOSIAN


For three years, the Andronian Confederation colonized several colonies in the Sigma Andron System, until the discovery of a new planet in the system’s border. Having been named as Draconis V, it’s colonization ships have descended to colonize the planet. After two years of full colonization, the Draconian citizens (As the Andronian citizens named them) have discovered an old, but mysterious alien temple. During its studies, a military sergeant called Thomas Johnston accidentally destroyed one of the temple’s crystals, causing an unknown virus to be released across the planet.

While adult humans were not infected, its children were suffering from the same mutations: their eyes were becoming even more brighter, and their skin was grey. Several attempts to fight such a disease were fruitless, until a brilliant scientist, Lionel Reynolds, discovered the cause of the disease: Most of the children who were infected contained a genetic cell named by Reynolds as the G-1, who represented the last 10% of the human DNA. The adults were not infected because their G-1 cells were already mature, and the children’s cells were susceptible to that disease.

On 2321, the government of Draconis V separated from the Andronian Confederation and united under the flag of the Interstellar Security and Assistance Consortium (ISAC), a corporation founded by Reynolds and ruled the most influent scientists of the planet. With the ISAC in command, the first directive was to eliminate the G-1 Virus by any means necessary.


OPERATION EXTERMINIUM


Like Project Purification has exterminated millions of innocent people, the ISAC began to take unpredictable measures to avoid the G-1 Virus from infecting even more children. First, they used nuclear strikes to destroy the alien temple responsible for the beginning of the virus. However, the infection rating became even larger, as the radiation has mutated the G-1 Virus. Having decided to make use of conventional means to destroy the infection, the ISAC boardroom has rounded up several infected children and teenagers and transferred them to quarantined medical facilities known as the SCU (Special Contention Units), which in fact they were extermination camps. No Draconian citizen ever came to know of such atrocity, as the ISAC controlled all media.

For several years, almost all the infected were massacred by the ISAC facilities.
However, on 2362, an infected teenager known as Edwin Drake has killed six ISAC guards and released the locks of all security cells, freeing all of the infected who were locked up in there. While consulting the archives, Drake found out that the ISAC was not planning to cure them, but to exterminate them. Drake knew that if the rest of the planet knew the truth, they would support the infected children in taking down the planetary government.

After Drake assaulted the Planetary Media Control Center and transmitted the truth about the SCU facilities, the ISAC boardroom began a new project to destroy the infection once and for all: Operation Exterminium.

By equipping many of it’s personnel with military-grade weapons and forcing all of their employees to do basic training, the ISAC began to deal with all renegades, infected or not, through the force of arms.


THE FALL OF THE ISAC, THE GEODOSIAN EMPIRE AND THE CULT OF SIGMA


In a week following Drake’s assault, chaos erupted. Several rebellions occurred in several SCU facilities, riots took their place in the streets and the infected united under the flag of the ‘Draconian Militia’. Under the belief that the ISAC would no longer have any control of their lives and freedom, Drake has successfully eradicated all SCU camps and ISAC military outposts, costing to the corporation millions of credits in lost men, equipment and machinery. The ISAC did one last attempt to restore control.

Using it’s remaining credits to hire all mercenary forces on the Andron System, the boardroom sent it’s best assassins to eliminate Drake and finish the revolt. The attempt failed, and the Draconian Militia has dissolved the ISAC after the successful siege in the ISAC headquarters, two months later.

All human civilians, neutral and once loyal to the ISAC, were allowed to leave the planet unharmed. Fearing that another Operation Exterminium might commence, the Draconian Militia could not afford to allow any humans on their planet.

Two weeks after the fall of the ISAC, the ships containing the remaining humans have departed to Sigma Andron, and the Draconian Militia, now called the Geodosian Empire, was forced to compromise most of its scarce resources in order to rebuild their planet. Several cities were leveled to ruin as a result of Operation Exterminium, and no more off-world contact was allowed. Draconis, in a few words, was left by the human survivors not to avoid another ISAC, but to see if they can fend for themselves. All technology it could be salvaged was saved, and only in two years Draconis was renamed by the Geodosians as Jonthunheim, as a special honor to the ship that brought humankind to the planet. As the Empire begun to slowly rebuild itself, new philosophies based in honor and new codes of laws were formed, and a massive re-education process began, in order to maintain the stability of the empire. Old research programs, cancelled by the ISAC due to their in exhaustive focus on Operation Exterminium, were restarted under the flag of the Geodosian Empire. In less than five years, the first Geodosian space vessels were launched in orbit, and the construction of an orbital platform has begun.

However, another organization was also building itself, but in secrecy. Named as the Cult of Sigma, this fanatic organization believed that the humans were responsible for the beginning of all wars that devastated the universe in the past, and that only by forcing through war all human factions to join their fold, there would peace. On the other hand, the Geodosian Empire believed that the wars would ever happen, if not by mankind, than by other races. Although no contact between aliens and Geodosians was made, the Empire continued it’s expansion through out the Draconis system, while the Cult of Sigma was preparing it’s forces for a massive war.


THE FIRST INTERSTELLAR WAR

“No one has ever won a war without taking advantage of the enemy’s weaknesses”

- Vor’Ka, Priestess the Cult of Sigma.



Although the Cult of Sigma’s forces were numerous, but weak, they had a secret plot in their hands: They would cause a war between the Geodosian Empire and the Andronian Confederation, and when both factions were weakned, the Cult would reveal itself and destroy them all, thus causing the re-education of the humans and the union of all Geodosians in the Cult of Sigma fold.

Through the use of several spies, they were able to cause several tensions between the two factions, eventually causing both of them to engage in a murderous war. The Geodosian Empire, while technologically advanced, were not militarily prepared to face any incoming wars, thus causing the fall of several worlds under imperial control. Two years passed after the beginning of the war when the Geodosian Empire formed the Imperial Legions. Composed of several young soldiers, called by the Geodosian civilians as Legionnaires, and equipped with heavy laser and plasma weaponry, they were able to hold their remaining planets until the Legions were strong enough to reclaim their lost planets. After the successful retaking of the ice world of Draconis Prime, Edwin Drake, now called as Emperor Leviticus I, has constructed the first Geodosian military ships, forming the Geodosian Armada, and begun to advance into Andron Confederation space.

Thinking that both factions were weak enough, the Cult of Sigma has revealed itself, and began a massive campaign against the Geodosian Empire. Casualties were high, and the remaining forces of the Geodosian Armada attempted to restore peace with the Andronians in order to stop the Cult of Sigma. The attempt failed, with the Andron Confederation declaring that it could deal with the fanatics by themselves. That was reminded by the Empire in the end of the war as the last mistake of the Confederation, since the Cult of Sigma has moved its campaign efforts against the Andronians. Using stolen Geodosian technology, they were able to destroy the mighty Confederation Navy and take control of several human worlds. All re-education programs created by the Cult have failed, causing the death of millions of human lives.

The war only ended in the Battle of Andron, when the last pockets of the human race were fighting for their lives against the Cult of Sigma’s ground forces. When the planet was about to fall, Emperor Leviticus has ordered one final order to the Geodosian Armada: Use the Neutron Bomb. The bomb, ten times more powerful than a Nuclear Missile, has detonated, causing the extinction of the human race in the Andron System, and the fall of the Cult of Sigma.


“I don’t know if the humans, and maybe our sons, will ever forgive us for this. But I hope they, at least, understand this meaning of sacrifice.”
- Leviticus I, Emperor of the Geodosian Empire.


ANCIENT POWERS


Now it was 2451, and Leviticus I was long gone. Many Geodosians reminded his order to destroy Sigma Andron VI as a great sacrifice, needed to stop a fanatic race that would destroy all hope and all freedom.

With the defeat in the Battle of Andron, the Cult of Sigma (COS) fell in disarray. Several of the High Council members were arrested, and the remaining fanatics were exiled as traitors. Having been sent to the border of space, these fanatics have only found solace in the ice world of Nalthor. A new High Council was formed, and its new members formed another battle strategy. Before they can even continue with the re-education of humanity on Earth, they would need to stop the only force that would be able to stop them again and again: their Imperial brethren.

And those fanatics were about to get their chance…

During a exploration mission to find new resources, a COS patrol discovered ancient ruins of an alien temple. One of the fanatic priestesses, Tau’La, discovered a large formation of strange crystals. What the cult didn’t knew was that these crystals were the last remnants of an ancient civilization.

Upon the discovery that these crystals allowed the use of psychic powers, the cult was totally reformed through a new philosophy: “There is no other dangerous weapon than your mind”.

Using these crystals as their new weapon, the COS took years to develop new vehicles and train their new armies of psychic warriors, divided into “Crusades”. The High Council was replaced by the most powerful psychics in the Cult of Sigma society. Those of the Council who were replaced gave to these new Councilors political, strategic and military training.

Using their new technology based on these crystals, known to the COS as the Thynium, the COS began once more to prepare for war against the Geodosian Empire.


THE BATTLE FOR ANDRON II


During the two years the COS used to carefully position their most powerful psychics, called Priestesses, amongst the Imperial society, the Geodosian Empire did little progress in expanding it’s borders. Its resources were nearly depleted during the war, and the Empire was forced to compromise these same resources to maintain its control over the colonies.

With the ascension of Leviticus’ daughter, Empress Eudoxia, the Cult of Sigma finally decided to attack.

Using their new psychic powers, the COS Priestesses brain-washed entire planets and unleashed them against the Empire. In less than three days, four entire planets were lost. In response to these losses, the upset Empress has sent the Geodosian Armada to deal with the problem. For several years the COS and the Empire forces have been engaging one to another until the Battle for Andron II. The COS campaign to take over the planet would have failed if the crew aboard the Imperial Cruiser, the IGS Resolution, had not rebelled and exploded a Neutron Missile aboard the ship. When the bomb exploded, three fourths of the Geodosian Armada was decimated.

Humiliated by such defeat, the Geodosian Armada pulled back to Jontunheim while the Cult of Sigma conquered the remaining planets unchecked. In one week, the Geodosian Empire controlled nothing but five planets: Jontunheim, it’s homeworld, and the colonies Trantor II, Haldran, Gemini 7 and Draconis IV. Taking advantage of their approaching victory, the Cult’s High Council has sent it’s merciless agent, Priestess Tau’la, to occupy the remaining colonies and finish the re-education of all Geodosian Imperial civilians.


THE CURRENT STATUS


The Cult of Sigma is now advancing towards Gemini 7, eliminating all resistance it encounters. The brilliant leadership of the Empire’s greatest Imperator, Telluria Verno, has prevented Tau’la from accomplishing her mission for now. Although the Cult of Sigma has obtained a great amount of power, their bulk of their forces are scattered in several of the captured Imperial colonies in order to maintain their iron fist. Most of the Geodosian Legionnaires are wearied by the constant fighting and the Armada is close to full obliteration. Something will have to fall, and it won’t take much time for this to happen.



GEODOSIAN FACTIONS:

THE GEODOSIAN EMPIRE

Background:

Once a greater beacon of light for all Geodosians, the Empire is now nothing but a falling faction that still resists to the aggressions of the Cult of Sigma. Their colony of Gemini 7 is constantly under siege by the COS and it’s Legionnaires continue to battle valiantly to stop the fanatics.

Their bulk of their force is technologically advanced. Denying to use the Thynium Crystals as a weapon, the Geodosian Legions make use of Pulse Laser Rifles, Heavy Plasma Cannons, Hover vehicles and Missile Artillery Vehicles. They are also capable of using their remaining star cruisers to call down orbital bombardments. Their infantry is composed of the most well-trained Legionnaires their homeworld, Jontunheim, has to offer, and their field commanders, known as Centurions, are some of the most brilliant tacticians.

Strengths:

- Ranged Combat: The Imperials’ powerful weapons have an excellent firepower and long range, making sure that even a small force of infantry units is feared in the battlefield.

- Secondary Weapons Fire (Unique Geodosian Ability): The Empire’s expertise in weapons technology and military training has resulted in the troops’ ability to handle two weapons at the same type. This ability is also applicable to the Geodosian vehicles.

-Air Superiority: The Imperial Fleet, specially the Horus Cruiser, carries enough firepower and versatility to rivalize, and even outmatch, the Protoss Fleet.

Weaknesses:

- Melee Combat: None of the Geodosian units are capable of Melee combat capabilities, making them very vulnerable to any melee combat based soldiers, specially Zealots.

- Cost: Like the Protoss, the Geodosian units are also expensive.

Armies (Legions or Wings):

Before the fall of the Empire, there were 12 Legions and 6 wings, each with a certain skill to co-ordinate their forces. Now, with the Empire crumbling to the Cult of Sigma, the remaining 6 Legions and 2 Wings are the only force between the Imperial homeworld of Jonthunheim and the Cult of Sigma.


Alpha-Victor Legion (Brown):

Homeworld: Trantor Prime (lost to the COS)
Commander-In-Chief: Master Imperator Clavius Aurelius.
Military Personnel: 6.500 soldiers, 272 engineers
Vehicles: 154
Spaceships: 70 (Only light ships and transports)
Expertise: Frontline Operations, Artillery.

Description:

Being the first of all Imperial Legions, the Alpha-Victor is known for it’s successful campaigns against the Andron Confederation and the Cult of Sigma. Now, with the obligation of defending the very Homeworld of Jontunheim, this Legion realizes forward operations against the Cult in Gemini 7.


Gamma-Tau Legion (Purple):

Homeworld: Haldran
Commander-In-Chief: Imperator Darius Rogal.
Military Personnel: 2.500 soldiers, 150 engineers
Vehicles: 59 (Only hover vehicles)
Spaceships: 20 (Only transports)
Expertise: Infantry Training.

Description:

The Gamma-Tau Legion were the first to send it’s Legionnaires in a rigid, martial training program, making their effectiveness rise by 25% and turning this Legion a very welcomed member to the Empire. Although weak in vehicles and ships, it’s soldiers are very well trained and equipped, and stand ready to face any enemies of the Empire.


Epsilon-Pi Wing (Yellow):

Homeworld: Andron II (lost to the COS)
Commander-In-Chief: Master Imperator Lucius Torquemada.
Military Personnel: 1.500 soldiers, 620 engineers
Vehicles: 86
Spaceships: 170
Expertise: Planetary Defense, Escort.

Description:

This Wing is one of the few who survived the onslaught of the COS during the fall of the Empire. Having their history tainted when the IGS Resolution has betrayed this wing, they prove their valor to the Empress by fighting harder on Imperial space, punishing those who dear to fall back. This has happened due to the constant fear that the entire Wing might be considered guilty of the Empire’s losses on Andron II.


Delta-Cadimus Legion (Blue):

Homeworld: Jontunheim
Commander-In-Chief: Centurion Gaius Octavian.
Military Personnel: 1.500 soldiers, 420 engineers
Vehicles: 80
Spaceships: 45 (Only transports)
Expertise: Frontline Operations, Surgical Strikes, Defensive Operations.

Description:

This is the very Legion who you will play. The Delta-Cadimus were recently formed by the Empress in order to turn the tides of battle in Gemini 7. Their leader, Gaius Octavian, has also been recently promoted to Centurion. With the assistance of the Shadow Ops Division, and the guidance of Imperator Telluria, your Legion must prove their valor by assisting the Alpha-Victor Legion on defeating the Cult of Sigma’s Priestess, Tau’La.


Sierra-Kronus Legion (Teal):

Homeworld: Jontunheim
Commander-In-Chief: Centurion Eleni Vorena.
Military Personnel: 670 soldiers, 200 engineers
Vehicles: 45 (Only Artillery)
Spaceships: 45 (Only light ships)
Expertise: Stealth Operations, Sabotage, Tactical Recon.

Description:

Little is known about the Sierra-Kronus Legion or it’s personnel. Stories about their origins claim they are descendants of Emperor Leviticus, once called Edwin Drake, the very responsible for the foundation of the Geodosian Empire. By controlling the Geodosians’ Stealth forces, the Shadow Ops, this Legion is responsible for employing surgical strikes against the Cult of Sigma. Unless they are called by the Empress, they don’t dare to assist the other Legions in their battles.


Omega-Uriel Legion (White):

Homeworld: Draconis VI (lost to the COS)
Commander-In-Chief: Imperator Telluria Verno.
Military Personnel: 2.700 soldiers, 800 engineers.
Vehicles: 110
Spaceships: 75
Expertise: Intelligence, Defensive Operations, Recon.

Description:

Having lost their Homeworld to the Cult of Sigma Priestess, Tau’La, the leader of the Omega-Uriel Legion, Telluria Verno, was transferred to Gemini 7 to provide all frontline intelligence for the Alpha-Victor Legion forces fighting the Cult of Sigma. Telluria has a great hatred for Tau’La because of the loss of her Homeworld, and she believes that it is in Gemini 7 that she will find her revenge.


Taurus-Bravo Wing (Red):

Homeworld: Draconis IV
Commander-In-Chief: Centurion Dracus Icarus.
Military Personnel: 700 soldiers, 300 engineers.
Vehicles: 50
Spaceships: 35
Expertise: Defensive Operations, Escort, Supply Lines.

Description:

Being the most weak of all Legions, the Taurus-Bravo forces have been assigned of providing all military supplies and convoy escort to the other Legions defending the Empire. They do not like the frontline battles, and will only engage the Cult of Sigma in combat if they attack their Homeworld, Draconis IV.


Beta-Icarus Legion (Orange):

Homeworld: Jontunheim
Commander-In-Chief: Master Imperator Katrina Prospero.
Military Personnel: 1.800 soldiers, 600 engineers.
Vehicles: 80
Spaceships: 65
Expertise: Elite Guard.

Description:

The Beta-Icarus are the very last line of defense of Empress Eudoxia. Counting with heavy weaponry, Missile Artillery and the deadly Horus Cruisers, they predict that sooner or later the very Homeworld of Jontunheim will be attacked by the COS, so their soldiers are trained to never to retreat or surrender in battle.
This is interresting.

Well, perhaps Blizzard didn' t confirmed a fourth race, but if you erase/replaced some details related to SC and his names, you could adapted it and made an interresting sci-fi novel(s) with your stuff you wrote, here.

What do you think ?
 
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Old 05-30-2007
 
#290
Brazil Phalanx
Veteran of SC
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Default Re: StarCraft Concepts, Theories and Ideas - Now Moved to SC:D!

It would be a nice idea. I'll try that as soon as I finish my campaign (State of War).
 

"The price of freedom is the eternal vigilance" - Admiral Tolwyn, Wing Commander

"I know the hour of victory is upon us, but the question is: How shall we be remembered in the end? As warriors? As templar? As destroyers? Or as the ones who fought to ensure the survival of our species?" - Prelate Thurion, State of War.
 

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Old 06-15-2007
 
#291
United States Shangster
I have returned
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Default Re: StarCraft Concepts, Theories and Ideas - Now Moved to SC:D!

Zero, I'm offended. Where's my Great Race Theory? I can't find it anywhere!
Well, ti's been more than a year since I've been here, so can't say I'm surprised... I hope I still have that article saved somewhere :P

Lots of new faces...

Btw, how long does it have to be before you delete a user?
 
 

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Old 06-15-2007
 
#292
Israel MasterBoo
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Default Re: StarCraft Concepts, Theories and Ideas - Now Moved to SC:D!

Hi Shang. Unfortunately BF crashed and lots of data was lost. What's here is what we managed to salvage. Your theory probably got lost in the process :/
 
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Old 07-10-2007
 
#293
Brazil Phalanx
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Default Re: StarCraft Concepts, Theories and Ideas

I'M BACK!!!

After several bloody weeks in High School, I bring to you more data from the Geodosian Interstellar War. In fact, I was about to show it to you yesterday, but the freakin forum went down. (DAMMIT!)

So, let's continue, and don't forget to keep posting to keep this thread alive.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------



Geodosian Empire -Buildings:


Stronghold:
Role: Center of Operations
Health Points: 1500
Shield Points: 800
Cost: 600 Minerals
Supply Provided: 10
Builds: Construction Droid

Description:
The Stronghold is the core of every Geodosian operations. Although this building and the Outpost can serve as resource depots it is only the Stronghold who have the materials to build Construction Droids.

Abilities:

Upgrade to Central Command: Like a Zerg Hatchery, the Stronghold can upgrade to the Central Command, the most important structure in the game.


Plasma Reactor:
Role: Power Generator
Health Points: 400
Shield Points: 150
Cost: 120 Minerals
Requirements: Stronghold

Description:
The Plasma Reactor is a structure of great importance to all Geodosian forces, since their buildings cannot function without being powered by these reactors.

Abilities:

Energy Transmission Range Upgrade: By upgrading the energy process of the Plasma Reactor, the Geodosian engineers are capable of transmitting power at a longer distance.


Energy Transmitter:
Role: Plasma Reactor Expansion Line
Health Points: 200
Shield Points: 50
Cost: 75 Minerals
Requirements: Plasma Reactor

Description:
If there is a defensive point that must be protected, but it cannot risk building a Plasma Reactor, the Geodosian field commanders use these structures to re-direct power from an idle Plasma Reactor, powering the defenses for whatever time it’s necessary.


Supply Center:
Role: Supply Depot
Health Points: 500
Shield Points: 300
Cost: 150 Minerals
Supply Provided: 8
Requirements: Must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
Unlike most races, the Geodosian depend both on power and supplies, but they have separate facilities for such needs. The Supply Center will be required several times, due to the higher supply cost the Geodosian forces have.


Processor:
Role: Vespene Gas Extraction Facility
Health Points: 300
Shield Points: 300
Cost: 100 Minerals
Requirements: None

Description:
The Geodosian use the Vespene Gas to fuel their spacecraft and vehicles, so the Imperial Commander need these Processors in order to gain some of the most powerful Geodosian structures.


Training Facility:

Role: Infantry Training Facility
Health Points: 800
Shield Points: 300
Cost: 200 Minerals
Trains: Legionnaire, Sniper Legionnaire, Missile Legionnaire, Medic Legionnaire, Scout Legionnaire, Shadow Ops, Heavy Legionnaire.
Requirements: Stronghold, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
The Training Facility is the very need for any operations the Imperial Legions may start. It is here that all infantry, the bulk of the Geodosian ground forces, is trained. From simple Legionnaires to the deadly Shadow Ops, this structure is often targeted by the COS forces.


Robotic Infantry Blacksmith:

Role: Infantry Upgrade Facility
Health Points: 600
Shield Points: 200
Cost: 175 Minerals
Upgrades: Imperial Anti-Infantry Weapons Level 1, Imperial Anti-Infantry Weapons Level 2, Imperial Anti-Infantry Weapons Level 3, Imperial Anti-Vehicle Weapons Level 1, Imperial Anti-Vehicle Weapons Level 2, Imperial Anti-Vehicle Weapons Level 3, Imperial Armor Level 1, Imperial Armor Level 2, Imperial Armor Level 3.
Requirements: Stronghold, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
This structure is needed for the upgrade of all Geodosian Imperial infantry. However, unlike the upgrades of any other species, the Imperial weapon and armor upgrades are separated by their functionality.


Armory:

Role: Infantry Technological Facility
Health Points: 500
Shield Points: 350
Cost: 250 Minerals, 50 Gas
Researches: Tactical Mines, Legionnaire Rifle Target Upgrade, Lockdown Warheads, Armor Piercing Warheads,
Requirements: Stronghold, Training Facility, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
The Armory is of great importance for the Geodosian Imperial Forces. It is here that most of the Legionnaire’s advanced weapons are found, from the Phalanx Missile Launcher to the armor and weaponry of the Heavy Legionnaires. It is also here that upgrades for standard Legionnaire equipment are found.


Assembly Lines:

Role: Vehicle Construction Facility
Health Points: 1000
Shield Points: 400
Cost: 300 Minerals, 150 Gas
Builds: Hover Speeder, Hellstorm Tank.
Requirements: Stronghold, Training Facility, Armory, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
The Geodosian Empire also employs vehicles to the frontlines, but they use them for support purposes. With the capability to construct either the faster Helix Hover Speeder or the heavily armored Hellstorm Tank, the Imperial commander discover this structure to be most useful in heavy assaults.


Assembly Bay:

Role: Vehicle Upgrade Facility
Health Points: 300
Shield Points: 200
Cost: 100 Minerals, 100 Gas
Researches: Helix Hover Boosters, Hellstorm Artillery Mode Permission, Imperial Vehicle Weapons Level 1, Imperial Vehicle Weapons Level 2, Imperial Vehicle Weapons Level 3, Imperial Vehicle Armor Level 1, Imperial Vehicle Armor Level 2, Imperial Vehicle Armor Level 3.
Requirements: Stronghold, Training Facility, Armory, Assembly Lines, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
When it comes to employ the Hellstorm Missile Artillery technology or using rocket boosters for the Helix, the Imperial commanders are required to build the Assembly Bays to gain access. The Hover Boosters may be acquired at any time, but the Hellstorm Artillery is strictly controlled by the highest rank in the Geodosian military: The High Imperators. This facility is also used to upgrade the Imperial vehicle weapons.


Landing Pad:

Role: Spaceship Construction Facility
Health Points: 800
Shield Points: 400
Cost: 200 Minerals, 200 Gas
Builds: “Noah” Transporter, “Osiris” Interceptor, “Seth” Bomber, “Uziel” Frigate, “Horus” Cruiser
Requirements: Stronghold, Training Facility, Armory, Assembly Lines, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
There are occasions when the ground forces aren’t just enough to complete a mission. In these occasions, the construction of Landing Pads to house Frigates and Cruisers is authorized. Through these structures, a simple Geodosian battle base can become a frontline operations fortress, since it employs the deadliest weaponry the Empire has: it’s Armada.


Air Control:

Role: Spaceship Upgrade Facility
Health Points: 250
Shield Points: 100
Cost: 50 Minerals, 50 Gas
Upgrades: Imperial Fighter Weapons Level 1, Imperial Fighter Weapons Level 2, Imperial Fighter Weapons Level 3, Imperial Fighter Armor Level 1, Imperial Fighter Armor Level 2, Imperial Fighter Armor Level 3, Imperial Capital Ship Weapons Level 1, Imperial Capital Ship Weapons Level 2, Imperial Capital Ship Weapons Level 3, Imperial Capital Ship Armor Level 1, Imperial Capital Ship Armor Level 2, Imperial Capital Ship Armor Level 3.
Requirements: Stronghold, Training Facility, Armory, Assembly Lines, Landing Pad, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
The Air Control is the only structure capable of allowing fighter and capital ship construction. Like the Robotic Blacksmith and the Assembly Bay, the Air Control also researches upgrades for its Armada ships.


Imperial Research Facility:

Role: Advanced Research Facility
Health Points: 500
Shield Points: 300
Cost: 300 Minerals, 500 Gas
Researches: Mobile Shield Generator, EMP Warhead
Requirements: Stronghold, Training Facility, Armory, Assembly Lines, Landing Pad, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
The Imperial Research Facility is the ultimate research facility in the battlefield. It is here, and only here, that the Empire’s ultimate super-weapons, the Shadow Ops and the Horus Cruisers, are put on the field. The researches for the Uziel’s special weapons are also researched here.

However, there’s a major limitation. Although there are two add-ons, the Shadow Ops facility and the Imperial Space Control, only the construction of one add-on type is allowed. In simple words, when the Imperial commander builds a Imperial Space Control add-on, he can only build more of this type of add-on and can’t build any Shadow Ops Facilities.


Shadow Ops Facility:

Role: Shadow Ops Operative Training Facility
Health Points: 300
Shield Points: 150
Cost: 100 Minerals, 100 Gas
Researches: Cloaking Pack, Detonation Bomb, Ocular Device
Requirements: Stronghold, Training Facility, Armory, Assembly Lines, Landing Pad, Imperial Research Facility, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
For some Centurions, Imperators and Master Imperators, the deadliest instrument of war in the Geodosian Empire is not the Horus Cruiser or the Hellstorm Tank. It is a Geodosian person. The secret intelligence agency called the Shadow Ops trains and equips it’s operatives to be the ultimate soldiers of Empress Eudoxia with a series of implants, high-technological weaponry and rigorous stealth training.


Imperial Space Control:

Role: Advanced Spaceship Upgrade Facility
Health Points: 200
Shield Points: 300
Cost: 100 Minerals, 100 Gas
Researches: Extra Ion Cannon
Requirements: Stronghold, Training Facility, Armory, Assembly Lines, Landing Pad, Imperial Research Facility, must be placed inside a Plasma Reactor's power radius

Description:
This is the most feared structure in the Geodosian Empire only for one reason: It is capable of constructing the Horus Cruiser, the deadliest weapon of war in the Geodosian Imperial Arsenal.


Geodosian Empire - Defensive Buildings



Defensive Turret Node:

Role: Defensive Battery Station
Health Points: 100
Shield Points: 200
Cost: 100 Minerals, 50 Gas
Upgrades: Anti-Infantry Turret, Anti-Vehicle Turret, Anti-Air Turret
Requirements: Stronghold, Training Facility, Armory, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
The Defensive Turret Node is the main and only defense for the Geodosian Imperial bases. It’s capable of adding permanently one of the three types of turrets, who are suited for their exact purposes.


Defensive Turrets:

Role: Defensive Battery
Health Points: None (Attached to the Defensive Turret)
Shield Points: None (Attached to the Defensive Turret)
Cost: 100 Minerals, 100 Gas
Requirements: Stronghold, Training Facility, Armory, must be placed inside a Plasma Reactor/Energy Transmitter's power radius

Description:
There are three types of turrets who can be constructed at the Defensive Turret Node: the Anti-Infantry Turret, the Anti-Vehicle Turret and the Anti-Air Turret. However, you can only choose one type of turret, and it will placed permanently, so choose wisely.
 

"The price of freedom is the eternal vigilance" - Admiral Tolwyn, Wing Commander

"I know the hour of victory is upon us, but the question is: How shall we be remembered in the end? As warriors? As templar? As destroyers? Or as the ones who fought to ensure the survival of our species?" - Prelate Thurion, State of War.
 

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Old 07-10-2007
 
#294
Brazil Phalanx
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Default Re: StarCraft Concepts, Theories and Ideas

NOTE: I've decided to post this on a separate reply in order to maintain all data organized for the forum admin.

Now, after learning all you need about the mighty Geodosian Empire and it's forces, it's time we travel to mystical, dark underground temples of Nalthor Prime and see the other side of the war.

Ladies and Gentlemen, I bring to you, the Empire's nemesis, the Cult of Sigma.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

THE CULT OF SIGMA



Background:

The followers of the Cult of Sigma, or COS, consider themselves more as part of a religious force than of a vast interstellar republic. They believe that the Human and Geodosian races are responsible for all wars that devastated their galaxy and that they must bring peace by any means necessary.

Their use of the strange alien crystal known as Thynium has made them develop new psychic abilities and weapons, which is making them nearly victorious in the Second Interstellar War against the Geodosian Empire.

The Thynium Crystal is also used as their energy source and data computers. With this crystal, the COS has developed an uncommon army of barely trained and equipped civilian warriors combined with highly trained elite soldiers who count on the most highly advanced Thynium-based weaponry. This mixture is efficient, although unpredictable at the same time.


Strengths:


- Close Combat: Most of the Cult’s forces are well trained in close combat techniques, allowing most of their warriors to become shock troopers against Imperial forces.

- Stealth and Speed: The COS counts more on surprise attacks and stealth ability to face it’s enemies. As a result, most of it’s units are cloaked and can move with an unpredictable speed.

- Charge Ability: For several years the Cult’s infantry was always suppressed by the long range fire that the Geodosian Empire possessed. But now, after years of training, the Cult of Sigma can make it’s Warriors charge the enemy forces with relative ease, making them able to resist ranged combat.

- Numbers: During the Second Interstellar War, the COS has acquired a enormous number of followers, transforming the Cult in a massive war machine, capable of crushing it’s enemies with it’s numerical superiority.

- Cost: The COS has a large economic advantage, making their units to be constructed with a very low cost.


Weaknesses:


- Fragile HP and weak attacks: Different from the Geodosian Imperial Legions, who can hold on their own against the enemy, most of the Cult’s units are relatively weak in combat, making them hopeless if they stand on their own.

- Ranged Combat: Unfortunately, most of the COS’ ranged weaponry is not as powerful as the Imperial’s, so they’re only used as a support role.

- No Defenses: Since the COS rely on speed and stealth, they are not made for entrenched positions. As a consequence, the COS bases have no defensive buildings, forcing their commanders to leave some of their units to watch over their bases.


Armies (Crusades):

Formed by millions of fanatical members, the armies of the Cult of Sigma, known as Crusades, fight tirelessly to destroy the last remnants of the Geodosian Empire before advancing to re-educate the human race.


Dal’Yavith Crusade (Teal):

Homeworld: Draconis VI
Commander-In-Chief: Priestess Tau’La Gal’N.
Military Personnel: 525.000 soldiers, 3.800,220 civilians
Vehicles: 510
Spaceships: 200
Expertise: Frontline Operations.

Description:

The Dal’Yavith are the main Crusade in charge of the assault in Gemini 7. Under the leadership of the wise, yet cruel, Priestess Tau’La, the Dal’Yavith has began to halt most of it’s attacks in response of the Delta-Cadimus Legion’s arrival.


Ko’Vash Crusade (Purple):

Homeworld: Fenidus Prime (Originally named Sigma Andron III)
Commander-In-Chief: Cleric-Councilor Sen’Jarok Jun’Ros.
Military Personnel: 20.500 soldiers, 75.000 civilians
Vehicles: 120 (Only light vehicles)
Spaceships: 100 (Only transports and fighters)
Expertise: Urban Security.

Description:

Being the smallest of the Crusades, the Ko’Vash Crusade leader, Sen’Jarok Jun’Ros, has decided that this crusade is responsible for protecting the COS cities from Imperial onslaught. This crusade, although small, can hold on it’s own, and only calls for the help of other Crusades if absolutely necessary.


Veer’Kha’Tuhl Crusade (Red):

Homeworld: Nalthor Prime (Colony of Draconis VI)
Commander-In-Chief: High Councilor Faal’Corum O’Va.
Military Personnel: 800.500 soldiers, 6.500,100 civilians
Vehicles: 700
Spaceships: 200
Expertise: Frontline Operations, Intelligence.

Description:

The Veer’Kha’Tuhl are the main government that maintains control over the entire Cult of Sigma. Being well protected from the Imperial forces, it’s leaders, High Council, make the main political and military decisions that dictate the course of the war with the Geodosian Empire. Although this Crusade is under the direct leadership of the Council, Faal’Corum O’Va, the most prominent leader, is currently in charge of the High Council’s decisions.


Fio’Kaiv Crusade (Blue):

Homeworld: Nalthor V
Commander-In-Chief: Cleric-Councilor Re’Saal Tal’Vesh.
Military Personnel: 230.500 soldiers, 1.200.345 civilians
Vehicles: 310
Spaceships: 125 (Only transports and fighters)
Expertise: Stealth Operations.

Description:

The Fio’Kaiv are the founders of the Valdorin Order, a secret society formed by those who make extensive use of the Thynium Crystal for it’s stealth capability. It is even rumored that the order rivalizes the Empire’s secret agency, the Shadow Ops.


Jal’Thur Crusade (Brown):

Homeworld: Nalthor V
Commander-In-Chief: Priestess Kar’Ael T’Nu.
Military Personnel: 401.242 soldiers, 800.077 civilians
Vehicles: 360
Spaceships: 105
Expertise: Defensive Operations, Intelligence.

Description:

The Jal’Thur are the defenders of the Fio’Kaiv. Through their trading with Thynium Crystals with other Crusades, the Jal’Thur have managed to make an army of the most heavier equipment as possible. Although they don’t participate in major assaults, this Crusade’s heavy weaponry is several times seen in the battlefield.

Cen’Geos Crusade (White):

Homeworld: Nalthor Prime
Commander-In-Chief: Priestess Lu’Sha Mon’Tyr.
Military Personnel: 800.700 soldiers, 3.765.100 civilians.
Vehicles: 120
Spaceships: 615
Expertise: Planetary Defense.

Description:

Along with the Veer’Kha’Tuhl Crusade, the Cen’Geos represent the main fleet of the COS. Charged with the defense of Nalthor Prime, Priestess Lu’Sha Mon’Tyr counts with brute firepower in her numerous fighters and cruisers.


Kor’Saal Crusade (Orange):

Homeworld: Nemephis (Once called Andron II)
Commander-In-Chief: Cleric-Councilor Vor’Tok Lyr’Saal.
Military Personnel: 240.000 soldiers, 1.400.215 civilians
Vehicles: 210 (Only light vehicles)
Spaceships: 35 (Only transports)
Expertise: Infantry Training.

Description:

The Kor’Saal is another small Crusade, charged with training most of the Cult of Sigma warriors. Being under the leadership of Vor’Tok Lyr’Saal, son of the Crusade’s founder, Galn’Kor Oln’Saal, this Crusade was responsible for the IGS Resolution’s betrayal in Andron II, and as such, Lyr’Saal has been rewarded with the captured Imperial planet.


Kal’Ga’Haar Crusade (Yellow):

Homeworld: None (Space Nomads)
Commander-In-Chief: Ja’Kar Nor’Ha’Ras, former Imperial Centurion.
Military Personnel: 3.800 soldiers, 1.000 civilians.
Vehicles: 50
Spaceships: 65
Expertise: Piracy.

Description:

The Kal’Ga’Haar are not exactly a Crusade. Formed of a small group of former Imperial Citizens, they are a pirate band who use Thynium technology to harass either Imperial or COS supply routes for the highest bidder.


Cult of Sigma - Heroes:



Tau’La Gal’N:

Unit: Priestess (Unique Unit), Divination Cruiser “Whisper of Vengeance”
Age: 140
Affiliation: Cult of Sigma
Rank: Priestess, Leader of the Dal’Yavith Crusade
Health Points (Priestess): 300
Shield Points (Priestess): 250
Health Points (Divination Cruiser): 600
Shield Points (Divination Cruiser): 500
Armor Type/Value: COS Ground Armor/2
Weapon/Damage: Priestess' Crest/16
Personality: Arrogant, calm, mysterious.

Description:
Like many of the COS veterans, Tau’La Gal’N was once a Geodosian Imperial. Known as Rowena Anteas before, she was one of the seven Imperial Centurions that have betrayed Empress Eudoxia. Tau’La was an accomplished tactician of the Epsilon-Pi Legion, on that time under the command of Master Imperator Cezarus Ferrus, until she un-covered a large conspiracy set by some of the greatest military and political leaders of the Empire, planning to exterminate the human race with their incredible technology. She tried to denounce the conspirators, but she was cleverly fooled and arrested by those she tried to save. Tau’La was then condemned to life in the Ominis Fortress, situated in the desert world of Nalthor V.

When a small contingent of COS exploration ships arrived to determine the prison’s weaknesses, Tau’La saw her opportunity for vengeance has arrived. By leading a small squadron of warriors into the prison’s underground, she has taken control of the fortress and secretly reclaimed Nalthor V to the Cult.

Impressed by such determination, the Cult’s High Council has given her the opportunity to lead the Dal’Yavith Crusade, once led by the now former Cleric-Councilor Ja’Kar’Nor’Ha’Ras, which she accepted, with only one condition: the elimination of those who put her on her cell in Nalthor V: Clavius Aurelius, Caius Verno and Eleni Voreno. Voreno and Aurelius escaped, but Verno was killed during the assault in Draconis VI, carefully planned by Tau’La herself.

Now, Tau’La attempts to accomplish her part on the deal by leading the invasion in Gemini 7, unaware of the arrival of the Delta-Cadimus Legion.


Faal’Corum O’Va:

Unit: Divination Cruiser “Nemesis”
Age: 190
Affiliation: Cult of Sigma
Rank: High Councilor, Prominent leader of the Veer’Kha’Thul Crusade
Health Points (Divination Cruiser): 800
Shield Points (Divination Cruiser): 1000
Armor Type/Value: COS Air Armor/2
Weapon/Damage: Fire Prism Turrets/10 per turret
Personality: Strong sense of leadership, arrogant.

Description:
Faal’Corum O’Va is the main representative of the High Council of the Cult of Sigma and leader of the Veer’Kha’Tuhl Crusade. As a born Nalthorian (As the Cult calls those born in their “Homeworld”), he believes the Cult is on a sacred quest to elevate the very galaxy itself. It’s not so surprising that the galaxy is divided between those who are with the Cult and those who fight against it: Faal’Corum is the very grandson of Vor’Ka O’Va, the legendary Priestess and founder of the Cult.

Until he met his most favored commander, Priestess Tau’La Gal’N, he had several doubts about the invasions on Imperial territories. Now, he leads his Crusade with wise, yet un-predictable actions.


Ja’Kar Nor’Ha’Ras:

Unit: Warrior, Lancer
Age: 90
Affiliation: None (Mercenary)
Rank: Leader of the Kal’Ga’Har Crusade
Health Points (Warrior): 200
Shield Points (Warrior): 150
Health Points (Lancer): 300
Shield Points (Lancer): 200
Armor Type/Value: COS Ground Armor/2
Weapon/Damage: Phalanx Blades/16
Personality: Renegade, battle thirsty.

Description:

Once a great leader for the Dal’Yavith, Ja’Kar’Nor’Ha’Ras is now nothing more than a pirate leader. Leading the nomadic Kal’Ga’Har Crusade, he abandoned the COS when Tau’La has took charge of the Dal’Yavith. Through the payment of either Imperial credits or Thynium crystals, he fights either for the Empire or the Cult for the highest bidder.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Well, that's it. I'll be coming back with the COS units and buildings. See ya.

PS: The Warrior's Charge ability in the strenghts section is just something to call our Protoss fanatics attention.
 

Last edited by Phalanx; 07-30-2007 at 10:23 AM.

"The price of freedom is the eternal vigilance" - Admiral Tolwyn, Wing Commander

"I know the hour of victory is upon us, but the question is: How shall we be remembered in the end? As warriors? As templar? As destroyers? Or as the ones who fought to ensure the survival of our species?" - Prelate Thurion, State of War.
 

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Old 03-11-2008
 
#295
United States modology
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Zerg Crystalisk

Role: Carrier and Tanker
Health Points: 500
Cost: 320 Minerals

Decription:
Crystalisk is capable of carrying units, larvas, eggs. It has thick shell embedded with crystal mineral. It's perfect as tanker in the front line attack against heavy weapon enemy units such THOR.
 
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