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Hope I'm not too late, but had fun coming up with it even if I am :P
All of my entries are based on a scouting/harvesting/exploring unit for each of the races - not the most exciting but I thought it fits in well with lore. All of the different planets visited and whatnot they'd need their own 'mars rover' equivalents to explore and analyse distant planets for habitation or invasion. With this back story - on to the units!
I don't have my scanner with me atm so can't sketch up my ideas but I will find pics that look like them or try to use MSPaint where required haha.
The Zerg Chrysalis
The overmind has long considered the disadvantage suffered when not on creep, but also the feebleness of Overlords in propagating the vile vegetation. While overlords are required as overseers elsewhere to detect stealth units and also required to spread creep over large areas they remain undefended so a more resilient solution was evolved.
Visual: The Chrysalis once morphed would resemble the cocoons you see in your back yard in summer, except of course more vile and evil being a zerg construct. Spines, acid and pulsating sacs of poison would define the morphing unit. Long, tough and tendon-like strands would anchor the finished chrysalis to the earth on completion.
Upgrade (Hatchery)
Gives Zerglings ability to metamorphose into a useless, expendable unit such as the broodling, however, the chrysalis stage of the transformation is useful to the cerebrate as it is near imprevious to damage and can burrow underground.
The heightened senses of the Chrysalis during its cocoon-like state also serve to detect nearly cloaked units as well as the movement of nearby enemies in the fog of war. The chrysalis has no attack and only lasts for a limited amount of time before morphing into the useless and short-lived broodling but during this time the almost impervious armour coupled with the cloaked, burrowed nature of the unit keep it safe from all but the most thorough opponents. The unit is weakest when spotted in its transitional stage before the armour has hardened.
This unit acts kind of as a static detection and scouting system for the zerg but comes at the cost of an expensive upgrade and the sacrifice of a zergling.
The Protoss Pathfinder
With the Protoss' increasing reliance on technology and cybernetic entities it was no large step to send out modified forms of their mechanical, AI-controlled probes to scout, explore and analyse planets. In warfare, though, the units came in handy as a reconaissance and espionage unit and due to its hardy chassis, built to resist planetary extremes, it acts as a damage sink in combat.
Visual: The Pathfinder would look like a probe but much stockier, with thicker armour and less aerodynamic contours. The outer chassis would also be covered in various radars, sensors, probes and generators to imbue it with the multitude of useful tricks that it possesses.
Upgrade (Probe
Upgrade a probe to a Pathfinder by first researching the appropriate tech available at the nexus when a cybernetics core has been warped in. It can also use an ability to cloak itself for a very short while. However - the transformation drains the units power supply at an advanced rate and as such the useful but temporary pathfinder only exists for 1 minute (real time) after the upgrade - so use it wisely!
The probe recieves a significant health and armour boost but due to the added weight of the armour systems it loses the ability to attack. This unit can be used for scouting and spy work by infiltrating the enemy base with its temporary cloaking ability, whereupon its sensors tell you the worker count and resource count of the opponent, as well as current upgrades being researched in buildings that are clicked on in view of the probe.
The Terran Titan
Unlike the other races, the Terran have already got a lot of scouting and exploration potential in their successful mule, faithful comsat scanner, and beacons. With their recent need to lighten their Space Construction Vehicles there has been a need for a 'tank' like support unit to accompany their armies into battle make up for the lack of melee units, as well as a support unit for their mechanized combat units to make them a viable option against their foes. The Titan filled both of these roles, as a 'melee' unit which can tank damage as well as act as viable support for an all-mech or mech-heavy army.
Visual: Named after the ancient deities the Terran Titans are similarly armoured, with a broad, robust look with thick metal plates and a lumbering gait. A kind of 'mech walker' crossed with the more organic movement and feel of a marauder unit the Titan is slow-moving as mechanical units but as agile as the smaller infantry. You may visualise it as a kind of mini-Thor.
Unit (Factory)
The Titan is a human in a mechanical powered armour suit, though almost to the degree of a cyborg with the level of integration of both the nervous systems and the suit's life support. This pseudo-symbiotic mish-mash increases the resistance and longevity of the occupant (cynics may say 'host') but also leaves them at the complete control of the commander present.
With a modest, slow but powerful melee attack and move speed comparable to un-stimmed infantry but high HP and armour values they are the perfect addition to a Terran army wishing to pressure an opponent with a mobile but fragile biological army. They can meet the strong melee units of the protoss and zergs head on and hold their own, and be repaired after the battle is won to meet the next foe again in the front lines.
As a perk to a Terran army incorporating mechanical units in its army, the servitor-like arms possessed by the Titan (which also act as its potent melee weapons) can repair mechanical vehicles at an increased rate of repair (though it is much more expensive to perform than the efficient SCV repair). This value is greatly increased still at no additional cost when repairing the thor unit, with which the Titan shares some technological traits, and sieged tanks which provide a sturdy platform for the unwieldy Titan to repair from.
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Thanks :)
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