BattleForums Junior Member
Join Date: Mar 2005 Location: Altair IV, pre-nano Plague Age: 21 Posts: 25
| Re: Zerg Hybrid Units Starships
Destroyer—A Vishano form of Scourge but with an Infested Terran’s biotoxins, Destroyers are the main kamikaze units of the Vishano. Destroyers explode when in proximity 2 range of the target and deal 250 damage, and can target both air and ground targets. Odds of missing their targets are roughly 30%. They have Class 1 armor.
(25 HP, 25 PS)
Sphinx—The Vishano version of a Queen, Sphinxes perform light reconnaissance and aid in base functions, much like Queens. They possess a variety of spells, including Ensnare, Infest and Chameleon. Sphinxes have Class 2 armor plating.
Sphinxes act as psi projectors for camp functions, like an organic Protoss Pylon; this nourishes and passively speeds up healing 2x for fellow Vishano units.
Upgrade: Infest: unlike the Queen’s ability to Infest Terran Command Centers, the Sphinx disgorges a parasite which targets organic infantry. The ability costs 75 energy from the Sphinx’ 300 energy reserves. Once the parasite is lodged in the target, it takes over and turns it into an Infested Terran or Protoss or whatever, which then automatically heads to the closest enemy of the Swarm and detonates. Causes 100 damage, and is irreversible.
Upgrade: Chameleon—a passive ability where Sphinxes if still and not fired upon for 2 seconds fade into the background for protection. A form of cloaking, but ordinary units have a 22% chance of spotting the Sphinx anyway without Detectors. Useful in conjunction with Infest.
(200 HP, 200 PS)
Night Flyer—Devourer DNA saw several uses in the Vishano swarms. Night Flyers are the legacy of Zerg Devourers, and are permanently cloaked due to the Dark Templar energies coursing through all the Vishano. With a cooldown of 80 and 25 damage, the Night Flyer’s acid spores function exactly like a Devourers’ spores do. Night Flyers possess Class 2 armor.
(250 HP, 250 PS)
Shogun—An Hybrid version of the Guardian, Shoguns serve as the Vishano’s main ground suppression and siege bombardment creatures. When 5 are near, Shoguns can rain down a cloud of acidic toxins, poisoning ground units underneath it and causing friendly fire due to the toxin’s mild hallucinogenic effects. Their primary weapons are bolts of explosive acid (30 damage) that can sear though an enemy unit’s armor in one blast.
Upgrade: Toxic—Shoguns can spray a cloud of mildly hallucinogenic, acidic vapor that causes disarray and friendly weapons fire among enemy troops (10 damage/second, 5 seconds, 50 cooldown). Last for 1 minute. 50 energy.
(225 HP, 225 PS)
Phoenix—The Hybrid Mutalisk, Phoenixes are the basic ground and aerial attack fighter of the Vishano swarms. Phoenixes possess a powerful bio-plasmonic blast, explosive bolts of ricocheting secretions giving the Phoenix extensive splash damage, much like the Mutalisk’s Glave worms. They also possess a limited version of Dark Swarm which can reduce the effectiveness of enemy weapons fire passively, as well as a reincarnation ability which makes future generations of Phoenixes deadlier than the last.
Upgrade (Passive): Dark Cloud—A limited version of Dark Swarm, it is a cloud of parasitic creatures that the Phoenix occasionally shakes off during mid-flight, causing a severe problem in any sensor equipment which is dependent on monitoring bio-signatures. Increases odds against successful weapons impact by 26%.
Upgrade: Reincarnation—Upon death, Phoenixes, like their namesake, can be reborn in the next generation of Phoenixes. When they come to term, the new Phoenixes have 2% higher weapons damage, 5% higher shields, and a 7% improvement in their Dark Cloud effectiveness. When a Phoenix is selected, it will say on the readouts below what generation it is: 3, 12, etc.
(125 HP, 125 PS)
Shaman—The Hybrid Overlord, Shamans accelerate the shield regeneration rate of friendly Vishano units by 27%. Shamans, like Overlords, can transport up to 15 infantry, or 4 large constructs, or any combination in between. Shamans have an ability to cloak themselves which lasts approximately 20 seconds, useful for quick insertions of troops behind enemy lines. They also act as Detectors and are born with the ability.
Upgrade: Shroud—Shamans can spend 150/300 energy engaging a cloak which lasts 20 seconds. Short, but useful in tight spots or in enemy insertions.
Upgrade: Holy Vision—Shaman detection range (8) increased by 2 (10).
Upgrade: Tissue Resonance—Shaman speed 2x.
(100 HP, 100 PS)
Miscellaneous
Collector—Collects the resources for the Vishano hordes. Weak bio-electric weapon intended for mining and excavating, not combat (5 damage, 2 range). Can Suicide, useful for kamikaze missions and/or a last ditch base defense.
Upgrade: Suicide—When selected, Collectors can swallow whatever they are carrying, and then accelerate towards the target at twice the speed they normally travel. They then explode, dealing 10X whatever the value was of the lump or barrel they swallowed.
(50 HP, 50 PS) |