StarCraft® II

Born with incredible psionic potential, these individuals are recruited, quarantined, and put into training by the government from childhood. Ghosts learn to channel their psionic energies to augment their natural physical strength and endurance. They are rightly feared for their preternatural sniping ability with the C-10 Canister Rifle and their advanced stealth maneuvering. Ghosts can be equipped with psionically powered Personal Cloaking devices that allow them to become virtually undetectable by enemies without specialized sensory equipment.
Heart of the Swarm Wings of Liberty
Unit Statistics

3D Model

Basic information

Race: Terran
Life: 100
Energy: 200
Armor: 0 (3)
Movement: Normal
Cargo Size: 2
Attributes: Biological - Psionic

Production

Producer: Barracks
Hotkey: G
Requires: Tech Lab, Ghost Academy
Cost: 200 100
Supply: 2
Build time: 40

Combat

Upgrades:
Weapon:
Ability:

3D Model

Basic information

Race: Terran
Life: 100
Energy: 200
Armor: 0 (3)
Movement: Normal
Cargo Size: 2
Attributes: Biological - Psionic

Production

Producer: Barracks
Hotkey: G
Requires: Tech Lab, Ghost Academy
Cost: 200 100
Supply: 2
Build time: 40

Combat

Upgrades:
Weapon:
Ability:

TECHNICAL SPECIFICATIONS

Before the fall of the Confederacy, some Ghosts were subject to invasive surgical procedures to grant them an edge in combat. One of the most popular of said procedures entailed replacement of the subject’s optic nerves and retinas with cybernetic implants to improve sight range and target acquisition. The augmentations increased the operative’s combat efficiency by 35%, but were prone to lethal malfunctions when the subject’s psionic energy spiked. In recent years, the Dominion has reintroduced state-of-the-art masks as an alternative to implant technology; identical in functionality sans the drawbacks.
The C-10 rifle fires 25mm antipersonnel rounds and specialized ammunition: EMP rounds that punch through shields and deplete energy sources, as well as Lockdown rounds—a relic from the days of the Confederacy—to disable mechanical targets. The C-10 comes with a low-frequency laser to paint targets for nuclear strikes, a magnetic grid tracker, and a general purpose flashlight. This weapon is a flawless amalgamation of neosteel and polymer.
The Ghosts’ form-fitting Hostile Environment Suit is made up of psionically reactive nano-fibers. These fibers augment the wearer’s strength and endurance, dispensing the need for bulky powered armor. The suit offers nuclear, biological, and chemical protection by absorbing dangerous elements and rendering them inert. It also helps Ghosts channel their psionic energy. The outermost layer contains synthetic cells which, under psionic stimuli, refract light to synergize with a personal cloaking device and make the wearer invisible to the naked eye.
Individuals with psionic abilities are dangerous, posing a very real threat to themselves and to the sector at large; especially after being trained as Ghost agents. To prevent unnecessary loss of life—and to exert control over their assets—the Dominion, following the footsteps of the Confederacy, uses a specialized type of cybernetic implant to keep the aggression levels and behavioral patterns of their Ghosts in check. Still, as a few hapless commanders have learned, these implants are not exempt from malfunction—or surgical removal.
0.46 0.3 0.36 0.18 0.5 0.72 0.52 0.28

Field Manual

  • Special ops unit that can attack both air and ground targets.
  • Can eliminate biological targets using high-caliber Sniper rounds.
  • Their EMP rounds allow them to wipe energy reserves from enemy units, or deal damage to protoss shields. If you hit cloaked units with these, they will be revealed for a few seconds.
  • Authorized to call in nuclear strikes.
  • Use them to support your troops in battle, create diversions, or take out key units/structures.
  • Can go inside bunkers for protection and a range increase.

Ghost Academy Upgrades

  • Personnel Cloaking: Allows Ghosts to become invisible.
  • Moebius Reactor: Increases the starting energy of Ghosts by 25.
  • Arm Silo With Nuke: Builds a tactical nuclear missile.

Countermeasures

Terran VS
  • Build Missile Turrets and deploy Siege Tanks in key positions around your base. Remember to add your Orbital Command to a control group to have fast access to its Scanner Sweep ability.
  • Shoot an EMP round at the area where you suspect the enemy Ghost is hiding. If you can see him, send some Sniper rounds his way.
  • Use high-damage units to kill them quickly.
Zerg VS
  • Create a few Overseers or build Spore Crawlers in key spots around your base.
  • Spawn an Infestor and use its Fungal Growth ability on the area where you suspect the Ghost is. This will make him visible. If you can see him, Neural Parasite also does the trick.
  • Use high-damage units to kill them quickly.
  • Bring multiple Overseers to deal with cloaked ghosts, as they can easily snipe down one or two Overseers.
Protoss VS
  • Get Observers or build Photon Cannons around your base.
  • Have your High Templar cast a Psi Storm on the area where you suspect the Ghost is spotting the nuke calldown. If you can see him, use Feedback.
  • Use the Phoenix Graviton Beam to lift the Ghost and cancel the nuke calldown.

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