The No-Frauds Club » Cosmonarchy-BW » Sites » Cut Tech

This page lists tech that was removed from the project, at one point or another.


Cosmonarchy tech


The following entries document ideas that were removed from Cosmonarchy near to or after its rebrand, from 2019 to present day.

Some entries link to dedicated pages, though they currently don't get displayed.

This list does not include cut structures from Starcraft 1, such as the Academy or the Citadel of Adun.


Terran


Units


Southpaw
  • Light duelist hovercraft that reduced its victim's movement speed with each successive attack
  • Originally did not require a Fulcrum addon; Migrated to the Machine Shop, switching places with the Goliath
  • Removed due to role overlap with the Vulture; Now a factional replacement for the Goliath

Wendigo
  • Melee fighter craft with 25% lifesteal
  • Removed due to a general lack of impact and synergy with other Terran units; Now a factional replacement for the Wraith


Structures


Drydock
  • Dedicated upgrade structure for Terran spacecraft
  • Removed when upgrades were removed

Physics Lab
  • Tech addon for Starport that enabled Centaurs and Minotaurs
  • Removed when the Nanite Assembly was introduced


Project: HYDRA tech


Cosmonarchy began as Project: HYDRA, a mod that aimed to replace all six of Starcraft's campaigns with a completely-overhauled cooperative experience. The following entries document ideas that were borne in that period of development, from 2017 to 2019.


Terran


Units


Aspect
First appearance: xP05, xT02, xZ02
  • Hover, replaces Vulture, trained from Factory
  • Stats: 90 HP, 0 armor
  • Cost: 75 minerals, 75 gas, 2 supply, 20 seconds, 2 transport space
  • Weapon: short-range, concussive damage, projectile, ground units only
  • Behavior: able to move slower than normal over unpathable terrain; drains energy while active; if out of energy, cannot move until 10 energy is regenerated
  • Ability: cloaking

Apostle
  • Ground, trained from Barracks, requires attached Medbay and Science Facility
  • Stats: 65 HP, 1 armor, small size
  • Cost: 75 minerals, 100 gas, 2 supply, 31.25 seconds, 1 transport space
  • Weapon: none
  • Ability 1: Lazarus Agent (buffs target organic for 5 seconds, reviving the unit with 50% of max health and its default starting energy if it dies before the effect expires; costs 75 energy)
  • Ability 2: Tithe (binds to target caster, gaining energy equal to the amount spent by the target; costs 50 energy)
  • Lazarus Agent
    • The Apostle applies Lazarus to the target organic, causing them to revive after a short delay if they die. Lasts 5 seconds.
  • Tithe
    • The Apostle binds himself to the target caster, gaining all energy spent by the target. Lasts 10 seconds.

The UED's answer to all medical needs: revive them after they die! This highly-experimental unit serves as a gamechanging noncombatant that facilitates bio play without overlapping with the other, more straightforward healers in the Terran arsenal.

Mercury
  • Ground, trained from Factory, requires attached Machine Shop and Weapons Lab
  • Stats: 150 HP, 2 armor, large size
  • Cost: 150 minerals, 100 gas, 3 supply, 4 transport space
  • Weapon: long-range, explosive damage, hitscan (line damage), ground units only
  • Behavior: structures destroyed by the Mercury's railguns seed a temporary Mineral Field with minerals equivalent to 10% of the structure's max HP
  • Meskalloid Catalyst (passive)
    • When the Mercury destroys a structure, a Mineral Field is created with 10% of the structure's hit points converted to resources. These fields do not regenerate and are not permanent.
Slated for Brood War in part because its style doesn't fit with anything in the game, and in part because we don't have the tech to implement this in vanilla for a variety of reasons. In a world where Hydra no longer includes Brood War content, the Mercury will likely be axed.

Weapons Lab
  • Building, built from SCV, requires Armory
  • Stats: 850 HP, 1 armor
  • Cost: 150 minerals, 150 gas, 50 seconds
  • Enables and upgrades specialist vehicles

Ion Propulsion ID-106 extended_106
  • Researched at Machine Shop, increases Aspect hover movement speed
  • Cost: 100 minerals, 200 gas, 104 seconds

Cloaking Module
  • Researched at Machine Shop, Aspect ability
  • Cost: 150 minerals, 150 gas, 62.5 seconds


Heroes

Terran heroes apply global perks to their armies as leadership bonuses, making them powerful mid-game tools for improving army flexibility. Additionally, they offer transformative abilities, and their combat value is increased with upgrades from the Captaincy.

Heroes can enter the Captaincy to change their form. Additional forms must be produced at the Captaincy before they can be used by the heroes. The forms themselves cost resources and time, but changing between forms is free and nearly instant.

Raynor (Marine) ID-20 Raynor Marine
First appearance: T01, Z04, P04
  • Ground, deployed from Captaincy, requires Academy
  • Stats: 180 HP, 3 armor, small size
  • Cost: 200 minerals, 200 gas, 35 seconds, 1 transport space
  • Weapon: mid-range, normal damage, hitscan, ground and air units
  • Behavior: Shares stimpacks with nearby allied organics (lasts half as long as normal stimpacks, deals 5 damage to affected units)
  • Ability: Sheriff's Special (throws a smoke grenade at the target area that detonates after 1 second, blinding all ground units in its area of effect; lasts 8 seconds)
  • Perk: Stimmed units are no longer affected by movement or attack speed slows
  • Sheriff's Special
    • Raynor throws a smoke canister at the target location that detonates after 1 second, immediately blinding all ground units in its area of effect, causing them to shoot randomly at all nearby targets.
  • Sharing's Caring (passive)
    • When Raynor uses a Stimpack, its effect is shared with nearby allied organics, draining 5 health and lasting half as long as standard Stimpacks.
  • Drug Testing (passive)
    • While Raynor's Marine armor is on the field, allied units under the effect of Stimpacks are immune to movement and attack speed slows.

Raynor (Vulture) ID-19 Raynor Vulture
First appearance: T01, Z04, P04
  • Ground, deployed from Captaincy, requires Factory
  • Stats: 250 HP, 4 armor, medium size
  • Cost: 300 minerals, 150 gas, 35 seconds, 2 transport space
  • Weapon: mid-range, mixed damage, projectile (grenades), area attack, ground units only
  • Behavior: Able to manufacture additional Spider Mines (50 minerals per mine)
  • Ability: Road Rage (charges towards the target ground unit, ignoring collision until it reaches its target and dealing 50 damage to all ground units it comes into contact with, including the eventual target)
  • Perk: Spider Mines deploy faster, and home in on targets
  • Road Rage
    • Raynor revs his Vulture's engine for 2 seconds before charging toward the target area, dealing 50 normal damage to all ground units he passes through. The ability is interrupted if he comes into contact with a large unit, and the damage is increased by 5 for every level of Vehicle Weapons upgraded.
  • Build Spider Mine
    • Manufactures a replacement mine. Raynor moves at half speed during its production.
  • Arachnophobia (passive)
    • While Raynor's Vulture is on the field, allied Spider Mines deploy faster and home in on targets.

Raynor (Wyvern) ID-27 Mengsk
First appearance: T06, Z04, P04
  • Air, deployed from Captaincy, requires Starport w/ attached Control Tower and Science Facility
  • Stats: 350 HP, 4 armor, large size
  • Cost: 400 minerals, 350 gas, 75 seconds
  • Weapon: mid-range, normal damage, projectile, area attack, ground units only
  • Behavior: Gains increased attack speed when moving away from its target
  • Ability: Target Ground
  • Perk: Allied air units gain 10% movement speed when moving away from enemies in a 128 pixel radius.
  • Range Stabilizers (passive)
    • While firing, the Eagle moves faster than standard Wyverns.
  • Evasive Maneuvers (passive)
    • While the Eagle is on the field, allied air units gain a 10% movement speed bonus when moving away from nearby enemies.

Raynor (Battlecruiser) ID-28 Hyperion
First appearance: P08
  • Air, deployed from Captaincy, requires Starport and Science Facility w/ attached Physics Lab
  • Stats: 650 HP, 4 armor, large size
  • Cost: 600 minerals, 450 gas, 90 seconds
  • Weapon: mid-range, normal damage, projectile (laser), ground and air units
  • Ability 1: Yamato Cannon (same as Yamato Gun, but deals area damage)
  • Ability 2: Shields Fore and Aft (converts current energy to shields)
  • Perk: Increases allied flagship movement speed when out of combat for 6 seconds
  • Yamato Cannon
    • The Hyperion charges its Yamato battery for 5 seconds before firing a powerful blast of energy, dealing 250 damage in a wide area.
  • Shields Fore and Aft
    • The Hyperion converts its energy storage to shields. After 10 seconds, any remaining shields are converted back to energy.
  • Making it So (passive)
    • While the Hyperion is on the field, large allied aircraft gain 15% movement speed when out of combat for at least 6 seconds.

Kerrigan (Ghost) ID-16 Kerrigan
First appearance: T02
  • Ground, deployed from Captaincy, requires Academy
  • Stats: 140 HP, 2 armor, small size
  • Cost: 150 minerals, 250 gas, 50 seconds, 1 transport space
  • Weapon: long-range, concussive damage, projectile (laser), ground and air units
  • Behavior: While cloaked, sprints for bonus movement speed, draining energy faster
  • Ability 1: Personnel Cloaking
  • Ability 2: Bullseye (while active, attacks go to max range, dealing damage to all units the projectile comes into contact with; drains 10 energy for every attack; costs 0 energy to toggle)
  • Perk: Increases movement speed of allied cloaked units (does not stack with Swiftly Now)
  • Bullseye
    • Kerrigan charges her shots, causing them to pierce through all units in their path. While active, each attack drains 10 energy.
  • Swiftly Now (passive)
    • Kerrigan gains 50% increased movement speed when cloaked, but drains energy twice as fast while moving.
  • Silent March (passive)
    • While Kerrigan is on the field, allied cloaked units gain 20% increased movement speed.

Kerrigan (Goliath) ID-17 Alan Schezar
First appearance: T02
  • Ground, deployed from Captaincy, requires Factory
  • Stats: 300 HP, 3 armor, large size
  • Cost: 350 minerals, 150 gas, 60 seconds, 2 transport space
  • Weapon 1: mid-range, normal damage, hitscan, ground units only
  • Weapon 2: mid-range, explosive damage, projectile (missiles), air units only
  • Behavior: Allied mechanical units near Kerrigan's targets gain increased movement speed when the target dies
  • Ability: Ire (draws aggro of all enemy units in a 192 pixel radius; costs 75 energy)
  • Perk: Increases weapon range of allied mechanical ground units by 1
  • Ire
    • Kerrigan taunts all nearby enemies, causing them to focus their attacks on her Goliath.
  • Quickening Death (passive)
    • Whenever Kerrigan kills a unit, allied mechanical units near the victim gain 20% increased movement speed for 4 seconds.
  • (perk) (passive)
    • While Kerrigan's Goliath is on the field, allied mechanical ground units gain +1 bonus range.

Kerrigan (Wraith) ID-21 Tom Kazansky
First appearance: T04
  • Air, deployed from Captaincy, requires Starport
  • Stats: 200 HP, 3 armor, small size
  • Cost: 250 minerals, 300 gas, 75 seconds
  • Weapon: mid-range, normal damage, projectile (laser), ground and air units
  • Behavior: While cloaked, attacks stun mechanical targets for 1 second
  • Ability: Cloaking Field
  • Perk: Adds slow HP regeneration for allied cloaked units
  • (behavior) (passive)
    • While cloaked, Kerrigan's attacks stun mechanical targets for 1 second.
  • (perk) (passive)
    • While Kerrigan's Wraith is on the field, allied cloaked units gain slow HP regeneration.

Magistrate (Ghost) ID-100 Stukov
First appearance: T01
Ground, deployed from Captaincy, requires Academy
  • Stats: 160 HP, 2 armor, small size
  • Cost: 300 minerals, 300 gas, 42 seconds, 1 transport space
  • Weapon: mid-range, explosive damage, projectile (missile), ground and air units
  • Behavior: Nearby ranged allies gain +2 attack range when targeting a unit recently damaged by the Magistrate; lasts 10 seconds; can affect at most 4 units at a time
  • Ability 1: Personnel Cloaking
  • Ability 2: Threat Launcher (launches a projectile that deals 20 explosive damage in an area and reduces the armor of all affected units by (1 + infantry weapons upgrade level); costs 75 energy)
  • Perk: Increases sight range of allied organics by 2
  • Underhand
    • The Magistrate fires a grenade at the target, dealing 20 explosive damage and reducing the armor of all damaged units by 1. The armor reduction is increased for every level of Infantry Weapons upgraded.
  • Public Enemy (passive)
    • Nearby ranged allies gain +2 attack range against units the Magistrate has damaged in the last 10 seconds. Up to 4 enemies can be marked at a time.
  • Positive Optics (passive)
    • While the Magistrate is on the field, allied organics gain +2 sight range.

Magistrate (Siege Tank) ID-23 Duke Tank
First appearance: T01
Ground, deployed from Captaincy, requires Factory w/ attached Machine Shop
  • Stats: 300 HP, 4 armor, large size
  • Cost: 400 minerals, 200 gas, 60 seconds, 4 transport space
  • Weapon 1: mid-range, explosive damage, hitscan, tank mode attack, ground units only
  • Weapon 2: long-range, explosive damage, hitscan, siege mode attack, ground units only
  • Behavior: If a unit dies within 5 seconds of being hit by the Magistrate's attacks, an explosion will occur 2 seconds after their death, dealing 40 concussive damage in a 128 pixel radius
  • Ability: Siege Mode
  • Perk: Increases splash radius of sieged tank attacks
  • Shrapnel Cannon (passive)
    • When a unit struck by the Magistrate in the last 5 seconds dies, a secondary shrapnel shell detonates after 2 seconds, dealing 40 concussive damage in a small area.
  • (perk) (passive)
    • While the Magistrate's Siege Tank is on the field, allied Siege Tanks gain increased splash radius when in siege mode.

Magistrate (Science Vessel) ID-22 Magellan
First appearance: T06
  • Air, deployed from Captaincy, requires Starport and Science Facility
  • Stats: 350 HP, 3 armor, large size
  • Cost: 200 minerals, 500 gas (deployment), 82 seconds
  • Weapon: None
  • Behavior: Nullifies effect fields (Dark Swarm, Disruption Web, Ion Cannon attack, Sheriff's Special, etc); gains 50 energy upon nullifying a field
  • Ability 1: Reflector Matrix (applies a special Defensive Matrix to the target, causing all projectiles directed at it to miss for its duration; costs 75 energy)
  • Ability 2: Divergent Radiation (applies a special Irradiate to the target, spreading to nearby units at the end of its effect; casts EMP Shockwave at the end of each effect; costs 75 energy)
  • Perk: Increases cast range of allied spellcasters by +1 when targeting spells on allies
  • Reflector Matrix
    • Applies an advanced matrix to the target, causing all projectiles to miss it for the spell's duration.
  • Half-Life
    • Applies heavy radiation to the target. If the target dies during its effect, the radiation will jump to nearby units, and its duration will be extended.
  • Helping Hands (passive)
    • While the Cartographer is on the field, allied specialists gain +1 ability cast range when targeting allies.

Sharing's Caring ID-83 extended83
  • Researched at Captaincy, requires Academy, Raynor Marine behavior
  • Cost: 150 minerals, 150 gas, 104 seconds

A Good Price ID-84 extended84
  • Researched at Captaincy, requires Science Facility, removes HP cost of Stimpack for Raynor and all units near him regardless of his form
  • Cost: 200 minerals, 200 gas, 166 seconds

Leading the Blind ID-85 extended85
  • Researched at Captaincy, requires Academy, makes blinded units prioritize allies over enemies when attacking
  • Cost: 150 minerals, 150 gas, 104 seconds

Roadkill ID-86 extended86
  • Researched at Captaincy, requires Factory, makes Road Rage able to pass through large units
  • Cost: 150 minerals, 150 gas, 104 seconds

Pit Stop ID-87 extended87
  • Researched at Captaincy, requires Factory, reduces Road Rage channel time to 1 second, increased movement speed during Road Rage
  • Cost: 150 minerals, 150 gas, 104 seconds

Trial by Fire ID-88 extended88
  • Researched at Captaincy, requires Starport w/ attached Control Tower and Science Facility, causes attacks by the Eagle and nearby Wyverns to set enemies on fire, dealing 5 damage per second for 4 seconds
  • Cost: 150 minerals, 150 gas, 104 seconds


Protoss


Heroes

Executor (Templar) ID-87 Aldaris
First appearance: Z09, P01
  • Ground, deployed from Reliquary, requires Citadel of Adun
  • Stats: TBD
  • Cost: 100 minerals, 250 gas, 25 seconds, 2 transport space
  • Weapon: short-range, concussive damage, projectile (plasma), ground and air units

Artanis (Zealot) ID-99 Samir Duran
First appearance: Z09, P01
  • Ground, deployed from Reliquary, requires Citadel of Adun
  • Stats: TBD
  • Cost: 250 minerals, 100 gas, 25 seconds, 2 transport space
  • Weapon: melee-range, normal damage, hitscan, ground units only

Fenix (Zealot) ID-77 Fenix Zealot
First appearance: P01
  • Ground, deployed from Reliquary, requires Citadel of Adun
  • Stats: TBD
  • Cost: 200 minerals, 150 gas, 25 seconds, 2 transport space
  • Weapon: melee-range, normal damage, hitscan, ground units only

Fenix (Dragoon) ID-78 Fenix Dragoon
Frst appearance: P07
  • Ground, deployed from Reliquary, requires Robotics Facility
  • Stats: TBD
  • Cost: 350 minerals, 250 gas, 25 seconds, 4 transport space
  • Weapon: mid-range, explosive damage, projectile (plasma), ground and air units

Tassadar (Templar) ID-79 Tassadar
Frst appearance: P04
  • Ground, deployed from Reliquary, requires Citadel of Adun
  • Stats: TBD
  • Cost: 100 minerals, 300 gas, 25 seconds, 2 transport space
  • Weapon: short-range, normal damage, hitscan, ground and air units

Zeratul (Dark Templar) ID-75 Zeratul
First appearance: P05
  • Ground, deployed from Reliquary, requires Templar Archives
  • Stats: TBD
  • Cost: 250 minerals, 250 gas, 25 seconds, 2 transport space
  • Weapon: melee-range, normal damage, hitscan, ground units only
  • Behavior: Permanent cloaking

Artanis (Scout)
First appearance: xP01, xZ10
  • Air, deployed from Reliquary, requires Stargate
  • Stats: TBD
  • Cost: 300 minerals, 250 gas, 25 seconds
  • Weapon: mid-range, explosive damage, projectile (missile), ground and air units


Relics

Protoss champions are able to receive significant changes by equipping Relics once they are produced at the Reliquary. These empowerments can either change or augment the combat role of a particular champion, with each type of champion being more suited to a specific role, but not forbidden from stepping into that of another.

Relics plans are acquired via Reliquaries, and cost time to procure, but not resources. Relics can be equipped directly from a champion's command card at a cost, as long as the champion is within a power field. There is a limit of four Relics per champion - one weapon, one armor, and two augments - and equipping a Relic "stuns" the champion for 1 second.


Relic Weapons

Tempest
  • Replaces the champion's weapon with Tempest
  • Requires Citadel of Adun
  • Cost: 200 minerals, 100 gas, 60 seconds
  • Stats: 20 damage, melee-range, normal damage, hitscan, ground units only
  • Behavior: increases own and allied attack speed by 5% for every allied melee attack within 192 pixels, to a maximum of 25%; falls off after 3 seconds
  • Tempest
    • Fall upon your enemies.
    • This Relic boosts the attack speed of the champion and his allies by 5% for every allied melee attack that lands on an enemy combatant. This bonus can stack up to 5 times. Stacks fall off one by one and expire after 3 seconds.

Penance
  • Replaces the champion's weapon with Penance
  • Requires Citadel of Adun
  • Cost: 100 minerals, 150 gas, 60 seconds
  • Stats: 24 damage, melee-range, normal damage, hitscan, ground units only
  • Behavior: when a marked unit dies, it explodes, dealing 20 explosive damage in a small area
  • Penance
    • In this life and the next.
    • This blade marks its victims with Penance with every strike. When a combatant with Penance dies, all marks detonate, dealing 20 explosive damage in a small area. Up to 10 Penance marks can be applied to a single unit, and they expire after 4 seconds.

Blind Judge
  • Replaces the champion's weapon with the Blind Judge
  • Requires Templar Archives
  • Cost: 150 minerals, 250 gas, 60 seconds
  • Stats: 40 damage, melee-range, concussive damage, hitscan, ground units only
  • Behavior: when an organic unit dies to this weapon, they revive under the champion's control with 50% max HP and whatever energy they had before death; the unit expires after 15 seconds
  • Blind Judge
    • Now, you are wrong, twice.
    • Organics felled by this blade rise again to serve their murderer for 15 seconds. Upon resurrecting, they have 50% of their maximum health, and 100% of the energy they had before death.

Emperor
  • Replaces the champion's weapon with the Emperor
  • Requires Robotics Facility
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Stats: 45 damage, medium-range, explosive damage, projectile (plasma), ground and air units
  • Behavior: when a unit dies to this weapon, increase champion movement and attack speed by 5% for 10 seconds, up to a maximum of 30%
  • Emperor
    • Render unto me.
    • Combatants killed by this weapon empower the champion, granting 5% bonus movement and attack speed. This bonus can stack up to 6 times. Stacks fall off one at a time, after 5 seconds.

Mind Forge
  • Replaces the champion's weapon with the Mind Forge
  • Requires Templar Archives
  • Cost: 250 minerals, 250 gas, 60 seconds
  • Stats: 30 damage, short-range, normal damage, hitscan, ground and air units
  • Behavior: +100 max energy; upon striking a unit that is below 50% total HP/shields, that unit becomes Mind Controlled
  • Mind Forge
    • And I shall inherit the meek.
    • When this weapon strikes a combatant below 50% of its total life and shields, the unit becomes Mind Controlled. This Relic also provides +50 max energy.

Boltmaker
  • Replaces the champion's weapon with the Boltmaker
  • Requires Citadel of Adun
  • Cost: 200 minerals, 200 gas, 60 seconds
  • Stats: 20 damage, mid-range, normal damage, hitscan, bounces to up to 4 units, ground and air units
  • Behavior: marks affected units with up to 5 Bolts; each Bolt reduces armor by 1; at 5 Bolts the unit is immobilized (can still attack); Bolts expire after 5 seconds
  • Boltmaker
    • Branded. Broken.
    • This weapon's attacks can hit up to 4 targets at once. Enemies struck by the Boltmaker are marked with up to 5 Bolts, which reduce the target's armor by 1 per stack. At 5 Bolts, the target is immobilized. Bolts expire after 5 seconds.

Artificer
  • Replaces the champion's weapon with the Artificer
  • Requires Robotics Support Bay
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Stats: 35 damage, melee range, explosive damage, hitscan, ground units only
  • Behavior: attacks ignore armor and mark targets with Conviction; allied attacks consume the stack and receive a weapon upgrade bonus for as long as the champion endures; Conviction stacks expire from enemies after 3 seconds
  • Artificer
    • The master at work.
    • This weapon's attacks ignore armor, and mark targets with Artifice, which expire after 3 seconds. If an ally kills a marked target, they consume the mark and receive an additional weapon damage upgrade until the champion dies or this Relic is removed.

Sentence
  • Replaces the champion's weapon with Sentence
  • Requires Citadel of Adun
  • Cost: 200 minerals, 100 gas, 60 seconds
  • Stats: 83 damage, short range, normal damage, hitscan, ground and air units
  • Behavior: slows movement speed by 5% with each stack, capping at 6 stacks; stuns fully-slowed units if they are mechanical, or executes them if they are organic
  • Sentence
    • Unanimous.
    • With each attack from Sentence, foes have their movement speed slowed by 5%, capping at 30% and falling off after 4 seconds of not being refreshed. When Sentence strikes a fully-slowed target, mechanical foes are stunned for 2 seconds, while organic foes are executed.

Umber Maw
  • Replaces the champion's weapon with the Umber Maw
  • Requires Fleet Beacon
  • Cost: 150 minerals, 150 gas, 60 seconds
  • Stats: 30 damage, medium range, explosive damage, hitscan (line damage), ground and air units
  • Behavior: attacks reduce armor of targets to 0 permanently unless cleansed
  • Ability: when the champion's shields are full, activates to deal 250+10 damage in a 192 pixel radius (ignores armor, applies on-hit effects)
  • Umber Maw
    • A desperate measure.
    • This cannon burns the armor of its non-heroic targets, reducing it to 0. This effect is permanent unless cleansed.
  • Purgatory
    • When its wielder is at maximum shields, the Umber Maw can be charged to incinerate the target area, dealing 250(+10) armor-piercing damage and applying on-hit effects to all targets.

Anthelion
  • Replaces the champion's weapon with Anthelion
  • Requires Templar Archives
  • Cost: 200 minerals, 200 gas, 60 seconds
  • Weapon 1: 60 damage, melee range, normal damage, hitscan, ground units only
  • Weapon 2: 40 damage, short range, normal damage, projectile, ground and air units only
  • Behavior: switching weapon types grants a stack of False Light, increasing attack speed by 10% and granting 10% life/shieldsteal; killing enemies reduces the weapon switch cooldown by 1 second
  • Ability: activates to switch weapon type; 10 second cooldown
  • Anthelion
    • The unseen threat.
    • In addition to striking targets directly, this harrowing blade is capable of projecting its wielder's psi at a short range. Killing enemies reduces the cooldown of False Light by 1 second.
  • False Light
    • Activates Anthelion, switching weapon modes and granting a stack of False Light. Each stack of False Light increases attack speed by 10% and grants 10% lifesteal and shieldsteal. False Light expires after 8 seconds of not being refreshed.


Relic Armor

Endless Vigil
  • Replaces the champion's armor with the Endless Vigil
  • Requires Citadel of Adun
  • Cost: 200 minerals, 150 gas, 60 seconds
  • Behavior: +5% increased attack speed for every attack, capped at 20%, falls off after 4 seconds of not attacking
  • Endless Vigil
    • Falter not.
    • This armor charges up during combat, increasing the champion's attack speed by 5% for every attack, for a maximum bonus of 20%. The armor loses its charges after 4 seconds of weapon inactivity.

Immortal Fortress
  • Replaces the champion's shield armor with the Immortal Fortress
  • Requires Fleet Beacon
  • Cost: 250 minerals, 200 gas, 60 seconds
  • Behavior: reduces all incoming shield damage to a maximum of 10 (bypassed by ignore armor)
  • Immortal Fortress
    • Time fears us.
    • Incoming shield damage is reduced to a maximum of 10. This Relic does not protect against attacks that bypass armor.

Intervention
  • Replaces the champion's armor with the Intervention
  • Requires Robotics Support Bay
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Behavior: while shields are up, reduces incoming projectile damage by 33% (does not stack with champion spell damage reduction)
  • Ability: while active, detonates the closest enemy projectile within 128 pixels, draining 10 energy per projectile detonated
  • Intervention
    • Suffer not such foes.
    • While the champion's shields endure, they take 33% reduced damage from the enemy's projectiles.
    • While active, nearby enemy projectiles are detonated prematurely, draining 10 energy each.

Predator's Cloak
  • Replaces the champion's armor with the Predator's Cloak
  • Requires Templar Archives
  • Cost: 100 minerals, 250 gas, 60 seconds
  • Behavior: resets ability cooldown every 3 kills
  • Ability: instantly teleports up to 192 pixels; costs 50 energy
  • Predator's Cloak
    • None travel as I.
    • This armor may be activated to instantly teleport its wearer to a destination within 6 weapon range.

Astral Anchor
  • Replaces the champion's armor with the Astral Anchor
  • Requires Robotics Support Bay
  • Cost: 200 minerals, 200 gas, 60 seconds
  • Behavior: +100 shields, +1 shield armor
  • Ability: immobilizes the champion and heals all shields in a 224px radius for 150 over 7 seconds; costs 150 energy
  • Astral Anchor
    • Stand fast. Stand forever.
    • This thrumming cuirass grants its wearer 100 shields and 1 shield armor.
    • When activated, the armor immobilizes its wearer and regenerates up to 150 shields over 7 seconds for all nearby combatants and structures.

Thaumaturge
  • Replaces the champion's armor with the Thaumaturge
  • Requires Templar Archives
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Behavior: after being hit by an offensive ability, the champion's next attack casts it on their target
  • Thaumaturge
    • Stronger with every strike.
    • After being struck by an offensive ability, this armor channels it into the champion's next attack.


Relic Augments

Light of Saalok
  • Equips the Light of Saalok to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Robotics Facility
  • Cost: 150 minerals, 150 gas, 60 seconds
  • Behavior: grants detection; +150 max energy
  • Ability: Shroud of Saalok (cloaks all nearby allies; 25 energy to activate, drains same energy over time as wraith/ghost cloaking)
  • Light of Saalok
    • Sight to the blind.
    • The champion gains 150 max energy and detection of hidden enemies.
  • Shroud of Saalok
    • While active, the Relic shrouds nearby allies, cloaking them. The cloaking field does not affect the caster.

Crest of Adun
  • Equips the Crest of Adun to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Citadel of Adun
  • Cost: 300 minerals, 150 gas, 60 seconds
  • Behavior: revives the champion upon death; this Relic can be rebuilt after it is used
  • Crest of Adun
    • The highest honor.
    • This Relic is shattered when the champion dies, but not before transporting them to the nearest allied Reliquary and restoring their shields, health, and energy.

Blessed Summons
  • Equips the Blessed Summons to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Arbiter Tribunal
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Behavior: +150 max energy
  • Ability: Blessed Recall (heals recalled units to full HP and shields)
  • Blessed Summons
    • To our side.
    • This weathered edict grants +150 energy to the champion and allows them to call Blessed Recall.
  • Blessed Recall
    • After 3 seconds of channeling, instantly teleports all allies at the target area to the caster and heals them to full health and shields.

Heartseeker
  • Equips the Heartseeker to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Templar Archives
  • Cost: 150 minerals, 150 gas, 60 seconds
  • Behavior: attacks ignore armor before their damage is reduced by enemy unit size
  • Heartseeker
    • Their greatest weakness.
    • This reactor focuses its wearer, allowing their attacks to bypass their quarry's armor.

Shade Sigil
  • Equips the Shade Sigil to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Templar Archives
  • Cost: 100 minerals, 150 gas, 60 seconds
  • Behavior: cloaks the champion for 5 seconds after a kill
  • Shade Sigil
    • They see no evil.
    • When the champion slays an enemy, this Relic cloaks them for 5 seconds or until they attack again.

Binding Crucible
  • Equips the Binding Crucible to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Citadel of Adun
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Behavior: while shields are up, returns 50% of all melee damage to the attacker
  • Binding Crucible
    • Greet them in kind.
    • While the champion's shields endure, half of all melee damage is returned to the attacker.

Virtuous Attenuator
  • Equips the Virtuous Attenuator to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Robotics Facility
  • Cost: 200 minerals, 200 gas, 60 seconds
  • Behavior: depending on which is lower, increases either shield or energy regeneration by 33%
  • Virtuous Attenuator
    • From strength to strength.
    • This device provides a 33% increased regeneration rate to shields or to energy, depending on which stat is lower at any given time.

Holy Ember
  • Equips the Holy Ember to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Templar Archives
  • Cost: 150 minerals, 250 gas, 60 seconds
  • Behavior: attacks deal 20+2 damage (ignores armor, benefits from primary weapon upgrade) over 4 seconds, starting 1 second after the initial attack; if the target is killed by this damage, the champion heals for 10% of the victim's max HP
  • Holy Ember
    • Cleanse the land.
    • This gemstone burns its wielder's targets, dealing 20 damage over 5 seconds. Should an enemy fall victim to the fire, the champion is healed for 10% of that target's maximum life.

Stormpeak
  • Equips Stormpeak to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Templar Archives
  • Cost: 200 minerals, 200 gas, 60 seconds
  • Behavior: all psionic storms within 256 pixels of the champion explode at the end of their effect, dealing 50 explosive damage to all affected units
  • Ability: Psionic Storm
  • Stormpeak
    • Unrivaled power.
    • All nearby psionic storms are made volatile by this crystal, exploding violently for 50 damage at the end of their duration.
    • Activate Stormpeak to cast Psionic Storm at the target area.

Siren's Claw
  • Equips the Siren's Claw to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Templar Archives
  • Cost: 150 minerals, 200 gas, 60 seconds
  • Behavior: attacks deal half damage to the target's energy, or double damage if the target is below 25 energy
  • Siren's Claw
    • Deny their birthright.
    • The champion's attacks burn the energy of their target, dealing 50% weapon damage to the target's energy pool. If the target is below 25 energy, attacks instead deal double damage to the target's life.

Spirit Emblem
  • Equips the Spirit Emblem to one of the champion's augment slots, or replaces the oldest augment if both slots are full
  • Requires Templar Archives
  • Cost: 100 minerals, 200 gas, 60 seconds
  • Behavior: stores up to 4 phantasms of slain enemies, to be released manually or once the cap has been hit; phantasms deal full damage and restore the champion's shields for 10% of damage dealt
  • Spirit Emblem
    • They walk this world again.
    • This artifact captures up to 4 phantasms of slain enemies, releasing them upon reaching capacity or when its wearer decrees. Phantasms deal full damage to their opponents and restore their summoner's shields for 10% of damage dealt.


Zerg


Heroes


Infested Kerrigan ID-51 Infested Kerrigan
First appearance: Z04
  • Ground, deployed from Mutation Pit, requires Queen's Nest
  • Stats: 250 HP, 2 armor, small size
  • Cost: 400 minerals, 350 gas, 75 seconds, 1 transport space
  • Weapon: melee-range, normal damage, hitscan, ground units only
  • Behavior: Gains energy equivalent to 50% of damage dealt
  • Ability 1: Personnel Cloaking
  • Ability 2: Endless Reach (pulls a ground unit to the caster, dealing a minimum of 20 and a maximum of 100 normal damage to the target, increasing based on how far the unit travels; costs 100 energy; 192 pixel cast range)

Infested Duran ID-104 Infested Duran
  • Ground, deployed from Mutation Pit, requires Queen's Nest
  • Stats: 150 HP, 1 armor, small size
  • Cost: 400 minerals, 350 gas, 90 seconds, 1 transport space
  • Weapon: mid-range, concussive damage, hitscan, ground and air units
  • Behavior 1: The most recent ability with an energy cost used near Duran becomes available to use
  • Behavior 2: Spellcasters that die near Duran grant him up to 50 of their energy
  • Behavior 3: Whenever Duran casts an ability, allied organics gain a 5% movement speed increase, stacking up to 10 times; each stack times out after 7 seconds
  • Ability: Psionic Mirror (ability from Behavior 1)


Aberrants

This system builds on the racial themes of the Zerg - a collectivist hivemind that sacrifices individual significance for the benefit of the swarm. These additions to the techtree are meant to augment their base unit in combat, and offer most of their utility in the form of army enhancements.

Aberrants are cheap to produce, with their upkeep sourced from powerful individual upgrades that provide buffs or debuffs in the form of auras and on-hit effects. These personal evolutions come in the form of mutation classes and persist with the Aberrant until death, regardless of what form the creature takes. It boasts the unique capability to morph between all available units, scaling with your techtree and morphing faster once you achieve Lair and Hive levels. Its stats will see improvements over the standard strains, and increase with every mutation and morph, with the costs of such actions acting as a natural power gate.

Mutations
  • Cost: 100 minerals, 100 gas, 20 seconds
  • Factor: 50 minerals, 50 gas, 5 seconds
  • Level 1 requires Lair, level 2 requires Hive
  • Mutation and morph speeds increase by 33% at Lair tech and 66% at Hive tech
  • Mutate: Haste
  • Accelerates the Aberrant's agility, granting it the following generic bonuses per level:
    • 10% increased movement and attack speeds
    • 15% increased acceleration (air/hover only)
  • Mutate: Might
  • Accelerates the Aberrant's strength, granting it the following generic bonuses per level:
    • 15% increased base weapon damage
    • 20% increased HP
    • +1 armor
  • Mutate: Swarm
  • Accelerates the Aberrant's control, granting nearby allies the following generic bonuses per level:
    • 10% increased damage to targets attacked by the Aberrant in the last 4 seconds
    • 25% of Haste and Might benefits

Nathrokor ID-54 Devouring One
  • Aberrant Zergling strain, requires Spawning Pool
  • Stats: 75 HP, 1 armor, small size, 2 supply, 1 transport space
  • Weapon: 7+2 damage, melee range, normal damage, hitscan, ground units only
  • Deploy cost: 100 minerals, 25 gas, 15 seconds
  • Morph cost: 50 minerals, 5 seconds
  • Aura range: 192 pixels
  • Mutate Haste:
    • L1 grants the Nathrokor Adrenaline Surge (increased movement speed towards enemies)
    • L2 grants the Nathrokor Essence Conversion (50% increased HP regeneration after killing an enemy)
  • Mutate Might:
    • L1 grants the Nathrokor Hollowing Claws (attacks reduce armor by 0.5 per attack; expires 5 seconds after not being refreshed)
    • L2 grants the Nathrokor Ensnaring Strike (attacks slow targets by 50%)
  • Mutate Swarm:
    • L1 grants the Nathrokor Mirror Mutation (on death, doubles the movement and attack speeds of nearby Zerglings and Vorvalings)
    • L2 grants Adrenaline Surge to nearby allies

Konvimoth ID-53 Hunter Killer
  • Aberrant Hydralisk strain, requires Hydralisk Den
  • Stats: 150 HP, 2 armor, medium size, 3 supply, 2 transport space
  • Weapon: 20+2 damage, mid-range, explosive damage, hitscan, ground and air units
  • Behavior: slain enemies generate creep for 30 seconds in a 128px radius
  • Deploy cost: 200 minerals, 100 gas, 25 seconds
  • Morph cost: 100 minerals, 50 gas, 12 seconds
  • Aura range: 224 pixels
  • Mutate Haste:
    • L1 grants the Konvimoth Feral Instinct (increased movement speed for 2 seconds after receiving damage)
    • L2 grants the Konvimoth Reflexive Maxilla (attacks while moving at 66% of standard attack speed)
  • Mutate Might:
    • L1 grants the Konvimoth Grooved Spines (+2 increased attack range)
    • L2 grants the Konvimoth Toxic Spines (attacks deal 10+1 concussive damage over 4 seconds; can stack)
  • Mutate Swarm:
    • L1 grants nearby allies Adrenal Secretion (increased attack speed while on creep)
    • L2 grants nearby allies Feral Instinct

Akistrigon ID-55 Kukulza Mutalisk
  • Aberrant Mutalisk strain, requires Spire
  • Stats: 200 HP, 1 armor, large size, 3 supply
  • Weapon: 14+2 damage, mid-range, normal damage, bouncing projectile, ground and air units
  • Behavior: 150% health regeneration, increasing to 250% health regeneration after 5 seconds of not receiving damage
  • Deploy cost: 200 minerals, 150 gas, 30 seconds
  • Morph cost: 100 minerals, 50 gas, 15 seconds
  • Aura range: 256 pixels
  • Mutate Haste:
    • L1 grants the Akistrigon Rapid Digestion (150% movement speed while attack is on cooldown)
    • L2 grants the Akistrigon Larval Mitosis (fires two projectiles instead of one)
  • Mutate Might:
    • L1 grants the Akistrigon Projectile Transience (adds an extra bounce)
    • L2 grants the Akistrigon Acid Sublimation (final bounce creates an acid cloud that lasts 5 seconds and deals 5+1 concussive damage per second)
  • Mutate Swarm:
    • L1 grants Primordial Cleansing to nearby allies (Akistrigon behavior)
    • L2 grants Projectile Transience to nearby ranged allies

Bastethir ID-49 Matriarch
  • Aberrant Queen strain, requires Queen Nest
  • Stats: 220 HP, 2 armor, large size, 4 supply
  • Weapon: 10+2 damage, mid-range, concussive damage, projectile, ground and air units
  • Ability: Broodspawn
  • Deploy cost: 250 minerals, 150 gas, 36 seconds
  • Morph cost: 125 minerals, 75 gas, 18 seconds
  • Aura range: 320 pixels
  • Broodspawn
    • Launches parasitic organisms at the target, spawning 3 Broodlings, or 6 if the target is killed.
  • Mutate Haste:
    • L1 grants the Bastethir Gamete Meiosis (increased energy regeneration and attack speed)
    • L2 enhances Broodspawn; all spawned units gain 25% increased movement and attack speed
  • Mutate Might:
    • L1 enhances Broodspawn; spawns an Infested Terran 2 seconds after spawning Broodlings
    • L2 grants the Bastethir Fertile Prey (enemies killed within 4 seconds of being attacked by the Bastethir suffer from Broodspawn)
  • Mutate Swarm:
    • L1 grants nearby allies Adaptive Barrier (25% increased HP regen, can overheal by 10% max HP)
    • L2 grants nearby allies +1 weapon and armor upgrades

Osteroth ID-48 Torrasque
  • Aberrant Ultralisk strain, requires Ultralisk Cavern
  • Stats: 600 HP, 4 armor, large size, 10 supply, 4 transport space
  • Weapon: 30+6 damage, melee-range, normal damage, hitscan, ground units
  • Behavior: reflects ranged strikes when within 32px of the source, returning 50% of the damage
  • Deploy cost: 400 minerals, 300 gas, 60 seconds
  • Morph cost: 200 minerals, 150 gas, 30 seconds
  • Aura range: 288 pixels
  • Mutate Haste:
    • L1 grants the Osteroth Indomitable Musculature (immunity to all slows)
    • L2 grants the Osteroth Endless Rampage (for every kill, gain 5% increased attack speed for 10 seconds)
  • Mutate Might:
    • L1 grants the Osteroth Saber Siphon (50% lifesteal)
    • L2 grants the Osteroth Kathyk Blades (area of effect damage in a 32px arc in front of the Osteroth)
  • Mutate Swarm:
    • L1 grants Indomitable Musculature to nearby allies
    • L2 grants Saber Siphon to nearby melee allies

Maktisthuk ID-52 Unclean One
  • Aberrant Defiler strain, requires Defiler Mound
  • Stats: 180 HP, 2 armor, medium size, 4 supply, 2 transport space
  • Weapon: 20+4 damage, mid-range, concussive damage, beam, ground and air units
  • Ability: Raging Swarm
  • Deploy cost: 150 minerals, 300 gas, 48 seconds
  • Morph cost: 75 minerals, 150 gas, 24 seconds
  • Aura range: 320 pixels
  • Raging Swarm
    • Spawns a mobile Dark Swarm at the target area that grants 50% increased attack speed to units beneath it.
  • Mutate Haste:
    • L1 grants the Maktisthuk Aggressor Synapse (300% energy regeneration while attacking)
    • L2 grants the Maktisthuk Symbiote Swarm (grants hover status)
  • Mutate Might:
    • L1 grants the Maktisthuk Plasma Reflux (a secondary beam is fired after each attack, dealing half damage; must attack a unique target)
    • L2 grants the Maktisthuk Metastasis (units killed cast plague on death)
  • Mutate Swarm:
    • L1 grants +2 damage upgrades to units beneath Raging Swarm
    • L2 grants Symbiote Swarm to nearby allies