First of all I want to point out that Blizzard is there own official company and I own no rights to there copyright what-so-ever. this is legal right?
Well, here goes. There are a total of 3 races, Zerg, Terran, Protoss, as you advance in levels you can advance in tiers. So if example your a Zerg Zergling, if you go up a level you can either become a Hydralisk, or you can have +1 armor and attack for your Zerg Zergling, it really is self explanatory, I may or may not me making a guide, I'm not sure.
(Level 1 units used) You can have up to 5 other players in your realm, which accounts for 15 total people in a realm (5 Zerglings, 5 Marines, 5 Zealots) , you have to work together to survive and each race fights each other.
Level 1 Units
Zerg: Zergling - 15 HP - 2-3 damage - 5 hits per turn
Terran: Marine - 25 HP - 4-6 damage - 3-4 hits per turn - range 5 meters
Protoss: Zealot - 40 HP - 8-9 damage - 1-2 hits per turn
Level 2 Units
Zerg: Hydralisk - 25 HP - 5-7 damage - 3 hits per turn - range 5
Terran: Firebat - 30 HP - 3-4 damage - 2 hits per turn - damages 3 units
Protoss: Dragoon - 45 HP - 10-12 damage - 1 hit per turn - range 6
Level 3 Units
Zerg: Infested Terran -15 HP - 17-20 damage - Special: Suicide, kill all enemies in area, downgrade to hydralisk - 1 hit per turn - Grenade thrower 5 range
Terran: Vulture - 30 hp - 10-12 damage - Special: Very fast, 3 Mines ( 60 damage) - 2-3 hits per turn - 7 range
Protoss: Archon - 50 HP - 7-13 damage - 2 hits per turn - 2 range
Level 5Air!
Zerg: Mutalisk - 45 Hp - 5-10 damage - 4 hits per turn - 9 range
Terran: Goliath - 50 HP - 6-12 ground, 15-17 air - 3 hits ground, 4 hits air - range 5 ground/air
Protoss: Scout - 65 HP - 7-9 damage - 3 hits per turn - 8 range
Level 6
Zerg: Queen - 40 HP - Special Ability - Web, Parasite, Breed
Terran: Tank - 70 HP - 20-22 damage - 1 hit per turn - 12 range
Protoss: Reaver -75 HP - 24-25 damage - 1 hit per turn - 8 range
Level 7
Zerg: Gaurdian - 65 HP - 30-32 damage - 2 hits per turn - 13 range
Terran: Ghost - 40 HP - 12-15 damage - Special: Cloak, Nuke, Decibel Missile - 10 range
Protoss: Carrier (Level 1) - 130 HP - 2-5 damage per interceptor - 5 interceptor max - 15 sight range, interceptor range 2
Level 8
Zerg: Ultrlisk - 100 HP - 65-70 damage - 2 hits per turn - 2 range
Terran: Battlecruiser - Special: Yamato Cannon (insta Kill) 130 HP - 75 damage - 1 hit per turn - 10 range
Protoss: Carrier (Level 2) - 3-6 damage per interceptor - 8 interceptor max - 17 sight range, interceptor range 2
Name: Race: (Terran, Zerg, Protoss) Unit: (Marine, Zergling, Zealot) Level: 1 HP: (Depends on Unit) MP: (Depends on Unit) Defense: (Depends on Unit) Attack: (Depends on Unit) Exp: (Depends on Race) Minerals: (Find them to buy stuff!)
Special Abilities:
Zerg Infested Terran: Suicide - This ability kills you, remaking you a Level 2 Hydralisk.
(25 MP) Queen: Web - Causes unit to slow by 50%. Uses 5 MP. Parasite - Every turn takes 5 HP from unit infected (10 turns). 10 MP Breed - Takes 10 MP, creates 4 zerglings for 5 turns
Terran
Vulture: 3 mines, they are invisible and you can lay them anywhere, explode when enemy steps on them
Tank: after reaching 50 Exp can become Siege Tank, add 30 HP and damage increased to 100 damage, stationary.
(25 HP) Ghost: Cloak, invisible for up to 5 turns (10 MP) Nuke: 1 only, kills all surrounding units, even yourself if your to close. Decible Missile: Stuns targeted unit for 5 turns (10 MP)
Science Vessel: Detector, can detect invisible or burrowed units. Defensive Matrix - Forcefield around targeted unit for 3 turns
Protoss
Arbiter: Invisibly - Makes surrounding units invisible, no mana cost.
Upgrades I'll add more later!
Zerg: Burrow, cost 300 Minerals (Units can burrow underground whenever they want)
Terran: Stim Packs, cost 250 minerals (Units sacrifice life to be faster and have boosted attack, 3 turns)
Protoss: Increase attack range, cost 350 minerals,increases all range units attack range by 2.
Mt RPG's are unique since I put a lot of time in specifying the units, and giving each player a better gaming experience. This RPG is not as detailed as my Doomsday RPG though.
Have fun, tell me if you think I should change anything.
Walking across a barren wasteland you amazingly spot a small mineral field. Wishing you had a SCV yourself you start to forget where your going and where you are. Not good.
A. Find your base B. Keep walking C. Look for anything D. Make your own option
Zerg hunting while hopelessly lost probably isn't the best plan. You do manage to find a probe though, it's badly damaged and has 5 minerals with it. It agrees to come with you if you kill the stupid rogue terran that attacked it, if you agree he'll show you the way.
The first day of looking for the rogue terran didn't go to well, you manged to fall into a pit, and it took most of the day to get out. Your not sure but some idiot kicked dirt on you while you were down there. But as I said, your out now.
A. Keep looking B. Give up C. Make your own option
Sorry, your friend sucks and doesn't hear you. You decide to just start walking, look for anything. Your minding our own business, doing nothing. When a Rogue Marine comes buy and says some nastty comments wanting you to fight. Will you fight?
While looking for anything you seem to have stumbled upon a huge mineral field. Your guessing it has over 2500 minerals in it! You pissed because you have no SCV, so you set out looking for one.
While kicking rocks and other stuff over a cliff you hear a kind of spitting sound.
Btw...the min damage of the marine nis 12 damage total, max is 24. The max of the zealot is...18, min is 8. AND the marine has range, and they have nearly the same HP. Unbalanced much?