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.
The probe is getting very bored. Your worried about this because it may leave. This turn you still don't find the rogue terran,you can't tell if your getting closer but the probe insist that you actually are. You actually haven't even seen anything in awhile, it's all kind of a charred world with random rocks everywhere.
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?
And it's 10-18 damage for Zerglings too. range doesn't even do much, just gives them a extra hit. Although overall I think Zerg is the most powerful race. And I didn't this all in my head, so saying that it's not to imbalanced and I'll find ways to make it more balanced.
Your lucky you don't sprain your ankle. You have to descend many cliffs, and to your dismay you don't find anything, just a few rocks a mineral or so. It's really not worth it.
A. Look for it some more B. Look for anything C. Try to find your base
Even though you have enough for a building, your probe still wants the rogue terran dead. After walking for awhile, you actually find the rogue terran.
Rogue Terran 25/25 HP attacks Zeratul 37/40 HP for 3 damage Rogue Terran 25/25 HP attacks Zeratul 34/40 HP for 3 damage Zeratul 34/40 HP attacks Rogue Terran 17/25 HP for 8 damage Rogue Terran 17/25 HP attacks Zeratul 31/40 HP for 3 damage Zeratul 31/40 HP attacks Rogue Terran 8/25 HP for 9 damage Rogue Terran 8/25 HP attacks Zeratul 31/40 HP for 3 damage
The probe is now with you forever. Your built Zealot is back in the base, which because of that you can find and could go build a base, remember, with each completed building your probe dies.
A. Look for anything B. Back to base (2 turns) C. Make your own option