I'd recommend also not going into the literal gameplay of a unit to work on a layout of the story. Most of the narrative elements I've read, where a game is the design reference, give this level of detail that IMO breaks the continuity of storytelling by diverting into the gameplay elements. The writer normally attempts to explain the situation through the familiarity of the reader with the game itself. Istead, use these references like a river and think on conventional ways to translate the game into a realistic/cohesive environment.
Bad example:
...Suddenly, a Terran Banshee decloaked from the air above and rained a volley of Backlash Rockets, which can only hit ground targets. As the roaches fled into their burrows a nearby Raven was sensing their movement through it's detection ability.
Better example:
...Suddenly, a glimmer of light in the sky revealed the metallic plate of a hovering Terran aircraft, which had been hiding from sight. It engaged the fleeing enemy with a volley of Backlash Rockets, which swiftly splattered the ground and splintered the creatures with molten shrapnel. As the Roaches fled into their burrows, a nearby droneship, known as a Raven, was following their movements through the underground by interpolating seismic readings from a local array of sensors. These were placed by the infantry corps prior to the engagement.