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Thread: Hyperion's Armory upgrades list

  1. #1

    Default Hyperion's Armory upgrades list

    I was looking for a complete list of all upgrades in the campaign. Couldn't find it, decided to make it myself, because maybe someone else might need it. To plan out the expenses, maybe?

    All prices taken from Normal difficulty. (I don't remember them being different on Hard, but this is not confirmed as my memory SUCKS).

    Help me improve and complete it (especially the cost of upgrades).

    Base
    Bunker
    Projectile Accelerator - Cost: 40'000
    - Bunkered units gain +1 range
    Neosteel Bunker - Cost: 50'000
    - Bunkers gain 2 additional slots.

    Missile Turret
    Titanium Housing - Cost: 50'000
    - Missile Turrets gain +75 life
    Hellstorm Batteries - Cost: 80'000
    - Missile Turrets gain a second attack.
    - Second attack does area damage.

    SCV
    Advanced Construction - Cost: 60'000
    - Multiple SCVs can build a structure.
    - Each additional SCV reduces build time.
    - Building cost remains the same.
    Dual-Fusion Welders - Cost: 80'000
    - SCVs repair twice as fast.

    Terran Buldings
    Fire-Suppression System - Cost: 90'000
    - All structures repair themselves to 50% life.
    - All structure fires are automatically put out.
    Orbital Command - Cost: 125'000
    - grants the Scanner Sweep and Calldown: MULE abilities.
    - Scanner Sweep: Reveals an area in the fog of war. (Note: Scanner Sweep lasts only several seconds)
    - Calldown: MULE: Calls down a temporary robotic miner. (Note: MULE lasts 90 seconds)

    Infantry
    Marine
    Stimpacks - Cost: 50'000
    - Grants the Stimpack ability.
    - Effect: Marine take 10 damage, fires and moves 50% faster.
    - Duration: 15 seconds.
    Combat Shield - Cost: 60'000
    - Marines gain +10 life.

    Medic
    Advanced Medic Facilities - Cost: 60'000
    - Medics no longer require the Tech Lab add-on.
    Stabilizer Medpacks - Cost: 105'000
    - Medics heal targets 25% faster.
    - Medics use 33% less energy per heal.

    Firebat
    Incinerator Gauntlets - Cost: 40'000
    - Firebats gain a 40% larger area attack.
    Juggernaut Plating - Cost: 85'000
    - Firebats gain +2 armor.

    Marauder
    Concussive Shells - Cost: 70'000
    - Marauder attack slows all units in target area. (Note: just one unit per shot)
    Kinetic Foam - Cost: 90'000
    - Marauders gain +25 life.

    Reaper
    U-238 Rounds - Cost: 60'000
    - Reapers gain +1 range.
    - Reapers do an additional +3 damage to light armor.
    G-4 Clusterbomb - Cost: 75'000
    - Anti-personnel charge with a large blast radius.
    - Ejects smaller payloads in radius for increased damage.

    Vehicles
    Hellion
    Twin-Linked Flamethrower - Cost: 40'000
    - Doubles width of the Hellion's flame attack.
    Thermite Filaments - Cost: 60'000
    - Hellions do an additional +10 damage to light armor.

    Vulture
    Cerberus Mine - Cost: 50'000
    - Increases mine blast radius by 33%.
    - Increases mine trigger radius by 33%.
    Replenishable Magazine - Cost: 60'000
    - Allows Vultures to replenish mines in the field.
    - Mine cost: 15 minerals.

    Goliath
    Multi-Lock Weapons System - Cost: 50'000
    - Goliaths can fire both weapons simultaneously.
    Ares-Class Targeting System - Cost: 80'000
    - Goliaths gain +3 missile range.
    - Goliaths gain +1 cannon range.

    Diamondback
    Tri-Lithium Power Cell - Cost: 75'000
    - Diamondbacks gain +1 range.
    Shaped Hull - Cost: 90'000
    - Diamondbacks gain +50 life.

    Siege Tank
    Maelstrom Rounds - Cost: 105'000
    - Siege Tanks do +40 damage to primary target.
    - Splash damage remains the same.
    Shaped Blast - Cost: 140'000
    - Shock Cannon does 75% less damage to friendly units.

    Starships
    Medivac
    Rapid Deployment Tube - Cost: 50'000
    - Medivacs deploy loaded troops almost instantly.
    Advanced Healing AI - Cost: 115'000
    - Medivacs can now heal two targets at once.

    Wraith
    Tomahawk Power Cells - Cost: 80'000
    - Wraiths start with +100 energy.
    Displacement Field - Cost: 125'000
    - Wraiths evade 20% of attacks when cloaked.

    Viking
    Ripwave Missiles - Cost: 75'000
    - Viking missiles do area damage.
    Phobos-Class Weapons System - Cost: 90'000
    - Vikings gain +2 missile range.
    - Vikings gain +1 cannon range. (Note: Now they outrange Bunkers with Marines)

    Banshee
    Cross-Spectrum Dampeners - Cost: 80'000
    - Banshees can remain cloaked for twice as long. (Note: while cloaking takes -50% of energy, activation still costs 25 energy)
    Shockwave Missile Battery - Cost: 110'000
    - Banshee attack fires multiple missiles in a line. (Note: full damage from those missiles!)

    Battlecruiser
    Missile Pods - Cost: 140'000
    - Grants the Missile Pods ability.
    - Effect: Does area damage to air targets.
    Defensive Matrix - Cost: 150'000
    - Grants the Defensive Matrix ability.
    - Effect: Absorbs 200 damage before failing.

    Dominion
    Ghost
    Ocular Implants - Cost: 85'000
    - Ghosts gain +2 range.
    - Ghosts gain +3 sight radius.
    Crius Suit - Cost: 125'000
    - Cloak no longer requires energy.

    Spectre
    Piosnic Lash - Cost: 100'000
    - Grants the Psionic Lash ability.
    - Effect: Does 200 damage to target unit.
    Nyx-Class Cloaking Module - Cost: 125'000
    - Cloak no longer requires energy.

    Thor
    330mm Barrage Cannon - Cost: 130'000
    - Improved bombardment cannon. (Note: Barrage is now an AoE spell rather than single target ability)
    - Effect: Deals massive area damage, stuns central targets.
    Immortality Protocol - Cost: 140'000
    - Grants the Immortality Protocol ability.
    - Effect: Destroyed Thors can be reactivated in the field. (Note: Thor's husk is a desctructable debris with 400HP. Reactivation is husk's ability, and costed me 200 gas when I tried it)

    .
    Last edited by Petersaber; 08-09-2010 at 04:26 AM. Reason: completed

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