For example, in StarCraft, the Terran race's Level 1 military unit, the marine, specializes in ranged air-to-ground attacks, capable of dealing effective damage to both aerial and ground units, as long as the target isn't cloaked. Although the effects are limited, their strength lies in ranged offense, and the human units can also construct bunkers for defense.
Compared to Level 1 soldiers, Firebats, Level 2 soldiers, also use ranged weapons, but their attack range and health aren't as good as those of Level 1 soldiers. They even lack anti-air capabilities, but they more than make up for it with their attack power. Firebats have a common ability to inject themselves with a stimpack, doubling their attack speed at the cost of 50% HP. Originally extreme damage-dealers, after the trade-off of 50% HP for speed, they become like mad dogs on stimulants, barely controllable, with output damage potentially exceeding that of marines by more than five times.
However, doubling attack speed at the cost of 50% HP is not sustainable, which is where the third type of Terran troop comes in, the medic. Using healing devices, they can perform accelerated metabolism treatments on wounded soldiers in close range, achieving the highest potential for physical recovery in a short period of time.
It can be said that marines, Firebats, and medics all complement each other's roles, and a team cannot afford to be without any of them. Without Level 1 soldiers, the team would lose its anti-air capability, and without Level 2 soldiers, the team's ground combat capability would greatly decrease.
Keep in mind that on modern battlefields, aside from super-soldiers, most other soldiers still lack the capability for aerial combat. Setting aside the 9th-generation models, to this day, there are only a few types of air combat units, such as armed warplanes, stealth gunships, Nanodiscs, and kamikaze hummingbirds. Apart from these, most battles still take place on the ground. The enemy may not have air combat forces, but you still need to be prepared for an air threat to maintain deterrence.
The fourth class of Terran troops is their ultimate individual combat unit: the Ghost Agent. These are stealth units, proficient in tracking, and stealth, as well as both air and ground attacks. As a strategic unit, Ghost Agents' responsibilities go beyond simple reconnaissance and spying; they can also guide nuclear strikes from optimal positions behind enemy lines. They are mostly female, often leveraging their agility to move quickly between friend and foe on the battlefield.
Aside from the mid-tier Ghost Agent unit, the aforementioned units achieve the greatest strategic effect only when working together. However, Ghost Agents are an exception; their primary role is to guide nuclear strikes, so they are not counted among regular soldiers.
This is how the human troops are generally classified. Overall, humans are a developing race; compared to the Beast Clan, they lack the innate reproduction advantage, and compared to the Protoss, they lack magical technological power.
Now, look at the Beast Clan, also known as the Zerg. When one mentions the Beast Clan, most people may be puzzled, but if the name Queen of Blades is brought up, even those who have never seen her might have heard various legends about her. Queen of Blades, Sarah Kerrigan, is labeled legendary for many reasons, one of which is related to her personal abilities.
Yes, Queen of Blades is also an X Ability Wielder. When she's angry, the power she generates can directly cause human brains to explode, leading to death. This power, known as psionic wave fluctuation, is itself a variation of the X Ability, similar in principle to Feng Yi's Legendary Realm. Against the fragile, Queen of Blades' psychic power can destroy a person instantaneously.
In one experiment, Sarah Kerrigan, a military academy student, was discovered by her instructor to possess this special ability. The instructor injected a lethal drug into a cat and ordered Sarah Kerrigan to destroy the drug with her special power, otherwise, the cat would die. Of course, Sarah Kerrigan could also use her special power to give the cat a painless death.
However, Sarah Kerrigan refused, and even when the instructor held a gun to the cat's head and threatened to kill it, she still did not comply. Eventually, the instructor pulled the trigger, but alas, no bullet fired. He later found out that Kerrigan had used her psionic ability to disable the gun's firing mechanism.
Although the incident could have been explained in other ways, the federal authorities didn't consider it solid proof of Sarah's psionic abilities. However, the cat still died a painful death not long afterward.
Soon after, Sarah was taken to another room and strapped to a chair with an injection needle, and her instructor, a federal major, injected the same lethal drug into her father, claiming that if Sarah did not cooperate, her father would die just like the cat.
Sarah retorted that she would rather kill her father and then commit suicide than cooperate with the federation.
The instructor had no choice; Sarah was given an anesthetic, then implanted with a psionic regulator, and after completing her training, she became another Level 4 Terran unit, a Ghost Agent. Of course, this is also the origin of the Ghost Agent.
In experiments, researchers also found that the Zerg naturally responded to her mental commands. This training might have laid the theoretical groundwork for the Psionic Emitter, but she was later rescued from the experiment facility by an organization. Consequently, Sarah took vengeance on the Ghost Academy and personally slaughtered the despicable major who had killed her father.
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