#terran firebat
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titanomancy · 1 year ago
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Okay, but what if we weren't pretending not to rip off StarCraft?
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fantasyfantasygames · 1 year ago
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40 Parsecs
40 Parsecs and a M.U.L.E, Steamroller, 2021
(No relation to 40 Degree Fever, another game on my review list. Also no relation to the antique computer strategy game M.U.L.E.)
The name is, as you hopefully guessed, a reference to "Forty acres and a mule". For those who don't know Starcraft, a M.U.L.E. is a mining machine that you can call down from orbit.
I love alternate imaginations of the future, especially when they're on the optimistic side. 40 Parsecs is an afrofuture reimagining of Starcraft and it's amazing.
Instead of the Terran Dominion's fascist monarchy, the Umoja wa Galaksi (Galactic Unity or something like it in Kiswahili) is locally-run, multi-faceted, and multicultural. Every planet has its own unique ships. Some of them are fused with Protoss psychic crystals or Zerg biotech, because, like humanity, the Protoss and Zerg are not presented as monocultures! There are overminds who embrace peace. "Dark Templar" isn't frightening or an insult. There's an assumption that everyone has a little Protoss or Zerg (or both) going on and is tapped into a shared psychic network.
The PCs are citizens of a community (there's a community-building flowchart that the whole group uses) who have pledged to defend it. You see, there are still Terrans who are fascist, Zerg who don't like anyone, and Protoss who do want to telepathically control you, and they're trying to sneak into your territory. You find them, root them out, and defend your people.
Character types let you mimic the medium-scale characters from SC1 and SC2, though without their trademark gear until shit goes down. Terrans can be Enlisted (Marine, Firebat, Reaper, etc.), Agents (Ghosts), Construction (SCVs), Pilots, and Commanders. Protoss can be Priests, Scientists, Zealots, or AIs. Zerg can be Queens, Warriors, Overseers, or Corruptors. All of those are broad categories rather than the exact unit type.
The rules for 40 Parsecs are concise and effective, with a medium amount of "swing" to the rolls. Most of it is 3d6 + bonus vs. target number. A lot is handled through opposed rolls. Combat involves a neat die-swapping trick that lets you "steal" good dice from your opponent's failed roll to add to your attack roll to get your damage. Matters of scale are handled by adding large bonuses - a battlecruiser has +40 scale, for instance, whereas Marine armor gets +10, so doing even a small amount of damage takes an amazing shot.
Ability scores include the usual sci-fi set (Str, Agi, Sta, Int, Psy, Per) plus three cultural ability scores (unique to each culture) that map to each other in the game's most complex interactions. I'm not 100% sure how well those work in practice, but they sound cool and I like the approach to culture-as-a-defining-part-of-character. You can also borrow skills through the psychic network.
The art for the ships and units is pretty good, though the character art would have benefited from a professional artist rather than the writer's cousin. Bonus points for not using any of the video game art, though!
As you might guess from the name this one's on itch - or it was until ActiBlizzsion sent them a cease-and-desist and the page disappeared. You can occasionally find a copy on file-sharing services. Be warned that for some reason it's a touch over 3.4 GB. I suspect that the image compression went badly, badly wrong.
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imperiumallaboveall · 2 years ago
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Watch "Starcraft 2 Firebats Terran LORE #Shorts" on YouTube
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thuandraws · 3 years ago
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inktober day 28. prompt - crispy. Firebat. Drawn listening to Starcraft Terran theme :)
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thefoilguy · 5 years ago
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Firebat from StarCraft - Aluminum Foil Sculpture
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40k-stats-for-everything · 7 years ago
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(Image sources: http://starcraft.wikia.com/wiki/File:Marauder_SC2-WoL_Story1.jpg, http://starcraft.wikia.com/wiki/File:Firebat_SC2_DevStory1.jpg)
Marauders and Firebats are the elite heavy infantry of the Terran ground forces; much like Terminators (and VERY much like Primaris Aggressors), their job is to provide a hardy source of close-range firepower. Stat-wise, both Firebats and Marauders are slightly better than Marines in melee (with one higher Strength and one more Attack per model), but where they really shine is their durability: the kinetic foam in the Marauders’ armor gives each of them two more Wounds than a Marine, while the juggernaut plating of the Firebats gives them one more Wound and one better armor save. Both can also take Stimpacks, same as the Marines, but because of their different weapon loadouts each unit will want to use those stimpacks differently.
Marauders are designed to take on armored targets, and their Quad K-12 grenade launchers are essentially a shorter-ranged Predator autocannon with one better AP, one worse Damage and the ability to be fired after Advancing. Thanks to their concussive shells, the grenade launchers also come with a neat perk in that they prevent units they hit from Advancing. With units’ ability to freely split fire, this means that one or two well-placed units of Marauders can significantly hamper the opposing army’s movement, throwing a speed bump in the way of melee infantry hordes and Rhino rushes. (Of course, focusing fire on said Rhinos to cripple or kill them might not be a bad idea either!) If your Marauders are packing stimpacks, you’ll probably want to trigger them either at the earliest opportunity, so that their doubled firepower can seriously disrupt your opponent’s first or second turn, or at the same time as you trigger your Marines’ stimpacks, to both add to your alpha strike damage and to provide more debuffed targets than your opponent can effectively take out.
Unlike Marauders, Firebats are designed to deal with light infantry hordes – particularly melee-focused light infantry hordes – and frankly they are terrifyingly good at it. Each Firebat packs the equivalent of a pair of flamers, and while they can’t be fired after an Advance like most flamers can, they CAN be fired while the unit is locked in melee. This means that a unit of Firebats can serve as a brutally effective roadblock against things like Hormagaunt broods and Ork Boyz mobs, as being engaged in melee doesn’t reduce their killing power at all, and in fact arguably enhances it (since it lets them swing back!). For a unit of Firebats with stimpacks, the magic number is 16”, or preferably a little less; at this distance, a unit of stimmed-up Firebats can move 8” to get within their 8” flamethrower range and then unleash 4d6 automatic S4 hits per Firebat on the enemy. Maniacal cackling is optional.
MODELING SUGGESTIONS: The new Primaris Aggressors basically are Firebats and Marauders, with just a bit of conversion needed to remove the more overtly Astartes aspects of their armor. For those with a 3D printer, Thingiverse user Mylakovich has a model of the Firebat hero Blaze from Heroes of the Storm (https://www.thingiverse.com/thing:2753311), while his Terran Minion pack (https://www.thingiverse.com/thing:2049374) includes Marauder models. (For some reason, those Marauders are armed with these strange extending punch gauntlets and shields rather than their usual quad grenade launchers, but with some fiddling in a 3D modeling program you could give them more accurate weaponry.) 
MATCHED PLAY:
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antagonistchan · 4 years ago
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so i’ve been a big StarCraft fan for literally as long as i can remember, like i literally played StarCraft 1 as a toddler (not that i had any idea what i was doing, i just liked the pretty noises) and i was a day 2 StarCraft 2 player (and i only wasn’t day 1 because my parents wanted me to do chores that day)
but uh.
i’ve been hanging out with some people lately who are big Warhammer 40k fans.
and wow.
StarCraft is kinda just “Warhammer 40k but not as goofy” huh.
i knew there were some similarities before. i knew there were similarities between the Terran Marines and the Space Marines, and i’d vaguely heard that StarCraft 1 was originally gonna be a Warhammer game before Games Workshop pulled the license out from under Blizzard’s feet. but. that was kinda it.
but uh. wow the Zerg are just a straight-up knockoff of a Warhammer race, and that’s not even where the similarities end. the Protoss are at least fairly original and the Terrans are a wildly different take on humanity than the Imperium of Man, but the Zerg are just a knockoff of the Tyrranids and there’s plenty of other bits of inspiration.
though they’ve also been joking that, as much as StarCraft has ripped off Warhammer over its 22 years of existence, Warhammer has actually started ripping off StarCraft lately. because one of the latest additions to Warhammer are these guys who are basically Space Marines but with arm-mounted flamethrowers. you know, like Terran Firebats.
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Conversation
Firebat: I have an idea!
Medic: We are not going to burn anyone.
Firebat: I don't have any ideas.
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antagonistchanremade · 4 years ago
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starcraft explanation post PART TWO
so i went over some general concepts last time, now i’ll go over the specific Tech Trees.
Terrans
you start with Command Centers and SCVs.
SCVs can build things, but not all at once; there’s an order to things. building one building will unlock other buildings.
(also something i forgot to mention in-depth last post: many Terran buildings can build Add-Ons. in starcraft 1, each building had unique Add-Ons, but in starcraft 2, there’s just two universal Add-Ons, the Tech Lab and the Reactor. the Tech Lab unlocks certain units and researches certain upgrades, while the Reactor allows you to build two units at once. you can’t have both Add-Ons at the same time, but any structure that can build Add-Ons can also Lift Off, and they’ll leave their Add-Ons behind.)
the Command Center unlocks Refineries and Supply Depots. the Supply Depot unlocks Barracks’ and Engineering Bays. the Barracks unlocks Bunkers, Factories, Academies (starcraft 1 only), and Ghost Academies (starcraft 2 only; also Academies and Ghost Academies are unrelated). in starcraft 2 it also unlocks the ability for your Command Center to upgrade into an Orbital Command. the Barracks also builds Marines, Reapers in starcraft 2, Firebats and Medics in starcraft 1 if you have an Academy, Ghosts in starcraft 1 if you have a Covert Ops or in starcraft 2 if you have a Ghost Academy and Tech Lab, and Marauders in starcraft 2 if you have a Tech Lab. Barracks can also Lift Off in both games.
the Engineering Bay unlocks Missile Turrets, and in starcraft 2, the ability for your Command Center to upgrade into a Planetary Fortress. the Engineering Bay also researches upgrades for your Infantry units (the units built from a Barracks); there are three levels of upgrades, and while you can get the first level of upgrades immediately, you can’t get the second or third until you get a Science Facility in starcraft 1 or an Armory in starcraft 2. Engineering Bays could Lift Off in starcraft 1, but not starcraft 2.
the Academy researched more specialized upgrades for your Infantry units, similar to the kinds of upgrades an Add-On would research, and like an Add-On, also unlocks certain units in one certain building. the Academy also was an Add-On when starcraft 1 was in beta. it’s not really a surprise that in starcraft 2 they nixed the Academy and just gave Barracks’ the ability to make Add-Ons since the Academy was basically just a really expensive Add-On that wasn’t an Add-On.
the Factory unlocks Starports and Armories, and in starcraft 1 its unique Add-On was the Machine Shop. the Factory also builds... nothing consistently actually. it builds Vultures in starcraft 1; Hellions, Hellbats, and Widow Mines in starcraft 2; Siege Tanks in starcraft 1 if you have a Machine Shop or in starcraft 2 if you have a Tech Lab; Goliaths in starcraft 1 if you have a Machine Shop and an Armory; Cyclones in starcraft 2 if you have a Tech Lab; and Thors in starcraft 2 if you have a Tech Lab and an Armory. Factories can Lift Off in starcraft 1 and starcraft 2.
the Armory is where you research upgrades for your Vehicles (units built from the Factory) and Ships (units built from the Starport), and as mentioned, also unlocks the higher-tier upgrades for the Engineering Bay in starcraft 2. in starcraft 2, it also has no limits on its own upgrades, but in starcraft 1, like the Engineering Bay, its higher-tier upgrades are limited by the Science Facility.
the Starport unlocks Science Facilities in starcraft 1 and Fusion Cores in starcraft 2, and in starcraft 1 its unique Add-On was the Control Tower. the Starport also builds Wraiths in starcraft 1; Dropships in starcraft 1 if you have a Control Tower; Science Vessels in starcraft 1 if you have a Science Facility and Control Tower; Battlecruisers in starcraft 1 if you have a Control Tower and Physics Lab or in starcraft 2 if you have a Tech Lab and a Fusion Core; Valkyries in starcraft 1 if you have a Control Tower; Vikings, Medivacs, and Liberators in starcraft 2; and Ravens and Banshees in starcraft 2 if you have a Tech Lab. Starports can Lift Off in starcraft 1 and starcraft 2.
the Fusion Core just exists to unlock Battlecruisers and research a few Ship upgrades.
the Science Facility unlocks a shit ton of stuff in starcraft 1. as previously mentioned, it unlocked the higher-tier upgrades, and it directly unlocked Science Vessels (and researched upgrades for Science Vessels). but it also had two Add-Ons- the Physics Lab (which unlocked and researched upgrades for Battlecruisers) and the Cover Ops (which unlocked and researched upgrades for Ghosts). yeah. Science Facilities could Lift Off.
Zerg
you start with Hatcheries, Drones, and Larvae.
Larvae can initially morph into Drones and Overlords.
Drones, like SCVs, need to unlock buildings and units gradually. it can initially mutate into Hatcheries, Extractors, Spawning Pools, Evolution Chambers, and, in starcraft 1, Creep Colonies.
the Spawning Pool unlocks the ability for Larvae to morph into Zerglings; the ability for Hatcheries/Lairs/Hives to birth Queens in starcraft 2; the ability for Hatcheries to mutate into Lairs; Hydralisk Dens and Sunken Colonies in starcraft 1; and Roach Warrens, Baneling Nests, and Spine Crawlers in starcraft 2. it also researches upgrades for Zerglings.
The Evolution Chamber unlocks Spore Colonies in starcraft 1 and Spore Crawlers in starcraft 2. it’s also your main research building for your ground forces.
the Roach Warren unlocks the ability for Larvae to morph into Roaches and Roaches to evolve into Ravagers in starcraft 2 and researches upgrades for Roaches. the Baneling Nest unlocks the ability for Zerglings to morph into Banelings in starcraft 2 and researches upgrades for Banelings. the Hydralisk Den unlocks the ability for Larvae to morph into Hydralisks and, in starcraft 2, the ability for Drones to mutate into Lurker Dens, and researches upgrades for Hydralisks (including the ability to mutate into Lurkers in starcraft 1). the Lurker Den unlocks the ability for Hydralisks to morph into Lurkers in starcraft 2 and researches upgrades for Lurkers.
the Lair unlocks Spires; Queens’ Nests in starcraft 1; and Hydralisk Dens, Infestation Pits, Nydus Networks, and the ability for Overlords to evolve into Overseers in starcraft 2. (note that this means Hydralisk Dens were put higher on the tech tree in starcraft 2 than in starcraft 1).
the Spire unlocks the ability for Larvae to morph into Mutalisks and, in starcraft 2, Corruptors. it also researches upgrades for your air units.
the Queen’s Nest unlocked the ability for Larvae to morph into Queens and Lairs to evolve into Hives in starcraft 1, and researched upgrades for Queens. and you could use Queens to get Infested Command Centers in starcraft 1.
Infested Command Centers could build Infested Terrans in starcraft 1, which were very powerful suicide units back then. the Nydus Network is just a sort of fast-travel system that you can use to basically shuffle your Zerg forces around the map.
the Infestation Pit unlocks the ability for Larvae to morph into Infestors and Swarm Hosts and Lairs to evolve into Hives in starcraft 2. since SC1 Queens and Infestors both play the role of infestation specialists, it’s safe to say that the Infestation Pit basically replaced the Queen’s Nest. it also researches upgrades for Infestors.
the Hive unlocks the Ultralisk Cavern and the ability for Spires to evolve into Greater Spires; Nydus Canals and Defiler Mounds in starcraft 1; and Vipers in starcraft 2.
the Nydus Canal was the Nydus Network but worse. the Ultralisk Cavern unlocks the ability for Larvae to morph into Ultralisks and researches upgrades for Ultralisks. the Defiler Mound unlocked the ability for Larvae to morph into Defilers and researched upgrades for Defilers.
Greater Spires unlocked the ability for Mutalisks to evolve into Guardians and Devourers in starcraft 1, and unlocks the ability for Corruptors to evolve into Brood Lords in starcraft 2.
Protoss
you start with Nexii and Probes.
you know the drill; you need to unlock things gradually.
the Nexus unlocks the Gateway and the Forge. the Gateway unlocks the Cybernetics Core and, in starcraft 1, the Shield Battery. the Gateway also builds Zealots; Dragoons in starcraft 1 if you have a Cybernetics Core; Stalkers, Adepts, and Sentries in starcraft 2 if you have a Cybernetics Core; High Templar (which can combine into Archons) if you have a Templar Archives; and Dark Templar (which can combine into Archons in starcraft 2 and Dark Archons in starcraft 1) in starcraft 1 if you have a Templar Archives or in starcraft 2 if you have a Dark Shrine.
the Forge unlocks the Photon Cannon, and researches upgrades for your ground forces and shields.
the Cybernetics Core unlocks the Robotics Facility and Stargate; the Shield Battery and Twilight Council in starcraft 2; the ability for Gateways to transform into Warp Gates; and the Citadel of Adun in starcraft 1. it also researches upgrades for your air forces, as well as, in starcraft 1, Dragoons.
Warp Gates are Gateways except they build units differently, and you can place these units in any Power Field.
the Citadel of Adun unlocked the Templar Archives in starcraft 1 and researched 1 (one) Zealot upgrade. it’s honestly kinda funny how superfluous yet necessary the Citadel of Adun was.
the Twilight Council is basically the Citadel of Adun But Better (But Also Less Interesting-Looking). it unlocks the Templar Archives and Dark Shrine and researches a number of Gateway unit upgrades.
the Templar Archives unlocks High Templar and, in starcraft 1, Dark Templar, as mentioned. they also research upgrades for High Templar and, in starcraft 1, Dark Archons. the Dark Shrine unlocks Dark Templar in starcraft 2 and also researches upgrades for Dark Templar.
the Robotics Facility unlocks the Robotics Bay (technically Robotics Support Bay in starcraft 1 but the RB and RSB are the same building just with a word removed) and, in starcraft 1, the Observatory. it also builds Robotic units, and like the Factory, it’s not at all consistent. it builds the Shuttle in starcraft 1; the Observer in starcraft 1 if you have an Observatory or in starcraft 2 just... like, for free; the Reaver in starcraft 1 if you have the Robotics Bay; the Warp Prism and Immortal in starcraft 2; and the Collosus and Disruptor in starcraft 2 if you have the Robotics Bay.
the Robotics (Support) Bay unlocks those units, as mentioned, and also researches upgrades for Robotic units. the Observatory unlocked Observers in starcraft 1, as mentioned, and also researched upgrades for Observers.
the Stargate unlocks the Fleet Beacon. it also builds non-robotic air units. once again, nothing consistently; it builds the Scout and Corsair in starcraft 1; the Phoenix, Oracle, and Void Ray in starcraft 2; the Carrier if you have a Fleet Beacon; the Arbiter in starcraft 1 if you have an Arbiter Tribunal; and the Tempest in starcraft 2 if you have a Fleet Beacon.
the Fleet Beacon unlocks a bunch of Stargate units; the Arbiter Tribunal in starcraft 1; and the ability for the Nexus to warp in a mighty Mothership in starcraft 2 (only one Mothership per player can be active at a time). it also researches upgrades for various non-robotic air units.
finally, the Arbiter Tribunal unlocked Arbiters in starcraft 1, as mentioned, and researched upgrades for Arbiters.
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jamesloymartin · 8 years ago
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#blizzard re-released #starcraft for free and I'm so in love. . #retroscifi #art #firebat #90s #retrogaming #scifi #portrait #freelancedesigner #digitalart #digitalwork #spacecowboy #slamin #fire #flamethrower #rts #characterillustration #instaart #instagood #terran #human (at Vinohrady)
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strangetowngazette · 5 years ago
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I figured, since I’m basing this on Heroes of the Storm, I should show you the guys my sims are based on!
Artanis, my heir, is based on a protoss in Starcraft 2. He’s a pretty cool dude, and actually shares a voice actor with Arthas!
Arthas is named after Prince Arthas Menethil, and Lich King, in World of Warcraft. One of the more famous characters, I’m sure you’ve gotten that jist of that by now. Blaze is named after the Firebat addition to Heroes. Firebats are Terran units who uh. Set fire to things.You’ll have to forgive me, I only watched Starcraft be played. I am no good at RTS’s.
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paulgribov · 8 years ago
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This here is just another demonstration of my “ detail madness”! There is one unit from starcraft broodwar in here. Just find this unit and post it,s name as a reply here...The first one will get my old brush for oil coloursas as a  price^^;)
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baalzebufo · 7 years ago
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i actually have a lot of terran ocs ive just sort of been sitting on and not doing anything with so i might as well.. post the rest of them too,
clay and abe are a marauder and firebat respectively, and best bros. friends all through their spell in the terran confederacy. they were at the fall of tarsonis and barely escaped with their lives (courtesy of sokolovs battlecruiser- he picked up who he could and got the fuck out of dodge. they eventually started their merc company out of that)
clay is extremely outgoing, very flirty, and overall jovial and easy to get along with. hes missing most of his fingers (on account of handling grenades) and is Extremely Proud of his Handsome Face (why else do u think marauders helmets are so thick? its to protect that hot mess)
abe is a lot more subdued, he has a host of emotional issues (and some Significant Trauma) but clays been a good positive figure in his life to help him be more outgoing and less self-conscious (especially about his extensive burn scars)
theyre good
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imperiumallaboveall · 2 years ago
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Watch "Spartan-II Augmentations - Most Detailed Breakdown - Re-release" on YouTube
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6reavers-blog · 7 years ago
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Hidden missions rehashed
Pictures make it easier.
Starship Trooper
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Independence Day
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District 9
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Everyone but me beat it
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Starship and Independence Day share half of the ingredients- all of the Terran towers. So if you complete one, you should aim to complete the other. The award is one Tier 4 civ each. So, if you complete Starship and are missing a Reaver, you can use the civ to complete Indpendence Day. After completion, if you have 2 Tier 5 towers, sell the Reaver and upgrade to tackle the high templar gateway mission.
District 9 awards you with two Tier 3 civs. These are often used to fill the missing towers for Starship or Independence Day mission. Early on, I normally save up to 3 archons and 3 female ghosts. Try to see if you can find 2-3 of the required Tier 3 pieces. If you do, use the boss civ(s) to finish. If you are missing 2 or more pieces and think you are going to leak soon, merge and attempt other missions.
Everyone but me beat it. Only mission that awards a Tier 5 civ. Difficult to complete, but if you have 2 or more of Tier 4 pieces, you can finish using civ(s) from starship or independence day. If you only have one Tier 4 civ and have 6 different tier 4′s, I recommend first completing the Hobby of a weird individual mission (every Tier 4 towers other than Reaver). Save the 3 boss civs award. During round 36 (only on hard difficulty), you will receive 2 additional civs to complete An endless wait of a thousand years (Requirement: 5 boss civs. Award: Tier 4 civ). Use the final Tier 4 civ and the boss civs to try to complete Everyone but me beat it. If attempting this mission, be mindful to save tier 2 scouts and firebats around round ~25.
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berunov · 8 years ago
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How would Caveira's voice sound? Do you have a voice actor or character in mind she would sound like?
Oh my… I don’t have really thought about it so I’m kinda sticking to a default voice (a.k.a my voice but with a more deeper tone XD)But Michelle Rodriguez’s voice would be a great option too :)Also, she’s got that helmet on her head most of the time so you have to imagine some extra fx sound. If you’re familiar with StarCraft II, her voice would sound like a Terran Marine unit and when she’s on fire, she’d sound like a Firebat or Marauder :D
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