StarCraft Ghost History Sheet
Through All Official Media Materials
(All mentions about Ghosts, Spectres, Nova and related in Blizzard Entertainment products: 1998-2016)


  • Sarah Louise Kerrigan (Ghost)

“Revolution” Mission
(First meeting with Kerrigan and defending Antigan rebels)

Secret staging area second moon of Antiga Prime.

Mission Briefing

Raynor: Hey, man. Headquarters has begun analysis of the discs. They expect to have them decoded shortly. I hope whatever's on those discs is worth it.

Advisor: Receiving incoming transmission from Arcturus Mengsk:

Mengsk: You and Captain Raynor have done well, Commander. I believe our efforts have weakened the Confederacy's grip on the fringe worlds, but our job out here isn't done yet. Lieutenant Kerrigan, my second in command, will elaborate.

Kerrigan: I'll get straight to the point. Our sources tell us that Antiga Prime is ready to begin open revolt against the Confederacy. Unfortunately, the Confederates seem to be aware of this as well. They've stationed a large detachment of Alpha Squadron troops there, under the command of General Duke.

Mengsk: It will be your job, Commander, to free this colony and show our good intent to the Antigan people. Lieutenant Kerrigan will help you deal with Duke's officers. The rest of the Confederates are yours to deal with.
End of Briefing.


  • Bring Kerrigan to Antigan Command Center.
  • Defend the Antigan rebels.
  • Reynor and Kerrigan must survive.

In-Game Dialogues

Kerrigan: Captain Raynor, I've finished scouting out the area, and-you pig!

Raynor: What? I haven't even said anything to you yet!

Kerrigan: Yeah, but you were thinking it.

Raynor: Oh yeah, you're a telepath. Look, let's just get on with this, okay?

Kerrigan: Right.

Kerrigan: I hate these things. They can sense me even when I'm cloaked. We should take these out.
Tip: Kerrigan can use her Cloaking ability to sneak by most enemy forces. Only “detectors” such as Missile Turrets can be used to spot cloaked units.
(Kerrigan kills the Confederate Officer)

Kerrigan: I've taken care of business on this end, Commander. I think the Antigans are ready to back us up, too.

Antigan Marine: That's right. We've tolerated these Confederate goons long enough!

Advisor: Commander, I'm picking up a large Confederate strike force advancing on our position.

Kerrigan: Well, they're not wasting any time.

New Mission Objectives:

  • Destroy the Confederate base.

“Norad II” Mission
(Protecting battlecruiser Norad II and saving Edmund Duke on Antiga Prime)

Secret staging area Antiga Prime colony.

Mission Briefing

Advisor: It appears that the Confederates are in a state of a panic about the Antigan revolt. I'm picking up a high number of Confederate transmissions going back and forth between their outposts and their headquarters on Tarsonis. Most of the transmissions are heavily coded, but wait, here's something:

Duke: This is General Duke calling from Alpha Squadron Flagship Norad II! We've crash-landed and are being hit hard by the Zerg! Request immediate backup from anyone receiving this signal! Repeat, this is a priority one distress call-

Raynor: Zerg? Here? Serves'em right. 'Bout time they got a taste of what it's like to be in there mixin' it up.

Mengsk: Jim, I want you to move in and save that base.

Raynor: I'm positive I didn't hear that right.

Kerrigan: Arcturus, have you lost your mind?

Mengsk: Listen, I know Duke's a cold hearted bastard, but an entire colony shouldn't have to suffer for that. Besides, a Confederate general could prove to be a powerful ally. This is an opportunity we cannot miss.

Kerrigan: I don't like this at all.

Mengsk: I'm not asking you to like it. I'm asking you to do it.

Kerrigan: Yes, sir.

Raynor: Great. Let's get this over with.
End of Briefing.


  • Protect Battlecruiser Norad II.
  • Bring Raynor and 2 dropships to Norad II.

“The Trump Card” Mission
(Bringing the Psi Emitter to the Confederate base on Antiga Prime)

Secret staging area Antiga Prime colony.

Mission Briefing

Advisor: Commander, our position has been discovered. As of two hours ago, a large Confederate strike force arrived on Antiga Prime and established a base camp within our defensive perimeter. Arcturus Mengsk is calling a meeting.

Mengsk: Greetings. I know you're all concerned about the Confederate strike force, but first we have a grave matter to discuss. It seems our data discs didn't hold weapon designs after all. Lieutenant Kerrigan will explain.

Kerrigan: You all know that the Confederates run a program for psychically gifted humans, training them to be Ghosts. Those running the program found that the Zerg are attuned to the psychic emanations of Ghosts.

Raynor: So the Zerg are here for you, darlin'? This keeps gettin' better and better.

Kerrigan: Shut up. There's been a lot of secret Confederate research surrounding Ghosts and the Zerg. What we stole was a small but critical piece of the puzzle: design for a Transplanar Psionic Waveform Emitter. The emitters broadcast the neural imprint of a Ghost, but at a much greater magnitude. These things reach across worlds.

Mengsk: The Confederacy used these Psi Emitters to lure the Zerg into isolated containment areas. Your colony-Mar Sara-Commander, was one such location.

Raynor: What are you saying?

Mengsk: I'm saying the Zerg are a secret weapon developed by the Confederacy. I'm saying you were all subjects of a Confederate weapons test.

Mengsk: Just as they destroyed Korhal with nuclear weapons to establish dominance a generation ago, they would use the Zerg to put an end to their rivals. Only this time there'd be no outrage; who could suspect the aliens were their creation? No, they'd be lauded as heroes for coming in and destroying the Zerg. It's time the Confederacy paid for its crimes.

Mengsk: And I know just the way. Lieutenant Kerrigan is going to plant an emitter at the Confederate base camp. Commander, you will provide her with an escort. When the Zerg arrive, they'll break the blockade for us and we'll make our escape. Now, get moving.
End of Briefing.


  • Bring the Psi Emitter to the enemy base.
  • Kerrigan must survive.

In-Game Dialogues

Kerrigan: I'm having doubts about this, Arcturus. I just don't think anyone deserves to have the Zerg unleashed on them.

Mengsk: I know you have personal feelings about this, but you can't let your past cloud your judgment. Carry out your orders, lieutenant.

Kerrigan: Yes, sir.

Kerrigan: Psi-Emitter in place. Just promise me we'll never do anything like this again.

Mengsk: We will do whatever it takes to save humanity. Our responsibility is too great to do any less.

“Biting the Bullet” Mission
(Destroying the main Zerg Hive Cluster on Antiga Prime)

Secret staging area Antiga Prime colony.
08:56 SCT, 01.03.2500

Mission Briefing

Raynor: This defensive crap just isn't working! This is just like Mar Sara, man… Look, it's risky, but I think we can save the Colonists and still buy time to get off-world. If we attack the main Zerg Hive Cluster, they'll have to recall their forces to protect the nerve center.

Duke: That'll never work. Where'd you study tactics, boy? You'd be outnumbered at least twenty to one.

Raynor: You damn coward! What, does the prospect of saving innocent civilians instead of wiping 'em out churn your stomach?

Duke: I don't need to take that from you, boy!

Kerrigan: Are you two through?

Mengsk: She's right. Save it for the Zerg. I think your plan's a wild one Jim, but it's worth a try. Lieutenant Kerrigan?

Kerrigan: Agreed.

Mengsk: Very well, then. Commander, you have tactical authority. Captain Raynor and General Duke will assist you.
End of Briefing.


  • Destroy the Zerg Hive located on the center island.
  • Raynor must survive.
  • Duke must survive.

“The Big Push” Mission
(Eliminating Confederate forces on Tarsonis)

Command ship Hyperion holding perimeter orbit over Confederate Capitol World Tarsonis.

Mission Briefing

Advisor: Greetings, Commander. Receiving incoming transmission:

Mengsk: The time of our final strike against the Confederacy is close at hand. Before we can strike at Tarsonis itself, however, we must break through the Confederacy's most potent defenses. General Duke will brief you.

Duke: I've defended Tarsonis in over thirty major battles, so I know its defenses inside and out. There are three primary orbital platforms that serve as staging areas for the Confederate fleet. If we assault the central platform, we should cause enough of a ruckus to allow a small force to break through the planetary defenses.

Raynor: General, I'm impressed. I never figured you for the frontal assault type.

Duke: Well, the Confederates have Omega and Delta Squadron troops defending the platform. They're nothing compared to my Alpha Squadron boys.

Raynor: Right.
End of Briefing.


  • Eliminate Confederate forces.
  • Duke must survive.

In-Game Dialogues

Raynor: All right, kids. Let's find a spot to park these bad boys.

Duke: I can't believe this! Alpha Squadron never would've left this equipment behind! That's what I call sloppy!

Duke: This is Duke. The emitters are secured and on-line.

Kerrigan: Who authorized the use of Psi-Emitters?

Mengsk: I did, lieutenant.

Kerrigan: What? The Confederates on Antiga were bad enough, but now you're going to use the Zerg against an entire planet? This is insane.

Raynor: She's right, man.Think this through.

Mengsk: I have thought it through. Believe me. You all have your orders. Carry them out.

“New Gettysburg” Mission
(Destroying the Protoss forces and saving primary Zerg Hive on Tarsonis)

Command ship Hyperion holding close orbit over Confederate Capitol World Tarsonis.

Mission Briefing

Advisor: I've picked up several dozen Protoss warships descending upon Tarsonis. They seem to be heading on a direct course to the primary Zerg Hive.

Mengsk: If they engage the Zerg, the Confederates may escape. Commander, send Lieutenant Kerrigan with a strike force to engage the Protoss. Captain Raynor and General Duke will stay behind with the command ship.

Raynor: First you sell out every person on this world to the Zerg, then you ask us to go up against the Protoss? And you're goin' to send Kerrigan down there with no backup?

Mengsk: I have absolute confidence in Kerrigan's ability to hold off the Protoss.

Raynor: This is bullshit. Kerrigan, are you reading this?

Kerrigan: I heard. I'm going down there. Arcturus knows what he's doing. I can't back out on him now.

Raynor: Funny. I never thought of you as anyone's martyr.
End of Briefing.


  • Destroy the Protoss force.
  • All Zerg buildings must survive.
  • Kerrigan must survive.

In-Game Dialogues

Raynor: Why are you doing this, Kerrigan? Look. I know about your past. I mean, I've heard the rumors. I know you were a part of those experiments with the Zerg; that Mengsk came and saved you, but you don't owe him this! Hell, I've saved your butt plenty of times.

Kerrigan: Jimmy, drop the knight-in-shining-armor routine. It suits you sometimes. Just not … not now. I don't need to be rescued. I know what I'm doing. The Protoss are coming to destroy the entire planet, not just the Zerg. I know that because … well I just know it. I am a Ghost, remember? Once we've dealt with the Protoss, we can do something about the Zerg. Arcturus will come around. I know he will.

Raynor: I hope you're right, darlin'. Good huntin'!

Marine: All right! Let's wax these critters!

Mengsk: Stay cool, Commander. Remember the plan: the Zerg are to remain unharmed.

Advisor: Receiving incoming transmission:

Kerrigan: This is Kerrigan. We've neutralized the Protoss, but there's a wave of Zerg advancing on this position. We need immediate evac.

Mengsk: Belay that order. We're moving out.

Raynor: What? You're not just gonna leave them?

Mengsk: All ships prepare to move away from Tarsonis on my mark.

Kerrigan: Uh, boys? How about that evac?

Raynor: Damn you, Arcturus! Don't do this.

Mengsk: It's done. Helmsman, signal the fleet, and take us out of orbit. Now!

Kerrigan: Commander? Jim? What the hell's going on up there-

Ghost Unit

Role: Ghost Espionage / Counter Intelligence Agent.
Armament: Hostile Environment Suit,
25mm C-10 Canister Rifle,
Personal Cloaking Device (Special Issue).

Unit Statistics

Hit Points: 45
Size: Small
Supply: 1
Cost: 25, 75
Build Time: 50
Trained at: Barracks
Requires: Barracks, Academy, Science Facility and Covert Ops add-on
Energy: 200 (Upgrade to 250)
Ground Attack: 10c (Upgrade to +3)
Air Attack: 10c (Upgrade to +3)
Range: 7 Sight: 9 (Upgrade to +2)
Armor: 0 (Upgrade to +3)
Dropship Carries: 8 Ghosts
Production Hot key: G

Ghost Description

Ghosts epitomize the height of human evolution and physical conditioning. These brave men and women, born with incredible Psionic potential, are adopted by the Confederate Government and trained from infancy to benefit mankind. The Ghost's uniform combines the latest in personal stealth technology and a sophisticated sensor suite, which can be used to coordinate nuclear strikes from the front lines. The Ghost's C-10 Canister Rifle uses a variety of special munitions to disable or destroy enemy vehicles and personnel. Remember: all children born within Confederate Space must report for a PA Profile within nine months of birth!

Ghosts do 10 Concussive Attack (50% damage to Medium Units 25% damage to Large Units). This makes their attack only somewhat effective, making them do the most damage against smaller units only. While the gun can provide a little supporting fire to your other unit types, Ghosts are best used in their covert operations capacity.

Place Ghosts in Bunkers to defend them until you want to use them. This will hide their presence to the enemy, and allow them to regain their energy until you want to use them again. With a Ghost in a Bunker, you can pop them out, cast a few Lockdowns, then jump back into the Bunker. You do not want to use Ghosts in your Bunkers for defense. They have added range, but their attack is largely useless against most units. Marines and Firebats will do a better job.


Terran Counters

  • Terrans can use Science Vessels, or Scanner Sweep around the area (easier when hot keyed) to reveal the Ghost. Once revealed, units must be in the area to kill the Ghost.
  • Although it is possible for Vulture Spider mines to detect and kill cloaked Ghosts, they are not an effective defense against a Nuclear strike once it has been launched. This is even the case when you know exactly where the Nuke will land. The small detection range of the Spider mines, and the slow speed at which they are planted, makes this an extremely unlikely counter to Nukes except in killing a Ghost on their way to launch a Nuclear strike. Placing Spider mines around your town should offer some protection against Nukes. Although it is probably not feasible to defend all your controlled areas with mines, mining key spots should offer some protection.

Protoss Counters

  • Protoss can use Observers to find the Ghost but they will also quickly need another unit to kill the Ghost. If you have Templars, you can try to cast Psionic Storm around the area in an attempt to kill the Ghost.
  • Stasis Fields are able to take a full Nuclear strike without facing any damage. An odd strategy might be to Stasis your own units to survive a Nuke, but the more effective strategy would be to move those units out of the way. Cast Stasis on the Ghosts or where you think the Ghosts are. This will freeze the Ghost and the Nuke will be canceled.

Zerg Counters

  • Zerg Players can reveal the Ghost by using Overlords.
  • Casting Ensnare around the area with Queens to reveal Ghosts.
  • Use a Defiler to cast Plague on an area where you suspect the Ghosts are standing.


Infantry Weapons
Level 1: 100 100
Level 2: 175 175
Level 3: 250 250
Researching these three upgrades at the Engineering Bay will increase the weapons of your Ghost by +3 (+1 per Weapons Upgrade).

Infantry Armor
Level 1: 100 100
Level 2: 175 175
Level 3: 250 250
Researching these three upgrades at the Engineering Bay will increase the armor of your Ghost by +3.

Research Ocular Implants
100 100
(Increase Ghost sight range)
This upgrade is not a necessity but it is very helpful when using Lockdown and for launching Nukes. With Ocular Implants, Ghosts can launch Nukes at a greater distance away from the target. This is incredibly useful as it makes the Ghost even harder to find when they are spotting for a nuke and also keeps them safe from the Nuke blast provided you launched it from a maximum distance.

The relativity cheap price makes it worth researching.

Research Moebius Reactor
150 150
(+50 Ghost energy)
Moebius Reactor is incredibly useful because it increases the total limit of your energy to 250. When using Lockdown, and for launching Nukes. This is a must have and it also greatly helps the use of Cloaking.

Special Abilities

Cost: Armed silo requirement

Ghosts have the special ability of being able to Launch a Nuclear Strike. To launch a Nuke, first you must build a Nuclear Silo, which is an attachment to the Command Center. Then you Arm the Nuclear Silo. Next you will need a Ghost. To make Ghosts you will need an Academy, Science Facility and Covert Ops add-on. Next you must use a Ghost to spot for the Nuke. Select where you want the Nuke to land, making sure the Ghosts Launches as far away from the target as possible. Once you have launched the Nuke, all players will receive the message and sound: “Nuclear Launch Detected”
The Ghost must continue to spot for the Nuke until it is about to land. When the Nuclear missile is about to land, your Ghost will move out of spot mode and you will have control over it again which is an indication to you that the missile is about to land, and that it can no longer be canceled. If you have not researched Ocular Implants, you should retreat your Ghost away from the target area as quickly as possible before it lands. If you do not, your Ghost will be killed in the blast. By researching Ocular Implants, your Ghost will be able to launch a Nuke at a distance far enough away from the target area that it will not be killed by the blast (if you cast from maximum distance).

To stop a Nuke from landing after it has been launched, select your Ghost and select cancel. The missile will not land and nothing will happen. The missile will be wasted however. Once launched, nukes will either land or not land, but cannot be used again. There is a point right before that missile lands that you cannot cancel the Nuke. To stop the Nuke from damaging the enemy, they must kill your Ghost before it moves out of spot mode and the Nuke lands. Cloaking and Ocular Implants greatly increase the difficulty of the enemy finding your Ghost before it is too late.

Players can detect a Nuke's aiming point by searching for the red spotting dot from the Ghost. If you receive a “Nuclear Launch Detected”, search all your buildings for the red dot. Make a good decision about where the Nuke will most likely land, good targets include right in the middle of resource gatherers, key buildings, as well as groups of units that may be standing idle. Once you have located the red dot, move all units away from the blast zone as quickly as possible. If you are Terran, lift-off all buildings capable of flying and move them away. If you find the dot soon enough and if you issue commands quick enough, you can move your buildings out of the way of harm where they will only receive slight damage. When a dot is spotted, select each building and hit L, the hot key for lift off. Then as quickly as you can, direct the buildings to move away from the blast in any direction.

Once you have made sure all units and buildings are heading for safety, attempt to find and kill the Ghost. If it is cloaked you must first reveal the Ghost. You really have several choices as to how to go about dealing with a Nuke. You can plan for not being able to stop the Ghost and move everything you can out of the way. You can go all out trying to stop the Ghost THEN try to move units out of the way. Or you can try to do all at once.

If you cannot stop the Nuke in time, watch the mini-map for a huge flash of Red. When you see this flash on the map, you will know where the Nuke hit. If you don't see any flash of red, search around all your territory for any visible damage. If you don't see any, most likely the Nuke hit someone else. You can always ask the enemy who they nuked. Often, they will be glad to tell you. If you do find that the Nuke hit your units and/or buildings, quickly repair all damaged items. If any Terran buildings are left burning in the red zone, they will burn up if you do not quickly repair them.

Whenever possible try to launch nukes from higher ground on to lower ground. This greatly increases the difficulty of killing the Ghost for the enemy. Unless they have air units nearby, they will have to try to get units up to the higher ground via a ramp or troop transport, which will most likely not reach and kill your Ghost in time.

Cast an EMP on Protoss units and buildings before nuking. This will weaken them enough for one Nuke to take many of them out.

The Nuke does a minimum of 500 Hit points Damage or 2/3s damage, whichever is greater. The damage a nuke does tapers off as the targets get further away from ground zero, the impact area. In other words, the further away units and buildings are from the impact area, the less damaged they will be.

One nuke will kill most units (Battlecruisers with full hit points will survive with hit points equal to its armor level). Two nukes on the same target will kill all buildings, many buildings will survive a single Nuke Strike. If only one Nuke is available, it is best used against units. If two are available, go for buildings. Terran Supply Depots are vulnerable to a single Nuke hit, so a good strategy might be to Nuke a collection of Terran Supply depots, to preventing them from building more units.

If you happen to Lockdown a number of units in a small area, consider using a Nuke to finish them off.

Nukes work very well in clearing out collections of Towers, and defenses such as Bunkers and Siege Tanks.

Burrowed Zerg units receive no protection against Nukes.

Research Lockdown200 200
Cost: 100

Lockdown Targets mechanical units shorting out circuitry of target, rendering it immobile for about 60 seconds. The Locked down unit cannot be controlled in any way. You also cannot use any of their special abilities if that particular unit has any. You can repair Terran locked down units.
By far, this is one of the most useful abilities for the Terrans. A Ghost can initiate 2 Lockdowns with the Moebius Reactor upgrade which increases the maximum energy by +50. With a few Ghosts, the Terrans can lockdown an entire army rendering them useless and open to attack. This of course requires some quick and careful clicking making sure to use the hot key L.

Lockdown does not work on any Zerg Units/Buildings, but it works on most Protoss and Terran units. For the Terrans, you can lockdown Factory Units (Vulture, Siege Tank, Goliath), Starport Units (Wraith, Dropship, Science Vessel, Valkyrie, Battlecruiser), as well as SCVs. You cannot lock down any Barracks trained Infantry units (Marine, Firebat, Ghost, Medic) because they are not mechanical. For the Protoss, you can lock down Robotics Facility units (Reaver, Shuttle, Observer), Stargate units (Scout, Carrier, Corsair, Arbiter), as well as Probes and Dragoons.

Lockdown is very effective over more dangerous units such as Battlecruisers, Carriers, Siege Tanks in siege mode, as well as Troop transports (Dropships, Shuttles) trying to land.

If the enemy is protecting higher ground with Siege Tanks in siege mode, you can sneak some cloaked Ghosts in to Lockdown those Siege tanks. This may weaken the enemy defenses enough to allow you to overpower them with a direct assault.

Locking down Arbiters cancels their cloaking ability over nearby Protoss units revealing them.

Research Personal Cloaking100 100
Cost: 25 to cloak + 1/second to remain cloaked

Personal Cloaking allows you to cloak your ghosts making them invisible except to cloak detection such as Terrans (Missile Turrets, Scanner Sweep, Science Vessels, Vulture Mines will kill them but won't reveal them until they are dead), Zerg (Overlords, Ensnare from Queens, Spore Colonies), Protoss (Observers and Photon Cannons).

Once the ability is activated, the energy of the Ghost starts slowing running out. When it reaches 0, the Ghost uncloaks. The Ghost cannot cloak again until it builds up 25 or more energy.

Quotation Videos
Sarrah Kerrigan quotes

“Lieutenant Kerrigan reporting.”
“What now…”
“I'm waitin' on you!”
“I'm ready.”

Confirming order:
“I gotcha.”
“Thinkin' the same thing.”
“It'd be a pleasure.”
“I read ya.” (chuckle)

Repeatedly selected:
“Easily amused, huh?”
“Doesn't take a telepath to know what you're thinkin'.”
“You get off on annoying people, don't you?”
You may have time to play games…”
“…but I've got a job to do.”
Ghost quotes

“Somebody call for an exterminator?”

“Ghost reportin'.”
“I'm here.”
“Call the shot.”

Confirming order:
“I hear that.”
“I'm gone.” (Cloak)
“Never know what hit 'em.” (Cloak)
“I'm all over it.”
“You got it.”

Repeatedly selected:
“You called down the thunder…”
“…now reap the whirlwind!”
(breathing faster) “Keep it up! I dare ya!”
“I'm about t' overload my aggression inhibitors!”

Artwork and Render



  • “Unholy” Tara

Mission Briefing

The Pirates of the New Trinidad space platform have been a menace to shipping in this sector for far too long. While we do not have the military force available to wipe them out, we do have cash that was provided by the affected shipping interests. We need you to hire a mercenary company and to have them destroy the pirate menace on their space station. When you arrive you will have to move your recruiter to the mercenary company you wish to hire, and then use them to destroy the pirates.
End of Briefing.


  • Each mercenary force builds a special unit type.
  • Destroy all computer buildings.

In-Game Dialogues

Advisor: “Unholy” Tara's Stalkers build Elite Wraiths instead of Wraiths.

Wrath MK2: You can build additional Advanced Wraths at Starport.

“Unholy” Tara: My assaults are never prolonged dramas. My pilots appear from nowhere and teach the enemy a painful lesson.


  • Kare Vaessen

Specialist Kare Vaessen

In any other galaxy Kare Vaessen would be enjoying four years reveling in misspent collegiate activities. But this galaxy is at war, and it needs someone with Vaessen's intelligence, moral character, and incredible psionic potential. She has been trained as an elusive Ghost – a spy, infiltrator, and assassin.

Background Information

Species: Теrran
Profession: Free Agent
Career: Ghost


Strength Amazing Good Ordinary
Athletics 1-2 3-4 5-9
Unarmed Attack 1-2 3-4 5-9
   Martial Arts _ _ _
Dexterity Amazing Good Ordinary
Ranged Attack 1-2 3-5 6-11
   Rifle _ _ _
Stealth 1-2 3-5 6-11
Constitution Amazing Good Ordinary
Stamina 1-2 3-4 5-9
Intelligence Amazing Good Ordinary
Knowledge 1-2 3-5 6-10
Demolitions 1-2 3-5 6-10
   Set Explosives _ _ _
Will Amazing Good Ordinary
Awareness 1-3 4-6 7-12
   Intuition _ _ _
Psionics 1-3 4-6 7-12
   Psychic Attack _ _ _
   Psychic Heal _ _ _
Personality Amazing Good Ordinary
Interaction 1-2 3-4 5-9

Ability Scores

Strength: 9   Intelligance: 10
Dexterity: 11   Will: 12
Constitution: 9   Personality: 9

Action Checks

Roll 1-3 4-6 7-12 13+
Phase Amazing Good Ordinary Marginal


Unarmed Amazing Good Ordinary Failure
Skill Score _ _ _ _
Damage d4+2s d4+1s d4s Miss!
C-10 Rifle Amazing Good Ordinary Failure
Skill Score _ _ _ _
Damage 2d6+2w d6+2w d6w Miss!
Psychic Attack Amazing Good Ordinary Failure
Skill Score _ _ _ _
Damage d4+4s d4+2s d4s Miss!


Hostile Environment Suit d4


Stun 9 ○ ○ ○ ○ ○
○ ○ ○ ○
Wound 9 ○ ○ ○ ○ ○
○ ○ ○ ○

Vaessen's Background

Considered cold and unfriendly by those who don't know her, Vaessen was quarantined as an infant and trained to channel her psionic energy. Unknown to her commanders, her psychic dampeners have malfunctioned and she secretly uses her psionic powers. She takes no pleasure in her mission profiles, and she longs to leave this business behind her. Even if she has to blow every alien enemy to hell to do it.

“Are you afraid of me? You should be. You should be.”


Along with basic clothing, your hero has the following equipment.

  • Hostile Environment Suit: This armor provides limited protection against small-arms fire and features full life support and light NBC (nuclear/biological/chemical) shielding for operation in hostile environments. It includes a comm unit.
  • Cloak: The armor is equpped with a personal cloaking device that provides a -3 step bonus to Sneak checks and makes it harder to hit the hero (+3 step penalty to attack). The cloak can only be operated for 10 rounds before it requires recharging.
  • ○ ○ ○ ○ ○ ○ ○ ○ ○ ○
  • 25mm C-10 Canister Rifle: This weapon fires high-explosive rounds.
  • Demolitions Kit: Includes tools for disarming explosives, as well as two 10kg satchel charges that can be used for sabotage missions. Depending on the degree of success, a charge inflicts 2d4+2w/2d4+4w/2d8+4w points of damage on a target.


  • Kimeran Ghost Pirates

Mission walkthrough

Cloaked in starlight's absence,
We follow paths unseen,
Never to be watched or heard,
Our senses are too keen.

– The Kimeran Pirates Motto

Mission Briefing

Captain Buzan: Alright men, we've discovered a unique opportunity for pirates like ourselves to gain some rather valuable information.

Space Pirate: Just how valuable is this information, Captain Buzan?

Captain Buzan: The kind of information that will buy us all a month of shore leave, gentlemen.

Space Pirate: Let's hear the dirt.

Captain Buzan: Your three man team will enter a Confederate science facility via our teleportation system. From the cargo bay you'll move through the facility to the laboratories and experimentation rooms grabbing whatever data you can hack from the main computer.

Captain Buzan: You'll be using computer terminals located in certain areas to accomplish this. Each terminal has restricted access to a different area of the central computer.

Captain Buzan: Since you'll be inside the installation for an extended period of time, we've made some modifications to your suits to assist in the infiltration.

Space Pirate: New toys?

Captain Buzan: Yes, you're getting new toys. Velichek rigged up a new reactor for your Personal Cloaking Field, and I've decided to let you use these special low energy Lockdown canister charges we stole recently.

Captain Buzan: Velichek tells me that with those two modifications your total energy usage will be drastically reduced.

Captain Buzan: Enjoy.

Space Pirate: Very well Captain, we're ready when you are.

Captain Buzan: Good, get down to the teleportation room after you've suited up.

Captain Buzan: Remember gentlemen, there is no profit to be had in killing civilians or security personnel. If you do your jobs perfectly, they'll never know that you were even there.

Space Pirate: You ready Manic? How about you Twitch?

Space Pirates: Born ready!
End of Briefing.


  • Gather Data Files from the Confederate space installation.
  • At least 1 Space Pirate must survive.

In-Game Dialogues

Pirate: Alright Captain, we've made it aboard. Proceeding with the mission.

Pirate: These Computer Terminals not only unlock doors, they also contain the information we're searching for. Keep an eye out for them.

Pirate: Hey, you can lockdown these traps to prevent detection.

Pirate: Geeze this place is heavily guarded, did they know we were coming?
DOWNLOADED DATA FILE: “Utilizing Dragoon Technology For Human Reconstruction.”
DOWNLOADED DATA FILE: “Biomechanics – Data Transfer From Brain Cells To Terabyte Holodrives.”
DOWNLOADED DATA FILE: “Zerg/Human Genome Manipulation.”
DOWNLOADED DATA FILE: “Case Study – Dark Templar Cloaking Fields.”

Pirate: I can't figure this door out, maybe one of the prisoners is familiar with their security system.

Morik: Please, you have to help me escape. My name is Morik and they have been doing horrible experiments on me.

Morik: If you want to help me escape, there are computer terminals in the main laboratory that control the doors to these cells.
DOOR OPENED: Protoss Test Subjects * Hack Undetected
DOOR OPENED: Zerg Test Subjects * Hack Undetected

Facility Computer: PRIORITY ALERT: Zerg and Protoss prisoners have escaped. Repeat, Zerg and Protoss prisoners have escaped.

Morik: I'm free!


Pirate: We'll never catch up to Morik, maybe freeing him was a bad idea.
DOWNLOADED DATA FILE: “Maintaining Discipline In Rampant AI.”
DOWNLOADED DATA FILE: “Biological Energy Weapon Limb Replacement Technology.”
DOWNLOADED DATA FILE: “Offspring of Infested Humans.”
DOWNLOADED DATA FILE: “Saving Human Mental Faculties In Zerg/Human Hybridization Experiments.”
DOWNLOADED DATA FILE: “The Origin Of The Species.”

Medical Scientist: Oh, you appear to be injured, let me help you.

Medical Scientist: I'm sorry, I've used all my equipment up already.

Pirate: That… That can't be…

Infested Stukov:
DOWNLOADED DATA FILE: “Polarity Shifting Energy Shields Using Battlecruiser Technology.”
DOWNLOADED DATA FILE: “Reanimation Using Zerg Infestation Techniques.”
DOWNLOADED DATA FILE: “Mecha Unit Skullder 001 Design and Specifications.”

Pirate: Captain Buzan, we've been running into heavy opposition. We need backup.

Captain Buzan: Alright, we'll send you some help, just don't get the girl killed. She's not equipped for stealth missions.

Terran Medic:

Shadow Pirate: I'm waiting…

Pirate: This place is falling apart, I bet Morik has some hand in this.

Captain Buzan: Something knocked out all the transponders on the station so we can't get a lock on you. Go to the docking bay in the southwest corner.

New mission objective:

  • Escape to The Kimera in the southwest corner of the facility.

Pirate: An energy recharging station…

Pirate: Another energy recharging station…

Pirate: Captain, can you read me? Can you transport us off from here?

Captain Buzan: That's a negative, all the transponders have been destroyed. We'll have to physically remove you from the ship.

Pirate: What's going on here, did they know we were coming?

Captain Buzan: Impossible, no one can track the Kimera, let alone realize that we had teleported you in. I would have to say that the first explosions were what alerted them. I can recharge your suits from here, but you'll have to get to the Kimera to escape. Now move!
DOWNLOADED DATA FILE: “Manipulating Tau Particles Into Stable Orbits.”

Pirate: What killed all these guards?

Pirate: Oh…

Pirate: Those fans are venting hot plasma. This whole place is gonna blow up soon.

Pirate: The engineering bay is trashed, no one can stop it now.

Pirate: This blown out vents lead to the docking bay, let's go.

Pirate: We're almost there.

Pirate: Morik, did you cause the core to overheat?

Morik: No, why would I do that? Come on, call in your ship, we have to get out of here.

Pirate: Captain Buzan, come in, we've reached the docking bay.

Captain Buzan: I see you, stay on the edge and I'll do a quick pick-up. Wait, who's your friend there?

Pirate: His name is Morik, apparently he was held prisoner by the scientists here and injected with Zerg genetic material. He's a little batty, but he seems okay.

Captain Buzan: Hmm… Prepare for pick-up.

% of Core Data Files Retrieved: 100%.

Secrets Revealed: All of Two.

Killed No Enemies.

Stealth Class: Perfect!


  • Sarah Louise Kerrigan (Ghost)

Book Annotation

Far in the future, 60,000 light-years from Earth, a loose confederacy of Terran exiles are locked in battle with the enigmatic Protoss and the ruthless Zerg Swarm. Each species struggles to ensure its own survival among the stars in a war that will herald the beginning of mankind's greatest chapter -- or foretell its violent, bloody end.

She is the Zerg Queen of Blades. Her name has become legend throughout the galaxy, and that legend is death for all who stand against her. Yet once, long ago, Sarah Kerrigan was human -- the unwilling subject of an insidious clandestine experiment. She was forced to serve as a merciless assassin for the Terran Confederacy until a twist of fate propelled her toward a destiny none could have foreseen. This is the untold tale of Kerrigan's shadowy origin... and the war that was fought for her very soul.



  • Sarah Louise Kerrigan (Ghost)

Book Annotation

Far in the future, 60,000 light-years from Earth, a loose confederacy of Terran exiles is locked in battle with the enigmatic Protoss and the ruthless Zerg Swarm. Each species struggles to ensure its own survival among the stars in a war that will herald the beginning of mankind's greatest chapter -- or foretell its violent, bloody end.

Danny Liberty was a good reporter...too good. When his investigations struck too close to the heart of the corrupt Terran Confederacy, he faced a simple choice: continue his current series of exposés, or take a hazardous new assignment covering the Marines on the front lines of the Koprulu Sector. It didn't take him long to decide...

Behind the attacks of the Zerg and the Protoss lies the story of a lifetime, but every piece of information blurs the mystery further. Thrown into the middle of a war where the outcome will determine mankind's very survival, the only thing that Danny Liberty knows for sure is that the only person he can trust to keep him alive is himself.


  • MacGregor Golding (Ghost) launched nuclear missile near Xel'Naga temple

Book Annotation

Far in the future, 60,000 light-years from Earth, a loose confederacy of Terran exiles are locked in battle with the enigmatic Protoss and the ruthless Zerg Swarm. Each species struggles to ensure its own survival among the stars in a war that will herald the beginning of mankind's greatest chapter -- or foretell its violent, bloody end.

Bhekar Ro: a bleak, backwater world on the fringe of the Terran Dominion, where every day is a struggle to survive for its handful of human colonists. It is a veritable wasteland -- one speck of dust among many in the vast, dark sea of space. But when the most violent storm in recent memory unearths an unfathomable alien artifact, Bhekar Ro becomes the greatest prize in the Terran Sector -- the Holy Grail of the Zerg, the Protoss, and Humanity alike -- as forces from the three great powers converge to claim the lost secrets of the most powerful species the universe has ever known.


  • November “Nova” Terra
  • Spectres

Game Description on Nihilistic Software Site

In StarCraft: Ghost, players take the role of Nova, a lethal Ghost operative skillfully trained in the arts of espionage and tactical combat. Twenty years of ruthless physical conditioning and techno-psychological instruction have made Nova a being of terrifying potential. With the help of a determined group of allies, players follow a series of story-driven missions, engaging in a deadly mix of planetary battles and dangerous solo operations. To complete their mission objectives, players must execute intelligent tactical decisions while mastering an advanced arsenal of sophisticated weaponry.

Game Description on Blizzard Entertainment Site

You are a Ghost, an evolutionarily advanced human with enhanced physical and psionic abilities.

StarCraft®: Ghost™, Blizzard Entertainment’s upcoming stealth-action console game, refines the epic experience of StarCraft to the level of the individual soldier. Engage the StarCraft universe face-to-face as a deadly Ghost operative in the service of the Dominion. With the help of determined allies, follow story-driven missions that take you from massive planetary battles through dangerous solo operations to an unexpected turn of events that leaves the fate of the universe in your hands.

StarCraft: Ghost Features

  • Deeply evolving story line: Set in Blizzard's gritty sci-fi StarCraft universe.
  • Blend of stealth and action: Gameplay features advanced weapons and espionage technology.
  • The perfect assassin: Super-human reflexes and deadly mental powers.
  • Revolutionary multiplayer: Combines fast and furious action with unique StarCraft elements.
  • Powerful vehicles: Control the ground or the skies with some of your favorite vehicles found in StarCraft.


It has been four years since the Brood War Conflict ended within the ravaged Koprulu Sector. In that time, Sarah Kerrigan, the self-styled Queen of Blades, has become the undisputed ruler of the zerg Swarm – and the most powerful entity in the galaxy. Emperor Arcturus Mengsk, Kerrigan's sworn enemy, has rebuilt much of his Terran Dominion and consolidated a new military force despite the ever-present threat of the zerg.

Mengsk, with the aid of his newly appointed advisor – General Horace Warfield – has begun a clandestine research project code-named Project: Shadow Blade. This covert program utilizes a rare and deadly form of gas known as terrazine to alter the genetic makeup of the Dominion's psychic Ghost operatives. These Ghosts are transformed into terrifying Spectres – shadowy superhuman beings bent on executing the will of their true master.

In this boiling cauldron of strife and subversion, the young Ghost known as Nova has come of age. Having received years of intensive physical and psychic training, Nova has become the Dominion's most lethal and promising Ghost in years. Utilizing a combination of pure physical aptitude, innate psychic power, and advanced technology, Nova can infiltrate any situation and strike without being seen or heard. Like a phantom in the shadows, she exists only as a myth to the enemies of the Dominion she serves.

Yet, despite her skill and cunning, Nova is about to uncover a conspiracy that will force her to question her deepest loyalties as well as her own identity. Ensnared in a bitter struggle between the Dominion and the rebel Koprulu Liberation Front, Nova will embark upon a perilous mission to uncover the frightening truth behind Project: Shadow Blade. Now, the dark path that Nova must tread threatens to not only change her forever – but upset the very balance of the galaxy.

Nova Back-Story

It was a time of war. The Confederacy of Man was crumbling under the weight of its own corruption, with new rebel groups attacking Confederate interests every day. Two powerful alien races had come to light and were fighting one another without any regard for terran lives. The military needed every able-bodied soldier on the front lines, especially telepaths.

Had Nova Terra been anyone else, she would long ago have been conscripted into the ghost program. But as the beloved child of an Old Family, Nova Terra grew up in the lap of luxury. She was sheltered from fear, hunger, sickness–even her own growing psionic potential. She knew nothing of suffering.

All that changed when a group of anti-Confederate terrorists murdered her family. Overwhelmed by grief and rage, Nova lashed out instinctively, without thought or control. Hundreds of people died in an instant, the guilty and innocent alike.

Fleeing the shattered remains of her life, Nova thought that she had seen the worst of humanity. Soon she discovered otherwise, confronted by the harsh realities of life on the street. Her abilities attracted the attention of the crime lord Fagin, who forced her into his employ.

At his command, she used her telepathic skills to scan the minds of Fagin's associates, root out disloyalty, and even kill. As a rogue telepath, she could not help reading the thoughts and emotions of the people around her. It wasn't long before she dreamed of death. Fagin's or her own. Maybe both.

Haunted by her memories, Nova could hardly believe her luck when she met Agent Malcolm Kelerchian. He told her that the Confederacy wanted her to enroll in the Ghost Academy. Upon graduation, all ghosts routinely underwent a memory wipe.

That memory wipe, she realized, was exactly what she needed. She eagerly agreed to join the ghost program. Her psionic abilities were well beyond any of the other recruits, and she completed her physical and telepathic training in record time.

Today Nova Terra neither remembers nor cares about her past. What, after all, could it have to do with her current life as a loyal ghost of the Terran Dominion? She follows orders with unquestioning efficiency and hunts down the enemies of the Dominion, no matter where they might hide.

Psi Powers

Nova is a deadly combination of psychic power and technological enhancements. Trained from birth in the channeling of her psionic energies, she has perfected a host of psionic abilities that she can use to accomplish her goals. These psi powers are learned at various times throughout the game, and each one will prove instrumental to Nova's success throughout her missions. With her psychic powers alone, Nova would be a deadly force, but when combined with her advanced technological equipment and weaponry, she becomes an unstoppable assassin.

Psi Energy: Nova's psi powers require the expenditure of psi energy. Usually, while a psi power is activated, it drains Nova's available psi energy. Once her energy meter is tapped out, the power ends. When Nova isn't using a psi power, her psi energy will slowly trickle back up over time, but she can also take a few moments to actively meditate to refill her energy. There are differences in psi use between multiplayer and single-player games, but in general, using a psi power usually drains Nova of available psi energy.


Not only does Nova's superior conditioning give her a physical edge over her opponents, but her psi powers also give her a speed advantage as well. Using her psi speed power, Nova can quicken her movements to such a degree that the rest of the world seems to come to a literal standstill. This power is extremely draining on her psi energy reserves, but when she uses it, she moves at superhuman speeds while her enemies move drastically slower, enabling her to easily dodge their attacks and outmaneuver them.


Not only does Nova's superior conditioning give her a physical edge over her opponents, but her psi powers also give her a speed advantage as well. Using her psi speed power, Nova can quicken her movements to such a degree that the rest of the world seems to come to a literal standstill. This power is extremely draining on her psi energy reserves, but when she uses it, she moves at superhuman speeds while her enemies move drastically slower, enabling her to easily dodge their attacks and outmaneuver them.


In addition to her psionic powers, Nova has access to advanced bio-enhancement technology in her Ghost suit. One such technological benefit is her Vision ability. When she engages her advanced sensory goggles, she can perceive additional information that is otherwise hidden to the naked eye. She can discern vulnerable spots on targets, such as the beating hearts of humans or the slivers between Protoss armor plates where they are vulnerable to one-shot assassinations. This special Vision mode also tells Nova what mechanical targets are susceptible to lockdown and gives her the ability to see even in total darkness or obscurement. As a technological ability, Vision does not drain any psi power at all.


The arsenal of weapons that Nova has access to include precision instruments of death and blunt hammers of destruction. Whatever the mission, there is a weapon well-suited to the task. The weapons listed below are but a small selection of the many available in the game. All of these weapons are useable by Nova in the single-player campaign, but their use in multiplayer is restricted to specific characters.


The Torrent Shotgun is a close-range weapon that propels high-impact shot in a cone immediately in front of the firer. The wide dispersal of shot makes it ineffective against long-range targets, but the powerful blast is lethal from point-blank range, making the Shotgun the weapon of choice for Light Infantry attempting to eliminate close targets.


The twin arm-mounted Perdition Flamethrowers are the perfect weapon for clearing close-range targets with decisive results. Few creatures can withstand the constant stream of flames from a Flamethrower and survive. Its highly volatile fuel, fed by heavy shoulder tanks, continues to immolate the area long after the Perdition Flamethrower has ceased firing. This is the default weapon for the Firebat in multiplayer games, and is exclusive to that unit.

Gauss Rifle

The Gauss Rifle is the standard Light Infantry weapon. Although it has no secondary fire mode, it is more powerful than the Assault Rifle, thanks to its faster rate of fire and armor-piercing ammunition.

Lockdown Device

Another weapon that only Ghosts are trained to use, the Lockdown Device stops vehicles dead in their tracks. Before firing the Lockdown Device, Nova must hold her aim over the target for a few seconds while the weapon completes its lock. Once the targeting reticule indicates a viable shot, Nova can fire the weapon to instantaneously lock the vehicle down for a minute.

Assault Rifle

The Assault Rifle is the standard-issue weapon for a Ghost, combining light weight with a sizable 30-round clip and burst firing. When the situation calls for more explosive firepower, the Assault Rifle can also be used to launch grenades with its secondary fire mode. Its versatility makes it a reliable means of protection for Nova when other weapons are unavailable.

Sniper Rifle

Sniper Rifle: Powerful and precise, this lethal weapon is only entrusted to the highly trained hands of a Ghost. While all weapons have a zoom function, the Sniper Rifle has further zoom magnification that allows Nova to perform one-shot kills on targets from hundreds of yards away.

Briefly about Abilities

Dangle Snipe
Nova's signature move will be what is dubbed as the Dangle Snipe. When this move is activated, Nova will grab onto whatever she's near – a wire, a pipe, or a platform – and dangle upside down. She will now take out her weapon in Sniper Mode, and silently take out her enemy from the shadows. The developers have crafted the game so that the objects Nova will be able to perform the Dangle Snipe on will be varied and limitless.

The most unnerving of the ghost's skills is the ability to cloak themselves from enemy detection. This 'invisibility' has earned the ghosts a fear-inspired reputation for their mysterious battlefield tactics.

Psionic Sight
Ghost hostile environment suits are outfitted with special visor goggles which, combined with the ghost's own psionic abilities, allow them to see things through infrared energy. With psionic sight, ghosts are able to activate a “heart-sensing ocular function” that allows them to see units through walls or footprints that have recently been left on the floor.

Psionic Speed
Ghosts are trained from their infancy to channel their psionic energies to augment their natural physical strength and endurance. This training, along with special enhancements in their hostile environmental suits, allow ghosts to move at seemingly supersonic speeds.

Psionic Shock
Ghosts have a non-lethal psychic attack that make up for a lack of close-range combat abilities. They can sneak up behind a sentient opponent undetected and briefly shock their brains into unconsciousness, resulting in a sort of lost-time phenomenon. The enemy will wake up a few seconds later unaware of what has happened.

Briefly about Weapons

C20A Gauss Rifle
The successor to the old standard 25mm C-10 Canister Rifle used by the typical Ghost agent is upgradeable. The weapon has three main functions: sniper mode, grenade launcher, and assault rifle. For each of these modes, there are various types of ammo and powerups.

Sniper Mode
In sniper mode, Ghosts are able to zoom in on an enemy from far away. The scope reveals different information on the target: health info, range, etc. It will also tell you whether the target can be Locked down.

Grenade Launcher
With Grenade Launcher mode activated, Ghosts are able to lob grenades out of the modified gun. There are different grenade types:
  • EMP grenade: disables enemy shields.
  • Flash grenade: a screen wide burst and then trailing white lights.
  • Hellfire grenade: breaks up into multiple explosives which track heat sources and explode. Irradiate grenade: emits powerful radiation that will deeply wound biological units.
  • Lockdown grenade: disables mechanical units and structures.
  • Sticky grenade: can stick to enemies or can be shot at objects or walls to hit enemies passing by.

Assault Rifle
The C-20A can be quickly modified to Assault Rifle mode, in which enemies can be rapidly capped at point blank range.

Perdition Flamethrower
Firebat troops commonly utilize these powerful, arm-mounted and plasma-based Perdition Flame Throwers. The flame throwers cause considerable damage to any target caught within the stream of fire.

FWGS Combat Pistol
An energy gun that shoots small energy bullets. Used for light combat and single targets.

Briefly about Machinery

Missile Turret
Ghosts are able to man a Missile Turret to take down enemy air units.

The armored Vulture Hover Bikes are designed for speed and reliability. Although ill-suited for heavy combat, they make excellent skirmishers and the bike-mounted grenade launcher is extremely effective against lightly armored targets.

The Goliath combat walkers feature all-terrain maneuverability and are equally adept at providing both ground level and anti-air support. It is armed with twin 30mm smoothbore Autocannons and Hellfire Anti-Air Scatter missiles.

Arclite Siege Tank
The heavily armored AAV-5 Arclite Siege Tanks are renowned throughout the Confederacy for their cannons’ unrelenting barrages of plasma-charged doom and their stalwart emplacement/advance tactics. The primary form of the Arclite Siege Tank is armed with twin 80mm cannons and is extremely effective, but city assaults and base defense require more firepower. The secondary, artillery-based mode for the tank makes use of a 120mm shock cannon. This Mjolnir Artillery Cannon is so powerful that the Tank must brace itself before deploying.

Briefly about Calldowns

Nuclear Strike
Nova's most powerful and visually spectacular calldown is the nuclear strike. She has to spend a significant amount of time painting the target, but when the nuclear missile is unleashed and strikes, nothing in Nova's view is left standing after the cataclysmic explosion.

Yamato Cannon
Nova summons a Battle Cruiser to provide a calldown of immense power. More deadly and precise than a Siege Tank Barrage, one shot from a Yamato Cannon fired from the orbiting Cruiser will generally obliterate an enemy structure.

Arclite Barrage
Nova commands a division of Siege Tanks lurking just beyond the battle's perimeter to fire a barrage from their Arclite cannons. As any player of the StarCraft RTS can attest to, very little can survive a withering, sustained onslaught of Siege Tank fire.

EMP Shockwave
Also launched from the Science Vessel, the EMP strike triggers an electromagnetic pulse that disrupts all energy-using technologies in the area. Protoss buildings lose their shielding, and any unit that needs energy to power abilities is unable to do so for a time. Protoss High Templars, for example, are unable to use their psychic powers, and enemy Terran Science Vessels can't use their own energy-based attacks.

The irradiate attack fires a beam of lethal radiation from an orbiting Science Vessel, instantly killing any biological units in the target area.

The Comsat scan initiates a laser sweep over a large battlefield area, revealing any cloaked or burrowed units in the vicinity. Protoss Observers, Dark Templar, and burrowed Zerg are made visible with this calldown.

Nova sends visual feedback of a target to the Command Center for identification. This allows her to learn valuable information about enemies and identify weaknesses to exploit.

Multiplayer Modes

Now that the multiplayer component for Ghost has been revealed, it's time to take a closer look at the unique game modes that Swingin' Ape has introduced to the game. Ghost will boast the usual collection of multiplayer modes, such as Deathmatch, Team Deathmatch, Capture the Flag, and King of the Hill. However, even these game modes will have a unique twist to them, to make them fit the theme of StarCraft and to inspire more strategic play. In addition to traditional game types and StarCraft-flavored variants, Ghost will also introduce an entirely new game mode that fits perfectly in the setting – Capture the Base.

In Capture the Base mode, two teams of players square off on opposite sides of a simple map. Floating in the middle of this map is an empty Terran factory. Terran buildings can be captured and taken in the StarCraft strategy game, and in Ghost, they make for a perfect competitive multiplayer environment.

The goal of Capture the Base is to fly into the Terran factory and gain control of it in order to fly it back to your start point. The team that holds the base for a set amount of time wins the scenario. Of course, doing so is much easier said than done. First, you need to get into the floating factory, which you can only do by flying into it with a Grizzly fighter-bomber. Once inside, you'll need to locate the central control room and maneuver the base back to your side. But while you're doing this, the other team could be fighting a pitched battle within the factory trying to wrest control of it from you. And even if you should manage to bring it back to your base, the other team could always storm the factory and steal it back from you.

The initial Capture the Base map for play at the Electronic Entertainment Expo features several of the StarCraft vehicles. There are two Grizzlies – one for each side – which can be used to fly into the floating base and utilized for air support as well. Also available for use on each side is a Siege Tank, Stinger two-person jeep, and Vulture. Using these vehicles, players can hunt down members of the other team and protect the base once it's captured.

Victory won't automatically go to the team that first captures the base. Instead, one team must hold the base for a set number of minutes, which gives the other team a chance to take it back. However, the number of minutes you must hold the base need not be cumulative. That means teams can keep stealing it from each other in pitched battles that rage across the sky as the base is tugged back and forth between both sides of the map. Once a team accumulates the total necessary minutes – whether that's at one time or over several instances – that team is declared the winner, and another exciting game of Capture the Base can commence once again.

Multiplayer Game Types

Mobile Conflict

Objective: Two teams battle for control of mobile factory and attempt to pilot it back to their base. The first team successfully capture and hold the factory for a total 6 minutes is victorious.

In the barrens of Mar Sara, two opposing Terran factions wage a battle that neither side can afford to lose. With the resources of both factions all but depleted, a single unclaimed Mobile Factory stands to turn the tide. While the fate of the sector stands on the edge of a knife, the blood of Terran warriors seeps into the ashen soil of dead planet.


Objective: Each team attempts to gain control of a network crystal resource nodes and open their opponent's base to attack. Players can upgrade to more powerful units as points are earned for capturing and linking nodes together and for dispatching enemies. Victory is attained when the enemy base has been destroyed.

The temperate world of Helios orbits an uncharted sun on the fringe of the Korpulr sector. A Khaydarin crystal lies below the overgrown ancient ruins, remainders of a war waged by a long dead civilization. Uncovered by the torrential rains that frequent the summer years, the ruins have been exposed, once again igniting the battle for this supreme source of power.

Multiplayer Characters

In StarCraft: Ghost, players will get to experience two equally fun and compelling styles of gameplay: the single-player campaign and multiplayer games. While the main character in the single-player story is Nova, in multiplayer, players can choose from among four characters to play. Each of these characters has unique weaponry and special abilities to differentiate themselves from the competition.

Terran Units

Light Infantry

The Infantry is versatile and efficient. He has the widest array of weapons at his disposal, can build turrets, and can pilot any vehicle.

A common enemy for Nova in the single-player game, the Light Infantry is surprisingly versatile and efficient in multiplayer games. Without the heavy armor of the Marine, the Light Infantry can't take much of a beating, but he has the widest array of weapons at his beck and call, and he can pilot vehicles as adeptly as the Ghost. The Light Infantry can also place, use, and repair sentry guns for use throughout the various multiplayer maps.

Weapons and Abilities:

  • Submachine Gun: Mid-powered rifle.
  • Combat Shotgun: Powerful at close range.
  • Sticky Grenade (Mobile Conflict Only): Stick it to anything & detonate.
  • Decloaking Device (Mobile Conflict Only, Buildable): Decloaks invisible Ghosts.
  • Automated Chain Gun (Mobile Conflict Only, Buildable): Short range & versatile.
  • Gun Turret (Buildable): Long range & anti-vehicle.


The Marine is the mailed fist of the Terran force. He is equipped with powerful long-range weapons and outfitted with heavy armor.

The Marine is the heavy artillery of Ghost multiplayer games. Outfitted with a complete suit of power-armor, he can withstand the most amount of punishment from enemy players. And despite appearances, the bulky armor doesn't detract from the Marine's speed, as the power-assisted leg motors give the Marine a fast top running speed. However, the heavy armor does prevent the Marine from piloting vehicles. While the Marine's weapon options are limited, those that he can use are long-ranged and very powerful.

Weapons and Abilities:

  • Marine Rifle: Hi-powered rifle.
  • Marine Pistol: Explosive rounds deal splash damage.
  • Grenade Launcher: Hold to prime, release to fire.


The Firebat is lethal at close range due to his Perdition Flamethrowers. For long-range targets, heis equipped with Napalm Rockets. Like the Marine, the Firebat is heavily armored.

Like the Marine, the Firebat wears heavy armor for increased protection and faster movement. But the similarities end there. The Firebat is a lethal expert in close-range combat, thanks to his Perdition Flamethrowers, which can annihilate nearby targets quickly and immolate surrounding terrain. To deal with long-range targets, the Firebat has two fire modes for his Napalm Rockets. One mode enables the Firebat to point the rocket towards its target with a laser sight, while the second mode actually lets the Firebat guide the rocket directly. However, while in this mode, the Firebat is highly vulnerable to attack.

Weapons and Abilities:

  • Flamethrower: Engulfs enemies over a wide area.
  • Remote-Guided Napalm Rocket: Guided from camera view.
  • Laser-Guided Napalm Rocket: Guided by laser targeting.


The Ghost has sophisticated weapons at her disposal. She can employ stealth, snipe from afar with one-shot precision, pilot vehicles, and lock down enemy weapons and vehicles.

Although Nova isn't playable in multiplayer games, this highly trained Ghost is. She's a virtual replica of Nova, with psi powers and sophisticated weapons at her disposal. The Ghost has access to cloaking and psi vision, but not psi speed in multiplayer games. However, these two powers still give the Ghost a unique advantage among multiplayer characters. The Ghost is also one of only two multiplayer characters that can pilot vehicles like the Vulture, Grizzly fighter-bomber, and Siege Tank. Her array of talents means she is the only character that can employ stealth, kill from afar with one-shot precision, and lockdown enemy vehicles.

Weapons and Abilities:

  • Sniper Rifle: Single-shot head kills (except helmets).
  • Assault Rifle (Invasion Only): Mid-powered rifle.
  • Sticky Grenades: Stick it to anything & detonate.
  • Lockdown Device (Mobile Conflict Only): Disables targeted vehicles & weaponry.
  • Lockdown Grenades (Mobile Conflict Only): Disables nearby vehicles & weaponry.
  • Tactical Nuke Launcher (Invasion Only): Portable nuclear device.
  • Vision Mode: See through walls.
  • Personal Cloaking: Become invisible.
  • Vehicle Commander: Steal vehicles away from enemies.

Zerg Units


The Zergling is small but ferocious. Its sharp claws can tear apart an unwary foe in seconds. The Zergling can burrow in the ground to hide from its enemies and is especially deadly when moving in packs.

Weapons and Abilities:

  • Claw Attack: Melee attack.
  • Burrow Ability: Hide underground (soft surface only).
  • Blood Lust: Clustered Zerglings do more damage.
  • Health Regeneration: Health slowly regens automatically.


The Hydralisk has large claws to attack opponents at close range and the ability to spray enemies with projectile spines from a distance. Like Zergling, the Hydralisk has the ability to burrow.

Weapons and Abilities:

  • Projectile Spine Attack: Long-range spine projectiles.
  • Claw Attack: Powerful melee attack.
  • Burrow Ability: Hide underground (soft surface only).
  • Health Regeneration: Health slowly regens automatically.

Infested Marine

The Infested Marine’s devastating suicide attack annihilates anything in the vicinity of the blast, while those who keep their distance will find themselves poisoned over time by its toxic weapon spray.

Weapons and Abilities:

  • Infested Gauss Rifle: Toxic rounds deal damage over time.
  • Suicide Explosion: Massive damage to all nearby enemies.
  • Health Regeneration: Health slowly regens automatically.


The Mutalisk dominates the skies. Its bio-plasma projectile damages opponents from a distance. It can also snatch up enemies to absorb health and drop them to their deaths from high above.

Weapons and Abilities:

  • Bio-plasma Projectile: Deals splash damage (hold to charge).
  • Bodysnatch Attack: Grabs enemies and absorbs their life.


One of the most exciting features in StarCraft: Ghost is the inclusion of vehicles. Several of them are familiar and popular vehicles from the strategy game, while a few are brand-new creations. Vehicles are a key component of multiplayer games, adding another level of strategy to ordinary competitive play. Some vehicles will also be available for Nova to use in the single-player game. Here are just a few of the vehicles you will be able to drive in StarCraft: Ghost.


The rugged Stinger is outfitted to drive through the roughest of terrain. Equipped with a pintle-mounted cannon, the Stinger is deadliest when the driver is accompanied by a gunner.

Another of the new vehicles created specifically for StarCraft: Ghost, the Stinger is a rugged and versatile jeep. Its six-wheels give it better stability for navigating difficult terrain, making it ideal for all-terrain transport and support. Occupying the middle ground between the Vulture's speed and the Siege Tank's overwhelming power, the Stinger provides good mobility with respectable firepower. It has room for a single driver and a gunner, who rides in the back of the vehicle to man the mounted heavy assault cannon.
  • Availed In: Mobile Conflict & Invasion.
  • Weapons: 35mm HE Cannon (Mounted Gun).
  • Armor: Medium.
  • Speed: Fast.


A fast hover bike used primarily for scouting and reconnaissance, the Vulture is a critical vehicle on the battlefield.

StarCraft players will recognize the speedy Vulture as the ultimate scout vehicle. In Ghost, this single-person, sleek hovercraft is the fastest and most maneuverable vehicle. It also boasts a mounted laser cannon to give it offensive capabilities as well. The Vulture can be piloted by both Ghosts and Light Infantry and is a highly valuable vehicle in multiplayer games due to its great speed. However, beware of enemy players, who can grab onto your Vulture, kick you to the ground, and commandeer it from you.
  • Available In: Mobile Conflict & Invasion. 
  • Weapons: APG-2 “Thumper” Grenade Launcher.
  • Armor: Light.
  • Speed: Fast.

Siege Tank

The Siege Tank is renowned for its cannons' unrelenting barrages of plasma-charged doom. When in siege mode, its devastating artillery cannon eradicates all enemy and vehicles in a wide area.

This mammoth engine of destruction is one of the most recognized vehicles from StarCraft. Armor-plated and slow-moving, it is a mobile artillery platform that protects its occupant while also leveling crippling fire on enemy players. It has a thunderous primary cannon attack and can also switch to siege mode to launch devastating bombardments at enemies from afar. Both Light Infantry and Ghosts can pilot a Siege Tank, which is perhaps the most powerful vehicle in StarCraft: Ghost.
  • Available In: Mobile Conflict.
  • Weapons: PPG-7 Plasma Cannons (Tank Mode), Mjolnir Artillery Cannon (Siege Mode).
  • Armor: Heavy.
  • Speed: Slow.


A versatile air vehicle, the Grizzly is heavily armed and has the capability to transport several units at a time.

The Grizzly is one of the new vehicles created for Ghost. It is a fighter– bomber with limited troop carrying capacity. In Capture the Base multiplayer games, it’s the perfect vehicle. With its heavy armament, it can muscle through enemy defenses, and thanks to its troop carrier slots, it can ferry a full five-man team into a hovering factory. The Grizzly has a pilot’s seat and gunner position, both of which can be manned by Ghosts or Light Infantry. With both spots occupied, a Grizzly can launch a withering barrage of attacks at enemies below, including dual machine guns, lasers, rockets, and bombs. Three additional compartments allow passengers to ride aboard the Grizzly: two spots on the wings for Marines and Firebats and a third stowaway spot for an additional Ghost passenger.
  • Available In: Mobile Conflict.
  • Transport Capacity: 5.
  • Weapons: 20mm Gun Pods (Pilot Seat), Manticore Missile Turret (Belly Turret), Hellsworn 30mm Flak Cannons (Left/Right Gun Seats), B2-C 75lb. Concussion Bombs (Bomber Seat).
  • Armor: Medium.
  • Speed: Fast.

Interview Videos

Interview with Rob Pardo

Rob Pardo: The major new thing that we're showing in Ghost today is the new multiplayer mode called Invasion and the ability for players in this mode to be able to play as Zerg. One of the approaches we want to take in multiplayer is to really make it feel like the Starcraft RTS, where it's very class-based.

Rob Pardo: When you're playing in the multiplayer game, you can play all kinds of different unitypes of the original game. You can play as a Marine. You can play as a hydralisk, You can play as a zergling.

Rob Pardo: One of the things that's very interesting about the multiplayer is we're really trying to balance it so all these different classes are meaningful. You really want to have a balanced team, a little bit like you might see in a game like Battlefield or something like that.

Rob Pardo: We have the light infantry that can make turrets. We have a hydralisk and zergling who could both burrow. We have an infested Marine that can blow up. You can really look at each class having something unique, and you can switch, even during the game, from one to the other.

Rob Pardo: One of our primary goals with the single-player experience in Ghost is to stay true to what's called the stealth action genre and action, because we want you to be able to play this game action based. Stealth is fun, and we certainly allow you to play that way. You can cloak and what have you, but we also want you to be able to play the game action oriented, too.

Rob Pardo: We're trying as much as possible, with each level, that there's multiple approaches to get past all of them. You could use stealth methodology. You could use action. You could use different equipment. We really want to make it reward player creativity in each level.

Rob Pardo: StarСraft: Ghost is going to be available on Xbox and PlayStation 2. It'll be out sometime next year, no exact dates because, at Blizzard, it's always done when it's done.

Interview with Bill Roper

Bill Ropper: We've always had a real passion for console games. Everybody running the office plays console games, have for years and years, so we've always looked for the right opportunity to move back into console.

Bill Ropper: By finding a really good partner with Nihilistic, who we're co‑developing StarCraft: Ghost with, we really felt that they gave us the opportunity to move back into the console market, and we really wanted to, after a lot of discussions, move into the action strategy areas.

Bill Ropper: When we decided to go into that genre of a console game, we thought about where we could set it, and it really felt like StarCraft was just a natural place to put it. It's got a great, gritty environment. It actually has one of the units from the Terran side, the Ghost, which is what the game's named, of course. Really presented an excellent opportunity for us as designers to put a lot of the different game play elements we wanted to into a specific character.

Bill Ropper: The Ghost Unit is just excellent stealth and subterfuge, and it also has the ability, at the other end of the scale, to really alter huge planetary‑scale battles, like bringing in Yamato strikes, Siege Tanks, and Battlecruisers, and Nukes, a real wide range of abilities that that unit had that seemed it would translate really well into a console action game.

Bill Ropper: First, there's really no reservations ever about using StarCraft to put this game within and we really hope that that's something that's exciting for gamers who have heard of StarCraft and played StarCraft, and know about the universe, that they can really get into it and play it from a new perspective.

Bill Ropper: The story line for StarCraft: Ghost is set very much within the continuity of StarCraft. For people that have never played a StarCraft game, they'll be introduced to all the elements of what makes StarCraft what it is as a universe and as a story line.

Bill Ropper: For people who are fans of the series, they're going to see a lot of things that they recognize immediately, but if it's the first time you've been exposed to it, it's a whole story within itself, so it's thought that it requires that it's there, but at the same time, there really is a lot for people who have followed the games.

Bill Ropper: That's one thing we didn't want to do with StarCraft: Ghost, was really to be able to not only support, but expand the StarCraft universe, and really take the opportunity to continue to build that world, because as with all of our properties, we never have the intention of just letting it die off. We always want to have the ability to go someplace with them.

Bill Ropper: The more that we can build, whether it's through games or through novels we've done with Simon & Schuster and Pocket Books for example, or anything we can do, we're always looking to make that a strong, integrated part of the world and the stories, so it just becomes a broader base and richer platform for us to build future products off of.

Bill Ropper: I think, as with any license, we're very concerned with StarCraft and making sure that it's represented correctly, so we work very closely with Nihilistic on everything, from level design, to character design, to weapons, to designing new things that haven't been in the universe.

Bill Ropper: We have an art director at Blizzard who works with them, to make sure the look and feel fits within the StarCraft universe. They work very directly with our creative director at Blizzard, but at the same time, we don't cut them off. We're not just saying, “Go make this,” and they make it. They come to us with tons of ideas, and it really is a very, very collaborative process.

Bill Ropper: We've had this idea for a while. We started seriously looking at maybe being able to get back into console. We had an idea for this type of game, and for us, it was just trying to find the right people to do it with, because we just didn't have the resources to do it entirely in house.

Bill Ropper: We actually had the StarCraft: Ghost idea percolating around amongst people for quite a while, for a couple of years before we actually were able to start doing it. That was great because that also gave us a lot of time just creatively to lay out how it would fit into the world, what we wanted to do.

Bill Ropper: We would modify design basics as we want along, so when we did finally hook up with Nihilistic, from our standpoint we were, “OK, here's this game we want to make.” We were very fortunate that they said, “Wow. Cool. We want to make this game too.” So it worked out really well.

Bill Ropper: We do want to have a lot of puzzle elements in Ghost. It won't be a puzzle game. It's certainly not going to be “‘Myst’ with guns,” or anything. It definitely still is an action game, but we do want to have areas where players are presented with problems, players are presented with challenges, and we have multiple ways for them to get past them.

Bill Ropper: Right now, we're really trying a lot of different ideas in Ghost. Some of those are just straight‑up shooter things, hallways full of monsters coming at you. Some of them are more puzzle platform‑type elements like the air vent.

Bill Ropper: I think that we want to have the opportunity to put as many or as few of those in as feel good. One of the things that I think that Blizzard is famous or infamous for, maybe, is constantly changing the design as we go through. We do a lot of iteration, and six months from now, any or all of that stuff could be there or could be gone.

Interview with Ray Gresko

Ray Gresko: I'm Ray Gresko, I'm a designer on StarCraft Ghost. Blizzard has been wanting to come back to the consoles, which is where they got their start. They also have been wanting revisit StarCraft universe, and it seemed like just a perfect fit, especially when you think about the Ghost character, and the gameplay involved with playing a ghost, and that sort of thing, just seems so natural.

Ray Gresko: This is really a unique situation, because most of the time when you're a developer, you're working with a publisher that has 50 or so titles that they have going at once, and it's a very different situation. This is very unique, because we're really co-developing it with Blizzard. Blizzard is providing content. It's common place when you have a premier license, to have that license holder heavily involved in making sure that you're falling through and things correctly, especially since we're chilling…

Ray Gresko: We're actually continuing the story of StarCraft with this game. They have plans for the future, even after this game, with StarCraft, to make sure everything ties in and really flows well between all the games, just the continuity is there. Basically the role is a co-development sort of thing.

Ray Gresko: The amount of focus that we get on the product, it's unreal, because Blizzard is known for just focusing on one title at a time, and especially now that War 3 is out, we're getting a lot of focus, a lot of attention, just a lot of great cooperation. I think we're all having a lot of fun.

Ray Gresko: The story line centers around Nova and her experience as a ghost. Timeline wise, in StarCraft universe, it comes in just at the end of Brood War, so you can think of the story for Ghost as being the next segment in whatever is going to happen in StarCraft in the future. We do introduce a lot of new elements. They're going to be key for whatever comes next.

Ray Gresko: StarCraft's all about these hero characters, these single individuals that make a real difference in turning the tide of the battle, or whatever. Jim Raynor, and Mengsk, and Kerrigan, all those characters are really the key drivers of the story and Nova is going to be one of these types of hero characters in the StarCraft universe.

Ray Gresko: It's great to introduce her, and there's also just a lot of other stuff that's going to happen that we can't talk about, that is very cool and I can already see what the plans are for the future. They tell us some stuff but there's a lot more going on, I think even than we know about.

Ray Gresko: The first thing that we ran into, when we tried to do it, was we had to get the scale proper, because this is the first time you're seeing StarCraft in real 3D, down on the ground. You're looking up at a command center it is very cool. You can still tell it's a command center, but it's enormous. When you think about the functionality of it, or the Goliath itself.

Ray Gresko: That was the first thing, was just trying to get the scale all right, and think about how we're going to represent these things that used to be just sprites. The way we looked at it was, StarCraft PC was kind of an analogy for the battle that was going on anyway, so we were able to go in and add a lot of details.

Ray Gresko: The coolest thing for us was being able to put the player in those vehicles, or in those buildings. What does the inside of the refinery look like? That's the coolest thing I think. We're doing a lot of research, looking back at the sprites, and what did they have in mind there? Actually being able to put the player inside there is cool, and let them explore it.

Ray Gresko: The gameplay is basically half and half interior stealth missions and large scale battles, because basically that's where the Ghost's special capabilities come in handy. The Ghosts is a covert ops unit that can go in and do those stealth missions, take people out, infiltrate, steal information, whatever.

Ray Gresko: On the big battlefield outside, they're the ones painting the targets, like I said, they're the eyes and ears of the commanders on the battlefield. Because Ghost is so much about interacting with your environment, and all the agility, and grabbing on and climbing things. What does a ladder look like in a Zerg environment? We have to come up and think about all those things, because Ghost does rely on a lot of that kind of environmental interaction for gameplay. Not just jumping puzzles, but just looking at something and saying, “How the heck am I going to get up there?” Then you say, “Oh, I can grab on to this, and then swing up here, and tightrope walk over to this other thing.” All that cool ninja stuff.

Ray Gresko: I think it's one of the things that really distinguishes it from a lot of the stealth action games. It doesn't make sense for a ghost to just be stuck to walking on floors, walking around and not really utilizing the environment, because they're physically enhanced, they've been trained, they're augmented with technology. Her key powers are the ability to use the cloaking technology, which renders her almost entirely invisible. She also can use enhanced speed, which essentially makes the world around you slow down Matrix-style. Unless you get in more attacked, move around, you can circle around things. It also is utilized in some of these puzzles for getting around environments.

Ray Gresko: Then her enhanced sight, which is kind of like the ocular implants from StarCraft PC. That basically allows you to see through walls, and also track heat signatures. You could tell, say, where a Zerg had walked for a certain amount of time. They all have different functions for combat and stealth. We're trying to make that all tie in together and really utilize in a level, so you're using all those skills, “Oh, I know what I got to do to get past this thing. I'll use this power, and then I'll go and use this weapon.”

Ray Gresko: We have a ton of weapons. Nova is able to use the Gauss Rifle, obviously. We've also augmented it with different grenade types. You saw the flamethrower, and also she'll be able to use gun emplacements and other vehicles as well.

Ray Gresko: There's always little changes that you make to try to utilize the capabilities of each console to the… best possible you can. Right now it's going on pretty well. We're able to keep up almost all the features. In the end, we want it to look as close as possible to each other. Nihilistic's doing the Xbox and GameCube versions. Blizzard has another company, Mass Media, doing the PlayStation 2 version.

Ray Gresko: That's one of the things that's really helping us in this phase now, that we're really just laying everything down that we want it to have. Mostly it's contents, like getting the missions finished, and environments, and that sort of stuff. The big thing is going to be polish, because everyone knows that Blizzard, everything that they put out is a gem and it doesn't get that way on it's own, it takes a lot of work. That's the phase, it's always up in the air, you never know… but that's also one of the great things with working with them, is that we know that it's not going to be rushed out the door, it's going to be great when it comes out.

Interview with Alan Dillin

Alan Dillin: We have ton of new stuff this year. We have multiplayer for one thing, which is completely new. The engine has pretty much been redone from the ground up. There's tons of new content. We have a lot of vehicles.

Alan Dillin: For instance, the Vulture right here, the Seige Tank, the Stinger, new weapons, there's this endless amount of features we added this year. It's pretty much an independent story, but it happens four years after Brood Wars. It'll tie a little bit with the events in the StarCraft universe, but nothing real specific.

Alan Dillin: You can pick up almost any weapon in the game. You can pick up the lighter machine guns from the infantry, you can pick up the Flame Thrower, Rocket Launchers, Shotguns, there'll be Protoss Energy Weapons later on in the game, I'm showing now.

Alan Dillin: We're not releasing everything about all the modes right now, but we'll have a lot of different ones, like typical Capture the Flag, Death Match, Assault, Capture the Base, which is the new mode we're doing. It's very StarCraft flavored where you get to play as either a Ghost, a Space Marine, a Firebat, or a Light Infantry, and each of them has their own different skills.

Alan Dillin: It's all balanced out, and there's also different vehicles in the levels. If you go to the StarCraft Universe, there's tons of stuff that you see now. You're down in it, and you're seeing the world from a whole new perspective.

Interview with Rob Pardo

Interviewer: Hey, we're here with Rob Pardo, director of game design at Blizzard, and we're checking out “StarCraft: Ghost”. Rob, can you tell me how the game has progressed since E3?

Rob Pardo: It's been coming along really nicely. A lot of things we've added since E3 are things like stealth kills, we've been fleshing out the AI more. We've been trying to hone in on how much stealth and how much action play we wanted to have in the game. It's really come along far.

Interviewer: Have you been working with that over the last few months?

Rob Pardo: That's definitely been a big focus for us, for the last probably six months or so, trying to decide how hard core stealth we want the game to be. We really want it to be a blend, we want to heavily encourage stealth in a lot of the missions.

Rob Pardo: But at the same time, we want you to able to kick some butt with Nova because she has a lot of really cool powers. Some levels will be heavier stealth than others, but for the most part we're trying to definitely blend the action with the stealth much more.

Interviewer: I understand you're using the races to vary the game play, can you talk about that a little?

Rob Pardo: One of the things that made “StarCraft” really successful is how different each of the races are. We want that to continue through with Ghost.

Rob Pardo: Whenever Nova's faced against the Zerg, Terran or Protoss, she'll have to take some different attacks because the different units they have and how powerful they are. Against the Zerg, those levels of play are a little more action based.

Rob Pardo: She'll still have to sneak through hives, but those are probably the lightest of the stealth. While when you face the Protoss, who are very technologically advanced and powerful, you have to be a lot more careful, because a slip up will mean death much more often.

Interviewer: We got to check out some of Nova's psi powers in the demo, can you talk about the ones that we saw?

Rob Pardo: Sure, there are three psi powers that she has, cloaking, which allows her to sneak through areas without being seen. There's still a fair amount of things like cameras and Observers, that can see her. It's not an all-powerful ability, but it certainly is her primary stealth ability.

Rob Pardo: Her second ability is her Sight Mode or ocular implants from StarCraft and that allows her to see heat signatures. When you're in a really dark area, or you're in a smoked-filled room or something, you can pull on your Sight Mode.

Rob Pardo: Sight Mode also will show vulnerable regions for the different enemies. You can see stuff like where marines have their face plates up, you can see that and then you can snipe them, or use sniper to effectively take them out.

Rob Pardo: Her last powers are Speed Boost, which is a little bit like “The Matrix,” where in really heavy combat, she can boost herself physically and actually dodge bullets.

Interviewer: The AI seems to have come a long way, can you talk about what you've done over the last few months and what more you have to do?

Rob Pardo: The AI is definitely the linchpins of a stealth, action game. You got to make sure that the enemies properly hear Nova, and then investigate. In our particular case, it's really tricky because of the cloaking power. Since some point, you can become completely invisible.

Rob Pardo: The AI needs to know that when that happens, they should bring in an Observer or a Science Vessel or something of that nature. That's one of the major areas we've been trying to improve upon over the last few months.

Interviewer: One of the things I got to see Nova do is command a siege tank, can you talk about the different types of units that she'll be able to command in the game and other things StarCraft fans will recognize?

Rob Pardo: We have some levels where Nova gets the opportunity to actually jump in a StarCraft Terran vehicle, and those are definitely the areas, a little more action based than others. Some of the different vehicles, you'll see in the game, is the siege tank, complete with siege mode. You'll also be able to command a Vulture and a Goliath.

Interviewer: What are your development goals for the next few months on Ghost?

Rob Pardo: The next few months are mainly continuing to work on the AI and really trying to get the levels to the next level, so to speak. The level design is probably the hardest part of a stealth action game. We're really working a lot through trying to make the puzzles really interesting.

Rob Pardo: Making the levels such that different people can play the level in different ways, depending on how they choose to utilize Nova's equipment and psi powers.

Interviewer: Rob, thank you very much for your time. The game's looking incredible, “StarCraft: Ghost,” look out for it.

Interview with Kerry Chan

Kerry Chan:
I am Kerry Chan. I used to work for StarCraft Ghost. I work at Blizzard Entertainment.

Kerry Chan: Blizzard Entertainment first started off as console and we wanted to go back and go into console again. We figured, “What's one of our better… actually of doing, like to really be immersive in the StarCraft universe, see how big Protoss buildings are, or Terrain factory, take control of the vehicles, and completely immerse ourselves in the environment?”

Kerry Chan: We basically had them work with the StarCraft universe for little under a year, and we really liked what they were doing. They were enhancing the story of the single‑player game, and putting in a lot more vehicles as well as a lot more, which is a pretty good phenomenon of Swingin' Ape Studios.

Kerry Chan: A lot of the guys that are over at that studio are veterans in console gaming as well as developing for consoles. When we gave them this project and they started working on it, and we started seeing what they could give us, we were really, really pleased about the direction that they were going with making games. After negotiations, we in the end, decided to acquire them and bring them into Blizzard Games.

Kerry Chan: StarCraft Ghost is more about the stealth and action. It's going to combine both of those in various aspects as well, and still has scenes that are really action‑oriented and scenes that are really heavy. You're going to be able to go through a level, and have opportunities to actually exercise stealth mechanics.

Kerry Chan: Like we have the ability to actually cloak yourself, or you can actually pull out one of your weapons and go ahead and attack any of the guys. It will also allow you to pick up the weapons of your enemies and use them against them as well.

Kerry Chan: It's also equipped with the ability to have enhanced sights, which allows you to see through walls, vulnerable areas of the body, as well as the energy content, helps with directions through levels and identify what your objectives are.

Kerry Chan: The signature lock‑down ability, where you can lock down mechanical units, you can lock down enemy player units, like the Valkyrie, in order to keep the advantage and take advantage of any given situation. Of course, there's also an expert marksman. He has a sniper rifle, which you can go ahead and take that shot on a guy who is sparking a little action.

Kerry Chan: It's the ultimate assassin and you really need to be able to deal with that at a professional level.

Kerry Chan: The graphics are entirely different as far as possible. Some of them have their strength and weaknesses. We're putting it out for all three consoles, Xbox, PS2, GameCube… establish, just like the musical interaction, make sure that it's very immersive.

Kerry Chan: Depending on the scene, depending on the situation, you'll start hearing more of the sounds, more and more intense, to fuel up and play music that feels right for that situation. The surround sound will definitely give you 3‑dimensional sound. You'll notice when a guy is coming to the left of you, or to the right of you, or a guy that's behind you, or in front of you.

Kerry Chan: It's really important for us that you're able to actually swing your sword towards the other person. We're definitely making sure that immersion is one of our major key themes. As we go on open platform, we are ensuring that the rapid growth and firing will definitely feel comfortable about what you're seeing in front of you.

Kerry Chan: You should be able to identify clearly what you're fighting, a Hydralisk, you're fighting a Zergling, or if Protoss are the creatures you're fighting at the time. StarCraft Ghost will be one of the major features that I'm really looking forward to, and I'm looking forward to everybody to be able to get a chance to play.

Kerry Chan: Multi‑player will be available, like it involves experience for Xbox Live as well as on PS2. I'm really hoping to see as many players as possible to come in there and enjoy themselves… play with their friends, play with their teammates, whatever clan they want to play. Go on there.

Kerry Chan: I've personally seen the project through many, many cycles. I can tell you right now that the game looks awesome. I'm extraordinarily happy to see where it stands right now. I got a chance to play against my friends, and be threatened by them.

Kerry Chan: I know I can make sure that these are things that I needed to do. These are the things I needed to take care of, and I know, for sure, exactly what my objectives are and how I need to take care of them. All‑in‑all, I've been expecting the game will work out really well. I think the game, as it stands right now, is a testament of where it's commentary is at.

Kerry Chan: I want us to be believing that everyone that purchases the game later on, or will get a chance to play it, is thoroughly going to enjoy themselves.






Introduction gameplay trailer

Narrator: The way of the warrior is the path of shadow.

Narrator: The gift of the warrior is to perceive that which cannot be seen.

Narrator: The spirit of the warrior is to strike in a single moment.

Narrator: The destiny of the warrior is balance in all things.

Narrator: And when balance is lost, all that is left, is the reckoning…

Narrator: StarCraft: Ghost

Narrator: Coming 2003

Narrator: from Blizzard Entertainment.

Nova: Ghost reporting…

E3 Nova demo trailer

Accessing personnel file…

Narrator: There is a phantom that moves twilight.

Ghost Agent 12-862

Narrator: There is a shadow that strikes without warning.

Codename… Nova

Narrator: There is a soldier who has mastered the ways… of the ghost.

Narrator: StarCraft: Ghost.

Nova: Ghost reporting…

Opening cinematic

Koprulu Sector
Mar Sara System – Terran Dominion
Vespene Refinery BF 1138
03:00 am

73 hours later

Captain Bok: Lieutenant Haggs, status report.

Lieutenant Haggs: No sign of the Zerg, Captain. Maybe they've retreated.

Captain Bok: Maybe? There are no “maybe”s here, Lieutenant. They turn their spiny tails and ran away before the first Dropships had set down. I want all the men assembled and ready to move up to the Refinery. We're gonna take that objective and go home.

Lieutenant Haggs: But sir, shouldn't we send up a scout team to—

Lieutenant Haggs: Yes sir.

Captain Bok: Hell, my grandma's sewing circle could've handled this mission.

Marine: So, anybody know the X.O down there?

Marine: Captain Bok, he's an red…

Vistor: Hey Sarge, what's with the Ghost?

Sarge: You got me?

Vistor: Don't say much.

Sarge: They never do.

Vistor: Heh, check this out.

Vistor: Hey! Tough guy, what's with the loner crap? Why don't you come back here and sit with the real men!?

Marines: Oooh…

Marine: Real smooth Vistor.

Vistor: Shut up…

Lieutenant Haggs: Captain Bok, I've got word from HQ that 3 dropships are on route with reinforcements. ETA is—

Captain Bok: Reinforcements?

Lieutenant Haggs: Yes sir, 2 squads and a Black-Ops unit.

Captain Bok: Black-Ops? Haggs, all we need here is blood, sweat and the firepower of my Terran Marine Corp.

Lieutenant Haggs: Should I call HQ to cancel?

Captain Bok: Hell yes Lieutenant! I've got this… operation… You hear that?

Lieutenant Haggs: What?

Captain Bok: Who called in Siege Tanks? I want to know who called Siege Tanks onto my Battlefield Lieutenant!?

Lieutenant Haggs: We aint got no Tanks here sir.

Captain Bok: Mother mercy…

Marine: Zerg!

Captain Bok: Pull back… Pull back! Pull back!

Marine: Pullem back! Pullem Back!

Marine: Hold your ground! Hold your ground!

Marine: Bring it down!

Marine: They're coming everywhere!

Captain Bok: I want those reinforcements! I want them now! Now!

Dropship Pilot: Captain Bok calls in the calvery, that's a first.

Dropship Pilot: He didn't even say please.

Dropship Pilot: This is serious boys, it sounds hotter than torga asphault down there.

Dropship Pilot: Keep your eyes peeled, it's way too quiet up here.

Dropship Pilot: We've got company.

Dropship Pilot: Hostiles on our 6.

Dropship Pilot: Put the pedal to the metal!

Dropship Pilot: Taking fire. I'm hit!

Dropship Pilot: Doomhammer and Lightbringer are down and I've got bugs everywhere.

Dropship Pilot: We're not gonna make it to the LZ so I'll put us in as close as possible.

Dropship Pilot: Hold on tight boys and girls, we're going in hard and fast.

Dropship Pilot: I don't plan on sticking around out here very long, so don't let the door hit you in the ass on the way out.

Sarge: Let's roll!

Gameplay compilation
  • Ladder and door interaction;
  • Sneaking around under the fog;
  • Killing zergs with rifle and grenades;
  • Using Sight Mode;
  • Silent kill, throwing body, psi recharge, locking scanner;
  • Door, silent kill, search, grab, throw, slide;
  • Silent moving and killing infantry;
  • Dialogue with Warfield: calling down support (siege tanks).

  • Killing zerglings near refinery.

  • Using comsat for detection burrowed.

  • Calling artillery (using arclite).

Gameplay trailer
  • Stealth sneaking, vision, zoom sight mode;
  • Fighting zergs on battlefield;
  • Sliding on the rope;
  • Killing zergs with gauss rifle;
  • Killing zergs with flamethrower inside the hive.

E3 gameplay trailer
  • Sneaking;
  • Climbing;
  • Sniping;
  • Scanning;
  • Killing;
  • Throwing.

StarCraft original and Ghost comparison
  • Artworks;
  • Nova;
  • Siege tank;
  • Vulture;
  • Supply depots;
  • Bunker;
  • Infested terran;
  • Dragoon;
  • Pylon;
  • Nexus;
  • Photon cannon;
  • Mutalisk;
  • Hydralisk;
  • SCV.

Single player gameplay trailer
  • Siege tank;
  • Sliding the rope;
  • Invisible zoom sniping;
  • Sight mode;
  • Invisible sneaking;
  • Fighting with Hydralisk;
  • Fighting with light infantry;
  • Grenade planting in Marine suit from behind;
  • Firebat and Zerglings fighting;
  • Dropship;
  • Back kick, grab and killing.

Interaction gameplay trailer
  • Grizzly air vehicle;
  • Lifted off base;
  • Climbing the ladder;
  • Sneaking in ventilation;
  • Sight mode;
  • Invisible sneaking;
  • Zoom sniping light infantry;
  • Running inside exploding corridor;
  • Fighting with infested terran side-by-side with light infantry;
  • Fighting with Zerglings;
  • Clambing over the edge;
  • Back kick, grab and silent killing;
  • Getting inside marine suit;
  • Fighting with Zerglings side-by-side with Firebat;
  • Throwing dead body;
  • Driving Stinger vehicle;
  • Driving siege tank.

Multiplayer gameplay trailer
  • Driving the Vulture and jumping to the ladder;
  • Lockdowning Grizzly;
  • Sight mode vision through the walls;
  • Sniping;
  • Team fighting;
  • Planting the bombs and exploding Grizzly;
  • Controlling rocket missle;
  • Unlocking base entrance;
  • Exploding Stinger with greande;
  • Exploding Stinger with controllable rocket missle;
  • Siege tank killing pack of marines;
  • Mass vehicles exploding.

E3 playing

  • Recorded single and multiplayer game playing on the StarCraft: Ghost bench at E3 in 2004.

Skeletal animation
  • Back kick, grab and scrag;
  • Punching and knockdowning;
  • Side kick and getting in the Stinger;
  • Cutting down from behind and getting in the Vulture.


Kevin Manthei discusses the music of the game

Within the tight knit community of video game, film, and television composers, Kevin Manthei is one damn busy dude. Of late he's composed the scores to Shrek 2 (the video game, not the movie), Shark's Tale (the video game, not the movie), Starcraft: Ghost, and like any self-made musician, he has numerous other projects looming on the horizon (for example, scoring the second season of Xiaolin Showdown for Kids' WB, amongst other endeavors).

Within the context of the compositions Manthei has done for game, however, one of his most highly anticipated scores is for the upcoming new entry of the Starcraft franchise, Starcraft: Ghost. In fact, Ghost is a game that avid fans have been eagerly awaiting for quite some time now. Manthei got hooked-up with the project via his previous connections with Nihilistic and Activision. “I scored Vampire The Masquerade: Redemption for Nihilistic and Activision,” he explains. “Basically I got hooked-up with Nihilistic through Activision. So after that project I just kept in touch with the Nihilistic guys and when this project came up I said 'Hey, I can do this.' I just pitched them and they brought me in as their composer. And Blizzard's been pretty happy. It was pretty much through my mutual relationships from various projects that helped me get the gig.”

Despite the fact that Manthei was not involved with any of the previous Starcraft games, he wasn't required to “audition” or rather he didn't have to submit a demo in order to win the score. “I typically am hired just by the fact that people know my track records,” he says matter-of-factly. “Plus each company knows that the music I write for their project will be different because it's for their project and there's different parameters. So I didn't have to submit a demo [for the Starcraft: Ghost score]. I just was hired and I started working on the music right away.”

The Ghost score presented its own unique challenges outside of the Starcraft realm of influence. Manthei was required to be aware of the previous scores, maintaining some of their elements while still creating his own unique musical landscape for the new installment of the franchise. “There are the different races [in the game] and some of that music, because of the Starcraft game itself, there was already some ideas and concepts for each of the races,” Manthei explains. “So we stayed with some of those concepts, but still kind of updated them to make them work for today's modern audience.”

Working on a project that already has recognizable music, one can either throw away all the existing material and start from scratch or use the previous composer's work and build upon it. Manthei's approach was a strange combination of the two, in a manner of speaking. “We didn't re-work any of the existing material, but see I'm indirectly dealing with the audio department at Blizzard, so the same guys who worked on the original score probably still work there. So it wasn't like we could completely throw out the vibes and the direction of the music that they'd helped to create for the Starcraft universe,” says Manthei. “We definitely took into consideration all of that stuff. They were really cool, because they were really flexible. Once I kind of understood the parameters of each race and the musical ideas that they had, I was still really free to go off and experiment and see what I could come off with. After all, Starcraft: Ghost is a bit different than a real time strategy game. So we're not just creating tracks that loop in the background. It's not just music that's cool to listen to while you're doing your troop movements. It's more like a score, where we're really trying to make the area wherever you're in just really creepy or up the tension, make the combat sequences really tense. We tried to make all the combat tracks have a different feel for each race that you're encountering.”

“There's also the fact that there's this woman Nova, who is the main character. So there is music that supports her, too. We're not just scoring alien races, there's also more of a story. All of that stuff needs to be taken into consideration. When you sum it all up, you use things as starting points, but then you sort of let the project push you, you know tell you [what direction to take the music in]. Sometimes the game tells you what to do. It sounds corny, but I almost sometimes just feel like a vessel. Like I'm just sitting there in front of the computer with my samplers and other musical stuff and I just sort of wait for the project to say 'Okay, you've got to do this.'”

To accurately capture the sounds of the Starcraft: Ghost universe, Manthei was brought in relatively early on the project. “I think I was brought in early,” he ruminates. “I think in hindsight it would be early, but they didn't think that their development cycle would go on as long [as it did]. I was brought in at the appropriate time and what I would do was ask them to videotape game play of a level and then they would send that to me. So as I was composing I would be watching this videotape. It was almost as though I was playing the game or that I was watching somebody else play the game. And then I would just vibe off of that. It really helps to see it and look at the game. I got to go to one meeting at Blizzard where they played a lot of the game, too. What I do now is for every game I do I always have people give me either their AVI files or a just send me a VHS tape of somebody playing through the game and the various levels. It's so important to see it visually and to understand where the music is gonna go to make the right score. I used to not do that way back. I used to just talk to the producer and have them give me a feeling of what they were looking for. Actually that worked really well, too, but it's nothing like seeing the game. That's the best way to go.”

Interestingly enough, since Starcraft: Ghost is still in the final stages of development, the music for the game isn't available yet. Interestingly enough, though, Manthei has been done with the music for quite some time. “I have not written music for Starcraft: Ghost for over a year,” he reveals. “I finished up the music last May. But now we're gonna do some more interactive stuff with the music, so I'm gonna go back and re-tweak a lot of the existing music and create some more tracks, as well. So I probably have another three or four weeks of work on it to do. I'll be doing that this summer.”
In-game music by Kevin Manthei (soundtrack)
  • “Main Title”
  • “Aiur Puzzle”
  • “Gehenna Stealth”
  • “Hauler Boss”
  • “Lurker Boss”
  • “Mar Sara Combat”
  • “Pinnacle Combat”


What is StarCraft: Ghost?

StarCraft: Ghost is a stealth-action console game set in the StarCraft® universe.

How will StarCraft: Ghost be different from other stealth-action console games?

StarCraft: Ghost will be different from other stealth-action games in many ways. Taking on the role of Nova, the game's elite Ghost operative hero, players will be able to:

Utilize a Wide Range of Elite Ghost Abilities

  • Outmaneuver your enemies at sonic speed.
  • Infiltrate bases and sneak past guards using the cloak ability.
  • Lock down vehicles and electronic devices to immobilize them.
  • Engage in both face-to-face firefights and planet-scale warfare.

Leverage the Resources of an Entire Army

  • Take control of familiar StarCraft vehicles.
  • Wield a variety of weapons, such as the Perdition Flamethrower, Gauss Rifle, and Torrent Shotgun.
  • Join your allies in battle and do your part to ensure mission success.

Experience the World of StarCraft in 3D

  • See the world of StarCraft on a personal level.
  • Visit Mar Sara and other familiar planetary settings.
  • Explore 3D environments designed for strategic interaction.
  • As Nova, players will be able to hang from wires, climb poles, and negotiate tightropes.

Unveil the Next Chapter in the StarCraft Saga

  • Experience story-driven missions complete with multiple plot twists.
  • Play a crucial role in the rich StarCraft history.
  • Engage in combat with a variety of fully rendered characters from the StarCraft universe, including well-known Terran, Zerg, and Protoss units.

What new features have been added since the Blizzard console team took over the development of StarCraft: Ghost?

The goal of Blizzard's console team has been to expand and evolve the strong foundation already established for StarCraft: Ghost. The majority of this work involves making changes to the graphics engine, incorporating a number of characters, weapons, and vehicles, and designing and implementing StarCraft: Ghost's new single-player and multiplayer features.

What can we expect to see from StarCraft: Ghost at BlizzCon?

BlizzCon will offer the first opportunity for the public to see StarCraft: Ghost in its current form, with the latest single-player and multiplayer features implemented. In particular, multiplayer has been expanded to now accommodate up to 16 players over Xbox Live and Also, gamers will be able to control newly playable Zerg multiplayer units and experience the newly unveiled “Invasion” multiplayer scenario. The new single-player level that players will be able to see takes place on the lava-scorched planet of Abaddon, which has never been seen by the public prior to BlizzCon.

How many players will StarCraft: Ghost support?

StarCraft: Ghost will accommodate up to 16 players on Xbox Live for Xbox owners and for PlayStation 2 players.

How long will the StarCraft: Ghost single-player experience last?

Development of the single-player missions has not been finished yet, but we plan to create approximately 12-15 hours of single-player content.

When will StarCraft: Ghost be released?

While we have not yet announced a street date for StarCraft: Ghost, we anticipate that the game will be complete in 2006. However, as with all of our games, we will not release StarCraft: Ghost until it meets the high standards that our development teams and our fans demand.

On what platforms will StarCraft: Ghost be available?

StarCraft: Ghost will be available on the Xbox, PlayStation 2 and Nintendo GameCube.

What rating do you expect for StarCraft: Ghost?

With StarCraft: Ghost still in development, it's too early to determine what ESRB rating it will receive. Right now, we're wholly focused on making StarCraft: Ghost into a Blizzard-quality console game, and we will have a better idea of what rating it will receive as we get closer to release.

Who is developing StarCraft: Ghost?

StarCraft: Ghost is being created by Blizzard's console development team.

Why did Blizzard enter the console arena?

We began our early development efforts in console gaming, and we have always been excited about returning to this arena. Additionally, we've wanted to revisit the StarCraft universe for some time. With StarCraft: Ghost, we are able to do both. Also, due to the game's control interface and tactical-action nature, developing this title for the console systems makes the most sense. In addition to expanding StarCraft's rich storyline, the game gives players a chance to experience the sci-fi universe from an all-new perspective.

Will there be a PC and Mac version?

No. StarCraft: Ghost is being developed for console systems only.

How many copies of StarCraft have been sold?

To date, the StarCraft franchise has shipped over 9 million copies.


“What Went Wrong” Article

Polygon's article about unreleased game.



  • Sarah Louise Kerrigan (Ghost)

Book Annotation

Former marshal-turned-rebel Jim Raynor has broken away from the power-crazed Emperor Arcturus Mengsk. Enraged over Mengsk's betrayal of the powerful telepath, Sarah Kerrigan, to the ravenous Zerg, Raynor has lost all faith in his fellow humanity.

Yet, in the aftermath of Mengsk's treachery, Raynor is plagued by strange visions of Char -- a deadly, volcanic world haunted by horrifying alien creatures. As the nightmares grow in intensity, Raynor begins to suspect that they may not be figments of his imagination -- but a desperate form of telepathic contact. Convinced that the woman he loves is still alive, Raynor launches a hasty mission to rescue Kerrigan from Char. But deep beneath the planet's smoldering surface, Raynor finds a strange chrysalis...and is forced to watch in horror as a terrible, all-too-familiar entity rises from it.

Before him stands a creature of depthless malice and vengeance...


  • November “Nova” Terra

Novel Annotation

Four years after the end of the Brood War, Emperor Arcturus Mengsk has rebuilt much of the Terran Dominion and consolidated a new military force despite an ever-present alien threat. Within this boiling cauldron of strife and subversion, a young woman known only as Nova shows the potential to become Mengsk's most lethal and promising “Ghost” operative. Utilizing a combination of pure physical aptitude, innate psychic power, and advanced technology, Nova can strike anywhere with the utmost stealth. Like a phantom in the shadows, she exists only as a myth to the enemies of the Terran Dominion.

Yet Nova wasn't born a killer. She was once a privileged child of one of the Old Families of the Terran Confederacy, but her life changed forever when a rebel militia murdered her family. In her grief, Nova unleashed her devastating psychic powers, killing hundreds in a single, terrible moment. Now, on the run through the slums of Tarsonis, she is unable to trust anyone. Pursued by a special agent tasked with hunting down rogue telepaths, Nova must come to terms with both her burgeoning powers and her guilt – before they consume her and destroy everything in her path…



  • Ghost

Gameplay Demo

Playing Ghost in phone game (fragment).

-April 5th 2207-

Sitting in the Dropship for over 5 hours and no one was told about the mission this time.

I’m not sure what’s in commander’s mind.

The Dark lights outside make me uncomfortable and I just feel…


Damn it!

What the hell…


  • November “Nova” Terra

Nova Terra Shrine

  • In-game coordinates: Netherstorm – 41,82.

  • Cloaked Nova Terra near the shrine.



  • Ghosts were training by Dr. Reginald Morris
    (he was bought by mercenary Ethan Stewart lately)

Book Annotation

Jake Ramsey, an archaeologist, investigates a recently unearthed Xel'Naga temple on the world of Nemaka, only to discover a dying Protoss mystic. His identity begins to drown within the flood of alien memories, which grant to him the Protoss species' total history. Ramsey soon realizes that he has stumbled upon a secret so cataclysmic that it will shake the very foundations of the universe.


  • Ghost agent Devon Starke, who just over a year ago turned out to be very close to becoming a ghost literally
    (recruited by Prince Valerian lately)

Book Annotation

Driven by the living memories of a long-dead Protoss mystic and hounded by the Queen of Blades' ravenous Zerg, archaeologist Jake Ramsey embarks on a perilous journey to reach the fabled Protoss homeworld of Aiur.

Seeking a vital piece of Protoss technology, Jake finds that Aiur has been overrun by the Zerg. Descending into the shadowy labyrinths beneath the planet's surface, he must find the sacred crystal before time runs out—for him...and the universe itself.

Yet, what Jake discovers beneath Aiur is a horror beyond his wildest nightmares -- Ulrezaj—an archon comprised of the seven most deadly and powerful Dark Templar in history...


  • Ghost

Card with Ghost Ability

Cloaking Field

“Your Wraith and Ghost units in this skirmish gain Cloaking.”



  • Gabriel Tosh

BlizzCon 2008

Tosh as a member of Raynor's Raiders from the outset of the StarCraft II

Tosh made an early appearance in StarCraft II story mode gameplay at BlizzCon 2008. Here, he was a member of Raynor's Raiders from the outset of the game's story. His dialogue however, in regards to the need to kill Kerrigan, remained intact and was ported into Wings of Liberty.

Greg Street:  ...and this is the outter space too. These are just the ones that we're showing you here at BlizzCon, but we got to keep something back for the actual game itself.

Greg Street: The cantina is an area where you can see lots of new character implements. It's a lot like a bar space. You can talk to other characters that come into the game, and you're able to go up to the video screen, get your portions of dialogues. The jukebox has been bolted up to the top since they couldn't leave the bar without it, and had to bring it onto the spaceship.

Greg Street: Here's one of the new characters. This is Gabriel Tosh. He's a very experienced character that Raynor will take...

Tosh:  ...seeing the Queen o' Blades out in the world again.

Raynor:  How much do you know about Kerrigan, Tosh?

Tosh: I had some... friends in the Ghost Academy. That girl was a legend even before she disappeared from the program. There's a few that know the truth. How the Queen of Blades came to be.

Raynor: She's a creature of pure rage now.

Tosh: Oh, yes. It's her or us — if we don't kill her, she'll slaughter us all.



  • Ghosts
  • Psi-powered characters

Volume 1 – Weapon of War

A psionic six-year-old boy is at the center of a conflict between a terran mining colony and the zerg. As tensions escalate, the marines and miners are faced with an impossible choice: Do they save the boy and forfeit their own lives? Or do they use the child against their merciless attackers?

Volume 2 – A Ghost Story

Sterilized by war, a rocky planet's bounty and dark terrors have remained safely hidden – until a Kel-Morian Combine crew catches wind of it hoping to strike big. There's just one problem: The planet seems to be haunted by a “ghost.”

Volume 3 – War-Torn

For years, Senator Corbin Phash used his power and influence to hide his young son Colin's psionic abilities from the Dominion, but their secret has finally been exposed. Now on the run and separated from his father, Colin is hiding among thousands of refugees on a backwater moon. Even if Colin can escape being captured by a fierce Dominion wrangler, how can he stop being haunted by the trauma-induced nightmares of everyone around him?

Volume 3 – Do No Harm

The sadistic “Butcher of Korhal”, Dr. Burgess gets his bloody hands on Muadun, a recently captured protoss high templar. The doctor's goal is to get inside Muadun's head – both figuratively and literally – to extract the data needed to mass-produce horrifying protoss-terran soldiers.

Volume 4 – Orientation

After being hunted and captured by a Dominion wrangler, the young psionic boy Colin Phash has been taken to the Ghost Academy against his father's will. While Colin is inducted into this sinister institution, his father Corbin runs from what that which Colin is to become…


  • Ghost agent Devon Starke, who just over a year ago turned out to be very close to becoming a ghost literally (recruited by Prince Valerian lately)

Book Annotation

After the seeming defeat of the dark archon Ulrezaj on the protoss homeworld of Aiur, Jake and Rosemary become separated as they flee through the newly repaired warp gate. Rosemary finds herself with the other refugee protoss on Shakuras, while Jake is catapulted elsewhere. But Jake does not have long to live: their enemies are regrouping, and Zamara’s essence must be separated from Jake’s mind before time runs out.

Jake knows he must survive long enough for Zamara to pass on her vital secret. But which faction—Valerian, zerg, or the recovered and increasingly powerful Ulrezaj—will find them first? His only hope rests with the powerful and legendary Zeratul, but as Jake is about to learn…even a dark templar can have a crisis of faith.



  • November “Nova” Terra

Comic Annotation

The War Pigs launch their suicidal assault on Tamsen Cauley's mobile base of operations. Even if they're lucky, no one gets out alive! But this isn't the end. Unknown to the War Pigs, uber-Ghost Nova is shadowing them. But are her intentions merely a prelude to a fate far worse than death?

Comic Con Panel Screen

  • The comic was announced on San Diego Comic Con 2009.



  • Ghost

BlizzCon 2009

Ghost character in custom map preview

Dustin Browder: So here's another map put together. It starts to look like a regular map but suddenly, we find ourselves… What's this? A third‑person action game, so we've got a Ghost character here, moving through the environment. I'm using my mouse and keyboard to control this Ghost.

Dustin Browder: Well, actually, I'm just using my keyboard right now but just yesterday, the engineers put in support for MouseLook. It's not in this build here but at some point, you'll actually be able to move where you want to look, and aim your weapons using the mouse, just like you would with a third‑person action game.


Dustin Browder: As you can see, we've moved from a whirl environment into the city, and we can fight against the Zerg. If that wasn't enough, now we're going to go inside a building, and we're going to talk to a character, as part of our third‑person action RPG. I haven't spoken to this character. We're going to use some custom UI, created in our scripting engine, and we're going to move back into the city, and engage the Zerg threat.

Men from the crowd: This is “StarCraft: Ghost”?


Dustin Browder: And you can see, there's all kinds of monsters in this environment. We can use Roaches. We can use Hydralisk, anything that we can use in the RTS game is easily used by our MOD makers down here as well. You can make custom units and put them here as well. These are just standard Zerg units that come with the game but you can put anything you can think of in this environment, as our Ghost character moves through this environment and just blasts the place up.

Dustin Browder: And if that wasn't quite enough for you, we've also got the ability to take our Ghost character underground. We are underground in a real‑time strategy game. Unbelievable, you move through the underground mine here. We can continue to engage the Zergs, fighting with our weapons, aiming our weapon carefully. We can engage our cloaking device, using custom UI put in by the designer of this mission.

Dustin Browder: And this was put together by somebody in their spare time. Obviously, a skilled professional but none the less, just put together very quickly, made a whole game world with a city, talking to characters, objectives, a mini‑map you could use, a little arrow showing you where to go, all kinds of options.


  • Ryk Kidd
    with psionic gift

Book Annotation

For the poor, hardworking citizens of the Confederacy's fringe worlds, the Guild Wars have exacted a huge toll. Swayed by the promise of financial rewards, a new batch of recruits joins the fight alongside a slew of mysteriously docile criminals — and a few dubious military leaders. Eighteen-year-old Jim Raynor, full of testosterone and eager to make things right at home, ships off to boot camp and finds his footing on the battlefield, but he soon discovers that the official mission is not what he's really fighting for.

For the first time ever, StarCraft enthusiasts will learn the origins of the enduring friendship between the young upstart Jim Raynor and the streetwise soldier Tychus Findlay. Watch as they battle on the front lines of a fierce interplanetary war and bear witness to the Confederacy's rank corruption — corruption so reprehensible that it rains immeasurable death and destruction upon the government's own people.


  • November “Nova” Terra
  • Gabriel Tosh
  • Kath Toom
  • Lio Travski
  • Delta Emblock
  • Aal Cistler
  • Dylanna Okyl
  • Winlaleah Martine
  • Obi Minaya
  • Dori Koogler
  • Andie Dessai
  • Colin Phash
  • and others…

 Manga Trailer

In a world filled with…
Only the gifted are chosen…
Psionic talents … soldiers
Aided by extraordinary abilities…
They must defend the dominion…
But power has its price…
Are you ready?

Volume 1 Annotation

Ghost Academy chronicles the early years of six StarCraft characters all destined for greatness-and tragedy. Five teenaged fourth-class Terrans (Nova, Tosh, Aal, Kath, and Lio) are rough-around-the-edges Ghost cadets in training – and they are forced to deal with everyday teen issues such as crushes, physical and emotional pain, addiction to drugs and their own budding telepathic abilities.

Volume 2 Annotation

The next installment in the thrilling adventures of StarCraft: Ghost Academy, chronicling the early years of six StarCraft characters all destined for greatness-and tragedy.

Volume 3 Annotation

The groundbreaking trilogy concludes! Struggling to forget her harrowing past, Nova, a powerful psionic soldier-in-training, has found strength in her fellow trainees. That newfound resolve will be put to the test when she and her team are dispatched to an abandoned mining planet for a real-world training exercise. There, they pick up a distress signal from a nearby planet. Following the signal through hordes of terrifying zerg, they rescue a group who turn out to be friends from Nova's past!



  • Female Ghost
  • Leonid Celsus

Ghost Appearance Summary

To get to the leader of the rebels Ghost landed in one of the settlements on the planet Bhekar Ro and destroyed all the people to get to the leader. War Pigs killed her. Later, the planet was visited by Leonid Celsus, Ghostmaster General.



  • Ghost

Short Story Annotation and Ghost Mentions

A Umojan spy must decide how far she's willing to go in order to infiltrate a secret Dominion research facility.

“It’s too risky. We’ve overstayed our welcome here as it is. We’re lucky that you haven’t been found by a wrangler or a ghost.”

* * *

As the only telepath on her team, Pandora took pride in working undetected in Augustgrad, right under the noses of any of the Dominion’s psionic ghosts who, although unlikely, might be in the city. While the shadowguards upheld the Umojan Protectorate’s sovereignty through deception and intel gathering, Pandora saw the ghosts as nothing more than mindless weapons used to enforce the Dominion’s oppressive rule through fear tactics and assassination.

* * *

Pandora had crossed a line and broken the one rule that the shadowguards held above all others: never use the powers of deception to deceive your own. Pandora knew that she and her comrades were allowed a great deal of freedom, unlike the Dominion’s brain-panned ghosts. In return, the Umojan Protectorate expected its shadowguards to act with integrity.



  • Sarah Louise Kerrigan (Ghost)
  • Gabriel Tosh

“Ghosts of the Past” Trailer

This extended trailer was released as the final unlockable reward from Blizzard Entertainment's Join the Dominion! promotional site. As people took the Dominion army entrance exam, submitted propaganda in an art contest, and shared the site and content with their friends on Facebook, over 20 rewards were unlocked.



  • November “Nova” Terra
  • Gabriel Tosh
  • Ghosts
  • Spectres

Covert Mission: “The Devil's Playground”
(Helping Tosh to exploit jorium on Redstone III)


Redstone III: Securing the rights to exploit Redstone's mineral fields was the flashpoint for conflicts between different mining guilds prior to the start of the Terran Guild Wars.

Tosh: I hear the mighty Jim Raynor's on the move, but short on funds.


Tosh: The planet Redstone's got the most valuable minerals around – an' with the zerg invasion, the Kel-Morians packed up and left it all behind.


Tosh: Some enterprisin' men could turn a big profit there. Meet me at Redstone if you want a piece of the action.

Mission objective:

  • Exploit resources on Redstone.

Mission Briefing

Redstone System
13:23 – Shipboard Time

Raynor: Redstone. Heck of a place.


Raynor: I ever mention how much I hate volcanic planets?


Tosh: (distorted) Good to see you made it. They call me Tosh. You help me mine the minerals I need


Tosh: and I'll make it worth your while.


Raynor: What's the catch?


Tosh: Well, this place is a little…unstable. The low ground gets flooded with lava every few minutes.


Tosh: Of course that's where the richest mineral nodes are found. But that'll be no problem for a big tough guy like you.


Horner: Sir, I'm also picking up zerg bio-signatures on the surface.


Horner: We'll need to spend some of what we mine just to defend the operation. The more we spend, the longer this is gonna take.


Raynor: Huh, lava and zerg – two of my favorite things.


Raynor: Let's do this.

The Mission

Main Objectives:

  • Gather 8000 Minerals

Adjutant: Alert. Lava surge imminent. Evacuate low ground immediately.


Raynor: Lava's rising, get those SCVs to high ground right now!


Adjutant: All clear. It is now safe to proceed with mining operations.


Horner: This counter shows the estimated time until the next lava surge. Move all units and structures to high ground when a surge is imminent.


Tosh: I got some friends comin' to help you out – Reapers.


Swann: Reapers you say? Hell, cowboy, we gotta train more of these guys, they're seriously bad ass!


Horner: Just a reminder sir; the more minerals we expend on forces, the longer it's going to take to reach our goal. Try to be economical.


Adjutant: Seismic activity is increasing. Caution is advised.


Adjutant: Alert. Lava surge imminent. Evacuate low ground immediately.


Adjutant: All clear. It is now safe to proceed with mining operations.


Tosh: Some of my boys disappeared in this area. Wanna see if they're still alive.


Bonus Objectives:

  • Locate Tosh's Miners

SCV: Tosh sent ya to help? About time! Let's finish up this contract and get the hell off this planet.


Stetmann: Ah, sir! Sir! Ah scanners show a large bio-signature close to your position – a Brutalisk I think! If you could kill it that'd get my…err our research off to a flying start!


Bonus Objectives:

  • Kill Brutalisk (Research)

Adjutant: Seismic activity is increasing. Caution is advised.


Adjutant: Alert. Lava surge imminent. Evacuate low ground immediately.


Adjutant: All clear. It is now safe to proceed with mining operations.


Tosh: Since you're doin' right by me – I'll do right by you. Here's the coordinates of the nearest mineral nodes.


Tosh: Your men work fast. We've already got half the minerals we need.


Adjutant: Seismic activity is increasing. Caution is advised.


Adjutant: Alert. Lava surge imminent. Evacuate low ground immediately.


Adjutant: All clear. It is now safe to proceed with mining operations.


Raynor: Damn, losing all those SCVs is gonna set us back. I'm gonna call in some reinforcements.


Tosh: I scanned for mineral outcrops before we landed. Sending more data to you now.


Adjutant: Seismic activity is increasing. Caution is advised.


Adjutant: Alert. Lava surge imminent. Evacuate low ground immediately.


Adjutant: All clear. It is now safe to proceed with mining operations.


Tosh: Doin' well there, Mr. Raynor. We got traces of more minerals over on the other side of the canyon.


Tosh: Almost done, Mr. Raynor. Just a few more minerals to go.


Adjutant: Seismic activity is increasing. Caution is advised.


Adjutant: Alert. Lava surge imminent. Evacuate low ground immediately.


Adjutant: All clear. It is now safe to proceed with mining operations.


Raynor: Alright boys, nice work. We got what we came for. Now lets get outta this hellhole!


Tosh: Finished already? You really are as good as they say Mr. Raynor. I'm thinking you and I got a lot more business we can be talking about.

Dialogue on the Bridge after mission

Hyperion Bridge
19:32 – Shipboard Time

Horner: Nice work, sir. The payoff from Redstone really got us back on our feet.


Raynor: Why is that Tosh guy aboard?


Horner: He wanted to talk to you in person, sir. Something about conducting more 'business ventures' together.


Raynor: You do any diggin' on him?


Horner: Of course, and he's no pirate. Rumor has it he's a renegade Ghost – and until he vanished he was one of the Dominion's top assassins.


Horner: Now Mengsk hates him almost as much as he hates you.


Raynor: Well, I like this guy already. Just the same, we'd best keep an eye on him.


Horner: Yes sir.

Hyperion Cantina
25 Minutes Later

Conversation with Tychus Findlay

Raynor: You ever heard of a guy named Gabriel Tosh?


Tychus: Only rumors. Way I hear it, he was mixed up in some covert branch of the Ghost program that produced some real scary bad-asses. Word was Tosh snapped and went rogue. I'd play it real cool with that kind. He'd cut your throat soon as look 'atcha.


Raynor: I've dealt with rogue Ghosts before. It's the ones still working for Mengsk I got a problem with.

UNN News Report

Donny Vermillion: Donny Vermillion, UNN. Your first, last and only stop for the truth. Tonight our own Kate Lockwell uncovers a secret shadow war, waged by our brave Dominion ghosts, against a ruthless, hidden enemy.


Kate Lockwell: Thanks Donny. I'm talking live with <Censored>, a specialist in the Dominion <Censored>. <Censored>, I understand that you and your comrades have been <Censored> against a <Censored> <Censored> of <Censored>. What can you tell us about that?


Silhouetted Figure: Well Kate, I'm not allowed to say much, but I can tell you <Censored> and his allies will not <Censored>. We expect to <Censored> them very soon.


Donny Vermillion: I think we'll all sleep a little better tonight, knowing our Dominion forces are watching over us. For UNN, I'm Donny Vermillion.

Conversation with Ariel Hanson

Hanson: Just out of curiosity, I did some tests on the minerals from Redstone. I thought you should know – I found trace quantities of jorium, a rare crystal with very unique properties.


Raynor: I'm all ears, Doc. What kind of properties?


Hanson: Jorium resonates at the same frequency as certain brain waves. It's been theorized that it could be used to stimulate brain activity or even produce psionic abilities in human subjects. 


Raynor: What the hell does Tosh want that for?

Conversation with Rory Swann

Swann: Now we got pirates on the ship. Kachinsky — better take an inventory.

Conversation with Matt Horner

Horner: You might want to talk to our new guest. Maybe ask him to leave my bridge?

Conversation with Gabriel Tosh

Tosh: Ah here's the man! We make a good team, me and you.


Raynor: Why are you here, Tosh? Our business is done unless ya got something else for me?


Tosh: Yeah I got another job for us on a world called Bel'Shir. Interested?


Raynor: Maybe. But what's in it for me? Piracy ain't exactly my chosen path.


Tosh: Everyone knows Jim Raynor wants to put the hurt on Mengsk. I can help you with that…I can help you big time.


Raynor: I'll think about it. For the time being – welcome aboard the Hyperion. We'll talk later.

Colonist Mission: “The Evacuation”
(Dialogue with Tosh after evacuating the Agria colony)

Tosh: Got yourself some colonists now, oh, and a pretty doctor. Best be careful with them.

Colonist Mission: “Outbreak”
(Dialogue with Tosh after investigating the Meinhoff infestation)

Raynor: What do ya' think of Dr. Hanson?


Tosh: She's a lovely thing. Full o' honey, that one. At least that's what she want you to think.


Raynor: You think she's hiding something?


Tosh: You ever wonder why the zerg hit her world so fast? Something there they want. Something made o' honey maybe? Buzzin' little bees…

Colonist Mission: “Haven's Fall”
(Dialogue with Tosh after purifying the Haven colony)

Tosh: I head about what went down in the lab. Pity that. But don't let yourself get distracted from what has to be done.


Tosh: Take my advice – keep it simple. No attachments, no strings. Just you against the universe.


Raynor: Sometimes I feel like anything I start caring about… just gets destroyed.


Tosh: Not you fault. Did you ever stop and think what'd happen if all those refugees from Agria had gone to the core worlds? That Hanson was a honey trap right from the start.

Colonist Mission: “Safe Haven”
(Dialogue with Tosh after protecting the Haven colony)

Tosh: We in it now, Brother.

Covert Mission: “Welcome to the Jungle”
(Helping Tosh to secure terrazine gas on Bel'Shir)


Bel'Shir: Dotted with ancient shrines and ruined temple-gardens, Bel'Shir was once held as a sacred spiritual retreat for the protoss templar.

Tosh: There's a rare gas on Bel'Shir the protoss call 'the Breath of Creation'. They think it be a gift from their gods.


Tosh: We call it terrazine and it be worth a fortune to the right bidder. Of course those protoss'll kill us if they catch us on their holy ground – or at least they'll try.

Mission objective:

  • Secure terrazine gas on Bel'Shir.

Mission Briefing

Tosh: Here we go.


Tosh: Much prettier than Redstone, yeah?


Raynor: I don't much like fightin' protoss if I can avoid it.


Tosh: Not just any old protoss – fanatics called the Tal'darim. They believe the terrazine is sacred, a gift from the Xel'Naga.


Raynor: If these Tal'darim bring in their air power they're gonna hammer us.


Raynor: Swann, get the Goliath schematics loaded at the factory. If their anti-air missiles are still any good, we might just pull this off.


Swann: Alright, cowboy. I'll get the Goliath schematics loaded so we can build more.


Raynor: How do we get to the terrazine?


Tosh: See those altars? Tal'darim mystics set them up to collect the terrazine. We just need to grab it.


Raynor: Well, our SCVs'll be able to haul the terrazine. We just got to keep 'em protected.


Raynor: With any luck we can pick up what we need before the Tal'darim find us.


Raynor: Alright, let's get to it.

The Mission

Main Objectives:

  • Gather Terrazine (0/7)
  • Protoss Can't Seal 7 Altars (0 sealed)

Tosh: Here are the coordinates for the terrazine sites, brother. This should make our lives a little easier.


Swann: Our SCVs can pick up terrazine canisters and move 'em. It'll take 'em a while to disconnect the canister so make sure you watch out for 'em.


Bonus Objectives:

  • Find Protoss Relics (0/3) (Research)

Adjutant: Incoming transmission…


Tal'darim Executor: This land was sacred to the Tal'darim before terrans ever reached the stars! You must depart immediately!


Raynor: Hold on now. We just need some of this gas here, and we'll be long gone before you know it.


Tal'darim Executor: No! You shall not defile the Breath of Creation! Tal'darim warriors, execute all those who would desecrate our altars!


Horner: The protoss are mobilizing, sir. Looks like they're gonna go after our SCVs when we harvest the terrazine. I suggest we only harvest one site at a time and run with a heavy escort.


Tosh: Bold move, Mr. Raynor, collecting terrazine from two places at once!


Raynor: Sure, it's gonna be harder to keep the Tal'darim off our backs, but the quicker we're done here the sooner we can get off this rock.


Tal'darim Executor: You shall not steal the Breath of Creation so easily!


Tosh: Careful! They're sending their ships to take out your SCV's! Shoot 'em down quick or we're finished!


SCV: I've got the first canister unhooked, sir! I'll take it to the nearest command center…


Tosh: Good job! That's the first canister filled.


Adjutant: Warning. The Tal'darim are sealing off a terrazine altar.


Raynor: Wonderful. The Tal'darim are sealing off the terrazine altars so we can't get at 'em! If they keep it up we won't be able to collect enough.


Tosh: Damn those Tal'darim! Every altar they shut down sets us back further. You need to get some of your boys out there and stop them!


Tal'darim Executor: These reckless terrans must be stopped! Slay them all!


Horner: Sir, our SCVs are getting hammered out there! We need a stronger escort or static defenses to protect them.


Raynor: We gotta slow the Tal'darim down some! They've sealed off five geysers already!


Raynor: This ain't good. If the Tal'darim seal off any more terrazine, there won't be enough left for us!


Tosh: Three down. You're doing great! Keep it up!


Raynor: That's over half the canisters you wanted.


Tosh: You and your Raiders sure can walk the walk! We just need one more canister.


Horner: The Tal'darim just can't stand up to our firepower, they're in full retreat! Well done, sir!


Raynor: That's the last canister! I think we've outstayed our welcome, boys! 

After Mission

Hyperion Bridge
23:00 – Shipboard Time

Horner: Sir, I received an encrypted transmission from an untraceable source. It claims that Tosh here was part of a classified operation called Project: Shadowblade. They used jorium and terrazine to enhance ghost powers.


Tosh: It's true. We are called Spectres – next generation Ghosts.


Raynor: And you were gonna tell me all this when?


Tosh: We all have our secrets, Mr. Raynor. Doesn't mean I'm any threat to you.


Raynor: Maybe not – but whoever sent this message could be. Matt, any way to verify the transmission?


Horner: No sir. But it does end with “I'll be in touch soon.”


Tosh: It's Mengsk – trying to turn us against each other. Don't let him.


Raynor: I'll let it lie for now – at least 'til I find out who sent this transmission. But I'll be keeping an eye on you, Tosh.


Tosh: You can try.

Hyperion Cantina
One Hour Later

Conversation with Tychus Findlay

Tychus: That Tosh is a whack job, Jimmy! Spends all his time muttering and playing around with those damn… dolls of his.


Raynor: Well, I need someone to balance out your sophistication and good manners.


Tychus: The guy ain't right in the head, brother! I can appreciate some good, honest craziness. But that guy? He's got something broke inside.

UNN News Report

Lockwell: … I repeat, death toll is in the thousands. A Dominion weapons plant exploded hours ago, causing a chain reaction that has taken out several housing complexes in this working-class neighborhood.


Lockwell: Dominion Security Forces claim it was an act of terror by the notorious Jim Raynor. But our own investigations suggest that the plant must have been infiltrated by forces with sophisticated stealth technologies.


Lockwell: It begs the question: could some of the Dominion's Ghost operatives have gone rogue?


Lockwell: For UNN, this is Kate Lockwell reporting from core world, Nephor II.

Conversation with Gabriel Tosh

Tosh: Still don't trust me, brother? Until you decide, ain't nothing to discuss.

Conversation with Ariel Hanson

Hanson: I've run a few tests on the terrazine gas like you asked. It's clearly related to vespene gas, but there are some very exotic organics added into the mix.


Raynor: Any guesses what it's used for?


Hanson: Well it would definitely affect brain chemistry, so it could be used as some kind of a drug or stimulant I suppose.


Raynor: Drugs, huh? That's just wonderful.

Conversation with Rory Swann


Swann: So, we're pirates ourselves these days. Hey Kachinsky! Got any rum? Aargh.

Conversation with Matt Horner


Raynor: What do you make of that encrypted message, Matt?


Horner: I honestly don't know, Sir. If Tosh really is one of these Spectres, it's clear Mengsk would try to ruin your partnership. But Tosh isn't telling us everything. If we're going to win this revolution…


Raynor: I know… we have to be sure of our allies.

Covert Mission:

Helping Tosh to break open New Folsom Prison.


New Folsom: New Folsom is a notorious political prison where enemies of the Dominion are kept on ice. Its remote location and inhospitable landscape make escape virtually impossible.

Tosh: New Folsom is ripe for the taking, man. Every voice that was ever raised against Mengsk is penned up inside those walls.


Tosh: We let all them prisoners loose an' he'll never know what hit him. Just let me know when you're ready to pull the trigger.

Mission objective:

  • Break open New Folsom Prison.

Mission Briefing

Raynor: Where's Tosh? I thought he'd be here by now.

Horner: He already left the ship. I thought you –

Horner: Sir, we have an incoming transmission. It's highly encrypted –

Raynor: Patch it through.

Nova: Well, well – the infamous Jim Raynor. My name is Nova. We should talk.

Raynor: Now what would one of Mengsk's pet Ghosts have to say to me?

Nova: Tosh is lying to you.

Raynor: Get Tosh on comms. I'm sure he's listenin' in anyway, encrypted or not.

Tosh: We Spectres be the future! You just couldn't handle it, little girl.

Nova: Every Ghost that became a Spectre has gone on a psychotic killing spree. The ones I've captured are held in New Folsom.

Tosh: Don't listen to her brother. Help me bust the Spectres from New Folsom, and we'll bring down Mengsk together!

Nova: Tosh wants to reactivate his Spectre buddies using the substances you helped him collect.

Nova: New Folsom is full of psychopathic killers. Do you really want to release them into the galaxy?

Tosh: I be helping you against Mengsk, and my people will too. She won't even join you.

Nova: He's a psychotic time bomb. He'll be on your side right up until he puts a knife in your back.

Tosh: This be the moment of truth. Make your choice.


Nova: You've made a poor choice, Mr. Raynor. 

Tip: Be cautious Missile Turrets and Ravens: they can detect Tosh, enabling their allies to attack him.

In-Game Dialogues

Main Objectives:

  • Destroy the Main Prison Base
  • Tosh Must Survive

Tosh: With my cloaking abilities, I can take out all these guards. They'll never see me.

Horner: Tosh you're nearing the first...

Bonus Objectives:

  • Kill Guards at Cell Block A (25,000 Credits)

Horner: You're close to the second...

Bonus Objectives:

  • Kill Guards at Cell Block B (25,000 Credits)

Nova: You just unleashed a nightmare on all of us, Raynor! Heaven help you now.

Covert Mission:
“Ghost of a Chance”

Helping Nova to destroy the spectre training facility on Avernus Station.

Mission Introduction

Help Nova destroy the spectre training facility on Avernus Station, ending the threat of psychotic rampages by rogue spectres. Nova will teach you how to train ghosts, but she won't join your cause.

Raynor: It don't matter how much you hate Mengsk, Tosh. If you and your Spectres are as bloodthirsty as it sounds, you're as much of a threat as he ever was. I'll be seeing you real soon.

Tosh: You'll regret this, brother.

Raynor: Alright, Nova – what's your plan?

Nova: Tosh's Spectre facilities are on Avernus Station.

Nova: Join me there and we can shut it down for good.

Nova: Uploading tactical data now.

Raynor: So this is where Tosh plans on building his Spectre army.

Nova: I've identified three facilities that are vital to his operation.

Nova: Our first target will be the Jorium stockpile…

Nova: Next will be the Terrazine tanks…

Nova: And finally the psionic waveform indoctrinator Tosh uses to complete the Spectres' activation process.

Raynor: Alright, so we destroy all three of those targets and Tosh is out of business.

Nova: Tosh knows every trick in the book when it comes to infiltration. I can penetrate most of his defenses, but I'll need your backup to get through them all.

Raynor: And what about Tosh?

Nova: Just leave him to me.

Nova: I've cleared a landing zone for your forces.

Nova: Let's get this party started.

Tip: Be cautious Missile Turrets and Ravens: they can detect Nova, enabling their allies to attack her.

In-Game Dialogues

Main Objectives:

  • Destroy Jorium Stockpile
  • Destroy Terrazine Tank
  • Destroy Psi-Indoctrinator
Nova: See that Marauder up ahead? Fifty credits says I can snipe him from here!

Raynor: Ok, here we go. Stay sharp boys – Tosh might have some nasty surprises waiting for us.

Main Objectives:
  • Nova Must Survive

Nova: I'm pinned down over here! Help a girl out and take down those guys on the top of the cliff!

Raynor: Gonna need your help with this gate, Nova.

Nova: Relax. I just need to take out the gate control on the other side.

Nova: See? Nice and easy! Let's move.

Nova: Careful – there's a siege tank up ahead. If I can get close enough, I can telepathically dominate the crew.

Nova: Spectres! Let me handle them.

Bonus Objectives:
  • Kill Spectres (0/10) (5,000 credits each)

Tosh: Never took you for a traitor. You've fallen a long, long way, brother.

Nova: Nice work, boys. Our next target is the Terrazine tanks.

Nova: I'll clear a landing zone for you. Get ready.

Marine: I'm telling you I saw something!

Nova: L.Z. secured. You can begin your landing, Jim.

Nova: And see if they can't get this gate open! Time's a-wasting.

Nova: The gate's open! Let's make some noise!

Tosh: I have a present for you, Mr Raynor. Best start runnin'!

Nova: Keep me covered while I hack into this nuke silo.

Nova: Should just… take… a f… there!

Tosh: Now why did you have to go and do that? You're testing me, brother… Testing me hard.

Nova: Good job, Jim! One more to go!

Raynor: That Psi-Indoctrinator's heavily guarded. Nuking it's gonna be our best bet.

Banshee: Air-cav has arrived! Give us a target!

Tosh: I'm gettin' tired of this. Why don't you just DIE!

Nova: Keep me covered while I hack into this nuke silo.

Nova: Should just… take… a f… there!

Tosh: (threatening) This ain't the end. I'll be seeing you again real soon.

“A Better Tommorow” End-Mission Cinematic

01:53 – Shipboard Time

Horner: Transmission coming in – it's Tosh.

Raynor: Didn't take long for him to gloat, patch him through.

Tosh: You gonna pay for that man –

Raynor: Is that supposed to be me?

Tosh: – you gonna regret crossing me…

Tychus: Ugh!

Tosh: Huh?

Raynor: You're a scumbag Tosh –

Raynor: – I've spent my whole life fighting men like you.

Tychus: Aaaahh!

Tosh: Hah, you and me, we're just the same. We'd both do anything to get the job done.

Tosh: No. You don't get it at all. And now you never will.

Tosh: What you gonna do man? I'm six light years away!

Raynor: Not me…

Raynor: Hmm. Cold and efficient. Reminds me of someone I used to know. Glad you're not after me.

Nova: Not today anyway – I'll see you around Jim.

Horner: Don't you ever meet any normal girls?

Tychus: Aaaahh!

Horner: Nova transmitted the Ghost training specs to us sir. We should be able to field our own Ghosts now.

Raynor: If Mengsk finds out, she's gonna have some explainin' to do.

Horner: I think she can cover her tracks. That's what Ghosts do, right?

Raynor: That, and cut people's throats.

Horner: Right.

End-Mission Dialogues

52 Minutes Later

Lockwell: This is Kate Lockwell, live for UNN. Dominion Security Forces are telling us tonight that their agents have hunted down and executed the leaders of a subversive rebel group calling itself Project: Shadowblade.

Vermillion: Great news, Kate. Did they say how they feel about this?

Lockwell: Um, no, Donny, they didn't, but I imagine they're quite happy?

Vermillion: There you have it, Dominion Security, destroying the shadowy espionage arm of Jim Raynor's terrorist organization.

Lockwell: Wait, what? Dominion Security didn't say anything about Rayno–

Vermillion: Let's go to Commercial.

Announcer: Take your shot at life. iPistol.

“Spectre Killer” Trophy: “Raynor, I thought you might want this. Careful of the company you keep. I'll be seeing you sooner or later.” –Nova

Tychus: That little Nova chick was somethin' else. You ever think about hittin' that, Jimmy?

Raynor: Heh. That girl's nothin' but trouble, Tychus. She's got her hands full hunting down the rest of Tosh's psychopathic Spectres. Best just to stay out of her way.

Тайкус: Это не ответ. Ты пропускаешь одну юбку за другой… С тобой явно что-то не так, парень.
Tychus: That wasn't no answer. All these missed opportunities… There's something very wrong with you, man.

Рейнор: Мы условились, что Нова откроет нам секретные технологии призраков. Она сдержала обещание?
Raynor: Nova promised us access to Ghost technology for helping her. She come through with it yet?

Свонн: Твоя девчонка-то?.. Да, сдержала… Я уже начал искать способы улучшить текущие образцы.
Swann: Your girl came through, alright. I got a few new upgrades we're workin' on too.

Рейнор: Она не «моя девчонка», Свонн.
Raynor: She ain't 'my girl', Swann.

Свонн: М-м-м… профессиональная убийца, которая рано или поздно приставит нож к твоему горлу? По мне, так идеальная пара для тебя.
Swann: Hmm… scary female assassin type that's gonna wind up tryin' to kill you someday? I dunno, hotshot – she sure seems like your type.

Рейнор: (бормочет) …как же ты меня…
Raynor: (mutters) …


25mm C-10 Canister Rifle Mark VI

Introduced by the Confederacy shortly before the fall of Tarsonis, the Mark VI is considered the pinnacle of ghost antipersonnel weaponry. The Dominion, unable to improve upon the design, has carried on production.

Despite their great skill, ghosts are notoriously sloppy when calling down nuclear strikes. Modern commanders are always happy to see a ghost's rifle, for it contains a magnetic grid tracker to verify coordinates.

The first Mark VI was used by Horvald “Scratchy” Winston to eliminate James Fortune, a Kel-Morian mining baron. Winston reported that the weapon was “sexier than [his] girlfriend and twice as nice.”

*** ***

Artifact Mission: “The Moebius Factor”
(Helping Tychus to evacuate the Moebius Foundation)

“The Betrayal” (“The Dream”) Cinematic after Mission

Kerrigan: This is Kerrigan.


Kerrigan: We neutralized the protoss, but there is a wave of zerg advancing on this position.


Kerrigan: We need immediate evac.


Mengsk: Belay that order.


Mengsk: We're moving out.


Raynor: What?


Raynor: You're not just gonna leave 'em?


Mengsk: All ships prepare to move away from Tarsonis at my mark.


Kerrigan: Ah, boys… how about that evac?


Raynor: Damn you, Arcturus. Don't do this.


Mengsk: It's done.


Mengsk: Helmsman, signal the fleet and take us out of orbit.


Mengsk: Now!


Kerrigan: Commander?


Kerrigan: Jim?


Kerrigan: What the hell is going on out there?


Nova Info

November “Nova” Terra spent the best parts of her youth as the golden child of one of Tarsonis' wealthy Old Families. Though she exhibited signs of burgeoning psionic potential, Nova's parents insisted that she was merely sensitive or “empathetic,” hoping to keep her abilities a secret (as much from the Ghost Academy that would conscript their child as from Nova herself).

When her family was violently betrayed and her telekinetic powers became destructively apparent, Nova was forced into hiding in the crime-ridden slums of Tarsonis' Gutter. The story of Nova's emergence from the Gutter is apocryphal, but the burden of psionic abilities and the pain of her family's ruin led her to seek refuge among the very Ghosts her parents hoped to keep her from.

Supremely dedicated, Nova excelled as a trainee in the Ghost Academy on Ursa, eventually earning the questionable reward of a mind-wipe that erased all recollection of her tragic youth – and the majority of her long-term memory with it.

As a full-fledged Ghost operative, Nova's duties have included battling zerg, investigating the psionic killers known as Spectres, and even dealing with noted enemy of the people Jim Raynor. Her service record has seen her assigned tasks of increasing importance to the leadership of the Dominion, and she stands ready to be dispatched on missions that will make her past pale in comparison.

Gabriel Tosh Info

Gabriel Tosh was raised by his grandmother in the slums of Haji. He spent his childhood thinking that his significant psionic powers were actually voodoo magic. It wasn’t until he was conscripted into the Confederate armed forces that his abilities were recognized by those who are trained to find them. Tosh then disappeared.

Rumors abound: some say that he was taken into a new, top secret organization created by the government to hone the skills of “gifted” individuals like himself so that they become superhuman assassins. Others say that he started using his abilities to make money on the black market. Regardless, Gabriel Tosh became a shadow. There are no records of his whereabouts during the zerg invasion, the fall of the Confederacy, or the rise of the Dominion.

However, stories of a mysterious new arms dealer and resource pirate have begun to surface from the dark corners of the Dominion. There is talk of a figure in Deadman’s Port who is so dangerous that he’s been banned from even that seedy location due to the fears of local merc groups. This pirate is rumored to use black arts to enhance his operations, even… voodoo.

And he has even the bloodiest criminals looking behind their backs.

For the few individuals who know enough to connect the dots, it is apparent that Gabriel Tosh is still very much a factor in hidden workings outside of Dominion control. Whether his sole aim is lucrative piracy or he has larger schemes at play is anyone’s guess.

Ghost Unit

Born with incredible psionic potential, these individuals are recruited, quarantined, and put into training by the government from childhood. Ghosts learn to channel their psionic energies to augment their natural physical strength and endurance. They are rightly feared for their preternatural sniping ability with the C-10 Canister Rifle and their advanced stealth maneuvering. Ghosts can be equipped with psionically powered Personal Cloaking devices that allow them to become virtually undetectable by enemies without specialized sensory equipment.

Unit Statistics

Basic Information

Race: Terran
Life: 100
Energy: 200
Armor: 0 (3)
Movement: Normal
Cargo Size: 2
Attributes: Biological - Psionic

Producer: Barracks
Hotkey: G
Requires: Tech Lab, Ghost Academy
Cost: 200 100
Supply: 2
Build Time: 40



Terran Infantry Weapons Level 1

Upgrades the damage dealt by infantry units.

Hotkey: E
Cost: 100 100
Build time: 160


Terran Infantry Weapons Level 2

Further upgrades the damage dealt by infantry units.

Hotkey: E
Cost: 175 175
Build time: 190


Terran Infantry Weapons Level 3

Maximizes the damage dealt by infantry units.

Hotkey: E
Cost: 250 250
Build time: 220


Terran Infantry Armor Level 1

Upgrades the armor of infantry units.

Hotkey: A
Cost: 100 100
Build time: 160


Terran Infantry Armor Level 2

Further upgrades the armor of infantry units.

Hotkey: A
Cost: 175 175
Build time: 190


Terran Infantry Armor Level 3

Maximizes the armor of infantry units.

Hotkey: A
Cost: 250 250
Build time: 220


Personal Cloaking

Enables Ghosts to use the Cloak ability. Cloak renders a unit invisible to enemies unless it’s revealed by detectors or effects.

Hotkey: C
Cost: 150 150
Build time: 120


Moebius Reactor

Increases the starting energy of Ghosts by 25.

Hotkey: M
Cost: 100 100
Build time: 80


C-10 Canister Rifle

Target: Any
Range: 6
Speed: Normal
Type: Normal (Ranged)
Damage: 10 (13)
Bonus: Light +10 (10)



Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detectors or effects.

Drains 0.9 energy per second.

Hotkey: C
Requires: Personal Cloaking
Energy: 25


Sniper Round

A careful shot, dealing 25 (50 vs. Psionic) damage. Ignores armor.

Can only target biological units.

Hotkey: R
Energy: 25
Duration: 1


Tac Nuke Strike

Calls down a Nuclear Strike at a target location. Nukes take 20 seconds to land, but they deal up to 300 (+200 vs. structures) damage in a large radius.

Hotkey: N


Hold Fire

Orders selected units to holster their weapons and avoid engaging enemies, unless given a direct command. Units holding fire will flee if attacked.

Hotkey: F


EMP Round

Creates an electromagnetic pulse that does 100 damage to shields and energy of all units in the targeted area. Cloaked units hit by EMP are revealed for a short time.

Hotkey: E
Energy: 75
Duration: 0


Weapons Free

Orders selected units to fire at will. They will engage enemy units within range and chase them as normal.

Hotkey: G

Campaign Upgrades

Hyperion Laboratory

Ultra Capacitors

Attack upgrades improve attack cooldown of affected units by 5% per level.

These self-replicating ultra capacitors reduce the reload time of weapons and systems. Now each of the weapon upgrades at the armory and engineering bay increases attack speed by 5% in addition to increasing damage.

Cost: 5 protoss research points


Vanadium Plating

Armor upgrades increase health of affected units by 5% per level.

We have created a new lightweight alloy called vanadium. Vanadium diffuses weapon impacts much more efficiently than traditional armor plating, and it better preserves the life of our units. Now each of the armor upgrades in the armory and engineering bay increases unit life by 5% in addition to increasing armor.

Cost: 5 protoss research points


Cellular Reactor

Increase starting energy of all units by 100. Increase maximum energy of all units by 100.

This reactor has a larger energy reserve on startup and can hold a much larger charge. Now our specialist units can use their abilities the moment they hit the battlefield, and they can store more energy when idle for long periods of time. All "Specialists units” use energy: such as the medic, ghost, spectre, thor, wraith, banshee, raven, science vessel and battlecruiser.

Cost: 20 zerg research points

Hyperion Armory

Ocular Implants

Increases ghost sight range by 3 and attack range by 2.

The implants make it easier to spot potential targets and weak points in the enemy perimeter. The current generation also includes an automated targeting system that instantly calculates atmospheric pressure and wind shear, greatly increasing the effective sniping range of the ghost.

Cost: 85,000


Crius Suit

Enables ghosts to cloak indefinitely.

This combat suit has a psi-augmenter dedicated to maintaining cloak, allowing the ghost to maintain his cloaking field indefinitely and frees up psionic energy for other uses.

Cost: 125,000

Technical Specifications

Ocular Implants

Before the fall of the Confederacy, some Ghosts were subject to invasive surgical procedures to grant them an edge in combat. One of the most popular of said procedures entailed replacement of the subject’s optic nerves and retinas with cybernetic implants to improve sight range and target acquisition. The augmentations increased the operative’s combat efficiency by 35%, but were prone to lethal malfunctions when the subject’s psionic energy spiked. In recent years, the Dominion has reintroduced state-of-the-art masks as an alternative to implant technology; identical in functionality sans the drawbacks.

C-10 Canister Rifle

The C-10 rifle fires 25mm antipersonnel rounds and specialized ammunition: EMP rounds that punch through shields and deplete energy sources, as well as Lockdown rounds—a relic from the days of the Confederacy—to disable mechanical targets. The C-10 comes with a low-frequency laser to paint targets for nuclear strikes, a magnetic grid tracker, and a general purpose flashlight. This weapon is a flawless amalgamation of neosteel and polymer.


The Ghosts’ form-fitting Hostile Environment Suit is made up of psionically reactive nano-fibers. These fibers augment the wearer’s strength and endurance, dispensing the need for bulky powered armor. The suit offers nuclear, biological, and chemical protection by absorbing dangerous elements and rendering them inert. It also helps Ghosts channel their psionic energy. The outermost layer contains synthetic cells which, under psionic stimuli, refract light to synergize with a personal cloaking device and make the wearer invisible to the naked eye.

Neural Inhibitors

Individuals with psionic abilities are dangerous, posing a very real threat to themselves and to the sector at large; especially after being trained as Ghost agents. To prevent unnecessary loss of life—and to exert control over their assets—the Dominion, following the footsteps of the Confederacy, uses a specialized type of cybernetic implant to keep the aggression levels and behavioral patterns of their Ghosts in check. Still, as a few hapless commanders have learned, these implants are not exempt from malfunction—or surgical removal.

Field Manual

  • Special ops unit that can attack both air and ground targets.
  • Can eliminate biological targets using high-caliber Sniper rounds.
  • Their EMP rounds allow them to wipe energy reserves from enemy units, or deal damage to protoss shields. If you hit cloaked units with these, they will be revealed for a few seconds.
  • Authorized to call in nuclear strikes.
  • Use them to support your troops in battle, create diversions, or take out key units/structures.
  • Can go inside bunkers for protection and a range increase.

Strong against: Raven, Infestor, High Templar.

Weak against: Marauder, Zergling, Stalker.

Ghost Academy Upgrades

  • Personnel Cloaking: Allows Ghosts to become invisible.
  • Moebius Reactor: Increases the starting energy of Ghosts by 25.
  • Arm Silo With Nuke: Builds a tactical nuclear missile.


Terran vs Ghost:

  • Build Missile Turrets and deploy Siege Tanks in key positions around your base. Remember to add your Orbital Command to a control group to have fast access to its Scanner Sweep ability.
  • Shoot an EMP round at the area where you suspect the enemy Ghost is hiding. If you can see him, send some Sniper rounds his way.
  • Use high-damage units to kill them quickly.
Zerg vs Ghost:
  • Create a few Overseers or build Spore Crawlers in key spots around your base.
  • Spawn an Infestor and use its Fungal Growth ability on the area where you suspect the Ghost is. This will make him visible. If you can see him, Neural Parasite also does the trick.
  • Use high-damage units to kill them quickly.
  • Bring multiple Overseers to deal with cloaked ghosts, as they can easily snipe down one or two Overseers.
Protoss vs Ghost:
  • Get Observers or build Photon Cannons around your base.
  • Have your High Templar cast a Psi Storm on the area where you suspect the Ghost is spotting the nuke calldown. If you can see him, use Feedback.
  • Use the Phoenix Graviton Beam to lift the Ghost and cancel the nuke calldown.

Quotation Videos

Nova quotes
Voice actress: Grey DeLisle-Griffin

“Failure is never an option.”

“Nova here.”
“Say again?”
“Confirm that last?”
“I'm reading you.”
“Status report.”

“The enemies of the Dominion are everywhere.”
“I'm a professional. The best of the best.”
“We've all got skeletons in the closet. Keep it up, and I'll add yours to mine.”
“I can read your mind. Not a lot going on in there.”
“Get your mind out of the gutter.”
“Keep it up. I will use deadly force.”
“Your actions are embarrassing both of us.”
“I can shoot the wings off a fly. Imagine what I can do to you.”
“Who are you? Never mind, I remember.”
“Who are you?”

“Strictly business.”
“En route.”
“Got it.”
“Loud and clear.”
“On the move.”
“I'll make it happen.”
“Consider it done.”

“Preparing to terminate.”
“Engaging the enemy.”
“On the offensive.”
“Advancing on target.”
“They won't see me coming.”
“Initiating assault.”

“Request immediate evac!”

“Mission terminated.”
“This is Nova, signing off.”

Ghost quotes
Voice actor: Liam O'Brien

“Ghost reporting.”

“Out with it!”
“Give me the sitrep.”
“Come again?”
“You sure about that?”
“Solo operative, right?”

“Nucular launch detected.”
“You call down the thunder…”
“…now deal with it!”
“Almost counts in horseshoes and nuclear strikes.”
“I think the female Ghosts have nicer equipment.”
“Did you see that? Exactly.”
“Pain don't hurt…” (punching noise) Oof!”
“Today's forecast is extra bomby, slight chance of mushroom clouds.”
“I see live people.” (gun shots) I see dead people.”
“Whenever I see a world untouched by war, a world of innocence, a world of lush forests and clear rivers… I really just wanna nuke the crap out of it!”
“You have something on your face.” (gun shot) Got it.”
“I'll paint the town… dead.”
“We all got it coming, kid.”
“I know what you're thinkin'.”

“Nothing to it.”
“Copy that.”
“Sounds like a plan.”
“You're on.”
“Yes, sir…”
“Will do.”
“I'm on it.”

“Never know what hit 'em.”
“You know what I like!”
“Well, color me happy!”
“Target in my sights.”
“Take 'em down!”
“All too easy.”
“Now that's an ass whuppin'!”

“Outta sight!” (Cloak)
“Paintin' the target.” (Nuclear Strike)
“Johnny Number Five is not alive.” (EMP Shot)
“Power down.” (EMP Shot)
“Goin' underground.” (enter bunker)
“Now what?” (exit bunker)
“Awaiting evac.” (enter dropship)
“Not gonna happen.” (low energy)

“It's gettin' too hot!”

“Never say die…”

Gabriel Tosh quotes
Voice actor: Dave Fennoy

“Killin' time!”

“You askin', or tellin'?”
“Open your mind.”
“I know it before you say it.”
“Out with it!”
“Talk is cheap.”
“Convince me.”
“What's crackin'?”

“Trust ain't easy to come by.”
“Fear is my greatest weapon.”
“You're dead, and you don't even know it.”
“I ain't afraid of no Ghost.”
“Who you gonna call?”
“My gun be jammin'!”
“Watch the voodoo that I do.”

“I do what I wanna do.”
“Let's just see about that.”
“Maybe yes, maybe no.”
“Damn straight.”
“Let's do this.”

“Bleed 'em slow.”
“Extinguish the flame.”
“Gonna do it real quiet.”
“Bad mojo on the way.”

“Gonna be a ghost for real.”
“You got me into this. Get me out!”

“Don't be bringin' me back.”
“I'm out!”

Spectre quotes

“I have awakened.”

“Bring it!”
“Feed the rage!”
“What's your call?”
“Enlighten me.”
“I'm tired of waiting”
“Come on, already!”

“They're 'marked for death'. Good thing I'm 'hard to kill'. 'Cause we're all standing 'on deadly ground', and no one is 'above the law'.”
“I can taste your mind… Mmm, salty!”
“You… complete me.”
“This one's got your name on it.” (gun shot) “Damn, missed. Good thing this one has your name on it.” (gun shot) “Okay, I'm pretty sure this one has your… what the hell is your name, anyway?”
("Welcome to Anger Management Volume One. Repeat after me: Anger does not dictate my life.") “Anger does not dictate my life.” (
Anger does not dictate my life.) “You just said that, you stupid…”
“I'm gonna sweep the leg. You got a problem with that?”

“One step ahead.”
“Mercy is for the weak.”
“The time has come.”
“I'm already there.”
“Just stay out of my way.”
“I sense their fear.”

“Hell is here.”
“They can't win.”
“Get 'em a body bag.”
“I'll kill anything that moves.”
“I'm dying, anyway.”
“They're living on borrowed time.”

“Fade to black.” (Cloak)
“Scorched earth.” (Nuclear Strike)
“Lights out.” (EMP Shot)
“Goin' deep.” (enter bunker)
“Who needs cover?” (exit bunker)
“Oh, things were just getting interesting.” (enter dropship)
“I need more juice.” (low energy)

“Where's my backup?”

“I'm gone…”





  • Nuclear strike
  • Ghost academy
  • Mengsk’s guard (Ghost)
  • Gabriel Tosh
  • Sarah Louise Kerrigan (Ghost)





  • November “Nova” Terra
  • Gabriel Tosh
  • Kath Toom
  • Dylanna Okyl
  • Lio Travski
  • Talen “Bones” Holt
  • “Rip”
  • “Rook”
  • “The Veteran”
  • Leonid Celsus “Ghostmaster General”
  • Aal Cistler
  • Delta Emblock
  • Colin Phash

Novel Annotation

Dominion ghosts epitomize the height of terran evolution and physical conditioning. Augmented by technologies that harness their innate psionic potential, these lethal operatives use telepathy and other superhuman powers to isolate and destroy the enemies of the Dominion. But when the hunters become the hunted and ghosts start disappearing without a trace, even the most dangerous human soldiers in the Koprulu sector have something to fear…

Enter Nova Terra, a ghost of unparalleled ability. On orders from Emperor Arcturus Mengsk, Nova embarks on a secret mission to find her missing comrades. As her investigation leads down a maze of dark corridors, painful memories of her pre-ghost years begin to surface. Soon, Nova learns that there might be a connection between the missing agents and her past, a discovery that will pit her against both the shadows ofher youth and a terrifying new breed of psionic warrior: spectres.


Interview by TheBigThrill

TheBigThrill: How did you get chosen to create a novelized version of StarCraft Ghost: Spectres?

Nate Kenyon: An editor at Pocket Books read my sci fi novella PRIME and loved it, and asked my agent if I’d be interested in writing for them. I’m not a hardcore gamer, but I knew the franchise, and Blizzard’s reputation in the gaming world is second to none. I jumped at the chance. Now I’m finishing up a Diablo novel for them, and I hope to write more.

TheBigThrill: Since you didn’t have to create a story image for this novel, how did you create a compelling story image for you to build your novel with?

Nate Kenyon: There was already an origins novel in the series written by Keith DeCandido, who has done a lot of fantastic tie-in work for Blizzard and many other companies. Pocket needed someone to continue the overall story arc of Nova, the elite ghost operative known and loved by many StarCraft fans. So I had a base to work with, and Blizzard had a concept for what they wanted from me. The spectres are a fascinating offshoot of the ghost operatives in the game world, but their origins were shrouded in mystery. We wanted to tell that story–and put Nova in the middle of it. And we wanted to make it dark, creepy, and yet true to the game.

Nate Kenyon: From there, I did a lot of research–reading past SC novels, studying Wiki sites, talking to Blizzard’s creative team–just absorbing everything I could about the SC universe until I felt comfortable enough to jump in. It took quite a bit of time. I had a fantastic brainstorming meeting with Blizzard where we hashed out a firm outline. Once I started writing, I worked with some existing SC characters and settings, and created some of my own too, with Blizzard’s blessing. By the time I hit the second or third chapter, I really felt like I was in my own world, working with concepts that were very familiar to me.

TheBigThrill: What did you learn about yourself as a writer when you took on this project?

Nate Kenyon: I can work in someone else’s playground, and enjoy it. I can complete a project pretty far outside my normal comfort zone, and be happy with the result.

TheBigThrill: Who is Nova? Why should we care about her instead of playing the game?

Nate Kenyon: Nova is part of an elite group of stealth government assassins called ghosts, all of them with unique psionic gifts. Nova is one of the most powerful ghosts ever to exist, and she can do everything from read others’ thoughts to perform incredible feats of telekinesis. She’s beautiful and deadly, but she’s deeply scarred, having lost her entire family when she was young, and she has trouble connecting with others. The ghost program, with its mandatory mind wipes, is a perfect fit for her because she can hide from her own past, her own guilt and memories. Until, of course, the past creeps back in.

Nate Kenyon: I think reading a novel like this is a very different experience from playing the game. Spectres can be read by hardcore gamers and fans and I think they’ll love the backstory they’ll get from it–you can flesh out a story so much more fully in a novel. But I very intentionally wrote this so that non-gamers could enjoy it as well. I think it holds up as a wild, crazy thrill ride first, and a media tie-in second.

TheBigThrill: Do you have a favorite female heroine? Who?

Nate Kenyon: Probably Clarice Starling from Silence of the Lambs. One of my favorite novels of all time, and one of my favorite characters. She’s so strong, so clever, and yet so vulnerable in a way even she doesn’t fully understand. Wonderful creation by Harris.

TheBigThrill: What tools did you use to write with a female POV?

Nate Kenyon: I didn’t really think much about it, to be honest. I’ve written from a female POV before–Jess Chambers from The Reach in particular, although Angel from my first novel Bloodstone comes to mind as well. It’s never given me much trouble. In fact, I’ve had quite a bit of reader feedback from both those novels, people who tell me they’re amazed at the job I did with the female leads. That’s the best compliment I could imagine.

TheBigThrill: What advice would you give to new published authors (something you didn’t know until you became published) that would be helpful to them?

Nate Kenyon: Be patient, and learn the craft. Listen to others who have been there before, and understand that it’s a business, that you have to treat it like that, and not simply think you’ll lock yourself away, write books and everything else will take care of itself.

TheBigThrill: When have you written a scene that scared you? How did you complete the scene?

Nate Kenyon: It doesn’t happen very often, but I did write one in Bloodstone that freaked me out. I was by myself late at night, it was raining hard, and I was writing a scene where a man is alone in a jail cell during a storm, the power is out, and his dead wife comes back to claim him. I remember getting chills as I wrote about him hearing a noise, a clanging, the soft sound of bare feet on concrete; watching during lightning flashes as he thinks he sees something shuffling toward him. But the most frightening part of the entire scene was that a part of him WANTED her to come back, regardless of the consequences. And he had killed her. That was what really got me.

Nate Kenyon: The scene pretty much wrote itself. I sort of lost myself in it, but I remember sitting back after I ended the chapter and looking around my office, turning on lights and trying to settle down. It took a while.

TheBigThrill: Is there something you would like me to share with Big Thrill that I haven’t asked?

Nate Kenyon: Just wanted to say thanks for the interview, and I hope readers enjoy Spectres! I’m always happy to hear from fans, who can email me at

Interview by Destructoid

Destructoid: So let's start off with the first question then, just kinda talking about how you got into the project originally, and I also saw on your website the upcoming Diablo novel, so I was just kind of curious about how that starts rolling and how you get contacted and what that experience was like for you?

Nate Kenyon: Yeah. I'd never done any tie-in work before so this is all new to me. And I wrote a science-fiction novel called Prime, short novel called Prime, and it was well-received and the Pocket editor read it and liked it and contacted my agent at the time and asked if I would be interested in working with Blizzard on a Starcraft project. And Blizzard had of course read it too and they really liked it and were really enthusiastic about my work so I had a couple conference calls to sort of talk it over and talk about the story and what they wanted to do.

Nate Kenyon: We really clicked right away, I think. Really got excited right off the bat talking to them, they're just so passionate about what they do and the story they wanted to tell and really enthusiastic about my work and I think it was a perfect fit because they really wanted to go kind of dark with the story, and there are a lot of horror/thriller elements in the story which is a lot of what I have done in the past.

Nate Kenyon: So they had no problems taking it in a dark, creepy direction in a lot of ways and that was something that I love playing with. So that's how it happened and I went out to visit them and had a fantastic day-long creative with them and hashed out a lot of fun ideas and then took from there and worked on getting the outline right and I went on from there.

Nate Kenyon: Everybody was thrilled with this book, so that lead to Diablo which is my newest project that I just finished and that's gonna be a really big book sometime early next year. Really, really excited about that one. Great story to it and it was a lot of fun to write and I think we all had a blast kind of playing in that universe. Yeah, I'm excited about both these projects.

Destructoid: Yeah, and the Diablo one, not to go too far away from the Starcraft one, but the Diablo one I'm kind of curious about. Because that's very high fantasy, you know medieval sort of setting, which is kind of a lot different than your other books. Am I right in saying that?

Nate Kenyon: Yeah, yeah absolutely. But at the same time it's funny when that's one of the reasons that they really got the experience they had working on Spectres with me; I think that they really wanted to take Diablo in a bit of a different direction and kinda reboot some of the – from a fiction perspective – reboot and re-tell some of the backstory for new fans as they get ready to launch this new game and kind of take it in a – you know, obviously it's still set in the same time frame and has a lot of the same elements and everything – to really play up the horror elements, the thriller, creepy stuff part of all that and up the stakes there.

Nate Kenyon: So I think I was good for that, and I approached both projects very similarly: I really just immersed myself in the worlds for both of these new books and you know, spent several months just reading everything I could get my hands on, reading wikis, talking to fans, talking to Blizzard lore team, and just really learning every possible detail I could about the entire lore history of both of these franchises so by the time that I got to the point of writing I felt really comfortable. Like I was just in part of that world. So all that stuff kinda came alive for me.

Destructoid: Okay, well that's cool.

Nate Kenyon: Yeah, it was fun.

Destructoid: It's good that you had an enjoyable experience because this, like you said, is your first kind of tie-in working within an established intellectual property as opposed to your own. And speaking of that, can you talk a bit about how your process changes or maybe doesn't change on the difference between working with an established IP versus your original stories?

Nate Kenyon: It definitely changes. I by nature, most of my original stuff I'm more of a seat-of-your-pants kind of writer. I think there are two different kinds of approaches, two different kinds of writers. There's sort of the more logical, outlines, takes detailed notes so we know every step, every chapter, and then there are those like-- Stephen King's kind of famous for saying you get an idea, it sparks an idea, he takes some notes, he just is off and running and sometimes he doesn't know exactly where the story is gonna take him. He may know the beginning, he may know the end, and a point or two between. That's the way I used to write. This requires a very different approach. And I was surprised actually to find that I really liked it.

Nate Kenyon: Before this I thought that you were hard-wired, you're a kind of writer and this is just the way you approach a story and it was what worked for you, and I changed my opinion on that. Or at least hey, I can write either way and in some ways writing with an outline and with collaborators and brainstorming and everything is even more rewarding and a better experience. I didn't write myself into a corner with these books for the most part, because I had a real good idea of where I was going. And the experience of writing with a team like Blizzard, and the enthusiasm they have for story and the talented people they have there, and just get on the phone and brainstorm these ideas and throw an idea out there and have somebody either go no, that doesn't work or suddenly have it click and everybody kind of gets excited, you feel the energy building, “Yeah yeah, that's a great way to take that,” and it's just a real high and a real fun experience to work that way.

Nate Kenyon: And then of course you have to take all that and hunker down in your office by yourself and write. But you know, that really carries you through I think in a lot of ways. And I think we got creative in ways with the story that I might not have without those brainstorming sessions. They certainly had a lot of plot points they wanted me to hit and great ideas and stuff too that they brought to me in the first place. And then, kind of developing that from there and coming up with things together was really a lot of fun.

Destructoid: Okay, so you were working then pretty closely and frequently with a team to kind of help keep track and make sure that the story was... you know, very... for lack of a better word to describe it, it was very, very “Starcraft” or very “Blizzard.” And keeping track of that, you were working pretty closely then?

Nate Kenyon: I worked very closely with them initially, but with both these books what happened is we'll work together, we'll have some conference calls, they brought me out to Blizzard campus for both of these books for sort of a day long kind of brainstorming session. And then I work on the outline and based on what we've talked about I'll shoot it their way and then we kind of back and forth to hammer out more details and everything, and then I kind of lock myself away for three, four months or something and hammer out a draft.

Nate Kenyon: And you know, I'll be in touch with one or two folks usually off and on during that process by email or whatever, just if I have a question that I really need answered before I can move on or just to let 'em know how they're going or whatever. So it's really an intense process in the beginning, getting going, and then I kind of do my normal, you know, shut myself away, lock myself up, come out bleary-eyed and weird then or something, you know?

Destructoid: Oh yeah. [laughs] Definitely.

Nate Kenyon: [laughs] And then of course there's another collaborative part beyond that which is when they get the draft, you know, working on revisions, working on changes to the story. That's a whole other challenge and another kind of fun thing to do because the stories always tends to go off in slightly different directions than you think and then some things might have worked on outline or if folks at Blizzard might see a point that needs to be slowed down or speeded up or changed or whatever or something's changed in the IP, you know all that stuff happens and then there's the process of where they'll give me detailed notes and talk about all these things and have another conference call and rewrite everything and get it closer and closer to what we all really want.

Destructoid: Yeah. I think if I was in your shoes, I would be panicking I guess because I'd be thinking, “Well I want my character to have a conversation with so-and-so but how do I know that so-and-so would be available at this time?” Because the Starcraft and Blizzard universes are so fleshed-out and technical that I just figured there was a lot to kind of keep track of in that sense.

Nate Kenyon: There is a ton, yeah. [laughs] And Diablo is just... You know, I think one of the reasons they wanted to do this book and the way that we did it was because I think a lot of people, even the hardcore fans, may not know that there's so much backstory to Diablo, so much lore developed from day one of creation. There's so much there that is great and rich and tradition and ideas. So yeah, it's daunting and initially, since Starcraft is the first one I did, I was frozen.

Nate Kenyon: But once I started writing and I just let myself rely on all that research I'd done and just... really living, breathing Starcraft for like three months, once I allowed myself to relax and just depend upon that, just fall back on that, you know I know this stuff, I know these characters, I know this world now. Everything was fine, and then of course the outline was there to guide me along and keep me on track.

Destructoid: Cool! So, speaking of outlines and everything, I wanted to ask how much of the story for Spectres was taken from the game Ghost that sadly – so sadly! – never made it and how much of that factors into Spectres the novel.

Nate Kenyon: Yeah. I'm actually not really sure, honestly. Certainly, Blizzard had a pretty detailed story for this book, but I also in working with them took the story in different directions from some of the things that were too drowned and that was all fine. You know, I'm not familiar with detail after detail of the Ghost game itself, certainly I know the elements and everything, but I don't know exactly where they were taking the story moment to moment.

Nate Kenyon: So all I can do is tell you the story certainly fleshes out that world and that timeline and explains the spectres, which is obviously a big part of everything, and Nova's story and what happened and why. So certainly some of it's there. Some of it's there, I just can't tell you exactly how much.

Destructoid: Oh okay. Well it was a game that was kind of mysterious in its own right, so I don't think anybody really knows too much more than everybody was looking forward to it.

Nate Kenyon: [laughs] Yeah and I think – I hope – that fans will give this book a shot. I hope it satisfies some of that and I think the story itself is killer, I mean it's really fun. And all the elements are there for great conflict, tension, dark thriller stuff, science-fiction stuff, the idea of the spectres and the whole clash between ghosts and super ghosts if you want to think that way or whatever. That whole tension, that whole clash is epic and fun and I think this book plays it out well.

Destructoid: Yeah, and that goes to one of my questions that I sent you: Without giving any spoilers – if you can – can you describe one of your favorite scenes in the Spectres novel?

Nate Kenyon: I love that question. I was thinking about it and I um... there's so many! [laughs]

Destructoid: [laughs]

Nate Kenyon: I don't know, obviously I'm partial cuz you know, I like the book and everything and I had a lot of fun writing it. But there's some really great, great scenes in this book. You know early on, right off the bat, there's the opening scene where Nova has been drawn to this wasteland of a backwater planet and the Zerg are there and right off the bat there's just this epic battle which I spent a ton of time researching and making sure I was getting everything right and illustrating you know, all the different kinds of aliens, and the ways they could attack and having fun with that. I just wanted to sort of start with a bang and just kind of blow up everything and have a blast with it right off the bat and that scene I think is one of my favorites.

Nate Kenyon: There's some other great scenes, there's some interactions with Leo and Kat, you know, it's very kind of creepy scenes on more or less abandoned space stations and environments like that that are fun. There's a great scene in sort of propping up the center of the book you know with ghosts versus spectres in the middle of a very important city. [laughs]

Destructoid: Yeah.

Nate Kenyon: That's a lot of fun, you know playing with their powers, and how would they set each other up and how Nova reacts to all that is a lot of fun.

Destructoid: Yeah, and speaking about Nova, she was this kind of character that... again, since Ghost never came out as a video game, she was this character that a lot of people thought was really cool, but people didn't actually really get to know her until the novels and the graphic comic, Ghost Academy. And female leads are kind of becoming a thing in gaming, more so I would say than they have been in the past probably five years I would say is when they've kind of started taking off? And I just wanted to get your perspective on writing Nova, especially because a lot of times female characters get criticized as being too emotional and I would say that Nova certainly has her emotions and everything, but for good reason.

Nate Kenyon: Yeah. You're absolutely right.

Destructoid: Yeah, and could you just talk a bit about writing Nova as a character?

Nate Kenyon: Yeah. I love this character. I absolutely love her. She's so much fun. And part of it is just the setup with who she is and you know, the constant battle-- the entire premise that she willingly goes into the ghost academy, the ghost program to forget who she is, where she came from, the things that happened to her, that's just fantastic and great drama for a character.

Nate Kenyon: And then in this book, being able to start to pull all that back and dump it on her while she's trying to deal with you know, the actual events that are happening and the danger around her and you know, everything she has to deal with and being able to kind of draw those elements back in and have them-- and Blizzard and I talked very early on about bringing those elements back like flashbacks, you know like hallucinations almost, things that just flash in her mind and they're so strong that she can barely even do anything, can't react to anything else, just really overwhelming, and that idea of these things coming back on you whether you like it or not is just fascinating to play with from a character perspective.

Nate Kenyon: And I think you're right on about she has emotions, absolutely she has emotions, but being able to play with her wanting to bury those and yet having them come back up again, and yet here she is this kick-ass heroine who's got these incredible talents and you know, she's one of the most powerful, talented ghosts that ever lived and being able to play with that and at the same time kind of draw out her vulnerability a little bit and have her battling some of those demons from her past was so much fun. She's a fantastic character, one of my favorites that I've ever worked with.

Destructoid: Well cool! I'm glad that you had fun writing with her. I kind of found that it felt-- and I'll be honest with you, I have not had a chance to read any of your prior material, but reading up on the things that you've written before and the characters you've written before, I'm very interested in Prime and Sparrow Rock and all those. But the sense that I got from Spectres, and I don't know if this is something that is a constant in your writing, and maybe you can tell me, is that there was kind of a sense of like a mystery thriller kind of conspiracy theory thing going on. Like it just felt almost spy noir, was that a switch for you or how did you switch up your style if you needed to for Spectres?

Nate Kenyon: Yeah, that's a great question. Yeah, I think that's definitely part of what I try to do. And this fit perfectly. I think that's why it all came together so well and I felt like I was a good fit for it and Blizzard and Pocket did, because I think some of the stuff I've written before, the characters I've written, the plots I've written, they resonate with this book too.

Nate Kenyon: And yet at the same time of course it's completely different, it's in a completely different universe and everything, but you know I always feel that story is about the characters and the major plot elements that drive them forward, and everything else around them is a shell to tell that core story about a person or people and what happens to them. And this is the same thing.

Nate Kenyon: Absolutely there are some similar elements and things that I love to play around with and I think my second novel, The Reach, has a very strong female lead and a little girl in that book that's telekinetic and it's very much sort of techno-thriller type of read. So I was trying to write Firestarter as Michael Crichton might write it: realistic and science-based approach to telekinesis.

Destructoid: [laughs] Yeah.

Nate Kenyon: So that experience, which is one of my favorite books that I've done, that experience informs Starcraft and Nova very well too. So I felt comfortable writing that type of lead, that type of story and making it feel as realistic as possible, and as epic as possible.

Destructoid: Yeah. Well I just have one more question. I just wanted to ask you Nate, I know you're not a gamer from some earlier interviews I've read that you've done, but I wanted to ask kind of what your thought is on video game storytelling, and if you think that they can be, will be, or already are as compelling as the other forms of artistic expression like a novel, or a movie, or that?

Nate Kenyon: No question. Absolutely no question, they already are. You know, you just look at the level of interest and the depth of story that comes now in these games. You know I'm not a hardcore gamer, I certainly play off and on various universes and stuff, I'm familiar with Starcraft, I wasn't a hardcore player or anything, so there was a lot to catch up in that universe since I hadn't played in a long time... But yeah, there's no question. There's no question.

Nate Kenyon: You know, how far we've come in such a short amount of time, you know from Pong, where there was no story at all, it was just a very simple game that this stuff now is just as rich and developed as anything... you know, even having some idea of what was out there already, diving into this, the Starcraft universe, talking to Blizzard, reading the backstory, playing the game, just made me... I was blown away by it and how much more there was than even I realized to the backstory, to the universe, the characters. At the same time, it also made me realize how much there was to tell. Which is really exciting for a novelist, because you've got all this stuff to play from, to work with, but there's still definitely stories that are just kind of glossed over or just mentioned briefly that there's all these pockets within the timeline that have fantastic stories that you can write, you can develop, within those kind of tight circles.

Nate Kenyon: You know, as long as you play within the lines of the larger lore within those tighter circles, there's often a lot of leeway to develop things that are yours and characters that are yours and things like that. So that's exciting. But to your original question, there's no question that they are just as rich, just as immersive, just as interesting and just as much as a story as any other form of storytelling.

Destructoid: I think you'll find a lot of readers that will agree with you, so I'm glad that you feel that way! [laughs]

Nate Kenyon: [laughs]

Destructoid: Well thank you very much for your time!

Nate Kenyon: Absolutely, thanks so much for talking to me. I had fun!

Interview by BlizzPlanet



  • Ghost

Cards with Ghost Abilities

EMP Round

“Blast a targeted area draining the enemy's shields and energy.”


“Use the Ghost's ability to render itself invisible.”

Tac Nuke Strike

“Employ your Ghosts to launch a tactical nuke, an utterly devastating attack.”


  • Sarah Louise Kerrigan (Ghost)

Book Annotation

The sinister zerg leader no longer commands her legions of bloodthirsty aliens against the humans of the Koprulu sector, all thanks to the combined courage and tenacity of Jim Raynor, General Horace Warfield, and a mismatched team of Dominion soldiers and outlaw rebels.

Although the queen is no more, Sarah Kerrigan is very much alive. The woman who once controlled countless alien minds in a rampage across the stars has been spirited away by the man who dethroned her. Now Arcturus Mengsk’s Dominion armada is on her heels, roaring for blood. Jim Raynor will need to test his strength, his wit, and his loyalties against impossible odds to protect the woman he loves. StarCraft II: Flashpoint bridges the events that take place in StarCraft II: Wings of Liberty and the upcoming StarCraft II: Heart of the Swarm. Featuring never-before-seen glimpses into Jim Raynor and Sarah Kerrigan’s past, this novel opens a window into a world of passion, action, and adventure.





  • Nuclear strike
  • Ghosts
  • Gabriel Tosh
  • Sarah Louise Kerrigan
    (dezergefied psionic)






  • Winlaleah “Leah” Martine

Book Annotation

As the Swarm boils in chaotic uncertainty, Arcturus Mengsk has seized this opportunity to bolster his Dominion forces. He has gathered a seasoned team of scientists—the best terran minds in the Koprulu sector—to unravel the secrets of the savage zerg and the enigmatic protoss. Because in this brutal corner of the galaxy, the human race is going to need every chance it can get.

Collected here for the first time is Blizzard Entertainment’s revolutionary Project Blackstone transmedia campaign. It is a compilation of tightly woven short stories, journals, emails, chats, and tweets from the research staff of a top-secret government facility dedicated to shedding light on the mysteries of this sector. More than a simple anthology, this volume is a target-rich environment of weapons data, exotic alien science, and faceted backstory—the lore foundations of the StarCraft universe.

Declassified on Site
Dr. Helek Branamoor: It is my profound pleasure to welcome each and every one of you to Project Blackstone. Hold your heads high, people. You are now members of a select team, a group that has been handpicked by top officials in Dominion intelligence and approved by Emperor Mengsk himself. You will be the front line in scientific research dedicated to the protection and expansion of our empire of man throughout the Koprulu sector.


Week 5: Log 29

Warren Held: @LeahAMartine Everything set up for the intracranial investigation of specimen AP-05?


Leah Martine: @WarrenGHeld Yes, Dr. Held. All surfaces prepped and tools ready.


Warren Held: @LeahAMartine I certainly hope ALL of my tools are where I left them this time. If your sloppiness costs me one more valuable.


Warren Held: @LeahAMartine This is inexcusable.


Warren Held: @LeahAMartine Inexcusable.


Warren Held: @LeahAMartine INEXCUSABLE.


Talen Ayers: @JakeJRamsey What's all the commotion down in BioLab 4? I'm trying to scrub Overlord brain-matter off the walls in peace over here.


Jake Ramsey: @TalenAyers Not sure - our next procedure doesn't start for a few hours. Leah was down there doing prep work with.


Jake Ramsey: @TalenAyers Damnit.


Jake Ramsey: @LeahAMartine Leah, please respond.


Adjutant 33-27: Major Treicher, we have an altercation on Biolab 4.


Jake Ramsey: @LeahAMartine Winlaleah?


Jake Ramsey: @TalenAyers I'm heading down. Something doesn't feel right.


Lee Treicher: @Adjutant3327 I'll be right there.


Jake Ramsey: @RedellQuinton Thanks for helping Dr. Martine today, Red. Sounds like things got rough in there.


Redell Quinton: @JakeJRamsey Shoot, son. That lady didn't need my help. I was trying to save Held's life.


Redell Quinton: @JakeJRamsey He came at her with a scalpel. She practically put him through the fekkin wall. Five more seconds and she would've ended him.


Jake Ramsey: @RedellQuinton They've been at each other's throats for a while now. Tangling with a Ghost Academy alumni is something I wouldn't recommend.


Redell Quinton: @JakeJRamsey Wait wait wait. Hold on a second. She's a ghost?


Jake Ramsey: @RedellQuinton Pretty much. I haven't asked her about it. I just know Leah's been through a lot.



  • Sarah Louise Kerrigan (Ghost)

Comic Annotation

No single human being has been more inseparably tied to the twisted destinies of the terran, protoss, and zerg races than Sarah Kerrigan. She has risen from the ranks of soldier and rebel to become the unstoppable Queen of Blades, supreme ruler over a race of bloodthirsty aliens. But now she has fallen from her seat of power and been taken in by those who wish to separate the woman from the monster—a task which may be more difficult than it was to dethrone her.



  • Sarah Louise Kerrigan (Ghost)
  • November “Nova” Terra
  • Gabriel Tosh

“Back in the Saddle” Mission
(Meeting Nova at EB-103 research station)


Adjutant: All personnel must evacuate.


Nova: This is Nova. Begin your sweep – find Kerrigan!


Dominion Ghost: Bravo team, acknowledged.

In-Game Dialogues

Nova: Kerrigan, my forces have taken control of the security hub. We are putting this facility on lockdown.


Nova: Make this easy on everyone and surrender now.

Ghost Enemy Unit

Ghost unit among Dominion Forces landed in the capsule.


In-Game Raynor's Dialogue with Nova

If you helped Tosh before.


Raynor: Nova!


Nova: Well well. Jim Raynor.


Nova: If you'd help me with my Tosh problem, I might have looked the other way while you got out. But you chose poorly!


Raynor: Alright, Blondie, take your shot!

If you helped Nova before.


Raynor: Nova!


Nova: Well well. Jim Raynor.


Nova: You helped me with my Tosh problem, and I appreciate that. But a girl's got to do what a girl's got to do!


Raynor: Alright, Blondie, take your shot!


“Conviction” Mission
(Rejected Tosh/ghosts help when rescuing Jim Raynor from the Dominion prison)


20:17 – Shipboard Time

If you helped Tosh before.

Valerian: Kerrigan, we've found him.


Kerrigan: Where?


Valerian: He's being held on the Moros, a mobile prison ship that jumps every hour to a randomized set of coordinates.


Valerian: There's no way to predict where it will jump next.


Kerrigan: They've got to resupply sometime.


Valerian: Exactly. We know the ship will be at the Atlas station for thirty-two minutes tomorrow.


Horner: Atlas will send a tanker out to the Moros, but when the fuelling's done, it's gone.


Horner: Our associate Tosh volunteered to infiltrate–


Kerrigan: No, you've done your part. I'll handle this myself.


Horner: Be careful, Kerrigan. This place makes New Folsom look like a nursery.

If you helped Nova before.

Valerian: Kerrigan, we've found him.


Kerrigan: Where?


Valerian: He's being held on the Moros, a mobile prison ship that jumps every hour to a randomized set of coordinates.


Valerian: There's no way to predict where it will jump next.


Kerrigan: They've got to resupply sometime.


Valerian: Exactly. We know the ship will be at the Atlas station for thirty-two minutes tomorrow.


Horner: Atlas will send a tanker out to the Moros, but when the fuelling's done, it's gone.


Horner: We're going to use ghosts to infiltrate–


Kerrigan: No, you've done your part. I'll handle this myself.


Horner: Be careful, Kerrigan. This place makes New Folsom look like a nursery.





  • November “Nova” Terra
  • Sarah Louise Kerrigan
    (dezergified psionic)




  • Ghost

Short Story Annotation and Ghost Mentions

A lone marine squadron tragically underestimates the vicious cunning of a feral overlord.

He stood on the observation deck of the former Tarsonis Ghost Academy, a reclining giant of black reflective marble on the outside and neosteel on the inside. The desiccated grounds of the city square framed the academy and the shattered monument up front. Only two ragged stone feet on a pedestal remained of the tribute to some hero of the now-dead Confederacy.

Five years ago, the zerg had come to Tarsonis, the Confederacy's capital world. Billions had died in a handful of days, by zerg or protoss. Now Tarsonis was a ghost world, a channel for winds screaming in cold stone hallways and howling through the rusty teeth of the shattered skyscrapers surrounding the academy. Tarsonis City was a spooky place, no doubt, but since the Dominion salvage crews had left, nothing was out there.

* * *

"Would you two girls shut up for a second?" Hanna said, striding past them down the dim hallway. Lights flickered. The recruits had stayed in the rooms nearest the lift, but the barracks had been built to house hundreds of ghosts and ghost recruits. The halls were long and dark, and full of echoes, and now...

* * *

Caston had dug and filled the eight graves by the time the sun rose. He left his empty armor beside them and walked off into the ghost of the Confederate capital. A rescue team would come eventually, and he didn't want to be rescued. Rescue meant resocialization. Resocialization meant forgetting, and he didn't want to forget.


  • Ghost

Short Story Annotation and Ghost Mentions

Filming an ad for Axiom Ordnance's new Warhound is not the kind of situation that leads a man to his artistic destiny... or is it?

"Well, here's the other thing," his agent said. "There's a bit of a sticky problem with financing Heroes of the Periphery." This was the next holo Drenthe wanted to make, a grand war epic about an embittered ghost and her unlikely love for a protoss templar in the face of a new zerg invasion. He had been working on it for years.


  • Ghost

Short Story Annotation and Ghost Mentions

Jake finally found paradise — if he didn't mind a few mutant zerg and an obsessed dark templar warring inside a super-volcano.

There were stories of things on the other side of the sector with strange psionic powers. And there were other stories, even more disturbing, of humans who were conscripted and trained as psionic warriors. Ghosts. Jake had never met a ghost, never seen one in person. Officially, they didn’t even exist, but he knew they did. He’d experienced an inadvertent psi blast. It had happened on a transport mission, a top-secret operation.

It had been early in his career, and he’d been only a petty officer third class at the time. But a large black ship, a nameless ship, had needed a crew in a hurry, and he’d had a security clearance. Nobody talked about the mission, but it was understood anyway that they were heading out to the Ghost Academy on the Korhal moon of Ursa. Even though nobody said there was a teep in a shielded cabin, everybody knew there was a teep aboard in the shielded cabin.

* * *

For the rest of the journey, the wrangler kept the ghost candidate sedated. There was no official acknowledgment of the incident, but the captain quietly let it be known that the teep was barely a teenager, untrained and possessing little control over her powers.

* * *

And where had the dark templar gone? That was another thing. Jake had heard that dark templars could cloak themselves like ghosts and go invisible, leaving nothing more than a vague hint of a flicker in the air. He didn’t know if that was true, but if it was, the protoss could be right behind him, and he wouldn’t know. That was not a comforting thought.

* * *

Already he was wondering if he would experience even more sensitivity to psionic noise than he did before. He hoped not. Or maybe he’d be lucky, and his proximity to the blast would have overloaded and burned out the little bit of psionic sensitivity that he had. Many humans had flashes of ability. Few had enough ability to be trained as ghosts. And Jake was now glad he wasn’t one of them. He felt drained, just standing where he was.

* * *

Many humans had a primitive form of psionic ability, a rough animalistic quality that they understood as feelings without evidence—hunches, forebodings, and unexplainable moments of non-causality. Some rare humans had more powerful abilities, enough to be recognizable, controllable, even trainable. The humans had even established an academy for training their psionic warriors, whom they called ghosts.


  • Ghost

Short Story Annotation and Ghost Mentions

A veteran siege tank driver's skills are put to the ultimate test.

Marius glanced to his right, where a dark and ominous cloud hung motionless in the pink sky. This was all that remained of the tactical blast that had ultimately turned the battle for them. Somehow, a ghost had gotten in deep. Perhaps too deep; rumor over the comm was that the poor bastard had probably cashed his chips calling it in.


  • Ghost

Short Story Annotation and Ghost Mentions

After losing contact with the ghost in charge of their evac, a squad of marines must send their newest recruit to find him.

"They can't be here yet," Prescott reasoned. "The ghost would've seen. He'd have called it in, and we'd be on our way out of here."

* * *

That was probably true, Charn thought. Orders had been pretty straightforward: they were to stay on the shell of the abandoned compound until the zerg were sighted. At that point the ghost assigned to their unit would call in a precision tactical strike and then radio for the evac.

* * *

The only problem was the ghost. They'd lost contact with him 26 hours ago. Hell, none of them had even seen him during the entire mission. He was nothing more than a choppy voice on the other end of a beat-up comm, and that voice had gone eerily silent.

* * *

To make things worse, the ghost was also the only one with the evac transmission codes.

* * *

The compound wasn't huge, but it was big enough. The ghost had been holed up in the south tower, watching the horizon. There was no direct way of getting there without crossing the courtyard, and everyone knew the courtyard would be dark, immense, and freezing cold.

* * *

The hatch he had climbed through had been smashed open, presumably by the ghost himself. It was a good sign. Between that and the heat being on, Charn was feeling optimistic.

* * *

At the end of the viewing window stood a human figure. He was half in and half out of shadow, head tilted so that he was looking outward. It was the ghost. He was absolutely motionless, and for a moment Charn wondered if he was indeed dead.

* * *

The ghost's head moved. He turned to look directly at Charn as if sizing him up. Charn couldn't see anything of the man's face; the robotic eyes of his mask were glowing and empty. It was chilling.

* * *

Just as slowly, the ghost's head turned back to the moonlit landscape. He said nothing.

* * *

The ghost stood stock still, arms folded, gazing out over the darkness. Charn waited half a minute for a response, then worked up the courage to take a step forward.

* * *

The ghost said nothing.

* * *

Eerily, like an automaton, the ghost spoke just two words.

* * *

The ghost reached up and removed his headset, revealing eyes that were white, glazed, lifeless. He shifted forward with a mechanical jerk, and that was when Charn saw green tentacles reaching out from the man's spine, gripping his neck and head… tentacles belonging to the neural parasite that was now controlling the ghost's every action.

* * *

"Already done," the ghost repeated, only his lips did not move. Instead, the muscles around his mouth began to curve into a smile. It was the sick, unnatural smile of something that never knew what a smile should be.

The ghost stepped backward into the shadows. The last thing Charn saw was the telltale shimmer of a cloaking device being engaged.


  • November “Nova” Terra

Nova Site Info

Dominion Ghost
November “Nova” Terra is a ghost of the Terran Dominion and one of the most powerful psionic soldiers ever known. Nova is highly focused, determined, and extremely deadly. Even Jim Raynor wouldn't want to be caught within her crosshairs.





Interview with Grey DeLisle-Griffin

Grey DeLisle-Griffin: Nova here. What do you say? Ready to have a little fun?

Josh Rester-Zodrow: What's up ladies and gentlemen? Josh RZ here, community manager of Heroes of the Storm, and we are here today with the lovely Grey Griffin who is the one and only voice for Nova. Grey, do you know that Nova right now, for Heroes of the Storm, is the most popular character?

Grey DeLisle-Griffin: I did not know that. I'm really surprised.

Josh Rester-Zodrow: I'm not even kidding. When you say, “Heroes of the Storm,” the first thing that everyone says is Nova. What made you get into voice acting from the very beginning?

Grey DeLisle-Griffin: When I was little, I was always doing voices and then impressions. I would memorize comedy stuff, whatever was on The Tonight Show. I did standup comedy and I was terrible. [laughs] This was like the perfect job for me. I thought, “I'll be an actor. I'll be a comedian,” but this is perfect because I've always loved doing characters, and voices, and stuff.

Grey DeLisle-Griffin: It's great because it doesn't matter what you look like anymore. Some of my acting friends who started out in their 20s, now they're getting older, and they're like, “Parts are few and far between.” But I'm like, “I'm still playing the hot… you know.”


Josh Rester-Zodrow: Before we move off of that question, can you give us a Nova line for us, just one, so people will know you're the authentic Nova?

Grey DeLisle-Griffin: Nova here. Failure is not an option.

Nova: This is Nova. Begin your sweep. Find Kerrigan.

Josh Rester-Zodrow:  One of the coolest things that she was doing is that they would give her the line, and they would make her do three different variations.

Background Woman: Lines 19 through 21, let's do all three of these, take 15.

Grey DeLisle-Griffin: That's it, NOW you die. THAT'S IT, now you die. That's it, now you DIE!

Grey DeLisle-Griffin: [laughs]

Josh Rester-Zodrow: Grey, thank you so much.

Grey DeLisle-Griffin: Thank you.

Josh Rester-Zodrow: It was awesome having you.

Grey DeLisle-Griffin: It's really fun.

Josh Rester-Zodrow: Yeah, absolutely.

Grey DeLisle-Griffin: Thanks a lot.

Opening cinematic
  • Nova fighting with Arthas and launch nuclear missle.

Nova appearance in intro cutscene

Well, look what the Nexus dragged in. Fancy seeing you here, cowboy.

Raynor: Nova. [laughs] This place is starting to feel like home.

Nova: Don't get comfortable. You're in for a bumpy ride.

Raynor: [laughs] Only kind I ever liked.

Nova preview in alpha version
  • Playing Nova in alpha version of Heroes of the Storm.

Nova model
  • Overview of model from all sides.

Master Nova model
  • Overview of advanced model from all sides.

Nova quotes
Voice actress: Grey DeLisle-Griffin

“Nova here.”
“Don't have all day.”
“No, I am not Kerrigan. And if I'd had my own game, you'd know that.”
“A ghost's first and best weapon is her mind, everything else is supplemental.”
“If they're not dead, it's just because I haven't killed them yet.”
“What can I say? I do have the best equipment.”
“Watch where you're clicking. I'm not just some piece of assassin.”
“You ever heard the one about the…” [Man voice: This joke has been indefinitely postponed.]
“Is that a nuclear launch I detect or are you just glad to see me?”
“Well, all day long at Ghost Academy, all I hear is how great Sarah is at this, or how wonderful Kerrigan did at that. Kerrigan, Kerrigan, Kerrigan.”
“One shot, center mass. Poof!”
“You think you have issues with your parents? Clearly you haven't heard my story.”
“I can't believe I made out with Tosh. Wait, was I mind-wiped in that manga? I always forget.”
“Blondes have more fun!” [gunshot] “See? So fun.”
“Failure is never an option. No seriously, go check the menu. I'll wait. Not there, huh?”
“Thanks for the hand.”
“OK, I'm back.”
[laughs] “Told you.”
“Threat eliminated.”
“And that is that.”
“It's not wise to pick a fight with an assassin.”
“That's it. Now you die!”
“Call down the thunder and you reap the whirlwind.”
“Ghost reporting.”
“Can't kill me that easily.”
“Nova here.”
“Watch and learn.”
“Can I keep Limber?”
“See you.”
“I'm a ghost.”
“Hey there.”
“Hey, that was my mistake.”
“Oops, sorry about that.”
“Thanks, appreciate it. That was pretty smooth.”
“I'll admit, you've got some talent.”
“Oh, you spoil me.”
“I just get better and better.”
“Got to love that.”
“Upgrade complete. Tack assignment acknowledged.”
“You're in my cross hairs.”
“Enjoy these last few moments. Your time is up.”
“Well this sucks.”
“Nova here.”
“Well look who it is.”
“That one lucky friend.”
“Locked and loaded.”
“Looks like I'm the best hero in your collection.”
“I never fail to impress.”
“Ready to have your mind blown?”
“It's rude to stare, you know.”
“You know, it's way more fun to try my abilities than read about them.”
“Don't you hate it when your trigger finger gets all itchy?”
“So, what do you say we start a match already?”
“Kill shot confirmed.”
“Terminating with extreme prejudice!”
“Orbital cannon synchronized.”
“Here comes the light show!”
“Got it anyway.”
“Boo ya!”
“On it.”
“Strictly business.”
“En route.”
“Loud and clear.”
“I'll make it happen.”
“Yeah, I like that.”
“On the move.”
“We should hit them while they're weak.”
“Advance! They're right where want them. Go, go, go!”
“Watch yourself out here.”
“Kill confirmed.”
“You're in rough shape. Get up a healing fountain.”
“Better hit up a healing fountain ASAP.”
“I'm taking this mercenary camp.”
“Reinforcements inbound. Heading over to help.”
“I'm making a tactical retreat. Got to pull back for now.”
“Damn it.”
“Need a body bag here.”
“Initiating assault.”
“On the offensive.”
“Preparing to terminate.”
“I'll give it a shot.”
“In my sights.”
“Engaging hostile.”
“Advancing on target.”
“Oh. Miss you already.”
“Oh, nothing but orbital laser.”
“I can't move!”
“That's it. Keep it up!”
“Right on!”
“We're closing the gap. Keep your eyes on the prize.”
[sound of someone in pain]
“Got to love this medic.”
“Thanks for the heal.”
“Keep up the healing.”
“Couldn't agree more.”
“Sounds fun.”
“Want to bet on who gets the first kill?”
“Let's go feed these guys some humble pie.”
“They'll never even see what hit them.”
“Why did I get partnered with the fish again?”
“I can't believe they stuck me with you.”
“Look who it is.”
“This ought to be interesting.”
“Well, well, well. James Raynor.”
“Keep your eyes on the battlefield, Tychus.”
“Ready to pop some hostiles?”
“What do you say, ready to have a little fun?”
“Roger. They'll never see me coming.”
“You got to ask.” [laughs]
“I hate sushi.”
“It's going to be great when they wipe you from my memory.”
“This might just be fun after all.”
“More than you are, marshal.”
“Call me sweetheart again and you spit out a bullet. Are we clear?”
“Nothing personal.”
“Keep the bullets to remember me by.”
“Now, who's a ghost?”
“I always get my target.”
[laughs] [blows a kiss]
“Hunter? More like hunted.”
“Looks like I can shoot the wings off a butterfly.”
“I never get tired of that.”
“See you around marshal.”
“That's why I make the big bucks.”
“My health is low.”
“Saved my life there.”
“That was getting grim.”
“Thanks, I really needed that.”
“I'm low on mana.”
“Low on mana here.”
“My mana is low.”
“No, negative.”
“Can't do that.”
“Our ally needs help.”
“Could use some backup.”
“Need a little help here.”
“What do you guys think about attacking here?”
“We should attack their core.”
“We should take this mercenary camp.”
“Anyone up for destroying this fort?”
“Let's capture this watchtower.”
“Someone cap this objective.”
“Objective located.”
“Let's go get it.”
“We better grab these.”
“Acquire these targets.”
“My kind of trouble.”
“Watch out.”
“We should defend here!”
“Defend the core.”
“We should defend this fort.”
“All right, let's keep this structure intact.”
“Defend that structure.”
“Protect the VIP.”
“We need to keep our target alive.”
“We ought to defend this watchtower.”
“Let's blast that structure apart.”
“Demolition authorized. Let's take it out.”
“Eliminate the target.”
“Assassination authorized. Let's go!”
“Our enemy just ducked out.”
“Enemy's making a break for it.”
“Terminate this hero!”
“Be right there.”
“Already moving.”
“I'm calling in a retreat. Let's move!”
“Be back immediately.”
“Let's get this thing moving.”
“Transport this out of here.”
“Let's make a drop-off.“
“I think it's time we turn these in.”


  • Ghosts Site

“You're Going in with the Big Guns”

Raynor: The Ghost on the other hand, will often leave an enemy never knowing what hit ‘em. Able to cloak into the shadows in ways even I don’t understand, the Ghost packs a powerful arsenal of offensive capabilities including Snipe, EMP, and even a fearsome nuclear missile deployment.


  • November “Nova” Terra

Future of StarCraft II BlizzCon Panel Video

BlizzCon 2015 future of StarCraft II disscussion including Nova Covert Ops Mission Packs.

StarCraft II Mission Packs BlizzCon Panel Transcript

Jason Huck: Entaro Tassadar, BlizzCon! I had to get in my Protoss shout there; I mean we are on the cusp of Legacy of the Void coming out.

Jason Huck: You might be wondering about what are mission packs. When we came to talk about the Future of StarCraft II it just seemed natural to us that we are going to want to add more stories to this universe, and talk about other characters that everyone loves, and of course Nova Covert Ops. Why not? Nova is awesome.
Jason Huck: The mission packs are basically in a different format than our usual campaign. These are going to be nine mission story arcs here that will be told over the course of three packs.
Jason Huck: The first one will be coming early next year, and if you didn’t see this at the opening ceremony you missed the teaser trailer there so we thought we’d show it again and everyone check it out again.

Nova: What?.. I… I…

Nova: Where am I?

Nova: Whoa!

Wrangler: Stand and lower your visor for software calibration.

Visor message: YOU ARE IN DANGER

Visor message: ESCAPE NOW

Wrangler: De-cloak, agent.

Wrangler: Rogue agent!

Jason Huck: So the quote of one of my favorite StarCraft units (a StarCraft II unit too) when I am playing StarCraft II and I see a world that’s untouched by war, a world of innocence, a world with lush forests and clean streams; I really just want to nuke the crap out of it, and with Nova you’re going to get to do that. This is a character that is fan favorite. We love her and so it just seems natural to us to have her as the first character to talk about in these mission packs. So let’s talk a little about this is particular.
Jason Huck: Much like Kerrigan was controllable in Heart of the Swarm for one of those missions, Nova also will be playable. You’ll lead her with her black ops forces through these missions, and we’ll have these iconic Terran units that you all know and love like the siege tank and the marine; but they are going to have a little twist.
Jason Huck: They are going to have some Black Ops technology like hover siege tanks or marines with a stim pack that actually heals them when they use them; so who needs a medic anymore when you can actually stim your marines and they keep going.
Jason Huck: Nova will undertake these Black Ops missions for Valerian and the Dominion. She’ll get this cool new ship which you’ll get to explore and we are really hard at work on all these missions right now; so unfortunate that I don’t have anything to show you right now, but rest assured you’ll nuke the crap out of them.
Jason Huck: Of course, with all our sorts of systems that we’ve added to the campaign, this is a really, really rough UI mock up so this is obviously not how it’s going to look when we release it; but this is an equipment system and this is something that allows you to kind of kid out Nova in various different loadouts. She has a helmet or goggles, she has a different suit, she could have a different weapon and different gadgets. So we can give her a different type of grenade, or we can give her a different gun instead of her C-28 canister rifle.
Jason Huck: She can get like a shotgun if it’s time to get loud or something; or we should start experimenting with a sword even; and then of course with all of our campaign experiences, we are going to have some sweet cutscenes that will go tell the story of Nova and the Black Ops missions. To talk more about that I’m going to hand that over to Valerie, and she is going to give you a little bit of history of what’s going on with Nova and the Dominion after Legacy of the Void.
Valerie Watrous: Hey, everyone! Thanks for coming out today. I am super excited to tell you more about what’s going on here in the Terran Dominion. These Nova mission packs will take place after the end of Legacy of the Void. That concludes with some epilogue missions that push the timeline ahead a few years, and Nova Covert Ops will even be later after that.
Valerie Watrous: At this point the Terran Dominion consists of a war-torn people. They have seen a lot over these past few years. There have been wars, civil wars, insurrections, berserk — you name it. At this point, people are ready for peace, but what they do in that peace time is really the question they face right now. Some people are eager to make sure that they are ready. If any alien forces come back, they want to make sure they have the security they need, the weapons they need to stay safe while others are more interested in insuring that the government takes a more progressive egalitarian direction under Emperor Valerian.
Valerie Watrous: Valerian is a much more fair and just ruler than his father Arcturus ever was, and he was raised by his mother in exile; he was raised with those beliefs that freedom and liberty are basic human rights that everyone deserves. To this end he opens up a lot of civil liberties to the people. He opens up freedom to the press, and this seems like a great idea, right? Why would the press not be free? That would be terrible, but unfortunately there are some ramifications to that.
Valerie Watrous: It hit him a little harder than he expects. His enemies use these freedoms to open up conversations about his weaknesses as a leader, and the criticism is more intense than he anticipated; because of that, this price of power is becoming a struggle for him to continue the legitimacy of his reign. A reign as emperor in a government he wants to be progressive and fair.
Valerie Watrous: He begins to worry that his enemies are not just speaking out against him, but also forming secret alliances behind his back. The foremost of these is the Defenders of Man. Publicly the Defenders of Man argue for the security of humanity. They are interested in protecting people from alien threats. That seems like a very logical and smart decision after the recent events where the Swarm walks through the streets of Augustgrad.
Valerie Watrous: The Defenders of Man have been gaining ground. More and more people flock to their side, and listen to their message, but there is something else going on here behind the scenes. Nova in that trailer you just saw has woken up in a facility owned by the Defenders of Man. She doesn’t know why she is there, or what’s going on; and this is a major concern as well for the Dominion.
Valerie Watrous: Her disappearance as their best ghost is a top priority situation. They need to find out what’s going on there, and Nova will be doing just that as well. She needs to learn more about the Defenders of Man, what they’ve been planning and what’s next.


Cloaking field deactivated - Nova Covert Ops revealed!
#BlizzCon #LotV



  • Gabriel Tosh
  • Moebius Corp Spectres
  • Raynor's Spectres

“The Story So Far” Introduction

Tosh as an ally

Narrator: But with arrival of old friends, and mysterious new allies

Narrator: Raynor revived his campaign against Dominion…

Narrator: …scoring major victories on multiple fronts.

“Dark Whispers” Mission
(“Whispers of Oblivion” prologue: helping Zeratul to seek the last fragments of an ancient prophecy)

  • Spectres as part of Moebius Corps.

“Sky Shield” Mission
(Helping Raynor to stabilize the platform)

  • Spectres as part of Moebius Corps.

“Temple of Unification” Mission
(Entering the temple)

  • Spectres as part of Moebius Corps.

“The Essence of Eternety” Mission
(Helping Raynor, Artanis and Zagara to protect Kerrigan)

  • Raynor can train Spectres.



  • Ghost
  • Spectre


Recent DIS psyops assessments reveal that no single unit induces more anxiety disorders in military personnel than the Dominion ghost. This highly trained assassin approaches swiftly and unseen, kills with a single explosive headshot, and melts away undetected.

Unfortunately, Ghost Academy trainees aren’t easy to find. The skillset requires active ability. In terrans, this is inborn and extremely rare. Suitable candidates must be tracked down by psionically sensitive “wranglers” and then recruited (abducted), usually during childhood.

Ghost gear features some of the most advanced technology ever engineered. The skinsuit’s outer layer of synthetic cells augments the wearer’s, strength, and endurance. The helmet visor enhances sight and includes an automated targeting system that calculates atmospheric pressure and wind shear. For safety purposes, perhaps the most important gear is internal: cybernetic implants function as neural inhibits to keep the ghost from losing control.

Ghost Properties

  • Advanced heads-up display for increased sight range and target acquisition.
  • Low-frequency laser.
  • C-10 canister rifle.
  • Neural inhibitors protect agent from losing command of their psionic abilities.
  • Light-refracting nano-fiber skinsuit.

Unit Stats

  • Role: Psionic Stealth Assassin.
  • Armor: Hostile Environment Suit, Personal Cloaking Device.
  • Armament: C-10 25mm Canister Rifle.
  • Size: Light.
  • Effective vs: Raven, Infestor, High Templar.
  • Ineffective vs: Marauder, Zergling, Stalker.

C-10 Mark VI Canister Rifle

An innovative blend of neosteel and light polymers, this elegant sniper rifle fires an explosive 25mm antipersonnel “canister” as well as specialized ammunition. The older Confederate version included special Lockdown rounds that temporarily disabled mechanized units; Dominion engineers replaced these with EMP rounds that deplete the target’s energy, punch through shields, and reveal cloaked targets.

C-10 Rifle Properties

  • Automatic aim compensation for wind speed, gravity, and Coriolis effect.
  • Sixteen sound-suppressing baffles virtually eliminate gunshot reports.
  • Recoil absorption allows for accurate follow-up shots.

Tactical Nuclear Strike

Cloaking technology lets ghosts gain access to high-value targets deep in enemy territory. The C-10 rifle includes a low-frequency laser and magnetic grid tracker to paint targets with pinpoint accuracy for tactical nukes launched from friendly silos anywhere across the combat theater.


In 2501, a classified Dominion research operation called Project: Shadowblade began developing a new class of Psionic soldier. An offshoot of the ghost program, Shadowblade explored the effects of exposing elite ghost agents to Psionic-enchanting treatments using a psionic waveform indoctrinator and a pair of rare chemical reagents: terrazine gas, and jorium, rare crystal. The result: ghosts developed new Psionic powers, including an area stun blast and a powerful armor-piercing Psionic lash.

These enhanced soldiers were called spectres, and at first covert program seemed a success. But the drugs’ addictive quality and the negative side effects in some individuals – violent outbursts, hallucinations, outright insanity, and the ability to overcome memory wipes – eventually derailed the effort. The Dominion discontinued (from what I heard, they discontinued with extreme prejudice) Project: Shadowblade and wiped it from the official record.

Spectre Properties

  • Personal cloaking power system.
  • Hostile environment suit.
  • AGR-14 assault rifle.
  • Sonic-dampening boots for quitter movement.

Unit Stats

  • Role: Psionic Special Forces Infiltrator.
  • Armor: Hostile Environment Suit, Personal Cloaking Device.
  • Armament: AGR-14 Assault Rifle.
  • Size: Light.


  • November “Nova” Terra


Nova Covert Ops is now available for pre-purchase!
Secure your pre-purchase bonuses now: Site Pre-Purchase Info

A conspiracy unfolds
The reign of Emperor Valerian Mengsk is under threat. Along with facing political opposition, several Dominion ghosts have gone missing in action while under his rule. Their trail leads to a secretive Terran group, the Defenders of Man. As Nova Terra, a psionic ghost trained to be the perfect covert operative, you must delve into the conspiracy before it’s too late for the Terran Dominion.

Nine new missions

With a nine mission story told over the course of three mission packs, you'll immerse yourself in the Koprulu sector as you work your way through each mission, strategize against the Defenders of Man, and help Emperor Mengsk restore peace and unity to the Dominion.

A ghost story

Follow Nova's story line in vibrant, striking cutscenes as she searches the sector for answers and battles for truth.

In-game goodies

Pre-purchase Nova: Covert Ops and you'll receive a special in-game portrait. You’ll also receive a ghost unit skin for StarCraft II when you purchase the entire Nova bundle!


Nova Covert Ops is headed your way March 29th!
Pre-purchase now and get in-game goodies:


Nova is headed your way soon!
Are you ready?


Our Patch 3.2 Preview is live now, with new info on the first Mission Pack for Nova!


The Dominion’s top agents are going missing.
Lockwell LIVE has the scoop…

UNN News Report Video

Lockwell: Tonight on UNN, a special report on the Dominion's covert operatives. According to military sources, several of the Dominion's most elite agents, known in some circles as ghosts, have mysteriously gone missing.

Lockwell: Where are they now? Is this a cover-up for a top-secret mission, or is something else in motion? Join us tonight to find out.


What is Radio Liberty doing investigating cryptic messages?
Watch Lockwell LIVE now…

UNN News Report Video

Lockwell: For those of you just joining us, UNN has received word that underground media outlet, Radio Liberty, is involved in an investigative report on the missing Dominion agents.

Lockwell: Allegedly, anonymous sources were able to decrypt a message hidden in an intercepted and highly classified Dominion communique. Is Radio Liberty on to something? Or are they chasing shadows?

Lockwell: We'll have more on this story as it develops.


BREAKING NEWS: Dominion ghosts gone rogue?
Watch Lockwell LIVE now…

UNN News Report Video

Lockwell: We interrupt this broadcast to bring you breaking news. New evidence recently uncovered by anonymous sources points to at least one of the Dominion's elite ghosts going rogue, having assassinated several undercover agents.

Lockwell: Dominion officials urge the public to remain calm, promising that they are doing all they can to apprehend the rogue operative. What does all of this mean? Is the Dominion losing control of its own soldiers? Only time will tell.

Lockwell: This is Kate Lockwell signing off.


Congrats to the community on solving the mystery behind Nova's actions!
You've earned a reward available March 29!


Ready to uncover the truth?
Pre-purchase Nova's first mission pack and get in-game rewards:


Nova's not the only thing headed your way with Patch 3.2!
See what else is included here:


Time to suit up!
Our first mission pack for Nova is now live in the Americas!
Learn more at


Secret messages, espionage and more - see what you might have missed in our ARG recap:


Blizzard Entertainment is proud to present Maximum Novadrive!


Tweet “#NovaFoundMe” at us with an image of how Nova found you until 08/04 for a chance to win a Mission Pack code! Pre-Purchase FAQ

What does the Nova Covert Ops bundle contain?

The bundle contains the entire story arc of Nova Covert Ops, which includes all three mission packs and the Covert Ops Ghost skin. Each mission pack contains three campaign-style missions. Those who pre-purchase the bundle will also receive a Nova portrait.

Can I buy each mission pack individually?

Yes, but only the Nova Covert Ops bundle is available for pre-purchase. Individual mission packs will be available for purchase when the first pack goes live in spring of 2016. Each mission pack contains three campaign-style missions.

Can I get the pre-purchase goodies after the first mission pack is live?

The Nova portrait is only available for those who pre-purchase Nova Covert Ops. The Covert Ops Ghost skin is available if you pre-purchase Nova Covert Ops, or own all of the mission packs. Please note: the Covert Ops Ghost Skin will be awarded once all of the mission packs are owned.

How much will each mission pack cost?

Each mission pack will be $7.49 USD, but you can pre-purchase all three now for $14.99 USD.

When will I receive the Nova portrait and Covert Ops Ghost skin?

If you pre-purchase the Nova Covert Ops bundle, you will receive the rewards on or before the release of the first mission pack.

Do I have to own a version of StarCraft II in order to purchase Nova Covert Ops?

No, you may purchase Nova Covert Ops through the Starter Edition without owning any version of StarCraft II.

In-Game “Coming Soon”

Mission Packs
Nova: Covert Ops
Coming Soon
  • Cloaked Nova in campaign selection screen.

Nova: Covert Ops
Coming Soon
Thank you for pre-purchasing Nova: Covert Ops. The first mission pack is expected to release on or before June 19, 2016 with all three mission packs expected on or before December 1, 2016.
  • Cloaked Nova in “Nova Covert Ops” mission packs screen.


We’re improving the landing screen experience in Patch 3.3! See our preview for the details:


In-Game Launch Event launcher
  • New Nova background and “Out Now” banner.

Landing Screen Improvements
  • New Nova background and announce block.

Campaign selection
  • De-cloaked Nova in campaign selection screen.

Mission pack selection
  • De-cloaked Nova in “Nova Covert Ops” mission packs screen and pack selection.


Interview with Jason Huck

Simon Heijnen: All right, guys. I'm here joined with Jason Huck, who is the lead developer of the StarCraft II Nova Covert Ops Missions. Could you explain to the people really quickly what it is exactly you do when you're leading the team?

Jason Huck: As lead game designer for StarCraft II, oversee all aspects of the game design. It sounds pretty self‑explanatory, but basically David Kim handles pretty much all the multiplayer balance, all the multiplayer side of things.

Jason Huck: But when it comes to campaign development, co‑op missions, anything that's in the front end, or with the chat, and with the UI, and all the other fringe elements that actually still are part of the game, but aren't directly designed or implemented by the level designers, I oversee that.

Jason Huck: It's like the project as a whole, I make sure that everything feels good and works well together and that we're giving players an awesome, comprehensive experience for StarCraft II. It's pretty high level, just oversight of all this things, and I ensure that people are talking to one another. They need to be talking to one another and working together on certain aspects of the game that we are working on at a time.

Simon Heijnen: We're here actually to talk specifically about the Nova missions. If anyone wondering what those missions are, they're basically a separate storyline that is currently running right now. They will be released in different kinds of packs. I was wondering personally what the reason was to go around a Terran character again.

Simon Heijnen: We just finished up the Legacy of the Void storyline and we started off years ago with a Terran character, obviously, with the Wings of Liberty campaign. Were there any other characters that you considered from Terran as well or was Terran already decided as a race right from the get‑go?

Jason Huck: It wasn't really decided from the get‑go. We looked at characters from the campaigns that we like, like they showed up in the campaigns, who weren't primary characters, and so we wanted to… we were thinking about these other characters, Stukov, Nova, Alarak. These really cool characters that we all like and we're like, “Well, let's tell a story regarding one of them.”

Jason Huck: It came naturally to us, like Nova is arguably the biggest, most popular character there. It's creatively refreshing to go back to Terran as well, we were like, “Well, this sounds like a perfect like mash up here. Let's go back to Terran. Nova is awesome. Let's explore her act character,” and also take it in a different direction for Terran.

Jason Huck: Like Raynor in Wings of Liberty, that was very much like a scrappy mercenary force. We thought, “Well, wouldn't this be fun space to explore like the infinite resources of the Dominion and you as a Dominion goes operative working for the Dominion,” so to go all in on the covert ops side of things.

Jason Huck: It's not really about money, it's about using all this high technology and really cool black ops tech and equipment, and so that was the direction. We got really excited about that. Generally, we've got a lot of ideas that we want to do and what excites us at that time, and it turned out it was Nova and sort of Covert Ops direction.

Simon Heijnen: Did you come up with the storyline then first and then based missions around it, or do you guys come up with cool missions ideas first and then base the storyline around those, or is it like a mix of the two?

Jason Huck: A mix of the two. We come up first with a overall story arc that is still pretty malleable, a starting point and an endpoint really, and who are the major characters, that kind of stuff. Then after we get that solidified, we pitch it as a team, make sure that everyone is really excited about the story that we want to tell. Then the design team takes that and then we start to build missions around that framework.

Jason Huck: A lot of times, the mission design will influence the story, so it's a back and forth between the writers and the designers. We're like, we want to do this thing and this mission, or we really like this, and place it in the story, so just further the story more in some direction.

Jason Huck: Yeah, it is a mix and there's a lot of conversations and teamwork involved, and we're still having those conversations, because we only released our first mission pack so far.

Simon Heijnen: Speaking of which, I guess I can ask, there are still six missions that are supposed to be released over the next year, or so. We're getting unique mechanics so far, at least in the first three missions. Is there any mission in particular, mechanics‑wise, that you're personally really excited for and that we, as players, currently aren't aware of yet? Anything you can tell us about that?

Jason Huck: I won't tell you specifically what it is, because anything could change, of course. But there is a mission in mission pack two that is really cool and, of course, I'm going to be vague [laughs] about this. But I would say there is more interesting ideas that we're exploring with this. I think through the first mission pack, we wanted to go all in on the self or cloaking gameplay, because we felt the detection circles weren't interesting enough.

Jason Huck: It's a concept that we used in the past for Wings of Liberty, Heart of the Swarm, and Void, and it was always a very binary gameplay, just dodge the circles of detection. We really wanted a go with the colonel vision model, and everything that you've seen from other stealth games.

Jason Huck: There'll be more iteration on that in the future. This is a starting point for us and we have a lot of other ideas, like how come we also bring other elements of stealth gameplay in here, like can we try to do something motion‑based or audio‑based. There's all sorts of ideas that we're exploring in that space. We're really trying to continue to push the limits of our creativity within the space.

Jason Huck: After already developing 70+ RTS missions, it's quite a challenge, but I'm really happy with what we've gotten so far.

Simon Heijnen: Speaking of packs, is there any reason why you decided to split them up other than it being more time efficient, I suppose? I can imagine releasing nine missions all at once takes a huge amount of time or is there any other reason why they're split up right now in three different kinds of packs?

Jason Huck: It's basically what you've said. We wanted to give players something sooner to play with and we felt like breaking it up into three different mission packs. First of all, it allows to get something out sooner, because we're not developing all nine missions at once.

Jason Huck: We are developing them sequentially, the first three missions. Now, we're working on the next three missions, and we're starting to work on the last three missions.

Jason Huck: It was an exploration for us, just “Can we do this?” We've been used to the two‑plus‑year release model and the number one thing we get from our fans is, “Hey, I want more stuff. I want to play through more missions. I want more story.”

Jason Huck: This is our attempt at doing that, at delivering that, get stuff out more rapidly for our players, keep them really excited and engaged with the game. So far, I think it's been a great success. We're looking forward to doing more of this.

Simon Heijnen: For sure. The actual expansions of the game, all have about 20 missions or so, and you mentioned just now that it takes about two years to develop those. Do you have any indication of how long it would, on average, take to release those three missions, because I personally have absolutely no grasp about them? Everyone is craving more content, but most people don't really have a grasp about that.

Jason Huck: It's variable, honestly, on how long it takes a mission to be developed. Sometimes, we're highly iterative environment, so some missions come together real quickly and other missions are multiple revisions.

Jason Huck: An example that I can use from Wings of Liberty, because I worked on this mission and it was a Supernova mission, it was the Wall of Fire Mission, I redid that mission four times and no one saw the other revision.

Jason Huck: That's our magic, our secret thought is that sometimes it takes multiple iterations to get to where we're at. These missions are going through the same process. I will say we're really striving to get these all out before the end of this year, so that's pretty much our major goal here.

Jason Huck: I think we're on track for that. I feel like we're already in a pretty good space, development‑wise, with the missions we're working on currently, and we have a really awesome plan for the final three missions as well, I think.

Simon Heijnen: All right. Cool. In the main storyline of, for example, Wings of Liberty, players would get to choose rather early on what they would want to focus on. So you would get to choose the upgrades that you want to go for. Usually, that would decide what you're going to be doing 10 missions down the line.

Simon Heijnen: For example, if you wanted to upgrade your Marines early on with Stimpack, or whatever, it would still actually be an important decision later on as well. Is there something like that right now as well, where the decisions that you've made in the very first mission pack will still carry over towards the second and the third as well, or are they regarded as more of a stand‑alone?

Jason Huck: I wouldn't say any decisions you make will carry over, because the systems for Nova are flexible. You can change your equipment load‑out any time you want before each mission, you can change the upgrades your have on your units. But everything you've unlocked from mission pack one will carry over to mission pack two.

Jason Huck: It's not everything that we gave you… you will still have siege tanks with jump jets, let's say, in mission pack two and three, and you may even have more upgrades for the siege tasks. We're going to continue that upgrades to the system, and more units, and more equipment. It's really just an expansion of the systems as we go on. We're going to put in more guns, more suits for Nova.

Jason Huck: We're going to put in more units and more unit upgrades and those unit upgrades will get a broader usage on all the new units we're adding to the experience.

Simon Heijnen: I was wondering, after the Nova missions will be finished up, are there currently any plans to add any new missions in there, because you mentioned already Stukov, and Alarak, and whatnot? I personally would really like to see those.

Simon Heijnen: But I don't know if there's currently already any plans for that right now to continue development of additional mission packs after this as well or if it's just the Nova pack for now and we'll see where things go from there?

Jason Huck: It's the Nova pack for now and we'll see. This is like with Void, people ask, “What are you guys working on next?” We're like, “We have no idea, we're just shipping Void.”

Jason Huck: It's literally that. We finished, we shipped Void and then we're like, “OK, let's start talking about what we're going to do next,” and then we're like, “OK, well… Silva…” It will be the same thing. What we do next, we have no idea until we're done with Nova Covert Ops. If it does well, we're happy and the fans are really happy with it, yeah, we might do more.

Simon Heijnen: Is there any hero, in particular, you would really like to see yourself, any character yourself a big fan of?

Jason Huck: It's always a team decision. I love all the same characters that the fans do. I love Stukov. I love Alarak. But again, who knows who we'll do next.

Simon Heijnen: All right. Thank you very much for your time. Those are the questions that I did have prepared.

Jason Huck: Yeah, I know. Thank you. It was really great talking to you again.

Simon Heijnen: Yeah. We actually talked briefly at the BlizzCon. I wasn't sure if you did remember that one.

Jason Huck: Yup, I totally remember talking to you. It was awesome. I remember it was a great conversation we had then.

Simon Heijnen: Awesome. Thank you very much and thank you for your time.

Mission Pack 1: “The Escape”
(Helping Nova escape from shielded facility)

The Dominion's best psionic assassin, Nova Terra, has been missing for months. She now awakens in an unknown military facility with no memory of the events that brought her there — only a sense that danger is near…

After a few years of peace, the zerg have returned to strike unpredictably at Dominion worlds. Emperor Valerian has tried to reassure the frightened populace, but some citizens remain unconvinced. Together, they have formed an opposition faction – the Defenders of Man.

Meanwhile, the Dominion military has lost all contacts with several of its ghosts, including its deadliest agent, Nova, and the rest of the her team – Stone, Delta, and Pierce. Their fates remain uncertain…


Wrangler: Agent X41822N…


Wrangler: …prepare for routine equipment check.


Nova: What? I… I… Where am I?


Nova: Whoa!


Wrangler: Operational details have been classified for your protection. Memory gaps are a standard side effect. Stand and lower your visor for software calibration.


Visor message: YOU ARE IN DANGER


Wrangler: Is there a problem with your visor, agent?


Visor message: THEY WILL KILL YOU


Nova: No, the calibration's complete.


Wrangler: Right. You're disoriented. Remain calm. Next, we'll test the cloaking functionality on your hostile environment suit.


Nova: Understood.


Wrangler: Enable your cloaking device at this time.


Wrangler: Cloaking functionality verified. You may de-cloak.


Wrangler: De-cloak, agent.


Wrangler: Code 54.


Wrangler: Rogue agent. Send reinforcements immediately!


Nova: Where am I?


Wrangler: I won't tell you anything.


Nova: Good talk.


Mission Dialogues

Nova: Nova here. I'm on an encrypted connection, and I need retrieval now! I can't remember what happened…


Stone: Nova? I think they wiped your memories. We're being held prisoner in a shielded facility. We'll have to escape to contact the Dominion.


Nova: Weren't we on a mission? What happened?


Stone: Whole lot of bad luck. But we'll figure it out.


Stone: Head to the armory—you're gonna need a weapon!



  • Reach the Armory
  • Nova Must Survive

Enemy Trooper: The rogue agent is nearby. If she won't cooperate, neutralize her.


Stone: Be sure you stay out of their sight.


Nova: Understood.


Stone: Nova, how'd you get away from the guards?


Nova: My visor had these messages. Were they from you?


Stone: No. They separated us, and I couldn't help you. I'm sorry.


Enemy Ghost: I sense something...


Enemy Trooper: What's that sound?


Enemy Ghost: Engaging target.


Enemy Trooper: Can't believe it. Target's vanished.


Enemy Trooper: Did you hear that?


Enemy Trooper: Stay sharp. This agent is extremely dangerous.


Enemy Trooper: Get out there and find her!


Enemy Trooper: Wrangler Maxwell's confirmed dead. How could she do this?


Nova: All right, I've got a rifle.


Stone: Nice, but you'll need more than that. Head to the research bay next.



  • Reach the Research Bay
  • Nova Must Survive

Nova: Shouldn't be a problem sniping these guys...


Stone: You always were a great shot.


Reaper: Rogue agent's onto us. Move, move, move!


Enemy Ghost: There you are...


Reaper: Watch out! She's nearby!


Enemy Trooper: Hell, she's gone already.


Enemy Ghost: I see her!


Enemy Ghost: She's gone. Keep patrolling.


Enemy Ghost: Enemy sighted!


Enemy Ghost: I've lost sight of her.


Reaper: She's gone! Get outta here!


Nova: Running into some heavy resistance here...


Stone: Just avoid 'em for now.


Nova: It's no use. They just send reinforcements.


Stone: There should be pulse grenades near you. They'll take out groups of enemies.



  • Escape the Facility
  • Nova Must Survive

Nova: Good. Now I can go further down this corridor.


Nova: Worked like a charm.


Stone: Pierce and Delta are being held here too. It's not gonna be easy to reach all of us.


Bonus Objectives:

  • Rescue Ghosts

Nova: We're a team, we're getting out together... and then I want to know what the hell happened here.


Enemy Adjutant: Attention! This facility's termination sequence has been activated.


Enemy Adjutant: Initiating evacuation protocol for non-combat personnel.


Nova: Agh! This is not what we needed.


Stone: Nova, they're coming for us! You have to move, quick!


Nova: Doing my best here...


Enemy Ghost: Execute the Dominion ghosts!


Delta: I thought they were going to kill me...


Nova: We should try to get the others. I can't let them die here.


Delta: Of course. I'm right behind you.


Pierce: This way!


Pierce: These soldiers... aren't from the Dominion. What's happening, Nova? Nothing makes sense.


Nova: Our last mission went wrong... I think we were captured. Follow me!


Stone: Thank god you made it! Let's go.


Nova: Come on. We're all getting out of here.


Nova: Wait... we're in Sharpsburg. We can contact the Dominion forces in this city.


Stone: We should get off world first. No way of knowing who's a spy here.


Stone: There are shuttles up ahead. Fastest way to 'em would be with these vultures.


Nova: Our chances are better if we split up.


Delta: Pierce and I will go separately. Good luck out there.


Nova: All right. We'd better get going, Stone.


Bonus Objectives:

  • Reach the Starport
  • Nova Must Survive

Nova: I've got to be careful. There are civilians around here.


Enemy Trooper: You betrayed us all, agent.


Nova: I don't even know who you are!


Stone: Nova, the enemy's coming right up behind us.


Nova: These bastards don't know when to give up...


Stone: We'll take care of them!


Nova: Banshees overhead!


Nova: What the hell is that?


Warhawk Pilot: Rogue agent identified. Calibrating weapons!


Stone: We made it... You go on ahead, Nova. I'll catch the next one.


Nova: Not until you give me some answers.


Stone: Do you want to know what happened or get out of here in one piece? Just go.


Nova: Fine.

Used Nova Abilities

Break Neck (Q)

Instantly kill enemy unit. Nova must move within melee range to execute the attack.


Snipe (Q)

Deals 125 damage to target enemy ground or air unit from long range.

Cannot target structures.


Pulse Grenades (W)

Cooldown: 5

Deals up to 100 damage to enemy and air units in the target area.

Does not damage friendly units.


Tactical Stealth Suit

Allows Nova to remain permanently cloacked.


Ghost Visor

Reveals the locations of enemy units within a radius of 20 from Nova's position. Does not reveal cloacked or burrowed units.

Used Nova Equipment

Ghost Visor

Range: 20


Tactical Stealth Suit

Armor: 1

Move Speed: 2.5


Pulse Grenades

Damage: up to 100

Targets: Air and Ground


C-20A Canister Rifle

Damage: 300

Range: 7
Weapon Speed: 1.5
Targets: Air and Ground


Used Delta, Pierce, Stone and Ghosts Equipment

Terran Infantry Armor

Armor: 0

Move Speed: 2.25


C-10 Canister Rifle

Damage: 10
vs Light: 20

Range: 6
Weapon Speed: 1.5
Targets: Air and Ground

In-Game Screenshots

Environment Screenshots

Mission Achievements

The Escape
Complete “The Escape” mission in Nova: Covert Ops.


Fire and Forget
Kill 20 enemies with the Snipe ability in “The Escape” mission.


More Like Lame Turrets
Do not take any damage from the flame turrets in “The Escape” mission on Normal difficulty or higher.

Mission Pack 1: “Sudden Strike”
(Helping Nova to hold out until the Dominion arrives)

Nova has escaped from mysterious facility where she and several other ghosts were being held captive. Unanswered questions race through her mind as she attempts to reestablish contacts with the Dominion, hoping that they can shed some light on who she was with and why she was there.



Sudden Strike
Complete the “Sudden Strike” mission on Nova: Covert Ops.


Destroy 30 enemy forces with Spider Mines in the “Sudden Strike” mission.


Built to Last
Prevent Admiral Horner's base from losing more than 5 structures in thу “Sudden Strike” mission on Normal difficulty or higher.

Mission Pack 1: “Enemy Intelligence”
(Helping Nova to infiltrate the Defenders of Man base)



"The enemies of the Dominion are everywhere."
To view the original images, visit @CalypsenCosplay's profile page.


When your visor says go, you go! See what happens in @CarbotAnimation's new Nova short:


QQ, Pew Pew, or... a ladder? Vote for the portrait you want us to add next: #SC2PortraitPick


Community Vote: “Pick The Next Game Portrait!”

Pew Pew Pink

Black, blue, gray – the chosen colors for most operatives. And the colors on the outfit of an elite operative should be as serious as their mission assignment. Or should they? Who says covert operatives can’t have a sense of fashion? The pink armor on this operative is both stylish and deadly! If you have a reputation for getting a job done in style, then this is the portrait for you!


"I’ve always been loyal to the Dominion."


The next Nova Covert Ops Mission pack is coming soon! #SC2 #NuclearLaunchDetected


Nova is all that stands in the way of a Zerg invasion. #WatchYourBack


Mission Pack 2 Trailer

Reigel: Reports are coming in from major population centers.

Reigel: They detail extensive damage and high casualties.

Nova: How many zerg are there?

Reigel: We are too late, Nova.

Wrangler: She saw too much.

Reigel: The Defenders of Men have already done so much for the Dominion.

Wrangler: Well done, Nova.

Wrangler: You are ready for this.

Nova: They lied to me.

StarCraft II: Nova Covert Ops


Nova's enemies think they're prepared for her assault, but in StarCraft . . . ship happens.


How good is your missile dodging? Nova Mission Pack 2 preview:


You'll have a whale lot of fun in Nova Covert Ops: Mission Pack 2. 😂🐳 #SorryNotSorry


The next #Nova Mission Pack is now live and we're flipping out! Watch your back though . . .


It's time to start Nova Covert Ops, Mission Pack 2 with @LowkoTV! 👇*Beep*👇


We know he looks a little crazy. In truth, though, he’s about twice as crazy as he looks.


Patch 3.6 Preview: New Co-op Mission: Mist Opportunities



Voices packs, new skins, and a new Co-op Commander, all coming in Patch 3.7.
#SC2 #Nova


In case sneaking around isn't your thing, Nova has no problem going toe-to-toe in Assault Mode.
#WhoNeedsStealth #COOP


Nova can call on her ship, the Griffin, to instantly transport her troops anywhere on the battlefield.


It's a's a plane...that's right, it's Nova's Griffin Airstrike raining down the pain!


Lock and load. We've got a full breakdown of Nova and her elite strike force right here:


Co-op commander Nova is now ready to lead your army!
Scope out her arsenal here:


Patch 3.7: New Co-op Commander Nova



In Wings of Liberty, did you side with Nova or Tosh?


#Patch3_7 is LIVE worldwide!
Separate MMR per race, Nova Co-op commander, announcers and much more!


StarCraft II: Legacy of the Void 3.7.0 Patch Notes


In-Game Launch Event

Landing Screen Improvements
  • New Nova background.

All Nova Equipment

All Unit Technologies




Siege Tank


Interface Screenshots



In-game music (soundtrack)

  • Mission Pack 1: “Loading Screen”
  • Mission Pack 1: “Cue 1”
  • Mission Pack 1: “Cue 2”
  • Mission Pack 1: “Cue 3”
  • Mission Pack 1: “Cue 4”
  • Mission Pack 1: “Cue 5”
  • Mission Pack 1: “Cue 6”
  • Mission Pack 1: “Cue 7”
  • Mission Pack 1: “Cue 8”
  • Mission Pack 1: “Cue 9”
  • Mission Pack 1: “Cue 10”
  • Mission Pack 2: “Cue 1”
  • Mission Pack 2: “Cue 2”
  • Mission Pack 2: “Cue 3”
  • Mission Pack 2: “Cue 4”
  • Mission Pack 2: “Cue 5”
  • Mission Pack 2: “Cue 6
  • Mission Pack 2: “Cue 7
  • Mission Pack 2: “Cue 8
  • Mission Pack 3: “Cue 1
  • Mission Pack 3: “Cue 2
  • Mission Pack 3: “Cue 3
  • Mission Pack 3: “Cue 4
  • Mission Pack 3: “Cue 5
  • Mission Pack 3: “Cue 6
  • Mission Pack 3: “Cue 7
  • Mission Pack 3: “Cue 8
  • Mission Pack 3: “Cue 9
  • Mission Pack 3: “Cue 10
  • Mission Pack 3: “Cue 11


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