Increases the number of MULEs called down by the Orbital Command by 1, for a total of 2.
Infantry units train 20% faster. Barracks build 50% faster.
Unlocks bunker upgrades at the engineering bay.
Equip bunkers with automated turrets that attack ground and air units and increases bunkers' life from 400 to 550.
All of Swann's mechanized vehicles once had the Immortality Protocol and can even still be seen in the editor.
Early in Swann's design, ideas were proposed for him to pick up "scrap" as a resource across the map that would drop from enemy mechanical units and his units, allowing him to upgrade his units
Data in the Galaxy Editor points to Swann having access to Diamondbacks at some point in development
Zagara had access to Nydus Worms early on in development but were cut in the final stages
Cut quotes indicate Zagara was to have an ability similar to Kerrigan's Assimilation Aura, which would allow her to collect resources from killed enemy units
Data exists in the Galaxy Map Editor for a Devouring Maw ability for Zagara in Co-op Missions, similar to her Heroes of the Storm appearance
Zagara could strengthen her creep to empower her allies
A mobile Nerazim Mothership would be at the center of her base rather that a static base
Wormhole she could create to transport allied units between two points
There was a option for Abathur to have both Vile and Corpser strain Roaches at once
Upgrades to individual units that could be repeated, with an example given of increasing roach range slowly up to massive ranges of over 15
Critters spawning across the map, and the collection of biomass would be done through killing those critters
Abathur once had access to Impalers
Data in the map editor suggests that Abathur would have had the Evolution Pit as a unique structure, similar to Karax and the Solar Forge. The Evolution Pit would have researched upgrades to Abathur's Toxic Nests, Locusts, Mend, and the Symbiote mechanic
In early screenshots of Alarak in Co-op Missions, he was shown alongside Tal'darim skinned Zealots. These zealots are absent in the release version
Data in the map editor exists for Alarak's Zealots, including a "Frenzied Overload" ability that increased their attack speed for a short time and caused them to regenerate shields when attacking
Nova can fire can fire a Mk 12 penetrator round, dealing 300 damage in a line.
Unused equipment for Nova
Stuns and disables the Detection of enemy ground unit and air units in area of effect for 5 seconds.
Massive units and friendly units are immune.
Unused equipment for Nova, this was the standard until it was replaced with Stim Infusion/Super Stim
Unused equipment for Nova
Melee weapon. Ignores enemy armor and shields. Can use Dash Attack to dash forward a short distance and deal 50 damage to enemy units in Nova's path. Can attack ground units.
Unused equipment (Rifle) for Nova, did extra damage to Psionic targets
Unused equipment for Nova
Deals up to 100 damage against enemy ground units in the target area. Does not damage friendly units.
Unused equipment (Rifle) for Nova
Possibly had a longer range and firepower at the cost of attack speed
Unused ability for Nova, allowed Nova to put a Defensive Martix on herself while in combat
Unused equipment for Nova, allowed Nova to throw a smoke grenade on friendly units and cause them to be cloaked temporarily
Unused ability for Nova, summons a drone that stuns all nearby enemies
Nova could unequip all weapons
Able to build an elite variant of the Reaper
Able to build an elite variant of the Cyclone
Able to build an elite variant of the Medivac
Nova was able to build an elite variant of the Bunker in early versions
Started out with an Orbital Command Center
There is also data indicating that Nova would have been able to summon the Odin to the field at some point in development
Stukovs active hero ability, a renamed version of Corrosive Blast
Infested Marine ability, functions similar to the standard Stim Pack but can kill the Infested Marine turning them into a walking bomb like in SC1
A calldown ability instead of being used by the Aleksander
Ability to call down drop pods full of infested Troopers and Civilians
Used to create Drones and Mutalisks, was later replaced with the infested SCV
Replaced by infested SCVs, they functioned similar to the standard Zerg Drone but these could morph into infested structures as well
A cheap infested air unit that was later replaced by the Infested Liberator
Early Stukov used this building for all upgrades, was replaced with the Infested Engineering Bay
Stukov's Mutalisk, unknown abilites
Early way for Stukov to increase his supply, was later replaced by Overlords
Stukov was suppose to be a hero unit that spawns after 240 seconds from the Infested Command Center, was later replaced by the Aleksander
The Infested Barracks also appeared to operate similar to the Infested Colonist Compound at some point in development, spawning Marines for free in waves and having its own tiers of infestation upgrades
A anti air unit that was later replaced with the Infested Liberator
A heroic unit similar to the Apocalisk
Data and images in the Galaxy Map Editor show Fenix was intended to have Instigators at some point in development, likely scrapped instead for the adept
Cut Purifier Immortal meant to be more resistant to damage, was later reused by the hero unit Taldarin
Cut Purifier Carrier said to only use Interceptor Bombers, was later replaced by the Hero unit Clolarion
A Primal Zergling mutation
A Primal Mutalisk mutation
A Primal Mutalisk mutation
Data suggests all of Dehaka's units at one point had a level system, which would max out at level 3. At each level the unit would evolve. This system was scrapped and maintained only for Dehaka's hero unit
Early in Dehaka's design, an idea was proposed for units to be able to consume units to permanently gain their abilities. Consumed units could then be combined in a "recipe" system which could create stronger units and abilities, which was described as "design your own primal zerg." However, the strain of the art assets and potential combinations proved too ambitious for the team.
At some point in development Han and Horner had access to Warhounds
Mira Hans long ranger bomber
Han Marines created Valkyries but were not expended when created since the Valkyrie had an AI pilot
Mira's Marines, they use the Trooper model
Mira Hans starfighter built by Han Marines
Expends 1 Han Marine to make 1 Griffon
Originally built by the player and not given on start, could originally lift off
Would have been used for unlocking unit upgrades instead of the Tech Lab, Armory, or Engineering Bay
A calldown ability, would calldown an Ordnance Tower from space to fire upon enemy forces and act as a defensive structure
Han and Horner's defensive structure can still be seen in the editor as the HH Gun Tower
In early builds, Blaze was replaced with a Hellbat/Hellion based around the druid class in Warcraft
Early cut idea for a Siege Tank Outlaw
Many believe it would have been Sgt. Hammer
Early cut idea for a Widow Mine Outlaw
Gave Tychus the ability to calldown War Pig reinforcements
Tooltips on the Mecha Spire referred to Stetmann being able to spawn Mecha Mutalisks, and Mecha Mutalisks show up in his commander trailer
Data in the Galaxy Map Editor exists for a Mecha Roach Warren
Originally a permanent unit and not a timed life unit from the Mech Infestor
Arcturus Mengsk has an unused speech for his gameplay trailer, that appears in the Galaxy Map Editor
"Citizens of the Dominion, what separates us from one another is not money or creed or heritage. It is simple loyalty. While monsters walked the streets of Augustgrad, I prepared for a war greater than the last. Whatever betrayals I have suffered, I will rise above them. I cannot abandon you when the hour has grown so dark. Just as we threw back the zerg and the protoss, we will strike down all who threaten our way of life. I know our Dominion will live on... so long as we put our trust in those who deserve it."