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"You called down the thunder, now reap the whirlwind."

- Terran ghost(src)

Ghost
Ghost SC1 Art1
Species

Terran

Special Abilities

Psionic abilities, cloaking device, advanced special forces training


Ghosts are feared terran covert operatives. They are known for their skill, psionic powers and ability to cloak.[1]

OverviewEdit

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A ghost

Ghosts were chosen from psychically-gifted individuals who were quarantined by the Terran Confederacy and trained from infancy to channel their psionic energies to augment their natural physical strength and endurance. Conscripts who successfully completed the Ghost Program's rigorous training and augmentations then served as commandos and assassins.[1]

Ghosts are trained in target shooting, close-quarters combat (martial arts and possibly other techniques) and vehicular expertise.[2] Ghosts are also trained to move quickly and are desensitized to combat; an example would be Sarah Kerrigan's training, who had a gun placed to her head by a guard and was ordered to kill the guard before he killed her. Kerrigan was subjected to this training at age twelve.[3]

Ghosts were frequently tasked with locating targets and provide targeting for tactical nuclear strikes. Their reconnaissance role was aided by cybernetic enhancements to their eyes.[1]

Ghosts have short life expectancies.[4]

ControlsEdit

"Don't matter if it's the Confederacy or the Dominion: they're all the same. They squeeze and punch and kick you into a shape they can mold and then wipe it all and start again. You're just a machine to them. They use you, baby, use you up until there's nothing left."
Main article: Ghost controls
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A ghost about to undergo a memory wipe

Ghosts are usually silent[5] and are generally loners, in part due to other terrans being wary of their psionic abilities, in part due to their lack of memory of past events. This serves their masters well—the harder it is for ghosts to form relationships, the fewer distractions they have to deal with. Ghosts are expected to remain impassive and forbidden to use their mind-reading powers, but they sometimes accidentally pick up surface thoughts.[4]

DesignationEdit

For the most part, ghosts are simply numbers or names. Under the Confederacy, all ghosts, regardless of whether they "graduated" or not, were assigned a standard number[6] and/or agent number (an alpha-numeric code). The Dominion has retained this system. Few ghosts under the program have any memories of their former lives especially after memory wipes became standard operating procedure.[2] Under the Confederacy, ghosts were unaware of their true names[6] and while most ghosts retain knowledge of their names under the Dominion, their training emphasises that they should address each other by their alpha-numerics—a trait followed by Dominion soldiers as well.[4]

All ghosts possess a personal file, though the contents are restricted.[7]

Psionic PowersEdit

"A ghost’s first and best weapon is her mind. Everything else is supplemental."
Ghost SC-G Cncpt1

Ghosts – psionic assassins

Main article: Psionic Powers

Ghosts have the ability to read minds[1] but generally do not have the ability to block thoughts; ghosts find each other very easy to read.[3] Ghosts and weaker psychics can detect other sources of psionic power.[6][2][8]

Ghosts channeled their psionic energies through their hostile environment suit, a specialized skinsuit laced with psi-sensitive artificial muscle fiber, to augment their physical capabilities.[9] A cloaking device and requisite power supply were frequently issued as well;[1] the device requires psionic energy as a component.[3][10]

Some ghosts have demonstrated a wider variety of powers. For instance, Sarah Kerrigan[11][6] and Nova have demonstrated the ability to damage opponents' brains to the point of death. Nova can even kill multiple opponents while leaving someone in the midst of the attack unharmed.[2]

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A ghost on the battlefield

Devon Starke has demonstrated the ability to project his thoughts, as well as remote viewing and psychometry. He and some other ghosts have also demonstrated the ability to plant suicidal and homicidal urges into an opponent's mind.[12]

EventsEdit

Following the Fall of Tarsonis, the Terran Dominion also instituted changes. The Ghost Academy was moved to Ursa.[13][2] Ghosts were portrayed as "superheroes" who served the Dominion.[14] The Academy was "opened up" to make it seem more appealing. Students could even communicate with their parents before their impending memory wipe.[15]

Arcturus Mengsk presided over[12] a purge of former Confederate ghosts,[13] ultimately eliminating half of them.[12]

Ghosts began disappearing in approximately 2503.[4]

CapabilitiesEdit

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A ghost in combat

In addition to their previous abilities, ghosts were trained to combine psionics and technology to do things such as see through objects with heat vision.[16][17] The powerful ghost Nova can use her hostile environment suit and psionic powers to greatly increase her speed and reflexes.[2]

Ghosts also began using protoss-derived technology such as the psyblade.[18]

Ghost EnhancilesEdit

GestaltsEdit

Project Gestalt, lasting from 2502 to 2503, utilized cross-species tissue transplants, specifically implanting protoss tissue into a ghost, converting him into a gestalt. However, the project was terminated by the protoss.[19]

SpectresEdit
Spectre SC2 Head1

A spectre.

Main articles: Project Shadow Blade, Spectres

After the Brood War some ghosts were exposed to terrazine gas and jorium, substances known to drive genetic mutation in psychics. This was part of Project: Shadowblade. The results were "enhanced" ghosts known as spectres.[20][21]

Other Faction PsychicsEdit

The Umojan Protectorate also uses psychics, called shadowguards. They have more freedom than those of the Terran Dominion.[22]

ArsenalEdit

"I think the female ghosts have nicer equipment..."

- A disgruntled male ghost(src)

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A ghost with rifle in hand

In addition to the hostile environment suit, ghosts have been known to wield the following weapons:

Game UnitEdit

StarCraftEdit

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A ghost

For StarCraft gameplay information see: Ghost (StarCraft).
For StarCraft in-game quotations see: StarCraft Ghost Quotations.

StarCraft: GhostEdit

StarCraft Ghost Logo2

This article or section contains information about StarCraft: Ghost, which has been declared non-canon. Elements may be taken as 'flavor lore' however.
The content may be significantly out of date. Please do not add speculation to this article, and remember to cite a published source for details.

Ghost SC-G Game1

The ghost in StarCraft: Ghost

For StarCraft: Ghost information see: Ghost (StarCraft: Ghost).

The player-character in the game was a ghost named Nova. Ghosts were also a playable 'class' in multiplayer.

StarCraft IIEdit

Ghost SC2 DevGameAnim1

A ghost walking

For StarCraft II gameplay information see: Ghost (StarCraft II).
For StarCraft II in-game quotations see: StarCraft II Ghost Quotations.

Known GhostsEdit

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A female ghost

Main article: List of terran ghosts

The following is a list of important ghosts and trainees grouped by latest affiliation.

Kimeran PiratesEdit

Terran ConfederacyEdit

Terran DominionEdit

Ghost SC2 Head3

A ghost

OtherEdit

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A ghost

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 DeCandido, Keith R. A. (November 28, 2006). StarCraft: Ghost: Nova. Simon & Schuster (Pocket Star). ISBN 0-7434-7134-2.
  3. 3.0 3.1 3.2 Grubb, Jeff (February 27, 2001). StarCraft: Liberty's Crusade. Simon & Schuster (Pocket Star). ISBN 0-671-04148-7.
  4. 4.0 4.1 4.2 4.3 Kenyon, Nate. (September 27, 2011). StarCraft: Ghost: Spectres. Simon & Schuster (Pocket Star). ISBN 978-1439-10938-0.
  5. 2007-03-18. StarCraft Ghost Trailer. Blizzard Entertainment/Youtube. Accessed 2007-04-18.
  6. 6.0 6.1 6.2 6.3 Neilson, Micky (December 18, 2000). StarCraft: Uprising. Simon & Schuster (Pocket Star). ISBN 0-7434-1898-0 (eBook).
  7. Mesta, Gabriel. StarCraft: Shadow of the Xel'Naga. Pocket Books, 2001. ISBN 0-671-04149-5.
  8. Karune. 2008-03-26. StarCraft II Q&A - Batch 33: ScreenCraft. Battle.net StarCraft II General Discussion Forum. Accessed 2008-03-26.
  9. Ghost. Blizzard Entertainment. Accessed 2007-08-10.
  10. Rosenberg, Aaron (June 1, 2006). StarCraft: Queen of Blades. Simon & Schuster (Pocket Star). ISBN 0-7434-7133-4.
  11. Neilson, Micky. "StarCraft: Hybrid." Amazing Stories 601 (Spring 2000): 70-75.
  12. 12.0 12.1 12.2 Golden, Christie (November 27, 2007). StarCraft: The Dark Templar Saga #2: Shadow Hunters. Simon & Schuster (Pocket Star). ISBN 0-7434-7126-1.
  13. 13.0 13.1 April 6, 2010. "Timeline". StarCraft II: Heaven's Devils. Simon & Schuster (Pocket Star). pp. 311 - 323. ISBN 978-1416-55084-6.
  14. Benjamin, Paul and Dave Shramek (w), Mel joy San Juan (p). "Orientation." In StarCraft: Frontline: Volume 4 (paperback binding), pp. 114-161. Tokyopop, October 1, 2009. ISBN 978-1427-81698-6.
  15. DeCandido, Keith R. A. (w), Fernando Heinz Furukawa (p, i). StarCraft: Ghost Academy: Volume 1 (paperback binding). Tokyopop, December 29, 2009. ISBN 978-1427-81612-2.
  16. Source: BlizzCon 2005 StarCraft: Ghost information. Terran Infantry. Artist: Blizzard Entertainment. Accessed 2007-09-08.
  17. 2006-02-06. Psi Powers. Blizzard Entertainment. Accessed 2007-09-01.
  18. Blevins, Tal. 2002-09-19. StarCraft: Ghost: Exclusive first details of Blizzard's big console shooter. IGN. Accessed 2007-09-01
  19. Elder, Josh (w), Ramanda Kamarga (p), Angie Nathalia (i), Junadi (i). "Do No Harm." In StarCraft: Frontline: Volume 3 (paperback binding), pp. 48-89. Tokyopop, July 14, 2009. ISBN 978-1427-80832-5.
  20. Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Mission: Wings of Liberty, Welcome to the Jungle (in English). 2010-07-27.
  21. 2006-02-15. Story. Blizzard Entertainment. Accessed 2007-09-01.
  22. Burns, Matt. "Collateral Damage." (May 13, 2010). Blizzard Entertainment. Collateral Damage Accessed 2010-05-16.

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