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- Terran ghost(src)
Society | |
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Race(s) | Terran |
Organizations | |
Professional information | |
Skills | Advanced special forces training |
Mental attributes | Psionic abilities |
Special equipment | Cloaking device |
Ghosts are feared terran covert operatives. They are known for their skill, psionic powers and ability to cloak.[1]
Overview
- Raynor's Raiders blurb(src)
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 unrivaled in their ability to infiltrate and assassinate.[2]
Ghosts are trained in target shooting, close-quarters combat (martial arts and possibly other techniques) and vehicular expertise.[3] 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.[4]
Ghosts are frequently tasked with locating targets and providing targeting for tactical nuclear strikes. Their reconnaissance role is aided by cybernetic enhancements to their eyes.[1]
Ghosts have short life expectancies.[5]
By 2505, Dominion Intelligence Section had conducted a psyops assessment, concluding that no single unit induces more anxiety disorders in military personnel than ghosts.[6]
During the reign of Emperor Valerian Mengsk, vast changes were brought to the Ghost Program, resulting in better, more committed recruits who serve of their own free will.[2]
Controls
- Gabriel Tosh(src)
- Main article: Ghost controls
Ghosts are usually silent[7] 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.[5]
Designation
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[8] 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.[3] Under the Confederacy, ghosts were unaware of their true names[8] 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.[5]
All ghosts possess a personal file, though the contents are restricted.[9]
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.[4] Ghosts and weaker psychics can detect other sources of psionic power.[8][3][10]
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.[11] A cloaking device and requisite power supply were frequently issued as well;[1] the device requires psionic energy as a component.[4][12] Ghosts are equipped with ghost visors that keep them appraised of the battlefield around them and of changing mission objectives.[13]
Some ghosts have demonstrated a wider variety of powers. For instance, Sarah Kerrigan[14][8] 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.[3]
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.[15]
Events
Following the Fall of Tarsonis, the Terran Dominion also instituted changes. The Ghost Academy was moved to Ursa.[16][3] Ghosts were portrayed as "superheroes" who served the Dominion.[17] The Academy was "opened up" to make it seem more appealing. Students could even communicate with their parents before their impending memory wipe.[18]
Arcturus Mengsk presided over[15] a purge of former Confederate ghosts,[16] ultimately eliminating half of them.[15]
Ghosts began disappearing in approximately 2503.[5] They again began to disappear some years after the End War, prompting a Kate Lockwell Universal News Network special on the topic.[19] Michael Liberty began doing an investigation into the disappearances. [20] It was later revealed they were assigned to the Defenders by Dominion personnel.[21]
Capabilities
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.[22][23] The powerful ghost Nova can use her hostile environment suit and psionic powers to greatly increase her speed and reflexes.[3]
Ghosts also began using protoss-derived technology such as the psyblade.[24]
Ghost Enhanciles
Gestalts
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.[25]
Spectres
- 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.[26][27]
Other Faction Psychics
The Umojan Protectorate also uses psychics, called shadowguards. They have more freedom than those of the Terran Dominion.[28]
Arsenal
- A disgruntled male ghost(src)
Ghost gear features some of the most advanced technology ever conceived by humanity.[6]
In addition to the hostile environment suit, ghosts have been known to wield the following weapons:
- AGR-14 rifle
- BOSUN FN92 rifle
- C-10 rifle
- C-20A rifle
- Combat knife
- E-11 lockdown device
- Hellfire shotgun
- Monomolecular blade
- Psyblade
- Tactical nuke launcher
- Torrent SR-8 shotgun
Game Unit
StarCraft
- For StarCraft gameplay information see: Ghost (StarCraft).
- For StarCraft in-game quotations see: StarCraft Ghost Quotations.
StarCraft: Ghost
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. |
- 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 II
- For StarCraft II gameplay information see: Ghost (StarCraft II).
- For StarCraft II in-game quotations see: StarCraft II Ghost Quotations.
Heroes of the Storm
The following section contains information from Heroes of the Storm and is not canon to StarCraft continuity
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Ghosts appear in Heroes of the Storm as the 'caster minion' equivalent, specifically in the Braxis Holdout and Warhead Junction maps.[29]
Known Ghosts
- Nova Terra(src)
- Main article: List of terran ghosts
The following is a list of important ghosts and trainees grouped by latest affiliation.
Kimeran Pirates
Terran Confederacy
- Agent X81505M
- Ghost No. 24506
- Ghost No. 24718
- MacGregor Golding
- Theodore Pierce (Agent 25732)
- Piett
- Devon Starke
- John Raynor
Terran Dominion
- Sarco Angelini
- Caleb (became a rogue spectre)
- Tanya Caulfield
- Cyborg
- Aal Cistler
- Andie Dessai
- Delta Emblock (Agent X10128B)
- Glistrup
- MacGregor Golding (Alpha Squadron, ex-Confederate)
- Guns
- Jara (later became a rogue spectre)
- Karl (later became a rogue spectre)
- Dori Koogler
- Leon
- Lethal
- Winlaleah Martine (became a xenobiologist, protoss researcher)
- Mai
- Obi Minaya
- Dylanna Okyl (later became a rogue spectre)
- Colin Phash (became a shadowguard)
- Theodore Pierce (Agent X20991N, ex-Confederate)
- Rip
- Rook
- Sloan (later became a rogue spectre)
- Stone (Agent X74996R)
- Devon Starke (ex-Confederate ghost #24876)
- Nova Terra (Agent X41822N, later became a rogue agent)
- Gabriel Tosh (became a rogue spectre)
- The Veteran
- Kath Toom (Agent X52735N, later became a rogue spectre)
- Lagdamen
- Lio Travski (later became a rogue AI)s
Other
- Atticus Carpenter (Fist of Redemption, ex-Confederate)
- Samir Duran (xel'naga shapeshifter, posed as a terran ghost)
- Echo
- Gestalt Zero (protoss/terran hybrid, ex-Dominion)
- Ghost Brother (Church of Besainted Pelagius, ex-Confederaete)
- Sarah Kerrigan (Sons of Korhal, ex-Confederate ghost #24601)
- "Unholy" Tara ("Unholy" Tara's Stalkers, mercenary)
- Kare Vaessen (Alliance)
- Jenn the Vivacious (mercenary)
- Welke (Hale's Commandos)
Specialists
Notes
- During development of StarCraft, the initial conception of the ghosts were that they were government-made, genetically engineered soldiers, possibly grown in vats.[30]
- A spectre hoodie was available through Jinx.com. It has since been discontinued.[31]
References
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