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Spider mine

From StarCraft Wiki

The spider mine is a type of terran self-propelled, area-denial ordnance.

A spider mine is equipped with motion sensors. Once a target enters a certain range the mine digs itself out of the ground and scurries over that distance to detonate on the target.[1] Groups of mines may share sensor data making it difficult to traverse a spider mine field undetected.[2]

Spider mines were non-standard equipment for vultures by the late 2490's but gradually became more popular, especially on border worlds.[1]

Contents

[edit] Game Unit

[edit] StarCraft I

Spider Mine
Acquisition
Minerals

100 Image:Minerals Terran SC1.png

Gas

100 Image:Gas Terran SC1.png

Researched at

Machine shop

Notes

Gives each vulture three spider mines. Vultures cannot replenish their supply of mines once expended. New mines may only be created with new vultures.

Mines burrow where deployed and are not player-controllable. Each mine causes 125 damage and have 20 hit points. Mines do not benefit from any upgrades. Air and hovering ground units do not activate mines. Mines can sense and attack nearby cloaked ground units such as ghosts or dark templar even without the aid of a detector. They will not, however, reveal cloaked enemy units. It is possible for ranged units to pick out the mines before being hit.

[edit] StarCraft II

Spider Mine
Notes

The Raven's spider mines function much like their equivalent in StarCraft I, but they are unlimited in quantity. Each mine does 50 damage plus an additional 50 damage against armored units. They are effective against massed tier 1 units, such as zerglings or zealots.[3]

Edit

Spider mines were seemingly removed as of April 2009.[4]

[edit] Images

SC1 sprite
SC II model

[edit] References

  1. 1.0 1.1 Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
  2. Mesta, Gabriel (July 1, 2001). StarCraft: Shadow of the Xel'Naga. Simon & Schuster (Pocket Star). ISBN 0-671-04149-5.
  3. Karune. 2008-05-07. StarCraft II Q&A - Batch 37. Battle.net StarCraft II General Discussion Forum. Accessed 2008-05-07.
  4. There have been some changes to the Ghost since the last time everyone has seen it. The Ghost currently does 10 base damage and an additional 10 damage to light armored units as its normal attack with 6 range. The Ghost's snipe ability now does 60 damage, ignoring armor for 75 energy. It also has an EMP ability, in addition to it's cloak ability, which does 100 damage to shields and drains all energy of spell casters in that area of effect. The Ghost also no longer sees spellcasters in the fog of war.

    Many of these changes help make the Ghost a better support unit, used for strategic abilities and harassment of specialty units on the field. On top of all that, firing a nuke every now and then is pretty nice too since it does do 200 damage and an additional 300 damage towards all buildings.

    With the targeting drone currently removed from the Nighthawk, we'll have to wait to see if another unit takes it up as an ability.
    Karune. 2009-03-08. Karune: Questions about the ghost. Battle.net StarCraft II General Discussion Forum. Accessed 2009-04-08.
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