A spider mine burrows into the ground when deployed. When a target enters the range of its motion sensors, it digs itself out and moves above ground to the target and detonates. Groups of mines can share sensor data making it difficult to traverse a spider mine field undetected. Terran infantry traditionally mistrust the mine's IFF.
Spider mines were developed on Earth, and are one of the few technologies to survive the Long Sleep. Mines were deployed during the Guild Wars. One of the most proficient users was Victor Kachinsky, who became a Kel-Morian war hero as a result. Equipping vultures with spider mines became more popular in the late 2490's, especially on border worlds.
The 52-QDMM spider mine was in service by the Second Great War. These mines have occasionally been seen engaging in scuffles with one another.
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 has 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.
Enhances spider mine trigger and blast radius by 33%.
This mine was developed by the Kel-Morian Combine during its siege of New Austin. The increased trigger, pursuit, and blast radiuses were critical to terrorizing the civilian population and protecting supply depots from looters.
Vultures can replenish their spider mine. Mines cost 15 minerals each and build one at a time. The ability can be set to autocast.
Enlightened Dynamics have developed a microfabricactor that lets vultures create new mines out in the field. This microfabricator uses a small number of mineral crystals each time a mine is created, but this minor hassle is a welcome change from the old system of "three and done."
The following section contains information from a previous version of StarCraft II which is no longer valid.
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.
↑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.