Commander Concept: Ariel Hanson

“We thought that we had endured the worst the galaxy could throw at us.

Our friends and family killed or twisted into the infected. Our homes destroyed—not once, but twice. Abandoned by the Dominion, hounded by the Zerg, and even subject to the purifications of the Protoss.

Surely that was enough, wasn’t it? The well-being of my people has always been my foremost goal. If the Koprulu Sector had another war, surviving it should be all that I consider.

But this… this Amon puts the Swarm to shame. It isn’t enough to simply try to endure. When your enemy wants to end all life, running to a new planet only delays the inevitable. In the face of Amon’s hate, the only way we can hope to survive is to stand and fight.

However… we are ordinary people, not an army or revolutionaries. We know how to build, to farm, to work in whatever way may be needed to establish a colony on a new world. Are our handful of veterans enough to lead a militia? Can the tools we use to build our homes on new planets be used as weapons? Did we learn enough from Raynor’s Raiders when they saved us from certain death? Has our experience with the infested taught us enough to survive an actual war?

I hope so. But the fear that this is not the case hounds my nightmares more than the Zerg ever did. The people of Haven look to me for guidance; how can I send them to war with no assurance that they can win? But how can I not, when trying to protect them now will only guarantee their eventual deaths?

I’ve heard that the Dominion has changed since Valerian took office. If they could provide any military aid at all I would do anything they needed to ensure we received the help. But… the Dominion abandoned us before. Is relying on it now really going to save us? Science is what saved us from infestation. I still have my research. Perhaps… no. It would be too dangerous. But is there another way we could stand against the hybrid and live to see tomorrow?

I don’t know. This is a war between armies, heroes, monsters, and gods. I can only hope that we don’t get crushed between them.

This is Ariel Hanson, signing off.”

My version of Hanson focuses on several aspects of her character seen in Wings of Liberty: providing support to a more combat-oriented ally, a focus on science, her devotion to her fellow colonists, the colony’s experience with the infested, and with bringing NPC units and buildings to life (some of these buildings may need to be resized, usually to become smaller. I recall the Logistics Headquarters in particular being pretty big).

I also used ideas that were intended to be used but were ultimately canceled, such as unused units or Aberrations exploding upon death.

The infested colony is would-have-been canon. In the removed Destruction of Worlds mechanic from Heart of the Swarm, it would be possible to send a Broodmother to invade Haven to take control of the infestation that was already spreading there—presumably Hanson did not have 100% successful results with her cure.

The infestation here represents a partial cure, a point between her desired outcome of saving her people and the result of the Haven’s Fall mission—allowing her people to retain their sanity, independence, and human spirit, while unable to reverse the effects of infestation and resulting in a pseudo-hive mind between the colonists.

The infested dialogue should represent this, rather than using the standard voice lines. I’m thinking they be somewhere between “oh god, what have I become”, “now that this happened, at least I should use it for something”, and “well, at least I’m not an ¬actual zombie”. Except for Aberrations. They know they’re going to explode and are alternatively very chipper or extremely pessimistic over it.

I always did wonder why Stukov didn’t have Aberrations, when they are a particularly advanced form of infested human…

In many cases, I am uncertain as to what damage a given unit or ability should deal, what hp it should have, etc., and for the most part have not addressed them as I do not feel that I understand the finer details of game balance enough to do so.

I considered having Civilians and Militia provide different effects while garrisoned in buildings, but I felt that it involved too much micro. I also wanted to give Hanson Vikings, as appears Haven’s Fall/Safe Haven, but just didn’t feel that it fit the rest of the theme.

Her default color should be that dull green that Huts are, but that isn’t an option… I really hope the next update lets you use RGB color hex codes instead of picking from such a small option. There’s only one shade of green, and white but no black. It’s hard to find the perfect color for each commander.

ARIEL HANSON
Info:
Leader of Haven Colony
• Recommended for experienced players
• Garrison units in your buildings to increase productivity, building health, or to provide defenses
• Militarize your colonists or fall to infestation

Science and Manpower
• Terraforming:
Use Bio-Domes to unlock abilities on the top bar, allowing you to cause effects on the map to hinder your enemies or aid your allies.
• Support Transfer:
Send minerals or vespene to your ally from the top bar. You can send up to 100 per Farm you have built.
• War Preparations:
Use technology to empower your colonists for new abilities… or attempt to weaponize infestation, and face the consequences.

BUILDINGS:
Unless otherwise stated, militarized buildings gain increased armor while infested buildings obtain regeneration and produce Broodlings upon being destroyed (upon infestation, existing buildings spawn a single Creep Tumor each into the nearest available space). Up to 4 Civilians or Militia can be garrisoned into any building (save for the Wall, which can only hold 2). Each garrisoned unit provides +10 health, +5% unit production and research speed, and can attack from the safety of the building.

Hut: Provides 8 supply and can be used to produce Civilians in addition to the Command Bio-Dome. Each building can be individually upgraded to produce Vehicles. The appearance is randomly chosen from the array of existing NPC Hut structure appearances.

Command Bio-Dome: Functionally a Command Center. Produces Civilians.

Manned Refinery: Like a Refinery, but up to three Civilians can be garrisoned in it, after which they produce vespene without having to leave the Manned Refinery. A fourth garrisoned unit does not increase vespene production.

Bio-Dome: Doesn’t produce units, but can be specialized for tectonic terraforming, botanical terraforming, atmospheric terraforming, or hydrodynamic terraforming, each providing one of two abilities for the top bar; when the ability is chosen it is set for the rest of the mission. Building multiple of the same type of Bio-Dome does nothing but provide a spare in case one gets destroyed.

When militarized, gain a new ability that causes a weak explosion in the area (which can be upgraded to deal more damage). When infested, spawn a cluster of creep tumors (which can be upgraded to also spawn a number of Broodlings). Requires a Command Bio-Dome.

All Bio-Dome abilities share a single cooldown.

o----Tectonic Bio-Dome: Cause tremors which slow and slightly damage enemies OR create a temporary ramp out of rubble.

o----Botanical Bio-Dome: Rapidly grow plant life which reduces ranged attack damage that passes through its area OR create a temporary barrier of trees.

o----Atmospheric Bio-Dome: Create a long-lasting gust of wind that halves the range of attacks aiming against the wind, while increasing the range of those firing with it, and which slowly pushes units in its path OR stun flying units and temporarily force them to the ground.

o—Hydrodynamic Bio-Dome: Cause a wave that knockbacks units in an area and inflicts damage; create a large puddle that slows enemy movement and attack speed. Upon militarization, unluck additional ability that increases attack speed and range in an area; upon infestation, gain ability to spawn a large amount of creep. Instead of normal Terran construction, the construction of a Bio-Dome uses the models for Bio-Domes in various stages of construction.

[I will freely admit that the Bio-Dome concept is awkward and I know there is a better way to incorporate the use of Bio-Domes and terraforming into this commander’s play, but I haven’t been able to come up with a fluid way of making it work.]

Bar: Possesses a charge-based ability that can be used to temporarily halve the damage a unit takes. Holds up to three charges at a time, with a thirty second recharge. No more than two Bars can be built at any given time.

Science Facility: Critical structure which can change the career of a Civilian for 10 minerals. Capable of Life-off. Possesses two possible add-ons which provide access to a large number of upgrades. Gain access to additional research at levels 4 and 10, as well as additional careers.

o----Med Lab add-on provides access to the Physician. At level 4, gain access to the Chemist. At level 10, gain access to the Pharmacist (costs 5 vespene). Upon reaching level 2, this can also be used to research Fall to Infestation. Uses the design of the SC1 Covert Ops add-on.

o—Experimental Tech Lab add-on grants access to the Engineer. At level 4, gain access to the Architect. At level 10, gain access to the Physicist (costs 5 vespene). Upon reaching level 2, this can also be used to research Militarize the Colony. Uses the design of the SC1 Power Generator, altered into an add-on.

Sensor Tower: Locates enemies in a wide area, but cannot spot cloaked or burrowed units. Can be upgraded at the Science Facility at level 4 to become a Detector with a smaller range than its radar. Is improved upon reaching level 7. Requires a Science Facility.

Turret: Standard Terran anti-air turret with Detection. When militarized, it changes to provide an area-of-effect shrapnel attack. When infested, the missiles explode in a spray of spores that reduces the armor of targets to 0 for a short time. Requires a Garrison.

Logistics Headquarters: Produces APC’s and Outrider Hellions. Provides a number of combat upgrades. Requires a Garrison.

Garrison: Produces Militia, HERCs, and Colonial Firebats. Upon reaching level 2, it produces Predators if militarized and Aberrations if infested. Their appearance is randomly selected from existing NPC Garrison structures (as seen on Skygeirr Station).

Starport: Typical Terran Starport. Capable of Lift-off. Produces Colony Ship and TF-620 Nomads. Upon reaching level 2, it produces Griffons if militarized and Bone Wasps if infested. Requires a Science Facility and Logistics Headquarters.

o----Tech Lab: Can be attached to Starport. Provides access to upgrades for flying units.

o----Reactor: Can be attached to Starport. Lets Hanson create 2 Nomads or Colony Ships at a time from that Starport.

Farm: Each Farm increases ally’s supply/psi/control by 1. After producing a Farm, gain another ability on the top bar, enabling you to reduce the cost of your ally’s production and research by 1/4th for 5 seconds. Each Farm past the first increases this time by 1 second. Resembles the farmland from the Evacuation map in Agria. Each Farm allows you to transfer up to 100 vespene or minerals at a time to your ally from the top bar, with a one minute cooldown.

Wall: It is a wall, like those found on Korhal in Media Blitz. It has high health and defense, and a Wall can be upgraded to have a gate. Only two Civilians or Militia can be garrisoned in a Wall

Mineral Processor: A structure you can build behind a clump of six mineral nodes; gain 1 more mineral every second trip from those nodes for that player.

Vespene Processor: A structure you can build on top of a Refinery, Extractor, or Assimilator; gain 1 more vespene every other trip.

UNITS:
Vehicles and ships operated by a Civilian or Militia unload the unit upon being destroyed, reducing the unit’s hp by ¼ their maximum. Automobiles and transports are the exception; unless otherwise stated, non-operators loaded into a transport are destroyed along with the vehicle/ship. The “Unload All” option does not unload an operator; they have their own button.

Civilian: Hanson’s basic worker unit, trained at the Command Bio-Dome and from Huts. Multiple Civilians can construct buildings in unison, and they have a ranged attack with a single pistol, dealing minimal damage and with a short range. Created 2 at a time for 60 minerals and taking up only 1 supply, but have little hp. They cannot repair structures or vehicles without changing their career. When militarized, Civilians get more hp and armor. Their attacks are now molotovs, which deal damage in a very small area and gain increased range while garrisoned. When infested, they get a stronger attack and further increase the hp of buildings they are garrisoned in by another 5.

They can be garrisoned in any building and many vehicles, as well as allied buildings—like Hanson’s buildings, one can garrison up to 4 Civilians or Militia; however, you cannot garrison units in a building already capable of garrisoning units. Each Civilian or Militia garrisoned in a building increases its research and build times by 5%, increases its health by 10 hp, and they are capable of attacking while inside a building. They do not gain increased range while doing so. Civilians or Militia are required to operate manned vehicles (Automobile, APC, Colony Ship, Nomad, Outrider Hellion).

Civilians can go to the Science Facility to change their career at the cost of 10 minerals (and an additional 5 vespene for the Physicist and Pharmacist) and a 3 second training time, which removes the ability to harvest resources in exchange for another ability. They are still considered Civilians for all other purposes. The appearance of ordinary Civilians is randomly chosen from the game’s noncombat NPC list; specialists each have their own appearance.

o----Engineer: The Engineer can be trained at the Experimental Tech Lab. They can repair structures and mechanical units. They possess 100 energy, which they can expend in place of resources to perform their repairs.

o----Physician: The Physician can be trained at the Med Lab. They can heal biological units, but require a closer range than Medics do. They possess 100 energy.

o----Architect: The Architect can be trained at the Experimental Tech Lab upon reaching level 10, and possesses 100 energy. They deal quadruple damage when attacking structures. They can repair structures at the cost of energy instead of resources. When garrisoned in a building, they continually repair the building at half normal speed.

o----Chemist: The Chemist career can be trained at the Med Lab upon reaching level 4. They possess 100 energy, and can use a safer-but-less-effective drug derived from adrenaline stim packs at the cost of 50 energy to provide units in an area of effect an increase to their armor of +1 and an increase to movement speed for 30 seconds.

o----Physicist: The Physicist career can be trained at the Experimental Tech Lab upon reaching level 10, and possesses 100 energy. They can use cutting-edge technologies to provide a temporary shield lasting 30 seconds, with strength identical to the units hp and which can regenerate, costing 50 energy and being functionally identical to Protoss shields.

o----Pharmacist: The Pharmacist career can be trained at the Med Lab upon reaching level 10, and possesses 100 energy. They can apply pharmaceuticals to provide a temporary 50% increase to shield, energy, and health regeneration to biological units in a small area, which costs 50 energy and lasts for 30 seconds.

Militia: The basic combat unit. They are weak, but cheap, and can be trained at the Garrison. They can be upgraded to gain increased defense and become Armored units rather than Light. Militarized Militia gain improved hp, gain the ability to throw a grenade with a 10 second recharge time, and gain +1 range while in garrisoned. Infested Militia deal more damage and have a longer attack range, and increase the armor of a structure they are garrisoned in by 1 (to a maximum of 2).

They can be garrisoned in any building and many vehicles, as well as allied buildings—like Hanson’s buildings, one can garrison up to 4 Civilians or Militia; however, you cannot garrison units in a building already capable of garrisoning units. Each Civilian or Militia garrisoned in a building increases its research and build times by 5%, increases its health by 10 hp, and they are capable of attacking while inside a building. They do not gain increased range while doing so. Civilians or Militia are required to operate manned vehicles (Automobile, APC, Colony Ship, Nomad, Outrider Hellion).

Automobile: Created from Huts that have the Personal Garage upgrade. Automobiles can be upgraded with a speed boost. A fast suicide unit that rams the enemy; a single Civilian or Militia member must be loaded onto it for it function, which is safely jettisoned from the vehicle immediately before impact. The appearance is randomly selected from the existing array of NPC street vehicles (L2 Speedwheeler, Bus, Mohican ATV, Orion Turbo Coupe, Shikoto Coupe, Varley-Matheson Cruiser). Each Automobile can be individually upgraded to become a larger vehicle loaded with vespene or explosives, becoming somewhat slower in exchange for dealing higher damage and producing an area of effect. Their appearance is randomly selected from the existing array of larger NPC vehicles (Cargo Truck, Cyclops Tanker Truck, Cyclops Dump Truck, Flatbed Truck, Richard-Bilt Tractor Trailer).

Militarization defaults the Automobile to the upgraded version; it is now able to instead upgrade to industrial vehicles (Excavator, Roadroller, Crane, FAFNR Drill, Bulldozer), which explode only upon being killed or activating the explosion ability; they have high hit points and a slow melee attack that does massive damage against structures. Infestion causes the Automobile to release a spray of fluid upon death that renders enemies unable to move and slows attack speed, while simultaneously spawning a pair of Broodlings. Civilians or Militia in an infested Automobile die upon the vehicle’s death; however, each unit loaded into the infested Automobile causes it to spawn more Broodlings. The upgraded version of the infested Automobile causes a larger spray of fluid and lets more units be loaded onto it.

Broodlings: Only available to an infested colony. They are created from the destruction of an infested structure and may also be created by certain abilities.

Ptah-class Advanced Supercrane: Massive Heroic vehicle, requiring a Science Facility and Logistics Headquarters to create; however, it must be constructed as though it were a building, not trained. Only one Supercrane can be possessed at a time. The Supercrane is capable of constructing buildings like a Civilian, at the speed of four Civilians working together (however, other Civilians cannot help increase the speed of the Supercrane’s construction time). It is capable of moving, though not attacking, while performing construction. It possesses a melee attack with significant reach and can attack both ground and air units.

Militarization lets the Supercrane construct weaponry for itself (similar to how Troopers can weaponize, but stronger and it takes time to build); it can spend a few seconds to detach itself from the weaponry, which remains wherever it dropped it, to be picked up later (although it can be destroyed by the enemy). When infested, it vaguely resembles an Infested Bunker, and can root itself to spread, gain increased reach, and boost attack speed. Both militarized and infested Supercranes are capable of picking up and moving your structures.

APC: The Armored Personnel Carrier is a ground transport constructed from the Logistics Headquarters. Units can be garrisoned inside, and it can be upgraded to let Civilians and Militia apart from the one operating the vehicle attack safely from within the vehicle. Somewhat faster than walking, but not a lot. Has a turret on top for an anti-ground attack, which can be upgraded to increase its range. Requires two Civilians or Militia to operate.

When militarized it uses the unused Militarized Colonial Transport model, gaining increased armor and a flamethrower for a short-range area of effect ground attack. When infested it gains an aura granting health regeneration, and gains more hp and damage the more units are stored in it; however, it does so by eating them, and the units cannot be expelled again (attacks normally attributed to the units garrisoned within it are done by weapons grown from its sides). It can root itself to the ground to spread acidic creep, which is green and damages enemies; it also spreads a splotch of acidic creep upon being destroyed. This creep spreads at a standard rate from a rooted infested APC, and instantly covers the area from a destroyed one. It fades away at the standard rate of creep without a source, even if there is a Creep Tumor nearby.

Colony Ship: A massive flying transport which can instantly unload its cargo, and which is capable of holding a large number of units. Created from the Starport. Should it be destroyed while loaded, those garrisoned within survive with reduced hit points. It can be upgraded to allow garrisoned units and the pilot to survive with full hit points. It can land in order for Civilians to return resources to it as though it was a Command Bio-Dome. The Colony Ship is the only transport capable of moving the Ptah-class Advanced Supercrane, which is supported under it; if the Supercrane is carrying a building or currently constructing one, it continues to carry/construct it while being transported. It can upgrade to gain a warp drive jump.

The militarized Colony Ship (aka Zeus Lander) gains additional armor, hit points, and can attack with its pair of cannons. When infested, units are kept at full hp when it is destroyed, it can produce Creep Tumors (and automatically does so upon destruction), and has four tentacles that it can attach to allied units to increase their attack speed over the course of several seconds.

HERC: A short-range unit created at the Garrison, but which requires the Logistics Headquarters to be created. It launches itself towards enemies using a grappling hook, enabling it to swiftly use its short-range attack; at level 8 this ability also inflicts damage and research is available to let it slow an enemy upon use. Due to their hostile environment suit they are immune to baneling & volatile infested explosion and take only half damage from acid attacks. Research allows them to take 50% less damage from area effects and 25% less from non-area of effect explosions.

When militarized, they gain increased damage and range (both for grappling hook and gun), and inflict damage in an area upon grappling gun impact. When infested they can steal health when doing damage, their grappling hook becomes a tentacle that pulls a single enemy towards them, and they are capable of pulling aerial units towards them (though they cannot deal damage to them, and they have lower priority when auto-casting the grapple).

TF-620 Nomad: A flying Detector created at the Starport, which possesses no weapons but is capable of rapidly constructing a variety of temporary structures. It is capable of attaching itself to a building in construction to speed up the build process at the cost of temporarily losing access to all active abilities, remaining only a Detector. It can be upgraded to be constructed with maximum energy and have a higher maximum energy.

Upon being militarized, the Nomad becomes capable of producing Spider Mines and regenerates energy at twice the normal rate. When infested, it becomes capable of Bacterial Miasma, Changelings, and replaces its turrets with Creep Crawlers.

o----Gatling Turret: A temporary turret with a rapid-fire attack capable only of attacking ground units. Infested Nomads replace this with Creep Crawlers (Spine). Must be researched at the Tech Lab.

o----Hellstorm Missile Turret: A temporary anti-air turret. Uses the model of the unused structure of the same name. Infested Nomads replace this with Creep Crawlers (Spore). Must be researched at the Tech Lab.

o----Hornet Repair Bot: A temporary unit capable of repairing mechanical units. An auto-cast ability.

o----Seismic Thumper: Slows enemy ground units in an area, provides Detection, and has a chance to stun any given unit in the area every two seconds. Uses a model resembling a combination of the Psi-Disruptor and the Seismic Charge.

o----Sensor Drone: Creates a temporary Sensor Drone, which provides detection and can be moved around independently; upon finding a cloaked or burrowed enemy, it will charge them and explode, doing 100 damage and de-cloaking and unburying the enemy. Only available upon reaching level 12.

o----Spider Mines: Creates a triangle of Spider Mines. Only available to militarized Nomads.

o----Targeting Drone: Creates a temporary Targeting Drone. It is equipped onto a friendly unit or structure, after which it increases their range by 1 and selects one target within range that the unit it is equipped to will gain a +2 increase on damage against. Unless selected otherwise, the unit will prioritize attacking this target. Only available to a militarized Nomad upon reaching level 12.

o----Creep Crawler: Creates either a Spore or Spine Crawler—but one fused with a Creep Tumor. Wherever it roots itself, it produces creep as though a Creep Tumor. When its time limit is up, the Crawler dies, but the Creep Tumor remains.

o----Bacterial Miasma: Produce a cloud that prevents the use of abilities in its area, as well as inhibiting ability recharge times and energy regeneration.

o----Spawn Changeling: As the Versus mode Overseer ability, but upon its death the splatters of its body provide visibility of the area for another thirty seconds. Must be researched at the Tech Lab.

o----Emit Shredder: Create a stationary trap that bursts into a swirl of monofilament scales and teeth upon being activated.

Colonial Firebat: Produced from the Garrison, the Colonial Firebat uses the original Starcraft model for the Firebat (the unit portrait, however, looks older, suggesting a retired veteran). It can be upgraded to increase both the distance and width of the flame.

When militarized they switch to the SC2 Firebat model, reduce the damage taken from Light units by 20%, and gain an ability which periodically shoots a fireball at the closest ground unit within range. When infested, the Colonial Firebat causes units that it kills to burst into a spread of flammable liquid that causes nearby units to take extra damage from fire attack, and sets enemy units of fire when they attack it with melee attacks (dealing damage over time).

Outrider Hellion: Produced from the Logistics Headquarters, the Outrider Hellion is incapable of transforming into a Hellbat. They are slower than a standard Hellion, but can upgrade to full speed (and gain access to a speed boost ability, too), as well as to increase its damage against Light units.

When militarized, they periodically release a flush of fire in all directions, dealing slight damage and knocking back nearby enemies. When infested, it can grow a spore or spine crawler on its back (which must still be purchased), which attacks independently of the Hellion (even while moving) and which automatically roots itself when the Hellion is destroyed.

Aberration: The Aberration can only be produced when infested, and is produced from the Garrison upon reaching level 2. It has a manually activated ability to explode like a baneling, doing damage proportional to its remaining hp. It can also activate an auto-use ability to make it suicide attack when below 25% hp. Explodes for a single point of damage upon death if not otherwise used. Can upgrade to inflict bleed damage on armored enemies, with another upgrade that causes its explosion to both cover a wider area and damage flying units. At level 13, its explosion deals additional damage against structures.

Predator: Only available when militarized, when it can be produced from the Garrison after reaching second level. It causes an area of effect damage with its lightning field each time it attacks. The Predator can be upgraded to gain a ranged stun ability and to emit an additional burst when it is attacked (to a maximum of once per two seconds). At level 13 it can leap to quickly approach enemies a short distance away, and to jump over units that might block them.

Griffon: A flying unit available only if militarized, using the model of those used by Mira’s Marauders. Created from the Starport with a Tech Lab, they possess a powerful anti-air attack with their Claw Missiles, while using a weak-but-rapid-fire laser to pepper ground units. It is operated by remote so units do not need to (and in fact cannot) load into it. Produced at the Starport after reaching level 2. It can be upgraded to inflict extra damage to armored flying units, and replace the laser with lobs of fire that deal extra damage to light ground units. Upon reaching level 11, Griffons do one point of additional damage in their attacks for each additional Griffon in a small area around them (to a maximum of +4).

Bone Wasp: Flying unit available if infested, produced from the Starport with a Tech Lab upon reaching level 2. The only entirely zerg unit Hanson has (alternatively, it could be an infested bird or dog or something). It is a quick flying unit built two at a time, and is in effect a flying Zergling. It attacks by flying through an enemy at melee range, which places it on the opposite side, before turning around to do it again. Being its own creature and rather small, units do not need to (and cannot) be loaded onto it. It can fly low to the ground, allowing it to be effected by ground effects, while enabling it to attack ground units and rendering it immune to anti-air attacks. It can be upgraded to damage all units in a line, and to gain a “Swoop” ability, allowing it to attack ground units from the air or air units from the ground by temporarily dipping down into their range before flying up at the end of the attack, rendering it vulnerable to ground-only attacks for only brief moments at a time. Upon reaching level 11, there is 1 one-in-ten chance that any biological unit the Bone Wasp kills will spawn another Bone Wasp, though at only 50% health.

Colonial Governor Ariel Hanson: Available only to a militarized colony upon reaching level 15. After a one-minute spawn time, she emerges. Pilots a Grizzly flying transport (which she is considered a part of, and thus does not survive should the Grizzly be destroyed). No operator is needed as Hanson fulfills the role. She can use gun pods that target ground units, and up to four Militia or Colonial Firebats in the transport can be shifted to secondary operator positions, each provide access to additional weaponry which will be used independently (two anti-air flak turrets, a bomb drop, and an anti-air missile turret on the belly of the ship. There is a 5% chance for any attack by a friendly unit in a given radius of effect to deal an additional 50% damage, and she can expend energy over time to provide a +1 bonus to range to all nearby allies, as well as allow them to ignore 1 point of armor. She can hover in place to remove her ability to move or use attacks in order to become a Detector and gain +5 armor. The Science Facility has a research option to grant her the ability to expend energy to quickly load nearby units, perform a High-Atmosphere Flight to another point on the map, and unload them.

Infested Ariel Hanson: Available only to an infested colony upon reaching level 15. After a one-minute spawn time, she hatches. She is a quick-moving ground melee unit; each time she kills an enemy, it explodes into a splotch of creep (fading at the normal rate). She has an aerial attack in the form of launching acid. She has the Swarm Queen’s Rapid Transfusion ability as well as the ability to spawn Creep Tumors. She provides nearby friendly units improved armor for each friendly unit recently killed near her, to a maximum of +3. She can spawn Broodlings in an enemy; unlike the Brood Queen’s ability, this does no damage, and has no time limit to when they emerge, simply waiting until the target dies. The Science Facility has a research option to allow Hanson to expend energy to fuse to a friendly structure to heal it and function as a living turret, firing acid at any nearby enemies.

RESEARCH:

Automobile:
Upgraded Automobile: Converts that Automobile into an upgraded version.

Militarized Ptah-Class Advanced Supercrane:
Construct Kel-Morian Mesektet-A3 Excavator: The Supercrane constructs around itself and wields a bucket-wheel excavator as a weapon; it is only able to attack ground units, but inflicts more damage and as an area attack.
Construct Inverted Mandjet v.4 Hydraulic Pile Driver: The Supercrane constructs around itself heavy machinery that would normally be used to bury massive beams into the earth, redirected to launch them into the sky with sufficient force to strike spaceships in low orbit. It is only able to attack air units, but deals increased damage against armored enemies.
Construct Kel-Morian Atet-VII Demolition Platform: The Supercrane constructs around itself a large platform, loaded with demolition charges. The Supercrane can use this to bury demolition charges in the ground, which explode upon activating the ability from the Demolition Platform. All demolition charges explode at once, and having overlapping explosions do not deal additional damage; it only serves to increase the area of effect. It is reduced to very close-range attacks while using this device.

Infested Outrider Hellion:
Evolve Spine Crawler: The Hellion grows a Spine Crawler on its back, which attacks independently from the Hellion even while moving. When the Hellion dies, it roots itself into the ground. A Hellion with a Spine Crawler cannot use Evolve Spine Crawler.
Evolve Spore Crawler: The Hellion grows a Spore Crawler on its back, which attacks independently from the Hellion even while moving. When the Hellion dies, it roots itself into the ground. A Hellion with a Spore Crawler cannot use Evolve Spine Crawler.

Hut:
Personal Garage: Enable the creation of Automobiles in a given Hut.

Science Facility:
Specialized Education: Trains the nearest non-garrisoned Civilian (with a priority of those not doing anything) as an Engineer, Architect, Physicist (after level 4), Chemist (after level 4), Pharmacist (after level 10), or Physician (after level 10). The Engineer, Architect, and Physicist require the Experimental Tech Lab; the Physician, Chemist, and Pharmacist require the Med Lab.
Experimental Tech Lab: Builds the Experimental Tech Lab add-on.
Med Lab: Builds the Med Lab add-on.
High-Atmospheric Flight: Available only to a militarized Hanson at level 15, it allows Governor General Ariel Hanson to load nearby friendly units onto her Grizzly, quickly fly to any visible location on the map, and instantly unload everyone.
Protective Instincts: Available only to an infested Hanson at level 15, it allows Infested Ariel Hanson to fuse with a friendly structure to heal it and serve as a living turret by firing acid at nearby enemies.
Expanded Sensory Processing Package: Enable Detection for the Sensor Tower. Researched at the Experimental Tech Lab. Requires level 4.
o----Complete Sensory Processing Package: Increase Detection range to that of the Sensor Tower’s original radar range. Replaces Expanded Sensory Processing Package at level 7.

Experimental Tech Lab:
Militarize the Colony: Converts all units and structures into their militarized versions and unlocks the research and units unique to a militarized Hanson. Available at level 2. You cannot take this research if you have researched Fall to Infestation.
Magnetic Rifling: Increase the range of the APC’s top-mounted turret. Only available upon reaching level 4.
Pressurized Fuel Lines: Increase the range of the Firebat’s attack by 100%. Only available upon reaching level 10.
Flux Reactors: When the Predator is attacked, it produces a lightning field in an area around it dealing 20 damage. This effect can only occur once every two seconds. Only available upon reaching level 4.
Focused Discharge: The Predator can use a Focused Discharge to damage a single enemy (even at a distance) for 20 damage and stun them for a couple of seconds. Only available upon reaching level 10.

Med Lab:
Fall to Infestation: Try and fail to cure the remaining infestation, converting all units and structures into their infested version and unlocking the research and units unique to an infested Hanson. Available at level 2. You cannot take this research if you have researched Militarize the Colony.
Force-Diffusion Artificial Tissue: Reinforce HERC environmental suits with specially developed synthetic tissues designed to spread incoming force across the body. The HERC suffers only half of the damage from area-of-effect attacks and abilities (unless it deals more damage to the target, such as the Siege Tank’s attacks, in which case they take full damage if they are said target) and reduce damage from all non-area-of-effect explosive attacks by 25%. Only available upon reaching level 10.
High Temperature Adaptation Treatments: Gene modification allows Colonial Firebats to survive higher temperatures, letting them adjust the safety limits on their weaponry to increase the width of their attack by 50%. Only available upon reaching level 4.
Vanadium Claws: Colonists unfortunate enough to become Aberrations can undergo surgery to get these large claws implanted into their deformed hands, which tears large gashes into Armored units to cause them to take damage over time. Only available upon reaching level 4.
Soronan Mold Colossus: Made of similar genetic makeup to Banelings, Hanson’s Aberrations are doomed to an early and explosive death; introducing their burst sacs with concentrations of the same Soronan Mold that led to the evolution of the Baneling can at least ensure they accomplish something in their final moments. The Aberration’s explosion gains a +40% increase to its radius and damages flying units. Only available upon reaching level 10.

Bio-Dome:
Develop Tectonic Bio-Dome: Specializes a single Bio-Dome as a Tectonic Bio-Dome. Researched at a basic Bio-Dome.
Develop Botanical Bio-Dome: Specializes a single Bio-Dome as a Botanical Bio-Dome. Researched at a basic Bio-Dome.
Develop Atmospheric Bio-Dome: Specializes a single Bio-Dome as an Atmospheric Bio-Dome. Researched at a basic Bio-Dome.
Develop Hydrodynamic Bio-Dome: Specializes a single Bio-Dome as a Hydrodynamic Bio-Dome. Researched at a basic Bio-Dome.

Logistics Headquarters:
Colonial Weapons 1: Gain an increase to the attack of all of Hanson’s units.
o----Colonial Weapons 2: Gain a further increase to the attack of all of Hanson’s units. Requires Colonial Weapons 1.
--------Advanced Weaponry: Gain an even greater increase to the attack of all of Hanson’s units. Requires militarization and Colonial Weapons 2, and is only available upon reaching level 5.
Colonial Armor 1: Gain an increase to the armor of all of Hanson’s units.
o----Colonial Armor 2: Gain a further increase to the armor of all of Hanson’s units. Requires Colonial Armor 1.
--------Armored Carapace: Gain an even greater increase to the armor of all of Hanson’s units. Requires infestation and Colonial Armor 2, and is only available upon reaching level 5.
Carbon Nanotube Reinforcement: Increase the armor of Militia by 1, and they become an Armored unit instead of Light. Only available upon reaching level 5.
Metallic Hydrogen Thrusters: Increase the speed of the Outrider Hellion to 6, and enable them to use the Afterburners ability.
Salamander Protocols: The Outrider Hellion now does +20% damage to Light units. Only available upon reaching level 5.
Heavy Impact: HERCs briefly reduce the movement speed of enemies struck by their grapple ability. Only available upon reaching level 8.

Starport:
Tech Lab: Create a Tech Lab add-on.
Reactor: Create a Reactor add-on.

Tech Lab:
Colony Defense Protocols: Allows the Nomad to create Gatling Turrets, Hellstorm Missile Turrets, or (if infested) Creep Crawlers.
Spawn Changeling: Allows an infested Nomad to use the Spawn Changeling ability. Requires infestation.
Essential Science Facilities: Nomads are created with maximum energy, and their maximum energy increases by +50.
Umojan Lifeguard Escape Pods: Allows units abord a Colony Ship when it is destroyed to not only survive, but be restored to full health upon its destruction.
Tactical Jump: Enables the Colony Ship to perform a Tactical Jump. Must have reached level 14.
Fragmented Tungsten Payload: Increases the Griffon’s Claw Missile damage against Armored flying enemies. Requires militarization and level 14.
Phosphorus Projectiles: Replaces the Griffon’s laser with hollow projectiles filled with phosphorus, dealing extra damage against Light ground enemies. Requires militarization and having reached 14th level.
Pneumatic Dentition: Allows a Bone Wasp to deal damage to all enemy units in its line of attack. Requires infestation and 14th level.
Swoop: Bone Wasp gains the Swoop ability, allowing it to briefly switch from air to ground (or vice versa) only while attacking after 14th level.

Wall:
Gate: Creates an electric gate in a section of the wall. It allows friendly units to pass while preventing enemies from doing the same. Extremely short build time.

LEVELING:

  1. Hard Work Builds the Colony: Civilians or Militia can be garrisoned in anything to do the following; automatically repair it like normal, provide weak weapons fire (Militia can only do this for buildings, but are stronger), research/produce units faster. A Civilian or Militia is required to be loaded into an Automobile for it to function.
  2. Prepare for War: Gain research at the Experimental Tech Lab and Med Lab to let you transform your colony; can upgrade to an Infested (infested are still self-controlled and sapient) or Militarized Colony. Can create Aberrations and Bone Wasps (if Infested) or Predators and Griffons (if Militarized).
  3. APC: Gain access to APC unit.
  4. Science Facility Upgrade Cache I: Enables the training of the Chemist and Architect, and unlocks research at the Med Lab and Experimental Tech Lab.
  5. Logistics Headquarters Upgrade Cache
  6. Supercrane: Gain access to Ptah-class Advanced Supercrane unit.
  7. Needs and Wants: Increase the range of the Sensor Tower and increase the charges at the Bar to 5; Towers are now always Detectors. Replace the Expanded Sensory Processing Package research with Complete Sensory Processing Package.
  8. Experienced Mining Operations: HERCs now inflict heavy damage upon grapple; unlocks the Heavy Impact research at the Logistics Headquarters.
  9. Chlorine Trifluoride Fuel Packs: Outrider Hellions and Colonial Firebats set the enemy on fire to inflict damage over time.
  10. Science Facility Upgrade Cache II: Enables the training of the Pharmacist and Physicist, and unlocks research at the Med Lab and Experimental Tech Lab.
  11. Aerial Superiority: The more Griffons there are in a small area, the more damage each Griffon does; Bone Wasps cause biological units they kill to have a 10% chance of producing another Bone Wasp
  12. Advanced Research Facilities: Nomad can also create a targeting drone, sensor drone, and shredder.
  13. Aggressive Defense: Predator gains a pounce ability; Aberration explosions deal more damage to structures.
  14. Starport Upgrade Cache: Provides research at a Starport’s Tech Lab.
  15. A Mother to Her Men: When upgrading to an infested or militarized colony, gain either Infested Ariel Hanson or Colonial Governor Ariel Hanson; enable the Protective Instincts and High-Atmosphere Flight research for each of them.

MASTERY:

Set 1:
• Increase building construction time by 1%
• Reduce resource cost of Civilians by 3%
Set 2:
• Increase Ariel Hanson’s attack speed and energy regeneration by 1%
• Increase Ariel Hanson’s health and health regeneration by 1%
Set 3:
• Reduce damage taken by your fully garrisoned structures by .5%
• Increase damage dealt by units garrisoned in a structure by 1%

8 Likes

Some interesting ideas here. But as I’ve stated in just about every Hanson thread, I really don’t want her to be another Infested Terran commander. I am not against having another Infested Terran commander, there’s several characters they could use from SC1 or the comics/books, but I don’t want it to be Ariel Hanson. All that said, It looks like you put a lot of work onto this idea, and I commend that effort. At the very least, I hope we actually get Ariel Hanson as a commander eventually, in what ever form that takes.

4 Likes

You had me… then you lost me with Infested. I agree with LeafIt. Hanson shouldn’t be an Infested Commander.

Stick with the Militia.

2 Likes

A bit convoluted for me but you have something going there with the bio-dome mechanics. Maybe you could change your call down and a passive bonus to you and your ally with each configuration. Also, for me there’s no point in trying to deploy civilians on the battlefield, you’re just committing a war-crime. Instead why not introduce versions of standard (or unused) terran units with more emphasis on support or defense to highlight your theme of minimal violence to the enemy (but again this is unavoidable as you will need to destroy your enemy).

That would be why the infestation thing is optional – it represents a mistake and things going terribly wrong… although not as terribly wrong as the story ending that wound up killing her.

The other use for Bio-Domes sounds good, and I could fold the Farm mechanic into that as well. I think I’ll hold off on revising that, for now, to see if I can get more input and ideas before making changes.

While you have a point about the Civilians that’s only if you’re actually making them fight (although I’ll note that conscription is not considered a war crime… but that’s not happening here). Civilian contractors have important non-combat roles in real war zones all the time. The best use for the Civilians is making yours and your ally’s buildings better–but the outermost structures that you’d expect to be attacked would be better suited to be garrisoned by Militia units anyways, especially considering that they provide the same benefits to the building.

They get a bit stronger after militarization or infestation (if to a lesser degree than any other unit), but they’re still pants at combat (the molotov thing, incidentally, is from the rebels at Mar Sara in the first mission). The reason they can cheaply be made in pairs is so you can actually afford (in both terms of minerals and of supply) to fill your and your ally’s production and research buildings with them.

1 Like

I do know you might’ve put a lot of effort into this, but (pardon my french) the units for this version of Hanson is pretty meh. After rolling through the wall of text from the post above, the only thing I found to be a bit spot-on is the Bone Wasp.

IMO, there’re tons of potential gimmick wasted.

infested are basically undead for all intents and purposes, stuky as his whole faction looks disgusting already. Where do the infested get the endless supply of graveyard skeletons with necros (W3 equivalent) doing the thing right ? By creeping the whole map.

It is really funny when Stuk is on the Dead of Night map really. Preventing infestation.

It is a masterpiece! +1

1 Like

Maybe one unit type Hanson could have if militarized: Spectres. Requiring Shadow Ops building (militarized base required), use of terrazine and jorium for these somewhat psychotic but effective infiltration agents. With Ultrasonic Pulse and Psionic Lash, they can terrorize enemy forces. But with an armed Shadow Ops silo, a spectre can drop a nuke on the enemy.

While your concepts are all interesting and ambitious, while incorporating a lot of cut stuff, I’m pretty sure this is way too much for Blizzard to make into reality for years to come. But hopefully they can take aboard some ideas for the future.

Why would colonists have access to shadow ops programs? I think those would fit better in with Tosh, who have been requested a lot already.

Infested don’t have to be undead. The zerg virus can reanimate dead bodies but live ones work just as well.

I like some of the conceptualization in here.

About the name for the Bio-dome i can help with the naming if you want
Bio-dome => Terraformers

Tectonic Bio-Dome => Tectonic Manipulator
Botanical Bio-Dome => remain the same
Atmospheric Bio-Dome => Weather Control Device
Hydrodynamic Bio-Dome => Pressurizer

If you want to have Zerg in your concept, you don’t need to make her an infested commander. Just make it a side note that she employed Zerg Mercenary.

Hanson and her colony have almost no military power. It wouldn’t be a surprise if she was desperate enough to get a devil deal.

Though i must admit, you will need to cut down the concept by a lot. It feels too much at this stage.

“Zerg mercenary”?
I know co-op takes a lot of liberties but this seems to be in the extreme.
The infested mechanic is incredibly thematic for her, especially since, as was revealed in the lore, you cannot actually cure the zerg virus, you can only delay it until it adapts. Her colonists are not getting away from it.

To quote Starcraft Wiki…
The Wise Old Torrasque is a zerg Torrasque that somehow possesses free will, a name and the ability to lead a zerg group, namely the Swarm of the Torrasque.

Said group is a mercenary group. There are 5 others on the wiki.

But how would a small colony have the resources and contacts to hire them?

Listen, the dominion and stukov could hire zerg mercenaries. Besides, WoL does show you just need to scrap up a fair amount of credits, minerals, and maybe vespene and they’ll be there.

Stukov? Mercenaries? Where? I thought it was all just infested that follows him.
The Dominion is the motherflipping DOMINION. Of course they can hire any mercs they want. And still, wouldn’t it be pretty hard to contact Zerg mercenaries? Most people equate zerg to super dangerous and must die.

Stukov did hire mercenaries. To quote the Wiki…

"The Feral Guardians are a mercenary zerg brood led by Frayne the Feral, a powerful hydralisk. Its troops include powerful Feral Guardians.

The Feral Guardians’ services were offered to Infested Stukov when he requested assistance in destroying enemies of his who had collected on a dark planet."

Of course, they might be hard to contact, but nowhere near impossible if stukov’s is to be determined.

Course, I feel I may be getting a bit off topic. I agree with Cerebrate in that there’s too much attached onto this, though not necessarily needing Zerg mercenaries. Could choose one or the other, though I reckon that they could get another infested/Colonial person if they really, REALLY wanted to explore the other side.

A few example quotes from Ariel Hanson:
Victory:
“If only our enemy could fight as well as they die!” (if infested)
“Beaten by a band of farmers who know nothing of war! ‘laughs’!” (if militarized or not infested)

Enemy Attack Imminent:
“Heads up! The enemy is on route to our colony!”

Enemy Terrans Encountered:
“Hostile terrans. Just what we needed.”

Enemy Zerg Encountered:
“Enemy zerg. Remember Meinhoff colony!”

Enemy Protoss Encountered:
“Protoss. We can’t let them have the chance to purify Haven!”

Major Target Destroyed:
“Well, that thing won’t be bothering us now!”

Substantial Casualties:
“I only pray their sacrifice isn’t in vain.”
“This can’t be happening! My forces are being slaughtered!”
“God! We’re being massacred down there!”
“They are chewing my people up!”
“They’re killing us! We need time to recover!”