An old war friend of Jim Raynor, when he and Raynor came onto the wrong side of the law he was captured and sentenced to life in prison while Raynor escaped. In Starcraft II he's released and joins up with Raynor to collect some alien artifacts at the behest of the Moebius Foundation.
Provides examples of:
Aerith and Bob: Above the Hyperion: Matt, Jim...and Tychus, a Gaelic name.
Blatant Lies: In a rather clever way: his initial story about why he's out of prison is a ridiculous tale of him singlehandedly fighting his way out of the most fortified spot in the sector. When Raynor calls him on this, Findlay admits he was sprung by Moebius. Raynor assumes Findlay lied because he was embarrassed at having to be let out, and therefore doesn't question the second story, which is also a lie: Findlay was really sprung by Mengsk. Of course, for whatever reason, Raynor is able to hook up with Moebius via Tychus - which is entirely unrelated to Mengsk at all except for the fact that it is run by Mengsk's son. Until Heart of the Swarm reveals that Moebius is really being run by Narud, who is in league with Arcturus Mengsk.
Blood Knight: The Odin. This is the only mission thus far where he really gets fired up, because he finally gets to take the field. When controllable on foot, he's considerably less jolly. He probably misses his titan of destruction.
Boxed Crook: Subverted as he is imprisoned in a marine suit, and he would be freed if he kills Kerrigan.
Butt Monkey: Is on the receiving end of a lot of punishment, and surprisingly functions as a source of comic relief in-between being a badass.
Clingy Costume: Tychus' marine power armor is welded onto him so he can't take it off. It's also revealed that it's hooked into his life-support system (the suit itself is life support; so 'life support system' might just mean his vitals). It can be remotely triggered to shut down all of his organs.
Comedic Sociopath: He works with Jim Raynor. He doesn't care about Raynor's freedom values, though. Notably, for someone so emotionless about Raynor's Raiders, he sure loves that Odin with a fiery passion. Perhaps because, as a weapon of destruction, the Odin is one of Tychus's personal favorites and thus he features in the Rebellion Missions solely so he can have fun with the Odin while also following the instructions of Raynor's Raiders.
The Corrupter: Raynor was once a normal, upstanding citizen and military man, until Confederate corruption made him disillusioned with them, at which point he went off with Tychus and became a criminal. Although it was implied the Cofederate corruption was ultimately this for both Tychus and Raynor. Tychus was just disillusioned earlier.
Blessed with Suck: Although it keeps him from fulfilling certain non-hygienic bodily functions.
Dark and Troubled Past: All that's known about his early life is that he was born on Mar Sara and ran away from home when he was twelve. The next time he appears, he's a sergeant in the military and is already corrupt and self-serving.
Drowning My Sorrows: Near the end of the game, when he's uncertain if he can go through with his mission. Both got better. But he then got worse.
Evil All Along: Played with, people constantly warn Raynor Tychus can't be trusted, but he never betrays him. Until the ending, anyway. Even then, it may not be a straight example, given his past actions of helping Raynor out of trouble. See Suicide by Cop.
Foreshadowing: The entire introduction of his character. He claims he's a "model citizen now" on introduction, and was just released. Quite the accurate title, considering he is controlled by Mengsk and has an otherwise mobile prison suit just to prove it.
Gatling Good: His Weapon of Choice while on foot. He's also seen operating a dual-gatling defense turret in the main menu background while on Char.
Genius Bruiser: Downplayed but present. Tychus may act a bit slow and talks it too, but he is not Dumb Muscle. For instance an early cutscene implies he successfully hacked the Hyperion databank to get access to their logs.
Good Is Not Soft: Tychus shows this consistently throughout the campaign and his backstory.
Jerk with a Heart of Gold: Though he's pretty gruff, he really isn't a bad guy. In the ending, it's strongly shown that he didn't want to shoot Kerrigan, but he had to, or else Mengsk would shut down his suit and kill him.
Leaning on the Fourth Wall: After getting his Power Armor, his response to getting fielded as a Marine is "Hell, it's about time!", an intentional nod to the Starcraft II's production gap.
Leeroy Jenkins: When commandeering the Odin, Tychus has the communicator stuck on transmit, so he can't hear your orders and will run heedlessly into enemy bases without you to tell him no. Fortunately the Odin is pretty beefy, so he's not going to get himself killed as long as you back him up, and he breaks in-between bases so you can repair his unit and get an escort ready to help him out at the next one.
"Well if you ain't going to tell me not to have a little fun... I'm going to have a little fun hehe. Here I go!"
And, of course, it's entirely possible that he jams the transmitter on purpose.
Not in This for Your Revolution: He makes this patently clear to Raynor on several occasions. While he claims that he's only after the money, his actual goal is to kill Kerrigan at Mengsk's behest, thereby securing his freedom.
"Infested Marines? Aw hell no, Jimmy, I do not like that concept, not one little bit!"
One-Man Army: When piloting the Odin Tychus is without question the most powerful unit in the entire campaign, boasting more HP than entire buildings and killing most enemy units in one or two shots. He easily puts all of the hero units in the original game to shame.
Poisonous Friend: Tychus manages to be equal parts amusing and incredibly threatening at all times, due to his deliciously low drawl. He's best buds with Jim Raynor, but the two of them have grown quite different. Jim's looking out for the little people, while Tychus is mostly just interested in guns and money and grumbles whenever Raynor goes off to save "dirt-farmer" colonists. (That being said, later in the game he admits that fighting the good fight feels great...)
Power Armor: One he can't get out of, and which can kill him if he disobeys his employer.
Plucky Comic Relief: Tychus may not be plucky, but he's definitely the main source of comic relief in the game. Just look at his one-liners:
"It followed me home... can I keep it?" (He's talking about an impossibly Humongous Mecha with bigger guns than a tank) "Luckily I brought me some liquid refreshment." *cracks a beer* "Make room for the Big Dawg!" (While on Char) "Boys, I hate to interrupt, but the natives are getting restless!"
Rated M for Manly: Even without the Powered Armor he's huge and muscular, smokes enormous cigars, drinks hard, fights hard, carries a minigun, pilots a gigantic war machine that qualifies as a One-Man Army... Face it: You want to be this guy.
"Aww, most people just ain't ready for the raw sex appeal I'd unleash into their grey little lives."
Remember the New Guy: Justified. He's Raynor's old partner-in-crime, but being locked up for the entirety of Starcraft 1 and Brood War means he's been out of the action up until the sequel.
Smoking Is Cool: To the point where his on-foot model sports a flare-like cigar.
Suicide by Cop: It's hinted that he let himself be killed by someone else rather than letting the puppetmaster controlling his armor do it. If he really wanted to carry out his order of killing Kerrigan, he could have simply done it rather than letting Raynor know he was aiming at Kerrigan and explaining directly he was working for Mengsk. Throughout the rest of the story it's hinted he's having second thoughts about the mission, tries to talk Raynor out of confronting Kerrigan in hoping he won't have to carry out the mission, and then gets drunk and angry when he realizes Raynor isn't backing down and is fully-intent to take them to Char.
Trapped In Villainy: It's revealed at one point that Tychus Findlay's armor is both unremoveable and can be remotely activated to kill him. So at the climax, he's about to shoot the now deinfested Kerrigan or be killed by Mengsk (it's the only reason he was released from prison in the first place). Raynor shoots him.
24-Hour Armor: Though it would hopefully have self-cleaning capabilities...
The Watson: Some of the time. It's less of him asking the relevant questions and more of him suggesting the most direct approach before Raynor explains why that's not an option.
What Does This Button Do?: How he figures out the commands for the Odin. First time he invokes the trope he activates the bombardment cannons; the second time, he launches a nuke. Both times, he gleefully rejoices in the carnage he causes.
"Now how did I miss this button with a skull on it?"
Is he wearing a wool sweater under the uniform?
"We can't be everywhere at once, sir. The important thing is that we set an example and gave them hope. Every time we help folks in need, it's another step on the road to a better future."
The Hyperion's captain and Raynor's second in command. Horner has strong moral principles. He has a desire to make the universe a better place and thus is opposed to the murder and torture of innocents. He is not only a fair combatant but is also an excellent ship pilot and a decent starship tactician.
[before the mission "Cutthroat"] Mira Han: Oh and, um, say hello to Matthew for me...ask him why he never calls. Matt Horner:[does the "I'm not here!" gesture] [after said mission] Matt Horner: If Mira calls, just tell her I'm busy.
Character Development: Happened offscreen. When he is introduced in Queen of Blades, the Hyperion's captain is young, idealistic and a little naive. He matures in the next couple of years, and by Wings of Liberty the naivete has been polished away in favour of maturity, but (defying Raynor's prediction) the idealism remains intact.
Mission Control: Still has this role in a few missions in "Heart of the Swarm"
Naughty by Night: Mild example: When he's in the cantina talking to Raynor, he's much more informal, and even drops the s-bomb once. When he's on the bridge, he's as straight-laced as can be.
Only Sane Man: One of the few in Raynor's crew who isn't obsessed with revenge or with ulterior motives in mind.
Putting on the Reich: The usual implications of evil with this trope are inverted with him, whose clothing design was clearly taken from fascist dress uniforms. He's idealistic and fights in a revolution for freedom.
Possibly played straight in that he may have kept it from his confederate days.
A mysterious man encountered by Raynor when he gave him a job for mining minerals in a dangerous place, brother. He turned out to be one of the subjects of Dominion's Specter project. He is seemingly capable of reading minds like Kerrigan did. He has an extreme hatred for the Dominion, especially Arcturus Mengsk.
Provides examples of:
Ambiguously Evil: He pays you handsomely for your aid and scouts out the region to help you, but he's also very creepy, shifty, and definitely has a hidden agenda. He's ultimately a very cynical and shady Anti-Hero who sticks by the Raiders to help them if they see his mission through with him.
Assassin Outclassin': If you side with Nova (the non-canon option), she out-Ghosts him and literally stabs him in the back. It's implied that Tosh was distracted in that moment by being extremely pissed off at Raynor.
Badass: Oh yes. During the one mission you control him, he racks up a higher body count solo than the rest of his supporting forces behind. On the lower difficulties, you can even finish the map solo running ahead of your reinforcements and doing everything by yourself.
Creepy Good: He's ultimately on Raynor's side, though the others are weirded out by his powers, his cynicism, and his general sketchiness.
A Day in the Limelight: You can control him during the Folsom liberation mission, and his abilities really shine.
Deadpan Snarker: Not every mission's epilogue on the Hyperion necessarily involves Tosh giving out good advice. In fact, some dialogue speeches are where Tosh snarks at Raynor about specific items such as engaging in piracy when he dislikes it, teasing Raynor about smelling a protoss onboard the Hyperion, and the snark that perhaps Ariel Hanson isn't all sweet like Raynor and others think.
Everyone Went to School Together: Tosh was actually in the same squad as Nova during their days in the Ghost Academy. Oddly enough, he used to support her back then during mission training, and kissed Nova once. However, any chance of a relationship was made naught by the rules of the Ghost Academy, which would also neurally re-socialize (i.e. mind-wipe) its students on a regular basis. The final break probably came around the time when Tosh became a Specter and Nova received a full re-socialization that had virtually eliminated her original personality.
Hollywood Voodoo: In his backstory, his grandmother initially believed his psionic abilities to be Voodoo. In the game, he'll even whip out a voodoo doll on Raynor if he decides to screw Tosh over. For some reason, it works on Tychus instead. Also explained in the game that most Specters grow eccentric after their training and may carry trinkets and totems because they believe in their enhancing powers even if they may know nothing about Voodoo.
Knife Nut: Ironically, this is also how he was killed in the non-canon mission "Ghost Of A Chance".
In the cinematic after the mission "Breakout," Tosh throws his knife carelessly at a table, perhaps to avoid hurting Matt Horner for politically disagreeing with him ideologically. However, Raynor understands Tosh and gives him his knife back.
Psycho Serum: Terrazine, according to Nova. According to Hanson (if she still is with you after the mission "Breakout"), Nova was lying, though a more charitable explanation is that she was mistaken or even lied to. To be more precise, Terrazine has a number effects on its users in that it is addictive and can cause insanity if used by itself according. Spectres indicates that its effects can be controlled when used in conjunction with Jorium (AKA, the Yellow/Rich Minerals) and in carefully regulated doses... Problem is, Tosh does neither.
Put on a Bus: In Heart of the Swarm. While Word of God and a quick line from Nova confirm it was canonically Tosh who Raynor sided with, his only appearance is a brief background shot when Matt mentions he could help.
Revenge: If you choose to help out Nova over him, he does not take it well. Amusingly, he somehow got Tychus' voodoo doll mixed up with Raynor's but still.
The Revolution Will Not Be Civilized: Unlike Matt Horner, he does not believe that overthrowing Mengsk will be a tea party and things will not be happy-ever-after once the Dominion is overthrown.
The Sociopath: According to Nova, who states he is a psychopath who might backstab Raynor everyday and that this happened to all Spectres as a side-effect of the program. The game, however, tends to suggest he actually is a subversion; despite Nova's statements, Tosh, while cynical, never betrays Raynor, and only attempts to kill him when understandably pissed off if you choose to side with Nova against him (see You Bastard below). In fact, if you happen to finish his story arc before Ariel Hanson's, she reveals to Raynor that studies on the Spectres found no traces of psychotic side-effects, meaning Nova was either wrong or lying. Spectres shows that he's not sociopathic per se, but it also makes it abundantly clear that he is BATSHIT INSANE!
Super Soldier: Being a Spectre, who are experimental versions of the Ghosts.
Supporting Leader: You only control Tosh in the mission "Breakout". You have Raynor and Horner rooting for you the entire time, and you fight against Mengsk, Nova, and the Dominion, who as far as the Wings of Liberty campaign are concerned one of many Big Bads.
Verbal Tic: Gabriel Tosh always ends his speeches with "brother", brother.
We Used To Be Closer Than Friends: Tosh's relationship with Nova as a Ghost was... complicated, but that all went south after he discovered the truth behind the Dominion and went rogue.
What the Hell, Hero?: He calls out Raynor and Matt if the player decides to side with Nova, calling it cold-blooded betrayal and vowing revenge.
You Bastard: Side against him during the last leg of his mission arc and he scolds you for betraying him when he's been straight with you so far. Despite the hilarity of Tychus being voodoo doll'd at the end of that mission, it results in him no longer being available to offer mystic comments on every mission you accomplish afterwards, which can make you feel like a heel to see that balcony empty.
The news report after his second mission heavily implies the Spectres were behind terror-bombings against civilian targets. However, the UNN is known for exaggerating stories and biasing them pro-Dominion, and blames Raynor often for chaos the Dominion helped cause, so how reliable the accounts are is up for debate.
You can also realize how much of a jerk you (and thanks to your decisions, Raynor) are when you compare the two scenarios. Side with Tosh, and you break out New Folsom prison, Matt celebrating it as a liberation of all the scientists, thinkers, journalists, etc, who were nice people who just happened to disagree with Mengsk. Side with Nova, and you listen to Raynor call him a "scumbag" before Nova puts a knife in his head. Keeping in mind that this "scumbag" generously paid you to collect resources for him, provided recon and men to help you do it, and offered advice on your other missions.
You Didn't Ask: Various characters have commented on how Tosh isn't telling the whole truth about him, with Dominion assassin Nova running with the idea the furthest. On the other hand, especially if you choose to side with Tosh rather than Nova, one can make a viable argument that he doesn't tell you everything about him simply because he doesn't know any better than telling you only things he can see you thinking of asking (such as the locations of the mineral and terrazine gas deposits- you are collecting those for him, after all, whereas the Spectre is something you didn't even know, let alone ask, at the beginning). He might be a telepath, but he can't see any question that is not on your mind.
Son of Arcturus Mengsk and heir apparent of the Dominion. He is interested in archeology, especially the relics of the Xel'naga. It turns out he owns and runs the Moebius Foundation when Raynor's planned meeting with the company's ships turned up meeting up with the Bucephalus, the Dominion's flagship.
Provides examples of:
Adventurer Archaeologist: As revealed in the Dark Templar novels, he desperately wishes he was one. Hinted at in the game proper by his obsession with the Xel'naga artifacts.
Ambiguously Evil: In the Dark Templar Saga and Wings of Liberty, everyone is wary of him because he may seem nice and trustworthy, but he's still the Emperor's son and is obviously keeping secrets from his allies. In I, Mengsk, he outright tells his father that he won't end up like him and his good side is obvious, but it's also clear that he hasn't quite grasped the ideals of Umoja or his grandfather. Flashpoint and Heart of the Swarm clear up the ambiguity with several scenes to establish his honor and morals are genuine.
Antagonistic Off Spring: Inverted, Valerian is a good man with a wicked father. Come Heart of the Swarm, he's pretty much openly abandoned the Dominion, and Arcturus is apparently content to kill his son alongside Kerrigan in order to see her dead.
Authority Equals Asskicking: He tries to prove it at least. While he's yet to take the field in a game so far, he does orchestrate a lot of things by aiding allies, so he mostly succeeds. In the novel Flashpoint, he's also able to subdue some street thugs with his martial arts and swordplay skills.
Badass: As told above, he took out two street thugs with martial arts and could have killed a third with a throwing knife, but spared him willingly. He proved an able gunfighter and swordsman in I, Mengsk as well. Given he had the same tutor as his father, this is no surprise. When he was a kid, however, he was wimp which infuriated his father.
Badass Boast: In Flashpoint after Matt sees him in action in the above conflict.
Matt: Can you kill me with a spoon? Valerian: Only amateurs need spoons.
Badass Bookworm: In addition to his fighting skills, he is very well-read and intelligent.
Butt Monkey: In Heart of the Swarm, occasionally; Kerrigan trolls him in the first mission and almost strangles him later after mistakenly believing he left Raynor behind (though this one wasn't played for laughs), Mira Han calls him "princess" and the list goes on.
It's easily his Crowning Moment Of Awesome, since he had no real reason of telling this to Arcturus except to rub it in his face. The kid just wanted to gloat.
Valerian: Father, I am about to accomplish that which you could not. Today I will defeat the Queen of Blades and secure peace throughout the Dominion. By this act, the people will finally know that I am a worthy successor to you.
He does this much more in Flashpoint, letting Arcturus know several times that he is officially fed up with his father putting selfish vendettas above the safety of the Dominion and its people.
The Chains of Commanding: Feels them in the Flashpoint novel. Of the twenty-five battlecruisers he took with him to Char, each with thousands of crew, less than half survived the invasion, and the ones that did, all of them were either destroyed by Arcturus's own half of the fleet, or were damaged and captured, their crews likely to be executed for treason. And they all knew from the start it was treason, especially when Valerian directly turned on Arcturus, but they did it because they wanted to help their prince. The deaths of thousands of good soldiers who believed in him does not sit well with him, and Raynor notes when they next meet in person that the kid is letting it show on his face.
Character Development: When he starts out in Wings of Liberty, it's still unclear what kind of person he is, and he clearly underestimates Kerrigan, his invasion of Char only being saved by Raynor's help. By Heart of the Swarm, he shows more obvious signs of concern for his forces and allies, and turns out to have developed enough guts to call out Kerrigan for her impatience about saving Raynor. Kerrigan is genuinely impressed.
Kerrigan: It seems you've learned a few things. Valerian: The Zerg aren't the only ones who can adapt.
The Chessmaster: Aspires to this in Wings of Liberty, orchestrating Raynor's retrieval of the artifacts through the Moebius Foundation in planning to ally with him and lead an invasion of Char. Raynor lampshades that Valerian sees him as a pawn to be used, but Valerian counters by asking if Raynor cares if cooperation will get him what he wants.
Enemy Mine: With Raynor, though he did manipulate him for a great deal through Tychus. However he was not aware of his father's plans with Tychus. Come Flashpoint and Heart of the Swarm, his treachery is made aware to Arcturus and he's become an almost-honorary member of the Raiders, since his fleet is gone and he and his men are now stationed on the Hyperion.
A Father to His Men: Has shades in Flashpoint. With most of his fleet crippled or on the verge of destruction, he refuses to let any of his men perform a Heroic Sacrifice for his benefit, and gives Raynor a What the Hell, Hero? for even suggesting that some of them be left to die.
For Science!: The reason he's so intrigued by Xel'naga artifacts. Raynor has to caution him that ancient alien devices are not toys.
Heel-Face Turn: Initially served The Dominion, sworn enemies of Jim Raynor, but come "Flashpoint" and Heart of The Swarm, he now fights against the Dominion alongside Raynor's Raiders. He was especially aware of the prophecy involving Kerrigan, the reason why he refused to hand her over to his father.
Subverted however, because from the beginning, his Enemy Mine with Raynor was part of his agenda to prove himself a better man than his father. Furthermore, he did not treat Raynor as the enemy his father made him out to be.
Odd Friendship: With both Raynor and Kerrigan. Despite him being the Crown Prince of the ruling government, Raynor actually seems to genuinely like Valerian by Flashpoint, and Kerrigan, while disdaining his For Science! attitude toward the Zerg, is impressed by his courage and listens to his request to spare civilian centers during her invasion of Korhal.
Overlord Jr.: Defies this trope in all flavors. Arcturus's poor parenting coupled with his ruthless methods of keeping order in the Dominion have shattered any idealized image Valerian had of him, while his mother emphasized he grow to be a good, proud man. It's mostly worked — he's arrogant and naive, but Valerian is a very different person from Arcturus, and as his page quote demonstrates, wants to prove to the Dominion he's both a better ruler and a better man.
Pride: He has this as his major flaw. Like father, like son. He eventually gets fed a humility pill and he gets better about it.
Reasonable Authority Figure: His overriding goal is the safety and security of the Terran Dominion, which contrasts with his father, who just wants power. After Heart of the Swarm, when he takes the throne, the first thing he does is dig up his father's black-ops research projects, call the scientists who have been shanghaied, and start actually paying them, in addition to removing the psychopaths his father liked to put in charge. And of course, if the scientists want to go back to their families instead, that's fine too.
"Well Done, Son" Guy: Subverted. Though flashbacks in The Dark Templar Saga show he was this as a kid, Arcturus was an Abusive Parent and Valerian grew out of it once he realized that. Now his goal is to be his own man rather than just Mengsk Jr., and is more interested in proving to the people that he's not his father and can be a better ruler than him.
Well-Intentioned Extremist: He might be an aversion but comes off as one to Jake because his assistant (who was a mole for his father) altered his orders without him being aware of it.
Wide-Eyed Idealist: He's usually good at hiding it, but his entire plan pretty much hinged on the universe rewarding nobility and courage. Of special note is his first meeting with Raynor, which revolved around the idea that Raynor was a noble revolutionary who would want to kill Arcturus personally, rather than the terrorist rebel he was painted as. The Dark Templar Saga novels also have his servants note this, as he doesn't suspect many of them are spies for Arcturus so he can keep tabs on Valerian's private matters.
General Horace Warfield
Now, this is a general.
"You missed your calling, Raynor. You would have made an outstanding staff officer."
Mengsk's replacement for the deceased Edmund Duke, General Warfield is a very different kind of military leader than his predecessor. Smooth-talking and well-mannered, Warfield makes very few appearances in Wings of Liberty, mostly acting as Supporting Leader for Mengsk or an offscreen antagonist. Warfield does make an appearance at the end of the story, however.
Badass: He's a frontline-fighting general that eventually gets an Arm Cannon. In Heart of the Swarm he not only clings to life with two steel beams piercing his torso, but he has the strength to attempt to pull them out, then to try and attack Kerrigan as she stands over him.
Badass Boast: Almost every line of dialogue he has is a boast of how he will win the day.
Badass Grandpa: Like Duke, he's probably in his fifties at least but he, like Fenix, "throws down with the best of them." And if you want a real explanation, all you need to know is that he punched a hydralisk to death and lived to tell about it.
Four-Star Badass: Though oddly enough, he only has three stars on his uniform (which from our point of view, would give him the rank of lieutenant general at the most).
Black Comedy: Near the end of the game, he loses the use of one of his arms. Cut to this conversation:
Raynor: Good to see you on your feet, General. Warfield: Yeah, well, we'll see how long that lasts.
Cool Old Guy: He's one of the more popular new characters out of the game, and for a good reason: He bayoneted a zergling, kills a hydralisk by punching it to death, and is so tough he shrugs off enough poison to kill an ultralisk, and gets a shiny new Arm Cannon out of the deal.
Cyborg: During the assault on Char, he loses his arm to zerg venom and gets it replaced with an Arm Cannon.
A Father to His Men: Not spelled out exactly, but pretty heavily implied, given his warm demeanor and tendency to fight on the front beside his men, and him demanding that Kerrigan spare his retreating soldiers despite heavily wounded and more or less at her mercy.
Fire-Forged Friends: When they first meet he obviously doesn't think too highly of Raynor, accusing him and "his terrorist friends" of hiding while he was busy leading the Dominion against the Zerg. After Raynor saves his life and takes command in Warfield's absence, he sees things a little different.
Warfield: All these years, Mengsk made you out to be the devil himself. But I've seen you put it on the line for men who'd otherwise be hunting you down. Raynor: Your Emperor's the one 'should be brought to justice. All I ever wanted was for folks to live free. Warfield: Charging into battle with a stranger — taking enemy fire, holding the line shoulder to shoulder — that's the great equalizer of war. It's a honor to fight at your side.
Frontline General: He takes the field with his Marines and takes on an entire zerg force by himself. He seems to have internalized the lesson that tactical subtlety and staff officers don't help much against the Zerg.
Genre Savvy: He advises Raynor to prioritize disabling the Zerg air support for the final mission, as he considers them far more dangerous than the Nydus Worms the ground Zerg use to move around. This is a very smart decision, as fleets of Mutalisks and Brood Lords are far more trouble to combat than a few Nydus Worms sending a few dozen extra Zerglings at you, and of the two versions of the last mission you can play the one with the air units is considered much more difficult. Clearly the man has the experience his reputation demands.
He is, however, very well aware of the strategic value of taking down the Zerg air support rather than the ground-based nydus worms. The final mission with the Zerg air support uncrippled is by many considered the hardest mission in the game by a significant margin. note Siege tanks turn anything ground based into nice big craters, and removing the zerg flyers means there's no way for the Zerg to counter a mass of them. Well.. outside of Kerrigan herself at least.
Justified in the sequel, Warfield is likely used to fighting Broods under the command of Broodmothers, who only use limited tactics, or even just feral Zerg. The forces on Char were under the command of Kerrigan, which is a whole different thing entirely.
The Men First: His last act is to request his men to be saved...which Kerrigan grants.
One-Man Army: When every man with him is dead, he just presses on and takes out the rest of the Zerg host by himself.
Punch Clock Villain: He's an honorable and gruff man in his own right, and comes to respect Raynor. But much like Edmund Duke before him, being Mengsk's top general means he's usually against you in missions.
Remember the New Guy: According to his backstory, he's been one of Mengsk's top officers ever since he began his rebellion against the Confederacy, which would mean Warfield was out there somewhere kicking ass for the entirety of the original game and Brood War.
Retired Badass: He was retired prior to the game, Mengsk brought him back into service at the beginning of Wings of Liberty.
What the Hell, Hero?: Gives one to Kerrigan in Heart of the Swarm when she begins her Roaring Rampage of Revenge against Mengsk on Char, killing the same Dominion soldiers who freed her, while also calling out that she's betraying Raynor's trust in her which might have gotten through to her, but since Kerrigan had already heard the UNN say that Raynor was executed, somebody working for Mengsk talking about turning against Raynor turned out to be a Berserk Button for her. It wasn't completely ineffective, however; after killing Warfield, she let the remaining Dominion forces go.
A human female Ghost and assassin for the Terran Dominion. Also the would-be star of Starcraft: Ghost, a game stuck in Development Hell, although she was properly introduced in the Wings of Liberty campaign for Starcraft II. Nova's adventures have become something of their own sublicense within the franchise, with her backstory and training covered in a manga series and a pair of novels.
Provides examples of:
The Ace: She's one of the most powerful Ghosts in the history of their existence; her psi index of 10 is equal to Kerrigan's prior to her infestation, and she completed her training in a record two and a half years when normally it takes four.
Action Girl: She's a Ghost, so naturally this means she's a badass psionic assassin.
All There in the Manual: Pretty much everything about her is learned in the Ghost novels and manga; in-game all you ever learn about her is that she's a Dominion Ghost that hunts Specters.
Depending on the Artist: Though Nova has pale blond hair in her official high-res Ghost render, in-game images had her with brighter yellow hair, and in the graphic novels her hair is orange.
The Dragon: Top assassin of the Terran Dominion. Raynor even calls Nova Mengsk's "pet ghost". This role is even more apparent during her attack on the Umojan lab. By comparison, Valerian Mengsk, despite being crown prince, doesn't necessarily fit the bill for being a dragon; Neither did Kerrigan or General Warfield tow the line despite the former being second in command to the Sons of Korhal and the latter being C-in-C to the Dominion Military.
Enemy Mine: Approaches Raynor with the offer of taking out Tosh's Spectres, after which she gives him the schematics to make Ghosts of his own. Jim notes the risk she takes by doing so. If Raynor sides with Tosh instead Dr. Hanson claims that spectres are no more prone to insanity than normal people, this may or may not be correct. Siding with Nova however reveals a note of jealousy with Ariel. However the game makes it clear that the only reason Raynor has to trust a Dominion assassin is because Tosh is a potentially more dangerous choice. Some of the news reports in the game suggest that the Spectres have been running a terrorist campaign against the Dominion, and leaving a lot of dead civilians in their wake. But overall, the choice between Nova and Tosh is definitely one of the weaker ones, at least from a storytelling perspective.
Foil: To Kerrigan; they're both powerful Ghosts that serve (or have served) Arcturus Mengsk and are emphasized as beautiful but dangerous. The key difference is that despite being given a chance to break away from Mengsk and become something more, Nova remained loyal. Swann ribs Raynor over the similarities between the two, and Blizzard is also aware of their similarities.
"No, I am not Kerrigan, and if I had my own game you'd know that."
Knife Nut: It's a Ghost thing, apparently. A closer look at the cutscene shows that Nova actually swiped Tosh's balisong, complete with voodoo decal. Although she certainly handles it with familiarity.
Ms. Fanservice: A green-eyed blonde with a curvy body zipped up inside a skintight Ghost suit. Aside from Kerrigan, Nova is the main source of eye-candy in the series.
My Country, Right or Wrong: After the mind-wipe is reversed, she still abides by her oath to serve the Dominion, though she's perfectly willing to bend the rules here and there to suit her.
The Ojou: Before a terrorist attack killed her parents, anyways.
Pet the Dog: Helps a young telepath evade the reach of the Ghost Academy in Spectres, and find a home where her gifts can be cherished.
Psychic Powers: Second only in power to Sarah Kerrigan herself, although she surpasses Kerrigan's powers when Sarah was in her Ghost self. She's able to do stuff like disable enemy weapons with her mind or kill an entire city block with her telekinesis. Of course, Kerrigan's now a planetary-level consciousness since her infestation, and she's basically in a league of her own.
Punch Clock Villain: She's willing to help Raynor one time since they share a mutual interest, but warns they'll be enemies when they meet again. Come Heart of the Swarm she's clocked in, and leads the team that captures him.
Super Soldier: As a Ghost this is her role in the Terran military.
The Unfought: Despite her reappearance early on in "Heart of the Swarm", you never actually get to fight her.
A selfless and altruistic scientist who was rescued by Raynor's Raiders after the planet Agria was overrun by the Zerg. She decides to help out his cause after learning that the Terran Dominion had pulled out of Agria, declaring the Agrian colonists expendable. Hanson tries to steer Raynor towards doing the right thing, being described as the angel on Jim's shoulders, as opposed to Tychus, who is the devil.
Provides examples of:
Alternate Character Interpretation: In-Universe example. Tosh keeps referring to Ariel as a "Honeypot" and implies that there's more to her than meets the eye. In the aftermath of the non-canon mission "Haven's Fall" mission he's proven right. He outright says that all of the infested colonists were a time bomb waiting to happen and says Hanson was a honey trap from the start.
And Then John Was a Zombie: If you choose to help the Protoss on Haven, she becomes infested. Given Horner's comments during the mission it's implied she did it to herself.
But Now I Must Go: If the player decides to side with her, then she settles in Haven after the fight, and invites Raynor to stay. Raynor declines, because he has to "finish the job", and says that "guys like me don't get second chances". The worst part is that, unless the player skips the missions post-Meinhoff, (thus losing the chance to use the Vikings in further missions) it doesn't matter if the player decides to side with or against her, she doesn't stick around.
Mad Scientist: The choice between Hanson and Selendis guarantees this trope if you notice the reactions both take to your choice. Selendis is rather calm and understanding regardless of the choice Raynor makes (Selendis challenges Raynor to "friendly combat" if Hanson is the choice made, and is rather sympathetic to Raynor's challenge of saving the colonists even if he has to kill some). Hanson, on the other hand, flips her lid if you choose Selendis, which says a lot about her rational thinking if you know what happens after "Haven's Fall". It's also implied that, in the "Haven's Fall" choice, she infests herself at Haven in a desperate attempt to save the colonists.
Meganekko: Envisioned by Blizzard as a "doctor lady with glasses who looks really cute".
Professor Guinea Pig: It's unknown if her self-infestation was partly out of desperation to come up with a cure.
Silly Rabbit, Cynicism Is for Losers!: Rejects the Protoss dogma of "all traces of Zerg must be purged" and insists that she needs just a little more time to come up with a cure. If you agree to fight to Protoss, she ultimately succeeds.
Suicide by Cop: Heavily implied to be the case if you side with the Protoss.
A geeky young scientist dedicated to Raynor's Raiders. He spends most of his time in the Hyperion's research laboratory, requesting Protoss and Zerg samples to further his research for Raynor.
Provides examples of:
Adaptational Badass: StarCraft 2's character profile for him on the Battle.Net website depicts Stettman in a more badass light, going as far as explaining his ideologies and his reasoning for joining Raynor's Raiders, which the StarCraft 2 campaign in-game doesn't do.
He worked in a Dominion research facility along with several colleagues wherein all of them wished to make the galaxy a better place for everyone. Stetmann was assigned, along with a fellow scientist, to create a portable shield similar to that of the Protoss. Over time, the experiments, Stetmann's included, grew more unethical as they progressed, going so far as to use unwilling prisoners from New Folsom as test subjects. His fellow scientists were against Stetmann's opposition to this, growing more benign to the inhumane experiments. He then developed a virus that plunged the facility into chaos and allow him to escape with his shield prototype. His fellow scientist, who worked on the shield with him, remained loyal to the Dominion and tried to keep him from escaping. Stetmann then overloaded the shield, distracting the scientist and frying the locks on the doors to his freedom. He then laid low in Dead Man's Port, thriving on income generated by upgrades he made. He then refused when loyal syndicates ordered him to make tracking collars for people with debts and people considered property of crime lords. His refusal made him a hunted man and he nearly got executed before Raynor and his Raiders saved him. Now part of the Raiders, Stetmann has found what he believed to be forever lost to him: the chance to make the world a better place.
Apocalyptic Log: Subverted. The research logs have every sign of being the first entries in one ("Swann wonders why the ship generates additional energy. I'll best not tell him about this fascinating Protoss crystal that does it." "If it becomes dangerous, I'll throw it out the airlock, but until them I'm researching it!" "The Zerg sample evolved a cortex and started to attack the walls of its containment canister — better study how it did that rather than chuck it out"), but it all seems to work out all right; as of Heart of the Swarm, the Hyperion is still operational.
For Science!: Averted, he quit a Dominion science project and was almost executed by criminals because of his morals. His logs on the Protoss and Zerg samples also highlight this. In an early log for the Protoss artifact, he states that if it becomes a threat to the ship he'll destroy it. He refuses to apply Zerg regeneration to a biological use for humans, calling that horrifying; and recognizes that he will have to destroy the Zerg sample eventually, but he wants to wait until he has learned all he can from it.
Omnidisciplinary Scientist: He appears to be an expert in xenobiology, metallurgy, and weapons development, and probably half a dozen other fields, in addition to being a combat medic in the commando mission. (Although the protoss crystal he's tinkering with in the lab is supposedly helping him.)
Put on a Bus: Unlike Swann and Tosh, he doesn't even get a token appearance in Heart of the Swarm.
The Hyperion's chief engineer, spend most of his time in the ships armory, and is responsible for the upgrading the Raiders weapons. Formerly a miner, he lost his arm in a revolt against the Combine, and was saved by Raynor's Raiders, where he joined them later on.
Arm Cannon: He has a mechanical hand that can transform into a rocket launcher much similar to the Marauders'. It's also apparently capable of doubling as a wrench, which makes sense since he's a super-mechanic.
Artificial Limbs: His left arm below the elbow is a giant mechanical claw that doubles as a Marauder's grenade launcher.
The Engineer: It's even his title. Swann is the man behind all the new units of Raynor's arsenal, also being in charge of deploying explosives and upgrading the Hyperion in individual missions.
I Call It "Vera": He calls his deployable turret Flaming Betty. Its rank is listed as "Swann's BFF."
Omnidisciplinary Scientist: He has a deep knowledge of weapons and vehicles of all types and is able to redesign the Odin to make it field-buildable despite knowing nothing about it prior to its capture by Raynor's Raiders.
Shipper on Deck: For Raynor and Nova. Granted, the entire basis of his dialogue regarding this is entirely for humor and referring to a certain other Ghost who Nova reminds him of.
The Smart Guy: A much rougher example than usual, making him come off as a very sophisticated auto mechanic.
Kate Lockwell and Donny Vermillion
"What is wrong with that woman? Tell her not to interrupt my interviews!"
Two reporters working for the UNN. Kate tries to be impartial, but often gets blocked by her coworker Donny. After Vermillion loses his mind, Kate gets promoted to chief anchor.
Provides examples of:
Blatant Lies: Very often, due to being controlled by Terran Dominion, often in a very unconvincing manner. During one broadcast, a Dominion Marine even shows up to shut it down.
Kate Lockwell: In fact, Donny, survivors have credited Raynor's Raiders— Donny Vermillion: I'll have to cut you off there, Kate! We've got a breaking story. Uh...uhm...g-go to commercial. Yes. Commercial.
Donny Vermillion: I assume casualties were high as a result of Raynor's terrorist actions. Kate Lockwell: Actually the only civilian deaths appear to be collateral damage from overzealous Dominion security forc— Donny Vermillion: Thanks, Kate. You heard it here first! Jim Raynor: Killing women and children on Mar Sara.
Subverted in one case via Brick Joke. Donny reports about how Zerglings have an allergy to lemon juice. This comes across as another bullshit propaganda line meant to showcase how the Dominion is totally on top of things with regard to the zerg when it really isn't. In the next game, one of Kerrigan's lieutenants makes an offhand remark about needing to fix the Zerglings' allergy to lemon juice.
Break the Haughty: Donny Vermillion experiences when confronted with undeniable proof that the government that he worships caused his brother's death.
Canon Immigrant: Kate Lockwell appeared in the comics before she did in-game.
Double Standard: Donny answers the question posed by some viewers that ask what's wrong with Raynor rebelling against the Dominion when it was founded after Arcturus rebelled and overthrew the Confederacy. His response? "Yes, but Emperor Mengsk didn't do it during an alien invasion!" This completely ignores the fact that while Mengsk may not have begun his rebellion during an alien invasion, the arrival of the Zerg and Protoss did nothing to dissuade him from stopping. And, in more ways than one, he twisted it to his advantage.
Raynor: Everyone's a critic.
Hot Scoop: Kate. In fact, the Crown Prince has a crush on her.
Hypocritical Humor: "What is up with that woman?! Tell her not to interrupt my interviews!"
Kent Brockman News: UNN Live with Donny Vermillion. Raynor shoots at the screen with a broadcast in the first cinematic on Mar Sara, and got a note from the bartender mentioning that the screen would be put on his tab!. That's why there's a "don't shoot the screen" warning sign attached to the big TV screen in the Hyperion cantina.
News Reel: The UNN, which has been around since StarCraft. Used by the Confederacy, then by the Dominion as a propaganda machine.
Ship Tease: Kate asks Valerian if there's any woman he has an eye on. He actually says (on a live news broadcast, remember) that he's quite taken with her. Considering she's an honest reporter dedicated to ferreting out the truth and he hates his father, he was probably being serious.
A mercenary who leads the Mira's Mercs, and who sports an eastern-european accent. She and the Mercs help the Raiders during a mission... by having them to pay an amount of minerals before another empolyee of her does. In Flashpoint it's revealed she's one of the major powers in Deadman's Port, a haven for pirates and outlaws.
Provides examples of:
Accidental Marriage: That surname? Matt Horner won a poker game, and the prize was her. Needless to say, he doesn't stay in touch with her.
Aww, Look! They Really Do Love Each Other: One-sided, while Matt mostly just respects her as an ally and has no romantic interest, Mira does have genuine affection for him, though "love" may be a stretch. In Flashpoint, some of her men sell them out to the Dominion, and Mira is very angry that Matt is hurt in the escape and tells him he's going to live because she's not ready to be a widow.
Electronic Eye: Her right eye has evidently been replaced by a cybernetic implant, so it has an overlarge pupil, red iris and black sclera.
Hidden Depths: In Flashpoint, it turns out she's taken in refugees from planets lost to the zerg invasion.
Honor Before Reason: She refuses to let Matt speak to Colonel Orlan in Heart of the Swarm because Raynor is her client, and all a mercenary has is their word. The "before reason" part is that they need Orlan because Raynor has been captured and they need to hack the Dominion to find him, and Mira knows this.
Rose-Haired Sweetie: Manages to be all three types — she's a battle-hardened mercenary who teases Matt sexually and is generally perky and friendly.
The Tease: To Matt. He doesn't appreciate it. At all.
"The Swarm has served its purpose. It is a broken tool, fit only for the scrap heap."
Voiced by: Armin Shimerman
A Terran scientist and researcher, he's the head of the Moebius Foundation that studies Xel'naga artifacts. Through Tychus he contracts Raynor to track down the pieces of the Xel'naga relic. In the Flashpoint novel between Wings of Liberty and Heart of the Swarm, his alliance with them is dissolved when he sells them out to Mengsk. Heart of the Swarm reveals he is far more than he appears.
Provides examples of:
Affably Evil: Even when trying to kill the heroes, he acts friendly and personable.
Badass: Kerrigan mentions in Heart of the Swarm that he's the most powerful being she's ever met, and he lives up to the boasting, showing off a Laser Blade of psionic energy and psionic skills rivaling Kerrigan's and nearly killing her in their fight. He's also apparently able to cloak without technological means as described in Flashpoint.
Beam-O-War: With Kerrigan in one Heart of the Swarm mission. And until Stukov de-powered him, he was slowly winning.
Laser Blade: Wields one in Heart of the Swarm to combat Kerrigan.
Made of Iron: Kerrigan calling a Nydus Worm to slam him through rock doesn't have any visible effect on him.
The Man Behind the Man: To the Tal'darim, perhaps to Arcturus and Ulrezaj — it's unclear how much influence he had over Arcturus, and Ulrezaj may work for him or report to Duran or Amon.
Nothing Is Scarier: Even after his death and The Reveal of who he is working for, we still have no idea what exactly he really was, nor what he really look like.
The Reveal: Heart of the Swarm reveals he controls the Tal'darim, serves Amon, and is using the hybrids to try and revive him. This in turn heavily hints he is actually Samir Duran, which is possible given he's a shapeshifter, but it's not directly confirmed.
A Protoss High Templar. He encountered Zeratul on Ulaan, and with his substantial forces fought the Zerg masses guarding the final portion of the prophecy. After Kerrigan shows up, he and his forces engage them to give Zeratul time to escape the planet and are ultimately slain.
Provides examples of:
Badass: Such a kick-ass High Templar, he's able to use all of their abilities plus a powerful direct psionic attack (he hits harder than an Immortal against unarmored targets), making him a peer of Tassadar. In-universe, he's a legend.
Small Role, Big Impact: He appears in exactly one mission for about five minutes, is never mentioned again, and so far doesn't have a mention in any other missions or novels. But in that one mission, he and his men help save Zeratul and, by proxy, the universe.
Urun is the leader of the Auriga Tribe and a member of the Protoss Hierarchy. In the game, he's seen as part of the Overmind's vision, taking part in the final stand on Shakuras against a hybrid-controlled Swarm. He rallied the remnants of the Great Fleet and had a small ground force gathered as well. Alongside the remnants of his species, he did battle, however, for all their valor, it was to no avail, and Urun fell alongside his people, declaring that there were "too many of them".
Provides examples of:
Cool Hat: his face is completely obscured by the visor. Considering that this is pretty much everything his profile model consists of (besides the back of the cockpit and the starry backdrop that is) people would joke about Urun himself being just a cool talking helmet floating in space.
Mohandar is an elderly leader of the Dark Templar caste, and a member of the Hierarchy. In the game, Mohandar was killed in the Overmind's vision of the protoss' final stand against the Dark Voice. He went into battle leading the remaining void rays. As his ship was destroyed, Mohandar declared he was returning to the Void.
Provides examples of:
Cool Starship: as with Urun, he too appears piloting one of these.
The current Protoss Executor, originally having been a student of Artanis's before his ascension to Hierarch. She possesses a strong sense of duty and honor as a Khalai Protoss. Although she feels threatened by the Dark Templars and the Terrans, she is more than willing to put aside their differences to bring the battle to the Zerg. Selendis oversaw Ulrezaj's defeat over Shakuras and slew the infested Terran Ethan Stewart.The Dark Templar Saga novels establish she was the Executor who accompanied Zeratul to Aiur in the Dark Vengeance optional campaign that accompanied Brood War. She may or may not be the Executor of Episode IV as well.note The timeframe of Dark Vengeance implies that the Executor of that campaign and Episode IV are the same character, but it was also clearly stated in Episode IV that you were the same Executor as in Episode III. Word of God is that Artanis was the Executor in Episode III, but in Episode IV Artanis was the new Praetor, a separate character from the Executor the Player Character. Blizzard has not yet clarified if the Episode IV Executor is Selendis, or if the Episode IV Executor has been Ret Gone with Artanis taking their role (and rank).
Provides examples of:
Authority Equals Asskicking: Sure, we only see her participate in one battle, but Selendis is miles ahead of the only other Protoss female seen in the series.
Cool Starship: Commands a suped-up Carrier in the tradition of Tassadar's Gantrithor.
Graceful Loser: If you win the "Safe Haven" scenario, she bears no malice against Raynor, and prays that he's right.
Heroic Sacrifice: In the Overmind's vision, "In Utter Darkness". She pilots a Carrier.
Lady of War: Selendis pilots a carrier in battle, being the only major named female Protoss character so far to participate in battle.
Proud Warrior Race Guy: She seems excited to get to fight with a hero like Raynor and wishes him luck when she loses.
Selendis: If you choose to resist us, we shall meet in glorious combat.
The Smurfette Principle: To date, she's only the second female Protoss we've seen, the first being the Dark Templar's Matriarch. There's three if you include the female flying the Mothership.
Well-Intentioned Extremist: She sees the infestation on Haven and determines that they only way to deal with it is torch the whole planet, believing that despite what anybody, herself included, hopes, infestation can't be cured. Despite Raynor being an ally to Protoss, she's willing to fight him if he gets in her way, though she doesn't have any malice towards him.
Wild Mass Guessing: It is possible that she was the unnamed Executor in Episode IV, seeing as how she worked under Artanis.
Worthy Opponent: If you choose to fight her in the canonical last mission of Dr. Hanson's branch in the campaign, she says it would be an honor to fight you, and shows no malice if you drive her off (and indeed hopes you are right).
"We will follow you to the ends of the universe, James Raynor! A thousand deaths cannot atone for your wanton sacrilege"
Dangerously Genre Savvy: Don't let the pseudo-religious babbling fool you, this guy knows what he's doing. Take "Welcome to the Jungle" for example, he goes after your SCVs when they try to harvest terrazine, uses his probes to seal altars you haven't been to yet, and brings an escort to protect them. He also mentions in "Supernova" that he was expecting Raynor to show up looking for the next artifact.
Get Back Here Boss: When he finally takes the field in "Maw of the Void" he fights you for a bit, then teleports away when he starts to take too much damage.
Jerkass: He is clearly not the nicest person to be around.
Hate Sink: This guy is a hugeJerkass fanatic, serving no purpose but to antagonize the player and make your day in each Tal'darim mission miserable. What's worse is that he won't see reason, and will never stop talking about Raynor's "defilement". It all makes the player want to kill him the more he says something, which is what can be done in "Maw of The Void"
All There in the Manual: Files for the beta named him "Lhassir". In the completed version he may be "Nyon", the name given to the achievement profile that rewards a portrait that looks just like him. Neither name appears in-game though.
Senseless Sacrifice: He and his men "gladly march towards death to [ensure] your doom". At least "Maw of the Void" shows he isn't too wimpy to attempt this himself.
The Usual Adversaries: Whenever Raynor meets the Tal'darim executor, the Executor makes a number of over the top threats (like the page quote) at Raynor. Raynor mostly reacts with mild to medium annoyance.
Back from the Dead / Dead All Along: Up until just before Heart of the Swarm, Amon was long dead, but Kerrigan's deinfestation gave Narud and his hybrids the power needed to bring him back. It's unknown so far what killed him, though.
Even though he was dead for a long time, it didn't stop his influence on the Overmind and the Zerg Swarm, as well as his work on the hybrid.
Big Bad: The main antagonist of the sequel trilogy, though he apparently won't take center stage until Legacy of the Void.
The Man Behind the Man: To Duran and the Overmind, and in turn all they were this trope to including the Tal'darim, the Hybrids, the Zerg Swarm, and more than likely Ulrezaj. May also be this to the Dominion; the state of Duran's dealings with Mengsk is currently unknown.
Bigger Bad: He's been around since long before the series began, and as the above trope explains, he's behind almost everyone. However he hasn't taken center stage yet, his return only whispered about in the first two parts of the sequel.
Dark Is Evil: Like the Dark Templar, he takes his power from the darkness of the Void. Unlike them, he's definitely an evil entity.
The Dreaded: If you hear anybody not working for this guy talk about him, then they're terrified of him. Even Kerrigan doesn't deny that she's afraid of him.
Eldritch Abomination: Zurvan says that he's brought about the end of entire planets through his own power, and nobody seems to doubt it.
Evil Is Hammy: The way that he speaks, it's already a sign that he's hungry for massive scenery devouring action.
Kill 'em All]]: From what Zeratul has seen, this is the result if the Voice comes to power. And apparently it's done this before.
Last of His Kind: He is currently the only Xel'naga in existence. The destruction of his species was a result of his own actions.
Meaningful Name: Amon is the demon prince of Wrath in Christian demonology. You know what's another name for Amon? Satan. It also means "the hidden one".
Omnicidal Maniac: Apparently, his plan is to bring eternal darkness to the whole Universe, remaking it in his name.
Outside-Context Villain: We know literally nothing about this guy, and his influence is so well hidden that only the Overmind's vision of the future revealed it. Apart from anybody that's seen that, almost nobody even knows he exists.
Maar is a Protoss/Zerg hybrid that appeared in the Protoss world of Zhakul. Zeratul had to fight against him and the Protoss forces he had recruited/possessed in order to access the Preservers, who can decipher the prophecy.
Provides examples of:
Came Back Strong: Repeatedly. Every time you defeat him, he charges himself up with more protoss energy from the elders and comes back physically larger, with more hit points and a stronger attack. The longer it takes to finish the mission the harder it gets.
Large Ham: Is prone to a lot of shouting and uses grandiose phrases. Just look at his profile quote.
Hybrid Monster: May be the first Hybrid to awaken, showing players a taste of their power.
The first Broodmother Kerrigan encounters in the Heart of the Swarm campaign. The leader of a zerg colony living around the Dominion's base in "Rendezvous", she is found by Kerrigan, who is then looking for an army to help her prevent the Dominion force from destroying the Hyperion. Naktul gladly provides Kerrigan with her forces, allowing her to destroy the base. Kerrigan then leaves, with Naktul promising to wait until she comes back. She later rejoins the swarm in a between mission cutscene, near the end of the campaign.
Supporting Leader: For the most part, Naktul offers her units to Kerrigan with only minimal questioning as to what happened to her.
Sycophantic Servant: Oddly enough, she is one of the few Broodmothers to outright not try to follow Kerrigan's policy of "only the strong rule" in a literal sense. Naktul does not betray Kerrigan at all, in fact spending nearly the entire mission giving her her brood almost without question.
Sequence Breaking: She appears at the end of the mission in person to help out with the battle (although you cannot control her). However, the place she spawns will likely still be heavily fortified by siege tanks and other terran units, and she can be killed like any other unit. If she is killed, she still carries on the conversation as if nothing happened. She can actually die fast enough without a first-time player realizing she had shown up.
Undying Loyalty: Asks if Kerrigan plans to return to Phaeton or not, but otherwise is eager to fulfill her instructions. In fact, she seemed delighted to see Kerrigan had come back.
"Your Majesty used to store all her ideas, thoughts and plans within me."
Evil Feels Good: Strongly admires Kerrigan from her time as the Queen of Blades. Though she seems to admire her more for how powerful she made the Swarm than for her atrocious acts.
Ms. Exposition: She's Kerrigan's equivalent of an adjutant, and explains mission objectives and the like.
Non Action Girl: Her role is one of an adviser rather than a fighter, and as a result she never takes part in fight personnally. She does, however, lead Kerrigan's protection during her transformation into the Primal Queen of Blades if you didn't get Zagara at this point.
The Noseless: One of the many visible modifications to her once-human body.
Prehensile Hair: Sort of. Her "hair" is now a set of several tentacles protruding from the top of her head. She uses them for manipulation. Her "hands," meanwhile, have fused into her body in a folded posture.
Social Darwinist: A notably less evil version; she does seem to accept this as a reasoning, but rather than deduce that the weak should be crushed, this makes her concerned with making the Swarm as strong as possible so they won't be crushed.
Token Good Teammate: Word of God describes her as more sympathetic than Abathur, her concept "was to strike a balance between human and monster." She indeed comes out as the least sinister of Kerrigan's lieutenants, excluding perhaps Stukov.
"Abathur. Evolve Swarm, spin strands and sequences. Served Overmind, then served Queen of Blades. Now serve you."note (In case you are wondering, he is talking to Kerrigan-he doesn't recognizes her at this point due to her Terran appearance.)
The Genetic Library of the Swarm, he is in charge of all evolutions in the name of strengthening the Zerg. Abathur was a unique Zerg specimen created by the Overmind specifically for this purpose, who has been working for the Swarm ever since, both for the Overmind and Kerrigan under her two personna. His work consists in looking for potential creatures with useful genetic potential that can be added to the Swarm, or alternation that could improve the Swarm. He is extremely amoral in the approach of his work, uncaring about the pain of his test subjects. While he does his best to improve the Swarm, he doesn't intend to make them perfect: by his own words, perfection is impossible to attain, but to always chase it through mutation and adaptation is the only way the Zerg can live.Dialogue with him reveals he was the one who put Kerrigan into the chrysalis and turned her into the original Queen of Blades.
Provides examples of:
Affably Evil: As amoral and greedy for essence as he is, he is always well-mannered and honest when talking with Kerrigan.
Abathur: Spin strand backward? No. Inside out zergling. Not efficient.
Berserk Button: When someone shows proficiency rivalling or surpassing his in genetics, he gets unnerved — something with abilities superior to his own means they could create beings that surpass the Swarm, and that is not acceptable. The primal Zerg assimilating some of the Swarm's exclusive strains for their own use prompts a suggestion they be killed, while his admission that he can't replicate an infestation as deeply ingrained as Stukov's has him suggest to Kerrigan they join with the enemy force rather than be defeated by a clearly superior foe.
Can't Kill You, Still Need You: Kerrigan doesn't like him and is actually infuriated when she remembers that he was the one who turned her into the original Queen of Blades (mentioning that what she felt was essentially him taking her apart and rebuilding her). She still allows him to live because he's far too useful to her. Though if you talk to him just before the last mission, she says she seems to be growing to like him a bit. In an earlier version of Heart of the Swarm, she has him killed and replaced with a duplicate.
Evilutionary Biologist: Granted, he is on the side of Kerrigan, but other than that he fits the trope in every aspect.
Finger Tenting: Does a fingertips-touching variant, though since he only has two per hand, it looks a bit odd.
For Science!: He is perfectly aware that it's pointless to dissect Lassara, since he cannot integrate Protoss DNA to Zerg. He still wants to do it because he likes trying, as its part of his role of assimilating other species into the swarm and one of the goals of the swarm has always been to assimilate the Protoss.
Giant Spider: Part of his aesthetic; Blizzard envisioned him as a huge spider who visualized DNA as webbing.
Humans Are Flawed: He seems to believe this, as he's unimpressed with Terran DNA. He makes exception for certain humans with psionic potential, being willing to go through the effort to assimilate them and break down most of their flawed humanity while trying to keep the psionics intact, but otherwise finds humans not worth his time. He's outright relieved when Kerrigan tells him she won't be assimilating humans anymore.
Lack of Empathy: A central part of his amoral characterization. When he has a failed experiment, he simply has it tossed back into a reclamation pool without bothering to Mercy Kill it first, seeing that as a waste of time, despite it still possessing an obvious pain response.
Mad Scientist: He seems just as much in it to see what interesting things he can do with essence as to improve the zerg.
Mix-and-Match Critters: Kerrigan notes that she's never seen a being like him and asks what genetic strands he was made from. Abathur replies the Overmind made him personally for his specific purpose by combining many strands.
My Species Doth Protest Too Much: Sniffs that the focused evolutions of the Swarm are much more impressive than the natural, "sloppy" evolutions of the Zerus Zerg, and advises Kerrigan to take what evolutionary strands are worth interest and wipe them out after. Though since he's the one who handles said evolutions, he's hardly un-biased.
Non-Action Guy: Just like Izsha, he wasn't created for fight and serves only as a genetician. However, his dialogs mention him wandering the tunnels of Char after the death of the Overmind and in an earlier version he talks about killing and eating every creature he came across during that time. So it seems that he is pretty capable of fighting and defending himself, he's just far too useful and valuable to simply be send on to the battlefield.
Heroes of the Storm seems to support this theory, since Abathur is a controllable hero that can fight on the front line, but is much more effective as a support unit working inside his team's base.
Obliviously Evil: The only thing that matters for him is his goal, which is to make the Swarm stronger, and he doesn't seem to realize when he's doing amoral or horrible things while chasing this goal. For example, he dissolves failed experiments into biomass alive and conscious, because he doesn't see the point in giving them a Mercy Kill—they'll become biomass either way, what's the difference?
Another of Kerrigan's broodmothers, in control of the Zerg on Char. Subduing her is Kerrigan's first task to take back the planet for the Swarm. When she rejoins, Kerrigan begins to groom her as a replacement leader for the Swarm if she should be incapacitate or killed somehow.
Provides examples of:
Bastard Understudy: An unusual example. While she intends to take over the Swarm if the occasion presents itself, her loyalty toward Kerrigan is genuine. She knows Kerrigan is a more fitting leader in the current situation, and wants to learn more from her as a pupil. Until then, she will keep serving loyally.
Blood Knight: She's always eager to unleash the Swarm's wrath on their enemies.
Character Development: Invoked in-universe, after her defeat Kerrigan asks if Zagara understands how Kerrigan defeated her, and Zagara's only answers are that she was faster or stronger. Kerrigan has Abathur evolve her and takes Zagara under her wing to instruct her, teaching her the finer aspects of being a shrewd and cunning leader now that she is capable of understanding such concepts.
The Dragon: After rejoining the Swarm, she serves as Kerrigan's right-hand Zerg, commanding the Brood when she can't and being a close advisor. Kerrigan at one point tells her that if she dies, the Swarm will fall to Zagara's control.
Reliable Traitor: Kerrigan turns her into one; she makes no secret of the fact she is eager to lead the Swarm, but she is aware that in the current situation, Kerrigan is a better leader, and Zagara still has much to learn from her in preparation for that day. As a result, she is loyal to her.
The Starscream: Zigzagged during the game and ultimately subverted. She's rebelling at first in-line with Kerrigan's rules, is loyal again when she's defeated, but as Kerrigan has Abathur evolve her she feels stronger and wishes to take the Swarm for her own. However, she recognizes she isn't as good a leader as Kerrigan yet, and so resolves to learn from her in preparation for when she comes to power. That said she's entirely loyal, commanding the brood in Kerrigan's place if she's incapacitated and acting as her second-in-command. When Kerrigan is injured she even asks why Zagara is helping heal her instead of seizing control, and Zagara says she still has much to learn from her before she's ready for that. This is a factor of her Character Development, as her expanded ability to think abstractly and make long-term plans helps her realize that she will have better ultimate success by waiting and learning from Kerrigan than taking the first opportunity she sees to usurp control.
Undying Loyalty: Ironically; as long as Kerrigan is still a better leader than her in her eyes, she'll remain obedient and indisputably loyal to her.
In contrast with the Swarm, the Primal Zerg on Zerus operate in Packs that constantly fight and devour each other to become stronger. The Packleaders are the strongest, and as such are recognized by weaker Primal Zerg as their leaders. They oppose Kerrigan on general principle, calling her Swarm "corrupted."
Boss Battle: Of the RPG type, rather than the RTS type, complete with attack patterns and dodging.
Eldritch Abomination: All of them (except Brakk) have ended up becoming this through millennia of evolution. They're vaguely recognizable as being related to Zerg base strains, but they are heavily mutated.
Flunky Boss: All of them can spawn Primal Zergs to defend themselves in the fight.
King Mook/Giant Mook: They all resemble giant, mutated versions of base strains. Brakk is an Ultralisk, Yagdra combines the Nydus Worm and Hydralisk, Kraith combines the Lurker and Roach, and Slivan is a Swarm Host.
The second Packleader to oppose Kerrigan. A Worm-like creatures, he has the ability to dig underground and spit acid. He is first introduced when he tries to fight the Swarm and the remnants of Brakk's tribe at the same time.
Chekhov's Gunman: He initially appears briefly as he sends his Pack to consume Braak's and tries to prevent Kerrigan's mutation into a Primal Zerg. The next mission, he is one of the bosses you have to fight.
When All You Have Is a Hammer: She has an acid breath attack she uses rarely, but mostly her "strategy" when fought is to just run around the arena shedding Creepers for you to fight. Considering, again, Creepers are essentially primal Banelings, this is perfectly effective since one wrong move can result in the obliteration of your entire army in a burst of green acid.
A Primal Zerg leader from Zerus who willingly joins Kerrigan, hoping she will help him to get more ESSENCE to collect.
Provies examples of:
Asskicking Equals Authority / Authority Equals Asskicking: Although he's not as obsessed with power as the other packleaders, he's still strong enough to lead is own pack. As the other packs joined the swarm after their respective leaders death, it's possible that Dehaka serves as the leader of the whole primal zerg within the zerg swarm.
The Big Guy / The Brute: He has no hive mind connection and thus cannot take advantage of the Zerg's unique upgrades, nor does he have psionic skills. What he does have is finely evolved traits like powerful legs to leap and massive claws to rip apart enemies.
He just hangs around on the Leviathan as someone to talk to after joining, neither he or his pack taking an active stance in things. That is until Kerrigan assaults Korhal and finds they have a Psi Destroyer which destroys any Zerg in its range of effect via their psionic hive mind. Hm, now where are we going to find some Zerg without a connection to the hive mind....heeey!
Prior to him appearing in person to Kerrigan, he shows up in two levels as a "Strange Creature". Given that Blizzard is known for putting in easter eggs, especially ones in inaccessible places or runs off immediately, most people probably wrote him off as a in-joke. Several Missions later, the above happens.
Fashionable Asymmetry: Sort of. As you can easily see whilst he's hanging around the Leviathan, his large right arm has been severed (and you can actually find it as an Easter Egg in one mission) but he still has a much smaller arm on that side. However, he's supposed to have always had four arms, one large pair and one small pair — however, he's lost his large right arm and his left small arm. If you click on him enough, he expresses bafflement as to why his biology hasn't evolved him a new arm yet.
Also, one tusk is half-broken and the other one is whole.
Genetic Adaptation: Champions this as the strength of the Zerg, the ability to evolve and adapt to combat any enemy and survive any weapon or environment. When Kerrigan questions his distaste for a Terran base's design, Dehaka boasts he does not need technology to make walls and weapons to defend himself, he can evolve armor and claws.
Unlike other pack leaders, he doesn't evolve purely for power, since he knows it will simply make him a target, and his real purpose is to survive. For the same reason, he choses to join Kerrigan willingly after she became the Primal Queen of Blades rather than fight her.
Handicapped Badass: He's missing his right armnote which can be found in a mission and is noted to be still bleeding profusely, but he's still the leader of his pack and a hero unit with appropriate levels of power.
I Fight for the Strongest Side: He makes this clear to Kerrigan when he joins her, he's only with her because she is strong and will defeat many enemies, so he sides with her to take part and absorb more ESSENCE. Kerrigan lampshades that she's had shakier allies, and asks a couple times if he's considering leaving to join an apparently superior foe.
Me's a Crowd: One of his abilities consist of him spawning smaller versions of himself.
My Species Doth Protest Too Much: Unlike the other Primal Zerg Packleaders, he choses to join Kerrigan right ahead rather than fight them when it appears she's gaining in power. It is implied that he did so at great risk as his arm can be found and it's still bleeding.
No Sell: Due to lacking a connection to the Swarm Zerg's Hive Mind, he is completely immune to any attack targeting it. That makes him a key element to destroy Mengsk's Psi Destroyer.
An ancient and powerful Zerg sleeping on Zerus. Under the advice of Zeratul, Kerrigan re-awakens him so he can guide her in getting the power of Zerus for herself. After being awoken, he acted as a guide to her, provided her with informations about the Zerg's history and inheritance, and helped her to acquire the power of Zerus.
Because Destiny Says So: In an odd sense. Given that consuming other beings is what Zerg are meant to do, he seems to be of the opinion that fighting each other and devouring the loser's essence is the destiny of all Zerg.
Eldritch Abomination: An ancient and powerful Zerg who remembers the creation of the Overmind, older than any existing Zerg save for perhaps Abathur, and so evolved and primal that his base breed is unrecognizable.
Graceful Loser: He is of the opinion that it is natural that he and Kerrigan will fight to prove their power and the winner will consume the loser and grow stronger, and if he loses and is absorbed, it's just how things are.
The Mentor: Sort of acts like one to Kerrigan, teaching her about the Zerg inheritance and helping her to become a Primal Zerg.
Mr. Exposition: He conveys a lot of information on the nature of Zerg, Amon's influence on them, and how Kerrigan can control the planet.
My Species Doth Protest Too Much: While he does aknowledges the Swarm Zerg's "corruption" like other Primal Zerg, he doesn't become hostile on sight and explains Kerrigan how to get stronger rather than just try to kill her.
The Starscream: A very weird exemple; he helped Kerrigan only so she would grow strong enough for him to consume after she would be done with the Packleaders, but he does it more in a case of Blue and Orange Morality than out of treachery, and Kerrigan isn't the least bit surprised by it. When asked by her if he knew that would happen, Dehaka pretty much answers he did but didn't bother telling to Kerrigan because Primal Zerg consider such an attitude normal.
The Social Darwinist: Like Dehaka, he sees such as the way of life for Primal Zerg. It's how he rationalizes fighting Kerrigan.
Time Abyss: His age is never specifically stated, but he's the oldest primal zerg alive, old enough to witness the birth of the Overmind and remember the Xel'Naga, and it's been mentioned some of them are million years old.
Top-Heavy Guy: A variation. He's massive, but his rear legs are disproportionally small compared to his arms and head, though he's sitting on an even bigger mass of tentacles.
Voiced by: Courtenay Taylor
The leader of a group of Protoss scientists Kerrigan abducts during her passage on Kaldir. Initially antagonistic toward her captor, Lassara essentially reminds Kerrigan of her past as the Queen of Blades.
Demoted to Extra: In earlier versions of the game she was to be initially hostile to Kerrigan, remembering all she did as the Queen of Blades, but seeing Kerrigan show mercy to the other colonists softened her and she began to speak more familiar and openly to her. This entire subplot was dropped from the final game and Lassara is little more than a Protoss to talk two for all of two missions.
Morality Pet: Tries to act as one, telling Kerrigan that they're peaceful colonists that she could let live, leave the moon now that she has what she wants. Kerrigan can't do that though because she knows they'll contact Shakuras and bring the fleet down on her if they find out she's de-powered, and fleeing will just encourage them to chase her.