Infested Chemtrooper - Aaron Montag

Infested Chemtrooper - Aaron Montag [Strength] {short range}

Just like his brother Gui, Aaron also had his part in the victory over Tal Qirat when working for the Confederacy. But after the first Zerg invasion when Gui came in the Dominions forces, Aaron had a different destiny awaiting for him. Aaron was transferred to a secret camp where the Dominion had a programm working known as the Desolator Programm. The goal of this programm was to create a squadron of Chemtroopers to fight the Zerg and Protoss enemies of the Dominion. They were supposed to rule the battlefield with their toxic weapons and triumph over any other biological man or alien. Surprisingly the efforts of the Dominion paid off rather well. The Chemtroopers were more resilient as both Firebats and Marines combined, and even the secretive terran Ghosts could not match the Chemtroopers physical strength.

Unfortunately the Chemtroopers were not so much resilient to Zerg infestation and so Aaron fell as a Chemtrooper to Kerrigans broods during the Brood Wars. After years of silence, Kerrigan has returned and Aaron now follows her as a mindless minion.

Normal way of attacking: The Chemtrooper Aaron Montag has a huge cilinder of brightgreen fluids on his back and wears a evenly powerfull suit as the common Firebat. However the suit looks much more as if it has rusted from years of inactivity. Aaron wields an arm mounted spray system that allows him to spit the toxins over a short distance (continuous stream). The toxins affect all enemies within the splash line.

Abilities:

1) Stimpack Mk2 (self buff) - Just like the Marines and Firebats, Aaron has a stimpack to increase his movement speed and attack speed. However the usual substance that Firebats or Marines use doesn't affect the Chemtroopers so they use a stronger dosage. this causes the Chemtrooper to lose 20 health, but in return they can walk around twice as fast and also the damage from the toxins is affected by the stims (does slightly more damage during stim). The effect lasts longer though as that for the normal Marines or Firebats.

With each level-increase, the effects of the stims last longer, and the HP it takes is graduately less.

2) Ground Intoxication (target area aoe) - The Chemtrooper can also direct his toxins to a specific area and poison them. any units walking through the poison slow down with 20% and graduately take damage. When the ground remains being posioned, the effects increase over time.

When Aaron increases his skill, he can intoxicate the ground with a larger radius, also the agrressive posions will do slightly more damage as it increases in skill.

3) Compressed Sprayer (range increase) - Suiting the spray system with a small compression device allows Aaron the attack from a greater distance.

4) VX10 Mines (independend weapon, count: 5) - Chemtroopers can be outfitted with a set of small mines that detonate once a proximity sensor is alerted of a nearby enemy. the enemy who has triggered the mine will suffer froma toxic explosion (also does aoe damage). Aaron can carry up to 5 of these little devices and with each levelup he get's to carry +1 additionally.

5) Regenerate (Zerg regeneration, passive) - Just like other Zerg, Aaron as the infested and mindless killer for Kerrigan, is blessed with the Zerg biological regeneration cycle.

6) Burrow (passive) - Just like other Zerg ground units, Aaron can burrow into the ground and await for any enemy to walk into a trap.

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