Terran Units

Terran Buildings and Units

The Terrans have a pretty well rounded arsenal at their disposal. They can hold their own in almost any combat situation. Novice StarCraft players tend to like the Terrans

Terran Buildings

Terran buildings are unique in three ways. Firstly they are mobile, almost all Terran buildings can liftoff of the ground and move two a new location (abiet very slowly). Secondly Terran buildings that are damaged to the red point of their health bar will continue to take damage unless repaired. If left unrepaired they will eventually be destroyed. Finally most Terran buildings can build add-ons. These add-ons allow access to new powers, and in some cases make the building more powerful.

Also the terrans are not restricted in any ways as to where they can build buildings. They can start construction anywhere

*Command Center
The Heart of the terran civilization, the command center produces SCV's and serves as the drop off point for minerals and gas. Also the building can be upgraded to perform more tasks.

Scanner Sweep: An add-on that allows you to scan areas of the map, can also reveal buried or cloaked units. Makes exploring easier

Nuclear Silo: Allows nuclear warheads to be built there. Using a ghost you can paint a target for nuclear strikes very effective at taking out groups of buildings

*Refinery
A building built on top of a Vespene Geyser, it collects gas for you and allows it to be seasily transported and stored.

*Supply Depot
These don't do anything except increase your unit capacity. One supply depot equals eight units

*Barracks
This is your infantry building. You can make your basic infantry units here

*Engeneering Bay
Allows you to upgrade your weapons and armor for infantry units

*Academy
Allows you to research and upgrade Marine and Medic Abilities. Also required to build Ghosts and Firebats

*Bunker
Terran defense structure. It doesn't do anything unless you load it with infantry. It can attack both air and ground units (depending on who's in it) A good combination is to put three marines and one firebat in a bunker. The marines can deal with range while the firebat attacks any close units

*Missile Turret
A ground structure that defends against air attacks. Also serves as a detector that can detect cloaked or buried units in its vicinity. They are relatively weak so make sure to build them in groups

*Factory
This building creates terran vehicles. They are tough and strong. They can really help agment your army

Machine Shop: An add-on for the factory. Allows you to build certain units and researches upgrades for you vehicles

*Armory
Allows you to upgrade the weapons and armor of your vehicles and starfighters

*Starport
You can make starfighters at this building. Terran aircraft is very effective at getting the job done

Control Tower: An add-on that is needed to build any starfighters besides the Wraith. Also researches Tecnology for Wraiths

*Science Building
Allows you to upgrade you science vessel abilities

Covert Opps: An add-on that is needed to make ghosts also upgrades ghost abilities

Physics Lab: An add-on that is needed to build Battle Cruisers also upgrades Battle Cruisers abilities

Units
The Terran units are well-rounded and can work well in balanced and disributed groups

*Marine
The basic infantry of the Terrans. The marine is weak on its own but in groupa can be devastating. They are the only basic infantry that can attack both air and ground units

*Firebat
The Firebat is a unit that can only attack ground units with a devastating flamethrower attack. Quite powerful against organic units especially the Zerg

Stimpack: Both Marines and Firebats can use the Stimpack ability. It temporarily increases their speed and attack but at a cost of 10 health per use

*Medic
The Medic is a useful terran unit, although it cannot attack directly it has several abilities that can aid you in combat

Heal: Heals any organic units until they are at full health. A group of eight marines and two medics can last a surprisingly long time

Restore: Removes any negative effects (i.e. parasite, plauge, lockdown, etc.) from any unit (organic or mechanical)

Optical Flare: A flash grenade that blinds any unit its launched at. This reduces their sight range to one matrix square in every direction. Also if you fire it a mobile detector units they will no longer be able to detect anything

*Ghost
A Terran specialist, these masters of sleath are great for sneaking around and their cloak ability helps them execute a nuclear strike.

Cloak: Makes the ghost invisible, only detector units and scanner sweeps can spot it while its cloaked

Lockdown: Fire the lockdown missile at a mechanical unit and it will be rendered incapacitated. Units affected by lockdown cant move or attack but you can attack them

Nuclear Strike: Requires an armed nuclear silo (See Terran Buildings) unleashes a nuclear warehead at a designated target causes a wide area of destruction.

*Vulture
 
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