Terrans are descended from exhiled humans. In their struggle for survival they've desecrated and pillaged the mostly barren worlds on the Galactic Rim. With no homeworld to which they can return, their unscrupulous methods have required that they become a nomadic society, constantly scavenging for resources and new technologies. Their mobility and adaptiveness may be their greatest assets. Terrans are able to repair mechanical based units (SCV, Goliath, Siege Tank, Vulture and all air units) when damaged. Units with energy points will restore their energy levels over time. Yellow letters denote Production Hot Keys and red denotes Brood War Upgrades and Units.
SCV Requires: Command Center Produced at: Command Center Space Construction Vehicles (SCV) are used to harvest minerals and Vespene Gas. They also construct your buildings and repair your buildings and vehicles when damaged. Upgrades: Infantry Armor Researched at: Engineering Bay |
Cost:
50 1 Hit Points: 60 Armor: 0 (Upg +3) Ground Attack: 5 Air Attack: N/A (Upg +3) Range: 1 Sight: 7 Size: Small Transport Slots: 1 |
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Marine Requires: Barracks Produced at: Barracks Marines are your first line of defense and have both air and ground attack capabilities. Stim Packing Marines provide faster movement and attack, but drains 10 hitpoints. Marines can attack from inside Bunkers for added protection. Upgrades/Special Abilities: Infantry Armor, Infantry Weapons, U-238 Shells (increased attack range) and Stim Pack Researched at: Engineering Bay and Academy |
Cost:
50 1 Hit Points: 50 Armor: 0 (Upg +3) Ground Attack: 6 (Upg +3) Air Attack: 6 (Upg +3) Range: 4 (Upg +1) Sight: 7 Size: Small Transport Slots: 1 |
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Firebat Requires: Academy Produced at: Barracks Firebats have strong ground attack capabilities. They can attack from inside bunkers for added protection and are a nice compliment with Marines. StimPack them for increased attack rate and faster movement (drains 10 hp). Upgrades/Special Abilities: Infantry Armor, Infantry Weapons, and Stim Pack Researched at: Engineering Bay and Academy |
Cost:
50 25
1 Hit Points: 50 Armor: 1 (Upg +3) Ground Attack: 16cs (Upg +6) Air Attack: N/A Range: 2 Sight: 7 Size: Small Transport Slots: 1 |
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Medic Requires: Academy Produced at: Barracks Medics have the ability to heal any organic ground troops, allies included. They can also blind enemies and remove harmful effects (ie: Plague, Lockdown etc.). Upgrades/Special Abilities: Infantry Armor, Caduceus Reactor (+50 energy) Heal, Restoration and Optic Flare. Researched at: Engineering Bay and Academy |
Cost:
50 25
1 Hit Points: 60 Energy: 200 (Upg +50) Armor: 1 (Upg +3) Ground Attack: N/A Air Attack: N/A Range: N/A Sight: 9 Size: Small Transport Slots: 1 |
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Ghost Requires: Academy, Science Facility w/Covert Ops. Produced at: Barracks Ghost are covert ops specialists, have both ground and air attack and the ability to Cloak and call down Nuclear Strikes. They cannot use their special attacks while inside Bunkers. Upgrades/Special Abilities: Infantry Armor, Infantry Weapons, Ocular Implants (increase sight range), Moebius Reactor (+ 50 energy), Nuclear Strike, Lockdown and Personal Cloaking. Researched at: Engineering Bay and Covert Ops Add-On |
Cost:
25 75
1 Hit Points: 45 Energy: 200 (Upg +50) Armor: 0 (Upg +3) Ground Attack: 10c (Upg +3) Air Attack: 10c (Upg +3) Range: 6 Sight: 9 (Upg +2) Size: Small Transport Slots: 1 |
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Vulture Requires: Factory Produced at: Factory Vultures quick, have ground attack capabilities and make excellent scouts. They can be upgraded to deploy 3 Spider Mines. Spider mines are effective placed at entry points and bottlenecks to thin out approaching enemy ground troops. Upgrades/Special Ailities: Vehicle Plating, Vehicle Weapons, Ion Thrusters, and Spider Mines Researched at: Armory and Machine Shop |
Cost:
75 2 Hit Points: 80 Armor: 0 (Upg +3) Ground Attack: 20c (upg +6) Air Attack: N/A Range: 5 Sight: 8 Size: Medium Transport Slots: 2 |
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Siege Tank Requires: Factory w/ Machine Shop Produced at: Factory Siege Tanks have devestating ground attack capabilities, but will not reach full damage potential unless they are in Siege mode. (Tank mode=30e vs Siege mode=70es). Siege Tanks can only move and be loaded into Dropships while in normal tank mode. Upgrades/Special Abilities: Vehicle Plating, Vehicle Weapons and Siege Tech Researched at: Armory and Machine Shop |
Cost:
150 100
2 Hit Points: 150 Armor: 1 (Upg +3) Ground Attack: 30e (Upg +9) Siege Attack: 70es (Upg +15) Air Attack: N/A Range: 7/12 Sight: 10 Size: Large Transport Slots: 4 |
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Goliath Requires: Factory and Armory Produced at: Factory Goliaths have both air and ground attack and work well backing up Siege Tanks or defending high ground. Their mobility is their greatest strength, allowing quick response to enemy threats. Upgrades/Special Abilities: Vehicle Plating,Vehicle Weapons and Charon Boosters Researched at: Armory and Machine Shop |
Cost:
100 50
2 Hit Points: 125 Armor: 1 (Upg +3) Ground Attack: 12 (Upg +3) Air Attack: 20e (Upg +12) Range: 5 (Air Upg +3) Sight: 8 Size: Large Transport Slots: 2 |
Wraith Requires: Starport Produced at: Starport Wraiths are versatile, fast and have both air and ground attack capabilities. By researching the Cloak ability, Wraiths become adept stealth predators. Upgrades: Ship Plating, Ship Weapons, Apollo Reactor(+50 energy) and Cloaking Field Researched at: Armory and Control Tower |
Cost:
150 100
2 Hit Points: 120 Energy: 200 (Upg +50) Armor: 0 (Upg +3) Ground Attack: 8 (Upg +3) Air Attack: 20e (Upg +6) Range: 5 Sight: 7 Size: Large |
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Valkyrie Requires: Starport and Armory Produced at: Starport Valkyries have no ground attack and are designed to support your air and ground units. Missiles are fired in volleys of eight and capable of great destruction. Use hit and run tactics and combine with ground troops. Upgrades: Ship Plating and Ship Weapons Researched at: Armory |
Cost:
250 125
3 Hit Points: 200 Armor: 2 (Upg +3) Ground Attack: N/A Air Attack: 5es Per Missile (Upg +3) Range: 6 Sight: 8 Size: Large |
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Dropship Requires: Starport w/Control Tower Produced at: Starport Dropships have no attack capabilities but are essential for transporting your ground troops quickly. Each Dropship has eight transport slots. Upgrades: Ship Plating Researched at: Armory |
Cost:
100 100
2 Hit Points: 150 Armor: 1 (Upg +3) Ground Attack: N/A Air Attack: N/A (Upg +3) Range: N/A Sight: 8 Size: Large |
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Science Vessel Requires: Starport w/Control Tower and Science Facility Produced at: Starport Though Science Vessels have no physical attack, their strength lies in their abilities to detect cloaked units, manipulate shielding and cause damaging effects to enemy units. Upgrades: Ship Plating, Titan Reactor, Defensive Matrix, EMP Shockwave and Irradiate. Researched at: Armory and Science Facility |
Cost:
100 225
2 Hit Points: 200 Energy: 200 (Upg +50) Armor: 1 (Upg +3) Ground Attack: N/A5 Air Attack: N/A Range: N/A Sight: 10 Size: Large |
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Battlecruiser Requires: Starport w/Control Tower and Science Facility w/Physics Lab Produced at: Starport Battlecruiser are massive, heavily armored ships that can deal alot of damage, but they're expensive, take a long time to build and move incredibly slow. Research the upgrades and keep ships repaired. They're most effective used in groups of 6 or mixed with other units. Upgrades: Ship Weapons, Ship Plating, Colossus Reactor and Yamato Gun Researched at: Armory and Physics Lab |
Cost:
400 300
8 Hit Points: 500 Energy: 200 (Upg +50) Armor: 3 (Upg +3) Ground Attack: 25 (Upg +9) Air Attack: 25 (Upg +9) Range: 6/10 Yamato Sight: 11 Size: Large |
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