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Many of the Terran Buildings are mobile. This allows you to lift off the buildings and move them to a new location. Add-On buildings are never mobile and will cease to function if the main building they are attatched to is destroyed. SCV's can repair all Terran buildings. Buildings with energy levels will restore those levels over time. Yellow Letters denote Terran Building Hot Keys. For Basic Buildings, Press B,  then the appropriate buildings hot key. For Advanced Buildings, Press V, then the appropriate building hot key. For Add-On Buildings, press either "B" or "V" (basic or advanced), then the main buildings hot key, then the Add-On buildings hot key. Units in red are Brood War Expansion Pack units and upgrades.



Basic Buildings



Supply Depot
The Supply Depot is required to produce units. Each Supply Depot provides 8 supply slots. Each unit takes up "x" amount of supply slots. You must have open supply slots to build units.


Cost: 100
Hit Points: 500
Produces: 8 Supply Slots


Refinery
The Refinery is built ontop of "geysers" and used to refine raw Vespene Gas. Vespene gas is essential for building units and structures to expand your base.
Cost: 100
Hit Points: 500
Produces: Vespene Gas


Command Center (Mobile Building)
Command Centers are the core of your base. Your SCV's are produced here and it's also where the SCV's deposit your harvested minerals and gas. Each Command Center may have one Add-On building, either a Nuclear Silo or Comsat Station.

Cost: 400
Hit Points: 1500
Add-ons: Nuclear Silo
or Comsat Station
Produces: SCV's.
Stores Mineral and Gas deposits.


Nuclear Silo Add-On
Requires: Science Facility with Covert Ops Add-On
The Nuclear Silo is an Add-On to the Command Center and adds the special ability Build Nuke. Silos may only build one nuke at a time. Once a nuke is armed, a Ghost is required to call down a nuclear attack. Arming a nuke takes quite awhile so it's a good idea to have more than one Silo and keep an armed nuke ready.
Cost: 100 100
Hit Points: 600
Produces: Build Nuke


Comsat Station Add-On
Requires: Academy
The Comsat Station is an Add-On to the Command Center and adds the special ability Scanner Sweep. Scanner Sweep allows you to temporarily see any targeted section of the map, and detect cloaked/burrowed units within the targeted area.
Cost: 50 50
Hit Points: 750
Produces: Scanner Sweep


Barracks (Mobile Building)
Requires: Command Center
The Barracks produces and trains your Infantry units : Marine, Firebat, Ghost and  Medic. Barracks are key in the tech tree.

Note: Firebats, Ghosts and Medics require additional buildings before they can be produced at the Barracks.

Cost: 150
Hit Points: 1000
Produces: Marine, Firebat, Ghost and Medic


Bunker
Requires: Barracks
Bunkers are designed to give added protection for your infantry units and defend key locations. You may place up to four units in each Bunker. Units do not take damage while inside the Bunker and are not killed if the Bunker is destroyed. While inside a Bunker, units cannot use their special abilities, however, you can put Stimpacks on before entering the bunker.
Cost: 100
Hit Points: 350


Academy
Requires: Barracks
The Academy allows Firebats and Medics to be produced at the Barracks. Research for the U-238 Shells upgrade and Stim Pack ability are done here. The Medic's special abilities: Restoration, Optic Flare and Cadeus Reactor (increase energy) are also researched here.
Cost: 150
Hit Points: 600
Adds Ability: to produce Firebats and Medics.
Research: U238 Shells, Stim Pack, Restoration, Optic Flare, Cadeus Reactor


Engineering Bay (Mobile Building)
Requires: Command Center
The Engineering Bay is responsible for the Weapon Upgrades and Armor Upgrades for the Terran Infantry units. Infantry units include the Marine, Firebat, Ghost and  Medic.
Cost: 125
Hit Points: 850
Research: Infantry Weapons and Armor Upgrades


Missile Turret
Requires: Engineering Bay
Missile Turrets detect cloaked/burrowed units and provide anti-air defense by automatically targeting and firing upon incoming enemy air units.
Cost: 75
Hit Points: 200
Air Attack: 20e
Sight Range: 11
Detection Range: 7

Advanced Buildings



Factory (Mobile Building)
Requires: Barracks
The heavily armored Factory is responsible for training and producing all your Ground Vehicles: Vultures, Siege Tanks and Goliaths. Factories are key in the tech tree for building the rest of the Terran Advanced Buildings. Factories may have the Machine Shop Add-On.

Note - Goliaths require an Armory
Cost:200 100
Hit Points: 1250
Add-Ons: Machine Shop
Produces: Vultures, Siege Tanks, Goliaths


Machine Shop Add-On
Requires:Factory
The Machine Shop is an Add-On to the Factory. Here you research the Vulture's Ion Thrusters and Spider Mines ability, the Siege Tank's Siege Tech ability and the Goliath's Charon Boosters Upgrade (+3 missile range).
Cost: 50 50
Hit Points: 750
Research: Ion Thrusters, Spider Mines, Siege Tech, Charon Boosters Upgrade


Armory
Requires: Factory
Adds the ability to produce Goliaths at the Factory and Valkyries at the Starport. The Armory also provides the Vehicle Weapon and Plating Upgrades and the Ship Weapon and Plating Upgrades for all the units produced at the Factory and Starport.
Cost: 100 50
Hit Points: 750
Adds Ability: to produce Goliaths and Valkyries
Research: Vehicle Weapons, Vehicle Plating, Ship Weapons, Ship Plating


Starport (Mobile Building)
Requires: Factory
The Starport is responsible for producing and training the Wraith, Valkyrie, Dropship, Science Vessel and Battlecruiser Aerial Ships. The Starport can have the Control Tower Add-On.

Note: Addtional Add-Ons and/or Buildings are required to build the Valkyrie, Dropship, Science Vessel and Battlecruisers.
Cost: 150 100
Hit Points: 1300
Add-Ons: Control Tower
Produces: Wraith, Valkyrie, Dropship, Science Vessel, Battlecruiser


Control Tower Add-On
Requires: Starport
The Control Tower is an Add-On for the Starport and adds the ability to produce Dropships at the Starport. The Wraith's special ability Cloaking Field and Apollo Reactor Upgrade (increases energy) are researched here also. The Control Tower is required branch of the Tech Tree to build Science Vessels and Battlecruisers.
Cost: 50 50
Hit Points: 750
Adds Ability: to produce Dropship
Research: Wraiths Cloaking Field and Wraiths Apollo Reactor


Science Facility (Mobile Building)
Requires: Starport
The Science Facility allows Science Vessels to be produced at the Starport. It is also responsible for researching the Science Vessels special abilites: EMP Shockwave, Irradiate and Titan Reactor (increase energy). A Science Facility can have either the Physics Lab Add-On or Covert Ops Add-On.

Cost: 100 150
Hit Points: 850
Add-Ons: Physics Lab or Covert Ops
Adds Ability: to produce Science Vessel
Research: EMP Shockwave, Irradiate, Titan Reactor.


Physics Lab Add-On
Requires: Science Facility
The Physics Lab is an Add-on for the Science Facility and  provides the ability to build Battlecruisers at the Starport. It is also responsible for researching the Battlecruiser's special ability Yamato Gun and Colossus Reactor Upgrade (increase energy).
Cost: 50 50
Hit Points: 600
Adds Ability: to produce Battlecruisers.
Research: Yamato Gun, Colossus Reactor


Covert Ops Add-On
Requires: Science Facility
The Convert Ops is an Add-On for the Science Facility and allows Ghosts to be produced at the Barracks. It is also responsible for researching the Ghost's special abilities: Lockdown and Personal Cloaking and Ghost Upgrades: Ocular Implants (increase sight range) and Moebius Reactor (increase energy).
Cost: 50 50
Hit Points: 750
Adds Ability: to produce Ghosts.
Research: Lockdown, Personal Cloaking, Ocular Implants, and MOebius Reactor.



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