Terran buildings and units

RyanXWing

Nothing special
Joined
Oct 15, 2002
Messages
2,204
Reaction score
1
Location
Seattle, WA.
First of all I'd like to point out that playing the campaign will give you basic and advanced gameplay.

Also for online play this thread has all the jargon. (Or pretty damn close.)

Units

SCV
Unit used for harvesting minerals and gas. Also used to build all buildings. Has the highest HP of any building unit in game.
(60 hp)
Attack: 5

Marine
The first main combat unit for Terran. Useful for most anything. Very expendable.
(40 hp)
Attack: 6+1
Abilities:
Stimpack

Firebat
Powerful melee unit. Has a nice spread effect and is very useful against hoard of xerglings and zealots.
(50 hp)
Attack: 16+2
Abilities:
Stimpack


Medic
Exactly what the name is. The medic heals units at fast rates. Very useful when combined with stim packs.
(60 hp)
No attack.
Abilities:
Heal
Flare
Restore

Ghost
I weak and powerful unit. Has good abilities and can win a game. Uses nuclear missles.
(45 hp)
Attack: 10+1
Abilities:
Cloak
Lockdown
Nuclear missle

Vulture
Fast craft that is good for scouting and can do well against sheilded enemies. Small amount of health can make in vunerable to large groups.
(80 hp)
Attack: 20+2
Abilities:
Spider mines

Tank
Big, powerful, ugly. America? NO. The terran siege tank is a powerful weapon by itself. But then activate the siege mode and you have one of the most powerful attacks in the game.
(150 hp)
Attack: 20+2
(Siege mode: 70+5)
Abilities:
Siege mode

Goliath
I walking anti-air turret. Also useful against zerglings. Surround your base with these and airtraffic is cut off. Very effective when combined with tanks.
(125 hp)
Attack(land): 12+1
Attack(Air): 20+4

Wraith
A small fighter that can be great at overlord hunting. If someone has mass carriers chances are they will have forgotten observers so just cloak this baby and take them down.
(120 hp)
Attack(land): 8+1
Attack(Air): 20+2
Abilities:
Cloak

Dropship
Terran's air transport unit. A bit stronger than others but slower to unload.
(150 hp)
No attack
Abilities:
Load/Unload

Science vessel
A big circle thing that has no attacks... But very deadly none the less has some very nice abilities.
(200 hp)
No attack
Abilities:
EMP
Irridation
Defense Matrix

Valkyrie
A ship-to-ship missle frigate. Effective against crowds of mutalisks. Fires a barrage of rockets. But if the map has alot of units it wont fire.
(200 hp)
Attack: 6 per rocket.

Battlecruiser
A big beefy flying fortress. If it wasn't so damn expensive and slow to build... Useful in long games it can give you the edge to win. Has the yamato gun which is useful for taking out that anti-air unit thats pissing you off.
(500 hp)
Attack: 25+3
Abilities:
Yamato gun

Buildings

Command Center
The starting building for terran resource center builds SCVs. Can fly
(1500 hp)
Supply +10.
400 minerals
Builds: SCV
Add-ons:
Comsat: Can scan anywhere on the map to reveal unexplored terrain can also detect cloaked units.
Nuclear Silo: Houses the nuclear missle.
Builds:Nuclear Missle

Barracks
The first military building for Terrans. Builds all infantry units. Can fly
(1000 hp)
150 minerals
Builds: Marine, Firebat, Medic, and Ghost.

Supply Depot
The main way to boost supplies for the terran army. Commonly used to wall of choke points. Cannot fly
(500hp)
Supply +8.
100 minerals

Refinery
The building placed untop of a Vespene geyser to harvest gas. Cannot fly
(750 hp)
100 minerals

Academy
A tech building for the terrans. Built to make firebats, medics, and comsats. Cannot fly
(600 hp)
150 minerals
Techs: Stim pack, Uranium shells, Restoration, Optic flare, and Medic energy upgrade.

Factory
Builds all non-infantry ground units for the Terrans. Can fly
(1250 hp)
200 minerals.
100 gas
Builds: Vulture, Tank, and Goliath.
Add-on: Machine shop
Add on for Factory that is needed to build tanks
Techs: Spider mines, Vulture speed upgrade, Siege mode, and goliath missle range upgrade.

Starport
Builds all Terran aircraft. Can fly
(1300 hp)
150 minerals
100 gas
Builds: Wraith, Dropship, Science vessel, Battlecruiser, and Valkyrie
Add-on: Control tower
Allows techs and more units to be built at Starport
Techs: Wraith cloak, and Wraith energy upgrade.

Science Facility
Thelast tech building for the Terrans can have two add-ons. Required for science vessel. Can fly
(850 hp)
100 minerals
150 gas.
Techs: EMP, Irridate, and Science vessel energy upgrade.
Add-Ons: Physics lab, Covert ops
Physics Lab
Tech add-on for battlecruiser abilities.
Techs:Yamato gun and Battlecruiser Engery upgrade.
Covert-Ops
Tech building for gosts, allows nuclear silos.
Techs: Cloak, Ocular implants, Lockdown, and Ghost Energy uprade.

Engineering Bay
Weapon and armor upgrade center for Terran infantry. Can fly
(850 hp)
125 minerals.
Techs: Infantry weapon and armor upgrades

Armory
Vehicle weapon and armor upgrade center for Terrans. Cannot fly
(750 hp)
100 minerals
50 gas
Techs: Air and ground vehicle air and armor upgrades.

Missle Turret
Automated air defense building that can decimate air foes. Cannot fly
(200 hp)
75 Minerals
Attack: 20

Bunker
A safe haven for any infantry unit, a basic defense building for terrans, cannot operate with out an infantry men inside, max of 4 men. Cannot fly
(350 hp)
100 minerals

All stats taken from the instruction booklet and
this site. I plan on making a Protoss and Zerg one soon.
 
Top