Ground Units: * T-280 SCV (Space Construction Vehicle) Description: Standing just over three meters tall, the SCV is a reliable vehicle, able to perform a multitude of tasks, ranging from harvesting resources to constructing structures in space or on the ground. This has led to its proliferation and use as a general-purpose SCV throughout the Koprulu Sector by civilian and military organizations alike. In the era of the Terran Confederacy, volunteering to pilot an SCV appeared to be an alternative to military service. Purpose: Construction of buildings, Gathering resources, repairing buildings and mechanical units. Early Game scouting. Notes: SCV's will have repair set to "auto-cast". Stats Built by: Command Center Requires: N/A Type: Biological - Mechanical - Hover HP: 60 Minerals: 50 gas: 0 supply: 1 Speed: Normal Build Time (sec): 17 Ground attack: 5 Range: Melee Armor: 0 Size: Light Marine Description: Marines compose the bulk of most front-line forces, ranging from officially government-sanctioned units and local militias to renegades and mercenaries. Marines are generally equipped with a armor suits and rapid fire small arms. The suit provides full life-support and NBC protection, allowing marines to deploy into environments that would otherwise be inimical to human life. Purpose: Cheap but Effective against infantry in early Game. Useful when combined with Medivac Dropship for quick raids. Ballistic Alloy Shield aids in survivability in mid to late game. Notes: Marines will be able to receive a ballistic alloy combat shield upgrade that increases their hit points by 15. Once upgraded, the marines' game model will change to include a shield. They will also receive the U-238 shells to increase range. Currently the only infantry unit with stimpacks. Stats Built by: Barracks Requires : N/A Type: Biological Health: 45 Speed: Normal supply: 1 Mineral: 50 Build Time: 20s Ground/Air attack: 6 Attack Speed: Normal Range: 5 Armor: 0 Size: light Upgrades: Ballistic Alloy Combat Shield Researched at: Tech Lab attached to Barracks. Research Time: ? Mineral: ? Gas: ? Abilities: Stim Pack Description:Allows the Marine to sacrifice health to increase attack and movement speed. Researched at: Tech Lab attached to Barracks. Research Time: ? Energy: N/A Mineral: ? Gas: ? Reaper Description: Reapers specialize in hit-and-run, close-quarters combat. They are more mobile than Marines as their jet packs allow them to surmount obstacles independently. Reapers are clad in self-contained body suits, and are armed with dual P-45 Scythe Gauss Pistols and deuterium-eight demolition charges. Purpose: Primary use is in raids and hit and run tactics due to it's jet packs mobility without the need for a spotter to traverse cliffs and rock walls. Useful against light Infantry and workers. Notes: Reapers lack stim packs. The Reaper's low damage attack ignores the specially hardened shield of the Protoss Immortal. Stats Built by: Barracks Required: Shadow Ops Type: Ground - Biological - Hover Health: 60 Speed: Fast supply: 1 Mineral: 75 Gas: 50 Build Time: 25s Ground attack: 4 (x2 attacks))(+4 vs. Light) Air Attack: N/A Attack Speed:fast Range: 4 Armor: 0 Size: light Abilities: D8 Charge Description:The Reaper throws a mine that detonates damaging nearby units and buildings. Cooldown: 30 Energy: N/A Mineral: ? Gas: ? Notes: Each mine has 10 health and deals 30 damage. Mines deal an additional 30 damage against armored units and buildings. A red bar will denote how much time is left till it detonates. Marauder Description: The Marauder is equipped with dual concussion-grenade launchers which reduce a biological unit's speed immediately by a set percentage Purpose: The Marauder is considered an important support unit, designed to pick off early game units. It is useful for slowing down fast melee units and smaller armored units. Notes: As a replacement to the firebat, it lacks stim packs, and has changed from a standard light unit counter to armored unit counter. Stats Built by: Barracks Requires: Attached Tech Lab Type: Biological Health:125 Speed:Normal supply: 2 Mineral: 100 Gas: 25 Build Time: 30s Ground attack: 14 (+16 vs. Armored) Air Attack: N/A Attack Speed:Normal Range: 6 Armor: 1 Size: Armored Ghost Description: Ghosts are Terran covert operatives known for their psychic abilities. Ghosts were chosen from psychically-gifted individuals who were quarantined by the Terran Confederacy and trained from infancy to channel their psionic energies to augment their natural phsyical strength and endurance. Conscripts who successfully completed the Ghost Program's rigorous training and augmentations then served as commandos and assassins. Purpose: Infantry 'caster' style unit. Can deal mass damage with nukes, snipe other casters with psi-rounds, and can sneak in and out of places that lack detectors. Notes: Ghosts are built earlier than their Starcraft counterparts, but specialty abilities will only be accessed in mid-late game. Early build Sniping has been replaced with a Psi-Round. Stats Built by: Barracks Required: Attached tech lab and Ghost Academy Type: Biological Health:100 Energy: 200 Speed: Normal supply: 2 Mineral: 150 Gas: 150 Build Time: 33s Ground/air attack: 10 (+15 vs. Light) Attack Speed: normal Range: 7 Armor: 0 Size: Light Abilities: Cloaking Description:A cloaked Ghost is rendered invisible to enemies, unless an enemy detector is nearby. Researched at: Ghost Academy Energy: 25 (+1 per second) Mineral: ? Gas: ? Psi-Round Description: Deals 20 damage + 80 damage vs psionic opponents. Researched at: ? (Likely Ghost Academy) Energy: ? Mineral: ? Gas: ? EMP Shot Description:Same as the former Science Vessel's EMP. Researched at: Ghost Academy Energy: 100 Mineral: ? Gas: ? Energy Detection (Passive Ability) Description:Ghosts passively detect units with an energy bar, even within the fog of war. This does not enable them to target or Snipe opponents within the Fog of War. Researched at: N/A Energy: N/A Mineral: ? Gas: ? Hellion Description: The Hellion is a fast vehicle similar to the Vulture, equipped with four wheels like a buggy and armed with a flamethrower. Purpose: The Hellions speed and attack is idea for groupings of light infantry and workers. It's speed allows it to chase down fleeing units, and will deal splash damage against multiple units in a line. Notes: The Hellion must stop in order to attack. Faster than a Reaper, but lacks the maneuverability with obstacles. Has an Upgrade to double the rate of fire. Stats Built by: Factory Required: N/A Type: Mechanical Health: 90 Speed: Fast Supply: 2 Mineral: 100 Gas: N/A Build Time: 30s Ground attack:12 (+6 vs. Light) Air Attack: N/A Range: 6 Armor: 1 Size: Armored Crucio Siege Tank Description:The Crucio was designed to correct the perceived deficiencies of the AAV-5 and entered Dominion service as the AAV-5's replacement following the Brood War. The new turret layout features an upgraded assault-mode armament package so that the Crucio can fend for itself more successfully in an open battlefield. Force deployment costs for the Crucio have increased over the older Arclite, but the increased versatility of the powerful new siege tank more than compensates for the additional expense. The Crucio features twin 90mm cannons and has retained the 120mm Shock Cannon. Purpose:Largely unchanged from Starcraft. Notes: Fire power has shifted, decreasing emphasis on Siege Mode. Stats Built by: Factory Required: Attached Tech Lab Type: Mechanical Health:150 Energy: N/A Speed:Normal Supply: 3 Mineral: 200 Gas: 150 Build Time: 50s Ground attack: 15 (+10 vs. Armored) Air Attack: N/A Attack Speed: Normal Range: 7 Armor: 1 Size: Armored Abilities: Siege Mode Description: Allows the Tank to enter Siege Mode, and becoming stationary Artillery. Notes: Siege mode's overall attack has decreased and range has increased. Transformation between modes takes four seconds. Researched at: Tech Lab Attached to Factory HP: 150 Minerals: 150 gas: 150 Research Time: 80 Speed: Stationary Ground attack: 50 (+50 vs armored) Range: 13 Armor: 1 Size: Armored Thor Description:A Thor is armed with a pair of "Thor's Hammer" Particle Accelerators (fired from the arms) and Flak Cannons (for use against aerial opponents) mounted on the shoulders. A Thor has a relatively large size when compared to other units. It has a long firing range and splash damage. Purpose: Thor's primary roles are to attack air units and to "push", leading charges against heavily fortified enemy positions. Its anti-air attacks have an area of effect which is devastating against small air units such as Zerg flyers but is inefficient unless the air units are tightly grouped. The attack deals poorly with heavily armored air units such as Battlecruisers. Notes: The Thor has been shrunk and can move faster in order to better suit its anti-air role. However, its anti-ground attack was weakened, and it has the same speed as a siege tank. The Thor can self-repair. Stats Built by: Factory Requires: Attached Tech Lab, and Armory Type: Mechanical Health: 400 Speed:Normal Supply: 6 Mineral: 300 Gas: 200 Build Time: 60s Ground attack: 10 (+10 vs. Armored)(x4 attacks) Air Speed: 4 (+2 vs. Armored)(x4 attacks) Range: 6 (vs. ground), 10 (vs. air) Armor: 1 Size: Armored *All Values are subject to change between the time of writing and release. Values based on Blizzcon '08 build.