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SCV

While their combat uses are relatively limited, SCV's are essential, they are the only Terran units that can gather minerals and Vespene Gas, which are required for any constructions.

Damage: 5
Armor: 0
Hit Points: 60
Upgrades: Armor: Factor of 1, Weapons: Factor of 1

  • Repair: SCV's can repair damaged buildings and mechanical units to quickly bring them back to full capacity.

Marine

The backbone of any early Terran defense force, these units can prove to be deadly in large numbers. Keep in mind that it is very prudent to research the Stimpack at the Academy, for stimmed Marines are a nightmare for enemy forces

Damage: 6
Armor: 0
Hit Points: 40
Upgrades: Armor: Factor of 1, Weapons: Factor of 1

  • StimPack: The StimPack provides the user with greatly increased speeds and reflexes. Some damage occurs to unit.

Firebat

These units can prove invaluable to any Terran rush, and are also very useful in defensive postures. Though they possess only a relatively close range attack, the high amount of damage they do, as well as the fact that they can hit several units at once, can prove invaluable when fending off Zergling rushes.

Damage: 16
Armor: 0
Hit Points: 50
Upgrades: Armor: Factor of 1, Weapons: Factor of 2

  • StimPack: The StimPack provides the user with greatly increased speeds and reflexes. Some damage occurs to unit.

Ghost

While ineffective as heavy assault troops, Ghost can prove invaluable as scouts, lookouts, and the ever popular nuke coordinator. They are very useful for locating, delaying, and even destroying enemy expansion bases, and the awesome power of a nuclear strike can bring even your most powerful enemy to their knees.

Damage: 10
Armor: 0
Hit Points: 45
Energy: 200
Upgrades: Armor: Factor of 1, Weapons: Factor of 1

  • Cloak: The ability to conceal the unit from detection of enemy.
  • Lockdown: Lockdown rounds temporarily disable mechanized units caught within the blast.
  • Nuclear Strike: Using a special frequency laser, the Ghost can direct missiles from any friendly silos within pinpoint accuracy.

Vulture

The armored Vulture Hover Bikes, used primarily for scouting are designed for speed and reliability.


Damage: Grenade: 20, Spider Mine: 125
Armor: 0
Hit Points: 80
Upgrades: Armor: Factor of 1, Weapons: Factor of 2

  • Spider Mines: Small mines bury themselves in the ground and wait for enemy units to approach. Once activated, the mines will arm themselves and scuttle towards their targets.

Goliath

Very versatile assault units: while their auto-cannon ground attack is rather weak, they can wreck profound devastation with their Hellfire missiles, bringing even powerful airforces crashing down.

Damage: Auto-cannon: 10, Hellfire Missiles: 20
Armor: 1
Hit Points: 125
Upgrades: Armor: Factor of 1, Weapons: Auto-cannon: Factor of 1, Hellfire Missiles: Factor of 2

Siege Tank

These are THE backbone of any defensively-oriented military: they have greater range than the Protoss Reaver, and can decimate incoming forces, as well as enemy bases, from afar with extreme prejudice.

Damage: Regular Mode: 30, Seige Mode: 70
Armor: 1
Hit Points: 150
Upgrades: Armor: Factor of 1, Weapons: Arcilite Cannon: Factor of 3, Arcilite Shock Cannon: Factor of 5

  • Siege Mode: Once transformed into Siege Mode, the Tank sacrifices mobility to deploy its awesome and destructive Shock Cannon.