 SCV | Cost: 50 
Building Time: 20
Hit Points: 60
Damage: 6 (upgrade factor +1)
Armor: 0 (upgrade factor +1)
Requires: Command Center
These units can build structures, harvest crystals and vespene gas. SCVs can repair damaged buildings and vehicles - that's the main advantage of Terrans over any other species. SCVs also can provide a weak attack, if needed.
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 Marine | Cost: 50 
Building Time: 24
Hit Points: 40
Damage: 5 (upgrade factor +1)
Armor: 0 (upgrade factor +1)
Requires: Barracks
Upgrades: Weapons and Armor Upgrades (in Engineering Bay)
U238 Shell (attack range) and Stimpak (attack and movement rate) Upgrades (in Academy)
These units are quite effective on early stages of the game. Marines can attack ground units as well as air units. In the large groups with researched U238 Shell and Stimpak, Marines can be deadly for enemy.
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 Firebat | Cost: 50 25 
Building Time: 24
Hit Points: 50
Damage: 16 (upgrade factor +2)
Armor: 1 (upgrade factor +1)
Requires: Barracks, Academy
Upgrades: Weapons and Armor Upgrades (in Engineering Bay)
Stimpak (attack and movement rate) Upgrade (in Academy)
Firebats are very much like Marines, except their weapons are flame-throwers. Also they can't attack air targets. The best strategy is to mix Marines with Firebats.
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 Ghost | Cost: 25 75 
Building Time: 50
Hit Points: 45
Damage: 10 (upgrade factor +1)
Armor: 0 (upgrade factor +1)
Energy: 200 (Power Plant upgrade +50)
Requires: Barracks, Academy, Science Facility with Covert Ops add on
Upgrades: Weapons and Armor Upgrades (in Engineering Bay)
Cloaking Upgrade, Ocular Implants (sight range), Power Plant (maximum energy), Lockdown (in Covert Ops)
Ghosts are not very effective as assault units, but their abilities make them irreplaceable. Only Ghost can call in a nuclear strike; Ghost must stay alive in place of strike until nuke drops. Use Ghost's ability to stay cloaked, when you are guiding a nuclear strike. Another Ghost's ability is Lockdown, it causes any mechanical vehicle to freeze inactively.
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 Vulture | Cost: 75 
Building Time: 30
Hit Points: 80
Damage: 20 (upgrade factor +2)
Armor: 0 (upgrade factor +1)
Requires: Factory
Upgrades: Weapons and Armor Upgrades (in Armory)
Spider Mines and Speed Upgrade (in Machine Shop add on)
Vultures are quite effective against enemy's smaller units, because Vultures shoot grenades which cause splash damage. After research of Spider Mines each Vulture can carry 3 of those mines. Spider Mine, when laid down, attacks any enemy unit that moves nearby causing sizable damage.
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 Siege Tank | Cost: 150 100 
Building Time: 50
Hit Points: 150
Damage: 30 (upgrade factor +3) in TANK MODE; 70 (upgrade factor +5) in SIEGE MODE
Armor: 1 (upgrade factor +1)
Requires: Factory with Machine Shop add-on
Upgrades: Weapons and Armor Upgrades (in Armory)
Siege Mode (in Machine Shop add on)
This heavy unit has extremely strong attack power. Siege Tank is great in defense; it also causes a great amount of damage as offensive unit - just always remember to protect your siege tanks from air attacks. After research of Siege Mode your tank can transform into stationary cannon platform. Its power and attack range increases significantly in Siege Mode.
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 Goliath | Cost: 100 50 
Building Time: 40
Hit Points: 125
Damage: 10 (upgrade factor +1) for machine gun; 20 (upgrade factor +2) for missiles
Armor: 1 (upgrade factor +1)
Requires: Factory, Armory
Upgrades: Weapons and Armor Upgrades (in Armory)
Goliaths are great air defense units, put them in large groups with Siege Tanks and you'll get a dangerous (for your enemy) mixture. Goliaths are also pretty good against ground units.
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 Medic | Cost: 75 25 
Hit Points: 80
Damage: N/A
Armor: 0 (upgrade factor +1)
Energy: 200
Requires: Barracks, Academy
Upgrades: Armor Upgrade (in Engineering Bay)
Restoration and Optic Flare (Science Facility)
Medics can heal units. Restoration removes Parasite from infected units. Optic Flare blinds one unit.
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 Wraith | Cost: 200 100 
Building Time: 60
Hit Points: 120
Damage: 8 (upgrade factor +1) for laser; 15 (upgrade factor +2) for missiles
Armor: 0 (upgrade factor +1)
Energy: 200 (Power Plant upgrade +50)
Requires: Starport
Upgrades: Weapons and Armor Upgrades (in Armory)
Cloaking Upgrade and Power Plant Upgrade (in Control Tower)
Wraith is your basic air unit. Weaker than basic air units of other races it has one advantage - Cloaking Upgrade. With cloak Wraith has advantage in air battles without detector units.
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 Dropship | Cost: 100 100 
Building Time: 50
Hit Points: 150
Damage: N/A
Armor: 1 (upgrade factor +1)
Requires: Starport with Control Tower add on
Upgrades: Armor Upgrade (in Armory)
Dropships are transport units. They don't have any attack, so you must protect them with other units.
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 Science Vessel | Cost: 25 300 
Building Time: 80
Hit Points: 200
Damage: N/A
Armor: 1 (upgrade factor +1)
Energy: 200 (Power Plant upgrade +50)
Requires: Starport, Science Facility
Upgrades: Armor Upgrade (in Armory)
EMP Blast, Irradiate, Power Plant Upgrade (in Science Facility)
Science Vessel can be used as a detecting unit to uncover enemy's cloaked units. EMP Blast will bring down shields, drain all power and empty all energy of the enemy units in area of blast. All units that have energy units won't be able to use any of their special abilities.
Irradiate is also an effective ability. The organic unit (not machine) Irradiated by Science Vessel will start to loose hit points and eventually will die. All other organic units that will come in contact with Irradiated unit will also get damaged or die.
Defensive Matrix temporarily gives to any unit extra 250 hit points.
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 Battlecruiser | Cost: 400 300 
Building Time: 160
Hit Points: 500
Damage: 25 (upgrade factor +3) for laser, 250 for Yamato Cannon
Armor: 2 (upgrade factor +1)
Energy: 200 (Power Plant Upgrade +50)
Requires: Starport with Control Tower add on, Science Facility with Physics Lab add on
Upgrades: Weapons and Armor Upgrade (in Armory)
Yamato Cannon Upgrade and Power Plant (Physics Lab)
Battlecruisers are slow and heavy air units with slow rate of fire. After research of Yamato Cannon you'll be able to devastate enemy bases and groups of enemy units. Don't forget to support Battlecruisers with smaller and faster units.
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 Valkyrie | Cost: 250 150 
Hit Points: 200
Damage: 8 (upgrade factor +2) per missile
Armor: 3 (upgrade factor +1)
Requires: Armory, Starport with Control Tower add on
Upgrades: Attack and Armor Upgrade (in Armory)
Valkyries have slow firing rate and their missiles are not very accurate. Better use Valkyries to attack enemy structures.
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