hide results

    Terran Unit List by RCarlos

    Version: 1.1 | Updated: 01/10/99 | Printable Version | Search Guide | Bookmark Guide

    Terran Unit Listing - Version 1.1
    By Roland Carlos
    FongSucks@hotmail.com
    
    Taken from:
    Commander RC's SC Page - http://commander.geminisector.com (I own the site)
    
    Version Updates
    ---------------
    1.1 January 10, 1999 - Updated with 1.04 info and BW Goliath upgrade
    1.0 December 17, 1998 - First online text release of listing
    
    
    Little Intro
    ------------
    Terran Units comes in two types. Infantry and Mechs. The Infantry cannot be
    healed, but they can be piled into Bunkers whenever needed. Most people place
    their damaged Infantry in Bunkers. The Mechs are the other part of the Terran
    force. They can be healed by SCVs just like buildings but they are more 
    costly. All units are built in the Command Center, Barracks, Factory or
    Starport.
    
    Explanations:
    Cost: How much the unit costs to build
    Armor: What kind of armor the unit is wearing
    HP: How much damage the unit can take
    MP: How much energy the unit has
    Supply: How much supply units the unit takes
    Transport: How much space unit takes in transports
    Ground Attack: How much damage the ground attack of unit does
    Air Attack: How much damage the air attack of unit does
    Attack Range: How far the unit can attack
    Ground Attack Type: What kind of type unit attacks the ground. Explosive 
    means that damage is reduced to 50% when attacking small units, 75% against 
    medium units. Concussion damage means that damage is reduced to 25% when 
    attack large units and 50% when attacking medium units. Normal damage means 
    that the damage is same to all units.
    Air Attack Type: As above, only having to do with air attacks.
    Size: What is the size of the unit, only affects attacks
    Attack Bonus: What the damage bonus is for each upgrade
    
    THE GROUND UNITS
    ----------------
    SCV:
    Cost: 50 Minerals, 0 Gas
    Armor: Light
    HP: 60
    Supply: 1
    Transport: 1
    Ground Attack: 5
    No Air Attack
    Attack Range: 1
    Ground Attack Type: Normal
    Size: Small
    Attack Bonus: 0
    
    The Terran worker unit, you'll need only 2 or 3 on building duty. Depending 
    on your style of play, you may want to bring 1 or 2 SCV on every attack with 
    machine units. The reason being is that repairing units is much cheaper than 
    making a new one.
    
    -------
    Marine:
    Cost: 50 Minerals, 0 Gas
    Armor: Light
    HP: 40
    Supply: 1
    Transport: 1
    Ground Attack: 6
    Air Attack: 6
    Attack Range: 4
    Ground Attack Type: Normal
    Air Attack Type: Normal
    Size: Small
    Attack Bonus: 1
    
    Never just build one Marine. For maximum effectiveness you'll want to have 
    them in groups of 10 in the field. In this size, they can deal heavy damage 
    to air units and melee attackers. Don't have go toe-to-toe with an equal of 
    powerful units like Zealots, they'll get killed quickly. If you must, never 
    forget the StimPak ability (if you researched it). The StimPak takes a few of
    their HP, but in turn you get a much faster Marine and a faster attack rate.
    
    --------
    Firebat:
    Cost: 50 Minerals, 25 Gas
    Armor: Light
    HP: 50
    Supply: 1
    Transport: 1
    Ground Attack: 16
    No Air Attack
    Attack Range: 2
    Ground Attack Type: Concussive, Splash Damage
    Size: Small
    Attack Bonus: 2
    
    Only build Firebats when you need them Bunkers or to kill small units quickly
    (Zealots, Zerglings). They have no air defense and their attack is greatly 
    reduced on large enemies, so don't build them in bulk like Marines.
    
    ------
    Ghost:
    Cost: 25 Minerals, 75 Gas
    Armor: Light
    HP: 45
    MP: 200
    Supply: 1
    Transport: 1
    Ground Attack: 10
    Air Attack: 10
    Attack Range: 6
    Ground Attack Type: Concussive
    Air Attack Type: Concussive
    Size: Small
    Attack Bonus: 1
    
    Cloak: 25 MP for start-up, 1 MP per second
    Like the Wraith, the enemy can't see cloaked Ghosts (unless they have 
    detectors!). Ghosts cloak usually to remain undetected when they use their 
    nukes.
    
    Lockdown: 100 MP
    This attack is a bit like the Arbiter's Stasis Field spell, but at a much 
    lesser extent. This spell can disable any mechanical unit. You can damage it 
    however, unlike the Stasis Field.
    Range of Spell: 8
    Does it affect multiple units?: No
    
    Nuke: 1 Nuclear Missile
    Easy to understand, the Nuke "spell" allows you to target a nuke. After about
    10-15 seconds, the Nuke will fall, and anything in the target area will take 
    heavy damage. However, if the Ghost dies will still aiming, you lose the 
    Nuclear Missile.
    Range of Spell: 11
    Does it affect multiple units?: Yes, up to nine spaces away from target.
    
    The only ground unit with the ability to cloak, you wouldn't use Ghosts in 
    attacking. Their 10 points of damage are lowered when attacking large units. 
    Don't expect small units to come knocking when you get Ghosts, because you'll
    get Ghosts in late game, and by that time, the enemy will have big units 
    attacking (well, okay Zealots are an exception). You'll want to keep Ghosts 
    in your base for their ability to Lockdown huge enemy machines. Carriers and 
    Siege Tanks are stopped and you can destroy them much easier. They can also 
    Nuke bases, so you'll want to have a Ghost for every Nuclear Silo.
    
    --------
    Vulture:
    Cost: 75 Minerals, 0 Gas
    Armor: Medium
    HP: 80
    Supply: 2
    Transport: 2
    Ground Attack: 20
    No Air Attack
    Attack Range: 5
    Ground Attack Type: Concussive
    Size: Medium
    Attack Bonus: 2
    
    Although the attack value of 20 looks big, just like the Ghost and Firebat, 
    it is reduced greatly when attacking large enemies. You'll want to use 
    Vulture to scout (after speed upgrade) and defend your base (spider mines). 
    You may have a large supply of Vultures after mining your base, so use them 
    in a diversionary attack so other units can attack while your enemy is busy 
    with the Vultures.
    
    --------
    Goliath:
    Cost: 100 Minerals, 50 Gas
    Armor: Heavy
    HP: 125
    Supply: 2
    Transport: 2
    Ground Attack: 12
    Air Attack: 20
    Attack Range: 5 (air attack can be doubled)
    Ground Attack Type: Normal
    Air Attack Type: Explosive
    Size: Large
    Ground Attack Bonus: 1
    Air Attack Bonus: 2
    
    The Goliath is the best anti-air unit on the ground. The air attack of the 
    Goliath is even more powerful than that of the Wraith. Goliath are great for 
    defense and support. I find myself building a group of 12 Goliaths and 
    attacking. When I do, the enemy is hard-pressed to defend against the attack 
    of my Goliaths. The weaknesses of the Goliath are that the Goliath can be 
    overwhelmed by huge numbers of enemies. To counter that, build the Goliath in 
    large numbers. In Brood War, you can upgrade the air attack range of the
    Goliath. Select the Charon Boosters upgrade at the Machine Shop if plan on
    using Goliaths. The range of the attack is very far after upgrading.
    
    -----------
    Siege Tank:
    Cost: 150 Minerals, 100 Gas
    Armor: Heavy
    Hit Points: 150
    Supply: 2
    Transport: 4
    Ground Attack (Tank Mode): 30
    Ground Attack (Siege Mode): 70
    No Air Attack (Either Mode)
    Attack Range (Tank Mode): 6
    Attack Range (Siege Mode): 12
    Ground Attack Type: Explosive (Both Modes), Splash Damage (Siege Mode only)
    Size: Large
    Attack Bonus: Tank Mode is 3, Siege Mode is 5
    
    The reason most people by Terran, the Siege Tank is by far the most powerful 
    Terran ground unit. You can use them two different modes, the Tank Mode and 
    Siege Mode. You'll only want to use Tank Mode when there are melee attackers
    hurting your Siege Tanks. Once you gain the Siege Mode upgrade, it will be 
    the only mode you'll want to use. In Siege Mode, the Siege Tank can attack 
    further than it can see and the base attack value is raised by 40! What are 
    the weaknesses of the Siege Tank? The Siege Tank gets pounded from the air 
    and in Siege Mode, the Siege Tank cannot move. The switch from Siege Mode to 
    Tank Mode is fairly long so you cannot retreat Siege Tank quickly from enemy 
    attacks.
    
    THE AIR UNITS
    -------------
    Wraith:
    Cost: 150 Minerals, 100 Gas
    Armor: Heavy
    HP: 120
    MP: 200
    Supply: 2
    Ground Attack: 8
    Air Attack: 20
    Attack Range: 5
    Ground Attack Type: Normal
    Air Attack Type: Explosive
    Size: Large
    Ground Attack Bonus: 1
    Air Attack Bonus: 2
    
    Cloak: 25 MP for start-up, 1 MP per second
    You can suprise enemies by cloaking your Wraiths. This means, that your enemy
    can't see your Wraiths attacking. However, if the enemy has detector 
    units/buildings, they can see you fine and well. Watch out for them.
    
    The Wraith is second most reason people play Terran. The Wraith is not as 
    valuable when it does not have the Cloak ability. When it does, the Wraith 
    can one of the most damaging units. The Wraith can attack without be seen 
    (unless there are detector units in the area) and that is powerful advantage.
    If seen, anti-air units can easily finish of a Wraith. In 1.04, the rate of
    attack with the ground lazer is somewhat faster.
    
    ---------
    Dropship:
    Cost: 100 Minerals, 100 Gas
    Armor: Heavy
    HP: 200
    Supply: 2
    No Ground Attack
    No Air Attack
    Attack Range: N/A
    No Ground Attack
    No Air Attack
    Attack Range: N/A
    Size: Large
    
    The Terran Dropship is the 2nd best Transport. The only advantage it has is 
    the ability to be repaired. It is slower than the Shuttle and also costs Gas 
    to build. In 1.04 however, the speed of the Dropship is faster but the build
    time is even slower.
    
    --------------
    Battlecruiser:
    Cost: 400 Minerals, 300 Gas
    Armor: Heavy
    HP: 500
    Supply: 8
    Ground Attack: 25
    Air Attack: 25
    Attack Range: 6
    Ground Attack Type: Normal
    Air Attack Type: Normal
    Size: Large
    Ground Attack Bonus: 3
    Air Attack Bonus: 3
    
    Yamato Gun: 150 MP
    This damaging attack from the Battlecruiser does a ton of damage, that is, if
    the target survives. (260 damage to be exact)
    Range of Spell: 11
    Does it affect multiple units?: No
    
    You wouldn't want to build Battlecruiser in bulk. They cost more than 
    Carriers are not as good as Carriers. You would only want to use them to use 
    the Yamato gun ability, not to attack. The attack rate is slow as well as its
    movement rate. Always escort Battlecruisers since they can overwhelmed 
    easily.
    
    ---------------
    Science Vessel:
    Cost: 25 Minerals, 300 Gas
    Armor: Heavy
    HP: 200
    MP: 200
    Supply: 2
    No Ground Attack
    No Air Attack
    Attack Range: N/A
    No Ground Attack
    No Air Attack
    Attack Range: N/A
    Size: Large
    
    EMP Blast: 100 MP
    Most used against Protoss, EMP Blast drains all mana (spell casters are 
    powerless, cloaked units are revealed) from unit's in the blast area. But 
    that's not all! You can also use EMP Blast to drain all Protoss shields. 
    Watch the Archons with their 350 Shields go down to little 10 HP weaklings. 
    This spell also kills any Hallucinations.
    Range of Spell: 8
    Does it affect multiple units?: Yes, up to 3 spaces away from target.
    
    Irradiate: 75 MP
    Most used against Zerg, Irradiate launches radiation at the targeted unit. 
    The unit begins to take damage, and deals damage to any units near him. 
    However, only biological units take damage.
    Range of Spell: 8
    Does it affect multiple units?: Yes, up to 1 space away from target.
    
    Defensive Matrix: 100 MP
    Give an unit a protective shield. The unit is not invincible, but takes very 
    small (1 HP) hits. Great to use for fast units who can fly through a guarded 
    area.
    Range of Spell: 8
    Does it affect multiple units?: No
    
    The Science Vessel is very useful. The Defensive Matrix ability can be used 
    to guard an unit from high amounts of damage. This is useful if used on 
    speedy Vultures which can rush through an enemy base for some very in-depth 
    scouting. The second ability, Irradiate can damage big groups of units such 
    as Zerglings, Hydralisks or even worker units. EMP Blast can also be damaging
    to enemies. It can drain the MP of any unit that uses it as well as 
    destroy all Protoss shields.
    
    ----------
    Disclaimer
    
    This guide can and should be given out as long as it is not altered in any 
    way. The guide's purpose is to help people play Starcraft and that is its 
    only purpose. This guide cannot be used in any commerically such as, but not 
    limited to, Magazines, Books, Guides, without first contacting the author for
    his consent. Credit must given if you take information from this guide.
    
    Starcraft is a trademark of Blizzard Inc., copyright 1998.  
    All other trademarks copyright their respective owners.
    
    Copyright Roland Carlos 1998