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Stated for culture of the advanced technology and arsenals with a massive firepower. And also some resources for sure that anything with power on the faction.

It was affiliation by the Light Federation lead by Jing D. Hayabusa, which he is the one who adapted advance technology and military power. Due to the admiration of James 'Jim' Raynor, the commander of Raynor's Raiders.

And also...the Military will provide biological clones which results to age rather at time in service.

Now, it is equipped with Jetpacks.

Information Edit

During the the Terran Confederate had ended, along with United Earth Directorate, and then Sons of Korhal and then the Dominion, ever since when Kerrigan became the Queen of Blades.

Jing D. Hayabusa had witnessed their battle between three races: Terran, Protoss, and Zerg. He travels around the worlds, and until started to learn from the Dark Templar, followed by Jim Raynor had made allies with, because of the fact that he was complete interesting on which during he had form a Heaven Federation, but using the 'Fire Federation' as a side-fraction.

Possess all kinds of weapons and technology, the old tech is still funtion while Ghosts and old units still active. After the brood war, Jing and Raynor had declare to part ways, after Kerrigan had double-crossed them. So...Jing give best for luck to Jim Raynor for taking down Mengsk.

New Technology due to Swan's new developed and remodeled reaper jetpacks, so it could be applied all units thus allowing them to jump cliffs and such.

 Structures and Units (Ground/Air) Edit

Command Center Edit

Buildings
Command Center SC2 Rend1

Command Center

OrbitalCommand SC2 Rend1

Orbital Command

PlanetaryFortress SC2 Rend1

Planetary Fortress

Units
SCV SC2 DevRend3

SCV (Builder and Harvester)

MULE SC2 Rend1

MULE

Command centers, or "command posts", were designed to be roving resource processors for Confederate prospectors. The command center can pick up stakes and move on to new mineral or vespene deposits. They also have the ability to manufacture SCVs and serve as the return point for mining vehicles. With pressed metal plates, command centers are heavily armored and sturdy, though are slow moving whilst in flight, where they are at their most vulnerable.

Structurally, the command center is as wide as it is tall (3 stories), easily identifiable from a distance through its flashing beacons. Massive repulsor landing claws support the main bulk of the structure with external ablative plates reinforcing the main hull. Observation towers, antennae, sensor domes and other similar devices are situated above the center proper. Processors are also maintained to process resources, taking up the bulk of the command center's external space. Command centers may be relocated using jump-jets, but must shut down all other systems to move.

After the Brood War, the command center design underwent expansion, including extra bay facilities to carry a number of SCVs while the command center is in transit. This facilitates rapid exploitation of fresh mineral fields or vespene pockets, as well as supplying a handy shelter for the SCVs in case of enemy action. In addition, the increasing use of command centers in combat zones has also led to the development of standard schematics for upgrading them to a dedicated military role, a change from previous standards where command centers featured minimal staff and defenses. Two such military variants of the command center were the ATVX orbital command, designed for surveillance and asset management, and the Ares planetary fortress, designed for planetary warfare.

Command centers of the Second Great War were equipped with Atlas boosters. The boosters could not lift the more massive planetary fortress.

Abilities Edit

Lift-Off This structure can lift off, enabling it to fly. It cannot produce units or conduct research while in flight, and must leave add-ons behind.
Load SCVs The command center or planetary fortress may load and unload five SCV's. This may be done while a command center is in flight. The number of SCV's is increased to ten with Neosteel Frames.

Transformations Edit

Transform Command Center to Orbital Command
The command center can transform into anorbital command. The transformation is irreversible.
Transform Command Center to Planetary Fortress
The command center can transform into an planetary fortress. The transformation is irreversible.

Upgrades Edit

Building Armor

  • +2 armor for terran buildings
Neosteel Frame
  • Increases bunker capacity by 2. The bunker model is changed.
  • Increases command center andplanetary fortress SCV capacity by 5.

Concept ArtEdit

Orbital Command Edit

  • Foundation building/Surveillance and asset management structure

The orbital command is an upgrade to the terran command center. It was previously known as the surveillance station.

The number of command centers deployed in combat zones drove the development of standard schematics to upgrade them into a dedicated military role. One variant was the orbital command. The ATVX orbital command entered service following the Brood War and allows space assets to better assist ground forces; it includes a satellite comlink useful for reconnaissance.

Abilities Edit

Scanner Sweep
The orbital command has the ability to temporarily clear the fog of war and detect all cloaked units within the target area
Calldown: MULE
An orbital command summons one MULE viadrop pod. If the ability is targeted on a mineralpatch the MULE will begin mining automatically, extracting 45 minerals per trip. The ability may be used only on areas uncovered by the fog of war.
Calldown: Supplies
The orbital command can target a supply depot to permanently grant it an extra 8 supply. The modified supply depots look different, but are still capable of raising and lowering themselves.

Planetary Fortress Edit

  • Foundation building/Anti-ground defensive structure

The planetary fortress is an upgrade to the terran command center.

The number of command centers deployed in combat zones drove the development of standard schematics to upgrade them into a dedicated military role. One variant was the planetary fortress. The Ares planetary fortress entered service following the Brood War and featured twin Ibiks cannon and heavier armor.

Planetary fortresses are useful for defending exposed expansions. The Hi-Sec Auto Tracking upgrade allows an optimally placed fortress to hit targets beyond the mineral line.

The planetary fortress' splash damage does not affect friendly units. The fortress may not lift off, or be converted to a command center or orbital command.

Units Edit

  • SCV - Basic worker

The T-280 space construction vehicle (or SCV) is a type of terrangeneral-purpose engineering vehicle.

SCV pilots are called "SceeVees." Nicknames include "plas-jockey", "lug nut" and "wrench swinger".

SCVs can patrol, a very useful ability considering they can auto-cast repair. While multiple SCVs are able to simultaneously repair a unit/structure, only one SCV can construct a structure at a time due to reasons of balance. SCVs may repair any allied unit that is considered "mechanical" regardless if it is terran or protoss, but they can only repair terran structures. It is the only terran multiplayer unit without a ranged attack.

Armament: Fusion cutter

  • MULE - Prototype harvesting unit

The Mobile Utility Lunar Excavator (MULE) is an experimental [http:// terran] mining robot. It is still in the prototype stage and has a limited battery life.

MULEs are summoned by the orbital command's Calldown: MULE ability. Each drop pod contains one MULE. 




Barracks Edit

Buldings
Barracks SC2 Game1

Barracks

Add-on
TechLab SC2 Rend1

Tech-Lab

Reactor SC2 Rend1

Reactor

TechReactor SC2 Rend1

Tech Reactor

Units
Marine SC2 DevRend2

Marine

Buck - ODST

Trooper

Medic SC2 Rend1

Medic

Reaper SC2 DevGame2

Reaper

Firebat SC2 Rend1

Firebat

Marauder SC2 Rend1

Marauder

Ghost SC2 DevRend2

Ghost

Spectre SC2 Rend1

Spectre

Units Edit

= 1. Marine = Edit
  • General-purpose infantry, wearing bulk heavy armor, able to go space and heavy battle.

Armament:

  1. C-14 Impaler gauss rifle - standard issue assault rifle - 500 rounds
  2. Bolt Pistol
  3. Revolver
  4. HEV Commando Rifle

Protection: CMC-300 Powered Combat Suit

UmojanMarine SC2-HotS CineHopesFears1

Umojan Protectorate heavy infantry - Side perspective showing pauldron and C-14 rifle

Umojan Heavy Marine Edit

Armament: C-14 Impaler Gauss Rifle

Protection: Umojan Protectorate heavy infantry armor

Abilities
StimPack Enables affected infantry to attack and move 50% more quickly.
The stimpack is an in-field chemical delivery system filled with a variety ofstimulants. These devices are featured as part of the CMC-200, CMC-400, and later-model CMC-660 combat suits. They are widely used by terran infantry.

Although the stimpack is built into these armors, smaller, portable stimpacks exist. These stimpacks can be applied directly to the neck and are compatible with CMC-200 combat suits.

Upgrades:

Combat Shield
he LarsCorp Technologies M98 ballistic alloy combat shield is a terranpersonal protective device. It was issued to marines after the Brood Wardemonstrated their vulnerability on increasingly lethal battlefields. The shield was mounted on the upper arm or shoulder guard and left both hands free.

The shield is made of 30mm of bonded carbide

= 2. Trooper = Edit
  • General-purpose infantry, wore lightweight armor, useful environment and outside space.

A soldier can go on combat in environment with go on battle in Jungle, Desert, Arctic snow, and even Space flight fighting.

Armaments: Variants types.

  1. Infantry
  2. Sharpshooter
  3. Close-Quarters Combat
  4. Recon
  5. Officer
  6. Medic
  7. Communications
  8. Security Guard

Protection: Combat Dress Uniform or Battle Armor - able EVA in Space.

Arsenals of Choices Edit
Arsenal of Choice
Infantry
Weapon #1 L.AR 1 & 2

AR 5 - LMG

AR 3 - BR

Weapon #2 SG 2

AR 4 - BR

Sidearm SA 1, 6, 8
Sharpshooter
Weapon #1 AR 3-BR and 4-BR

SR 1-AMR and 6-SRS

Weapon #2 MP7A1

Feline

Sidearm M12 Nova

AY69

Close-Quarters Combat
Weapon #1 SG 1,2 & 3 Weapon #2 L.AR - 1-AR

L.MG - 5

Sidearm SA 4 & 5
Recon
Weapon #1 AR 4-BR

SR 4

Weapon #2 AR 2

SR 5

Sidearm Majestic Revolver
Officer
Weapon #1 L.AR 3 Weapon #2 SG 1
Sidearm Desert Eagle L.B.

Hammer .50

Medic
Weapon #1 AR 2 Weapon #2 SMG 3
Sidearm Blaster

R 1

Communications
Weapon #1 AR 3-BR and 4-BR, Weapon #2 SR 4,
Sidearm SA 7
Security Guard
Weapon #1 M4A1

FN SCAR-H

Weapon #2 M14 EBR

M2014 Gauss Rifle

Sidearm FiveSeven

AY69

.357 Revolver

List of Sidearms (SA) ☀

1. Mk.23 SOCOM 2. Desert Eagle: Long-barrel 3. Rugar Mk.2 4. Five-Seven
5. M12 Nova 6. Hammer .50 7. AY69 8. Blaster
  1. Mk.23 SOCOM - .45 ACP - Armor Piercing
  2. Desert Eagle: Long Barrel - .50 AE
  3. Ruger Mk.2 - .22 LR - Tranquilizer
  4. Five-Seven - 5.7x28mm
  5. M12 Nova - 9x19mm Armor Piercing
  6. Hammer .59 - .50 Compact
  7. AY69 - 9x19mm Armor Piercing
  8. Blaster Pistol - Energy

List of Revolvers (R)

1. Revolver with a laser targeter above the barrel
2. Smith & Wesson Model 500 Scoped
3. Majestic Revolver
4. .357 Revolver
  1. Revolver - High-Caliber
  2. S&W Model 500 - .500 Magnum
  3. Majestic - .50 Compact
  4. .357 Revolver - .357 LR

List of Shotguns (SG)

1. Jackal 2. Marshall 3. AA-12
  1. Marshall - 12-gauge shot
  2. Jackal - 12-gauge buckshot
  3. AA-12 12 gauge or high-explosiveList of Sub-Machine Gun (SMG)
1. MP5K 2. Feline 3. K-Volt 4. MP7A1 5. Typhoon
  1. MP5K - 9x19mm Armor Piercing
  2. Feline - 4.7mm Compact
  3. K-Volt - Electrostatic Pellets
  4. MP7A1 - 4.6×30mm
  5. Typhoon

List of Light/Heavy Assault Rifle (L/H.AR/MG)

1. SCAR - AR 2. SCARAB - AR 3. Grendel - BR 4. Takedown - BR
5. MK.60 MOD 9 - LMG 6. X-43 MIKE
A1. M4 Custom - AR A2. FN SCAR-H - BR
  1. M4 Custom (5.56x45mm AP or replaced 5.56 into 4mm sabot)
  2. FN SCAR-H (7.62x51mm AP)
  3. SCAR - 4mm sabot - 40-rounds
  4. SCARAB - 4mm sabot - 40-rounds
  5. Grendel - 6.8x43mm hollow point
  6. Takedown - 4mm sabot SCAR
  7. MK.60 MOD 0 - 7.62mm AP
  8. X-43 MIKE

List of Battle Rifles (BR) and Sniper Rifles (SR)

1. AS50 - AMR 2. C-10 Canister Rifle - SR 3. M14 EBR
4. DSG1 Precision Rifle - SR 5. M2014 Gauss Rifle 6. SRS 99 Anti-Matériel
  1. AS50 - AMR - .50 BMG or high explosive incendiary
  2. C-10 Canister Rifle -25mm
  3. M14 EBR - 7.62x51mm AP
  4. DSG-1 Precision Rifle - .405
  5. SRS 99 Anti-Matériel - 14.5×114mmList of Explosive Launchers
1. Milkor MGL
2. L-TAG
3. JAW
  1. Milkor MGL - 40mm
  2. L-TAG - 60mm smart grenade
  3. JAW - WarheadList of Explosives
1. M17 Frag Grenades 2. M19 EMP Grenade 3. M34 Flashbang 4. M18 Smoke Grenade
5. REX Charge (C4) 6. Breaching Charge

Special Ops

= 3. Marauder = Edit
  • (with tech lab) - Heavy assault infantry

The marauder can only attack ground targets. Its attack is more powerful against armored units; it may slow units, except for massive units.

Armament: Quad K12 "Punisher" grenade launchers -

The Quad K12 "Punisher" grenade launcher is the primary weapon of the marauder. The marauder mounts a pair of K12s on each arm. A fully automated weapon system, the K12 can deliver armor-piercing Punisher grenades or concussive shells to large or small ground targets. The weapon's autoloader assembly also boasts a miniature manufacturing plant that replenishes the suit’s ammunition stores while in the field, allowing the marauder to fight through drawn out engagements without the need to resupply. Energy for the manufacturing process is supplied by an auxiliary power generator mounted on the back of the marauder's 5-4 Armored Infantry Suit.

Protection: 5-4 Armored Infantry Suit - is a heavily remodeled version of the CMC-660 used by marauders. It is armed with two Quad K12 "Punisher" grenade launchers on each arm. The suit's autoloader is equipped to quickly manufacture and load hundreds of standard Punisher grenades.

Abilities
Concussive Shells Marauder attacks slow the movement speed of non-massive enemy units by 50%. Only affects one target at a time.
StimPack Enables affected infantry to attack and move 50% more quickly.
= 4. Reaper = Edit
  • (with tech lab) - Raider - is a terran jet-pack equipped infantry unit.

Operating in squads, reapers specialize in hit-and-run, close-quarters combat. Classified as foundational units for terran forces, they are more mobile than marines as their jet packs allow them to surmount obstacles independently. Originally these jet packs (alternatively referred to as "jump packs") were capable of full flight. Crashes and fatalities were common among new "recruits" as the unwieldy booster proved difficult to control. The hardware was also known to randomly explode due to poor distribution of fuel lines and air intakes, leading to a complete overhaul. Prototypes of a flightless, twin-turbine jump pack surfaced soon after—which gave reapers enough mobility to carry out their missions and return to base in one piece.

Reapers are clad in self-contained body suits and wear polarized plasteel flight goggles. They are armed with either dual P-38 or P-45 pistols. Many reapers also use Deuterium-eight demolition charges despite the Dominion Armed Forces' efforts to curtail their usage. Combat drugs can be administered to reapers within the field.

Armament:

  1. P-38 pistol - The P-38 Scythe pistol is a weapon commonly used by reapers, who frequently dual-wield them.
  2. D-8 charges - A deuterium-eight (D-8) charge is a type of terran demolition device. Unstable, D-8 charges were historically used in controlled civil demolitions. The reaper throws a demolition charge on the ground; two seconds later, it detonates, damaging friendly and hostile ground units and buildings in the vicinity. A red timer bar shows how long until it detonates.
  3. G-4 cluster bombs - The G-4 cluster bomb is a type of terran anti-personnel ordnance developed by Enlightened Dynamics. The G-4 is thrown by infantry. The initial blast scatters additional explosive charges.

Protection: Bodysuit

= 5. Medic = Edit
  • (with tech lab) - Support trooper

The medic is a terran unit that can heal friendly biological ground units.

The healing ability has a somewhat longer range, allowing medics to stay behind friendly troops. Bunkered medics may also heal troops in the same bunker, allowing bunkered marines to use stimpacks more liberally.

Medics are cheaper and available earlier in the campaign than the medivac dropship. Medics are better able to keep formation with infantry, but are in turn more vulnerable to attack.

Medics are often specifically targeted on the battlefield, hence the provision of an arm-mounted shield in addition to their armor. Despite this protection, medics are still vulnerable on the battlefield. Generally, their only armament is the A-13 flash grenade launcher, which is used to provide illumination and 'blind' enemy targets. The Alliance's medics use the C-7 gauss pistol and wear CMC-405 light combat suits.

Armament:

01. The A-13 - is a terran grenade launcher originally used to launch illumination rounds.

It was the sole defensive armament of United Earth Directorate medics during the Brood War and was issued with flash grenades.

02. The C-7 Stinger - is a terran gauss pistol that fires 8 mm spikes designed to provide maximum penetration of all armor types.

03. Blaster

Protection: CMC-405 light combat suit - is armor used by Alliance medics. It has the following known features;

  • Light protection against small arms fire.
  • Full life support.
  • Light NBC shielding.
  • Built-in comm unit.
Abilities
Heal The medic automatically (autocast) heals friendly biological units near it with a visible animation.
heal can now be cast at range, increasing its effectiveness. As with the medic from StarCraft, the use of medivac dropships with marines and marauders allows the terrans to get the most from stimpacks.
Optic Flare The medic uses its A-13 grenade launcher to reduces the sight of an enemy unit to 1, and removes any detection ability.
= 6. Firebat = Edit
  • (with tech lab) - Specialized anti-infantry attacker - is a type of terran infantry specialized for close-quarters combat.

Firebats are "armored assault troopers". Firebats are often attached to provide support for marine squads. They are typically armed with dual arm-mounted flame throwers and wear heat-resistant fireproof armor similar to those used by marines, although heavier.

When compared to the hellion, the firebat is tougher when given Juggernaut Plating (especially against zerglings and zealots), has a faster rate of fire, can load into bunkers, and can be paired with medicsor medivac dropships, making it better defensively and giving it more staying power.

Armament: Perdition flamethrower - The combusto-plasma fuel is stored in containment fields but pose an explosive hazard if the fields are breached violently.

The Perdition was the standard issue weapon of Koprulu Sector firebats by the late 2490's.

The plasma fuel easily seeped between gaps in zerg armor. Smaller strains literally were cooked alive in their own skin.

Scavenged flamethrowers were used for automated Perdition turret defenses.

Protection: CMC-660 Heavy Combat Suit (2nd Generation) - is the current standard issue suit of firebats. Heavier, more durable and far more heat resistant than than its counterpart models,

The current generation of CMC-660 armor possesses a few aesthetic differences to its predecessor. The visor is gone and its servo system is also more exposed. The firebat is protected by thermal-suppression lenses.

A key improvement over the previous generation is the implementation of incinerator gauntlets, which channel the suit's fuel through multiple ports rather than the single port of the previous generation. This results in a much wider area of flame without any loss of intensity

Abilities
StimPack Enables affected infantry to attack and move 50% more quickly.
= 7. Spectre = Edit
  • (with tech lab and shadow ops) - Infiltrator

Spectres are terran special forces operatives with psionic powers granted by the psionic reagent terrazine. Many are or were elite ghost agents which have been exposed to terrazine. However, some wereneurally resocialized troops who were subjected to the procedure, and would have lesser psionic power. Spectres were created as part of Project Shadowblade.

They are superior to ghosts in dealing with massive units due to their psionic lash and bonus damage against armor. On the other hand, they possess less HP than ghosts, and psionic lash is less energy efficient than the ghost's equivalent, snipe. While still not very effective against massed zerg, spectres have ability to stun a group of units in a small radius, allowing time to either retreat or to wait for reinforcements.

Armament:

1. AGR-14 Impaler Rifle - 30 rounds - is a terran 8 mm gauss assault rifle

The AGR-14 fires at supersonic speeds and makes a very intimidating roar when it does so. It is capable of firing jacketless slugs that can tear through a human body, depleted uranium rounds, and steel tipped anti-personnel rounds, all fired through magnetic acceleration. Ultrasonic pulses capable of stunning enemies can also be fired.

2. Mk.2 Ruger - Tranquilizer - 10-rounds - .22 LR

3. Marshall Pump-Action Shotgun - 10-rounds - 12 gauge shot

Protection: Spectre Combat Suit

Abilities
Personal Cloaking Enables ghosts and spectres to cloak.
A cloaked unit is a unit rendered invisible to enemies, unless an enemy detector is nearby. These include burrowed units. Cloaked (and a few burrowed) units may attack without uncloaking; terran cloaked units require energy to maintain their camouflage, and the cloak will be disabled when it is depleted.
Nuclear Strike Ghosts and spectres can call down nuclear strikes
The launching player sees a large red symbol on the target area while the opponent only sees a red dot. When the ghost is aiming the nuke, it will be "frozen", but it can still be given the order to "move away", which it will do the moment it is unfrozen.
The nuclear missile, or nuke, is a terran weapon of mass destruction, fired from a structure, vehicle, or starship. The modern version must be guided to its destination by aghost.
Ultrasonic Pulse The spectre targets an area with its rifle, stunning units within for a short period of time.
Psionic Lash Grants spectres the psionic lash ability
With proper training, spectres can unleash a concentrated blast of psionic fury at a single target. This blast drains the spectre's energy reserves, but it will kill most targets outright. For obvious reasons, Remedius Medical Systems recommends limiting this training to spectres who have an exceptionally high opinion of their superior officers.
= 8. Ghost = Edit
  • (with tech lab and ghost academy) - Sniper

Ghosts are feared terran covert operatives. They are known for their skill, psionic powers and ability to cloak.

Ghosts take up two slots in a bunker. They have a Hold Fire command, enabling them to hide their presence even when hostile units approach.

Ghosts can drop nukes very quickly. When backed up by medivac dropships, they can be moved from one strike zone to another, and heal the cloaked ghost whenever it gets attacked.

Armament:

1. C-10 rifle

2. AY69 Machine Pistol - 30-rounds - 9mm

3. Majestic Revolver

Protection: Hostile environment suit

Abilities
Personal Cloaking Enables ghosts and spectres to cloak.
Nuclear Strike Ghosts and spectres can call down nuclear strikes
Snipe this ability is called "Steady Targeting" and deals 170 damage to target biological unit, ignoring armor. The ghost must hold position for 1.43 seconds without taking damage while using this ability.
EMP Shot Drains shields, fries mechanical, from units in the area of effect, including friendly units. Shield upgrades have no effect.

The EMP field has an area-of-effect of 1.5.

Cloaked units are revealed for a short time. Burrowed units are not.

Lockdown The ghost disables enemy mechanical or robotic units. Targets may not attack, move, or use abilities; passive detection and cloaking are disabled. Lockdown may be removed by a medic's restoration ability.

Concept Art Edit

 

Factory Edit

Building
Factory SC2 Game1

Factory

Add-on
TechLab SC2 Rend1

Tech-Lab

Reactor SC2 Rend1

Reactor

TechReactor SC2 Rend1

Tech Reactor

Units
Hellion/Hellbat Forms
Vulture SC2 Rend1

Vulture

Cobra SC2 Game1

Diamondback

Widow Mine-SC2-Close

Widow Mine

Hellion SC2 DevRend1

Hellion (Vehicle Mode of Hellion)

BattleHellion SC2-HotS DevRend1

Hellbat (Assault Walker Form of Hellion)

Siege Tank
Goliath SC2 Rend1

Goliath

Predator

Predator Unit (Panther/Cybercat)

Cyclone SC2-LotV DevRend1

Cyclone

SiegeTank SC2 Rend1

Siege Tank - Tank Mode

SiegeTank SC2 Rend2

Siege Tank - Siege Mode

Warhound SC2-HotS DevRend2

Warhound

Thor SC2 Rend1

Thor - SC2's Powerful Unit

Factory

A factory is an automated terran structure which acts as the primary production center for vehicles, structures, and ammunition.

Role: Vehicle Production

Type:

  • Mechanical
  • Structure

Armor type: Armored

Units Edit

= 1. Hellion/Hellbat = Edit

Hellion (Vehicle Mode)

Role Fast scout, Raider (vehicle mode) Armor-type Light
Type Ground, Mechanical Armament Infernal flamethrower
Hellbat (Wakjer Nide)
Role
  • Tactical assault walker (walker mode)
Armor-type Light
Type Buggy/Bi-pedal battle walker Armament Napalm Spray

01. Hellion - The hellion is a terran skirmish unit. The hellion is a high-speed raider built around a lightweight four-wheel chassis and is regarded as a support unit. It is only lightly protected, with a stock neosteel frame.

The hellion is a replacement for thevulture, albeit retaining the firebat's abilities.

The hellion has movement animations; it slightly rises when it starts moving, and lowers when it stops.

02. Hellbat - The hellbat, formerly called the battle hellion, is a transforming terran vehicle based on the hellion. Due to the good performance of the original hellion designed, the Terran Dominion opted to provide an upgrade to the vehicle. By combining the original vehicle’s speed, agility and firepower with the new battle mode’s strength, armor and durability, the hellbat is said to represent "the future of tactical assault technology." After the hellbat proved its worth on the battlefield, Dominion engineers quickly developed an upgrade kit to retrofit all previous generation hellions with the required components.

The hellbat is produced directly from the factory with an armory requirement. The factory can also produce the hellion directly.

In comparison to the hellion, the hellbat's attack has a shorter, but stronger and wider flame. It is slower than its counterpart, but also tougher. While the hellion is mechanical, the hellbat is both biological and mechanical, and can both be repaired and healed.

= Design:

The hellbat template was built upon a heavily modified version of the hellion’s stock neosteel frame, which houses the complex set of servos, hydraulic systems, and robotic components that allow the mechanized walker to seamlessly transform into a vehicle and vice versa. The hellbat makes use of its predecessor’s base platform but adds state of the art robotics to the design. The most striking advancement comes in “battle mode,” which reconfigures the buggy into a mechanized walker.

The hellbat is equipped with a large variable burn engine powered by a variety of liquid or compressed fuels—essentially the big brother of the stock Hellion engine with much improved airflow. This upgraded engine provides enough newtons to compensate for the extra weight of the hellbat’s bulky systems. Like the hellion, it is also rumored to run onScotty Bolger's Old No. 8 Whiskey.

= Propulsion:

The hellion is controlled by a driver who sits within a pressurized cabin. Its worn faux-leather seats are lined with fireproof material capable of stopping shrapnel. The pilot is secured by numerous straps and padding. Some drivers opt to personalize their space through trinkets such as hanging dice, bobbleheads, or simple photographs.

For propulsion, the hellion uses a variable burn engine powered by diverse liquid or compressed fuels, with portrenol being the most popular due to its low cost. This high-shift newton engine makes for a very fast vehicle, and is a versatile piece of engineering. Some veteran hellion drivers claim it will run on anything, even a bottle of Scotty Bolger's Old No. 8 Whisky. Four wheels carry the hellion along, and when hellions entered service, they came equipped with all-terrain tires capable of running flat for up to 100 km—supposedly enough to get out of a hot zone. Untraversable locations, however, proved the need for a better tire. Raynor's Raiders developed an armored, non-pneumatic tire with a high shock absorption index. Soon after, the Dominion, thanks to its network of spies, secured the blueprints and upgraded its entire hellion motor pool.

= Armament: Infernal flamethrower

01. Hellions: are capable of causing damage disproportionate to their size, particularly against enemy infantry, thanks to their heavy infernal flamethrowers. This is directed using an antiquated targeting system. Additionally, the hellion's remarkable acceleration allows for improvisational tactics in the field. Some hellion drivers will deliberately outrun their enemies only to turn and attack when they have reached maximum range. The low cost, exceptional agility, and devastating firepower of these vehicles have made them extremely popular with mercenary companies.

02. Napalm Spray - With the advent of the hellbat, it became a necessity to replace the hellion’s scant plating. Dominion engineers used an experimental paristeel/bonded carbide weave (lighter and better insulated) to protect operator and machine from the incredibly high temperatures of the napalm spray. Additional heat-shielding, made from an expanding and re-forming material, was installed under the hellion’s chassis. It has proven very effective as a means of additional insulation, and it doubles as a solid riot shield

In battle mode, the hellion’s infernal flamethrower transitions for immediate use, while a thick layer of heat shielding beneath the hellion’s chassis expands and re-forms to protect both robot and driver. The original incarnation of the infernal flamethrower was ineffective in close quarters, and installing a second weapon on an already taxed chassis proved unfeasible. To solve the issue, handy hellbat operators added a home-made, manually activated system, albeit useful only in walker mode as it reduces effective range, to pump polystyrene foam into the barrel of the infernal flamethrower prior to firing. The foam alters the density of the plasma fuel, which increases the flame’s intensity when ignited. This makes it very deadly against unarmored or lightly armored targets. This foam system is now standard issue in all Dominion hellbats.

After a friendly fire incident that killed 17 marines and sent 48 to the medbay with fourth-degree burns, the hellbat’s antiquated targeting system (a relic even by the antiquated hellion's standards) was replaced with a more sophisticated version. The new system provides better target acquisition, tracking functionality, and enhances the hellbat operator’s situational awareness. However, no targeting system can make up for the fact that the weapon sprays napalm. Troops are advised to steer clear of the line of fire.

= 02. Vulture ★ = Edit
Role
  • Skirmishing
  • Salvaging
  • Recon
  • Patrol
Type Mechanical
Armor-type Light
Armament
  • Fragmentation Grenade Launcher/laser cannon (standard)
  • Spider mines/cerberus mines (optional)

The vulture-class hover bike (a.k.a. vulture hover cycle) is a terran hover bike used mainly for scouting. Despite its reputation as a deathtrap, it is still considered a classic piece of engineering by enthusiasts. Up to 230mph (370kph) in Max Speed.

Armament:

01. Fragmentation Grenade Launcher

The AGP-2 "Thumper" grenade launcher - is the primary armament of the vulture hover cycle. It launches fragmentation grenades.

02.1. Spider Mines
SpiderMine SC2 DevGame1

A Spider Mine

The spider mine is a type of terran self-propelled, area-denial ordnance.

A spider mine burrows into the ground when deployed. When a target enters the range of its motion sensors, it digs itself out and scurries above ground to the target and detonates.[1] Groups of mines can share sensor data making it difficult to traverse a spider mine field undetected.[2] Terran infantry traditionally mistrust the mine's IFF.

SpiderMine SC2 Rend1
Deploy Spider Mines
Spider Mines pursue enemy units that come in range, and detonate for heavy area damage. Buried Spider Mines can only be seen by enemy Detectors.

02.2. Cerberus Mines (Upgrade)

Cerberus mines were developed by the Kel-Morian Combine during the siege of New Austin. The increased trigger, pursuit, and blast radius were critical in terrorizing the civilian population and protecting the Combine's supply depots from looters.

Cerberus Mines
Enhances spider mine trigger and blast radius by 33%.

This mine was developed by the Kel-Morian Combine during its siege of New Austin. The increased trigger, pursuit, and blast radiuses were critical to terrorizing the civilian population and protecting supply depots from looters.

= 03. Siege tank (with tech lab) ★ = Edit
Role
  • Heavy infantry tank
  • Armoured support
  • Mobile artillery
Type
  • Ground
  • Mechanical
Armor-type Armoured
Armament
  • 90 mm twin cannons
  • 180 mm shock cannon
Abilities
'Siege Tech'
  • The siege tank transforms, becoming stationary and using a different weapon.

The siege tanks can be transported by the medivac while in Siege Mode. They are carried underneath the medivac, visible. A 1.43 second delay occurs between dropping and the tank firing.

"These new siege tanks work just like the old ones. When you put 'em in siege mode they get increased range and firepower.They can't move in siege mode, so if you need to re-position 'em, just switch 'em back into tank mode. Y'got it?"

- Rory Swann

The siege tank provides the terrans with a marriage between armoured infantry support and mobile, long range firepower.

The siege tank continues to function as it did in previous games with the dual tank and artillery modes, except it doesn't require as much support as is needed in the original StarCraft. While in "siege mode", the tank cannot fire at "point-blank" range; this "dead zone" leaves the tank vulnerable to attacks by melee units. It is also highly vulnerable to air units.

The siege tank bobs slightly when it stops moving.

= Design

SiegeTank SC2 Cncpt2

Siege Tank Schematics

The Crucio features superior protection and armament compared to its predecessor. The Crucio was designed for increased survivability, with an enlarged, reinforced turret and hull. The turret layout also features an upgraded Tank-Mode armament package, allowing the Crucio to defend itself more successfully in open battlefields. The Crucio is costlier than its predecessor, but its increased versatility justifies the expenses. The treads of the Crucio are made out of modular, heavy-duty neosteel plates. Unlike standard tracked vehicles, the Crucio boasts a multi-track configuration with two extra tracks for added stability. Historically, tracked vehicles have a drawback, for the loss of a single tread segment results in immobilization. To prevent this, engineers have added a series of tubes in the chassis and bogies of the tank that pump a fast-drying gel onto the affected area.

Said gel replaces lost tread segments, and allows the Crucio to remain operational after suffering damage that would cripple vehicles lacking this technology. In siege mode, the Crucio’s main tracks turn outwards and the secondary tracks slide into the hull, while thick hydraulic outriggers (also called legs) deploy from the sides of the tank. Once the legs are locked in, they push against the ground for added stability. The base of the outrigger, known as the pad or foot, is similar to a large claw. It comes with retractable talons that activate on rough terrain, and microscopic weep holes which secrete a rubbery substance for greater grip on metal and pavement. While the system is generally reliable, the legs stick from time to time.[6]

Like the Arclite, temperatures of the Crucio's crew compartment can become uncomfortable. To offset this, all Crucios come equipped with a set of heavy compressors that regulate the air inside the cabin, taxing the engine in the process. Some veteran tank operators, and a few borderline obsessive rookies, opt to modify the climate control system, paying out of their own pocket for additional performance.

= Armament:

By way of armament, the Crucio's turret has a dual-mode weapon system. In assault/tank mode,[9][6] the Crucio utilizes twin 90mm plasma cannons. These are the Crucio's main line of defense, and are effective against enemy armor. Yet, the true might of the Crucio lies in its siege mode.

On activation, the twin plasma cannons become the dreaded 180mm Shock Cannon, and just the roar of this weapon has been known to send enemies of the Dominion into full retreat. The shock cannon fires super-heated tungsten in an area larger than the 120mm version. The weapon can fire a diverse range of munitions, like armor-piercing Maelstrom shells.

Dominion infantry soldiers are universally convinced that Crucio operators inflict more damage on friendly forces than on the enemy. Consequently, Crucio operators stick together during shore leave. LarsCorp addressed this issue by developing a "smart shell" for the Crucio that scans for allies on impact and adjusts its detonation to minimize damage to friendly units. Field tests have shown that this shell reduces friendly fire fatalities by 75%, though due caution is still recommended when walking into a fire zone.

= 04. Widow mine = Edit
Role (N/A) Armor-type Light
Type
  • Ground
  • Mechanical
Armament Sentinel Missiles

The widow mine is a terran unit ideal for perimeter defense as well as tactical ambushes.

A support unit, the widow mine is a quadrapedal device that represents the next step in Dominion automated weaponry. It is controlled remotely, piloted into a contested area and then set to activate when enemy units draw near. Once triggered, the widow mine launches a missile designed to explode in a firestorm of shrapnel, eliminating its primary target as well as any foes that might be nearby. These Sentinel missiles are of short range and pack a fragmentation warhead, that delivers superheated shrapnel to the target and the adjacent area on detonation. The missiles are assembled in an automated manufacturing plant located in the 'thorax' of the unit. After numerous friendly fire incidents, widow mines were outfitted with a powerful friend or foe identification system, which is loosely based on the operative algorithms present in all Crucio smart shells. Initially, the system worked as intended, but it didn't take long for casualty rates to rise once again.

If the widow mine sustains crippling damage to any of its systems, an advanced heuristics recovery algorithm quickly begins the process of determining what’s the best course of action to restore operative efficiency. After executing multiple simulated scenarios, the simple onboard AI reroutes power from affected systems and reprograms the unit’s behavioral patterns to either allow it to complete its mission, or return home for repairs.

= Armament:

Sentinel Missiles is an autocast ability that automatically activates when a widow mine is burrowed, and cannot be turned off unless the widow mine unburrows. This ability causes the widow mine to fire a missile at a target within 5 range, causing 125 damage (+35 vs. shields) and 40 splash damage. The widow mine then spends 40 seconds rearming.

Activate Mine: The mine takes 3 seconds to burrow, or 1 second after it has received the Drilling Claws upgrade.

While unburrowed, a widow mine's priority is reduced.

The ability is autocast and can be turned on or off in both activated and deactivated modes.

= Abilities

Sentinel Missiles
The widow mine fires a sentinel missile that deals 125 damage (+35 vs. shields) and 40 splash damage to units within 1.25 radius, 20 damage inside 1.25 to 1.5, and 10 damage from 1.5 to 1.75. The ability is automatically activated when the widow mine burrows and can only be deactivated when the mine unburrows.

The attack damages any friendlies except itself or other widow mines

Activate Mine
The widow mine burrows, activating the Sentinel Missiles ability.
= 05. Goliath (with tech lab) = Edit
Role
  • Heavy-fire support unit
  • Mobile anti-air platform
  • Infantry support
Armor-type Armored
Type Forward assault strike armor Armament
  • Anti-air Hellfire missiles
  • 2 smoothbore autocannons (optional)
  • 1 belly mounted cannon

The goliath combat walker is a terran one-man all-terrain combat walker used to support marine forces.

Goliaths are constructed out of neosteel. Their armor renders them quite resilient to fragmentation grenades and even small arms fire, though their cockpits are vulnerable to missiles. Their fronts are protected by aplexishield. Twin speakers are equipped on the walker and it can be equipped with external audio pickups.

With reverse-jointed legs, the twelve-foot tall goliath features all-terrain maneuverability. To control a goliath, the pilot straps themselves into a "cradle" which enables the goliath to mimic their movements by passing instructions through the onboard computer. The process takes practice to get used to it. Some commands (such as moving the arms up and down) can be uttered by voice.[5] The goliath's excellent maneuverability gives it tactical advantages in open terrain, but its versatility gives it an edge even in chaotic urban environments.

= Armament:

The goliath features a computer-based heavy weapons system. It possesses multi-lock targeting abilities, and its Ares-class locator system allows for increased firing range.[8] It is equally adept at providing both ground level and anti-air support. Goliath armament consists of twin anti-armor 30mm smoothbore autocannons on the arms which fire explosive shells and Hellfire-AA scatter missiles. As such, while goliaths are primarily used against aerial targets, they still pose a great threat to infantry. Goliaths were further upgraded with the arrival of the United Earth Directorate in the Koprulu Sector. With improved propulsion technologies via Charon Boosters and upgrades to existing targeting system software, the goliath's range via its Hellfire missiles was increased dramatically.

UED goliaths featured a large machine-gun attached to the lower torso and missile racks on the "shoulders".[11]This design was adopted by the Dominion.[12] Many goliaths were equipped with three guns, one on each arm and one between the "legs". By the Second Great War, another variant existed with two additional guns mounted coaxially with the main cannon. The autocannons can be replaced with shovel-hands to allow a pilot to (dis)embark while in the field.

= 06. Diamondback (with tech lab) = Edit
Role Hover tank Armor-type Armored
Type Mechanical Armament Railgun

The Diamondback is a terran hover-tank.

The first diamondback prototypes were produced by the Terran Confederacy during the Great War, but never developed beyond that stage. Prior to the Second Great War the Dominion used them against the zerg on Vygoire.

Their fire on the move ability makes them great for rearguard actions when pulling back to safer ground and they're strong enough to do good damage to just about any ground unit or structure. A fewgoliaths for support wouldn't be amiss as they have no anti-air capability.

Abilities
Fire on the Move The Diamondback can fire its Rail Gun while moving.
= 07. Predator (with tech lab) = Edit
Role Anti-Infantry Specialist Armor-type Armored
Type Mechanical Armament Titanium claws

Predators, sometimes called "cybercats", are big, heavy robots shaped like cats.

Predators are available as a special anti-infantry.

Predators unleash a lightning field AoE burst which deals 20 damage with every attack. While they gain no bonus against any unit type, a handful of them can easily bring down swarms of zerglings or other low health units with their AoE burst attack.

A primary weakness to using predators is that, for their cost, they are not very durable for a melee unit. Also, because they are mechanical units, they cannot be paired with medics or medivac dropships (though they can potentially be paired with the science vessel). Without armor upgrades, predators will die fairly easily against ranged attackers.

= 08. Cyclone = Edit
Role Fast assault Armor-type
Type Mobile assault vehicle Armament Typhoon missile pods
Propulsion Caterpillar tracks

The cyclone is a terran unit.

To keep personnel out of harm's way, the Terran Dominion developed the cyclone, a mobile assault drone armed with twin Typhoon missile pods that engage air and ground threats. The cyclone also features a sophisticated lock-on system, which allows it to concentrate fire on an enemy while on the move. Originally designed as a robotic vehicle, the cyclone evolved over several iterations to become a terran-piloted vehicle, due to the creativity of humans (or, as some would call it, insanity), that AIs cannot match.

The cyclone is a fast mechanical unit, able to focus on single enemy units and use its ranged attack on them while moving. It moves at the same speed as the protoss stalker.[3][6] It is intended as an early mechanical option for harassment.[7] Stalkers equipped with blinkare a good counter to the unit.[8]

Using the cyclone to its full potential and reacting to it well are both heavily dependent on micro.[9] The unit works similarly to thediamondback from the Wings of Liberty campaign.

The cyclone can auto-attack both air and ground units.

Abilities
Lock On The cyclone locks onto a single target and can continue to fire while moving. However, if the units move too far apart, the link is broken.[11]While locked on, the cyclone's rate of fire increases significantly.[12] Deals 400 damage over 20 seconds against both ground and air.
= 09. Warhound = Edit
Role Anti-vehicle/armor Armor-type
Type Bi-pedal walker Armaments
  • Railgun
  • Haywire missiles
  • Cyclone missiles
Propulsion Two legs
Crew 1 (pilot)

The warhound is a terran walker.

Activated through a fingerprint scanner as part of its pilot security template, and protected with light neosteel plating, the warhound is designed for close anti-vehicle and anti-armor work, with some anti-air capability. Their legs are designed to move over tough terrain. Missile racks are mounted on their shoulders, and cannon barrels are located on the end of their arms. The warhound's chasis bears resemblance to that of the SCV, but unlike the SCV, the warhound's operator is contained entirely within its torso, with neural interfaces allowing the pilot to control the vehicle's limbs and armament systems. The missile racks are capable of firing either anti-air cyclone missiles or haywire missiles, functioning as an anti-armor weapon.[4] For close-range anti-vehicle work, the warhound possesses a railgun that fires directed plasma field-charged slugs(DPFs), which are also capable of dealing with infantry and structures. The warhound is capable of near-instantaneous toggling between DPF and anti-air ordnance systems, to address quickly changing threats in battlefield situations.

The warhound is not effective against the zerg in that, as per it being designed for close-range anti-vehicle combat, it would have to close in on the zerg to be effective.

The warhound's unit portrait depicts a surly, military commander figure—akin to a younger more toned down version of the battlecruiser's unit portrait. The suit and the pilot room strongly resembles goliath's.

= Armament:

Railgun

Haywire missiles - is equipped with powerful long-range haywire missiles which deal 30 damage to mechanical units. The ability is autocast.

These missiles are in addition to its regular anti-ground attack.

Cyclone missiles - are a medium-range air-defense missile developed for the Warhound by Axiom Ordnance. These missiles deploy automatically whenever hostile enemy aircraft or organic fliers are detected. During the Axiom weapons demonstration on Bukari V, they were used to take down areal drone fliers designed after the mutalisk.

Cyclone missiles and the anti-air capabilities of the Warhound were absent in later versions of the walker, in favor of the anti-armored haywire missile.

= 10. Thor (with tech lab and armory) ★ = Edit
Role Heavy assault mech Armor-type Armored
Type
  • Ground
  • Massive
  • Mechanical
  • Siege-walker
Armament
  • Thor's Hammer particle beams
  • 250 mm Strike Cannons
  • Javelin missile launchers
  • Punisher Cannons
Propulsion Two legs Protection Neosteel

The thor is a huge and powerful terran mechanical walker. Despite the thor being smaller than the Odin, the thor is still heavily armed and armored, and known to be one of the most heavy and powerful mechanical units in the Dominion Armed Forces.

"These Thors are smaller than the Odin but they handle better -- and they still hit hard."

- Rory Swann

Named after the Norse god of thunder, the thor is a class of siege-walker. Those in service during the Second Great War were more maneuverable than the Odin incarnation.

= Design

"This siege-walker may not be unstoppable, but it is undoubtedly close."

Heavy composite neosteel-ceramic armor protects the thor. The plates are modular and can be replaced easily if damaged, or exchanged for thicker versions depending on battlefield conditions. Designed to defeat high-explosive armor piercing rounds, as well as disrupt the searing beams of energy-based weapons, the thor’s plating offers unparalleled protection to the pilot and the mech’s internal systems. Its innermost layer has a heat-resistant kinetic mesh that prevents damage from shrapnel, slugs, or even sheared armor fragments.[4] ATVX has also developed an "immortality protocol," allowing a thor to repair itself in the field as long as its hull remains intact.

The thor's cockpit is pressurized and protected by a military-gradesteelglass canopy, as well as thick layers of composite neosteel-ceramic armor. At its center lies the pilot´s seat, which helps prevent operator injuries through powerful inertial dampeners and a foam-padded six-point harness. Multiple gauges and screens monitor the mech’s systems, and the main holographic display projects computer-generated imagery of the terrain. Were this screen to fail, the steelglass canopy has a fully integrated heads-up-display, a navigation screen, and a basic targeting system.

= System

The thor is equipped with different types of heavy weapons. It is armed with four "Thor's Hammer" particle accelerators (two are fired from each arm). Originally, four 250mm strike cannons resided on its back,[5] but these have since been replaced by Punisher cannons. These fire 250mm anti-aircraft shells fitted with advanced electronics to minimize wasted shots. Their depleted uranium cores allow them to punch through the plating of heavily armored aerial targets, causing serious damage. Each shell is individually chambered by a basic auto-loading mechanism that simplifies maintenance and repairs. The cannons' rate of fire is capped to avoid malfunctions and to extend the service life of the ordnance. Bypassing the limit is not recommended, as the cannons may melt or explode.

For aerial opponents, the thor is equipped with Javelin missile launchers. These are located on both sides of the steelglass canopy, and fire four small, IFF fragmentation warheads that can rip through multiple, lightly armored aerial targets on a single salvo. Due to the missiles’ small size, the thor can carry a large payload, ensuring it will be fully prepared to deal with groups of flying bogeys even in drawn-out engagements.

The thor can be optionally outfitted with 330mm barrage cannons.

The thor can be transported by the Hercules dropship and medivac dropships. One thor fills up the medivac's entire capacity, transforming into a cube-like shape and hanging from underneath.

As of StarCraft II: Heart of the Swarm, the thor can switch between Javelin missiles (which destroy light air units) and Punisher cannons (which are single-target attacks designed to take on powerful air units).

= Combat Roles

A thor's primary role is to act as the spearhead: a big tough unit that can push past an artillery barrage or fortified positions or push into an enemy base and lead marines into battle.

Its other primary role is to defend allied units from air attacks with its powerful anti-air weaponry. It works well against light air units like mutalisks, but the attack is not as effective against heavily armored air units such as battlecruisers.

The thor is countered by range, mobility, and certain anti-armor units. It doesn't deal splash damage to ground units, therefore, it cannot effectively deal with massed units such as marines, zerglings, and zealots.

A popular strategy with the unit is the "thor harass" (sometimes called "thorship"), similar to the reaver harass of StarCraft. It involves pairing the thor with a medivac dropship, combining the thor's power and the mobility of the latter.

Abilities
250mm Cannons The thor attacks an enemy ground unit or structure using the cannons on its back. The target unit is stunned for the duration and takes 500 damage. The thor cannot move or attack when using the ability.
High Impact Payload Removes Javelin missiles (which have an AoE attack) and equips the thor with Punisher Cannons (which hit single targets harder).
Explosive Payload Removes the Punisher Cannon and replaces with Javelin missiles. This ability is active by default.

Concept Arts Edit

Star-port Edit

Buildings
Starport SC2 DevRend2

Starport

Add-On
TechLab SC2 Rend1

Tech-Lab

Reactor SC2 Rend1

Reactor

Reactor SC2 Rend1

Reactor

Units
Viking
Banshee SC2 DevRend2

Banshee

MedivacDropship SC2 DevRend2

Medivac Dropship

Nighthawk SC2 Rend1

Raven

VikingAirMode SC2 Game1

Viking - Air mode

VikingGroundMode SC2 Game1

Viking - Ground Mode

Liberator

Wraith SC2 Rend1

Wraith

Hercules SC2 Rend1

Hercules Dropship

ScienceVessel SC2 Rend1

Science Vessel

Liberator in fighter mode

Liberator - Lighter Mode

300px-Liberator in defender mode

Liberator - Defender Mode

Battlecruiser SC2 Rend1

Battlecruiser (Minotaur-class)

Starport Edit

The starport is an advanced terran structure, responsible for the construction and maintenance of all space-faring vehicles and starships. Along with featuring a number of landing pads, a control tower may be attached to coordinate the upgrading and construction of advanced vessels.

Starports can function both terrestrially and as space stations.[4] At least some feature a flight school.

  • Role: Aircraft production
  • Type
  1. Mechanical
  2. Structure
  • Armor type: Armored

Units Edit

= 01. Viking = Edit
Role Durable support unit Armor type Armored
Type
  • Air or Ground
  • Mechanical
Armament
  • Lanzer torpedoes
  • Twin gatling cannon

The A2 Viking Armored Mechanical Hybrid is a terran unit with the ability to transform between a ground unit ("Assault mode") and an air unit ("Fighter mode").

"Ladies, gentlemen, I give you the latest weapon in the Dominion's arsenal, a force both for pacification and protection as we forge further into the unknown. It is my pleasure to unveil the Viking ground/air combat facilitation system!"

- Terran Dominion spokesman

"We start thinking of it as pretty or decorative, we risk forgetting its purpose is just downright ugly."

- Captain Jon Dyre (quoted by Wes Carter)

A ship used to support other terran forces, the Viking's transformation ability was based heavily on that of the siege tank. In its aerial mode, Vikings are classified as air superiority fighters. The walker mode is considered more important. They can be paired with AH/G-24 Banshees for operations as air cavalry. The Viking is equipped with a large reactor—housed in the central area of the vehicle—that powers all electrical systems and provides torque for walker mode locomotion. A set of thrusters in the Viking’s underbelly, which allow for hover/VTOL capabilities, keep it stable during transformations, and four low bypass turbines generate propulsion during flight. The pilot’s seat has more than double the straps, pads, and packing than any other fighter craft to account for the violent ups and downs the vehicle undergoes when switching from aircraft to walker mode.

The Viking was designed with versatility in mind, down to the letter. Most moving parts in the vehicle can be replaced with easy-to-find spares, and even the complex servo systems located in the arms and legs are interchangeable. It is not uncommon for Viking pilots to ditch an arm in order to replace a damaged leg servo and return to battle. However, while the Viking's versatility is its greatest asset, it is also one of its drawbacks. Few pilots are able to handle both combat modes and the majority of Viking pilots are killed in their first battle (the term "cherry" is used for Viking pilots who have yet to carry out a transformation).

Those who survive however, become amongst the most skilled pilots. The elite few who make it through training are so deadly that their names are well-known by both allies and enemies across the Koprulu sector.

= Armament

The Viking was designed to be the ultimate anti-air and ground-support weapon system, armed with a large payload of MT50 lanzer torpedoes and twin gatling guns for both respective tasks. A targeting system exists for both, along with displaying height and location. Due to the torpedoes' low effectiveness against aerial targets smaller than capital ships, Enlightened Dynamics developed Ripwave missiles for the hybrid Bellerephon further expanded the Viking's options through the Phobos-class weapon system—an improved loadout that adds a longer-range anti-air missile and an improved gatling cannon increased range in ground assaults. However, due to hefty implementation costs, only a few Vikings have received these upgrades.

= Systems

Viking SC2-HotS Cine1

A Viking's cockpit

Viking pilots are equipped with helmets with visors that lower when they take their vehicles into the air. However, regardless of whatever advantages the visor might bring, it is still possible to fly a Viking without one. The Viking cockpit features a HUD, with the standard fare gauges, targeting system, and terrain mapper found in terran fightercraft. In addition to this, the Viking has a detailed 3D wireframe that shows the condition of its every servo and actuator. In case of damage to the craft, the pilot is well aware of what works and what doesn’t, preventing fatalities due to system malfunctions.

To keep their occupants safe in case of emergency, Vikings are equipped with a circuit that cuts off all power from the reactor, preventing the machine from reaching critical levels. In dire situations, pilots have been known to disable this governor circuit to divert more power to systems, and even supercharge the craft's reactor, resulting in a massive meltdown. This unofficial self-destruct mechanism has been dubbed the "Heimdall," for the incredibly bright flash that accompanies the final moments of the Viking and its pursuers.

In air mode, the Viking is a light flyer with a very long range anti-air attack. It is good for hit-and-run attacks against slower, higher value air targets. The Viking is less suitable against other light flyers, the phoenixand the mutalisk; the former's long range does not fully compensate for the latter two's higher movement speed.

On the ground, the Viking behaves much like a more capable, but much more expensive, marine.

The Viking is useful for raiding worker lines, and supporting marines andmarauders against colossi.

The Viking may be fired on during its transformation sequence by units that can attack air.

Transformation

Viking Transformation

The Viking transforms from one mode to another.
= 02. Medivac dropship = Edit
Role
  • Tactical insertion
  • Airborne assault
  • Medical evacuation
  • Troop transport
  • Medical bay
Armor type Armored
Type Dropship Armament None
Propulsion Engines

The medical evacuation dropship, officially designated as the G-226 medical transport and called the medivac for short. is a terran aerospace transport that also provides medical support for wounded troops in the battlefield.

The medivac is outfitted with a state-of-the-art medical bay (supposedly the most advanced in the Koprulu sector) and triage station that uses auto-sutures and laser scalpels to seal wounds and repair tissue almost as fast as it’s mangled, though the accuracy and precision of these tools are questioned by marines. Soldiers are administered growth stimulators, nanomachines, and pain suppressants to keep them in the field. The machines also bond with damaged tissue, exponentially boosting its natural regenerative properties. Based on the Quantradyne dropship, the medivac is larger and heavier than its predecessor, due to the medical bay and triage station in the rear of the ship, as well as the array of stabilizers and gyroscopes housed in the airframe that maintain the vessel’s level and orientation despite heavy cargo. This ship is also designed to ferry personnel and vehicles, including the massive thor, to and from combat zones with minimal fuss. Despite the increases in size and weight, the medivac is actually faster than the old Quantradyne.

A support ship, the medivac retains the Quantradyne's rotatable engines, but unlike its predecessor, its boarding/departure ramp is at the front rather than the rear. Heavy medivac losses led engineering crews to perform unsanctioned upgrades to increase engine output, namely adding injectors that pump oxygen-rich fuel into the exhaust stream. The first attempts, while successful at getting medivacs out of fire zones, resulted in heavy stress-induced damage to the turbines and, in rare cases, to the ship’s airframe. When questioned, neither the engineering crews nor soldiers revealed who was responsible for the changes. Dominion officers determined that it was cheaper to upgrade their whole medivac fleet than to discipline an entire troop company.

The ship is also equipped with a gravity tube for rapid loading and unloading of single units.

Medivacs appear in StarCraft II, dropping units quickly one at a time. There is a delay between every dropped unit. Transports have a drop animation which doesn't affect gameplay, although it will be more vulnerable as it will not automatically move away if attacked.

The medivac dropship picks units up extremely quickly, fast enough to enable units to dodge stalker attacks.

Against the zerg, medivacs work well with marauders as part of a "commando force."

The medivac dropship can transport a thor. The thor transforms into a cube and hangs underneath. This fills up the entire capacity of the dropship.

Abilities
Healing The medivac dropship heals a friendlybiological unit nearby it.

Can be set to autocast. May only be cast on one unit as a time, and may not be stacked by multiple medivacs.

Medivac dropships cannot heal units inside of them.

= 03. Banshee (with tech lab) = Edit
Role
  • Tactical strike aircraft
  • Infantry support
  • Air cavalry
Armor-type Light
Type
  • Air
  • Mechanical
Armament
  • Backlash rockets (standard)
  • Rapid-fire projectile weapon (KMCvariant)
  • Shockwave missiles (alternate outfit)
Propulsion
  • Two turbofans (default)
  • Special propulsion system (space use)
Crew(s) 1 (pilot)

The AH/G-24 Banshee Tactical-Strike Aircraft[1] is a terran air unit.

"Relax, hotshot. I got something useful for ya'; Banshees. These babies can blow the snot outta ground forces. Got cloaking too. Gotta love that!"

- Rory Swann

"Similar to the Siege Tank in its ability to make quick work of ground troops, the Banshee is an aerial harbinger of destruction. Agile twin turbofans accompany cloaking technologies and powerful backlash rockets, making the Banshee our military’s most capable hit-and-run option when the situation demands nothing less."

- Raynor's Raiders blurb

The Banshee is powered by relatively low-thrust and inexpensive VTOL turbofans capable of operating only in an atmosphere. The turbofans are sturdy, simple in design, and relatively easy to maintain. They allow for indefinite loitering with minimal noise, which is perfect for stealth operations. The fans allow the Banshee to be dropped from orbit, but are incapable of attaining escape velocity. However, Banshees are outfitted with special propulsion systems only used in space.[5] In addition to the fans, the Banshee has a fantail rotor assembly used for steering and banking.

The Banshee's cockpit is fully pressurized, and an oxygen generator is integrated into the ship's design—both were integrated after the ship's initial deployment. These features allow for quick orbital deployments to more efficiently support troops on the ground, and to strike at targets of opportunity.

= Armament

The Banshee is heavily optimized for its intended role. Its standard armament is air-to-ground Backlash rockets.[2]Additional armament options were also developed. Kel-Morian Banshees were armed with rapid-firing projectile weaponry capable of striking aerial targets. By the Second Great War, Banshees could carry the Shockwave missile battery, which bombarded a longer linear area ahead of the aircraft, rather than just a smaller circular point as with the default Backlashes.

The terran Backlash rocket is a type of stinger missile, used as a form of air-to-ground ordnance. They are carried by AH/G-24 Banshees. The rocket's high explosive warhead is lined with plasteel, and is designed to burn through the heaviest neosteel plating known to humanity. The shoddy guidance systems in these munitions, coupled with massive collateral damage in urban settings, have earned the Banshee an infamous reputation as a Dominion terror weapon.

The installation of a shockwave missile battery allows these missiles to be fired in a straight line with each shot, allowing the Banshee to hit multiple ground targets. This makes the Banshee extremely potent against clustered ground targets.

The Banshee received cloaking devices after entering service with militias and guerilla forces. Salvaged cloaking devices from Wraiths allow the Banshee to become an effective raider, and the Dominion's "stealth darling." By the Second Great War, the Dominion Armed Forces were equipping their Banshees with theDN51 cloak generator; at the time, the DN51 was such a sophisticated example of Dominion technology that special teams were deployed to recover them from crashed aircraft.

Banshees can quickly destroy buildings, even powering through anti-air defenses, and are strong against heavy armored ground units.

Banshees can be upgraded to fire their missiles in a straight line, doing splash damage to units in a line similar to the hellion. They can also be upgraded to consume half of the energy while cloaked, letting the Banshee remain cloaked longer.

Abilites
Cloaking Field Enables terran Banshees to cloak.
= 04. Wraith (with tech lab) = Edit
Role
  • Cloaked Aerospace
  • Strike Fighter
Armament
  • Lasers
  • Anti-Air missiles
Type Aerospace Fighter Crew 1 (pilot)

The Wraith is a terran space superiority fighter.

"You know who the best star fighter in the fleet is? Yours truly."

- A Wraith pilot

Wraiths primarily use missiles for their air/space attacks but can also use lasers for air/space targets. Against ground targets however, their lasers lack punch. Their armor provides little protection to the craft.

Known for their maneuverability, piloting a Wraith is no small task however, and aspiring Colonial Fleet Wraith pilots already had to be certified combat pilots before gaining access to the new craft. Wraith pilots were typically "lionized" in a manner similar to destroyer captains.

Wraiths are capable of both atmospheric and deep space flight, can withstand entry through a planet's atmosphere and are capable of travelling at super-sonic speeds. It is generally a given that Wraiths will be attached to capital ships, as they lack the ability to make jumps through warp space.

"Hey hotshot, you want these Wraith fighters now? They'll take down a battlecruiser easy. You can build more at a starport."

- Chief Engineer Rory Swann

The Wraith has been replaced by the Viking in the anti-air role, while the Banshee is far superior in the ground attack role and inherits the Wraith's cloaking ability.

Abilities
Cloaking Field Enables terran Wraiths to cloak.
Displacement Field Wraiths dodge 20% of attacks when cloakedbut detected. Misses are indicated with an aura.

ATVX has developed an improved cloaking field that can radically alter the course of incoming projectiles. Field tests have shown that roughly 20% of incoming hits will miss a detected wraith entirely if cloaking is still engaged.

Tomahawk Power Cells These improved power cells provide the wraith with a large up-front energy reserve. This allows newly built wraiths to instantly engage in missions with heavy cloaking requirements, rather than having to wait for the reactor to build up a sufficient charge.
= 05. Science vessel (with tech lab) = Edit
Role
  • Border surveillance/study
  • Electronic warfare
  • Research and development
Armor-type Armored
Type Support and exploration vessel Armament
  • EMP (missiles)
  • Nano Repair Beam

The science vessel is a type of terran starship used for general scientific research purposes.

This model can carry out hull repairs through nano-technology and retains the irradiation function from its predecessor.

The science vessel has limited offensive capability, and is geared for supporting mechanical units with its repair ability. In contrast, the Raven is less durable but its abilities are more versatile when directly attacking enemy units.

Abilities
Detector This unit can detect cloaked and burrowed enemies.
Nano-Repair Heals a friendly mechanical unit. Heals 3 life per 1 energy.
Irradiate Irradiates a single target, causing damage over time to target and any nearby units for 30 seconds. Irradiate does not damage mechanical units, but nearby biological units will take damage from an Irradiated mechanical unit.
= 06. Raven (with tech lab) = Edit
Role Aerial support Armor-Type Light
Type
  • Air
  • Mechanical
Crew 2 (1 terran, 1 AI)
Armament Seeker missiles

The Raven, formerly known as the NighthawkVulkan and the TF-620 Nomad, is a terran air unit. It is based on constructing objects.

"With such specialized units being available, there is certainly a hole to be filled when it comes to diversity, and the Raven does that exceedingly well. As one of the Terran’s most capable units, the Raven is an ideal drone, capable of providing unmatched protection and extremely valuable reconnaissance."

- Raynor's Raiders blurb

= Software

The raven is controlled remotely by a terran pilot while the craft's computer houses the main AI core that regulates all critical ship systems and sub-systems. The AI closely monitors variables like overall condition, temperature, energy levels, and external hazards. It processes billions of instructions per second, affording the Raven an ample degree of independent thought and decision making. A few military consultants, speaking on condition of anonymity, have expressed concerns that such a powerful AI could gain sentience, leading to abject disaster. It has been claimed in response that "there's no evidence to back up those claims, and subsequently, no reason to worry."

= Hardware

"Yeah, let's give robots the ability to sweat. Battlefields don't smell bad enough already."

- A Dominion marine in regards to the Raven's weeping holes

Functionally, the raven is a a robust all-around air-mobile vehicle and workhorse that combines the functions of a surveillance drone and a combat engineer. Layers of neosteel and synthetic weave make up the bulk of the raven’s fuselage, with sturdy, space-grade fabric between each layer to provide insulation for internal components. The raven is built to operate independently in harsh climates—the stabilizer fins and key points of the structure are equipped with microscopic weeping holes, which allow for the release of a multipurpose solution to break down ice buildups or cool the fuselage, depending on the environment the vessel is operating in.

Ravens excel in protection and reconnaissance due to their defensive auto-turrets and their advanced sensors, which can detect cloaked and burrowed enemies, and unmask protoss hallucinations.[10] The craft is equipped with an advanced manufacturing plant, where hundreds of thousands of AI-operated nanomachines diligently assemble a diversity of mission critical equipment, such as the auto-turret, point defense drone, and the seeker missile. These onboard production capabilities give the Raven greater operative flexibility than its science vessel predecessor. Its sensors consist of state-of-the-art surveillance and reconnaissance hardware. Two radars, operating at high/low frequencies respectively, and four high-resolution, multi-spectral cameras allow for target acquisition and tracking at long ranges. When the vessel’s low frequency radar detects anomalies, heuristic detection algorithms supported by thermal and electrical imaging sweep the area to find any cloaked threats.

The Raven is analogous to the science vessel of the original StarCraft, and are "primarily support craft" for the terran factions. They have no standard attack of their own. They are strong against siege tanks.

= Armament

Seeker Missiles - is a thermobaric, laser-guided projectile launched by the raven. It is constructed onboard through hundreds of thousands of AI-operated nanomachines. Once launched, the missile will track its target relentlessly before detonating in an explosion over a wide area.

= Abilities

Detector This unit can detect cloaked and burrowedenemies.
Seeker Missile The raven launches a seeker missile that missile remains in the air near the Raven for 5 seconds before launching to pursue the target. It deals 100 area-of-effect damage against both ground and air targets, in a radius of 2. +35 shield damage is dealt when used in Allied Commanders. The splash damage can damage friendly units. The missile moves at a speed of 2.953.

The missile can be avoided if the targeted unit avoids it long enough. The targeted unit is visually indicated by a red aura.

The missile cannot target buildings.

Explosive Shrapnel Shells Increases the damage of auto-turrets andseeker missiles by 30%.
AutoTurret SC2 Game2

Auto-Turret

Auto-Turret
Role Automated defensive turret Range 7
Armament 12 mm gauss cannon Armor type Armored
Targets
  • Ground
  • Air
Type
  • Mechanical
  • Structure
The Raven deploys an auto-turret. The turret has building-type armor and a high rate of fire. It makes for a decent defender and an even better harasser.

The Raven deploys an auto-turret. The turret has building-type armor and a high rate of fire. It makes for a decent defender and an even better harasser.

"Beep boop. Welcome to the suck, my robo-bros."

- A Dominion marine

The 12mm auto-turret is a terran automated defensive structure produced by the raven.

This simple robot gun emplacement is suitable for driving off smaller hostile life forms for an extended period of time. They can currently be dropped by ravens.

PointDefenseDrone SC2 DevGame1

Point Defense Drone

Point Defense Drone
Role Point defense Range 9
Armament Point defense laser Armor type Armored
Targets
  • Ground
  • Air
Type
  • Air
  • Mechanical
Deploys a drone which intercepts missiles and shots, such as those fired by missile turrets. It cannot stop special attacks.

The point defense drone (PDD) is a defensive device deployed by the raven. It is constructed onboard through hundreds of thousands ofAI-operated nanomachines. The drone uses lasers to accurately intercept many types of enemy weapon fire.

The drone intercepts missiles and projectiles fired by certain enemy units and buildings. 

= 07. Battlecruiser ★ = Edit
Role
  • Powerful warship
  • Aerospace combat
  • Mobile command center
  • Transport
Armor-Type Armored
Type Capital ship Armament
  • ATA laser batteries (Air)
  • ATS laser batteries (Ground)
Protestion Neosteel Propulsion 4 engines (most, if not all classes)
Speed 1.4062 FTL Yes (warp space)
Crew Typically 4000-7000, potentially as low as 1200 (no specified class)

"Who called in the fleet?"

- Battlecruiser

The (Minotaur-class) battlecruiser is the toughest terran aerial unit.

The battlecruiser fires multiple relatively low damage shots, with the anti-ground attack being more powerful than the anti-air attack. This makes the unit better able to handle groups of weaker, low armor, units. In turn, the battlecruiser's high armor makes it less susceptible to weak attacks. 

The Yamato cannon out ranges defensive structures and may be used to clear out defenses. It may also be used to soften up tougher units or thin enemy ranks quickly. This is especially useful in numbers against void rays, potentially eliminating several before they can charge up.

Minotaurs can be upgraded with a variety of tactical systems. This includes the Type-V Yamato cannon, energy shields, anti-aerospace missile pods, and a defensive matrix.[16] By the End War, terran engineers had been able to devise new technology for the ship, allowing it to teleport across great distances.

These battlecruisers have personnel quarters, a brig, a mess hall and a bridge. Their fusion reactors are cleaner and more efficient than the outdated reactors of the Behemoth-class. This includes the lack of leakage.

In 2503, Dominion Minotaurs were suddenly withdrawn to be refitted for interatmospheric combat at Korhal IV. The battlecruisers were ordered to abandon their current assignments, disembark passengers and cargo on nearby habitable worlds, and proceed immediately to the Dominion capital.

= Armament/Abliites

  • ATA/ATS laser batteries 
  • Yamato cannon
Blasts a target with a devastating plasma cannon, causing 300 damage.

"Alright boys, hit 'em with the Yamato cannon! Couple of shots from that'll flatten anything!"

- Jim Raynor

The Yamato cannon (a.k.a. Yamato gun) is a feared[1] terran particle weapon.

The Yamato cannon is mounted on the prow of battlecruisers, and draws power from their core. It generates a dense magnetic field to harness a controlled nuclear reaction, turning it into a concentrated energy blast that can destroy almost anything with a few shots. The cannon requires a huge energy reserve to fire, but the effects make it worthwhile. The cannon is suitable for "scorched earth" work.

  • Plasma torpedoes
  • Missile pods

Grants the battlecruiser the Missile Pods ability. Missile Pods deals 40 splash damage(+50 damage to light units) to air units over an area of effect.

Laser batteries are fearsome weapons across wide stretches of space, but they leave a battlecruiser vulnerable to small interceptors. The ATVX Missile Pod can show up this weakness by instantly bombarding an area with a massive barrage of anti-air missiles.

  • Defense Matrix

The battlecruiser produces a shield which absorbs 200 damage. The ability is not smartcast.

The defensive matrix is a temporary deflection field that helped save countless assets from a premature death during the original Brood War. Now the minds at LarsCorp have adapted this technolgoical marvel to protect the massive hull of the Minotaur-class battlecruiser.

  • Warp Drive: Tactical Jump

The user warps to the target location. Vanishes from the map and is invincible while warping.

= 08. Hercules dropship = Edit
Role
  • Heavy cargo transport
  • Civilian evacuation
  • Tactical airlift
Armor-Type Armored
Type
  • Air
  • Mechanical
  • Massive
Abilities Instantaneous deployment

Escape pods

The Hercules-class cargo ship/dropship is a terran tactical-airlift aerospace vehicle.

The Hercules has a large capacity and a fast unloading speed. The dropship is equipped with survival pods; emergency egress to the ground by pod typically causes injuries.

It has 30 passenger slots, allowing it to carry nearly four times the number of passengers as normal transports can, and deploys all of its units simultaneously.[2] Transported units survive a Hercules' destruction. They sustain damage and are ejected in survival pods.[3] The Hercules may be used to transport thors, and can carry three of them at a time, since each thor takes up eight slots when transported. This leaves six slots to spare.

We have retrofitted the Hercules-class cargo ship for use on the battlefield. This massive transport can carry entire armis and unload them at record speeds. The hercules will also ejected survival pods if shot down. Ejected occupants will sustain damage, but most would agree that injury is preferable to death.

= Abilities

Rapid Deployment The Hercules deploys loaded troops almost instantly.
= 09. Liberator = Edit
Role Artillery Ship Armor type Armored
Type
  • Air
  • Mechanical
Armament
  • Liberator missile launchers (Air)
  • Liberator AG weapon (Ground)
Speed 3.375

"Liberation is at hand."

- Liberator

The liberator is a terran air unit.

The liberator was developed to ensure terran air superiority on the battlefield and was based off of the designs of the United Earth Directorate valkyrie.[1] An aerial counterpart to the siege tank, the liberator is a versatile,[2] medium-sized gunship, armed with twin missile launchers to strike at clusters of aerial threats and can also deploy an anti-ground cannon after transforming into a stationary air platform. This cannon is strong enough to pierce even the armor of the thor.

The liberator attacks in two mutually exclusive modes, switching from one to another and back is not instant (roughly 1 second). In anti-air mode, the craft is mobile, and can only deliver anti-air splash attacks.

In anti-ground mode, a 5(9) diameter circle area on the ground is selected (not directly beneath the craft, but anywhere within 5(9) range); once an area is selected, the liberator is immobile and can only attack units within that circle, dealing very high single-target damage (enough to kill most ground targets in one to three shots). The circle can only be repositioned by switching back to anti-air mode, and then again to anti-ground.

Each liberator in the selection is ordered to target an area (liberation zone) independently. Ordering them back to anti-air mode affects all selected liberators.

Liberators cannot attack buildings.

= Abilities

Liberator AG Mode - Deploys into anti-ground mode. In this mode, liberators have a long-ranged narrow attack that can inflict high single target damage. Liberators cannot move in this mode.

This attack only targets units, not buildings.

Concept Art Edit

Basic, Support and Defense Buildings Edit

Supplement
Terran supply depot by phillgonzo-d39fjhc

Supply Depot (Raise/Lower)

Refinery SC2 Game1

Refinery

AutomatedRefinery SC2 Rend1

Automated Refinery

Defenses
Terran bunker upgrades by phillgonzo-d5wrqj6

Bunker - Upgrades

Center - Normal

Left - Neosteel Frame

Right - Armed Strike Turret

MissileTurret SC2 Rend1

Missile Turrets

SensorTower SC2 Rend1

Sensor Tower

Supply Depot Edit

The supply depot houses all the goods, tools and accessories that are necessary for the running of a terran base. It is used by both military units and colonists. The role as provide supplies.

Under the Terran Confederacy, supply depots were standard for military bases and possessed a universal design. This design was that of a low, one-story, metal-clad structure, a spacious waiting area and a counter separating said area from the storage racks on the other side. Such storage includes weapons, ammunition and even SCVs.

During the Second Great War, through research of protoss artifacts, Doctor Egon Stetmann gained insight into protoss architecture and was able to develop orbital depots—supply depots capable of being dropped from the Hyperion and surviving entry through a world's atmosphere to a point designated by a SCV-planted beacon.

the depot gains the ability to lower and rise from the ground. When lowered ground units may pass over it. Unlike the Perdition turret, it is not considered burrowed or hidden when lowered.

= Abilities

01. Lower/Raise Supply Depot - Lowers the structure into the ground so ground units may pass over it. The structure may be raised back to block pathing. Friendly units standing on the structure are pushed the nearest edge when the structure is raised. Enemy units standing on top prevent the structure from being raised.

The structure's attributes, other than blocking movement, are not changed when it is lowered.

02. Calldown: Supplies - The orbital command can target a supply depot to permanently grant it an extra 8 supply. The modified supply depots look different, but are still capable of raising and lowering themselves.

Refinery Edit

A refinery is a somewhat ramshackle and antiquated terran structure, designed to speed up the arduous process of the vespene gas mining on the more desolate terran worlds within the Koprulu sector. Constructed on top of a geyser, the refinery processes the raw gas into a harvestable form and then automatically packages the gas into containers easily transportable by SCVs. Refines Vespene Gas.

Refineries have a core that, if damaged, can destroy the entire refinery in an explosion.

Automated Refinery Edit

refineries can be upgraded to automated refineries once the player acquires fifteen protoss research points. Automated refineries cost twice as many minerals and build slower, taking forty-five seconds, but are otherwise identical to the normal refinery in terms of stats.

Bunker Edit

The bunker is a terran defensive structure. Its role as Infantry support structure, and armed with Strike Turret.

"Now we could use some chairs please. Pretty please."

- A Dominion marine commenting on the bunker's interior.

Bunkers, sometimes referred to as "battlefield coffins", are low-domed structures that may be constructed with paristeel or neosteel plating. They may be built almost anywhere using manufacturing processes which are standard for SCVs. Once erected the armor plating makes them very difficult to take apart.

The bunker typically accommodates, but is not limited to, four individuals. Weapon ports are located on all sides, with ammunition racks above them. Entry and exit is through a single hatch to the rear.

Wolfe Industries sold an improved bunker firing port with a magnetic rail during the Second Great War; the rail increased the muzzle speed of fired projectiles. Raynor's Raiders also developed upgrades during the war. The Shrike turret added an automated gun on the roof and was based on the zerg spore crawler. Another upgrade added an armored carapace to the exterior and was based on the ultralisk.

= Armament:

The Shrike turret is an automated gun mounted on top of terran bunkers.

The Shrike turret's range and damage is equivalent to a garrisoned marine without upgrades. The turret allows an empty bunker to defend itself.

The Shrike turret upgrade and the fortified bunker upgrade are mutually exclusive. The latter increases bunker hit points.

We have developed an automated turret that comes standard with all bunkers. This turret, which is based on our studies of spore crawlers, adds extra firepower to manned bunkers and also allows unmanned bunkers to contribute to base defense.

Abilities in a Bunker Edit

Marines and marauders in a bunker can use their stimpacks. Stimpack becomes available within the bunker commands (load, unload, etc.). Bunkered medics may heal units in the same bunker.

Missile Turrets Edit

The missile turret is a terran defense building designed to destroy air units and detect invisible and burrowed units. Its role as a Anti-air automated defensive structure

"I hate these things. They can sense me even when I'm cloaked. We should take these out."

- Lieutenant Sarah Kerrigan

Missile turrets are inexpensive structures that fire the Longbolt missile. The system may be computer controlled to automatically engage aerial targets. A secondary manual control mode allows the system to fire at ground targets as well (by the Second Great War, manual control was apparently the de facto method of operation). Turrets are also equipped with a tracking scanner hat allows powerful sensors capable of detecting cloaked vessels to center in on an identified target. Running on a set of power cells, a missile turret is able to operate independently for at least forty years.

The characteristic diffusion of information between the terran factions, frequently through clandestine or illicit methods, made the missile turret a standard defense system in the Koprulu sector. Refinements to the system continued to be disseminated in a similar fashion.

By the Second Great War, Enlightened Dynamics had developed a new titanium housing for missile turrets, allowing turrets to absorb more damage before failing. By this stage, Hellstorm batteries could also be fitted to turrets, each battery firing waves of short-range missiles for a saturation effect.

= Armament:

01. Longbolt missiles

02. Hellstorm missile pods - gain Hellstorm Battery secondary attack. Hellstorm batteries fire 8 missiles that each deals 1 point of splash damage.

Hellstorm Bateries are an additional weapon set that can be fitted to your missile turrets. Each battery fires several small missiles that accompany the standard missile attack and saturate the target area on impact. Hellstorm Batteries are a great way to welcome swarms of enemy flyers to your base. Don't disappoint!

Sensor Tower Edit

The sensor tower is a terran building, an Surveillance structure.

A sensor tower uses passive and active thermal and electromagnetic scanning along with input from seismic sensors and Doppler analysis, enabling it to pinpoint any target within range. Even foes hiding behind terrain features can be detected, although they won't be identified without visual verification.

The multi-spectrum output enables foes to easily detect the presence of a sensor tower and identify the location of the base that holds it.

The sensor tower has a passive radius which exposes enemy movement. Said units are revealed on the minimap as red exclamation marks. It cannot detect cloaked or burrowed units.

Other players can see the radius as a colored circle on their minimap, revealing its location.

In the single-player campaign, the player is given access to the sensor tower in the mission "Outbreak". In this mission a tower is pre-constructed on a hill overlooking the main entrances to their base to allow forward knowledge of attacks from the infested colonists.

Research and Development Center Edit

EngineeringBay SC2 Rend1

Engineering Bay - Basic

Armory SC2 Rend2

Armory - Advance

ShadowOps SC2 Rend1

Ghost Academy / Shadow Ops

FusionCore SC2 Rend1

Fusion Core

Engineering Bay Edit

The engineering bay is a terran research center building used to improve the quality of weapons and armor fielded by infantry, the Hi-Sec Auto Trackingand Building Armor upgrades are not available, while the Neosteel Frame upgrade to bunkers is an upgrade purchased in the Hyperion's armory.

Reserched Upgrades Edit

Infantry Weapons

  • +1 base damage for marines.
  • +1 base damage and +1 bonus damage for marauders, ghosts, and spectres.
  • +1 pistol base damage and +4 D-8 charge base damage for reapers.

Infantry Armor

  • +1 to armor for SCVs, marines, firebats.marauders, medics, reapers, spectres, and ghosts.

Armory Edit

The armory is the structure where terran researchers and test groups work to develop improved materials for the weapons and armor used by terran vehicles and starships.

The armory is required for the production of the thor.

Researched Upgrades Edit
  1. Terran Vehicle Weapons - Increases the attack damage of terran vehicles.
  2. Terran Vehicle Plating - Increases the armor of terran vehicles.
  3. Terran Ship Weapons - Increases the damage of terran air units.
  4. Terran Ship Plating - Increases the armor of all terran air units.

Ghost Academy and Shadow Ops Edit

The ghost academy is a terran structure. It is required for the production of ghosts and with a factory can produce nukes.

The shadow ops is a terran building. It is only available in the single-player campaign and allows production of spectres.

It's role as a Special operations/Nuclear weapons storage structure

Arm Silo with Nuke Edit
SC2 Nuke

Nuke

Arms the silo with a tactical nuke.

Nukes take 20 seconds to land, but they deal up to 300 (+200 vs. structures) damage in a large radius.

Though the nuke's target is still shown as a small red dot to enemies, to the player and allies a large red target with cross hairs shows the nuke's target, with the cross hairs growing closer together as the targeting of the nuke completes. The size of the target approximates the area of effect of the nuke, giving the player and allies a clear area to evacuate from.

Nuclear Stike Edit

Ghosts and spectres can call down nuclear strikes.

The launching player sees a large red symbol on the target area while the opponent only sees a red dot. When the ghost is aiming the nuke, it will be "frozen", but it can still be given the order to "move away", which it will do the moment it is unfrozen.

Researched Upgrades Edit
  • Personal Cloaking - Enables ghosts and spectres to cloak.
  • Moebius Reactor - Increases the ghost's starting energy by 25. - From Ghost Academy

Fusion Core Edit

The fusion core, formerly known as the anti-matter core and deep space relay, is a terran structure.

The fusion core allows the production of battlecruisers and is associated with battlecruiser-specific abilities.

Researched Upgrades and Abilities Edit

Behemoth Reactor - Increases the starting energy of thebattlecruiser by 25.

Weapon Refit - Analogous to StarCraft's "Yamato Gun". Adds a large central gun to the bow. Prior to firing, the "head" splits apart, and the 'neck' recoils when the weapon is fired. Does 300 damage to any target they hit.

Add-on Edit

01. Tech-lab Edit

The tech lab is a terran add-on. It allows attached production structures to build advanced units, and provides some upgrades for those units.

A structure may not be attached to both a reactor and tech lab simultaneously.

The tech lab provides the advanced facilities needed to store the medpacks used by medics. During the Second Great War, Remedius Medical Systems developed a medpack storage facility that could be placed within a barracks without the need for a tech lab. (This enables medics to emerge twice as quickly from a barracks attached to a reactor.)

TechLab SC2 Rend1

Tech-Lab

Role Advanced units and research add-on
Parent
  • Barracks
  • Factory
  • Starport
Type
  • Mechanical
  • Structure
Allows
Advanced units and research


  • Barracks
    • Marauder
    • Reaper
    • Medic
    • Firebat
    • Spectre (with shadow ops) OR
    • Ghost (with ghost academy)
  • Factory
    • Siege tank
    • Thor (with armory)
    • Predator
    • Goliath
    • Diamondback
  • Starport
    • Banshee
    • Battlecruiser (with fusion core)
    • Hercules dropship (with fusion core)
    • Science vessel OR
    • Raven
Researched Abilities and Upgrades
Barracks
Combat Shield Increases the hit points of marines by 10. The marine model changes to have a shield attached to the left shoulderguard. The M98 combat shield is composed of 30 mm of bonded carbide.
StimPack Enables affected infantry to attack and move 50% more quickly.
Nitro Boost Increases movement speed of reapers.
Concussive Shells Marauder attacks slow the movement speed of non-massive enemy units by 50%. Only affects one target at a time.
Factory
Infernal Pre-Igniter ncreases the hellion's attack damage by +5 (to +11) vs light units and the hellbat's attack damage by +12 vs light units. The flame changes to a blue color.

The flame color on the icon was changed to blue.

Siege Tech The siege tank transforms, becoming stationary and using a different weapon.

The ability is not smartcast.

Siege tanks can be transported by the medivac while in Siege Mode. They are carried underneath the medivac, visible. A 1.43 second delay occurs between dropping and the tank firing.

250mm Cannons The thor attacks an enemy ground unit or structure using the cannons on its back. The target unit is stunned for the duration and takes 500 damage. The thor cannot move or attack when using the ability.
Drilling Claws Reduces the time Activate Mine takes to burrow the widow mine from 3 seconds to 1 second.
Transformation Servos Allows the hellion and hellbat to transform between modes freely.
Mag-field Accelerator The cyclone's lock on damage is increased to 400 damage against ground targets (+240 against armored), and 360 damage against air targets (+240 against armored).
Starport
Caduceus Reactor Caduceus Reactor

Increases the starting energy of the medivac dropship by 25.

Cloaking Field Enables terran Banshees to cloak.
Corvid Reactor Increases the starting energy of the Raven by 25.
Durable Materials
  • Increases auto-turret duration to 240 seconds.
  • ncreases seeker missile duration to 20 seconds
Advanced Ballistics Upgrades the range of the Liberator's anti-ground attack to 9.
Hyperflight Rotors Increases Banshee speed by 1.
High Capacity Fuel Tanks Increases the speed boost duration of theMedivac dropship's Ignite Afterburners by 50%.
Explosive Shrapnel Shells Increases the damage of auto-turrets andseeker missiles by 30%. 

02. Reactor Edit

The reactor is a terran add-on. It lengthens the build queue by three slots and allows two units to be built simultaneously (this requires pushing the hotkey twice or selecting the unit icon twice, otherwise only one unit is built).

A structure may not be attached to both a reactor and a tech lab at once.

Reactor SC2 Rend1

Reactor

Role Enhanced unit production add-on
Parent
  • Barracks
  • Factory
  • Starport
Type
  • Armored
  • Mechanical
  • Structure
Allows
2 units to be built simultaneously

03. Tech Reactor Edit

The tech reactor is an add-on structure.

Tech reactors were developed by Raynor's Raiders scientist Egon Stetmann after doing extensive research on protoss plasma shields. The results of his research allowed the reactor and tech lab to be combined into one facility, allowing for the functionality of both add-ons.

The Terran Dominion eventually acquired the research to use tech reactors, as did the terran race as a whole. By 2506, the tech reactor was used almost exclusively over the previous two add-ons.

TechReactor SC2 Rend1

Tech Reactor

Role Advanced units and research/Enhanced unit production add-on
Parent
  • Barracks
  • Factory
  • Starport
Type
  • Mechanical
  • Structure
Allows
Same as Tech-Lab and Reactor

TriviaEdit

  • Basically that on StarCraft which using the Terran race.
  • Next the weapons and armors will beased on like Quake 4, Space Marines, and etc. But those with armor-piercing ammunition.