Starcraft – Terran Unit List
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Terran Unit List by RCarlos
Version: 1.1 | Updated: 01/10/1999
Terran Unit Listing - Version 1.1 By Roland Carlos FongSucks@hotmail.com Taken from: Commander RC's SC Page - http://commander.geminisector.com (I own the site) Version Updates --------------- 1.1 January 10, 1999 - Updated with 1.04 info and BW Goliath upgrade 1.0 December 17, 1998 - First online text release of listing Little Intro ------------ Terran Units comes in two types. Infantry and Mechs. The Infantry cannot be healed, but they can be piled into Bunkers whenever needed. Most people place their damaged Infantry in Bunkers. The Mechs are the other part of the Terran force. They can be healed by SCVs just like buildings but they are more costly. All units are built in the Command Center, Barracks, Factory or Starport. Explanations: Cost: How much the unit costs to build Armor: What kind of armor the unit is wearing HP: How much damage the unit can take MP: How much energy the unit has Supply: How much supply units the unit takes Transport: How much space unit takes in transports Ground Attack: How much damage the ground attack of unit does Air Attack: How much damage the air attack of unit does Attack Range: How far the unit can attack Ground Attack Type: What kind of type unit attacks the ground. Explosive means that damage is reduced to 50% when attacking small units, 75% against medium units. Concussion damage means that damage is reduced to 25% when attack large units and 50% when attacking medium units. Normal damage means that the damage is same to all units. Air Attack Type: As above, only having to do with air attacks. Size: What is the size of the unit, only affects attacks Attack Bonus: What the damage bonus is for each upgrade THE GROUND UNITS ---------------- SCV: Cost: 50 Minerals, 0 Gas Armor: Light HP: 60 Supply: 1 Transport: 1 Ground Attack: 5 No Air Attack Attack Range: 1 Ground Attack Type: Normal Size: Small Attack Bonus: 0 The Terran worker unit, you'll need only 2 or 3 on building duty. Depending on your style of play, you may want to bring 1 or 2 SCV on every attack with machine units. The reason being is that repairing units is much cheaper than making a new one. ------- Marine: Cost: 50 Minerals, 0 Gas Armor: Light HP: 40 Supply: 1 Transport: 1 Ground Attack: 6 Air Attack: 6 Attack Range: 4 Ground Attack Type: Normal Air Attack Type: Normal Size: Small Attack Bonus: 1 Never just build one Marine. For maximum effectiveness you'll want to have them in groups of 10 in the field. In this size, they can deal heavy damage to air units and melee attackers. Don't have go toe-to-toe with an equal of powerful units like Zealots, they'll get killed quickly. If you must, never forget the StimPak ability (if you researched it). The StimPak takes a few of their HP, but in turn you get a much faster Marine and a faster attack rate. -------- Firebat: Cost: 50 Minerals, 25 Gas Armor: Light HP: 50 Supply: 1 Transport: 1 Ground Attack: 16 No Air Attack Attack Range: 2 Ground Attack Type: Concussive, Splash Damage Size: Small Attack Bonus: 2 Only build Firebats when you need them Bunkers or to kill small units quickly (Zealots, Zerglings). They have no air defense and their attack is greatly reduced on large enemies, so don't build them in bulk like Marines. ------ Ghost: Cost: 25 Minerals, 75 Gas Armor: Light HP: 45 MP: 200 Supply: 1 Transport: 1 Ground Attack: 10 Air Attack: 10 Attack Range: 6 Ground Attack Type: Concussive Air Attack Type: Concussive Size: Small Attack Bonus: 1 Cloak: 25 MP for start-up, 1 MP per second Like the Wraith, the enemy can't see cloaked Ghosts (unless they have detectors!). Ghosts cloak usually to remain undetected when they use their nukes. Lockdown: 100 MP This attack is a bit like the Arbiter's Stasis Field spell, but at a much lesser extent. This spell can disable any mechanical unit. You can damage it however, unlike the Stasis Field. Range of Spell: 8 Does it affect multiple units?: No Nuke: 1 Nuclear Missile Easy to understand, the Nuke "spell" allows you to target a nuke. After about 10-15 seconds, the Nuke will fall, and anything in the target area will take heavy damage. However, if the Ghost dies will still aiming, you lose the Nuclear Missile. Range of Spell: 11 Does it affect multiple units?: Yes, up to nine spaces away from target. The only ground unit with the ability to cloak, you wouldn't use Ghosts in attacking. Their 10 points of damage are lowered when attacking large units. Don't expect small units to come knocking when you get Ghosts, because you'll get Ghosts in late game, and by that time, the enemy will have big units attacking (well, okay Zealots are an exception). You'll want to keep Ghosts in your base for their ability to Lockdown huge enemy machines. Carriers and Siege Tanks are stopped and you can destroy them much easier. They can also Nuke bases, so you'll want to have a Ghost for every Nuclear Silo. -------- Vulture: Cost: 75 Minerals, 0 Gas Armor: Medium HP: 80 Supply: 2 Transport: 2 Ground Attack: 20 No Air Attack Attack Range: 5 Ground Attack Type: Concussive Size: Medium Attack Bonus: 2 Although the attack value of 20 looks big, just like the Ghost and Firebat, it is reduced greatly when attacking large enemies. You'll want to use Vulture to scout (after speed upgrade) and defend your base (spider mines). You may have a large supply of Vultures after mining your base, so use them in a diversionary attack so other units can attack while your enemy is busy with the Vultures. -------- Goliath: Cost: 100 Minerals, 50 Gas Armor: Heavy HP: 125 Supply: 2 Transport: 2 Ground Attack: 12 Air Attack: 20 Attack Range: 5 (air attack can be doubled) Ground Attack Type: Normal Air Attack Type: Explosive Size: Large Ground Attack Bonus: 1 Air Attack Bonus: 2 The Goliath is the best anti-air unit on the ground. The air attack of the Goliath is even more powerful than that of the Wraith. Goliath are great for defense and support. I find myself building a group of 12 Goliaths and attacking. When I do, the enemy is hard-pressed to defend against the attack of my Goliaths. The weaknesses of the Goliath are that the Goliath can be overwhelmed by huge numbers of enemies. To counter that, build the Goliath in large numbers. In Brood War, you can upgrade the air attack range of the Goliath. Select the Charon Boosters upgrade at the Machine Shop if plan on using Goliaths. The range of the attack is very far after upgrading. ----------- Siege Tank: Cost: 150 Minerals, 100 Gas Armor: Heavy Hit Points: 150 Supply: 2 Transport: 4 Ground Attack (Tank Mode): 30 Ground Attack (Siege Mode): 70 No Air Attack (Either Mode) Attack Range (Tank Mode): 6 Attack Range (Siege Mode): 12 Ground Attack Type: Explosive (Both Modes), Splash Damage (Siege Mode only) Size: Large Attack Bonus: Tank Mode is 3, Siege Mode is 5 The reason most people by Terran, the Siege Tank is by far the most powerful Terran ground unit. You can use them two different modes, the Tank Mode and Siege Mode. You'll only want to use Tank Mode when there are melee attackers hurting your Siege Tanks. Once you gain the Siege Mode upgrade, it will be the only mode you'll want to use. In Siege Mode, the Siege Tank can attack further than it can see and the base attack value is raised by 40! What are the weaknesses of the Siege Tank? The Siege Tank gets pounded from the air and in Siege Mode, the Siege Tank cannot move. The switch from Siege Mode to Tank Mode is fairly long so you cannot retreat Siege Tank quickly from enemy attacks. THE AIR UNITS ------------- Wraith: Cost: 150 Minerals, 100 Gas Armor: Heavy HP: 120 MP: 200 Supply: 2 Ground Attack: 8 Air Attack: 20 Attack Range: 5 Ground Attack Type: Normal Air Attack Type: Explosive Size: Large Ground Attack Bonus: 1 Air Attack Bonus: 2 Cloak: 25 MP for start-up, 1 MP per second You can suprise enemies by cloaking your Wraiths. This means, that your enemy can't see your Wraiths attacking. However, if the enemy has detector units/buildings, they can see you fine and well. Watch out for them. The Wraith is second most reason people play Terran. The Wraith is not as valuable when it does not have the Cloak ability. When it does, the Wraith can one of the most damaging units. The Wraith can attack without be seen (unless there are detector units in the area) and that is powerful advantage. If seen, anti-air units can easily finish of a Wraith. In 1.04, the rate of attack with the ground lazer is somewhat faster. --------- Dropship: Cost: 100 Minerals, 100 Gas Armor: Heavy HP: 200 Supply: 2 No Ground Attack No Air Attack Attack Range: N/A No Ground Attack No Air Attack Attack Range: N/A Size: Large The Terran Dropship is the 2nd best Transport. The only advantage it has is the ability to be repaired. It is slower than the Shuttle and also costs Gas to build. In 1.04 however, the speed of the Dropship is faster but the build time is even slower. -------------- Battlecruiser: Cost: 400 Minerals, 300 Gas Armor: Heavy HP: 500 Supply: 8 Ground Attack: 25 Air Attack: 25 Attack Range: 6 Ground Attack Type: Normal Air Attack Type: Normal Size: Large Ground Attack Bonus: 3 Air Attack Bonus: 3 Yamato Gun: 150 MP This damaging attack from the Battlecruiser does a ton of damage, that is, if the target survives. (260 damage to be exact) Range of Spell: 11 Does it affect multiple units?: No You wouldn't want to build Battlecruiser in bulk. They cost more than Carriers are not as good as Carriers. You would only want to use them to use the Yamato gun ability, not to attack. The attack rate is slow as well as its movement rate. Always escort Battlecruisers since they can overwhelmed easily. --------------- Science Vessel: Cost: 25 Minerals, 300 Gas Armor: Heavy HP: 200 MP: 200 Supply: 2 No Ground Attack No Air Attack Attack Range: N/A No Ground Attack No Air Attack Attack Range: N/A Size: Large EMP Blast: 100 MP Most used against Protoss, EMP Blast drains all mana (spell casters are powerless, cloaked units are revealed) from unit's in the blast area. But that's not all! You can also use EMP Blast to drain all Protoss shields. Watch the Archons with their 350 Shields go down to little 10 HP weaklings. This spell also kills any Hallucinations. Range of Spell: 8 Does it affect multiple units?: Yes, up to 3 spaces away from target. Irradiate: 75 MP Most used against Zerg, Irradiate launches radiation at the targeted unit. The unit begins to take damage, and deals damage to any units near him. However, only biological units take damage. Range of Spell: 8 Does it affect multiple units?: Yes, up to 1 space away from target. Defensive Matrix: 100 MP Give an unit a protective shield. The unit is not invincible, but takes very small (1 HP) hits. Great to use for fast units who can fly through a guarded area. Range of Spell: 8 Does it affect multiple units?: No The Science Vessel is very useful. The Defensive Matrix ability can be used to guard an unit from high amounts of damage. This is useful if used on speedy Vultures which can rush through an enemy base for some very in-depth scouting. The second ability, Irradiate can damage big groups of units such as Zerglings, Hydralisks or even worker units. EMP Blast can also be damaging to enemies. It can drain the MP of any unit that uses it as well as destroy all Protoss shields. ---------- Disclaimer This guide can and should be given out as long as it is not altered in any way. The guide's purpose is to help people play Starcraft and that is its only purpose. This guide cannot be used in any commerically such as, but not limited to, Magazines, Books, Guides, without first contacting the author for his consent. Credit must given if you take information from this guide. Starcraft is a trademark of Blizzard Inc., copyright 1998. All other trademarks copyright their respective owners. Copyright Roland Carlos 1998
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