Terran Infantry  
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     Terran Marine   
 

Unit Type: Basic Infantry Unit

Unit Size: Small

Cost: 50

Build Time: 24

Control: 1

Buildings Required:

        Barracks

Hit Points: 40

Attack Type: Air and Ground

Range: 4 (+1)

Rate of Fire: 70 attacks per minute (+70 with Stimpack)

Damage Type: Normal

Attack Power: 6 (upgrade factor: +1)

Base Armor Rating: 0 (upgrade factor: +1)

Stim Pack is an upgrade that, when used, doubles the Marines rate of fire and movement. It also takes away 10 hit points so the use of this spell is greatly increased if you have a couple medics around.

 

The Marine is the Basic Infantry unit for the Terrans. It will more than likely be the second type of unit you build in your game. They are the only basic units that can attack in the air, so if any pesky Overlords come flying overhead, they can't watch your for 2 minutes if you are Terran. Later in the game these units become less and less useful as more powerful units become available.

 

 

 
     Terran Firebat   
 

Unit Type: Ground Support Infantry Unit

Unit Size: Small

Cost: 50 25

Build Time: 24

Control: 1

Buildings Required:

        Barracks
        Academy

Hit Points: 50

Attack Type: Double Ground Only

Range: 2

Rate of Fire: 48 attacks per minute (+48 with Stimpak)

Damage Type: Concussive

Attack Power: 16 (upgrade factor: +2)

Base Armor Rating: 1 (upgrade factor: +1)

Stim Pack is an upgrade that, when used, increases the Firebat's rate of fire and movement. It also takes away 10 hit points so the use of this spell is greatly increased if you have a couple medics around.

 

The Firebat is a powerful unit that uses twin flamethrowers. It has a tremendous attack and has a generally quick rate of fire with Stim Pack. Since they do concussive damage however, they start to lose effectiveness against large ground units such as Tanks, Ultralisks, etc. If your enemy is Protoss however, always keep a few of these guys around since everything does full damage to Protoss Shields.

 

 

 
     Terran Ghost   
 

Unit Type: Covert Operations Infantry Unit

Cost: 25 75

Build Time: 50

Control: 1

Buildings Required:

        Barracks
        Academy
        Science Facility with Covert Ops addon

Hit Points: 45

Attack Type: Ground and Air

Range: 6

Rate of Fire: 48 attacks per minute

Damage Type: Concussive

Attack Power: 10 (upgrade factor: +1)

Base Armor Rating: 0 (upgrade factor: +1)

Every Ghost carries a portable cloaking device which allows them to sneak deep past enemy lines so they can order nukes into the core of their enemies bases without being detected. When a Ghost is cloaked, they can only be seen by Detector units.

 

Lockdown is an extremely useful spell later in the game. It allows the Ghost to temporarely freeze any mechanical unit in its place. This is good against Capital shipsbecause it is a much less expensive way to kill them then to build Capital ships of your own. This can be healed by Restoration.

The Ghost can order nukes from armed Nuclear Missle Silos. The ghost pinpoints the attack point with a small laser then after the Nuke is deployed, it strikes its target dealing massive damage. The only way this can be stopped is if the Ghost dies.

 

The Ghost is your Special Forces infantry unit. Not very good for combat due to its slow rate of fire and concussive damage. But it is great for strategic operations such as killing off your enemies SCV's, ordering Nukes, and stopping a Capital ship attack. Its impressive range also makes it good against other Terran infantry units and Zerglings.

 

 

 
     Terran Medic   
 

Unit Type: Combat Medical Unit

Cost: 50 25

Build Time: 50

Control: 1

Buildings Required:

        Barracks
        Academy

Hit Points: 60

Base Armor Rating: 1 (upgrade factor: +1)

The Medic's primary purpose is to heal your infantry units in battle. It can heal 2 hit points for every energy spent, so it lasts a long time. With Medics you can use Stim Pack and not have to worry about draining all your life. The Medic can also heal infantry units of your allies, even if they are not Terran.

The Medic also solves the problem of Parasites, Lockdown, and several other annoying conditions that can ruin your day with the Restorations spell.

Instead of having a weapon, Medics have a canon that shoots out extremely bright flares that blind your enemies. For detector units, it also takes away their detecting power. This can be healed by Restoration.

 

Medics are a great addition to the Terran's mobile Infantry. Your Marines, Firebats, and Ghosts can last much longer in battle With the help of Medics. Medics are also useful for healing several conditions, and blinding your enemy's units. 2 Medics together are extremely annoying to kill due to the fact that they are constantly healing each other.


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