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===[[Humanity Fuck Yeah|The Terrans]]=== ====Terran Gameplay==== [[File: Best Space Marine Art Ever Made.jpeg|thumb|right|400px|Freehand paint this on a mini.]] Terrans are the "jack of all trades" of the three factions. They use a combination of specialized power armor suits, tanks, fliers and mecha in battle, and are the only faction whose vanilla trooper is a ranged fighter rather than a melee fighter. Terrans are the absolute champions in turtling up and defending, and tend to have great counter-attack and [[Steel Rain|drop tools]], but on the other hand their defense is reliant almost entirely on units, which means they must leave parts of their armies at home if there is harass threat, while other factions can just spam defensive buildings. Their core buildings can actually take off and fly to new terrain to move the entire base, though they are slow as molasses. Their unique racial tactic is to launch base-annihilating mini-nuke missiles with the aid of a Ghost or Specter, [[Vindicare|a telepathic invisible sniper rifle-wielding super-commando]]. Starcraft 2 made the Terrans more of a glass cannon faction with a strong emphasis on combined arms, much more so than the other two factions. Most of their mechanized units have alternate modes for fitting different roles in your army. The stuff you have is mostly fragile, but punches far above its weight if used correctly. As such, Terrans tend to center around a frontline that they keep their enemies boxed in (in opposition to the Zerg storm of Acid/Spikes/Claws/Teeth and the protoss deathball) and defend that frontline while harassing the enemy backline and slowly advancing. The main problem of the Terrans in competitive play is that their late game suffers from "win more" syndrome. Nukes and battlecruisers are such resource intensive overkill that they simply will not reverse a disadvantage. The Terrans have their biggest advantage with the unlocking of firebats and siege tanks, or when they first gain shuttles. ====Terran Lore==== Right around our current present in the Starcraft universe things went cyberpunk before hard veering into being [[Starship Troopers]]. The United Power League, later called the United Earth Directorate, is the latter and they began to genocide all other genres of humanity resulting very quickly in 400,000,000 deaths until suddenly deciding to gather them up the remaining 40,000 that were physically fit and sealing them into four massive ships along with cryogenically frozen sperm, egg cells, and cloning technology on top of it and sending them all into the Koprulu System to colonize it. In reality it was more of a social and evolutionary (since many mutants and the first psychics were in the population) experiment than actual planned colonization. The result is most Terrans being somewhere between well-dressed lunatics, dirty space pirates, and rednecks in power armor (Starcraft 1 was almost entirely made up of the latter two, the third mostly disappeared or cleaned up a great deal by Starcraft 2...possibly because they already died in droves in 1's cutscenes). Two ships crashed on the jungle planet Umoja, the occupants of one all dying leaving the other with a surplus of resources. They formed the “wealthy, democratic, heroic” factions (which you never get to play as). One ship crashed into the “desolate but rich” planet Moria forming the “industrious corporate” factions. One crashed on Tarsonis, becoming the “evil and roguishly heroic” factions (which you almost entirely play as). Specifically Tarsonis became the Confederacy, which was aggressive and resembled an Alabama version of the UPL. They skirmished back and forth with the other factions and put down insurrections constantly until encountering the Zerg and Protoss at around the same time. In the original Starcraft, you play as a planetary magistrate assigned to the remote world of Mar Sara. There, with the help of local Marshall James "Jim" Raynor, you encounter the first attack of the Zerg, and witness nearby planet Chau Sara being [[Exterminatus]]ed by the Protoss fleet for being infested with Zergs; in your flight to escape the planet before the Zerg devour all humans, you are abandoned by the ruling Terran government, the Confederacy. This leads to you allying with the rebel group known as the Sons of Korhal, and turning on the Confederacy... only for the Sons' leader, Arcturus Mengsk, to backstab you by using the Zerg as a living weapon to overthrow the Confederacy, proclaim himself Emperor Mengsk of "The Terran Dominion", and abandons one of his own agents, Sarah Kerrigan, to the Zerg. Raynor, who was kinda sweet on Kerrigan, turns on Mengsk and runs off. By the Protoss campaign you learn that Raynor and his band of pirates have become the buddies of a diverse group of Protoss united to stop the Zerg regardless of the rest of their race’s bullshit politics, and he stays behind on a suicide mission to give the Protoss a chance to escape their dying homeworld. In the expansion, Brood War, you play as a ranking captain in the United Earth Directorate fleet, subordinated to Admiral Gerard DuGalle, sent to investigate what became of the lost colonists and bring them back under Directorate control and pacify the Zerg and the Protoss. The mission was partially successful until the Terran colonists, Protoss and Zerg formed a desperate alliance and defeated the UED. You and the rest of the UED expedition force are ultimately wiped out to the last man by Kerrigan(more on ''her'' later) in the final episode of Brood War. In the Zerg campaign you find Raynor is alive and well, and bring his pirates into the aforementioned alliance before it breaks apart. Novels and comics fill in the gap. The Dominion gets as evil as it can be, Raynor turns to heavy drinking, and a lot of small stories that don’t tie into anything bigger after the story ends occur other than multiple ones creating and expanding on the character Nova who becomes the secondary main Terran character after Raynor. In the Terran-focused sequel, Wings of Liberty, you play as James "Jim" Raynor, leader of Raynor's Raiders. They're a rebellion group that seeks to bring down the Dominion and destroy the Queen of Blades (or well...sort of. Despite Jim swearing he'll kill Kerrigan in Brood War after betraying and killing his Protoss buddy Fenix, he now downgraded to saving her instead. This is mainly due to the lack of any other alive Zerg characters in the setting). Raynor builds up the strength of his pirate militia into an actual faction again, agrees to listen to his Protoss buddy Zeratul regarding some prophesies, then greatly reduces Mengsk’s political power and destroys his alliances by revealing information on how exactly Mengsk took power (The offical dominion version has it that Mengsk defeated the Zerg on the Confederate home World, in truth he lured them there with a psionic device and nuked the planet to make himself look like a hero, also using the opportunity to tie up loose ends by betraying Kerrigan and Raynor, leaving them to die, which, as outlined here, royally backfired as SC2 went on). He ends the campaign by helping Mengsk’s son attack the heart of Kerrigan’s Swarm and de-Zerg her like Zeratul told him to do. Because Blizzard loves introducing [[Cheese]], the player gets access to lots of campaign exclusive stuff like stronger versions of each unit and campaign exclusive upgrades a ton of units. They featured a few too many units in the campaign with some being useful only for missions they were introduced, something fixed in later campaigns. Terrans feature heavily in the Zerg and Protoss campaigns of SC2 as well. Kerrigan Zergs herself up again, but without any ancient gods mucking around in her brain (see the Zerg entry) after she thinks Raynor is dead. She starts fighting the universe again, coincidentally mostly through insane factions of cultists from both Protoss and Terrans, this time just to regain her strength then finds out Raynor is alive and rescues him. He swears to kill her again, then a few missions later he joins her in killing Mengsk. Mengsk’s son takes over and turns the Dominion into a more morally grey faction. The Terrans later all join up with the Protoss to kill the ancient god shit (see Protoss entry). In the Co-Op Starcraft 2 content which take place during the Protoss campaign it was stated that the events are non-canon (since you can play as characters like Mengsk and Tychus who would be dead and characters like Alarik who are still enemies at that point) but the general events are supported by content that actually is canon. More lore is revealed in the paragraph-long text blurbs for cosmetic items as well as some short stories and comics. The general gist is setting up Starcraft 3 plots like Raynor’s chief scientist starting a Terran/Protoss cult worshiping a sapient planet, intelligent Zerg seeding Terran worlds and seemingly starting to slowly make intelligent hybrids, and Mengsk’s son setting up a more united humanity since the United Earth Directorate is still big enough to wipe out the sector and will eventually return. There is also a Protoss/Terran shared colony, a faction of renegade robots with humanlike AI, a faction of robot Zerg, and new factions rising in newly colonized worlds. Raynor is missing and his pirates have merged into other factions especially Mengsk’s son’s Dominion, so Nova is the main character now. Most of the Terran aesthetic comes from Chris Metzen, far more than most Blizzard properties. As a teenager he apparently wrote stories and made art about some story about a cowboy marshal during the second American civil war, this time in space. Most of the ideas were recycled into Starcraft, with the exception of the main character who was split between Jim Raynor and much later the character Soldier 76 (the original character name) from [[Overwatch]]. So if you wonder why there is a Confederacy that is full of toothless hillbillies in space wearing grey fighting the blue guys, that's why. The Terrans also feature the most hilariously underpowered variant of the [[Space Marine|Power-armoured soldier in space]]-archetype in all of Sci-Fi, where for some reason guys (and gals) in powered armour the weight of a truck are even less effective than a Guardsman of the [[Imperial Guard]] and this is decidedly not the result of the opposition being as batshit overpowered as in 40k, it's just fun [[Grimdark]] that the average infantryman's giant armour is about as useful for protection as a soldier's uniform during the age of flintlocks (while the guns firing on them are ''much'' better) and having medics around them which can magically heal injuries in moments makes them live over nine seconds in combat. There can a point be made that in-universe, the Marines are more or less conscripted militia that receive basic, if any, training and are acting more like a hyper-militarized police force and the suits themselves not really designed with combat in mind (they're outright stated to have the main purpose of providing environmental protection) since that's what the ships, mechas and other gizmos are for. ====Terran Units==== '''SCV:''' A utility exosuit used to mine minerals, transport refined vespene gas, construct buildings and repair damaged structures and machinery. This unique ability to heal mechanized troops makes them incredibly useful. '''MULE:''' A mining drone introduced in SC2 as a summon from an Orbital Command. It can mine faster than a SCV but has a timed life, and mastering its deployment greatly helps your economy. '''Marine:''' A generic grunt in powered armor armed with a gauss rifle that launches hyper-velocity spikes at people. Can take combat drugs that let it boost firing and movement speed in exchange for health, and in StarCraft II can take a shield that boosts survivability (which originally also would have included a purely-visual bayonet [[Derp|that fans complained about for some reason despite how the average Marine dies from drowning in Zergling swarms]] and got cut). Is notable for being the only starting troop that is a ranged attacker and can shoot air units. They can deal lots of damage in larger groups, especially after upgrades, but are very fragile and don't have the best range. Their flexibility and cheapness make them a core component of the Terran early game. '''Firebat:''' Arsonists and pyromaniacs strapped into specialized powered armor outfitted with flamethrowers. They specialize in burning through hordes of lightly armored organic units such as Zerg infantry, and like Marines, they can also do combat drugs to speed up the burninating. Their suits were bulked up in the sequel, making them much more durable but taking up more slots in the bunker and losing their stimpack ability. Their lore states that the gases used in their flamethrowers leak into the suit and drive the trooper nuts, so if they weren't pyromaniacs beforehand, they will be after a tour of duty. They were replaced by the Hellion and subsequently its Hellbat transformation but are still available in SC2's campaign. '''Medic:''' Power-armored nurses who can heal organic troops... and that's it. They buff the survivability of other troopers, but can't fight themselves. They had a few support abilities in Brood War like their optical flare that reduces their target's vision to the minimum while disabling detection capability, and the ability to purge any negative effects from friendly units. '''Ghost:''' Brainwashed psychics who can telepathically cloak themselves for invisibility and use telekinesis to give themselves the super-strength needed to wield hyper-powered sniper rifles. Used as assassins and covert troops. Their special gimmick is the ability to target nuclear bombardments. They died too easily in the original and had upgrades that were too expensive to be worth using. The sequel gave them better abilities, while only requiring their invisibility to be researched, put them much lower on the tech tree while making the more durable so they were much more useful. The lore behind Ghosts might be some of the most [[Grimdark]] parts of Starcrafts as a whole; they are usually taken as children under the guise of a patronage for psionically gifted kinds scheme, but psionic children being abducted by mercenaries or government agents (also usually Ghosts, going full circle) is also anything but unheard of. The children are then subjected to training and routine memory wipes to keep them docile and compliant, as well as neuroleptics and anti-psionic goodies. And the tragic thing? Especially with the last part, you're actually doing them a ''favor''. Psionics in Starcraft, especially the stronger ones, are very often unable to control their powers and suppressing them is often the only way they can even function as people. Kerrigan and Nova had both the problem that they could not sleep because other peoples thoughts kept crept creeping into their heads. Add to that that the Government essentially employs you as its own personal hitman (or -woman) and will keep erasing your identity, or what semblence of it remains after training, if you talk back, step out of line but sometimes also simply for shits and giggles. Being a Ghost is not fun in Starcraft. *'''Spectre:''' A subtype of the Ghosts, they were an attempt by the Dominion to create Ghosts from psionically inert humans and enhance the abilities of existing Ghosts. It was a mixed success. Spectres are generally better in combat, but also susceptible to psychotic breakdowns and difficult to make. Their exposure to an alien hallucinogen also brought them into Amons fold during the events of Legacy of the Void. They are campaign-exclusive to the Wings of Liberty campaign, where you can choose between them and Ghosts in one mission; both units are very, very niche in regards to their usefulness. Ghosts are better against light units and spellcasters, while Spectres deal more damage against armour and with an AoE Stun as their special ability; Terran Research can also give them a whopping 200 single-target damage spell, which is very useful during the final missions of the camapign where the game will throw a lot of high HP units against your base. '''Marauder:''' An SC2 retrofit of the Firebat that swaps the flamethrower for twin grenade launchers; they specialize in smashing structures and armored foes, but are kind of crappy against lightly armored grunts, in a reverse to the Firebats. Shockingly, they are the most sane and socially well-adjusted of Terran infantry in spite of their enthusiasm in blowing shit up, possibly because Terran forces decided arming madmen with weapons that would be effective against their infrastructure instead of just the numerous cannon fodder they don't care about was a final logical straw to them. '''Reaper:''' Murderers and scumbags strapped into jet-propelled power armor, armed with dual pistols and explosives, and deployed as suicide-trooper scouts and fast attack squads. Hey, is it just me or do the [[Moritat]] sound a lot like them? They are most often used to harass worker lines and damage your foe's economy, jumping up and down cliffs or rushing past defenders to get at the lightly armored workers. '''Spectre:''' A Ghost upgraded with a psy-enhancing chemical, burning out the brainwashing mojo and giving them enhanced psionic attacks. Exclusive to SC2's campaign as an alternative to Ghosts. '''Vulture:''' Grenade launcher-toting hoverbikes used as scouts and hit-and-run troopers. Can be upgraded to deploy spider mines which, instead of waiting for someone to step on them, suicide charge into nearby enemies. While replaced by the Hellion, it is usable in SC2's campaign where you can upgrade it to replenish its mines for a small mineral cost. '''Siege Tank:''' Big badass tank that can also shapeshift into an immobile but more powerful mortar unit. The cannon in their mobile mode packs a decent punch and they're resistant (but not immune) to small arms but they are mostly used immobilizing themselves to fire their big gun, which has the highest damage of non suicide and non ability attack outside of campaigns [[Derp|and all in all means they aren't really used like tanks]]. It also has range that actually extends beyond the tank's line of sight so you need a spotter to take full advantage of it. '''Goliath:''' [[Sentinel]]-like combat walkers outfitted for anti-ground and anti-air capabilities, later replaced by the Viking and Thor but available to be used in SC2's campaign. In the base SC game it suffered from trying to be good too many things and ended being good at nothing, starting in the Brood War expansion it was made into a dedicated anti-air unit. [https://www.youtube.com/watch?v=90K_G4hyxCk| It also had legendarily shitty pathing.] When you get access to it in SC2's Terran campaign the campaign exclusive upgrades make it damn good at its job. '''Hellion:''' SC2 replacement of the Vulture; a hyper-speedy land rover outfitted with a powerful flamethrower. Later became a transforming mech able to shapeshift into the humanoid exosuit mode "Hellbat" which functions similarly to the Firebat. In Hellion configuration, they are best used for quick drive-by into your enemies economy, where their flamethrowers will make short work of workers, but their speed also makes them surprisingly viable against groups of light enemies. Hellbats on the other hand are more of a tanking unit; they have decent health and their flamethrower will annihilate light units; they have quite low range however and move fairly slowly. '''Thor:''' A humongous heavy artillery walker specialized in anti-air missile barrages. Initially had the ability to immobilize itself to briefly fire cannons that would destroy almost any ground unit, but expansions replaced that with the ability to switch between anti-air missiles for groups of weaker air units and big guns for single big air units. Is also infamous for its numerous [[Alpha Legion|canon conflicts with regard to its origin]], where you face one in a secret enemy lab [[Wat|despite it only being developed the previous day in the previous mission by your own chief engineer]]. '''Diamondback:''' Hovertank armed with twin railguns that rape enemy armor and is one of the few units that can fire on the move. Exclusive to SC2's campaign. While it sounds useful on paper, it's mostly good for the mission you find it in where your goal is to kill fast moving targets with heavy armor, something that doesn't appear elsewhere. '''Predator:''' A robotic panther that attacks with an area of effect shockwave around it, but is [[FAIL|too fragile and expensive to consider using]]. Exclusive to SC2's campaign as the alternative to the Hercules. '''Wraith:''' Standard Terran starfighter that also sports a personal cloaking field; fragile, but hits like a brick to the head against enemy air unit and a wet noodle against ground units. Replaced by the Viking in the sequel but is playable in the campaign. '''Science Vessel:''' Non-combat space station that can penetrate enemy cloaking efforts, deploy protective forcefields, and coat enemies in a toxic radiological fog. In SC2, they gained the ability to repair nearby mechanical units too but are exclusive to the campaign as an alternative to the Raven, which you'll never take since the Science Vessel's repair beam is too good to pass up. Humorously, it's one of the largest units in fluff (to the point an entire mission is set inside one) but looks barely larger than a Siege Tank in game. '''Dropship:''' Basic flying transport with no gimmicks unlike the speedy Protoss Shuttle or the invisibility detecting Zerg Overlord. '''Valkyrie:''' UED-designed anti-air frigate that takes down masses of light enemy flyers with clusters of missiles, but can't deal with heavily armored vessels and is defenseless against ground units. '''Viking:''' Anti-air flyer that can transform into a ground-based anti-<s>infantry</s>armor combat walker. Its lore makes it known for its a steep learning curve and high attrition rate claiming the lives of many trainees trying to master its transformation sequence, which makes you wonder how it [[Derp|became the new standard fighter jet in the sequel]]. '''Banshee:''' A cloaked anti-ground aerial bombardment VTOL that is flexible in both base raiding and dealing with enemy ground forces. '''Raven:''' AI-controlled support craft replacing the Science Vessel as the Terran's detector-spellcaster flying unit, which can create and deploy various drone units for different purposes. '''Medivac:''' SC2 replacement for the Dropship and Medic, combining both into a transport that can also heal biological units like a Medic. '''Warhound:''' Badass anti-armor mech that was [[Cheese|too strong and unable to be balanced]] and was thus cut from the game, but still shows up as enemy units in the Heart of the Swarm campaign. Hilariously the thing was intended to break stalemates caused by Siege Tanks, those actually proved to be one of the few things that could counter it during tests. '''HERC:''' Asteroid miners conscripted into the military. Armed with a grappling gun that can pull itself into the fray or up cliffs, and a highly specific immunity to Zerg suicide bombers, they didn't make it into the main game since the Hellbat fulfills the same niche of tanking hordes of lightly armored units. Exclusive to the Nova Covert Ops DLC campaign. '''Widow Mine:''' The descendant of Spider Mines taking heavy inspiration from the Zerg's burrowing capabilities. You get a drone that can burrow itself and shoot airburst missiles over nearby enemies, dealing [[Rape|massive damage to clumped up enemies]]. However, they will deal friendly fire so be wary of engaging fast melee enemies near them. '''Cyclone:''' Missile truck that can lock onto an enemy, firing a continuous volley of missiles while still being able to move as long as the enemy remains in range, making it ideal for "kiting" and dismantling slow armored enemies but it can't deal with masses of cheap units or heavy long ranged firepower. '''Hercules:''' Massive and incredibly tough, but also very slow, flying transport. Unlike other transports, its passengers deploy almost instantly and will make an emergency landing albeit taking some damage if it gets destroyed. Exclusive to SC2's campaign as the alternative to the Predator. '''Liberator:''' Flying artillery unit that can switch between anti-air and anti-ground missile barrages, making it sort of a lovechild between a Valkyrie and a Siege Tank. Unlike the Siege Tank, it can only rain death upon units inside a player-designated killzone and doesn't do splash damage. They can serve either as dedicated harrassers sneaking into the backline and oneshotting several of your opponents workers or giving heavy fire support for your army on the move, where their cannons will deal very heavy damage against all enemies. '''Battlecruiser:''' Fuckoff huge warship armed with batteries of lasers and a mega-energy cannon. In LotV, it also gains the ability to warp jump to any point on the map. In the original they relied on a sorta big laser (despite the attack saying it was a battery of lasers) that didn't pack as much of a punch as you would expect. In the sequel they fire a barrage of small lasers that because they are a bunch of small attacks can't be reduced by armor (since armor can't reduce damage to zero). In both games it can fire its big gun as an ability which destroys most targets instantly. It is best used as an (expensive) stalemate breaker to distract your enemy for your frontline to advance (four Battlecruisers make very quick work of any base if left undisturbed) or as a support unit that can delete single critical units during an encounter (usually targets like Collossi and Ravagers). * SC2 has a few missions with a version called the Gorgon, the biggest and most powerful ship used by the Terrans. When first fought in Heart of the Swarm they are immune to all conventional attacks and abilities (even from Kerrigan). The only way to destroy them is to use a nest of full Scourges. You sorta get control of them in a DLC Terran campaign where you have a calldown ability that sends Gorgons in a straight line to shoot everything in their path. They aren't indestructible in this level but they have more than six times as much health, double the armor, more than triple the firepower of a normal battlecruiser and as much range as a Siege Tank. It's easy to see why you don't get to directly control these monsters. ====Factions==== '''Terran Confederacy (defunct):''' One of the initial Terran powers in the Koprulu Sector, they are ostensibly modeled after the Confederate States of America down to using its battle flag to represent itself. A [[High Lords of Terra|corrupt, decadent and feudalistic]] power from Tarsonis, they are aggressive against their neighbors and deal with dissidents using excessive force, such as the nuking of Korhal, which ended up being their undoing. Despite being overthrown by Arcturus Mengsk, Confederate holdouts continue opposing the Dominion or sell their services as mercenaries. They were known to have conducted experiments on Zerg to use them as potential bioweapons and on psionic humans to turn them into Ghosts, [[FAIL|both of which were turned against them by Mengsk.]] '''Umojan Protectorate:''' Another one of the initial Terran powers in the Koprulu Sector, [[Tau|they control the smallest number of planets and rely on highly advanced technology]] over mass conscription or material wealth. Opposing the militaristic Confederacy, they aided the father of Arcturus Mengsk and later his Sons of Korhal rebel group, until they realized that Mengsk was no better than the Confederates and withdrew support. They are willing to cooperate with his son, Valerian Mengsk, who is much less of a power hungry madman that his father is. '''Kel-Morian Combine:''' The last of the initial Terran powers in the Koprulu Sector, they own many planets rich in resources and function more like a corporation than a country. Despite being brought low by the Confederacy, they nevertheless continued amassing wealth and remaining neutral, even when the UED entered the fray. Lacking a large military force, they rely more on subterfuge and diplomacy over brute force, paying off rivals to leave them alone and even hiring pirates and mercenaries for more underhanded work. After the games, they are looking to contest the now weakened and still recovering Dominion for territory. '''Terran Dominion:''' The main antagonistic Terran faction replacing the Confederacy, it was formed by charismatic ex-Confederate officer Arcturus Mengsk after overthrowing the Confederacy in revenge for assassinating his family and nuking his homeworld. Revealing himself to be no less tyrannical than the Confederates he overthrew, Mengsk turned the Dominion into a strong but dystopian empire, where his propaganda laden speeches are played regularly and citizens live in fear of being resocialized or conscripted for [[1984|wrongthink]]. Ultimately, Arcturus was overthrown by Jim Raynor and Sarah Kerrigan, and his son Valerian took over his position as Emperor, repealing many oppressive laws and introducing many social reforms to show that he isn't a tyrant like his father, most notably turning the military into a volunteer force rather than relying on resocialized criminals and conscription. The sigil of the Dominion and the Sons of Korhal before that resembles an arm holding a whip, which became a bit more abstract in Starcraft 2. '''United Powers League (defunct):''' The ruling government of Earth, they were [[Imperium|a fascist, atheist one world government]] [[Nazi|obsessed with human purity]] and [[Inquisition|led many bloody purges]] against dissidents, cyborgs, mutants and others deemed too degenerate from the human form that were covered up by the media. They kickstarted the Terrans' story when one UPL scientist, certain of new resources outside the solar system, collected 4 colony ships worth of prisoners and sent them to colonize an outlying planet. However, the ships [[Not As Planned|missed their destination]] and crashed in the Koprulu sector, their passengers forming the major Terran powers in the sector. '''United Earth Directorate:''' After knowledge of the Zerg and Protoss reached the United Powers League on Earth, the squabbling factions decided to band together against the potential xenos threat. They sent an expedition fleet to the Koprulu sector with the intent to subjugate the Terrans under the UED's banner, establish control over the Zerg and use them to purge the Protoss. Through some clever tactics and brute force, they managed to overthrow the Terran Dominion, enslave the new Zerg Overmind and usurp Kerrigan's control over majority of Zerg forces and beat back the Protoss. Only a desperate alliance between the Terrans, Protoss and Kerrigan managed to defeat the UED before Kerrigan betrayed her allies, then finished off the UED expedition fleet when they in turn allied with the angry Terrans and Protoss against her. The remaining UED forces, now stuck in the Koprulu sector, have been absorbed into the Dominion or became mercenaries, and the main UED government continues to plot its next move in the background. They are hinted to have highly advanced technology that they didn't bring to the Koprulu sector due to...BEING TOO ADVANCED. To the point they had to use the same type of equipment the Terrans use because there was absolutely no facilities in the Koprulu Sector that would've maintained their own tech. ====Terran Characters==== '''James "Jim" Raynor''': The main protagonist of the faction and the players avatar in the Terran Campaign of Starcraft 1 and Wings of Liberty. An Ex-Convict and veteran of several corporate wars between the Confederacy and the Kel-Morian mining combinate, who, by the merit of being the only guy left who could hold a gun, was named Confederate Marshal of the Tatoonine-expy planet of Mar Sara. Had an overall decent run as Marshal, but he found himself stuck between the Zerg, who came to nom his planet and the Protoss which arrived to [[Kryptman|glass the planet to deny it to the swarm.]] As the Confederacy abandoned him, he turned to the Sons of Korhal under Mengsk for aid, which started his stunt into being a rebel. When Mengsk stabbed him and Kerrigan in the back, he seceded with his squad from the Sons, founding Raynor's Rangers to continue the rebellion, this time against the Dominion, only for him to be backstabbed ''again'' by Kerrigan when they drove out the UED during the Brood War campaign. SC2 changed his character in various ways, not all of which were well received. The most divisive change was his sudden attraction to pre-Zergification-Kerrigan, which felt to many to come out of nowhere (mostly because Blizzard is Blizzard, they had outsourced much of this background to tie-in novels) and a bit misplaced; to say the least, as he had vowed that he would be the man to kill her once the time comes at the end of Brood War. He starts off Wings of Liberty as being throughly miserable due to all the backstabbing and ends the first chapter of SC2 being reunited with his girlfriend and spending the other chapters of SC2 being mostly moral support for Kerrigan and Artanis. Character-wise, he is somewhat of a disgruntled veteran who somehow always ends up being where shit is going down ''hard'' and just throughly tired of everything by the end of it. However, he is a good leader and a true friend to those he likes and hardly ever dishonest, even when it's to his own detriment (as seen with the various times he has been betrayed by his closest allies). He disappears from the story at the end of Legacy of the Void with Kerrigan to.... somewhere. We're not quite sure. But it probably involves copious amounts of [[/d/|extradimensional sex.]] '''Arcturus Mengsk''':The ice-cold pragmatic leader of the Sons of Korhal and later the Terran Dominion, the largest of the four Terran nations. If you forgot who the other three were, don't worry, Blizzard did too. His backstory was that he was the scion of a noble family on Korhal (hence the name) that got killed when his father pissed off the Confederacy. Ironically (or not so ironically, as we'll see in a couple sentences), Kerrigan was the one who killed his family. He was already kind of a scumbag at the start of SC1, recruiting most of his allies at gunpoint; Raynor was left with the choice of either joining him or be murderfucked out of this plane of existence by the combined might of the Protoss and Zerg, Duke was literally recruited at gunpoint. Later on, he found a bunch of psionic gizmos that he could use to lure the Zerg to the Confederate homeworld of Tarsonis (and accepting Billions of civilian casualties as collateral), used them despite the strong opposition from Kerrigan, Raynor and Duke to this plan and succeeded - only for him to betray all of his allies then and there, leaving Kerrigan and Raynor to die on Tarsonis for his own petty revenge. He then collected the fractured Confederate military to found the Dominion in its stead, with him as military dictator no less, and not that much better than the Confederacy when it comes to his policies. During the Brood War, his six months in the sun came to a sudden end when the UED arrived on the scene and he only survived because Raynor of all people saved his ass. After the UED's expulsion from the Koprulu sector, he promptly reestablished his Dominion and mainly serves as the friendly face of Dominion Propaganda during the Wings of Liberty campaign. Despite being supposedly one of the big bads of Starcraft, he actually never gets all that much screentime, especially in Starcraft 2, where his most memorable moment might actually be his death, being impaled by re-Zergified Kerrigan and then having a psionic bomb implanted in him. '''November "Nova" Terra''': If Kerrigan is Starcraft's Fap-Bait number 1, Nova very closely follows at number two. Nova is a bit of an interesting tidbit in the Starcraft story because the game that was supposed to bring her to the forefront never came out. She was conceptualized as the protagonist of the third-person-shooter Starcraft: Ghost, first announced in 2002 and then cancelled in 2005. It even had its own cinematic trailer. She later made a reappearance in Wings of Liberty, where she warns Raynor about Gabriel Tosh and his true intentions (and also gives him the knowledge to create Ghosts along the way, funny how she betrays her own government and never faces any punishment for it). Due to being a hot blonde, there was instant fan demand for more of her and they got more of her as Starcraft 2 went on, eventually being pushed to main character level in her own standalone campaign for Starcraft 2 that wraps up some of the loose ends that Legacy of the Void left behind. She has gotten a crapload of supplemental material for such a minor character that expanded on her (actually quite tragic) backstory. Her family was murdered as a result of some political intrige in the Confederacy. She killed the murderers right back in a psionic explosion, where it turned out that was only second to Kerrigan in Psionic potential. Now, before you, dear reader might think this pushes her into Mary Sue-territory, this comes with the serious downside that she, unlike lesser psionics, could not stop reading and hearing other peoples thoughts, which made her very dependent on a drug dealer, who kept her compliant with a device to suppress her psionic potential and abused the fuck out of her. Later on, she escaped her boss and made it to the Ghost Academy of the Confederacy, who routinely subjected her to mindwipes to erase her identity. From then, she stayed a hapless victim of the people in charge, be it the Confederacy, the UED or Mengsk who kept her as their most skilled assassin in their backpocket. Little of that complexity or interesting stuff remains in the games however, where she is a very bland, forgettable villain that throws edgy one-liners (not even [[Avatar: The Last Airbender|Grey DeLisle aka Princess Azula can save her character]] ) and an even blander protagonist in her own very mediocre campaign. '''Matthew Horner''': Goody two-shoes idealist right hand of Raynor in Wings of Liberty. Despite his kinda bland exterior, he proves that still waters can reach really deep. For one, he basically managed Raynor's Raiders while his boss drank his worries away, two, he is a kickass commander with the skill to boot, and third, he ended up accidentally being married to an insane mercenary warlord as the prize of a poker game. Other than that, he serves as the ever idealistic, morally upstanding angel on Raynors shoulder, in contrast to Tychus Findlay, who plays the devil. Ends up becoming the Commander-in-chief of the reformed Dominion after Starcraft 2. '''Rory Swann''': '''Gerard DeGalle''': Main commanding officer of the UED expeditionary fleet, he ends up falling under the psychic influence of Samir Duran (a being pretending to be the leader of Confederate remnant partisans) which costs him the life of his subordinate and close friend, Alexei Stukov. After he gets his ass handed to him by Kerrigan after a last-ditch alliance between him, Mengsk and Artanis, he commits suicide after writing a last letter to his family. Neither the letter, nor the remnants of the expeditionary force make it back to Earth. '''Valerian Mengsk''': Arcturus's son who luckily happens to have none of the colossal asshole genes. In fact, he tries to be more of a reasonable leader than his father, especially after being forced to succeed the role of Emperor of the UED. '''Edmund Duke''': '''Tychus Findlay''': One of Raynor's partners way back in the day as the "Heaven's Devils". Got arrested during one raid gone wrong and was locked up in cryosleep until such a point where Mengsk decided to wake him up use him as a mole within Raynor's ranks (and his personality meant that a cover story of breaking free by himself would totally make sense) and to kill Kerrigan. Depending on who you ask, he's either a scumbag only looking for his own personal benefit or thug with a heart of gold, with the most fiercely debated part of Wings of Liberty being his death - he was either a douchebag who kept his own self-interest above all else and potentially screw the entire universe sideways by killing Kerrigan, or he took one for the team because he just wanted Raynor to be happy and realized that he was screwed either way. There are pointers and hints in the Wings of Liberty Campaign that support both ends of this theory and we best it at that.
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