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====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.
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