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StarCraft2.com Terran Pages Added

Blizzard has launched the Terran page on the StarCraft2.com site. Currently, it only features four units and one building: Marine, Reaper, Ghost, Viking, and Command Center. The page will likely be updated with new units weekly, as was done with the Protoss so far.

The Terran have proven that they can adapt and evolve as well as the Zerg do. Their new arsenal of units shows how the Terran have managed to learn from their mistakes and as well as from the successes, allowing the cunning human engineers to design new capable and effective counters to both Protoss and Zerg forces.




Trains From: Barracks
Armament: 8mm C-14 Impaler Gauss Rifle
Role: General-purpose Infantry

The Marine will continue fulfilling his role as the backbone of the Terran army in StarCraft 2. Even though the Marine is the first buildable combat unit, large numbers of them usually stay in the fight for the entirety of the game.

Marines are the first line of defense for most terran worlds in the Koprulu sector. In the time of the old Confederacy the vast majority of marines were criminals or rebels who had undergone mandatory neural resocialization. Freed from any previous allegiances or ideologies, these fearless soldiers stood ready to defend Confederate interests with their lives.


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Marines are normally armed with C-14 Impaler gauss rifles that fire 8mm metal “spikes” at hypersonic speeds. Basic rounds are designed to provide maximum penetration against all armor types, but a number of specialized rounds exist. Of these, the U-238 depleted uranium spike is the most popular because it extends the lethal range of gauss rifles by up to 25%.

It has been confirmed that the range upgrade for the Marines will appear in StarCraft 2, increasing their range from 4 to 5.


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The Stim Pack ability is also making a return. This isn’t very surprising, as it has always been one of the cooler abilities in StarCraft and practically a trademark of the Marine forces. Fortunately for the Marines, and the Terran players who abuse them, the Brood War Medics are making a return, and will be on watch when the stimmed Marines crash down after a long night of partying fighting.

If the practice of using resocialized marines has remained controversial, the use of stimpacks is even more of a hot-button subject. These inbuilt chemical delivery systems dose marines with a powerful mix of synthetic adrenaline, endorphins, and a psychotropic aggression enhancer. Marines on stims benefit from greatly increased speed and reflexes, but are subject to long-term side effects including and not limited to insomnia, weight loss, mania/hypomania, seizures, paranoiac hallucinations, internal hemorrhaging, and cerebral deterioration. Nonetheless, both commanders and the marines themselves stand by the use of stims as essential to their continued survival and effectiveness on the battlefield.




Trains From: Barracks
Armament: P-45 Scythe Gauss Pistols, D-8 Charges
Role: Raider

Reapers are fast, mobile, hit and run units. Their jet packs allow them fast travel over normally unpassable terrain, such as cliffs, crevices and other ground obstacles. The Reapers were first seen in the original gameplay video, where a large pack of them raided a group of Immortals and quickly took them down.

Reaper troopers are chemically altered to make them even more aggressive before being subjected to weeks of brutal training in close-quarters combat and the use of their jet packs. A reaper who survives two years of duty is granted a full pardon and freed, his debt to society fully paid. In five years of service, the Reaper Corps has yet to have a single trooper survive more than six months.



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Reapers have another ability – D-8 charges. These were previously mistaken for mines, meant to replace the vulture spider mine ability. We know now that this is in fact a timed explosive, thrown by the Reapers, created to help them take down large targets.

In combat, reapers attack with dual gauss pistols, the rapid-fire signature weapon of their “strike fast, strike hard” credo. For tougher targets, reapers are often equipped with the dangerously unstable deuterium-eight demolition device, or D-8 charges, as they are commonly known. These can be thrown a short distance and will detonate after an equally short delay.

Reapers are relatively vulnerable – their strength lies in their speed, which allows them to pick their battles effectively.

Reapers are lightly armored and unsuited to head-on firefights. The key to their success lies in their personal jet packs. These packs grant reapers a high degree of mobility… Reaper combat techniques emphasize hit-and-run raiding, preferably against enemy structures and workers, so that reapers can inflict maximum damage and then retreat before the enemy can muster a response.

Like the Marines, Reapers can gain the Stim Pack ability, which is researched in the Tech Lab addon to the Barracks.

Perhaps unsurprisingly reapers are also enthusiastic users of stimpacks. The dangerous cocktail of combat enhancement chemicals suits their high-speed tactics perfectly, and the long-term side effects are scarcely likely to prove an issue.




Trains From: Barracks
Armament: 25mm C-10 Canister Rifle
Role: Stealth Sniper

The Ghost is a specialized Terran unit. It is not meant to be used in heavy battles. Instead, it covertly operates around the battlefield, strategically affecting it in indirect ways.

Ghosts channel their psionic energies to augment their natural physical strength and endurance. This process is enhanced by specialized skin-suits worn by ghosts that are laced with a form of psi-sensitive artificial muscle fiber. Thus, a typical ghost is tougher, stronger, and faster than even a well-trained but otherwise average terran.



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The StarCraft 2 Ghost has retained its ability to call down Nukes. The Ghost points its laser target painter to a specified location. This directs the nuke to a landing site, assuming the Ghost survives long enough for it to lock on to the target. The Ghost can now use the same trick to signal a Drop Pod, containing 6 Marines, to drop down to the battlefield.

Another ability the Ghost now has utilizes its sniper rifle to deliver one devastating, critical blow to small, organic units.

On the battlefield, ghosts are rightly feared for their preternatural sniping ability with the C-10 canister rifle. An unwieldy weapon in the hands of others, the C-10 is capable of a one-shot kill when used by a ghost. Tactically ghosts’ primary responsibility is to locate enemy structures or units and eradicate them by calling down drop-pods or tactical nuclear weapons. The C-10 is equipped with an underslung low-frequency laser to pinpoint targets of such strikes.

Lastly, the Ghost can still cloak and move covertly around the battlefield. This ability constantly drains energy, however.

The most unnerving skill of these agents is their ability to cloak themselves from enemy sight. This “invisibility” has earned ghosts a fearsome reputation for their mysterious battlefield tactics. The psionically powered personal cloaking device is a special-issue item only available by request. Once equipped, the device meshes with the ghost’s hostile environment suit so that with an effort of will, the operative becomes entirely undetectable without the aid of specialized sensory equipment.



mech.jpg vikingme123ch2.jpg

Builds From: Factory
Armament: Twin Gatling Cannon (assault mode)
MT50 Lanzer Torpedoes (fighter mode)
Role: Air Combat/Ground Support

The Viking replaces the Goliath as the Terran ground support/anti air unit. It can transform between a mech (assault) mode, where it uses twin gatling cannons against ground targets, and a flying (fighter) mode, where it uses air-to-air torpedoes.

The Brood War revealed critical weaknesses in terran anti-air capability. The new Wraith combat fighters and Valkyrie missile frigates proved to be an unwieldy combination against agile zerg airborne organisms. Ground-based anti-air support from goliath assault walkers was too limited in its mobility: all too often airborne attackers would simply move out of the goliath’s range and find less well-defended targets to destroy.

In the aftermath of the war, terran weapon technicians proposed a radical new concept to resolve both of these problems. Based heavily on the transformation design of the terran siege tank, the viking was designed to be the ultimate anti-air and ground-support weapon system. With the ability to change its combat role from an assault walker to an air-superiority fighter, the viking can switch smoothly to fulfill tactical needs in a developing battle.


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The high mobility of the viking has also led to its expanding beyond the limitations of ground support. Full-scale raids by viking squadrons can inflict devastating damage and are very problematic to counter. In order to defeat vikings, the enemy needs to bring a strong ground and air force to bear.


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Command Center:


Builds: SCV

Command centers serve as the focal points for all terran outposts. Originally designed to be roving resource processors for Confederate prospectors, the command centers 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. Heavily armored and sturdy, the slow-moving command centers are most vulnerable when they are on the move.



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The Command Centers of StarCraft 2 can now carry up to 6 SCVs with them, while airborne.

Recent improvements have included the addition of 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.

Lastly, the Command Center, adapted to fill new Terran needs in light of constant, ongoing hostilities, can now be upgraded in two different ways, and take the name of “Surveillance Station” or “Planetary Fortress“.

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. Two of the most popular upgrades with commanders are the surveillance station, which imparts a scanner sweep capability, and the planetary fortress with its increased armor and heavy defensive armament.


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