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Armory Network: Starcraft 2 Armory Diablo 3 Armory
Command Center
Primary structure. Used to receive gathered resources. Can use the Lift Off ability and can upgrade into an Orbital Command or a Planetary Fortress.

Hit Points: 1500

400 0 100
Orbital Command
Upgrades Command Center to an Orbital Command unlocking Scanner Sweep, Calldown: MULE, and Calldown: Extra Supplies.

Hit Points: 1500
Energy: 200
Requires: Command Center, Barracks

150 0 35
Planetary Fortress
Upgrades Command Center to a Planetary Fortress, greatly increasing its armor and arming it with a powerful defensive turret. Can not lift off. Can attack ground units.

Hit Points: 1500
Requires: Command Center, Engineering Bay

150 150 50
Supply Depot
Provides supply, which increases the maximum number of units that can be trained. Supply Depots can be lowered or raised.

Hit Points: 350
Requires: Command Center

100 0 30
Refinery
Built over a Vespene Geyser to allow harvesting of Vespene Gas.

Hit Points: 500
Requires: Command Center

75 0 30
Engineering Bay
Contains upgrades for Terran infantry and structures.

Hit Points: 850
Requires: Command Center

125 0 35
Bunker
Defensive structure able to protect up to 4 cargo spaces of infantry units. Bunker can be salvaged. Bonus: +1 range to units inside.

Hit Points: 400
Requires: Barracks

100 0 40
Barracks
Infantry production facility. Can use the Lift Off ability.

Hit Points: 1000
Requires: Command Center

150 0 60
Factory
Vehicle production facility. Can use the Lift Off ability.

Hit Points: 1250
Requires: Barracks

200 100 60
Ghost Academy
Can build nukes that Ghosts can use. Contains upgrades for Ghosts.

Hit Points: 1250
Requires: Barracks

150 50 40
Missile Turret
Primary anti-air defensive structure.

Hit Points: 250
Requires: Engineering Bay

100 0 25
Sensor Tower
Reveals the locations of enemy units at long range. The Sensor Tower's detection area is visible to the enemy.

Hit Points: 200
Requires: Engineering Bay

125 100 25
Armory
Contains weapon and armor upgrades for Factory and Starport units.

Hit Points: 750
Requires: Factory

150 100 65
Starport
Air unit production facility. Can use the Lift Off ability.

Hit Points: 1300
Requires: Factory

150 100 50
Tech Lab
Research structure. Tech Lab can fit onto any production building.

Hit Points: 400
Requires: Barracks, Factory, Starport

50 50 25
Reactor
Allows two units to be built simultaneously. Reactor can fit onto any production building.

Hit Points: 400
Requires: Barracks, Factory, Starport

50 50 25
Fusion Core
Contains Battlecruiser upgrades.

Hit Points: 750
Requires: Starport

150 150 80
SCV
Basic worker unit. Can gather resources, build Terran structures and repair.

Hit Points: 60

50 0 1 17
MULE
MULEs collect minerals more quickly than SCVs. MULES last 90 seconds before their systems fail.

Hit Points: 60

0 0 0 0
Marine
General-purpose infantry.

Hit Points: 45

50 0 1 20
Marauder
Heavy assault infantry.

Hit Points: 125
Requires: Tech Lab

100 25 2 30
Reaper
Raider. Capable of jumping up and down cliffs. Throws explosive mines.

Hit Points: 50
Requires: Tech Lab

50 50 1 40
Ghost
Sniper. Can use Snipe, EMP Round, and Cloak. Can call down nukes built at the Ghost Academy.

Hit Points: 100
Energy: 200
Requires: Ghost Academy, Tech Lab

100 200 2 40
Hellion
Fast scout. Has a flame attack that damages all enemy units in its line of fire.

Hit Points: 90

100 0 2 30
Siege Tank
Heavy tank. Can switch into Siege Mode to provide long range artillery support.

Hit Points: 150
Requires: Tech Lab

150 125 3 50
Thor
Heavy assault mech. Can use 250mm Strike Cannons.

Hit Points: 400
Energy: 200
Requires: Armory, Tech Lab

300 200 6 75
Viking
Durable support flier loaded with strong anti-capital air missiles. Can switch to Assault Mode to attack ground units.

Hit Points: 125

125 100 2 42
Medivac
Air transport. Heals nearby biological units.

Hit Points: 150
Energy: 200

100 100 2 42
Raven
Aerial support unit. Can use Auto Turret, Point Defense Drone, and Seeker Missile abilities.

Hit Points: 140
Energy: 200
Requires: Tech Lab

100 200 2 60
Banshee
Tactical strike aircraft.

Hit Points: 130
Energy: 200
Requires: Tech Lab

150 100 3 60
Battlecruiser
Powerful warpship. Can be upgraded with the Yamato Cannon ability.

Hit Points: 550
Energy: 200
Requires: Tech Lab, Fusion Core

400 300 6 110
Infantry Weapons
Upgrades the damage dealt by infrantry units.
Requires: Armory

100
175
250
100
175
250
160
190
220
Infantry Armor
Upgrades the armor of infantry units.
Requires: Armory

100
175
250
100
175
250
160
190
220
Building Armor
Upgrades the armor of buildings by 2.

150 150 140
Hi-Sec Auto Tracking
Adds +1 range to Auto-Turrets, Missile Turrets, Planetary Fortresses and Point Defense Drones.

100 100 80
Neosteel Frames
Increases the cargo space of bunkers by 2. Also provides extra cargo space for Command Centers and Planetary Fortresses.

100 100 110
Moebius Reactor
Increases the starting energy of Ghosts by 25.

100 100 80
Personal Cloaking
Enables Ghosts to use the Cloak abilty. Cloak renders a unit invisible to enemies unless revealed by detector units or effects.

150 150 120
Arm Silo with Nuke
Arms the Silo with a tactical nuke.
Requires: Factory

100 100 60
Vehicle Weapons
Upgrades the damage dealt by ground vehicles.

100
175
250
100
175
250
160
190
220
Vehicle Plating
Upgrades the armor of ground vehicles.

100
175
250
100
175
250
160
190
220
Ship Weapons
Upgrades the damage dealt by units built at a Starport.

100
175
250
100
175
250
160
190
220
Ship Plating
Upgrades the armor of units built at a Starport.

150
225
300
150
225
300
160
190
220
Stimpack
Enables Marines, and Marauders to use the Stimpack ability. Stimpacks cause damage to a unit, but speed up its attack and movement speed for a short time.

150 150 140
Combat Shield
Marines gain +10 hitpoints.

150 150 110
Infernal Pre-Igniter
Improves the Hellion's flame thrower to give +10 damage vs. Light.

150 150 110
Siege Tech
Enables Siege Tanks to deploy into Siege Mode. While in Siege Mode, Siege Tanks have significantly increased range and damage, but cannot move.

100 100 80
Corvid Reactor
Increases the starting energy of Ravens by 25.

150 150 110
Caduceus Reactor
Increases the starting energy of Medivacs by 25.

100 100 80
Seeker Missile
Enables Ravens to use the Seeker Missile ability. This missile chases its target. Missile has enough fuel for 15 seconds. Missile deals up to 100 damage.
Requires: Fusion Core

150 150 110
Durable Materials
Extends the timed duration of Raven Auto Turrets, Seeker Missiles, and Point Defense Drones.

150 150 110
Cloaking Field
Enable Banshees to use the Cloak ability. Cloaking renders teh Banshee invisible to enemies unless the unit is revealed by detector units or effects.
Requires: Fusion Core

200 200 110
Nitro Packs
Increases the movement speed of Reapers.

100 100 100
Behemoth Reactor
Increases the starting energy of Battlecruisers by 25.

150 150 80
Weapon Refit
Enable use of the Battlecruiser Yamato Cannon.

150 150 60