View in Tech-Tree: Units or Researches
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
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
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
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
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
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
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
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
Refinery
Built over a Vespene Geyser to allow harvesting of Vespene Gas.
Hit Points: 500
Requires: Command Center
Built over a Vespene Geyser to allow harvesting of Vespene Gas.
Hit Points: 500
Requires: Command Center
Engineering Bay
Contains upgrades for Terran infantry and structures.
Hit Points: 850
Requires: Command Center
Contains upgrades for Terran infantry and structures.
Hit Points: 850
Requires: Command Center
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
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
Barracks
Infantry production facility. Can use the Lift Off ability.
Hit Points: 1000
Requires: Command Center
Infantry production facility. Can use the Lift Off ability.
Hit Points: 1000
Requires: Command Center
Factory
Vehicle production facility. Can use the Lift Off ability.
Hit Points: 1250
Requires: Barracks
Vehicle production facility. Can use the Lift Off ability.
Hit Points: 1250
Requires: Barracks
Ghost Academy
Can build nukes that Ghosts can use. Contains upgrades for Ghosts.
Hit Points: 1250
Requires: Barracks
Can build nukes that Ghosts can use. Contains upgrades for Ghosts.
Hit Points: 1250
Requires: Barracks
Missile Turret
Primary anti-air defensive structure.
Hit Points: 250
Requires: Engineering Bay
Primary anti-air defensive structure.
Hit Points: 250
Requires: Engineering Bay
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
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
Armory
Contains weapon and armor upgrades for Factory and Starport units.
Hit Points: 750
Requires: Factory
Contains weapon and armor upgrades for Factory and Starport units.
Hit Points: 750
Requires: Factory
Starport
Air unit production facility. Can use the Lift Off ability.
Hit Points: 1300
Requires: Factory
Air unit production facility. Can use the Lift Off ability.
Hit Points: 1300
Requires: Factory
Tech Lab
Research structure. Tech Lab can fit onto any production building.
Hit Points: 400
Requires: Barracks, Factory, Starport
Research structure. Tech Lab can fit onto any production building.
Hit Points: 400
Requires: Barracks, Factory, Starport
Reactor
Allows two units to be built simultaneously. Reactor can fit onto any production building.
Hit Points: 400
Requires: Barracks, Factory, Starport
Allows two units to be built simultaneously. Reactor can fit onto any production building.
Hit Points: 400
Requires: Barracks, Factory, Starport
SCV
Basic worker unit. Can gather resources, build Terran structures and repair.
Hit Points: 60
Basic worker unit. Can gather resources, build Terran structures and repair.
Hit Points: 60
MULE
MULEs collect minerals more quickly than SCVs. MULES last 90 seconds before their systems fail.
Hit Points: 60
MULEs collect minerals more quickly than SCVs. MULES last 90 seconds before their systems fail.
Hit Points: 60
Marine
General-purpose infantry.
Hit Points: 45
General-purpose infantry.
Hit Points: 45
Reaper
Raider. Capable of jumping up and down cliffs. Throws explosive mines.
Hit Points: 50
Requires: Tech Lab
Raider. Capable of jumping up and down cliffs. Throws explosive mines.
Hit Points: 50
Requires: Tech Lab
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
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
Hellion
Fast scout. Has a flame attack that damages all enemy units in its line of fire.
Hit Points: 90
Fast scout. Has a flame attack that damages all enemy units in its line of fire.
Hit Points: 90
Siege Tank
Heavy tank. Can switch into Siege Mode to provide long range artillery support.
Hit Points: 150
Requires: Tech Lab
Heavy tank. Can switch into Siege Mode to provide long range artillery support.
Hit Points: 150
Requires: Tech Lab
Thor
Heavy assault mech. Can use 250mm Strike Cannons.
Hit Points: 400
Energy: 200
Requires: Armory, Tech Lab
Heavy assault mech. Can use 250mm Strike Cannons.
Hit Points: 400
Energy: 200
Requires: Armory, Tech Lab
Viking
Durable support flier loaded with strong anti-capital air missiles. Can switch to Assault Mode to attack ground units.
Hit Points: 125
Durable support flier loaded with strong anti-capital air missiles. Can switch to Assault Mode to attack ground units.
Hit Points: 125
Medivac
Air transport. Heals nearby biological units.
Hit Points: 150
Energy: 200
Air transport. Heals nearby biological units.
Hit Points: 150
Energy: 200
Raven
Aerial support unit. Can use Auto Turret, Point Defense Drone, and Seeker Missile abilities.
Hit Points: 140
Energy: 200
Requires: Tech Lab
Aerial support unit. Can use Auto Turret, Point Defense Drone, and Seeker Missile abilities.
Hit Points: 140
Energy: 200
Requires: Tech Lab
Battlecruiser
Powerful warpship. Can be upgraded with the Yamato Cannon ability.
Hit Points: 550
Energy: 200
Requires: Tech Lab, Fusion Core
Powerful warpship. Can be upgraded with the Yamato Cannon ability.
Hit Points: 550
Energy: 200
Requires: Tech Lab, Fusion Core
Infantry Weapons
Upgrades the damage dealt by infrantry units.
Requires: Armory
Upgrades the damage dealt by infrantry units.
Requires: Armory
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Infantry Armor
Upgrades the armor of infantry units.
Requires: Armory
Upgrades the armor of infantry units.
Requires: Armory
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Building Armor
Upgrades the armor of buildings by 2.
Upgrades the armor of buildings by 2.
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Hi-Sec Auto Tracking
Adds +1 range to Auto-Turrets, Missile Turrets, Planetary Fortresses and Point Defense Drones.
Adds +1 range to Auto-Turrets, Missile Turrets, Planetary Fortresses and Point Defense Drones.
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Neosteel Frames
Increases the cargo space of bunkers by 2. Also provides extra cargo space for Command Centers and Planetary Fortresses.
Increases the cargo space of bunkers by 2. Also provides extra cargo space for Command Centers and Planetary Fortresses.
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Moebius Reactor
Increases the starting energy of Ghosts by 25.
Increases the starting energy of Ghosts by 25.
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Personal Cloaking
Enables Ghosts to use the Cloak abilty. Cloak renders a unit invisible to enemies unless revealed by detector units or effects.
Enables Ghosts to use the Cloak abilty. Cloak renders a unit invisible to enemies unless revealed by detector units or effects.
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Vehicle Weapons
Upgrades the damage dealt by ground vehicles.
Upgrades the damage dealt by ground vehicles.
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Vehicle Plating
Upgrades the armor of ground vehicles.
Upgrades the armor of ground vehicles.
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Ship Weapons
Upgrades the damage dealt by units built at a Starport.
Upgrades the damage dealt by units built at a Starport.
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Ship Plating
Upgrades the armor of units built at a Starport.
Upgrades the armor of units built at a Starport.
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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.
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.
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Combat Shield
Marines gain +10 hitpoints.
Marines gain +10 hitpoints.
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Infernal Pre-Igniter
Improves the Hellion's flame thrower to give +10 damage vs. Light.
Improves the Hellion's flame thrower to give +10 damage vs. Light.
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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.
Enables Siege Tanks to deploy into Siege Mode. While in Siege Mode, Siege Tanks have significantly increased range and damage, but cannot move.
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Corvid Reactor
Increases the starting energy of Ravens by 25.
Increases the starting energy of Ravens by 25.
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Caduceus Reactor
Increases the starting energy of Medivacs by 25.
Increases the starting energy of Medivacs by 25.
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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
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
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Durable Materials
Extends the timed duration of Raven Auto Turrets, Seeker Missiles, and Point Defense Drones.
Extends the timed duration of Raven Auto Turrets, Seeker Missiles, and Point Defense Drones.
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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
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
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Nitro Packs
Increases the movement speed of Reapers.
Increases the movement speed of Reapers.
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Behemoth Reactor
Increases the starting energy of Battlecruisers by 25.
Increases the starting energy of Battlecruisers by 25.
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Weapon Refit
Enable use of the Battlecruiser Yamato Cannon.
Enable use of the Battlecruiser Yamato Cannon.
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