StarCraft/Terran units


 * Cost will be referred to as X/Y. X is the amount of minerals needed, while Y is the amount of gas.


 * There are 3 damage types other than normal: explosive, concussive, and splash.
 * Explosive does 100% to large units, 75% to medium, and 50% to small.
 * Concussive does 100% to small units, 50% to medium, and 25% to large.
 * Splash deals damage to all units in a certain radius (1/2 damage to units 1/4 pix away, 1/4 to those 1/2 away). Linear splash means that the attack travels in a line.


 * Some unit's damage will be referred to as X/Y, in which case it means the unit uses different weapons against air and ground. X will be the damage done to ground, and Y is the damage done to air.

They are as follows:
 * Some units' attacks are separated into two parts. That means that each hit from an attack gets some reduction from armor. Likewise, all air attacks get boosts from devourer acid spores.
 * Terran
 * Firebat (3 parts)
 * Goliath air
 * VALKYRIE (8 parts)

Terran units are special in that all of them except the Goliath and the Valkyrie have a second or special ability besides attacking. Every combat unit has a ranged attack, and every unit can be healed, either by a medic or SCV. However, there is no way they regenerate by themselves.

SCV
The "Space Construction Vehicle" is the Terran's basic gatherer/builder unit. They cost 50 minerals. Typically, when mining minerals, you'll want two of these per mineral cluster, so that during the time when one SCV is returning its load, another SCV is working the patch. Often, you can need between twelve and twenty per 'average' resource node (Around eight mineral patches). When collecting vespene gas, you'll want to assign SCVs until you see one waiting outside at all times. The SCV is arguably the only melee unit in the Terran arsenal.


 * Note: Doesn't trigger spider mines.


 * Built at Command Center
 * Cost: 50/0
 * Damage: 5
 * HP: 60
 * Supply: 1
 * Range: 1
 * Build: 20

Marine

 * Rine

Marines are the base attack unit for the Terrans, and have the distinction of being the only initial unit with a ranged attack against both aerial and ground targets. While individually weak, you can put them in bunkers for protection - marine filled bunkers being repaired by SCVs make a very good defense if properly supported. Also, in Broodwar, train up squads of marines and mix in some medics (the famous M&M combination) - this works particularly well against Zerg. The stimpack upgrade is a must have, as with the advent of medics the increased fire rate (and hence attack damage) and speed is no longer offset by the loss of 10 HP.

Marines never go out of style: they can do damage to anything, have a ranged attack (so they get 'free hits' against melee units) and can be Stimmed and mixed with medics. They do a base 6 damage against all armour types (upgradeable to 6+3 = 9), and have zero base armor upgradeable to 3.


 * Built at Barracks
 * Cost: 50/0
 * Damage: 6
 * HP: 40
 * Supply: 1
 * Range: 4 + 1 upgrade
 * Build: 24

Firebat

 * Bat

The Terran Firebat is the closest thing to a melee unit in the Terran arsenal. Like a Marine, a Firebat has to walk to get around, but in lieu of the (relatively) long ranged and minor damage rifle of a Marine, they carry short ranged flamethrowers that can fry anything they can get close to. They do splash damage in a line, which means that not only the individual unit the Firebat is attacking, but any of its buddies nearby take full damage from the Firebat's attack. The label says '16 damage', but if you take splash damage into account, when attacking multiple Zealots, Zerglings, or multiple anything else the Firebat can survive to get to, it's much more.

The catch is that the Firebat deals Concussion damage - so it only deals full damage to Small units (i.e. Zealots, Zerglings, Marines...). It does half damage (8) to medium units like Hydralisks, and a quarter (4) to large units (Siege Tanks, Ultralisks) and buildings. Firebats require an Academy to be produced.


 * Built at Barracks
 * Prerequisite: Academy
 * Cost: 50/25
 * Damage: 16C/S(linear)
 * HP: 50
 * Supply: 1
 * Range: 2
 * Build: 24

Ghost
The Ghost is an infantry unit like the Marine and Firebat. They also have spells and abilities. For more, see Ghost.


 * Built at: Barracks
 * Prerequisite: Science Facility with attached Covert Ops
 * Cost: 25/75
 * Damage: 10C
 * HP: 45
 * Supply: 1
 * Range: 7
 * Build: 28?

Vulture
The Vulture is the base Factory unit, and like a Marine costs only Minerals, which is good for soaking up excess minerals that tend to build up in late game. They also have the ability to lay spider mines if they spider mine technology is researched (each Vulture can lay a maximum of 3 mines). These mines are layed and pop up from the ground to target nearby enemies if in range and can cause splash damage to nearby units. These mines are invisible when in the ground (unless spoted by a detector) but are visible when they pop up from the ground to target a ground unit.
 * Built at: Factory

Stats


 * Cost: 75/0
 * Damage: 20C
 * HP: 75
 * Supply: 2
 * Range: 5
 * Build: 28

Siege Tank
For details, see Siege Tank.


 * Built at: Factory
 * Prerequisite: Attached Machine Shop


 * Cost: 150/100
 * Damage: 30E
 * HP: 150
 * Supply: 3
 * Range: 7
 * Build: 50

Siege Mode
 * Cost: 150/100
 * Damage: 70ES
 * HP: 150
 * Supply: 3
 * Range: 12 MINIMUM OF 2

Goliath

 * Gol

The Goliath is your friend. It has not only a respectable 12 base damage against all ground units, but more importantly, a long ranged (once you research Charon Boosters (Broodwars Only)) anti air attack on par with the missile turret. The aerial attack range of the Goliath when upgraded is equal to a Zerg Guardian. An upgraded Goliath will do 20 + 12 explosive damage to anything in the air - and unlike the faster firing Missile Turrets, Goliaths are mobile. Mix in some goliaths with your attack forces so you have some anti air support superior to what Marines alone can provide, and watch the air units crash and burn.


 * Built at: Factory
 * Prerequisite: Armory


 * Cost: 125/50
 * Damage: 12/20E
 * HP: 125
 * Supply: 3
 * Range: 6
 * Build: 30

Dropship
The dropship is what you use when your units need to take the high road over obstacles, blockades or water (island maps), or just when you want to strategically drop units in superior positions or vulnerabilities in enemy defenses. There's nothing quite like the satisfaction of dropping a few tanks and goliaths onto a cliff and watching the tanks blast the living daylights of everything down below, while the Goliaths provide air cover. A dropship has 8 slots: marines, firebats, medics, ghosts, and SCVs take up 1. Vultures and goliaths take up two. Tanks take up 4.


 * Built at: Starport
 * Prerequisite: Attached Control Tower


 * Cost: 100/100
 * Damage: 0
 * HP: 150
 * Supply: 2
 * Range: N/A
 * Build: 60

Wraith
The Wraith is a fast airborne combat vehicle. It is capable of attacking both air and ground units. It also has the ability to cloak. Typically they're used to pester outlying enemy installations or fortifications, or sniping other aircraft (as they can turn invisible). However, if the enemy brings a "detector" the Wraiths will be revealed, which makes them vulnerable but no less effective at screwing with the enemy. Wraiths are arguably the worst aircraft, although cloaking will give them a great advantage. Wraiths are anti-air units, though they are terrible for killing ground units.


 * Built at: Starport


 * Cost: 125/100
 * Damage: 8/20E
 * HP: 120
 * Supply: 3
 * Range: 6
 * Build: 60

Battlecruiser

 * BC

The Battlecruiser is the Terrans most powerful air unit. BC's are sometimes used to harass the enemy with their long range Yamato Cannon. They are excellect for killing Terran missle turrets and photon cannons to enable penetration by cloaked units, or simply to let any unit in, especially fully loaded dropships. Yamato gun has the second longest range in the game, 10 Battlecruisers are generally not effective on their own, beacuse of their long cooldown. 12 battlecruisers focusing their battery power causes great damage, although the insane amount of resources needed for that number (4800 minerals and 3600 gas) could usually be better spent on larger amounts of other, more multipurpose units. A big weakness of the Battlecruiser (as well as its Protoss cousin, the Carrier) is a Ghost with a lockdown ability: once it's locked down, it is unable to move or attack, so be careful when you see a Terran enemy force recruiting Ghosts.


 * Built at: Starport
 * Prerequisite: Attached Control Tower, Science Facility with attached Physics Lab


 * Cost: 400/300
 * Damage: 25
 * HP: 500
 * Supply: 6
 * Range: 6
 * Build: 160

Science Vessel
The Science Vessel is the Terrans' other spellcasting unit. It has a few "spells" that are useful. Defensive Matrix can be used to bolster a units hp up (it adds 250 temporary hp for which some small amounts of damage will "leak" through the shield - if your unit has only 1-3 hp, it's not a good idea to cast Defensive Matrix on it). Irradiate damages living organisms, so it can be cast on Zerg swarms to weaken a cluster of them (try casting on a group of bunched up guardians, and watch them suffer, or cast it on your seige tank. The tank won't take damage, but Zerglings that are attacking your tank will.) The other spell, EMP, takes away all the energy (spellcasting points) from units, and all the Protoss shields. A well cast EMP shockwave essentially halves the Protoss units hitpoints, it'll also force Wraiths and Ghosts to decloak. SVs are also the prime killer of Archons, whose HP is almost entirely shields (they only have 10 regular health points), making EMPs extremely effective, so if your opponent is building a large amount of Archons, counter that with SVs and his army will be destroyed very quickly.


 * Built at: Starport
 * Prerequisite: Science Facility


 * Cost: 100/225
 * Damage: 0
 * HP: 200
 * Supply: 4?
 * Range: N/A
 * Build: 80