StarCraft II: Wings of Liberty/Terran units

Canceled/Unconfirmed Units

 * Cobra
 * Dropship
 * Firebat
 * Predator

AH/G-24 Banshee
A Stealth Aircraft that is effective against ground forces.

The AH/G-24 Banshee is a Terran aircraft designed by Procyon Industries in response to the Terran Dominion's requirement for a dedicated ground attack aircraft. Experience had shown that it was unlikely that adapting an existing design would prove satisfactory. Thus, Procyon designed an entirely new craft.

The design was heavily optimized for its intended role. Armament was limited to air-to-ground Backlash cluster rockets, eschewing any anti-aircraft weapons. As the Banshee was never intended to operate outside of an atmosphere only relatively low-thrust turbofans were fitted, wholly unable to achieve escape velocity, but much cheaper than engines capable of achieving space flight. Later Banshees were further modified with cloaking devices taken from CF/A-17 Wraith starfighters.

The Banshee has proven successful in service. Easily transported from world to world, its mobility and firepower has proven most useful, especially in inhospitable terrain and against hostile irregular forces. The Banshee has also acquired a reputation as a Dominion terror weapon, a result of a significant number of civilians being killed by Banshees employed in urban combat.

The Banshee appears to be weak against dedicated anti-aircraft structures, such as Phase Cannons.

Strategically, the Banshee appears to be similar to a Terran version of the Zerg Guardian as a dedicated air-to-ground role.

Battlecruiser


The default weaponry of the battlecruiser is no longer a single powerful attack. Instead it will fire multiple laser bolts, each inflicting 8 damage.

The battlecruiser types depicted in StarCraft II are the Hercules- and Minotaur-class.

The battlecruiser will have the choice of being upgraded with either the Yamato Cannon or the Plasma Torpedo attack, but not both. Once one has been chosen, the battlecruiser may not switch.

The upgrade will visually change the unit model allowing players to easily determine which upgrade has been chosen.

Yamato Cannon


 * Analogous to StarCraft's "Yamato Gun".
 * Adds a large central gun to the bow. Prior to firing, the 'head' splits apart, and the 'neck' recoils when the weapon is fired.

Plasma Torpedo


 * An area-of-effect weapon effective against weak swarming units (like Marines and Zerglings).[16]
 * Adds multiple small barrels to the front of the ship's hammerhead.

Crucio Siege Tank
The Siege Tank is a heavy mechanical ground unit with a long range and high damage capabilities. When in Siege Mode, the tank now spreads its treads in four directions while still sprouting two clamps to help keep it stationary. The Siege Mode attack has an area of effect; however the Protoss Immortals are able to reduce its damaging effects to a minimum. Mobile and stationary, siege tanks can only attack ground units.

Ghost
Has a new sniper rifle.

Marauder
Marauders carry concussion grenades that slow down biological enemies and deal extra damage to armored ones.

Marine
Marines can now have shields.

Medic


The Medic returns in StarCraft II, accessible to Koprulu Sector Terran factions such as the Terran Dominion. Its abilities remain largely the same. Medics are produced from a Barracks with an attached Tech Lab.

Flare


 * The grenade launcher ability has been changed to reveal an area rather than blind a target unit. It costs 50 energy. The flare does not act as a detector, but it does reveal terrain over cliffs (spotting for Siege Tank attacks and possibly Reaper jumps and Stalker blinks).

Reaper


Reapers specialize in hit-and-run, close-quarters combat. They are more mobile than Marines as their jet packs allow them to surmount obstacles independently. Reapers are clad in self-contained body suits, and are armed with dual P-45 Scythe Gauss Pistols and deuterium-eight demolition charges.

Reapers are drawn from Marine recruits that could not be successfully subjugated by neural resocialization. These resistant recruits tend to be among the most hardened of criminals, and are sent instead to the "Icehouse" in the Torus system to be inducted into the Reaper Corps. Reaper recruits are chemically altered to make them even more aggressive before being subjected to brutal training in close-quarters combat and the use of their jet packs.

While theoretically a Reaper who survives two years of duty would be pardoned and released back to civilian life, in its five years the Reaper Corps has yet to have a single trooped survive more than six months.

SCV
It still repairs units.

TF-620 Nomad


Same as the Science Vessel only it replaces it.

The Nomad is analogous to the Science Vessel of the original StarCraft, and are "primarily support craft" for the Terran faction. Nomads aesthetically appear to "look like a floating construction crane that's been bent into a square".

The Nomad is constructed at the Starport but requires a Tech Lab to be constructed.

In addition to being detectors, Nomads have several special abilities:


 * A defensive matrix that reduces incoming damage by 50% to all units within an area of effect, including enemy ones, rather than the version used by the Science Vessel.


 * Nano-repair, which uses energy to instantly repair a friendly mechanical unit.


 * Auto-Turret, which uses energy to drop an Auto-Turret. A Nomad has enough energy to drop at least two Turrets, which do not cost minerals or supply. The turret is a decent defender and makes for an even better harasser.


 * Mine Drone, which quickly creates a stationary structure, costing the Nomad energy. The Drone creates four mines, similar to spider mines, then immediately cloaks itself and the mines. Each mine does 50 damage plus an extra 50 damage against armored units. The Drone replaces the mines after they detonate, but this temporarily decloaks it.

In addition, Nomads may be able to create several other forms of stationary defenses.

Thor
The Thor is a Terran mechanical unit which is named after the Norse god of thunder. Despite its intimidating appearance, it is not a super-unit; and more than one can be built.

A Thor is not built through a building, but rather is built by an SCV, due to its large size. A Thor is too large to be transported, but the SCV that builds it can be transported, therefore opening new strategies for building a Thor in secret locations.

The Thor is large, but it was reduced from its initial size to make for better pathing. The slow turn rate is no longer a balance factor.

A Thor has a relatively large size when compared to other units. It has a long firing range and big splash damage, but a significant cooldown. The attacks do high damage against armored units but waste damage against weaker units. It is powerful against Stalkers and several other (unannounced) Terran and Zerg units.

In a recent build, the Thor needs to be "killed" twice, once to make it immobilized, due to its large size, and then the second time to kill it for good. When immobilized, the Thor will still be able to attack. While the Thor is immobilized, an SCV can repair it back to full health, having it regain mobility. It is balanced so that if a player's forces destroy one and then the Disabled Thor is left alone, that player will do pretty well. Attacking the Disabled Thor makes things go pretty well for the Thor's cost.

The Thor is countered by range, mobility, and certain anti-armor units.

The Thor can only target ground units (a change from a previous build).

Viking
As a replacement for the goliath and an even better tool for taking on enemies in the air. The Viking is a versatile air and ground support unit that can transform between a flying ship and a goliath-like mech that walks on the ground.