All of this information is based on the 5TH PATCH of the StarCraft II Wings of Liberty Beta. We have decided to NOT include specific information such as stats and costs at this time as we have with other unit pages. Specifics are likely to change, but a unit being completely changed or removed at this point is unlikely. So we will do a general overview here of all the units and buildings for the race.
Terran Buildings
Terran buildings in StarCraft are built by the Space Construction Vehicle, the SCV. SCVs must take the time to stop mining to go build their building. They build faster than Protoss buildings generally, but the SCV is left busy and as an easy target to enemies nearby. Terran buildings also have another attribute, when their HP number turns red for critical, the building starts burning down. This means they start losing their HP point by point unless an SCV comes over to repair it. However there is a good benefit to Terran buildings versus other races: you get Lift Off. Lift Off allows your buildings to take to the skies, which can keep you alive in a being rushed by Zergling situation and makes expanding easier, especially to islands or hard to reach places.
The other thing Terran Buildings can do are use Add Ons, which allows you to pick between a Reactor or Tech Lab. Reactors allow you to build two units at once, while Tech Labs allow you to build all the units available from that building (assuming you have the other required buildings). In StarCraft II these Add Ons are interchangeable, so a Reactor built by your Barracks will work for your Barracks, Factory, or Starport.
There are four types of buildings in StarCraft.
- Defensive: Structures that have weapons to attack enemy units. (Planetary Fortress, Bunker, Sensor Tower, Missile Turret)
- Factories: Structures that can create units. (Command Center, Planetary Fortess, Orbital Command, Barracks, Factory, Starport)
- Research: Structures that can research upgrades and abilities for your units. (Engineering Bay, Ghost Academy, Armory, Fusion Core)
- Support: Structures that provide a single special ability. (Supply Depot, Refinery)


Terran Command Center
Description
This is the Terran base building, the Command Center. It is the foundation of your economy due to it’s ability to collect the resources workers gather, and is the requirement of the most basic buildings aside from Supply Depots and Refineries. Any Terran player on a non UMS map should try to have at least one of these at all times.
The StarCraft II Command Center gets several changes, but still builds SCVs and gives Psi. It must be built a short distance away from nearby resources. The biggest difference is it can transform itself later on once the building requirements are met to either the support based Orbital Command or the defensive attack building the Planetary Fortress. You can find more information on those in their respective sections. The Command Center and both of its new forms can still build SCVs and can Lift Off from StarCraft.
So some of the other changes are new abilities and upgrades. In case you missed the part about the Orbital Command and Planetary Fortress, you can find more info on those two in their own unit section below. The first new ability is Load SCV, which allows you to transport up to 5 SCVs inside your Command Center. You can load or unload SCVs while on the ground or in the air.


Terran Planetary Fortress
Description
The Planetary Fortress is one of the two alternate forms of the Command Center. You will need an Engineering Bay to change the Command Center into one. It more like a defensive building than anything else. It retains the original abilities and upgrades of the Command Center, so loading and building SCVs, and Lift Off stay on.
The reason why the Planetary Fortress becomes special is a weapon for itself. The building actually has a giant cannon on top of it, which has the same range of a Seige Tank (tank mode). The cannon does a good deal of damage and splashes nearby units (while not hurting friendly ones).
So all in all, the Planetary Fortress can be a good defensive or even offensive building with its load of HP and high damage. But for a more support type building you may want the Orbital Command.


Terran Orbital Command
Description
The second transformation for the Command Center is the Orbital Command. You only need a Barracks to build it. The Orbital Command is a support building, so can be used for a variety of ways. But don’t worry, it retains some of the abilities and upgrades of the Command Center so building SCVs and Lift Off stay with it. However loading SCVs will no longer be a possibility.
The new things that this version has are 3 new abilities. Calldown: MULE will create a MULE in the target location (as long as it is visible to you). A MULE is basically a new miner unit you can use along with the SCV. Except it can only mine and not build. The plus side is that it can carry 3 times as many minerals per trip. The negative side is it only lasts for 90 seconds. Calldown: Extra Supplies will double the selected Supply Depot’s Psi increase. Scanner Sweep is the same old thing from the Comstat Station in StarCraft. It reveals a section on the map for a short period of time, showing all units including cloaked ones.


Terran Supply Depot
Description
The Supply Depot is a returning building from StarCraft. It serves as a psi provider and a good building to use for walling chokepoints. It can be built by and SCV with no other requirements.
The Supply Depot gets a new ability for it’s natural walling abilities. No longer do you have to liftoff your factories, destroy your Supply Depot, or buy transports to get your ground units out of your base past your Supply Depot wall. Lower/Raise allows units to pass over the Supply Depot by lowering itself into the ground. It can the raise itself backup later. The Supply Depot still keeps its psi bonus and can still be targeted and visible when lowered.


Terran Refinery
Description
Refineries allow your miners to gather Vespene Gas. They can be built on Vespene Gas Geysers only. This is basically a required building if you want to get anywhere with the tech tree.
The only difference between the Refinery from StarCraft and StarCraft II is that in this one, Vespene Geysers can no longer be mined from once they are depleted.


Terran Barracks
Description
Barracks are the home to your Terran Infantry, and require a Command Center to be built. It retains its Lift Off ability from StarCraft, and now produces two different units and can use the new Add-Ons.
The Barracks can be used to create Marines, Marauders and Reapers (with Tech Lab), and Ghosts (with Ghost Academy and Tech Lab). So you’ll be able to get a good mix of ground units early on. The Barracks can also build one of two Add-Ons to attach to itself. The Reactor lets the Barracks build two Marines at a time, and the Tech Lab which allows you to build the latter 3 units. Unfortunately since you can only use one Add-On at a time, this means you cannot produce the Marauders, Reapers, and Ghosts 2 at a time.


Terran Engineering Bay
Description
The Command Center is required to build an Engineering Bay, your first research building. It gets a few more upgrades this time around but loses its Lift Off ability from StarCraft.
The first two upgrades are Infantry Weapons and Armor, which increase the damage and armor of your units built from a Barracks. The next 3 are Hi-Sec Auto Tracking, Neosteel Frame, and Building Armor. Hi-Sec Auto Tracking increases the range by 1 of all of your buildings that have a weapon as well as the Point Defense Drone built by the Raven. Neosteel Frame increases the loading capacity of the Command Center from 5-10 SCVs and the Barracks from 4 to 6 infantry units. The final upgrade, Building armor, increases the armor of all of your buildings by 2.


Terran Bunker
Description
Bunkers are the main defensive building for the Terran. You load up to 4 or 6 (Upgrade required for 6) Infantry units into it, which will fire at enemies. When the Bunker is destroyed, the units will then be on their own. In StarCraft II it gets a few new changes and upgrades.
The Bunker still loads units, and those loaded units get a +1 boost to their range. However, now they can use their abilities like Stimpack, and you can select the enemies you want to target. The Neosteel Frame upgrade from the Engineering Bay will let you load an additional 2 units inside. Lastly, you can use the new Salvage ability to gain all the resources you spent on the Bunker back by causing it to self destruct.


Terran Sensor Tower
Description
The Sensor Tower is a new Terran building which can be built after getting an Engineering Bay. It is a special defensive building with a big pro and con.
Sensor Towers’ Radar will allow you to see if enemy units are nearby on the minimap. You cannot see what the units are, just if they are there. This is good, but enemies will be able to see a circle on the minimap and on the map letting them know there is a Sensor Tower in this area. So this can be great if you are in a situation where letting them know where it is is not a problem, just don’t do something stupid like letting a Zerg player know where your base is at the very beginning of the game.


Terran Missile Turret
Description
The Missile Turret is the the same as it was in StarCraft. This anti-air defense building can be built after an Engineering Bay has been constructed.
The Missile Turret can only target Air units. They also have the passive Detection ability, allowing you to see cloaked and burrowed enemy units nearby. They are a must if you are playing defensively, or need a cloaked unit detector in your base.


Terran Factory
Description
The Terran Factory is responsible for building your non infantry ground units. It requires a Barracks to be built.
The Factory is pretty much the same as before, it gets to build 3 ground units all similar to the units from StarCraft. It can build Hellions, Seige Tanks (with Tech Lab), and Thors (With Tech Lab and Armory). You will also be able to take advantage of the Add-Ons the Reactor (allowing you to build 2 units at once) and the Tech Lab (allowing you to build Seige Tanks and Thors). However, unless you are in the need for a lot of Hellions, you’re best off using a Tech Lab since you can only use one Add-On at a time.
The Factory is another building in StarCraft II that gets to keep it’s Lift Off ability from the original by the way.


Terran Ghost Academy
Description
The Ghost Academy is a new building in StarCraft II. It requires a Barracks to be built. It is a research building and is basically a combination of the Covert Ops and a Nuke Silo.
You can buy two upgrades for Ghosts here. The first and most important is Personal Cloaking, which will enable the Ghost to cloak at the cost of Energy Points for each game second they are cloaked. The next is Moebius Reactor which causes any Ghosts you build to start with an additional 25 Energy Points at the start.
But probably most importantly to Ghost fans, you can buy your Nuclear Missiles here. Although, you can only build one Nuke per Ghost Academy.


Terran Starport
Description
Starports are home to your Air Units for the Terran in StarCraft II. You need a Factory to build one first.
It produces 5 units: The Viking, Medivac, Raven and Banshee (with Tech Lab), and Battle Cruiser (with Tech Lab and Fusion Center). And like the Factory and Barracks, it can build the two Add-Ons Reactor and Tech Lab. The Reactor allows you to build two units at once, while the tech lab allows you to build Ravens, Banshees, and Battle Cruisers. So again, this is a toss up of if you want a lot of the first two units more than you want any of the latter 3 since you can only have one Add-On at a time.
It is also good to note the Starport retains its Lift Off ability from StarCraft.


Terran Armory
Description
The Armory is much the same building it was in StarCraft. You require a Factory in order to build one. It is the requirement for building Thors at the Factory. It is also a requirement for increasing your Infantry Weapon and Armor upgrade levels past level 1 at the Engineering Bay.
4 Upgrades are available here. Vehicle Weapons & Plating, and Ship Weapons & Plating. They increase the damage and armor of your units from the Factory (Vehicle) and Starport (Ship).


Terran Fusion Core
Description
The Fusion Core is your home for the Battle Cruiser. It allows you to reserch two upgrades for it and build them at the Starport. You need a Starport in order to build one.
Weapon Refit is an upgrade that enables the Yamato Cannon ability for Battle Cruisers, a long range shot that deals a good deal of damage. The second upgrade, Behemoth Reactor increases the Energy Points Battle Cruisers built at the Starport start with by 25.


Terran Reactor
Description
There are two Add-Ons available for the 3 factory buildings for Terran: the Reactor and the Tech Lab. They can be built at the Barracks, Factory, or Starport and can be used interchangeably.
The Reactor is useful since it allows you to build another unit while one is already being built at the attached building. The downside is you cannot build the units that require a Tech Lab, lowering your choices to just Marines, Hellions, Vikings, and Medivacs.
If you want those units quickly this building can be a good in a pinch though.


Terran Tech Lab
Description
There are two Add-Ons available for the 3 factory buildings for Terran: the Reactor and the Tech Lab. They can be built at the Barracks, Factory, or Starport and can be used interchangeably.
The Tech Lab allows you to build Marauders, Reapers, and Ghosts at a Barracks. Seige Tanks and Thors at a Factory. And Ravens, Banshees, and Battle Cruisers at a Starport. Aside from this, the Tech Lab also gets upgrades it can research based on which building it is attached to.
When attached to the Barracks you can get:
- Combat Shield: Gives Marines a Shield and increases their maximum Hit Points by 10.
- Stim Packs Upgrade: Allows the Marines and Marauders to sacrifice 10 hp for an increase in attack speed.
- Nitro Packs: Increases the movement speed of Reapers.
When attached to the Factory you can get:
- Infernal Pre-Igniter: Gives a boost to the damage Hellions do to units with Light armor.
- Seige Tech: Allows Seige Tanks to use Seige Mode, increasing their range, damage, and giving them a splash attack. But causes them to not be able to hit very close enemies.
And when attached to the Starport you can get:
- Caduceus Reactor: Increases the starting Energy Points of Medivacs by 25.
- Cloaking Field: Allows Banshees to use the Cloak ability, letting them be invisible to players when they have no units with Detection nearby.
- Corvid Reactor: Increases the starting Energy Points of Ravens by 25.
- Durable Materials: Increases the duration of the units created by the Raven before they self destruct.
- Seeker Missile Upgrade: Allows the Raven to use Seeker Missiles, which follow a target slowly to deal great damage on impact.
Terran Units
Terran units are trained and built at Barracks, Factories, and Starports. They tend to have more special abilities, and thus take a more versatile role in combat. They are in the middle of the Protoss (Power) and Zerg (Numbers), so it’s a real balancing act with Terran and you need to find how much you should focus on each side. Terran units can be hard to master in combat, but once you find strategies that work for you, you can deal massive damage to your enemies to an extent not even the mighty Protoss can do.
There are two types of units.
- Ground Units: These units can only travel over ground terrain and are thus limited to the rules of terrain. (SCV, Marine, Marauder, Reaper, Hellion, Seige Tank, Ghost, Thor, MULE, Auto-Turret)
- Air Units: These units can fly around the battlefield without having to follow the rules of terrain. (Viking, Medivac, Raven, Banshee, Battlecruiser, Point Defense Drone)


Terran SCV
Description
The SCV is the worker unit for the Terrans, so you will start with some along with your Command Center. They gather resources, build buildings, and have a nice special ability too.
SCVs must follow the Terran Tech Tree when building structures, but they can build them anywhere without the aid of Creep or Pylons. Aside from building and harvesting resources, SCVs have the Repair ability. Repair targets mechanical units and all buildings and will recover Hit Points at the expense of some minerals. Better than buying an entirely new unit. Interestingly, SCVs themselves are both biological and mechanical units, so they can be targeted by Repair as well as the Medivac’s Heal ability.


Terran Marine
Description
Marines are your first combat unit for the Terran and are built at the Barracks. They can attack both ground and air units with their short range rifles making them a great unit to start off with.
The Marines have one ability and a passive upgrade. Stim Packs makes a return from StarCraft, allowing you to sacrifice 10 Hit Points for a 50% bonus to your attack and movement speed for the next 15 seconds. Stim Packs along with other Terran Infantry abilties can now be used in Bunkers which is a good thing to note. Combat Shield is a new upgrade for Marines that increases the max Hit Points they start with by 10 and adds a shield to their unit model. These two upgrades are researched at the Tech Lab connected to an Engineering Bay.


Terran Marauder
Description
The new Marauder is created at a Barracks with a Tech Lab attached. It is another ranged attacker. It attacks by throwing grenades at ground enemies which slows the target down temporarily while they recover. However, the slow down effect does not work on large units.
The Marauder can also use Stim Packs researched at the Tech Lab connected to the Barracks. It provides a 50% bonus to attack and movement speed for 15 seconds at the cost of 20 Hit Points.


Terran Reaper
Description
Another new Terran Infantry is the Reaper. You can train them at a Barracks that has a Tech Lab attached. The Reaper is the fastest unit in the game and is a great scout because of it’s Jet Pack. It attacks with a short range Pistol against ground units and the powerful D-8 Charges against buildings, making it great for doing raids on enemy buildings.
The Reaper’s main benefit is the Jet Pack they have strapped on. They can move over terrain quickly and jump up and down cliffs with the Jet Pack. The Tech Lab connected to the Barracks can research and upgrade to increase the movement speed of the Reapers making them the fastest unit around.


Terran Hellion
Description
The Hellion is the basic Factory vehicle. It is a combination of the Firebat and Vulture from StarCraft, bringing together a splashing fire short range attack and the a quick movement speed.
The Hellion excels against light armored ground units such as Infantry, Zerglings, etc. And with a Tech Lab attached to your Factory, you can research and upgrade to increase the damage to those types of units.


Terran Seige Tank
Description
Making its return from StarCraft, the Seige Tank can be built again at a Factory and needs the Tech Lab Add On. Seige Tanks make great long range attackers for defensive purposes and for taking out enemy defensive buildings.
The high point of the Seige Tank is the Seige Mode researched at the Factory Tech Lab. It nearly doubles the range of the Seige Tank and quadruples the damage. But it does have some downsides. The Seige Tank cannot move in Seige mode, and it does shoot slower. One last thing to note about Seige Mode is that it does splash damage. This is normally great, except it can hurt friendly units too.


Terran Ghost
Description
The Ghost is your final Terran Infantry unit. You train them at a Barracks and need a Tech Lab attached as well as a Ghost Academy. Ghosts are long range snipers, and while their damage is low due to their slow attack speed their abilities are powerful.
The most important ability, Tactical Nuke, launches a Nuclear Missile (Must be built at a Ghost Academy first). The Nuke takes a few seconds to launch, then deals 300 damage to all units in a large area and adds on 200 damage to structures. Friendly Players will see a large red target at the area it will land a few seconds beforehand, and enemies will just see a red dot. However, if the Ghost is killed before the target/dot goes away, the Nuke will not be launched.
The Ghost also gets EMP Round. This deals 100 damage to all Protoss Plasma Shields and takes away all nearby units’ Energy Points. Sniper Round deals a high damage shot against a biological unit, and ignores any Armor bonus. Finally, Cloaking allows the Ghost to be invisible to enemies unless detected. Keep in mind when Cloaking, your Energy Points will drain until you Uncloak or run out of Energy Points. While Ghosts start with all other abilities, Cloaking must be researched at the Ghost Academy.


Terran Viking
Description
Vikings are a great unit but requires a lot of micromanagement in combat. You can build one with a Starport.
The unique part about the Viking is while they start off in the air, you can turn them into Assault Mode where they will land and move on the ground. While in flight they attack with a nicely ranged Torpedo that targets air units. On the ground they shoot with a fast Cannon against ground units. So if you can handle switching them at the most opportune times, you can make a force that is hard to counter against.


Terran Medivac
Description
The Medivac is a new air unit that combines the Medic and Drop Ship from Brood War. It is built at the Starport.
Load and Unload are the first ability the unit has. Medivacs can transport ground units up to 8 slots. Ground Units will take up a number of slots on an individual basis. The second ability is Heal, which will recover Hit Points for the targeted biological unit at the cost of the Medivac’s Energy Points.


Terran Raven
Description
The Raven is a new Terran Air unit. It is built at the Starport with a Tech Lab. It has no weapon to use and relies completely on its abilities. It also is a Detector unit, so you can use it to see cloaked and burrowed units.
The Raven gets two special abilities. Build Auto-Turret constructs an Auto-Turret which targets air and ground and Build Point Defense Drone creates a Point Defense Drone which destroys certain enemy projectile weapons in the air. These two units have more information below in their separate section. They can also benefit from the Durable Materials upgrade from the Tech Lab so they will be around longer before self destructing.
The third and final ability the Raven gets helps replace its lack of a weapon. After researching Seeker Missiles from the Tech Lab, you can use this ability to deal high damage in an area with a homing missile. However it is slow moving, and if the missile does not hit its target after awhile it will deal no damage and destruct.


Terran Banshee
Description
Another new air unit is the Banshee. You will require a Starport and Tech Lab attached to build them.
The Banshee can only target ground units with its rockets. This makes it an open target to any air units that can attack it. However, to make up for this, Banshees can use the Cloaking ability to drain Energy Points in order to become invisible when no detectors are around.
The Cloaking Ability no longer needs to be Researched at the Tech Lab in the 2nd patch of the beta.


Terran Thor
Description
The final vehicle from the Factory is the Thor. You need a Factory with a Tech Lab and an Armory to build it.
The Thor is a powerful unit. It can attack ground units with a high damaging attack. It also can launch long range Missiles at air units. And the 250mm Strike Cannons ability can wipe out enemies fast. It deals 500 damage over 6 seconds to ground units/structure, stunning the target and making the Thor unable to move until it is done shooting.


Terran Battlecruiser
Description
The Battlecruiser is a powerful and expensive air unit. You need a Starport with a Tech Lab and a Fusion Core to build it.
The Battle Cruiser uses a fast Laser weapon instead of its normal laser weapon from StarCraft. It deals a bit less damage, but makes up for it with the speed. It retains the Yamato Cannon attack, which must be researched at a Fusion Core. It deals a large amount of damage to the target unit.


Terran MULE
Description
The MULE is a new mechanical unit. The Orbital Command can call down a MULE in a launch pod to a targeted area.
The MULE is only good for only one thing: Mining. It can mine more minerals per trip than an SCV. 3x as many to be exact. This is a nice reason to have an Orbital Command, but keep in mind you do not get to keep it forever. The MULE has a constant drain on its Energy Points and when it runs out it self destructs.


Terran Point Defense Drone
Description
Point Defense Drones are created by Ravens. They run on their Energy Points, and when they run out they will Self Destruct. Researching Durable Materials at a Tech Lab at your Starport will help make them last longer. They cannot move but are air units.
These Point Defense Drones can be confusing. They will attack most projectile weapons (Such as attacks from Stalkers, but not Marines) with a laser that destroys them before hitting your unit. However, doing so will cost additional Energy Points.
One last thing to note, they are affected by the Hi-Sec Auto Tracking so that upgrade can be useful even if you do not have other defensive buildings.


Terran Auto-Turret
Description
Auto-Turrets are created by Ravens. They are a defensive ground unit/building that use a fast attacking light cannon. They have a constant Energy Point drain, and when they run out they self destruct.
They are affected by the Hi-Sec Auto Tracking so that upgrade can be useful even if you do not have other defensive buildings. The Durable Materials upgrade from the Tech Lab at the Starport can also increase the Energy Points they have.