Terran







Marine

Cost: 50  0  1  Other Requirements: None
Built At: Barracks Size Small
Descritpion:Marines are the first line of defense for many of the Terran colonies. Outfitted with Powered Combat Suits, Marines are afforded full life-support, NBC shielding, and in-field chemical delivery systems. The standard-issue C-14 "Impaler" Gauss Rifle provides even a single soldier with extreme firepower.

At first glance, one might wonder about the usefulness of such a little soldier, but when properly used, Marines are a very important part of the Terran arsenal.

Marines do Normal damage against all types of units. This makes them good against almost every unit in numbers.

One advantage of the Marine is his ranged weapon. Marines can fire with impunity against melee units (Zerglings,Zealots) until those units make actual contact with your Marines, if they make it that far. Marines in sufficient numbers are effective against almost every type of unit.



SCV

Cost: 50 0 1 Other Requirements: None
Built At: Command Center Size: Small
Descritpion: Initially used during the reconstruction of the Tarsonian Orbital Platforms, the T-280 SCV (Space Construction Vehicle) became a staple in intra-Colonial construction and engineering due to its ability to perform any number of construction tasks within the vacuum of space. It is this versatility, and an unmatched reliability, that make the SCV an invaluable tool in rapidly establishing Marine encampments and strike bases on any terrain. Maintain your civilian status while serving your Colony!

The SCV is the most basic of the Terran units. SCVs are the Terran's worker bee. SCVs perform all manual labor such as the constructing and repairing of buildings, as well as mining both gas and mineral resources.

SCVs are built in the Command Center. You can queue up to 5 SCVs at once in each Command Center.



Vulture

Cost: 75 0 2 Other Requirements: None
Built At: Factory Size: Medium
Descritpion:The reliable Vulture-Class Hover Bike, used primarily for scouting and patrol, can reach speeds of up to two hundred and thirty miles per hour. Standard armament is an anti-personnel grenade launcher, but newer Vulture models also carry a Spider Mine deployment system for perimeter defense.

Vultures do 20 Concussive Attack (50% damage to Medium Units 25% damage to Large Units, 100% against small units). This means they are most effective vs small units especially resource gatherers, Marines, Zealots (in sufficient number) and Zerglings.

Vultures speed allows them to run rings around the enemy.



Firebat

Cost: 50 25 1 Other Requirements: Academy
Built At: Barracks Size: Small
Descritpion:Firebats do Splash damage. The Splash damage affects only enemy units. It will not hurt your own units even in close tight battles.

Equipped with powerful, twin arm-mounted "Perdition" flame throwers, these fearless warriors serve as assault troopers for those close encounters. Fire Bat Power Suits are heavier, more durable, and much more heat resistant than Marine armor, and provide additional squad-level support.

Multiple Firebats with overlapping fire streams do great damage. The Damage is Concussive Attack (50% damage to Medium Units 25% damage to Large Units).



Medic

Cost: 50 25 1 Other Requirements: Academy
Built At: Barracks Size: Small
Descritpion:The Medics of the United Earth Directorate follow a time-honored tradition of selflessly marching into combat zones to aid their injured brethren. These fearless women, aided only by protective shielding, are highly skilled healers capable of restoring the health and vitality of wounded soldiers. Medics can even cure various Zerg infestations such as Parasite or Ensnare.

The Medic's primary function is to support combat units by healing Terran infantry units. The Medic's secondary role is to remove harmful and annoying special abilities and occasionally harass the enemy with Optic Flares.



Ghost

Cost: 25 75 1 Other Requirements: Academy, Science Facility with attached Covert Ops
Built At: Barracks Size: Small
Descritpion:Ghosts epitomize the height of human evolution and physical conditioning. These brave men and women, born with incredible Psionic potential, are adopted by the Confederate Government and trained from infancy to benefit mankind. The Ghost's uniform combines the latest in personal stealth technology and a sophisticated sensor suite, which can be used to coordinate nuclear strikes from the front lines. The Ghost's C-10 Canister Rifle uses a variety of special munitions to disable or destroy enemy vehicles and personnel. Remember: all children born within Confederate Space must report for a PA Profile within nine months of birth!

Ghosts do 10 Concussive Attack (50% damage to Medium Units 25% damage to Large Units). This makes their attack only somewhat effective, making them do the most damage against smaller units only. While the gun can provide a little supporting fire to your other unit types, Ghosts are best used in their covert operations capacity.



Goliath

Cost: 100 50 2 Other Requirements: Armory
Built At: Factory Size:Large No
Descritpion:A well known sight along the Rim, Goliath Combat Walkers combine all-terrain maneuverability with compu-based heavy weapons systems. The one-man Goliath�s arsenal consists of twin anti-armor 20mm Auto-Cannons and Hellfire Missiles for anti-air support.

Goliaths have 12 normal ground damage. While this is respectable, Goliaths are more useful in fighting air targets. The ground attack of the Goliath can be successful when using a very large numbers of Goliaths, but resources would be better spent on Tanks and Marines if that is your goal is to attack ground targets.



Tank

Cost: 150 100 2 Other Requirements: Attached Machine Shop
Built At: Factory Size: Large
Descritpion:The heavily armored AAV-5 Arclite Siege Tanks are renowned throughout the Confederacy for their cannons� unrelenting barrages of plasma-charged doom and their stalwart emplacement/advance tactics. The Mjolnir Artillery Cannon is so powerful that the Tank must brace itself before deploying. Crew consists of a driver, gunner, and a commander/navigator.

Siege Tanks have an Explosive Attack (50% damage to Small Units 75% damage to Medium Units, and full damage to Large units). This means they are less effective against small units (Zerglings, Marines, Firebats, Zealots), and most effective against Large size units. The Opposite of Plasma/Concussive damage.



Dropship

Cost: 100 100 2 Other Requirements: Attached Control Tower
Built At: Starport Size: Large
Descritpion:The heavily armored Terran Dropships are a vital part of Colonial defense, and are fully rated for both atmospheric and deep space flight. The daredevil pilots of these transports are charged with delivering Marine armor and infantry to any hot spot or combat zone.

The Dropship provides 8 slots for transporting.

Marines, Firebats, and Ghosts each use 1 slot.
Vultures and Goliaths use 2 slots apiece.
Tanks use 4 slots.

Dropships must unload units one by one at a fairly slow pace. Dropships can pick up units much faster than they can unload them. Avoid unloading transports while they are under attack because of this fact. You want to pick out of the way spots or spots free of anti-air fire to unload your units rather than unloading them in a hot zone.



Valkyrie

Cost: 250 125 3 Other Requirements: Armory
Built At: Starport Size: Large
Descritpion:The Valkyrie Frigates are a powerful addition to the UED's Expeditionary Fleet. The Valkyries' H.A.L.O. missiles are capable of reducing most conventional star fighters and airborne structures to rubble. The missiles are fired in volleys of eight, and impact within a large area of effect. The dispersal radius of its targeting system is designed to achieve maximum damage to not only its intended target, but also adjacent targets within the blast area. Valkyries are heavily armored, and can take substantial punishment from enemy fire before they suffer any core system failures.

The Valkyrie employs an air-to-air attack that issues a volley of eight small missiles at its target. The missiles impact not only on their target, but also damage any enemy units within a 3 x 3 matrix area. Each missile does a small amount of splash damage in this target area.



Wraith

Cost: 150 100 2 Other Requirements: None
Built At: Starport Size: Large
Descritpion:The versatile, one man Wraith fighters are a new addition to the Colonial space forces. Traditionally, most space battles took place between the large capitol ships and medium gunships, but Tarsonian technicians found that small, dynamic high-speed fighters could repeatedly deal damage to large ships while still evading most defensive battery attacks. The Wraith is armed with both air-to-air missiles and a versatile burst laser for ground attacks, and is equipped with the latest in ECM and Stealth technology.

The Wraith has an 8 normal damage ground laser attack. At only 8 damage a hit, ground lasers are best used against ground targets that cannot attack back such as Siege Tanks, Firebats, Zealots, or against low hit point units that can be more quickly killed and resource gatherers mainly. Given enough time, Wraiths can kill any unit, but quite often the enemy will be able to send in anti-air units or retreat to towers before Wraiths can kill ground targets.

The Air-to-Air missile damage of the Wraith is 20 Explosive (50% damage to Small Units 75% damage to Medium Units). This makes uncloaked Wraiths more suited to attacking Large air units such as Terran(Wraiths, Battlecruisers and Science Vessels), Protoss(Arbiters, Carriers, Shuttles), Zerg(Overlords, Guardians, Queens). When cloaking is employed, Wraiths work well against a greater assortment of units.



Science Vessel

Cost: 100 225 2 Other Requirements: Science Facility
Built At: Starport Size: Large
Descritpion:Many Colonies have placed Explorer Platforms at surgical points throughout the galaxy to further study anomalous phenomena, and the Corps' own Epsilon Squadron uses them extensively along Confederate borders for surveillance and study. Recently, as alien forces have begun to infringe upon Colonial space, Explorer Vessels and crew have been recalled to help with the research and production of new military weapons systems and technologies, as well as providing electronic warfare and combat support.



BattleCruiser

Cost: 400 300 6 Other Requirements: Science Facility with attached Physics Lab
Built At: Starport Size: Large
Descritpion:The massive Behemoth-class Battlecruisers are virtual flying fortresses, built to keep the peace within the Terran Sector. Outfitted with multiple burst-laser batteries for both anti-air and anti-ground support, these ships are easily the most powerful Colonial vessels. Recent research has also led to the development of the devastating Yamato Cannon, for use in situations requiring more precision than orbital nuclear bombardment. Only the finest officers are chosen to serve aboard the pride of the Confederate fleet-- do you have what it takes?

The Battlecruiser is the powerhouse of the Terran arsenal. It is often misused and under realized.

Battlecruisers take an incredibly long time to build because of their size and power. To build a decent force of Battlecruisers, you need about 2-3 Starports constructing them. Multiple Gas Mines are necessary to make a force of Battlecruisers as well as a force of Siege Tanks, and other gas requirement units. But if you focus on Battlecruisers entirely, with Marines and Bunkers for defense, it is possible to build up a force of Battlecruisers with only one gas mine.

To be very effective, Battlecruisers must be built in large numbers, or be placed in a multi-type unit force to protect them. A few Battlecruisers mixed in with your Tanks and Marines will both cause fear and do some serious damage.

A Battlecruisers strength lies in its high hit points, ability to be repaired, and Yamato Cannon. By researching the Yamato cannon technology a Battlecruiser can fire a Yamato blast doing 260 hit points of damage. This can destroy most units and quickly clear out anti-air towers.
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