Terran Ground Units:
The terran force consists entirely of range units, and thus gain much of their strength from ramps and other choke points. In particular, the Siege Tank gives the Terran player an unprecedented advantage in long range combat, but a crippling disability should the enemy clear the distance. Thus, success of a Terran strike force rests on a players ability to maintain distance from his foes. Terran forces are particular suited to ramps, bridges, and other chock points, as well as bombardment from higher ground.
While Terran units do not feature the natural regeneration of the Zerg or Protoss shields, all mechanical units can be manually repaired. This is often regarded as an advantage, as bring SCVs in battle allows a Terran army to heal much faster than his opponents. This, in conjunction with Terran defensive structures, make SCVs an integral part of a Terran offensive.

 |
Size |
Small |
HP |
60 |
Cost: |
? 1 |
Ground Attack: |
| Damage |
?? |
| Cooldown |
?? |
Range |
Melee |
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. !
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.
Strategic Properties:
Like any harvester, the Terran SCV is essential to a Terran player. SCVs have the advantage that they can be used to repair damage buildings. In emergencies, this ability can make a terran bunker in the supply line almost impossible to crack. SCVs are also the toughest out of all the harvesters, and thus can be used in conjunction with marines to provide meat shields for early rushes.
Finally, SCVs tend to see more of battle than most other harvester, due to their ability to repair mechanical units. Indeed, any assault force involving Siege Tanks should always have SCVs around.
Special Abilities:
|
Build Building:
The SCV must be present during the entire duration it takes to build a given structure. |
|
Repair:
SCVs can repair buildings and mechanical units. |
|
Harvest:
Tjis unit can harvest both minerals and gas. |
Special Properties:
| |
Mechanical:
Unit can be repaired by SCVs. |
 |
Can Enter Bunkers:
The Terran SCV can enter bunkers. |
 |
Can Enter Command Centers:
The Terran SCV can enter the Terran Command Center either to hide, or to be transported with the command center to quickly establish an expansion. |

 |
Size |
Small |
HP |
? |
Cost: |
? 1 |
Air/Ground Attack: |
Damage |
6 Normal |
| Cooldown: |
? |
| Range |
4 |
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 shields, and in-field chemical delivery systems. The standard-issue C-14 "Impaler" Gauss Rifle provides even a single soldier with extreme firepower.
Strategic Properties:
Marines are the staple backbone of a Terran Infantry army. While they do little damage individually, their range, instant projectiles and fast attack speed make them deadly vs melee infantry in groups. While marines also perform reasonably well when defending against aerial skirmishers, a Terran player will need to look for more powerful troops when against heavily armored opponents. The Gauss rifles do an admiral job against swarms of smaller troops, but simply does not have the impact against heavily armored opponents.
Special Properties:
 |
Can Enter Bunkers:
This unit can enter a Bunker |

 |
Size |
Small |
HP |
? |
Cost: |
? ? |
Air/Ground Attack: |
Damage |
8 |
| Cooldown: |
? |
| Range |
3 |
Armed with experimental jet packs, the Terran Reapers are highly skilled mercenaries who have come to join the Dominion in search of plunder. With more combat experience in their belts that the ex-convict marines, Reapers are fast, quick, and lethal. While physically weak, and lacking in any defensive armament, Reapers are aimed with twin pistols that deal considerable burst damage. Never seeking for a fair fight, raiders have become a guerilla force that is a constant bane to enemy commanders.
Strategic Properties:
Reapers should never be used as base defence, a role which the Marine is far more cost efficient for. Due to their low range, large groups of raiders will also be at a disadvantage in a pitched battle between two armies. The primary purpose of a Reaper is to disrupt the enemy economy. When massed in enough numbers, they can also be used as assassins to pick off enemy spell casters, immortals and other slow moving targets..
The main advantage of the Reaper is his jet pack, which not only allows raiders faster travel, but also the ability to jump up and down cliffs. Together with their high damage potential, a group of raiders has the potential to burst into a base from behind, and annihilate supply lines before the enemy can re deploy their forces. Reapers make a perfect compliment to a Terran army that is generally known for its lack of mobility.
Special Properties:
| |
Cliff Climber:
The Reaper can traverse different Terrain levels without using a ramp.. |
 |
Can Enter Bunkers:
This unit can enter a Bunker |

 |
Size |
Small |
HP |
? |
Cost: |
? ? |
Air/Ground Attack: |
Damage |
? |
| Cooldown: |
? |
| Range |
7 |
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.
Strategic Properties:
The ghost is used primarily for their utility purposes, not their combat prowess. In particular, they are the only unit that can spot for a tactical nuclear strike. Typically, ghosts should be placed behind friendly forces, or inside bunkers, till their special abilities are required.
Special Abilities:
| |
Nuclear Strike:
To launch a nuclear strike, the Ghost must spot the target area for around 8 seconds. If the Ghost is killed during this time, the Nuclear Missile is wasted. Ghosts main remain cloaked while commencing a strike. |
| |
Cloak:
The ghost can cloak. |
Special Properties:
 |
Can Enter Bunkers:
This unit can enter a Bunker |

 |
Size |
Large |
HP |
? |
Cost: |
? ? |
Ground Attack (Standard) |
Damage |
? |
| Cooldown: |
? |
| Range |
7 |
Ground Attack (Siege Mode) |
Damage |
70 E |
| Cooldown: |
? |
| Range |
12 |
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.
Strategic Properties:
The Siege Tank has two modes of operation, as in Starcraft. While they deal a modest amount of damage in standard mode, Siege Tanks truly shine in Siege Mode. In this mode, a Siege Tank has the longest range out of any unit within the game, and thus is ideal for base defence or destroying enemy fortifications. A skilled Terran player will know when to shift modes, and achieve the perfect balance between mobility and power. Due to the fact that Siege Tanks have a minimal range when in Siege Mode, have no defence against aerial opponents, and deal explosive damage, it is essential that they are supported.
The standard tactic is to escort Siege tanks with squadrons of marines. Not only do these units provide adequate defence against aerial skirmishers, but they also provide the small arms fire that helps finish off heavily damage stragglers. Finally, the presence of marines will give enemy Immortal seconds thoughts in storming a Siege Tank encampment.
Special Abilities:
| |
Siege Mode:
In Siege Mode, a Siege Tank cannot move. However, it allows the tank to use its primary weapon to deadly effect. |
Special Properties:
| |
Mechanical:
Unit can be repaired by SCVs. |
| |
AOE Attack:
In siege mode, a Siege Tanks's attack deals splash damage. |
| |
Move and Shoot:
In standard mode, a Siege Tank does not need to stop and shoot. This allows it to kite units of equal speed indefinitely. |

Size |
Large |
HP |
? |
Cost: |
? ? |
Ground Attack (Standard) |
Damage |
? |
| Cooldown: |
? |
| Range |
7 |
Named after the Norse god of Thunder, the Thor is the largest warpon of war that the Dominion has ever constructed. While slow and cumbersome, the Thor is capable of dealing barrages of deadly fire. With proper support, one of these war machines is capable of tearing down an entire base within minutes.
Strategic Properties:
Little is currently known about the Terran Thor. The unit will most likely service as heavy ranged support, featuring heavy armor that allows ti shrug off attack from smaller foes. Slow moving, it's main vulnerability
Special Properties:
| |
Mechanical:
Unit can be repaired by SCVs. |