Terran Structures-Detail



Here is where you can learn the really detailed information for all the Terran Structures, such as it's official name, if it is mobile or if it is an add-on, it's Abilities, and some more information about the Structure. Scroll down for more information.


Command Center (Mobile Building)


Abilities: Build SCV, Set Rally Point, ComSat Station, Science Facility, Nuclear Silo, Liftoff

Command Centers are the focal points for the Terrans. You must have a Command Center in order to build anything else. Command Centers let you build SCVs (which in turn, gather Minerals, and harvest Vespene Gas, Repair damaged units, etc.), build ComSat Stations (which scans a certain point on the map and lets you see what is going on for a short amount of time), and build Nuclear Silos (which you can build a Nuke, and send a Cloaked Ghost out and Nuke an enemy's base). When SCVs gather the Minerals/Gas, you must have a Command Center to where the SCVs can return the Minerals/Gas. Command Centers also can pick themselves up and move them, in case you would like to relocate your Command Center, but be warned that they are most vulnerable when they are on the move.

ComSat Staion (Add-On to Command Center)


Abilities: Scanner Sweep (Detector)

ComSat Stations allow the Command Center to scan any part of the map, and let you see what is happening there for a short amount of time. Scanner Sweep will reveal any units and buildings located in the desired area, inlcuding cloaked and concealed enemies.

Nuclear Silo (Add-On to Command Center)


Abilities: Arm Nuclear Silo

The Nuclear Silo is another add-on you can build to the Command Center. Building a Nuke lets you produce and house a single tactical nuclear warhead. To precent outside tampering with the missle guidance commands, a Ghost is required to direct the missle to it's target. I may warn you that you Ghost may receive bad damage, and you will take out a lot of the enemies base with this.

Supply Depot


Abilities: None

The Supply Depot is probably one of the buildings you will have to make the most of. They store all the goods, tools, and accessories that are needed for running the Terrans. When your base grows, make sure that you have enough Supply Depots to hold enough supplies as you need. The highest amount of people you can make though is 200 so it is probably useless to build more Supply Depots after you have enough for 200 units.

Vespene Refinery


Abilities: None

Vespene Refineries are needed in order to gather Vespene Gas. Once you build a Refinery, the SCV who built it will automatically start harvesting the Gas from there in little boxes. You can conitnue doing this until it notifies you that the Vespene Geyser is depleted.

Barracks (Mobile Building)


Abilities: Train Marine, Train Firebat, Train Ghost, Set Rally Point, Lift off

This is another very important building for Terrans. Barracks houses and trains all of the Terran infantry units, such as Marines, Firebats, and Ghosts. Just like the Command Center the Barracks can liftoff, and fly away to another destination if you wish.

Academy


Abilities: Research U-238 Shells, Research StimPack

The Academy is primarily where the researching is done for it's personnel. You must also have this before you can build Firebats.

Engineering Bay (Mobile Building)


Abilities: Upgrade Infantry Weapons, Upgrade Infantry Armor

If you want your infantry to have improved weapons, or armor the Engineering Bay is for you. At the Engineering Bay, you can upgrade ground troops armor, and weapons.

Factory (Mobile Building)


Abilities: Build Vulture, Build Siege Tank, Build Goliath, Set Rally Point, Maching Shop, Liftoff

Factories may be an important building for you, if you like to build ground vehicles. The factory is where you can make Vultures, Siege Tanks, and Goliaths, all very good vehicles for the Terran race.

Machine Shop (Add-On to Factory)


Abilities: Ion Thrusters, Spider Mines, Siege Tech

The Machine Shop is an add-on to the factory that allows you to improve some ground vehicles and develope new technologies for them, such as Ion Thrusters, Spider Mines, and Siege Tech.

Armory


Abilities: Upgrade Vehicle Weapones, Upgrade Vehicle Plating, Upgrade Ship Weapons, Upgrade Ship Plating.

The Armory is the place where Terran researches and test groupes work to develop improved materials for the heavy weapons and armor used by Terran vehicles and starships.

Starport (Mobile Building)


Abilities: Build Wraith, Build Dropship, Build Science Vessel, Build Battlecruiser, Set Rally Point, Control Tower, Lift off

The Starport is another important building becuase if you want to have air attacks, you must have a Starport. This is where you can build Wraiths, Dropships, Science Vessels, and Battlecruisers, all of which do considerable damage. Starports are Mobile too.

Control Tower (Add-On to Starport)


Abilites: Burst Lasers

The Control Tower's only purpose is to upgrade advanced Terran vessels.

Science Facility (Mobile Building)


Abilities: Defensive Matrix, EMP Shockwave, Irradiate, Titan Reactor, Physics Lab, Convert Ops Center, Lift off

This is where most of the research is done for the Terrans. It is rumored that scientists are analyzing advanced technologies of the Protoss, but for now the only thing they do is make many upgrades for the Terran units. Just like many other structures, the Science Facility has the capability to lift off

Physics Lab (Add-On to Science Facility)


Abilites: Cloaking Field, Apollo Reactor, Yamato Gun, Colossus Reactor

By adding a high-energy particle accelerator and exhaustive diagnostic equiptment to an existing Research Center, Terran scientists have been able to facilitate the development of various technological adnvances.

Convert Ops Center (Add-On to Science Facility)


Abilities: Lockdown, Ocular Implants, Personal Cloaking, Moebius Reactor

The Convert Ops Center is where only the most trusted officers are allowed. It is also where lots of researching is done too.

Missle Turret


Abilites: Stop, Attack

Missle Turrets are inexpensive structures that will only attack air units, and is also a detector, revealing cloaked units.

Bunker


Abilities: Load, Unload

Bunkers are very effective structures. They hold 4 ground units and allow the units to attack enemies without getting hurt. This is very good becuase you can just keep repairing the Bunker, and it will be almost invincible