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Race Upgrades Volume 3 - Terran

By Derwish - 06-16-2010

The race upgrades end here, with our last race, the Terran. In my opinion, terran has the worst distributed basic armor and weapon upgrades in all three races. Don't forget that most upgrades can be researched in attached Tech Labs, so you have to choose between tech and numbers of units. Let's see what we have:

Probably the first upgrade-building you are going to have is:

Barracks + Tech Lab: - enables Reaper and Ghost (Ghost needs Ghost Academy as well).

Research Combat Shield - Marines can be equipped with combat shields increasing their hit points by 10, which allows them to last longer in battle. A nice addon for marines. This upgrade really make them count in big battles. Good to have with stimpack, allowing you to stim your marines more.
Costs 100 mineral and 100 gas.
Research Concussive Shells - Targets hit by the Marauder are temporarily slowed. A very good ability, with a quick research time. Your marauders will be able to hit-and-run, with a little bit of micro. And it's pretty "cheap".

Costs 50 mineral and 50 gas.

Research Nitro Packs - Increases the movement speed of Reapers. A good upgrade for hit-and-run mineral line workers, or light units. Good for scouting as well.
Costs 50 mineral and 50 gas.
Research Stimpack - Injects the unit with powerful stimulants that greatly increase attack and movement speed for a few seconds. Injures Marines for 10 health and Marauders for 20. A powerful upgrade, which can turn the tide of a battle. Your units gain massive movement and attack speed and can lay waste on your opponent in a few seconds. Nice to pair up with some medivacs if you are to use this skill.
Costs 100 mineral and 100 gas.

Note here, that if you place a tech lab badly and buy an upgrade in it you can loose the resources spent if the tech lab gets destroyed. This also applies if you lift up your Barracks. Pay attention to tech-lab raiders and misclicks!

Engineering bay: - enables Planetary Fortress (Command Center upgrade), building of Missle Turrets.

Upgrade Infantry Armor Level 1 - Upgrades the damage dealt by infrantry units to level 1.
Costs 100mineral and 100gas.
Upgrade Infantry Armor Level 2 - Upgrades the armor of infantry units to level 2.
Costs 175mineral and 175gas.
Upgrade Infantry Armor Level 3 - Upgrades the armor of infantry units to level 3.
Costs 250mineral and 250gas.
Upgrade Infantry Weapons Level 1 - Upgrades the damage dealt by infantry units to level 1.

Costs 100mineral and 100gas.

Upgrade Infantry Weapons Level 2 - Upgrades the damage dealt by infantry units to level 2.
Costs 175mineral and 175gas.
Upgrade Infantry Weapons Level 3 - Upgrades the damage dealt by infantry units to level 3.
Costs 250mineral and 250gas.

So this is where you can get the basic upgrades for your units trained in barracks. The common formula applies here as well, you get + damage for Weapon Upgrade, -incoming damage for Armor Upgrade. It's common for terran players to get +1 weapon as soon as they can, if they go Marine+Marauder combo (both trained in Barracks). Affected units:

  • Ghost
  • Marauder
  • Marine
  • MULE
  • Reaper
  • SCV
Research Building Armor - Upgrades the armor of buidings by 2. A great ability if you want to go turtle terran. Not a wise idea, but can be done. Your building will be able to stand much more damage before going down.
Costs 150mineral and 150gas.
Research Hi-Sec Auto Tracking - Adds +1 range to Auto-Turrets, Missile Turrets, Planetary Fortresses and Point Defense Drones. Same as the Building Armor, it is a turtle ability too. Your defense units get a greater range, allowing better base defense. See the picture below for a graph.
Costs 100mineral and 100gas.
Research Nano Steel Frames - Increases cargo spaces of bunkers by 2. Also provides extra cargo spaces for Command Centers and Planetary Fortresses. Never used this upgrade, but if you want to escort more SCVs in a Command Center, or you are pushing with bunkers, you can use it.
Costs 100mineral and 100gas.

Factory + Tech Lab: - enables Tank and Thor in the factory ( Thor needs Armory too).

Research Infernal Pre-Igniter - Increases the Hellion's damage flame thrower to give +10 damage vs Light. A great cheese upgrade to have. Get this +10 damage for hellions, push out a bunch of them and ignite all mineral workers in 2 sec. Need a little micro, but if you can sneak in to an enemy base, you can lay waste on his economy. A must have for Hellions.
Costs 150mineral and 150gas.
Research Siege Tech - Enables Siege Tanks to deploy into Siege Mode. While in Siege Mode, Siege Tanks have significantly increased range and damage, but cannot move. If you go tanks, you get Siege Tech. No excuses. Your Tank will become the ultimate Area Of Effect damage dealer, wiping out grups of units in seconds. Use high-ground to your advantage if you can. You have to pay attention against air units however.
Costs 100mineral and 100gas.
Upgrade 250mm Strike Cannons - Fires upon a single unit or structure, stunning the target dealing 500 damage over 6 seconds. Nice to have upgrade for Thors, most useful for Thor-drop, when you pick up a Thor with a Medivac, go in the main enemy base and kill some units. Best used against Zerg queens, but not really necessary. Best used against massive units with a great bunch of HP.

Costs 150mineral and 150gas.

Armory: - enables Thor in Factory.

Upgrade Vehicle Plating Level 1 - Upgrades the armor of ground vehicles to level 1.
Costs 100mineral and 100gas.
Upgrade Vehicle Plating Level 2 - Upgrades the armor of ground vehicles to level 2.
Costs 175mineral and 175gas.
Upgrade Vehicle Plating Level 3 - Upgrades the armor of ground vehicles to level 3.
Costs 250mineral and 250gas.
Upgrade Vehicle Weapons Level 1 - Upgrades the damage dealt by ground vehicles to level 1.
Costs 100mineral and 100gas.
Upgrade Vehicle Weapons Level 2 - Upgrades the damage dealt by ground vehicles to level 2.
Costs 175mineral and 175gas.
Upgrade Vehicle Weapons Level 3 - Upgrades the damage dealt by ground vehicles to level 3.
Costs 250mineral and 250gas.

Upgrades for units trained in the Factory. List of units:

  • Hellion
  • Siege Tank
  • Thor
Upgrade Ship Plating Level 1 - Upgrades the armor of units built at a Starport to level 1.
Costs 150mineral and 150gas.
Upgrade Ship Plating Level 2 - Upgrades the armor of units built at a Starport to level 2.
Costs 225mineral and 225gas.
Upgrade Ship Plating Level 3 - Upgrades the armor of units built at a Starport to level 3.
Costs 300mineral and 300gas.
Upgrade Ship Weapons Level 1 - Upgrades the damage dealt by units built at a Starport to level 1.
Costs 100mineral and 100gas.
Upgrade Ship Weapons Level 2 - Upgrades the damage dealt by units built at a Starport to level 2.
Costs 175mineral and 175gas.
Upgrade Ship Weapons Level 3 - Upgrades the damage dealt by units built at a Starport to level 3.
Costs 250mineral and 250gas.

Upgrades for units trained in the Starport. List of units:

  • Banshee
  • Battlecruiser
  • Medivac - armor only

  • Point Defense Drone
  • Raven
  • Viking

Starport + Tech Lab: - enables Raven, Battlecruiser (needs Fusion Core as well)

Research Caduceus Reactor - Increases the starting energy of Medivacs by 25. Get this upgrade, if you really can't wait for Medivac energy. Can be useful in certain situations, but you can live without it.
Costs 100mineral and 100gas.
Research Cloaking Field - Enables Banshees to use the Cloak ability. Cloak renders the Banshee invisible to enemies unless the unit is revealed by detector units or effects. Great but costy upgrade for Banshees. If you go fast tech Banshee rush, you probably need this upgrade for a better attack. Early cloaked Banshee rush can finish an unprepared Zerg or Protoss enemy easily (Terran has ability to detect units with Orbital Command's ability).
Costs 200mineral and 200gas.
Research Corvid Reactor - Increases the Ravens starting energy by 25. If you want to use Raven abilities, spawn Auto-Turret instantly or speed up the waiting time for Seeker Missle, you can get this upgrade. Not really used, as Reaven's main role is to be a mobile detector unit.

Costs 150mineral and 150gas.

Research Durable Materials - Extends the timed duration of Auto turrets, Seeker Missiles, and Point Defense Drones. Get this upgrade if you really want, but it's rarely used.

Costs 150mineral and 150gas.

Research Seeker Missile - Missile chases the target its target. Missile has enough fuel for 15 seconds. Missile deals up to 100 area damage. It has a 6 click range. A nice upgrade fo Reaven, but needs a decent micro. You have to target large groups of units with this ability to be the most effective. It can kill a group of Hidralisks instantly for example.
Costs 150mineral and 150gas.

Ghost Academy: - enables Ghost in Barrack

Arm Silo with Nuke - Calls down a Nuclear Strike at a target location. Nukes take 20 seconds to land, but deal up to 300 (+200 vs Structures) damage to enemies in a large radius. If you get Ghost Academy, you probably want this. It enables 1 Nuclear Strice called down by a Ghost. It can finish a half base, or a complete enemy army if placed well. The strike can only be successful, if the Ghost is not killed when calling down the Nuke.

Costs 100mineral and 100gas.

Research Moebius Reactor - Increases the starting energy of Ghosts by 25. Enables you instant Cloak and EMP Strike. If you fight against a Protoss player, this is a very useful upgrade. EMP Strike drains the shield and mana of enemy units, so Protoss units will be shieldless after a well placed shots. It can also deny enemy caster units, like High Templar, Infestor, enemy Ghost, Battlecruiser, Mothership,etc.
Costs 100mineral and 100gas.
Research Personal Cloaking - Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detector units or effects. Drains 0.9 enery per second. Of course you want to get this upgrade! Well, in case you want to use your Ghosts for nukeing.
Costs 150mineral and 150gas.

Fusion Core: - enables Battlecruiser in Starport

Reseach Behemoth Reactor - Increases the starting energy of Battlecruisers by 25. If you need Yamato Cannon ability instantly, you want to get this upgrade. It's cool to spam big beams on the enemy, is it not?
Costs 150mineral and 150gas.
Research Weapon Refit - Enables use of the Battlecruiser Yamato Cannon.
Costs 150mineral and 150gas.

Command Center:

Upgrade to Orbital Command - Command Centers have been redesigned and built so as to be able of converting into a the Orbital Command. Once converted, it cannot turn back to a conventional Command Center, but it can use Calldown: MULE, Calldown: Extra Supplies and Scanner Sweep. You may want to get this upgrade as soon as you can. The abilities it gives you is a must for Terran players.
Costs 150mineral.
Upgrade to Planetary Fortress - Command Centers have been redesigned and built so as to be able of converting into a Planetary Fortress. Once converted, it cannot turn back to a conventional Command Center, and loses the ability to liftoff. Nice to have defense for you expansions. It does a great damage, and it's range can be upgraded in the Engineering Bay.
Costs 150mineral and 150gas.

This sums up all the Terran upgrades you can get. I hope you enjoyed reading these series of articles! Check back often to see more Strategy articles written by our team! Comments are always welcome!

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