Terran ability analysis (Starcraft I) examines the overall effect of unit abilities outside standard attacks and movement.
Unit abilities[]
Repair
- User: SCV
- Cost: Minerals and Vespene Gas (variable)
- Effect: restores HPs to units and buildings
- Limits:
- only affects Terran mechanical units and buildings
- can not repair units and buildings of other races
- Type: Buff
- User: Marine and Firebat
- Cost: 10 HP
- Effect: increases unit movement and firing rate
- Limits:
- effect is temporary
- can not activate if unit has 10 HPs or less
- Type: Buff
Cloak/Decloak
- User: Ghost and Wraith
- Cost: Energy
- Effect: unit becomes invisible and cannot be attacked
- Limits:
- ability slowly drains energy per second
- unit can be attacked if seen by detectors
- Type: Defense
Lockdown
- User: Ghost
- Cost: Energy
- Effect: target mechanical unit becomes immobilized
- Limits:
- affect is temporary (60 seconds)
- does not affect biological units
- Type: Debuff
Nuclear Strike
- User: Ghost
- Cost: nuclear missile armed in silo
- Effect: target receives 500 HP damage or 2/3 damage (whichever is greater)
- Limits:
- nuke must be constructed and armed in a silo
- caster must wait for nuke to launch and hit
- caster may get damaged unless upgraded ocular implants
- a warning siren alarms everyone once nuke has been launched
- Type: Offensive
Heal
- User: Medic
- Cost: Energy
- Effect: restores HPs to units
- Limits:
- only affects friendly biological units
- can not heal friendly zerg buildings
- Type: Buff
Restoration
- User: Medic
- Cost: Energy
- Effect: removes negative buffs from target
- Limits:
- more costly than heal
- only one target at a time
- does not affect Stasis Field
- Type: Buff
Optic Flare
- User: Medic
- Cost: Energy
- Effect: reduces target sight to 1 matrix
- Limits:
- only one target at a time
- Type: Debuff
Deploy Spider Mine
- User: Vulture
- Cost: None
- Effect: releases a spider mine to target area. Spider mine waits until an enemy ground unit is detected before unburrowing and detonating with 125 explosive damage
- Limits:
- only 3 mines per vulture
- mines can not attack unless enemy unit is close enough
- mines can not attack enemy air units
- Type: Offensive
Siege Mode/Tank Mode
- User: Siege Tank
- Cost: None
- Effect: shifts unit between mobile vehicle to stationary artillery, increasing attack from 30 to 70
- Limits:
- unit can not move in Siege Mode
- unit can not attack units that are too close
- explosive splash damage may cause friendly fire
- Type: Conversion
Defensive Matrix
- User: Science vessel
- Cost: Energy
- Effect: casts a 250 HP shield on target unit
- Limits:
- shield does not regenerate
- shield lasts for 60 seconds
- can not target friendly buildings
- Type: Defensive (it is in the name)
EMP Shockwave
- User: Science Vessel
- Cost: Energy
- Effect: drains energy and shields from anything in blast radius to zero
- Limits:
- does not permanently drain energy and shields
- Type: Debuff
Irradiate
- User: Science Vessel
- Cost: Energy
- Effect: slowly deals 250 damage to biological unit
- Limits:
- does not affect mechanical nor robotic units
- does not affect buildings
- lasts for 30 seconds
- only one target at a time
- Type: Offensive
Yamato Cannon
- User: Battlecruiser
- Cost: Energy
- Effect: deals 260 points of explosive damage to target ground/air unit/building
- Limits:
- large energy cost (150)
- long time to recharge enough energy
- Type: Offensive
Building abilities[]
Scanner Sweep
- User: ComSat Station
- Cost: Energy
- Effect: reveals target area and hidden units within it
- Limits:
- last for 15 seconds
- Type: Debuff
Enter Bunker
- User: Bunker
- Cost: Minerals to build and maintain building
- Effect: prevents units within from taking damage from attacks or other abilities
- Limits:
- can only store up to 4 light infantry units
- once building is destroyed, units can be attacked
- units inside can not activate or be affected by their own abilities
- Type: Defensive
For more detailed information see Terran Special abilities on battle.net