![]() Increases mine blast and trigger radiuses by 33%. Hellions deal an additional +10 damage to light armor. Reapers eject smaller payloads in a radius for increased damage.ĭoubles the width of the Hellion's flame attack. Reapers gain +1 range and deal an additional +3 damage to light armor.Īnti-personnel charge with large blast radius. Marauder attack slows all units in target area. Medics heal 25% faster using 33% less energy per heal. Medics no longer require the Tech Lab add-on. Marine takes 10 damage then moves and fires 50% faster for 15 seconds. Unlocks the Scanner Sweep and Calldown: MULE abilities on the Command Center. Multiple SCVs can simultaneously construct the same structure, greatly increasing build speed at no extra cost.Īll structure fires are automatically put out and all structures automatically repair themselves to 50% life. The Missile Turret unleashes an additional volley of projectiles with each attack. Increases the number of Bunker slots by 2. Increases the range of all units in the Bunker by 1. If not, the credits are probably best spent elsewhere.ĭestroyed Thors can be rebuilt in the field for a fraction of the cost. If you decide to use them, then both upgrades are recommended, as the Juggernaut Plating (with Medic support) will make them very durable and Incinerator Gauntlets will allow them to be a little more than meatshields. Despite this, they are particularly helpful in a few select missions, e.g., Belly of the Beast or Piercing the Shroud (if they are chosen as reinforcement). They tend to fare well as early defensive "tanking" units in front of bunkers with Medics (or before bunkers and other defenses can be set up) when enemy attacks are not that strong. Notes: There aren't many missions where you will find yourself needing Firebats or wanting to include them in with your Marine/Medic/Marauder army as they're difficult to micro alongside the other units which are all ranged, and most of the time, they will get stuck behind other units or die easily against heavy units.
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