StarCraft® II

Marines are the first line of defense for Terran planets in the Koprulu sector. Under the old Confederacy, the majority of Marines were criminals or rebels who had undergone mandatory neural resocialization to ensure their absolute loyalty. This practice has been reportedly scaled back, but it remains common due to insufficient volunteers to serve in the military. The heavy armor worn by Marines is effective against small-arms fire and provides them with full life support and NBC (Nuclear/Biological/Chemical) shielding for operation in deep space and other hostile environments. Marines are armed with C-14 Impaler Gauss Rifles that fire 8mm metal spikes at hypersonic speeds.
Heart of the Swarm Wings of Liberty
Unit Statistics

3D Model

Basic information

Race: Terran
Life: 45
Armor: 0 (3)
Movement: Normal
Cargo Size: 1
Attributes: Light - Biological

Production

Producer: Barracks
Hotkey: A
Cost: 50 -
Supply: 1
Build time: 25

Combat

Upgrades:
Weapon:
Ability:

3D Model

Basic information

Race: Terran
Life: 45
Armor: 0 (3)
Movement: Normal
Cargo Size: 1
Attributes: Light - Biological

Production

Producer: Barracks
Hotkey: A
Cost: 50 -
Supply: 1
Build time: 25

Combat

Upgrades:
Weapon:
Ability:

TECHNICAL SPECIFICATIONS

The “Impaler” is the standard issue rifle of the Dominion Marine Corps in the Koprulu sector. It is a fully automatic weapon capable of firing different types of ammunition such as: solid 8mm spikes, hollow point rounds, depleted uranium slugs (also known as U-238 shells or “hot shots”), and incendiary rounds. Its frame offers some degree of customization, allowing the user to install bayonets, laser sights, or underbarrel grenade launchers—for a high-explosive payload.
The suit, also known as Hardskin, is a staple of Terran forces everywhere, boasting features that enhance the survivability and combat abilities of the wearer. Full life support, compatibility with gravity accelerators, and an emergency lock system are a few of the perks the troops benefit from when out in the field. Easy-to-replace cartridges, conveniently located in the chest area, supply power to the suit’s systems. The extensive array of servos in the suit—while vulnerable to damage—augment the physical traits of the soldier, enhancing their combat prowess.
Since their inception, certain chemical compounds have proven beneficial to the Dominion war effort. Soldier aggression levels, reflexes, and morale increase significantly when these substances are administered into the bloodstream via specialized delivery systems. Stimpack manufacturers meticulously develop and test new batches to prevent issues arising from the formula. These cocktails are lethal in the long run, but their effectiveness is undeniable.
The upper back section of the CMC armor houses a series of tubes which make up the bulk of an efficient liquid cooling system, assisted by a twin set of high-speed turbines. These “afterburners”, as they are commonly known, vent the heat generated by the suit’s power supply, and the temperature buildup in harsh atmospheric conditions. Cold fusion reactors in the field have an operational failure rate below .05%—a proportion so impressive that it’s regularly attributed to divine providence.
0.56 0.29 0.6 0.75 0.31 0.44 0.4 0.31

Field manual

  • Light infantry that can attack both air and ground targets.
  • Well-rounded unit suited for a wide range of combat situations.
  • Cheap to produce but fragile. Strong in numbers and when backed up with different units like Marauders, Hellions, Siege Tanks, Medivacs, etc.
  • Position them on high ground and choke points whenever possible.
  • Can go inside bunkers for protection and a range increase.
  • Vulnerable to splash damage from Colossi, Psi Storm, Siege Tanks, etc.

Tech Lab Upgrades

  • Combat Shield: Marines gain +10 hit points.
  • Stimpacks: Combat stimulants that increase movement and attack speed at the expense of health.

Countermeasures

Terran VS
  • Place bunkers in key places to stop enemy Marines.
  • Hellions are good against Marines.
  • Build a few Tanks and use Siege Mode.
Zerg VS
  • Get Roaches; they are quite hardy and decimate Marines.
  • Research Metabolic Boost and surround them in the open with a large group of Zerglings.
  • Use other units to draw their fire and send Banelings in from different directions.
  • Ultralisks are an excellent counter, as are Brood Lords using terrain to their advantage.
Protoss VS
  • Attack with a large group of Zealots. Try to surround the Marines. Charge is very useful.
  • Build a few Sentries. Use Guardian Shield to protect your warriors, and Force Field to separate enemy troops or block their escape route.
  • The Colossus can be devastating against Marines, as can the High Templar’s Psionic Storm ability.

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