Below are all Terran unit portrait animations and sounds. Click on the unit's portrait to toggle between idle and talk animations and to reveal the sounds. Click directly on the sound name to play the sound in your browser. Click the download icon to access or download the individual WAV file directly.

All unit descriptions taken from the StarCraft Wiki.

Terran Advisor

The Terran player receives instructions and warnings from the Advisor.


The civilian unit was not trainable in campaign but was used to depict various non-combatant units. In some missions civilians were relabeled and given plot-driven tasks to complete, such as piloting battlecruisers.

This unit's animation is used for both idle and talk.


The T-280 space construction vehicle (or SCV) is the terran worker unit. SCVs count as a biological and mechanical unit; they can be healed by medics and other SCVs, but are also vulnerable to a wider range of abilities.


Marines compose the bulk of most terran front-line forces, ranging from officially government-sanctioned units and local militias to renegades and mercenaries. Koprulu Sector marines are generally equipped with powered armor suits and rapid-fire C-14 rifles. The suit provides full life-support and NBC protection, allowing marines to deploy into environments that would otherwise be inimical to human life.

Despite such material investment into each marine, they tend to have extremely short combat lives. To improve their effectiveness and odds of survival, many marines make heavy use of stimpacks.


Firebats are "armored assault troopers". Firebats are often attached to provide support for marine squads. They are typically armed with dual arm-mounted flame throwers and wear heat-resistant fireproof armor similar to those used by marines, although heavier.


Marines and firebats may make more liberal use of stimpacks when supported by medics; the increased firepower may be sustained so long as the medics have energy remaining to heal. Medics may also heal protoss and zerg biological units.


Ghosts are feared terran covert operatives. They are known for their skill, psionic powers and ability to cloak.

The ghost is a support unit. Its attack and vitality are unremarkable for its cost. Its weapon deals concussive damage, which makes it ineffective against large units (e.g siege tanks and ultralisks) unless massed, which is usually unfeasible due to its high tech position, cost and build time. Ghosts are a poor choice for large-scale combat due to their expensive cost and fragility to many attacks and spells such as spawn broodling, psionic storm and irradiation. Ghosts are also fairly slow which leaves them vulnerable to units like vultures and mutalisks. Defensively, dark templar make good counters against ghosts, especially when they attempt to use the nuclear missile ability.



Vultures are ideal for scouting and dealing with small-sized ground units such as zerglings, zealots, marines and firebats. Given that vultures are not very durable, they are most effective when using hit-and-run attacks to harass the enemy and are not recommended for large scale attacks. Vultures are also effective hunters against units such as high templar, defilers and other ground-based spellcaster units and can get rid an expansion base's workers in little time.

Of interest is the single frame "biker" GIF, which is not used in the game.

Spider Mine

A spider mine burrows into the ground when deployed. When a target enters the range of its motion sensors, it digs itself out and scurries above ground to the target and detonates. Groups of mines can share sensor data making it difficult to traverse a spider mine field undetected. Spider mines are deployed by Vultures, which can carry up to three.

This unit is not directly selectable and has no sounds associated with it.

Siege Tank

The dual-mode siege tank concept was a response to the Guild Wars and the goliath. Prior to the war, work had progressed on a static "final defense" cannon. However, the conflict demonstrated the need for mobility and as a result an effort was made to make the cannon more mobile. The solution was creative. An existing tank design was modified so that it could operate as a conventional tank in addition to being able to deploy the cannon and become a static artillery emplacement at will.


Goliaths are best suited for the anti-air role, especially against large-sized air units. In StarCraft: Brood War, Charon Boosters allows it to outrange even guardians. The goliath's ground attack is less impressive for its cost; compared to two or three marines that deal more damage, the goliath trades firepower for staying power. Goliaths are large, but only take up two slots in a dropship or other transport vessel. It is also suitable for medium ground support with marines and firebats against larger units. Goliaths with Charon Boosters can be used as mobile missile turrets in bases.


The Wraith is best against large-sized air targets. With the Apollo Reactor a Wraith can remain cloaked for over 3.5 minutes.

The ground attack and cloak make Wraiths useful for harassing the workers of poorly defended expansions. They're also useful for picking out lone units scouting before the opposition can react. Wraiths, however, have a weak ground attack, are fairly fragile against most units, and easily damaged. While this is compensated with the cloaking ability, Wraiths are not very massable due to their cost.


Dropships are too slow to outrun aerial hunters like mutalisks, scouts, and wraiths. If destroyed any units being carried are lost as well. While it has 8 slots like the shuttle and evolved overlord, the power of stimpacked infantry means a dropship can carry substantial firepower. Compared to its zerg and protoss counterparts (overlord and shuttle), the dropship has a faster speed than the overlord despite having a poor acceleration and is less fragile than the shuttle but slower.

A fleet of dropships is often used to offload units directly on top of or near an enemy base. These "drops" are a key strategy for many terran players.

Science Vessel

The science vessel is a terran mobile detector. Like most other spell casters, science vessels have no direct form of attack. Air units such as scourge, wraiths or scouts are ideal for dealing with the slower science vessel.


The Valkyrie first appeared in the Koprulu Sector as part of the United Earth Directorate pacification force at the beginning of the Brood War. Equipped for both atmospheric and space flight, a Valkyrie can take substantial punishment from enemy fire before suffering any core systems failures.

Valkyries are equipped for ship-to-ship combat. To this end, they employ H.A.L.O. (short for High Altitude Long Operating) cluster rockets, firing the missiles in volleys of multiple projectiles, impacting with a large area of effect. The dispersal radius of its targeting system is designed to achieve maximum damage to not only its intended target, but also adjacent targets within the blast area.


The terran Behemoth-class battlecruiser has a staggering 500 hit points; no other standard game unit tops this margin. This makes the battlecruiser the only non-hero unit in the game able to withstand a nuclear strike, which do 500 damage thus allowing the battlecruiser to survive with minimal HP. Their laser batteries can inflict 25 base points of normal damage to air or ground targets. The battlecruiser's attack kills zerg scourge with one shot, and in groups they can shoot down flocks of scourge with minimal damage. In large groups, battlecruisers can quickly decimate enemy troops even in inferior numbers, and are a force to be reckoned with. However, they are very expensive and slow to build, and are only potent in groups. Alone, battlecruisers are easily destroyed.

Jim Raynor

James Eugene "Jim" Raynor is a former terran marshal turned rebel, who has became one of the major figures in the Koprulu Sector through his work to bring down the Confederacy and, later, in the struggle against the Confederacy's successor, the Dominion. Raynor is one of the few terrans to engage in a long-term alliance with the protoss.

Jim Raynor (Vulture)

Jim Raynor was periodically depicted piloting a Vulture, and shared the same unit portrait. The audibie quotes, however, feature the sound of the Vulture's engine in the background.

Sarah Kerrigan

Kerrigan was designated Ghost No. 24601 (often simply Ghost No. 24) following the successful completion of training. As a Confederate agent she would go on to assasinate many of the Confederacy's enemies…

Samir Duran

Duran claimed to have served in Alpha Squadron before Arcturus Mengsk brought down the Terran Confederacy. Duran, sensing a shift in the power structure, assumed command of a small commando squad called the Confederate Resistance Forces that was dedicated to striking at Mengsk and his new Terran Dominion.

When the United Earth Directorate launched its first attack against the Dominion on Braxis, Duran monitored the attack before offering his services to Vice Admiral Alexei Stukov. Stukov accepted, but only because both men had the same enemy. Even though Duran had the potential to be a valuable asset, Stukov was nonetheless suspicious. This was not a deal that Admiral Gerard DuGalle approved at first glance, because in his eyes Duran was merely a "turncoat" to the Dominion.

Gerard DuGalle

Admiral Gerard DuGalle was a human from Earth and a highly decorated Admiral in the United Earth Directorate.

DuGalle, aged 64, was a lifelong friend of Alexei Stukov. He was married to a woman named Helena, with whom he had children.

  • I currently have no sounds for this unit.

Alexei Stukov

Alexei Stukov was a vice admiral in the United Earth Directorate (UED) and was murdered in tragic circumstances, then mysteriously revived as an infested terran by the zerg to make use of him for their own deeds. He was later rescued by Jim Raynor and the protoss, who used a nanotech serum to turn him back to normal. Stukov was given to the Möebius Foundation so they could research the protoss cure, but as it slowly failed, they experimented on him, resulting in his being re-infested. Stukov eventually escaped from the facility and contacted Sarah Kerrigan, seeking revenge against Dr. Emil Narud who was responsible for his transformation. After the defeat of Narud, Stukov joined the Zerg Swarm and served as one of Kerrigan's commanders.

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Edmund Duke (Norad II Battlecruiser)

General Edmund Duke was the Terran Confederacy general in charge of Alpha Squadron. Duke was 53 years old when warfare with the zerg broke out. Somewhat gung-ho, he despised all non-humans on general principle and was prejudiced against Fringe Worlders. Broad shouldered and radiating authority, Duke possessed an impressive physique, though gave some people the impression of a shaved gorilla.

The Norad II, the flagship battlecruiser of Alpha Squadron, had enhanced weapons systems compared to most other battlecruisers. It was also defensively superior to standard Behemoth-class battlecruisers.

Edmund Duke (Siege Tank)

There exists audio quotes from General Duke in a siege tank, although it does not make an appearance in the game. It would have happened in the unused mission "Biting the Bullet". More info about this mission can be found at The Cutting Room Floor's StarCraft page.

Arcturus Mengsk

Arcturus Mengsk was a terran from Korhal IV. He led the Sons of Korhal and orchestrated the downfall of the Terran Confederacy during the Great War. Mengsk ruled the Terran Dominion, the Confederacy's successor, as Emperor Arcturus Mengsk I.

  • I currently have no sounds for this unit.