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Bunker

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"We can take cover in these bunkers if things get too dicey!"
Bunker SC2 Rend2
A pair of bunkers, from the left a normal bunker and a bunker with Neosteel Frame.
HawkiAdded by Hawki

The bunker is a terran defensive structure.

OverviewEdit

Bunker SC1 CineAscension1
A line of bunkers
MecoAdded by Meco

Bunkers, sometimes referred to as "battlefield coffins",[1] are low-domed structures that may be constructed with paristeel[2] or neosteel[3] plating. They may be built almost anywhere[4] using manufacturing processes which are standard for SCVs. Once erected the armor plating makes them very difficult to take apart.[2]

The bunker typically accommodates, but is not limited to, four individuals. Weapon ports are located on all sides, with ammunition racks above them. Entry and exit is through a single hatch to the rear.[3]

Wolfe Industries sold an improved bunker firing port with a magnetic rail during the Second Great War; the rail increased the muzzle speed of fired projctiles.[5] Raynor's Raiders also developed upgrades during the war. The Shrike turret added an automated gun on the roof and was based on the zerg spore crawler. Another upgrade added an armored carapace to the exterior and was based on the ultralisk.[6]

Game StructureEdit

StarCraftEdit

Bunker
Bunker SC1 Game1
Structure
Race

Terran

Role

Infantry support structure

Transport
capacity

4

Production
Minerals

100 Minerals Terran SC1

Build time

30 Time SC2 Game1

Produced from

SCV

Requires

Barracks

Hotkey

U

Protection
Hit points

350

Armor

1

The bunker may garrison any four terran infantry units. While inside units may not be harmed by enemy fire although they are still affected by any affects they had prior to entering. Units with ranged attacks may fire out with +2 added to their range. Units may not activate any abilities while inside, although stimmed marines and firebats will still enjoy the benefits of stimpacks if they used the ability right before entering a bunker. If a bunker is destroyed its occupants emerge unharmed. The bunker's fire can not be directed by the player.

While adept at dealing with en masse attacks of weak units, the bunker is vulnerable against heavy ones. Bunkers are effective holding off chokepoints when backed by missile turrets, goliaths and siege tanks. This makes them very deadly against many zerg units and several terran units, but against the protoss, they do little to prevent a large-scale attack from zealots and dragoons, which can take far more punishment compared to most basic ground units. In addition, the bunker's range is outclassed by siege tanks, guardians and occasionally reavers.

In addition, bunkers can provide more damage and receive a lower chance of being hit back when on high ground.

Protoss and zerg units such as Infested Duran cannot enter the bunker. Only SCVs, marines, firebats, ghosts, medics, civilians and non-infested hero versions of those terran infantry units may enter.

StarCraft IIEdit

Bunker
Bunker SC2 Rend1
Structure
Race

Terran

Role

Infantry support structure

Armament

Shrike turret (WoL campaign only)

Properties
Transport
capacity

4 (6 with Neosteel Frame) NeosteelFrame SC2 Game1

Sight range

10

Production
Minerals

100 Minerals Terran SC1

Build time

40 Time SC2 Game1

Produced from

SCV

Requires

Barracks

Protection
Hit points

400 (+150 with Fortified Bunker) (WoL campaign only)

Armor

1 (+2 with Building Armor) BuildingArmor SC2 Game1

Type
Armor type

Armored

Shrike turret (WoL campaign only)
Damage

6

Targets
  • Ground
Cooldown

0.86

Range

6

Function
Abilities

Salvage

Meta
Target
priority

19

Kill score

150

Production
score

50

The bunker in StarCraft II has a similar function as in StarCraft.

Bunkers now display how many units they have currently "loaded" without needing to select them. Some units, such as firebats, marauders or ghosts, take up two slots.

Units within bunkers gain +1 range.

Units can be rallied to automatically enter bunkers.

In gameplay, bunkers serve well against the zerg in gaining ground.[7]

Abilities in a BunkerEdit

Marines and marauders in a bunker can use their stimpacks. Stimpack becomes available within the bunker commands (load, unload, etc.). Bunkered medics may heal units in the same bunker.

Ghost abilities are not available.

Bunker AbilitiesEdit

Salvage
Usage
Activation/
Build Time

5 Time SC2 Game1

Hotkey

V

Notes

Removes the structure and returns 75% of the structure's mineral and vespene gas cost. The process may not be aborted once started. A bunker cannot be salvaged while units are still in it.

Edit

UpgradesEdit

NeosteelFrame SC2 Game1 Neosteel Frame
Campaign

Wings of Liberty (Zero Hour)

Cost

$50,000

Researched at

Engineering bay

Hotkey

N

Properties
Minerals

100 Minerals Terran SC1

Gas

100 Gas Terran SC1

Research time

110 Time SC2 Game1

Notes
Edit
Bunker SC2 Game1
Bunker with Neosteel Frame upgrade
BuildingArmor SC2 Game1 Building Armor
Researched at

Engineering bay

Hotkey

B

Properties
Minerals

150 Minerals Terran SC1

Gas

150 Gas Terran SC1

Research time

140 Time SC2 Game1

Notes
Edit

Wings of LibertyEdit

SC2 Lab FortBunker Icon Fortified Bunker
Campaign

Wings of Liberty

Cost

5 zerg research points

Researched at

Hyperion laboratory

Notes

Adds 150 HP to bunkers. May not be researched if "Shrike turret" is researched. This improved bunker design, inspired by the ultralisk exoskeleton, attaches a hardened carapace to the top of the bunker. This carapace dramatically increases the amount of punishment that a bunker can absorb.[6]

Edit
SC2 Lab Shrike Turret Icon Shrike Turret
Campaign

Wings of Liberty

Cost

5 zerg research points

Researched at

Hyperion laboratory

Notes

Adds an automated turret to bunkers. May not be researched if "fortified bunker" is researched. The design is based on the spore crawler.[6]

Edit
Projectile Accelerator
Campaign

Wings of Liberty

Cost

$40,000

Researched at

Hyperion armory

Notes

Bunker units gain +1 range.

Wolfe Industries has developed a bunker port that houses a magnetic rail. This device dramatically accelerates all projectiles coming out of the port, increasing the range of all weapons fired from the bunker.[8]

Edit
FireSuppression SC2 DevGame1 Fire Suppression System
Campaign

Wings of Liberty

Cost

$90,000

Researched at

Hyperion armory

Notes

All structures repair themselves to 50% life. All structure fires are automatically put out.

This all-in-one safety system automatically dispatches robotic drones to put out any fires and perform basic repairs on damaged structures. Although these drones are effective at doing basic repairs, they do not have a strong enough AI to perform the more delicate repairs needed to restore a structure past 50% structural integrity.[8]

Edit

DevelopmentEdit

Main article: Bunker/Development

Known BunkersEdit

ReferencesEdit

  1. Metzen, Chris & Samuel Moore (March 29, 1999). "StarCraft: Revelations." Amazing Stories 596 (Spring): 20-27.
  2. 2.0 2.1 Metzen, Chris & Samuel Moore (March 29, 1999). "StarCraft: Revelations." Amazing Stories 596 (Spring): 20-27.
  3. 3.0 3.1 Hickman, Tracy (May 21, 2002). StarCraft: Speed of Darkness. Simon & Schuster (Pocket Star). ISBN 0-671-04150-9.
  4. Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
  5. Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Armory units (in English). 2010.
  6. 6.0 6.1 6.2 Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Zerg research (in English). 2010.
  7. 2009-06-29, Jonathan Ross, Destructoid interview: StarCraft II's Dustin Browder. Destructoid. Accessed on 2009-07-29
  8. 8.0 8.1 Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Armory upgrades (in English). 2010.


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