Bunker
From StarCraft Wiki
- "We can take cover in these bunkers if things get too dicey!"
- ―Mar Sara Colonial Militia marine[src]
| Bunker | |
|---|---|
| |
| Structure | |
| Race | |
| Properties | |
| Hit points |
350 |
| Production | |
| Minerals | |
| Build time |
30 |
| Requires | |
| Hot key |
U |
| Combat | |
| Armor |
1 |
The bunker is a terran defensive structure.
Contents |
[edit] Overview
Bunkers, or "battlefield coffins" as they're sometimes referred to,[1] are able to be built in almost any location, keeping troops safe from enemy fire.[2] As standard equipment for SCV manufacturing processes, all bunkers follow the same low-domed design. Once assembled, they are incredibly difficult to take apart, courtesy of their paristeel[3] or neosteel plating.[4]
The interior of the bunker makes room for four individuals in principle, though this is not the absolute limit. Weapon ports are located on all sides, with ammunition racks above them. The only entry/exit point is a single hatch to the rear.[4]
[edit] Game Unit
[edit] StarCraft
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. If a Bunker is destroyed its occupants emerge unharmed. The bunker's fire cannot 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 especially effective when holding off chokepoints when backed up with missile turrets, goliaths and siege tanks. This makes them very deadly against many zerg units and several terran units though against the protoss, 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 and guardians and occasionally reavers.
In addition, bunkers can provide more damage and receive a lower chance of being hit back when on high ground.
Zerg and protoss units such as Infested Duran cannot enter the bunker.
[edit] StarCraft II
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This article or section contains information about a StarCraft II unit or structure. |
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The content may be significantly out of date as StarCraft II experiences a new build weekly and may change substantially as more information becomes available. Please do not add speculation to this article, and remember to cite a published source for details. |
| Bunker | |
|---|---|
| | |
| Structure | |
| Race | |
| Properties | |
| Hit points |
400[5] |
| Type |
|
| Production | |
| Minerals | |
| Build time |
40[8] |
| Requires | |
| Function | |
| Abilities | |
The bunker in StarCraft II takes up a larger placement area (3x3 instead of 3x2, the same size as the StarCraft II barracks and factory).[10] Their carrying capacity is unchanged.[11] Some units, such as marauders and ghosts take up two slots.[12]
Bunkers now display how many units they have currently "loaded" without needing to select them.[11] In gameplay, bunkers serve well against the zerg in gaining ground.[13]
[edit] Abilities in a Bunker
Infantry units can use abilities from inside a bunker[14] except the SCV's repair ability.[15] When a unit enter the bunker its special abilities becomes available within the bunker commands (load, unload, etc.).[6] In June 2008, units within a bunker could use StimPack, EMP, nuke and Snipe.[16] When medics were in the game, a medic inside a bunker could heal units both within and outside Bunkers, but a medic outside of a bunker could not heal units inside of a bunker.[17]
The nullifier's Null Void ability, when it existed, canceled the abilities of units within a bunker.[17]
Units can be rallied to automatically enter bunkers.[18]
[edit] Bunker Abilities
A bunker can be Salvaged while units are still in it; during this period, the units within can no longer use their abilities.[19]
| Salvage | |||||||
|---|---|---|---|---|---|---|---|
| |||||||
| Notes | |||||||
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"Salvage the structure, removing it and returning 100% of its mineral and gas value. Warning - once salvage is triggered it cannot be cancelled."[20] Salvage enables certain terran structures to be "sold" for their full resource value.[14] This ability takes 5 seconds to use, however.[21] Once activated, stopping the salvaging process is impossible.[22] | |||||||
| Edit | |||||||
[edit] Upgrades
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[edit] Wings of Liberty
In the StarCraft II: Wings of Liberty campaign, there will be a bunker upgrade which will give the bunker a turret.[31]
| Shrike Turret | |
|---|---|
| Structure | |
| Race | |
| Campaign | |
| Base structure |
Bunker |
| Armament |
Mk8 Shrike automated impaler[31] |
| Campaign Cost |
$30,000[24] |
| Combat | |
| Ground attack |
6[31] |
| Attack range |
5[31] |
| Miscellaneous | |
| Notes |
Grants a Servo Servants Mk8 Shrike automated impaler turret to a bunker, which can fire even when the bunker is not garrisoned. It deals 6 damage and has a range of 5.[31] |
[edit] Known Bunkers
[edit] References
|
| Terran Units and Structures of StarCraft/Brood War | ||
|---|---|---|
| Infantry | ||
| Ground vehicles |
Vulture · Goliath · Siege tank | |
| Air units |
Wraith · Dropship · Science vessel · Battlecruiser • Brood War only • Valkyrie | |
| Basic buildings |
Command center (ComSat station · Nuclear silo) · Supply depot · Engineering bay · Barracks · Refinery · Missile turret · Academy · Bunker | |
| Advanced buildings |
Factory (Machine shop) · Armory · Starport (Control tower) · Science facility (Physics lab · Covert ops) | |
| Other | ||
| Terran Units and Structures of StarCraft II | ||
|---|---|---|
| Infantry | ||
| Land Vehicles |
MULE · Hellion · Siege tank · Thor | |
| Air Units |
Viking · Medivac dropship · Banshee · Raven · Battlecruiser | |
| Basic Buildings |
Command center · Refinery · Supply depot · Barracks · Engineering bay | |
| Automated Defenses and Explosives |
Auto-turret · Defensive drone · D-8 charges · Missile turret | |
| Support Buildings |
Orbital command · Planetary fortress · Sensor tower · Bunker | |
| Add-ons | ||
| Advanced Buildings |
Merc compound · Ghost academy · Factory · Armory · Starport · Fusion core | |
| Other | ||
| Campaign-Exclusive Terran Units and Structures of StarCraft II | Infantry | |
| Mercenaries |
(Kel-Morian Mercenaries — Elite marines) · (Devil Dogs — Elite firebats) · (Hammer Securities — Elite marauders) | |
| Land Vehicles |
Cobra · Diamondback tank · Goliath · Transport truck · Vulture | |
| Air Units | ||
| Automated defenses | ||
| Scrapped | Removed Units | |
| Removed Buildings | ||


