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.
During the Guild Wars, a few firebats wore experimental CMC-230 XF armor, equipped with jet-packs. The armor had reliability issues, however, and so was quickly phased out.
As with marines, many firebats are recruited or conscripted from "culturally challenged" persons. Such individuals undergo "neural resocialization" and receive aggression inhibitor implants as part of their training. Firebats are almost exclusively composed of resocialized criminals and psychotic pyromaniacs. Still, volunteers are not unheard of: in the Confederate Marine Corps, an individual had to have a PEB (Preferred Experience Base) of at least three months combat experience to become a firebat.
The firebat's attack is optimized against groups of small-sized units, as it deals concussivesplash damage. Firebats are most useful in the early game, as all of the base units for the three races are small. Supported by medics, firebats can stand up to zealots despite the large difference in health between them. With stims and medics, firebats can easily defeat swarms of zerglings. Unlike marines, firebats cannot attack air targets.
The firebat's attack is ranged, but it still works under the defiler's Dark Swarm. The attack also deals full damage against protossshields, regardless of the size of the unit.
This article or section contains information about StarCraft: Ghost, which has been declared non-canon. Elements may be taken as 'flavor lore' however. The content may be significantly out of date. Please do not add speculation to this article, and remember to cite a published source for details.
In StarCraft: Ghost multiplayer, the firebat was equipped with flamethrowers. In addition, it launched laser-guided or manually guided napalm rockets. The rockets had greater range than the flamethrowers.
When compared to the hellion, the firebat is tougher when given Juggernaut Plating (especially against zerglings and zealots), has a faster rate of fire, can load into bunkers, and can be paired with medics or medivac dropships, making it better defensively and giving it more staying power. The hellion, however, is slightly cheaper (does not cost any gas), far faster, has more range and deals more damage per shot (against light units), making it more powerful offensively. The two also have different armor properties, giving them different counters. Overall, the firebat is considered to be more useful than the hellion in the campaign due to its medic/medivac pairings, along with the campaign being a setting where speed is less critical.
The upgraded gauntlet channels the flamer's fuel through multiple ports rather than the single port of the previous generation, resulting in a much wider flame without any loss of intensity, allowing your firebats to hold enemies at bay with a literal wall of fire.
Incinerator Gauntlets was previously known as Bearclaw Nozzles.
Juggernaut Plating strengthens the firebat's natural weak spots and thickens the helmet and chest pieces. This upgrade allows firebats to shrug off the attacks of other infantry units and soak up incredible amounts of damage from smart-arms fire.
Attack upgrades improve attack cooldown of affected units by 5% per level.
These self-replicating ultra capacitors reduce the reload time of weapons and systems. Now each of the weapon upgrades at the armory and engineering bay increases attack speed by 5% in addition to increasing damage.
Armor upgrades increase health of affected units by 5% per level.
We have created a new lightweight alloy called vanadium. Vanadium diffuses weapon impacts much more efficiently than traditional armor plating, and it better preserves the life of our units. Now each of the armor upgrades in the armory and engineering bay increases unit life by 5% in addition to increasing armor.