StimPack
From StarCraft Wiki
The Stim Pack is an in-field chemical delivery system filled with a variety of stimulants. These devices are featured as part of the CMC-200, CMC-400, and later-model CMC-660 combat suits. They are widely used by marines and firebats.[1]
Although the Stim Pack is built into these armors, smaller, portable Stim Packs exist. These Stim Packs can be applied directly to the neck and are compatible with CMC-200 combat suits.[2]
[edit] Game Upgrade: Stim Pack Tech
| “ |
These inbuilt chemical delivery systems dose marines with a powerful mix of synthetic adrenaline, endorphins, and a psychotropic aggression enhancer. Marines on stims benefit from greatly increased speed and reflexes, but are subject to long-term side effects including and not limited to insomnia, weight loss, mania/hypomania, seizures, paranoiac hallucinations, internal hemorrhaging, and cerebral deterioration. Nonetheless, both commanders and the marines themselves stand by the use of stims as essential to their continued survival and effectiveness on the battlefield.[3] | ” |
|
| ||||||||||||||||
| Notes | |||||||||||||||||
|
Marines and firebats double their rate of fire and increase their movement rate for a limited period of time. | |||||||||||||||||
When activated, the Stim Pack provides the user with greatly increased speed and reflexes; this decreases a marine's cooldown to 7.5 and the firebat's to 11 (doubling their rate of fire). Some tissue damage may result, represented as 10 hit points of damage.
Stim Packs are not a permanent effect. They last for a few seconds, then the marine or firebat reverts back to its normal state. Therefore, only use Stim Pack when you are already fighting the enemy, or are about to be attacked. Activating multiple Stim Packs on the same unit at the same time does not give any added benefit. If a unit has so few hit points that using the ability will kill them, it does not activate for that unit.
Multiple marines and firebats (and heroic or NPC units with the Stim Pack ability) can use the StimPack ability at the same time.
A common tactic prompted by the Stim Pack is the "Marines and Medics" strategy, the marines (and firebats) using Stim Packs with the medics quickly restoring the lost HP.
Heroic and NPC units with the Stim Pack ability only ever lose 10 hit points when they use the ability.
[edit] StarCraft II
| StimPack | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |||||||||||||||||||
|
| ||||||||||||||||||
| Notes | |||||||||||||||||||
|
Enables affected infantry to attack and move more quickly by 50%.[10] | |||||||||||||||||||
| Edit | |||||||||||||||||||
Stim Packs in StarCraft II can be used by marines, marauders,[11] and reapers[12] in multiplayer.
[edit] References
|

