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* NecessaryDrawback: The killzone mechanic from a balance perspective as simply allowing the ship to attack ground targets would make their weaponry way too powerful and even obsolete Siege Tanks. Same thing with allowing them to even attack structures because their DPS is colossal, and buildings can not dodge out of the killzone.


* TheTease: Towards the player, albeit to a much lesser extent than the Medic, and with {{Tsundere}} undertones.
-->'''Valkyrie:''' [Mixed] This is ''very'' interesting... but stupid.\\
'''Valkyrie:''' [Tsun-Tsun] You're being very naughty!/Who's your mommy?\\
'''Valkyrie:''' [Dere-Dere] I am eager to help!/Don't keep me waiting!

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* TheTease: Towards the player, albeit to a much lesser extent than the Medic, and with {{Tsundere}} undertones.
-->'''Valkyrie:''' [Mixed] This is ''very'' interesting... but stupid.\\
'''Valkyrie:''' [Tsun-Tsun] You're being very naughty!/Who's your mommy?\\
'''Valkyrie:''' [Dere-Dere] I am eager to help!/Don't keep me waiting!
Medic.


** Numbers: Balanced. Terrans have lesser numbers than Zerg but more than Protoss. To use base units as a key example, Marines cost 50 minerals apiece, take up one supply, and have 40 HP (compare with Zerglings and Zealots). {{Subverted}} in Terran mechanical-focused strategies where they fight in similar numbers to the Protoss with slower but more devastating firepower using [[SiegeEngines Siege Tanks]] supported by anti-personnele scout vehicles or some forms combat walkers with anti-air support, and support craft from the Starport to further round out their capabilities.

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** Numbers: Balanced. Terrans have lesser numbers than Zerg but more than Protoss. To use base units as a key example, Marines cost 50 minerals apiece, take up one supply, and have 40 HP (compare with Zerglings and Zealots). {{Subverted}} in Terran mechanical-focused strategies where they fight in similar numbers to the Protoss with slower but more devastating firepower using [[SiegeEngines Siege Tanks]] supported by anti-personnele scout vehicles or some forms of combat walkers with anti-air support, and plus support craft from the Starport to further round out their capabilities.

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* SpiritualSuccessor: They're an evolution of the Spider Mine, only they're now a unit unto themselves and can be reusued as long as they survive their first fight. As a bonus, they can now attack air too.


** Numbers: Balanced. Terrans have lesser numbers than Zerg but more than Protoss. To use base units as a key example, Marines cost 50 minerals apiece, take up one supply, and have 40 HP (compare with Zerglings and Zealots). {{Subverted}} in Terran mechanical-focused strategies where they fight in similar numbers to the Protoss with slower but more devastating firepower using [[SiegeEngines Siege Tanks]] supported by anti-personnele scout vehicles or some forms combat walkers with anti-air support, with support craft from the Starport to further round out their capabilities.

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** Numbers: Balanced. Terrans have lesser numbers than Zerg but more than Protoss. To use base units as a key example, Marines cost 50 minerals apiece, take up one supply, and have 40 HP (compare with Zerglings and Zealots). {{Subverted}} in Terran mechanical-focused strategies where they fight in similar numbers to the Protoss with slower but more devastating firepower using [[SiegeEngines Siege Tanks]] supported by anti-personnele scout vehicles or some forms combat walkers with anti-air support, with and support craft from the Starport to further round out their capabilities.


** Numbers: Balanced. Terrans have lesser numbers than Zerg but more than Protoss. To use base units as a key example, Marines cost 50 minerals apiece, take up one supply, and have 40 HP (compare with Zerglings and Zealots). {{Subverted}} in Terran mechanical-focused strategies where they fight in similar numbers to the Protoss with slower but more devastating firepower using Siege Tanks supported by anti-personnele scout vehicles or some forms combat walkers with anti-air support, with support craft from the Starport to further round out their capabilities.

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** Numbers: Balanced. Terrans have lesser numbers than Zerg but more than Protoss. To use base units as a key example, Marines cost 50 minerals apiece, take up one supply, and have 40 HP (compare with Zerglings and Zealots). {{Subverted}} in Terran mechanical-focused strategies where they fight in similar numbers to the Protoss with slower but more devastating firepower using [[SiegeEngines Siege Tanks Tanks]] supported by anti-personnele scout vehicles or some forms combat walkers with anti-air support, with support craft from the Starport to further round out their capabilities.


** Numbers: Balanced. Terrans have lesser numbers than Zerg but more than Protoss. To use base units as a key example, Marines cost 50 minerals apiece, take up one supply, and have 40 HP (compare with Zerglings and Zealots). {{Subverted}} in Terran mechanical-focused strategies where they fight in similar numbers to the Protoss with slower but more devastating firepower using Siege Tanks supported by anti-personnele scout vehicles or some forms combat walkers with anti-air support.

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** Numbers: Balanced. Terrans have lesser numbers than Zerg but more than Protoss. To use base units as a key example, Marines cost 50 minerals apiece, take up one supply, and have 40 HP (compare with Zerglings and Zealots). {{Subverted}} in Terran mechanical-focused strategies where they fight in similar numbers to the Protoss with slower but more devastating firepower using Siege Tanks supported by anti-personnele scout vehicles or some forms combat walkers with anti-air support.support, with support craft from the Starport to further round out their capabilities.


** Numbers: Balanced. Terrans have lesser numbers than Zerg but more than Protoss. To use base units as a key example, Marines cost 50 minerals apiece, take up one supply, and have 40 HP (compare with Zerglings and Zealots).

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** Numbers: Balanced. Terrans have lesser numbers than Zerg but more than Protoss. To use base units as a key example, Marines cost 50 minerals apiece, take up one supply, and have 40 HP (compare with Zerglings and Zealots). {{Subverted}} in Terran mechanical-focused strategies where they fight in similar numbers to the Protoss with slower but more devastating firepower using Siege Tanks supported by anti-personnele scout vehicles or some forms combat walkers with anti-air support.


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* InformedAttribute: In story, the Protoss and Zerg are not shy about noting the Terrans' inferriority in technical advancement and genetic perfection respectively, but in gameplay Terran military is very capable of giving either race a run for their money.


* ViolationOfCommonSense: Liberators are not allowed to fire their cannon upon buildings. There is no story explanation for why this is so. This isn't a new balance mechanic however. Spider Mines were never allowed to attack buildings, nor were some spells (you may not Irradiate Zerg structures).

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* ViolationOfCommonSense: Liberators are not allowed to fire their cannon upon buildings. There is no story explanation for why this is so.so, aside from their function being to "liberate" an area of ground. This isn't a new balance mechanic however. Spider Mines were never allowed to attack buildings, nor were some spells (you may not Irradiate Zerg structures).


* LongRangeFighter: in terms of gameplay, this is one of the Terrans' {{Hat}}s. While the Tempest took from them the title of "Longest-ranged attack in the game," for most of the franchise's existence it belonged to the Siege Tank; and the Terrans ''overall'' have the largest preponderance of ranged attackers in the game; in fact, they're the only race to have a unit with an ArbitraryMinimumRadius!

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* LongRangeFighter: in terms of gameplay, this is one of the Terrans' {{Hat}}s. hats. While the Tempest took from them the title of "Longest-ranged attack in the game," for most of the franchise's existence it belonged to the Siege Tank; and the Terrans ''overall'' have the largest preponderance of ranged attackers in the game; in fact, they're the only race to have a unit with an ArbitraryMinimumRadius!ArbitraryMinimumRange!


* ThemeNaming: Their cloaking units are all named after legendary spirits -- Ghost, Spectre, Wraith, Banshee. The exception is the Liberator, who can be equipped with cloaking in the ''Covert Ops'' campaign, but this is an optional add-on for it.

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* ThemeNaming: Their cloaking units are all named after legendary supernatural spirits -- Ghost, Spectre, Wraith, and Banshee. The exception is the Liberator, who can be equipped with cloaking in the ''Covert Ops'' campaign, but this is an optional add-on for it.



* DodgeTheBullet: According to ExpandedUniverse materials (Starcraft Ghost: Spectres to be exact), they are capable of pulling this off. This may be the reason why in the second game they have twice the hit points of a marine while using lighter armour.

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* DodgeTheBullet: According to ExpandedUniverse materials (Starcraft (''Starcraft Ghost: Spectres Spectres'' to be exact), they are capable of pulling this off. This may be the reason why in the second game they have twice the hit points of a marine while using lighter armour.


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* {{Foil}}: To the Ghost, naturally. They occupy the same position on the tech tree, and are both cloaked operatives that can call down nuclear strikes. But Ghosts have a damage bonus against Light units, while Spectres have a bonus against Armored, and the Ghost's Snipe casts quickly and for low energy to do mediocre damage, while the Spectre's Psionic Lash requires a lot of energy and takes a few seconds to charge up but does heavy damage. While the Ghost lacks its EMP Round ability in the campaign, the Spectre's Ultra Sonic Pulse acts as a parallel to it, being an ability to disable enemies in an area of effect.


* AwesomeButImpractical: In the first game, they're at the very top of the Terran tech tree, they still need to have expensive upgrades researched to reach their full potential, and if you want to Nuke, you need to build a Nuclear Silo once the Ghost is enabled and then build a Nuke at it. By the time you have Ghosts properly prepared to go on missions, any half-decent opponent will have scouted your tech, seen the Covert Ops or Nuclear Silo letting them know exactly what's coming, and they'll be ready with detectors. The sequel averts this by making them much lower on the tech tree and only needing one upgrade (Cloak), but until it's ready they can still support your army with their other abilities.

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* AwesomeButImpractical: In the first game, they're at the very top of the Terran tech tree, they still need to have require expensive upgrades researched to reach their full potential, and if you want to Nuke, you need to build a Nuclear Silo once the Ghost is enabled and then build a Nuke at it. By the time you have Ghosts properly prepared to go on missions, any half-decent opponent will have scouted your tech, seen the Covert Ops or Nuclear Silo letting them know exactly what's coming, and they'll be ready with detectors. The sequel averts this by making them much lower on the tech tree and only needing one upgrade (Cloak), but until it's ready they can still support your army with their other abilities.


** In ''VideoGame/StarCraftI'', Firebats did almost three times as much damage as Marines and also dealt splash damage, and had higher HP and armor. However their terrible damage penalty against large units and melee range meant they were mostly useless against anything not a Zergling or Zealot. The sequel averted this thanks to rebalancing.

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** In ''VideoGame/StarCraftI'', Firebats did almost three times as much damage as Marines and also dealt splash damage, and had higher HP and armor. However their melee range and terrible damage penalty against large units and melee range meant they were mostly useless against anything not a Zergling or Zealot. The sequel averted this thanks to rebalancing.



* AwesomeButImpractical: In the first game, due to their position at the very top of the tech tree and the huge cost to train and upgrade them. Any decent opponent can also scout out your base, and the sight of a Covert Ops will immediately tip them off to build detector turrets around their base so they can see the Ghost coming. Averted in the sequel where they're much lower on the tech tree and have only one upgrade (Cloaking), without which they still make good supporters with Snipe and EMP Shot.

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* AwesomeButImpractical: In the first game, due to their position they're at the very top of the Terran tech tree tree, they still need to have expensive upgrades researched to reach their full potential, and if you want to Nuke, you need to build a Nuclear Silo once the huge cost to train Ghost is enabled and upgrade them. Any decent then build a Nuke at it. By the time you have Ghosts properly prepared to go on missions, any half-decent opponent can also scout out will have scouted your base, and tech, seen the sight of a Covert Ops will immediately tip or Nuclear Silo letting them off to build detector turrets around their base so they can see the Ghost coming. Averted in the know exactly what's coming, and they'll be ready with detectors. The sequel where they're averts this by making them much lower on the tech tree and have only needing one upgrade (Cloaking), without which (Cloak), but until it's ready they can still make good supporters support your army with Snipe and EMP Shot.their other abilities.


In the 23rd century, Earth became united under a single government called the United Powers League. To curb overpopulation and limited resources, they enacted a campaign of genocide against "undesirable" humans, rounding up over 400 million people for extermination. A UPL scientist named Doran Routhe wished to investigate the feasibility of colonizing other planets, and had 40,000 humans spared from death in exchange for the slim hope of a new life on another plaManet. These 40,000 humans were placed in cryogenic sleep, loaded onto four supercarrier spacecraft, and sent towards the Gantris VI system, where a habitable planet had been detected. However, their computer systems malfunctioned and they went past their intended destination to arrive in the Koprulu Sector, some sixty thousand lightyears from Earth on the fringe of the Milky Way galaxy. Three of the ships landed safely on different habitable planets, and their inhabitants began the civilization called the Terrans.

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In the 23rd century, Earth became united under a single government called the United Powers League. To curb overpopulation and limited resources, they enacted a campaign of genocide against "undesirable" humans, rounding up over 400 million people for extermination. A UPL scientist named Doran Routhe wished to investigate the feasibility of colonizing other planets, and had 40,000 humans spared from death in exchange for the slim hope of a new life on another plaManet.planet. These 40,000 humans were placed in cryogenic sleep, loaded onto four supercarrier spacecraft, and sent towards the Gantris VI system, where a habitable planet had been detected. However, their computer systems malfunctioned and they went past their intended destination to arrive in the Koprulu Sector, some sixty thousand lightyears from Earth on the fringe of the Milky Way galaxy. Three of the ships landed safely on different habitable planets, and their inhabitants began the civilization called the Terrans.


* ThisLooksLikeAJobForAquaman: All units in the campaign are introduced in missions tailored to their strengths but the Diamondback deserves special mention: its introductory mission has you tracking down and shooting fast-moving, heavily-armoured trains with a lot of hit points. The Diamondback moves fast, fires on the move, and doubles damage to armored units.\\
\\
Unfortunately, the rest of the Campaign is primarily based on defense, which limits it's effectiveness, given it's primary role is to kite and raid things. On top of that, a mass of supported Marauders (much cheaper at 100/25 each), with Medics & Marines helping from behind, can focus-fire said trains and also fight the Kill Teams if you desire to kill them for an achievement, making the Diamondbacks ultimately unnecessary beyond the freebies you find. Siege Tanks are even better and less expensive if you have them unlocked.

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* ThisLooksLikeAJobForAquaman: All units in the campaign are introduced in missions tailored to their strengths but strengths, and the Diamondback deserves special mention: its introductory mission has you tracking down and shooting fast-moving, heavily-armoured trains with a lot of hit points. The Diamondback is the same; it moves fast, fires on the move, can attack while moving, and doubles deals double damage to armored units.\\
\\
Unfortunately,
units, and it features in a mission where you have to chase down and destroy fast-moving, armored trains. However, most campaign missions are geared towards playing defensively while using small strike forces to hit objectives, two things the rest of the Campaign Diamondback is primarily based on defense, which limits not so good at, so it'll probably see little use after it's effectiveness, given it's primary role is to kite and raid things. On top of that, a mass of supported Marauders (much cheaper at 100/25 each), with Medics & Marines helping from behind, can focus-fire said trains and also fight the Kill Teams if you desire to kill them for an achievement, making the Diamondbacks ultimately unnecessary beyond the freebies you find. Siege Tanks are even better and less expensive if you have them unlocked.introduction.

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