This StarCraft 2 unit guide will cover the Terran Bunker building. The Terran Bunker returns from StarCraft to once again, serve as a versatile Terran defense through allowing several infantry units to seek protection and fire from inside of it. Unlike other Race’s defense towers, the damage abilities of the bunker are directly affected by the troops loaded inside of it. All units garrisoned within a Terran Bunker gain +1 range to their weapons in StarCraft 2. Several Bunkers can prove an excellent line of defense for any Terran player, but unfortunately the need to station units inside means each Bunker fully loaded will use up a chunk of supply. The other defense turrets in StarCraft 2 do not require supply, and may be built in greater numbers without reducing total army size.
The Bunker is first available in the StarCraft 2: Wings of Liberty campaign mission ‘Zero Hour’
Marauders and Marines are capable of using Stimpacks from within bunkers, allowing them to increase the Bunkers total damage output if the ability has been researched. In the Wings of Liberty campaign it is also possible to load a medic inside a bunker, automatically healing the defending troops and allowing a constant use of Stimpacks by the troops inside. Ghosts, Spectres, Marauders and Firebats take up 2 slots in a Bunker.
StarCraft 2 Terran Bunker Stats
Build Cost: 100 minerals
Build Time: 30 Seconds
Constructed by: SCV (Hotkey B, U)
Sight Range: 12
Hit points: 400
Base Armor: 1
Unit Type: Building, Mechanical
Armor Type: Armored
Ability – Load: Protects infantry by making them enter the Bunker, able to fire from inside while gaining a bonus to their range.
Ability – Salvage: Takes 3 seconds to destroy the building and return 100% of its cost. This action cannot be canceled once activated. (Hotkey S)
Kill Score: 150
Production Score: 50
Target Priority: 19
StarCraft 2 Terran Bunker Upgrades
Building Armor (melee only): Researched by the Engineering Bay (Hotkey B) this upgrade gives +2 armor to all Terran buildings, including the Bunker (3 Total). Costs 150 minerals, 150 gas and 140 seconds.
Fire Suppression System (Campaign Only): Costs $90,000 to benefit all structures including the Bunker by causing all fires to automatically be put out while buildings automatically repair themselves to 50%.
NeoSteel Frames (melee only): This upgrade researchable from the Engineering Bay benefits the Bunker structure by increasing cargo space by 2. It will also allow an additional 5 SCVs to be loaded in either a Command Center or Planetary Fortress. Costs 100 minerals, 100 gas and 10 seconds to research. (Hotkey N)
NeoSteel Bunker (campaign only): This upgrade is the campaign version of NeoSteel Frames, but only effects the Bunker, and not the Command Center or Planetary Fortress. Allows two extra slots for the bunker for $50,000 from the Hyperion armory.
Projectile Accelerator (campaign only): This upgrade costs $40,000 from the Hyperion armory and gives all units stationed inside an extra +1 to their range.
Shrike Turret (campaign only): This upgrade available for 5 Zerg research points from the Hyperion armory adds a Shrike Turret on top of a bunker that assists with attacking targets. May not be picked if Fortified Bunker was chosen instead.
Fortified Bunker (campaign only): This upgrade available for 5 Zerg research points from the Hyperion armory changes the model of the Bunker and gives it an additional 150 hit points. May not be picked if Shrike Turret was chosen instead.
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