![]() | Marines are the first line of defense for Terran planets in the Koprulu sector. Under the old Confederacy, the majority of Marines were criminals or rebels who had undergone mandatory neural resocialization to ensure their absolute loyalty. This practice has been reportedly scaled back, but it remains common due to insufficient volunteers to serve in the military. The heavy armor worn by Marines is effective against small-arms fire and provides them with full life support and NBC (Nuclear/Biological/Chemical) shielding for operation in deep space and other hostile environments. Marines are armed with C-14 Impaler Gauss Rifles that fire 8mm metal spikes at hypersonic speeds. |
Stats
| Basic Information | Production | ||
| Race: | Terran | Producer: | Barracks |
| Life: | 45 | Hotkey: | A |
| Armor: | 0 (3) | Cost: | 50 Minerals |
| Movement: | Normal | Supply: | 1 |
| Cargo Size: | 1 | Build Time: | 25 |
| Attributes: | Light - Biological | ||
Upgrades
| Name | Hotkey | Cost | Build Time |
| Terran Infantry Weapons Level 1 | E | 100 Minerals + 100 Gas | 160 |
| Upgrades the damage dealt by infantry units. | |||
| Terran Infantry Weapons Level 2 | E | 175 Minerals + 175 Gas | 190 |
| Further upgrades the damage dealt by infantry units. | |||
| Terran Infantry Weapons Level 3 | E | 250 Minerals + 250 Gas | 220 |
| Maximizes the damage dealt by infantry units. | |||
| Terran Infantry Armor Level 1 | A | 100 Minerals + 100 Gas | 160 |
| Upgrades the armor of infantry units. | |||
| Terran Infantry Armor Level 2 | A | 175 Minerals + 175 Gas | 190 |
| Further upgrades the armor of infantry units. | |||
| Terran Infantry Armor Level 3 | A | 250 Minerals + 250 Gas | 220 |
| Maximizes the armor of infantry units. | |||
| Stimpack | T | 100 Minerals + 100 Gas | 170 |
| Enables Marines and Marauders to use this Stimpack ability. Stimpacks cause damage to a unit, but they increase its attack and movement speeds for a short time. | |||
| Combat Shield | C | 100 Minerals + 100 Gas | 110 |
| Marines gain +10 life. | |||
Weapon
| Name | Target | Range | Speed | Type | Damage |
| C-14 Gauss Rifle | Any | 5 | Fast | Normal (Ranged) | 6 (9) |
Ability
| Use Stimpack | Injects the unit with powerful stimulants that greatly increase attack and movement speeds for a few seconds. Injures the unit for 10 of the unit's life. |
Field Manual
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Light infantry that can attack both air and ground targets.
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Well-rounded unit suited for a wide range of combat situations.
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Cheap to produce but fragile. Strong in numbers and when backed up with different units like Marauders, Hellions, Siege Tanks, Medivacs, etc.
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Position them on high ground and choke points whenever possible.
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Can go inside bunkers for protection and a range increase.
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Vulnerable to splash damage from Colossi, Psi Storm, Siege Tanks, etc.
Countermeasures
VS Terran
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Place bunkers in key places to stop enemy Marines.
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Hellions are good against Marines.
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Build a few Tanks and use Siege Mode.
VS Zerg
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Get Roaches; they are quite hardy and decimate Marines.
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Research Metabolic Boost and surround them in the open with a large group of Zerglings.
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Use other units to draw their fire and send Banelings in from different directions.
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Ultralisks are an excellent counter, as are Brood Lords using terrain to their advantage.
VS Protoss
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Attack with a large group of Zealots. Try to surround the Marines. Charge is very useful.
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Build a few Sentries. Use Guardian Shield to protect your warriors, and Force Field to separate enemy troops or block their escape route.
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The Colossus can be devastating against Marines, as can the High Templar’s Psionic Storm ability.



