The Armory in the campaign is where you can purchase upgrades for your units. For any new units that you acquire, their upgrades are available in the Armory after you finish the mission where you received the unit. The Armory can be accessed after completing the Zero Hour mission.
Armory Upgrades
| Type
|
Unit
|
Upgrade
|
Description
|
Credits
|
Requires
|
| Base |
Bunker |
Projectile Accelerator |
Increases the range of all units in the Bunker by 1. |
40,000 |
|
| Base |
Bunker |
Neosteel Bunker |
Increases the number of Bunker slots by 2. |
50,000 |
|
| Base |
Missile Turret |
Titanium Housing |
Increases Missile Turret life by 75. |
50,000 |
6 missions completed
|
| Base |
Missile Turret |
Hellstorm Batteries |
The Missile Turret unleashes an additional volley of projectiles with each attack. Second attack does area damage. |
80,000 |
6 missions completed
|
| Base |
SCV |
Advanced Construction |
Multiple SCVs can simultaneously construct the same structure, greatly increasing build speed at no extra cost. |
60,000 |
9 missions completed
|
| Base |
SCV |
Dual-Fusion Welders |
SCVs repair twice as fast. |
80,000 |
9 missions completed
|
| Base |
Terran Building |
Fire-Suppression System |
All structure fires are automatically put out and all structures automatically repair themselves to 50% life. |
90,000 |
12 missions completed
|
| Base |
Terran Building |
Orbital Command |
Unlocks the Scanner Sweep and Calldown: MULE abilities on the Command Center. |
125,000 |
12 missions completed
|
| Infantry |
Marine |
Stimpacks |
Grants the Stimpack ability. Marine takes 10 damage then moves and fires 50% faster for 15 seconds. |
50,000 |
|
| Infantry |
Marine |
Combat Shield |
Increases Marine life by 10. |
60,000 |
|
| Infantry |
Medic |
Advanced Medic Facilities |
Medics no longer require the Tech Lab add-on. |
60,000 |
|
| Infantry |
Medic |
Stabilizer Medpacks |
Medics heal 25% faster using 33% less energy per heal. |
105,000 |
|
| Infantry |
Firebat |
Incinerator Gauntlets |
Firebats gain a 40% larger attack area. |
40,000 |
|
| Infantry |
Firebat |
Juggernaut Plating |
Firebats gain +2 armor. |
85,000 |
|
| Infantry |
Marauder |
Concussive Shells |
Marauder attack slows all units in target area. |
70,000 |
|
| Infantry |
Marauder |
Kinetic Foam |
Marauders gain +25 life. |
90,000 |
|
| Infantry |
Reaper |
U-238 Rounds |
Reapers gain +1 range and deal an additional +3 damage to light armor. |
60,000 |
|
| Infantry |
Reaper |
G-4 Clusterbomb |
Anti-personnel charge with large blast radius. Reapers eject smaller payloads in a radius for increased damage. |
75,000 |
|
| Vehicles |
Hellion |
Twin-Linked Flamethrower |
Doubles the width of the Hellion's flame attack. |
40,000 |
|
| Vehicles |
Hellion |
Thermite Filaments |
Hellions deal an additional +10 damage to light armor. |
60,000 |
|
| Vehicles |
Vulture |
Cerberus Mine |
Increases mine blast and trigger radiuses by 33%. |
50,000 |
|
| Vehicles |
Vulture |
Replenishable Magazine |
Vultures can replenish mines in the field at a cost of 15 minerals per mine. |
60,000 |
|
| Vehicles |
Goliath |
Multi-Lock Weapons System |
Goliaths can fire at air and ground units simultaneously. |
50,000 |
|
| Vehicles |
Goliath |
Ares-Class Targeting System |
Goliaths gain +3 missile and +1 cannon range. |
80,000 |
|
| Vehicles |
Diamondback |
Tri-Lithium Power Cell |
Diamondbacks gain +1 range. |
75,000 |
|
| Vehicles |
Diamondback |
Shaped Hull |
Diamondbacks gain +50 life. |
90,000 |
|
| Vehicles |
Siege Tank |
Maelstrom Rounds |
Crucio Shock Cannon deals +40 damage to primary target. Splash damage remains the same. |
105,000 |
|
| Vehicles |
Siege Tank |
Shaped Blast |
Crucio Shock Cannon deals 75% less damage to friendly units. |
140,000 |
|
| Starships |
Medivac |
Rapid Deployment Tube |
Medivacs deploy loaded troops almost instantly. |
50,000 |
|
| Starships |
Medivac |
Advanced Healing AI |
Medivacs can heal two targets at once. |
115,000 |
|
| Starships |
Wraith |
Tomahawk Power Cells |
Wraiths start with +100 energy. |
80,000 |
|
| Starships |
Wraith |
Displacement Field |
Detected Wraiths evade 20% of incoming attacks while cloaked. |
125,000 |
|
| Starships |
Viking |
Ripwave Missiles |
Viking missiles do area damage. |
75,000 |
|
| Starships |
Viking |
Phobos-Class Weapons System |
Vikings gain +2 missile range and +1 cannon range. |
90,000 |
|
| Starships |
Banshee |
Cross-Spectrum Dampeners |
Banshees can remain cloaked for twice as long. |
80,000 |
|
| Starships |
Banshee |
Shockwave Missile Battery |
Banshee attack fires multiple missile bursts in a straight line. |
110,000 |
|
| Starships |
Battlecruiser |
Cross-Spectrum Dampeners |
Battlecruisers gain the Missile Pod ability. Deals heavy damage to all air units. |
140,000 |
|
| Starships |
Battlecruiser |
Shockwave Missile Battery |
Battlecruisers gain the Defensive Matrix ability. Shield lasts 20 seconds or until it has absorbed 200 damage. |
150,000 |
|
| Dominion |
Ghost |
Ocular Implants |
Ghosts gain +2 range and +3 sight. |
85,000 |
|
| Dominion |
Ghost |
Crius Suit |
Ghost's cloak no longer requires energy |
125,000 |
|
| Dominion |
Spectre |
Psionic Lash |
Grants Psionic Lash. Deals 200 damage to target unit. |
100,000 |
|
| Dominion |
Spectre |
Nyx-Class Cloaking Module |
Spectre's cloak no longer requires energy. |
125,000 |
|
| Dominion |
Thor |
330mm Barrage Cannon |
Improved bombardment cannon. Thor stuns central targets and does massive area damage. |
130,000 |
|
| Dominion |
Thor |
Immortality Protocol |
Destroyed Thors can be rebuilt in the field for a fraction of the cost. |
140,000 |
|