Bunker

"We can take cover in these bunkers if things get too dicey!"

- Mar Sara Colonial Militia marine

The bunker is a terran defensive structure.

Overview
Bunkers, sometime referred to as "battlefield coffins", are low-domed structures that may be constructed with paristeel or neosteel plating. . They may be built almost anywhere using manufacturing processes which are standard for SCVs. Once erected the armor plating makes them very difficult to take apart.

The bunker typically accommodates, but is not limited to, four individuals. Weapon ports are located on all sides, with ammunition racks above them. Entry and exit is through a single hatch to the rear.

StarCraft
The bunker may garrison any four terran infantry units. While inside units may not be harmed by enemy fire although they are still affected by any affects they had prior to entering. Units with ranged attacks may fire out with +2 added to their range. Units may not activate any abilities while inside. If a bunker is destroyed its occupants emerge unharmed. The bunker's fire cannot be directed by the player.

While adept at dealing with en masse attacks of weak units, the bunker is vulnerable against heavy ones. Bunkers are effective holding off chokepoints when backed by missile turrets, goliaths and siege tanks. This makes them very deadly against many zerg units and several terran units though against the protoss, do little to prevent a large-scale attack from zealots and dragoons, which can take far more punishment compared to most basic ground units. In addition, the bunker's range is outclassed by siege tanks and guardians and occasionally reavers.

In addition, bunkers can provide more damage and receive a lower chance of being hit back when on high ground.

Zerg and protoss units such as Infested Duran cannot enter the bunker. Only SCVs, s, firebats, s, and non-infested hero versions of those terran infantry units may enter.

StarCraft II
The bunker in StarCraft II has a similar function as in StarCraft.

Bunkers now display how many units they have currently "loaded" without needing to select them. Some units, such as marauders and s take up two slots. Units within bunkers gain +1 range.

Units can be rallied to automatically enter bunkers.

In gameplay, bunkers serve well against the zerg in gaining ground.

Abilities in a Bunker
s and marauders in a bunker can use their stimpacks. Stimpack becomes available within the bunker commands (load, unload, etc.). abilities are not available.

Bunker Abilities
A bunker cannot be Salvaged while units are still in it.

Salvage
A bunker could be Salvaged while units are still in it; during this period, the units within can no longer use their abilities.

Abilities in a Bunker
Infantry units could use abilities from inside a bunker except the SCV's repair ability. When a unit entered the bunker its special abilities became available within the bunker commands (load, unload, etc.). In June 2008, units within a bunker could use StimPack, EMP, nuke and Snipe. When medics were in the game, a medic inside a bunker could heal units both within and outside Bunkers, but a medic outside of a bunker could not heal units inside of a bunker.

Upgrades
The Neosteel Frame upgrade changed for the start of the StarCraft II beta. The previous version had the following attributes:

Known Bunkers

 * Bunker 54