StarCraft II: Wings of Liberty campaign quotations/Laboratory

Protoss
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Tech Reactor
- Combines the Tech Lab and the Reactor.

Protoss plasma shields have finally given us the ability to fit the Tech Lab and the Reactor into a single structure add-on.

This new add-on, known as the Tech Reactor, replaces the old Tech Lab and Reactor add-ons and allows us to train two of any unit type simultaneously.
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Orbital Strike
- Barracks units now arrive by Drop-Pod. - Drop-Pod lands at the Barracks' rally point.

We have developed a low-cost Drop-Pod that lets us send our infantry units straight from the Hyperion to the Barracks' rally point.

This technological marvel gives us the ability to reinforce instantly when far from our main base and to surprise the enemy from above. {|width="100%"|
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Raven
- Detects cloaked and burrowed enemies. - Can drop Auto-Turrets. - Can place Point Defense Drones. - Can deploy Seeker missiles. - Built at the Starport.

The Raven is an unmanned surveillance drone that can detect cloaked and burrowed enemy units. The Raven can also serve as a combat engineer by placing Auto-Turrets and Point Defense Drones and firing Seeker Missiles in strategically vital locations.
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Science Vessel
- Detects cloaked and burrowed enemies. - Can Irradiare enemy units. - Repairs nearby mechanical units. - Built at the Starport.

We have created a unique version of the Science Vessel that can perform hull repairs on friendly mechanical units. This version of the Science Vessel can also Irradiate individual targets and detect cloaked and burrowed enemy units. {|width="100%"|
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Automated Refinery
- Refinery no longer requires SCVs to harvest vespene gas.

We have adapted Protoss warp technology to transport gas canisters straight from the Refinery to the Command Center, eliminating the need for SCVs to carry them back.

Why the Protoss never thought to transport vespene in this fashion is a mystery. Perhaps they lack Terran creativity or pragmatism, or possibly their primitive superstitions forbid the practice.
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Command Center Reactor
- Allows two SCVs to be trained simultaneously.

We now have the ability to train two SCVs simultaneously, allowing our early mineral and vespene production to ramp up twice as quickly.

This breakthrough, made possibly by recent insights into Protoss containment fields, should help us get a stronger foothold early in future missions. {|width="100%"|
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Orbital Depots
- Supply Depots are built instantly.

We can now call down Supply Depots straight from orbit due to our new understanding of Protoss architecture. Key pivot joints have been added to the Supply Depot's structure, allowing the Supply Depot to survive the violent turbulence of breaking through an atmosphere.

Now an SCV simply has to place a beacon, and the crew on the Hyperion will handle the rest
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Micro-Filtering
- Refineries produce vespene gas 25% faster. - Also applies to the Automated Refinery.

Combining Terra and Protoss filtering techniques allows our Refineries to reclaim a higher amount of vespene gas in its purest form. {|width="100%"|
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Ultra Capacitors
- Weapon upgrades increase attack speed by 5%. - Applies to Amory and Engineering Bay.

These self-replenishing Ultra Capacitors reduce the reload tine of all of our weapons and weapons systems.

Now each of the weapon upgrades in the Armory and Engineering Bay increases attack speed by 5% in addition to increasing damage.
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Vanadium Plating
- Armor upgrades increase life by 5%. - Applies to Amory and Engineering Bay.

We have created a new lightweight alloy called vanadium. Vanadium diffuses weapon impacts much more effectively than traditional armor plating, and it better preserves the light of our units.

Now each of the armor upgrades in the Armory and Engineering Bay increases unit life by 5% in addition to increasing armor.
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Zerg
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Hive Mind Emulator
- Defensive structure. - Can permanently Mind Control Zerg units.

This emulator can mimic the signals o the now-deceased Overmind and bring individual Zerg units under our permanent control.

Each conversation taxes the battery heavily, though, so a long recharge may be required before the next target can be controlled.
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Psi Disruptor
- Defensive structure. - Slows movement and attack speeds of nearby Zerg. - Constant effect.

Studies conducted by the United Earth Directorate have shown that concentrated doses of sigma radiation can slow Zerg movement and reaction speeds by as much as 50%.

The Psi Disruptor has been developed to constantly emit sigma rays in a large area of effect, making it an essential base defense when facing a large Zerg force. {|width="100%"|
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Cellular Reactor
- Specialist units start with +100 energy. - Specialist units gain +100 maximum energy.

This reactor has a larger energy reserve on startup and can hold a much larger charge. Now our specialist units can use their abilities the moment they hit the battlefield, and they can store more energy when idle for long periods of time.

Specialist units are units that use energy, such as the Medic, Ghost and Wraith.
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Regenerative Bio-Steel
- Ships and vehicles slowly regenerate life.

Our ship and vehicle hulls are now made from a material called Regenerative Bio-Steel. This material uses internal Nanobots to slowly repair any damage the hull sustains.

While this regeneration process is much slower than conventional SCV repairs, it can be the difference between life and death if no SCVs are available. {|width="100%"|
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Predator
- Anti-infantry specialist. - Peridocally emits a powerful area shock attack. - Built at the Factory.

The Predator is equipped with an electrified discharge field. This field activates each time the Predator strikes an enemy in combat, dealing heavy area damage to all nearby units. This makes the Predator a devastatingly effective counter to large groups of enemy units.
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Hercules
- Massive transport ship. - Deploys loaded troops almost instantly. - Loaded troops survive if the Hercules is destroyed. - Built at the Starport.

We have retrofitted the Hercules-class cargo ship for use on the battlefield. Thiss massive transport can carry entire armies and unload them at record speeds.

The Hercules will also eject Survival Pods if shot down. Ejected occupants sustain damage, but most would agree that injury is preferable to death. {|width="100%"|
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Planetary Fortress
- Command Center can upgrade to a Planetary Fortress. - Upgrade grants extra armor and the Twin Ibiks Cannon. - A Planetary Fortress cannot lift off.

We can now outfit the Command Center with the Twin Ibiks Cannon and additional structure plating. Please note that this upgrade, nicknamed the Planetary Fortress, must be triggered after the Command Center has been built.

Also note that a Command Center that has been upgraded to a Planetary Fortress can no longer lift off because the added weight is far too much for the Command Center's Atlas boosters.
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Perdition Turret
- Flame turret. - Does massive area damage. - Conceals itself when not in combat.

This turret fires a deadly wall of flame that is ideal for holding off large waves of enemy units. The turret also conceals itself beneath the ground when out of combat, luring unsuspecting enemies into its field of fire.

The Zerg's ability to burrow has allowed them to massacre countless Terran soldiers in deadly ambush. The new Perdition Turret should help even the score. {|width="100%"|
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Shrike Turret
- Outfits all Bunkers with an automated turret.

We have developed an automated turret that comes standard with all Bunkers. This turret, which is based on our studies of Spore Crawlers, adds extra firepower to manned Bunkers and also allows unmanned Bunkers to contribute to base defense.
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Fortified Bunker
- Bunkers gain +150 life.

This improved Bunker design, inspired by the Ultralisk exoskeleton, attaches a hardened carapace to the top of the Bunker. This carapace dramatically increases the amount of punishment that a Bunker can absorb.
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