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, or "battlefield coffins" as they're sometimes referred to, are able to be built in almost any location, keeping troops safe from enemy fire. As standard equipment for SCV manufacturing processes, all bunkers follow the same low-domed design. Once assembled, they are incredibly difficult to take apart, courtesy of their paristeel or neosteel plating.

The interior of the bunker makes room for four individuals in principle, though this is not the absolute limit. Weapon ports are located on all sides, with ammunition racks above them. The only entry/exit point is 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.

Zerg and protoss units such as Infested Duran cannot enter the bunker.

StarCraft II
The bunker in StarCraft II takes up a larger placement area (3x3 instead of 3x2, the same size as the StarCraft II barracks and factory). Their carrying capacity is unchanged, as well as their cost. Bunkers now display how many units they have currently "loaded" without needing to select them.

Abilities in a Bunker
Infantry units can use abilities from inside a bunker except the SCV's repair ability. When a unit enter the bunker its special abilities becomes 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.

The nullifier's Null Void ability, when it existed, canceled the abilities of units within a bunker.

Units can be rallied to automatically enter bunkers.

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

Wings of Liberty
In the StarCraft II: Wings of Liberty camapign, there will be a bunker upgrade which enables eight units to fit inside, and will give the bunker 3 armor.

Known Bunkers

 * Bunker 54