The barracks houses and trains all terran infantry units.
Under the Terran Confederacy, barracks were standard structures at most bases and possessed a universal design. The Terran Dominion consider the barracks to be a safe, comfortable staging point for marines on the field, a statement that many marines vehemently disagree with.
By the Second Great War, Remedius Medical Systems had developed a medpack storage facility that could be placed within a barracks without the need for a tech lab. The Dominion Special Forces utilize a liquid nitrogen cooling system for their barracks which give then an eerie blue glow.
The interior of the barracks is sterile. The structure itself is divided into a number of sections;
The bunk room, as the name suggests, contains the bunks of soldiers residing in the barracks, along with places to stow their belongings.
The deployment room is located at the entrance/exit to the barracks, a ramp leading down from the entrance. Standard protocol involves 'green lighting' deployment, a platoon/squad surging out as one as the door slides open. Weapon and equipment racks are also located here.
The galley is a cramped but efficient room, food and drink dispensers lined up against the back wall and tables at which to consume them.
The barracks is one of the most essential buildings, producing 'first-tier' units. Without other buildings, the barracks can only produce marines for 50 minerals apiece. With the academy building, the firebat can be produced for 50 minerals and 25 gas. With an academy and a science facility building with an attached covert ops add-on, the ghost can be trained for 25 minerals and 75 gas. If playing the StarCraft: Brood War expansion pack, the medic is produced here at the same cost for a firebat, and same requirements (barracks and academy). The barracks itself requires 150 minerals to be built.
Wings of LibertyEdit
New barracks units arrive at the rally point by drop pod.
We have developed a new 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. 
Storing medpacks has traditionally required the advanced facilities of the tech lab. Remedius Medical Systems now offers a storage facility that can be housed in the barracks itself, eliminating the need for the tech lab when training and outfitting medics.
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.
All structures repair themselves to 50% life. All structure fires are automatically put out.
This all-in-one safety system automatically dispatches robotic drones to put out any fires and perform basic repairs on damaged structures. Although these drones are effective at doing basic repairs, they do not have a strong enough AI to perform the more delicate repairs needed to restore a structure past half life.
Jim Raynor and Nova Terra build barracks in Co-op Missions. Raynor barracks build and training infantry 50% faster and can be upgraded with Orbital Drop Pods. Nova barracks take double hit points and instantly calldown infantry in target point (4 charges per unit with 6 minute cooldown), but build has one only. Alexei Stukov build infested barracks with can create infested marines.
- Raynor upgrades
- Raynor trains combat units and builds Barracks 50% faster.
- Factory and Starport Mechanical units cost 20% less vespene gas.
- Stimpack grants increase bonuses, costs less life, and does not require research.
- Cost reduction does not affect SCVs.
The barracks underwent an artistic redesign during development, the structure receiving an underframe in the process.