In the StarCraft II: Wings of Liberty campaign, many missions unlock new units. Some units appear in the armory when unlocked. Selecting them displays an animation and a short lore blurb.
- Ghosts, represented by C-10 rifles and Nova cloaking and decloaking
- Medivac dropship
- Siege tank
- Spider mines, in place of vultures from "Cutthroat"
Because the campaign forces the player to choose between spectres or ghosts, only the unit which the player received from their choice will be available to view.
Bunker units gain +1 range.
Wolfe Industries has developed a bunker port that houses a magnetic rail. This device dramatically accelerates all projectiles coming out of the port, increasing the range of all weapons fired from the bunker.
Increases bunker capacity by 2.
This bunker uses a high-density neosteel frame, leaving more room inside for additional infantry without increasing the overall bunker footprint. While ordinary bunkers can hold a maximum of four infantry, neosteel bunkers can house up to six infantry in fortified comfort.
Missile turrets gain +75 hit points.
Enlightened Dynamics has developed a new titanium housing for the missile turret. Early adopters have found this housing to be noticeably tougher than the original, allowing missile turrets to absorb more punishment before falling.
Hellstorm Bateries are an additional weapon set that can be fitted to your missile turrets. Each battery fires several small missiles that accompany the standard missile attack and saturate the target area on impact. Hellstorm Batteries are a great way to welcome swarms of enemy flyers to your base. Don't disappoint!
Multiple SCVs can build a structure. Each additional SCV reduces build time. Building cost remains the same.
This revolutionary computer allows multiple SCVs to work on the same structure simultaneously. The onboard assistant is so efficient at coordinating SCV efforts that building costs are unaffected. This upgrade is vital when trying to get a base up and running quickly, or when trying to rebuild a broken defense.
The SCV's ability to get damaged mechanical units back to full life, and even to repair units while they are taking damage, has been a key advantage over the protoss and the zerg. The Dual-Fusion Welder allows SCVs to repair at twice the speed, improving their ability to keep damaged units alive in the heat of battle.
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.
ATVX now manufactures a satellite comlink that can reveal unexplored areas on the map. The comlink can also call down a MULE. A MULE gathers much faster than an SCV and can produce a major surge in mineral production. Because it is a prototype, the MULE will come apart after a short period of time, but it is still well worth the cost.
Increases the hit points of marines by 10.
M98 Combat Shields are a vital upgrade for any marine fighting on the front line, 30mm of bonded carbide may not sound like much, but field tests have shown a full 25% increase in marine suitability when equipped with Combat shields.
Enables affected infantry to attack and move 50% more quickly.
Stimpacks provide a temporary boost to the marine's attack and movement speeds by dosing him with a mix of adrenaline, endorphins, and aggression enhancers.
This frenzied burst does come at the expense of the marine's health. Medical treatment is highly advisable after multiple uses.
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.
Medics heal targets 25% faster and use 33% less energy per heal.
The stabilizer medpack is a new generation of medical nanobot that heals targets more efficiently and can be injected at faster rates. Show your marines that you truly care by outfitting your medics with stabilizer medpacks today!
The firebat's attack area increases by +40%.
The upgraded gauntlet channels the flamer's fuel through multiple ports rather than the single port of the previous generation, resulting in a much wider flame without any loss of intensity, allowing your firebats to hold enemies at bay with a literal wall of fire.
Firebats gain +2 armor
Juggernaut Plating strengthens the firebat's natural weak spots and thickens the helmet and chest pieces. This upgrade allows firebats to shrug off the attacks of other infantry units and soak up incredible amounts of damage from smart-arms fire.
The marauder's attack slows non-massive ground units in target area.
Concussive Shells actually form a gravitational warp when they detonate. This warp not only damages the target, but it also slows the movement speed of all nearby units to a crawl for a short period of time.
Concussive Shells make marauders a great support unit against melee units, in addition to their traditional role of destroying armored targets.
Marauders gain +25 hp.
Marauder armor can survive crushing impacts, but the same cannot always be said for the soldier inside. To help solve the problem, Wolfe Industries offers a Kinetic Foam undersuit that protects the soldier from the violent impacts the armor takes.
Surely the lives of your marauders are worth the small investment required to outfit them with kinetic foam.
Reapers gain +1 range and deal an extra +3 damage vs light units.
U-238 Rounds are made from depleted uranium. These rounds are extremely dense (1.67 times the density of lead), so they have increased range and hit lightly armored units much harder.
This anti-personnel charge detonates shortly after being thrown. The initial blast ejects a cluster of smaller charges that deal additional damage in a large radius.
Please note that Enlightened Dynamics assumes no liability for deaths due to friendly fire.
Doubles width of the hellion's flame attack.
ATVX has developed a twin-linked version of the hellion's flamethrower. This model produces a flame that is twice as wide as the original.
Hellion can now literally douse groups of enemy units in overlapping flames with this upgrade.
Hellions do an additional +10 damage to light armor, and the flames turn blue.
This upgrade laces the hellion's flame with small bits of thermite. These thermite fragments instantly burn through light armor, doing additional damage to the target's vitals.
For a small investment, your hellions can be the envy of every military organization in the sector.
Enhances spider mine trigger and blast radius by 33%.
This mine was developed by the Kel-Morian Combine during its siege of New Austin. The increased trigger, pursuit, and blast radiuses were critical to terrorizing the civilian population and protecting supply depots from looters.
Enlightened Dynamics have developed a microfabricactor that lets vultures create new mines out in the field. This microfabricator uses a small number of mineral crystals each time a mine is created, but this minor hassle is a welcome change from the old system of "three and done."
Allows goliaths to attack air and ground units simultaneously.
This improved version of the goliath allows the missile launcher and autocannons to acquire separate targets and fire simultaneously. This upgrade is ideal when fighting ground targets with heavy air support.
Goliaths gain +3 missile range and +1 cannon range.
This advanced targeting system lets the goliath's missiles locate and lock on to more distant targets. The targeting system also features an AI that can better predict the paths of moving targets, letting the goliath's autocannons hit ground targets from a greater distance.
Diamondbacks gain +1 range.
The Tri-Lithium Power Cell has 40% more capacity and fits in the same slot as the outdated monolithium power cell. This increased power surge allows the diamondback to accurately fire at more distant targets.
Diamondbacks gain +50 hit points.
Bellerephon now offers a diamondback with a hull made from a single piece of shaped titanium. This newer model can absorb more punishment than the traditional diamondback because the hull has no joints or rivets that can buckle.
Siege tanks do +40 damage to their primary target. Splash damage remains the same.
Maelstrom Rounds have an armor-piercing tip that inflicts devastating damage on the primary target. Splash damage is identical to the standard round.
If siege tanks struck fear into the hearts of our enemies before, they will inspire abject terror when firing the Maelstrom Round.
Siege tank shock cannons deal 75% less splash damage to friendly units.
LarsCorp has developed a "smart shell" for the siege tank that scans for allies on impact and adjusts its detonation to minimize damage to friendly units. Field tests have shown that this shell reduces friendly fire fatalities by 75%, though due caution is still recommended when walking into a fire zone.
Medivacs deploy loaded troops almost instantly.
Dropping troops onto a hostile battlefield is always dangerous, but a slow drop can be lethal. Bellerephon has made this problem a thing of the past be developing a new gravity tube that can deploy the medivac's contents almost instantly.
Medivacs can heal two targets at once.
This new healing AI enables the medivac to acquire and heal two targets simultaneously, allowing the medivac to expend its energy faster keeping troops alive and in fighting condition. Never again will you be saddened by the sight of a squad of dead marines and a live medivac with half its energy reserves.
Wraiths start with +100 energy.
These improved power cells provide the wraith with a large up-front energy reserve. This allows newly built wraiths to instantly engage in missions with heavy cloaking requirements, rather than having to wait for the reactor to build up a sufficient charge.
ATVX has developed an improved cloaking field that can radically alter the course of incoming projectiles. Field tests have shown that roughly 20% of incoming hits will miss a detected wraith entirely if cloaking is still engaged.
Ripwave Missiles are anti-matter warheads that can damage multiple air targets with deadly bursts of sub-atomic shrapne. The long-term environmental impact is still being assessed, but Enlightened Dynamics would like to remind its valued clients that it offers a whole suite of environmental decontamination services.
Vikings gain +2 missile range and +1 cannon range.
Wolfe Industries offers a new model of Banshee that embeds light-dampening materials into the hull. This new hull material requires far less energy to conceal and makes it much easier for the Banshee to maintain cloak once initiated.
The Shockwave Missile Battery fires multiple missiles in a straight line with each shot allowing the Banshee to hit multiple ground targets. This upgrade is useful when fighting ground targets that are packed close together.
Laser batteries are fearsome weapons across wide stretches of space, but they leave a battlecruiser vulnerable to small interceptors. The ATVX Missile Pod can show up this weakness by instantly bombarding an area with a massive barrage of anti-air missiles.
The defensive matrix is a temporary deflection field that helped save countless assets from a premature death during the original Brood War. Now the minds at LarsCorp have adapted this technolgoical marvel to protect the massive hull of the Minotaur-class battlecruiser.
Grants spectres the psionic lash ability. Psionic lash deals 200 damage to target unit.
With proper training, spectres can unleash a concentrated blast of psionic fury at a single target. This blast drains the spectre's energy reserves, but it will kill most targets outright. For obvious reasons, Remedius Medical Systems recommends limiting this training to spectres who have an exceptionally high opinion of their superior officers.
Enables spectres to cloak indefinitely.
Increases ghost sight range by 3 and attack range by 2.
Enables ghosts to cloak indefinitely.
The 330mm Barrage Cannon is the final word in siege-walker technology. This massive battery of dorsal cannons can lay down a sustained barrage that will pulverize most defenses and annihilate all ground targets in the area. 
A "destroyed" thor becomes a structure with 400 hit points and 1 armor. The structure may be restored into a functional thor if not destroyed. The restored thor returns with the structure's remaining hit points.
ATVX now offers an updated thor model that can repair itself to full working condition if the hull remains intact. This repair process is a fraction of the cost of building a new thor, and it allows you to quickly reactivate a thor that is destroyed in the field.
The armory originally had a different design.
Numerous upgrades for units were cut from the final game. Some upgrades functioned differently than in the final product, while several also had their names changed. Some upgrades and buildings were also moved between the Armory and the Lab; the perdition turret and shrike turret were two such upgrades. The following upgrades were originally planned and cut from the game:
- Micro-fusion Reactors: $60,000 -Reduces SCV cost (-15 Minerals)
- SCV Fusion Welder: $ 35,000 - Reduces repair costs by -25%.
- Command Center
- Terran Building Moduler Construction: $45,000 - Reduces building costs by -10%.
- Missile Turret
- Turret Devastator Missiles: Missile Turret gains an alternate attack with range 8 that deals 50 damage.
- Perdition Turret
- Distortion Sensors: $25,000 - Perdition turret gains detection.
- Viral Plasma - Damage +2, duration 4 seconds
- Stabilizer Med-packs: Medics heal an area around their target.
- Napalm Fuel Tanks - +1 damage/sec for 3 seconds
- Turbo Charged Engines - Movement speed +40%
- Throughout the campaign, the player can earn a total of 2,280,000 credits, if all optional objectives are completed including research objectives. All available upgrades cost a total of 3,305,000 credits, plus 210,000 credits to fully upgrade ghosts or 225,000 to fully upgrade spectres, depending on which unit the player acquired.
- If the player waits long enough, the tauren outhouse can sometimes be seen flying around in space.
- If the player has chosen to complete "Ghost of a Chance" and recruit ghosts, if the ghost crate is zoomed in on and the player waits, Nova Terra will eventually briefly appear and decloak on the crates.
- Purchasing all the upgrades in a certain category grants an achievement related to that category. There are five achievements in total, one for each category, and a meta-achievement for having all of those five unlocked.
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Armory upgrades (in English). 2010.
- ↑ 2.0 2.1 Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard) (in English). July 27, 2010
- ↑ 2010-02-28, StarCraft II Beta Game Images. StarCraft Legacy. Accessed on 2010-05-22
- ↑ Medievaldragon. 2009-08-21. Starcraft II Single Player Hands On: The Armory Room. Blizzplanet. Accessed 2009-08-28.
- ↑ Michael McWhertor. 2009-08-17. StarCraft II: The Unit Upgrades That Make Single-player Shine. Kotaku. Accessed 2009-08-28.