Bunkers, sometimes referred to as "battlefield coffins" due to their ubiquity and lack of amenities, 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.
The next generation of Dominion bunkers were improved to withstand the full weight of an ultralisk, and were designed with chairs, much to the delight of the marines who had to use them. The Knights of Tyrador meanwhile supercooled their bunkers for use in tropical climates.
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, although stimmed marines and firebats will still enjoy the benefits of stimpacks if they used the ability right before entering a bunker. If a bunker is destroyed its occupants emerge unharmed. The bunker's fire can not 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, but against the protoss, they 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, battlecruisers, guardians, carriers and occasionally reavers.
In addition, bunkers can provide more damage and receive a lower chance of being hit back when on high ground.
This article or section contains information about StarCraft: Ghost, which has been declared non-canon. Elements may be taken as 'flavor lore' however. The content may be significantly out of date. Please do not add speculation to this article, and remember to cite a published source for details.
Bunkers featured in the multiplayer of StarCraft: Ghost. They had three gun ports, the fourth side of the structure being open for entry.
Marines and marauders in a bunker can use their stimpacks. Stimpack becomes available within the bunker commands (load, unload, etc.). Bunkered medics may heal units in the same bunker.
Ghost abilities are not available.
Adds 150 HP to bunkers.
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.
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.
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.
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.