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  • Stimpack, the military grade delivery system for stimulants
"Ah! That's the stuff!"

- A marine after taking stims.(src)

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Tychus Findlay on stims

Stimulants, or "stims" as they are commonly known[1] is a blanket term used to describe a variety of substances taken by terrans, both for military[2] and recreational use.[3]


Stimulants consist of a powerful mix of synthetic adrenaline, endorphins, and a psychotropic aggression enhancer.[2] Stimulant colors include red[4] and green.[5] Stimpack manufacturers meticulously develop and test new batches to prevent issues arising from the formula.[6]

An individual on stims benefits from greatly increased speed,[2], reflexes,[2][7] aggression, morale[6] muscle density[8] the ability to deal with stress,[9] and overall combat effectiveness.[7] Tissue damage may result from usage however,[2] the skin becoming 'knobbly' at the site of infusion/injection.[9] Possible long term side-effects include, but are not limited to, insomnia, weight loss, mania/hypomania, seizures, paranoiac hallucinations, internal hemorrhaging, and cerebral deterioration.[10] An individual who has taken excessive stimulants is easily recognizable, courtesy of "pupilless" eyes,[9] although sometimes the eyes appear completely dark.[4] Stimulants are lethal in the long run.[6]

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Stim abuse

The Terran Confederacy declared that all of these side effects were nominal and well within Confederate safety margins and to this end, stimpacks were installed into CMC-400 and later-model CMC-660 combat suits for use by marines and firebats respectively. Even without the in-built devices, Confederate Marines still had access to these substances.[9] The Terran Dominion has continued this trend and sparked mass controversy as a result. Nonetheless, both Dominion commanders and Dominion Marines themselves stand by the use of stims as essential to their continued survival and effectiveness on the battlefield.[10] The Mar Sara Colonial Militia was a notable exception regarding the use of stimulants, due to too many of its soldiers becoming addicted to them.[9]



At least partially due to this addiction, stims see widespread use in terran civilian society.[3] It is possible for an individual to break this addiction, though requires a great deal of time and effort on the individual's part.[1]

Some mercenary hellions would outfit their rides with illegal stim emitters.[11]


Although the term "stims" is essentially a blanket term, there are a few other drugs with similar names that serve very different purposes. These include:


  1. 1.0 1.1 Golden, Christie (November 27, 2007). StarCraft: The Dark Templar Saga #2: Shadow Hunters. Simon & Schuster (Pocket Star). ISBN 0-7434-7126-1.
  2. 2.0 2.1 2.2 2.3 2.4 Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
  3. 3.0 3.1 Golden, Christie (May 22, 2007). StarCraft: The Dark Templar Saga #1: Firstborn. Simon & Schuster (Pocket Star). ISBN 0-7434-7125-3.
  4. 4.0 4.1 Furman, Simon (w), Federico Dallocchio (p, i), Milen Parvanov (col). "StarCraft #2" StarCraft 1 (2) (June 24, 2009) DC Comics (Wildstorm).
  5. Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard) (in English). July 27, 2010
  6. 6.0 6.1 6.2 2014-08-28, Marine Science. Blizzard Entertainment, accessed on 2014-07-09
  7. 7.0 7.1 Elder, Josh and Ramanda Kamarga. "Why We Fight." In StarCraft: Frontline: Volume 1, pp. 6–47. Tokyopop, August 1, 2008. ISBN 1427-80721-3.
  8. Mesta, Gabriel (July 1, 2001). StarCraft: Shadow of the Xel'Naga. Simon & Schuster (Pocket Star). ISBN 0-671-04149-5.
  9. 9.0 9.1 9.2 9.3 9.4 Grubb, Jeff (February 27, 2001). StarCraft: Liberty's Crusade. Simon & Schuster (Pocket Star) ISBN 0-671-04148-7.
  10. 10.0 10.1 Marine. Blizzard Entertainment. Accessed 2007-12-06.
  11. Blizzard Entertainment. StarCraft II: Legacy of the Void. Collections Tab: Skins. October 17, 2016
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