The Terran Dominion eventually acquired the research to use tech reactors, as did the terran race as a whole. By 2506, the tech reactor was used almost exclusively over the previous two add-ons.
Game Structure[]
Wings of Liberty[]
Tech reactors are acquired in Hyperion's lab in Wings of Liberty for twenty-five protoss research points and are the alternative to the drop research.[1] This allows two of any unit to be built at once, including units that would normally require a tech lab, and grants access to upgrades that would be found in tech labs. After acquisition, all starting tech labs and reactors in subsequent missions are replaced by tech reactors. Tech labs and reactors may no longer be built.
Depending on playstyle and strategy, being able to mass tech lab units, such as Marauders, Siege tanks, Battlecruisers, and Thors, at an increased rate may prove preferable to being able to spawn infantry anywhere on the map with the Orbital Strike upgrade. Orbital Strike only affects the barracks, meaning that units deployed through it may be out of range of your Factory and Starport support units if done so very far forward, while the tech reactor upgrade affects all three production buildings, while also streamlining Lift Off building swaps by removing the need to construct separate add-ons.
In missions where there is a significant AI Terran presence, their tech reactors can be stolen by destroying the building attached to it, be it enemy or ally, and then attaching your own to them. This also applies in Nova Covert Ops. Note that, unlike in StarCraft 1, add-ons don't become neutral when the connected building is destroyed, so units must be watched since they may auto-target and destroy it.
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.[2]
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.
In Co-op Missions, Swann is able to build tech reactors once he reaches Level 10. Swann can also convert allied or enemy tech labs and reactors into tech reactors by landing his factories and starports next to them. Raynor can attach his production buildings on Swann's tech reactors and use them. If Swann lands his structures on Raynor's add-ons, they will automatically be transformed into tech reactors.
Swann Upgrades[]
Researches[]
Factory[]
Infernal Pre-Igniter
Increases the damage of the hellion and hellbat by 10 against light units.
Raynor cannot construct tech reactors, but when allied with Swann, he can use his ally's tech reactors on his production structures. If Swann lands a structure under his control on Raynor's reactors and tech labs, they will automatically become tech reactors.
100 100 Mastery: -2 -2 per Research Resource Cost mastery point. Down to a maximum 40 40 60
Effect
Heal Effect: Restore 4 hit points per 0.83 Heal Cost: 2.5 per second Mastery: +0.04 hit points per Medics Heal Additional Target mastery point. Up to a maximum 3.6 hit points.
50 Mastery: -1 per Research Resource Cost mastery point. Down to a minimum 20 50 Mastery: -1 per Research Resource Cost mastery point. Down to a minimum 20 60
100 Mastery: -2 per Research Resource Cost mastery point. Down to a minimum 40 100 Mastery: -2 per Research Resource Cost: mastery point. Down to a minimum 40 60
150 Mastery: -3 per Research Resource Cost mastery point. Down to a minimum 60 150 Mastery: -3 per Research Resource Cost mastery point. Down to a minimum 60 90
150 Mastery: -3 per Research Resource Cost mastery point. Down to a minimum 60 150 Mastery: -3 per Research Resource Cost mastery point. Down to a minimum 60 90
100 Mastery: -2 per Research Resource Cost mastery point. Down to a minimum 40 100 Mastery: -2 per Research Resource Cost mastery point. Down to a minimum 40 60
100 Mastery: -2 per Research Resource Cost mastery point. Down to a minimum 40 100 Mastery: -2 per Research Resource Cost mastery point. Down to a minimum 40 60
150 Mastery: -3 per Research Resource Cost mastery point. Down to a minimum 60 150 Mastery: -3 per Research Resource Cost mastery point. Down to a minimum 60 90