In [[Co-op Missions]], [[Rory 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.
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In [[Co-op Missions]], [[Rory 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. [[Jim Raynor (Co-op Missions)|Jim Raynor]] can be attach their production buildings on Swann's tech reactors and use it.
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====Upgrades====
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====Raynor Upgrades====
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=====Barracks=====
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{{CoopCombatShield}}
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{{CoopConcussiveShells}}
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{{CoopIncineratorGauntlets}}
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{{CoopJuggernautPlating}}
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{{CoopStabilizerMedpacks}}
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=====Factory=====
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{{CoopReplenishableMagazine}}
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{{CoopCerberusMine}}
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{{CoopAdvancedSiegeTech}}
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=====Starport=====
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{{CoopRipwaveMissiles}}
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{{CoopPhobosSystem}}
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{{CoopCloakingField|raynor}}
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{{CoopShockwaveMissiles|raynor}}
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====Swann Upgrades====
=====Factory=====
=====Factory=====
Revision as of 08:48, 6 March 2020
The tech reactor is an add-on structure in StarCraft II. It is only available in the single-player campaigns and Co-op Missions.
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, even when that unit would normally require a tech lab. 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.
The tech reactor can be preferable to the Orbital Strike upgrade, where as the Orbital Strike only affects the barracks, the tech reactor upgrade affects the barracks, factory, and starport, allowing them to produce two tech lab-required units at a time. This is invaluable when mass-producing larger units such as battlecruisers and thors, especially later in the campaign.
In some missions where terrans are the primary majority, the tech reactors can be steal by simply destroying the building attached to it, be it enemy or ally and then attached yours on them. This also applies in Nova covert ops.
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, Rory 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. Jim Raynor can be attach their production buildings on Swann's tech reactors and use it.
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