Tech Lab

Terran Tech Lab

Description Edit

The Tech Lab is a modular tech structure for Terran. It is produced at one of the player's Barracks, Factories, or Starports. Though initially attached after construction, it can be re-attached to any of the Terran's other production structures (except for the Command Center) by lifting the one that is attached and replacing it with another. Attached buildings gain new unit production options, and the Tech Lab can be used to research various technologies, depending on which type of structure is attached.

Building Information Edit

Attributes: Armored - Mechanical - Structure
Cost: Minerals 50 Gas 25
Build time: 29 seconds
Hit Points: 400
Armor: 1 (Can be upgraded to 3 by researching Structure Armor)
Sight Range: 9
Requires: Barracks, Factory, or Starport

Effect on Buildings Edit

Barracks Edit

Unlocks Medics, Firebats and Mercs. An attached Tech Lab is a requirement for the production of Ghosts . (Note: Unless the Terran player controls a Fusion Core, an attached Tech Lab is a requirement for Medics, Firebats, and Mercs as well.)

Cost: Minerals 100 Gas 100
Research Time: 105 seconds

Allows Marines, Firebats, and Mercs to use the Stimpack ability.

Barrel Stabilizers
Barrel Stabilizers
Cost: Minerals 100 Gas 100
Research Time: 86 seconds

Increases the attack range of Marines by 1.

Cost: Minerals 100 Gas 100
Research Time: 65 seconds

Allows Medics to use the Restoration ability to remove all negative effects from a target unit.

Factory Edit

Unlocks Siege Tanks and Goliaths. A Tech Lab is not necessary to produce Goliaths if the Terran player controls an Armory.

Spider Mine
Spider Mines
Cost: Minerals 100 Gas 100
Research Time: 75 seconds

Allows the Vulture to plant Spider Mines on the ground.

Ion Thrusters
Ion Thrusters
Cost: Minerals 100 Gas 100
Research Time: 90 seconds

Increases the movement speed of Vultures by 50%.

Siege Tech
Siege Tank - Siege Tech
Cost: Minerals 150 Gas 150
Research Time: 90 seconds

Enables Siege Tanks to deploy into Siege Mode.

Charon Booster
Charon Booster
Cost: Minerals 150 Gas 150
Research Time: 110 seconds

Increases the attack range of Goliaths' air attacks by 3.

Starport Edit

Is a requirement for Vikings, Science Vessels and Battlecruisers.
Wraith Cloak
Ghost - Personal Cloaking
Cost: Minerals 150 Gas 150
Research Time: 87 seconds

Allows Wraiths to use the Cloak ability. Cloak renders the unit invisible to enemies unless it is revealed by detectors or various effects.

Research Ingnite Afterburner
Ignite Afterburner
Cost: Minerals 100 Gas 100
Research Time: 40 seconds

Allows Dropships to use Ignite Afterburner which increases the Dropship's movement speed by 100% for 4.8 seconds.

Related Links Edit

Units and Buildings
Protoss Overview
Units Probe · Zealot · Dragoon · High Templar · Dark Templar · Archon · Dark Archon · Observer · Warp Prism · Void Relic · Reaver · Corsair · Scout · Sentinel · Arbiter · Carrier
Buildings Nexus · Assimilator · Pylon · Gateway (Warp Gate) · Cybernetics Core · Forge · Photon Cannon · Twilight Council · Templar Archives · Robotics Facility · Robotics Bay · Observatory · Stargate · Fleet Beacon · Arbiter Tribunal
Terran Overview
Units SCV · Marine · Medic · Firebat · Merc · Ghost · Vulture (Spider Mine) · Siege Tank · Goliath · Dropship · Wraith · Viking · Science Vessel · Battlecruiser
Buildings Command Center (Orbital Command · Planetary Fortress) · Refinery · Supply Depot · Barracks · Engineering Bay · Bunker · Missile Turret · Ghost Academy · Merc Compound · Factory · Armory · Starport · Fusion Core · Tech Lab
Zerg Overview
Units Drone · Overlord · Swarm Queen · Zergling · Hydralisk (Lurker) · Mutalisk (Guardian · Devourer) · Scourge · Swarm Lord · Viper · Ultralisk · Defiler
Buildings Hatchery (Lair · Hive) · Extractor · Spawning Pool · Evolution Chamber · Hydralisk Den · Spine Crawler · Spore Crawler · Spire (Greater Spire) · Viper Nest · Ultralisk Cavern · Defiler Mound · Greater Nydus Network

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