

Armor: Light
Hit Points: 50
Ground Attack: 16*
Air Attack: 0
Attack Range: 2
Gas Required: 25
Minerals Required: 50
Their limited range and lack of an air attack give Firebats a more defined role than that of the Marines. Firebats cost more, as well (requiring Vespene). However, they have value in many Terran missions and can be instrumental in winning several battles against the Zerg.
The Firebat is essentially a flamethrower and carries a threefold attack advantage over the Marine. This can be deceptive, however, because attacking heavy armor can lower the Firebat's attack value by 75 percent. An attack value of 16 doesn't look so good reduced to 4. What's the answer? Use the Firebat when you can take the greatest advantage of its weapons.
Firebats are very effective against hoards of Zerglings, particularly from the protection of a Bunker. A combination of Marines (for their attack range) and Firebats (for their raw power) in a series of defensive Bunkers will smoke Zerglings and Hydralisks (pardon the pun). Terran Mission 6, "Norad II" and Terran Mission 3, "Desperate Alliance", are excellent opportunities to demonstrate this.
Firebat groups are also excellent for destroying enemy buildings/structures. A posse of eight to 12 Firebats circling an enemy building will incinerate it in seconds. A popular strategy is to use equal groups of Firebats and Marines as a one-two punch against enemy forces. Firebats are also very effective against Protoss Zealots units, because they must attack hand-to-hand and are vulnerable to fire due to their light armor.
Role: Armored Assault Trooper
Armament: CMC-660 Heavy Combat Combat Suit Plasma-based Perdition Flame Throwers
Like standard Marine Infantry, Firebats are typically "culturally challenged persons" who have been Resocialized by the Confederate government. Equipped with powerful, arm-mounted flame throwers, they serve as assault troopers in the various Terran Militias. Although their attack has a limited range, the flame throwers cause considerable damage to any target caught within the stream of fire. Firebat Combat Suits provide additional protection from heat and flame, although they are significantly heavier than standard Marine armor.
The newest version of the Marine Powered Combat Suit and Firebat Heavy Combat Suit feature an in-field chemical delivery system filled with a powerful mixture of synthetic adrenaline and endorphins coupled with a powerful psychotropic aggression amplifier. When activated, the StimPack provides the user with greatly increased speed and reflexes. Some tissue damage may result.
Side effects, including insomnia, weight loss, tremors, grand mal seizures, mania/hypomania, paranoiac hallusinations, severe internal hemorrhaging and cerebral deteration, have all been declared nominal and well within Confederate acceptable saftly margins.