Starcraft 2 Units
Terran Buildings
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Command Center
Cost: 400
Build Time: 100
Hit Points: 1500
Builds: SCV
Upgrades to: Planetary Fortress, Surveillance Station
Transport: Can load and transport up to 5 SCVs while airborne. |
The Command Center is the focal point of every Terran Colony. The SCVs deposit all the harvested minerals and vespene gas at the Command Center, and this is also where the SCVs are produced.
Planetary Fortress Upgrade
This new attachment to the Command Center allows you to have a defensive turret on top of your Command Center. We don't know if this will attack air or ground, or possibly detect stealth
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Supply Depot
Cost: 100
Build Time: 33
Hit Points: 500
Requires: Command Center |
Supply Depot Submerged Mode
We do not know if this is an upgrade or just an ability of the new Supply Depots but they will be able to submerge underground to allow troops to cross over them.
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Barracks
Cost: 150
Build Time: 67
Hit Points: 1000
Builds: Marine, Medic, Ghost
Add-ons: Tech Lab, Reactor
Requires: Command Center |
The Sensor Tower is essentially a detector, it detects cloaked units and approaching enemies inside the fog of war. Detected units or buildings within the fog of war cannot be distinguished for what they are, rather they appear as a red marker in the fog of war and act as a warning signal against approaching enemy forces.
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Factory
Cost: 200 100
Build Time: 67
Hit Points: 1250
Builds: Viking, Siege Tank, Cobra
Add-ons: Tech Lab, Reactor
Requires: Barracks |
This is the Terran factory, no specific units have been confirmed to be built here but we assume all the mechanical ground units.
Add-on Tech Center
This is the Tech Center add-on which allows you to build higher tier units from the building it is attached to. Add-ons are no longer building specific and the same add-ons can be built at every building that supports them.
Add-on Reactor
The Reactor add-on allows you to build two units at a time from the building it is attached to. Add-ons are no longer building specific and the same add-ons can be built at every building that supports them.
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Sensor Tower
Cost: 50
Build Time: 25
Hit Points: 200
Upgrades to: Radar Tower
Requires: Engineering Bay |
This is a fast moving hover unit that has two rail guns and can attack on the move. It is likely that this is the replacement to the Vulture.
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Refinery
Cost: 100
Build Time: 33
Hit Points: 400
Requires: Command Center Salvage
Salvage the structure, removing it and returning 100% of its minerals and gas value. Warning - once salvage is triggered it cannot be cancelled. |
In order to harvest Vespene Gas, a Refinery must be built atop the geyser.
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Bunker
Cost: 150
Build Time: 25
Hit Points: 400
Requires: Barracks
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Up to four infantry units can enter the Bunker. The units in the Bunker do not take damage as long as they are in the Bunker and the Bunker is still standing.
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Missile Turret
Cost: 75
Build Time: 25
Hit Points: 200
Requires: Engineering Bay |
The Missile Turret provides anti-air defense. It is also stated that they can shoot at "tall" targets, such as Colossus. So they will be useful against a select few ground units as well. You can forget about getting a Colossus in a Terran base.
Protoss Buildings
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Nexus
Cost: 400
Build Time: 100
Hit Points: 750
Shields: 750
Builds: Probe |
We don't know to much about the Probe in SC2. We assume it's still built from the Nexus, and probably has the same health/shield. We have seen it gather gas and minerals in the game play trailer. That's about it..
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Pylon
Cost: 100
Build Time: 60
Hit Points: 200
Shields: 200
Requires: Nexus |
I counted 11 pylons in the Protoss base of the game play trailer. The Psi in the UI said 141. So assuming the Nexus still provides 9 Psi, each pylon gives 12 Psi instead of 8.
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Phase Cannon
Cost: 150
Build Time: 35
Hit Points: 125
Shields: 125
Requires: Forge |
The Phase Cannon looks to be another feat of Protoss technology. They have created a turret of some kind that can literally move it self. This will give the Protoss far more flexibility in the defense of there base.
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Assimilator
Cost: 100
Build Time: 33
Hit Points: 100
Shields: 250
Requires: Nexus |
In the game play trailer you can clearly see probes go in and out of this building carrying green balls. So its safe to say this is the Protoss Assimilator.
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Gateway / Warp Gate
Cost: 150
Build Time: 33
Hit Points: 500
Shields: 500
Builds: Zealot, Immortal, Stalker, Stasis Orb, High Templar, Dark Templar
Upgrades to: Warpgate
Requires: Nexus |
The Gateway will warp in units from the Protoss homeworld. As a Gateway it seems to work just like it does in Brood War. But it has gained a new upgrade to turn it into a Warp Gate. Once a Warp Gate the building can teleport units to anywhere there is a power source you control.
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Robotics Facility
Cost: 200 200
Build Time: 60
Hit Points: 450
Shields: 450
Builds: Phase Prism, Observer, Colossus
Requires: Cybernetics Core |
We really don't know what this building is. But if I had to take a shot in the dark I'd say it is the Robotics Facility. It is seen at the begining of the game play trailer during the fly over of the Protoss base.
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Forge
Cost: 150
Build Time: 33
Hit Points: 550
Shields: 550
Upgrades: Ground Weapons, Ground Armor, Plasma Shields
Requires: Nexus |
We think this is the SC2 version of the Forge. It is seen at the begining of the game play trailer during the fly over of the Protoss base.
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Templar Archives
Cost: 150 200
Build Time: 50
Hit Points: 500
Shields: 500
Upgrades: Psi Storm, Khaydarin Amulet
Requires: Twilight Council |
We think this is the SC2 version of the Templar Archives. It is seen at the begining of the game play trailer during the fly over of the Protoss base.
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Stargate
Cost: 150 150
Build Time: 60
Hit Points: 600
Shields: 600
Builds: Phoenix, Warp Ray, Carrier, Mothership
Requires: Cybernetics Core |
Produces the Protoss flying units.
Zerg Buildings
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Hatchery
Cost: 300
Build Time: 100
Hit Points: 1250
Produces: Larva, Queen
Upgrades to: Lair |
The Zerg Hatchery is the focal point of every starting Zerg colony. It performs two vital functions that no colony could survive without: producing Creep and producing Larva that can evolve into the various Zerg breeds. In addition, the Hatchery, is one of the only structures that can be built without pre-existing Creep and is therefore essential for any expansion attempt.
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Lair
Cost: 150
Build Time: 100
Hit Points: 1800
Produces: Larva, Queen
Upgrades from: Hatchery
Upgrades to: Hive
Requires: Spawning Pool |
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Hive
Cost: 200
Build Time: 150
Hit Points: 2500
Produces: Larva, Queen
Upgrades from: Lair
Requires: Spawning Pool, Lair |
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Extractor
Cost: 50
Build Time: unkown
Hit Points: 500 |
Allows a player to harvest gas from a vespene geyser.
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Spawning Pool
Cost: 200
Build Time: unknown
Hit Points: 750
Allows Production of: Zergling
Requires: Hatchery |
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Evolution Chamber
Cost: 75
Build Time: 35
Hit Points: 750
Requires: Hatchery |
Required for various Zerg units, buildings and upgrades.
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Roach Den
Cost: 150 100
Build Time: unkown
Hit Points: 850
Allows Production of: Roach, Baneling
Requires: Spawning Pool |
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Nest
Cost: 150 100
Build Time: unkown
Hit Points: 850
Allows Production of: Roach, Baneling
Requires: Spawning Pool
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Hydralisk Den
Cost: 150 100
Build Time: unkown
Hit Points: 850
Allows Production of: Hydralisk
Requires: Lair
Upgrades to: Deep Warren |
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Deep Warren
Cost: 50 100
Build Time: unkown
Hit Points: 850
Allows Production of: Hive Matriarch
Requires: Hive
Upgrades From: Hydralisk Den |
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Spire
Cost: 200 200
Build Time: unkown
Hit Points: 600
Allows Production of: Mutalisk
Requires: Lair
Upgrades To: Greater Spire |
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Greater Spire
Cost: 100 150
Build Time: 100
Hit Points: 1000
Allows Production of: Swarm Guardian
Upgrades From: Spire
Requires: Hive |
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Ultralisk Cavern
Cost: 150 200
Build Time: unkown
Hit Points: 600
Allows Production of: Ultralisk
Requires: Hive |
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Nydus Warren
Cost: 150 100
Build Time: 45
Hit Points: unkown
Allows Production of: Infester
Requires: Lair |