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CURRENTLY CONFIRMED UNITS
TERRAN
UNITS
SCV
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Cost:
50
Build Time:
16
Supply:
1
Hit Points:
60
Armament: Fusion Cutter
Builds From:
Command Center
The SCV is the most basic of the Terran units. SCVs are
the Terran's worker bee. SCVs perform all manual labor
such as the constructing and repairing of buildings, as
well as mining both gas and mineral resources. |
Marine
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Cost:
50
Build Time:
20
Supply:
1
Hit Points:
40
Armament: 8mm C-14 Impaler Gauss Rifle
Builds From:
Barracks
Marines remain mostly unchanged since Brood War. They
are still the Terrans most basic unit dealing Normal
ranged damage. There is an upgrade that gives the marine
a shield and +15 hit points. Their range upgrade and
stim-pack upgrade will be returning in SC2. |
Reaper
Ghost
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Cost:
100
100
Build Time:
33
Supply:
2
Hit Points:
70
Energy: 200
Armament: 25mm
C-10 Canister Assault Rifle
Builds From:
Barracks
Requires: Tech Lab, Shadow Ops
Ghosts epitomize the height of human evolution and
physical conditioning. The Ghost is returning with its
lockdown and cloak abilities, it also has gained a new
ability called snipe which we have no information on. |
Cobra
Siege Tank
Thor
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Cost:
300
300
Build Time:
100
Supply:
6
Hit Points:
900
Energy: 200
Armament:
"Thor's Hammer" Particle Accelerators
Builds From:
SCV
Requires: Munitions Depot
The Thor is a base destroyer. It's movement, and turning
speed is slow making it tuff to kill small fast units.
But it is reported to do heavy heavy siege damage to
buildings. This unit is built by and SCV rather than a
building. |
Dropship
Banshee
 |
Cost:
150
100
Build Time:
50
Supply:
2
Hit Points:
120
Energy: 200
Armament:
Backlash Cluster Rockets
Builds From:
Starport
Requires: Tech Lab
The Banshee is an air to ground assault unit. It has an
attack that does aoe damage to ground units making it
perfect for large packs of smaller units. It can also
cloak. This is likely an all new unit given to the
Terran to match the Tempest and Guardian (if it's
returning for SC2).
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Battlecruiser
 |
Cost:
400
300
Build Time:
110
Supply:
6
Hit Points:
450
Armament: Plasma Turrets
Builds From:
Starport
Requires: Tech Lab, Deep Space Relay
A Battlecruiser's
strength lies in its high hit points, ability to be
repaired, and special abilities.
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Yamato Cannon:
Charges up and delivers a devastating shot dealing
250 damage. |
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Plasma
Torpedoes:
Shoots a barrage of lasers simultaneously at the
ground dealing damage in an area. |
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Nomad
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Cost:
75
150
Build Time:
42
Supply:
2
Hit Points:
140
Energy:
200
Armament:
None
Builds From:
Starport
Nomads boast an impressive array of sensors delicate enough to detect even cloaked or burrowed enemies. By deploying its two aft-mounted nano-welders, the nomad can construct a variety of small, semi-permanent defensive structures to meet various threats in a matter of moments.
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Auto-Turret
This simple robot gun emplacement is suitable for driving off smaller hostile life forms for an extended period of time |
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PROTOSS UNITS
Probe
 |
Cost:
50
Build Time:
20
Supply:
1
Hit Points:
20
Shields: 20
Armament: Psi Emitter
Builds From:
Nexus
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. |
Zealot
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Cost:
100
Build Time:
33
Supply:
2
Hit Points:
100
Shields: 60
Armament: Psi Blades
Builds From:
Gateway
The Protoss's most basic melee unit. These little guys
have recived a new ability. They are able to quickly
charge an enemy allowing them to close the gap very
quickly. This makes them much more effective against
medium ranged ground units. Beyond that the Zealot
remains largely unchanged. |
Immortal
Stalker
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Cost:
125
50
Build Time:
42
Supply:
2
Hit Points:
120
Shields: 60
Armament: Chronal Web
Builds From:
Gateway
Requires: Cybernetics Core
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Blink
Cooldown: 4 sec (timed by stop watch, at
normal game speed)
The Blink ability allows the Stalker to warp a
short distance to either run from or catch up to
its enemies. |
The Stalkers are a new unit created from the energies
of the Dark Templar. They are able to warp a short
distance to either run from or catch-up to its enemies,
they also have a powerful blaster dealing 46-50 damage
per blast to a Terran Reaper. (based on the game-play
trailer and some assumption, thanks Chibiabos) |
Soul Hunter
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AS REPORTED BY BLIZZARD, THIS UNIT HAS BEEN REMOVED FROM THE GAME
This is a new unit added to SC2, it looks to possibly be
a basic ground unit. The Soul hunter is a ranged unit
that seems to have a large cannon mounted on one arm and
sits atop a small floating platform. |
Dark Templar
 |
Cost:
125
100
Build Time:
42
Supply:
2
Hit Points:
40
Shields: 80
Armament:
Modified Warp Blade
Builds From:
Gateway
Requires: Dark Obelisk
This unit is unchanged
from the original at this point. So expect it to be the
same stealth infiltrator unit it always was. |
High Templar
Twilight Archon
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Build Time:
17
Supply:
4
Hit Points:
10
Shields: 350
Energy: 200
Armament:
Psionic Shockwave
Builds From:
Merging Templar (High Templar or Dark Templar)
This seems to be the SC2 version of the Archon. As of
right now we do not know if the Twilight Archon is
created through the merging of two High Templar. |
Colossus
 |
Cost:
300
200
Build Time:
75
Supply:
6
Hit Points:
300
Shields: 150
Armament: Twin Thermal Lances
Builds From:
Robotics Facility
Requires: Robotics Support Bay
Fires a red beam at
its enemies that will sweep to another enemy as soon as
its target dies (no need to re-fire the weapon).
Allowing the Colossus to switch between targets with no
down time to its attack.
The Colossus can use there long legs to step up and down
cliffs, to cross terrain. It's sweeping beam allows it
to deal large amounts of damage to small swarming units.
We've seen Terran missile turrets attack the Colossus
and at SC2.com the unit description says that the
Colossus is vulnerable to ground and air attacks. Which
means is safe to say air only attacks can target the
Colossus. |
Reaver
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THIS UNIT HAS BEEN CURRENTLY TAKEN OUT OF THE GAME
You can see this unit at the very end of the leaked
video. It slides along like a worm and moves up to the
front of the battle. Once there you can clearly see it
fire a small blue ball out that explodes on a Terran
unit killing it. (thanks to bufferzz for the heads up) |
Observer
Phase Prisim
Phoenix
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Cost:
150
100
Build Time:
45
Supply:
2
Hit Points:
120
Shields: 60
Armament: Twin Ion Cannons
Builds From:
Stargate
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Power Overload
Rapidly attack all nearby air enemies. The Phoenix
is offline for a short duration after. |
The Phoenix is set to replace the Corsair and Scout
units taking on features of both. It also will be able
to attack ground and air units. The description on the
Starcraft2.com site suggests that their air attack is
much stronger than their ground attack (akin to Scouts),
and the overload ability appears to only attack air
targets (un-confirmed). |
Warp Ray
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Cost:
250
150
Build Time:
60
Supply:
3
Hit Points:
140
Shields: 60
Armament: Prismatic Beam
Builds From:
Stargate
Fires a beam that does more damage the
longer its fired.
The Warp Ray is a specialist Protoss flyer. Its attack
does more damage the longer it fires. Making it
extremely effective against high armor/health units and
even more so against buildings. But against smaller more
numerous units its very weak taking far to long to kill
one small unit. |
Carrier
Nullifier
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Cost:
??
??
Build Time:
??
Supply:
?
Hit Points:
??
Shields: ??
Armament: ??
Builds From:
??
Requires: ??
The The Nullifier will be a mechanical unit, One key thing to note about Nullifiers being 'Mechanical' is that it will not be affected by certain abilities, such as the Snipe ability from a Ghost. Certain casters will be more vulnerable to those biological focused abilities such as the High Templar.
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Mothership
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Cost:
300
500
Build Time:
140
Supply:
8
Hit Points:
300
Shields: 250
Energy: 300
Armament:
Disruptor Pulse
Builds From:
Stargate
Requires: Fleet Beacon
Attacks with multiple rays dealing what
looks like medium damage (counted 4 rays at one time).
The Mothership also has 3 special abilities:
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Time Bomb
This is a special ability that slows down all
enemy movement inside the field, then stopping
attacks just before they reach the Mothership. |
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Planet Cracker
Deals heavy damage in what looks like an aoe
radius beneath the Mothership to all ground
targets in range. |
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Cloak Field
Allows the Mothership to create a
field around it that cloaks friendly units and
structures. |
Originally you could only have one Mothership per
Protoss player on the map at any given time.
However, it seems this has been
changed, and you can now have multiple motherships per
player, so we'd now expect the mothership abilities to be far less
potent than they were in the official gameplay trailer
from blizzard. |
ZERG
UNITS
Larva
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Cost:
n/a
Build Time: n/a
Supply: n/a
Hit Points:
25
Produced From:
Hatchery
The closest creatures
to the original Zerg insectoids are the Zerg Larvae.
Although their size and toughness were greatly boosted
by the Xel'Naga during their experiments, they still
possess the two traits that originally intrigued the
ancient masters: genetic versatility and psychic
sensitivity. Maggot-like, Zerg Larvae contain within
them the genetic code for all other Zerg breeds. When a
new breed of Zerg is needed, an individual Larva will
enter a pupal state and begin replicating the DNA of one
specific Zerg breed at an astounding rate. After a short
gestation period, the new mature Zerg hatches. A young
hive will only have the genetic code for the most basic
of Zerg breeds, such as the Drone, but as it grows and
develops new structures, its library of genetic strains
is expanded. With a command from the Overmind, the Larva
will enter a pupal state and begin the metamorphosis
into whichever breed is required by the hive. |
Drone
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Cost:
50
Build Time:
16
Supply:
1
Hit Points:
40
Armament: Biological Acid
Mutates From:
Larva
The Drone is the
Zerg�s worker unit, used to gather resources such as
minerals or Vespene gas. They are also used to morph
into various Zerg structures. |
Overlord
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Cost:
100
Build Time:
25
Supply: Each Overlord provides an additional 10
supply
Hit Points:
200
Mutates From:
Larva
The Overlord is the Zerg�s basic command and control
unit. As in the original game, it is a slow flying unit
with no attack, but as your army grows, you�ll need to
create more Overlords and keep them protected. What�s
new to this unit in StarCraft II are a couple of special
abilities. The slime ability allows the Overlord to
disable resource nodes and neutral observatories.
Overlords can also create a small, temporary patch of
creep for the Zerg to build on |
Overseer
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Cost:
100
Build Time:
unkown
Supply: n/a
Hit Points:
200
Mutates From:
Overlord
Requires: Lair
Individual Overlords
can be upgraded by the player to Overseers, which serve
as airborne detector units. Overseers lose the slime and
creep abilities of the Overlord, but gain a larger sight
radius and give the player the ability to see cloaked
and burrowed enemies. The longer the Overseer remains
stationary, the further he can see. |
Zergling
 |
Cost:
50
Build Time:
23
Supply:
1
Hit Points:
35
Armament: Claws
Mutates From:
Larva
Requires: Spawning Pool
The Zergling is the
most basic combat unit for the Zerg faction. Zerglings
are fast-moving ground units with a melee attack, and
are typically used en-masse. They can be morphed
individually into Banelings. |
Baneling
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Cost:
25
50
Build Time:
10
Supply:
1
Hit Points:
60
Armament: Corrosive Acid
Mutates From:
Zergling
Requires: Nest
Banelings are
morphed from Zerglings.The Baneling acts as a rolling
bomb that explodes on contact with an enemy unit or
building. Groups of Banelings can quickly cut a swath
through enemy infantry and even take down structures
when fielded en masse. |
Roach
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Cost:
75
25
Build Time:
23
Supply:
1
Hit Points:
90
Armament: Claws
Mutates From:
Larva
Requires: Roach Den
The Roach is a
specialized ground unit with the unique ability to very
quickly regenerate damage. Used properly, Roaches can
absorb tremendous amounts of damage and can only be
killed with concentrated and heavy fire from enemies. |
Infester
Hydralisk
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Cost:
100
50
Build Time:
23
Supply:
2
Hit Points:
80
Armament:
Needle Spines
Mutates From:
Larva
Requires: Hydralisk Den
The spindly,
snake-like hydralisks house hundreds of armor-piercing
spines within their upper carapace plates. These spines
have been specifically evolved from the defensive
urticating hairs of the slothien and adapted to a new
purpose. Hydralisks use powerful muscle contractions to
launch the spines in volleys at enemies approaching from
either the air or the ground.
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Lurker
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Cost:
25
75
Build Time:
33
Supply:
2
Hit Points:
125
Armament: Subterranen Spines
Mutates From:
Hydralisk
Requires: Deep Warren
Lurkers make a return
in StarCraft II. As in StarCraft: Brood War, Lurkers are
morphed from Hydralisks and can only attack while
burrowed. They can devastate packed groups of infantry
as they attack in a line with their subterranean spines.
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Ultralisk
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Cost:
300
200
Build Time:
70
Supply:
4
Hit Points:
600
Armament: Kasier Blades
Mutates From:
Larva
Requires: Ultralisk Cavern
Arguably the Zergs
most intimidating unit, the Ultralisk is back in
StarCraft II. Ultralisks can engage and attack multiple
ground units in front of it with its scythe-like Kaiser
Blades. They also possess a large number of hit points,
allowing it to absorb lots of damage as they lead Zerg
charges. |
Mutalisk
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Cost:
100
100
Build Time:
33
Supply:
2
Hit Points:
120
Armament:
Glaive Worm
Mutates From:
Larva
Requires: Spire
A mutalisk can attack
foes both in the air and on the ground by expelling a
glave wurm: a voracious symbiote that can rapidly strike
at several opponents as it explosively disintegrates.
Mutalisks form the primary flying forces of the zerg,
making hit-and-run attacks against vulnerable
installations and wheeling across the skies in
prodigious numbers above zerg nests or land-based
forces. Many attempted engagements with the zerg have
collapsed due to the rapid arrival of large numbers of
mutalisks before any meaningful air defense could be
mustered. Conversely powerful air defenses have
succeeded in keeping mutalisks at a distance, for the
creatures are limited in vitality. |
Swarm Guardian
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Cost:
100
100
Build Time: n/a
Supply:
2
Hit Points:
200
Armament: Corrosive Spores
Mutates From:
Mutalisk
Requires: Greater Spire
As with the Guardian
in the original StarCraft, the Swarm Guardian in
StarCraft II is morphed from the Mutalisk, and serves as
the Zerg�s aerial siege weapon. The Swarm Guardian
possesses a long-range, air-to-ground attack that hits
for a good deal of damage and also spawns small
broodlings that can attack for a short period of time. |
Corruptor
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Cost:
150
100
Build Time:
40
Supply:
2
Hit Points:
200
Armament: air-to-air
Mutates From:
Larva
Requires: Spire
The Corruptor is the Zerg�s dedicated air-to-air unit.
Corruptors don�t immediately destroy their targets.
Instead, the targeted enemy becomes corrupted, becoming
a stationary turret that fires at other nearby enemies.
In this way, Corruptors can quickly overcome large
groups of enemy fliers, turning them against one
another. |
Nydus Worm
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Cost:
100
100
Build Time:
33
Supply:
2
Hit Points:
250
Armament: none
Mutates From:
Larva
This transport
unit is the Zerg's primary means of bypassing cliffs and
terrain obstacles. It can be killed after surfacing to
form a Canal, or beforehand through the use of
detectors. The Nydus Worm can morph back to a Worm after
it morphs to the Nydus Canal. |
Infested Terran
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Cost: n/a
Build Time: n/a
Supply: n/a
Hit Points:
30
Armament: Gauss Rifle
Produced From:
Infested Structures
The Infested Marine is produced by any enemy structure
that�s been afflicted with the Infestation ability.
Infested Marines move slowly but act and shoot much like
a regular Terran Marine.
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Queen
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Cost:
150
25
Build Time:
25
Supply: n/a
Hit Points:
200
Energy:
100
Abilities:
Burrow, Creep Tumor, Regeneration, Shrieker, Swarm
Clutch, Swarm Infestation
Produced From:
Hatchery
Requires:
Spawning Pool
The original
StarCraft had a units called Queens, but the Queen in
StarCraft II is so different, that its form and function
do not at all resemble the Queens from the original
game. The two units merely share a name. In StarCraft
II, Queens are birthed directly out of the Hatchery, and
you can only control one at a time. The Queen is a
powerful fighting unit, but more importantly, she
orchestrates the defense of Zerg bases by using a number
of unique abilities. Queens can create special
structures that expand the base of creep, or act as
stationary defense turrets. Also, as Queens evolve, they
can gain new abilities such as Deep Tunnel, which allows
the Queen to instantly move to any of your buildings on
the map. The Toxic Creep ability makes a small area of
creep damaging to enemy ground units standing on it.
Swarm Infestation lets the Queen temporarily turn any
Zerg building into a defensive turret that shoots at
enemies, while Regeneration lets the Queen quickly heal
any damaged Zerg structures. |
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