Starcraft 2 Units


Terran Units

SCV
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
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
Cost: 50 25
Build Time: 2 (25)
Supply: 1
Hit Points: 45
Armament: P-45 Scythe Gauss Pistols, D-8 Charges
Builds From: Merc Haven

Reapers are armed with 2 pistols, and uses a jump pack to avoid different types of terrain. The Reaper has two abilities it can use a flame thrower (making us believe this is the replacement to the firebat), and it can lay mines. The mines are different to the Vulture Spider Mines in that the enemy unit has to stop in range of the mine for it to activate.


GHOST
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
Cost: 125 50
Build Time: 35
Supply: 2
Hit Points: 130
Armament: Dual Railgun Cannons
Builds From: Factory
Requires: Tech Lab, Armory

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.


SIEGE TANK
Cost: 200 125
Build Time: 50
Supply: 3
Hit Points: 200
Armament: Twin 90mm Cannons (assault mode) 120mm Shock Cannon (siege mode)
Builds From: Factory

The Siege tank has a new design and look, and is now called the "Crucio" Siege Tank, instead of the old "Arclite" Siege Tank, but it is essentially the same. It still has a Deployed Siege mode and a mobile assault mode. The Crucio tank has also been upgraded with a stronger hull, and an extra turret in Assault mode for increased survivability in the battlefield. In deployed mode, the Siege tank will deal over three times the damage than when it is in Assault mode, but, as always, cannot move.


THOR
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
Cost: 100 100
Build Time: 42
Supply: 2
Hit Points: 120
Builds From: Starport

The Dropship is an old classic and we don't Know how many units the drop ship can carry at this time.


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).


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.

Yamato Cannon
Charges up and delivers a devastating shot dealing 250 damage.

Plasma Torpedoes
Shoots a barrage of lasers simultaneously at the ground dealing damage in an area.


NOMAD
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.

Auto-Turret
This simple robot gun emplacement is suitable for driving off smaller hostile life forms for an extended period of time



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
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
Cost: 175 75
Build Time: 50
Supply: 3
Hit Points: 150
Shields: 150
Armament: Dual Phase Disruptors
Builds From: Gateway
Requires: Twilight Council

The Immortal is the replacement to the Dragoon. After the destruction of Auir and the events of Brood War the Dragoons were all but wiped out. The remaining Dragoons were refitted with a new battle suit. But this is a dying breed as the Protoss cannot create any more.


STALKER
Cost: 125 50
Build Time: 42
Supply: 2
Hit Points: 120
Shields: 60
Armament: Chronal Web
Builds From: Gateway
Requires: Cybernetics Core

The Stalkers are a new unit created from the energies of the Dark Templar. They are armed with a powerful blaster and are able to blink a short distance to either run from or catch-up to its enemies.

Blink
The Blink ability allows the Stalker to warp a short distance to either run from or catch up to its enemies.



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
Cost: 50 150
Build Time: 42
Supply: 2
Hit Points: 40
Shields: 40
Energy: 200
Builds From: Gateway
Requires: Templar Archives

Only a small glimpse of the High Templar are shown in the Artwork trailer. You can clearly see the casting animation and a Psi Storm looking attack show up over some zerglings, which is why we belive these are the High Templar.


TWILIGHT ARCHON
Cost: N/A
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 also use their 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.


OBSERVER
Cost: 25 75
Build Time: 33
Supply: 1
Hit Points: 20
Shields: 40
Builds From: Robotics Facility
Requires: Null Circuit

Although Observers have no offensive capabilities they come fully equipped with a high tech sensory system that can detect cloaked units, they also have their own personal cloaking field to hide them from the enemy.


PHASE PRISM
Cost: 200
Build Time: 50
Supply: 2
Hit Points: 100
Shields: 40
Builds From: Robotics Facility

The Phase Prisim can change modes and act as a pylon anywhere on the map. In this mode it can supply power to any units or buildings and allow a remote site to warp-in units without building a fixed pylon. We also believe this will replace the transport unit but this is unconfirmed.

Phasing Mode Deploy's a Phase Prisim into Phasing Mode and generates power radius similar to that of a Pylon.



PHOENIX
Cost: 150 100
Build Time: 45
Supply: 2
Hit Points: 120
Shields: 60
Armament: Twin Ion Cannons
Builds From: Stargate

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).

Power Overload
Rapidly attack all nearby air enemies. The Phoenix is offline for a short duration after.


WARP RAY
Cost: 250 150
Build Time: 60
Supply: 3
Hit Points: 140
Shields: 60
Armament: Prismatic Beam
Builds From: Stargate

The Warp Ray is a specialist Protoss flyer. It fires a beam that does more damage the longer its fired. 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
Cost: 350 250
Build Time: 120
Supply: 8 Hit Points: 300
Shields: 150
Armament: Interceptors
Builds From: Stargate
Requires: Fleet Beacon

Interceptors are automatically manufactured and serviced inside the carriers’ bays, and a number of prepped interceptors can be launched in rapid succession. In addition, carriers now have a ground to air shield that absorbs extra damage from attacks coming from beneath them, however this means they are more vulnerable to air attacks.


STATIS ORB
Cost: 75 50
Build Time: 33
Supply: 2
Hit Points: 40
Shields: 40
Armament: Psi Beams
Builds From: Gateway
Requires: Cybernetics Core

This looks like a replacement for the Arbiter. Giving it a new list of skills and a much more useful attack.


MOTHERSHIP
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). 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.

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.

Planet Cracker
Deals heavy damage in what looks like an aoe radius beneath the Mothership to all ground targets in range.

Cloak Field
Allows the Mothership to create a field around it that cloaks friendly units and structures.

 

Zerg Units


LARVA
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
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
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
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
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
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
Cost: 100 100
Build Time: 33
Supply: 2
Hit Points: 120
Mutates From: Larva
Requires: Nydus Warren

The Infestor is the primary support unit for the Zerg in StarCraft II. It doesn?t possess a direct attack but its unique abilities make it a fearsome sight on the battlefield. Dark Swarm creates a smokescreen for units to hide under, protecting them from ranged attacks. Disease targets a single enemy, giving it a damaging aura that hurts surrounding units. The Infestor also has the Infestation ability, which temporarily infests an enemy structure, causing it to produce Infested Marines. Finally, the Infestor has the ability to move while burrowed, making it useful for sneaking in under enemy base defenses.


HYDRALISK
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.


LURKER
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.


ULTRALISK
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
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
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
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
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
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.


QUEEN
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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