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  • Units

    Units

    Protoss

    Current Build

    Units


    The new protoss colossus



    The void ray.


    <TABLE cellPadding=2 border=1><TBODY><TR><TD>Unit </TD><TD>Details </TD></TR><TR><TD>Archon </TD><TD>Created by merging two templar units, the archon is a powerful melee unit with a very durable force shield and a strong energy-based attack. </TD></TR><TR><TD>Carrier </TD><TD>A powerful air unit. Carriers do not have their own attacks but create interceptors to fight for them. </TD></TR><TR><TD>Colossus </TD><TD>The large quad-legged vehicle fires lasers in a splash pattern well-suited to destroying swarms of weaker units. This unit can also traverse differences in terrain height due to its long legs, and will appear to step over ledges and other obstacles due to the inverse kinematics system. </TD></TR><TR><TD>Dark templar </TD><TD>A permanently cloaked stealth warrior. </TD></TR><TR><TD>High templar </TD><TD>A physically fragile unit with strong psychic abilities. </TD></TR><TR><TD>Immortal </TD><TD>Dragoon-like walker with a strong defense against powerful attacks, but vulnerable to weaker attacks. </TD></TR><TR><TD>Mothership </TD><TD>A powerful flying unit that consumes a high amount of resources to produce. It has powerful special abilities. </TD></TR><TR><TD>Observer </TD><TD>A cloaking air unit that functions as a detector. </TD></TR><TR><TD>Phoenix </TD><TD>An aerial fighter with an anti-gravity ability that lifts ground units into the air. </TD></TR><TR><TD>Probe </TD><TD>The builder of the protoss race. Gathers gas and minerals. </TD></TR><TR><TD>Sentry </TD><TD>Previously known as the disruptor, and the nullifier before that. A ground support unit. </TD></TR><TR><TD>Stalker </TD><TD>A dragoon-like Dark Templar unit, able to blink (short-range teleport) and deliver ranged attacks against air and ground units.</TD></TR><TR><TD>Void ray </TD><TD>Formerly known as the warp ray, this flying unit deals damage with a blue energy beam that does more damage as it focuses on the same target. Good versus heavily armored targets like buildings, weak against small arms fire. </TD></TR><TR><TD>Warp prism </TD><TD>Formerly known as the phase prism, the warp prism is a dual-purpose unit, able to transport units or to create a warp matrix field like the pylon.</TD></TR><TR><TD>Zealot </TD><TD>Melee unit with the ability to charge, allowing it to quickly close the distance between itself and an enemy unit. </TD></TR></TBODY></TABLE>
    Structures

    <TABLE cellPadding=2 border=1><TBODY><TR><TD>Structure </TD><TD>Details </TD></TR><TR><TD>Assimilator </TD><TD>Allows probes to harvest vespene gas from geysers. </TD></TR><TR><TD>Cybernetics core </TD><TD>Allows for the warping in of stalkers and sentries.</TD></TR><TR><TD>Dark shrine </TD><TD>Formerly known as the dark obelisk, it allows dark templar to be warped in.</TD></TR><TR><TD>Fleet beacon</TD><TD>Allows the carrier and the mothership to be warped in. </TD></TR><TR><TD>Forge </TD><TD>Allows the construction of photon cannons and research of Protoss ground unit upgrades. </TD></TR><TR><TD>Gateway</TD><TD>Warps in the zealot, the stalker, the sentry, the high templar, and the dark templar. </TD></TR><TR><TD>Nexus </TD><TD>Produces probes and is the place that all minerals and gas are dropped off at to be processed. Also produces the mothership. </TD></TR><TR><TD>Photon cannon </TD><TD>A defensive structure with a ranged attack effective against ground and air units. </TD></TR><TR><TD>Pylon</TD><TD>The protoss supply building; it produces a radius of energy that is a requisite for the placement of most other protoss structures. </TD></TR><TR><TD>Robotics facility </TD><TD>Warps in the warp prism, observer, colossus, and immortal. </TD></TR><TR><TD>Robotics bay </TD><TD>Formerly known as the null circuit, This structure enables a robotics facility to produce colossi and contains upgrades for observers and warp prisms. </TD></TR><TR><TD>Stargate</TD><TD>Warps in the phoenix, void ray and carrier.</TD></TR><TR><TD>Templar archives </TD><TD>Allows the high templar unit to be warped in. </TD></TR><TR><TD>Twilight council </TD><TD>Contains upgrades for stalkers and zealots. </TD></TR><TR><TD>Warp gate </TD><TD>The gateway has the ability to transform into a warp gate, which can warp-in units across the map to any spot within the range of pylons or deployed warp prisms. Each warp gate can only "warp in" one unit at a time and is subject to a cooldown period before it can use the ability again. In addition, newly warped in units will gradually materialize and be vulnerable for a period (like a newly warped in protoss structure), and if the pylon or warp prism is destroyed while the unit is being warped in, the unfinished unit will be lost. </TD></TR></TBODY></TABLE>
    Removed from Multiplayer

    Units
    • Purifier: Formerly known as the soul hunter, the purifier was an infantry unit. Its attack was effective against biological units and buildings but was weak against mechanical units and robots; purifiers could gain power from draining biological units as well, firing one beam (originally) going up to three beams when fully powered up.
    • Reaver: The reaver was originally supposed to make it into StarCraft II, but was cancelled before BlizzCon 2007. Its role as a siege unit was given to the colossus.
    • Tempest: Originally set to replace the carrier, the original was brought back, due to "emotional connections with the original unit".
    • Stasis orb: Some of the abilities of this unit were moved to the nullifier.
    • Twilight archon: A large ground unit, swirling with blue energy and shooting short-ranged blasts of energy, very similar to the archon.
    Structures

    Terran


    The new terran Banshee



    The new terran Thor


    Current Build

    Units

    <TABLE cellPadding=2 border=1><TBODY><TR><TD>Unit </TD><TD>Details </TD></TR><TR><TD>Banshee </TD><TD>A cloak-capable gunship able to only attack ground-based targets. </TD></TR><TR><TD>Battlecruiser </TD><TD>The capital ship of the terran fleet, this powerful spacecraft is capable of firing a Yamato Cannon that deals large damage to a single target. </TD></TR><TR><TD>Ghost </TD><TD>Stealth specialist with access to several powerful and different abilities than in StarCraft I. </TD></TR><TR><TD>Hellion </TD><TD>Formerly known as the Jackal, this fast vehicle is armed with a flamethrower suited for destroying masses of weaker units. </TD></TR><TR><TD>Marauder </TD><TD>The replacement for the firebat. Its attack slows enemy units and deals high damage vs armored units. </TD></TR><TR><TD>Marine </TD><TD>The basic terran infantry, able to upgrade hit points with a shield. </TD></TR><TR><TD>Medivac dropship </TD><TD>A dual-purpose unit combining the old dropship and the medic, it is capable of transporting ground units and healing infantry.<SUP class=reference id=cite_ref-52>[53]</SUP> </TD></TR><TR><TD>MULE </TD><TD>A temporary unit summoned by an orbital command that harvests minerals for a limited time span. </TD></TR><TR><TD>Raven </TD><TD>Formerly known as the Nighthawk, Vulkan and Nomad, this air detector creates smaller independent munitions. </TD></TR><TR><TD>Reaper</TD><TD>Exceptionally fast infantry that uses dual pistols, can jet pack up and down ledges and uses explosives vs buildings. </TD></TR><TR><TD>SCV </TD><TD>The builder and resource gatherer of the terran race. Its Repair ability can be set to "autocast". </TD></TR><TR><TD>Siege tank, Crucio </TD><TD>Terran tank that can transform into a stationary 'siege cannon' mode, allowing it to strike targets at a greater range. </TD></TR><TR><TD>Thor</TD><TD>This intimidating mechanical unit is named after the Norse god of thunder. Can deal splash damage to air units and fire powerful cannons at ground targets. </TD></TR><TR><TD>Viking </TD><TD>This terran vehicle can transform between a walking robot and a spacecraft. </TD></TR></TBODY></TABLE>
    Raven-Created Units



    The Raven creates devices that have a use in combat. Structures

    <TABLE cellPadding=2 border=1><TBODY><TR><TD>Structure </TD><TD>Details </TD></TR><TR><TD>Armory </TD><TD>Upgrades mechanical units. </TD></TR><TR><TD>Barracks </TD><TD>Produces terran infantry units. </TD></TR><TR><TD>Bunker </TD><TD>Provides protection for terran infantry. </TD></TR><TR><TD>Command center </TD><TD>Produces SCVs and serves as a drop off point for proccessing of minerals and gas. Has the ability to carry up to five SCVs and can upgrade to the powerfully armed planetary fortress or the ability oriented orbital command. </TD></TR><TR><TD>Orbital command </TD><TD>This upgrade to the command center provides scanner sweeps to reveal troop movements through the fog of war and detect cloaked or burrowed units, summons MULEs, and can increase the supply generated by supply depots. </TD></TR><TR><TD>Planetary fortress</TD><TD>This immobile upgrade of the command center grants it weapons to attack enemy ground units and a large boost to armor. </TD></TR><TR><TD>Engineering bay</TD><TD>Upgrades infantry and buildings. </TD></TR><TR><TD>Factory </TD><TD>Produces terran vehicle units. </TD></TR><TR><TD>Fusion core </TD><TD>Formerly known as the anti-matter core and the deep space relay, this structure allows production of battlecruisers and provides researches for them. </TD></TR><TR><TD>Ghost academy </TD><TD>This structure enables ghosts to be produced and provides researches for them. In addition, it stores nuclear missiles for launch. </TD></TR><TR><TD>Missile turret </TD><TD>Anti-air turret that fires two missiles at a time. </TD></TR><TR><TD>Refinery</TD><TD>Refines vespene gas for collection by SCVs. </TD></TR><TR><TD>Sensor tower </TD><TD>Can sense enemy units through the fog of war. </TD></TR><TR><TD>Starport </TD><TD>Produces terran air units. </TD></TR><TR><TD>Supply depot </TD><TD>Provides supply required for additional terran units and can submerge, enabling troops to walk over it. It is smaller than in StarCraft I and can be made into an important part of terran base defenses, preventing enemy units from walking past them. This ability is called Lower/Raise. </TD></TR></TBODY></TABLE>
    Add-Ons

    In StarCraft II, terran add-ons work quite differently. Only two add-ons have been described,<SUP></SUP>the reactor and the tech lab. Instead of being specific to an associated structure, each add-on can be added to any barracks, factory or starport, granting a specific benefit. One structure may only have one add-on attached to it, so it cannot benefit from the reactor's bonus and the tech lab's bonus simultaneously.
    <TABLE cellPadding=2 border=1><TBODY><TR><TD>Unit </TD><TD>Details </TD></TR><TR><TD>Reactor </TD><TD>Doubles the number of units produced from the building to which it is attached. (For instance, adding one to a barracks will enable it to create two marines at the same time.)</TD></TR><TR><TD>Tech lab </TD><TD>Enables the production of "higher tech" units. For instance, adding a tech lab to a barracks will allow it to produce marauders, while adding one to a factory will enable it to build siege tanks. Upgrades marine combat shields and specific upgrades and special abilities for the hellion, siege tank, viking, banshee, medivac dropship and raven. </TD></TR></TBODY></TABLE>
    Removed from Multiplayer

    Units
    • Cobra: A fast hover vehicle equipped with an electrical attack that slows enemies. It has since been canceled.
    • Firebat: Firebats were much larger and tougher than they were in the original game. They were built from the factory. They were removed to test the Marauder, and their former functions have been divided between the marauder and the hellion.
    • Predator: An air to air unit; it was canceled during development.
    • Targeting drone: Placed a target laser on a given unit. Units took 50% more damage while being targeted. Canceled as of April 2009.
    Structures
    • Merc compound: This structure was required to produce reapers and researched stimpacks and reaper ugprades.
    • Munitions depot: This structure was required to produce thors.
    • Radar tower: an upgrade of the sensor tower, it would have granted detection abilities to nearby Missile Turrets which would not have had innate detection.
    • Shadow ops: Replaced by the merc compound as of April 2009.
    • Star base: This permanently flying structure was an upgrade of the starport. It produced units despite flying and could "re-arm" nearby units (increasing their energy pool). It was featured at BlizzCon 2007 but has since been removed due to balancing issues observed at that event.

    Zerg


    The new ultralisk




    The queen in StarCraft II




    The roach in StarCraft II



    Current Build

    Units

    <TABLE cellPadding=2 border=1><TBODY><TR><TD>Unit </TD><TD>Details </TD></TR><TR><TD>Corruptor </TD><TD>Attacks and "corrupts" other air units, increasing damage taken.<SUP class=reference id=cite_ref-SCIIBeta_13-5>[14]</SUP> </TD></TR><TR><TD>Brood lord </TD><TD>High hit point aerial ground attacker which replaced the swarm guardian, evolving from the corruptor.<SUP class=reference id=cite_ref-RiotQA_89-0>[90]</SUP> </TD></TR><TR><TD>Drone<SUP class=reference id=cite_ref-IGNZerg2_90-0>[91]</SUP> </TD><TD>Harvests resources and spawns structures. Is sacrificed when creating new structures. </TD></TR><TR><TD>Hydralisk<SUP class=reference id=cite_ref-thisisgame_91-0>[92]</SUP> </TD><TD>Basic ranged attacker of the zerg swarm. </TD></TR><TR><TD>Infestor </TD><TD>Zerg spellcaster. Provides ground support and can move while burrowed.<SUP class=reference id=cite_ref-thisisgame_91-1>[92]</SUP> </TD></TR><TR><TD>Larva<SUP class=reference id=cite_ref-IGNZerg2_90-1>[91]</SUP> </TD><TD>The core genus of the zerg, larvae can mutate into other zerg breeds. </TD></TR><TR><TD>Mutalisk<SUP class=reference id=cite_ref-QA11_92-0>[93]</SUP> </TD><TD>The basic air offensive unit of the zerg with high movement speed. </TD></TR><TR><TD>Overlord<SUP class=reference id=cite_ref-IGNZerg2_90-2>[91]</SUP> </TD><TD>Produces control and is no longer a detector like the StarCraft I version. </TD></TR><TR><TD>Overseer </TD><TD>A spellcaster evolution of the overlord. Works as a detector<SUP class=reference id=cite_ref-Reveal_93-0>[94]</SUP> and has numerous special abilities.<SUP class=reference id=cite_ref-SCIIBeta_13-6>[14]</SUP> </TD></TR><TR><TD>Queen </TD><TD>The new queen is very different than its StarCraft I counterpart, being a powerful attacking ground dwelling support unit ideal for zerg defense.<SUP class=reference id=cite_ref-SC2A1_94-0>[95]</SUP> </TD></TR><TR><TD>Roach </TD><TD>Exceptionally tough short ranged unit able to quickly regenerate and move while burrowed.<SUP class=reference id=cite_ref-SCIIBeta_13-7>[14]</SUP> </TD></TR><TR><TD>Ultralisk </TD><TD>Massive zerg melee attacker able to deal splash damage with its melee attack. Also has a headbut attack vs buildings.<SUP class=reference id=cite_ref-SCIIBeta_13-8>[14]</SUP> Other differences from its StarCraft I counterpart are it now having four kaiser blades instead of two,<SUP class=reference id=cite_ref-95>[96]</SUP> and its ability to burrow.<SUP class=reference id=cite_ref-ZergTrail_96-0>[97]</SUP> </TD></TR><TR><TD>Zergling </TD><TD>Fast but weak melee attacker ideal for swarming attacks in large numbers. </TD></TR><TR><TD>Baneling </TD><TD>This green rolling unit is mutated from the zergling. It has a suicidal attack.<SUP class=reference id=cite_ref-Video_7-3>[8]</SUP> </TD></TR></TBODY></TABLE>

    Infestation/Spawned Units

    <TABLE cellPadding=2 border=1><TBODY><TR><TD>Unit </TD><TD>Details </TD></TR><TR><TD>Broodling </TD><TD>Produced from destroyed buildings<SUP class=reference id=cite_ref-LegacyMember_97-0>[98]</SUP> and brood lord attacks.<SUP class=reference id=cite_ref-Vid_98-0>[99]</SUP><SUP class=reference id=cite_ref-RiotQA_89-1>[90]</SUP> </TD></TR><TR><TD>Changeling </TD><TD>A spy created by the overseer that morphs into enemy units.<SUP class=reference id=cite_ref-WWIZunit_99-0>[100]</SUP> </TD></TR><TR><TD>Infested terran </TD><TD>Spawned by the overseer, hardier versions of the normal Terran marine but with a limited life.<SUP class=reference id=cite_ref-SCIIBeta_13-9>[14]</SUP> </TD></TR></TBODY></TABLE>

    Structures

    <TABLE cellPadding=2 border=1><TBODY><TR><TD>Structure </TD><TD>Details </TD></TR><TR><TD>Baneling nest<SUP class=reference id=cite_ref-ZergBuild2_100-0>[101]</SUP> </TD><TD>Required for baneling production and researches baneling upgrades. </TD></TR><TR><TD>Creep tumor </TD><TD>This burrowed structure resembling an eyeball extends the creep, much like the creep colony in StarCraft I.<SUP class=reference id=cite_ref-SCLZ2_101-0>[102]</SUP> Creep tumors are spawned by queens and each can spawn one additional creep tumor. </TD></TR><TR><TD>Evolution chamber<SUP class=reference id=cite_ref-ZergBuild2_100-1>[101]</SUP> </TD><TD>Provides basic upgrades for the zerg ground units. </TD></TR><TR><TD>Extractor<SUP class=reference id=cite_ref-ZergBuild2_100-2>[101]</SUP> </TD><TD>Allows drones to extract vespene gas. </TD></TR><TR><TD>Hatchery<SUP class=reference id=cite_ref-Reveal_93-1>[94]</SUP> </TD><TD>Spawns larvae to be morphed into other zerg strains, generates creep and digests minerals and gas into a usable form. The queen is spawned directly from the hatchery.<SUP class=reference id=cite_ref-SCIIBeta_13-10>[14]</SUP> </TD></TR><TR><TD>Lair<SUP class=reference id=cite_ref-ZergBuild2_100-3>[101]</SUP> </TD><TD>Upgrade of the hatchery giving access to more advanced buildings and providing upgrades for overlords and overseers. </TD></TR><TR><TD>Hive<SUP class=reference id=cite_ref-ZergBuild2_100-4>[101]</SUP> </TD><TD>Upgrade of the lair giving access to the most advanced buildings. </TD></TR><TR><TD>Hydralisk den<SUP class=reference id=cite_ref-ZergBuild2_100-5>[101]</SUP> </TD><TD>Required for the production of hydralisks and researches hydralisk upgrades. </TD></TR><TR><TD>Infestation pit </TD><TD>Enables creation of infestors<SUP class=reference id=cite_ref-QA43_102-0>[103]</SUP> and researches infestor upgrades. </TD></TR><TR><TD>Nydus network<SUP class=reference id=cite_ref-WWIZunit_99-1>[100]</SUP> </TD><TD>Enables creation of nydus worms and acts as an entrance to the nydus transport system.<SUP class=reference id=cite_ref-SCIIBeta_13-11>[14]</SUP> </TD></TR><TR><TD>Nydus worm </TD><TD>The new transport structure for the zerg, similar to the nydus canal of StarCraft I.<SUP class=reference id=cite_ref-SCLZergReview_103-0>[104]</SUP> Produced from the nydus network.<SUP class=reference id=cite_ref-CydraNydus_104-0>[105]</SUP> Unlike nydus canals which could only be placed on creep, nydus worms may be spawned anywhere within sight range.<SUP class=reference id=cite_ref-SCIIBeta_13-12>[14]</SUP> </TD></TR><TR><TD>Roach warren </TD><TD>Enables production of roaches and researches roach upgrades.<SUP class=reference id=cite_ref-WWIZunit_99-2>[100]</SUP> </TD></TR><TR><TD>Spawning pool<SUP class=reference id=cite_ref-ZergBuild2_100-6>[101]</SUP> </TD><TD>Required for production of zerglings and queens and researches zergling upgrades. </TD></TR><TR><TD>Spine crawler </TD><TD>A mobile creep-bound defensive structure that attacks ground units.<SUP class=reference id=cite_ref-EvolvingDesign_105-0>[106]</SUP> </TD></TR><TR><TD>Spire<SUP class=reference id=cite_ref-ZergBuild2_100-7>[101]</SUP> </TD><TD>Required to produce mutalisks and corruptors and provides upgrades for aerial units. </TD></TR><TR><TD>Greater spire<SUP class=reference id=cite_ref-ZergBuild2_100-8>[101]</SUP> </TD><TD>Upgrade of the spire, enables production of brood lords. </TD></TR><TR><TD>Spore crawler </TD><TD>A mobile creep-bound anti-air defensive structure.<SUP class=reference id=cite_ref-EvolvingDesign_105-1>[106]</SUP> </TD></TR><TR><TD>Ultralisk cavern<SUP class=reference id=cite_ref-ZergBuild2_100-9>[101]</SUP> </TD><TD>Required to produce ultralisks and researches ultralisk upgrades. </TD></TR></TBODY></TABLE>
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