Staredit Network > Forums > SC2 General Discussion > Topic: StarCraft2 Units
StarCraft2 Units
Aug 28 2007, 2:18 pm
By: LoveLess  

Aug 28 2007, 2:18 pm LoveLess Post #1

Let me show you how to hump without making love.

Protoss
Probe
Zealot
Stalker
Immortal
Stasis Orb
High Templar
--Twilight Archon
Dark Templar
Phase Prism
Colossus
Observer
Phoenix
Warp Ray
Mothership

Nexus
Pylon
Assimilator
Gateway
--Warpgate
Forge
StarGate
Phase Cannon
Twilight Citadel
Robotics Facility
Robotics Support Bay
Dark Obelisk
Templar Archives
Null Circuit
Fleet Beacon

Terran
SCV
Marine
Reaper
Medic
Ghost
Viking
Cobra
Siege Tank
Dropship
Predator
Banshee
Nomad
Battlecruiser
--Yamato Gun Special
--Plasma Torpedos Special
Thor

Command Center
--Surveillence Station
--Planetary Fortress
Refinery
Supply Depot
Engineering Bay
Missile Turret
Sensor Tower
--Radar Tower
Barracks
-Tech Lab
-Reactor
Bunker
Merc Haven
Shadow Ops
Factory
-Tech Lab
-Reactor
Armory
Munitions Depot
Starport
-Tech Lab
-Reactor
--Starbase
Deep Space Relay

Zerg
Zergling
--Baneling
Mutalisk
Nydus Worm

Sources(Still be to finished):
<a target="_blank" href="http://limitedgaming.com/files/18/post-3-1186176827.jpg">1</a> <a target="_blank" href="http://limitedgaming.com/files/18/post-3-1186176815.jpg">2</a>

Post has been edited 3 time(s), last time on Aug 28 2007, 9:49 pm by LoveLess.



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Aug 28 2007, 2:19 pm who Post #2



maybe put links to the unit descriptions?



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Aug 28 2007, 4:39 pm Laser Dude Post #3



How about trying <a target="_blank" href="http://www.maplantis.org/index.php?pg=wiki;id=98">this</a> list. It needs to be updated a little, but it always can be.

Post has been edited 1 time(s), last time on Aug 28 2007, 4:40 pm by Laser Dude.



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Aug 28 2007, 5:28 pm UnholyUrine Post #4



I know this looks spammy but
OMG SC II YEA!!!! :lol: :lol: :lol:
... Btw... Gametrailers.com have a lot of videos.

Also.. u should include the Technologies available for each unit
like... Ghost -> Droppods and Nuke and Cloak and the 1 hit KO snipe



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Aug 28 2007, 5:54 pm Money Post #5



I am pretty sure this won't beat out Maplantis but SFN has some information compiled <a target="_blank" href="http://starfusions.net/viewforum.php?f=12">here.</a>



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Aug 28 2007, 6:02 pm who Post #6



<a target="_blank" href="http://limitedgaming.com/files/18/protoss_tech.JPG">http://limitedgaming.com/files/18/protoss_tech.JPG</a>



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Aug 28 2007, 10:22 pm Vi3t-X Post #7



Dont you love how i make up like 40% of the posts there? :D



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Aug 29 2007, 2:19 am ShizTheresABear Post #8



Blizzard should stop showing off and finish the game already. But 2008 is going to be a good year.



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Aug 29 2007, 8:02 am Dr. Shotgun Post #9



NEED MOAR ZERG



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Aug 29 2007, 1:34 pm who Post #10



dude, blizzard has hardly revealed any zerg units.



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Aug 29 2007, 1:36 pm Vi3t-X Post #11



Need Less Zerg. Zerg killed Fenix man... FENIX!!! Fenix was a good character, always my favourite. Oh wait, just remembered, they killed him twice... WTF

But anyways, Starcraft 2 wont be launced til 2008, so enjoy the wait (i think its fall 2008, go watch some movies of terran bases, and you be amazed)



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Aug 29 2007, 3:25 pm DarkAvatar Post #12



List of all units with their info, taken from my list on my personal webbie. Everything should be pretty much up to date.

Terran

Reaper: Reapers are armed with dual P-45 Scythe Gauss Pistols, which are small enough to ignore the specially hardened shield of the Protoss Immortal. They are also equiped with a jet pack to travel up and down ledges. They can also attach a mine (D-8 explosive charge) to a unit or building which takes several seconds to detonate. During this time, the mine can be destroyed. There is a red timer bar that shows how long until it will detonate

Marine: These Terran infantries are the same as before. However, it can upgrade its defenses with a physical shield which increases its health by 15.

Ghost: The ghost still has its Cloak and Nuking abilities. Also gained a new ability called Snipe and another ability to call down Marine Drop Pods.

SCV: The terran worker will be returning for Round II in StarCraft II. In addition to all its previous abilities, it can now enter a Command Center and be transported with it when the Command Center lift-off. Repair can also be set to autocast in StarCraft II.

Medic: The medic is back to heal more infantries of the Terran army. new building ability that will allow you to salvage your unneeded buildings, giving you 100% of their cost back into your bank account after you decide you don't need them.

Battlecruiser: The flying behemoth and its yamato cannon is back for more action in StarCraft II. It also acquired a new ability called Plasma Torpedo which deals alot of damage in an area to ground units. It can only upgrade itself with Yamato Cannon or Plasma Torpedo and cannot take both.

Seige Tank: The seige tank will be back in StarCraft II along with its seige mode. It can shoot while moving unlike several other units, allowing it to kite units of equal speed indefinitely.

Dropship: The dropship will continue its purposes of carrying units in StarCraft 2. However, it now has to land to release cargo.

Viking: In the walker mode the Viking has low armor, leaving it vulnerable to powerful ground units such as Siege Tanks. Armed with twin gatling cannons, it can attack ground and air units. The Viking can transform to fighter mode only after an upgrade. When it's in fighter mode the Viking has an extremely powerful anti-air attack (MT50 Lanzer Torpedoes) designed to destroy capital ships but does not have the ability to attack ground units.

Banshee: A new bomber unit that can unleash an area of effect multiple rocket barrage against ground targets. It also has the ability to cloak.

Thor: The Thor is not built through a building, but rather it is built by SCVs, due to its large size. Thor has a relatively immense size when compared to other units and vast reserves of hit points. It has a long firing range and big splash damage and a long cool down. It is weak to air attacks as it is slow and takes a long time to turn around to flee; thus leaving it incapable for executing hit-and-run attacks. It also has an ability called Artillery Strike which can do area of effect damage over a long distance using its 4 cannons. Thor is too large to be transported, but the SCVs that build it could be transported.

Cobra: Fast hovering vehicle with two rail guns and can attack while moving. The weapons are very effective against armored targets.

Nomad: It is analogous to the Science Vessel of the original StarCraft, and are primarily support craft for the Terran faction. Nomads aesthetically appear to look like a floating construction crane that's been bent into a square. It has three special abilities: the original EMP disruption pulse and the Defensive Matrix from the original StarCraft, and a new nano-repair ability which repairs nearby vehicles at a cost of 75 energy to instantly repair up to 200 points of damage.

Predator: The Predator is a first tier aerial combat unit that can only engage enemy air targets, and is defenseless against hostile ground forces. It also features a special "intercept" ability where the Predator shoots down incoming enemy fire.

Command Centre: Can now carry 5 scvs inside itself when lifting and landing. Can be upgraded to a Planetary Fortress or a Surveilance Station.

Planetary Fortress: This upgrade of the Command Center allows it to gain extra toughness and weaponry when converted into a Fortress. It can only attack ground units. Note that this will remove the option of upgrading it into a Surveillance Station and prevents Lift Off.

Surveilance Station: The Surveillance Station is an upgrade to the Command Center giving an ability to temporarily clear Fog of War in a small area (similar to the ComSat Sweep ability of the ComSat Station). If this upgrade is selected, the Planetary Fortress upgrade is no longer available.

Starport: In addition to its old purposes, the Starport can also upgrade to a Star Base.

Star Base: Allows fleets to be created even when it is en-transit. It has an ability called "Re-Arm" which grants mana to some nearby units.

Nuclear Silo: The Nuclear Silo is a seperate building in Starcraft II and not an add-on to the Command Center any more.

Deep Space Relay: The Deep Space Relay is required for the production of Battlecruisers.

Shadow Ops: The Shadow Ops is required for the production of Ghosts. It is the location where Ghost upgrades are purchased and also "stores" Marine Drop Pods and nukes.

Munitions Depot: The Munitions Depot is required for production of Thors by SCVs.

Merc Haven: This structure produces Reapers. The Merc Haven's production of Reapers is unusual in that it does not have a traditional queue for Reaper production, but instead a set number that can be created at one time, up to four. The resource cost of a Reaper is low, and one can be built in one or two seconds, allowing a Merc Haven to field a large number of Reapers in a short number of time, but the number of total Reapers it can produce is regulated by a certain cap. This cap increases by one Reaper every thirty seconds, up to four.

Armory: The armory will return to StarCraft II and will still be used for upgrading and unlocking higher tech units.

Engineering Bay: The engineering bay will be in round II of StarCraft II, continuing its purposes of of upgrading and unlocking several buildings/units.

Missile Turret: Missile Turrets lose the detector ability but Sensor Towers grant detection to Missile Turrets within an area.

Sensor Dome: The Sensor Dome has the ability to grant the detector ability to nearby Missile Turrets. It can upgrade to a Radar Dome.

Radar Dome: A Radar Dome is upgraded from a Sensor Dome and scans a wide radius for enemy signatures, revealing the positions of enemy units concealed by the fog of war as small red exclamation points. Unfortunately, enemies can see the position of the Radar Tower and its sensing radius.

Supply Depot: Can submerge into the ground to allow units to walk over it. In StarCraft 2, it takes up 2x2 space instead of 2v3 in StarCraft. It can still be attacked while submerged.

Tech Lab: When added to a Terran structure, the Tech Center enables that structure to produce "higher tech" units. For instance, adding a Tech Center to a Barracks will allow it to produce Medics, while adding one to a Factory will enable it to build Siege Tanks. This building is a add-on.

Nuclear Reactor: When added to a Terran structure, this doubles the number of units produced from a building. It is not known if unit costs will change as a result of using the Reactor. This building is a add-on.

Instead of being specific to an associated structure, each add-on can be added to any Terran unit-producing structure, granting a specific benefit. One structure may only have one add-on attached to it.



Protoss

Probe: The probe will make a comeback in StarCraft II, continuing its purposes of warping in buildings and harvesting.

Zealot: Zealots are the standard infantry unit of the portoss from starcraft. Still equipped with a pair of glowing psionic blades for melee combat, the zealot will now charge the enemy to close distance with ranged units quicker than before.

Stalker: Stalkers are a new type of dark dragoon. They're fast moving and lightly armored with a powerful anti-air and anti-infantry weapon, but their secret weapon is there "blink" ability that will allow them to teleport anywhere in visual range in an instant.

Immortal: A new type of heavy dragoon, the immortals will be equipped with a shield that can take about 800 damage but activates only when hit by heavy weapons like siege tanks, making them excellent for assaulting heavily defended positions but weak against raiding parties with light weapons. This unit replaces the dragoon and can only attack ground units.

Observer: The Observer is produced from the Robotics Facility and requires a Null Circuit to be warped in. This is where its speed and sensory range can be upgraded.

Colossus: True to it's name, the colossus is an enormous four-legged walker that rakes the ground with a heavy beam weapon. They will be extremely effective against small swarming units like zerglings or marines-their beams target one unit at a time, and instantly sweep to a new target when the first is destroyed. Using their long legs, they can step up and down ledges with ease. As the Colossus is very tall, a missile turret can hit it. The Colossus' attack also has a AoE damage. The Colossus has no anti-air weapon.

Phoenix: When its standard fighter weapon won't do the job, the phoenix will be able to activate its overload ability to damage all enemy air units nearby, which also disables the phoenix itself for a few moments. If the overload doesn't demolish the enemy you'll be a sitting duck. It can also strafe ground targets.

Phase Prism: The new phase prism will act as both a troop transport and a mobile power pylon allowing you to restore functionality to a base when your pylons are destroyed by raiders or when you build away from your base. Combined with the warp-in tech. Youll be able to use them to create and army anywhere on the map. This unit replaces the shuttle as it can physically transport units as well.

Warp Ray: These flying weapons inflict additional damage the longer they fire on a single target as they bring more beams online, which will make them extremely powerful against large targets like battle cruisers and structures. Their focused fire makes them vulnerable against small anti-air units like marines.

High Templar: The high templar is back and he'll bring his powerful psionic storm area attack with him. But he's gotten a handy new power which is to create a Force Field in which no unit may traverse which is used for creating artificial chokepoints, or blocking the enemy's escape route. However, he has lost the Hallucination ability.

Dark Templar: Just like in the first game the dark templar is a stealth unit that wreaks havoc to any force foolish enough to leave home without a detector. It requires a Dark Obelisk to be built.

Mothership: A powerful flying unit which has the Timebomb ability, which prevents an area from attacking (Something like Disruption Web). It also has the Planet Cracker ability, which is large laser that obliterates anything in its path. It also has a Cloaking Field ability that cloaks buildings when the Mothership is stationary.

Soul Hunter: A anti-infantry about the size of a zealot with a ranged attack resembling arcing electricity. It rides on a hoverboard and goes around sucking the soul out of the enemies. The more soul they suck out, the more powerful they'll get, going from firing one beam at a time to up to three beams. They are effective against small organic units but practically useless against robotic units like the Protoss Reaver. This unit has been axed.

Star Relic: While the Star Relic's weapon is not very powerful, any enemy who dies when under attack by the Star Relic explodes, dealing damage to enemy units around him proportional to their maximum hp. All friendly units and buildings are also cloaked within a set radius of a Star Relic. However, the Star Relic must be stationery to be able to cloak. This unit has been removed and replaced by the Stasis Orb.

Stasis Orb: An ground unit that can slow down enemy units with its attack. Previously known as Star Relic

Tempest: A large air unit that is very similar to the Carrier, with strong shields which only activates when attacked from the ground. It has no defenses against air attacks and apparently, it has no weapons of its own. However like a Carrier, it carries blue Interceptor-like fighter crafts known as Shurikens. This unit has been removed and replaced by the old Carrier

Shuriken: These blue Interceptor-like fighter crafts are equipped with buzz saws and unlike the original Interceptors, they are melee instead of ranged. However, it is still as strong as, or even stronger than before. This unit has been removed and replaced by the old interceptor.

Carrier: The Carrier will be the same as in the original StarCraft. However, it can now automatically build interceptors instead of having to manually build them.

Interceptor: These interceptors are the same as before.

Twilight Archon: A large ground unit, swirling with blue energy and shooting short-ranged blasts of energy. It has incredible splash attack and also, this unit replaces the Archon and the Dark Archon as well. It can be formed by merging any two of the templars (Dark and High). It also has the Dark Archon's Feedback ability.

Reaver: The sluggish war machine of destruction will be in StarCraft II. It looks smaller than before, but is still as destructive as ever, with its scarabs which deals AoE damage over a significant radius. This unit has been axed.

Phase Cannon: A defensive building very similar to a Photon Cannon but with the ability to be moved, but it has a rather slow movement speed. It replaces the Photon Cannon.

Fleet Beacon: The Fleet Beacon will be in StarCraft II but whether it has anything special is unknown.

Forge:The Forge will be making a comeback in StarCraft II but it is unknown if it does anything else special.

Gateway: Has the ability to be upgraded into a Warp Gate, which can "warp in" units across the map to any spot within the range of Pylons or deployed Phase 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 and if the Pylon or Phase Prism is destroyed while the unit is being warped in, the unfinished unit will be lost.

Nexus: The command building of the Protoss will return, serving basically the same function as the one in StarCraft.

Pylon: The pylon will serve the same function as in StarCraft.

Robotics Facility: The Robitics Facility will be back in StarCraft II, being able to warp in Observers, Reavers and Colossus.

Robotics Support Bay: It serves the same purpose as the one in StarCraft, except with different upgrades. It also enables Robotics Facility to warp in the mighty Colossus.

Stargate: The Stargate is the same as the original stargate in StarCraft, except with different units to build.

Cybernetics Core: The Cybernetics Core has been moved higher into the tech tree. It allows for the warping in of Stalkers and Stasis Orbs. A Zealot's Charge is researched there, along with a Stalker's Blink ability, the Immortal's Hardened Shield ability and air attack and armor upgrades for at least some Protoss units. It requires a Twilight Council before it can be warped in.

Templar Archives: The Templar Archives warps in High Templar in StarCraft II in addition to providing researches such as Psi Storm and Khaydarin Amulet. It cannot be warped in unless a Cybernetics Core has also been constructed

Dark Obelisk: The Dark Obelisk is a requirement to warp Dark Templar from a Gateway.

Null Circuit: Protoss structure in StarCraft II. It enables the Robotics Facility to warp in Observers and is also the center for their upgrades and upgrades for the Phase Prism.

Twilight Council: This structure allows Gateways to produce Immortals.

Fleet Beacon: The Fleet Beacon plays a similar role in StarCraft II. It researches Apial Sensors (enhanced vision) and Gravitic Thrusters (enhanced speed) for the Phoenix.

Zerg

Nydus Worm: The Nydus Worm is a StarCraft II Zerg transport unit used to transport large numbers of small units (i.e.) Zerglings (Nydus Worm can hold 15 zerglings) underground. Very few details on this unit are known at this time. The Nydus Worm may be a replacement to the Nydus Canal building.

Succubi: New ground "caster support" unit, derived from Ghosts captured during the Zerg invasion of Tarsonis. It can take control of enemy unit for a brief period of time, then force that unit to explode. This unit has been confirmed to be fake.

Zergling: The zergling has the ability to mutate into a suicidal creature known as the Baneling. Other than that, it is the same cute little pet you would love to ge- I mean the same small creature as it is in StarCraft.

Baneling: A suicidal creature that can be mutated from a zergling. It looks like a green sphere that moves by rolling.

Hydralisk: The slithering zerg that spits needle spines will return to StarCraft II, with more information of it burrowed under the earth.

Mutalisk: The mutalisk will be avaliable in StarCraft II. All that is known is that it can mutate into powerful flying artilleries. However, it is unknown whether it will have any other special abilities.

Drone: The drones are totally the same as before and will be in StarCraft II.

Post has been edited 5 time(s), last time on Sep 9 2007, 5:18 am by DarkAvatar.



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Aug 29 2007, 4:01 pm Vi3t-X Post #13



Meh, I got everything except for the scubbi... sounds like a melee version of Infested Kerrigan



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Aug 29 2007, 5:38 pm Rawk_Flare Post #14



I heard from someone that the Ultralisk and a evolution of an Ultralisk is out too O_o



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Aug 29 2007, 9:29 pm Vi3t-X Post #15



Ultralisk evolution?

ultralisk is like the powerhouse of the zerg (melee wise of course - gaurd takes care of ground)
Ultralisk evolves in suicidal ultralisk?



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Aug 30 2007, 12:33 am Symmetry Post #16

Dungeon Master

Succubus/Succubi don't actually exist.



:voy: :jaff: :voy: :jaff:

Aug 30 2007, 2:38 am Sauceover Post #17



succubi is officially fake.



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Aug 30 2007, 2:39 am hinoatashi Post #18



Yep. It was confirmed by Blizzard that the Succubus found in the 1-Up was entirely fictional.

http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=9760&tmp=1#post9760

Go to that site yourself if you refuse to believe it.



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Aug 30 2007, 11:00 am DarkAvatar Post #19



Oh... fixed it.

Quote
Succubi: New ground "caster support" unit, derived from Ghosts captured during the Zerg invasion of Tarsonis. It can take control of enemy unit for a brief period of time, then force that unit to explode. This unit has been confirmed to be fake.


Post has been edited 1 time(s), last time on Aug 30 2007, 11:01 am by DarkAvatar.



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Aug 31 2007, 3:52 am Fierce Post #20



Dark Archon

^Dark Archons are returning.



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