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Főoldal : Starcraft II - Egységek! Minden amit eddig lehet tudni róluk!

Starcraft II - Egységek! Minden amit eddig lehet tudni róluk!

DaCa  2008.03.22. 10:43

Az ausztráliai Starcraft II hivatalos oldalon rátaláltam az egységek tulajdonságaira, áraira, sőt még arra is, hogy mennyi időn belül lehet legyártani egyet! Gyere tovább!

CURRENTLY CONFIRMED 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.



Medic
 

Cost: 50   25
Build Time: 25
Supply: 1

Hit Points: 50
Energy: 200

Armament: No Armament

Builds From: Barracks

Requires: Tech Lab

The Medics of the United Earth Directorate follow a time-honored tradition of selflessly marching into combat zones to aid their injured brethren. These fearless women, aided only by protective shielding, are highly skilled healers capable of restoring the health and vitality of wounded soldiers. Medics can even cure various Zerg infestations such as Parasite or Ensnare.

The Medics primary function is to support combat units by healing Terran infantry units. The Medics secondary role is to remove harmful and annoying special abilities and occasionally harass the enemy with Optic Flares.

Flare: Reveals a target location for 10 seconds
Heal : Heals a friendly biological unit for 5 hit points.



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
 

 

THIS UNIT HAS BEEN CURRENTLY TAKEN OUT OF THE GAME


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

 
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
 

THIS UNIT HAS BEEN CURRENTLY TAKEN OUT OF 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
 

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
 

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
 

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
 

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 Prisim
 

Cost: 200  
Build Time: 50
Supply: 2

Hit Points: 100
Shields: 40
Builds From: Robotics Facility

 
Phasing Mode
Resource: Shows a stop watch with a 2 and a Psi symbol with a 2 next to it (we think this means that it takes 2 seconds to change modes. We also do not know how the Psi cost works because we do not see a change in Psi in the UI when changing modes).
Deploy's a Phase Prisim into Phasing Mode and generates power radius similar to that of a Pylon.


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.



Phoenix
 

Cost: 150   100
Build Time: 45
Supply: 2

Hit Points: 120
Shields: 60
Armament: Twin Ion Cannons

Builds From: Stargate

 
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
 

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
 

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:

 
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Indulás: 2007-06-20
 

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