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星际争霸II单位

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发表于 2013-9-1 22:28:40 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
StarCraft II Units
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沙发
 楼主| 发表于 2013-9-1 22:28:45 | 只看该作者
Protoss Units
UnitDetails
ArchonCreated by merging two templar units, the archon is a powerful melee unit with a very durable force shield and a strong energy-based attack.
CarrierA powerful air unit. Carriers do not have their own attacks but create interceptors to fight for them.
ColossusThe 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.
Dark templarA permanently cloaked stealth warrior.
High templarA physically fragile unit with strong psychic abilities.
ImmortalDragoon-like walker with a strong defense against powerful attacks, but vulnerable to weaker attacks.
MothershipA powerful flying unit that consumes a high amount of resources to produce. It has powerful special abilities.
ObserverA cloaking air unit that functions as a detector.
PhoenixAn aerial fighter with an anti-gravity ability that lifts ground units into the air.
ProbeThe builder of the protoss race. Gathers gas and minerals.
SentryPreviously known as the disruptor,[1] and the nullifier before that.[2] A ground support unit.
StalkerA dragoon-like Dark Templar unit, able to blink (short-range teleport) and deliver ranged attacks against air and ground units.
Void rayFormerly known as the warp ray,[3] 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.
Warp prismFormerly known as the phase prism,[4] the warp prism is a dual-purpose unit, able to transport units or to create a warp matrix field like the pylon.
ZealotMelee unit with the ability to charge, allowing it to quickly close the distance between itself and an enemy unit.
Structures
StructureDetails
AssimilatorAllows probes to harvest vespene gas from geysers.
Cybernetics coreAllows for the warping in of stalkers and sentries.
Dark shrineFormerly known as the dark obelisk,[5] it allows dark templar to be warped in.
Fleet beaconAllows the carrier and the mothership to be warped in.
ForgeAllows the construction of photon cannons and research of Protoss ground unit upgrades.
Gateway[6]Warps in the zealot, the stalker, the sentry, the high templar, and the dark templar.
NexusProduces probes and is the place that all minerals and gas are dropped off at to be processed. Also produces the mothership.
Photon cannonA defensive structure with a ranged attack effective against ground and air units.
PylonThe protoss supply building; it produces a radius of energy that is a requisite for the placement of most other protoss structures.
Robotics facilityWarps in the warp prism, observer, colossus, and immortal.
Robotics bayFormerly known as the null circuit,[7][8] this structure enables a robotics facility to produce colossi and contains upgrades for observers and warp prisms.
StargateWarps in the phoenix, void ray and carrier.
Templar archivesAllows the high templar unit to be warped in.
Twilight councilContains upgrades for stalkers and zealots.
Warp gateThe gateway has the ability to transform into a warp gate, which can warp-in units at any spot within the psionic matrix.
Terran Units
UnitDetails
BansheeA cloak-capable gunship able to only attack ground-based targets.
BattlecruiserThe capital ship of the terran fleet, this powerful spacecraft is capable of firing a Yamato Cannon that deals large damage to a single target.
GhostStealth specialist with access to several powerful and different abilities than in StarCraft I.
HellionFormerly known as the Jackal, this fast vehicle is armed with a flamethrower[10][11] suited for destroying masses of weaker units.
MarauderThe replacement for the firebat.[12] Its attack slows enemy units and deals high damage vs armored units.
MarineThe basic terran infantry, able to upgrade hit points with a shield.
Medivac dropshipA dual-purpose unit combining the old dropship and the medic, it is capable of transporting ground units and healing infantry.
MULEA temporary unit summoned by an orbital command that harvests minerals for a limited time span.
RavenFormerly known as the Nighthawk, Vulkan[13] and Nomad, this air detector creates smaller independent munitions.[14]
ReaperExceptionally fast infantry that uses dual pistols, can jet pack up and down ledges and uses explosives vs buildings.
SCVThe builder and resource gatherer of the terran race. Its Repair ability can be set to "autocast".
Siege tank, CrucioTerran tank that can transform into a stationary 'siege cannon' mode, allowing it to strike targets at a greater range.
ThorThis 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.
VikingThis terran vehicle can transform between a walking robot and a spacecraft.
Raven-Created Units
The Raven creates devices that have a use in combat.
    [li]Auto-turret: A defensive combat structure.[/li][li]Point defense drone: A device which intercepts incoming shots.[/li]
Structures
StructureDetails
ArmoryUpgrades mechanical units.
BarracksProduces terran infantry units.
BunkerProvides protection for terran infantry.
Command centerProduces SCVs and serves as a drop off point for processing 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.
Orbital commandThis 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.
Planetary fortressThis immobile upgrade of the command center grants it weapons to attack enemy ground units and a large boost to armor.
Engineering bayUpgrades infantry and buildings.
FactoryProduces terran vehicle units.
Fusion coreFormerly known as the anti-matter core[15] and the deep space relay, this structure allows production of battlecruisers and provides researches for them.
Ghost academyThis structure enables ghosts to be produced and provides researches for them. In addition, it stores nuclear missiles for launch.
Missile turretAnti-air turret that fires two missiles at a time.
RefineryRefines vespene gas for collection by SCVs.
Sensor towerCan sense enemy units through the fog of war.
StarportProduces terran air units.
Supply depotProvides 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.
Add-Ons
In StarCraft II, terran add-ons, the reactor and the tech lab, work differently. 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.
UnitDetails
ReactorDoubles 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.)
Tech labEnables 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.
Zerg Units
UnitDetails
CorruptorAttacks and "corrupts" other air units, increasing damage taken.
Brood lordHigh hit point aerial ground attacker which replaced the swarm guardian, evolving from the corruptor.
DroneHarvests resources and spawns structures. Is sacrificed when creating new structures.
HydraliskBasic ranged attacker of the zerg swarm.
InfestorZerg spellcaster. Provides ground support and can move while burrowed.
LarvaThe core genus of the zerg, larvae can mutate into other zerg breeds.
MutaliskThe basic air offensive unit of the zerg with high movement speed.
OverlordProduces control and is no longer a detector like the StarCraft I version.
OverseerA spellcaster evolution of the overlord. Works as a detector and has numerous special abilities.
QueenThe new queen is very different than its StarCraft I counterpart, being a powerful attacking ground dwelling support unit ideal for zerg defense.
RoachExceptionally tough short ranged unit able to quickly regenerate and move while burrowed.
UltraliskMassive zerg melee attacker able to deal splash damage with its melee attack. Also has a headbut attack vs buildings. Other differences from its StarCraft I counterpart are it now having four kaiser blades instead of two, and its ability to burrow.
ZerglingFast but weak melee attacker ideal for swarming attacks in large numbers.
BanelingThis green rolling unit is mutated from the zergling. It has a huge suicidal attack. A huge swarm of banelings will create devastating results to an enemy's base.
Infestation/Spawned Units
UnitDetails
BroodlingProduced from destroyed buildings and brood lord attacks.
ChangelingA spy created by the overseer that morphs into enemy units.
Infested terranSpawned by the infestor, hardier versions of the normal terran marine but with a limited lifespan.
Structures
StructureDetails
Baneling nestRequired for baneling production and researches baneling upgrades.
Creep tumorThis burrowed structure resembling an eyeball extends the creep, much like the creep colony in StarCraft I. Creep tumors are spawned by queens and each can spawn one additional creep tumor.
Evolution chamberProvides basic upgrades for the zerg ground units.
ExtractorAllows drones to extract vespene gas.
HatcherySpawns 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.
LairUpgrade of the hatchery giving access to more advanced buildings and providing upgrades for overlords and overseers.
HiveUpgrade of the lair giving access to the most advanced buildings.
Hydralisk denRequired for the production of hydralisks and researches hydralisk upgrades.
Infestation pitEnables creation of infestors and researches infestor upgrades.
Nydus networkEnables creation of nydus worms and acts as an entrance to the nydus transport system.
Nydus wormThe new transport structure for the zerg, similar to the nydus canal of StarCraft I. Produced from the nydus network. Unlike nydus canals which could only be placed on creep, nydus worms may be spawned anywhere within sight range.
Roach warrenEnables production of roaches and researches roach upgrades.
Spawning poolRequired for production of zerglings and queens and researches zergling upgrades.
Spine crawlerA mobile creep-bound defensive structure that attacks ground units.
SpireRequired to produce mutalisks and corruptors and provides upgrades for aerial units.
Greater spireUpgrade of the spire, enables production of brood lords.
Spore crawlerA mobile creep-bound anti-air defensive structure.
Ultralisk cavernRequired to produce ultralisks and researches ultralisk upgrades.
Campaign Units
StarCraft II will have a number of campaign-specific units.
Main article: Terran campaign unitsMain article: Zerg campaign unitsMain article: Protoss campaign units
Expansions

StarCraft II is set to be released as a trilogy. With each installment, more units are expected to be released in a manner similar to the additional units added in StarCraft: Brood War.[16]
Scrapped Units
Some units that were cut in development will appear in the map editor and campaign. However, units that were completely cut did not appear in either.[17]
Notes
Most protoss units of StarCraft II have the standard gold color scheme but there are also a few units that have a darker blue color scheme that denotes an affiliation with the Dark Templar. The inclusion of Dark Templar units represents the cooperation that the protoss have been forced to accept after the loss of Aiur.
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