Units part 1
Here is the current list of zerg yes it is tiny
Zergling
As one of the first creatures to have been created when its original aspect, the X, was assimilated into the Zerg Swarm, the Zergling is a dog-sized insect-like creature which excels at rushing to the enemy and tearing them down with their sharp cloven mandibles and teeth. Their small size makes them extremely weak on their own, but they are terribly dangerous when in group. As they are easily created, and in mass, they can effortlessly overrun an enemy outpost within a matter of minutes, swarming over them like a flood of claws and teeth
Abilities
Burrow
Gives all ground units the ability to hide underground. There is no time limit on this, however detectors can reveal Burrowed units and make them vulnerable to attack.
Morph into Baneling
As the Terrans and Protoss have developed new weapons of war, the Zergs were forced to adapt, and the Zergling has gain the ability to mutate into a suicidal creature known as the Baneling. Banelings are acid-filled kamikazes who roll into the enemy and explode like a chemical bomb, drenching them in a substance so corrosive it can easily take out the most stalwart foes.
Baneling
The Baneling is a small souicidal creature filled with explosive chemicals and currosive acids. It makes the baneling very potent against low numbers of enemy units.
Banelings and Zerglings together make a deadly comibnation. A small Zergling force would act as a shield to take enemy fire while the Banelings move up close enough to explode destroying everything.
As one of the first creatures to have been created when its original aspect, the X, was assimilated into the Zerg Swarm, the Zergling is a dog-sized insect-like creature which excels at rushing to the enemy and tearing them down with their sharp cloven mandibles and teeth. Their small size makes them extremely weak on their own, but they are terribly dangerous when in group. As they are easily created, and in mass, they can effortlessly overrun an enemy outpost within a matter of minutes, swarming over them like a flood of claws and teeth.
Nydus Worm
For the time being we assult this to be classified as a unit. From what we can see in the Gameplay Video it can appear anywhere on the map, or at least anywhere that's explored. We suspect that this the Zerg's version of a transport for their units
Mutalisk
The Mutalisk a flying Zerg unit. It's fast and very deadly to many types of units. However, like a lot of Zerg, it is very weak and dies very quickly. This fragile nature is somewhat counteracted by the fact that it is able to attack, not only ground and air, but also multiple units at the same time. The Mutalisk's attack bounces, hitting multiple targets.
Here is the official protoss unit list (not including buildings not final)
Zealot
Zealots are the standard infantry unit of the Protoss. Equipped with psionic blades for melee combat, zealots may confront zerglings and marines in battle with ease, unless outnumbered. In Starcraft II, Zealots have a new ability named Charge with which they can close in on enemy ranged units such as Terran Tanks.
abilities
Charge
The Charge ability allows the Zealot to move to, and attack, ranged attackers very quickly. This ability helps to lessen the Zealots only real weakness, in that it is a melee attacker
Stalker
Stalkers are an enhanced type of dragoons operated by fallen dark templars. The Stalker may be used as an anti-air and anti-infantry unit. Stalkers also have the blink ability to teleport and close in on fleeing enemies.
Upgrades
Blink
This ability allows the Stalker to teleport a short distance. The only limitation to this, is that the Stalker must be able to see the location it is Blinking to. This ability gives the Stalker a massive tactical advantage, in that it is able to move faster than most units, as well as avoid terrain that would stop other ground units.
Immortal
Immortals are effective against Terran tanks and heavy ranged units. Their enhanced shields will deflect most of the damage against enemy units with powerful ranged attacks. However, Immortals are vulnerable to light weapon units such as Terran Reapers and Zerglings.
Observer
Confirmed to return in Starcraft II, but details of enhancements or new abilities are not yet revealed
Upgrades
Gravitic Booster
Increases the speed of the observer.
Colossus
Colossus are four-legged mechanical units equipped with two beam guns that sweep through enemy units one at a time., destroying marines and zerglings. They are effective assisting packs of Zealots. Keep them in the back and protect them. Colossus are vulnerable to Banelings and reapers. With their long legs, Colossus units can walk through obstacles and hills with ease.
Phoenix
The Phoenix are anti-air flying fighters with a fearsome ability. When the enemy brings in multiple air-units, the Phoenix can be used to destroy them by activating its overload ability. A net of beams successfuly wipes anything caught in its perimeter. A vulnerability to using this ability is that the Phoenix remains offline for some seconds not able to move or attack. Enemy units still in the area could take advantage of this weakness to destroy the Phoenix.
Abilities
Overload
The Overload ability allows the Phoenix to attack all units around it for a short amount of time. The downside to this ability is that after the Overload, the Phoenix will be completely useless for a few seconds, allowing anything to kill it with ease. This ability, however, can be used to quickly kill large swarms of enemy units. If this is done correctly, no units will be around to take advantage of your disabled Phoenixes.
Upgrades
Apial Sensors
Increases the sight range of the Pheonix
Gravitic Thrusters
Increases the movement speed of the Pheonix.
Phase Prism
Phase Prisms replace the Scout transporting vessel. They are used to warp-in up to sixteen protoss units anywhere on the battlefield. Phase Prisms also serve as a mobile pylon to power up protoss buildings when enemy units have destroyed pylons. Phase Prism is useful to build a quick defense at a new Nexus for expansion of your mineral and vespene gas resources. Phase Prisms could be used to power phase cannons strategically placed to surprise enemies in unsuspecting areas.
Abilities
Phasing Mode
The Phase Prism is able to transform itself into a temporary Pylon of sorts. It does not produce Psi, but it does produce a power field to all buildings around it. This means that when your base is being attacked and your Photon Cannons go down due to a lack of power, you can move in this guy and reactivate your defense.
Upgrades
Gravitic Drive
Increases Phase Prism movement speed.
Warp Ray
Warp Rays are anti-air and anti-infantry units with additional damage the longer they fire a single target. Warp Rays can destroy Terran Battlecruisers and Heavy Zerg flyers more efficiently than Phoenix units. Warp Rays can be used to destroy enemy buildings within seconds. Warp Rays are vulnerable to swarms of marines and hydras.
Mothership
The Mothership is at the top of the Protoss tech tree. Only one Mothership can be built at a time. Among its abilities are the Time Bomb which distorts time around a radius, slowing down enemy missiles and projectiles in mid-air. After the field shuts off, all projectiles fall harmlessly to the ground. The planet cracker is a series of energy streams devastating anything it encounters on the ground including ground units and structures. The Mothership has a ultimate ability named Black Hole. It may be used against large amounts of anti-air enemy flyers such as Battlecruisers, and Mutalisks. The Black Hole sucks in all enemy units within its radius.
Abilities
Cloaking Field
The Mothership can extend a phasing field which renders all ground units and structures in her vicinity invisible, an extraordinary means to conceal entire bases. Unfortunately, the field does not affect aerial units and the Mothership herself.
Planet Cracker
The Mothership can channel all her power and unleash a devastating beam of energy which literally obliterates almost anything within its blast range. This versatile move will help both to defend and assault, especially when there is more that one Mother ship present.
Time Bomb
As effective as the Mother ship is at destruction, she can also deploy a special field wherein time progresses at a null value when nearer to the center. As projectiles enter the area of the Time Bomb, they slow down to a stop and fall down to the ground when the field dissipate. This manuvure can be extremely effective at crippling enemy defenses prior to an assault, leaving them vulnerable and ripe for eradication.
High Templar
The High Templar still creates Psionic Storms, but has gained a new ability similar to Arbiter's Stasis Field. The High Templar can effectively neutralize enemy units temporarily, while your forces take advantage. The High Templar ability allows Protoss players to create blockades as a strategic bottleneck or barriers to stop advancing enemy units.
Abilities
Force Field
A field of solid Psionic energy preventing the units within this unbreakable shield from being attacked or moving in any way. This ability attacks both
Upgrades
Khaydarin Amulet
Increases the maximum high templar energy by 50 points.
Psi Storm
Focusus the Psionic Power of the High Templar and calls a lightening-like storm of Psionic energy damaging all enemy units below it.
Dark Templar
The stealthed melee units from the original Brood War are back. Enemies without detection units will be vulnerable to these expert ground assassins. New abilities have not yet been revealed.
Twilight Archon
They are the Protoss tank unit wreaking havoc through enemy defenses. Blizzard is still tinkering new abilities for this powerhouse. For now they are as Archons from the original StarCraft.
Abilities
Feedback
The mystical Twilight Archons are said to be capable of using the enemy’s own energy reserves as a weapon an combust it to severely damage, if not ruin, them.
Tempest
They replace the old Carriers, equipped with an enhanced shield that activates when its attacked by ground units and defense structures. Tempest is vulnerable against air attacks. They unleash disc fighters against enemies.
Soul Hunter
Soul Hunters are robotic units that hover above the ground. They are anti-infantry units that suck the souls of enemies. The more souls they consume, the more powerful they get. They fire a single beam at first, and as they consume more souls it powers up to three beams, increasing its damage output. Soul Hunters are effective against small enemy units. Thirteen Soul Hunters can destroy a Command Center within 10 seconds.
Reaver
The old robotic-slug Reaver unit is back. With the use of a Phase Prism, the reavers are devastating against enemy SCVs and Drones. Upgrade abilities are still unknown.
Phase Cannon
Phase Cannons can now phase and shift into an energy form, similar to Warcraft III wisps, and move around freely to another location where it can materialize again to unleash its energy blasts. A Pylon or Phase Prism must be within range to become functional. However, if the Pylon or Phase Prism is destroyed before the Phase Cannon materializes, they are lost.
Star Relic
The Star Relic is a dangerous unit. It can create a cloak field to make ground and air units invisible, and even structures. Star Relic has a fusion beam ability against a single unit. It slowly causes damage until the unit dies. However, the danger comes after ... the enemy unit becomes a living bomb, exploding and damaging everything around its perimeter. The bigger the unit, the bigger the damage radius when it goes boom.
Carrier
The Carrier is able to build small fighter units called interceptors, that it uses as its main attack. The Carrier itself does not have any way to deal damage, so without fighters it is completely useless.
Similar to the Immortal, the Carrier's shield has been tweaked to make it highly effective at fending off ground attacks. This strength, however like the Immortal's shield, comes with a weakness. The Carrier's shield is completely ineffective against air attacks.
The Carrier's shields are only activated against ground targets, so it's highly vulnerable to air.
Probe
The backbone of the Protoss army is called the Probe. This little robotic worker has multiple roles, one of them being the harvesting of mineral and vespene gas, both essential elements for the Warping In of structures and units. Its other vital role is that of opening stable Warp Rifts so that buildings can be teleported into the Psionic Matrix. What is extremely useful with this method is that once the Warp Rift is opened, the Probe may resume its other tasks without any need to supervise or sustain the wormhole.