TrongaMonga
Grumpy Old Grandpa
According to IGN.com:
Zerglings: Yes, we know, the Zerglings aren't new, but they do get a new ability in StarCraft 2. Each one of these little monsters can be ordered to enter a brief transition state, mutating into Banelings. As Banelings they roll across the landscape and take on a greenish hue, and prove particularly deadly.
Reapers: These guys look a little like Marines, but carry dual machine pistols and function differently. Since StarCraft 2 uses the same kind of tiered maps as in the original, you still need to move units up or down ramps to reach each level of the battlefield. Reapers have jump jets allowing them to hop down or up a tier, making them effective tools for exploiting weak spots in an elevated base.
Zealot: Right, Zealots aren't new, but their charge ability is. Blizzard wanted to make the psi-blade wielders more effective at chasing down fleeing foes, or quickly closing in on ranged attackers. The charge allows them to rapidly advance a short distance, and works as a passive ability.
Immortal: This unit activates a near impenetrable shield when under heavy arms fire. During the demonstration at WWI, Blizzard showed how Terran siege tanks were nearly powerless against Immortals, since their heavy tank blasts activated the shields. As a contrast, Terran Reapers' small arms fire made quick work of these guys.
Colossus: Think of the recent film War of the Worlds and you'll have a good idea of how this new unit looks. Their long legs allow them to easily traverse tiers of land. Equipped are a set of dual lasers that can make quick work of smaller, poorly armored units such as Zerglings.
Stalker: A quadripedal unit that can blink, or teleport, forward a short distance. From the WWI demonstration, there seems to be a rather quick cooldown on this ability.
Pheonix: New flying unit, capable of overcharging its weapons to unleash a barrage of projectile volleys. The demonstration showed four of them simultaneously initiate this ability, ravaging a swarm of Zerg Mutalisks. Players need to be careful when engaging the overcharge, as the Pheonix cannot attack or move for several seconds after performing it. Go, death blossom, go.
Warprey: Another new flying unit. These guys blast a continuous laser that increases in damage output the longer it fires. We saw a group of these things take out a Terran Battle Cruiser pretty rapidly. Though they're effective against heavily armored foes, they can still get shredded by small arms fire, like that from Terran Marines.
Mothership: Only one of these can be present on the battlefield at a time. They have three powerful abilities, the first of which is called Time Bomb. Unleashing this attack surrounds the ship in a translucent spherical field capable of stopping incoming missiles. When the field times out, the missiles drop to the ground like harmless Tic-Tacs. The second ability, called Planet Cracker, fires a battery of laser beams (the Protoss like lasers, apparently) at the ground, quickly wiping out whatever's lurking underneath the ship. This ability is particularly useful because the mothership can be ordered around while the Cracker fires, acting like a tornado through a trailer park. The final ability is Black Hole, which, as you might expect, tears a hole in the fabric of "insert nerdy science-fiction term" and actually sucks in whatever units surround it. In the demonstration we saw Blizzard trigger a black hole around about four Terran Battle Cruisers, wiping them out within a few seconds.
Phase Prism: These things can transport Protoss units quickly across the battlefield. They're also capable of acting as replacement pylons, powering all structures within range should a pylon be destroyed.
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I can only imagine, if Blizzard is to balance this game as well as in StarCraft 1, the wonders that will still come from both Terran and Zerg!
The Zerg
Zerglings: Yes, we know, the Zerglings aren't new, but they do get a new ability in StarCraft 2. Each one of these little monsters can be ordered to enter a brief transition state, mutating into Banelings. As Banelings they roll across the landscape and take on a greenish hue, and prove particularly deadly.
The Terran
Reapers: These guys look a little like Marines, but carry dual machine pistols and function differently. Since StarCraft 2 uses the same kind of tiered maps as in the original, you still need to move units up or down ramps to reach each level of the battlefield. Reapers have jump jets allowing them to hop down or up a tier, making them effective tools for exploiting weak spots in an elevated base.
The Protoss
Zealot: Right, Zealots aren't new, but their charge ability is. Blizzard wanted to make the psi-blade wielders more effective at chasing down fleeing foes, or quickly closing in on ranged attackers. The charge allows them to rapidly advance a short distance, and works as a passive ability.
Immortal: This unit activates a near impenetrable shield when under heavy arms fire. During the demonstration at WWI, Blizzard showed how Terran siege tanks were nearly powerless against Immortals, since their heavy tank blasts activated the shields. As a contrast, Terran Reapers' small arms fire made quick work of these guys.
Colossus: Think of the recent film War of the Worlds and you'll have a good idea of how this new unit looks. Their long legs allow them to easily traverse tiers of land. Equipped are a set of dual lasers that can make quick work of smaller, poorly armored units such as Zerglings.
Stalker: A quadripedal unit that can blink, or teleport, forward a short distance. From the WWI demonstration, there seems to be a rather quick cooldown on this ability.
Pheonix: New flying unit, capable of overcharging its weapons to unleash a barrage of projectile volleys. The demonstration showed four of them simultaneously initiate this ability, ravaging a swarm of Zerg Mutalisks. Players need to be careful when engaging the overcharge, as the Pheonix cannot attack or move for several seconds after performing it. Go, death blossom, go.
Warprey: Another new flying unit. These guys blast a continuous laser that increases in damage output the longer it fires. We saw a group of these things take out a Terran Battle Cruiser pretty rapidly. Though they're effective against heavily armored foes, they can still get shredded by small arms fire, like that from Terran Marines.
Mothership: Only one of these can be present on the battlefield at a time. They have three powerful abilities, the first of which is called Time Bomb. Unleashing this attack surrounds the ship in a translucent spherical field capable of stopping incoming missiles. When the field times out, the missiles drop to the ground like harmless Tic-Tacs. The second ability, called Planet Cracker, fires a battery of laser beams (the Protoss like lasers, apparently) at the ground, quickly wiping out whatever's lurking underneath the ship. This ability is particularly useful because the mothership can be ordered around while the Cracker fires, acting like a tornado through a trailer park. The final ability is Black Hole, which, as you might expect, tears a hole in the fabric of "insert nerdy science-fiction term" and actually sucks in whatever units surround it. In the demonstration we saw Blizzard trigger a black hole around about four Terran Battle Cruisers, wiping them out within a few seconds.
Phase Prism: These things can transport Protoss units quickly across the battlefield. They're also capable of acting as replacement pylons, powering all structures within range should a pylon be destroyed.
----
I can only imagine, if Blizzard is to balance this game as well as in StarCraft 1, the wonders that will still come from both Terran and Zerg!