Probe

Cost: 50 0 1 Other Requirements: None
Built At: Nexus Size: Small
Descritpion: The tiny Probe was designed by the Khalai to lay the foundation for Protoss colonies on hostile worlds where living workers would be at too great a risk. Probes are responsible for harvesting the Minerals and Vespene Gas that are needed to fuel the Protoss industry. They also produce and plant the warp-beacons that allow them to teleport buildings from Aiur to distant planets.

Probes are built in the Nexus and you can queue up to 5 Probes at once in each Nexus.

Probes have Plasma Shields as well as Hit Points. While Terrans can repair their SCVs and Zerg Drones regenerate automatically, if a Probe's Hit Points are reduced, they cannot be reproduced. However, their Plasma Shields regenerate slowly over time, and you can speed up the process using Shield Batteries.



Zealot

Cost: 100 0 2 Other Requirements: None
Built At: Gateway Size: Small
Descritpion: The heart and soul of the Protoss military are the fierce Zealots who have sworn their lives to the defense of Aiur. Through the path of the Khala, they learn to hone their innate battle rage to a fine edge. The power suits worn by Zealots enhance and channel their already formidable Psionic abilities, allowing them to form a protective shield around themselves and project massive energy blades from their forearms. Even a handful of these dedicated warriors can easily control an entire colony of other, lesser species, as they are capable of tearing through armored structures and vehicles alike.

The Zealot is the backbone warrior of the Protoss ground forces. While Terrans use a carefully controlled combination of ground troops and the Zerg must spend time and resources to research Hydralisks, Zealots are available to the Protoss almost immediately. With upgrades to Weapons, Armor, and Shields (as well as the key additional "Leg Enhancements" upgrade from the Citadel of Adun) Zealots are an integral part of your army throughout the entire game. The speed of the Zealots, their ability to absorb an immense pounding and excellent damage potential allows these warriors to bust through nearly any defense in significant numbers.



Dragoon

Cost: 125 50 2 Other Requirements: Cybernetics Core
Built At: Gateway Size: Large
Descritpion: Veteran Protoss warriors who have been crippled or mortally wounded in combat can volunteer to continue their service to the Conclave by being transplanted into Dragoon exoskeletons. Within a short time, the fallen warriors learn to control the movements of the large, mechanical walker as naturally as if they were within their former bodies. Dragoons provide essential supporting fire for the Zealot legions by launching bolts of anti-particles sheathed in a psychically charged field. These disintegration bolts are effective against both air and ground targets.

As one of the few Protoss ground units with the ability to strike both land and air targets, the Dragoon is an essential element for a well-balanced Protoss force. When used in conjunction with Zealots, Dragoons are very effective, scoring uncontested hits against enemy forces that are tied up in hand-to-hand combat. If the enemy targets the Dragoons for attack, the Zealots can get "free" hits at close range. Dragoons also provide vital support for Zealots during any aerial attack. If the Dragoons are unable to destroy the airborne attackers, consider using them as decoys to provide time for your Zealots to either make a quick escape or to make a run for enemy ground targets within range.



Dark Templar

Cost: 125 100 2 Other Requirements: Templar Archives
Built At: Gateway Size: Small
Descritpion: Banished from Aiur for refusing to submit to the Khala, the Dark Templar have wandered throughout the far reaches of space for generations. These mighty warriors, drawing secret powers from the cold void of the cosmos, are able to bend light around themselves, which renders them virtually invisible. Armed with modified Psi-Blade technology, the Dark Templar relentlessly strive to protect their race and the ancient secrets of their tribes.



High Templar

Cost: 50 150 2 Other Requirements: Templar Archives
Built At: Gateway Size: Small
Descritpion: The High Templar are seasoned, veteran warriors of the Protoss armies that have walked far down the path of Khala. Those who choose to accept the mantle of the High Templar set aside the frenzied rage of the Zealot, and instead use their highly potent Psionic abilities to bolster the warriors of Aiur. The sight of enemy forces being torn apart by a Psionic Storm or wasting their firepower on projected Hallucinations is proof enough of the battlefield superiority that the High Templar can give to the Protoss.

Although High Templar are powerless when it comes to physical attacks, their special abilities -- as well as their potential to sacrifice themselves to form mighty Archons -- make them a threat that cannot be ignored.



Reaver

Cost: 200 100 4 Other Requirements: Robotics Support Bay
Built At: Robotics Facility Size: Large
Descritpion: Assaulting an enemy encampment can be a very costly affair and, rather than needlessly sacrificing lives, the Protoss have developed a robotic war machine known as the Reaver to use as mobile artillery. The Reaver is heavily armored and houses a micro-manufacturing plant to produce tiny, highly explosive drones called Scarabs. Although the Reaver carries no weapons, a well-placed wave of Scarabs can reduce both troops and buildings to rubble in moments.

The Reaver has an immense potential for causing ground damage against both units and structures. Each of the Scarabs deployed from the Reaver explodes with a small radius of splash damage, either heavily damaging or outright killing units within their radius. This makes the Reaver particularly effective against massed groups of enemy ground units. This damage can also be increased with an upgrade at the Robotics Support Bay for even better results per Scarab. Be very careful when using Reavers in combat with supporting allied troops since, although the splash damage of a Scarab will not damage your own troops or buildings, your allies are not as lucky. Misused, Reavers can cause more damage to your ally than to your enemy.



Dark Archon

Cost: 0 0 4 Other Requirements: None
Built By: Merging two Dark Templar Size: Large
Descritpion: During their long exile, the Dark Templars have faced many challenges. Struggling and adapting their arsenal of skills and converting their biology to suit their harsh environment has ultimately resulted in the Dark Archon.

Like their High Templar brethren, two Dark Templars sacrifice themselves in a Psionic melding giving rise to the Dark Archon. The powers of these avatars of Psionic might extend well beyond those of the regular Archon, more than compensating for their lack of any physical attack capability:

The burning, crimson effigy of the Dark Archon spreads fear across any battlefield. These powerful creatures of living Psionic energy embody the eternal wrath of the Dark Templar. Created by the merging of any two Dark Templar warriors, the Dark Archon can wield the mysterious energies of the void. These dire, volatile beings are so powerful that the Dark Templar have outlawed their creation for a thousand years. After the Zerg Swarm destroyed the planet Aiur, the Dark Templar have realized the necessity of their greatest weapons.

The Dark Archon has no physical attack ability of its own (much like the High Templar of Aiur) but the special abilities it can wield (Feedback, Maelstrom and Mind Control) are more than sufficient to cause massive disarray in an enemy force. However, like the Archon, the Dark Archon has a frail physical form (a little stronger than the Archon) and if its shields are depleted, be ready to make a run for the nearest Shield Batteries.



Archon

Cost: 0 0 4 Other Requirements: None
Built By: Merging two High Templar Size: Large
Descritpion: In times of great peril, two High Templar can take the final step down the Warrior's Path and merge themselves into the awe-inspiring Archon. By abandoning their physical form, the High Templar open themselves up completely to the Protoss gestalt, and they transform into a personification of pure rage. Protected by an immense energy shield, the fiery form of the Archon can wade through countless enemy troops, destroying them with massive bolts of raw Psionic energy. Those Templar that make this final sacrifice are honored forever in the scriptures of the Templar Archives.

The Archon Merge process is initiated when at least two High Templar are selected and the Summon Archon command is issued. The actual process takes some time to complete and in the meantime the the merged Templar are unable to attack and in a highly vulnerable state. Keep in mind, that once the two High Templar enter into their Psionic cocoon, the process is irreversible and the High Templar used to merge will be lost forever.

The Archon attack should be a terrifying sight for any opponent, considering that it can cause 30 base points of Normal Damage (up to 39 points of Normal Damage when full upgraded) to both air and ground targets as well as 1/2 splash damage to enemy targets within a 1-15 pixel radius and 1/4 damage within a 15-30 pixel radius. Also the splash damage will not damage friendly units such as your own, but will damage your allies units. Needless to say, in numbers, Archons can wreck absolute havoc on any enemy force, especially against masses of the smaller units (i.e. Marines/Firebats, Zerglings, etc.).

The Archon also classifies as a Hovering unit and as such, they do not set off Terran Spider Mines and can be useful for either completely bypassing any Spider Mine field to attack enemy targets or for clearing out Spider Mine fields (with the aid of an Observer or other means of detection) so that any supporting ground units can pass through.



Shuttle

Cost: 200 0 2 Other Requirements: None
Built At: Robotics Facility Size: Large
Descritpion: With skilled pilots at a premium, the Protoss have turned to robotic Shuttles to ferry troops over rough terrain and into hostile territory. They are equipped with powerful thrusters, allowing them to carry even massive Reavers within their hulls, but they are not armed with any defensive systems other than a basic energy shield.

The Shuttle has the limited capacity of 8 Slots for unit transport. Specific numbers are as follows:

Probe - Requires 1 slot (8 Max)
Zealot - Requires 2 slot (4 Max)
Dragoon - Requires 4 slots (2 Max)
High Templar - Requires 2 slots (4 Max)
Dark Templar - Requires 2 slots (4 Max)
Reaver - Requires 4 slots (2 Max)
Archon - Requires 4 slots (2 Max)
Dark Archon - Requires 4 slots (2 Max)

Any combination of these units can be loaded into the Shuttle as long as they don't require more than 8 Slots in total.

The Shuttle is best used for transporting units that either cannot travel very fast on their own or cannot travel over certain types of terrain. In land warfare, you will usually want to keep the slow moving Reavers and High Templar in Shuttles to quickly get them to the front lines or to execute sneak attacks against enemy bases. In island warfare, Shuttles are absolutely essential for transporting ground units from island to island, whether as part of a "drop" attack or for the creation of expansion bases.



Observer

Cost: 25 75 1 Other Requirements: Observatory
Built At: Robotics Facility Size: Small
Descritpion: These small drones are employed to survey vast wasteland areas or observe and record battles for study within the Archives. Their complex sensor array leaves little energy for defenses, but they can detect cloaked or concealed units with ease, making them invaluable on the battlefield.

Observers that are used for deep-space exploration are often deployed without any defensive systems, but when used in a combat zone they are equipped with a microcloaking field to hide them from the enemy. Like the Arbiter, the Observer does not require any additional energy to maintain the field.

Observers are Robotic spies for Protoss forces on the battlefield. Their huge advantage is the ability to stay permanently cloaked. While Terran players must research upgrades to cloak their Wraiths and Ghosts, every Observer constructed is equipped with a cloaking field without extra cost. No upgrades are necessary to enable this cloaking ability, and there is no need to worry about activating the cloak in combat.



Corsair

Cost: 150 100 2 Other Requirements: None
Built At: Stargate Size: Medium
Descritpion: These fast, medium sized warships were built by the Dark Templar to safeguard their wandering fleets. Employing a devastating Neutron Flare in a ship to ship combat, the Corsair is a versatile addition to the Protoss fleet. With its powerful Disruption Web, the Corsair can even prevent warriors deployed on planetary surfaces or defensive structures from attacking. This ability, when used as part of a large siege, is an invaluable asset to Protoss warfare.

Extremely quick and agile, the Corsair is an essential part of any Protoss air fleet. Their Neutron Flares don't deal much damage per shot (5 base points of explosive damage), however, their rapid fire more than makes up for the difference. The Neutron Flares also causes 1/2 splash damage to units within a 50 pixel radius around the target and 1/4 splash damage within 100 pixels. All this combines to make the Corsair a very real threat to packs of enemy aerial units.



Scout

Cost: 275 125 3 Other Requirements: None
Built At: Stargate Size: Large
Descritpion: We regard the swift one-man Scout as a tool for exploration and light combat, but against the inferior technology of other species it is a formidable combat unit on its own. Scouts are armed with both air-to-air Missiles and ground-attack guns, making them effective against all targets. Recent developments in enhanced sensor systems and high-power engines have further increased its effectiveness.

The Scout is one of the most versatile and powerful tools available to the Protoss but it comes at a price. Protoss Scouts are expensive and require a long time to produce. They are very powerful in large groups, especially when combined with Shield Battery use. Gravitic Thrusters, researched at the Fleet Beacon, allow Scouts to travel at a much faster rate. To build a sizeable force of Scouts, 2 or more Stargates should be built to compensate for the long build time it takes to produce a Scout.

Scouts can inflict 8 points of normal damage (upgradeable to +3, +1 for each upgrade) to ground targets and their air attack, in the form of Missiles is 28 points of Explosive damage (upgradeable to +6, +2 per upgrade). Needless to say, with that kind of firepower, Scouts can cause devastating damage to any aerial force.



Carrier

Cost: 350 250 6 Other Requirements: Fleet Beacon
Built At: Stargate Size: Large
Descritpion: The massive Carriers serve as both command centers and devastating weapons of war. Heavily armored and shielded, the Carrier mounts no weaponry but instead manufactures and launches flights of robotic Interceptors at vital enemy targets. The computer-controlled Interceptors are capable of quickly tearing apart even the largest of vessels with their relentless strafing runs.

The Carrier is a powerful and terrifying unit when seen in numbers. While the Carrier itself has no attack ability, the Interceptors it deploys can be anything from annoying to downright deadly. A group of Carriers are the ultimate Siege Weapon, utilizing Interceptors to lay waste to anything in the air or ground. Interceptors fly out and attack on their own, but you can give them targets to destroy by commanding the Carrier to attack (right clicking or using the hot key A on the target) or by issuing an Attack-Move (using the hot key A and selecting an area rather than a target to move to). Most of the time, you will want to use the Attack-Move command when using Carriers and saving the right click (direct unit targeting) command for the most dangerous or threatening units. While the direct unit targeting will kill the selected target much more quickly, there is a certain amount of delay when the Interceptors leave and enter the Carrier and that slight pause in between attacks leaves the Carrier vulnerable. If Carriers are group selected and given that kind of command, the pause can come at the same time for all the Carriers leaving a much larger window for your opponent to use against you. The Attack-Move will generally leave the Interceptor attack patterns randomized with virtually no delay in attacks.

The Carrier can carry up to 4 Interceptors to begin with, and when given the Capacity upgrade, they can carry up to a maximum of 8 Interceptors. Interceptors are not built with the Carrier and must be produced by the Carrier (use the hot key Ifor Interceptor production) and can be queued up for 5 Interceptors at a time. Each Interceptor requires 25 Minerals for production and if one happens to be destroyed in battle, the Carrier can produce more (up to the limit of 8) as long as there are enough resources. Other than production, Interceptors do not require any maintenance on your part. Every time they return to the Carrier after an attack sortie, they are automatically repaired and their shields are recharged. If you do happen to notice that your Interceptors are damaged, the only way to force the Interceptors back into the Carrier is to have the Carrier retreat (which forces ALL of its Interceptors to return). However, be wary of retreating if the majority of your Interceptors are healthy or if a strategic target is nearly dead, since the window of vulnerability swings wide open when the Interceptors begin returning to the Carrier bays.



Interceptor

Cost: 25 0 0 Other Requirements: Carrier
Built By: Carrier Size: Small
Descritpion: Small units deployed from a carrier to attack.



Arbiter

Cost: 100 350 4 Other Requirements: Arbiter Tribunal
Built By: Stargate Size: Large
Descritpion: The only warship to be crewed exclusively by non-Templar, the mighty Arbiter is used to provide special support for assault groups. Psychic Judicators crew the Arbiter ships, and they use the Arbiter as a focal point to project a reality-warping field that serves to conceal all friendly units within close proximity. Since the Arbiter must be anchored firmly in space-time to safely generate such a large field, it is immune to the effects and remains visible, even when surrounded by the field of another Arbiter.

The Judicator crew can also use the Arbiter to quickly move troops from one location to another, by opening up a rift in the fabric of space-time. Troops entering the warp rift are Recalled back to the Arbiter that formed the field. These teleported troops, of course, also benefit from the Arbiter's distortion field.

In addition to destabilizing local reality to generate its distortion field, some Arbiters are capable of strengthening discrete pockets of space-time. Anything caught within these absolute pockets is beyond the reach of any normal interaction, friendly or otherwise. Units trapped in a stasis field can neither move nor attack, and are completely immune to the effects of damage and special abilities. This ability is equally effective at protecting Protoss troops until reinforcements can arrive, and pacifying foolish attackers.

The Arbiter can inflict 10 point of explosive damage to air and ground targets, however, the expense and abilities of the Arbiter make it a unit best used for other purposes. If there is no means of immediate escape and the Arbiter has used all of its energy, then its attack should be used as a final resort for defense. Also as a result of the Arbiter's weak attack, you should always keep them escorted by support units (Scouts, Dragoons, Carriers, etc.).



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