Protoss Unit Guide

For the peeps that dont know Starcraft, here's another summary, this time of the Protoss forces themselves.



The Probe. They are the workers of the Protoss. Small robots used for gathering Vespene Gas and Minerals.



The Zealot. Ground-to-ground combat. Using Psiblades as their main weapon, their robotic legs can be upgraded to run at unnatural speed.



The Dragoon. Ground-to-ground and ground-to-air combat. Fallen and/or critically wounded warriors get replaced in a robotic shell. They learn to use the new body quickly. When upgraded, they can shoot their plasma bolts at impressive range.



The High Templar. Ground-to-ground and ground-to-air combat. Using the powers of Light, they can easily use the Psionic Storm and hallucination spells. When two High Templar merge together, one Archon is formed.



The Dark Templar. Ground-to-ground combat. Using the powers of Darkness, are permanently invisible. They use the awesome power of the Warp Blades. When two DarkTemplar merge together, one Dark Archon is formed.



The Archon. Ground-to-ground and ground-to-air combat. The enbodyment of the Protoss' rage, these Psionic entities superiourly roam the battlefields. The Psionic Shockwave is their primal attack.



The Dark Archon. "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." (Templar Archives quote)
Their prime three spells are Feedback, (the power to make the energy/mana of an opponent surge back into him and cause the enemy harm, as well as depleting their energy.) Maelstrom, (The power to freeze an opponent in time.) and Mindcontrol.



Robotic dropships that are normally controlled by its' own, but can be controlled manually as well, if nescessary. ((Note: If some of the writers want a protoss shuttle of their own to pilot, it's ok.))




The Reaver. Ground-to-ground combat. These large robotic warmachines were constructed in order not to waste lives in combat. Packed with a micro-manufacturing plant to produce tiny, highly explosive drones called Scarabs, these robots are a force to be feared.



The Observer. These tiny cloaked flying machines can detect invisible units such as Dark Templar, without being detected themselves.



The Scout. Air-to-air and air-to-ground combat. 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. ((Note: If some of the writers want a protoss scout of their own to pilot, it's ok.))



The Corsair. Air-to-air combat. 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. ((Note: If some of the writers want a protoss corsair of their own to pilot, it's ok.))



The Protoss Carrier. Air-to-air and air-to-ground combat. 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 Protoss Arbiter. Air-to-air and air-to-ground combat. 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 allies 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. Using the spells Recall and Stasis Field, they are the rulers of space-time manipulation.




That's about it for Protoss units.