===ARMOR====
Immortal
Weapon Type: Phase
Disruptors
Armor Type: Exoskeleton, Hardened plasma shields
Speed: Slow
Classification: Protoss Assault Walker/Tank
Basic Description:
Before the loss of Aiur, crippled Protoss warriors could volunteer to continue their service by transplanting their shattered remains into Dragoon exoskeletons. Tragically, the technology to continue this practice was lost in the rubble of their fallen homeworld*. The remaining Dragoons, now known as Immortals, have been refitted with Twin Phase Disruptors and hardened energy shields. These heavily armed and shielded fighters give critical support by eliminating enemy artillery and ranged attackers, although they are vulnerable to rapid assaults from lesser foes. These ancient warriors are a dying breed willing to sacrifice everything for their people. Soon none will remain.
*For purposes of this tournament they have a few shrines.
LOADOUT:
Armament: two twin
phase disruptors (See Stalker profile- but far stronger than either stalker
or dragoon). This vehicle is built to take out other vehicles primarily, and can chew through even heavily armored Thors and Ultralisk.
Defense: Hardened
and Plasma Shield : This is the
Immortal’s most notable equipment, which makes them far superior to the Dragoon.
The Hardened Shield activates over the Plasma Shield, which the Immortal also
has, when confronted with an attack of great power. In gameplay this correlates
into the shells of a powerful siege tank or Thor walker doing about as much
damage as a marine rifle. Essentially when hit by anything over a
(non-overpowered) infantry rifle, it will activate and drastically reduce the
damage inflicted upon the Immortal's plasma shield. This means that even the strongest anti-tank rifles and weapons, unless possessing the equivalent force of a nuclear blast from a tactical nuke, will not be able to one shot it. Can be used in conjunction with Sentry's Guardian shield (see special) for maximum protection. There are some weaknesses though (see
additional factors) .
Exoskeleton: Even
without the hardened shield, the Protoss Immortal has the armor of a tank, and
will be difficult to fully put down.
Special:
Additional Factors
--Second Chance
Warrior: Immortals are formed from crippled Templars (high Templars and
zealots) and thus they carry over experience from their past lives.
-- Meat Shield:
Given his powerful shields, Immortals are only deployed as the first, or
second, line of defense for other units like high Templars or colossus. The
Colossus + Immortal combo is devastating, as the Colossus is high enough to
fire over the immortal line.
--Warriors of the
Khalai: Mental Communication, easy mind reading, discipline ect. Has
already been described in above profiles.
--Role: Protoss
“tank”, anti-armor, geared for
survival/overcoming other enemy heavies.
--Like the Stalker, these are often used to support Zealot
rushes.
--Weaknesses:
----Hardened Shield: Will not activate when hit by regular
infantry rifles/claws/ weapons, though Plasma shield will still be in place and
activate.
----- Hardened Shield can be overwhelmed outright by a
single attack of extraordinarily power (gameplay-wise a nuclear missile or
Battle-Cruiser’s Yamato cannon will do this)
----- Hardened Shield is tied to plasma shield, and when
plasma shield goes, it goes.
Reaver
Weapon Type: Scarabs
Armor Type: Dense Plates
Speed: Slow
Classification: Heavy
Siege Crawler
Basic Description:
The Reaver evolved from a civilian mobile manufacturing unit
that was militarized to become a mobile artillery piece, ensuring that fewer
lives would be lost when assaulting enemy bases. Somewhat fittingly, reavers
are renowned for leveling entire colonies in moments.
The reaver itself does not mount any weaponry, but instead
houses a micro-manufacturing plant similar to the carrier, producing tiny
robotic drones known as scarabs
LOADOUT:
Armament
Scarabs are small, highly explosive drones constructed and
launched by reavers. They are launched at enemy targets and installations in groups,
able to level enemy structures in moments. Unlike interceptors however, Scarabs
do not return to the reaver. Instead, they explode on impact, generating
devastating electromagnetic fields that cause heavy damage to their targets, capable of killing a dozen armored marines in a single explosion! Ten Scarabs can be held at once, in addition to the ability to build more (seep Special). Scarabs
have an inner tracking system allowing them to follow targets limited
distances.
Defense: Plasma Shield (Vehicle level- stronger then
infantry)
Plating: The Reaver is covered in heavy, dense plating of an
unknown metal, which is shown to be stronger than the metal of most tanks.
Special: Mobile
Manufacturing plant: The Reaver does not run out of ammo, for it keeps producing
its own.
Additional
Factors:
--Robot Warrior:
The Reaver is an A.I , and is fearless, very disciplined and methodical because
of it. The Protoss have advanced A.I.s capable of planning on their own accord.
--Role:
Anti-infantry, Siege crawler
-- Often works in tangent with air support, to compensate
for its slow speed.
-- Great Range, less than a Collossus but more than most
vehicles.
Colossus
Weapon Type:
Thermal Lances
Armor Type: Plasma Shield,
plated armor
Speed: medium
tier for Protoss speed.
Classification: Weapon of Mass Destruction
Basic Description:
Unlike the vast majority of Protoss war machines, which were
reconverted from manufacturing or civilian use, the Colossus was built for one
thing; war. It was so successful in fact that the Protoss were horrified with
what they built, and banned it for over a thousand years. Now under direct
orders from Protoss high Command it has been brought back to the forefront of
battle.
LOADOUT:
Armament:
The heavily armored hull of the colossus carries two
powerful thermal lances: one mounted on each side of its body. Complex focusing
and targeting systems are used to pinpoint the continuous damage output of the
thermal lances for optimal efficiency. A colossus's beam cuts a fiery swathe of
destruction through multiple enemies with each firing cycle, able to reduce a
group of marines to ashes in an instant. Indeed forget gameplay mechanics as it
is shown that Dark Templars, in a possible vision, can be utterly erased by
these lances in an instant- destroying plasma shield, armor, and warrior in a
single blow, as well as erasing the building covering them in an instant! ! In
the official short story of the same
name, the Colossus was described as "incinerating
every surrounding molecule until a silhouette, loving in its perfection and
detail, had been etched into the earth" . Most things die in one hit from
this true colossus.
Defense: It has a stronger then average Plasma shield,
and a heavily armored hull (by Protoss standars, meaning it is really well
armored).
Special:
Additional
Factors:
-- Role:
Artillery,Anti-ground
-- All Terrain:
The Colossus does exceedingly well in all sorts of Terrain, and can actually
climb cliffs to get a better vantage point. Despite its size the colossus is
disturbingly mobile.
-- Robot Warrior:
See Reaver
-- Weakness: It
is so large that even air fighters have no problems attacking it.
---Range: The
Colossus can fire upon foes immediately as they enter its line of sight, with an estimated 12.44 miles of range on even ground (more when parked on a cliff or something).
-- Colossus in game work lovingly with immortals, who
provide a line that enemies must pass to get to them.
====AIR COMBAT=====
Without a doubt the Protoss “Great Fleet” is the Pride and
joy of their army. Their pilots are all exceptionally well trained, their
ships well designed, and with many bonus roles. The vast majority of their vessels, while
listed as “starships”, are too often used in ground combat to not be counted
here. Usually in lore the only way their ships are taken down are when the Terrans/Zerg outnumber the Protoss by a large margin.
Corsair
Type of
Aircraft: Starship
Fighter or Bomber?
: Multi-purpose Fighter
Weapon Type: Neuron
Flare
Armor Type: Ship plating and Plasma Shield
Classification: Anti-base defense, escort fighter
Basic Description:
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.
Loadout:
Armament: Corsairs were armed with twin neutron flares
to attack ships, which while having comparatively low damage compared to other
ships in this profile had a very fast rate of fire.
Defense: Protoss Plating – Ships were armed with
heavier armor then most PRotoss units, though the corsair’s was still light.
Plasma Shields: See Zealot, though more powerful by many margins. Ship Plasma shield generators are vastly superior to infantry, though the Corsairs is light enough that ground armor is probably superior to it.
Special: Disruption Web:
The Corsair pilot can focus their psychic energy through the
vessel's Neutron Emitter, which creates psionic static which disrupts neural
impulses and renders computer-directed attacks inaccurate. The web is drawn
towards the magnetic resonance found in ores and minerals. This static prevents
all ground units and buildings (including base defenses such as bunkers and
missile turrets) from attacking while they remain under it, but does not
prevent attacks from outside (meaning if placed over a missile defense turret the turret wouldn't be able to fire, yet it could still be destroyed by the lances of Colossi.) . Affected units may still be attacked and damaged
by units outside the web.
Argus Jewel - Like the Templar and Archon talisman's, this acts as an additional storage of energy, allowing them to get more use of their disruption web.
Argus Jewel - Like the Templar and Archon talisman's, this acts as an additional storage of energy, allowing them to get more use of their disruption web.
This is very useful against Static Base defenses.
Additional Factors:
-Role: Escort,
Scout, Anti-base defense
- The Corsair in this time period is starting to get phased
out by the Phoenix, and is not as common as it once was.
-The Corsair is a very fast ship, able to outrun Terran and
even Zerg craft, and is thus a great scout or explorer.
-The Corsair is designed to fight other fighters, and though
it can aid in fights against capital ships it is best to use other units to do
the primary fighting.
- Skilled Pilots:
The Pilots for these ships often come from either the Auriga tribe or the
Nezarim, and they are trained for countless decades like other Protoss soldiers
in piloting and fighting. In the former
case they are born into a tribe that specializes in nothing but piloting. Expect
them to be very skilled.
Phoenix
Type of
Aircraft: Spaceship
Fighter or Bomber?
: Fighter
Weapon Type: Ion Cannons
Armor Type: Plasma Shields, Protoss Vehicle Plating
Classification: Versatile Air Superiority Fighter
Basic Description:
The Phoenix is a swift and deadly spacecraft that is rapidly replacing the older Scouts and Corsairs of the Protoss main fleet. Phoenix patrols are a common sight on the outer rim of Protoss territory, where they scour deep space for alien threats. The Phoenix’s armament of Twin Ion Cannons is well suited for ship-to-ship combat; when confronted by particularly dangerous enemies, a Phoenix pilot can unleash a short-lived gravity beam by overloading the ship’s warp field through its inertial drive. The beam can immobilize an opponent for a few precious seconds.
Loadout:
Armament: Twin
Ion Cannons : In science fiction, an ion cannon is a beam weapon that fires
beams of ions (atoms or molecules with an electrical charge). Due to their
electrical charges, they have the potential to disable electronic devices,
vehicles, and anything else that has an electrical or similar power source. As
demonstrated by fights with the Zerg, they are of course devastating against
flesh too.
Defense: Protoss plating, Plasma Shield (see Corsair)
Special: Graviton Beam
Anti-Gravity beams can lift enemy units into the air. Such units
lose their ability to attack or use abilities, and hovers powerless in the air.
Often times the Phoenix will target one of the more powerful enemy units to
render them out of commission to give the ground army below a better chance,
meaning this fighter can cause enemy forces a severe headache. Presumably when the lift is deactivated, the victims would sustain quite a fall and damage from that.
When the phoenix uses this ability, it is rendered
unpowered. A phoenix lifting a unit off the ground cannot attack meaning other
units must attack the target. It cannot lift up massive Thor/ultralisk sized
targets.
The Phoenix has also been given Anion Pulse Crystals, which further extend its range. .
The Phoenix has also been given Anion Pulse Crystals, which further extend its range. .
Additional Factors:
--Role: Scout,
Air Superiority
--The Phoenix is the faster vehicle in the Protoss fleet,
and is thus a powerful scout.
---Skilled Pilots: See Corsair
--- Pinnacle of
maneuverability: The Phoenix is built for maneuverability and the pilot
skilled enough to turn his cockpit around while midflight to fire upon foes
chasing him while his thrusters continue to move away from the pursuers..... in a sense firing backwards with perfect
accuracy in an aerial version of the Parthian shot. In this way Phoenix’s almost always face their
foes.
Scout
Type of Aircraft: Starfighter
Fighter or Bomber? :
Fighter-Bomber
Weapon Type: Photon Blasters/anti-matter missles
Armor Type: Protoss Vehicle Plating, Plasam Shield
Classification: Air Superiority Fighter, Scout
Basic Description:
The Protoss 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.
Loadout:
Armament: Dual
Photon Blasters- Against Ground units, this would be equivalent to a
helicopters machine gun. It’s better than having nothing but not as good as other
unit’s anti-ground.
The Anti-Matter
missiles- used against air and particularly effective against capital
ships, are a much better choice. Anti-Matter Missiles are made from massively powerful substances, and it should be noted that a single gram of anti-matter against a single gram of matter results in a explosion 3 times that of Hiroshima. It is unknown how much anti-matter scouts put into their missiles.
Defense: See Corsair
Special:
The Scout is built for scouting, and has a very high sight
high range (it can see farther than most other units) . Also has two upgrades:
---The gravitic thruster was a protoss technology used as an aerocraft propulsion enhancement.
It combined anti-gravity and repulser technology with micro-thrusters. Essentially this allows the Scout to travel faster then before.
--Apial sensor : Located at the nose of the scout, these sensors allow the Scout to percieve foes much farther then before, aiding its scouting abilities.
---The gravitic thruster was a protoss technology used as an aerocraft propulsion enhancement.
It combined anti-gravity and repulser technology with micro-thrusters. Essentially this allows the Scout to travel faster then before.
--Apial sensor : Located at the nose of the scout, these sensors allow the Scout to percieve foes much farther then before, aiding its scouting abilities.
Additional Factors:
-Role: Scouting,
Light Combat
- Scouts are very good at supporting ground, providing something proficient at attacking both ground and air.
- Skilled Pilots: (see Corsair)
Void ray
Type of Aircraft: Escort Ship
Fighter or Bomber?
: Unique
Weapon Type: Prismatic
Beam
Armor Type: Protoss starship plating, plasma shield
Classification: "Carrier Replacement?"
Basic Description:
The reunification of
the Aiur Protoss and the Dark Templar has allowed the two groups to combine
their divergent technologies, and their collaboration has produced astonishing
new developments. The Void Ray is built around the newly developed prismatic
core, which serves as a virtually eternal power source. When the Void Ray has
locked onto a target and deployed its flux field projectors, it can shoot
searing beams of energy that grow exponentially more powerful over time. Even
heavily armored structures and warships have been incinerated by the Void Ray,
leading some Terrans to believe that it will eventually replace the Carrier as
the flagship of the Protoss fleet.
Loadout:
Armament: See Description. Overall one of the most
powerful ships in the Protoss fleet.The Void Ray can fire while moving, though it lacks the extreme mobility of the Phoenix.
Defense: Plasma Shielding, Vehicle Plating (see
Corsair- though Void Rays are more powerful in both aspects)
Special:
- Prismatic Beams :
In combat a Void Ray is very dangerous, as the prismatic core stays at the same
level it’s been charged at as it switches targets. Thus a Void Ray that has
been fighting for several minutes is noticeably more powerful than one that is
fresh; whereas a fresh one may struggle tearing through structure armor, a
fully charged void ray will incinerate it in seconds.
Additional Factors:
--Carrier
Replacement?: It goes without saying that anything that can be considered a
potential replacement for the carrier is very powerful indeed….
- Skilled Pilots:
See Corsair
-Role : Surgical
Strike Craft, Anti-armor (its beams will accelerate faster then before when fighting armor, and will remain potent for longer).
Tempest
Type of Aircraft: Seigecraft
Fighter or Bomber? : Fighter Bomber/Artillery Ship
Weapon Type: Storm Sphere
Armor Type: Protoss
Ship Plating, Plasma Shield
Classification: Seige
Basic Description:
A capital ship, the
tempest was developed by the protoss after the first phase of the Second Great
War, in order to maximize the effectiveness of their war machine against their
enemies, specifically dealing with the long-range weaponry of the zerg and
terrans.
Loadout:
Armament: Storm Sphere
Tempest pilots build up volatile energies in the kinetic
matrix that powers the tempest, then propels the energy through the ship's
hull. This, fused with a contained sphere of highly-charged particles, can then
be launched at distant targets. On impact these charges utterly incinerate the vast majority of the stuff they touch, which, given that these units are skilled at taking out capital ships in game, would be a lot.
Defense: See Corsair. The Tempest however is a capital
class ship, and its defense is much heavier. The Pilots themselves are also
heavily armored, to prevent the energy that propels from the ships hull’s from
hurting them. They are also very fanatical though, so they won’t care if they
die in the service of the Protoss.
Special:
Additional Factors:
-The Tempest has the most range of any Protoss unit, and it
is especially useful when combined with observers to give greater sight range. They are the air artillery of the Protoss, and
do their jobs better than even the Colossi.
- Insane Range: Again this unit outranges not just everything in the Protoss army, but everything in Starcraft.
- Insane Range: Again this unit outranges not just everything in the Protoss army, but everything in Starcraft.
-Skilled Pilots :
See Corsairs
-Role : Warship, Siege
- For a while, the Tempest was considered a good enough
replacement for the Carrier until ultimately both were kept. It is exceptionally good at taking out capital ships.
- The Tempest is very good at harassment, as its insane
range can force the enemy to come into range of the main Protoss fleet.
Carrier
Type of Aircraft:
Capital Ship
Fighter or Bomber? : Fighter-Bomber
Weapon Type: Interceptors
Armor Type: Plasma Shield, Protoss plating
Classification: Protoss capital ship
Basic Description:
The massive Carriers
serve as operation centers for leaders of the Protoss fleet. Heavily armored
and shielded, Carriers can punch their way through enemy blockades by
unleashing flights of robotic Interceptors. Interceptors are maneuverable,
computer-guided crafts that can tear through flight formations and relentlessly
strafe slower ground targets with their plasma charges. Interceptors are
automatically manufactured and serviced inside of the Carriers’ bays, and a
number of prepped Interceptors can be launched in rapid succession. In battle,
Carriers appear to be virtual hornet’s nests of activity as their small allies
dart swiftly in and out, alternating between attacking enemies and repairing
damage.
Loadout:
Armament: Purifiactation weapons uncommon, Interceptors (plasma Charges)
To clarify, the
Carrier does have forward mounted energy weapons, but they are mainly used to
bombard and destroy planets themselves and are not really used in atmospheric
fighting, and thus their main weapons will be interceptors. It would be possible to use these awesome weapons that can cut a Battlecruiser in half instantly, however it would be risky on a planet they don't want to harm. That said its truly a planet-cracker, and I highly doubt any but the most overpowered armor could stand up to a single shot from one of these weapons.
Interceptors are fast, maneuverable, computer-guided strike
craft. They may deploy to engage enemy strike craft or ground units.The plasma
charges of a flight of interceptors may threaten capital ships. It is likely
that lore-wise carriers can carry far more than the gameplay eight
interceptors, due in part to the carrier’s role in being able to transport
whole squadrons of scouts/arbiters.
Defense: Very powerfully armored unit, has the most
powerful vehicle plating and shielding with the exception of the Mothership. In
lore its shields can hold out against a whole fleet of Protoss ships attacking it
for a while.
Special:
Transport: The
Carrier can in lore carry many Protoss, including scout ships and arbiters.
Manufacturing: Carriers
manufacture interceptors. When deployed the strike craft attack and retreat
rapidly to the carrier for repairs and rearmament. The details of the smooth
orchestrated deployment of carrier-borne interceptors is a matter of interest
to terran scientists.
Carriers carry built-in manufacturing equipment, allowing them to build more interceptors upon need.
Graviton Catapult: Some sort of Gravity ability that lets the interceptors exit the Carrier much faster and easier, allowing for rapid deployment.
Carriers carry built-in manufacturing equipment, allowing them to build more interceptors upon need.
Graviton Catapult: Some sort of Gravity ability that lets the interceptors exit the Carrier much faster and easier, allowing for rapid deployment.
Additional Factors:
- Often the Carriers serve as the headquarters of fleet
commanders.
- Due to recent attempts to replace carriers with void rays
and tempests the Carrier has become a bit rarer, however it was powerful and
iconic enough to survive the attempted purges, and though the carrier will be
the second-most uncommon Protoss air unit,
it will still be a prominent feature to the Protoss fleet. Still you are looking at something in the hundreds if not thousands.
- In lore it has escape pods built into it, so some life
will be preserved if one of these is taken down. Even Protoss Escape Pods have plasma shields.
- Skilled Pilots:
See Corsair, but in all likelihood given its prominence the Carrier pilots are
some of the most skilled of the bunch.
Mothership
Type of Aircraft: Ultimate War Vessel
Fighter or Bomber? : Fighter Bomber
Weapon Type: Purifier Beams
Armor Type: Plasma Shields, Plating
Classification: Ultimate Vessel
Basic Description:
During the golden age
of Protoss expansion, Motherships led vast armadas throughout deep space. In
the centuries since, these primary command ships had departed the field of
battle and become holy shrines, venerated by mystics and historians. But the
loss of Aiur has convinced the Protoss to resurrect their oldest and most
powerful weapons. All Motherships hold a huge khaydarin crystal infused with
enough psionic energy to distort the very fabric of time and space. When
wielding this force, these vessels can instantly destroy squadrons of enemy
ships or even entire planets.
Loadout:
Armament: Purifier
Beams: In game the Purifier beams are aren’t impressive, but in lore the
beams are powerful enough to utterly wipe out any Zerg they touch in a single
blow - ground or air variants- and there are many of them. Each
beam would be akin to a Colossi beam in devastation.
Defense: The Single most powerful Protoss vehicle, this
vessel is able to tank tons of Zerg air units (scourges, mutalisks, corrupters/devourers, even LEVIATHANS!) constantly attacking it without losing even its
shields (though it came very close). It would also have powerful vehicle plating for a vehicle its size.
Special:
The Mothership has
many powers, both in game and Lore.
--Vortex: The mothership creates a gravity vortex which, in game, temporarily removes units from play. However seeing as this is essentially a mini-black hole, I am going to go out on a limb and say this probably kills whatever it sucks up, based on what I have read in the Mothership short story. Fortunately the Mothership can't make the black hole very wide, for fear of it consuming the Mothership itself or friendly troops.
-- Mass Recall: The
Motheship could weaken space-time, tearing rifts in the fabric of space-time,
creating a vortex linking another location to the Mothership's location. This
could be used to move personnel and supplies over long distances. In this way an
outnumbered Protoss force can experience a massive reinforcement rate in
seconds, as the Protoss recall units from other areas of the planet.
--Cloaking Field:
Passively cloaks everything in its nearby vicinity (save the Mothership) ,
forcing enemies to either target the super durable mothership or get good
detection.
In lore some Motherships also have the following abilities
(as the short story “Mothership” demonstrates) :
- Temporal Rift: Temporal
Rift slows all movement speed, attack speeds and ability cast times by two
thirds within a small area of effect.
- Wormhole Transit:
Allows the Mothership to instantly travel to a Protoss building, bringing with it any nearby Protoss units. This can be used as either a quick way to get back to base or to save a failed assault.
Of course the Mothership works on energy, and thus they
cannot spam all these moves all day long, with the exception of the cloaking
Field.
Additional Factors:
- Designed by a peaceful Protoss named Juras(who is still
alive and fighting), the motherships were initially reluctant to lend their
hands to battle. However recently by the threat to their species the Mothership
pilots have been heartily convinced to lend their aid. Unlike most Protoss
vessels it is piloted by the Kalai scientists.
- In lore these things are absolute monsters, and the only
way the Zerg/Terran are really able to take them down is through pure numbers.
- By the end of the Second Great War the Protoss have managed to recall whole fleets of these behemoths, and are constructing more and more every day. Thus though in gameplay they only had one ship, seeing as in lore they had at the very least dozens and were building more and more as time went by with their cores, you are looking at a lot of motherships.
- The Mothership is both the most powerful capital ship of
the Protoss, and its most powerful support unit.
- Has escape pods, just like the Carrier
- Skilled Pilots:
though a civilian, the pilots of the Motherships are very well trained in their
craft, and handling all the mechanisms built into it.
=====MISC AIR======
Arbiter
Type of Aircraft:
Starship
Purpose of Aircraft: Support Vessel
Classification: Judicator Cloaking Vessel
Basic Description:
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.
Armament: Phase
Disruptor Cannon: Essentially a ship version of the ground based photon cannon
or dragoon weaponry. Weaker than the former, stronger than the latter.
Defense: Plasma Shield, Medium Vehicle plating (see
Corsair)
Special/ Detailed
Purpose:
- Cloaking Field:
Same function as the Mothership, cannot cloak itself
- Recall: Same
function as the mothership, but can’t summon as many troops.
- Stasis Field: -- The Arbiter could also strengthen space-time and create discrete pockets of space-time, trapping objects and preventing those objects from interacting with objects outside of their pockets. In effect The Arbiter can freeze groups of enemy air units in time for a little bit, where they can neither be attacked or attack, allowing the Protoss to focus on their allies and then come back to them.
The Protoss have upgraded it with a built-in Khaydarin Core, allowing the vessel greater energy then before.
The Protoss have upgraded it with a built-in Khaydarin Core, allowing the vessel greater energy then before.
Finally in lore the Arbiter could serve as an emergency
shuttle, able to transport units.
Additional Factors:
--Crewed entirely by judicators, the former elites of the
Old Protoss empire. Mostly Ara Tribe members.
-- Role: Mass Air
Support
--Uncommon: Many
of these vessels were lost in the fall of Auir, and are not as common as they
used to be.
Oracle
Type of Aircraft: Support Starship
Purpose of Aircraft: Time Manipulation/support
Classification: Time manipulating warship
Basic Description:
The Oracle is an
agile support vessel boasting some of the most advanced protoss technologies in
existence. Deciding when to use the ship's combat systems is a specialty among
Oracle pilots, as these brilliant individuals hail from an order of young dark
templar dedicated to understanding--and controlling--time itself. Their unique
knowledge allows them to calculate how their ships can most effectively turn
the tide of battle. Although small in number, the Oracle pilots believe that
they can change the outcome of any conflict, and by extension, the fate of the
protoss race.
Loadout:
Armament: See special
Defense: See Corsair
Special/ Detailed
Purpose:
- Revelation:
When cast on a group of enemy units it reveals everything they do for a limited
time.
- Time Warp :Slows
all units within an area down by 50 percent.
-Charge Pulser Beam:
Allows the Oracle to use a devastating pulser beam as a weapon, which shoots as
fast as a phoenix and can target ground in addition to air. This beam is extremely powerful however it can only be used for a limited time.
Additional Factors:
- Skilled Pilots:
See Corsair
- Role: Battlefield
assistance, Scouting, Economic Disruption
- As of yet these are not very common according to lore, yet
they are steadily growing, and with new technology.
Mothership Core:
Type of Aircraft: Prototype,
half built spaceship
Purpose of Aircraft: Base Protection
Classification: Mothership in progress
Basic Description:
Ever since their
return from deep space, the ancient motherships have become an invaluable part
of nearly every protoss fleet. But attempts to construct more of these
formidable command vessels has proven costly and time consuming, especially
amid battle. Faced with this problem, a few daring protoss began using the
mothership's core--a massive khaydarin crystal infused with psionic energy--as
a defensive weapon while the vessel's hull was under construction. This wildly
successful tactic quickly spread throughout the protoss ranks. Now, many
commanders are harnessing the core to protect their bases from attack, restore
energy to troops and structures, and teleport entire armies across the
battlefield.
Loadout:
Armament: Repulsor Cannon: See Photon Cannon
Defense: Medium Ship armor/plasma shields
Special/ Detailed
Purpose:
The Mothership Core
is a great base defender, with multiple casts and the ability to improve
everything around it.
The Mothership Core
can do the following:
- Mass Recall :
Teleports the Core and all nearby units to the Closest Protoss Nexus
- Envision: Gains
detection equipment for a brief period, allowing it to see cloaked units.
- Photon Overcharge:
Changes the Protoss Nexus- the largest, most durable Protoss building- into a
giant artillery cannon with a very high rate of fire and a large range.
- The Protoss can, with time, change this into a full
mothership.
Additional Factors:
- Role: Defense,
detection, harassment
- In comparison with the full grown Mothership the Mothership Core is very fast, and would be a
decent raiding unit, for it can teleport it and any nearby Protoss back towards
safety should they get overwhelmed.
Observer
Type of Aircraft: Drone
Purpose of Aircraft: Scouting/detection
Classification: Cloaked Scouter
Basic Description:
These small drones
are employed to survey vast wasteland areas or record battles for the Protoss
archives. Their complex sensor array can detect cloaked enemies with ease,
making the Observer an invaluable auxiliary unit on the battlefield. However,
the sensor array also depletes the Observer’s overall energy, which weakens the
unit’s defensive capabilities. To compensate for their lack of armor power,
Observers are equipped with a micro-cloaking field to hide them from the enemy.
The drone’s small sensor signature allows it to maintain this field over long
periods with very little drain on its power core.
Loadout:
Armament: None
Defense: Very weak Plasma Field and Armor. Its main
defense is the fact that its permanently cloaked.
Special/ Detailed
Purpose:
The Observer is made primarily for scouting, and its
cloaking accessory can allow it to sneak in enemy bases undetected, while it
sends information back to base.Its advanced sensors allow it to see camouflaged
and otherwise invisible units, and relay information to units nearby. Basically once the cloaked observor sees something, the rest of the Protoss automatically see it too.
Acknowledging a key Observor weakness the Protoss have equipped it with Gravitic Boosters, allowing it to move much faster then before.
Acknowledging a key Observor weakness the Protoss have equipped it with Gravitic Boosters, allowing it to move much faster then before.
Additional Factors:
-Role: Scout,
Detection
- Fortunately this scout has fast graviton boosters to
compensate for its low durability, allowing it to quickly and effortlessly move
away from enemy bases.
- In addition to being permanently cloaked, it is also very
silent.
- Robotic “Warrior” : See Colossi
- These observers are often attached to large forces due to
their phenomenal detection work.
Warp Prism
Type of Aircraft: Prism
Purpose of Aircraft: Transport
Classification: Frontline Transport
Basic Description:
For thousands of
years the Protoss have studied the nature of time and space, gaining insight
into the universe’s greatest mysteries. Using psionic manufacturing processes,
they created a robotic mind whose programming is built into the molecules of an
advanced crystal lattice. The resulting device is able to manipulate matter and
energy with incredible precision. Warp Prisms are used primarily to transport
forces on the battlefield, but they can also be deployed into Phasing Mode so as
to power nearby structures if necessary. When Warp Prisms are in this mode,
they can temporarily replace destroyed Pylons or enable rapid expansion.
Loadout:
Armament: None
Defense: Plasma Shield, Vehicle Plating
Special/ Detailed
Purpose:
The protoss use warp prisms in several ways. The primary
function of a warp prism is to transport protoss forces on the battlefield.
Living and inorganic subjects are transformed into energy, and their unique
signature imprinted into the prism's crystal lattice core. On reaching the
desired destination the operation is reversed and the stored energy signatures
are reconfigured into matter in proximity to the warp prism.In this way it can even carry a gigantic Colossi, though this takes away room from other units.
A secondary but no
less vital function of the warp prism is to act as a mobile focus for the
protoss psionic matrix (see Support). Once the Prism is deployed it can power
protoss structures around it. In this configuration warp prisms can be used to
temporarily replace destroyed pylons in a colony or enable the rapid
establishment of a forward base of operations. From this field it can also
serve as a mobile point from which to warp in reinforcements. The Warp Prism cannot move while in “Phasing
Mode”.
The Protoss, in acknowledging a weakness of the Warp Prism, have given it a Gravitic Drive that allows it to move much faster then before.
The Protoss, in acknowledging a weakness of the Warp Prism, have given it a Gravitic Drive that allows it to move much faster then before.
Additional Factors:
- This vehicle allows the Protoss to rapidly establish
forward bases just behind the front lines
- Role: Power
Source, Transport
- Excellent Raider
-Robotic “Warrior”: See Colossus
======Support======
Sentry
Armor Type: Plasma shield
Type of Support: Drone
Classification: Dedicated Protoss Caster-support
What Bonus do they
give: Confusion, chaos, keep troops alive
Loadout:
Armament : Disruption beam : Essentially a
concentrated laser beam that can be continuously fired. It is a miniaturized
version of the Void Ray’s beam ; less powerful but still pretty deadly.
Defense: Plasma Shield (see Zealot), Light vehicle
plating
Special/Detailed
Purpose:
The Sentry has three different casts that make it extremely
valuable for any Protoss force.
-- Guardian Shield:
Sentries can create an aura which reduces incoming ranged damage to friendly
units inside its field of effect by about 10-30 percent in game, not counting
said friendly units armor and psionic shield. This make the sentry a crucial
support unit, and allows the soldiers inside its sphere to live much longer.
--Hallucination: See High Templar profile for description. The
Sentry can even hallucinate powerful units like archons and carriers, resulting
in enemies focus firing on the at least somewhat corporal illusions until they
dissipate (hallucinations cannot do direct damage however). The more powerful
unit hallucinated, the less energy the sentry has left, and it can hallucinate
many zealots for the price of one archon.
--Forcefield:
Deliberately saved this one for last. Forcefield creates a nearly invincible
"globe" over a small area that blocks the movement of ground units.
This allows sentries to actively shape the battlefield around them to their
liking. Some of the ways forcefields can be used include :
----Defensive
blocking: If a base is being
assaulted then the sentries can use their forcefields to prevent fire from
certain directions, and even attempt to funnel enemy troops into easily
defended positions of the Protoss.
----Offensive
Blocking: With this sub-strategy the sentry can put forcefields in certain
geographical points to better allow Protoss to control the Terrain, which in
turn allows them to inflict maximum causalities.
---Prevent enemy
Retreat/Reinforcement/Trap: The sentry can put forceifelds behind enemy
lines, making their retreat and reinforcement attempts difficult at best and
near impossible at worst. They can even completely block off and trap an enemy
outright!
---Channeling :
Through skillful manipulation of forcefields, a number of sentries can create
specially designed paths that will funnel enemy infantry into the right
positions.
----Division: By
dividing an opponent's army at odd
angles with Force Fields the Protoss can
take advantage of his lack of coordination and poor ability to focus fire. It
will naturally spread initial chaos inside the enemies troops. This technique can also force an engagement if
it manages to trap some of the opponent's forces.
---Protecting Flanks:
Protoss sentries can block off their own flanks via these forcefields.
It is entirely possible there are other methods used by the
sentries of course. The forcefields do not work on air units, and a massive
ultralisk/thor sized unit can plow through and break the forcefield in game. They
will also dissipate after a while, but usually it will be too late for the
enemies forces.
Additional Factors:
-- Role:
Dedicated Support
--Robot Warrior:
See Colossi /reavers
--The sentries work very well when paired with most units
against ground forces, due to its aforementioned abilities.
-- Sentries were built to help preserve the life of the
diminishing Protoss population, and one of the many Protoss units within the
Protoss army. They do this job very well, and are quite common.
Psionic Matrix Network
:
Armor Type: Building Armor (also Plasma Shields)
Type of Support: Building
Classification: Warp
What Bonus do they
give?: Power, Reinforcement
Protoss structures and, to a lesser
extent, units, draw their energy from this matrix. While a nexus provides a
link to this matrix, khaydarin crystal-based pylons are needed to actually tap
into the energy required to provide psionic energy to new colonies. Each pylon
generates a short-ranged aura of energy, which can provide the power needed by structures
and warp gates. If a protoss building loses its connection to the psionic
matrix, it will shut down until it is reconnected, and new units cannot be
gated in if there is insufficient psionic energy to provide them with power.
Warp Prisms can function as an emergency psionic matrix, though in doing so
they make the ship immobile and an obvious target.
Recently, and this is
lore not just in game effects, the Protoss have taken over the Xel-Naga warp
network and can use it to warp in
buildings, constructs, warship (though for the latter two specific buildings
are required) and even units! They are able to do this via the opening of warp
rifts, resulting in portals inside structures, that can further be used to warp
in certain units . In fact any area of land covered by a pylon or warp prism’s
psionic matrix is a parcel of land that the Protoss can warp in the following
units :Zealots, High Templars, Dark Templars, Sentries and Stalkers to
essentially anywhere on the planet covered by a prism or pylon. Thus enemies
can experience fierce attacks hundreds of miles away from the front line.
Loadout:
Armament : None
Defense: Building Armor, Plasma Shields
Special/Detailed
Purpose:
See description. Can warp in five different types of units (with a unknowable but very high quantity) anywhere on a planet
so long as its connected to the psionic matrix, can warp in (over time)
starships/vehicles, powers buildings.
Additional Factors:
---Thanks to this technology Protoss reinforcement rate
cannot be affected by enemy control over the skies, as all of their reinforcements
will come from the psionic matrix (though of course enemy control of the skies
will allow them to bomb the pylons pretty easily).
--- The Psionic Matrix can allow Protoss to send
reinforcements to seemingly deserted bases in mere moments.
--- A popular tactic is to move the psionic matrix up as the
Protoss’s area of control moves up, building pylons and war prisms right behind front lines to allow the Protoss
to reach front lines faster.
--- Of course Protoss cannot truly create other Protoss out
of thin air, and the low population of their species is going to stop massive
zerg-sized mobs of Protoss from pouring through.
--- Stetman's research log
Replicant:
Armor Type: Psionic Shielding (light) , very light vehicle plating
Type of Support: Copy-cat
Classification: Adaption Specialist
What Bonus do they give: Copying of enemy units.
Replicants were protoss-designed microscopic robots capable of fusing together to copy enemy units. They were created by the protoss in the aftermath of the first phase of the Second Great War. After analyzing the battles they had taken part in, replicants were created to better improve their war machine.
Loadout:
Armament: See Special ----Whatever armament the unit that it copies has.
Defense: Light plasma shield, plating ----Whatever defense the unit that it copies has
Special Detailed Purpose:
Apart from massive units (meaning Thor, Carrier, Mothership or Ultralisk sized vehicles) , Replicators could replicate almost any unit type, including flying units and workers. Mechanical or Organic. When they did so, they also managed to copy upgrades (e.g. cloaking), even if they had not been researched (so whatever attribute the unit it copies can have, the Replicant can have also). They could use their ability on any enemy unit on the map that was within a Protoss vehicle's line of sight. The drawback however, was that replicants were very expensive to create, and thus are somewhat rare.
Additional Factors:
- Is it cannon? Normally I don't include cut units, however this one was identified by the lead Blizzard writer as a unit that they intend to bring back in Legacy of the Void (Protoss themed expansion) . Based on that, and the fact we have videos of it in action, I would say that is indeed canon enough. It was only taken out of the multiplayer because it allowed Protoss to dominate too much anyway.
-- Why was it removed? Because enemy Terran and Zerg players actually STOPPED building their heaviest and best units out of fear for this unit. Even having one Siege Tank or Infestor in a army was enough for a whole horde of replicants to copy it and potentially have a better version of the same unit then the one it originally copied (thanks to its ability to take any potential upgrade). Expect this unit to be used against the best and most powerful units the enemy has in their forces (that aren't giants).
-- Rare: as the Profile above indicated, these units are quite rare thanks to the cost. Expect their numbers to measure in the low hundreds, max.
--Tactical Usage: Can copy the tactical usage of whatever unit it copies.
Replicant:
Armor Type: Psionic Shielding (light) , very light vehicle plating
Type of Support: Copy-cat
Classification: Adaption Specialist
What Bonus do they give: Copying of enemy units.
Replicants were protoss-designed microscopic robots capable of fusing together to copy enemy units. They were created by the protoss in the aftermath of the first phase of the Second Great War. After analyzing the battles they had taken part in, replicants were created to better improve their war machine.
Loadout:
Armament: See Special ----Whatever armament the unit that it copies has.
Defense: Light plasma shield, plating ----Whatever defense the unit that it copies has
Special Detailed Purpose:
Apart from massive units (meaning Thor, Carrier, Mothership or Ultralisk sized vehicles) , Replicators could replicate almost any unit type, including flying units and workers. Mechanical or Organic. When they did so, they also managed to copy upgrades (e.g. cloaking), even if they had not been researched (so whatever attribute the unit it copies can have, the Replicant can have also). They could use their ability on any enemy unit on the map that was within a Protoss vehicle's line of sight. The drawback however, was that replicants were very expensive to create, and thus are somewhat rare.
Additional Factors:
- Is it cannon? Normally I don't include cut units, however this one was identified by the lead Blizzard writer as a unit that they intend to bring back in Legacy of the Void (Protoss themed expansion) . Based on that, and the fact we have videos of it in action, I would say that is indeed canon enough. It was only taken out of the multiplayer because it allowed Protoss to dominate too much anyway.
-- Why was it removed? Because enemy Terran and Zerg players actually STOPPED building their heaviest and best units out of fear for this unit. Even having one Siege Tank or Infestor in a army was enough for a whole horde of replicants to copy it and potentially have a better version of the same unit then the one it originally copied (thanks to its ability to take any potential upgrade). Expect this unit to be used against the best and most powerful units the enemy has in their forces (that aren't giants).
-- Rare: as the Profile above indicated, these units are quite rare thanks to the cost. Expect their numbers to measure in the low hundreds, max.
--Tactical Usage: Can copy the tactical usage of whatever unit it copies.
Probes:
Armor Type: Psionic Shielding (light), very light vehicle
plating
Type of Support: logistical
Classification: Worker
What Bonus do they
give?: Resource gathering, buildings, scout, last resort attack
Probes are robotic drones controlled by an artificial
intelligence. They were originally designed by the Khalai Caste to lay the
foundation for protoss colonies on hostile worlds where living workers would be
at too great a risk. Even after the Brood War, it is not uncommon to see
hundreds of probes lining the streets of a protoss settlement, performing one
task or another.
Loadout:
Armament : The Particle beam, which is used for
mining, can also be used to cut through
flesh as a last resort attack.
Defense: Psionic
Shielding (light), very light vehicle plating
Special/Detailed
Purpose:
The probe truly shines in its service to protoss military
might, providing service to the nexus of any protoss base. They are also used
to warp in structures, manufacturing and planting micro-beacons, allowing fully
functional buildings to be warped in over interstellar distances. Although this
is their primary function, probes can still construct facilities from scratch,
along with harvesting resources, courtesy of their in-built particle beam.
Additional Factors:
- Scout: The
Probe Can be used as a scout, as it is a fairly fast and inexpensive unit that
would send information back towards base even in its death.
-Inexpensive:
Probes would be really easy to build from scratch, even using the materials of
the nearby environment!
- Last Resort Attack:
One common tactic for when defenses are being overrun is to send all of these
probes in ahead of the more valuable units, so they can both do damage and take
first.
- Robotic "Warrior" : See Colossus
Minor Units:
Preservers:
Preservers
are a very small group of Khalai protoss who hold the memories of other dead
Khalai.The preservers, based out of the Sanctum, dress in gossamer-fine lavender
and white garb to make their status obvious. At least one preserver was always
on hand at the Conclave during its existence. They could offer only
information, and could not give orders. The memories accessible to preservers
may be millennia old. It is claimed preservers have access to the memories of
every dead Khalai. When a Khalai dies their memories are instantly transferred
to the preservers, and though they can’t access memories of the Nezarim they
can access memories of everyone up to the Age of Strife (Which was a terrible civil war that occurred in
their earliest histories that nearly destroyed the Protoss).
Preservers would serve as formidable advisers, as they can
access the memories of countless executors (commanders) and warriors. The
preservers, though so rare that they are more akin to adrift bottles in vast
oceans, also are masters of Protoss psionic powers if the example of Zamara is
anything to go by.
Healers: There
does exist a caste of Protoss who can heal the moderately wounded with their
psychic powers. This slightly increases survival rates of troops.
- Praetors: Praetors are division commanders under the command of Executors, and are usually very powerful High Templars.
- Praetors: Praetors are division commanders under the command of Executors, and are usually very powerful High Templars.
====DEFENSE=====
Name of Defense: Photon Cannon
Type: Anti-ground/air
The photon cannon is an automated defense structure of
protoss design and by far their most common defense. Although the protoss revel
in the glory of personal combat, they also recognize the need for automated
defenses. As such, the cannon fires an encapsulated antimatter sphere similar
to that generated by the dragoon, though
much more powerful. It can attack both land and air units. They are enhanced with special sensor technology borrowed
from the observer, and thus can detect cloaked units and allow anything nearby to detect them. Photon cannons require a
link to the psionic matrix generated by pylons.
For defense it has the standard plasma shield (much more
powerful than the unit version) and plating.
Variant: The Super Nexus
Finally if there is a Mothership Core around then the Nexus can be transformed into a super photon cannon, with far greater range and power as well as the Nexus's natural defensive plating and plasma shielding (its the most powerful Protoss structure).
Finally if there is a Mothership Core around then the Nexus can be transformed into a super photon cannon, with far greater range and power as well as the Nexus's natural defensive plating and plasma shielding (its the most powerful Protoss structure).
Name of Defense:
Shield Battery
Type: Shield
recharge station
The shield battery is a protoss support structure. Its core
contains a khaydarin crystal that absorbs and stores local psionic energy. The
stored psi is transferred to protoss units via the energy spokes, allowing
plasma shields to be recharged rapidly. While the battery has a limited energy
capacity, it will steadily recharge itself over time.
This allows for units and even buildings in Protoss bases to
almost instantly have their shields recharged so long as the Shield Battery has
a working battery. Due to the Protoss ability to build bases almost right next to the front lines, these could be used to soldiers retreating breifly from the front.
In addition to that last resort probe attacks, sentries, the
sudden warping in of units, and Mothership Cores (the first three found in support,
the latter in Misc air) are all valid parts of Protoss defense. Sentries in particular would make any ground attack on a Protoss base a huge pain.
====LEADER PROFILE====
Name:
Tassadar The "Twilight Messiah"
'I have never tasted death, Zeratul-- nor shall I."
Notable Battlefield Accomplishments:
Every single battle Tassadar has fought, with the exception of the those in which he was hilariously outnumbered, he has won. In his lifetime he has purged entire planets of Zerg (albeit with purification weapons), devastating Terran Fleets in space -even by his ship's lonesome, and even wiped out the Protoss Conclave when it appeared that they were going to kill the Protoss race with their traditions* (The Novel Twilight states this was the case, though it was left unclear or ambivalent in Starcraft 1).
When he was stuck on Char he managed to survive months with only a hundred warriors- later joined by 100 Dark Templars and slightly greater amount of Raynor's Raiders- against hundreds of thousands of Zerg and being pursued endlessly by the Queen of Blades no less (there would have have been more, had not the Zerg chosen to invade Auir). He outsmarted her and the various Zerg Cerebates at every turn, even killing Kerrigan's cerebate personally. Though he may have lost to Kerrigan in direct duels, it is clear that he was at that point a better commander. Perhaps his greatest achievement was his seamless and brilliant incorporation of allies, whether they be Terran or Dark Templar.
Then later on when the Conclave recalled him and seemed poised to bring down the Protoss race through their ultra-conservatism Tassadar ended them, and then beat back the Zerg. It was he that figured out a successful battle plan to defeat the Overmind, whittling down the command Cerebates to weaken the Overmind for direct attack. However ultimately Zerg resistance was too strong for the Dark Templar to get close, and Tasasadar thus took it open himself to drive his carrier, now super-charged with the powers of the Khalai and Nerazim, into the Overmind vanishing it forever. Without this sacrifice, the Protoss and then the Terrans would have become extinct.
However that is not to say that he died, for he had managed to find the power to transcend death, living on as a great spirit.
Personality:
Everything that Tassadar does is for the Protoss race regardless of the actions he needs to take in order to protect his people. He is wise beyond his years and is a well respected High Templar among the Protoss – by both those that follow the Khala, and later those of the Dark Templar. Even his human allies admire him greatly. Tassadar is also known as 'Aiur's Favoured Son' by the entire Protoss race because of his efforts to eradicate the threat the Zerg Swarm place throughout the galaxy.
He is extremely dedicated to his duties, and would do whatever it took in order to complete them. While he is a fiercely proud warrior, Tassadar isn't afraid to throw away his pride and Protoss honour if he believed that in doing so, it would ultimately protect his people and homeworld from the Zerg threat – something which he did when he battled against the Overmind. He willingly gave up everything to continue the fight; his pride, his honour, his position among the Protoss hierarchy so that he could keep his people safe from the looming threat. Even when the Conclave leaders set out into space to arrest him, Tassadar did not stop with his duty to rid the galaxy from the Zerg threat.
Unlike most other Protoss warriors, Tassadar isn't entirely bound by old Protoss traditions. He unique among his species as he is one of only two Protoss warriors that has mastered not only the Khala energies, but also the energies of the Void. Traditional Protoss belief forbid any of those following the Khala to practice forbidden art of the Void, but after spending time with the Dark Templar Prelate, Zeratul, Tassadar was able to put aside his racism to learn the ways of the Void.
Tassadar is also the type of being who would selflessly sacrifice his own life to protect everyone else regardless of race, shown by the fact that he was willing to risk execution to protect the Terran Core World of Tarsonis (only failing because Mengsk had Kerrigan sabotage the whole thing). Throughout his mission to destroy the Zerg, he learnt not only to put aside his race’s traditions and sense of racism, but also how to trust and work alongside other races – even going so far as to befriend some humans, and incorporate them into his forces (though they were mostly autonomous, as Tassadar trusted Raynor to lead them).
He is also crafty and can be manipulative. Tassadar isn't afraid to use his techniques and abilities to his advantage or as a distraction. He’s not above using his illusionary techniques against an enemy to give him the upper-hand or distract them while his companions struck elsewhere.
"Tassadar: Unfortunate it is, to see that one who was once so honorable and full of life would succumb to the twisted wiles of the Overmind.
Infested Kerrigan: Do not presume to judge me, Templar. You'll find my powers to be more than a match for yours. In fact, I sense that your vaunted power has diminished since last we met.
Tassadar: Mayhap, O Queen. Or is it only that I need not flaunt my power in such an infantile test of will? "
- Typical Kerrigan/Tassadar conversations.
Leader X-factors:
Adaptive Creativity/Resourcefulness
: 66/100
Tassadar is exceptionally creative for a Protoss, combining tactics of both the Khalai and the Nerazim seemlessly. Though not as creative perhaps as Raynor, he is able to aptly think about and discover unique means to victories, and has done so many times.
Tactics: 69/100
See Notable Battlefield Accomplishments. In particular Tassadar was known for deploying feints and ambushes.
*Strategy: 67/100
Tassadar is described as a genius strategist and again was able to survive for months on Char with no backup and few allies, relying on his wits to continue to stay alive.
Intuition: 70/100:
The Protoss have some advisers with the gift of prophecy,
and others that are great at predicting the future. Tassadar himself was later able to get visions, after his defeat of the Overmind.
Audacity: A:
71/100
Tassadar is shown to be very bold, even once infiltrating a heavily armed Zerg den himself to assassinate a cerebrate while his forces provided the distraction. However he will and has retreated if pressed too much, for he genuinely cares for the lives of his allies and men.
Psychological
Warfare: 65/100
Infested Kerrigan: "An illusion? Are you afraid to face me, Templar? "
Tassadar: "So long as you continue to be so predictable, O Queen, I need not face you at all. You are your own worst enemy. "
Tassadar is extraordinarily good at psychological warfare, and with it was able to kite around Kerrigan, cause her to give into her rage and make mistakes. He is rather apt at taunting people. Thanks in part to these tactics he was able to survive months on Char alongside Raynor and Zeratul, when their force only comprised of about 300 soldiers loosely divided between all of them and their were millions of Zerg (though luckily not everywhere at once). Tassadar is a genuinely compassionate commander, and would prefer to preserve alien life rather than destroy it, yet willing to do what is necessary if it comes down to it.
Tassadar: "So long as you continue to be so predictable, O Queen, I need not face you at all. You are your own worst enemy. "
Tassadar is extraordinarily good at psychological warfare, and with it was able to kite around Kerrigan, cause her to give into her rage and make mistakes. He is rather apt at taunting people. Thanks in part to these tactics he was able to survive months on Char alongside Raynor and Zeratul, when their force only comprised of about 300 soldiers loosely divided between all of them and their were millions of Zerg (though luckily not everywhere at once). Tassadar is a genuinely compassionate commander, and would prefer to preserve alien life rather than destroy it, yet willing to do what is necessary if it comes down to it.
Experience: 74/100
Tassadar has countless centuries of experience in training and against unnamed tribal species, though his experience against Zerg and Terran (as well as fighting Protoss) has only been a couple of years max. However in a bizarre plot twist Tassadar has managed to meld memories with the Zerg Overmind as shown by Starcraft 2, giving him that creatures's memories as well!
Discipline: 83/100
Tassadar demonstrates exceptional discipline, even for the Khalai. He is one of two Protoss in the entire history of Protoss to master both the psionics of the Khalai and the Nerazim.
Leadership: 88/100
Tassadar is the greatest leader of the Protoss in recent times, period. He can command Khalai and Nerazim Protoss, both of which look up to him as if a Demi-god, with perfect knowledge of how both works, and when he was stuck on Char he even managed to incorporate Terrans into his battle strategy, combining their superior ranged weaponry with his zealots superior melee. At times he has given his soldiers the option to return home without him. None ever took him up on it.
Corruption: 41/100
Tassadar has been forced to destroy planets before while under orders but he did that only with deep regret, and eventually disobeyed orders so that he could save as many Terrans as possible. When his life was in danger from the Conclave Protoss he voluntarily surrendered so that his followers and the other side wouldn't die trying to fight for him. However eventually, when the Conclave prevented the re-unification and indeed the survival of their species, he reluctantly slew the entire Conclave(according to Starcraft Twilight).
General Duke: Protoss Commander, this is General Edmund Duke of the Terran Dominion Armada. You are in violation of our air-space and have endangered human lives in your reckless attack against the Zerg. I order you to withdraw your ships immediately. If you fail to comply, I will not hesitate to open fire upon your vessels.
Tassadar: General Duke, I am Tassadar, and you are well known to me. Whatever leniency I extended to you and your comrades before, may have been in error. If you persist in halting our course, we will burn your pathetic fleet down to the last man.
General Duke: I'm going to have to assume that was a hostile response...
- However he does dislike some individuals exceptionally....
Additional Factors:
- Protoss have a flexible chain of command, with squad leaders forming the base, high templars/other captains above them, then Ship captains, praetors, and finally executors. Then these guys are above them.
-- Unifying Figure/Inspirational Commander: Even more then Zeratul and Artanis, Tassadar is the greatest source of unity of the Nerazim and Khalai. His very name is carried with almost reverence by both sides , and even in his lifetime he made great overtures to ensure the Protoss remain unified. Now the Protoss look upon him as near divinity, Adun reincarnate and the ultimate example of Protoss virtue. Zeratul admires him greatly, and Artanis/Selendis practically hero worship him. En Taro Tassadar is a common phrase among the Protoss, meaning in honor of Tassadar. Only the Ara(whose members comprised of the former Conclave) would likely have some mistrust.
While we are discussing hypothetical here, Tassadar would be the best person to deal with the fractious Hierarchy of the Protoss, given that everyone there either hero-worships him, respects him as a unparalleled warrior, believes him to be Adun incarnate, or will at least pay lip service to the others(Ara). In this way Tassadar would probably be the best figure in Protoss history to navigate through their myriad and byzantine politics....so essentially the Heiarchy is going to hamper him very, very little if at all due to his immense popular support.
- Mastery of Protoss Psionics: More so then any individual in Protoss history, Tassadar has mastered the psionics of both the Khalai and the Nerazim, something only Adun managed to do beforehand. This further boosts his prestige among both sects.
- One of his Greatest traits is that he can combine foreign forces with his own both fairly and seamlessly having done so in a force that was composed of Terrans, Khalai and Nerazim.
While we are discussing hypothetical here, Tassadar would be the best person to deal with the fractious Hierarchy of the Protoss, given that everyone there either hero-worships him, respects him as a unparalleled warrior, believes him to be Adun incarnate, or will at least pay lip service to the others(Ara). In this way Tassadar would probably be the best figure in Protoss history to navigate through their myriad and byzantine politics....so essentially the Heiarchy is going to hamper him very, very little if at all due to his immense popular support.
- Mastery of Protoss Psionics: More so then any individual in Protoss history, Tassadar has mastered the psionics of both the Khalai and the Nerazim, something only Adun managed to do beforehand. This further boosts his prestige among both sects.
- One of his Greatest traits is that he can combine foreign forces with his own both fairly and seamlessly having done so in a force that was composed of Terrans, Khalai and Nerazim.
====Army X-factors====
For Morale, Discipline and Espionage I am going to split the Protoss
up into two factions : The Khalai (K) and the Nerazim.
Morale: K:72 N: 58
The Protoss have
suffered a bit in recent years due to the slide into factionalism and the great
swathes the Zerg have cut into their race. Yet still morale is high for this
ancient race, which is willing to stand against any threat and do so with
confidence. The reason the Khalai's discipline is so high is because they feed off each other's positive energy and emotional support, allowing them the constant feeling that they are not alone. If this connection was to be cut off however their morale would plummet to the 40s.
Logistics: 92/100:
Simply put the Protoss score one of the highest if not the
highest logistics score in the tournament. Their bodies require only the sun or
moonlight and a bare minimum of intake of water. Even then they can go weeks
without either. Most of their weapons and shielding run on their own psionic
powers or else use self-replicators. The only reason they don’t score higher is A. it is hypothetically
possible for a faction like the Tyranids to eventually block out the sun
through pure spores in atmosphere and B. They require minerals and vespine gas
to build their bigger machines and armor. Though they will be able to warp this
in to an extent, and all planets that they fight on shall have vespine gas and
minerals for balancing purposes on them, it is possible for an enemy to slow
production.
Espionage: K :59/100: N: 77/100
The Khalai do care very much about good reconnaissance , having
invented the observer just for that task, however for the most part the Nezarim
are far better than their cousins here. For the last 1000 years they have had
to stay in the shadows to prevent detection by the Conclave Protoss, and in battle
they for the most part prefer to use
guile, sabotage and assassination over direct action.
Discipline: K: 88/100:
N : 73/100
The Khala philosophy
provides its followers with tremendous discipline at the cost of some loss of
the self, and can even help its members control devastating psionic storms. Though they still feel fear, they are trained to negate vigorously to ignore it whenever they can, aided in this by the collective strength of their fellow Protoss through the Khala. Nezarim are much less disciplined and more independent, focused on
their own pursuits to a much greater degree than the Khalai, but still often seen as focused to an inhuman degree when compared to humans.
Overall Army
Intimidation: 55/100:
At first the Protoss merely appear aloof and mysterious, if
at all. Gradually however as they activate their most devastating and fearsome
weapons and combine that with brutal assassinations attitudes towards them
change, and both of the other Starcraft factions fear what the Protoss are
capable of.
Reinforcement Rate :
Low
The Protoss have lost a huge dent of their population after the
Fall of Auir, and some of it scattered to the wind. They cannot afford to
commit a great amount of their population to any battle. However that said they are excellent at recycling units to make up for this, or else building cheap autonomous Robot Warriors.
Past Opponents:
Terrans: The Daelam Protoss have dueled with the various
Terran Governments – the Confederacy, the UED, the Dominion, even Raynor’s
Raiders once – multiple times, and on
most occasions were victorious (though Raynor managed to beat them). The
Terrans specialize in mass industry, adaptability, and wield weapons far
advanced from modern day including cloaked supersoliders, giant mechs, and armored space marines. The Vast majority of the times that Protoss meet Terran in lore, they wreck them utterly (Raynor aside).
Zerg: By far the
main opponents of the Protoss are the tenacious Zerg, who decimated their old
empire. The Protoss have scored many victories against them but also many
defeats. They specialize in biological adaptation, overwhelming numbers, and
fear tactics. A classic Swarm faction, and one that the Protoss either beat time and again, or are only defeated through vastly superior numbers.
Protoss: On
occasion brother has been forced to fight brother, and the Daelam have been
forced to deal with the corrupted Taldarim, as well as the remnants of the old
Conclave. By far the most technologically advanced foes the Protoss have had to
face.
Hybrids: Though
details are sketchy, it is clear at least some Protoss have had experience with
the monstrous hybrids, which boast the best benefits of both the Zerg and
the Protoss. They often come with monstrous powers too, and are nearly impossible to conventionally destroy.
Misc: At times,
the Protoss have been forced to fight tribal or primitive aliens while they
have observed them, and for fairness many do it in hand to hand.
Quality vs. Quantity:
Overwhelming Quality:
Protoss are never
going to have the numbers of the other factions, nor do they have a desire to
commit fully their population. No, the Protoss focus on quality to an extreme,
within often decades if not hundreds of
years of training for their warriors . What they can’t perform with manpower
they perform with robotics, and their devices are powerful enough that just a
small little pylon piece was able to boost power on the Hyperion immensely.
=====ADDITIONAL INFORMATION======
-Race of Psionics:
Simply put the entire race of the Protoss are natural born psionics, that can
naturally read Terran and other Protoss minds, as well as power their own
technology mentally. This correlates
into the following advantages
A. Mind Reading:
Protoss can almost automatically read the minds of Terrans, and in the
Age of Strife demonstrated a powerful proficiency at reading each other’s minds
too. That said some of the more powerful Psionic beings can shield their minds,
such as a Protoss trying to read a Dark Templar (which explains the distrust
between the two factions). Most Protoss, those of the Khala philosophy, have a
gigantic psionic network of minds that allows them to communicate via their
fellows seamlessly Most Protoss can read
However such mind reading gives them the advantages of :
-- 1. They are very
difficult, but not impossible, to ambush by a faction that cannot shield their
minds.
--2. They can read
other minds with ease, acquiring the ability to read their language soon after
contact and then able to pour information out of them. In this way their
interrogations and reconnaissance efforts are boosted greatly in effect, as
even Nezarim (Dark Templar) can do this seamlessly. Scouts can also pass information instantly Only powerful minds ,specialized psychic blanking technology or “swarm
minds” (in which there are so many garbled thoughts floating about that the
Protoss have difficulty filtering) are shown capable of interfering with it.
--3. The Khalai (and to as slightly lesser extent, Dark Templar) can communicate
to each other without talking, and thus are almost completely silent on the
battlefield. This makes listening into their communication near impossible,
even if the observer somehow knew their spoken language. Protoss also utilize a series of subtle and
non-verbal gestures, seeing as they lack the ability to make much in the way of
facial gestures, which can mean everything from a showing of disgust to an
indication of battle strategy.
*Interesting Lore Note: Once in the novel Firstborn the Khalai method was briefly tried upon humans, allowing everyone over a planetary distance to feel every experience, memory, and desire of everyone present, which was mind blowing for everyone involved. The humans at the time were fighting against each other, and for a brief time this became impossible with all their minds melded into one. Essentially Protoss of the Khalai understand each other perfectly, even if they don't always agree.
*Interesting Lore Note: Once in the novel Firstborn the Khalai method was briefly tried upon humans, allowing everyone over a planetary distance to feel every experience, memory, and desire of everyone present, which was mind blowing for everyone involved. The humans at the time were fighting against each other, and for a brief time this became impossible with all their minds melded into one. Essentially Protoss of the Khalai understand each other perfectly, even if they don't always agree.
--4. Can block out other’s thoughts if needed.
(Though It has nothing to do with the Protoss, it is perhaps the best Starcraft fan song there is).
B. Psionically charge up their weapons, enhance their
physical attributes, maintain a psionic shield and manipulate matter with their
powers.
C. Can access
memories of ancestors going all the way back to the Age of Strife.
D. Due to reliance the psionic technology on Khala and/or Void, enemies would have
difficulty replicating and copying Protoss technology (though it can be done to a small extent, as Egon Stettman showed).
E. Psionic Matrix :
Perhaps the greatest Protoss attribute, this allows the Protoss to
near-instantly warp in buildings and units so long as said units are in a
proximity to a pylon or warp prism (note: I have found enough lore example and
blizzard writings to find that this is in fact lore rather than a gameplay
mechanic). Heavier units require their
own structures however, like the Stargate for ships.
SUBSECTION:The Tribes
of the Khalai and the Nerazim: Since
the destruction of the Great Protoss empire, Protoss society has been split up into an n umber of clans, most of
which loosely held together under a government known as the “Hierarchy”. These
clans are unified against common foes, yet fractious when alone to their own devices.
Protoss Tribes of the Khalai are mostly
modeled around the Caste System, while the Nezarim are freer. These tribes
include
-Khalai tribes: This
refers to the tribes that accept the Khala and the benefits it provides, at the
cost of a lack of privacy and freedom, and even a lack of self-identity. Nevertheless
they are a extremely well-coordinated and armed force, that will often focus on the greater good rather then that of the individual (this is demonstrated often in the Dark Templar Saga). They are somewhat
sexist, and rarely have female leaders (exception: Selendis).
--Ara Tribe : The
Ara Tribe were the leaders of the Old Protoss Empire, leading from a group
known as the Conclave. Though they still
have some power, they no longer have total control, and at times find the
ruling Hierarchy inefficient and slow. They are known for being rather
conservative, one of the most influential, and probably the most xenophobic of
the Protoss tribes. They are one of six tribes represented in the Hierarchy,
represented by Nahaan.
--Shelak Tribe:
They are the scholars of the Protoss, the librarians and the ones with acc
ess
to Xel’Naga artifacts and technology. They are one of the most venerated of the
tribes, for their most famous member was Khas, the founder of the Khala
philosophy. Currently they spend much
of their time delving deep into the Xel’Naga, as well as providing advice to those
tribes that come to them. A number of seers appear in their midst. One of the six represented in the Hierarchy,
represented by Zekrath.
--Akilae Tribe :
This is Hierarch Artanis’s tribe, and thus represented among the Hierarchy in
the form of Artanis himself. It is from this cast that the legendary
Tassadar hailed from. They are the
warriors of the Protoss (mostly anyway) and revere honor and duty above all
else. They were the first tribe to object to the Conclave’s use of xenocide in
the first Great War.
--Auriga Tribe:
These are the shipbuilders and shipmasters of the Protoss, and they are in
control of the great fleet (Carriers, Arbiters ect). The Auriga are fascinated
by the unknown, and contain some of the best explorers the Protoss have to
offer (good at recon). They are represented by Admiral Urun in the Hierarchy.
--Furinax Tribe : The Furinax are craftsmen, artisans, builders and weaponsmith of the Daelaam. Obsessed with merging the energies of khaydarin crystals(Xel-Naga created crystals, which powers most of their tech) with modern technologies, the Furinax revel in their progressive crafts, their greatest feats being the power suits wielded by zealots and the dragoon exoskeleton. They are not above unethical experiments either, so long as it furthers their research. These are the guys responsible for the Protoss technological gains for the most part, and are represented by Tabrenus in the Hierarchy.
--Sargas Tribe:
This tribe is more concerned with its tribal identity and freedom than most (though not to the extent of the
Nerazim). Though not represented by the Hierarchy, they are the Protoss
Protectorate’s assassins and enforcers.
--Velari Tribe :
Unfortunately all I could find of this tribe that they were of the reserve
forces, and were primarily concerned with aspects of defense. Not represented
in the Hierarchy.
--Venatir Tribe :
Another obscure tribe, their name means “the hunters” and it seems that the
Protoss unit “the Scout” comes from their ranks.
-Nerazim (Dark
Templar) :
The Nerazim refers to the group of Protoss more concerned individuality and the quest for knowledge in contrast with the stability and group thought advocated by the Khala. The Dark Templars as they are known has firmly rejected the Khala. By their nature the Nerazim are a diverse group of freethinkers motivated by their regard for one another and tribal bonds rather than abstract notions of authority. That isn't to say they won't sacrifice themselves for the good of all if the time comes to it, they just worry about themselves more then the Khalai. Whereas the Khalai focus on mostly conventional tactics the Nezarim and their soldiers (Dark Templars, Archons, Stalkers) are mostly master of the unconventional. Though there are individual tribes, the Nerazim as a whole are represented by Mohandar in the Hierarchy. Their tribes are less distinguished, with some notable differences being: Some Dark Templar wear stripped Zerg carapaces, others wield energy Scythes, and still others use regular old warp blades.
The Nerazim refers to the group of Protoss more concerned individuality and the quest for knowledge in contrast with the stability and group thought advocated by the Khala. The Dark Templars as they are known has firmly rejected the Khala. By their nature the Nerazim are a diverse group of freethinkers motivated by their regard for one another and tribal bonds rather than abstract notions of authority. That isn't to say they won't sacrifice themselves for the good of all if the time comes to it, they just worry about themselves more then the Khalai. Whereas the Khalai focus on mostly conventional tactics the Nezarim and their soldiers (Dark Templars, Archons, Stalkers) are mostly master of the unconventional. Though there are individual tribes, the Nerazim as a whole are represented by Mohandar in the Hierarchy. Their tribes are less distinguished, with some notable differences being: Some Dark Templar wear stripped Zerg carapaces, others wield energy Scythes, and still others use regular old warp blades.
--Alysaar : the
Only Dark Templar tribe of any note, they store the collective memories of
their people into specific crystals. They hold most of the Dark Templar’s
knowledge, and can be called upon by other Dark Templars to give that knowledge if they must.
-Purity of
Form(*important): The Protoss were
considered by their makers, the Xel’Naga, to be pure of form. They are
extremely adaptable in most environments, requiring little but sunlight, and,
this is very important, are completely unable to be physically assimilated. Thus far Zerg infestation attempts whether they be through viruses, spores or physical assimilation have all failed*. Though a powerful
mental force may be able to mind control individual units, the Protoss cannot
be assimilated by the Zerg, Flood spores, Genestealer cults, or other beings
that rely on these moves. They are also highly resistant to corruption, whether its thanks to their potent mental barriers (Nerazim) or the Khala - however they can be corrupted as the Voice in the Darkness creature showed.
---------* In one of the manga there was a successful Assimilation attempt, however this has been specifically de-canonized by Blizzard on every occasion someone has asked them about it.
---------* In one of the manga there was a successful Assimilation attempt, however this has been specifically de-canonized by Blizzard on every occasion someone has asked them about it.
- Caste System:
Originally, The Protoss were divided into three castes: The Judicators being
the rulers, the Templar caste being warrior, and the Khalai being everything
else, with the Dark Templar being outcasts. All castes were considered equal, each filling a role (and for those that noticed a similarity in Tau-Protoss culture & history, the Protoss predated the Tau, so take from that what you will) . Recently with the demise of Auir
and the near destruction of the Judicator class the Templar Class has ascended
to leadership (with Ara and Shelak
Tribes being the last Judicators), and lines have been blurred as the Khalai
are sometimes called to fill in the holes left by wars in the Templar
caste. The Nerazim are caste-less.
Why is this important to a battle? Because it shows that the all Khalai castes, particularly the Templars, have a very unique and often inhuman amount of dedication to their castes purpose. The Protoss Templar Caste for example has literally trained for hundreds of years in one art, war, which shows in battle with a huge degree of superiority over their often conscripted foes.
Why is this important to a battle? Because it shows that the all Khalai castes, particularly the Templars, have a very unique and often inhuman amount of dedication to their castes purpose. The Protoss Templar Caste for example has literally trained for hundreds of years in one art, war, which shows in battle with a huge degree of superiority over their often conscripted foes.
- Dae'Uhl :
"Proximity is the
least of my concerns. Emotional closeness. Pride. Disappointment. We watch over
them, yes--as we watch over many of the races of the galaxy. But we must not
interfere. We must not direct their course. They are not our students. We are
theirs."
This is the dominant Protoss philosophy towards aliens.
After emerging from this period and expanding beyond Aiur,
the protoss took it upon themselves to follow the traditions of the xel'naga;
protecting and safeguarding "lesser races" under their protection.
Unlike the xel'naga however, the protoss would rarely directly interfere,
especially after the Kalathi Intercession. As a general rule, the protoss would
only make their presence known to a species when they were threatened by an outside
source. The end result was that the protoss maintained order and peace in their
part of galaxy for thousands of years. Though this standard has been relaxes
over recent years,as the Protoss are more willing to directly intervene and ally with aliens (particularly sincere Terrans), the Protoss still maintain it for the most
part, with even the Dark Templar following it.
In short this philosophy has a couple implications:
- They would prefer to leave third party factions alone and
watch over them, but have occasionally allied with them in the past (with the
greatest example being with Jim Raynor and Jake Ramsey).
- They (with exceptions such as Tassadar) view other species as “lesser” and themselves as
watchers/protectors, and won’t be too keen to submit to a foreign power. And before someone thinks that because Tassadar was open to aliens that he might surrender; not likely, as the man was notoriously independent.
- Some of the more powerful Protoss warriors DO have respect
for alien (Terran) warriors, if they fight with honor (no genocides, no
terrorism, the like).
- The Protoss are willing to intervene to save alien races, or at least some commanders such as Tassadar are.
- The Protoss are willing to intervene to save alien races, or at least some commanders such as Tassadar are.
- The Protoss are willing to bend the doctrine if there are
major threats, like the Zerg.
- The Nerazim might be more liberal towards these rules, though even they pay lip service to it.
With Tassadar in command, expect this philosophy to only be loosely followed, as he allows compassion, virtue and cunning (alien allies better then no allies) to guide him.
Motivation: Salvation of their People:
The Protoss fight so that one day their own species might be saved, that Auir might be retaken and that they will put an end to the Zerg Menace once and for all! They also seek the power and ability to prevent the coming of the monstrous Hybrids, who are destined to destroy all life in the galaxy.
The Protoss fight so that one day their own species might be saved, that Auir might be retaken and that they will put an end to the Zerg Menace once and for all! They also seek the power and ability to prevent the coming of the monstrous Hybrids, who are destined to destroy all life in the galaxy.
Some General Strengths
- Everyone is either an automated robot or a psychic warrior
that can read minds.
- All Protoss
warriors score very high in training, as a benefit of their long and focused lifestyles.
- All Protoss have multiple layers of Protection (psionic
shields and actual armor)
- Race of Psionics
- Stealth technology is very advanced
- Protoss Great Fleet a spectacular example of an air force
- In general Psionic Technology is very effective against conventional armor.
- Units built to work extremely well with one another in various combos.
- In general Psionic Technology is very effective against conventional armor.
- Units built to work extremely well with one another in various combos.
General Weaknesses:
-- Plasma Shields are vulnerable to EMP attacks
-- The Protoss, though extremely powerful, do lack in
creativity compared to the Terrans, and this has somewhat hindered their
technological growth. The Terran scientist Egon Stettman was even able to
invent new technology using THEIR technology and do so in a fashion that the
Protoss apparently never thought of.
-- Some Disunity:
The Protoss have recently merged two sections of society that have been at odds
with one another for a thousand years. The alliance is tenuous at best and is
often reliant on mutually accepted heroes either dead (Adun), alive (Zeratul
and Artanis) or somewhere in between (Tassadar). The Hierarchy council is perceived as slow and fractious by Protoss society at large. However with Tassadar back, this is going to be really negligible due to him being one of three most respected Protoss in history (i'd argue him being # 2, slightly below Adun but above Khas).
--Abandonment Issues: Each Khalai Protoss has the resentment of abandonment, which has persisted since the Xel'Naga abandoned them before the Age of Strife, that leads to them being angry, resentful and self-hating if they are ever cut off from the Khala.
--Abandonment Issues: Each Khalai Protoss has the resentment of abandonment, which has persisted since the Xel'Naga abandoned them before the Age of Strife, that leads to them being angry, resentful and self-hating if they are ever cut off from the Khala.
====Victory Gains=====
"You see beyond the skin, acknowledging the soul beneath and finding kinship regardless of form. "
---Zeratul to Tassadar
---Zeratul to Tassadar
- Willing to work with aliens -- on the Battlefield (the Tassadar exception): They might work with aliens in a battlefield, but
afterwards they will generally depart amiably. Tassadar was greatest exception
to the rule and he incorporated Raynor’s forces into his army. The relationship between Zamara & Jake and Dahl was another. So if the Protoss ever beat Raynor's Raiders in this tournament they would definitely be fully included, but that was in part because Raynor gained their trust so utterly.
With Tassadar in command, a being who strove, more then any other Protoss, to treat Terrans and Protoss with some degree of equality, the Protoss may yet acquire more auxiliaries then they would under any other commander. Here is a leader open to incorporation.
With Tassadar in command, a being who strove, more then any other Protoss, to treat Terrans and Protoss with some degree of equality, the Protoss may yet acquire more auxiliaries then they would under any other commander. Here is a leader open to incorporation.
-Biological Adaption:
Very Low –None: Whereas the Zerg focus heartily on adapting themselves at
every turn, the Protoss doesn’t have a need to adapt, and indeed are already
perfect in many aspects (such as their inability to be infested/absorbed).
-Technological
Adaption: Moderate: Though initially the Protoss experienced a period of
stagnate technology, they are now rapidly re-adapting everything they can get
their hands on in order to survive. They will also use enemy weapons if they must, such as when the Khalai stranded on Auir began using Terran weapons. Primarily the various Nerazim tribes and the Furinax tribe are where this new tech comes from.
Also they would keep any surviving replicants that had managed to adapt to a new unit, and might even be able to replicate their designs if they think it is superior to their own.
- Resource gain: The Protoss will naturally use the resources of a planet to their benefit, keeping it and stockpiling it for their empire.
Also they would keep any surviving replicants that had managed to adapt to a new unit, and might even be able to replicate their designs if they think it is superior to their own.
- Resource gain: The Protoss will naturally use the resources of a planet to their benefit, keeping it and stockpiling it for their empire.
Some Bonus Protoss Books:
http://www.e-reading-lib.org/bookreader.php/140002/Firstborn.pdf
http://www.scribd.com/doc/97855696/Starcraft-Dark-Templar-Shadow-Hunters
http://www.scribd.com/doc/54320430/Starcraft-Queen-of-Blades
http://www.e-reading.mobi/bookreader.php/139994/Shadow_Of_The_Xel%60Naga.pdf
(the last isn't as good as the rest)
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