Saturday, January 12, 2013

Protoss Part 2

*see Past Profile for Disclaimer
===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. 

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. .

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. 
  ( I spent 20 minutes trying to find a good scout video, solely about scouts. There are none. However if you watch a few of the other videos on this page, you can probably find some images of them. ). 
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. 
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. 
-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. 

Additional Factors:
- Often the Carriers serve as the headquarters of fleet commanders.
- Role: Capital Ship, Siege

- 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. 
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. 
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. 

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. 
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.  

====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). 

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. 

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. 

====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.

 MISC X-FACTORS
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. 
--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.
--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. 

- 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. 



- 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 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. 



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. 
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.  






====Victory Gains=====
     "You see beyond the skin, acknowledging the soul beneath and finding kinship regardless of form. "
---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. 
-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. 




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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