Starcraft QA Batch 18
Starcraft QA Number 17
WoW Epidemic used in your world Study
Terran Tech-Tree
So, What's Changed?


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Protoss Air Units:

Probe

Phase Prism
Size
Large
HP/Shields:
100/40
Cost:
?2
Attack:
None
?

Using psionic manufacturing processes, the Protoss have learned how to create a robotic mind whose programming is built into the molecules of an advanced crystal lattice. This "crystal computer" is able to manipulate matter and energy with a precision no ordinary organic mind could comprehend.

The protoss use these "phase prisms" in several ways. Their primary function is to transport protoss forces on the field of battle. Both living and inorganic subjects can be transformed into energy, and their unique energy signature imprinted into the prism's crystal lattice core. Upon reaching the destination point the operation is reversed and the stored energy signatures are reconfigured into matter in proximity to the phase prism.

A secondary but no less vital function of the phase prism is to act as a mobile focus for the protoss psionic matrix. Once the prism is deployed it will power protoss structures around it. In this configuration phase prisms are often used to temporarily replace destroyed pylons in a colony or enable the rapid establishment of a forward base of operations.

Strategic Properties:

The Protoss Phase is arguably one of the most important units to an experiences Protoss player. Due to the Gateways ability to teleport units to any location powered about Protoss Pylons or Phase Prisms, a Phase Prism when deployed, allows an unlimited amount of Protoss Troops to teleport from one location to another. In conjunction with the transportation of initial defensive units and a few probes, this allows a Protoss player to create photon cannons instantly to help with a assault, or to bunker the enemy within their own bases.

In the original Starcraft, a Protoss Players Base Expansion was always hindered by the fact that a Pylon needs to be established first. The Phase Prism can act as a substitute, giving enemies a much shorter leeway of time to destroy an expansion before its defenses come online.

Special Abilities:

Acts as a Transport:
The Phase Prism is able to physically transport Protoss Units
Pylon Deployment:
The Phase Prism may be deployed as a Mobile Pylon. In this form, the Phase Prism cannot move, but generates a psi radius as if it were a Pylon, allowing Protoss buildings nearby to be built and powered.

Probe

Size
Large
HP/Shields:
120/60
Cost:
?2
Ground/Air Attack:
Damage
?
Cooldown: ?
Range
4

The phoenix is a swift and deadly spacecraft that is rapidly replacing the older scouts and corsairs in the role of fighter for the protoss. Phoenix patrols are a common sight on the outer rim of protoss territory, where they sweep deep space for alien threats. The twin ion blaster armament of a phoenix is highly suited to air-to-air combat and can also be used for strafing light ground targets.

Sophisticated and lethal as the phoenix may be, all too often a patrol squadron will find itself heavily outnumbered by zerg or terran enemies. To overcome this weakness, phoenix pilots have developed a dangerous counter-ploy. A phoenix pilot can unleash a short-lived storm of destruction by overloading its warp field through the ship's ion blasters.

Strategic Properties:

Although the Phoenix possesses a weak ground attack for harassment, their primary purpose is aerial superiority, and are designed to counter enemy fighter class ships. Their overload ability allows the Phoenix to attack all air units nearby, making them utterly deadly against swarms of small vessels. The attack, however, will barely scratch the armor of capital vessels.When grouped with Warp Rays, the two ships complement each other's weaknesses are become a formidable fleet.

When using the Overload ability, a Protoss player should take care and not overload all his vessel in one go. This allows the opponent to retreat his vessels and return when the Phoenixes are recharging. An experienced player will rotate his overload ability, so that the enemy is kept in a web of energy.

Special Abilities:

overload Overload:
The Phoenix can go into overload, attacking all enemy air units within range simultaneously for around 10 seconds. While overload is in progress, the Phoenix must remain stationary. After an overload, the Phoenix requires around 5 seconds to recover. During this time, it cannot move or attack, and becomes completely defenseless.

Special Properties:

overload Independent Weapons:
The Phoenix has separate weapons against ground and air targets, and may use them simulating.

Probe

Size
Large
HP/Shields:
~140/~320
Cost:
?Minerals?supply
Attacks: None

With the loss of Auir, the Protoss no longer had the material resources for constructing their massive carriers. Instead, they turned to the Dark Templar to similar technologies. The result is the Tempest, a modified schematic of the original Carrier that's tailored specifically for destroying tough enemy fortifications In order to be cheaper to produce, and yet still deadly against their intended targets, tempests had to make several trade-offs.

The desire for increased speed has forced the Dark Templar to go with a far less robust construction than original carrier. In addition, the interceptors have be simplified, so that they may slice the enemy with saw blades that require far less maintenance than energy weapons used previously. To compensate, tempests are armed with gravimetric shielding. While these shields offer phenomineal protection against ground targets, they cannot be activated against threats from above.

Strategic Properties:
Groups of tempests are used to destroy enemy fortifications and ground to air defenses. While their shields make them as formidable against ground opponents as the original carrier, it does not offer any protection against aerial foes. Without these shields, Tempests are flimsy at best, and this require considerable air superiority support.

Special Abilities:

  Build 'Buzzers':
Tempests build and house a group of tiny robotic fighters armed with buzz saws. In battle, these are launched against the enemy, much as interceptors in the original Starcraft. The tempest itself has no attack.

Special Properties:

Ground Only Shields:
The Tempest's shield only activates against ground opponents. Attacks from enemy air units are ignored by the shield.

Probe

Size
Small
HP/Shields:
?/?
Cost:
?Minerals0supply
Ground/Air Attack:
Damage
?
Cooldown: ?
Range
Melee

It is currently unknown what the official name for these creatures are. Suffice to say, they resemble autonomous robots are with a gian spin saw designed for cutting through steel and flesh alike. Launched from a tempest, Buzzers seek and shred their intended foes.

Strategic Properties:
Being melee instead of ranged as original interceptors, buzzers are even more susceptible in instant fire.

Special Properties:

Belongs to a Tempest:
Groups of Buzzers are housed inside a Tempest. If the Tempest dies, so does the Buzzer.

Probe

Size
Large
HP/Shields:
125/75
Cost:
?3
Attack:
Ground/Air Attack:
?
Cooldown: ?
Range
7

Latest technological advanced have allows the Protoss to create a beam of distortion through space time. While the focusing of this beam takes time and immense energy, it also deals tremendous damage. The Warp Ray is a vessel designed solely for one purpose, to create deadly distortions that rip enemy capital ships and structures asunder. Due to the time it take to charge such a beam, Warp Rays are ineffective against smaller vessels.

Strategic Properties:

Warp Rays are the exact counterpart to the Protoss Phoenix. Their attack excels are destroying a small number of powerful units, but as especially weak against swarms of lesser vessels. In fact, the a small squad of marines poses greater threat than a battlecruiser. Phoenixes a typically deployed to counter enemy capital vessels, or as air to ground siege weapons. If left unattended, then can easily rip through enemy static defenses

Special Properties::

Warp Ray:
The standard attack of the Warp Ray is a rip in space time that focuses on a target enemy unit. The longer the beam remains on the enemy, the greater its damage per second. Thus, large capital ships will only survive a few fractions of a second longer than smaller vessels. .

Probe

Size
Large
HP/Shields:
?
Cost:
?Minerals?Supply
Attack:
Ground/Air Attack:
?
Cooldown: ?
Range
7

"Star Relics' are used by the Protoss to honor the remnants of their old homeland. Housed by the surviving adjudicators who fled from Auir, Star Relics complement a Protoss air force with deadly psionic abilities. They are the natural evolution of the Arbiter, and while rather harmless as a fighter, become deadly when leading a sizeable fleet.

Strategic Properties:

Not much is known about the Psionic abilities available to the Star Relic. However, like the Arbiter, the Star Relic is capable of generating a cloaking field around it. The field is now powerful than ever, capable of cloaking both units and buildings. If a Star Relic hovers above a group of resources, the enemy is always forced to wander, 'Is there an expansion right there?"

Special Properties::

Fusion Beam:
While the Star Relic's weapon is not very powerful, any enemy who dies when under attack by the Star Relic explodes, dealing damage to enemy units around him proportional to their maximum hp.,
Cloaking Field:
All friendly units and buildings are cloaked within a set radius of a Star Relic.

Probe

Size
Small
HP/Shields:
?
Cost:
?Minerals?Supply

SIlent and Invisible, Observers are small robotic units that skirt about the out rims. Observers possess no attack, but are armed with a wide range of sensors that give them extaordinary sight and the ability to detect cloaked units. They are an asset to any skilled commander.

Strategic Properties:

Observers will be necessary to detected cloaked unit. In addition, they should be used to patrol outside the enemy base, and at key choke points, allowing a Protoss player significant warning prior to an incoming attack.

Special Properties::

Permanent Cloak:
Observer's are permanently cloaked.
Detector:
This unit can detect cloaked units.

Probe

Size
Large
HP/Shields:
950/355
Energy: 300
Cost:
?8
Attack:
Ground:
?
Cooldown: ?
Range
8

After the destruction of Auir, and the ravage at Shakuras, the Protoss has decided to creative safe havens within the sky. These glass domes that incase entire Protoss Cities are a symbol of hope and power. Headed by the leaders of the Protoss Conclave, Motherships are not only armed to the teeth, but also act as a funnel for the Conclaves immense psionic power. Only deployed in the battle field during the most dire of circumstances, the Mothership has the capacity to turn a defeat to victory, and single handedly level small armies.

Strategic Properties:
The Motherships standard attack consists of eight psionic missiles, that spread out and attack all enemies within range. This makes them quite ideal as support in the back lines of a battle, dishing out pain to the front lines. While the Mothership has an immense amount of a hit points, they are incredibly expensive, and are not worth the risk of being exposed to open fire. Indeed, expect the enemy to throw everything they have in destroying these immense vessels.

The true power of the mothership comes from its 3 special abilities, though only 2 of them can be used in any one battle due to energy constraints. Each one has the capacity to turn defeat to victory.

Special Abilities:

Time Bomb: (75 Energy)
Every non player object within a 7 tileset is frozen in time for around 10s. In particular, enemy projects that enter this zone will slow down, freeze in mid air, and fall harmlessly to the ground. Essentially, this spell grants 10 seconds of immunity to all friendly units in the vicinity. When used in key moments where the enemy has no option to retreat, a Single Time Bomb can win the game.
Planet Cracker: (100 Energy)
The mothership unleashes deadly beams in a 3 tile radius directly underneath. All units below suffer immense damage (around 50hp/s from video). While Planet Cracker is in effect, the mothership may still attack and move. Due to the fact that this spell is of such short range, it's use is somewhat situational. Ideally suited for surprise strikes on the enemy base and supplies, or in conjunction with time bomb.
Black Hole: (150 Energy)
Creates a Black Hole that sucks in all enemy air units within a 5 tile radius of the target location. All units in the target area are destroyed, regardless of their size or hit points. If an enemy is foolish enough to bunch up his entire fleet, he will lose the game.

Special Properties:

Super Unit:
Only One Mothership may be in player control at any one time.




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