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Observers

Equipped with a built-in cloaking device, and capable of detecting cloaked units of your enemies, these units are excellent scouts, and are essential for anyone defending against "Nuclear Nations".

Damage: N/A
Armor: 1
Hit Points: 80
Shields: 60
Upgrades: Armor: Factor of 1, Weapons: N/A

Shuttles

While these transports don't have the carrying capacity of the Overlords or Dropships, they are significantly better shielded, and, with the speed upgrade, are capable of outrunning even the Zerg Scourge. All of these traits make drops with the Protoss a snap.

Damage: N/A
Armor: 1
Hit Points: 80
Shields: 60
Upgrades: Armor: Factor of 1, Weapons: N/A

Scouts

Packing powerful shields and missiles and ground assault weaponry with a serious punch, Scouts make the Protoss the undisputed masters of the air. Fast and durable, they make great guerilla fighters, and two or three of them can overwhelm even the powerful Terran Battle Cruiser.

Damage: Anti-matter missiles: 18, Photon Blasters: 8
Armor: 1
Hit Points: 130
Shields: 90
Upgrades: Armor: Factor of 1, Weapons: Photon Blasters: Factor of 1, Anti-matter missiles: Factor of 2

Arbiters

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, but lacks the ability to conceal its self or other Arbiter ships of its kind.

Damage: 10
Armor: 1
Hit Points: 200
Shields: 150
Energy: 200
Upgrades: Armor: Factor of 1, Weapons: Factor of 1

  • Recall: Creates a tear in the fabric of time creating a swirling vortex and any units entering the vortex will appear next to the Arbiter.
  • Stasis Field: Creates a field which friendly or otherwise caught within the boundaries is immobilized for a period of time.

Carriers

Massive Carriers serve as command centers for the leaders of the Protoss fleets. Heavily armored and shielded, Carriers can punch their way through enemy blockades by unleashing flights of robotic Interceptors at vital enemy targets. Although the Carriers have no weapons of there own, their deployment of Interceptor flights makes them devastating in ship to ship battle.

Damage: 5 per interceptor
Armor: 1
Hit Points: 250
Shields: 150
Upgrades: Armor: Factor of 1, Weapons: Factor of 1

  • Build Interceptor: The maneuverable, computer guided Interceptors tear though enemy forces. Interceptors must be manufactured in order to serve the Carrier.