Protoss Unit Listing - Version 1.1 By Roland Carlos FongSucks@hotmail.com Taken from: Commander RC's SC Page - http://commander.geminisector.com (I own the site) Version Updates --------------- 1.1 January 10, 1999 - Updated with 1.04 info 1.0 December 17, 1998 - First online text release of listing Little Intro ------------ Protoss Units are the most costly, mineral, gas, and supply wise. Only two of their units only cost 1 supply unit. However, in exchange for this cost, you get a unit that is by far powerful compared to the other races. The shields each unit has regenerate like the Zerg, but the regeneration can be speeded up by a Shield Battery. You would want to build more than one Barracks and Stargate since the building time for many of the units are very slow compared to the other races. Explanations: Cost: How much the unit costs to build Armor: How much armor the unit is wearing HP: How much damage the unit can take MP: How much energy the unit has Shields: How much shields the unit has Supply: How much supply units the unit takes Transport: How much space unit takes in transports Ground Attack: How much damage the ground attack of unit does Air Attack: How much damage the air attack of unit does Attack Range: How far the unit can attack Ground Attack Type: What kind of type unit attacks the ground. Explosive means that damage is reduced to 50% when attacking small units, 75% against medium units. Concussion damage means that damage is reduced to 25% when attacking large units and 50% when attacking medium units. Normal damage means that the damage is same to all units. Air Attack Type: As above, only having to do with air attacks. Size: What is the size of the unit, only affects attacks Attack Bonus: What the damage bonus is for each upgrade THE GROUND UNITS ---------------- Probe: Cost: 50 Minerals Armor: Light HP: 20 MP: 0 Shields: 20 Supply: 1 Transport: 1 Ground Attack: 5 No Air Attack Attack Range: 1 Ground Attack Type: Normal Size: Small Attack Bonus: 0 The Probe is the worker peon of the Protoss force. Having the ability to warp in more than one building at once, you should only have 1 probe building unless you have more than one base. ------- Zealot: Cost: 100 Minerals Armor: Light HP: 80 MP: 0 Shields: 80 Supply: 2 Transport: 2 Ground Attack: 16 No Air Attack Attack Range: 1 Ground Attack Type: Normal Size: Small Attack Bonus: 2 When you think Zealot, you should always think power. The most powerful basic attack unit of the all the species, the Zealot can dish out 16 damage and take 160 points of it. When you send them in groups, the damage done is incredible. Their weaknesses are the fact that they have a small size are easily shredded by Terran Firebats and Vultures. They have no air or ranged attack so they are also equally shredded by air units and hydralisks. Research the movement speed upgrade as quickly as possible so the ranged attacks will become much less of an issue. -------- Dragoon: Cost: 125 Minerals, 50 Gas Armor: Heavy HP: 100 MP: 0 Shields: 80 Supply: 2 Transport: 4 Ground Attack: 20 Air Attack: 20 Attack Range: 4 Ground Attack Type: Explosive Air Attack Type: Explosive Size: Large Attack Bonus: 2 Dragoons will become very important after the beginning of the game. You'll need them so you can defend against air units. You won't be able to get a strong air force until late game so the Dragoons with help from Photon Cannons will be your only air defense. Their weaknesses are that they have a slow attack rate and are killed easily by Zerglings. In 1.04, the build time is decreased and the range upgrade gives you a bit more range (well, only 1). ------------- High Templar: Cost: 50 Minerals, 150 Gas Armor: Light HP: 40 MP: 200 Shields: 40 Supply: 2 Transport: 2 No Ground Attack No Air Attack Attack Range: N/A Size: Small Psionic Storm: 75 MP Psionic damages any units contained within the storm. Psionic Storm does not damage any buildings. Range of Spell: 10 Does it affect multiple units?: Yes, up to one space away from target. Hallucination: 100 MP Create clones of any units. With Hallucination you can create two clones of any unit. The catch is that, although these units can attack, the attacks do no damage. Also, when the energy is drained, the Hallucination will die. Hallucination are best used in diversionary attacks. Range of Spell: 7 Does it affect multiple units?: No Summon Archon: 2 High Templars Two High Templars can merge to create the ultimate ground Protoss unit, the Archon. When you gain access to the High Templars, you'll want them for two reasons. The first is that they can cast spells to damage and confuse such as the highly-underrated Psionic Storm and the diversionary Hallucination. The other reason is that they are needed to create Archons, the most Protoss powerful ground unit. Their weaknesses are that they are easily killed by enemies and they have no regular attacks. ------- Archon: Cost: 2 High Templar Armor: Heavy HP: 10 MP: 0 Shields: 350 Supply: 4 Transport: 4 Ground Attack: 30 Air Attack: 30 Attack Range: 3 Ground Attack Type: Normal, Splash Damage Air Attack Type: Normal, Splash Damage Size: Large Attack Bonus: 3 I believe the Archon to be the most powerful Protoss ground unit because it has the ability to attack air and ground with the same amount of damage. The Reaver can't admit to attacking air. A force of 12 Archons is easily said than done since you need a good amount of time (unless you have many Gateways) and resources. The only weakness of the Archon are that they can be made fish bait by the use of one Terran spell. EMP Blast. ------- Reaver: Cost: 200 Minerals, 100 Gas Armor: Heavy HP: 100 MP: 0 Shields: 80 Supply: 4 Transport: 4 Ground Attack: 100 (Reavers use Drones that are made inside of the unit) No Air Attack Attack Range: 8 Ground Attack Type: Normal, Splash Damage Size: Large Attack Bonus: 25 Reavers are great in most aspects of ground attacking. The almighty reaver is very damaging and the splash damage can kill move than one unit at a time. The defensive part of the reaver is also nothing to laugh at. The splash damage can also kill multiple attackers at once, and multiple reavers can stop a mass hydra or zergling rush. The weakness of the reaver is the slow attack rate and slow movement speed. In 1.04, the build time has been increased. THE AIR UNITS ------------- Scout: Cost: 300 Minerals, 100 Gas Armor: Heavy HP: 150 MP: 0 Shields: 100 Supply: 2 Ground Attack: 8 Air Attack: 28 Attack Range: 4 Ground Attack Type: Normal Air Attack Type: Explosive Size: Large Ground Attack Bonus: 1 Air Attack Bonus: 2 No doubt the most pricey basic air unit, the payoff is big if you can get a force of 12 into the air. The attacks from the Scout are the most powerful of an basic air unit. Once you research the Speed and Sight Upgrades, the Scout is nearly unmatched since they can fly into and out of battles very quickly. Their weaknesses? The fact that they are built very slow and their price of 300 Minerals and 150 Gas. Scourge can easily turn this investment into a waste of money very soon, so have them run away if a lot of scourge come. -------- Shuttle: Cost: 200 Minerals, 0 Gas Armor: Heavy HP: 80 MP: 0 Shields: 60 Supply: 2 No Ground Attack No Air Attack Attack Range: N/A Size: Large A transport, but the best transport. The Shuttle costs the most expensive and also has the lowest damage totals, but the once you get the speed upgrade for the Shuttle, the Shuttle is faster than the Terran Dropship or Zerg Overlord. In 1.04, the build time has been increased, but the Shuttle is still the best. --------- Observer: Cost: 25 Minerals, 75 Gas Armor: Light HP: 40 MP: 0 Shields: 20 Supply: 1 No Ground Attack No Air Attack Attack Range: N/A Size: Small Have Observer patroling your base so you can see any cloaked enemies coming to attack. You may also want to have Observers watching in the field so they can watch enemy movements. However, once Observers are discovered, they are basically near-death because of their low Shield and HP totals. -------- Arbiter: Cost: 100 Minerals, 350 Gas Armor: Heavy HP: 200 MP: 0 Shields: 150 Supply: 2 Ground Attack: 10 Air Attack: 10 Attack Range: 5 Ground Attack Type: Explosive Air Attack Type: Explosive Size: Large Attack Bonus: 1 Recall: 150 MP Using the ship's energy, you can transport any of your units in the targeted area to wherever the Arbiter is. Range of Spell: Unlimited Does it affect multiple units?: Yes, up to one space away from target. Stasis Field: 100 This spell from the Arbiter halts any unit movement. Affected units stop carrying out commands and stop recieving commands. This will affect any units, friendly or enemy. Range of Spell: 8 Does it affect multiple units?: Yes, up to two spaces away from target. I find the Arbiter to be the most expensive Protoss unit. 350 Gas? You may have to hold off upgrades if you want one of these babies. The Arbiter has great strengths. In addition to cloaking any units within the Arbiter's location, the Arbiter has two very useful spells. The Recall can send your units into or out of a battle very quickly. One minute, the enemy sees an open field, the next, they an Arbiter floating by, only be followed by a few Carriers. The Stasis Field spell is very useful in battle. Freeze units they are attacking you so you can get the support to destroy them. An interesting tactic you can employ is to freeze their worker units so they can't get any resources for an amount of time. -------- Carrier: Cost: 350 Minerals, 250 Gas Armor: Heavy HP: 300 MP: 0 Shields: 150 Supply: 8 Ground Attack: 5 (Carriers use Interceptors which are made inside of the unit) Air Attack: 5 Attack Range: 8 Ground Attack Type: Normal Air Attack Type: Normal Size: The Carrier is Large, The Interceptors are Small Attack Bonus: 1 Ouch! If you didn't know, the Carrier can do about 80 points of damage about every 1-2 seconds if it has 8 Interceptors. The damage is great, and when cloaked by Arbiters, well you'll have a great suprise advantage. The weaknesses are many and important. First off, the Carrier build time is very slow and expensive. The speed of the Carrier is very slow as well. Groups of enemy aircraft (espcially Cloaked Wraiths or Speedy Scouts) and Zerg Scourges can destroy a Carrier within seconds. You'll lose an precious investment if you lose a Carrier. ---------- Disclaimer This guide can and should be given out as long as it is not altered in any way. The guide's purpose is to help people play Starcraft and that is its only purpose. This guide cannot be used in any commerically such as, but not limited to, Magazines, Books, Guides, without first contacting the author for his consent. Credit must given if you take information from this guide. Starcraft is a trademark of Blizzard Inc., copyright 1998. All other trademarks copyright their respective owners. Copyright Roland Carlos 1998