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THE PROTOSS:  Structures & Upgrades

Below are the primary Protoss structures and the facilities and upgrades they provide.  It is very conceivable that that not every facility will have all the options mentioned below or that a facility may provide unique services not listed.

Most Protoss structures are actually pre-fabricated back on Aiur and teleported to the site once a warp beacon is activated by a Probe.  Structures have no internal power supply, but are run on the energy from the Protoss Psionic Matrix, which is channeled through the Nexus structure and relayed to outlying areas by Pylons.  Once the local Pylon is deactivated, the structures will become inactive until powered again with a new Pylon.

Protoss upgrades improve all the appropriate units served by the base where the upgrade is performed.  Thus, even friendly units from nearby bases will be unaffected by enhancements made locally.  The only exception is that if the nearby base was founded by the same Protoss as the first base, then all will share in enhancements made at either base.

  • Nexusprimary command and control facility.
  • Pylonpsionic matrix power relay.
  • AssimilatorVespene gas extractor.
  • Gateway:  primary troop warp gate.
  • Shield Battery:  personal shield recharge station.
  • Forgeprimary engineering facility.
    • Upgrade Ground Weapons
    • Upgrade Ground Armor
    • Upgrade Shields
  • Photon Cannon:  standard base defense installation.
  • Cybernetics Core:  advanced engineering facility.
    • Singularity Charge
    • Upgrade Air Weapons
    • Upgrade Air Armor
  • Robotics Facilityrobotics production plant.
  • Robotics Support Bay: robotics research and development laboratory.
    • Upgrade Scarab Damage
    • Reaver Capacity Expansion
    • Shuttle Gravitic Drive
  • Observatorydata collection and storage hub.
    • Observer Gravitic Booster
    • Observer Sensor Array
  • Citadel of AdunTemplar center and training grounds.
    • Zealot Leg Enhancements.
  • Templar Archives:  High Templar temple.
    • Templar Gateway.
    • Khaydarin Amulet
    • Psionic Storm Training
    • Hallucination Training
  • Stargatetranswarp gateway for manned Protoss starships.
  • Fleet Beaconstargate stabilizer for capital-scale ships.
    • Scout Apial Sensors Upgrade
    • Scout Gravitic Thrusters
    • Carrier Capacity Expansion
  • Arbiter Tribunalstargate stabilizer for Arbiter starships and Judicator headquarters.
    • Khaydarin Core (Arbiter Energy Expansion).
    • Recall
    • Stasis

Type:  Central Command Structure
Body Points:  500
Armor: 40
Shield:  500
  • Probe manufacturing plant.  Can manufacture about 1 Probe every 10 minutes at peak efficiency.
  • Resource storage.  May store up to 1,000,000 tons of crystals and about 5,000,000 gallons of Vespene gas.
  • Psionic energy "anchor" for additional structures.
  • Command and control facilities.
Communications:  Global electronic link.  Trans-warp psychic link.
Upgrades:  None.
     The Nexus is the first structure established for any Protoss base.  Through its machinery, the Protos can link to the psionic energy matrix of Aiur.  It also manufactures Probes, who are necessary to plant the warp beacons to import additional structures to the area.  Nexus buildings will have some limited scientific and medical facilities as well.

Type:  Psionic Matrix Relay
Body Points:  200
Armor: 30
Shield:  200
Facilities: None.
Communications:  Psi-relays:  focuses energy emitted through the Nexus from the homeworld and creates a sphere of energy that will power any Protoss structures within its radius for an unlimited duration.
Upgrades:  None.
     The floating, crystaline pylons act like powerplants for the Protoss, channeling the species' inherent mental energies to power the robotic factories and other facilities required on Protoss bases.  If the pylon is destroyed, all the structures within its sphere will shut down until re-powered.

Type:  Troop Transport Warp Gate
Body Points:  250
Armor: 35
Shield:  250

  • Troop Support:  Gateways also provide sleeping quarters, basic armories, and feeding stations for Protoss troops.
Communications:  Global electronic link.  Trans-warp psychic link.
Upgrades:  None.
     Gateways are also one of the basic structures found in every Protoss outpost. The buildings house a large warp in the fabric of space-time, through which troops may pass to arrive from or return to Aiur.  Because these buildings provide a direct route to Aiur, they are usually heavily monitored and guarded.  The Protoss would rather destroy the structure than let it fall into enemy hands.

Shield Battery
Type:  Personal Shield Recharger
Body Points:  250
Armor: 35
Shield:  250
Facilities:    None.
Communications:  None.
Upgrades:  None.
     Shield Batteries passive soak up local psionic waves, convert them into shielding energy, and store it until it is needed by a Protoss unit.  Units need only touch one of the output links of the Battery to triple the speed of their shield recharge.

Type:  Primary Engineering Facility
Body Points:  275
Armor: 40
Shield:  275

  • Weapons Manufacturing:  the Forge produces the primary weapons for the Probe, Zealot, Templars, and Dragoon.
  • Armor Manufacturing:  the Forge smelts the armor for all the Protoss ground troops.
  • Shield Generators:  the Forge also manufacturers all the shield generators needed by local troops and structures.
  • Photon Cannon Plant:  Forge facilities may be used to manufacture the companants needed to build a Photon Cannon.
Communications:  Global electronic land psychic links.
  • Ground Weapons:  refinements in the Forge can create more efficient and deadly weaponry for the Protoss ground forces.
    • Effect:  +1D to damage of primary weapon(s) per Upgrade Level.
    • Cost:  Current Upgrade Level x. 2 RP.
  • Ground Armor:  with a greater investment of resources, the Forge engineers may produce harder armor for Protoss ground forces.
    • Effect:  Adds to the Armor Value of all ground units.  Amount added depends on the unit.
    • Cost:  Current Upgrade Level x. 2 RP.
  • Shields:  improvements made in the Forge can create better technology to boost Protoss shields.
    • Effect:  Adds to the Shield Value for all Protoss units and structures served by the base.
    • Cost:  Current Upgrade Level x. 3 RP.
     The Forge is often the third structure to be built in a new Protoss base, particularly one that expects to see battle soon.  It is essential for manufacturing weapons, armor and shield generators.  The Forge is usually manned by a mixture of Protoss engineers and construction robots.

Type:  Vespene Extractor
Body Points:  200
Armor: 30
Shield:  200

  • Vespene Extractors:  deep ground drills and suction devices efficiently extract the Vespene gas and package it for delivery to the Nexus.  The standard Assimilator will produce approximately 10 gallons per minute.
Communications:  Global electronic link. 
Upgrades:  None.
     Assimilators are a necessary part of any advanced Protoss outpost.  The valuable gas is needed for further construction and to supplement power imported through the Psionic Matrix.  Assimilators are generally run entirely by robots.

Cybernetics Core
Type:  Advanced Engineering Facility
Body Points:  300
Armor: 35
Shield:  300

  • Dragoon Operating Room:  The advanced cybernetics-medical station in the Core may be used to join a Protoss solider with the metal exoskeleton of a Dragoon.  This operation normally takes at least 1 hour, but may be rushed in times of greater need.
    • Cost:  5 RP per Dragoon.
  • Air Armory Research:  The Core enginneers are primarily responsible for improving the weapons and armor of the Protoss air fleet.
Communications:  Global electronic and psychic link. 
  • Dragoon Weapons Attunement:  With time, the Dragoon may be trained to focus his Psi to get greater ranger from the Phase Disrupter.
    • Effect:    Increases Range by 10 m per category.
    • Cost:  Current Upgrade Level x 1 RP.
  • Air Weapons Enhancement:  the Core also researches the weapons used by the Protoss air fleet and provides them with improved technology to increase their damage.
    • Effect:    Inceases most Air Weapons by 1D per Upgrade Level.  Some units may have different values.
    • Cost:  Current Upgrade Level x 2 RP.
  • Air Armor Enhancement:  While the Forge focuses on the heavy armor of the ground forves, the Cybernetics Core looks for ways to strength the lightweight, aerodynamic plating of the Protoss fleet.
    • Effect:  Increase the Armor Value of the Protoss air units by an amount unique to each unit type.
    • Cost:  Current Upgrade Level x. 2 RP.
     The Cybernetics Core is a common sight in Protoss bases, particularly because the Dragoons are so often needed.  The Core is manned by a mixture of top Protoss scientists and robots.

Robotics Facility
Type:  Primary Robotics Manufacturing Plan
Body Points:  300
Armor: 35
Shield:  300

  • Assembly Line:  The Robotics Facility is resonsible for producing the large robotic crafts used by the Protoss.  An unmodified Facility may build Shuttles at a rate of about 1 per 6 hours (this may be increased in times of great need).  The facility is necessary to build Reavers and Observers as well, but additional structures are also required to produce those units.
Communications:  Global electronic and psychic link. 
Upgrades:  None.
     The Robotics Facility is a common sight on Protoss bases where troop transportation is often required.  It is also found on almost all of the far-flung outposts, since it produces the Observers needed for deep space exploration.  The Facility is primarily run by robots (fittingly enough), overseen by 1-2 Protoss Robotics Engineers.

Robotics Support Bay
Type:  Advanced Robotics Lab
Body Points:  250
Armor: 30
Shield:  250

  • Research and Deveopment Labs:  the Support Bay has the most advanced Protoss robotics labs available.  Here, technicians work day and night to develop the more elegant and powerful Protoss robots.
Communications:  Global electronic and psychic link. 
  • Scarab Damage:  minor, but extremely complex adjustments made to Scarabs may increase their already awesome damage potential.
    • Effect:    Increases Scarab Damage by 1D per upgrade.
    • Cost:  Current Upgrade Level x 1 RP.
  • Reaver Capacity Enlargment:  by reworking some of the Reaver's internal designs, engineers can free up space to permit the Reaver to carry more Scarabs, and thus enhance the Reaver's battlefield utility.
    • Effect:    Permits the Reaver to carry 3 more Scarabs per Upgrade Level.
    • Cost:  Current Upgrade Level x 2 RP.
  • Gravitic Drive:  engineers can revamp the standard repulsor drives of Shuttles and increase their speed.
    • Effect:  Increases Shuttle speed in the Atmosphere by 10 m / round (@ 3600 kph) and in Space by 2 units per upgrade.
    • Cost:  Current Upgrade Level x 1 RP.
     The Robotics Support Bay is home to some of the finest minds in the Protoss population.  These specialists are continually tinkering with Protoss technology to develop smarter, more efficient, and more dangerous robots.

Type:  Data Collection and Storage Hub
Body Points:  225
Armor: 25
Shield:  225

  • High Powered Telescopes:  observatories have a variety of optics and radio-scopes for studying interstellar phenomena.
  • Observer Code:  Observatories house the program code for developing robotic Observers and are required to prepare and launch Observers into service.
  • Data Library:  Observatories record and store all local data from the time of their first observation.  Thus, users may access information on matters as diverse as global weather, geological studies, local battles, passing wildlife and so on.
Communications:  Global electronic and psychic link.  Optical and radio telescopes.  Extremely fast and secure (encoded) data transmission capability.
  • Sensor Array Refinements:    the information gather by Observatories may be used to refine the sensor arrays of Observers.
    • Effect:  Increase the range of the different Sensor Levels by 2 units and the Sensor Dice by 1D per upgrade.
    • Cost:  Current Upgrade Level x 1 RP.
  • Gravtic Boosters:  Observatories may dedicate some of their resources and processing power to enhancing the basic propulsion systems of their Observers.
    • Effect:  Increases the Atmospheric speed of Observers by about 10 m/ round and their Space Speed by 2 units/round.
    • Cost:  Current Upgrade Level x 1 RP.
     Observatories are generally controlled by extremely intelligent robot minds that serve as scientists, archivists, and manager for small fleets of Observers.  As such, Observatory robots tend to be extremely intelligent, fairly autonomous and somewhat individualistic (for a robot).

Citadel of Adun
Type:  Warrior Training Center
Body Points:  210
Armor: 30
Shield:  210

  • Worship Coves:  the Citadels offer a quiet, secure place for all Templars to meditate and worship communally.
  • Training Hall: every Citadel has extensive practice and training centers, necessary for Protoss warriors to keep their edge.
  • Briefing Rooms:  Citadels often serve as planning and briefing rooms for Protoss assault forces.
  • Library:  the Citadels house a modest library that includes much of the basic information on Protoss religion, history, science and literature.
Communications:  Global electronic and psychic link. 
  • Zealot Powersuit Leg Enhancements:  The Citadels have limited cybernetic facilities, designed to refit Zealot powersuits with enhanced leg motivators to increase their movement speed.
    • Effect:  increases Zealot base movement by 10m per round.
    • Cost:  Current Upgrade Level x 1 RP.
     The Citadels often offer a serene haven in amongst chaos and carnage. Even the most hardened warrior must take some time to recollect his soul, and the Citadels are designed to provide Protoss soldiers with just that opportunity.  They also serve as a central meeting place, training hall and study center.

Templar Archives
Type:  Sacred Library and Reliquary.  Headquarters of the High Templars.
Body Points:  300
Armor: 35
Shield:  300

  • High Templar Gateway:  High Templars will not use the open and vulnerable Gateway utilized by the Zealots and other ground forces.  They will only arrive at a base once a proper Archives has been established and the holy gateway opened.
  • Communion Circle:  High Templars may use this room to communicate with their ancestors and learn more of the Protos powers, past and, quite possibly, even its future.
  • Sacred Hall:  Kept within this hallowed hall are the most important books, artifacts and treasures of the Protoss.  High Templars may visit this area only in times of great need.
  • Practice Dome:  each Archive has an underground facility that is specially built to contain psychic energies.  Here, the High Templars may practice their awesome powers without fear of harming innocents. 
Communications:  Global electronic and psychic link. 
  • Khaydarin Amulet:  the sacred scriptures kept within the Archives reveal how Khaydarin crystals may be carved into a holy amulet that will more potently focuse the energies of the High Templars.
    • Effect:  Increases Psionic Storm Damage by 1D, Hallucination duration by 1 minute, and range of both by 10m.
    • Cost:  2 RP.
  • Psionic Storm Training:  High Templars may come to the Dome and learn how to focus their psionic powers into devestating attacks.
    • Effect:  Grants High Templars served by this base the power of Psionic Storm.
    • Cost:  3 RP.
  • Hallucination:  By undergoing a rigorous training, the High Templars may learn from their elders on how to create life-like illusions that will fool enemy troops and better advantage Protoss soldiers.
    • Effect:  Grants High Templars served by this base the power of Hallucination.
    • Cost:  2 RP.
     The Templar Archives are indeed a holy place to all Protoss, even the Dark Templar.  In fact, the Dark Templar will likely not deem a base worthy of their energy unless it has an Archives already constructed.  Archives will be well guarded and it would be an extremely unlikely event for a non-Protoss to be allowed access.

Type:  Starship Warp Gate
Body Points:  550
Armor: 45
Shield:  550
Facilities:  None.
Communications:  Global and transwarp electronic and psychic link. 
Upgrades:  None.
     Stargates are required to transport the warp-capable Protoss starships from high orbit over Aiur to a planet's surface.  Alone, Stargates provide transport for Scouts and Corsairs.  More facilities are required to stabilize the warp gate for larger ships (see below).

Fleet Beacon
Type:  Capital Ship Warp Gate Stabilizer
Body Points:  300
Armor: 35
Shield:  300

  • Starship Repair Bays:  Fleet Beacons also serve for repair and upgrade bays for the Protoss starfighter-scale ships.
  • Crew Quarters:  Fleet Beacons provide for the day-to-day needs of the Protoss fleet.
Communications:  Global electronic and psychic link. 
  • Apial Sensors:  Beacon facilities may choose to upgrade their Scouts with more sensitive sensors.
    • Effect:  Increase the unit range of Scout sensors by 2 and adds gives the pilot +1D to Sensors rolls per upgrade.
    • Cost:  Current Upgrade Level x 1 RP.
  • Scout Gravitic Thrusters:  Scouts may be enhanced with the new gravitic thruster technology to increase their speed.
    • Effect:  Increases Atmosphere Speed by 10m/round and Space Speed by 2 for each Upgrade Level.
    • Cost:  Current Upgrade Level x 1 RP.
  • Increased Carrier Capacity:  Carriers may be modified to increase the number of Interceptors they may carry.
    • Effect:  Increases the number of Interceptors by 2 per Upgrade Level.
    • Cost:  Current Upgrade Level x 2 RP.
     These valuable strutures are carefully constructed by the Protoss using the purest Khaydarin Crystals to focus the Psionic Matrix and stabilize Stargates in order to permit the passage of Capital-scale Protoss ships like the Carrier.  Beacons are generally manned by Protoss naval personnel, repair crews, and a hefty staff of robotics.

Arbiter Tribunal
Type:  Space-Time Stabilizers for Arbiter Starships.
Body Points:  400
Armor: 35
Shield:  400

  • Arbiter Bays:  ever secretative, even from their own species, the Judicators like to keep their ships separate from the standard Protoss navy.  Thus, Arbiters are generally stored and repaired in the bays of a Tribunal.
  • Judicator Chambers:  the Tribunal also serves as a center for Judicators in Protoss outposts (which are often dominated by Templar soldiers).  Once a Tribunal is warped to an outpost, it often becomes the center of administrative decision and justice for the base.
Communications:  Global and transwarp electronic and psychic links. 
  • Khaydarin Core:  by augmenting the Arbiter's engine core with pure crystals, the Protoss can increase the ship's energy capacity and overal performance.
    • Effect:  Reduces the Cooldown Rate of the Arbiter's weapons by 1 round.
    • Cost:  3 RP.
  • Recall:  by using space-folding techniques, the Arbiter may cut a rift into space-time and transport units directly to its location.  This only works within a global range and requires a space-time anchor (a mini-Gateway) to be deployed by the Arbiter.
    • Cost:  3 RP.
  • Stasis:  the Arbiter may manipulate space-time around a unit, removing it from the normal flow of space-time.
    • Effect:  the target unit is frozen and unable to act for 1D6 rounds. During that time, the unit cannot be harmed by attacks or other ill effects.
    • Cost: 4 RP
     Arbiter Tribunals appear as regal and stern as the Judicator Caste they serve.  They are veritable fortresses, both physical and intellectual, and stir awe even among other Protoss.  It is within the Tribunals that the most cutting edge warp technology is developed.  One must wonder what secrets are held within.