Starcraft
D6

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THE PROTOSS:  Equipment

Below are some of the basic forms of Protoss equiment.  The Protoss technology is far superior to that of the Terrans, so they are likely to have just about any of the standard Terran equipment available, and it's likely to be fairly improved in efficiency and design.
 



MELEE WEAPONS
The Protoss have access to all the melee weapons listed in the Terran Equipment section.  They also have a number of weapons that utilize their psionic powers, focusing them into powerful Psi-Blades.  When deactivated, a standard Psi-blade appears only as a sword pommel with a Khaydarin crystal suspended at the blade end.  The wielder must focus her energies through the crystal to create a blade of pure psionic energy.

Psi-Knife
Damage:  Wielder's Psi: Psi-Blade Skill.
Scale: Character
Skill: Melee Weapons:  Psi-Knife
Difficulty: Easy (12).
Concealability:  Very Easy when deactivated.
Note:  The Psi-knife activates once the wielder holds it and concentrates (1 action).

Psi-Blade
Damage:  STR + Wielder's Psi: Psi-Blade skill.
Scale: Character
Skill: Melee Weapons:  Psi-Blade;  Psi: Psi-blade.
Difficulty: Moderate (15).
Concealability:   Easy when deactivated.
Note:  The Psi-blade activates once the wielder holds it and concentrates (1 action).

Psi-Staff
Damage:  STR + Wielder's Psi: Psi-Staff skill.
Scale: Character
Skill: Melee Weapons:  Psi-Staff; Psi: Psi-Staff
Difficulty: Easy (10).
Concealability:   Moderate when deactivated.
Note:  The Psi-Staff activates once the wielder holds it and concentrates (1 action).
     The Psi-Staff resembles a Psi-Blade except it extends a beam from either end of its grip.  The beams do not do cutting damage, but instead act as blunt weapon against a foe.  They will never do more than enough damage to Wound a target (regardless of what damage or Constitution rolls result), but they are more potent as stun weapons (double Stun times suffered by targets).  These weapons are used by Protoss sects that prefer to avoid mortal combat.  They are also more commonly used for self defense among the general Protoss populace because of their non-lethal damage.



FIREARMS & MISSILE WEAPONS
The Protoss are familiar with most of the archaic and "modern" Terran missile weapons, but see them as crude and clumsy.  They generally prefer their own energy weapons for their elegance and nearly limitless psionic ammunition.

Psionic Bow
Damage:  2D + Wielder's Psi: Psionic Bow skill.
Scale: Character
Skill: Missile Weapons:  Psionic Bow; Psi: Psionic Bow
Range:  3-7 / 20 / 40
Concealability:   Very difficult.
     The Psionic Bow is a large weapon that resembles the Terran long bow.  It actually fires thin, elegant arrows tipped with crystals.  When the archer draws back the bow, he concentrates upon the arrow and transforms it into a glowing bolt of psychic energy.  These weapons are rarely used by Protoss troops today, but the art of psionic archery remains alive as a meditative practice and hobby.

Psionic Shot
Damage: 3D + Wielder's Psi Rating.
Ammo: 100.
Range: 3-7/25/50
ROF: 1 shot per round maximum.
Concealability: Easy (7)
     This is the standard Protoss pistol. It is actually rarely used by the Templars, who prefer to meet their enemies in direct combat and cleave them apart with the devastating Psi-Blades.  However, there are times when ranged weapons may be helpful, and Protoss soldiers will sometimes turn to Shots to do the trick.

Phase Disruptor Rifle
Damage: 5D + Wielder's Psi Rating
Ammo: 500.
Range: 5-20 / 60 / 90
ROF:  May Burst, but cannot provide Full Automatic fire.
Concealability:  Moderate (17).
     The Phase Disruptor Rifle is a smaller version of the weapons implanted into a Dragoon's shell.  It delivers a charged beam of antimatter particles sheathed in a psionic shell.  It is an extremely powerful weapon in the hands of an able Templar, but it is not a preferred battlefield weapon because Templars would rather directly engage their opponents and the Rifle can be temperamental and malfunction at inopportune times.



ARMOR
Protoss have developed two major forms of protection:  physical armor and psionic shielding.  The first is like the armor donned by the Terrans, though the Protoss armor tends to be made of high quality synthetics and is more stylized.  The second, shielding, is a technology apparently unique to the Protoss.  It uses small mobile shield emitters to focus passive waves of psychic energy around the wearer into a powerful, invisible reflective shield.

Heavy Robes
Type: Personal clothing.
Scale:  Character.
Armor Value:  5
Cost:  20-500 credits, depending on style.
Availability:  Easy.
Concealability:  Very Easy (but usually unnecessary).

Protoss Flight Suit
Type:  Cybernetic Pilot Suit
Scale:  Character.
Armor Value:  13
Availability:  Common.
Power:  12 hours of air supply.  No power needed to operate the suit.
Concealability:  Very Difficult.
Other:  Flight suits are sealed environmental suits to be worn in space or atmospheres with toxic environments.  Some suits may be suited with small jet packs for manuevering in low-gravity situations.

Cybernetic Powered Armor
Type:  Protoss Powered Armor
Scale:  Character.
Strength:  5D
Jumping Bonus:  +1D
Dexterity:  Operator's Dexterity
Armor Value:  20 / 15 / 10 / 5
(When the AV is reduced to 3/4, the suit will begin to malfunction.  The wearer will suffer -1D to all actions until it reaches 1/2 AV.  At that point, the penalty increases to -2D.  Finally, at 1/4 AV to 1 point, the wearer will suffer -3D.  When the AV reaches 0, what is left of the armor will freeze up.)
Shield:  40 
Complexity:  5
Optics:Light Amp, Computer Link
Communications:  Comm Link, Broadband Receiver
Vocal:  Standard speaker.
     The Protoss Cybernetic Armor is the standard power suit worn by Zealot warriors into battle.  It provides ample protection against most light arms attacks and harsh weather conditions, can endure deep space exposure, and will feed and support its wearer for days on end.  Each suit is equipped with a small mobile shield emitter which will continually recharge itself with the wearer's excess psionic energy.



COMPUTERS
The Protoss have the most advanced computer technolgy of any known race.  Not only is the raw power of their computers impressive, but their interface is equally advanced.  Many Protoss computers are built with telepathic receivers that permit them to take commands directly from the user's thoughts. While this still requires a bit of training on the part of the Protoss user, it greatly speeds access time and processing.


MISCELLANEOUS GEAR
The Protoss will likely have their own versions of any of the Miscellaneous Gear found in the Terran Equipment List, though it's likely to be a bit more advanced and stylized.   Below are some pieces of equipment unique to the Protoss.

Communications Gear
Telepathic Amplifier
Type:  Portable Long-Range Telepathic Communicator
Skill:  Communications
Availability:  Common.
Notes:  Most Protoss lack the ability to broadcast their thoughts long distances or the skill to focus on a single target with which to communicate.  Amplifiers allow nearly global telepathic communications between individuals or small groups.  They function very much a standard electronic commlink, but utilize brainwaves rather than the spoken word.  More advanced Amplifers may be fitted with language translation matrices or secure encoding mechanisms.

Explosives
Grenades
Scale:  Character.
Damage:

  • Psi-Wave:  4D Psionic Damage (armor is useless).
  • Psionic Scream:  Acts like a Stunning grade for any target with a brain and no PSI rating (even those with 1D in Psi will be unaffected).
    • Damage:  7D Stunning damage that last for 30 seconds.
    • Area of Effect: 10 m for full damage.  Reduce Dice by 2D for each additional 5 m from point of impact.
    • Target may make an opposing Willpower roll to resist the effects, but will be at -1D to all other actions for the duration of the Scream.
Scanners
Bio-Scanner
Type:  Handheld lifeform scanner.
Skill:  Sensors
Availability:  Uncommon.
     These handheld units are often used by Protoss scientists when studying new life forms.  Because of the small size and limited resolution, the scanners are not perfectly precise and the user suffers -1D to Sensor rolls.  They may be further confounded by terrain, ambient radiation interference, and local weather condtions.  They have the following Sensor Ranges:
  • Passive: 100 meters
  • Scan: 1000 meters (1 km)
  • Search: 5 km
  • Focus: 10 meters.


VEHICLES
Little is known of the Protoss vehicles outside of those used in battle.  However, their advanced technology has undoubtedly been put to use to better civilian transportation. Most vehicles run on the ambient power of the Psionic Matrix on Aiur, requiring no fuel and producing no emissions.  On outposts and other worlds where there is only a limited Psionic Matrix power source, the vehicles are modified to run on rechargeable power cells or the Psi of the pilot.

Finally, most vehicles are equipped with robotic pilots capable of driving, navigation, and self-diagnostics.  These vehicles will usually also have standard controls for a biological pilot as well.  Some other forms of transports may be found under the Robots section.

Skimmer
Craft:  Repulsorlift Passenger Vehicle.
Scale:  Personal Vehicle (2D over Character).
Length:  3.5 meters.
Skill:  Willpower:  Protoss Repulsorlift Piloting.
Speed:  30 m  per round.  Cruising Speed: 70 mph.  Top Speed: @ 200 mph.
Hull Points:  Civilian Models:  45 / 34 / 23 / 12.  Military Models:  60 / 45 / 30 / 15.
Armor:  Civilian model: 10;  Military model: 20. 
Shield:  50.
Manueverability:  2D.
Communications:  Built-in Telepathic Amplifier.
Sensors:  None.  Military models will sometimes have a short-range scanners.
Weapons:  None. 
Crew: 1.
Passengers:  Fits 4 (including driver) comfortably.  Up to 8 may be squeezed in if no additional cargo is carried.
Crew Skill:  4D for professional/militar pilots; 3D for most experienced civilians.
Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter high..
Description:  Skimmers serve as everything from the "family car" to small military transports.  They are the most common form of Protoss transportation outside the battlefield.

Slipbike
Craft:  Repulsorlift Cycle
Scale:  Personal Vehicle (2D over Character).
Length:  2.2 meters.
Skill:  Willpower: Repulsorlift Piloting
Speed:  40 m  per round.  Cruising Speed: 90 mph.  Top Speed: @ 300 mph.
Hull Points:  Civilian Models:  20 / 15 / 10 / 5.
Armor:  6.  Provides no armor protection to pilot. 
Shield:  25.
Manueverability:  4D.
Communications:  Usually none.  May have a built-in Telepathic Amplifier.
Sensors:  None. 
Weapons:  None. 
Crew: 1.
Passengers:  0.  A passenger may sit behind the pilot, but he loses all Manueverability Dice and must reduce speed by about 20%.
Crew Skill:  4D for professionals; 3D for most experienced civilians.
Cargo:  Very limited.  About 1 cubic foot of space.
Description:  Slipbikes are elegant, sleek hovercycles powered by the brainwaves of their pilot (note that no Psi is actually needed to power the bike).  While the pilot holds on to handlebars, the vehicle is actually steered by his Willpower.  Many Protoss refuse to use these vehicles because they are both dangerous and frivolous, but they maintain a popularity with many of the younger generation.



SHIPS
The Protoss have the most advanced space fleet of the known species, but only a few of their powerful ships are used in battle.  Also, many of their ships are entirely powered by robotic brains, leaving Protoss citizens and soldiers free to do more important (or less dangerous) tasks.
 

Scout
Craft:  High Speed Starfighter
Scale:  Starfighter (6D over Character).
Length:  @ 13 meters in length.
Crew:  1
Crew Skill:  Pilot Starfighter: Protoss Scout 5D; Starship Gunnery 5D; Communications 4D; Sensors 4D; Astrogation 5D.
Robot Brain:  Scouts are fitted with competent robot brains that can pilot the vessel, fire weapons, run scans, and perform minor self-repairs if necessary.  Pilot Starfighter: Protoss Scout 3D; Starship Gunnery 3D; Communications 3D; Sensors 4D; Mechanics: Protoss Scout 4D; Electronics: Protoss Scout 4D; Planetary Systems 6D; Astrogation 5D.
Passengers:  0.
Cargo Capacity:  Small.  Enough for a few emergency supplies, a weapon, a change of clothes, etc.
Consumables: 2 years supply of simple organic supplement and nutrient recyling, for long-term scouting missions.
Hyperdrive Multiplier: 1x
Manueverability:  4D.
Space Speed:  12.  May be increased by 2 for each Gravitic Thrusters Upgrade.
Atmosphere Speed: 450 kph / 1500 kph.  May be increased by 10 m /round or 200 kph for each Gravitic Thrusters Upgrade.
Hull Points: 75 / 57 / 38 / 20.
Armor:  25.  May be increased by 5 for each Air Armor Upgrade.
Shields:  100.
Communications:  Secure global telepathic and electronic communications.
Sensors:  (incapable of detecting cloaked ships).  May be enhanced with the Apial Sensors upgrade.

  • Passive:  7 / 0D
  • Scan: 15 / 1D
  • Search: 25 / 2D
  • Focus: 2 / 3D
Weapons:
  • Twin Fire-Linked Photon Blasters (standard)
    • Fire Arc: Front.
    • Skill: Starship Gunnery
    • Fire Control: 1D.  -4D vs. aerial targets.
    • Space Range: 1 / 2 / 3
    • Atmosphere Range:  50 / 150 / 300
    • Damage: 2D (8 D vs. Character Scale targets).
  • Fire-linked Anti-Matter Missiles (standard)
    • Fire Arc: Front.
    • Skill:  Starship Gunnery.
    • Fire Control: 1D. -4D vs. ground targets.
    • Space Range: 5 / 12 / 20
    • Atmosphere Range: 200 / 500/ 750
    • Damage: 2D (8D vs. Character Scale targets). 
Resource Cost:  2 RP per Scout.
Description:  For generations, Scouts have only been used as manned deep-space explorers and to keep a protective eye over species within the Protoss sphere.  But with the onslaught of the Zerg and Terrans, these powerful fighters are also serving as efficient combat tools.  Protoss Scouts actually have no physical controls, but are controlled directly by the pilot's thoughts.  The Scout pilot, wearing a special cybernetic helmet and flight suit, becomes one with his vessel.  The bond is often stronger than simply a master using a tool, as the robot brain becomes more accostumed to a particular pilot's brainwaves, it may develop an affinity for him that approaches actual sentiment.

Light Transport
Craft:  Cargo / Passenger Transport.
Scale:  Starfighter (6D over Character).
Length:  @ 30 meters in diameter (varies with the design of the ship).
Crew:  Skeleton: 2 (1 pilot, 1 co-pilot/operations specialist); Standard: 4 (1 pilot, 1 co-pilot, 1 operations specialist, 1 engineer).
Crew Skill:  Pilot Starship: Freighter 4D: Communications 4D; Sensors 3D; Mechanics 4D; Electronics 4D; Planetary Systems 4D
Robot Brain:  Most freighters are fitted with robotic brains that can pilot the vessel, fire weapons, run scans, and perform minor self-repairs if necessary.  Pilot Starship: Freighter 3D; Communications 3D; Sensors 4D; Mechanics: Freighter 3D; Electronics: Freighter 3D; Planetary Systems 4D; Astrogation 4D.
Passengers:  Cargo Vessels:  10 passengers and their belongings;  Passenger Vessels:  30 passengers and their belongings.
Cargo Capacity:  Cargo Vessels:  1500 metric tons;  Passenger Vessels:  500 metric tons.
Consumables: 6 months
Hyperdrive Multiplier: 2x
Manueverability:  1D.
Space Speed:  5
Atmosphere Speed: 50 / 70.
Hull Points: 70 / 53 / 35 / 18.
Armor:  22. 
Shields:  50..
Communications:  Secure long-range communications.
Sensors:

  • Passive:  5 / 0D
  • Scan: 12 / 1D
  • Search: 20 / 2D
  • Focus: 1 / 3D
Weapons:  None.
Description:  Freighters come in a wide variety of sizes and shapes.  They typically stay far from the battlefield, since they lack weaponry, heavy armor or maneuverability.

Shuttle
Role:  Armored Transport
Scale:  Starfighter (6D over Character).
Length:  30 meters long.
Programmed Skills:  Pilot: Freighter 6D; Communications 6D; Sensors 5D; Mechanics (Self-repair) 5D; Electronics (Self-repair) 5D.
Passengers:  Approximately 40 ground troops.
Cargo Capacity:  200 metric tons. Approximately 4 units of ground troops (Reavers = 4 individuals)..
Manueverability:  0D.
Speed:  Atmosphere:  50/70.  Space: 4.  Gravitic Drive Upgrades may increase the Atmospheric Speed by 10 and the Space Speed by 2 per upgrade. 
Hull Points:  70.
Armor:  30.  May be increased by 5 for each Air Armor Upgrade.
Shields:  70.  May be increased by 10 per Shields Upgrade.
Communications:  Secure electronic and psychic links.
Sensors: 

  • Passive:  7 / 1D
  • Scan: 15 /  2D
  • Search: 50 / 2D
  • Focus: 5 / 4D
Weapons:  None.
Resource Cost: 1 RP per Shuttle.
Description:  Shuttles are robotic troop transports, pure and simple.  The robot brain is fairly intelligent and capable of creative and independent thought in order to solve problems.  The robot brain often develops a kind of maternal sense for the troops that it carries into battle.  Regardless, shuttles will risk their well-being to transport troops to and from battle sites.  Also, most Protoss shuttles do have the capacity to be piloted by a biological unit (some situations require a living pilot).

Corsair
Role:  Combat Support Freighter (Brood War Era only)
Scale:  Starfighter (6D over Character).
Length:  30 meters long.
Crew Skills:  Pilot Starship: Corsair 5D; Communications 4D; Sensors 4D; 
Robot Brain:  Pilot Starship: Corsair 4D; Mechanics (Self-repair) 5D; Electronics (Self-repair) 5D.
Crew Size:  Skeleton: 2; Standard: 4
Passengers:  An additional 4 people may be accomodated for a short period.
Cargo Capacity:  10 metric tons. .
Manueverability:  1D.
Speed:  Atmosphere:  40/60.  Space: 6.  Gravitic Drive Upgrades may increase the Atmospheric Speed by 10 and the Space Speed by 2 per upgrade. 
Hull Points:  80 / 60 / 40 / 20
Armor:  25.  May be increased by 5 for each Air Armor Upgrade.
Shields:  100.  May be increased by 10 per Shields Upgrade.
Communications:  Secure electronic and psychic links.
Sensors: 

  • Passive:  10 / 1D
  • Scan: 25 /  2D
  • Search: 70 / 2D
  • Focus: 6 / 4D
Weapons: 
  • Neutron Flare-Disruption Web:  Corsair pilots channel their Psi through neural emitters on the ship to project a white web of static at ground units (the attack will not work against air units, even in space).
    • Damage: 0D.  Rather, the units within the web lose all weapons guidance capability and suffer -8D to any ranged attacks attempted.  The effects last for 1D6 rounds per Web.  Targeted units may make a Difficult (20) Electronics check each round in order to clear the static.
    • Area of Effect:  the Web spreads over an area 50 m in diameter.
    • Skill: Starship Gunnery
    • Range: 10 / 100 / 300 / 600
  • Neutron Blasters:  Corsair pilots can also use the ship's emitters to fire charge bolts of psionic energy at other airborne vessels.  this weapons is of extremely limited effect, and Corsair pilots usually leave dogfights up to other units.
    • Damage: 3D. 
    • Skill: Starship Gunnery
    • Range: Atmosphere:  10 / 100 / 200 / 500. Space: 3 / 6 / 8
Resource Cost: 2 RP per Cosair.
Description:  Corsairs are one of the primary units of the Dark Templar fleet, developed to protect the Dark Templar carriers from ranged missile attacks.  These vessels are a rare sight, only recently discovered by most Protoss with the return of the Dark Templar warriors.  Their function and complete capabilities remain a mystery to most.

Arbiter
Role:  Judicator Heavy Freighter
Scale:  Starfighter (6D over Character).
Length:  70 meters long.
Crew Skills:  Pilot Starship: Arbiter 5D; Starship Gunnery: Arbiter Weapons 5D; Communications 4D; Sensors 4D; 
Robot Brain:  Pilot Starship: Arbiter 4D; Mechanics (Self-repair) 5D; Electronics (Self-repair) 5D.
Crew Size:  Skeleton: 4 (+5 Difficulty); Standard: 8
Passengers:  An additional 20 people may be accomodated for a short period.
Cargo Capacity:  10,000 metric tons. 
Manueverability:  0D.
Speed:  Atmosphere:  20/40.  Space: 4. 
Hull Points:  120 / 90 / 60 / 30
Armor:  35.  May be increased by 7 for each Air Armor Upgrade.
Shields:  150.  May be increased by 20 per Shields Upgrade.
Communications:  Secure electronic and psychic links.
Sensors: 

  • Passive:  30 / 2D
  • Scan: 65 /  3D
  • Search: 100 / 4D
  • Focus: 10 / 6D
Weapons & Special Systems: 
  • Cloaking Field (standard):  All Arbiters are designed to permit the pilots to psionically bend space-time around them, creating a veritable cloaking field that shrouds all friendly units within 200 meters of the Arbiter.  The Arbiter itself must remain visible however and cannot be cloaked by any power, even another Arbiter.
  • Stasis Warp:  Arbiter gunners may also channel their psychic power to generate a space-time distortion field around one target.  The warp actually locks the target in place for 1D6 rounds, during which time the unit cannot attack nor be attacked.  The Stasis Warp may not be used on more than one target at a time.  If a new target is fired upon, the former target is freed.
    • Range: Atmosphere:  10 / 100 / 200 / 300. Space: 2 / 5 / 7
  • Recall:  Some Arbiters can create small rips in space-time that serves as a small warpgate.  Friendly units may pass through this gate and will appear on the ground below the Arbiter. This teleportation power only extends over 1000 kilometers at most.  No more than 1 unit (equivalent to 10 Zealots or 5 Dragoons) may pass through the Recall gate per round.
Resource Cost: 4 RP per Arbiter.
Description:  The Arbiters carry the stern Judicators onto the battlefield.  Though they are slow ships, the Arbiters provide essential support to the Templar warriors.  The arrival of an Arbiter can only emphasize the importance of a battle to the Protoss Conclave.

Carrier
Role:  Battle Cruiser and Command Ship
Scale:  Capital (12D over Character).
Length:  200 meters long.
Crew Skills:  Pilot Starship: Carrier 5D; Communications 4D; Sensors 4D; 
Robot Brain:  Pilot Starship: Carrier 4D; Mechanics (Self-repair) 5D; Electronics (Self-repair) 5D.
Crew Size:  Skeleton: 8 (+5 Difficulty); Standard: 25
Passengers:  An additional 200 people may be accomodated for a short period.
Cargo Capacity:  100,000 metric tons. .
Manueverability:  0D.
Speed:  Atmosphere:  30/50.  Space: 4. 
Hull Points:  280 / 210 / 140 / 70
Armor:  40.  May be increased by 10 for each Air Armor Upgrade.
Shields:  200.  May be increased by 50 per Shields Upgrade.
Communications:  Secure electronic and psychic links.
Sensors: 

  • Passive:  100 / 3D
  • Scan: 200 /  3D
  • Search: 500 / 4D
  • Focus: 40 / 6D
Weapons:  Carriers have no weapons of their own, but carry a fleet of robotic Interceptors that can wipe out opposition targets. 
  • Interceptors:  Standard Carriers house up to 8 Interceptors within their bays.  These small vessels wreak havoc on ground and air forces, doing substantial damage while generally avoiding being hit.
    • Type:  Robotic Air Superiority Fighter
    • Scale: Starfighter.
    • Programmed Skills: Pilot Starship 6D; Starship Gunnery 6D; Search/Scan: 6D; Tactics: Interceptors 5D.
    • Manueveribility: 5D.
    • Speed: Atmosphere: 70 / 100. Space: 12.
    • Hull Points:  40 / 30 / 20 / 10
    • Armor: 20.  May be increased by 3 per Air Armor Upgrade.
    • Shields: 30.  May be increased by 10 per Shields Upgrade.
    • Communications:  Secure psionic-electronic link with each other and the command ship.
    • Sensors:  Visual scanning only.
    • Weapons:
      • Twin-Linked Disrupter Cannons:
        • Damage: 4D
        • Scale: Starfighter
        • Range:  Atmosphere: 30 / 60 / 90.  Space: 4 / 6 / 10
    • Resource Cost: 1 RP per 4 Interceptors.  They must be produced in a Carrier, and a standard Carrier cannot control more than 8 Interceptors at one time.  Carriers may be upgraded with 2 more Interceptor Bays per Carrier Capacity upgrade.
Resource Cost: 6 RP per Carrier.
Description:  The mighty Carrier warships are often the last Protoss starship to be seen in battle, if only because of their great importance and expense.  But when they do come lumbering over the horizon, allies take heart and enemies do well to take pause.  While the Carriers themselves do not support weaponry, the tiny Interceptor fighters they house can devastate enemy fleets.



Robots
The Protoss make extensive use of robots to perform a wide variety of functions, including resource extraction, construction, and personnel transport.  Robot brains come in a equally large variety of intelligence and autonomy ratings, depending on the robot's programming and required function.  Finally, most robots have special equipment which allows them to take orders directly via mental transmissions from a Protoss controller.

Probe
Role:  Resource gatherer, worker.
STR= 4D: Lifting 6D.
DEX= 3D: Dodge 4D; Firearms: Particle Beam 4D; Flying 4D
CON= 5D:  Endurance 8D.
KNO= 2D: Value: Natural Resources 5D; Engineering: 4D
INS= 1D+2:   Search: Resources 5D
PRE= 1D
PSI=0D
HP= 35
Scale:  Character
Length:  2 m ("wingspan")
Height:  1m
Damage: 

  • Particle Beams:  Probes primarily use their particle beam emitters for mining and construction work.  However, they may be used as short-range defensive weapons as well.
    • Damage: 3D+2.  May be increased 1D for each Ground Weapons Upgrade.
    • Scale: Character.
    • Range:  1/ 3/ 7/ 10
    • Drilling Effect:  the probe may focus its beam on a piece of armor or other hard substance and reduce the Armor Value by 2 for each round, regardless of whether the beam pierces the armor.
Armor:  10.  May be increased by 4 for each Ground Armor Upgrade.
Shields: 20.  May be increased by 10 for each Shields Upgrade.
Movement: 15 m hovering/flying. Flight ceiling = @ 10 meters.
Resource Cost: 1 RP produces 4 Probes.
    Probes are semi-autonomous robots that service that perform basic services for the Protoss.  They do everything from extract resources to clean house.  While they are usually relatively mindless, those that have been in service for a long time will develop personality quirks and have been shown to accumulate a surprising range of knowledge.
     Among its many tools, a Probe may manufacture and plant small beacons that permit the Protoss to teleport pre-fabricated buildings from their Homeworld to the site.  Thus, Probes rarely need to engage in actual construction of buildings.  They only need to plant the beacon and get out of the way.

Reaver
Role:  Mobile Artillery Unit
Scale:  Heavy Vehicle (4D over Character).
Length:  12 meters long.
Programmed Skills:  Tank Ops: Reaver 6D; Sensors 5D; Communications 5D.
Passengers:  0D.  Some Reavers may be heavily modified to house a few passengers.
Cargo Capacity:  10 tons, primarily materials to construct and arm Scarabs (see below).
Manueverability:  0D.
Speed:  15/30 (round). 
Hull Points:  100 / 75 / 50 / 25.
Armor:  25.  May be increased by 8 for each Ground Armor Upgrade.
Shields:  70
Communications:  Secure satellite communications.
Sensors:  Short Range Radar; External Optics.
Weapons: 

  • Scarab Launcher:  Reavers may manufacture and launch small drones which fly at enemy targets and explode upon impact.
    • Damage:  9D.  May be upgraded 1D+1 for each Ground Weapons Upgrade.
    • Area of Effect: Does full damage to all targets with 3 m.  -2D damage for each addtional 5m from point of impact.
    • Control:  The Scarabs are self-guided and hit with 6D accuracy.  Scarabs that miss their targets will explode as near to the target as possible to cause at least some damage.
    • Range:  5 / 25 / 50 / 100
    • Ammunition:  10 Scarabs.  3 more Scarabs may be produced and carried for each Increase Capacity Upgrade.
Resource Cost:  2 RP per Reaver.
Description:  Reavers are large, buglike robots that provide heavy weapon support for Protoss troops.  The robot brain itself is relatively simple, responding to the direct orders of a battlefield general.  The Reaver may be set to a "search and destroy" mode, in which it will simply attack the nearest enemy units, but under this strategy, the Reaver will quickly run out of Scarabs.

Observer
Role:  Robotic Scouting Probe
Scale:  Character
Length:  1.8 meters long.
Programmed Skills:

  • STR= 2D
  • DEX= 4D:  Flying 6D; Dodge 5D.
  • CON=2D
  • KNO=3D:  Communications 6D; Sensors 6D; Mechanics (Self-repair) 5D; Electronics (Self-repair) 5D; Languages 5D;  Planetary Systems 4D; Navigation: Space 5D.
  • INS=1D:  Stealth 6D; Search (see Sensors).
  • PRE=1D:
Cargo Capacity:  roughly 10 kg for collected samples.
Manueverability:  2D.
Speed:  Atmosphere:  70/100.  Space: 6.  Gravitic Booster Upgrades may increase the Atmospheric Speed by 10 and the Space Speed by 2 per upgrade. 
Hyperspace Modifier: 4x
Hull Points:  25 / 19 / 13 / 7.
Armor:  10.  May be increased by 5 for each Air Armor Upgrade.
Shields:  25.  May be increased by 10 per Shields Upgrade.
Communications:  Secure electronic and psychic links.
Sensors: Detects cloaked vessels as if they were not cloaked.  Sensor range may be increased by 2 units for and resolution by 1D for each Sensor Array Upgrade.
  • Passive:  7 / 2D
  • Scan: 15 /  3D
  • Search: 50 / 4D
  • Focus: 5 / 5D
Cloaking Device:    Observers may automatically cloak themselves in battle situations.  The delicate micro-cloaking device will not work if weapons or other major modifications are added to the Observer.
Weapons:  None.
Resource Cost:  2 Observers per RP.
Description:  Observers are the primary eyes and ears of the Protoss in the far reaches of space and, with more frequeny, on the battlefield.  Because of their micro-cloaking devices, Observers easily sneak behind enemy lines and gather intelligence.  Because of their primary mission, these little robots can be quite inventive, curious, and quirky.  Those in operation for long periods of time develop significant senses of self and autonomy.