Starcraft
D6
Table of Contents
Basics
Characters
Attributes
& Skills
Psionics
Actions &
Combat
Space Travel
Allies &
Enemies
Terrans
Protoss
Units
Structures
Equipment
Zerg
Resources
Equipment
Cybernetics
Gamemaster's
Section
Links
Email
Guestbook |
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.
-
Nexus: primary command
and control facility.
-
Pylon: psionic matrix power
relay.
-
Assimilator: Vespene
gas extractor.
-
Gateway: primary troop
warp gate.
-
Shield Battery: personal
shield recharge station.
-
Forge: primary 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 Facility: robotics
production plant.
-
Robotics Support Bay: robotics
research and development laboratory.
-
Upgrade Scarab Damage
-
Reaver Capacity Expansion
-
Shuttle Gravitic Drive
-
Observatory: data
collection and storage hub.
-
Observer Gravitic Booster
-
Observer Sensor Array
-
Citadel of Adun: Templar
center and training grounds.
-
Templar Archives:
High Templar temple.
-
Templar Gateway.
-
Khaydarin Amulet
-
Psionic Storm Training
-
Hallucination Training
-
Stargate: transwarp
gateway for manned Protoss starships.
-
Fleet Beacon: stargate
stabilizer for capital-scale ships.
-
Scout Apial Sensors Upgrade
-
Scout Gravitic Thrusters
-
Carrier Capacity Expansion
-
Arbiter Tribunal: stargate
stabilizer for Arbiter starships and Judicator headquarters.
-
Khaydarin Core (Arbiter Energy Expansion).
-
Recall
-
Stasis
Nexus
Type: Central Command Structure
Body Points: 500
Armor: 40
Shield: 500
Facilities:
-
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.
Pylon
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.
Gateway
Type: Troop Transport Warp Gate
Body Points: 250
Armor: 35
Shield: 250
Facilities:
-
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.
Forge
Type: Primary Engineering Facility
Body Points: 275
Armor: 40
Shield: 275
Facilities:
-
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.
Upgrades:
-
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.
Assimilator
Type: Vespene Extractor
Body Points: 200
Armor: 30
Shield: 200
Facilities:
-
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
Facilities:
-
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.
-
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.
Upgrades:
-
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
Facilities:
-
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
Facilities:
-
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.
Upgrades:
-
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.
Observatory
Type: Data Collection and Storage Hub
Body Points: 225
Armor: 25
Shield: 225
Facilities:
-
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.
Upgrades:
-
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
Facilities:
-
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.
Upgrades:
-
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
Facilities:
-
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.
Upgrades:
-
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.
Stargate
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
Facilities:
-
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.
Upgrades:
-
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
Facilities:
-
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.
Upgrades:
-
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.
-
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.
|