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:
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. |