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Heavily armored and shielded, the Carrier mounts no weaponry but instead manufactures and launches flights of robotic Interceptors at vital enemy targets. The computer-controlled Interceptors are capable of quickly tearing apart even the largest of vessels with their relentless strafing runs. The Carrier is a powerful and terrifying unit when seen in numbers.
The great height of this machine allows it to step up and down cliffs and other steep elevations with little difficulty, and gives it a dominating field of fire. As a target is destroyed, the lances are switched to a new target instantly so that a Colossus’ beam cuts a fiery swathe of destruction through multiple enemies with each firing cycle, making it very effective versus swarming units.
The permanent cloaking ability of all Dark Templar make them particularly useful for any ground assault or defense and armed with modified Psi-Blade technology, the Dark Templar relentlessly strive to protect their race and the ancient secrets of their tribes.
Those who choose to accept the mantle of the High Templar set aside the frenzied rage of the Zealot, and instead use their highly potent Psionic abilities to bolster the warriors of Aiur. Although High Templar are very strong in direct combat, their special abilities – as well as their potential to sacrifice themselves to form mighty Archons – make them a threat that cannot be ignored.
The remaining Dragoons have become the Immortals, refitted with twin phase disruptors and hardened energy shields that can shrug off the most powerful weapon strikes – though at the cost of leaving them more vulnerable to the pinprick attacks of lesser foes.
The Mothership is an extremely powerful Protoss unit, with extremely powerful attacks and abilities. It can attack both land and air units, but it is even more effective because of it’s abilities, like the Planet Cracker, which destroys anything below the Mothership, followed by the Time Bomb, a shield to protect the ship from incoming missles by slowing them down so they fall harmlessly to the ground, and a great cloaking field, able to cloak large amounts of buildings.
The Nullifier is a Protoss ground support unit, with a Force Field ability. This will be very interesting for early team games, as you can use a force field on a choke point to keep an opponent’s teammate from arriving to help their allies, but it’s great to stop early game rushers as well. Next to this, the Nullifier also has the Null Void ability, which can prevent units casting their spells in a small area. You will need a Cybernetics Core before you can build a Nullifier at your Gateway.
Observers are robotic spies for Protoss forces on the battlefield. Their huge advantage is the ability to stay permanently cloaked. While Terran players must research upgrades to cloak their Ghosts, every Observer constructed is equipped with a cloaking field without extra cost. No upgrades are necessary to enable this cloaking ability, and there is no need to worry about activating the cloak in combat.
The primary function of a Phase Prism is to transport protoss forces on the battlefield, but a secondary but no less vital function of the Phase Prism is to act as a mobile focus for the Protoss psionic matrix. Once the prism is deployed it can power Protoss structures around it. In this configuration Phase Prisms can be used to temporarily replace destroyed Pylons in a colony or enable the rapid establishment of a forward base of operations.
The Phoenix is a swift and deadly spacecraft that is rapidly replacing the older Scouts and Corsairs in the role of fighter for the Protoss. While highly suited for air-to-air combat it can also be used for strafing light ground targets. Next to this the Phoenix pilot can unleash a short-lived storm of destruction by overloading its warp field through the ship’s ion blasters. This ‘Overload’ is devastating and can destroy a large number of enemies at once, but it comes at a price: in the aftermath the Phoenix is left temporarily powerless and crippled.
Probes are responsible for harvesting the Minerals and Vespene Gas that are needed to fuel the Protoss industry. They also produce and plant the warp-beacons that allow them to teleport buildings from Aiur to distant planets. Use Probes to scout for any enemy base(s) early in the game. It’s very important to learn what race the enemy is and where their base(s) might be located.
Swift and deadly, Stalkers have been credited with many fantastic powers in recent conflicts. Nevertheless the only one that has been witnessed consistently is the ability to instantly teleport or ‘Blink’ from one spot to another. This ability enables Stalkers to strike from unexpected quarters, catch a fleeing foe, or escape an unfavorable encounter. Unlike most other abilities, Blink is under a cool-down timer, rather then using energy like most other abilities.
The Twilight Archon can be constructed by fusing together two High Templar, two Dark Templar, or one of each. What kind of abilities it will have isn’t known at this point.
A Warp Ray is a ship virtually built around a single gigantic power source: the prismatic core, which releases a prismatic beam. As the prismatic beam is held on the target, more of the focusing array becomes aligned, and up to three individual power streams combine together. Over a few seconds the beam’s intensity and power grow exponentially, this makes the Warp Ray very strong versus large units and buildings, but weak versus small units, as it has to re-aim constantly, never releasing it’s full potential.
Ever eager for battle, Zealots train constantly to attune themselves more closely to the Khala’s disciplines and prove themselves worthy of advancement. They exemplify the unbridled ferocity of the Protoss at war. The formidable physique of a Zealot is further enhanced by cybernetic implants and their coveted power suit. Some Zealots have even developed the ability to turn their body into pure energy for a few microseconds. This allows them to move at lightning-fast speeds and strike suddenly against an enemy that thinks they are out of range.