Protoss Unit Listing - Version 1.1
By Roland Carlos
FongSucks@hotmail.com

Taken from:
Commander RC's SC Page - http://commander.geminisector.com (I own the site)

Version Updates
---------------
1.1 January 10, 1999 - Updated with 1.04 info
1.0 December 17, 1998 - First online text release of listing


Little Intro
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Protoss Units are the most costly, mineral, gas, and supply wise. Only two of
their units only cost 1 supply unit. However, in exchange for this cost, you
get a unit that is by far powerful compared to the other races. The shields
each unit has regenerate like the Zerg, but the regeneration can be speeded
up by a Shield Battery. You would want to build more than one Barracks and
Stargate since the building time for many of the units are very slow compared
to the other races.

Explanations:
Cost: How much the unit costs to build
Armor: How much armor the unit is wearing
HP: How much damage the unit can take
MP: How much energy the unit has
Shields: How much shields the unit has
Supply: How much supply units the unit takes
Transport: How much space unit takes in transports
Ground Attack: How much damage the ground attack of unit does
Air Attack: How much damage the air attack of unit does
Attack Range: How far the unit can attack
Ground Attack Type: What kind of type unit attacks the ground. Explosive 
means that damage is reduced to 50% when attacking small units, 75% against
medium units. Concussion damage means that damage is reduced to 25% when 
attacking large units and 50% when attacking medium units. Normal damage 
means that the damage is same to all units.
Air Attack Type: As above, only having to do with air attacks.
Size: What is the size of the unit, only affects attacks
Attack Bonus: What the damage bonus is for each upgrade

THE GROUND UNITS
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Probe:
Cost: 50 Minerals
Armor: Light
HP: 20
MP: 0
Shields: 20
Supply: 1
Transport: 1
Ground Attack: 5
No Air Attack
Attack Range: 1
Ground Attack Type: Normal
Size: Small
Attack Bonus: 0

The Probe is the worker peon of the Protoss force. Having the ability to warp
in more than one building at once, you should only have 1 probe building 
unless you have more than one base.

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Zealot:
Cost: 100 Minerals
Armor: Light
HP: 80
MP: 0
Shields: 80
Supply: 2
Transport: 2
Ground Attack: 16
No Air Attack
Attack Range: 1
Ground Attack Type: Normal
Size: Small
Attack Bonus: 2

When you think Zealot, you should always think power. The most powerful basic 
attack unit of the all the species, the Zealot can dish out 16 damage and 
take 160 points of it. When you send them in groups, the damage done is 
incredible. Their weaknesses are the fact that they have a small size are 
easily shredded by Terran Firebats and Vultures. They have no air or ranged
attack so they are also equally shredded by air units and hydralisks. 
Research the movement speed upgrade as quickly as possible so the ranged 
attacks will become much less of an issue.

--------
Dragoon:
Cost: 125 Minerals, 50 Gas
Armor: Heavy
HP: 100
MP: 0
Shields: 80
Supply: 2
Transport: 4
Ground Attack: 20
Air Attack: 20
Attack Range: 4
Ground Attack Type: Explosive
Air Attack Type: Explosive
Size: Large
Attack Bonus: 2

Dragoons will become very important after the beginning of the game. You'll 
need them so you can defend against air units. You won't be able to get a 
strong air force until late game so the Dragoons with help from Photon 
Cannons will be your only air defense. Their weaknesses are that they have a 
slow attack rate and are killed easily by Zerglings. In 1.04, the build time
is decreased and the range upgrade gives you a bit more range (well, only 1).

-------------
High Templar:
Cost: 50 Minerals, 150 Gas
Armor: Light
HP: 40
MP: 200
Shields: 40
Supply: 2
Transport: 2
No Ground Attack
No Air Attack
Attack Range: N/A
Size: Small

Psionic Storm: 75 MP
Psionic damages any units contained within the storm. Psionic Storm does not 
damage any buildings.
Range of Spell: 10
Does it affect multiple units?: Yes, up to one space away from target.

Hallucination: 100 MP
Create clones of any units. With Hallucination you can create two clones of 
any unit. The catch is that, although these units can attack, the attacks do 
no damage. Also, when the energy is drained, the Hallucination will die. 
Hallucination are best used in diversionary attacks.
Range of Spell: 7
Does it affect multiple units?: No

Summon Archon: 2 High Templars
Two High Templars can merge to create the ultimate ground Protoss unit, the 
Archon.

When you gain access to the High Templars, you'll want them for two reasons. 
The first is that they can cast spells to damage and confuse such as the 
highly-underrated Psionic Storm and the diversionary Hallucination. The other
reason is that they are needed to create Archons, the most Protoss powerful 
ground unit. Their weaknesses are that they are easily killed by enemies and 
they have no regular attacks.

-------
Archon:
Cost: 2 High Templar
Armor: Heavy
HP: 10
MP: 0
Shields: 350
Supply: 4
Transport: 4
Ground Attack: 30
Air Attack: 30
Attack Range: 3
Ground Attack Type: Normal, Splash Damage
Air Attack Type: Normal, Splash Damage
Size: Large
Attack Bonus: 3

I believe the Archon to be the most powerful Protoss ground unit because it 
has the ability to attack air and ground with the same amount of damage. The 
Reaver can't admit to attacking air. A force of 12 Archons is easily said 
than done since you need a good amount of time (unless you have many 
Gateways) and resources. The only weakness of the Archon are that they can be
made fish bait by the use of one Terran spell. EMP Blast.

-------
Reaver:
Cost: 200 Minerals, 100 Gas
Armor: Heavy
HP: 100
MP: 0
Shields: 80
Supply: 4
Transport: 4
Ground Attack: 100 (Reavers use Drones that are made inside of the unit)
No Air Attack
Attack Range: 8
Ground Attack Type: Normal, Splash Damage
Size: Large
Attack Bonus: 25

Reavers are great in most aspects of ground attacking. The almighty reaver is
very damaging and the splash damage can kill move than one unit at a time. 
The defensive part of the reaver is also nothing to laugh at. The splash 
damage can also kill multiple attackers at once, and multiple reavers can 
stop a mass hydra or zergling rush. The weakness of the reaver is the slow 
attack rate and slow movement speed. In 1.04, the build time has been 
increased.

THE AIR UNITS
-------------
Scout:
Cost: 300 Minerals, 100 Gas
Armor: Heavy
HP: 150
MP: 0
Shields: 100
Supply: 2
Ground Attack: 8
Air Attack: 28
Attack Range: 4
Ground Attack Type: Normal
Air Attack Type: Explosive
Size: Large
Ground Attack Bonus: 1
Air Attack Bonus: 2

No doubt the most pricey basic air unit, the payoff is big if you can get a 
force of 12 into the air. The attacks from the Scout are the most powerful of
an basic air unit. Once you research the Speed and Sight Upgrades, the Scout
is nearly unmatched since they can fly into and out of battles very quickly. 
Their weaknesses? The fact that they are built very slow and their price of 
300 Minerals and 150 Gas. Scourge can easily turn this investment into a 
waste of money very soon, so have them run away if a lot of scourge come.

--------
Shuttle:
Cost: 200 Minerals, 0 Gas
Armor: Heavy
HP: 80
MP: 0
Shields: 60
Supply: 2
No Ground Attack
No Air Attack
Attack Range: N/A
Size: Large

A transport, but the best transport. The Shuttle costs the most expensive and
also has the lowest damage totals, but the once you get the speed upgrade for
the Shuttle, the Shuttle is faster than the Terran Dropship or Zerg Overlord.
In 1.04, the build time has been increased, but the Shuttle is still the 
best.

---------
Observer:
Cost: 25 Minerals, 75 Gas
Armor: Light
HP: 40
MP: 0
Shields: 20
Supply: 1
No Ground Attack
No Air Attack
Attack Range: N/A
Size: Small

Have Observer patroling your base so you can see any cloaked enemies coming 
to attack. You may also want to have Observers watching in the field so they 
can watch enemy movements. However, once Observers are discovered, they are 
basically near-death because of their low Shield and HP totals.

--------
Arbiter:
Cost: 100 Minerals, 350 Gas
Armor: Heavy
HP: 200
MP: 0
Shields: 150
Supply: 2
Ground Attack: 10
Air Attack: 10
Attack Range: 5
Ground Attack Type: Explosive
Air Attack Type: Explosive
Size: Large
Attack Bonus: 1

Recall: 150 MP
Using the ship's energy, you can transport any of your units in the targeted 
area to wherever the Arbiter is.
Range of Spell: Unlimited
Does it affect multiple units?: Yes, up to one space away from target.

Stasis Field: 100
This spell from the Arbiter halts any unit movement. Affected units stop 
carrying out commands and stop recieving commands. This will affect any 
units, friendly or enemy.
Range of Spell: 8
Does it affect multiple units?: Yes, up to two spaces away from target.

I find the Arbiter to be the most expensive Protoss unit. 350 Gas? You may 
have to hold off upgrades if you want one of these babies. The Arbiter has 
great strengths. In addition to cloaking any units within the Arbiter's 
location, the Arbiter has two very useful spells. The Recall can send your 
units into or out of a battle very quickly. One minute, the enemy sees an 
open field, the next, they an Arbiter floating by, only be followed by a few 
Carriers. The Stasis Field spell is very useful in battle. Freeze units they 
are attacking you so you can get the support to destroy them. An interesting 
tactic you can employ is to freeze their worker units so they can't get any 
resources for an amount of time.

--------
Carrier:
Cost: 350 Minerals, 250 Gas
Armor: Heavy
HP: 300
MP: 0
Shields: 150
Supply: 8
Ground Attack: 5 (Carriers use Interceptors which are made inside of the unit)
Air Attack: 5
Attack Range: 8
Ground Attack Type: Normal
Air Attack Type: Normal
Size: The Carrier is Large, The Interceptors are Small
Attack Bonus: 1

Ouch! If you didn't know, the Carrier can do about 80 points of damage about
every 1-2 seconds if it has 8 Interceptors. The damage is great, and when 
cloaked by Arbiters, well you'll have a great suprise advantage. The 
weaknesses are many and important. First off, the Carrier build time is very 
slow and expensive. The speed of the Carrier is very slow as well. Groups of 
enemy aircraft (espcially Cloaked Wraiths or Speedy Scouts) and Zerg Scourges
can destroy a Carrier within seconds. You'll lose an precious investment if 
you lose a Carrier.

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Disclaimer

This guide can and should be given out as long as it is not altered in any 
way. The guide's purpose is to help people play Starcraft and that is its 
only purpose. This guide cannot be used in any commerically such as, but not 
limited to, Magazines, Books, Guides, without first contacting the author for
his consent. Credit must given if you take information from this guide.

Starcraft is a trademark of Blizzard Inc., copyright 1998.  
All other trademarks copyright their respective owners.

Copyright Roland Carlos 1998