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Here you will find the equipment of the Starcraft world. The lists below contain only new equipment, or changes to specific pieces of equipment as they are presented in the D20 Modern Core Rules. If a description for an item cannot be found here, refer to the D20 Modern Core Rules. If an item is described both here and in the D20 Modern Core Rules, use the rules presented here instead.



General Equipment


Weapons and Armor


Vehicles

General Equipment
Most general equipment in the D20 Modern Core Rules is appropriate for a Starcraft Campaign. Below are the items added to the lists that are unique to the Starcraft world. 

Object  Size Weight Purchase DC Restriction Khaman Crystals

Cybernetic Augmentations
Ocular Implants Dim 22 - -
Dragoon Exoskeleton Huge - Protoss

Military Equipment
In-field Chemical Delivery System Small Lic (+1) -
Moebius Reactor Small Mil (+3) -
Personal Cloaking Devise Med Mil (+3) -
Psi Emitter Large Res (+2) -

Miscellaneous Equipment
Argus Talisman Tiny 0.5 lb. Protoss
Data Disc Tiny - - -
Fusion Torch Med Lic (+1) -
Khala Prayer Book Small - -
Khaydarin Amulet Tiny 0.5 lb. Protoss

Pharmaceuticals
Healing Pack Tiny 0.5 lb. Lic (+1) -
Stim Pack Tiny 0.5 lb. Lic (+1) -


Cybernetic Augmentations

Ocular Implants: In an effort to improve their effectiveness as covert operatives, Ghost agents can undergo a radical surgery to replace their eyes with these sight enhancing cybernetic devices. Lately these procedures have become available to anyone who can pay the price. Ocular implants grant low-light vision and 60 ft. darkvision.


Military Equipment


In-field Chemical Delivery System: Required to administer Healing Packs or Stim Packs, as well as other in-field Pharmaceuticals. These devises are usually built into most terran powered armor suits.

Moebius Reactor: The exclusive equipment of Ghost agents, these micro-reactors are designed for use with both Lockdown and Cloaking technologies. The Moebius reactor can replenish the battery of a Ghost's personal cloaking devise over time. Each round, the reactor replenishes 1 round of use however it cannot replenish the battery if the cloaking devise while the cloaking devise is activated.

Personal Cloaking Device: This suit allows the user to turn invisible (as improved invisibility) for short periods of time. These cloaking devices are usually built into the hostile environment suits worn by Ghost agents. The devise has a 20 round battery, however these rounds need not be consecutive. Activating and deactivating the devise is a move action. Attacking does not render to user visible. 

Psi Emitter: Produces Psionic emanations that have a luring effect on psionic sensitive un-intelligent creatures. Can achieve great distances depending on the power source used to fuel the emitter. Un-intelligent psionic sensitive creatures must succeed at a Will save (DC dependent on the power source and the distance from the devise to the creature) or be drawn to the devise.


Miscellaneous Equipment

Argus Talisman:
This rare and powerful talisman crafted from a portion of the Argus Jewel increases the psionic abilities of its wearer. This item is able to store additional power points which the wearer can draw upon as if they were his or her own. The argus talisman contains 10 power points which regenerate each day.

Data Disc:
A terran information storing device.

Fusion Torch: A smaller version of the fusion cutter employed by terran SCVs, the fusion torch is a versatile and reliable tool used for cutting and welding. Fusion torches deal 1d4 points of damage and ignore all hardness of any kind, allowing then to cut through metal and ore quickly and efficiently. Fusion torches also allow for repair of armor and minor repair for vehicles in the hands of a skilled person.

Khala Prayer Book: Scam that certain less than scrupulous terrans pawn off on the less informed as a tourist item. The protoss use crystals as information storage devises which they are able to encode and read with the power of their mind.

Khaydarin Amulet: Far more common then the more powerful argus talisman, khaydarin amulets are crafted from shards of the Khaydarin Crystals found on Auir. This item is able to store additional power points which the wearer can draw upon as if they were his or her own. The khaydarin amulet contains 4 power points which regenerate each day.


Pharmaceuticals


Healing Pack: While expendable, the massive losses of Marines during the Great War began to become cost prohibitive. The Medic's use of chemical modifiers has greatly enhanced the survival rate of UED forces, lengthening the expected battlefield life expectancy to over nine seconds. Healing packs restore 1d8 hit points, provided the character administering the treatment makes a Treat Injury check DC 15. Healing packs in all other way function as first aid kits.

Stim Pack: Infield chemical delivery system, filled with a powerful mixture of synthetic adrenaline and endorphins, coupled with a powerful psychotropic aggression amplifier. When activated, the stim pack provides the user with greatly amplified speed and reflexes. Some tissue damage may result. Side effects include insomnia, weight loss, tremors, grand mal seizures, mania/hypo mania, paranoiac hallucinations, severe internal hemorrhaging and cerebral deterioration, have all been declared nominal and well within Dominion acceptable safety margins. The subject of the stim boost acts as if hasted for 5 rounds, and takes 2d4 points of damage. A successful Fort save DC 15 reduces the damage to 1d4.


Weapons and Armor
Most of the weapons and armor in the D20 Modern Core Rules are inappropriate for a Starcraft Campaign as many are conventional weapons that no longer exist. Below is a complete listing of weapons that should be allowed in a Starcraft Campaign. Those from the Core Rules that are appropriate are also listed on the Weapons and Armor tables below.

Ranged Weapons
Weapon Damage Critical Damage Type Range Rate of Fire Magazine Size Weight Purchase DC Restriction Khaman Crystals

Handguns
                     
A-13 Flash Grenade Launcher See text 20 n/a Single
C-40 Gauss Pistol     Ballistic   S, A box Med        
                       

Longarms
                     
C-14 Gauss Rifle Ballistic S, A box Large
C-18 Sniper Rifle Ballistic Single box Large
Phase Disruptor Rifle             Large     Protoss  

Heavy Ranged Weapons
                     
C-10 Canister Rifle Ballistic 1 1 int. Large
C-17 Gauss Rifle Ballistic S, A box Huge
C-20A Canister Rifle Ballistic box Large
C-20B Canister Rifle Ballistic S, A box Huge
C-81 Gatling Gun     Ballistic   2A* linked Huge        
Phase Disruptor Cannon             Huge     Protoss  
                       

Other Ranged Weapons
                     
Chakram (Archaic) Slashing 1 - Small Protoss
Perdition Flamethrower Fire 1 linked Med
Psi Blaster (Exotic)           1 PP± Small     Protoss  
                       

Explosives and Splash Weapons
Weapon Damage Critical Damage Type Range Reflex DC Burst Radius Size Weight Purchase DC Restriction Khaman Crystals

Grenades and Explosives
40mm Frag Grenade 3d6 - Slashing - 15 10 ft. Tiny 1 lb. 16
C4/Semtex 4d6 - Concussion - 18 10 ft. Small 1 lb. 12
Det Cord 2d6 - Fire - 12 See text Med 2 lb. 8
Frag Grenade 4d6 - Slashing 10 ft. 15 20 ft. Tiny 1 lb. 15
Smoke Grenade - - - 10 ft. - See text Small 2 lb. 10 -
Tear Gas Grenade See text - - 10 ft. - See text Small 2 lb. 12
Thermite Grenade 6d6 - Fire 10 ft. 12 5 ft. Small 2 lb. 17
White Phosphorous Grenade 2d6 - Fire 10 ft. 12 20 ft. Small 2 lb. 15

Splash Weapons
Acid, Mild 1d6 1S¥ 20 Acid 10 ft. - - Tiny 1 lb. 6 -
Molotov Cocktail 1d6 1S¥ 20 Fire 10 ft. - - Small 1 lb. 6 -

Canisters (Ammo)
Concussion Canister 2d8 NL¤ - Concussion - - - Tiny 1 lb.
Fragmentation Canister 2d6 - Slashing - 15 10 ft. Tiny 1 lb.
Lockdown Canister - Tiny 1 lb.

Melee Weapons
Weapon Damage Critical Damage Type Range Power Source Size Weight Purchase DC Restriction Khaman Crystals

Simple Melee Weapons
Knife 1d4 19-20 Slashing 10 ft. - Tiny 1 lb. 7
Metal Baton 1d6 20 Bludgeoning - - Med 2 lb. 8 -
pistol whip 1d4 20 Bludgeoning - - Small - - - -
rifle butt 1d6 20 Bludgeoning - - Large - - - -
Sap 1d6 20 Bludgeoning - - Small 3 lb. 2 -
Stun Gun 1d4 20 Electricity - Tiny 1 lb. 5 -
Titanium Knuckles See text 20 Bludgeoning - - Tiny 0.5 lb. 5 -

Archaic Melee Weapons
Bayonet (fixed) 1d4/1d6 20 Slashing - - Large 1 lb. 7 -
Machete 1d6 19-20 Slashing - - Small 2 lb. 5
Spear 1d8 20 Piercing - - Large 9 lb. 6
Straight Razor 1d4 19-20 Slashing - - Tiny 0.5 lb. 4 -
Exotic Melee Weapons
Chain 1d6/1d6 20 Bludgeoning - - Large 5 lb. 5 -
Chain Saw 3d6 20 Slashing - Large 10 lb. 9 -
Phantom Blade 2d12 19-20 Piercing - 5 PP± Mil (+3) -
Psi Blade 2d8 19-20 Slashing - 2 PP± - Protoss
Warp Blade 2d10 19-20 Slashing - 3 PP± - Protoss

Armor
Armor Type Equipment Bonus Nonprof. Bonus Max Dex Armor Check Speed  Weight Purchace DC Restriction Khaman Crystals

Light Armor
Flight Suit -
Hostile Environment Suit -
Leather Jacket -
Light Undercover Shirt -
Pull-up Pouch Vest -
Undercover Vest -

Medium Armor
Armored Flight Suit -
Battle Armor -
Concealable Vest -
Light-duty Vest -
Light Protoss Power Suit - Protoss
Tactical Vest -

Heavy Armor
Armored Space Suit -
CMC-300 Powered Combat Suit -
CMC-405 Powered Combat Suit -
CMC-660 Powered Combat Suit -
Heavy Protoss Power Suit - Protoss
Special Response Vest -
Forced Entry Unit -


*2A: This Rate of Fire listing means that for every attack action, two auto fire attacks may be made with this weapon.
±PP: This is the amount of power points the character must possess to use this weapon.
¥S: Splash Damage.
¤NL: This is non-lethal damage.

Handguns

A-13 Flash Grenade Launcher: Originally designed as a way to provide illumination to the battlefield, both the delivery system and the projectile have been modified to discharge a maximum burst in the visible white light as well as ultra-violet spectrum. This has the side effect of severely damaging the retinas or photo-optic receptors of any targeted enemy. Those within 15ft of the grenade must succeed at a Reflex save (DC 15 or DC 25 on a critical) or be blinded for 2d4 rounds.

C-40 "Defender" Gauss Pistol:
Commonly used by terran officers and medics as a side arm, the gauss pistol fires the same 8mm spikes as the C-14 Gauss Rifle. Also like the Gauss Rifle, the pistol fires in short controlled bursts to help conserve ammunition.


Longarms

C-14 "Impaler" Gauss Rifle: The standard issue rifle of Dominion marines, this weapon fires 8mm “spikes” at hyper sonic speeds. The rounds are designed to provide maximum penetration against all armor types. To preserve both ammo usage and minimize power requirements, the rifle uses a capacitor to fire in short controlled bursts.

C-18 "Assassin" Sniper Rifle: This single action sniper rifle sports a long range and is virtually silent.

Phase Disruptor Rifle: Based upon the much larger Phase Disrupter Cannon, this smaller design is much more mobile and easier to wield. Some zealots have been known to utilize this rifle as their primary ranged weapon.


Heavy Ranged Weapons

C-10 Canister Rifle: The primary weapon employed by Ghost agents during the Confederacy's rule, this rifle utilizes a variety of special munitions designed to disable or destroy enemy vehicles and personnel. A favorite for its versatility and long range. 

C-17 "Annihilator" Gauss Rifle: The C-17 is a direct upgrade of the C-14 model, sporting an increased power output and built in missile launcher, all at the expense of a bit of range. With U-238 shells, the C-17's range will match that of the C-14 firing normal rounds. The C-17 can store and fire 2 internal missiles (10d6) in addition to its standard payload of Gauss rounds.

C-20A Canister Rifle: This is an improved version of the standard issue C-10 Canister Rifle. In addition to its canister payload, the C-20 also serves as a sniper rifle and assault rifle. In sniper mode, the range is doubled but the rate of fire is reduced to single action. Like the C-10, the rifle can store 1 internal canister and is single action in canister mode. 

C-20B Canister Rifle: This is actually an older prototype of the C-20A that has recently been put into production. It differs from the C-20A in that it is more powerful than the A model, but is also much bulkier.

C-81 "Punisher" Gatling Gun: This massive gatling gun is preferred by some for its enormous destructive capabilities, however its massive bulk and weight prevent its widespread use.

Phase Disruptor Cannon: This massive cannon fires bolts of antiparticles sheathed in a psychically charged field. These disintegration bolts are effective against all manor of targets.


Other Ranged Weapons

Chakram: An ancient protoss throwing weapon, its bladed edge has been honed to a razor's sharpness. 

"Perdition" Flamethrower: Vespene powered discharge system used to saturate enemy targets in streams of plasma based fire. Perdition flamethrowers are fed by exterior vespene tanks (sold separately). 

Psi Blaster: A small arm mounted weapon designed to fire weak psionic blasts. Characters must retain at least 1 power point to be able to use a psi blaster. 


Canisters (Ammo)

Concussion Canister: This canister deals non-lethal damage to those hit by it. Concussion canisters hit single targets, thus there is no saving throw. 

Fragmentation Canister: This is similar to a fragmentation grenade save for the fact that it can be fired from a canister rifle.

Lockdown Canister: This canister disables any mechanical object it strikes for 3d4 rounds. 


Simple Melee Weapons

Titanium Knuckles: As Brass Knuckles.


Exotic Melee Weapons

Phantom Blade: Somewhat resembles standard Protoss Zealot armament, but is actually combined of both Terran and Protoss technology. This is a handheld weapon.

Psi Blade: These forearm units are capable of channeling psionic energy, manifesting it as deadly blades. Characters must retain at least 2 power points to be able to use a psi blade. Activating a psi blade is a free action, the character need only will it.

Warp Blade: Similar to a psi blade, the warp blade is a much more powerful weapon and is a favorite among the dark templar.

 

 

Spider Mine – These small mines bury themselves into the ground, using tremor sensors to detect nearby surface movement within 20 feet. Once activated, or upon sensing movement, the mines will arm themselves, (2 second arming period) spring out of the ground and give chase (30 ft movement), utilizing motion sensors to detect their target. Regardless, the mines will detonate 10 seconds after arming.

 

 

Channeling Focus - (Plasma Shield)

Ghost Canisters

  • Concussion grenade - Though unknowna at this point what exactly it will do, by the name, it will most likely knock any troops caught in the blast unconcious for a certain period of time
  • EMP grenade - disables enemy shields and possibly any mana/energy the unit had at the time
  • Flash grenade - a screen wide burst and then trailing white lights
  • Fragmentation - It's unknown what this will do at the time.
  • Hellfire grenade - breaks up into multiple explosives which track heat sources and explode
  • Irradiate grenade - emits powerful radiation that will deeply wound biological units, and any biological units nearby to the target
  • Sticky grenade - can stick to enemies or can be shot at objects or walls to hit enemies passing by.

 

CMC-300/400 Powered Combat Suit – Worn by marines is effective against most small arms fire and provides full life support and NBC shielding for operation in deep space and hostile environments. See armor upgrades section for possible suit additions.

CMC-660 Heavy Powered Combat Suit - Heavier, more durable, and much more heat resistant than the Marine armor equivalent, providing an additional amount of squad-level support. See armor upgrades section for possible suit additions.

Hostile Environment Suit – This armor provides limited protection against small arms fire, and features full life support, and light NBC shielding for operation in hostile environments. See armor upgrades section for possible suit additions.

Protoss Power Suit (Medium/Zealot) – Designed and built by the Furinax tribe, these highly specialized power suits act as both physical protection and psychic conduit for the elite warriors of the templar. However, while the suit contains a Khaydarin Psi Focus for shielding as part of it’s intrinsic design, further crystals must be integrated separately. This allows for a high degree of customization, as there are several uses for the focuses, including miniature hand held energy shields, and compact plasma blasters. Lastly, advanced cybernetic technology is incorporated into the design to greatly augment the wearer’s physical prowess, making a Protoss warrior in a power suit a fearsome sight to behold indeed. See armor upgrades section for possible suit additions.

Protoss Power Suit (Heavy) – Built shortly after the Zerg invasion of Aiur, this heavily armored version of the famous Zealot power suit was initially meant to provide the shrinking Protoss forces with a longer life expectancy. Completely covering the body, it affords maximum protection, while still maintaining a reasonable amount of maneuverability, and thus is able to provide the wearer with Nuclear/Biological/Chemical protection. See armor upgrades section for possible suit additions.

Flight Suit -  Favored by fighter pilots all over the sector, this one piece flight suit protects against decompression, G-Forces, and harmful environments. Provides limited protection against attacks as well. A flight suit comes with a matching helmet and gloves, that seal the wearer and can provide up to ten hours of life support in a hostile environment.

Armored Flight Suit – A combat ready flight suit that provides additional protection against vacuum limited periods, these suits come in various models, each suited to the particulars of the craft in question, such as a wraith pilots compared to that of a valkyrie’s.

Armored Space Suit – This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for ten days in space or any other hostile environment. Unarmored versions provide only life support while the armored version also protects against attacks.

Battle Armor – Combines protective metal or composite plates with a padded jump suit to form a layer of protection. Padded battle armor has more padding than solid plates, making it somewhat lighter, but less protective. Heavy battle armor features more plating than padding, including various pieces molded to fit each other, such as breast plates and arm and leg armor.

U-238 Shells (Increased Range)

Lockdown Shell – Special rounds for the C-10 Canister Rifle that temporarily disable mechanized units caught within the blast. The lockdown shell must be charged with a small amount of energy before use, usually from the Moebius Reactor.

Hellfire Missiles - (Goliath Anti-air missiles)

Wraith Air to Air missiles - (Needs a better name and descrip)

EMP Detonation Missile - (Science Vessel EMP munition)

NBC shielding

Glazing Modification – Special frequency targeting laser that sends telemetry data to friendly silo stations, where the missile operators may then launch the salvo with pin point accuracy.

Caduceus Reactor - (Medic energy upgrade)

Leg Enhancements - (Faster Zealot Movement)

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Vehicles

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T-280 SCV (Space Construction Vehicle) - Initially used during the reconstruction of the Tarsonian Orbital Platforms, the SCV became a staple in intra-Colonial construction and engineering due to its ability to perform any number of construction tasks within the vacuum of space. It is this versatility, and an unmatched reliability, that make the SCV an invaluable tool in rapidly establishing Marine encampments and strike bases on any terrain. Maintain your civilian status while serving your Colony!

Vulture-Class Hover Bike -  Used primarily for scouting and patrolling the myriad wastelands of the terran colonies, they are designed for speed and reliability, and can reach speeds of up to two hundred and thirty miles per hour. The Limited Gravity Hover Technology used by the Vulture allows it to travel over rough terrain without loss of traction or speed. Although ill-suited for heavy combat, they make excellent skirmishers and the bike-mounted anti-personnel grenade launcher is extremely effective against lightly armored targets, but newer Vulture models may be outfitted to carry a Spider Mine Deployment system for perimeter defense.

AAV-5 Arclite Siege Tank - The heavily armored AAV-5 Arclite Siege Tanks are renowned throughout the Confederacy for their cannons’ unrelenting barrages of plasma-charged doom and their stalwart emplacement/advance tactics. The Mjolnir Artillery Cannon is so powerful that the Tank must brace itself before deploying. Crew consists of a driver, gunner, and a commander/navigator.

Goliath Combat Mech – The Goliaths manufactured by LarsCorp technologies were originally built for the Kel-Morian combine to serve as infantry support. Corporate saboteurs stole the plans and stole them to confederate interests, and to this day, they remain a  well known sight along the Rim. Goliath Combat Mechs combine all-terrain maneuverability with compu-based heavy weapons systems. The one-man Goliath’s arsenal consists of twin anti-armor 30mm Auto-Cannons and Hellfire-AA Scatter Missiles for anti-air support. The use of Goliaths in the infamous Kel-Morian mining revolts, showed just how effective a small number of these versatile combat mechs can be when engaged in intensive urban warfare.

CF/A17 Wraith - The versatile, one man Wraith fighters are a new addition to the Colonial space forces. Traditionally, most space battles took place between the large capitol ships and medium gunships, but Tarsonian technicians found that small, dynamic high-speed fighters could repeatedly deal damage to large ships while still evading most defensive battery attacks. The Wraith is armed with both air-to-air missiles and a versatile burst laser for ground attacks, and is equipped with the latest in ECM and Stealth technology.

Dropship - The heavily armored Terran Dropships are a vital part of Colonial defense, and are fully rated for both atmospheric and deep space flight. The daredevil pilots of these transports are charged with delivering Marine armor and infantry to any hot spot or combat zone.

Behemoth-class Battlecruisers - The massive Behemoth-class Battlecruisers are virtual flying fortresses, built to keep the peace within the Terran Sector. Outfitted with multiple burst-laser batteries for both anti-air and anti-ground support, these ships are easily the most powerful Colonial vessels. Recent research has also led to the development of the devastating Yamato Cannon, for use in situations requiring more precision than orbital nuclear bombardment. Only the finest officers are chosen to serve aboard the pride of the Confederate fleet-- do you have what it takes?

Explorer Science Vessel -Many Colonies have placed Explorer Platforms at surgical points throughout the galaxy to further study anomalous phenomena, and the Corps' own Epsilon Squadron uses them extensively along Confederate borders for surveillance and study. Recently, as alien forces have begun to infringe upon Colonial space, Explorer Vessels and crew have been recalled to help with the research and production of new military weapons systems and technologies, as well as providing electronic warfare and combat support.

Valkyrie - The Valkyrie Frigates are a powerful addition to the UED's Expeditionary Fleet. The Valkyries' H.A.L.O. missiles are capable of reducing most conventional star fighters and airborne structures to rubble. The missiles are fired in volleys of eight, and impact within a large area of effect. The dispersal radius of its targeting system is designed to achieve maximum damage to not only its intended target, but also adjacent targets within the blast area. Valkyries are heavily armored, and can take substantial punishment from enemy fire before they suffer any core system failures.

Probe - The tiny Probe was designed by the Khalai to lay the foundation for Protoss colonies on hostile worlds where living workers would be at too great a risk. 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.

Shuttle - With skilled pilots at a premium, the Protoss have turned to robotic Shuttles to ferry troops over rough terrain and into hostile territory. They are equipped with powerful thrusters, allowing them to carry even massive Reavers within their hulls, but they are not armed with any defensive systems other than a basic energy shield.

Reaver - Assaulting an enemy encampment can be a very costly affair and, rather than needlessly sacrificing lives, the Protoss have developed a robotic war machine known as the Reaver to use as mobile artillery. The Reaver is heavily armored and houses a micro-manufacturing plant to produce tiny, highly explosive drones called Scarabs. Although the Reaver carries no weapons, a well-placed wave of Scarabs can reduce both troops and buildings to rubble in moments.

Scout - We regard the swift one-man Scout as a tool for exploration and light combat, but against the inferior technology of other species it is a formidable combat unit on its own. Scouts are armed with both air-to-air Missiles and ground-attack guns, making them effective against all targets. Recent developments in enhanced sensor systems and high-power engines have further increased its effectiveness.

Corsair - These fast, medium sized warships were built by the Dark Templar to safeguard their wandering fleets. Employing a devastating Neutron Flare in a ship to ship combat, the Corsair is a versatile addition to the Protoss fleet. With its powerful Disruption Web, the Corsair can even prevent warriors deployed on planetary surfaces or defensive structures from attacking. This ability, when used as part of a large siege, is an invaluable asset to Protoss warfare.

Carrier - The massive Carriers serve as both command centers and devastating weapons of war. 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.

Arbiter - The only warship to be crewed exclusively by non-Templar, the mighty Arbiter is used to provide special support for assault groups. Psychic Judicators crew the Arbiter ships, and they use the Arbiter as a focal point to project a reality-warping field that serves to conceal all friendly units within close proximity. Since the Arbiter must be anchored firmly in space-time to safely generate such a large field, it is immune to the effects and remains visible, even when surrounded by the field of another Arbiter. The Judicator crew can also use the Arbiter to quickly move troops from one location to another, by opening up a rift in the fabric of space-time. Troops entering the warp rift are Recalled back to the Arbiter that formed the field. These teleported troops, of course, also benefit from the Arbiter's distortion field. In addition to destabilizing local reality to generate its distortion field, some Arbiters are capable of strengthening discrete pockets of space-time. Anything caught within these absolute pockets is beyond the reach of any normal interaction, friendly or otherwise. Units trapped in a stasis field can neither move nor attack, and are completely immune to the effects of damage and special abilities. This ability is equally effective at protecting Protoss troops until reinforcements can arrive, and pacifying foolish attackers.

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Weapons

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Spider Mine - Highly explosive burrowing trap.

Anti-personnel grenade launcher - (Vulture weapon)

Anti-armor 20mm Auto-Cannons - (Goliath machine cannons)

Burst Laser - (Wraith anti ground weapon)

Yamato Cannon - (BC weapon)

EMP Missile Launcher - (SV weapon)

Irradiate - (SV biological weapon)

Channeling Focus - (Anti-particle cannon) These disintegration bolts of anti-particles are sheathed in a psychically charged field.

Channeling Focus (Neutron Emitter) - Corsair pilots can focus their psychic energy through the Neutron Emitters on their vessels, creating a field of Psionic static that disrupts the neural impulses found within most on-board computer systems causing range and melee attacks from within the web to be highly inaccurate. The magnetic resonance found within terrestrial ores and minerals draws the attack planetward, rendering this energy web ineffective against airborne targets.

Particle Beam - Probe weapon

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Miscellaneous

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Ion Thrusters - (Vulture Speed Upgrade)

Charon Boosters - (Increased Goliath Missile Range)

ECM Tech - (Somethin to do with wraith's)

Cloaking Field Generator - (Wraith Cloaking ability)

Apollo Reactor - (Wraith Energy Upgrade)

Colossus Reactor - (BC energy upgrade)

Defensive Matrix - (SV defensive ability)

 

Dragoon Exoskeleton - (Mechanized Combat Support, alternative power armor)

Singularity Charge - (Increased Dragoon Attack Range)

  Warp-Beacon - (Summon Building ability of probes.)

Gravitic Drive - (Faster Shuttle movement)

Increased Reaver Capacity (Micro-manufacturing plant upgrade maybe.) - (Holds more scarabs.)

Observer - These small drones are employed to survey vast wasteland areas or observe and record battles for study within the Archives. Their complex sensor array leaves little energy for defenses, but they can detect cloaked or concealed units with ease, making them invaluable on the battlefield. Observers that are used for deep-space exploration are often deployed without any defensive systems, but when used in a combat zone they are equipped with a microcloaking field to hide them from the enemy. Like the Arbiter, the Observer does not require any additional energy to maintain the field.

Sensor Array - (Increased Observer Sight)

Gravitic Booster - (Increased Observer movement)

Apial Sensors - (Increased Scout Sight Range)

Gravitic Thrusters - (Faster scout movement)

Argus Jewel - (Increased Corsair energy)

Interceptor - (Small robotic attack unit)

Increased Carrier Capacity - (Holds more interceptors.)

Channeling Focus - "Something" class channeling focus, used to cloak, recall, and freeze. Reality-Warping Field (Arbiter cloaking ability.) they use the Arbiter as a focal point to project a reality-warping field that serves to conceal all friendly units within close proximity. Since the Arbiter must be anchored firmly in space-time to safely generate such a large field, it is immune to the effects and remains visible, even when surrounded by the field of another Arbiter

The Judicator crew can also use the Arbiter to quickly move troops from one location to another, by opening up a rift in the fabric of space-time. Troops entering the warp rift are Recalled back to the Arbiter that formed the field. These teleported troops, of course, also benefit from the Arbiter's distortion field.

In addition to destabilizing local reality to generate its distortion field, some Arbiters are capable of strengthening discrete pockets of space-time. Anything caught within these absolute pockets is beyond the reach of any normal interaction, friendly or otherwise. Units trapped in a stasis field can neither move nor attack, and are completely immune to the effects of damage and special abilities. This ability is equally effective at protecting Protoss troops until reinforcements can arrive, and pacifying foolish attackers.

Khaydarin Core - (Increased Arbiter energy)

 

 

 

 

Class Ability or Talents

Restoration - With the introduction of nano-conveyed anesthetic and attenuated laser technology, surgery has made amazing advancements. The death rate resulting from the emergency removal of foreign objects or alien viruses is at an all-time low, making such treatment in the field routine.

 

 

"...During the Aeon of Strife, protoss warriors used focused psionic energy to surround themselves in impregnable energy shields. Over time, Conclave scholars and Templar sages learned to reproduce the energy shield using induced psi-field generators, which allowed even the smallest robotic machine to surround itself in a protective field. Protoss energy shields are effective at stopping all manner of physical and energy attacks, but they can be depleted during an attack."

 

Pylons have a 100 ft. radius of influence, however you may want to increase this value to a higher degree if you desire. Generally protoss cities have enough pylons to cover the entire city without overlapping eachother. Very important structures might have overlapping pylons. This does not improve or increase performance of the building's functions.

Maximum output is typically not an issue of a pylon, as they are normally used to supply power to large buildings and provide enough psionic energy to fuel a warp portal. However if you do wish to calculate the maximum output of one, give each building and unit a value of how many power points it draws and then provide each pylon with a maximum output value.
Buildings take presedence over units when it comes to whom the pylon supplies power points to first, and you can do the rest on a first come first serve basis, or who ever is closer.
Pylons are linked to a psionic nexus on Auir, so they is basically no limit to the amount of PP it can provide in a given day.

You can look at psionic energy in StarCraft as a constantly recycling source that is never expended, so as it is used it is renewed. This could be what happens to protoss when they die; their energy returns to Auir, kinda like in FF7 or somesuch.
At any rate, derive from this what you want to do, or if you want to kick around any other suggestions I'm game for talking about it.