Scout
350
150
3
Requires: Starport
After years of studying the intricasies of the khala, we still do not have any clue why these units are called scouts. They are the most superior air units short of capital ships. Twelve of these is the ideal number, they can take out anything in the air (as with all protoss units is extremely advisable to have all the upgrades). With even a single carrier these become ever more deadly then before (espcially against base defence).
Carrier
350
250
8
Requires: Fleet Beacon
Alone these units are not very useful, as they die easily, even with full upgrades. However, a team of 6 or more, or combind with numerous other units, these are possibly the most power unit currently in use by any species. They are slow building, and they cannot attack without interceptors, of which you can build (with an unpgrade) about 8. Otherwise you can build four, so the upgrade is very good value for your money.
Arbiter
100
350
6
Requires: Arbiter Tirbunal
Arbiters are cover units, as they provide a perminant cloak for all friendlies near them. If you want to pull back, using stasis field (plus the invisibility for your own units) can get you out with minimal losses. Also they can fire at enemy units, although they do not take down many hit points, it will confuse then enemy enough for your units to escape. These are also the unltimate transport devices, as using reacall they can warp any unit from any part of the map to their location, instintaiously.
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