The post is not made to retell official lore even though it sometimes uses lore. It covers the basics of each race as an aid to maintain the suspension of disbelieve.
Every race is now online. Most holes should be fixed by now.
Please feel free to comment, suggest, or correct. Please also feel free to help me improve wording as I am no native english speaker.
+ Show Spoiler [Contributions from TL users] +
So far I included contributions from L6-636536 (#1, #2), Telenil (#1, #2, #3, #4, #5,
#6, #7), FeyFey (#1), turdburgler (#1), Killcycle (#1, #2), Scryedo89 (#1, #2, #3, #4), Simberto (#1, #2), Autofire2 (#1), Bswhunter (#1), julianto (#1, #2), Kinetik_Inferno (#1), Teivospy (#1), Malhavoc (#1), OsoVega (#1), kunstderfugue (#1), Satallgeese (#1) and Aelip (#1). Thank you!
ShamTao provided (via PM) great additions about the zerg evolution and how they incorporate genes of different life forms to the swarm.
Satallgeese provided many new zerg details, some of them are directly copied from his posting.
orotoss (#1) and flavorless (#1) noticed some holes which are now filled.
colanderman (#1) and Scryedo89 (#1) helped to improve wording.
Extra contributions from Kinetik_Inferno and Morfildur are available at the bottom of the running text.
#6, #7), FeyFey (#1), turdburgler (#1), Killcycle (#1, #2), Scryedo89 (#1, #2, #3, #4), Simberto (#1, #2), Autofire2 (#1), Bswhunter (#1), julianto (#1, #2), Kinetik_Inferno (#1), Teivospy (#1), Malhavoc (#1), OsoVega (#1), kunstderfugue (#1), Satallgeese (#1) and Aelip (#1). Thank you!
ShamTao provided (via PM) great additions about the zerg evolution and how they incorporate genes of different life forms to the swarm.
Satallgeese provided many new zerg details, some of them are directly copied from his posting.
orotoss (#1) and flavorless (#1) noticed some holes which are now filled.
colanderman (#1) and Scryedo89 (#1) helped to improve wording.
Extra contributions from Kinetik_Inferno and Morfildur are available at the bottom of the running text.
How could Starcraft work if it would be real?
Possible view from the Koprulu sector into the stars
Several hundred years from now and with multiple breakthroughs in understanding the fundamentals of space and time, mankind set sails to the stars.
How a Terran base works
The Terran war machine implies that you have endless recruits available for which you just need to build the weapons as armor suits, rifles, or complete tanks to muster them. Terrans descend from us, humans, and just recently arrived in the Starcraft part of the galaxy which is labelled the Koprulu sector. The harsh life on alien planets and conflict between several Terran factions, as well as being in war with two powerful alien races, forced the Terrans to build an insane military-industrial complex to survive.
Any Terran base is set up near mineral crystals. Those crystals often grow in arcs. The cause of this is not completely understood. The crystals contain various minerals which can be extracted and directly used, or be transformed to substitute virtually any other material. Around those minerals one can often find geysers. Maybe the geology causing geysers somehow influences the appearance of mineralized crystals, too. In some cases, crystals are extra rich mineralized. The high amount of mineral substance tints them yellow, while normal crystals shimmer in blue.
All those crystals have an amazingly similar composition. Terran astronomers assume that the minerals in the crystals are leftovers from the supernova of a single very big star system – because all crystals have the same spectral signature and the same trace element mixture.
This alien planet at least provides some minerals to mine.
A Terran force arrives in a Hercules ship or similar transport, often guarded by armed battle cruisers. The frigates then turn away to protect the next military transport while the supply ship stays in orbit. The command center is dropped on the planet, performs a soft landing and releases some pioneers.
The base cannot be set too close to minerals or geysers as the weight of the massive headquarter building would interact with the sensible geology often found close to either of the resources.
The Terran commander begins with this command center as his base of operations. It provides radio stations to communicate with every unit to give them orders. Six initial space construction vehicles (SCVs) are also provided. Any Terran commander can gain access to a Terran satellite which orbits above the base and was installed there prior to the landing of the command center as part of the Terran military.
The SCV – as the name implies – can work in space because it includes life support for the driver. An SCV is outfitted with multipurpose tools. It can mine minerals, transport vespene canisters and even build new structures. This unit hovers over the ground to reach any location when it builds a construction.
The command center has all facilities needed to produce new SCVs. It uses minerals to transform those into materials required for the manufacture of SCVs. The power needed for the transformation and assembly is provided by a power generator in the command center itself.
To further expand a Terran base, supply depots must be constructed. They offer various provisions for everyday life as well as additional fuel which is automatically regenerated and transported to where it is needed. The transportation of materials to the construction sites has no visualization on screen to keep base management clear.
While there can be as much supply depots erected as resources and space is available, the upper limit of supply consumption is at a size of 200 workers or basic soldiers. Most units need more supply than a basic one. This limit marks the maximum a Terran general has facilities to control.
Coming through!
The basic Terran soldier is the marine, a “re-socialized” criminal fitted with a full body armor to withstand enemy fire, and to operate in space. His weapon is a gauss rifle (coil gun) which uses magnetic fields to accelerate a projectile.
Since most Terran generals recruit a lot of marines, it is only reasonable that engineers developed quite a roster of possible combat improvements. Upgrades include basic refinements as improved weapons which deal more damage, better armor suits which can sustain more damage, a combat shield which absorbs some damage and even adrenaline-based drug use. The drug improves reaction time and walking speed for a short amount of time, but is bad for the health. Hey, marines are convicts, right? They serve to pay their debts to society. For most generals, a marine's life is of little worth. When a marine dies, their only regret is that they need to pay for the gear of the next conscript.
Some recruits and pilots land within the inital command center. The rest of the soldiers – all had at least basic combat training – wait for deployment in the transport ship in orbit and are called down via drop pods. Rumor has it that the food on the transport contains a soothing drug to keep the recruits in line. As the commander should not be distracted by unnecessary information, he does not get notified upon the arrival of the FNGs. Once they got their equipment and a final drill, the general in charge will be informed that the soldier is ready to move out.
Like us humans today, Terrans are masters when it comes to graze natural resources in no time. Engineers developed thrusters to lift the command center and reposition it, to exploit another location. This also became the standard for any other production building, allowing entire bases to move. To reduce the expenses, upgrade research structures and supply depots come without thrusters.
We always need more minerals!
Unit production facilities can be augmented with an add-on. Recently, the Terrans agreed to standardize add-ons for use on any production complex. To fuel the war machine, a reactor can be added. This device delivers enough power to operate an additional assembly line. But still only basic units can be produced. All advanced weaponry requires a tech lab. This laboratory creates all the high-tech parts like complex instrument panels up to stealth technology. Since the production of those parts is time-consuming, the production hall actually uses multiple assembly lines – but for the same unit.
Many high tech units and structures are so complex, that the default power supply from the command center and supply depots cannot deliver enough juice. Luckily, all planets and even space platforms in the Koprulu sector evaporate vespene gas. This type of chemical substance has not yet been discovered in our parts of the universe close to the Sol system. Nevertheless, vespene contains enormous amounts of energy. Because it is so volatile, Terrans must build a refinery to convert it to a liquid which can be safely transported. An SCV inside the refinery operates it and collects the canister to drive it back to the command center where it is stored for later use.
The vespene even glows through the half-transparent canister hull.
While some planets provide additional energy sources, all scientific effort pushes the use of vespene which acts as petrol of the future because vespene offers the best energy density. Some Terran cities are built without having the ground geysers correctly sealed. Through corrosion in the funnel systems, some vespene gas is emmitted through air vents on the roof of sky scrapers.
For a positional advantage, some generals decide to upgrade a command center with additional armor plating and an auto targeting twin cannon able to shoot ground targets. This upgrade adds so much weight, that the command center – now called planetary fortress – is no longer able to lift off.
The tracking device can separate friends from foes.
The other upgrade option is an antenna system to establish a communication link to the satellite in the orbit. Due to the additional electronic equipment in the command center, the now-labelled orbital command has no room left to let SCVs in for their protection when the base is under siege.
Since the satellite is far above the sky, we need quite a large dish.
Any radio command to the satellite costs a lot of energy which the orbital command slowly regenerates. Depending on the environment, sources can be sunlight or geothermal energy. The battery capacity of the orbital command is limited. Available commands are:
1 2 3
1) Establish a high-resolution, multi-spectral video feed from anywhere on the battle field using the camera system in the satellite. This provides vision of the targeted area and even detects stealth units and burrowed zerg creatures. The satellite’s energy supply limits the video feed to few seconds. The orbital command station needs quite some energy, too, because the high-bandwidth video feed is distributed to any unit on the battle field.
2) Call down a mobile utility lunar excavator (MULE.) This robotic unit needs no supply and can mine minerals much better than an SCV, it can do so even while an SCV already works on the same mineral cluster. The MULE is outfitted with multi-purpose tools, allowing him to repair mechanical units and structures. Being still a prototype, it does not function forever. Soon the MULE will break apart.
3) Call down supply. Every supply depot can be upgraded one time. The extra supply increases the supply by 8 (doubles it from 8 to 16) but does not add durability to the depot. Both MULEs and supply drop pods have to be guided on their way down, this is why the orbital command consumes as much as 50 energy. MULE and supply pods are provided by the large supply ship the Terran forces arrived with, with so many calldowns available that a Terran commander can never use them up even in large-scale conflicts.
In the 27th century, technology is amazing
Upgrades work in a way that any unit gets the benefit instantly once the research is completed. A marine does not need to go back into the barracks to change his old rifle or armor suit for the improved one. In the field, no-one is able to make a scientific breakthrough. The research is just done to adapt already known concepts to the field. This way, a weapon can be fine tuned to provide more punch. Armor can be improved to offer better protection in the specific environment. Additional hardware needed for upgrades like the marine combat shield is distributed by drop pods from the orbital supply transport. To avoid clutter on the screen, the drop pod upgrade distribution is not shown.
The stim upgrade research, which allows drug injection, does not actually invents the drug in question but rather how to dose it so that the soldiers cannot use it at their will. The research determines the exact dose needed for different infantry troops depending on the environment conditions in the field.
In times of war, the commander-in-chief's last concern is that every soldier gets happily back to his family. He just need the soldier to survive long enough to perform the task at hand. Medical treatment therefore will keep the soldier on his feet as long as possible but cares little about long term consequences.
The green "healing beam" of a medivac provide first aid provisions through nanobot technology. The beam communicates with the body armor which tells the medivac about the injuries of the soldier. The healing ship then sends the right nanobots through a lock in the armor inside the soldier's body. Because medivacs play a crucial role in supporting our men at the front, they must be deployed with no delay. In this haste, the energy supply of the medivac was compromised. To get the full potential out of the flying field kit, engineers can use the tools in the starport tech lab to improve the medivac equipment for additional starting energy. Of course only newly assembled medivacs get the extra initial capacity.
Any tank produced could engage in siege mode. But this stance is forbidden until the factory tech lab instruments analyzed the environment condition in detail. No tank pilot wants to fall over when he fires a shot in siege mode! Once the research of the gravitational abnormalities on the planet or platform is completed, the tech lab airs the adjustment for the hydraulics to all tank pilots.
Bunkers can be salvaged.
Some building names are misnomers. A ghost academy does not train these special operatives, instead it houses ghost equipment. However some actual research can be done in the academy. Stealth technology requires exact information about the spectrum of the surrounding light, this research can be done to determine all necessary data for the cloaking suit.
After the Brood Wars, Terran engineers reworked the bunker schematics. Bunkers are now made of recyclable parts. If the dugout is no longer needed, it can be completely salvaged by a build-in waste recovery – even if the bunker is already on fire.
Of course, the Terran base is largely maintained by SCVs. Since they often must work overtime and are sent to dangerous combat areas to douse and repair burning structures, they are notorious for their cynical reaction to any instuction from the commander in chief. Some SCV drivers even claim that once there were ordered to attack zerglings with their toolkit!
Nightmarish invaders from outer space
Oh no ...
The Terrans thought the first hundred years were the hardest, since they started a new life off crashed prison star ships. But then, they came ...
Autopsies of several zerg bodies prove that the zerg swarm incorporates the genes of many different life forms from various planets in the Koprulu sector. Having the evolutionary result of so many species at disposal, today’s zerg creatures can survive in almost any environment and regenerate health even on volcanic planets. They are also capable to survive very long with nothing to eat. The known main weakness is vulnerability to very high doses of radioactivity.
The original zerg were genetically engineered by the Xel’Naga, an obviously extremely powerful race which is now believed to extinct. Most zerg units are believed to have little – if any – consciousness. The zerg leader does have consciousness, any “general”, also called cerebrate, is assumed to be conscious at some proportion. The current structure of the zerg as a whole is unclear as the Overmind was killed an replaced by an infested terran “ghost” (special psi operative.)
Zerg are notorious for their ability to adapt evolutionarily, much more rapidly than other organisms. The protein responsible for DNA replication in cell division (zerg DNA Polymerase III), is an inefficient and faulty protein in comparison to that of many organisms. Because the zerg operate with large quantities of organisms, occasionally mutations will occur that will generate an advantageous trait in certain organisms that may will drive selection to replicate this trait, as these are the members of the swarm that will survive.
Zerg infestations were sighted anywhere in the Koprulu sector, demonstrating space-traveling capabilities and therefore resistance to cosmic rays. Overlords are propably in a state of hibernation during the travel. The cold in the space drastically reduces their heartbeat. Additional zerg genes are capsuled into an extremely contaminous virus transported in his ventral sacs. This explains the small infrared footprint, able to slip through Terran sensor technology. Once the destination has been reached, the light provided by the nearest star alarms certain nerves of the Overlord to wake up. Native lifeforms of the destination planet can be used as host for the virus and feed the zerg with their own lifes. Anyone infested by zerg will be thankful to die.
How the zerg base works
To establish a new brood, an Overlord transports a “base construction kit” to the surface. A proto-hatchery, delivered with the “kit”, quicky growths in the creep provided by the Overlord. This proto-hatchery seems to be a state of a drone already half-way morphed. Some zerg worker units are also part of the payload. Broken free from their protective shells, they are now available to be commandeered for the new brood. The process of setting up the base is so exhausting for Overlord, that he loses both transport and creep spread abilities. With the proper evolution, the zerg brood can regain these features.
The center of any zerg base is the hatchery. It produces new larvae which can be used to morph into a pupal state and evolve to various zerg units. Some zerg units can evolve further since the zerg mastered the capability to create stem cells which can grow into any other cell type needed. Cells of the old unit which are left over are used as additional nutrition while the new unit is morphing.
The zerg hatchery spreads creep. Creep is a sort of skin, or muscle vaguely similar to moss but covered with biologic goo. Creep grows and coats the ground, potentially even creating roots that are capable of absorbing nutrients. Despite its ability to sustain itself, creep cannot extent past a certain limit without overexerting itself. To expand it further, a tumor can be planted which induces controlled cancer to boost cell division. The creep tumor proves an "anchor" which both promotes creep spread and allows it spread further via allowing the creep to link back up to the parent hatchery and keep itself sustained past a certain distance from the mineral and gas income that keep it alive. The tumor also acts as a nerve center and can sense nearby units.
The creep has many veins which distribute several body fluids. Common creep is gray or purple colored, hinting waste recycling as well as limited blood transport. The creep covers the ground and provides life support for all zerg structures both on planets and orbital platforms. It draws its energy from any source available including oxygen in the atmosphere and certain substances underneath the creep.
A zerg base also begins with three larvae and six drones. Drones are genetically optimized creatures to do all menial tasks. They have mandibles so sharp that they can cut small mineral pieces from crystals. They also sacrifice them self to morph to any zerg structure which is in fact a living organism.
To start this process, the drone crawls into the creep. An injection of an unknown biological compound causes the creep to to produce an abscess which is further bloated with a salivary substance coming from the creep. As long as the morphing is in place, the drone – though degenerated – is still living, swimming around in the liquids within the large boil.
The drone already lost its flesh between the "wing bones".
The organs from the drone evolve into other organs which are needed to operate the new structure. Since the new organs are much greater than the original drone, it needs to eat a lot before it can finish the transformation. The chow contains a lot of minerals which are devoured by the sturdy maw of the drone. The drone’s stomach even digests liquid vespene as an “energy drink” to boost the generation of the proper cells types. For this process, some compounds found in vespene act as a catalyst to accelerate chemical reactions.
Once the morphing completes, the drone is fully consumed as there is no original organ left. Many structures however are housing small little creatures. Zerg experts consider them parasites which are released once a building is destroyed. Since they rely on their host, broodlings getting on the surface survive just few seconds.
As a hatchery is essential to establish a brood, every drone has the complete DNA incorporated to morph into this structure. It can do so even without existing creep because the hatchery has a creep-generating organ which is active during the transformation already. Even when the drone is ordered to cancel the morphing and gets back to its original form with a very fast retrogression of its organs, some creep is left on the ground.
Vespene resorption requires a drone morphing over a geyser into an extractor. The extractor’s guts reach deep into the geyser and automatically transform the gas to a gel. Other drones access that structure, web a cocoon around a vespene portion and carry it home.
A long gut pierces the geyser to soak the vespene
To expand the swarm, Overlords must be morphed because zerg units are useless without control over them. Overlords are slaves to the zerg intermediate commander who acts on behalf of the zerg leader. Any other zerg unit is considered an underling to the Overlord. Even the mighty Brood Lord, who breeds broodling parasites he sends to attack any enemy of the hive, lives a heteronomous life. Terran scientists are in awe of the zerg ability to adapt: Instead of purging the swarm from parasites, the zerg intentionally use a broodling strain to serve as weapon projectiles.
It is not yet fully understood how this telepathic link from Overlords to their underlings works, even though some mind control devices were already build. Zerg experts assume that the zerg evolved – or were genetically engineered to have – a part of their brain or even a dedicated organ to be a biological radio wave transmitter. Analyzing and recreating some patters was enough to get some zergs under control or to slow down a small group of zergs.
Controlling the swam, generating creep or transporting entire armies:
Even with no attack of their own, they are key for the zerg
Evolutionary upgrades are distributed as the according new gene. The Overlords air the additional gene sequence to all underlings which have the ability to recombine given deoxyribonucleic acids in their epithelial stem cells the in proper order. Those cells replicate the new DNA for further cell division.
Any strain has its own frequency to communicate, this means Overlords can tell a roach from a hydralisk. Due to biological variance, any individual zerg also has a unique pattern which his master recognizes to address a single underling if necessary.
An advanced brood needs an advanced center of operation.
Genetic enhancements beyond the most basic strains require a spawning pool. That pool is filled with disgusting snot in which other zerg strains are bred. Most advanced zerg genes need additional structures. If the spawning pool is killed, the strains enabled by additional structures can still be bred. Higher-tier upgrades also require an improvement of the hatchery to the lair and eventually to the hive because advanced units with advanced minds also need a more powerful superintendence to control them.
Some "buildings" seem to be a monstrously deformed version of the strain it enables. The newly found zerg strain which was labelled "roach" due to its high regeneration capability, offered Terran scientists some insight into the breeding process as the roach warren houses a roach mother who constantly produces new ovum.
The upgrowth of a larva to a zerg is amazingly fast. To begin the process, the genetic code of the desired unit taken from the proper structure which breeds those genetic sequences. As the larva itself does not contain all the necessary DNA to start the evolution process, the hatchery clones the DNA strand inside the structure itself to replicate more strands for further production, while injection into the larva starts the evolution to the specific unit that is encoded in the DNA. This replication is mitosis which does not require sex cells, as we have yet to see "female" zergs except queens.
The larva also gets a shot of a certain chemical that starts the fetal phase: The larva builds a cocoon around itself and begins to grow. Using creep veins, the fetus is fed with all the substances it needs. Source materials for the nutrition are minerals and often times vespene, too. Zerg experts assume a pouch organ within the hatchery which generates easy to digest food for the small zerg pup.
To improve visibility on screen, every cocoon is rendered as a small one while in fact it can grow so large that it fits an Ultralisk.
Need another marine leg to bite ...
The basic zerg unit is the zergling. This predator – at the size of a large hound – has a mind so simple, that a single Overlord can control up to 16 of them. Because zerglings are quite small, the swarm always produces two at once. This is done by forcing the birth of twins, which share the same cocoon. As basic as a zergling is, it can evolve its legs to run faster. It also growths some wings which proves that the zergling evolution is still in progress. Zerg experts are discordant about the question if further evolved zerglings will ever be able to flutter for longer distances.
Another improvement is an increase of the adrenaline concentration in the zergling's blood. It enables him to fight better at the cost of his life span. Because they serve as cannon fodder anyway, the decreased life will not come into effect. To break a fortified stronghold, the swarm recently managed to evolve zerglings into a banelings filled with explosive acid. The volatile nature of vespene obviously plays a large role in this tincture.
Must ... grow ... the swarm ...
Zerg brought symbiotic life to perfection. A hatchery can give birth to a hive queen. The queen possesses strong motherly instincts and is relentless to nourish and protect the swarm – even from airborne foes. A zerg queen can breed seeds and inject them into the hatchery for additional larvae. The creep around the hatchery however maintains only up to 19 larvae at the same time. The queen also has the ability to transfuse a portion of its own blood, enriched with substances to improve clottering to stop further bleeding. This way, an injured zerg – regardless if unit or structure – regains health very fast.
Hatcheries even have limited “telepathic” capabilities. It is just enough to control a single queen to suppress her instinct of self preservation. No matter how many Overlords are added, the control limit of any zerg brood equals to 200 workers or 400 zerglings. More units would make it impossible to maintain the order of the hierarchical structure of the swarm and discern individual “telepathic” link frequencies. Terran scientists proved that an new zerg hive with the initial Overlord can only control 10 drones. Some SCV drivers who where sent to scout the infestation, reported 11 or even 12 drones near a new zerg hatchery. We safely can assume they smoked the contraband cigarettes again.
Oblivion descends
Can there be anything more frightening than a mutalisk swarm darkening the sky?
What about a race which excels at hunting the zerg?
The Protoss claim to be originated by the Xel’Naga, the “Gods” which raised the current civilization from the Protoss ancestors. Protoss further claim that they are the first race of the Xel’Naga while zerg came second. The "Firstborn" live in a caste society with a rich, yet violent history. They possess technology so advanced that it it often appears as true magic to the human eye. The superstitious race values religious concepts like the “Khala”, the right way to live as a Protoss. They manage to link an entire caste together using psionic power.
While the scientific laws behind psi powers are not discovered by the Terrans as of yet, a few humans also show some psionic capabilities. Many physicists suggest modifications to the string theory, allowing the existence of a force which could explain the effects of psi energy. The military instantly begun to exploit the psionic capabilities with a special command where the soldiers are called “Ghosts”. The newly found “Terrazine” substance, vaguely related to Vespene, is suspected to amplify those powers. Since Protoss have access to Terrazine since ages, this could explain their psionic ability – if only the Terrazine itself could be understood!
Little information about the everyday life of a Protoss is available. Cliches include the search for ancient artifacts, traveling through space to bully harmless Terran explorers and being merciless when it comes to cleanse a zerg infestation.
Female Protoss do exist and can get highest ranks even in the military hierarchy.
How a Protoss base works
A Protoss colony ship lands – or launches a smaller lander unit – and releases probes, which are robotic worker units. One of the probe marks an entry point to warp in a Nexus which serves as the base for further Protoss military expeditions and to amplify psionic energy for a communication over very long distances.
Protoss warp technology relies on the access to higher space dimensions which allows to create a shortcut through the common three-dimensional space. Terrans use a similar technology, though much less refined, to fly apparently faster than light while in fact they travel below light speed. While related in their fundamentals, warp-jump and warp-in differ greatly in the technology needed to control them.
Even Protoss technology has its limits, though. Warp-in does now allow instant deployment. For Nexuses and Assimilators, the probe generates the space rift containment field. While this adds to the cost, it has been deemed necessary as both buildings are required to gather more resources and are therefore essential. To warp in any other building, a structured psionic energy field, called psionic matrix, is required to help to keep the space rift contained. Psi energy also powers these structures. With the psi source lost, buildings will cease to function until the psi energy matrix is restored. Assimilators get their energy directly from the vespene, any Nexus has a build-in power plant which generates and stores energy.
The psionic force field required to operate all non-resource-gathering buildings can generated by a Protoss pylon which is a rotating Khaydarin crystal hold by a collar. The crystal is of extreme purity. It gets its energy from the Nexus and refracts it to the pylon’s proximity. The collar acts as battery, allowing the Pylon to maintain the Psi matrix even if all nearby Nexuses are destroyed. Protoss consider all mountains which contain Khaydarin “sacred” and forbid access to any infidel. Hence, nothing further about the crystal source is known.
As Protoss are advanced, they don’t drill out pieces from crystals with carving tools, but cut them using a plasma ray. This is also true for common mineral crystals. The Protoss also don’t condense vespene gas to a liquid substance like Terrans, but assimilate it with another material to bring it in a cube-shaped crystal form which can be transported. All mundane work is performed by the probe robots which can be rebuild in the Nexus.
First, a space rift is created and contained. It provides a look into nothing, therefore dubbed “Void”.
Then the Void gets blurred by the force field as it aligns to the proper point in space.
Once the field has been properly aligned, the structure materializes in its new location.
Finally, the Gateway is available.
The numbers of Protoss are few, so they developed technologies to save time to compensate. One technology is the aforementioned warp-in. A probe can open a rift in the space. This rift can be viewed as an artificial rotating black hole with a white hole twin. For Terrans, white holes are still speculative solutions for field equations, Protoss however can create them. These singularities, contained in very strong force fields to keep a vacuum to avoid further growth of the black hole, do not directly transport the matter as it would destroy any structure because the gravity would tear anything apart. Instead its capability to bend space allows access to higher space dimensions with the accuracy needed to grip even small objects.
Imagine an ant living on a circle border and knowing only one dimension. It can move forward or backward. If it had access through a second space dimension, it could just go through the circle area to reach the opposite side, saving some travel time compared to wander all around the half circle. With orthogonal alignment of space dimensions, possible savings of the route are limited. Since the higher space dimensions have a different layout, better shortcuts are possible.
However it takes time to align the shortcut. That is why an object cannot be warped in instantly. Once the warp-in is completed, both singularities are moved together and they cancel themselves out. Prior to the warp-in process, the probe sends the required amount of minerals and vespene to restock the supplies of the manufacturing facility – any resources around them were depleted long time ago. The probe also needs some material to create the rift in the first place.
Most “production buildings” serve as stationary warp center. The Gateway, employed to warp-in basic units, can be upgraded to a Warp Gate. The Warp Gate focuses the rift to anywhere within a psionic field created by the same Protoss tribe. Because different tribes use different psi modulation frequencies which they keep secret, one tribe cannot warp-in to matrices of others.
Warp Gates also allow a very fast rift alignment and thus faster warp-in. After the warp-in is done, the Warp Gate mechanism which acts as “focus lens” must cool down as extremely high energy flew through it. Because Gateways and Warp Gates are optimized for smaller units, Protoss need a dedicated Stargate for large air vessels.
Do we accelerate the inside of the bubble, or are we slowing down the rest of the universe?
Another time-saving invention is the chrono boost capability. For this amazing technology, the Nexus uses its energy to set up a bubble in the space-time continuum and phases it outside of our time. Higher gravity slows down the flow of time, as mankind knows since 1915. Protoss discovered how to create negative gravitation, which, if concentrated, accelerates the flow of time noticeably.
Anti-gravitation force is exploited by a new Protoss air fighter which can create a bubble around a unit and free it from the graviton field of the planet. Since the Phoenix generates just enough anti-gravity to lift that unit, the effects on the time elapsed for the lifted unit is insignificant. Anti-gravitation force used in the drive and turn mechanism also allows extreme mobility in flight and aerial combat.
My life for Aiur!
The basic Protoss warrior is a called Zealot. These individuals did not get highest positions in their caste. Their training therefore attempts to make them the first and the last line of defense for all who already mastered the Khala. The Zealot fights with two blades which emit psi energy. This equipment and countless years of combat training allow a single Zealot to fight like a small army. The armor suit can be upgraded to improve walking speed and allow charge attacks.
All protoss warriors, cybernetic units and structures feature a personal shield which absorbs any kind of damage until it depletes. It is not clear yet how a Protoss force field can keep non-magnetic and non-electrically charged objects on distance. Possibly this is done again by anti-gravitation force. However, a strong electro-magnetic pulse (EMP) can severely damage or even completely negate Protoss plasma shields, hinting electromagnetism at least being part of the shield generator. The energy source is believed to be Psi energy, yet Terrans still fail to explain how Psi forces can be used as an energy source for physical defense.
Better shields absorb even more damage.
Using surrounding non-structured psionic energy as source, the shield automatically regenerates. But this invention led to the complete negligence of tools to repair and treatments to heal wounds while the Protoss are on a military mission. However a Zealot is not allowed to die in battle. Even though he is the most basic fighter, many years of combat training made him quite valuable. In the very last millisecond, when the body armor is almost broken, a cybernetic part of the armor activates a personal transporter – using small-scale warp technology – to get the warrior out of the field. Templars also use this kind of technology. Other units are too large for an instant long-range teleport. To deploy these individuals again, another complete set of gear must be warped in, thus costing the full price of the initial unit.
All upgrades are instantly installed once the research is completed. The improved hardware is warped directly to all according units. Sometimes the upgrade is nothing more than an encoded adjustment for the existing cybernetic equipment which is aired to all units.
A cybernetics core enables a robotics facility which in turn enables a robotics bay.
A few units are not warped in, but assembled in robotics facilities. They require so many adjustments that is is simpler to produce these cybernetic parts in the field.
Even with the best training of his or her psionic capability, no Protoss executor can command more than 200 workers or just 100 basic warriors. While modest in numbers, the quality of Protoss military ensures the survival of this proud race even after the loss of their home planet, Aiur, which is now desecrated by the zerg.
If you have something to say or to suggest – for any race – please don't be shy!
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Some contributions in this thread don't entirely fit the purpose of this article, but are too good to not be mentioned.
Kinetik_Inferno envisioned more details about the Ultraliks and the Hydraliks.
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He also explains how stealth technology works.
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Morfildur solved the mystery how Mutalisks maneuver in space!
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ShamTao knows the details how zerg include alien DNA into their own strains:
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The OP has more details about some Protoss units (Sentry, Stalker, plus all units from the robotics facility.)
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Kinetik_Inferno envisioned more details about the Ultraliks and the Hydraliks.
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The Ultralisk serves as the hard-hitting monstrosity for all advanced hive colonies. Ultralisks not only have unimaginably tough carapaces, but innately have the carapace equivalent to the first terran armor upgrades. Specialized armor upgrades exist at the Ultralisk cavern, which make a fully evolved Ultralisk practically invincible, and can easily absorb Terran damage classifications of 6. The Ultralisk generally leads the charge against almost every army, be it Terran, Protoss, or a rogue Zerg Brood. Their immense size lets them literally trample smaller enemies into the ground, and toppling foes of larger size. When assaulting buildings or other massive enemies, they use their bone-like scythes to cut enemies to pieces before they can deal any damage. They move fast enough that they can get into melee range before range before ranged enemies can take advantage of this.
The Ultralisks huge expanse of muscles, ligaments, and its killing engineered brain requires almost an entire Overlord to control. The Ultralisk gene has been extracted, studied, and replicated by Terran scientists, but to no avail. The only full code exists in the Ultralisk Cavern and the Ultralisks, the former used only to mutate larva into new Ultralisks.
Ultralisk Scythes are so gigantic that an attack against a single enemy also deals massive hurt to nearby units, which suffer damage from the in-stroke of the attack. Due to this, very small numbers of Ultralisks rip through small Terran units like butter, and the standard Marines and Marauders are notoriously afraid of exterminating a Zerg Infestation that has been left unchecked. Most kill squads sent to do this don't come back alive. Heavy firepower mechanical units need to be brought to deal with this.
Looking at a Hydralisk, even a weathered and experienced Terran Scientist wouldn't suspect that it was evolved from the docile herbivore, the Slothien Caterpillar. The original Overmind saw the hidden potential in this hapless and weak creature and mutated it into the subservient killing machine aptly named the Hydralisk. The armored crest behind its head houses a simple organ that produces Needle-like spines at a phenomenal rate, and the Hydralisk uses its extensive musculature system of nearly 4000 muscles to fire the keratin spines at speeds that pierce the toughest standard issue Neosteel even at maximum range. Marines are under direct orders to never approach massed groups of Hydralisks without support.
Unfortunately the slow wormlike movement of the Hydralisk makes it better fit as a defender, where it has Queen support and can move more freely on the creep of the Hive Cluster. It is also suited as an ambusher, unburrowing to catch an army when its not expecting to be attacked.
Hydralisks also have thick claws that allow them to pin infantry down and kill it, or deal massive damage by slashing enemies with its talons. Because the Hydralisk has all the muscles of its arm behind its melee attacks, it does as much damage at melee as its spines do when shooting enemies down at range.
The Ultralisks huge expanse of muscles, ligaments, and its killing engineered brain requires almost an entire Overlord to control. The Ultralisk gene has been extracted, studied, and replicated by Terran scientists, but to no avail. The only full code exists in the Ultralisk Cavern and the Ultralisks, the former used only to mutate larva into new Ultralisks.
Ultralisk Scythes are so gigantic that an attack against a single enemy also deals massive hurt to nearby units, which suffer damage from the in-stroke of the attack. Due to this, very small numbers of Ultralisks rip through small Terran units like butter, and the standard Marines and Marauders are notoriously afraid of exterminating a Zerg Infestation that has been left unchecked. Most kill squads sent to do this don't come back alive. Heavy firepower mechanical units need to be brought to deal with this.
Looking at a Hydralisk, even a weathered and experienced Terran Scientist wouldn't suspect that it was evolved from the docile herbivore, the Slothien Caterpillar. The original Overmind saw the hidden potential in this hapless and weak creature and mutated it into the subservient killing machine aptly named the Hydralisk. The armored crest behind its head houses a simple organ that produces Needle-like spines at a phenomenal rate, and the Hydralisk uses its extensive musculature system of nearly 4000 muscles to fire the keratin spines at speeds that pierce the toughest standard issue Neosteel even at maximum range. Marines are under direct orders to never approach massed groups of Hydralisks without support.
Unfortunately the slow wormlike movement of the Hydralisk makes it better fit as a defender, where it has Queen support and can move more freely on the creep of the Hive Cluster. It is also suited as an ambusher, unburrowing to catch an army when its not expecting to be attacked.
Hydralisks also have thick claws that allow them to pin infantry down and kill it, or deal massive damage by slashing enemies with its talons. Because the Hydralisk has all the muscles of its arm behind its melee attacks, it does as much damage at melee as its spines do when shooting enemies down at range.
He also explains how stealth technology works.
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The laws of physics state that anything invisible cannot see anything because the light that would reach the things eyes are passing around it. Throughout human history, this has been proven true. Banshees use specialized goggles that feed battlefield information to the pilot, and even though the pilot cannot see anything outside of the cockpit, him or her can still find and destroy its targets. Satellites pinpoint the banshees position and feed radio information through sensors on its hull, and vice versa. This way, the satellite is "Seeing" what the banshee sees, even though the banshee itself is effectively blind. Ghosts use specialized goggles that can see objects on every wavelength, just not the visible spectrum, as the visible spectrum bends around the ghost. Banshees are also equipped with similar sensors. Dark Templar can psionically sense everything around them, and Observers function the same way ghosts do. They simply see all other spectrums but the visible spectrum.
Morfildur solved the mystery how Mutalisks maneuver in space!
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They have small gas vents on their wings that allow them to release pressured gas to propel them, like organic rockets. They flap their wings to release the gasses in exactly the right direction to make small adjustments to the position and to keep balance so they don't end up flying upside down.
On planets with atmosphere they use almost fully wing-powered flight, but they can still use the rocket function to stay on one position.
On planets with atmosphere they use almost fully wing-powered flight, but they can still use the rocket function to stay on one position.
ShamTao knows the details how zerg include alien DNA into their own strains:
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To increase the zerg ability to adapt fast, all organisms in the swarm have incorporated a retrovirus into their genome. While all cells critical to the organisms structure and vital function are immune to the retrovirus, the virus is accommodated and secreted in special glands in their mouth linings, claws, hydralisk spines and mutalisk spores. When a an other than zerg organism is attacked and killed by virtually any zerg creature, this retrovirus infects their still-living cells. While the majority of the viruses will simply destroy the cells they infect, a small amount of them will incorporate parts of that organisms DNA and RNA instead of its own DNA. This process is known as transduction. The creep absorbs these viruses and returns them to the hatchery, where they infect the larvae and can thereby alter its genome by creating reverse transcripts (known as complimentary DNA) of the messenger RNA in the cells. Because of the low rate of transduction, this process is slow, but after an entire ravaging of a planet, billions of fragments of foreign DNA will be able to be incorporated into future organisms of the swarm.
The OP has more details about some Protoss units (Sentry, Stalker, plus all units from the robotics facility.)
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The Protoss took the shield technology development to new heights with the Guardian shield which can be generated by a Sentry. It protects all nearby units by slowing down enemy missiles. Really showing a passions for shields, Protoss engineers also developed a tactical force field which is also deployed by the Sentry through very small robotic cells. Those have enough energy to maintain a nearly impenetrable force field for 15 seconds. This energy is taken from the Sentry’s main battery prior to the launch of the force field cell.
To complement the Immortal modification, the Dark Templar caste operates another Dragoon-based combat walker development, the Stalker. They took the idea of a personal teleporter further to teleport the entire unit. However the use is limited to a short range.
An Observer must be fine tuned prior to its launch, as even small details like the density of the air – if there is any – play an important role in keeping the silent witness cloaked. With so much configuration needed, it is only logical to produce these units on the location.
Previously crippled Zealots serve as a driver for a Dragoon in which he got implemented. The implementation of the occupant was previously done in the Gateway. Recently the Protoss refined the Dragoon to muster the Immortal which is able withstand heavy enemy fire at the cost of air raid defense. This modification is done in the robotics facility. The improved shield of the Immortal tolerates insane amounts of damage. However, smaller projectiles are able to pass the additional defense. Since the number of Dragoons is limited and the schematics are lost, they act as last resort in the Protoss defense.
Warp Prisms are a delicate matter at these prisms offer mobile psi energy refractions. Similar to the Observer, a default unit would not be able to provide the necessary precision.
The Colossus is so tall that warping him in would raise some issues even for Protoss technology. The Colossus also needs additional parts assembled in the robotics bay. His walking mechanism must be calibrated for the ground consistence to optimize weight distribution to each leg. Walking a meadow on an inhabitable planet is not the same as walking over boulders of a small moon.
To complement the Immortal modification, the Dark Templar caste operates another Dragoon-based combat walker development, the Stalker. They took the idea of a personal teleporter further to teleport the entire unit. However the use is limited to a short range.
An Observer must be fine tuned prior to its launch, as even small details like the density of the air – if there is any – play an important role in keeping the silent witness cloaked. With so much configuration needed, it is only logical to produce these units on the location.
Previously crippled Zealots serve as a driver for a Dragoon in which he got implemented. The implementation of the occupant was previously done in the Gateway. Recently the Protoss refined the Dragoon to muster the Immortal which is able withstand heavy enemy fire at the cost of air raid defense. This modification is done in the robotics facility. The improved shield of the Immortal tolerates insane amounts of damage. However, smaller projectiles are able to pass the additional defense. Since the number of Dragoons is limited and the schematics are lost, they act as last resort in the Protoss defense.
Warp Prisms are a delicate matter at these prisms offer mobile psi energy refractions. Similar to the Observer, a default unit would not be able to provide the necessary precision.
The Colossus is so tall that warping him in would raise some issues even for Protoss technology. The Colossus also needs additional parts assembled in the robotics bay. His walking mechanism must be calibrated for the ground consistence to optimize weight distribution to each leg. Walking a meadow on an inhabitable planet is not the same as walking over boulders of a small moon.