The ancient Protoss live in harmony, connected to one another by the eternal psionic bond known as the Khala. They exiled the dissident individualists among them to the cold darkness of space long ago. Now, Protoss society has risen to unparalleled greatness, but their rigid hierarchy inspires rebellion, as the young Executor Artanis, dispatched to find his missing predecessor on a Zerg-infested planet, will shortly discover.
- Individually powerful units and abilities make every Protoss unit a significant piece on the battlefield.
- Half of a Protoss’ health is a defensive shield, which recovers over time.
- A single worker can quickly create multiple buildings, then get back to harvesting.
- Protoss units are more expensive, on the whole, than other races’.
- Protoss units and buildings cannot recover health.
- Protoss must construct Pylons to power their buildings; if they are destroyed, those buildings are deactivated.
A noble High Templar, Tassadar has walked the Protoss planet of Aiur for centuries as both warrior and philosopher. Shortly before discovering Zerg activity in the Koprulu sector, Tassadar observed the movements of the Terran species; now, he wonders if they might have greater potential than to be unwitting victims of the Zerg or casualties of the Protoss armada.
Tassadar’s foremost duty is to the Conclave that rules his homeworld, but his compassion for lesser races may brand him a liability to the very people he has sworn to serve.
The Terrans are intrepid colonists, generations removed from Earth and governed by a failing Confederacy. Among the dilapidated fringe worlds, Marshal Jim Raynor joins up with a no-nonsense psionic assassin named Sarah Kerrigan and a group of aspiring freedom fighters to survive the destructive first contact of Protoss and Zerg. Soon, planets throughout the sector spiral into all-out war, and Raynor realizes he may have signed up for something much bigger than mere survival.
- Mobile buildings can be flown out of harm’s way, or used to scout.
- Powerful defensive structures and units make a Terran base challenging for enemies to assault.
- SCVs can repair buildings and mechanical units to full health very quickly.
- Large buildings make for tight confines in Terran bases.
- Long build times and expensive technology.
- Buildings at low health catch fire, and explode if they are not repaired.
Sarah Kerrigan came of age in the Confederacy’s top-secret Ghost program: a government initiative that identified—and “recruited”—children with high psionic potential. After graduating from the cutthroat academy, she earned her canister rifle and light-refracting stealth suit, and served the Confederacy with distinction. But, when an anti-Confederate resistance group struck the facility where she’d been subject to torturous psionic experiments, Kerrigan defected.
Sarah has had many masters over her life. Her dedication and competence are clear, but her personal loyalties are hazy. It remains to be seen if her fellow soldiers can be truly loyal to her in turn.
After an age swarming on the fringes of the galaxy, the ravenous Zerg make their way to unfamiliar planets in a sparsely populated region of space called the Koprulu sector. They infest entire planets, consuming everything in their path. Yet behind their animal cunning lurks a sinister intelligence, pushing the creatures against the constraints of their genetics—and towards evolution…
- Zerg units and structures regenerate their health over time when escaping combat.
- Many Zerg units can burrow to conceal themselves.
- Zerg can produce large numbers of units quickly and inexpensively.
- To construct a building, a zerg player must sacrifice one of their workers.
- Buildings can only be built on slow-spreading Creep.
- Zerg need to build multiple defensive structures for protection.
As the singular “brain” of the Zerg, the titanic Overmind expanded and evolved its alien horde for centuries before humanity arrived in the Koprulu sector.
Though it exerts utter dominion over the single-minded Zerg, in recent years the Overmind has increasingly come to rely on its Cerebrates—communication specialists possessed of rudimentary personalities—to direct its many appendages. The emergence of these distinct beings amongst the unity of the hive hints at a broader vision for the future of the Swarm, and perhaps Terran and Protoss as well.
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Original article: https://starcraft.com/en-us/