The Protoss
Attention! Codex: Protoss Special Characters and Psychic powers are on their way. Come back soon to see them. That is all! 15/1/98
History
++Imperial Transmission 54-694-0001++
Subject: Discovery of a previously unknown Alien Race
Priority: Alpha
Honourable Inquisitor Flenne,
In my travels through the Ultima segementum I stumbled on an uncharted system of planets designated DC3-0024. At a first look, four of the eight planets in the system seemed inhabited. This wasn't the case, as we even found the two others were inhabited even though they were in essence little more than massive balls of poison gas and lava. The aliens must have had to have extremely advanced technology to have thriving colonies on these deathworlds. However, a world that seems perfectly inhabitable is presently deserted, but has signs of previous inhabitation. On closer examination of this planet we set down and explored the ruins. We picked up what seemed to be an ornamental obelisk. However, we ran fractal algorithms on the markings and found them to be words and letters. A week of research found a complex form of syntax, which we did manage to decipher a little of. There is mention to a race of "creators", the "Xel'Naga". There is mention of a colossal war against a race termed the "Zerg" (which appear similar to the Tyranids). It seems they tore themselves apart in a war called the "Aeon of Strife", and then had to contend with the "Zerg". Even more peculiar is the accurate drawing of several human figures on these obelisks. One can only guess as to what they mean.
We then began a study of their society. They utilise a caste system, roughly breaking down into a ruling caste, a warrior caste, and the civilian caste. It was then we left the planet and had a closer look at the others in the system. After breaking from orbit of the planet we named "Protoss", we started being shadowed by two marvellous looking ships. Twice the size of our ship, they were smooth and graceful in their movements. They did not seem to attack us, they merely escorted us wherever we went. Perhaps they were as inquisitive in us as we were in them.
However, as we approached the capitol world, we were locked in a tractor beam and literally thrown many light years from the system. It appeared that they had enough of our exploring. All was not lost, as they had strangely uploaded some information into our ship databanks. It contained basic information on their armed forces and technology. We do not know why they did this, perhaps it is a warning to show they could deal with any hostility we show rapidly and fiercely. I hope a further expedition could be mounted to learn more about this incredible race.
Science Lieutenant Orison.
++Transmission ends.++
Troops
A Protoss army has the following composition:
At least 25% squads
50% Characters
50% Support
Squads
Protoss Troops, while not having many options, are versatile nonetheless. Their true strength lies in the Characters that enhance the squads for a particular purpose. These Protoss have been adapted from Starcraft, and I've added some extras to give them a fair footing against other races, but I've tried to keep them as Starcrafty as possible. Enjoy!
Protoss Zealots: 50 points per model
Troop Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Zealot |
5 |
5 |
3 |
4 |
4 |
2 |
7 |
2 |
9 |
Protoss Zealots are the finest of the Warrior caste. They fight with unstoppable ferocity and valour, often risking their own lives to proves themselves to fellow Zealots.
Rules: Your army can include as many squads of Zealots as it wants. Zealot squads consist of 5-10 Zealots. A Zealot squad may be led by Executor or a High Templar.
Armour & Weapons:
A Zealot wears Carapace (4+) and a plasma shield (4+ unmodifiable)
A Zealot is armed with two Psi-Blades, lethal blades of incredible power (they count as one weapon).
Protoss Citizen Guard: 28 points per model
Troop Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Citizen Guard |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
Protoss Citizen Guard are adolescent Protoss who have chosen the way of the warrior, but haven't reached the rank of Zealot. They do not engage the enemy in close combat as Zealots do, rather they give fire support with Proton Rifles. Whilst not as powerful as Zealots, they make up the core of any Protoss force. Rules: Your army can include any number of Citizen Guard squads as you wish. One squad consists of 5-20 Citizen Guard. A Citizen Guard Squad may be led by a Templar.
Armour & Weapons:
A Citizen Guard wears Carapace (4+) and a light plasma shield (6+ unmodifiable)
You may arm a Citizens Guardsman with any combination of weapons from the Character Wargear List.
Protoss Warlusters: 80 points per model
Troop Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Warluster |
4 |
6 |
6 |
5 |
5 |
3 |
6 |
4 |
10 |
A Protoss Zealot can sometimes be so over-consumed by the relentless clamour of war, they go insane and demand constant slaughter of the enemy to fulfil their urges. They still are as loyal as can be to their masters, but can be dangerous if they are not tempered correctly. Thankfully, they can be psychically sedated to halt their insanity, but in times of war they are put in huge suits of armour and let loose on the unsuspecting enemy.
Rules: You may have one squad of Warlusters in your army. One squad consists of 3-6 Warlusters. A squad of Warlusters may be led by a Arbiter or an Executor.
Armour & Weapons:
A Warluster wears a huge suit of armour laced with Khaydarin Crystal. This not only gives the Warluster a 3+ on 2D6 save, but also a 4+ nullify on any spell that targets him or is in the area of effect from the psychically charged crystal.
A Warluster can have either: A Railgun & a Ripper Fist, or a double Proton rifle & a Psi-fist. One member of the squad can take a Khaydarin Staff.
Protoss Fleshtearers: 25 points per model
Troop Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Fleshtearer |
7 |
5 |
0 |
4 |
4 |
2 |
10 |
2 |
10 |
Some Warlusters have been pushed so far over the edge by experiences of battle, even careful psychic sedation of their minds cannot halt their blood-hungry rage. Unfortunately, their souls are lost, and thus they must be kept caged up like beasts, unleashed when the time of war comes so that they can die a warrior's death even in their insanity. In battle they tear forward into enemy flanks at inhuman speed, lashing out with Psi-Claws in the insane frenzy. None ever survive, but they are remembered in the temples as the most dedicated of all warriors.
Rules: You may have up to ten fleshtearers in your army, all in the same squad. They suffer from frenzy, and will never lose the effect by any means. They are so driven over the edge that nothing will stop them. Fleshtearers can only be led by a Protoss Champion, in which case he wears no armour but moves at 7".
Armour & Weapons:
Fleshtearers only wear robes, conferring no save. Their "save" of sorts is the fact that if they run there is a -1 to hit modifier as they mover over 10".
Fleshtearers are armed with Psi-Claws.
Characters
Protoss Characters will be the pride of any Protoss war force. Armed with the best weapons and wargear, they enhance the fighting ability of a squad they lead. However, they are expensive, so be careful to choose your leaders wisely.
Protoss Templar: 90 points
Troop Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Templar |
6 |
3 |
3 |
3 |
3 |
3 |
5 |
1 |
9 |
Templars are Protoss who have chosen the path of the mind. They have powerful psychic abilities, and while not good in combat themselves, often join Citizen Guard units to assist in their bombardments with their own powers.
Rules: A Templar is a level two psycher, and thus has two powers chosen at random from the Protoss Deck. He may have 2 wargear cards.
Weapons & Armour:
A Templar wears no armour.
A Templar relies mainly on his powers to protect him, although he does carry the Protoss equivalent of a chainsword.
Protoss High Templar: 200 points
Troop Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
High Templar |
6 |
4 |
4 |
4 |
4 |
4 |
10 |
4 |
10 |
High Templars are Templars that have reached the peak of knowledge through study and meditation. Whilst only numbering few in an army, they can wreak havoc on an unprepared enemy.
Rules: A High Templar is a level four psycher, and thus has four powers chosen at random from the Protoss Deck. He may have 4 wargear cards.
Weapons & Armour:
A High Templar wears Khaydarin Carapace, which has two effects. Firstly, in shrouds him in a shimmering blue light, giving a -2 two modifier on to-hit rolls and combat results of the enemy that target him. Secondly, it gives him a 4+ unmodifiable save.
A High Templar relies mainly on his powers to protect him, although he does carry the Protoss equivalent of a powersword.
Protoss Arbiter: 100 points
Troop Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Arbiter |
5 |
7 |
7 |
5 |
5 |
3 |
7 |
3 |
10 |
Arbiters are members of the ruling caste who command the mighty Protoss armies. They lead their men personally into battle and revel in the slaying of all those who would threaten the homeworld. Sometimes they are seen in ships, cloaking nearby units until they are ready to attack. In civil duties they are called Judicicators.
Rules: An Arbiter is a general, and thus any Protoss within 12" inches of him receive a +1 to leadership. He may take 3 wargear cards.
Weapons & Armour:
An Arbitrator wears carapace (4+ save) and a plasma field (4+ unmodifiable).
An Arbiter may use any weapon from the character wargear list.
Protoss Executor: 75 points
Troop Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Excecutor |
5 |
6 |
4 |
4 |
4 |
2 |
5 |
2 |
9 |
Executors are members of the ruling caste who oversee the running of the army, and root out traitors and dissidents. In function, they are much the same as Imperial Inquisitors, except without all the pointless secrecy.
Rules: You may include one Executor in your army. They can take three wargear cards. He is immune to psychology, and will pass any leadership based roll he is required to take.
Weapons & Armour:
And Executor wears Warluster armour (3+ on 2D6, 4+ nullify).
An Executor may use any weapon from the character wargear list.
Protoss Champion: 50 points
Troop Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Champion |
5 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
10 |
Champions are heroes of a Protoss army, leading any squad into battle to protect the homeworld.
Rules: A champion may lead any squad. He may also pick one wargear card.
Weapons & Armour:
A Champion wears either Warluster armour (+30 points, -1 to movement), Carapace & light plasma shield (6+ unmodifiable), or Carapace & a plasma shield (+15 points).
A Champion in Warluster armour can only use Warluster weapon options, otherwise he can take his pick from the Character wargear list.
Support
In Battle, Protoss have a limited selection of support weapons. What they do have are awesome in destructive power: The apocalyptic Reavers, the Scouts that reign havoc from the skies, and the Protoss Dreadnoughts; the feared Dragoons.
Protoss Scout Strafing Run: 50 points (Can only be bought once)
Protoss scouts are fast attack planes that swoop from the sky and perform strafing runs. Virtually untouchable, they have one a battle more than once for a Protoss War Force.
These are not placed on the board, and have no profile. Instead, for the cost listed above you may call one air strike a game, in your shooting phase. Nominate a target that at least one trooper on the table can see. Place a Thudd Gun template on it, roll to see the path of the strafing run, and work out damage as if a Double Proton Rifle hit the targets under the template. After that, you may nominate a second target that at least one trooper can see and attack it again, to represent the second run of the aircraft.
Protoss Reaver Battlefield Artillery Robots: 140 points
The much-feared Protoss Reavers are caterpillar-like robots, which launch Scarab Plasma Warheads of incredible destructive power.
Protoss Reaver Battlefield Artillery
Vehicle Data:
Crew:
A Protoss Reaver is a robot, and has no crew. It is unaffected by any Psychic powers that specifically affect living creatures only.Ram Value:
Strength 5, D4 damage, -2 saveMovement:
Slow: 5" Combat 10" Fast 16" Type: Erm… You can decide that one.Weapons:
One Scarab Launcher. It has three types of ammo- choose before firing. If you miss, roll to scatter as normal. If a misfire and arrow, the scarab is a dud. If a hit and a misfire are rolled, treat it as if the scarab had detonated on the Reaver.
Weapon |
Range: S L |
To Hit: S L |
Str |
Dam |
Save |
AP |
Special |
Area Blast |
0-30" 30-50" |
- - |
5 |
1 |
-2 |
D6+5 |
2" Blast Radius |
Shaped |
0-30" 30-50" |
- - |
9 |
D6 |
-6 |
2D6+9 |
1" Blast Radius |
Anti-Armour |
0-16" 16-32" |
-1 - |
3 |
1 |
none |
auto |
Can only affect Vehicles. |
D6 |
Location |
Front / Side |
Rear |
1 |
Leg Things |
10 |
10 |
2-5 |
Body |
18 |
15 |
6 |
Launcher |
10 |
*Cannot be hit from rear* |
D6 |
Leg Things Damage Table |
1 |
The Multitude of Legs are damaged, but keep working. From now the Reaver may only move at slow speed for the rest of the game. |
2-5 |
The Servo controls are fried, and the Reaver grinds to a halt on the spot and may not move for the rest of the game. |
6 |
The Servos erupt and flip the Reaver over. The wreck comes to land D6" away in a random direction. Any models under it receive D6 Str. 5 hits with a -2 save modifier. |
D6 |
Body Damage Table |
1 |
The robotic control circuits are damaged. It will take one turn to repair itself. In the meantime it may not do anything. |
2-4 |
The robotic control circuits are overloaded and explode. Roll a D3 on the Launcher and Leg Things Damage Tables. |
5 |
The Reaver internal circuits explode in a huge, but thankfully contained explosion. The Reaver is spun round to face a random direction and is destroyed. |
6 |
The Reaver explodes in a huge fireball that covers a large area. Any model within D6" inches will take a Str. 8 hit with a damage of D6 and a save modifier of -2. |
D6 |
Scarab Launcher Damage Table |
1-3 |
The launcher is badly damaged and may only be used if you first roll a 4+, and all shots suffer an extra -1 to hit at all ranges. |
4-5 |
The launcher is crippled, and may not shoot for the rest of the game. |
6 |
The Scarab Launcher explodes. Roll a D3- on a 1, the explosion has the same affect as an "Area Affect" Scarab, on a 2 a "Shaped Charge" Scarab, and on a 3 the explosion has bypassed into the hull and you must roll on the damage table. In any case the launcher is destroyed and may not be used for the rest of the game. |
Dragoons: 75 points per model
A Protoss Warrior who is severely crippled beyond the reach of medicine can elect to be fused into the shell of a Dragoon. Here they can serve in a new way, still able to earn honour and still able to die in battle like a true warrior. You may include up to five Dragoons in your army, and they may be grouped into vehicle squads as described in the Dark Millennium Supplement.
Troop Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Dragoon |
5 |
6 |
5 |
5 |
* |
2 |
6 |
3 |
10 |
Special Rules: A Dragoon does not use the profile of a Vehicle because it is still mainly an infantryman inside. A Dragoon has no toughness value, but instead has an armour value of 14 all round. To wound it you must penetrate this armour. The fact that there is no damage table is reflected in the fact that it only has two wounds. Dragoons are immune to psychology and will always pass break tests.
Weapons & Armour:
A Dragoon has an armour value of 14 all round. It is armed with a Proton Cannon for ranged attacks, and a Psi-Fist for close combat.
Weapons of the Protoss
Weapon |
Str |
Dam |
Save |
AP |
Special |
Psi-Blades |
5 |
D3 |
-3 |
D6+D3+5 |
Close Combat Only, count as force weapons, +2 attack dice |
Psi-Claws |
8 |
1 |
-5 |
D6+8 |
Close Combat Only, count as force weapons, Parry |
Psi-Fist |
9 |
D10 |
No save |
D10+D6+9 |
Close Combat Only, count as force weapon |
Ripper Fist |
6 |
D3 |
-2 |
D6+D3+6 |
Close Combat only, if you get a critical hit you win combat with 4 free hits. |
Proton Rifle |
0-12" 12-25" |
+1 - |
4 |
1 |
-2 |
D6+4 |
1D sustained fire |
Proton Cannon |
0-20" 20-40" |
+1 +1 |
8 |
D10 |
-6 |
2D6+D10+8 |
Extra D6 in AP (included). Move or fire. |
Railgun |
0-15" 0-35" |
+1 - |
5 |
D4 |
-2 |
D4+5+D6 |
Thudd gun template |
Dble Proton Rifle |
0-20" 0-40" |
- - |
5 |
D3 |
-3 |
D3+D6+5 |
2D sustained fire |
Wargear & Psychic Powers
Character Wargear list
Heavy Weapons
Proton Cannon……….40pts
Railgun……………….40pts
Lascannon……………35pts
Missile Launcher (with
Frag and Krak)………35pts
Extra Missiles…………5pts (per missile type)
Close Combat Weapons
Psi-Claws……………12pts
Psi-Fist………………10pts
Psi-Blades……………5pts
Ripper Fist…………....15pts
Power Sword…………7pts
Chainsword…………...2pts
Basic Weapons
Double Proton Rifle…..10pts
Proton Rifle…………..7pts
Proton Pistol (same as a
Plasma pistol)…………5pts
Wargear Cards (Protoss only)
Khaydarin Staff: 30 points
This is a stone staff that has been intricately carved. At the top end is a beautifully shaped Khaydarin fragment. When held by a squad leader, it inspires the troops to do battle for honour and to protect the homeworld Aiur at all costs. In game terms the bearer and any squad he is leading become immune to break tests and psychology. In the hands of a Warluster, though, it becomes a powerful weapon rather as well. If wielded by a Warluster count the model as having a Daemon Sword.
Khaydarin Amulet: 10 points
This is a fragment of some of the best Khaydarin crystal used by Templars of all ranks to enhance their abilities. A Templar with this wargear card can choose how he activates it before the battle. You can either a) use it to get an extra power card every turn, or b) use it one psychic phase to gain three extra power cards. You must make your choice before the battle.
Warbanner of Adun: 15 points
The Warbanner of Adun is a mighty spear with a large flag on it. The flag contains the story of the Protoss civilisation, and how they are in the slow decline. In battle, warriors take a proud stand by this banner as they go to battle. In effect, a squad with this banner can elect to have a) +1 to hit for all shots or b) +1 to attacks. You must make your choice before the battle.
Warsword of Aiur: 20 points
This is a mighty sword crafted by the finest smiths in all the Protoss civilisation. It is laced with Khaydarin crystal to harden it and give it a potent bite. It battle the psychic clamour of war seems to enhance it's power, making it a very potent item indeed.
Weapon | Str | Dam | Save | AP | Special |
Warsword | 7 | D3 | -2 | D3+D6+7 |
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