The Protoss Conclave - Units and Stuctures

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Arbiter

 
Strengths:
Permanent cloaking ability; versatile; powerful under capable command
Weaknesses:
Target of opportunity; expensive to produce; requires powerful escort
The elegant Arbiter is truly a remarkable craft. This hardy warship flexes light, and the gravity about it is not unlike how an archer draws a bow, creating a delicate concentrated field of stasis time that renders all other friendly Protoss units near to it invisible to the enemy. The cloaking field covers a wide radius and affects both flying and ground forces (but not structures), though due to the Arbiter's anchor-like role in space time, it can never be cloaked itself. While the Arbiter is equipped with a Phase Disruptor Cannon similar to that of a Protoss Dragoon, the weapon is purely symbolic. An Arbiter's primary defense is its ability to conceal any number of escort units that will protect it from the enemy. Nothing is quite as psychologically devastating as being on the receiving end of an onslaught you cannot even see.

Hit/Shield Points/Size
150/200/large
Time to Build
160
Cost (minerals/Vespene Gas/PSI)
25/500/4
Weapon/Strength
Phase Disruptor Cannon 10, +1 per upgrade (explosive)
Armor/Strength  Protoss Plating 1, +1 per upgrade
  Plasma Shields 0, +1 per upgrade
Special Options
Stasis Field, 100 energy Recall, 150 energy

 
Though Arbiters are ideal for concealing a Protoss attack force, they are also excellent to keep around your base to confound enemy scouts and attackers. Hide your Probes from prying eyes or conceal your defensive forces to trick the enemy into thinking your base is undefended - or just the opposite. A lone Arbiter stationed at a new expansion base may cause an enemy to hesitate before attacking if he suspects a huge garrison cloaked beneath it. Remember that cloak detecting units as well as the Terran Comsat Station Scanner Sweep will reveal any hidden units to your foe.

Stasis Field
Two secondary Arbiter abilities may be researched at the Arbiter Tribunal. Both are incredibly powerful and widely useful. Stasis Field costs 100 energy points per use and freezes units within a sizable radius about the targeted point. Frozen units appear as if encased in ice and remain in stasis for a long while, completely unable to do anything whatsoever. Units in stasis cannot function in any way and cannot be injured under any circumstances - they are invincible until the effects of the spell wear off. Because of its effects, Stasis Field may be used both offensively and defensively. Cast it on a group of enemy units to split the enemy attack force. The Arbiter may even cast the spell on itself if it is in danger so as to protect it until reinforcements arrive. However, the Arbiter's cloaking field ceases to function when the craft is in stasis.

Recall
The Arbiter's Recall ability may yield incredible results when used by a shrewd commander. It costs 150 energy points per use and teleports a closely knit group of friendly units from anywhere on the battlefield to the Arbiter's position, safely within its cloaking field. Use Recall to instantly bring reinforcements into battle. Powerful, slow-moving units like Archons and Reavers may be cast into the heart of an enemy base instantaneously. Protoss Probes may be teleported to new resource patches to establish expansion bases. An Arbiter stationed safely at your home base may Recall another endangered Arbiter from combat. The possibilities are practically limitless. Many units may be Recalled at once so long as you take care to cluster them very closely together. You can Recall both flying and ground units or both at once. Recall is best used by assigning the Arbiter to the numeral of choice with Ctrl-#, then assigning a strategic map position with Shift-F2. With your forces just the touch of a button away, you may quickly Recall them to or from battle.

An Arbiter may also be upgraded with a Khaydarin Core that increases its energy reserves by 50 points. This way, a fully upgraded Arbiter may use both Recall and Stasis Field before it must recharge. The Arbiter is a costly and time-consuming vessel to produce, and it demands close management and great care, but under effective command, it will certainly tilt the odds in your favor. That you must defend this vessel with whatever means you have available goes without saying.



Next: Protoss Structures