Protoss Technology
(Version 1.01 - Last Modified: 07/31/2002)
Introduction
The two corner stones of Protoss technology are the Khaydarin Crystals and the Psyramic Alloys. These
two technologies allow all other Protoss technologies and advances to be possible and can be found
throughout the society, from the military equipment to the materials used to construct new buildings.
Khaydarin Crystals
Khaydarin Crystals are an invention of the Xel’Naga and they have used it with both of their recent
experiments, the Protoss and the Zerg. The crystals are extremely versatile and can have many uses,
if the users know how to manipulate them properly. The crystals have magical and psionic properties
as well as several strange characteristics that the Protoss cannot even begin to discern. Due to
the psychic nature of the Protoss, only the psionic aspects of the crystals are used, although some
properties are the same whether manipulated by magic or by psychic energy. Only the Xel’Naga know
all the abilities of the Khaydarin Crystals.
The crystals can be manipulated in several ways, both technologically and supernaturally. If the
crystals are exposed to a certain environmental conditions, such as temperature and high frequency
light, they will generate a significant amount of energy; the larger the crystal, the more power
generated. Another useful application of Khaydarin Crystals is also one of its most intriguing
aspects. They can be used as dimensional anchors and tracking beacons. Since each crystal has its
own unique signature and since other crystals can be used to search for a specific crystal frequency,
they can be used to locate other crystals that reside in other dimensions anywhere in the megaverse.
This allowed the Protoss to send explorers and colonists into the megaverse without the benefit of
magic.
The Xel’Naga seeded the crystals on Aiur during the years they spent evolving the Protoss race. After
the Xel’Naga abandoned the Protoss, the Khaydarin Crystals continued to grow naturally across the
planet, but during the Aeon of Strife, the Protoss forgot how to use their psionic powers and forgot
how to use the Khaydarin Crysals. It was not until Khas rediscovered his psychic abilities that the
Protoss were able to exploit the crystals. Since beginning to explore the megaverse, the Protoss
learned that the Khaydarin Crystals could be made to grow in a number of different environments,
including underwater and in space. Even though they could grow the crystals almost anywhere, the
Protoss maintained only a few crystal farms outside of their home world. After the fall of the Aiur,
many Protoss colonies collapsed because they had no way to replenish their decreasing supply of
crystals.
- ISP Battery:
Investing a crystal with ISP will transform it into a useful ISP battery. The amount of ISP the
crystal can hold depends on the size of the crystal and the amount of ISP that is invested into
it at the moment it is changed into an ISP battery. For every 1 lb (0.5 kg) of a crystal, it can
hold 10 ISP and regenerates at a rate of 1 ISP per hour or 1 ISP every ten minutes if within 1
mile (1.6 km) of a ley line or nexus point. For example, a crystal that weighs 4 lbs (1.8 kg)
will hold 40 ISP and regenerates at a rate of 4 ISP per hour. To change a Khaydarin Crystal
into an ISP battery it requires a non-permanent ISP investment equal to the amount of ISP it will
hold. Crystals do not have to hold their maximum ISP amount but still maintain the rate of
regeneration for their size. Once created, the amount of ISP that can be held by a crystal cannot
be changed. Crystals smaller then 1 lb (0.5 kg) cannot be used as ISP batteries.
- Dimensional Beacon:
One of the most interesting abilities of the Khaydarin Crystals, and possibly their most useful,
is their ability to create a dimensional beacon that can be detected by other Khaydarin Crystals.
By investing 20 ISP into a crystal, it will emit a special signature for two hours that can be
detected from very long distances, but only by other Khaydarin Crystals. All Khaydarin Crystals
have a unique signature, and if broken, each piece of the original crystal will have a new
signature. The number of signature is infinite and impossible to randomly search for unless they
are emitting their signature. If a crystal is invested with 5 ISP, then it can detect any crystal
that is emitting for up to one hour. During this time, the crystal can be used to lock onto a
specific signature, which will allow dimensional transportation and teleportation to that location
to be automatically successful, no need to roll. The Protoss keep computer records of emitting
crystals and are able to detect a new emitting crystal 80% of the time. A crystal between 10 lb
and 30 lbs (4.5 kg and 13.6 kg) can emit and detect signals up to 100 light-years away. A crystal
between 30 lb and 100 lbs (13.6 kg and 45.4 kg) can emit and detect signals up to 100,000
light-years away. A crystal between 100 lb and 500 lbs (45.4 kg and 226.8 kg) can emit and detect
signals anywhere in the dimension it is currently in. A crystal that is 500 lbs (226.8 kg) or larger
can emit and detect signals anywhere in the megaverse.
- Energy Production:
The Khalai engineers have devised a special device that uses a Khaydarin Crystal and will generate
energy. The device, called a Khaydarin Crystal Reactor, can widely vary in size, from a small
reactor placed into the Dragoon Combat Armor to a huge reactor used to power one of the many
Protoss cities on Aiur. The energy produced by the reactor is very efficient and produces no waste.
The one problem is that the crystals constantly deteriorate as they produce energy, but they still
have a relatively long life span compared to a fusion reactor of approximately the same size.
- Communication:
The crystals are also used for communication devices and have been used by the Protoss since the Aeon
of Strife. Similar to the energy producing reactors, the Khaydarin Crystals are incorporated into a
device called a Crystal Communicator. The maximum range of these devices depends on the mass of the
crystal incorporated into them. After contact with several races, the Protoss designed their
communicators to interface with standard communication devices, such as radio receivers, but the
maximum range is reduced by 50% and they cannot interface with traditional communication devices
across dimensions. Due to the nature of the Crystal Communicator all transmissions are encrypted and
can only be intercepted and interpreted by devices that the transmitting communicator intended. In
order to transmit, the device must contact another Crystal Communicator or any number of communicators
using the unique signature of the crystals, or it can transmit on random signatures. Communications
with traditional devices are done by converting the signal into whatever the transmitter intends, such
as a radio frequency. Transmissions are instantaneous and the devices can be used to transmit computer
data as well as sound and visuals.
- Detection:
The ingenious Khalai engineers have devised a suite of sensors based around Khaydarin Crystals. The
sensor suites come in various sizes and incorporate different amounts and sizes of crystals. The
sensor suites can be configured to detect magical and psionic energies, sense the presence of living
creatures, and emit and interpret standard sensor information such as radar waves and gravity sensors.
The largest and most complex sensor suites are usually incorporated into planetary bases and space
ships, while smaller units, such as ground troops, will have much less sophisticated sensors.
Psyramic Alloys
A special metal called Psytanium was designed by the Xel’Naga and incorporated into the geological structure
of Aiur. This metal closely resembles titanium, but also has properties from copper, iron, and several
alloys and ceramics. When subjected to psychic energies, the metal will mutate to allow some of its
properties become more dominant over the others. For example, by expending an amount of ISP, a chunk of
metal can be made to resemble copper in that it will be easily pliable and useful for transferring electrons.
Like all Xel’Naga inventions, the metal is very versatile and fills many uses.
The Protoss used this metal in its more basic forms while they were under the care of the Xel’Naga and during
the Aeon of Strife. They fashioned basic tools, weapons, and armor out of the metal. After the end of the
Aeon of strife, the Auriga clan made an amazing discovery: the metal could be laced with Khaydarin Crystals
to create a truly versatile metallic alloy. This alloy, named Psyramic Alloy, quickly found use throughout
all aspects of Protoss life. It was used as building material to create cities that could withstand great
amounts of damage, it was used in armor plating for spaceships, field armor, and fighters to offer greater
protection, and it was used to help build the infrastructure of the Protoss civilization in everything from
appliances to electronic storage devices. The process of combining the original metal to Khaydarin Crystals
is a closely held secret of the Khalai caste, but they have never hesitated in creating the alloy for the
other two castes.
Psynetic Implants
By using Psyramic Alloys, the Protoss have devised several cybernetic devices that do not impede
psychic powers in any way. While this would be an incredible discovery for most other races, the
Protoss hardly use this, because they already believe their physical bodies are nearly perfect
and they have no need to improve them. It is conceivably possible that any regular cybernetic or
bionic implant could be design as a Psynetic Implant, allowing for the creation of Psynetic Borgs,
but the Protoss choose not to do so. The only exception to this is combining a Protoss warrior
with the Dragoon Combat Armor, which created what can be called a Psynetic Borg.
The process of taking Protoss warriors, almost always dieing from outside causes, and transferring
them to the Dragoon Combat Armor is a closely guarded secret of the Khalai caste, but it heavily
involves the use of Psynetic Implants. While it is possible to allow a Dragoon to keep its original
psionic powers, this would be considered an aberration to traditional Protoss warriors, as they
view their original bodies as perfect and when they become Dragoons, they want nothing to do with
their former lives. This attitude is so ingrained into their culture, that newly created Dragoons
will commit ritual suicide if they still possess their original psionic powers.
Uraj Crystal
At the end of the Aeon of Strife, the Khala became the guiding principle for the Protoss race.
Unfortunately, there were a few clans that opposed the Khala. While they did not oppose the end of the
Aeon of Strife, the Protoss that became known as the Lost Tribes enjoyed their freedom too much to
allow the Conclave to rule them. It is rumored that the Khas often met with the Lost Tribe and treated
them as equals before his death; unfortunately, it was not a sentiment shared by the Conclave.
One group of the Lost Tribes, known collectively as the Dark Templar, did not follow the ways of the
Khala and even began researching the arts of magic, which the Khala strictly forbade. While the Conclave
knew little of magic, it could not stand by while such as blatant violation of the Khala was being
committed. The Conclave ordered the all of the Lost Tribes, including the Dark Templar, to be destroyed.
The legendary Executor Adun was sent with an army to crush those that opposed the Conclave and the Khala.
While largely successful, Adun realized the error in following the Conclave’s order and decided to
protect the final Dark Templar city. Under Adun’s protection, the Dark Templar continued their magical
research and devised an experiment that would create a powerful magical crystal from a large cluster of
Khaydarin Crystals.
Unfortunately, when they performed their experiment, they caused massive ley line storms to form and
caused the deaths of hundreds of thousands of innocent civilians. Although the experiment created the
magical crystal that the Dark Templar had expected, the creation of a powerful psionic crystal and the
devastating ley line storms were completely unexpected. The Dark Templar were forced to leave Aiur soon
after their experiment, but left behind the powerful psionic crystal, which they called the Uraj
Crystal, as a gift to the Protoss to repent for the deaths they had caused. Not trusting the Dark
Templar, the Conclave moved the crystal to a far off colony on the planet Braxis and eventually abandoned
it there, but it was reclaimed by the Protoss following the invasion of Aiur to aid the survivors in
rebuilding what they had lost at the hands of the Zerg Swarm.
- Size:
The crystal is roughly spherical in shape, with a diameter of 10” (25.4 cm) and weighs 15 lbs
(6.8 kg). The crystal has a total of 1000 M.D.C. and regenerates at a rate of 10 M.D.C. per minute.
If the crystal is reduced to 0 M.D.C. then it will explode releasing its significant energy into
the surrounding area. A ley line storm will instantly appear over the area where the crystal was
destroyed at everything within 100’ (30.5 m) of the crystal will take 1 M.D. for every 5 ISP still
stored in the crystal.
- ISP Battery:
The Uraj Crystal is a very powerful battery that holds 600 ISP and regenerates at a rate of 50 per
hour. To access this ISP, the user must be in direct physical contact with the crystal, contact cannot
be done through armor or clothes.
- Dimensional Beacon:
Like a normal Khaydarin Crystal, the Uraj Crystal can function as a dimensional beacon and can detect
other crystals acting as dimensional beacons. By investing 20 ISP into the crystal, it will emit a
special signature for two hours that can be detected from very long distances, but only by other
Khaydarin Crystals. The Uraj Crystal has a unique signature, but it is indistinguishable from a normal
Khaydarin Crystal unless its signature is already known. If a crystal is invested with 5 ISP, then it
can detect any crystal that is emitting for up to one hour. During this time, the crystal can be used
to lock onto a specific signature, which will allow dimensional transportation and teleportation to
that location to be automatically successful, no need to roll. If the Khalis Crystal is emitting its
signal, Uraj Crystal can detect it and can distinguish it from other Khaydarin Crystals. While the user
may not understand why a specific emitting crystal is different, the user will know that the Khalis is
not a normal Khaydarin Crystal. The Uraj crystal can emit and detect signals from anywhere in the
megaverse.
- Detection:
Anyone in direct physical contact with the Uraj Crystal will have the following psionic powers
constantly in effect: Detect Psionics, Presence Sense, See Aura, See the Invisible, Sense Dimensional
Anomalies, Sense Evil, and Sense Magic. These psionic powers are used at a level equal to the level of
experience of the person touching the crystal.
- Psychic Amplifer:
While in direct physical contact with the Uraj Crystal, all psychic abilities possessed by the person
touching the crystal are cast with double their normal range, duration, and effect. This means that a
psi-sword will inflict double its normal damage, a psi-shield will have twice its normal strength, and
double the normal amount of mass can be moved per ISP with telekinesis. This amplification will work
with the psionic powers listed below.
- Psionic Powers:
Direct physical contact with the Uraj Crystal will provide additional psionic abilities to those touching
it. The following psychic abilities are usable by everyone touching the crystal: Increased Healing, Induce
Sleep, Suppress Fear, Ectoplasm, Mind Block, Resist Fatigue, Telekinesis, Telepathy, Electrokinesis,
Hydrokinesis, Mind Bolt, Pyrokinesis, Brain Scan, Neuro-Touch, and Neural Strike.
Plasma Cannon Defense Emplacements
Using their advanced technology, the Protoss have designed a powerful defense structure that they use
to defense their cities and colonies from attackers. There are three different cannons built, one is
for local defense, the second is for planetary defense, and the third is for orbital defense. They
vary in size and power, but their basic functions are very similar. Each cannon fires a superheated
plasma discharge that is similar to regular plasma weapons, but each blast is filled with specially
charged particles that cause additional explosive damage when they hit a target.
The local defense emplacements are used to defend a military base or a colony from close range assaults
from either airborne attackers or ground-based attackers. The planetary defense emplacements are large
complexes that contain not only a single plasma cannon that can fire into the atmosphere, but it also
contains four local defense emplacements for protection against attacks from the planet. The orbital
emplacements are powerful defense satellites that are used to protect Protoss planets. The orbital
emplacements are often deployed by a fleet of Protoss ships just prior to an engagement to provide
additional fire support.
- Local Defense Emplacement:
A local defense emplacement is a round structure that is 100’ (30.5 m) in diameter and 25’
(7.62 m) high and requires a crew of five. It has 1000 M.D.C. and is protected by a force
field that has 1000 M.D.C. and regenerates at a rate of 10 M.D.C. per melee. The emplacement
has a single plasma cannon mounted on the top of the facility. The cannon has a range of 100
miles (160 km), but cannot fire at any target closer then 20’ (6.1 m). The cannon will inflict
1D6x100 M.D. per shot, has an M.D.C. Weapon Rating of 22, can fire four times per melee, and
can fire in any direction and in any arc of fire as long as the target is not within the minimum
range. The emplacement has two powerful sensor systems. The first is a powerful radar array that
has a range of 500 miles (804.7 km) and uses standard radar waves, which are fairly easy to jam,
but it is obvious when the radar array is being jammed. The final system is a magical energy
sensor that will detect anything that has more then 50 points of PPE or ISP, is a supernatural
creature or creature of magic, or is a dimensional anomaly within 200 miles (321.9 km). The
emplacement is equipped with a sophisticated targeting computer that can track up to 500
targets simultaneously and provides a bonus of +5 to strike.
- Planetary Defense Emplacement:
A planetary defense emplacement is a round structure that is 1000’ (305 m) in diameter and is
200’ (61 m) high and requires a crew of forty. It has 5000 M.D.C. and is protected by a force
field that has 5000 M.D.C. and regenerates at a rate of 50 M.D.C. per melee. The emplacement
has a large plasma cannon and four smaller plasma cannon identical to the canon equipped on a
local defense emplacement. The large plasma cannon has a range of 50,000 miles (80,467 km), but
can only fire straight up with an arc of fire of 20 degrees and cannot fire a target close then
100 miles (160 km). The cannon will inflict 2D4x1000 M.D. per shot,has an M.D.C. Weapon Rating of
22, and can fire once per melee. The emplacement has three powerful sensor systems. The first is
a powerful radar array that has a range of 200,000 miles (321,869 km) and uses standard radar waves,
which are fairly easy to jam, but it is obvious when the radar array is being jammed. The second is
a standard gravity sensor that has a range of 150,000 miles (241,402 km). The final system is a
magical energy sensor that will detect anything that has more then 50 points of PPE or ISP, is a
supernatural creature or creature of magic, or is a dimensional anomaly within 4 light-years. The
emplacement is equipped with a sophisticated targeting computer that can track up to 10,000 targets
simultaneously and provides a bonus of +3 to strike with the large cannon and +5 to strike with
the smaller cannons.
- Orbital Defense Emplacement:
An orbital emplacement is a spherical satellite with a radius of 150’ (45.7 m) and requires a
crew of three. It has 1500 M.D.C. and is protected by a force field that has 1500 M.D.C. and
regenerates at a rate of 15 M.D.C. per melee. The emplacement is equipped with three plasma
cannons mounted an equal distance away from each other at angles of 120 degrees and only a
single cannon is able to fire on a target at one time. The cannon has a range of 10,000 miles
(16,000 km). Each cannon will inflict 2D4x100 M.D. per shot, has an M.D.C. Weapon Rating of 22,
and can fire four times per melee. The emplacement has three powerful sensor systems. The first
is a powerful radar array that has a range of 100,000 miles (160,934 km) and uses standard radar
waves, which are fairly easy to jam, but it is obvious when the radar array is being jammed. The
second is a standard gravity sensor that has a range of 75,000 miles (120,701 km). The final system
is a magical energy sensor that will detect anything that has more then 50 points of PPE or ISP, is
a supernatural creature or creature of magic, or is a dimensional anomaly within 2 light-years. The
emplacement is equipped with a sophisticated targeting computer that can track up to 5000 targets
simultaneously and provides a bonus of +5 to strike.
Nexus Pyramids
Using Khaydarin Crystals, the Protoss have devised a means of artificially creating ley lines and nexus
points. This amazing ability, and the fact that the Protoss developed it from technology that the
Xel’Naga placed on Aiur, speaks volumes about the technological level of the creators of the Protoss.
With a combination of Psyramic Alloys and several huge Khaydarin Crystals, the Protoss have created a
large pyramid structure that serves a nexus point. The pyramid is the most important part of any colony
and often serves as the only link between a colony and Aiur.
In addition to serving as a ley line nexus and as a connection to Aiur, the pyramids are also the center
of a community and house emergency military facilities, basic medical facilities, and all the necessary
administrative facilities needed by any Protoss city, colony, or planet. Larger colonies use several
pyramids to house the larger bureaucracy.
A Nexus Pyramid creates an artificial nexus point, which is identical to a regular nexus point in all
ways, except where the powers of the pyramid affect it. It is important to note that simply turning off
or destroying the pyramid will destroy the artificial nexus point.
- Size:
Each Nexus Pyramid stands 500’ (152.4 m) tall at its highest point and is 600’ (182.9 m) wide at
its widest point. Each pyramid consists of three main parts: the central core, four spires, and
four spines. The central core houses the Khaydarin Crystals and the building’s regular facilities,
but most of the core is made up of the large central chamber where the nexus point resides. The
four spires extend from the central core and reach incredible heights. The spires are used to
focus the central Khaydarin Crystals and when the nexus is active, great arcs of energy can be
seen between the spires and the top of the central core. The four spines extend from the base of
the pyramid and contain Khaydarin Crystals and allow the pyramid to connect to the Ley Line Pylons
to create a network of ley lines. The central core has 60,000 M.D.C., each spire has 12,000 M.D.C.,
and each spine has 10,000 M.D.C., and if the central core is destroyed the whole building will be
destroyed. Destroying each spire causes the pyramid loses 20% of its total power and destroying each
spine severs the connection between the pyramid and any connected Ley Line Pylons. The whole building
is protected by a force field that has 100,000 M.D.C. and regenerates at a rate of 1000 M.D.C. per
melee. The force field must be destroyed before any part of the pyramid can be destroyed.
- Healing:
Healing or resting inside a pyramid for 24 hours will completely remove stress and fatigue and
increases healing. All creatures heal three times faster and recover PPE and ISP at double their
normal rate. This ability is constantly in affect and costs nothing.
- Control Energy:
The pyramid has complete control over the energy from the nexus point. No energy is made available
from the nexus point unless the Protoss controlling the pyramid allow it, but there is no way to
regulate the energy once released, it can only be made available to everyone within range, not to
specific people or areas around the pyramid. This means that all normally available energy and bonuses
from the nexus point are not available unless the Protoss allow it.
- Energy Storage:
The Nexus Pyramid is capable of storing massive amounts of PPE or ISP, but not both simultaneously.
Since the Protoss do not use magic, Nexus Pyramids are never used to hold PPE. The amount of energy
available at any one time is 1D6x100 +2400 ISP. This amount replenishes itself six hours after it has
been first used. It takes a full six hours to switch between storing PPE and ISP.
- Control Ley Line:
The nexus point created by the pyramid will never suffer from a Ley Line Storm or the opening of a
random rift unless permitted to do so by the controlling mechanisms in the pyramid. Also, a Ley Line
Storm cannot be created on the nexus, nor can a rift be opened there unless created by the pyramid
itself. Each spine on the pyramid can connect with up to 3 Ley Line Pylons and each connection will
create a different ley line, for a maximum of 12 ley lines. Once connected, a ley line will extend
from the pyramid to the pylon. The connection can be severed either by the pylon or from the pyramid,
by using control mechanisms or by destroying the pyramid or the pylon.
- Control Weather:
The pyramid is able to control the weather in the area where it is located. It can calm storms,
increase or decrease rainfall, and raise or lower the ambient temperature. It has the equivalent of
the following spells: Calm Storm, Summon Rain, Summon Fog, and Extinguish Flame. In addition, it can
raise or lower the ambient temperature by 20 degrees Centigrade. When this ability is activated, it
lowers the maximum amount of energy stored by the pyramid by 300 points, but any of the effects
described can be used instantly from the control center in the pyramid.
- Pyramid Communication:
By using the Khaydarin Crystals it is possible to communicate between other Nexus Pyramids and other
Crystal Communicators, even if they are located on another planet or in another dimension. The
pyramid’s ability to communicate with normal communication devices is limited to within the same
dimension as the pyramid.
- Pyramid Transportation:
The primary use of the Nexus Pyramids is to create a dimensional gateway between two points. The
pyramid has three different methods of teleportation: planetary, interstellar, and trans-dimensional.
Transporting to another pyramid or warp gate that is located on the same planet costs 100 points of
energy. Transporting to another pyramid or warp gate anywhere in the same dimension costs 300 points
of energy. Transporting to another dimension costs 500 points of energy. Opening a rift to a random
dimension or to any location without another pyramid or warp gate costs 1000 points of energy. Using
any of these methods creates a rift in what is called the Transportation Room that is 50’ (15.2 m)
high and can stay open for up to 30 minutes, but can be closed from the control center at any time.
The rift can be held open longer, but it costs 10 points of energy for each additional minute.
Ley Line Pylons
Similar to nexus pyramids, the Ley Line Pylons are formed from Khaydarin Crystals and Psyramic Alloys.
A Ley Line Pylon is made of a single huge Khaydarin Crystal and will artificially create a ley line
between two pylons or between a Nexus Pyramid and a pylon. The ley line created can be no more than 1
mile (1.6 km) in length and no less than 100’ (30.5 m) in length. Like the nexus point created by a
pyramid, the ley line is strictly controlled by the Khaydarin Crystals and will not randomly open a
rift or suffer from a Ley Line Storm, although these affects can be created by those within 100’
(30.5 m) of the ley line. The pylon floats 20’ (6.1 m) from its lowest point above the ground once
it is activated.
The pylons are used to create a network of ley lines throughout a Protoss colony or planet to provide
energy for the Protoss to ingest and to provide psychic energy for a Protoss colony. Prior to the
invasion of Aiur, many Protoss colonies had very well constructed ley line grids that were carefully
sculpted. During the invasion, the Zerg disrupted these grids and many Protoss starved from the sudden
lack of energy.
- Size:
Each Ley Line Pylon stands 200’ (61 m) tall and has a radius of 80’ (24.4 m). Each pylon consists
of two parts: a crystal and a control ring. The largest part of the pylon is the giant Khaydarin
Crystal that weighs 600 tons (544 metric tons), stands 200’ (61 m) tall, has 2500 M.D.C., and
regenerates at a rate of 10 M.D.C. per minute. A band of Psyramic Alloy, which has 500 M.D.C.,
runs along the circumference of the center part of the crystal. The whole unit is protected by a
force field that has 3000 M.D.C. and regenerates at a rate of 30 M.D.C. per melee. If the control
band is destroyed, the ley line generated by the pylon will be disrupted and the crystal will
crash to the ground.
- Activation:
To activate a Ley Line Pylon, fist the physical structure must be built and transported to the
selected location. Once at the proper location, simultaneously expending 500 ISP at the pylon and
activating its technological components will activate the pylon. After it is activated, simply
turning off its technological components will deactivate the pylon. A small control center, able
to hold a single Protoss technician, is located in the control ring.
Warp Gate
These special gateways were devised to allow for increased traffic between Aiur and its larger
colonies. A Warp Gate consists of a platform, a large Khaydarin Crystal, and a permanent portal
to another world. The gateways are artificially built by the Protoss and function as rapid
transport between worlds. Few of these structures were ever built because of their cost and
complexity and they were reserved for only the largest and most important colonies. To function
properly, there needs to be two functioning Warp Gates, one on each side, but if one Warp Gate
is destroyed, then the remaining gate can be connected to a different Warp Gate. A Warp Gate can
only be connected to one Warp Gate at a time and that connection must be severed before the Warp
Gate can connect to a different Warp Gate.
The Protoss were forced to destroy nearly all of the Warp Gates on Aiur during the Zerg invasion to
prevent the Zerg Swarm from invading and destroying more planets and colonies. One of the most
recently constructed Warp Gates built by the Khalai caste was the last chance for a large portion of
the Protoss population. During the final days of the invasion, a connection was made between Aiur and
the Dark Templar world of Shakuras using the completed but inactive Warp Gate. The Warp Gate allowed
many Protoss refugees to escape Aiur before the gate was destroyed by the Protoss to prevent the Zerg
from invading Shakuras.
- Size:
Each Warp Gate stands 500’ (152.4 m) tall, 40’ (12.2 m) deep, and has a platform with a height
of 50’ (15.2 m) and a radius of 50’ (15.2 m). The crystals needed for the Warp Gate are located
in the platform and in the circle around the gateway. The gateway has 2000 M.D.C. and the
platform has 3000 M.D.C. and the entire structure is protected by a force field that has 5000
M.D.C. and regenerates at a rate of 50 M.D.C. per melee.