StarCraft

Protoss Units: Arbiter
Arbiter


Minerals: 100
Gas: 350
Armor: Heavy
Hit Points: 200
Shields: 150
Ground Attack: 10
Air Attack: 10
Attack Range: 5
Shrouded in mystery and permeated by latent psionic energy, the lumbering Arbiter ships often accompany Protoss warfleets into battle. Psychic Judicators crew the Arbiter ships, and they use the Arbiter as a focal point to project a reality warping field that serves to conceal all friendly units within close proximity. Since the Arbiter must be anchored firmly in space-time to safely generate such a large field, it is immune to the effects and remains visible, even when surrounded by the field of another Arbiter.

Recall

    Shuttles serve as the primary transport vehicle for Protoss ground troops, but recently the Protoss have found that the ability to rapidly bring more fighting forces to war zones invaluable. The Recall ability creates a tear in the fabric of space-time, and any friendly units that enter the swirling vortex will instantaneously appear next to the Arbiter that initiated the effect.

Stasis Field

    In addition to destabilizing the very fabric of the universe to generate its distortion field, some Arbiters are capable of strengthening discrete pockets of space-time. Anything caught within these absolute pockets is beyond the reach of any normal interaction, friendly or otherwise. Units trapped in a stasis field can neither move nor attack, and are completely immune to the effects of damage and special abilities.


EVula's Notes:

Arbiters can be great additions to an attack force, as they cloak your units from the enemy's vision. Have 8 Carriers cloaked, then watch cocky units go for the Arbiter... *boom*. Recall can also get your troops to their destination very quickly. Again, use Carriers for this; keep the Arbiter on the front lines, and as soon as the Carrier comes through, its on the front lines, ready to destroy your foe.