Vault of ideas (feel free to take 1)

Unlike this topic Ideas for New skin set and factions which is my fanfic ideas, the concept in this ‘Vault’ are my ideas that based on my best understanding of the canonical direction of design.

I will cover every single faction as i can.

I tried to name the units and give them abilities that should reflect their faction’ culture. Currently they aren’t complete, this opening post will be updated accordingly as i put more units so just come and read this OP after a while, you won’t miss anything i would post later on.

I intended to use these units for future commander concept but as i am not that creative, i decided to put it here so that anyone can use them if they ever want to make a concept. Just give me an acknowledgement.

“This is what i expected Legacy of the Void campaign will be but they appeared to fall short.”

Summary: Currently only Protoss Assault ship, Support ship and Capital ship are finished. (5 June 2020)
By this time, Robotic Siege, Robotic Support and Cloaked Warrior are complete. (9 June 2020)
Full overhaul of Purifier Carrier’s concept. Add new ability to Purifier Shuttle, War Prism, Aiur Carrier and Nerazim Sentry. (10 June 2020)
The Addition of Anti-armor Warrior, Anti-light Warrior, Starfighter, Siege ship and Flagship

Protoss (updated 18 June 2020)

Anti-armor Warrior

Instigator (Purifier Stalker) Have less attack damage but faster attack speed. Deal 10 (+4 vs armoured) every 0.94s. Upgrade +1 damage.

  • Chrono Blink (active) Teleport a short distance. 3 charges. Generate 1 charge every 4s.

  • Temporal Boost (passive) Whenever Instigator uses Blink, increase its attack speed by 30% and movement speed by 15%. Subsequent blinks further increase speed. The duration for each speed boost is 6s.

Anti-light Warrior

These are Adept variants. Fenix already had a functional Adept so I won’t repeat it here. I think I will name it, Skirmisher. The Skirmisher is probably the only Adept that can shoot air.

Adept (Khalai Variant) Has 90 Health & Shield. This unit has the highest damage among the variants. Deals 20 (+10 vs Light) every 2.25s. Upgrade +2 damage. Only attack ground.

  • Psionic Transfer (active) Projects an invulnerable psionic image that can move but not attack. After 7 seconds, the adept teleports to the image’s location. The shade may be canceled at any time, and the adept won’t teleport. The shade has a sight radius of 2. Cooldown 11s. Enemies touched by psionic transfer would temporarily take 15% more damage from spells.

  • Resonating Glaves (passive) Successfully teleport using Psionic Transfer boosts attack speed by 45%.

Shade (Nerazim Adept) Has 90 Health & Shield. Deals 10 (+12 vs Light) every 1.61s. Upgrade +1 (+1 vs Light) damage. Only attack ground.

  • Void Spirit (active) Projects an invulnerable psionic image that can move but not attack. The spirit has a sight radius of 2, Void Spirit disappear upon touching the first ground enemy (building or unit). That enemy takes 2 extra damage every time it was attacked. Spirit exists for 4s if they don’t touch any enemy. Damage bonus duration is 7s. Multiple Void Spirits can stack on 1 target, making them take even more damage. Cooldown 15s.

Fanatic (Tal’darim Adept) Have less Health and Shield than Adept. 70 Shield & Health instead of 90. Deals 10 (+12 vs Light) every 1.61s. Upgrade +1 (+1 vs Light) damage. Only attack ground.

  • The Expendable (passive) Reduce Fanatic’s mineral and gas cost by 25. Cost reduced to 75 Mineral and 25 gas.

  • Vengeance (passive) Upon death, Fanatic leaves behind its image. The image deals 50% more damage than Fanatic. The image lasts for 15s.

Robotic Support

The other variants have already been complete and used in coop or the campaign. I will only make the Nerazim Sentry here.

Manipulator (Nerazim Sentry) Have no attack.

  • Distortion Beam (active) Can be set to autocast. This is a channel ability. Manipulator channels a beam at an enemy, reduce 30% movement and 20% attack speed. Can target ground and air. Drain 1 energy per second. 8 cast range.
  • Phase mode (active) In phase mode, transforms and generates a power field around it. The Manipulator become invisible, cannot move or attack, but may still use abilities.
  • Hallucination (active) Cost 75 energy. Target a non-massive allies unit, create a false copy of that unit. Duplicate takes double the damage and can’t harm enemy but will absorb 50% received damage from your real units in 3 range.
    Note: if there are 3 duplicates near 1 Dragoon. The Dragoon only receives 50% of the damage dealt to it, the 3 duplicates will share the remaining 50%.

Cloaked Warrior

All cloaked warrior has Permanent cloaking (passive) cannot be seen or directly attacked by enemy forces unless they have detector support.

Dark Templar (Nerazim Cloaked Warrior) Currently Vorazun’s Dark Templar are as strong as the player that micro them. They appeared to be perfect so no further change will be made. I will just listed their abilities here.

  • Shadow Fury (active) Rapidly teleport around target area, striking enemies for 20 (+15 vs light) damage up to five times. Can be set to autocast. Cannot target cloaked enemies without detection. 15s cooldown.
  • Shroud of Adun (passive) Have 80 bonus shields, for a total of 160.
  • Void Stasis (passive) Shrouds an enemy ground unit or structure in void energy, preventing it from moving, attacking, being damaged, using abilities, or detecting in 10s. Can be set to autocast, in which case the unit will only seal enemy detectors. Cooldown 15s.
  • Blink (active) The user instantly teleports a short distance away. 8s cooldown.

Avenger (Khalai Cloaked Warrior) Avenger is a niche unit. It has little use unless you are in needed of units that can make short work of a Boss unit. Pairing Avenger with unit that can boost its attack speed will greatly enhance its performance.

  • Resurgence (passive) Upon taking fatal damage, user becomes invincible for 10 seconds and regenerates to full shields and health. Cooldown 180s.
  • Blink Strike (active) can be set to autocast. Teleport to an enemy and deal 50 (+50 vs light) damage. Can be used without a target to travel quickly. Range is 7. Cooldown 14s.
  • We strike as one (active) Upon activate, Avenger gain 10% attack damage for every Avenger within 6 radius from him for 15s. Cooldown 60s.

Blood Hunter (Tal’darim) Blood Hunter is the jack of all trade. It can engage air, disable detectors and key units as well as traverse over terrain but it is also the most vulnerable to enemy attack unlike other Cloaked Warriors.

  • Void Prison (active) can be set to autocast. Imprisons the enemy in psionic energy, slows it by 40% and suppressing its ability to detect for 8 seconds. Can imprison air and ground units. Cooldown 18s.
  • Bane Scythe (passive) Blood Hunter can throw his scythe as an attack against air units. This attack has 3 range.
  • Master Assassin (passive) Blood Hunter can detect invisible unit in 5 range. When Blood Hunter isn’t detected, double its attack damage.
  • Cliff Jump (passive) Blood Hunter can jump up or down cliff.

Crusader (Purifier Cloaked warrior) its attack damage is less than other variants. Deal 40 damage. Upgrade +3.

  • Full Counter (active) Crusader enter a high alert stage. When receive melee damage, instantly counterattack. The counterattack won’t interfere with Crusader’s normal attack. Duration 8s. Cooldown 30s. The counterattack deals Crusader’s attack damage and is a physical attack. Units which attack multiple time every attack cooldown, will be countered as many times. Zealot will be countered twice, Zergling once. Ultralisk damages multiple Crusaders with its cleave attack and will be countered based on how many Crusadered it damaged.
  • Parry (passive) Reduce a range damage to 3. Has 5 charges. Restore 5 charges every 3s.
  • Cleave (passive) Crusader deal 40% splash damage to enemy near the primary target. Splash radius 1.

Robotic Siege

All of them are Colossus and can Cliff walk.

Cyclop (Nerazim Colossus) The loss of Shakuras is not easily accepted by the Nerazim. Vowing to exact revenge upon Amon, a group of Nerazim scientists successfully reverse engineered the powerful Purifier Colossi. Looming over the horizon, the Cyclops are designed to serve both as guardians for the Nerazim and the bane of their enemies.

Cyclop has the greatest area of effect among Colossus variants but attack exceedingly slow. Attack does 30 (+15 vs Massive) damage every 2.5s. Attack range is 8. Only target ground. Upgrade +3 (+7 vs Massive) damage

  • Solid Eyesight (passive) increase sight range by 2 and allow detection in 10 radius.

  • Earthshaker (passive) The Earthshaker beam is shot from the middle point of Cyclop. Instead of sweeping sideway from 2 sides, Earthshaker sweep in a line leading away from the Cyclop (similar to Solar Lances and Tal’darim Mothership’s Thermal Lance). The attack is 1 range width, it goes from the beneath Cyclop’s feet to 9 range away. The attack range of Cyclop is still 8 range. Take 1s to complete the attack.

Progenitor (Khalai Colossus) First of the Purifier, these Colossi date back to the Golden Ages of the Protoss Empire. While ancient, their weapons strike with such might that show no weakness.

Progenitor attacks in similar manner to alpha Colossus, displays excellent targeting system allowing it to have almost no overkill and weakness. Deal 7 (+7 vs Light) every 0.33s per beam. Attack range is 5. Upgrade +2 damage per level. Only target ground.

  • Neutron Displacement (passive) The 2 beams concentrate on killing one enemy before moving to the closest next target. The beams will keep firing while moving from 1 target to another, dealing area of effect damage (0.5 radius). Will stop firing if there is no enemy in attack range for 2s. Beam moving speed is 3. Progenitor can attack while moving.

  • Experimental Plating (passive) +100 Health and +2 Armor.

Colossus (Purifier Colossus) Karax’s Colossus is very competitive as long as its price wasn’t taxed.

Wrathwalker (Tal’darim Colossus) is a very strong unit. The only Colossus that can engage air targets. Can attack while walking. Great against structures and units alike. Only weaknesses are swarm of air units.

Starfighter

All manners of Phoenix have already been made and flooded the game. The last starfighter alongside Corsair, Phoenix and Mirage will be the long awaiting Skytalon.

Skytalon (Tal’darim) Can attack both ground and air units.

  • Smart Salvo (passive) Projectiles switch target if the enemy die while they are flying.

  • Overload (active) For 10s, Skytalon unleashes 6 projectiles per attack instead of 2. After the effect end, Skytalon can’t attack for 5s. Cooldown 30s.

Assault Ship

Lightbringer (Purifier Void Ray) Identical in stats but different abilities.

  • Illumination (passive) Each attack applies 1 charge of Radiance to enemy. Lightbringer’s attack also randomly apply 1 charge of Radiance onto another unit in 3 radius from the target.

  • Radiance (passive) Reveal enemy (make them visible if they burrow or cloak after being attacked, or run into fog of war). Each charge deals 2 damage over 3s to all enemies in 1 radius. The damage over time on one unit stacks infinitely with others’. 20 max charges on 1 unit.

Starblade (Khalai Scout) Identical to Broodwar Scout in stats (similar to Voidray in Life and shield) and cost (275 M & 125 G, 3 supply) except having different weapons and abilities.

Photon Blaster and Anti-matter missile can now target both ground and air units. The attack range is shorter than Voidray (4 vs 6) but Starblade move faster and has better burst damage. Photon Blaster deal 8 (+1 upgrade) every 1.69s. Anti-matter missile deals 14 (+1 upgrade) for each missile, launch 2 missiles every 1.25s.

  • Lightspeed (passive/active) Starblade’s movement speed can’t be slowed. Photon Blaster attack speed +150%. Activate this ability to gain +50% movement speed in 10s. 30s cooldown.

  • Full Arsenal (passive) Photon Blaster and Anti-matter missile can attack simultaneously. Anti-matter missiles deal 50% splash damage in 1-radius area.

Destroyer (Tal’darim Void ray) Identical to Campaign unit but with adjusted abilities to make them competitive with Vorazun’s Voidray.

  • Destruction Beam (passive) The Destroyer’s beam can split and attack up to three additional targets (start with 1). Deals half of Destroyer’s attack damage on additional targets.

  • Bloodthirst (passive) when Destroyer is below 75 life, Destruction Beam deals full damage to additional targets.

Void ray Nerazim variant is currently being used by Vorazun so I won’t go through this unit again.

Support Ship

Shuttle (Purifier support/transport ship) introduce new abilities. 60 shield & 80 Life. Cost 200 M.

  • Overhaul (passive) Increase transport slots to 16. Double Shield and Life of Shuttle. Shuttle can accelerate up to 6.67 movement speed, require 5s of moving non-stop to achieve.

  • Emergency Warp (passive) Negate fatal damage. Instantly unload all units inside (if the ground beneath can’t be used to unload unit, they are kept inside) then teleport the Shuttle back to the nearest allies building (prefer Nexus and Star Gate then other buildings). Cooldown 180s.

  • Reconfiguration (passive) Robotic units after being unloaded from Shuttle gain +50% attack speed and movement speed for 5s.

War Prism (Tal’darim support/transport ship) adjust it a bit so that it rivals the Oracle.

  • Matter Dispersion (passive) The war prism transforms faster and projects a larger power field than a normal warp prism.

  • Power Reallocation (passive) In Phase mode, double War Prism attack damage.

  • Matrix Overload (passive) In Phase mode, War Prism project an aura in 4 radius. Unit within the aura gain 40% movement speed and 15% attack speed. The effect lingers for 5s after leaving the aura.

Arbiter (Khalai support ship) Made little change to keep Arbiter as strong as Oracle.

  • Recall (active) cost 100 energy. Teleports all allied units in area of effect to the user. They gains +1 armor and shield armor for 5s.

  • Statis Field (active) cost 50 energy. Traps enemies in area of effect in stasis for 10s. Units in stasis cannot move, attack, be attacked, use abilities, or be affected by abilities. Reduce enemy attack damage by 3 for 5s after they escape Statis.

  • Cloaking Field (passive) Cloaks allied units in range 5 of the user.

Oracle (Nerazim support/detector ship) Vorazun is currently using this unit so I won’t go over this again.

Capital Ship

Aiur Carrier

  • Ventral Barrier (passive) Ground attack can’t damage more than 5 shield point.

  • Disruption Blast (active) Charge up for 2 seconds, and then stun surrounding air enemies for 5s. Slow Heroic by 25% instead. Area radius 3. Cooldown 40s.

  • Repair Drone (passive)

  • Warp (active) Teleport a short distance (10 range), upon arrival receive 20% damage reduction for 5s. Cooldown 12s.

Hurricane (Nerazim Carrier) build Shuriken instead of Interceptor.

  • Build Shuriken (active) can be set to autocast. Shuriken is melee robotic drone. Have 80 Shield & 20 Life and deal 8 damage every 2 second (Interceptor has 40 Shield & Life and deals 5x2 damage every 3s). Upgrade +1 damage. Maximum 8 Shuriken per Hurricane. Shuriken takes 5s to build (vs 15s of interceptor).

  • Explosive Shuriken (passive) Every time Shuriken attacks, it also deals damage back to itself. When Shuriken is destroyed, deal 20 damage to all enemies in 1 radius around it.

  • Silent Storm (passive) Stay invisible until attacking. Move 25% faster when cloaked. Re-cloak take 4s.

Note: Tempest originally uses Shuriken, melee variant of Interceptor and has color theme of Stalker and Voidray which are Nerazim units. I merely change its name to Hurricane in honor of ‘Ninpuu Sentai Hurricaneger’ which is Japanese origin of ‘Power Rangers Ninja Storm’ because Shuriken is a Ninja’s weapon and Tempest or Hurricane are storm.

Bombardier (Purifier Carrier) Unlike other Carriers, Bombardier build Bombers and Fighters instead of Interceptors.

  • Twin Hangar (passive) Build 2 units simultaneously.
  • Build Tactical Bomber (active) Have 100 Health & Shield. 30 damage every 3s. Attack deal 100% splash damage to enemies in 1 radius. Upgrade +2 damage Only attack ground. Max 6 Bombers. Build cost 10s.
  • Build Superior Fighter (active) Have 40 Health & Shield. Attack 4 times per 2s, 8 damage per attack. Only attack air. Upgrade +2 damage. Max 2 Fighters. Build cost 6s.
  • Graviton Sling (active) When active, can order all bombers and fighters to patrol around a designated area. These ships won’t return to the Bombardier and will either self-destruct in 40s or being destroyed. Bombardier immediately starts producing replacement. Ability cooldown is 45s. Sling range 12.

Skylord (Tal’darim Carrier)

  • Release Escorts (active) Immediately release 4 Escorts (timed-life interceptor) from the Skylord. Escorts fly beside Skylord in similar manner to Repair Drones. They would focus fire on whatever Skylord was attacking. Escorts attack 25% faster than Interceptor, remaining stats are the same. They will expire after 45s. Ability have 60s cooldown. ‘Release Escorts’ won’t interfere with Building Interceptors.

  • Aerial Supremacy (passive) +3 Escorts and Interceptor damage vs Air Targets. Escorts and Interceptors have 20% to evade damage.

Siege Ship

All of the Siege Ships are Tempest but their stats and abilities were reinvented or adjusted to give them more defined role in the army. The Khalai Tempest is versatile units they can be optimized to deal with almost every enemy composition. Demolisher served as Purifier Siege ship, it possesses an extremely long range and deal extra damage to Structures. The Tal’darim Hellstar can easily destroy durable target with relative ease suitable against boss units. Lastly, the Retribution with its blackhole attack can instantly kill off weak and weakened targets without discrimination, an instrument of vengeance for the destruction of Shakuras.

Tempest (Khalai Tempest) A new variant of Tempest. You can switch between the fast-pace attack or the slow but powerful AOE Bomb.

  • Premature Bolt / Kinetic Bomb (active) Allow Tempest to change between 2 weapons. 2s to transform. In Premature Bolt, the kinetic matrix will become smaller and lighter in color while as kinetic bomb, the matrix will grow larger and turn blue.

  • Premature Bolt (passive) Fast and short-range weapon. Attack every 1.4s, deal 30 (+22 vs massive) damage. Attack range is 6. Projectile move 100% faster than Kinetic Bomb. Can attack ground and air. Upgrade +3 (+1 vs massive) damage.

  • Kinetic Bomb (passive) Slow and long-range weapon. Attack every 2.8s, deal 60. Attack range is 10. Deal 25% splash damage to enemies in 1 radius. Can attack ground and air. Upgrade +5 damage.

Demolisher (Purifier Tempest) Currently this unit is Artanis’s tempest. I would like to change its stats and abilities to give it a more defined role. Demolisher attack deals 60 (+30 vs structure). Have 14 attack range. Upgrade +5 (+15 vs structure).

  • Disintegrate (active) Deal 500 damage over 20s. Disable Structure.

  • Molecule Instability (passive) Demolisher’s attack prevents the target from any kind of healing for 10s.

Hellstar (Tal’darim Tempest) Attack range are 6 (vs air) and 10 (vs ground). Deal 40 damage every 2.5s. Upgrade +3 damage.

  • Atomizer (passive) every attack causes 4% of the target current Health as additional spell damage.

  • Particle Acceleration (active) Temporarily increase this unit’s attack speed by 20% for 12s. Atomizer’s bonus damage now affects all enemies in 1.5 radius. The damage amount is still 4% of the Primary target’s current health.

Retribution (Nerazim Tempest) Utilising their extended knowledge of the Void, the Nerazim pried open the Xel’naga’s secret of creating matter from void energy. The siege ship Retribution continuously amasses matter into a Gravitational Singularity at its center. Harnessing the massive gravity as weapon.

Attack range is 8. Deal 50 damage every 3.3s. Upgrade +5 damage.

  • Unmaker (passive) When attack, Unmaker tears a fraction of its singularity and throws the newly split Blackhole toward the enemy. Instantly kill target under 50 or 5% Health whichever higher (apply the instant kill effect after damage calculation). Affect Mission objectives and Heroic targets.

  • Matter Accumulation (passive) After 5s of not attacking, the next attack has increased Instant kill threshold (100 instead of 50).

Flagship

All flagships are limited to 1. Have the same build cost (1000 M&G, 10 supply and 120s).

_Tal’darim ship is the most powerful offensive Mothership but is also the slowest.

_Purifier Mothership are more of a bombardment ship. It has a special recovery ability to self-sustain.

_The Nerazim Mothership is as slow as the Tal’darim ship and is the least durable ship but is a very powerful support vessel.

_The Khalai variant is the second fastest ship after the Purifier Mothership. It has functions of other mothership but at reduced effective. It can provide support as the Nerazim ship does, has a recovery ability as the Purifier’s and possess strong auto attack as the Tal’darim ship.

Mothership (Khalai variant) has 750 Shield & Health with 2 armor. Maximum 200 energy. Deals 6x8 damage every 2.21s. Upgrade +1 damage. Move at 2.5 speed.

  • Build Interceptor (active) Maximum 8.

  • Temporal Field (active) Cost 30 energy. Open a temporal field (similar to the Temporal Field Mutator) at the target location. Enemies and their projectile’s speed are slowed by 2/3. The Field has 1.5 radius. Boost allies attack and movement speed by 30% in the field.

  • Plasma Pulse (active) Cost 75 energy. Restore 100 shield to allied units in 8 radius of the Mothership.

  • Surviving Core (passive) When destroyed, Mothership left behind its core (the core takes 2 supply). Mothership Core has the same current energy as the destroyed Mothership and can use Temporal Field. Can spend 500 M&G to turn Mothership Core into Mothership, take 100s to rebuild.

Throneship (Tal’darim Motherships) has identical abilities and stats as Alarak’s Mothership. Abilities consume no energy. Slowest moving Mothership (1.4 speed).

  • Blink (active) Teleport a short distance (8 range). 8s cooldown.

  • Thermal Lance (active) Deals 20 damage to units in a line leading away from the mothership. Can be set to autocast. 10 range. 1s cooldown.

  • Mass Recall (active) Teleports mothership and all nearby allied non-worker units to target allied unit or structure. 90s cooldown.

Sanctuary (Nerazim Mothership) has 800 Shield & 600 Health with 2 armor, 500 energy. Tied with Throneship as the slowest moving Mothership (1.4 speed).

  • Time Bomb (active) Cost 100 energy. Stop enemy unit from moving and attacking in the area of effect. When enemies outside Time Bomb area shoot projectiles into allies units inside, negate all projectiles (beam weapons are unaffected). Area of effect is 3 in radius. Duration 15s. 30s cooldown. Cast range 8.

  • Cloaking Drone (active) Cost 25 energy. The drone is a flying unit that can’t move. It has 100 Shield & Health. Drone release distance, 8 range from the Sanctuary. Drone cloaks itself, all allies units & structures in 4 radius. Last for 45s. Ability has no cooldown.

  • Boosting Field (passive) Air units in 4 radius of the Sanctuary and the Cloaking Drone gain 25% spell damage boost. Effect does not stack.

WorldBreaker (Purifier Mothership) has 200 energy, 400 shield, 2000 Health and 4 armor. Deal 6x6 damage with 7 range every second (attack speed is more than double Tal’darim Mothership’s). WorldBreaker can attack while moving. Upgrade +2 damage. The fastest moving Mothership (2.82 speed).

  • Ship Stabilizer (passive) The lower Worldbreaker’s health, the faster it regenerates. Self-regen Health by 1 per second. For every 20% Health missing, double the self-regen rate (max at 16/s at below 20% Health). The rate returns to normal as its Health recovers.

  • Great Attractor (active) Cost 50 energy. Create an Attractor at the desired area. Attractor pulls all enemy units in an area of 12 toward its center at the speed of 2. Reduce enemy’s movement speed in affected area by 90%. Enemy can still use abilities and attack while being pulled. Duration 8s. Cooldown 25s. (Vorazun Black Hole’s effect overwrite Great Attractor’s effect)

  • Planet Cracker (active) Can toggle on/off. When toggling on, after 3s Sanctifier will fly higher than attitude of normal air unit and unleash multiple beam weapons from beneath the ship. Enemies units in 4 radius from the ship take 20 (+30 vs building) damage/s, enemies in 2 radius take 50 (+50 vs building) damage/s. Drains 10 energy/s. The ship can still attack and move while toggling on/off.

2 Likes

Oh god, see what lack of patch and communication is doing to us? we are making these idea posts because we THIRST and BEG for something new!!! :frowning:

btw, Hurricane and Skylord is smexy

3 Likes

I too thirst for Coop

2 Likes

Today, update brought the completion of Robotic Siege (Colossus), Robotic Support (Sentry) and Cloaked Warrior (Dark Templar).

I got other units finished too but their abilities still feel very generic.

Reaver and Disruptor will have their own separated category (Robotic Artillery unit) and will be complete later. Though, Disruptor leaves little to redesign.

As someone who also did something similar, it’s really nice to compare.

You have some really cool ideas. I like the Carrier variants the most.

1 Like

The original unit called “tempest” was a nerazim-style carrier. It had a special shield that only activated against ground units attacking upward. Possibly something like hardened shield?

1 Like

I also believe i did a good thing with the Carrier but the rest will need a lot of readjustment to give them more personalities.

I think the Wikia said it functions similar to hardened shield but only triggers against ground or air attack.

I revisited the old direction the devs wanted to design Purifier Carrier. At that time, I didn’t want to add interdictor to Purifier as Clorarion already had this ability which is why i came up with the Assembler concept. In a sense, Assembler act similar to how the devs’ envision, “a Bomber”. Later on, the idea that each carriers act too similar to each other start to weigh on me. Thus, i decided to rework it.

The Tempest’s special shield @Rhyme mentioned gave me an idea to add power to Aiur Carrier.

I also decided to put more work into Shuttle and War Prism as they are outcompeted by Arbiter and Oracle.

The Matrix Overload of Manipulator was moved to War Prism. Therefore, i returned Manipulator’s old ability “Distortion beam” to it.

This update added The Instigator (purifier stalker) to complete the Anti-armor warrior and the Skytalon (Tal’darim Phoenix) to finish the Starfighter collection.

I also added Anti-light warrior (adept variant). They are effective anti-light units but each variant will fit into different build for your army. For example, Adept will go very well with either High Templar or Ascendant as Adept buff the spell damage enemies receive. Against powerful targets (Hybrid or boss), Shade can stack the bonus damage to infinity allow units with weak but fast attack can deal unholy amount of damage in short time. Fanatic, however, are very cheap but tanky meat shield to fight against Zerg swarm. The Purifier Adept (which i name Skirmisher) is already Fenix’s unit so not much to say about it except it is the only variant that can attack air.

The Tempest will act as the Siege ship. I can’t say much about them only that making them distinctive and useful are really hard job. I think that’s why the devs didn’t want to have a group of Siege ship but combine it with the Carrier to make capital ship.

The Flagship is also added. I think this should answer some people’s fantasy.