Hospitaller

Though rarely seen on the battlefield, the Protoss do have medics, or more accurately, psionic healers. Protoss warriors willingly “die” in combat, confident that their Death Warp systems will transport them back to the Collective, so Hospitallers generally remain far from combat.

Protoss Hospitaller (Field Medic: 450 points)

Attributes: ST 13 [27]; DX 12 [40]; IQ 15 [100]; HT 12 [20].

Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 15 [4]; Will 17 [10]; Per 15 [0]; FP 12 [0]; Speed 6.00 [0]; Move 7 [5].

Advantages: SM +1; Combat Reflexes [15]; Detect (Psionic Energy; Psionic, -10%) [9]; Doesn't Breathe (Oxygen Absorption, -25%) [15]; Doesn't Eat or Drink [10]; Fit [5]; Healing (Based on Esoteric Medicine skill, +20%; Takes Extra Time 1, -10%; Psionic, -10%) [30]; High Pain Threshold [10]; Mind Reading (Psionic, -10%) [27]; Mind Shield 2 (Psionic, -10%) [8]; Psychic Healer 4* [20]; Racial Memory (Active; Psionic, -10%) [36]; Religious Rank 1 (Acolyte; Includes Status) [10]; Telesend (Psionic, -10%) [27]; Unfazeable [15].

Disadvantages: Code of Honor (Protoss) [-15]; Fanaticism (Protoss) [-15]; Mute (Mitigator, Psi-Tech, -60%) [-10]; No Sense of Taste/Smell [-5]; Sense of Duty (Protoss Tribe) [-10]; Unusual Biochemistry [-5]. • Another -25 points chosen from among Charitable [-15], Easy to Read [-10], Hidebound [-5], Impulsiveness [-10], Incurious [-5], Intolerance (Terrans, Zerg, or Dark Protoss) [-5] or (Total) [-10], No Sense of Humor [-10], Obsession (Purge the Zerg, etc) [-10], Overconfidence [-5], Selfless [-5], Stubbornness [-5], Truthfulness [-5], or other non-crippling personal disadvantages.

Primary Skills: Biology (Protoss) (VH) IQ [8]; Diagnosis, Physiology (Protoss), and Psychology (Protoss), all (H) IQ+3 [2]*; Esoteric Medicine (Psionic) (H) Per+5 [8]*; Surgery (VH) IQ+4 [8]*.

Secondary Skills: Battlesuit (A) DX+2 [8]; Beam Weapon (Pistol) (E) DX+2 [4]; Climbing (A) DX [2]; Electronics Operation (Psychotronics) (A) IQ [2]; Expert Skill (Psionics) and Tactics, both (H) IQ [4]; Force Sword (A) DX+1 [4]; Judo and Karate, both (H) DX [4]; Hiking and Running, both (A) HT [2]; Jumping (E) DX [1]; Mental Strength (E) Will+1 [2]; Mind Block (A) Will [2]; Spacer (E) IQ [1]; Throwing (A) DX [2]. • Choose four of Armoury (Battlesuits, Heavy Weapons, Melee Weapons, or Small Arms), all (A) IQ [2]; Gunner (Beams) (E) DX+1 [2]; Piloting (Aerospace, Contragrav, or High-Performance Spacecraft), all (A) DX [2]; Intimidation (A) Will [2]; Navigation (Air, Land, Space or Hyperspace) (A) IQ [2]; Survival (Low/No Atmosphere or Toxic Atmosphere) (A) Per (A) [2]; or spend 2 points to raise one of those skills by 1 level.

Background Skills: Computer Operation (E) IQ [1]. • Another 5 points chosen from Archaeology (Protoss or Xel'Naga), History (Protoss or Xel'Naga), Literature (Protoss or Xel'Naga), Philosophy (Protoss or Xel'Naga), or Theology (Protoss or Xel'Naga), all (H) IQ-2 [1].
*Psychic Healer adds to Diagnosis, Esoteric Medicine (Psionic), Physiology, Psychology, and Surgery.

Standard Loadout: Light Power Suit; suit-integral Psi-Blade; and Personal (Phase Disruptor or Photon Blaster).

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License