I will not use companies or people in real life because I don't know them and cannot know how they will react.

This is a full StarCraft and Mass Effect crossover.

I am a slow typer. Updates will be slow, so expect a least a month in between updates, maybe more. On a side note, I have trouble with spelling big words.

This chapter was rewritten by myself and souvikkundu0017. You can see what he made by looking at the first half of this chapter, the second half we worked together on. With all the help that he has given me at this point, it is more or less a co-ed story at this point.

Disclaimer: I do not own anything except the plot of this story.

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Chapter 1 – Start

Timeline-

1 Billion years

The Leviathans dominate the galaxy, enthralling every new sapient race they encounter and protecting them in return for tribute. The Leviathans consider themselves the galaxy's first and only apex race.

After observing that their subservient races create synthetic races who consistently and violently rebel, the Leviathans create an Intelligence to seek a way to permanently preserve organic life. The Intelligence constructs an army of "pawns" to gather genetic information throughout the galaxy.

The Intelligence betrays the Leviathans, using its pawns to slaughter them for their genetic material to create Harbinger, the first Reaper. Thus begins the cyclical harvest of the galaxy's intelligent organic life by the Reapers, part of a vast experiment conducted by the Intelligence to fulfill its mandate.

The Intelligence builds the mass relay network to increase the efficiency of the cycles, allowing galactic civilizations to develop faster and more consistently between harvests.

10 Million years

According to ancient protoss texts, the xel'naga, an extra-galactic race obsessed with the seeding of life, arrived in the Milky Way galaxy tens of millions of years ago, establishing their domain and seeding life on various worlds.

The xel'naga creates the Argus Stone, holding it in high regard for its immense power.

The xel'naga life cycle was coming to its natural conclusion; the xel'naga were long-lived but not immortal. In order to continue the species, they would find a species with purity of form and one with purity of essence and modify them. Eventually, these two species would evolve and naturally merge, becoming the new incarnation of the xel'naga.

Frustrated with their failure to find or create a species with distinct purity of form, the xel'naga turn their attention to Aiur. Pleased with the progress of its dominant species, the xel'naga name them the protoss ("Firstborn") and commence observation which lasts hundreds of protoss generations.

Eventually, frustrated at the slow rate of protoss evolution, the xel'naga subtly guide their development for a millennium, leading them to the state of total sentience and awareness. Delighted, the xel'naga make themselves known to their creations.

1 Million years

Protoss civilization spreads across Aiur within a few thousand years. However, as more emphasis is placed on individual achievement than communal advancement, the protoss begin to revert to tribalism. Distrust of the xel'naga begins to brew, and the protoss begin to lose their innate psionic link.

The xel'naga depart from Aiur, disappointed with the protoss although they had transformed the protoss into what they needed. As the xel'naga leave, protoss attack their worldships but fail to stop them. Many hundreds of xel'naga were killed. Disheartened at their departure, the protoss tribes turn on each other, each blaming their counterparts for their mentors' departure. Thus begins the Aeon of Strife.

85000 years

During this time, the protoss maintained colonies on other planets, often connected by warp gates, but these too quickly became gripped with the Strife.

The protoss tribes descended into something resembling madness as they attacked one another. One example was the Mendella Incident, where the mainly underground settlement of Mendella was flooded when another protoss faction deliberately destroyed a nearby reservoir.

The protoss lose most of their technology. Only the Shelak Tribe maintains some sanity. Two members, Khas and Temlaa, left the tribe, discovered the khaydarin crystals and, through them, the missing psionic link. Khas later learns much about the protoss and xel'naga from an artifact found underground. Khas uses the findings to bring an end to the Aeon of Strife.

Khas demonstrated the powers of the khaydarin crystals at Gyras, where he ended the feuding by destroying the battleground.

The protoss culture unifies, with the Templar Caste initially fighting to protect the new culture from those who disagree with it.

75000 Years

Xel'naga traveled to Zerus, where they dismissed their tenets of physical form and focused chiefly on the pursuit of a distinct purity of essence. Seeking to create an individual with a distinct purity of essence, they begin developing the race of miniature insectoids known as the zerg. When the xel'naga began uplifting the zerg, they created the Overmind to control and direct the hive mind, so as to try and avoid the "failure" with the protoss. But the Overmind was not given free will. It was given an overriding directive to obliterate the protoss. One of their member Amon had a hand in this. Amon saw the zerg as a valuable tool, appreciating their ability to consume essence from other organisms. He thus bound them to the will of the hive mind, with only the primal zerg escaping his control.

The xel'naga knew that they had achieved their goal when the zerg became conditioned to survive the harshness of space. However, they were horrified to discover that the Overmind had actually severed their psychic link, effectively severing itself from their view. When the Swarm was launched at the xel'naga fleet, they attempted to stem the tide of the ever-advancing onslaught. Despite this, the reinforced hulls of their worldships were battered by wave after wave of zerg swarms with no signs of abatement. The xel'naga defenses were overrun within a few hours and the greater whole of the xel'naga race was consumed, an action which threw the xel'naga plan into turmoil.

Sadly, this time reapers began their harvest of Koprulu Sector and started expanding their relay network there. With very few of them left they tried hard to combat them, but they were unable to defeat them decisively. They were technologically superior, but they did not have the manpower to destroy them. The war decreased their number further, but they were able to force the reaper armada to leave that sector of space. They removed the mass relays of that sector to stop any reaper encroachment in the future.

During this war, they find primitive humanity and discovered they had psionic potential and seeded them with psychic genome. They considered them as a last chance to stop Amon. They saw what happened if they rush any race before they are ready.

They implanted geas to make sure that humanity will eventually reach able to their true potential and gradually transform into the next incarnation of xel'naga. Their evolution will be slow, but it will happen, this way xel'naga wanted to make sure their legacy remain intact. Also, if humanity without being unified got hold of such power, then there will be an age of strife, for now they must remain under the traitor's radar. Then they left for Aridas and constructed a temple. There they put the Argus stone and imbued it with their life-force and psionic energies to make sure when humans came to the planet the crystal will speed up their psionic evolution. The ritual caused them to become extinct.

68,000 BCE

The Protheans achieve spaceflight and discover mass effect technology from the ruins of the extinct inusannon. They go on to establish a galaxy-wide civilization linked by the mass relay network with the Citadel as their capital.

At some point, the Protheans encounter a hostile race of machine intelligences that endanger their existence. To combat this threat, the Protheans aggressively assimilate many other spacefaring organic races into their empire. The Prothean Empire is able to fend off the machines in a conflict known as the "Metacon War".

50,000 BCE

The Protheans visits the earth and performed genetic experiments on primitive humans. These experiments led to the Protheans to discover the psychic gene in human beings that would grant humans psionic powers. Due to their experiments, they actually altered the destiny of the human race. Whereas before evolution would have eventually made mankind into a race of psychic, now only a select few humans would be able to develop psychic powers and this also slow down their psionic evolution.

48,000 BCE

The Prothean Empire collapses with the arrival of the Reapers through the Citadel. Although the Protheans had learned of the Reapers' existence from studying the ruins of previous civilizations and had begun to prepare, they were nonetheless caught off-guard. Over the next several centuries, the Protheans fight the Reapers system by system, world by world, and city by city. In the end, it is not enough. The Reapers methodically wipe out the remaining Protheans, as well as other contemporary races, and depart the galaxy to await the next cycle.

13,000 BCE

The turians of Palaven begin to develop civilization around this time.

1900 BCE

Tuchanka, the krogan homeworld, enters the nuclear age. In a global conflict, weapons of mass destruction are released, triggering a nuclear winter. In the resulting devastation, krogan society devolves into a collection of warring clans.

1800 BCE

A supernova propels the Mu Relay, the only point of access to the remote Pangaea Expanse, out of position. Concealed somewhere in the dense nebula formed by the supernova, the relay's position is effectively lost for centuries. Later, the rachni rediscover the relay.

1500 BCE

The Conclave, led by Kortanul, orders Adun to capture and execute a group of heretics known as the Dark Templar. Adun secretly teaches the rogues to hide from the Conclave instead, but this backfires as storms erupt over Aiur. The Conclave banishes the rogues from Aiur, and in his final attempt to protect them, Adun loses his life.

580 BCE

After developing faster-than-light spacefaring capabilities based upon Prothean technology, the asari begin to explore the mass relay network, and eventually discover the huge Citadel space station at a hub of many mass relays.

520 BCE

The salarians discover the Citadel and open diplomatic relations with the asari.

500 BCE: Founding of the Citadel Council

The Citadel Council is formed. The asari and salarians together colonize the Citadel and establish it as a center of the galactic community, led by the Council.

First contact is made with the volus. Eventually, the Citadel Council commissions the volus to draw up the Unified Banking Act, which establishes a standard galactic currency known as the credit and links all galactic economies.

The turian Unification War occurs.

The Council grants the volus the honor of being the first non-Council species with an embassy at the Citadel, rather than a Council seat.

First contact is made with the batarians. They are granted an embassy a century later.

The asari discover the elcor home system and help the elcor locate and activate their nearest mass relay.

First contact is made with the hanar and the quarians. Both races are later granted embassies.

80 CE

The Rachni Wars continue. The salarians make first contact with and uplift the primitive krogan, manipulating them into acting as soldiers for the Citadel Council. The krogan prove able to survive the harsh environments of the rachni worlds and pursue the rachni into their nests, systematically eradicating queens and eggs.

300 CE

The rachni are declared extinct. In gratitude for their aid during the Rachni Wars, the Council rewards the krogan a new homeworld. Free of the harsh environment of Tuchanka, the krogan population explodes.

300 - 700 CE

The krogan begin to expand exponentially, colonizing many new worlds. Growing concerns about their expansion lead to the founding of the Special Tactics and Reconnaissance branch of the Citadel.

700 CE

Krogan warlords leverage veterans of the Rachni Wars to annex territory from other races in Citadel space. Eventually the Council demands withdrawal from the asari colony of Lusia, but the krogan refuse. A preemptive strike is made on krogan infrastructures by the Spectres. The Krogan Rebellions begin.

The Citadel Council makes first contact with the turians around this time and persuades them to aid in the war. After the krogan respond to the initial turian offensive by devastating turian colonies with weapons of mass destruction, the turians vow to stop the krogan from ever becoming a threat again.

Sometime after the turians join the galactic community, the volus are accepted as a client race of the Turian Hierarchy.

710 CE

Realizing that the krogan will never give in as long as they can replenish their fighters, the turians unleash a salarian-engineered bio-weapon known as the genophage on the krogan. The krogan population starts its decline.

800 CE

The Krogan Rebellions end, though scattered krogan insurgent actions continue for decades. The turians fill the military and peacekeeping niche left by the decimated krogan.

The Citadel Conventions are drawn up in the wake of the conflict.

900 CE

The turians are granted a seat on the Citadel Council in recognition for their service in the Krogan Rebellions.

1400 CE

Extensive and unchecked industrial expansion on the drell homeworld Rakhana begins taking a significant toll on the planet's environment.

1895 CE

The geth, machines created by the quarians as a source of cheap labor, become self-aware. Fearing a geth uprising, the quarians begin dismantling them. The geth revolt against their quarian masters. In the resulting conflict-known to the geth as the Morning War-the geth systematically drive the quarians from their own worlds. The surviving quarians are reduced to living as spacefaring nomads aboard the Migrant Fleet. Contrary to expectations, the geth do not venture outside the former quarian systems into wider Citadel space, instead isolating themselves from the rest of the galaxy behind the Perseus Veil. As punishment for creating the geth, the Citadel Council closes the quarian embassy on the Citadel.

1921 CE

The geth begin construction of a mega-structure designed to house and simultaneously run every geth program in existence. Completion of the mega-structure, which would allow the geth to maximize their collective processing capacity, is the long-term goal of geth civilization.

1961 CE

April 12: Yuri Gagarin aboard the Vostok 1 becomes the first human to travel in space. Humanity becomes a spacefaring race.

1969 CE

July 20: Apollo 11 lands on Luna. Neil Armstrong becomes the first human to walk on Luna, and the first human to walk on an astronomical object other than Earth.

1980 CE

Aria T'Loak assumes control of Omega after defeating the space station's previous warlord in single combat. She mockingly bestows the title "Patriarch" on the broken krogan, and uses him as a reminder to her enemies of her power.

2000 CE

The drell make first contact with the hanar around this time. With their homeworld Rakhana severely depleted and no spaceflight capability, the drell were poised for a massive population crash by 2025 CE. Agreeing to help, the hanar mount a large-scale rescue operation and evacuate approximately 375,000 drell to their own homeworld, Kahje, over the following decade. The remaining 11 billion drell on Rakhana gradually perish, warring over the last reserves of food and water.

2030 - 2157

During the twentieth century, the development and exchange of human technology and culture spread rapidly. By the end of the twenty-first century, radical new technologies offered increased access to advanced computers and informational databases to even destitute nations. Nuclear weapons quickly became available in abundance following the eradication of Communism from the eastern nations. Third-world nations challenged the economic and military might of the world's superpowers, blasting apart the international power structure.

Militant humanist factions and hard-line religious groups challenged the rights of private interest corporations who profited from genetic experimentation as cybernetics, cloning and gene-splicing rose steadily into the public forum. Many of the fundamental humanist factions panicked as multitudes of people manifested slight physical mutations ranging from heightened senses to advanced telepathy.

As technology continued to evolve and spread, world leaders sought ways to stem the growth of their nation's inhabitants. Despite this, Earth's population grew to an estimated twenty-three billion by 2041. Pollution and a lack of natural resources and affordable fuels added to the fire. As overpopulation swept across Earth, popular sentiment held that it was plummeting towards an inevitable catastrophe.

Many core international economic systems folded in upon themselves and shut down as tensions rose regarding the use and capitalization of genetic mutations. Acts of terrorism and violence erupted between the corporate sector and the humanist factions, resulting in forced police actions across Earth. Civil chaos was already rampant in many of the larger countries, but media coverage of the police actions spurred it. The precarious balance of world power ultimately exploded into international pandemonium.

On November 22, 2045, the United Powers League was founded upon the basis of 'enlightened socialism'. It encompassed and controlled close to ninety-three percent of Earth's population. Only a few volatile countries in South America remained outside its fold. The UPL often resorted to fascist police actions to maintain the public order. With its control lasting for nearly five years, the UPL sought to unify the various cultures of humanity. It went to great lengths to eradicate the last vestiges of racial separatism and designated English as the common language of Earth, banning many ancient languages in their native countries.

They officially banned religions and called for the immediate eradication of mutations amongst the pure-strain human gene pool. Hard-line UPL proponents and scholars argued that genetic mutation will lead to humanity's eventual degeneration.

The UPL leaders set Project Purification in motion. UPL troops scoured every nation, rounding up dissidents, hackers, psychics, and criminals of every kind. Nearly four hundred million people were executed, but the world media was under the UPL's strict control and downplayed the violence, keeping the general populace of Earth unaware. This way they were able to cull almost any psychic genome within humanity on earth.

The UPL reopened fields of research that had lain dormant for decades, including the American and Russian space exploration programs which had previously been abandoned due to drastically reduced budgets and incessant political sabotage. They discovered prototype warp drive, but it remained completely under UPL's control.

During this period, Doran Routhe became obsessed with founding colonies on the outlying worlds, convinced that the discovery of new minerals and alternate fuel sources would make him one of the most influential men on Earth. He used his political connections and personal fortune to secure fifty-six thousand prisoners that were slated for mass execution under the edict of Project Purification.

The prisoners were transported to Routhe's private laboratories, where he had his science crews prep them for long-term cryogenic hibernation. He cataloged their various mutations, then input all of the data into ATLAS, which processed this genetic information and predicted which of the prisoners should be able to survive the rigorous conditions. The forty thousand who were deemed viable were loaded onto four supercarriers loaded with enough supplies, rations and hardware to aid them once they arrived at their destination. The navigation computer was then programmed with the coordinates of Gantris VI.

However, UPL was recording their every move. They implanted a virus within the Atlas. This was activated during the journey and three ships were completely destroyed. While one ship crash landed into an unknown planet. The 'cold sleep' chambers were deactivated and the passengers slowly awakened. They attempted to discern where they were and how long they had 'slept', but found that ATLAS had somehow erased all knowledge of their journey from their computer banks. This confirmed their growing suspicions that they would never see Earth again.

They worked to survive in what they termed 'the New World', making do with whatever meager resources they could find. In an attempt to find refuge in their new surroundings, the surviving exiles stripped their wrecked ships of essential materials.

The planet they landed used to be Aridas. There they found a temple surrounded by khaydarin crystals and appeared to be organic, possessing curves and angles giving it "the appearance of a cathedral built by overambitious insects". In there they found a giant khaydarin crystal called Argus stone. It transformed the discoverers into psychics vastly strengthening their latent psionic powers and extended their lifespan. When this was revealed to others all the colonists voluntarily transformed themselves. The transformation also killed anyone without any psychic genome.

In the temple they found few of advanced technology which greatly expanded their understanding. From that point on they began to focus for the future and search for earth became a secondary after thought.

On earth UPL became completely autocratic and filled with corruption. This caused a violent reaction among repressed population. The resulting war caused horrendous casualties in both side but rebels were able to use their manpower to destroy UPL. As a final act of revenge against the population, UPL destroyed any warp drive they got and executed any scientists who could have recreated them for rebels.

After that humanity gradually restore themselves and began to expand in sol system without help of FTL. In 2148, human explorers on Mars uncovered a long-ruined Prothean observation post, with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. A global rush began to decipher the petabytes of data from the outpost. Discovering information on a mass relay orbiting Pluto, explorers managed to open the Charon Relay and discovered it led to Arcturus. With the help of the fledgling Systems Alliance, humans expanded to other systems, opening any mass relays they could find.

However, in 2157, their actions caught the notice of the turians, who found human explorers reactivating an inactive mass relay known as Relay 314. This was forbidden under the Citadel regulations after the Rachni Wars, but instead of negotiating, the turians opened fire. One starship escaped to warn the Alliance; a retaliatory force destroyed the turian vessels, and the situation quickly escalated into war.

Eventually the turians broke through to attack Shanxi, the closest human colony to the mass relay, and settled in for a protracted orbital siege. With the turians in a superior position, able to kill any human soldiers from above, the Shanxi defenders began to starve, unable to get food or supplies without risking civilian lives. Eventually General Williams, Ashley Williams' grandfather, was forced to surrender the Shanxi garrison.

The turians - who were also suffering logistical problems, as they had to ship in all their food - believed they had defeated the bulk of the enemy forces. But they would be proven wrong when a month later Admiral Kastanie Drescher led the Second Fleet against Shanxi, catching the turians by surprise and evicting them from the planet. The turians and humans prepared for full-scale interplanetary war, drawing the notice of the rest of the galaxy.

Fortunately, the Citadel Council then intervened to negotiate a peace and bring the war to an end. From the Council, humans learned of the existence of the Citadel, and that there were many more sentient species in the galaxy who co-existed peacefully. In the end, only six hundred and twenty-three human lives were lost with slightly more turian casualties. The only notable engagements were the turian attack on Shanxi and its subsequent liberation by human forces.

2158 - 2183

The humans of Aridas continued to grow and expand their technology, both their own and of the temple. This technology included: energy shields, powered amour, psitech (psionics plus technology), and more. As time went on, they expanded across their world, and then, into the stars. The name for their kind is changed to the Advent, and known collectively as "The Unity". To increase their number they used artificial womb technology. They also converted the Argus stone into a Database to catalog and preserve their cultural and ancestral records and knowledge they discovered through research.

As they were scouting out new worlds for their people in the year 2179, they stumbled across a protoss world. Talks began between them with both of them learning about each other's psionic potential. The protoss are surprised that their potential matched their own, while the advent are happy to make contact with a psionic race. The talks go on for hours with each side taking turns revealing information about their society and people.

The talks come to an abrupt end when an unknown organism appears in orbit of the protoss colony. When asked, the protoss reveal that it is a zerg leviathan and that they are a vile race that the protoss have been at war with for a few months now.

The colony only have a pair of carriers and some arbiters to defend it. The connection was cut between the two parties shortly after, so the protoss could focus on their colony. However, they knew they could not defeat the zerg assault, so instead choose to focus on evacuating their people. Both sides more or less ignore the little explorer ship from the Advent still in system.

A day later, after nearly 60% of the planet belongs to the zerg, dozens of destra crusader, several halcyon carriers, and a few radiance battleships arrive from the advent. With the aid of the new ships, the zerg leviathan is heavily damaged and forced to flee allowing the protoss to reclaim their world, at the cost of many lives and with the advent's help. Seeing the zerg as a treat to them, the advent join the war against the zerg.

One of the Overmind's leviathan finds a damaged ship floating through the void. It commands the leviathan to search the ship, and finds several dead eggs, and one living egg. In the egg is the last rachni queen.

The Overmind infests the egg, but finds something unexpected, psionic abilities. In the queen, the Overmind finally found a weapon to combat the protoss. More importantly, though, it had found a way to free itself and the zerg from the insidious influence it had fallen under on Zerus. The Overmind had no concern over the other races, and was only trying to save the zerg.

The Overmind created a new cerebrate with only one purpose in mind; to protect the chrysalis which now held the captive queen. The Overmind told the cerebrate that as long as the chrysalis and the creature inside survived, the cerebrate would also continue to live.

The sleeping queen produced powerful psionic emanations, drawing the attention of such enemies as the Dark Prelate Zeratul to Char, who were able to initially hide their presence from the zerg.

On Char, Zeratul met the former protoss executor Tassadar, a member of the Templar Caste. Tassadar reacted badly upon his meeting with this leader of a forbidden caste and attacked Zeratul. However, Zeratul refused to take offense, even attempting to teach Tassadar the art of combat (while avoiding being struck). Eventually Zeratul overcame Tassadar's prejudice, beginning to heal the rifts between the Khalai and the Dark Templar. The two leaders came to an understanding, joining forces and hiding from the zerg.

After the rebirth of the queen, Tassadar distracted her long enough for Zeratul to slay Zasz, cerebrate and leader of the Garm Brood. This created a connection between Zeratul and the Overmind, which enabled Zeratul to discern the Overmind's motives and the Overmind to discern the secret location of Aiur. Not all the Overmind's secrets were learned at the time, as its mental defenses were still active. It is found out during this time that the powers of the void can kill the zerg leadership.

The zerg launched a massive assault on the protoss home world, Aiur. The Overmind intended to assimilate the protoss thus making the Swarm "perfect". In order to accomplish this task, the Overmind had to be "made manifest" on Aiur, and it needed the khaydarin crystals to do so. The Swarm acquired a crystal for the Overmind. The crystal was placed in hallowed ground upon which stood the original protoss temple on Aiur, after which the Overmind dove upon Aiur like a bomb and implanted itself on the surface.

Within two month the zerg over ran the protoss. When all hope is lost, the advent arrive with a vast amount of their ships, and bring a halt to the zerg assault. A combined advent/protoss task force make a path straight to the Overmind, and even managed to destroy its outer shell at the cost of heavy casualties, but could not kill it. The Overmind prepared to escape through a warp rift and the attack verged on failure. Tassadar channeled the energies of the Khala and the Void into the Gantrithor as it rammed into the Overmind, killing them both.

Some of Tassadar's higher psionic functions merged with those of the dying Overmind. For many years afterwards, the gigantic rotting corpse remained a site of zerg activity, with creatures both feeding on and defending it.

The protoss spend the next several years removing the zerg from Aiur as much as possible.

The Protoss Protectorate and the Unity establish a colony together to build unity in the year 2183. The colony is called Korhal.

First contact.

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Codex:

Advent ships:

Destra Crusader:

Size - Length: 250 meters. Width: 200 meters. Height: 200 meters.

Bio - Destra Crusaders bring enlightenment to the masses, if not typically in a friendly manner. The Destra's design is dominated by four huge plasma cannons which make it more than a match for most enemy targets.

Armament - 4 x Plasma Cannons (Fore)

Discord Battleship:

Size - Length: 600 meters. Width: 350 meters. Height: 350 meters.

Bio - The Discord battleship is the newest Advent weapon to field and features a number of deadly psionic abilities that aid in its destruction of enemy ships. Featuring an impressive array of armaments, the Discord follows up its punch by weakening opponents' armor with a powerful area-of-effect attack.

Armament - 1 x Heavy Beam Cannon (Fore) / 3 x Plasma Guns (Fore)

4 x Pulse Laser Batteries (Starboard / Port)

The Discord Battleship as other abilities at its disposal. If enemy ships get to close, they will be thrown away harshly. They may also confused and disorient the crew of ships for some time, preventing them from taking any action. The Battleship may focus its minds to overpower the minds of the crew aboard smaller craft, forcing them to serve the advent. However, if too many individuals are on the ship, they can resist the control, and instead be disoriented for a short while. Given that the advent want to peacefully bring other races under them, this ability is almost never used, expect if a pirate ship something of high value on it that the advent want. The last ability that the Battleship has, is the ability to regenerate the shields of nearby friendly targets over time. This works on both advent and protoss ships, making it highly useful.

Halcyon Carrier:

Size - Length: 950 meters. Width: 550 meters. Height: 500 meters.

Bio - Responsible for remotely piloting groups of the Drone fighters, Drone Anima are valued crew members aboard all Advent capital ships. The most veteran of this caste are reserved for positions aboard Halcyon Carriers; leveraging the piloting skill of these elite Psintegrat allows the ship to host a veritable swarm of strike craft. Halcyon Carriers employ a number of systems to augment the combat effectiveness of their own fighter wings.

Armament - 4x Heavy Beam Cannons (Starboard / Port) / 2 x Pulse Laser Batteries (Starboard / Port)

Radiance Battleship:

Size - Length: 1000 meters. Width: 450 meters. Height: 500 meters.

Bio - Literally bristling with varied energy weapons, it can unleash a torrential downpour of plasma bursts and laser fire. Those who endure such an onslaught have little respite, as the Radiance's axial beam cannon can cut a wide swath of destruction through enemy ranks.

Armament - 2 x Heavy Beam Cannons (Fore) / 4 x Heavy Plasma Guns (Fore)

5 x Heavy Pulse Laser Batteries (Starboard / Port)

Eradica Titan:

Size - Length: 700 meters. Width: 1,400 meters. Height: 1,800 meters.

Bio - The Eradica Titan is a very large and powerful ship able to support fleets or take command of the battlefield. Not much else is known about The Eradica.

Armament - The Eradica has a multitude of long-range beam and plasma weapons to deal with larger targets. For smaller targets, the Eradica has a multitude point defense laser all over its hull. However, the Eradica has one more weapon at its disposal. The Spirit Blade.

The Spirit Blade is powerful burst of psionic energy that deals damage to the target and all enemies near it. Unlike it other attacks, the spirit blade can attack in all directions and is far more powerful, but it takes time to gather the necessary psionic energy needed to perform it.

Mantle's Approach:

Size - Length: 65 kilometers. Width: 70 kilometers. Height: 80 kilometers.

The Blackstone Fortresses were originally created as void-based weapons that were used in the first war by the Xel'naga against the Reapers. During that time, Xel'naga were few in number. To compensate against the countless reaper fleets they created Blackstone Fortresses as the force multiplier. While their worldships were created for colonization and defensive war Blackstone Fortresses were created for war. Seven Blackstone Fortresses were made to combat the reapers, and after the war only one remain intact. Their destructive power even horrified the xel'naga and forced the Reapers to retreat from the Koprulu sector. The last one was hidden in Aridas which was discovered by the Advent and it has been modified slightly for their use.

The battlestation is made with Quantum-crystalline material designed to withstand incredible forces. It is constructed by stacking a few layers of atoms as densely as the laws of physics could permit, and laminating them above another thin film that was as strong, but phase shifted. The battlestation is maintained by Contender-class artificial intelligence which is composed of numerous AI "minds" or instances working in synchrony, thus giving it intellectual capabilities far beyond any other AI. The battlestation is supported by multiple Void energy generators which harvest Void energy that exists in space throughout the entire universe. They also powers Quantum Shield which consists of layers of additional defensive energy shielding that exists out of phase with the rest of the battlestation until the moment enemy projectiles impact the ship's surface. Quantum Shielding thus only truly exists in the normal space-time continuum at the moment of deflection - at all other times there is no indication of its presence.

Armament - It's the main weapon is void ray beam which capable of destroying an entire planet in one fell swoop. It had seven tributary void beams arranged around the concave dish in an octagonal array encompassed by a circle and an eighth beam in the middle. These beams would then combine to form the main void ray by the usage of an invisible forcefield in the shape of a cone. The tributary beams are themselves composed of eight smaller beams, which converged in one of the eight void ray Convergence Chambers, totaling 64 beam tubes. At the absolute center of the concave, are focusing lens that allowed the void ray to be intensified.

Its secondary weapons are resonance torpedoes. They are purple and yellow when in a non-activated state, but when fired, it took the form of a greenish-blue ellipsoid moving at subspace. Upon detonation, a resonance torpedo dissolved metals and expanded into a massive explosion. The explosion then destabilized the fusion reactions of a star, causing it to supernova. This massive explosion would cause any nearby stars or objects of matter to explode as well, causing a chain reaction powerful enough to destroy a whole star system.

Battlestation is defended by hundreds of shield projectors, and thousands of turbolasers, ion cannons and laser cannons and Null Cannons which can completely disabled Element Zero based technology. Battlestation contains a complement of four to six thousand fighters, along with tens of thousands of support craft, bombers, and gunships. Massive docking bays provided several dreadnoughts with dry docks, and more than a million Advent personnel are on board.

The most powerful weapon it has is three temporal fusion bombs. They are capable of destroying an entire star system by removing targets from space-time. These bombs contain a temporal core protected by temporal shielding in their inert state. When activated the temporal shielding finally shuts down and temporal core began to interact with the target. The bombs are capable of passing directly through an enemy's shields due to the fact that they were in a constant state of temporal flux. After their use, the Xel'naga were so horrified that they erased the process how to make more of them from the database. So far, the Advent have been unable to recreate them so these bombs are very valuable to them.

Protoss ships:

Arbiter:

Size - Length: 90 meters. Width: 100 meters. Height: 80 meters.

Bio - Arbiters were crewed exclusively by Judicators, unlike other warships that were manned predominantly by Templar. The Judicator used the Arbiter as a base to provide support using space-time manipulation.

Armament - The Judicator could generate a large reality-warping field that served to conceal nearby friendly units. The Arbiter had to remain firmly anchored in space-time to generate the field and so was not concealed. Arbiters could weaken space-time, tearing rifts in the fabric of space-time, creating a vortex linking another location to the Arbiter's location. This could be used to move personnel and supplies over long distances. On the other hand Arbiters could also strengthen space-time and create discrete pockets of space-time, trapping objects and preventing those objects from interacting with objects outside of their pockets.

Tempest:

Size - Length: 500 meters. Width: 450 meters. Height: 300 meters.

Bio - A capital ship, the tempest was developed by the protoss shortly after the Great War in order to maximize the effectiveness of their war machine against their enemies, specifically dealing with the long-range weaponry of the zerg. They stand as one of the most powerful warships in the protoss arsenal.

The tempest's large thrusters generate enough drive to displace the vessel's considerable mass, and are designed to take advantage of the immense power output of the ship's kinetic matrix. Phase-smiths fitted the tempest with sophisticated stabilization technology to prevent energy fluctuations that could jeopardize the integrity of the ship when firing its primary weapon.

Armament - The cockpit of the tempest is specially shielded, situated in a position where it overlooks the vessel's primary weapon. With this device, tempest pilots build up volatile energies in the kinetic matrix that powers the tempest, then propels the energy through the ship's hull routed through the multiple resonators, coils, and amplifiers housed in the claw-like fore of the ship. This, fused with a contained sphere of highly-charged particles, can then be launched at distant targets. The resulting projectile, while unstable, may be launched over great distances to soften up enemy forces or deal with defensive emplacements before protoss armies engage in battle.

The fanatical tempest pilots must make adjustments to ensure each blast is cohesive enough to reach the target. They also regulate the energy flow from the kinetic matrix to prevent catastrophic overloads which could compromise or destroy their ship. The power coursing through the tempest's hull is so monumental that its pilots must wear bulky dampening armor to withstand it.

Carrier:

Size - Length: 900 meters. Width: 500 meters. Height: 550 meters.

Bio - Carriers are among the most powerful warships in the protoss arsenal. They serve as command centers for fleet commanders, though some advent think this position will be taken by the void ray. Carrier commanders have private quarters.

Carriers are large, heavily armored, and are protected by plasma shields. When constructing these ships, Khalai craftsmen meticulously shape high-density alloys into thick curved plates, using extreme temperatures to remove any structural imperfections which could compromise their strength. Afterwards, the alloy is subject to a complex surface treatment that involves different gasses and substances. The resulting hull plates are not easily breached, be it through kinetic, thermal, or biological means.

Armament - Carriers have forward mounted energy weapons used for purification; they lack other armament beyond interceptors. Carriers may make warp space jumps, carry psychic boosters for communication, and can operate in both atmospheric and deep space conditions.

The carrier's hanger is capable of housing craft such as scouts and arbiters. Connected to the hangar is an automated manufacturing plant that produces interceptors. Khalai engineers work in the plant, where they see to the interceptors' maintenance and launch operations. After the Great War, the protoss sought to improve carrier efficiency, which led to the installation of the graviton catapult.

The graviton catapult was constructed by the protoss after the Great War, as they sought to improve carrier efficiency in combat. When they focused their efforts on expediting launch and recovery of interceptors with minimal delay, the graviton catapult was born. This mechanized assembly harnesses the unique properties of graviton particles to hasten interceptor deployment.

Void Ray:

Size - Length: 950 meters. Width: 450 meters. Height: 450 meters.

Bio - In use by 2502, the void ray is a Dark Templar protoss escort ship; the result of combining Nerazim and Khalai technologies, and one of the first of its kind concerning joint Nerazim-Khalai creations. It is designed for use against armored targets.

The void ray is built around a prismatic core an oblong crystal of synthetic origin that serves as a virtually eternal power source. The core derives its energy from both the Void and Khala, focusing them through phase crystals, and forming a self-sustaining reaction. The core has multiple layers to contain and stabilize the violent maelstrom within, transforming a perpetual state of flux into usable energy for the vessel's weapons, engines, and systems.

The void ray's armored hull consists of plates fashioned from a flexible alloy, and are designed to handle the stress caused by the sheer power of the core. The molecular stability of this alloy is very high, a quality that prevents the energies of the core from disrupting its atomic bonds and degrading its structure from within.

Other internal features of a void ray include a bridge, in which the commander has a chair to sit in. Terminals manned by the ship's crew extend from around the chair's position in concentric circles, allowing a void ray's commander to have a clear view of all the surrounding personnel. Such personnel include a navigator and damage control officer. The commander is entitled to a personal cabin.

Armament - Normally the void ray's core is kept in check by an arrangement of flux field projectors. When the void ray has locked onto a target and deployed these projectors however, it can shoot searing beams of energy that grow exponentially more powerful over time. Even heavily armored structures and warships have been incinerated by the void ray, leading some advent to believe that it will eventually replace the carrier as the flagship of the Great Fleet. Multiple lenses are to stabilize its energy output, and a phase crystal is used to shape it into a cohesive beam. The flux field projectors amplify the power of the core. These projectors channel streams of unstable energy into the phase crystal, increasing the effectiveness of the prismatic beam against heavily armored targets.

It takes much training for protoss to master the Void energies involved in the creation of the beams, and even then few can master the full might of the projector. Those involved in this are given the rank/position/title of "Void lens." While Khalai technology in of itself is enough to align and contain the Khala's powers, a Dark Templar is required to focus the Void's power into usable form (hence the necessity of a Void lens). Without a disciplined Nerazim mind, the forces generated by the void ray will become too wild and cascade beyond control.

Mothership:

Size - Length: 1,600 meters. Width: 1,600 meters. Height: 700 meters.

Bio - Motherships are costly and time-consuming to produce. As a result, the protoss have begun constructing them in two stages, with the mothership core being the first step. The core itself can be used as a defensive and support weapon. Its hull, comprised of three slowly rotating wings, projects a tightly woven energy dome which allows for a life-sustaining atmosphere within the confines of the vessel, and turns harmful deep-space radiation into surplus energy for plasma shields and primary systems. The mothership's core itself has a similar barrier whose sole function is to keep the crew on the rest of the ship safe from the powerful energies it generates. A single crew member can pilot the ship for simple warps. More complex operations require a crew.

Armament - At the heart of each mothership is a huge khaydarin crystal infused with an incredible amount of psionic energy that quickly dissipates. By tapping into this energy, a mothership can warp or crack the very fabric of space-time itself. Once the mothership becomes fully operational, this dissipating power is absorbed by the wings and projected as a cloaking field that covers a wide area around the vessel. The mothership itself does not benefit from said field, but it renders nearby protoss forces, structures, and allies invisible to the naked eye.

For combat, the mothership is equipped with a purifier beam which constitutes its primary means of defense, firing in controlled bursts against air and ground targets. The devastating power of a mothership can wipe out squadrons of enemy ships in the blink of an eye or lay waste to entire planets. Other aspects of a mothership's interior include a waking chamber for its commander, crew quarters and a med-bay. A number of escape pods are also featured.

However, its most powerful weapon at its disposal, is its Vortex ability. The mothership creates a gravity vortex which remove everything temporally from existence, both friendly and enemy, except the mothership itself. Combatants that enter the vortex after it has opened will also be affected. After the Vortex ends all of the affected combatants will reappear highly confused and disoriented, if they live. Anything that enters the gravity vortex will experience high amounts of gravitational forces. Anything not prepared for it will be crushed or ripped to shreds. Fighter size craft that are caught in it will not survive.

Spear of Adun:

Size - Length: 50 kilometers. Width: 25. Height: 25 kilometers.

Bio - The Spear was created long prior to the Zerg War, along with two other arkships. This was done to ensure that the protoss would have the means to preserve their civilization in the event of said civilization being placed in jeopardy. Templar Caste warriors voluntarily entered stasis onboard the vessel, giving the protoss a slumbering army that could be called upon if needed.

The Spear had lain dormant for centuries prior to being re-purposed by the Protoss Protectorate. Work had to be done to get its systems back online. While ancient, its technology is still advanced by the current standards of the protoss.

The Spear is a large ship, able to carry an entire protoss civilization. It is equipped to field armies of zealots, and can even store fleets of carriers and motherships within its hangars.

The Spear is the single strongest ship the protoss possess and can even destroy planets should the need arise.

For armor, the protoss make use of a special grade alloy made from carbon atoms, minerals, solarite, and others. This alloy is incredibly durable and is the strongest known alloy in known existence, only surpassed by the Quantum-crystalline used on xel'naga ships.

Armament - The Spear has an onboard Harvesting beam which allows it to gather supplies from planets, and other sources. This allows it to remain active without outside support, and allows it to use its onboard factories to construct weapons of war. The Spear can also overcharge its shield for a short time, and even add a secondary psionic shield for added protection.

Like the Mothership, the Spear can perform a recall on friendly ships within a certain range, but does not provide the stealth field that the Mothership does.

A unique ability of the Spear, is its ability to manipulate time its self. It is equipped with Temporal Snare a protoss device which warps the fabric of space-time itself, creating a bubble of altered space-time where time flows more slowly for anyone or anything trapped within it. It is a technologically-advanced temporal trap that can severely impede enemy movement once it is activated, whether those trapped within its field are vehicles or infantry or ships. Thus, even when traversing the smoothest of terrains or in space once it is activated, enemy units or ships can still find themselves moving at a snail's pace from the subjective perception of those observers outside the device's range of effect.

The spear's arsenal also includes Chroniton torpedoes which are able to generate unstable time waves into a compressed form that can be released on contact. Once released, these time waves, rapidly age anything in their radius. The Spear also has a complement of over five thousand interceptors.

For direct attack, the Spear has numerous weapons for both large and small targets. For fighter size craft, it has thousands of point defense lasers with over lapping firing. For larger craft, it has four Thermal lances on each side that can each deal massive damage to a zerg leviathan, if not kill it. At the front, it possesses a single Purifier beam. The beam can piece planets. This beam is so powerful, that planets hit by it will be destroyed.

At the hearth of the ship is the solar core. Inside it is a synthetic star. The core has been described as "the heart and soul of the ship."

Zerg Leviathan:

Size - Length: 8,500 meters. Width: 6,200 meters. Height: 6,900 meters.

Bio - Leviathans are classified as class-10 zerg flyers and are the largest in known records, even larger than a mothership, and have been referred to as "moon sized." Leviathans possess interior evolution chambers, can store many zerg warriors within them, are capable of deep-space travel and can land on planets. They can operate in temperature conditions of near absolute zero and are capable of traveling through warp space. Sacs may be dropped from leviathans. Leviathan are insanely large and insanely powerful, and the only zerg organism that can go toe to toe with a mothership and win.

Leviathans were used by the Swarm as far back as the Zerg War. During the Battle of Aiur, zerg broods in leviathans were on their way to the planet. These broods were then scattered or destroyed.

Armament - Fighting their enemies is not their primary purpose, it is their secondary. Their primary purpose is the transport of zerg organisms from one planet to the next. They can hold tens of thousands of zerg warriors at any time. They also have several tentacles that can be used for short ranged combat and bio-plasmid for middle ranged combat. They have thick and tough hide that can take a tremendous amount of punishment.