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  • The Class 4 interceptor
"Release the interceptors."

- A carrier commander(src)

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Interceptors in flight

The interceptor is a type of protoss robotic strike craft. They are the primary weapon of carriers.

Overview

"They look like little horseflies. Little buzzing horseflies that kill you."

- A Dominion marine commenting on interceptors(src)

Interceptor SC-FM Art1

An interceptor

Interceptors are fast, maneuverable, computer-guided strike craft launched by carriers. They may deploy to engage enemy strike craft or ground units.[1] Every interceptor is equipped with a simple AI with highly advanced targeting subroutines. Some of these fighters have independent fire-control circuits, which allow them to continue firing even if the enemy jams the command signal or destroys the interceptor's robotic brain. They are equipped with two small plasma cannons as heavier ordnance would decrease maneuverability.[2] However, the charges of a flight of interceptors can present a threat to capital ships.[3]

Interceptors are constructed in an automated manufacturing plant connected to the carrier's hanger, where diligent Khalai engineers see to their maintenance and launch operations.[2] When deployed the strike craft attack and retreat rapidly to the carrier for repairs and rearmament. The details of the smooth orchestrated deployment of carrier-borne interceptors is a matter of interest to terran scientists.[1] Interceptor deployment was improved with the deployment of the graviton catapult.[2] At least one Tal'darim mothership was equipped with the ability to launch and produce interceptors.[4]

Game Unit

StarCraft

Interceptor SC1 Rend1

Unit profile

Carriers attack through interceptors. During combat more interceptors must be built to replace casualties. Interceptors have the shields automatically recharged without cost upon returning to the carrier. Forcing interceptors to return at opportune moments may extend the life of the swarm.

Interceptors self-destruct if their parent carrier is destroyed. Interceptors automatically return to the parent carrier if the carrier is disabled (eg. Lockdown), and resume attacking once the carrier is active again. Interceptors are selectable but no orders may be given.

Upgrades

Acquisition
Purchased from Cybernetics core
Hotkey W
Level 1
Cost 100 Minerals 100 Vespene gas 267seconds
Level 2
Cost 175 Minerals 175 Vespene gas 300seconds
Required Fleet beacon
Level 3
Cost 250 Minerals 250 Vespene gas 333seconds
Required Fleet beacon
Acquisition
Purchased from Cybernetics core
Hotkey A
Level 1
Cost 150 Minerals 150 Vespene gas 267seconds
Level 2
Cost 225 Minerals 225 Vespene gas 300seconds
Required Fleet beacon
Level 3
Cost 300 Minerals 300 Vespene gas 333seconds
Required Fleet beacon
  • +1 armor bonus to shields per level for all units and structures.
Acquisition
Purchased from Forge
Hotkey S
Level 1
Cost 200 Minerals 200 Vespene gas 267seconds
Level 2
Cost 300 Minerals 300 Vespene gas 300seconds
Required Cybernetics core
Level 3
Cost 400 Minerals 400 Vespene gas 333seconds
Required Cybernetics core
ve
CarrierCapacity SC1 Upgrd1
Carrier Capacity
Acquisition
Purchased from Fleet beacon
Hotkey C
Cost 100 Minerals 100 Vespene gas 100seconds

StarCraft II

Interceptors return in StarCraft II as the carrier's armament. Interceptors can be replaced automatically. They're automatically destroyed if the parent carrier is destroyed. By default, constructing interceptors is autocast.

Interceptors make two rapid attacks, one right after the other, each dealing 5 damage.[5] In Legacy of the Void, interceptors can be permenantly launched from a carrier using its "release interceptors" ability. They can be launched to any location, but self-destruct after 60 seconds.[6]

Unlike in StarCraft interceptors are unselectable in-game.

In Nova Covert Ops, interceptors are an armament of the Tal'darim mothership.[4]

Upgrades

Launch interceptors faster. The first four interceptors are launched at a cooldown of 0.125, the last four at 0.25.

Acquisition
Purchased from Fleet beacon
Cost 150 Minerals 150 Vespene gas 57seconds
ve
Acquisition
Purchased from Cybernetics core
Hotkey E
Level 1
Cost 100 Minerals 100 Vespene gas 129seconds
Level 2
Cost 175 Minerals 175 Vespene gas 154seconds
Required Fleet beacon
Level 3
Cost 250 Minerals 250 Vespene gas 179seconds
Required Fleet beacon
ve

Increases protoss air unit armor.

Acquisition
Purchased from Cybernetics Core
Hotkey A
Level 1
Cost 100 Minerals 100 Vespene gas 129seconds
Level 2
Cost 175 Minerals 175 Vespene gas 154seconds
Required Fleet beacon
Level 3
Cost 250 Minerals 250 Vespene gas 179seconds
Required Fleet beacon
ve
  • +1 armor to shields per level.
Acquisition
Purchased from Forge
Hotkey S
Level 1
Cost 150 Minerals 150 Vespene gas 121.6seconds
Level 2
Cost 200 Minerals 200 Vespene gas 144.6seconds
Required Twilight council
Level 3
Cost 250 Minerals 250 Vespene gas 167.9seconds
Required Twilight council
ve

Heart of the Swarm Development

The following section contains information from a previous version of StarCraft II: Heart of the Swarm which is no longer valid.

In Heart of the Swarm the carrier was removed, effectively removing interceptors as well.[7] However, during the Heart of the Swarm beta, the carrier was added back to the game.[8]

References

  1. 1.0 1.1 Carrier. StarCraft II. Accessed 2008-04-08
  2. 2.0 2.1 2.2 Carrier Science, Blizzard Entertainment. Accessed on 2015-06-05
  3. Carrier. StarCraft Compendium. Accessed 2008-04-04
  4. 4.0 4.1 Blizzard Entertainment. StarCraft II. (Activision Blizzard). PC. Mission: Nova Covert Ops, Trouble in Paradise (in English). 2016-08-02.
  5. Benwa. 2009-04-04. ESL Finals Paris: Stats and Q&A. StarCraft Legacy. Accessed 2009-05-18.
  6. Blizzard Entertainment. 2015-03-18. Legacy of the Void Beta Preview. Blizzard Entertainment. Accessed 2015-03-18.
  7. 2011-10-21. Blizzard Cuts and Adds StarCraft II Units. IGN. Accessed 2011-10-21.
  8. Cloaken. 2012-09-14. Balance Update #2 9/14/2012. Battle.net, accessed on 2012-09-14
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