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Yes (warp space)
1 (minimum, more required for more complex operations)
The mothership is a powerful protoss capital ship.
- Protoss mothership commander(src)
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.
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.
The motherships were designed by Juras, and constructed during the protoss Golden Age of Expansion as deep space exploration vessels, leading armadas of protoss ships through space. The Templar Caste successfully petitioned for modifications; the final design included weapons and some were eventually converted into military command ships.
The surviving motherships were not recalled at the end of the Golden Age. Most were left at the farthest reaches of protoss exploration as titanic monuments and holy shrines, commemorating an honored way of life and a proud period of history. The crews were placed in stasis, although it was expected the ships would not be needed again.
The Fall of Aiur
The zerg attack on Aiur during the Great War reversed forced a re-evaluation. The motherships were recalled to service by high templar Erekul. However, it was too late for the ships to alter the course of the war.
Amongst the reactivated ships was Moratun, the original mothership and crewed solely by Juras. Moratun rescued zealots from a besieged colony before traveling to Aiur. The ship, and other empty motherships, arrived in Aiur's star system only after the Khalai evacuation to Shakuras. The ships were forced to find the Dark Templar homeworld by themselves. The fleet was manned by the few survivors that could be found. Rihod's mothership was not brought to Aiur, for fear it could be lost in combat.
The motherships were reunited with the protoss during the Interbellum and taken over by the Templar Caste. Since their return from deep space, they have become an important part of the protoss war effort.
Ultimate protoss vessel
400 (WoL only)
Nexus (WoL only)
Mothership core (HotS)
A player may only have 1 mothership at a time.
The mothership is a high-value support unit. Only one may be deployed at a time.
It behaves like the Arbiter: it cloaks and recalls friendly units, and may temporarily disable units. The ship's long ranged attack allows it to contribute firepower from behind the front; it may also fire on the move. The mothership is the only unit able to survive a direct hit from a nuke.
The mothership is suited for late-game scenarios. However, its use in multiplayer is curtailed by its high cost, position on the tech tree, vulnerability to focus firing, low mobility, and relatively low damage output.
Heart of the Swarm
The mothership core turns into a mothership, costing 6 supply.
Summons all units in target area (6.5) owned by the mothership's player to the mothership's location.
The mothership creates a gravity vortex which remove air and ground units, both friendly and enemy, except mothership itself, from play. Units that enter the vortex after it has opened will also be affected. After the Vortex ends all of the affected units will reappear.
Vortex removes Force Fields in the area of effect.
Units leaving the Mothership's Vortex are un-targetable and immune to damage for 1.5 seconds.
The area of effect is 2.5.
This ability is not available in Heart of the Swarm, being replaced by Time Warp.
- Time Warp (T): This ability is only available in Heart of the Swarm, replacing Vortex. It affects enemy ground units in an area, forcing them to move at half speed. It costs 100 energy and lasts 10 seconds.
- This ability has a range of 9 and an area of effect of 3.5.
Increases attack damage of protoss air units.
Heart of the Swarm Changes
Capture 50 enemy units in a single Vortex in a Melee game.
- The mothership's old "Planet Cracker" ability is based on the energy beam from the ship in the introduction video for StarCraft. That ship is the "conceptual anchor" for the mothership idea.
- StarCraft: Frontline: Thundergod depicts motherships as taking part in the purification of Mar Sara. This contradicts all other sources of information, which establish that motherships weren't recalled into service until after the Great War.