Friday, November 2, 2012

Raynor's Raiders Part 1


*Absolute credit goes to the people who did the wonderful pictures below!
RAYNOR'S RAIDERS:INTRODUCTION: 

It's funny... It seems like yesterday Arcturus was the idealistic rebel crusader. Now he's the law, and we're the criminals. It kills me to know that we helped him achieve his goals of conquest. - Jim Raynor 

 It is said that one man's rebels are another man's freedom fighters. In regards to Jim Raynor and his rebel forces this adage holds true. Once operating under the force of Acturus Mengsk, once he turned tyrant the Raiders left him to carry on a rebellion against his Dominion, just as they had against the Confederacy. They are a rag-tag group of near unbreakable loyalty to their commander, Jim Raynor. 

     It can be accurately said that the Raiders accomplish the most in the Korhal sector with the least amount of resources. They are adaptable, able to make swift changes in their armies based on whatever research they can scavenge or designs that they can dig up, and in fact they are probably more adaptable then every other native  faction save the Zerg in this regard. The Raiders are outnumbered  in every battle and yet still achieve victory after victory, against some of the best armies in the Korhal sector, in part due to their commander's resourcefulness. Even powerful leaders such as Artanis, Mengsk and Kerrigan fear and respect his combat ability. 

  Yet even that would not be enough to gaurente them a spot in this tournament, were it not for a unlikely alliance. As it turns out Valerian Mengsk, none other then Acturus's son, is one of Raynor's biggest fans, and has allied fully half of the Dominion Fleet under General Warfeild with the Raiders. Though both sides are uneasy about this clandestine alliance they will need to work together in order to survive this tournament. 


RECONNAISSANCE

    For the Reconnaissance stage Raynor is mostly going to rely on long term scans, Ghost/Spectres and vultures/reapers as scouts. 

  Long Range scans are a frequent tool in the Wings of Liberty campaign, one which Raynor uses all the time to scout out planets he must land on. Though this does require some time to set up in this situation once they are set up Raynor and his forces can, after finding an enemies location, view them periodically from miles away. 

 There is also the role of the Ghosts/Spectres. These guys are skilled infiltrators, able to stealthily pass through even force fields with their cloaking and each possessing at leaast four years of infiltration training. They can also read the minds of their foes* ( so long as their foe isn't a more skilled Telepath  has technology to blank telepathic mind reading or is part of a Swarm faction) and learn information that way. However Detection can counter the cloak, somewhat. 

  Vultures and Reapers are the last type of scouts, as without cloaking they cannot infiltrate enemy lines, merely scout out their positions. They are fast but visible, and thus more unreliable then the rest of this section. 
ARMY: RAYNOR/DOMINION

 BASIC UNIT: MARINE:


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Weapon Type: Gauss Rifle
Armor Rating: Power Armor
Mobility Rating: 5.5
Training: 3-5 A good Portion of the Dominion army are little trained neutrally resocialized criminals who are just taught basic commands by their superiors. However almost all of Raynor’s Raiders, and a portion of the Dominion forces, are volunteers given a good deal of combat training.
Max Range: Assault Rifle
Proffered Range: Assault Rifle

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  The Marine is the basic unit of all Terran armies, and the core assault force of the Dominion/Raynor army. Faced initially with a volunteer shortage the Terrans, seeking to cut costs, invented the process of neural resocialization for use on criminals. These turned hardened convicts with capital crime convictions (and the Dominion and its predecessor the Confederacy has had a LOT of those) into reliable foot soldiers.  When volunteers or conscripts are accepted they are generally given positions of authority over these marines, as the neural inhibitors does reduce the resocialized criminals cognitive capacity.  
 The Marine brings with him into battle:
===LOADOUT===
Ranged Combat:  C-14 Rifle, Flak Pistol
Melee: Retractable Bayonet, Suit
Armor: Ballistic Shield and CMC-400 Suit
Special Ability: Stimpack

C-14 RIFLE:

The Chief weapon of the marine corps, this weapon fires hypersonic  8 mm armor peircing metal spikes capable of penetrating up to 2 inches of steel.The Impaler is fully automatic with a fire rate of 30 rounds per second, although fully automatic fire is discouraged under most circumstances. A capacitor system is used to fire the weapon in short bursts, conserving ammunition and minimizing power requirements. Due to this factor the C-14 rifle has high recoil however CMC armor is designed to suppress this. The armor can also supplement the rifle's power supply. Has 5 types of ammunition: 
  • Armor piercing: Used against heavily armored targets.
  • Depleted uranium: Encompass U-238 shells/spikes. The most popular variant among marines given that they extend the rifle's range up to 25%.
  • Hollow point spread: Flatten and expand on impact for maximum wounding efficiency. Custom made by Ardo Melnikov.
  • Incendiary: Used against structures.
  • Steel tipped: Used to maim rather than kill an enemy
Finally it carries hundreds of rounds, has a retractable bayonet, ability to incorporate a laser designator  and has two different types of grip allowing it to be operated with one or two hands. Some marines have been known to set it down and use it as a makeshift machine gun emplacement.  A grenade launcher tube is the piece de resistance.  Grenades  types include flashbangs, hellfire, frag and shredder.
Flak Pistol:
Seemingly uses the same type of basic ammunition as above except in sidearm form. The rounds are explosive.

Melee:
Bayonet: Powerful enough to penetrate Zerg hide. Otherwise short, barely a foot long blade.
Enhanced Strength: With his armor a marine  can crush metal, pick up and throw  objects much heavier than him, and punch hard enough to break bones and break through steel.

DEFENSE:

The CMC-400 Powered Combat Suit is an upgraded version of the CMC-300.  It features NBC shielding and life support an integrated stimpack system, immunity to most small arms fire and a communications array.Its mufflers, if it possesses them, mask even less sound than some of its CMC-300 predecessors.Its visor apparently allows shifting of the amount of reflection, given that different colors have been observed. In total it would have the following features:

 Advanced NBC (Nuclear Biological Chemical) shielding.
  • Aural Directional Enhancers: Help clarify the source of external and transmitted sounds.
  • Full life support.
  • Built in Communications Array
  • Gravity Generator: The suit is compatible with gravity accelerators for use on space platforms. Grav-boots may provide an alternative though.
  • Immunity to small arms fire.
  • Integrated Stim pack system
  • HUD: A Heads-Up Display (HUD) is built into the visor. Its features include infra-red vision, a "navigation mode" which superimposes a map of surrounding terrain and pinpoints prominent features, targeting systems, is capable of displaying life support as a percentage and the amount of ammunition in a soldier's equipped weapon, the ability to detect motion to some extent, and a data system which, with the appropriate link, can let the user 'jack in' to video and data feeds, the information scrolling across the visor. The visor itself may be lowered/raised and/or (un)polarized at the user's discretion, though will automatically (un)polarize based on the intensity of light hitting it. Colors that can result include blackand gold.
  • Integrated communication system.
  • Lockdown System: Used to stabilize wounded soldiers and/or prevent a shorted-out suit from misfiring. The disadvantage is that it prevents the user from moving.
  • At least some versions of the suit pump narcotics into the wounded wearer's bloodstream when its user is wounded, which can cause the wearer to fall unconscious.
  • Mufflers which reduce the amount of noise the suit makes and the user's heat signature. The latest version though has difficulty masking sound, meaning foes can hear them from a mile away.  
  • Shoulder and/or chest mounted illuminatorsThe spectrum is determined via voice activation.
  • Structural Support: The amount of support that the suit provides is greatly increased from the CMC-200 model, increasing his/her strength and speed, stamina no longer becoming an issue. The servos enable a wearer to dash up steep slopes and safely land from heights of twenty feet.
  • The C-14 rifle may be connected to and powered by the suit.
  •  Some suits have a built in backpack.
  • (Wings of Liberty Addition) Ultra Capacitors: Self-replicating ultra-capacitors reduce the reload time of weapons and systems
However, its extensive servo-systems leave it vulnerable to immobilization should they be disrupted (eg. a hydralisk scythe plunging into the chest). The amount of power it consumes is also extensive; the helmet is generally left off outside of combat to conserve energy.
 In addition to all of this, the Marine also has a M98 ballistic alloy combat shield. The shield is made of 30mm of bonded carbide, shown to increase marine survivability by 25%. The shield was mounted on the upper arm or shoulder guard and left both hands free.

SPECIAL: STIMPACK:
"These inbuilt chemical delivery systems dose marines with a powerful mix of synthetic adrenaline, endorphins, and a psychotropic aggression enhancer. Marines on stims benefit from greatly increased speed and reflexes, and in game this translates into 50 percent faster moving and shooting. However it comes with a whole host of disadvantages that drastically reduce a Marine’s longlivity every time he uses this.



Additional Factors:
- Neural Resocialization: Neural resocialization is a process, devised by the Terran Confederacy, used to treat criminals suffering from mental disorders or at least prevent them from committing crimes. By my estimates (admittedly some estimation) roughly 60-70  percent of the Dominion army and far less from Raynor’s force would have undergone this procedure (the latter due to Raynor being morally against this). The process offers marines some notable advantages and disadvantages. 
Advatanges: Far better discipline, calmer under fire, more willing to take risks (this also has negative connotations)  and better group cohesion. 
Disadvantages: Certain drugs or extreme stress can break through the conditioning. Resocialized soldiers possess little or no initiative, often react poorly to changing battlefield conditions and tend to lack the depth of personality one might find in an ordinary human. They also aren’t very bright when under this, and have difficulty answering questions.  For this reason commanding officers do not go under this procedure.
- Role: Grunts, Standard infantry 

FIREBAT:

WEAPON TYPE: Twin  Flamethrowers
ARMOR TYPE: Power Armor
Max Range: 8m
Preffered Range: 5m
Mobility: 3 (Very bulky and operator needs to be careful of flame)
Training: 3.5/10 : Most are hardened criminals and psychopaths who enlist simply because they want to satisfy their inner Pyromania. However there are a few apparently non-psychopath volunteers (for some unfathomable reason to me)  who are required to take a three months of combat experience.
-
-
The Firebat is the Terran’s answer to charging Zerg melee fighters, answering zerglings with lots and lots of Barbecue!  A unit unique among the Terran in that they are almost composed entirely of sociopaths or resocialized criminals, this unit is the melee specialist of Terran armies.
-
STANDARD  LOADOUT :
RANGED: Twin Incinerator Gauntlets
MELEE: Suit
ARMOR: CMC-660 Heavy Combat Suit
Special : Stimpack:
RANGED:
Incinerator Gauntlets: The upgraded gauntlet channels the flamer's fuel through multiple ports rather than the single port of the previous generation, resulting in a much wider flame without any loss of intensity, allowing firebats to hold enemies at bay with a literal wall of fire.  Expands the Firebats Area of effect by 40 percent. Perdition flamethrowers spew combusto-plasma at enemy targets that easily seeps into gaps in armor. This causes some of the smaller creatures to be literally cooked alive in their own armor.
Melee: As noted in the Marine profile the suits gives the wielder additional strength, enough to pound through steel. However the Firebat suit is much more bulky then other models. 

The CMC-660 Heavy Combat Suit is the current standard issue suit of firebats, and is far more durable then the Marine suit. It comes with the following Features:


- Everything feature that the Marine suit possesses (see above)
- Far more durable against heat and flames, with features included to protect the user from his own flames.
- A Containment field (Terran Forcefeild) covers  the exposed tank, which carries a great deal of fuel.
- Incinerator gauntlets:  These channel the suit's fuel through multiple ports rather than the single port of the previous generation. This results in a much wider area of flame without any loss of intensity.
- Built in stimpacks.
- Juggernaut Plating: Additional armor applied to traditional weak points, as well as the armor thickened around the helmet and chest pieces.
- Ultra-Capacitors:  Self-replicating ultra-capacitors reduce the reload time of weapons and systems
Nonetheless, the volatile mix of gasses carried often seep into the operator compartment. Thus Firebats often don’t live long (nor are intended to live long, as these are not the people you want back on the street).
SPECIAL : STIMPACK:
Stimpacks briefly boosts the Firebats firing and moving speed by 50 percent in return for a whole host of long term disadvantages that the Dominion cares nothing about.

ADDITIONAL FACTORS:
- A very few are said to have possessed Napalm Rockets to be fired at range. Once they hit a target they would explode in a blast of Napalm.
- Role: Specialized Ant-Infantry Specialist.
-  Mental State: As noted in the Marine profile a significant portion of these are resocialized, and they possess all the advantages and disadvantages of being in that state (see Marine profile).  However that only covers roughly one half of the Firebat corps; the other half is downright psychopathic. These people would doubtless show great enthusiasm for their job and greater intelligence but would be more unruly and harder to control .
- Given their nature there is also a certain fear factor that these men, as rebels, when they catch site of the firebats, will often direct their fire towards them in order to take them out and ignore closer marine threats (this is partially why the firebat is so heavily armored). Clever commanders have used this to their advantage. 

MARAUDER:
Weapon Type: Twin Grenade Launchers
Armor Type: Power Armor
Mobility: 3
Max Range: Assault Rifle
Proffered Range:  Grenade Launcher
Training: 4/10: Surprisingly this unit does not seem to include many resocialized individuals, and possesses decent training.

Primarily designed as a backup to Marines, this unit quickly emerged as an anti-armor specialist. It boasts twin concussive grenade launchers and boasts a rather unique statistic among the Dominion army:  47% have never been to jail, and only 23% have ever been accused of murder.

LOADOUT :
RANGED WEAPONS: Dual Quad K12 "Punisher" grenade launcher
MELEE: Suit
DEFENSE: 5-4 Armored Infantry Suit

The Quad K12 "Punisher" grenade launcher is the primary weapon of the marauder. The marauder mounts a pair of K12s on each arm and thanks to the auto-loader in the suit can keep up a constant stream of fire.  In addition to causing explosive damage, the marauder's attack slows all units in target area. Concussive Shells actually form a gravitational warp when they detonate. This warp not only damages the target, but it also slows the movement speed of all nearby units to a crawl for a short period of time.
Melee: Again the Suit’s phenomenal strength allows it to be used to decent effect in melee, but it is much slower than even the Firebat suit.
The 5-4 Armored Infantry Suit is a heavily remodelled version of the CMC-660 used by marauders. It is armed with two Quad K12 "Punisher" grenade launchers on each arm . Of all the suits here it is probably most durable to harm.
- Possesses all the enhancements the Marine Suit has.
- Stimpack capability. 
-Autoloader that also allows the Marauder to store hundreds of Grenades at a time.
-  A Kinetic Foam undersuit that protects the soldier from the violent impacts the armor takes.
- Ultra- Capacitors: Self-replicating ultra-capacitors reduce the reload time of weapons and systems

SPECIAL:
Stimpacks allow the marauder to boost his own attack speed and movement rate at the cost of his own longterm health!
ADDITIONAL FACTORS:

- Role: Heavy  Assault Infantry
- Mental Competency: Given the low rate of resocialized individuals, and the fact that the Dominion actually seems to care about their lives by giving them a Kinetic Foam undersuit ( to say nothing of Raynor’s Swann, who loves them) , I’d say that the Marauders would have normal human mental capacity.
- Does Great in mixed unit assaults.



REAPER:

Weapon Type: Gauss Pistols, Demolition charges
Armor Type: Full Body armor
 Mobility: 8.6 (very mobile and can climb cliffs easily thanks to jetpack)
Training: 3.6 (only the most hardened criminals generally)
Max Range: Pistol Range
Preferred Range: Pistol Range 
Classification: Raider
--Basic Description: Reapers are drawn from marine recruits that could not be successfully subjugated by neural resocialization. These resistant recruits tend to be among the most hardened of criminals, and are sent instead to the "Icehouse" in theTorus System to be inducted into the Reaper Corps. Reaper recruits are chemically altered to make them even more aggressive before being subjected to brutal training in close-quarters combat and the use of their jet packs. They are then sealed inside a self-contained unit and sent off to battle!

--Loadout:
- Ranged:  Dual P-38 (or P-45)   Scythe pistol :
- Melee: N.A.
- Defense:  Self-Contained Body Suit
-Special:  Jetpack, explosive charges, cluster bombs.
Dual P-38 (or P-45)   Scythe pistol : Possessing a high rate of fire and laser sight, these are the standard weapons of the Reapers.  They now fire U-238 rounds. U-238 Rounds are made from depleted uranium. These rounds are extremely dense (1.67 times the density of lead), so they have increased range and hit lightly armored units much harder.

The Reapers are sealed into a Self-Contained bodysuit which, although potent armor, is not quite up to the standards of the other units. This is because Reapers are not intended to live long, however they are given Combat Drugs which allows them to heal somewhat outside of combat. 

The Jetpack attached to a reaper’s back greatly enhances their mobility, allowing them to jump over cliffs.

A deuterium-eight (D-8) charge is a type of terran demolition device. Reapers are known to be issued these unstable explosives although utilizing them is an acquired skill that few troopers live long enough to master. Primarily used against buildings.

The G-4 cluster bomb was a type of terran anti-personnel ordnance developed by Enlightened Dynamics. They were in production by the Second Great War. The G-4 was thrown by infantry. The initial blast scattered additional explosive charges, which then too exploded.


--Additional Factors: 
Mental Instability: these guys are the criminals so unstable that not even neural resocialization works on them.
-Expend-ability: Reapers are obligated to serve two years before being discharged. In the first five years the Reaper Corps failed to have a single recruit complete more than six months of service.
 - Combat Awareness:  Allows them to see up cliffs
- Raiders: Reapers are excellent at stealthily approaching an enemy base and then unloading great havoc with their explosive charges and pistols, before quickly running out of the area.

ELITES
UNIT: GHOSTS
WEAPON TYPE: Sniper, supernatural powers
ARMOR TYPE: Full Body Armor
Max Range: 700-1000 m
Proffered Range: 500 m (capable at all ranges though)
Mobility: 7.5 (suit and training to channel psionic powers to boost physical performance gives them a high score)
Training: 7/10 : Ghost Training often lasts for years and is both intense and brutal, pushing its recruits to superhuman feats. They are well trained in infiltration, martial arts, vehicular expertise, shooting, and teamwork. They are deliberately desensitized to violence and given various implants to boost physical performance.
CLASSIFICATION: Assassins, Saboteurs, Commandos, Spec Ops

Ghosts are the elite of the Terran Dominion and previously the Confederacy, so called because they seem to come and vanish out of thin air. They are the assassins, saboteurs and spec ops of the Dominion, the elite of the elite. In their missions they combine long range sniper rifles with invisibility and powers for maximum killing potential.


Load out:

Ranged Weapons: C-10 Sniper Rifle/Lockdown device
Melee: Martial Arts, Psy-Blades/Combat blades
Defense: Suit
Special : Psionic Powers, Misc
The C-10 sniper rifle possesses a number of targeting lasers and two different ammunition types, one of which is capable of disabling vehicles. The other is a tank busting round capable of destroying them from inside, as well as blowing apart whatever it hits(to say nothing of a human, which it blows great big chunks out of!). In close range it has the option to be switched to full auto.  The Lockdown device requires a few seconds to charge, but it basically disables a mechanical target for one full minute. 

A large portion of the Ghost Training at the academy is in martial arts, trying to home them in as one of the most lethal forces around. They can snap several necks back to back in seconds, kill with a single kick, beat out seasoned marines and other special forces in fist fights and combine with their cloaking to stealthily take out entire squads of marines without firing a shot. Like Batman they are taught to know every nerve, every pressure point on the body- only this time they use it for killing.

Recently Psy-blades have seen increasing use by Ghosts, and some now possess them . A high beam of psionic energy, this has been shown capable of slicing through powerful Terran Armor. For backup many also carry combat blades.

Originally developed for Space miners, this suit has become, through modifications, the premier combat gear for Ghosts. NOTE: This suit has allowed Ghosts to bypass shielding before.  Features of this include
  • Temperature regulation system: allows them to deal with both hostile environments and avoid heat detection sensors.
  •  Adjustable Temperature Setting: 
  •   Artificial Muscle Fiber : augments their physical strength and agility.  
  •  Clock: 
  •  Protection against Small arms fire:
  •  Full Life Support: 
  •  Limited NBC (nuclear/Biological/ Chemical) shielding:  
  •  Chemical Agent Mask: To keep out deadly fumes.  
  •  NEW CRYUS SUIT CLOAKIND DEVICE:  This combat suit has a psi-augmenter dedicated to maintaining cloak, allowing the ghost to maintain his cloaking field indefinitely and frees up psionic energy for other uses.Only specialized sensors can see through the cloak.
  •   Comm System: 
  • Occular Implants: The implant make it easier to spot potential targets and weak points in the enemy perimeter. The current generation also includes an automated targeting system that instantly calculates atmospheric pressure and wind shear, greatly increasing the effective sniping range of the ghost. 
  •  Speed Increase: Can run four times faster than normal humans and the suit also aids in her faster reflexes.  
  •  Zoom function for Headpeice:  
  •  Status Alerts: provides the ghost information on his/her health status such as the amount of psionic energy available, a stealth meter (an indication as to how exposed the ghost is to being seen) and a weapon meter, informing the ghost of how much ammunition is available for his/her equipped weapon 
  • The suit rapidly  decomposes  when its wearer dies, stopping anyone from stripping the advanced suit from a ghost’s dead body.
  • Ultra-Capacitors which speed up reloading time.
  • Cellular Reactor: A new upgrade, this increases the maximum energy output of a ghost by almost half.
  • Sensors:  A wide variety including
  1.  Infrared Vision
  2. Night Vision
  3.  Heat Vision :(sees through walls) 
  4.  Electromagnetic sensors: 
  5. HUD system: Shows known map of the area in the left hand corner
  6. Passive and Active Scans via Wrist Unit: Such scans can designate affiliation of a target, alert a ghost to hazardous terrain (e.g. fissures), scan chemical substances, detect light and pick up living and/or moving targets.

Specials: 
Most Ghosts are nowhere near the level of Nova, and many have repressed abilities thanks to the Dominion fearing unchecked psionics. That said some ghosts have been known to manifest a variety of abilities, and almost all ghosts, if they desire to, can read another’s mind as that is one of the requirements to get into the Ghost Program. The Majority have JUST this ability. However  Other Ghosts can plant Suicidal or homicidal thoughts in another’s mind, causing some of the weakest willed foes to act upon them. Some have a form of pre-cogn ,some can see through walls,  others possess pyrokinesis, the ability to sense other psionics , remote viewing and psychometry.

All Ghosts have the following abilities: EMP blasts- fires a burst of electromagnetic energy which both saps some of the energy from those using powers (psionic or otherwise) and takes down shields, Snipe: Psionically charge a bullet for extra damage when it hits, and finally Tactical Nuke Calldown. This allows them, when a Nuke is available, to call it down on a landscape of their choosing using a targeting laser. The Nuke itself doesn't have a large blast radius; nevertheless it still is a nuke.

ADDITIONAL FACTORS:
-Role : Spec Ops
- Blank Slates: Though Ghosts are apparently trained hard enough to where training becomes instinctual, they are given mind wipes immediately upon “graduating” almost utterly vanquishing portions of their past lives (There are processes to reinstate these memories but they are hard to do). This allows them to focus almost entirely on their missions with a fanatical determination to get the job done- and do so without emotion.
- Some Ghosts do have blocks on their powers, though the Dominion has eased up on this as shown by Nova.
- Ghosts are going to be almost entirely used by the Dominion side, while Raynor utilizes Spectres.
- Ghosts number only a very few hundred total in lore, with the highest possible number being a 1000. That should tell you how rare they would be.

Spectres:
Weapon Type: Sniper, Supernatural powers
Armor Type: Full body
Max Range: 750-1000 m
Preferred Range: 500 m (capable at all ranges though)
Mobility: 8/10  suit and training to channel psionic powers to boost physical performance gives them a high score. Modified Spectre suits boosts this a little bit.
Training: 6/10 : While a few of these guys have the same Ghost Training as their predecessors, most of the new recruits have been taught only by Tosh, who can't be as comprehensive as Ghost Academy. 
CLASSIFICATION: Assassins, Saboteurs, Commandos, Spec Ops

 The Spectres were initially designed to be the next generation ghosts, however they were a unruly lot that plotted to bring down Mengsk. Though Nova took them out the leader of the Spectres, Gabriel Tosh, found a man who hated Mengsk just as much as he did; Jim Raynor. Throwing his lots with the rebel leader, Tosh’s spectres allow him to compete with the Dominion’s Ghosts in their specialized field.


LOADOUT:
Ranged: AGR-14 Rifle/Grenades
Melee: Combat Knives, Martial Arts
Defense: Spectre Suit

The AGR-14 fires at supersonic speeds and makes a very intimidating roar when it does so. It is capable of firing jacketless slugs that can tear through a human body,  depleted uranium rounds, and steel tipped anti-personnel rounds, all fired through magnetic acceleration. It comes with a grenade launcher that can fire many types of grenades (flash, hellfire, frag ect) and the ability to project  an ultrasonic pulse. This pulse can stun enemies for a brief time.

A large portion of the Ghost Training at the academy is in martial arts, trying to home them in as one of the most lethal forces around. They can snap several necks back to back in seconds, kill with a single kick, beat out seasoned marines and other special forces in fist fights and combine with their cloaking to stealthily take out entire squads of marines without firing a shot. Like Batman they are taught to know every nerve, every pressure point on the body- only this time they use it for killing. Spectres are also close quarters masters that are stronger then ghosts due to their suit.
 Like Ghosts many carry Combat Knives.

The Spectre Suit has basically every ability that the ghost Suit has, including permanent invisibility, with the ADDITION of a tighter weave, giving them greater strength and agility then ghosts.
Specials:
Terrazine enhancement: Scientists consider the side effects of terrazine enhancement to be "unpredictable," but of what is known, its use allows a telepath to regenerate brain cells, overcoming memory wipes and increasing their psionic powers by 1 or more points on the Psi Index. The influence of Terrazine gas has boosted their psionic potential to higher rates than all but the best ghosts. Most have some degree of Telekinesis, while others have demonstrated abilities that include the infamous psychic attack .Another such ability is psionic lash, which does a huge amount of psionic damage to a target, which is often fatal. At least one Spectre could use voodoo dolls. Like Ghosts Spectres could call down tactical nukes.
Additional Factors:
- Like the Ghosts, the Spectres suffer from extremely low numbers. At most we are looking at several hundred, however in these coming battles they will actually be more common then the Ghosts, the reason being is that nearly all spectres are stationed with Tosh Gabriel who works with Raynor, while many Ghosts are stationed elsewhere.
- Role: Special Forces/ clandestine operations
- Mental Instability: The results of the spectre procedure affects everyone slightly differently. Many become eccentric, collecting devices such as dolls in an effort to enhance their powers. Terrazine is addictive, and many spectres did not adhere to a strict schedule, instead overdosing. This results in side effects such as hallucinations and even violent outbursts. The former director of the reborn Project: Shadow blade, General Cole Bennett, emphasized the dangers of terrazine without jorium to stabilize its negative effects. Numerous spectres, such as Dylanna Okyl, had seemingly gone insane due to its effects.Ariel Hanson however did not believe this meant that Spectres were automatically destined to become sociopaths. Still this mental instability could have an effect against certain foes and on certain battlefields.


MERCENARIES:

      Mercenaries are elite fighters that Raynor can and has hired, for a price. Usually just modifications of existing units, all would be classified as “elites’. Mercenary companies, while they can be summoned at any time, are in for it for the cash and the thrill. There also probably isn’t  very many people in these organizations, each (except for Jackson’s revenge) numbering in the low tens of thousands if not thousands. All mercenaries arrive in drop pods though, meaning they can quickly get placed wherever Raynor needs them. All are just upgrades of base units though, and thus I do not think I need to give a full profile. 

War Pigs:  Originally a Terran military outfit composed of the most hardened of the hardened criminals, the War Pigs have a lot more experience and much better equipment then a standard marine, allowing them to take and inflict more damage. These are upgraded marines and thus have everything in the marine profile (including stimpacks) and more.
Devil Dogs: Upgraded Firebats, these soldiers have vastly improved  armor and slightly more potent flamethrowers. They are ex-confederates, and looking to burn ****.  They have everything in the Firebat profile in addition to this.
Hammer Securities: Upgraded version of a Marauder, these guys have technological upgrades that lets them sustain and do a bit more damage than normal . They come from a private security firm.
Skibi’s Angles: Upgraded medics, these girls can take more damage than ordinary medics and heal faster.
Death Heads: The mercenaries for Reapers, they have larger jetpacks, can take and inflict more damage (though still comparatively little to the rest of the mercenaries).
Spartan Company: A remnant of the UED fleet, this group of mercenaries has more experience and better equipment then other goliaths, allowing them to sustain and dish out more damage.Upgrades of Goliaths.

The Outback Hunters: You know the deal. Upgraded versions of Hellions, these can take more damage and do more damage than their regular compatriots. 


The Outback Hunters: You know the deal. Upgraded versions of Hellions, these can take more damage and do more damage than their regular compatriots
The Siege Breakers are a small mercenary unit of elite ex-Confederate siege tank pilots. They claim they can solve all one's problems with one shot of their vehicles with mounted customized and "overcharged" cannons. Once again  more health, but vastly more damage from their massive cannons.
Hel’s Angles: Taking their name from the Norse goddess of death, they roam the Fringe Worlds, preying on Dominion shipping lanes. More damage intake and damage dishing out.
The Dusk Wings are a terran mercenary organization. They were one of the first Banshee squadrons deployed by the Terran Dominion until they deserted, finding that they made more profit as a mercenary group.

Jackson's Revenge is an independent terran battle cruiser. It dated back to the early days of the Terran Confederacy. Up to the Second Great War, the ship had dozens of captains. All were killed in action or by the ship's crew. Unlike everything else Raynor can only summon one of these in at once, but it is a capital ship.

HEROES:
Jim Raynor: 

Height: 5’11 (?)
Weight: 186(?)
Age: 34
Type of Hero Bonus: Morale, Combat
Classification : Leader (see Leader X-factors in a later section)
 Jim Raynor is the leader and founder of the rebel outfit Raynor’s Raiders. He is a brilliant and charismatic individual who leads the rebels to victory after victory, outnumbered in every battle. Even the most powerful leader  in the Korhal  sector like Acturus Mengsk and Sarah Kerrigan fear his resourcefulness, and he alone among the Terrans have the near total respect of the Protoss.

Loadout:
Ranged : Commando Sniper Rifle
Melee: Suit/skilled combatant
Defense: CMC-400
Specials: Experimental weaponry, Radar, Grenades

The HEV rifle (a.k.a. "commando rifle")is a bolt-fed rifle of terran design. Equiped with a scope and two laser targeters, it can fire both HEV and Mk. 12 shredder rounds. The Penatrator round is a special type of ammunition that can go through over fifty Zerg in one shot.

 Jim Raynor doesn't often fight in melee, but he nevertheless has shown himself to be a skilled and quick combatant, one intuitive enough to use the environment to his advantage. In addition to that he has his suit’s natural strength.
 He has the same Marine Suit as showcased in the marine profile, and in addition to that has radar that can detect hostiles miles away.
 He will also have with him a number of experimental weaponry, taken from a daring raid on a Dominion lab. The Plasma Gun vaporizes targets and does a huge amount of damage while the Chrono Rift generator slows down enemy units within an area of effect immensely as well as their attack speed. He also possesses frag and flash grenades.

Additional Factors:
-Morale Support: Raynor is a master of keeping his troops properly motivated, and in fact his very presence is often enough to inspire men to daring heights, including fighting battles where they are vastly outnumbered. However this comes at a cost, as if he dies then the morale for the combined force takes a hit. As the leader, if he dies then the faction’s chances of winning a battle drops exponentially. This can be problematic since Raynor often personally leads his men in battle.
-Personality : (see Leader Section)
- Much more will be covered in the Leader Profile.




Tychus Findlay (Odin)
Height: 6’7 (Odin: 20 meters+)
Weight: 365 (Odin: Many tons)
Age: 40
Type of Hero Bonus: Combat
Classification : Heavy Assault Beserker
 Ex Con-man, murderer, reluctant freedom fighter and lover of war, Tychus Findlay was formerly one of Jim Raynor’s best friends and partners during his outlaw days.  Now a reluctant revolutionary,  Tychus proves his worth as a formidable foe in battle, charging into the fray with ecstatic zeal.

LOADOUT:
Vehicle: Odin
Personal Loadout:
Ranged: Chain Gun
Melee: Suit
Special: Grenades / Secret Stash

The Odin is designed for prolonged front line duty. It is armed with two twin-linked T800 cannons, shoulder-mounted Hellfire missile pods, four 330mm howitzers, and at least one nuclear missile. The chassis is commensurately durable. The walker is well-suited to spearhead assaults on entrenched positions.
Chain Gun: Sort of a standard gattling gun, though a bit bigger. Carries hundreds of rounds, and fired from the hip. Not much accuracy but hey, with this many rounds, who needs it? 
Although already a very strong man, Tychus's suit amplifies his strength. He can crush metal, pickup things much heavier than him, and punch hard enough to break bones. 
 For grenades Tychus has two variants, the standard flash grenade and the shredder. While the flashbang blinds and disorients, the shredder does a massive amount of damage to the target. Could be used with the grenade launcher. 
Tychus's secret stash: A  mixture  of rocket fuel, methamphetamine and various chemicals,  Enables affected infantry to attack and move 50% more quickly. 
Additional Factors:

- Dubious Loyalty: Though it is clear that Tychus views Raynor as a buddy, it is also clear that he has more loyalty for himself (at this point), and was willing to enter a deal with Mengsk that would ultimately cause Raynor’s downfall, however this was later altered so that he would kill Kerrigan instead.  Though Tychus isn’t a coward, far from it, he does want to live, and he may take deals in order to ensure that he lives .
- Personality Traits: Tychus’s full motives and motivations are unknown to any but himself. He is a enigma with equal evidence that he is both a hero and a scoundrel. He is strait talking and often crude, known to embellish a tale. Tychus is also a xenophobe, which causes him to kill aliens with all the more zeal(and decreases the chance , however small to begin with, that Tychus will defect to one of these factions). However his love of the fight is present when fighting Terrtans too, especially when piloting the Odin.
- Experience: Lots of it. Tychus has been fighting and planning vast escapades for decades, being an outlaw with his friend Jim Raynor for half of that. Before that he fought and trained in the Confederate Marine corps.  



 Rory Swann

Height: 5’0?
Weight: 210?
Age: ??
Type of Hero Bonus: Limited Combat, Gains
Classification : Chief Engineer
Rory Swann is the chief engineer of Raynor's Raiders.
He's "a big fun guy" who speaks with a New York accent, and has been described as the "soul of the ship". His main task is keeping Hyperion together in the years since it was stolen from the Terran Dominion  and is constantly working on new technology.  However in times of desperation (or when Raynor orders him to go on a friendly outing)  he can be seen at the front, reluctantly wielding a modified Marauder Suit.
Loadout:
Ranged: Concussive grenades:
Melee: Suit +claw
Armor: 5-4 Armored Suit
Special : Flaming Betties!
The Quad K12 "Punisher" grenade launcher is the primary weapon of the marauder and Rory Swann.  Rory has a  pair of K12s strapped to one of his arms and thanks to the auto-loader in the suit can keep up a constant stream of fire.  In addition to causing explosive damage, the marauder's attack (and thus Rory’s)  slows all units in target area. Concussive Shells actually form a gravitational warp when they detonate. This warp not only damages the target, but it also slows the movement speed of all nearby units to a crawl for a short period of time.
The Marauder suit has a powerful melee option of simply punching stuff with greater power, and Rory has his claw hand which can be used as both a hitting and crushing instrument.
He has the same armor as a Marauder.
Flaming Betties:   By far the most Useful of Rory’s contributions, Rory carries around with him customized turrets that, when placed, unfold out automatically to form a potent defense. The Flaming betties are much more durable than most turrets, and has a flamethrower attack that extends out many meters.

Additional Factors:
- Chief Engineer: Rory is Raynor’s chief engineer, and a brilliant one at that. It is thanks to him that Raynor’s Raiders can stay competitive, and indeed ahead, of the Terran Dominion in terms of technological accomplishments. In a protracted campaign, expect to see him inventing new designs based on needs, as well as working with Stetman to adapt enemies’ technology to his side’s advantage, often to upgrade existing units but at other times create entirely new ones.
- Loyalty: High
- Reluctant Warrior: Like Stetmann  this guy only enters combat reluctantly, preferring to give aid away from the frontlines.
- Experience/Training: Little

Egon Stetmann:

Height: 6’04
Weight: 155 lbs
Age: 20s
Type of Hero Bonus: Support, Gains
Classification : Chief Scientist
 Though relatively young, Stetmann is the Raiders chief science officer and, when forced into battle, reluctant medic.
Loadout:
Offensive: None
Defensive: SelfFix Armor, Medic Shields
Support:  Ultimate Medic

Stetmann seems to be a pacifist and thus is devoid of weaponry. However to make up for this he does have a potent set of armor that, while being less durable then power armor, can fix itself on the spot.Not only can it fix itself, it can also rapidly replenish Stetmann’s energy reserves. It is based heavily on the medic’s armor.   He also has two Medic Shields protecting his flank, which are kind of like steel scutum shields that the Romans used to carry.
 Stetmann is the ultimate medic, the most powerful healer in the Raiders. He comes equipped with everything the medics come with, i.e.  the chemical modifiers  to increase survival rates and the use of nano-conveyed anesthetic and attenuated lasers to carry out on-site surgery, except his are far more accurate and thus do a greater amount of healing. Think of him as like the Medic from Team Fortress 2.

Additional Factors:
- Loyalty: High
-Chief Scientist(plus help): As the Chief Scientist Stetmann’s expertise allows the Raiders powerful advantages over a protracted campaign.  He can take samples of advanced technology or even genetic biomass and use it to create entirely new units, or even upgrade existing ones. He works with Doctor Ariel Hanson in this regard, who is another brilliant Terran Scientist that once cured a fast-mutating Zerg virus in a couple of days.
- Reluctant Warrior: Like Swann this guy only enters combat reluctantly, preferring to give aid away from the frontlines.
-Experience/Training: Little


Tosh Gabriel:

Height: 6’04
Weight: 155 lbs
Age: 20s
Type of Hero Bonus: Spec Ops
Classification:  Spectre Leader   
 Steeped in voodoo and spirituality, Tosh is Raynor’s chief psychic and allied with the rebel.  Skilled in infiltration, assassination and sabotage, Tosh is a potent asset to the rebels.


Loadout:
Ranged: AGR-14
Melee: Balisong , Martial Arts
Defense: Spectre Suit
Specials: Psionic Powers
The AGR-14 fires at supersonic speeds and makes a very intimidating roar when it does so. It is capable of firing jacketless slugs that can tear through a human body, depleted uranium rounds, and steel tipped anti-personnel rounds, all fired through magnetic acceleration.
A balisong, otherwise known as a butterfly knife, is a folding pocket knife with two handles counter-rotating around the tang such that, when closed, the blade is concealed within grooves in the handles. He is also a master martial artist, and is one of the few who remembers all of his training under the Ghost program.

Tosh has the same suit as his spectres, along with every single advantage, including permanent cloaking.

Tosh is probably second to Nova when it comes to most powerful Terran psychics (who are still Terran) and if Kerrigan is included then third best. He can melt minds like they could in a move known as Psychic attack, even capable of doing an AOE version that if it doesn't kill stuns its targets.  He can “drain” one of his allies of some of their life to increase his own energy, and form a psychic shield. When Nova made on in lore it was shown to be powerful enough to fend off attacks from an entire Zerg colony. He can read other minds with ease and is one of the few to know “Voodoo” . Vodoo, or its psionic equivalent, is also a power in itself, one that Tosh possesses as a spectre.  He can cause the doll to be psionically attuned to someone, and though this takes time to create, it’s worth it. Through the use of a doll, it can affect an individual from up to at least six light years away I.e. stabbing it would cause  the subject who the doll is attuned to pain, throwing it around throws that target around ect. He possesses Telekinesis through Terrazine enhancement.  Finally he is at least greatly resistant to attempts to read his mind and mind-wiping procedures.

 He can also call down a Nuke like regular Ghosts/Spectres.

Additional Factors:
- Loyalty: Moderate: Though Tosh is somewhat Freelance, he does have some loyalty to Raynor.  That said his philopshy is to look out for himself whenever possible.
- Mental Instability: Originally Tosh was fine, however this all changed after being accidently struck by Nova’s psychic Blast. He then got addicted to Terrazine, which gave him eractic mood wings and caused weird perceptions to emerge. As his grasp on reality continued to wane, he would experience vivid hallucinations involving his grandmother Tosh, as well as the spectral image of Maman Therese, the voodoo god of death of Haji. Tosh's personality would slowly be warped by these two imaginary characters to the point where his accent, bearing and manner emulated that of his deceased grandmother; his nihilistic outlook took on an undertone of mysticism, and once more believed some of his psychic abilities were supernatural and spiritual in nature.
- Experience/Training: High : Not only has he been on many dangerous combat missions, he also served four years at the Ghost Academy (and remembers all of it).

Horace Warfield:
Height: 6’1 (?)
Weight: 210 (?)
Age: Late 50 to 60s
Type of Hero Bonus: Combat, Morale
Classification:  General  
 General of The Dominion Forces, Warfield leads this hybrid force along with Raynor, though he has deferred to Raynor’s judgment as overall commander.

LOADOUT :
Ranged: C-14 Rifle/ Cannon-hand
Melee: Bayonet, Suit
Defense:  CMC-400 Suit
Like the marines he commands Warfield wields a C-14 Rifle. Thanks to an injury he also now possesses a arm-cannon, which can presumably fire powerful shots.
  Warfield’s C-14 is fitted with a Bayonet, once using it to impale a zergling. In another iinstance he laid out a hyrdalisk by punching it with his power armor enhanced fist.
 Again since he wields a Marine’s suit he possesses all the advantages that it has.

 Additional Factors:
- Loyalty: ___: Technically Warfield is a commander of his own force, and only deferred to Raynor because he had expertise in dealing with the Zerg. That said he has genuine respect for Raynor, as well as having his life saved by him.
- Morale Bonus: Through leading battles on the front Warfield manages to command the respect of his men, and they in turn have shown concern when it looked like he was getting overwhelmed by the Zerg.
- Skilled Tactician: Warfield is a skilled tactician, with years of experience against human and Zerg foes  under his belt.

 Nova

AGE : 19
HEIGHT: 6’1
WEIGHT: 152

Type of Hero Bonus: Spec Ops
Classification: Level 10 Psionic
November Terra once lived an idyllic life in the upper echelons in Terran society before it all came toppling down when her family was killed by their own servants. Terra lashed out, destroying them all with a massive psionic blast. After a brief stint with a psychotic warlord who forced the traumatized girl to remain under her control, she was found and joined the Ghost Academy, a school for the psionically gifted and secret assassin program. Now Nova is the greatest of all Dominion assassins, sent after only the most dangerous enemies. 


Loadout:
Ranged: C-10
Melee: Psi-Blade, Knives, Martial Arts (two powers)
Defense: Ghost Suit
Special : Grenades, Psionic Powers

The spiritual successor to Kerrigan’s C-10, the C-20 possesses the same high explosive rounds, as well as the ability to switch between full auto and sniper rifle. It has an inbuilt Grenade launcher, capable of firing up to six different types of grenades (see below) and carries sensors that determine a target’s “health”, range, and whether the lockdown device would work on them. Nova is a very skilled sniper, and with her psionics she can actually guide the bullet into a weak spot of the enemy, so her shots rarely if ever miss. She can also charge them with Psionic energy and snipe from any position, including dangling upside down from a ledge!
Nova was one of the First Ghosts to be issued the Psyblade, which is a prototype of the Protoss Psionic blade. A high beam of psionic energy, this has been shown capable of slicing through powerful Terran Armor. She also possesses a backup combat blade, and is very skilled with it from her years at the Ghost Academy.



A large portion of the Ghost Training at the academy is in martial arts, trying to home them in as one of the most lethal forces around. They can snap several necks back to back in seconds, kill with a single kick, beat out seasoned marines and other special forces in fist fights and combine with their cloaking to stealthily take out entire squads of marines without firing a shot. Like Batman they are taught to know every nerve, every pressure point on the body- only this time they use it for killing. Finally for up close and personal she also possesses two Psionic moves- Psionic Stun, which stuns an opponent by touch by shutting down the brain for a second and Psi Blast, which knocks everyone around her back. 
 She possesses the standard Ghost Suit, with all the advantages to it (including permanent cloaking) .


Powers:
Nova has demonstrated a mastery of telekinesis, and is credited with such stunts as
  • stopping bullets/projectiles mid-air and sending them back at the people that fired them, • Picking up and throwing someone
  •  Redirect oncoming Hydralisk spines (which are faster than bullets) to miss her
  •  Control people's limbs against their will, ultimately forcing that person to shoot his boss  • throwing objects, including large stalactites 
  •  disable guns from the inside and remotely with ease
  •  Toss someone around
  •  Fire guns remotely
  • •Psionically hold someone and stop them from moving
  •  rip a Hydralisk in half with TK then hurl its body at a mutalisk, impaling it
  •  telekinetically guide bullets while they are in motion into the smallest most vulnerable points on a zergling
  •  Psionically charge a bullet for extra damage
  •  low scale levitation/brief flight 
  • Destroy Electronics/machines, many times and with ease. 

As for the exact amount of lifting power behind StarCraft telekinesis Nova was able to hold up ten stories worth of skyscraper up with a great deal of effort while untrained, and she has only improved since then. Tensile strength is also not a factor in telekinetic attacks, and Nova’s telekinesis will do as much damage to steel as wood. Her attacks also specialize against machines, and she can destroy countless robots with relative ease. However prolonged use of telekinesis gives her headaches that increase in intensity judging by usage. 
       She can use Psychic Attack to cause the minds of a victim to expand out their eyes and ears, or if she is feeling merciful temporarily shut down a brain with her psychic powers, knocking them out.
By far her most powerful attack is a charged up version of the Psychic attack that is capable of completely destroying everything within four blocks of her. This is a last resort power though, and requires 2-3 minutes of preparation and it will drain her immensely when she pulls it off. 
Nova possesses a series of minor powers which, although they don’t do much offensively, do help her in battle. She is an empath who has a natural affinity for sensing the emotions of other and a superb telepath, who can read minds with such ease that she has in fact been forced to train herself not to read minds. Her range of telepathy is many miles, allowing her to find many foes before they find her. She can use Psionic Sight to detect heat signatures to aid in her tracking. Psionic Speed quadruples her speed and reflexes for brief periods of time upon activation and Starcraft Nova establishes that Ghosts can fool scanners into thinking they are something else. In fact ALL cloaked units in Starcraft can ignore forcefields.

 (Alternate ending)
Grenades
  • An EMP grenade is a type of terran ordnance that disables energy shields and in game lowers the energy of the opponent. 
  •   BE3 is a sticky grenade 
  •  The flash grenade is a type of terran ordnance designed to damage the retinas and/or photo-optic receptors of a target. 
  • The hellfire grenade is a type of terran ordnance which breaks up into a number of heat-seeking explosive sub-munitions. 
  •  The irradiate grenade is a type of terran ordnance. It is particularly effective against biological targets and it causes cellular damage over time. 
  •  The E16[lockdown grenade is a type of terran ordnance that generates an electromagnetic pulse to disable mechanical units and structures. 
Finally she can call down a Nuke with her targeting laser, just like Tosh and ghosts/Spectres.

Additional Factors:
- Nova herself is a skilled hacker, being able to take control of a nuclear silo in a few moments (which themselves would have a LOT of protection). She is also a good overall researcher and investigator. 
 - Loyalty: None to Raynor: though she is probably going to be loyal somewhat to Valerian, seeing as he could be her future leader, she is not personally loyal to Raynor and indeed pissed at him for letting Tosh live. It is for that reason that she does not start out in the initial force, and can only be called into deployment by Valerian Mengsk .
- Experience/Training: High, she has Ghost Training and has fought every force in the Korhal sector at least once. In all liklyhood she is probably the most skilled ghost to ever exist.
- Her biggest Weakness is the headaches she gets from using her powers, though she herself stated it would be a while before the headaches became serious enough to become a real hurtle.


Minor Characters: Below are characters which, while they may not directly aid in fighting, are nevertheless going to have an effect on the overall battle. 
- Valerian Mengsk: Technically he is the leader of this makeshift alliance, though he acknowledges his inexperience and generally gives default command to Raynor/Warfield. It is through him that the Raider/Dominion alliance can get reinforcements, thanks to his pull in the Dominion military.


-Ariel Hanson: The Leader of a colony, Ariel has joined the Raiders to assist in their scientific and medical  endeavors.  She is skilled in both, and was able to cure the Hyper Evolutionary Virus that conventional science held mutated too rapidly for a cure to be created.

- Matt Horner: Raynor’s second in command, this young officer also commands the Hyperion. He helps Raynor in tactical advice and can come to battle for direct assistance.

- Adjutant : A form of A.I. intelligence utilized by the Terrans.  Their functions include navigation,  administration,  decryption, presenting history,  acting as advisers for terran commanders, storing recipes and storing data. Tactical Aid

- Mira Han: is Raynor's underworld contact, and the wife of a most reluctant Matt Horner. She is a figure outside of Raynor's direct command, however she has a soft spot for both him and his second in command and will be able to supply him mercs and some troops (there is a substantial refugee population among the area that she rules, and many refugees are attracted to Raynor).


CALVARY:

Type of Armor: Light Durasteel
Weapon Type:  Grenade Launcher, Mines
Speed: 230 MPH
Calvary Purpose: Skirmishing, Raiding, Recon
CLASSIFICATION: Fast Skirmish Unit
The vulture-class hover bike (a.k.a. vulture hover cycle)   is a terran hoverbike used mainly for scouting. It does however have some battlefield applications. The vulture is a lightly-armored one-man hoverbike primarily used for scouting and patrol, designed with speed and reliability in mind.

LOADOUT:
Armament: AGP-2 "Thumper" grenade launcher
Defense:  Light Durasteel Chasis
Special:  Propulsion, Spider Mines (Cerebus Mines)
  The Vehicle has a single grenade launcher attached to it, allowing for quick volatile strikes and faster getaways.
 The armor of the vehicle leaves much to be desired, and the rider himself is often vulnerable to enemy fire, even though there is an option to enclose the driver’s seat.  That said an onboard computer and sensors mounted in the "nose" of the craft keeps it at a steady pace for most of the time and a navigation system is present. Ultra-Capacitors boosts its reload time by five percent, and it also has regenerative biosteel.
Ion thrusters are ship engines of terran design. Originally designed for inner-atmosphere shuttles, they have since been modified to provide increased speed for the vulture hover cycle (so probably around 270-80).  Admittedly this does make the vulture somewhat difficult to maintain cohesion.  
A spider mine burrows into the ground when deployed. Its self=-propelled, meaning it will follow an enemy no matter where it goes. When a target enters the range of its motion sensors, it digs itself out and scurries above ground to the target and detonates. Groups of mines can share sensor data making it difficult to traverse a spider mine field undetected.Raynor has spent further cash into developing it, acquiring the Cerebus Mine.  It has an IFF (identification, friend or foe) protocol , though soldiers are notoriously mistrustful of it.
The  Cerebus Mine increased trigger, pursuit, and blast radiuses were critical to terrorizing the civilian population and protecting supply depots from looters. In addition to that he has acquired Microfabricators. Microfabricators are devices developed by Enlightened Dynamics for the vulture, allowing it to create mines out in the field. The microfabricator uses a small number of mineral crystals each time a mine is created, but this minor hassle is a welcome change from the old system of "three and done." These combined attributes make the Vulture a potent piece of equipment in defense.

Additional Factors:
- Death Trap: The pilots of Vulture vehicles don’t often live long, even outside direct combat. As Chief Engineer Rory Swann said there is a chance of the vehicle exploding when the repeller seals up, or how the Fuel Cells leak Radioactive waste.
- Defensive Attributes:  Though not the original intent behind the vulture, these vehicles have assumed an important defensive role due to ability to lay and spam spider mines.
- Raider: Its speed and ability to use weapon at full speed it allow it to engage in raiding actions. 
 PREDATOR:

Type of Armor: Light Durasteel
Weapon Type:  Titanium Claws, Electrical Field
Speed: 60ish mph?
Calvary Purpose:  Anti- infantry
CLASSIFICATION:  Anti-melee Specialist
 Predators, sometimes called "cybercats", are big, heavy robots shaped like cats.The Raiders used it as an anti-infantry specialist.

LOADOUT:
Armament: Titanium Claws, Electrical Field
Defense:  Light  Armor
Special: N.A.
The Predator has titanium jaws and claws that can tear through some types of armor pretty well. But the real reason Raynor uses these are because of their AOE Lightning Field, which unleashes a deadly field of electricity to anything around it. While more powerful foes can live through both claws and shocks, less powerful foes will be decimated en mass.
     Other than some light armor that can heal due to Stetmann’s upgrades, the Predator doesn’t have much in the way of armor. It can take more shots than humans can, obviously. It also has ultra-capacitors in its armor, allowing it to attack 5 percent faster.
Additional Factors:
- Specialization: The Predator is heavily specialized against melee infantry, and will not do very well against other types.
- Immune to Fear: As a semi-sentient robot, this unit is immune to fear effects. 

HELLION/HELLBAT:

Type of Armor: Light durasteel?
Weapon Type: Flamethrower
Speed:  Around 200 MPH
Calvary Purpose:  Fast Scout
CLASSIFICATION:  Fast Anti-infantry Scout
 In use by 2490, the hellion is a high-speed raider built around a lightweight four-wheel chassis. Hellions are capable of causing damage disproportionate to their size, particularly against enemy infantry, thanks to their heavy Infernal flamethrowers. Additionally, their remarkable acceleration allows for improvisational tactics in the field. Some hellion drivers will deliberately outrun their enemies only to turn and attack when they have reached maximum range. The low cost, exceptional agility, and devastating firepower of these vehicles have made them extremely popular with mercenary companies
LOADOUT:

Armament: Twin-Linked Infernal Flamethrower
Defense:  Light armor
Special: Hellbat Transformation!
The heavy Infernal flamethrower is the weapon used by the hellion. Raynor and the Dominion has added a number of improvements to it. ATVX has developed a twin-linked version of the hellion's flamethrower. This model produces a flame that is twice as wide as the original. Then there is the Thermite Filaments. This upgrade laces the hellion's flame with small bits of thermite. These thermite fragments instantly burn through light armor, doing additional damage to the target's vitals
 The Hellion is meant to be a fast light, scout, and thus has limited armor. That said the armor includes Ultra-Capicitors, which speed up reload time, and regenerative steel.  That said, if the Hellion needs to improve its defense….
 Hellbat Transformation:  Hellions have the ability to transform into Hellbats, which are the walker form. The attack has a shorter but wider arc. In walker mode, it is tougher but has a slower speed. Its flame attack is shorter, but stronger and with a wider arc.

Additional Factors:
-Dual Roles: Depending on the need, the Hellion can be a fast and light raider or a walker that is far more durable.  
-Role: Primarily Anti-Infantry/Scout


Check out Part 2 Next!

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