*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.
BASIC UNIT: MARINE:
------------------------------------------------------------
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
--------------------------------------------------------------
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
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.
-
-
-
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!
- 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.
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
- Infrared Vision
- Night Vision
- Heat Vision :(sees through
walls)
- Electromagnetic sensors:
- HUD system: Shows known map of the area
in the left hand corner
- 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.
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:
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.
(Alternate ending)
- 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).
PREDATOR:
HEROES:
Jim Raynor:
Height: 5’11 (?)
Weight: 186(?)
Age: 34
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
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
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 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
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.
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
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.
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
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.
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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