Sunday, November 4, 2012

Raynor's Raiders: Part 2

*Absolute credit goes to the people who did the wonderful pictures below!

 ARMOR CATEGORY:
DIAMONDBACK

Weapon Type: Railgun
Armor Type:  Titanium
Speed:   Upward of 100 mph (can catch up to speeding trains)
Classification:   Anti-vehicle Hover Tank

Basic Description:  Originally an abandoned Confederate prototype, the Diamondback’s design was taken and given new life by the Raiders
LOADOUT:

Armament : Railgun
Defense:  Titanium
Special:  It hovers off the ground
 The Daimondback uses a railgun as its main weapon with primary anti-vehicle status. Their fire on the move ability makes them great for rearguard actions when pulling back to safer ground and they're strong enough to do good damage to just about any ground unit or structure.  It has been upgraded twice by Raynor. The Tri-Lithium Power Cell has 40% more capacity and fits in the same slot as the outdated monolithium power cell. This increased power surge allows the diamondback to accurately fire at more distant targets.
 Thanks to Bellaphon Corporation, the Diamondback is made of a single piece of titanium. This newer model can absorb more punishment than the traditional diamondback because the hull has no joints or rivets that can buckle. Once again this armor regenerates slowly over time and allows the Daimondback a faster reload time.

Additional Factors:
-Rare: Given its recent inclusion, this may initially be rare vehicle.
- Hit and Run: The Diamondback, thanks to its extra range and ability to fire while moving, can be used as a hit and run vehicle pretty easily. 


Goliaths:

Weapon Type: Missile launchers and auto-cannons
 Armor Type: Titanium with Plexiglass covered compartment.
Speed:  Slow
Classification:   Multi-purpose all-terrain walker
Basic Description:  With reverse-jointed legs, the twelve-foot tall goliath features all-terrain maneuverability and a computer-based heavy weapons system. It is equally adept at fighting land or air.
A relic from the first Starcraft Game, Raynor still makes good use of these powerful multipurpose mechs.Able to attack land and air, they are often found accompanying otherwise purely ground based armies.
LOADOUT:

Armament 2 X Hellfire Missile launchers, 3 x smoothbore autocannons
Defense: Titanium
Special:
The Goaliath is an all-purpose vehicle. On its shoulders are two hellfire missile launchers(primarily used against air) while below that are two smoothbore autocannons (primarily against ground). Finally on the stomach there is a third autocannon.  These autcannons fired explosive shells, doubling their lethality. Raynor has installed a multi-lock weapon system into his forces, allowing them to fire both missile  and cannon at once. He has also installed the Areas-Class Targeting system : This advanced targeting system lets the goliath's missiles locate and lock on to more distant targets. The targeting system also features an AI that can better predict the paths of moving targets, letting the goliath's autocannons hit ground targets from a greater distance.
Their chasis is made of titanium, while the compartment windows are made of plexiglass (a vulnerable point).  Like the rest of the Terran army they can fire a bit faster than normal, and have regenerative steel.

Additional Factors:
- Intended as an Infantry support Role.
- All pilots must complete a six-month combat training course, thus correlating into low reinforcement rate and decent training score. 
- Body Control : To control a goliath, the pilot straps themself into a "cradle" which enables the goliath to mimic their movements by passing instructions through the onboard computer. The process takes practice to get used to it. Some commands (such as moving the arms up and down) can be uttered by voice.


CRUCIO SIEGE TANK!!!!!

Weapon Type: Twin Cannons/Shock Cannons
Armor Type: Titanium
Speed: Slow-Immobile
Classification:  Dual Purpose Assault/Artillery Tank

Basic Description:  Arguably one of the most famous unit in Starcraft, the Siege tank is both tank and artillery in one! The Crucio Seige Tank was designed as a replacement to an earlier model.
LOADOUT:
Armament : twin 90mm plasma  cannons, 180mm Shock Cannon
Defense:
Special: Assault/ Siege Mode

By way of armament, the Crucio possesses twin 90mm plasma  cannons in its assault mode and a 180mm Shock Cannon that scatters superheated tungsten in an area 50% larger than the 120mm version.  Raynor has upgraded his tanks with Maelstorm rounds, armor piercing rounds that do far more damage to their target. In order to minimize friendly fire  LarsCorp has developed a "smart shell" for the siege tank that scans for allies on impact and adjusts its detonation to minimize damage to friendly units.
The Crucio features superior protection and armament compared to its predecessor. The Crucio was designed for increased survivability, with an enlarged, reinforced turret and hull. The turret layout also features an upgraded Tank-Mode armament package, allowing the Crucio to defend itself more successfully in open battlefields. It also has regenerative steel and fires slightly faster.

 As stated, the Siege Tank can switch modes, alternating between regular tank and a fixed, immobile artillery piece. The latter is the more popular version, as it is here that the siege tank is truly the most damaging unit in the Terran arsenal. However it takes a few moments for  the switch to be completed during which the tank is vulnerable.

Additional Factors:
- Popularity: Siege Tanks are a popular design in lore for both Terran factions, and Jim Raynor once said that just having these tanks made him feel secure. Thus the Terran commanders may have a preference for them .
- Dual Role: These Tanks function as both the Terran’s primary artillery and assault vehicle.  

Thor

Weapon Type: Cannons and Javelin Launchers
 Armor Type: Neosteel
Speed:  Slow (likely 10-20 mph)
Classification:  Heavy Assault Walker

Basic Description:  Developed  by Rory Swann from the Odin prototype, the Thor has become the heavy assault vehicle of the force. Though its use is fairly rare it is more than capable of tearing through whatever is in front of it, ground or air.
LOADOUT:
Armament: Four “Thor’s Hammer” particle accelerators, Four 330 mm strike cannons, and Javelin missile launchers
Defense: Neosteel
Special: Immortality Protocol  
The thor is equipped with different types of heavy weapons. It is armed with four "Thor's Hammer" particle accelerators (two are fired from each arm) and possesses Javelin missile launchers for use against aerial opponents. It also has four 330 mm strike cannons, which do a good deal of damage over a wide area and stuns those it doesn’t hit over an even wider area.
 As mentioned it is made out of dense neosteel, which seems to be stronger than regular steel alloys but not quite admantium. Yes, it has regenerative steel and ability to fire five percent faster then normal.
The Immortality Protocol allows the Thor to repair itself if its “downed” and its pilot is killed, so long as the Chassis is intact. If Raynor can get one of his men into it again, he can retake control of it. However presumably a tech savvy enemy might be able to do the same to the downed Thor.


  
ADDITIONAL FACTORS:
- Lack of mobility: One of the Thor’s major difficulties is a lack of mobility, allowing fast paced ground foes to outmaneuver and overwhelm it.
- Role: Spearhead : The Durable Thor Functions as a great role as a spearhead of an assult, allowing it to take a great deal of damage.

AIR COMBAT:


Valykire

Type of Aircraft: Frigate
Fighter or Bomber? : Fighter
Weapon Type: Missiles
Armor Type: Neosteel
Classification: Anti-Air gunship
Basic Description: Created by the U.E.D, this aerial spacecraft has since been adapted by the Dominion and the rest of the factions in the Korhal sector.  It is a powerful anti-air fighter, firing off  endless barrages  of  H.A.L.O missiles.

Loadout:

Armament:  H.A.L.O Rockets
Defense:  Neosteel
Special:  Transport
Valkyries are equipped for ship-to-ship combat. To this end, they employ H.A.L.O. cluster rockets, firing the missiles in volleys of multiple projectiles, impacting with a large area of effect. The dispersal radius of its targeting system is designed to achieve maximum damage to not only its intended target, but also adjacent targets within the blast area.
  The default material for Terrans seems to be Neosteel, which is what they make their  bunkers and buildings out of also. In addition to that the Valkyrie was known for its relatively thick armor, allowing it to take a lot of punishment. Presumably they would have regenerative biosteel and the ability to fire slightly quicker.
In addition to its combat role, Valkyries also function as aerial transport. Up to thirty individuals can be seated in its rear section, in addition to the craft's pilot and co-pilot. Due to its VTOL (Vertical Take-off and Land) abilities, deployment and extraction are carried out quickly and efficiently

Additional Factors:
- Rarity:  There are a shortage of Valkyries, given that the Viking has done a lot in replacing them. However they can still be found in the Dominion Air Force, though they are almost delegated to relic status.
- Role: Anti-Air
- Its Salvo of missiles, while being very effective against light  to medium air targets, are not very strong against armor that is designed to take extraordinary amounts of damage.


Wraith

Type of Aircraft: Starfighter
Fighter or Bomber? :  Primarily Fighter ( limited anti-ground)
Weapon Type:  Missiles and Lasers
Armor Type:  Neosteel
Classification: Cloaking Starfighter
Basic Description: The Wraith is a storied starfighter designed primarily for attacking capital ships, as its light frame, cloaking ability and fast speed made it very difficult to hit.

Loadout:
Armament: Gemini AA Missiles and 25mm lasers
Defense: Neosteel
Special: Cloaking Device, Speed

Against airborne foes the Wraith fighter fires a salvo of anti-air missiles. The design of the wraith favors using these on capital ships, where it’s slick and light frame allows it to weave around counterattacks faster than the opposing spacecraft could get a lock on it. For ground opponents (though it can be used against air too) the Wraith comes equipped with a 25 mm laser, though even Terran military Commenters felt it was a lackluster against ground weapon.
 As always it’s probably made of neosteel/titanium, with regenerative armor and slightly faster weapon reloading.
 Equipped with the latest in ECM and stealth technology, the G variant features a built-in cloaking field which runs off the fighter's main power supply. The CF/A-17G is also capable of hovering, and equipped with a computer system which, among other functions, can key in on heat signatures and is compatible with an energy shield.  The Wraith is also capable of supersonic speeds (above 768 mph) and its great maneuverability allows it to dodge enemy fire fairly easily. In fact ATVX has developed an improved cloaking field that can radically alter the course of incoming projectiles, which helps greatly in dodging attacks. It also, thanks to Raynor, comes equipped with Tomahawk Power Cells which boost the amount of time it can stay cloaked.  
      (Absolutely Wonderful Fan Trailer of Starcraft. The Wraith can be seen in the first two minutes)
Additional Factors:
- Rarity: Mostly this part of the air force is only going to be found in Raynor’s section, as the Dominion has  mostly discontinued to use these  (though a few were found on the battle of Char).
- Scout: Given its incredible speed and cloaking ability, the Wraith would be a natural choice to use to scout.
- High Training Levels: Wraith pilots had to be already distinguished and trained fighter pilots before acquiring the craft. 

AH/ G-24 Banshee

Type of Aircraft: Gunship
Fighter or Bomber? : Bomber
Weapon Type:  Rockets
Armor Type: Neosteel
Classification:  Tactical Strike Bomber
Basic Description: Designed to surpass the Wraith in anti-ground capabilities, the Banshee does just that, and has earned a fearsome title among the Dominion’s enemies.

Loadout:
Armament: Backlash Rockets
Defense:  Neosteel
Special: Cloaking Device
 The Backlash rocket is a type of terran air-to-ground ordnance. They are carried by AH/G-24 Banshees. The installation of a shockwave missile battery allows these missiles to be fired in a straight line with each shot, allowing the Banshee to hit multiple ground targets. This makes the Banshee extremely potent against clustered ground targets.
Neosteel, regenerative armor, and faster firing time. Same deal as always.
By the Second Great War, the Dominion Armed Forces were equipping their Banshees with the DN51 cloak generator; at the time, the DN51 was such a sophisticated example of Dominion technology that special teams were deployed to recover them from crashed aircraft. Wolfe Industries developed an upgrade that embedded cross-spectrum, light dampening, materials into the hull; this enhanced the cloaking effect by allowing it to be maintained with less power.
Additional Factors:
- Role: Light Infantry Support
- Its ability to cloak and attack while cloaked allows for commanders to use it as a raider or scout.
     (Banshees appear near the end)

VIKING

Type of Aircraft:  Aircraft/Walker
Fighter or Bomber? : BOTH!
Weapon Type: Torpedoes/Gatling Gun
Armor Type: Neosteel
Classification:  Transformative Dual-Support Unit
Basic Description:
Based heavily on the transformation design of the siege tank, the Viking was designed to be the ultimate anti-air and ground-support weapon system.
Loadout:
Armament: MT50 Lanzer Torpedoes and twin Gatling guns
Defense: Neosteel/Regenerative Armor/ 5 percent faster shooting (not even going to bother to include description)

Special:  Transformation
  For Aerial Attacks the Viking fires a volley of Lanzer torpedoes, sort of like the Valkyrie’s salvo but of lesser quantity. Raynor has upgraded these to Riptide missiles, which are anti-matter warheads that can damage multiple air targets with deadly bursts of sub-atomic shrapnel. The twin Gatling guns are very much like the gattling guns today, only with deadlier ammo. Both missiles  and gattling guns have been upgraded further by Bellerphon (an arms company), allowing them greatly increased range. A targeting system exists for both, along with displaying height and location. 
 Like the siege tank, the Viking can transform between its two modes after a brief time delay. However this transformation is dangerous for beginners, and some less flexible men have been killed while doing it (though veterans don’t have a problem) . The modes are exclusive in targets; the flight mode can only attack air, the ground can only engage ground.  

Additional Factors:
 - Versatility : For obvious reasons, the ability to switch from ground to air and back again offers huge versatility bonuses, allowing Terran Viking pilots and commanders to respond to the situation at need.
 -The Doomed and the Elite: While the Viking's versatility is its greatest asset, it is also one of its drawbacks. Few pilots are able to handle both combat modes and the majority of Viking pilots are killed in their first battle (the term "cherry" is used for Viking pilots who have yet to carry out a transformation). Those who survive however, become amongst the most skilled pilots, and in fact become so distinguished that they are known by name to their enemies. Thus this will correlate in battle to a good portion of new Viking pilots dying easily, but the old veterans being some of the toughest and most skilled of the Terran Army to take down.
- Ability to self-destruct: In order to deny the enemy technology, the Viking comes with the ability to self-destruct.
- Easier to Repair: thanks to interchangeable parts the Viking is easier to repair then other spacecraft.

HYPERION (Battlecruiser)

Type of Aircraft: Capital Ship
Fighter or Bomber? : Both
Weapon Type:  Lasers, missiles, wraiths
Armor Type:  Titanium/Neosteel,  Energy Matrix
Classification:  Raynor’s Flagship
Basic Description: The Hyperion is perhaps the most storied ship of the Terrans, having served as the flagship to both Acturus Mengsk and Jim Raynor (who stole it from the former). Though Raynor is reluctant to use it in the fear of losing it he has occasionally used it in emergencies. According to Starcraft Uprising *  it is 2 leagues long and commanded by Raynor’s second in command, Matt Horner.
* This may have been overwritten by recent lore

Loadout:
Armament:  Laser Batteries,  Missiles Wraiths, Dropships , Yamato Cannon
Defense:  Neosteel, Energy Shield, Defensive Matrix
Special:
An armament consists of multiple burst laser batteries (at least 8 around the ship's 'hammerhead') and a complement of nuclear warheads for ground assaults. It has a fleet of wraiths and dropships (for boarding) attached to it, as well as the ability to fire the Yamato Cannon, which is a single focused nuclear explosion into a beam. The Hyperion can fire quite a few of these.  Raynor has recently upgraded the battlecruiser so it can fire a limited barrage of missiles.
 It is made of heavily reinforced Durasteel, with quite a bit of layers and which can of course regenerate. It has energy shields which can absorb a great deal of firepower, and can put up a defensive matrix which absorbs a moderate amount of damage before going down (in addition to the energy shield). It can also warp out if a situation is too tough.

Additional Factors:
 - As Raynor’s flagship, this is where he and most of the Hero Characters live.
- Raynor is very reluctant to use it understandably in a combat situation, and for the most part it just sits on the sidelines as a support role- i.e. this is where the scientists and engineers work

Medivac (Spec Ops Transport)

Type of Aircraft:  Dropship
Purpose of Aircraft: Transport, Support
Classification:  “Heal-Bus”
Basic Description:
The medical evacuation dropship, officially designated as the G-226 medical transport, is a terran aerospace transport that also provides medical support for wounded troops.
Loadout:
Armament: (if any): None
Defense:  Neosteel, Regenerative Armor
Special/ Detailed Purpose: Transport , Healing station

 The Medivac functions partially as a transport, and can carry a whole squad or even vehicles as big as Seige Tanks/Thors. Thanks to an upgrade in technology, the medevac  comes with a new gravity tube that can deploy the medivac's contents almost instantly.
Medic tools have been expanded to chemical modifiers increasing marine survival rates and the use of nano-conveyed anesthetic and attenuated lasers to carry out on-site surgery.  Medvacs can rain down laser surgery rays and auto-surtures  onto needy troops, allowing for onsight healing (though obviously there is a limit to what it can heal). Think  of the medevac like a flying version of the Medic from Team Fortress 2. It also comes with a healing A.I., allowing the ship to heal two ORGANIC Targets at once!*
* See Additional Factors of Medic
Additional Factors:
 - Infantry Support
- These are a bit rarer then Medics, as they are more expensive. However they do improve the lives of their inhabitants by  many tens of minutes once on the battlefield!
 - Spec Ops Dropship: Raynor does have a single elite version of this known as the Spec Ops Dropship that drops off the most important cargo. This ship seems to be far more stealthy then a regular medevac. 



 - Lowest Bidder: Lore wise the healing machines of the Medivac were developed by the lowest bidder, and thus many of the marines who they operate on are concerned about the accuracy...

HERCULES DROPSHIP:

Type of Aircraft:  Cargo Ship
Purpose of Aircraft:  Massive Transport
Classification:  Army Transport
Basic Description:
The Hercules dropship is a retrofitted version of the Hercules-class cargo ship, carried out by Raynor's Raiders. They have a reinforced superstructure thanks to Egon Stetmann's research of zerg biology. It has a large carrying capacity and can deploy troops at record speeds. Should the Hercules be destroyed, its occupants can escape in survival pods. While they will suffer damage, most would agree that it is preferable to the alternative.

Loadout:
Armament:
Defense: Neosteel/Regenerative Armor
Special/ Detailed Purpose:  Massive Transport
See Description. It is an extremely large transport, able to acarry three thors at once (where the medevac can only carry one) with room to spare!
Additional Factors:
- Rare : The Medivac is far more common, with the Hercules Dropship only really seeing use when entire assault forces are transported from one area to another. 


Raven

Type of Aircraft: Drone
Purpose of Aircraft:  Support
Classification: Aerial Support Unit
Basic Description: Operationally linked to an AI, the Raven is an all-around workhorse that combines the functions of a surveillance drone and a combat engineer

Loadout:
Armament: None
Defense: Neosteel, Regenerative Armor
Special/ Detailed Purpose:  Detection, Point Defense Drones, Auto-Turrets, Seeker Missiles
The Raven has four purposes in battle.
Detection: The Raven’s advanced scanners allow it to pick up even cloaked or burrowed units (to an extent; if its burrowed VERY deep then it’s off the radar).

Point Defense Drones:

The defensive drone is a defensive device deployed by the Raven.The drone intercepts missiles and projectiles fired by certain enemy units and buildings, being primarily useful against solid projectiles like missiles (though it works against others like Plasma) by shooting a laser to cancel out said projectile. Very Powerful attacks  (such as the Battlecruiser’s Yamato Cannon) and rapid fire can and do overwhelm the laser though. Can be sued to defend both the Raven and nearby allies.

Auto-Turret: 

The Raven deploys an auto-turret. The turret has building-type armor (Neosteel) and a high rate of fire via a 12mm Gauss Cannon. It makes for a decent defender and an even better harasser.

Seeker Missile: 

 The Raven can launch a very few Seeker missiles which lock onto an enemy, continually tracking it until it either runs out of energy or catches up. If it does catch up it makes a massive explosion, taking out the target and whatever is close by.

Additional Factors:
 - The Raven relies on supplies presumably, and would have a finite amount of all those above which it would need to head back to base to resupply with.

Science Vessel
Type of Aircraft: Spacecraft (capable of being used in atmosphere too)
Purpose of Aircraft:  Detection, Support
Classification: Support Vessel
Basic Description: The science vessel is a type of terran starship used for general scientific research purposes. Recently the Raiders have retrofitted it for use in battle as a vehicle healer.

Loadout:
Armament: None
Defense: Durasteel and Regenerative armor
Special/ Detailed Purpose:
Detection: The Science Vessel’s advanced scanners allow it to pick up even cloaked or burrowed units (to an extent; if its burrowed VERY deep then it’s off the radar).
Irradiate: Irradiation of a target via a high-energy stream of radioactive particles, saturating it with damaging energy. Effects any nearby targets too.

Nano-Repairs: Through great leaps in Terran Nano-Technology Raynor’s science vessel can now repair Terran  ground vehicles and ships on the spot. This is in addition to their regenerative armor.
      (can be seen periodically in here)
Additional Factors:
- Role: Surveillance:  The Science Vessel was equipped with a vast array of sensors to aid in surveillance of a particular troublesome areas.
- Role: Research:  The Science Vessel’s science staff air in the researching of new Terran technologies, and will do so for these battles.
- For the above reasons the Science Vessel rarely sees combat on the front.


BONUS: DROP PODS:

(Don’t feel I need to do full profile for this)
Developed by the Terran Dominion and in use within a few months of its founding. the drop pod is shaped somewhat like a rounded cylinder, with two rounded ends: one boasting an orange-yellow engine, and the other equipped to slam into a planetary surface. On the engine end, there are four flaps that extend outwards from the engine and two vanes, one to either side of the engine. The pod self-destructs 108 seconds after touchdown, as part of a protocol to prevent its technology from falling into enemy hands. However, by 2504, drop pods were in use by various other mercenary and rebel factions as well, including Raynor's Raiders. 
The pod's interior is cramped. Its occupant is seated, with said seat having neosteel support bars. Pods also feature filtration systems that can take atmospheric samples from the air around them. Communication can be carried out via a comm. unit and viscreen.

Drop pods are used to covertly insert ghosts, deploy marines, and  resupply ground forces. It can be guided to an extent by its occupant. 



SUPPORT:
MULES/SCVS

Armor Type:  Steel Walker

Type of Support: Mining, Repair
Classification: Harvesting Units
What Bonus do they give?: Repair for vehicles, construction of defenses (SCVs only)
 Basic Description:
 The SCV or  T-280 space construction vehicle is the workhorse of the Terran Dominion, being used for a wide variety of non-combat purposes. Recently the Dominion has introduced the experimental Mobile Utility Lunar Excavator, or MULE that can repair and mine far faster, at the cost of limited battery life and inability to construct defenses.
Loadout:
Armament (should be purely defensive if it exists, or else very minor):  Fusion Cutter/Plasma Welders (SCV only)
Defense:  Steel, Regenerative
Special/Detailed Purpose:  Mining, Repair, Construction (SCV), Drop Pod (mule)
 While the Mule is defenseless the SCV does have fusion cutters and plasma welders for close quarters use, though they are not very well trained in weapons usage (being an SCV was seen as a alternative to actual fighting).
 Both of them specialize in mining and repair. The Mule and the SCV use fusion cutters to extract the resource from its place, as well as using fusion welders to repair vehicles. While the Mule was initially superior in that regard the SCV has recently been upgraded with dual fusion welders, allowing for faster repair.  The SCV can construct defenses from the ground up, though this takes time, while the Mule has a drop pod allowing it to be sent right to the front lines to aid in repair.

Additional Factors:
- These Vehicles aren't designed for fighting, and are intended to be kept behind solid defense and put at the rear.
- The Mule has a limited battery, and it will die a little while after being deployed.
MEDIC

Armor Type:  Full Body Armor
Type of Support:  Medic
Classification:  Combat Healer
What Bonus do they give?: Biological Healing

Loadout:
Armament : Flash Grenade Launcher
Defense:  CMC -405 Light Combat Suit, Medic Shields
Special/Detailed Purpose: Healing

 The only weapon Medics really have is a flash grenade launcher, which can be shot up in desperation to blind nearby foes.

The CMC-405 Light Combat Suit is armor used by medics. It has the following known features;
  • Light protection against small arms fire.
  • Full life support.
  • Light NBC shielding.
  • Built-in comm unit.
  •  They also carry a Medic Shield, the steel shield that was seen earlier in the Stetman bio. Presumably these can be used to block projectiles. 

It is a great debate among Starcraft fans on how exactly the Medic/Medivac “heal beam” works. According to the description after the UED arrived Medic tools have been expanded to chemical modifiers increasing marine survival rates and the use of nano-conveyed anesthetic and attenuated lasers to carry out on-site surgery. It also seems nano-technology has a part to play given the recent acquisition of  Stabilizer Pack. New to Raynor these  stabilizer medpack is a new generation of medical nanobot that heals targets more efficiently and can be injected at faster rates. Regardless troops generally live longer when around a medic, though for that reason the medic is often targeted.

Additional Factors:

 - To be honest I am not exactly sure how the medic/medevac work and this is the best theory I could find on them
- Currently medics are more common than medivacs due to their lower cost.
 Final Protocol: There does exist a drug in the Meidc’s inventory called “Final Protocol” for marines that are too damaged for them to heal. 



DEFENSES:

Missile Turrets

Type : Anti-Air Defensive Structure/Detection
Loadout:
Armament: Anti-Air missiles
Defense: Neosteel, Titanium Housing, Fire Suppression System
Special : Detection

 The Missile Turret fires long range anti-air missiles at range, and then a barrage of Hellstorm missiles once the enemy A.A. gets close enough. They also have auto-tracking guidance systems, giving them more range than ever.

 The Missile Turret is made of neosteel, and Raynor has two unique upgrades for it. First Enlightened Dynamics has developed a new titanium housing for the missile turret, enabling one to absorb more punishment before failing. Second he has a Suppresion System. This all-in-one safety system automatically dispatches robotic drones to put out any fires and perform basic repairs on damaged structures. Although these drones are effective at doing basic repairs, they do not have a strong enough AI to perform the more delicate repairs needed to restore a structure past 50% structural integrity.

The Missile Turret has  power cells built into it, and can operate independently for up to 40 years. They also have a huge array of scanners to aid in detecting cloaked and burrowed units.
Additional Factors:
- Like most Terran Defenses the Missile Turret is relatively inexpensive to build, and thus are fairly common in base defense.

Name of Defense:  Perdition Turrets

Type: Anti-Infantry
LOAD OUT :
Armament: Fire
Defense: Steel and Fire Suppression System (can slowly repair itself up to 50 percent capacity)
Special : Burrowed
Their weapons come from scrounged firebat suits, and have gained a permanent place in terran arsenals and thus fire Napalm.
The turret is meant to supplement bunkers. They are fairly cheap and fast to build for their damage output, and can provide strong close-range protection to supplement the marines and siege tanks the player is likely using for defense otherwise. 
Perdition turrets automatically burrow underground when not in combat, and automatically unburrow to engage. Burrowed turrets are hidden from enemies without detectors allowing them to surprise units that would otherwise out range the turret.
 (Can be seen in video)
     (Or Maybe in this one)
Additional Factors:
- These are most useful against melee units, and are of limited use against primarily ranged factions. It would have the range that is slightly greater than the Firebat.

Name of Defense:  Bunkers

Type: Infantry Defensive structure
Armament: Varies upon who is garissoned in it/ Shrike Turret
Defense: Neosteel or Paristeel
Special : House units, Salvage
 Bunkers, sometimes referred to as "battlefield coffins", are low-domed structures that may be constructed with paristeel] or neosteel plating. They may be built almost anywhere using manufacturing processes which are standard for SCVs. Weapon ports are located on all sides, with ammunition racks above them. Entry and exit is through a single hatch to the rear. In WOL Jim Raynor can put up to 6 soldiers inside one bunker. Also has a couple of upgrades
- Standard Fire Suppression System
- Wolfe Industries has developed a bunker port that houses a magnetic rail. This device dramatically accelerates all projectiles coming out of the port, increasing the range of all weapons fired from the bunker.
 - Shrike Turrets: Based on the research of Zerg Spore Crawlers, Raynor has introduced Shrike Turrets on top of bunkers, which rain down fire upon their foes.
Furthermore Raynor has shown the ability to completely salvage  bunkers for supplies if in need.

Additional Factors:
 - Very cheap and easy to make.

Name of Defense:  Planetary Fortress

Type: Anti-Ground
 The Planetary Fortress has two massive mounted Twin Cannons on top of it, which can rip apart heavy armor and biological foes with ease. It has far heavier armor than any other building and thus can take more damage, as well as having auto-targeting for increased range. These are massive buildings, and thus limited to the main base.
Additional Factors:
-Rarity: As said this is probably going to be limited to only the most fortified bases or important outposts. 

Name: Widow Mine
Type: Anti-Air/Ground Mine
The Widow Mine is a burrowed unit that fires damaging missiles at any  unit, land or air, that crosses over its sensors. That said it has limited range and takes a little bit to reload again










LEADER PROFILE: JIM RAYNOR

Name: James Jim”  Eugene Raynor
Notable Battlefield Accomplishments:
  The thing that is important to understand about Raynor is that he has almost perpetually been throughout his career outnumbered by his foes. Thus any victory he wins against Protoss means he is outnumbered AND ou-teched , whereas in battles against the Zerg he is completely outnumbered by often 30 to 1 margins.
Given the fact that every battle in Wings of Liberty is (lore-wise) commanded by Jim Raynor, he has scored a series of powerful victories.  He has personally led the successful rebellion on Mar Sara, scored a moral victory in letting Mengsk’s betrayal of S.K. be known to the public (inciting rebellion throughout the Dominion), infiltrated a secret Dominion base, defeated the Protoss on a planet that was slowly being incinerated and most spectacularly  lead an army that beat Sarah Kerrigan on Char, the closest thing the Zerg had to a home planet. It was he who salvaged a previously doomed Dominion invasion force, convinced them and their general to serve him, and then went on the offensive.   Though he did have the help of a powerful artifact he again personally led an assault that denied the Zerg the use of their Nydus Worms by destroying it from the inside, and then fortified his base in an impressive holding action until the Artifact reached a climax.

Personality:
The Good: Raynor has been described by his voice actor  as “simple, honest, direct and passionate”. Raynor is very charismatic, able to inspire his men through direct deeds and words (meaning he has a good chance of personally leading battles). He will always strive to do what is right, even if it is not the most tactically beneficial choice. He is the type of leader who genuinely cares for his troops, and is recognized as a hero by even other factions.
 Raynor is naturally creative and resourceful, to the point where even the leaders of the two most powerful factions, Kerrigan and Mengsk, are wary of him while the third most powerful (Protoss) respects him. Raynor, though not the smartest in the Korhal sector (though far from dumb) possess a natural desire to learn and is probably the greatest expert the Terrans have on the Protoss and the Zerg. Finally he is very persistent, not giving up even when everything looks bleak.
Bad: The tendency to do the right thing no matter what has bit him in the ass before, like where he temporarily sided with Kerrigan in the Brood War only for Kerrigan to betray him and kill his good Protoss friend Fenix.
Second he is a bit of a nihilist and has a slight drinking problem, which affects his outlook of the world a bit, though he never entirely gives up. However he does at times lack personal faith.
Style of Leadership:  Direct, Led by Example

Raynor does have a very capable second in command and listens to their tactical advice frequently, but in the end he is the one who calls the shots, and often leads battles personally.Though Valerian does have formal control of his own forces, Raynor clearly has the experience and Valerian often gives into his wishes.
Adaptive Creativity: 78/100:
This is probably one of Raynor’s greatest traits, given that he is an extremely clever organizer. Resourcefulness is the one trait that make both Kerrigan and Mengsk wary of him, and that is factored in here.
Intuition: 59/100:
If he has a lot of knowledge about a foe he can predict their attacks pretty well, but he does not have actual foresight.
Tactics: 66/100:
The Fact that he pulls off (successful) on the spot tactics all the time against vastly superior foes automatically gives him a good score.He is a master improviser.  Whats more is that his tactical knowledge is not based off of formal tactical training courses, rather practical and acquired knowledge through experience.  
Strategy: 49/100 ( Horner 59/100):
This is where he stalls a bit, as he is merely a slightly above average strategist. His great improvisation skills serve him well in adaptive creativity and tactics, but I was always under the impression he was kind of aimless in the WOL campaign, winning battles after battles but without a clear sense of overall strategy . He makes up on the spot plans and does not rely on methodical long term strategies. However his Second in command  Matt Horner does, and is a pretty decent strategist, which is Raynor’s saving grace here since he tends to listen to Horner.

Audacity:  78/100: Raynor is a very bold leader and makes daring raids against foes vastly more powerful than his force. He aims for inflicting the maximum amount of damage for the smallest amount of causalities. However if overwhelmed he will  (generally) go for a defensive holding action in order to best conserve the lives of his men.
Psychological Warfare: 53/100: He is kind of average here. While he does aim and go for morale victories over his opponents, he doesn’t truly strive to break their will to fight like many other commanders do.
Intelligence: 52/100:
Smarter than the average human and very intelligent in practical knowledge, however isn’t a genius.
Experience :  61/100:
Probably has around 20 years of experience, as well as against every type of foe the Korhal sector had to offer.
Leadership: 77/100:
This man can inspire men to unite to fight alongside a force that ruined most of their lives to fight a greater enemy; needless to say he is pretty good. Raynor has done the impossible and made it look easy to his men, while leading by example.
Corruption: 31/100:
Raynor is probably THE Hero of Starcraft, more so than Kerrigan (who at best is an anti-hero). Though he isn’t afraid to kill he always strives to do what is right. 



ARMY X-factors:
 Numerical:

Morale: 80/100:
Raynor is rather well at keeping morale up, and keeps his rag-tag bunch of Rebels together through everything from being constantly hunted by the Dominion to fighting overwhelming odds on Char.  Raynor’s troops are very well motivated.
Logistics: 65/100:
They score pretty well here, given that Raynor and his squad managed to survive several months on Char without any supplies. He also is very good at salvaging and reconverting vehicles and weapons.
Espionage: 63/100: Though he doesn’t use espionage enough to score higher, Raynor does have a pretty decent espionage set-up, with all sorts of scans and specialized stealth troopers (ghosts/Spectres).
Discipline: 69/100:
Most of Raynor’s men are true rebels; they are against brutal dictatorial authority and the discipline that comes with. That said they can be relied upon to hold the line when it counts.
Overall Army Intimidation: 38/100:
While Raynor and his men have a fearsome reputation given their success they are aren’t really scary in the traditional sense, and in fact more often than not try to be heroes.
MISC:
Reinforcement Rate: Low
 Almost the entirety of the Raiders will be here, as well as half of the Dominion in their clandestine alliance. They aren’t going to be receiving much reinforcements in battle, and will have to make due with what they got.
Past Opponents:

Raynor has had experience against various Terran factions of Korhal (whether they be Confederate, Dominion, Mercs or UED), the Swarming faction of the Zerg, a monstrous Hybrid  and even the highly advanced Protoss, meaning he is used to fighting battles where he is Out-teched, outnumbered and against adaptive human foes.
Quality vs. Quantity: Heavily Quality Favored: Raynor never has the number advantage, and in fact probably won’t for this tournament either. It is for that reason he makes do with the best troops, equipped with the best equipment- and spends liberally to make sure this is possible. 


Victory Gains Factors:

- Auxiliaries/Mercenaries/”Makes Friends easily”: Due to his status as a rebel and revolutionary, Raynor is willing to both work with and hire all sorts of organizations, whether they are benevolent or criminal.  He has even worked with aliens before, which is unheard of for most Terrans. He has allied briefly with Kerrigan, Tassadar and Zeratul, and retains a long term friendship with the latter. He also frequently brings powerful and prominent men into his retinue. In effect this trait makes third parties more likely to ally with him, and increases the likelihood that he gains some portions of the enemy forces after a victory- regardless of their species. In fact he has been involved in long term alliances with the Protoss before.
- Technological  absorption: Moderate : Through Raynor’s Science Staff(Ariel Hanson and Egon Stettman), Valerian's more professional but less inspired staff  and engineer Rory Swann Raynor has proven himself capable of stealing technology from his enemies, making adaptions to existing units via studying a hyper advanced civilization (Protoss), and manufacturing new designs via Swann. He is willing to incorporate both the old fashion and the brand new into his army.
- Biological Absorption : Moderate: Once again the Science staff has proven themselves capable of making adaptions to existing material and units via studying the Zerg, the most notable of which is regenerative steel.
-   He has outright used alien technology before without absorbing it into his armory, though this is rare.
- All of these gains are won gradually, and they will start to appear in a planetary conquest campaign  before it ends.

ADDITIONAL FACTORS:

- Terran Industry : Terrans are renowned for their in-battle industry, and there are examples of them constructing factories from the ground up  and then building ehicles inside that.
-Raynor is naturally charismatic, friendly, open and thanks to that trait neutral factions are more likely to side with him than not.  
-Raynor suffers from a low quantity of troops. Being a rebel who is constantly on the run he must be very careful with how he uses his troops. However this conservative outlook often improves the chances of his men surviving, and being outnumbered is such a frequency that it would not deter him or his troops (unless horrifically outnumbered).
- Terran Strength lies mostly in their adaptivity  and tenacity, as they are outclassed by the other factions in the Korhal sector.
 - Arsenal: Raynor’s Raiders possess an arsenal that varies from the old-fashioned and high tech at the same time. 



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