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Cell has 40% more capacity and fits in the same slot as the outdated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:
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.
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
* 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.
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.
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.
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.
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.
(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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